summaryrefslogtreecommitdiff
path: root/npc/re/quests
diff options
context:
space:
mode:
authorDastgir <dastgirpojee@rocketmail.com>2015-03-14 17:46:50 +0530
committerDastgir <dastgirpojee@rocketmail.com>2015-03-14 19:56:56 +0530
commite99f874d414ca88a256dad8deea4f014aeb3c5d7 (patch)
tree7ffac834cce7db03a9169508e007b7154f5ea1da /npc/re/quests
parent8e1884e7e61272e1fa7077cf5903f8451c9c5644 (diff)
downloadhercules-e99f874d414ca88a256dad8deea4f014aeb3c5d7.tar.gz
hercules-e99f874d414ca88a256dad8deea4f014aeb3c5d7.tar.bz2
hercules-e99f874d414ca88a256dad8deea4f014aeb3c5d7.tar.xz
hercules-e99f874d414ca88a256dad8deea4f014aeb3c5d7.zip
Eden Scripts: 100-140 Implemented
Diffstat (limited to 'npc/re/quests')
-rw-r--r--npc/re/quests/eden/100-110.txt1249
-rw-r--r--npc/re/quests/eden/111-120.txt1169
-rw-r--r--npc/re/quests/eden/121-130.txt803
-rw-r--r--npc/re/quests/eden/131-140.txt597
4 files changed, 3818 insertions, 0 deletions
diff --git a/npc/re/quests/eden/100-110.txt b/npc/re/quests/eden/100-110.txt
new file mode 100644
index 000000000..68b4429f6
--- /dev/null
+++ b/npc/re/quests/eden/100-110.txt
@@ -0,0 +1,1249 @@
+//===== Hercules Script ======================================
+//= Eden Group Quests - Mission [100-110]
+//===== By: ==================================================
+//= Capuche
+//===== Current Version: =====================================
+//= 1.1
+//===== Compatible With: =====================================
+//= Hercules
+//===== Description: =========================================
+//= [Official Conversion]
+//= Repeatable quests for players between BaseLevel 100 - 110.
+//===== Additional Comments: =================================
+//= 1.0 First version.
+//= 1.1 Some CleanUps. [Dastgir]
+//============================================================
+
+moc_para01,37,95,5 script Gelkah#1 4_F_GELKA,{
+ cutin "gelca01",2;
+ if (!checkweight(Knife,1) || (MaxWeight - Weight) < 5500) {
+ mes "^FF0000- Stop Here!! -";
+ mes "- You have too many items. -";
+ mes "- You cannot carry any more items. -";
+ mes "- Lighten your load and -";
+ mes "- try again. -^000000";
+ close2;
+ cutin "",255;
+ end;
+ }
+ mes "[Gelkah]";
+ if (!countitem(Para_Team_Mark)) {
+ mes "- You need to have an -";
+ mes "- ^4d4dff'Eden Group Mark'^000000 -";
+ mes "- to receive these missions. -";
+ close;
+ }
+ else if (BaseLevel < 100) {
+ mes "You're not a mature enough adventurer. You should be at least base level 100. So basically at least a third class.";
+ next;
+ mes "[Gelkah]";
+ mes "The request is from ^FF0000somewhere else^000000 other than Rune Midgard.";
+ }
+ else if (BaseLevel < 111) {
+ if (para_100lv01 == 0) {
+ mes "Adventurers!";
+ emotion e_heh;
+ next;
+ cutin "gelca03",2;
+ mes "[Gelkah]";
+ mes "I've recently received several requests from clients that need the help of Adventurers just like yourself.";
+ next;
+ if (select( "I like requests!", "A boring quest... No thanks!" ) == 2) {
+ mes "[Gelkah]";
+ mes "You know that harder requests yield better rewards right?";
+ next;
+ }
+ mes "[Gelkah]";
+ mes "Actually, I can't just accept just any schmo off the street. My Master hates indecisive people.";
+ next;
+ if (select( "Who's your master?", "I am not indecisive!" ) == 1) {
+ cutin "gelca03",2;
+ mes "[Gelkah]";
+ mes "That person standing next to me is my master... He came back after long journey of practice.";
+ next;
+ mes "[Gelkah]";
+ mes "I understand you might wonder why a Sura wants an Archbishop as a teacher...";
+ }
+ else {
+ cutin "gelca03",2;
+ mes "[Gelkah]";
+ if (BaseLevel < 110)
+ mes "You think you're a veteran just because you've become a third class...";
+ else
+ mes "I know you're not exactly a novice but my Master thinks you're no different from one. In my opinion, You are a great adventurer!";
+ }
+ next;
+ mes "[Gelkah]";
+ mes "We need adventurers that are willing to help. Will you help us?";
+ next;
+ cutin "gelca01",2;
+ if (select( "Ok, I'll help.", "I have no interest in helping you." ) == 2) {
+ mes "[Gelkah]";
+ mes "How do you know without doing it.";
+ }
+ else {
+ mes "[Gelkah]";
+ mes "That is what an Adventurer does!";
+ next;
+ mes "[Gelkah]";
+ mes "I would like to know if you are capable of doing a request. Let me see...";
+ next;
+ mes "[Gelkah]";
+ mes "Collect 50 ^ff0000Brigan.^000000 It is a simple and complicated test.";
+ next;
+ mes "[Gelkah]";
+ mes "It is easy to find from monsters at Turtle Island or at Glastheim.";
+ next;
+ mes "[Gelkah]";
+ mes "Lets do the real request after clearing the simple one.";
+ setquest 13002;// Brigan collecting
+ para_100lv01 = 1;
+ para_100lv02 += 1;
+ }
+ }
+ else if (para_100lv01 == 1) {
+ if (countitem(Brigan) > 49) {// Brigan
+ mes "Did you bring all the Brigans I asked for?";
+ next;
+ mes "[Gelkah]";
+ mes "I do not need to count one by one. This request is for selecting the best adventurer.";
+ next;
+ mes "[Gelkah]";
+ mes "Don't be upset because Master is ultimately responsible if an Adventurer gets injured during a request.";
+ next;
+ mes "[Gelkah]";
+ mes "Master decided that adventurer's safety is important because lots of new requests are dangerous.";
+ next;
+ cutin "rote01",2;
+ mes "[Rohtert]";
+ mes "Hmm...";
+ emotion e_pif,0,"Rohtert#12";
+ next;
+ cutin "gelca01",2;
+ mes "[Gelkah]";
+ mes "I hope you didn't peek. The Assessment for your capability of standard requests is almost done.";
+ next;
+ mes "[Gelkah]";
+ mes "No time to make ^ff0000The badge of advanced Eden Group.^000000";
+ next;
+ mes "[Gelkah]";
+ mes "^ff0000Time is money novice!^000000";
+ mes "I think that's what a true master would sound like right?";
+ next;
+ mes "[Gelkah]";
+ mes strcharinfo(0) +" will make a request list for you so go talk to my Master now and show your respects.";
+ delitem Brigan,50;// Brigan
+ completequest 13002;// Brigan collecting
+ para_100lv01 = 2;
+ getitem Courtesy_Ticket,1;// Courtesy_Ticket
+ }
+ else {
+ cutin "gelca02",2;
+ mes "Haven't found 50 Brigan yet? Master says that it's such a simple task...";
+ next;
+ mes "[Gelkah]";
+ mes "Please hurry up! We need a real adventurer to perform the request.";
+ }
+ }
+ else if (para_100lv01 == 2)
+ mes "Wait a minute. I am making a request list. I just do not know which one I have to give to you. I am a good man.";
+ else if (para_100lv01 > 2) {
+ mes "The request list is ready. Do you want to start?";
+ next;
+ switch( select( "Hunting Quests", "Inquire regards", "Show kindness pass" ) ) {
+ case 1:
+ mes "[Gelkah]";
+ mes "You don't need to take all requests at once. Choose a request area that suits your particular skills. One that enables you to perform the request and enjoy the trip at the same time.";
+ next;
+ switch( select( "Glastheim related request", "Ash Vacuum related request", "Ice Dungeon related request", "Magma Dungeon related request", "Other requests" ) ) {
+ case 1:
+ mes "[Gelkah]";
+ mes "Here are the requests from the Glastheim area.";
+ next;
+ switch( select( "Carat Hunting", "Arclouse Hunting", "Anolian Hunting", "Sting Hunting", "Majoruros Hunting" ) ) {
+ case 1:
+ mes "[Gelkah]";
+ if (questprogress(13004,PLAYTIME) == 1)
+ mes "You just finished a request. It is important that you rest for a while. There will always be a requests waiting for you.";
+ else if (questprogress(13003,HUNTING) == 1) {
+ cutin "ij��ī��",3; //carat_card
+ mes "This request is to clear ^0000FF30^000000 ^FF0000Carat^000000 inside of Glastheim castle's first floor.";
+ next;
+ cutin "gelca01",2;
+ mes "[Gelkah]";
+ mes "Please inform me when you've completed the request.";
+ }
+ else if (questprogress(13003,HUNTING) == 2) {
+ mes "Visiting to scary old castle must be tough. I am sure it would be a good experience for me someday.";
+ callsub S_Quest,13003,13004,106000,148000;
+ }
+ else {
+ cutin "ij��ī��",3; //carat_card
+ mes "This request is from a merchant from Morroc who is somehow losing business from these monsters in Glastheim.";
+ next;
+ mes "[Gelkah]";
+ mes "Eden Group is aware that this is not a great reason but a request is a request. So please clear ^FF000030 Carat^000000 monsters inside of Glastheim castle.";
+ callsub S_Quest,13004,13003;
+ }
+ break;
+ case 2:
+ mes "[Gelkah]";
+ if (questprogress(13006,PLAYTIME) == 1)
+ mes "You just finished a request. Please take a rest. There will always be a request for you.";
+ else if (questprogress(13005,HUNTING) == 1) {
+ cutin "��ũ���콺ī��",3; //arclouse_card
+ mes "Please clear ^FF000022 Arclouse^000000.";
+ next;
+ cutin "gelca01",2;
+ mes "[Gelkah]";
+ mes "Please inform me when you've cleared this request.";
+ }
+ else if (questprogress(13005,HUNTING) == 2) {
+ mes "You did a great job.";
+ emotion e_no1;
+ callsub S_Quest,13005,13006,106000,148000;
+ }
+ else {
+ cutin "��ũ���콺ī��",3; //arclouse_card
+ mes "Do you know there are beans used as food here in Rune Midgard? When an Arclouse rolls, it resembles a bean.";
+ next;
+ mes "[Gelkah]";
+ mes "Eden Group Headquarters wants to investigate the Arclouse as a possible mascot.";
+ next;
+ mes "[Gelkah]";
+ mes "Please clear ^FF000022 Arclouse^000000.";
+ if (callsub( S_Quest,13006,13005 ) == 0) {
+ mes "[Gelkah]";
+ mes "That is too bad. It was an interesting request.";
+ }
+ }
+ break;
+ case 3:
+ mes "[Gelkah]";
+ if (questprogress(13008,PLAYTIME) == 1)
+ mes "You just finished a request. Adventure is important but taking a rest is important too. There will always be a request waiting for.";
+ else if (questprogress(13007,HUNTING) == 1) {
+ cutin "�Ƴ��ī��",3; //anolian_card
+ mes "A monk is on a pilgrimage and seeks protection against some alligator-like creatures.";
+ next;
+ mes "[Gelkah]";
+ mes "Anyways, this request is to clear out Anolians in underground waterway to make way for a safe pilgrimage.";
+ next;
+ cutin "gelca01",2;
+ mes "[Gelkah]";
+ mes "Please inform me when you've cleared this request.";
+ }
+ else if (questprogress(13007,HUNTING) == 2) {
+ mes "You fared well with this request.";
+ callsub S_Quest,13007,13008,112000,186500;
+ }
+ else {
+ cutin "�Ƴ��ī��",3; //anolian_card
+ mes "Glastheim seems to be a good sacred place not only to adventurers but also to monks. I have no idea what really attracts them there.";
+ next;
+ mes "[Gelkah]";
+ mes "A Pilgrimage from the monastery to the underground waterway is a journey. The request is to clear ^FF000030 Anolian^000000 in the Glastheim sewer for a safe pilgrimage.";
+ callsub S_Quest,13008,13007;
+ }
+ break;
+ case 4:
+ mes "[Gelkah]";
+ if (questprogress(13010,PLAYTIME) == 1)
+ mes "You just finished a request. Adventure is important but taking a rest is important too. There will always be a request waiting for.";
+ else if (questprogress(13009,HUNTING) == 1) {
+ cutin "����ī��",3; //sting_card
+ mes "There are many Sting monsters in the underground waterway and underground cave so it will be easy to clear.";
+ next;
+ mes "[Gelkah]";
+ mes "The request is to clear ^FF000030 Sting^000000 in underground waterway and underground cave for a safe pilgrimage.";
+ next;
+ cutin "gelca01",2;
+ mes "[Gelkah]";
+ mes "Please inform me when you've cleared this request.";
+ }
+ else if (questprogress(13009,HUNTING) == 2) {
+ mes "Visiting to filthy and smelly underground must be tough. It would be a good experience for you.";
+ callsub S_Quest,13009,13010,112000,186500;
+ }
+ else {
+ cutin "����ī��",3; //sting_card
+ mes "Have you heard about a monk's pilgrimage? There are so many Stings in the underground waterway and cave so they disturb the peaceful monks.";
+ next;
+ mes "[Gelkah]";
+ mes "Master accepted this request because he respects those monks. The request is to clear ^FF000030 Sting^000000 monsters in underground waterway for a safe pilgrimage.";
+ callsub S_Quest,13010,13009;
+ }
+ break;
+ case 5:
+ mes "[Gelkah]";
+ if (questprogress(13012,PLAYTIME) == 1)
+ mes "You just finished a request. Adventure is important but taking a rest is important too. Pilgrimage will be continued so there will be another request again.";
+ else if (questprogress(13011,HUNTING) == 1) {
+ cutin "���������ν�ī��",3; //majoruros_card
+ mes "I wonder what the reason is behind these monk pilgrimages and why they keep doing it... There must be a hidden reason.";
+ next;
+ mes "[Gelkah]";
+ mes "I used to take care of the request but I am worried. The request is to clear ^FF000030 Majoruros^000000 from the 2nd floor of the underground cave.";
+ next;
+ cutin "gelca01",2;
+ mes "[Gelkah]";
+ mes "Please inform me when you've cleared this request.";
+ }
+ else if (questprogress(13011,HUNTING) == 2) {
+ mes "Visiting for a long pilgrimage must be tiring.";
+ mes "It would be a good experience for you.";
+ callsub S_Quest,13011,13012,112000,252000;
+ }
+ else {
+ cutin "���������ν�ī��",3; //majoruros_card
+ mes "The monk's pilgrimage destination is on the 2nd floor of the Glastheim castle underground cave. It is not an easy journey but will be a good experience.";
+ next;
+ mes "[Gelkah]";
+ mes "Majoururos is not easy to hunt so be careful. The request is to clear ^FF000030 Majoruros^000000 in the underground cave second floor.";
+ callsub S_Quest,13012,13011;
+ }
+ }
+ break;
+ case 2:
+ mes "[Gelkah]";
+ mes "There are many requests coming through from the Rune Midgards Expedition.";
+ next;
+ if (select( "Hunting Quests","Trauma" ) == 1) {
+ mes "[Gelkah]";
+ if (questprogress(13014,PLAYTIME) == 1)
+ mes "You just finished a request. Adventure is important but taking a rest is important too. Please take a rest. There will always be a request for you.";
+ else if (questprogress(13013,HUNTING) == 1) {
+ cutin "�ɱ�ŧ��ī��",3; //pinguicula_card
+ mes "Outbound space is mysterious.. Monsters are unique.";
+ next;
+ mes "[Gelkah]";
+ mes "This is an unusual request. Please clear ^FF000030 Pinguicula^000000.";
+ next;
+ cutin "gelca01",2;
+ mes "[Gelkah]";
+ mes "Please inform me when you've cleared this request.";
+ }
+ else if (questprogress(13013,HUNTING) == 2) {
+ mes "Visiting the Ash Vacuum must be tough.";
+ mes "It would be a good experience for you.";
+ callsub S_Quest,13013,13014,106000,148000;
+ }
+ else {
+ cutin "�ɱ�ŧ��ī��",3; //pinguicula_card
+ mes "Pinguicula is one of the first monsters that adventurers encounter when they step into the Ash Vacuum. They expect us to reduce monsters around the Expedition Camp.";
+ next;
+ mes "[Gelkah]";
+ mes "It is natural to have more accidents with new monsters. It is a common request. Please clear ^FF000030 Pinguicula^000000.";
+ callsub S_Quest,13014,13013;
+ }
+ }
+ else {
+ mes "[Gelkah]";
+ if (questprogress(13016,PLAYTIME) == 1)
+ mes "You just finished a request. Adventure is important but taking a rest is important too. Please take a rest. This request is not worth working so hard.";
+ else if (questprogress(13015,HUNTING) == 1) {
+ cutin "���ÿö󺣽���ī��",3; //luciola_vespa_card
+ mes "This is a strange request and a strange reason but we should accept it anyway.";
+ next;
+ mes "[Gelkah]";
+ mes "Please clear ^FF000030 Luciola Vespa^000000.";
+ next;
+ cutin "gelca01",2;
+ mes "[Gelkah]";
+ mes "Please inform me when you've cleared this request.";
+ }
+ else if (questprogress(13015,HUNTING) == 2) {
+ mes "It must be very tough to do such a strange request.";
+ callsub S_Quest,13015,13016,112000,186500;
+ }
+ else {
+ cutin "���ÿö󺣽���ī��",3; //luciola_vespa_card
+ mes "This is a very personal request. It is unusual but this request is from an adventurer who is friendly with Rohtert.. It is requested by Pretty Boy. Why did he write this?";
+ next;
+ mes "[Gelkah]";
+ mes "It is too personal that he got stung by a bee when he was young. It traumatized him so he can't travel to Ash Vacuum.";
+ next;
+ mes "Gelkah is staring at Rohtert.";
+ next;
+ mes "[Gelkah]";
+ mes "This seems to be a request for increased travelers to the new world. Please clear ^FF000030 Luciola Vespa^000000.";
+ callsub S_Quest,13016,13015;
+ }
+ }
+ break;
+ case 3:
+ mes "[Gelkah]";
+ mes "There are many request near or in the Ice Dungeon in Rachel.";
+ next;
+ switch( select( "Desert Wolf Hunting", "Snowier Hunting", "Ice Titans..." ) ) {
+ case 1:
+ mes "[Gelkah]";
+ if (questprogress(13018,PLAYTIME) == 1)
+ mes "You just finished a request. Adventure is important but taking a rest is important too.";
+ else if (questprogress(13017,HUNTING) == 1) {
+ cutin "����Ʈ����ī��",3; //desert_wolf_card
+ mes "Have you read old books? That is about an adventurer who was fighting with big wolves and it ended up with a friendship. It's called Samba's with Wolves.";
+ next;
+ mes "[Gelkah]";
+ mes "A novel is a novel. Please clear ^FF000030 Desert Wolf^000000 near the entrance to the Ice dungeon in Rachel.";
+ next;
+ cutin "gelca01",2;
+ mes "[Gelkah]";
+ mes "Please inform me when you've cleared this request.";
+ }
+ else if (questprogress(13017,HUNTING) == 2) {
+ mes "Wasn't that cute?";
+ mes "It would be a good experience for you.";
+ callsub S_Quest,13017,13018,106000,148000;
+ }
+ else {
+ cutin "����Ʈ����ī��",3; //desert_wolf_card
+ mes "The Ice cave is directly north of Rachel. The problem is that the Wolves frighten tourists when they are heading to see the Ice cave.";
+ next;
+ mes "[Gelkah]";
+ mes "It would be fun if we can talk and samba with wolves! Please clear ^FF000030 Desert Wolf^000000 near Ice dungeon.";
+ callsub S_Quest,13018,13017;
+ }
+ break;
+ case 2:
+ mes "[Gelkah]";
+ if (questprogress(13020,PLAYTIME) == 1)
+ mes "You just finished a request. Adventure is important but taking a rest is important too.";
+ else if (questprogress(13019,HUNTING) == 1) {
+ cutin "�����̾�ī��",3; //snowier_card
+ mes "Rough breath, insecure eyes, freezing cold.. It is not easy request so get yourself warm.";
+ next;
+ mes "[Gelkah]";
+ mes "Please clear ^FF000030 Snowier^000000 on the second floor of Ice dungeon.";
+ cutin "gelca01",2;
+ next;
+ mes "[Gelkah]";
+ mes "Please inform me when you've cleared this request.";
+ }
+ else if (questprogress(13019,HUNTING) == 2) {
+ mes "Visiting the freezing ice dungeon must be tough.";
+ mes "It would be a good experience for you.";
+ callsub S_Quest,13019,13020,106000,148000;
+ }
+ else {
+ cutin "�����̾�ī��",3; //snowier_card
+ mes "People who have been to ice dungeon say there are noisy monsters disturbing their visits. Please clear them if you can put up with it.";
+ next;
+ mes "[Gelkah]";
+ mes "Please clear ^FF000030 Snowier^000000 on the second floor of Ice dungeon.";
+ callsub S_Quest,13020,13019;
+ }
+ break;
+ case 3:
+ mes "[Gelkah]";
+ if (questprogress(13022,PLAYTIME) == 1)
+ mes "You just finished a request. Adventure is important but taking a rest is important too.";
+ else if (questprogress(13021,HUNTING) == 1) {
+ cutin "���̽�Ƽźī��",3; //ice_titan_card
+ mes "Please clear ^FF000030 Ice Titan^000000 at the Ice cave.";
+ next;
+ cutin "gelca01",2;
+ mes "[Gelkah]";
+ mes "Please inform me when you've cleared this request.";
+ }
+ else if (questprogress(13021,HUNTING) == 2) {
+ mes "Visiting that cold dark cave must be tough.";
+ mes "It would be a good experience for you.";
+ callsub S_Quest,13021,13022,112000,186500;
+ }
+ else {
+ cutin "���̽�Ƽźī��",3; //ice_titan_card
+ mes "Have you been to Ice cave north of Rachel? There are monsters called as Ice Titans deep in the dungeon. Scholars want to determine if they are golems or not.";
+ next;
+ mes "[Gelkah]";
+ mes "The request is to reduce the number of them for the scholar's safety. Please clear ^FF000030 Ice Titan^000000 at the Ice cave.";
+ callsub S_Quest,13022,13021;
+ }
+ }
+ break;
+ case 4:
+ mes "[Gelkah]";
+ mes "There is a request for monster hunts in Magma Dungeon. ^DA26DAPretty girl wanderer^000000 is requesting this from Comodo.";
+ next;
+ if (select( "Nightmare Terror Hunting","Deleter Hunting" ) == 1) {
+ mes "[Gelkah]";
+ if (questprogress(13024,PLAYTIME) == 1)
+ mes "You just finished a request. Thanks for keeping memory.. but You should take a rest.";
+ else if (questprogress(13023,HUNTING) == 1) {
+ cutin "����Ʈ�޾��׷�ī��",3; //nightmare_terror_card
+ mes "The memory of a girl is important ! Please clear ^FF000030 Nightmare Terror^000000.";
+ next;
+ cutin "gelca01",2;
+ mes "[Gelkah]";
+ mes "Please inform me when you've cleared this request.";
+ }
+ else if (questprogress(13023,HUNTING) == 2) {
+ mes "Consider the memory of others. There is stil abeauty in the world. It would be a good experience for you.";
+ callsub S_Quest,13023,13024,106000,148000;
+ }
+ else {
+ cutin "����Ʈ�޾��׷�ī��",3; //nightmare_terror_card
+ mes "This request is from a client that is sad because the magma dungeon is full of monsters when she came back to return after breaking up with her lover. Apparently, she spent a lot of time with him there and wants some peace.";
+ next;
+ mes "[Gelkah]";
+ mes "The memory of a girl is important! Please clear ^FF000030 Nightmare Terror^000000.";
+ callsub S_Quest,13024,13023;
+ }
+ }
+ else {
+ mes "[Gelkah]";
+ if (questprogress(13026,PLAYTIME) == 1)
+ mes "You just finished a request. Did you take enough time to cool down? Take enough rest.";
+ else if (questprogress(13025,HUNTING) == 1) {
+ cutin "���ߵ�����ī��",3; //flying_deleter_card
+ mes "A client showed a wonderful dance to a lover. One day, they were attacked from a Deleter while they are dancing in the magma dungeon.";
+ next;
+ mes "[Gelkah]";
+ mes "The attack ruined their dance and eventually their relationship because the guy blamed the girl for being attacked.";
+ next;
+ mes "[Gelkah]";
+ mes "Now she blames the Deleters so she has made this request. Please clear ^FF000030 Flying Deleter^000000.";
+ next;
+ cutin "gelca03",2;
+ mes "[Gelkah]";
+ mes "Please inform me when you've cleared this request.";
+ }
+ else if (questprogress(13025,HUNTING) == 2) {
+ cutin "gelca03",2;
+ mes "Eden Group protects love, justice and Midgard! hurrah!";
+ mes "It would be a good memory.";
+ callsub S_Quest,13025,13026,106000,148000;
+ }
+ else {
+ cutin "���ߵ�����ī��",3; //flying_deleter_card
+ mes "A client showed a wonderful dance to a lover. One day, they were attacked from a Deleter while they are dancing in the magma dungeon.";
+ next;
+ mes "[Gelkah]";
+ mes "The attack ruined their dance and eventually their relationship because the guy blamed the girl for being attacked.";
+ next;
+ mes "[Gelkah]";
+ mes "Now she blames the Deleters so she has made this request. Please clear ^FF000030 Flying Deleter^000000.";
+ callsub S_Quest,13026,13025;
+ }
+ }
+ break;
+ case 5:
+ mes "[Gelkah]";
+ mes "Here is a list of other requests from all over Rune Midgard.";
+ next;
+ switch( select( "Loli Ruri Hunting - Nifflheim", "Medusa Hunting - Comodo", "Anubis Hunting - Sphinx" ) ) {
+ case 1:
+ mes "[Gelkah]";
+ if (questprogress(13041,PLAYTIME) == 1)
+ mes "I think you should rest a bit. Even adventurers need their rest right?";
+ else if (questprogress(13040,HUNTING) == 1) {
+ cutin "�θ��縮ī��",3; //loli_ruri_card
+ mes "Eden Group is planning to send a notice that unmature adventurers are not sent to night time requests because it is too dangerous.";
+ next;
+ mes "[Gelkah]";
+ mes "I wonder why they are scheming this kind of ^FF0000nonsense^000000... makes me wonder if they even know anything about adventuring.";
+ next;
+ mes "[Gelkah]";
+ mes "We should accept this simple request before we start getting even more nonsense ones. Please clear ^FF000030 Loli Ruri^000000 in Nifflheim.";
+ next;
+ cutin "gelca02",2;
+ mes "[Gelkah]";
+ mes "Please inform me when you've cleared this request.";
+ }
+ else if (questprogress(13040,HUNTING) == 2) {
+ mes "Are you mentally wounded? I am happy that you're back safely.";
+ mes "It would be a good experience for you.";
+ callsub S_Quest,13040,13041,112000,186500;
+ }
+ else {
+ cutin "�θ��縮ī��",3; //loli_ruri_card
+ mes "A secret society requested the protection of the Eden Group from the Loli Ruris because they believe that they have mental powers.";
+ next;
+ mes "[Gelkah]";
+ mes "They said that they would heal Eden Group adventurers who are exhausted in exchange for the request but we're not sure they'll follow through.";
+ next;
+ mes "[Gelkah]";
+ mes "We should accept the simple request anyways. Please clear ^FF000030 Loli Ruri^000000 in Nifflheim.";
+ callsub S_Quest,13041,13040;
+ }
+ break;
+ case 2:
+ mes "[Gelkah]";
+ if (questprogress(13043,PLAYTIME) == 1)
+ mes "Adventure is important but taking a rest is important too.";
+ else if (questprogress(13042,HUNTING) == 1) {
+ cutin "�޵λ�ī��",3; //medusa_card
+ mes "I do not know why master likes this kind of request. He also used to say any request is a good request for an adventurer...";
+ next;
+ mes "[Gelkah]";
+ mes "Please clear ^FF000030 Medusa^000000 in the western cave of Comodo.";
+ next;
+ cutin "gelca01",2;
+ mes "[Gelkah]";
+ mes "Please inform me when you've cleared this request.";
+ }
+ else if (questprogress(13042,HUNTING) == 2) {
+ mes "How is Comodo beach? Take a look around instead of paying too much attention to the request.";
+ mes "It will be a good experience for sure.";
+ callsub S_Quest,13042,13043,106000,148000;
+ }
+ else {
+ cutin "�޵λ�ī��",3; //medusa_card
+ mes "This is a request from a hair designer in Alberta. He wants to know if the snakes on the Medusa's head are really snakes or fancy hair...";
+ next;
+ mes "[Gelkah]";
+ mes "Obviously they're snakes but who are we to stamp on this crazy guy's dreams right?";
+ next;
+ mes "[Gelkah]";
+ mes "My master accepted this request simply because it was insane. Please clear ^FF000030 Medusa^000000 monster in the west cave of Comodo.";
+ callsub S_Quest,13043,13042;
+ }
+ break;
+ case 3:
+ mes "[Gelkah]";
+ if (questprogress(13045,PLAYTIME) == 1)
+ mes "The request from Sphinx is done. Please take a rest.";
+ else if (questprogress(13044,HUNTING) == 1) {
+ cutin "�ƴ�����ī��",3; //anubis_card
+ mes "I shoud investigate about the client by myself but for now please clear ^FF000020 Anubis^000000 on the 4th floor of Sphinx dungeon.";
+ next;
+ cutin "gelca01",2;
+ mes "[Gelkah]";
+ mes "Please inform me when you've cleared this request.";
+ }
+ else if (questprogress(13044,HUNTING) == 2) {
+ cutin "gelca02",2;
+ mes "Sphinx dungeon is such a maze.";
+ mes "It would be a good experience for you.";
+ callsub S_Quest,13044,13045,112000,186500;
+ }
+ else {
+ cutin "�ƴ�����ī��",3; //anubis_card
+ mes "An anonymous client sent a request to help clear monsters in Sphinx dungeon because adventurers hardly visit Morocc anymore. The monsters seem to be running rampant there.";
+ next;
+ mes "[Gelkah]";
+ mes "Please clear ^FF000020 Anubis^000000 on the 4th floor of Sphinx dungeon.";
+ callsub S_Quest,13045,13044;
+ }
+ }
+ }
+ break;
+ case 2:
+ mes "[Gelkah]";
+ if (para_100lv02 < 20) {
+ .@ran = rand(1,3);
+ if (.@ran == 1)
+ mes "We are so busy taking requests that need to be taken care of. It is my first time handling so much pressure.";
+ else if (.@ran == 2)
+ mes "I thought Eden Group was busy but I could not imagine it is this much. I should do more as an adventurer!";
+ else {
+ cutin "gelca02",2;
+ mes "I wish I could have a glass of fresh fruit juice...";
+ }
+ }
+ else if (para_100lv02 < 40) {
+ .@ran = rand(1,3);
+ if (.@ran == 1) {
+ cutin "gelca03",2;
+ mes "Adventurers sometimes bring special things or trophies from where they visited for a request. It is very good!";
+ }
+ else if (.@ran == 2)
+ mes "If there is something good "+ strcharinfo(0) +" I will try to give you a couple things. I am not sure if there will be enough to give because of so many adventurers.";
+ else
+ mes "Handling documents must be difficult. It's so much easier to just be out in the field.";
+ }
+ else if (para_100lv02 < 60) {
+ if (para_100lv01 > 3) {
+ .@ran = rand(1,3);
+ if (.@ran == 1)
+ mes "I will let you know if there is something good.";
+ else if (.@ran == 2)
+ mes "Are you get used to the requests? It is weird that I am guiding adventurers instead of taking requests myself.";
+ else
+ mes "It will be good if you clear one at a time after receiving all the requests from Glastheim.";
+ }
+ else {
+ cutin "gelca03",2;
+ mes "I am busy but clearing a lot of requests "+ strcharinfo(0) +" I appreciate it. Lets see. I got some good food from an adventurer that he received during a request.";
+ next;
+ mes "[Gelkah]";
+ mes "Oops I ate all? Okay just one left. Please drop by later!";
+ para_100lv01 = 4;
+ getitem Seed_Of_Yggdrasil,1;// Seed_Of_Yggdrasil
+ }
+ }
+ else if (para_100lv02 < 80) {
+ cutin "gelca03",2;
+ if (para_100lv01 > 4)
+ mes "Cheer up! "+ strcharinfo(0) +" I'm not sure if he thinks of you as his pupil. He is just out of control.";
+ else {
+ mes "There are a lot of presents coming in whenever the requests are done efficiently. Here, take this as a prize.";
+ para_100lv01 = 5;
+ getitem Yggdrasilberry,1;// Yggdrasilberry
+ }
+ }
+ else if (para_100lv02 > 100) {
+ mes "It is tough work but also fun to with master right "+ strcharinfo(0) +"?";
+ next;
+ switch( select( "I hate that hot-tempered fool.", "I want you to be the master.", "I would follow you to any battle." ) ) {
+ mes "[Gelkah]";
+ case 1:
+ mes "I understand you. I got into a fight when I first met master in Mora village.";
+ next;
+ mes "[Gelkah]";
+ mes "He was almost crying when I first met him. It was difficult to pretend to lose to him. Please keep it a secret.";
+ emotion e_heh;
+ break;
+ case 2:
+ if (Sex == 1)
+ mes "I'm not sure if I'm cut out for that job. Besides...";
+ else
+ mes "I am sorry to say this but I am the only pupil of master now and forever... He said ^FF0000I don't need an ugly female pupil^000000 but I still stick to him.";
+ break;
+ case 3:
+ cutin "gelca04",2;
+ mes "Oh no... Please don't do that. I am sorry please keep it as a secret to a master. I was careless.";
+ emotion e_shy;
+ break;
+ }
+ next;
+ cutin "gelca03",2;
+ mes "[Gelkah]";
+ if (para_100lv01 > 5)
+ mes "Good luck on the remained requests.";
+ else {
+ mes "Good luck on the remained request. ^FF0000Master says he has something to say to you.^000000";
+ para_100lv01 = 6;
+ }
+ }
+ else
+ mes "I am sorry but I am a little bit busy. Can we talk later?";
+ break;
+ case 3:
+ mes "[Gelkah]";
+ cutin "gelca03",2;
+ mes "Did you bring the kindness pass?";
+ next;
+ if (countitem(Courtesy_Ticket) > 0) {// Courtesy_Ticket
+ if (select( "The ^FF0000kindness pass^000000?", "Exchange pass for prizes." ) == 1) {
+ mes "[Gelkah]";
+ mes "I know it sounds childish. Right? The shape is just like the card we used to play when we were kids.";
+ next;
+ if (select( "A card? What is it?", "Uh, yeah those were fun..." ) == 1) {
+ cutin "gelca02",2;
+ mes "[Gelkah]";
+ mes "I am sorry... It must be popular only in our village. Throw, heat and let it fly it.";
+ emotion e_sry;
+ next;
+ }
+ cutin "gelca01",2;
+ mes "[Gelkah]";
+ mes "As you see, master made it himself and put his picture on it. He used to travel aroung for looking for the paper material to make the card.";
+ next;
+ cutin "gelca02",2;
+ mes "[Gelkah]";
+ mes "If they were not filed properly, the request of looking for a paper will be included to the request list.";
+ next;
+ mes "[Gelkah]";
+ mes "He is very kind even though he doesn't look like it. Master used it to give something to adventurers for their devotion.";
+ next;
+ cutin "gelca01",2;
+ mes "[Gelkah]";
+ mes "Give the story about adventure or trophy by using 1,10,20 and 30 cards.";
+ next;
+ mes "[Gelkah]";
+ mes "It will be agood experience if you listen to the story of adventurer. There are so much adventure that we heard from a master.";
+ next;
+ mes "[Gelkah]";
+ mes "If you are matured enough not to need a request Make sure that you are not allowed to use a pass.";
+ }
+ else {
+ mes "[Gelkah]";
+ mes "How do you want to use this pass?";
+ next;
+ if (select( "Exchange for prizes", "Listen to a story and get EXP" ) == 1) {
+ cutin "gelca03",2;
+ mes "[Gelkah]";
+ mes "You can pick a trophy in this bag. Please do not be disappointed even if you picked up something you do not want. How many do you want to exchange?";
+ next;
+ .@amount = select( "Exchange kindness ^FF00001^000000 pass", "Exchange kindness ^FF000010^000000 pass" ) == 1 ? 1 : 10;
+ mes "[Gelkah]";
+ mes "Please give me a pass and put your hand in a bag to pick.";
+ next;
+ if (countitem(Courtesy_Ticket) < .@amount) {// Courtesy_Ticket
+ mes "[Gelkah]";
+ mes "^FF0000Kindness pass^000000 is insufficient.";
+ }
+ else {
+ mes "browsing";
+ next;
+ .@ran = rand(1,1000);
+ if (.@amount == 1) {
+ if (.@ran <= 100)
+ setarray .@item[0],Blue_Potion,2;
+ else if (.@ran <= 200)
+ setarray .@item[0],White_Slim_Potion,10;
+ else if (.@ran == 333)
+ setarray .@item[0],Old_Blue_Box,1;
+ else if (.@ran == 777)
+ setarray .@item[0],Old_Violet_Box,1;
+ else
+ setarray .@item[0],White_Slim_Potion,5;
+ }
+ else {
+ if (.@ran <= 100)
+ setarray .@item[0],Seed_Of_Yggdrasil,1;
+ else if (.@ran <= 200)
+ setarray .@item[0],White_Slim_Potion,100;
+ else if (.@ran >= 300 && .@ran <= 399)
+ setarray .@item[0],Old_Blue_Box,1;
+ else if (.@ran >= 600 && .@ran <= 650)
+ setarray .@item[0],Old_Card_Album,1;
+ else if (.@ran >= 700 && .@ran <= 800)
+ setarray .@item[0],Old_Violet_Box,1;
+ else
+ setarray .@item[0],White_Slim_Potion,60;
+ }
+ delitem Courtesy_Ticket,.@amount;
+ getitem .@item[0], .@item[1];
+ mes "You reach into the bag and grab ^0000FF"+ .@item[1] +" "+ getitemname(.@item[0]) +"^000000.";
+ next;
+ if (.@amount == 10)
+ cutin "gelca03",2;
+ mes "[Gelkah]";
+ mes "Make good use of it.";
+ }
+ }
+ else {
+ mes "[Gelkah]";
+ mes "Ok, I've got a story for you in exchange for the kindness pass.";
+ next;
+ switch( select( "Give ^FF000010^000000 kindness pass", "Give ^FF000020^000000 kindness pass", "Give ^FF000030^000000 kindness pass" ) ) {;
+ case 1:
+ mes "[Gelkah]";
+ if (countitem(Courtesy_Ticket) < 10)// Courtesy_Ticket
+ mes "You don't have enough kindness passes.";
+ else {
+ .@story = rand(1,3);
+ if (.@story == 1) {
+ cutin "gelca02",2;
+ mes "Have you seen the sunken ship near Alberta?";
+ next;
+ mes "Master Rohter and I traveled deep into the ship and battled a monster known as ^FF0000Drake^000000. That day I was determined that I would be the best adventurer.";
+ .@exp = 200000;
+ .@jexp = 148000;
+ }
+ else if (.@story == 2) {
+ cutin "gelca03",2;
+ mes "One time, master and I went to the cave west of Comodo and when we saw the Medusa monster...";
+ next;
+ mes "Oh boy the look on his face was priceless!";
+ emotion e_lv2;
+ emotion e_dots,1;
+ .@exp = 180000;
+ .@jexp = 168000;
+ }
+ else {
+ mes "I once got lost in a maze north of Prontera. I thought I was going in circles forever until I finally made it out.";
+ next;
+ mes "Rumor has it that if you get lost in that maze you'll turn into one of the monsters there.";
+ .@exp = 220000;
+ .@jexp = 128000;
+ }
+ if (JobLevel < 6)
+ .@jexp = 106000;
+ getexp .@exp,.@jexp;
+ delitem Courtesy_Ticket,10;
+ para_100lv02 += 1;
+ }
+ break;
+ case 2:
+ mes "[Gelkah]";
+ if (countitem(Courtesy_Ticket) < 20)// Courtesy_Ticket
+ mes "You don't have enough kindness passes.";
+ else {
+ .@story = rand(1,3);
+ if (.@story == 1) {
+ cutin "gelca04",2;
+ mes "Once I found a secret route to get to Jawaii... It's only for couples but some of us know how to get there still.";
+ next;
+ mes "Kind of useless to be there without a partner but oh well.";
+ emotion e_lv;
+ .@exp = 550000;
+ .@jexp = 340000;
+ }
+ else if (.@story == 2) {
+ cutin "gelca03",2;
+ mes "So one time, master was part of a guild called wing something... Chicken wing...?";
+ next;
+ mes "It was a fun guild because no one took things seriously but master got tired of their laziness so he left.";
+ .@exp = 400000;
+ .@jexp = 240000;
+ }
+ else {
+ mes "Have you been up to ^FF0000endless tower^000000? Master and I went there but only got to the 20th floor because his knee gave out while climbing...";
+ next;
+ mes "^FF0000Endless tower^000000 is somewhere in the sea. You have to find a guy named Jansor or Jans-something in Alberta and he'll sail you there.";
+ .@exp = 550000;
+ .@jexp = 290000;
+ }
+ if (JobLevel < 6)
+ .@jexp = 206000;
+ getexp .@exp, .@jexp;
+ delitem Courtesy_Ticket,20;
+ para_100lv02 += 1;
+ }
+ break;
+ case 3:
+ mes "[Gelkah]";
+ if (countitem(Courtesy_Ticket) < 30)// Courtesy_Ticket
+ mes "You don't have enough kindness passes.";
+ else {
+ .@story = rand(1,2);
+ if (.@story == 1) {
+ cutin "gelca04",2;
+ mes "Master's guild was dismissed at the Ash Vacuum because their guild master went missing after a battle with some Cornus monsters.";
+ next;
+ mes "[Gelkah]";
+ mes "Ever since then he started being mean to weaker adventurers...";
+ next;
+ mes "[Gelkah]";
+ mes "I don't think he ever saw that guild master again after that day.";
+ getexp 650000,488000;
+ }
+ else {
+ cutin "gelca03",2;
+ mes "[Gelkah]";
+ mes "Master started out as a popular support Monk at the Prontera monastery.";
+ next;
+ mes "[Gelkah]";
+ mes "But he was also regarded as a troublemaker because of his competitive nature so he left.";
+ getexp 700000,430000;
+ }
+ delitem Courtesy_Ticket,30;
+ para_100lv02 += 1;
+ }
+ break;
+ }
+ }
+ }
+ }
+ else {
+ mes "[Gelkah]";
+ mes "Please come back to me if you are received more kindness passes!";
+ }
+ }
+ }
+ }
+ else {
+ cutin "gelca03",2;
+ if (para_100lv02 > 100)
+ mes strcharinfo(0) +"! You did a good job! There are more requests but reserve them for the other adventurers.";
+ if (para_100lv02 < 101)
+ mes "I do not think you are suitable to the request I can give. Please find other adventures.";
+ callsub S_Hunting,13003,106000,148000,"Carat";// <quest id>, <job exp if joblevel < 6>, <job exp>, <quest name>
+ callsub S_Hunting,13005,106000,148000,"Arclouse";
+ callsub S_Hunting,13007,112000,186500,"Anolian";
+ callsub S_Hunting,13009,112000,186500,"Sting";
+ callsub S_Hunting,13011,112000,252000,"Majoruros";
+ callsub S_Hunting,13013,106000,148000,"Pinguicula";
+ callsub S_Hunting,13015,112000,186500,"Luciola Vespa";
+ callsub S_Hunting,13017,106000,148000,"Desert Wolf";
+ callsub S_Hunting,13019,106000,148000,"Snowier";
+ callsub S_Hunting,13021,112000,186500,"Ice Titan";
+ callsub S_Hunting,13023,106000,148000,"Nightmare Terror";
+ callsub S_Hunting,13025,106000,148000,"Flying Deleter";
+ callsub S_Hunting,13040,112000,186500,"Loli Ruri";
+ callsub S_Hunting,13042,106000,148000,"Medusa";
+ callsub S_Hunting,13044,112000,186500,"Anubis";
+ setarray .@quest_id[0],13004,13006,13008,130010,13012,13014,13016,13018,13020,13022,13024,13026,13041,13043,13045;
+ for ( .@i = 0; .@i < 15; .@i++ ) {
+ if (questprogress(.@quest_id[.@i],PLAYTIME) == 2)
+ erasequest .@quest_id[.@i];
+ }
+ }
+ close2;
+ cutin "",255;
+ end;
+S_Quest:
+ if (getarg(2,0)) {
+ getitem Courtesy_Ticket,1;// Courtesy_Ticket
+ para_100lv02 += 1;
+ if (JobLevel < 6)
+ getexp 550000,getarg(1);
+ else
+ getexp 550000,getarg(2);
+ }
+ else {
+ next;
+ cutin "gelca01",2;
+ if (select( "Accept the request.","Decline." ) == 2)
+ return 0;
+ mes "[Gelkah]";
+ mes "Please inform me when you've cleared the request.";
+ if (getarg(0) == 13012) {
+ next;
+ mes "[Gelkah]";
+ mes "The journey to the lowest floor of Glastheim is a long trip but it can be fun if you go with a party.";
+ }
+ }
+ if (questprogress(getarg(0)))
+ erasequest getarg(0);
+ setquest getarg(1);
+ return 1;
+
+S_Hunting:
+ switch( questprogress(getarg(0),HUNTING) ) {
+ case 0:
+ return;
+ case 1:
+ next;
+ mes "[Gelkah]";
+ mes "^FF0000"+ getarg(3) +" ^000000 - Quest is Under Progress.";
+ mes "Quest has been handed over to other adventurer.";
+ mes "Please Look for new Adventure";
+ break;
+ case 2:
+ next;
+ mes "[Gelkah]";
+ mes "You completed the request";
+ mes "^FF0000"+ getarg(3) +" Hunting^000000.";
+ mes "I will mark you down as having completed this request.";
+ para_100lv02 += 1;
+ if (JobLevel < 6)
+ getexp 550000,getarg(1);
+ else
+ getexp 550000,getarg(2);
+ break;
+ }
+ erasequest getarg(0);
+}
+
+moc_para01,41,95,5 script Rohtert#12 4_M_ROTERT,{
+ mes "[Rohtert]";
+ if (!countitem(Para_Team_Mark)) {// Para_Team_Mark
+ cutin "rote01",2;
+ mes "You are not even a member of Eden Group. What are you doing here?";
+ mes "I'm only dealing with base level ^FF0000100 - 110^000000 adventurers.";
+ }
+ else {
+ cutin "rote03",2;
+ mes "......";
+ next;
+ mes "[Rohtert]";
+ if (BaseLevel < 100)
+ mes "Such a novice... go and train yourself more. What? Don't like the way I talk? Then get stronger.";
+ else if (BaseLevel > 110) {
+ mes "You are a little bit too mature of an adventurer. You have no business with me. Just leave. My business is with new third class adventurers up to level 110.";
+ if (questprogress(13047,PLAYTIME) == 2)
+ erasequest 13047;
+ if (questprogress(13049,PLAYTIME) == 2)
+ erasequest 13049;
+ if (questprogress(13048,HUNTING))
+ erasequest 13048;
+ if (questprogress(13046,HUNTING))
+ erasequest 13046;
+ }
+ else if (para_100lv01 < 2) {
+ mes "Yeah waddya want from me kid? You think I'm just gonna say ok I'll be your master and teach you everything I know?";
+ next;
+ mes "[Rohtert]";
+ mes "I'm not a charity so get lost.";
+ }
+ else if (para_100lv01 == 2) {
+ mes "You a new adventurer?";
+ next;
+ mes "[Rohtert]";
+ mes "There are so much things to do and you're wasting your time with me. Talk to Gelkah she's more chatty than I'll ever be to you.";
+ next;
+ mes "[Rohtert]";
+ mes "You seem brave enough to be a good adventurer but you're nothing but a Novice in my eyes.";
+ para_100lv01 = 3;
+ }
+ else if (para_100lv01 == 3) {
+ mes "I used to an adventurer for the Eden Group just like you but of course I was the best.";
+ next;
+ mes "[Rohtert]";
+ mes "I guess I'm retired now because my adventuring skills are just too good to compete with all you kids.";
+ }
+ else if (para_100lv01 == 4) {
+ mes "Anyway, I'm doing this a favor to the Eden Group.";
+ next;
+ mes "[Rohtert]";
+ mes "I am looking for someone who regards friendship or loyalty like a Spoon Stub.";
+ next;
+ if (select( "A Spoon what?", "You're a bad person." ) == 1) {
+ cutin "rote03",2;
+ mes "[Rohtert]";
+ mes "You know? A Spoon Stub. Zombie Prisoners drop them and they seem like they're usefull but really they're kinda worthless.";
+ next;
+ mes "[Rohtert]";
+ mes "Anyway, I guess you seem like the loyal type... sort of...";
+ }
+ else {
+ mes "[Rohtert]";
+ mes "That makes me feel weird. That is not bad but I guess I'm bad and I don't care.";
+ }
+ next;
+ cutin "rote04",2;
+ mes "[Rohtert]";
+ mes "Remember to stay brave you silly adventurer.";
+ }
+ else if (para_100lv01 == 5) {
+ cutin "rote03",2;
+ mes "Okay ! You are doing the best that you can do.";
+ next;
+ mes "[Rohtert]";
+ mes "I am afraid if you are becoming like Gelkah. She's like a lost puppy. Don't be like her. Okay?";
+ }
+ else if (para_100lv01 == 6) {
+ cutin "rote03",2;
+ mes "You busy looking all around.";
+ next;
+ mes "[Rohtert]";
+ if (questprogress(13046) == 2) {
+ if (questprogress(13047,PLAYTIME) == 1) {
+ mes "I am done with my business.";
+ mes "I am responsible for clearing documents. I hate doing this stuff.";
+ next;
+ mes "[Rohtert]";
+ mes "I guess I should talk to him one more time... Come back tomorrow!";
+ }
+ else if (questprogress(13047,PLAYTIME) == 2) {
+ mes "Oh, how long has it been?";
+ erasequest 13047;// Tendrilion Request Timer
+ }
+ else if (questprogress(13049,PLAYTIME) == 1)
+ mes "White is a paper and black is a letters. I hate public documents. But, I have to do this so I am busy for a while.";
+ else if (questprogress(13048,HUNTING) == 1)
+ mes "I know that hunting the Tens Drillion can't be too difficult for you.";
+ else if (questprogress(13048,HUNTING) == 2) {
+ cutin "rote02",2;
+ mes "Good ! You are becoming a good adventurer! Do your best!";
+ erasequest 13048;// Tendrilion Request
+ setquest 13049;// Tendrilion Request Timer
+ getexp 352000,253000;
+ }
+ else {
+ cutin "rote02",2;
+ mes "Tens Drillion I think we should teach it more lessons to show it who's boss!";
+ next;
+ if (select( "Lets give a good lesson for sure.", "I think once is enough." ) == 2) {
+ mes "[Rohtert]";
+ mes "It is fine there are still many adventurers that can do this.";
+ }
+ else {
+ cutin "rote04",2;
+ mes "[Rohtert]";
+ mes "It is not because I am coward.";
+ next;
+ mes "[Rohtert]";
+ mes "Good luck. Make sure you finish it off this time. Hah hah!";
+ if (questprogress(13049,PLAYTIME) == 2)
+ erasequest 13049;
+ setquest 13048;// Tendrilion Request
+ }
+ }
+ }
+ else if (questprogress(13046,HUNTING) == 1)
+ mes "You still there novice? If you can't handle this by yourself then ask your friends because this is not the easiest thing to do.";
+ else if (questprogress(13046,HUNTING) == 2) {
+ mes "Oh you're back safely!";
+ mes "I guess you're not a scrub like I thought you were.";
+ completequest 13046;// Tendrilion Request
+ setquest 13047;// Tendrilion Request Timer
+ getexp 352000,253000;
+ }
+ else {
+ cutin "rote04",2;
+ mes "Do you mind doing a simple errand?";
+ next;
+ if (select( "No I don't mind!", "Simple errands are for simpletons." ) == 2) {
+ mes "[Rohtert]";
+ mes "You are a strange adventurer...";
+ }
+ else {
+ mes "[Rohtert]";
+ mes "One fine windy day, I was collecting flowers in west south of the Rune Midgard Allied Forces Post to fulfill an Eden Group request.";
+ next;
+ mes "[Rohtert]";
+ mes "Then that one suddenly showed up.";
+ next;
+ select("One what?");
+ cutin "rote02",2;
+ mes "[Rohtert]";
+ mes "It was a ^FF0000Tens Drillion.^000000";
+ next;
+ cutin "gelca03",2;
+ mes "[^FF0000Gelkah^000000]";
+ mes "Oops! Its actually ^FF0000Tendrilion^000000!! Master!";
+ next;
+ cutin "rote04",2;
+ mes "[Rohtert]";
+ mes "Yeah yeah potato po-tah-toh!";
+ emotion e_pif;
+ next;
+ cutin "gelca02",2;
+ mes "[^FF0000Gelkah^000000]";
+ mes "......";
+ next;
+ cutin "rote04",2;
+ mes "[Rohtert]";
+ mes "We realized when we faced the eyes of the beast that it looked like a lion but it isn't any normal animal.";
+ emotion e_pif;
+ next;
+ mes "[Rohtert]";
+ mes "^8008F8I knew that it was kill or be killed.^000000";
+ next;
+ mes "[Rohtert]";
+ mes "Of course I beat that beast easily! It was easier than taking candy from a Poring.";
+ next;
+ mes "[Rohtert]";
+ mes "But to my surprise, the beast got back up. I was forced to beat it down 12 more times before it stayed down. This was not a normal Tens Drillion.";
+ next;
+ mes "[Rohtert]";
+ mes "I heard it is still wandering place to palce but I am kind of busy now.";
+ next;
+ mes "[Rohtert]";
+ mes "I want you to take care of it. For me it was fine to be there alone. But for you.. I recommend you to bring more adventurers.";
+ next;
+ select("You sure you did this yourself?");
+ mes "[Rohtert]";
+ mes "The fact that I am strong is more important than the number. Just go there and take the beast out.";
+ next;
+ mes "[Rohtert]";
+ mes "You'll find it west of the Rune Midgard Allied Forces Post at the Ash Vacuum.";
+ next;
+ select("I guess I have no choice.");
+ cutin "rote03",2;
+ mes "[Rohtert]";
+ mes "You still there novice? If you can not handle by yourself then ask to your friends because it is not easy one.";
+ next;
+ cutin "gelca02",2;
+ mes "[^FF0000Gelkah^000000]";
+ mes "......."+ strcharinfo(0) +" wait...";
+ next;
+ cutin "gelca01",2;
+ mes "[^FF0000Gelkah^000000]";
+ mes "If you find it don't be scared. Master did not have to fight the Tendrilion 12 times.";
+ next;
+ cutin "gelca03",2;
+ mes "[^FF0000Gelkah^000000]";
+ mes "In fact, master was so drunk he barely remembers the thing.";
+ next;
+ cutin "gelca04",2;
+ mes "[^FF0000Gelkah^000000]";
+ mes "I just left it alone because it was a little bit cute that a master was fighting with one Tendrilion. Now its becoming a problem.";
+ next;
+ cutin "gelca01",2;
+ mes "[^FF0000Gelkah^000000]";
+ mes "Please come back after clearing one Tendrilion. Oh and please keep this a secret from master.";
+ setquest 13046;// Tendrilion Request
+ }
+ }
+ }
+ }
+ close2;
+ cutin "",255;
+ end;
+}
diff --git a/npc/re/quests/eden/111-120.txt b/npc/re/quests/eden/111-120.txt
new file mode 100644
index 000000000..888ba0413
--- /dev/null
+++ b/npc/re/quests/eden/111-120.txt
@@ -0,0 +1,1169 @@
+//===== Hercules Script ======================================
+//= Eden Group Quests - Mission [111-120]
+//===== By: ==================================================
+//= Capuche
+//===== Current Version: =====================================
+//= 1.1
+//===== Compatible With: =====================================
+//= Hercules
+//===== Description: =========================================
+//= [Official Conversion]
+//= Repeatable quests for players between BaseLevel 111 - 120.
+//===== Additional Comments: =================================
+//= 1.0 First version.
+//= 1.1 Some CleanUps. [Dastgir]
+//============================================================
+
+moc_para01,17,95,5 script Mingmin#1 4_F_GENETIC,{
+ mes "[Mingmin]";
+ if (!countitem(Para_Team_Mark)) {// Para_Team_Mark
+ cutin "min02",0;
+ mes "A stranger. This place is supposed to be for Eden Group Members only.";
+ mes "I'm in need base level ^FF0000111 - 120^000000 adventurers to help my research.";
+ }
+ else if (!para_110lv01) {
+ cutin "min02",0;
+ mes "......";
+ emotion e_dot;
+ next;
+ mes "[Mingmin]";
+ mes "(Wow...)";
+ next;
+ mes "The Geneticist is muttering to herself.";
+ next;
+ mes "[Mingmin]";
+ mes "...";
+ next;
+ mes "[Mingmin]";
+ mes "......";
+ next;
+ mes "[Mingmin]";
+ mes "^0000ffA question: Art thou my servant?^000000";
+ next;
+ mes "["+ strcharinfo(0) +"]";
+ mes "(What's this lady talking about?)";
+ emotion e_dot,1;
+ next;
+ mes "[Mingmin]";
+ mes "Answer me!";
+ mes "Art thou my servant?";
+ emotion e_dot;
+ next;
+ select( "I am not.", "You be trippin'?" );
+ mes "[Mingmin]";
+ mes "Thou art not? Splendid...because I deigned that any servant of mine would have more dignity.";
+ emotion e_sigh;
+ next;
+ mes "[Mingmin]";
+ mes "Well, non-servant...What are you looking for here?";
+ next;
+ if (select( "Nothing in particular.", "Quests! Who are you?" ) == 1) {
+ mes "[Mingmin]";
+ mes "That is acceptable, I hope ye find what ye seek.";
+ emotion e_ok;
+ }
+ else {
+ mes "[Mingmin]";
+ mes "Oh me? I am ^E51BD8Busaner Mingmin^000000 and I'm researching monsters by request of the Eden Group.";
+ next;
+ mes "[Mingmin]";
+ mes "I used to collect fungus and mold alone at my mountain lab. Since then, I joined a group looking for new monsters...";
+ next;
+ mes "[Mingmin]";
+ mes "With all my experience, they actually made me a professor here at the Eden Group.";
+ next;
+ mes "[Mingmin]";
+ mes "Anyways, there is a pressing task I must complete, please excuse me for a moment.";
+ para_110lv01 = 1;
+ }
+ }
+ else if (para_110lv01 == 1) {
+ cutin "min02",0;
+ mes "^0C0CF2Pop quiz hot shot: Art thou my servant?^000000";
+ next;
+ select("No~ I'm "+ strcharinfo(0) +" remember?");
+ mes "[Mingmin]";
+ mes "Oh I have met you before, living in a house full of fungus seems to cause memory loss.";
+ emotion e_gasp;
+ next;
+ mes "[Mingmin]";
+ mes "Who were you again?";
+ emotion e_what;
+ next;
+ select("Eden Group requests and research");
+ mes "[Mingmin]";
+ mes "Ah, that I do remember.";
+ next;
+ mes "[Mingmin]";
+ mes "I am collecting information on the flora and fauna of Rune Midgard for the Eden Group.";
+ next;
+ mes "[Mingmin]";
+ mes "The intention is to scientifically catalog and itemize the dangers of the world. I do not like this idea personally.";
+ next;
+ mes "[Mingmin]";
+ mes "Theory will only take you so far in this world.";
+ next;
+ mes "[Mingmin]";
+ mes "Morever, an adventurer who travelled outside of Rune-Midgarts should be experienced enough to know themselves.";
+ next;
+ mes "[Mingmin]";
+ mes "This is ^ff0000my opinion^000000 only so do not concern thyself.";
+ next;
+ mes "[Mingmin]";
+ mes "Well, after all this talking I need to take a rest. My feet are rather tired.";
+ emotion e_yawn;
+ para_110lv01 = 2;
+ }
+ else if (para_110lv01 == 2) {
+ cutin "min02",0;
+ mes "Oh, "+ strcharinfo(0) +" its you... it is good you have ed, I was bored.";
+ next;
+ mes "[Mingmin]";
+ mes "Where was I? I just finished talking about the Eden Group's duty to protect others from danger.";
+ next;
+ mes "[Mingmin]";
+ mes "To protect more people, I think they need adventurers who have experienced things first-hand.";
+ next;
+ mes "[Mingmin]";
+ mes "So we need those brave or foolhardy enough to venture out to gather info in the field.";
+ next;
+ select("Sounds dangerous... when can I start?");
+ mes "[Mingmin]";
+ mes "Talk to me in a second and we'll get going.";
+ emotion e_yawn;
+ para_110lv01 = 3;
+ }
+ else if (para_110lv01 == 3) {
+ cutin "min02",0;
+ mes "Question "+ strcharinfo(0) +"! I was practising because new servant is coming soon.";
+ next;
+ select("Waddya mean new servant?");
+ mes "[Mingmin]";
+ mes "Oh...sorry, I meant squire...";
+ mes "I mean adventurer...";
+ emotion e_gasp;
+ next;
+ mes "[Mingmin]";
+ mes "Sorry, the fungus in my home has been getting quite rampant.";
+ next;
+ mes "[Mingmin]";
+ mes "I found Rohtert is working here when I arrived with a request from Eden Group.";
+ next;
+ if (para_100lv02 > 100) {
+ mes "[Mingmin]";
+ mes "Thou has met him prior to now? I do have a history with him.";
+ }
+ else {
+ mes "[Mingmin]";
+ mes "The guy with white hair by the entrance. You should drop by if you are interested, he is managing level 100-110 adventurers.";
+ }
+ next;
+ mes "[Mingmin]";
+ mes "Anyways, he had been working here so he knows better than me. I just came by to get advice.";
+ next;
+ mes "[Mingmin]";
+ mes "That was not that difficult so..";
+ next;
+ cutin "min01",0;
+ mes "[Mingmin]";
+ mes "Silly adventurers are going to come and ask me, ^ff0000'My queen, treat me like a naughty servant!'^000000";
+ next;
+ select("......Uh......");
+ cutin "min02",0;
+ mes "[Mingmin]";
+ mes " For some reason there aren't many people lining up to assist me yet.";
+ emotion e_dot,1;
+ next;
+ mes "[Mingmin]";
+ mes "I think it requires ^ff0000bravery^000000 to take a new request.";
+ next;
+ mes "[Mingmin]";
+ mes "Enough dilly-dallying, I want to make a contract with someone who really craves adventure.";
+ next;
+ mes "[Mingmin]";
+ mes "Maybe "+ strcharinfo(0) +" I'll let you be my servant if you are interested in doing this Eden Group request for my research.";
+ para_110lv01 = 4;
+ }
+ else if (para_110lv01 > 3) {
+ cutin "min01",0;
+ if (para_110lv01 == 5)
+ mes "Welcome! "+ strcharinfo(0) +"...";
+ else
+ mes "Hello "+ strcharinfo(0) +".";
+ next;
+ switch( select( "Request to research monsters", "Make small-talk" ) ) {
+ case 1:
+ mes "[Mingmin]";
+ if (BaseLevel < 111) {
+ cutin "min02",0;
+ mes "I think I already told you that I am looking for an adventurer with more experience for my monster research. ";
+ next;
+ mes "[Mingmin]";
+ mes "It is because this mission has very dangerous requests.";
+ next;
+ mes "[Mingmin]";
+ mes "Lets see. If you can handle all requests from rohtert standing there, then I will reconsider.";
+ next;
+ mes "[Mingmin]";
+ mes "I will reconsider if you turn to base level 111.";
+ }
+ else if (BaseLevel < 121) {
+ if (para_110lv01 == 4) {
+ cutin "min02",0;
+ mes "Oh, you want to help me with my research?";
+ next;
+ mes "She seems to be waiting for a ^FF0000special signal.^000000 What do you want to do?";
+ next;
+ while(select( "Make a heart with two hands.", "Dance around like a crazy person", "Wink at her", "Whistle at her." ) != 2) {
+ mes "[Mingmin]";
+ mes "What's that for?";
+ emotion e_hmm;
+ next;
+ mes "Hmm, she didn't go for that.";
+ next;
+ }
+ mes "[Mingmin]";
+ mes "This signal!?";
+ emotion e_flash;
+ next;
+ cutin "min01",0;
+ mes "[Mingmin]";
+ mes "^FF0000..................now?^000000";
+ emotion e_flash;
+ next;
+ select("Say nothing and nod...");
+ mes "[Mingmin]";
+ mes "......";
+ next;
+ mes "[Mingmin]";
+ mes "Question...! Art thou my servant?";
+ next;
+ select("Yes, my leige...");
+ cutin "min02",0;
+ mes "[Mingmin]";
+ mes "............";
+ next;
+ cutin "min01",0;
+ mes "[Mingmin]";
+ mes "Well, that's all settled then! Thou shalt signeth this form.";
+ next;
+ mes "[Contract]";
+ mes "A - adventurer shall not talk back to Busaner Mingmin and will not complain under any circumstance.";
+ next;
+ mes "[Contract]";
+ mes "B - adventurer shall proceed to complete the request for Busaner Mingmin as quick as humanly possible.";
+ next;
+ mes "[Contract]";
+ mes "C -This contract is terminated on the day that a request of the adventurer is completed.";
+ next;
+ cutin "min02",0;
+ mes "[Contract]";
+ mes "D - this contract shall be confidential except between the adventurer and Mingmin under ^FF0000penalty of death.^000000";
+ next;
+ mes "[Mingmin]";
+ mes "Don't worry too much. The Unions require it you know. Just sign on the line that is dotted.";
+ next;
+ if (select( "Sign the contract.", "Take time to think." ) == 2) {
+ mes "[Mingmin]";
+ mes "You can take your time....";
+ }
+ else {
+ cutin "min01",0;
+ mes "[Mingmin]";
+ mes "Did you sign it?";
+ next;
+ mes "[Mingmin]";
+ mes "............";
+ next;
+ cutin "min03",0;
+ mes "[Mingmin]";
+ mes "Haha! I feel much better now.";
+ emotion e_loud;
+ next;
+ mes "[Mingmin]";
+ mes "Thank you for accepting the strange contract. Looking forward to working with thee.";
+ next;
+ mes "[Mingmin]";
+ mes "I was careful for public requests because I have to be polite to adventurers.";
+ next;
+ mes "[Mingmin]";
+ mes "I tried to be poilte . But it just doesn't suit my personality.";
+ next;
+ cutin "min02",0;
+ mes "[Mingmin]";
+ mes "Thou shouldst be more careful...Did you notice something about the pen you signed with? There were ^FF0000orange shiitake mushroom spores^000000 on it.";
+ next;
+ mes "[Mingmin]";
+ mes "If the spores get in your bloodstream, you might grow mushrooms inside of your own body.";
+ next;
+ mes "[Mingmin]";
+ mes "It takes quite a long time so do thine best. I might give you the antidote if you do well.";
+ next;
+ cutin "min03",0;
+ mes "[Mingmin]";
+ mes "All right we became quite familiar now. So. Shall we get start to work?";
+ para_110lv01 = 5;
+ }
+ }
+ else if (para_110lv01 > 4) {
+ cutin "min01",0;
+ mes "We need some more information on the following monsters. Choose.";
+ next;
+ switch( select( "Glastheim related requests", "Thanatos tower related requests", "Ash Vacuum related requests", "Mingmin's personal request" ) ) {
+ case 1:
+ mes "[Mingmin]";
+ mes "I heard something is going on in Glastheim. Monsters are afoot.";
+ next;
+ switch( select( "Raydric Research", "Khalitzberg Research", "Wanderer Research" ) ) {
+ case 1:
+ mes "[Mingmin]";
+ if (questprogress(13068,PLAYTIME) == 1)
+ mes "Raydric's research is going well. It is better off having more samples to research.!";
+ else if (questprogress(13067,HUNTING) == 1) {
+ cutin "·¹À̵帯īµå",3; //daydric_card
+ mes "You can find Raydric in the west entrance or on the 2nd floor of Glastheim.";
+ next;
+ mes "[Mingmin]";
+ mes "I need information and document no matter what happens. Come back to me after dealing with ^FF000030 Raydric^000000's.";
+ next;
+ cutin "min01",0;
+ mes "[Mingmin]";
+ mes "The experience you learn by fighting with monsters will be a good record for the research!";
+ }
+ else if (questprogress(13067,HUNTING) == 2) {
+ cutin "min03",0;
+ mes "How do you feel dealing with tough monsters? Good documents and good experience to you as well.";
+ callsub S_Quest,13067,13068,700000,200000;
+ }
+ else {
+ cutin "·¹À̵帯īµå",3; //daydric_card
+ mes "Something is happening in Glastheim. And that clue is in Raydrics that is information I have.";
+ next;
+ mes "[Mingmin]";
+ mes "I need information and document no matter what happens. Come back to me after dealing with ^FF000030 Raydric^000000's.";
+ next;
+ cutin "min01",0;
+ if (select( "Take the request.", "Quit" ) == 1) {
+ mes "[Mingmin]";
+ mes "Please come back to me after dealing with the monsters. I need all your stories for documentation.";
+ callsub S_Quest,13068,13067;
+ }
+ }
+ break;
+ case 2:
+ mes "[Mingmin]";
+ if (questprogress(13070,PLAYTIME) == 1)
+ mes "Khalitzburg's research is going well. It is better off having more samples to research!";
+ else if (questprogress(13069,HUNTING) == 1) {
+ cutin "½ºÄ̳ªÀÌƮīµå",3; //skullknight_card
+ mes "Khalitzburg will be found in west entrance of Glastheim.";
+ next;
+ mes "[Mingmin]";
+ mes "I need information and document no matter what happens. Come back to me after dealing with ^FF000030 Khalitzburg's^000000";
+ next;
+ cutin "min01",0;
+ mes "[Mingmin]";
+ mes "The experience you learn by fighting with monsters will be a good record for the research!";
+ }
+ else if (questprogress(13069,HUNTING) == 2) {
+ cutin "min03",0;
+ mes "How do you feel of dealing with tough monsters? Good documents and good experience to you as well.";
+ callsub S_Quest,13069,13070,700000,200000;
+ }
+ else {
+ cutin "½ºÄ̳ªÀÌƮīµå",3; //skullknight_card
+ mes "Maybe Khalitzburg is linked to what is happening in glastheim so lets research it.";
+ next;
+ mes "[Mingmin]";
+ mes "I need information and document no matter what happens. Come back to me after dealing with ^FF000030 Khalitzburg's^000000";
+ next;
+ cutin "min01",0;
+ if (select( "Take the request.", "Quit" ) == 1) {
+ mes "[Mingmin]";
+ mes "Please tell me the story after dealing with them one by one. They will be important documents...";
+ callsub S_Quest,13070,13069;
+ }
+ }
+ break;
+ case 3:
+ mes "[Mingmin]";
+ if (questprogress(13072,PLAYTIME) == 1)
+ mes "Wanderer's research is going well. It is better off having more samples to research!";
+ else if (questprogress(13071,HUNTING) == 1) {
+ cutin "¹èȸÇÏ´ÂÀÚÄ«µå",3; //wander_man_card
+ mes "Wanderer will be found if you enter from the north entrance and go to big entrance in the middle of the road in Glastheim.";
+ next;
+ mes "[Mingmin]";
+ mes "I need information and documents no matter what happens. How about dealing with ^FF000030 Wanderers^000000.";
+ next;
+ cutin "min01",0;
+ mes "[Mingmin]";
+ mes "The experience you learn by fighting with monsters will be a good record for the research!";
+ }
+ else if (questprogress(13071,HUNTING) == 2) {
+ cutin "min03",0;
+ mes "How do you feel of dealing with tough monsters? Good documents and good experience to you as well.";
+ callsub S_Quest,13071,13072,700000,200000;
+ }
+ else {
+ cutin "¹èȸÇÏ´ÂÀÚÄ«µå",3; //wander_man_card
+ mes "Wanderer is the representative of Glastheim. It is dangerous but cool!";
+ next;
+ mes "[Mingmin]";
+ mes "It will be a good research. Come back after dealing with ^FF000030 Wanderers^000000.";
+ next;
+ cutin "min01",0;
+ if (select( "Take the request.", "Quit" ) == 1) {
+ mes "[Mingmin]";
+ mes "Please tell me the story after dealing with them one by one. They will be important documents...";
+ emotion e_no1;
+ callsub S_Quest,13072,13071;
+ }
+ }
+ }
+ break;
+ case 2:
+ mes "[Mingmin]";
+ mes "We need to research monsters in Thanatos tower.";
+ next;
+ switch( select( "Ancient Mimic research", "Deathword research", "Owl Baron research", "Bloody Page research" ) ) {
+ case 1:
+ mes "[Mingmin]";
+ if (questprogress(13074,PLAYTIME) == 1)
+ mes "Ancient mimic research is going well. It is better off having more samples for the research!";
+ else if (questprogress(13073,HUNTING) == 1) {
+ cutin "¿¡ÀμÇÆ®¹Ì¹Í",3; //ancient_mimic_card
+ mes "It is not far if you move from Juno or Hugel to Thanatos or Abyss lake.";
+ next;
+ mes "[Mingmin]";
+ mes "Do not complain! It will be a good experience for you!";
+ next;
+ cutin "min01",0;
+ mes "[Mingmin]";
+ mes "The experience you learn by fighting with monsters will be a good record to research!";
+ }
+ else if (questprogress(13073,HUNTING) == 2) {
+ cutin "min02",0;
+ mes "You did good work today!";
+ callsub S_Quest,13073,13074,700000,300000;
+ }
+ else {
+ cutin "¿¡ÀμÇÆ®¹Ì¹Í",3; //ancient_mimic_card
+ mes "You will see them often at thanatos tower or abyss lake. They are not generous with their drops but that is not important to finishing this request.";
+ next;
+ mes "[Mingmin]";
+ mes "I can not find any connection in two areas but they keep coming up so it is worth researching. Come back after taking care of ^FF000030 ancient mimic^000000.";
+ next;
+ cutin "min01",0;
+ if (select( "Take the request.", "Quit" ) == 1) {
+ mes "[Mingmin]";
+ mes "If you possibly get a good drop from them, you know right? Do not forget about me!";
+ emotion e_flash;
+ callsub S_Quest,13074,13073;
+ }
+ }
+ break;
+ case 2:
+ mes "[Mingmin]";
+ if (questprogress(13076,PLAYTIME) == 1)
+ mes "Deathword's research is going well. It is better off having more samples for the research!";
+ else if (questprogress(13075,HUNTING) == 1) {
+ mes "Thanatos tower will be more dangerous than you thought. You might want to organize a party before going there.";
+ next;
+ mes "[Mingmin]";
+ mes "I want to research this so take this request please!";
+ next;
+ mes "[Mingmin]";
+ mes "I will give you a reward...";
+ }
+ else if (questprogress(13075,HUNTING) == 2) {
+ cutin "min03",0;
+ mes "Thank you so much. This will be great research.";
+ callsub S_Quest,13075,13076,700000,300000;
+ }
+ else {
+ mes "That is the reason why I chose Thanatos tower to research. Do not be surprised. This one is an old book that became a monster!";
+ next;
+ mes "[Mingmin]";
+ mes "I want to research the background of those creatures. Please check ^FF000030 Deathwords^000000.";
+ next;
+ cutin "min01",0;
+ if (select( "Take the request.", "Quit" ) == 1) {
+ mes "[Mingmin]";
+ mes "Please take care of them one by one. Those books contain precious history of Rune Midgard so I want to research them.";
+ callsub S_Quest,13076,13075;
+ }
+ }
+ break;
+ case 3:
+ mes "[Mingmin]";
+ if (questprogress(13078,PLAYTIME) == 1)
+ mes "Owl Baron's research is going well. It is better off having more samples for the research!";
+ else if (questprogress(13077,HUNTING) == 1) {
+ cutin "¾Æ¿ï¹Ù·ÐÄ«µå",3; //owl_baron_card
+ mes "You can meet it if you climb the tower according to the rumors. For me, well I've never been up there.";
+ next;
+ mes "[Mingmin]";
+ mes "The guy with blue hat went to the top but I didn't bother to follow.";
+ next;
+ mes "[Mingmin]";
+ mes "Anyways, There will be enough reward for sure.";
+ cutin "min01",0;
+ }
+ else if (questprogress(13077,HUNTING) == 2) {
+ cutin "min03",0;
+ mes "Safely back!? Eden Group will be happy.";
+ callsub S_Quest,13077,13078,700000,300000;
+ }
+ else {
+ cutin "¾Æ¿ï¹Ù·ÐÄ«µå",3; //owl_baron_card
+ mes "Personally I have no interest in this monster but it was requested from the Eden Group.";
+ next;
+ mes "[Mingmin]";
+ mes "Please take care of ^FF000020 Owl Barons^000000. It will help other adventurers to explore Thanatos tower.";
+ next;
+ cutin "min01",0;
+ if (select( "Take the request.", "Quit" ) == 1) {
+ mes "[Mingmin]";
+ mes "It does not mean I am not going to research them. The more documents the better research.";
+ callsub S_Quest,13078,13077;
+ }
+ }
+ break;
+ case 4:
+ mes "[Mingmin]";
+ if (questprogress(13080,PLAYTIME) == 1) {
+ cutin "min03",0;
+ mes "I like old books! Okay I need to analyze this. Bloody Pages! Please bring more tomorrow or the day after tomorrow. Anytime!";
+ }
+ else if (questprogress(13079) == 1) {
+ if (countitem(Bloody_Page) > 19) {// Bloody_Page
+ cutin "min03",0;
+ mes "Wow. It is so curious. It is exciting!";
+ delitem Bloody_Page,20;
+ callsub S_Quest,13079,13080,700000,300000;
+ }
+ else {
+ cutin "µ¥½º¿öµå",3; //deathword_card
+ mes "3rd floor of thanatos has Deathword monsers that drop these bloody pages.";
+ next;
+ mes "[Mingmin]";
+ mes "I think if thou shalt collect 20 of these it should be enough for my research. It's barbaric, but it is a job!";
+ next;
+ mes "[Mingmin]";
+ mes "There will be enough reward for sure.";
+ cutin "min01",0;
+ }
+ }
+ else {
+ cutin "µ¥½º¿öµå",3; //deathword_card
+ mes "The fact that I decided to travel to Thanatos has the reason. Haha, I heard that I can get Bloody Pages from Deathword monsters.";
+ next;
+ mes "[Mingmin]";
+ mes "I know they're gross and bloody but just imagine the centuries of stories preserved in those pages...";
+ next;
+ mes "[Mingmin]";
+ mes "Can you please get me 20 ^FF0000Bloody Pages^000000? I will be happy if there is one useful bookshelf we can use when you bring them back.";
+ next;
+ cutin "min01",0;
+ if (select( "Take the request.", "Quit" ) == 1) {
+ mes "[Mingmin]";
+ mes "Please, I really want to research this.";
+ callsub S_Quest,13080,13079;
+ }
+ }
+ }
+ break;
+ case 3:
+ mes "[Mingmin]";
+ mes "The research for Ash Vacuum is just beginning. So there are still many thing to study!";
+ next;
+ switch( select( "Dark Pinguicula research", "Nepenthes research", "Naga research", "Centipede Larva research", "Cornus research", "We know the magic power of the horn we saw that day." ) ) {
+ case 1:
+ mes "[Mingmin]";
+ if (questprogress(13082,PLAYTIME) == 1)
+ mes "Pinguicula dark's research is ongoing. Please come back to me next time.!";
+ else if (questprogress(13081,HUNTING) == 1) {
+ cutin "ÇɱÍŧ¶ó´ÙÅ©Ä«µå",3; //pinguicula_dark_card
+ mes "I think this research is easy. They are not too dangerous from the initial reports I've received.";
+ next;
+ mes "[Mingmin]";
+ mes "It is north west from the Allied Forces Camp. It is not that far so hurry up.";
+ cutin "min01",0;
+ }
+ else if (questprogress(13081,HUNTING) == 2) {
+ cutin "min03",0;
+ mes "Good job! keep helping my research. I still have so much to do.";
+ callsub S_Quest,13081,13082,700000,180000;
+ }
+ else {
+ cutin "ÇɱÍŧ¶ó´ÙÅ©Ä«µå",3; //pinguicula_dark_card
+ mes "It is the monster living northwest of the Allied Forces Camp. I am not interested in going myself but the request was already paid for and I may as well research them.";
+ next;
+ mes "[Mingmin]";
+ mes "Hunt ^FF000030 Dark Pinguicula^000000. Battling it will provide some good research materials.";
+ next;
+ cutin "min01",0;
+ if (select( "Take the request.", "Quit" ) == 1) {
+ mes "[Mingmin]";
+ mes "Be careful and safe.";
+ callsub S_Quest,13082,13081;
+ }
+ }
+ break;
+ case 2:
+ mes "[Mingmin]";
+ if (questprogress(13084,PLAYTIME) == 1)
+ mes "Nepenthes's research is still ongoing. Please come back to me next time!";
+ else if (questprogress(13083,HUNTING) == 1) {
+ cutin "³×Ææµ¥½ºÄ«µå",3; //nepenthes_card
+ mes "It could be a simple request or tough request. Try to find friends if you are in trouble. That is adventure too!";
+ next;
+ mes "[Mingmin]";
+ mes "It is east of the Allied Forces Camp. It is not that far so hurry up.";
+ cutin "min01",0;
+ }
+ else if (questprogress(13083,HUNTING) == 2) {
+ cutin "min03",0;
+ mes "Good job! Keep assisting with my research. I still have so much to do.";
+ callsub S_Quest,13083,13084,700000,180000;
+ }
+ else {
+ cutin "³×Ææµ¥½ºÄ«µå",3; //nepenthes_card
+ mes "Do you know the monster name as mandragora? There is similar monster to the east of the expedition station. I am sure it will be related for researching monsters.";
+ next;
+ mes "[Mingmin]";
+ mes "Why don't you hunt 30 ^FF0000Nepenthes^000000? Their vines crawl up everywhere so be careful.";
+ next;
+ cutin "min01",0;
+ if (select( "Take the request.", "Quit" ) == 1) {
+ mes "[Mingmin]";
+ mes "The request like this satisfies me and the Eden Group. Be careful though.";
+ callsub S_Quest,13084,13083;
+ }
+ }
+ break;
+ case 3:
+ mes "[Mingmin]";
+ if (questprogress(13086,PLAYTIME) == 1)
+ mes "Naga's research is still ongoing. Please come back to me next time.";
+ else if (questprogress(13085,HUNTING) == 1) {
+ cutin "³ª°¡Ä«µå",3; //naga_card
+ mes "You take care of those addicted to magic powers, I have no interest.";
+ next;
+ mes "[Mingmin]";
+ mes "Please take care of 30 Naga monsters northwest of the expedition station.";
+ cutin "min01",0;
+ }
+ else if (questprogress(13085,HUNTING) == 2) {
+ cutin "min03",0;
+ mes "Good. Keep helping my research. I have too many to check out.";
+ callsub S_Quest,13085,13086,700000,180000;
+ }
+ else {
+ cutin "³ª°¡Ä«µå",3; //naga_card
+ mes "Please take care of 30 ^FF0000Naga^000000 monsters northwest of the expedition station.";
+ next;
+ mes "[Mingmin]";
+ mes "I have no interest in it but it bothers my time to research the other monsters that I actually want to study. So I want the number of them to be reduced.";
+ next;
+ cutin "min01",0;
+ if (select( "Take the request.", "Quit" ) == 1) {
+ mes "[Mingmin]";
+ mes "Please do your best. This request is also important to unlock additional research.";
+ callsub S_Quest,13086,13085;
+ }
+ }
+ break;
+ case 4:
+ mes "[Mingmin]";
+ if (questprogress(13088,PLAYTIME) == 1)
+ mes "I'm still researching the Centipede Larva. Please come and help me next time.";
+ else if (questprogress(13087,HUNTING) == 1) {
+ cutin "¼¾Æ¼Æäµ¥À¯ÃæÄ«µå",3; //centipede_larva_card
+ mes "Oh... No Lets take a deep breath. For me, I want to exterminate more than 20 for research.";
+ next;
+ emotion e_sob;
+ mes "[Mingmin]";
+ mes "Be careful. And they're east of the expedition station.";
+ cutin "min02",0;
+ }
+ else if (questprogress(13087,HUNTING) == 2) {
+ cutin "min02",0;
+ mes "Oh. Okay. You do not need to explain.";
+ emotion e_otl;
+ callsub S_Quest,13087,13088,700000,180000;
+ }
+ else {
+ cutin "¼¾Æ¼Æäµ¥À¯ÃæÄ«µå",3; //centipede_larva_card
+ mes "Yuck! It is very disgusting. Look at me. It is so creepy I wanted to survey it because I was interested in Nepenthes. But I hate bugs with lots of legs...";
+ next;
+ mes "[Mingmin]";
+ mes "Come back after 20 ^FF0000Centipede Larva^000000 are exterminated. Can you imagine how big they became? Just the thought makes my skin crawl.";
+ next;
+ cutin "min02",0;
+ if (select( "Take the request.", "Quit" ) == 1) {
+ mes "[Mingmin]";
+ mes "I'm sorry that I didn't do it myself. I'm not ashamed to admit that it's too disgusting for me.";
+ callsub S_Quest,13088,13087;
+ }
+ }
+ break;
+ case 5:
+ mes "[Mingmin]";
+ if (questprogress(13090,PLAYTIME) == 1)
+ mes "Cornus's research is still ongoing. Please research for other adventurers.";
+ else if (questprogress(13089,HUNTING) == 1) {
+ cutin "ÄÚ¸£´©½ºÄ«µå",3; //cornus_card
+ mes "I need to research those flying horse creatures so please help me out.";
+ next;
+ mes "[Mingmin]";
+ mes "Of course, It will help your adventurers too in some way I suppose.";
+ cutin "min01",0;
+ }
+ else if (questprogress(13089,HUNTING) == 2) {
+ cutin "min03",0;
+ mes "How was it ? Is that monster easy for adventurers to get?";
+ callsub S_Quest,13089,13090,700000,180000;
+ }
+ else {
+ cutin "ÄÚ¸£´©½ºÄ«µå",3; //cornus_card
+ mes "I found the monster that satisfies my research needs and helps adventurers to gain experience from the Eden Group. It is not weak or fierce monster either.";
+ next;
+ mes "[Mingmin]";
+ mes "I believe that Adventurers will handle Cornus in the future, so go out and deal with ^FF000030 Cornus^000000 so I can research that viability.";
+ next;
+ cutin "min01",0;
+ if (select( "Take the request.", "Quit" ) == 1) {
+ mes "[Mingmin]";
+ mes "This could be a revolution for Eden Group Adventurers. Be positive with this request please.";
+ callsub S_Quest,13090,13089;
+ }
+ }
+ break;
+ case 6:
+ mes "[Mingmin]";
+ if (questprogress(13092,PLAYTIME) == 1)
+ mes "I'm still researching the Mystic Horns you brought. Quite interesting. I can beat blue hat soon.";
+ else if (questprogress(13091) == 1) {
+ if (countitem(Mystic_Horn) > 19) {// Mystic_Horn
+ cutin "min03",0;
+ mes "Yes this one! It is worth doing. Thank you for taking this request.";
+ emotion e_thx;
+ delitem Mystic_Horn,20;
+ callsub S_Quest,13091,13092,700000,180000;
+ }
+ else {
+ cutin "ÄÚ¸£´©½ºÄ«µå",3; //cornus_card
+ mes "I am still researching but I hope to extract magic power from magical touched things.";
+ next;
+ mes "[Mingmin]";
+ mes "It will be useful for me and adventurers, right?";
+ cutin "min01",0;
+ }
+ }
+ else {
+ cutin "ÄÚ¸£´©½ºÄ«µå",3; //cornus_card
+ mes "This is why I accepted the request for this from Eden Group. Find 20 ^FF0000Mystic Horn^000000 from the Cornus monsters.";
+ next;
+ mes "[Mingmin]";
+ mes "I think I can use this horn for good things. It is easy to get. I will let you know later.";
+ next;
+ cutin "min01",0;
+ if (select( "Take the request.", "Quit" ) == 1) {
+ mes "[Mingmin]";
+ mes "Ye gain experience and I get research material. Good deal right? Excellent!";
+ callsub S_Quest,13092,13091;
+ }
+ }
+ }
+ break;
+ case 4:
+ mes "[Mingmin]";
+ mes "This request is for my personal research. I research for Eden Group and they support me to hire people assisting my research.";
+ next;
+ switch( select( "Ancient Mummy research", "Geffenia survey", "Juperos survey", "Fragment and Rusty Screw collecting." ) ) {
+ case 1:
+ mes "[Mingmin]";
+ if (questprogress(13094,PLAYTIME) == 1)
+ mes "Ancient Mummy's research is still ongoing.";
+ else if (questprogress(13093,HUNTING) == 1) {
+ cutin "¿¡ÀμÇÆ®¹ÌÀ̶óÄ«µå",3; //ancient_mummy_card
+ mes "If I finish researching, the first thing I'm going to do is eat a 10 year aged strawberry pudding...";
+ next;
+ mes "[Mingmin]";
+ mes "To finish my research I need you to hunt some Ancient Mummy.";
+ cutin "min01",0;
+ }
+ else if (questprogress(13093,HUNTING) == 2) {
+ cutin "min03",0;
+ mes "Did a good job. Fantastic strawberry pudding is not easy to make. Trust me. I will let thee taste it someday soon.";
+ callsub S_Quest,13093,13094,700000,200000;
+ }
+ else {
+ cutin "¿¡ÀμÇÆ®¹ÌÀ̶óÄ«µå",3; //ancient_mummy_card
+ mes "Things are supposed to go bad. Most of them but people want to keep and preserve food for a long time. ";
+ next;
+ mes "[Mingmin]";
+ mes "Have you even seen the bandage that Ancient Mummy are wound up in? They last even for centuries at a time.";
+ next;
+ mes "[Mingmin]";
+ mes "I guess it is rotten but we can make big money if this research goes well. Preservatives can make a strawberry pudding that does not go bad with time.";
+ next;
+ cutin "min01",0;
+ if (select( "Take the request.", "Quit" ) == 1) {
+ mes "[Mingmin]";
+ mes "This research is necessary so that I can make my strawberry pudding.";
+ callsub S_Quest,13094,13093;
+ }
+ }
+ break;
+ case 2:
+ mes "[Mingmin]";
+ if (questprogress(13096,PLAYTIME) == 1)
+ mes "Geffenia's research has just started. It is beginning so go slowly. Lets research.";
+ else if (questprogress(13095,HUNTING) == 1) {
+ cutin "¼­Å¥¹ö½ºÄ«µå",3; //succubus_card
+ mes "I do not expect a lot because it is very dangerous and not easy to access.";
+ next;
+ mes "[Mingmin]";
+ mes "This request is attempting to an adventurer who used to enjoy it. Simple! Fun! Worthy experience!";
+ cutin "min01",0;
+ }
+ else if (questprogress(13095,HUNTING) == 2) {
+ cutin "min03",0;
+ mes "You are more talented than I thought. If you found a tact, I will request to you for next time as well. This research is up to you.";
+ callsub S_Quest,13095,13096,700000,200000;
+ }
+ else {
+ cutin "ÀÎÅ¥¹ö½ºÄ«µå",3; //incubus_card
+ mes "This is pre-survey for precious research because Geffenia is easy to access.";
+ next;
+ mes "[Mingmin]";
+ mes "The request starts from how to find a way in. Please take a look what kind of monsters are in there. first of all, start by hunting ^FF000010^000000 Incubus, Succubus and Violy. Then lets research the details later.";
+ next;
+ cutin "min01",0;
+ if (select( "Take the request.", "Quit" ) == 1) {
+ mes "[Mingmin]";
+ mes "Try to start from Geffen fountain, if you want more information.";
+ callsub S_Quest,13096,13095;
+ }
+ }
+ break;
+ case 3:
+ mes "[Mingmin]";
+ if (questprogress(13098,PLAYTIME) == 1)
+ mes "They all look the same for me. I should research harder.";
+ else if (questprogress(13097,HUNTING) == 1) {
+ cutin "º£³ªÅõ",3; //venatu_card
+ mes "There is one more reason why many adventurers are sent to Juperos and that is my real request.";
+ next;
+ mes "[Mingmin]";
+ mes "If you go to Juperos? I wish you to take a request about ^FF0000Venatus^000000.";
+ cutin "min01",0;
+ }
+ else if (questprogress(13097,HUNTING) == 2) {
+ cutin "min03",0;
+ mes "You are not confused? I still do not know yet. What is the difference? Anyway good job.";
+ emotion e_loud;
+ callsub S_Quest,13097,13098,700000,300000;
+ }
+ else {
+ cutin "º£³ªÅõ",3; //venatu_card
+ mes "The remains of ancient, Juperos is mysterious. There are lots of ^FF0000secrets^000000. But this is yet again a simple monster research survey.";
+ next;
+ mes "[Mingmin]";
+ mes "The monster ^FF0000Venatu^000000 in juperos has 4 types of colors. Which means there are four types of monsters.";
+ next;
+ mes "[Mingmin]";
+ mes "I thought they are the same because they look the same. Is it only me? I can not distinguish. Hunt 30 of each Green, Orange and Blue ones just to be sure.";
+ next;
+ cutin "min01",0;
+ if (select( "Take the request.", "Quit" ) == 1) {
+ mes "[Mingmin]";
+ mes "It wil not be easy to be alone. But looking for a fellow for adventure is what an adventurer does.";
+ callsub S_Quest,13098,13097;
+ }
+ }
+ break;
+ case 4:
+ mes "[Mingmin]";
+ if (questprogress(13100,PLAYTIME) == 1)
+ mes "I will make anything better than you imagine.";
+ else if (questprogress(13099) == 1) {
+ if (countitem(Mystery_Piece) > 9 && countitem(Screw) > 19) {
+ cutin "min03",0;
+ mes "Thank you. You will appreciate me if my research is completed.";
+ emotion e_loud;
+ delitem Mystery_Piece,10;// Mystery_Piece
+ delitem Screw,20;// Screw
+ callsub S_Quest,13099,13100,700000,200000;
+ }
+ else {
+ cutin "º£³ªÅõ",3; //venatu_card
+ mes "You can find ^FF0000Fragment and Rusty Screw^000000 in juperos everywhere. Most of the monsters have it.";
+ next;
+ mes "[Mingmin]";
+ mes "I know it is not easy but I wish thee to take this request. Please.";
+ cutin "min01",0;
+ }
+ }
+ else {
+ cutin "º£³ªÅõ",3; //venatu_card
+ mes "Juperos is intense and mysterious. When he showed up, It seems like it is not Midgard.";
+ next;
+ mes "[Mingmin]";
+ mes "It is core research. I need to know who he is. That will be amazing. Can you bring me 10 ^FF0000Fragment^000000 and 20 ^FF0000Rusty Screw^000000?";
+ next;
+ cutin "min01",0;
+ if (select( "Take the request.", "Quit" ) == 1) {
+ mes "[Mingmin]";
+ mes "I do not know how many drops you can carry but I want as many as you can. May I ask you to bring 10 ^FF0000Fragment^000000 and 20 ^FF0000Rusty Screw^000000?";
+ callsub S_Quest,13100,13099;
+ }
+ }
+ }
+ }
+ }
+ }
+ else if (para_110lv01 < 5) {
+ mes "The request for researching monsters seem to easy for you.";
+ next;
+ mes "[Mingmin]";
+ mes "There is nothing I can do because these are the rules of the Eden Group.";
+ next;
+ mes "[Mingmin]";
+ mes "There is someone who strongly wishes you to solve your request.";
+ }
+ else {
+ cutin "min01",0;
+ mes "Contract is terminated. "+ strcharinfo(0) +" reward for completed research. ^FF0000I will delete incompleted research from your quest list.^000000";
+ para_110lv01 = 6;
+ next;
+ callsub S_Hunting,
+ 13067,200000,"Raydric",
+ 13069,200000,"Khalitzburg",
+ 13071,200000,"Wanderer",
+ 13073,300000,"Ancient Mimic",
+ 13075,300000,"Deathword",
+ 13077,300000,"Owl Baron";
+ callsub S_Gathering,13079,300000,"Bloody Page",7449,20;
+ callsub S_Hunting,
+ 13081,180000,"Dark Pinguicula",
+ 13083,180000,"Nepenthes",
+ 13085,180000,"Naga",
+ 13087,180000,"Centipede Larva",
+ 13089,180000,"Cornus";
+ callsub S_Gathering,13091,180000,"Mystic Horn",6023,20;
+ callsub S_Hunting,
+ 13093,200000,"Ancient Mummy",
+ 13095,200000,"Geffenia expedition",
+ 13097,300000,"Juperos";
+ callsub S_Gathering,13099,200000,"Fragments and Rusty Screws",7094,10,7317,20;
+ mes "[Mingmin]";
+ mes "It is a little bit inconvenient. I will read to you politely ^FF0000again^000000 in public.";
+ next;
+ mes "[Mingmin]";
+ mes "Anyway "+ strcharinfo(0) +" thank you for helping me start my research.";
+ next;
+ cutin "min03",0;
+ mes "[Mingmin]";
+ mes "Do not worry, I will treat you like a slave if we meet outside of Eden Group or if you tell anyone I was nice to you.";
+ emotion e_loud;
+ next;
+ cutin "min01",0;
+ mes "[Mingmin]";
+ mes "Just because I'm being nice now doesn't mean we're automatically friends though.";
+ }
+ break;
+ case 2:
+ if (para_110lv01 == 5)
+ mes "Do you want to know something? I am busy researching.";
+ else
+ mes "It is fine day for researching. It is always fun to talk to someone of sufficient intelligence.";
+ while(1) {
+ next;
+ switch( select( "^0000ffFriends^000000 story", "Something to research", "Orange beard gluey mushroom...", "Finish conversation" ) ) {
+ case 1:
+ mes "[Mingmin]";
+ if (para_110lv01 < 5) {
+ cutin "min02",0;
+ mes "I found a familiar face since I arrived to Eden Group with this request. ^ff0000Rohtert^000000 is the one.";
+ next;
+ mes "[Mingmin]";
+ mes "I used to join clubs that researched rare monsters. I heard it became a guild and anyway I met him there.";
+ next;
+ mes "[Mingmin]";
+ mes "I look younger but I am like his sister. There was so many things that happened in that club. However, I shouldn't go on and on about it. I might tell you later when we have time.";
+ }
+ else if (para_110lv01 == 5) {
+ cutin "min03",0;
+ mes "I found a familiar face since I arrived to Eden Group with this request. Do you see the guy ^FF0000Rohtert^000000 with white hair near the entrance?";
+ next;
+ mes "[Mingmin]";
+ mes "Now that he's grown up... well he used to follow me calling me his sister. By the way where is the blue hat guy who used to stick to him like glue. Did they have a fight?";
+ next;
+ mes "[Mingmin]";
+ mes "That blue hat guy... He used to annoy me even at the club. If I see him again I just might smack him...";
+ }
+ else {
+ cutin "min02",0;
+ mes "I used to talk to Rohtert from time to time while researching. There was a lot of things to talk about ever since I left the guild.";
+ next;
+ mes "[Mingmin]";
+ mes "I think the guild is still around since there were so many members even when I was there.";
+ next;
+ mes "[Mingmin]";
+ mes "I even heard that blue hat guy made himself a guild master. Imagine that fool being a master oh ho ho ho.";
+ }
+ continue;
+ case 2:
+ mes "[Mingmin]";
+ if (para_110lv01 < 5) {
+ cutin "min01",0;
+ mes "I research monsters. Especially their features, personality, spleens, locations and relationship with other monsters. Etc.";
+ }
+ else if (para_110lv01 == 5) {
+ cutin "min03",0;
+ mes "Researching these magic items there is more to it than just having them in your possession.";
+ next;
+ mes "[Mingmin]";
+ mes "My plan so far is like this. Extracted magic from the Mystic Horn is compressed by the Fragments and Screws. Then I will input the ancient information which was written in the Bloody Pages.";
+ next;
+ mes "[Mingmin]";
+ mes "I'm hoping to create some type of small hand-held storage device.";
+ next;
+ mes "[Mingmin]";
+ mes "I wil be rich if I complete this research! I am sure.";
+ }
+ else {
+ cutin "min01",0;
+ mes "Well do you remember my personal research I mentioned before? It is not easy even I tried to develop...";
+ next;
+ mes "[Mingmin]";
+ mes "I tried to make a magic device that you can hold in your hand.";
+ next;
+ mes "[Mingmin]";
+ mes "No. I can not give up for this. I will make it.";
+ }
+ continue;
+ case 3:
+ mes "[Mingmin]";
+ if (para_110lv01 < 5) {
+ cutin "min02",0;
+ mes "Orange mushroom? I do not know.";
+ }
+ else if (para_110lv01 == 5) {
+ cutin "min01",0;
+ mes "Do not worry. Ok, maybe worry because mushrooms could be growing in your body. I will get rid of it if you help me to research. It will be dangerous if it takes longer time.";
+ }
+ else {
+ cutin "min02",0;
+ mes "... orange shiitake gluey mushroom?";
+ next;
+ mes "[Mingmin]";
+ mes "Let me see. It might be dangerous.";
+ next;
+ mes "[Mingmin]";
+ mes "You helped me to research so let me help you! I will get rid of your mushroom spore infection.";
+ next;
+ mes "[Mingmin]";
+ mes "......";
+ next;
+ cutin "min03",0;
+ mes "[Mingmin]";
+ mes "...hee hee...";
+ emotion e_heh;
+ next;
+ mes "[Mingmin]";
+ mes "Hmmph, You are so naive. Did you believe it? Sticky.. some kind of mushroom is growing in your body? Hahaha";
+ next;
+ mes "[Mingmin]";
+ mes "It was just a joke. A little joke between friends.";
+ next;
+ mes "[Mingmin]";
+ mes "I am sorry if you are upset. You made it too easy...";
+ next;
+ emotion e_heh;
+ mes "[Mingmin]";
+ mes "You are funnier than I thought. Do not worry. That mushroom does not exist.";
+ }
+ continue;
+ case 4:
+ mes "[Mingmin]";
+ if (para_110lv01 == 5) {
+ cutin "min01",0;
+ mes "Please help me there are so many things to research.";
+ }
+ else {
+ cutin "min02",0;
+ mes "I hope you have a good time";
+ }
+ }
+ break;
+ }
+ }
+ }
+ close2;
+ cutin "",255;
+ end;
+
+S_Quest:
+ if (questprogress(getarg(0)))
+ erasequest getarg(0);
+ setquest getarg(1);
+ if (getarg(2,0))
+ getexp getarg(2),getarg(3);
+ return;
+S_Hunting:
+ .@total = getargcount();
+ for ( .@i = 0; .@i < .@total; .@i += 3 ) {
+ .@quest_id = getarg(.@i);
+ switch( questprogress(.@quest_id,HUNTING) ) {
+ case 0:
+ if (questprogress(.@quest_id+1))
+ erasequest (.@quest_id+1);
+ continue;
+ case 1:
+ mes "[Mingmin]";
+ mes "I will delete "+ getarg(.@i+2) +" research from request list.";
+ break;
+ case 2:
+ mes "[Mingmin]";
+ mes "You finished researching about "+ getarg(.@i+2) +". Thank you.";
+ getexp 700000,getarg(.@i+1);
+ break;
+
+ }
+ erasequest .@quest_id;
+ next;
+ }
+ return;
+S_Gathering:
+ if (questprogress(getarg(0))) {
+ if (getarg(5,0))
+ .@count_item2 = countitem(getarg(5));
+ mes "[Mingmin]";
+ if (countitem(getarg(3)) >= getarg(4) && .@count_item2 >= getarg(6,0)) {
+ if (.@count_item2)
+ mes "You finished researching about "+ getitemname(getarg(3)) +" and "+ getitemname(getarg(5)) +". Thank you.";
+ else
+ mes "You finished researching about "+ getitemname(getarg(3)) +". Thank you.";
+ delitem getarg(3),getarg(4);
+ if (getarg(5,0))
+ delitem getarg(5),getarg(6);
+ getexp 700000,getarg(1);
+ }
+ else {
+ if (getarg(5,0))
+ mes "I will delete "+ getitemname(getarg(3)) +" and "+ getitemname(getarg(5)) +" research from request list.";
+ else
+ mes "I will delete "+ getitemname(getarg(3)) +" research from request list.";
+ }
+ erasequest getarg(0);
+ next;
+ }
+ else if (questprogress(getarg(0)+1) > 0)
+ erasequest (getarg(0)+1);
+ return;
+}
diff --git a/npc/re/quests/eden/121-130.txt b/npc/re/quests/eden/121-130.txt
new file mode 100644
index 000000000..a56d66b30
--- /dev/null
+++ b/npc/re/quests/eden/121-130.txt
@@ -0,0 +1,803 @@
+//===== Hercules Script ======================================
+//= Eden Group Quests - Mission [121-130]
+//===== By: ==================================================
+//= Capuche
+//===== Current Version: =====================================
+//= 1.1
+//===== Compatible With: =====================================
+//= Hercules
+//===== Description: =========================================
+//= [Official Conversion]
+//= Repeatable quests for players between BaseLevel 121 - 130.
+//===== Additional Comments: =================================
+//= 1.0 First version.
+//= 1.1 Some CleanUps. [Dastgir]
+//============================================================
+
+moc_para01,44,81,3 script Melody-Jack#1 4_M_MELODY,8,8,{
+ mes "[Melody-Jack]";
+ if (!countitem(Para_Team_Mark)) {// Para_Team_Mark
+ mes "Who the hell are you? Get out of here!";
+ mes "I'm only talking to base level ^FF0000121-130^000000 adventurers.";
+ }
+ else if (!para_120lv01)
+ mes "What? do not bother me. I am busy now.";
+ else if (para_120lv01 == 1) {
+ mes "You got a request from that little girl? The small, talktive and half-naked one over there?";
+ next;
+ select("Say yes.", "Avoid answering.");
+ mes "[Melody-Jack]";
+ mes "No. I do not care It will be fine if you stepped into this room not because you are lost. I need anyone except that kind of fool.";
+ next;
+ mes "[Melody-Jack]";
+ mes "Please listen to me, I will offer you an attractive suggestion.";
+ next;
+ mes "[Melody-Jack]";
+ mes "I am ^ff0000Melody - Jack!^000000 The best man with best dagger skills.";
+ next;
+ mes "Melody-Jack swipes a dagger in your direction.";
+ next;
+ mes "[Melody-Jack]";
+ mes "I am qualified to take secret missions. And right now you're in luck.";
+ next;
+ mes "[Melody-Jack]";
+ mes "It seems that I have to lose one mission, deal and promise, I can not take it right now.";
+ next;
+ mes "[Melody-Jack]";
+ mes "Take my mission and solve the request of Aigu. I will compensate you.";
+ next;
+ mes "[Melody-Jack]";
+ mes "Our deal will be kept as a secret to Aigu. If you do not have 9 lives. Lets start.";
+ para_120lv01 = 2;
+ }
+ else if (para_120lv01 > 1) {
+ mes "......";
+ next;
+ if (select( "Show me the requests!", "Make small-talk." ) == 2) {
+ mes "[Melody-Jack]";
+ mes "What? Are you interested in me?";
+ next;
+ switch( select( "I am interested.", "About requests", "About a deal", "What is a promise?" ) ) {
+ case 1:
+ mes "[Melody-Jack]";
+ mes "Well go away. I have no interest in you.";
+ close;
+ case 2:
+ mes "[Melody-Jack]";
+ mes "I cannot stop it because of my bad credit. It drives me crazy.";
+ next;
+ mes "[Melody-Jack]";
+ mes "I am lucky to make a double contract with an adventurer like you. They are not included in our contract.";
+ close;
+ case 3:
+ mes "[Melody-Jack]";
+ mes "To be honest I don't think there is anyone worthy of trust. Trust or promises are both silly.";
+ next;
+ mes "[Melody-Jack]";
+ mes "I trust only me and my deal. Trust or promises are empty if they ar broken but if a deal is broken there is compensation or revenge.";
+ close;
+ case 4:
+ mes "[Melody-Jack]";
+ mes "Who're all of these kids?";
+ next;
+ mes "[Melody-Jack]";
+ mes "I came out for nothing but I am supposed to fulfill my duty. I don't owe anyone a thing.";
+ close;
+ }
+ }
+ mes "[Melody-Jack]";
+ if (BaseLevel < 121)
+ mes "Oh, I made a mistake. You are not the level of adventurer I am looking for. I'm looking for base level 121 to 130 adventurers.";
+ else if (BaseLevel < 131) {
+ mes "I do not like it but a deal is a deal. Please come back after clearing monsters in the places where Aigu asked to search.";
+ next;
+ switch( select( "Thanatos Tower related ", "Rachel Shrine related ", "Nameless Island related ", "Abyss Lake related " ) ) {
+ case 1:
+ mes "[Melody-Jack]";
+ mes "Thanatos tower is the most annoying place. Do not worry about your compensation. I keep my word.";
+ next;
+ switch( select( "Baroness of Retribution", "Lady Solace", "Mistress of Shelter", "Dame of Sentinel" ) ) {
+ case 1:
+ mes "[Melody-Jack]";
+ if (questprogress(13120,PLAYTIME) == 1)
+ mes "I think I finished today's performance. I cannot relax what if monsters show up suddenly.";
+ else if (questprogress(13119,HUNTING) == 1) {
+ cutin "½Å¹úÀÇ´ëÇàÀÚÄ«µå",3; //retribution_card
+ mes "I do not like that creature not because Aigu doesn't like them... How dare you? Who is punishing whom?";
+ next;
+ mes "[Melody-Jack]";
+ mes "These are some of the most dangerous creatures in the world. These creatures deserve no justice.";
+ next;
+ mes "[Melody-Jack]";
+ mes "Of course you can trust me. Because I believe in real deals. Lets sweep the creatures away.";
+ }
+ else if (questprogress(13119,HUNTING) == 2) {
+ mes "Did you clear them? So that does not bother that little boy for a day. Good job.";
+ callsub S_Quest,13119,13120,1;
+ }
+ else {
+ cutin "½Å¹úÀÇ´ëÇàÀÚÄ«µå",3; //retribution_card
+ mes "As you know, Thanatos Tower is where Aigu cares the most. It is the most dangerous place in some ways.";
+ next;
+ mes "[Melody-Jack]";
+ mes "Please clear monsters to help Aigu. Amateurs will make things messy.";
+ next;
+ if (select( "Take the request.", "Stop." ) == 1) {
+ mes "[Melody-Jack]";
+ mes "There must be a lot of them. Do not forget to keep this a secret. ";
+ callsub S_Quest,13120,13119;
+ }
+ }
+ break;
+ case 2:
+ mes "[Melody-Jack]";
+ if (questprogress(13122,PLAYTIME) == 1)
+ mes "I think I finished today's performance. I can not relax... What if monsters show up suddenly?";
+ else if (questprogress(13121,HUNTING) == 1) {
+ cutin "À§·ÎÇÏ´ÂÀÚ",3; //solace_card
+ mes "The building does not seem to be designed by human beings and a strange melody is always playing there.";
+ next;
+ mes "[Melody-Jack]";
+ mes "Do not fall into the mood of the melody because that can be your last song you hear.";
+ next;
+ mes "[Melody-Jack]";
+ mes "Remember, there is strange music as sharp as knife to kill people in the world.";
+ }
+ else if (questprogress(13121,HUNTING) == 2) {
+ mes "Have you ever heard the melody they are playing? You will have a chance if that little boy begins to play the performance again.";
+ callsub S_Quest,13121,13122,1;
+ }
+ else {
+ cutin "À§·ÎÇÏ´ÂÀÚ",3; //solace_card
+ mes "Beautiful melody. Maybe it sounds beautiful because creatures are playing.";
+ next;
+ mes "[Melody-Jack]";
+ mes "However that is another obstacle. A deal is prior to personal interest anytime. So clear Lady Solace.";
+ next;
+ if (select( "Take the request.", "Stop." ) == 1) {
+ mes "[Melody-Jack]";
+ mes "We are just keeping our end of the deal. Clear those creatures now.";
+ callsub S_Quest,13122,13121;
+ }
+ }
+ break;
+ case 3:
+ mes "[Melody-Jack]";
+ if (questprogress(13124,PLAYTIME) == 1)
+ mes "I think I finished today's performance. I can not relax... What if monsters show up suddenly?";
+ else if (questprogress(13123,HUNTING) == 1) {
+ cutin "¾È½ÄÀ»ÁÖ´ÂÀÚÄ«µå",3; //shelter_card
+ mes "Do you know an angel that turned into a monster? I do not know if it was an angel or not. But its appearance was an angel.";
+ next;
+ mes "[Melody-Jack]";
+ mes "Do not panic due to beautiful appearances regardless if it is an angel or a creature. You should do your job.";
+ next;
+ mes "[Melody-Jack]";
+ mes "Everything has its time. Maybe you requested this because that time has come.";
+ }
+ else if (questprogress(13123,HUNTING) == 2) {
+ mes "Good. Let me know if someone is looking for me. If so, I might need to change the details of the deal.";
+ callsub S_Quest,13123,13124,1;
+ }
+ else {
+ cutin "¾È½ÄÀ»ÁÖ´ÂÀÚÄ«µå",3; //shelter_card
+ mes "Do you know an angel that turned into a monster? I do not know if it was an angel or not. But its appearance was an angel.";
+ next;
+ mes "[Melody-Jack]";
+ mes "I don't care if it is a real angel or just a creature. Clear Mistress of Shelter.";
+ next;
+ if (select( "Take the request.", "Stop." ) == 1) {
+ mes "[Melody-Jack]";
+ mes "Dying flowers fall down by rain and wind. That is what you have to do.";
+ emotion e_no1;
+ callsub S_Quest,13124,13123;
+ }
+ }
+ break;
+ case 4:
+ mes "[Melody-Jack]";
+ if (questprogress(13126,PLAYTIME) == 1)
+ mes "I finished my performance for today. I can not relax what if monsters show up suddenly.";
+ else if (questprogress(13125,HUNTING) == 1) {
+ cutin "°¨½ÃÇÏ´ÂÀÚÄ«µå",3; //observation_card
+ mes "You may have felt they are watching once you stepped into the upper area of Thanatos Tower.";
+ next;
+ mes "[Melody-Jack]";
+ mes "Dame of Sentinel is not easy to handle so be sure to be ready to fight.";
+ next;
+ mes "[Melody-Jack]";
+ mes "It is a fine day to die. It will be you or them so do your best.";
+ }
+ else if (questprogress(13125,HUNTING) == 2) {
+ mes "You look fine. Maybe you are better than I thought? I did not check with my eyes though.";
+ callsub S_Quest,13125,13126,1;
+ }
+ else {
+ cutin "°¨½ÃÇÏ´ÂÀÚÄ«µå",3; //observation_card
+ mes "You will meet them if Aigu requests. The Dame of Sentinels.";
+ next;
+ mes "[Melody-Jack]";
+ mes "I wish they are cleared as well for her to request this adventure easily.";
+ next;
+ if (select( "Take the request.", "Stop." ) == 1) {
+ mes "[Melody-Jack]";
+ mes "A request for a request... Whatever.";
+ callsub S_Quest,13126,13125;
+ }
+ }
+ break;
+ }
+ break;
+ case 2:
+ mes "[Melody-Jack]";
+ mes "Aigu's adventure leads to Rachel Shrine. Okay... It is not strange if ^FF0000that human^000000 Aigu looking for is found anywhere.";
+ next;
+ switch( select( "Vanberk and Isilla", "Hodremlin", "Agav and Echio" ) ) {
+ case 1:
+ mes "[Melody-Jack]";
+ if (questprogress(13128,PLAYTIME) == 1)
+ mes "You may take a rest for a day. You cleared enough but fanatic is increased.";
+ else if (questprogress(13127,HUNTING) == 1) {
+ cutin "À̽ǶóÄ«µå",3; //isilla_card
+ mes "Someone who believes they are right are the most dangerous. This world is full of fools.";
+ next;
+ mes "[Melody-Jack]";
+ mes "Finally force others to believe what they believe. Lets clear Vanberk and Isilla.";
+ next;
+ mes "[Melody-Jack]";
+ mes "It is not my business. But this time is different. A little boy might be in a danger so lets hurry to clear these monsters.";
+ }
+ else if (questprogress(13127,HUNTING) == 2) {
+ mes "Just a day. Will be fine.";
+ callsub S_Quest,13127,13128,1;
+ }
+ else {
+ cutin "ÆǺ£¸£Å©Ä«µå",3; //vanberk_card
+ mes "Sanctuary in Rachel is prohibited to normal people from entering. You gotta know that.";
+ next;
+ mes "[Melody-Jack]";
+ mes "They think they can find a clue there but it is not a safe place. You should clear Vanberk and Isilla in advance.";
+ next;
+ if (select( "Take the request.", "Stop." ) == 1) {
+ mes "[Melody-Jack]";
+ mes "Clear all as quickly as you can.";
+ emotion e_flash;
+ callsub S_Quest,13128,13127;
+ }
+ }
+ break;
+ case 2:
+ mes "[Melody-Jack]";
+ if (questprogress(13130,PLAYTIME) == 1)
+ mes "Unknown mosters are dangerous so clear them first. I will inform you if something happens.";
+ else if (questprogress(13129,HUNTING) == 1) {
+ cutin "È£µå·½¸°Ä«µå",3; //hodremlin_card
+ mes "Cold teeth might be approaching. Its teeth are faster than your hands.";
+ next;
+ mes "[Melody-Jack]";
+ mes "Rachel sanctuary will be approaching from everywhere. You should be careful of this one.";
+ next;
+ mes "[Melody-Jack]";
+ mes "Just think of the job at hand. That will be enough.";
+ }
+ else if (questprogress(13129,HUNTING) == 2) {
+ mes "I am not that worried but are you safe? Not bitten?";
+ callsub S_Quest,13129,13130,1;
+ }
+ else {
+ cutin "È£µå·½¸°Ä«µå",3; //hodremlin_card
+ mes "Fanatics are a problem. A more serious problem is that they show up suddenly.";
+ next;
+ mes "[Melody-Jack]";
+ mes "Get rid of ^FF0000Hodremlin^000000 without any hesitation. Because they are very dangerous.";
+ next;
+ if (select( "Take the request.", "Stop." ) == 1) {
+ mes "[Melody-Jack]";
+ mes "They need faster hands than a head. I do not worry but you should be careful.";
+ callsub S_Quest,13130,13129;
+ }
+ }
+ break;
+ case 3:
+ mes "[Melody-Jack]";
+ if (questprogress(13132,PLAYTIME) == 1)
+ mes "If you can talk. There are no requests right now. Take a rest for the day.";
+ else if (questprogress(13131,HUNTING) == 1) {
+ cutin "¿¡Å°¿ÀÄ«µå",3; //echio_card
+ mes "Full of madness here. I just feel disgusting.";
+ next;
+ mes "[Melody-Jack]";
+ mes "It is my feeling but you might like it. I am sure ^FF0000Agav^000000 and ^FF0000Echio^000000 will not like you.";
+ next;
+ mes "[Melody-Jack]";
+ mes "They will run into you. Do not hesitate and keep focused on the job.";
+ }
+ else if (questprogress(13131,HUNTING) == 2) {
+ mes "Found anyone? I wouldn't worry. A promise ia a promise and a deal is a deal.";
+ callsub S_Quest,13131,13132,1;
+ }
+ else {
+ cutin "¾Æ°¡ºêÄ«µå",3; //agav_card
+ mes "It is true that it is getting more dangerous inside of Rachel sanctuary, but Aigu will not care for things we are not sure.";
+ next;
+ mes "[Melody-Jack]";
+ mes "That was not that bad. But someone needs to help? Lets clear ^FF0000Agav^000000 and ^FF0000Echio^000000 inside of Rachel Shrine.";
+ next;
+ if (select( "Take the request.", "Stop." ) == 1) {
+ mes "[Melody-Jack]";
+ mes "I cannot leave so farewell.";
+ callsub S_Quest,13132,13131;
+ }
+ }
+ break;
+ }
+ break;
+ case 3:
+ mes "[Melody-Jack]";
+ mes "Nameless Island is not known to usual adventurers. Aigu is also interested in there.";
+ next;
+ switch( select( "Ragged Zombie Hunting", "Zombie Slaughter Hunting", "Banshee Hunting" ) ) {
+ case 1:
+ mes "[Melody-Jack]";
+ if (questprogress(13134,PLAYTIME) == 1)
+ mes "Ragged Zombie is reduced. It is a good time to proceed Aigu's request for a minute.";
+ else if (questprogress(13133,HUNTING) == 1) {
+ cutin "´©´õ±âÁ»ºñÄ«µå",3; //ragged_zombie_card
+ mes "It is easy to meet everything on Nameless Island. So boring.";
+ next;
+ mes "[Melody-Jack]";
+ mes "Get rid of it and help Aigu and the other adventurers.";
+ }
+ else if (questprogress(13133,HUNTING) == 2) {
+ mes "Did you take a bath? It smells in here. But I am sure that you had a hard time with the smell.";
+ callsub S_Quest,13133,13134,1;
+ }
+ else {
+ cutin "´©´õ±âÁ»ºñÄ«µå",3; //ragged_zombie_card
+ mes "The dead come back at night. Comes back sounds strange. Lets cut the crap.";
+ next;
+ mes "[Melody-Jack]";
+ mes "Wish to clear ^FF0000Ragged Zombie^000000. It is easy because they show up everywhere.";
+ next;
+ if (select( "Take the request.", "Stop." ) == 1) {
+ mes "[Melody-Jack]";
+ mes "Take a ^FF0000bath^000000 and you won't smell anymore.";
+ callsub S_Quest,13134,13133;
+ }
+ }
+ break;
+ case 2:
+ mes "[Melody-Jack]";
+ if (questprogress(13136,PLAYTIME) == 1)
+ mes "I know the request to Nameless Island is not easy but I will be happy if you join again.";
+ else if (questprogress(13135,HUNTING) == 1) {
+ cutin "Á»ºñ½½·¯ÅÍÄ«µå",3; //zombie_slaughter_card
+ mes "It was not easy for me either to step into Nameless Island. I am not that patient.";
+ next;
+ mes "[Melody-Jack]";
+ mes "But adventurers should challenge once. ^FF0000Zombie Slaughter^000000 is worth clearing.";
+ }
+ else if (questprogress(13135,HUNTING) == 2) {
+ mes "You are quite good! You cleared them. It will take time to return.";
+ callsub S_Quest,13135,13136,1;
+ }
+ else {
+ cutin "Á»ºñ½½·¯ÅÍÄ«µå",3; //zombie_slaughter_card
+ mes "They are dangerous unlike Ragged Zombie because they swing something sharp.";
+ next;
+ mes "[Melody-Jack]";
+ mes "Please clear ^FF0000Zombie Slaughter^000000. Be careful to avoid their blades.";
+ next;
+ if (select( "Take the request.", "Stop." ) == 1) {
+ mes "[Melody-Jack]";
+ mes "You've got many things to take care of so I will hold my words. Clear them.";
+ callsub S_Quest,13136,13135;
+ }
+ }
+ break;
+ case 3:
+ mes "[Melody-Jack]";
+ if (questprogress(13138,PLAYTIME) == 1)
+ mes "Banshee is cleared. Request is solved anyway but it is not the end. It will be required again sooner or later.";
+ else if (questprogress(13137,HUNTING) == 1) {
+ cutin "¹ê½ÃÄ«µå",3; //banshee_card
+ mes "You will see there are unwelcoming things while adventuring sometimes regardless of monsters and companions.";
+ next;
+ mes "[Melody-Jack]";
+ mes "This request is like that for me. I just do not like creatures or the reason of giving this request.";
+ }
+ else if (questprogress(13137,HUNTING) == 2) {
+ mes "You must be tired. You went to that tough place beyond your capability. Do not be angry. I will reward you for that.";
+ callsub S_Quest,13137,13138,1;
+ }
+ else {
+ cutin "¹ê½ÃÄ«µå",3; //banshee_card
+ mes "Please clear ^FF0000Banshee^000000 inside of Nameless Island. Do not say no. You know it is for Aigu as well.";
+ next;
+ mes "[Melody-Jack]";
+ mes "Both Banshee and Aigu are annoying. I would not do this request but you will be different. Right?";
+ next;
+ if (select( "Take the request.", "Stop." ) == 1) {
+ mes "[Melody-Jack]";
+ mes "See? Someone needs this request. Clear ^FF0000Banshees^000000 at Nameless Island.";
+ callsub S_Quest,13138,13137;
+ }
+ }
+ break;
+ }
+ break;
+ case 4:
+ mes "[Melody-Jack]";
+ mes "Abyss Lake has requests from a little girl. Very dilligent.";
+ next;
+ if (select( "Ferus and Bewler are cleared.", "Gold and Blue Acidus are cleared." ) == 1) {
+ mes "[Melody-Jack]";
+ if (questprogress(13140,PLAYTIME) == 1)
+ mes "Green dragons and Red dragons remind me of watermelons.";
+ else if (questprogress(13139,HUNTING) == 1) {
+ cutin "·¹µåÆä·¯½ºÄ«µå",3; //ferus_card
+ mes "Abyss Lake... Do you possibly know how to get in there? You are not an adventurer with that information?";
+ next;
+ mes "[Melody-Jack]";
+ mes "Just in case I will give you a clue that a key and an entrance are going to be found around there.";
+ }
+ else if (questprogress(13139,HUNTING) == 2) {
+ mes "Did you clear all of the dragons? Take a rest for a day.";
+ callsub S_Quest,13139,13140,1;
+ }
+ else {
+ cutin "±×¸°Æä·¯½ºÄ«µå",3; //ferus__card
+ mes "Abyss Lake is full of dragons in and out. Dragons are not that special but there are so many.";
+ next;
+ mes "[Melody-Jack]";
+ mes "Which one is more dangerous between Ferus and Bewler? I do not know. Clear both of them.";
+ next;
+ if (select( "Take the request.", "Stop." ) == 1) {
+ mes "[Melody-Jack]";
+ mes "Neither green nor red are disturbing. But regardless, come back after clearing all.";
+ callsub S_Quest,13140,13139;
+ }
+ }
+ }
+ else {
+ mes "[Melody-Jack]";
+ if (questprogress(13142,PLAYTIME) == 1)
+ mes "Take a rest. We should go and subdue Acidus dragons again.";
+ else if (questprogress(13141,HUNTING) == 1) {
+ cutin "ºí·ç¾î½Ã´õ½ºÄ«µå",3; //acidus__card
+ mes "Abyss Lake is not close. But it is worth visiting.";
+ next;
+ mes "[Melody-Jack]";
+ mes "This is technically a training exercise but just pretend you are helping someone. There will be a reward.";
+ }
+ else if (questprogress(13141,HUNTING) == 2) {
+ mes "You are more of a talented adventurer than I thought. If you found a tactic, take care of it next time. This study is up to you.";
+ callsub S_Quest,13141,13142,1;
+ }
+ else {
+ cutin "°ñµå¾î½Ã´õ½º",3; //acidus_card
+ mes "There is a cave where dragons are living inside of Abyss Lake. There are so many but flying things are annoying.";
+ next;
+ mes "[Melody-Jack]";
+ mes "Subdue them as best as you can. Do not mind their colors because they are all to be cleared.";
+ next;
+ if (select( "Take the request.", "Stop." ) == 1) {
+ mes "[Melody-Jack]";
+ mes "Subdue the Gold and Blue Acidus monsters at the last level of Abyss Lake.";
+ callsub S_Quest,13142,13141;
+ }
+ }
+ }
+ break;
+ }
+ close2;
+ cutin "",255;
+ end;
+ }
+ else {
+ mes "You finished helping Aigu or did you quit? Anyways I have no more business for you. ";
+ next;
+ callsub S_Erasequest,
+ 13119,"Baroness of Retribution",
+ 13121,"Lady Solace",
+ 13123,"Mistress of Shelter",
+ 13125,"Dame of Sentinel",
+ 13127,"Vanberk and Isilla",
+ 13129,"Hodremlin",
+ 13131,"Agav and Echio",
+ 13133,"Ragged Zombie",
+ 13135,"Zombie Slaughter",
+ 13137,"Banshee",
+ 13139,"Ferus ",
+ 13141,"Acidus";
+ mes "[Melody-Jack]";
+ mes "I am not sure if you found what you are looking for... I cannot be involved anymore. Thanks.";
+ }
+ }
+ close;
+S_Quest:
+ if (questprogress(getarg(0)))
+ erasequest getarg(0);
+ setquest getarg(1);
+ if (getarg(2,0))
+ getexp 900000,200000;
+ return;
+S_Erasequest:
+ .@total = getargcount();
+ for ( .@i = 0; .@i < .@total; .@i += 2 ) {
+ .@quest_id = getarg(.@i);
+ switch( questprogress(.@quest_id,HUNTING) ) {
+ case 0:
+ if (questprogress(.@quest_id+1))
+ erasequest (.@quest_id+1);
+ continue;
+ case 1:
+ mes "[Melody-Jack]";
+ mes getarg(.@i+1) +" is cleared. No need to have more requests.";
+ break;
+ case 2:
+ mes "[Melody-Jack]";
+ mes getarg(.@i+1) +" is cleared. A deal is a deal. I need to get paid.";
+ getexp 900000,200000;
+ break;
+ }
+ erasequest .@quest_id;
+ next;
+ }
+ return;
+OnTouch:
+ if (para_120lv01 == 1) {
+ emotion e_gasp;
+ mes "[Melody-Jack]";
+ mes "Hey there! ... Wait.?";
+ close;
+ }
+ end;
+}
+
+moc_para01,17,77,5 script Aigu#1 4_F_IU,{
+ mes "[Aigu]";
+ if (!countitem(Para_Team_Mark)) {// Para_Team_Mark
+ mes "Oh, why aren't you a part of Eden Group?";
+ mes "I'm only talking to base level ^FF0000121-130^000000 adventurers.";
+ }
+ else if (!para_120lv01) {
+ cutin "igu01",2;
+ mes "Hi? A fine day like today. Can I ask for a favor? I heard that adventurers in Eden Group are nice.";
+ next;
+ if (select( "I'm not the nice kind.", "Sure, I'll help." ) == 1) {
+ cutin "igu05",2;
+ mes "[Aigu]";
+ mes "yek.. I hate.";
+ }
+ else {
+ cutin "igu03",2;
+ mes "[Aigu]";
+ mes "Really? I will introduce myself! I am the head of the ^ff0000Dandelion band Aigu.^000000";
+ next;
+ mes "[Aigu]";
+ mes "I just came back from a local performance. There is someone I wanted to meet but is missing now so I came to Eden Group for a request.";
+ next;
+ mes "[Aigu]";
+ mes "I just decided to make a request by myself because no one is in charge and everyone is busy. Thanks for the help.";
+ para_120lv01 = 1;
+ }
+ }
+ else {
+ cutin "igu01",2;
+ mes "It is nice to come back to Midgard! Very exciting as the first day.";
+ next;
+ if (select( "What is your request?", "Talk about something else." ) == 2) {
+ cutin "igu01",2;
+ mes "[Aigu]";
+ mes "Dandelion band travels all around the world and conveys healing music to people";
+ next;
+ cutin "igu02",2;
+ mes "[Aigu]";
+ mes "Actually our songs have no magic but I am sure it helps people because I am singing.";
+ }
+ else if (BaseLevel < 121) {
+ cutin "igu04",2;
+ mes "[Aigu]";
+ mes "I think it is difficult for you to get my request? For now, I think it will make more people lost. How about widening your sight by travelling?";
+ }
+ else if (BaseLevel < 131) {
+ mes "[Aigu]";
+ mes "I made a shelter for someone I am looking for and lost adventurers. I want to know which adventurer has been there.";
+ next;
+ switch( select( "Thanatos Tower search", "Rachel Sanctuary search", "Nameless Island search", "Abyss Lake search" ) ) {
+ mes "[Aigu]";
+ case 1:
+ if (questprogress(13115,PLAYTIME) == 1)
+ mes "I will ask to search again after for a while because there is hope since a trace of someone was found.";
+ else if (questprogress(13111) == 1) {
+ cutin "igu04",2;
+ mes "You know someone went there but you do not know who that is? Thank you. But let me ask you to search again tomorrow since we do not know who it is.";
+ callsub S_Quest,13111,13115,1250000,300000;
+ }
+ else if (questprogress(13107) == 1)
+ mes "You may find shelter on top of the tower. Even that shelter only has water and a bonfire.";
+ else {
+ mes "Adventurers are easily lost because of dangerous monsters and the height of thanatos tower. But it isn't impossible for some adventurers so please check for me.";
+ next;
+ if (select( "Begin to search.", "Cancel." ) == 1) {
+ mes "[Aigu]";
+ mes "Thanatos tower is north of the Schwartzvalt Republic! It is not far from Juno or Hugel.";
+ callsub S_Quest,13115,13107;// Thanatos Tower Search
+ }
+ }
+ break;
+ case 2:
+ if (questprogress(13116,PLAYTIME) == 1)
+ mes "Searching Rachel was enough. I will ask you again after a while.";
+ else if (questprogress(13112) == 1) {
+ mes "How was your trip? No special news. But it is not done yet so I will ask you to search again.";
+ callsub S_Quest,13112,13116,1000000,300000;
+ }
+ else if (questprogress(13108) == 1)
+ mes "Not able to enter the sanctuary in a usual way. It is not easy but we can find a clue at Rachel.";
+ else {
+ cutin "igu03",2;
+ mes "There is a sanctuary inside of Rachel Shrine. It is possible to get stuck there once you're inside.";
+ next;
+ mes "[Aigu]";
+ mes "Please take a look if there are any traces of lost adventurers at the southeast part of the 2nd floor in the middle zone.";
+ next;
+ if (select( "Begin the search.", "Stop." ) == 1) {
+ cutin "igu05",2;
+ mes "[Aigu]";
+ mes "I wish you safety in your search.";
+ callsub S_Quest,13116,13108;// Rachel holy ground Search
+ }
+ }
+ break;
+ case 3:
+ if (questprogress(13117,PLAYTIME) == 1)
+ mes "Searching Nameless Island will continue at another time. How about taking a rest for a while?";
+ else if (questprogress(13113) == 1) {
+ mes "Thank you! There are wandering adventurers also helping! We should continue to search anyway. Please help me next time again.";
+ callsub S_Quest,13113,13117,900000,300000;
+ }
+ else if (questprogress(13109) == 1) {
+ cutin "igu04",2;
+ mes "Maybe... hanging out and drinking with the dead. But please talk with me.";
+ }
+ else {
+ cutin "igu03",2;
+ mes "Yes, Maybe they're not able to come because they've been captured by the dead! Nameless Island will be fine! Please search Nameless Island.";
+ next;
+ if (select( "Begin the search.", "Stop." ) == 1) {
+ cutin "igu01",2;
+ mes "[Aigu]";
+ mes "I wil ask you to search the 1st underground of the monastery on Nameless Island. I cannot make you take that risk unless you volunteer.";
+ callsub S_Quest,13117,13109;// Unknown island Search
+ }
+ }
+ break;
+ case 4:
+ if (questprogress(13118,PLAYTIME) == 1)
+ mes "I will try to search Abyss Lake again after a while.";
+ else if (questprogress(13114) == 1) {
+ cutin "igu05",2;
+ mes "You came back safely but I guess there was no good result for your face. I will search more so do not disappoint! Thank you.";
+ callsub S_Quest,13114,13118,900000,200000;
+ }
+ else if (questprogress(13110) == 1) {
+ cutin "igu05",2;
+ mes "Maybe, disappointed and fallen down because a monster was not found on the ground of the lake.";
+ }
+ else {
+ mes "I suggest to search Abyss Lake precisely the cave at the middle of the lake.";
+ next;
+ mes "[Aigu]";
+ mes "Yes! The end of a good adventure needs a dragon! I've heard there is a monster on the ground of a lake.";
+ next;
+ if (select( "Begin the search.", "Stop." ) == 1) {
+ mes "[Aigu]";
+ mes "Abyss Lake is the fastest way to get to Hugel. Please visit 3rd floor of underground cave.!";
+ callsub S_Quest,13118,13110;// Abyss Lake Search
+ }
+ }
+ }
+ }
+ else {
+ cutin "igu04",2;
+ mes "[Aigu]";
+ mes "I can't give you any more search tasks right now! You need harder challenges suitable for your level.";
+ callsub S_Erasequest,
+ 13107,"Thanatos Tower",
+ 13108,"Rachel Shrine",
+ 13109,"Nameless Island",
+ 13110,"Abyss Lake";
+ callsub S_Erasequest2,
+ 13111,"Thanatos Tower",1250000,300000,
+ 13112,"Rachel Shrine",1000000,300000,
+ 13113,"Nameless Island",900000,300000,
+ 13114,"Abyss Lake",900000,200000;
+ for ( .@i = 13115; .@i <= 13118; .@i++ )
+ if (questprogress(.@i)) erasequest .@i;
+ }
+ }
+ close2;
+ cutin "",255;
+ end;
+S_Quest:
+ if (questprogress(getarg(0)))
+ erasequest getarg(0);
+ setquest getarg(1);
+ if (getarg(2,0))
+ getexp getarg(2),getarg(3);
+ return;
+S_Erasequest:
+ .@total = getargcount();
+ for ( .@i = 0; .@i < .@total; .@i += 2 ) {
+ if (questprogress(getarg(.@i))) {
+ next;
+ mes "[Aigu]";
+ mes "Oh, you've been working on "+ getarg(.@i+1) +" Adventure task. Let me clear your record, so you can work on better tasks.";
+ erasequest getarg(.@i);
+ }
+ }
+ return;
+S_Erasequest2:
+ .@total = getargcount();
+ for ( .@i = 0; .@i < .@total; .@i += 4 ) {
+ if (questprogress(getarg(.@i))) {
+ next;
+ mes "[Aigu]";
+ mes "Oh, you've already finished "+ getarg(.@i+1) +" Adventure. Thank you for helping me out with this task!.";
+ erasequest getarg(.@i);
+ getexp getarg(.@i+2),getarg(.@i+3);
+ }
+ }
+ return;
+}
+
+- script Trace of an adventurer -1,{
+ .@quest = 13106 + atoi(strnpcinfo(2));
+ .@delay = 13110 + atoi(strnpcinfo(2));
+ if (questprogress(.@quest) == 1) {
+ mes "I found traces of someone who was here but I cannot find a clue. Lets go back and report to Aigu.";
+ erasequest .@quest;
+ setquest .@delay;
+ }
+ else
+ mes "There are traces of someone being here.";
+ close;
+}
+thana_step,167,292,5 duplicate(Trace of an adventurer) Trace of an adventurer#1 4_TRACE
+ra_san05,265,69,5 duplicate(Trace of an adventurer) Trace of an adventurer#2 4_TRACE
+abbey02,155,290,5 duplicate(Trace of an adventurer) Trace of an adventurer#3 4_TRACE
+abyss_03,102,140,5 duplicate(Trace of an adventurer) Trace of an adventurer#4 4_TRACE
+
+tha_t06,126,128,3 script Suspicious Monster#1 4_DEVIRUCHI,{
+ mes "[Disguised Adventurer]";
+ mes "I am just working at this dangerous place for 5000 zeny... Are you the adventurer who got a request from Eden Group?";
+ next;
+ switch( select( "Yes","No" ) ) {
+ case 1:
+ mes "[Disguised Adventurer]";
+ if (BaseLevel < 121 || BaseLevel > 130) {
+ mes "I could see that is not you at first glance!";
+ close;
+ }
+ mes "The adventurers proceeding the request for Aigu are warped to the upper level on behalf of Aigu.";
+ next;
+ if (select( "Go up.", "Do not go up." ) == 1) {
+ mes "[Disguised Adventurer]";
+ if (questprogress(13107) != 1)
+ mes "It seems that you're currently not doing the Thanatos Tower adventure request. I'm sorry but I'm doing this for Aigu and not you.";
+ else {
+ mes "Be careful! You can not come down once you go up. For Aigu!";
+ close2;
+ warp "thana_step",69,369;
+ end;
+ }
+ }
+ close;
+ case 2:
+ mes "[Disguised Adventurer]";
+ mes "Or please pretend not to know me! I will be in a danger if you blow my cover!";
+ close;
+ }
+}
diff --git a/npc/re/quests/eden/131-140.txt b/npc/re/quests/eden/131-140.txt
new file mode 100644
index 000000000..d732449fb
--- /dev/null
+++ b/npc/re/quests/eden/131-140.txt
@@ -0,0 +1,597 @@
+//===== Hercules Script ======================================
+//= Eden Group Quests - Mission [131-140]
+//===== By: ==================================================
+//= Capuche
+//===== Current Version: =====================================
+//= 1.1
+//===== Compatible With: =====================================
+//= Hercules
+//===== Description: =========================================
+//= [Official Conversion]
+//= Repeatable quests for players between BaseLevel 131 - 140.
+//===== Additional Comments: =================================
+//= 1.0 First version.
+//= 1.1 Some CleanUps. [Dastgir]
+//============================================================
+
+moc_para01,41,76,3 script Ragi#1 4_M_RAGI,{
+ cutin "ragi01",0;
+ mes "[Ragi]";
+ if (!countitem(Para_Team_Mark)) {// Para_Team_Mark
+ mes "Only adventurers from Eden Group are welcome here.";
+ mes "I'm giving requests to base level ^FF0000130-140^000000 adventurers only.";
+ }
+ else if (!para_130lv01) {
+ mes "Hi. I'm the new member of the Dandelion band Ragi. I am making songs on behalf of Aigu. Are you interested in a story?";
+ next;
+ mes "[Ragi]";
+ mes "Haha. I am sorry to request to adventurers even though I am a new.";
+ next;
+ mes "[Ragi]";
+ mes "Just take a look at the list. Can you help me if it is okay with you?";
+ para_130lv01 = 1;
+ }
+ else {
+ mes "I am collecting stories to make a song on behalf of Aigu.";
+ next;
+ if (select( "Request to collect stories", "Conversation" ) == 1) {
+ mes "[Ragi]";
+ if (BaseLevel < 131) {
+ cutin "ragi02",0;
+ mes "This is the request of Aigu but it is dangerous. You should grow up more.";
+ }
+ else if (BaseLevel < 141) {
+ mes "This song and story is about monsters. ^FF0000Tell me the story about how you felt while you were fighting with them.^000000";
+ next;
+ switch( select( "The story of the lost", "Story of devil", "Story from far away distance" ) ) {
+ case 1:
+ mes "[Ragi]";
+ mes "Lighthalzen has many stories that I'm sure are sad and lost. Their stories should not be forgotten so please tell me what you can.";
+ next;
+ switch( select( "Egnigem Cenia (Swordman Monster)",
+ "Armeyer Dinze (Merchant Monster)",
+ "Wickebine Tres (Thief Monster)",
+ "Kavach Icarus (Archer Monster)",
+ "Errende Ebecee (Acolyte Monster)",
+ "Laurell Weinder (Mage Monster)" ) ) {
+ case 1:
+ mes "[Ragi]";
+ if (questprogress(13144,PLAYTIME) == 1)
+ mes "Some adventurers tell me stories a little bit but they are not enough to make a song out of.";
+ else if (questprogress(13143,HUNTING) == 1) {
+ cutin "À̱״ÏÁª¼¼´Ï¾ÆÄ«µå",3; //ygnizem_card
+ mes "She is a sad swordman in such a far away place. What brought here there do you think?";
+ next;
+ mes "[Ragi]";
+ mes "These are very important stories to someone. I want to make a song with these stories. Please help me.";
+ cutin "ragi01",0;
+ }
+ else if (questprogress(13143,HUNTING) == 2) {
+ mes "Have you heard any new stories? Please tell me stories if you have any from your journey.";
+ callsub S_Quest,13143,13144,1100000,300000;
+ }
+ else {
+ cutin "À̱״ÏÁª¼¼´Ï¾ÆÄ«µå",3; //ygnizem_card
+ mes "A sword woman who is stronger than any swordmen. Egnigem Cenia. That is her name. I am not sure if that is her or someone else.";
+ next;
+ mes "[Ragi]";
+ mes "I can not lose her story. I really wish you to stop by.";
+ next;
+ cutin "ragi01",0;
+ if (select( "Take the request", "Quit." ) == 1) {
+ mes "[Ragi]";
+ mes "It will be more dangerous than you think. But story must be conveyed for everyone.";
+ callsub S_Quest,13144,13143;
+ }
+ }
+ break;
+ case 2:
+ mes "[Ragi]";
+ if (questprogress(13146,PLAYTIME) == 1)
+ mes "Some adventurers tell me stories a little bit but they are not enough to make a song out of.";
+ else if (questprogress(13145,HUNTING) == 1) {
+ cutin "¾Æ¸£¸¶À̾îµòÁ¦Ä«µå",3; //armaia_card
+ mes "How far could she have continued her journey? I guess she could not do it alone.";
+ next;
+ mes "[Ragi]";
+ mes "You do not wonder why that journey should have stopped?";
+ next;
+ mes "[Ragi]";
+ mes "I want to make a song with these stories. Please help me.";
+ cutin "ragi01",0;
+ }
+ else if (questprogress(13145,HUNTING) == 2) {
+ mes "Have you heard any new stories? Please tell me stories if you have any from your journey.";
+ callsub S_Quest,13145,13146,1100000,300000;
+ }
+ else {
+ cutin "¾Æ¸£¸¶À̾îµòÁ¦Ä«µå",3; //armaia_card
+ mes "A daughter of a merchant. Armeyer Dinze, she looks like a rich woman. But she looks insecure.";
+ next;
+ mes "[Ragi]";
+ mes "What made her disappear? Or for what? Please listen to her story.";
+ next;
+ cutin "ragi01",0;
+ if (select( "Take the request", "Quit." ) == 1) {
+ mes "[Ragi]";
+ mes "It will be more dangerous than you think. But the story must be conveyed.";
+ callsub S_Quest,13146,13145;
+ }
+ }
+ break;
+ case 3:
+ mes "[Ragi]";
+ if (questprogress(13148,PLAYTIME) == 1)
+ mes "Some adventurers tell me stories a little bit but they are not enough to make a song out of.";
+ else if (questprogress(13147,HUNTING) == 1) {
+ cutin "ÈÖÄɹÙÀÎÆ®¸®½ºÄ«µå",3; //whikebain_card
+ mes "What might have moved her mind? She only cared about money.";
+ next;
+ mes "[Ragi]";
+ mes "I wonder how far her heart has been reached? Please listen to her story. Please tell me.";
+ next;
+ mes "[Ragi]";
+ mes "Please make a song for us.";
+ cutin "ragi01",0;
+ }
+ else if (questprogress(13147,HUNTING) == 2) {
+ mes "Have you heard any new stories? Please tell me stories if you have any from your journey.";
+ callsub S_Quest,13147,13148,1100000,300000;
+ }
+ else {
+ cutin "ÈÖÄɹÙÀÎÆ®¸®½ºÄ«µå",3; //whikebain_card
+ mes "Nobody knows how it has started. Wickebine Tres is the name who could have found a true companion.";
+ next;
+ mes "[Ragi]";
+ mes "She was the one who only cared for money. How far has her journey continued? Please listen to her story in Lighthalzen.";
+ next;
+ cutin "ragi01",0;
+ if (select( "Take the request", "Quit." ) == 1) {
+ mes "[Ragi]";
+ mes "It will be more dangerous than you think. But the story must be conveyed.";
+ emotion e_no1;
+ callsub S_Quest,13148,13147;
+ }
+ }
+ break;
+ case 4:
+ mes "[Ragi]";
+ if (questprogress(13150,PLAYTIME) == 1)
+ mes "Some adventurers tell me stories a little bit but they are not enough to make a song out of.";
+ else if (questprogress(13149,HUNTING) == 1) {
+ cutin "Ä«¹ÙÅ©ÀÌÄ«·ç½ºÄ«µå",3; //kavac_card
+ mes "Yes. It seems that I have heard the same name from Payon. I am not sure it means the same.";
+ next;
+ mes "[Ragi]";
+ mes "Please try to find him or a bow at Lighthalzen.";
+ next;
+ mes "[Ragi]";
+ mes "Please do not forget to tell me any story you hear.";
+ cutin "ragi01",0;
+ }
+ else if (questprogress(13149,HUNTING) == 2) {
+ mes "Have you heard any new stories? Please tell me stories if you have any from your journey.";
+ callsub S_Quest,13149,13150,1100000,300000;
+ }
+ else {
+ cutin "Ä«¹ÙÅ©ÀÌÄ«·ç½ºÄ«µå",3; //kavac_card
+ mes "Kavach Icarus is the name whose hands are faster than eyes and shoots arrows swiftly.";
+ next;
+ mes "[Ragi]";
+ mes "I heard his shadow and his arrow are wandering somewhere. Please go to Lighthalzen and tell me his story.";
+ next;
+ cutin "ragi01",0;
+ if (select( "Take the request", "Quit." ) == 1) {
+ mes "[Ragi]";
+ mes "Please be careful of his arrows. You may have laid down on the cold floor before this story is finished.";
+ callsub S_Quest,13150,13149;
+ }
+ }
+ break;
+ case 5:
+ mes "[Ragi]";
+ if (questprogress(13152,PLAYTIME) == 1)
+ mes "Some adventurers tell me stories a little bit but they are not enough to make a song out of.";
+ else if (questprogress(13151,HUNTING) == 1) {
+ cutin "ÀÌ·»µå¿¡º£½ÃÄ«µå",3; //erend_card
+ mes "No matter if it was for friendship or a mission. If that journey was for someone, It would not be easy to stop the journey.";
+ next;
+ mes "[Ragi]";
+ mes "What made stopped their journey? What kind of story is in it?";
+ next;
+ mes "[Ragi]";
+ mes "Please check that story in Lighthalzen.";
+ cutin "ragi01",0;
+ }
+ else if (questprogress(13151,HUNTING) == 2) {
+ mes "Have you heard any new stories? Please tell me stories if you have any from your journey.";
+ callsub S_Quest,13151,13152,1100000,300000;
+ }
+ else {
+ cutin "ÀÌ·»µå¿¡º£½ÃÄ«µå",3; //erend_card
+ mes "Errende Ebecee is the one who started a journey to look for someone.";
+ next;
+ mes "[Ragi]";
+ mes "But I guess... His journey also might have stopped somewhere in Lighthalzen. Please listen to his story.";
+ next;
+ cutin "ragi01",0;
+ if (select( "Take the request", "Quit." ) == 1) {
+ mes "[Ragi]";
+ mes "Please be careful not get lost like these ^FF0000poor souls^000000.";
+ callsub S_Quest,13152,13151;
+ }
+ }
+ break;
+ case 6:
+ mes "[Ragi]";
+ if (questprogress(13154,PLAYTIME) == 1)
+ mes "Some adventurers tell me stories a little bit but they are not enough to make a song out of.";
+ else if (questprogress(13153,HUNTING) == 1) {
+ cutin "¶ó¿ì·¼ºá´õÄ«µå",3; //rawrel_card
+ mes "By the way. I have read a book called ^FF0000How to be a wizard^000000...";
+ next;
+ mes "[Ragi]";
+ mes "According to that book, some magic by 25 years olds can be stronger than older wizards.";
+ next;
+ mes "[Ragi]";
+ mes "What are you listening to seriously? Let's finish the request about Laurell Weinders story!";
+ cutin "ragi01",0;
+ }
+ else if (questprogress(13153,HUNTING) == 2) {
+ mes "Have you heard any new stories? Please tell me stories if you have any from your journey.";
+ callsub S_Quest,13153,13154,1100000,300000;
+ }
+ else {
+ cutin "¶ó¿ì·¼ºá´õÄ«µå",3; //rawrel_card
+ mes "Laurell Weinder, who decided to have a difficult journey to repay gratitude for some wizards deed.";
+ next;
+ mes "[Ragi]";
+ mes "But... These talented wizards could not return? Who made them? Find a clue in Lighthalzen.";
+ next;
+ cutin "ragi01",0;
+ if (select( "Take the request", "Quit." ) == 1) {
+ mes "[Ragi]";
+ mes "I like this story but be careful if you do not want to end up a story yourself.";
+ callsub S_Quest,13154,13153;
+ }
+ }
+ }
+ break;
+ case 2:
+ mes "[Ragi]";
+ mes "Do you know the story about Satan Morroc? I want to sing a song of their story even when time passes by.";
+ next;
+ switch( select( "Angel Incarnation", "Black Nightmare Incarnation", "Ghost Incarnation" ) ) {
+ mes "[Ragi]";
+ case 1:
+ if (questprogress(13156,PLAYTIME) == 1) {
+ mes "A monster from Morroc has wings like an angel. Maybe, Satan Morocc wants to be an angel?";
+ next;
+ mes "[Ragi]";
+ mes "Haha please do not mind. It is just joke of a story teller. Please give me another story next time.";
+ }
+ else if (questprogress(13155,HUNTING) == 1) {
+ mes "Appearance looks fine but inside.. I am sure they are flesh and blood!";
+ next;
+ mes "[Ragi]";
+ mes "Of course, I did not check by myself. But I am just a story teller as you see.";
+ next;
+ mes "[Ragi]";
+ mes "But it is not safe.. So be careful! Please give me more stories! Maybe I can meet Satan Morocc somewhere around here?";
+ }
+ else if (questprogress(13155,HUNTING) == 2) {
+ mes "Wow. There are so many stories coming to me! Thanks to you!";
+ callsub S_Quest,13155,13156,1100000,200000;
+ }
+ else {
+ mes "Well... This song is not about the prince of darkness, but it is taken from people who claim to have seen him.";
+ next;
+ mes "[Ragi]";
+ mes "Please help me to make a story by searching the flying Incarnations of Morocc.";
+ next;
+ if (select( "Take the request", "Quit." ) == 1) {
+ mes "[Ragi]";
+ mes "Be sure to get at least 30 Angel looking Incarnations of Morocc.";
+ emotion e_wah;
+ callsub S_Quest,13156,13155;
+ }
+ }
+ break;
+ case 2:
+ mes "[Ragi]";
+ if (questprogress(13158,PLAYTIME) == 1) {
+ mes "Story is not made yet, so I will ask next time !";
+ cutin "ragi02",0;
+ }
+ else if (questprogress(13157,HUNTING) == 1) {
+ mes "The shape is not completed but it has a very sharp tooth.";
+ next;
+ mes "[Ragi]";
+ mes "Do not you think that is going to be a very funny story?";
+ }
+ else if (questprogress(13157,HUNTING) == 2) {
+ mes "Wow. There are so many stories coming to me! Thanks to you!";
+ callsub S_Quest,13157,13158,1100000,200000;
+ }
+ else {
+ mes "I do not know if everything came out from Satan Morocc himself but things like this look horrible.";
+ next;
+ mes "[Ragi]";
+ mes "But I think there also will be a story in it. That is why those creature are made. Please look for something black and tar-like.";
+ next;
+ if (select( "Take the request", "Quit." ) == 1) {
+ mes "[Ragi]";
+ mes "Find and get rid of 30 Dark Incarnation of Morocc.";
+ callsub S_Quest,13158,13157;
+ }
+ }
+ break;
+ case 3:
+ mes "[Ragi]";
+ if (questprogress(13160,PLAYTIME) == 1)
+ mes "The creature without clothing has very weird shape. Haha do not take it seriously. I am just a story teller.";
+ else if (questprogress(13159,HUNTING) == 1) {
+ mes "This story should be spread out for weak adventurers like me! Because not everyone can be adventurer.";
+ next;
+ mes "[Ragi]";
+ mes "Maybe, adventurers have a good merit to know this kind of story. So can you please look for these creatures near Morroc?";
+ }
+ else if (questprogress(13159,HUNTING) == 2) {
+ mes "Wow. There are so many stories coming to me! Thanks to you!";
+ callsub S_Quest,13159,13160,1100000,200000;
+ }
+ else {
+ mes "This one is weird.. But he is also is an Incarnation of Morocc.";
+ next;
+ mes "[Ragi]";
+ mes "But I am curious because it looks like a ghost and attacks does not work.";
+ next;
+ if (select( "Take the request", "Quit." ) == 1) {
+ mes "[Ragi]";
+ mes "Please make a story after hunting at least 30 Ghost Incarnation of Morocc!";
+ callsub S_Quest,13160,13159;
+ }
+ }
+ }
+ break;
+ case 3:
+ mes "[Ragi]";
+ mes "I never been to Ash Vacuum but I heard there are many interesting creatures there in the Scaraba Hall.";
+ next;
+ switch( select( "Uni-Horn Scaraba Story", "Horn Scaraba Story", "Antler Scaraba Story", "Rake Horn Scaraba Story" ) ) {
+ case 1:
+ mes "[Ragi]";
+ if (questprogress(13162,PLAYTIME) == 1)
+ mes "I am making a story about Uni-Horn Scaraba. One means less than two!~ I started but it is difficult to finish. Can you help me?";
+ else if (questprogress(13161,HUNTING) == 1) {
+ cutin "½ºÄ«¶ó¹ÙÄ«µå",3; //scaraba_card
+ mes "They also have some stories right? First, I wonder about the shape of the one with one horn.";
+ next;
+ cutin "ragi01",0;
+ }
+ else if (questprogress(13161,HUNTING) == 2) {
+ mes "I wonder what Uni-Horn Scarabas think? I want to make a song. Thanks for your help!";
+ callsub S_Quest,13161,13162,1100000,200000;
+ }
+ else {
+ cutin "½ºÄ«¶ó¹ÙÄ«µå",3; //scaraba_card
+ mes "New world is full of amazing monsters. They will become a dream for children who want to be adventurers.";
+ next;
+ mes "[Ragi]";
+ mes "I want to make a song about the ^FF0000Uni-Horn Scaraba^000000!? Children will really like it.";
+ next;
+ cutin "ragi01",0;
+ if (select( "Take the request", "Quit." ) == 1) {
+ mes "[Ragi]";
+ mes "You can find them near somewhere in the east at Scaraba Hall.";
+ callsub S_Quest,13162,13161;
+ }
+ }
+ break;
+ case 2:
+ mes "[Ragi]";
+ if (questprogress(13164,PLAYTIME) == 1)
+ mes "I am making a story... Two means less than three~ I started to make a story but I can not finish. Will you help me?";
+ else if (questprogress(13163,HUNTING) == 1) {
+ cutin "½ºÄ«¶ó¹ÙÄ«µå",3; //scaraba_card
+ mes "That horn thing bothers me a little bit. What is the difference between one and two horns? Just appearance?";
+ next;
+ mes "[Ragi]";
+ mes "Maybe it is unnecessary. But curiosity is important for story tellers. Hahaha.";
+ cutin "ragi01",0;
+ }
+ else if (questprogress(13163,HUNTING) == 2) {
+ mes "You came back safely! How is it? Horn Scaraba seemed to be a fun story. You really did a good job.";
+ callsub S_Quest,13163,13164,1100000,200000;
+ }
+ else {
+ cutin "½ºÄ«¶ó¹ÙÄ«µå",3; //scaraba_card
+ mes "We talk about Horn Scaraba? There is one more we should mention.. That is Horn Scaraba!";
+ next;
+ mes "[Ragi]";
+ mes "I do no know why. I just heard from people. I need to make a song so please take a look at their world!";
+ next;
+ cutin "ragi01",0;
+ if (select( "Take the request", "Quit." ) == 1) {
+ mes "[Ragi]";
+ mes "You can find them near somewhere in the east at Scaraba Hall.";
+ callsub S_Quest,13164,13163;
+ }
+ }
+ break;
+ case 3:
+ mes "[Ragi]";
+ if (questprogress(13166,PLAYTIME) == 1)
+ mes "There seem to be more story about Antler Scaraba! Please help me if you have time.";
+ else if (questprogress(13165,HUNTING) == 1) {
+ cutin "½ºÄ«¶ó¹ÙÄ«µå",3; //scaraba_card
+ mes "There seemed to be more special Scarabas according to rumors. Stronger and more scary ones.";
+ next;
+ mes "[Ragi]";
+ mes "Do you think Antler Scaraba might be one of them?";
+ cutin "ragi01",0;
+ }
+ else if (questprogress(13165,HUNTING) == 2) {
+ mes "It must be tiring traveling long distance! Please tell me if there are more interesting stories!";
+ callsub S_Quest,13165,13166,1100000,200000;
+ }
+ else {
+ cutin "½ºÄ«¶ó¹ÙÄ«µå",3; //scaraba_card
+ mes "This one is very unique! Horns look like the one of a deer so it is called an Antler Scaraba.";
+ next;
+ mes "[Ragi]";
+ mes "Aren't you curious why it has that horn? I think it has an interesting story that people would like. Shall I ask you adventurer?";
+ next;
+ cutin "ragi01",0;
+ if (select( "Take the request", "Quit." ) == 1) {
+ mes "[Ragi]";
+ mes "Can you please find a story about Antler Scaraba? Experience yourself is the best I guess!";
+ callsub S_Quest,13166,13165;
+ }
+ }
+ break;
+ case 4:
+ mes "[Ragi]";
+ if (questprogress(13168,PLAYTIME) == 1)
+ mes "I feel like Rake Horn Scaraba has more story. Please help me if you have time.";
+ else if (questprogress(13167,HUNTING) == 1) {
+ cutin "½ºÄ«¶ó¹ÙÄ«µå",3; //scaraba_card
+ mes "Here my plan is. I am making 4 passages for each Scaraba.";
+ next;
+ mes "[Ragi]";
+ mes "Whoever listen or sing will be confused to sing a troll. It sounds fun, right?";
+ cutin "ragi01",0;
+ }
+ else if (questprogress(13167,HUNTING) == 2) {
+ mes "Thank you ! I am sure that I can make a great song.";
+ callsub S_Quest,13167,13168,1100000,200000;
+ }
+ else {
+ cutin "½ºÄ«¶ó¹ÙÄ«µå",3; //scaraba_card
+ mes "I'm starting to get confused. I am going to make a song of the Rake Horn Scarabas story.";
+ next;
+ mes "[Ragi]";
+ mes "A song begins with Uni-horn Scaraba then sing along with Rake Horn Scaraba. Will you help me?";
+ next;
+ cutin "ragi01",0;
+ if (select( "Take the request", "Quit." ) == 1) {
+ mes "[Ragi]";
+ mes "Please find a story about Rake Horn Scaraba from Scaraba Hall. Battle or experienced stories are fine.";
+ callsub S_Quest,13168,13167;
+ }
+ }
+ break;
+ }
+ }
+ }
+ else {
+ mes "Music and Stories continues to be collected. Finding Adventure is not bad been an Adventurer.";
+ next;
+ callsub S_Erasequest,
+ 13143,1,"Egnigem Cenia",
+ 13145,1,"Armeyer Dinze",
+ 13147,1,"Wickebine Tres",
+ 13149,1,"Kavach Icarus",
+ 13151,1,"Errende Ebecee",
+ 13153,1,"Laurell Weinder",
+ 13155,2,"",
+ 13157,2,"",
+ 13159,2,"",
+ 13161,3,"",
+ 13163,3,"",
+ 13165,3,"",
+ 13167,3,"";
+ mes "[Ragi]";
+ mes "[Smiling.]Goodbye... I hope, one day we will meet elsewhere.";
+ }
+ }
+ else {
+ mes "[Ragi]";
+ mes "Well, I am kind of busy doing an errand for Sir Aigu. Do you have any questions?";
+ next;
+ switch( select( "Where did you get your hair-do?", "Please sing a song for me.", "Do you have a girl friend?", "About Aigu" ) ) {
+ mes "[Ragi]";
+ case 1:
+ mes "There is a fine hair artist in Alberta. He butchered my hair with a some cooking scissors. Looks illegal.";
+ next;
+ mes "[Ragi]";
+ mes "Sometimes, hair-dos or color are strange... but I was lucky I didn't die.";
+ break;
+ case 2:
+ mes "I did not make a song as a member of band yet. Someday, I will make a great song for you!";
+ break;
+ case 3:
+ cutin "ragi03",0;
+ mes "......";
+ next;
+ cutin "ragi02",0;
+ mes "[Ragi]";
+ mes "Aigu is only on my mind. I can not think of anything else. I am fine even if it is just a one-sided love...";
+ break;
+ case 4:
+ mes "I will never forget the first day I met her. She stared at me out of all the people in Izlude port. Now I help her by doing small errands.";
+ next;
+ mes "[Ragi]";
+ mes "But alas, I think Aigu likes someone else. ^FF0000We've never met... But I hate him.^000000";
+ next;
+ mes "[Ragi]";
+ mes "But I hate myself more because I want to stay around her even if she will never see me. Haha was I too serious?";
+ next;
+ mes "[Ragi]";
+ mes "I am just a storyteller.. Any story can be made up. Most of the times it contains the truth.";
+ }
+ }
+ }
+ close2;
+ cutin "",255;
+ end;
+S_Quest:
+ if (questprogress(getarg(0)))
+ erasequest getarg(0);
+ setquest getarg(1);
+ if (getarg(2,0))
+ getexp getarg(2),getarg(3);
+ return;
+S_Erasequest:
+ .@total = getargcount();
+ for ( .@i = 0; .@i < .@total; .@i += 3 ) {
+ .@quest_id = getarg(.@i);
+ switch( questprogress(.@quest_id,HUNTING) ) {
+ case 0:
+ if (questprogress(.@quest_id+1))
+ erasequest (.@quest_id+1);
+ continue;
+ case 1:
+ mes "[Ragi]";
+ switch( getarg(.@i+1) ) {
+ case 1:
+ mes "Okay, I'll ask Someone else to finish portion of "+ getarg(.@i+2) +".";
+ break;
+ case 2:
+ mes "I'll ask someone else to take care of the rest of the Satan Morroc Incarnations, then!";
+ break;
+ case 3:
+ mes "I'll need to ask another adventurer to help with the Scaraba!";
+ }
+ break;
+ case 2:
+ mes "[Ragi]";
+ switch( getarg(.@i+1) ) {
+ case 1:
+ mes "So you've heard the story of "+ getarg(.@i+2) +", then? Thanks so much. I'll definitely write a good song.";
+ getexp 1100000,300000;
+ break;
+ case 2:
+ mes "Was the story of Satan Morroc worth putting to song? Great work!";
+ getexp 1100000,200000;
+ break;
+ case 3:
+ mes "Did you enjoy your long adventure? Tell me about it someday.";
+ getexp 1100000,200000;
+ }
+ }
+ erasequest .@quest_id;
+ next;
+ }
+ return;
+}