diff options
author | daegaladh <daegaladh@54d463be-8e91-2dee-dedb-b68131a5f0ec> | 2012-08-01 04:29:56 +0000 |
---|---|---|
committer | daegaladh <daegaladh@54d463be-8e91-2dee-dedb-b68131a5f0ec> | 2012-08-01 04:29:56 +0000 |
commit | 8832adba3ec9df0f7f890154f69f0993b8d1d8e5 (patch) | |
tree | 0e73afe6a780abf29fe035301f1354f24762da7a /npc/quests/skills/assassin_skills.txt | |
parent | fa533907d49c7e288be33efb55fcb094f8e48591 (diff) | |
download | hercules-8832adba3ec9df0f7f890154f69f0993b8d1d8e5.tar.gz hercules-8832adba3ec9df0f7f890154f69f0993b8d1d8e5.tar.bz2 hercules-8832adba3ec9df0f7f890154f69f0993b8d1d8e5.tar.xz hercules-8832adba3ec9df0f7f890154f69f0993b8d1d8e5.zip |
Full npc folder reorganization. (I hope I didn't break anything D:)
-Now common scripts goes to the main npc folder, and pre-re-only/re-only ones goes to their respective folders.
-NPCs with practically the same script but little differences have been left in the main folder and uses the command checkre() for the differences.
-For those NPCs with different coordinates but same script, the script has been left in the main folder but the NPCs splitted as duplicates.
-All pre-renewal files has been reverted back to their pre-renewal behavior.
TODO:
-Correct pre-re quest rewards.
-Check for pre-re/re differences in mapflags.
git-svn-id: https://rathena.svn.sourceforge.net/svnroot/rathena/trunk@16545 54d463be-8e91-2dee-dedb-b68131a5f0ec
Diffstat (limited to 'npc/quests/skills/assassin_skills.txt')
-rw-r--r-- | npc/quests/skills/assassin_skills.txt | 1001 |
1 files changed, 1001 insertions, 0 deletions
diff --git a/npc/quests/skills/assassin_skills.txt b/npc/quests/skills/assassin_skills.txt new file mode 100644 index 000000000..e39444e32 --- /dev/null +++ b/npc/quests/skills/assassin_skills.txt @@ -0,0 +1,1001 @@ +//===== rAthena Script ======================================= +//= Assassin Skills Quests +//===== By: ================================================== +//= Lupus, Reddozen +//===== Current Version: ===================================== +//= 1.5 +//===== Compatible With: ===================================== +//= rAthena SVN +//===== Description: ========================================= +//= [Aegis Conversion] +//= Quests for skills: Venom Knife, Sonic Acceleration +//===== Additional Comments: ================================= +//= 1.4 Rescripted to Aegis 10.3 stadards. [L0ne_W0lf] +//= 1.5 Replaced effect numerics with constants. [L0ne_W0lf] +//============================================================ + +in_moc_16,14,27,5 script Assassin#realman 884,{ + if (BaseJob == Job_Assassin && ASSN_SK2 == 1) { + if (getskilllv("AS_VENOMKNIFE") == 0) { + mes "[Killtin]"; + mes "Ah yes, that's why you"; + mes "look so familiar. You're"; + mes "of those to whom I've taught"; + mes "the ^990099Venom Knife^000000 skill. So, what"; + mes "brings you to me this time?"; + next; + mes "[Killtin]"; + mes "What's that...?!"; + mes "You want me to teach"; + mes "it to you once again?"; + mes "It's a shame you've forgotten,"; + mes "but I suppose it can't be helped. Alright, alright, I'll teach you."; + next; + mes "[Killtin]"; + mes "First, you need to equip"; + mes "a Knife class weapon, and"; + mes "then cast Envenom on your"; + mes "knife. Throwing the blade?"; + mes "That's all in the wrist. Now,"; + mes "watch me closely and take note."; + next; + mes "[Killtin]"; + mes "You see? Having"; + mes "good form is essential"; + mes "to performing flawless"; + mes "technique. Always basics"; + mes "before the specifics. Now,"; + mes "why don't you give it a try?"; + specialeffect EF_INVENOM; + next; + mes "[Killtin]"; + mes "Good... Very good..."; + mes "Perfect form. Yes..."; + mes "Hmm. Are you sure that"; + mes "you forgot how to do this"; + mes "skill? I suppose that all you"; + mes "needed was a quick refresher."; + specialeffect2 EF_INVENOM; + next; + mes "[Killtin]"; + mes "Alright, I think it's"; + mes "safe to say that you've"; + mes "mastered the Venom Knife"; + mes "skill. Leave me now, and"; + mes "always fight for the honor"; + mes "of the Assassin Guild!"; + skill "AS_VENOMKNIFE",1,0; + close; + } + else { + mes "[Killtin]"; + mes "So how has that"; + mes "^990099Venom Knife^000000 skill"; + mes "been working for you?"; + mes "Be careful, and make sure"; + mes "that your victims always"; + mes "deserve what you give them!"; + close; + } + } + else if (ASSN_SK2 == 1 && ASSN_SK == 7) { + mes "[Killtin]"; + mes "So you've learned all of"; + mes "the specialized Assassin"; + mes "skills, eh? Don't let yourself"; + mes "become overconfident. Strive"; + mes "for even greater strength for"; + mes "the Assassin Guild's honor."; + close; + } + else if (ASSN_SK2 == 1) { + mes "[Killtin]"; + mes "So how has that"; + mes "^990099Venom Knife^000000 skill"; + mes "been working for you?"; + mes "Be careful, and make sure"; + mes "that your victims always"; + mes "deserve what you give them!"; + close; + } + else { + if (BaseJob == Job_Assassin) { + mes "[Killtin]"; + mes "Hm? Ah, you're definitely"; + mes "a member of the Assassin"; + mes "Guild. Great, you've come"; + mes "just at the right time."; + next; + mes "[Killtin]"; + mes "Our guildmaster recently"; + mes "succeeded in developing two"; + mes "new skills for Assassins. I've"; + mes "been charged with the task of"; + mes "teaching these new skills to"; + mes "all the members of our guild."; + next; + select("New skills?"); + mes "[Killtin]"; + mes "That's right, "+ strcharinfo(0) +"."; + mes "The first skill specifically"; + mes "enhances the Sonic Blow"; + mes "skill, and the second skill"; + mes "is a long range attack that's"; + mes "named ''^990099Venom Knife^000000.''"; + next; + mes "[Killtin]"; + mes "If you have any questions,"; + mes "feel free to ask me about"; + mes "any of these new skills. It's"; + mes "my job to teach you as much"; + mes "as I can about them."; + next; + while(1) { + switch(select("^0000FFSonic Blow Enhancement^000000:^990099Venom Knife^000000:Continue Conversation")) { + case 1: + mes "[Killtin]"; + mes "If you've been an Assassin"; + mes "for a while, then you must"; + mes "be familiar with the Sonic"; + mes "Blow skill, which inflicts 8"; + mes "powerful strikes at an enemy"; + mes "in one blindingly fast attack."; + next; + mes "[Killtin]"; + mes "However, due to the speed"; + mes "involved in that skill, Sonic"; + mes "Blow isn't as accurate as it"; + mes "can be. After years of testing"; + mes "and research, our guildmaster"; + mes "developed a way to fix this."; + next; + mes "[Killtin]"; + mes "He created a new skill"; + mes "named ''Sonic Acceleration''"; + mes "that Assassins can cast on"; + mes "themselves in order to quickly"; + mes "detect and accurately strike"; + mes "the target's fatal points."; + next; + mes "[Killtin]"; + mes "In effect, Sonic Acceleration"; + mes "roughly doubles the damage"; + mes "that you can inflict with the"; + mes "Sonic Blow. If you use Sonic"; + mes "Blow pretty often, then this"; + mes "skill will be pretty useful."; + next; + mes "[Killtin]"; + mes "I suggest that you learn"; + mes "the Venom Knife skill from"; + mes "me first. Then, you can talk"; + mes "to Esmille, the beautiful"; + mes "Assassin Cross right next to^FFFFFF ^000000 me, to learn Sonic Acceleration."; + next; + break; + case 2: + mes "[Killtin]"; + mes "As you may well know, our"; + mes "job isn't really known for its"; + mes "long range attacks. Sure, we"; + mes "can use Bows, and we've got"; + mes "a few long distance skills, but"; + mes "their uses are kind of limited."; + next; + mes "[Killtin]"; + mes "This Venom Knife skill was"; + mes "developed with this weakness"; + mes "in long range attacking in mind. Basically, we use the Envenom"; + mes "skill on a knife and throw it at^FFFFFF ^000000 a distant enemy to poison them."; + next; + break; + case 3: + mes "[Killtin]"; + mes "Now, if you like, I can"; + mes "teach you the ^009900Venom Knife^000000"; + mes "skill right now. It won't take"; + mes "that much time, so what do"; + mes "you say? You ready to learn?"; + next; + while(1) { + if (select("Learn Venom Knife:I d-don't wanna learn!") == 1) { + mes "[Killtin]"; + mes "First, you need to equip"; + mes "a Knife class weapon, and"; + mes "then cast Envenom on your"; + mes "knife. Throwing the blade?"; + mes "That's all in the wrist. Now,"; + mes "watch me closely and take note."; + next; + mes "[Killtin]"; + mes "You see? Having"; + mes "good form is essential"; + mes "to performing flawless"; + mes "technique. Always basics"; + mes "before the specifics. Now,"; + mes "why don't you give it a try?"; + specialeffect EF_INVENOM; + next; + mes "[Killtin]"; + mes "Hey, that's pretty good."; + mes "You're catching on really"; + mes "quick. Heh heh, but still,"; + mes "I guess I can take a little"; + mes "bit of credit for my excellent"; + mes "instruction. Ah, very nice."; + next; + specialeffect2 EF_INVENOM; + next; + mes "[Killtin]"; + mes "Alright, you may need"; + mes "to practice a bit more"; + mes "of this skill, but for the most"; + mes "part, you can use Venom"; + mes "Knife pretty easily in battle."; + set ASSN_SK2,1; + set ASSN_SK,1; + skill "AS_VENOMKNIFE",1,0; + next; + mes "[Killtin]"; + mes "Well, that's all I can"; + mes "teach you. Use this skill"; + mes "expertly, and bring woe to"; + mes "your enemies for the honor"; + mes "of the Assassin Guild!"; + close; + } + if (.@teach ==1) { + mes "[Killtin]"; + mes "Y-you don't want to"; + mes "learn? Tough! It's my"; + mes "job to teach this Venom"; + mes "Knife skill to every member"; + mes "of the Assassin Guild! You're^FFFFFFaaaaa^000000 not leaving until I tell you to!"; + next; + } + else { + mes "[Killtin]"; + mes "You can't refuse an"; + mes "order from our guildmaster..."; + mes "Like it or not, this skill will"; + mes "make you a better Assassin."; + mes "Trust me on this and just agree"; + mes "to learn the skill, will you?"; + next; + } + } + } + } + } + else if (BaseJob == Job_Thief) { + mes "[Killtin]"; + mes "A Thief...? Huh."; + mes "That's a respectable"; + mes "job. But listen, if you"; + mes "want me to be able to"; + mes "teach you anything, you'll"; + mes "need to get stronger first."; + close; + } + else { + mes "[Assassin]"; + mes "..............................."; + mes "Just keep moving."; + close; + } + } +} + +in_moc_16,23,27,5 script Assassin#realgirl 885,{ + if (BaseJob == Job_Assassin && ASSN_SK == 7) { + if (getskilllv("AS_SONICACCEL") == 0) { + mes "[Esmille]"; + mes "Mm? Ah, you've transcended"; + mes "and become an Assassin Cross"; + mes "as well. I understand the trouble that you must have gone through"; + mes "to be reborn with new strength."; + next; + mes "[Esmille]"; + mes "You probably need to learn"; + mes "the Sonic Acceleration skill"; + mes "again after having lost some"; + mes "of your memories. I truly"; + mes "sympathize, and am willing"; + mes "to teach it to you again."; + next; + if (getskilllv("AS_SONICBLOW") == 0) { + mes "[Esmille]"; + mes "First, go and learn the"; + mes "Sonic Blow skill. The skill"; + mes "I will teach you is completely"; + mes "useless unless you learn how"; + mes "to perform a Sonic Blow. I shall^FFFFFF ^000000 be waiting right here till then."; + close; + } + mes "[Esmille]"; + mes "Now, right before you"; + mes "perform Sonic Blow, make"; + mes "sure your feet are positioned"; + mes "like this. Then, as smoothly"; + mes "and quickly as possible, shift"; + mes "your weight over to this side."; + specialeffect EF_SONICBLOW; + next; + mes "[Esmille]"; + mes "Watch carefully, this"; + mes "is the most important"; + mes "part. See where my hands"; + mes "are and the angle of my"; + mes "arms? This is the form that"; + mes "you've got to memorize."; + specialeffect EF_SONICBLOW; + next; + mes "[Esmille]"; + mes "Alright, that's all"; + mes "you need to know. Now,"; + mes "please try it so I can give"; + mes "you feedback on your form."; + next; + specialeffect2 EF_SONICBLOW; + next; + mes "[Esmille]"; + mes "Hmm, you're shifting"; + mes "your weight kind of"; + mes "unsteadily. It might"; + mes "help if your center of"; + mes "gravity was like this..."; + next; + specialeffect2 EF_SONICBLOW; + next; + mes "[Esmille]"; + mes "Ah, you're so very"; + mes "close to perfection."; + mes "Focus more on smoothly"; + mes "transitioning from your"; + mes "stance to executed action."; + next; + mes "[Esmille]"; + mes "Yes, that's it...!"; + mes "Very well executed."; + mes "Good work, "+ strcharinfo(0) +"."; + skill "AS_SONICACCEL",1,0; + set ASSN_SK,7; + next; + mes "[Esmille]"; + mes "Do you understand now?"; + mes "You should have no problem"; + mes "remembering this skill now."; + mes "I can teach you nothing more,"; + mes "so all I can do now is wish"; + mes "you luck on your journeys."; + close; + } + else { + mes "[Esmille]"; + mes "I trust that using"; + mes "Sonic Acceleration in"; + mes "battle has given you an"; + mes "edge over the enemy. Bring"; + mes "swift defeat to your foes for"; + mes "the Assassin Guild's honor."; + close; + } + } + else if (ASSN_SK == 7) { + mes "[Esmille]"; + mes "I trust that using"; + mes "Sonic Acceleration in"; + mes "battle has given you an"; + mes "edge over the enemy. Bring"; + mes "swift defeat to your foes for"; + mes "the Assassin Guild's honor."; + close; + } + else if (ASSN_SK == 6) { + mes "[Esmille]"; + mes "Please focus on the"; + mes "training... If we continue to"; + mes "be interrupted, you'll never"; + mes "be able to learn anything."; + mes "Now, please listen closely."; + next; + mes "[Esmille]"; + mes "Now, right before you"; + mes "perform Sonic Blow, make"; + mes "sure your feet are positioned"; + mes "like this. Then, as smoothly"; + mes "and quickly as possible, shift"; + mes "your weight over to this side."; + specialeffect EF_SONICBLOW; + next; + mes "[Esmille]"; + mes "Watch carefully, this"; + mes "is the most important"; + mes "part. See where my hands"; + mes "are and the angle of my"; + mes "arms? This is the form that"; + mes "you've got to memorize."; + specialeffect EF_SONICBLOW; + next; + mes "[Esmille]"; + mes "Alright, that's all"; + mes "you need to know. Now,"; + mes "please try it so I can give"; + mes "you feedback on your form."; + next; + specialeffect2 EF_SONICBLOW; + next; + mes "[Esmille]"; + mes "Hmm, you're shifting"; + mes "your weight kind of"; + mes "unsteadily. It might"; + mes "help if your center of"; + mes "gravity was like this..."; + next; + specialeffect2 EF_SONICBLOW; + next; + mes "[Esmille]"; + mes "That's a little better."; + mes "Hmmm. Try to think of"; + mes "the enemy's weak point"; + mes "and follow through with"; + mes "the stabbing motion."; + next; + specialeffect2 EF_SONICBLOW; + next; + mes "[Esmille]"; + mes "Ah, you're so very"; + mes "close to perfection."; + mes "Focus more on smoothly"; + mes "transitioning from your"; + mes "stance to executed action."; + specialeffect2 EF_SONICBLOW; + next; + mes "[Esmille]"; + mes "Yes, that's it...!"; + mes "Very well executed."; + mes "Good work, "+ strcharinfo(0) +"."; + skill "AS_SONICACCEL",1,0; + set ASSN_SK,7; + next; + mes "[Esmille]"; + mes "Do you understand now?"; + mes "You should have no problem"; + mes "remembering this skill now."; + mes "I can teach you nothing more,"; + mes "so all I can do now is wish"; + mes "you luck on your journeys."; + close; + } + else if (ASSN_SK == 5) { + mes "[Esmille]"; + mes "So how is your little"; + mes "mission coming along?"; + mes "I trust that you've completed"; + mes "that task I assigned for you."; + next; + if ((ASSN_SK == 5 && countitem(726) > 0) || (ASSN_SK == 5 && countitem(723) > 0) || (ASSN_SK == 5 && countitem(720) > 0)) { + select("How's this for treasure?"); + mes "[Esmille]"; + mes "Oh, that jewel...!"; + mes "It's so captivating~"; + mes "I haven't seen anything"; + mes "so beautiful in such a long"; + mes "time. You've done very well..."; + next; + mes "[Esmille]"; + mes "That jewel is yours"; + mes "to keep. In truth, I don't"; + mes "really need any treasure, just^FFFFFF ^000000 some proof of your qualification."; + mes "It looks like you're ready for me^FFFFFF ^000000 to teach you Sonic Acceleration."; + set ASSN_SK,6; + next; + mes "[Esmille]"; + mes "Now, right before you"; + mes "perform Sonic Blow, make"; + mes "sure your feet are positioned"; + mes "like this. Then, as smoothly"; + mes "and quickly as possible, shift"; + mes "your weight over to this side."; + specialeffect EF_SONICBLOW; + next; + mes "[Esmille]"; + mes "Watch carefully, this"; + mes "is the most important"; + mes "part. See where my hands"; + mes "are and the angle of my"; + mes "arms? This is the form that"; + mes "you've got to memorize."; + specialeffect EF_SONICBLOW; + next; + mes "[Esmille]"; + mes "Alright, that's all"; + mes "you need to know. Now,"; + mes "please try it so I can give"; + mes "you feedback on your form."; + next; + specialeffect2 EF_SONICBLOW; + next; + mes "[Esmille]"; + mes "Hmm, you're shifting"; + mes "your weight kind of"; + mes "unsteadily. It might"; + mes "help if your center of"; + mes "gravity was like this..."; + next; + specialeffect2 EF_SONICBLOW; + next; + mes "[Esmille]"; + mes "That's a little better."; + mes "Hmmm. Try to think of"; + mes "the enemy's weak point"; + mes "and follow through with"; + mes "the stabbing motion."; + next; + specialeffect2 EF_SONICBLOW; + next; + mes "[Esmille]"; + mes "Yes, that's it...!"; + mes "Very well executed."; + mes "Good work, "+ strcharinfo(0) +"."; + skill 1003,1,0; + set ASSN_SK,7; + next; + mes "[Esmille]"; + mes "Do you understand now?"; + mes "You should have no problem"; + mes "remembering this skill now."; + mes "I can teach you nothing more,"; + mes "so all I can do now is wish"; + mes "you luck on your journeys."; + close; + } + else { + mes "[Esmille]"; + mes "Hmmm..."; + close; + } + } + else if (ASSN_SK == 2 || ASSN_SK == 3 || ASSN_SK == 4) { + mes "[Esmille]"; + mes "So how is your little"; + mes "mission coming along?"; + mes "If you've forgotten the"; + mes "location I've asked you to"; + mes "search for treasure, then"; + mes "I can briefly remind you."; + next; + mes "[Esmille]"; + mes "Find something valuable"; + if (ASSN_SK == 2) { + mes "for me by searching the"; + mes "^FF0000Coffins^000000 in the Sphinx."; + } + else if (ASSN_SK == 3) { + mes "for me by searching the"; + mes "^FF0000Stone Statues^000000 in the Sphinx."; + } + else if (ASSN_SK == 4) { + mes "in the ^FF0000flooded crypt in the"; + mes "bottom floor^000000 of the Pyramids."; + } + mes "Only the strong can explore"; + mes "that area, so doing this will"; + mes "prove your competency to me."; + close; + } + else if (ASSN_SK == 1) { + mes "[Esmille]"; + mes "Ah. Hello, comrade."; + mes "Have you heard about"; + mes "the latest news from"; + mes "the Assassin Guild?"; + mes "Ah, you've spoken to"; + mes "Killtin. Good, good..."; + next; + mes "[Esmille]"; + mes "Now, I've been charged"; + mes "with the responsibility of"; + mes "teaching the Sonic Acceleration skill to all interested Assassins."; + mes "I can tell you more about it if"; + mes "Killtin didn't fully explain."; + next; + while(1) { + switch(select("Please tell me more...:I want to learn Sonic Acceleration!")) { + case 1: + mes "[Esmille]"; + mes "Sonic Acceleration is"; + mes "a ^FF0000support skill used in"; + mes "conjunction with Sonic Blow^000000."; + mes "Assassins can only cast this"; + mes "skill on themselves for their"; + mes "own personal benefit."; + next; + mes "[Esmille]"; + mes "If you're familiar with"; + mes "Sonic Blow, you'll know"; + mes "that it's difficult to inflict"; + mes "fatal damage with that skill."; + mes "It's far too fast to be able"; + mes "to attack very accurately..."; + next; + mes "[Esmille]"; + mes "However, by learning"; + mes "Sonic Acceleration, you"; + mes "can overcome this accuracy"; + mes "drawback and fulfill the full"; + mes "damage potential of the"; + mes "Sonic Blow skill."; + next; + mes "[Esmille]"; + mes "This skill is truly great."; + mes "And our guildmaster,"; + mes "the one who invented this"; + mes "skill, is also... He's a man"; + mes "amongst men, I must say."; + Emotion e_lv; + next; + break; + case 2: + mes "[Esmille]"; + mes "Ah, I'm glad to see"; + mes "that you're so enthusiastic"; + mes "about learning this skill."; + mes "But first, there we need to"; + mes "take care of the prerequisites... ^FFFFFF ^000000"; + next; + if (getskilllv("AS_SONICBLOW") == 0) { + mes "[Esmille]"; + mes "First, go and learn the"; + mes "Sonic Blow skill. The skill"; + mes "I will teach you is completely"; + mes "useless unless you learn how"; + mes "to perform a Sonic Blow. I shall^FFFFFF ^000000 be waiting right here till then."; + close; + } + mes "[Esmille]"; + mes "Your task will be to bring"; + switch(rand(1,3)) { + case 1: + mes "treasure from the Sphinx."; + mes "Search the ^FF0000Coffins^000000 that"; + mes "are there for precious"; + mes "valuables. Consider this"; + mes "a test of your strength."; + set ASSN_SK,2; + next; + mes "[Esmille]"; + mes "Whether you can complete"; + mes "this task will determine"; + mes "if you are worthy enough"; + mes "for me to teach you the"; + mes "Sonic Acceleration skill."; + mes "Best of luck, and please hurry."; + close; + case 2: + mes "treasure from the Sphinx."; + mes "Search the ^FF0000Stone Statues^000000"; + mes "there for precious valuables."; + mes "Consider this excursion as"; + mes "a test of your strength."; + set ASSN_SK,3; + next; + mes "[Esmille]"; + mes "Whether you can complete"; + mes "this task will determine"; + mes "if you are worthy enough"; + mes "for me to teach you the"; + mes "Sonic Acceleration skill."; + mes "Best of luck, and please hurry."; + close; + case 3: + mes "treasure from the Pyramids."; + mes "Search the ^FF0000flooded crypt at"; + mes "the bottom floor for precious"; + mes "valuables^000000. Consider this as"; + mes "a test of your strength."; + set ASSN_SK,4; + next; + mes "[Esmille]"; + mes "Whether you can complete"; + mes "this task will determine"; + mes "if you are worthy enough"; + mes "for me to teach you the"; + mes "Sonic Acceleration skill."; + mes "Best of luck, and please hurry."; + close; + } + } + } + } + else { + if (BaseJob == Job_Assassin) { + mes "[Assassin]"; + mes "Ah. Hello, comrade."; + mes "Have you heard about"; + mes "the latest news from"; + mes "the Assassin Guild?"; + Emotion e_heh; + next; + select("News from the Assassin Guild?"); + mes "[Assassin]"; + mes "Hm. You must not have"; + mes "heard it, then. If you want"; + mes "to know more about it, you"; + mes "should speak to Killtin, who"; + mes "is right next to me. He will"; + mes "explain everything clearly."; + close; + } + mes "[Assassin]"; + mes "Hm. Do you know any"; + mes "Assassins? Tell them"; + mes "to come here if they"; + mes "haven't already."; + close; + } +} + +in_sphinx2,259,213,0 script Old Coffin#qsk_as -1,7,8,{ +OnTouch: + if (ASSN_SK == 2) { + mes "^3355FFIt's an ancient coffin"; + mes "with a broken lid that"; + mes "is slightly ajar. You"; + mes "momentarily catch a glint"; + mes "of something shining inside.^000000"; + specialeffect EF_CONE; + next; + while(1) { + switch(select("Put your hand inside:Inspect the coffin's opening:Lift the lid:Turn the coffin upside down:Ignore it")) { + case 1: + mes "^3355FFYou carefully put your"; + mes "hand inside the coffin"; + mes "and try to retrieve the"; + mes "shining object that"; + mes "you had glimpsed."; + mes "...............................^000000"; + next; + mes "^3355FFSomething inside"; + mes "the coffin bit your"; + mes "hand really hard!^000000"; + sc_start SC_Poison,30000,0; + sc_start SC_Bleeding,10000,0; + Emotion e_omg,1; + close; + case 2: + mes "^3355FFYou try to peek"; + mes "inside the coffin"; + mes "through the gap"; + mes "between the coffin's"; + mes "edge and the lid."; + mes "...............................^000000"; + next; + mes "^3355FFYou're barely able to"; + mes "perceive that something"; + mes "is squirming inside the"; + mes "coffin, but it's far too dark"; + mes "to see anything else.^000000"; + sc_start SC_Blind,30000,0; + next; + break; + case 3: + mes "^3355FFYou don't have the"; + mes "strength to move"; + mes "something as heavy"; + mes "as this coffin's lid...^000000"; + sc_start SC_Curse,30000,0; + next; + break; + case 4: + mes "^3355FFYou don't have the"; + mes "strength to turn this"; + mes "coffin upside down.^000000"; + next; + break; + case 5: + close; + } + } + } +} + +in_sphinx2,212,267,0 script Old Coffin#qsk_as2 -1,5,6,{ +OnTouch: + if (ASSN_SK == 2) { + mes "^3355FFIt's an ancient coffin"; + mes "with a broken lid that"; + mes "is slightly ajar. You"; + mes "momentarily catch a glint"; + mes "of something shining inside.^000000"; + specialeffect EF_CONE; + next; + while(1) { + switch(select("Put your hand inside:Inspect the coffin's opening:Lift the lid:Turn the coffin upside down:Ignore it")) { + case 1: + mes "^3355FFYou carefully put your"; + mes "hand inside the coffin"; + mes "and try to retrieve the"; + mes "shining object that"; + mes "you had glimpsed."; + mes "...............................^000000"; + next; + if (rand(1,3) != 3) { + mes "^3355FFYou carefully put your"; + mes "hand inside the coffin"; + mes "and try to retrieve the"; + mes "shining object that"; + mes "you had glimpsed."; + mes "...............................^000000"; + next; + mes "^3355FFSomething inside"; + mes "the coffin bit your"; + mes "hand really hard!^000000"; + sc_start SC_Poison,30000,0; + sc_start SC_Bleeding,10000,0; + Emotion e_omg,1; + close; + } + else { + mes "^3355FFYour fingers manage"; + mes "to find a solid object"; + mes "that you pull out of the"; + mes "coffin. You have obtained"; + mes "a Sapphire for Esmille.^000000"; + set ASSN_SK,5; + getitem 726,1; //Blue_Jewel + close; + } + case 2: + mes "^3355FFYou try to peek"; + mes "inside the coffin"; + mes "through the gap"; + mes "between the coffin's"; + mes "edge and the lid."; + mes "...............................^000000"; + next; + mes "^3355FFYou're barely able to"; + mes "perceive that something"; + mes "is squirming inside the"; + mes "coffin, but it's far too dark"; + mes "to see anything else.^000000"; + sc_start SC_Blind,30000,0; + next; + break; + case 3: + mes "^3355FFYou don't have the"; + mes "strength to move"; + mes "something as heavy"; + mes "as this coffin's lid...^000000"; + sc_start SC_Curse,30000,0; + next; + break; + case 4: + mes "^3355FFYou don't have the"; + mes "strength to turn this"; + mes "coffin upside down.^000000"; + next; + break; + case 5: + close; + } + } + } +} + +in_sphinx2,13,163,0 script Stone Statue#qsk_as -1,7,7,{ +OnTouch: + if (ASSN_SK == 3) { + specialeffect EF_CONE; + mes "^3355FFThis ancient stone statue"; + mes "is covered with cracks and"; + mes "looks close to falling apart."; + mes "The glimmer of a shining object"; + mes "peers out from beneath one of"; + mes "the feet. The ground appears"; + mes "soft enough to dig through...^000000"; + specialeffect EF_CONE; + next; + if (select("Dig to retrieve the shining object:Ignore it") == 1) { + mes "^3355FFAs your fingers dig into"; + mes "the soft ground, it emits^000000"; + if (rand(1,3) != 3){ + mes "^3355FFa yellow gas that clouds"; + mes "your senses and briefly"; + mes "knocks you unconscious.^000000"; + sc_start SC_Sleep,30000,0; + close; + } + mes "^3355FFa yellow gas. However, you"; + mes "hold your breath in and expel"; + mes "all gas in your lungs in time"; + mes "to escape its effects. You've"; + mes "retrieved a Ruby for Esmille.^000000"; + set ASSN_SK,5; + getitem 723,1; //Cardinal_Jewel + } + close; + } +} + +in_sphinx2,13,146,0 script Stone Statue#qsk_as2 -1,7,7,{ +OnTouch: + if (ASSN_SK == 3) { + specialeffect EF_CONE; + mes "^3355FFThis ancient stone statue"; + mes "is covered with cracks and"; + mes "looks close to falling apart."; + mes "The glimmer of a shining object"; + mes "peers out from beneath one of"; + mes "the feet. The ground appears"; + mes "soft enough to dig through...^000000"; + specialeffect EF_CONE; + next; + if (select("Dig to retrieve the shining object:Ignore it") == 1) { + mes "^3355FFAs your fingers dig into"; + mes "the soft ground, it emits^000000"; + if (rand(1,3) != 3) { + mes "^3355FFa yellow gas that clouds"; + mes "your senses and briefly"; + mes "knocks you unconscious.^000000"; + sc_start SC_Sleep,30000,0; + close; + } + mes "^3355FFa yellow gas. However, you"; + mes "hold your breath in and expel"; + mes "all gas in your lungs in time"; + mes "to escape its effects. Sadly,"; + mes "all you found was broken glass.^000000"; + Emotion e_omg,1; + } + close; + } +} + +moc_pryd04,85,96,0 script ��#crypt -1,3,3,{ +OnTouch: + if (ASSN_SK == 4) { + specialeffect EF_CONE; + mes "^3355FFThere's something"; + mes "glimmering beneath"; + mes "the surface of the water...^000000"; + next; + if (select("Pick it up:Ignore it") == 1) { + mes "^3355FFAs soon as you dip your"; + mes "hand into the water, the"; + mes "water's freezing chill shoots"; + mes "up through your arm. You "; + mes "better hurry before you freeze!^000000"; + next; + if (rand(1,3) != 3) { + mes "^3355FFIt's too late!"; + mes "Your body has just"; + mes "been frozen solid.^000000"; + sc_start SC_Freeze,10000,0; + close; + } + mes "^3355FFYou quickly pick up"; + mes "the glimmering object"; + mes "before the water can"; + mes "freeze you. You obtained"; + mes "an Aquamarine for Esmille.^000000"; + set ASSN_SK,5; + getitem 720,1; //Skyblue_Jewel + } + close; + } +} + +//============================================================ +// Old changelog +//============================================================ +//= 1.0 for fully working skills only [Lupus] +//= 1.1 Added more new skill quests for more classes [Lupus] +//= Somehow eA engine doesn't let you keep learn't skill V_V' +//= 1.2 Added to correct locations, correct NPC's, fixed +//= some of the items required and made them into real +//= quests. [Reddozen] +//= 1.3 Fixed bugs and minor typos. Optimized [Lupus] +//= 1.3a fixed an item ID typo, thx 2Spiritual Kid +//= 1.3b Splitted into different files [DracoRPG] +//============================================================ |