diff options
author | shennetsind <shennetsind@54d463be-8e91-2dee-dedb-b68131a5f0ec> | 2012-07-08 19:30:07 +0000 |
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committer | shennetsind <shennetsind@54d463be-8e91-2dee-dedb-b68131a5f0ec> | 2012-07-08 19:30:07 +0000 |
commit | 31825ccc2dde034a218d9ad466dd721c40b5651d (patch) | |
tree | 961b976e45988f7f7158d33b3f11a18688f34b1f /npc/re/jobs/3-2 | |
parent | 22c75b070526de8b103032f5bf13504af81e0095 (diff) | |
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Okie ladies and gentleman if this commit breaks anything it's jman's and maki's fault, yes, blame them.
Fixing pre-re / re npc support, moving /config/ folder to src root so other servers may also make use of the #define renewal dir and other stuff.
git-svn-id: https://rathena.svn.sourceforge.net/svnroot/rathena/trunk@16382 54d463be-8e91-2dee-dedb-b68131a5f0ec
Diffstat (limited to 'npc/re/jobs/3-2')
-rw-r--r-- | npc/re/jobs/3-2/genetic.txt | 1471 | ||||
-rw-r--r-- | npc/re/jobs/3-2/minstrel.txt | 2598 | ||||
-rw-r--r-- | npc/re/jobs/3-2/royal_guard.txt | 517 | ||||
-rw-r--r-- | npc/re/jobs/3-2/shadow_chaser.txt | 2346 | ||||
-rw-r--r-- | npc/re/jobs/3-2/sorcerer.txt | 585 | ||||
-rw-r--r-- | npc/re/jobs/3-2/sura.txt | 1190 | ||||
-rw-r--r-- | npc/re/jobs/3-2/wanderer.txt | 1393 |
7 files changed, 10100 insertions, 0 deletions
diff --git a/npc/re/jobs/3-2/genetic.txt b/npc/re/jobs/3-2/genetic.txt new file mode 100644 index 000000000..435f6fa15 --- /dev/null +++ b/npc/re/jobs/3-2/genetic.txt @@ -0,0 +1,1471 @@ +//===== rAthena Script ======================================= +// Genetic Job change Quest +//===== By: ================================================== +//= Masao +//= Credits: Muad_Dib & Aeomin +//===== Current Version: ===================================== +//= 1.1 +//===== Compatible With: ===================================== +//= Any rAthena SVN +//===== Description: ========================================= +//= [AEGIS Conversion] +//= Job change Quest from Alchemist / Creator -> Genetic. +//===== Additional Comments: ================================= +//= 1.0 First Version. +//= 1.1 Fixed Scatter Stuff NPC's - [JayPee]. +//============================================================ + +alde_alche,35,186,5 script Alchemist Union Member 805,{ + + if ((BaseLevel == 99) && (JobLevel > 49)){ + if (Class == Job_Alchemist || Class == Job_Creator || Job_Baby_Alchemist){ + if (SkillPoint == 0){ + if (job_gen == 0){ + mes "[Alchemist Union Member]"; + mes "Our Alchemist Union brings up many junior alchemists with various promotions and investigations."; + next; + mes "[Alchemist Union Member]"; + mes "They have spread to all corners of Rune-Midgart and were active in many fields like sciences or special item production methods."; + next; + mes "[Alchemist Union Member]"; + mes "We call the members of our new union ^3131FF'Geneticists'^000000."; + next; + mes "[Alchemist Union Member]"; + mes "Geneticists are the ones who have reached their peak potential in the world of Alchemy. They are the ones who currently spearhead alchemy throughout all of Rune-Midgart."; + next; + mes "[Alchemist Union Member]"; + mes "I see you have a certain level of experience in this area. Perhaps you would like to meet other geneticists?"; + next; + mes "[Alchemist Union Member]"; + mes "Just recently, an research paper from a geneticist caused a sensation."; + mes "Someone experienced like yourself, would understand her research, and would be able to discuss it with her, right?"; + next; + mes "[Alchemist Union Member]"; + mes "Maybe her research results can be of benefit to your research, and with some luck you could become a geneticist too!";; + next; + mes "[Alchemist Union Member]"; + mes "What do you think? Would you like to meet this geneticist?"; + next; + switch(select("Meet with her.:Don't meet with her.")){ + case 1: + mes "[Alchemist Union Member]"; + mes "Wise choice!"; + mes "The infamous geneticist 'Devries'."; + next; + mes "[Alchemist Union Member]"; + mes "You can find her in the Alchemy Lab at the western part of Lighthalzen. There is also another geneticist studying weaponry there, you might want to pay her a visit too."; + set job_gen,1; + setquest 2215; + close; + case 2: + mes "[Alchemist Union Member]"; + mes "Aren't you interested in the study of life?"; + close; + } + } + mes "[Alchemist Union Member]"; + mes "The geneticist causing academic sensation is studying at the Alchemy Lab in the western part of Lighthalzen."; + mes "If you are interested, go meet with her."; + close; + } + mes "[Alchemist Union Member]"; + mes "- You still have unused skill points. Come back when you have used all of them."; + close; + } + } + mes "[Alchemist Union Member]"; + mes "Our Alchemist Union brings up many junior alchemists with various promotions and investigations."; + next; + mes "[Alchemist Union Member]"; + mes "They have spread to all corners of Rune-Midgart and were active in many fields like sciences or special item production methods."; + next; + mes "[Alchemist Union Member]"; + mes "We call the members of our new union ^3131FF'Geneticists'^000000."; + next; + mes "[Alchemist Union Member]"; + mes "Geneticists are the ones who have reached their peak potential in the world of Alchemy. They are the ones who currently spearhead alchemy throughout all of Rune-Midgart."; + close; +} + +job3_gen01,25,58,3 script Devries#gen 865,{ + + if (SkillPoint == 0){ + if (job_gen == 1){ + mes "[Devries]"; + mes "Argh. The bloodsucking plant sample C is withering again."; + mes "Should I change the ingredient of the growth care?"; + mes "Hey please cheer up soon!"; + next; + mes "[Devries]"; + mes "Eh? This is the first time we meet, right?"; + mes "Looking at your clothing, could you be a fellow alchemist?"; + next; + mes "[Devries]"; + mes "Recently the number of young alchemists is increasing, but very few have the passion to study and do research!"; + next; + mes "[Devries]"; + mes "Take a look at this, this bomb is very powerful! But my Poison Spores are more beautiful! I have lots of goodies!"; + next; + mes "[Devries]"; + mes "Although the Alchemist Union said that they support their researchers, but all of my hard work only got me this 'Easy to Plant Mushroom'!"; + next; + mes "[Devries]"; + mes "Somehow mushrooms spread over the entire lab! I even find spores all over my house!"; + next; + menu "You have a weird accent.",-; + mes "[Devries]"; + mes "I am from Rune-Midgart!"; + mes "Have you ever been to the Rune-Midgarts Kingdom? Everyone in Rune-Midgart speaks like this."; + next; + switch(select("Really?!:I'm from Rune-Midgart too.")){ + case 1: + mes "[Devries]"; + mes "Really?"; + mes "Do you come from a Rune-Midgart village?"; + mes "My village is very big, everyone there speaks with this accent."; + next; + break; + case 2: + emotion e_lv; + mes "[Devries]"; + mes "Ah! No wonder you look so familiar."; + mes "I am happy to meet a fellow Rune-Midgartian here in the Schwartzvalt Republic!"; + next; + break; + } + mes "- Bang Bang Bang -"; + next; + emotion e_ag; + mes "[Devries]"; + mes "Aaaghh! It's that woman again!"; + next; + menu "What is that noise?",-; + mes "[Devries]"; + mes "That's my classmate, Demi Calberine. That noise is from her experiments."; + mes "Demi is an mini cannon specialist, she always makes a lot of noise."; + next; + emotion e_sob; + mes "[Devries]"; + mes "Look!"; + mes "My mushrooms and plants are scared!"; + mes "I can't even concentrate on my research. This is so annoying!!"; + next; + mes "- Kala Kala -"; + next; + mes "[Devries]"; + mes "Whenever I am in a bad mood, I need to eat some of Orleans cookies."; + next; + mes "[Devries]"; + mes "It's a luxury cookie from Prontera. When I put one in my mouth it reminds me of Asgard."; + mes "When I finish eating a delicious cookie, the noise from Demi Calberine just goes away."; + next; + mes "[Devries]"; + mes "Would you like one?"; + mes "Aw, I already ate the last one."; + next; + mes "[Devries]"; + mes "But that's okay! I have a few boxes in my room on the second floor."; + mes "Because of the temptation, I've bought a large amount, hehehe."; + next; + mes "- Ke Ke Ke Ke Ke Ke Ke -"; + specialeffect EF_ENDURE; + next; + specialeffect EF_REPAIRWEAPON; + mes "- Ke Ke Ke Ke! Ke Ke Ke Ke Ke Ke!!! -"; + next; + specialeffect EF_CRASHEARTH; + mes "- Bang! Bang!! Bang!!! Bang!!!! -"; + next; + mes "[Devries]"; + mes ".................."; + next; + mes "[Devries]"; + mes "Ooooh uh"; + mes "Eh Aaaaahhh!!!"; + next; + mes "[Devries]"; + mes "Demi!!!!! Demi!!!!"; + next; + mes "- It looks like you need to calm Devries down. -"; + set job_gen,2; + close; + }else if (job_gen == 2){ + mes "[Devries]"; + mes "Uh Aaaaaaah!!!!"; + mes "Demi!!!!! Demi!!!!"; + next; + mes "- It looks like you need to calm Devries down. -"; + close; + }else if (job_gen == 3){ + mes "[Devries]"; + mes "Uh Aaaaaahhhh!!!!"; + mes "Demi!!!!! Demi!!!!"; + next; + menu "Give the cookies to Devries.",-; + mes "- Devries took the cookies and started eating like a hungry wolf. -"; + next; + mes "- Ka Ka Ka -"; + mes "- Ka Ka Ka -"; + mes "- Ka Ka Ka -"; + next; + mes "[Devries]"; + mes "Ah,"; + mes "The sweet butter taste,"; + mes "really calms me down."; + next; + emotion e_rice; + mes "[Devries]"; + mes "Demi works very persistent today too."; + mes "Hehehe, what a hard working colleague."; + next; + mes "- As expected, the cookie works really well. -"; + emotion e_no1; + next; + mes "[Devries]"; + mes "You also like alchemy, which has brought you here, right?"; + next; + mes "[Devries]"; + mes "Oh, right, I haven't introduced myself."; + mes "My name is Devries."; + mes "I'm interested in new and special life."; + next; + mes "[Devries]"; + mes "What's your name, young alchemist?"; + next; + menu "I am "+strcharinfo(0)+".",-; + mes "[Devries]"; + mes "Oh, "+strcharinfo(0)+"."; + mes "What an interesting name. Nice to meet you."; + next; + mes "[Devries]"; + mes "But I am terrible with names...... Is it okay if I call you Bubbles?"; + next; + mes "[Devries]"; + mes "Bubbles, have you heard of my research?"; + mes "You did read my research paper before you came here, right?"; + next; + switch(select("No.:Yes, I did.")){ + case 1: + mes "[Devries]"; + mes "Ah, it's written all over your face."; + mes "Don't be shy."; + break; + case 2: + mes "[Devries]"; + mes "Am I right?"; + mes "It's easy to communicate with people from the same place."; + break; + } + next; + mes "[Devries]"; + mes "Now, you used the method I mentioned earlier to calm me down."; + next; + mes "[Devries]"; + mes "I'm very satisfied with how you paid attention to details."; + mes "You have the quality to become a geneticist."; + next; + mes "[Devries]"; + mes "^FF0000After becoming a geneticist, you can no longer study alchemy or bio-chemistry.^000000"; + mes "If you accept, you may take the test."; + next; + switch(select("Maybe later.:I want to become a Geneticist!")){ + case 1: + mes "[Devries]"; + mes "Okay then."; + mes "Even though your knowledge is not that great as that of geneticists, a fundamental knowledge is also important."; + mes "Bubbles, come back to me once you've finished your studies."; + set job_gen,4; + close; + case 2: + mes "[Devries]"; + mes "Good!"; + mes "Let's do our best together!"; + set job_gen,5; + close; + } + }else if (job_gen == 4){ + mes "[Devries]"; + mes "Bubbles!"; + mes "Are you prepared to take the test?"; + next; + switch(select("Not yet.:Yes!")){ + case 1: + mes "[Devries]"; + mes "You have to try hard! There is no shortcut when obtaining knowledge!"; + close; + case 2: + mes "[Devries]"; + mes "Very good!"; + mes "Let's do our best together!"; + set job_gen,5; + close; + } + }else if (job_gen == 5){ + mes "[Devries]"; + mes "Bubbles, what do you think of plants?"; + mes "Do you like plants? Which one are you interested in?"; + next; + mes "- Bang Bang Bang Bang -"; + next; + emotion e_swt2; + mes "[Devries]"; + mes "Ah, Demi Calberine is doing it again?"; + mes "Hopefully she fails again......Demi...must...not succeed..."; + next; + mes "[Devries]"; + mes "Where was I?"; + mes "Oh, right. In alchemy, plants are very important."; + mes "Alchemists would make Geographers and Hydra's grow fast, and they would help them when in a battle..."; + next; + mes "- Bang!! Bang!! Bang!! Bang!! -"; + next; + emotion e_hmm; + mes "[Devries]"; + mes "......................."; + next; + emotion e_hmm; + mes "[Devries]"; + mes "Like technologies, plants are easily to..."; + next; + mes "- Bang!!!! -"; + next; + emotion e_hmm; + mes "[Devries]"; + mes "...sexual reproduction..."; + next; + mes "- Bang!!!! -"; + mes "- Ke Ke Ke Ke Ke Ke!! -"; + mes "- Bang Bang Bang Bang Bang!!!! -"; + mes "- Bang!! Bang!! Bang!! Bang!! -"; + next; + emotion e_hmm; + mes "[Devries]"; + mes "......................."; + next; + emotion e_hmm; + mes "[Devries]"; + mes "Bubbles."; + next; + emotion e_hmm; + mes "[Devries]"; + mes "To become a geneticist, you must pass the test"; + next; + mes "[Devries]"; + mes "It's called the 'Perfect Soundproof System'!"; + mes "You must use plants and experiment samples on the 1st floor of the lab. Release me from Demi Calberine's scary noise."; + next; + mes "[Devries]"; + mes "Okay then, let's get started!"; + set job_gen,6; + close; + }else if (job_gen == 6){ + mes "[Devries]"; + mes "It's called the 'Perfect Soundproof System'!"; + mes "You must use plants and experiment samples on the 1st floor of the lab. Release me from Demi Calberine's scary noise."; + next; + mes "[Devries]"; + mes "There are some related guides in the cabinet that you may use."; + mes "Okay then, let's get started!"; + close; + }else if ((job_gen > 6) && (job_gen < 60)){ + mes "[Devries]"; + mes "Is there a problem?"; + next; + switch(select("Nothing.:The experiment failed.")){ + case 1: + mes "[Devries]"; + mes "Better get started, or I'll start to scream!!!"; + close; + case 2: + mes "[Devries]"; + mes "Why not redo the experiment?"; + mes "Why are you asking me these things?"; + set job_gen,7; + if (checkquest(2209) == 1){ + erasequest 2209; + } + if (checkquest(2210) == 1){ + erasequest 2210; + } + if (checkquest(2211) == 1){ + erasequest 2211; + } + if (checkquest(2212) == 1){ + erasequest 2212; + } + if (checkquest(2213) == 1){ + erasequest 2213; + } + if (checkquest(2214) == 1){ + erasequest 2214; + } + close; + } + }else if (job_gen == 60 || job_gen == 61){ + mes "- Bang Bang Bang Ke Ke Ke Ke -"; + next; + mes "- Bang Bang Bangg Bang Bang Bang -"; + next; + mes "[Devries]"; + mes "What is Demi Calberine doing?"; + mes "That is really loud."; + next; + mes "[Devries]"; + mes "Did you finish the experiment, Bubbles?"; + mes "Show me the seed."; + next; + if ((countitem(6273) == 0) && (countitem(6272) == 0)){ + mes "[Devries]"; + mes "What is this?"; + mes "How can you claim success when you have a unfinished experiment?"; + mes "Hurry up and redo the experiment."; + set job_gen,7; + if (checkquest(2209) == 1){ + erasequest 2209; + } + if (checkquest(2210) == 1){ + erasequest 2210; + } + if (checkquest(2211) == 1){ + erasequest 2211; + } + if (checkquest(2212) == 1){ + erasequest 2212; + } + if (checkquest(2213) == 1){ + erasequest 2213; + } + if (checkquest(2214) == 1){ + erasequest 2214; + } + close; + } + mes "[Devries]"; + mes "Show me the seed you created."; + mes "What will it be?"; + next; + mes "[Devries]"; + mes "Put the seed in the Super Cultivator, adjust the temperature..."; + next; + mes "[Devries]"; + mes "Ah!"; + next; + if (job_gen == 60){ + specialeffect EF_FLASHER; + specialeffect EF_PHARMACY_OK; + mes "[Devries]"; + mes "Bubbles, look at this!"; + mes "What a fascination plant!"; + next; + mes "[Devries]"; + mes "Spike vines are everywhere in the culture machine!"; + mes "These vines are very high concentrated and hard, like a brick wall!"; + next; + mes "[Devries]"; + mes "This is it, Bubbles!"; + mes "The properties of this plant can be used for varying things!"; + next; + mes "[Devries]"; + mes "Great, Bubbles."; + mes "I thought you would have a decent result, but it came out better then I expected!"; + next; + mes "[Devries]"; + mes "I need to submit your experiment result to the Alchemist Union."; + mes "I will write a letter, stating that Bubbles is terrific, and has the qualifications to become a geneticist."; + next; + mes "[Devries]"; + mes "The union's reply might take a while, can you wait for it?"; + mes "In the meantime, go meet Demi Calberine upstairs."; + next; + mes "[Devries]"; + mes "She is a fellow geneticist, specializing in mini cannons."; + mes "Go take a look at her experiment results."; + mes "Could you give this message to her? Tell her to conduct her experiments quietly."; + delitem 6273,1; + set job_gen,62; + changequest 2215,2216; + if (checkquest(2209) == 1){ + erasequest 2209; + } + if (checkquest(2210) == 1){ + erasequest 2210; + } + if (checkquest(2211) == 1){ + erasequest 2211; + } + if (checkquest(2212) == 1){ + erasequest 2212; + } + if (checkquest(2213) == 1){ + erasequest 2213; + } + if (checkquest(2214) == 1){ + erasequest 2214; + } + close; + } + specialeffect EF_SPELLBREAKER; + specialeffect EF_PHARMACY_FAIL; + mes "[Devries]"; + mes "Uh oh! You failed, Bubbles"; + mes "it did not grow at all, it's withered already."; + mes "Go and redo the experiment!"; + delitem 6272,1; + set job_gen,7; + if (checkquest(2209) == 1){ + erasequest 2209; + } + if (checkquest(2210) == 1){ + erasequest 2210; + } + if (checkquest(2211) == 1){ + erasequest 2211; + } + if (checkquest(2212) == 1){ + erasequest 2212; + } + if (checkquest(2213) == 1){ + erasequest 2213; + } + if (checkquest(2214) == 1){ + erasequest 2214; + } + close; + }else if ((job_gen > 61) && (job_gen < 76)){ + if (checkquest(2223,2) == 2){ + mes "[Devries]"; + mes "Ah, hold on."; + mes "It looks like the mail has already arrived."; + set job_gen,76; + completequest 2223; + close; + } + mes "[Devries]"; + mes "Whilst waiting for the Union's reply, go see Demi Calberine's experiment results."; + close; + }else if (job_gen == 76){ + mes "[Devries]"; + mes "Bubbles!"; + mes "Good news!"; + next; + if ((Class == Job_Alchemist || Class == Job_Creator || Job_Baby_Alchemist) && ((JobLevel > 49) && (SkillPoint == 0) && (BaseLevel > 98))){ + if (checkcart() == 0){ + mes "[Devries]"; + mes "Put that heavy and dirty cart away. On such a happy moment, that thing will just ruin it."; + close; + } + if(checkweight(1201,1) == 0){ + mes "- Wait a minute !! -"; + mes "- Currently you're carrying -"; + mes "- too many items with you. -"; + mes "- Please try again -"; + mes "- after you lose some weight. -"; + close; + } + mes "[Devries]"; + mes "The letter from the Alchemist Union has arrived."; + mes "Let me read it to you, Bubbles!"; + next; + mes "<Dear geneticist Devries:>"; + mes "<We recently heard of your activities, many have heard of your news.>"; + next; + mes "[Devries]"; + mes "This is from my hometown."; + next; + mes "<Many have heard of your experiment results and they have already been put into commercial use, we are very happy about this.>"; + mes "<This will certainly help the field of alchemy.>"; + next; + mes "<You also attached a research paper.>"; + mes "<Including a experiment from an alchemist named "+strcharinfo(0)+". A new fast growing plant type that is as hard as a brick wall.>"; + mes "Myself and other Alchemist Union Members studied this paper, and found it to be very interesting.>"; + next; + mes "<Other geneticists are also interested in the use of this plant, we hope to see some related research papers in the near future.>"; + next; + mes "<Devries>"; + mes "<We think "+strcharinfo(0)+" has the qualifications to become a geneticist.>"; + mes "<Please let him know, that we hope that he keeps up his outstanding work after becoming a geneticist.>"; + next; + mes "<The Alchemist Union is proud of having talented people like Ms. Devries, Ms. Demi Calberine, and "+strcharinfo(0)+".>"; + mes "<We highly anticipate the results of your next experiment.>"; + next; + mes "[Devries]"; + mes "Congratulations, Bubbles"; + mes "From now on, you are a Geneticist!!"; + if(Class == Job_Baby_Alchemist){ + jobchange Job_Baby_Genetic; + } + else if (Class == Job_Alchemist){ + jobchange Job_Genetic; + } else { + jobchange Job_Genetic_T; + } + set job_gen,77; + getitem 5752,1; + getitem 2795,1; + next; + mes "[Devries]"; + mes "Just like in the Union's letter, I'm also looking forward to your future research."; + mes "Let's work hard! Strive to become the best geneticist!"; + close; + } + }else if (job_gen == 77){ + mes "[Devries]"; + mes "Bubbles, want to join my Love Orleans club? It's a club for those that love cookies. Of course, we don't think of doing weird things with Charles Orleans."; + close; + } + mes "[Devries]"; + mes "- You still have some unused skill points. -"; + close;; + } + mes "[Devries]"; + mes "Am I that beautiful to you? Or why are you staring at me like that?"; + close; +} + +job3_gen01,83,72,3 script Delivery Box#generic 111,{ + + mes "- There's a big box. -"; + if (job_gen == 2){ + next; + switch(select("Open it.:Check the address.:Do nothing.")){ + case 1: + mes "- The box contains 6 bag of cookies -"; + next; + switch(select("Take the cookies.:Do nothing.")){ + case 1: + mes "- You took a bag of cookies from the box -"; + set job_gen,3; + close; + case 2: + mes "You do nothing."; + close; + } + case 2: + mes "[From: Rune-Midgarts Kingdom, Prontera, Charles Orleans]"; + mes "[Recipient: Schwaltzvalt Republic, Lighthalzen, Devries]"; + close; + case 3: + mes "You do nothing."; + close; + } + } + close; +} + +job3_gen01,12,56,3 script Plant Guide#generic 111,{ + + mes "<The Easiest Alchemy in the World>"; + mes "Written by Bob Ross."; + next; + switch(select("Animals:Plants:Minerals:Etc.")){ + case 1: + mes "...Using animals in alchemy can easily be practiced by anyone."; + mes "You can put the animals that you want to use on the white tray, imagine the goal you want to make and then practice the alchemy."; + mes "It's very easy."; + next; + mes "...The animals that are used in alchemy might in the danger of getting extinct because of being captured by thoughtless alchemists."; + mes "So I won't mention them."; + close; + case 2: + mes "...The guide of alchemy using plants is easy to follow, even for a little kid."; + mes "You can put the plants on the table, and break or cut them, connect them using a simple tool, then do alchemy."; + mes "That's really an extraordinary method."; + next; + mes "...The plants usually used for alchemy are Bigibigi Grass and Muka Trees that have sharp thorns but are delicate inside and Bogi Creeper whose growth speed is really fast but parasitic on living things."; + if (job_gen == 6){ + set job_gen,7; + } + close; + case 3: + mes "...Using minerals in alchemy is a way that beginners find pretty easy."; + mes "You can put the minerals you want to in the beautifully crafted box, and sing any song that you can think of twice and then practice the alchemy."; + mes "That's really an easy way."; + next; + mes "...A mineral that's usually used for alchemy is 'Phracon' which doesn't cost a lot."; + close; + case 4: + mes "...Alchemy is the easiest thing in the world."; + mes "This writer shows a cobalt blue alchemy demonstration in front of students every week, and always get a big applaud from them."; + mes "I'm sure that you would be into the alchemy world at the moment you read this book."; + close; + } +} + +job3_gen01,36,55,3 script Bigibigi Grass#gen 844,{ + + if (job_gen == 7){ + if (checkquest(2209) == -1 || checkquest(2209) == 0){ + mes "- The size is quite big to be normal grass so it's called Bigibigi Grass. -"; + next; + switch(select("Use as experiment sample.:Leave it alone.")){ + case 1: + mes "- You have obtained Bigibigi Grass. -"; + setquest 2209; + close; + case 2: + mes "- This plant doesn't look suitable as an experiment sample. -"; + close; + } + } + mes "- You already have Bigibigi Grass. -"; + close; + }else if (job_gen == 6){ + mes "Information related to this plant can be found in the Plant Guide in the cabinet."; + close; + } + mes "- The size is quite big to be normal grass so it's called Bigibigi Grass. -"; + close; +} + +job3_gen01,36,45,3 script Muka Tree#gen 844,{ + + if (job_gen == 7){ + if (checkquest(2210) == -1 || checkquest(2210) == 0){ + mes "- This is the Muka Tree which protects its delicate inside with sharp thorns. -"; + next; + switch(select("Use as experiment sample.:Leave it alone.")){ + case 1: + mes "- You have obtained some parts of Muka Tree.-"; + setquest 2210; + close; + case 2: + mes "- This plant doesn't look suitable as an experiment sample. -"; + close; + } + } + mes "- You already have Muka Tree. -"; + close; + }else if (job_gen == 6){ + mes "Information related to this plant can be found in the Plant Guide in the cabinet."; + close; + } + mes "- This is the Muka Tree which protects its delicate inside with sharp thorns. -"; + close; +} + +job3_gen01,42,55,3 script Bogi Vine#gen 844,{ + + if (job_gen == 7){ + if (checkquest(2211) == -1 || checkquest(2211) == 0){ + mes "- This is a Bogi Vine which has a very fast growth speed. -"; + next; + switch(select("Use as experiment sample.:Leave it alone.")){ + case 1: + mes "- You have obtained some parts of Bogi Vine. -"; + setquest 2211; + close; + case 2: + mes "- This plant doesn't look suitable as an experiment sample. -"; + close; + } + } + mes "- You already have Bogi Vine. -"; + close; + }else if (job_gen == 6){ + mes "Information related to this plant can be found in the Plant Guide in the cabinet."; + close; + } + mes "- This is a Bogi Vine which has a very fast growth speed. -"; + close; +} + +job3_gen01,30,58,3 script Aolatura#gen 844,{ + + if (job_gen == 7){ + if (checkquest(2212) == -1 || checkquest(2212) == 0){ + mes "- This is known to blossom then thousand flowers as it only blooms once per lifetime. -"; + next; + switch(select("Use as experiment sample.:Leave it alone.")){ + case 1: + mes "- You have obtained Aolatura. -"; + setquest 2212; + close; + case 2: + mes "- This plant doesn't look suitable as an experiment sample. -"; + close; + } + } + mes "- You already have Aolatura. -"; + close; + }else if (job_gen == 6){ + mes "Information related to this plant can be found in the Plant Guide in the cabinet."; + close; + } + mes "- This is known to blossom then thousand flowers as it only blooms once per lifetime. -"; + close; +} + +job3_gen01,30,63,3 script Congra#gen 844,{ + + if (job_gen == 7){ + if (checkquest(2213) == -1 || checkquest(2213) == 0){ + mes "- It's a plant that has a big and solid stem with enormous leaves. -"; + next; + switch(select("Use as experiment sample.:Leave it alone.")){ + case 1: + mes "- You have obtained Congra. -"; + setquest 2213; + close; + case 2: + mes "- This plant doesn't look suitable as an experiment sample. -"; + close; + } + } + mes "- You already have Congra. -"; + close; + }else if (job_gen == 6){ + mes "Information related to this plant can be found in the Plant Guide in the cabinet."; + close; + } + mes "- It's a plant that has a big and solid stem with enormous leaves. -"; + close; +} + +job3_gen01,32,38,3 script Sticky Grass#gen 844,{ + + if (job_gen == 7){ + if (checkquest(2214) == -1 || checkquest(2214) == 0){ + mes "- I may not know the name but it's sticky and can stick to just about anything. -"; + next; + switch(select("Use as experiment sample.:Leave it alone.")){ + case 1: + mes "- You have obtained Sticky Grass -"; + setquest 2214; + close; + case 2: + mes "- This plant doesn't look suitable as an experiment sample. -"; + close; + } + } + mes "- You already have Sticky Grass -"; + close; + }else if (job_gen == 6){ + mes "Information related to this plant can be found in the Plant Guide in the cabinet."; + close; + } + mes "- I may not know the name but it's sticky and can stick to just about anything. -"; + close; +} + +job3_gen01,7,50,3 script Testing Table#gen 844,{ + + if (job_gen == 7){ + mes "- This is a testing table with a lot of tools. I think I can study the combinations here with plants. -"; + next; + switch(select("Conduct experiment.:Don't conduct experiment.")){ + case 1: + if ((checkquest(2209) == -1 || checkquest(2209) == 0) && (checkquest(2210) == -1 || checkquest(2210) == 0) && (checkquest(2211) == -1 || checkquest(2211) == 0) && (checkquest(2212) == -1 || checkquest(2212) == 0) && (checkquest(2213) == -1 || checkquest(2213) == 0) && (checkquest(2214) == -1 || checkquest(2214) == 0)){ + mes "["+strcharinfo(0)+"]"; + mes "Hmm, I need to bring a plant sample to experiment with."; + close; + } + mes "What do you want to do with the prepared plant sample?"; + next; + switch(select("Break:Crush:Smash")){ + case 1: + break; + case 2: + break; + case 3: + break; + } + while(1){ + if (.@fortune == 7){ + break; + }else{ + mes "What next?"; + next; + set .@rand,rand(1,2); + if (.@rand == 1){ + switch(select("Burn into Ashes.:Dip in distilled Water.:Cook it with Steam.")){ + case 1: + break; + case 2: + break; + case 3: + break; + } + } + switch(select("Put it into a Testing Flask and Shake.:Cool it down.:Warm it up.")){ + case 1: + break; + case 2: + break; + case 3: + break; + } + set .@fortune,rand(1,7); + } + } + mes "What next?"; + next; + menu "Inject it into a Testing Seed.",-; + mes "Which Seed do you want to use?"; + next; + switch(select("Testing Seed Type A:Testing Seed Type B:Testing Seed Type C:Testing Seed Type D")){ + case 1: + break; + case 2: + break; + case 3: + break; + case 4: + break; + } + mes "Put the seed into the prepared sample."; + next; + mes "["+strcharinfo(0)+"]"; + mes "Okay, now I need to bring this seed to Devries!"; + if ((checkquest(2209) == -1 || checkquest(2209) == 0) && (checkquest(2210) == -1 || checkquest(2210) == 0) && (checkquest(2211) == -1 || checkquest(2211) == 0)){ + set job_gen,61; + getitem 6272,1; + close; + } + if (checkquest(2209) == 1){ + set job_gen,job_gen+10; + } + if (checkquest(2210) == 1){ + set job_gen,job_gen+10; + } + if (checkquest(2211) == 1){ + set job_gen,job_gen+10; + } + set .@score,job_gen + JobLevel - 20; + set .@result,rand(1,100); + if (.@result < .@score){ + set job_gen,60; + getitem 6273,1; + close; + } + set job_gen,61; + getitem 6272,1; + close; + case 2: + mes "- It's not the time to start the experiment yet. -"; + close; + } + }else if ((job_gen > 7) && (job_gen < 60)){ + mes "- It looks like there is a problem with the experiment. I better redo the experiment. -"; + set job_gen,7; + if (countitem(6273) > 0){ + delitem 6273,1; + } + if (countitem(6272) > 0){ + delitem 6272,1; + } + if (checkquest(2209) == 1){ + erasequest 2209; + } + if (checkquest(2210) == 1){ + erasequest 2210; + } + if (checkquest(2211) == 1){ + erasequest 2211; + } + if (checkquest(2212) == 1){ + erasequest 2212; + } + if (checkquest(2213) == 1){ + erasequest 2213; + } + if (checkquest(2214) == 1){ + erasequest 2214; + } + close; + }else if (job_gen == 60 || job_gen == 61){ + mes "- It looks like I only need to bring the created seed to Devries now. -"; + close; + } + mes "- This is a testing table with a lot of tools. I think I can study the combinations here with plants. -"; + close; +} + +//npc "job3_gen01" "Super Cultivator#gen" CLEAR_NPC 21 67 3 0 0 + +job3_gen01,91,48,3 script Demi Calberine#gen 982,{ + + if (job_gen < 62){ + mes "[Demi Calberine]"; + mes "Hmm~ Where'd that bolt go?"; + close; + }else if (job_gen == 62){ + mes "[Demi Calberine]"; + mes "I want to sit on a blue cart~"; + mes "And make a beautiful picture of me with my cannon~"; + mes "With my love~"; + mes "Shot forever~?"; + next; + mes "[Demi Calberine]"; + mes "Hmm~ Where'd that bolt go?"; + mes "Why aren't their enough bolts? Didn't I just order a bunch yesterday?"; + next; + menu "Hi",-; + mes "[Demi Calberine]"; + mes "Huh~?"; + mes "What...who are you?"; + next; + mes "[Demi Calberine]"; + mes "Ah, no, this is not the time to talk!"; + mes "Uh! Come help me!"; + next; + mes "[Demi Calberine]"; + mes "A customer ordered a cart with a mini cannon that I have to finish today, but I can't find the parts!"; + next; + mes "[Demi Calberine]"; + mes "Er Ah~I think they fell somewhere around here..."; + mes "I only need 12 pieces! I need to work on other parts as well... Please help me find them!"; + changequest 2216,2217; + set job_gen,63; + close; + }else if ((job_gen > 62) && (job_gen < 74)){ + mes "[Demi Calberine]"; + mes "Ah, oh no, oh no~~~"; + mes "Did you find the missing pieces yet? No, not yet? You promised, please hurry up!"; + close; + }else if (job_gen == 74){ + mes "[Demi Calberine]"; + mes "This cart is low on power, maybe if install this here..."; + next; + menu "I found the pieces.",-; + mes "[Demi Calberine]"; + mes "Ah, you scared me!"; + mes "Why do you like to scare people???"; + mes "Are these my missing bolts?"; + mes "Where did you find them?"; + next; + menu "Didn't you ask me to go find them?",-; + mes "[Demi Calberine]"; + mes "Oh? Oh?"; + mes "Really? Hehehehehe."; + mes "Must be my bad memory."; + next; + mes "[Demi Calberine]"; + mes "Wait a minute."; + mes "Now that I have these pieces, I should be able to finish it now."; + next; + mes "- Ke Ke Ke Ke -"; + next; + mes "[Demi Calberine]"; + mes "Very good, the mini cannon is installed on the cart...let's take it for a test shall we?"; + next; + mes "- Chi... -"; + next; + mes "- Bang! Bang! Bang! Bang! -"; + next; + mes "[Demi Calberine]"; + mes "Good! Success!"; + mes "Phew, thanks to you, I was able to finish this on time."; + mes "Thank you very much."; + next; + mes "[Demi Calberine]"; + mes "Ah, what's do you need"; + mes "Do you want to make a custom order or something?"; + next; + mes "["+strcharinfo(0)+"]"; + mes "I'm a geneticist apprentice."; + mes "I heard Demi Calberine was obsessed with mini cannons."; + next; + mes "[Demi Calberine]"; + mes "Yes, I can make many types of mini cannons."; + mes "Recently a lot of people want me to modify their carts, I installed new features such as mini cannons."; + next; + mes "["+strcharinfo(0)+"]"; + mes "Cart modification?"; + next; + mes "[Demi Calberine]"; + mes "Yes, when you are going downhill, don't you want to sit on the cart and slide down?"; + mes "Don't you feel bored dragging the cart everywhere?"; + next; + mes "[Demi Calberine]"; + mes "The cart is no longer just for item storage."; + mes "Installing a mini cannon on the cart, will help you attack your enemies, and increases your power."; + next; + mes "[Demi Calberine]"; + mes "Devries below seems to be conducting playhouse like experiments."; + mes "I cannot understand why experiments like that are so popular, tsk."; + emotion e_rice; + next; + mes "[Demi Calberine]"; + mes "Please look at this mini cannon."; + mes "As big as the size of my palm, it's the smallest and lightest cannon in the world."; + mes "Don't you think it's cute? Eh~"; + emotion e_awsm; + next; + menu "Can my cart be modified too?",-; + mes "[Demi Calberine]"; + mes "Sorry, only geneticists can have their carts modified."; + mes "This is a rule from the Alchemy Union, I have no choice in the matter."; + next; + mes "[Demi Calberine]"; + mes "But don't be disappointed."; + mes "Just become a geneticist? Hehehe."; + next; + mes "[Demi Calberine]"; + mes "And not all carts can be modified."; + mes "They have to meet a certain standard."; + next; + mes "[Demi Calberine]"; + mes "Before becoming a geneticist, please practice your Cart Revolution skill."; + mes "You need your muscles and cart movement to be in perfect balance."; + next; + mes "[Demi Calberine]"; + mes "If you want, ^FF0000I can show you a nice area to practise in.^000000"; + mes "^FF0000Though I don't like her^000000, it is a nice place, hehe."; + next; + mes "[Demi Calberine]"; + mes "With this oppurtunity, you just need to have fun practising your Cart Revolution skill."; + mes "Use your cart to kill ^FF0000100 Poison Spores^000000, watch your fatique, and familiarize yourself with the cart."; + next; + mes "[Demi Calberine]"; + mes "Okay, I need to start work on the next order."; + mes "If you want to practice, come back here."; + mes "I will help to modify your cart anytime."; + next; + mes "- KaBoom -"; + next; + mes "- What happened? The floor seems to have disappeared. -"; + set job_gen,75; + changequest 2217,2223; + close2; + warp "job3_gen01",23,32; + end; + }else if (job_gen == 75){ + if (checkquest(2223,2) == 2){ + mes "[Demi Calberine]"; + mes "It looks like Devries found out that I put you into her mushroom cage."; + mes "Just look at her face, nice. Such anger."; + close; + } + mes "[Demi Calberine]"; + mes "Er ah, didn't you finish practising?"; + mes "Do you want to enter the mushroom cage?"; + next; + switch(select("Yes:No")){ + case 1: + mes "[Demi Calberine]"; + mes "have fun swinging your cart around~"; + close2; + warp "job3_gen01",23,32; + end; + case 2: + mes "[Demi Calberine]"; + mes "Hm, too bad. I want to see Devries's angry face."; + close; + } + }else if (job_gen > 75){ + mes "[Demi Calberine]"; + mes "It looks like Devries found out that I put you into her mushroom cage."; + mes "Just look at her face, nice. Such anger."; + close; + } + mes "[Demi Calberine]"; + mes "Hmm~ Where'd that bolt go?"; + close; +} + +job3_gen01,84,45,3 script Scattered Stuff#gen1 111,{ + goto OnDetails; +end; + +OnInit: + enablenpc "Scattered Stuff#gen1"; + end; + +OnDetails: + if ((job_gen > 62) && (job_gen < 74)){ + mes "- There is stuff scattered everywhere, what a mess in the lab. -"; + next; + mes "- You found some small pieces of metal. -"; + set job_gen,job_gen+1; + disablenpc "Scattered Stuff#gen1"; + initnpctimer; + close; + }else if (job_gen == 74){ + mes "- You have collected all the parts. -"; + close; + } + end; + +OnTimer7000: + enablenpc "Scattered Stuff#gen1"; + stopnpctimer; + end; +} + +job3_gen01,77,41,3 script Scattered Stuff#gen2 111,{ + goto OnDetails; +end; + +OnInit: + enablenpc "Scattered Stuff#gen2"; + end; + +OnDetails: + if ((job_gen > 62) && (job_gen < 74)){ + mes "- There is stuff scattered everywhere, what a mess in the lab. -"; + next; + mes "- You found some small pieces of metal. -"; + set job_gen,job_gen+1; + disablenpc "Scattered Stuff#gen2"; + initnpctimer; + close; + }else if (job_gen == 74){ + mes "- You have collected all the parts. -"; + close; + } + end; + +OnTimer7000: + enablenpc "Scattered Stuff#gen2"; + stopnpctimer; + end; +} + +job3_gen01,78,57,3 script Scattered Stuff#gen3 111,{ + goto OnDetails; +end; + +OnInit: + enablenpc "Scattered Stuff#gen3"; + end; + +OnDetails: + if ((job_gen > 62) && (job_gen < 74)){ + mes "- There is stuff scattered everywhere, what a mess in the lab. -"; + next; + mes "- You found some small pieces of metal. -"; + set job_gen,job_gen+1; + disablenpc "Scattered Stuff#gen3"; + initnpctimer; + close; + }else if (job_gen == 74){ + mes "- You have collected all the parts. -"; + close; + } + end; + +OnTimer7000: + enablenpc "Scattered Stuff#gen3"; + stopnpctimer; + end; +} + +job3_gen01,89,59,3 script Scattered Stuff#gen4 111,{ + goto OnDetails; +end; + +OnInit: + enablenpc "Scattered Stuff#gen4"; + end; + +OnDetails: + if ((job_gen > 62) && (job_gen < 74)){ + mes "- There is stuff scattered everywhere, what a mess in the lab. -"; + next; + mes "- You found some small pieces of metal. -"; + set job_gen,job_gen+1; + disablenpc "Scattered Stuff#gen4"; + initnpctimer; + close; + }else if (job_gen == 74){ + mes "- You have collected all the parts. -"; + close; + } + end; + +OnTimer7000: + enablenpc "Scattered Stuff#gen4"; + stopnpctimer; + end; +} + +job3_gen01,90,51,3 script Scattered Stuff#gen5 111,{ + goto OnDetails; +end; + +OnInit: + enablenpc "Scattered Stuff#gen5"; + end; + +OnDetails: + if ((job_gen > 62) && (job_gen < 74)){ + mes "- There is stuff scattered everywhere, what a mess in the lab. -"; + next; + mes "- You found some small pieces of metal. -"; + set job_gen,job_gen+1; + disablenpc "Scattered Stuff#gen5"; + initnpctimer; + close; + }else if (job_gen == 74){ + mes "- You have collected all the parts. -"; + close; + } + end; + +OnTimer7000: + enablenpc "Scattered Stuff#gen5"; + stopnpctimer; + end; +} + +job3_gen01,83,27,3 script Scattered Stuff#gen6 111,{ + goto OnDetails; +end; + +OnInit: + enablenpc "Scattered Stuff#gen6"; + end; + +OnDetails: + if ((job_gen > 62) && (job_gen < 74)){ + mes "- There is stuff scattered everywhere, what a mess in the lab. -"; + next; + mes "- You found some small pieces of metal. -"; + set job_gen,job_gen+1; + disablenpc "Scattered Stuff#gen6"; + initnpctimer; + close; + }else if (job_gen == 74){ + mes "- You have collected all the parts. -"; + close; + } + end; + +OnTimer7000: + enablenpc "Scattered Stuff#gen6"; + stopnpctimer; + end; +} + +job3_gen01,74,45,3 script Scattered Stuff#gen7 111,{ + goto OnDetails; +end; + +OnInit: + enablenpc "Scattered Stuff#gen7"; + end; + +OnDetails: + if ((job_gen > 62) & (job_gen < 74)){ + mes "- There is stuff scattered everywhere, what a mess in the lab. -"; + next; + mes "- You found some small pieces of metal. -"; + set job_gen,job_gen+1; + disablenpc "Scattered Stuff#gen7"; + initnpctimer; + close; + }else if (job_gen == 74){ + mes "- You have collected all the parts. -"; + close; + } + end; + +OnTimer7000: + enablenpc "Scattered Stuff#gen7"; + stopnpctimer; + end; +} + +job3_gen01,18,39,3 script Warning#gen 837,{ + + mes "= Warning ="; + mes "If you bully my spores, I'll scream!!!"; + if (job_gen > 74){ + next; + switch(select("Get out of the cage.:Stay here.")){ + case 1: + mes "- I better get out before Devries catches me. -"; + close2; + warp "job3_gen01",21,38; + end; + case 2: + mes "- Action cancelled. -"; + close; + } + } + close; +} + +job3_gen01,80,12,1 script Stacked Magazines#gen 111,{ + + mes "- 'Monthly Bang!' magazines are piled up in disorder. -"; + close; +} + +job3_gen01,83,20,1 script Bed#gen 111,{ + + mes "- A checker patterned blanket set which looks like it was picked carefully is too good for this dirty bed. -"; + close; +} + +job3_gen01,85,25,1 script Opened Book#gen 111,{ + + mes "< Do you want to have my pretty room? Do you have enough zeny? Is there enough room? Run to the Lighthalzen Department Store right away and get the most high-end wall papers and interior accessories! >"; + next; + mes "< Luxurious candles that'll lighten up your room, a huge golden mirror that every lady owns, you can not miss any of them! >"; + close; +} + +job3_gen01,81,81,0 script dbroom 139,2,2,{ + +OnTouch: + mes "- It's a room that looks like a storehouse, thanks to so many parcels piled up in the room. -"; + close; +} + +job3_gen01,7,59,0 script from1to2gen 45,1,1,{ + +OnTouch: + warp "job3_gen01",72,52; + end; +} + +job3_gen01,71,56,0 script #from2to1gen 45,1,1,{ + +OnTouch: + warp "job3_gen01",11,60; + end; +} + +lighthalzen,52,132,0 script lighttogen 45,1,1,{ + +OnTouch: + warp "job3_gen01",45,50; + end; +} + +job3_gen01,49,49,0 script gentolight 45,1,1,{ + +OnTouch: + warp "lighthalzen",54,132; + end; +} + +job3_gen01,24,32,0 script Devries Vision 139,2,2,{ + +OnTouch: + if (checkquest(2223,2) == 2){ + mapannounce "job3_gen01","Devries: Huh? Did a cat got through the mushroom cage?",bc_map; + warp "job3_gen01",21,38; + } + end; +} + +job3_gen01,26,34,0,0 monster Poison Spore 1428,1,7000,0,0 +job3_gen01,23,33,0,0 monster Poison Spore 1428,1,7000,0,0 +job3_gen01,21,30,0,0 monster Poison Spore 1428,1,7000,0,0 +job3_gen01,26,34,0,0 monster Poison Spore 1428,1,7000,0,0 +job3_gen01,23,33,0,0 monster Poison Spore 1428,1,7000,0,0 +job3_gen01,21,30,0,0 monster Poison Spore 1428,1,7000,0,0 +job3_gen01,26,34,0,0 monster Poison Spore 1428,1,7000,0,0 +job3_gen01,23,33,0,0 monster Poison Spore 1428,1,7000,0,0 +job3_gen01,21,30,0,0 monster Poison Spore 1428,1,7000,0,0 +job3_gen01,26,34,0,0 monster Poison Spore 1428,1,7000,0,0 +job3_gen01,23,33,0,0 monster Poison Spore 1428,1,7000,0,0 +job3_gen01,21,30,0,0 monster Poison Spore 1428,1,7000,0,0 +job3_gen01,26,34,0,0 monster Poison Spore 1428,1,7000,0,0 +job3_gen01,23,33,0,0 monster Poison Spore 1428,1,7000,0,0 +job3_gen01,21,30,0,0 monster Poison Spore 1428,1,7000,0,0 +job3_gen01,26,34,0,0 monster Poison Spore 1428,1,7000,0,0 +job3_gen01,23,33,0,0 monster Poison Spore 1428,1,7000,0,0 +job3_gen01,21,30,0,0 monster Poison Spore 1428,1,7000,0,0
\ No newline at end of file diff --git a/npc/re/jobs/3-2/minstrel.txt b/npc/re/jobs/3-2/minstrel.txt new file mode 100644 index 000000000..d6cef4d08 --- /dev/null +++ b/npc/re/jobs/3-2/minstrel.txt @@ -0,0 +1,2598 @@ +//===== rAthena Script ======================================= +// Minstrel Job change Quest +//===== By: ================================================== +//= Masao +//= Credits: Muad_Dib +//===== Current Version: ===================================== +//= 1.1 +//===== Compatible With: ===================================== +//= Any rAthena SVN +//===== Description: ========================================= +//= [AEGIS Conversion] +//= Job change Quest from Bard / Clown -> Minstrel. +//===== Additional Comments: ================================= +//= 1.0 First Version. +//= 1.1 Fix the checking of requirements before job change to Minstel - [JayPee] +//============================================================ + +alberta,196,133,4 script Bard#job_min 486,{ + + if (job_min == 0){ + if (Class == Job_Bard || Class == Job_Clown || Class == Job_Baby_Bard){ + if ((BaseLevel > 98) && (JobLevel > 49)){ + mes "[Bard]"; + mes "The voice of heaven revolves around in my ears"; + mes "like a wandering wind,"; + next; + mes "[Bard]"; + mes "Even though I close my eyes and cover my ears,"; + mes "I can hear a voice from somewhere,"; + next; + mes "[Bard]"; + mes "It put temptation in exhausted crewman to deep sleep,"; + mes "made them feel as if they were in a land of dreams."; + next; + mes "[Girl]"; + mes "Ahhh!! Awesome!!"; + next; + mes "[Boy]"; + mes "Encore!! Encore!!!"; + next; + mes "[Old Man passing by]"; + mes "Eeeee~ that's not real song..."; + next; + mes "["+strcharinfo(0)+"]"; + mes "Clap."; + mes "I can feel the rhythm."; + mes "Can I hear one more song?"; + next; + mes "[Bard]"; + mes "Hum?"; + mes "Juding by your outfit I think you are good at singing, why don't you sing us a song?"; + next; + mes "["+strcharinfo(0)+"]"; + mes "??!!"; + next; + mes "[Bard]"; + mes "Hahaha!"; + mes "Just kidding."; + mes "Were you serious? Haha."; + next; + mes "["+strcharinfo(0)+"]"; + mes "..."; + next; + mes "[Karian]"; + mes "Sorry~"; + mes "Don't be upset..."; + mes "My name is Karian, I'm just going around."; + next; + mes "[Karian]"; + mes "Do you want to go somewhere?"; + mes "Alberta is perfect for traveling."; + next; + mes "[Karian]"; + mes "But when you go to sea, you have to be careful."; + mes "If you run into a Siren, then it's only a matter of time before she kills you."; + next; + mes "[Karian]"; + mes "No man can survive after hearing ^f57d7dthe voice of a Siren^000000."; + next; + mes "["+strcharinfo(0)+"]"; + mes "I'm "+strcharinfo(0)+"."; + mes "Are you here in Alberta to travel?"; + next; + mes "[Karian]"; + mes "Um.. I'm not trying to leave..."; + mes "..."; + next; + mes "[Karian]"; + mes "Yes!"; + mes "I'm looking for '^f57d7dMaestro Song^000000'."; + next; + mes "["+strcharinfo(0)+"]"; + mes "^f57d7d'Maestro Song'^000000, you mean the poet of legend?"; + next; + mes "[Karian]"; + mes "That's right."; + mes "According to a rumor that I heard, he is a rich noble."; + mes "But other than that fact, I can't get anymore information."; + next; + mes "["+strcharinfo(0)+"]"; + mes "Why can't you get anymore information?"; + next; + mes "[Karian]"; + mes "Well?"; + mes "That's why I tried to go Prontera..."; + mes "Umm..."; + next; + mes "[Karian]"; + mes "If you are interested, why don't help me find out where ^f57d7d'Maestro Song'^000000 is?"; + next; + switch(select("Ok.:No.")){ + case 1: + mes "[" +strcharinfo(0)+ "]"; + mes "Ok, I will."; + set job_min,1; + setquest 11135; + next; + break; + case 2: + mes "["+strcharinfo(0)+"]"; + mes "I'm not interested."; + next; + mes "[Karian]"; + mes "Are you? It can't be helped."; + mes "See you later~"; + close; + } + mes "[Karian]"; + mes "It's good to travel by yourself but sometimes you feel that you want to have friends around."; + next; + mes "[Karian]"; + mes "Then "+strcharinfo(0)+"."; + mes "Can you collect some ^f57d7dInformation on 'Maestro Song'^000000 in ^f57d7dProntera^000000?"; + mes "Because I have something to investigate in Alberta."; + next; + mes "[Karian]"; + mes "Please come back here after finishing the investigation."; + close; + } + mes "[Bard]"; + mes "You have to be careful when you are going to sea."; + mes "If you run into a Siren, then it's only a matter of time before she kills you."; + next; + mes "[Bard]"; + mes "There is no one who can live when he hears^f57d7dthe voice of Siren^000000."; + close; + } + mes "[Bard]"; + mes "You have to be careful when you are going to sea."; + mes "If a Siren fascinates you, then it's only a matter of time before she kills you."; + next; + mes "[Bard]"; + mes "No man can survive after hearing ^f57d7dthe voice of a Siren^000000."; + close; + }else if (job_min == 1){ + mes "[Karian]"; + mes "It's good to travel by yourself but sometimes you feel that you want to have friends around."; + next; + mes "[Karian]"; + mes "Then "+strcharinfo(0)+"."; + mes "Can you collect some ^f57d7dInformation on 'Maestro Song'^000000 in ^f57d7dProntera^000000?"; + mes "Because I have something to investigate in Alberta."; + next; + mes "[Karian]"; + mes "Please come back here after finishing the investigation."; + close; + }else if ((job_min > 1) && (job_min < 4)){ + mes "[Karian]"; + mes "Can you collect some ^f57d7d information on 'Maestro Song'^000000 in ^f57d7dProntera^000000?"; + mes "Because I have something to investigate in Alberta."; + next; + mes "[Karian]"; + mes "please come back here after finishing the investigation."; + close; + }else if (job_min == 4){ + mes "[Karian]"; + mes ""+strcharinfo(0)+"! Did you already go to Prontera?"; + mes "Did you get any useful information?"; + next; + mes "[Karian]"; + mes "Hum~ did you?"; + mes "I think that's not enough to use..."; + next; + mes "[Karian]"; + mes "Huhu~ But I got some useful information from some of the captains here in Alberta."; + next; + mes "[Karian]"; + mes "I heard that there is a ship which had a man who could be ^f57d7dMaestro Song^000000."; + mes "A few years ago, it was a ship headed for ^f57d7dHugel^000000."; + next; + mes "[Karian]"; + mes "It doesn't exist any more, so I need to take an airship..."; + mes "It's my first time to take it."; + next; + mes "[Karian]"; + mes "Um.."; + mes "Anyway let's meet at the airship in Izlude."; + set job_min,5; + changequest 11138,11139; + close; + }else if (job_min == 100){ + mes "[Karian]"; + mes "The voice of heaven revolves around my ears"; + mes "like a wandering wind,"; + next; + mes "[Bard]"; + mes "Even though I close my eyes and cover my ears,"; + mes "I can hear a voice from somewhere,"; + next; + mes "[Bard]"; + mes "It put temptation in exhausted crewman to deep sleep,"; + mes "make them feel as if they are in the land of dreams."; + next; + mes "[Karian]"; + mes "Ah!!! "+strcharinfo(0)+" Long time no see!"; + mes "What? What am I doing here?"; + next; + mes "[Karian]"; + mes "Well?"; + mes "Let me leave here?"; + close; + } + mes "[Bard]"; + mes "The voice of heaven revolves around in my ears"; + mes "like wandering wind,"; + next; + mes "[Bard]"; + mes "Even though I close my eyes and cover my ears,"; + mes "I can hear the voice from somewhere,"; + next; + mes "[Bard]"; + mes "It put temptation in exhausted crewman to deep sleep,"; + mes "make them feel as if they are in the land of dreams."; + close; +} + +prontera,141,97,4 script Warmhearted woman 701,{ + + if (job_min == 1){ + mes "[Warmhearted woman]"; + mes "Maestro Song?"; + mes "I haven't heard that name before."; + next; + mes "[Warmhearted woman]"; + mes "Is he a legendary poet?"; + mes "I don't know who he is, but I guess he is a grand man?"; + next; + mes "[Warmhearted woman]"; + mes "Ah! Ask a ^f57d7dman wearing glasses near the gate of the castle^000000 about a song."; + mes "He will make a book of 100 hit songs~"; + next; + mes "[Warmhearted woman]"; + mes "He must know something about making that book."; + set job_min,2; + changequest 11135,11136; + close; + }else if (job_min == 2){ + mes "[Warmhearted woman]"; + mes "Ah! Ask a ^f57d7dman wearing glasses near the gate of the castle^000000 about the song."; + mes "They will make a book of 100 hit songs~"; + next; + mes "[Warmhearted woman]"; + mes "He must know something about making that book."; + close; + } + mes "[Warmhearted woman]"; + mes "I heard that a ^f57d7dman wearing glasses near the gate of the castle^000000 is making a 100 hit song book~"; + close; +} + +prontera,140,331,6 script Glasses-wearing Man 883,{ + + if (job_min == 2){ + mes "[Glasses-wearing Man]"; + mes "You mean Maestro Song?"; + mes "I don't know details of his life but I heard that he wrote great songs."; + next; + mes "[Glasses-wearing Man]"; + mes "I don't get how a boy raised in a rich environment could write a song like this."; + next; + mes "[Glasses-wearing Man]"; + mes "He is still on a trip, but thesedays we haven't heard new songs from him."; + next; + mes "[Glasses-wearing Man]"; + mes "So we are worried."; + next; + mes "[Glasses-wearing Man]"; + mes "It would be better to ask the ^f57d7dwoman standing in front of the tool shop^000000."; + set job_min,3; + changequest 11136,11137; + close; + }else if (job_min == 3){ + mes "[Glasses-wearing Man]"; + mes "It would better to ask the ^f57d7dwoman standing in front of the tool shop^000000."; + close; + } + mes "[Glasses-wearing Man]"; + mes "100 hit songs!!"; + mes "Whoever want to be a Minstrel should know about this!"; + next; + mes "[Glasses-wearing Man]"; + mes "Once this book is completed, I'll be rich!"; + mes "Haha!!"; + close; +} + +prontera,146,218,4 script Woman#job_min 90,{ + + if (job_min == 3){ + mes "[Woman]"; + mes "Do you know who Maestro Song is?"; + mes "I think he must be my little boy."; + next; + mes "[Woman]"; + mes "A few years ago, he went off to sea but he never came back."; + next; + mes "[Woman]"; + mes "He liked to sing a lot but we didn't let him sing."; + next; + mes "[Woman]"; + mes "His father didn't like him singing much."; + next; + mes "[Woman]"; + mes "So he broke every instrument in the house..."; + mes "It was terrible."; + mes "Where is my little boy... sniff."; + next; + mes "- I can't get anymore -"; + mes "- useful information. -"; + mes "- I'll go back to Alberta -"; + mes "- and talk to that Bard. -"; + set job_min,4; + changequest 11137,11138; + close; + }else if (job_min == 4){ + mes "- I can't get anymore -"; + mes "- useful information. -"; + mes "- Go back to Alberta. -"; + mes "- and talk to that Bard. -"; + close; + } + mes "[Woman]"; + mes "Where is my little boy... sniff."; + close; +} + +airplane,222,67,6 script Karian#job_min1 486,{ + + if (job_min == 5){ + mes "[Karian]"; + mes "Yup!!!!!!!!!!!!!!!!!!"; + next; + mes "[Karian]"; + mes "Please leave me alone."; + mes "I feel nauseated."; + next; + mes "[Karian]"; + mes "Acchh..."; + set job_min,6; + changequest 11139,11140; + close2; + warp "hu_in01",267,8; + end; + } + mes "[Karian]"; + mes "Yup!!!!!!!!"; + next; + mes "[Karian]"; + mes "Please leave me alone."; + mes "I feel nauseated."; + next; + mes "[Karian]"; + mes "Acchh..."; + close; +} + +hu_in01,267,5,3 script Karian#job_min2 486,{ + + if (job_min == 6){ + mes "[Karian]"; + mes "Eeeeh it's so painful."; + mes "I don't want to feel like this ever again."; + next; + mes "["+strcharinfo(0)+"]"; + mes "Are you ok?"; + next; + mes "[Karian]"; + mes "..."; + mes "No..."; + next; + mes "["+strcharinfo(0)+"]"; + mes "I'm feeling ok."; + mes "So, I'm going to find out information in town, you can take a rest."; + next; + mes "[Karian]"; + mes "Sorry, blech! I still feel bad..."; + mes "You can get good information from the ^f57d7dPub^000000. Owww..."; + next; + mes "["+strcharinfo(0)+"]"; + mes "You don't have to tell me everything. I can take care of it."; + next; + mes "[Karian]"; + mes "..."; + set job_min,7; + changequest 11140,11141; + close; + }else if (job_min == 7){ + mes "[Karian]"; + mes "Sorry... Owww!"; + mes "You can get good information from the ^f57d7dPub^000000. Owww..."; + close; + }else if (job_min == 8){ + mes "[Karian]"; + mes "Wooo."; + mes "Did you get anything?"; + next; + mes "- Karian doesn't look -"; + mes "- like he's doing well -"; + mes "- you can get information -"; + mes "- from a man in the Pub. -"; + close; + }else if (job_min == 9){ + mes "[Karian]"; + mes "Owww..."; + next; + mes "["+strcharinfo(0)+"]"; + mes "How do you feel?"; + next; + mes "[Karian]"; + mes "Oww..."; + mes "I feel better."; + next; + mes "[Karian]"; + mes "Did you get anything?"; + mes "I'm sorry that I can't be more helpful to you."; + next; + mes "["+strcharinfo(0)+"]"; + mes "No, it's ok."; + mes "I met a man in the Pub, he said that he got a song from 'Maestro Song'."; + next; + mes "[Karian]"; + mes "Pub?"; + mes "You got a song?"; + mes "....."; + mes "Bleech..."; + next; + mes "["+strcharinfo(0)+"]"; + mes "Hey! Are you sure that you are ok?"; + next; + mes "[Karian]"; + mes "I don't become airsick,"; + mes "It's just bad memories."; + mes "So did you hear something?"; + next; + mes "["+strcharinfo(0)+"]"; + mes "I heard a song named ^f57d7d'Metallic Sound'^000000."; + next; + mes "[Karian]"; + mes "What?!?!?!?!!!!!"; + mes "You heard that?!"; + next; + mes "["+strcharinfo(0)+"]"; + mes "Why? Do you know that song?"; + next; + mes "[Karian]"; + mes "Ahh..."; + mes "Y, yes..."; + next; + mes "["+strcharinfo(0)+"]"; + mes "Hmm..."; + next; + mes "[Karian]"; + mes "I met him before."; + mes "He has a great voice..."; + next; + mes "["+strcharinfo(0)+"]"; + mes "Yes."; + mes "I blacked out as I heard that song."; + next; + mes "[Karian]"; + mes "He has the destructive power of voice."; + mes "And he..."; + mes "What else?"; + next; + mes "["+strcharinfo(0)+"]"; + mes "Ah!!"; + mes "^f57d7d'Maestro Song'^000000 went to ^f57d7dThanatos Tower^000000."; + mes "I don't know why he went there."; + next; + mes "[Karian]"; + mes "Did he? I must go there!"; + set job_min,10; + changequest 11142,11143; + close; + }else if (job_min == 10){ + mes "[Karian]"; + mes "What are you doing? Let's go to Thanatos tower."; + close; + } + mes "[Karian]"; + mes "Of course it's easy to take an airship, but sometimes it can be good to walk."; + next; + mes "[Karian]"; + mes "It isn't about my sickness."; + close; +} + +hu_in01,361,103,3 script Tone-deaf person 995,{ + + if (job_min == 7){ + mes "[Tone-deaf person]"; + mes "Lala~ lala~"; + mes "Humming~?"; + next; + mes "[Tone-deaf person]"; + mes "lalala~"; + mes "lullula~"; + next; + mes "- It's very hard to hear. -"; + mes "- You start to have doubts -"; + mes "- that such sounds could -"; + mes "- be made from humans. -"; + next; + switch(select("You move to other side.:Keep listening.")){ + case 1: + close; + case 2: + break; + } + mes "[Tone-deaf person]"; + mes "Turuturu~"; + mes "Dadada~"; + next; + mes "[Tone-deaf person]"; + mes "Shubashuba~ shaaa~"; + mes "Blahblah~"; + mes "Lalala..."; + mes "......!!"; + next; + if (Class == Job_Bard || Class == Job_Baby_Bard){ + mes "[Tone-deaf person]"; + mes "Hum!! Hey you, you were listening to my song."; + mes "You look like a Bard, how about you sing for me as rewarding my song?"; + next; + }else{ + mes "[Tone-deaf person]"; + mes "Hum!! Hey you, you were listening to my song."; + mes "You look like a Clown, how about you sing for me as rewarding my song?"; + next; + } + mes "["+strcharinfo(0)+"]"; + mes "What?!"; + next; + mes "[Tone-deaf person]"; + mes "Sing for me."; + mes "Come on~"; + next; + mes "["+strcharinfo(0)+"]"; + mes "Ok..."; + mes "Hum hum..."; + next; + mes "["+strcharinfo(0)+"]"; + mes "You are standing in the middle of Asgard's field."; + mes "You hand the friut of heaven over to me~"; + mes "You are loved by every god~"; + next; + mes "[Tone-deaf person]"; + mes "Hooo~ You sing well. I can feel better when I hear ^f57d7d'Idun's apple'^000000~"; + next; + mes "[Tone-deaf person]"; + mes "As you can see!"; + mes "I'm a guy who can enjoy songs!"; + next; + mes "[Tone-deaf person]"; + mes "I think it is nothing to be proud of. But I'm good at singing."; + mes "When I was young, I tried to be a Bard but I had to succeed the family business."; + next; + mes "[Tone-deaf person]"; + mes "For a long time I lost my dream, I'm already old."; + next; + mes "[Tone-deaf person]"; + mes "I have famliy that needed my protection."; + mes "But one day I believe that my dreams come true!"; + next; + mes "[Tone-deaf person]"; + mes "In my spare time, I heard the stories of a tourist in the Pub."; + mes "When I left there, I didn't want to become a laughing stock."; + next; + mes "[Tone-deaf person]"; + mes "And I can show my song to those who know the song."; + next; + mes "[Tone-deaf person]"; + mes "They are usually suprised when they hear the song."; + mes "They are suprised by my skill."; + mes "Huhu"; + next; + mes "[Tone-deaf person]"; + mes "But ^f57d7d'Maestro Song'^000000 didn't get discouraged by my song."; + mes "Of course he isn't good enough to me."; + next; + mes "["+strcharinfo(0)+"]"; + mes "Did you meet ^f57d7d'Maestro Song'^000000?"; + next; + mes "[Tone-deaf person]"; + mes "Hmm? Have you met him?"; + mes "I did. A few years ago."; + next; + mes "[Tone-deaf person]"; + mes "When he heard my song, he said that he can't hear songs like this anywhere."; + next; + mes "[Tone-deaf person]"; + mes "I could have the opportunity to sing for him in Hugel."; + mes "There is no one who has skill like that."; + next; + mes "[Tone-deaf person]"; + mes "Before he left, I got a song that reminds me of him."; + next; + mes "[Tone-deaf person]"; + mes "He said that he will go to Thanatos."; + next; + mes "["+strcharinfo(0)+"]"; + mes "Did you get a song?"; + next; + mes "[Tone-deaf person]"; + mes "Yes!"; + mes "He conceded my ability!"; + next; + mes "["+strcharinfo(0)+"]"; + mes "Can I hear the song?"; + next; + mes "[Tone-deaf person]"; + mes "Hum..."; + mes "Wait."; + mes "I have to find a piece of paper."; + mes "I put it in my vest."; + next; + mes "[Tone-deaf person]"; + mes "Rummaging rummaging."; + mes "Browsing browsing ."; + set job_min,8; + close; + }else if (job_min == 8){ + mes "[Tone-deaf person]"; + mes "I got it."; + mes "Hum!"; + mes "Listen carefully!"; + mes "^f57d7d'Metallic Sound!!'^000000"; + next; + mes "[Tone-deaf person]"; + mes "$$$$$$@@@@@!!!!"; + mes "&&$%&@@@$#$~~"; + mes "$#^#$####$$!!!@@#!!!!!"; + percentheal -30,-30; + next; + mes "[Tone-deaf person]"; + mes "!@@@$$%^@@#%^%!!!!!!"; + mes "!!!!!!!##$$^^^#^!!!"; + mes "&$$%@@@%@##%~~~"; + percentheal -30,-30; + next; + mes "-You lose consciousness.-"; + mes "-This voice must have-"; + mes "-huge destructive-"; + mes "-power.-"; + percentheal -30,-30; + next; + mes "-And I can't remember-"; + mes "-the end of this song.-"; + next; + mes "[Tone-deaf person]"; + mes "Hey~"; + next; + mes "[Tone-deaf person]"; + mes "Open your eyes~"; + next; + mes "[Tone-deaf person]"; + mes "Clap"; + mes "Hey~"; + next; + mes "["+strcharinfo(0)+"]"; + mes "Eeeee..."; + next; + mes "[Tone-deaf person]"; + mes "I think you are qualified, but you seem to need more training."; + next; + mes "["+strcharinfo(0)+"]"; + mes "......"; + next; + mes "-You're so exhausted.-"; + mes "-So go back to the hotel.-"; + next; + mes "["+strcharinfo(0)+"]"; + mes "Thank you for your song."; + mes "I have to go back..."; + next; + mes "[Tone-deaf person]"; + mes "Ah?"; + mes "Ok see you later."; + mes "If you want to hear my song, you can visit me."; + mes "Hahahh"; + set job_min,9; + changequest 11141,11142; + close; + }else if (job_min == 9){ + mes "["+strcharinfo(0)+"]"; + mes "......"; + next; + mes "-I'm so exhausted.-"; + mes "-you got information-"; + mes "-so go back to the hotel.-"; + close; + }else if (job_min == 10){ + mes "[Tone-deaf person]"; + mes "Are you leaving??"; + mes "If you want to hear my song, you can visit me."; + mes "Hahahah"; + close; + }else if (job_min == 100){ + mes "[Tone-deaf person]"; + mes "Oh!!"; + mes "You seem to be strong!"; + mes "You are no less competent than I am."; + close; + } + mes "[Tone-deaf person]"; + mes "Lala~ lalal~"; + mes "Lulu~?"; + next; + mes "[Tone-deaf person]"; + mes "Lalalal~"; + mes "Lululul~"; + next; + mes "-It's very hard to hear.-"; + mes "-You start to have doubts-"; + mes "-that such a sound can be-"; + mes "-coming out a human.-"; + close; +} + +tha_scene01,140,200,0 script min_receipt 139,3,3,{ + +OnTouch: + if (job_min == 10){ + mes "-There is a piece of paper on the ground.-"; + next; + mes "["+strcharinfo(0)+"]"; + mes "What is this?"; + next; + mes "[Karian]"; + mes "What does it say?"; + donpcevent "Karian#cmd1::OnEnable"; + next; + mes "==================="; + mes "==photo exchange=="; + mes "======receipt======"; + mes "==================="; + mes "Name : Maestro Song"; + next; + mes "- Bring this receipt and exchange it"; + mes ""; + mes "- Juno's store manager : Mr. Click."; + next; + mes "- Directions : Around Juno's plaza."; + getitem 6271,1; + next; + mes "["+strcharinfo(0)+"]"; + mes "Photo exchange receipt?"; + mes "How did he drop it..."; + next; + mes "[Karian]"; + mes "Juno's store..."; + mes "Let's go to Juno..."; + set job_min,11; + changequest 11143,11144; + donpcevent "Karian#cmd1::OnDisable"; + close; + }else if (job_min == 11){ + if (countitem(6271) < 1){ + mes "-There is a piece of paper on the ground.-"; + next; + mes "["+strcharinfo(0)+"]"; + mes "What is this?"; + next; + mes "[Karian]"; + mes "What does it say?"; + donpcevent "Karian#cmd1::OnEnable"; + next; + mes "==================="; + mes "==photo exchange=="; + mes "======receipt======"; + mes "==================="; + mes "Name : Maestro Song"; + next; + mes "- Bring this receipt and exchange it"; + mes ""; + mes "- Juno's store manager : Mr. Click."; + next; + mes "- Directions : Around Juno's plaza."; + getitem 6271,1; + next; + mes "["+strcharinfo(0)+"]"; + mes "Photo exchange receipt?"; + mes "How did he drop it..."; + next; + mes "[Karian]"; + mes "Juno's store..."; + mes "Let's go to Juno..."; + donpcevent "Karian#cmd1::OnDisable"; + close; + } + } +} + +tha_scene01,139,204,6 script Karian#cmd1 486,{ + end; + +OnInit: + disablenpc "Karian#cmd1"; + end; + +OnEnable: + enablenpc "Karian#cmd1"; + initnpctimer; + end; + +OnDisable: + disablenpc "Karian#cmd1"; + stopnpctimer; + end; + +OnTimer15000: + donpcevent "Karian#cmd1::OnDisable"; + stopnpctimer; + end; +} + +yuno,143,170,6 script Mr. Click#job_min 748,{ + + if (job_min == 11){ + mes "[Mr. Click]"; + mes "Hi~ welcome~"; + mes "I can take a picture for you."; + mes "Do you want to take a pic?"; + next; + mes "["+strcharinfo(0)+"]"; + mes "No..."; + mes "Do you remember this receipt?"; + next; + mes "[Mr. Click]"; + mes "Let me see~"; + mes "Umm..."; + next; + mes "[Mr. Click]"; + mes "Yes..."; + mes "It looks so old."; + next; + mes "[Mr. Click]"; + mes "It's okay."; + mes "Tourists usually don't pick up their pictures."; + next; + mes "[Mr. Click]"; + mes "So there are plenty of photos I've been holding on to."; + next; + mes "[Mr. Click]"; + mes "I can find that so easily."; + mes "I keep lots of old stuff."; + mes "No problem."; + next; + mes "[Mr. Click]"; + mes "browsing~"; + next; + mes "[Mr. Click]"; + mes "browsing~"; + next; + mes "[Mr. Click]"; + mes "I think I found it!"; + mes "The photo crashed down, but it's ok."; + mes "No problem."; + next; + mes "[Mr. Click]"; + mes "Here, take a look."; + next; + mes "["+strcharinfo(0)+"]"; + mes "The picture!"; + mes "Let me see it!"; + next; + mes "[Karian]"; + mes "Hurry."; + donpcevent "Karian#cmd2::OnEnable"; + next; + mes "["+strcharinfo(0)+"]"; + mes "..."; + next; + mes "[Karian]"; + mes "Oh~ Good pic, isn't it?"; + next; + mes "["+strcharinfo(0)+"]"; + mes "I expected I would see the face of 'Maestro Song', but he's wearing a mask..."; + mes "He's wearing a mask?!"; + mes "We came here for this?"; + next; + mes "[Karian]"; + mes "Ah! look at this!"; + mes "Something is on the back of the picture."; + next; + mes "-I want to have a Teddy Bear. I need 33?"; + mes "-In front of Thanatos tower."; + mes "-Maestro Song."; + next; + mes "["+strcharinfo(0)+"]"; + mes "What does it mean?"; + next; + mes "[Karian]"; + mes "Well..."; + next; + mes "[Karian]"; + mes "Um... Teddy Bear..."; + mes "Between Einbroch and Lighthalzen, there is an area that teddybears live."; + next; + mes "[Karian]"; + mes "We might be able to get something there."; + next; + mes "["+strcharinfo(0)+"]"; + mes "Then why would he need 33?"; + next; + mes "[Karian]"; + mes "Well... Go there and we might be able to find out something."; + next; + mes "[Karian]"; + mes "Umm... Then I'll pass by Einbroch and go to Lighthalzen. Why don't you go to the place that Teddy Bears are?"; + next; + mes "["+strcharinfo(0)+"]"; + mes "Ok. Then let's meet at Lighthalzen's hotel."; + mes "I'll get the 33 Teddy Bears."; + donpcevent "Karian#cmd2::OnDisable"; + set job_min,12; + getitem 6270,1; + changequest 11144,11145; + close; + }else if (job_min == 12){ + mes "[Mr. Click]"; + mes "Then take care."; + next; + mes "[Karian]"; + mes "Let's go there!"; + donpcevent "Karian#cmd2::OnEnable"; + next; + mes "[Karian]"; + mes "Then I'll pass by Einbroch and go to Lighthalzen. Why don't you go to the place that Teddy Bears are?"; + next; + mes "["+strcharinfo(0)+"]"; + mes "Then let's meet at Lighthalzen's hotel."; + mes "I'll get the 33 Teddy Bears."; + donpcevent "Karian#cmd2::OnDisable"; + close; + } + mes "[Mr. Click]"; + mes "Hi~ welcome~"; + mes "I can take a picture for you."; + mes "Do you want to take a pic?"; + close; +} + +yuno,146,168,0 script Karian#cmd2 486,{ + end; + +OnInit: + disablenpc "Karian#cmd2"; + end; + +OnEnable: + enablenpc "Karian#cmd2"; + initnpctimer; + end; + +OnDisable: + disablenpc "Karian#cmd2"; + stopnpctimer; + end; + +OnTimer100000: + donpcevent "Karian#cmd2::OnDisable"; + stopnpctimer; + end; +} + +lighthalzen,162,126,3 script Little Girl#job_min 62,3,3,{ + +OnTouch: + if (checkquest(11145,2) == 2){ + if (job_min == 12){ + mes "[Little Girl]"; + mes "Ah!!!!"; + mes "Teddy bear!!!"; + next; + mes "[Little Girl]"; + mes "Why do you have lots of teddy bears?"; + mes "Where did you get them old man?"; + next; + mes "["+strcharinfo(0)+"]"; + mes "Hey, I'm not an old man."; + next; + mes "[Little Girl]"; + mes "And my name isn't 'Hey'!"; + mes "My name is 'Rion'!"; + next; + mes "["+strcharinfo(0)+"]"; + mes "Sorry~ sorry~"; + mes "What if I give you a teddy bear."; + next; + mes "[Rion]"; + mes "Ah!"; + mes "Are you sure?"; + mes "Hooray!!!"; + next; + mes "[Rion]"; + mes "A man who I saw before didn't give me teddybears even though he had lots of them!"; + next; + mes "["+strcharinfo(0)+"]"; + mes "Is he the guy in this pic?"; + next; + mes "[Rion]"; + mes "I can't rememebr well."; + mes "But I think he is."; + next; + mes "[Rion]"; + mes "My mother said that he was rolling in a room with teddy bears."; + next; + mes "[Rion]"; + mes "And he wears teddy bear outfits and goes to the ^f57d7dIce Cave^000000."; + next; + mes "[Rion]"; + mes "My mother works here."; + next; + mes "["+strcharinfo(0)+"]"; + mes "Ice Cave?"; + next; + mes "[Rion]"; + mes "Mother said that it's freezing."; + next; + mes "[Karian]"; + mes "Hey~ "+strcharinfo(0)+"~"; + next; + mes "["+strcharinfo(0)+"]"; + mes "Ah, Karian. Did you just get here?"; + next; + mes "[Karian]"; + mes "Yes."; + mes "It was much farther away than I'd expected."; + donpcevent "Karian#cmd3::OnEnable"; + next; + mes "["+strcharinfo(0)+"]"; + mes "You... walked here?"; + next; + mes "[Karian]"; + mes "..."; + mes "I didn't want to take the airship again..."; + next; + mes "["+strcharinfo(0)+"]"; + mes "Oh... got it."; + mes "Then did you get anything in Einbroch?"; + next; + mes "[Karian]"; + mes "I think 'Maestro Song' went to Einbroch, but he left soon because of air."; + mes "How about you? Did you find something about the teddy bears?"; + next; + mes "["+strcharinfo(0)+"]"; + mes "'Maestro Song' might be in an Ice Cave."; + next; + mes "[Karian]"; + mes "Might be?"; + next; + mes "["+strcharinfo(0)+"]"; + mes "This little... ah... Rion saw him."; + next; + mes "[Karian]"; + mes "Then it's time to go to the Ice Cave?"; + mes "Huu... legs hurt."; + mes "Ok, let's go to there."; + next; + mes "["+strcharinfo(0)+"]"; + mes "Okay."; + next; + mes "["+strcharinfo(0)+"]"; + mes "Thanks, Rion."; + mes "I'll give you all the teddy bears I have."; + next; + mes "[Rion]"; + mes "Really?!"; + mes "Waaah!!!!!!!!!"; + mes "I'm so happy!!!"; + mes "Thank you, "+strcharinfo(0)+"."; + set job_min,13; + changequest 11145,11146; + donpcevent "Karian#cmd3::OnDisable"; + close; + }else if (job_min == 13){ + mes "[Rion]"; + mes "I heard that 'Maestro Song' when I went to the Ice Cave."; + mes "Thank you for the Teddy Bears!"; + close; + }else if (job_min > 13){ + mes "[Rion]"; + mes "I'm having a lot of fun playing with the Teddy Bears!"; + close; + } + mes "[Little Girl]"; + mes "I'm having a lot of fun playing with the Teddy Bears!"; + close; + } + mes "[Little Girl]"; + mes "Do you like teddy bears?"; + mes "I love 'em!!!!!"; + close; +} + +lighthalzen,160,124,6 script Karian#cmd3 486,{ + end; + +OnInit: + disablenpc "Karian#cmd3"; + end; + +OnEnable: + enablenpc "Karian#cmd3"; + initnpctimer; + end; + +OnDisable: + disablenpc "Karian#cmd3"; + stopnpctimer; + end; + +OnTimer100000: + donpcevent "Karian#cmd3::OnDisable"; + stopnpctimer; + end; +} + +ice_dun01,157,15,0 script Ice Cave Minstrel1 139,2,2,{ + +OnTouch: + if (job_min == 13){ + mes "-A long time ago-"; + close2; + warp "ice_dun01",157,23; + end; + } + end; +} + +ice_dun01,157,23,0 script Ice Cave Minstrel2 139,2,2,{ + +OnTouch: + if (job_min == 13){ + mes "-THe giant born to ice-"; + close2; + warp "ice_dun01",141,41; + end; + } + end; +} + +ice_dun01,141,41,0 script Ice Cave Minstrel3 139,2,2,{ + +OnTouch: + if (job_min == 13){ + mes "-died-"; + close2; + warp "ice_dun01",120,35; + end; + } + end; +} + +ice_dun01,120,35,0 script Ice Cave Minstrel4 139,2,2,{ + +OnTouch: + if (job_min == 13){ + mes "-His body became the ground-"; + close2; + warp "ice_dun01",104,30; + end; + } + end; +} + +ice_dun01,104,30,0 script Ice Cave Minstrel5 139,2,2,{ + +OnTouch: + if (job_min == 13){ + mes "-His bones became a mountain-"; + close2; + warp "ice_dun01",86,23; + end; + } + end; +} + +ice_dun01,86,23,0 script Ice Cave Minstrel6 139,2,2,{ + +OnTouch: + if (job_min == 13){ + mes "-his skin became soil-"; + close2; + warp "ice_dun01",75,19; + end; + } + end; +} + +ice_dun01,75,19,0 script Ice Cave Minstrel7 139,2,2,{ + +OnTouch: + if (job_min == 13){ + mes "-His blood became a river-"; + close2; + warp "ice_dun01",56,12; + end; + } + end; +} + +ice_dun01,56,12,0 script Ice Cave Minstrel8 139,2,2,{ + +OnTouch: + if (job_min == 13){ + mes "-his hair became a plant-"; + close2; + warp "ice_dun01",29,26; + end; + } + end; +} + +ice_dun01,29,26,0 script Ice Cave Minstrel9 139,2,2,{ + +OnTouch: + if (job_min == 13){ + mes "-His head became the sky-"; + close2; + warp "ice_dun01",25,46; + end; + } + end; +} + +ice_dun01,25,46,0 script Ice Cave Minstrel10 139,2,2,{ + +OnTouch: + if (job_min == 13){ + mes "-His tears from his-"; + close2; + warp "ice_dun01",20,66; + end; + } + end; +} + +ice_dun01,20,66,0 script Ice Cave Minstrel11 139,2,2,{ + +OnTouch: + if (job_min == 13){ + mes "-eyes became dew-"; + close2; + warp "ice_dun01",22,85; + end; + } + end; +} + +ice_dun01,22,85,0 script Ice Cave Minstrel12 139,2,2,{ + +OnTouch: + if (job_min == 13){ + mes "-on the leaves-"; + percentheal -90,0; + set job_min,14; + changequest 11146,11147; + close2; + warp "ra_in01",361,129; + end; + } + end; +} + +ra_in01,361,129,0 script jmRachelHotel 139,2,2,{ + +OnTouch: + if (job_min == 14){ + mes "[Old Woman]"; + mes "Huu!!"; + mes "Wake up!"; + next; + mes "["+strcharinfo(0)+"]"; + mes "Where am I...?"; + set job_min,15; + close; + } + end; +} + +ra_in01,358,130,4 script Old Woman#job_min 979,{ + + if (job_min == 14){ + mes "[Old Woman]"; + mes "Huu!!"; + mes "Wake up!"; + next; + mes "["+strcharinfo(0)+"]"; + mes "Where am I...?"; + set job_min,15; + close; + }else if (job_min == 15){ + mes "[Old Woman]"; + mes "You're in Rachel."; + mes "You arere strange. You have to wear warmer clothes if you want to go into the Ice Cave."; + next; + mes "[Old Woman]"; + mes "You're lucky that my husband found you when he did."; + next; + mes "["+strcharinfo(0)+"]"; + mes "Sorry."; + next; + mes "[Old Woman]"; + mes "Anyway!! Be careful!"; + mes "You don't believe your youth alone will protect you."; + next; + mes "["+strcharinfo(0)+"]"; + mes "I'll be careful."; + next; + mes "["+strcharinfo(0)+"]"; + mes "Do you know that song written on the wall of the Ice cave?"; + next; + mes "[Old Woman]"; + mes "Did you go there to see?"; + mes "A few years ago, one man wearing a mask carved that on the Ice cave."; + next; + mes "[Old Woman]"; + mes "I couldn't see his face because of the mask,"; + next; + mes "[Old Woman]"; + mes "but he got a cold and felt so painful."; + next; + mes "[Old Woman]"; + mes "And then he decided to go to Comodo."; + next; + mes "["+strcharinfo(0)+"]"; + mes "Comodo?"; + next; + mes "[Old Woman]"; + mes "Yes, I heard that Comodo is a very fun place, I want to go there before I die."; + next; + mes "[Old Woman]"; + mes "If you want to go there you have to take an airship to the Rune-Midgarts Kingdom."; + next; + mes "[Old Woman]"; + mes "That's not easy."; + next; + mes "[Karian]"; + mes "What?! An Airship?!"; + mes "Eee I don't want to go on an airship again!"; + donpcevent "Karian#cmd4::OnEnable"; + next; + mes "["+strcharinfo(0)+"]"; + mes "Take it easy..."; + mes "Is there another way to go there?"; + next; + mes "[Old Woman]"; + mes "Without an airship?"; + mes "You can walk..."; + mes "But it takes a long time..."; + next; + mes "[Old Woman]"; + mes "Ah! It's Comodo over southern Veins."; + next; + mes "[Old Woman]"; + mes "We don't have a proper boat."; + mes "In southern of Veins, there is a port. If you are lucky you can take it..."; + donpcevent "Karian#cmd4::OnDisable"; + set job_min,16; + changequest 11147,11148; + close; + }else if (job_min == 16){ + mes "[Old Woman]"; + mes "Ah! It's Comodo over southern Veins."; + next; + mes "[Old Woman]"; + mes "We don't have a proper boat."; + mes "In southern of Veins, there is a port. If you are lucky you can take it..."; + close; + } + mes "[Old Woman]"; + mes "I heard that Comodo is a very fun place, I want to go there before I die."; + next; + mes "[Old Woman]"; + mes "If you want to go there you have to take an Airship to the Rune-Midgarts Kingdom."; + next; + mes "[Old Woman]"; + mes "It's the fastest way."; + close; +} + +ra_in01,357,128,0 script Karian#cmd4 486,{ + end; + +OnInit: + disablenpc "Karian#cmd4";; + end; + +OnEnable: + enablenpc "Karian#cmd4";; + initnpctimer; + end; + +OnDisable: + disablenpc "Karian#cmd4";; + stopnpctimer; + end; + +OnTimer100000: + donpcevent "Karian#cmd4::OnDisable"; + stopnpctimer; + end; +} + +ve_fild07,131,132,5 script =Notice=#job_min 837,{ + + if (job_min == 16){ + mes "===Notice==="; + mes "Maestro Song, Go to Comodo by boat!"; + mes "Be ambitious!"; + next; + mes "["+strcharinfo(0)+"]"; + mes "Will it be okay..."; + next; + mes "[Karian]"; + mes "Don't worry, trust me!!"; + donpcevent "Karian#cmd5::OnEnable"; + next; + mes "-It's not easy to trust her-"; + next; + switch(select("I don't like this.:Take the kayak.")){ + case 1: + mes "[Karian]"; + mes "I never ride airships ever..."; + donpcevent "Karian#cmd5::OnDisable"; + close; + case 2: + mes "[Karian]"; + mes "Ok Then let's go!!!!!"; + next; + mes "-If you take a small boat,-"; + mes "-and go ahead-"; + mes "-to Comodo,-"; + mes "-You should see-"; + mes "-other small boats.-"; + next; + mes "["+strcharinfo(0)+"]"; + mes "Hmm..."; + mes "I didn't think that there was anyone who would cross over this sea with a boat."; + mes "You sure I'll see other boats?"; + next; + mes "[Karian]"; + mes "They will be headed the other direction."; + donpcevent "Karian#cmd5::OnDisable"; + next; + mes "["+strcharinfo(0)+"]"; + mes "Where are you going?"; + next; + mes "[Karian]"; + mes "Well? I haven't heard of the place's name before."; + mes "It's just called 'island' from what I heard."; + next; + mes "-For a whlie the silence-"; + mes "-continues. Karian starts-"; + mes "-to hum as she rows.-"; + next; + mes "-Listening to Karian hum-"; + mes "-You suddenly feel like-"; + mes "-you're sitting in water.-"; + next; + mes "["+strcharinfo(0)+"]"; + mes "Hey! There's a water leak!!"; + next; + mes "[Karian]"; + mes "Ahhhh!!!!!!!!!!!!!!"; + next; + set .@rand,rand(7,9); + if (.@rand == 7){ + switch(select("Throw the water out.:Row.:Dance.")){ + case 1: + mes "[Karian]"; + mes "I'll row and you just throw the water out!!"; + next; + break; + case 2: + mes "[Karian]"; + mes "The boat is sinking!!!"; + close; + case 3: + mes "[Karian]"; + mes "What the hell do you think you're doing?"; + close; + } + }else if (.@rand == 8){ + switch(select("Row.:Throw the water out.:Dance.")){ + case 1: + mes "[Karian]"; + mes "The boat is sinking!!!"; + close; + case 2: + mes "[Karian]"; + mes "I'll row and you just throw the water out!!"; + next; + break; + case 3: + mes "[Karian]"; + mes "What the hell do you think you're doing?"; + close; + } + } + switch(select("Dance.:Row.:Throw the water out.")){ + case 1: + mes "[Karian]"; + mes "What the hell do you think you're doing?"; + close; + case 2: + mes "[Karian]"; + mes "The boat is sinking!!!"; + close; + case 3: + mes "[Karian]"; + mes "I'll row and you just throw the water out!!"; + next; + break; + } + set .@rand,rand(7,9); + if (.@rand == 7){ + switch(select("Throw the water out.:Row.:Dance.")){ + case 1: + mes "[Karian]"; + mes "I'll row and you just throw the water out!!"; + next; + break; + case 2: + mes "[Karian]"; + mes "The boat is sinking!!!"; + close; + case 3: + mes "[Karian]"; + mes "What the hell do you think you're doing?"; + close; + } + }else if (.@rand == 8){ + switch(select("Row.:Throw the water out.:Sleep.")){ + case 1: + mes "[Karian]"; + mes "The boat is sinking!!!"; + close; + case 2: + mes "[Karian]"; + mes "I'll row and you just throw the water out!!"; + next; + break; + case 3: + mes "[Karian]"; + mes "What the hell do you think you're doing?"; + close; + } + } + switch(select("Sleep.:Row.:Throw the water out.")){ + case 1: + mes "[Karian]"; + mes "What the hell do you think you're doing?"; + close; + case 2: + mes "[Karian]"; + mes "The boat is sinking!!!"; + close; + case 3: + mes "[Karian]"; + mes "I'll row and you just throw the water out!!"; + next; + break; + } + set .@rand,rand(7,9); + if (.@rand == 7){ + switch(select("Throw the water out.:Row.:Sleep.")){ + case 1: + mes "[Karian]"; + mes "I'll row and you just throw the water out!!"; + next; + break; + case 2: + mes "[Karian]"; + mes "The boat is sinking!!!"; + close; + case 3: + mes "[Karian]"; + mes "What the hell do you think you're doing?"; + close; + } + }else if (.@rand == 8){ + switch(select("Row.:Throw the water out.:Sing.")){ + case 1: + mes "[Karian]"; + mes "The boat is sinking!!!"; + close; + case 2: + mes "[Karian]"; + mes "I'll row and you just throw the water out!!"; + next; + break; + case 3: + mes "[Karian]"; + mes "What the hell do you think you're doing?"; + close; + } + } + switch(select("Sing.:Row.:Throw the water out.")){ + case 1: + mes "[Karian]"; + mes "What the hell do you think you're doing?"; + close; + case 2: + mes "[Karian]"; + mes "The boat is sinking!!!"; + close; + case 3: + mes "[Karian]"; + mes "I'll row and you just throw the water out!!"; + next; + break; + } + set .@rand,rand(7,9); + if (.@rand == 7){ + switch(select("Throw the water out.:Row.:Have some water.")){ + case 1: + mes "[Karian]"; + mes "I'll row and you just throw the water out!!"; + next; + break; + case 2: + mes "[Karian]"; + mes "The boat is sinking!!!"; + close; + case 3: + mes "[Karian]"; + mes "What the hell do you think you're doing?"; + close; + } + }else if (.@rand == 8){ + switch(select("Row.:Throw the water out.:Have some water.")){ + case 1: + mes "[Karian]"; + mes "The boat is sinking!!!"; + close; + case 2: + mes "[Karian]"; + mes "I'll row and you just throw the water out!!"; + next; + break; + case 3: + mes "[Karian]"; + mes "What the hell do you think you're doing?"; + close; + } + } + switch(select("Have some water.:Row.:Throw the water out.")){ + case 1: + mes "[Karian]"; + mes "What the hell do you think you're doing?"; + close; + case 2: + mes "[Karian]"; + mes "The boat is sinking!!!"; + close; + case 3: + mes "[Karian]"; + mes "I'll row and you just throw the water out!!"; + next; + break; + } + set .@rand,rand(7,9); + if (.@rand == 7){ + switch(select("Throw the water out.:Row.:Shout 'Viva'.")){ + case 1: + mes "[Karian]"; + mes "I'll row and you just throw the water out!!"; + next; + break; + case 2: + mes "[Karian]"; + mes "The boat is sinking!!!"; + close; + case 3: + mes "[Karian]"; + mes "What the hell do you think you're doing?"; + close; + } + }else if (.@rand == 8){ + switch(select("Row.:Throw the water out.:Shout 'Viva'.")){ + case 1: + mes "[Karian]"; + mes "The boat is sinking!!!"; + close; + case 2: + mes "[Karian]"; + mes "I'll row and you just throw the water out!!"; + next; + break; + case 3: + mes "[Karian]"; + mes "What the hell do you think you're doing?"; + close; + } + } + switch(select("Shout 'Viva'.:Row.:Throw the water out.")){ + case 1: + mes "[Karian]"; + mes "What the hell do you think you're doing?"; + close; + case 2: + mes "[Karian]"; + mes "The boat is sinking!!!"; + close; + case 3: + mes "[Karian]"; + mes "I'll row and you just throw the water out!!"; + next; + break; + } + set .@rand,rand(7,9); + if (.@rand == 7){ + switch(select("Throw the water out.:Row.:Go fishing.")){ + case 1: + mes "[Karian]"; + mes "I'll row and you just throw the water out!!"; + next; + break; + case 2: + mes "[Karian]"; + mes "The boat is sinking!!!"; + close; + case 3: + mes "[Karian]"; + mes "What the hell do you think you're doing?"; + close; + } + }else if (.@rand == 8){ + switch(select("Row.:Throw the water out.:Go fishing.")){ + case 1: + mes "[Karian]"; + mes "The boat is sinking!!!"; + close; + case 2: + mes "[Karian]"; + mes "I'll row and you just throw the water out!!"; + next; + break; + case 3: + mes "[Karian]"; + mes "What the hell do you think you're doing?"; + close; + } + } + switch(select("Go fishing.:Row.:Throw the water out.")){ + case 1: + mes "[Karian]"; + mes "What the hell do you think you're doing?"; + close; + case 2: + mes "[Karian]"; + mes "The boat is sinking!!!"; + close; + case 3: + mes "[Karian]"; + mes "I'll row and you just throw the water out!!"; + next; + break; + } + set .@rand,rand(7,9); + if (.@rand == 7){ + switch(select("Throw the water out.:Row.:Listen to my song.")){ + case 1: + mes "[Karian]"; + mes "I'll row and you just throw the water out!!"; + next; + break; + case 2: + mes "[Karian]"; + mes "The boat is sinking!!!"; + close; + case 3: + mes "[Karian]"; + mes "What the hell do you think you're doing?"; + close; + } + }else if (.@rand == 8){ + switch(select("Row.:Throw the water out.:Listen to my song.")){ + case 1: + mes "[Karian]"; + mes "The boat is sinking!!!"; + close; + case 2: + mes "[Karian]"; + mes "I'll row and you just throw the water out!!"; + next; + break; + case 3: + mes "[Karian]"; + mes "What the hell do you think you're doing?"; + close; + } + } + switch(select("Listen to my song.:Row.:Throw the water out.")){ + case 1: + mes "[Karian]"; + mes "What the hell do you think you're doing?"; + close; + case 2: + mes "[Karian]"; + mes "The boat is sinking!!!"; + close; + case 3: + mes "[Karian]"; + mes "I'll row and you just throw the water out!!"; + next; + break; + } + set .@rand,rand(7,9); + if (.@rand == 7){ + switch(select("Throw the water out.:Row.:Pray.")){ + case 1: + mes "[Karian]"; + mes "I'll row and you just throw the water out!!"; + next; + break; + case 2: + mes "[Karian]"; + mes "The boat is sinking!!!"; + close; + case 3: + mes "[Karian]"; + mes "What the hell do you think you're doing?"; + close; + } + }else if (.@rand == 8){ + switch(select("Row.:Throw the water out.:Pray.")){ + case 1: + mes "[Karian]"; + mes "The boat is sinking!!!"; + close; + case 2: + mes "[Karian]"; + mes "I'll row and you just throw the water out!!"; + next; + break; + case 3: + mes "[Karian]"; + mes "What the hell do you think you're doing?"; + close; + } + } + switch(select("Pray.:Row.:Throw the water out.")){ + case 1: + mes "[Karian]"; + mes "What the hell do you think you're doing?"; + close; + case 2: + mes "[Karian]"; + mes "The boat is sinking!!!"; + close; + case 3: + mes "[Karian]"; + mes "I'll row and you just throw the water out!!"; + next; + break; + } + set .@rand,rand(7,9); + if (.@rand == 7){ + switch(select("Throw the water out.:Row.:Eat some food.")){ + case 1: + mes "[Karian]"; + mes "I'll row and you just throw the water out!!"; + next; + break; + case 2: + mes "[Karian]"; + mes "The boat is sinking!!!"; + close; + case 3: + mes "[Karian]"; + mes "What the hell do you think you're doing?"; + close; + } + }else if (.@rand == 8){ + switch(select("Row.:Throw the water out.:Eat some food.")){ + case 1: + mes "[Karian]"; + mes "The boat is sinking!!!"; + close; + case 2: + mes "[Karian]"; + mes "I'll row and you just throw the water out!!"; + next; + break; + case 3: + mes "[Karian]"; + mes "What the hell do you think you're doing?"; + close; + } + } + switch(select("Eat some food.:Row.:Throw the water out.")){ + case 1: + mes "[Karian]"; + mes "What the hell do you think you're doing?"; + close; + case 2: + mes "[Karian]"; + mes "The boat is sinking!!!"; + case 3: + mes "[Karian]"; + mes "I'll row and you just throw the water out!!"; + next; + break; + } + set .@rand,rand(7,9); + if (.@rand == 7){ + switch(select("Throw the water out.:Row.:Give up.")){ + case 1: + mes "[Karian]"; + mes "I'll row and you just throw the water out!!"; + next; + break; + case 2: + mes "[Karian]"; + mes "The boat is sinking!!!"; + close; + case 3: + mes "[Karian]"; + mes "What the hell do you think you're doing?"; + close; + } + }else if (.@rand == 8){ + switch(select("Row.:Throw the water out.:Give up.")){ + case 1: + mes "[Karian]"; + mes "The boat is sinking!!!"; + close; + case 2: + mes "[Karian]"; + mes "I'll row and you just throw the water out!!"; + next; + break; + case 3: + mes "[Karian]"; + mes "What the hell do you think you're doing?"; + close; + } + } + switch(select("Give up.:Row.:Throw the water out.")){ + case 1: + mes "[Karian]"; + mes "What the hell do you think you're doing?"; + close; + case 2: + mes "[Karian]"; + mes "The boat is sinking!!!"; + close; + case 3: + mes "[Karian]"; + mes "I'll row and you just throw the water out!!"; + next; + break; + } + mes "-I've escaped from the-"; + mes "-throes of death a-"; + mes "-countless amount of times.-"; + set job_min,17; + changequest 11148,11149; + close2; + warp "comodo",184,108; + end; + } + } + mes "===Notice==="; + mes "Maestro Song, Go to Comodo by boat!"; + mes "Be ambitious!"; + close; +} + +ve_fild07,129,132,5 script Karian#cmd5 486,{ + end; + +OnInit: + disablenpc "Karian#cmd5"; + end; + +OnEnable: + enablenpc "Karian#cmd5"; + initnpctimer; + end; + +OnDisable: + disablenpc "Karian#cmd5"; + stopnpctimer; + end; + +OnTimer30000: + donpcevent "Karian#cmd5::OnDisable"; + stopnpctimer; + end; +} + +comodo,184,108,0 script jmComodo Almost Dead 139,2,2,{ + +OnTouch: + if (job_min == 17){ + mes "["+strcharinfo(0)+"]"; + mes "I'm... I'm alive~"; + next; + mes "[Karian]"; + mes "That was a close call."; + donpcevent "Karian#cmd6::OnEnable"; + next; + mes "["+strcharinfo(0)+"]"; + mes "You're the one that insisted that we ride on that boat. That's how we ended up like this in the first place!"; + next; + mes "["+strcharinfo(0)+"]"; + mes "We wouldn't have suffered like this if we just took the Airship."; + next; + mes "[Karian]"; + mes "But I told you that I don't ride airships!"; + next; + mes "["+strcharinfo(0)+"]"; + mes "I can't believe this!"; + next; + mes "[Karian]"; + mes "Well, let's forget about the past!"; + mes "Since we're in Comodo, let's just have some fun okay?"; + next; + mes "["+strcharinfo(0)+"]"; + mes "Then what should we do about looking for 'Maestro Song'??"; + next; + mes "[Karian]"; + mes "Oh yeah..."; + mes "Why don't we ask the villagers?"; + donpcevent "Karian#cmd6::OnDisable"; + set job_min,18; + changequest 11149,11150; + close; + } + end; +} + +comodo,184,109,0 script Karian#cmd6 486,{ + end; + +OnInit: + disablenpc "Karian#cmd6"; + end; + +OnEnable: + enablenpc "Karian#cmd6"; + initnpctimer; + end; + +OnDisable: + disablenpc "Karian#cmd6"; + stopnpctimer; + end; + +OnTimer100000: + donpcevent "Karian#cmd6::OnDisable"; + stopnpctimer; + end; +} + +comodo,192,119,0 script Kayak Master#job_min 98,{ + + if (job_min == 18){ + mes "[Kayak Master]"; + mes "What?"; + mes "Maestro Song?"; + mes "I don't know~"; + next; + mes "[Kayak Master]"; + mes "Go to the diner located in the northern part of Comodo."; + mes "If he visits this town, he would likely go there first."; + next; + mes "[Kayak Master]"; + mes "The hostess is good at memorizing the faces of customers."; + mes "It's good for business you know?"; + set job_min,19; + changequest 11150,11151; + close; + } + mes "[Kayak Master]"; + mes "The sea is man's dream."; + next; + mes "[Kayak Master]"; + mes "It's my hope that I can cross over to Hugel someday!"; + close; +} + +comodo,159,316,4 script Woman Roasting Meat 701,{ + + if (job_min == 19){ + mes "[Woman Roasting Meat]"; + mes "Maestro Song?"; + mes "Yes, I remember that face because he visited a few years ago."; + next; + mes "[Woman Roasting Meat]"; + mes "He ate a whole plate of baby back ribs by himself..."; + mes "How can I forget his face?"; + next; + mes "[Woman Roasting Meat]"; + mes "It was kind of a big fuss."; + mes "It was so crowded because of him."; + next; + mes "[Woman Roasting Meat]"; + mes "Finally, he became exhaused and he wanted to go somewhere quiet."; + next; + mes "[Woman Roasting Meat]"; + mes "I told him that there was a quiet place near Morroc, and he left."; + next; + mes "[Woman Roasting Meat]"; + mes "I regret that."; + next; + mes "[Woman Roasting Meat]"; + mes "He raised our income a lot while he was here..."; + set job_min,20; + changequest 11151,11152; + close; + }else if (job_min == 20){ + mes "[Woman Roasting Meat]"; + mes "Where is the quiet place?"; + mes "Well I'm not sure but there is a mysterious building in south-eastern part of Morroc."; + next; + mes "[Woman Roasting Meat]"; + mes "I heard that some mysterious people gather there."; + mes "I think they're part of some secret guild called ash... or assa... Oh I forget..."; + close; + } + mes "[Woman Roasting Meat]"; + mes "He ate a whole plate of baby back ribs by himself."; + next; + mes "[Woman Roasting Meat]"; + mes "I'll never forget him."; + close; +} + +moc_fild16,206,232,0 script jmTransfer news 139,3,3,{ + +OnTouch: + if (job_min == 20){ + mes "["+strcharinfo(0)+"]"; + mes "Um? What is this?"; + mes "Something covered by sand?"; + next; + mes "["+strcharinfo(0)+"]"; + mes "Ah It's!!"; + mes "I think 'Maestro Song' dropped it!"; + next; + mes "[Karian]"; + mes "What?! How do you know?"; + donpcevent "Karian#cmd7::OnEnable"; + next; + mes "["+strcharinfo(0)+"]"; + mes "The lyrics from the man I met in hugel on the receipt..."; + next; + mes "["+strcharinfo(0)+"]"; + mes "and this poem written on this paper."; + mes "The calligraphy style is the same."; + next; + mes "[Karian]"; + mes "I want to see clock tower..."; + next; + mes "["+strcharinfo(0)+"]"; + mes "But this poem can't be a clue..."; + mes "..."; + mes "What?"; + next; + mes "[Karian]"; + mes "......"; + mes "I want to see clock tower."; + next; + mes "["+strcharinfo(0)+"]"; + mes "Clock tower?"; + mes "What are you saying all of a sudden?"; + next; + mes "[Karian]"; + mes "The... huge clock tower in Al De Baran."; + next; + mes "["+strcharinfo(0)+"]"; + mes "I know but..."; + next; + mes "[Karian]"; + mes "Will you join me?"; + next; + switch(select("Refuse.:Accept.")){ + case 1: + mes "[Karian]"; + mes "Come on~Come on~"; + mes "Come on~Come on~"; + mes "Come on~~~~~~~~~"; + next; + mes "[Karian]"; + mes "We don't have anymore clues."; + next; + mes "[Karian]"; + mes "Hey! Let's go~~"; + donpcevent "Karian#cmd7::OnDisable"; + set job_min,21; + changequest 11152,11153; + close; + case 2: + mes "["+strcharinfo(0)+"]"; + mes "Ok that's not a bad idea..."; + next; + mes "[Karian]"; + mes "Ok!!!"; + mes "Hey! Let's go~~"; + donpcevent "Karian#cmd7::OnDisable"; + set job_min,21; + changequest 11152,11153; + close; + } + } + end; +} + +moc_fild16,204,231,0 script Karian#cmd7 486,{ + end; + +OnInit: + disablenpc "Karian#cmd7"; + end; + +OnEnable: + enablenpc "Karian#cmd7"; + initnpctimer; + end; + +OnDisable: + disablenpc "Karian#cmd7"; + stopnpctimer; + end; + +OnTimer100000: + donpcevent "Karian#cmd7::OnDisable"; + stopnpctimer; + end; +} + +aldebaran,140,130,0 script jmAldebaran Clock Tower 139,3,3,{ + +OnTouch: + if (job_min == 21){ + mes "["+strcharinfo(0)+"]"; + mes "Anyway why do you want to visit this place?"; + next; + mes "[Karian]"; + mes "......"; + donpcevent "Karian#cmd8::OnEnable"; + next; + mes "[Karian]"; + mes "This is my friend's favorite place."; + mes "When we feel tired, we see that tower."; + next; + mes "[Karian]"; + mes "Let me go back to my hometown."; + mes "There are many beautiful flowers."; + mes "The birds sing for me."; + mes "It's this old town."; + next; + mes "[Karian]"; + mes "I harvest crops"; + mes "for my church."; + mes "There is no warmer"; + mes "place than where"; + mes "I was raised."; + next; + mes "[Karian]"; + mes "Let me go back to my hometown."; + mes "Let me play in the lake until I die."; + mes "I'll take a rest"; + mes "at the end of my life."; + next; + mes "[Karian]"; + mes "Where is Misa and Masa."; + mes "They already went to the"; + mes "brilliant mountain where"; + mes "it is full of freedom and"; + mes "pleasure I want to go"; + mes "there soon."; + next; + mes "[Karian]"; + mes "It's a song that my friend always sang for me."; + mes "I haven't sung it in a long time..."; + next; + mes "[Karian]"; + mes "Why don't we go back to Prontera?"; + next; + mes "[Karian]"; + mes "I can't get rid of the the memories that I was impressed with when I entered Prontera's gates."; + set job_min,22; + changequest 11153,11154; + donpcevent "Karian#cmd8::OnDisable"; + close; + }else if (job_min == 22){ + mes "[Karian]"; + mes "Let's go back to Prontera?"; + next; + mes "[Karian]"; + mes "I can't get rid of the the memories that I was impressed with when I entered Prontera's gates."; + close; + } + end; +} + +aldebaran,142,128,2 script Karian#cmd8 486,{ + end; + +OnInit: + disablenpc "Karian#cmd8"; + end; + +OnEnable: + enablenpc "Karian#cmd8"; + initnpctimer; + end; + +OnDisable: + disablenpc "Karian#cmd8"; + stopnpctimer; + end; + +OnTimer100000: + donpcevent "Karian#cmd8::OnDisable"; + stopnpctimer; + end; +} + +prontera,155,40,0 script jmprt1 139,2,2,{ + +OnTouch: + if (job_min == 22){ + mes "[Karian]"; + mes "I've finally come back."; + mes "Back to Prontera..."; + donpcevent "Karian#cmd9::OnEnable"; + next; + mes "[Karian]"; + mes "I'm so tired."; + mes "I want to take a rest~"; + mes "Come here, "+strcharinfo(0)+"."; + set job_min,23; + close; + } + end; +} + +prontera,155,49,4 script Karian#cmd9 486,{ + end; + +OnInit: + disablenpc "Karian#cmd9"; + end; + +OnEnable: + enablenpc "Karian#cmd9"; + initnpctimer; + end; + +OnDisable: + disablenpc "Karian#cmd9"; + stopnpctimer; + end; + +OnTimer300000: + donpcevent "Karian#cmd9::OnDisable"; + stopnpctimer; + end; +} + +prontera,155,42,0 script prtjm1 139,1,1,{ + +OnTouch: + if (job_min == 23){ + mes "-Let me go back to my hometown.-"; + set job_min,24; + close2; + warp "prontera",155,44; + end; + } + end; +} + +prontera,155,44,0 script prtjm2 139,1,1,{ + +OnTouch: + if (job_min == 24){ + mes "-There are many beautiful flowers.-"; + set job_min,25; + close2; + warp "prontera",155,46; + end; + } + end; +} + +prontera,155,46,0 script prtjm3 139,1,1,{ + +OnTouch: + if (job_min == 25){ + mes "-The birds sing for me.-"; + set job_min,26; + close2; + warp "prontera",155,48; + end; + } + end; +} + +prontera,155,48,0 script prtjm4 139,1,1,{ + +OnTouch: + if (job_min == 26 || job_min == 27){ + mes "-It's this old town.-"; + next; + if(SkillPoint != 0){ + mes "[Karian]"; + mes "Hey... Don't you know how to use your skill points?"; + mes "You should use them."; + close; + } + if(checkweight(1201,1) == 0){ + mes "^3355FFWait a minute! You're"; + mes "carrying too many items"; + mes "right now: store some of"; + mes "your extra things in Kafra"; + mes "Storage, and then come back.^000000"; + close; + } + if (JobLevel < 50 || BaseLevel < 99){ + mes "[Karian]"; + mes "Hey... why are you so low?"; + mes "How did you lose levels?"; + close; + } + if (Class == Job_Bard || Class == Job_Clown || Class == Job_Baby_Bard){ + mes "["+strcharinfo(0)+"]"; + mes "-It's a poem that you picked up in the desert.-"; + next; + mes "["+strcharinfo(0)+"]"; + mes "-How does Karian know-"; + mes "-that song's not a poem?-"; + next; + mes "[Karian]"; + mes "Why are you looking at me?"; + mes "How was it? Have fun??"; + set job_min,27; + donpcevent "Karian#cmd9::OnDisable"; + close2; + warp "prt_in",101,174; + end; + } + mes "[Karian]"; + mes "Hey... you changed your outfit?"; + mes "How'd you do that?"; + close; + } + end; +} + +prt_in,94,172,4 script Karian#job_min3 480,{ + +if(job_min >= 27) +{ + if (job_min > 99){ + switch(select("Talk.:Leave.")){ + case 1: + mes "[Maestro Song]"; + mes "The name 'Karian'?"; + mes "He gave it to me."; + next; + mes "[Maestro Song]"; + mes "He said that when he hears my song, he feels warmhearted."; + mes "'Kallianga' means hot air."; + next; + mes "[Maestro Song]"; + mes "He likes to sing.."; + next; + mes "[Maestro Song]"; + mes "And he's good at singing for sure?"; + next; + mes "[Maestro Song]"; + mes "Ah! If it's okay with you, I want to take a pic with you in Juno?"; + next; + mes "[Maestro Song]"; + mes "I want to have something to remember you by."; + close; + case 2: + mes "[Maestro Song]"; + mes "See you."; + mes "It was really fun."; + close2; + warp "prontera",156,99; + end; + } + } + if(checkweight(1201,1) == 0){ + mes "^3355FFWait a minute! You're"; + mes "carrying too many items"; + mes "right now: store some of"; + mes "your extra things in Kafra"; + mes "Storage, and then come back.^000000"; + close; + } + if (JobLevel < 50 || BaseLevel < 99){ + mes "[Karian]"; + mes "Hey... why are you so low?"; + mes "How did you lose levels?"; + close; + } + if (SkillPoint != 0){ + mes "[Karian]"; + mes "Hey... Don't you know how to use your skill points?"; + mes "You should use them."; + close; + } + if (Class == Job_Bard || Class == Job_Clown || Class == Job_Baby_Bard){ + mes "[Karian]"; + mes "I'm sorry about the lie."; + mes "The song written on this paper..."; + next; + mes "[Karian]"; + mes "I really want to find my friend's article left behind."; + mes "I couldn't find it by myself."; + next; + mes "[Karian]"; + mes "I gave it to my friend but he kept it precious..."; + next; + mes "["+strcharinfo(0)+"]"; + mes "Did you give it to him?"; + mes "Wait a second!"; + mes "Just who are you?"; + next; + mes "[Maestro Song]"; + mes "Yes! I'm 'Maestro Song'!"; + mes "Are you suprised!?"; + next; + mes "["+strcharinfo(0)+"]"; + mes "......"; + next; + mes "[Maestro Song]"; + mes "This is my present to you."; + next; + if (Class == Job_Baby_Bard){ + mes "[Maestro Song]"; + mes "You are also my friend."; + set job_min,100; + jobchange Job_Baby_Minstrel; + completequest 11154; + getitem 5751,1; + getitem 2795,1; + close; + }if (Class == Job_Bard){ + mes "[Maestro Song]"; + mes "You are also my friend."; + set job_min,100; + jobchange Job_Minstrel; + completequest 11154; + getitem 5751,1; + getitem 2795,1; + close; + }else if (Class == Job_Clown){ + mes "[Maestro Song]"; + mes "You are also my friend."; + set job_min,100; + jobchange Job_Minstrel_T; + completequest 11154; + getitem 5751,1; + getitem 2795,1; + close; + } + mes "[Maestro Song]"; + mes "Huh?"; + close; + } +} + mes "[Karian]"; + mes "How did you get in here?"; + close; +}
\ No newline at end of file diff --git a/npc/re/jobs/3-2/royal_guard.txt b/npc/re/jobs/3-2/royal_guard.txt new file mode 100644 index 000000000..a7dc7591e --- /dev/null +++ b/npc/re/jobs/3-2/royal_guard.txt @@ -0,0 +1,517 @@ +//===== rAthena Script ======================================= +// Royal Guard Job change Quest +//===== By: ================================================== +//= brAthena +//===== Current Version: ===================================== +//= 1.0 +//===== Compatible With: ===================================== +//= Any rAthena or brAthena SVN +//===== Description: ========================================= +//= [AEGIS Conversion] +//= Job change Quest from Crusader / Paladin -> Royal Guard. +//===== Additional Comments: ================================= +//= 1.0 First Version. +//============================================================ +prt_castle,48,163,3 script Gentleman#4386457567 57,{ + if(!checkweight(1201,1)) { + mes "You have too many items. please arrange them then try again."; + close; + } + if(MaxWeight - Weight < 1000) { + mes "You have too much items, please make more light."; + close; + } + if(Class == 4066 || Class == 4073 || Class == 4102) { + mes "[Middle-aged Gentleman]"; + mes "Uh? What am I doing? I came here for an errand..."; + next; + mes "^000099Maybe my feeling has moved to another body^000000"; + close; + } + if(JobLevel < 50 || SkillPoint || BaseLevel < 99) { + mes "[Middle-aged Gentleman]"; + mes "Oh you are so young. Keep working hard."; + close; + } + if(checkriding() || checkcart() || checkfalcon()) { + mes "[Middle-aged Gentleman]"; + mes "You are dragging something. If you're riding something you better dismount it before proceeding."; + close; + } + if((Class != 14) && (Class != 4015) && (Class != 4037)) { + mes "[Middle-aged Gentleman]"; + mes "I don't have anything to say to you. Find another person."; + close; + } + if(job_royal < 1) { + mes "[Middle-aged Gentleman]"; + mes "What was I saying... (mumble) the remaining segment is in Glass Heim around 13......."; + next; + mes "[Middle-aged Gentleman]"; + mes "Uhh?"; + mes "Did you need something?"; + next; + select "I haven't seen you before."; + mes "[Middle-aged Gentleman]"; + mes "Hehehe, don't worry about me."; + next; + mes "[Middle-aged Gentleman]"; + mes "If you don't have business with me, just keep going my friend."; + next; + select "You don't look like a Knight..."; + mes "[Middle-aged Gentleman]"; + mes "You're a curious one. Who are you? What do you want?"; + next; + select "Just looking around!:This is my office!:Who am I? Who are you?"; + mes "[Middle-aged Gentleman]"; + mes "Do you want to argue with me? Do you know who I am?"; + next; + if(select("Not really, who are you?:Sorry, I won't hurt your feelings.") == 2) { + mes "["+strcharinfo(0)+"]"; + mes "Sorry. I had to be sure. I didn't know that you are from the royal palace."; + next; + mes "[Middle-aged Gentleman]"; + mes "That's enough. Don't make this mistake again."; + close; + } + mes "["+strcharinfo(0)+"]"; + mes "I'm a member here and have the authority to find out what your business is here."; + next; + mes "["+strcharinfo(0)+"]"; + mes "You are a stranger and I'm not sure if you belog here."; + next; + mes "["+strcharinfo(0)+"]"; + mes "If you tell me your identity, I will apologize."; + next; + mes "[Middle-aged Gentleman]"; + mes "You are so persistent."; + mes "If you really want, I will introduce myself."; + next; + mes "[Middle-aged Gentleman]"; + mes "I am Heinrich."; + mes "I'm collecting information about King Schmidtz's trace which has disappeared."; + next; + select "Schmidzt's trace? Is it a treasure?"; + mes "[Heinrich]"; + mes "Most archaeologists are eager to get treasure. I'm looking for traces of the ^000099Royal Guard^000000 and their sons who belong to the Schmidtz line."; + next; + select "Royal Guard?"; + mes "[Heinrich]"; + mes "Sounds interesting doesn't it? I can't really say but their history and files are under strict security."; + next; + select "Can't you tell me?"; + mes "[Heinrich]"; + mes "I can't really talk about the Royal Guard to just anyone who asks about them."; + next; + mes "[Heinrich]"; + mes "BUT!! I want to believe you..."; + next; + if(select("I want to know more.:Stop talking.") == 2) { + mes "[Heinrich]"; + mes "Good idea."; + next; + mes "[Heinrich]"; + mes "Just forget it and let your mind do more worthy things."; + close; + } + mes "[Heinrich]"; + mes "You are impetuous."; + next; + mes "[Heinrich]"; + mes "It's not a simple story to tell a person like you. Go back."; + set job_royal,1; + setquest 12090; + close; + } + mes "[Heinrich]"; + if(job_royal == 1) { + mes "You are persistent friend."; + mes "Do you have more things to talk to me about?"; + next; + select "If you can't trust me, test me pal."; + mes "[Heinrich]"; + mes "Test?"; + mes "Did you say the test? Huhu!"; + next; + mes "[Heinrich]"; + mes "Friend, you have shown your interest about my job, are you sure? Or are you kidding me?"; + next; + select "I'm serious!"; + mes "[Heinrich]"; + mes "Really?"; + mes "Good. You might have the wrong idea about what a Royal Guard is. So, in your opinion, what do you think is the key to being a Royal Guard?"; + next; + select "Decision and Bravery:Calm Judgment:Sharp wisdom:Benevolent spirit"; + mes "[Heinrich]"; + mes "Good choice."; + mes "Actually, the other 3 are also needed to have the Royal Guard spirit, friend."; + next; + mes "[Heinrich]"; + mes "But according to research documents about the Royal Guard, the best belief is 'asceticism and endurance'."; + next; + mes "[Heinrich]"; + mes "Did you get it?"; + mes "Asceticism and Endurance young one. It is a bit different from what you answered."; + next; + mes "[Heinrich]"; + mes "You seem to have a large interest about this story but I can't tell you more."; + next; + mes "[Heinrich]"; + mes "Only those who have qualification can hear the Royal Guard history."; + next; + select "What can I do to hear that story?"; + mes "^000099Heinrich has an agonized look on his face. Then he looked like he fell asleep. Finally he says with wreckless abandon.^000000"; + next; + mes "[Heinrich]"; + mes "You are too stubborn."; + mes "If so I will test you to see your asceticism and endurance."; + next; + mes "[Heinrich]"; + mes "Long ago King Schmidtz gave a title to a brave soldier who come back with 100 Sacred Marks."; + next; + mes "[Heinrich]"; + mes "If you want to hear more story, you have to show me your similar attitude."; + next; + if(select("That's an unfair demand.:I will try.") == 2) { + mes "[Heinrich]"; + mes "Good idea, it would better to find something more worthy."; + close; + } + mes "[Heinrich]"; + mes "Ok, let's do it this way. Actually it's too difficult to collect 100 Sacred Marks, just show your ambition by collecting 100 Burning Hearts."; + next; + mes "[Heinrich]"; + mes "If you bring them I can tell you more of the story. That means you show your endurance to me."; + next; + mes "[Heinrich]"; + mes "Don't forget to bring the 100 Burning Hearts."; + set job_royal,2; + changequest 12090,12091; + close; + } + if(job_royal == 2) { + if(countitem(7097) < 100) { + mes "Don't forget to bring 100 Burning Heart."; + close; + } + mes "Did you get all of them?"; + mes "Most people just ignore me or give up the mission."; + next; + mes "[Heinrich]"; + mes "Wait while I arrange the stuff that you brought."; + delitem 7097,100; + set job_royal,3; + changequest 12091,12092; + close; + } + if(job_royal == 3) { + mes "..."; + mes "Good. I can feel truth from your heart. Now I can tell you more of the story."; + next; + select "Ok tell me more."; + mes "[Heinrich]"; + mes "The best members of the Crusader and Paladin classes can gain the qualification of the Royal Guard."; + next; + mes "[Heinrich]"; + mes "They are agents of the divine order and judge with swift punishment."; + next; + mes "[Heinrich]"; + mes "We still have many opinions about how they could have survived. Surely someone had to have believed that their history was not false."; + next; + select "Are there still documents?"; + mes "[Heinrich]"; + mes "Hmm, documents you say..."; + next; + mes "[Heinrich]"; + mes "Unfortunately after King Schmidtz disappeared, traces of the Royal Guard disappeared."; + next; + mes "[Heinrich]"; + mes "Their history, belief, vision and fighting skill seemingly disappeared without any of the documents being saved."; + next; + mes "[Heinrich]"; + mes "It's like it disappeared with the king."; + next; + select "So the reason of finding their traces..."; + mes "[Heinrich]"; + mes "I was worried about past Royal Guards that might not have been able to pass down their history."; + next; + mes "[Heinrich]"; + mes "The mysterious power... can't appear anymore in the world. How disappointing is it~!"; + next; + mes "[Heinrich]"; + mes "That's why I'm concentrating to revive their job."; + next; + select "How much progress have you made?"; + mes "[Heinrich]"; + mes "Fortunately, I excavated most of the treasures and interpreted them. I just have one trace left to find."; + next; + select "The rest of the traces?"; + mes "[Heinrich]"; + mes "The Royal Guard carved the mark of King Schmidtz on their clothes. The trace of this custom is the last clue."; + next; + mes "[Heinrich]"; + mes "According to reports from other cities the last trace possibly exists in a monastery inside of Glass Heim."; + next; + mes "[Heinrich]"; + mes "But it is too dangerous for me there so I almost gave up."; + next; + mes "[Heinrich]"; + mes "Now I can't tell you why the trace is there."; + next; + if(select("Interesting. Can I go there?:Seems really dangerous.") == 2) { + mes "[Heinrich]"; + mes "Good idea, that's useless work to explore there."; + close; + } + mes "[Heinrich]"; + mes "Are you kidding?"; + mes "You shouldn't treat it like it's just some normal chore."; + next; + select "I'm not kidding. I'm serious."; + mes "[Heinrich]"; + mes "If you say it like that I don't have anymore options."; + next; + mes "[Heinrich]"; + mes "I don't know if it will be helpful or not. I will write an explanation in detail."; + next; + mes "^000099Here's the last trace of the Royal Guard. Open the quest window and check the position.^000000"; + set job_royal,4; + changequest 12092,12093; + close; + } + if(job_royal == 4) { + if(!countitem(6274)) { + mes "Our staff has already left to find the last trace, so don't work too hard."; + close; + } + mes "You surprised me. How did you get it? So far no one could get it."; + next; + mes "[Heinrich]"; + mes "Thank you so much."; + mes "Thanks to your effort I can find the last clue. How amazing~!"; + next; + mes "^000099Heinrich hesitated and brought an old shield from the side of the office.^000000"; + next; + mes "[Heinrich]"; + mes "Our staff excavated it. They assumed that King Schmidtz used it. But it wasn't used by him."; + next; + select "Sure it's wasn't used by the King?"; + mes "[Heinrich]"; + mes "I can't be entirely sure."; + mes "Maybe you are right but, according to when we did the initial identification we can be sure it wasn't used."; + next; + mes "[Heinrich]"; + mes "But it's an old treasure so, somehow it will be useful. I might know how to use it."; + next; + select "Can I keep it?"; + mes "[Heinrich]"; + mes "Of course."; + mes "Someday it might be useful to you."; + next; + mes "^000099You get the shield from Heinrich. There are some letters carved on the inside of the shield."; + next; + mes "If you want to see the letters, please check the quest window.^000000"; + next; + mes "[Heinrich]"; + mes "Ok~~ now."; + mes "I'll be deciphering the cloth for now so I will be very busy!"; + delitem 6274,1; + getitem 6275,1; + set job_royal,5; + changequest 12093,12094; + close; + } + if(!countitem(6275)) { + mes "What? Did you lose the shield? What is the one on your back?"; + getitem 6275,1; + close; + } + mes "Thanks to your help I can finish the excavation work. Thanks a lot."; + close; +} + +glast_01,240,366,5 script Memory of King Schmidtz 844,{ + if(!checkweight(1201,1) || MaxWeight - Weight < 1000) { + mes "You are too heavy. Make yourself lighter."; + close; + } + if(job_royal == 5 && (Class == 14 || Class == 4015 || Class == 4037)) { + if(countitem(6275) < 1) { + mes "^000099You seem to have lost the shield. Go back to Heinrich and ask for help^000000."; + close; + } + mes "[Memory of King Schmidtz]"; + mes "Who are you?"; + next; + select "I brought a relic..."; + mes "[Memory of King Schmidtz]"; + mes "My relic?"; + next; + mes "[Memory of King Schmidtz]"; + mes "Too bad. Here is one more friend who has been cheated by Heinrich."; + next; + select "Do you know Heinrich?"; + mes "[Memory of King Schmidtz]"; + mes "He was my faithful adjutant. And he has continued to be so for hundreds of years."; + next; + select "How has he lived for hundreds..."; + mes "[Memory of King Schmidtz]"; + mes "Maybe his body is just a cast. He found a way to move from body to body in order to stay alive."; + next; + mes "[Memory of King Schmidtz]"; + mes "He doesn't want to accept my death and wanders the world, continuing to find Royal Guards."; + next; + select "What's the meaning of this shield?"; + mes "[Memory of King Schmidtz]"; + mes "The shield from Heinrich is our contract before I died."; + next; + mes "[Memory of King Schmidtz]"; + mes "Heinrich was charged with finding the proper people to become Royal Guards, the shield was to be the contract."; + next; + mes "[Memory of King Schmidtz]"; + mes "To him, this was the last order that I gave to him."; + next; + mes "[Memory of King Schmidtz]"; + mes "Now he doesn't need to do it anymore, but will remain as a fool whom can't forget his King's final order."; + next; + select "So what now? Can I leave?"; + mes "[Memory of King Schmidtz]"; + mes "Sorry but I can't send you now."; + next; + mes "[Memory of King Schmidtz]"; + mes "This is a contract with Heinrich so I have to keep it. You look faithful and brave."; + next; + mes "[Memory of King Schmidtz]"; + mes "Now, it's time to keep the promise with Heinrich. It's up to you."; + next; + mes "[Memory of King Schmidtz]"; + mes "I'm planning to accept you as a member of the Royal Guard to continue their lost traditions. Are you ready to do it?"; + next; + if(select("Sure, of course:Not yet") == 2) { + mes "[Memory of King Schmidtz]"; + mes "Umm, maybe Heinrich had wrong judgement."; + close; + } + mes "[Memory of King Schmidtz]"; + mes "If so, I will proceed to making you a Royal Guard."; + next; + if(select("Great.:Not yet.") == 2) { + mes "[Memory of King Schmidtz]"; + mes "Perhaps Heinrich had the wrong image of you."; + close; + } + mes "[Memory of King Schmidtz]"; + mes "Congratulations! Young Royal Guard."; + mes "Be a symbol of honor and continue the great tradition of your new name."; + close2; + specialeffect2 EF_MAPPILLAR; + progressbar "FFFF00",7; + specialeffect2 EF_LORD; + delitem 6275,1; + erasequest 12094; + if(class == 4037){ + jobchange 4102; + } + else if(class == 14){ + jobchange 4066; + }else{ + jobchange 4073; + } + getitem 5757,1; + getitem 2795,1; + end; + } +} + +gl_church,173,88,0 script Delicate trace#01 844,{ + if(job_royal == 4 && !countitem(6274)) { + progressbar "ffff00",5; + if(set(.@rand,rand(70)) >= 65) { + mes "While investigating, the topography breaks. It would be better to dig other places for a while."; + disablenpc strnpcinfo(0); + initnpctimer; + close; + } + getitem (.@rand >= 5 ? 7049:6274),1; + end; + } + mes "There is a trace that someone has already dug here."; + close; + + OnTimer60000: + enablenpc strnpcinfo(0); + stopnpctimer; + OnTimer1000: + OnTimer20000: + OnTimer40000: + specialeffect EF_MAPPILLAR; + end; +} +gl_church,158,103,0 duplicate(Delicate trace#01) Delicate trace#02 844 +gl_church,139,90,0 duplicate(Delicate trace#01) Delicate trace#03 844 +gl_church,126,62,0 duplicate(Delicate trace#01) Delicate trace#04 844 +gl_church,148,5,0 duplicate(Delicate trace#01) Delicate trace#05 844 +gl_church,185,72,0 duplicate(Delicate trace#01) Delicate trace#06 844 +gl_church,185,72,0 duplicate(Delicate trace#01) Delicate trace#07 844 +gl_church,211,94,0 duplicate(Delicate trace#01) Delicate trace#08 844 +gl_church,185,125,0 duplicate(Delicate trace#01) Delicate trace#09 844 +gl_church,143,125,0 duplicate(Delicate trace#01) Delicate trace#10 844 +gl_church,105,115,0 duplicate(Delicate trace#01) Delicate trace#11 844 + +gl_church,158,100,0 script #Clue of traces 111,4,4,{ + end; + OnTouch: + if(job_royal == 4 && !countitem(6274)) { + specialeffect2 EF_FREEZE; + mes "I can feel strong power around here. It would be better to explore around here."; + viewpoint 1,173,88 ,1, "0xFFFF00"; + viewpoint 1,158,103,2, "0xFFFF00"; + viewpoint 1,139,90 ,3, "0xFFFF00"; + viewpoint 1,126,62 ,4, "0xFFFF00"; + viewpoint 1,148,5 ,5, "0xFFFF00"; + viewpoint 1,185,72 ,6, "0xFFFF00"; + viewpoint 1,211,94 ,7, "0xFFFF00"; + viewpoint 1,185,125,8, "0xFFFF00"; + viewpoint 1,143,125,9, "0xFFFF00"; + viewpoint 1,105,115,10,"0xFFFF00"; + close; + } +} + +sec_in02,12,43,3 script Caller 57,1,1,{ + switch(select("Royal Guard:Rune Knight:Call Player")) { + case 1: + mes "1~5"; + next; + if(input(.@val,1,5)) { + mes "Set item to adjust the Royal Guard"; + mes "You can only set a bumber betweeen 1 to 5."; + close; + } + set job_royal,.@val; + mes "Completed"; + close; + case 2: + mes "1~24"; + next; + if(input(1,24)) { + mes "Set item to adjust the Rune Knight"; + mes "You can only set a bumber betweeen 1 to 24."; + close; + } + set job_rune_edq,.@val; + mes "Completed"; + close; + case 3: + mes "1~5"; + next; + if(input(1,5)) { + mes "Item Adjust call"; + mes "You can only set a bumber betweeen 1 to 5."; + close; + } + set job_soc,.@val; + mes "Completed"; + close; + } +}
\ No newline at end of file diff --git a/npc/re/jobs/3-2/shadow_chaser.txt b/npc/re/jobs/3-2/shadow_chaser.txt new file mode 100644 index 000000000..2792134e2 --- /dev/null +++ b/npc/re/jobs/3-2/shadow_chaser.txt @@ -0,0 +1,2346 @@ +//===== rAthena Script ======================================= +// Shadow Chaser Job change Quest +//===== By: ================================================== +//= ultragunner +//= Credits: Oshinoke +//===== Current Version: ===================================== +//= 1.1 +//===== Compatible With: ===================================== +//= rAthena +//===== Description: ========================================= +//= Job change Quest from Rogue / Stalker -> Shadow Chaser. +//= Based on Official pRO server +//===== Additional Comments: ================================= +//= 1.0 First Version. +//= 1.1 Standardized. [Euphy] +//============================================================ + +morocc,156,70,3 script Girl#H-1 93,{ + mes "[Girl]"; + if (Class == Job_Rogue || Class == Job_Stalker || Class == Job_Baby_Rogue) { + if (BaseLevel == 99 && JobLevel > 49) { + if (job_sha == 0) { + mes "Hey! Stop!"; + mes "Are you interested in hearing a funny story?"; + next; + select("What story?"); + mes "[Girl]"; + mes "Have you been to the guild recently?"; + mes "Some interesting things have happened lately."; + mes "Maybe new guests..."; + next; + mes "[Girl]"; + mes "I heard it has to do with something called a Shadow Chaser."; + mes "You should go and check it out."; + next; + mes "[Girl]"; + mes "Everytime they visit us, they are on new missions."; + mes "What missions are they doing I wonder?"; + set job_sha,1; + } else if (job_sha == 1) { + mes "If you have any interest... just go! Do you know where the guild is?"; + next; + mes "[Girl]"; + mes "It is in a fortress under Pharos lighthouse."; + mes "Sigh...."; + mes "You must visit there!"; + } else if (job_sha > 1 && job_sha < 28) { + mes "Wow, you look busy."; + mes "Have you heard that there are visitors?"; + mes "They're on a treasure hunt!"; + next; + mes "[Girl]"; + mes "It must be fun."; + mes "I wanna try!"; + } + close; + } else { + mes "You're not ready."; + close; + } + } + mes "Eh..."; + mes "I don't have anything for you..."; + close; +} + +in_rogue,378,103,3 script Scary Man#H-10 810,{ + if (job_sha == 1) { + mes "[Urupa]"; + mes "We give a quiz and nobody has yet to solve it."; + mes "You want it to be solved?"; + mes "This is a code."; + mes "Look at it."; + next; + mes "- The message is -"; + mes "- written in a cipher. -"; + mes "The mission seems to be to break the code..."; + next; + mes "[Urupa]"; + mes "This is the code."; + mes "It is just numbering a cipher to make the message make sense."; + mes "For example..."; + next; + callsub L_Code,1; + mes "[Urupa]"; + mes "Now here's what needs to be to solved."; + mes "Decipher the code and go where it tells you..."; + next; + mes "[Urupa]"; + mes "Here we go!"; + next; + callsub L_Code,2; + next; + set job_sha,2; + setquest 7160; + mes "[Urupa]"; + mes "So write this down!"; + mes "I expected that you would take this adventure!"; + close; + } else if (job_sha > 1 && job_sha < 3) { + mes "[Urupa]"; + mes "You want one more explanation?"; + mes "Or do you just want the code?"; + next; + switch(select("More explanation.:Get the code.")) { + case 1: + callsub L_Code,1; + mes "[Urupa]"; + mes "Now it's up to you!"; + mes "So go! Go!"; + close; + case 2: + mes "[Urupa]"; + mes "Let me show you the code again..."; + next; + mes "[Urupa]"; + mes "Here we go!"; + next; + callsub L_Code,2; + close; + } + } else if (job_sha > 2 && job_sha < 28) { + mes "[Urupa]"; + mes "Ok, have you solved it yet?"; + mes "Good luck!"; + close; + } else if (Class == Job_Shadow_Chaser || Class == Job_Shadow_Chaser_T || Class == Job_Baby_Chaser) { + mes "[Urupa]"; + mes "Nothing special?"; + mes "As you see... I am ok here!"; + close; + } + mes "[Scary man]"; + mes "What's your business?"; + mes "I don't have anything to do with you."; + mes "I don't care for people like you."; + mes "I just deal with the extraordinary."; + close; + +L_Code: + if (getarg(0)==1) { + mes "[Urupa]"; + mes "3511543433"; + mes "This means PAYON."; + next; + mes "[Urupa]"; + mes "The numbers have to be paired."; + mes "3511543433"; + mes "35 11 54 34 33 breaks down into 5 pairs!"; + next; + mes "[Urupa]"; + mes "So the pairs mean:"; + mes "35-P, 11-A,"; + mes "54-Y, 34-O, 33-N."; + next; + mes "[Urupa]"; + mes "Here are the numbers all in a row."; + mes "33, 34, 35!"; + mes "N, O, P?"; + next; + } else { + mes " "; + mes "^aaaaff43231114345243^000000"; + mes "^aaaaff11441531241542^000000"; + mes "^aaaaff2433^000000"; + mes "^aaaaff3542343344154211^000000"; + next; + mes "[Urupa]"; + mes "Could you do that?"; + mes "If you visit there, you might be surprised..."; + } + return; +} + +function script sc_gldmes { + if (getarg(0)==1) { + mes "[Vin]"; + mes "Ah? What's this?"; + mes "Lotte, you know what this means?"; + next; + mes "[Lotte]"; + mes "Hmm '3847147298' this is the only thing I've used on..."; + mes "Then, why'd they use numbers to name the villages?"; + next; + mes "[Lotte]"; + mes "Vin! This is crap!"; + next; + mes "[Vin]"; + mes "What?"; + next; + mes "[Scary man]"; + mes "Hey there!?"; + next; + switch(select("Yes? Me?:Sorry, I am busy...")) { + case 1: + mes "[Scary man]"; + mes "Yes! You there!"; + mes "Let me introduce myself to you."; + mes "My name is Urupa."; + mes "If you are interested, could you come over here?"; + close; + case 2: + mes "[Scary man]"; + mes "What? You're just going to give up like that?"; + mes "So disappointing..."; + close; + } + } else { + mes "[Vin]"; + mes "Ah? What's this?"; + next; + mes "[Lotte]"; + mes "Hmm '3847147298' this is the only"; + mes "thing I've used on..."; + mes "Then, why'd they use numbers to"; + mes "name the villages?"; + next; + mes "[Lotte]"; + mes "Vin! This is crap!"; + next; + mes "[Vin]"; + mes "What?"; + next; + mes "[Scary man]"; + mes "You are supposed to figure this one out!"; + mes "But you are still so... weak."; + close; + } +} + +in_rogue,375,102,5 script Guild Member#H-11 828,{ + if (Class == Job_Rogue || Class == Job_Stalker || Class == Job_Baby_Rogue) { + if (job_sha == 1) callfunc "sc_gldmes",1; + else if (job_sha > 1) && (job_sha < 28) { + mes "[Vin]"; + mes "Yes..."; + mes "Sooner or later I'll solve it"; + mes "myself if I dare to get the"; + mes "map...!"; + close; + } + else callfunc "sc_gldmes",2; + } else if (Class == Job_Shadow_Chaser || Class == Job_Shadow_Chaser_T || Class == Job_Baby_Chaser) { + mes "[Vin]"; + mes "Huh! This is a Shadow Chaser!"; + mes "How unbelievable!"; + mes "But it seems familiar, doesn't it?"; + next; + mes "[Vin]"; + mes "Hmm......"; + mes ".........."; + mes "Oh my! I can't remember...!"; + close; + } + mes "[Vin]"; + mes "Ah? Who's there?"; + mes "We are flooded with guests"; + mes "today..."; + close; +} + +in_rogue,378,100,2 script Guild Member#H-12 747,{ + if (Class == Job_Rogue || Class == Job_Stalker || Class == Job_Baby_Rogue) { + if (job_sha == 1) callfunc "sc_gldmes",1; + else if (job_sha > 1) && (job_sha < 28) { + mes "[Lotte]"; + mes "What?"; + mes "Damn..."; + next; + mes "[Lotte]"; + mes "I just hate numbers!"; + close; + } + else callfunc "sc_gldmes",2; + } else if (Class == Job_Shadow_Chaser || Class == Job_Shadow_Chaser_T || Class == Job_Baby_Chaser) { + mes "[Lotte]"; + mes "Wow!"; + mes "You are the one!"; + mes "The extraordinarily smart and emotionally advanced..."; + next; + mes "[Lotte]"; + mes "SHADOW CHASER!"; + mes "Wow, when could I become one?"; + close; + } + mes "[Lotte]"; + mes "I don't need anything."; + close; +} + +s_atelier,65,123,4 script Manager#H-2 903,{ + if (job_sha == 2) { + mes "[Manager]"; + mes "Where's Max!?"; + mes "Damn, there're so many strangers around."; + mes "Hey..."; + next; + switch(select("Show the deciphered code!:...")) { + case 1: + mes "[Manager]"; + mes "Wow, you deciphered it?"; + mes "So, what's the right answer?"; + next; + input .@SCAtelier$; + mes "[Manager]"; + if (.@SCAtelier$ != "shadows atelier in prontera") { + mes "Remember to put the code exactly as it should be deciphered."; + mes "Maybe you should try again..."; + close; + } + mes "Good."; + mes "You just got it."; + mes "Then why have you come over here?"; + next; + select("The code says here's the one..."); + mes "[Manager]"; + mes "So you are the one."; + mes "Could you wait for a sec?"; + set job_sha,3; + close; + case 2: + mes "[Manager]"; + mes "Only allowed for people"; + mes "involved...."; + mes "Could you ask the clerk at the shop?"; + close; + } + } else if (job_sha == 3) { + mes "[Graham]"; + mes "Now let me introduce myself to you!"; + mes "I am Graham, the manager of this shadow gallery..."; + next; + mes "[Graham]"; + mes "You may have already guessed."; + mes "This is an additional facility for rogues."; + mes "We adopt things like art and other historical stuff."; + next; + mes "[Graham]"; + mes "These things are illegal."; + mes "Such things you guys bring us from historical places..."; + mes "Ok."; + next; + mes "[Graham]"; + mes "So we've got to know things"; + mes "like..."; + mes "special codes and information where the treasures are."; + next; + mes "[Graham]"; + mes "We need you guys..."; + mes "So we've asked assistance from the Rogue guild."; + next; + select("Any other places you guys work?"); + mes "[Graham]"; + mes "Ah, yes..."; + mes "We are in Prontera, Juno, Rachel, and Lighthalzen."; + mes "Ok?"; + next; + mes "[Graham]"; + mes "Anyway...."; + mes "We all really want to know where the treasures are."; + mes "So the code is to break into each of those places."; + next; + mes "[Graham]"; + mes "You seem like the right one."; + mes "So I will give you the code."; + mes "Please find the treasure!"; + next; + set job_sha,4; + switch(select("No way!:I'll give it a try!")) { + case 1: + mes "[Graham]"; + mes "What the hell?"; + mes "If you are not going to help then I'll just find someone else."; + close; + case 2: + mes "[Graham]"; + mes "You are so powerful!"; + mes "So here..."; + next; + callsub L_Code; + } + } else if (job_sha == 4) { + mes "[Graham]"; + mes "Are you interested in it now?"; + next; + switch(select("Not at all.:Hmm, I'll take it.")) { + case 1: + mes "[Graham]"; + mes "Damn it."; + close; + case 2: + mes "[Graham]"; + mes "You are just so picky..."; + mes "Here..."; + next; + callsub L_Code; + } + } else if (job_sha > 4 && job_sha < 8) { + mes "[Graham]"; + mes "Did you find something?"; + next; + switch(select("I need an explanation.:What's the code again?")) { + case 1: + mes "[Graham]"; + mes "You are so powerful!"; + next; + callsub L_Code,1; + case 2: + mes "[Graham]"; + mes "I've given you the code."; + mes "So crazy..."; + mes "Don't you have a memo of it?"; + close; + } + } else if (job_sha == 8) { + mes "[Graham]"; + mes "So, any improvements?"; + next; + select("Show him the key."); + mes "[Graham]"; + mes "Deception!"; + mes "You are deceiving me!"; + next; + mes "[Graham]"; + mes "This is all?"; + mes "Only one key."; + mes "How deceptive!"; + mes "Just as I thought, it's a kind of treasure."; + next; + mes "[Graham]"; + mes "You just gave me a shock."; + mes "Ok..."; + mes "The code is kept in galleries."; + next; + mes "[Graham]"; + mes "Ok there's more galleries than this one..."; + mes "Juno and Rachel have the codes..."; + next; + mes "[Graham]"; + mes "This is just what I was guessing."; + mes "The codes kept by other galleries aren't treasures at all..."; + next; + mes "[Graham]"; + mes "Go to Rachel..."; + next; + mes "[Graham]"; + mes "Find the gallery in Rachel..."; + mes "Tell 'em that you just came from Graham and ask for the code."; + next; + erasequest 7165; + setquest 7166; + set job_sha,9; + mes "[Graham]"; + mes "Ok?"; + mes "Then go there!"; + close; + } else if (job_sha > 8 && job_sha < 11) { + mes "[Graham]"; + mes "There're four galleries..."; + mes "Prontera, Rachel, Juno, and Lighthalzen."; + next; + mes "[Graham]"; + mes "One of the codes kept by the galleries is already deciphered."; + mes "It's just one key...."; + next; + mes "[Graham]"; + mes "But here's what I am guessing."; + mes "The codes are linked to each other."; + mes "And the purpose is different for each one."; + next; + mes "[Graham]"; + mes "For example..."; + mes "If one is just a key then the others are things requiring the key."; + next; + mes "[Graham]"; + mes "The key must be for opening the box."; + mes "Can you guess what's inside?"; + next; + select("Umm, treasure?"); + mes "[Graham]"; + mes "YES."; + mes "That's why we're here!"; + next; + mes "[Graham]"; + mes "People think that we are just trading the stuff..."; + mes "But we are here for very special things."; + next; + mes "[Graham]"; + mes "Go to ^aaaaffRachel Gallery^000000 and get the code..."; + mes "They will support you if you explain everything."; + mes "Ok?"; + close; + } else if (job_sha > 10 && job_sha < 27) { + mes "[Graham]"; + mes "How about everything?"; + mes "We are dying to know about the key."; + mes "So you got support from the other galleries..."; + close; + } else if (Class == Job_Shadow_Chaser || Class == Job_Shadow_Chaser_T || Class == Job_Baby_Chaser || job_sha == 27) { + mes "[Graham]"; + mes "Shadow Chaser!!"; + mes "Ah!"; + next; + mes "[Graham]"; + mes "It's not intentionally deceiving..."; + mes "Hahaha!!"; + next; + mes "[Graham]"; + mes "Isn't it interesting?"; + mes "It's more than just taking exams."; + mes "We got to know about you and figured out who you are."; + next; + mes "[Graham]"; + mes "How's my acting?"; + mes "It worked?"; + next; + mes "[Graham]"; + mes "If you need anything just ask them what you want."; + close; + } + mes "[Manager]"; + mes "Only allowed for people involved..."; + mes "Could you ask the clerk at the shop?"; + close; + +L_Code: + mes "-note."; + mes "^aaaaff13 15 18 15 3 3 18 21 9 14^000000"; + mes "key: 0-"; + next; + select("These are just numbers..."); + mes "[Graham]"; + mes "The only difference from the one from the Rogue Guild is that you don't need to match them in pairs."; + next; + mes "[Graham]"; + mes "Also here's the keyword."; + mes "This case is... 0."; + next; + mes "[Graham]"; + mes "Let's see."; + mes "13 15 18 15 3 3 18 21 9 14 ="; + mes "M O R O C C R U I N"; + next; + mes "[Graham]"; + mes "Look at this... C = 3."; + mes "C is the third letter right?"; + next; + mes "[Graham]"; + mes "Do you get it?"; + mes "But this won't be given with keyword 0. When I give you the keyword you can figure it out for yourself."; + if (getarg(0,0)) close; + next; + mes "[Graham]"; + mes "Now let's think about the mission."; + mes "Here's the things we've got."; + next; + erasequest 7160; + setquest 7163; + set job_sha,5; + mes "^aaaaff5 15 24 8^000000"; + mes "^aaaaff9 12 21 8^000000"; + mes "^aaaaff12 17^000000"; + mes "^aaaaff23 24 21 23 15 8^000000"; + mes "^aaaaff12 22 15 4 17 7^000000"; + mes "^aaaaff23 11 12 21 7^000000"; + mes "^aaaaff9 15 18 18 21^000000"; + mes "^aaaaffkey: 3.^000000"; + next; + mes "[Graham]"; + mes "You just take it."; + mes "I have a bad memory."; + mes "You have all the information so you are on your own now."; + next; + mes "[Graham]"; + mes "Once you get something come over here."; + next; + mes "- You take the memo from Graham."; + mes "Don't forget it! -"; + close; +} + +s_atelier,168,65,5 script Manager#H-3 923,{ + if (job_sha == 9) { + mes "[Manager]"; + mes "Who are you?"; + mes "This place isn't for you."; + next; + switch(select("Give me your password!:I was sent by Graham.")) { + case 1: + mes "[Manager]"; + mes "You need my password?"; + mes "How much would you pay me?"; + next; + mes "[Manager]"; + mes "10 million zeny?"; + mes "Ok, I'll take that then!"; + next; + mes "[Manager]"; + mes "Yeah, right!"; + mes "Who the hell are you?"; + mes "How dare you just ask for my password?"; + close; + case 2: + mes "[Manager]"; + mes "Graham?"; + mes "Why?"; + next; + mes "[Manager]"; + mes "So this key was sent by him."; + next; + select("No, I found it as the clue."); + mes "[Manager]"; + mes "Ah?"; + mes "So doesn't that mean that one code could be exchanged as a treasure?"; + next; + select("Maybe."); + mes "[Manager]"; + mes ".........."; + mes "Hmm...."; + next; + mes "[Manager]"; + mes "Hmm..."; + next; + mes "- The manager seems -"; + mes "- to be thinking about -"; + mes "- something. Then he -"; + mes "- hands over a paper. -"; + next; + mes "[Manager]"; + mes "No way."; + mes "Here's the clue."; + mes "Try to find it."; + next; + mes "[Manager]"; + mes "Anyway, my name is Paul."; + mes ".........."; + next; + mes "[Paul]"; + mes "Naturally..."; + mes "I've already solved the clue."; + next; + mes "- Here's the paper that -"; + mes "- Paul handed over. -"; + next; + mes "R-E-N-N-N-D"; + mes "L-N-N-W-W-N-D"; + next; + mes "[Paul]"; + mes "Isn't it so simple?"; + mes "What do you think?"; + mes "RENNND / LNNWWND can mean only one thing."; + next; + switch(select("I think I got it.:I have no clue.")) { + case 1: + erasequest 7166; + setquest 7167; + set @job_sc_chest2,rand(1,3); + goto L_icedun; + case 2: + erasequest 7166; + setquest 7167; + set job_sha,10; + mes "[Paul]"; + mes "What? You don't know it?"; + mes "Then you'd better think about it more."; + mes "It's so easy."; + close; + } + } + } else if (job_sha == 10) { + mes "[Paul]"; + mes "So did you get what it means?"; + next; + switch(select("Yes!:No I don't think so.")) { + case 1: + erasequest 7166; + setquest 7167; + set @job_sc_chest2,rand(1,3); + goto L_icedun; + case 2: + mes "[Paul]"; + mes "Is it that hard?"; + next; + select("I can't do it..."); + mes "[Paul]"; + mes "No way"; + mes "Can I give you a hint?"; + mes "Compass!"; + close; + } + } +L_icedun: + if (job_sha < 11) { + if (@job_sc_chest2 && @job_sc_chest2 < 4) { + mes "[Paul]"; + mes "Really? Then I don't need to give you the answer."; + mes "Could you interpret the meaning of each letter?"; + next; + select("It's kinda the combination of the places."); + mes "[Paul]"; + mes "So?"; + next; + select("E-N means East - North"); + mes "[Paul]"; + mes "Ok, enough."; + mes "Then go and find out."; + next; + mes "Memorize this."; + mes "You might need it. It could be a clue for you."; + next; + mes "[Paul]"; + switch(@job_sc_chest2) { + case 1: + mes "[S E E D]"; + mes "It's seed."; + break; + case 2: + mes "[F O O T]"; + mes "It's foot."; + break; + case 3: + mes "[C O L D]"; + mes "It's cold."; + break; + } + mes "I don't know what it really means, but it would be helpful to you to figure it out."; + set job_sha,11; + set job_chest2, @job_sc_chest2; + changequest 7167, @job_sc_chest2+7167; + close; + } + } else if (job_sha > 10 && job_sha < 13) { + mes "[Paul]"; + mes "I've already given you all the info you need."; + next; + mes "[Paul]"; + mes "I've given you one more clue."; + mes "Isn't it enough?"; + next; + mes "[Paul]"; + mes "As you and Graham mentioned..."; + mes "Go and find it out."; + next; + mes "[Paul]"; + mes "If you find real things like treasure,"; + mes "come back here."; + close; + } else if (job_sha == 14) { + mes "[Paul]"; + mes "I was dying waiting for you."; + mes "So what did you find out?"; + next; + select("I found the key.:Hmm..."); + mes "- You hand over the 'Illusion Key' that you found in the ice cave. -"; + next; + mes "[Paul]"; + mes "Illusion! Haha!"; + mes "After deception is illusion!"; + mes "So are you lying to me?"; + next; + mes "[Paul]"; + mes "I can feel how Graham felt it...."; + mes "We don't dare to get that tiny key..."; + next; + mes "[Paul]"; + mes "The young guy in Lighthalzen is quite challenging to deal with..."; + mes "So we'd better request assistance from Haled..."; + next; + mes "[Paul]"; + mes "Hey..."; + mes "if you go to Juno..."; + mes "There's a gallery..."; + next; + mes "[Paul]"; + mes "So could you ask him to get the password?"; + mes "Hmm..."; + next; + mes "[Paul]"; + mes "I feel like the red hair guy in the main gallery is teasing me..."; + mes "Anyway..."; + mes "So I really like to know the password and the identity of the key..."; + next; + erasequest 7168; + erasequest 7169; + erasequest 7170; + erasequest 7172; + setquest 7173; + set job_sha,15; + mes "[Paul]"; + mes "If Haled isn't supportive..."; + mes "Tell him ^aaaaffI know what you did last summer!^000000"; + mes "You shouldn't be wrong...!?"; + close; + } else if (job_sha > 14 && job_sha < 18) { + mes "[Paul]"; + mes "You could ask him to get the key..."; + mes "He will help you if you tell him something..."; + next; + mes "[Paul]"; + mes "If Haled isn't supportive..."; + mes "Tell him ^aaaaffI know what you did last summer!^000000"; + close; + } else if (job_sha > 16 && job_sha < 27) { + mes "[Paul]"; + mes "So you are still looking for the treasure... right?"; + mes "I would look for it..."; + close; + } else if (job_sha == 27) { + // Is this correct? + mes "[Paul]"; + mes "Kkkkkkkkkkkkkkkk!"; + next; + mes "[Paul]"; + mes "Now I almost guessed what would happen later..."; + mes "It can't happen!"; + next; + mes "[Paul]"; + mes "Are you shocked?"; + mes "Don't think worse."; + mes "You could get a good person."; + mes "Hahaha..."; + close; + } else if (Class == Job_Shadow_Chaser || Class == Job_Shadow_Chaser_T || Class == Job_Baby_Chaser) { + mes "[Paul]"; + mes "Do you need a painting tool?"; + mes "You can request that to the assistant."; + mes "We always have it just in case."; + close; + } + mes "[Manager]"; + mes "Who are you?"; + mes "This place isn't for you."; + next; + mes "[Manager]"; + mes "What are they doing up there?"; + mes "Bleh..."; + close; +} + +s_atelier,168,129,3 script Manager#H-4 806,{ + if (job_sha == 15) { + mes "[Manager]"; + mes "What?"; + mes "If you've come here for some money, you are wrong."; + mes "This isn't a pawnshop."; + next; + select("You are... Haled?"); + mes "[Haled]"; + mes "Hmm? I'm the manager of this workplace in Juno. What's the matter?"; + next; + mes "[Haled]"; + mes "Hmm. You were sent by Graham and Paul?"; + mes "I thought that you just came here to beg for money with fossil pieces."; + next; + mes "[Haled]"; + mes "It's a classic way that poor scholars use."; + mes "Sometimes I buy good stuff so some people know that this is a pawnshop."; + next; + mes "[Haled]"; + mes "Let me hear your story."; + next; + mes "- You explain everything so far and show the key of arrogance. -"; + next; + mes "[Haled]"; + mes "So..."; + mes "I totally understand."; + mes "It's this key's location that shared the information!"; + next; + mes "[Haled]"; + mes "Anyway. Two are keys and the treasure that I have to open with this key, what can I do?"; + next; + mes "[Haled]"; + mes "We will investigate Juno's workplace, so give it to me?"; + next; + mes "- Haled doesn't want to cooperate with you."; + mes "Remember what Paul said. -"; + next; + goto L_Paul; + } else if (job_sha == 16) { + mes "[Haled]"; + mes "What?"; + mes "You want to talk with me?"; + mes "How about you just hand over that key to me?"; + next; + goto L_Paul; + } else if (job_sha == 17) { + mes "[Haled]"; + mes "Got it."; + mes "Ok."; + mes "You need to know where the place with the code is?"; + next; + mes "[Haled]"; + mes "I don't have a choice."; + mes "Listen carefully to this poem."; + next; + mes "[Haled]"; + mes "^aaaaffThe end of thin root of life-giving water.^000000"; + mes "^aaaaffIt's all of tears and signs of living people.^000000"; + mes "^aaaaffThey are us but also not us.^000000"; + mes "^aaaaffResidents of forgotten night play the waltz of despair.^000000"; + next; + mes "[Haled]"; + mes "Do you know where it is?"; + mes "You know where it is right?"; + mes "It's only my opinion, but..."; + mes "It can't be possible..."; + next; + mes "[Haled]"; + mes "Anyway, if you want to do it, go ahead."; + mes "If you know what this poem means."; + next; + erasequest 7173; + setquest 7174; + set job_sha,18; + mes "[Haled]"; + mes "Of course, if you find something, you have to come back."; + mes "Got it?"; + mes "I'm going to write it down so that you won't forget."; + close; + } else if (job_sha > 17 && job_sha < 22) { + mes "[Haled]"; + mes "I won't be surprised with whatever you find."; + mes "You have to find the place that the poem speaks of."; + next; + mes "[Haled]"; + mes "^aaaaffThe end of thin root of life-giving water.^000000"; + mes "^aaaaffIt's all of tears and signs of living people.^000000"; + mes "^aaaaffThey are us but also not us.^000000"; + mes "^aaaaffResidents of forgotten night play the waltz of despair.^000000"; + next; + mes "Of course, if you find something, you have to come back."; + mes "Got it?"; + close; + } + if (job_sha == 22) { + mes "[Haled]"; + mes "Did you find something?"; + next; + select("Show the Key of Pleasure."); + mes "[Haled]"; + mes "Ha...........akkk."; + mes "Another key?"; + mes "Is it the only key?!"; + next; + mes "[Haled]"; + mes "Then... do I have to ask help from the young man from Lighthalzen?"; + mes "............"; + mes "Ah..."; + next; + mes "[Haled]"; + mes "I have no choice."; + mes "Go to Lighthalzen with the three keys."; + mes "Meet Vicente, who is master of the store in Lighthalzen, and tell him everything."; + next; + mes "[Haled]"; + mes "I told you that the old man is persistent and he ruins everything."; + next; + mes "[Haled]"; + mes "You have to have all your facts straight to send information to the guild."; + mes "First you have to work together in one accord."; + next; + mes "[Haled]"; + mes "The thing you find can belong to the workplace."; + mes "It can be shared."; + next; + mes "[Haled]"; + mes "I thought that it was a very simple thing."; + mes "We couldn't share that stuff together."; + next; + mes "[Haled]"; + mes "All of the information that I got fromworkplace are key."; + mes "There must be something to use three key with."; + next; + mes "[Haled]"; + mes "Anyway it has to do with deceit and pleasure..."; + mes "Is it teasing me..."; + next; + erasequest 7176; + setquest 7177; + set job_sha,23; + mes "[Haled]"; + mes "Ok. Let me finish."; + mes "Go to Vicente in Lighthalzen."; + close; + } else if (job_sha > 22 && job_sha < 24) { + mes "[Haled]"; + mes "Shadow workplace in lighthalzen"; + mes "The manager's name is Vicente."; + mes "Tell him everything and get one last information."; + close; + } else if (job_sha == 24) { + mes "[Haled]"; + mes "Hey, you!"; + mes "Was Vicente helpful?"; + mes "You have something important..."; + mes "So you have to find out what is it."; + next; + mes "[Haled]"; + mes "Keep trying."; + close; + } else if (job_sha == 27) { + mes "[Haled]"; + mes "Hey, you!"; + mes "What's going on?"; + mes "What? Shadow Chaser?"; + next; + mes "[Haled]"; + mes "Did I know that fact?"; + mes "Sure. I heard a little bit before I used to do work like this."; + next; + mes "[Haled]"; + mes "It's honor to me cause It's for to pick a person up belongs to us."; + mes "Just accept that. You are going to be a good Shadow Chaser."; + close; + } else if (Class == Job_Shadow_Chaser || Class == Job_Shadow_Chaser_T || Class == Job_Baby_Chaser) { + mes "[Haled]"; + mes "I like your face."; + mes "We don't have any special thing."; + mes "An assistant sells some paint and tool."; + close; + } + mes "[Manager]"; + mes "What?"; + mes "If you've come here for some money,"; + mes "you are wrong."; + mes "This isn't a pawnshop."; + close; + +L_Paul: + mes "["+strcharinfo(0)+"]"; + mes "Paul said...."; + next; + input .@psaid$; + if (.@psaid$ != "I know what you did last summer!") { + set job_sha,16; + mes "[Haled]"; + mes "So what?"; + mes "He's a wild-eyed person."; + mes "Did you just speak to me in a threatening tone?"; + close; + } + mes "["+strcharinfo(0)+"]"; + mes "Paul said...."; + mes "I know what you did last summer!"; + next; + mes "[Haled]"; + mes "Ekk... He..."; + mes "Knew everything..."; + mes "Hmm..."; + mes "I can help."; + mes "I will cooperate."; + next; + set job_sha,17; + mes "[Haled]"; + mes "I need some time to collect my thoughts."; + mes "Wait for me a bit."; + close; +} + +tur_dun03,38,209,5 script Blue Flame#H-19 802,{ + if (job_sha == 5) { + mes "A blue flame is roaring."; + mes "The deciphered code means..."; + next; + input .@BLFnpc$; + if (.@BLFnpc$ != "blue fire in turtle island third floor") { + mes "["+strcharinfo(0)+"]"; + mes "What was it?"; + mes "I guess I have to make sure I don't use any capital letters."; + close; + } + mes "["+strcharinfo(0)+"]"; + mes "^aaaaffblue fire in turtle island third floor^000000"; + mes "It's clearly pointing to this."; + next; + mes "You murmur the sentence when the flame begins growing."; + next; + mes "[Unknown voice]"; + mes "Hm? Someone is coming?"; + mes "You are the one who wants to have my treasure?"; + mes "But your limitation is over."; + next; + mes "The flame is talking."; + mes "The voice is snake-like."; + mes "In the middle of blue flame, there are two marble eyes."; + next; + select("Pick it up."); + mes "[Unknown voice]"; + mes "You are in a hurry."; + mes "Hahaha, humans usually do things like that."; + mes "They can't see the truth."; + next; + mes "[Unknown voice]"; + mes "How about you?"; + mes "I don't expect that you will do harm to this blue flame."; + mes "It's the only one with two..."; + next; + select("Who are you?"); + mes "[Shadow of Deception]"; + mes "Me? I'm a deception."; + mes "I sneer at people who are stupid."; + mes "I laugh behind their backs."; + mes "HahaHaha..."; + next; + erasequest 7163; + setquest 7164; + set job_sha,6; + mes "The Blue Flame is growing and rolling."; + mes "They seem to be related."; + close; + } else if (job_sha == 6) { + if (checkquest(7164,HUNTING) != 2) { + mes "The flame is still rolling with a"; + mes "strong spell."; + mes "You have to cut the relation with it."; + close; + } + else if (checkquest(7164,HUNTING) == 2) { + mes "It looks like the blue flame is under the limitation."; + mes "You can't feel that rolling effect of a spell like before."; + next; + select("Pick up the marbles."); + mes "When you pick them up, you can feel that your weight is lightened."; + close2; + set job_sha,7; + erasequest 7164; + warp "job3_sha01",22,82; + end; + } + } else if (job_sha == 7) { + mes "It looks like the blue flame is under the limitation."; + mes "You can't feel that rolling effect of a spell like before."; + next; + select("Pick up the marbles."); + mes "When you pick it up, you can feel that your weight is lightened."; + close2; + warp "job3_sha01",22,82; + end; + } + mes "The flame is rolling."; + close; +} + +ice_dun02,206,223,5 script Red Flame#H-20 802,{ + if (job_sha == 11) { + mes "The red flame is roaring."; + mes "It changed to a woman in black."; + next; + mes "[Woman in black]"; + mes "Can you hear me?"; + mes "Huhu."; + mes "Can you see me?"; + next; + mes "[Woman in black]"; + mes "You are the chosen one?"; + mes "You can know that."; + mes "There is a soul that is the same as me."; + next; + mes "[Woman in black]"; + mes "I'm a shadow."; + mes "A wandering shadow."; + mes "Sad soul."; + mes "A shadow of illusion without truth."; + next; + setquest 7171; + set job_sha,12; + mes "[Shadow of Illusion]"; + mes "What do you want?"; + mes "Do you want treasure?"; + mes "Then pick it up."; + mes "Tear my soul and"; + mes "show the truth."; + close; + } else if (job_sha == 12) { + if (checkquest(7171,HUNTING) != 2) { + mes "[Shadow of Illusion]"; + mes "Huhu."; + mes "What's wrong?"; + mes "You couldn't find the half of my soul?"; + mes "Huhu..."; + next; + mes "[Shadow of Illusion]"; + mes "Ah, hurry and give me rest."; + mes "I want to die softly."; + mes "I want to give up the phony life."; + next; + mes "[Shadow of Illusion]"; + mes "Huhu..."; + mes "When the false shadow is gone, you can see the truth."; + mes "Please, tear the false to dazzle who are blind..."; + mes "without any trace.."; + close; + } else if (checkquest(7171,HUNTING) == 2) { + mes "You can't feel the soul from the flame."; + mes "When you go closer, you can't see well because of darkness."; + close2; + set job_sha,13; + erasequest 7171; + warp "job3_sha01",22,33; + end; + } + } else if (job_sha == 13) { + mes "You can't feel the soul from the flame."; + mes "When you go closer, you can't see well because of darkness."; + close2; + warp "job3_sha01",22,33; + end; + } else if (job_sha > 13 && job_sha < 28) { + mes "The flame is rolling."; + mes "You can't see well because of the light of ice."; + close; + } + mes "An unknown red flame is roaring."; + close; +} + +niflheim,230,276,5 script Red Flame#H-21 802,{ + if (job_sha == 18) { + mes "["+strcharinfo(0)+"]"; + mes "The poem that Haled told me was pointing to Niflheim."; + mes "There is a flame that looks like the one from turtle island and ice dungeon."; + next; + mes "["+strcharinfo(0)+"]"; + mes "The end of living tree's roots."; + mes "Tears of all living people."; + mes "Sign of all dead people."; + next; + mes "["+strcharinfo(0)+"]"; + mes "They are us but also not us."; + next; + mes "[Someone's voice]"; + mes "They are us but also not us."; + next; + mes "[Someone's voice]"; + mes "Residents of the night forgotten..."; + next; + select("Who is playing that?"); + mes "[Someone's voice]"; + mes "Who is playing the waltz of desperation?"; + mes "....."; + next; + mes "[Someone's voice]"; + mes "Ha..."; + mes "You came here to dig the secret of death."; + mes "Can you play the waltz of death for me?"; + next; + mes "[Someone's voice]"; + mes "I don't to be subject to restraint and be with sign of dead people."; + next; + mes "[Shadow of Pleasure]"; + mes "I'm a shadow."; + mes "I show that best of the pleasure in this world."; + mes "Illusions such that you don't want to be awaken from the dream."; + next; + mes "[Shadow of Pleasure]"; + mes "The soul got tangled by cold chains"; + mes "I can't see the dream and the shadow lost the pleasure that will be lasting forever."; + next; + mes "[Shadow of Pleasure]"; + mes "Please, help me."; + mes "Give me two hands to escape from here!"; + next; + mes "[Shadow of Pleasure]"; + mes "Can you stifle me with two hands?"; + mes "The other side of my senses gas for breath."; + next; + mes "[Shadow of Pleasure]"; + mes "That's the evidence that I live."; + mes "That's the evidence that I cross over the line."; + mes "With start of life the last pleasure."; + next; + mes "[Shadow of Pleasure]"; + mes "Show me the sweet death."; + next; + erasequest 7174; + setquest 7175; + set job_sha,19; + mes "The flame is dying."; + mes "You should handle the shadow of pleasure."; + close; + } else if (job_sha == 19) { + if (checkquest(7175,HUNTING) != 2) { + mes "You can feel a strong soul in the flame."; + mes "You should handle the shadow of pleasure."; + close; + } else if (checkquest(7175,HUNTING) == 2) { + mes "You can't feel the soul from the flame."; + mes "When you go closer, you can't see well because of darkness."; + set job_sha,20; + erasequest 7175; + close2; + warp "job3_sha01",73,87; + end; + } + } else if (job_sha == 20) { + mes "You can't feel the soul from the flame."; + mes "When you go closer, you can't see well because of darkness."; + close2; + warp "job3_sha01",73,87; + end; + } else if (job_sha > 21 && job_sha < 27) { + mes "There is a flame."; + mes "You can't feel anything from it."; + close; + } + mes "That's a mysterious flame."; + mes "It looks like cursing."; + mes "Go away from that"; + close; +} + +tha_t01,149,228,0 script #shadowc07 45,1,1,{ + if ((Class == Job_Rogue || Class == Job_Stalker || Class == Job_Baby_Rogue) && job_sha == 24){ + mes "You can feel weird power."; + mes "You are getting dizzy."; + close2; + warp "job3_sha01",71,36; + end; + } + mes "You can feel weird power."; + mes "You don't know what it is."; + close; +} + +job3_sha01,22,78,5 script ????#H-22 844,{ + if (job_sha == 7) { + setarray .@Codes1$[1],"EFDFJWF","FGEGKXG","GHFHLYH","HIGIMZI","IJHJNAJ","JKIKOBK","KLJLPCL","LMKLQDM"; + setarray .@Codes2$[1],"IPOFTUZ","JQPGUVA","IRQHVWB","LSRIWXC","MTSJXYD","NUTKYZE","OVULZAF","PWVMABG"; + set @job_sc_chest1,rand(1,8); + mes "It's a small box made of a hard turtle's shell."; + mes "The middle of it..."; + next; + select("Touch the middle.:Push the middle."); + mes "When you touch it, something comes out!"; + next; + mes "DECEIVE"; + next; + mes ""+@job_sc_chest1; + next; + mes .@Codes1$[@job_sc_chest1]; + next; + mes "It shows some letters and numbers."; + mes " "; + mes "Deceive,"; + mes "then "+@job_sc_chest1+","; + mes "and "+.@Codes1$[@job_sc_chest1]+"."; + next; + select("What does it mean?"); + mes "["+strcharinfo(0)+"]"; + mes "Is it also code."; + mes "It must be a kind of rule of code?"; + mes "Ah, something is shown again...?"; + next; + mes "- You can see some letters on the turtle's shell. -"; + next; + mes "HONESTY"; + mes "And also letters. They are"; + mes "blinking as if waiting for a code to be input."; + next; + input .@sccst1$; + if (.@sccst1$ == .@Codes2$[@job_sc_chest1]) { + mes "When you put the correct"; + mes "answer in there, the box opens."; + mes "There is a small key inside."; + next; + getitem 6266,1; + setquest 7165; + set job_sha,8; + mes "- You get the Key of Deception. -"; + close; + } + mes "- You put the answer -"; + mes "- but it doesn't work. -"; + mes "- You have failed. -"; + close; + } + mes "You don't have to stay in here."; + next; + switch(select("Go outside.:Stay here.")) { + case 1: warp "tur_dun03",42,204; + case 2: close; + } +} + +job3_sha01,25,28,5 script ????#H-23 844,{ + if (job_sha == 13) { + setarray .@Words$[1],"SEED","FOOT","COLD"; + setarray .@Numbers[1],24,25,20; + mes "There are lots of boxes"; + mes "with numbers on them."; + next; + mes "1 2 3 4 5"; + mes "6 7 8 9 0"; + mes " [][]"; + next; + mes "When you touched that number, it moved."; + mes "You find the empty space."; + next; + mes "["+strcharinfo(0)+"]"; + mes "I guess I have to put the number in the empty space..."; + mes "I have two empty squares to put two numbers."; + mes "What will it be good for?"; + next; + select("I think it's related to the word given by Paul."); + mes "["+strcharinfo(0)+"]"; + mes "I got "+.@Words$[job_chest2]+"."; + mes "Now I have to convert it into a number..."; + next; + switch(select("Input the answer.:I can't get it.")) { + case 1: + input .@sccst2; + if (.@sccst2 == .@Numbers[job_chest2]) { + mes "You put 2 and "+(.@Numbers[job_chest2]-20)+"."; + mes "The box opens and you get one key."; + next; + mes "You picked up the Key of Illusion."; + next; + mes "["+strcharinfo(0)+"]"; + mes "It's not a treasure."; + mes "The Key of Illusion? Is it related to the Shadow of Illusion?"; + mes "I got the Key of Deception after I handled Deception..."; + next; + getitem 6267,1; + setquest 7172; + set job_sha,14; + set job_chest2,0; + mes "["+strcharinfo(0)+"]"; + mes "Anyway, Paul will be disappointed."; + mes "A key again...."; + mes "How can I escape from here?"; + next; + mes "When you push the box, it opens a door leading outside."; + close2; + warp "ice_dun02",209,219; + end; + } + mes "When you enter the number, it goes back to the first."; + close; + case 2: + mes "["+strcharinfo(0)+"]"; + mes "Hmm."; + mes "I can't get it..."; + mes "Is it the same code as the Prontera workplace...?"; + next; + mes "["+strcharinfo(0)+"]"; + mes "According to that method..."; + mes "A means 11 and B means 12."; + close; + } + } + // Custom Translation + mes "You don't have to stay in here."; + close2; + warp "ice_dun02",209,219; + end; +} + +job3_sha01,73,80,5 script ????#H-24 844,{ + if (job_sha == 20) { + mes "There is a box that looks like a house."; + mes "There's a small paper in the chimmney."; + next; + mes "It says:"; + mes "-----------------"; + mes "20 21 18 14"; + mes "1 14 4"; + mes "19 8 1 11 5"; + mes "-----------------"; + next; + mes "["+strcharinfo(0)+"]"; + mes "I think it's another code."; + mes "I should solve it the same way as before."; + next; + mes "["+strcharinfo(0)+"]"; + mes "There are no clues..."; + mes "1 could equal A,"; + mes "And the the answer is..."; + next; + input .@sccst3$; + set job_sha,21; + if (.@sccst3$ != "TURN AND SHAKE") { + mes "["+strcharinfo(0)+"]"; + mes "..."+.@sccst3$+"....?"; + mes "What does that mean?"; + close; + } + } else if (job_sha == 21) { + mes "["+strcharinfo(0)+"]"; + mes "Let me think again..."; + mes "20 21 18 14"; + mes "1 14 4"; + mes "19 8 1 11 5"; + next; + mes "["+strcharinfo(0)+"]"; + mes "It's the same as before."; + mes "There's no code, so 1 should be A."; + mes "And the answer is..."; + next; + input .@sccst3$; + if (.@sccst3$ != "TURN AND SHAKE") { + mes "["+strcharinfo(0)+"]"; + mes "..."+.@sccst3$+"....?"; + mes "Again? I don't get it."; + close; + } + } + if (job_sha == 21) { + mes "["+strcharinfo(0)+"]"; + mes "Turn... Turn... and"; + mes "Shake? Shake?"; + mes "For what?"; + next; + L_chest32: + switch(select("Turn the roof.:Turn the house.:Turn the handle.")) { + case 1: + mes "You turn the roof."; + next; + switch(select("Shake the roof.:Shake the house.")) { + case 1: + mes "Even though you shake the roof, nothing happens."; + next; + mes "["+strcharinfo(0)+"]"; + mes "That's not it."; + mes "Hmm..."; + next; + goto L_chest32; + case 2: + mes "You tried to shake the house but it doesn't do anything."; + next; + mes "["+strcharinfo(0)+"]"; + mes "It's wrong."; + mes "I'll put it back"; + mes "and try again..."; + next; + goto L_chest32; + } + case 2: + mes "You grab the whole house and turn it."; + next; + switch(select("Shake up and down.:Shake back and forth.:Turn 'round and 'round and shake.:Roll it upside down.")) { + case 1: + case 2: + mes "Nothing happens."; + mes "You think there is something inside, but it won't come out."; + next; + mes "["+strcharinfo(0)+"]"; + mes "That's not it."; + mes "Hmm."; + next; + goto L_chest32; + case 3: + mes "You shake it slowly."; + mes "You can hear a noise,"; + mes "but nothing's coming out."; + next; + mes "["+strcharinfo(0)+"]"; + mes "That's not it."; + mes "Hmm."; + next; + goto L_chest32; + case 4: + mes "Rolling it upside down causes something inside to move."; + next; + mes "You shake it slowly."; + mes "You can hear some noise."; + mes "Something's coming out."; + next; + mes "- You got the Key of Pleasure. -"; + next; + getitem 6268,1; + erasequest 7175; + setquest 7176; + set job_sha,22; + mes "["+strcharinfo(0)+"]"; + mes "What? A key again!"; + mes "Haled will be disappointed..."; + mes "I better go back."; + close; + } + case 3: + mes "You tried to turn the small handle but it doesn't work."; + next; + mes "["+strcharinfo(0)+"]"; + mes "What should I do now?"; + next; + goto L_chest32; + } + } + mes "You don't have to stay in here."; + mes "You put the box down and see that there is a door leading outside."; + close2; + warp "niflheim",230,270; + end; +} + +job3_sha01,72,28,5 script ????#H-25 844,{ + if (countitem(6266) == 1 && countitem(6267) == 1 && countitem(6268) == 1) { + if (job_sha == 24) { + mes "There is a stone that looks like a small casket with a fabulous pattern around it."; + next; + mes "But you can't feel any power from it."; + mes "You find three holes in there."; + next; + mes "Inscribed next to the holes is written Deception, Illusion, and Pleasure."; + next; + select("Place the key in the holes."); + mes "["+strcharinfo(0)+"]"; + mes "At first, Deception..."; + mes "then Illusion..."; + mes "and Pleasure..."; + mes "Let me see."; + next; + mes "When you put the keys in, something comes out."; + next; + delitem 6266,1; + delitem 6267,1; + delitem 6268,1; + getitem 6269,1; + erasequest 7178; + setquest 7179; + set job_sha,25; + mes "- You got a brush with a fabulous pattern on it. -"; + next; + mes "["+strcharinfo(0)+"]"; + mes "What???"; + mes "A brush!!!"; + mes "This isn't treasure!!!"; + next; + mes "["+strcharinfo(0)+"]"; + mes "Ahahhah!!!"; + mes "*sniff*"; + mes "It's not treasure!"; + next; + select("Now I'm pissed off."); + mes "["+strcharinfo(0)+"]"; + mes "*Sigh*"; + mes "Guess I should bring this to ^aaaaffVicente^000000!"; + close; + } + } + mes "It's an empty stone statue."; + close; +} + +s_atelier,25,75,3 script Manager#H-5 899,{ + if (job_sha == 23) { + mes "[Vicente]"; + mes "Welcome."; + mes "I've been waiting for you."; + next; + select("For me?"); + mes "[Vicente]"; + mes "I wondered when you would visit."; + mes "I've been waiting a long time for you."; + mes "Huhu..."; + next; + mes "[Vicente]"; + mes "How were Graham, Paul and Haled?"; + mes "They are not easy people to deal with, huh?"; + next; + select("You know everything?"); + mes "[Vicente]"; + mes "Sure."; + mes "They ignore me because they think that I'm too young."; + mes "As if they were all perfect."; + mes "Hahaha..."; + next; + mes "[Vicente]"; + mes "Did you bring all of the keys?"; + mes "There should be three."; + mes "You came here to find out how to use them I assume, right?"; + next; + select("Yeah, you're right!"); + mes "[Vicente]"; + mes "You don't have to be surprised."; + mes "I can't find how long it took for those three men to investigate before."; + mes "I already finished my work."; + next; + mes "[Vicente]"; + mes "When I went to the final location I found a stone statue."; + mes "But it needed keys."; + next; + mes "[Vicente]"; + mes "Three of them."; + mes "- Vicente smiles. -"; + next; + mes "[Vicente]"; + mes "At first, the information that was"; + mes "given from the guild meant only one thing."; + mes "Because of the saying that they respect the right of our"; + mes "possessions,"; + mes "we shared our information."; + next; + mes "[Vicente]"; + mes "So we had to wait for it."; + mes "I thought the last man would never give it to me..."; + next; + mes "[Vicente]"; + mes "They thought I wanted to have the treasure for myself."; + mes "So that's why I've just been"; + mes "waiting for you."; + next; + mes "[Vicente]"; + mes "Then let's make a point!"; + mes "Do you know of the Thanatos Tower?"; + next; + switch(select("Sure.:The tower of death?")) { + case 1: + mes "[Vicente]"; + mes "You know that."; + mes "Then you can understand easily."; + next; + break; + case 2: + mes "[Vicente]"; + mes "Yes, that tower in northern Juno."; + mes "There are huge monsters there."; + next; + break; + } + mes "[Vicente]"; + mes "You told me that you went to the final place with the information?"; + mes "That's the Thanatos Tower."; + next; + mes "[Vicente]"; + mes "Fortunately, the location is the 1st floor of that tower."; + mes "So I'm going to tell what you have to do."; + next; + mes "[Vicente]"; + mes "At the 1st floor of the Thanatos Tower, there are members from the Rekenber Corporation."; + mes "Go north from their desk..."; + next; + mes "[Vicente]"; + mes "And you can find stairs and a location where light comes out of."; + mes "That's the location of the"; + mes "information that I have."; + next; + mes "[Vicente]"; + mes "Now you know the location you have to go to with the three keys."; + mes "Find out the secret of the stone statue."; + next; + erasequest 7177; + setquest 7178; + set job_sha,24; + mes "[Vicente]"; + mes "You can't imagine what kind of things you might find."; + mes "That's the final destination of all of the keys."; + next; + mes "[Vicente]"; + mes "Good luck."; + close; + } else if (job_sha == 24) { + mes "[Vicente]"; + mes "Listen carefully."; + mes "The location you need to find is"; + mes "north from the middle of the 1st floor in the Thanatos Tower."; + mes "You can find stairs and a location where light comes out."; + next; + mes "[Vicente]"; + mes "If you find something, come back here."; + mes "Actually, I want to get the key from you, but..."; + next; + mes "[Vicente]"; + mes "I just respect your opinion."; + mes "If you find something, come back here. Got it?"; + close; + } else if (job_sha == 25) { + mes "[Vicente]"; + mes "You're back?"; + mes "Did you find anything?"; + next; + switch(select("Throw the brush.:Grab him by the collar.:Drop the brush.")) { + case 1: + mes "[Vicente]"; + mes "Hey, what are you doing?"; + mes "This brush..."; + mes "Is this the treasure hidden in the Thanatos Tower?"; + next; + break; + case 2: + mes "[Vicente]"; + mes "What's wrong with you?"; + mes "You can't tell me more details?"; + close; + case 3: + mes "[Vicente]"; + mes "What's the matter?"; + mes "Are you ok?"; + next; + mes "- Vicente looks at me with a surprised face. -"; + next; + select("Point at the brush."); + mes "[Vicente]"; + mes "Is this the treasure hidden in thanatos tower?"; + next; + break; + } + mes "Vicente looks surprised after taking a look at it."; + next; + mes "[Vicente]"; + mes "Haha!!"; + mes "Ahahahaha!!!!!"; + mes "I get it now!"; + mes "Congratulations."; + next; + mes "[Vicente]"; + mes "It's treasure."; + mes "You found a big treasure!"; + mes "Talk to me for bit, won't you?"; + next; + erasequest 7179; + setquest 7180; + set job_sha,26; + mes "[Vicente]"; + mes "There is someone who has been waiting for you."; + mes "He's been waiting for someone to bring this brush back."; + mes "Let's go inside."; + close; + } else if (job_sha > 25 && job_sha < 28) { + mes "[Vicente]"; + mes "I'm going to listen to your story."; + close; + } else if (Class == Job_Shadow_Chaser || Class == Job_Shadow_Chaser_T || Class == Job_Baby_Chaser) { + mes "[Vicente]"; + mes "I'm expecting your work from now on."; + mes "You'll be a good Shadow Chaser."; + mes "I'm sure of it."; + close; + } + mes "[Manager]"; + mes "You are?"; + mes "Sorry, but we don't trade old art goods."; + mes "If you need something, then ask an assistant."; + close; +} + +s_atelier,73,65,3 script Vicente#H-18 899,{ + mes "[Vicente]"; + if (job_sha > 25 && job_sha < 27) { + mes "This way."; + mes "He's been waiting for you for a while."; + mes "Not me, Dumk."; + close; + } else if (job_sha == 27) { + mes "Dumk wants to have you as a Shadow Chaser."; + mes "Big news, right?"; + close; + } else if (Class == Job_Shadow_Chaser || Class == Job_Shadow_Chaser_T || Class == Job_Baby_Chaser) { + mes "I don't have any special reason to visit here."; + mes "An assistant sells tools and paints."; + close; + } + mes "If you don't have anything special"; + mes "to do here, you'd better leave."; + mes "No trespassing!"; + close; +} + +s_atelier,70,66,5 script Dumk 481,{ + mes "[Dumk]"; + if ((Class == Job_Shadow_Chaser || Class == Job_Shadow_Chaser_T || Class == Job_Baby_Chaser) && !countitem(6269)) { + mes "What is it?"; + mes "Have you been enjoying your new skills?"; + next; + mes "[Dumk]"; + mes "If you want to improve your skills, you have to seek out new uses for paints."; + next; + mes "[Dumk]"; + mes "Don't forget."; + mes "We are Shadow Chasers."; + mes "Huhu..."; + mes "HuhuHuhu..."; + close; + } + if (!countitem(6269)) { + if (Class == Job_Rogue || Class == Job_Stalker || Class == Job_Baby_Rogue) { + mes "Vicente, no soliciting!"; + next; + mes "[Vicente]"; + mes "A solicitor?"; + mes "I don't think so. That's our colleage."; + next; + mes "[Dumk]"; + mes "...Ah?"; + close; + } + mes "........"; + mes "Heh."; + next; + mes "[Vicente]"; + mes "I'm sorry."; + mes "He is not interested in other people."; + mes "But you can't enter this space."; + mes "You can get tools at the store."; + close; + } + // Not sure if this is placed correctly... + if (BaseLevel != 99 || JobLevel < 50) { + mes "Sorry, but make sure that you're"; + mes "Base Lvl. 99 / Job Lvl. 50 minimun and set all your Skillpoints."; + close; + } + if (SkillPoint) { + mes "You are still green!"; + mes "Did you expect to learn the dark arts with your ability?"; + mes "You are wrong!"; + next; + mes "[Vicente]"; + mes "Haha..."; + mes "Please, understand. Dumk has very bad communication skills."; + mes "He doesn't talk to anyone who isn't at a high enough level."; + next; + mes "[Vicente]"; + mes "And to those who are not ready..."; + mes "^aaaaffYou might not be ready for him.^000000"; + next; + mes "[Dumk]"; + mes "You talk too much."; + mes "Heh."; + next; + mes "[Vicente]"; + mes "- He is pleased. -"; + mes "Hey."; + mes "He could be ashamed."; + close; + } + // Not sure if this is correct either... + if ((MaxWeight - Weight) < 1000) { + mes "Sorry, but you're overweight."; + mes "Please store some of your items first."; + close; + } + if (job_sha == 27) { + mes "So, do you want me to keep talking about Shadow Chasers?"; + next; + switch(select("What is a Shadow Chaser?:Change me to Shadow Chaser.:I'll come back later.")) { + case 1: + mes "[Dumk]"; + mes "Most spells are exclusively for Wizards and their kind."; + mes "But Knight has since been able to use a kind of magic with things called Runes."; + next; + mes "[Dumk]"; + mes "So we tried finding a medium for spells that suit our characteristics."; + next; + mes "[Dumk]"; + mes "So finally..."; + mes "We found paint!"; + next; + mes "[Dumk]"; + mes "Paint gives us lots of feelings."; + mes "We can feel peaceful and happy or it can give us feelings of sorrow and fear."; + next; + mes "[Dumk]"; + mes "We use that to harness the different emotions of people and exploit them when they're most vulnerable."; + next; + mes "[Dumk]"; + mes "The effects on our enemies are similar to that of magic spells."; + next; + mes "[Dumk]"; + mes "For instance, this power could be used to create blackholes to make your enemies vanish."; + next; + mes "[Dumk]"; + mes "So if you want to have that power then you must have artistry."; + next; + mes "[Dumk]"; + mes "You have to be a trendsetter when it comes to fashion!"; + mes "The ability to understand art!"; + mes "You should have everything."; + next; + select("Then what is the Master Brush?"); + mes "[Dumk]"; + mes "Ah?"; + mes "That was a brush who was a master of dark arts."; + mes "Now we are looking for someone who can be Shadow Chaser."; + next; + mes "[Dumk]"; + mes "This is kind of game."; + mes "If there is someone who wants to become a Shadow Chaser,"; + mes "we just look the process to find this brush."; + next; + mes "[Dumk]"; + mes "We put the codes to make sure that you can think outside of the box."; + mes "Did you have fun?"; + close; + case 2: + mes "[Dumk]"; + mes "You decided!"; + mes "As your case, you can master the art of psychological warfare using paint!"; + mes "The art created is beautiful but dangerous."; + next; + mes "[Dumk]"; + mes "We use paint as a medium for spells."; + mes "We use that to harness the different emotions of people and exploit them when they're most vulnerable."; + next; + mes "[Dumk]"; + mes "For instance, this power could be used to create blackholes to make your enemies vanish."; + next; + mes "[Dumk]"; + mes "So if you want to have that power then you must have artistry."; + next; + mes "[Dumk]"; + mes "You have to be a trendsetter when it comes to fashion!"; + mes "The ability to understand art!"; + mes "You should have everything."; + next; + mes "[Dumk]"; + mes "You performed your duties diligently and found the brush."; + mes "So you are qualified to be a Shadow Chaser."; + next; + jobchange roclass(eaclass()|EAJL_THIRD); + set JobLevel, 1; + nude; + getitem 6121,1; + getitem 6122,1; + getitem 2795,1; + getitem 5750,1; + delitem 6269,1; + mes "[Dumk]"; + mes "Congratulations."; + mes "Welcome to your new life."; + completequest 7180; + set job_sha,28; + next; + mes "[Dumk]"; + mes "It's a fashionable uniform."; + mes "It uses patterns of leopard and feathers."; + mes "The fashion world will be shocked."; + next; + mes "[Dumk]"; + mes "This shadow peacock I designed myself."; + mes "It's too hard to create something that absorbs my art sense."; + mes "Then about this part..."; + next; + mes "Dumk keeps talking about fashion, art sense, paint and feeling."; + mes "He's obviously in his own world."; + next; + select("About this brush..."); + mes "[Vicente]"; + mes "Ah, I'll explain."; + mes "We need tools for painting."; + next; + mes "[Vicente]"; + mes "The make-up brush is used for face painting."; + mes "You can get paint from the workplace."; + next; + mes "[Vicente]"; + mes "The paint brush is used for painting big spaces."; + mes "You can get paint from the workplace too."; + next; + mes "[Vicente]"; + mes "Don't you remember the location of the workplace?"; + mes "Juno, Prontera, Rachel and Lighthalzen."; + next; + mes "[Vicente]"; + mes "If you need paint, go to an assistant."; + mes "^aaaaffIf you don't have any tools, you can use skill needed paints.^000000"; + next; + mes "[Vicente]"; + mes "Congratulations to be our person."; + close; + case 3: + mes "[Dumk]"; + mes "What?"; + mes "Why not?"; + mes "You don't want to be a Shadow Chaser?"; + mes "I can teach you so much about painting."; + next; + mes "[Dumk]"; + mes "You really won't understand until you become one."; + next; + mes "[Dumk]"; + mes "Don't you want to learn how to harness a power stronger than what you know?"; + mes "...."; + next; + mes "Dumk seemed to be disappointed that you didn't answer him."; + close; + } + } + mes "It's you? You are the one who found the brush?"; + next; + select("Show the brush to him."); + mes "[Dumk]"; + mes "That's it."; + mes "Did you find it by yourself?"; + next; + switch(select("Yes.:With my friends.")) { + case 1: + mes "[Dumk]"; + mes "Hmm..."; + mes "You have a high ability."; + mes "Breaking the codes should have been tough."; + mes "But it wasn't for you."; + next; + break; + case 2: + mes "[Dumk]"; + mes "Hmm..."; + mes "That's your other skill."; + mes "People who have no friends must be lonely."; + next; + mes "[Dumk]"; + mes "To us, relationships are very important."; + mes "You get more people, you get more help."; + next; + break; + } + mes "[Dumk]"; + mes "It's time to introduce myself."; + mes "I'm Dumk."; + next; + select("You are....."); + mes "[Vicente]"; + mes "Chicken! How about the chicken for this supper?"; + next; + mes "[Dumk]"; + mes "Why chicken?"; + mes "Why are you interrupting?"; + mes "You wanna be fired?"; + next; + mes "[Vicente]"; + mes "Sorry..."; + mes "(He turns to you and says it's taboo to talk about chicken.)"; + next; + mes "[Dumk]"; + mes "Anyway, let's make a point."; + mes "You."; + mes "Will you yield to the will of the brush?"; + next; + select("Yield to? What?"); + mes "[Dumk]"; + mes "This brush was used by the master."; + mes "Paintings by him have mysterious power."; + next; + mes "[Dumk]"; + mes "I can't tell you the root of the power."; + mes "Someday you will find out."; + mes "He sublimates power through the medium of his paintings."; + next; + select("I don't get it...?"); + mes "[Dumk]"; + mes "We walk in darkness without moonlight."; + mes "And find out our shining days are over."; + next; + mes "[Dumk]"; + mes "We follow to other shadows and we can be real Shadow Chasers!"; + next; + select("What are you talking about?"); + mes "[Vicente]"; + mes "So, he suggests that you become a Shadow Chaser."; + next; + mes "[Vicente]"; + mes "In out guild, there is a special group that have unique skills."; + mes "They are Shadow Chasers."; + mes "They usually hide their figure and they think they are different from others."; + next; + mes "[Dumk]"; + mes "Don't be so sarcastic, Vicente!"; + mes "I told you."; + mes "You are qualified to be a Shadow Chaser!"; + next; + mes "[Dumk]"; + mes "Give that brush to me."; + mes "I need it again."; + mes "I'm so thirsty."; + mes "Wait a minute."; + set job_sha,27; + close; +} + +s_atelier,29,119,3 script Max#H-13 97,{ + mes "[Max]"; + mes "Welcome~"; + if (Class == Job_Shadow_Chaser || Class == Job_Shadow_Chaser_T || Class == Job_Baby_Chaser) { + mes "You are a member of the Rogue guild!"; + mes "What can I help you with?"; + next; + switch(select("I need a make-up brush.:I need a paint brush.:Nothing.")) { + case 1: + set .@i,1; + case 2: + mes "[Max]"; + if (countitem(6122-.@i)) { + mes "Are you kidding me?"; + mes "you already have it? you don't need anything else."; + next; + mes "[Max]"; + mes "Visit later and use what you have!"; + close; + } + mes "Here's your item."; + getitem (6122-.@i),1; + close; + case 3: + mes "[Max]"; + mes "If you need more,"; + mes "just visit me!"; + close; + } + } + mes "We sell all art related things here~"; + next; + switch(select("Paint!?:Where's the manager?")) { + case 1: + mes "[Max]"; + mes "You are asking for paint?"; + mes "Could you just ask them to get the paint?~"; + close; + case 2: + mes "[Max]"; + mes "There's our manager."; + mes "Right over there."; + mes "**points**"; + mes "Are you blind?"; + close; + } +} + +s_atelier,124,128,3 script RimiGX#H-14 862,{ + mes "[RimiGX]"; + mes "Welcome."; + if (Class == Job_Shadow_Chaser || Class == Job_Shadow_Chaser_T || Class == Job_Baby_Chaser) { + mes "What are you looking for?"; + next; + switch(select("Make a new blush for make-up.:Make a new blush for painting:Nothing.")) { + case 1: + set .@i,1; + case 2: + mes "[RimiGX]"; + if (countitem(6122-.@i)) { + mes "I can't offer extra stuff."; + mes "Visit here when you've lost stuff."; + close; + } + mes "Here's your item."; + getitem (6122-.@i),1; + close; + case 3: + mes "[RimiGX]"; + mes "Visit me again."; + close; + } + } + mes "It's the shadow workplace~"; + next; + switch(select("Where is the paint?:Where is the manager?")) { + case 1: + mes "[RimiGX]"; + mes "Paint?"; + mes "Ask an assistant that works over there."; + close; + case 2: + mes "[RimiGX]"; + mes "Manager? He's in inside the workplace."; + mes "But when you visit him, you should have something to tell him..."; + close; + } +} + +s_atelier,136,70,3 script Titika#H-15 914,{ + mes "[Titika]"; + mes "Welcome~"; + if (Class == Job_Shadow_Chaser || Class == Job_Shadow_Chaser_T || Class == Job_Baby_Chaser) { + mes "You are in a guild."; + mes "What can I help you with?"; + next; + switch(select("Make a new make-up brush.:Make a new paint brush.:Nothing.")) { + case 1: + set .@i,1; + case 2: + mes "[Titika]"; + if (countitem(6122-.@i)) { + mes "You already have a paint brush?"; + mes "I think it's enough..."; + close; + } + mes "Here's your item."; + getitem (6122-.@i),1; + close; + case 3: + mes "[Titika]"; + mes "Visit me again."; + close; + } + } + mes "This is the Shadow Chaser workplace~"; + next; + switch(select("Where is the paint?:Where is the manager?")) { + case 1: + mes "[Titika]"; + mes "You want paint?"; + mes "Talk to the assistant and ask about the paint tool."; + close; + case 2: + mes "[Titika]"; + mes "My manager is inside the workplace."; + mes "If you visit him without a special reason, he will ignore you."; + close; + } +} + +s_atelier,26,68,3 script Vito#H-16 904,{ + mes "[Vito]"; + mes "Welcome."; + if (Class == Job_Shadow_Chaser || Class == Job_Shadow_Chaser_T || Class == Job_Baby_Chaser) { + mes "What are you looking for?"; + next; + switch(select("Make a new brush for make-up.:Make a new brush for painting.:Nothing.")) { + case 1: + set .@i,1; + case 2: + mes "[Vito]"; + if (countitem(6122-.@i)) { + mes "We offer only one brush per person."; + mes "We can't give out extra brushes."; + close; + } + mes "[Vito]"; + mes "Here's your item."; + getitem (6122-.@i),1; + close; + case 3: + mes "[Vito]"; + mes "Whenever you need a brush, visit me."; + mes "See you!"; + close; + } + } + mes "It's the shadow workplace."; + next; + switch(select("Where is the paint?:Where is the manager?")) { + case 1: + mes "[Vito]"; + mes "Paint?"; + mes "Ask the assistant standing over there."; + close; + case 2: + mes "[Vito]"; + mes "The man standing in front of the counter is the manager."; + close; + } +} + +// Quest Mob Spawn +tur_dun03,0,0,0,0 monster Shadow of Deception 2076,1,0,0 +ice_dun02,0,0,0,0 monster Shadow of Illusion 2077,1,0,0 +niflheim,0,0,0,0 monster Shadow of Pleasure 2078,1,0,0
\ No newline at end of file diff --git a/npc/re/jobs/3-2/sorcerer.txt b/npc/re/jobs/3-2/sorcerer.txt new file mode 100644 index 000000000..c3147f9e7 --- /dev/null +++ b/npc/re/jobs/3-2/sorcerer.txt @@ -0,0 +1,585 @@ +//===== rAthena Script ======================================= +// Sorcerer Job change Quest +//===== By: ================================================== +//= Masao +//= Credits: Muad_Dib +//===== Current Version: ===================================== +//= 1.1 +//===== Compatible With: ===================================== +//= Any rAthena SVN +//===== Description: ========================================= +//= [AEGIS Conversion] +//= Job change Quest from Sage / Professor -> Sorcerer. +//===== Additional Comments: ================================= +//= 1.0 First Version. +//= 1.1 Cleaning. [Euphy] +//============================================================ + +gef_tower,102,34,5 script Merito 742,{ + + if(checkweight(1201,1) == 0){ + mes "You packed so much in your bag. Try again after emptying your bag."; + close; + } + mes "[Merito]"; + if (Class == Job_Sorcerer || Class == Job_Sorcerer_T || Class == Job_Baby_Sorcerer){ + mes "Please get on with the sprits well~ You should~!"; + close; + } + if (JobLevel < 50 || SkillPoint != 0 || BaseLevel < 99){ + mes "Wow~ you are a young adventurer. I envy you."; + close; + } + if ((Class != Job_Sage) && (Class != Job_Professor) && (Class != Job_Baby_Sage)){ + mes "Wow~ you are a young adventurer. I envy you."; + close; + } + if (job_soc < 1){ + mes "Welcome. What can I help you with?"; + next; + select("Do you know about Sorcerers?"); + mes "[Merito]"; + mes "Wouldn't it be more comfortable to just live as a scholar? Sorcerers are busy communicating with the spirits and don't have much time to read books..."; + next; + mes "[Merito]"; + mes "What made you want to be a sorcerer?"; + next; + if(select("The spirit of fire led me here.:The spirit of water led me here.:The spirit of earth led me here:The spirit of meat led me here.")==4) { + mes "[Merito]"; + mes "That kind of spirit doesn't exist!"; + close; + } + mes "[Merito]"; + mes "Oh, I see."; + mes "You must be born with the natural ability to see that you already communicated with the spirits, or you must be an excellent liar."; + next; + mes "[Merito]"; + mes "Hmm... Then first, can you write down your name on this list?"; + next; + if(select("Write name.:I won't.")==2){ + mes "[Merito]"; + mes "Well, okay. See you again when you get a chance."; + close; + } + mes "[Merito]"; + mes "So, you are ["+strcharinfo(0)+"]."; + next; + mes "[Merito]"; + mes "Give me a second to register your name."; + mes "Talk to me again in a second."; + set job_soc,1; + close; + } + else if (job_soc == 1){ + mes "Good, then I'll give you a short explanation about the Sorcerer."; + next; + mes "[Merito]"; + mes "["+strcharinfo(0)+"], can you handle magic skillfully?"; + next; + if(select("Yes, I can.:No, I'm not really good at it.")==2){ + mes "[Merito]"; + mes "What!? You don't know how to use magic?"; + mes "What are you doing here then? Get out of here. Right now!"; + close; + } + mes "[Merito]"; + mes "Okay, that should be obvious."; + mes "Of course, Sorcerers use magic, too. But, do you know the main difference Sorcerers have from other magical jobs?"; + next; + switch(select("They know how to sing.:They're all old fogies.:They can deal with the spirits.")){ + case 1: + mes "[Merito]"; + mes "Well maybe some but that's not the main difference."; + close; + case 2: + mes "[Merito]"; + mes "What! How dare you!?!"; + close; + case 3: + break; + } + mes "[Merito]"; + mes "That's right. That is the most distinguishing feature that Sorcerers have."; + next; + mes "[Merito]"; + mes "When the people who want to be a Sorcerer come, the first thing we do is to check whether they can communicate with spirits or not."; + next; + mes "[Merito]"; + mes "So that's the basic introduction, so you just need to decide whether or not you want to take the qualification test."; + next; + mes "[Merito]"; + mes "Well, it's all up to you. What are you going to do?"; + next; + switch(select("I will take the test.:I'll do it later.")){ + case 1: + mes "[Merito]"; + mes "Okay. "; + mes "Then I'll hand it over to Karacas who is on the 4th floor. He will guide you through the process of the test."; + set job_soc,2; + setquest 12096; + close; + case 2: + mes "[Merito]"; + mes "What? I was sure that you wanted to become a Sorcerer."; + close; + } + } + else if (job_soc > 1){ + mes "How about your test? Well, Karacas is a little lazy, so that might bother you some..."; + close; + } +} + +gef_tower,113,161,5 script Karacas 754,{ + + if(checkweight(1201,1) == 0){ + mes "You packed so much in your bag. Try again after emptying your bag."; + close; + } + mes "[Karacas]"; + if (Class == Job_Sorcerer || Class == Job_Sorcerer_T || Class == Job_Baby_Sorcerer){ + mes "You look happy. Have a great journey."; + close; + } + if (JobLevel < 50 || SkillPoint != 0 || BaseLevel < 99){ + mes "Is there anything I can do for you?"; + close; + } + if ((Class != Job_Sage) && (Class != Job_Professor) && (Class != Job_Baby_Sage)){ + mes "Is there anything I can do for you?"; + close; + } + if (job_soc < 2){ + mes "More people are visiting Geffen Tower thesedays."; + close; + } + else if (job_soc == 2){ + mes "...."; + next; + select("Ah... excuse me~"); + mes "[Karacas]"; + mes "... (Z z z~)"; + next; + selecT("Hm hm!!!~"); + mes "[Karacas]"; + mes "Aaaak!! "; + mes "Oh, my... "; + next; + mes "[Karacas]"; + mes "Wh... where are you from?"; + next; + select("Merito told me to visit you."); + mes "[Karacas]"; + mes "I see, give me a moment."; + mes "The list... has already arrived."; + next; + mes "[Karacas]"; + mes "So, you are ["+strcharinfo(0)+"]... right?"; + next; + if(select("Yes, I am.:No, I'm not!")==2){ + mes "[Karacas]"; + mes "Oh, there must be some mistake in the list, I think. Will you come again later?"; + close; + } + mes "[Karacas]"; + mes "Before you take the Sorcerer test, let me give you the basic information."; + next; + mes "[Karacas]"; + mes "The way to get a Sorcerer registration ticket is really simple. You just need to go and find one of each spirit scattered around the world, and then convert their power into the shape of a certain material."; + next; + mes "[Karacas]"; + mes "Sounds easy, right?"; + next; + select("Ahh... sir. Is that really possible?"); + mes "[Karacas]"; + mes "Well, it is impossible to meet every spirit by yourself. You need to train yourself very hard to give a shape to the spirits and see them clearly through your eyes."; + next; + mes "[Karacas]"; + mes "So, usually we perform a certain ceremony parade toward the place where we can feel the spirits."; + next; + mes "[Karacas]"; + mes "I will tell you how to do that. So listen carefully."; + next; + mes "[Karacas]"; + mes "Usually we cannot see the spirits with our eyes but there is a way to realize the part of the spirits through a special medium."; + next; + mes "[Karacas]"; + mes "For example, if you visit the place where the spirit of wind stays with a certain amount of Wind of Verdure, the reaction of the spirit is amplified."; + next; + mes "[Karacas]"; + mes "Likewise, if you approach the place where the spirit of fire seems to stay while you have a certain amount of Red Blood, the spirit will show the adverse reaction."; + next; + mes "[Karacas]"; + mes "Sorcerers use this basic principle, this is the essential knowledge that Sorcerers need to have to reach the spirits."; + next; + select("So communicating with spirits..."); + mes "[Karacas]"; + mes "Right~"; + mes "This job is based on the power of spirits."; + next; + mes "[Karacas]"; + mes "Hmm, but it might be hard for someone like you who's focused only on reading books..."; + next; + mes "[Karacas]"; + mes "First, you need to bring the following materials needed for the test."; + next; + mes "[Karacas]"; + mes "3 Wind of Verdure."; + mes "3 Crystal Blue."; + mes "3 Red Blood."; + mes "3 Green Live."; + next; + mes "[Karacas]"; + mes "When you bring these materials, I'll tell you the next step."; + set job_soc,3; + changequest 12096,12097; + close; + } + else if (job_soc == 3){ + if ((countitem(992) > 2) && (countitem(991) > 2) && (countitem(990) > 2) && (countitem(993) > 2)){ + mes "Oh, you have all the materials."; + next; + select("What should I do next?"); + mes "[Karacas]"; + mes "I'll tell you about it now. First, I'll tell you the places for the test. You better write them down."; + next; + mes "[Karacas]"; + mes "1. 1st floor of Ice Cave"; + mes "2. 1st floor of Thor Volcano Dungeon"; + mes "3. 3rd floor of Mjolnir Dead Pit"; + mes "4. 2nd floor of Kunlun Dungeon"; + next; + mes "[Karacas]"; + mes "We have set up the detecting poles in these 4 places so that ordinary people can communicate with the spirits."; + next; + mes "[Karacas]"; + mes "Be aware that these detecting poles are activated only when you have more than the certain amount of property stones."; + next; + mes "[Karacas]"; + mes "You need to prepare at least 3 small stones for each property. For example, you need Wind of Verdure, not Rough Wind."; + next; + select("So I need the property stones..."); + mes "[Karacas]"; + mes "Yes, you have quick wits!"; + next; + mes "[Karacas]"; + mes "Once you bring the stones to the poles, put them into the property decomposing machine which is attached to the pole. The detecting pole will be activated, and you can communicate with the spirit."; + next; + mes "[Karacas]"; + mes "If you succeed, you can extract a part of the spirit as a reagent. If you fail, the property stone will break up."; + next; + mes "[Karacas]"; + mes "Of course if you are lucky enough, if you fail, a Wind of Verdure can be changed into a Rough Wind... Well, that's not a common situation so let's leave that out of the discussion for now."; + next; + select("What if I run out of stones?"); + mes "[Karacas]"; + mes "Ahahaha... If you run out of property stones, you simply have to get more."; + next; + mes "[Karacas]"; + mes "So people who have this test usually start with as many property stones as they can carry. The amount I told you to get is just the bare minimum."; + next; + mes "[Karacas]"; + mes "If you are an advanced Sorcerer, you will be able to talk with spirits without going through this process again. But beginners need to use that kind of medium to talk with them."; + next; + select("So the reagent is...?"); + mes "[Karacas]"; + mes "We don't know which reagent is going to be made from the spirits. It differs by the state of spirits."; + next; + mes "[Karacas]"; + mes "When you succeed in getting 3 different kinds of reagents, you can come back."; + next; + mes "[Karacas]"; + mes "A reagent that one spirit makes won't be over 2 kinds so if you're going to make 3 kinds of reagents, I suggest you go around several places."; + next; + mes "[Karacas]"; + mes "Have any questions?"; + next; + if(select("No.:Please explain it again.")==2){ + mes "[Karacas]"; + mes "Haha, then can I have a cup of water for a minute? Please come and find me again later."; + next; + } + mes "[Karacas]"; + mes "Then I'll write down the progress that I've summarized shortly. Wait..."; + next; + mes "^000099You got a paper on which the way of communicating with spirits is written. For more information please open your quest window^000000."; + set job_soc,4; + changequest 12097,12098; + close; + } + mes "Before I let you know the progressing way, you'll need to bring some required material."; + next; + mes "[Karacas]"; + mes "3 Wind of Verdure."; + mes "3 Crystal Blue."; + mes "3 Red Blood."; + mes "3 Green Live."; + next; + mes "[Karacas]"; + mes "When you bring these basic things, I'll guide you to the next step."; + close; + } + else if (job_soc == 4){ + if (countitem(6276) && countitem(6278) && countitem(6277)){ + mes "Wow~ your skill is good."; + mes "I thought you'd be overwhelmed by the spirits but you've managed to get the effective medicine!"; + next; + select("Is this all I need to do?"); + mes "[Karacas]"; + mes "Well done. First, I will organize the miraculous medicine so please wait a moment."; + delitem 6276,1; + delitem 6278,1; + delitem 6277,1; + set job_soc,5; + completequest 12098; + close; + } + mes "It's not an easy thing to get the desired effect by communicating with spirits."; + next; + mes "[Karacas]"; + mes "Don't give up and keep on trying~"; + close; + } + else if (job_soc == 5){ + mes "Originally my teacher needs to check the Sorcerer job change but after he went out to find the spirit of fish, I can't see him. So I'll check it myself."; + next; + mes "[Karacas]"; + mes "Dear ["+strcharinfo(0)+"],"; + mes "you went around the rough wilds to open the door as a Sorcerer and passed all the requirements that our Academy has given."; + next; + mes "[Karacas]"; + mes "Of course it is just a beginning, we don't know which spirit you're going to commune with or what kind of hardships await you."; + next; + mes "[Karacas]"; + mes "But with the ability you've shown until now, you will be capable to do anything from now on. Dear ["+strcharinfo(0)+"]"; + next; + mes "[Karacas]"; + mes "Moreover, I formally acknowledge that you've completed all the job transfer tests of the Sorcerer Academy."; + next; + mes "[Karacas]"; + mes "Congratulations, ["+strcharinfo(0)+"]"; + jobchange roclass(eaclass()|EAJL_THIRD); + getitem 5756,1; + getitem 2795,1; + next; + mes "[Karacas]"; + mes "I hope that you gain more communion with spirits from now on."; + close; + } +} + +thor_v01,64,252,0 script Spirit Detecting Staff#1 836,{ + + if ((job_soc == 4) && (countitem(990) > 2)){ + progressbar "ffff00",5; + set .@rand,rand(1,70); + if (.@rand < 10){ + if ((job_soc == 4) && (countitem(990) > 2) && (countitem(6276) < 1)){ + mes "You got a reagent by communicating with an unseen spirit."; + delitem 990,3; + getitem 6276,1; + close; + }else if ((job_soc == 4) && (countitem(990) > 2) && (countitem(6276) > 0)){ + mes "It doesn't seem like you got anything special from the spirits."; + delitem 990,3; + close; + } + mes "The spirit is mad at you."; + close; + }else if ((.@rand > 9) && (.@rand < 16)){ + if ((job_soc == 4) && (countitem(990) > 2) && (countitem(6278) < 1)){ + mes "You got a reagent by communicating with an unseen spirit."; + delitem 990,3; + getitem 6278,1; + close; + }else if ((job_soc == 4) && (countitem(990) > 2) && (countitem(6278) > 0)){ + mes "It doesn't seem like you got anything special from the spirits."; + delitem 990,3; + close; + } + mes "The spirit is mad at you."; + close; + }else if (.@rand == 56){ + if ((job_soc == 4) && (countitem(990) > 2)){ + mes "The spirit combined the property stones into a huge property stone."; + delitem 990,3; + getitem 994,1; + close; + } + mes "The spirit is mad at you."; + close; + } + mes "You used the property stones but it looks like you failed to communicate with the spirits."; + delitem 990,3; + close; + }else if ((job_soc == 4) && (countitem(990) < 3)){ + mes "I can see the detecting staff that's been installed by the Sorcerer Union to communicate with the spirits ."; + next; + mes "If you have the suitable property stones, you should be able to commune with the spirits."; + close; + } + mes "I can see the detecting staff that's been installed by the Sorcerer Union to communicate with the spirits ."; + close; +} + +ice_dun01,274,274,0 script Spirit Detecting Staff#2 836,{ + + if ((job_soc == 4) && (countitem(991) > 2)){ + progressbar "ffff00",5; + set .@rand,rand(1,70); + if (.@rand < 10){ + if ((job_soc == 4) && (countitem(991) > 2) && (countitem(6278) < 1)){ + mes "You got a reagent by communicating with an unseen spirit."; + delitem 991,3; + getitem 6278,1; + close; + }else if ((job_soc == 4) && (countitem(991) > 2) && (countitem(6278) > 0)){ + mes "It doesn't seem like you got anything special from the spirits."; + delitem 991,3; + close; + } + mes "The spirit is mad at you."; + close; + }else if ((.@rand > 9) && (.@rand < 16)){ + if ((job_soc == 4) && (countitem(991) > 2) && (countitem(6276) < 1)){ + mes "You got a reagent by communicating with an unseen spirit."; + delitem 991,3; + getitem 6276,1; + close; + }else if ((job_soc == 4) && (countitem(991) > 2) && (countitem(6276) > 0)){ + mes "It doesn't seem like you got anything special from the spirits."; + delitem 991,3; + close; + } + mes "The spirit is mad at you."; + close; + }else if (.@rand == 56){ + if ((job_soc == 4) && (countitem(991) > 2)){ + mes "The spirit combined the property stones into a huge property stone."; + delitem 991,3; + getitem 995,1; + close; + } + mes "The spirit is mad at you."; + close; + } + mes "You used the property stones but it looks like you failed to communicate with the spirits."; + delitem 991,3; + close; + }else if ((job_soc == 4) && (countitem(991) < 3)){ + mes "I can see the detecting staff that's been installed by the Sorcerer Union to communicate with the spirits ."; + next; + mes "If you have the suitable property stones, you should be able to commune with the spirits."; + close; + } + mes "I can see the detecting staff that's been installed by the Sorcerer Union to communicate with the spirits ."; + close; +} + +mjo_dun03,200,141,0 script Spirit Detecting Staff#3 836,{ + + if ((job_soc == 4) && (countitem(993) > 2)){ + progressbar "ffff00",5; + set .@rand,rand(1,70); + if (.@rand < 10){ + if ((job_soc == 4) && (countitem(993) > 2) && (countitem(6277) < 1)){ + mes "You got a reagent by communicating with an unseen spirit."; + delitem 993,3; + getitem 6277,1; + close; + }else if ((job_soc == 4) && (countitem(993) > 2) && (countitem(6277) > 0)){ + mes "It doesn't seem like you got anything special from the spirits."; + delitem 993,3; + close; + } + mes "The spirit is mad at you."; + close; + }else if ((.@rand > 9) && (.@rand < 16)){ + if ((job_soc == 4) && (countitem(993) > 2) && (countitem(6276) < 1)){ + mes "You got a reagent by communicating with an unseen spirit."; + delitem 993,3; + getitem 6276,1; + close; + }else if ((job_soc == 4) && (countitem(993) > 2) && (countitem(6276) > 0)){ + mes "It doesn't seem like you got anything special from the spirits."; + delitem 993,3; + close; + } + mes "The spirit is mad at you."; + close; + }else if (.@rand == 56){ + if ((job_soc == 4) && (countitem(993) > 2)){ + mes "The spirit combined the property stones into a huge property stone."; + delitem 993,3; + getitem 997,1; + close; + } + mes "The spirit is mad at you."; + close; + } + mes "You used the property stones but it looks like you failed to communicate with the spirits."; + delitem 993,3; + close; + }else if ((job_soc == 4) && (countitem(993) < 3)){ + mes "I can see the detecting staff that's been installed by the Sorcerer Union to communicate with the spirits ."; + next; + mes "If you have the suitable property stones, you should be able to commune with the spirits."; + close; + } + mes "I can see the detecting staff that's been installed by the Sorcerer Union to communicate with the spirits ."; + close; +} + +gon_dun02,195,190,0 script Spirit Detecting Staff#4 836,{ + + if ((job_soc == 4) && (countitem(992) > 2)){ + progressbar "ffff00",5; + set .@rand,rand(1,70); + if (.@rand < 10){ + if ((job_soc == 4) && (countitem(992) > 2) && (countitem(6277) < 1)){ + mes "You got a reagent by communicating with an unseen spirit."; + delitem 992,3; + getitem 6277,1; + close; + }else if ((job_soc == 4) && (countitem(992) > 2) && (countitem(6277) > 0)){ + mes "It doesn't seem like you got anything special from the spirits."; + delitem 992,3; + close; + } + mes "The spirit is mad at you."; + close; + }else if ((.@rand > 9) && (.@rand < 16)){ + if ((job_soc == 4) && (countitem(992) > 2) && (countitem(6278) < 1)){ + mes "You got a reagent by communicating with an unseen spirit."; + delitem 992,3; + getitem 6278,1; + close; + }else if ((job_soc == 4) && (countitem(992) > 2) && (countitem(6278) > 0)){ + mes "It doesn't seem like you got anything special from the spirits."; + delitem 992,3; + close; + } + mes "The spirit is mad at you."; + close; + }else if (.@rand == 56){ + if ((job_soc == 4) && (countitem(992) > 2)){ + mes "The spirit combined the property stones into a huge property stone."; + delitem 992,3; + getitem 996,1; + close; + } + mes "The spirit is mad at you."; + close; + } + mes "You used the property stones but it looks like you failed to communicate with the spirits."; + delitem 992,3; + close; + }else if ((job_soc == 4) && (countitem(992) < 3)){ + mes "I can see the detecting staff that's been installed by the Sorcerer Union to communicate with the spirits ."; + next; + mes "If you have the suitable property stones, you should be able to commune with the spirits."; + close; + } + mes "I can see the detecting staff that's been installed by the Sorcerer Union to communicate with the spirits ."; + close; +}
\ No newline at end of file diff --git a/npc/re/jobs/3-2/sura.txt b/npc/re/jobs/3-2/sura.txt new file mode 100644 index 000000000..57bac1ad9 --- /dev/null +++ b/npc/re/jobs/3-2/sura.txt @@ -0,0 +1,1190 @@ +//===== rAthena Script ======================================= +// Sura Job change Quest +//===== By: ================================================== +//= Masao +//= Credits: Muad_Dib, Gepard +//===== Current Version: ===================================== +//= 1.0 +//===== Compatible With: ===================================== +//= Any rAthena SVN +//===== Description: ========================================= +//= [AEGIS Conversion] +//= Job change Quest from Monk / Champion -> Sura. +//===== Additional Comments: ================================= +//= 1.0 First Version. +//============================================================ + +ve_in,237,125,0 script King Crab#job_shu 107,{ + + if (job_shu == 0){ + if (Class == Job_Monk || Class == Job_Champion || Job_Baby_Monk){ + if ((BaseLevel > 98) && (JobLevel > 49)){ + mes "[King Crab]"; + mes "Khh ha ha ha ha ha ha."; + mes "That little rookie was knocked out by my one blow!"; + next; + mes "[Sludge Worm]"; + mes "Those arrogant fellows deserve a bitter lesson."; + mes "How dare a little rookie attack you, boss!"; + next; + mes "[King Crab]"; + mes "Ha ha ha ha ha ha ha!!!!"; + next; + mes "[Sludge Worm]"; + mes "Hey! Right here!!! One more cup of beer!!!"; + mes "What are you doing? My boss's cup is already empty! Come quickly!"; + next; + mes "[Waitress]"; + mes "Yes, I will bring it right away."; + next; + mes "[Sludge Worm]"; + mes "Too slow!!! Who do you think my boss is? Huh!?"; + next; + mes "[Waitress]"; + mes "I... I'm really sorry, sir..."; + next; + mes "[King Crab]"; + mes "K k k k k. That's enough."; + mes "That cute girl seems to be scared of you!"; + mes "Hey lady~ We are not scary people~~"; + next; + mes "[Waitress]"; + mes "Aaaaaaaaaaak! Don't do this!!"; + next; + mes "- Bang -"; + donpcevent "???#bcmd::OnEnable"; + next; + mes "[???]"; + mes "Hey, there."; + mes "I've been watching you, making a ruckuss like you own this place."; + next; + mes "[???]"; + mes "It's too noisy. So if you want to say that nonsense again, go home."; + next; + mes "[Sludge Worm]"; + mes "What?!"; + mes "I don't know who you are but you must've lost your mind!"; + mes "Do you have any idea who my boss is?!!"; + next; + mes "[Sludge Worm]"; + mes "This is the famous King Crab!!!"; + mes "Who can decimate entire armies with his fist!!!"; + next; + mes "[???]"; + mes "You do all the dirty things like your dirty face."; + mes "You're just a thug satisfying your desires."; + next; + mes "[King Crab]"; + mes "What?"; + mes "How dare you say those things?"; + mes "Just because you're a girl doesn't mean I'll just let it go."; + next; + mes "[Sludge Worm]"; + mes "Huh! The boss is really mad!"; + mes "I can beat you up with one blow..."; + next; + mes "["+strcharinfo(0)+"]"; + mes "Hey! How dare you use violence against a lady!?"; + next; + mes "[???]"; + mes "Move back, you little thing..."; + next; + mes "[???]"; + mes "Oh, I'm glad to hear that."; + mes "I won't attack first because I'm in the middle of training."; + next; + mes "[King Crab && Sludge Worm]"; + mes "What?"; + next; + mes "[King Crab && Sludge Worm]"; + mes "Uhhhh?!"; + next; + mes "[King Crab && Sludge Worm]"; + mes "Aaaaaahhhhhhhhk!!!!!!!!"; + specialeffect EF_FIRESPLASHHIT,"King Crab#job_shu"; + specialeffect EF_FIRESPLASHHIT,"Sludge Worm#job_shu"; + next; + mes "- What is that amazing power? -"; + mes "- I've never seen this"; + mes "- kind of skill before... -"; + next; + mes "[???]"; + mes "Well, the mood is spoiled..."; + next; + mes "[Waitress]"; + mes "Tha... Thank you so much..."; + mes "How can I repay you?"; + next; + mes "[???]"; + mes "It's not a big deal. It's okay."; + next; + mes "[Waitress]"; + mes "Are you going back to your lodging?"; + mes "If it's okay with you, can I deliver you a meal?"; + next; + mes "[???]"; + mes "Oh, you don't really need to."; + mes "Just a slice of bread and warm soup will be enough for me."; + mes "Then, I've got to say goodbye. Bye."; + donpcevent "???#bcmd::OnDisable"; + next; + mes "[Waitress]"; + mes "Bye..."; + mes "..."; + mes "....."; + mes "........(cheeks glowing)"; + set job_shu,1; + setquest 11155; + close; + } + mes "[King Crab]"; + mes "Khh ha ha ha ha ha ha"; + mes "That little rookie was knocked out by my one blow!"; + next; + mes "[Sludge Worm]"; + mes "Those arrogant fellows deserve a bitter lesson."; + mes "How dare a little rookie attack my boss!"; + next; + mes "[King Crab]"; + mes "Khhha ha ha ha ha ha!!!!"; + mes "One more cup of beer, here!!!"; + mes "I will drink today!!!"; + next; + mes "[Sludge Worm]"; + mes "King Crab!!! I will follow you forever!!"; + close; + } + } + mes "[King Crab]"; + mes "Khh ha ha ha ha ha ha"; + mes "That little rookie was knocked out by my one blow!"; + next; + mes "[Sludge Worm]"; + mes "Those arrogant fellows deserve a bitter lesson."; + mes "How dare a little rookie attack my boss!"; + next; + mes "[King Crab]"; + mes "Khhha ha ha ha ha ha!!!!"; + mes "One more cup of beer, here!!!"; + mes "I will drink today!!!"; + next; + mes "[Sludge Worm]"; + mes "King Crab!!! I will follow you forever!!"; + close; +} + +ve_in,241,128,4 script Sludge Worm#job_shu 110,{ + + if (job_shu == 0){ + if (Class == Job_Monk || Class == Job_Champion || Job_Baby_Monk){ + if ((BaseLevel > 98) && (JobLevel > 49)){ + mes "[King Crab]"; + mes "Khh ha ha ha ha ha ha."; + mes "That little rookie was knocked out by my one blow!"; + next; + mes "[Sludge Worm]"; + mes "Those arrogant fellows deserve a bitter lesson."; + mes "How dare a little rookie attack you, boss!"; + next; + mes "[King Crab]"; + mes "Ha ha ha ha ha ha ha!!!!"; + next; + mes "[Sludge Worm]"; + mes "Hey! Right here!!! One more cup of beer!!!"; + mes "What are you doing? My boss's cup is already empty! Come quickly!"; + next; + mes "[Waitress]"; + mes "Yes, I will bring it right away."; + next; + mes "[Sludge Worm]"; + mes "Too slow!!! Who do you think my boss is? Huh!?"; + next; + mes "[Waitress]"; + mes "I... I'm really sorry, sir..."; + next; + mes "[King Crab]"; + mes "K k k k k. That's enough."; + mes "That cute girl seems to be scared of you!"; + mes "Hey lady~ We are not scary people~~"; + next; + mes "[Waitress]"; + mes "Aaaaaaaaaaak! Don't do this!!"; + next; + mes "- Bang -"; + donpcevent "???#bcmd::OnEnable"; + next; + mes "[???]"; + mes "Hey, there."; + mes "I've been watching you, making a ruckuss like you own this place."; + next; + mes "[???]"; + mes "It's too noisy. So if you want to say that nonsense again, go home."; + next; + mes "[Sludge Worm]"; + mes "What?!"; + mes "I don't know who you are but you must've lost your mind!"; + mes "Do you have any idea who my boss is?!!"; + next; + mes "[Sludge Worm]"; + mes "This is the famous King Crab!!!"; + mes "Who can decimate entire armies with his fist!!!"; + next; + mes "[???]"; + mes "You do all the dirty things like your dirty face."; + mes "You're just a thug satisfying your desires."; + next; + mes "[King Crab]"; + mes "What?"; + mes "How dare you say those things?"; + mes "Just because you're a girl doesn't mean I'll just let it go."; + next; + mes "[Sludge Worm]"; + mes "Huh! The boss is really mad!"; + mes "I can beat you up with one blow..."; + next; + mes "["+strcharinfo(0)+"]"; + mes "Hey! How dare you use violence against a lady!?"; + next; + mes "[???]"; + mes "Move back, you little thing..."; + next; + mes "[???]"; + mes "Oh, I'm glad to hear that."; + mes "I won't attack first because I'm in the middle of training."; + next; + mes "[King Crab && Sludge Worm]"; + mes "What?"; + next; + mes "[King Crab && Sludge Worm]"; + mes "Uhhhh?!"; + next; + mes "[King Crab && Sludge Worm]"; + mes "Aaaaaahhhhhhhhk!!!!!!!!"; + specialeffect EF_FIRESPLASHHIT,"King Crab#job_shu"; + specialeffect EF_FIRESPLASHHIT,"Sludge Worm#job_shu"; + next; + mes "- What is that amazing power? -"; + mes "- I've never seen this"; + mes "- kind of skill before... -"; + next; + mes "[???]"; + mes "Well, the mood is spoiled..."; + next; + mes "[Waitress]"; + mes "Tha... Thank you so much..."; + mes "How can I repay you?"; + next; + mes "[???]"; + mes "It's not a big deal. It's okay."; + next; + mes "[Waitress]"; + mes "Are you going back to your lodging?"; + mes "If it's okay with you, can I deliver you a meal?"; + next; + mes "[???]"; + mes "Oh, you don't really need to."; + mes "Just a slice of bread and warm soup will be enough for me."; + mes "Then, I've got to say goodbye. Bye."; + donpcevent "???#bcmd::OnDisable"; + next; + mes "[Waitress]"; + mes "Bye..."; + mes "..."; + mes "....."; + mes "........(cheeks glowing)"; + set job_shu,1; + setquest 11155; + close; + } + mes "[King Crab]"; + mes "Khh ha ha ha ha ha ha"; + mes "That little rookie was knocked out by my one blow!"; + next; + mes "[Sludge Worm]"; + mes "Those arrogant fellows deserve a bitter lesson."; + mes "How dare a little rookie attack my boss!"; + next; + mes "[King Crab]"; + mes "Khhha ha ha ha ha ha!!!!"; + mes "One more cup of beer, here!!!"; + mes "I will drink today!!!"; + next; + mes "[Sludge Worm]"; + mes "King Crab!!! I will follow you forever!!"; + close; + } + } + mes "[King Crab]"; + mes "Khh ha ha ha ha ha ha"; + mes "That little rookie was knocked out by my one blow!"; + next; + mes "[Sludge Worm]"; + mes "Those arrogant fellows deserve a bitter lesson."; + mes "How dare a little rookie attack my boss!"; + next; + mes "[King Crab]"; + mes "Khhha ha ha ha ha ha!!!!"; + mes "One more cup of beer, here!!!"; + mes "I will drink today!!!"; + next; + mes "[Sludge Worm]"; + mes "King Crab!!! I will follow you forever!!"; + close; +} + +ve_in,244,126,3 script Waitress#job_shu 69,{ + + if (job_shu == 0){ + mes "[Waitress]"; + mes "Oh no~"; + mes "I hate those noisy and impolite customers!"; + mes "I hope there is someone who can scold them for me."; + close; + }else if (job_shu == 1){ + if (Class == Job_Monk || Job_Baby_Monk){ + mes "[Waitress]"; + mes "Oh dear~"; + mes "I really appreciate you, Monk, for helping me a while ago."; + next; + }else if (Class == Job_Champion){ + mes "[Waitress]"; + mes "Oh dear~"; + mes "I really appreciate you, Champion, for helping me a while ago."; + next; + } + mes "[Waitress]"; + mes "Ah, the person we saw before?"; + mes "She has been staying in this village for days,"; + mes "Isn't she so great?"; + next; + mes "[Waitress]"; + mes "Although she is a woman like me, she was so cool!"; + mes "Aaahh~ That beautiful and imposing figure..."; + next; + mes "[Waitress]"; + mes "Oh my!!"; + mes "I forgot to do something!"; + mes "I should cook right away and then bring the meal to the Inn. Aaahh~"; + next; + mes "[Waitress]"; + mes "If you still don't know where to stay, please use ^f57d7dthe Inn at the upper side of this building^000000."; + close; + } + mes "[Waitress]"; + mes "Now that the customers have become a little quiet."; + mes "Ahhhh, I feel better now!!"; + close; +} + +ve_in,240,131,0 script ???#bcmd 484,{ + end; + +OnInit: + disablenpc "???#bcmd"; + end; + +OnEnable: + enablenpc "???#bcmd"; + initnpctimer; + end; + +OnDisable: + disablenpc "???#bcmd"; + stopnpctimer; + end; + +OnTimer600000: + donpcevent "???#bcmd::OnDisable"; + stopnpctimer; + end; +} + +// Custom Translation NPC name +ve_in,97,149,0 script Sura Hotel 111,3,3,{ + +OnTouch: + if (job_shu == 1){ + mes "[???]"; + mes "Who is it?!"; + next; + mes "["+strcharinfo(0)+"]"; + mes "I am the person who was at the pub a while ago."; + mes "I have something to ask."; + next; + mes "[???]"; + mes "Don't bother me, just go away!"; + next; + mes "["+strcharinfo(0)+"]"; + mes "Please, I just want to talk."; + next; + mes "[???]"; + mes "..."; + next; + mes "["+strcharinfo(0)+"]"; + mes "Don't ignore me, just talk to me."; + next; + mes "["+strcharinfo(0)+"]"; + mes "Just for a moment, isn't it okay?"; + next; + mes "["+strcharinfo(0)+"]"; + mes "I'm not here to hurt you."; + next; + mes "["+strcharinfo(0)+"]"; + mes "How could you treat someone who came to your door so badly?"; + next; + mes "["+strcharinfo(0)+"]"; + mes "You're going too far."; + next; + mes "["+strcharinfo(0)+"]"; + mes "After I saw you fighting..."; + next; + mes "["+strcharinfo(0)+"]"; + mes "I thought that you must have practiced martial arts and I came here to meet you."; + next; + mes "["+strcharinfo(0)+"]"; + mes "But seeing that you stood me up outside like this..."; + next; + mes "["+strcharinfo(0)+"]"; + mes "You must be advanced in martial arts..."; + next; + mes "[???]"; + mes "How persistent..."; + next; + mes "[???]"; + mes "What the hell do you want?"; + set job_shu,2; + close; + } + end; +} + +ve_in,98,159,0 script Fighter#job_shu 484,{ + + if (job_shu < 2){ + mes "[Fighter]"; + mes "Ahhhh~ I'm so tired."; + mes "Training is so tough and I have a long way to go!"; + close; + }else if (job_shu == 2){ + mes "["+strcharinfo(0)+"]"; + mes "I want to know about the skill you used a while ago."; + next; + mes "[???]"; + mes "..."; + mes "......"; + mes "........."; + mes "............ A rookie like you doesn't need to know."; + next; + mes "["+strcharinfo(0)+"]"; + mes "Rookie?!"; + mes "I have steadily practiced martial arts."; + mes "I am confident that I will never lose."; + next; + mes "[???]"; + mes "So you can beat me, too?"; + next; + mes "["+strcharinfo(0)+"]"; + mes "No..."; + mes "I guess that's too much..."; + mes "Frankly speaking, I was quite amazed by you."; + next; + mes "["+strcharinfo(0)+"]"; + mes "I had thought that I was strong enough but after seeing you fight, I realized that I was full of conceit."; + next; + mes "[???]"; + mes "Huuuh~ No matter how strong you are,"; + mes "you cannot avoid reaching for your true limit."; + next; + mes "["+strcharinfo(0)+"]"; + mes "You are just the person that I expected."; + next; + mes "["+strcharinfo(0)+"]"; + mes "I think you would know"; + mes "how to overcome this limitation."; + next; + mes "[???]"; + mes "Stop it."; + next; + mes "["+strcharinfo(0)+"]"; + mes "What? Why?"; + next; + mes "[???]"; + mes "Are you a human?"; + next; + mes "["+strcharinfo(0)+"]"; + mes "What?"; + mes "Of course, I am a human."; + next; + mes "[???]"; + mes "To become stronger is too hard for a mere human."; + mes "If you want to, just buy better equipment."; + next; + mes "["+strcharinfo(0)+"]"; + mes "Then, what are you?"; + mes "You mean you're not a human being?"; + next; + mes "[???]"; + mes "To overstep the limit..."; + mes "is impossible for a human."; + mes "It's a ghost's way..."; + next; + mes "["+strcharinfo(0)+"]"; + mes "Ghost?"; + next; + mes "[???]"; + mes "I gave up being a human after I chose this way."; + mes "The way to become a Sura abandoning divine protection."; + next; + mes "[???]"; + mes "You won't even have time to take a rest if you choose this way."; + mes "You'll become a puppet for war..."; + next; + switch(select("But I still want to know more.:Well, I quit then.")){ + case 1: + mes "[???]"; + mes "Aren't you an idiot?"; + mes "Why are you so happy about becoming a ghost?"; + next; + mes "[???]"; + mes "You'll regret it, so just be satisfied with your present life."; + next; + mes "["+strcharinfo(0)+"]"; + mes "Well, now that I've met you, I won't live my life this way anymore!"; + next; + mes "[???]"; + mes "Hah... you're really making me tired."; + next; + mes "[???]"; + mes "Okay, then^f57d7d go and kill 100 Desert Wolves.^000000"; + mes "After that, I'll think about it again."; + set job_shu,3; + changequest 11155,11156; + close; + case 2: + mes "[???]"; + mes "Well, good choice."; + mes "You don't need to look for trouble."; + close; + } + }else if (job_shu == 3){ + if (checkquest(11156,2) == 2){ + mes "[???]"; + mes "Wow~"; + mes "Did you really kill all those wolves?"; + mes "I figured you'd have given up."; + next; + mes "[???]"; + mes "A woman's word is her bond!!"; + mes "A promise is a promise."; + next; + mes "[???]"; + mes "Go to ^f57d7dEl Mes Gorge Southeast of Juno^000000."; + mes "My colleague ^f57d7dBuddy^000000 will be training himself near the center of that area."; + next; + mes "[Bruno]"; + mes "Tell him that 'Bruno' sent you there and after that, just suit yourself."; + set job_shu,4; + changequest 11156,11157; + close; + } + mes "[???]"; + mes "Hah... you're really making me tired."; + next; + mes "[???]"; + mes "Okay, then^f57d7d go and kill 100 Desert Wolves.^000000"; + mes "Then I'll think about it again."; + close; + }else if (job_shu == 4){ + mes "[Bruno]"; + mes "Go to ^f57d7dEl Mes Gorge Southeast of Juno^000000."; + mes "My colleague ^f57d7dBuddy^000000 will be training himself near the center of that area."; + next; + mes "[Bruno]"; + mes "Tell him that 'Bruno' sent you there and after that, just suit yourself."; + close; + }else if (job_shu == 100){ + mes "[Bruno]"; + mes "Hey~ !"; + mes "How are you doing?"; + next; + mes "[Bruno]"; + mes "Don't you have any presents for your teacher?"; + close; + } + mes "[Bruno]"; + mes "I recommend you to reconsider being a Sura."; + mes "Sura is strong and cool, but that's not all."; + next; + mes "[Bruno]"; + mes "Me?"; + mes "If I need to choose a job again, I will definitely choose Sura."; + close; +} + +yuno_fild07,254,176,7 script Buddy#job_shu 483,{ + + if (job_shu < 4){ + mes "[Buddy]"; + mes "Haaap!!! Haaaap!!! Whoo!! Haahhp!!!"; + next; + mes "[Buddy]"; + mes "I don't know why you're here but please don't stand behind me unless you want to die."; + close; + }else if (job_shu == 4){ + mes "[Buddy]"; + mes "Haaap!!! Haaaap!!! Whoo!! Haahhp!!!"; + next; + mes "[Buddy]"; + mes "I don't know why you're here but please don't stand behind me unless you want to die."; + next; + mes "["+strcharinfo(0)+"]"; + mes "'Bruno' sent me here."; + next; + mes "[Buddy]"; + mes "Ah! My colleague introduced me to you!"; + mes "Anyway, why are you here to see me?"; + next; + mes "["+strcharinfo(0)+"]"; + mes "I asked Bruno about her strength, and she recommended me to you."; + next; + mes "[Buddy]"; + mes "That difficult girl... no, just kidding."; + mes "You must be a special person for her to send you to me."; + next; + mes "[Buddy]"; + mes "Well, I can't answer your question because I'm in the process of self training, so I will take you to our master."; + next; + mes "[Buddy]"; + mes "My master doesn't like noise, so please ^f57d7dwait in the living room silently.^000000"; + next; + mes "[Buddy]"; + mes "This way..."; + set job_shu,5; + changequest 11157,11158; + close2; + warp "sword_1-1",215,244; + end; + }else if (job_shu == 100){ + mes "[Buddy]"; + mes "Ah, long time no see, "+strcharinfo(0)+"."; + mes "Are you here to meet my master?"; + next; + switch(select("Yes:No")){ + case 1: + mes "[Buddy]"; + mes "I'll take you right away."; + close2; + warp "sword_1-1",216,168; + end; + case 2: + mes "[Buddy]"; + mes "Then, why are you here?"; + mes "You are not here to see me, aren't you?"; + close; + } + } + mes "[Buddy]"; + mes ""+strcharinfo(0)+"£¬Didn't you meet the master yet?"; + next; + mes "[Buddy]"; + mes "My master doesn't like noise, so please ^f57d7dwait in the living room silently.^000000"; + next; + mes "[Buddy]"; + mes "This way..."; + close2; + warp "sword_1-1",215,244; + end; +} + +sword_1-1,223,243,4 script Drawing Room 483,{ + +OnInit: + disablenpc "Drawing Room"; + waitingroom "Drawing Room",20,"Drawing Room::OnStartArena",1; + enablewaitingroomevent; + end; + +OnStartArena: + warpwaitingpc "sword_2-1",223,205; + donpcevent "Buddy#Sura_Salon::OnEnable"; + disablewaitingroomevent; + end; + +OnEnable: + enablewaitingroomevent; + end; + +OnDisable: + disablewaitingroomevent; + end; +} + +sword_1-1,223,243,4 script Buddy#job_shu reception 483,{ + + mes "[Buddy]"; + mes "My master doesn't like noise, so please ^f57d7dwait in the living room silently.^000000"; + next; + switch(select("Go to the living room.:Go outside.")){ + case 1: + mes "[Buddy]"; + mes "Please wait in the living room at the upper side."; + close; + case 2: + mes "[Buddy]"; + mes "Then, see you again."; + close2; + warp "yuno_fild07",255,178; + end; + } +} + +sword_2-1,1,1,0 script Buddy#Sura_Salon 66,{ + end; + +OnInit: + disablenpc "Buddy#Sura_Salon"; + end; + +OnEnable: + enablenpc "Buddy#Sura_Salon"; + initnpctimer; + end; + +OnReset: + killmonster "sword_2-1","Buddy#Sura_Salon::OnMyMobDead"; + end; + +OnDisable: + disablenpc "Buddy#Sura_Salon"; + stopnpctimer; + end; + +OnMyMobDead: + if(.MyMobCount < 1){ + monster "sword_2-1",219,210,"hallucination",1479,1,"Buddy#Sura_Salon::OnMyMobDead"; + monster "sword_2-1",228,209,"hallucination",1483,1,"Buddy#Sura_Salon::OnMyMobDead"; + monster "sword_2-1",228,201,"hallucination",1479,1,"Buddy#Sura_Salon::OnMyMobDead"; + monster "sword_2-1",219,201,"hallucination",1483,1,"Buddy#Sura_Salon::OnMyMobDead"; + } + end; + +OnTimer3000: + mapannounce "sword_2-1","The master is now in the middle of training, and you need to wait in the living room around 5 minutes.",bc_map; + end; + +OnTimer4000: + mapannounce "sword_2-1","Ah! You may have hallucinations in the living room, so please be careful.",bc_map; + end; + +OnTimer5000: + mapannounce "sword_2-1","This is the policy of the master, so please don't feel unpleasant.",bc_map; + end; + +OnTimer33000: + monster "sword_2-1",219,210,"hallucination",1480,1,"Buddy#Sura_Salon::OnMyMobDead"; + monster "sword_2-1",219,210,"It can't be true",1479,1,"Buddy#Sura_Salon::OnMyMobDead"; + monster "sword_2-1",228,209,"hallucination",1446,1,"Buddy#Sura_Salon::OnMyMobDead"; + monster "sword_2-1",228,209,"Just Imagination",1483,1,"Buddy#Sura_Salon::OnMyMobDead"; + monster "sword_2-1",228,201,"hallucination",1480,1,"Buddy#Sura_Salon::OnMyMobDead"; + monster "sword_2-1",228,201,"Illusion",1479,1,"Buddy#Sura_Salon::OnMyMobDead"; + monster "sword_2-1",219,201,"hallucination",1446,1,"Buddy#Sura_Salon::OnMyMobDead"; + monster "sword_2-1",219,201,"Just Imagination",1483,1,"Buddy#Sura_Salon::OnMyMobDead"; + set .MyMobCount,8; + end; + +OnTimer93000: + monster "sword_2-1",219,210,"hallucination",1480,1,"Buddy#Sura_Salon::OnMyMobDead"; + monster "sword_2-1",219,210,"Just Imagination",1479,1,"Buddy#Sura_Salon::OnMyMobDead"; + monster "sword_2-1",228,209,"hallucination",1446,1,"Buddy#Sura_Salon::OnMyMobDead"; + monster "sword_2-1",228,209,"hallucination",1483,1,"Buddy#Sura_Salon::OnMyMobDead"; + monster "sword_2-1",228,201,"hallucination",1480,1,"Buddy#Sura_Salon::OnMyMobDead"; + monster "sword_2-1",219,201,"hallucination",1446,1,"Buddy#Sura_Salon::OnMyMobDead"; + set .MyMobCount,6; + end; + +OnTimer153000: + mapannounce "sword_2-1","If you're bored, may I bring you some magazines?",bc_map; + monster "sword_2-1",219,210,"Magazine",1478,1,"Buddy#Sura_Salon::OnMyMobDead"; + monster "sword_2-1",219,210,"Magazine",1478,1,"Buddy#Sura_Salon::OnMyMobDead"; + monster "sword_2-1",228,209,"Magazine",1478,1,"Buddy#Sura_Salon::OnMyMobDead"; + monster "sword_2-1",228,209,"Magazine",1478,1,"Buddy#Sura_Salon::OnMyMobDead"; + monster "sword_2-1",228,201,"Magazine",1478,1,"Buddy#Sura_Salon::OnMyMobDead"; + monster "sword_2-1",228,201,"Magazine",1478,1,"Buddy#Sura_Salon::OnMyMobDead"; + monster "sword_2-1",219,201,"Magazine",1478,1,"Buddy#Sura_Salon::OnMyMobDead"; + monster "sword_2-1",219,201,"Magazine",1478,1,"Buddy#Sura_Salon::OnMyMobDead"; + set .MyMobCount,8; + end; + +OnTimer213000: + monster "sword_2-1",219,210,"hallucination",1480,1,"Buddy#Sura_Salon::OnMyMobDead"; + monster "sword_2-1",219,210,"Never mind",1479,1,"Buddy#Sura_Salon::OnMyMobDead"; + monster "sword_2-1",228,209,"hallucination",1483,1,"Buddy#Sura_Salon::OnMyMobDead"; + monster "sword_2-1",228,201,"hallucination",1480,1,"Buddy#Sura_Salon::OnMyMobDead"; + monster "sword_2-1",228,201,"Can you see me?",1479,1,"Buddy#Sura_Salon::OnMyMobDead"; + monster "sword_2-1",219,201,"hallucination",1483,1,"Buddy#Sura_Salon::OnMyMobDead"; + set .MyMobCount,6; + end; + +OnTimer273000: + monster "sword_2-1",219,210,"",1480,1,"Buddy#Sura_Salon::OnMyMobDead"; + monster "sword_2-1",228,209,"hallucination",1446,1,"Buddy#Sura_Salon::OnMyMobDead"; + monster "sword_2-1",228,201,"hallucination",1480,1,"Buddy#Sura_Salon::OnMyMobDead"; + monster "sword_2-1",228,201,"hallucination",1479,1,"Buddy#Sura_Salon::OnMyMobDead"; + monster "sword_2-1",219,201,"hallucination",1446,1,"Buddy#Sura_Salon::OnMyMobDead"; + monster "sword_2-1",219,201,"hallucination",1483,1,"Buddy#Sura_Salon::OnMyMobDead"; + set .MyMobCount,6; + end; + +OnTimer300000: + mapannounce "sword_2-1","The master has arrived. Soon I'll show you into the master's room.",bc_map; + end; + +OnTimer303000: + donpcevent "Buddy#job_shuaneh::OnEnable"; + end; + +OnTimer305000: + donpcevent "Buddy#Sura_Salon::OnReset"; + end; + +OnTimer315000: + mapannounce "sword_2-1","Come on here.",bc_map; + donpcevent "Buddy#job_shuaneh::OnDisable"; + donpcevent "Sura_garajjom::OnEnable"; + end; + +OnTimer320000: + mapannounce "sword_2-1","I guess you're not ready to meet the master yet..",bc_map; + donpcevent "Sura_garajjom::OnDisable"; + donpcevent "Drawing Room::OnEnable"; + mapwarp "sword_2-1","yuno_fild07",255,178; + stopnpctimer; + end; +} + +sword_2-1,223,205,7 script Buddy#job_shuaneh 483,{ + + if (job_shu > 4){ + mes "I'll show you the way. This way."; + close2; + warp "sword_1-1",216,168; + donpcevent "Buddy#job_shuaneh::OnDisable"; + end; + } + // Custom Translation + mes "How did you get here?"; + close2; + warp "yuno_fild07",248,179; + end; + +OnInit: + disablenpc "Buddy#job_shuaneh"; + end; + +OnEnable: + enablenpc "Buddy#job_shuaneh"; + end; + +OnDisable: + disablenpc "Buddy#job_shuaneh"; + end; +} + +sword_2-1,223,205,0 script Sura_garajjom 111,10,10,{ + end; + +OnTouch: + warp "sword_1-1",216,168; + end; + +OnInit: + disablenpc "Sura_garajjom"; + end; + +OnEnable: + enablenpc "Sura_garajjom"; + end; + +OnDisable: + disablenpc "Sura_garajjom"; + end; +} + +sword_1-1,222,169,5 script Bruno#job_shu 484,{ + + if (job_shu > 4){ + mes "[Bruno]"; + mes "Hey~ "+strcharinfo(0)+", What's up?"; + next; + switch(select("Let's have conversation.:Go outside.")){ + case 1: + if (job_shu == 100){ + mes "[Bruno]"; + mes "My master?"; + mes "He said he has put the world out of his mind and he is a ghost who gave up being a human but he seems to have a lingering desire for the world."; + next; + mes "[Bruno]"; + mes "Well, I am also a Sura but I still enjoy traveling and meeting many people~"; + next; + mes "[Bruno]"; + mes "In the old days, my master had one close friend but after becoming a Sura,"; + next; + mes "[Bruno]"; + mes "I heard that he wrote a letter to the friend that he had died."; + mes "Then he sometimes visits 'the place of memory' secretly."; + next; + mes "[Bruno]"; + mes "It would be better not saying that he died and just keep meeting his friend."; + mes "He's a bit of a stick-in-the-mud."; + next; + mes "[Bruno]"; + mes "But he is really cool and awesome."; + mes "Ho ho."; + next; + mes "[Bruno]"; + mes "The reason why I keep traveling is to find 'the precious friend' of my master and not to training myself more."; + next; + mes "[Bruno]"; + mes "I feel heavy-hearted when I see my master missing his friend..."; + mes "It's not... not just for my... master!"; + close; + } + mes "[Bruno]"; + mes "Wow~ I thought you would be knocked out before seeing my master but you are finally here now?"; + next; + mes "[Bruno]"; + mes "Anyway you are here now, so I am your immediate superior."; + next; + mes "[Bruno]"; + mes "We don't care about your age in our world!"; + close; + case 2: + mes "[Bruno]"; + mes "Come again whenever you want to~"; + mes "I will show you the training course of the dead~"; + close2; + warp "yuno_fild07",255,178; + end; + } + } + mes "[Bruno]"; + // Custom Translation + mes "How do people keep"; + mes "getting in here!"; + mes "Get out!!!"; + close2; + warp "yuno_fild07",255,178; + end; +} + +sword_1-1,223,167,2 script Master#job_shu 483,{ + + if (job_shu > 4){ + if (job_shu == 5){ + mes "[Master]"; + mes "You must have bright eyes to see that you finally came to this room."; + next; + if(SkillPoint != 0){ + mes "[Master]"; + // Custom Translation + mes "Please use all your Skill Points or you cannot become a Sura."; + close; + } + if(checkweight(1201,1) == 0){ + mes "[Master]"; + // Custom Translation + mes "Your earthly burden is to heavy. You'd better go clean up."; + close; + } + if (JobLevel < 50 || BaseLevel < 99){ + mes "[Master]"; + // Custom Translation + mes "You seem to have not yet reached the limits of human beings, you still have far to go in order to become Sura."; + mes "Go train more."; + close; + } + if (Class == Job_Baby_Monk){ + mes "[Bruno]"; + mes "Of course~"; + mes "I have keen eyes."; + next; + mes "[Bruno]"; + mes "Master! This is a wolf fur coat."; + mes "Put it on when it's cold."; + next; + mes "["+strcharinfo(0)+"]"; + mes "Ahhk! That is the wolf I... caught... Uhh."; + next; + mes "- Whack -"; + next; + mes "[Bruno]"; + mes "Ho ho ho~"; + mes "Do you have something to say, "+strcharinfo(0)+"?"; + mes "You became a member of our family, let's get along together ~"; + next; + mes "[Master]"; + mes "Right, I now accept you as my student, too."; + next; + mes "[Master]"; + mes "I think you already know it, but to live as a Sura will not be that easy."; + next; + mes "[Master]"; + mes "I also shut myself off from the world. If there comes a day when we go to the world again, it must be the day when the world needs ghosts for the wars."; + next; + mes "[Master]"; + mes "I hope those days will not come but... I'll willingly be the ghost and kill all enemies."; + next; + mes "[Master]"; + mes "You should train yourself steadily until that day."; + set job_shu,100; + jobchange Job_Baby_Sura; + completequest 11158; + getitem 5754,1; + getitem 2795,1; + close; + }else if (Class == Job_Monk){ + mes "[Bruno]"; + mes "Of course~"; + mes "I have keen eyes."; + next; + mes "[Bruno]"; + mes "Master! This is a wolf fur coat."; + mes "Put it on when it's cold."; + next; + mes "["+strcharinfo(0)+"]"; + mes "Ahhk! That is the wolf I... caught... Uhh."; + next; + mes "- Whack -"; + next; + mes "[Bruno]"; + mes "Ho ho ho~"; + mes "Do you have something to say, "+strcharinfo(0)+"?"; + mes "You became a member of our family, let's get along together ~"; + next; + mes "[Master]"; + mes "Right, I now accept you as my student, too."; + next; + mes "[Master]"; + mes "I think you already know it, but to live as a Sura will not be that easy."; + next; + mes "[Master]"; + mes "I also shut myself off from the world. If there comes a day when we go to the world again, it must be the day when the world needs ghosts for the wars."; + next; + mes "[Master]"; + mes "I hope those days will not come but... I'll willingly be the ghost and kill all enemies."; + next; + mes "[Master]"; + mes "You should train yourself steadily until that day."; + set job_shu,100; + jobchange Job_Sura; + completequest 11158; + getitem 5754,1; + getitem 2795,1; + close; + }else if (Class == Job_Champion){ + mes "[Bruno]"; + mes "Of course~"; + mes "I have keen eyes."; + next; + mes "[Bruno]"; + mes "Master! This is a wolf fur coat."; + mes "Put it on when it's cold."; + next; + mes "["+strcharinfo(0)+"]"; + mes "Ahhk! That is the wolf I... caught... Uhh."; + next; + mes "- Whack -"; + next; + mes "[Bruno]"; + mes "Ho ho ho~"; + mes "Do you have something to say, "+strcharinfo(0)+"?"; + mes "You became a member of our family, let's get along together ~"; + next; + mes "[Master]"; + mes "Right, I now accept you as my student, too."; + next; + mes "[Master]"; + mes "I think you already know it, but to live as a Sura will not be that easy."; + next; + mes "[Master]"; + mes "I also shut myself off from the world. If there comes a day when we go to the world again, it must be the day when the world needs ghosts for the wars."; + next; + mes "[Master]"; + mes "I hope those days will not come but... I'll willingly be the ghost and kill all enemies."; + next; + mes "[Master]"; + mes "You should train yourself steadily until that day."; + set job_shu,100; + jobchange Job_Sura_T; + completequest 11155; + getitem 5754,1; + getitem 2795,1; + close; + } + mes "[Master]";; + // Custom Translation + mes "Ah?";; + close; + } + mes "[Master]"; + mes "Once I was also an ordinary young man who traveled a lot and met many friends."; + next; + mes "[Master]"; + mes "However, as you might have felt, I finally faced my limitation."; + next; + mes "[Master]"; + mes "Sometimes I wondered 'should I have to give up everything to be more powerful...?'"; + next; + mes "[Master]"; + mes "But what's done is done..."; + if (countitem(6153) > 0){ + delitem 6153,1; + getitem 5754,1; + close; + } + close; + } + mes "[Master]"; + mes "You should not have come here."; + mes "Please leave."; + close2; + warp "yuno_fild07",255,178; + end; +} + +// Custom Translation +sword_2-1,1,2,0 script Sura Job Switch 66,{ + + switch(select("Open Arena:Close Arena:Activate Drawing Room:Actvate Buddy:Activate Naigara:All Off:Cancel")){ + case 1: + mes "Opening Arena"; + donpcevent "Drawing Room::OnEnable"; + close; + case 2: + mes "Closing Arena"; + donpcevent "Drawing Room::OnDisable"; + close; + case 3: + mes "Activating Drawing Room"; + donpcevent "Buddy#Sura_Salon::OnEnable"; + close; + case 4: + mes "Activating Buddy"; + donpcevent "Buddy#job_shuaneh::OnEnable"; + close; + case 5: + mes "Activating garajjom"; + donpcevent "Sura_garajjom::OnEnable"; + close; + case 6: + mes "Deactivating all."; + donpcevent "Drawing Room::OnDisable"; + donpcevent "Buddy#Sura_Salon::OnReset"; + donpcevent "Buddy#Sura_Salon::OnDisable"; + donpcevent "Buddy#job_shuaneh::OnDisable"; + donpcevent "Sura_garajjom::OnDisable"; + close; + case 7: + close; + } +}
\ No newline at end of file diff --git a/npc/re/jobs/3-2/wanderer.txt b/npc/re/jobs/3-2/wanderer.txt new file mode 100644 index 000000000..453f2566e --- /dev/null +++ b/npc/re/jobs/3-2/wanderer.txt @@ -0,0 +1,1393 @@ +//===== rAthena Script ======================================= +// Wanderer Job change Quest +//===== By: ================================================== +//= Muad_Dib, Meyraw +//===== Current Version: ===================================== +//= 1.0 +//===== Compatible With: ===================================== +//= Any rAthena SVN +//===== Description: ========================================= +//= Official Script +//= Job change Quest from Dancer / Gypsy -> Wanderer. +//===== Additional Comments: ================================= +//= 1.0 First Version. +//============================================================ + +xmas,162,209,5 script Little Iraki#job_wan 714,{ + + if (job_wan == 0){ + mes "[Little Iraki]"; + mes "Mimi, how are you?"; + mes "Oh, my heart is beating faster~ ~"; + next; + mes "[Mimi]"; + mes "Little Iraki, why is your face red? ha-ha!"; + next; + mes "[Little Iraki]"; + mes "Oh stop joking, Mimi -"; + mes "But I have thoughts on Dancer Kim's performance!"; + emotion e_shy; + next; + mes "[Little Iraki]"; + mes "Due to the mysterious enchanting, Wanderers has been praised by dancers and I might faint when I see her."; + next; + mes "[Mimi]"; + mes "Calm down, Little Iraki."; + mes "If you continue like this, you might fall before performance starts, huh, huh."; + next; + mes "[Mimi]"; + mes "But I can understand."; + mes "I've heard that wanderers are the most acclaimed dancers, so I'm looking forward to it."; + if (Class == Job_Dancer || Class == Job_Gypsy || Class == Job_Baby_Dancer){ + if (BaseLevel < 99 || JobLevel < 50){ + close; + } + next; + } + else { + close; + } + switch(select("Dancer Kim?:Wanderers?")){ + case 1: + mes "[Little Iraki]"; + mes "What? You don't know anything about Dancer Kim?"; + mes "God, I can't believe it!"; + mes "You look like a dancing professional and yet you don't know Dancer Kim? I can't let that happen!"; + next; + mes "[Mimi]"; + mes "Wanderers are supported by the wind, accompanied by the stars. They are wandering around the world with the freedom of their soul."; + mes "They are always dancing, accompanied by beautiful music."; + next; + mes "[Mimi]"; + mes "Dancer Kim is the part of performance group called <Nuoli Ou>. She is a very famous dancer."; + next; + mes "[Mimi]"; + mes "Me and Little Iraki are the wanderer students. Soon after, we're looking for ward to <Nuoli Ou> performance, that will be held here."; + next; + mes "[Little Iraki]"; + mes "If you're a real dancer, then you should visit their performances."; + mes "Oh, where can I meet such romantic poet like Guitar Song, mimi?"; + next; + mes "[Mimi]"; + mes "Huh-uh, Little Iraki."; + next; + if (select("Where is the performance held?:End conversation.") == 2){ + mes "[Mimi]"; + mes "If you are interested in wanderers, I can help you as much as I can."; + close; + } + mes "[Little Iraki]"; + mes "In front of the Christmas tree!"; + mes "Snow white, beautiful and seductive dance music."; + mes "It will be a great performance, right?"; + set job_wan,1; + close; + case 2: + mes "[Mimi]"; + mes "If you are interested in wanderers, I can help you as much as I can."; + close; + } + } + else if (job_wan == 1){ + mes "[Little Iraki]"; + mes "Performance will be held in Lutie in front of the Christmas tree."; + mes "I'm so excited! Oh, I think I'm going to faint, Mimi~!"; + close; + } + else if (job_wan == 10){ + mes "[Little Iraki]"; + mes "<Nuoli Ou> is the best!!"; + close; + } + mes "[Little Iraki]"; + mes "I want to be a good wanderer, Mimi~"; + close; +} + +xmas,163,209,3 script Mimi#job_wan 714,{ + + if (job_wan == 0){ + mes "[Little Iraki]"; + mes "Mimi, how are you?"; + mes "Oh, my heart is beating faster~ ~"; + next; + mes "[Mimi]"; + mes "Little Iraki, why is your face red? ha-ha!"; + next; + mes "[Little Iraki]"; + mes "Oh stop joking, Mimi -"; + mes "But I have thoughts on Dancer Kim's performance!"; + emotion e_shy; + next; + mes "[Little Iraki]"; + mes "Due to the mysterious enchanting, Wanderers has been praised by dancers and I might faint when I see her."; + next; + mes "[Mimi]"; + mes "Calm down, Little Iraki."; + mes "If you continue like this, you might fall before performance starts, huh, huh."; + next; + mes "[Mimi]"; + mes "But I can understand."; + mes "I've heard that wanderers are the most acclaimed dancers, so I'm looking forward to it."; + if (Class == Job_Dancer || Class == Job_Gypsy || Class == Job_Baby_Dancer){ + if (BaseLevel < 99 || JobLevel < 50){ + close; + } + next; + } + else { + close; + } + switch(select("Dancer Kim?:Wanderers?")){ + case 1: + mes "[Little Iraki]"; + mes "What? You don't know anything about Dancer Kim?"; + mes "God, I can't believe it!"; + mes "You look like a dancing professional and yet you don't know Dancer Kim? I can't let that happen!"; + next; + mes "[Mimi]"; + mes "Wanderers are supported by the wind, accompanied by the stars. They are wandering around the world with the freedom of their soul."; + mes "They are always dancing, accompanied by beautiful music."; + next; + mes "[Mimi]"; + mes "Dancer Kim is the part of performance group called <Nuoli Ou>. She is a very famous dancer."; + next; + mes "[Mimi]"; + mes "Me and Little Iraki are the wanderer students. Soon after, we're looking for ward to <Nuoli Ou> performance, that will be held here."; + next; + mes "[Little Iraki]"; + mes "If you're a real dancer, then you should visit their performances."; + mes "Oh, where can I meet such romantic poet like Guitar Song, mimi?"; + next; + mes "[Mimi]"; + mes "Huh-uh, Little Iraki."; + next; + if (select("Where is the performance held?:End conversation.") == 2){ + mes "[Mimi]"; + mes "If you are interested in wanderers, I can help you as much as I can."; + close; + } + mes "[Little Iraki]"; + mes "In front of the Christmas tree!"; + mes "Snow white, beautiful and seductive dance music."; + mes "It will be a great performance, right?"; + set job_wan,1; + close; + case 2: + mes "[Mimi]"; + mes "If you are interested in wanderers, I can help you as much as I can."; + close; + } + } + else if (job_wan == 1){ + mes "[Little Iraki]"; + mes "Performance will be held in Lutie in front of the Christmas tree."; + mes "I'm so excited! Oh, I think I'm going to faint, Mimi~!"; + close; + } + else if (job_wan == 10){ + mes "[Little Iraki]"; + mes "<Nuoli Ou> is the best!!"; + close; + } + mes "[Little Iraki]"; + mes "I want to be a good wanderer, Mimi~"; + close; +} + +xmas,132,143,5 script Performance Manager#w 713,{ + + if (job_wan == 0){ + mes "[Stage Staff]"; + mes "Oh, how could it be?"; + close; + } + else if (job_wan == 1){ + mes "[Stage Staff]"; + mes "Oh, how could it be?"; + mes "How could this happen?"; + next; + emotion e_ag; + mes "[Stage Staff]"; + mes "Hey, you!"; + mes "May I talk with you?"; + mes "In fact, I usually don't say these things to thers."; + mes "But I'm very depressed. Really, really depressed."; + next; + while(1){ + switch(select("I'm not interested.:What happened?:If you're not saying, why would you tell me that?")) { + case 1: + mes "[Stage Staff]"; + mes "Oh! What a ruthless world!"; + close; + case 2: + mes "[Stage Staff]"; + mes "I want to say that only few days left until stage will fill with guests!"; + next; + mes "[Stage Staff]"; + mes "I have no sense of responsibility..."; + next; + goto L_wh1; + case 3: + emotion e_ag; + mes "[Stage Staff]"; + mes "I am not saying it? I'm too depressed! Well, now you know!"; + next; + break; + } + } +L_wh1: + while(1){ + switch(select("What is the problem?:Who are you talking about?:Seems to me that it doesn't matter, right?")) { + case 1: + mes "[Stage Staff]"; + mes "how could this happen?"; + mes "I will be hit with a snowball!"; + mes "No, they might throw a snowman at me!"; + next; + emotion e_wah; + mes "[Stage Staff]"; + mes "People will put a collar on me! Oh, terrible, so terrible!"; + next; + goto L_wh2; + case 2: + mes "[Stage Staff]"; + mes "Who else!"; + mes "It's <Nuoli Ou>!"; + mes "Do you know?"; + mes "They are the worst people in the world."; + next; + break; + case 3: + mes "[Stage Staff]"; + mes "Too much!"; + close; + } + } +L_wh2: + while(1){ + switch(select("Why fear that someone will hit you?:Is it wrong to participate in performances?:Whatever, I'm going.")) { + case 1: + mes "[Stage Staff]"; + mes "If we switch places, would you not be afraid?"; + mes "I am the person in charge of performances! You know how many performances there will be, how many money there will be? Or how many people we will expect to face! Don't you think that I have a multiple burden?"; + next; + break; + case 2: + mes "[Stage Staff]"; + mes "Yes!"; + mes "It's the legendary <Nuoli Ou> group's sudden notice to cancel the performances!"; + next; + mes "[Stage Staff]"; + mes "Performance day is soon and they left all troubles with me!"; + next; + mes "[Stage Staff]"; + mes "Do you know how many people will complain? This will be terrible..."; + next; + goto L_wh3; + case 3: + mes "[Stage Staff]"; + mes "Hey, where are you going!"; + close; + } + } +L_wh3: + mes "["+strcharinfo(0)+"]"; + mes "When preparations go not as planned, you become very worried about it."; + mes "The audience wants to see the best performance."; + next; + mes "[Stage Staff]"; + mes "I don't know how this happened/"; + mes "Why are they suddenly canceling their performance?"; + mes "Do you know?"; + next; + mes "[Stage Staff]"; + mes "<Nuoli Ou>... Why did they suddenly cancel the prformance."; + mes "What have I done wrong? After they signed the contract, I did everything they wanted."; + next; + mes "["+strcharinfo(0)+"]"; + mes "Well..."; + input .@input$; + mes "^3131FF" +.@input$+ "^000000"; + mes "... is the reason."; + next; + emotion e_ag; + mes "[Stage Staff]"; + mes "What are you talking about?"; + mes "Are you kidding? Or do you think I'm insane?"; + next; + mes "[Stage Staff]"; + mes "Oh, chest hair, nausea, dizzy head..."; + next; + mes "[Stage Staff]"; + mes "Hey! Find the minstrel Guitar Song!"; + next; + switch(select("Okay.:How can I find him!:Happy!")) { + case 1: + break; + case 2: + mes "[Stage Staff]"; + mes "How do I know!?"; + mes "Ah, no, no."; + mes "Since you're a dancer, you must be interested in it, right?"; + mes "Don't you want to see the performance?"; + next; + break; + case 3: + mes "[Stage Staff]"; + mes "You musn't talk with me again..."; + close; + } + mes "[Stage Staff]"; + mes "If you can, I really want Guitar Song here fast!"; + mes "If you persuade him, everything might go as planned. But now I have to deal with sponcors..."; + next; + mes "[Stage Staff]"; + mes "Although I don't know where the Guitar Song is, but I know that he often visits various places in Comodo!"; + mes "Find him faster, faster! Oh, I'm really going to get more depressed! Oh! Guitar Song!!!"; + set job_wan,2; + setquest 2218; + close; + } + else if (job_wan == 2) { + mes "[Stage Staff]"; + mes "Although I don't know where the Guitar Song is, but I know that he often visits various places in Comodo!"; + close; + } + else if (job_wan == 9) { + mes "[Stage Staff]"; + mes "They came back!!!"; + close; + } + else if (job_wan == 10) { + if (checkweight(1201,1) == 0) { + mes "[Stage Staff]"; + mes "- Stop! You're holding too much items! -"; + close; + } + if (countitem(6153) > 0) { + delitem 6153,1; // Exchange Coupon + getitem 5758,1; // Swan + mes "[Stage Staff]"; + mes "Thanks to you, performance went successfully as planned."; + mes "They are really talented!"; + next; + mes "[Stage Staff]"; + mes "Ah, you have exchange coupons?"; + mes "You still haven't exchanged your ticket? If I had known, wouldn't yell at you. I'm really sorry."; + next; + mes "[Stage Staff]"; + mes "Good! please take this headgear."; + mes "This item is not easy to get, so be careful and not lose it!"; + close; + } + else { + mes "[Stage Staff]"; + mes "Thanks to you, the performance went successfully as planned."; + mes "They are really talented!"; + mes "As a reward, I will prepare a stage especially for you."; + close; + } + } + mes "[Stage Staff]"; + mes "Oh, great chaos! Ah-ah!"; + close; +} + +comodo,140,86,5 script Cheerless Minstrel#w 479,{ + + if (job_wan < 2){ + mes "[Cheerless Minstrel]"; + mes "You can dance ~ ~"; + mes "You can work ~ ~"; + mes "You are the dancing queen ~ ~"; + mes "Feel the beat from the tambourine ~ ~"; + next; + mes "[Cheerless Minstrel]"; + mes "Thank you ..."; + close; + } + if (job_wan == 2){ + mes "[Cheerless Minstrel]"; + mes "You can dance ~ ~"; + mes "You can work ~ ~"; + mes "You are the dancing queen ~ ~"; + mes "Feel the King of the tambourines ~ ~"; + next; + mes "- that guy seems to be Guitar Song -"; + next; + if (select("Thats one Guitar Song's strange song.:Leave him alone.") == 2){ + mes "- Such a strange person. -"; + close; + } + mes "[Cheerless Minstrel]"; + mes "What?!"; + mes "How dare you look down to top-hit song the <Tambourine king>? That was the first slap to the face. This really makes me angry."; + next; + menu "Ah, I didn't slapped you!",-; + emotion e_gasp; + mes "[Cheerless Minstrel]"; + mes "Oh! by looking at your clothes, you look like a person from dance group."; + next; + mes "[Cheerless Minstrel]"; + mes "How are your fellow dancers and musicians doing? Good? If not, then how about we form a duet?"; + next; + mes "[Cheerless Minstrel]"; + mes "I'll call it <Guitar Song of distress>."; + mes "Guitar Song will write a poem of pain in adults."; + mes "The name has a lot of flavors so it will be highly popular."; + next; + menu "Are you Guitar song?",-; + emotion e_shy; + mes "[Guitar Song]"; + mes "Hey... ... Only now you recognized me? That makes me sad."; + mes "Yes, I was a well-known musician from <Nuoli Ou>. Guitar Song, the world's first male beauty, huh, huh."; + next; + mes "[Guitar Song]"; + mes "Are you interested in my proposal?"; + mes "Most people, after hearing the proposal, already passed out from happiness."; + next; + switch(select("Where is Dancer Kim?:The reason why they cancel the performance.")){ + case 1: + mes "[Guitar Song]"; + mes "Why suddenly mention this?"; + mes "Hey, Hey, lets say that everyone is happy, okay?"; + mes "Without me and Dancer Kim, performances will be fine."; + next; + menu "What are you talking about?",-; + mes "[Guitar Song]"; + mes "Hey, didn't I said to not mention that?"; + mes "I don't want to think about it. When I think about it, it makes me sad."; + next; + mes "- Guitar Song refused to talk it. He is the only one who knows about <Nuoli Ou>. What should I do? -"; + set job_wan,3; + close; + case 2: + close; + } + } + else if (job_wan == 3) { + mes "["+strcharinfo(0)+"]"; + mes "(What should I do to make Guitar Song talk?)"; + next; + switch(select("Scream:Lullaby:Lucky Kiss")){ + case 1: + set .@scream,getskilllv(326); + if (.@scream == 5) { + mes "- You leaned your head to Guitar Song's ear -"; + next; + mes "["+strcharinfo(0)+"]"; + mes "Ah -"; + next; + mes "["+strcharinfo(0)+"]"; + mes "Hey -!!!!!"; + specialeffect EF_STUNATTACK; + next; + mes "[Guitar Song]"; + mes "Huh, why!!! Why are you doing that!"; + mes "You will break my eardrums like that."; + next; + mes "["+strcharinfo(0)+"]"; + mes "Hey, cheer up!!!"; + next; + mes "[Guitar Song]"; + mes "What are you talking about?"; + next; + mes "["+strcharinfo(0)+"]"; + mes "It should be very clear that people like how you sing, right?"; + mes "Many people are looking forward for your support."; + mes "Don't you feel the shame to let people down without a good reason?"; + next; + break; + } + else { + set .@chance,(rand(1,100)); + if (.@chance > 80) { + mes "- You leaned your head to Guitar Song's ear -"; + next; + mes "["+strcharinfo(0)+"]"; + mes "ah -"; + next; + mes "["+strcharinfo(0)+"]"; + mes "Hey -!!!!!"; + specialeffect EF_STUNATTACK,"Cheerless Minstrel#w"; + next; + mes "[Guitar Song]"; + mes "Huh, why!!! Why are you doing that!"; + mes "You will break my eardrums like that."; + next; + mes "["+strcharinfo(0)+"]"; + mes "Hey, cheer up!!!"; + next; + mes "[Guitar Song]"; + mes "What are you talking about?"; + next; + mes "["+strcharinfo(0)+"]"; + mes "It should be very clear that people like how you sing, right?"; + mes "Many people are looking forward for your support."; + mes "Don't you feel the shame to let people down without a good reason?"; + next; + break; + } + else { + mes "["+strcharinfo(0)+"]"; + mes "Ah -"; + next; + mes "["+strcharinfo(0)+"]"; + mes "Ah ah ah ah ah ah ah !!!!!"; + next; + mes "[Guitar Song]"; + mes "Why!!! This is so mean!"; + mes "Guard!!!"; + next; + mes "[Man wearing black]"; + mes "Please don't do that."; + close2; + warp "comodo",117,98; + end; + } + } + case 2: + set .@scream,getskilllv(306); + if (.@scream == 0) { + mes "- I didn't learned this skill. -"; + close; + } + else { + mes "["+strcharinfo(0)+"]"; + mes "It doesn't look like a good idea to me."; + close; + } + case 3: + set .@scream,getskilllv(329); + if (.@scream == 0) { + mes "- I didn't learned this skill. -"; + close; + } + else { + emotion e_lv,1; + mes "["+strcharinfo(0)+"]"; + mes "ah, Guitar Song ~ ~"; + next; + mes "[Guitar Song]"; + mes "Oh, how? I think I'm getting goosebumps."; + next; + emotion e_lv,1; + mes "["+strcharinfo(0)+"]"; + mes "I have been looking at performances of <Nuoli Ou> a long time ago."; + next; + mes "[Guitar Song]"; + mes "You were really famous! ha-ha!"; + next; + emotion e_lv2,1; + mes "["+strcharinfo(0)+"]"; + mes "I've heard many court musicians and their performances, but your singing is o ver the top, do you know that?"; + next; + mes "[Guitar Song]"; + mes "Hey hey hey! I'm really great!"; + next; + mes "["+strcharinfo(0)+"]"; + mes "It's like the first time... After listening you play, didn't I told you that I went in love on first sight?"; + mes "It's like listening how mother is singing you a lullaby, while you're lying on the cradle ~~ so beautiful, so moving... Aren't you the best minstrel ever?"; + next; + specialeffect EF_STEAL; + mes "[Guitar Song]"; + mes "Hey Hey, of course, after listening to your words, I feel very pleased."; + next; + mes "["+strcharinfo(0)+"]"; + mes "I look forward to your performance in Lutie."; + mes "When I heard that performance is about to be cancelled, I almost lost my heart."; + next; + emotion e_sob,1; + mes "["+strcharinfo(0)+"]"; + mes "By hearing your music ~ I want to dance in the ocean of music and feel free as butterfly."; + mes "My dream won't come true! Hum!"; + next; + mes "[Guitar Song]"; + mes "Oh! Well ..."; + next; + emotion e_sob,1; + mes "["+strcharinfo(0)+"]"; + mes "I'm very pleased to see you here, but the beautiful Lutie performance... hum."; + next; + emotion e_sob,1; + mes "["+strcharinfo(0)+"]"; + mes "And in the end... Why are did you cancelled the performance?"; + mes "I really want to know! Is that because you hate me?"; + next; + emotion e_omg; + mes "[Guitar Song]"; + mes "No, how could this is be the reason!"; + next; + mes "["+strcharinfo(0)+"]"; + mes "I beg you to tell me because my heart is in pain and I want to hear your music and beautiful voice."; + emotion e_lv,1; + next; + break; + } + } + mes "[Guitar Song]"; + mes "Ah, oh, well!"; + mes "In fact, I would like to be in stage!"; + mes "But how can do it alone?"; + next; + emotion e_ag; + mes "[Guitar Song]"; + mes "This is the problem of Dancer Kim!"; + mes "Not long ago, she suddenly lost her temper and left the <Nuoli Ou>!"; + mes "Dancer Kim has bad temper. I've had enough."; + next; + mes "[Guitar Song]"; + mes "Thats all."; + next; + mes "["+strcharinfo(0)+"]"; + mes "Why Dancer Kim suddenly went angry?"; + next; + emotion e_swt; + mes "[Guitar Song]"; + mes "I don't know! She seems to be crazy now!"; + mes "Dancer Kim always been a kind person."; + mes "She suddenly disappeared, and then sent a letter with strange combination of letters. Really reckless writen letter."; + next; + mes "["+strcharinfo(0)+"]"; + mes "Where is Dancer Kim now?"; + next; + mes "[Guitar Song]"; + mes "I can't find the mail address."; + mes "It seems that she went back home, where Kim and I first met. It's the town where Monster Race is held."; + next; + emotion e_hmm; + mes "[Guitar Song]"; + mes "She oftenly gets angry, but she is a great dancer."; + mes "I don't know why is she unhappy in the end. She was really happy when she listened to my music. It seems that my music comes to end too... "; + set job_wan,4; + changequest 2218,2219; + close; + } + else if (job_wan > 3 && job_wan < 8) { + mes "[Guitar Song]"; + mes "Dancer Kim should be in town where monster race is held, right?"; + mes "If you like monster race, you should know the location ..."; + close; + } + else if (job_wan == 8){ + emotion e_gasp; + mes "- You told everything to Guitar Song -"; + next; + mes "[Guitar Song]"; + mes "Ooh ~ ~"; + mes "Dancer Kim, you're such a fool ~ ~"; + mes "I will truly take care of you ~ ~"; + next; + mes "[Guitar Song]"; + mes "Immediately, go to Lutie. We will gather as fast as we can."; + set job_wan,9; + close; + } + else if (job_wan == 9){ + mes "[Guitar Song]"; + mes "I'll go to Lutie as promised."; + close; + } + else { + mes "[inability of the court musicians]"; + mes "Where is my companion ..."; + close; + } +} + +hu_in01,305,251,5 script Vacant Looking Lady#w 879,{ + + if (job_wan < 4){ + mes "[Vacant Looking Lady]"; + mes "*Sigh*"; + close; + } + else if (job_wan == 4){ + mes "[Vacant Looking Lady]"; + mes "... ... ... sob sob."; + next; + menu "Why are you crying?",-; + emotion e_sob; + mes "[Vacant Looking Lady]"; + mes "Because I gave up on his dream. *Sob-sob*"; + next; + menu "What are you talking about?",-; + mes "[Vacant Looking Lady]"; + mes "And I always travel with companion, but I broke up with him."; + next; + menu "Oh, why would you say that?",-; + mes "[Vacant Looking Lady]"; + mes "Well... That... Woo!"; + next; + menu "Just tell me everything.",-; + mes "[Vacant Looking Lady]"; + mes "Do you know that wanderers and minstrels together have ability to work together?"; + next; + mes "[Vacant Looking Lady]"; + mes "Therefore, the court wanderers and minstrels often travel together, with the ensemble performance."; + mes "With lively music, dance like a beauty."; + next; + mes "[Vacant Looking Lady]"; + mes "Not long time ago, I partnered with the Guitar Song. We used various combinations of dances and songs and Guitar Song was always cheerful."; + next; + mes "[Vacant Looking Lady]"; + mes "Also I dance more than usual if people applause, so I'm a very proud person."; + mes "Guitar Song always praised my dancing. And that was a big advantage for me, I felt like I'm over the top."; + next; + mes "[Vacant Looking Lady]"; + mes "But..."; + next; + menu "What happened in the end... ?",-; + mes "[Vacant Looking Lady]"; + mes "The next morning I get up to brush teeth and wash my face, but I realized that I had no make-up."; + next; + emotion e_sob; + mes "[Vacant Looking Lady]"; + mes "At that time I didn't know what happened, but then Guitar Song appeared and shouted: ^3131FF Hey! What are you doing here? ^000000, and then he forced me out from the room."; + next; + mes "[Vacant Looking Lady]"; + mes "He always have been a good companion, but how could he do this to me?"; + mes "I thought that Guitar Song was a joking! but he rushed to close the door, really..."; + next; + emotion e_sob; + mes "[Vacant Looking Lady]"; + mes "Why didn't Guitar Song recognized me, ah? I still have no make-up on my face so he won't recognize me, ah? Ooo-ooo..."; + next; + menu "So you have to solve this problem?",-; + emotion e_sob; + mes "[Vacant Looking Lady]"; + mes "What can a woman with broken self-esteem do?"; + next; + mes "["+strcharinfo(0)+"]"; + mes "How could he be so careless!"; + mes "because such a trivial matter, if not justify the dissolution of the combination, right? Because of the nature of this problem, it's not going to be solved by itself, right?"; + next; + mes "[Vacant Looking Lady]"; + mes "Yes. But thats not the only reason."; + mes "I have to say, that due to injure..."; + next; + mes "[Vacant Looking Lady]"; + mes "I was heartbroken by Guitar Song, so I have to stay in my hometown, hiding in my room alone. Thank god I have a delicious cake to comfort me."; + next; + emotion e_shy; + mes "[Vacant Looking Lady]"; + mes "The cake is the best!"; + mes "Cake with a soft cream, surrounded with melted dark chocolate and covered with fresh fruits on top. Thats the best cake ever!"; + next; + mes "[Vacant Looking Lady]"; + mes "In sad times I used to eat delicious cake... I feel like the Happiness Fairy is coming to my side to passionate and comfort me."; + next; + mes "[Vacant Looking Lady]"; + mes "From morning till night, I'm heartily accepting the Happiness Fairy."; + next; + menu "And...",-; + emotion e_sob; + mes "[Vacant Looking Lady]"; + mes "That fairy took away my sorrow, but now I got fatter! Ah-ah-ah-ah-ah!"; + next; + mes "[Vacant Looking Lady]"; + mes "wanderers do not wear clothes on! I can no longer be called a fairy dance! Wanderers do not wear clothes on! I can't be called wanderer now!"; + mes "I can't do belly dance now! Ah-ah-ah..."; + next; + mes "[Vacant Looking Lady]"; + mes "performances of the day is coming soon, but the monster who has brought me happiness than Miao also difficult test Tierney mountains! The performance day is coming soon, but to lose weight I need to train train hard."; + mes "I again plunged into despair! can not I like this Guitar Song and the fans to see! And again I have fallen into despair, when I imagine how dance see me and Guitar Song."; + mes "<Nuo Li> has broken apart! Ah ah ah ah!"; + set job_wan,5; + close; + } + else if (job_wan == 5){ + emotion e_sob; + mes "[Dancer Kim]"; + mes "I was once a beautiful dove, but now I became a hen."; + mes "Dancer Kim's is no longer wanderer."; + next; + if (select("Don't give up.:You'll can handle it yourself.") == 2){ + mes "[Dancer Kim]"; + mes "My life has not came out from the abyss ..."; + close; + } + mes "[Dancer Kim]"; + mes "I already said that it's all over with Guitar Song."; + mes "It's over, and even if you insist, this won't do anything."; + next; + menu "If you give up, everything will be over.",-; + mes "[Dancer Kim]"; + mes "But if this continues..."; + mes "There is nothing really I can do..."; + next; + mes "["+strcharinfo(0)+"]"; + mes "You need to exercise to lose weight!"; + mes "As long as you exercise with effort, your body will get better!"; + next; + mes "[Dancer Kim]"; + mes "It won't be too hard, but I'm so tired so I will easily give up."; + mes "It's not be too long before I will give up."; + next; + if (select("Then there is nothing else to do.:Lets exercise.") == 1){ + mes "[Dancer Kim]"; + mes "There is no dream, no hope..."; + close; + } + mes "[Dancer Kim]"; + mes "Do you want to exercise with me? Together?"; + mes "Really?"; + next; + mes "[Dancer Kim]"; + mes "A person, with whom we can train together..."; + next; + mes "[Dancer Kim]"; + mes "My heart now feels better!"; + mes "I feel like my body is igniting for some action."; + mes "And now I'm motivated to take advantage of the time and overcome all difficulties as soon as possible!"; + next; + menu "What are we going to do?",-; + mes "[Dancer Kim]"; + mes "I have a good idea!"; + next; + mes "[Dancer Kim]"; + mes "In the field near Hugel, there is a lake called the Lake of Abyss."; + mes "Lets meet there."; + set job_wan,6; + changequest 2219,2220; + close; + } + else if (job_wan == 6 || job_wan == 7) { + mes "[Dancer Kim]"; + mes "I will wait for you in the Lake of Abyss."; + close; + } + else if (job_wan == 8) { + mes "[Dancer Kim]"; + mes "Come to the Lutie with Guitar Song!"; + mes "I'll start immediately!"; + close; + } + mes "[Vacant Looking Lady]"; + mes "Where is my partner..."; + close; +} + +hu_fild05,342,130,5 script Dancer Kim#fild 879,{ + + if (job_wan == 6){ + mes "[Dancer Kim]"; + mes "Campaign is good enough, but with competition, the effect of training will be a lot better!"; + next; + mes "[Dancer Kim]"; + mes "From now on, lets begin the race of killing Yellow Novus."; + next; + mes "[Dancer Kim]"; + mes "The goal is 50 Yellow Novuses."; + mes "Are you Ready?"; + next; + if (select("No.:Yes.") == 1){ + mes "[Dancer Kim]"; + mes "Please prepare as fast as you can, before all of this will disappear from my interests!"; + close; + } + mes "[Dancer Kim]"; + mes "Good! So, prepare!"; + mes "Start!"; + set job_wan,7; + changequest 2220,2221; + close; + } + else if (job_wan == 7){ + set .@chk_nov_time,checkquest(2221,PLAYTIME); + set .@chk_nov_hunt,checkquest(2221,HUNTING); + if (.@chk_nov_time == 0 || .@chk_nov_time == 1){ + if (.@chk_nov_hunt == 2){ + mes "[Dancer Kim]"; + mes "Whew!"; + mes "Hey, looks like I've lost!"; + next; + mes "[Dancer Kim]"; + mes "This feeling reminds me of the past where I've crossed the borders of many continents."; + next; + mes "[Dancer Kim]"; + mes "Ah! look at this!"; + mes "I'm getting slimmer, can you see it?"; + next; + mes "[Dancer Kim]"; + mes "I feel that my body is full of power."; + mes "I suddenly wanted to see my good partner Guitar Song."; + mes "I want to start dancing again."; + next; + menu "How about dancing in Lutie?",-; + emotion e_gasp; + mes "[Dancer Kim]"; + mes "Ah! Christmas Village! Yes! Yes! My dream to dance in Lutie will finally come true!"; + next; + mes "[Dancer Kim]"; + mes "I want to dance and jump all day to bring people happiness!"; + mes "So I will go to Lutie."; + next; + mes "[Dancer Kim]"; + mes "Ah, do me a favour, please."; + mes "Can you bring Guitar Song to Lutie?"; + mes "Say that his partner is waiting for him."; + next; + menu "No problem!",-; + mes "[Dancer Kim]"; + mes "You're a good person. I'm really happy that I met you."; + mes "Thank god for sending such a stubborn person to me!"; + set job_wan,8; + changequest 2221,2222; + close; + } + mes "[Dancer Kim]"; + mes "You look relaxed."; + mes "But I have more chances to win this."; + close; + } + if (.@chk_nov_time == 2){ + mes "[Dancer Kim]"; + mes "You came back."; + mes "I'm so tired. My back hurts. It seems that my body doesn't work well. <Nuo Li>, It's all over."; + next; + mes "- It looks like Dancer Kim cannot stand the pain and gives up. She sat down on the ground -"; + set job_wan,6; + changequest 2221,2220; + close; + } + mes "[Dancer Kim]"; + mes "Ah ...?"; + set job_wan,6; + close; + } + else if (job_wan == 8) { + mes "[Dancer Kim]"; + mes "Please tell Guitar Song that I'm waiting for him in Lutie."; + close; + } + mes "[Dancer Kim]"; + mes "Hunting Yellow Novus really is the best sport."; + close; +} + +hu_fild05,81,111,0 script #fildshout01 -1,20,20,{ + +OnTouch: + if (job_wan == 7){ + set .@bc_rd,(rand(1,3)); + if (.@bc_rd == 1){ + mapannounce "hu_fild05","Dancer Kim: Ah, ah. How are you doing? I killed few novuses.",bc_map; + end; + } + if (.@bc_rd == 2){ + mapannounce "hu_fild05","Dancer Kim: Yeah! Novuses are coming, my sister!",bc_map; + end; + } + else { + mapannounce "hu_fild05","Dancer Kim: Oh, you're tired so soon? It seems that I'll win this!",bc_map; + end; + } + } + end; +} + +hu_fild05,193,98,0 script #fildshout02 -1,20,20,{ + +OnTouch: + if (job_wan == 7){ + set .@bc_rd,(rand(1,3)); + if (.@bc_rd == 1){ + mapannounce "hu_fild05","Dancer Kim: Ah, ah. How are you doing? I killed few novuses.",bc_map; + end; + } + if (.@bc_rd == 2){ + mapannounce "hu_fild05","Dancer Kim: Yeah! Novuses are coming, my sister!",bc_map; + end; + } + else { + mapannounce "hu_fild05","Dancer Kim: Oh, you're tired so soon? It seems that I'll win this!",bc_map; + end; + } + } + end; +} + +hu_fild05,252,74,0 script #fildshout03 -1,20,20,{ + +OnTouch: + if (job_wan == 7){ + set .@bc_rd,(rand(1,3)); + if (.@bc_rd == 1){ + mapannounce "hu_fild05","Dancer Kim: Ah, ah. How are you doing? I killed few novuses.",bc_map; + end; + } + if (.@bc_rd == 2){ + mapannounce "hu_fild05","Dancer Kim: Yeah! Novuses are coming, my sister!",bc_map; + end; + } + else { + mapannounce "hu_fild05","Dancer Kim: Oh, you're tired so soon? It seems that I'll win this!",bc_map; + end; + } + } + end; +} + +hu_fild05,323,175,0 script #fildshout04 -1,20,20,{ + +OnTouch: + if (job_wan == 7){ + set .@bc_rd,(rand(1,3)); + if (.@bc_rd == 1){ + mapannounce "hu_fild05","Dancer Kim: Ah, ah. How are you doing? I killed few novuses.",bc_map; + end; + } + if (.@bc_rd == 2){ + mapannounce "hu_fild05","Dancer Kim: Yeah! Novuses are coming, my sister!",bc_map; + end; + } + else { + mapannounce "hu_fild05","Dancer Kim: Oh, you're tired so soon? It seems that I'll win this!",bc_map; + end; + } + } + end; +} + +hu_fild05,334,225,0 script #fildshout05 -1,20,20,{ + +OnTouch: + if (job_wan == 7){ + set .@bc_rd,(rand(1,3)); + if (.@bc_rd == 1){ + mapannounce "hu_fild05","Dancer Kim: Ah, ah. How are you doing? I killed few novuses.",bc_map; + end; + } + if (.@bc_rd == 2){ + mapannounce "hu_fild05","Dancer Kim: Yeah! Novuses are coming, my sister!",bc_map; + end; + } + else { + mapannounce "hu_fild05","Dancer Kim: Oh, you're tired so soon? It seems that I'll win this!",bc_map; + end; + } + } + end; +} + +hu_fild05,301,287,0 script #fildshout06 -1,20,20,{ + +OnTouch: + if (job_wan == 7){ + set .@bc_rd,(rand(1,3)); + if (.@bc_rd == 1){ + mapannounce "hu_fild05","Dancer Kim: It seems that your body is not in good condition. This time I must win.",bc_map; + end; + } + if (.@bc_rd == 2){ + mapannounce "hu_fild05","Dancer Kim: Ah, my nails are broken! It hurt... Forget about it...",bc_map; + end; + } + else { + mapannounce "hu_fild05","Dancer Kim: Oh, you're tired so soon? It seems that I'll win this!",bc_map; + end; + } + + } + end; +} + +hu_fild05,229,315,0 script #fildshout07 -1,20,20,{ + +OnTouch: + if (job_wan == 7){ + set .@bc_rd,(rand(1,3)); + if (.@bc_rd == 1){ + mapannounce "hu_fild05","Dancer Kim: It seems that your body is not in good condition. This time I must win.",bc_map; + end; + } + if (.@bc_rd == 2){ + mapannounce "hu_fild05","Dancer Kim: Ah, my nails are broken! It hurt... Forget about it...",bc_map; + end; + } + else { + mapannounce "hu_fild05","Dancer Kim: Oh, you're tired so soon? It seems that I'll win this!",bc_map; + end; + } + } + end; +} + +hu_fild05,146,309,0 script #fildshout08 -1,20,20,{ + +OnTouch: + if (job_wan == 7){ + set .@bc_rd,(rand(1,3)); + if (.@bc_rd == 1){ + mapannounce "hu_fild05","Dancer Kim: It seems that your body is not in good condition. This time I must win.",bc_map; + end; + } + if (.@bc_rd == 2){ + mapannounce "hu_fild05","Dancer Kim: Ah, my nails are broken! It hurt... Forget about it...",bc_map; + end; + } + else { + mapannounce "hu_fild05","Dancer Kim: Oh, you're tired so soon? It seems that I'll win this!",bc_map; + end; + } + } + end; +} + +hu_fild05,80,239,0 script #fildshout09 -1,20,20,{ + +OnTouch: + if (job_wan == 7){ + set .@bc_rd,(rand(1,3)); + if (.@bc_rd == 1){ + mapannounce "hu_fild05","Dancer Kim: It seems that your body is not in good condition. This time I must win.",bc_map; + end; + } + if (.@bc_rd == 2){ + mapannounce "hu_fild05","Dancer Kim: Ah, my nails are broken! It hurt... Forget about it...",bc_map; + end; + } + else { + mapannounce "hu_fild05","Dancer Kim: Oh, you're tired so soon? It seems that I'll win this!",bc_map; + end; + } + } + end; +} + +hu_fild05,69,147,0 script #fildshout10 -1,20,20,{ + +OnTouch: + if (job_wan == 7){ + set .@bc_rd,(rand(1,3)); + if (.@bc_rd == 1){ + mapannounce "hu_fild05","Dancer Kim: It seems that your body is not in good condition. This time I must win.",bc_map; + end; + } + if (.@bc_rd == 2){ + mapannounce "hu_fild05","Dancer Kim: Ah, my nails are broken! It hurt... Forget about it...",bc_map; + end; + } + else { + mapannounce "hu_fild05","Dancer Kim: Oh, you're tired so soon? It seems that I'll win this!",bc_map; + end; + } + } + end; +} + +xmas,148,131,0 script #wandergogo -1,3,3,{ + +OnTouch: + if (job_wan == 9){ + enablenpc "Dancer Kim#xmas"; + enablenpc "Guitar Song#xmas"; + enablenpc "Audience#xmas1"; + enablenpc "Audience#xmas2"; + enablenpc "Audience#xmas3"; + enablenpc "Audience#xmas4"; + enablenpc "Little Iraki#xm"; + enablenpc "Mimi#xmas"; + } + end; +} + +xmas,147,135,5 script Dancer Kim#xmas 485,{ + +if (job_wan == 9){ + if (Class == Job_Dancer || Class == Job_Gypsy || Class == Job_Baby_Dancer){ + if (BaseLevel < 99){ + mes "- task execution condition is not met, can not perform the task -"; + close; + } + if (JobLevel < 50){ + mes "- task execution condition is not met, can not perform the task -"; + close; + } + if (SkillPoint > 0){ + mes "- there are remaining skill points, can not perform the task -"; + close; + } + if (checkweight(1201,1) == 0){ + mes "- must be clear backpack, to perform the task -"; + close; + } + mes "- You see the ongoing performance of <Nuoli Ou> -"; + next; + emotion e_ho,"Guitar Song#xmas"; + emotion e_ho,"Dancer Kim#xmas"; + mes "[Guitar Song]"; + mes "Thump! Thump! Thump! Thump! Blue fish ~ ~"; + mes "Wind! Wind! Wind! Wind ~ ~"; + mes "Strong will remains invulnurable, even if nose bleeds. ~ ~"; + next; + emotion e_ho,"Audience#xmas1"; + emotion e_ho,"Audience#xmas2"; + emotion e_ho,"Audience#xmas3"; + emotion e_ho,"Audience#xmas4"; + emotion e_ho,"Little Iraki#xm"; + emotion e_ho,"Mimi#xmas"; + mes "[Audience]"; + mes "Ah ah ah ah ah - -!!!"; + mes "Great! <Nuo Li> is the best!!!"; + next; + mes "[Guitar Song]"; + mes "Hello, everyone!"; + next; + emotion e_lv,"Audience#xmas1"; + emotion e_lv,"Audience#xmas2"; + emotion e_lv,"Audience#xmas3"; + emotion e_lv,"Audience#xmas4"; + emotion e_lv,"Little Iraki#xm"; + emotion e_lv,"Mimi#xmas"; + mes "[Audience]"; + mes "Hello !!!!!"; + next; + mes "[Guitar Song]"; + mes "We search for love, search for the wind, this is the romantic traveling song of <Nuoli Ou>!"; + next; + emotion e_lv,"Audience#xmas1"; + emotion e_lv,"Audience#xmas2"; + emotion e_lv,"Audience#xmas3"; + emotion e_lv,"Audience#xmas4"; + emotion e_lv,"Little Iraki#xm"; + emotion e_lv,"Mimi#xmas"; + mes "[Audience]"; + mes "Ah ah ah ah ah ~ ~ !!"; + next; + mes "[Dancer Kim]"; + mes "In the beautiful village where fluttering snowflaces dance."; + mes "I'm very happy to be in Lutie!"; + next; + mes "[Audience]"; + mes "Wow ah ~ ~"; + next; + mes "[Dancer Kim]"; + mes "And... Today's show was almost canceled because of the mistakes I've made."; + next; + mes "[Guitar Song]"; + mes "I feel broken for hurting the heart of Dancer Kim."; + mes "And I would like to say sorry to her."; + next; + mes "[Dancer Kim]"; + mes "No, because I was too stubborn. I should apologize to you, my dear."; + next; + mes "[Dancer Kim]"; + mes "In fact, after I went home, I spend days being depressed until a good friend came to encourage me, and then we worked together to help me out!"; + next; + mes "[Dancer Kim]"; + mes "I think you'll prefer to see her dancing in close future!"; + mes "I watched her long time and she is a very talented person."; + next; + mes "[Dancer Kim]"; + mes "Let me introduce you!"; + next; + mes "[Dancer Kim]"; + mes "The hope and future of wanderers, the new shining star, "+strcharinfo(0)+"!"; + mapannounce "xmas","Dancer Kim: Let me introduce you! The hope and future of wanderers, the new shining star - "+strcharinfo(0)+"!",bc_map; + if(Class == Job_Baby_Dancer){ + jobchange Job_Baby_Wanderer; + } + else if (Class == Job_Dancer){ + jobchange Job_Wanderer; + } + else { + jobchange Job_Wanderer_T; + } + getitem 5758,1; // Swan + getitem 2795,1; // Green Apple Ring + set job_wan,10; + completequest 2222; + next; + mes "[Dancer Kim]"; + mes "Ha ha ha, are you surprised?"; + mes "Why are you staring blankly at me?"; + mes "Since you brought me here, you've completed all qualifications needed."; + next; + mes "[Dancer Kim]"; + mes "Like a beautiful swan!"; + mes "I want to see you dance and be jealous!"; + next; + mes "[Dancer Kim]"; + mes ""+strcharinfo(0)+"! I wish that you will achieve remarkable success in the future."; + mes "I hope will find your own partner. By that time, can we dance together?"; + next; + mes "[Guitar Song]"; + mes "Thanks to you, I've returned a valuable companion!"; + mes "I really thank you for everything. In the near future, I, Guitar Song, will write a song about you."; + disablenpc "Dancer Kim#xmas"; + disablenpc "Guitar Song#xmas"; + disablenpc "Audience#xmas1"; + disablenpc "Audience#xmas2"; + disablenpc "Audience#xmas3"; + disablenpc "Audience#xmas4"; + disablenpc "Little Iraki#xm"; + disablenpc "Mimi#xmas"; + close; + } + mes "- task execution condition is not met, can not perform the task -"; + close; +} +end; + +OnInit: + disablenpc "Dancer Kim#xmas"; + end; +} + +xmas,149,135,3 script Guitar Song#xmas 479,{ +end; + +OnInit: + disablenpc "Guitar Song#xmas"; + end; +} +xmas,142,130,7 script Audience#xmas1 711,{ +end; + +OnInit: + disablenpc "Audience#xmas1"; + end; +} + +xmas,145,127,7 script Audience#xmas2 712,{ +end; + +OnInit: + disablenpc "Audience#xmas2"; + end; +} + +xmas,151,127,7 script Audience#xmas3 716,{ +end; + +OnInit: + disablenpc "Audience#xmas3"; + end; +} + +xmas,154,129,1 script Audience#xmas4 797,{ +end; + +OnInit: + disablenpc "Audience#xmas4"; + end; +} + +xmas,149,127,1 script Mimi#xmas 714,{ +end; + +OnInit: + disablenpc "Mimi#xmas"; + end; +} + +xmas,148,127,7 script Little Iraki#xm 714,{ +end; + +OnInit: + disablenpc "Little Iraki#xm"; + end; +}
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