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authorL0ne_W0lf <L0ne_W0lf@54d463be-8e91-2dee-dedb-b68131a5f0ec>2011-07-04 02:32:28 +0000
committerL0ne_W0lf <L0ne_W0lf@54d463be-8e91-2dee-dedb-b68131a5f0ec>2011-07-04 02:32:28 +0000
commit9c100697bf79604fcef8b7eedbadeed45c63b41b (patch)
treec721652bde274ac22a67685a65af2d42d9245c7f /npc
parent6d0a690e53ddd3ffe8470d15a6ae925fd70b653e (diff)
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Updated Tutorial quests, and added back NPCs needed for Priest quest.
git-svn-id: https://rathena.svn.sourceforge.net/svnroot/rathena/branches/renewal@14884 54d463be-8e91-2dee-dedb-b68131a5f0ec
Diffstat (limited to 'npc')
-rw-r--r--npc/Changelog.txt2
-rw-r--r--npc/jobs/1-1/acolyte.txt227
-rw-r--r--npc/quests/first_class/tu_acolyte.txt659
-rw-r--r--npc/quests/first_class/tu_archer.txt233
-rw-r--r--npc/quests/first_class/tu_ma_th01.txt1062
-rw-r--r--npc/quests/first_class/tu_magician01.txt920
-rw-r--r--npc/quests/first_class/tu_merchant.txt309
-rw-r--r--npc/quests/first_class/tu_sword.txt2305
-rw-r--r--npc/quests/first_class/tu_thief01.txt495
9 files changed, 3625 insertions, 2587 deletions
diff --git a/npc/Changelog.txt b/npc/Changelog.txt
index 5777a8cf1..f765e8ad1 100644
--- a/npc/Changelog.txt
+++ b/npc/Changelog.txt
@@ -1,5 +1,7 @@
Date Added
======
+2011/07/3
+ * Rev. 14884 Updated Tutorial quests, and added back NPCs needed for Priest quest. [L0ne_W0lf]
2011/06/11
* Rev. 14845 Corrected improperly converted spawns, and instance timers for sealed shine and Orc Dungeon. [L0ne_W0lf]
2011/05/23
diff --git a/npc/jobs/1-1/acolyte.txt b/npc/jobs/1-1/acolyte.txt
index d2a436e13..611d99242 100644
--- a/npc/jobs/1-1/acolyte.txt
+++ b/npc/jobs/1-1/acolyte.txt
@@ -3,13 +3,14 @@
//===== By: ==================================================
//= Kisuka
//===== Current Version: =====================================
-//= 1.0
+//= 1.1
//===== Compatible With: =====================================
//= eAthena SVN
//===== Description: =========================================
//= Job Change to Acolyte Class
//===== Additional Comments: =================================
//= 1.0 First Version. [Kisuka]
+//= 1.1 Added back the npcs used for the priest quest.
//============================================================
prt_church,184,41,4 script Cleric#aco 60,{
if (Upper == 1) {
@@ -108,4 +109,226 @@ prt_church,184,41,4 script Cleric#aco 60,{
case 3:
close;
}
-} \ No newline at end of file
+}
+
+prt_fild03,365,255,2 script Ascetic#aco 89,{
+ mes "[Father Rubalkabara]";
+ if (BaseJob == Job_Novice) {
+ if (job_acolyte_q == 6) {
+ mes "Please take care. They should know that you've met me by the time you arrive at the Prontera Sanctuary.";
+ next;
+ mes "[Father Rubalkabara]";
+ mes "I've sent a carrier pigeon with a message. I hope it will arrive there safely...";
+ close;
+ }
+ if (job_acolyte_q != 0) {
+ if (job_acolyte_q == 2) {
+ mes "Oh...? You must be the one who aspires to become an Acolyte. I've already received news from the Sanctuary that you might be coming.";
+ next;
+ mes "[Father Rubalkabara]";
+ mes "Now, your name was " + strcharinfo(0) + ", right? Excellent, thank you for visiting me.";
+ next;
+ mes "[Father Rubalkabara]";
+ mes "I believe you've been told much about Acolytes from Friar Mareusis. Plus, there's plenty of helpful people in the Prontera Sanctuary.";
+ next;
+ mes "[Father Rubalkabara]";
+ mes "I guess there's really no need for me to teach you much. Besides, I'm sure your someone from your generation may have trouble listening to an old man like me. Hahaha~";
+ next;
+ mes "[Father Rubalkabara]";
+ mes "Still, lessons may come from the places you'd least expect. God loves to teach his children in strange ways. You'll see.";
+ next;
+ mes "[Father Rubalkabara]";
+ mes "Well, I'll send the message telling them that you've come to visit me. So, you may now return to the Prontera Sanctuary.";
+ next;
+ mes "[Father Rubalkabara]";
+ mes "Farewell.";
+ close2;
+ savepoint "prt_fild03",361,255;
+ set job_acolyte_q,6;
+ end;
+ }
+ else {
+ mes "Oh...";
+ mes "Are you one of the";
+ mes "Acolyte applicants...?";
+ mes "Let's see...";
+ next;
+ mes "[Father Rubalkabara]";
+ mes "Your name is " + strcharinfo(0) + "?";
+ mes "I don't think your name";
+ mes "is on my list. Hmmm...";
+ next;
+ mes "[Father Rubalkabara]";
+ mes "Why don't you go back to the Prontera Sanctuary and check again?";
+ close;
+ }
+ }
+ else {
+ mes "Huh? What brings you here? This is a very dangerous place for a Novice like yourself!";
+ close;
+ }
+ }
+ else if (BaseJob == Job_Acolyte) callfunc "F_FatherRub";
+ else {
+ if (BaseJob == Job_Priest) {
+ mes "Greetings.";
+ next;
+ mes "[Father Rubalkabara]";
+ mes "Welcome to the Deep. Feel free to sit and contemplate God's message with me. This place is beautiful, even if danger accompanies its sense of serenity...";
+ close;
+ }
+ else {
+ mes "Oh ho...";
+ mes "Have you come into the Deep here for training? Or are you just a Wanderer?";
+ next;
+ mes "[Father Rubalkabara]";
+ mes "Whoever you are, please take care of yourself. The monsters in here are shockingly strong, contrary to their cute appearance.";
+ close;
+ }
+ }
+}
+
+moc_fild07,41,355,4 script Ascetic#2aco 95,{
+ mes "[Mother Mathilda]";
+ if (BaseJob == Job_Novice) {
+ if (job_acolyte_q == 7) {
+ mes "I will send a carrier pigeon to the Prontera Sanctuary. When you return, the Priest there should already have received my message.";
+ next;
+ mes "[Mother Mathilda]";
+ mes "I will pray to God, and hope that you become an Acolyte soon.";
+ close;
+ }
+ if (job_acolyte_q != 0) {
+ if (job_acolyte_q == 3) {
+ mes "Ah, you must be one of the Acolyte applicants. I sincerely welcome you.";
+ next;
+ mes "[Mother Mathilda]";
+ mes "What is your name? " + strcharinfo(0) + "? Let's see... Ah, you're on my list.";
+ next;
+ mes "[Mother Mathilda]";
+ mes "I will send a message to the Sanctuary confirming that you, " + strcharinfo(0) + " visited me and completed your penance.";
+ next;
+ mes "[Mother Mathilda]";
+ mes "Please return to the Prontera Sanctuary and speak to the Priest in charge.";
+ close2;
+ savepoint "moc_fild07",35,355;
+ set job_acolyte_q,7;
+ end;
+ }
+ else {
+ mes "Ah...!";
+ mes "You must be one";
+ mes "of the Acolyte applicants.";
+ mes "I sincerely welcome you.";
+ next;
+ mes "[Mother Mathilda]";
+ mes "Now, what is your name?";
+ mes "" + strcharinfo(0) + "? Let's see...";
+ next;
+ mes "[Mother Mathilda]";
+ mes "Hmm...";
+ mes "It seems your name";
+ mes "is not on my list...";
+ next;
+ mes "[Mother Mathilda]";
+ mes "Perhaps you should return to the Prontera Sanctuary and check the destination for your penance trial once again.";
+ close;
+ }
+ }
+ else {
+ mes "...";
+ close;
+ }
+ }
+ else if (BaseJob == Job_Acolyte) callfunc "F_MotherMart";
+ else {
+ if (BaseJob == Job_Priest) {
+ mes "Hello there~";
+ next;
+ mes "[Mother Mathilda]";
+ mes "How is your practice coming along? I certainly hope you're enjoying living in the grace of God.";
+ close;
+ }
+ else {
+ mes "May God";
+ mes "be with you...";
+ close;
+ }
+ }
+}
+
+prt_fild00,208,218,6 script Ascetic#3aco 98,{
+ mes "[Father Yosuke]";
+ if (BaseJob == Job_Novice) {
+ if (job_acolyte_q == 8) {
+ mes "What?";
+ next;
+ mes "[Father Yosuke]";
+ mes "Have you any more business with me?! You don't! Go back to the Sanctuary now!";
+ close;
+ }
+ if (job_acolyte_q != 0) {
+ if (job_acolyte_q == 4) {
+ mes "Hey.";
+ mes "Whatever you are,";
+ mes "you look like an";
+ mes "Acolyte applicant.";
+ mes "Right?";
+ next;
+ mes "[Father Yosuke]";
+ mes "Not bad, not bad. You withstood the penance trial pretty well.";
+ mes "So what's your name?";
+ next;
+ mes "[Father Yosuke]";
+ mes "" + strcharinfo(0) + ", huh?";
+ next;
+ mes "[Father Yosuke]";
+ mes "Okay. I'll send a message to the Sanctuary that you, " + strcharinfo(0) + ", came to visit me.";
+ next;
+ mes "[Father Yosuke]";
+ mes "Now go back to the Santuary and finish becoming an Acolyte, kid.";
+ close2;
+ savepoint "prt_fild00",206,230;
+ set job_acolyte_q,8;
+ end;
+ }
+ else {
+ mes "Hey.";
+ mes "You look like an Acolyte Applicant. Am I right?";
+ next;
+ mes "[Father Yosuke]";
+ mes "Not bad at all, you've made it all the way here from Prontera. So what's your name, kid?";
+ next;
+ mes "[Father Yosuke]";
+ mes "" + strcharinfo(0) + ", huh? Why isn't your name on my list?";
+ next;
+ mes "[Father Yosuke]";
+ mes "You probably made a mistake. Go back to the Santuary, and check with the Bishop.";
+ close;
+ }
+ }
+ else {
+ mes "You...";
+ mes "Novice.";
+ mes "There something";
+ mes "you wanna tell me?";
+ close;
+ }
+ }
+ else if (BaseJob == Job_Acolyte) callfunc "F_FatherYos";
+ else {
+ if (BaseJob == Job_Priest) {
+ mes "Hey...";
+ next;
+ mes "[Father Yosuke]";
+ mes "If you like, come sit here with me and meditate the great truths. God's majesty is truly inspiring...";
+ close;
+ }
+ else {
+ mes "Do you have anything to say? Because unfortunately for you,";
+ mes "I don't any replies.";
+ close;
+ }
+ }
+}
+
diff --git a/npc/quests/first_class/tu_acolyte.txt b/npc/quests/first_class/tu_acolyte.txt
index 244407f9d..2e78d4d5f 100644
--- a/npc/quests/first_class/tu_acolyte.txt
+++ b/npc/quests/first_class/tu_acolyte.txt
@@ -3,7 +3,7 @@
//===== By: ==================================================
//= Fix up by Jukka
//===== Current Version: =====================================
-//= 1.3
+//= 1.4
//===== Compatible With: =====================================
//= eAthena SVN (Testet in Trunk 88xx)
//===== Description: =========================================
@@ -14,6 +14,7 @@
//= TODO: Test, Add correct misceffects numbers
//= 1.2 Fixed experience gains to match upcoming rate adjustments. [SinSloth]
//= 1.3 Fixed bad NPC header data to comply with rev. 11603. [L0ne_W0lf]
+//= 1.4 Misc. updates. [L0ne_W0lf]
//============================================================
@@ -115,14 +116,19 @@ prt_church,179,15,1 script Priest Praupin 110,{
mes "I know I'm not offering much,";
mes "but they were quite helpful to me when I was a young Acolyte like yourself.";
next;
- if(select("Maces:Clubs")==1){
- getitem 1604, 1;
- } else {
- getitem 1510, 1;
+ switch(select("Wand:Flail")) {
+ case 1:
+ delitem 7181,1; //Receipt_01
+ set tu_acolyte01,23;
+ getitem 1604,1; //Wand
+ break;
+ case 2:
+ delitem 7181,1; //Receipt_01
+ set tu_acolyte01,23;
+ getitem 1510,1; //Flail
+ break;
}
- delitem 7181, 1;
- set tu_acolyte01, 23;
- close;
+ close;
} else {
mes "You are such a good person,";
mes "a true child of the light. I hope that many others will benefit from the purity of your heart and mind.";
@@ -287,7 +293,7 @@ prt_monk,230,106,3 script Asthe#tu 79,{
set tu_acolyte01, 3;
if(getskilllv("AL_HEAL") == 0){
getexp 0,100;
- //misceffect EF_CONE;
+ specialeffect2 EF_CONE;
}
close;
break;
@@ -306,7 +312,7 @@ prt_monk,230,106,3 script Asthe#tu 79,{
mes "[Asthe]";
mes "Your strength is undeveloped,";
mes "so fight weaker monsters for now.";
- mes " I will lend you a Mace from the church, so use it well and ^3131FFreturn it^000000 when you're done, alright?";
+ mes "I will lend you a Mace from the church, so use it well and ^3131FFreturn it^000000 when you're done, alright?";
next;
mes "[Asthe]";
mes "First ^0033FFstart fighting monsters around each town such as Prontera^000000. It'd be more convenient to fight the monsters here, but they might be too strong for you right now.";
@@ -323,9 +329,9 @@ prt_monk,230,106,3 script Asthe#tu 79,{
mes "Well then,";
mes "I hope you";
mes "have a safe trip.";
- set tu_acolyte01, 4;
- getitem 1504, 1;
- getitem 602, 1;
+ set tu_acolyte01,4;
+ getitem 1504,1; //Mace
+ getitem 602,1; //Wing_Of_Butterfly
savepoint "prt_monk",30,250;
close;
} else {
@@ -353,16 +359,38 @@ prt_monk,230,106,3 script Asthe#tu 79,{
mes "I see that you've";
mes "completed the assignment";
mes "already. Good work!";
+ next;
+ mes "[Asthe]";
+ mes "Now, I would like to have the Mace back, if you don't mind.";
+ mes "By any chance, do you carry ^FF0000any other Mace with an elemental Property^000000?";
+ mes "If so, please store the mace somewhere first.";
+ mes "I am afraid that my sight is too bad to distinguish the difference...Hoho.";
+ next;
+ mes "[Asthe]";
+ mes "Would you like me to take the mace away from your inventory now?";
+ next;
+ switch(select("Sure.:Let me check again.")) {
+ case 1:
+ break;
+ case 2:
+ mes "[Asthe]";
+ mes "Okay, no problem.";
+ mes "Please make sure that you do not carry any ^FF0000Mace with an elemental Property^000000.";
+ close;
+ }
+ mes "[Asthe]";
+ mes "Thank you so much.";
+ mes "You have returned the Mace.";
emotion e_heh;
set tu_acolyte01, 5;
- delitem 1504, 1;
+ delitem 1504, 1; //Mace
if(Class == Job_Acolyte_High){
getexp 2000,1000;
- //misceffect EF_CONE;
+ specialeffect2 EF_CONE;
close;
} else {
getexp 1000,500;
- //misceffect EF_CONE;
+ specialeffect2 EF_CONE;
close;
}
} else {
@@ -420,8 +448,8 @@ prt_monk,230,106,3 script Asthe#tu 79,{
mes "[Asthe]";
mes "However, I'm a little busy with";
mes "my work right now, so would you deliver this to Priest Gardron in the next building for me?";
- set tu_acolyte01, 7;
- getitem 7148, 1;
+ set tu_acolyte01,7;
+ getitem 7148,1; //Mother_Letter
close;
break;
case 7:
@@ -433,7 +461,7 @@ prt_monk,230,106,3 script Asthe#tu 79,{
close;
break;
case 9:
- mes "You went to Payon on behalf of the convent for Priest Gardron? That must have been tough...";
+ mes "You went to Prontera on behalf of the convent for Priest Gardron? That must have been tough...";
next;
mes "[Asthe]";
mes "Blessing!";
@@ -510,11 +538,11 @@ prt_monk,230,106,3 script Asthe#tu 79,{
next;
mes "[Asthe]";
mes "Once you have learned Level 3 Demon Bane, you can learn ^3131FFSignum Crucis^000000 which decreases the defense of the targeted Undead or Ghost monster.";
- //misceffect EF_SIGNUM;
+ specialeffect EF_SIGNUM;
next;
mes "[Asthe]";
mes "^3131FFAngelus^000000 increases the defense in your party, including yourself. It is affected by the VIT stat, so the higher your VIT, the better it works.";
- //misceffect EF_ANGELUS;
+ specialeffect EF_ANGELUS;
next;
mes "[Asthe]";
mes "That's about it";
@@ -533,7 +561,7 @@ prt_monk,230,106,3 script Asthe#tu 79,{
mes "part of the Heal skill tree.";
next;
mes "[Asthe]";
- mes "You can learn Increase AGI after you learn Level 3 ^3131FFHeal^000000. True to its name, Increase AGI temporarily increases the ^3131FFagility (AGI)^000000 of its target.";
+ mes "You can learn Increase AGI after you learn Level 3 ^3131FFHeal^000000. True to its name, Increase AGI temporarily increases the ^3131FFagility (AGI)^000000 of its target.";
next;
mes "[Asthe]";
mes "Increase AGI";
@@ -567,7 +595,7 @@ prt_monk,230,106,3 script Asthe#tu 79,{
mes "statuses like ^3131FFSilence^000000, ^3131FFCurse^000000,";
mes "and ^3131FFStone Curse^000000. When used on Undead monsters, Cure will";
mes "actually curse them.";
- //misceffect EF_CURE;
+ specialeffect EF_CURE;
next;
mes "[Asthe]";
mes "For now, don't forget that the Increase AGI, Decrease AGI and";
@@ -590,7 +618,7 @@ prt_monk,230,106,3 script Asthe#tu 79,{
mes "[Asthe]";
mes "Ruwach is used to detect ^3131FFhidden enemies^000000. Mages have a similar skill called Sight, but only it can only detect enemies. Ruwach will simultaneously detect and";
mes "damage hidden enemies.";
- //misceffect EF_RUWACH;
+ specialeffect EF_RUWACH;
next;
mes "[Asthe]";
mes "After you have learned Ruwach,";
@@ -622,7 +650,7 @@ prt_monk,230,106,3 script Asthe#tu 79,{
mes "[Asthe]";
mes "Pneuma shields characters";
mes "within a 3*3 block, or a 9 cell area, from ^FF0000long range attacks^000000. If you party with Archers or other Bow users, be careful since you might accidentally block their attacks.";
- //misceffect EF_PNEUMA;
+ specialeffect2 EF_PNEUMA;
next;
mes "[Asthe]";
mes "There are some Undead monsters";
@@ -677,10 +705,10 @@ prt_monk,230,106,3 script Asthe#tu 79,{
mes "Why don't you put some of your things in Kafra Storage first?";
} else {
set tu_acolyte01, 18;
- getitem 7183, 1;
- getitem 7181, 1;
- getitem 1081, 2;
- getitem 7148, 1;
+ getitem 7183,1; //Sister_Letter
+ getitem 7181,1; //Receipt_01
+ getitem 1081,2; //Merchant_Box_1
+ getitem 7148,1; //Mother_Letter
}
close;
break;
@@ -743,7 +771,7 @@ prt_monk,230,106,3 script Asthe#tu 79,{
mes "[Asthe]";
mes "Place the water into a cup like so and focus all of your holy energy like this... And then...";
next;
- //misceffect EF_AQUA;
+ specialeffect EF_AQUA;
mes "[Asthe]";
mes "Aqua";
mes "Benedicta!";
@@ -765,7 +793,7 @@ prt_monk,230,106,3 script Asthe#tu 79,{
mes "Well, please don't forget what I've taught you. I hope you look back with fondness at our time together amongst these beautiful flowers. May God bless you~";
set tu_acolyte01, 25;
getexp 5000,3000;
- //misceffect EF_CONE;
+ specialeffect2 EF_CONE;
close;
}
mes "If you get into an";
@@ -801,8 +829,8 @@ monk_in,18,38,6 script Priest Gardron#tu 110,{
mes "her, especially since";
mes "she is getting old now, but I'm relieved to hear that her health";
mes "is good. We are truly blessed...";
- delitem 7148, 1;
- set tu_acolyte01, 8;
+ delitem 7148,1; //Mother_Letter
+ set tu_acolyte01,8;
close;
} else {
mes "Hmm...?";
@@ -829,7 +857,7 @@ monk_in,18,38,6 script Priest Gardron#tu 110,{
mes "on behalf of the convent,";
mes "not to mention the fact that";
mes "you've protected the citizens";
- mes "of Payon from danger.";
+ mes "of Prontera from danger.";
next;
mes "[Priest Gardron]";
mes "May you always";
@@ -840,15 +868,16 @@ monk_in,18,38,6 script Priest Gardron#tu 110,{
set tu_acolyte01, 9;
percentheal 100,100;
getexp 2000,2000;
- //misceffect EF_CONE;
- getitem 505,1; //Blue_Potion
+ specialeffect2 EF_CONE;
+ //getitem 505,1; //Blue_Potion
close;
} else {
- mes "A little while ago, the Payon Elder sent me a message. Apparently,";
- mes "the residents of Payon are being attacked by Zombies.";
+ mes "A little while ago, a Prontere Sister sent me a message. Apparently,";
+ mes "the residents of Prontera are being plagued by Hornets.";
+
next;
mes "[Priest Gardron]";
- mes "He has requested the convent for help, but we've got a big problem. We're running out of people here that can deal with this situation...";
+ mes "She has requested the convent for help, but we've got a big problem. We're running out of people here that can deal with this situation...";
next;
mes "[Priest Gardron]";
mes "....!";
@@ -858,25 +887,24 @@ monk_in,18,38,6 script Priest Gardron#tu 110,{
mes ""+strcharinfo(0)+",";
mes "may I ask";
mes "you to take care";
- mes "of this task? Exterminate the Skeletons and Zombies in the";
- mes "First Floor of Payon Dungeon.";
+ mes "of this task? Exterminate the Hornets west of Prontera.";
next;
mes "[Priest Gardron]";
mes "Since you're still in basic training, I will give you some";
mes "help if you return with";
- mes "^3131FF5 Decayed Nails^000000.";
+ mes "^3131FF5 Bee Stings^000000.";
next;
mes "[Priest Gardron]";
mes "Now then...";
- mes "Will you go to Payon?";
+ mes "Will you go to Prontera?";
next;
- if(select("Let's go to Payon!:Um, let me get ready first.")==1){
+ if(select("Let's go to Prontera!:Um, let me get ready first.")==1){
mes "[Priest Gardron]";
mes "Good, good.";
mes "I shall send you";
- mes "there to fight the monsters in Payon Dungeon so that you can return with 5 Decayed Nails. May God bless you...";
+ mes "there to fight the monsters west of Prontera so that you can return with 5 Bee Stings. May God bless you...";
close2;
- warp "payon",161,58;
+ warp "prontera",116,72;
end;
}
close;
@@ -898,12 +926,12 @@ prt_monk,235,245,5 script Dog#tu 81,{
mes "Woof woof!^000000";
next;
if(tu_acolyte01 == 10){
- set @dog_food, 0;
+ set .@dog_food, 0;
while((1)){
switch(select("Give a treat.:Pet the dog.:End actions.")){
case 1:
- set @dog_food, @dog_food + 1;
- if(@dog_food > 4){
+ set .@dog_food, .@dog_food + 1;
+ if(.@dog_food > 4){
mes "[Dog]";
mes "^CDB79EGrrrrrr...!^000000";
emotion e_an;
@@ -940,13 +968,14 @@ prt_monk,235,245,5 script Dog#tu 81,{
//=================================================Boy====================================================
prt_monk,243,238,5 script Boy#boy_voi 139,5,5,{
-OnTouch:
+OnTouch_:
if(tu_acolyte01 != 10)end;
- mes "[???]";
+ mes "[??]";
mes "^333333*Sniff*^000000";
mes "Sister...";
close;
}
+
//=================================================Ill Girl====================================================
prt_monk,226,257,6 script Ill Girl#tu 93,{
mes "[Angelic]";
@@ -981,7 +1010,7 @@ prt_monk,226,257,6 script Ill Girl#tu 93,{
mes "^333333*Cough cough*";
mes "H-hurts...";
next;
- menu "Are you alright?",-;
+ select("Are you alright?");
mes "[Angelic]";
mes "My sister...";
@@ -1011,7 +1040,7 @@ prt_monk,226,257,6 script Ill Girl#tu 93,{
mes "["+strcharinfo(0)+"]";
mes "Are you alright?";
next;
- //misceffect EF_CURSEATTACK ;
+ specialeffect EF_CURSEATTACK ;
soundeffectall "_curse.wav",0;
emotion e_omg;
mes "["+strcharinfo(0)+"]";
@@ -1045,7 +1074,7 @@ prt_monk,226,257,6 script Ill Girl#tu 93,{
mes "["+strcharinfo(0)+"]";
mes "H...";
mes "Heal !!";
- //misceffect EF_HEAL ;
+ specialeffect EF_HEAL ;
next;
mes "^3355FFNothing happened.";
mes "It doesn't look like";
@@ -1053,45 +1082,58 @@ prt_monk,226,257,6 script Ill Girl#tu 93,{
close;
break;
case 2:
- if(getskilllv("AL_BLESSING") == 0) goto L_NONE;
- mes "["+strcharinfo(0)+"]";
- mes "B...";
- mes "Blessing!";
- next;
- if(rand(100) < getskilllv("AL_BLESSING")*10){
- //misceffect EF_BLESSING;
+ if(getskilllv("AL_BLESSING") > 0){
mes "["+strcharinfo(0)+"]";
- mes "I...";
- mes "I did it!!";
- next;
- mes "^3355FFWhat a great";
- mes "chance for you to";
- mes "practice your abilities!";
- mes "It seemed that this good deed has improved your skills.";
- set tu_acolyte01, 13;
- getexp 0,1000;
- //misceffect EF_CONE;
+ mes "B...";
+ mes "Blessing!";
next;
- break;
+ if(rand(100) < getskilllv("AL_BLESSING")*10){
+ specialeffect EF_BLESSING;
+ mes "["+strcharinfo(0)+"]";
+ mes "I...";
+ mes "I did it!!";
+ next;
+ mes "^3355FFWhat a great";
+ mes "chance for you to";
+ mes "practice your abilities!";
+ mes "It seemed that this good";
+ mes "deed has improved your skills.^000000";
+ set tu_acolyte01, 13;
+ getexp 0,1000;
+ specialeffect2 EF_CONE;
+ next;
+ break;
+ } else {
+ mes "["+strcharinfo(0)+"]";
+ mes "Huh...?";
+ mes "It's not working...";
+ mes "Maybe it's because";
+ mes "I'm still learning?";
+ close;
+ }
} else {
- mes "["+strcharinfo(0)+"]";
- mes "Huh...?";
- mes "It's not working...";
- mes "Maybe it's because";
- mes "I'm still learning?";
+ mes "^3355FFYou didn't learn";
+ mes "this skill yet, so you're";
+ mes "not able to use it for now.^000000";
close;
}
break;
case 3:
- if(getskilllv("AL_CURE") == 0) goto L_NONE;
- mes "["+strcharinfo(0)+"]";
- mes "C-Cure...!";
- //misceffect EF_CURE;
- next;
- mes "^3355FFNothing happened.";
- mes "It doesn't look like";
- mes "that skill will work.^000000";
- close;
+ if(getskilllv("AL_CURE") > 0){
+ mes "["+strcharinfo(0)+"]";
+ mes "C-Cure...!";
+ specialeffect EF_CURE;
+ next;
+ mes "^3355FFNothing happened.";
+ mes "It doesn't look like";
+ mes "that skill will work.^000000";
+ close;
+ } else {
+ mes "^3355FFYou didn't learn";
+ mes "this skill yet, so you're";
+ mes "not able to use it for now.^000000";
+ close;
+ }
break;
case 4:
mes "^3355FFThis isn't a skill";
@@ -1099,16 +1141,22 @@ prt_monk,226,257,6 script Ill Girl#tu 93,{
close;
break;
case 5:
- if(getskilllv("AL_CRUCIS") == 0) goto L_NONE;
- mes "["+strcharinfo(0)+"]";
- mes "S-Signum...";
- mes "Signum Crucis!";
- //misceffect EF_SIGNUM;
- next;
- mes "^3355FFNothing happened.";
- mes "It doesn't look like";
- mes "that skill will work.^000000";
- close;
+ if(getskilllv("AL_CRUCIS") > 0){
+ mes "["+strcharinfo(0)+"]";
+ mes "S-Signum...";
+ mes "Signum Crucis!";
+ specialeffect EF_SIGNUM;
+ next;
+ mes "^3355FFNothing happened.";
+ mes "It doesn't look like";
+ mes "that skill will work.^000000";
+ close;
+ } else {
+ mes "^3355FFYou didn't learn";
+ mes "this skill yet, so you're";
+ mes "not able to use it for now.^000000";
+ close;
+ }
break;
case 6:
mes "^3355FFThis isn't a skill";
@@ -1130,19 +1178,12 @@ prt_monk,226,257,6 script Ill Girl#tu 93,{
mes "power of God?";
}
close;
-L_NONE:
- mes "^3355FFYou didn't learn";
- mes "this skill yet, so you're";
- mes "not able to use it for now.^000000";
- close;
}
//=================================================Veiner====================================================
prt_monk,197,228,3 script Veiner 89,{
mes "[Veiner]";
if(countitem(1081) && tu_acolyte01 == 18){
- set tu_acolyte01, 19;
- delitem 1081, 1;
mes "So very exhausted...";
mes "Should I just go back home?";
next;
@@ -1157,13 +1198,15 @@ prt_monk,197,228,3 script Veiner 89,{
mes "It's Handmade Chocolate";
mes "from my honey bunny!";
mes "Oh Bibi! You're the best!";
- //misceffect EF_VALLENTINE ;
- //misceffect EF_HEARTCASTING;
+ specialeffect EF_VALLENTINE;
+ specialeffect EF_HEARTCASTING;
next;
mes "[Veiner]";
mes "Oh right!";
mes "Thank you very much for delivering this to me. Sorry, but I'm always excited to hear from my cutie pie~";
emotion e_thx;
+ set tu_acolyte01,19;
+ delitem 1081,1; //Merchant_Box_1
close;
} else if(tu_acolyte01 > 18){
mes "I can't wait";
@@ -1202,25 +1245,23 @@ prt_monk,28,260,5 script Hedrick 50,{
mes "This letter is";
mes "full of the energy";
mes "of motherly love!";
- //misceffect EF_STEELBODY;
+ specialeffect EF_STEELBODY;
next;
mes "[Hedrick]";
mes "Thanks a lot!";
mes "Here, why don't";
mes "you have one of the";
mes "cookies she sent me?";
- delitem 7148, 1;
- set tu_acolyte01, 20;
- getitem 538, 1;
+ delitem 7148,1; //Mother_Letter
+ set tu_acolyte01,20;
+ getitem 538,1; //Well_Baked_Cookie
close;
}
//=================================================Weapon Merchant====================================================
-prt_monk,135,263,4 script Weapon Merchant#tu 139,9,9,{
+prt_monk,136,261,0 script Weapon Merchant#tu 139,9,9,{
OnTouch:
if(tu_acolyte01 != 20 || countitem(1081)==0) end;
- delitem 1081, 1;
- set tu_acolyte01, 21;
mes "[Weapon Merchant]";
mes "The stuff I requested from the guild is finally here!";
mes "It's pretty tough to keep everything in stock since this is such a remote place.";
@@ -1229,6 +1270,8 @@ OnTouch:
mes "Hey, thanks so much!";
mes "Oh, and come here if";
mes "you need anything, okay?";
+ delitem 1081,1; //Merchant_Box_1
+ set tu_acolyte01,21;
close;
}
@@ -1338,10 +1381,172 @@ prt_monk,219,164,3 script Gloria#tu 95,{
mes "Prontera anymore. ^333333*Sniff*^000000";
close;
}
+
//=================================================Cleope Verce====================================================
prt_monk,153,210,3 script Cleope Verce 95,{
mes "[Cleope Verce]";
if(BaseJob != Job_Acolyte){
+ if (JobLevel < 40) {
+ if (BaseLevel < 26) {
+ mes "Oh my.. ";
+ mes "A newbie Acolyte?";
+ mes "It doesn't even seem";
+ mes "like you've learned";
+ mes "that many skills?";
+ next;
+ mes "[Cleope Verce]";
+ mes "Ho ho~!";
+ mes "In my days";
+ mes "as an Acolyte,";
+ switch(rand(1,4)){
+ case 1:
+ mes "I trained by attacking";
+ mes "^3131FFgreen frogs^000000 till my knuckles";
+ mes "bled from all the punching!";
+ break;
+ case 2:
+ mes "I beat up ^3131FFwooden sticks";
+ mes "about to collapse^000000 and these";
+ mes "^3131FFhuge mushrooms^000000 all the time!";
+ break;
+ case 3:
+ mes "I trained by fighting those ^3131FFdisgusting cockroaches^000000.";
+ next;
+ mes "[Cleope Verce]";
+ mes "Ugh...";
+ mes "Actually, that's not such a good memory when I think about it.";
+ break;
+ case 4:
+ mes "I trained by fighting ^3131FFZombies^000000 in the dungeon of that town with all of those trees.";
+ break;
+ }
+ next;
+ mes "[Cleope Verce]";
+ mes "You'll have to go through a lot until you reach the point where I'm at right now. Ho ho ho! You still have a looong way to go~";
+ next;
+ emotion e_gg;
+ mes "[Cleope Verce]";
+ mes "Good luck...";
+ mes "Rookie.";
+ close;
+ } else if(BaseLevel < 36){
+ mes "Oh my.. ";
+ mes "A young Acolyte?";
+ mes "You seem to have just";
+ mes "started learning your skills?";
+ next;
+ mes "[Cleope Verce]";
+ mes "Ho ho~!";
+ mes "When I was";
+ mes "around your age,";
+ switch(rand(1,5)){
+ case 1:
+ mes "I'd fight with those ^3131FFwhite";
+ mes "mice^000000 and ^3131FFbig roaches^000000~";
+ break;
+ case 2:
+ mes "I'd walk straight into the";
+ mes "^3131FFdepths of the ocean^000000 to find monsters to hunt.";
+ break;
+ case 3:
+ mes "I used to fight ^3131FFcreepy";
+ mes "looking tree monsters^000000.";
+ break;
+ case 4:
+ mes "I used to fight hundreds";
+ mes "of ^3131FFuuuuuug~ly orcs^000000.";
+ break;
+ case 5:
+ mes "I would fight the ^3131FFmonkeys";
+ mes "in front of the convent^000000.";
+ break;
+ }
+ next;
+ mes "[Cleope Verce]";
+ mes "Those were";
+ mes "bad memories.";
+ mes "If someone told me";
+ mes "to go there again,";
+ mes "I'd go insane.";
+ next;
+ mes "[Cleope Verce]";
+ mes "Still, it seems you";
+ mes "have a long way to go";
+ mes "until you become a well";
+ mes "experienced Acolyte. Ho ho~";
+ next;
+ emotion e_gg;
+ mes "[Cleope Verce]";
+ mes "Good luck,";
+ mes "young friend.";
+ close;
+ } else if(BaseLevel < 46){
+ mes "Well, well, well~";
+ mes "Hello, young Acolyte.";
+ mes "You're still kind of";
+ mes "green, but I guess you're";
+ mes "not exactly a beginner either.";
+ next;
+ mes "[Cleope Verce]";
+ mes "I remember that when";
+ mes "I was your age, I used to";
+ switch(rand(1,6)){
+ case 1:
+ mes "fight these ^3131FFfearsome evil spirits^000000 all the time in that castle ^3131FFwest of Geffen^000000. I wonder how I survived";
+ mes "all that?";
+ break;
+ case 2:
+ mes "play with these ^3131FFcute";
+ mes "Poporings^000000 all the time!";
+ next;
+ mes "[Cleope Verce]";
+ mes "Still, I had to be careful from their attacks. At that time they were pretty strong!";
+ break;
+ case 3:
+ mes "fight with ^3131FFgun shooting ghosts!^000000 Sure, they were scary, but beating them was a piece of cake if you have Pneuma!";
+ break;
+ case 4:
+ mes "beat up those ^3131FFarrow shooting devils^000000 almost everyday in the castle west of Geffen. Boy, was there a lot of them back then.";
+ break;
+ case 5:
+ mes "battle these really ^3131FFfat pigs^000000. They were pretty strong, so they always gave me a hard time.";
+ break;
+ case 6:
+ mes "beat up these ^3131FFliving chunks of";
+ mes "sand in the desert^000000. I swear, they were alive!";
+ break;
+ }
+ next;
+ mes "[Cleope Verce]";
+ mes "^333333*Sigh*^000000";
+ mes "Ah, memories~";
+ mes "Of course, if I had";
+ mes "the chance to do it all";
+ mes "over again, I don't know";
+ mes "if I would take it...";
+ next;
+ mes "[Cleope Verce]";
+ mes "Anyway, you have";
+ mes "plenty of adventures";
+ mes "waiting for you. I hope";
+ mes "you'll make many fond";
+ mes "memories when you're";
+ mes "still an Acolyte.";
+ next;
+ emotion e_gg;
+ mes "[Cleope Verce]";
+ mes "Good luck,";
+ mes "young friend~";
+ close;
+ }
+ mes "Hmmm?";
+ mes "It looks like you've";
+ mes "learned quite a lot as";
+ mes "an Acolyte! I hate to admit it,";
+ mes "but you're too good for me to";
+ mes "call you a rookie anymore~";
+ close;
+ }
mes "Hello hello.";
mes "The sun is very";
mes "warm today, don't";
@@ -1349,186 +1554,12 @@ prt_monk,153,210,3 script Cleope Verce 95,{
mes "weather today...";
close;
}
- if(JobLevel >= 40){
- mes "Hmmm?";
- mes "It looks like you've";
- mes "learned quite a lot as";
- mes "an Acolyte! I hate to admit it,";
- mes "but you're too good for me to";
- mes "call you a rookie anymore~";
- close;
- }
- if(BaseLevel < 26){
- mes "Oh my.. ";
- mes "A newbie Acolyte?";
- mes "It doesn't even seem";
- mes "like you've learned";
- mes "that many skills?";
- next;
- mes "[Cleope Verce]";
- mes "Ho ho~!";
- mes "In my days";
- mes "as an Acolyte,";
- switch(rand(1,4)){
- case 1:
- mes "I trained by attacking";
- mes "^3131FFgreen frogs^000000 till my knuckles";
- mes "bled from all the punching!";
- break;
- case 2:
- mes "I beat up ^3131FFwooden sticks";
- mes "about to collapse^000000 and these";
- mes "^3131FFhuge mushrooms^000000 all the time!";
- break;
- case 3:
- mes "I trained by fighting those ^3131FFdisgusting cockroaches^000000.";
- next;
- mes "[Cleope Verce]";
- mes "Ugh...";
- mes "Actually, that's not such a good memory when I think about it.";
- break;
- case 4:
- mes "I trained by fighting ^3131FFZombies^000000 in the dungeon of that town with all of those trees.";
- break;
- }
- next;
- mes "[Cleope Verce]";
- mes "You'll have to go through a lot until you reach the point where I'm at right now. Ho ho ho! You still have a looong way to go~";
- next;
- emotion e_gg;
- mes "[Cleope Verce]";
- mes "Good luck...";
- mes "Rookie.";
- close;
- } else if(BaseLevel < 36){
- mes "Oh my.. ";
- mes "A young Acolyte?";
- mes "You seem to have just";
- mes "started learning your skills?";
- next;
- mes "[Cleope Verce]";
- mes "Ho ho~!";
- mes "When I was";
- mes "around your age,";
- switch(rand(1,5)){
- case 1:
- mes "I'd fight with those ^3131FFwhite";
- mes "mice^000000 and ^3131FFbig roaches^000000~";
- break;
- case 2:
- mes "I'd walk straight into the";
- mes "^3131FFdepths of the ocean^000000 to find monsters to hunt.";
- break;
- case 3:
- mes "I used to fight ^3131FFcreepy";
- mes "looking tree monsters^000000.";
- break;
- case 4:
- mes "I used to fight hundreds";
- mes "of ^3131FFuuuuuug~ly orcs^000000.";
- break;
- case 5:
- mes "I would fight the ^3131FFmonkeys";
- mes "in front of the convent^000000.";
- break;
- }
- next;
- mes "[Cleope Verce]";
- mes "Those were";
- mes "bad memories.";
- mes "If someone told me";
- mes "to go there again,";
- mes "I'd go insane.";
- next;
- mes "[Cleope Verce]";
- mes "Still, it seems you";
- mes "have a long way to go";
- mes "until you become a well";
- mes "experienced Acolyte. Ho ho~";
- next;
- emotion e_gg;
- mes "[Cleope Verce]";
- mes "Good luck,";
- mes "young friend.";
- close;
- } else if(BaseLevel < 46){
- mes "Well, well, well~";
- mes "Hello, young Acolyte.";
- mes "You're still kind of";
- mes "green, but I guess you're";
- mes "not exactly a beginner either.";
- next;
- mes "[Cleope Verce]";
- mes "I remember that when";
- mes "I was your age, I used to";
- switch(rand(1,6)){
- case 1:
- mes "fight these ^3131FFfearsome evil spirits^000000 all the time in that castle ^3131FFwest of Geffen^000000.";
- mes "I wonder how I survived all that?";
- break;
- case 2:
- mes "play with these ^3131FFcute";
- mes "Poporings^000000 all the time!";
- next;
- mes "[Cleope Verce]";
- mes "Still, I had to be careful from their attacks. At that time they were pretty strong!";
- break;
- case 3:
- mes "fight with ^3131FFgun shooting ghosts!^000000 Sure, they were scary, but beating them was a piece of cake if you have Pneuma!";
- break;
- case 4:
- mes "beat up those ^3131FFarrow shooting devils^000000 almost everyday in the castle west of Geffen. Boy, was there a lot of them back then.";
- break;
- case 5:
- mes "battle these really ^3131FFfat pigs^000000. They were pretty strong, so they always gave me a hard time.";
- break;
- case 6:
- mes "beat up these ^3131FFliving chunks of";
- mes "sand in the desert^000000. I swear, they were alive!";
- break;
- }
- next;
- mes "[Cleope Verce]";
- mes "^333333*Sigh*^000000";
- mes "Ah, memories~";
- mes "Of course, if I had";
- mes "the chance to do it all";
- mes "over again, I don't know";
- mes "if I would take it...";
- next;
- mes "[Cleope Verce]";
- mes "Anyway, you have";
- mes "plenty of adventures";
- mes "waiting for you. I hope";
- mes "you'll make many fond";
- mes "memories when you're";
- mes "still an Acolyte.";
- next;
- emotion e_gg;
- mes "[Cleope Verce]";
- mes "Good luck,";
- mes "young friend~";
- close;
- }
- mes "Hmmm?";
- mes "It looks like you've";
- mes "learned quite a lot as";
- mes "an Acolyte! I hate to admit it,";
- mes "but you're too good for me to";
- mes "call you a rookie anymore~";
- close;
}
//=================================================Range NPC====================================================
-prt_monk,217,123,4 script #tu_monk 139,10,10,{
-OnTouch:
+prt_monk,217,123,0 script #tu_monk 139,10,10,{
+OnTouch_:
if(BaseJob == Job_Acolyte){
switch(tu_acolyte01){
- case 0:
- mes "[Sound by Window]";
- mes "Oh...no.. ....so.....";
- next;
- mes "- You hear something by the window. -";
- close;
case 4:
case 10:
case 25:
@@ -1540,13 +1571,10 @@ OnTouch:
mes "yonder window...^000000";
close;
}
- } else if(BaseClass == Job_Archer){
- mes "[Sound by Window]";
- mes "Oh...no.. ....so.....";
- close;
}
end;
}
+
//=================================================Eavesdrop====================================================
prt_monk,223,123,3 script Eavesdrop#tu 111,{
if(BaseJob != Job_Acolyte){
@@ -1574,7 +1602,7 @@ prt_monk,223,123,3 script Eavesdrop#tu 111,{
mes "what happens? I'm sure the truth will come out one way or another.^000000";
next;
mes "[Voices from Window]";
- mes "^A68064 Alright, sir.";
+ mes "^A68064 Alright, sir.";
mes "Still, I can't help";
mes "but feel uneasy...^000000";
close;
@@ -1611,10 +1639,10 @@ prt_monk,223,123,3 script Eavesdrop#tu 111,{
close;
} else if(tu_acolyte01 > 24){
mes "[Voices from Window]";
- mes "^A68064...Sir, do you know anything about the ^855E42curse of the Geobourg family^A68064?^000000";
+ mes "^A68064...Sir, do you know anything about the ^855E42curse of the Gaebolg family^A68064?^000000";
next;
mes "[Voices from Window]";
- mes "^CD6600The Geobourgs?";
+ mes "^CD6600The Gaebolg?";
mes "Are you telling me";
mes "there's a curse on";
mes "the royal family?^000000";
@@ -1630,7 +1658,7 @@ prt_monk,223,123,3 script Eavesdrop#tu 111,{
mes "^A68064You see...";
mes "Yormungard is";
mes "said to have cursed";
- mes "the Geobourg family when Rune-Midgarts was first established.^000000";
+ mes "the Gaebolg family when Rune-Midgarts was first established.^000000";
next;
mes "[Voices from Window]";
mes "^CD6600Yormungard?!";
@@ -1643,7 +1671,7 @@ prt_monk,223,123,3 script Eavesdrop#tu 111,{
mes "[Voices from Window]";
mes "^A68064It's horrible...";
mes "Because of the curse,";
- mes "the first child of every generation of the Geobourg family will supposedly die an early death...^000000";
+ mes "the first child of every generation of the Gaebolg family will supposedly die an early death...^000000";
next;
mes "[Voices from Window]";
mes "^CD6600Are you saying that all of the first princes and princesses";
@@ -1654,7 +1682,7 @@ prt_monk,223,123,3 script Eavesdrop#tu 111,{
mes "in the palace? Did the eldest prince pass away recently?^000000";
next;
mes "[Voices from Window]";
- mes "^A68064 No...";
+ mes "^A68064 No...";
mes "Actually, the second";
mes "eldest prince passed";
mes "away, not the first.^000000";
@@ -1671,7 +1699,7 @@ prt_monk,223,123,3 script Eavesdrop#tu 111,{
mes "Was it an accident?^000000";
next;
mes "[Voices from Window]";
- mes "^A68064 They haven't determined";
+ mes "^A68064 They haven't determined";
mes "the exact reason of the death yet. But the court officials want us to see if we can undo Yormungard's curse once and for all.^000000";
next;
mes "[Voices from Window]";
@@ -1709,7 +1737,38 @@ prt_monk,223,123,3 script Eavesdrop#tu 111,{
next;
mes "[Voice from Window]";
mes "^CD6600Oh dear God.";
- mes "Please expel the darkness that approaches the Rune Midgarts Kingdom. Please protect us with your light and compassion.^000000";
+ mes "Please expel the darkness that approaches the Rune-Midgarts Kingdom. Please protect us with your light and compassion.^000000";
close;
}
}
+
+/*
+sec_in02,17,156,3 script 1st Job Quest Reset 726,{
+ mes "[1st Job Quest]";
+ mes "Which would you like to reset?";
+ next;
+ switch(select("Swordsman:Merchant:Archer:Acolyte:Thief:Mage")) {
+ case 1:
+ set tu_swordman,0;
+ break;
+ case 2:
+ set tu_merchant,0;
+ break;
+ case 3:
+ set tu_archer01,0;
+ set tu_archer02,0;
+ break;
+ case 4:
+ set tu_acolyte01,0;
+ break;
+ case 5:
+ set tu_thief01,0;
+ break;
+ case 6:
+ set tu_magician01,0;
+ break;
+ }
+ mes "Completed.";
+ close;
+}
+*/
diff --git a/npc/quests/first_class/tu_archer.txt b/npc/quests/first_class/tu_archer.txt
index e443f99c1..581850632 100644
--- a/npc/quests/first_class/tu_archer.txt
+++ b/npc/quests/first_class/tu_archer.txt
@@ -3,7 +3,7 @@
//===== By: ==================================================
//= Fix up by Jukka
//===== Current Version: =====================================
-//= 1.8
+//= 1.9
//===== Compatible With: =====================================
//= eAthena SVN (Testet in Trunk 88xx)
//===== Description: =========================================
@@ -19,6 +19,7 @@
//= 1.6 Fixed infinate loop. (bugreport:2393) [L0ne_W0lf]
//= 1.7 Added 10.3 dialog and moved Arpesto to hunter skill quest. [Kisuka]
//= 1.8 Updated slightly, removed additional emotions from Reiden. [L0ne_W0lf]
+//= 1.9 Misc. updates. [L0ne_W0lf]
//============================================================
@@ -167,7 +168,7 @@ pay_arche,127,154,4 script Sign#arc 835,{
}
//=================================================Master Kavaruk====================================================
-payon_in02,47,13,3 script Master Kavaruk 55,{
+payon_in02,54,13,3 script Master Kavaruk 55,{
mes "[Master Kavaruk]";
mes "Hello, young one.";
mes "I am Master Kavaruk";
@@ -259,8 +260,8 @@ payon_in02,47,13,3 script Master Kavaruk 55,{
mes "their Flora.";
next;
mes "[Master Kavaruk]";
- mes "If you're interested, it would probably be best to speak to the Alchemist Guild member who is waiting to hear from us at the ^3131FFshop next to road south of Icarus^000000.";
- set tu_archer02, 1;
+ mes "If you're interested, it would probably be best to speak to the Alchemist Guild member who is waiting to hear from us at the ^3131FFshop next to the road south of Icarus^000000.";
+ set tu_archer02,1;
close;
} else if(tu_archer02 == 1){
@@ -274,7 +275,7 @@ payon_in02,47,13,3 script Master Kavaruk 55,{
next;
mes "[Master Kavaruk]";
mes "I asked a member of Icarus to";
- mes "wander about the Rune Midgarts kingdom and gather news and information about what has been going on recenty.";
+ mes "wander about the Rune-Midgarts Kingdom and gather news and information about what has been going on recenty.";
next;
mes "[Master Kavaruk]";
mes "He has been sending me letters containing detailed information, but all of a sudden, I've lost contact with him. I'm concerned over what may have happened.";
@@ -537,12 +538,12 @@ pay_arche,103,165,5 script Reidin Corse#tu 832,{
mes "if you can't aim at your targets, you'd be horrible at archery, right? You gotta have Accuracy!";
next;
mes "[Reidin Corse]";
- set @skill_owl, getskilllv("AC_OWL");
- if(@skill_owl < 3){
+ set .@skill_owl, getskilllv("AC_OWL");
+ if(.@skill_owl < 3){
set tu_archer01, 6;
mes "Now, your first assignment";
mes "is to learn ^3131FFLevel 3 Owl's Eye^000000!";
- mes "From Prontera, if you travel south, south and then west, you can fight Condors for your training.";
+ mes "From Morroc, if you travel south, you can fight Condors for your training.";
next;
mes "[Reidin Corse]";
mes "You can head somewhere";
@@ -553,11 +554,10 @@ pay_arche,103,165,5 script Reidin Corse#tu 832,{
case 1:
mes "[Reidin Corse]";
mes "I'll send you to";
- mes "Prontera for now,";
+ mes "Morroc for now,";
mes "so don't forget the";
mes "directions I gave you.";
- mes "Travel ^3131FFsouth^000000, ^3131FFsouth^000000,";
- mes "and then ^3131FFwest^000000.";
+ mes "Travel ^3131FFsouth^000000.";
next;
switch(select("Leave right away~:W-wait, let me get ready!")) {
case 1:
@@ -573,9 +573,9 @@ pay_arche,103,165,5 script Reidin Corse#tu 832,{
mes "[Reidin Corse]";
mes "Okay...!";
mes "Off you go!";
- mes "To Prontera!";
+ mes "To Morroc!";
close2;
- warp "prontera",116,72;
+ warp "morocc",156,46;
end;
break;
case 2:
@@ -620,8 +620,8 @@ pay_arche,103,165,5 script Reidin Corse#tu 832,{
break;
}
} else if(tu_archer01 == 6){
- set @owl, getskilllv(43);
- if(@owl > 2){
+ set .@owl, getskilllv(43);
+ if(.@owl > 2){
mes "Ah, you're";
mes "finally back.";
mes "You've kept me";
@@ -712,9 +712,9 @@ pay_arche,103,165,5 script Reidin Corse#tu 832,{
mes "practice from a distance!";
next;
- set @eagle, getskilllv("AC_VULTURE");
- if(@eagle < 3){
- mes "Alright, Mandagora usually live around Mt. Mjolnir. I can send you to Prontera, so just travel north, then east from there to find";
+ set .@eagle, getskilllv("AC_VULTURE");
+ if(.@eagle < 3){
+ mes "Alright, Mandagora usually live around Geffen. I can send you to Geffen, so just travel north from there to find";
mes "some of them.";
next;
mes "[Reidin Corse]";
@@ -729,8 +729,8 @@ pay_arche,103,165,5 script Reidin Corse#tu 832,{
next;
mes "[Reidin Corse]";
mes "Here's a little something to encourage you. Since Mandagora are Earth property monsters, these Fire Arrows will work really well.";
- set tu_archer01, 8;
- getitem 1752, 300;
+ set tu_archer01,8;
+ getitem 1752,300; //Fire_Arrow
next;
}
mes "[Reidin Corse]";
@@ -743,7 +743,7 @@ pay_arche,103,165,5 script Reidin Corse#tu 832,{
mes "Alright...!";
mes "Get a move on!";
close2;
- warp "prontera",116,72;
+ warp "geffen",120,39;
end;
break;
case 2:
@@ -763,14 +763,14 @@ pay_arche,103,165,5 script Reidin Corse#tu 832,{
mes "You already";
mes "learned Vulture's Eye!";
mes "Why did I spend so much time explaining about it? Well, I guess we're ready to move on to the next lesson...";
- set tu_archer01, 9;
- getitem 1752, 500;
- next;
+ set tu_archer01,9;
+ getitem 1752,500; //Fire_Arrow
+ close;
}
} else if(tu_archer01 == 8){
- set @eagle, getskilllv("AC_VULTURE");
- if(@eagle < 3){
- mes "Mandagora lives in the area north and east of Prontera. Learn up to Level 3 Vulture's Eye and get acquainted with your attack range.";
+ set .@eagle, getskilllv("AC_VULTURE");
+ if(.@eagle < 3){
+ mes "Mandagora lives in the area north of Geffen. Learn up to Level 3 Vulture's Eye and get acquainted with your attack range.";
next;
mes "[Reidin Corse]";
mes "Okay...";
@@ -783,7 +783,7 @@ pay_arche,103,165,5 script Reidin Corse#tu 832,{
mes "Alright...!";
mes "Get a move on!";
close2;
- warp "prontera",116,72;
+ warp "geffen",120,39;
end;
break;
case 2:
@@ -797,8 +797,8 @@ pay_arche,103,165,5 script Reidin Corse#tu 832,{
} else {
mes "Ah, so you've learned";
mes "a little something about Vulture's Eye! What do you think about it now? Ah, and here's a little reward for you before I start the next lesson~";
- set tu_archer01, 9;
- getitem 1752, 500;
+ set tu_archer01,9;
+ getitem 1752,500; //Fire_Arrow
close;
}
} else if(tu_archer01 == 9){
@@ -819,8 +819,8 @@ pay_arche,103,165,5 script Reidin Corse#tu 832,{
mes "Whaddya think?";
mes "Exciting, yes?";
next;
- set @eagle, getskilllv("AC_DOUBLE");
- if(@eagle > 2){
+ set .@eagle, getskilllv("AC_DOUBLE");
+ if(.@eagle > 2){
mes "["+strcharinfo(0)+"]";
mes "I...";
mes "I already know";
@@ -849,7 +849,7 @@ pay_arche,103,165,5 script Reidin Corse#tu 832,{
mes "might! Practice Double Strafe";
mes "enough and you'll get used to it!";
next;
- if(@eagle == 0){
+ if(.@eagle == 0){
specialeffect2 EF_WIND;
set tu_archer01, 10;
getexp 0,500;
@@ -866,27 +866,25 @@ pay_arche,103,165,5 script Reidin Corse#tu 832,{
close;
}
} else if(tu_archer01 == 10){
- mes "Now, I've taught you a lot of stuff and I wanna make sure you retain all of it. That's why I want you to take this midterm. Your mission: ^FF0000Attack the Hydras^000000!";
+ mes "Now, I've taught you a lot of stuff and I wanna make sure you retain all of it. That's why I want you to take this midterm. Your mission: ^FF0000Attack the Rockers^000000!";
emotion e_no1;
next;
mes "[Reidin Corse]";
- mes "There's a ship that";
- mes "leads to Byalan Island in Izlude, Prontera's satellite city. Ride that ship to Byalan Island.";
+ mes "Rockers live just southwest of Prontera.";
next;
mes "[Reidin Corse]";
- mes "In the center of that island is the entrance to a dungeon where a lot of Hydras live. Remember that it's a water dungeon, and that ^3131FFWater resists Fire^000000, ^3131FFbut is weak against Wind^000000.";
+ mes "Be aware that Rockers are earth element monsters!! ^3131FFSo they should be weak against fire^000000.";
next;
mes "[Reidin Corse]";
- mes "Now go and bring ^3131FF10 Tentacles^000000";
- mes "from hunting Hydra and ^3131FF1 Crystal Blue^000000, which you can get from hunting the Mushrooms there.";
+ mes "Now go and bring ^3131FF10 Grasshopper's Leg^000000 from hunting Rockers.";
mes "Bring all of that and you pass~";
next;
mes "[Reidin Corse]";
- mes "It's easier to find Izlude if you pass by Prontera, so head towards the fields near Prontera. Alright, off you go, " + strcharinfo(0) + "~";
- set tu_archer01, 11;
+ mes "It's easier to find them if you pass by the southern gate of Prontera and then head west. Alright, off you go, " + strcharinfo(0) + "~";
+ set tu_archer01,11;
close;
} else if(tu_archer01 == 11){
- if((countitem(962) > 9) && (countitem(991) > 0)){
+ if(countitem(940) > 9){
if(MaxWeight - Weight < 1000){
mes "Why are you carrying";
mes "so much stuff? You better put everything you don't need into Kafra Storage.";
@@ -908,8 +906,7 @@ pay_arche,103,165,5 script Reidin Corse#tu 832,{
} else {
mes "Hey...";
mes "You gotta bring";
- mes "^3131FF10 Tentacles^000000 and";
- mes "^3131FF1 Crystal Blue^000000 to pass my midterm! Go back to the dungeon on Byalan Island and get them!";
+ mes "^3131FF10 Grasshopper's Leg^000000 to pass my midterm! Go back to the southwest area of Prontera and get them!";
close;
}
} else if(tu_archer01 == 12){
@@ -952,8 +949,8 @@ pay_arche,103,165,5 script Reidin Corse#tu 832,{
mes "no need for you to fret.";
next;
mes "[Reidin Corse]";
- mes "Now, go to Mt. Mjolnir and hunt Floras. Your test will be to bring back ^3131FF5 Maneater Blossoms^000000 and";
- mes "^3131FF20 Stems^000000.";
+ mes "Now, go into the forest east of Payon and hunt Spores and Wormtails. Your test will be to bring back ^3131FF10 Mushroom Spores^000000 and";
+ mes "^3131FF10 Pointed Scales^000000.";
next;
mes "[Reidin Corse]";
mes "I know it's a little dangerous,";
@@ -980,7 +977,7 @@ pay_arche,103,165,5 script Reidin Corse#tu 832,{
close;
}
} else if((tu_archer01 == 14) || (tu_archer01 == 15)){
- if((countitem(1032) > 4) && (countitem(905) > 19)){ // Blossom Of Maneater & Stem
+ if((countitem(906) > 9) && (countitem(921) > 9)){
mes "Ha-ha~!";
mes "You look more like";
mes "a veteran than a rookie";
@@ -1017,36 +1014,11 @@ pay_arche,103,165,5 script Reidin Corse#tu 832,{
close;
} else {
mes "Remember, you";
- mes "need to head over to";
- mes "Mt. Mjolnir and get me";
- mes "^3131FF5 Maneater Blossoms^000000";
- mes "and ^3131FF20 Stems^000000.";
- next;
- mes "[Reidin Corse]";
- mes "From Prontera, you'd get to Mt. Mjolnir by traveling ^3131FFnorth^000000, ^3131FFnorth^000000 and then ^3131FFeast^000000. But if you want,";
- mes "I can just send you there.";
- next;
- switch(select("Go!:W-Wait!")) {
- case 1:
- mes "[Reidin Corse]";
- mes "Alright!";
- mes "Oh, and if you get";
- mes "the chance, give a hello to my Acolyte pal over there for me~";
- emotion e_heh;
- close2;
- warp "mjolnir_11",25,221;
- end;
- break;
- case 2:
- mes "[Reidin Corse]";
- mes "Huh?";
- mes "Um, sure. But";
- mes "there's no reason to";
- mes "get so nervous, even if";
- mes "this my final exam for you.";
- close;
- break;
- }
+ mes "need to head into";
+ mes "the forest east of Payon and get me";
+ mes "^3131FF10 Mushroom Spores^000000";
+ mes "and ^3131FF10 Pointed Scales^000000.";
+ close;
}
} else if(tu_archer01 == 16){
mes "I really like this town.";
@@ -1299,7 +1271,7 @@ pay_arche,84,139,3 script Seisner 727,{
mes "he can't stop its flight or change his target. That's why Archers need to be level headed and really careful in battle.";
next;
mes "[Seisner]";
- mes "Someday, I'd like to become a great Archer and use my skills for the good of Rune Midgard.";
+ mes "Someday, I'd like to become a great Archer and use my skills for the good of Rune-Midgard.";
close;
break;
}
@@ -1334,7 +1306,7 @@ pay_arche,84,139,3 script Seisner 727,{
pay_arche,76,135,3 script Target#Target 111,{ end; } // empty NPC?? [Jukka]
//=================================================Acolyte====================================================
-mjolnir_11,27,223,3 script Acolyte#tu 95,{
+pay_fild08,40,83,5 script Acolyte#tu 95,{
mes "[Acolyte]";
if(tu_archer01 == 14){
if(gettime(3) >= 18 && gettime(3) < 22){
@@ -1421,37 +1393,37 @@ mjolnir_11,27,223,3 script Acolyte#tu 95,{
mes "Wait, I know...";
mes "Y-you're... ^666666*Yawn*^000000";
mes "So sleepy. Take this for now...";
- set @kurae_heal, rand(1,4);
- if(@kurae_heal == 1){
+ set .@kurae_heal, rand(1,4);
+ if(.@kurae_heal == 1){
unitskilluseid getcharid(3),28,3;
- } else if(@kurae_heal == 2){
+ } else if(.@kurae_heal == 2){
unitskilluseid getcharid(3),28,9;
- } else if(@kurae_heal == 3){
+ } else if(.@kurae_heal == 3){
unitskilluseid getcharid(3),28,10;
- } else if(@kurae_heal == 4){
+ } else if(.@kurae_heal == 4){
}
- set @kurae_agi, rand(1,3);
- if(@kurae_agi == 1){
+ set .@kurae_agi, rand(1,3);
+ if(.@kurae_agi == 1){
unitskilluseid getcharid(3),29,0;
- } else if(@kurae_agi == 2){
+ } else if(.@kurae_agi == 2){
unitskilluseid getcharid(3),29,5;
- } else if(@kurae_agi == 3){
+ } else if(.@kurae_agi == 3){
unitskilluseid getcharid(3),29,10;
}
- set @kurae_bls, rand(1,3);
- if(@kurae_bls == 1){
+ set .@kurae_bls, rand(1,3);
+ if(.@kurae_bls == 1){
unitskilluseid getcharid(3),34,0;
- } else if(@kurae_bls == 2){
+ } else if(.@kurae_bls == 2){
unitskilluseid getcharid(3),34,5;
- } else if(@kurae_bls == 3){
+ } else if(.@kurae_bls == 3){
unitskilluseid getcharid(3),34,10;
}
close;
}
} else if(tu_archer01 == 15){
- if((gettime(3) >= 18) && (gettime(3) < 22)){ //CHECK
+ if((gettime(3) >= 18) && (gettime(3) < 22)){
mes "^666666Zzzzz...^000000";
mes "Wh-wha...?";
mes "Who are you?";
@@ -1468,30 +1440,30 @@ mjolnir_11,27,223,3 script Acolyte#tu 95,{
mes "J-just take this before";
mes "I fall asleep again~! ^666666*Yawn*^000000";
- set @kurae_heal, rand(1,4);
- if(@kurae_heal == 1){
+ set .@kurae_heal, rand(1,4);
+ if(.@kurae_heal == 1){
unitskilluseid getcharid(3),28,3;
- } else if(@kurae_heal == 2){
+ } else if(.@kurae_heal == 2){
unitskilluseid getcharid(3),28,10;
- } else if(@kurae_heal == 3){
+ } else if(.@kurae_heal == 3){
unitskilluseid getcharid(3),28,8;
}
- set @kurae_agi, rand(1,3);
- if(@kurae_agi == 1){
+ set .@kurae_agi, rand(1,3);
+ if(.@kurae_agi == 1){
unitskilluseid getcharid(3),29,0;
- } else if(@kurae_agi == 2){
+ } else if(.@kurae_agi == 2){
unitskilluseid getcharid(3),29,5;
- } else if(@kurae_agi == 3){
+ } else if(.@kurae_agi == 3){
unitskilluseid getcharid(3),29,10;
}
- set @kurae_bls, rand(1,3);
- if(@kurae_bls == 1){
+ set .@kurae_bls, rand(1,3);
+ if(.@kurae_bls == 1){
unitskilluseid getcharid(3),34,0;
- } else if(@kurae_bls == 2){
+ } else if(.@kurae_bls == 2){
unitskilluseid getcharid(3),34,5;
- } else if(@kurae_bls == 3){
+ } else if(.@kurae_bls == 3){
unitskilluseid getcharid(3),34,10;
}
close;
@@ -1501,26 +1473,26 @@ mjolnir_11,27,223,3 script Acolyte#tu 95,{
mes "casting a spell";
mes "to help you! Yaa~p!";
- set @kurae_heal, rand(1,3);
- if(@kurae_heal == 1){
+ set .@kurae_heal, rand(1,3);
+ if(.@kurae_heal == 1){
unitskilluseid getcharid(3),28,3;
- } else if(@kurae_heal == 2){
+ } else if(.@kurae_heal == 2){
unitskilluseid getcharid(3),28,10;
- } else if(@kurae_heal == 3){
+ } else if(.@kurae_heal == 3){
unitskilluseid getcharid(3),28,8;
}
- set @kurae_agi, rand(1,2);
- if(@kurae_agi == 1){
+ set .@kurae_agi, rand(1,2);
+ if(.@kurae_agi == 1){
unitskilluseid getcharid(3),29,10;
- } else if(@kurae_agi == 2){
+ } else if(.@kurae_agi == 2){
unitskilluseid getcharid(3),29,5;
}
- set @kurae_bls, rand(1,2);
- if(@kurae_bls == 1){
+ set .@kurae_bls, rand(1,2);
+ if(.@kurae_bls == 1){
unitskilluseid getcharid(3),34,10;
- } else if(@kurae_bls == 2){
+ } else if(.@kurae_bls == 2){
unitskilluseid getcharid(3),34,5;
}
close;
@@ -1563,20 +1535,20 @@ pay_arche,130,113,3 script Alchemist Guildmember#tu 740,{
mes "Flora field! I really";
mes "appreciate your help~";
- set @alche_f,countitem(1032);// Blossom_Of_Maneater
- set @alche_s,countitem(905);// Stem
- set @f_zeny, @alche_f * 130;
- set @s_zeny, @alche_s * 30;
- set @total_zeny, @f_zeny + @s_zeny;
+ set .@alche_f,countitem(1032); // Blossom_Of_Maneater
+ set .@alche_s,countitem(905); // Stem
+ set .@f_zeny, .@alche_f * 130;
+ set .@s_zeny, .@alche_s * 30;
+ set .@total_zeny, .@f_zeny + .@s_zeny;
if(countitem(1032) == 0){
- delitem 905, @alche_s;
+ delitem 905, .@alche_s; //Stem
} else if(countitem(905) == 0){
- delitem 1032, @alche_f;
+ delitem 1032, .@alche_f; //Blossom_Of_Maneater
} else {
- delitem 1032, @alche_f;
- delitem 905, @alche_s;
+ delitem 1032, .@alche_f; //Blossom_Of_Maneater
+ delitem 905, .@alche_s; //Stem
}
- set Zeny,Zeny+@total_zeny;
+ set Zeny,Zeny+.@total_zeny;
close;
break;
case 2:
@@ -1656,7 +1628,7 @@ prontera,126,335,5 script Arthail 51,{
next;
mes "[Arthail]";
mes "Here in the capital of the";
- mes "Rune Midgarts Kingdom, there's supposed to be a fountain in the central plaza. Everyone seems to stop and chat over there.";
+ mes "Rune-Midgarts Kingdom, there's supposed to be a fountain in the central plaza. Everyone seems to stop and chat over there.";
next;
mes "[Arthail]";
mes "However, I have a fear of other people and I can't bring myself to go near the crowds of people there. It's embarassing for me to admit this as a Bard...";
@@ -1781,8 +1753,8 @@ prontera,126,335,5 script Arthail 51,{
mes "[Arthail]";
mes "And one day...";
mes "I guess I'll finally";
- mes "have a song that I can";
- mes "share with you.";
+ mes "have a song that";
+ mes "I can share with you.";
set tu_archer02, 9;
close2;
end;
@@ -1954,6 +1926,9 @@ monk_in,19,43,1 script Bishop Maugins 60,{
unitskilluseid getcharid(3),34,10;
close;
}
- mes "...Now, I have something to think about. Please visit me later, young sheep..";
+ mes "I'm sorry, but I have";
+ mes "some pressing matter";
+ mes "to think about right now.";
+ mes "Would you come back later?";
close;
}
diff --git a/npc/quests/first_class/tu_ma_th01.txt b/npc/quests/first_class/tu_ma_th01.txt
index ce1b6e4bb..bddc0b410 100644
--- a/npc/quests/first_class/tu_ma_th01.txt
+++ b/npc/quests/first_class/tu_ma_th01.txt
@@ -3,7 +3,7 @@
//===== By: ==================================================
//= Fix up by Jukka
//===== Current Version: =====================================
-//= 1.2
+//= 1.3
//===== Compatible With: =====================================
//= eAthena SVN (Testet in Trunk 88xx)
//===== Description: =========================================
@@ -13,6 +13,7 @@
//= 1.1 optimized [Lupus]
//= TODO: Test, Add correct misceffects numbers
//= 1.2 Changed "battle_trace" to "Trace of Battle". [L0ne_W0lf]
+//= 1.3 Misc. updates. [L0ne_W0lf]
//============================================================
@@ -20,77 +21,138 @@
moc_fild12,166,369,0 script Trace of Battle#1 844,{
if(BaseClass == Job_Thief){
if(tu_thief01 < 5){
- mes "^3355FFThere are traces of poison used in a battle. You can sense its power and decide that it would be safer not to get too close to it.^000000";
+ mes "^3355FFYou find traces of poison";
+ mes "used in a battle. You sense";
+ mes "its potency and decide not";
+ mes "to get too close to it.^000000";
close;
} else if(tu_thief01 == 5){
- mes "^3355FFThere are traces of poison used in a battle. After examining the scene carefully, I feel a little dizzy.";
+ mes "^3355FFYou find traces of poison";
+ mes "used in a battle. A feeling";
+ mes "of acute dizziness overcomes";
+ mes "you after examining the scene.^000000";
set tu_thief01, 6;
- //##### GetHEALTHSTATE VAR_POISON 60#####
- //misceffect EF_VENOMDUST2;
+ sc_start SC_Poison,60000,0;
+ specialeffect EF_VENOMDUST2;
close;
} else if(tu_thief01 == 6){
- mes "^3355FFThere are traces of poison used in a battle. After examining the scene carefully, I feel a little dizzy.";
- //##### GetHEALTHSTATE VAR_POISON 60#####
- //misceffect EF_VENOMDUST2;
+ mes "^3355FFYou find traces of poison";
+ mes "used in a battle. A feeling";
+ mes "of acute dizziness overcomes";
+ mes "you after examining the scene.^000000";
+ sc_start SC_Poison,60000,0;
+ specialeffect EF_VENOMDUST2;
close;
} else if(tu_thief01 == 7){
- mes "^3355FFThere are traces of poison used in a battle. You can sense its power and decide that it would be safer not to get too close to it.^000000";
+ mes "^3355FFYou find traces of poison";
+ mes "used in a battle. You sense";
+ mes "its potency and decide not";
+ mes "to get too close to it.^000000";
close;
} else if(tu_thief01 == 8){
- mes "^3355FFThere are signs of a pursuit that heads south.^000000";
+ mes "^3355FFThere are traces of a battle";
+ mes "that seem to be leading in";
+ mes "different directions. From the";
+ mes "peculiar smell that permeates";
+ mes "the area, it seems that some";
+ mes "kind of lethal poison was used.^000000";
+ next;
+ mes "^3355FFStill...";
+ mes "The trail of this";
+ mes "battle decidedly";
+ mes "heads southward.^000000";
set tu_thief01, 9;
close;
} else {
- mes "^3355FFThe traces of battle seem to be leading in different directions. From the peculiar smell that permeates the area, it seems that some kind of lethal poison was used in the fight...^000000";
+ mes "^3355FFYou find signs of";
+ mes "a heated pursuit";
+ mes "that head south.";
close;
}
}
if(BaseClass == Job_Mage){
if(tu_magician01 < 8){
- mes "There are traces of poison used in a battle. You can sense its power and decide that it would be safer not to get too close to it.^000000";
- //misceffect EF_VENOMDUST2;
+ mes "^3355FFYou find traces of poison";
+ mes "used in a battle. You sense";
+ mes "its potency and decide not";
+ mes "to get too close to it.^000000";
+ specialeffect EF_VENOMDUST2;
close;
} else if(tu_magician01 == 8){
- mes "^3355FFThere are signs of a pursuit that heads south.^000000";
+ mes "^3355FFThere are traces of a battle";
+ mes "that seem to be leading in";
+ mes "different directions. From the";
+ mes "peculiar smell that permeates";
+ mes "the area, it seems that some";
+ mes "kind of lethal poison was used.^000000";
+ next;
+ mes "^3355FFStill...";
+ mes "The trail of this";
+ mes "battle decidedly";
+ mes "heads southward.^000000";
set tu_magician01, 9;
- close2;
+ close;
} else {
- mes "^3355FFThe traces of battle seem to be leading in different directions. From the peculiar smell that permeates the area, it seems that some kind of lethal poison was used in the fight...^000000";
+ mes "^3355FFYou find signs of";
+ mes "a heated pursuit";
+ mes "that head south.";
close;
}
}
- mes "^3355FFThere are signs that show that some kind of scuffle might have occurred here, but you can't exactly tell what exactly happened.^000000";
+ mes "^3355FFThere are signs that show";
+ mes "that some violent scuffle";
+ mes "might have occurred here,";
+ mes "but you can't tell what had";
+ mes "happened exactly...^000000";
close;
}
//=================================================Battle Traces 2====================================================
-moc_fild12,173,215,0 script Battle Traces#2 844,{
+moc_fild12,173,215,0 script Trace of Battle#2 844,{
if(BaseClass == Job_Thief){
if(tu_thief01 < 9){
- mes "There are traces of many people going by.";
+ mes "^3355FFThere are signs";
+ mes "that many people";
+ mes "have traveled through";
+ mes "this particular area.^000000";
close;
} else if(tu_thief01 == 9){
- mes "The traces lead to the east. There is one peculiar footstep amongst them all that caugh my attention. Seems like the one of the person being pursued.";
+ mes "^3355FFYou've found traces";
+ mes "of the pursuit which";
+ mes "continue eastward.^000000";
set tu_thief01, 10;
close;
} else {
- mes "The traces lead to the east.";
+ mes "^3355FFThese traces of";
+ mes "the pursuit lead";
+ mes "towards the east.^000000";
close;
}
} else if(BaseClass == Job_Mage){
if(tu_magician01 < 9){
- mes "There are traces of many people going by.";
+ mes "^3355FFThere are signs";
+ mes "that many people";
+ mes "have traveled through";
+ mes "this particular area.^000000";
close;
} else if(tu_magician01 == 9){
- mes "The traces lead to the east. There is one peculiar footstep amongst them all that caugh my attention. Seems like the one of the people being chased.";
+ mes "^3355FFYou've found traces";
+ mes "of the pursuit which";
+ mes "continue eastward.^000000";
set tu_magician01, 10;
close;
} else {
- mes "The traces lead to the east.";
+ mes "^3355FFThese traces of";
+ mes "the pursuit lead";
+ mes "towards the east.^000000";
close;
}
}
- mes "^3355FFThere are signs that show that some kind of scuffle might have occurred here, but you can't exactly tell what exactly happened.^000000";
+ mes "^3355FFThere are signs that show";
+ mes "that some violent scuffle";
+ mes "might have occurred here,";
+ mes "but you can't tell what had";
+ mes "happened exactly...^000000";
close;
}
@@ -98,30 +160,51 @@ moc_fild12,173,215,0 script Battle Traces#2 844,{
moc_fild12,276,165,0 script Trace of Battle#3 844,{
if(BaseClass == Job_Thief){
if(tu_thief01 < 10){
- mes "There are traces of several who have went by.";
+ mes "^3355FFThere are signs";
+ mes "that many people";
+ mes "have traveled through";
+ mes "this particular area.^000000";
close;
} else if(tu_thief01 == 10){
- mes "The footsteps of the one being chased after is rather peculiar. It almost seems as if it was left on purpose.";
+ mes "^3355FFYou examine these traces";
+ mes "and notice that one set of";
+ mes "footprints looks almost too";
+ mes "pronounced, as if it had been";
+ mes "made for somebody to find.^000000";
set tu_thief01, 11;
close;
} else {
- mes "There are a peculiar set up footsteps.";
+ mes "^3355FFIt's a very";
+ mes "strange looking";
+ mes "set of footprints.^000000";
close;
}
} else if(BaseClass == Job_Mage){
if(tu_magician01 < 10){
- mes "There are traces of many people going by.";
- close;
- } else if(tu_magician01 == 10){ //CHECK
- mes "The footsteps of the one being chased after is rather peculiar. It almost seems like it was left on purpose.";
- set tu_magician01, 11;//Check
+ mes "^3355FFThere are signs";
+ mes "that many people";
+ mes "have traveled through";
+ mes "this particular area.^000000";
+ close;
+ } else if(tu_magician01 == 10){
+ mes "^3355FFYou examine these traces";
+ mes "and notice that one set of";
+ mes "footprints looks almost too";
+ mes "pronounced, as if it had been";
+ mes "made for somebody to find.^000000";
+ set tu_magician01, 11;
close;
} else {
- mes "There are a peculiar set up footsteps.";
+ mes "^3355FFIt's a very";
+ mes "strange looking";
+ mes "set of footprints.^000000";
close;
}
}
- mes "There are some traces, but I cannot tell what they are.";
+ mes "^3355FFThese look like";
+ mes "traces of some kind";
+ mes "of pursuit or battle, but";
+ mes "you can't really tell for sure.^000000";
close;
}
@@ -129,32 +212,58 @@ moc_fild12,276,165,0 script Trace of Battle#3 844,{
moc_fild11,39,163,0 script Trace of Battle#4 844,{
if(BaseClass == Job_Thief){
if(tu_thief01 < 11){
- mes "There are traces of many that have gone by.";
+ mes "^3355FFThere are signs";
+ mes "that many people";
+ mes "have traveled through";
+ mes "this particular area.^000000";
close;
} else if(tu_thief01 == 11){
- mes "Another peculiar trace has been added. Unlike the others, it is small and clear, It seems like another has joined in.";
+ mes "^3355FFFrom these traces,";
+ mes "you see that another";
+ mes "set of footprints has";
+ mes "been added. It looks like";
+ mes "someone } else got involved.";
+ mes "These prints are distinctly";
+ mes "clearer and much smaller.^000000";
set tu_thief01, 12;
close;
} else {
- mes "A new trace has been added.";
+ mes "^3355FFFrom these traces,";
+ mes "you see that another";
+ mes "person has gotten involved";
+ mes "in this heated scuffle.^000000";
close;
}
} else if(BaseClass == Job_Mage){
if(tu_magician01 < 11){
- mes "There are traces of many that have gone by.";
+ mes "^3355FFThere are signs";
+ mes "that many people";
+ mes "have traveled through";
+ mes "this particular area.^000000";
close;
} else if(tu_magician01 == 11){
- mes "Another peculiar trace has been added.";
- mes "Unlike the others, it is small and clear.";
- mes "It seems like another has joined in.";
+ mes "^3355FFFrom these traces,";
+ mes "you see that another";
+ mes "set of footprints has";
+ mes "been added. It looks like";
+ mes "someone } else got involved.";
+ mes "These prints are distinctly";
+ mes "clearer and much smaller.^000000";
set tu_magician01, 12;
close;
} else {
- mes "A new trace has been added.";
+ mes "^3355FFFrom these traces,";
+ mes "you see that another";
+ mes "person has gotten involved";
+ mes "in this heated scuffle.^000000";
close;
}
}
- mes "^3355FFThere are signs that show that some kind of scuffle might have occurred here, but you can't exactly tell what exactly happened.^000000";
+ mes "^3355FFThere are signs that show";
+ mes "that some violent scuffle";
+ mes "might have occurred here,";
+ mes "but you can't tell what had";
+ mes "happened exactly...^000000";
close;
}
@@ -162,101 +271,155 @@ moc_fild11,39,163,0 script Trace of Battle#4 844,{
moc_fild11,205,52,0 script Trace of Battle#5 844,{
if(BaseClass == Job_Thief){
if(tu_thief01 < 12){
- mes "There are traces of many that have gone by.";
+ mes "^3355FFThere are signs";
+ mes "that many people";
+ mes "have traveled through";
+ mes "this particular area.^000000";
close;
} else if(tu_thief01 == 12){
- mes "The traces are divided into ones from the East";
- mes "split into North and South.";
- if(countitem(506) == 0){ // Green_Potion
- mes "I sense a strong poison nearby so";
- mes "it is hard to approach.";
- mes "It will be hard without getting rid of the poison first.";
+ mes "^3355FFThe traces of the battle";
+ mes "now split and head towards";
+ mes "the north and south. However,^000000";
+ if(countitem(506) == 0){
+ mes "^3355FFthere is a puddle of strong poison that you must neutralize before you can investigate this scene.^000000";
close;
} else {
- mes "It is hard to approach because of a strong poison.";
- mes "You can neutralize the poison momentarily";
- mes "with the Green Potion.";
+ mes "^3355FFthere is a puddle of strong poison that you must neutralize before you can investigate this scene.^000000";
+ next;
+ mes "^3355FFFortunately, you can";
+ mes "temporarily nullify the";
+ mes "poison by using one";
+ mes "of your Green Potions.^000000";
next;
switch(select("Use Green Potion.:Don't use it.")){
case 1:
- mes "The poison has gotten weaker. After investigating the scene where the poison has cleared I see a piece of cloth.";
+ mes "^3355FFThe poison weakens";
+ mes "and some of it evaporates,";
+ mes "revealing a piece of cloth that";
+ mes "was hidden in that puddle.^000000";
next;
- switch(select("Don't investigate.", "Investigate.")){
+ switch(select("Don't investigate.:Investigate.")){
case 1:
- mes "It's not something to be concerned about.";
+ mes "["+strcharinfo(0)+"]";
+ mes "A piece of cloth";
+ mes "is nothing to be";
+ mes "concerned about.";
close;
break;
case 2:
- mes "The cloth drenched in blood has strange letters on it. It could be a good clue.";
+ mes "["+strcharinfo(0)+"]";
+ mes "Hey... There's";
+ mes "blood on this cloth";
+ mes "and some writing on";
+ mes "it that I can't recognize.";
+ mes "Hopefully, this'll provide";
+ mes "some sort of clue to all this?";
set tu_thief01, 13;
next;
- mes "Found a piece of cloth.";
+ mes "^3355FFYou take the piece";
+ mes "of cloth from the puddle";
+ mes "of poison and keep it with you.^000000";
close;
break;
}
break;
case 2:
- mes "It would be faster to follow the traces than investigate this scene.";
+ mes "["+strcharinfo(0)+"]";
+ mes "Hmm...";
+ mes "It'll probably be";
+ mes "faster if I follow this";
+ mes "trail, rather than stop to";
+ mes "investigate this scene.";
close;
break;
}
}
} else {
- mes "Can't find anything else. Only the traces split into two remain.";
+ mes "^3355FFYou can't find";
+ mes "anything } else here,";
+ mes "aside from the traces";
+ mes "that split and lead both";
+ mes "northward and southward.^000000";
close;
}
} else if(BaseClass == Job_Mage){
if(tu_magician01 < 12){
- mes "There are traces of many that have gone by.";
+ mes "^3355FFThere are signs";
+ mes "that many people";
+ mes "have traveled through";
+ mes "this particular area.^000000";
close;
} else if(tu_magician01 == 12){
- mes "The traces from the east split into";
- mes "the north and south.";
- if(countitem(506) == 0){ // Green_Potion
- mes "I sense a strong poison nearby so";
- mes "it is hard to approach.";
- mes "It will be hard without getting rid of the poison first.";
+ mes "^3355FFThe traces of the battle";
+ mes "now split and head towards";
+ mes "the north and south. However,^000000";
+ if(countitem(506) == 0){
+ mes "^3355FFthere is a puddle of strong poison that you must neutralize before you can investigate this scene.^000000";
close;
} else {
- mes "It is hard to approach because of a strong poison.";
- mes "You can neutralize the poison momentarily";
- mes "with the Green Potion.";
+ mes "^3355FFthere is a puddle of strong poison that you must neutralize before you can investigate this scene.^000000";
next;
- switch(select("Use Green Potion.", "Don't use it.")){
+ mes "^3355FFFortunately, you can";
+ mes "temporarily nullify the";
+ mes "poison by using one";
+ mes "of your Green Potions.^000000";
+ next;
+ switch(select("Use Green Potion.:Don't use it.")){
case 1:
- mes "The poison got weaker after using the potion.";
- mes "After investigating the scene where the poison";
- mes "is cleared I see a piece of cloth.";
+ mes "^3355FFThe poison weakens";
+ mes "and some of it evaporates,";
+ mes "revealing a piece of cloth that";
+ mes "was hidden in that puddle.^000000";
next;
- switch(select("Don't investigate.", "Investigate.")){
+ switch(select("Don't investigate.:Investigate.")){
case 1:
- mes "It's not something to be concerned about.";
+ mes "["+strcharinfo(0)+"]";
+ mes "A piece of cloth";
+ mes "is nothing to be";
+ mes "concerned about.";
close;
break;
case 2:
- mes "The cloth drenched in blood has strange";
- mes "letters on it. It could be a good clue.";
- set tu_magician01, 13;
+ mes "["+strcharinfo(0)+"]";
+ mes "Hey... There's";
+ mes "blood on this cloth";
+ mes "and some writing on";
+ mes "it that I can't recognize.";
+ mes "Hopefully, this'll provide";
+ mes "some sort of clue to all this?";
+ set tu_magician01,13;
next;
- mes "Found a piece of cloth.";
+ mes "^3355FFYou take the piece";
+ mes "of cloth from the puddle";
+ mes "of poison and keep it with you.^000000";
close;
break;
}
break;
case 2:
- mes "It would be faster to follow the traces rather";
- mes "than investigating this scene.";
+ mes "["+strcharinfo(0)+"]";
+ mes "Hmm...";
+ mes "It'll probably be";
+ mes "faster if I follow this";
+ mes "trail, rather than stop to";
+ mes "investigate this scene.";
close;
break;
}
}
} else {
- mes "Can't find anything else.";
- mes "Only the traces split into two remain.";
+ mes "^3355FFYou can't find";
+ mes "anything } else here,";
+ mes "aside from the traces";
+ mes "that split and lead both";
+ mes "northward and southward.^000000";
close;
}
}
- mes "There are some traces, but I cannot tell what they are.";
+ mes "^3355FFThese look like";
+ mes "traces of some kind";
+ mes "of pursuit or battle, but";
+ mes "you can't really tell for sure.^000000";
close;
}
@@ -264,22 +427,41 @@ moc_fild11,205,52,0 script Trace of Battle#5 844,{
moc_fild11,226,235,0 script Trace of Battle#6 844,{
if(BaseClass == Job_Thief){
if(tu_thief01 < 13){
- mes "There are traces of many that have gone by.";
+ mes "^3355FFThere are signs";
+ mes "that many people";
+ mes "have traveled through";
+ mes "this particular area.^000000";
close;
} else {
- mes "There is a trace from the south. It seems to be leading to the north but I can't seem to be able to tell as of yet.";
+ mes "^3355FFThese footprints";
+ mes "look like they're";
+ mes "heading towards the";
+ mes "north from the south.";
+ mes "But you can't really";
+ mes "be sure just yet.^000000";
close;
}
} else if(BaseClass == Job_Mage){
if(tu_magician01 < 13){
- mes "There are traces of many that have gone by.";
+ mes "^3355FFThere are signs";
+ mes "that many people";
+ mes "have traveled through";
+ mes "this particular area.^000000";
close;
} else {
- mes "There is a trace from the south. It seems to be leading to the north but I can't seem to be able to tell as of yet.";
+ mes "^3355FFThese footprints";
+ mes "look like they're";
+ mes "heading towards the";
+ mes "north from the south.";
+ mes "But you can't really";
+ mes "be sure just yet.^000000";
close;
}
}
- mes "There are some traces, but I cannot tell what they are.";
+ mes "^3355FFThese look like";
+ mes "traces of some kind";
+ mes "of pursuit or battle, but";
+ mes "you can't really tell for sure.^000000";
close;
}
@@ -287,22 +469,39 @@ moc_fild11,226,235,0 script Trace of Battle#6 844,{
moc_fild11,184,342,0 script Trace of Battle#7 844,{
if(BaseClass == Job_Thief){
if(tu_thief01 < 13){
- mes "There are traces of several that have stopped by.";
+ mes "^3355FFThere are signs";
+ mes "that many people";
+ mes "have traveled through";
+ mes "this particular area.^000000";
close;
} else {
- mes "Many of the traces are connected. They seemed to have stopped here for a while, but headed north.";
+ mes "^3355FFThe trail here looks pretty";
+ mes "muddled, since it looks like";
+ mes "they battled here for quite a";
+ mes "while. But the footprints are";
+ mes "definitely heading south.^000000";
close;
}
} else if(BaseClass == Job_Mage){
if(tu_magician01 < 13){
- mes "There are traces of several that have stopped by.";
+ mes "^3355FFThere are signs";
+ mes "that many people";
+ mes "have traveled through";
+ mes "this particular area.^000000";
close;
} else {
- mes "Many of the traces are connected. They seemed to have stopped here for a while, but then headed north.";
+ mes "^3355FFThe trail here looks pretty";
+ mes "muddled, since it looks like";
+ mes "they battled here for quite a";
+ mes "while. But the footprints are";
+ mes "definitely heading south.^000000";
close;
}
}
- mes "There are some traces, but I cannot tell what they are.";
+ mes "^3355FFThese look like";
+ mes "traces of some kind";
+ mes "of pursuit or battle, but";
+ mes "you can't really tell for sure.^000000";
close;
}
@@ -310,30 +509,59 @@ moc_fild11,184,342,0 script Trace of Battle#7 844,{
moc_fild17,213,358,0 script Trace of Battle#8 844,{
if(BaseClass == Job_Thief){
if(tu_thief01 < 13){
- mes "There are traces of about two people that stopped by.";
+ mes "^3355FFThere are two";
+ mes "distinct sets of";
+ mes "footprints in this";
+ mes "area, but they don't";
+ mes "hold any significance";
+ mes "right about now.^000000";
close;
} else if(tu_thief01 == 13){
- mes "I can no longer see the traces of those that were pursuiting. I only see traces of the two.";
+ mes "^3355FFAround here, it";
+ mes "looks like there are";
+ mes "only two sets of footprints.";
+ mes "What happened to the other";
+ mes "set that you found earlier?^000000";
set tu_thief01, 14;
close;
} else {
- mes "There are traces of a small amont of people.";
+ mes "^3355FFFrom the evidence";
+ mes "that you've found here,";
+ mes "it looks like the battle";
+ mes "involves only two people";
+ mes "from this point onward.^000000";
close;
}
} else if(BaseClass == Job_Mage){
if(tu_magician01 < 13){
- mes "There seem to be traces of approximately two people that stopped by.";
+ mes "^3355FFThere are two";
+ mes "distinct sets of";
+ mes "footprints in this";
+ mes "area, but they don't";
+ mes "hold any significance";
+ mes "right about now.^000000";
close;
} else if(tu_magician01 == 13){
- mes "I can no longer see the traces of those that were pursuiting. I only see traces of the two.";
+ mes "^3355FFAround here, it";
+ mes "looks like there are";
+ mes "only two sets of footprints.";
+ mes "What happened to the other";
+ mes "set that you found earlier?^000000";
set tu_magician01, 14;
close;
} else {
- mes "There are traces of a small amont of people.";
+ mes "^3355FFFrom the evidence";
+ mes "that you've found here,";
+ mes "it looks like the battle";
+ mes "involves only two people";
+ mes "from this point onward.^000000";
close;
}
}
- mes "There are some traces, but I cannot tell what they are.";
+ mes "^3355FFThese look like";
+ mes "traces of some kind";
+ mes "of pursuit or battle, but";
+ mes "you can't really tell for sure.^000000";
close;
}
@@ -341,58 +569,93 @@ moc_fild17,213,358,0 script Trace of Battle#8 844,{
moc_fild17,228,274,0 script Trace of Battle#9 844,{
if(BaseClass == Job_Thief){
if(tu_thief01 < 14){
- mes "There are traces of a small battle.";
+ mes "^3355FFTraces of some";
+ mes "sort of battle are";
+ mes "scattered all over";
+ mes "this particular area.^000000";
close;
} else if(tu_thief01 == 14){
- mes "There seems to have been a small battle. Traces that come from the north and some from the southeast are mixed together.";
- next;
- mes "Then the traces lead to the east. More may be found by investigating more.";
+ mes "^3355FFYou follow the trail";
+ mes "and although traces from";
+ mes "the north and southeast mix";
+ mes "together, it looks like the battle continues towards the east.";
+ mes "But you should check this";
+ mes "spot a little bit more...^000000";
set tu_thief01, 15;
close;
} else if(tu_thief01 == 15){
- set @seek_tm, rand(1,10);
- if(@seek_tm == 7){
- mes "I found a piece of cloth with blood on it like before.";
- next;
- mes "- You discovered a piece of cloth with blood -";
+ set .@seek_tm, rand(1,10);
+ if(.@seek_tm == 7){
+ mes "^3355FFAfter investigating this";
+ mes "area more thoroughly,";
+ mes "you find another piece of";
+ mes "cloth stained with blood.";
+ mes "You decide to keep it with";
+ mes "you, hoping that it will";
+ mes "provide more clues.^000000";
set tu_thief01, 16;
close;
} else {
- mes "I could not find any other traces. More investigation should follow.";
+ mes "^3355FFYou don't find anything,";
+ mes "but you still can't shake";
+ mes "the feeling that there is";
+ mes "some important clue that";
+ mes "you have to find here. It won't hurt to keep investigating here.^000000";
close;
}
} else {
- mes "There are no other peculiar traces other than one leading west.";
+ mes "^3355FFYou better continue";
+ mes "following this trail";
+ mes "which leads westward.^000000";
close;
}
} else if(BaseClass == Job_Mage){
if(tu_magician01 < 14){
- mes "There are traces of a small battle.";
+ mes "^3355FFTraces of some";
+ mes "sort of battle are";
+ mes "scattered all over";
+ mes "this particular area.^000000";
close;
} else if(tu_magician01 == 14){
- mes "There seems to have been a small battle. Traces that come from the north and some from the southeast are mixed together.";
- next;
- mes "Then the traces lead to the east. More may be found by investigating more.";
+ mes "^3355FFYou follow the trail";
+ mes "and although traces from";
+ mes "the north and southeast mix";
+ mes "together, it looks like the battle continues towards the east.";
+ mes "But you should check this";
+ mes "spot a little bit more...^000000";
set tu_magician01, 15;
close;
} else if(tu_magician01 == 15){
- set @seek_tm1, rand(1,10);
- if(@seek_tm1 == 7){
- mes "I found a piece of cloth with blood on it like before.";
- next;
- mes "- You discovered a piece of cloth with blood -";
+ set .@seek_tm1, rand(1,10);
+ if(.@seek_tm1 == 7){
+ mes "^3355FFAfter investigating this";
+ mes "area more thoroughly,";
+ mes "you find another piece of";
+ mes "cloth stained with blood.";
+ mes "You decide to keep it with";
+ mes "you, hoping that it will";
+ mes "provide more clues.^000000";
set tu_magician01, 16;
close;
} else {
- mes "I could not find any other traces. More investigation should follow.";
+ mes "^3355FFYou don't find anything,";
+ mes "but you still can't shake";
+ mes "the feeling that there is";
+ mes "some important clue that";
+ mes "you have to find here. It won't hurt to keep investigating here.^000000";
close;
}
} else {
- mes "There are no other peculiar traces other than one leading west.";
+ mes "^3355FFYou better continue";
+ mes "following this trail";
+ mes "which leads westward.^000000";
close;
}
}
- mes "There are some traces, but I can't tell what they are.";
+ mes "^3355FFThese look like";
+ mes "traces of some kind";
+ mes "of pursuit or battle, but";
+ mes "you can't really tell for sure.^000000";
close;
}
@@ -400,30 +663,51 @@ moc_fild17,228,274,0 script Trace of Battle#9 844,{
moc_fild17,34,292,0 script Trace of Battle#10 844,{
if(BaseClass == Job_Thief){
if(tu_thief01 < 16){
- mes "A large group of people seem to have gone by.";
+ mes "^3355FFThere are signs";
+ mes "showing that a lot";
+ mes "of people were in";
+ mes "this area earlier.^000000";
close;
} else if(tu_thief01 == 16){
- mes "Traces lead from the east. Ones of the pursuer and the one being pursued have become similar. The gap in between must be decreasing.";
+ mes "^3355FFThe lead set of footprints,";
+ mes "probably belonging to the one";
+ mes "who was being pursued, look";
+ mes "more erratic, as if exhaustion";
+ mes "and desperation were setting in. These traces lead to the west.^000000";
set tu_thief01, 17;
close;
} else {
- mes "There are traces leading to the east.";
+ mes "^3355FFThe trail from";
+ mes "this point heads";
+ mes "towards the west.^000000";
close;
}
} else if(BaseClass == Job_Mage){
if(tu_magician01 < 16){
- mes "A large group of people seem to have gone by.";
+ mes "^3355FFThere are signs";
+ mes "showing that a lot";
+ mes "of people were in";
+ mes "this area earlier.^000000";
close;
} else if(tu_magician01 == 16){
- mes "Traces lead from the east. Ones of the pursuer and the one being pursued have become similar. The gap in between must be decreasing.";
+ mes "^3355FFThe lead set of footprints,";
+ mes "probably belonging to the one";
+ mes "who was being pursued, look";
+ mes "more erratic, as if exhaustion";
+ mes "and desperation were setting in. These traces lead to the west.^000000";
set tu_magician01, 17;
close;
} else {
- mes "Traces lead to the east.";
+ mes "^3355FFThe trail from";
+ mes "this point heads";
+ mes "towards the west.^000000";
close;
}
}
- mes "There are some traces remaining, but I cannot tell what they are.";
+ mes "^3355FFThese look like";
+ mes "traces of some kind";
+ mes "of pursuit or battle, but";
+ mes "you can't really tell for sure.^000000";
close;
}
@@ -431,30 +715,55 @@ moc_fild17,34,292,0 script Trace of Battle#10 844,{
moc_fild18,346,296,0 script Trace of Battle#11 844,{
if(BaseClass == Job_Thief){
if(tu_thief01 < 17){
- mes "A large group of people seem to have gone by.";
+ mes "^3355FFThere are signs";
+ mes "showing that a lot";
+ mes "of people were in";
+ mes "this area earlier.^000000";
close;
} else if(tu_thief01 == 17){
- mes "Traces of a pursuit continues. Someone must have been injured seeing there is blood.";
+ mes "^3355FFFollowing the";
+ mes "trail, you see signs";
+ mes "that blood was spilled";
+ mes "in this area. It looks like";
+ mes "someone was injured";
+ mes "pretty badly around here.^000000";
set tu_thief01, 18;
close;
} else {
- mes "There is blood here and there so other traces should be easy to find.";
+ mes "^3355FFSince someone involved";
+ mes "in this conflict was bleeding,";
+ mes "further traces of this pursuit";
+ mes "might be easier to find now.^000000";
close;
}
} else if(BaseClass == Job_Mage){
if(tu_magician01 < 17){
- mes "A large group of people seem to have gone by.";
+ mes "^3355FFThere are signs";
+ mes "showing that a lot";
+ mes "of people were in";
+ mes "this area earlier.^000000";
close;
} else if(tu_magician01 == 17){
- mes "Traces of a pursuit continues. Someone must have been injured seeing there is blood.";
+ mes "^3355FFFollowing the";
+ mes "trail, you see signs";
+ mes "that blood was spilled";
+ mes "in this area. It looks like";
+ mes "someone was injured";
+ mes "pretty badly around here.^000000";
set tu_magician01, 18;
close;
} else {
- mes "There is blood here and there so other traces should be easy to find.";
+ mes "^3355FFSince someone involved";
+ mes "in this conflict was bleeding,";
+ mes "further traces of this pursuit";
+ mes "might be easier to find now.^000000";
close;
}
}
- mes "There are some traces remaining, but I cannot tell what they are.";
+ mes "^3355FFThese look like";
+ mes "traces of some kind";
+ mes "of pursuit or battle, but";
+ mes "you can't really tell for sure.^000000";
close;
}
@@ -462,30 +771,51 @@ moc_fild18,346,296,0 script Trace of Battle#11 844,{
moc_fild18,309,257,0 script Trace of Battle#12 844,{
if(BaseClass == Job_Thief){
if(tu_thief01 < 18){
- mes "A large group of people seem to have gone by.";
+ mes "^3355FFThere are signs";
+ mes "showing that a lot";
+ mes "of people were in";
+ mes "this area earlier.^000000";
close;
} else if(tu_thief01 == 18){
- mes "Traces lead to the north. Ones of the pursuer and the one being pursued have become similar. The gap in between must be decreasing.";
+ mes "^3355FFThese traces lead";
+ mes "northward and it looks";
+ mes "like whoever is doing";
+ mes "the chasing is getting";
+ mes "much closer to his prey.^000000";
set tu_thief01, 19;
close;
} else {
- mes "There are traces leading to the north.";
+ mes "^3355FFThe trail of this";
+ mes "pursuit now leads";
+ mes "towards the north.^000000";
close;
}
} else if(BaseClass == Job_Mage){
if(tu_magician01 < 18){
- mes "A large group of people seem to have gone by.";
+ mes "^3355FFThere are signs";
+ mes "showing that a lot";
+ mes "of people were in";
+ mes "this area earlier.^000000";
close;
} else if(tu_magician01 == 18){
- mes "Traces lead to the north. Ones of the pursuer and the one being pursued have become similar. The gap in between must be decreasing.";
+ mes "^3355FFThese traces lead";
+ mes "northward and it looks";
+ mes "like whoever is doing";
+ mes "the chasing is getting";
+ mes "much closer to his prey.^000000";
set tu_magician01, 19;
close;
} else {
- mes "There are traces leading to the north.";
+ mes "^3355FFThe trail of this";
+ mes "pursuit now leads";
+ mes "towards the north.^000000";
close;
}
}
- mes "There are some traces remaining, but I cannot tell what they are.";
+ mes "^3355FFThese look like";
+ mes "traces of some kind";
+ mes "of pursuit or battle, but";
+ mes "you can't really tell for sure.^000000";
close;
}
@@ -493,14 +823,25 @@ moc_fild18,309,257,0 script Trace of Battle#12 844,{
moc_fild18,177,333,0 script Trace of Battle#13 844,{
if(BaseClass == Job_Thief){
if(tu_thief01 < 19){
- mes "A large group of people seem to have gone by.";
+ mes "^3355FFThere are signs";
+ mes "showing that a lot";
+ mes "of people were in";
+ mes "this area earlier.^000000";
close;
} else if(tu_thief01 == 19){
- mes "Traces leading to the north have changed direction to the southwest. More pursuers seem to have joined and stalled the group.";
+ mes "^3355FFJudging from these";
+ mes "traces, it looks like";
+ mes "even more people have";
+ mes "joined the battle which";
+ mes "now seems to be leading";
+ mes "in the southwest direction.^000000";
set tu_thief01, 20;
close;
} else {
- mes "Within the traces of the battle, there are some leading to the southwest.";
+ mes "^3355FFIt looks like";
+ mes "the battle heads";
+ mes "towards the southwest";
+ mes "from this particular point.^000000";
close;
}
} else if(BaseClass == Job_Mage){
@@ -508,15 +849,26 @@ moc_fild18,177,333,0 script Trace of Battle#13 844,{
mes "A large group of people seem to have gone by.";
close;
} else if(tu_magician01 == 19){
- mes "Traces leading to the north have changed direction to the southwest. More pursuers seem to have joined and stalled the group.";
+ mes "^3355FFJudging from these";
+ mes "traces, it looks like";
+ mes "even more people have";
+ mes "joined the battle which";
+ mes "now seems to be leading";
+ mes "in the southwest direction.^000000";
set tu_magician01, 20;
close;
} else {
- mes "Within the traces of the battle, there are some leading to the southwest.";
+ mes "^3355FFIt looks like";
+ mes "the battle heads";
+ mes "towards the southwest";
+ mes "from this particular point.^000000";
close;
}
}
- mes "There are some traces remaining, but I cannot tell what they are.";
+ mes "^3355FFThese look like";
+ mes "traces of some kind";
+ mes "of pursuit or battle, but";
+ mes "you can't really tell for sure.^000000";
close;
}
@@ -524,30 +876,51 @@ moc_fild18,177,333,0 script Trace of Battle#13 844,{
moc_fild18,111,303,0 script Trace of Battle#14 844,{
if(BaseClass == Job_Thief){
if(tu_thief01 < 20){
- mes "A large group of people seem to have gone by.";
+ mes "^3355FFThere are signs";
+ mes "showing that a lot";
+ mes "of people were in";
+ mes "this area earlier.^000000";
close;
} else if(tu_thief01 == 20){
- mes "Traces lead to the south. More pursuers have joined from the north making the traces clearer.";
+ mes "^3355FFIn this area, it looks";
+ mes "like even more people";
+ mes "joined in this battle and";
+ mes "the pursuit clearly heads";
+ mes "towards the south.^000000";
set tu_thief01, 21;
close;
} else {
- mes "Traces lead to the south.";
+ mes "^3355FFThe trail of";
+ mes "this battle heads";
+ mes "towards the south.^000000";
close;
}
} else if(BaseClass == Job_Mage){
if(tu_magician01 < 20){
- mes "A large group of people seem to have gone by.";
+ mes "^3355FFThere are signs";
+ mes "showing that a lot";
+ mes "of people were in";
+ mes "this area earlier.^000000";
close;
} else if(tu_magician01 == 20){
- mes "Traces lead to the south. More pursuers have joined from the north making the traces clearer.";
+ mes "^3355FFIn this area, it looks";
+ mes "like even more people";
+ mes "joined in this battle and";
+ mes "the pursuit clearly heads";
+ mes "towards the south.^000000";
set tu_magician01, 21;
close;
} else {
- mes "Traces lead to the south.";
+ mes "^3355FFThe trail of";
+ mes "this battle heads";
+ mes "towards the south.^000000";
close;
}
}
- mes "There are some traces remaining, but I cannot tell what they are.";
+ mes "^3355FFThese look like";
+ mes "traces of some kind";
+ mes "of pursuit or battle, but";
+ mes "you can't really tell for sure.^000000";
close;
}
@@ -555,79 +928,163 @@ moc_fild18,111,303,0 script Trace of Battle#14 844,{
moc_fild18,109,197,0 script Trace of Battle#15 844,{
if(BaseClass == Job_Thief){
if(tu_thief01 < 21){
- mes "A large group of people seem to have gone by.";
+ mes "^3355FFThere are signs";
+ mes "showing that a lot";
+ mes "of people were in";
+ mes "this area earlier.^000000";
close;
} else if(tu_thief01 == 21){
- mes "There are traces of a harsh battle. Poison seems to have been used here and there.";
+ mes "^3355FFThis area is clearly";
+ mes "marked with signs";
+ mes "of a violent battle, with";
+ mes "traces of poison strewn";
+ mes "all over the ground.^000000";
next;
- switch(select("Continue following the traces.", "Look around a little more.")){
+ switch(select("Continue following the traces.:Further investigate the area.")){
case 1:
- mes "Nothing special was found.";
+ mes "^3355FFYou examine the";
+ mes "trail, but can't really";
+ mes "discern the direction";
+ mes "in which the battle";
+ mes "continues...^000000";
close;
break;
case 2:
- mes "There seem to be some traps related to some different types of poison. Ones that have gone off and others that have not are mixed together.";
+ mes "^3355FFYou find a bunch of";
+ mes "traps that use different";
+ mes "kinds of poison. The ones";
+ mes "that have been set off are";
+ mes "mixed with the ones which";
+ mes "haven't been triggered.^000000";
set tu_thief01, 22;
close;
break;
}
} else if(tu_thief01 == 22){
- set @trap_tm, rand(1,3);
- if(@trap_tm == 3){
- mes "A peculiar looking trap is found. How about pouring some Green Potion on it like before?";
+ set .@trap_tm, rand(1,3);
+ if(.@trap_tm == 3){
+ mes "^3355FFOne trap in particular";
+ mes "stands out to you more";
+ mes "than the rest. Perhaps";
+ mes "you should pour some";
+ mes "Green Potion on it to";
+ mes "neutralize it first.^000000";
next;
- switch(select("Pour Green Potion.", "Do something else.")){
+ switch(select("Pour Green Potion.:Don't use Green Potion.")){
case 1:
- if(countitem(506) < 1){ // Green_Potion
- mes "...........";
- mes "No Green Potion is in possession.";
+ if(countitem(506) < 1){
+ mes "^3355FFUnfortunately, you";
+ mes "don't have a Green";
+ mes "Potion that you can";
+ mes "use to pour on this trap...^000000";
close;
} else {
- mes "It did not affect anything. Other things may be necessary.";
- delitem 506, 1;
+ mes "^3355FFPouring that";
+ mes "Green Potion didn't";
+ mes "really make anything";
+ mes "happen. Perhaps you";
+ mes "should try something else.^000000";
+ delitem 506,1; //Green_Potion
set tu_thief01, 23;
close;
}
break;
case 2:
- mes "Investigate the area a little more.";
+ mes "["+strcharinfo(0)+"]";
+ mes "I guess...";
+ mes "I'll try investigating";
+ mes "this area a little more?";
close;
break;
}
} else {
- mes "Hit the trap by accident.";
- //##### GetHEALTHSTATE VAR_POISON 60#####
- //misceffect EF_VENOMDUST2;
+ mes "^3355FFBy sheer accident,";
+ mes "you set off one of";
+ mes "the traps in the area.^000000";
+ sc_start SC_Poison,60000,0;
+ specialeffect EF_VENOMDUST2;
percentheal -30,0;
close;
}
} else if(tu_thief01 == 23){
- if(countitem(511) > 0 || countitem(716) > 0){ // Green_Herb || Red_Gemstone
- if(countitem(511) > 0 && countitem(716) > 0){ // Green_Herb && Red_Gemstone
- mes "Make powder out of Green Herb and sprinkle it. When placing a Red Gemstone on the trap, it glows and disappears. The trap is dismantled.";
- delitem 511, 1;
- delitem 716, 1;
+ if(countitem(511) > 0 || countitem(716) > 0){
+ if(countitem(511) > 0 && countitem(716) > 0){
+ mes "^3355FFYou try grinding";
+ mes "a Green Herb and";
+ mes "sprinkling it on the";
+ mes "trap and then place";
+ mes "a Red Gemstone on it.";
+ mes "The gem glows and";
+ mes "slowly melts away...^000000";
+ next;
+ mes "^3355FFAlthough you don't";
+ mes "fully understand the";
+ mes "science of using poisons";
+ mes "or antidotes, you managed";
+ mes "to successfully dismantle";
+ mes "the trap. Now you can safely";
+ mes "check what might be inside.^000000";
+ delitem 511,1; //Green_Herb
+ delitem 716,1; //Red_Gemstone
set tu_thief01, 24;
close;
- } else if(countitem(511) > 0){ // Green_Herb
- mes "Make powder out of Green Herb and sprinkle it. Nothing happens. It may need some other catalyst.";
+ } else if(countitem(511) > 0){
+ mes "^3355FFYou should try to";
+ mes "dismantle this trap";
+ mes "by using other catalysts";
+ mes "related to the curing or";
+ mes "use of poison. You do have";
+ mes "a Green Herb on you, so you";
+ mes "try sprinkling it on the trap.^000000";
+ next;
+ mes "^3355FFHowever, nothing";
+ mes "happens. It seems that";
+ mes "you need another catalyst";
+ mes "in addition to the Green Herb";
+ mes "that you have in order to";
+ mes "dismantle this trap.^000000";
close;
} else {
- mes "Make powder out of Red Gemstone and sprinkle it. Nothing happens. It may need some other catalyst.";
+ mes "^3355FFYou should try to";
+ mes "dismantle this trap";
+ mes "by using other catalysts";
+ mes "related to the curing or use";
+ mes "of poison. You do have a";
+ mes "Red Gemstone, so you grind";
+ mes "it and sprinkle it on the trap.^000000";
+ next;
+ mes "^3355FFHowever, nothing";
+ mes "happens. It seems that";
+ mes "you need another catalyst to";
+ mes "use with the Red Gemstone";
+ mes "that you have in order to";
+ mes "dismantle this trap.^000000";
close;
}
} else {
- mes "Seems to need some other catalyst.";
+ mes "^3355FFYou should try to";
+ mes "dismantle this trap";
+ mes "by using other catalysts";
+ mes "related to the curing or";
+ mes "use of poison. But what";
+ mes "items should you bring?^000000";
close;
}
} else if(tu_thief01 == 24){
- mes "In front of the dismantled trap, a piece of cloth soaked in blood is found before is there.";
- next;
- mes "Found 'Blood Stained Cloth'.";
+ mes "^3355FFInside the dismantled";
+ mes "trap, you find another";
+ mes "piece of strange cloth";
+ mes "that's stained with blood.";
+ mes "You take it with you in";
+ mes "hopes that it provides";
+ mes "some kind of evidence.^000000";
set tu_thief01, 25;
close;
} else {
- mes "There seem to be no other Traps. Traces lead to the south.";
+ mes "^3355FFYou examine the area";
+ mes "a little further and guess";
+ mes "that the battle might head";
+ mes "towards the south.^000000";
close;
}
} else if(BaseClass == Job_Mage){
@@ -635,81 +1092,165 @@ moc_fild18,109,197,0 script Trace of Battle#15 844,{
mes "A large group of people seem to have gone by.";
close;
} else if(tu_magician01 == 21){
- mes "There are traces of a harsh battle. Poison seems to have been used here and there.";
+ mes "^3355FFThis area is clearly";
+ mes "marked with signs";
+ mes "of a violent battle, with";
+ mes "traces of poison strewn";
+ mes "all over the ground.^000000";
next;
- switch(select("Continue following the traces.", "Look around a little more.")){
+ switch(select("Continue following the traces.:Further investigate the area.")){
case 1:
- mes "Nothing special was found.";
+ mes "^3355FFYou examine the";
+ mes "trail, but can't really";
+ mes "discern the direction";
+ mes "in which the battle";
+ mes "continues...^000000";
close;
break;
case 2:
- mes "There seem to be some traps related to some different types of poison. Ones that have gone off and others that have not are mixed together.";
+ mes "^3355FFYou find a bunch of";
+ mes "traps that use different";
+ mes "kinds of poison. The ones";
+ mes "that have been set off are";
+ mes "mixed with the ones which";
+ mes "haven't been triggered.^000000";
set tu_magician01, 22;
close;
break;
}
} else if(tu_magician01 == 22){
- set @trap_tm, rand(1,3);
- if(@trap_tm == 3){
- mes "A peculiar looking trap is found. How about pouring some Green Potion on it like before?";
+ set .@trap_tm, rand(1,3);
+ if(.@trap_tm == 3){
+ mes "^3355FFOne trap in particular";
+ mes "stands out to you more";
+ mes "than the rest. Perhaps";
+ mes "you should pour some";
+ mes "Green Potion on it to";
+ mes "neutralize it first.^000000";
next;
- switch(select("Pour Green Potion.", "Do something else.")){
+ switch(select("Pour Green Potion.:Don't use Green Potion.")){
case 1:
- if(countitem(506) < 1){ // Green_Potion
- mes "...........";
- mes "No Green Potion is in possession.";
+ if(countitem(506) < 1){
+ mes "^3355FFUnfortunately, you";
+ mes "don't have a Green";
+ mes "Potion that you can";
+ mes "use to pour on this trap...^000000";
close;
} else {
- mes "It did not affect anything. Other things may be necessary.";
- delitem 506, 1;
+ mes "^3355FFPouring that";
+ mes "Green Potion didn't";
+ mes "really make anything";
+ mes "happen. Perhaps you";
+ mes "should try something else.^000000";
+ delitem 506,1; //Green_Potion
set tu_magician01, 23;
close;
}
break;
case 2:
- mes "Investigate the area a little more.";
+ mes "["+strcharinfo(0)+"]";
+ mes "I guess...";
+ mes "I'll try investigating";
+ mes "this area a little more?";
close;
break;
+ }
+ } else {
+ mes "^3355FFBy sheer accident,";
+ mes "you set off one of";
+ mes "the traps in the area.^000000";
+ sc_start SC_Poison,60000,0;
+ specialeffect EF_VENOMDUST2;
+ percentheal -30,0;
+ close;
}
- } else {
- mes "Hit the trap by accident.";
- //##### GetHEALTHSTATE VAR_POISON 60#####
- //misceffect EF_VENOMDUST2;
- percentheal -30,0;
- close;
- }
} else if(tu_magician01 == 23){
- if(countitem(511) > 0 || countitem(716) > 0){ // Green_Herb || Red_Gemstone
- if(countitem(511) > 0 && countitem(716) > 0){ // Green_Herb && Red_Gemstone
- mes "Make powder out of Green Herb and sprinkle it. When placing a Red Gemstone on the trap, it glows and disappears. The trap is dismantled.";
- delitem 511, 1;
- delitem 716, 1;
+ if(countitem(511) > 0 || countitem(716) > 0){
+ if(countitem(511) > 0 && countitem(716) > 0){
+ mes "^3355FFYou try grinding";
+ mes "a Green Herb and";
+ mes "sprinkling it on the";
+ mes "trap and then place";
+ mes "a Red Gemstone on it.";
+ mes "The gem glows and";
+ mes "slowly melts away...^000000";
+ next;
+ mes "^3355FFAlthough you don't";
+ mes "fully understand the";
+ mes "science of using poisons";
+ mes "or antidotes, you managed";
+ mes "to successfully dismantle";
+ mes "the trap. Now you can safely";
+ mes "check what might be inside.^000000";
+ delitem 511,1; //Green_Herb
+ delitem 716,1; //Red_Gemstone
set tu_magician01, 24;
close;
- } else if(countitem(511) > 0){ // Green_Herb
- mes "Make powder out of Green Herb and sprinkle it. Nothing happens. It may need some other catalyst.";
+ } else if(countitem(511) > 0){
+ mes "^3355FFYou should try to";
+ mes "dismantle this trap";
+ mes "by using other catalysts";
+ mes "related to the curing or";
+ mes "use of poison. You do have";
+ mes "a Green Herb on you, so you";
+ mes "try sprinkling it on the trap.^000000";
+ next;
+ mes "^3355FFHowever, nothing";
+ mes "happens. It seems that";
+ mes "you need another catalyst";
+ mes "in addition to the Green Herb";
+ mes "that you have in order to";
+ mes "dismantle this trap.^000000";
close;
} else {
- mes "Make powder out of Red Gemstone and sprinkle it. Nothing happens. It may need some other catalyst.";
+ mes "^3355FFYou should try to";
+ mes "dismantle this trap";
+ mes "by using other catalysts";
+ mes "related to the curing or use";
+ mes "of poison. You do have a";
+ mes "Red Gemstone, so you grind";
+ mes "it and sprinkle it on the trap.^000000";
+ next;
+ mes "^3355FFHowever, nothing";
+ mes "happens. It seems that";
+ mes "you need another catalyst to";
+ mes "use with the Red Gemstone";
+ mes "that you have in order to";
+ mes "dismantle this trap.^000000";
close;
}
} else {
- mes "Seems to need some other catalyst.";
+ mes "^3355FFYou should try to";
+ mes "dismantle this trap";
+ mes "by using other catalysts";
+ mes "related to the curing or";
+ mes "use of poison. But what";
+ mes "items should you bring?^000000";
close;
}
} else if(tu_magician01 == 24){
- mes "In front of the dismantled trap, a piece of cloth soaked in blood is found before is there.";
- next;
- mes "Found 'Blood Stained Cloth'.";
+ mes "^3355FFInside the dismantled";
+ mes "trap, you find another";
+ mes "piece of strange cloth";
+ mes "that's stained with blood.";
+ mes "You take it with you in";
+ mes "hopes that it provides";
+ mes "some kind of evidence.^000000";
set tu_magician01, 25;
close;
} else {
- mes "There seem to be no other Traps. Traces lead to the south.";
+ mes "^3355FFYou examine the area";
+ mes "a little further and guess";
+ mes "that the battle might head";
+ mes "towards the south.^000000";
close;
}
}
- mes "There are some traces remaining, but I cannot tell what they are.";
+ mes "^3355FFThese look like";
+ mes "traces of some kind";
+ mes "of pursuit or battle, but";
+ mes "you can't really tell for sure.^000000";
close;
}
@@ -717,41 +1258,80 @@ moc_fild18,109,197,0 script Trace of Battle#15 844,{
moc_fild18,156,96,0 script Trace of Battle#16 844,{
if(BaseClass == Job_Thief){
if(tu_thief01 < 25){
- mes "A large group of people seem to have gone by.";
+ mes "^3355FFThere are signs";
+ mes "that a large group";
+ mes "of people have been in";
+ mes "this area for some reason.^000000";
close;
} else if(tu_thief01 == 25){
- mes "Traces lead to the end of the cliff. No other traces can be found.";
- next;
- mes "...............";
+ mes "^3355FFThese traces lead";
+ mes "to the edge of the cliff.";
+ mes "marking the end of the trail.";
+ mes "Apparently, the one who was";
+ mes "being chased met his fate here.^000000";
next;
- mes "It seems like the ones being pursued fell off the cliff. Traces of those pursuiting are here and there but seem to be divided into two.";
+ mes "^3355FFThere are many footprints";
+ mes "leading to the edge of the";
+ mes "cliff and all of them leave";
+ mes "this scene, save for the set";
+ mes "of footprints that distinctly";
+ mes "belong to the person who";
+ mes "was pursued all this time...^3355FF";
next;
- mes "Return with the data up until now.";
+ mes "^3355FFIt looks like you've";
+ mes "learned all that you can";
+ mes "from this investigation. You";
+ mes "better return and report your";
+ mes "findings to Yierhan soon.^000000";
set tu_thief01, 26;
close;
} else {
- mes "No more traces other than ones from the north.";
+ mes "^3355FFThis is the end";
+ mes "of the trail. There";
+ mes "aren't any more traces";
+ mes "of the battle left to find.^000000";
close;
}
} else if(BaseClass == Job_Mage){
if(tu_magician01 < 25){
- mes "A large group of people seem to have gone by.";
+ mes "^3355FFThere are signs";
+ mes "that a large group";
+ mes "of people have been in";
+ mes "this area for some reason.^000000";
close;
} else if(tu_magician01 == 25){
- mes "Traces lead to the end of the cliff. No other traces can be found.";
- next;
- mes "...............";
+ mes "^3355FFThese traces lead";
+ mes "to the edge of the cliff.";
+ mes "marking the end of the trail.";
+ mes "Apparently, the one who was";
+ mes "being chased met his fate here.^000000";
next;
- mes "It seems like the ones being pursued fell off the cliff. Traces of those pursuiting are here and there but seem to be divided into two.";
+ mes "^3355FFThere are many footprints";
+ mes "leading to the edge of the";
+ mes "cliff and all of them leave";
+ mes "this scene, save for the set";
+ mes "of footprints that distinctly";
+ mes "belong to the person who";
+ mes "was pursued all this time...^3355FF";
next;
- mes "Return with the data up until now.";
+ mes "^3355FFIt looks like you've";
+ mes "learned all that you can";
+ mes "from this investigation. You";
+ mes "better return and report your";
+ mes "findings to Yierhan soon.^000000";
set tu_magician01, 26;
close;
} else {
- mes "No more traces other than ones from the north.";
+ mes "^3355FFThis is the end";
+ mes "of the trail. There";
+ mes "aren't any more traces";
+ mes "of the battle left to find.^000000";
close;
}
}
- mes "There are some traces, but I cannot tell what they are.";
+ mes "^3355FFThese look like";
+ mes "traces of some kind";
+ mes "of pursuit or battle, but";
+ mes "you can't really tell for sure.^000000";
close;
}
diff --git a/npc/quests/first_class/tu_magician01.txt b/npc/quests/first_class/tu_magician01.txt
index a82b27e08..d8d36e359 100644
--- a/npc/quests/first_class/tu_magician01.txt
+++ b/npc/quests/first_class/tu_magician01.txt
@@ -3,7 +3,7 @@
//===== By: ==================================================
//= Fix up by Jukka
//===== Current Version: =====================================
-//= 1.2
+//= 1.3
//===== Compatible With: =====================================
//= eAthena SVN (Testet in Trunk 88xx)
//===== Description: =========================================
@@ -13,14 +13,14 @@
//= 1.1 Optimized [Lupus]
//= TODO: Test, Add proper misceffects
//= 1.2 Fixed experience gains to match upcoming rate adjustments. [SinSloth]
+//= 1.3 Misc. updates. [L0ne_W0lf]
//============================================================
//=================================================Sign====================================================
geffen,61,174,4 script Sign#M 111,{
- mes "~sign reads...~";
- mes "Greetings!! This is the Geffen Magic Academy. Come in if you have an interest in all things magic!";
- close;
+ mes "- Mage Job Change -";
+ close;
}
@@ -29,18 +29,20 @@ geffen,67,180,4 script New Mage Manager#M 102,{
mes "[Mana]";
if(Class == Job_Novice){
mes "[Mana]";
- mes "You're not";
- mes "ready yet.";
- mes "Come back after";
- mes "you've trained more.";
+ mes "You're not ready for";
+ mes "any of the training I have";
+ mes "to offer. You'll have to train";
+ mes "some more and become";
+ mes "a Mage first. Alright, dear?";
close;
}
if(BaseClass != Job_Mage){
- mes "Be more confident in your job.";
- mes "Sometimes other jobs may seem";
- mes "better but take a look back at yourself";
- mes "a little more. You should regain confidence";
- mes "by doing so.";
+ mes "You know, sometimes";
+ mes "other jobs might look a";
+ mes "little better in some battle";
+ mes "situations, but always have";
+ mes "pride in yourself. Not just";
+ mes "anyone can do what you do~";
close;
}
if(eaclass()&(EAJL_UPPER|EAJL_2) && tu_magician01 < 7){
@@ -50,48 +52,81 @@ geffen,67,180,4 script New Mage Manager#M 102,{
}
switch(tu_magician01){
case 0:
- mes "Welcome!";
- mes "I'm Mana, a trainer in charge of those who have justed joined the Mage Guild.";
+ mes "Ah, welcome~";
+ mes "My name is Mana,";
+ mes "a trainer in charge";
+ mes "of new recruits in the";
+ mes "Mage Guild. That means";
+ mes "I'm responsible for you~";
next;
mes "[Mana]";
- mes "I've only been doing this job for a little while, but I'm here to help you if you want to learn more about the Mage job.";
- next;
- if(select("Will you teach me?", "Perhaps later...")==2){
+ mes "I've only been doing";
+ mes "this for just a little while,";
+ mes "but I'm here to help you if";
+ mes "you want to learn more on";
+ mes "the basics of the Mage job.";
+ next;
+ switch(select("Will you teach me?:Perhaps later...")) {
+ case 1:
+ mes "[Mana]";
+ mes "Of course!";
+ mes "And don't worry,";
+ mes "everyone is a beginner";
+ mes "at one point or another.";
+ mes "You can only get better!";
+ next;
+ break;
+ case 2:
mes "[Mana]";
mes "Well, I guess";
- mes "that should be fine.";
- mes "I look forward to";
- mes "meeting you again~";
+ mes "it'll all work out.";
+ mes "But I look forward";
+ mes "to meeting you again";
+ mes "if you decide that you";
+ mes "do want some instruction~";
close;
}
mes "[Mana]";
- mes "Of course!";
- mes "And don't worry,";
- mes "Everyone is a beginner";
- mes "at one point or another.";
- mes "You can only get better!";
+ mes "Alright, let's begin with";
+ mes "a general description";
+ mes "of our job, shall we?";
+ mes "What exactly are Mages?";
next;
mes "[Mana]";
- mes "Alright,";
- mes "shall we start";
- mes "with the basics then?";
+ mes "Instead of physical strength,";
+ mes "Mages use the power of the";
+ mes "elements in battle. These are";
+ mes "^ff0000Fire^000000, ^5C4033Earth^000000, ^93DB70Wind^000000, ^0000FFWater^000000.";
+ mes "We also have access to spells";
+ mes "to spells with the ^CFB53BGhost^000000 property.";
next;
mes "[Mana]";
- mes "Instead of raw physical strength, Mages use the power of the elements: ^ff0000Fire^000000, ^5C4033Earth^000000, ^93DB70Wind^000000, ^0000FFWater^000000. Mages even have ^CFB53BGhost^000000 property spells.";
+ mes "Now, when an enemy has";
+ mes "an elemental property, it will";
+ mes "be able to resist that element, but will be susceptible to others.";
+ mes "That's why knowing elemental properties is so important to us.";
next;
mes "[Mana]";
- mes "Now, if an enemy has an elemental property, it will be able to resist some elements and suspectible to others.";
+ mes "Listen carefully to these";
+ mes "elemental relationships.";
+ mes "^FF0000Fire^000000 is strong against Earth,";
+ mes "but is weak against Water.";
+ mes "^5C4033Earth^000000 is strong against Wind,";
+ mes "but is weak against Fire.";
next;
mes "[Mana]";
- mes "Listen carefully.";
- mes "^FF0000Fire^000000 is strong against Earth but weak against Water. Now, ^5C4033Earth^000000 is strong against Wind, but weak against Fire.";
+ mes "^0000FFWater^000000 is strong against";
+ mes "Fire, but weak against Wind.";
+ mes "Finally, ^93DB70Wind^000000 is strong against";
+ mes "Water, but weak against Earth.";
next;
mes "[Mana]";
- mes "^0000FFWater^000000 is strong against Fire but weak against Wind. And finally, ^93DB70Wind^000000 is strong against Water but weak against Earth.";
- next;
- mes "[Mana]";
- mes "Was I talking too much?";
- mes "Let's take a break and continue later. I'm still new to this, so I'm a little bushed~!";
+ mes "I can't remember";
+ mes "the last time I've";
+ mes "spoken so much in one";
+ mes "sitting! I'm bushed, so it's";
+ mes "time for a break. But we'll";
+ mes "continue this later, okay?";
set tu_magician01, 1;
getexp BaseLevel*30,BaseLevel*15;
//misceffect EF_HIT5;
@@ -100,10 +135,23 @@ geffen,67,180,4 script New Mage Manager#M 102,{
case 1:
mes "Are you ready";
mes "to continue our";
- mes "discussion on the elements?";
+ mes "discussion on the";
+ mes "elemental properties?";
+ next;
+ mes "[Mana]";
+ mes "You should know that";
+ mes "each monster has an";
+ mes "elemental property and that";
+ mes "there are different levels for";
+ mes "all of these elements. It's";
+ mes "important to understand this...";
next;
mes "[Mana]";
- mes "Remember that each monster has an elemental property and that each property has a level. Understanding the elements will help you win battles.";
+ mes "Let me explain to you";
+ mes "all of the nuances of";
+ mes "each element. Just ask";
+ mes "me which specific element";
+ mes "you'd like to learn more about.";
next;
mes "[Mana]";
mes "In other words, even the same properties";
@@ -114,195 +162,213 @@ geffen,67,180,4 script New Mage Manager#M 102,{
switch(select("^ff0000Fire^000000", "^5C4033Earth^000000", "^93DB70Wind^000000", "^0000FFWater^000000", "^CFB53BGhost^000000", "Quit.")){
case 1:
mes "[Mana]";
- mes "In general, monsters that have the '^ff0000Fire^000000'";
- mes "property have strong attacks.";
- mes "Therefore, Mages who are generally physically weaker.";
- mes "Even the slightest hit can be critical.";
- next;
- mes "[Mana]";
- mes "The skills with a '^ff0000fire^000000' property";
- mes "are 'Sight', 'Fire Bolt' 'Fire Wall'";
- mes "and 'Fire Ball'.";
+ mes "Monsters with the ^ff0000Fire^000000";
+ mes "property tend to have strong";
+ mes "attacks. Since we Mages are";
+ mes "physically weaker, even slight";
+ mes "hits from these monsters can";
+ mes "be extremely damaging to us.";
next;
mes "[Mana]";
- mes "When fighting '^ff0000fire^000000' property monsters";
- mes "...Usually when alone?";
- mes "Use 'Frost Diver' to freeze the monster first.";
+ mes "So if we have to fight";
+ mes "monsters with the ^FF0000Fire^000000";
+ mes "property on our own, we";
+ mes "can use Frost Diver to";
+ mes "freeze them in their tracks.";
next;
mes "[Mana]";
- mes "If you fight '^ff0000fire^000000' with '^ff0000fire^000000'";
- mes "it will do little or no damage at all.";
+ mes "But if we use Fire";
+ mes "property skills on Fire";
+ mes "monsters, we'd do little to no";
+ mes "damage and that's not good.";
next;
mes "[Mana]";
- mes "The most distinctive of the '^ff0000fire^000000' property";
- mes "skills is 'Fire Wall'. It can be used";
- mes "up to 3 times in one screen.";
+ mes "For reference, our Fire";
+ mes "property skills are Sight,";
+ mes "Fire Bolt, Fire Ball and Fire";
+ mes "Wall. Ooh, let me tell you";
+ mes "a little more about Fire Wall.";
next;
mes "[Mana]";
- mes "The 'Fire Wall' remains on the ground";
- mes "and any monster that runs into it will";
- mes "be damaged. The monster then moves away";
- mes "in the opposite direction from which";
- mes "they approached.";
+ mes "Fire Wall is very distinctive";
+ mes "in that it can be used up to";
+ mes "3 times on one screen. Any";
+ mes "monsters that run into it will";
+ mes "get damaged, then move away";
+ mes "in the opposite direction.";
next;
mes "[Mana]";
- mes "But 'Undead' monsters are only injured";
- mes "slightly and still move in the same";
- mes "direction so beware.";
+ mes "But if an Undead monster";
+ mes "runs into a Fire Wall, it's ";
+ mes "only slightly injured and the";
+ mes "Fire Wall won't necessarily";
+ mes "block its approach. So beware!";
set tu_mana,tu_mana|1;
next;
break;
case 2:
mes "[Mana]";
- mes "Usually, '^5C4033Earth^000000' property monsters";
- mes "have good targeting. So no matter how";
- mes "how high your dodge rate is, even Mages";
- mes "have a hard time avoiding the attacks.";
- next;
- mes "[Mana]";
- mes "'^5C4033Earth^000000'property spells include";
- mes "'Stone Curse' but it is hard to";
- mes "classify it as '^5C4033Earth^000000' but for now";
- mes "we'll leave it as is.";
- next;
- mes "[Mana]";
- mes "'^5C4033Earth^000000' property monsters are";
- mes "generally weak against 'Fire Wall'.";
+ mes "Alright, ^5C4033Earth^000000 property";
+ mes "monsters usually have";
+ mes "good targeting, so even";
+ mes "if your Dodge Rate is high,";
+ mes "you might find it hard to";
+ mes "evade all of their attacks.";
next;
mes "[Mana]";
- mes "'^5C4033Earth^000000' is weak against '^ff0000fire^000000'";
- mes "so 'Fire Wall' stops the monster and";
- mes "does damage.";
+ mes "When dealing with these";
+ mes "monsters, use Fire property";
+ mes "spells. Fire Wall is usually";
+ mes "pretty effective, since it'll";
+ mes "stop the monster and also";
+ mes "cause some good damage.";
next;
mes "[Mana]";
- mes "In the same way '^ff0000fire^000000' property spells";
- mes "such as 'Fire Ball' or 'Fire Bolt' can";
- mes "be used to do damage the monsters also.";
+ mes "It's also handy to know";
+ mes "that when you use Stone";
+ mes "Curse on a monster, that";
+ mes "monster becomes Earth";
+ mes "property while the spell";
+ mes "is in effect. Cool, huh?";
next;
mes "[Mana]";
- mes "Oh..and";
- mes "When you 'Stone Curse' a monster";
- mes "the monster becomes of '^5C4033earth^000000' property.";
- mes "If you use this point very well, you can do";
- mes "much more damange when battling.";
+ mes "So if you use Stone Curse,";
+ mes "a good strategy would be to";
+ mes "use Fire property skills right";
+ mes "afterwards, like Fire Bolt and";
+ mes "Fire Ball, to take advantage of";
+ mes "the monster's Earth property.";
set tu_mana,tu_mana|2;
next;
break;
case 3:
mes "[Mana]";
- mes "Generally '^93DB70wind^000000' property monsters";
- mes "avoid attacks very well.";
+ mes "Now, don't be too surprised";
+ mes "if you keep missing when you";
+ mes "attack ^93DB70Wind^000000 property monsters.";
+ mes "Most of them can avoid physical";
+ mes "attacks really well because of";
+ mes "their high Dodge Rates.";
next;
mes "[Mana]";
- mes "But Mages never really attack directly";
- mes "so there is no need to worry about";
- mes "this aspect.";
+ mes "But since we Mages";
+ mes "mostly attack with our";
+ mes "spells, we don't need to";
+ mes "worry so much about that.";
+ mes "Still, Wind monsters tend to";
+ mes "be pretty quick, so be careful.";
next;
mes "[Mana]";
- mes "But '^93DB70wind^000000' property monsters";
- mes "are swift, so you must be careful when attacking.";
+ mes "When it comes to attacking";
+ mes "Wind monsters, it'd be ideal";
+ mes "to use Earth property skills.";
+ mes "But since only Wizards have";
+ mes "access to Earth property attacks,";
+ mes "we should settle for Fire skills.";
next;
mes "[Mana]";
- mes "'^93DB70Wind^000000' property skills include";
- mes "'Lightning Bolt' and 'Thunder Storm'.";
+ mes "Fire property skills might";
+ mes "not do a whole lot of damage,";
+ mes "but they'll have a greater effect than Wind or Water property skills, which would do very little or no damage at all to Wind monsters.";
next;
mes "[Mana]";
- mes "When attacking '^93DB70wind^000000' property monsters";
- mes "it is good to use '^5C4033earth^000000' property skills.";
- mes "But while Wizards do have teh ability to do quite";
- mes "some damage, Mages do not yet have the power to";
- mes "'attack with an ^5C4033earth^000000' property skill.";
+ mes "Just so you know,";
+ mes "the ^93DB70Wind^000000 property skills";
+ mes "that we Mages can use are";
+ mes "Lighning Bolt and Thunder Storm.";
next;
- mes "[Mana]";
- mes "So it is good to use a '^ff0000fire^000000' element";
- mes "skill. '^93DB70Wind^000000' property or";
- mes "'^0000FFwater^000000' property skills do little";
- mes "or no damage to '^93DB70wind^000000' property monsters.";
set tu_mana,tu_mana|4;
next;
break;
case 4:
mes "[Mana]";
- mes "'^0000FFWater^000000' property monsters have";
- mes "strong health. When battling such monsters";
- mes "it usually takes longer than others.";
- next;
- mes "[Mana]";
- mes "But '^0000FFwater^000000' property monsters are";
- mes "affected more by level then monsters of other";
- mes "properties.";
- next;
- mes "[Mana]";
- mes "In other words a monster that is level 2 of the '^93DB70wind^000000'";
- mes "property gets hit '150' by a '^5C4033earth^000000' property skill,";
- mes "a level 2 '^0000FFwater^000000' property monster";
- mes "will receive '175' damage from a '^93DB70wind^000000' property skill.";
+ mes "^0000FFWater^000000 property monsters";
+ mes "tend to have a lot of health,";
+ mes "so they can take more damage";
+ mes "than other monsters, making";
+ mes "battles with them longer.";
next;
mes "[Mana]";
- mes "If you use these properties well you should be";
- mes "able to fight '^0000FFwater^000000' property monsters quickly.";
+ mes "Now, remember how I said";
+ mes "that there are differing levels";
+ mes "for properties? Water property monsters are actually a bit more";
+ mes "sensitive to damage from their opposing element at higher levels.";
next;
mes "[Mana]";
- mes "'^0000FFWater^000000' property skills include 'Cold Bolt'";
- mes "and 'Frost Driver'.";
- mes "'^ff0000Fire^000000' property monsters are weak against these attacks.";
- mes "Oh, and 'Frost Diver' has a special characteristic.";
+ mes "In other words, monsters";
+ mes "that are higher in level for";
+ mes "the Water property are going";
+ mes "to take even more damage";
+ mes "from Wind property attacks.";
next;
mes "[Mana]";
- mes "When attacking a monster with 'Frost Driver'";
- mes "there is a chance that the monster can be frozen.";
- mes "At that time the monster temporarily turns into a";
- mes "'^0000FFwater^000000' property.";
+ mes "Water property skills";
+ mes "in the Mage's repertoire";
+ mes "include Cold Bolt and Frost";
+ mes "Diver. These skills are very";
+ mes "effective against Fire monsters.";
next;
mes "[Mana]";
- mes "If you use this idea, then it should be easier to";
- mes "fight the monsters.";
+ mes "Frost Diver is special in";
+ mes "that it has the chance to";
+ mes "actually freeze monsters.";
+ mes "While monsters are frozen by";
+ mes "Frost Diver, they're considered Water monsters. Interesting, huh?";
set tu_mana,tu_mana|8;
next;
break;
case 5:
mes "[Mana]";
- mes "Let me explain a little about the '^CFB53Bghost^000000' property.";
- mes "There aren't many '^CFB53Bghost^000000' property monsters";
- mes "so it is a bit tedious.";
+ mes "Now, there aren't many";
+ mes "^CFB53BGhost^000000 property monsters";
+ mes "around. But if you do run into";
+ mes "them, go ahead and use your";
+ mes "Ghost property skills, which";
+ mes "should be effective.";
next;
mes "[Mana]";
- mes "'^CFB53BGhost^000000' property magic includes";
- mes "'Napalm Beat' and 'Soul Strike' and also";
- mes "the hard to classify 'Safety Wall'.";
+ mes "The Ghost property attacks";
+ mes "that we Mages can use are";
+ mes "Napalm Beat and Soul Strike.";
+ mes "These skills generally tend";
+ mes "to work pretty well, except on";
+ mes "high Holy property monsters.";
next;
mes "[Mana]";
- mes "The first two are very useful when attacking '^CFB53Bghost^000000' property";
- mes "monsters, but if the monster has no property, ";
- mes "the skills may not do any damage whatsoever.";
+ mes "Now, the Safety Wall spell";
+ mes "is sort of a Ghost property";
+ mes "skill, but it's hard to classify. Casting Safety Wall creates";
+ mes "a barrier than protects against";
+ mes "close range physical attacks.";
next;
mes "[Mana]";
- mes "So be careful when you choose to use them.";
- mes "Mmm.. and 'Safety Wall' is a slightly different";
- mes "skill. It makes a are surrounded by a wall where";
- mes "one person can enter and be protected from ";
- mes "close physical attacks.";
- next;
- mes "[Mana]";
- mes "But it cannot protect you from distant";
- mes "attacks or strong monster's property attacks";
- mes "so be careful when using the skill.";
+ mes "However, this barrier only";
+ mes "fits one person and doesn't";
+ mes "shield against long range";
+ mes "attacks or strong property";
+ mes "attacks, so be really careful!";
set tu_mana,tu_mana|16;
next;
break;
case 6:
mes "[Mana]";
- mes "Really?";
- mes "I'm a li~~~ ttle busy too so I can't explain it several times.";
- mes "So listen carefully until you have absorbed all the";
- mes "information this time.";
- next;
- if(select("Then the explanation..", "Quit for sure.")==2){
+ mes "Are you sure that you've";
+ mes "heard enough about the";
+ mes "nuances of the elemental";
+ mes "properties? Because if you're";
+ mes "ready, we'll cover some new";
+ mes "material for you to learn.";
+ next;
+ switch(select("W-wait, not yet!:I'm ready to go on.")) {
+ case 1:
+ break;
+ case 2:
mes "[Mana]";
- mes "I'll move onto the next subject then.";
- mes "Hoho..";
- set tu_magician01, 2;
- //misceffect EF_HIT5;
+ mes "Alrighty, we'll";
+ mes "move on to the next";
+ mes "subject then. Ho ho ho~!";
+ set tu_magician01,2;
+ specialeffect2 EF_HIT5;
if(tu_mana&1){
getexp 150,70;
}
@@ -326,303 +392,321 @@ geffen,67,180,4 script New Mage Manager#M 102,{
}
break;
case 2:
- mes "Do you understand the concept of properties now?";
- mes "It may be a bit confusing, but over time";
- mes "you should be able to get the hang of it.";
- mes "Now I will explain about magic and skills.";
- //next;
- //misceffect EF_SIGHT;
- next;
- mes "[Mana]";
- mes "I'll first explain the basic skills.";
- mes "'Fire Bolt' 'Cold Bolt'";
- mes "'Lightning Bolt' 'Napalm Beat'";
- mes "These are the four basic ones.";
- //next;
- //misceffect EF_NAPALMBEAT;
- next;
- mes "[Mana]";
- mes "These can damage one opponent or monster.";
- mes "Most of the other skills require the";
- mes "knowledge of these basic skills first.";
- //next;
- //misceffect EF_LIGHTBOLT;
- next;
- mes "[Mana]";
- mes "'Fire Bolt' has the '^ff0000fire^000000' property,";
- mes "'Cold Bolt' has the '^0000FFwater^000000' property,";
- mes "Lightning Bolt' has the '^93DB70wind^000000' property,";
- mes "and 'Napalm Beat' has the '^CFB53Bghost^000000' property.";
- //next;
- //misceffect EF_STONECURSE;
+ mes "I know that the concept";
+ mes "of properties might be";
+ mes "confusing now, but over";
+ mes "time you'll get the hang";
+ mes "of it. Now it's time to talk";
+ mes "about magic skills in depth~";
next;
mes "[Mana]";
- mes "The damage that these skills can do";
- mes "grows as the level of gets higher.";
- mes "And there are some other basic skills";
- mes "such as 'Sight', 'Stone Curse' and";
- mes "'Increase SP Recovery'.";
+ mes "Now, the most basic magic";
+ mes "attack spells are Fire Bolt,";
+ mes "Cold Bolt, Lightning Bolt and";
+ mes "Napalm Beat. Learning these";
+ mes "enables Mages to learn their";
+ mes "more advanced skills.";
+ specialeffect2 EF_NAPALMBEAT;
next;
mes "[Mana]";
- mes "'Sight' reveals hidden enemies but the";
- mes "range is not that great so be careful.";
+ mes "Increasing the levels of";
+ mes "these skills not only opens";
+ mes "access to other spells, but";
+ mes "the damage of those basic";
+ mes "attack skills is also increased.";
+ specialeffect2 EF_LIGHTBOLT;
next;
mes "[Mana]";
- mes "'Stone Curse', as mentioned before can";
- mes "curse a target with a certain chance.";
- mes "But be aware that you need a 'Red Gemstone'";
- mes "for the skill to work.";
+ mes "Other skills that are";
+ mes "basic to the Mage class";
+ mes "are Sight, Stone Curse and";
+ mes "Increase SP Recovery. They're";
+ mes "not really attack spells, but are useful in certain situations.";
next;
+ specialeffect2 EF_SIGHT;
mes "[Mana]";
- mes "Opponents that are cursed with 'Stone Curse'";
- mes "become '^5C4033earth^000000' properties.";
- mes "And a cursed enemy can't move on its";
- mes "own free will.";
+ mes "Sight is used to";
+ mes "reveal enemies that";
+ mes "are hiding. Keep in";
+ mes "mind that this skill's";
+ mes "range doesn't go too far.";
next;
+ specialeffect2 EF_STONECURSE;
mes "[Mana]";
- mes "'Increase SP Recovery' is sort of hard";
- mes "to call a magic skill. It increases the";
- mes "amount of SP you recover when sitting";
- mes "down to rest.";
+ mes "Stone Curse has the chance";
+ mes "to curse a target, temporarily";
+ mes "immobilizing it and making it";
+ mes "^5C4033Earth^000000 property. However, each";
+ mes "attempt to cast Stone Curse";
+ mes "requires 1 Red Gemstone.";
next;
mes "[Mana]";
- mes "So it will reduce the time you need to";
- mes "sit and rest. It doesn't help you directly";
- mes "when battling, but makes things a lot easier.";
+ mes "Increase SP Recovery is";
+ mes "a passive skill which helps";
+ mes "you recover more SP while sitting down to rest. It doesn't directly affect battle, but having more SP is always better.";
next;
mes "[Mana]";
- mes "Mmm....";
- mes "This should be enough explaining about the";
- mes "basic skills. Now before we move onto the";
- mes "higher level skills, here is an assignment";
- mes "for you. Hoho..";
+ mes "Well, I feel like I've";
+ mes "explained the basic spells";
+ mes "enough. Now, before I talk";
+ mes "about our advanced skills,";
+ mes "there's an assignment I want";
+ mes "you to complete for training.";
next;
mes "[Mana]";
- mes "If you go north of here, Geffen, there is";
- mes "a big bridge and monsters called a 'Pupa'.";
- mes "They don't move and do not attack when";
- mes "attacked.";
+ mes "If you head west from";
+ mes "here, you'll find a big bridge";
+ mes "bridge where you can encounter";
+ mes "these monsters called Pupa.";
+ mes "Pupa don't move and can't";
+ mes "attack to save their lives.";
next;
mes "[Mana]";
- mes "Attack these 'Pupa' and gather 10 'Chrysalis'.";
- mes "Be careful because these 'Pupa' may turn";
- mes "into a 'Creamy'.";
- next;
- mes "[Mana]";
- mes "It may be hard for you to fight a 'Creamy' yet";
- mes "so if the 'Pupa' is acting weird be extra careful.";
+ mes "Hunt these Pupa";
+ mes "until you've collected";
+ mes "10 Chrysalis from them.";
+ mes "Then bring them to me, okay?";
set tu_magician01, 3;
getexp 400,200;
- //misceffect EF_HIT5;
+ specialeffect2 EF_HIT5;
+
close;
break;
case 3:
- mes "Ah~ You're here?";
- mes "Let's see if you gathered all that's needed.";
+ mes "Ah, you're back?";
+ mes "Let's see if you gathered";
+ mes "all 10 Chrysalis from hunting";
+ mes "all of those Pupa. Hmmmm...";
next;
- if(countitem(915) < 10){
+ if (countitem(915) < 10) {
mes "[Mana]";
- mes "Not quite enough.";
- mes "Come back when you have gathered some more.";
- mes "This is a bonus.";
+ mes "Aw, you don't";
+ mes "have enough of";
+ mes "them yet. Head west";
+ mes "from here and hunt Pupa";
+ mes "to get more Chrysalis, okay?";
+ mes "For now, I'll just heal you up.";
set tu_magician01, 4;
- percentheal 100,0;
- percentheal 0,100;
+ percentheal 100,100;
close;
} else {
mes "[Mana]";
- mes "Oh you gathered them all.";
- mes "Now are you more used to using these skills?";
- mes "Once you have trained more, you can";
- mes "combine different skills to form stronger attacks.";
- next;
- mes "[Mana]";
- mes "Let's take a break now before we";
- mes "move on to explain the other skills.";
+ mes "...Nine, ten.";
+ mes "Alright, you pass!";
+ mes "By now, you must be more";
+ mes "used to using your skills, huh?";
+ mes "Anyway, let me know when you're ready for the next lesson, okay?";
set tu_magician01, 5;
getexp 400,200;
- //misceffect EF_HIT5;
+ specialeffect2 EF_HIT5;
close;
}
break;
case 4:
- mes "Ah~ You're here?";
- mes "Let's see if you gathered all that's needed.";
+ mes "So...";
+ mes "Did you get";
+ mes "10 Chrysalis";
+ mes "from hunting Pupa";
+ mes "like I asked? I hope so...";
+ mes "Because I'm going to check~";
next;
if(countitem(915) < 10){
mes "[Mana]";
- mes "You need a little bit more.";
- mes "You can do it!";
- mes "'10 ^ff0000Chrysalis^000000', ok?";
+ mes "Whoa, you need";
+ mes "more than just this.";
+ mes "I know you can do it...";
+ mes "Pupas are completely";
+ mes "defenseless monsters!";
close;
} else {
mes "[Mana]";
- mes "Oh you gathered them all.";
- mes "Now are you more used to using these skills?";
- mes "Once you have trained more, you can";
- mes "combine different skills to form stronger attacks.";
- next;
- mes "[Mana]";
- mes "Let's take a break now before we";
- mes "move on to explain the other skills.";
+ mes "...Nine, ten.";
+ mes "Alright, you pass!";
+ mes "By now, you must be more";
+ mes "used to using your skills, huh?";
+ mes "Anyway, let me know when you're ready for the next lesson, okay?";
set tu_magician01, 5;
getexp 400,200;
- //misceffect EF_HIT5;
+ specialeffect2 EF_HIT5;
close;
}
break;
case 5:
- mes "Now shall we discuss the more advanced skills?";
+ mes "Now I'll tell you";
+ mes "what I know about the";
+ mes "more advanced Mage";
+ mes "skills. Which one would";
+ mes "you like me to explain?";
next;
while(1){
- switch(select("Soul Strike", "Safety Wall", "Fire Ball", "Frost Diver", "Thunderstorm", "Fire Wall", "Energy Coat", "Quit.")){
+ switch(select("Soul Strike:Safety Wall:Fire Ball:Frost Diver:Thunderstorm:Fire Wall:Energy Coat:Quit.")) {
case 1:
mes "[Mana]";
- mes "'Soul Strike' is a '^CFB53Bghost^000000' property";
- mes "skill. Once you have leared a certain amount of";
- mes "'Napalm Beat' you can learn it as well.";
- //next;
- //misceffect EF_SOULSTRIKE;
+ mes "Soul Strike is a ^CFB53BGhost^000000";
+ mes "property skill that you can";
+ mes "learn after increasing the";
+ mes "Napalm Beat skill up to";
+ mes "a certain level. It attacks";
+ mes "with ancient spiritual power~";
+ next;
+ specialeffect2 EF_SOULSTRIKE;
next;
mes "[Mana]";
- mes "When you train more the power of your";
- mes "'Soul Strike' will become stronger and ";
- mes "you will be able to cast it faster.";
+ mes "As you train in the use";
+ mes "of Soul Strike and increase";
+ mes "that skill's level, it will grow in strength and you'll be able";
+ mes "to cast it much more quickly.";
set tu_mana,tu_mana|1;
next;
break;
case 2:
mes "[Mana]";
- mes "'Safety Wall' can be learned after you have ";
- mes "trained a certain amount of 'Napalm Beat'";
- mes "and 'Soul Strike'. As mentioned before, it";
- mes "blocks most close range attacks.";
- //next;
- //misceffect EF_GLASSWALL;
+ mes "You can learn Safety Wall";
+ mes "after training in the use of";
+ mes "Napalm Beat and Soul Strike.";
+ mes "Safety Wall protects against";
+ mes "most close range attacks.";
+ next;
+ specialeffect2 EF_GLASSWALL;
next;
mes "[Mana]";
- mes "But it does not block infinitely. It will only";
- mes "provide a shield for a certain amount of";
- mes "attacks and time. Of course this varies";
- mes "depending on how much you train.";
+ mes "However, Safety Wall";
+ mes "has a time duration and";
+ mes "can only protect from a";
+ mes "certain number of attacks,";
+ mes "depending on the level of the";
+ mes "Safety Wall skill that you use.";
set tu_mana,tu_mana|2;
next;
break;
case 3:
mes "[Mana]";
- mes "'Fire Ball' is a '^ff0000fire^000000' property skill";
- mes "and can be learned after a certain amount of 'Fire Bolt'.";
- //next;
- //misceffect EF_FIREBALL;
+ mes "Fire Ball is a ^FF0000Fire^000000";
+ mes "property skill that you";
+ mes "can learn after training";
+ mes "in the use of Fire Bolt.";
+ next;
+ specialeffect2 EF_FIREBALL;
next;
mes "[Mana]";
- mes "If 'Fire Bolt' attacks one opponent 'Fire Ball'";
- mes "attacks several within a certain range.";
+ mes "Fire Ball can actually";
+ mes "inflict damage on multiple";
+ mes "enemies if they are within";
+ mes "the range of the skill. Make";
+ mes "good use of the destructive";
+ mes "power of the Fire Ball!";
next;
set tu_mana,tu_mana|4;
break;
case 4:
mes "[Mana]";
- mes "'Frost Diver' is a '^0000FFwater^000000' property";
- mes "skill and can learned after training with 'Cold Bolt'";
- mes "While it can damage the opponent, the main";
- mes "purpose is to freeze the enemy.";
- //next;
- //misceffect EF_FROSTDIVER;
- //misceffect EF_FROSTDIVER2;
+ mes "Frost Diver is a ^0000FFWater^000000";
+ mes "property skill that can be";
+ mes "learned after increasing";
+ mes "the Cold Bolt skill to";
+ mes "a certain level.";
+ specialeffect2 EF_FROSTDIVER;
next;
+ specialeffect2 EF_FROSTDIVER2;
mes "[Mana]";
- mes "Enemies hit by 'Frost Diver' will be damaged";
- mes "and freeze at the same time by a certain";
- mes "amount of chance.";
+ mes "Frost Diver will damage";
+ mes "enemies and has the chance";
+ mes "to freeze them as well. Once";
+ mes "frozen, the monster will be";
+ mes "considered to be a Water";
+ mes "property creature.";
next;
mes "[Mana]";
- mes "When the enemy is frozen it will change to";
- mes "have the '^0000FFwater^000000' property.";
- mes "The amount of damage and chance to be";
- mes "frozen increases the more you train.";
+ mes "Now, as you increase";
+ mes "the level of the Frost Diver";
+ mes "skill, its damage and chance";
+ mes "of freezing monsters will also";
+ mes "increase. Pretty dangerous, eh? ^FFFFFFkamenriderblack^000000";
set tu_mana,tu_mana|8;
next;
break;
case 5:
mes "[Mana]";
- mes "'Thunderstorm' is a '^93DB70wind^000000' property";
- mes "skill and can be learned after training 'Lightning Bolt'.";
- //next;
- //misceffect EF_THUNDERSTORM;
+ mes "Thunderstorm is a";
+ mes "^93DB70Wind^000000 property skill";
+ mes "that you can learn after";
+ mes "increasing the Lightning";
+ mes "Bolt skill to a certain level.";
next;
+ specialeffect2 EF_THUNDERSTORM;
mes "[Mana]";
- mes "While 'Lightning Bolt' attacks one particular";
- mes "enemy, 'Thunderstorm' attacks all enemies";
- mes "within a certain range. It is somewhat similar";
- mes "to how 'Fire Ball' works.";
+ mes "Thunderstorm is similar";
+ mes "to Fire Ball in that it can";
+ mes "attack multiple enemies";
+ mes "within a certain range.";
+ mes "It's an incredibly potent";
+ mes "ground targeting attack.";
set tu_mana,tu_mana|16;
next;
break;
case 6:
mes "[Mana]";
- mes "'Fire Wall' is a '^ff0000fire^000000' property";
- mes "skill that can be learned after training 'Fire Ball'";
- mes "and 'Sight'.";
- //next;
- //misceffect EF_FIREWALL;
- next;
- mes "[Mana]";
- mes "'Fire Wall' works differently from the";
- mes "the other skills. While other skills attack";
- mes "one particular opponent, 'Fire Wall'";
- mes "targets an area.";
- next;
- mes "[Mana]";
- mes "So it is like....";
- mes " opponent";
- mes " *********";
- mes " me";
+ mes "Fire Wall is a ^FF0000Fire^000000";
+ mes "property skill that can";
+ mes "be learned after training";
+ mes "in the use of Fire Ball and";
+ mes "Sight. Unlike other skills,";
+ mes "Fire Wall targets an area.";
next;
+ specialeffect2 EF_FIREWALL;
mes "[Mana]";
- mes "The target is not the enemy but rather the";
- mes "space between yourself and the enemy.";
- mes "or the floor. You can use it to make a ";
- mes "'Fire Wall' between yourself and the enemy";
- mes "and block its path.";
+ mes "So you can place";
+ mes "a Fire Wall in locations";
+ mes "where you think the enemy";
+ mes "will move towards. And it's";
+ mes "especially useful when";
+ mes "monsters approach you!";
next;
mes "[Mana]";
- mes "During that time, you can go ahead and use";
- mes "a skill that will cause more damage safely.";
- mes "Depending on how you use 'Fire Wall'";
- mes "it can be very powerful.";
+ mes "So if you can use";
+ mes "Fire Well strategically";
+ mes "and effectively, it can";
+ mes "be a very powerful skill~";
set tu_mana,tu_mana|32;
next;
break;
case 7:
mes "[Mana]";
- mes "'Energy Coat' is mmm.....";
- mes "a unique skill and cannot be learned";
- mes "in a normal way. You can only learn";
- mes "the skill from 'Blizardis' who is at";
- mes "the Mage Job Change Place.";
- //next;
- //misceffect EF_ENERGYCOAT ;
+ mes "Energy Coat is, well,";
+ mes "a unique skill that you";
+ mes "can't just learn on your own.";
+ mes "You'll have to ask Blizardis";
+ mes "inside the Mage Guild to";
+ mes "teach you how to use it.";
+ next;
+ specialeffect2 EF_ENERGYCOAT;
next;
mes "[Mana]";
- mes "'Blizardis' will tell you the details.";
+ mes "If you do decide to";
+ mes "learn Energy Coat, I'm";
+ mes "sure Blizardis will tell";
+ mes "you all you need to know.";
set tu_mana,tu_mana|64;
next;
break;
case 8:
mes "[Mana]";
- mes "Did you understand the explanation?";
- mes "Mmm....I wanted to give you something more";
- mes "like a mission, but we need more information";
- mes "before we do anything else.";
- mes "I'll let you know when we are done.";
+ mes "Did you understand";
+ mes "all of that? Good, because";
+ mes "now I have a mission to give";
+ mes "you on behalf of the Mage";
+ mes "Guild. When you're ready for";
+ mes "briefing, talk to me, okay?";
next;
mes "[Mana]";
- mes "Oh and this is a present.";
- mes "Become a great Wizard~";
+ mes "Oh, and please take";
+ mes "this. It's a present for";
+ mes "you to help you in your";
+ mes "training. I hope it comes";
+ mes "in handy when fighting...";
set tu_magician01, 6;
- getitem 1604, 1;
- //misceffect EF_HIT5;
+ getitem 1604,1; //Wand
+ specialeffect2 EF_HIT5;
if(tu_mana&1){
getexp 300,100;
}
@@ -653,96 +737,112 @@ geffen,67,180,4 script New Mage Manager#M 102,{
close;
break;
case 6:
- mes "Oh good, you came.";
- mes "There are a lot of strange things going";
- mes "on these days and we've been short on";
- mes "hands. Recently something happened in Morroc.";
- next;
- mes "[Mana]";
- mes "So we received a couple requests from the Thief Guild.";
- mes "But everyone is out doing work so we're having trouble.";
+ mes "Oh good, you're back.";
+ mes "Let me tell you about";
+ mes "your mission. Recently,";
+ mes "something has happened in";
+ mes "Morroc and the Thief Guild";
+ mes "is requesting our assistance.";
next;
mes "[Mana]";
- mes "If possible, do you think you can go?";
- mes "Of course you will be compensated when you";
- mes "return and we will give you some things to support you.";
- mes "What would you like to do?";
- next;
- if(select("Do it.", "Don't do it.")==1){
+ mes "It's not mandatory";
+ mes "for you to do this, but";
+ mes "you will be compensated";
+ mes "for your efforts and we'll";
+ mes "give you some support.";
+ mes "So what do you think?";
+ next;
+ switch(select("I'll do it.:Sorry, but...")) {
+ case 1:
mes "[Mana]";
- mes "Hoho..of course...";
- mes "I shall send you to Morroc.";
- mes "Go meet 'Eirhan' in front of the Morroc Pyramid.";
- mes "Thank you~";
+ mes "Great! Alright,";
+ mes "I'll send you straight";
+ mes "to Morroc, then. Once you";
+ mes "get there, go to the front";
+ mes "of the Morroc Pyramid and";
+ mes "speak to Yierhan. Thanks~";
next;
mes "[Mana]";
- mes "Oh and when you're done, make sure you come back.";
- mes "Hoho..";
+ mes "Oh, and when you're";
+ mes "done with what Yierhan";
+ mes "has you do, come back";
+ mes "and report to me, okay?";
set tu_magician01, 7;
emotion e_heh;
warp "morocc",182,286;
close;
- } else {
+ case 2:
mes "[Mana]";
- mes "Mmm....";
- mes "Oh well. If you want to help later";
- mes "feel free to come back. We're very";
- mes "short on hands these days.";
+ mes "Mmm...?";
+ mes "Oh, I see. Well, if";
+ mes "you happen to change";
+ mes "your mind, come back";
+ mes "and ask me later, okay?";
close;
}
break;
case 7:
- mes "I'm not sure what it may be.";
- mes "But keep up the good work.";
- mes "Hoho..";
+ mes "I don't know";
+ mes "what kind of work";
+ mes "Yierhan has in store";
+ mes "for you, but hopefully";
+ mes "it won't be too difficult.";
close;
break;
case 27:
- mes "I was told ahead of time that you";
- mes "accomplished your mission very";
- mes "well.. hoho.";
+ mes "Yierhan just sent me";
+ mes "a message, saying that";
+ mes "you've done a great job in";
+ mes "completing your mission.";
+ mes "Very nice work, "+PcName+"~";
next;
mes "[Mana]";
- mes "It seems like a problemthe two";
- mes "organizations that are secretly active ";
- mes "may have caused.. ";
- mes "I thought they were separate....";
+ mes "It seems like there are";
+ mes "two secret organizations";
+ mes "involved in all of this dirty";
+ mes "business. Why would they";
+ mes "be working together?";
next;
mes "[Mana]";
- mes "But it seems the two may have a deeper";
- mes "relationship than I had thought.";
- mes "Any more is out of your range..";
- mes "so leave the rest to the guild.";
- mes "Thank you very much.";
+ mes "Well, in any case...";
+ mes "This is some pretty";
+ mes "major business that";
+ mes "I guess the higher-ups";
+ mes "will handle, so you don't";
+ mes "need to worry about it for now.";
next;
mes "[Mana]";
- mes "Oh, and this is in appreciation";
- mes "for helping the guild.";
- mes "Hoho..";
+ mes "Please take this as";
+ mes "a little reward for helping";
+ mes "out both of our guilds. Once";
+ mes "again, thanks very much~";
set tu_magician01, 28;
- getitem 2321, 1;
+ getitem 2321,1; //Silk_Robe
set Zeny, Zeny + 3000;
getexp 3000,1000;
close;
break;
default:
if(tu_magician01 < 27){
- mes "Hmm....";
- mes "I see....";
- mes "There is something going on in the Rune";
- mes "Midgard kingdom for sure. That is why our";
- mes "guild is busy as well.";
+ mes "So...";
+ mes "It looks like something is";
+ mes "going on in the Rune-Midgarts";
+ mes "Kingdom for sure. No wonder";
+ mes "all the guilds are so busy...";
next;
mes "[Mana]";
- mes "Keep up with the good work please.";
- mes "....";
- mes "Ah..and 'Eirhan' is doing well also, right?";
- mes "Hoho...";
+ mes "Anyway, please ";
+ mes "keep up the good";
+ mes "work. And, um, is";
+ mes "Yierhan doing well?";
close;
} else {
- mes "You seemed to have trained very well.";
- mes "There is nothing much I can teach you.";
- mes "You must seek your own ways of training now.";
+ mes "You seem to be well";
+ mes "experienced now and there";
+ mes "isn't anything else that I can";
+ mes "really teach you. Now it's up";
+ mes "to you to find ways to master";
+ mes "the ways of magic on your own.";
close;
}
}
diff --git a/npc/quests/first_class/tu_merchant.txt b/npc/quests/first_class/tu_merchant.txt
index 469a8da62..57f3d214c 100644
--- a/npc/quests/first_class/tu_merchant.txt
+++ b/npc/quests/first_class/tu_merchant.txt
@@ -3,7 +3,7 @@
//===== By: ==================================================
//= Fix up by Jukka
//===== Current Version: =====================================
-//= 1.2
+//= 1.3
//===== Compatible With: =====================================
//= eAthena SVN (Testet in Trunk 88xx)
//===== Description: =========================================
@@ -13,6 +13,7 @@
//= 1.1 Fixed bugs, optimized [Lupus] 1.2 fixed Weight check
//= TODO: Test, add missing misceffects
//= 1.2 Fixed experience gains to match upcoming rate adjustments. [SinSloth]
+//= 1.3 Misc. updates. [L0ne_W0lf]
//============================================================
@@ -26,7 +27,7 @@ alberta_in,70,51,5 script Guarnien 98,{
mes "on your adventures...";
next;
mes "[Guarnien]";
- mes "However, what I have to teach would only benefit Merchants. Trading and monkey making are my areas of expertise. If you have any Merchant friends, send them to me.";
+ mes "However, what I have to teach would only benefit Merchants. Trading and money making are my areas of expertise. If you have any Merchant friends, send them to me.";
if(Class == Job_Merchant_High){
next;
mes "[Guarnien]";
@@ -54,20 +55,21 @@ alberta_in,70,51,5 script Guarnien 98,{
mes "you learned";
mes "about Vending?";
next;
- set @chk_vend, getskilllv("MC_VENDING");
- if((@chk_vend > 3) && (@chk_vend < 10)){
+ set .@chk_vend, getskilllv("MC_VENDING");
+ if((.@chk_vend > 3) && (.@chk_vend < 10)){
mes "[Guarnien]";
mes "Excellent!";
mes "You've taught yourself well. Here, you've earned this little reward~";
set tu_merchant, 17;
+ completequest 8240;
getexp 1860,604;
next;
- } else if(@chk_vend == 10){
+ } else if(.@chk_vend == 10){
mes "[Guarnien]";
mes "Oh, I see that you're very serious about being a Merchant. I'm proud that you've managed to master this skill! Here, you deserve this reward!";
set tu_merchant, 17;
+ completequest 8240;
getexp 1990,699;
- //misceffect EF_HIT5;
next;
} else {
mes "[Guarnien]";
@@ -102,8 +104,9 @@ alberta_in,70,51,5 script Guarnien 98,{
mes "The Vending skill is an active skill which allows you to open your own shop where you stand. Vending allows you to do real business with other people.";
next;
mes "[Guarnien]";
- mes "However, you can only vend items that are stored in your PushCart, so you'll need one of those. The maximum price you can set for";
- mes "each item is 10 million Zeny.";
+ mes "However, you can only vend items that are stored in your PushCart,";
+ mes "so you'll need one of those. The maximum price you can set for";
+ mes "each item is 99,990,000 Zeny.";
next;
mes "[Guarnien]";
mes "Basically, you've got to learn the Push Cart skill first before you can learn the Vending skill.";
@@ -116,15 +119,15 @@ alberta_in,70,51,5 script Guarnien 98,{
mes "to vend a total of 3 items at one time. Each time you level up the Vending skill, the total number of items you can vend will";
mes "increase by one.";
next;
- set @chk_vend, getskilllv("MC_VENDING");
- if((@chk_vend > 3) && (@chk_vend < 10)){
+ set .@chk_vend, getskilllv("MC_VENDING");
+ if((.@chk_vend > 3) && (.@chk_vend < 10)){
mes "[Guarnien]";
mes "But I see that you must already know that, huh? Well, seeing as you're so clever, I think you've earned this little prize~";
set tu_merchant, 17;
+ completequest 8239;
getexp 1860,604;
- //misceffect EF_HIT5;
next;
- } else if(@chk_vend == 10){
+ } else if(.@chk_vend == 10){
mes "[Guarnien]";
mes "But it looks like I just put my foot in my mouth. I'm sorry, I didn't notice that you already mastered the Vending skill...";
next;
@@ -135,13 +138,16 @@ alberta_in,70,51,5 script Guarnien 98,{
mes "little reward for";
mes "all your efforts~";
set tu_merchant, 17;
+ completequest 8239;
getexp 1990,699;
- //misceffect EF_HIT5;
+
next;
} else {
mes "[Guarnien]";
mes "For your final assignment, I will ask you to learn the Vending skill up to Skill Level 4. Of course, once you do, I'll give you a little reward. I'll be waiting, so do your best~";
set tu_merchant, 16;
+ erasequest 8239;
+ setquest 8240;
close;
}
@@ -166,8 +172,8 @@ alberta_in,70,51,5 script Guarnien 98,{
mes "learned Push Cart up";
mes "to Level 4 like I asked?";
next;
- set @chk_cart, getskilllv("MC_PUSHCART");
- if(@chk_cart > 3 && @chk_cart < 10){
+ set .@chk_cart, getskilllv("MC_PUSHCART");
+ if(.@chk_cart > 3 && .@chk_cart < 10){
mes "[Guarnien]";
mes "Well done~";
mes "You've been a very";
@@ -175,19 +181,21 @@ alberta_in,70,51,5 script Guarnien 98,{
mes "You deserve a little";
mes "reward for your effort~";
set tu_merchant, 15;
+ erasequest 8238;
+ setquest 8239;
getexp 1620,520;
- //misceffect EF_HIT5;
next;
mes "[Guarnien]";
mes "Next time, I'll talk about the skill that sets Merchants apart from all the other classes: ^871F78Vending^000000. So don't miss it!";
close;
- } else if(@chk_cart == 10){
+ } else if(.@chk_cart == 10){
mes "[Guarnien]";
mes "Excellent!";
mes "You've actually went above and beyond mastered the Push Cart skill. Great work!";
set tu_merchant, 15;
+ erasequest 8238;
+ setquest 8239;
getexp 1860,604;
- //misceffect EF_HIT5;
next;
mes "[Guarnien]";
mes "Next time, I'll talk about the skill that sets Merchants apart from all the other classes: ^871F78Vending^000000. So don't miss it!";
@@ -221,27 +229,30 @@ alberta_in,70,51,5 script Guarnien 98,{
mes "the level of the Push Cart skill, your movement speed will slowly be restored. With Push Cart Level 10, a PushCart won't slow you";
mes "down at all!";
next;
- set @chk_cart, getskilllv("MC_PUSHCART");
- if(@chk_cart > 3 && @chk_cart < 10){
+ set .@chk_cart, getskilllv("MC_PUSHCART");
+ if(.@chk_cart > 3 && .@chk_cart < 10){
mes "[Guarnien]";
mes "Ah, and I see that you've been focusing on learning Push Cart. Although you might still have a problem with your movement";
mes "speed, it shouldn't be a big deal.";
mes "Well done~";
set tu_merchant, 15;
+ erasequest 8237;
+ setquest 8238;
getexp 1620,520;
- //misceffect EF_HIT5;
next;
mes "[Guarnien]";
mes "Next time, I'll talk about the skill that sets Merchants apart from all the other classes: ^871F78Vending^000000. So don't miss it!";
close;
- } else if(@chk_cart == 10){
+ } else if(.@chk_cart == 10){
mes "[Guarnien]";
mes "Wonderful! You've already";
mes "mastered the Push Cart skill.";
mes "You truly deserve a little bit of a reward~";
set tu_merchant, 15;
+ erasequest 8237;
+ setquest 8238;
getexp 1860,602;
- //misceffect EF_HIT5;
+
next;
mes "[Guarnien]";
mes "Next time, I'll talk about the skill that sets Merchants apart from all the other classes: ^871F78Vending^000000. So don't miss it!";
@@ -263,8 +274,8 @@ alberta_in,70,51,5 script Guarnien 98,{
mes "with learning that";
mes "^871F78Over Charge^000000 skill?";
next;
- set @chk_over, getskilllv("MC_OVERCHARGE");
- if(@chk_over > 3 && @chk_over < 10){
+ set .@chk_over, getskilllv("MC_OVERCHARGE");
+ if(.@chk_over > 3 && .@chk_over < 10){
mes "[Guarnien]";
mes "Nice work!";
mes "I can tell that";
@@ -272,21 +283,23 @@ alberta_in,70,51,5 script Guarnien 98,{
mes "as I asked. Please,";
mes "take this little reward~";
set tu_merchant, 13;
+ erasequest 8236;
+ setquest 8237;
getexp 1260,272;
- //misceffect EF_HIT5;
next;
mes "[Guarnien]";
mes "Next time, I'll discuss the Push Cart skill. Be ready for this lecture, as Push Cart is one of the more important skills for a Merchant.";
close;
- } else if(@chk_over == 10){
+ } else if(.@chk_over == 10){
mes "[Guarnien]";
mes "Whoa...";
mes "You actually";
mes "mastered Over Charge?";
mes "Most impressive! You deserve a small reward for your work!";
set tu_merchant, 13;
+ erasequest 8236;
+ setquest 8237;
getexp 1420,336;
- //misceffect EF_HIT5;
next;
mes "[Guarnien]";
mes "Next time, I'll discuss the Push Cart skill. Be ready for this lecture, as Push Cart is one of the more important skills for a Merchant.";
@@ -313,24 +326,26 @@ alberta_in,70,51,5 script Guarnien 98,{
mes "[Guarnien]";
mes "Over Charge allows you to sell items to NPC shops for more Zeny. The higher your Over Charge Skill Level, the more Zeny you'll receive for items sold to NPCs.";
next;
- set @chk_over, getskilllv("MC_OVERCHARGE");
- if(@chk_over > 3 && @chk_over < 10){
+ set .@chk_over, getskilllv("MC_OVERCHARGE");
+ if(.@chk_over > 3 && .@chk_over < 10){
mes "[Guarnien]";
mes "Ah, you've already learned Level 4 Over Charge. Perfect! Let me give you a little reward~";
set tu_merchant, 13;
+ erasequest 8235;
+ setquest 8236;
getexp 1260,272;
- //misceffect EF_HIT5;
next;
mes "[Guarnien]";
mes "Next time, I'll discuss the";
mes "Push Cart skill. Be ready for this lecture, as Push Cart is one of the more important skills for a Merchant.";
close;
- } else if(@chk_over == 10){
+ } else if(.@chk_over == 10){
mes "[Guarnien]";
mes "Amazing! You've already mastered the Over Charge skill! You must have wanted this reward badly~";
set tu_merchant, 13;
+ erasequest 8235;
+ setquest 8236;
getexp 1420,336;
- //misceffect EF_HIT5;
next;
mes "[Guarnien]";
mes "Next time, I'll discuss the";
@@ -340,6 +355,8 @@ alberta_in,70,51,5 script Guarnien 98,{
mes "[Guarnien]";
mes "Personally, I think you should learn this skill for sure! For your next assignment, learn Over Charge up to Level 4. It shouldn't be too difficult to do.";
set tu_merchant, 12;
+ erasequest 8235;
+ setquest 8236;
next;
mes "[Guarnien]";
mes "Once you do that,";
@@ -374,8 +391,8 @@ alberta_in,70,51,5 script Guarnien 98,{
mes "Let me see those";
mes "Red Potions. Ah, it seems you researched the market and bought the cheapest ones! Great work!";
set tu_merchant, 11;
+ changequest 8234,8235;
getexp 1120,220;
- //misceffect EF_HIT5;
next;
mes "[Guarnien]";
mes "Alright, next time, we'll talk about the skill that you can learn after knowing how to Discount:";
@@ -407,7 +424,7 @@ alberta_in,70,51,5 script Guarnien 98,{
mes "So first, you'll need to research the market price for Red Potions. Also, be careful of scammers! If the price is too good to be true, it usually is.";
next;
mes "[Guarnien]";
- mes "Ha ha ha, let me make your goal a bit less confusing. You will need to buy 10 Red Potions from an NPC in Prontera.";
+ mes "Ha ha ha, let me make your goal a bit less confusing. You will need to buy 10 Red Potions from an NPC in Prontera.";
next;
mes "[Guarnien]";
mes "Prontera's a bit far from here, isn't it? I'll just use this Kafra Warp-- Mahnsoo has a bunch for";
@@ -415,29 +432,31 @@ alberta_in,70,51,5 script Guarnien 98,{
next;
set tu_merchant, rand(6,8);
warp "prontera",155,46;
- close2;
end;
break;
case 4:
mes "So, how is it going with learning the Discount skill? Like I always say, if you can't make a bargain, you can't be a Merchant!";
next;
mes "[Guarnien]";
- set @chk_disc, getskilllv("MC_DISCOUNT");
- if(@chk_disc > 3 && @chk_disc < 10){
+ set .@chk_disc, getskilllv("MC_DISCOUNT");
+ if(.@chk_disc > 3 && .@chk_disc < 10){
mes "Ah, you've learned";
mes "how to use the Discount skill";
mes "well enough. Good, here's a little reward for your hard work~";
set tu_merchant, 5;
+ erasequest 8232;
+ setquest 8233;
getexp 830,116;
- //misceffect EF_HIT5;
next;
mes "[Guarnien]";
mes "Alright, my next lesson will hopefully offer you a bit more of a challenge. Come back when you think you're ready, alright?";
close;
- } else if(@chk_disc == 10){
+ } else if(.@chk_disc == 10){
mes "Incredible!";
mes "You've actually mastered the Discount skill! You're such a great student. You deserve a bit of a reward!";
set tu_merchant, 5;
+ erasequest 8232;
+ setquest 8233;
getexp 970,180;
next;
mes "[Guarnien]";
@@ -463,8 +482,8 @@ alberta_in,70,51,5 script Guarnien 98,{
mes "mastered at ^871F78Level 10^000000. The higher the skill level, the less you have to pay for items at NPC shops.";
next;
mes "[Guarnien]";
- set @chk_disc, getskilllv("MC_DISCOUNT");
- if(@chk_disc > 3 && @chk_disc < 10){
+ set .@chk_disc, getskilllv("MC_DISCOUNT");
+ if(.@chk_disc > 3 && .@chk_disc < 10){
mes "Oooh, good work.";
mes "I see that you've";
mes "raised your Discount";
@@ -472,19 +491,21 @@ alberta_in,70,51,5 script Guarnien 98,{
mes "Here, take this";
mes "small reward~";
set tu_merchant, 5;
+ erasequest 8231;
+ setquest 8232;
getexp 830,116;
- //misceffect EF_HIT5;
next;
mes "[Guarnien]";
mes "Alright, my next lesson will hopefully offer you a bit more of a challenge. Come back when you";
mes "think you're ready, alright?";
close;
- } else if(@chk_disc == 10){
+ } else if(.@chk_disc == 10){
mes "Incredible!";
mes "You've actually mastered the Discount skill! You're such a great student. You deserve a bit of a reward!";
set tu_merchant, 5;
+ erasequest 8231;
+ setquest 8232;
getexp 970,180;
- //misceffect EF_HIT5;
next;
mes "[Guarnien]";
mes "Alright, my next lesson will hopefully offer you a bit more of a challenge. Come back when you";
@@ -500,6 +521,8 @@ alberta_in,70,51,5 script Guarnien 98,{
mes "[Guarnien]";
mes "Still, you can't ignore the fact that bargaining is an essential skill for a Merchant! Come back to me when you're ready~";
set tu_merchant, 4;
+ erasequest 8231;
+ setquest 8232;
close;
}
break;
@@ -516,15 +539,16 @@ alberta_in,70,51,5 script Guarnien 98,{
mes "So if you use this skill too often, you might end up bankrupt! So be really careful. Also, as the Skill Level for Mammonite increases, so does the attack strength and Zeny consumption.";
next;
mes "[Guarnien]";
- set @chk_mam, getskilllv("MC_MAMMONITE");
- if(@chk_mam > 3 && @chk_mam < 10){
+ set .@chk_mam, getskilllv("MC_MAMMONITE");
+ if(.@chk_mam > 3 && .@chk_mam < 10){
mes "Ah, I see that you've already tried this skill. How much money have you wasted using Mammonite? Not too much, I hope.";
next;
mes "[Guarnien]";
mes "Well, since you're still green, I feel awfully sorry if you've wasted Zeny. Why don't you take this as compensation?";
set tu_merchant, 3;
+ erasequest 8230;
+ setquest 8231;
getexp 700,58;
- //misceffect EF_HIT5;
next;
mes "[Guarnien]";
mes "Okay. Now I think we're ready for me to discuss the ^871F78Discount^000000 skill. Come back when you'd like me to tell you more about it, okay?";
@@ -532,6 +556,8 @@ alberta_in,70,51,5 script Guarnien 98,{
} else {
mes "Okay. Now I think we're ready for me to discuss the ^871F78Discount^000000 skill. Come back when you'd like me to tell you more about it, okay?";
set tu_merchant, 3;
+ erasequest 8230;
+ setquest 8231;
close;
}
break;
@@ -543,8 +569,8 @@ alberta_in,70,51,5 script Guarnien 98,{
mes "like I asked?";
next;
mes "[Guarnien]";
- set @chk_soji, getskilllv("MC_INCCARRY");
- if(@chk_soji > 3 && @chk_soji < 10){
+ set .@chk_soji, getskilllv("MC_INCCARRY");
+ if(.@chk_soji > 3 && .@chk_soji < 10){
mes "Ah. I can tell that you have. Not bad! By now you should be able to learn the ^871F78Discount^000000 skill, but I'll teach you about that later.";
next;
mes "[Guarnien]";
@@ -560,8 +586,10 @@ alberta_in,70,51,5 script Guarnien 98,{
mes "[Guarnien]";
mes "I see in your eyes that you've already learned to appraise items. Haha, although having that knowledge is reward in itself, let me give you something extra!";
set tu_merchant, 2;
+ erasequest 8229;
+ setquest 8230;
getexp 585,43;
- getitem 1351, 1;
+ getitem 1351,1; //Battle_Axe
next;
mes "[Guarnien]";
mes "Alright, next time";
@@ -577,6 +605,8 @@ alberta_in,70,51,5 script Guarnien 98,{
mes "Alright, next time";
mes "I'll talk about the Mammonite skill. For now, let me take a little bit of a break from all of this arduous lecture. ^666666*Whew!*^000000";
set tu_merchant, 2;
+ erasequest 8229;
+ setquest 8230;
close;
}
@@ -585,6 +615,7 @@ alberta_in,70,51,5 script Guarnien 98,{
if(select("Sure!:I'll make it on my own!")==1){
set tu_merchant, 1;
if(getskilllv("MC_INCCARRY") < 4){
+ setquest 8229;
mes "[Guarnien]";
if(Sex == 1){
mes "Atta boy~!";
@@ -621,12 +652,13 @@ alberta_in,70,51,5 script Guarnien 98,{
mes "This skill works exactly like a ^871F78Magnifier^000000, so you won't have to spend any Zeny on them. Also, this skill is mastered at ^871F78Level 1^000000.";
next;
mes "[Guarnien]";
- set tu_merchant, 2;
if(getskilllv("MC_IDENTIFY")){
mes "I see in your eyes that you've already learned to appraise items. Haha, although having that knowledge is reward in itself, let me give you something extra!";
- //misceffect EF_HIT5;
+ set tu_merchant, 2;
+ erasequest 8229;
+ setquest 8230;
getexp 585,43;
- getitem 1351, 1;
+ getitem 1351,1; //Battle_Axe
next;
mes "[Guarnien]";
mes "Alright, next time";
@@ -642,6 +674,9 @@ alberta_in,70,51,5 script Guarnien 98,{
mes "more about the Discount";
mes "skill later. I always manage";
mes "to forget about that!";
+ set tu_merchant,2;
+ erasequest 8229;
+ setquest 8230;
close;
}
} else {
@@ -693,7 +728,7 @@ prontera,66,111,3 script Sagle 82,{
} else {
set Zeny, Zeny - 420;
set tu_merchant, 10;
- getitem 501, 10;
+ getitem 501,10; //Red_Potion
close;
}
break;
@@ -718,44 +753,44 @@ prontera,66,111,3 script Sagle 82,{
mes "I will sell you 10 Red Potions for ^871F78410 zeny^000000. You'd better get them now while they're still here!";
next;
switch(select("Buy:Cancel")){
- case 1:
+ case 1:
+ mes "[Sagle]";
+ mes "Excellent!";
+ mes "You certainly have an eye for bargains. Here you go, 10 Red Potions fresh from the... Potioner...";
+ if(Zeny < 410){
+ next;
mes "[Sagle]";
- mes "Excellent!";
- mes "You certainly have an eye for bargains. Here you go, 10 Red Potions fresh from the... Potioner...";
- if(Zeny < 410){
- next;
- mes "[Sagle]";
- mes "Whoa, hold on!";
- mes "You can't afford";
- mes "these potions...";
- mes "Please come back";
- mes "when you have enough";
- mes "Zeny, alright?";
- close;
- }
- if(MaxWeight - Weight < 71){
- next;
- mes "[Sagle]";
- mes "Whoa, hold on!";
- mes "There's no way you carry all of this! Why don't you put some of your stuff in Kafra Storage before coming back?";
- close2;
- end;
- } else {
- set Zeny, Zeny - 410;
- set tu_merchant, 10;
- getitem 501, 10;
- close;
- }
- break;
- case 2:
+ mes "Whoa, hold on!";
+ mes "You can't afford";
+ mes "these potions...";
+ mes "Please come back";
+ mes "when you have enough";
+ mes "Zeny, alright?";
+ close;
+ }
+ if(MaxWeight - Weight < 71){
+ next;
mes "[Sagle]";
- mes "Alright...";
- mes "But don't";
- mes "complain if";
- mes "these potions";
- mes "are sold out!";
+ mes "Whoa, hold on!";
+ mes "There's no way you carry all of this! Why don't you put some of your stuff in Kafra Storage before coming back?";
+ close2;
+ end;
+ } else {
+ set Zeny, Zeny - 410;
+ set tu_merchant, 10;
+ getitem 501,10; //Red_Potion
close;
- break;
+ }
+ break;
+ case 2:
+ mes "[Sagle]";
+ mes "Alright...";
+ mes "But don't";
+ mes "complain if";
+ mes "these potions";
+ mes "are sold out!";
+ close;
+ break;
}
}
if(tu_merchant == 6){
@@ -768,43 +803,43 @@ prontera,66,111,3 script Sagle 82,{
mes "I will sell you 10 Red Potions for ^871F78390 zeny^000000. You'd better get them now while they're still here!";
next;
switch(select("Buy:Cancel")){
- case 1:
+ case 1:
+ mes "[Sagle]";
+ mes "Excellent!";
+ mes "You certainly have an eye for bargains. Here you go, 10 Red Potions fresh from the... Potioner...";
+ if(Zeny < 390){
+ next;
mes "[Sagle]";
- mes "Excellent!";
- mes "You certainly have an eye for bargains. Here you go, 10 Red Potions fresh from the... Potioner...";
- if(Zeny < 390){
- next;
- mes "[Sagle]";
- mes "Whoa, hold on!";
- mes "You can't afford";
- mes "these potions...";
- mes "Please come back";
- mes "when you have enough";
- mes "Zeny, alright?";
- close;
- }
- if(MaxWeight - Weight < 71){
- next;
- mes "[Sagle]";
- mes "Whoa, hold on!";
- mes "There's no way you carry all of this! Why don't you put some of your stuff in Kafra Storage before coming back?";
- close;
- } else {
- set Zeny, Zeny - 390;
- set tu_merchant, 9;
- getitem 501, 10;
- close;
- }
- break;
- case 2:
+ mes "Whoa, hold on!";
+ mes "You can't afford";
+ mes "these potions...";
+ mes "Please come back";
+ mes "when you have enough";
+ mes "Zeny, alright?";
+ close;
+ }
+ if(MaxWeight - Weight < 71){
+ next;
mes "[Sagle]";
- mes "Alright...";
- mes "But don't";
- mes "complain if";
- mes "these potions";
- mes "are sold out!";
+ mes "Whoa, hold on!";
+ mes "There's no way you carry all of this! Why don't you put some of your stuff in Kafra Storage before coming back?";
+ close;
+ } else {
+ set Zeny, Zeny - 390;
+ set tu_merchant, 9;
+ getitem 501,10; //Red_Potion
close;
- break;
+ }
+ break;
+ case 2:
+ mes "[Sagle]";
+ mes "Alright...";
+ mes "But don't";
+ mes "complain if";
+ mes "these potions";
+ mes "are sold out!";
+ close;
+ break;
}
}
mes "It's on the tip";
@@ -850,7 +885,7 @@ prontera,93,330,3 script Kellion 97,{
} else {
set Zeny, Zeny - 340;
set tu_merchant, 10;
- getitem 569, 10;
+ getitem 569,10; //Novice_Potion
close;
}
break;
@@ -891,7 +926,7 @@ prontera,93,330,3 script Kellion 97,{
} else {
set Zeny, Zeny - 390;
set tu_merchant, 9;
- getitem 501, 10;
+ getitem 501,10; //Red_Potion
close;
}
break;
@@ -932,7 +967,7 @@ prontera,93,330,3 script Kellion 97,{
} else {
set Zeny, Zeny - 400;
set tu_merchant, 10;
- getitem 501, 10;
+ getitem 501,10; //Red_Potion
close;
}
break;
@@ -993,7 +1028,7 @@ prt_in,169,11,3 script Aigie 92,{
} else {
set Zeny, Zeny - 390;
set tu_merchant, 9;
- getitem 501, 10;
+ getitem 501,10; //Red_Potion
close;
}
break;
@@ -1040,7 +1075,7 @@ prt_in,169,11,3 script Aigie 92,{
} else {
set Zeny, Zeny - 420;
set tu_merchant, 10;
- getitem 501, 10;
+ getitem 501,10; //Red_Potion
close;
}
break;
@@ -1087,7 +1122,7 @@ prt_in,169,11,3 script Aigie 92,{
} else {
set Zeny, Zeny - 340;
set tu_merchant, 10;
- getitem 569, 10;
+ getitem 569,10; //Novice_Potion
close;
}
break;
@@ -1143,7 +1178,7 @@ prontera,247,129,3 script Jayon 85,{
} else {
set Zeny, Zeny - 410;
set tu_merchant, 10;
- getitem 501, 10;
+ getitem 501,10; //Red_Potion
close;
}
break;
@@ -1191,7 +1226,7 @@ prontera,247,129,3 script Jayon 85,{
} else {
set Zeny, Zeny - 400;
set tu_merchant, 10;
- getitem 501, 10;
+ getitem 501,10; //Red_Potion
close;
}
break;
@@ -1240,7 +1275,7 @@ prontera,247,129,3 script Jayon 85,{
} else {
set Zeny, Zeny - 410;
set tu_merchant, 10;
- getitem 501, 10;
+ getitem 501,10; //Red_Potion
close;
}
break;
@@ -1258,7 +1293,7 @@ prontera,247,129,3 script Jayon 85,{
}
mes "[Jayon]";
- mes "The Schwarzwald Republic...";
+ mes "The Schwaltzvalt Republic...";
mes "It's a really interesting country. There's Juno and a few other places worth looking around. ";
next;
mes "[Jayon]";
@@ -1296,7 +1331,7 @@ prt_in,251,129,3 script Maos 709,{
} else {
set Zeny, Zeny - 420;
set tu_merchant, 10;
- getitem 501, 10;
+ getitem 501,10; //Red_Potion
close;
}
break;
@@ -1333,7 +1368,7 @@ prt_in,251,129,3 script Maos 709,{
} else {
set Zeny, Zeny - 340;
set tu_merchant, 10;
- getitem 501, 10;
+ getitem 501,10; //Red_Potion
close;
}
break;
@@ -1370,7 +1405,7 @@ prt_in,251,129,3 script Maos 709,{
} else {
set Zeny, Zeny - 400;
set tu_merchant, 10;
- getitem 501, 10;
+ getitem 501,10; //Red_Potion
close;
}
break;
diff --git a/npc/quests/first_class/tu_sword.txt b/npc/quests/first_class/tu_sword.txt
index f31a6a6b0..e5633c5ab 100644
--- a/npc/quests/first_class/tu_sword.txt
+++ b/npc/quests/first_class/tu_sword.txt
@@ -3,7 +3,7 @@
//===== By: ==================================================
//= Fix up by Jukka
//===== Current Version: =====================================
-//= 1.3
+//= 1.4
//===== Compatible With: =====================================
//= eAthena SVN (Testet in Trunk 88xx)
//===== Description: =========================================
@@ -14,6 +14,7 @@
//= TODO: Test, Add correct misceffects numbers
//= 1.2 Fixed a typo on NPC name. [SinSloth]
//= 1.3 Fixed experience gains to match upcoming rate adjustments. [SinSloth]
+//= 1.4 Misc. updates. [L0ne_W0lf]
//============================================================
@@ -98,8 +99,8 @@ izlude_in,82,163,3 script Shurank 733,{
mes "Magnum Break is ideal for use";
mes "when surrounded by foes, but also keep in mind that it also inflicts a little damage on its caster.";
next;
- set @chk_magnum, getskilllv("SM_MAGNUM");
- if(@chk_magnum > 5){
+ set .@chk_magnum, getskilllv("SM_MAGNUM");
+ if(.@chk_magnum > 5){
mes "[Shurank]";
mes "I see that you've been training in the use of Magnum Break. Although it is an awesome skill, it's not for every Swordman. Still, there's no harm in learning it.";
next;
@@ -107,8 +108,9 @@ izlude_in,82,163,3 script Shurank 733,{
mes "Here is a humble reward for";
mes "your great efforts. But do not let your talents allow you to grow arrogant!";
set tu_swordman, 23;
+ completequest 8228;
getexp 1860,0;
- getitem 1113, 1;
+ getitem 1113,1; //Scimiter
next;
mes "[Shurank]";
mes "That is all I have to teach you about Swordman skills. Hopefully, I've been able to clear up anything you haven't understood about your job and skills.";
@@ -162,7 +164,8 @@ izlude_in,82,163,3 script Shurank 733,{
mes "Before you go, please take this.";
mes "I hope that you make good use of it as you train to become stronger and stronger. Good luck out there.";
set tu_swordman, 23;
- getitem 1113, 1;
+ completequest 8228;
+ getitem 1113,1; //Scimiter
close;
break;
case 21:
@@ -182,9 +185,9 @@ izlude_in,82,163,3 script Shurank 733,{
mes "One Handed Sword Mastery";
mes "increases the damage of Daggers and One Handed Swords while Two Handed Sword Mastery increases the damage of Two Handed Swords.";
next;
- set @chk_hanson, getskilllv("SM_SWORD");
- set @chk_yangson, getskilllv("SM_TWOHAND");
- if((@chk_hanson > 9) || (@chk_yangson > 9)){
+ set .@chk_hanson, getskilllv("SM_SWORD");
+ set .@chk_yangson, getskilllv("SM_TWOHAND");
+ if((.@chk_hanson > 9) || (.@chk_yangson > 9)){
mes "[Shurank]";
mes "Ah, from the way you handle your Sword, I see that you have mastered a Sword Mastery. I'm thoroughly impressed.";
next;
@@ -194,6 +197,7 @@ izlude_in,82,163,3 script Shurank 733,{
mes "in recognition of";
mes "your accomplishment.";
set tu_swordman, 22;
+ changequest 8227,8228;
getexp 1860,0;
next;
mes "[Shurank]";
@@ -216,11 +220,13 @@ izlude_in,82,163,3 script Shurank 733,{
mes "training for the Endure";
mes "skill coming along?";
next;
- set @chk_endure, getskilllv("SM_ENDURE");
- if(@chk_endure > 1){
+ set .@chk_endure, getskilllv("SM_ENDURE");
+ if(.@chk_endure > 1){
mes "[Shurank]";
mes "From that gleen of toughness upon your skin, I see now that I was foolish to ask. Well done~";
set tu_swordman, 13;
+ erasequest 8221;
+ setquest 8222;
getexp 1260,0;
next;
mes "[Shurank]";
@@ -246,8 +252,8 @@ izlude_in,82,163,3 script Shurank 733,{
mes "learned how to use";
mes "the Endure skill yet?";
next;
- set @chk_endure, getskilllv("SM_ENDURE");
- if((@chk_endure > 0) && (@chk_endure < 2)){
+ set .@chk_endure, getskilllv("SM_ENDURE");
+ if((.@chk_endure > 0) && (.@chk_endure < 2)){
mes "[Shurank]";
mes "I see that you";
mes "know how to use the";
@@ -265,6 +271,8 @@ izlude_in,82,163,3 script Shurank 733,{
next;
mes "[Shurank]";
mes "Since you've learned the Endure skill already, I don't think I need to explain it any further. You've done well.";
+ erasequest 8221;
+ setquest 8222;
set tu_swordman, 13;
next;
mes "[Shurank]";
@@ -276,10 +284,12 @@ izlude_in,82,163,3 script Shurank 733,{
mes "Hurry and meet with Dequ'ee and return to me when you complete whatever it is that he wishes for you to do.";
close2;
end;
- } else if(@chk_endure > 1){
+ } else if(.@chk_endure > 1){
mes "[Shurank]";
mes "From that gleen of toughness upon your skin, I see now that I was foolish to ask. Well done~";
set tu_swordman, 13;
+ erasequest 8221;
+ setquest 8222;
getexp 1260,0;
next;
mes "[Shurank]";
@@ -303,8 +313,8 @@ izlude_in,82,163,3 script Shurank 733,{
mes "all I know about";
mes "the Endure skill.";
next;
- set @chk_endure, getskilllv("SM_ENDURE");
- if(@chk_endure == 0){
+ set .@chk_endure, getskilllv("SM_ENDURE");
+ if(.@chk_endure == 0){
mes "[Shurank]";
mes "As you've noticed, receiving any damage causes you to reel in pain, stunning you for an instant. Thus, rapidly attacking enemies are dangerous since it's difficult to counter or escape them.";
next;
@@ -320,8 +330,9 @@ izlude_in,82,163,3 script Shurank 733,{
mes "if you can endure attacks";
mes "from your enemies!";
set tu_swordman, 11;
+ changequest 8220,8221;
close;
- } else if((@chk_endure > 0) && (@chk_endure < 2)){
+ } else if((.@chk_endure > 0) && (.@chk_endure < 2)){
mes "[Shurank]";
mes "I see that you";
mes "know how to use the";
@@ -340,6 +351,8 @@ izlude_in,82,163,3 script Shurank 733,{
mes "[Shurank]";
mes "Since you've learned the Endure skill already, I don't think I need to explain it any further. You've done well.";
set tu_swordman, 13;
+ erasequest 8221;
+ setquest 8222;
next;
mes "[Shurank]";
mes "Ah, once again, I have";
@@ -349,10 +362,12 @@ izlude_in,82,163,3 script Shurank 733,{
mes "[Shurank]";
mes "Hurry and meet with Dequ'ee and return to me when you complete whatever it is that he wishes for you to do.";
close;
- } else if(@chk_endure > 1){
+ } else if(.@chk_endure > 1){
mes "[Shurank]";
mes "Hm. But judging from the gleen of toughness on your skin, I suppose teaching you about Endure would be a waste of your time. Well done!";
set tu_swordman, 13;
+ erasequest 8221;
+ setquest 8222;
getexp 1260,0;
next;
mes "[Shurank]";
@@ -370,8 +385,8 @@ izlude_in,82,163,3 script Shurank 733,{
mes "learning more about";
mes "the use of the Provoke skill?";
next;
- set @chk_provoke, getskilllv("SM_PROVOKE");
- if((@chk_provoke > 4) && (@chk_provoke < 10)){
+ set .@chk_provoke, getskilllv("SM_PROVOKE");
+ if((.@chk_provoke > 4) && (.@chk_provoke < 10)){
mes "[Shurank]";
mes "Ah, I see that you have a fairly good understanding of the Provoke skill. Let me reward you in this small way for your efforts.";
set tu_swordman, 10;
@@ -380,7 +395,7 @@ izlude_in,82,163,3 script Shurank 733,{
mes "[Shurank]";
mes "Next time we speak, I will tell you what I know about the ^5D478BEndure^000000 skill. When you're ready to learn, come back to me.";
close;
- } else if(@chk_provoke == 10){
+ } else if(.@chk_provoke == 10){
mes "[Shurank]";
mes "Y-you've mastered";
mes "Provoke? Impressive!";
@@ -408,8 +423,8 @@ izlude_in,82,163,3 script Shurank 733,{
mes "in the use of the Provoke";
mes "skill been progressing?";
next;
- set @chk_provoke, getskilllv("SM_PROVOKE");
- if((@chk_provoke > 0) && (@chk_provoke < 5)){
+ set .@chk_provoke, getskilllv("SM_PROVOKE");
+ if((.@chk_provoke > 0) && (.@chk_provoke < 5)){
mes "[Shurank]";
mes "Ah, now I can see that you";
mes "know how to use it. That's a vast improvement over not being able to use it at all. Let me refesh you on Provoke's details.";
@@ -435,7 +450,7 @@ izlude_in,82,163,3 script Shurank 733,{
mes "Alright, come back to me when you become sufficiently skilled in the use of Provoke. In the meantime, keep training.";
set tu_swordman, 9;
close;
- } else if((@chk_provoke > 4) && (@chk_provoke < 10)){
+ } else if((.@chk_provoke > 4) && (.@chk_provoke < 10)){
mes "[Shurank]";
mes "Ah, I see that you have a fairly good understanding of the Provoke skill. Let me reward you in this small way for your efforts.";
set tu_swordman, 10;
@@ -444,7 +459,7 @@ izlude_in,82,163,3 script Shurank 733,{
mes "[Shurank]";
mes "Next time we speak, I will tell you what I know about the ^5D478BEndure^000000 skill. When you're ready to learn, come back to me.";
close;
- } else if(@chk_provoke == 10){
+ } else if(.@chk_provoke == 10){
mes "[Shurank]";
mes "Y-you've mastered";
mes "Provoke? Impressive!";
@@ -473,8 +488,8 @@ izlude_in,82,163,3 script Shurank 733,{
mes "Well, now that we taken care";
mes "of that, let me continue your instruction on Swordman skills. This time, we'll cover Provoke.";
next;
- set @chk_provoke, getskilllv("SM_PROVOKE");
- if(@chk_provoke == 0){
+ set .@chk_provoke, getskilllv("SM_PROVOKE");
+ if(.@chk_provoke == 0){
mes "[Shurank]";
mes "You haven't";
mes "learned Provoke yet?";
@@ -502,8 +517,9 @@ izlude_in,82,163,3 script Shurank 733,{
mes "Now I ask that you train yourself in the use of Provoke. Come back";
mes "to me when you have a sufficient understanding of the use of the Provoke skill.";
set tu_swordman, 8;
+ changequest 8217,8218;
close;
- } else if((@chk_provoke > 0) && (@chk_provoke < 5)){
+ } else if((.@chk_provoke > 0) && (.@chk_provoke < 5)){
mes "[Shurank]";
mes "Hm. You seem to have a basic understanding of Provoke, but let me give you a few details so that you can better understand the use of that skill.";
next;
@@ -528,17 +544,19 @@ izlude_in,82,163,3 script Shurank 733,{
mes "Now I ask that you train yourself in the use of Provoke. Come back";
mes "to me when you have a sufficient understanding of the use of the Provoke skill.";
set tu_swordman, 9;
+ changequest 8218,8219;
close;
- } else if((@chk_provoke > 4) && (@chk_provoke < 10)){
+ } else if((.@chk_provoke > 4) && (.@chk_provoke < 10)){
mes "[Shurank]";
mes "Ah, I see that you have a fairly good understanding of the Provoke skill. Let me reward you in this small way for your efforts.";
set tu_swordman, 10;
+ changequest 8219,8220;
getexp 1120,0;
next;
mes "[Shurank]";
mes "Next time we speak, I will tell you what I know about the ^5D478BEndure^000000 skill. When you're ready to learn, come back to me.";
close;
- } else if(@chk_provoke == 10){
+ } else if(.@chk_provoke == 10){
mes "[Shurank]";
mes "Y-you've mastered";
mes "Provoke? Impressive!";
@@ -547,6 +565,10 @@ izlude_in,82,163,3 script Shurank 733,{
mes "an outstanding Swordman.";
mes "Here is a small reward...";
set tu_swordman, 10;
+ completequest 8218;
+ completequest 8219;
+ completequest 8220;
+ setquest 8221;
getexp 1260,0;
next;
mes "[Shurank]";
@@ -602,6 +624,7 @@ izlude_in,82,163,3 script Shurank 733,{
mes "Although there's a Warp service,";
mes "I recommend traveling by foot. You cannot grow strong without testing your strength and practicing your skills!";
set tu_swordman, 6;
+ changequest 8215,8216;
close;
break;
case 4:
@@ -613,8 +636,8 @@ izlude_in,82,163,3 script Shurank 733,{
mes "it comes to damage, you must be";
mes "able to both take it and dish it out.";
next;
- set @chk_hp, getskilllv("SM_RECOVERY");
- if(@chk_hp == 0){
+ set .@chk_hp, getskilllv("SM_RECOVERY");
+ if(.@chk_hp == 0){
mes "[Shurank]";
mes "But judging from that";
mes "scrawny frame of yours,";
@@ -633,7 +656,7 @@ izlude_in,82,163,3 script Shurank 733,{
mes "learn this skill! Of course, there are other Swordman skills that are just as important, though...";
set tu_swordman, 5;
next;
- } else if(@chk_hp == 10){
+ } else if(.@chk_hp == 10){
mes "[Shurank]";
mes "Ah! That healthy glow!";
mes "I see that you've mastered this skill already. Let me give you a little reward for your hard training!";
@@ -669,8 +692,8 @@ izlude_in,82,163,3 script Shurank 733,{
mes "if you want me to acknowledge";
mes "you as a fellow Swordman.";
next;
- set @chk_bash, getskilllv("SM_BASH");
- if(@chk_bash == 10){
+ set .@chk_bash, getskilllv("SM_BASH");
+ if(.@chk_bash == 10){
mes "[Shurank]";
mes "Those calluses...!";
mes "Only a master of the Bash skill has those kinds of hands. Great work, Swordman. I'm very impressed.";
@@ -680,7 +703,7 @@ izlude_in,82,163,3 script Shurank 733,{
mes "all of the basics.";
set tu_swordman, 4;
getexp 970,0;
- getitem 2503, 1;
+ getitem 2503,1; //Muffler
close;
} else {
mes "[Shurank]";
@@ -695,8 +718,8 @@ izlude_in,82,163,3 script Shurank 733,{
mes "Bash. If you want to grow as a Swordman, you will have great";
mes "need to master this skill.";
next;
- set @chk_bash, getskilllv("SM_BASH");
- if((@chk_bash > 4) && (@chk_bash < 10)){
+ set .@chk_bash, getskilllv("SM_BASH");
+ if((.@chk_bash > 4) && (.@chk_bash < 10)){
mes "[Shurank]";
mes "Hm. It doesn't look like you've gained mastery of Bash, but it seems like you're trying hard.";
next;
@@ -717,7 +740,7 @@ izlude_in,82,163,3 script Shurank 733,{
set tu_swordman, 3;
getexp 830,0;
close;
- } else if(@chk_bash == 10){
+ } else if(.@chk_bash == 10){
mes "[Shurank]";
mes "Those calluses...!";
mes "Only a master of the Bash skill has those kinds of hands. Great work, Swordman. I'm very impressed.";
@@ -727,7 +750,7 @@ izlude_in,82,163,3 script Shurank 733,{
mes "all of the basics.";
set tu_swordman, 4;
getexp 970,0;
- getitem 2503, 1;
+ getitem 2503,1; //Muffler
close;
} else {
mes "[Shurank]";
@@ -740,8 +763,8 @@ izlude_in,82,163,3 script Shurank 733,{
mes "Have you been learning";
mes "the art of using Bash? I fervently believe that the Bash skill is the essense of Swordmanship!";
next;
- set @chk_bash, getskilllv("SM_BASH");
- if((@chk_bash > 0) && (@chk_bash < 5)){
+ set .@chk_bash, getskilllv("SM_BASH");
+ if((.@chk_bash > 0) && (.@chk_bash < 5)){
mes "[Shurank]";
mes "I see that you understand";
mes "a little bit about the Bash skill. But still, it's not enough. Let me explain in detail...";
@@ -764,7 +787,7 @@ izlude_in,82,163,3 script Shurank 733,{
set tu_swordman, 2;
getexp 585,0;
close;
- } else if((@chk_bash > 4) && (@chk_bash < 10)){
+ } else if((.@chk_bash > 4) && (.@chk_bash < 10)){
mes "[Shurank]";
mes "Hmm...";
mes "Still haven't mastered Bash, eh? Well, in any case, I think you've made some progress.";
@@ -791,12 +814,13 @@ izlude_in,82,163,3 script Shurank 733,{
mes "[Shurank]";
mes "For your efforts and patience, I offer you this small reward. Please take it and grow even stronger...";
set tu_swordman, 3;
+ setquest 8211;
getexp 830,0;
next;
mes "[Shurank]";
mes "I believe that every true Swordman should master the Bash skill. If you ever do master the skill as a Swordman, come back to me.";
close;
- } else if(@chk_bash == 10){
+ } else if(.@chk_bash == 10){
mes "[Shurank]";
mes "Those calluses...!";
mes "Only a master of the Bash skill has those kinds of hands. Great work, Swordman. I'm very impressed.";
@@ -806,7 +830,7 @@ izlude_in,82,163,3 script Shurank 733,{
mes "all of the basics.";
set tu_swordman, 4;
getexp 970,0;
- getitem 2503, 1;
+ getitem 2503,1; //Muffler
close;
} else {
mes "[Shurank]";
@@ -830,8 +854,8 @@ izlude_in,82,163,3 script Shurank 733,{
mes "fundamentals, the first of";
mes "which is the ^5D478BBash^000000 skill.";
next;
- set @chk_bash, getskilllv("SM_BASH");
- if(@chk_bash == 0){
+ set .@chk_bash, getskilllv("SM_BASH");
+ if(.@chk_bash == 0){
mes "[Shurank]";
mes "^333333*Gasp*^000000";
mes "Those soft, delicate hands! You've never learned how to use Bash, haven't you?! How do you expect to lead battles without knowing Bash?";
@@ -840,8 +864,9 @@ izlude_in,82,163,3 script Shurank 733,{
mes "Now, if you wish to become a true Swordman, you must learn the Bash skill. There's no question about it: You've got to know these basics! Take this, and learn to Bash!";
set tu_swordman, 1;
getexp 490,0;
+ setquest 8211;
close;
- } else if((@chk_bash > 0) && (@chk_bash < 5)){
+ } else if((.@chk_bash > 0) && (.@chk_bash < 5)){
mes "[Shurank]";
mes "I see that you understand";
mes "a little bit about the Bash skill. But still, it's not enough. Let me explain in detail...";
@@ -862,9 +887,10 @@ izlude_in,82,163,3 script Shurank 733,{
mes "Still, for your training efforts, let me give you a humble reward. But remember, we still have more";
mes "of the fundamentals to cover!";
set tu_swordman, 2;
+ changequest 8211,8212;
getexp 585,0;
close;
- } else if((@chk_bash > 4) && (@chk_bash < 10)){
+ } else if((.@chk_bash > 4) && (.@chk_bash < 10)){
mes "[Shurank]";
mes "I see that you've gained some proficiency with the Bash skill. But still, it's not enough. Let me explain...";
next;
@@ -884,12 +910,13 @@ izlude_in,82,163,3 script Shurank 733,{
mes "Still, for your training efforts, let me give you a humble reward. But remember, we still have more";
mes "of the fundamentals to cover!";
set tu_swordman, 3;
+ changequest 8212,8213;
getexp 830,0;
next;
mes "[Shurank]";
mes "But if you wish to become an expert Swordman in my eyes, you must master Bash!";
close;
- } else if(@chk_bash == 10){
+ } else if(.@chk_bash == 10){
mes "[Shurank]";
mes "Those calluses...!";
mes "Only a master of the Bash skill has those kinds of hands. Great work, Swordman. I'm very impressed.";
@@ -898,8 +925,12 @@ izlude_in,82,163,3 script Shurank 733,{
mes "Here's a small prize in recognition of your efforts thus far. But don't relax yet! You still have a long way to go before grasping";
mes "all of the basics.";
set tu_swordman, 4;
+ completequest 8211;
+ completequest 8212;
+ completequest 8213;
+ setquest 8214;
getexp 970,0;
- getitem 2503, 1;
+ getitem 2503,1; //Muffler
close;
}
break;
@@ -910,7 +941,7 @@ izlude_in,82,163,3 script Shurank 733,{
}
//=================================================Daqu'ee====================================================
-geffen,154,143,3 script Dequ'ee 734,{
+geffen,154,143,3 script Dequ'ee 734,{
if(BaseJob == Job_Novice){
mes "[Dequ'ee]";
mes "Hey there.";
@@ -955,78 +986,74 @@ geffen,154,143,3 script Dequ'ee 734,{
mes "Pretty boring...";
close;
}
-
-if(tu_swordman > 20){
- mes "[Dequ'ee]";
- mes "I hope you continue";
- mes "to train yourself in";
- mes "the ways of the sword.";
- mes "There's an art to";
- mes "wielding a blade...";
- close;
-}
-
-if(tu_swordman == 20){
- mes "[Dequ'ee]";
- mes "Huh...?";
- mes "Aren't you supposed";
- mes "to keep an eye on Bankley?";
- mes "What happened?";
- next;
- mes "[Dequ'ee]";
- mes "Suicide...?";
- mes "Are you serious?!";
- mes "But there's no need to kill";
- mes "himself if he suspected that he's been caught. Something shady's going on here!";
- next;
- mes "[Dequ'ee]";
- mes "Well, you've done a good job.";
- mes "As for the other three suspects, I'll make sure that they're monitored by members of the Swordman Association.";
- next;
- mes "[Dequ'ee]";
- mes "Still, I don't think we'll learn anything new from those three.";
- mes "It looks like this case is closed for now. Once again, thanks for your help.";
- next;
- mes "[Dequ'ee]";
- mes "Why don't you report back to Shurank now? I guess he still";
- mes "wants to show you the ropes of Swordmanship.";
- set tu_swordman, 21;
- close2;
- warp "izlude",35,78;
- end;
-}
-
-if(tu_swordman == 19){
- mes "[Dequ'ee]";
- mes "What are still doing here?";
- mes "Hurry and check on Bankley!";
- mes "There's no telling what";
- mes "he might be up to!";
- close;
-}
-
-if((tu_swordman == 17) || (tu_swordman == 18)){
- mes "[Dequ'ee]";
- if(tu_swordman == 17){
- mes "TheisWesomeof";
- mes "ConBanfoevidehi";
- mes "victkleyundncem";
- mes "hekdlfiDrindkelsd";
- next;
- } else if(tu_swordman == 18){
- mes "hekdlfiDrindkelsd";
- mes "TheisWesomeof";
- mes "ConBanfoevidehi";
- mes "victkleyundncem";
+ if(tu_swordman > 20){
+ mes "[Dequ'ee]";
+ mes "I hope you continue";
+ mes "to train yourself in";
+ mes "the ways of the sword.";
+ mes "There's an art to";
+ mes "wielding a blade...";
+ close;
+ }
+ if(tu_swordman == 20){
+ mes "[Dequ'ee]";
+ mes "Huh...?";
+ mes "Aren't you supposed";
+ mes "to keep an eye on Bankley?";
+ mes "What happened?";
+ next;
+ mes "[Dequ'ee]";
+ mes "Suicide...?";
+ mes "Are you serious?!";
+ mes "But there's no need to kill";
+ mes "himself if he suspected that he's been caught. Something shady's going on here!";
+ next;
+ mes "[Dequ'ee]";
+ mes "Well, you've done a good job.";
+ mes "As for the other three suspects, I'll make sure that they're monitored by members of the Swordman Association.";
next;
+ mes "[Dequ'ee]";
+ mes "Still, I don't think we'll learn anything new from those three.";
+ mes "It looks like this case is closed for now. Once again, thanks for your help.";
+ next;
+ mes "[Dequ'ee]";
+ mes "Why don't you report back to Shurank now? I guess he still";
+ mes "wants to show you the ropes of Swordmanship.";
+ set tu_swordman, 21;
+ changequest 8226,8227;
+ close2;
+ warp "izlude",35,78;
+ end;
}
-
- mes "[Dequ'ee]";
- mes "I get it now!";
- mes "This is a complex transposition cipher in which we remove one person's code from the rest of them. So who do you think is";
- mes "the murderer?";
- next;
- switch(select("Hans", "Bankley", "Geil", "Muetro")){
+ if(tu_swordman == 19){
+ mes "[Dequ'ee]";
+ mes "What are still doing here?";
+ mes "Hurry and check on Bankley!";
+ mes "There's no telling what";
+ mes "he might be up to!";
+ close;
+ }
+ if((tu_swordman == 17) || (tu_swordman == 18)){
+ mes "[Dequ'ee]";
+ if(tu_swordman == 17){
+ mes "TheisWesomeof";
+ mes "ConBanfoevidehi";
+ mes "victkleyundncem";
+ mes "hekdlfiDrindkelsd";
+ next;
+ } else if(tu_swordman == 18){
+ mes "hekdlfiDrindkelsd";
+ mes "TheisWesomeof";
+ mes "ConBanfoevidehi";
+ mes "victkleyundncem";
+ next;
+ }
+ mes "[Dequ'ee]";
+ mes "I get it now!";
+ mes "This is a complex transposition cipher in which we remove one person's code from the rest of them. So who do you think is";
+ mes "the murderer?";
+ next;
+ switch(select("Hans:Bankley:Geil:Muetro")) {
case 1:
mes "[Dequ'ee]";
mes "Hans...?";
@@ -1052,6 +1079,7 @@ if((tu_swordman == 17) || (tu_swordman == 18)){
mes "[Dequ'ee]";
mes "Hurry over to Morroc and monitor Bankley in case he does anything desperate. If something happens, report to me right away!";
set tu_swordman, 19;
+ changequest 8224,8225;
getexp 1620,0;
close2;
warp "moc_fild07",359,201;
@@ -1077,17 +1105,16 @@ if((tu_swordman == 17) || (tu_swordman == 18)){
mes "to try it again!";
close;
break;
+ }
}
-}
-
-if(tu_swordman == 16){
- mes "[Dequ'ee]";
- mes "I guess these codes need to be arranged in a certain order before we can figure out its secrets.";
- next;
- mes "[Dequ'ee]";
- mes "Hm, you guess the order and I'll try to formulate a cryptanalysis based on your guess.";
- next;
- switch(select("Muetro", "Hans", "Geil", "Bankley")){
+ if(tu_swordman == 16){
+ mes "[Dequ'ee]";
+ mes "I guess these codes need to be arranged in a certain order before we can figure out its secrets.";
+ next;
+ mes "[Dequ'ee]";
+ mes "Hm, you guess the order and I'll try to formulate a cryptanalysis based on your guess.";
+ next;
+ switch(select("Muetro:Hans:Geil:Bankley")) {
case 1:
mes "[Dequ'ee]";
mes "Okay, Muetro's";
@@ -1096,172 +1123,172 @@ if(tu_swordman == 16){
mes "code do you think";
mes "should go second?";
next;
- switch(select("Hans", "Geil", "Bankley")){
+ switch(select("Hans:Geil:Bankley")) {
+ case 1:
+ mes "[Dequ'ee]";
+ mes "Hans...?";
+ mes "Alright, then";
+ mes "the person with";
+ mes "the third code";
+ mes "would be...?";
+ next;
+ switch(select("Geil:Bankley")) {
case 1:
mes "[Dequ'ee]";
- mes "Hans...?";
- mes "Alright, then";
- mes "the person with";
- mes "the third code";
- mes "would be...?";
- next;
- switch(select("Geil", "Bankley")){
- case 1:
- mes "[Dequ'ee]";
- mes "Muetro, Hans,";
- mes "Geil and Bankley.";
- mes "So then the full";
- mes "code would be...";
- next;
- mes "[Dequ'ee]";
- mes " ";
- mes "ConBanfoevidehi";
- mes "victkleyundncem";
- mes "TheisWesomeof";
- mes "hekdlfiDrindkelsd";
- next;
- mes "[Dequ'ee]";
- mes "No...";
- mes "There's no way";
- mes "I can decode it the";
- mes "way it is now. Let's";
- mes "try another combination.";
- close;
- break;
- case 2:
- mes "[Dequ'ee]";
- mes "Muetro, Hans,";
- mes "Geil and Bankley.";
- mes "So then the full";
- mes "code would be...";
- next;
- mes "[Dequ'ee]";
- mes " ";
- mes "ConBanfoevidehi";
- mes "victkleyundncem";
- mes "hekdlfiDrindkelsd";
- mes "TheisWesomeof";
- next;
- mes "[Dequ'ee]";
- mes "No...";
- mes "There's no way";
- mes "I can decode it the";
- mes "way it is now. Let's";
- mes "try another combination.";
- close;
- break;
- }
+ mes "Muetro, Hans,";
+ mes "Geil and Bankley.";
+ mes "So then the full";
+ mes "code would be...";
+ next;
+ mes "[Dequ'ee]";
+ mes " ";
+ mes "ConBanfoevidehi";
+ mes "victkleyundncem";
+ mes "TheisWesomeof";
+ mes "hekdlfiDrindkelsd";
+ next;
+ mes "[Dequ'ee]";
+ mes "No...";
+ mes "There's no way";
+ mes "I can decode it the";
+ mes "way it is now. Let's";
+ mes "try another combination.";
+ close;
break;
case 2:
mes "[Dequ'ee]";
- mes "Geil's...?";
- mes "Alright, then";
- mes "the person with";
- mes "the third code";
- mes "would be...?";
- next;
- switch(select("Hans", "Bankley")){
- case 1:
- mes "[Dequ'ee]";
- mes "Muetro, Geil,";
- mes "Hans and Bankley.";
- mes "So then the full";
- mes "code would be...";
- next;
- mes "[Dequ'ee]";
- mes " ";
- mes "ConBanfoevidehi";
- mes "TheisWesomeof";
- mes "victkleyundncem";
- mes "hekdlfiDrindkelsd";
- next;
- mes "[Dequ'ee]";
- mes "No...";
- mes "There's no way";
- mes "I can decode it the";
- mes "way it is now. Let's";
- mes "try another combination.";
- close;
- break;
- case 2:
- mes "[Dequ'ee]";
- mes "Muetro, Geil,";
- mes "Bankley and Hans.";
- mes "So then the full";
- mes "code would be...";
- next;
- mes "[Dequ'ee]";
- mes " ";
- mes "ConBanfoevidehi";
- mes "TheisWesomeof";
- mes "hekdlfiDrindkelsd";
- mes "victkleyundncem";
- next;
- mes "[Dequ'ee]";
- mes "No...";
- mes "There's no way";
- mes "I can decode it the";
- mes "way it is now. Let's";
- mes "try another combination.";
- close;
- break;
- }
+ mes "Muetro, Hans,";
+ mes "Geil and Bankley.";
+ mes "So then the full";
+ mes "code would be...";
+ next;
+ mes "[Dequ'ee]";
+ mes " ";
+ mes "ConBanfoevidehi";
+ mes "victkleyundncem";
+ mes "hekdlfiDrindkelsd";
+ mes "TheisWesomeof";
+ next;
+ mes "[Dequ'ee]";
+ mes "No...";
+ mes "There's no way";
+ mes "I can decode it the";
+ mes "way it is now. Let's";
+ mes "try another combination.";
+ close;
break;
- case 3:
- mes "[Dequ'ee]";
- mes "Bankley's...?";
- mes "Alright, then";
- mes "the person with";
- mes "the third code";
- mes "would be...?";
- next;
- switch(select("Hans", "Geil")){
- case 1:
- mes "[Dequ'ee]";
- mes "Muetro, Bankley,";
- mes "Hans and Geil.";
- mes "So then the full";
- mes "code would be...";
- next;
- mes "[Dequ'ee]";
- mes " ";
- mes "ConBanfoevidehi";
- mes "hekdlfiDrindkelsd";
- mes "victkleyundncem";
- mes "TheisWesomeof";
- next;
- mes "[Dequ'ee]";
- mes "No...";
- mes "There's no way";
- mes "I can decode it the";
- mes "way it is now. Let's";
- mes "try another combination.";
- close;
- break;
- case 2:
- mes "[Dequ'ee]";
- mes "Muetro, Bankley,";
- mes "Geil and Hans.";
- mes "So then the full";
- mes "code would be...";
- next;
- mes "[Dequ'ee]";
- mes " ";
- mes "ConBanfoevidehi";
- mes "hekdlfiDrindkelsd";
- mes "TheisWesomeof";
- mes "victkleyundncem";
- next;
- mes "[Dequ'ee]";
- mes "No...";
- mes "There's no way";
- mes "I can decode it the";
- mes "way it is now. Let's";
- mes "try another combination.";
- close;
- break;
- }
+ }
+ break;
+ case 2:
+ mes "[Dequ'ee]";
+ mes "Geil's...?";
+ mes "Alright, then";
+ mes "the person with";
+ mes "the third code";
+ mes "would be...?";
+ next;
+ switch(select("Hans:Bankley")) {
+ case 1:
+ mes "[Dequ'ee]";
+ mes "Muetro, Geil,";
+ mes "Hans and Bankley.";
+ mes "So then the full";
+ mes "code would be...";
+ next;
+ mes "[Dequ'ee]";
+ mes " ";
+ mes "ConBanfoevidehi";
+ mes "TheisWesomeof";
+ mes "victkleyundncem";
+ mes "hekdlfiDrindkelsd";
+ next;
+ mes "[Dequ'ee]";
+ mes "No...";
+ mes "There's no way";
+ mes "I can decode it the";
+ mes "way it is now. Let's";
+ mes "try another combination.";
+ close;
+ break;
+ case 2:
+ mes "[Dequ'ee]";
+ mes "Muetro, Geil,";
+ mes "Bankley and Hans.";
+ mes "So then the full";
+ mes "code would be...";
+ next;
+ mes "[Dequ'ee]";
+ mes " ";
+ mes "ConBanfoevidehi";
+ mes "TheisWesomeof";
+ mes "hekdlfiDrindkelsd";
+ mes "victkleyundncem";
+ next;
+ mes "[Dequ'ee]";
+ mes "No...";
+ mes "There's no way";
+ mes "I can decode it the";
+ mes "way it is now. Let's";
+ mes "try another combination.";
+ close;
+ break;
+ }
+ break;
+ case 3:
+ mes "[Dequ'ee]";
+ mes "Bankley's...?";
+ mes "Alright, then";
+ mes "the person with";
+ mes "the third code";
+ mes "would be...?";
+ next;
+ switch(select("Hans:Geil")) {
+ case 1:
+ mes "[Dequ'ee]";
+ mes "Muetro, Bankley,";
+ mes "Hans and Geil.";
+ mes "So then the full";
+ mes "code would be...";
+ next;
+ mes "[Dequ'ee]";
+ mes " ";
+ mes "ConBanfoevidehi";
+ mes "hekdlfiDrindkelsd";
+ mes "victkleyundncem";
+ mes "TheisWesomeof";
+ next;
+ mes "[Dequ'ee]";
+ mes "No...";
+ mes "There's no way";
+ mes "I can decode it the";
+ mes "way it is now. Let's";
+ mes "try another combination.";
+ close;
+ break;
+ case 2:
+ mes "[Dequ'ee]";
+ mes "Muetro, Bankley,";
+ mes "Geil and Hans.";
+ mes "So then the full";
+ mes "code would be...";
+ next;
+ mes "[Dequ'ee]";
+ mes " ";
+ mes "ConBanfoevidehi";
+ mes "hekdlfiDrindkelsd";
+ mes "TheisWesomeof";
+ mes "victkleyundncem";
+ next;
+ mes "[Dequ'ee]";
+ mes "No...";
+ mes "There's no way";
+ mes "I can decode it the";
+ mes "way it is now. Let's";
+ mes "try another combination.";
+ close;
break;
+ }
+ break;
}
break;
case 2:
@@ -1272,175 +1299,175 @@ if(tu_swordman == 16){
mes "code do you think";
mes "should go second?";
next;
- switch(select("Muetro", "Geil", "Bankley")){
+ switch(select("Muetro:Geil:Bankley")) {
+ case 1:
+ mes "[Dequ'ee]";
+ mes "Muestro's...?";
+ mes "Alright, then";
+ mes "the person with";
+ mes "the third code";
+ mes "would be...?";
+ next;
+ switch(select("Geil:Bankley")) {
case 1:
mes "[Dequ'ee]";
- mes "Muestro's...?";
- mes "Alright, then";
- mes "the person with";
- mes "the third code";
- mes "would be...?";
- next;
- switch(select("Geil", "Bankley")){
- case 1:
- mes "[Dequ'ee]";
- mes "Hans, Muetro,";
- mes "Geil and Bankley.";
- mes "So then the full";
- mes "code would be...";
- next;
- mes "[Dequ'ee]";
- mes " ";
- mes "victkleyundncem";
- mes "ConBanfoevidehi";
- mes "TheisWesomeof";
- mes "hekdlfiDrindkelsd";
- next;
- mes "[Dequ'ee]";
- mes "No...";
- mes "There's no way";
- mes "I can decode it the";
- mes "way it is now. Let's";
- mes "try another combination.";
- close;
- break;
- case 2:
- mes "[Dequ'ee]";
- mes "Hans, Muetro,";
- mes "Bankley and Geil.";
- mes "So then the full";
- mes "code would be...";
- next;
- mes "[Dequ'ee]";
- mes " ";
- mes "victkleyundncem";
- mes "ConBanfoevidehi";
- mes "hekdlfiDrindkelsd";
- mes "TheisWesomeof";
- next;
- mes "[Dequ'ee]";
- mes "No...";
- mes "There's no way";
- mes "I can decode it the";
- mes "way it is now. Let's";
- mes "try another combination.";
- close;
- break;
- }
+ mes "Hans, Muetro,";
+ mes "Geil and Bankley.";
+ mes "So then the full";
+ mes "code would be...";
+ next;
+ mes "[Dequ'ee]";
+ mes " ";
+ mes "victkleyundncem";
+ mes "ConBanfoevidehi";
+ mes "TheisWesomeof";
+ mes "hekdlfiDrindkelsd";
+ next;
+ mes "[Dequ'ee]";
+ mes "No...";
+ mes "There's no way";
+ mes "I can decode it the";
+ mes "way it is now. Let's";
+ mes "try another combination.";
+ close;
break;
case 2:
mes "[Dequ'ee]";
- mes "Geil's...?";
- mes "Alright, then";
- mes "the person with";
- mes "the third code";
- mes "would be...?";
- next;
- switch(select("Muetro", "Bankley")){
- case 1:
- mes "[Dequ'ee]";
- mes "Hans, Geil,";
- mes "Muetro and Bankley.";
- mes "So then the full";
- mes "code would be...";
- next;
- mes "[Dequ'ee]";
- mes " ";
- mes "victkleyundncem";
- mes "TheisWesomeof";
- mes "ConBanfoevidehi";
- mes "hekdlfiDrindkelsd";
- next;
- mes "[Dequ'ee]";
- mes "No...";
- mes "There's no way";
- mes "I can decode it the";
- mes "way it is now. Let's";
- mes "try another combination.";
- close;
- break;
- case 2:
- mes "[Dequ'ee]";
- mes "Hans, Geil,";
- mes "Bankley and Muetro.";
- mes "So then the full";
- mes "code would be...";
- next;
- mes "[Dequ'ee]";
- mes " ";
- mes "victkleyundncem";
- mes "TheisWesomeof";
- mes "hekdlfiDrindkelsd";
- mes "ConBanfoevidehi";
- next;
- mes "[Dequ'ee]";
- mes "No...";
- mes "There's no way";
- mes "I can decode it the";
- mes "way it is now. Let's";
- mes "try another combination.";
- close;
- break;
- }
+ mes "Hans, Muetro,";
+ mes "Bankley and Geil.";
+ mes "So then the full";
+ mes "code would be...";
+ next;
+ mes "[Dequ'ee]";
+ mes " ";
+ mes "victkleyundncem";
+ mes "ConBanfoevidehi";
+ mes "hekdlfiDrindkelsd";
+ mes "TheisWesomeof";
+ next;
+ mes "[Dequ'ee]";
+ mes "No...";
+ mes "There's no way";
+ mes "I can decode it the";
+ mes "way it is now. Let's";
+ mes "try another combination.";
+ close;
break;
- case 3:
- mes "[Dequ'ee]";
- mes "Bankley's...?";
- mes "Alright, then";
- mes "the person with";
- mes "the third code";
- mes "would be...?";
- next;
- switch(select("Muetro", "Geil")){
- case 1:
- mes "[Dequ'ee]";
- mes "Hans, Bankley,";
- mes "Muetro and Geil.";
- mes "So then the full";
- mes "code would be...";
- next;
- mes "[Dequ'ee]";
- mes " ";
- mes "victkleyundncem";
- mes "hekdlfiDrindkelsd";
- mes "ConBanfoevidehi";
- mes "TheisWesomeof";
- next;
- mes "[Dequ'ee]";
- mes "No...";
- mes "There's no way";
- mes "I can decode it the";
- mes "way it is now. Let's";
- mes "try another combination.";
- close;
- break;
- case 2:
- mes "[Dequ'ee]";
- mes "Hans, Bankley,";
- mes "Geil and Muetro.";
- mes "So then the full";
- mes "code would be...";
- next;
- mes "[Dequ'ee]";
- mes " ";
- mes "victkleyundncem";
- mes "hekdlfiDrindkelsd";
- mes "TheisWesomeof";
- mes "ConBanfoevidehi";
- next;
- mes "[Dequ'ee]";
- mes "No...";
- mes "There's no way";
- mes "I can decode it the";
- mes "way it is now. Let's";
- mes "try another combination.";
- close;
- break;
- }
+ }
+ break;
+ case 2:
+ mes "[Dequ'ee]";
+ mes "Geil's...?";
+ mes "Alright, then";
+ mes "the person with";
+ mes "the third code";
+ mes "would be...?";
+ next;
+ switch(select("Muetro:Bankley")) {
+ case 1:
+ mes "[Dequ'ee]";
+ mes "Hans, Geil,";
+ mes "Muetro and Bankley.";
+ mes "So then the full";
+ mes "code would be...";
+ next;
+ mes "[Dequ'ee]";
+ mes " ";
+ mes "victkleyundncem";
+ mes "TheisWesomeof";
+ mes "ConBanfoevidehi";
+ mes "hekdlfiDrindkelsd";
+ next;
+ mes "[Dequ'ee]";
+ mes "No...";
+ mes "There's no way";
+ mes "I can decode it the";
+ mes "way it is now. Let's";
+ mes "try another combination.";
+ close;
break;
+ case 2:
+ mes "[Dequ'ee]";
+ mes "Hans, Geil,";
+ mes "Bankley and Muetro.";
+ mes "So then the full";
+ mes "code would be...";
+ next;
+ mes "[Dequ'ee]";
+ mes " ";
+ mes "victkleyundncem";
+ mes "TheisWesomeof";
+ mes "hekdlfiDrindkelsd";
+ mes "ConBanfoevidehi";
+ next;
+ mes "[Dequ'ee]";
+ mes "No...";
+ mes "There's no way";
+ mes "I can decode it the";
+ mes "way it is now. Let's";
+ mes "try another combination.";
+ close;
+ break;
+ }
+ break;
+ case 3:
+ mes "[Dequ'ee]";
+ mes "Bankley's...?";
+ mes "Alright, then";
+ mes "the person with";
+ mes "the third code";
+ mes "would be...?";
+ next;
+ switch(select("Muetro:Geil")) {
+ case 1:
+ mes "[Dequ'ee]";
+ mes "Hans, Bankley,";
+ mes "Muetro and Geil.";
+ mes "So then the full";
+ mes "code would be...";
+ next;
+ mes "[Dequ'ee]";
+ mes " ";
+ mes "victkleyundncem";
+ mes "hekdlfiDrindkelsd";
+ mes "ConBanfoevidehi";
+ mes "TheisWesomeof";
+ next;
+ mes "[Dequ'ee]";
+ mes "No...";
+ mes "There's no way";
+ mes "I can decode it the";
+ mes "way it is now. Let's";
+ mes "try another combination.";
+ close;
+ break;
+ case 2:
+ mes "[Dequ'ee]";
+ mes "Hans, Bankley,";
+ mes "Geil and Muetro.";
+ mes "So then the full";
+ mes "code would be...";
+ next;
+ mes "[Dequ'ee]";
+ mes " ";
+ mes "victkleyundncem";
+ mes "hekdlfiDrindkelsd";
+ mes "TheisWesomeof";
+ mes "ConBanfoevidehi";
+ next;
+ mes "[Dequ'ee]";
+ mes "No...";
+ mes "There's no way";
+ mes "I can decode it the";
+ mes "way it is now. Let's";
+ mes "try another combination.";
+ close;
+ break;
+ }
+ break;
}
break;
- case 3:
+ case 3:
mes "[Dequ'ee]";
mes "Okay, Geil's";
mes "code is what we'll";
@@ -1448,179 +1475,179 @@ if(tu_swordman == 16){
mes "code do you think";
mes "should go second?";
next;
- switch(select("Muetro", "Hans", "Bankley")){
- case 1:
- mes "[Dequ'ee]";
- mes "Muestro's...?";
- mes "Alright, then";
- mes "the person with";
- mes "the third code";
- mes "would be...?";
- next;
- switch(select("Hans", "Bankley")){
- case 1:
- mes "[Dequ'ee]";
- mes "Geil, Muetro,";
- mes "Hans and Bankley.";
- mes "So then the full";
- mes "code would be...";
- next;
- mes "[Dequ'ee]";
- mes " ";
- mes "TheisWesomeof";
- mes "ConBanfoevidehi";
- mes "victkleyundncem";
- mes "hekdlfiDrindkelsd";
- next;
- mes "[Dequ'ee]";
- mes "No...";
- mes "There's no way";
- mes "I can decode it the";
- mes "way it is now. Let's";
- mes "try... Wait!";
- next;
- mes "[Dequ'ee]";
- mes "I think that we";
- mes "can make sense of this";
- mes "thing! Give me a while";
- mes "to formulate an algorithm!";
- set tu_swordman, 17;
- close;
- break;
- case 2:
- mes "[Dequ'ee]";
- mes "Geil, Muetro,";
- mes "Bankley and Hans.";
- mes "So then the full";
- mes "code would be...";
- next;
- mes "[Dequ'ee]";
- mes " ";
- mes "TheisWesomeof";
- mes "ConBanfoevidehi";
- mes "hekdlfiDrindkelsd";
- mes "victkleyundncem";
- next;
- mes "[Dequ'ee]";
- mes "No...";
- mes "There's no way";
- mes "I can decode it the";
- mes "way it is now. Let's";
- mes "try another combination.";
- close;
- break;
- }
+ switch(select("Muetro:Hans:Bankley")) {
+ case 1:
+ mes "[Dequ'ee]";
+ mes "Muestro's...?";
+ mes "Alright, then";
+ mes "the person with";
+ mes "the third code";
+ mes "would be...?";
+ next;
+ switch(select("Hans:Bankley")) {
+ case 1:
+ mes "[Dequ'ee]";
+ mes "Geil, Muetro,";
+ mes "Hans and Bankley.";
+ mes "So then the full";
+ mes "code would be...";
+ next;
+ mes "[Dequ'ee]";
+ mes " ";
+ mes "TheisWesomeof";
+ mes "ConBanfoevidehi";
+ mes "victkleyundncem";
+ mes "hekdlfiDrindkelsd";
+ next;
+ mes "[Dequ'ee]";
+ mes "No...";
+ mes "There's no way";
+ mes "I can decode it the";
+ mes "way it is now. Let's";
+ mes "try... Wait!";
+ next;
+ mes "[Dequ'ee]";
+ mes "I think that we";
+ mes "can make sense of this";
+ mes "thing! Give me a while";
+ mes "to formulate an algorithm!";
+ set tu_swordman, 17;
+ close;
break;
case 2:
mes "[Dequ'ee]";
- mes "Han's...?";
- mes "Alright, then";
- mes "the person with";
- mes "the third code";
- mes "would be...?";
- next;
- switch(select("Muetro", "Bankley")){
- case 1:
- mes "[Dequ'ee]";
- mes "Geil, Hans,";
- mes "Muetro and Bankley.";
- mes "So then the full";
- mes "code would be...";
- next;
- mes "[Dequ'ee]";
- mes " ";
- mes "TheisWesomeof";
- mes "victkleyundncem";
- mes "ConBanfoevidehi";
- mes "hekdlfiDrindkelsd";
- next;
- mes "[Dequ'ee]";
- mes "No...";
- mes "There's no way";
- mes "I can decode it the";
- mes "way it is now. Let's";
- mes "try another combination.";
- close;
- break;
- case 2:
- mes "[Dequ'ee]";
- mes "Geil, Hans,";
- mes "Bankley and Muetro.";
- mes "So then the full";
- mes "code would be...";
- next;
- mes "[Dequ'ee]";
- mes " ";
- mes "TheisWesomeof";
- mes "victkleyundncem";
- mes "hekdlfiDrindkelsd";
- mes "ConBanfoevidehi";
- next;
- mes "[Dequ'ee]";
- mes "No...";
- mes "There's no way";
- mes "I can decode it the";
- mes "way it is now. Let's";
- mes "try another combination.";
- close;
- break;
- }
+ mes "Geil, Muetro,";
+ mes "Bankley and Hans.";
+ mes "So then the full";
+ mes "code would be...";
+ next;
+ mes "[Dequ'ee]";
+ mes " ";
+ mes "TheisWesomeof";
+ mes "ConBanfoevidehi";
+ mes "hekdlfiDrindkelsd";
+ mes "victkleyundncem";
+ next;
+ mes "[Dequ'ee]";
+ mes "No...";
+ mes "There's no way";
+ mes "I can decode it the";
+ mes "way it is now. Let's";
+ mes "try another combination.";
+ close;
break;
- case 3:
- mes "[Dequ'ee]";
- mes "Bankley's...?";
- mes "Alright, then";
- mes "the person with";
- mes "the third code";
- mes "would be...?";
- next;
- switch(select("Muetro", "Hans")){
- case 1:
- mes "[Dequ'ee]";
- mes "Geil, Bankley,";
- mes "Muetro and Hans.";
- mes "So then the full";
- mes "code would be...";
- next;
- mes "[Dequ'ee]";
- mes " ";
- mes "TheisWesomeof";
- mes "hekdlfiDrindkelsd";
- mes "ConBanfoevidehi";
- mes "victkleyundncem";
- next;
- mes "[Dequ'ee]";
- mes "No...";
- mes "There's no way";
- mes "I can decode it the";
- mes "way it is now. Let's";
- mes "try another combination.";
- close;
- break;
- case 2:
- mes "[Dequ'ee]";
- mes "Geil, Bankley,";
- mes "Hans and Muetro.";
- mes "So then the full";
- mes "code would be...";
- next;
- mes "[Dequ'ee]";
- mes " ";
- mes "TheisWesomeof";
- mes "hekdlfiDrindkelsd";
- mes "victkleyundncem";
- mes "ConBanfoevidehi";
- next;
- mes "[Dequ'ee]";
- mes "No...";
- mes "There's no way";
- mes "I can decode it the";
- mes "way it is now. Let's";
- mes "try another combination.";
- close;
- break;
- }
+ }
+ break;
+ case 2:
+ mes "[Dequ'ee]";
+ mes "Han's...?";
+ mes "Alright, then";
+ mes "the person with";
+ mes "the third code";
+ mes "would be...?";
+ next;
+ switch(select("Muetro:Bankley")) {
+ case 1:
+ mes "[Dequ'ee]";
+ mes "Geil, Hans,";
+ mes "Muetro and Bankley.";
+ mes "So then the full";
+ mes "code would be...";
+ next;
+ mes "[Dequ'ee]";
+ mes " ";
+ mes "TheisWesomeof";
+ mes "victkleyundncem";
+ mes "ConBanfoevidehi";
+ mes "hekdlfiDrindkelsd";
+ next;
+ mes "[Dequ'ee]";
+ mes "No...";
+ mes "There's no way";
+ mes "I can decode it the";
+ mes "way it is now. Let's";
+ mes "try another combination.";
+ close;
+ break;
+ case 2:
+ mes "[Dequ'ee]";
+ mes "Geil, Hans,";
+ mes "Bankley and Muetro.";
+ mes "So then the full";
+ mes "code would be...";
+ next;
+ mes "[Dequ'ee]";
+ mes " ";
+ mes "TheisWesomeof";
+ mes "victkleyundncem";
+ mes "hekdlfiDrindkelsd";
+ mes "ConBanfoevidehi";
+ next;
+ mes "[Dequ'ee]";
+ mes "No...";
+ mes "There's no way";
+ mes "I can decode it the";
+ mes "way it is now. Let's";
+ mes "try another combination.";
+ close;
+ break;
+ }
+ break;
+ case 3:
+ mes "[Dequ'ee]";
+ mes "Bankley's...?";
+ mes "Alright, then";
+ mes "the person with";
+ mes "the third code";
+ mes "would be...?";
+ next;
+ switch(select("Muetro:Hans")) {
+ case 1:
+ mes "[Dequ'ee]";
+ mes "Geil, Bankley,";
+ mes "Muetro and Hans.";
+ mes "So then the full";
+ mes "code would be...";
+ next;
+ mes "[Dequ'ee]";
+ mes " ";
+ mes "TheisWesomeof";
+ mes "hekdlfiDrindkelsd";
+ mes "ConBanfoevidehi";
+ mes "victkleyundncem";
+ next;
+ mes "[Dequ'ee]";
+ mes "No...";
+ mes "There's no way";
+ mes "I can decode it the";
+ mes "way it is now. Let's";
+ mes "try another combination.";
+ close;
break;
+ case 2:
+ mes "[Dequ'ee]";
+ mes "Geil, Bankley,";
+ mes "Hans and Muetro.";
+ mes "So then the full";
+ mes "code would be...";
+ next;
+ mes "[Dequ'ee]";
+ mes " ";
+ mes "TheisWesomeof";
+ mes "hekdlfiDrindkelsd";
+ mes "victkleyundncem";
+ mes "ConBanfoevidehi";
+ next;
+ mes "[Dequ'ee]";
+ mes "No...";
+ mes "There's no way";
+ mes "I can decode it the";
+ mes "way it is now. Let's";
+ mes "try another combination.";
+ close;
+ break;
+ }
+ break;
}
break;
case 4:
@@ -1631,254 +1658,258 @@ if(tu_swordman == 16){
mes "code do you think";
mes "should go second?";
next;
- switch(select("Muetro", "Hans", "Geil")){
+ switch(select("Muetro:Hans:Geil")) {
+ case 1:
+ mes "[Dequ'ee]";
+ mes "Muestro's...?";
+ mes "Alright, then";
+ mes "the person with";
+ mes "the third code";
+ mes "would be...?";
+ next;
+ switch(select("Hans:Geil")) {
case 1:
mes "[Dequ'ee]";
- mes "Muestro's...?";
- mes "Alright, then";
- mes "the person with";
- mes "the third code";
- mes "would be...?";
- next;
- switch(select("Hans", "Geil")){
- case 1:
- mes "[Dequ'ee]";
- mes "Bankley, Muetro,";
- mes "Hans and Geil.";
- mes "So then the full";
- mes "code would be...";
- next;
- mes "[Dequ'ee]";
- mes " ";
- mes "hekdlfiDrindkelsd";
- mes "ConBanfoevidehi";
- mes "victkleyundncem";
- mes "TheisWesomeof";
- next;
- mes "[Dequ'ee]";
- mes "No...";
- mes "There's no way";
- mes "I can decode it the";
- mes "way it is now. Let's";
- mes "try another combination.";
- close;
- break;
- case 2:
- mes "[Dequ'ee]";
- mes "Bankley, Muetro,";
- mes "Geil and Hans.";
- mes "So then the full";
- mes "code would be...";
- next;
- mes "[Dequ'ee]";
- mes " ";
- mes "hekdlfiDrindkelsd";
- mes "ConBanfoevidehi";
- mes "TheisWesomeof";
- mes "victkleyundncem";
- next;
- mes "[Dequ'ee]";
- mes "No...";
- mes "There's no way";
- mes "I can decode it the";
- mes "way it is now. Let's";
- mes "try another combination.";
- close;
- break;
- }
+ mes "Bankley, Muetro,";
+ mes "Hans and Geil.";
+ mes "So then the full";
+ mes "code would be...";
+ next;
+ mes "[Dequ'ee]";
+ mes " ";
+ mes "hekdlfiDrindkelsd";
+ mes "ConBanfoevidehi";
+ mes "victkleyundncem";
+ mes "TheisWesomeof";
+ next;
+ mes "[Dequ'ee]";
+ mes "No...";
+ mes "There's no way";
+ mes "I can decode it the";
+ mes "way it is now. Let's";
+ mes "try another combination.";
+ close;
break;
case 2:
mes "[Dequ'ee]";
- mes "Hans's...?";
- mes "Alright, then";
- mes "the person with";
- mes "the third code";
- mes "would be...?";
- next;
- switch(select("Muetro", "Geil")){
- case 1:
- mes "[Dequ'ee]";
- mes "Bankley, Hans,";
- mes "Muetro and Geil.";
- mes "So then the full";
- mes "code would be...";
- next;
- mes "[Dequ'ee]";
- mes " ";
- mes "hekdlfiDrindkelsd";
- mes "victkleyundncem";
- mes "ConBanfoevidehi";
- mes "TheisWesomeof";
- next;
- mes "[Dequ'ee]";
- mes "No...";
- mes "There's no way";
- mes "I can decode it the";
- mes "way it is now. Let's";
- mes "try another combination.";
- close;
- break;
- case 2:
- mes "[Dequ'ee]";
- mes "Bankley, Hans,";
- mes "Geil and Muetro.";
- mes "So then the full";
- mes "code would be...";
- mes " ";
- mes "hekdlfiDrindkelsd";
- mes "victkleyundncem";
- mes "TheisWesomeof";
- mes "ConBanfoevidehi";
- next;
- mes "[Dequ'ee]";
- mes "No...";
- mes "There's no way";
- mes "I can decode it the";
- mes "way it is now. Let's";
- mes "try another combination.";
- close;
- break;
- }
+ mes "Bankley, Muetro,";
+ mes "Geil and Hans.";
+ mes "So then the full";
+ mes "code would be...";
+ next;
+ mes "[Dequ'ee]";
+ mes " ";
+ mes "hekdlfiDrindkelsd";
+ mes "ConBanfoevidehi";
+ mes "TheisWesomeof";
+ mes "victkleyundncem";
+ next;
+ mes "[Dequ'ee]";
+ mes "No...";
+ mes "There's no way";
+ mes "I can decode it the";
+ mes "way it is now. Let's";
+ mes "try another combination.";
+ close;
break;
- case 3:
- mes "[Dequ'ee]";
- mes "Geil's...?";
- mes "Alright, then";
- mes "the person with";
- mes "the third code";
- mes "would be...?";
- next;
- switch(select("Muetro", "Hans")){
- case 1:
- mes "[Dequ'ee]";
- mes "Bankley, Geil,";
- mes "Muetro, and Hans.";
- mes "So then the full";
- mes "code would be...";
- next;
- mes "[Dequ'ee]";
- mes " ";
- mes "hekdlfiDrindkelsd";
- mes "TheisWesomeof";
- mes "ConBanfoevidehi";
- mes "victkleyundncem";
- next;
- mes "[Dequ'ee]";
- mes "No...";
- mes "There's no way";
- mes "I can decode it the";
- mes "way it is now. Let's";
- mes "try... Wait!";
- next;
- mes "[Dequ'ee]";
- mes "I think that we";
- mes "can make sense of this";
- mes "thing! Give me a while";
- mes "to formulate an algorithm!";
- set tu_swordman, 18;
- close;
- break;
- case 2:
- mes "[Dequ'ee]";
- mes "Bankley, Geil,";
- mes "Hans, Muetro.";
- mes "So then the full";
- mes "code would be...";
- next;
- mes "[Dequ'ee]";
- mes " ";
- mes "hekdlfiDrindkelsd";
- mes "TheisWesomeof";
- mes "victkleyundncem";
- mes "ConBanfoevidehi";
- next;
- mes "[Dequ'ee]";
- mes "No...";
- mes "There's no way";
- mes "I can decode it the";
- mes "way it is now. Let's";
- mes "try another combination.";
- close;
- break;
- }
- break;
+ }
+ break;
+ case 2:
+ mes "[Dequ'ee]";
+ mes "Hans's...?";
+ mes "Alright, then";
+ mes "the person with";
+ mes "the third code";
+ mes "would be...?";
+ next;
+ switch(select("Muetro:Geil")) {
+ case 1:
+ mes "[Dequ'ee]";
+ mes "Bankley, Hans,";
+ mes "Muetro and Geil.";
+ mes "So then the full";
+ mes "code would be...";
+ next;
+ mes "[Dequ'ee]";
+ mes " ";
+ mes "hekdlfiDrindkelsd";
+ mes "victkleyundncem";
+ mes "ConBanfoevidehi";
+ mes "TheisWesomeof";
+ next;
+ mes "[Dequ'ee]";
+ mes "No...";
+ mes "There's no way";
+ mes "I can decode it the";
+ mes "way it is now. Let's";
+ mes "try another combination.";
+ close;
+ break;
+ case 2:
+ mes "[Dequ'ee]";
+ mes "Bankley, Hans,";
+ mes "Geil and Muetro.";
+ mes "So then the full";
+ mes "code would be...";
+ mes " ";
+ mes "hekdlfiDrindkelsd";
+ mes "victkleyundncem";
+ mes "TheisWesomeof";
+ mes "ConBanfoevidehi";
+ next;
+ mes "[Dequ'ee]";
+ mes "No...";
+ mes "There's no way";
+ mes "I can decode it the";
+ mes "way it is now. Let's";
+ mes "try another combination.";
+ close;
+ break;
+ }
+ break;
+ case 3:
+ mes "[Dequ'ee]";
+ mes "Geil's...?";
+ mes "Alright, then";
+ mes "the person with";
+ mes "the third code";
+ mes "would be...?";
+ next;
+ switch(select("Muetro:Hans")) {
+ case 1:
+ mes "[Dequ'ee]";
+ mes "Bankley, Geil,";
+ mes "Muetro, and Hans.";
+ mes "So then the full";
+ mes "code would be...";
+ next;
+ mes "[Dequ'ee]";
+ mes " ";
+ mes "hekdlfiDrindkelsd";
+ mes "TheisWesomeof";
+ mes "ConBanfoevidehi";
+ mes "victkleyundncem";
+ next;
+ mes "[Dequ'ee]";
+ mes "No...";
+ mes "There's no way";
+ mes "I can decode it the";
+ mes "way it is now. Let's";
+ mes "try... Wait!";
+ next;
+ mes "[Dequ'ee]";
+ mes "I think that we";
+ mes "can make sense of this";
+ mes "thing! Give me a while";
+ mes "to formulate an algorithm!";
+ set tu_swordman, 18;
+ close;
+ break;
+ case 2:
+ mes "[Dequ'ee]";
+ mes "Bankley, Geil,";
+ mes "Hans, Muetro.";
+ mes "So then the full";
+ mes "code would be...";
+ next;
+ mes "[Dequ'ee]";
+ mes " ";
+ mes "hekdlfiDrindkelsd";
+ mes "TheisWesomeof";
+ mes "victkleyundncem";
+ mes "ConBanfoevidehi";
+ next;
+ mes "[Dequ'ee]";
+ mes "No...";
+ mes "There's no way";
+ mes "I can decode it the";
+ mes "way it is now. Let's";
+ mes "try another combination.";
+ close;
+ break;
+ }
+ break;
}
break;
+ }
}
-}
-
-if(tu_swordman == 15){
- set @hans$, "victkleyundncem";
- set @bang$, "hekdlfiDrindkelsd";
- set @mutr$, "ConBanfoevidehi";
- set @geil$, "TheisWesomeof";
- mes "[Dequ'ee]";
- mes "Ah, you're back.";
- mes "I've just got a new";
- mes "lead on the possible";
- mes "identity of the killer.";
- next;
- mes "[Dequ'ee]";
- mes "I've just heard that all our suspects have pieces of some";
- mes "sort of code. If we can put the code together and decipher it, we can figure out who the murderer might be.";
- next;
- mes "[Dequ'ee]";
- mes "Did you get all the codes";
- mes "from all the suspects? First,";
- mes "tell me the code that Hans had.";
- next;
- set @inputstr$, NULL;
- input @inputstr$;
- if(@inputstr$ == @hans$){
+ if(tu_swordman == 15){
+ set .@hans$, "victkleyundncem";
+ set .@bang$, "hekdlfiDrindkelsd";
+ set .@mutr$, "ConBanfoevidehi";
+ set .@geil$, "TheisWesomeof";
+ mes "[Dequ'ee]";
+ mes "Ah, you're back.";
+ mes "I've just got a new";
+ mes "lead on the possible";
+ mes "identity of the killer.";
+ next;
mes "[Dequ'ee]";
- mes "victkleyundncem?";
- mes "That's certainly";
- mes "strange sounding.";
- mes "Now, tell me Bankley's.";
- next;
- set @inputstr$, NULL;
- input @inputstr$;
- if(@inputstr$ == @bang$){
+ mes "I've just heard that all our suspects have pieces of some";
+ mes "sort of code. If we can put the code together and decipher it, we can figure out who the murderer might be.";
+ next;
+ mes "[Dequ'ee]";
+ mes "Did you get all the codes";
+ mes "from all the suspects? First,";
+ mes "tell me the code that Hans had.";
+ next;
+ input .@inputstr$;
+ if(.@inputstr$ == .@hans$){
mes "[Dequ'ee]";
- mes "hekdlfiDrindkelsd..";
- mes "What the hell is that...?";
- mes "It's certainly cryptic.";
- mes "What about Muetro's?";
- next;
- set @inputstr$, NULL;
- input @inputstr$;
- if(@inputstr$ == @mutr$){
+ mes "victkleyundncem?";
+ mes "That's certainly";
+ mes "strange sounding.";
+ mes "Now, tell me Bankley's.";
+ next;
+ input .@inputstr$;
+ if(.@inputstr$ == .@bang$){
mes "[Dequ'ee]";
- mes "ConBanfoevidehi.";
- mes "This is going to";
- mes "be tough to figure";
- mes "out. Alright, now";
- mes "tell me Geil's.";
+ mes "hekdlfiDrindkelsd..";
+ mes "What the hell is that...?";
+ mes "It's certainly cryptic.";
+ mes "What about Muetro's?";
next;
- set @inputstr$, NULL;
- input @inputstr$;
- if(@inputstr$ == @geil$){
- mes "[Dequ'ee]";
- mes "TheisWesomeof...";
- mes "Alright, great.";
- mes "Now all we have to";
- mes "do is figure out what";
- mes "all of this means.";
- next;
+ input .@inputstr$;
+ if(.@inputstr$ == .@mutr$){
mes "[Dequ'ee]";
+ mes "ConBanfoevidehi.";
mes "This is going to";
- mes "be really difficult.";
- mes "Do you have any ideas?";
- mes "We have to figure this";
- mes "out, it's the only clue";
- mes "that we have...";
- set tu_swordman, 16;//Check
- close;
+ mes "be tough to figure";
+ mes "out. Alright, now";
+ mes "tell me Geil's.";
+ next;
+ input .@inputstr$;
+ if(.@inputstr$ == .@geil$){
+ mes "[Dequ'ee]";
+ mes "TheisWesomeof...";
+ mes "Alright, great.";
+ mes "Now all we have to";
+ mes "do is figure out what";
+ mes "all of this means.";
+ next;
+ mes "[Dequ'ee]";
+ mes "This is going to";
+ mes "be really difficult.";
+ mes "Do you have any ideas?";
+ mes "We have to figure this";
+ mes "out, it's the only clue";
+ mes "that we have...";
+ set tu_swordman, 16;
+ changequest 8223,8224;
+ close;
+ } else {
+ mes "[Dequ'ee]";
+ mes "...Are you sure that you heard";
+ mes "him right? Why don't you go check it out again?";
+ close;
+ }
} else {
+
mes "[Dequ'ee]";
mes "...Are you sure that you heard";
mes "him right? Why don't you go check it out again?";
close;
+
}
} else {
mes "[Dequ'ee]";
@@ -1887,203 +1918,195 @@ if(tu_swordman == 15){
close;
}
} else {
+
mes "[Dequ'ee]";
- mes "...Are you sure that you heard";
- mes "him right? Why don't you go check it out again?";
+ mes "Are you sure that's right?";
+ mes "No, no, I don't think it is.";
+ mes "Would you check that code and interrogate the suspects again";
+ mes "if you need to?";
close;
+
}
- } else {
+ }
+ if(tu_swordman == 14){
mes "[Dequ'ee]";
- mes "Are you sure that's right?";
- mes "No, no, I don't think it is.";
- mes "Would you check that code and interrogate the suspects again";
- mes "if you need to?";
+ mes "Didn't I ask you";
+ mes "to interrogate the";
+ mes "suspects over in Morroc?";
+ mes "We need to finish this";
+ mes "investigation as soon";
+ mes "as possible!";
close;
}
-}
-
-if(tu_swordman == 14){
- mes "[Dequ'ee]";
- mes "Didn't I ask you";
- mes "to interrogate the";
- mes "suspects over in Morroc?";
- mes "We need to finish this";
- mes "investigation as soon";
- mes "as possible!";
- close;
-}
-
-if(tu_swordman == 13){
- mes "[Dequ'ee]";
- mes "Ah, you're here!";
- mes "Shurank must have";
- mes "asked you to help me.";
- mes "I really appreciate that.";
- next;
- mes "[Dequ'ee]";
- mes "As you've probably figured out, I'm currently investigating a murder. Basically, I want you to help me figure out who the killer is.";
- next;
- mes "[Dequ'ee]";
- mes "As for the victim, well, that's classified information. You understand, don't you?";
- next;
- mes "[Dequ'ee]";
- mes "Now, I want you to go to Morroc and interrogate four suspects. Their names are ^5D478BMuetro^000000, ^5D478BGeil^000000, ^5D478BHans^000000";
- mes "and ^5D478BBankley^000000. It shouldn't be too difficult.";
- next;
- mes "[Dequ'ee]";
- mes "After you speak to all of them, come back and report to me. And it's especially important that you remember or write down any important clues you might get";
- mes "from our suspects.";
- next;
- mes "[Dequ'ee]";
- mes "Also, keep in mind that this is a special mission for the Swordman Association. So keep everything you learn a secret. Understood?";
- next;
- mes "[Dequ'ee]";
- mes "Now go and see if you can learn anything from Muetro, Geil, Hans and Bankley. We've got to figure out the killer's identity as soon as we can!";
- next;
- mes "[Dequ'ee]";
- mes "Oh wait...";
- mes "Morroc is a little far. Alright, I'll drop you off somewhere";
- mes "near that city.";
- next;
- set tu_swordman, 14;
- warp "moc_fild07",359,201;
- close;
-}
-
-if((tu_swordman > 7) && (tu_swordman < 13)){
- mes "[Dequ'ee]";
- mes "Hmm...";
- mes "Still receiving";
- mes "special training";
- mes "from Shurank?";
- next;
- mes "[Dequ'ee]";
- mes "That's great.";
- mes "Swordmen nowadays are getting sloppier and sloppier. Someone has to keep the new guys in line and on their toes!";
- close;
-}
-
-if(tu_swordman == 7){
- mes "[Dequ'ee]";
- mes "What are you";
- mes "still doing here?";
- mes "Go and deliver my";
- mes "message to Shurank.";
- next;
- mes "[Dequ'ee]";
- mes "Let him now that we aren't";
- mes "sure of the killer's identity,";
- mes "but we have a list of suspects.";
- mes "Sooner or later, we'll figure";
- mes "out who he is.";
- close;
-}
-
-if(tu_swordman == 6){
- mes "[Dequ'ee]";
- mes "Ah...!";
- mes "Are you the Swordman";
- mes "sent by Shurank? Good,";
- mes "I've been waiting...";
- next;
- mes "[Dequ'ee]";
- mes "Now tell me...";
- mes "What message does";
- mes "Shurank have for me?";
- next;
- switch(select("Killer...", "Murderer...")){
+ if(tu_swordman == 13){
+ mes "[Dequ'ee]";
+ mes "Ah, you're here!";
+ mes "Shurank must have";
+ mes "asked you to help me.";
+ mes "I really appreciate that.";
+ next;
+ mes "[Dequ'ee]";
+ mes "As you've probably figured out, I'm currently investigating a murder. Basically, I want you to help me figure out who the killer is.";
+ next;
+ mes "[Dequ'ee]";
+ mes "As for the victim, well, that's classified information. You understand, don't you?";
+ next;
+ mes "[Dequ'ee]";
+ mes "Now, I want you to go to Morroc and interrogate four suspects. Their names are ^5D478BMuetro^000000, ^5D478BGeil^000000, ^5D478BHans^000000";
+ mes "and ^5D478BBankley^000000. It shouldn't be too difficult.";
+ next;
+ mes "[Dequ'ee]";
+ mes "After you speak to all of them, come back and report to me. And it's especially important that you remember or write down any important clues you might get";
+ mes "from our suspects.";
+ next;
+ mes "[Dequ'ee]";
+ mes "Also, keep in mind that this is a special mission for the Swordman Association. So keep everything you learn a secret. Understood?";
+ next;
+ mes "[Dequ'ee]";
+ mes "Now go and see if you can learn anything from Muetro, Geil, Hans and Bankley. We've got to figure out the killer's identity as soon as we can!";
+ next;
+ mes "[Dequ'ee]";
+ mes "Oh wait...";
+ mes "Morroc is a little far. Alright, I'll drop you off somewhere";
+ mes "near that city.";
+ next;
+ set tu_swordman, 14;
+ changequest 8222,8223;
+ warp "moc_fild07",359,201;
+ close;
+ }
+ if((tu_swordman > 7) && (tu_swordman < 13)){
+ mes "[Dequ'ee]";
+ mes "Hmm...";
+ mes "Still receiving";
+ mes "special training";
+ mes "from Shurank?";
+ next;
+ mes "[Dequ'ee]";
+ mes "That's great.";
+ mes "Swordmen nowadays are getting sloppier and sloppier. Someone has to keep the new guys in line and on their toes!";
+ close;
+ }
+ if(tu_swordman == 7){
+ mes "[Dequ'ee]";
+ mes "What are you";
+ mes "still doing here?";
+ mes "Go and deliver my";
+ mes "message to Shurank.";
+ next;
+ mes "[Dequ'ee]";
+ mes "Let him now that we aren't";
+ mes "sure of the killer's identity,";
+ mes "but we have a list of suspects.";
+ mes "Sooner or later, we'll figure";
+ mes "out who he is.";
+ close;
+ }
+ if(tu_swordman == 6){
+ mes "[Dequ'ee]";
+ mes "Ah...!";
+ mes "Are you the Swordman";
+ mes "sent by Shurank? Good,";
+ mes "I've been waiting...";
+ next;
+ mes "[Dequ'ee]";
+ mes "Now tell me...";
+ mes "What message does";
+ mes "Shurank have for me?";
+ next;
+ switch(select("Killer...:Murderer...")) {
case 1:
mes "[" + strcharinfo(0) + "]";
mes "What happened";
mes "to the killer?";
next;
- switch(select("Who he is...", "Who is behind...")){
+ switch(select("Who he is...:Who is behind...")) {
+ case 1:
+ mes "[" + strcharinfo(0) + "]";
+ mes "Did you find";
+ mes "out who he is?";
+ mes "If you did...";
+ next;
+ switch(select("Why are we...:What are we...")) {
case 1:
mes "[" + strcharinfo(0) + "]";
- mes "Did you find";
- mes "out who he is?";
- mes "If you did...";
- next;
- switch(select("Why are we...", "What are we...")){
- case 1:
- mes "[" + strcharinfo(0) + "]";
- mes "Why are sitting";
- mes "around, doing nothing?!";
- next;
- mes "[Dequ'ee]";
- mes "So Shurank is asking,";
- mes "'What happened to the killer?";
- mes "Did you find out who he is? If you did, why are we sitting around, doing nothing?'";
- next;
- mes "[Dequ'ee]";
- mes "Hmm...";
- mes "That doesn't seem to";
- mes "be the message I'm supposed to receive from Shurack. I need his exact message or I can't send";
- mes "a response...";
- close;
- break;
- case 2:
- mes "[" + strcharinfo(0) + "]";
- mes "What are we";
- mes "supposed to do now?";
- next;
- mes "[Dequ'ee]";
- mes "So Shurank is asking,";
- mes "'What happened to the killer?";
- mes "Did you find out who he is? If you did, what are we supposed to do now?'";
- next;
- mes "[Dequ'ee]";
- mes "Hmm...";
- mes "That doesn't seem to";
- mes "be the message I'm supposed to receive from Shurack. I need his exact message or I can't send";
- mes "a response...";
- close;
- break;
- }
+ mes "Why are sitting";
+ mes "around, doing nothing?!";
+ next;
+ mes "[Dequ'ee]";
+ mes "So Shurank is asking,";
+ mes "'What happened to the killer?";
+ mes "Did you find out who he is? If you did, why are we sitting around, doing nothing?'";
+ next;
+ mes "[Dequ'ee]";
+ mes "Hmm...";
+ mes "That doesn't seem to";
+ mes "be the message I'm supposed to receive from Shurack. I need his exact message or I can't send";
+ mes "a response...";
+ close;
break;
case 2:
mes "[" + strcharinfo(0) + "]";
- mes "Did you figure out";
- mes "who's behind all this?";
- mes "If you did...";
- next;
- switch(select("Why are we...", "What are we...")){
- case 1:
- mes "[" + strcharinfo(0) + "]";
- mes "Why are sitting";
- mes "around, doing nothing?!";
- next;
- mes "[Dequ'ee]";
- mes "So Shurank is asking,";
- mes "'What happened to the killer?";
- mes "Did you figure out who's behind all this? If you did, why are we sitting around, doing nothing?'";
- next;
- mes "[Dequ'ee]";
- mes "Hmm...";
- mes "That doesn't seem to";
- mes "be the message I'm supposed to receive from Shurack. I need his exact message or I can't send";
- mes "a response...";
- close;
- break;
- case 2:
- mes "[" + strcharinfo(0) + "]";
- mes "What are we";
- mes "supposed to do now?";
- next;
- mes "[Dequ'ee]";
- mes "So Shurank is asking,";
- mes "'What happened to the killer?";
- mes "Did you figure out who's behind all this? If you did, what are we supposed to do now?'";
- next;
- mes "[Dequ'ee]";
- mes "Hmm...";
- mes "That doesn't seem to";
- mes "be the message I'm supposed to receive from Shurack. I need his exact message or I can't send";
- mes "a response...";
- close;
- break;
- }
+ mes "What are we";
+ mes "supposed to do now?";
+ next;
+ mes "[Dequ'ee]";
+ mes "So Shurank is asking,";
+ mes "'What happened to the killer?";
+ mes "Did you find out who he is? If you did, what are we supposed to do now?'";
+ next;
+ mes "[Dequ'ee]";
+ mes "Hmm...";
+ mes "That doesn't seem to";
+ mes "be the message I'm supposed to receive from Shurack. I need his exact message or I can't send";
+ mes "a response...";
+ close;
break;
+ }
+ break;
+ case 2:
+ mes "[" + strcharinfo(0) + "]";
+ mes "Did you figure out";
+ mes "who's behind all this?";
+ mes "If you did...";
+ next;
+ switch(select("Why are we...:What are we...")) {
+ case 1:
+ mes "[" + strcharinfo(0) + "]";
+ mes "Why are sitting";
+ mes "around, doing nothing?!";
+ next;
+ mes "[Dequ'ee]";
+ mes "So Shurank is asking,";
+ mes "'What happened to the killer?";
+ mes "Did you figure out who's behind all this? If you did, why are we sitting around, doing nothing?'";
+ next;
+ mes "[Dequ'ee]";
+ mes "Hmm...";
+ mes "That doesn't seem to";
+ mes "be the message I'm supposed to receive from Shurack. I need his exact message or I can't send";
+ mes "a response...";
+ close;
+ break;
+ case 2:
+ mes "[" + strcharinfo(0) + "]";
+ mes "What are we";
+ mes "supposed to do now?";
+ next;
+ mes "[Dequ'ee]";
+ mes "So Shurank is asking,";
+ mes "'What happened to the killer?";
+ mes "Did you figure out who's behind all this? If you did, what are we supposed to do now?'";
+ next;
+ mes "[Dequ'ee]";
+ mes "Hmm...";
+ mes "That doesn't seem to";
+ mes "be the message I'm supposed to receive from Shurack. I need his exact message or I can't send";
+ mes "a response...";
+ close;
+ break;
+ }
+ break;
}
break;
case 2:
@@ -2091,127 +2114,128 @@ if(tu_swordman == 6){
mes "What happened";
mes "to the murderer?";
next;
- switch(select("Who he is...", "Who is behind...")){
+ switch(select("Who he is...:Who is behind...")) {
+ case 1:
+ mes "[" + strcharinfo(0) + "]";
+ mes "Did you find";
+ mes "out who he is?";
+ mes "If you did...";
+ next;
+ switch(select("Why are we...:What are we...")) {
case 1:
mes "[" + strcharinfo(0) + "]";
- mes "Did you find";
- mes "out who he is?";
- mes "If you did...";
- next;
- switch(select("Why are we...", "What are we...")){
- case 1:
- mes "[" + strcharinfo(0) + "]";
- mes "Why are sitting";
- mes "around, doing nothing?!";
- next;
- mes "[Dequ'ee]";
- mes "So Shurank is asking,";
- mes "'What happened to the";
- mes "murderer? Did you find";
- mes "out who he is? If you did,";
- mes "why are we sitting around,";
- mes "doing nothing?'";
- next;
- mes "[Dequ'ee]";
- mes "Hmm...";
- mes "That doesn't seem to";
- mes "be the message I'm supposed to receive from Shurack. I need his exact message or I can't send";
- mes "a response...";
- close;
- break;
- case 2:
- mes "[" + strcharinfo(0) + "]";
- mes "What are we";
- mes "supposed to do now?";
- next;
- mes "[Dequ'ee]";
- mes "So Shurank is asking,";
- mes "'What happened to the";
- mes "murderer? Did you find";
- mes "out who he is? If you did,";
- mes "what are we supposed to do now?'";
- next;
- mes "[Dequ'ee]";
- mes "Hmm...";
- mes "I understand";
- mes "his concerns.";
- mes "Alright, now please";
- mes "give him this answer.";
- next;
- mes "[Dequ'ee]";
- mes "We haven't found";
- mes "out who the murderer";
- mes "is for sure. However,";
- mes "we have a list of suspects";
- mes "and we'll figure it out soon.";
- next;
- mes "[Dequ'ee]";
- mes "Thank you for taking the trouble to come this far. Let me reward you with some experience points.";
- set tu_swordman, 7;
- getexp 1120,0;
- next;
- mes "[Dequ'ee]";
- mes "Take care";
- mes "of yourself,";
- mes "brave Swordman.";
- next;
- warp "izlude",35,78;
- close;
- break;
- }
+ mes "Why are sitting";
+ mes "around, doing nothing?!";
+ next;
+ mes "[Dequ'ee]";
+ mes "So Shurank is asking,";
+ mes "'What happened to the";
+ mes "murderer? Did you find";
+ mes "out who he is? If you did,";
+ mes "why are we sitting around,";
+ mes "doing nothing?'";
+ next;
+ mes "[Dequ'ee]";
+ mes "Hmm...";
+ mes "That doesn't seem to";
+ mes "be the message I'm supposed to receive from Shurack. I need his exact message or I can't send";
+ mes "a response...";
+ close;
break;
case 2:
mes "[" + strcharinfo(0) + "]";
- mes "Did you figure out";
- mes "who's behind all this?";
- mes "If you did...";
- next;
- switch(select("Why are we...", "What are we...")){
- case 1:
- mes "[" + strcharinfo(0) + "]";
- mes "Why are sitting";
- mes "around, doing nothing?!";
- next;
- mes "[Dequ'ee]";
- mes "So Shurank is asking,";
- mes "'What happened to the";
- mes "murderer? Did you figure";
- mes "out who's behind all this?";
- mes "If you did, why are we sitting around, doing nothing?'";
- next;
- mes "[Dequ'ee]";
- mes "Hmm...";
- mes "That doesn't seem to";
- mes "be the message I'm supposed to receive from Shurack. I need his exact message or I can't send";
- mes "a response...";
- close;
- break;
- case 2:
- mes "[" + strcharinfo(0) + "]";
- mes "What are we";
- mes "supposed to do now?";
- next;
- mes "[Dequ'ee]";
- mes "So Shurank is asking,";
- mes "'What happened to the";
- mes "murderer? Did you figure";
- mes "out who's behind all this?";
- mes "If you did, what are we";
- mes "supposed to do now?";
- next;
- mes "[Dequ'ee]";
- mes "Hmm...";
- mes "That doesn't seem to";
- mes "be the message I'm supposed to receive from Shurack. I need his exact message or I can't send";
- mes "a response...";
- close;
- break;
- }
+ mes "What are we";
+ mes "supposed to do now?";
+ next;
+ mes "[Dequ'ee]";
+ mes "So Shurank is asking,";
+ mes "'What happened to the";
+ mes "murderer? Did you find";
+ mes "out who he is? If you did,";
+ mes "what are we supposed to do now?'";
+ next;
+ mes "[Dequ'ee]";
+ mes "Hmm...";
+ mes "I understand";
+ mes "his concerns.";
+ mes "Alright, now please";
+ mes "give him this answer.";
+ next;
+ mes "[Dequ'ee]";
+ mes "We haven't found";
+ mes "out who the murderer";
+ mes "is for sure. However,";
+ mes "we have a list of suspects";
+ mes "and we'll figure it out soon.";
+ next;
+ mes "[Dequ'ee]";
+ mes "Thank you for taking the trouble to come this far. Let me reward you with some experience points.";
+ set tu_swordman, 7;
+ changequest 8216,8217;
+ getexp 1120,0;
+ next;
+ mes "[Dequ'ee]";
+ mes "Take care";
+ mes "of yourself,";
+ mes "brave Swordman.";
+ next;
+ warp "izlude",35,78;
+ close;
+ break;
+ }
+ break;
+ case 2:
+ mes "[" + strcharinfo(0) + "]";
+ mes "Did you figure out";
+ mes "who's behind all this?";
+ mes "If you did...";
+ next;
+ switch(select("Why are we...:What are we...")) {
+ case 1:
+ mes "[" + strcharinfo(0) + "]";
+ mes "Why are sitting";
+ mes "around, doing nothing?!";
+ next;
+ mes "[Dequ'ee]";
+ mes "So Shurank is asking,";
+ mes "'What happened to the";
+ mes "murderer? Did you figure";
+ mes "out who's behind all this?";
+ mes "If you did, why are we sitting around, doing nothing?'";
+ next;
+ mes "[Dequ'ee]";
+ mes "Hmm...";
+ mes "That doesn't seem to";
+ mes "be the message I'm supposed to receive from Shurack. I need his exact message or I can't send";
+ mes "a response...";
+ close;
+ break;
+ case 2:
+ mes "[" + strcharinfo(0) + "]";
+ mes "What are we";
+ mes "supposed to do now?";
+ next;
+ mes "[Dequ'ee]";
+ mes "So Shurank is asking,";
+ mes "'What happened to the";
+ mes "murderer? Did you figure";
+ mes "out who's behind all this?";
+ mes "If you did, what are we";
+ mes "supposed to do now?";
+ next;
+ mes "[Dequ'ee]";
+ mes "Hmm...";
+ mes "That doesn't seem to";
+ mes "be the message I'm supposed to receive from Shurack. I need his exact message or I can't send";
+ mes "a response...";
+ close;
break;
+ }
+ break;
}
break;
+ }
}
-}
mes "Hmm...?";
mes "Do you have any";
@@ -2224,7 +2248,6 @@ morocc_in,51,101,3 script Geil 89,{
mes "[Geil]";
if(tu_swordman == 15){
mes "Were you sent by the authorities? Quit giving me such a hard time! I'm not the murderer! I don't even know who was killed. I'm not the one you're looking for!";
-
next;
mes "[Geil]";
mes "Sure, some weird";
@@ -2243,7 +2266,6 @@ morocc_in,51,101,3 script Geil 89,{
}
if(tu_swordman == 14){
mes "Were you sent by the authorities? Quit giving me such a hard time! I'm not the murderer! I don't even know who was killed. I'm not the one you're looking for!";
-
next;
mes "[Geil]";
mes "Sure, some weird";
@@ -2367,7 +2389,7 @@ morocc,240,72,3 script Hans 86,{
mes "But I don't think I can be of any help to you. Right now, it seems that I've got problems of my own...";
close;
}
-
+
//=================================================Bankley====================================================
morocc_in,12,156,3 script Bankley 97,{
if(tu_swordman > 19){
@@ -2385,6 +2407,7 @@ morocc_in,12,156,3 script Bankley 97,{
mes "^3355FFBankley had a sad, pitiable expression on his face. Since the color is still fresh in his cheeks, he died only a little while ago.";
mes "^3355FFThere is a long, deep wound in his chest, and a blood drenched knife is clenched in his right hand.^000000";
set tu_swordman, 20;
+ changequest 8225,8226;
close;
}
mes "[Bankley]";
diff --git a/npc/quests/first_class/tu_thief01.txt b/npc/quests/first_class/tu_thief01.txt
index a6f700ad5..10b0247a2 100644
--- a/npc/quests/first_class/tu_thief01.txt
+++ b/npc/quests/first_class/tu_thief01.txt
@@ -3,7 +3,7 @@
//===== By: ==================================================
//= Fix up by Jukka
//===== Current Version: =====================================
-//= 1.3
+//= 1.4
//===== Compatible With: =====================================
//= eAthena SVN (Testet in Trunk 88xx)
//===== Description: =========================================
@@ -14,6 +14,7 @@
//= TODO: Test, Add correct misceffects numbers
//= 1.2 Fixed experience gains to match upcoming rate adjustments. [SinSloth]
//= 1.3 Fixed a few minor mistakes [Playtester]
+//= 1.4 Misc. updates. [L0ne_W0lf]
//============================================================
//=================================================Thief Trainer====================================================
@@ -88,7 +89,7 @@ moc_ruins,66,164,4 script Thief Trainer#T 84,{
mes "So if you're feeling like the damage you're making is pretty weak, you might want more stat points in ^2F4F2FSTR^000000. How high your raise your own STR is really up to you.";
set tu_thief01, 1;
getexp 200,100;
- //misceffect EF_HIT5;
+ specialeffect2 EF_HIT5;
close;
break;
case 2:
@@ -105,7 +106,7 @@ moc_ruins,66,164,4 script Thief Trainer#T 84,{
mes "also increase your attack damage, but they're insignificant compared to STR. I repeat: ^660000insignificant^000000.";
set tu_thief01, 1;
getexp 400,200;
- //misceffect EF_HIT5;
+ specialeffect2 EF_HIT5;
close;
break;
case 3:
@@ -121,7 +122,7 @@ moc_ruins,66,164,4 script Thief Trainer#T 84,{
mes "So if you're feeling like the damage you're making is pretty weak, you might want more stat points in ^2F4F2FSTR^000000. How high your raise your own STR is really up to you.";
set tu_thief01, 1;
getexp 200,100;
- //misceffect EF_HIT5;
+ specialeffect2 EF_HIT5;
close;
break;
}
@@ -137,22 +138,22 @@ moc_ruins,66,164,4 script Thief Trainer#T 84,{
} else if(tu_thief01 == 2){
mes "Okay, let me see your skills. You know you gotta change your battle strategy depending on what skills you have, right? Skills are just as important as stats!";
next;
- set @chk_th_skill1, getskilllv("TF_DOUBLE");
- set @chk_th_skill2, getskilllv("TF_MISS");
- set @chk_th_skill3, getskilllv("TF_STEAL");
- set @chk_th_skill4, getskilllv("TF_HIDING");
- set @chk_th_skill5, getskilllv("TF_POISON");
- set @chk_th_skill6, getskilllv("TF_DETOXIFY");
+ set .@chk_th_skill1, getskilllv("TF_DOUBLE");
+ set .@chk_th_skill2, getskilllv("TF_MISS");
+ set .@chk_th_skill3, getskilllv("TF_STEAL");
+ set .@chk_th_skill4, getskilllv("TF_HIDING");
+ set .@chk_th_skill5, getskilllv("TF_POISON");
+ set .@chk_th_skill6, getskilllv("TF_DETOXIFY");
- if(@chk_th_skill1 == 0 && @chk_th_skill2 == 0 && @chk_th_skill3 == 0 && @chk_th_skill4 == 0 && @chk_th_skill5 == 0 && @chk_th_skill6 == 0){
+ if(.@chk_th_skill1 == 0 && .@chk_th_skill2 == 0 && .@chk_th_skill3 == 0 && .@chk_th_skill4 == 0 && .@chk_th_skill5 == 0 && .@chk_th_skill6 == 0){
mes "[Yierhan]";
mes "You haven't learned any skills yet? Come on, it's your skills that'll set you apart from Novices and everyone else!";
close;
} else {
- if(@chk_th_skill1 > 0){
+ if(.@chk_th_skill1 > 0){
mes "[Yierhan]";
mes "Ah, so you've learned";
- mes "Level "+@chk_th_skill1+" Double Attack.";
+ mes "Level "+.@chk_th_skill1+" Double Attack.";
mes "Nice! This skill gives you the chance to attack twice in one";
mes "attack. Wicked!";
next;
@@ -160,10 +161,10 @@ moc_ruins,66,164,4 script Thief Trainer#T 84,{
mes "It's a Passive skill, so it's always in effect and won't have to use any SP to use it. The higher your Double Attack skill level, the more double attacks you'll do.";
next;
}
- if(@chk_th_skill2 > 0){
+ if(.@chk_th_skill2 > 0){
mes "[Yierhan]";
mes "Let's see...";
- mes "Level "+@chk_th_skill2+" Increase Dodge?";
+ mes "Level "+.@chk_th_skill2+" Increase Dodge?";
mes "That increases your Flee Rate, meaning you've got a better chance of dodging attacks from your enemies.";
next;
mes "[Yierhan]";
@@ -171,10 +172,10 @@ moc_ruins,66,164,4 script Thief Trainer#T 84,{
mes "effect. If you don't like to bruise, this is your skill.";
next;
}
- if(@chk_th_skill3 > 0){
+ if(.@chk_th_skill3 > 0){
mes "[Yierhan]";
mes "Whoa, so you've";
- mes "got Level "+@chk_th_skill3+" Steal~";
+ mes "got Level "+.@chk_th_skill3+" Steal~";
mes "Now that's the skill which gives our job its name! You can't use";
mes "it against people, though...";
next;
@@ -182,10 +183,10 @@ moc_ruins,66,164,4 script Thief Trainer#T 84,{
mes "But you can use Steal to take items from monsters. If you're lucky, you can get some good items that way. Oh, and Steal doesn't affect monster drop rates.";
next;
}
- if(@chk_th_skill4 > 0){
+ if(.@chk_th_skill4 > 0){
mes "[Yierhan]";
mes "You've learned";
- mes "Level "+@chk_th_skill4+" Hiding?";
+ mes "Level "+.@chk_th_skill4+" Hiding?";
mes "Let's see, you can only learn";
mes "that after learning the Steal skill up to a certain level.";
next;
@@ -197,10 +198,10 @@ moc_ruins,66,164,4 script Thief Trainer#T 84,{
mes "Certain monsters will still be able to find you, no matter how well you hide. There are even a few monsters that can flush you out of hiding!";
next;
}
- if(@chk_th_skill5 > 0){
+ if(.@chk_th_skill5 > 0){
mes "[Yierhan]";
mes "Alright, I see that you";
- mes "know Level "+@chk_th_skill5+" Envenom.";
+ mes "know Level "+.@chk_th_skill5+" Envenom.";
mes "You like being dangerous,";
mes "don't you?";
next;
@@ -213,9 +214,9 @@ moc_ruins,66,164,4 script Thief Trainer#T 84,{
mes "If the monster's too strong for you, you might not be able to poison it. So don't go crazy.";
next;
}
- if(@chk_th_skill6 > 0){
+ if(.@chk_th_skill6 > 0){
mes "[Yierhan]";
- mes "Level "+@chk_th_skill6+" Detoxify.";
+ mes "Level "+.@chk_th_skill6+" Detoxify.";
mes "If you took the trouble to learn that, you must be the cautious";
mes "type or something.";
next;
@@ -232,7 +233,7 @@ moc_ruins,66,164,4 script Thief Trainer#T 84,{
mes "I can explain real quick.";
set tu_thief01, 3;
getexp BaseLevel*30,BaseLevel*15;
- //misceffect EF_HIT5;//CHECK
+ specialeffect2 EF_HIT5;
close;
} else if(tu_thief01 == 3){
mes "So...";
@@ -243,15 +244,15 @@ moc_ruins,66,164,4 script Thief Trainer#T 84,{
mes "already know?";
next;
while(1){
- switch(select("Double Attack:Increase Dodge:Steal:Hiding:Envenom:Detoxify:Cancel")){
- case 1:
+ switch(select("Double Attack:Increase Dodge:Steal:Hiding:Envenom:Detoxify:I know enough.")) {
+ case 1:
mes "[Yierhan]";
mes "Just like its name,";
mes "Double Attack gives your attacks the chance to be a double attack, two strikes in one blow.";
next;
mes "[Yierhan]";
mes "It's a Passive skill, so it's always in effect and won't have to use any SP to use it. The higher your Double Attack skill level, the more double attacks you'll do.";
- set @read_d, 1;
+ set .@read_d, 1;
next;
break;
case 2:
@@ -266,7 +267,7 @@ moc_ruins,66,164,4 script Thief Trainer#T 84,{
mes "[Yierhan]";
mes "Just like the Double Attack skill, Increase Dodge is a Passive skill. It won't use SP and it's always in";
mes "effect. If you don't like to bruise, this is your skill.";
- set @read_f, 1;
+ set .@read_f, 1;
next;
break;
case 3:
@@ -274,10 +275,10 @@ moc_ruins,66,164,4 script Thief Trainer#T 84,{
mes "Steal is an Active Skill that has the chance of nabbing you some";
mes "free items! You can't use it against other people, though.";
next;
- //misceffect EF_STEAL;
+ specialeffect2 EF_STEAL;
mes "[Yierhan]";
mes "But you can use Steal to take items from monsters! If you're lucky, you can get some good items that way. Oh, and Steal doesn't affect monster drop rates.";
- set @read_s, 1;
+ set .@read_s, 1;
next;
break;
case 4:
@@ -290,10 +291,10 @@ moc_ruins,66,164,4 script Thief Trainer#T 84,{
next;
mes "[Yierhan]";
mes "Certain monsters will still be able to find you, no matter how well you hide. There are even a few monsters that can flush you out of hiding!";
- set @read_p, 1;
+ set .@read_p, 1;
next;
break;
- case 5:
+ case 5:
mes "[Yierhan]";
mes "Envenom is an offensive Active Skill that every Thief should know. But that's just what I think.";
next;
@@ -301,10 +302,10 @@ moc_ruins,66,164,4 script Thief Trainer#T 84,{
mes "This attack skill has the chance";
mes "to poison your enemy for a set amount of time. While poisoned, an enemy will constantly lose its HP and will have decreased defense.";
mes "Remember that.";
- set @read_h, 1;
+ set .@read_h, 1;
next;
break;
- case 6:
+ case 6:
mes "[Yierhan]";
mes "Since Thieves deal";
mes "quite a bit with poison,";
@@ -315,9 +316,9 @@ moc_ruins,66,164,4 script Thief Trainer#T 84,{
mes "[Yierhan]";
mes "You can learn Detoxify";
mes "after you learn the Envenom skill. Detoxify allows you to counteract the effects of poison on a target.";
- set @read_r, 1;
+ set .@read_r, 1;
next;
- //misceffect EF_DETOXICATION;
+ specialeffect2 EF_DETOXICATION;
next;
break;
case 7:
@@ -329,23 +330,23 @@ moc_ruins,66,164,4 script Thief Trainer#T 84,{
mes "[Yierhan]";
mes "Now that you're such an expert on skills, I want you to level up your skills and come back, got it?";
set tu_thief01, 4;
- //misceffect EF_HIT5;
- if(@read_d){
+ specialeffect2 EF_HIT5;
+ if(.@read_d){
getexp 300,100;
}
- if(@read_f){
+ if(.@read_f){
getexp 300,100;
}
- if(@read_s){
+ if(.@read_s){
getexp 300,100;
}
- if(@read_p){
+ if(.@read_p){
getexp 300,100;
}
- if(@read_h){
+ if(.@read_h){
getexp 300,100;
}
- if(@read_r){
+ if(.@read_r){
getexp 300,100;
}
close;
@@ -364,330 +365,362 @@ moc_ruins,66,164,4 script Thief Trainer#T 84,{
mes "You can go ahead and kill Pickies to get those. It really shouldn't be that hard. Oh, and use this Wing thingee to come back.";
set tu_thief01, 5;
savepoint "moc_ruins",80,164;
- getitem 602, 1;
+ getitem 602,1; //Wing_Of_Butterfly
getexp 100,50;
- //misceffect EF_HIT5;
+ specialeffect2 EF_HIT5;
close2;
warp "moc_fild12",158,373;
end;
} else if(tu_thief01 == 5 || tu_thief01 == 6){
- if(countitem(916) < 10){ //Feather_Of_Birds
- mes "'Ey, you don't";
- mes "have the 10 ^ff0000Feather of Birds^000000 I asked you for ";
- mes "Remember, experience is more important";
- mes "that knowledge.";
+ if(countitem(916) < 10){
+ mes "'Ey, you don't have the 10 ^ff0000Feather of Birds^000000 I asked you for! You gotta apply what you know, you know.";
+ mes "Now hurry up and do it!";
close2;
warp "moc_fild07",203,38;
end;
} else {
- mes "Ah~ there you go.";
- mes "Well done, my friend.";
- mes "These feathers are the token of your self-improvement.";
+ mes "Alright...!";
+ mes "Nice work, pal.";
+ mes "Seeing as you got these feathers, you must be really gung-ho about becoming a good Thief.";
next;
mes "[Yierhan]";
- mes "I hope you will continue to do your best.";
- mes "Do you have any question?";
+ mes "I hope you keep";
+ mes "putting in the work";
+ mes "to get better and better.";
+ mes "Always do your best! Oh,";
+ mes "and do you have any questions?";
next;
if(tu_thief01 == 6){
- switch(select("Regarding the Traces.", "No.")){
- case 1:
+ switch(select("About those traces...:Nope.")) {
+ case 1:
+ mes "[Yierhan]";
+ mes "You found out, eh?";
+ mes "Well, I didn't really";
+ mes "wanna tell you this, on";
+ mes "account of you bein' a brand";
+ mes "brand new Thief and all, but...";
+ next;
+ mes "[Yierhan]";
+ mes "There was this";
+ mes "fight that was in";
+ mes "the Southern part";
+ mes "of this town.";
+ next;
mes "[Yierhan]";
- mes "Ah....";
- mes "You found the traces, huh?";
- mes "Hmmm...";
- mes "I really didn't want to tell you this";
- mes "as you just have become a thief...but...";
+ mes "Since it happened late at night, only a few people actually know about it. As for me, I stayed late at a guild meeting, so it was";
+ mes "dumb luck that I saw it.";
next;
mes "[Yierhan]";
- mes "There was a fight happened at the south of town.";
- mes "It was midnight when it was happened";
- mes "so only few people know about this.";
- mes "I stayed up late for a guild meeting";
- mes "I accidentally witnessed the fight.";
+ mes "I went back to where the fight happened and I found traces that showed that the guys who were fighting went south.";
next;
mes "[Yierhan]";
- mes "Later I went there where the fight was occurred.";
- mes "All I found was the traces of fight were headed south.";
- mes "It seems the trace has something to do with Assassins...";
- mes "since the traces are poisons scattered around the place.";
- mes "But that is just my assumption.";
+ mes "Since poison was used in";
+ mes "the fight, I'm guessing an Assassin was involved, but I can't be too sure. If you wanna check it out, follow the traces of that fight.";
next;
mes "[Yierhan]";
- mes "If you are interested in, go follow the traces.";
- mes "But don't get so near the traces.";
- mes "They are still poisonous.";
+ mes "Eh, but be careful";
+ mes "not to get too close";
+ mes "to the poison! That stuff";
+ mes "is pretty strong!";
set tu_thief01, 8;
- getitem 1207, 1;
+ getitem 1207,1; //Main_Gauche
getexp 1000,500;
- //misceffect EF_HIT5;
+ specialeffect2 EF_HIT5;
close;
break;
case 2:
mes "[Yierhan]";
- mes "Oh, okay then.";
- mes "I expect to see you become stronger next time.";
- mes "And please take this.";
- mes "Hahaha...";
+ mes "Good!";
+ mes "Less work for me!";
+ mes "Alright, you better get stronger the next time I see you. Oh, and you can have this stuff. You know, since you're so gangster and all.";
set tu_thief01, 7;
- getitem 1207, 1;
+ getitem 1207,1; //Main_Gauche
getexp 500,200;
- //misceffect EF_HIT5;
+ specialeffect2 EF_HIT5;
close;
break;
}
} else {
- switch(select("It was nice to meet you.", "No.")){
+ switch(select("It was nice to meet you.:Nope.")) {
case 1:
mes "[Yierhan]";
- mes "Hahaha...nice to meet you, too.";
- mes "I hope you will do your best to practice hard.";
- mes "If you do, you will become one of the greatest thieves.";
+ mes "Yeah, it was pretty cool just hanging out. Keep fighting";
+ mes "monsters the way you do and";
+ mes "you'll be a great Thief in no time.";
next;
mes "[Yierhan]";
- mes "And please take this.";
- mes "Hahaha...";
+ mes "And since I like";
+ mes "you so much, kid,";
+ mes "you can have this.";
+ mes "Take it, it's yours!";
set tu_thief01, 7;
- getitem 1207, 1;
+ getitem 1207,1; //Main_Gauche
getexp 500,200;
- //misceffect EF_HIT5;
+ specialeffect2 EF_HIT5;
close;
break;
case 2:
mes "[Yierhan]";
- mes "Oh, okay then.";
- mes "I expect to see you become stronger next time.";
- mes "And please take this.";
- mes "Hahaha...";
+ mes "Good!";
+ mes "Less work for me!";
+ mes "Alright, you better get stronger the next time I see you. Oh, and you can have this stuff. You know, since you're so gangster and all.";
set tu_thief01, 7;
- getitem 1207, 1;
+ getitem 1207,1; //Main_Gauche
getexp 500,200;
- //misceffect EF_HIT5;
+ specialeffect2 EF_HIT5;
close;
break;
}
}
}
} else if(tu_thief01 == 7){
- mes "There was a fight happened at the south of town.";
- mes "It was midnight when it was happened";
- mes "so only few people know about this.";
- mes "I stayed up late for a guild meeting";
- mes "I accidentally witnessed the fight.";
+ mes "[Yierhan]";
+ mes "You know...";
+ mes "There was this";
+ mes "fight that was in";
+ mes "the Southern part";
+ mes "of this town.";
+ next;
+ mes "[Yierhan]";
+ mes "Since it happened late at night, only a few people actually know about it. As for me, I stayed late at a guild meeting, so it was";
+ mes "dumb luck that I saw it.";
next;
mes "[Yierhan]";
- mes "Later I went there where the fight was occurred.";
- mes "All I found was the traces of fight were headed south.";
- mes "It seems the trace has something to do with Assassins...";
- mes "since the traces are poisons scattered around the place.";
- mes "But that is just my assumption.";
+ mes "I went back to where the fight happened and I found traces that showed that the guys who were fighting went south.";
next;
mes "[Yierhan]";
- mes "If you are interested in, go follow the traces.";
- mes "But don't get so near the traces.";
- mes "They are still poisonous.";
+ mes "Since poison was used in";
+ mes "the fight, I'm guessing an Assassin was involved, but I can't be too sure. If you wanna check it out, follow the traces of that fight.";
next;
mes "[Yierhan]";
- mes "For your information, Green Herb and Green Potion";
- mes "counteracts poison. And if someone";
- mes "takes out a Red Gemstone in front of you, beware.";
- mes "He might try to use poison with the Gemstone.";
+ mes "Eh, but be careful";
+ mes "not to get too close";
+ mes "to the poison! That stuff";
+ mes "is pretty strong!";
+ next;
+ mes "[Yierhan]";
+ mes "Hey, you might run into";
+ mes "poison, so remember that";
+ mes "Green Herbs and Green Potions";
+ mes "will counteract it. Oh, and keep in mind that Red Gemstones can";
+ mes "be used in poison attacks.";
+ next;
+ mes "[Yierhan]";
+ mes "Hey, if you do";
+ mes "decide to check it";
+ mes "out, be real careful";
+ mes "other there, okay?";
set tu_thief01, 8;
getexp 200,100;
- //misceffect EF_HIT5;
+ specialeffect2 EF_HIT5;
close;
} else if(tu_thief01 == 8){
- mes "So, how are you lately?";
- mes "Fighting against an unknown enemy always";
- mes "have a big danger within.";
- mes "It seems outsiders have been wielding their power,";
- mes "so be careful.";
+ mes "Heya pal.";
+ mes "You doin' alright?";
next;
mes "[Yierhan]";
- mes "When you are on adventure, you should be careful";
- mes "for everything. Not only monsters are your enemies but";
- mes "people, even your comrades.";
+ mes "Fighting against something";
+ mes "you know nothing about is always risky. Since I've heard there are outsiders around flaunting their power, you better be careful.";
+ next;
+ mes "[Yierhan]";
+ mes "It's a good policy to just be really careful on your adventures. Look out for monsters and look";
+ mes "out for people! Got it?";
close;
} else if(tu_thief01 < 26){
- mes "I heard that an assassin who";
- mes "was on a misson has never come back.";
- mes "Although the assassin guild was reported his mission was complete,";
- mes "he has not come back to them yet.";
- mes "He was a very competent man...as I remember.";
+ mes "I heard there was";
+ mes "this one Assassin";
+ mes "that went on a mission";
+ mes "and never returned.";
+ next;
+ mes "[Yierhan]";
+ mes "What's so weird about it was that the Assassin Guild reported that the mission was completed!";
+ mes "I remember hearing that guy";
+ mes "was really good...";
next;
mes "[Yierhan]";
- mes "Anyways, take care of yourself well.";
+ mes "Crazy, isn't it?";
+ mes "Anyway, take";
+ mes "care of yourself.";
close;
} else if(tu_thief01 == 26){
- mes "So, did you complete your mission?";
- mes "I know it is a pretty difficult one though.";
+ mes "'Ey, did you";
+ mes "complete your mission?";
+ mes "I know, I know, the thing you've gotta do is pretty rough.";
next;
- switch(select("I am still investigating.:Not yet.:Yes, I did.")){
+ switch(select("I'm still investigating.:Not yet.:Yes, I did.")) {
case 1:
mes "[Yierhan]";
- mes "Ah...";
- mes "I see. Well, I understand that it is difficult.";
- mes "Keep up the good work.";
+ mes "Ah, gotcha. Well, that's understandable. I mean, these things take time, you know?";
close;
break;
case 2:
mes "[Yierhan]";
- mes "Ah...";
- mes "I see. Well, I understand that it is difficult.";
- mes "Keep up the good work.";
+ mes "Yeah...?";
+ mes "That's alright.";
+ mes "I guess these kinds of things require patience. And thinking.";
+ mes "You know, things I'm horrible at.";
close;
break;
case 3:
mes "[Yierhan]";
- mes "Oh, you did!";
- mes "Okay, I am ready to listen.";
- mes "I was anticipating to see this time come.";
+ mes "Alright...!";
+ mes "So what's up?";
+ mes "Hit me up with";
+ mes "what you know~";
next;
- mes "- You reported him with the result of investigation -";
- mes "- and a scrap of cloth which you obtained during the mission. -";
+ mes "^3355FFYou explain the results of your investigation to Yierhan and tell him about the scrap of cloth you found on your mission.^000000";
next;
mes "[Yierhan]";
- mes "Hmm...I see.";
- mes "Let me see the cloth.";
- next;
- mes "- You gave him the scrap of cloth. -";
+ mes "Scrap of cloth?";
+ mes "Huh, alright. Say,";
+ mes "lemme have a looksee.";
next;
mes "[Yierhan]";
- mes "Umm...isn't this...?";
- mes "I see, I see...";
- mes "You did a great job.";
- mes "You brought me really important information.";
+ mes "Whoa!";
+ mes "You did great.";
+ mes "This is some pretty";
+ mes "important information!";
next;
mes "[Yierhan]";
- mes "As you see, the pattern on this cloth";
- mes "is one of the Assassin's peculiar codes.";
- mes "Especially this pattern looks like";
- mes "ones used by high assassins.";
+ mes "You see, the pattern on this cloth is sort of like one of the codes Assassins use. And this particular pattern looks like something from one of those higher Assassins.";
next;
mes "[Yierhan]";
- mes "Well, with this, I can figure out";
- mes "what happened on that night.";
- mes "Thank you.";
+ mes "I might be able to figure out what happened that night with the new information this cloth might lead me to. Thanks a lot!";
next;
mes "[Yierhan]";
- mes "let's ask other higher guild members to take care";
- mes "of the result of investigation.";
- mes "You did your job perfect and now I want";
- mes "you to focus on your skill trainings.";
+ mes "From here on,";
+ mes "the higher ups in the";
+ mes "guild will take over this investigation. You did your job perfectly, so it's time for you to hone your skills.";
next;
mes "[Yierhan]";
- mes "Please take this.";
- mes "This is a reward for your great job.";
+ mes "Hey, this stuff is yours. Think of it as a reward for helping us out. Take care of yourself now~";
set tu_thief01, 27;
- getitem 2307, 1;
+ getitem 2307,1; //Mantle
set Zeny, Zeny + 5000;
getexp 8000,3000;
- next;
- mes "[Yierhan]";
- mes "Take care now.";
close;
break;
}
} else {
- mes "Always cherish your dream.";
- mes "Life without a dream cannot become a perfect one.";
+ mes "[Yierhan]";
+ mes "Hey...";
+ mes "You got dreams,";
+ mes "don't you? I know,";
+ mes "it's a bit of a deep";
+ mes "subject I pulled outta";
+ mes "nowhere, but...";
+ next;
+ mes "[Yierhan]";
+ mes "I just like telling people to follow their dreams. So do it. Life without anything to look forward to is pretty boring, doncha think?";
close2;
}
} else if(Class == Job_Mage || Class == Job_Mage_High || Class == Job_Wizard || Class == Job_High_Wizard || Class == Job_Sage || Class == Job_Professor){
if(tu_magician01 < 7){
- mes "I am a thief trainer.";
- mes "And I can tell you are not a thief.";
- mes "You should become a thief if you wanted to";
- mes "be taught by me...hahaha.";
+ mes "[Yierhan]";
+ mes "Heya.";
+ mes "I'm the Thief trainer around here. Sure, it looks like we don't got much in common, but...";
+ next;
+ mes "[Yierhan]";
+ mes "I actually got a few magic using friends here and there. That mystic stuff is waaay over my head, but";
+ mes "I got a lotta respect for it.";
close;
} else if(tu_magician01 == 7){
mes "Hm...?";
- mes "That's weird, usually only Thieves hang around this joint. What's someone like you doing here? Unless...";
+ mes "That's weird, usually only";
+ mes "Thieves hang around this joint. What's someone like you doing";
+ mes "here? Unless...";
next;
- switch(select("I'm here on behalf of 'Mana.'")){
+ switch(select("I'm here on behalf of 'Mana.'")) {
case 1:
mes "[Yierhan]";
- mes "Ah, I've been expecting you. Good good, I asked Mana for help with something.";
+ mes "Right, you must be the help that Mana sent! You came just at the right time. You see, we found something weird in South Morroc.";
next;
mes "[Yierhan]";
- mes "You came at just the right time. You see, there have been something strange has been found in South Morroc.";
+ mes "Basically, we found traces of poison that were used in a fight. We were going to investigate it, but we've been swamped with all this other work.";
next;
mes "[Yierhan]";
- mes "Basically, we found traces of poison there were used in a fight. We were going to investigate it, but we've been distracted by other pressing matters.";
+ mes "That's why we've been asking";
+ mes "for help from the Mage Guild. Fortunately, I'm pals with Mana, so...";
next;
mes "[Yierhan]";
- mes "That's why we've been asking support from the Mage Guild. Fortunately, I'm well acquainted with Mana, so...";
- next;
- mes "[Yierhan]";
- mes "Anyway, please head to South Morroc since it seems to be the best place to begin your investigation. You'll see what we've found right outside the South Morroc gate.";
+ mes "Anyway, head over to";
+ mes "South Morroc since it seems to be a good place to start investigating. You'll see what we found right outside the South Morroc gate.";
set tu_magician01, 8;
break;
}
} else if(tu_magician01 < 26){
- mes "There's stories of some highly skilled Assassin that has never returned from a mission...";
+ mes "I heard there was";
+ mes "this one Assassin";
+ mes "that went on a mission";
+ mes "and never returned.";
next;
mes "[Yierhan]";
- mes "What's strange about it is that the Assassin Guild has reported that the mission was actually completed.";
+ mes "What's so weird about it was that the Assassin Guild reported that the mission was completed!";
+ mes "I remember hearing that guy";
+ mes "was really good...";
next;
mes "[Yierhan]";
- mes "Be careful, my friend. It seems your mission might be related to that mysterious Assassin...";
+ mes "Be careful, pal.";
+ mes "It seems your";
+ mes "investigation";
+ mes "might be related to";
+ mes "that mysterious Assassin...";
close;
} else if(tu_magician01 == 26){
- mes "Hmm.....";
- mes "So how is it going lately?";
- mes "I have had so many other works recently";
- mes "to focus on the investigation.";
+ mes "So how's the";
+ mes "investigation";
+ mes "coming along?";
+ mes "I've been so busy,";
+ mes "I couldn't focus";
+ mes "on it at all...";
next;
- switch(select("I am still investigating.:Not yet.:I finished to investigate.")){
+ switch(select("I'm still investigating.:I'm not done yet...:Oh, I finished~")) {
case 1:
mes "[Yierhan]";
- mes "Ah...";
- mes "I see. Well, I understand that it is difficult.";
- mes "Keep up the good work.";
- close2;
+ mes "Ah, gotcha. Well, that's understandable. I mean, these things take time, you know?";
+ close;
break;
case 2:
mes "[Yierhan]";
- mes "Ah...";
- mes "I see. Well, I understand that it is difficult.";
- mes "Keep up the good work.";
- close2;
+ mes "Yeah...?";
+ mes "That's alright.";
+ mes "I guess these kinds of things require patience. And thinking.";
+ mes "You know, things I'm horrible at.";
+ close;
break;
case 3:
mes "[Yierhan]";
- mes "Oh, you did!";
- mes "Okay, I am ready to listen.";
- mes "I was anticipating to see this time come.";
+ mes "Alright...!";
+ mes "So what's up?";
+ mes "Hit me up with";
+ mes "what you know~";
next;
- mes "- You reported him with the result of investigation -";
- mes "- and a scrap of cloth which you obtained during the mission. -";
+ mes "^3355FFYou explain the results of your investigation to Yierhan and tell him about the scrap of cloth you found on your mission.^000000";
next;
mes "[Yierhan]";
- mes "Hmm...I see.";
- mes "Let me see the cloth.";
+ mes "Scrap of cloth?";
+ mes "Huh, alright. Say,";
+ mes "lemme have a looksee.";
next;
- mes "- You gave him the scrap of cloth. -";
+ mes "[Yierhan]";
+ mes "Whoa!";
+ mes "You did great.";
+ mes "This is some pretty";
+ mes "important information!";
next;
mes "[Yierhan]";
- mes "Umm...isn't this...?";
- mes "I see, I see...";
- mes "You did a great job.";
- mes "You brought me really important information.";
+ mes "You see, the pattern on this cloth is sort of like one of the codes Assassins use. And this particular pattern looks like something from one of those higher Assassins.";
next;
mes "[Yierhan]";
- mes "As you see, the pattern on this cloth";
- mes "is one of the Assassin's peculiar codes.";
- mes "Especially this pattern looks like";
- mes "ones used by high assassins.";
+ mes "I might be able to figure out what happened that night with the new information this cloth might lead me to. Thanks a lot!";
next;
mes "[Yierhan]";
- mes "Well, with this, I can figure out";
- mes "what happened on that night.";
- mes "Thank you.";
+ mes "From here on,";
+ mes "the higher ups in the";
+ mes "guild will take over this investigation. You did your job perfectly, so it's time for you to hone your skills.";
next;
mes "[Yierhan]";
- mes "Ah, please take my token of gratitute.";
- mes "I will send a message to 'Mana' regarding your help.";
- mes "Take care now.";
+ mes "Hey, this stuff is yours. Think of it as a reward for helping us out. Right, and I'll let Mana know you did a great job. Take care of yourself now~";
set tu_magician01, 27;
set Zeny, Zeny + 5000;
getexp 5000,2000;
@@ -695,14 +728,22 @@ moc_ruins,66,164,4 script Thief Trainer#T 84,{
break;
}
} else {
- mes "As I assumed, it was not done by only a group.";
- mes "There are at least two or three groups involved with this.";
- mes "Hmm...I am concerned that something bad might happen soon.";
+ mes "Just as I thought,";
+ mes "more than one group";
+ mes "was involved in all this.";
+ mes "Huh. Something real bad";
+ mes "might happen soon...";
close;
}
}
- mes "The most romantic ";
- mes "thing in the desert is";
- mes "of course the sand storm. Hahaha.";
+ mes "Some people think";
+ mes "the desert is just a";
+ mes "dangerous, uncomfortable";
+ mes "place where no one wants";
+ mes "to be. But there's all";
+ mes "sorts of great stuff here.";
+ next;
+ mes "[Yierhan]";
+ mes "We got the blazing heat that encourages skimpy outfits, we got... Cacti. We got more sand than the beach. Um... Sandstorms?";
close;
}