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authorL0ne_W0lf <L0ne_W0lf@54d463be-8e91-2dee-dedb-b68131a5f0ec>2007-09-23 00:36:51 +0000
committerL0ne_W0lf <L0ne_W0lf@54d463be-8e91-2dee-dedb-b68131a5f0ec>2007-09-23 00:36:51 +0000
commita278eb2e074ce0cb0c9c68e372c66b87f84577a1 (patch)
treeca16345b7f329c6591c6d8ce6d5f3ab5ac076020 /npc
parent61364c8b050391b585944174bd5a753f74ed51f4 (diff)
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2-2 job quest update. Although completable, further testing (and optimizing) required.
git-svn-id: https://rathena.svn.sourceforge.net/svnroot/rathena/trunk@11278 54d463be-8e91-2dee-dedb-b68131a5f0ec
Diffstat (limited to 'npc')
-rw-r--r--npc/Changelog.txt1
-rw-r--r--npc/jobs/2-2/alchemist.txt2839
-rw-r--r--npc/jobs/2-2/bard.txt32
-rw-r--r--npc/jobs/2-2/crusader.txt53
-rw-r--r--npc/jobs/2-2/dancer.txt1997
-rw-r--r--npc/jobs/2-2/monk.txt4314
-rw-r--r--npc/jobs/2-2/rogue.txt2652
-rw-r--r--npc/jobs/2-2/sage.txt4705
-rw-r--r--npc/quests/quests_yuno.txt7
-rw-r--r--npc/warps/other/jobquests.txt69
10 files changed, 10160 insertions, 6509 deletions
diff --git a/npc/Changelog.txt b/npc/Changelog.txt
index 5eeb12389..d35afad8b 100644
--- a/npc/Changelog.txt
+++ b/npc/Changelog.txt
@@ -1,6 +1,7 @@
Date Added
======
2007/09/22
+ * Rev. 11278 2-2 job quest update. Although completable, further testing (and optimizing) required. [L0ne_W0lf]
* Rev. 11276 Added more warps between Juno Satellite and Castle Interiors. [L0ne_W0lf]
- castle 1, 4 and 5 entrances are questionable, and will be updated as I get more information.
* Fixed a small bug in Einbroch Pollution quest. [SinSloth]
diff --git a/npc/jobs/2-2/alchemist.txt b/npc/jobs/2-2/alchemist.txt
index cda62e7ce..d56554ace 100644
--- a/npc/jobs/2-2/alchemist.txt
+++ b/npc/jobs/2-2/alchemist.txt
@@ -3,1079 +3,1964 @@
//===== By: ==================================================
//= nestor_zulueta (Fusion), converted by Darkchild
//===== Current Version: =====================================
-//= 2.4a
+//= 2.5
//===== Compatible With: =====================================
-//= eAthena 1.0 +
+//= eAthena SVN
//===== Description: =========================================
-//= Alchemist job quest based off of official iRO quest.
+//= [Aegis Conversion]
+//= Job quest for Alchemist classes
//===== Additional Comments: =================================
-//= v1.0 Working.
-//= npc/quests/counteragent_mixture.txt Also Needed
-//= npc/quests/quests_yuno.txt Also Needed [Darkchild]
-//= v1.1 Fixed some minor bugs. Optimized some lines. Re-organized the script a bit.
-//= Giving Parmry NPC, Hammer and Old Book now waves the 50000 fee. (based of mRO website)
-//= Having a joblvl of 50 allows you to skip Rasputin's test. (based of mRO website) [kobra_k88]
-//= 1.2 fixed a few typos (have to hunt more) [Lupus]
-//= 1.3 Added Baby Class Support [Lupus]
-//= 1.6 Added a func which prevent advanced classes passing
-//= 2nd Job Quests again. It also guides adv classes where
-//= to go. [Lupus]
-//= 1.6a fixed some wrong answers, thanks to zlider for info [Lupus]
-//= 2.0 Changed numbers to constants. [Vicious]
-//= 2.2 Got rid of 'al_morgen' var. Now uses (MISC_QUEST & 4) [Lupus]
-//= 2.3 Optimized, changed job numbers to constants. Fixed some spelling [Lupus]
-//= 2.4 Added alternative prizes according to JobLevel [Lupus]
-//= 2.4a Fixed 2 wrong answers in Rasputin's test [Lupus]
+//= 2.5 Rescripted to Aegis 10.3 stadards. [L0ne_W0lf]
+//= No longer uses function "F_BlockHigh"
//============================================================
-
-//==================================================================================================//
-// Registration and First Test
-//==================================================================================================//
-alde_alche,27,185,4 script Parmry Gianino 744,{
- callfunc "F_BlockHigh",Job_Merchant_High,"Merchant High",Job_Creator,"Creator","Parmry Gianino";
-
- mes "[Parmry Gianino]";
- if(baseJob == Job_Merchant) goto L_Merc;
- if(baseJob == Job_Alchemist){
- mes "Hey there fellow Alchemist. How's the business going? Good I hope, well good luck to you.";
+alde_alche,27,185,5 script Alchemist Guildsman#am 744,{
+ mes "[Parmy Gianino]";
+ if (Upper == 1) {
+ mes "Welcome to the";
+ mes "Alchemist Unio--";
+ mes "I-Impossible! How c-can";
+ mes "something like this happen?";
+ next;
+ mes "[Parmy Gianino]";
+ mes "Wait, wait...";
+ mes "I'm sorry. I was confused,";
+ mes "that's all. You look just like";
+ mes "someone I used to know. ";
+ mes "Still, I get this weird";
+ mes "feeling about you...";
close;
}
- mes "Welcome to the Alchemist Union. Ah, I apologize but I'm busy right now.";
- close;
-L_Merc:
- if(ALCH_Q == 1) goto L_Check;
- if(ALCH_Q == 2) goto L_Test2;
- if(ALCH_Q == 3) goto L_Test3;
- if(ALCH_Q == 4) goto L_Test4;
- if(ALCH_Q == 5) goto L_Test5;
- if(ALCH_Q == 6) goto L_Test6;
- if(ALCH_Q == 7) goto L_GoChange;
- mes "Welcome to the Alchemist Union.";
- mes "How may i help you?";
- next;
- menu "I would like to learn about Alchemy",-, "I want to become an Alchemist.",L_Start, "Nothing.",M_End;
-
- mes "[Parmry Gianino]";
- mes "Alchemists study and create new materials using a variety of existing substances.";
- mes "They research the atoms of chemicals, and experiment to change the properties of the chemicals.";
- next;
- mes "[Parmry Gianino]";
- mes "Most people think the final goal is to create gold, but that's not the entire truth.";
- mes "They make anything from simple medicines, to new materials.";
- next;
- mes "[Parmry Gianino]";
- mes "At times, some research the creation of life .... but that's considered god's territory...";
- mes "That field is so complex, everyone simply researhes for now.";
- next;
- mes "[Parmry Gianino]";
- mes "If you are interested in becoming an Alchemist, I recommend that you gain a lot experience as a Merchant.";
- mes "Being a merchant is a great opportunity to learn about materials while you deal with them.";
- next;
- mes "[Parmry Gianino]";
- mes "Only you can decide for yourself.";
- mes "The road to becoming an Alchemist is very challenging.";
- mes "You will need to focus on experimenting and researching rather than trade.";
+ if (BaseJob != Job_Merchant) {
+ if (BaseJob == Job_Alchemist) {
+ mes "Welcome, " + name + ".";
+ mes "The Alchemist Union";
+ mes "is busy today, like always.";
+ next;
+ mes "[Parmy Gianino]";
+ mes "Everyone is busy with their";
+ mes "own research, but recently, some headway has been made in the field of biotechnology.";
+ next;
+ mes "[Parmy Gianino]";
+ mes "Everyone is hoping that the biotechnological studies will yield positive results. Speaking of which, I wonder how the Alchemists working on artificial life are doing...";
+ close;
+ }
+ else if (BaseClass == Job_Novice) {
+ mes "Welcome to the";
+ mes "Alchemist Union.";
+ mes "We are recruiting";
+ mes "talented people";
+ mes "with novel ideas.";
+ next;
+ mes "[Parmy Gianino]";
+ mes "If you're interested in working with chemistry, visit us later when you become more knowledgable.";
+ next;
+ mes "[Parmy Gianino]";
+ mes "Just one thing:";
+ mes "You've got to have";
+ mes "knowledge of items";
+ mes "as a Merchant first.";
+ close;
+ }
+ mes "Welcome to the";
+ mes "Alchemist Union.";
+ mes "We are recruiting";
+ mes "talented people";
+ mes "with novel ideas.";
+ next;
+ mes "[Parmy Gianino]";
+ mes "If you know any exceptional Merchants, by all means, please refer them to us. Those types of people tend to have a talent for Alchemy and experimentation~";
close;
- M_End:
- mes "[Parmry Gianino]";
- mes "Umm... Please say something if you need anything.";
+ }
+ if (ALCH_Q == 0) {
+ mes "Welcome to the";
+ mes "Alchemist Union.";
+ mes "How may I help you?";
+ next;
+ switch(select("I would like to learn about Alchemists.:I want to become an Alchemist.:Nothing.")) {
+ case 1:
+ mes "[Parmy Gianino]";
+ mes "Alchemists study and create new substances and items out of existing materials. Our knowledge allows us to change the properties of chemicals at the atomic level.";
+ next;
+ mes "[Parmy Gianino]";
+ mes "Most people think our final goal";
+ mes "is to create gold, but that's not the entire truth. We also want to create things like medicines";
+ mes "and new materials.";
+ next;
+ mes "[Parmy Gianino]";
+ mes "A few of us research the";
+ mes "creation of life, although many of us consider that god's territory. That field is so complex, most of us deal with slightly less complicated projects anyway.";
+ next;
+ mes "[Parmy Gianino]";
+ mes "If you are interested in becoming an Alchemist, I recommend that you first get a lot of experience as a Merchant. Being a Merchant is a great opportunity to learn about materials as you deal with them.";
+ next;
+ mes "[Parmy Gianino]";
+ mes "Whether or not you try to become";
+ mes "an Alchemist is your decision. The road to becoming an Alchemist is very challenging, and you'll need to focus on experimentation and research, instead of commerce.";
+ close;
+ case 2:
+ mes "[Parmy Gianino]";
+ mes "Is that so?";
+ mes "Nice to meet you.";
+ mes "My name is Parmy Gianino";
+ mes "of the Alchemist Union.";
+ next;
+ mes "[Parmy Gianino]";
+ mes "If you join our Union and";
+ mes "complete the training, you";
+ mes "will be officially recognized";
+ mes "as an Alchemist and be able";
+ mes "to contribute to our research.";
+ next;
+ mes "[Parmy Gianino]";
+ mes "But we don't accept everyone.";
+ mes "You must have a lot of tenacity";
+ mes "and sincere devotion in exploring";
+ mes "the various fields of science.";
+ next;
+ mes "[Parmy Gianino]";
+ mes "There are a couple";
+ mes "of requirements to join";
+ mes "the Alchemist Union, but";
+ mes "we'll discuss that";
+ mes "after you apply.";
+ next;
+ mes "[Parmy Gianino]";
+ mes "Well then, would";
+ mes "you like to apply";
+ mes "for registration?";
+ next;
+ if (select("I would like to apply.:I'll do it later.") == 1) {
+ if (JobLevel < 40) {
+ mes "[Parmy Gianino]";
+ mes "Hmmm...";
+ mes "Just a moment.";
+ mes "I'm sorry to say that";
+ mes "you're not experienced";
+ mes "enough as a Merchant to";
+ mes "join us right now.";
+ next;
+ mes "[Parmy Gianino]";
+ mes "You must be at least";
+ mes "^551A8BJob Level 40^000000 to become";
+ mes "an Alchemist. Come back";
+ mes "later when you meet the";
+ mes "Job Level requirement, okay?";
+ close;
+ }
+ mes "[Parmy Gianino]";
+ mes "Alright, your application has been accepted. Now, you must pay the 50,000 Zeny application fee and bring some items before you can begin your formal training.";
+ next;
+ mes "[Parmy Gianino]";
+ mes "But if you bring an ^551A8BOld Magic Book^000000 and ^551A8BHammer of Blacksmith^000000,";
+ mes "we will accept that as a substitute for the item requirement.";
+ next;
+ mes "[Parmy Gianino]";
+ mes "Now...";
+ mes "Please sign";
+ mes "the application.";
+ next;
+ select(strcharinfo(0));
+ mes "[Parmy Gianino]";
+ mes "Good, good. Now, if you have";
+ mes "the Zeny for your application fee ready, I will tell you which items you will need to bring. Now, pay attention.";
+ next;
+ if (Zeny < 50000) {
+ mes "[Parmy Gianino]";
+ mes "Uh oh. You don't";
+ mes "seem to have enough Zeny.";
+ mes "Come back to me when you have 50,000 Zeny, otherwise we can't process your application.";
+ close;
+ }
+ set zeny,zeny-50000;
+ mes "[Parmy Gianino]";
+ mes "Let's see.";
+ mes "" + name + "";
+ mes "needs to bring...";
+ switch(rand(1,3)) {
+ case 1:
+ set ALCH_Q,1;
+ mes "^551A8B7 Berserk Potions^000000.";
+ break;
+ case 2:
+ set ALCH_Q,2;
+ mes "^551A8B100 Mini Furnaces^000000.";
+ break;
+ case 3:
+ set ALCH_Q,3;
+ mes "^551A8B7,500 Fire Arrows^000000.";
+ }
+ next;
+ mes "[Parmy Gianino]";
+ mes "Once you've gathered";
+ mes "those items, come back";
+ mes "to me and your training";
+ mes "as an Alchemist will begin.";
+ mes "See you soon~";
+ close;
+ }
+ mes "[Parmy Gianino]";
+ mes "Talented Merchants";
+ mes "are always welcome here.";
+ mes "Please come back soon.";
+ close;
+ case 3:
+ mes "[Parmy Gianino]";
+ mes "Umm...";
+ mes "Please let me know";
+ mes "if you need anything.";
+ close;
+ }
+ }
+ else if (ALCH_Q >= 1 && ALCH_Q <= 3) {
+ if (countitem(1006) > 0 && countitem(1005) > 0) {
+ mes "Well now~!";
+ mes "You've brought an";
+ mes "Old Magic Book and";
+ mes "a Hammer of Blacksmith.";
+ mes "We'll put these items";
+ mes "to good use.";
+ next;
+ delitem 1006,1; //Old_Magic_Book
+ delitem 1005,1; //Hammer_Of_Blacksmith
+ mes "[Parmy Gianino]";
+ mes "Okay, now you need to learn";
+ mes "the basics to being an Alchemist and learn the procedures for mixing chemicals and medicines.";
+ set ALCH_Q,4;
+ next;
+ mes "[Parmy Gianino]";
+ mes "But before all of that, you need to speak to Raspuchin. I'm not really sure what you'll be talking about with him...";
+ next;
+ mes "[Parmy Gianino]";
+ mes "It shouldn't be anything extraordinary, but you're still required to speak to Raspuchin, since apparently he's a part of the Alchemist selection process.";
+ close;
+ }
+ switch(ALCH_Q) {
+ case 1: setarray .@items[0],657,7; break;
+ case 2: setarray .@items[0],612,100; break;
+ case 3: setarray .@items[0],1752,7500; break;
+ }
+ if (countitem(.@items[0]) >= .@items[1]) {
+ mes "Seems like";
+ mes "you're all ready.";
+ mes "The Union will put";
+ mes "these items to good use.";
+ next;
+ delitem .@items[0],.@items[1];
+ mes "[Parmy Gianino]";
+ mes "Okay, now you need to learn";
+ mes "the basics to being an Alchemist and learn the procedures for mixing chemicals and medicines.";
+ set ALCH_Q,4;
+ next;
+ mes "[Parmy Gianino]";
+ mes "But before all of that, you need to speak to Raspuchin. I'm not really sure what you'll be talking about with him...";
+ next;
+ mes "[Parmy Gianino]";
+ mes "It shouldn't be anything extraordinary, but you're still required to speak to Raspuchin, since apparently he's a part of the Alchemist selection process.";
+ close;
+ }
+ mes "Aren't you ready?";
+ mes "Like I said before,";
+ mes "you must bring";
+ mes "^551A8B"+.@items[1]+" "+getitemname(.@items[0])+"s^000000.";
+ next;
+ mes "[Parmy Gianino]";
+ mes "Come back when you";
+ mes "have prepared the";
+ mes "required items.";
close;
-L_Start:
- mes "[Parmry Gianino]";
- if(JobLevel < 40) goto L_LowLvl;
- mes "Is that so? My name is Parmry Gianino of the Alchemist Association.";
- mes "Nice to meet you.";
- next;
- mes "[Parmry Gianino]";
- mes "If you join our Union and pass some training you will be officially recognized,";
- mes "as an Alchemist and be able to join our researches.";
- next;
- mes "[Parmry Gianino]";
- mes "But we don't accept everyone.";
- mes "You must have a lot of effort, tenacity, and be able to devote yourself to research.";
- next;
- mes "[Parmry Gianino]";
- mes "There are a couple of requirements to join the association....";
- mes "but we'll discuss that after you apply.";
- next;
- mes "[Parmry Gianino]";
- mes "Then, would you like to apply to register?";
- next;
- menu "I would like to apply.",M_Apply,"I'll do it later.",-;
-
- mes "[Parmry Gianino]";
- mes "If you are a talented Merchant,";
- mes "you are always welcome here.";
- mes "Come again soon.";
+ }
+ else if (ALCH_Q == 4) {
+ mes "Go and talk to";
+ mes "Mr. Raspuchin.";
+ mes "He's involved in the";
+ mes "Alchemist selection process, whatever that might mean.";
+ next;
+ mes "[Parmy Gianino]";
+ mes "Hopefully, it";
+ mes "won't be too much of";
+ mes "a problem. I guess he'll just interview you, and ask you";
+ mes "some simple questions.";
close;
- M_Apply:
- mes "[Parmry Gianino]";
- mes "Fill out this application form please.....";
+ }
+ else {
+ mes "Ah, I'm sorry, but";
+ mes "I'm busy right now~";
next;
- mes "(you fill out the form and hand it back)";
+ mes "[Parmy Gianino]";
+ mes "Why don't you ask";
+ mes "someone else if you're";
+ mes "not sure who to visit";
+ mes "next? Good luck~";
+ close;
+ }
+}
+
+alde_alche,175,107,3 script Fastidious Alchemist#am 749,{
+ mes "[Raspuchin Gregory]";
+ if (BaseJob != Job_Merchant) {
+ if (BaseJob == Job_Alchemist) {
+ mes "Heeheehee";
+ mes "keheheh~!";
+ mes "Eh? What do you want?!";
+ next;
+ mes "[Raspuchin Gregory]";
+ mes "You're not here to steal my experimental results or plagiarize my work, are you? How dare you consider intellectual theft!";
+ next;
+ mes "[Raspuchin Gregory]";
+ mes "You're not, are you?";
+ mes "Well, as a colleague,";
+ mes "let me just warn you";
+ mes "that such tricks aren't";
+ mes "tolerated here in the";
+ mes "Alchemist Union!";
+ close;
+ }
+ else if (BaseClass == Job_Novice) {
+ mes "Heeheehee";
+ mes "keheheh~!";
+ mes "How cute, you've come";
+ mes "all this way just to play...";
+ next;
+ mes "[Raspuchin Gregory]";
+ mes "I'll let you";
+ mes "go this time...";
+ mes "But next time, don't";
+ mes "expect to leave so easily...";
+ close;
+ }
+ else {
+ mes "What is it?!";
+ mes "You're curious as";
+ mes "to what I'm doing?";
+ next;
+ mes "[Raspuchin Gregory]";
+ mes "Heehee";
+ mes "keheheh~!";
+ mes "Why, I'm busy";
+ mes "researching,";
+ mes "of course!";
+ next;
+ mes "[Raspuchin Gregory]";
+ mes "Once this";
+ mes "potion is complete...";
+ mes "You can use it to take";
+ mes "over an entire nation!";
+ next;
+ mes "[Raspuchin Gregory]";
+ mes "Hee hee hee!";
+ mes "Something this";
+ mes "dangerous has to";
+ mes "be kept a secret!";
+ mes "Understand?";
+ close;
+ }
+ }
+ if (ALCH_Q == 0) {
+ mes "Heeheehee";
+ mes "keheheh~!";
+ mes "What do you";
+ mes "want, kid?";
next;
- mes "[Parmry Gianino]";
- mes "Very good. In order to join the Alchemist Union you must first pay a ^5533FF50,000^000000 zeny membership fee.";
- mes "You will also need to bring us a few items as well.";
+ mes "[Raspuchin Gregory]";
+ mes "A Merchant should go and set up shop and vend items. Why are you wandering in a place like this?";
next;
- mes "[Parmry Gianino]";
- mes "Of course if you bring us an ^5533FFOld Magic Book^000000 and an ^5533FFHammer of Blacksmith^000000...";
- mes "You won't have to pay the fee.";
+ mes "[Raspuchin Gregory]";
+ mes "Heheheh~!";
+ mes "Go vend somwhere else!";
+ mes "And leave me to my";
+ mes "dark enterprise!";
+ close;
+ }
+ else if (ALCH_Q >= 1 && ALCH_Q <= 3) {
+ mes "Heeheehee";
+ mes "keheheh~!";
+ mes "What do you";
+ mes "want, kid?";
next;
- mes "[Parmry Gianino]";
- mes "Let's see.... you'll need to bring us....^5533FF100 Mini Furnaces^000000.";
- mes "Once you have the Mini Furnaces come back and see me.";
+ mes "[Raspuchin Gregory]";
+ mes "What...?";
+ mes "Learn Alchemy?!";
+ mes "Don't even speak";
+ mes "such nonsense!";
next;
- mes "[Parmry Gianino]";
- mes "When you come back I will also collect the ^5533FF50,000^000000 zeny fee so don't forget about that either.";
- mes "See you soon...";
- set JBLVL, JobLevel; // used to determine what item to get at the end
- set ALCH_Q,1;
- close;
-L_LowLvl:
- mes "You must be at least Job Level 40 to become a Alchemist.";
- close;
-
-L_Check:
- mes "Oh, your back already... lets see....";
- next;
- mes "[Parmry Gianino]";
- if(countitem(612) < 100) goto L_NoItems;
- if(countitem(1005) && countitem(1006)) goto L_Skip;
- if(zeny < 50000) goto L_NoZeny;
- set zeny,zeny - 50000;
- delitem 612, 100;
- mes "You have 50,000 zeny...... You brought 100 Mini Furnaces.... Great!";
- mes "Now you are ready to learn the basics of being an Alchemist.";
- next;
-
- L_Cont:
- mes "[Parmry Gianino]";
- mes "But before that... ^5533FFRasputin^000000 wants to see you.....";
- mes "Hmm..... I'm not sure what it could be about....";
- next;
- mes "[Parmry Gianino]";
- mes "You should go visit him now. Just go down those stairs to my right. His room is in the SouthEastern corner.";
- set ALCH_Q,2;
- close;
-
- L_NoZeny:
- mes "You still need to pay the ^FF553350,000^000000 zeny membership fee.";
- mes "Let me know when you have enough money.";
+ mes "[Raspuchin Gregory]";
+ mes "Even if you tried studying for a thousand years, maybe even more, it'd be useless to you! Forget about it and just worry about your store!";
close;
- L_NoItems:
- mes "As I mentioned before, you must bring ^FF3355100 Mini Furnaces^000000 to join the union.";
- mes "Please come back when you are ready...";
+ }
+ else if (ALCH_Q == 4) {
+ mes "Heeheehee";
+ mes "keheheh~!";
+ mes "What do you";
+ mes "want, kid?";
+ next;
+ mes "[Raspuchin Gregory]";
+ mes "What...?";
+ mes "Join the Union!?";
+ mes "I don't like it...";
+ mes "I just don't...!";
+ next;
+ mes "[Raspuchin Gregory]";
+ mes "Nowadays, anyone thinks they can";
+ mes "be Alchemists just by knowing how to mix a few herbs. That's why my interview is necessary.";
+ next;
+ mes "[Raspuchin Gregory]";
+ mes "Heeheehee";
+ mes "keheheh~!";
+ mes "I plan on weeding out all the dumb and incompetent, and chase them";
+ mes "all away! We don't need morons!";
+ next;
+ if (JobLevel == 50) {
+ mes "[Raspuchin Gregory]";
+ mes "Wait...";
+ mes "Maybe I've";
+ mes "misjudged you.";
+ if (sex == 1) {
+ mes "You might be a pretty boy,";
+ mes "but I can tell you're smart";
+ mes "from your eyes.";
+ }
+ else {
+ mes "Huh. You're a cutie alright,";
+ mes "but I can tell you've got brains.";
+ }
+ next;
+ mes "[Raspuchin Gregory]";
+ mes "You're not just some stupid kid.";
+ mes "I can tell youve gone through some rough times as a Merchant. Excellent. Keh heh heh~";
+ next;
+ mes "[Raspuchin Gregory]";
+ mes "Fine, just so we don't insult each other's intelligence, I'll just let you pass the interview.";
+ next;
+ mes "[Raspuchin Gregory]";
+ mes "So hurry up, become an Alchemist, do some good research, and you might turn out to be of some help to me. Hahahahahaha~!";
+ next;
+ mes "[Raspuchin Gregory]";
+ mes "Now go to Darwin!";
+ mes "He'll teach you how to do the experiments. Just tell him that";
+ mes "I sent you.";
+ set ALCH_Q,6;
+ close;
+ }
+ mes "[Raspuchin Gregory]";
+ mes "Surprised, are you?";
+ mes "Keheheh~ If you thought";
+ mes "becoming an Alchemist was";
+ mes "just a matter of changing";
+ mes "your clothes, then you're";
+ mes "sadly mistaken.";
+ next;
+ mes "[Raspuchin Gregory]";
+ mes "Now, try solving";
+ mes "all these problems.";
+ mes "Let's see how smart";
+ mes "really are.";
+ next;
+L_AskQuestions:
+ switch(rand(1,3)) {
+ case 1:
+ mes "[Raspuchin Gregory]";
+ mes "12 + 23 + 34 + 45 = ?";
+ next;
+ input .@input;
+ if (.@input != 114) set .@w_point,.@w_point+1;
+ mes "[Raspuchin Gregory]";
+ mes "1000 - 36 - 227 - 348 = ?";
+ next;
+ input .@input;
+ if (.@input != 389) set .@w_point,.@w_point+1;
+ mes "[Raspuchin Gregory]";
+ mes "14 * 17 * 3 = ?";
+ next;
+ input .@input;
+ if (.@input != 714) set .@w_point,.@w_point+1;
+ mes "[Raspuchin Gregory]";
+ mes "9765 / 3 / 5 / 7 = ?";
+ next;
+ input .@input;
+ if (.@input != 93) set .@w_point,.@w_point+1;
+ mes "[Raspuchin Gregory]";
+ mes "(47 * 28) - (1376 / 4) = ?";
+ next;
+ input .@input;
+ if (.@input != 972) set .@w_point,.@w_point+1;
+ mes "[Raspuchin Gregory]";
+ mes "(2646 / 7) + (13 * 28) = ?";
+ next;
+ input .@input;
+ if (.@input != 742) set .@w_point,.@w_point+1;
+ mes "[Raspuchin Gregory]";
+ mes "How much do";
+ mes "12 Red Potions,";
+ mes "1 Butterfly Wing";
+ mes "and 5 Fly Wings cost";
+ mes "after a 24 % discount?";
+ next;
+ input .@input;
+ if (.@input != 909) set .@w_point,.@w_point+1;
+ mes "[Raspuchin Gregory]";
+ mes "What is the";
+ mes "total weight of";
+ mes "3 Scimiters, 2 Helms";
+ mes "and 1 Long Coat?";
+ next;
+ input .@input;
+ if (.@input != 450) set .@w_point,.@w_point+1;
+ mes "[Raspuchin Gregory]";
+ mes "What is the";
+ mes "total defense of";
+ mes "a Biretta, Mantle,";
+ mes "Opera Mask, Ribbon,";
+ mes "Muffler, Boots, and";
+ mes "Ear Muffs?";
+ next;
+ input .@input;
+ if (.@input != 20) set .@w_point,.@w_point+1;
+ mes "[Raspuchin Gregory]";
+ mes "If you buy 5 Helms";
+ mes "with a 24 % discount";
+ mes "and sell it at 20";
+ mes "how much profit";
+ mes "do you earn?";
+ next;
+ input .@input;
+ if (.@input != 8800) set .@w_point,.@w_point+1;
+ break;
+ case 2:
+ mes "[Raspuchin Gregory]";
+ mes "13 + 25 + 37 + 48 = ?";
+ next;
+ input .@input;
+ if (.@input != 123) set .@w_point,.@w_point+1;
+ mes "[Raspuchin Gregory]";
+ mes "1000 - 58 - 214 - 416 = ?";
+ next;
+ input .@input;
+ if (.@input != 312) set .@w_point,.@w_point+1;
+ mes "[Raspuchin Gregory]";
+ mes "12 * 24 * 3 = ?";
+ next;
+ input .@input;
+ if (.@input != 864) set .@w_point,.@w_point+1;
+ mes "[Raspuchin Gregory]";
+ mes "10530 / 3 / 5 / 2 = ?";
+ next;
+ input .@input;
+ if (.@input != 351) set .@w_point,.@w_point+1;
+ mes "[Raspuchin Gregory]";
+ mes "(35 * 19) - (1792 / 7) = ?";
+ next;
+ input .@input;
+ if (.@input != 409) set .@w_point,.@w_point+1;
+ mes "[Raspuchin Gregory]";
+ mes "(2368 / 8) + (24 * 17) = ?";
+ next;
+ input .@input;
+ if (.@input != 704) set .@w_point,.@w_point+1;
+ mes "[Raspuchin Gregory]";
+ mes "(2646 / 7) + (13 * 28) = ?";
+ next;
+ input .@input;
+ if (.@input != 742) set .@w_point,.@w_point+1;
+ mes "[Raspuchin Gregory]";
+ mes "What is the";
+ mes "total price of";
+ mes "15 Green Potions,";
+ mes "6 Magnifiers and";
+ mes "4 Traps after";
+ mes "a 24 % discount?";
+ next;
+ input .@input;
+ if (.@input != 934) set .@w_point,.@w_point+1;
+ mes "[Raspuchin Gregory]";
+ mes "What is the";
+ mes "total weight of";
+ mes "3 Ring Pommel Sabers,";
+ mes "4 Caps, and 2 Boots?";
+ next;
+ input .@input;
+ if (.@input != 550) set .@w_point,.@w_point+1;
+ mes "[Raspuchin Gregory]";
+ mes "What is the";
+ mes "total defense of";
+ mes "a Buckler, Long Coat,";
+ mes "Gas Mask, Big Ribbon,";
+ mes "Cute Ribbon, Sakkat,";
+ mes "and Glasses?";
+ next;
+ input .@input;
+ if (.@input != 16) set .@w_point,.@w_point+1;
+ mes "[Raspuchin Gregory]";
+ mes "How much profit do you";
+ mes "make if you buy Tights";
+ mes "at a 24 % discount and";
+ mes "sell it at 20 % of";
+ mes "the normal price?";
+ next;
+ input .@input;
+ if (.@input != 8520) set .@w_point,.@w_point+1;
+ break;
+ case 3:
+ mes "[Raspuchin Gregory]";
+ mes "12 + 23 + 34 + 45 = ?";
+ next;
+ input .@input;
+ if (.@input != 114) set .@w_point,.@w_point+1;
+ mes "[Raspuchin Gregory]";
+ mes "1000 - 58 - 214 - 416 = ?";
+ next;
+ input .@input;
+ if (.@input != 312) set .@w_point,.@w_point+1;
+ mes "[Raspuchin Gregory]";
+ mes "14 * 17 * 3 = ?";
+ next;
+ input .@input;
+ if (.@input != 714) set .@w_point,.@w_point+1;
+ mes "[Raspuchin Gregory]";
+ mes "10530 / 3 / 5 / 2 = ?";
+ next;
+ input .@input;
+ if (.@input != 351) set .@w_point,.@w_point+1;
+ mes "[Raspuchin Gregory]";
+ mes "(47 * 28) - (1376 / 4) = ?";
+ next;
+ input .@input;
+ if (.@input != 972) set .@w_point,.@w_point+1;
+ mes "[Raspuchin Gregory]";
+ mes "(2646 / 7) + (13 * 28) = ?";
+ next;
+ input .@input;
+ if (.@input != 742) set .@w_point,.@w_point+1;
+ mes "[Raspuchin Gregory]";
+ mes "What is the";
+ mes "total cost of";
+ mes "6 Red Potions,";
+ mes "7 Green Potions,";
+ mes "and 8 Fly Wings";
+ mes "after a 24 % discount?";
+ next;
+ input .@input;
+ if (.@input != 798) set .@w_point,.@w_point+1;
+ mes "[Raspuchin Gregory]";
+ mes "What is the";
+ mes "total weight of";
+ mes "2 Ring Pommel Sabers,";
+ mes "3 Caps, and 3 boots?";
+ next;
+ input .@input;
+ if (.@input != 480) set .@w_point,.@w_point+1;
+ mes "[Raspuchin Gregory]";
+ mes "What is the";
+ mes "total defense of";
+ mes "a Mirror Shield, Mr. Smile, Leather Jacket, Silk Robe, Wedding Veil, Muffler, and Eye Patch?";
+ next;
+ input .@input;
+ if (.@input != 12) set .@w_point,.@w_point+1;
+ mes "[Raspuchin Gregory]";
+ mes "If you buy 4 Padded Armors";
+ mes "at a 25% discount and sell";
+ mes "them at 20% of the original";
+ mes "price, how much profit would";
+ mes "you make from this sale?";
+ next;
+ if (.@input != 7680) set w_point,w_point+1;
+ }
+ if (.@w_point == 0) {
+ mes "[Raspuchin Gregory]";
+ mes "Ooh...";
+ mes "Excellent! Great!";
+ mes "You got them all correct!?";
+ mes "Keheheh, I have no choice but to acknowledge you...";
+ next;
+ }
+ else if (.@w_point == 1) {
+ mes "[Raspuchin Gregory]";
+ mes "You got one wrong!";
+ mes "But I'll let it slide.";
+ mes "You pass the interview!";
+ next;
+ }
+ else if (.@w_point == 2 && ALCH_Q == 5) {
+ mes "[Raspuchin Gregory]";
+ mes "You've got serious";
+ mes "weaknesses in math,";
+ mes "but I'll let you go this time...";
+ next;
+ }
+ else {
+ set ALCH_Q,5;
+ mes "[Raspuchin Gregory]";
+ mes "Keheheh! Idiot!";
+ mes "Just listening to your";
+ mes "answers is making me feel";
+ mes "stupider! You might as well";
+ mes "have got them all wrong!";
+ next;
+ mes "[Raspuchin Gregory]";
+ mes "How can a person that";
+ mes "can't even answer all of";
+ mes "these simple questions think";
+ mes "of becoming an Alchemist?!";
+ next;
+ mes "[Raspuchin Gregory]";
+ mes "Hm...?";
+ mes "Did you get";
+ mes "any right?";
+ next;
+ mes "[Raspuchin Gregory]";
+ mes "Fool! Even if you make one little mistake, everything goes wrong";
+ mes "in Alchemy! Now get out of here!";
+ mes "You make me sick!";
+ close;
+ }
+ mes "[Raspuchin Gregory]";
+ mes "So hurry up, become an Alchemist, do some good research, and you might turn out to be of some help to me. Hahahahahaha~!";
+ next;
+ mes "[Raspuchin Gregory]";
+ mes "Now go to Darwin!";
+ mes "He'll teach you how to do the experiments. Just tell him that";
+ mes "I sent you.";
+ set ALCH_Q,6;
close;
-L_Skip:
- mes "Oh, you have an ^5533FFOld Magic Book^000000 and an ^5533FFHammer of Blacksmith^000000........";
- mes "That means you don't have to pay the membership fee.";
- next;
- mes "[Parmry Gianino]";
- mes "Excellent. Now I'll just take the Book, Hammer, 100 Mini Furnaces, and you'll be all set to learn the basics of being an Alchemist.";
- next;
- delitem 1005,1;
- delitem 1006,1;
- delitem 612, 100;
- goto L_Cont;
-
-L_Test2:
- mes "Go visit ^5533FFRasputin^000000 now!";
- close;
-L_Test3:
- mes "Go visit ^5533FFDarwin^000000 now!";
- close;
-L_Test4:
- mes "Go visit ^5533FFVan Helmont^000000 now!";
- close;
-L_Test5:
- mes "Go visit ^5533FFNicholas Flamel^000000 now!";
- close;
-L_Test6:
- mes "Go back to ^5533FFNicholas Flamel^000000 now!";
- mes "He still has one more test for you.";
- close;
-L_GoChange:
- mes "Wow you finished all of the tests? Great now you can visit the Headmaster, ^5533FFVincent Carsciallo^000000.";
- mes "He's the one who will change you into an Alchemist.";
- close;
-}
-
-
-//==================================================================================================//
-// 2nd Test: Math test :(
-//==================================================================================================//
-alde_alche,175,107,4 script Rasputin Gregory 749,{
- mes "[Rasputin Gregory]";
- if(baseJob == Job_Merchant) goto L_Merc;
- mes "What is it, kikikiki. Are you curious about what I do...?";
- mes "I'll just especially let you know. You see I... Kekeke..";
- next;
- mes "[Rasputin Gregory]";
- mes "Am researching! Once this potion is complete... you will be able to take over an entire country!!";
- next;
- mes "[Rasputin Gregory]";
- mes "Kikikikikekekekek. It's a secret to the people of Prontera.....";
- close;
-L_Merc:
- if(ALCH_Q == 2) goto L_Start;
- if(ALCH_Q == 3) goto L_Done;
- mes "Kikikikikekekekeke.";
- mes "What is it! You punk.";
- next;
- mes "[Rasputin Gregory]";
- mes "A Merchant should go and set up a shop...";
- mes "Why'd you come to a place like this!?";
- mes "Are you looking for something to scab off?";
- next;
- mes "[Rasputin Gregory]";
- mes "Kikiki... Go, leave this place.";
- mes "Don't loiter ... Kekeke.";
- close;
-L_Start:
- if(ALCH_Q2 == 1) goto L_ReTest;
- if(JobLevel == 50) goto L_Skip;
- mes "Keke, another dumb one has stumbled into here.";
- mes "Join the Union?";
- next;
- mes "[Rasputin Gregory]";
- mes "I don't like it... I just don't...!";
- mes "Everywhere, all joining and being called Alchemist just for knowing how to mix herbs!!!";
- next;
- mes "[Rasputin Gregory]";
- mes "Kikiki, so for that reason an interview is necessary!";
- mes "I plan on scolding all the incompetent ones and chasing them away!!";
- next;
- mes "[Rasputin Gregory]";
- mes "You look dumb founded. It must be pretty crazy.";
- mes "If you were thinking of just changing clothes you thought wrong... Kekeke..";
- next;
- mes "[Rasputin Gregory]";
- mes "Now try solving the problems I give you.";
- mes "We'll see how smart you are.";
- next;
- set @score,0;
-
- //set of question 1
- q1:
- mes "[Rasputin Gregory]";
- mes "12+23+34+45 =?";
- next;
- input @num;
- if(@num == 114) set @score,@score+10;
- q2:
- mes "[Rasputin Gregory]";
- mes "1000-36-227-348 =?";
- next;
- input @num;
- if(@num == 389) set @score,@score+10;
- q3:
- mes "[Rasputin Gregory]";
- mes "9765/3/5/7 =?";
- next;
- input @num;
- if(@num == 93) set @score,@score+10;
- q4:
- mes "[Rasputin Gregory]";
- mes "(2646/7) + (13*28) =?";
- next;
- input @num;
- if(@num == 742) set @score,@score+10;
- q5:
- mes "[Rasputin Gregory]";
- mes "With a 24% discount";
- mes "How much are 12 Red Potions,";
- mes "5 Fly Wings, and ";
- mes "1 Butterfly Wing altogether?";
- next;
- input @num;
- if(@num == 909) set @score,@score+10;
- q6:
- mes "[Rasputin Gregory]";
- mes "What is the total weight of 3 ";
- mes "Scimiters,";
- mes "2 Helms and 1 Coat";
- next;
- input @num;
- if(@num == 450) set @score,@score+10;
- q7:
- mes "[Rasputin Gregory]";
- mes "What is the total defense of ";
- mes "a Biretta, Mantle, Opera Mask,";
- mes "Ribbon, ";
- mes "Muffler, Boots, and Ear Muffs?";
- next;
- input @num;
- if(@num == 20) set @score,@score+10;
- q8:
- mes "[Rasputin Gregory]";
- mes "If you buy 5 Helms with a 24%";
- mes "discount and sell it at 20%,";
- mes "how much do you earn?";
- next;
- input @num;
- if(@num == 8800) set @score,@score+10;
- goto L_Total;
-
-L_ReTest:
- mes "What, you want to take the test again?";
- mes "I thought I told you to leave.";
- next;
- mes "[Rasputin Gregory]";
- mes "Well, I'll let you go this one time...";
- mes "I forgive you ... Kekeke.";
- mes "Do well this time...";
- next;
- mes "[Rasputin Gregory]";
- mes "Now then, answer the question I ask.";
- mes "Let see how smart you are.";
- next;
- set @score,0;
-
- //set of question 2
- q11:
- mes "[Rasputin Gregory]";
- mes "13+25+37+48=?";
- next;
- input @num;
- if(@num == 123) set @score,@score+10;
- q12:
- mes "[Rasputin Gregory]";
- mes "1000-58-214-416 =?";
- next;
- input @num;
- if(@num == 312) set @score,@score+10;
- q13:
- mes "[Rasputin Gregory]";
- mes "12*24*3=?";
- next;
- input @num;
- if(@num == 864) set @score,@score+10;
- q14:
- mes "[Rasputin Gregory]";
- mes "10530/3/5/2=?";
- next;
- input @num;
- if(@num == 351) set @score,@score+10;
- q15:
- mes "[Rasputin Gregory]";
- mes "(35*19) - (1792/7) =?";
- next;
- input @num;
- if(@num == 409) set @score,@score+10;
- q16:
- mes "[Rasputin Gregory]";
- mes "(2368/8) + (24*17) = ?";
- next;
- input @num;
- if(@num == 704) set @score,@score+10;
- q17:
- mes "[Rasputin Gregory]";
- mes "(2646/7) + (13*28)=?";
- next;
- input @num;
- if(@num == 742) set @score,@score+10;
- q18:
- mes "[Rasputin Gregory]";
- mes "If buying at a 24% discount,";
- mes "What is the total price of";
- mes "15 Green Potions,";
- mes "6 Magnifiers and 4 Traps?";
- next;
- input @num;
- if(@num == 934) set @score,@score+10;
- q19:
- mes "[Rasputin Gregory]";
- mes "What is the total weight of ";
- mes "3 Ring Pommel Sabers,";
- mes "4 Caps and 2 Boots?";
- next;
- input @num;
- if(@num == 550) set @score,@score+10;
- q20:
- mes "[Rasputin Gregory]";
- mes "What is the total defense of a ";
- mes "Buckler, Coat, Gas Mask, Big";
- mes "Ribbon, Ribbon, Sakkat and";
- mes "Glasses?";
- next;
- input @num;
- if(@num == 16) set @score,@score+10;
- q21:
- mes "[Rasputin Gregory]";
- mes "How much zeny do you make";
- mes "if you buy Tights at a 24%";
- mes "discount and sell it at 20%";
- mes "of the normal price?";
- next;
- input @num;
- if(@num == 2840) set @score,@score+10;
-L_Total:
- mes "[Rasputin Gregory]";
- if(@score < 80) goto L_Failed;
- set ALCH_Q,3;
- set ALCH_Q2, 0;
- mes "Kikiki... I'll let you go.";
- mes "Do some good research and be of some help to Rasputin... Kikiki!";
- next;
- mes "[Rasputin Gregory]";
- mes "Well then go! ^5533FFGo to Darwin^000000.";
- mes "He'll teach you how to do the experiments.";
- mes "Tell him I sent you.";
- next;
- mes "[Rasputin Gregory]";
- mes "Kikikikekeke.";
- mes "Don't think this is the end of it!";
- close;
-
- L_Failed:
- set ALCH_Q2,1;
- mes "...Kekeke, you idiot,";
- mes "I feel dumb asking you all the question!";
- mes "you got them all wrong!!!";
- next;
- mes "[Rasputin Gregory]";
- mes "How can a person that can't even answer these question think of being an Alchemist!";
- mes "What? did you get any right?";
- next;
- mes "[Rasputin Gregory]";
- mes "Stupid! If you get one wrong everything is wrong for an Alchemist!";
- mes "Go! Leave! Get out of here!";
+ }
+ else if (ALCH_Q == 5) {
+ mes "What...?!";
+ mes "You want to take";
+ mes "the test again?!";
+ mes "I thought I told";
+ mes "you to leave!";
+ next;
+ mes "[Raspuchin Gregory]";
+ mes "I don't like it...";
+ mes "I don't like this!";
+ next;
+ mes "[Raspuchin Gregory]";
+ mes "Fine...";
+ mes "I'll try to overlook your pitiful performance last time and give";
+ mes "you another chance. Don't screw";
+ mes "up again, got it?";
+ next;
+ mes "[Raspuchin Gregory]";
+ mes "Now then,";
+ mes "give me all the";
+ mes "^551A8Bright^000000 answers";
+ mes "this time.";
+ next;
+ goto L_AskQuestions;
+ }
+ else if (ALCH_Q == 6) {
+ mes "What are you doing?";
+ mes "Go and find Darwin now.";
+ next;
+ mes "[Raspuchin Gregory]";
+ mes "Keheheheheheheheh~";
+ mes "Don't think this is the end of it!";
close;
-L_Done:
- mes "What are you doing? Leave already.";
- mes "Go to ^5533FFDarwin^000000.";
- mes "He'll teach you how to do the experiments.";
- mes "Tell him I sent you.";
- next;
- mes "[Rasputin Gregory]";
- mes "Kikikikekeke.";
+ }
+ mes "Keheheheheheheheh~";
mes "Don't think this is the end of it!";
close;
-L_Skip:
- mes "Hmm... you have a pretty high job level..... I'll be nice today and let you pass.";
- mes "Next you should go see ^5533FFDarwin^000000.";
- mes "He'll teach you how to do the experiments.";
- mes "Tell him I sent you.";
- set ALCH_Q,3;
- set ALCH_Q2, 0;
- close;
}
-
-//==================================================================================================//
-// 3rd Test: Mix some medicine
-//==================================================================================================//
-alde_alche,13,15,8 script Darwin 750,{
- mes "[Darwin]";
- if(baseJob == Job_Merchant) goto L_Merc;
-L_Other:
- mes "more to lose or gain...";
- mes "It's always like that...";
- next;
- mes "[Darwin]";
- mes "All I can see through my cursed eyes";
- mes "are illusions from the past,";
- mes "Ahahahaha...";
- next;
+alde_alche,13,15,7 script Studying Man#am 750,{
+ //set max_max_c,1201;
+ //if (max_max_c == 1) {
+ // mes "- Wait a minute! -";
+ // mes "- Currently you are carrying -";
+ // mes "- too many items with you. -";
+ // mes "- Please come back again -";
+ // mes "- after you store some items into kafra storage. -";
+ // close;
+ // return
+ //}
mes "[Darwin]";
- mes "There's no such thing as paradise ... is there ?";
- mes "My love Harmona.... Aah....";
- close;
-
-L_Merc:
- if(ALCH_Q == 3) goto L_Start;
- if(ALCH_Q == 4) goto L_Done;
- goto L_Other;
-
-L_Start:
- if(ALCH_Q2 == 1) goto L_Check;
- mes "...........";
- mes ".........";
- mes "....Who is it...";
- next;
- mes "[Darwin]";
- mes "A wolf? Or a human...";
- mes "You must be looking for something as well.";
- next;
- mes "[Darwin]";
- mes "If you have something precious, be careful.";
- mes "You may lose something else while while going after another...";
- next;
- mes "[Darwin]";
- mes "..........";
- next;
- mes "[Darwin]";
- mes "... but what brings you here.";
- mes "Coming to a place like this.";
- next;
- menu "I want to learn how to experiment.",M_Exp, "Tell me more about flowers.",M_Flow;
-
- M_Flow:
+ if (BaseJob != Job_Merchant) {
+ if (BaseJob == Job_Alchemist) {
+ mes "Ah...";
+ mes "You...";
+ mes "You've become";
+ mes "an Alchemist.";
+ next;
+ mes "[Darwin]";
+ mes "Remember...";
+ mes "In your quest";
+ mes "to make your";
+ mes "dreams come true,";
+ mes "do not lose what";
+ mes "you cherish.";
+ next;
+ mes "[Darwin]";
+ mes "Ah...";
+ mes "Harmona...";
+ mes "My love...";
+ close;
+ }
+ else {
+ mes "When you have";
+ mes "your dreams, you";
+ mes "have everything.";
+ mes "Without them, you have";
+ mes "nothing more to lose.";
+ next;
+ mes "[Darwin]";
+ mes "These cursed eyes...";
+ mes "They've lost sight of";
+ mes "my dreams a long time ago.";
+ mes "Ha ha ha ha...";
+ next;
+ mes "[Darwin]";
+ mes "Does paradise";
+ mes "really exist...?";
+ mes "Not without my love...";
+ mes "Not without Harmona...";
+ close;
+ }
+ }
+ if (ALCH_Q == 6) {
+ mes "...";
+ next;
mes "[Darwin]";
- mes ".......";
+ mes "...";
mes "......";
- mes "...think about your precious things...";
next;
mes "[Darwin]";
- mes ".... There is a flower that I faintly remember....";
+ mes "...";
+ mes "......";
+ mes "Who is it...?";
next;
+ monster "alde_alche",13,15,"Wolf",1013,1;
+ killmonsterall "alde_alche";
mes "[Darwin]";
- mes "I divulged into researching one thing.....";
- mes "for the one I love...";
+ mes "A wolf?";
+ mes "Or a human?";
+ mes "You must be seeking";
+ mes "something, are you not?";
next;
mes "[Darwin]";
- mes "Lets just say that it was about the relationship between wolf and flowers...";
- mes "I won't tell you the details.";
+ mes "After all...";
+ mes "Everyone has desires";
+ mes "to fulfill. Be be careful.";
+ mes "Do not be like the wild";
+ mes "wolf drawn to the flowers.";
next;
mes "[Darwin]";
- mes "But yes ... it was a flower.";
- mes "with its shine, it was said to let you see paradise Illusion Flower...";
+ mes "In your efforts to gain something else, you may end up sacrificing something precious to you.";
next;
mes "[Darwin]";
- mes "I made a homunculus.";
- mes "Nobody believe me. that I made life from a flower!!!";
- mes "My research!";
+ mes "Cultivating joy and happiness";
+ mes "is much like cultivating flowers.";
+ mes "If something is missing, the";
+ mes "flower will wilt away...";
next;
mes "[Darwin]";
- mes "But now, I have nothing left..";
- mes "It's all over.";
- mes "Time has stopped at that moment in my life...";
+ mes "What brings you";
+ mes "to this kind of place?";
+ next;
+ switch(select("I want to learn how to experiment.:Tell me more about flowers.:Nothing.")) {
+ case 1:
+ mes "[Darwin]";
+ mes "You wish to";
+ mes "learn Alchemy?";
+ mes "Everything I know,";
+ mes "I've learned for the";
+ mes "sake of making my";
+ mes "dream come true...";
+ next;
+ mes "[Darwin]";
+ mes "I'll teach";
+ mes "you the basics...";
+ mes "But everything you";
+ mes "learn afterwards must";
+ mes "be directed through";
+ mes "your own motivations.";
+ next;
+ mes "[Darwin]";
+ mes "I will teach you";
+ mes "how to make simple";
+ mes "medicine. So please";
+ mes "bring the following";
+ mes "materials right away.";
+ next;
+ mes "[Darwin]";
+ mes "^551A8B3 Medicine Bowls^000000,";
+ mes "^551A8B3 Empty Bottles^000000,";
+ mes "^551A8B1 Red Herb^000000,";
+ mes "^551A8B1 Yellow Herb^000000 and";
+ mes "^551A8B1 White Herb^000000.";
+ set ALCH_Q,7;
+ next;
+ mes "[Darwin]";
+ mes "Once you have";
+ mes "prepared everything,";
+ mes "return to me.";
+ close;
+ case 2:
+ mes "[Darwin]";
+ mes "Flowers...?";
+ mes "In the darkest";
+ mes "recesses of my mind,";
+ mes "there is a blossum";
+ mes "that I faintly remember...";
+ next;
+ mes "[Darwin]";
+ mes "For the one that";
+ mes "I love, I put all";
+ mes "of my efforts into";
+ mes "researching that one thing.";
+ next;
+ mes "[Darwin]";
+ mes "I won't tell you the details,";
+ mes "but I was basically researching";
+ mes "the relationship between";
+ mes "wolves and flowers.";
+ next;
+ mes "[Darwin]";
+ mes "But yes...";
+ mes "It was a flower.";
+ mes "With its shine, it was said";
+ mes "to let you see paradise.";
+ mes "The ^551A8BIllusion Flower^000000...";
+ next;
+ mes "[Darwin]";
+ mes "I even made";
+ mes "a Homunculus,";
+ mes "but no one believed that I could create new life from a flower...";
+ next;
+ mes "[Darwin]";
+ mes "Then...";
+ mes "Well, some other things happened, and now I have nothing left. Time no longer has any meaning for me.";
+ next;
+ mes "[Darwin]";
+ mes "Ahh...";
+ mes "Harmona...";
+ mes "Where have you gone?";
+ mes "I hope you're in a field";
+ mes "of beautiful flowers...";
+ close;
+ case 3:
+ mes "[Darwin]";
+ mes "Consider what";
+ mes "is most precious";
+ mes "to you. It cannot";
+ mes "be protected if you";
+ mes "do not recognize it.";
+ close;
+ }
+ }
+ else if (ALCH_Q == 7) {
+ mes "...";
+ mes "......";
next;
mes "[Darwin]";
- mes "Aag... Harmona, in the beautiful fields of flowers,";
- mes "where have you gone....";
- close;
- M_Exp:
+ mes "...";
+ mes "......";
+ mes "Who is it...?";
+ next;
mes "[Darwin]";
- mes "You want to learn Alchemy...";
- mes "All the knowledge I possess..";
- mes "I made to make my dreams come true...";
+ mes "Ah...";
+ mes "You are the one who";
+ mes "wishes to learn Alchemy.";
+ mes "Have you prepared everything?";
+ next;
+ if (countitem(710) > 0) {
+ mes "[Darwin]";
+ mes "Wait.";
+ mes "That Illusion Flower.";
+ mes "How did you get that?";
+ next;
+ mes "[Darwin]";
+ mes "Where did you find it?!";
+ mes "The flower that slowly";
+ mes "blooms under the";
+ mes "moonlight?";
+ mes "It's beautiful...!";
+ next;
+ mes "[Darwin]";
+ mes "Th-That flower...";
+ mes "Please let me see it.";
+ mes "The Illusion Flower!";
+ mes "Uwaaaaaaah!!";
+ next;
+ mes "[Darwin]";
+ mes "Would you be so kind";
+ mes "as to let me have this flower?";
+ mes "I'm sure that this is the Moonlight Flower that I've been seeking!";
+ next;
+ if (select("Sorry, I can't give it to you.:I brought it to give to you.") == 1) {
+ mes "[Darwin]";
+ mes "I understand.";
+ mes "You can't give";
+ mes "such a precious";
+ mes "flower to just anyone.";
+ mes "Well... It's okay.";
+ next;
+ mes "[Darwin]";
+ mes "It just brought back old memories. I shouldn't have asked in the first place. In any case, please bring what is needed for the experiment.";
+ next;
+ mes "[Darwin]";
+ mes "Please leave that flower";
+ mes "somewhere else. It brings";
+ mes "back too many memories...";
+ close;
+ }
+ mes "[Darwin]";
+ mes "Are you";
+ mes "serious?!";
+ mes "Thank you!";
+ mes "Such a precious flower.";
+ mes "Ah, Harmona, my love...";
+ next;
+ mes "[Darwin]";
+ mes "Yes...";
+ mes "I shall repay you for this.";
+ mes "I shall plant all of my knowledge of Alchemy directly into your mind...";
+ next;
+ mes "[Darwin]";
+ mes "Open your eyes wide,";
+ mes "and look into my eyes!!";
+ mes "Don't stop until the end!!";
+ next;
+ mes "Lorem ipsum dolor sit amet,";
+ next;
+ mes "Lorem ipsum dolor sit amet,";
+ mes "consectetuer adipiscing elit.";
+ next;
+ mes "Lorem ipsum dolor sit amet,";
+ mes "consectetuer adipiscing elit.";
+ mes "Aenean fermentum ullamcorper.";
+ next;
+ mes "Lorem ipsum dolor sit amet,";
+ mes "consectetuer adipiscing elit.";
+ mes "Aenean fermentum ullamcorper.";
+ mes "Vestibulum ante ipsum primis in";
+ next;
+ mes "Lorem ipsum dolor sit amet,";
+ mes "consectetuer adipiscing elit.";
+ mes "Aenean fermentum ullamcorper.";
+ mes "Vestibulum ante ipsum primis in";
+ mes "faucibus orci luctus et ultrices";
+ next;
+ mes "Lorem ipsum dolor sit amet,";
+ mes "consectetuer adipiscing elit.";
+ mes "Aenean fermentum ullamcorper.";
+ mes "Vestibulum ante ipsum primis in";
+ mes "faucibus orci luctus et ultrices";
+ mes "posuere cubilia Curae; Morbi";
+ next;
+ mes "Lorem ipsum dolor sit amet,";
+ mes "consectetuer adipiscing elit.";
+ mes "Aenean fermentum ullamcorper.";
+ mes "Vestibulum ante ipsum primis in";
+ mes "faucibus orci luctus et ultrices";
+ mes "posuere cubilia Curae; Morbi";
+ mes "massa, fermentum vitae...";
+ next;
+ delitem 710,1; //Illusion_Flower
+ mes "[Darwin]";
+ mes "^666666*Gasp...*^000000";
+ mes "You are now";
+ mes "an Alchemist!!";
+ mes "Go to the Union";
+ mes "and cast away the last";
+ mes "vestiges of Merchant life!!";
+ set ALCH_Q,40;
+ close;
+ }
+ else if (countitem(7134) > 2 && countitem(713) > 2 && countitem(507) > 0 && countitem(508) > 0 && countitem(509) > 0) {
+ mes "[Darwin]";
+ mes "Seems like you have everything ready. As promised, I will teach you how to make simple medicine.";
+ next;
+ mes "[Darwin]";
+ mes "First, prepare the Medicine Bowl. Then, you put the Herbs inside, like this, and slowly crush them.";
+ next;
+ mes "[Darwin]";
+ mes "Pour small amounts";
+ mes "of clean water and stir";
+ mes "the mixture until it thickens.";
+ mes "Afterwards, add some more Herbs.";
+ next;
+ mes "[Darwin]";
+ mes "That's how you make it. If you think you have enough, gently pour the mixture into an empty bottle.";
+ delitem 7134,3; //Medicine_Bowl
+ delitem 713,3; //Empty_Bottle
+ delitem 507,1; //Red_Herb
+ delitem 508,1; //Yellow_Herb
+ delitem 509,1; //White_Herb
+ next;
+ mes "[Darwin]";
+ mes "There you go,";
+ mes "it's complete.";
+ mes "Now, make some medicine";
+ mes "using the simple procedure";
+ mes "I just explained to you.";
+ set w_point,0;
+ next;
+ switch(select("Prepare the Medicine Bowl.:Put the Medicine Bowl on your head.:Kick the Medicine Bowl.")) {
+ case 1:
+ break;
+ case 2:
+ set .@w_point,.@w_point+1;
+ mes "[Darwin]";
+ mes "What...?";
+ next;
+ break;
+ case 3:
+ set .@w_point,.@w_point+1;
+ mes "[Darwin]";
+ mes "No!";
+ next;
+ break;
+ }
+ switch(select("Put some dirt in the Medicine Bowl.:Put some Herbs in the Medicine Bowl.:Put a Harp in the Medicine Bowl.")) {
+ case 1:
+ set .@w_point,.@w_point+1;
+ mes "[Darwin]";
+ mes "...Eh!?";
+ mes "That's not";
+ mes "medicine!";
+ next;
+ break;
+ case 2:
+ break;
+ case 3:
+ set .@w_point,.@w_point+1;
+ mes "[Darwin]";
+ mes "A Harp?";
+ mes "And how would";
+ mes "you do that?";
+ next;
+ break;
+ }
+ switch(select("Crush the Herbs.:Crush the Medicine Bowl.:Crush Darwin's foot.")) {
+ case 1:
+ break;
+ case 2:
+ set .@w_point,.@w_point+1;
+ mes "[Darwin]";
+ mes "Wh-What are";
+ mes "you doing!?";
+ next;
+ break;
+ case 3:
+ set .@w_point,.@w_point+1;
+ mes "[Darwin]";
+ mes "Agh...!";
+ mes "What do you";
+ mes "think you're";
+ mes "doing?!";
+ next;
+ break;
+ }
+ switch(select("Spray clean water.:Drink clean water.:Pour clean water.")) {
+ case 1:
+ set .@w_point,.@w_point+1;
+ mes "[Darwin]";
+ mes "Huh?";
+ mes "What are you doing?";
+ next;
+ break;
+ case 2:
+ set .@w_point,.@w_point+1;
+ mes "[Darwin]";
+ mes "W-wait...";
+ mes "Are you";
+ mes "taking a break?";
+ next;
+ break;
+ case 3:
+ break;
+ }
+ switch(select("Continue crushing the Herbs.:Continue eating the Herbs.:Continue dancing and singing.")) {
+ case 1:
+ break;
+ case 2:
+ set .@w_point,.@w_point+1;
+ mes "[Darwin]";
+ mes "Eat the Herbs?";
+ mes "I think you need";
+ mes "to focus on the";
+ mes "task at hand...";
+ next;
+ break;
+ case 3:
+ set .@w_point,.@w_point+1;
+ mes "[Darwin]";
+ mes "Singing and";
+ mes "dancing? Alchemists";
+ mes "don't do that, have";
+ mes "you gone crazy?";
+ next;
+ break;
+ }
+ switch(select("Put noodles in and fry it.:Pour it in an empty bottle.:Hold the Medicine Bowl and drink it.")) {
+ case 1:
+ set .@w_point,.@w_point+1;
+ mes "[Darwin]";
+ mes "We're Alchemists,";
+ mes "not restaurant chefs.";
+ next;
+ break;
+ case 2:
+ break;
+ case 3:
+ set .@w_point,.@w_point+1;
+ mes "[Darwin]";
+ mes "Huh...";
+ mes "Pretty sloppy...";
+ next;
+ break;
+ }
+ if (.@w_point > 0) {
+ mes "[Darwin]";
+ mes "...";
+ mes "......";
+ next;
+ mes "[Darwin]";
+ mes "You messed up the mixture";
+ mes "since you didn't follow the procedure! Get some more ingredients so you can try it";
+ mes "again until you get it right.";
+ close;
+ }
+ getitem 501,1; //Red_Potion
+ getitem 503,1; //Yellow_Potion
+ getitem 504,1; //White_Potion
+ mes "[Darwin]";
+ mes "Good job.";
+ mes "It came out pretty well considering it's your first time. Go ahead and keep the medicines that you've just made.";
+ set ALCH_Q,8;
+ next;
+ mes "[Darwin]";
+ mes "Now, go into the next room";
+ mes "and speak to Van Helmont to";
+ mes "continue your training.";
+ next;
+ mes "[Darwin]";
+ mes "Never forget...";
+ mes "You must always protect";
+ mes "what is most precious to you.";
+ close;
+ }
+ else {
+ mes "[Darwin]";
+ mes "Have you forgotten";
+ mes "what you need to bring?";
+ mes "Let me remind you once";
+ mes "again. You must come";
+ mes "back with...";
+ next;
+ mes "[Darwin]";
+ mes "^551A8B3 Medicine Bowls^000000,";
+ mes "^551A8B3 Empty Bottle^000000,";
+ mes "^551A8B1 Red Herb^000000,";
+ mes "^551A8B1 Yellow Herb^000000 and";
+ mes "^551A8B1 White Herb^000000.";
+ next;
+ mes "[Darwin]";
+ mes "Come back";
+ mes "when you are";
+ mes "ready...";
+ close;
+ }
+ }
+ else if (ALCH_Q == 8) {
+ mes "I said to go";
+ mes "to Van Helmont.";
+ mes "I'd like to teach you";
+ mes "more, but I can't.";
next;
mes "[Darwin]";
- mes "I'll teach you the basics...";
- mes "but you must determine your own wishes.";
+ mes "Aah...";
+ mes "Harmona, my love.";
+ mes "I can't even see the flower anymore. My soul quietly";
+ mes "withers as well..";
+ close;
+ }
+ else if (ALCH_Q == 40) {
+ mes "I have already given you all of my knowledge and have nothing more";
+ mes "to teach you.";
next;
mes "[Darwin]";
- mes "So, here are the basics.";
- mes "This is how you make simple medicine...";
- mes "Prepare some stuff...";
+ mes "Go to the second floor and talk to speak to our Union Leader. Once";
+ mes "you do that, your life as an Alchemist will begin.";
+ close;
+ }
+ else {
+ mes "When you have";
+ mes "your dreams, you";
+ mes "have everything.";
+ mes "Without them, you have";
+ mes "nothing more to lose.";
next;
mes "[Darwin]";
- mes "^5533FF3 Medicine Bowls";
- mes "3 Empty Bottles";
- mes "1 Red Herb";
- mes "1 Yellow Herb";
- mes "1 White Herb^000000";
+ mes "These cursed eyes...";
+ mes "They've lost sight of";
+ mes "my dreams a long time ago.";
+ mes "Ha ha ha ha...";
next;
mes "[Darwin]";
- mes "Once you have prepared all the items... come here.";
- set ALCH_Q2, 1;
- close;
-
-L_Check:
- mes "...........";
- mes ".........";
- mes "...Who is it....";
- next;
- mes "[Darwin]";
- mes "Ah You're the one that wants to learn Alchemy...";
- mes "So did you prepare everything?";
- next;
- if(countitem(7134) < 3 || countitem(713) < 3 || countitem(507) < 1 || countitem(508) < 1 || countitem(509) < 1) goto L_NotEnuf;
- delitem 7134,3;
- delitem 713,3;
- delitem 507,1;
- delitem 508,1;
- delitem 509,1;
- mes "[Darwin]";
- mes "Seems like you have everything ready.";
- mes "As i promised, I'll teach you how to make medicine";
- next;
- mes "[Darwin]";
- mes "First, prepare the Medicine Bowl then put the Herbs inside like this.";
- mes "And you slowly crush them.";
- next;
- mes "[Darwin]";
- mes "Pour small amounts of clean water and stirr until it become thick, ";
- mes "then add some more Herbs.";
- next;
- mes "[Darwin]";
- mes "That's how you make it if you think you have enough, ";
- mes "gently pour it into an empty bottle";
- next;
- mes "[Darwin]";
- mes "There you go, its complete.";
- mes "This time, do as I showed you.";
- mes "It should be easy since its so simple.";
- next;
- mes "[Darwin]";
- mes "... even though you don't have one?";
- next;
- set @score,0;
- menu "Prepare the medicine bowl",-, "Wear the medicine bowl on the head",M_0, "Kick the medicine bowl",M_0;
-
- set @score,@score+10;
- M_0:
-
- menu "Put the sand into the medicine bowl",M_1, "Put the herbs into the medicine bowl",-, "Put the harp into the medicine bowl",M_1;
-
- set @score,@score+10;
- M_1:
-
- menu "Smash the herbs",-, "Smash the medicine bowl",M_2, "Smash the Tarosia's foots",M_2;
-
- set @score,@score+10;
- M_2:
-
- menu "Spray the water",M_3, "Drink the water",M_3, "Pour in the water",-;
-
- set @score,@score+10;
- M_3:
-
- menu "Continue to smash the herbs",-, "Continues to eat the herbs",M_4, "Continues to dance and sing",M_4;
-
- set @score,@score+10;
- M_4:
-
- menu "Put in the noodles and fry it",M_5, "Put into the Empty Bottle",-, "Raise the medicine bowl and drink it",M_5;
-
- set @score,@score+10;
- M_5:
-
- mes "[Darwin]";
- if(@score < 60) goto L_Failed;
- mes "... Good job. It came out prettywell considering it's your first time...";
- mes "As a souvenier, take these.";
- getitem 501,1;
- getitem 503,1;
- getitem 504,1;
- set ALCH_Q,4;
- set ALCH_Q2,0;
- next;
- mes "[Darwin]";
-L_Done:
- mes "Go to ^5533FFVan Helmont^000000 in the next room...";
- mes "He'll teach you more details.";
- mes "Go learn from him.";
- next;
- mes "[Darwin]";
- mes "Don't forget...";
- mes "You must protect what is trully precious to you.....";
- close;
-
- L_Failed:
- mes "... You messed up all the ingredients.";
- mes "... Go bring some more.";
+ mes "Does paradise";
+ mes "really exist...?";
+ mes "Not without my love...";
+ mes "Not without Harmona...";
close;
-L_NotEnuf:
- mes "[Darwin]";
- mes "...You must've forgotten the materials to bring.";
- mes "I'll tell you again.";
- mes "Don't forget them this time.";
- next;
- mes "[Darwin]";
- mes "^5533FF3 Medicine Bowls";
- mes "3 Empty Bottles";
- mes "1 Red Herb";
- mes "1 Yellow Herb";
- mes "1 White Herb^000000";
- next;
- mes "[Darwin]";
- mes "Come back when you are ready...";
- close;
+ }
}
-
-//==================================================================================================//
-// 4th Test: Learn from Morgenstein
-//==================================================================================================//
-alde_alche,79,19,4 script Van Helmont 748,{
- mes "[Van Helmont]";
- if(baseJob == Job_Merchant) goto L_Merc;
-L_Other:
- mes "Just a little ... yes, a little bit more ....";
- mes "agh, just a little bit more and it would've been done!";
- next;
- mes "[Van Helmont]";
- mes "Why, why another failure!!!";
- mes "Nothing was wrong!";
- mes "Why! Why!";
- next;
- mes "[Van Helmont]";
- mes "Does that mean I have to get more materials...";
- mes "But I should be able to complete it one day....Heeh...";
- close;
-L_Merc:
- if(ALCH_Q == 4) goto L_Start;
- if(ALCH_Q == 5) goto L_Done;
- goto L_Other;
-L_Start:
- if(ALCH_Q2 == 1) goto L_Check;
- mes "Arrrrgh... Why does this formula just stop... What's wrong.";
- mes "Theoretically it's all correct...";
- mes "I'm sure it's because there is an error in the formula";
- mes "somewhere...";
- next;
- mes "[Van Helmont]";
- mes "That's it, I pour it here and it should stop... but this is the formula that solution doesn't stop flowing.";
- mes " How could I make such a stupid mistake... when did I switch these...";
- next;
- mes "[Van Helmont]";
- mes "Yes, that's it. I just need to fix this part.";
- mes "No need to start over.";
- mes "I just have to fix it...";
- mes "....But, wait. wait.";
- next;
+alde_alche,79,19,5 script Experiment Expert#am 748,{
mes "[Van Helmont]";
- mes ".....................";
- next;
- mes "[Van Helmont]";
- mes "....Who are you?";
- next;
- menu "I want to become an Alchemist.",-,".....",M_Bye;
-
+ if (BaseJob != Job_Merchant) {
+ if (BaseJob == Job_Alchemist) {
+ mes "What do you want?";
+ mes "I'm busy!! Don't";
+ mes "bother me and get";
+ mes "on your way.";
+ next;
+ mes "[Van Helmont]";
+ mes "Now, come on...";
+ mes "You'll never get";
+ mes "any research completed if you just slack off. Go out and learn all that you can.";
+ next;
+ mes "[Van Helmont]";
+ mes "Reading science journals and performing experiments. That's what Alchemy is all about. Now, let me get back to work!";
+ close;
+ }
+ else {
+ mes "Just a little...";
+ mes "A little bit more...";
+ mes "Nooo! Just a little";
+ mes "bit more and it";
+ mes "would've been done!";
+ next;
+ mes "[Van Helmont]";
+ mes "Why...?!";
+ mes "Why, another failure?!";
+ mes "My calculations were";
+ mes "all correct! W-Wait...!";
+ next;
+ mes "[Van Helmont]";
+ mes "Perhaps, if I capacitated the thermal flux by using the neutronic gradient, it just might work...!";
+ close;
+ }
+ }
+ if (ALCH_Q == 8) {
+ mes "Arrrrgh...!";
+ mes "Why isn't this formula working? What's wrong? In theory, it's all correct, but there must be an error in the formula somewhere...";
+ next;
mes "[Van Helmont]";
- mes "Oh, I see....";
- mes "Haha you want to learn Alchemy in world like this, what a funny merchant... hmmm.";
+ mes "I pour it in here, and it should stop. Wait, this is the wrong solution! How could I make such";
+ mes "a dumb mistake?! When did these";
+ mes "get switched?!";
next;
mes "[Van Helmont]";
- mes "Well, that's nice, but I have a very urgent experiment I must tend to.";
- mes "So don't get in the way.";
+ mes "Okay, okay...";
+ mes "I just need to fix this part.";
+ mes "No need to start over. I just";
+ mes "need to fix it... But wait. Wait...";
next;
- menu "Teach me something.",-,"..........",M_Bye;
-
+ mes "[Van Helmont]";
+ mes ".................";
+ next;
+ mes "[Van Helmont]";
+ mes "Um...";
+ mes "Who are you?";
+ next;
+ if (select("I want to become an Alchemist.:.......") == 2) {
+ mes "[Van Helmont]";
+ mes "Hmm...?";
+ mes "What, did you just want to watch? Fine, fine, but do it quietly and leave right when you're done.";
+ next;
+ mes "[Van Helmont]";
+ mes "Stay out of my way and don't go around touching stuff. There might be some volatile materials, so it'd be dangerous to have any accidents.";
+ close;
+ }
+ mes "[Van Helmont]";
+ mes "You...?";
+ mes "An Alchemist?";
+ mes "What a funny Merchant.";
+ next;
+ mes "[Van Helmont]";
+ mes "Well, that's nice, but I have very urgent experiments that require";
+ mes "my attention, so don't get";
+ mes "in the way.";
+ next;
+ if (select("Teach me something.:...") == 1) {
mes "[Van Helmont]";
- mes "Argh... didn't I just tell you not to bother me?";
- mes "Why can't you understand when I say something!";
+ mes "Argh...!";
+ mes "Didn't I just tell you not to bother me? What's so hard to understand about that?";
next;
mes "[Van Helmont]";
- mes "Ok, I'll give you an assignment.";
- mes "Go study and come back. Let's see.";
- mes "What would be good... Hmm...";
+ mes "Fine, fine. I'll give you an assignment. Learn something";
+ mes "new and come back. Let's see.";
+ mes "What would be good...";
next;
mes "[Van Helmont]";
- mes "Oh, I got it. Go learn from ^5533FFMorgenstein^000000. Learn how to make a ^009500Counteragent^000000 and ^FF3355Mixture^000000.";
- mes "You can find him in ^5533FFGeffen^000000.";
+ mes "Okay, I got it.";
+ mes "Go learn how to make";
+ mes "a Counteragent and Mixture";
+ mes "from Molgenstein.";
next;
mes "[Van Helmont]";
- mes "You don't need to bring what you made. But just go watch how he makes medicine and stuff.";
- mes "Got it?";
+ mes "You don't need to bring anything. Just go watch him at work and have him tell you how he makes those solutions. Got it?";
next;
mes "[Van Helmont]";
+ set ALCH_Q,9;
mes "Well then, see you later.";
- mes "You'd be best off going as soon as you can.";
- set ALCH_Q2,1;
+ mes "You'd better get going as";
+ mes "soon as you can.";
close;
- M_Bye:
+ }
+ mes "[Van Helmont]";
+ mes "...";
+ next;
mes "[Van Helmont]";
- mes "If you don't have business here just go away. Ok!!!";
+ mes "...";
+ mes "......";
+ next;
+ mes "[Van Helmont]";
+ mes "...";
+ mes "......";
+ next;
+ mes "[Van Helmont]";
+ mes "So if I recalibrate the combustion rate of this compound, that should negate any cohesive tendencies in this particle flux...";
+ next;
+ mes "[Van Helmont]";
+ mes "But what am I going to do";
+ mes "about all of this spontaneous";
+ mes "crystallization?! I can't very well remove this matrix, I need it for the catalyst to reach the triple point.";
+ next;
+ mes "[Van Helmont]";
+ mes "Damn!";
+ mes "What am";
+ mes "I going to do?!";
close;
-L_Check:
- if((MISC_QUEST & 4)==0) goto L_NotRdy; //this's a Morgenstein Quest check
- mes "Yes, cut the Tentacle..";
- mes "and mix some Sticky Mucus,";
- mes "Jellopy solution in the test tube Darn, where did the Medicine Bowl go...";
- next;
- mes "[Van Helmont]";
- mes "Did I use them all.. At a time like this, grrr. I wonder if Nicholas has any left.";
- mes "Ganfunnit... what a pain.";
- mes "....but, wait. wait.";
- next;
- mes "[Van Helmont]";
- mes "Ah, you're that merchant from before. So.. did you learn anything?";
- mes "I didn't send you there to play.";
- next;
- mes "[Van Helmont]";
- mes "Let me ask you a couple of questions. Answer how you heard and learned.";
- next;
- set @score,0;
-
- Q_1a:
+ }
+ else if (ALCH_Q == 9) {
+ mes "Alright, if I make an incision here in the Tentacle, and add a Jellopy and Sticky Mucus solution into the... Where the hell did my Medicine Bowl go?";
+ next;
mes "[Van Helmont]";
- mes "What item is required to form the Counteragent?";
+ mes "Did I use them all at a time like this?! I wonder if Nicholas has any left. Ugh, what a pain. Wait. Wait a minute...";
next;
- menu "Feather",-,"Sticky Mucus",-,"Animal Blood",-;
-
- Q_1b:
mes "[Van Helmont]";
- mes "Which of the following item is not required in forming the Counteragent?";
+ mes "...";
next;
- menu "Karvodailnirol",-,"Detrimindexta",Q_2a,"Alchol",Q_2a;
-
- set @score,@score+10;
-
- Q_2a:
mes "[Van Helmont]";
- mes "What item is required to form the Mixture?";
+ mes "...";
+ mes "......";
+ mes "Who are you?";
next;
- menu "Monster's Feed",-,"Lip of Ancient Fish",-,"Rotten Bandage",-;
-
- Q_2b:
+ if (select("I want to become an Alchemist?:.......") == 2) {
+ mes "[Van Helmont]";
+ mes "Hmm...?";
+ mes "What, did you just want to watch? Fine, fine, but do it quietly and leave right when you're done.";
+ next;
+ mes "[Van Helmont]";
+ mes "Stay out of my way and don't go around touching stuff. There might be some volatile materials, so it'd be dangerous to have any accidents.";
+ close;
+ }
mes "[Van Helmont]";
- mes "Which of the following item is not required in the process of forming the Mixture?";
+ mes "Ah, of course. The Merchant from before. So what did you learn from Molgenstein? I didn't just send you there for fun, you know.";
next;
- menu "Karvodailnirol",L_Result,"Detrimindexta",-,"Alchol",L_Result;
-
- set @score,@score+10;
-
-L_Result:
- mes "[Van Helmont]";
- if(@score < 20) goto L_Failed;
- mes "Hmm, you learned well. Ok, now you know some stuff about medicine?";
- mes "Eh?";
- mes "I know, you must have a lot to say but let me continue with my experiment.";
- next;
- mes "[Van Helmont]";
- mes "Go out and to the room next to here. ^5533FFNicholas^000000 probably has more to teach you than me.";
- set ALCH_Q,5;
- set ALCH_Q2,0;
- close;
-
- L_Failed:
- mes "...Be honest. You don't know,";
- mes "do you? I thought I told you to go learn from Morgenstein...";
+ mes "[Van Helmont]";
+ mes "Let me ask you";
+ mes "some questions to";
+ mes "check what you've";
+ mes "learned.";
+ next;
+ if(MISC_QUEST & 4) {
+ mes "[Van Helmont]";
+ mes "Which item is not";
+ mes "necessary to make";
+ mes "a Counteragent?";
+ next;
+ if (select("Karvodailnirol:Detrimindexta:Alcohol") != 1) set .@w_point,.@w_point+1;
+ mes "[Van Helmont]";
+ mes "What item is not";
+ mes "necessary to make";
+ mes "a Mixture?";
+ next;
+ if (select("Karvodailnirol:Detrimindexta:Alcohol") != 2) set .@w_point,.@w_point+1;
+ if (.@w_point > 0) {
+ mes "[Van Helmont]";
+ mes "Weren't you listening to Molgenstein at all? Maybe you";
+ mes "have to watch him make it again.";
+ next;
+ mes "[Van Helmont]";
+ mes "If you can't tell the exact items that you need in an experiment,";
+ mes "you might end up hurting yourself!";
+ close;
+ }
+ mes "[Van Helmont]";
+ mes "Good, you've learned well.";
+ mes "Okay, now you know something about experimentation. You're done here, so now I can continue with my experiments.";
+ next;
+ mes "[Van Helmont]";
+ mes "Go out and find the room next";
+ mes "to this one and talk to Nicholas. He'll continue your training.";
+ next;
+ set ALCH_Q,20;
+ mes "[Van Helmont]";
+ mes "What are you";
+ mes "still doing here?";
+ mes "Go! We both have";
+ mes "more important";
+ mes "things to do!";
+ close;
+ }
+ else {
+ mes "[Van Helmont]";
+ mes "What item do";
+ mes "you need to make";
+ mes "a Counteragent?";
+ next;
+ select("Feather:Sticky Mucus:Animal Gore");
+ mes "[Van Helmont]";
+ mes "What item do";
+ mes "you need to make";
+ mes "a Mixture?";
+ next;
+ select("Monster Feed:Ancient Lips:Rotten Bandage");
+ mes "[Van Helmont]";
+ mes "Be honest. You don't know, do you?! Didn't I say to go to Molgenstein and have him teach you?!";
+ next;
+ mes "[Van Helmont]";
+ mes "Don't even think about coming back until you talk to him! Now stop bothering me and get out of here!";
+ close;
+ }
+ }
+ else if (ALCH_Q == 20) {
+ mes "What...?";
+ mes "I thought I told you to";
+ mes "talk to Nicholas next door?";
next;
mes "[Van Helmont]";
- mes "Don't even think about coming back before you've learned for sure!";
- mes "Stop bothering me and leave!";
+ mes "I need to continue my research,";
+ mes "and you need to finish becoming an Alchemist. Come on, get moving!";
close;
-L_NotRdy:
- mes "Didn't I tell you to visit Morgenstein in Geffen!?!";
- mes "He is a wise man! You should go to him!";
- close;
-L_Done:
- mes "What are you doing? Go out and to the room next to here. ^5533FFNicholas^000000 probably has more to teach you than me.";
- mes "I have no more business with you.";
- close;
-
+ }
+ else {
+ mes "Just a little...";
+ mes "A little bit more...";
+ mes "Nooo! Just a little";
+ mes "bit more and it";
+ mes "would've been done!";
+ next;
+ mes "[Van Helmont]";
+ mes "Why...?!";
+ mes "Why, another failure?!";
+ mes "My calculations were";
+ mes "all correct! Wait...";
+ next;
+ mes "[Van Helmont]";
+ mes "Perhaps, if I capacitated the thermal flux by using the neutronic gradient, it just might work...";
+ close;
+ }
}
+alde_alche,101,184,4 script Master Alchemist#am 122,{
+ cutin "job_alche_vincent",2;
+ mes "[Vincent Carsciallo]";
+ if (Upper != 0) {
+ mes "You have transcended...";
+ mes "Excellent, excellent.";
+ next;
+ mes "[Vincent Carsciallo]";
+ mes "You don't belong here.";
+ mes "Go and explore the wide world, my friend.";
+ close2;
+ cutin "",255;
+ end;
+ }
+ if (BaseJob != Job_Merchant) {
+ if (BaseJob == Job_Alchemist) {
+ mes "Welcome!";
+ mes "So how is your";
+ mes "research coming along?";
+ next;
+ mes "[Vincent Carsciallo]";
+ mes "At times you get results that are unexpected from an experiment. Although these may be setbacks in your research, such results can also lead to new discoveries.";
+ next;
+ mes "[Vincent Carsciallo]";
+ mes "If you discover something new,";
+ mes "come and tell us. Don't forget that we are all working together to unlock the mysteries of science!";
+ }
+ else if (BaseClass == Job_Novice) {
+ mes "Hm...";
+ mes "A Novice?";
+ mes "You shouldn't be";
+ mes "playing in a place";
+ mes "like this.";
+ next;
+ mes "[Vincent Carsciallo]";
+ mes "There are a lot of volatile chemicals and dangerous";
+ mes "materials in this building. It'd be a lot better if you just played outside.";
+ }
+ else {
+ mes "Hmm...?";
+ mes "What's an adventurer";
+ mes "doing here in the";
+ mes "Alchemist Union?";
+ next;
+ mes "[Vincent Carsciallo]";
+ mes "I'm afraid there's";
+ mes "not much we can offer";
+ mes "you here if you're not";
+ mes "a member of our Union.";
+ }
+ close2;
+ cutin "",255;
+ end;
+ }
+ if (ALCH_Q == 0) {
+ mes "Hmm...?";
+ mes "A Merchant?";
+ mes "Are you interested";
+ mes "in learning Alchemy?";
+ next;
+ mes "[Vincent Carsciallo]";
+ mes "This is the Alchemist Union.";
+ mes "We research and experiment with many different substances in order to create new materials without using magic.";
+ next;
+ mes "[Vincent Carsciallo]";
+ mes "Someday, we hope to unlock";
+ mes "the secret of life, as well as the other mysteries of science.";
+ next;
+ mes "[Vincent Carsciallo]";
+ mes "After being traveling as a Merchant for a long time, you must have developed some scientific curiosity. If you'd like to learn Alchemy, why don't you try joining the Alchemist Union?";
+ close2;
+ cutin "",255;
+ end;
+ }
+ else if (ALCH_Q == 40) {
+ if (JobLevel < 40) {
+ set ALCH_Q,0;
+ mes "Hmm...you don't seem to be qualified yet.";
+ mes "Remember, you must reach at least job level 40 to become an Alchemist.";
+ close2;
+ cutin "",255;
+ end;
+ }
+ if (SkillPoint) {
+ mes "Ah, you're almost";
+ mes "ready to become an";
+ mes "Alchemist, but you must";
+ mes "first allocate your unused";
+ mes "Skill Points.";
+ next;
+ mes "[Vincent Carsciallo]";
+ mes "Talk to me again";
+ mes "once you have spent";
+ mes "all of your extra";
+ mes "Skill Points.";
+ close2;
+ cutin "",255;
+ end;
+ }
+ mes "Ah, well done.";
+ mes "I can see that you";
+ mes "have learned all of";
+ mes "the basics of Alchemy.";
+ next;
+ set ALCH_Q,0;
+ set .@jlevel,JobLevel;
+ callfunc "Job_Change",Job_Alchemist;
+ callfunc "F_ClearJobVar";
+ mes "[Vincent Carsciallo]";
+ mes "Henceforth, you are";
+ mes "now a member of our";
+ mes "illustrious Union.";
+ mes "I hope you learn a lot...";
+ next;
-//==================================================================================================//
-// Test 5 & 6: Word Scramble, Help the Baijin Bros.
-//==================================================================================================//
-alde_alche,145,19,4 script Nicholas Flamel 57,{
- mes "[Nicholas Flamel]";
- if(baseJob == Job_Merchant) goto L_Merc;
-L_Other:
- mes "Lorem ipsum dolor sit amet,";
- mes "consectetuer adipiscing elit.";
- mes "Vivamus sem. Sed metus lacus, viverra id, rutrum eget, rhoncus sit amet, lectus.";
- mes "Suspendisse sit amet urna in nisl frigilla faucibus.";
- mes "Nulla scelerisque eros....";
- mes "......mumblemumble........";
- close;
-L_Merc:
- if(ALCH_Q == 5) goto L_Start;
- if(ALCH_Q == 6) goto L_Start2;
- if(ALCH_Q == 7) goto L_Done;
- goto L_Other;
-L_Start:
- if(ALCH_Q2 == 1) goto L_ReTest;
- mes "Ooh... you're the Merchant that wants to become an Alchemist?";
- mes "But you know... not anyone can become an Alchemist.";
- next;
- mes "[Nicholas Flamel]";
- mes "The Union doesn't like those that just want to become Alchemist without a clear goal.";
- mes "So... to see if you qualify, I'll test how smart you are.";
- next;
- mes "[Nicholas Flamel]";
- mes "As you can see, Alchemist must memorize many equations,";
- mes "chemical equations and a lot of other information.";
- mes "If you're not at a certain level..";
- mes "it's actually pretty tough.";
- next;
- mes "[Nicholas Flamel]";
- mes "The idea is to prevent those that are going to be useless Alchemists from joining the union!";
- next;
- mes "[Nicholas Flamel]";
- mes "Ok... Here go the questions!";
- mes "This is to test your concentration so that you won't get confused when looking at charts.";
- next;
- mes "[Nicholas Flamel]";
- mes "Find the words from the group of letters. They can be made by using some or all the letters given";
- next;
- mes "[Nicholas Flamel]";
- mes "You pass if you choose the word that is 'IN' the puzzle.";
- next;
+ if (.@jlevel == 50) {
+ getitem 7133,1; //Slim_Potion_Create_Book
+ mes "[Vincent Carsciallo]";
+ mes "Let me give you";
+ mes "something special.";
+ mes "You can use this to";
+ mes "begin your life";
+ mes "of research.";
+ }
+ else {
+ switch(rand(1,6)) {
+ case 1:
+ getitem 7127,1; //Alcol_Create_Book
+ break;
+ case 2:
+ getitem 7128,1; //FireBottle_Create_Book
+ break;
+ case 3:
+ getitem 7129,1; //Acid_Create_Book
+ break;
+ case 4:
+ getitem 7130,1; //Plant_Create_Book
+ break;
+ case 5:
+ getitem 7131,1; //Mine_Create_Book
+ break;
+ case 6:
+ getitem 7144,1; //Normal_Potion_Book
+ }
+ mes "[Vincent Carsciallo]";
+ mes "And...";
+ mes "Here's a little";
+ mes "something to help";
+ mes "you begin your";
+ mes "research.";
+ }
+ next;
+ mes "[Vincent Carsciallo]";
+ mes "I'll see";
+ mes "you later then...";
+ mes "Remember to carry";
+ mes "yourself with pride";
+ mes "as an Alchemist!";
+ close2;
+ cutin "",255;
+ end;
+ }
+ else {
+ mes "Ah...";
+ mes "I believe you've";
+ mes "already registered";
+ mes "for training to become";
+ mes "an Alchemist.";
+ next;
+ mes "[Vincent Carsciallo]";
+ mes "Please listen to the";
+ mes "other Alchemists and follow their instructions carefully. You will learn much from them.";
+ close2;
+ cutin "",255;
+ end;
+ }
+}
- Q_1:
- set @score,0;
+alde_alche,145,19,1 script Chief Researcher#am 57,{
+ //set max_max_c,1201;
+ //if (max_max_c == 1) {
+ // mes "- Wait a minute! -";
+ // mes "- Currently you are carrying -";
+ // mes "- too many items with you. -";
+ // mes "- Please come back again -";
+ // mes "- after you store some items into kafra storage. -";
+ // close;
+ //}
+ if (ALCH_Q > 19 && ALCH_Q < 22) {
+ if (ALCH_Q == 20) {
+ mes "[Nicholas Flamel]";
+ mes "Ooh...";
+ mes "You're the upstart";
+ mes "Merchant that wants";
+ mes "to become an Alchemist?";
+ next;
+ mes "[Nicholas Flamel]";
+ mes "Not just anyone can become an Alchemist, you know. You've got to have motivation and clear goals and a strong sense of focus.";
+ next;
+ mes "[Nicholas Flamel]";
+ mes "Alchemists must memorize many chemical equations, scientific laws and a lot of other information. It's actually pretty tough.";
+ next;
+ mes "[Nicholas Flamel]";
+ mes "If you can't focus, you'll be confused later when you look at Alchemy charts. My test will judge your ability to do just that.";
+ next;
+ }
mes "[Nicholas Flamel]";
- mes "s m i e x b w u n e n t a g l r";
+ mes "Find the words scrambled";
+ mes "in the group of letters I give you. They can be made by using some";
+ mes "or all of the letters.";
next;
- menu "tiger",-,"wolf",Q_2,"pumpkin",Q_2,"tripped",Q_2;
-
- set @score,@score+10;
-
- Q_2:
mes "[Nicholas Flamel]";
- mes "n i e g b o p d s o a u w r v";
+ mes "You pass if you";
+ mes "choose the word";
+ mes "that is ^551A8BIN^000000 the puzzle.";
next;
- menu "bash",Q_3,"provoke",Q_3,"endure",-,"stun",Q_3,"abracadabra",Q_3;
-
- set @score,@score+10;
+ switch(rand(1,3)) {
+ case 1:
+ mes "t m y a n y e o b n e g p r i";
+ next;
+ if (select("Brake:Brass:Bug:Broken:Brigan?") == 5) set .@alch_t,.@alch_t+10;
+ mes "o n c u t a p j l e r s v m u";
+ next;
+ if (select("vendor:storage:weapon:simple:streetshop") == 1) set .@alch_t,.@alch_t+10;
+ mes "t v a r m e g p h e u b o y l";
+ next;
+ if (select("molasses:party:leader:sweets:treacle") == 2) set .@alch_t,.@alch_t+10;
+ mes "q z a h n a i n b r d p t n c";
+ next;
+ if (select("partisan:partizan:pato:paros:pack") == 2) set .@alch_t,.@alch_t+10;
+ break;
+ case 2:
+ mes "m p d i c f a r o g n k w a s";
+ next;
+ if (select("packman:sunshine:ragnarok:wonderland:frost") == 1) set .@alch_t,.@alch_t+10;
+ mes "g b n o p r e f a r e t a s k";
+ next;
+ if (select("purple:smoker:ragnarok:bolt:burnt wood") == 3) set .@alch_t,.@alch_t+10;
+ mes "u g n i s j e k c e o g n d p";
+ next;
+ if (select("scab:kinship:donate:source:opening") == 5) set .@alch_t,.@alch_t+10;
+ mes "r o e h n r o m c a i n p t t";
+ next;
+ if (select("forgemerchant:potionmerchant:dcmerchant:vendingmerchant:battlemerchant") == 2) set .@alch_t,.@alch_t+10;
+ break;
+ case 3:
+ mes "s m i e x b w u n e t a g l r";
+ next;
+ if (select("tiger:wolf:pumpkin:tripped:tore") == 1) set .@alch_t,.@alch_t+10;
+ mes "n i e g b o p d s o a u w r v";
+ next;
+ if (select("bash:provoke:endure:stun:abracadabra") == 3) set .@alch_t,.@alch_t+10;
+ mes "l r m g r e x t a v i n e d e";
+ next;
+ if (select("alberta:latifoliate:crimson:maple:evergreen") == 5) set .@alch_t,.@alch_t+10;
+ mes "r o e h n r o m c a i n p t t";
+ next;
+ if (select("forgemerchant:potionmerchant:dcmerchant:vendingmerchant:battlemerchant") == 2) set .@alch_t,.@alch_t+10;
+ break;
+ }
+ mes "[Nicholas Flamel]";
+ mes "Ah, you finished.";
+ mes "Now, let's see...";
+ if (.@alch_t > 30) {
+ set ALCH_Q,22;
+ mes "Excellent job!";
+ next;
+ mes "[Nicholas Flamel]";
+ mes "Great, you found all of those hidden words. With that kind of concentration, you should have no problem memorizing information.";
+ next;
+ mes "[Nicholas Flamel]";
+ mes "Come back in a little bit while";
+ mes "I prepare the next assignment";
+ mes "for your training.";
+ next;
+ mes "[Nicholas Flamel]";
+ mes "Oh, and before you talk to";
+ mes "me again, make sure you have";
+ mes "^551A8Bplenty of room in your inventory^000000.";
+ close;
+ }
+ else {
+ set ALCH_Q,21;
+ mes "^666666*Gasp!*^000000 H-horrible!";
+ next;
+ mes "[Nicholas Flamel]";
+ mes "Judging from these results, you obviously have a problem with concentrating.";
+ next;
+ mes "[Nicholas Flamel]";
+ mes "If you can't even solve these easy word puzzles, how can you keep track of your experiments and research?";
+ next;
+ mes "[Nicholas Flamel]";
+ mes "Why don't you relax";
+ mes "and rest a bit before";
+ mes "you take the test again?";
+ close;
- Q_3:
+ }
+ }
+ else if (ALCH_Q == 22) {
+ set .@now_weight,MaxWeight-Weight;
+ if (.@now_weight < 1370) {
+ mes "[Nicholas Flamel]";
+ mes "Whoa...";
+ mes "You're carrying too much stuff! First, put some of your things in Kafra Storage.";
+ close;
+ }
mes "[Nicholas Flamel]";
- mes "l r m g r e x t a v i n e d e";
+ mes "Alright...";
+ mes "For your next";
+ mes "assignment, you'll";
+ mes "need to travel to ^551A8BJuno^000000.";
next;
- menu "alberta",Q_4,"latifoliate",Q_4,"crimson",Q_4,"maple",Q_4,"evergreen",-;
-
- set @score,@score+10;
-
- Q_4:
- mes "[Nicholas Flamel] ";
- mes "r o e h n r o m c a i n p t t";
- next;
- menu "forgemerchant",L_Score,"potionmerchant",-,"dcmerchant",L_Score,"vendingmerchant",L_Score;
-
- set @score,@score+10;
-L_Score:
- if(@score < 40) goto L_Failed;
- set ALCH_Q,6;
- set ALCH_Q2,0;
- mes "[Nicholas Flamel]";
- mes "You seem to be done.";
- next;
- mes "[Nicholas Flamel]";
- mes "Let's see.";
- mes "...Good job. Excellent.";
- next;
- mes "[Nicholas Flamel]";
- mes "Somehow you found all of them.";
- mes "With that kind of concentration, you should easily be able to read the medicine dictionaries.";
- mes "Let's see... next is..";
- next;
- mes "[Nicholas Flamel]";
- mes "Come back in a little bit. Get organized too..";
- close;
-
- L_Failed:
mes "[Nicholas Flamel]";
- mes "Hmmm... You failed!";
- mes "Get your glasses maybe you can pass next time wearing those.";
- set ALCH_Q2,1;
+ mes "There, you'll need to talk to ^551A8BBain^000000 and ^551A8BBajin^000000. Those two are doing Alchemy research with the Sages";
+ mes "in Juno. You'll learn something by assisting them with their project.";
+ next;
+ mes "[Nicholas Flamel]";
+ mes "Come back here to me after you";
+ mes "help them out. They'll need all of these items to continue their experiments.";
+ next;
+ set ALCH_Q,23;
+ mes "[Nicholas Flamel]";
+ mes "1 Mixture,";
+ mes "5 Burnt Tree,";
+ mes "5 Fine Sand,";
+ mes "3 Rough Oridecon";
+ mes "and 3 Rough Elunium.";
+ getitem 974,1; //Mixture
+ getitem 7068,5; //Burn_Tree
+ getitem 7043,5; //Fine_Sand
+ getitem 756,3; //Oridecon_Stone
+ getitem 757,3; //Elunium_Stone
+ next;
+ mes "[Nicholas Flamel]";
+ mes "Alright.";
+ mes "Have a safe trip";
+ mes "and come back in";
+ mes "one piece.";
close;
-L_ReTest:
- mes "Hmmm you returned.";
- mes "Well will see if you changed.";
- next;
- goto Q_1;
-
-L_Start2:
- if(ALCH_Q2 > 0) goto L_Check2;
- mes "Next, you have to go somewhere.";
- mes "Go to ^5533FF'The Forgotten City of Yuno'^000000 and meet the ^FF3355Bain and Bajin^000000 brothers who are researching alchemy with the Sages there.";
- next;
- mes "[Nicholas Flamel]";
- mes "Go help out and come back Here, take these... it will help you get close to them.";
- next;
- getitem 974,1;
- getitem 7068,5;
- getitem 7043,5;
- getitem 756,3;
- getitem 757,3;
- mes "[Nicholas Flamel]";
- mes "1 Mixture";
- mes "5 Burnt Tree";
- mes "5 Fine Sand ";
- mes "3 Rough Oridecon ";
- mes "3 Rough Elunium";
- set ALCH_Q2,1;
- next;
- mes "[Nicholas Flamel]";
- mes "Have a safe trip.";
- mes "It's Yuno. Come back in one piece.";
- close;
-L_Check2:
- if(ALCH_Q2 < 2) goto L_NotDone;
- set ALCH_Q, 7;
- set ALCH_Q2, 0;
- mes "Ooh! Well done on such a long trip.";
- mes "I got a message saying that the Bain and Bajin brothers were happy about your visit.";
- next;
- mes "[Nicholas Flamel]";
- mes "You must have successfully helped them.";
- mes "If you're good enough to be of help to the brothers... ok, I think you qualify.";
- next;
- mes "[Nicholas Flamel]";
-L_Done:
- mes "Go to the Union Leader on the 2nd floor!";
- mes "Congratulations. You'll change jobs soon!";
- close;
-
- L_NotDone:
- mes "Bain and Bajin brothers are in Yuno go help them.";
+ }
+ else if (ALCH_Q == 23) {
+ mes "[Nicholas Flamel]";
+ mes "Didn't I say to";
+ mes "go to Juno and help";
+ mes "Bain and Bajin with";
+ mes "their Alchemy research?";
close;
-
-}
-
-
-//==================================================================================================//
-// Job Changer
-//==================================================================================================//
-alde_alche,101,184,4 script Vincent Carsciallo 122,{
- mes "[Vincent Carsciallo]";
- if(baseJob == Job_Merchant) goto L_Merc;
- if(baseJob == Job_Alchemist){
- mes "How Alchemy going? Make sure to be careful and think about safety at all times.";
- mes "I wouldn't want you blowing yourself up or anything.....";
+ }
+ else if (ALCH_Q == 24) {
+ set ALCH_Q,40;
+ mes "[Nicholas Flamel]";
+ mes "Ah, you're back!";
+ mes "I just got a message from Bain";
+ mes "and Bajin. They let me know that they were very happy with your assistance.";
+ next;
+ mes "[Nicholas Flamel]";
+ mes "If you were good enough";
+ mes "to help out those brothers,";
+ mes "you definitely qualify to be";
+ mes "an Alchemist.";
+ next;
+ mes "[Nicholas Flamel]";
+ mes "Good work!";
+ mes "All you have to do now is speak to the Union Leader on the 2nd floor! Congratulations, you'll become an Alchemist very soon!";
close;
}
- mes "Hmmm? What may a civilian have to do here?";
- next;
- mes "[Vincent Carsciallo]";
- mes "There's nothing amusing. Don't wander and leave.";
- close;
-L_Merc:
- if(ALCH_Q == 7) goto L_Change;
- mes "Hmmm? A merchant.";
- mes "Are you interested in Alchemy?";
- next;
- mes "[Vincent Carsciallo]";
- mes "This is the Alchemist Union.";
- mes "We research many different substances.";
- mes "Our goal is to make something new without the power of magic.";
- next;
- mes "[Vincent Carsciallo]";
- mes "Create new life, and study how to live long and not die ...";
- mes "We also make new materials out of existing ones...";
- mes "These are just some of the things we do.";
- next;
- mes "[Vincent Carsciallo]";
- mes "After being a Merchant for a long time ";
- mes "you start to become interested in everything.";
- mes "If you would like to learn Alchemy as well,";
- mes "try joining our Union.";
- close;
-L_Change:
- if(skillpoint){
- mes "Please use all your skill point before talking to me.";
+ else if (ALCH_Q == 40 && BaseJob == Job_Merchant) {
+ mes "[Nicholas Flamel]";
+ mes "All you have to do now is speak to the Union Leader on the 2nd floor! Congratulations, you'll become an Alchemist very soon!";
+ close;
+ }
+ else {
+ mes "[Nicholas Flamel]";
+ mes "Lorem ipsum dolor sit amet,";
+ mes "consectetuer adipiscing elit.";
+ mes "Vivamus sem. Sed metus";
+ mes "lacus, viverra id, rutrum eget,";
+ mes "rhoncus sit amet, lectus.";
+ next;
+ mes "[Nicholas Flamel]";
+ mes "Suspendisse sit amet urna in";
+ mes "nisl fringilla faucibus. Nulla scelerisque eros...";
+ mes "^666666*Mumble Mumble*^000000";
close;
}
- mes "Oh, Ok. You joined and learned the basics, too. Well done.";
- next;
- set @gift,JBLVL;
- callfunc "Job_Change",Job_Alchemist;
- callfunc "F_ClearJobVar";
- emotion e_grat;
- mes "[Vincent Carsciallo]";
- mes "From now on, you are also a member of the Union as an Alchemist.";
- mes "I hope you learn a lot...";
- next;
- if(@gift==50)
- getitem 7133,1;
- else
- getitem 7127,1;
- mes "[Vincent Carsciallo]";
- mes "Here's a little something. ";
- mes "Use it to start off with some research.";
- next;
- mes "[Vincent Carsciallo]";
- mes "I'll see you later then...";
- mes "Be proud of being an Alchemist!";
- close;
}
+
+//============================================================
+// Old changelog
+//============================================================
+//= v1.0 Working.
+//= npc/quests/counteragent_mixture.txt Also Needed
+//= npc/quests/quests_yuno.txt Also Needed [Darkchild]
+//= v1.1 Fixed some minor bugs. Optimized some lines. Re-organized the script a bit.
+//= Giving Parmry NPC, Hammer and Old Book now waves the 50000 fee. (based of mRO website)
+//= Having a joblvl of 50 allows you to skip Rasputin's test. (based of mRO website) [kobra_k88]
+//= 1.2 fixed a few typos (have to hunt more) [Lupus]
+//= 1.3 Added Baby Class Support [Lupus]
+//= 1.6 Added a func which prevent advanced classes passing
+//= 2nd Job Quests again. It also guides adv classes where
+//= to go. [Lupus]
+//= 1.6a fixed some wrong answers, thanks to zlider for info [Lupus]
+//= 2.0 Changed numbers to constants. [Vicious]
+//= 2.2 Got rid of 'al_morgen' var. Now uses (MISC_QUEST & 4) [Lupus]
+//= 2.3 Optimized, changed job numbers to constants. Fixed some spelling [Lupus]
+//= 2.4 Added alternative prizes according to JobLevel [Lupus]
+//= 2.4a Fixed 2 wrong answers in Rasputin's test [Lupus]
diff --git a/npc/jobs/2-2/bard.txt b/npc/jobs/2-2/bard.txt
index ec86bfab6..b1c91ecec 100644
--- a/npc/jobs/2-2/bard.txt
+++ b/npc/jobs/2-2/bard.txt
@@ -5,21 +5,11 @@
//===== Current Version: =====================================
//= 2.3
//===== Compatible With: =====================================
-//= eAthena Final
+//= eAthena SVN
//===== Description: =========================================
-//= Bard job quest based on ASB 4.0.
-//= Updated to Aegis 10.3 standard.
+//= [Aegis Conversion]
+//= Job quest for Bard class
//===== Additional Comments: =================================
-//= 07/06/05 : Added 1st Version. [Muad_Dib]
-//= Converted to eAthena format by Dr.Evil
-//= Info about gifts and other info --> http://www.ragnainfo.net/forums/viewtopic.php?t=51467&start=0
-//= 1.1 Optimized, changed some stuff, fixed some bugs [Lupus]
-//= 1.1a minor song test fix [Lupus]
-//= 1.2 Fixed wrong item ID, added missing commands [Lupus]
-//= 1.3 Updated flower sub-quest according to official [Lupus]
-//= 1.4 Changed priority for the gifts. Now you can win the 1st
-//= prize, too. Added Izidor flower [Lupus]
-//= 2.0 Changed numbers to constants. [Vicious]
//= 2.1b Updated to the Official One. [Samuray22]
//= 2.2 Fixed BUG when baby classes weren't able to get a job,
//= - fixed bug with final prize [Lupus] HAVE TO CHANE ALL ITEMS to numeric IDs
@@ -945,4 +935,18 @@ S_ChangeJob:
close2;
cutin "job_bard_aiolo01",255;
end;
-} \ No newline at end of file
+}
+
+//============================================================
+// Old changelog
+//============================================================
+//= 07/06/05 : Added 1st Version. [Muad_Dib]
+//= Converted to eAthena format by Dr.Evil
+//= Info about gifts and other info --> http://www.ragnainfo.net/forums/viewtopic.php?t=51467&start=0
+//= 1.1 Optimized, changed some stuff, fixed some bugs [Lupus]
+//= 1.1a minor song test fix [Lupus]
+//= 1.2 Fixed wrong item ID, added missing commands [Lupus]
+//= 1.3 Updated flower sub-quest according to official [Lupus]
+//= 1.4 Changed priority for the gifts. Now you can win the 1st
+//= prize, too. Added Izidor flower [Lupus]
+//= 2.0 Changed numbers to constants. [Vicious]
diff --git a/npc/jobs/2-2/crusader.txt b/npc/jobs/2-2/crusader.txt
index 9939de602..48bd861b2 100644
--- a/npc/jobs/2-2/crusader.txt
+++ b/npc/jobs/2-2/crusader.txt
@@ -6,28 +6,11 @@
//===== Current Version: =====================================
//= 2.8
//===== Compatible With: =====================================
-//= eAthena 0.5.2 +
+//= eAthena SVN
//===== Description: =========================================
-//=
+//= [Aegis Conversion]
+//= Job quest for Crusader classes
//===== Additional Comments: =================================
-//= Need optimalization and fixing
-//= thanks to Komurka, KiLLaLeN, Lupus (fixing error)
-//= just a temp Job Quest
-//= 1.2 minor fix of announcement by Freya people
-//= 1.3 Added Baby Class Support, fixed 40/50 lvl item reward
-//= also fixed too common script names [Lupus]
-//= 1.3a fixed "dead lock" bugs [Lupus]
-//= 1.3b changed monsters ID in patience test [Komurka]
-//= 1.4 Fixed Job Level parameters mix-up. [massdriller] (Thanks to Komurka)
-//= 1.5 Fixed possible EXP abuse [Lupus]
-//= 1.6 Added a func which prevent advanced classes passing
-//= 2nd Job Quests again. It also guides adv classes where
-//= to go. [Lupus]
-//= 1.7 Updated names and required items, Chivalry Emblem +
-//= Hand of God allow to skip item gathering [DracoRPG]
-//= 2.0 Changed numbers to constants. [Vicious]
-//= 2.1 Fixed endless loop, wrong condition check [Lupus]
-//= also changed all job numbers to constants, fixed logic
//= 2.2 Updated All NPCs to the officials one [Samuray22]
//= -Based on the ASB 4.0 Package.
//= -Maybe need be checked the monsters in the test 2 and 4.
@@ -40,7 +23,7 @@
//= - Fixed some indentation.
//= 2.5 Fixed some spelling and grammar in crusader quest. [L0ne_W0lf]
//= 2.6 Fixed bug (about totally blocked baby class), optimized,
-//= made some NPC more unique names: Monster Summon#cr1 [Lupus]
+//= made some NPC more unique names: Monster Summon#cr1 [Lupus]
//= 2.7 Fixed Some variables like ".@item", and changed to "@item". [Samuray22]
//= 2.8 Fixed a little minor bug. [Samuray22]
//============================================================
@@ -1491,13 +1474,35 @@ OnEnd:
}
-//==============================================================================
+//============================================================
// mapflag
-//==============================================================================
+//============================================================
job_cru mapflag nomemo
job_cru mapflag noteleport
job_cru mapflag nosave SavePoint
job_cru mapflag nopenalty
job_cru mapflag nobranch
job_cru mapflag noexp
-job_cru mapflag noloot \ No newline at end of file
+job_cru mapflag noloot
+
+//============================================================
+// Old changelog
+//============================================================
+//= Need optimalization and fixing
+//= thanks to Komurka, KiLLaLeN, Lupus (fixing error)
+//= just a temp Job Quest
+//= 1.2 minor fix of announcement by Freya people
+//= 1.3 Added Baby Class Support, fixed 40/50 lvl item reward
+//= also fixed too common script names [Lupus]
+//= 1.3a fixed "dead lock" bugs [Lupus]
+//= 1.3b changed monsters ID in patience test [Komurka]
+//= 1.4 Fixed Job Level parameters mix-up. [massdriller] (Thanks to Komurka)
+//= 1.5 Fixed possible EXP abuse [Lupus]
+//= 1.6 Added a func which prevent advanced classes passing
+//= 2nd Job Quests again. It also guides adv classes where
+//= to go. [Lupus]
+//= 1.7 Updated names and required items, Chivalry Emblem +
+//= Hand of God allow to skip item gathering [DracoRPG]
+//= 2.0 Changed numbers to constants. [Vicious]
+//= 2.1 Fixed endless loop, wrong condition check [Lupus]
+//= also changed all job numbers to constants, fixed logic
diff --git a/npc/jobs/2-2/dancer.txt b/npc/jobs/2-2/dancer.txt
index c5cda8186..0dfe76990 100644
--- a/npc/jobs/2-2/dancer.txt
+++ b/npc/jobs/2-2/dancer.txt
@@ -4,963 +4,1348 @@
//= Kalen - Original jAthena
//= Fredzilla - Converted, Lupus
//===== Current Version: =====================================
-//= 3.1
+//= 3.2
//===== Compatible With: =====================================
-//= eAthena 9880+
+//= eAthena SVN
//===== Description: =========================================
-//= Dancer job quest based off a jAthena script and other sources for clarity
+//= [Aegis Conversion]
+//= Job quest for Dancer classes
//===== Additional Comments: =================================
-//= 2.5 Final fix of chrid issues, changed 'Improved
-//= Concentration' to 'Attention Concentrate' [Lupus]
-//= 3.0 Some optimization, typos, added missing dialogues (4Kb lighter) [Lupus]
-//= 3.1 Implemented JOBLVL as in other quests [Lupus]
+//= 3.2 Rescripted to Aegis 10.3 stadards. [L0ne_W0lf]
+//= No longer uses function "F_BlockHigh"
//============================================================
-//= Warning Warp to escape the quest if need to
-job_duncer,69,165,1 script DQWWarp 45,1,1,{
- mes "[Warning]";
- mes "This is the way out, this will cancel your quest if you leave.";
+comodo,180,153,4 script Sonotora#1 90,{
+ mes "[Athena Sonotora]";
+ mes "They say the";
+ mes "famous dance school";
+ mes "here in Comodo is going";
+ mes "to open soon.";
next;
- menu "Leave the quest",-,"Cancel",L_Can;
- warp "comodo",193,149;
- end;
-L_Can:
+ mes "[Athena Sonotora]";
+ mes "Aah...";
+ mes "To be a prima donna";
+ mes "in the spotlight!";
+ next;
+ mes "[Athena Sonotora]";
+ mes "I want to sign up too,";
+ mes "but the requirements are";
+ mes "so specific. I wonder if";
+ mes "I should just try anyways...";
close;
}
-//= Warp man, takes you to the quest map (Comodo Theater)
-comodo,193,151,4 script Bor Robin 86,{
- callfunc "F_BlockHigh",Job_Archer_High,"High Archer",Job_Gypsy,"Gypsy","Bor Robin";
-
- mes "[Bor Robin]";
- mes "Well...... alot of people seem to be coming here lately.";
- emotion e_hmm;
- next;
+comodo,193,151,4 script Bor Robin#1 86,{
mes "[Bor Robin]";
- mes "They used to become Dancers instantaneously.";
- mes "I've seen right before my eyes, more than I could count.";
- mes "Now only people who are worthy can become Dancers.";
+ mes "Aah....";
+ mes "A prima donna";
+ mes "in the spotlight!";
+ mes "I'll be able to watch them become Dancers right before my eyes...!";
next;
mes "[Bor Robin]";
- mes "Becoming a Dancer in these times would bring you true happiness.";
- mes "It would be great to see more Dancers around.";
+ mes "It's great to be";
+ mes "a man in this day and age! Hurray for the Comodo Theater!";
next;
mes "[Bor Robin]";
- mes "I can take you to the Comodo Theater if you want.";
- mes " ";
- mes "What have you got to say?";
+ mes "Mm?";
+ mes "You want";
+ mes "to go, too?";
+ mes "It's a good opportunity to watch the Dancer job change test.";
next;
- menu "Can you take me to the Theater?",L1,"I want to Leave",-;
- mes "[Bor Robin]";
- mes "Come back when you feel ready.";
- close;
-L1:
+ if (select("Go to the Job Change Area:Cancel") == 1) {
mes "[Bor Robin]";
- mes "I will take you now.";
+ mes "Yaay~~";
+ mes "Let's go!";
close2;
warp "job_duncer",70,49;
end;
-}
-
-//= 1st quest NPC, asks for Items and/or money, then passes you onto the next NPC
-job_duncer,43,93,4 script Aire 724,{
- mes "[Aire]";
- if(BaseJob == Job_Dancer) {
- mes "Nice to see you return.";
- mes "How have you been recently?";
- mes "Have you been bringing many people joy?";
- close;
- }
- if(Upper == 1){
- mes "It's such a big honor to salute envoys of Valhalla.";
- mes "Come again.";
- emotion e_ho;
- close;
- }
- if(BaseJob != Job_Archer || Sex){
- mes "Hi "+strcharinfo(0)+", you are only allowed to stay in this room any where else is off limits to you.";
- next;
- mes "[Aire]";
- mes "We can't just let anyone become a Dancer, there is no reason other than this for people to be here.";
- next;
- mes "[Aire]";
- mes "You can stay and watch the dance stage if you want to, there might be an audition going on.";
- mes "See you later.";
- close;
}
+ mes "[Bor Robin]";
+ mes "Huh...";
+ mes "Well, I can't";
+ mes "help it if you don't";
+ mes "want to accompany me.";
+ close;
+}
- switch(DANC_Q){
- case 0:
- mes "Welcome to our Theater.";
- mes "This is where various dances are taught.";
- next;
- mes "[Aire]";
- mes "Sightseers visit from all other the place, to watch the Dancers.";
- next;
- mes "[Aire]";
- mes "We can also train new Dancers here, obviously for a price, we don't want to go out of business.";
+job_duncer,43,93,4 script Aile#da 724,{
+ if (Upper == 1) {
+ mes "[Aile]";
+ mes "One two three four,";
+ mes "Two two three four,";
+ mes "three four, three four,";
+ mes "one two three four.";
+ mes "Um?";
next;
- mes "[Aire]";
- mes "You must first fill in the application form.";
- mes "All you have to do is write in your details.";
+ mes "[Aile]";
+ mes "I'm sorry, but you're interrupting my practice by looking at me funny.";
next;
- mes "[Aire]";
- mes "So what do you say?";
- mes "Are you proposing you become a Dancer? or will you be leaving like many before you.";
+ mes "[Aile]";
+ mes ".......";
+ mes ".....Hey, haven't I seen you before?";
next;
- if(select("Fill in the form:Leave")!=1){
- mes "[Aire]";
- mes "If you do reconsider please return to me.";
- mes "See you later.";
- close;
+ mes "[Aile]";
+ mes "Err...";
+ mes "That's weird, I can't remember where I've seen you.";
+ close2;
+ cutin "",255;
+ end;
+ }
+ if (BaseJob != Job_Archer) {
+ if (BaseJob == Job_Bard) {
+ cutin "job_dancer_eir01",2;
+ mes "[Aile]";
+ mes "Welcome~!";
+ mes "Let me know";
+ mes "if you have any new songs. We can always use some new music to complement our performances.";
+ close2;
+ cutin "",255;
+ end;
}
- mes "[Aire]";
- if(JobLevel < 40){
- mes "Huh......";
- mes "I am very sorry, but you have not met our minimun job level requirements.";
- next;
- mes "[Aire]";
- mes "You need to be at least above Job Level 40.";
- mes "Please return when you are Job Level 40 or higher.";
- mes "Don't tell anyone I told you this, but if you complete the training for Dancer and you are Job Level 50 you get an extra gift from us.";
- mes "Enjoy your day.";
- close;
+ else if (BaseJob == Job_Dancer) {
+ cutin "",2;
+ mes "[Aile]";
+ mes "Welcome~!";
+ mes "How are you";
+ mes "these days?";
+ mes "Do many people enjoy";
+ mes "your performances?";
+ close2;
+ cutin "",255;
+ end;
}
- mes "So you are ready to start you journey!";
- mes "Please enter in the application form which is there.";
+ cutin "job_dancer_eir03",2;
+ mes "[Aile]";
+ mes "Welco--Mmm?";
+ mes "Hey, only authorized personnel can come here. Not just anyone can enter the Dance School.";
next;
- mes "......";
+ mes "[Aile]";
+ mes "If you want to watch, why don't you go to the Dance Stage in town?";
+ close2;
+ cutin "",255;
+ end;
+ }
+ if (DANC_Q == 0 && sex == 0 && BaseJob == Job_Archer) {
+ cutin "job_dancer_eir01",2;
+ mes "[Aile]";
+ mes "Welcome~!";
+ mes "This is the";
+ mes "'Comodo Dance School,'";
+ mes "where we teach various dances from different countries. We provide entertainement for travelers from all over the world.";
next;
- mes "......Filling in information......";
+ mes "[Aile]";
+ mes "We also provide the opportunity for aspiring Dancers to become famous throughout the Rune-Midgarts Kingdom! Doesn't dancing in the spotlight sound spectacular?";
next;
- mes "......";
+ mes "[Aile]";
+ mes "I think it's fair to let you know that our school is selective. So we don't accept students who don't seem to have the talent to become Dancers.";
next;
- mes "[Aire]";
- mes "Your name......";
- mes strcharinfo(0)+"......";
- mes "That is a cute name!";
+ cutin "job_dancer_eir02",2;
+ mes "[Aile]";
+ mes "What do you think?";
+ mes "Do you want to sign up? You only have to write a couple of things on the application, and you can just come to the lessons once or twice and try it out.";
next;
- mes "[Aire]";
- mes "You will need to do a little waiting.";
- mes "The form is being read by the dancing school teacher.";
+ cutin "job_dancer_eir01",2;
+ mes "[Aile]";
+ mes "So what do";
+ mes "you want to do~?";
next;
- mes "[Aire]";
- mes "When you have time for the next part of your journey talk to me again.";
- set JBLVL, JobLevel; // used to determine what item to get at the end
- set DANC_Q,1;
- close;
-
- case 1:
- mes "Your proposal has been accepted, but you still need to bring some items, and maybe zeny to cover the bill of our school.";
+ if (select("Fill out the application.:I'll pass.") == 1) {
+ if (JobLevel > 39) {
+ set name,PcName;
+ cutin "job_dancer_eir02",2;
+ mes "[Aile]";
+ mes "Good choice!!";
+ mes "Just fill out the application right there.";
+ next;
+ mes "...";
+ next;
+ mes "...";
+ mes "......";
+ next;
+ mes "^3355FF*Shuffle Shuffle*^000000";
+ next;
+ cutin "job_dancer_eir01",2;
+ mes "[Aile]";
+ mes "Your name is";
+ mes "" + strcharinfo(0) + "?";
+ mes "Wow! What a pretty name! Just a moment, I have to show this to the director, so come back in a little bit, okay?";
+ close2;
+ cutin "",255;
+ set DANC_Q,1;
+ end;
+ }
+ else {
+ cutin "job_dancer_eir01",2;
+ mes "[Aile]";
+ mes "Mmm...";
+ mes "It seems that";
+ mes "you aren't quite qualified to enroll in our school yet. You need to be at least Job Level 40.";
+ next;
+ mes "[Aile]";
+ mes "Well, I hope";
+ mes "that you apply";
+ mes "again when you meet";
+ mes "the requirements.";
+ close2;
+ cutin "",255;
+ end;
+ }
+ }
+ cutin "job_dancer_eir01",2;
+ mes "[Aile]";
+ mes "Aww~";
+ mes "Just think about it.";
+ mes "Don't forget to come back";
+ mes "if you change your mind.";
+ close2;
+ cutin "",255;
+ end;
+ }
+ else if (sex == 1) {
+ cutin "job_dancer_eir03",2;
+ mes "[Aile]";
+ mes "Welco--Mmm?";
+ mes "Hey, this place is only for authorized personnel. If you want to sing, you should go look into being a Bard.";
next;
- mes "[Aire]";
- mes "Lets see what items you will need to bring to cover your bill.";
- mes " ";
- mes "Ok...";
+ mes "[Aile]";
+ mes "Not all Archers";
+ mes "can become Dancers.";
+ mes "At least, not without some sort of sex change~";
+ close2;
+ cutin "",255;
+ end;
+ }
+ else if (DANC_Q == 1) {
+ cutin "job_dancer_eir01",2;
+ mes "[Aile]";
+ mes "Good.";
+ mes "Since you signed up earlier, I'll let you know some things you'll need to bring for your lessons.";
next;
- mes "[Aire]";
- mes "The cost for the lesson will be:";
- set DANC_Q,rand(2,4);
- callsub S_SHOWITEMS;
- mes "When you have all these, I can prepare the lesson for you.";
- mes "Come and speak to me again when you are ready.";
- close;
-
- case 2:
- case 3:
- case 4:
- if(DANC_Q==2 && countitem(938) >= 20 && countitem(501) >= 5 && countitem(909) >= 3 && countitem(2403) >= 1 && Zeny >= 10000) {
- set Zeny,Zeny-10000;
- delitem 938,20;
- delitem 501,5;
- delitem 909,3;
- delitem 2403,1;
- goto L_DONE;
+ mes "[Aile]";
+ mes "We're short on some supplies, but you'll be using them for yourself anyway. Just think of it as part of the tuition, so don't worry too much.";
+ next;
+ set .@item_nd,rand(1,10);
+ if (.@item_nd > 0 && .@item_nd < 3) {
+ set DANC_Q,2;
+ mes "[Aile]";
+ mes "First, there's the tuition fee of ^CD688910,000 Zeny^000000. Then, you'll about ^CD688920 Sticky Mucus^000000 for shoe polish.";
+ next;
+ mes "[Aile]";
+ mes "Then, bring ^CD68893 Jellopy^000000 and ^CD68895 Red Potions^000000 to use as ointment. And of course, you'll need a pair of ^CD6889Shoes^000000.";
+ next;
+ mes "[Aile]";
+ mes "Once again, that's";
+ mes "^CD688910,000 Zeny^000000,";
+ mes "^CD688920 Sticky Mucus^000000,";
+ mes "^CD68893 Jellopy^000000,";
+ mes "^CD68895 Red Potions^000000 and";
+ mes "^CD68891 Shoes^000000.";
}
- if(DANC_Q==3 && countitem(1055) >= 5 && countitem(2405) >= 1 && Zeny >= 10000) {
- set Zeny,Zeny-10000;
- delitem 1055,5;
- delitem 2405,1;
- goto L_DONE;
+ else if (.@item_nd == 4) {
+ set DANC_Q,3;
+ mes "[Aile]";
+ mes "First, there's the tuition fee of ^CD688910,000 Zeny^000000. Then, bring ^CD68895 Earthworm Peelings^000000 for polishing the floor and, of course, a pair of ^CD6889Boots^000000.";
+ next;
+ mes "[Aile]";
+ mes "Once again that's";
+ mes "^CD688910,000 Zeny^000000,";
+ mes "^CD68895 Earthworm Peelings^000000 and ";
+ mes "^CD68891 Boots^000000.";
}
- if(DANC_Q==4 && countitem(965) >= 2 && countitem(503) >= 5 && countitem(909) >= 20 && countitem(1020) >= 10 && countitem(2401) >= 1) {
- delitem 965,2;
- delitem 503,5;
- delitem 909,20;
- delitem 1020,10;
- delitem 2401,1;
- goto L_DONE;
+ else {
+ set DANC_Q,4;
+ mes "[Aile]";
+ mes "First, there's the tuition fee of ^CD688910,000 Zeny^000000. Then, bring ^CD68892 Clam Shells^000000 for your costume, ^CD68895 Yellow Potions^000000 and ^CD688920 Jellopy^000000 to treat foot injuries.";
+ next;
+ mes "[Aile]";
+ mes "You'll also need to bring ^CD688910 Black Hairs^000000 to make wigs for the performances and, of course, a pair of ^CD6889Sandals^000000. Once again, that's...";
+ next;
+ mes "[Aile]";
+ mes "^CD688910,000 Zeny^000000,";
+ mes "^CD68892 Clam Shells^000000,";
+ mes "^CD68895 Yellow Potions^000000,";
+ mes "^CD688920 Jellopy^000000,";
+ mes "^CD688910 Black Hairs^000000 and";
+ mes "^CD6889Sandals^000000.";
}
- mes "Something is wrong here.";
- mes "Seems you don't have enough items, we need everything that was asked for.";
- mes "They are all necessary for you to be taught.";
- mes "In case you have forgotten, please bring.";
- next;
- mes "[Aire]";
- callsub S_SHOWITEMS;
- mes "Don't forget to get everything.";
- mes "What are you waiting for?";
- mes "See you back here soon.";
- close;
-
-L_DONE:
- mes "Lets see here, oh you brought everything.";
- mes "I accept your payment!";
next;
- mes "[Aire]";
- case 5:
- case 6:
- mes "Now that the cost of the training is out of that way, we need you to participate in an interview, and pass a small test to be worthy of becoming a Dancer.";
+ mes "[Aile]";
+ mes "Once you've gathered everything that you need, come back so that we can begin the lessons, okay?";
+ close2;
+ cutin "",255;
+ end;
+ }
+ else if (DANC_Q >= 2 && DANC_Q <= 4) {
+ switch(DANC_Q) {
+ case 2:
+ setarray .@item[0], 938,909,501,2403;
+ setarray .@count[0], 20,3,5,1;
+ break;
+ case 3:
+ setarray .@item[0], 1055,2405;
+ setarray .@count[0], 5,1;
+ break;
+ case 4:
+ setarray .@item[0], 965,503,909,1020,2401;
+ setarray .@count[0], 2,5,20,10,1;
+ break;
+ }
+ set .@size, (getarraysize(.@item)-1);
+ for( set .@i,0 ; .@i < .@size && countitem(.@item[.@i]) >= .@count[.@i] ; set .@i,.@i+1 );
+ if(.@i == .@size && Zeny > 9999) {
+ cutin "job_dancer_eir02",2;
+ mes "[Aile]";
+ mes "Oh...!";
+ mes "You brought";
+ mes "everything!";
+ mes "Alright then,";
+ mes "let me take your";
+ mes "tuition fee.";
+ next;
+ cutin "job_dancer_eir01",2;
+ set zeny,zeny-10000;
+ mes "[Aile]";
+ mes "Next, go to ^CD6889Bijou^000000, who is in charge of the interviewing process. She will have a couple of things she'll need to ask you.";
+ set DANC_Q,5;
+ close2;
+ cutin "",255;
+ end;
+ }
+ else {
+ cutin "job_dancer_eir01",2;
+ mes "[Aile]";
+ mes "Mmm...?";
+ mes "You don't have";
+ mes "everything yet?";
+ mes "Let me remind you";
+ mes "so you can bring";
+ mes "what you need next time.";
+ next;
+ mes "[Aile]";
+ mes "Bring...";
+ mes "^CD688910,000 Zeny^000000,";
+ if (DANC_Q == 2) {
+ mes "^CD6889"+.@count[0]+" "+getitemname(.@items[0])+"^000000,";
+ mes "^CD6889"+.@count[1]+" "+getitemname(.@items[1])+"^000000,";
+ mes "^CD6889"+.@count[2]+" "+getitemname(.@items[2])+"^000000 and";
+ mes "^CD6889"+.@count[3]+" "+getitemname(.@items[3])+"^000000.";
+ }
+ else if (DANC_Q == 3) {
+ mes "^CD6889"+.@count[0]+" "+getitemname(.@item[0])+"^000000 and";
+ mes "^CD6889"+.@count[1]+" "+getitemname(.@item[1])+"^000000.";
+ }
+ else {
+ mes "^CD6889"+.@count[0]+" "+getitemname(.@item[0])+"^000000,";
+ mes "^CD6889"+.@count[1]+" "+getitemname(.@item[1])+"^000000,";
+ mes "^CD6889"+.@count[2]+" "+getitemname(.@item[2])+"^000000,";
+ mes "^CD6889"+.@count[3]+" "+getitemname(.@item[3])+"^000000 and";
+ mes "^CD6889"+.@count[4]+" "+getitemname(.@item[4])+"^000000.";
+ }
+ close2;
+ cutin "",255;
+ end;
+ }
+ }
+ else if (DANC_Q == 5) {
+ cutin "job_dancer_eir01",2;
+ mes "[Aile]";
+ mes "Hmm...?";
+ mes "Are you having";
+ mes "trouble finding";
+ mes "^CD6889Bijou^000000?";
next;
- mes "[Aire]";
- mes "Your interview and test will be performed by ^0000FF'Bijou'^000000.";
- mes "Please go and see her as soon as possible.";
- if(DANC_Q < 5) set DANC_Q,5;
- close;
+ mes "[Aile]";
+ mes "You need to talk to her because she's in charge of the interviewing process. Don't worry, she should be somewhere here in the Dance School.";
+ close2;
+ cutin "",255;
+ end;
}
- mes "Practice enthusiastically that cute dance.";
- mes "When you have completed your training please show me!";
- close;
-
-S_SHOWITEMS:
- switch(DANC_Q){
- case 2:
- mes "^0000FF10,000 Zeny^000000, ";
- mes "A pair of ^0000FFUnslotted Shoes^000000, ";
- mes "^0000FF20 Sticky Mucus^000000, ";
- mes "^0000FF5 Red Potions^000000 and";
- mes "^0000FF3 Jellopy^000000.";
- break;
- case 3:
- mes "^0000FF10,000 Zeny^000000,";
- mes "A pair of ^0000FFUnslotted Boots^000000 and";
- mes "^0000FF5 Earthworm skins^000000.";
- break;
- case 4:
- mes "A pair of ^0000FFUnslotted Sandals^000000,";
- mes "^0000FF2 Clam Shells^000000,";
- mes "^0000FF5 Yellow Potions^000000,";
- mes "^0000FF20 Jellopy^000000 and";
- mes "^0000FF10 Black Hair^000000.";
- break;
+ else if (DANC_Q > 5) {
+ cutin "job_dancer_eir01",2;
+ mes "[Aile]";
+ mes "I'll be looking";
+ mes "forward to a great";
+ mes "performance~";
+ close2;
+ cutin "",255;
+ end;
+ }
+ else {
+ cutin "job_dancer_eir03",2;
+ mes "[Aile]";
+ mes "Welcom--Hm?";
+ mes "Hey, only authorized";
+ mes "personnel are allowed";
+ mes "in here.";
+ next;
+ mes "[Aile]";
+ mes "If you want to watch, be quiet and don't disturb the performers. Everyone here is busy practicing so that they can become fine Dancers.";
+ close2;
+ cutin "",255;
+ end;
}
- next;
- mes "[Aire]";
- return;
}
-//= 2nd "Quest" and Job changer for after the 3rd Quest
-job_duncer,95,93,4 script Bijou 101,{
- mes "[Bijou]";
- if(BaseJob == Job_Dancer){
- mes "What will you be doing today?";
- next;
+job_duncer,95,93,4 script Bijou#da 101,{
+ if (SkillPoint) {
mes "[Bijou]";
- mes "Go and bring joy to all the others that you see.";
- mes "Making impression on the many people.";
- mes "Help other as much as possible.";
- mes "Don't forget your training.";
- mes "See you again soon!";
+ mes "You can't change jobs";
+ mes "if you still have skill";
+ mes "points left. Use the rest";
+ mes "and come back later.";
close;
}
- if(BaseJob != Job_Archer || Sex){
- mes "Welcome to our Dance Theater, there are many Dancers around here.";
- next;
- mes "[Bijou]";
- mes "Unfortunately for you I have already retired from being a Dancer, but I stay here to train new Dancers.";
- next;
+ if (BaseJob != Job_Archer) {
+ if (BaseJob == Job_Bard) {
+ mes "[Bijou]";
+ mes "Welcome~";
+ mes "Ooh, a Bard! Do you have any new songs to show us? We can always use some musical accompaniment for our dances.";
+ close;
+ }
+ else if (BaseJob == Job_Dancer) {
+ mes "[Bijou]";
+ mes "Oh my...!";
+ mes "Welcome back~";
+ next;
+ mes "[Bijou]";
+ mes "How are you";
+ mes "these days?";
+ mes "A lot of people";
+ mes "must love watching";
+ mes "you dance. Are you";
+ mes "enjoying the spotlight?";
+ close;
+ }
mes "[Bijou]";
- mes "The hardest part of becoming a Dancer is the physical test of timing and speed, which is done at the stage.";
+ mes "Oh dear~";
+ mes "You seem to have traveled quite a distance to watch me perform.";
next;
mes "[Bijou]";
- mes "I will call out directions to the trainee, and they need to follow them to the letter.";
- mes "If they complete that test they come back to me for the final part of their training, and they leave as a Dancer.";
- close;
- }
- if(SkillPoint){
- mes "You still seem to have skill points.";
- mes "Until you use all of your points you cannot change jobs.";
+ mes "I'm sorry, but I've retired. Now I'm focusing on training new Dancers. If you go to the Center Stage, you can watch my students~";
close;
}
- if(DANC_Q == 5 || DANC_Q == 6) goto L_QUIZ;
- if(DANC_Q == 7 || DANC_Q == 8) goto L_DANCETEST;
- if(DANC_Q == 9){
- mes "You have done great, you have passed all the tests we have set out for you.";
- next;
- mes "[Bijou]";
- mes "I now think you have sufficient knowledge to become a Dancer now!";
- next;
+ else if (DANC_Q < 5) {
mes "[Bijou]";
- mes "Now...... please relax as we finish our training here.";
+ mes "Oh my~";
+ mes "You want to";
+ mes "become a Dancer,";
+ mes "don't you?";
next;
mes "[Bijou]";
- mes "It will be your job to bring joy to all the people in Rune Midgard.";
- next;
- set @gift,JBLVL;
- mes "[Bijou]";
- mes "Watch each time you dance from now on.";
- next;
- callfunc "Job_Change",Job_Dancer;
- callfunc "F_ClearJobVar";
+ mes "I know you're excited, but the first step is the application. Go over to the left side of the stage where Aile can help you with that.";
+ close;
+ }
+ else if (DANC_Q > 4 && DANC_Q < 7) {
+ if (DANC_Q == 5) {
+ mes "[Bijou]";
+ mes "Oh my~";
+ mes "You want to";
+ mes "become a Dancer,";
+ mes "don't you?";
+ next;
+ mes "[Bijou]";
+ mes "G-goodness!";
+ mes "Look at that stomach fat!";
+ mes "Well, it's not much, so you'll lose it in no time. Especially since I'll be handling your training~";
+ next;
+ mes "[Bijou]";
+ mes "Still...";
+ mes "The idea of the";
+ mes "perfect body sure";
+ mes "has changed since";
+ mes "I was young. Anyway...";
+ next;
+ mes "[Bijou]";
+ mes "Let's start";
+ mes "with the interview.";
+ mes "I'm only going to ask";
+ mes "a couple of simple things";
+ mes "so don't worry~";
+ next;
+ mes "[Bijou]";
+ mes "Okay...";
+ mes "Let's begin.";
+ next;
+ }
+ else {
+ mes "[Bijou]";
+ mes "Oh, you're back~";
+ mes "Have you studied";
+ mes "some more? Try to";
+ mes "pass this time, okay?";
+ next;
+ }
+ switch(rand(1,3)) {
+ mes "[Bijou]";
+ mes "1. The Dancer's dance, ^CD6889Lady Luck^000000,";
+ mes "increases which of the following?";
+ next;
+ if (select("Intelligence (INT):Dexterity (DEX):Vitality (VIT):Critical Attack Rate") == 4)
+ set .@da_score,.@da_score+10;
+ mes "[Bijou]";
+ mes "2. Of the following,";
+ mes "which can you not consider";
+ mes "to be a dance?";
+ next;
+ switch(select("Tango:Tap Dance:HIP-HOP:Hip Shaker:Lightning Bolt")) {
+ default:
+ set .@da_score,.@da_score-10;
+ break;
+ case 5:
+ set .@da_score,.@da_score+10;
+ break;
+ }
+ mes "[Bijou]";
+ mes "3. Which of the following";
+ mes "best describes a Dancer?";
+ next;
+ if (select("Person who yells.:A loud person.:A person who dances.:A person who sings.") == 3)
+ set .@da_score,.@da_score+10;
+ mes "[Bijou]";
+ mes "4. Which of the following";
+ mes "cannot be associated with Comodo?";
+ next;
+ if (select("Beach city.:Dancer Job Change.:Always dark like the night.:Dungeons in 3 directions.:A lot of Thieves.") == 5)
+ set .@da_score,.@da_score+10;
+ mes "[Bijou]";
+ mes "5. Before Comodo, what is the region name of the region NorthEast of Pharoah's Lighthouse Island?";
+ next;
+ if (select("Elmeth Plateau:Comuko Beach:Comodo Beach:Ginai Swamp") == 3)
+ set .@da_score,.@da_score+10;
+ mes "[Bijou]";
+ mes "6. Who is the most";
+ mes "beautiful dancer?";
+ next;
+ switch(select("" + strcharinfo(0) + ":Bijou:Aile:Bonjour")) {
+ case 1:
+ mes "[Bijou]";
+ mes "...";
+ mes "That's...";
+ mes "^660000completely wrong^000000.";
+ mes "Didn't you see the";
+ mes "other choices?!";
+ mes "Minus points...!";
+ set .@da_score,.@da_score-10;
+ next;
+ break;
+ case 2:
+ set .@da_score,.@da_score+10;
+ break;
+ default:
+ break;
+ }
+ mes "[Bijou]";
+ mes "7. Of the following,";
+ mes "who can perform together";
+ mes "with a Dancer?";
+ next;
+ if (select("Assassin:Bard:Alchemist:Sage") == 2)
+ set .@da_score,.@da_score+10;
+ mes "[Bijou]";
+ mes "8. Which of the following";
+ mes "is not a specialty of Comodo?";
+ next;
+ if (select("Berserk Potion:Clam Shell:Crab Shell:Shining Stone") == 4)
+ set .@da_score,.@da_score+10;
+ mes "[Bijou]";
+ mes "9. Who is the manager";
+ mes "of the Comodo Casino?";
+ next;
+ if (select("Yoo:Moo:Hoon:Roul") == 2)
+ set .@da_score,.@da_score+10;
+ mes "[Bijou]";
+ mes "10. Who accepts the";
+ mes "Dancer job change";
+ mes "applications?";
+ next;
+ if (select("Bijou:Aile:Athena:Sonotora") == 2)
+ set .@da_score,.@da_score+10;
+ break;
+ case 2:
+ mes "[Bijou]";
+ mes "1. What is the effect";
+ mes "of the combined skill,";
+ mes "^CD6889Mental Sensing^000000?";
+ next;
+ if (select("Instant monster death.:Doubles damage.:Increases experience.:Increases attack speed.") == 3)
+ set .@da_score,.@da_score+10;
+ mes "[Bijou]";
+ mes "2. Which is considered";
+ mes "bad etiquette on the dance";
+ mes "floor after a dance?";
+ next;
+ if (select("Thank your partner.:Praise your partner's dance.:Ask to dance a different dance.:Criticize your partner.") == 4)
+ set .@da_score,.@da_score+10;
+ mes "[Bijou]";
+ mes "3. Which is not an";
+ mes "appropriate response";
+ mes "when someone makes";
+ mes "a mistake while you";
+ mes "are dancing together?";
+ next;
+ if (select("Smile at each other and continue dancing.:Point out the mistake.:Ignore it if the dancer does not realize it.:Give them a smile.") == 2)
+ set .@da_score,.@da_score+10;
+ mes "[Bijou]";
+ mes "4. In which town";
+ mes "can you change jobs";
+ mes "to a Dancer?";
+ next;
+ if (select("Cocomo:Sandarman:Comudo:Comodo") == 4)
+ set .@da_score,.@da_score+10;
+ mes "[Bijou]";
+ mes "5. How many dungeons";
+ mes "are directly connected";
+ mes "to Comodo?";
+ next;
+ if (select("1:2:3:4") == 3)
+ set .@da_score,.@da_score+10;
+ mes "[Bijou]";
+ mes "6. Which of the following";
+ mes "is not a Cute Pet monster?";
+ next;
+ if (select("Isis:Argiope:Dokebi:Deviruchi") == 2)
+ set .@da_score,.@da_score+10;
+ mes "[Bijou]";
+ mes "7. Who is the most";
+ mes "graceful dancer?";
+ next;
+ switch(select("" + strcharinfo(0) + ":Bijou:Isis:Mercy Bokou")) {
+ case 1:
+ mes "[Bijou]";
+ mes "...";
+ mes "That's...";
+ mes "^660000completely wrong^000000.";
+ mes "Didn't you see the";
+ mes "other choices?!";
+ mes "Minus points...!";
+ set .@da_score,.@da_score-10;
+ next;
+ break;
+ case 2:
+ set .@da_score,.@da_score+10;
+ break;
+ default:
+ break;
+ }
+ mes "[Bijou]";
+ mes "8. What is the";
+ mes "exact name of the";
+ mes "Kafra in Comodo?";
+ next;
+ if (select("Kafra Headquarters:Kafra West Headquarters:Kafra Service:Kafra Headquarters: Western Branch") == 4)
+ set .@da_score,.@da_score+10;
+ mes "[......]";
+ mes "9. What is my name?";
+ next;
+ if (select("Borjuis:Bourgeois:Bijou:Beruberu") == 3)
+ set .@da_score,.@da_score+10;
+ mes "[Bijou]";
+ mes "10. What is the";
+ mes "effect of ^CD6889Lullaby^000000?";
+ next;
+ if (select("Casts the Blind effect in the area.:Casts the Sleep effect on the area.:Puts a night effect on the area.:Freezes the area.") == 2)
+ set .@da_score,.@da_score+10;
+ break;
+ case 3:
+ mes "[Bijou]";
+ mes "1. What is the effect";
+ mes "of the skill ^CD6889Dance Lessons^000000?";
+ next;
+ switch(select("Increases INT:Increases the effect of dancing skills:Increase damage of Whip weapons.:Inflict Stun on a certain area around the caster.")) {
+ default:
+ break;
+ case 2:
+ case 3:
+ set .@da_score,.@da_score+10;
+ break;
+ }
+ mes "[Bijou]";
+ mes "2. What dance uses shoes";
+ mes "that are designed to make";
+ mes "sound as the dancer rolls";
+ mes "their feet and taps the";
+ mes "ground to create a rhythm?";
+ next;
+ if (select("Tap Dance:Improve Concentration:Tango:Double Strafing") == 1)
+ set .@da_score,.@da_score+10;
+ mes "[Bijou]";
+ mes "3. Which of the following";
+ mes "is not a characteristic of a Dancer?";
+ next;
+ if (select("Uses Dance skills. :Attacks from a distance.:Uses Whips.:Uses Two-handed swords.") == 4)
+ set .@da_score,.@da_score+10;
+ mes "[Bijou]";
+ mes "4. Which town has";
+ mes "the most Dancers?";
+ next;
+ if (select("Al De Baran:Juno:Morroc:Comodo") == 4)
+ set .@da_score,.@da_score+10;
+ mes "[Bijou]";
+ mes "5. Of the following,";
+ mes "who dances most beautifully?";
+ next;
+ switch(select("" + strcharinfo(0) + ":Bijou:Isis:Guton Tak")) {
+ case 1:
+ mes "[Bijou]";
+ mes "...";
+ mes "That's...";
+ mes "^660000completely wrong^000000.";
+ mes "Didn't you see the";
+ mes "other choices?!";
+ mes "Minus points...!";
+ set .@da_score,.@da_score-10;
+ next;
+ break;
+ case 2:
+ set .@da_score,.@da_score+10;
+ break;
+ default:
+ break;
+ }
+ mes "[Bijou]";
+ mes "6. What is the Dancer";
+ mes "better at than the other";
+ mes "job classes?";
+ next;
+ if (select("Health:Acting :Dancing :Magic ") == 3)
+ set .@da_score,.@da_score+10;
+ mes "[Bijou]";
+ mes "7. Who is the manager";
+ mes "of the Comodo Casino?";
+ next;
+ if (select("Ryu:Moo:Roul:Hoon") == 2)
+ set .@da_score,.@da_score+10;
+ mes "[Bijou]";
+ mes "8. What item cannot";
+ mes "be equipped by a Dancer?";
+ next;
+ if (select("Kitty Band :Two-handed Sword:Sandals:Earring") == 2)
+ set .@da_score,.@da_score+10;
+ mes "[Bijou]";
+ mes "9. Do you think you";
+ mes "can say this quiz is";
+ mes "frustrating and annoying?";
+ next;
+ select("Yes:No");
+ set .@da_score,.@da_score+10;
+ mes "[Bijou]";
+ mes "10. Which of the following";
+ mes "is not a Jazz musician?";
+ next;
+ if (select("Art Blakey:Billie Holiday :Louis Armstrong :Bud Powell :Elder Willow ") == 5)
+ set .@da_score,.@da_score+10;
+ }
mes "[Bijou]";
- mes "The enjoyment of the people watching you perform......";
+ mes "Good job~";
+ mes "It seems like you";
+ mes "answered all the";
+ mes "questions~";
next;
mes "[Bijou]";
- mes "This present is from me!";
- if(@gift==50) {
- getitem 1953,1;
- mes "Since you are very experienced I have given you a Line, instead of a simple Rope that normal people would get.";
- mes "Now take your Line, and be the best Dancer you can be!";
- } else {
- getitem 1950,1;
- mes "Now take this Rope, and be the best Dancer you can be!";
+ mes "Let's see...";
+ mes "Your score is";
+ mes "" + .@da_score + " points...";
+ if (.@da_score == 100) {
+ set DANC_Q,7;
+ mes "Very well done!";
+ mes "A perfect score!";
+ next;
+ mes "[Bijou]";
+ mes "There aren't too many people who apply for the Dancer job with this kind of knowledge. I'm sorry for judging you by your looks~";
+ next;
+ mes "[Bijou]";
+ mes "Whew~";
+ mes "Now you only have the Dance Test. While we prepare the test, why don't you rest a bit? Ho ho ho~";
+ close;
+ }
+ else if (.@da_score > 70) {
+ set DANC_Q,7;
+ mes "It wasn't perfect, but I'll let you pass.";
+ close;
+ }
+ else {
+ set DANC_Q,6;
+ mes "You.. You failed!";
+ next;
+ mes "[Bijou]";
+ mes "Was it too hard?";
+ mes "When I was young, everyone knew at least enough to pass this test. Go and study some more before coming back, okay?";
+ close;
}
- close;
}
- mes "So you want to become a Dancer, eh?";
- next;
- mes "[Bijou]";
- mes "Well, it seems you haven't paid anything towards it yet.";
- mes "First you need to fill in an application, and be accepted.";
- mes "Once accepted you will need to give the payment, which can be all items, or some items and zeny.";
- mes "The person you need to go and talk to about this is 'Aire', she is the other side of the stage.";
- mes "When everything is ok with her come back to me.";
- close;
-L_QUIZ:
- if(DANC_Q == 6)
- mes "Back for another try?";
- else {
- mes "So you want to become a Dancer, eh?";
- next;
+ else if (DANC_Q == 7) {
mes "[Bijou]";
- mes "......You have already paid I see, so we can now continue.";
- next;
- mes "[Bijou]";
- mes "Before I can let you become a Dancer I need to test you mental attitude, this is done through a simple test.";
- mes "It is multiple choice and alot of them are common sense, well common for someone that has the mental attitude to become a Dancer.";
+ mes "Okay...";
+ mes "Are you ready";
+ mes "for the Dance Test?";
+ mes "If you like, I can";
+ mes "explain the instructions.";
next;
+ if (select("Listen to instructions.:Go to the testing area.") == 1) {
+ mes "[Bijou]";
+ mes "First of all, each person gets ^CD68891 minute^000000 for the test, and everyone dances ^CD6889one at a time^000000. Don't worry if you've never danced before~";
+ next;
+ mes "[Bijou]";
+ mes "Once you enter the testing area, you will see the stage. First, ^CD6889change your camera angle so that it faces forward^000000. It will probably work if you ^CD6889double-click on the right mouse button^000000.";
+ next;
+ mes "[Bijou]";
+ mes "If you don't reset your camera angle, you may get the ^CD6889Up, Down, Left, Right^000000 commands confused.";
+ next;
+ mes "[Bijou]";
+ mes "Wait for your turn in the ^CD6889waiting room^000000. If the person in front of you fails, or if it's your turn in line, your test will begin.";
+ next;
+ mes "[Bijou]";
+ mes "If there are a lot of people, not everyone might fit in the waiting room. If that's the case, just create an orderly line~";
+ next;
+ mes "[Bijou]";
+ mes "When the test begins, the music will be broadcast, as well as the direction in which you should move. Just follow the instructions and move your legs.";
+ next;
+ mes "[Bijou]";
+ mes "Remember, ^CD6889you will be disqualified if you don't perform the steps with the right timing^000000. Be careful, the test is very strict~";
+ close;
+ }
mes "[Bijou]";
- mes "There is a total of 10 questions, for each one you get correct you are awarded 10 points.";
- mes " ";
- mes "There are some answers that will reduce your final score, try and avoid answering them wrong.";
- next;
+ mes "Well then~";
+ mes "Good luck...!!";
+ set DANC_Q,8;
+ close2;
+ warp "job_duncer",105,109;
+ end;
}
- mes "Good luck to you, now let the test begin.";
- next;
- set @dcpoint,0;
- if(rand(2)) goto L_QUIZ2;
-
-//-------
- mes "[Bijou]";
- mes "1. ^00FF00Subject:^000000 Dancer + Bard combination playing skill.";
- mes "What is the effect of ^777777'Classical Pluck/Loki's Veil'^000000 ?";
- next;
- menu "Attack power of the level 4 weapon improves",L1_2,"Double the damage that is done",L1_2,"Makes skills and magic unusable",-,"Attack speed rises",L1_2;
- set @dcpoint,@dcpoint+10;
-L1_2:
-//I am unsure about the translated meaning on Question 2, I tried to adapt it with my own question,
-//I will put a asterisk (*) next to all I have done this for, I done this so other people who might understand it better can correct it.
- mes "[Bijou]";
- mes "2. ^00FF00Subject:^000000 After Dancing.";
- mes "After you have finished using an Ensemble skill with a partner what should you never do?";
- next;
- menu "Use words of appreciation towards the partner",L1_3,"The dance is praised",L1_3,"Invite the partner to dance again",L1_3,"You tell the partner they did an insufficient job",-;
- set @dcpoint,@dcpoint+10;
-L1_3:
-// *
- mes "[Bijou]";
- mes "3. ^00FF00Subject:^000000 Before Dancing.";
- mes "When a partner activates the incorrect dance what should you do?";
- next;
- menu "Smile and just continue to dance",L1_4,"Point out the mistake",-,"Cancel the dance and walk away",L1_4,"Hide your smirk",L1_4;
- set @dcpoint,@dcpoint+10;
-L1_4:
- mes "[Bijou]";
- mes "4. ^00FF00Subject:^000000 General Knowledge.";
- mes "What is the name of the village where you can designate the change of your occupation to that of a Dancer?";
- next;
- menu "Prontera",L1_5,"Morroc",L1_5,"Al De Baran",L1_5,"Comodo",-;
- set @dcpoint,@dcpoint+10;
-L1_5:
- mes "[Bijou]";
- mes "5. ^00FF00Subject:^000000 Places around Comodo.";
- mes "How many caves are directly connect to Comodo Village?";
- next;
- menu "1",L1_6,"2",L1_6,"3",-,"4",L1_6;
- set @dcpoint,@dcpoint+10;
-L1_6:
- mes "[Bijou]";
- mes "6. ^00FF00Subject:^000000 Pets.";
- mes "Which of the following is not able to be tamed?";
- next;
- menu "Isis",L1_7,"Argiope",-,"Dokebi",L1_7,"Deviruchi",L1_7;
- set @dcpoint,@dcpoint+10;
-L1_7:
- mes "[Bijou]";
- mes "7. ^00FF00Subject:^000000 General Knowledge.";
- mes "Who is the best Dancer?";
- next;
- menu strcharinfo(0),L1_7a,"Bijou",-,"Isis",L1_8,"Flora",L1_8;
- set @dcpoint,@dcpoint+10;
- goto L1_8;
- L1_7a:
- set @dcpoint,@dcpoint-100;
- emotion e_dots;
- mes ".........";
- next;
-L1_8:
-// *
- mes "[Bijou]";
- mes "8. ^00FF00Subject:^000000 Places around Comodo.";
- mes "What is one of the main attractions of Comodo?";
- next;
- menu "A Church",L1_9,"Exceptionally good shops",L1_9,"The best chicken you can get anywhere",L1_9,"The Casino",-;
- set @dcpoint,@dcpoint+10;
-L1_9:
- mes "[...]";
- mes "9. ^00FF00Subject:^000000 General Knowledge.";
- mes "What is my name?";
- next;
- menu "Gijou",L1_10,"Bijon",L1_10,"Bijou",-,"Bojou",L1_10;
- set @dcpoint,@dcpoint+10;
-// *
-L1_10:
- mes "[Bijou]";
- mes "10. ^00FF00Subject:^000000 Dancer + Bard combination playing skill.";
- mes "What is the effect of ^777777'Lullaby'^000000 ?";
- next;
- menu "Make enemy asleep, in a 5x5 area",L_ENDQ,"Make enemy asleep, in a 9x9 area",-,"Stun the enemy, in a 5x5 area",L_ENDQ,"Stun the enemy, in a 9x9 area",L_ENDQ;
- set @dcpoint,@dcpoint+10;
- goto L_ENDQ;
-//-------
-L_QUIZ2:
- mes "[Bijou]";
- mes "1. ^00FF00Subject:^000000 Dancer skill.";
- mes "What is the effect of ^777777'Dancing Lessons'^000000? ";
- next;
- menu "Your INT is increased",L2_2,"The damage of whip type attacks are raised",-,"The damage of rod type attacks are raised",L2_2,"The damage of ranged type attacks are raised",L2_2;
- set @dcpoint,@dcpoint+10;
-L2_2:
- mes "[Bijou]";
- mes "2. ^00FF00Subject:^000000 Dance Type.";
- mes "While doing this type of dance, you wear special shoes that make loud sounds.";
- mes "What is this type of dancing called?";
- next;
- menu "Tap dance",-,"Attention Concentrate",L2_3,"Tango",L2_3,"Salsa",L2_3;
- set @dcpoint,@dcpoint+10;
-L2_3:
- mes "[Bijou]";
- mes "3. ^00FF00Subject:^000000 Dancer feature.";
- mes "Choose the thing a Dancer cannot do";
- next;
- menu "Perform Dances",L2_4,"Attack at a long range",L2_4,"Use a Whip",L2_4,"Use a 2-Handed Sword",-;
- set @dcpoint,@dcpoint+10;
-L2_4:
- mes "[Bijou]";
- mes "4. ^00FF00Subject:^000000 General Knowledge.";
- mes "What is the town where Dancers stay the most?";
- next;
- menu "Al De Baran",L2_5,"Yuno",L2_5,"Morroc",L2_5,"Comodo",-;
- set @dcpoint,@dcpoint+10;
-L2_5:
- mes "[Bijou]";
- mes "5. ^00FF00Subject:^000000 General Knowledge.";
- mes "What person can perfrom the most beautiful dances?";
- next;
- menu strcharinfo(0),L2_5a,"Bijou",-,"Isis",L2_6,"Emralhandas",L2_6;
- set @dcpoint,@dcpoint+10;
- goto L2_6;
- L2_5a:
- set @dcpoint,@dcpoint-100;
- emotion e_dots;
- mes ".........";
- next;
-L2_6:
- mes "[Bijou]";
- mes "6. ^00FF00Subject:^000000 Dancer feature.";
- mes "The Dancer, in comparison with other occupations, has what advantage?";
- next;
- menu "Physical strength",L2_7,"Performing skill power",L2_7,"Dance Capability",-,"Magic Capability",L2_7;
- set @dcpoint,@dcpoint+10;
-L2_7:
- mes "[Bijou]";
- mes "7. ^00FF00Subject:^000000 Places around Comodo.";
- mes "What is the Casino managers name?";
- next;
- menu "Martine",L2_8,"Roberto",L2_8,"Moo",-,"Deniroz",L2_8;
- set @dcpoint,@dcpoint+10;
-L2_8:
- mes "[Bijou]";
- mes "8. ^00FF00Subject:^000000 Dancer feature.";
- mes "As for the item which the Dancer cannot equip?";
- next;
- menu "Hair band of cat",L2_9,"Two-handed Sword",-,"Sandals",L2_9,"Earring",L2_9;
- set @dcpoint,@dcpoint+10;
-L2_9:
- mes "[Bijou]";
- mes "9. ^00FF00Subject:^000000 Opinion.";
- mes "Do you think this test is boring?";
- next;
- menu "It is",L2_10,"Give me more questions",-;
- set @dcpoint,@dcpoint+10;
-L2_10:
- mes "[Bijou]";
- mes "10. ^00FF00Subject:^000000 Places around Comodo.";
- mes "How many lighthouses exist on Comodo Island?";
- next;
- menu "1",-,"2",L_ENDQ,"3",L_ENDQ;
- set @dcpoint,@dcpoint+10;
-//-------
-L_ENDQ:
- mes "[Bijou]";
- mes "You have now completed the test, lets see how you did......";
- next;
- mes "[Bijou]";
- mes "You got a total of "+@dcpoint+" points......";
- if(@dcpoint >= 80 || (@dcpoint >= 70 && DANC_Q == 6)){
- if(@dcpoint == 100)
- mes "That is amazing, 100% correct.";
- else
- mes "Even though you didn't get all the questions right, you have still passed.";
- next;
+ else if (DANC_Q == 8) {
mes "[Bijou]";
- mes "The next thing you need to do is pass a physical test of speed and timing";
- mes "when you are ready for this test talk to me again, I can also tell you more about the test before you take it.";
- set DANC_Q,7;
- close;
+ mes "Oh my...";
+ mes "Did you";
+ mes "fail last time?";
+ mes "Don't worry, just";
+ mes "try to feel the rhythm~";
+ close2;
+ warp "job_duncer",105,109;
+ end;
}
- mes "I am going to need to disqualify you, because you didn't reach the required ammount.";
- next;
- mes "[Bijou]";
- mes "You are allowed to take the test again if you like, for no extra charge.";
- if(DANC_Q==5) mes "Next time you take the test I will lower the amount of points you need to pass, to make it easier for you.";
- mes "Better luck next time, see you around!";
- set DANC_Q,6;
- close;
-
-L_DANCETEST:
- mes "Are you ready for this test? or do you want me to talk you through it first?";
- next;
- menu "Please Explain it to me",-,"Take me to the test area",L_WARP;
- mes "[Bijou]";
- mes "Think of this more as an audition than a test.";
- mes "We give you ^0000FF1 minute^000000 to impress us.";
- next;
- mes "[Bijou]";
- mes "There can only be ^0000FFone person^000000 at a time dancing on the stage.";
- next;
- mes "[Bijou]";
- mes "If there are people are infront of you stay in the ^0000FFwaiting room^000000 untill you hear the person infront of you passes or fails their test.";
- next;
- mes "[Bijou]";
- mes "Click in the window above the waiting room guide to get sent to the dance stage, if there is someone already on the stage it will not allow you to enter, you will need to wait.";
- next;
+ else if (DANC_Q == 9) {
+ if (SkillPoint) {
+ mes "[Bijou]";
+ mes "You can't change jobs";
+ mes "if you still have skill";
+ mes "points left. Use the rest";
+ mes "and come back later.";
+ close;
+ }
mes "[Bijou]";
- mes "When you get put onto the stage get into a ^0000FFposition which can look around the whole stage^000000.";
+ mes "Oh my...";
+ mes "I saw your";
+ mes "dance earlier.";
+ mes "You were great!";
next;
mes "[Bijou]";
- mes "Once you get onto the stage I will annouce that the time has started.";
- mes "Then I will start calling out directions for you to take.";
+ mes "Your performance shows that you are than qualified to become a Dancer. Well then, let me change your job.";
next;
mes "[Bijou]";
- mes "You then need to follow them directions as quickly as possible.";
- mes "^FF0000[ < ]^000000 = Move to the left";
- mes "^FF0000[ > ]^000000 = Move to the right";
- mes "^FF0000[ * ]^000000 = Go back to the center of the stage";
- mes "^FF0000[ \\/ ]^000000 = Move down towards the front of the stage";
- mes "^FF0000[ /\\ ]^000000 = Move up towards the back of the stage";
+ mes "With the blessing of our goddess, you shall be reborn as a Dancer. From now on, no one will leave your presense without a smile~";
next;
+ set .@jlevel,JobLevel;
mes "[Bijou]";
- mes "There are some other things you will need to do, so just be ready with your skills and bow just incase.";
+ callfunc "Job_Change",Job_Dancer;
+ callfunc "F_ClearJobVar";
+ mes "Ooh...!";
+ mes "You look great";
+ mes "as a Dancer~";
+ mes "Congratulations!";
next;
mes "[Bijou]";
- mes "Don't worry if you have no experience of dance, that is what this is for, so you don't need to worry.";
+ mes "Here's a small";
+ mes "gift from me.";
+ mes "Please take it.";
+ mes "May your performances always bring joy to your audience~";
+ if (.@jlevel == 50)
+ getitem 1953,1; //Line_
+ else
+ getitem 1950,1; //Rope
close;
- L_WARP:
- mes "[Bijou]";
- mes "I will take you back stage so you can take you test!";
- set DANC_Q,8;
- close2;
- warp "job_duncer",104,109;
- end;
-}
+ }
+}
-//=Start of the 3rd quest is here, once complete you go back to Bijou to change job
-job_duncer,32,152,6 script Guide::dancew 69,{
+// Waiting Room
+//============================================================
+job_duncer,32,154,1 script Waiting Room#dance 66,{
+OnInit:
+ waitingroom "Waiting Room",20,"Waiting Room#dance::OnStartArena",1;
end;
-OnWarp:
- warpwaitingpc "job_duncer",70,112,1;
- set $@DQRID,$@warpwaitingpc[0];
- if( attachrid($@DQRID)==0 ) goto OnInit;
+
+OnStartArena:
disablewaitingroomevent;
- initnpctimer "jobDq",1;
+ disablenpc "dance#up";
+ disablenpc "dance#down";
+ disablenpc "dance#left";
+ disablenpc "dance#right";
+ disablenpc "dance#cen";
+ donpcevent "dance#return::OnDisable";
+ warpwaitingpc "job_duncer",69,110,1;
+ donpcevent "Bijou#dance_timer::OnEnable";
+ set .Dance_PID,$@warpwaitingpc[0];
+ if (attachrid(.Dance_PID) == 0) {
+ enablewaitingroomevent;
+ }
end;
-OnInit:
- set $@DQRID,0;
- waitingroom "Dance lesson waiting room",20,"dancew::OnWarp",1;
+
+OnEnable:
+ enablewaitingroomevent;
end;
}
-job_duncer,0,0,0 script jobDq -1,{
+job_duncer,32,154,1 script Waiting Room#click 66,{
+ mes "[Pyorgin]";
+ mes "Please wait in";
+ mes "the waiting room.";
+ mes "Click the Chatroom";
+ mes "box to enter.";
+ next;
+ mes "[Pyorgin]";
+ mes "Also, those who";
+ mes "are curious about";
+ mes "the test can watch";
+ mes "backstage.";
+ close;
+}
+
+// Dance Timer
+//============================================================
+job_duncer,69,105,0 script Bijou#dance_timer -1,{
+OnEnable:
+ initnpctimer;
end;
-OnStart:
+OnDisable:
+ stopnpctimer;
+ end;
-OnTimer1000:
- mapannounce "job_duncer","Bijou: The test begins. Total time allowed is 1 minute.",8;
+OnTimer2000:
+ mapannounce "job_duncer","Okay, let's begin. Now relax, the test is 1 minute~",bc_map;
end;
-OnTimer3000:
- mapannounce "job_duncer","Bijou: Step Up! [ /\\ ]",8;
- callsub L_SUB1,2000;
+
+OnTimer5000:
+ mapannounce "job_duncer"," Up!",bc_map;
end;
+
OnTimer7000:
- donpcevent "::OnDE1";
- mapannounce "job_duncer","Bijou: To the bottom. [ \\/ ]",8;
- callsub L_SUB5,2000;
+ disablenpc "dance#up";
+ enablenpc "dance#down";
+ enablenpc "dance#left";
+ enablenpc "dance#right";
+ enablenpc "dance#cen";
+ end;
+
+OnTimer8000:
+ donpcevent "Backdancer#1::OnSmile";
+ disablenpc "dance#up";
+ disablenpc "dance#down";
+ disablenpc "dance#left";
+ disablenpc "dance#right";
+ disablenpc "dance#cen";
+ mapannounce "job_duncer"," Down!",bc_map;
end;
+
OnTimer11000:
- donpcevent "::OnDE1";
- mapannounce "job_duncer","Bijou: To the left. [ < ]",8;
- callsub L_SUB2,2000;
+ enablenpc "dance#up";
+ disablenpc "dance#down";
+ enablenpc "dance#left";
+ enablenpc "dance#right";
+ enablenpc "dance#cen";
+ end;
+
+OnTimer12000:
+ donpcevent "Backdancer#1::OnSmile";
+ disablenpc "dance#up";
+ disablenpc "dance#down";
+ disablenpc "dance#left";
+ disablenpc "dance#right";
+ disablenpc "dance#cen";
+ mapannounce "job_duncer"," Left~!",bc_map;
end;
+
OnTimer15000:
- donpcevent "::OnDE1";
- mapannounce "job_duncer","Bijou: Go to the right. [ > ]",8;
- callsub L_SUB4,2000;
+ enablenpc "dance#up";
+ enablenpc "dance#down";
+ disablenpc "dance#left";
+ enablenpc "dance#right";
+ enablenpc "dance#cen";
end;
+
+OnTimer16000:
+ donpcevent "Backdancer#1::OnSmile";
+ disablenpc "dance#up";
+ disablenpc "dance#down";
+ disablenpc "dance#left";
+ disablenpc "dance#right";
+ disablenpc "dance#cen";
+ mapannounce "job_duncer"," Left, then Right~!",bc_map;
+ end;
+
OnTimer19000:
- donpcevent "::OnDE1";
- mapannounce "job_duncer","Bijou: Return to the middle. [ * ]",8;
- callsub L_SUB3,3000;
+ enablenpc "dance#up";
+ enablenpc "dance#down";
+ enablenpc "dance#left";
+ disablenpc "dance#right";
+ enablenpc "dance#cen";
end;
-OnTimer21000:
- donpcevent "::OnDE1";
- mapannounce "job_duncer","Bijou: Stay still!",8;
+
+OnTimer20000:
+ donpcevent "Backdancer#1::OnSmile";
+ disablenpc "dance#up";
+ disablenpc "dance#down";
+ disablenpc "dance#left";
+ disablenpc "dance#right";
+ disablenpc "dance#cen";
+ mapannounce "job_duncer"," Back to the Center~ !",bc_map;
end;
-OnTimer26000:
- set $@DQSP,SP;
- mapannounce "job_duncer","Bijou: Use 'Attention Concentrate'!",8;
+
+OnTimer23000:
+ enablenpc "dance#up";
+ enablenpc "dance#down";
+ enablenpc "dance#left";
+ enablenpc "dance#right";
+ disablenpc "dance#cen";
end;
-OnTimer29000:
- if($@DQSP==SP) goto OnTimer80000;
- donpcevent "::OnDE1";
- mapannounce "job_duncer","Bijou: To the left. [ < ]",8;
- callsub L_SUB2,2000;
+
+OnTimer23500:
+ donpcevent "Backdancer#1::OnSmile";
+ mapannounce "job_duncer"," Hold in place... ",bc_map;
end;
-OnTimer33000:
- donpcevent "::OnDE1";
- mapannounce "job_duncer","Bijou: To the bottom. [ \\/ ]",8;
+
+OnTimer27000:
+ donpcevent "Backdancer#1::OnSmile";
+ mapannounce "job_duncer"," Hold then 'Improve Concentration!'",bc_map;
end;
-OnTimer35000:
- mapannounce "job_duncer","Bijou: Directly the right! [ > ]",8;
- callsub L_SUB4,3000;
+
+OnTimer28500:
+ mapannounce "job_duncer"," Pay attention! ",bc_map;
end;
-OnTimer38000:
- donpcevent "::OnDE1";
- mapannounce "job_duncer","Bijou: Stay still!",8;
+
+OnTimer30000:
+ donpcevent "Backdancer#1::OnSmile";
+ disablenpc "dance#up";
+ disablenpc "dance#down";
+ disablenpc "dance#left";
+ disablenpc "dance#right";
+ disablenpc "dance#cen";
+ mapannounce "job_duncer"," Left!",bc_map;
end;
-OnTimer41000:
- mapannounce "job_duncer","Bijou: The left * center * right * top [ < ] [ * ] [ > ] [ /\\ ]",8;
- callsub L_SUB1,0;
+
+OnTimer34000:
+ enablenpc "dance#up";
+ enablenpc "dance#down";
+ disablenpc "dance#left";
+ enablenpc "dance#right";
+ enablenpc "dance#cen";
end;
-OnTimer47000:
- donpcevent "::OnDE1";
- mapannounce "job_duncer","Bijou: To the right. [ > ] ",8;
- callsub L_SUB4,3000;
+
+OnTimer35000:
+ donpcevent "Backdancer#1::OnSmile";
+ disablenpc "dance#up";
+ disablenpc "dance#down";
+ disablenpc "dance#left";
+ disablenpc "dance#right";
+ disablenpc "dance#cen";
+ mapannounce "job_duncer"," Down!",bc_map;
end;
-OnTimer50000:
- donpcevent "::OnDE1";
- mapannounce "job_duncer","Bijou: The left * center * down * up: [ < ] [ * ] [ \\/ ] [ /\\ ] ",8;
- callsub L_SUB1,0;
- end;
-OnTimer56000:
- donpcevent "::OnDE1";
- mapannounce "job_duncer","Bijou: Once again, the left * center * down * up: [ < ] [ * ] [ \\/ ] [ /\\ ]",8;
- callsub L_SUB1,0;
- end;
-OnTimer62000:
- donpcevent "::OnDE1";
- mapannounce "job_duncer","Bijou: Down! [ \\/ ]",8;
- callsub L_SUB5,2500;
- end;
-OnTimer65000:
- donpcevent "::OnDE1";
- mapannounce "job_duncer","Bijou: To the left! [ < ]",8;
- callsub L_SUB2,2500;
- end;
-OnTimer68000:
- donpcevent "::OnDE1";
- mapannounce "job_duncer","Bijou: Return to the middle. [ * ]",8;
- callsub L_SUB3,2500;
- end;
-OnTimer71000:
- donpcevent "::OnDE1";
- mapannounce "job_duncer","Bijou: Kill the monster using Arrow Shower!",8;
- set $@DQSP,SP;
- monster "job_duncer",69,106,"Poring",1002,1,"jddie::OnDie";
- end;
-OnTimer76000:
- killmonsterall "job_duncer";
+
+OnTimer38500:
+ mapannounce "job_duncer"," Down, then Right~ ",bc_map;
end;
-OnTimer80000:
- mapannounce "job_duncer","Dancer: You were a bit too slow, sorry but you have failed.",8;
- disablenpc "uppertile";
- disablenpc "lefttile";
- disablenpc "righttile";
- disablenpc "lowertile";
- disablenpc "middletile";
- if(getareausers("job_duncer",68,106,70,114)) areawarp "job_duncer",68,106,70,114,"job_duncer",69,102;
- if(getareausers("job_duncer",65,109,73,111)) areawarp "job_duncer",65,109,73,111,"job_duncer",69,102;
- stopnpctimer;
- enablewaitingroomevent "dancew";
- end;
-L_SUB1:
- disablenpc "lefttile";
- disablenpc "middletile";
- disablenpc "righttile";
- disablenpc "lowertile";
- setnpctimer getarg(0),"jdt1";
- startnpctimer "jdt1";
- return;
-L_SUB2:
- disablenpc "uppertile";
- disablenpc "middletile";
- disablenpc "righttile";
- disablenpc "lowertile";
- setnpctimer getarg(0),"jdt2";
- startnpctimer "jdt2";
- return;
-L_SUB3:
- disablenpc "uppertile";
- disablenpc "lefttile";
- disablenpc "righttile";
- disablenpc "lowertile";
- setnpctimer getarg(0),"jdt3";
- startnpctimer "jdt3";
- return;
-L_SUB4:
- disablenpc "lefttile";
- disablenpc "middletile";
- disablenpc "uppertile";
- disablenpc "lowertile";
- setnpctimer getarg(0),"jdt4";
- startnpctimer "jdt4";
- return;
-L_SUB5:
- disablenpc "lefttile";
- disablenpc "middletile";
- disablenpc "righttile";
- disablenpc "uppertile";
- setnpctimer getarg(0),"jdt5";
- startnpctimer "jdt5";
- return;
-}
-job_duncer,0,0,0 script jddie -1,{
+OnTimer40000:
+ enablenpc "dance#up";
+ enablenpc "dance#down";
+ enablenpc "dance#left";
+ disablenpc "dance#right";
+ enablenpc "dance#cen";
+ mapannounce "job_duncer"," Hold it~",bc_map;
+ end;
-OnDie:
- if($@DQRID && isloggedin($@DQRID)) {
- attachrid($@DQRID);
- if($@DQSP==SP)
- mapannounce "job_duncer","Dancer: Sorry "+strcharinfo(0)+", but you failed to use arrow shower to kill the monster",8;
- else {
- mapannounce "job_duncer","Dancer: Well done, you were very skillful, and have passed the test.",8;
- set DANC_Q,9;
- }
- }
- disablenpc "uppertile";
- disablenpc "lefttile";
- disablenpc "righttile";
- disablenpc "lowertile";
- disablenpc "middletile";
+OnTimer43000:
+ donpcevent "Backdancer#1::OnSmile";
+ disablenpc "dance#up";
+ disablenpc "dance#down";
+ disablenpc "dance#left";
+ disablenpc "dance#right";
+ disablenpc "dance#cen";
+ mapannounce "job_duncer"," Left, Center, Right, Up!",bc_map;
+ end;
- stopnpctimer "jobDq";
- enablewaitingroomevent "dancew";
+OnTimer49000:
+ disablenpc "dance#up";
+ enablenpc "dance#down";
+ enablenpc "dance#left";
+ enablenpc "dance#right";
+ enablenpc "dance#cen";
+ end;
- if($@DQRID && isloggedin($@DQRID))
- warp "job_duncer",69,102;
+OnTimer50000:
+ donpcevent "Backdancer#1::OnSmile";
+ disablenpc "dance#up";
+ disablenpc "dance#down";
+ disablenpc "dance#left";
+ disablenpc "dance#right";
+ disablenpc "dance#cen";
+ mapannounce "job_duncer"," Right!",bc_map;
+ end;
- set $@DQRID,0;
- set $@DQSP,0;
+OnTimer53000:
+ enablenpc "dance#up";
+ enablenpc "dance#down";
+ enablenpc "dance#left";
+ disablenpc "dance#right";
+ enablenpc "dance#cen";
end;
-}
-job_duncer,63,110,4 script Back Dancer#1::jdt1 724,{
+
+OnTimer54000:
+ donpcevent "Backdancer#1::OnSmile";
+ disablenpc "dance#up";
+ disablenpc "dance#down";
+ disablenpc "dance#left";
+ disablenpc "dance#right";
+ disablenpc "dance#cen";
+ mapannounce "job_duncer"," Left, Center, Down, Up~! ",bc_map;
end;
-OnTimer5000:
- enablenpc "lefttile";
- enablenpc "middletile";
- enablenpc "righttile";
- enablenpc "lowertile";
- stopnpctimer;
+
+OnTimer60000:
+ disablenpc "dance#up";
+ enablenpc "dance#down";
+ enablenpc "dance#left";
+ enablenpc "dance#right";
+ enablenpc "dance#cen";
end;
-OnDE1:
- emotion 21;
+
+OnTimer61000:
+ donpcevent "Backdancer#1::OnSmile";
+ disablenpc "dance#up";
+ disablenpc "dance#down";
+ disablenpc "dance#left";
+ disablenpc "dance#right";
+ disablenpc "dance#cen";
+ mapannounce "job_duncer"," Once again~ Left, Center, Down, Up~ ! ",bc_map;
end;
-OnDE2:
- emotion e_omg;
+
+OnTimer66000:
+ disablenpc "dance#up";
+ enablenpc "dance#down";
+ enablenpc "dance#left";
+ enablenpc "dance#right";
+ enablenpc "dance#cen";
end;
-}
-job_duncer,66,113,4 script Back Dancer#2::jdt2 724,{
+
+OnTimer67000:
+ donpcevent "Backdancer#1::OnSmile";
+ disablenpc "dance#up";
+ disablenpc "dance#down";
+ disablenpc "dance#left";
+ disablenpc "dance#right";
+ disablenpc "dance#cen";
+ mapannounce "job_duncer"," Down~!",bc_map;
end;
-OnTimer5000:
- enablenpc "uppertile";
- enablenpc "middletile";
- enablenpc "righttile";
- enablenpc "lowertile";
- stopnpctimer;
+
+OnTimer69000:
+ enablenpc "dance#up";
+ disablenpc "dance#down";
+ enablenpc "dance#left";
+ enablenpc "dance#right";
+ enablenpc "dance#cen";
end;
-OnDE1:
- emotion e_no1;
+
+OnTimer70000:
+ donpcevent "Backdancer#1::OnSmile";
+ disablenpc "dance#up";
+ disablenpc "dance#down";
+ disablenpc "dance#left";
+ disablenpc "dance#right";
+ disablenpc "dance#cen";
+ mapannounce "job_duncer"," Left!",bc_map;
end;
-OnDE2:
- emotion e_omg;
+
+OnTimer74000:
+ enablenpc "dance#up";
+ enablenpc "dance#down";
+ disablenpc "dance#left";
+ enablenpc "dance#right";
+ enablenpc "dance#cen";
end;
-}
-job_duncer,72,113,4 script Back Dancer#3::jdt3 724,{
+
+OnTimer75000:
+ donpcevent "Backdancer#1::OnSmile";
+ disablenpc "dance#up";
+ disablenpc "dance#down";
+ disablenpc "dance#left";
+ disablenpc "dance#right";
+ disablenpc "dance#cen";
+ mapannounce "job_duncer"," Center!",bc_map;
end;
-OnTimer5000:
- enablenpc "lefttile";
- enablenpc "uppertile";
- enablenpc "righttile";
- enablenpc "lowertile";
- stopnpctimer;
+
+OnTimer80000:
+ enablenpc "dance#up";
+ enablenpc "dance#down";
+ enablenpc "dance#left";
+ enablenpc "dance#right";
+ disablenpc "dance#cen";
end;
-OnDE1:
- emotion 21;
+
+OnTimer81000:
+ donpcevent "Backdancer#1::OnSmile";
+ disablenpc "dance#up";
+ disablenpc "dance#down";
+ disablenpc "dance#left";
+ disablenpc "dance#right";
+ disablenpc "dance#cen";
+ mapannounce "job_duncer"," Okay, Finish~ 'Arrow Shower!'",bc_map;
end;
-OnDE2:
- emotion e_omg;
+
+OnTimer82000:
+ donpcevent "dance#poring::OnEnable";
end;
+
+OnTimer89000:
+ donpcevent "dance#return::OnEnable";
+ donpcevent "dance#poring::OnDisable";
+ stopnpctimer;
}
-job_duncer,75,110,4 script Back Dancer#4::jdt4 724,{
+
+job_duncer,69,110,0 script dance#return -1,1,4,{
+OnTouch:
+ mapannounce "job_duncer","Good! Well done! Go back to Bijou!",bc_map;
+ set DANC_Q,9;
+ warp "comodo",188,162;
end;
-OnTimer5000:
- enablenpc "lefttile";
- enablenpc "middletile";
- enablenpc "uppertile";
- enablenpc "lowertile";
- stopnpctimer;
+
+OnDisable:
+ disablenpc "dance#return";
+ donpcevent "dance#return#2::OnDisable";
+ donpcevent "dance#return#3::OnDisable";
end;
-OnDE1:
- emotion 21;
+
+OnEnable:
+ enablenpc "dance#return";
+ donpcevent "dance#return#2::OnEnable";
+}
+
+job_duncer,66,110,0 script dance#return#2 -1,1,1,{
+OnTouch:
+ set DANC_Q,9;
+ warp "comodo",188,162;
end;
-OnDE2:
- emotion e_omg;
+
+OnDisable:
+ disablenpc "dance#return#2";
end;
+
+OnEnable:
+ enablenpc "dance#return#2";
+ donpcevent "dance#return#3::OnEnable";
}
-job_duncer,75,110,4 script jdt5 139,{
+job_duncer,72,110,0 script dance#return#3 -1,1,1,{
+OnTouch:
+ set DANC_Q,9;
+ warp "comodo",188,162;
end;
-OnTimer5000:
- enablenpc "lefttile";
- enablenpc "middletile";
- enablenpc "righttile";
- enablenpc "uppertile";
- stopnpctimer;
+
+OnDisable:
+ disablenpc "dance#return#3";
end;
+
+OnEnable:
+ enablenpc "dance#return#3";
+ donpcevent "Waiting Room#dance::OnEnable";
}
-job_duncer,69,113,4 script uppertile 139,1,1,{
- end;
+// Dance Move Triggers
+//============================================================
+- script dancestep::StepTrigger -1,1,1,{
OnTouch:
- mapannounce "job_duncer","Dancer: Sorry "+strcharinfo(0)+", but you failed to make it in time.",8;
- disablenpc "uppertile";
- disablenpc "lefttile";
- disablenpc "righttile";
- disablenpc "lowertile";
- disablenpc "middletile";
- enablewaitingroomevent "dancew";
- stopnpctimer "jobDq";
- areawarp "job_duncer",68,112,70,114,"job_duncer",69,102;
- donpcevent "::OnDE2";
- end;
-OnDE1:
-OnInit:
- disablenpc "uppertile";
+ donpcevent "Backdancer#1::OnOmg";
+ mapannounce "job_duncer"," " + strcharinfo(0) + ", you lack rhythm... Your timing was too late!",bc_map;
+ set DANC_Q,8;
+ donpcevent "Waiting Room#dance::OnEnable";
+ warp "comodo",188,162;
end;
}
-job_duncer,66,110,4 script lefttile 139,1,1,{
+job_duncer,69,113,0 duplicate(StepTrigger) dance#up -1,1,1
+job_duncer,69,107,0 duplicate(StepTrigger) dance#down -1,1,1
+job_duncer,66,110,0 duplicate(StepTrigger) dance#left -1,1,1
+job_duncer,72,110,0 duplicate(StepTrigger) dance#right -1,1,1
+job_duncer,69,110,0 duplicate(StepTrigger) dance#cen -1,1,1
+
+job_duncer,10,10,0 script dance#poring -1,{
+OnEnable:
+ monster "job_duncer",69,106,"Poring",1002,1,"dance#poring::OnMyMobDead";
end;
-OnTouch:
- mapannounce "job_duncer","Dancer: Sorry "+strcharinfo(0)+", but you failed to make it in time.",8;
- disablenpc "uppertile";
- disablenpc "lefttile";
- disablenpc "righttile";
- disablenpc "lowertile";
- disablenpc "middletile";
- enablewaitingroomevent "dancew";
- stopnpctimer "jobDq";
- areawarp "job_duncer",65,109,67,111,"job_duncer",69,102;
- donpcevent "::OnDE2";
- end;
-OnDE1:
-OnInit:
- disablenpc "lefttile";
+
+OnMyMobDead:
+ mapannounce "job_duncer"," Good! Well done! ",bc_map;
end;
+
+OnDisable:
+ killmonsterall "job_duncer";
}
-job_duncer,69,110,4 script middletile 139,1,1,{
+// Backup Dancers
+//============================================================
+job_duncer,63,110,4 script Backdancer#1::BackDancer 724,{
end;
-OnTouch:
- mapannounce "job_duncer","Dancer: Sorry "+strcharinfo(0)+", but you failed to make it in time.",8;
- disablenpc "uppertile";
- disablenpc "lefttile";
- disablenpc "righttile";
- disablenpc "lowertile";
- disablenpc "middletile";
- enablewaitingroomevent "dancew";
- stopnpctimer "jobDq";
- areawarp "job_duncer",68,109,70,111,"job_duncer",69,102;
- donpcevent "::OnDE2";
- end;
-OnDE1:
-OnInit:
- disablenpc "middletile";
+
+OnSmile:
+ Emotion e_no1;
+ donpcevent "Backdancer#2::OnSmile";
+ donpcevent "Backdancer#3::OnSmile";
+ donpcevent "Backdancer#4::OnSmile";
+ end;
+
+OnOmg:
+ Emotion e_omg;
+ donpcevent "Backdancer#2::OnOmg";
+ donpcevent "Backdancer#3::OnOmg";
+ donpcevent "Backdancer#4::OnOmg";
end;
}
-job_duncer,72,110,4 script righttile 139,1,1,{
+job_duncer,66,113,4 script Backdancer#2 724,{
end;
-OnTouch:
- mapannounce "job_duncer","Dancer: Sorry "+strcharinfo(0)+", but you failed to make it in time.",8;
- disablenpc "uppertile";
- disablenpc "lefttile";
- disablenpc "righttile";
- disablenpc "lowertile";
- disablenpc "middletile";
- enablewaitingroomevent "dancew";
- stopnpctimer "jobDq";
- areawarp "job_duncer",71,109,73,111,"job_duncer",69,102;
- donpcevent "::OnDE2";
- end;
-OnDE1:
-OnInit:
- disablenpc "righttile";
+
+OnSmile:
+ Emotion e_no1;
+ end;
+
+OnOmg:
+ Emotion e_omg;
end;
}
-job_duncer,69,107,4 script lowertile 139,1,1,{
+job_duncer,72,113,4 script Backdancer#3 724,{
end;
-OnTouch:
- mapannounce "job_duncer","Dancer: Sorry "+strcharinfo(0)+", but you failed to make it in time.",8;
- disablenpc "uppertile";
- disablenpc "lefttile";
- disablenpc "righttile";
- disablenpc "lowertile";
- disablenpc "middletile";
- enablewaitingroomevent "dancew";
- stopnpctimer "jobDq";
- areawarp "job_duncer",68,106,70,108,"job_duncer",69,102;
- donpcevent "::OnDE2";
- end;
-OnDE1:
-OnInit:
- disablenpc "lowertile";
+
+OnSmile:
+ Emotion e_no1;
+ end;
+
+OnOmg:
+ Emotion e_omg;
end;
}
+job_duncer,75,110,4 script Backdancer#4 724,{
+ end;
+
+OnSmile:
+ Emotion e_no1;
+ end;
+
+OnOmg:
+ Emotion e_omg;
+ end;
+}
-//= old changelog
+//============================================================
+// Old changelog
+//============================================================
//= 1.1 Removed the warp I left here my accident, added a check for using
//= Improved Concentration and arrow shower, people could get away with it
//= [Fredzilla]
@@ -977,3 +1362,7 @@ OnInit:
//= 2.2 Fixed unpassable part, thx2 Alis [Lupus]
//= 2.3 Updated initnpctimer to attach player to jobDq script [Skotlex]
//= 2.4 Attached chrid to be able obtain player's SP on mobs death, optimized a bit [Lupus]
+//= 2.5 Final fix of chrid issues, changed 'Improved
+//= Concentration' to 'Attention Concentrate' [Lupus]
+//= 3.0 Some optimization, typos, added missing dialogues (4Kb lighter) [Lupus]
+//= 3.1 Implemented JOBLVL as in other quests [Lupus]
diff --git a/npc/jobs/2-2/monk.txt b/npc/jobs/2-2/monk.txt
index a2c03d581..177b6e484 100644
--- a/npc/jobs/2-2/monk.txt
+++ b/npc/jobs/2-2/monk.txt
@@ -3,1920 +3,2693 @@
//===== By: ==================================================
//= Dino9021, Edited / Translated by Celest
//===== Current Version: =====================================
-//= 2.1
+//= 2.2
//===== Compatible With: =====================================
-//= eAthena 1.0 +
+//= eAthena SVN
//===== Description: =========================================
-//= Monk Job Quests for Athena 2004.12.30
+//= [Aegis Conversion]
+//= Job quest for Monk classes
//===== Additional Comments: =================================
-//= 1.1 Fixed missing '";'. Now it's loading fine [Lupus]
-//= 1.1+ Edited/Translated 5% [Celest]
-//= 1.2 Made Poetry Quiz passable, Fixed Marathon Part [Lupus]
-//= 1.3 Added Baby Class Support [Lupus]
-//= 1.5 Fixed possible EXP abuse [Lupus]
-//= 1.6 Added a func which prevent advanced classes passing
-//= 2nd Job Quests again. It also guides adv classes where
-//= to go. [Lupus] 1.7 Fixed warps19/20 [Yor]
-//= 1.8 Fixed bugs. Fixed Green Potion exploit. Getting rid of Jfunc mess [Lupus]
-//= 1.9 Added a missing check in Fuhai and fixed a LOT of Engrish. [Zephiris]
-//= 1.9b Fixed another bug in Fuhai. [Zephiris]
-//= 2.0 Changed numbers to constants. [Vicious]
-//= 2.1 Removed Duplicates [Silent]
+//= 2.2 Rescripted to Aegis 10.3 stadards. [L0ne_W0lf]
+//= No longer uses function "F_BlockHigh"
//============================================================
-
-prt_monk,55,249,4 script Tohobu the Guarding Monk 139,0,5,{
- mes "[Tohobu]";
- mes "Who are you?!";
- mes "How dare you enter this holy training place without my permission!!";
- next;
- mes "[Tohobu]";
- mes "Get Out!!";
- close;
-}
-prt_monk,59,247,4 script Master 120,{
- callfunc "F_BlockHigh",Job_Acolyte_High,"Acolyte High",Job_Champion,"Champion","Tohobu";
-
- if(MONK_Q == 1 ) goto Part1;
- if(MONK_Q == 2 ) goto Part2;
- if(MONK_Q > 2 ) goto Part3;
- if(BaseJob == Job_Monk) goto IsMonk;
- goto L_START;
-
-IsMonk:
- mes "[Tohobu]";
- mes "Your presence is not really desired at the ^00FF00St. Capitolina Abbey^000000.";
- mes "However, since you are here, please do not disturb the Monks in training,";
- mes "Even if you are a Monk!";
- close;
-
-L_START:
- mes "[Tohobu]";
- mes "Hmmm...? What do you want from me?";
- mes "Before entering the Training Area,";
- mes "You shall have to first tell me your Name, Base Level and Job Level.";
- next;
- mes "[Tohobu]";
- mes "Come! What is your name?";
- next;
- menu "Ignore him.",-,"Tell him.",L_MENU_1;
-
+prt_monk,59,247,1 script Guarding Monk#mk 120,6,2,{
+ if (Upper == 1) {
mes "[Tohobu]";
- mes "You are so impolite! Get out!";
- warp "prt_fild03",357,256;
- end;
-L_MENU_1:
- mes "[Tohobu]";
- mes "So... Your name is " + strcharinfo(0) + " Right?";
- mes "...I believe it is pronounced that way.";
- mes "Let's see... Job Level is " + JobLevel;
- next;
- mes "[Tohobu]";
- mes "Okay! Why have you come to see me, " + strcharinfo(0) + " ?";
- next;
- menu "I'd like to see how Monks train themselves.",L_MENU_1_0,"I want to be a Monk.",L_MENU_1_1,"I'd like to rest here.",L_MENU_1_2;
-
- L_MENU_1_0:
+ mes "Hmm? What business do you have here?";
+ mes "If you wish to enter this sacred area,";
+ mes "you must give me your name and job level!";
+ next;
+ mes "[Tohobu]";
+ mes "....Eh?";
+ mes "Oh!^FF0000gosh^000000! I am sorry, I think I misunderstood you from someone I know.";
+ next;
+ mes "[Tohobu]";
+ mes ".......";
+ mes "........";
+ next;
mes "[Tohobu]";
- mes "Oh! I see.";
- mes "Okay, I hope you'll learn something from our training,";
- mes "Perhaps it might aid you in becoming a worthy Monk.";
- set MONK_Q, 1;
+ mes "It is odd...I never misunderstand people...oh, well. Have a good day.";
close;
-
- L_MENU_1_1:
- if(BaseJob != Job_Acolyte) goto IsNot4;
- if(JobLevel >= 40 ) goto SkillPointChk;
+ }
+ if (BaseJob == Job_Acolyte && MONK_Q == 0) {
+ mes "[Tohobu]";
+ mes "Hmm? What business do you have here?";
+ mes "If you wish to enter this sacred area,";
+ mes "you must give me your name and job level!";
+ next;
+ mes "[Tohobu]";
+ mes "Now, please tell me your name and job level.";
+ next;
+ if (select("Ignore him.:Tell him.") == 1) {
mes "[Tohobu]";
- mes "Your Job Level is not high enough to be a Monk.";
- mes "Come back when your Job Level is at least 40.";
+ mes "To ignore another is disrespectful, get out!";
+ close2;
+ warp "prt_fild03",357,256;
+ end;
+ }
+ mes "[Tohobu]";
+ mes "Hmm... " + strcharinfo(0) + " is your name?";
+ mes "...did I say it right?";
+ mes "Okay, and your job level is " + JobLevel + " correct?";
+ next;
+ mes "[Tohobu]";
+ mes "Very well... why have you come here";
+ mes "" + strcharinfo(0) + "?";
+ next;
+ switch(select("To visit and learn about monks.:I wish to become a monk...:I'm tired and need to rest...")) {
+ case 1:
+ mes "[Tohobu]";
+ mes "I see...";
+ mes "We monks live our lives for spiritual enlightenment.";
+ mes "We improve our bodies as well as our minds to reach true inner peace.";
+ mes "May you find your inner peace as well.";
+ set MONK_Q,1;
+ close;
+ case 2:
+ if (BaseJob == Job_Acolyte && JobLevel > 39) {
+ mes "[Tohobu]";
+ mes "Hmm you seem as though you have been training for this...";
+ mes "That is good. Go see our sensei Moohae. Speak with him.";
+ mes "He will help you start your training.";
+ set MONK_Q,2;
+ close;
+ }
+ else if (BaseJob == Job_Acolyte && JobLevel < 40) {
+ mes "[Tohobu]";
+ mes "Hmm, you do not seem ready to become a monk.";
+ mes "To become a monk you must be,";
+ mes "at least a job level 40 Acolyte.";
+ mes "If not, you are not yet ready to become a monk.";
+ next;
+ mes "[Tohobu]";
+ mes "Come back to me when you have trained more";
+ mes "and I will let you know if you are ready.";
+ next;
+ mes "[Tohobu]";
+ mes "I hope that you will soon join us on our";
+ mes "path of inner peace and enlightenment.";
+ mes "I'll be waiting here for you.";
+ set MONK_Q,1;
+ close;
+ }
+ else {
+ mes "[Tohobu]";
+ mes "Hahahha that was a good joke!";
+ close;
+ }
+ case 3:
+ mes "[Tohobu]";
+ mes "Yes, we all need to take a rest once in a while...";
+ mes "It is a good idea not to stress your self.";
+ mes "Come in and make yourself comfortable.";
+ mes "Rest as long as you need to.";
next;
mes "[Tohobu]";
- mes "No need to be hasty, there is so much to learn in this world,";
- mes "Come back when you have met the requirements... Haha!";
+ mes "I hope that you become energized";
+ mes "when observing our brothers in their";
+ mes "pursuit of spiritual enlightenment.";
+ mes "I hope you reach it too.";
+ set MONK_Q,1;
close;
-
- SkillPointChk:
- if(SkillPoint == 0) goto L_GO;
+ }
+ }
+ else {
+ if (MONK_Q == 1 && BaseJob == Job_Acolyte) {
+ mes "[Tohobu]";
+ mes "What do you think? Did your visit reveal anything to your spirit?";
+ next;
+ switch(select("No...:I wish to become a monk.:I need to rest...")) {
+ case 1:
+ mes "[Tohobu]";
+ mes "I see, there is no shame in that.";
+ mes "I hope that your experience here with";
+ mes "our brothers has helped you become one";
+ mes "step closer to true enlightenment.";
+ set MONK_Q,1;
+ close;
+ case 2:
+ if (BaseJob == Job_Acolyte && JobLevel > 39) {
+ mes "[Tohobu]";
+ mes "Hmm you seem as though you have been training for this...";
+ mes "That is good. Go see our sensei Moohae. Speak with him.";
+ mes "He will help you start your training.";
+ set MONK_Q,2;
+ close;
+ }
+ else if (BaseJob == Job_Acolyte && JobLevel < 40) {
+ mes "[Tohobu]";
+ mes "Hmm, you do not seem ready to become a monk.";
+ mes "To become a monk you must be,";
+ mes "at least a job level 40 Acolyte.";
+ mes "If not, you are not yet ready to become a monk.";
+ next;
+ mes "[Tohobu]";
+ mes "Come back to me when you have trained more on your own";
+ mes "and I will let you know if you are ready.";
+ next;
+ mes "[Tohobu]";
+ mes "I hope that you will soon join us in our";
+ mes "path to inner peace and enlightenment.";
+ mes "I'll be waiting here for you.";
+ set MONK_Q,1;
+ close;
+ }
+ else {
+ mes "[Tohobu]";
+ mes "Hahahha that was a good joke!";
+ close;
+ }
+ case 3:
+ mes "[Tohobu]";
+ mes "Yes, we all need to take a rest once in a while...";
+ mes "It is a good idea not to stress your self.";
+ mes "Come in and make yourself comfortable.";
+ mes "Rest as long as you need to.";
+ next;
+ mes "[Tohobu]";
+ mes "I hope that you become energized";
+ mes "when observing our brothers in their";
+ mes "pursuit of spiritual enlightenment.";
+ mes "I hope you reach it too.";
+ set MONK_Q,1;
+ close;
+ }
+ }
+ if (MONK_Q == 0) {
+ mes "[Tohobu]";
+ mes "Hmm? What business do you have here?";
+ mes "If you wish to enter this sacred area,";
+ mes "You must give me your name, job level, and level!";
+ next;
+ mes "[Tohobu]";
+ mes "Now, please tell me your name as well as your job level!";
+ next;
+ if (select("Ignore.:Tell him.") == 1) {
+ mes "[Tohobu]";
+ mes "To ignore another is disrespectful, get out!";
+ close2;
+ warp "prt_fild03",357,256;
+ end;
+ }
+ mes "[Tohobu]";
+ mes "Hmm... " + strcharinfo(0) + " is your name?";
+ mes "...did I say it right?";
+ mes "Okay, and your job level is " + JobLevel + " correct?";
+ next;
mes "[Tohobu]";
- mes "Well... It seems that you have the ability to be a Monk,";
- mes "But I believe there are still skills you have yet to learn.";
- mes "Come back when you have learned all your skills.";
+ mes "Okay, Now, why have you come here";
+ mes "" + strcharinfo(0) + "?";
+ next;
+ switch(select("To visit and learn about monks.:I wish to become a monk...:I'm tired and need to rest...")) {
+ case 1:
+ mes "[Tohobu]";
+ mes "I see...";
+ mes "We monks live our lives for God and spiritual enlightenment.";
+ mes "We improve our bodies as well as our minds to reach true inner peace.";
+ mes "May you find your inner peace as well.";
+ set MONK_Q,1;
+ close;
+ case 2:
+ if (BaseJob == Job_Acolyte && JobLevel > 39) {
+ mes "[Tohobu]";
+ mes "Hmm you seem as though you have been training for this...";
+ mes "That is good. Go see our sensei Moohae, speak with him";
+ mes "and he will help you start new training.";
+ set MONK_Q,2;
+ close;
+ }
+ else if (BaseJob == Job_Acolyte && JobLevel < 40) {
+ mes "[Tohobu]";
+ mes "Hmm, you do not seem ready to become a monk.";
+ mes "To become a monk you must be,";
+ mes "at least a job level 40 Acolyte.";
+ mes "If not, you are not yet ready to become a monk.";
+ next;
+ mes "[Tohobu]";
+ mes "Come back to me when you have trained more on your own";
+ mes "and I will let you know if you are ready.";
+ next;
+ mes "[Tohobu]";
+ mes "I hope that you will soon join us in our";
+ mes "path to inner peace and enlightenment.";
+ mes "I'll be waiting here for you.";
+ set MONK_Q,1;
+ close;
+ }
+ else {
+ mes "[Tohobu]";
+ mes "Hahahha that was a good joke!";
+ close;
+ }
+ case 3:
+ mes "[Tohobu]";
+ mes "Yes, we all need to take a rest once in a while...";
+ mes "It is a good idea not to stress your self.";
+ mes "Come in and make yourself comfortable.";
+ mes "Rest as long as you need to.";
+ next;
+ mes "[Tohobu]";
+ mes "I hope that you become energized";
+ mes "when observing our brothers in their";
+ mes "pursuit of spiritual enlightenment.";
+ mes "I hope you reach it too.";
+ set MONK_Q,1;
+ close;
+ }
+ }
+ else if (MONK_Q == 1) {
+ mes "[Tohobu]";
+ mes "Listen carefully on your journey.";
+ mes "There is much to learn.";
close;
-
- IsNot4:
+ }
+ else if (BaseJob == Job_Acolyte && MONK_Q == 2) {
mes "[Tohobu]";
- mes "Oh! Are you kidding?";
+ mes "Hmm... would you like to meet sensei Moohae?";
+ mes "He is in the south east area in 'The Hall of Monks'.";
close;
-
- L_GO:
+ }
+ else if (BaseJob == Job_Acolyte && MONK_Q > 2) {
+ mes "[Tohobu]";
+ mes "I hope you do well in your training and I look forward to seeing you again.";
+ close;
+ }
+ else {
mes "[Tohobu]";
- mes "Well... Seems you have the ability to be a Monk.";
- mes "Very well then... Go to Wuhai the Elder, He will guide you.";
- // used to determine what item to get at the end
- if(JobLevel == 50) set JBLVL, 50; // used to determine what item to get at the end
- set MONK_Q, 2;
+ mes "Welcome to the central chamber of our Church.";
+ mes "Please, try not to disturb the other monks.";
+ mes "Even if you are a monk yourself.";
close;
+ }
+ }
- L_MENU_1_2:
+OnTouch:
+ if (MONK_Q == 0) {
mes "[Tohobu]";
- mes "Alright, you do look tired from your travels...";
- mes "Perhaps it would be good to rest awhile.";
- mes "Go ahead and rest at the Abbey before leaving!";
+ mes "How dare you set foot in";
+ mes "this holy building! ! !";
+ mes "Where is your respect?!";
next;
mes "[Tohobu]";
- mes "Persevering in order to gain more strength is the way of life of the Monks.";
- mes "I hope that seeing our practises will at least bring you some inner peace.";
+ mes "Leave this place ! ! !";
close;
-Part1:
- mes "[Tohobu]";
- mes "Well? Have you changed your mind after looking around here?";
- next;
- menu "Nope.",L_MENU_1_0,"I want to be a Monk",L_MENU_1_1,"I need more rest.",L_MENU_1_2;
-
-Part2:
- mes "[Tohobu]";
- mes "Hello there! You should go to Wuhai the Elder. He will guide you.";
- mes "He is in the Monastery Hall, South East from here";
- close;
-
-Part3:
- mes "[Tohobu]";
- mes "Ah, Hello there! How is your training? Surely you're not going to give up?";
- close;
+ }
+ if (MONK_Q == 1) {
+ mes "[Tohobu]";
+ mes "Hmmm... come in.";
+ mes "You may learn something...";
+ close;
+ }
+ if (BaseJob == Job_Acolyte && MONK_Q == 2) {
+ mes "[Tohobu]";
+ mes "Hmm.....you wish to see our sensei Moohae?";
+ mes "He is in the south east section of this building.";
+ close;
+ }
+ if (BaseJob == Job_Acolyte && MONK_Q > 2) {
+ mes "[Tohobu]";
+ mes "I look forward to seeing you become a monk and joining us.";
+ close;
+ }
+ end;
}
-monk_in,99,58,4 script Elder Wuhai 60,{
- //Not sure if this is needed, but hopefully it will prevent bugs [Zephiris]
- if(MONK_Q > 11) set MONK_Q,11;
-
- if(MONK_Q == 2) goto L_START;
- if(MONK_Q == 3) goto Part1;
- if(MONK_Q == 4) goto Part2;
- if(MONK_Q >= 5 && MONK_Q < 10) goto Part3;
- if(MONK_Q >= 10 && countitem(506) > 0) goto Part4;//Items: Green_Potion,
- if(MONK_Q >= 10 && countitem(506) == 0) goto Part5;//Items: Green_Potion,
- if(BaseJob == Job_Monk) goto Part6;
- if(BaseJob == Job_Acolyte) goto Part7;
-
- mes "[Elder Wuhai]";
- mes "May you find God in the Mother Nature!!";
- mes "Welcome traveler, why do you seek me?";
- close;
-
-L_START:
- mes "[Elder Wuhai]";
- mes "Hmmm... You are the youth who wants to be a Monk, right?";
+monk_in,99,58,1 script Sensei Moohae#mk 60,{
+ mes "[Sensei Moohae]";
+ mes "Greetings, you seem to be on a pure path.";
+ mes "Come in, come in, what can I do for you today?";
next;
- menu "Yes.",L_MENU_1,"No.",-;
- mes "[Elder Wuhai]";
- mes "Hmmm...? Aren't you?";
- mes "Maybe I'm getting older, I would've guessed you were.";
- mes "Very well then... You may go, young one.";
+ if (SkillPoint) {
+ mes "[Sensei Moohae]";
+ mes "If you have free skill points, you will lose them during a job change.";
+ mes "Make sure to use any skill points you have.";
close;
-L_MENU_1:
- mes "[Elder Wuhai]";
- mes "Oh! So young ones these days still remember us Monks...";
- mes "Welcome, my child!";
- next;
- mes "[Elder Wuhai]";
- mes "So you want to be a Monk! I'm glad to hear that!";
- mes "But first, before you can become one, there are a few things you need to know.";
- next;
- mes "[Elder Wuhai]";
- mes "As Monks, we undergo strict training while protecting world peace.";
- next;
- mes "[Elder Wuhai]";
- mes "The strength is for giving aid to the weak in need, and to protect them from harm.";
- next;
- mes "[Elder Wuhai]";
- mes "Last but not least, we control our emotions,";
- mes "More importantly, never be too proud of yourself,";
- mes "or be blinded by success,";
- next;
- mes "[Elder Wuhai]";
- mes "It might be tough, even painful,";
- mes "while undergoing this process.";
- mes "We will test the limits of what you can endure.";
- mes "You can not become a Monk if you can't even bear this.";
- next;
- mes "[Elder Wuhai]";
- mes "OKay, let's start the test to see if you really have the ability to become a Monk.";
- next;
- if(JBLVL == 50) goto IsJOB50;
- mes "[Elder Wuhai]";
- mes "Firstly, here's a small exam to test your will to become one of us.";
- next;
-
- set MONK_Q, 3;
- set JOB_MONK_C,rand(1,6);
-L_Collect:
- if(JOB_MONK_C == 1 ) goto L_Collect1;
- if(JOB_MONK_C == 2 ) goto L_Collect2;
- if(JOB_MONK_C == 3 ) goto L_Collect3;
- if(JOB_MONK_C == 4 ) goto L_Collect4;
- if(JOB_MONK_C == 5 ) goto L_Collect5;
- if(JOB_MONK_C == 6 ) goto L_Collect6;
-
- L_Collect1:
- mes "[Elder Wuhai]";
- mes "Please bring these items";
- mes "10 Teeth of Bat";
- mes "5 Bears Footskins";
- mes "20 Poison Spores";
- if(@collect_tmp != 1) goto L_CollectS;
+ }
+ if (BaseJob == Job_Acolyte && MONK_Q == 2 && JobLevel > 39) {
+ mes "[Sensei Moohae]";
+ mes "I sense a fighting spirit, do you wish to become a monk? ";
+ next;
+ if (select("Yes.:No.") == 2) {
+ mes "[Sensei Moohae]";
+ mes "My apologies... It has been some time since";
+ mes "I have sensed someone with your strength.";
+ mes "I hope you find your path young one.";
+ close;
+ }
+ mes "[Sensei Moohae]";
+ mes "There are still those who wish to follow the old ways.";
+ if (Sex)
+ mes "A strong young man. I am pleased of your will to join us.";
+ else
+ mes "Such a delicate flower. I am pleased to see your will to join us.";
+ next;
+ mes "[Sensei Moohae]";
+ mes "Oh, you are the new pupil that wishes to join us...";
+ mes "Well there are a few things that you should know prior to beginning your training.";
+ next;
+ mes "[Sensei Moohae]";
+ mes "We monks are on a path of inner peace and enlightenment.";
+ mes "We strive to bring such peace to all others with great care.";
+ next;
+ mes "[Sensei Moohae]";
+ mes "We monks achieve this from mental and physical training.";
+ mes "We search for enlightenment in our surroundings and in nature.";
+ next;
+ mes "[Sensei Moohae]";
+ mes "It is, of course, important to always keep our original faith in God.";
+ next;
+ mes "[Sensei Moohae]";
+ mes "This is not an easy life and the true test of becoming a monk is having the ability to endure all of which I said...";
+ mes "The life of a monk is not for everybody, only those strong enough can become a monk.";
+ next;
+ mes "[Sensei Moohae]";
+ mes "Now, that you understand all of this,";
+ mes "prepare yourself to train";
+ mes "your strength and spirit.";
+ next;
+ mes "[Sensei Moohae]";
+ mes "Let us start with a simple task.";
+ next;
+ switch(rand(1,7)) {
+ case 1: setarray .@items[0], 938,5, 1055,10, 511,20, 3; break;
+ case 2: setarray .@items[0], 942,20, 1002,5, 510,3, 4; break;
+ case 3: setarray .@items[0], 905,30, 909,5, 955,10, 5; break;
+ case 4: setarray .@items[0], 943,5, 935,20, 912,5, 6; break;
+ case 5: setarray .@items[0], 7053,5, 509,10, 508,10, 7; break;
+ case 6: setarray .@items[0], 913,10, 948,4, 7033,20, 8; break;
+ case 7: setarray .@items[0], 1027,5, 1025,20, 1042,10, 9; break;
+ }
+ mes "[Sensei Moohae]";
+ mes .@items[1]+" "+getitemname(.@items[0])+",";
+ mes .@items[3]+" "+getitemname(.@items[2])+",";
+ mes .@items[5]+" "+getitemname(.@items[4])+".";
+ mes "Find these items and return to me.";
+ set MONK_Q,.@items[6];
+ next;
+ mes "[Sensei Moohae]";
+ switch (.@items[6]) {
+ case 3: mes "Why the face? This is a test of your abilities."; break;
+ case 4: mes "What's wrong? This is a test of your abilities."; break;
+ case 5: mes "You do understand don't you? This is a test of your abilities."; break;
+ case 6: mes "Don't look at me like that. This is a test of your abilities."; break;
+ case 7: mes "You don't seem concerned, this is a test of your abilities You should take this seriously."; break;
+ case 8: mes "It is a test of your abilities so make sure you acquire these on your own."; break;
+ case 9: mes "Don't be concerned, I believe you can do it. This is only to test your abilities."; break;
+ }
+ next;
+ mes "[Sensei Moohae]";
+ mes "If you are unable to return with these items, you are not yet ready to become a monk.";
+ mes "Be sure to collect all the items I listed.";
+ mes "May God be with you.";
close;
-
- L_Collect2:
- mes "[Elder Wuhai]";
- mes "Please bring these items";
- mes "5 Porcupine Quills";
- mes "20 Cobwebs";
- mes "10 Grasshopper's Legs";
- if(@collect_tmp != 1) goto L_CollectS;
+ }
+ else if (MONK_Q == 3) {
+ mes "[Sensei Moohae]";
+ mes "You are back, did you bring what I asked?";
+ next;
+ if (countitem(938) > 4 && countitem(1055) > 9 && countitem(511) > 19) {
+ mes "[Sensei Moohae]";
+ mes "Well done, you found all the items.";
+ mes "I will tell this to the elders.";
+ set MONK_Q,10;
+ delitem 938,5; //Sticky_Mucus
+ delitem 1055,10; //Earthworm_Peeling
+ delitem 511,20; //Green_Herb
+ next;
+ mes "[Sensei Moohae]";
+ mes "Let's see who is to see you next..";
+ mes "Ah... go find elder Touha.";
+ mes "He is in the north west.";
+ close;
+ }
+ else {
+ mes "[Sensei Moohae]";
+ mes "How can you think to be done?";
+ mes "You do not have what I asked for!";
+ mes "5 Sticky Mucus,";
+ mes "10 Earthworm Peeling,";
+ mes "20 Green Herb.";
+ mes "These are the items I require, go find them all.";
+ close;
+ }
+ }
+ else if (MONK_Q == 4) {
+ mes "[Sensei Moohae]";
+ mes "...eh?";
+ next;
+ if (countitem(942) > 19 && countitem(1002) > 4 && countitem(510) > 2) {
+ mes "[Sensei Moohae]";
+ mes "Very good, you found all the items.";
+ mes "I will tell this to the elders.";
+ set MONK_Q,10;
+ delitem 942,20; //Yoyo_Tail
+ delitem 1002,5; //Iron_Ore
+ delitem 510,3; //Blue_Herb
+ next;
+ mes "[Sensei Moohae]";
+ mes "Let's see who is to see you next..";
+ mes "Ah... go find elder Touha.";
+ mes "He is in the north west.";
+ close;
+ }
+ else {
+ mes "[Sensei Moohae]";
+ mes "Why did you return?";
+ mes "You do not have what I asked for!";
+ mes "20 Yoyo Tail,";
+ mes "5 Iron Ore,";
+ mes "3 Blue Herb.";
+ mes "These are the items I require, go find them all.";
+ close;
+ }
+ }
+ else if (MONK_Q == 5) {
+ mes "[Sensei Moohae]";
+ mes "Hmm?";
+ next;
+ if (countitem(905) > 29 && countitem(909) > 4 && countitem(955) > 9) {
+ mes "[Sensei Moohae]";
+ mes "See, that wasn't so bad you real found all the items.";
+ mes "I will tell this to the elders.";
+ set MONK_Q,10;
+ delitem 905,30; //Stem
+ delitem 909,5; //Jellopy
+ delitem 955,10; //Worm_Peelings
+ next;
+ mes "[Sensei Moohae]";
+ mes "The next step will be given";
+ mes "to you by Touha.";
+ mes "He is in the north west.";
+ close;
+ }
+ else {
+ mes "[Sensei Moohae]";
+ mes "How can you think to be done?";
+ mes "You do not have what I asked for!";
+ mes "30 Stem,";
+ mes "5 Jellopy";
+ mes "10 Worm Peelings";
+ mes "These are the items I require, go find them all.";
+ close;
+ }
+ }
+ else if (MONK_Q == 6) {
+ mes "[Sensei Moohae]";
+ mes "I have been waiting for you.";
+ next;
+ if (countitem(943) > 4 && countitem(935) > 19 && countitem(912) > 4) {
+ mes "[Sensei Moohae]";
+ mes "Impressive, you really found all the items.";
+ mes "I will tell this to the elders.";
+ set MONK_Q,10;
+ delitem 943,5; //Solid_Shell
+ delitem 935,20; //Shell
+ delitem 912,5; //Zargon
+ next;
+ mes "[Sensei Moohae]";
+ mes "Your next step will be with..";
+ mes "elder Touha. Go find him.";
+ mes "He is in the north west.";
+ close;
+ }
+ else {
+ mes "[Sensei Moohae]";
+ mes "How can you think to be done?";
+ mes "You do not have what I asked for!";
+ mes "5 Solid Shell,";
+ mes "20 Shell,";
+ mes "5 Zargon.";
+ mes "These are the items I require, go find them all.";
+ close;
+ }
+ }
+ else if (MONK_Q == 7) {
+ mes "[Sensei Moohae]";
+ mes "Hello again. Back so soon?";
+ next;
+ if (countitem(7053) > 4 && countitem(509) > 9 && countitem(508) > 9) {
+ mes "[Sensei Moohae]";
+ mes "Very nice, you found all the items.";
+ mes "I will tell this to the elders.";
+ set MONK_Q,10;
+ delitem 7053,5; //Cyfar
+ delitem 509,10; //White_Herb
+ delitem 508,10; //Yellow_Herb
+ next;
+ mes "[Sensei Moohae]";
+ mes "Let's see who is to see you next..";
+ mes "Ah... go find elder Touha.";
+ mes "He is in the north west.";
+ close;
+ }
+ else {
+ mes "[Sensei Moohae]";
+ mes "Where are the items...?";
+ mes "You do not have what I asked for!";
+ mes "5 Cyfar,";
+ mes "10 White Herb,";
+ mes "10 Yellow Herb.";
+ mes "These are the items I require, go find them all.";
+ close;
+ }
+ }
+ else if (MONK_Q == 8) {
+ mes "[Sensei Moohae]";
+ mes "Hmm?";
+ next;
+ if (countitem(913) > 9 && countitem(948) > 4 && countitem(7033) > 19) {
+ mes "[Sensei Moohae]";
+ mes "Excellent, all the items I asked for.";
+ mes "I will tell this to the elders.";
+ set MONK_Q,10;
+ delitem 913,10; //Tooth_Of_Bat
+ delitem 948,5; //Bear's_Foot
+ delitem 7033,20; //Poison_Spore
+ next;
+ mes "[Sensei Moohae]";
+ mes "Let's see who is to see you next..";
+ mes "Ah... go find elder Touha.";
+ mes "He is in the north west.";
+ close;
+ }
+ else {
+ mes "[Sensei Moohae]";
+ mes "How can you think to be done?";
+ mes "You do not have what I asked for!";
+ mes "10 Tooth of Bat,";
+ mes "5 Bear's Foot skin";
+ mes "20 Poison Spore";
+ mes "These are the items I require, go find them all.";
+ close;
+ }
+ }
+ else if (MONK_Q == 9) {
+ mes "[Sensei Moohae]";
+ mes "Welcome back.";
+ next;
+ if (countitem(1027) > 4 && countitem(1025) > 19 && countitem(1042) > 9) {
+ mes "[Sensei Moohae]";
+ mes "Wow, you found all the items!!";
+ mes "I will tell this to the elders.";
+ set MONK_Q,10;
+ delitem 1027,5; //Porcupine_Spike
+ delitem 1025,20; //Spiderweb
+ delitem 1042,10; //Short_Leg
+ next;
+ mes "[Sensei Moohae]";
+ mes "Let's see who is to see you next..";
+ mes "Ah... go find elder Touha.";
+ mes "He is in the north west.";
+ close;
+ }
+ else {
+ mes "[Sensei Moohae]";
+ mes "How can you think to be done?";
+ mes "You do not have what I asked for!";
+ mes "5 Porcupine Quill,";
+ mes "20 Cobweb,";
+ mes "10 Bug Leg.";
+ mes "These are the items I require, go find them all.";
+ close;
+ }
+ }
+ else if (MONK_Q > 9 && MONK_Q < 14) {
+ mes "[Sensei Moohae]";
+ mes "I told you already.";
+ mes "Go find ^CC0000Touha^000000.";
+ mes "He is a little north west of here.";
close;
-
- L_Collect3:
- mes "[Elder Wuhai]";
- mes "Please bring these items";
- mes "30 Stems";
- mes "5 Jellopies";
- mes "10 Worm Peelings";
- if(@collect_tmp != 1) goto L_CollectS;
+ }
+ else if (MONK_Q > 13 && MONK_Q < 26) {
+ mes "[Sensei Moohae]";
+ mes "Oh, are you still in the process of training?";
+ mes "Hurry and finish!";
close;
-
- L_Collect4:
- mes "[Elder Wuhai]";
- mes "Please bring these items";
- mes "5 Sticky Mucus";
- mes "10 Earthworm Peelings";
- mes "20 Green Herbs";
- if(@collect_tmp != 1) goto L_CollectS;
+ }
+ else if (MONK_Q > 25 && MONK_Q < 27) {
+ mes "[Sensei Moohae]";
+ mes "I hear good things coming from your training.";
+ mes "Good luck and work hard. You will do great things as a monk.";
close;
-
- L_Collect5:
- mes "[Elder Wuhai]";
- mes "Please bring these items";
- mes "20 Yoyo Tails";
- mes "5 Iron Ores";
- mes "3 Blue Herbs";
- if(@collect_tmp != 1) goto L_CollectS;
+ }
+ else if (MONK_Q == 27 && BaseJob == Job_Acolyte) {
+ mes "[Sensei Moohae]";
+ mes ".......Hmmm.....";
+ mes "Go to Tomoon, get a special potion from him. It will look like a green potion, but it isn't. Bring it to me...";
close;
-
- L_Collect6:
- mes "[Elder Wuhai]";
- mes "Please bring these items";
- mes "5 Solid Shells";
- mes "20 Shells";
- mes "5 Zargons";
- if(@collect_tmp != 1) goto L_CollectS;
+ }
+ else if (MONK_Q == 28 && BaseJob == Job_Acolyte) {
+ if (countitem(506) > 0) {
+ mes "[Sensei Moohae]";
+ mes "Do you still have the medicine you were supposed to bring?";
+ mes "You must drink that green potion to strengthen yourself for becoming a monk.";
+ }
+ else if (countitem(506) == 0) {
+ mes "[Sensei Moohae]";
+ mes "Have you finished the task? Good, so you do have what it takes to become a monk.";
+ mes "You didn't throw away the precious potion did you?";
+ next;
+ mes "[Sensei Moohae]";
+ mes "The potion you drank earlier must be taking its effect by now.";
+ mes "Now that you drank the potion your training to become a monk will begin shortly...";
+ next;
+ mes "[Sensei Moohae]";
+ mes "But first, answer me these questions.";
+ mes "Do you dedicate the remainder of your life to the pursuit of purity?";
+ next;
+ if (select("Yes.:No.") == 2) {
+ mes "[Sensei Moohae]";
+ mes "....with that kind of reply...";
+ mes "Have you not enough heart to become a monk?";
+ mes "Do you feel you have not suffered enough?";
+ next;
+ mes "[Sensei Moohae]";
+ mes "Think about it a little more and return!";
+ mes "We cannot accept a monk who is tainted with doubt...";
+ close;
+ }
+ mes "[Sensei Moohae]";
+ mes "Will you take advantage of the abilities gained through our training to use for personal benefit?";
+ next;
+ if (select("Yes.:No.") == 1) {
+ mes "[Sensei Moohae]";
+ mes "...then we cannot accept you as a monk. We, monks do not practice for personal benefit.";
+ mes "We lead our lives honorably and as holy executioners to the damned.";
+ next;
+ mes "[Sensei Moohae]";
+ mes "Go back where you're from and reconsider what it means to be a monk...";
+ mes "How you stand before me now, you will never last as a monk and will be tainted by that which is evil...";
+ close;
+ }
+ mes "[Sensei Moohae]";
+ mes "Will you punishing those who are against";
+ mes "veritas and aequitas? ^CCCCCC(Truth and Justice)^000000";
+ next;
+ if (select("Yes.:No.") == 2) {
+ mes "[Sensei Moohae]";
+ mes "Who do you think we, the monks are for!";
+ mes "Any creature that is against the will of such spawns from the dregs of the world!";
+ mes "They are not worthy to exist!";
+ next;
+ mes "[Sensei Moohae]";
+ mes "Return when you are ready to face and eliminate that which is evil.";
+ mes "Then you will know what you have to do next without my instructions.";
+ close;
+ }
+ mes "[Sensei Moohae]";
+ mes "Will you cooperate with others who have the same goal as yours and sacrifice yourself as a means to an end?";
+ next;
+ if (select("Yes.:No.") == 2) {
+ mes "[Sensei Moohae]";
+ mes "Did you say no...? This is unacceptable...";
+ mes "If you can help your comrades by sacrificing yourself that is a true display of purity.";
+ next;
+ mes "[Sensei Moohae]";
+ mes "Go back and contemplate upon what it means to sacrifice yourself for those you care for.";
+ mes "Sacrificing yourself for others may seem easy, but it's the most difficult thing to do as a human being.";
+ close;
+ }
+ mes "[Sensei Moohae]";
+ mes "Will you assist your comrades by gathering monsters to follow you?";
+ next;
+ if (select("Yes.:No.") == 1) {
+ mes "[Sensei Moohae]";
+ mes "That is not acceptable. Purposely taunting monsters to follow you can be very dangerous and harmful to others. This is not the way of a monk.";
+ mes "... that behavior is regarded as careless and is not tolerated.";
+ next;
+ mes "[Sensei Moohae]";
+ mes "Even though you may be nearly invincible when hardening your body that skill is meant to be used for emergency situation not to be used for such disrespectful use!";
+ next;
+ mes "[Sensei Moohae]";
+ mes "You might feel that's helping others, but it's not true.";
+ mes "Consider what it is you must do as a monk for others again.";
+ close;
+ }
+ mes "[Sensei Moohae]";
+ mes "Will you yell and shout the same things over and over again in towns or in fields?";
+ next;
+ if (select("Yes.:No.") == 1) {
+ mes "[Sensei Moohae]";
+ mes "You are not allowed to do so. This doesn't apply only to monks but to everyone.";
+ mes "Nobody wants their peace disturbed!";
+ mes "Even if you mean well by it, it is disrespectful and not allowed.";
+ close;
+ }
+ mes "[Sensei Moohae]";
+ mes "Are you willing to die for others on your monk's path of being a holy executioner?";
+ next;
+ if (select("Yes.:No.") == 2) {
+ mes "[Sensei Moohae]";
+ mes "You cannot become a monk with such an attitude!!!";
+ mes "If we can eliminate at least one more enemy of ours by sacrificing ourselves, that's what is expected of you as a holy executioner in whom we are trained to be.";
+ next;
+ mes "[Sensei Moohae]";
+ mes "If you are unwilling to sacrifice yourself for those you care about,";
+ mes "how can you expect to reach true enlightenment?";
+ mes "Ponder upon the real meaning of life and death!!";
+ close;
+ }
+ mes "Lastly, make your oath that you will keep these vows.";
+ next;
+ if (select(" I vow to keep these oaths.:...eh...no...") == 2) {
+ mes "[Sensei Moohae]";
+ mes "..............";
+ next;
+ mes "[Sensei Moohae]";
+ mes "Then your training isn't completed.";
+ if (Sex)
+ mes "You will not be accepted as a monk my boy.";
+ else
+ mes "You will not be accepted as a monk little girl.";
+ next;
+ mes "[Sensei Moohae]";
+ mes "In light of this, your training will start again from the beginning....";
+ next;
+ mes "Calm down yourself... I reconsidered... perhaps you are simply not ready for the commitment yet.";
+ mes "Come back later when you're ready...";
+ next;
+ mes "[Sensei Moohae]";
+ if (Sex)
+ mes "I hope that you are able to realize what you are to become soon my boy...";
+ else
+ mes "I hope that you are able to realize what you are to become soon my girl...";
+ close;
+ }
+ mes "[Sensei Moohae]";
+ mes "Then your training is complete...";
+ mes "Please come closer.";
+ if (Sex)
+ mes "We welcome you brother, in our holy battle against evil!";
+ else
+ mes "We welcome you sister, in our holy battle against evil!";
+ next;
+ mes "[Sensei Moohae]";
+ if (Sex)
+ mes "My brother, your oath has been heard by all around us.";
+ else
+ mes "My sister, your oath has been heard by all around us.";
+ next;
+ mes "[Sensei Moohae]";
+ mes "I will now perform the ultimate techniques upon your body...";
+ next;
+ mes "[Sensei Moohae]";
+ mes "I will use these ancient techniques to amplify your strength through the use of pressure points on your body.";
+ next;
+ mes "[Sensei Moohae]";
+ mes "Close your eyes.........";
+ next;
+ mes "[Sensei Moohae]";
+ mes "And relax your body.......";
+ next;
+ mes "["+ strcharinfo(0) +"]";
+ mes "^00CCCC- You breathe in deeply -^000000";
+ next;
+ mes "["+ strcharinfo(0) +"]";
+ mes "^CC0000- You feel fingers poking you all over your body with swiftness -^000000";
+ next;
+ mes "[Sensei Moohae]";
+ mes "Kiiii~~~Yahahhhhhhh!!!";
+ next;
+ mes "[Sensei Moohae]";
+ mes "Ooooohaaa!!!";
+ next;
+ mes "[Sensei Moohae]";
+ mes "Kiii~~~Yahahhhhhhh!!!";
+ next;
+ mes "[Sensei Moohae]";
+ mes "Haa~ Haa~ Haa~!!!!!";
+ next;
+ mes "[Sensei Moohae]";
+ mes ".... now open your eyes......";
+ next;
+ mes "[Sensei Moohae]";
+ mes "....and see life through the eyes of a monk.";
+ next;
+ set .@jlevel,JobLevel;
+ callfunc "Job_Change",Job_Monk;
+ callfunc "F_ClearJobVar";
+ mes "[Sensei Moohae]";
+ mes "....You are a monk.";
+ next;
+ mes "[Sensei Moohae]";
+ mes "...heh.";
+ next;
+ mes "[Sensei Moohae]";
+ mes "Well...I guess I am too old to do that anymore...I was better when I was younger...";
+ next;
+ mes "[Sensei Moohae]";
+ mes "...anyways, you are a monk now.";
+ mes "Welcome!";
+ next;
+ mes "[Sensei Moohae]";
+ mes "I hope you will keep your vow..";
+ next;
+ mes "[Sensei Moohae]";
+ mes "continue your training on your path and practice harder.";
+ next;
+ mes "[Sensei Moohae]";
+ mes "Now...you may leave where the wind may take you.";
+ mes "Oh and I have a gift for you before you leave.";
+ if (.@jlevel == 50)
+ getitem 1804,1; //Knuckle_Duster_
+ else
+ getitem 1801,1; //Waghnakh
+ }
close;
-L_CollectS:
- next;
- mes "[Elder Wuhai]";
- mes "To test your will, you will have to collect these items by yourself";
- next;
- mes "[Elder Wuhai]";
- mes "Come back to me when you have all of them.";
- mes "Now go, May God's blessings be with you.";
- close;
-
-IsJOB50:
- mes "[Elder Wuhai]";
- mes "Oh, I see that your Job Level is " +JobLevel +" .";
- mes "That could prove your ability.";
- next;
- mes "[Elder Wuhai]";
- mes "Well done!";
- mes "I think God will agree with me.";
- next;
- mes "[Elder Wuhai]";
- mes "Well then.. There is a Monk named Wutao who wants to see you.";
- mes "He is in the Ancestral Graveyard North of here.";
- set MONK_Q, 4;
- close;
-
-Part1:
- if(JOB_MONK_C == 1 && countitem(913) >= 10 && countitem(948) >= 5 && countitem(7033) >= 20) goto L_CollectS2_1;//Items: Tooth_of_Bat, Bear's_Footskin, Poison_Spore,
- if(JOB_MONK_C == 2 && countitem(1027) >= 5 && countitem(1025) >= 20 && countitem(940) >= 10) goto L_CollectS2_2;//Items: Porcupine_Quill, Cobweb, Grasshopper's_Leg,
- if(JOB_MONK_C == 3 && countitem(905) >= 30 && countitem(909) >= 5 && countitem(955) >= 10) goto L_CollectS2_3;//Items: Stem, Jellopy, Worm_Peeling,
- if(JOB_MONK_C == 4 && countitem(938) >= 5 && countitem(1055) >= 10 && countitem(511) >= 20) goto L_CollectS2_4;//Items: Sticky_Mucus, Earthworm_Peeling, Green_Herb,
- if(JOB_MONK_C == 5 && countitem(942) >= 20 && countitem(1002) >= 5 && countitem(510) >= 3) goto L_CollectS2_5;//Items: Yoyo_Tail, Iron_Ore, Blue_Herb,
- if(JOB_MONK_C == 6 && countitem(943) >= 5 && countitem(935) >= 20 && countitem(912) >= 5) goto L_CollectS2_6;//Items: Solid_Shell, Shell, Zargon,
-
- mes "[Elder Wuhai]";
- mes "Hmm... Still not ready yet?";
- mes "Let me tell what you should bring again,";
- mes "Listen carefully!";
- next;
- set @collect_tmp, 1;
- goto L_Collect;
-
- L_CollectS2_1:
- delitem 913, 10;//Items: Tooth_of_Bat,
- delitem 948, 5;//Items: Bear's_Footskin,
- delitem 7033, 20;//Items: Poison_Spore,
- goto L_CollectS2_E;
- L_CollectS2_2:
- delitem 1027, 5;//Items: Porcupine_Quill,
- delitem 1025, 20;//Items: Cobweb,
- delitem 940, 10;//Items: Grasshopper's_Leg,
- goto L_CollectS2_E;
- L_CollectS2_3:
- delitem 905, 30;//Items: Stem,
- delitem 909, 5;//Items: Jellopy,
- delitem 955, 10;//Items: Worm_Peeling,
- goto L_CollectS2_E;
- L_CollectS2_4:
- delitem 938, 5;//Items: Sticky_Mucus,
- delitem 1055, 10;//Items: Earthworm_Peeling,
- delitem 511, 20;//Items: Green_Herb,
- goto L_CollectS2_E;
- L_CollectS2_5:
- delitem 942, 20;//Items: Yoyo_Tail,
- delitem 1002, 5;//Items: Iron_Ore,
- delitem 510, 3;//Items: Blue_Herb,
- goto L_CollectS2_E;
- L_CollectS2_6:
- delitem 943, 5;//Items: Solid_Shell,
- delitem 935, 20;//Items: Shell,
- delitem 912, 5;//Items: Zargon,
- goto L_CollectS2_E;
-
- L_CollectS2_E:
- mes "[Elder Wuhai]";
- mes "Oh! You've brought all of them!";
- mes "Well done!";
- mes "Your will to become a Monk is formidable!";
- next;
- mes "[Elder Wuhai]";
- mes "Let's see... there is a Monk named.. Ah... Wutao who wants to see you.";
- mes "He will be in the Ancestral Graveyard North of here.";
- set MONK_Q, 4;
- set JOB_MONK_C, 0;
+ }
+ else if (BaseJob == Job_Acolyte) {
+ mes "[Sensei Moohae]";
+ mes "You are...an acolyte..?";
+ mes "If you seek consultation, go to the Sanctuary in Prontera. This place is for Monks, not for you.";
+ mes "Unless you intend to become a monk....please leave.";
close;
-
-Part2:
- mes "[Elder Wuhai]";
- mes "Next should be... Questions regarding your job changing?";
- mes "Go find master Wutao.";
- mes "He will be in the Ancestral Graveyard North of here.";
- close;
-Part3:
- mes "[Elder Wuhai]";
- mes "Hmm? You're still taking the test...?";
- mes "Try to do your best then!";
- close;
-Part4:
- mes "[Elder Wuhai]";
- mes "What? You didn't drink the Magic Potion yet?";
- mes "Then... Hurry up and finish the Green-ish potion!";
- mes "Otherwise, you will never be able to achieve the spiritual energy level of Monks!";
- set MONK_Q, 11;
- close;
-Part5:
- mes "[Elder Wuhai]";
- mes "We have done all the steps... Your blood, your mind, your soul...";
- mes "All are prepared for you to become a Monk.";
- mes "Even your spiritual energy has increased after drinking the Magic Potion.";
- next;
- mes "[Elder Wuhai]";
- mes "Good... you must now be sworn in by an oath.";
- mes "Afterwards, the job changing will be complete.";
- next;
- mes "[Elder Wuhai]";
- mes "Are you willing to dedicate the rest of your life to serving God?";
- next;
- menu "Yes.",L_MONK_Q_2,"No.",-;
-
- mes "[Elder Wuhai]";
- mes "......What?......";
- mes "Aren't you ready to become a Monk?";
- mes "Perhaps you want to run around a bit more,";
- mes "and shed some more sweat to become more prepared?";
- next;
- mes "[Elder Wuhai]";
- mes "Consider this carefully before coming back!";
- mes "I do not want to make you a bad Monk.";
+ }
+ else if (BaseJob == Job_Monk) {
+ mes "[Sensei Moohae]";
+ mes "How's your practice going?";
+ mes "I hope you are still training and keeping your vows.";
+ next;
+ mes "[Sensei Moohae]";
+ mes "We must always continue our training in life and stay true to our path.";
+ mes "Otherwise evil will come and taint our mind with impurities.";
+ next;
+ mes "[Sensei Moohae]";
+ mes "Don't forget your vows, stay on your path and";
+ mes "do not let any evil taint your pure heart.";
close;
-L_MONK_Q_2:
- mes "[Elder Wuhai]";
- mes "Will you use the powers given to you for your own good?";
- next;
- menu "Yes.",-,"No.",L_MONK_Q_3;
-
- mes "[Elder Wuhai]";
- mes "...NO NO NO NO NO!! Our training is not for any self benefits!";
- mes "How could one who protects world peace abuse this advantage for their own selfish means?!";
- next;
- mes "[Elder Wuhai]";
- mes "Go and think over the true purpose of a Monk.";
- mes "Thoughts like that will only make you greedier for power!";
- mes "The corruption of your soul will only lead to loss of your ability.";
+ }
+ else {
+ mes "[Sensei Moohae]";
+ mes "If you seek consultation, go to the Sanctuary in Prontera.";
+ mes "We do not have anything of interest to you here, please leave and do not disturb the other monks.";
close;
+ }
+}
-L_MONK_Q_3:
- mes "[Elder Wuhai]";
- mes "When judging those who have opposed the will of God,";
- mes "Will you hesitate in punishing them?";
- next;
- menu "No.",L_MONK_Q_4,"Yes.",-;
-
- mes "[Elder Wuhai]";
- mes "What do you think Monks are?";
- mes "No matter who they are,";
- mes "People who harm the weak are like trash!";
- mes "They do not have the right to live on this world!";
- next;
- mes "[Elder Wuhai]";
- mes "Perhaps you should go to people who deny morals in this world,";
- mes "Come back again when you have a sense of justice.";
- mes "Then you will know what to do.";
+prt_monk,251,255,1 script Touha#mk 79,{
+ if (MONK_Q == 10) {
+ mes "[Touha]";
+ mes "What brings you to me.";
+ mes "Do you wish to share a conversation with me?";
+ next;
+ mes "[Touha]";
+ mes "Oh, I see. You're on the monk in training.";
+ mes "You already possess a similar spirit as a monk's.";
+ next;
+ mes "[Touha]";
+ mes "By the looks of you, it seems, you";
+ mes "have already visited Sensei Moohae. Good.";
+ next;
+ mes "[Touha]";
+ mes "Let me inform you about certain things you must know as a monk.";
+ mes "Then I will help you to strengthen your body so that you can bear your next training.";
+ next;
+ mes "[Touha]";
+ mes "Calm your mind.";
+ mes "Relax your body...are you ready?";
+ next;
+ if (select("Yes.:No.") == 2) {
+ mes "[Touha]";
+ mes "Please come back when you're ready.";
+ close;
+ }
+ mes "[Touha]";
+ mes "Ok...then.";
+ next;
+ mes "[Touha]";
+ mes "Please repeat after me.";
+ next;
+ mes "[Touha]";
+ switch(rand(1,3)) {
+ case 1:
+ set MONK_Q,11;
+ mes "I seek the path";
+ next;
+ mes "[Touha]";
+ mes "of enlightenment.";
+ next;
+ mes "[Touha]";
+ mes "We monks";
+ next;
+ mes "[Touha]";
+ mes "shall hold true";
+ next;
+ mes "[Touha]";
+ mes "to what we believe";
+ next;
+ mes "[Touha]";
+ mes "and will help protect others";
+ next;
+ mes "[Touha]";
+ mes "through the teachings";
+ next;
+ mes "[Touha]";
+ mes "we learn through our lives.";
+ next;
+ mes "[Touha]";
+ mes "In nomine Patris, et Filii";
+ next;
+ mes "[Touha]";
+ mes "et Spiritus Sancti.";
+ break;
+ case 2:
+ set MONK_Q,12;
+ mes "I commit myself to";
+ next;
+ mes "[Touha]";
+ mes "veritas and aequitas.";
+ next;
+ mes "[Touha]";
+ mes "I will follow my path";
+ next;
+ mes "[Touha]";
+ mes "to enlightenment and purity.";
+ next;
+ mes "[Touha]";
+ mes "I will protect my";
+ next;
+ mes "[Touha]";
+ mes "brothers with my life.";
+ next;
+ mes "[Touha]";
+ mes "Evil shall never be";
+ next;
+ mes "[Touha]";
+ mes "victorious while I breathe.";
+ next;
+ mes "[Touha]";
+ mes "In nomine Patris, et Filii";
+ next;
+ mes "[Touha]";
+ mes "et Spiritus Sancti.";
+ break;
+ case 3:
+ set MONK_Q,13;
+ mes "And shepherds we shall be,";
+ next;
+ mes "[Touha]";
+ mes "for thee my lord for thee.";
+ next;
+ mes "[Touha]";
+ mes "Power hath descended forth";
+ next;
+ mes "[Touha]";
+ mes "from the hand";
+ next;
+ mes "[Touha]";
+ mes "so our feet may swiftly carry";
+ next;
+ mes "[Touha]";
+ mes "out thy command. And we shall";
+ next;
+ mes "[Touha]";
+ mes "flow a river forth to thee and";
+ next;
+ mes "[Touha]";
+ mes "teeming with souls shall it ever be";
+ next;
+ mes "[Touha]";
+ mes "In nomine Patris, et Filii";
+ next;
+ mes "[Touha]";
+ mes "et Spiritus Sancti.";
+ }
+ next;
+ mes "[Touha]";
+ mes "Ok, that is all. Now repeat what I have spoken.";
+ if (MONK_Q == 11) {
+L_MonkOath1:
+ mes "" + strcharinfo(0) + ", your turn.";
+ next;
+ switch(select("shall hold true:We monks:and will help protect others:through the teachings:In nomine Patris, et Filii:to what we believe:I seek the path:we learn through our lives.:et Spiritus Sancti.:of enlightenment.")) {
+ case 1:
+ mes "[" + strcharinfo(0) + "]";
+ mes "shall hold true";
+ break;
+ case 2:
+ mes "[" + strcharinfo(0) + "]";
+ mes "We monks";
+ break;
+ case 3:
+ mes "[" + strcharinfo(0) + "]";
+ mes "and will help protect others";
+ break;
+ case 4:
+ mes "[" + strcharinfo(0) + "]";
+ mes "through the teachings";
+ break;
+ case 5:
+ mes "[" + strcharinfo(0) + "]";
+ mes "In nomine Patris, et Filii";
+ break;
+ case 6:
+ mes "[" + strcharinfo(0) + "]";
+ mes "to what we believe";
+ break;
+ case 7:
+ set .@monk_t,.@monk_t+10;
+ mes "[" + strcharinfo(0) + "]";
+ mes "I seek the path";
+ break;
+ case 8:
+ mes "[" + strcharinfo(0) + "]";
+ mes "we learn through our lives.";
+ break;
+ case 9:
+ mes "[" + strcharinfo(0) + "]";
+ mes "et Spiritus Sancti.";
+ break;
+ case 10:
+ mes "[" + strcharinfo(0) + "]";
+ mes "of enlightenment.";
+ break;
+ }
+ switch(select("We monks:In nomine Patris, et Filii:I seek the path:shall hold true:of enlightenment.:and will help protect others:we learn through our lives.:through the teachings:to what we believe:et Spiritus Sancti.")) {
+ case 1: mes "We monks"; break;
+ case 2: mes "In nomine Patris, et Filii"; break;
+ case 3: mes "I seek the path"; break;
+ case 4: mes "shall hold true"; break;
+ case 5:
+ set .@monk_t,.@monk_t+10;
+ mes "of enlightenment.";
+ break;
+ case 6: mes "and will help protect others"; break;
+ case 7: mes "we learn through our lives."; break;
+ case 8: mes "through the teachings"; break;
+ case 9: mes "to what we believe"; break;
+ case 10: mes "et Spiritus Sancti."; break;
+ }
+ switch(select("to what we believe:We monks:I seek the path:shall hold true:of enlightenment.:we learn through our lives.:In nomine Patris, et Filii:and will help protect others:through the teachings:et Spiritus Sancti.")) {
+ case 1: mes "to what we believe"; break;
+ case 2:
+ set .@monk_t,.@monk_t+10;
+ mes "We monks";
+ break;
+ case 3: mes "I seek the path"; break;
+ case 4: mes "shall hold true"; break;
+ case 5: mes "of enlightenment."; break;
+ case 6: mes "we learn through our lives."; break;
+ case 7: mes "In nomine Patris, et Filii"; break;
+ case 8: mes "and will help protect others"; break;
+ case 9: mes "through the teachings"; break;
+ case 10: mes "et Spiritus Sancti."; break;
+ }
+ switch(select("shall hold true:I seek the path:We monks:In nomine Patris, et Filii:of enlightenment.:et Spiritus Sancti.:to what we believe:we learn through our lives.:and will help protect others:through the teachings")) {
+ case 1:
+ set .@monk_t,.@monk_t+10;
+ mes "shall hold true";
+ break;
+ case 2: mes "I seek the path"; break;
+ case 3: mes "We monks";
+ break;
+ case 4: mes "In nomine Patris, et Filii"; break;
+ case 5: mes "of enlightenment."; break;
+ case 6: mes "et Spiritus Sancti."; break;
+ case 7: mes "to what we believe"; break;
+ case 8: mes "we learn through our lives."; break;
+ case 9: mes "and will help protect others"; break;
+ case 10: mes "through the teachings"; break;
+ }
+ switch(select("of enlightenment.:I seek the path:We monks:shall hold true:and will help protect others:through the teachings:we learn through our lives.:In nomine Patris, et Filii:to what we believe:et Spiritus Sancti.")) {
+ case 1: mes "of enlightenment."; break;
+ case 2: mes "I seek the path"; break;
+ case 3: mes "We monks"; break;
+ case 4: mes "shall hold true"; break;
+ case 5: mes "and will help protect others"; break;
+ case 6: mes "through the teachings"; break;
+ case 7: mes "we learn through our lives."; break;
+ case 8: mes "In nomine Patris, et Filii"; break;
+ case 9:
+ set .@monk_t,.@monk_t+10;
+ mes "to what we believe";
+ break;
+ case 10: mes "et Spiritus Sancti."; break;
+ }
+ switch(select("I seek the path:through the teachings:and will help protect others:of enlightenment.:shall hold true:et Spiritus Sancti.:In nomine Patris, et Filii:to what we believe:We monks:we learn through our lives.")) {
+ case 1: mes "I seek the path"; break;
+ case 2: mes "through the teachings"; break;
+ case 3:
+ set .@monk_t,.@monk_t+10;
+ mes "and will help protect others";
+ break;
+ case 4: mes "of enlightenment."; break;
+ case 5: mes "shall hold true"; break;
+ case 6: mes "et Spiritus Sancti."; break;
+ case 7: mes "In nomine Patris, et Filii"; break;
+ case 8: mes "to what we believe"; break;
+ case 9: mes "We monks"; break;
+ case 10: mes "we learn through our lives."; break;
+ }
+ switch(select("we learn through our lives.:In nomine Patris, et Filii:et Spiritus Sancti.:I seek the path:of enlightenment.:to what we believe:We monks:shall hold true:and will help protect others:through the teachings")) {
+ case 1: mes "we learn through our lives."; break;
+ case 2: mes "In nomine Patris, et Filii"; break;
+ case 3: mes "et Spiritus Sancti."; break;
+ case 4: mes "I seek the path"; break;
+ case 5: mes "of enlightenment."; break;
+ case 6: mes "to what we believe"; break;
+ case 7: mes "We monks"; break;
+ case 8: mes "shall hold true"; break;
+ case 9: mes "and will help protect others"; break;
+ case 10:
+ set .@monk_t,.@monk_t+10;
+ mes "through the teachings";
+ break;
+ }
+ switch(select("we learn through our lives.:In nomine Patris, et Filii:through the teachings:I seek the path:We monks:shall hold true:to what we believe:and will help protect others:of enlightenment.:et Spiritus Sancti.")) {
+ case 1:
+ set .@monk_t,.@monk_t+10;
+ mes "we learn through our lives.";
+ break;
+ case 2: mes "In nomine Patris, et Filii"; break;
+ case 3: mes "through the teachings"; break;
+ case 4: mes "I seek the path"; break;
+ case 5: mes "We monks"; break;
+ case 6: mes "shall hold true"; break;
+ case 7: mes "to what we believe"; break;
+ case 8: mes "and will help protect others"; break;
+ case 9: mes "of enlightenment."; break;
+ case 10: mes "et Spiritus Sancti."; break;
+ }
+ switch(select("I seek the path:of enlightenment.:We monks:shall hold true:to what we believe:et Spiritus Sancti.:and will help protect others:through the teachings:we learn through our lives.:In nomine Patris, et Filii")) {
+ case 1: mes "I seek the path"; break;
+ case 2: mes "of enlightenment."; break;
+ case 3: mes "We monks"; break;
+ case 4: mes "shall hold true"; break;
+ case 5: mes "to what we believe"; break;
+ case 6: mes "et Spiritus Sancti."; break;
+ case 7: mes "and will help protect others"; break;
+ case 8: mes "through the teachings"; break;
+ case 9: mes "we learn through our lives."; break;
+ case 10:
+ set .@monk_t,.@monk_t+10;
+ mes "In nomine Patris, et Filii";
+ break;
+ }
+ switch(select("I seek the path:of enlightenment.:We monks:shall hold true:to what we believe:and will help protect others:through the teachings:we learn through our lives.:In nomine Patris, et Filii:et Spiritus Sancti.")) {
+ case 1: mes "I seek the path"; break;
+ case 2: mes "of enlightenment."; break;
+ case 3: mes "We monks"; break;
+ case 4: mes "shall hold true"; break;
+ case 5: mes "to what we believe"; break;
+ case 6: mes "and will help protect others"; break;
+ case 7: mes "through the teachings"; break;
+ case 8: mes "we learn through our lives."; break;
+ case 9: mes "In nomine Patris, et Filii"; break;
+ case 10:
+ set .@monk_t,.@monk_t+10;
+ mes "et Spiritus Sancti.";
+ break;
+ }
+ }
+ else if (MONK_Q == 12) {
+L_MonkOath2:
+ mes "" + strcharinfo(0) + ", your turn.";
+ next;
+ switch(select("I will follow my path:veritas and aequitas.:to enlightenment and purity.:I commit myself to:I will protect my:victorious while I breathe.:brothers with my life.:Evil shall never be:In nomine Patris, et Filii:et Spiritus Sancti.")) {
+ case 1:
+ mes "[" + strcharinfo(0) + "]";
+ mes "I will follow my path";
+ break;
+ case 2:
+ mes "[" + strcharinfo(0) + "]";
+ mes "veritas and aequitas.";
+ break;
+ case 3:
+ mes "[" + strcharinfo(0) + "]";
+ mes "to enlightenment and purity.";
+ break;
+ case 4:
+ mes "[" + strcharinfo(0) + "]";
+ set .@monk_t,.@monk_t+10;
+ mes "I commit myself to";
+ break;
+ case 5:
+ mes "[" + strcharinfo(0) + "]";
+ mes "I will protect my";
+ break;
+ case 6:
+ mes "[" + strcharinfo(0) + "]";
+ mes "victorious while I breathe.";
+ break;
+ case 7:
+ mes "[" + strcharinfo(0) + "]";
+ mes "brothers with my life.";
+ break;
+ case 8:
+ mes "[" + strcharinfo(0) + "]";
+ mes "Evil shall never be";
+ break;
+ case 9:
+ mes "[" + strcharinfo(0) + "]";
+ mes "In nomine Patris, et Filii";
+ break;
+ case 10:
+ mes "[" + strcharinfo(0) + "]";
+ mes "et Spiritus Sancti.";
+ break;
+ }
+ switch(select("I will follow my path:I will protect my:brothers with my life.:to enlightenment and purity.:Evil shall never be:victorious while I breathe.:et Spiritus Sancti.:I commit myself to:veritas and aequitas.:In nomine Patris, et Filii")) {
+ case 1: mes "I will follow my path"; break;
+ case 2: mes "I will protect my"; break;
+ case 3: mes "brothers with my life."; break;
+ case 4: mes "to enlightenment and purity."; break;
+ case 5: mes "Evil shall never be"; break;
+ case 6: mes "victorious while I breathe."; break;
+ case 7: mes "et Spiritus Sancti."; break;
+ case 8: mes "I commit myself to"; break;
+ case 9:
+ set .@monk_t,.@monk_t+10;
+ mes "veritas and aequitas.";
+ break;
+ case 10: mes "In nomine Patris, et Filii"; break;
+ }
+ switch(select("I will follow my path:veritas and aequitas.:I commit myself to:et Spiritus Sancti.:Evil shall never be:to enlightenment and purity.:In nomine Patris, et Filii:I will protect my:brothers with my life.:victorious while I breathe.")) {
+ case 1:
+ set .@monk_t,.@monk_t+10;
+ mes "I will follow my path";
+ break;
+ case 2: mes "veritas and aequitas."; break;
+ case 3: mes "I commit myself to"; break;
+ case 4: mes "et Spiritus Sancti."; break;
+ case 5: mes "Evil shall never be"; break;
+ case 6: mes "to enlightenment and purity."; break;
+ case 7: mes "In nomine Patris, et Filii"; break;
+ case 8: mes "I will protect my"; break;
+ case 9: mes "brothers with my life."; break;
+ case 10: mes "victorious while I breathe."; break;
+ }
+ switch(select("veritas and aequitas.:Evil shall never be:I will follow my path:I will protect my:victorious while I breathe.:to enlightenment and purity.:brothers with my life.:In nomine Patris, et Filii:et Spiritus Sancti.:I commit myself to")) {
+ case 1: mes "veritas and aequitas."; break;
+ case 2: mes "Evil shall never be"; break;
+ case 3: mes "I will follow my path"; break;
+ case 4: mes "I will protect my"; break;
+ case 5: mes "victorious while I breathe."; break;
+ case 6:
+ set .@monk_t,.@monk_t+10;
+ mes "to enlightenment and purity.";
+ break;
+ case 7: mes "brothers with my life."; break;
+ case 8: mes "In nomine Patris, et Filii"; break;
+ case 9: mes "et Spiritus Sancti."; break;
+ case 10: mes "I commit myself to"; break;
+ }
+ switch(select("victorious while I breathe.:I commit myself to:to enlightenment and purity.:brothers with my life.:Evil shall never be:In nomine Patris, et Filii:et Spiritus Sancti.:I will follow my path:veritas and aequitas.:I will protect my")) {
+ case 1: mes "victorious while I breathe."; break;
+ case 2: mes "I commit myself to"; break;
+ case 3: mes "to enlightenment and purity."; break;
+ case 4: mes "brothers with my life."; break;
+ case 5: mes "Evil shall never be"; break;
+ case 6: mes "In nomine Patris, et Filii"; break;
+ case 7: mes "et Spiritus Sancti."; break;
+ case 8: mes "I will follow my path"; break;
+ case 9: mes "veritas and aequitas."; break;
+ case 10:
+ set .@monk_t,.@monk_t+10;
+ mes "I will protect my";
+ break;
+ }
+ switch(select("to enlightenment and purity.:I will follow my path:veritas and aequitas.:I commit myself to:brothers with my life.:I will protect my:victorious while I breathe.:Evil shall never be:et Spiritus Sancti.:In nomine Patris, et Filii")) {
+ case 1: mes "to enlightenment and purity."; break;
+ case 2: mes "I will follow my path"; break;
+ case 3: mes "veritas and aequitas."; break;
+ case 4: mes "I commit myself to"; break;
+ case 5:
+ set .@monk_t,.@monk_t+10;
+ mes "brothers with my life.";
+ break;
+ case 6: mes "I will protect my"; break;
+ case 7: mes "victorious while I breathe."; break;
+ case 8: mes "Evil shall never be"; break;
+ case 9: mes "et Spiritus Sancti."; break;
+ case 10: mes "In nomine Patris, et Filii"; break;
+ }
+ switch(select("veritas and aequitas.:Evil shall never be:brothers with my life.:victorious while I breathe.:I will follow my path:to enlightenment and purity.:I will protect my:In nomine Patris, et Filii:et Spiritus Sancti.:I commit myself to")) {
+ case 1: mes "veritas and aequitas."; break;
+ case 2:
+ set .@monk_t,.@monk_t+10;
+ mes "Evil shall never be";
+ break;
+ case 3: mes "brothers with my life."; break;
+ case 4: mes "victorious while I breathe."; break;
+ case 5: mes "I will follow my path"; break;
+ case 6: mes "to enlightenment and purity."; break;
+ case 7: mes "I will protect my"; break;
+ case 8: mes "In nomine Patris, et Filii"; break;
+ case 9: mes "et Spiritus Sancti."; break;
+ case 10: mes "I commit myself to"; break;
+ }
+ switch(select("victorious while I breathe.:to enlightenment and purity.:I will protect my:veritas and aequitas.:brothers with my life.:I will follow my path:Evil shall never be:In nomine Patris, et Filii:I commit myself to:et Spiritus Sancti.")) {
+ case 1:
+ set .@monk_t,.@monk_t+10;
+ mes "victorious while I breathe.";
+ break;
+ case 2: mes "to enlightenment and purity."; break;
+ case 3: mes "I will protect my"; break;
+ case 4: mes "veritas and aequitas."; break;
+ case 5: mes "brothers with my life."; break;
+ case 6: mes "I will follow my path"; break;
+ case 7: mes "Evil shall never be"; break;
+ case 8: mes "In nomine Patris, et Filii"; break;
+ case 9: mes "I commit myself to"; break;
+ case 10: mes "et Spiritus Sancti."; break;
+ }
+ switch(select("I commit myself to:I will follow my path:veritas and aequitas.:I will protect my:to enlightenment and purity.:brothers with my life.:Evil shall never be:In nomine Patris, et Filii:victorious while I breathe.:et Spiritus Sancti.")) {
+ case 1: mes "I commit myself to"; break;
+ case 2: mes "I will follow my path"; break;
+ case 3: mes "veritas and aequitas."; break;
+ case 4: mes "I will protect my"; break;
+ case 5: mes "to enlightenment and purity."; break;
+ case 6: mes "brothers with my life."; break;
+ case 7: mes "Evil shall never be"; break;
+ case 8:
+ set .@monk_t,.@monk_t+10;
+ mes "In nomine Patris, et Filii";
+ break;
+ case 9: mes "victorious while I breathe."; break;
+ case 10: mes "et Spiritus Sancti."; break;
+ }
+ switch(select("I commit myself to:veritas and aequitas.:I will follow my path:to enlightenment and purity.:I will protect my:brothers with my life.:Evil shall never be:victorious while I breathe.:In nomine Patris, et Filii:et Spiritus Sancti.")) {
+ case 1: mes "I commit myself to"; break;
+ case 2: mes "veritas and aequitas."; break;
+ case 3: mes "I will follow my path"; break;
+ case 4: mes "to enlightenment and purity."; break;
+ case 5: mes "I will protect my"; break;
+ case 6: mes "brothers with my life."; break;
+ case 7: mes "Evil shall never be"; break;
+ case 8: mes "victorious while I breathe."; break;
+ case 9: mes "In nomine Patris, et Filii"; break;
+ case 10:
+ set .@monk_t,.@monk_t+10;
+ mes "et Spiritus Sancti.";
+ break;
+ }
+ }
+ else if (MONK_Q == 13) {
+L_MonkOath3:
+ mes "" + strcharinfo(0) + ", your turn.";
+ next;
+ switch(select("for thee my lord for thee.:And shepherds we shall be,:Power hath descended forth:out thy command. And we shall:from the hand:flow a river forth to thee and:so our feet may swiftly carry:teeming with souls shall it ever be:et Spiritus Sancti.:In nomine Patris, et Filii")) {
+ case 1:
+ mes "[" + strcharinfo(0) + "]";
+ mes "for thee my lord for thee.";
+ break;
+ case 2:
+ mes "[" + strcharinfo(0) + "]";
+ set .@monk_t,.@monk_t+10;
+ mes "And shepherds we shall be,";
+ break;
+ case 3:
+ mes "[" + strcharinfo(0) + "]";
+ mes "Power hath descended forth";
+ break;
+ case 4:
+ mes "[" + strcharinfo(0) + "]";
+ mes "out thy command. And we shall";
+ break;
+ case 5:
+ mes "[" + strcharinfo(0) + "]";
+ mes "from the hand";
+ break;
+ case 6:
+ mes "[" + strcharinfo(0) + "]";
+ mes "flow a river forth to thee and";
+ break;
+ case 7:
+ mes "[" + strcharinfo(0) + "]";
+ mes "so our feet may swiftly carry";
+ break;
+ case 8:
+ mes "[" + strcharinfo(0) + "]";
+ mes "teeming with souls shall it ever be";
+ break;
+ case 9:
+ mes "[" + strcharinfo(0) + "]";
+ mes "et Spiritus Sancti.";
+ break;
+ case 10:
+ mes "[" + strcharinfo(0) + "]";
+ mes "In nomine Patris, et Filii";
+ break;
+ }
+ switch(select("teeming with souls shall it ever be:flow a river forth to thee and:so our feet may swiftly carry:In nomine Patris, et Filii:et Spiritus Sancti.:Power hath descended forth:And shepherds we shall be,:for thee my lord for thee.:from the hand:out thy command. And we shall")) {
+ case 1: mes "teeming with souls shall it ever be"; break;
+ case 2: mes "flow a river forth to thee and"; break;
+ case 3: mes "so our feet may swiftly carry"; break;
+ case 4: mes "In nomine Patris, et Filii"; break;
+ case 5: mes "et Spiritus Sancti."; break;
+ case 6: mes "Power hath descended forth"; break;
+ case 7: mes "And shepherds we shall be,"; break;
+ case 8:
+ set .@monk_t,.@monk_t+10;
+ mes "for thee my lord for thee.";
+ break;
+ case 9: mes "from the hand"; break;
+ case 10: mes "out thy command. And we shall"; break;
+ }
+ switch(select("And shepherds we shall be,:for thee my lord for thee.:Power hath descended forth:from the hand:teeming with souls shall it ever be:et Spiritus Sancti.:In nomine Patris, et Filii:so our feet may swiftly carry:out thy command. And we shall:flow a river forth to thee and")) {
+ case 1: mes "And shepherds we shall be,"; break;
+ case 2: mes "for thee my lord for thee."; break;
+ case 3:
+ set .@monk_t,.@monk_t+10;
+ mes "Power hath descended forth";
+ break;
+ case 4: mes "from the hand"; break;
+ case 5: mes "teeming with souls shall it ever be"; break;
+ case 6: mes "et Spiritus Sancti."; break;
+ case 7: mes "In nomine Patris, et Filii"; break;
+ case 8: mes "so our feet may swiftly carry"; break;
+ case 9: mes "out thy command. And we shall"; break;
+ case 10: mes "flow a river forth to thee and"; break;
+ }
+ switch(select("for thee my lord for thee.:And shepherds we shall be,:Power hath descended forth:so our feet may swiftly carry:from the hand:flow a river forth to thee and:out thy command. And we shall:In nomine Patris, et Filii:teeming with souls shall it ever be:et Spiritus Sancti.")) {
+ case 1: mes "for thee my lord for thee."; break;
+ case 2: mes "And shepherds we shall be,"; break;
+ case 3: mes "Power hath descended forth"; break;
+ case 4: mes "so our feet may swiftly carry"; break;
+ case 5:
+ set .@monk_t,.@monk_t+10;
+ mes "from the hand";
+ break;
+ case 6: mes "flow a river forth to thee and"; break;
+ case 7: mes "out thy command. And we shall"; break;
+ case 8: mes "In nomine Patris, et Filii"; break;
+ case 9: mes "teeming with souls shall it ever be"; break;
+ case 10: mes "et Spiritus Sancti."; break;
+ }
+ switch(select("And shepherds we shall be,:for thee my lord for thee.:Power hath descended forth:so our feet may swiftly carry:from the hand:so our feet may swiftly carry:flow a river forth to thee and:In nomine Patris, et Filii:teeming with souls shall it ever be:et Spiritus Sancti.")) {
+ case 1: mes "And shepherds we shall be,"; break;
+ case 2: mes "for thee my lord for thee."; break;
+ case 3: mes "Power hath descended forth"; break;
+ case 4:
+ set .@monk_t,.@monk_t+10;
+ mes "so our feet may swiftly carry";
+ break;
+ case 5: mes "from the hand"; break;
+ case 6: mes "so our feet may swiftly carry"; break;
+ case 7: mes "flow a river forth to thee and"; break;
+ case 8: mes "In nomine Patris, et Filii"; break;
+ case 9: mes "teeming with souls shall it ever be"; break;
+ case 10: mes "et Spiritus Sancti."; break;
+ }
+ switch(select("for thee my lord for thee.:Power hath descended forth:And shepherds we shall be,:from the hand:so our feet may swiftly carry:flow a river forth to thee and:out thy command. And we shall:teeming with souls shall it ever be:In nomine Patris, et Filii:et Spiritus Sancti.")) {
+ case 1: mes "for thee my lord for thee."; break;
+ case 2: mes "Power hath descended forth"; break;
+ case 3: mes "And shepherds we shall be,"; break;
+ case 4: mes "from the hand"; break;
+ case 5: mes "so our feet may swiftly carry"; break;
+ case 6: mes "flow a river forth to thee and"; break;
+ case 7:
+ set .@monk_t,.@monk_t+10;
+ mes "out thy command. And we shall";
+ break;
+ case 8: mes "teeming with souls shall it ever be"; break;
+ case 9: mes "In nomine Patris, et Filii"; break;
+ case 10: mes "et Spiritus Sancti."; break;
+ }
+ switch(select("for thee my lord for thee.:teeming with souls shall it ever be:flow a river forth to thee and:In nomine Patris, et Filii:et Spiritus Sancti.:Power hath descended forth:And shepherds we shall be,:so our feet may swiftly carry:from the hand:out thy command. And we shall")) {
+ case 1: mes "for thee my lord for thee."; break;
+ case 2: mes "teeming with souls shall it ever be"; break;
+ case 3:
+ set .@monk_t,.@monk_t+10;
+ mes "flow a river forth to thee and";
+ break;
+ case 4: mes "In nomine Patris, et Filii"; break;
+ case 5: mes "et Spiritus Sancti."; break;
+ case 6: mes "Power hath descended forth"; break;
+ case 7: mes "And shepherds we shall be,"; break;
+ case 8: mes "so our feet may swiftly carry"; break;
+ case 9: mes "from the hand"; break;
+ case 10: mes "out thy command. And we shall"; break;
+ }
+ switch(select("teeming with souls shall it ever be:In nomine Patris, et Filii:And shepherds we shall be,:for thee my lord for thee.:Power hath descended forth:from the hand:so our feet may swiftly carry:out thy command. And we shall:flow a river forth to thee and:et Spiritus Sancti.")) {
+ case 1:
+ set .@monk_t,.@monk_t+10;
+ mes "teeming with souls shall it ever be";
+ break;
+ case 2: mes "In nomine Patris, et Filii"; break;
+ case 3: mes "And shepherds we shall be,"; break;
+ case 4: mes "for thee my lord for thee."; break;
+ case 5: mes "Power hath descended forth"; break;
+ case 6: mes "from the hand"; break;
+ case 7: mes "so our feet may swiftly carry"; break;
+ case 8: mes "out thy command. And we shall"; break;
+ case 9: mes "flow a river forth to thee and"; break;
+ case 10: mes "et Spiritus Sancti."; break;
+ }
+ switch(select("Power hath descended forth:for thee my lord for thee.:And shepherds we shall be,:In nomine Patris, et Filii:so our feet may swiftly carry:from the hand:teeming with souls shall it ever be:flow a river forth to thee and:out thy command. And we shall:et Spiritus Sancti.")) {
+ case 1: mes "Power hath descended forth"; break;
+ case 2: mes "for thee my lord for thee."; break;
+ case 3: mes "And shepherds we shall be,"; break;
+ case 4:
+ set .@monk_t,.@monk_t+10;
+ mes "In nomine Patris, et Filii";
+ break;
+ case 5: mes "so our feet may swiftly carry"; break;
+ case 6: mes "from the hand"; break;
+ case 7: mes "teeming with souls shall it ever be"; break;
+ case 8: mes "flow a river forth to thee and"; break;
+ case 9: mes "out thy command. And we shall"; break;
+ case 10: mes "et Spiritus Sancti."; break;
+ }
+ switch(select("And shepherds we shall be,:for thee my lord for thee.:Power hath descended forth:from the hand:out thy command. And we shall:so our feet may swiftly carry:flow a river forth to thee and:teeming with souls shall it ever be:In nomine Patris, et Filii:et Spiritus Sancti.")) {
+ case 1: mes "And shepherds we shall be,"; break;
+ case 2: mes "for thee my lord for thee."; break;
+ case 3: mes "Power hath descended forth"; break;
+ case 4: mes "from the hand"; break;
+ case 5: mes "out thy command. And we shall"; break;
+ case 6: mes "so our feet may swiftly carry"; break;
+ case 7: mes "flow a river forth to thee and"; break;
+ case 8: mes "teeming with souls shall it ever be"; break;
+ case 9: mes "In nomine Patris, et Filii"; break;
+ case 10:
+ set .@monk_t,.@monk_t+10;
+ mes "et Spiritus Sancti.";
+ break;
+ }
+ }
+ next;
+ mes "[Touha]";
+ mes "...";
+ next;
+ mes "[Touha]";
+ mes "Hmm...";
+ next;
+ if (.@monk_t > 90) {
+ set MONK_Q,14;
+ mes "[Touha]";
+ mes "...well done, that was perfect. You pay attention well...";
+ next;
+ mes "[Touha]";
+ mes "However, now is not the time to relax. Your path is still long ahead of you.";
+ next;
+ mes "[Touha]";
+ mes "Now as I promised, I will help strengthen your body.";
+ next;
+ mes "Focus your mind and do not move.";
+ next;
+ mes "^33CCFFYou feel wind all around your body.^000000";
+ next;
+ mes "^33CCFFAn energy within you grows.^000000";
+ next;
+ mes "[Touha]";
+ mes "I feel what grows within you.";
+ mes "You may now continue on...";
+ next;
+ mes "[Touha]";
+ mes "...the next course will be with Boohae.";
+ next;
+ mes "[Touha]";
+ mes "I wish you well on your journey.";
+ mes "Don't forget, his name is ^CC0000Boohae^000000.";
+ close;
+ }
+ else {
+ mes "[Touha]";
+ mes "I see you did not pay attention.. If you wish to become a monk, you must take this seriously.";
+ next;
+ mes "[Touha]";
+ mes "Perhaps the path of a monk is too difficult for you?";
+ mes "You must take this seriously if you wish to continue...";
+ next;
+ mes "[Touha]";
+ mes "I will give you another chance.";
+ next;
+ mes "[Touha]";
+ mes "If you cannot pay attention and repeat what I ask you to, I will not allow you to continue your training here..";
+ close;
+ }
+ }
+ else if (MONK_Q > 10 && MONK_Q < 14) {
+ mes "[Touha]";
+ mes "Now, pay attention this time...";
+ next;
+ mes "[Touha]";
+ if (MONK_Q == 11) {
+ mes "I seek the path";
+ next;
+ mes "[Touha]";
+ mes "of enlightenment.";
+ next;
+ mes "[Touha]";
+ mes "We monks";
+ next;
+ mes "[Touha]";
+ mes "shall hold true";
+ next;
+ mes "[Touha]";
+ mes "to what we believe";
+ next;
+ mes "[Touha]";
+ mes "and will help protect others";
+ next;
+ mes "[Touha]";
+ mes "through the teachings";
+ next;
+ mes "[Touha]";
+ mes "we learn through our lives.";
+ next;
+ mes "[Touha]";
+ mes "In nomine Patris, et Filii";
+ next;
+ mes "[Touha]";
+ mes "et Spiritus Sancti.";
+ next;
+ mes "[Touha]";
+ mes "Ok, that is the end.";
+ goto L_MonkOath1;
+ }
+ else if (MONK_Q == 12) {
+ mes "I commit myself to";
+ next;
+ mes "[Touha]";
+ mes "veritas and aequitas.";
+ next;
+ mes "[Touha]";
+ mes "I will follow my path";
+ next;
+ mes "[Touha]";
+ mes "to enlightenment and purity.";
+ next;
+ mes "[Touha]";
+ mes "I will protect my";
+ next;
+ mes "[Touha]";
+ mes "brothers with my life.";
+ next;
+ mes "[Touha]";
+ mes "Evil shall never be";
+ next;
+ mes "[Touha]";
+ mes "victorious while I breathe.";
+ next;
+ mes "[Touha]";
+ mes "In nomine Patris, et Filii";
+ next;
+ mes "[Touha]";
+ mes "et Spiritus Sancti.";
+ next;
+ mes "[Touha]";
+ mes "That's it... were you paying attention?.";
+ goto L_MonkOath2;
+ }
+ else if (MONK_Q == 13) {
+ mes "And shepherds we shall be,";
+ next;
+ mes "[Touha]";
+ mes "for thee my lord for thee.";
+ next;
+ mes "[Touha]";
+ mes "Power hath descended forth";
+ next;
+ mes "[Touha]";
+ mes "from the hand";
+ next;
+ mes "[Touha]";
+ mes "so our feet may swiftly carry";
+ next;
+ mes "[Touha]";
+ mes "out thy command. And we shall";
+ next;
+ mes "[Touha]";
+ mes "flow a river forth to thee and";
+ next;
+ mes "[Touha]";
+ mes "teeming with souls shall it ever be";
+ next;
+ mes "[Touha]";
+ mes "In nomine Patris, et Filii";
+ next;
+ mes "[Touha]";
+ mes "et Spiritus Sancti.";
+ next;
+ mes "[Touha]";
+ mes "I hope you were paying attention this time. This is a sacred family prayer.";
+ goto L_MonkOath3;
+ }
+ }
+ else if (MONK_Q == 14) {
+ mes "[Touha]";
+ mes "Hmm... did you forget who to visit?";
+ next;
+ mes "[Touha]";
+ mes "I wonder about your abilities if you cannot remember such a simple thing.";
+ next;
+ mes "[Touha]";
+ mes "...are you testing my patience?";
+ next;
+ mes "[Touha]";
+ mes "You wear my patience thin...";
+ mes "... go visit Boohae.";
close;
-
-L_MONK_Q_4:
- mes "[Elder Wuhai]";
- mes "Will you help to eradicate those who oppose God,";
- mes "And to sacrifice yourself for the better of others?";
- next;
- menu "Yes",L_MONK_Q_5,"No",-;
-
- mes "[Elder Wuhai]";
- mes "Oh...nonononono....";
- mes "If sacrificing oneself would be beneficial to your peers,";
- mes "and more enemies can be vanquished,";
- mes "then that would be a great and worthy thing to do!";
- next;
- mes "[Elder Wuhai]";
- mes "What does Sacrifice mean? Come back when you've figured it out.";
- mes "Ah.. Sacrifice can be so simple, yet so difficult!";
+ }
+ else if (MONK_Q > 14 && BaseJob == Job_Acolyte) {
+ mes "[Touha]";
+ mes "...do your best for the final test.";
close;
-
-L_MONK_Q_5:
- mes "[Elder Wuhai]";
- mes "Will you train monsters behind you to help others in battle?";
- next;
- menu "Yes",-,"No",L_MONK_Q_6;
-
- mes "[Elder Wuhai]";
- // he's not making any sense =P [Unknown]
- // I've reworded this to what I think it probably correct. [Zephiris]
- mes "That is not right! Training mobs around does not serve the benefit of everyone!";
- mes "Instead it is a selfish act that violates the rights of others!";
- next;
- mes "[Elder Wuhai]";
- mes "Even when you've learned the skill 'Steel Body'";
- mes "It is only meant to be used in emergency, or when you meet a strong adversary.";
- mes "But not in such a situation!";
- next;
- mes "[Elder Wuhai]";
- mes "It might feel like you're helping them,";
- mes "but you are only commiting acts of unjust!";
- mes "What is the true way of a Monk?";
- mes "Come back when you have thought it over.";
+ }
+ else {
+ mes "[Touha]";
+ mes "Never shall innocent blood be shed.";
+ next;
+ mes "[Touha]";
+ mes "Yet the blood of the wicked shall flow like a river.";
+ next;
+ mes "[Touha]";
+ mes "We shall spread our blackened wings and be the vengeful striking hammer of god.";
+ next;
+ mes "[Touha]";
+ mes "We shall flow a river forth to thee, and teeming with souls shall it ever be.";
+ next;
+ mes "[Touha]";
+ mes "In nomine Patris, et Filii, et Spiritus Sancti.";
+ next;
+ mes "[Touha]";
+ mes "...You don't have to be afraid of me...";
close;
+ }
+}
-L_MONK_Q_6:
- mes "[Elder Wuhai]";
- // mes "Will you spam?";
- // "will you spam" is just so... un-monkly. ^^;
- mes "In villages or wilderness, will you say the same lines repeatedly?";
- next;
- menu "Yes",-,"No",L_MONK_Q_7;
-
- mes "[Elder Wuhai]";
- mes "No! If you do so, then not just Monks, but even the common people";
- mes "will be disturbed and pay no attention to you!";
+prt_monk,57,179,1 script Boohae#mk 110,{
+ if (MONK_Q == 14 && BaseJob == Job_Acolyte) {
+ mes "[Boohae]";
+ mes "...";
+ next;
+ mes "[Boohae]";
+ mes "......";
+ next;
+ mes "[Boohae]";
+ mes ".........";
+ next;
+ mes "[Boohae]";
+ mes "............";
next;
- mes "[Elder Wuhai]";
- mes "It is the same even if you only wanted to spread the words of God.";
- mes "Think of your behavior. What's right and wrong?";
+ select("...excuse me...?");
+ mes "[Boohae]";
+ mes "...";
+ mes "You just interrupted my meditation, I should break your legs...";
next;
- mes "[Elder Wuhai]";
- mes "I would rather test you again, but I'll let you go this time.";
- mes "Think carefully about this before returning!";
+ mes "[Boohae]";
+ mes "........";
+ mes "I will give you a chance to explain why you interrupted me.";
+ next;
+ mes "[Boohae]";
+ mes ".....";
+ next;
+ mes "[Boohae]";
+ mes "Well, start explaining... or you'll be crawling soon...";
+ next;
+ if (select("Touha sent me.:Sorry, nothing.") == 2) {
+ mes "[Boohae]";
+ mes "........";
+ mes "...you must have a death wish to have interrupted me intentionally...";
+ close;
+ }
+ mes "[Boohae]";
+ mes "I see...";
+ mes "Well then, let's see....";
+ next;
+ mes "[Boohae]";
+ mes "....your body seems..";
+ mes "strengthened. Good...";
+ next;
+ mes "[Boohae]";
+ mes "What did you do with Touha?";
+ next;
+ switch(select("Umm... well...ah..:We recited a holy pledge.:He diagnosed my physical status.")) {
+ case 1:
+ mes "[Boohae]";
+ mes "You are not ready if you";
+ mes "cannot answer a simple question.";
+ mes "Leave me to my prayers.";
+ close;
+ case 2:
+ mes "[Boohae]";
+ mes "... I see...";
+ mes "Didn't he do anything for you?";
+ next;
+ switch(select("Umm... well...ah..:He diagnosed my physical status.:He taught me about being a monk.:He modified my body.")) {
+ case 1:
+ mes "[Boohae]";
+ mes "You are not ready if you";
+ mes "cannot answer a simple question.";
+ mes "Leave me to my prayers.";
+ close;
+ case 2:
+ mes "[Boohae]";
+ mes "That is unimportant to me...";
+ mes "Stop disturbing me and go away!";
+ close;
+ case 3:
+ mes "[Boohae]";
+ mes "The teachings of becoming a monk are learned after becoming one.";
+ mes "This is not what I am looking for...";
+ close;
+ case 4:
+ mes "[Boohae]";
+ mes "Very well, you seem to realize your body has something new inside.";
+ mes "Well then, we shall move on to the next step...";
+ next;
+ break;
+ }
+ break;
+ case 3:
+ mes "[Boohae]";
+ mes "...You interrupted me to tell me that...?";
+ mes "Get lost before I break your legs...";
+ close;
+ }
+ mes "[Boohae]";
+ mes "Alright... well we have two tests...";
+ mes "Choose which one you want to do...";
+ next;
+ if (select("Gathering mushrooms:Marathon") == 1) {
+ set MONK_Q,15;
+ mes "[Boohae]";
+ mes "Hmm....gathering mushrooms. So you want to test your tolerance huh?";
+ mes "Go prepare and come back later when you're ready.";
+ close;
+ }
+ set MONK_Q,16;
+ mes "[Boohae]";
+ mes "Good choice. Forcing your physical limits to their boundaries and grants a higher amount of self control.";
+ mes "Go prepare and come back later when you're ready.";
close;
-L_MONK_Q_7:
- mes "[Elder Wuhai]";
- mes "Do you feel as if you're a messenger of God, and are willing to die for God?";
- next;
- menu "Yes",L_MONK_Q_8,"No",-;
-
- mes "[Elder Wuhai]";
- mes "You cannot be a Monk with this kind of will!";
- mes "As it's said, Death is only temporary. If we have to give our lives";
- mes "to protect world peace, it would at least be a meaningful action!";
- next;
- mes "[Elder Wuhai]";
- mes "Those who oppose God will be condemned while those who listen to God will live.";
- mes "What is life and death to you?";
- mes "Ponder that well.";
+ }
+ if (MONK_Q == 15) {
+ mes "[Boohae]";
+ mes "So, are you ready? You won't need anything but a great deal of determination.";
+ next;
+ mes "[Boohae]";
+ mes "The gathering mushroom test is intended,";
+ mes "to test your patience.";
+ next;
+ mes "[Boohae]";
+ mes "Go inside the building near this abbey.";
+ next;
+ mes "[Boohae]";
+ mes "Other monk candidates will be with you for the same test,";
+ next;
+ mes "[Boohae]";
+ mes "The more people that are there, the less mushrooms they'll find.";
+ mes "So I hope you will understand that they are testing their patience, just like you.";
close;
-
-L_MONK_Q_8:
- mes "[Elder Wuhai]";
- mes "Lastly, make an oath to swear you will keep to what you have already sworn.";
- next;
- menu "I swear.",L_MONK_Q_9,"I refuse.",-;
-
- mes "[Elder Wuhai]";
- mes "......";
+ }
+ if (MONK_Q == 16) {
+ mes "[Boohae]";
+ mes "Welcome back, did you prepare? You won't need anything except strong legs.";
next;
- mes "[Elder Wuhai]";
- mes "It seems like... you don't have enough training...";
- mes "I can't let you become a Monk.";
+ mes "[Boohae]";
+ mes "The marathon is intended,";
+ mes "to test your self-control ability.";
next;
- mes "[Elder Wuhai]";
- mes "It is better for you to train more.";
- mes "Come back when you ready.";
+ mes "[Boohae]";
+ mes "Go inside the building near this abbey.";
next;
- mes "[Elder Wuhai]";
- mes "May God be with you.";
+ mes "[Boohae]";
+ mes "All you have to do is run around the building as many times as you're required.";
+ mes "Well... get going.";
close;
-
-L_MONK_Q_9:
- mes "[Elder Wuhai]";
- mes "Well then, we have completed the oaths.";
- if (sex == 0) mes "Gather closer now, you are already my sister!";
- if (sex == 1) mes "Gather closer now, you are already my brother!";
- next;
- mes "[Elder Wuhai]";
- mes "Your promise has been transmited to all Monks through our hearts.";
- next;
- mes "[Elder Wuhai]";
- mes "Now, let us begin the ceremony!";
- next;
- mes "[Elder Wuhai]";
- mes "I will acupuncture your 365 acupuncture points and open your 1129 arteries and veins";
- next;
- mes "[Elder Wuhai]";
- mes "Ahhhhhhhhh......";
- next;
- mes "[Elder Wuhai]";
- mes "Wuuu... Huuuuuu";
- next;
- mes "- He takes a deeply breath -";
- next;
- mes "- The acupuncture begins... -";
- next;
- mes "[Elder Wuhai]";
- mes "Ahhhh--- Dadadadadada!!!";
- next;
- mes "[Elder Wuhai]";
- mes "DaBaDaBaDadadadaKaBonTatatata!!!";
- next;
- mes "[Elder Wuhai]";
- mes "Ahhhh--- Dadadadadada!!!";
- next;
- mes "[Elder Wuhai]";
- mes "WaLaChuOhhhhhhh!!!";
- next;
- mes "[Elder Wuhai]";
- mes "Wuuu... Huuuuuu";
- next;
- mes "[Elder Wuhai]";
- mes "WowHoooo... It is done! You are now a Monk!";
-
- setoption 0;
- callfunc "Job_Change",Job_Monk;
- next;
- mes "[Elder Wuhai]";
- mes "(Cough!) (Cough!)";
- next;
- mes "[Elder Wuhai]";
- mes "Am I that old...? I feel so tired... (-sigh-)";
- mes "I could have scaled mountains after this before.";
- next;
- mes "[Elder Wuhai]";
- mes "Very well... You are now a Monk...";
- mes "Welcome to the brotherhood.";
- next;
- mes "[Elder Wuhai]";
- mes "But never forget your promise.";
- next;
- mes "[Elder Wuhai]";
- mes "Keep it in your mind, and train yourself.";
- next;
- mes "[Elder Wuhai]";
- mes "Now go...";
- mes "Here is a gift from us to congratulate you.";
- if(JBLVL < 50) getitem 1801, 1;//Items: Waghnakh,
- if(JBLVL == 50) getitem 1804, 1;//Items: Knuckle_Duster_,
- callfunc "F_ClearJobVar";
- close;
-Part6:
- mes "[Elder Wuhai]";
- mes "May you find God in Mother Nature!";
- mes "Welcome young one! What can I do for you?";
- next;
- mes "[Elder Wuhai]";
- mes "Is everything alright?";
- mes "How is your training?";
- next;
- mes "[Elder Wuhai]";
- mes "If you don't have a strong body, you may not be able to help people when they need you.";
- mes "If your will is weak, the Evil in this world will lead you down a dark path.";
- next;
- mes "[Elder Wuhai]";
- mes "Never forget it! You are one who protects the weak as well as world peace!";
- mes "You should always be aware of Evil around you. Don't let it lead you away from the Light!";
- close;
-
-Part7:
- mes "[Elder Wuhai]";
- mes "May you find God in Mother Nature!";
- mes "Welcome youung one! What can I do for you?";
- next;
- mes "[Elder Wuhai]";
- mes "Oh! You are an Acolyte....";
- mes "If you want to pray, go to the Prontera Sanctuary!";
- mes "This is the Monk training area, not a place for you to pray.";
- mes "Go and find other places to stay if you are not willing to be a Monk.";
- close;
+ }
+ if (MONK_Q == 17) {
+ mes "[Boohae]";
+ mes "Now, go visit 'Tomoon'. How many times should I tell you this?";
+ mes "Now you have a lot of chance to damage your body because you're so exhausted right now.";
+ mes "'Tomoon' is staying in a deepest place inside a building near this abbey.";
+ close;
+ }
+ if (MONK_Q > 17 && MONK_Q < 24) {
+ mes "[Boohae]";
+ mes "...........";
+ next;
+ mes "-He seems to be in meditation.-";
+ close;
+ }
+ else {
+ mes "[Boohae]";
+ mes "Hmmmm....!!";
+ next;
+ mes "-He seems to be in meditation.-";
+ close;
+ }
}
-prt_monk,251,255,4 script Wutao 79,{
- if(MONK_Q == 4 ) goto L_START;
- if(MONK_Q == 5 ) goto Part1;
- if(MONK_Q == 6 ) goto Part2;
- if(MONK_Q > 6 ) goto Part3;
-
- mes "[Wutao]";
- mes "We are Monks!";
- mes "We have unlimited power!";
- mes "We have unlimited wisdom!";
- mes "We use our power and wisdom to protect world peace!";
- next;
- mes "[Wutao]";
- mes "So...";
- mes "Are you my enemy?";
- mes "You block my path!!!!";
- next;
- mes "[Wutao]";
- mes "If someone blocks me, I'll fight!!";
- mes "TaAhhhhhh!!!";
- next;
- mes "[Wutao]";
- mes "HuHaaaaaaaa!!!";
- next;
- mes "[Wutao]";
- mes "If you are not my enemy, then be on your way.";
- close;
-
-L_START:
- mes "[Wutao]";
- mes "What can I do for you?";
- mes "Do you want to talk about God?";
+prt_monk,199,169,3 script Door Keeper#mk 746,{
+ mes "[Keeper Chorip]";
+ mes "....this place is for those";
+ mes " in testing for becoming a monk.";
next;
- mes "[Wutao]";
- mes "Oh! you are proceeding with the Monk Training!";
- mes "The spirit you have is like that of a Monk.";
- next;
- mes "[Wutao]";
- mes "It seems your arteries and veins have begun to strengthen.";
- mes "You must be the one coming from Elder Wuhai, right?";
- mes "Very well...";
- next;
- mes "[Wutao]";
- mes "Let me inform you about the spirits of Monks and some simple rules that Monks should obey.";
- mes "After, I'll help you strengthen your mental state to make your body ready for the next test.";
- next;
- mes "[Wutao]";
- mes "Now, remember exactly what I say and repeat it back to me.";
- mes "Clear your mind... Are you ready?";
- next;
- menu "Yes",L_MENU_1,"No",-;
- mes "[Wutao]";
- mes "Then come back when you are ready!";
+ if (MONK_Q == 14) {
+ mes "[Keeper Chorip]";
+ mes "Huh? Did you just say Boohae?";
+ next;
+ mes "[Keeper Chorip]";
+ mes "Boohae... tends to hide in some quite places, so you might not be able to find him. For instance... a corner...";
close;
-L_MENU_1:
- mes "[Wutao]";
- mes "Alright, let's begin.";
- next;
- set @JOB_MONK_C2, rand(1,3);
-L_Again:
- if(@JOB_MONK_C2 == 0) set @JOB_MONK_C2, rand(1,3);
- if(@JOB_MONK_C2 == 2) goto L_ROOT_2;
- if(@JOB_MONK_C2 == 3) goto L_ROOT_3;
-
- set @monk_str0$,"Supported by dragon and phoenix,";
- set @monk_str1$,"So flies he westward.";
- set @monk_str2$,"But the phoenix shall fall to the earth.";
- set @monk_str3$,"And the dragon shall soar to the sky;";
- set @monk_str4$,"There shall be successes and failures,";
- set @monk_str5$,"For such is the eternal law.";
- set @monk_str6$,"See that ye act when occasion offers,";
- set @monk_str7$,"Lest ye descend to the Nine Golden Springs.'";
- goto L_MES;
- L_ROOT_2:
- set @monk_str0$,"He boasted not a handsome face,";
- set @monk_str1$,"Nor was his body blessed with grace.";
- set @monk_str2$,"His words streamed like a waterfall,";
- set @monk_str3$,"He read a book and knew it all.";
- set @monk_str4$,"Shu's glories could he well rehearse,";
- set @monk_str5$,"His lore embraced the universe.";
- set @monk_str6$,"Or text or note of scholiast";
- set @monk_str7$,"Once read, his memory held fast.";
- goto L_MES;
- L_ROOT_3:
- set @monk_str0$,"Seek ye a noble one? Then take ye the way of Jieliang,";
- set @monk_str1$,"Watch ye how all people revere Guan Yu,";
- set @monk_str2$,"Each excelling others to honor him,";
- set @monk_str3$,"Him, one of the three brothers of the Peach Garden Oath,";
- set @monk_str4$,"Who have won sacrifices, as emperor and king.";
- set @monk_str5$,"Incomparable their aura spreads through the world;";
- set @monk_str6$,"They are resplendent as the great lights of the firmament;";
- set @monk_str7$,"Temples to our Lord Guan Yu abound, no village lacks one,";
- set @monk_str8$,"Their venerable trees at sundown are the resting places for birds.";
-
-L_MES:
- mes "[Wutao]";
- mes "Listen carefully!";
- next;
- mes "[Wutao]";
- mes @monk_str0$;
- next;
- mes "[Wutao]";
- mes @monk_str1$;
- next;
- mes "[Wutao]";
- mes @monk_str2$;
- next;
- mes "[Wutao]";
- mes @monk_str3$;
- next;
- mes "[Wutao]";
- mes @monk_str4$;
- next;
- mes "[Wutao]";
- mes @monk_str5$;
- next;
- mes "[Wutao]";
- mes @monk_str6$;
- next;
- mes "[Wutao]";
- mes @monk_str7$;
- if(@JOB_MONK_C2 < 3) goto L_MES_1;
- next;
- mes "[Wutao]";
- mes @monk_str8$;
-
-L_MES_1:
- next;
- mes "[Wutao]";
- mes "Now " + strcharinfo(0) + ", it's your turn.";
- next;
- set @mnk_score, 0;
- if(@JOB_MONK_C2 == 2) goto L_MONK_Q2_1;
- if(@JOB_MONK_C2 == 3) goto L_MONK_Q3_1;
-
-L_MONK_Q1_1:
-
- menu "And the dragon shall soar to the sky;",L_MONK_Q1_2,
- "But the phoenix shall fall to the earth.",L_MONK_Q1_2,
- "For such is the eternal law.",L_MONK_Q1_2,
- "See that ye act when occasion offers,",L_MONK_Q1_2,
- "There shall be successes and failures,",L_MONK_Q1_2,
- "Lest ye descend to the Nine Golden Springs.",L_MONK_Q1_2,
- "Supported by dragon and phoenix,",-,
- "So flies he westward.",L_MONK_Q1_2;
-
- set @mnk_score, @mnk_score + 1;
-L_MONK_Q1_2:
-
- menu "But the phoenix shall fall to the earth.",L_MONK_Q1_3,
- "See that ye act when occasion offers,",L_MONK_Q1_3,
- "Supported by dragon and phoenix,",L_MONK_Q1_3,
- "There shall be successes and failures,",L_MONK_Q1_3,
- "So flies he westward.",-,
- "And the dragon shall soar to the sky;",L_MONK_Q1_3,
- "Lest ye descend to the Nine Golden Springs.",L_MONK_Q1_3,
- "For such is the eternal law.",L_MONK_Q1_3;
-
- set @mnk_score, @mnk_score + 1;
-L_MONK_Q1_3:
-
- menu "There shall be successes and failures,",L_MONK_Q1_4,
- "But the phoenix shall fall to the earth.",-,
- "And the dragon shall soar to the sky;",L_MONK_Q1_4,
- "So flies he westward.",L_MONK_Q1_4,
- "For such is the eternal law.",L_MONK_Q1_4,
- "Lest ye descend to the Nine Golden Springs.",L_MONK_Q1_4,
- "See that ye act when occasion offers,",L_MONK_Q1_4,
- "Supported by dragon and phoenix,",L_MONK_Q1_4;
-
- set @mnk_score, @mnk_score + 1;
-L_MONK_Q1_4:
-
- menu "And the dragon shall soar to the sky;",-,
- "Supported by dragon and phoenix,",L_MONK_Q1_5,
- "But the phoenix shall fall to the earth.",L_MONK_Q1_5,
- "So flies he westward.",L_MONK_Q1_5,
- "For such is the eternal law.",L_MONK_Q1_5,
- "There shall be successes and failures,",L_MONK_Q1_5,
- "Lest ye descend to the Nine Golden Springs.",L_MONK_Q1_5,
- "See that ye act when occasion offers,",L_MONK_Q1_5;
-
- set @mnk_score, @mnk_score + 1;
-L_MONK_Q1_5:
-
- menu "For such is the eternal law.",L_MONK_Q1_6,
- "And the dragon shall soar to the sky;",L_MONK_Q1_6,
- "So flies he westward.",L_MONK_Q1_6,
- "Supported by dragon and phoenix,",L_MONK_Q1_6,
- "But the phoenix shall fall to the earth.",L_MONK_Q1_6,
- "See that ye act when occasion offers,",L_MONK_Q1_6,
- "Lest ye descend to the Nine Golden Springs.",L_MONK_Q1_6,
- "There shall be successes and failures,",-;
-
- set @mnk_score, @mnk_score + 1;
-L_MONK_Q1_6:
-
- menu "Supported by dragon and phoenix,",L_MONK_Q1_7,
- "So flies he westward.",L_MONK_Q1_7,
- "For such is the eternal law.",-,
- "But the phoenix shall fall to the earth.",L_MONK_Q1_7,
- "There shall be successes and failures,",L_MONK_Q1_7,
- "And the dragon shall soar to the sky;",L_MONK_Q1_7,
- "Lest ye descend to the Nine Golden Springs.",L_MONK_Q1_7,
- "See that ye act when occasion offers,",L_MONK_Q1_7;
-
- set @mnk_score, @mnk_score + 1;
-L_MONK_Q1_7:
-
- menu "So flies he westward.",L_MONK_Q1_8,
- "Supported by dragon and phoenix,",L_MONK_Q1_8,
- "Lest ye descend to the Nine Golden Springs.",L_MONK_Q1_8,
- "There shall be successes and failures,",L_MONK_Q1_8,
- "For such is the eternal law.",L_MONK_Q1_8,
- "But the phoenix shall fall to the earth.",L_MONK_Q1_8,
- "And the dragon shall soar to the sky;",L_MONK_Q1_8,
- "See that ye act when occasion offers,",-;
-
- set @mnk_score, @mnk_score + 2;
-L_MONK_Q1_8:
-
- menu "Supported by dragon and phoenix,",L_MONK_QUEST_END,
- "See that ye act when occasion offers,",L_MONK_QUEST_END,
- "But the phoenix shall fall to the earth.",L_MONK_QUEST_END,
- "Lest ye descend to the Nine Golden Springs.",L_MONK_QUEST_1_2,
- "And the dragon shall soar to the sky;",L_MONK_QUEST_END,
- "So flies he westward.",L_MONK_QUEST_END,
- "There shall be successes and failures,",L_MONK_QUEST_END,
- "For such is the eternal law.",L_MONK_QUEST_END;
-
-L_MONK_Q2_1:
-
- menu "Nor was his body blessed with grace.",L_MONK_Q2_2,
- "He read a book and knew it all.",L_MONK_Q2_2,
- "His words streamed like a waterfall,",L_MONK_Q2_2,
- "He boasted not a handsome face,",-,
- "Shu's glories could he well rehearse,",L_MONK_Q2_2,
- "Once read, his memory held fast.",L_MONK_Q2_2,
- "His lore embraced the universe.",L_MONK_Q2_2,
- "Or text or note of scholiast",L_MONK_Q2_2;
-
- set @mnk_score, @mnk_score + 1;
-L_MONK_Q2_2:
-
- menu "His lore embraced the universe.",L_MONK_Q2_3,
- "He boasted not a handsome face,",L_MONK_Q2_3,
- "His words streamed like a waterfall,",L_MONK_Q2_3,
- "He read a book and knew it all.",L_MONK_Q2_3,
- "Or text or note of scholiast",L_MONK_Q2_3,
- "Once read, his memory held fast.",L_MONK_Q2_3,
- "Shu's glories could he well rehearse,",L_MONK_Q2_3,
- "Nor was his body blessed with grace.",-;
-
- set @mnk_score, @mnk_score + 1;
-L_MONK_Q2_3:
-
- menu "His words streamed like a waterfall,",-,
- "His lore embraced the universe.",L_MONK_Q2_4,
- "He read a book and knew it all.",L_MONK_Q2_4,
- "Shu's glories could he well rehearse,",L_MONK_Q2_4,
- "Nor was his body blessed with grace.",L_MONK_Q2_4,
- "Or text or note of scholiast",L_MONK_Q2_4,
- "He boasted not a handsome face,",L_MONK_Q2_4,
- "Once read, his memory held fast.",L_MONK_Q2_4;
-
- set @mnk_score, @mnk_score + 1;
-L_MONK_Q2_4:
-
- menu "Nor was his body blessed with grace.",L_MONK_Q2_5,
- "Once read, his memory held fast.",L_MONK_Q2_5,
- "Shu's glories could he well rehearse,",L_MONK_Q2_5,
- "Or text or note of scholiast",L_MONK_Q2_5,
- "He boasted not a handsome face,",L_MONK_Q2_5,
- "He read a book and knew it all.",-,
- "His lore embraced the universe.",L_MONK_Q2_5,
- "His words streamed like a waterfall,",L_MONK_Q2_5;
-
- set @mnk_score, @mnk_score + 1;
-L_MONK_Q2_5:
-
- menu "Once read, his memory held fast.",L_MONK_Q2_6,
- "Or text or note of scholiast",L_MONK_Q2_6,
- "He read a book and knew it all.",L_MONK_Q2_6,
- "His words streamed like a waterfall,",L_MONK_Q2_6,
- "Nor was his body blessed with grace.",L_MONK_Q2_6,
- "He boasted not a handsome face,",L_MONK_Q2_6,
- "His lore embraced the universe.",L_MONK_Q2_6,
- "Shu's glories could he well rehearse,",-;
-
- set @mnk_score, @mnk_score + 1;
-L_MONK_Q2_6:
-
- menu "Or text or note of scholiast",L_MONK_Q2_7,
- "He read a book and knew it all.",L_MONK_Q2_7,
- "Shu's glories could he well rehearse,",L_MONK_Q2_7,
- "His words streamed like a waterfall,",L_MONK_Q2_7,
- "His lore embraced the universe.",-,
- "He boasted not a handsome face,",L_MONK_Q2_7,
- "Nor was his body blessed with grace.",L_MONK_Q2_7,
- "Once read, his memory held fast.",L_MONK_Q2_7;
-
- set @mnk_score, @mnk_score + 1;
-L_MONK_Q2_7:
-
- menu "Nor was his body blessed with grace.",L_MONK_Q2_8,
- "Or text or note of scholiast",-,
- "His words streamed like a waterfall,",L_MONK_Q2_8,
- "Once read, his memory held fast.",L_MONK_Q2_8,
- "He boasted not a handsome face,",L_MONK_Q2_8,
- "He read a book and knew it all.",L_MONK_Q2_8,
- "Shu's glories could he well rehearse,",L_MONK_Q2_8,
- "His lore embraced the universe.",L_MONK_Q2_8;
-
- set @mnk_score, @mnk_score + 2;
-L_MONK_Q2_8:
-
- menu "He boasted not a handsome face,",L_MONK_QUEST_END,
- "Nor was his body blessed with grace.",L_MONK_QUEST_END,
- "Shu's glories could he well rehearse,",L_MONK_QUEST_END,
- "Or text or note of scholiast",L_MONK_QUEST_END,
- "His lore embraced the universe.",L_MONK_QUEST_END,
- "He read a book and knew it all.",L_MONK_QUEST_END,
- "His words streamed like a waterfall,",L_MONK_QUEST_END,
- "Once read, his memory held fast.",L_MONK_QUEST_1_2;
-
-L_MONK_Q3_1:
-
- menu "Watch ye how all people revere Guan Yu,",L_MONK_Q3_2,
- "Seek ye a noble one? Then take ye the way of Jieliang,",-,
- "Temples to our Lord Guan Yu abound, no village lacks one,",L_MONK_Q3_2,
- "Each excelling others to honor him,",L_MONK_Q3_2,
- "Their venerable trees at sundown are the resting places for birds.",L_MONK_Q3_2,
- "Incomparable their aura spreads through the world;",L_MONK_Q3_2,
- "They are resplendent as the great lights of the firmament;",L_MONK_Q3_2,
- "Who have won sacrifices, as emperor and king.",L_MONK_Q3_2,
- "Him, one of the three brothers of the Peach Garden Oath,",L_MONK_Q3_2;
-
- set @mnk_score, @mnk_score + 1;
-L_MONK_Q3_2:
-
- menu "Each excelling others to honor him,",L_MONK_Q3_3,
- "Temples to our Lord Guan Yu abound, no village lacks one,",L_MONK_Q3_3,
- "Seek ye a noble one? Then take ye the way of Jieliang,",L_MONK_Q3_3,
- "Incomparable their aura spreads through the world;",L_MONK_Q3_3,
- "Their venerable trees at sundown are the resting places for birds.",L_MONK_Q3_3,
- "Who have won sacrifices, as emperor and king.",L_MONK_Q3_3,
- "Watch ye how all people revere Guan Yu,",-,
- "Him, one of the three brothers of the Peach Garden Oath,",L_MONK_Q3_3,
- "They are resplendent as the great lights of the firmament;",L_MONK_Q3_3;
-
- set @mnk_score, @mnk_score + 1;
-L_MONK_Q3_3:
-
- menu "They are resplendent as the great lights of the firmament;",L_MONK_Q3_4,
- "Seek ye a noble one? Then take ye the way of Jieliang,",L_MONK_Q3_4,
- "Each excelling others to honor him,",-,
- "Watch ye how all people revere Guan Yu,",L_MONK_Q3_4,
- "Who have won sacrifices, as emperor and king.",L_MONK_Q3_4,
- "Him, one of the three brothers of the Peach Garden Oath,",L_MONK_Q3_4,
- "Incomparable their aura spreads through the world;",L_MONK_Q3_4,
- "Temples to our Lord Guan Yu abound, no village lacks one,",L_MONK_Q3_4,
- "Their venerable trees at sundown are the resting places for birds.",L_MONK_Q3_4;
-
- set @mnk_score, @mnk_score + 1;
-L_MONK_Q3_4:
-
- menu "Seek ye a noble one? Then take ye the way of Jieliang,",L_MONK_Q3_5,
- "Each excelling others to honor him,",L_MONK_Q3_5,
- "Incomparable their aura spreads through the world;",L_MONK_Q3_5,
- "Temples to our Lord Guan Yu abound, no village lacks one,",L_MONK_Q3_5,
- "Him, one of the three brothers of the Peach Garden Oath,",-,
- "Their venerable trees at sundown are the resting places for birds.",L_MONK_Q3_5,
- "They are resplendent as the great lights of the firmament;",L_MONK_Q3_5,
- "Who have won sacrifices, as emperor and king.",L_MONK_Q3_5,
- "Watch ye how all people revere Guan Yu,",L_MONK_Q3_5;
-
- set @mnk_score, @mnk_score + 1;
-L_MONK_Q3_5:
-
- menu "They are resplendent as the great lights of the firmament;",L_MONK_Q3_6,
- "Temples to our Lord Guan Yu abound, no village lacks one,",L_MONK_Q3_6,
- "Their venerable trees at sundown are the resting places for birds.",L_MONK_Q3_6,
- "Who have won sacrifices, as emperor and king.",-,
- "Watch ye how all people revere Guan Yu,",L_MONK_Q3_6,
- "Seek ye a noble one? Then take ye the way of Jieliang,",L_MONK_Q3_6,
- "Incomparable their aura spreads through the world;",L_MONK_Q3_6,
- "Him, one of the three brothers of the Peach Garden Oath,",L_MONK_Q3_6,
- "Each excelling others to honor him,",L_MONK_Q3_6;
-
- set @mnk_score, @mnk_score + 1;
-L_MONK_Q3_6:
-
- menu "Him, one of the three brothers of the Peach Garden Oath,",L_MONK_Q3_7,
- "Their venerable trees at sundown are the resting places for birds.",L_MONK_Q3_7,
- "Watch ye how all people revere Guan Yu,",L_MONK_Q3_7,
- "Temples to our Lord Guan Yu abound, no village lacks one,",L_MONK_Q3_7,
- "Seek ye a noble one? Then take ye the way of Jieliang,",L_MONK_Q3_7,
- "Incomparable their aura spreads through the world;",-,
- "Each excelling others to honor him,",L_MONK_Q3_7,
- "They are resplendent as the great lights of the firmament;",L_MONK_Q3_7,
- "Who have won sacrifices, as emperor and king.",L_MONK_Q3_7;
-
- set @mnk_score, @mnk_score + 1;
-L_MONK_Q3_7:
-
- menu "Seek ye a noble one? Then take ye the way of Jieliang,",L_MONK_Q3_8,
- "Their venerable trees at sundown are the resting places for birds.",L_MONK_Q3_8,
- "They are resplendent as the great lights of the firmament;",-,
- "Watch ye how all people revere Guan Yu,",L_MONK_Q3_8,
- "Each excelling others to honor him,",L_MONK_Q3_8,
- "Him, one of the three brothers of the Peach Garden Oath,",L_MONK_Q3_8,
- "Who have won sacrifices, as emperor and king.",L_MONK_Q3_8,
- "Incomparable their aura spreads through the world;",L_MONK_Q3_8,
- "Temples to our Lord Guan Yu abound, no village lacks one,",L_MONK_Q3_8;
-
- set @mnk_score, @mnk_score + 1;
-L_MONK_Q3_8:
-
- menu "Temples to our Lord Guan Yu abound, no village lacks one,",-,
- "Incomparable their aura spreads through the world;",L_MONK_Q3_9,
- "Their venerable trees at sundown are the resting places for birds.",L_MONK_Q3_9,
- "They are resplendent as the great lights of the firmament;",L_MONK_Q3_9,
- "Who have won sacrifices, as emperor and king.",L_MONK_Q3_9,
- "Him, one of the three brothers of the Peach Garden Oath,",L_MONK_Q3_9,
- "Watch ye how all people revere Guan Yu,",L_MONK_Q3_9,
- "Each excelling others to honor him,",L_MONK_Q3_9,
- "Seek ye a noble one? Then take ye the way of Jieliang,",L_MONK_Q3_9;
-
- set @mnk_score, @mnk_score + 1;
-L_MONK_Q3_9:
-
- menu "Him, one of the three brothers of the Peach Garden Oath,",L_MONK_QUEST_END,
- "Each excelling others to honor him,",L_MONK_QUEST_END,
- "Watch ye how all people revere Guan Yu,",L_MONK_QUEST_END,
- "Who have won sacrifices, as emperor and king.",L_MONK_QUEST_END,
- "Incomparable their aura spreads through the world;",L_MONK_QUEST_END,
- "Seek ye a noble one? Then take ye the way of Jieliang,",L_MONK_QUEST_END,
- "They are resplendent as the great lights of the firmament;",L_MONK_QUEST_END,
- "Temples to our Lord Guan Yu abound, no village lacks one,",L_MONK_QUEST_END,
- "Their venerable trees at sundown are the resting places for birds.",-;
-
-L_MONK_QUEST_1_2:
- set @mnk_score, @mnk_score + 1;
-L_MONK_QUEST_END:
-
- if(@mnk_score < 9) goto L_C2_FAIL;
+ }
+ else if (MONK_Q > 14 && MONK_Q < 25) {
+ set name,PcName;
+ mes "[Keeper Chorip]";
+ mes "Is your name " + strcharinfo(0) + "?";
+ next;
+ if (select("Yes.:No.") == 1) {
+ mes "[Keeper Chorip]";
+ mes "Alright you're cool... go on in. Your test is waiting for you. Good luck.";
+ close;
+ }
+ mes "[Keeper Chorip]";
+ mes "Yeah right, I know who you are... get in there... your test is ready.";
+ close;
+ }
+ else {
+ mes "[Keeper Chorip]";
+ mes "...please be quiet inside.";
+ close;
+ }
+}
-L_C2_DONE:
- set @mnk_score, 0;
- next;
- mes "[Wutao]";
- mes "Hmmm...";
- next;
- mes "[Wutao]";
- mes "...Well Done!! It's perfect!";
- next;
- mes "[Wutao]";
- mes "However, don't be happy just yet. There is still much to do before you can become a Monk.";
- next;
- mes "[Wutao]";
- mes "DaAhaaaa...";
- next;
- mes "[Wutao]";
- mes "ShuKeeee.....";
- next;
- mes "[Wutao]";
- mes "SouKouuuuu....";
- next;
- mes "[Wutao]";
- mes "PaYennnn....";
- next;
- mes "[Wutao]";
- mes "As I promised, your mental state is now that of a Monk.";
- next;
- mes "[Wutao]";
- mes "Now go! Seek ^000080Fuhai^000000 for further guidance.";
- set MONK_Q, 6;
- close;
+monk_test,329,61,3 script Bashu#mk 753,{
+ if (MONK_Q > 14 && MONK_Q < 25) {
+ if (MONK_Q == 15) {
+ mes "[Bashu]";
+ mes "So, which test do you want to do...?";
+ next;
+ mes "[Bashu]";
+ mes "From what I've heard, you chose the mushroom test...";
+ mes "Oh well, it's still your choice.";
+ }
+ else if (MONK_Q == 16) {
+ mes "[Bashu]";
+ mes "Which test hall do you wish to enter?";
+ next;
+ mes "[Bashu]";
+ mes "Well, as far as I've been told, you chose the marathon test...";
+ mes "Oh well, it's your choice.";
+ }
+ else {
+ mes "[Bashu]";
+ mes "Which test hall do you wish to enter?";
+ mes "You can choose which one you want.";
+ next;
+ }
+ next;
+ if (select("Tolerance - Gathering Mushrooms:Self-Control - Marathon") == 1) {
+ mes "You have decided to take the test of tolerance by ^FF0000gathering mushrooms^000000.";
+ close2;
+ warp "job_monk",226,175;
+ end;
+ }
+ mes "You have decided to take the test of self control by taking a ^FF0000marathon^000000.";
+ close2;
+ warp "monk_test",386,387;
+ end;
+ }
+ else {
+ mes "[Bashu]";
+ mes "Welcome... this place is a training place for monks, Saint Capitolina Abbey.";
+ mes "When you go inside....you will meet Tomoon the oldest monk who succeeds to the predecessors,";
+ next;
+ mes "[Bashu]";
+ mes "Please be advised and do not touch anything.";
+ mes "And please avoid talking loud in front of Tomoon.";
+ next;
+ mes "[Bashu]";
+ mes "I hope you will have a great time in here.";
+ close;
+ }
+}
-L_C2_FAIL:
- mes "[" + strcharinfo(0) + "]";
- mes "Well...";
+monk_test,386,388,4 script Apprentice Monk#mk 110,{
+ mes "[Monk Apprentice]";
+ mes "W... welcome!";
+ mes "Th... this place is for testing the tolerance of monk candidates!";
next;
- mes "[Wutao]";
- mes "Hmmm... ";
+ mes "[Monk Apprentice]";
+ mes "Ju... just run...";
+ mes "until you're told to stop,";
+ mes "Ru...ruu....run!";
next;
- mes "[Wutao]";
- mes "Hummm...";
+ mes "[Monk Apprentice]";
+ mes "M... m... me? I'll run one of these days!";
next;
- mes "[Wutao]";
- mes "That not correct! You didn't memorize it all!";
+ mes "[Monk Apprentice]";
+ mes "M... monk... are you going to be... a... m...m...monk??";
next;
- mes "[Wutao]";
- mes "Do you doubt yourself? Do you really have the ability to be a Monk?";
- mes "...That was really....";
+ mes "[Monk Apprentice]";
+ mes "Ar...are...you...sure you are.. aren't... going to quit?";
next;
- mes "[Wutao]";
- mes "Well...That's fine, do you want to try it again?";
- next;
- mes "[Wutao]";
- mes "Of course you do! Since you did not pass this test, you can't take the next test.";
- set MONK_Q, 5;
- close;
-
-Part1:
- mes "[Wutao]";
- mes "Very well. Let's try it again.";
- next;
- goto L_Again;
-
-Part2:
- mes "[Wutao]";
- mes "What? You forget whom you should seek for?";
- next;
- mes "[Wutao]";
- mes "......You are so.......";
- next;
- mes "[Wutao]";
- mes "...Are you testing my patient?";
- next;
- mes "[Wutao]";
- mes "...Okay, I'll tell you again...";
- mes "Go and seek ^000080Fuhai^000000 for further guidance.";
- close;
-Part3:
- mes "[Wutao]";
- mes "May God be with you.";
+ if (select("Quit.:Keep running.") == 1) {
+ mes "[Monk Apprentice]";
+ mes "" + strcharinfo(0) + "...q.q..q. .quit! ...the marathon!! Y...you do not have what it takes to be a m... monk!";
+ mapannounce "monk_test","" + strcharinfo(0) + "...q.q..q. .quit! ...the marathon!! Y...you do not have what it takes to be a m... monk!",bc_map;
+ close2;
+ set MONK_Q,15;
+ warp "prt_monk",194,168;
+ end;
+ }
+ mes "[Monk Apprentice]";
+ mes "Until you're told to stop,";
+ mes "Ru...ruu....run!";
close;
}
-prt_monk,57,179,4 script Fuhai 110,{
-
- if(@Choice_mission == 1 ) goto Part1;
- if(@Choice_mission == 2 ) goto Part2;
- if(MONK_Q == 6) goto L_START;
- if(MONK_Q == 7) goto L_MENU_1_1_2;
-
- mes "[Fuhai]";
- mes "HaAhhhhh....!!!";
- next;
- mes "- Seems like he is thinking something -";
- close;
+monk_test,387,350,0 script Supervisor#race_monk 45,2,2,{
+OnTouch:
+ if (MONK_Q >= 15 && MONK_Q <= 23) {
+ set MONK_Q,MONK_Q+1;
+ warp "monk_test",385,388;
+ end;
+ }
+ else if (MONK_Q == 24) {
+ set MONK_Q,25;
+ mapannounce "monk_test","Now! This is the last lap!! If you make it you need to go visit Tomoon for the next test!",bc_map;
+ warp "monk_test",385,388;
+ end;
+ }
+ else if (MONK_Q == 25) {
+ mes "[Supervisor]";
+ mes "Now...you may go visit Tomoon.";
+ mes "Tomoon is in the deepest room inside a building near this abbey.";
+ mapannounce "monk_test","Congratulations!" + strcharinfo(0) +"!! You completed the marathon!",bc_map;
+ close2;
+ warp "prt_monk",194,168;
+ end;
+ }
+}
-L_START:
- mes "[Fuhai]";
- mes "...";
- next;
- mes "[Fuhai]";
- mes "......";
- next;
- mes "[Fuhai]";
- mes ".........";
- next;
- mes "[Fuhai]";
- mes "............";
- next;
- menu "Hello there?",-;
+monk_test,82,384,0 script Trap#t_monk1_1::MonkTrap -1,{
+OnTouch:
+ mapannounce "monk_test",""+ strcharinfo(0) + ", you're trapped. You will be returned.",bc_map;
+ warp "monk_test",387,387;
+ end;
+}
- mes "[Fuhai]";
- mes "...what...WHAT?";
- mes "How dare you interupt my training!";
- mes "If it is not very important...";
- next;
- mes "[Fuhai]";
- mes "......";
- mes "I can't promise you will see the sun tomorrow...";
+monk_test,83,384,0 duplicate(MonkTrap) Trap#t_monk1_2 -1
+monk_test,82,385,0 duplicate(MonkTrap) Trap#t_monk1_3 -1
+monk_test,83,385,0 duplicate(MonkTrap) Trap#t_monk1_4 -1
+monk_test,38,388,0 duplicate(MonkTrap) Trap#t_monk2_1 -1,0,1
+monk_test,39,388,0 duplicate(MonkTrap) Trap#t_monk2_2 -1,0,1
+monk_test,38,386,0 duplicate(MonkTrap) Trap#t_monk2_3 -1
+monk_test,39,386,0 duplicate(MonkTrap) Trap#t_monk2_4 -1
+monk_test,11,158,0 duplicate(MonkTrap) Trap#t_monk3_1 -1,1,0
+monk_test,11,159,0 duplicate(MonkTrap) Trap#t_monk3_2 -1,1,0
+monk_test,13,159,0 duplicate(MonkTrap) Trap#t_monk3_3 -1
+monk_test,13,158,0 duplicate(MonkTrap) Trap#t_monk3_4 -1
+monk_test,11,30,0 duplicate(MonkTrap) Trap#t_monk4_1 -1,3,0
+monk_test,11,31,0 duplicate(MonkTrap) Trap#t_monk4_2 -1,3,0
+monk_test,15,30,0 duplicate(MonkTrap) Trap#t_monk4_3 -1
+monk_test,15,31,0 duplicate(MonkTrap) Trap#t_monk4_4 -1
+monk_test,70,12,0 duplicate(MonkTrap) Trap#t_monk5_1 -1,0,1
+monk_test,71,12,0 duplicate(MonkTrap) Trap#t_monk5_2 -1,0,1
+monk_test,70,10,0 duplicate(MonkTrap) Trap#t_monk5_3 -1
+monk_test,71,10,0 duplicate(MonkTrap) Trap#t_monk5_4 -1
+monk_test,186,11,0 duplicate(MonkTrap) Trap#t_monk6_1 -1,2,3
+monk_test,189,11,0 duplicate(MonkTrap) Trap#t_monk6_2 -1,0,3
+monk_test,387,43,0 duplicate(MonkTrap) Trap#t_monk7_1 -1,1,0
+monk_test,387,42,0 duplicate(MonkTrap) Trap#t_monk7_2 -1,1,0
+monk_test,389,43,0 duplicate(MonkTrap) Trap#t_monk7_3 -1
+monk_test,389,42,0 duplicate(MonkTrap) Trap#t_monk7_4 -1
+
+job_monk,225,180,1 script Hyunmoo#mk 89,{
+ if ((countitem(1069) > 0 || countitem(1070) > 0) && (countitem(1069) < 30 || countitem(1070) < 30)) {
+ mes "[Hyunmoo]";
+ mes "You didn't bring enough mushrooms... go get some more.";
next;
- mes "[Fuhai]";
- mes "Why are you here?";
- mes "Explain!";
+ mes "[Hyunmoo]";
+ mes "Or is it you want to quit... do you want to quit?";
next;
- menu "Some one named [Wutao] sent me here.",L_MENU_1,"Well...Nothing...",-;
-
- mes "[Fuhai]";
- mes "......";
- mes "...How about digging a grave for yourself?";
+ switch(select("No.:Yes.") == 1) {
+ mes "[Hyunmoo]";
+ mes "Then move!";
close;
- L_MENU_1:
- mes "[Fuhai]";
- mes "Hmmm...Is that so?";
- mes "That's...";
+ }
+ mes "[Hyunmoo]";
+ mes ".....I figured as much....you don't have a spirit.";
+ mapannounce "job_monk","" + strcharinfo(0) + ", has quit his testing to become a monk.",bc_map;
+ close2;
+ set MONK_Q,16;
+ warp "prt_monk",194,168;
+ end;
+ }
+ else if (MONK_Q > 14 && MONK_Q < 25 && (countitem(1069) == 0 || countitem(1070) == 0)) {
+ mes "[Hyunmoo]";
+ mes "Nice to meet you. My name is Hyunmoo. I am in charge of the mushroom test.";
next;
- mes "[Fuhai]";
- mes "Oh...Your mental state...";
- mes "Ha! Very well...";
+ mes "[Hyunmoo]";
+ mes "Your task will be to gather mushrooms.";
+ mes "Understand?";
next;
- mes "[Fuhai]";
- mes "However, what did you learn from [Wutao]?";
+ mes "[Hyunmoo]";
+ mes "Picking the mushrooms is to train your tolerance.";
+ mes "We planted a garden in order to survive as well as to discipline our minds.";
next;
- menu "Hmmm...Well...It's...",-,
- "I repeated what he said, and he sent me here.",L_MENU_1_1,
- "He tested my mental status and sent me here.",-;
-
- mes "[Fuhai]";
- mes "Foolish!";
- mes "Don't bother me! Go away!";
- close;
- L_MENU_1_1:
- mes "[Fuhai]";
- mes "Well...Then?";
- mes "Did he do anything for you?";
- next;
- menu "Ah...It's...I can't tell...",-,
- "Checked my body",L_MENU_1_1_1,
- "Told me some rules to obey",L_MENU_1_1_1,
- "Strengthened my mental state",L_MENU_1_1_2;
-
- mes "[Fuhai]";
- mes "Foolish!";
- mes "Don't bother me! Go away!";
+ mes "[Hyunmoo]";
+ mes "I believe there is no better way to find true inner peace then to be one with nature.";
+ mes "So we created our garden, however these mushrooms started sprouting up everywhere!";
+ next;
+ mes "[Hyunmoo]";
+ mes "What we ask of you as part of your training is to remove these mushrooms.";
+ mes "Go help the others remove as many mushrooms as you can and bring me back";
+ mes "enough ^FF0000Orange Net Mushrooms^000000 and ^FF0000Orange Gooey Mushroom^000000 as proof.";
+ next;
+ mes "[Hyunmoo]";
+ mes "Now, go get some mushrooms.";
+ mes "Check back with me when you have picked some, I will tell you if it is enough.";
+ mes "And remember, find peace when gardening.";
+ next;
+ mes "[Hyunmoo]";
+ mes "...or do you want to quit?";
+ next;
+ if (select("No.:Yes.") == 1) {
+ mes "[Hyunmoo]";
+ mes "Alright then, keep going.";
close;
- L_MENU_1_1_1:
- mes "[Fuhai]";
- mes "That's quite true, but not the point.";
- mes "Think! Use your brain!";
+ }
+ mes "[Hyunmoo]";
+ mes ".....yeah I thought as much....you don't have the spirit needed to become a monk.";
+ mapannounce "job_monk","" + strcharinfo(0) + ", has quit his testing to become a monk.",bc_map;
+ delitem 1069,countitem(1069); //Mushroom_Of_Thief_1
+ delitem 1070,countitem(1070); //Mushroom_Of_Thief_2
+ close2;
+ mapannounce "job_monk","" + strcharinfo(0) + ", has quit his training to become a monk.",bc_map;
+ warp "prt_monk",194,168;
+ set MONK_Q,16;
+ end;
+ }
+ else if (MONK_Q > 14 && MONK_Q < 25 && (countitem(1069) > 29 || countitem(1070) > 29)) {
+ mes "[Hyunmoo]";
+ mes "...hmm... not bad.";
+ mes "Ok, you passed.";
+ next;
+ mes "[Hyunmoo]";
+ mes "Go meet Tomoon for your next test.";
+ mes "Tomoon is staying in the deepest room inside a building near this abbey.";
+ set MONK_Q,25;
+ delitem 1069,countitem(1069); //Mushroom_Of_Thief_1
+ delitem 1070,countitem(1070); //Mushroom_Of_Thief_2
+ close2;
+ warp "prt_monk",194,168;
+ end;
+ }
+ else if (MONK_Q > 24) {
+ mes "[Hyunmoo]";
+ mes "Didn't I tell you to go meet ^FF0000Tomoon^000000? Or do you want to pick some more mushrooms?";
+ mes "Tomoon is staying in the deepest room inside a building near this abbey.";
close;
+ }
+}
- L_MENU_1_1_2:
- set MONK_Q, 7;
- mes "[Fuhai]";
- mes "Very well. At least you know what has been changed in your body.";
- mes "Now, let us begin the next test.";
+prt_monk,225,180,1 script Hyunmoo#mk 89,{
+ if (MONK_Q < 25) {
+ mes "[Hyunmoo]";
+ mes "As I see vegetables growing, I feel myself growing within.";
next;
- mes "[Fuhai]";
- mes "I'll give you a chance to choose what kind of test you want to take.";
- mes "Now, make your own choice.";
+ mes "[Hyunmoo]";
+ mes "As I see other monks working hard on growing vegetables,";
+ mes "it warms my heart to see others enjoying gardening as I do.";
next;
- menu "Mushroom Collecting",-,"A Marathon",L_ROOT_2;
-
- mes "[Fuhai]";
- mes "Mushroom Collecting? Good choice!";
- mes "That would make you appreciate the value of patience and realize the meaning of the great willpower that following the path of God will give you.";
- mes "Now go prepare yourself! Come back when you are ready.";
- set @Choice_mission, 1;
+ mes "[Hyunmoo]";
+ mes "To be honest with you, I think gardening is the greatest thing ever...";
+ mes "We should give thanks to the brothers who prepare our food for us through their hard work.";
+ next;
+ mes "[Hyunmoo]";
+ mes "Don't forget to thank them as you go by for their hard work.";
close;
- L_ROOT_2:
- mes "[Fuhai]";
- mes "A Marathon? Good choice!";
- mes "That would make you appreciate the value of willpower and realize the meaning of the great patient that following the path of God will give you.";
- mes "Now go prepare yourself! Come back when you are ready.";
- set @Choice_mission, 2;
+ }
+ else if (MONK_Q > 24 && BaseJob == Job_Acolyte) {
+ mes "[Hyunmoo]";
+ mes "Didn't I tell you to go meet Tomoon? Or do you want to pick more mushrooms?";
+ mes "Tomoon is staying in the deepest room inside a building near this abbey.";
close;
-Part1:
- mes "[Fuhai]";
- mes "Are you ready?";
- mes "Actually, you don't need to prepare anything if you believe in yourself.";
- next;
- mes "[Fuhai]";
- mes "Mushroom Collecting is your choice.";
- mes "It is a test of your patience.";
- next;
- mes "[Fuhai]";
- mes "Now, go into the building located in the center of this training area.";
- next;
- mes "[Fuhai]";
- mes "You will pass the test when you collect enough mushrooms.";
- mes "Now, what are waiting for? Go!";
- close;
-Part2:
- mes "[Fuhai]";
- mes "Are you ready?";
- mes "Actually, you don't need to prepare anything if you believe in yourself.";
- next;
- mes "[Fuhai]";
- mes "A Marathon is your choice.";
- mes "It's a test of your willpower.";
- next;
- mes "[Fuhai]";
- mes "Now, go into the building located in the center of this training area.";
- next;
- mes "[Fuhai]";
- mes "You will pass the test when you can run enough laps.";
- mes "Now, what are waiting for? Go!";
- close;
-
+ }
+ else {
+ mes "[Hyunmoo]";
+ mes "As I see vegetables growing, I feel myself growing within.";
+ next;
+ mes "[Hyunmoo]";
+ mes "As I see other monks working hard on growing vegetables,";
+ mes "it warms my heart to see others enjoying gardening as I do.";
+ next;
+ mes "[Hyunmoo]";
+ mes "To be honest with you, I think gardening is the greatest thing ever...";
+ mes "We should give thanks to the brothers who prepare our food for us through their hard work.";
+ next;
+ mes "[Hyunmoo]";
+ mes "Don't forget to thank them as you go by for their hard work.";
+ close;
+ }
}
-prt_monk,199,169,4 script Guard 746,{
- if(MONK_Q == 7) goto L_START;
- if(MONK_Q > 6) goto Part1;
+monk_test,319,139,1 script Tomoon#mk 52,{
+ if (MONK_Q == 25) {
+ mes "[Tomoon]";
+ mes "Welcome young one.";
+ mes "My name is Tomoon, I am in charge of the last test of spiritual training!";
+ next;
+ mes "[Tomoon]";
+ mes "Now you don't need to be instructed any more then this:";
+ mes "^990000Terminate every living thing in your way!^000000 That's all!";
+ next;
+ mes "[Tomoon]";
+ mes "While you're wandering around within the maze, if you encounter any evil creatures, just kill them! Release their tortured souls!!";
+ next;
+ mes "[Tomoon]";
+ mes "Do not compare us to the weakling priests! We are monks and we will always be the strongest!!";
+ next;
+ mes "[Tomoon]";
+ mes "We are not like priests who cower behind the strength of others!";
+ next;
+ mes "[Tomoon]";
+ mes "Now, focus!! Keep your fists tight and your eyes open! It's time to show me what you got.";
+ next;
+ mes "[Tomoon]";
+ mes "Let's see if you got what it takes to be a true monk!!";
+ close2;
+ set MONK_Q,26;
+ warp "monk_test",88,74;
+ end;
+ }
+ else if (MONK_Q == 26) {
+ mes "[Tomoon]";
+ mes "Hmm... you failed?";
+ mes "Cheer up! Failure is but a process to success!";
+ mes "Go! Start again! Kill them all!!";
+ close2;
+ warp "monk_test",88,74;
+ end;
+ }
+ else if (MONK_Q == 27) {
+ mes "[Tomoon]";
+ mes "Excellent job!!";
+ mes "I knew you'd make it through!";
+ mes "Now...I will give you a secret potion which will double your physical strength.";
+ next;
+ getitem 506,1; //Green_Potion
+ mes "Drink this potion and you will be able to become a monk!!!";
+ mes "... now go back to sensei Moohae!!!";
+ set MONK_Q,28;
+ close;
+ }
+ else if (MONK_Q == 28) {
+ mes "[Tomoon]";
+ mes "I already told you, go back to sensei Moohae!!!";
+ close;
+ }
+ else {
+ mes "[Tomoon]";
+ mes "....be quiet.";
+ mes ".....";
+ next;
+ mes "[Tomoon]";
+ mes "I will not allow anyone to cause any trouble in this abbey.";
+ next;
+ mes "[Tomoon]";
+ mes "You'd better not be thinking about causing any trouble.";
+ close;
+ }
+}
- mes "[Guard ChaoLi]";
- mes "This is...";
- mes "Monk Training Area";
- next;
- mes "[Guard ChaoLi]";
- mes "Please be quiet in this area.";
- close;
+monk_test,82,85,1 script Proctor#mk 95,{
+ mes "[Proctor]";
+ mes "So, are you ready to undergo the spiritual training?";
+ next;
+ switch(select("Yes!:No.:What do I have to do?")) {
+ case 1:
+ mes "[Proctor]";
+ mes "Alright! I wish you luck. If you get lost and can't find a way out, simply log out and log back in.";
+ mes "Then you will return to your save point. What's that mean? Heck if I know, I'm just told to say that. Oh yes and also, please cooperate with your comrades.";
+ close2;
+ set MONK_Q,26;
+ warp "monk_test",125,277;
+ end;
+ case 2:
+ mes "[Proctor]";
+ mes "I see. Take your time.";
+ close;
+ case 3:
+ mes "[Proctor]";
+ mes "Inside this test hall is the maze of spirits.";
+ mes "There are spirits inside which will block you from moving freely.";
+ next;
+ mes "[Proctor]";
+ mes "If you want to exit the test hall, you must make your way to the warp portal located at the opposite side from the start point.";
+ next;
+ mes "[Proctor]";
+ mes "....Oh yes and also there are monsters wandering around in the maze, please clear them.";
+ mes "Good luck.";
+ close;
+ }
+}
-L_START:
- mes "[Guard ChaoLi]";
- mes "This is...";
- mes "Monk Training Area";
- next;
- mes "[Guard ChaoLi]";
- mes strcharinfo(0) + "... Right?!";
- next;
- mes "[Guard ChaoLi]";
- mes "Go ahead! Quickly!";
- mes "There is another test waiting for you!";
- close;
+monk_test,144,277,0 script mob_monk#1_1 -1,1,1,{
+OnTouch:
+ monster "monk_test",144,277,"Zombie",1015,1;
+ monster "monk_test",144,277,"Zombie",1015,1;
+ monster "monk_test",144,277,"Zombie",1015,1;
+ monster "monk_test",144,277,"Zombie",1015,1;
+ end;
-Part1:
- mes "[Guard ChaoLi]";
- mes "Please be quiet in this area.";
- close;
+OnDisable:
+ killmonsterall "monk_test";
+ end;
}
-monk_test,329,61,4 script Bashu 753,{
- if(MONK_Q == 7) goto L_START;
+monk_test,134,291,0 script mob_monk#1_2 -1,1,1,{
+OnTouch:
+ monster "monk_test",134,291,"Zombie",1015,1;
+ monster "monk_test",134,291,"Zombie",1015,1;
+ monster "monk_test",134,291,"Zombie",1015,1;
+ monster "monk_test",134,291,"Zombie",1015,1;
+ end;
- mes "[Bashu]";
- mes "Welcome to ^00FF00St. Capitolina Abbey^000000, the Monk Training Area.";
- mes "May the light shine on your path.";
- mes "You can find Monk Daowen, the judge of a Monk's training progress, when you go inside";
- next;
- mes "[Bashu]";
- mes "Never the less, don't touch anything inside and be quiet in front of Monk Daowen.";
- close;
-L_START:
- if(@Choice_mission == 0) goto L_MISSB;
- if(@Choice_mission == 2) goto L_MISS2;
- mes "[Bashu]";
- mes "As I know, you choose to collect mushrooms as your test.";
- goto L_MISSC;
-L_MISSB:
- mes "[Bashu]";
- mes "Please select a test.";
- goto L_MISSC;
-L_MISS2:
- mes "[Bashu]";
- mes "As I know, you choose the Marathon as your test.";
-L_MISSC:
- mes "However, if you cannot complete it, you may switch to the other whenever you feel like it.";
- next;
- menu "A Monk's patience - Mushroom Collecting",-,
- "A Monk's willpower - The Marathon",L_MENU_1;
+OnDisable:
+ killmonsterall "monk_test";
+ end;
+}
- mes "[Bashu]";
- mes "The test you choose is Monk's patience - Mushroom Collecting";
- next;
- warp "job_monk",225,179;
+monk_test,157,284,0 script mob_monk#1_3 -1,1,1,{
+OnTouch:
+ monster "monk_test",157,284,"Mummy",1041,1;
end;
-L_MENU_1:
- mes "[Bashu]";
- mes "The test you choose is Monk's willpower - Marathon";
- next;
- warp "monk_test",387,345;
+OnDisable:
+ killmonsterall "monk_test";
end;
}
-monk_test,387,347,4 script Musha 110,{
- mes "[Musha]";
- mes "Wel...Welcome...!";
- mes "This...This is the area for testing the wi...willpower of those who want to be a Monk.";
- next;
- mes "[Musha]";
- mes "You should just...just run!";
- mes "Until we tell you to stop.";
- mes "Run...Run! " + strcharinfo(0) + "! Run!";
- next;
- mes "[Musha]";
- mes "Just Run!! Run Quickly!!";
- next;
- mes "[Musha]";
- mes "One Day, I'll become a Monk!";
- mes "I.....will......Become...a......MONK!!!";
- next;
- mes "[Musha]";
- mes "Do...Do you...want to give......give up? or...con...continue?";
- mes "Give up?";
- next;
- menu "I want to giveup!",-,"I want to run!!",L_MENU_1;
+monk_test,156,261,0 script mob_monk#1_4 -1,1,1,{
+OnTouch:
+ monster "monk_test",156,261,"Mummy",1041,1;
+ end;
- mapannounce "monk_test","Musha: " + strcharinfo(0) + " has give...given up on the test...! Gave up on the Marathon test... No...No willpower.....HaHaHaHa!!!...",8;
- mes "[Musha]";
- mes strcharinfo(0) + "...give...give up the test...";
- mes "Give up the Marathon test...";
- mes "No...No willpower.....HaHaHaHa!!!...";
- next;
- warp "prt_monk",196,168;
- end;
-L_MENU_1:
- next;
- mes "[Musha]";
- mes "Until we give you an order to stop....";
- mes "Run...Run! " + strcharinfo(0) + "! Run!";
- //if(@runtimes == 0)
- set @runtimes, rand(8,10);
- set @run, 0;
- close;
+OnDisable:
+ killmonsterall "monk_test";
+ end;
}
-monk_test,390,387,0 script monk_warp 45,1,1,{
- set @run, @run + 1;
- if(@run == (@runtimes-1)) mapannounce "monk_test","Musha: Cheer up! The next lap is the last!",8;
- if(@run == @runtimes) goto L_DONE;
- warp "monk_test",388,348;
+monk_test,149,268,0 script mob_monk#1_5 -1,1,1,{
+OnTouch:
+ monster "monk_test",149,268,"Zombie",1015,1;
+ monster "monk_test",149,268,"Zombie",1015,1;
+ monster "monk_test",149,268,"Zombie",1015,1;
+ monster "monk_test",149,268,"Zombie",1015,1;
+ monster "monk_test",149,268,"Zombie",1015,1;
end;
-L_DONE:
- mapannounce "monk_test","Musha: Con....Congratulations!!" + strcharinfo(0)+ " Passes!! Please go to [Daowen], he is deep inside the building.",8;
- set MONK_Q, 8;
- warp "prt_monk",196,168;
+
+OnDisable:
+ killmonsterall "monk_test";
end;
}
-function script MnkTraps {
- mapannounce "monk_test","trap: " + strcharinfo(0)+ " , you fell into a trap! We will warp you to the starting line.",8;
- warp "monk_test",388,348;
+monk_test,166,278,0 script exit_monk#1 45,1,1,{
+OnTouch:
+ mes "[Proctor]";
+ mes "You did well. Please return to Tomoon, he's waiting for you.";
+ set MONK_Q,27;
+ donpcevent "mob_monk#1_5::OnDisable";
+ donpcevent "mob_monk#1_4::OnDisable";
+ donpcevent "mob_monk#1_3::OnDisable";
+ donpcevent "mob_monk#1_2::OnDisable";
+ donpcevent "mob_monk#1_1::OnDisable";
+ close2;
+ warp "prt_monk",196,168;
+ end;
}
-//---------------------
-monk_test,386,164,0 script monk1-1 139,0,0,{callfunc "MnkTraps";}
-monk_test,386,165,0 script monk1-2 139,0,0,{callfunc "MnkTraps";}
-monk_test,387,164,0 script monk1-3 139,0,0,{callfunc "MnkTraps";}
-monk_test,387,165,0 script monk1-4 139,0,0,{callfunc "MnkTraps";}
-monk_test,388,164,0 script monk1-5 139,0,0,{callfunc "MnkTraps";}
-monk_test,388,165,0 script monk1-6 139,0,0,{callfunc "MnkTraps";}
-monk_test,389,164,0 script monk1-7 139,0,0,{callfunc "MnkTraps";}
-monk_test,389,165,0 script monk1-8 139,0,0,{callfunc "MnkTraps";}
-//---------------------
-monk_test,386,42,0 script monk2-1 139,0,0,{callfunc "MnkTraps";}
-monk_test,386,43,0 script monk2-2 139,0,0,{callfunc "MnkTraps";}
-monk_test,387,42,0 script monk2-3 139,0,0,{callfunc "MnkTraps";}
-monk_test,387,43,0 script monk2-4 139,0,0,{callfunc "MnkTraps";}
-monk_test,388,42,0 script monk2-5 139,0,0,{callfunc "MnkTraps";}
-monk_test,388,43,0 script monk2-6 139,0,0,{callfunc "MnkTraps";}
-monk_test,389,42,0 script monk2-7 139,0,0,{callfunc "MnkTraps";}
-monk_test,389,43,0 script monk2-8 139,0,0,{callfunc "MnkTraps";}
-//---------------------
-monk_test,184,11,0 script monk3-1 139,0,3,{callfunc "MnkTraps";}
-monk_test,185,11,0 script monk3-2 139,0,3,{callfunc "MnkTraps";}
-monk_test,186,11,0 script monk3-3 139,0,3,{callfunc "MnkTraps";}
-monk_test,187,11,0 script monk3-4 139,0,3,{callfunc "MnkTraps";}
-//---------------------
-monk_test,70,10,0 script monk4-1 139,0,0,{callfunc "MnkTraps";}
-monk_test,70,11,0 script monk4-2 139,0,0,{callfunc "MnkTraps";}
-monk_test,70,12,0 script monk4-3 139,0,0,{callfunc "MnkTraps";}
-monk_test,70,13,0 script monk4-4 139,0,0,{callfunc "MnkTraps";}
-monk_test,71,10,0 script monk4-5 139,0,0,{callfunc "MnkTraps";}
-monk_test,71,11,0 script monk4-6 139,0,0,{callfunc "MnkTraps";}
-monk_test,71,12,0 script monk4-7 139,0,0,{callfunc "MnkTraps";}
-monk_test,71,13,0 script monk4-8 139,0,0,{callfunc "MnkTraps";}
-//---------------------
-monk_test,8,30,0 script monk5-1 139,0,0,{callfunc "MnkTraps";}
-monk_test,8,31,0 script monk5-2 139,0,0,{callfunc "MnkTraps";}
-monk_test,9,30,0 script monk5-3 139,0,0,{callfunc "MnkTraps";}
-monk_test,9,31,0 script monk5-4 139,0,0,{callfunc "MnkTraps";}
-monk_test,10,30,0 script monk5-5 139,0,0,{callfunc "MnkTraps";}
-monk_test,10,31,0 script monk5-6 139,0,0,{callfunc "MnkTraps";}
-monk_test,11,30,0 script monk5-7 139,0,0,{callfunc "MnkTraps";}
-monk_test,11,31,0 script monk5-8 139,0,0,{callfunc "MnkTraps";}
-monk_test,12,30,0 script monk5-9 139,0,0,{callfunc "MnkTraps";}
-monk_test,12,31,0 script monk5-10 139,0,0,{callfunc "MnkTraps";}
-monk_test,13,30,0 script monk5-11 139,0,0,{callfunc "MnkTraps";}
-monk_test,13,31,0 script monk5-12 139,0,0,{callfunc "MnkTraps";}
-monk_test,14,30,0 script monk5-13 139,0,0,{callfunc "MnkTraps";}
-monk_test,14,31,0 script monk5-14 139,0,0,{callfunc "MnkTraps";}
-monk_test,15,30,0 script monk5-15 139,0,0,{callfunc "MnkTraps";}
-monk_test,15,31,0 script monk5-16 139,0,0,{callfunc "MnkTraps";}
-//---------------------
-monk_test,10,158,0 script monk6-1 139,0,0,{callfunc "MnkTraps";}
-monk_test,10,159,0 script monk6-2 139,0,0,{callfunc "MnkTraps";}
-monk_test,11,158,0 script monk6-3 139,0,0,{callfunc "MnkTraps";}
-monk_test,11,159,0 script monk6-4 139,0,0,{callfunc "MnkTraps";}
-monk_test,12,158,0 script monk6-5 139,0,0,{callfunc "MnkTraps";}
-monk_test,12,159,0 script monk6-6 139,0,0,{callfunc "MnkTraps";}
-monk_test,13,158,0 script monk6-7 139,0,0,{callfunc "MnkTraps";}
-monk_test,13,159,0 script monk6-8 139,0,0,{callfunc "MnkTraps";}
-//---------------------
-monk_test,38,386,0 script monk7-1 139,0,0,{callfunc "MnkTraps";}
-monk_test,38,387,0 script monk7-2 139,0,0,{callfunc "MnkTraps";}
-monk_test,38,388,0 script monk7-3 139,0,0,{callfunc "MnkTraps";}
-monk_test,38,389,0 script monk7-4 139,0,0,{callfunc "MnkTraps";}
-monk_test,39,386,0 script monk7-5 139,0,0,{callfunc "MnkTraps";}
-monk_test,39,387,0 script monk7-6 139,0,0,{callfunc "MnkTraps";}
-monk_test,39,388,0 script monk7-7 139,0,0,{callfunc "MnkTraps";}
-monk_test,39,389,0 script monk7-8 139,0,0,{callfunc "MnkTraps";}
-//---------------------
-monk_test,82,390,0 script monk8-1 139,0,0,{callfunc "MnkTraps";}
-monk_test,82,391,0 script monk8-2 139,0,0,{callfunc "MnkTraps";}
-monk_test,83,390,0 script monk8-3 139,0,0,{callfunc "MnkTraps";}
-monk_test,83,391,0 script monk8-4 139,0,0,{callfunc "MnkTraps";}
-//---------------------
-monk_test,82,384,0 script monk9-1 139,0,0,{callfunc "MnkTraps";}
-monk_test,82,385,0 script monk9-2 139,0,0,{callfunc "MnkTraps";}
-monk_test,83,384,0 script monk9-3 139,0,0,{callfunc "MnkTraps";}
-monk_test,83,385,0 script monk9-4 139,0,0,{callfunc "MnkTraps";}
-//---------------------
-prt_monk,225,179,4 script XuanWu#01 89,{
- mes "[XuanWu]";
- mes "To see the growing of crops, I deeply appreciate the grace of God.";
- next;
- mes "[XuanWu]";
- mes "Never the less, to see those crops grown by the strong Monks.";
- mes "I think it's the most beautiful picture!";
- next;
- mes "[XuanWu]";
- mes "Frankly speeking, farmers are the greatest people in the world.";
- mes "The Blue Potion you drink must be made of God's will and by the farmer.";
- next;
- mes "[XuanWu]";
- mes "We should always be grateful.";
- next;
- mes "[XuanWu]";
- mes "God gives you everything, even the farmer.";
- next;
- mes "[XuanWu]";
- mes "The farmer is the root of world. That is quite true.";
- close;
+monk_test,88,91,1 script Proctor#mk 52,{
+ mes "[Proctor]";
+ mes "So, are you ready to undergo this spiritual training?";
+ next;
+ switch(select("Yes!:No.:Check the caution for the test.")) {
+ case 1:
+ mes "[Proctor]";
+ mes "Alright! I wish you luck. If you get lost and can't find a way out, simply log out and log back in.";
+ mes "Then you will return to your save point. What's that mean? Heck if I know, I'm just told to say that. Oh yes and also, please cooperate with your comrades.";
+ close2;
+ set MONK_Q,26;
+ warp "monk_test",125,177;
+ end;
+ case 2:
+ mes "[Proctor]";
+ mes "I see. Take your time.";
+ close;
+ case 3:
+ mes "[Proctor]";
+ mes "Inside this test hall is the maze of spirits.";
+ mes "There are spirits inside which will block you from moving freely.";
+ next;
+ mes "[Proctor]";
+ mes "If you want to exit the test hall, you must make your way to the warp portal located at the opposite side from the start point.";
+ next;
+ mes "[Proctor]";
+ mes "....Oh yes and also there are monsters wandering around in the maze, please clear them.";
+ mes "Good luck.";
+ close;
+ }
}
-job_monk,225,179,4 script XuanWu#02 89,{
-
- if(MONK_Q == 8 ) goto Part2;
- if(@mission_start == 1 ) goto Part1;
- mes "[XuanWu]";
- mes "Welcome! I'm in charge here with the Mushroom Collecting.";
- mes "My Name is XuanWu";
- next;
- mes "[XuanWu]";
- mes "From now, you should take it for granted that all the suffering is training.";
- mes "Understand?";
- next;
- mes "[XuanWu]";
- mes "For Monk's lives, we should always offer our efforts as a tribute.";
- mes "Growing crops is also a kind of training.";
- next;
- mes "[XuanWu]";
- mes "We think it is the best way to realize the will of God.";
- mes "Therefore, we have started growing some kind of mushrooms that smell foul";
- next;
- mes "[XuanWu]";
- mes "All you have to do is destroy those mushrooms and bring something to prove that you did.";
- mes "What is that something? The ^ff0000Orange Gooey Mushrooms and Orange Net Mushrooms^000000";
- next;
- mes "[XuanWu]";
- mes "If you want to increase your strength and become a Monk, go and destroy them.";
- mes "Bring as many as you can, I won't tell you the amount I need.";
- mes "Now go!";
- next;
- mes "[XuanWu]";
- mes "Or...Do you want to give up?";
- next;
- menu "Start Mushroom Collecting",L_MENU_1,"I'll give up",L_MENU_2;
-
-L_MENU_2:
- mapannounce "monk_test","XuanWu: ......Another one without patience...",8;
- mes "[XuanWu]";
- mes "Another one without patience...";
- set @mission_start, 0;
- getitem 1069, 1;//Items: Orange_Net_Mushroom,
- delitem 1069, countitem(1069);//Items: Orange_Net_Mushroom,
- getitem 1070, 1;//Items: Orange_Gooey_Mushroom,
- delitem 1070, countitem(1070);//Items: Orange_Gooey_Mushroom_,
- next;
- warp "prt_monk",196,168;
- end;
-L_MENU_1:
- mes "[XuanWu]";
- mes "Then what are you waiting for? Go Go Go!!";
- set @mission_start, 1;
- close;
-
-Part1:
- if(countitem(1069) >= 30 && countitem(1070) >0 ) goto L_DONE;//Items: Orange_Net_Mushroom, Orange_Gooey_Mushroom_,
- if(countitem(1070) >= 30 && countitem(1069) >0 ) goto L_DONE;//Items: Orange_Gooey_Mushroom_, Orange_Net_Mushroom,
- mes "[XuanWu]";
- mes "Hmmm... Is that all you can do? I don't think it's enough.";
- next;
- mes "[XuanWu]";
- mes "Or...Do you want to give up?";
- next;
- menu "Continue Mushroom Collecting",-,"I'll give up",L_MENU_2;
- close;
-L_DONE:
- set MONK_Q, 8;
- mes "[XuanWu]";
- mes "Well... I think you can do better...";
- mes "However, I would say you pass the test.";
- set @mission_start, 0;
- delitem 1069, countitem(1069);//Items: Orange_Net_Mushroom,
- delitem 1070, countitem(1070);//Items: Orange_Gooey_Mushroom_,
- next;
- mes "[XuanWu]";
- mes "Now go to [Daowen], he is deep inside the building.";
- close;
-Part2:
- mes "[XuanWu]";
- mes "Are you testing my patience??";
- mes "Go to [Daowen], he is in deep inside the building.";
- close;
-}
-job_monk,191,172,4 script job_monk_warp 45,1,1,{
- warp "monk_test",329,57;
+monk_test,140,181,0 script mob_monk#2_1 -1,1,1,{
+OnTouch:
+ monster "monk_test",140,181,"Zombie",1015,1;
+ monster "monk_test",140,181,"Zombie",1015,1;
+ monster "monk_test",140,181,"Zombie",1015,1;
+ monster "monk_test",140,181,"Zombie",1015,1;
end;
-}
-job_monk,199,169,4 script Guard ChaoLi 746,{
- mes "[Guard ChaoLi]";
- mes "Silence in test area!";
- close;
+OnDisable:
+ killmonsterall "monk_test";
+ end;
}
-monk_test,319,139,4 script Daowen 52,{
- if(MONK_Q == 8) goto L_START;
- if(MONK_Q == 9) goto Part1;
- if(MONK_Q == 10) goto Part2;
-
- mes "[Daowen]";
- mes "Go through it quietly...";
- mes "HuWuWuuuu......";
- next;
- mes "[Daowen]";
- mes "This is St. Capitolina Abbey. If anything goes wrong, all we have done might become nothing.";
- next;
- mes "[Daowen]";
- mes "Leave! If you don't want to die, don't bother me.";
- close;
-L_START:
- mes "[Daowen]";
- mes "Oh! Finally!";
- mes "This is the last test, and I am in charge here";
- mes "My name is 'Daowen'";
- next;
- mes "[Daowen]";
- mes "Well... What should I say?";
- mes "Those who block your way? Fight them!";
- next;
- mes "[Daowen]";
- mes "Fight! Slash! When you're lost and an enemy blocks your way!";
- mes "Tell them the will of God!";
- next;
- mes "[Daowen]";
- mes "Don't compare yourself with the weak priest!";
- mes "We are always strong Monks.";
- next;
- mes "[Daowen]";
- mes "We are different from the weak priests that always run away!";
- next;
- mes "[Daowen]";
- mes "Now! Clench your fist! Go and fight!";
- next;
- mes "[Daowen]";
- mes "Do your best!";
- mes "HaHaHaHaHa.....!!";
- next;
- warp "monk_test",88,73;
+monk_test,150,164,0 script mob_monk#2_2 -1,1,1,{
+OnTouch:
+ monster "monk_test",150,164,"Zombie",1015,1;
+ monster "monk_test",150,164,"Zombie",1015,1;
+ monster "monk_test",150,164,"Zombie",1015,1;
+ monster "monk_test",150,164,"Zombie",1015,1;
end;
-Part1:
- mes "[Daowen]";
- mes "Well done!! HaHaHaHa....!!";
- mes "I knew you could do it!";
- mes "I'll give you a special potion that will increase your power.";
- next;
- set MONK_Q, 10;
- if(countitem(506) == 0){//Items: Green_Potion,
- getitem 506, 1;//Items: Green_Potion,
- mes "[Daowen]";
- mes "Drink it, and your internal organs will become strong enough to be a Monk.";
- next;
- }else{
- emotion e_what;
- mes "[Daowen]";
- mes "What....!! You already have this special green potion!";
- mes "Drink all of them, and your internal organs will become strong enough to be a Monk.";
- next;
- }
-Part2:
- mes "[Daowen]";
- mes "Go to Wuhai - the first one you met here.";
- close;
+OnDisable:
+ killmonsterall "monk_test";
+ end;
}
-monk_test,88,91,4 script Test Assistant#01 52,{
- mes "[Test Assistant]";
- mes "Are you ready for training in the dispersement of evil?";
- next;
- mes "[Test Assistant]";
- mes "The test area is a maze with invisible walls.";
- mes "The exit point is on the opposite side of the starting point.";
- next;
- mes "[Test Assistant]";
- mes "Of course, there will be some monsters spawned in the maze. You'll have to fight with them.";
- mes "Good luck! May God be with you.";
- next;
- if(getareausers("monk_test",126,161,165,199) > 0) goto L_WAIT;
- killmonster "monk_test","monk_mob1::OnMobDead";
- enablenpc "monk_mob1_1";
- enablenpc "monk_mob1_2";
- enablenpc "monk_mob1_3";
- enablenpc "monk_mob1_3";
- warp "monk_test",127,179;
+monk_test,158,192,0 script mob_monk#2_3 -1,1,1,{
+OnTouch:
+ monster "monk_test",158,192,"Mummy",1041,1;
end;
-L_WAIT:
- mes "[Test Assistant]";
- mes "Oh... There is someone else taking the test. Please wait a minute then try again.";
- close;
-}
-monk_test,129,180,4 script monk_mob1_1 139,0,19,{
- monster "monk_test",130,183,"--ja--",1015,1,"monk_mob1::OnMobDead";
- monster "monk_test",130,177,"--ja--",1015,1,"monk_mob1::OnMobDead";
-//~ disablenpc "monk_mob1_1";
+
+OnDisable:
+ killmonsterall "monk_test";
end;
}
-monk_test,133,180,4 script monk_mob1_2 139,0,19,{
- monster "monk_test",134,183,"--ja--",1015,1,"monk_mob1::OnMobDead";
- monster "monk_test",134,177,"--ja--",1015,1,"monk_mob1::OnMobDead";
-//~ disablenpc "monk_mob1_2";
+
+monk_test,165,186,0 script mob_monk#2_4 -1,1,1,{
+OnTouch:
+ monster "monk_test",165,186,"Mummy",1041,1;
end;
-}
-monk_test,145,180,4 script monk_mob1_3 139,0,19,{
- monster "monk_test",145,180,"--ja--",1041,1,"monk_mob1::OnMobDead";
-//~ disablenpc "monk_mob1_3";
+
+OnDisable:
+ killmonsterall "monk_test";
end;
}
-monk_test,155,180,4 script monk_mob1_4 139,0,19,{
- monster "monk_test",157,183,"--ja--",1015,1,"monk_mob1::OnMobDead";
- monster "monk_test",157,177,"--ja--",1015,1,"monk_mob1::OnMobDead";
-//~ disablenpc "monk_mob1_4";
+
+monk_test,162,182,0 script mob_monk#2_5 -1,1,1,{
+OnTouch:
+ monster "monk_test",162,182,"Zombie",1015,1;
+ monster "monk_test",162,182,"Zombie",1015,1;
+ monster "monk_test",162,182,"Zombie",1015,1;
+ monster "monk_test",162,182,"Zombie",1015,1;
+ monster "monk_test",162,182,"Zombie",1015,1;
+ end;
+
+OnDisable:
+ killmonsterall "monk_test";
end;
}
-monk_test,165,179,4 script monk_mob3_warp#01 45,1,1,{
- set MONK_Q, 9;
- mapannounce "monk_test","Congratulations!!" + strcharinfo(0)+ " Passes!! Please go to [Daowen], he is deep inside the building.",8;
- killmonster "monk_test","monk_mob1::OnMobDead";
- warp "monk_test",317,142;
+
+monk_test,166,178,0 script exit_monk#2 45,1,1,{
+OnTouch:
+ mes "[Proctor]";
+ mes "You did well. Please return to Tomoon, he's waiting for you.";
+ set MONK_Q,27;
+ donpcevent "mob_monk#2_5::OnDisable";
+ donpcevent "mob_monk#2_4::OnDisable";
+ donpcevent "mob_monk#2_3::OnDisable";
+ donpcevent "mob_monk#2_2::OnDisable";
+ donpcevent "mob_monk#2_1::OnDisable";
+ close2;
+ warp "prt_monk",196,168;
end;
}
-monk_test,1,1,1 script monk_mob1 -1,{
-OnMobDead:
+monk_test,95,85,1 script Proctor#btl#3 79,{
+ mes "[Proctor]";
+ mes "So, are you ready to undergo this spiritual training?";
+ next;
+ switch(select("Yes!:No.:Check the caution for the test.")) {
+ case 1:
+ mes "[Proctor]";
+ mes "Alright! I wish you luck. If you get lost and can't find a way out, simply log out and log back in.";
+ mes "Then you will return to your save point. What's that mean? Heck if I know, I'm just told to say that. Oh yes and also, please cooperate with your comrades.";
+ close2;
+ set MONK_Q,26;
+ warp "monk_test",230,277;
end;
+ case 2:
+ mes "[Proctor]";
+ mes "I see. Take your time.";
+ close;
+ case 3:
+ mes "[Proctor]";
+ mes "Inside this test hall is the maze of spirits.";
+ mes "There are spirits inside which will block you from moving freely.";
+ next;
+ mes "[Proctor]";
+ mes "If you want to exit the test hall, you must make your way to the warp portal located at the opposite side from the start point.";
+ next;
+ mes "[Proctor]";
+ mes "....Oh yes and also there are monsters wandering around in the maze, please clear them.";
+ mes "Good luck.";
+ close;
+ }
}
-monk_test,95,85,4 script Test Assistant#02 79,{
- mes "[Test Assistant]";
- mes "Are you ready for training in the dispersement of evil?";
- next;
- mes "[Test Assistant]";
- mes "The test area is a maze with invisible walls.";
- mes "The exit point is on the opposite side of the starting point.";
- next;
- mes "[Test Assistant]";
- mes "Of course, there will be some monsters spawned in the maze. You'll have to fight with them.";
- mes "Good luck! May God be with you.";
- next;
- if(getareausers("monk_test",126,262,165,300) > 0) goto L_WAIT;
- killmonster "monk_test","monk_mob2::OnMobDead";
- enablenpc "monk_mob2_1";
- enablenpc "monk_mob2_2";
- enablenpc "monk_mob2_3";
- enablenpc "monk_mob2_4";
- warp "monk_test",127,278;
+monk_test,249,277,0 script mob_monk#3_1 -1,1,1,{
+OnTouch:
+ monster "monk_test",249,277,"Zombie",1015,1;
+ monster "monk_test",249,277,"Zombie",1015,1;
+ monster "monk_test",249,277,"Zombie",1015,1;
+ monster "monk_test",249,277,"Zombie",1015,1;
end;
-L_WAIT:
- mes "[Test Assistant]";
- mes "Oh... There is someone else taking the test. Please wait a minute then try again.";
- close;
-
-}
-monk_test,129,281,4 script monk_mob2_1 139,0,19,{
- monster "monk_test",130,278,"--ja--",1015,1,"monk_mob2::OnMobDead";
- monster "monk_test",130,284,"--ja--",1015,1,"monk_mob2::OnMobDead";
-//~ disablenpc "monk_mob2_1";
- end;
-}
-monk_test,136,281,4 script monk_mob2_2 139,0,19,{
- monster "monk_test",139,278,"--ja--",1015,1,"monk_mob2::OnMobDead";
- monster "monk_test",139,284,"--ja--",1015,1,"monk_mob2::OnMobDead";
-//~ disablenpc "monk_mob2_2";
- end;
+OnDisable:
+ killmonsterall "monk_test";
}
-monk_test,144,281,4 script monk_mob2_3 139,0,19,{
- monster "monk_test",145,281,"--ja--",1041,1,"monk_mob2::OnMobDead";
-//~ disablenpc "monk_mob2_3";
+
+monk_test,231,296,0 script mob_monk#3_2 -1,1,1,{
+OnTouch:
+ monster "monk_test",231,296,"Zombie",1015,1;
+ monster "monk_test",231,296,"Zombie",1015,1;
+ monster "monk_test",231,296,"Zombie",1015,1;
+ monster "monk_test",231,296,"Zombie",1015,1;
end;
-}
-monk_test,153,281,4 script monk_mob2_4 139,0,19,{
- monster "monk_test",155,278,"--ja--",1015,1,"monk_mob2::OnMobDead";
- monster "monk_test",155,284,"--ja--",1015,1,"monk_mob2::OnMobDead";
-//~ disablenpc "monk_mob2_4";
+
+OnDisable:
+ killmonsterall "monk_test";
end;
}
-monk_test,165,278,4 script monk_mob2_warp 45,1,1,{
- set MONK_Q, 9;
- mapannounce "monk_test","Congratulations!!" + strcharinfo(0)+ " Passes!! Please go to [Daowen], he is deep inside the building.",8;
- killmonster "monk_test","monk_mob2::OnMobDead";
- warp "monk_test",317,142;
+
+monk_test,264,292,0 script mob_monk#3_3 -1,1,1,{
+OnTouch:
+ monster "monk_test",264,292,"Mummy",1041,1;
end;
-}
-monk_test,1,1,1 script monk_mob2 -1,{
-OnMobDead:
- end;
+OnDisable:
+ killmonsterall "monk_test";
+ end;
}
-monk_test,82,85,4 script Test Assistant#03 95,{
- mes "[Test Assistant]";
- mes "Are you ready for training in the dispersement of evil?";
- next;
- mes "[Test Assistant]";
- mes "The test area is a maze with invisible walls.";
- mes "The exit point is on the opposite side of the starting point.";
- next;
- mes "[Test Assistant]";
- mes "Of course, there will be some monsters spawned in the maze. You'll have to fight with them.";
- mes "Good luck! May God be with you.";
- next;
- if(getareausers("monk_test",233,262,269,300) > 0) goto L_WAIT;
- killmonster "monk_test","monk_mob3::OnMobDead";
- enablenpc "monk_mob3_1";
- enablenpc "monk_mob3_2";
- enablenpc "monk_mob3_3";
- enablenpc "monk_mob3_4";
- warp "monk_test",231,279;
+monk_test,252,284,0 script mob_monk#3_4 -1,1,1,{
+OnTouch:
+ monster "monk_test",252,284,"Mummy",1041,1;
end;
-L_WAIT:
- mes "[Test Assistant]";
- mes "Oh... There is someone else taking the test. Please wait a minute then try again.";
- close;
+OnDisable:
+ killmonsterall "monk_test";
+ end;
}
-monk_test,234,281,4 script monk_mob3_1 139,0,19,{
- monster "monk_test",235,277,"--ja--",1015,1,"monk_mob3::OnMobDead";
- monster "monk_test",235,284,"--ja--",1015,1,"monk_mob3::OnMobDead";
-//~ disablenpc "monk_mob3_1";
+monk_test,257,285,0 script mob_monk#3_5 -1,1,1,{
+OnTouch:
+ monster "monk_test",257,285,"Zombie",1015,1;
+ monster "monk_test",257,285,"Zombie",1015,1;
+ monster "monk_test",257,285,"Zombie",1015,1;
+ monster "monk_test",257,285,"Zombie",1015,1;
+ monster "monk_test",257,285,"Zombie",1015,1;
+ monster "monk_test",257,285,"Zombie",1015,1;
end;
-}
-monk_test,239,281,4 script monk_mob3_2 139,0,19,{
- monster "monk_test",240,277,"--ja--",1015,1,"monk_mob3::OnMobDead";
- monster "monk_test",240,284,"--ja--",1015,1,"monk_mob3::OnMobDead";
-//~ disablenpc "monk_mob3_2";
+
+OnDisable:
+ killmonsterall "monk_test";
end;
}
-monk_test,248,281,4 script monk_mob3_3 139,0,19,{
- monster "monk_test",249,281,"--ja--",1041,1,"monk_mob3::OnMobDead";
-//~ disablenpc "monk_mob3_3";
+
+monk_test,270,278,0 script exit_monk#3 45,1,1,{
+OnTouch:
+ mes "[Proctor]";
+ mes "You did well. Please return to Tomoon, he's waiting for you.";
+ set MONK_Q,27;
+ donpcevent "mob_monk#3_5::OnDisable";
+ donpcevent "mob_monk#3_4::OnDisable";
+ donpcevent "mob_monk#3_3::OnDisable";
+ donpcevent "mob_monk#3_2::OnDisable";
+ donpcevent "mob_monk#3_1::OnDisable";
+ close2;
+ warp "prt_monk",196,168;
end;
}
-monk_test,260,281,4 script monk_mob3_4 139,0,19,{
- monster "monk_test",261,277,"--ja--",1015,1,"monk_mob3::OnMobDead";
- monster "monk_test",261,284,"--ja--",1015,1,"monk_mob3::OnMobDead";
-//~ disablenpc "monk_mob3_4";
+
+monk_test,3,3,0 script resetter#monk -1,{
+OnTimer500000:
+ donpcevent "mob_monk#1_1::OnDisable";
+ donpcevent "mob_monk#1_2::OnDisable";
+ donpcevent "mob_monk#1_3::OnDisable";
+ donpcevent "mob_monk#1_4::OnDisable";
+ donpcevent "mob_monk#1_5::OnDisable";
+ donpcevent "mob_monk#2_1::OnDisable";
+ donpcevent "mob_monk#2_2::OnDisable";
+ donpcevent "mob_monk#2_3::OnDisable";
+ donpcevent "mob_monk#2_4::OnDisable";
+ donpcevent "mob_monk#2_5::OnDisable";
+ donpcevent "mob_monk#3_1::OnDisable";
+ donpcevent "mob_monk#3_2::OnDisable";
+ donpcevent "mob_monk#3_3::OnDisable";
+ donpcevent "mob_monk#3_4::OnDisable";
+ donpcevent "mob_monk#3_5::OnDisable";
+ initnpctimer;
end;
-}
-monk_test,269,279,4 script monk_mob3_warp#02 45,1,1,{
- set MONK_Q, 9;
- mapannounce "monk_test","Congratulations!!" + strcharinfo(0)+ " Passes!! Please go to [Daowen], he is deep inside the building.",8;
- killmonster "monk_test","monk_mob3::OnMobDead";
- warp "monk_test",317,142;
+
+
+OnInit:
+OnEnable:
+ initnpctimer;
end;
}
-monk_test,1,1,1 script monk_mob3 -1,{
-OnMobDead:
- end;
-}
+monk_test,137,338,1 script switchreset#monkmonk 79,{
+ mes "Grrrr...";
+ mes "All monsters in the monk job chance place have been reset.";
+ mes "Timer's activated.";
+ donpcevent "mob_monk#1_1::OnDisable";
+ donpcevent "mob_monk#1_2::OnDisable";
+ donpcevent "mob_monk#1_3::OnDisable";
+ donpcevent "mob_monk#1_4::OnDisable";
+ donpcevent "mob_monk#1_5::OnDisable";
+ donpcevent "mob_monk#2_1::OnDisable";
+ donpcevent "mob_monk#2_2::OnDisable";
+ donpcevent "mob_monk#2_3::OnDisable";
+ donpcevent "mob_monk#2_4::OnDisable";
+ donpcevent "mob_monk#2_5::OnDisable";
+ donpcevent "mob_monk#3_1::OnDisable";
+ donpcevent "mob_monk#3_2::OnDisable";
+ donpcevent "mob_monk#3_3::OnDisable";
+ donpcevent "mob_monk#3_4::OnDisable";
+ donpcevent "mob_monk#3_5::OnDisable";
+ donpcevent "resetter#monk::OnEnable";
+ close;
+}
-//==============================================================================
+//============================================================
// Monsters of Mushroom Collecting
-//==============================================================================
-job_monk,0,0,0,0 monster Thief Mushroom 1182,170,0,0,0
-job_monk,0,0,0,0 monster Thief Bug Larva 1051,120,0,0,0
-
-//==============================================================================
-// warps
-//==============================================================================
-prt_monk,192,172,0 warp monk15 1,1,monk_test,329,50
-monk_test,329,47,0 warp monk16 1,1,prt_monk,193,166
-monk_test,329,76,0 warp monk17 1,1,monk_test,259,118
-monk_test,259,115,0 warp monk18 1,1,monk_test,329,71
-monk_test,271,126,0 warp monk19 1,1,monk_test,301,127
-monk_test,298,127,0 warp monk20 1,1,monk_test,268,126
+//============================================================
+job_monk,0,0,0,0 monster Thief Mushroom 1182,70,0,0,0
+job_monk,0,0,0,0 monster Thief Bug Larva 1051,20,0,0,0
-//==============================================================================
+//============================================================
// mapflag
-//==============================================================================
+//============================================================
monk_test mapflag nomemo
monk_test mapflag noteleport
monk_test mapflag nosave SavePoint
@@ -1924,3 +2697,20 @@ monk_test mapflag nopenalty
monk_test mapflag nobranch
monk_test mapflag noexp
monk_test mapflag noloot
+
+//============================================================
+// Old changelog
+//============================================================
+//= 1.1 Fixed missing '";'. Now it's loading fine [Lupus]
+//= 1.1+ Edited/Translated 5% [Celest]
+//= 1.2 Made Poetry Quiz passable, Fixed Marathon Part [Lupus]
+//= 1.3 Added Baby Class Support [Lupus]
+//= 1.5 Fixed possible EXP abuse [Lupus]
+//= 1.6 Added a func which prevent advanced classes passing
+//= 2nd Job Quests again. It also guides adv classes where
+//= to go. [Lupus] 1.7 Fixed warps19/20 [Yor]
+//= 1.8 Fixed bugs. Fixed Green Potion exploit. Getting rid of Jfunc mess [Lupus]
+//= 1.9 Added a missing check in Fuhai and fixed a LOT of Engrish. [Zephiris]
+//= 1.9b Fixed another bug in Fuhai. [Zephiris]
+//= 2.0 Changed numbers to constants. [Vicious]
+//= 2.1 Removed Duplicates [Silent]
diff --git a/npc/jobs/2-2/rogue.txt b/npc/jobs/2-2/rogue.txt
index 42c435872..f29337fe1 100644
--- a/npc/jobs/2-2/rogue.txt
+++ b/npc/jobs/2-2/rogue.txt
@@ -3,990 +3,1936 @@
//===== By: ==================================================
//= kobra_k88
//===== Current Version: =====================================
-//= 2.3a
+//= 2.4
//===== Compatible With: =====================================
-//= eAthena 1.0 +
+//= eAthena SVN
//===== Description: =========================================
-//= Rogue job quest based off of official iRO Rogue quest.
-//= There are some differences from official quest due to
-//= scripting issues. Missing some message text.
+//= [Aegis Conversion]
+//= Job quest for Rogue classes
//===== Additional Comments: =================================
-//= 1.1 fixed 3 wrong questions, added missing lines [Lupus]
-//= 1.3 Baby Class Support + 40/50 JobLevel Item fix [Lupus]
-//= 1.5 Fixed possible EXP abuse [Lupus]
-//= 1.6 Added a func which prevent advanced classes passing
-//= 2nd Job Quests again. It also guides adv classes where
-//= to go. [Lupus]
-//= 2.0 Changed numbers to constants. [Vicious]
-//= 2.1 Removed Duplicates [Silent]
-//= 2.2 Merged JFunc [Lupus]
-//= 2.3 Added a possibility for players doing Meginjyard quest
-//= to enter Rogue guild as there's a NPC inside [SinSloth]
-//= 2.3a fixed test4 person interaction, let BABY thieves pass
-//= the test, too [Lupus]
+//= 2.4 Rescripted to Aegis 10.3 stadards. [L0ne_W0lf]
+//= No longer uses function "F_BlockHigh"
//============================================================
-
-//=======================================================================================================//
-// Markie: Test 1 and Jobchange //
-//***********************************************************************************************************************************************************//
-in_rogue,363,123,3 script Markie 747,{
- callfunc "F_BlockHigh",Job_Thief_High,"Thief High",Job_Stalker,"Stalker","Markie";
-
- mes "[Markie]";
- if(BaseJob == Job_Thief) goto L_Thief;
- if(BaseJob == Job_Rogue) goto L_Rogue;
-
-L_JobOther:
- mes "I don't know how you found this place, but I think you better leave..........";
- close;
-
-L_Rogue:
- mes "Nice to see you again sweetie. You must be having so much fun as Rogue huh? Teh he he....";
- close;
-
-L_Thief:
- if(JobLevel < 40){
- mes "Oh hi there. If you want to become a Rogue I'm afraid you'll have to come back after you've trained a little more.";
- mes "Only Thieves with a ^5533FFJob level of at least 40^000000 can become Rogues.";
- close;
- }
- if(ROGUE_Q == 1) goto L_ReTest;
- if(ROGUE_Q == 2) goto L_Test2;
- if(ROGUE_Q == 3) goto L_Test3;
- if(ROGUE_Q == 4) goto L_Test4;
- if(ROGUE_Q == 5) goto L_Change;
- mes "Hmm? What brings you down here? Oh I see now... You want to become a rogue don't you sweetie?";
- next;
- mes "[Markie]";
- mes "Well it's nice to meet you. My name is Markie, what's yours?";
- next;
- mes "[Markie]";
- mes strcharinfo(0) + "..... Te he, you've got a nice name there honey. By the way, how come you decided to become a Rogue?";
+morocc,100,104,1 script Thug#rg 118,{
+ mes "[Thug]";
+ mes "*Sigh...*";
+ mes "What is life?";
+ mes "And what use";
+ mes "is money? ...Damn.";
+ mes "Damn this worthless life!";
next;
- mes "[Markie]";
- mes "Well since you were honest with me and gave me your real name I guess it doesn't really matter.";
- mes "But for future reference, a Rogue never reveals his/her true identity to anybody.";
+ mes "[Thug]";
+ mes "Hey, kid.";
+ mes "What the hell";
+ mes "are you lookin' at?";
next;
- mes "[Markie]";
- mes "It's a Rogue's number 1 rule shuga, so from now on you'd better be careful about that.";
- mes "By the way, here's an application form..... please fill out all the necessary information.....";
- next;
- mes "(you fill out the form and hand it back)";
- set JBLVL, JobLevel; // used to determine what item to get at the end
- next;
- mes "[Markie]";
- mes "Okay honey.... looks good, I'll accept your application.";
- mes "Now that that's been taken care of, how about I conduct a short interview with you?";
- next;
- mes "[Markie]";
- mes "Oh, you don't have to be nervous about it sweetie.... I'm just want to find out how much you know about Rogues.";
- mes "I do this with all of the Rogue candidates. Shall we begin?";
- next;
- menu "Ok.",L_Test1, "Hold on... I need some time.",-;
-
- mes "[Markie]";
- mes "Okay honey, just take your time. When you're ready come back.";
+ if (select("Me? N-nothing!':........") == 1) {
+ mes "[Thug]";
+ mes "Then get the";
+ mes "hell out of my face!";
+ mes "Didn't you hear me?";
+ mes "Get lost!";
close;
-
-
-//=================================================================
-L_Test1:
-//=======
- mes "[Markie]";
- mes "I am going to ask you a few questions. Listen carefully and choose what you think is the best answer okay?";
+ }
+ mes "[Thug]";
+ mes "Hmmm...";
+ mes "Maybe I'll swing by the ^0000FFRogue Guild^000000 in ^0000FFParos Lighthouse^000000...";
next;
-
- savepoint "in_rogue",366,114;
- set @score, 0;
- set ROGUE_Q, 1;
- if(rand(2)) goto L_QSet2;
+ mes "[Thug]";
+ mes "I needz my money,";
+ mes "and they best have it...";
+ close;
+}
+in_rogue,363,122,4 script Rogue Guildsman#rg 747,{
+ if (Upper == 1) {
mes "[Markie]";
- mes "1) What is the added flee rate that a Thief receives when the ^5533FFImprove Dodge^000000 skill is ^5533FFmastered^000000?";
+ mes "Eh? You...you...?!";
+ mes "Hey, haven't we met before?";
next;
- menu "20",sM1_1, "30",-, "40",sM1_1, "160",sM1_1;
-
- set @score, @score + 10;
-
- sM1_1:
-
mes "[Markie]";
- mes "2) Choose a monster that cannot detect a hidden or cloaked character?";
+ mes "..............";
+ mes "Awww, ^FF0000I am sorry^000000! I think I misunderstood you from someone I know.";
next;
- menu "Mummy",sM1_2, "Worm Tail",-, "Argos",sM1_2, "Soldier Skeleton",sM1_2;
-
- set @score, @score + 10;
-
- sM1_2:
-
mes "[Markie]";
- mes "3) Where is the Rogue guild located?";
+ mes ".......";
+ mes "........It is strange though. Umm.";
next;
- menu "Comodo",sM1_3, "Kokomo Beach",sM1_3, "Pharos Lightouse",-, "Morroc",sM1_3;
-
- set @score, @score + 10;
-
- sM1_3:
-
mes "[Markie]";
- mes "4) In which of the following towns, can you become a Thief?";
+ mes "I never misunderstand people...oh well, be safe anyway!";
+ close;
+ }
+ if (BaseJob == Job_Thief) {
+ if (SkillPoint) {
+ mes "[Rogue Guildsman]";
+ mes "Yo, what are you doin'?!";
+ mes "You can't change your job if you got unused skill points, so use 'em all up. You bettah check yo-self before you wreck yo-self.";
+ close;
+ }
+ if (JobLevel > 39) {
+ if (ROGUE_Q == 0) {
+ mes "[Rogue Guildsman]";
+ mes "So what's a kid";
+ mes "like you doin' here?";
+ if (sex == 1) {
+ mes "Oh, I get it now...";
+ mes "The widdle boy wants";
+ }
+ else {
+ mes "Oh, I see...";
+ mes "Lil' cutie wants ";
+ }
+ mes "to be a ^800000Rogue^000000.";
+ next;
+ mes "[Rogue Guildsman]";
+ mes "Eh, nice meetin' you, I guess. I'm Markie, and I do work for the Rogue Guild, a philanthro-- *ahem* a ^800000feelanthropist^000000 group, as you can see. So what's your name?";
+ next;
+ mes "[Markie]";
+ mes "..." + strcharinfo(0) + "?";
+ mes "Heh heh! Cool name.";
+ mes "If it was dorky, we'd";
+ mes "make you change it,";
+ mes "so you're in luck.";
+ next;
+ mes "[Markie]";
+ mes "So why you wanna join up with the Rogues? I guess you gave me your real name, so you'd be an honest Rogue. Not many of those around, heh heh~";
+ next;
+ mes "[Markie]";
+ mes "Rule number 1 for Rouges...";
+ mes "Never give out your real identity to most people, most of the time. It's just a little backup measure we like to use.";
+ next;
+ mes "[Markie]";
+ mes "Right. I'm officially accepting your application, so now you gotta take a test. Don't sweat it, this first one is real simple.";
+ next;
+ mes "[Markie]";
+ mes "Alright...";
+ mes "Let's get started!";
+ next;
+ }
+ else if (ROGUE_Q == 1) {
+ mes "[Markie]";
+ mes "You again?";
+ mes "Okay, you probably screwed up last time 'cuz you were way too nervous. So just chill and pass";
+ mes "this test, okay?";
+ next;
+ }
+ else if (ROGUE_Q == 2) {
+ mes "[Markie]";
+ mes "Go talk to Smith. His test might be pretty hard. He's one of the guys who makes sure that people pay up their debts to us. So yeah, he might be a bit of a hard case.";
+ next;
+ mes "[Markie]";
+ mes "Yeah...";
+ mes "That guy can be pretty anal, but we need a guy like him in our guild. Anyway, be careful. Lots of luck to you, pal.";
+ close;
+ }
+ else if (ROGUE_Q > 2 && ROGUE_Q < 16) {
+ mes "[Markie]";
+ mes "Hey yo...";
+ mes "Do your best.";
+ next;
+ mes "[Markie]";
+ mes "Heh heh...";
+ mes "Fresh meat. This'll be";
+ mes "a cinch to--Wait! Er, I wasn't talkin' about you! I meant the other fresh meat~";
+ close;
+ }
+ else if (ROGUE_Q == 16 || ROGUE_Q == 17) {
+ mes "[Markie]";
+ if (ROGUE_Q == 16) {
+ mes "Oh hey, it's you!";
+ mes "You did a good job, guy.";
+ mes "Now, lemme change your";
+ mes "job to Rogue. You earned it!";
+ next;
+ mes "[Markie]";
+ mes "Congrats~!";
+ mes "You look";
+ mes "sooo dope!";
+ }
+ else {
+ mes "Oh! It's you!";
+ mes "You were actually able to put up with that guy? Good stuff! Must've had a rough time collect all those items, eh?";
+ next;
+ mes "[Markie]";
+ mes "Hey hey~";
+ mes "Congrats!";
+ mes "You've been";
+ mes "doin' a great job~";
+ }
+ set .@JobLevel,JobLevel;
+ callfunc "Job_Change",Job_Rogue;
+ callfunc "F_ClearJobVar";
+ next;
+ mes "[Markie]";
+ mes "Now...";
+ mes "It's time";
+ mes "for me to make";
+ mes "a speech~ *Ahem*";
+ next;
+ mes "[Markie]";
+ mes "Enjoy your freedom as a Rogue. Just remember that you gotta be free and responsible at the same time. So treat other guys the way you wanna be treated, kay? Alright, seeya round.";
+ close2;
+ if (.@jlevel == 50)
+ getitem 1220,1; //Gladius_
+ else
+ getitem 1219,1; //Gladius
+ end;
+ }
+ if (select("I'm ready.:Hold on, I need to get ready!") == 2) {
+ mes "[Markie]";
+ mes "Get ready...?";
+ mes "Fine, fine.";
+ mes "Take your sweet";
+ mes "time, why don't you?";
+ mes "But hurry up and";
+ mes "come back, got it?";
+ close;
+ }
+ next;
+ mes "[Markie]";
+ mes "Listen carefully, and";
+ mes "pick the right answer.";
+ mes "Capish? Now, lemme";
+ mes "read these questions...";
+ next;
+ switch(rand(1,3)) {
+ case 1:
+ mes "[Markie]";
+ mes "1. Choose the skill necessary for learning ^880000Stalk^000000.";
+ next;
+ if (select("^880000Hiding^000000:^880000Steal^000000:^880000Improve Dodge^000000:^880000Bash^000000") == 1)
+ set .@assassin_t,.@assassin_t+10;
+
+ mes "[Markie]";
+ mes "2. In comparison to the Merchant's Level 10 ^880000Discount^000000 skill, how much more of a discount, in terms of percent, can a Rogue get with Level 10 ^880000Haggle^000000 skill?";
+ next;
+ if (select("3 %:2 %:1 %:0 %") == 3)
+ set .@assassin_t,.@assassin_t+10;
+
+ mes "[Markie]";
+ mes "3. What is the correct description for the skill, ^880000Mug^000000?";
+ next;
+ if (select("Steal items from players:Steal items from monsters:Steal Zeny from monsters:Steal Zeny from players") == 3)
+ set .@assassin_t,.@assassin_t+10;
+
+ mes "[Markie]";
+ mes "4. How many Rogues does it require to activate the skill, ^880000Slyness^000000?";
+ next;
+ if (select("1 Rogues + 2 Assassin:1 Thief + 2 Rogue:4 Thieves:2 Rogues") == 4)
+ set .@assassin_t,.@assassin_t+10;
+
+ mes "[Markie]";
+ mes "5. Choose the skill that you can learn at Level 5 ^880000Divest Helm^000000.";
+ next;
+ if (select("^880000Envenom^000000:^880000Strip Tease^000000:^880000Venom Splasher^000000:^880000Divest Shield^000000") == 1)
+ set .@assassin_t,.@assassin_t+10;
+
+ mes "[Markie]";
+ mes "6. Choose the skill which allows its user to move while hiding.";
+ next;
+ if (select("^880000Hiding^000000:^880000Back Slide^000000:^880000Stalk^000000:^880000Sand Attack^000000") == 3)
+ set .@assassin_t,.@assassin_t+10;
+
+ mes "[Markie]";
+ mes "7. Choose the card that increases the accuracy rate of its owner.";
+ next;
+ if (select("Andre Card.:Familiar Card.:Mummy Card.:Marina Card.") == 3)
+ set .@assassin_t,.@assassin_t+10;
+
+ mes "[Markie]";
+ mes "8. Choose the monster that receives more damage when it's attacked by a weapon with the Vadon card (20 % more damage on Fire property).";
+ next;
+ if (select("Vadon:Deviruchi:Elder Willow:Baphomet") == 3)
+ set .@assassin_t,.@assassin_t+10;
+
+ mes "[Markie]";
+ mes "9. How much SP does the skill ^880000Double Attack^000000 require when used with a Dagger?";
+ next;
+ if (select("15:Passive skill, no SP required.:Passive skill, 10 SP:54") == 2)
+ set .@assassin_t,.@assassin_t+10;
+
+ mes "[Markie]";
+ mes "10. Choose the most efficient dagger to use in the Byalan Dungeon.";
+ next;
+ if (select("Wind Main-Gauche:Ice Main-Gauche:Earth Main-Gauche:Fire Main-Gauche") == 1)
+ set .@assassin_t,.@assassin_t+10;
+ break;
+ case 2:
+ mes "[Markie]";
+ mes "1. Which monster drops a slotted Gladius?";
+ next;
+ if (select("Thief Bug:Peco Peco:Desert Wolf:Kobold") == 4)
+ set .@assassin_t,.@assassin_t+10;
+
+ mes "[Markie]";
+ mes "2. Which monster drops a slotted Main-Gauche?";
+ next;
+ if (select("Hornet:Desert Wolf:Marionette:Myst") == 1)
+ set .@assassin_t,.@assassin_t+10;
+
+ mes "[Markie]";
+ mes "3. Choose the class that is able to create unique potions.";
+ next;
+ if (select("Merchant:Alchemist:Blacksmith:Priest") == 2)
+ set .@assassin_t,.@assassin_t+10;
+
+ mes "[Markie]";
+ mes "4. Choose the weapon that Rogues aren't allowed to use.";
+ next;
+ if (select("Gakkung:Crossbow:Gladius:Katar") == 4)
+ set .@assassin_t,.@assassin_t+10;
+
+ mes "[Markie]";
+ mes "5. Choose the property that the monster Hode possesses.";
+ next;
+ if (select("Water:Fire:Wind:Earth") == 4)
+ set .@assassin_t,.@assassin_t+10;
+
+ mes "[Markie]";
+ mes "6. Choose the monster that is unable to be tamed for as a Cute Pet.";
+ next;
+ if (select("Poporing:Creamy:Orc:Poison Spore") == 2)
+ set .@assassin_t,.@assassin_t+10;
+
+ mes "[Markie]";
+ mes "7. Choose the monster that receives more damage from a Dagger with the Fire property.";
+ next;
+ if (select("Dagger Goblin:Mace Goblin:Morning Star Goblin:Hammer Goblin") == 4)
+ set .@assassin_t,.@assassin_t+10;
+
+ mes "[Markie]";
+ mes "8. Choose the town that doesn't have any guild castles.";
+ next;
+ if (select("Prontera:Al De Baran:Alberta:Payon") == 3)
+ set .@assassin_t,.@assassin_t+10;
+
+ mes "[Markie]";
+ mes "9. Choose the plant that drops Blue Herbs.";
+ next;
+ switch(select("Green Plant:Yellow Plant:Blue Plant:Shining Plant")) {
+ default:
+ break;
+ case 3:
+ set .@assassin_t,.@assassin_t+10;
+ break;
+ case 4:
+ set .@assassin_t,.@assassin_t+10;
+ break;
+ }
+ mes "[Markie]";
+ mes "10. Choose the monster that does not have the Undead property.";
+ next;
+ if (select("Zombie:Megalodon:Familiar:Khalitzburg") == 3)
+ set .@assassin_t,.@assassin_t+10;
+ break;
+ case 3:
+ mes "[Markie]";
+ mes "1. By what percentage is the flee rate increased when a Thief masters the ^880000Improve Dodge^000000?";
+ next;
+ if (select("30:40:160:20") == 1)
+ set .@assassin_t,.@assassin_t+10;
+
+ mes "[Markie]";
+ mes "2. Choose the monster that detects a characters using the Hiding or Cloaking skill.";
+ next;
+ if (select("Worm Tail:Argos:Mummy:Soldier Skeleton") == 2)
+ set .@assassin_t,.@assassin_t+10;
+
+ mes "[Markie]";
+ mes "3. Choose the location where Thieves can change their jobs to Rogues.";
+ next;
+ if (select("Comodo:Kokomo Beach:Paros Lighthouse:Morroc") == 3)
+ set .@assassin_t,.@assassin_t+10;
+
+ mes "[Markie]";
+ mes "4. In which town can Novices change their jobs to Thieves?";
+ next;
+ if (select("Comodo:Lutie:Alberta:Morroc") == 4)
+ set .@assassin_t,.@assassin_t+10;
+
+ mes "[Markie]";
+ mes "5. Choose the card that does not affect the DEX stat.";
+ next;
+ if (select("Rocker Card:Mummy Card:Zerom Card:Drops Card") == 2)
+ set .@assassin_t,.@assassin_t+10;
+
+ mes "[Markie]";
+ mes "6. So what's cool about being a Rogue?";
+ next;
+ select("Being totally badass.:The clothes, the style.:Getting to call other people, 'foo'':Excellent attack strength");
+ set .@assassin_t,.@assassin_t+10;
+
+ mes "[Markie]";
+ mes "7. When is it possible to change jobs from Thief to Rogue?";
+ next;
+ switch(select("At job Level 30:At job Level 35:At Job Level 40:At Job Level 50")) {
+ default:
+ break;
+ case 3:
+ set .@assassin_t,.@assassin_t+10;
+ break;
+ case 4:
+ set .@assassin_t,.@assassin_t+10;
+ break;
+ }
+ mes "[Markie]";
+ mes "8. You want to dye your hair blue. What town do you go to, and in which direction, with 12 o' clock being North.";
+ next;
+ if (select("Morroc, 7 o'clock:Prontera, 7 o'clock:Morroc, 5 o'clock:Prontera, 1 o'clock") == 2)
+ set .@assassin_t,.@assassin_t+10;
+
+ mes "[Markie]";
+ mes "9. Choose the mushroom that is required on the Thief job change quest.";
+ next;
+ switch(select("Orange Gooey Mushroom:Red Hairy Mushroom:Orange Net Mushroom:Orange Sticky Mushroom")) {
+ default:
+ break;
+ case 1:
+ case 3:
+ set .@assassin_t,.@assassin_t+10;
+ break;
+ }
+ mes "[Markie]";
+ mes "10. Choose the card that least benefits the Rogue class.";
+ next;
+ if (select("Whisper Card:Elder Willow Card:Zerom Card:Matyr Card") == 2)
+ set .@assassin_t,.@assassin_t+10;
+ }
+ mes "[Markie]";
+ mes "*Whew~*";
+ mes "Finally.";
+ mes "We're done.";
+ next;
+ mes "[Markie]";
+ mes "Let's see.";
+ mes "You got...";
+ mes "" + .@assassin_t + " points.";
+ if (.@assassin_t > 80) {
+ set ROGUE_Q,2;
+ mes "Good. You passed.";
+ mes "We don't gotta";
+ mes "do that again.";
+ next;
+ mes "[Markie]";
+ mes "But don't get too comfortable just yet, you got more o' these tests. Your next one will be from Smith.";
+ next;
+ mes "[Markie]";
+ mes "So...";
+ mes "Go find Smith and finish up this test, yeah? Be careful though, Smith's a pretty anal guy.";
+ close;
+ }
+ else {
+ set ROGUE_Q,1;
+ mes "Aw crud... You failed!";
+ next;
+ mes "[Markie]";
+ mes "Man, you shoulda learned more when you had the chance. Thanks for wasting my time.";
+ next;
+ mes "[Markie]";
+ mes "*Sigh...* Lemme give you some tips, yeah? I'm supposed to tell you about some kind of ^990000iro.ragnarokonline.com^000000 to help you learn what you need to know.";
+ next;
+ mes "[Markie]";
+ mes "Of course, I don't know what the heck it means, but if you understand it, it'll probably help you out a lot.";
+ close;
+ }
+ }
+ else if (JobLevel < 40) {
+ mes "[Rogue Guildsman]";
+ mes "Whoa, slow down newbie. We only accept people who are at least Thief Job Level 40. I ain't risking myself by letting you in before you're ready. Got it?";
+ close;
+ }
+ }
+ else if (BaseJob == Job_Assassin) {
+ mes "[Rogue Guildsman]";
+ mes "Huh...?";
+ mes "What's an Assassin doin' here? Uh, you haven't been assigned to kill someone in the Rogue Guild, are you?";
next;
- menu "Comodo",sM1_4, "Lutie",sM1_4, "Alberta",sM1_4, "Morroc",-;
-
- set @score, @score + 10;
-
- sM1_4:
-
- mes "[Markie]";
- mes "5) Choose the card that does ^FF3355not^000000 have an effect on a players ^5533FFDEX stat^000000...";
+ mes "[Rogue Guildsman]";
+ mes "In any case, don't mess with us! You can't catch me... I'm a smooth criminal!";
next;
- menu "Rocker Card",sM1_5, "Mummy Card",-, "Zerom Card",sM1_5, "Drops",sM1_5;
-
- set @score, @score + 10;
-
- sM1_5:
-
+ mes "[Rogue Guildsman]";
+ mes "Don't get it, huh? It's something I always used to say to Huey. If you're in the Assassin Guild, you oughta have met him...";
+ close;
+ }
+ else if (BaseJob == Job_Rogue) {
mes "[Markie]";
- mes "6) What do you think is cool about being a Rogue?";
- next;
- menu "Being a bad ass",sM1_6, "Being a hypocrite",sM1_6, "Being shameless",sM1_6, "Having excellent attack strength",-;
-
- set @score, @score + 10;
-
- sM1_6:
+ mes "Hey hey~";
+ mes "Long time no see.";
+ mes "Eh, right now we don't";
+ mes "any requests from the";
+ mes "guild for you, so just";
+ mes "check back again later.";
+ close;
+ }
+ else {
+ mes "[Rogue Guildsman]";
+ mes "Hey you...";
+ mes "Get your ugly";
+ mes "ass out of here";
+ mes "before I redecorate";
+ mes "that face of yours!";
+ close;
+ }
+}
- mes "[Markie]";
- mes "7) At what job level can you change from a Thief to a Rogue?";
+in_rogue,376,23,1 script Mr. Smith#rg 57,{
+ if (ROGUE_Q == 2) {
+ mes "[Mr. Smith]";
+ mes "Welcome to";
+ mes "the Rogue guild.";
+ mes "From here on, I will";
+ mes "verify your qualification.";
next;
- menu "At job lvl 30",sM1_7, "At job lvl 35",sM1_7, "At job lvl 40",-, "At job lvl 50",-;
-
- set @score, @score + 10;
-
- sM1_7:
-
- mes "[Markie]";
- mes "8) If you wanted to dye your hair a different color, where would you have to go to do that?";
+ mes "[Mr. Smith]";
+ mes "Before we get started,";
+ mes "I want you to know";
+ mes "about something...";
next;
- menu "Building in SouthWestern part of Morroc",sM1_8, "Building in SouthWestern part of Prontera",-,
- "Building in SouthEastern part of Morroc",sM1_8, "Building in NorthEastern part of Prontera",sM1_8;
-
- set @score, @score + 10;
-
- sM1_8:
-
- mes "[Markie]";
- mes "9) What mushrooms do you need to steal in order to become a Thief?";
+ mes "[Mr. Smith]";
+ mes "All new Rogues are required to pay an application fee, so I hope you take care of that first.";
next;
- menu "Orange Gooey Mushrooms",-, "Red Hairy Mushrooms",sM1_9, "Orange Net Mushrooms",-, "Orange Sticky Mushrooms",sM1_9;
-
- set @score, @score + 10;
-
- sM1_9:
-
- mes "[Markie]";
- mes "10) Which of these cards is ^FF3355useless^000000 to a Rogue?";
+ mes "[Mr. Smith]";
+ mes "What you have to understand is that the Rogue Guild does a lot of business, ^666666sometimes illegally^000000, that needs financial backup.";
next;
- menu "Whisper Card",sM1_10, "Elder Willow Card",-, "Zerom Card",sM1_10, "Matyr Card",sM1_10;
-
- set @score, @score + 10;
-
- sM1_10:
- goto L_Score;
-
-
- L_QSet2:
- mes "[Markie]";
- mes "1) What skill do you need to learn before you can learn ^5533FFTunnel Drive^000000?";
+ set .@item_need,rand(1,15);
+ if (.@item_need > 0 && .@item_need < 6) callsub S_Req,"10 Skel-bone","6 Blue Herb","10 Decayed Nail","10 Horrendous Mouth",3;
+ else if (.@item_need > 5 && .@item_need < 11) callsub S_Req,"10 Green Herb","10 Crab Shell","10 Snake Scale","10 Garlet",4;
+ else if (.@item_need > 10 && .@item_need < 15) callsub S_Req,"10 Yellow Herb","10 Shell","10 Grasshopper's Leg","10 Bear's Footskin",5;
+ else if (.@item_need == 15) {
+ mes "[Mr. Smith]";
+ mes "I will let you know...";
+ set ROGUE_Q,6;
+ next;
+ mes "[Mr. Smith]";
+ mes "I will let you know......";
+ next;
+ mes "[Mr. Smith]";
+ mes "I will let you know........";
+ mes "By the way.....";
+ next;
+ mes "[Mr. Smith]";
+ mes "Oh man...";
+ mes "This is...";
+ mes "Damn...";
+ mes "Annoying!";
+ next;
+ mes "[Mr. Smith]";
+ mes "...";
+ next;
+ mes "[Mr. Smith]";
+ mes "...";
+ mes "......";
+ next;
+ mes "[Mr. Smith]";
+ mes "...";
+ mes "......";
+ mes ".........";
+ next;
+ mes "[Mr. Smith]";
+ mes "Today, I'm in a pissed off mood, ya' know why?! I haven't collected any bills! God! Idiot Thieves coming at me all the time, wanting to become Rogues!";
+ next;
+ mes "[Mr. Smith]";
+ mes "Jesus! Now I understand why our leader told us that working as customer support sucks.";
+ next;
+ mes "[Mr. Smith]";
+ mes "That god damn guild master assigned me to this shitty job. I'm better than this F$@king job!";
+ mapannounce "in_rogue","That god damn guild master assigned me to this shitty job! That Bastard!",bc_map;
+ mes "That bastard should go to F$@king hell, I'm gonna kick that mother F$@kers ass! F#%k F#%k F#%k !!!";
+ mapannounce "in_rogue","That bastard should go to F$@king hell, I'm gonna kick that mother F$@kers ass! F#%k F#%k F#%k !!!",bc_map;
+ next;
+ mes "[Mr. Smith]";
+ mes "That dipshit who just tried to change his job, the one before you...";
+ mapannounce "in_rogue","That dipshit who just tried to change his job, the one before you...",bc_map;
+ mes "You know what the f#@k he talked to me about?!?";
+ mapannounce "in_rogue","You know what the f#@k he talked to me about?!?",bc_map;
+ mes "F#$@%#$*#$%@#$!!";
+ mapannounce "in_rogue","F#$@%#$*#$%@#$!!",bc_map;
+ next;
+ mes "[Mr. Smith]";
+ mes "What the--?! What's with this chat filter?! Stop #*!@$ing me! you stupid F#$%*! Let me talk!!!";
+ mapannounce "in_rogue","What the--?! What's with this chat filter?! Stop #*!@$ing me! you stupid F#$%*! Let me talk!!!",bc_map;
+ next;
+ mes "[Mr. Smith]";
+ mes "What the f#@k you looking at...? " + strcharinfo(0) + "? That's your name!?";
+ mapannounce "in_rogue","What the f#@k you looking at...? " + strcharinfo(0) + "? That's your name!?",bc_map;
+ mes " ";
+ mes "[" + strcharinfo(0) + "]";
+ mes "Umm...";
+ mes "Sir...?";
+ mes "I didn't mean to make you upset. I just came here to so I could become a Rogue.";
+ next;
+ mes "[Mr. Smith]";
+ mes "Holy shit on a stick, what the f#$k was I just f!#king talking about, you moron!";
+ mapannounce "in_rogue","Holy shit on a stick, what the f#$k was I just f!#king talking about, you moron!",bc_map;
+ next;
+ mes "[Mr. Smith]";
+ mes "Just leave me alone! Just leave alone! Just leave me alone!";
+ mapannounce "in_rogue","Just leave me alone! Just leave alone! Just leave me alone!",bc_map;
+ next;
+ mes "[Mr. Smith]";
+ mes "Do whatever you want, okay? Just do whatever the F$!!K you want...!!";
+ mapannounce "in_rogue","Do whatever you want, okay? Just do whatever the F$!!K you want...!!",bc_map;
+ next;
+ mes "[Mr. Smith]";
+ mes "Your application fee... ^FF000010,000 zeny^000000!!";
+ next;
+ mes "[Mr. Smith]";
+ mes "^FF00005 Crysalis^000000!";
+ mes "^FF00005 Empty Bottle^000000!";
+ mes "^FF00005 Iron Ore^000000!";
+ mes "^FF00005 Stone Heart^000000!!";
+ next;
+ mes "[Mr. Smith]";
+ mes "^FF00005 Red Herb^000000!";
+ mes "^FF00005 Animal Skin^000000!!";
+ mes "^FF00005 Yellow Gemstone^000000!!";
+ next;
+ mes "[Mr. Smith]";
+ mes "^FF00005 Tooth of Bat^000000!";
+ mes "^FF00005 Scorpion Tail^000000!!";
+ mes "^FF00005 Yoyo Tail^000000!!";
+ next;
+ mes "[Mr. Smith]";
+ mes "^FF00005 Monster's Feed^000000!";
+ mes "^FF00005 Fluff^000000!!";
+ mes "^FF00005 Clover^000000!!";
+ next;
+ mes "[Mr. Smith]";
+ mes "^FF00005 Feather of Birds^000000!";
+ mes "^FF00005 Talon^000000!!";
+ mes "^FF00005 Spawn^000000!!";
+ next;
+ mes "[Mr. Smith]";
+ mes "Don't even think about coming back until you've got all those or I'll kill you where you stand.";
+ next;
+ mes "[Mr. Smith]";
+ mes "What the F$@k? Did you just say I'm annoying you? Shut up, you ungrateful prick!";
+ next;
+ mes "[Mr. Smith]";
+ mes "I just added ^FF000010 Raccoon Leaf^000000 to the list. You better get it!";
+ next;
+ mes "[Mr. Smith]";
+ mes "F%$#*&#@$%#@$@#$%@$%&*k! Haven't you ever thought about how hard it would be to be an NPC!?!";
+ mapannounce "in_rogue","F%$#*&#@$%#@$@#$%@$%&*k! Haven't you ever thought about how hard it would be to be an NPC!?!",bc_map;
+ close;
+ }
+ }
+ else if (ROGUE_Q < 2) {
+ mes "[Mr. Smith]";
+ mes "Three thousand, two hundred seventy two. Three thousand, two hundred seventy three. Three thousand, two hundred seventy four...";
next;
- menu "Hiding",-, "Steal",sM2_1, "Improve Dodge",sM2_1, "Bash",sM2_1;
-
- set @score, @score + 10;
-
- sM2_1:
-
- mes "[Markie]";
- mes "2) How much more of a discount can a Rogue get with the ^5533FFHaggel^000000 skill than a merchant can with the ^5533FFDiscount^000000 skill?";
+ mes "[Mr. Smith]";
+ mes "Uhh...";
+ mes "Headache...";
+ mes "This is too much";
+ mes "zeny to count.";
next;
- menu "3%",sM2_2, "2%",sM2_2, "1%",-, "0%",sM2_2;
-
- set @score, @score + 10;
-
- sM2_2:
-
- mes "[Markie]";
- mes "3) What is the correct description for the skill ^5533FFMug^000000?";
+ mes "[Mr. Smith]";
+ mes "Uh...?";
+ mes "What are you doing here? If you're going to talk about the job change, you need to speak to the other guy first.";
next;
- menu "Steal Items from players",sM2_3, "Steal Items from monsters",sM2_3, "Steal Zeny from monsters",-, "Steal Zeny from players",sM2_3;
-
- set @score, @score + 10;
-
- sM2_3:
+ mes "[Mr. Smith]";
+ mes "...Shit!";
+ mes "I lost count!";
+ close;
+ }
+ else if (ROGUE_Q > 2) {
+ if (ROGUE_Q == 3) callsub S_CheckItems,510,10,932,10,957,10,958,10;
+ else if (ROGUE_Q == 4) callsub S_CheckItems,511,10,910,10,926,10,964,10;
+ else if (ROGUE_Q == 5) callsub S_CheckItems,508,10,948,10,935,10,940,10;
+ else if (ROGUE_Q == 6) {
+ if (zeny > 9999 && countitem(915) > 4 && countitem(713) > 4 && countitem(1002) > 4 &&
+ countitem(953) > 4 && countitem(507) > 4 && countitem(919) > 4 && countitem(715) > 4 &&
+ countitem(913) > 4 && countitem(904) > 4 && countitem(942) > 4 && countitem(528) > 4 &&
+ countitem(914) > 4 && countitem(705) > 4 && countitem(916) > 4 && countitem(917) > 4 &&
+ countitem(908) > 4 && countitem(945) > 4) {
+ mes "[Mr. Smith]";
+ mes "Ummm...let's see...";
+ set zeny,zeny-10000;
+ delitem 915,5; //Chrysalis
+ delitem 713,5; //Empty_Bottle
+ delitem 1002,5; //Iron_Ore
+ delitem 953,5; //Stone_Heart
+ delitem 507,5; //Red_Herb
+ delitem 919,5; //Animal's_Skin
+ delitem 715,5; //Yellow_Gemstone
+ delitem 913,5; //Tooth_Of_Bat
+ delitem 904,5; //Scorpion's_Tail
+ delitem 942,5; //Yoyo_Tail
+ delitem 528,5; //Monster's_Feed
+ delitem 914,5; //Fluff
+ delitem 705,5; //Clover
+ delitem 916,5; //Feather_Of_Birds
+ delitem 917,5; //Talon
+ delitem 908,5; //Spawn
+ delitem 945,5; //Raccoon_Leaf
+ set ROGUE_Q,8;
+ next;
+ mes "[Mr. Smith]";
+ mes "Wow, you've brought each and every single thing I asked you to. Good work... I salute you.";
+ next;
+ mes "^CCCCCC- Middle Finger -^000000'";
+ mes "*Grins*";
+ set ROGUE_Q,8;
+ next;
+ mes "[Mr. Smith]";
+ mes "Since you showed such great effort, I'm going to write a recommendation letter for you. I usually don't do that, you know.";
+ next;
+ mes "[Mr. Smith]";
+ mes "But I'm sure you'll be a great asset to the Rogue Guild. Hmm, I don't have a blank piece of paper right now, so take this instead...";
+ getitem 1097,1; //Worn_Out_Page
+ next;
+ mes "[Mr. Smith]";
+ mes "*Sigh...*";
+ mes "I know, I know. I'm supposed to control myself in the work place. Getting enraged is a bad habit...";
+ next;
+ mes "[Mr. Smith]";
+ mes "*Mumble mumble...*";
+ mes "How was I... *Mumble...*";
+ mes "How did... I remember...";
+ mes "*Sigh* It was all because of my bad temper!";
+ next;
+ mes "[Mr. Smith]";
+ mes "Wah....!!!";
+ next;
+ mes "^3355FFIt might be a better";
+ mes "idea to come back later.^000000";
+ close;
+ }
+ mes "[Mr. Smith]";
+ mes "Listen this time!";
+ mes "Application fee:";
+ mes "^FF000010000 zeny^000000,";
+ mes "^FF00005 Crysalis^000000!";
+ mes "^FF00005 Empty Bottle^000000!";
+ mes "^FF00005 Iron Ore^000000!";
+ next;
+ mes "[Mr. Smith]";
+ mes "^FF00005 Stone Heart^000000!!";
+ mes "^FF00005 Red Herb^000000!";
+ mes "^FF00005 Animal Skin^000000!!";
+ mes "^FF00005 Yellow Gemstone^000000!!";
+ next;
+ mes "[Mr. Smith]";
+ mes "^FF00005 Tooth of Bat^000000!";
+ mes "^FF00005 Scorpion Tail^000000!!";
+ mes "^FF00005 Yoyo Tail^000000!!";
+ next;
+ mes "[Mr. Smith]";
+ mes "^FF00005 Monster's Feed^000000!";
+ mes "^FF00005 Fluff^000000!!";
+ mes "^FF00005 Clover^000000!!";
+ next;
+ mes "[Mr. Smith]";
+ mes "^FF00005 Feather of Birds^000000!";
+ mes "^FF00005 Talon^000000!!";
+ mes "^FF00005 Spawn^000000!!";
+ mes "^FF000010 Raccoon Leaf^000000!!";
+ next;
+ mes "[Mr. Smith]";
+ mes "Don't even think";
+ mes "of coming back";
+ mes "without them!";
+ close;
+ }
+ else if (ROGUE_Q == 7) {
+ mes "[Mr. Smith]";
+ mes "Let me see...";
+ mes "Who would should";
+ mes "I send you to...?";
+ switch(rand(1,3)) {
+ case 1:
+ set ROGUE_Q,9;
+ next;
+ mes "[Mr. Smith]";
+ mes "Right! I know";
+ mes "just the guy~!";
+ next;
+ mes "[Mr. Smith]";
+ mes "Go visit Aragham Junior who lives South of the Sandarman Fortress. That area is located one field east from here.";
+ next;
+ mes "[Mr. Smith]";
+ mes "He's a pretty nice guy, you know. He works hard and is really good at bill collecting.";
+ next;
+ mes "[Mr. Smith]";
+ mes "Before he joined the Rogue Guild, people have been trying to kill him for something his father did in the past. So, he became a runaway.";
+ next;
+ mes "[Mr. Smith]";
+ mes "Well anyway, that's why he's been with us. We've been helping him hide from his enemies.";
+ next;
+ mes "[Mr. Smith]";
+ mes "Ah, you might want to remember the password if you want to meet him. He doesn't let anybody in his house without the password.";
+ next;
+ mes "[Mr. Smith]";
+ mes "The password is ^0000FFAragham never hoarded upgrade items^000000.";
+ next;
+ mes "[Mr. Smith]";
+ mes "Well, I will wish you luck. His place isn't that far from here, so come back as soon as possible. Being swift... That is the spirit of the Rogue.";
+ close;
+ case 2:
+ set ROGUE_Q,10;
+ next;
+ mes "[Mr. Smith]";
+ mes "Hmm...";
+ mes "This guy might be";
+ mes "good for you, but...";
+ mes "He's a little dangerous.";
+ next;
+ mes "[Mr. Smith]";
+ mes "I want you to meet Antonio Junior, son of Antonio the first. For some reason people have been trying to kill him because of something his father did in the past.";
+ next;
+ mes "[Mr. Smith]";
+ mes "He was brought up in Payon, but he's staying in an empty house near the Kokomo beach at the moment.";
+ next;
+ mes "[Mr. Smith]";
+ mes "I've heard lately that he's been complaining a lot about the noise outside of his house, and he fears an assassination attempt. Anyway...";
+ next;
+ mes "[Mr. Smith]";
+ mes "He's kind of tense, so he throws a dagger at anyone who approches his house. He has a violent personality.";
+ next;
+ mes "[Mr. Smith]";
+ mes "However, he does have magnificiant business skills. And he also loves gambling. Once you get to know him, he'll take care of your Rogue training really well.";
+ next;
+ mes "[Mr. Smith]";
+ mes "Ah, you might want to remember the password to meet him in person. The password is ^0000FFAntonio doesn't enjoy destroying upgrade items^000000.";
+ close;
+ case 3:
+ set ROGUE_Q,11;
+ next;
+ mes "[Mr. Smith]";
+ mes "Hmm...";
+ mes "This guy might be";
+ mes "good for you, but...";
+ mes "He's a little dangerous.";
+ next;
+ mes "[Mr. Smith]";
+ mes "His name is";
+ mes "Hollgrehenn Junior,";
+ mes "a genius at manipulation.";
+ next;
+ mes "[Mr. Smith]";
+ mes "However, because of something his father did long ago, people ahve been trying to kill him. Because of this, he is very high strung and will throw daggers at people he doesn't trust.";
+ next;
+ mes "[Mr. Smith]";
+ mes "Our leader has been able to get him to join our guild, and his brilliant mind has been an asset to us. Once you get to know him, he'll take care of your Rogue training really well.";
+ next;
+ mes "[Mr. Smith]";
+ mes "Ah, you might want to remember the password to meet him in person. The password is ^0000FFMy father never hoarded upgrade items^000000.";
+ close;
+ }
+ }
+ else if (ROGUE_Q == 8) {
+ mes "[Mr. Smith]";
+ mes "Alright... Now that I've calmed down, I can inform you of your next destination. *Whew*";
+ next;
+ mes "[Mr. Smith]";
+ mes "Go and find Hermanthorn Junior, who is living near the ^0000FFthe checkpoint of Paros Lighthouse^000000, which is at the border between Morroc and Comodo.";
+ next;
+ mes "[Mr. Smith]";
+ mes "Ah...almost forgot, keep in mind not to mention anything about upgrading items. This is very important.";
+ close;
+ }
+ else if (ROGUE_Q == 9) {
+ mes "[Mr. Smith]";
+ mes "What...?";
+ mes "Did you just";
+ mes "say that you";
+ mes "forgot where to go?";
+ next;
+ mes "[Mr. Smith]";
+ mes "Head one field East and enter the building that is South of the Sandarman Fortress to meet Aragham Junior.";
+ next;
+ mes "[Mr. Smith]";
+ mes "The password is ^0000FFAragham never hoarded upgrade items^000000.";
+ close;
+ }
+ else if (ROGUE_Q == 10) {
+ mes "[Mr. Smith]";
+ mes "What...?";
+ mes "Did you just";
+ mes "say that you";
+ mes "forgot where to go?";
+ next;
+ mes "[Mr. Smith]";
+ mes "Go to the building";
+ mes "at Kokomo Beach,";
+ mes "which is on the way";
+ mes "to Comodo, to meet";
+ mes "Antonio Junior.";
+ next;
+ mes "[Mr. Smith]";
+ mes "The password is ^0000FF'Antonio doesn't enjoy destroying upgrade items'^000000.";
+ close;
+ }
+ else if (ROGUE_Q == 11) {
+ mes "[Mr. Smith]";
+ mes "What...?";
+ mes "Did you just";
+ mes "say that you";
+ mes "forgot where to go?";
+ next;
+ mes "[Mr. Smith]";
+ mes "Go to the field South of Sandarman Fortress, which is on the way to Morroc from here, to meet Hollgrehenn Junior.";
+ next;
+ mes "[Mr. Smith]";
+ mes "The password is ^0000FFMy father never hoarded upgrade items^000000.";
+ close;
+ }
+ else if (ROGUE_Q > 11) {
+ mes "[Mr. Smith]";
+ mes "Hmmm...?";
+ mes "Don't you have";
+ mes "to go somewhere";
+ mes "else to complete";
+ mes "your Rogue training?";
+ close;
+ }
+ }
- mes "[Markie]";
- mes "4) How many Rogues are required to activate the skill ^5533FFGangster's Paradise^000000?";
- next;
- menu "1 Rogue + 2 Assassins",sM2_4, "2 Rogues + 1 Thief",sM2_4, "4 Thieves",sM2_4, "2 or more Rogues",-;
- set @score, @score + 10;
+S_Req:
+ mes "[Mr. Smith]";
+ mes "First, the";
+ mes "application fee:";
+ mes "^FF000010,000 zeny^000000.";
+ next;
+ mes "[Mr. Smith]";
+ mes "We also need";
+ mes "you to bring";
+ mes "^FF0000"+getarg(0)+"^000000,";
+ mes "^FF0000"+getarg(1)+"^000000,";
+ mes "^FF0000"+getarg(2)+"^000000 and";
+ mes "^FF0000"+getarg(3)+"^000000.";
+ set ROGUE_Q,getarg(4);
+ next;
+ mes "[Mr. Smith]";
+ mes "Hmm...?";
+ mes "What was that?";
+ mes "Did you just say that";
+ mes "you're willing to donate";
+ mes "more for the guild?";
+ next;
+ mes "[Mr. Smith]";
+ mes "That sounds sweet,";
+ mes "I appreciate that.";
+ mes "But come back when";
+ mes "you're ready.";
+ close;
- sM2_4:
- mes "[Markie]";
- mes "5) After increasing ^5533FFDivest Helm^000000 to level 5, what other skill becomes available for you learn?";
+S_CheckItems:
+ if (Zeny > 99999 || countitem(getarg(0)) >= getarg(1) || countitem(getarg(2)) >= getarg(3) || countitem(getarg(4)) >= getarg(5) || countitem(getarg(6)) >= getarg(7)) {
+ mes "[Mr. Smith]";
+ mes "Okay, we've got the application fee, ^FF000010,000 zeny^000000, "+getarg(1)+" "+getitemname(getarg(0))+", "+getarg(3)+" "+getitemname(getarg(2))+", "+getarg(5)+" "+getitemname(getarg(4))+" and "+getarg(7)+" "+getitemname(getarg(6))+"...";
+ set zeny,zeny-10000;
+ delitem getarg(0),getarg(1);
+ delitem getarg(2),getarg(3);
+ delitem getarg(4),getarg(5);
+ delitem getarg(6),getarg(7);
+ set ROGUE_Q,7;
next;
- menu "Envenom",sM2_5, "Strip Tease",sM2_5, "Venom Splasher",sM2_5, "Divest Shield",-;
-
- set @score, @score + 10;
-
- sM2_5:
-
- mes "[Markie]";
- mes "6) Choose a skill that allows its user to move while being hidden?";
+ mes "[Mr. Smith]";;
+ mes "Great, great...";
+ mes "I think you";
+ mes "brought everything.";
+ set ROGUE_Q,7;
next;
- menu "Hiding",sM2_6, "Back Slide",sM2_6, "Tunnel Drive",-, "Sand Attack",sM2_6;
-
- set @score, @score + 10;
-
- sM2_6:
+ mes "[Mr. Smith]";
+ mes "Alright, wait just a moment while";
+ mes "I prepare these things. Let's see... Your next test is...";
+ close;
+ }
+ mes "[Mr. Smith]";
+ mes "What the f$@k!? You didn't bring all the required items?! Are you telling me that you need to check the requirements again!?";
+ next;
+ mes "[Mr. Smith]";
+ mes "Now listen...!";
+ mes "Bring ^FF000010,000 zeny^000000,";
+ mes "and the following items...";
+ next;
+ mes "[Mr. Smith]";
+ mes "^FF0000 "+getarg(1)+" "+getitemname(getarg(0))+"^000000,";
+ mes "^FF0000 "+getarg(3)+" "+getitemname(getarg(2))+"^000000,";
+ mes "^FF0000 "+getarg(5)+" "+getitemname(getarg(4))+"^000000,";
+ mes "^FF0000 "+getarg(7)+" "+getitemname(getarg(6))+"^000000,";
+ mes "You got it this time?";
+ close;
+}
- mes "[Markie]";
- mes "7) Choose the card that increases the ^5533FFaccuracy rate^000000 of its owner?";
- next;
- menu "Andre",sM2_7, "Familiar",sM2_7, "Mummy",-, "Marina",sM2_7;
+cmd_fild09,106,195,0 script Warp#1 45,1,1,{
+OnTouch:
+ mes "[???]";
+ mes "Who's there?!";
+ mes "Who would dare";
+ mes "intrude my territory?";
+ next;
+ set rogue_t,0;
+ switch(select("My father:Aragham:Aragon:Legolas")) {
+ case 1:
+ mes "[" + strcharinfo(0) + "]";
+ mes "My father";
+ break;
+ case 2:
+ mes "[" + strcharinfo(0) + "]";
+ mes "Aragham";
+ set .@rogue_t,.@rogue_t+10;
+ break;
+ case 3:
+ mes "[" + strcharinfo(0) + "]";
+ mes "Aragon";
+ break;
+ case 4:
+ mes "[" + strcharinfo(0) + "]";
+ mes "Legolas";
+ break;
+ }
+ switch(select("did not:didn't:never:ever")) {
+ case 1: mes "did not"; break;
+ case 2: mes "didn't"; break;
+ case 3:
+ mes "never";
+ set .@rogue_t,.@rogue_t+10;
+ break;
+ case 4: mes "ever"; break;
+ }
+ switch(select("hoard:hoarded:hide:took:take")) {
+ case 1: mes "hoard"; break;
+ case 2:
+ mes "hoarded";
+ set .@rogue_t,.@rogue_t+10;
+ break;
+ case 3: mes "hide"; break;
+ case 4: mes "took"; break;
+ case 5: mes "take"; break;
+ }
+ switch(select("upgrade items.:forging items.:refining item.:upgrade item.")) {
+ case 1:
+ mes "upgrade items.";
+ set .@rogue_t,.@rogue_t+10;
+ break;
+ case 2: mes "forging items."; break;
+ case 3: mes "refining item."; break;
+ case 4: mes "upgrade item."; break;
+ }
+ next;
+ if (.@rogue_t > 30) {
+ mes "^3355FF*Creeeeak*";
+ mes "The door slowly opens.^000000";
+ close2;
+ warp "in_rogue",246,25;
+ end;
+ }
+ else {
+ mes "[???]";
+ mes "What the...?";
+ mes "Get lost!";
+ close;
+ }
+}
- set @score, @score + 10;
+cmd_fild09,335,143,0 script Warp#2 45,1,1,{
+OnTouch:
+ mes "[???]";
+ mes "Who's there?!";
+ mes "Who would dare";
+ mes "intrude my territory?";
+ next;
+ set name,PcName;
+ set rogue_t,0;
+ switch(select("My father:Aragham:Aragon:Legolas")) {
+ case 1:
+ mes "[" + strcharinfo(0) + "]";
+ mes "My father";
+ set .@rogue_t,.@rogue_t+10;
+ break;
+ case 2:
+ mes "[" + strcharinfo(0) + "]";
+ mes "Aragham";
+ break;
+ case 3:
+ mes "[" + strcharinfo(0) + "]";
+ mes "Aragon";
+ break;
+ case 4:
+ mes "[" + strcharinfo(0) + "]";
+ mes "Legolas";
+ break;
+ }
+ switch(select("did not:didn't:never:ever")) {
+ case 1: mes "did not"; break;
+ case 2: mes "didn't"; break;
+ case 3:
+ mes "never";
+ set .@rogue_t,.@rogue_t+10;
+ break;
+ case 4: mes "ever"; break;
+ }
+ switch(select("hoard:takes:hide:took:hoarded")) {
+ case 1: mes "hoard"; break;
+ case 2: mes "takes"; break;
+ case 3: mes "hide"; break;
+ case 4: mes "took"; break;
+ case 5:
+ mes "hoarded";
+ set .@rogue_t,.@rogue_t+10;
+ break;
+ }
+ switch(select("upgrade items.:forging items.:refining item.:upgrade item.")) {
+ case 1:
+ mes "upgrade items.";
+ set .@rogue_t,.@rogue_t+10;
+ break;
+ case 2: mes "forging items."; break;
+ case 3: mes "refining item."; break;
+ case 4: mes "upgrade item."; break;
+ }
+ next;
+ if (.@rogue_t > 30) {
+ mes "^3355FF*Creeeeak*";
+ mes "The door slowly opens.^000000";
+ close2;
+ warp "in_rogue",169,34;
+ end;
+ }
+ else {
+ mes "[???]";
+ mes "What the...?";
+ mes "Get lost!";
+ close;
+ }
+}
- sM2_7:
+cmd_fild04,304,180,0 script Warp#3 45,1,1,{
+OnTouch:
+ mes "[???]";
+ mes "Who's there?!";
+ mes "Who would dare";
+ mes "intrude my territory?";
+ next;
+ set name,PcName;
+ set rogue_t,0;
+ switch(select("Anntonio:Aragham:Antonio:Hollgrehenn")) {
+ case 1:
+ mes "[" + strcharinfo(0) + "]";
+ mes "Anntonio";
+ break;
+ case 2:
+ mes "[" + strcharinfo(0) + "]";
+ mes "Aragham";
+ break;
+ case 3:
+ mes "[" + strcharinfo(0) + "]";
+ mes "Antonio";
+ set .@rogue_t,.@rogue_t+10;
+ break;
+ case 4:
+ mes "[" + strcharinfo(0) + "]";
+ mes "Hollgrehenn";
+ break;
+ }
+ switch(select("enjoys:doesn't enjoy:likes:doesn't like")) {
+ case 1: mes "enjoys"; break;
+ case 2:
+ mes "doesn't enjoy";
+ set .@rogue_t,.@rogue_t+10;
+ break;
+ case 3: mes "likes"; break;
+ case 4: mes "doesn't like"; break;
+ }
+ switch(select("damaging:destroying:fixing:forging")) {
+ case 1: mes "damaging"; break;
+ case 2:
+ mes "destroying";
+ set .@rogue_t,.@rogue_t+10;
+ break;
+ case 3: mes "fixing"; break;
+ case 4: mes "forging"; break;
+ }
+ switch(select("forging item.:refining items.:upgrade items.:refined items.:upgraded items.:forged items.")) {
+ case 1: mes "forging item."; break;
+ case 2: mes "refining items."; break;
+ case 3:
+ mes "upgrade items.";
+ set .@rogue_t,.@rogue_t+10;
+ break;
+ case 4: mes "refined items."; break;
+ case 5: mes "upgraded items."; break;
+ case 6: mes "forged items."; break;
+ }
+ next;
+ if (.@rogue_t > 30) {
+ mes "^3355FF*Creeeeak*";
+ mes "The door slowly opens.^000000";
+ close2;
+ warp "in_rogue",164,106;
+ end;
+ }
+ else {
+ mes "[???]";
+ mes ".....Get lost!";
+ close;
+ }
+}
- mes "[Markie]";
- mes "8) Choose the monster that receives more damage when attacked by a weapon with a Vadon card attached to it?";
- mes "(Vadon card inflicts 20% more damage to fire property monsters)";
+in_rogue,272,135,1 script Hermanthorn Jr#rg 85,{
+ if (ROGUE_Q == 8) {
+ mes "[HermanthornJr.]";
+ mes "I see...";
+ mes "You must be from";
+ mes "the Rogue guild.";
+ mes "You must be one of the";
+ mes "ones Mr. Smith wasn't";
+ mes "too happy with...";
next;
- menu "Vadon",sM2_8, "Deviruchi",sM2_8, "Elder Willow",-, "Baphomet",sM2_8;
-
- set @score, @score + 10;
-
- sM2_8:
-
- mes "[Markie]";
- mes "9) How much SP does the ^5533FFDouble Attack^000000 skill require when used with a dagger?";
+ mes "[HermanthornJr.]";
+ mes "He threw a fit and you brought him all the items he asked for, didn't you? Well, I can see that you're still pretty naive. Hahaha~";
next;
- menu "15 SP",sM2_9, "No SP needed",-, "10 SP",sM2_9, "54 SP",sM2_9;
-
- set @score, @score + 10;
-
- sM2_9:
-
- mes "[Markie]";
- mes "10) Choose an effective dagger to use in the Byalan Dungeon?";
+ mes "[HermanthornJr.]";
+ mes "I suppose he suckered you into gathering those items, and then passed you on to me. Sad, really.";
next;
- menu "Wind Main-Gauche",-, "Ice Main-Gauche",sM2_10, "Earth Main-Gauche",sM2_10, "Fire Main-Gauche",sM2_10;
-
- set @score, @score + 10;
-
- sM2_10:
-
-
- L_Score:
- mes "[Markie]";
- mes "Okay, those are all of the questions I have. Now that wasn't so bad was it sweetie?";
- mes "I hope you don't mind, but I've been grading your answers.";
+ mes "[HermanthornJr.]";
+ mes "Well, since you were tortured by him, I'll try to be especially generous to you. My test for you will be simple, so simple.";
next;
- mes "[Markie]";
- mes "I like to give people scores on their interviews so that they can know how well they did.";
- mes "It looks like you got a ^FF3355" + @score +"^000000/100............";
+ mes "[HermanthornJr.]";
+ mes "All you have to do is go through a underground tunnel, and walk all the way back to the Rogue Guild.";
next;
- mes "[Markie]";
-
- if(@score< 90) goto sL_Failed;
- if(@score<100) goto sL_Passed;
-
- sL_Perfect:
- mes "A perfect score! I knew you had what it takes to be a Rogue.....";
- mes "But don't get ahead of yourself honey cause there is still plenty more.....";
- next;
- mes "[Markie]";
- set ROGUE_Q, 2;
- goto L_Test2;
-
- sL_Passed:
- mes "Good, good. You did a good job shuga. But there is still more so don't get excited just yet.....";
- next;
- mes "[Markie]";
- set ROGUE_Q, 2;
- goto L_Test2;
- return;
-
- sL_Failed:
- mes "*sigh*..... this is not the type of score I was expecting......";
- mes "What can I say excecpt, with a score like this you're definitely not cut out to be a Rogue..........";
- emotion e_swt;
- next;
- mes "[Markie]";
- mes "Why don't you go do some more training shuga..... you need it..... *mumbles ( what a waste of my time...)*";
- close;
+ mes "[HermanthornJr.]";
+ mes "There is one thing I should tell you, though. You might want to be careful inside, alright?";
+ next;
+ mes "[HermanthornJr.]";
+ mes "A bunch of pricks have been throwing Dead Branches and casting Hocus Pocus all over the place...";
+ next;
+ mes "[HermanthornJr.]";
+ mes "Well...";
+ mes "Just make it back to the Rogue Guild alive. That's all you have to do!";
+ set ROGUE_Q,12;
+ close;
+ }
+ else if (ROGUE_Q == 12) {
+ mes "[HermanthornJr.]";
+ mes "Oh right. This is really important. You need a password to enter the tunnel. To unlock the door, the four number combination is ^0000FF3019^000000.";
+ close;
+ }
+ else {
+ mes "[HermanthornJr.]";
+ mes "Huh...?";
+ mes "What the hell";
+ mes "are you doing here.";
+ mes "Scram, why don't you?";
+ close;
+ }
+}
-L_ReTest:
- mes "You again? Are you sure you're ready this time?...... Okay honey, just relax....";
+in_rogue,270,130,0 script he_to_rogue#rg 45,1,1,{
+OnTouch:
+ mes "^3355FFThe door is locked. You'll need to enter the four number combination to open it.^000000";
next;
- goto L_Test1;
+ input .@input;
+ if (.@input < 1 || .@input > 10000) {
+ if (ROGUE_Q == 12)
+ mes "^3355FFIt didn't work. Please re-enter the four number combination.^000000";
+ else
+ mes "^3355FFPlease enter a combination of four numbers.^000000";
+ close;
+ }
+ else if (.@input == 3019) {
+ if (ROGUE_Q == 12) {
+ mes "^3355FFThe door";
+ mes "has opened.^000000";
+ close2;
+ warp "in_rogue",10,21;
+ set ROGUE_Q,12;
+ end;
+ }
+ else {
+ mes "[HermanthornJr.]";
+ mes "Well...";
+ mes "Didn't I tell you";
+ mes "that I changed the";
+ mes "password? *Wink Wink*";
+ close;
+ }
+ }
+ else {
+ mes "^3355FFThe door";
+ mes "is still locked.^000000";
+ close;
+ }
+}
-L_Test2:
- mes "Your second test will be given by ^5533FFMr. Smith^000000.";
- mes "I have to warn you though, Mr. Smith can be difficult and hard to please. So be careful how you act around him.";
- close;
-L_Test3:
- mes "I know those guys are hard to find. Just be patient and keep on searching. Make sure you have the correct password as well..";
- close;
-L_Test4:
- mes "What are you doing here? I hope your not trying to skip the last test?.........";
- emotion e_what;
- next;
- mes "[Markie]";
- mes "Your almost finished so just keep trying. I know you can do it.";
- close;
+in_rogue,200,389,0 script gen_ro#1 -1,3,3,{
+OnTouch:
+ if (BaseJob == Job_Thief) {
+ monster "in_rogue",200,389,"Zombie",1015,1,"gen_ro#1::OnMyMobDead";
+ monster "in_rogue",201,389,"Zombie",1015,1,"gen_ro#1::OnMyMobDead";
+ donpcevent "gen_ro#2::OnDisable";
+ donpcevent "gen_ro#3::OnDisable";
+ donpcevent "gen_ro#4::OnDisable";
+ }
+ else
+ warp "mag_dun02",181,176;
+ end;
+OnDisable:
+ killmonster "in_rogue","gen_ro#1";
+ end;
+}
-//=======================================================================
-L_Change:
-//===========
- mes "Oh, you're back and your in one piece! It looks like you've passed all of the tests sweetie.";
- mes "You have proven that you are ready to become a Rogue!";
- emotion e_ic;
- next;
- if(SkillPoint != 0) goto L_SkillP;
- mes "[Markie]";
- mes "Tada! Congratulations on becoming a Rogue. You showed a lot of effort and deserve a reward for it......";
- setlook 7,0;
- callfunc "Job_Change",Job_Rogue;
- emotion e_grat;
- next;
- mes "[Markie]";
- mes "Now that you are a Rogue you are free to go where ever you want to and do what ever you want.";
- if(JBLVL != 50) {
- getitem 1219,1; // 2 slott gladius
- } else {
- getitem 1220,1; // 3 slott gladius
- }
- callfunc "F_ClearJobVar";
- next;
- mes "[Markie]";
- mes "Just keep in mind that freedom requires responsibility. Treat people the way you expect to be treated.";
- next;
- mes "[Markie]";
- mes "Have fun shuga! See ya around!";
- close;
+in_rogue,100,389,0 script gen_ro#2 -1,3,3,{
+OnTouch:
+ if (BaseJob == Job_Thief) {
+ monster "in_rogue",100,389,"Mummy",1041,1,"gen_ro#2::OnMyMobDead";
+ donpcevent "gen_ro#1::OnDisable";
+ }
+ else
+ warp "mag_dun02",181,176;
+ end;
-//=======================================================================
-L_SkillP:
-//===========
- mes "[Markie]";
- mes "Oh but one thing honey... you have leftover skill points!";
- mes "Finish them first and come back, 'kay?";
- close;
+OnDisable:
+ killmonster "in_rogue","gen_ro#2";
+ end;
}
+in_rogue,150,389,0 script gen_ro#3 -1,3,3,{
+OnTouch:
+ if (BaseJob == Job_Thief) {
+ monster "in_rogue",145,389,"Zombie",1015,1,"gen_ro#3::OnMyMobDead";
+ monster "in_rogue",143,389,"Mummy",1041,1,"gen_ro#3::OnMyMobDead";
+ donpcevent "gen_ro#2::OnDisable";
+ }
+ else
+ warp "mag_dun02",181,176;
+ end;
+OnDisable:
+ killmonster "in_rogue","gen_ro#3";
+ end;
+}
-//=======================================================================================================//
-// Mr. Smith: Tests 2 and 3 //
-//***********************************************************************************************************************************************************//
-in_rogue,376,23,3 script Mr. Smith 57,{
-
- mes "[Mr. Smith]";
- if(BaseJob == Job_Thief) goto L_Thief;
- if(BaseJob == Job_Rogue) goto L_Rogue;
+in_rogue,250,389,0 script gen_ro#4 -1,3,3,{
+OnTouch:
+ if (BaseJob == Job_Thief) {
+ monster "in_rogue",200,389,"Abysmal Knight",1219,1,"gen_ro#4::OnMyMobDead";
+ donpcevent "gen_ro#3::OnDisable";
+ }
+ else
+ warp "mag_dun02",181,176;
+ end;
-L_OtherJob:
- mes "Go away! I'm busy.....";
- close;
-L_Rogue:
- mes "Looking good there my Rogue friend";
- close;
-L_Thief:
- if(ROGUE_Q == 2) goto L_Test2;
- if(ROGUE_Q == 3) goto L_Test3;
- if(ROGUE_Q > 3) goto L_Done;
- mes "Ok ok.... one... two.... three.... Where do you do you business... is it.... Morroc... Geffen.... Comodo??.......";
- next;
- mes "[Mr. Smith]";
- mes "Uhh..... this is giving me a headache.......";
- next;
- mes "[Mr. Smith]";
- mes "Huh? Who are you? If you want to become a rogue go talk to ^5533FFMarkie^000000....";
- next;
- mes "[Mr. Smith]";
- mes "...... CRAP! I forgot what I was counting!!";
- emotion e_wah;
- close;
+OnDisable:
+ killmonster "in_rogue","gen_ro#4";
+ end;
+}
-//----------------------------------------------------------------------------------------------------
-L_Test2:
-//--------------
- if(ROGUE_Q2 > 0) goto L_Check2;
- mes "So you're here to take the second test.... good.......";
- next;
- mes "[Mr. Smith]";
- mes "Before we get started, let me tell you about the test application fee.";
- mes "Our guild is involved in alot of business *cough* 'transactions' *cough* and therefore we are in constant needs of funds.";
- next;
- mes "[Mr. Smith]";
- mes "This is why we require a fee of ^5533FF10,000 zeny^000000 to be paid when taking the Rogue tests.";
- mes "The fee will be collected when you have completed this second test so don't have to worry if you don't have it now.";
- next;
- mes "[Mr. Smith]";
- mes "Now for your test..... You will be required to collect the following items:";
- next;
- mes "[Mr. Smith]";
- set ROGUE_Q2, rand(1,3);
- if(ROGUE_Q2 == 1) callsub sF2_R1;
- if(ROGUE_Q2 == 2) callsub sF2_R2;
- if(ROGUE_Q2 == 3) callsub sF2_R3;
- next;
- mes "[Mr. Smith]";
- mes "Once you have ALL of these items and 10,000 zeny, come back and see me okay? Good.";
- close;
+in_rogue,9,389,0 script oneway_to_gu 45,1,1,{
+OnTouch:
+ donpcevent "gen_ro#4::OnDisable";
+ set ROGUE_Q,17;
+ warp "in_rogue",367,10;
+ end;
+}
- sF2_R1:
- mes "^5533FF6 Blue Herbs,";
- mes "10 Skel Bones,";
- mes "10 Decayed Nails,";
- mes "10 Horrendous Mouths^000000.";
- return;
- sF2_R2:
- mes "^5533FF10 Green Herbs,";
- mes "10 Garlets,";
- mes "10 Snake Scales";
- mes "10 Crab Shells.^000000";
- return;
- sF2_R3:
- mes "^5533FF10 Yellow Herbs,";
- mes "10 Bear's Footskin,";
- mes "10 Shells";
- mes "10 Grasshopper's Legs^000000.";
- return;
-
-L_Check2:
- set @count, 0;
- if(ROGUE_Q2 == 2) goto L_2;
- if(ROGUE_Q2 == 3) goto L_3;
-
- L_1:
- set @R, 1;
- if(countitem(510)<6 || countitem(932)<10 || countitem(957)<10 || countitem(958)<10 || Zeny < 10000) goto L_NotEnuf;
- delitem 510,6;
- delitem 932,10;
- delitem 957,10;
- delitem 958,10;
- goto L_Done2;
-
- L_2:
- set @R, 2;
- if(countitem(511)<10 || countitem(910)<10 || countitem(926)<10 || countitem(964)<10 || Zeny < 10000) goto L_NotEnuf;
- delitem 511,10;
- delitem 910,10;
- delitem 926,10;
- delitem 964,10;
- goto L_Done2;
-
- L_3:
- set @R, 3;
- if(countitem(508)<10 || countitem(948)<10 || countitem(935)<10 || countitem(940)<10 || Zeny < 10000) goto L_NotEnuf;
- delitem 508,10;
- delitem 948,10;
- delitem 935,10;
- delitem 940,10;
-
- L_Done2:
- mes "Let's see here.... application fee.... check..... items....... check...... Alright, everything looks in order. You've passed the second test.";
+in_rogue,244,39,1 script Aragham Junior#rg 99,{
+ if (ROGUE_Q == 9) {
+ mes "[Aragham Jr.]";
+ mes "Oh, you must be";
+ mes "from the Rogue Guild...";
next;
- mes "[Mr. Smith]";
- mes "When you are ready to take the next test let me know.";
- set Zeny, Zeny - 10000;
- set ROGUE_Q, 3;
- set ROGUE_Q2, 0;
+ mes "[Aragham Jr.]";
+ mes "My name is";
+ mes "Aragham Junior,";
+ mes "Rogue of the Desert.";
+ mes "Are you ready to learn";
+ mes "how to be a Rogue?";
+ next;
+ mes "[Aragham Jr.]";
+ mes "See, as a Rogue, our motto is, '^0000FFAvoid the strong! Be malicious to the weak!^000000' That rule especially goes true for monsters.";
+ next;
+ mes "[Aragham Jr.]";
+ mes "Avoid the strong!";
+ mes "Be malicious to the weak!";
+ mes "It's a simple rule...";
+ next;
+ mes "[Aragham Jr.]";
+ mes "Now, remember it as you go through ^0000FFthe Underground Tunnel^000000. Try to walk all the way to the Rogue Guild.";
+ next;
+ mes "[Aragham Jr.]";
+ mes "There will be a few monsters, but don't worry. I know you're strong. Alright, are you ready to go or what?";
+ next;
+ if (select("Yes, let's go.:Nah~") == 1) {
+ mes "[Aragham Jr.]";
+ mes "Alright...";
+ mes "Good luck, then.";
+ close2;
+ warp "in_rogue",15,105;
+ set ROGUE_Q,13;
+ end;
+ }
+ mes "[Aragham Jr.]";
+ mes "Fine, fine.";
+ mes "Take your time";
+ mes "and come back";
+ mes "when you're ready.";
close;
-
- L_NotEnuf:
- mes ".... What the f@&#!?!? You don't have all of the items? Then why did you come back?? Don't tell me you forgot what to get.....";
- emotion e_what;
+ }
+ else if (ROGUE_Q == 13) {
+ mes "[Aragham Jr.]";
+ mes "Oh, you're back.";
+ mes "I think you'll do well this time. Another motto Rogues have is '^0000FFFailure teaches success^000000.' Well, then again...";
next;
- mes "[Mr. Smith]";
- mes "Write this down! You need ^5533FF10,000^000000 zeny and:";
- if(ROGUE_Q2 == 1) callsub sF2_R1;
- if(ROGUE_Q2 == 2) callsub sF2_R2;
- if(ROGUE_Q2 == 3) callsub sF2_R3;
+ if (select("Re-Test:Cancel") == 1) {
+ mes "[Aragham Jr.]";
+ mes "Good luck.";
+ close2;
+ warp "in_rogue",15,105;
+ end;
+ }
+ mes "[Aragham Jr.]";
+ mes "Fine, fine.";
+ mes "Take your time";
+ mes "and come back";
+ mes "when you're ready.";
+ close;
+ }
+ else if (BaseJob != Job_Rogue) {
+ mes "[Aragham Jr.]";
+ mes "Huh...?";
+ mes "Who are you?!";
+ mes "You're not from";
+ mes "the Rogue Guild!!";
next;
- mes "[Mr. Smith]";
- mes "Got it? DON'T come back until you have everything.........";
- emotion e_pif;
+ mes "[Aragham Jr.]";
+ mes "You've come here to kill me, haven't you? N-no! I'm can't die yet! Get lost! Otherwise, I'll kill you first!";
close;
+ }
+ else {
+ mes "[Aragham Jr.]";
+ mes "Hey...";
+ mes "what brings";
+ mes "you back here?";
+ mes "Why don't you";
+ mes "take a rest";
+ mes "before you leave?";
+ close;
+ }
+}
-
-//----------------------------------------------------------------------------------------------
-L_Test3:
-//---------------
- if(ROGUE_Q2 > 0) goto L_Check3;
- mes "Let me see..... Who should I have you go find........ hmm.........";
- emotion e_hmm;
- next;
- mes "[Mr. Smith]";
- mes "Ah I know! Alright, in the previous test I had you go find some items. For this test you will need to find a specific person.";
- emotion e_ic;
- next;
- mes "[Mr. Smith]";
- set ROGUE_Q2, rand(1,3);
- if(ROGUE_Q2 == 1) callsub sF3_R1;
- if(ROGUE_Q2 == 2) callsub sF3_R2;
- if(ROGUE_Q2 == 3) callsub sF3_R3;
- next;
- mes "[Mr. Smith]";
- mes "Good luck to you. Try to finish this test as soon as possible. Getting things done quickly is one of a Rogue's traits.";
- close;
-
- sF3_R1:
- mes "You will have to go and find ^5533FFAragham Junior^000000.";
+in_rogue,160,34,1 script Hollgrehenn junior#rg 85,{
+ if (ROGUE_Q == 11) {
+ mes "[Hollgrehenn Jr.]";
+ mes "Huh...";
+ mes "From the";
+ mes "Rogue guild, huh?";
next;
- mes "[Mr. Smith]";
- mes "He lives in a little house somewhere ^5533FFSouthWest^000000 of the Fortress of Sandarman.";
- mes "That area is located ^5533FFone map East^000000 from here and is on the ^000000SouthWestern land mass^000000.";
+ mes "[Hollgrehenn Jr.]";
+ mes "I'm Hollgrehenn Junior. I tend to a lot of our underground business. So are you ready to take on my test?";
next;
- mes "[Mr. Smith]";
- mes "He's a really nice guy who works real hard and is very good at collecting unpaid debts.";
- mes "Unfortunately people were trying to kill him because of something his father had done in the past.";
+ mes "[Hollgrehenn Jr.]";
+ mes "We Rogues share this motto: ^0000FFAvoid the strong! Be malicious to the weak!^000000 This rule applies to any threat, especially monsters.";
next;
- mes "[Mr. Smith]";
- mes "When he joined the Rogue guild, he decided he was going to keep low which is why he's in his current hiding place.";
- mes "No one is supposed to know where he is except for those of us at the Rogue Guild.";
+ mes "[Hollgrehenn Jr.]";
+ mes "It's easy to remember.";
+ mes "Just don't forget to put it into practice. You got it?";
next;
- mes "[Mr. Smith]";
- mes "That's why you will need this password in order to talk to him.";
- mes "The password is: '^5533FFAragham never hoarded upgrade items.^000000'";
- return;
- sF3_R2:
- mes "You will have to go and find ^5533FFHollgrehen Junior^000000.";
+ mes "[Hollgrehenn Jr.]";
+ mes "For my test, you'll go through the ^0000FFUnderground Tunnel^000000. Follow it all the way back to the Rogue Guild.";
next;
- mes "[Mr. Smith]";
- mes "He lives in a little house somewhere ^5533FFSouthEast^000000 of the Fortress of Sandarman.";
- mes "That area is located ^5533FFone map East^000000 from here and is on the ^5533FFEastern land mass^000000.";
+ mes "[Hollgrehenn Jr.]";
+ mes "There are some monsters there, but that'll be part of your training. Now, are you ready to go or not?";
next;
- mes "[Mr. Smith]";
- mes "He's a really nice guy who works real hard and is very good at collecting unpaid debts.";
- mes "Unfortunately people were trying to kill him because of something his father had done in the past.";
+ if (select("Yes, I am.:Nah~") == 1) {
+ mes "[Hollgrehenn Jr.]";
+ mes "Good luck.";
+ close2;
+ warp "in_rogue",15,105;
+ set ROGUE_Q,15;
+ end;
+ }
+ mes "[Hollgrehenn Jr.]";
+ mes "Take your time.";
+ mes "Come back here";
+ mes "when you're ready.";
+ close;
+ }
+ else if (ROGUE_Q == 15) {
+ mes "[Hollgrehenn Jr.]";
+ mes "Huh.";
+ mes "You failed.";
+ mes "Gonna try again?";
next;
- mes "[Mr. Smith]";
- mes "When he joined the Rogue guild, he decided he was going to keep low which is why he's in his current hiding place.";
- mes "No one is supposed to know where he is except for those of us at the Rogue Guild.";
+ if (select("Re-Test:Cancel.") == 1) {
+ mes "[Hollgrehenn Jr.]";
+ mes "Good luck.";
+ close2;
+ warp "in_rogue",15,105;
+ end;
+ }
+ mes "[Hollgrehenn Jr.]";
+ mes "Take your time.";
+ mes "Come back here";
+ mes "when you're ready.";
+ close;
+ }
+ else if (BaseJob != Job_Rogue) {
+ mes "[Hollgrehenn Jr.]";
+ mes "Huh...?";
+ mes "You're not from";
+ mes "the Rogue Guild...";
next;
- mes "[Mr. Smith]";
- mes "That's why you will need this password in order to talk to him.";
- mes "The password is: '^5533FFMy Father never hoarded upgrade items.^000000'";
- return;
- sF3_R3:
- mes "You will have to go and find ^5533FFAntonio Junior.^000000.";
+ mes "[Hollgrehenn Jr.]";
+ mes "You better get out";
+ mes "of here right now";
+ mes "if you know what's";
+ mes "good for you...";
next;
- mes "[Mr. Smith]";
- mes "He lives in a little hut somewhere on the ^5533FFEastern end of Kokomo Beach^000000.";
- mes "That area is located ^5533FF1 map North, and 1 map West^000000 from here.";
+ mes "[Hollgrehenn Jr.]";
+ mes "Now...";
+ mes "Beat it before";
+ mes "I change my mind";
+ mes "about killing you.";
+ close;
+ }
+ else {
+ mes "[Hollgrehenn Jr.]";
+ mes "Hey...";
+ mes "Come to visit?";
+ mes "We Rogues gotta";
+ mes "stick together, huh?";
+ close;
+ }
+}
+
+in_rogue,177,109,1 script Antonio junior#rg 88,{
+ if (ROGUE_Q == 10) {
+ mes "[Antonio Jr.]";
+ mes "You're from";
+ mes "the Rogue guild?";
+ mes "If you wanna learn";
+ mes "about becoming a Rogue,";
+ mes "then shut up and stay put.";
next;
- mes "[Mr. Smith]";
- mes "He's a really nice guy who works real hard and is very good at collecting unpaid debts.";
- mes "Unfortunately people were trying to kill him because of something his father had done in the past.";
+ mes "[Antonio Jr.]";
+ mes "^0000FFAvoid the strong! Be malicious to the weak!^000000 That's our motto for battling monsters.";
next;
- mes "[Mr. Smith]";
- mes "When he joined the Rogue guild, he decided he was going to keep low which is why he's in his current hiding place.";
- mes "No one is supposed to know where he is except for those of us at the Rogue Guild.";
+ mes "[Antonio Jr.]";
+ mes "Show no mercy when you fight weaker monsters, and try to keep away from stronger monsters.";
next;
- mes "[Mr. Smith]";
- mes "That's why you will need this password in order to talk to him.";
- mes "The password is: '^5533FFAntonio doesn't like breaking refining material.^000000'";
- return;
-
-
-L_Check3:
- mes "What!?! Did you just say you forgot where to go?........";
- emotion e_what;
- next;
- mes "[Mr. Smith]";
- mes "GRRRR!!! That's why you need to WRITE down important things! Geez......";
- emotion e_an;
- next;
- mes "[Mr. Smith]";
- if(ROGUE_Q2 == 1) callsub sF3_R1;
- if(ROGUE_Q2 == 2) callsub sF3_R2;
- if(ROGUE_Q2 == 3) callsub sF3_R3;
- close;
-
-//-------------------------------------------------------------------------------------------------
-L_Done:
-//----------------
- mes "I have no more busisness with you.........";
- close;
+ mes "[Antonio Jr.]";
+ mes "Now, I want you to walk all the way to the Rogue Guild through this ^0000FFUnderground Tunnel^000000.";
+ next;
+ mes "[Antonio Jr.]";
+ mes "There are monsters there, but if you avoid the strong and be malicious to the weak, you'll be fine.";
+ next;
+ if (select("Let's go!:W-wait~") == 1) {
+ mes "[Antonio Jr.]";
+ mes "I hope you do";
+ mes "not fail this test";
+ mes "You can only become";
+ mes "a Rogue if you pass...";
+ close2;
+ warp "in_rogue",15,105;
+ set ROGUE_Q,14;
+ end;
+ }
+ mes "[Antonio Jr.]";
+ mes "I don't have time";
+ mes "to fool around with";
+ mes "you. Hurry up, get";
+ mes "ready, then take";
+ mes "the test.";
+ close;
+ }
+ else if (ROGUE_Q == 14) {
+ mes "[Antonio Jr.]";
+ mes "You failed...?";
+ mes "I guess that's life.";
+ mes "Are you gonna try";
+ mes "again or what?";
+ next;
+ if (select("Re-test:Cancel") == 1) {
+ mes "[Antonio Jr.]";
+ mes "Remember, I'm doing";
+ mes "you a favor here...";
+ mes "Now, don't come back";
+ mes "until you're a Rogue.";
+ close2;
+ warp "in_rogue",15,105;
+ end;
+ }
+ mes "[Antonio Jr.]";
+ mes "I don't have time";
+ mes "to fool around with";
+ mes "you. Hurry up, get";
+ mes "ready, then take";
+ mes "the test.";
+ close;
+ }
+ else if (BaseJob != Job_Rogue) {
+ mes "Huh...?";
+ mes "Who are you?!";
+ mes "You're not from";
+ mes "the Rogue Guild!!";
+ next;
+ mes "[Antonio Jr.]";
+ mes "You've come here to kill me?! I won't let you!! Come on, give me your best shot! You can't fight if I rip out your eyes!";
+ close;
+ }
+ else {
+ mes "[Antonio Jr.]";
+ mes "Hey, how's it goin'?";
+ mes "Take it easy, and just";
+ mes "relax before you leave.";
+ close;
+ }
}
+in_rogue,370,320,0 script quest_out 45,1,1,{
+OnTouch:
+ set ROGUE_Q,16;
+ warp "in_rogue",378,113;
+ end;
+}
-//===========================================================
-// Guildsman that need to be found
-//===========================================================
+in_rogue,15,184,0 script mob_rogue#1 -1,8,1,{
+OnTouch:
+ if (BaseJob == Job_Thief) {
+ monster "in_rogue",14,187,"Zombie",1015,1,"mob_rogue#1::OnMyMobDead";
+ monster "in_rogue",15,188,"Zombie",1015,1,"mob_rogue#1::OnMyMobDead";
+ monster "in_rogue",16,189,"Zombie",1015,1,"mob_rogue#1::OnMyMobDead";
+ monster "in_rogue",17,187,"Zombie",1015,1,"mob_rogue#1::OnMyMobDead";
+ monster "in_rogue",18,188,"Zombie",1015,1,"mob_rogue#1::OnMyMobDead";
+ monster "in_rogue",19,189,"Zombie",1015,1,"mob_rogue#1::OnMyMobDead";
+ }
+ else
+ warp "mag_dun02",181,176;
+ end;
-//------------------------------------------------------------------------------
-in_rogue,272,136,3 script Hermanthorn Jr. 85,{
- mes "[Hermanthorn Jr.]";
- mes "Huh? Wha.... who are you?! You're not from the Rogue guild!! Get out of here!";
- emotion e_what;
- next;
- mes "[Hermanthorn Jr.]";
- mes "You're..... I see! You're one of them!!! You've come here to kill me haven't you??!! No... NO!! I'm not ready to die yet!";
- emotion e_gasp;
- next;
- mes "[Hermanthorn Jr.]";
- mes "Aaaaaaaaaaaaaahhhh!! Go away! Get lost! Otherwise I am gonna KILL YOU!!!";
- emotion e_wah;
- close;
+OnDisable:
+ killmonster "in_rogue","mob_rogue#1::OnMyMobDead";
+ end;
}
-// --------------------------------------------------------------------------
-cmd_fild09,106,195,0 script Aragham Junior#01 45,1,1,{
- callfunc "F_RogueTest3", 1, "Aragham", "never", "hoarded", "upgrade items.", 244, 24;
-}
+in_rogue,15,273,0 script mob_rogue#2 -1,8,1,{
+OnTouch:
+ if (BaseJob == Job_Thief) {
+ monster "in_rogue",15,276,"Mummy",1041,1,"mob_rogue#2::OnMyMobDead";
+ monster "in_rogue",13,276,"Mummy",1041,1,"mob_rogue#2::OnMyMobDead";
+ monster "in_rogue",11,276,"Mummy",1041,1,"mob_rogue#2::OnMyMobDead";
+ }
+ else
+ warp "mag_dun02",181,176;
+ end;
-// -----------------------------------------------------------------------------
-cmd_fild09,335,143,0 script Hollgrehen Junior#01 45,1,1,{
- callfunc "F_RogueTest3", 2, "My father", "never", "hoarded", "upgrade items.", 168, 34;
+OnDisable:
+ killmonster "in_rogue","mob_rogue#2::OnMyMobDead";
+ end;
}
-// ------------------------------------------------------------------------------
-cmd_fild04,304,179,0 script Antonio Junior#01 45,1,1,{
- callfunc "F_RogueTest3", 3, "Antonio", "doesn't like", "breaking", "refining materials.", 165, 104;
-}
+in_rogue,15,333,0 script mob_rogue#3 -1,8,1,{
+OnTouch:
+ if (BaseJob == Job_Thief) {
+ monster "in_rogue",15,336,"Zombie",1015,1,"mob_rogue#3::OnMyMobDead";
+ monster "in_rogue",15,336,"Zombie",1015,1,"mob_rogue#3::OnMyMobDead";
+ monster "in_rogue",15,336,"Zombie",1015,1,"mob_rogue#3::OnMyMobDead";
+ monster "in_rogue",15,336,"Zombie",1015,1,"mob_rogue#3::OnMyMobDead";
+ donpcevent "mob_rogue#4::OnDisable";
+ donpcevent "mob_rogue#7::OnDisable";
+ donpcevent "mob_rogue#8::OnDisable";
+ }
+ else
+ warp "mag_dun02",181,176;
+ end;
-// Function for Guildsman ===================================
-function script F_RogueTest3 {
+OnDisable:
+ killmonster "in_rogue","mob_rogue#3::OnMyMObDead";
+ end;
+}
- mes "[???]";
- mes "Who's there?!!!";
- mes "Who dares to trespass on my territory?";
- if(god_megin_2 > 0 && getarg(1) == "Aragham") goto L_Pass;
- if(BaseJob != Job_Thief || ROGUE_Q<3 || ROGUE_Q2==0) close;
-L_Pass:
- deletearray @choice$[1], 4;
- next;
- menu "My father",M_1a, "Aragham",M_1b, "Antonio",M_1c, "Legolas",M_1d;
-
- M_1a:
- set @choice$[1], "My father";
- goto M_Menu2;
- M_1b:
- set @choice$[1], "Aragham";
- goto M_Menu2;
- M_1c:
- set @choice$[1], "Antonio";
- goto M_Menu2;
- M_1d:
- set @choice$[1], "Legolas";
-
- M_Menu2:
- callsub sF_Password;
- menu "did not",M_2a, "doesn't like",M_2b, "never",M_2c, "ever",M_2d;
-
- M_2a:
- set @choice$[2], "did not";
- goto M_Menu3;
- M_2b:
- set @choice$[2], "doesn't like";
- goto M_Menu3;
- M_2c:
- set @choice$[2], "never";
- goto M_Menu3;
- M_2d:
- set @choice$[2], "ever";
-
- M_Menu3:
- callsub sF_Password;
- menu "hoard",M_3a, "hoarded",M_3b, "hide",M_3c, "took",M_3d, "breaking",M_3e;
-
- M_3a:
- set @choice$[3], "hoard";
- goto M_Menu4;
- M_3b:
- set @choice$[3], "hoarded";
- goto M_Menu4;
- M_3c:
- set @choice$[3], "hide";
- goto M_Menu4;
- M_3d:
- set @choice$[3], "took";
- goto M_Menu4;
- M_3e:
- set @choice$[3], "breaking";
-
- M_Menu4:
- callsub sF_Password;
- menu "upgrade items.",M_4a, "forging items.",M_4b, "refining materials.",M_4c, "upgrade equipment.",M_4d;
-
- M_4a:
- set @choice$[4], "upgrade items.";
- goto L_Check;
- M_4b:
- set @choice$[4], "forging items.";
- goto L_Check;
- M_4c:
- set @choice$[4], "refining materials.";
- goto L_Check;
- M_4d:
- set @choice$[4], "upgrade equipment.";
-
-L_Check:
- callsub sF_Password;
- if(god_megin_2 > 0) goto L_Enter;
- if(ROGUE_Q2 != getarg(0)) goto L_Wrong;
-L_Enter:
- if((@choice$[1] != getarg(1)) || (@choice$[2] != getarg(2)) || (@choice$[3] != getarg(3)) || (@choice$[4] != getarg(4))) goto L_Wrong;
- mes "~ creeek ~";
- mes "You hear the door begining to open........";
- next;
- deletearray @choice$[1], 4;
- warp "in_rogue", getarg(5), getarg(6);
+in_rogue,39,341,0 script mob_rogue#4 -1,1,8,{
+OnTouch:
+ if (BaseJob == Job_Thief) {
+ monster "in_rogue",39,341,"Mummy",1041,1,"mob_rogue#4::OnMyMobDead";
+ monster "in_rogue",40,341,"Ghoul",1036,1,"mob_rogue#4::OnMyMobDead";
+ monster "in_rogue",41,341,"Abysmal Knight",1219,1,"mob_rogue#4::OnMyMobDead";
+ monster "in_rogue",42,341,"Mummy",1041,1,"mob_rogue#4::OnMyMobDead";
+ }
+ else
+ warp "mag_dun02",181,176;
end;
- L_Wrong:
- mes "[???]";
- mes "Get lost!!";
- close;
-sF_Password:
- mes "[^5533FF" + strcharinfo(0) + "^000000]";
- mes @choice$[1];
- mes @choice$[2];
- mes @choice$[3];
- mes @choice$[4];
- next;
- return;
+OnDisable:
+ killmonster "in_rogue","mob_rogue#4::OnMyMobDead";
+ end;
}
+in_rogue,102,334,0 script mob_rogue#5 -1,1,4,{
+OnTouch:
+ if (BaseJob == Job_Thief) {
+ monster "in_rogue",92,334,"Khalitzburg",1132,1,"mob_rogue#5::OnMyMobDead";
+ donpcevent "mob_rogue#1::OnDisable";
+ donpcevent "mob_rogue#2::OnDisable";
+ donpcevent "mob_rogue#3::OnDisable";
+ }
+ else
+ warp "mag_dun02",181,176;
+ end;
-//=======================================================================================================//
-// Test 4: Last Test //
-//***********************************************************************************************************************************************************//
-// Other path
-// warp "in_rogue", 11, 388;
-// 390,389 end warp
-// 9,9 -> 9,21
-//===============================================
-// Guildsman
-//===============================================
-//---------------------------------------------------------------------------
-in_rogue,244,39,4 script Aragham Junior#02 99,{
- callfunc "F_RogueTest4", 1, "Aragham Junior", 245, 27;
-}
-//---------------------------------------------------------------------------
-in_rogue,152,27,6 script Hollgrehen Junior#02 85,{
- callfunc "F_RogueTest4", 2, "Hollgrehen Junior", 160, 32;
-}
-//---------------------------------------------------------------------------
-in_rogue,183,105,4 script Antonio Junior#02 88,{
- callfunc "F_RogueTest4", 3, "Antonio Junior", 175, 107;
+OnDisable:
+ killmonster "in_rogue","mob_rogue#5::OnMyMobDead";
+ end;
}
-// Function for Guildsman =============================
-function script F_RogueTest4 {
+in_rogue,58,309,0 script mob_rogue#6 -1,4,1,{
+OnTouch:
+ if (BaseJob == Job_Thief) {
+ monster "in_rogue",57,301,"Khalitzburg",1132,1,"mob_rogue#6::OnMyMobDead";
+ donpcevent "mob_rogue#1::OnDisable";
+ donpcevent "mob_rogue#2::OnDisable";
+ donpcevent "mob_rogue#3::OnDisable";
+ }
+ else
+ warp "mag_dun02",181,176;
+ end;
- if(BaseJob != Job_Thief || ROGUE_Q2 != getarg(0)) goto L_NoThief;
- if(ROGUE_Q == 4) goto L_Restart;
- mes "[" + getarg(1) + "]";
- mes "Hello there... You must be from the Rogue guild. My name is " + getarg(1) + "...... I am the Rogue of the Desert..............";
- next;
- mes "[" + getarg(1) + "]";
- mes "Aww who am I kidding...... Let's cut the crap. So are you ready to become a rogue?";
- emotion e_swt;
- next;
- mes "[" + getarg(1) + "]";
- mes "You see, the Rogue motto is...... ^5533FF'Avoid the strong! Be malicious to the weak!'^000000";
- mes "This simple rule applys to fighting monsters as well.";
- next;
- mes "[" + getarg(1) + "]";
- mes "The very last thing you will have to do before you can become a Rogue, is to walk through an underground passage to the Rogue Guild.";
- next;
- mes "[" + getarg(1) + "]";
- mes "Sounds easy huh? Well it's not! But don't worry....";
- mes "If you stay true to the Rogue motto and use a lot of hide, and do a lot of running, you should be just fine.";
+OnDisable:
+ killmonster "in_rogue","mob_rogue#6::OnMyMobDead";
+ end;
+}
- M_Menu:
- next;
- mes "[" + getarg(1) + "]";
- mes "Ok, are you ready to go?";
- next;
- menu "As ready as I'll ever be.",-, "Actually I'm kinda scared...",M_End;
+in_rogue,101,264,0 script mob_rogue#7 -1,5,5,{
+OnTouch:
+ if (BaseJob == Job_Thief) {
+ monster "in_rogue",101,264,"Abysmal Knight",1219,1,"mob_rogue#7::OnMyMobDead";
+ monster "in_rogue",102,264,"Abysmal Knight",1219,1,"mob_rogue#7::OnMyMobDead";
+ }
+ else
+ warp "mag_dun02",181,176;
+ end;
- mes "[" + getarg(1) + "]";
- mes "Good luck then.";
- next;
- set ROGUE_Q, 4;
- killmonsterall "in_rogue";
- savepoint "in_rogue", getarg(2), getarg(3);
- warp "in_rogue", 15, 105;
- end;
+OnDisable:
+ killmonster "in_rogue","mob_rogue#7::OnMyMobDead";
+ end;
+}
- M_End:
- mes "[" + getarg(1) + "]";
- mes ".....................";
- next;
- mes "[" + getarg(1) + "]";
- mes "Well take your time then...... I guess.......";
- close;
+in_rogue,140,312,0 script mob_rogue#8 -1,5,5,{
+OnTouch:
+ if (BaseJob == Job_Thief)
+ monster "in_rogue",140,312,"Abysmal Knight",1219,1,"mob_rogue#8::OnMyMobDead";
+ else
+ warp "mag_dun02",181,176;
+ end;
-L_Restart:
- mes "[" + getarg(1) + "]";
- mes "....... Looks like you got creamed.......";
- emotion e_swt;
- next;
- mes "[" + getarg(1) + "]";
- mes "If you're up for it, I'll send you back in. Failure has a way of teaching success.... yada yada yada....";
- percentheal 100,100;
- goto M_Menu;
-
-L_NoThief:
- mes "[" + getarg(1) +"]";
- mes "I don't know how you got the";
- if(ROGUE_Q2)
- {
- mes "pass, but I am not the one";
- mes "in charge of your test.";
- }
- else
- {
- mes "pass, but looking at your face,";
- mes "I guess you're not here for the";
- mes "Rogue test.";
- }
- next;
- mes "[" + getarg(1) +"]";
- mes "Please hurry up and leave";
- mes "this place as soon as you can!";
- close;
+OnDisable:
+ killmonster "in_rogue","mob_rogue#8::OnMyMobDead";
+ end;
}
-//================================================
-// Monster Spawns
-//================================================
-in_rogue,15,185,0 script rogue_mob1 139,8,0,{
- monster "in_rogue",14,188,"Zombie",1015,1;
- monster "in_rogue",15,188,"Zombie",1015,1;
- monster "in_rogue",16,188,"Zombie",1015,1;
- monster "in_rogue",14,189,"Zombie",1015,1;
- monster "in_rogue",15,189,"Zombie",1015,1;
- monster "in_rogue",16,189,"Zombie",1015,1;
+in_rogue,139,246,0 script mob_rogue#9 -1,4,4,{
+OnTouch:
+ if (BaseJob == Job_Thief) {
+ monster "in_rogue",139,246,"Zombie",1015,1,"mob_rogue#9::OnMyMobDead";
+ monster "in_rogue",149,246,"Zombie",1015,1,"mob_rogue#9::OnMyMobDead";
+ monster "in_rogue",140,246,"Zombie",1015,1,"mob_rogue#9::OnMyMobDead";
+ monster "in_rogue",141,246,"Zombie",1015,1,"mob_rogue#9::OnMyMobDead";
+ monster "in_rogue",150,246,"Zombie",1015,1,"mob_rogue#9::OnMyMobDead";
+ monster "in_rogue",151,246,"Zombie",1015,1,"mob_rogue#9::OnMyMobDead";
+ }
+ else
+ warp "mag_dun02",181,176;
end;
-}
-in_rogue,15,245,0 script rogue_mob2 139,8,0,{
- monster "in_rogue",14,247,"Mummy",1041,1;
- monster "in_rogue",15,247,"Mummy",1041,1;
- monster "in_rogue",16,247,"Mummy",1041,1;
- monster "in_rogue",14,248,"Mummy",1041,1;
- monster "in_rogue",15,248,"Mummy",1041,1;
- monster "in_rogue",16,248,"Mummy",1041,1;
+
+OnDisable:
+ killmonster "in_rogue","mob_rogue#9::OnMyMobDead";
end;
}
-in_rogue,15,328,0 script rogue_mob3 139,8,0,{
- monster "in_rogue",14,331,"Zombie",1015,1;
- monster "in_rogue",15,331,"Zombie",1015,1;
- monster "in_rogue",16,331,"Zombie",1015,1;
- monster "in_rogue",14,332,"Zombie",1015,1;
- monster "in_rogue",15,332,"Zombie",1015,1;
- monster "in_rogue",16,332,"Zombie",1015,1;
+
+in_rogue,197,249,0 script mob_rogue#10 -1,1,8,{
+OnTouch:
+ if (BaseJob == Job_Thief) {
+ monster "in_rogue",176,211,"Ghoul",1036,1,"mob_rogue#10::OnMyMobDead";
+ monster "in_rogue",176,212,"Zombie",1015,1,"mob_rogue#10::OnMyMobDead";
+ monster "in_rogue",176,213,"Zombie",1015,1,"mob_rogue#10::OnMyMobDead";
+ monster "in_rogue",177,214,"Abysmal Knight",1219,1,"mob_rogue#10::OnMyMobDead";
+ monster "in_rogue",177,211,"Zombie",1015,1,"mob_rogue#10::OnMyMobDead";
+ monster "in_rogue",177,212,"Zombie",1015,1,"mob_rogue#10::OnMyMobDead";
+ monster "in_rogue",177,213,"Zombie",1015,1,"mob_rogue#10::OnMyMobDead";
+ monster "in_rogue",177,214,"Zombie",1015,1,"mob_rogue#10::OnMyMobDead";
+ monster "in_rogue",178,211,"Zombie",1015,1,"mob_rogue#10::OnMyMobDead";
+ monster "in_rogue",178,212,"Zombie",1015,1,"mob_rogue#10::OnMyMobDead";
+ monster "in_rogue",178,213,"Zombie",1015,1,"mob_rogue#10::OnMyMobDead";
+ monster "in_rogue",178,214,"Archer Skeleton",1016,1,"mob_rogue#10::OnMyMobDead";
+ monster "in_rogue",179,211,"Zombie",1015,1,"mob_rogue#10::OnMyMobDead";
+ monster "in_rogue",179,212,"Zombie",1015,1,"mob_rogue#10::OnMyMobDead";
+ monster "in_rogue",179,213,"Zombie",1015,1,"mob_rogue#10::OnMyMobDead";
+ monster "in_rogue",179,214,"Zombie",1015,1,"mob_rogue#10::OnMyMobDead";
+ donpcevent "mob_rogue#4::OnDisable";
+ donpcevent "mob_rogue#5::OnDisable";
+ donpcevent "mob_rogue#6::OnDisable";
+ }
+ else
+ warp "mag_dun02",181,176;
end;
-}
-in_rogue,35,342,0 script rogue_mob4 139,0,8,{
- monster "in_rogue",38,340,"Mummy",1041,1;
- monster "in_rogue",37,342,"Abyss Knight",1219,1;
- monster "in_rogue",39,342,"Ghoul",1036,1;
- monster "in_rogue",38,344,"Mummy",1041,1;
+
+OnDisable:
+ killmonster "in_rogue","mob_rogue#10::OnMyMobDead";
end;
}
-in_rogue,57,306,0 script rogue_mob5 139,4,0,{
- monster "in_rogue",59,301,"Khalitzburg",1132,1;
+
+in_rogue,96,205,0 script mob_rogue#11 -1,1,8,{
+OnTouch:
+ if (BaseJob == Job_Thief) {
+ donpcevent "mob_rogue#7::OnDisable";
+ donpcevent "mob_rogue#8::OnDisable";
+ donpcevent "mob_rogue#9::OnDisable";
+ donpcevent "mob_rogue#10::OnDisable";
+ }
+ else
+ warp "mag_dun02",181,176;
end;
}
-in_rogue,96,333,0 script rogue_mob6 139,0,4,{
- monster "in_rogue",92,325,"Khalitzburg",1132,1;
+
+in_rogue,86,187,0 script mob_rogue#12 -1,1,8,{
+OnTouch:
+ if (BaseJob == Job_Thief) {
+ monster "in_rogue",90,187,"Mummy",1041,1,"mob_rogue#12::OnMyMobDead";
+ monster "in_rogue",90,183,"Mummy",1041,1,"mob_rogue#12::OnMyMobDead";
+ monster "in_rogue",90,190,"Mummy",1041,1,"mob_rogue#12::OnMyMobDead";
+ }
+ else
+ warp "mag_dun02",181,176;
end;
-}
-in_rogue,139,313,0 script rogue_mob7 139,4,0,{
- monster "in_rogue",139,309,"Abyss Knight",1219,1;
+
+OnDisable:
+ killmonster "in_rogue","mob_rogue#12::OnMyMobDead";
end;
}
-in_rogue,135,246,0 script rogue_mob8 139,0,4,{
- monster "in_rogue",139,245,"Zombie",1015,2;
- monster "in_rogue",139,246,"Zombie",1015,2;
- monster "in_rogue",139,247,"Zombie",1015,2;
+
+in_rogue,223,187,0 script mob_rogue#13 -1,1,8,{
+OnTouch:
+ if (BaseJob == Job_Thief) {
+ monster "in_rogue",236,186,"Abysmal Knight",1219,1,"mob_rogue#13::OnMyMobDead";
+ monster "in_rogue",238,186,"Abysmal Knight",1219,1,"mob_rogue#13::OnMyMobDead";
+ monster "in_rogue",234,186,"Abysmal Knight",1219,1,"mob_rogue#13::OnMyMobDead";
+ donpcevent "mob_rogue#12::OnDisable";
+ }
+ else
+ warp "mag_dun02",181,176;
end;
-}
-in_rogue,62,302,0 script rogue_mob9 139,0,4,{
- monster "in_rogue",57,305,"Khalitzburg",1132,1;
+
+OnDisable:
+ killmonster "in_rogue","mob_rogue#13::OnMyMobDead";
end;
}
-in_rogue,199,218,0 script rogue_mob10 139,0,8,{
- monster "in_rogue",157,218,"Zombie",1015,10;
- monster "in_rogue",157,218,"Abyss Knight",1219,1;
- monster "in_rogue",157,218,"Ghoul",1036,1;
- monster "in_rogue",157,218,"Archer Skeleton",1016,1;
+
+in_rogue,233,207,0 script mob_rogue#14 -1,8,3,{
+OnTouch:
+ if (BaseJob == Job_Thief)
+ donpcevent "mob_rogue#13::OnDisable";
+ else
+ warp "mag_dun02",181,176;
end;
}
-in_rogue,86,187,0 script rogue_mob11 139,0,8,{
- monster "in_rogue",88,186,"Mummy",1041,1;
- monster "in_rogue",88,187,"Mummy",1041,1;
- monster "in_rogue",88,188,"Mummy",1041,1;
+
+in_rogue,244,319,0 script mob_rogue#15 -1,1,8,{
+OnTouch:
+ if (BaseJob == Job_Thief) {
+ monster "in_rogue",240,319,"Mummy",1041,1,"mob_rogue#15::OnMyMobDead";
+ monster "in_rogue",259,319,"Archer Skeleton",1016,1,"mob_rogue#15::OnMyMobDead";
+ monster "in_rogue",259,320,"Ghoul",1036,1,"mob_rogue#15::OnMyMobDead";
+ monster "in_rogue",240,319,"Mummy",1041,1,"mob_rogue#15::OnMyMobDead";
+ monster "in_rogue",259,319,"Archer Skeleton",1016,1,"mob_rogue#15::OnMyMobDead";
+ monster "in_rogue",259,320,"Ghoul",1036,1,"mob_rogue#15::OnMyMobDead";
+ }
+ else
+ warp "mag_dun02",181,176;
end;
-}
-in_rogue,225,187,0 script rogue_mob12 139,0,8,{
- monster "in_rogue",232,191,"Abyss Knight",1219,1;
- monster "in_rogue",233,190,"Abyss Knight",1219,1;
- monster "in_rogue",234,189,"Abyss Knight",1219,1;
+
+OnDisable:
+ killmonster "in_rogue","mob_rogue#15::OnMyMobDead";
end;
}
-in_rogue,252,320,0 script rogue_mob13 139,0,8,{
- monster "in_rogue",252,319,"Mummy",1041,1;
- monster "in_rogue",252,321,"Mummy",1041,1;
- monster "in_rogue",252,319,"Ghoul",1036,1;
- monster "in_rogue",252,321,"Ghoul",1036,1;
- monster "in_rogue",257,320,"Archer Skeleton",1016,1;
- monster "in_rogue",248,320,"Archer Skeleton",1016,1;
+
+in_rogue,334,319,0 script mob_rogue#16 -1,8,8,{
+OnTouch:
+ if (BaseJob == Job_Thief)
+ donpcevent "mob_rogue#15::OnDisable";
+ else
+ warp "mag_dun02",181,176;
end;
}
-//================================================
-// End Warp
-//================================================
-in_rogue,370,320,0 script rogue04 45,1,1,{
- set ROGUE_Q, 5;
- killmonsterall "in_rogue";
- warp "in_rogue",378,113;
+in_rogue,3,3,0 script resetter#rogue -1,{
+OnTimer500000:
+ donpcevent "mob_rogue#1::OnDisable";
+ donpcevent "mob_rogue#2::OnDisable";
+ donpcevent "mob_rogue#3::OnDisable";
+ donpcevent "mob_rogue#4::OnDisable";
+ donpcevent "mob_rogue#5::OnDisable";
+ donpcevent "mob_rogue#6::OnDisable";
+ donpcevent "mob_rogue#7::OnDisable";
+ donpcevent "mob_rogue#8::OnDisable";
+ donpcevent "mob_rogue#9::OnDisable";
+ donpcevent "mob_rogue#10::OnDisable";
+ donpcevent "mob_rogue#12::OnDisable";
+ donpcevent "mob_rogue#13::OnDisable";
+ donpcevent "mob_rogue#15::OnDisable";
+ initnpctimer;
end;
-}
-//================================================
-// Timer: Keeps monsters from overspawning
-//================================================
-- script RogueTest3 -1,{
+OnEnable:
+ initnpctimer;
end;
-OnMinute10:
-OnMinute20:
-OnMinute30:
-OnMinute40:
-OnMinute50:
-OnMinute60:
- killmonsterall "in_rogue";
+OnInit:
+ donpcevent "resetter#rogue::OnEnable";
end;
}
-//==============================================================================
+in_rogue,399,286,1 script switch#rogreset 88,{
+ mes "^F08080Tah dah~";
+ mes "Monsters for the";
+ mes "Rogue Job Change";
+ mes "have been reset^000000.";
+ donpcevent "mob_rogue#1::OnDisable";
+ donpcevent "mob_rogue#2::OnDisable";
+ donpcevent "mob_rogue#3::OnDisable";
+ donpcevent "mob_rogue#4::OnDisable";
+ donpcevent "mob_rogue#5::OnDisable";
+ donpcevent "mob_rogue#6::OnDisable";
+ donpcevent "mob_rogue#7::OnDisable";
+ donpcevent "mob_rogue#8::OnDisable";
+ donpcevent "mob_rogue#9::OnDisable";
+ donpcevent "mob_rogue#10::OnDisable";
+ donpcevent "mob_rogue#12::OnDisable";
+ donpcevent "mob_rogue#13::OnDisable";
+ donpcevent "mob_rogue#15::OnDisable";
+ donpcevent "resetter#rogue::OnEnable";
+ close;
+}
+
+//============================================================
// mapflag
-//==============================================================================
+//============================================================
in_rogue mapflag nomemo
in_rogue mapflag noteleport
in_rogue mapflag nosave SavePoint
in_rogue mapflag nopenalty
in_rogue mapflag nobranch
-in_rogue mapflag noexp
-in_rogue mapflag noloot
+
+//============================================================
+// Old changelog
+//============================================================
+//= 1.1 fixed 3 wrong questions, added missing lines [Lupus]
+//= 1.3 Baby Class Support + 40/50 JobLevel Item fix [Lupus]
+//= 1.5 Fixed possible EXP abuse [Lupus]
+//= 1.6 Added a func which prevent advanced classes passing
+//= 2nd Job Quests again. It also guides adv classes where
+//= to go. [Lupus]
+//= 2.0 Changed numbers to constants. [Vicious]
+//= 2.1 Removed Duplicates [Silent]
+//= 2.2 Merged JFunc [Lupus]
+//= 2.3 Added a possibility for players doing Meginjyard quest
+//= to enter Rogue guild as there's a NPC inside [SinSloth]
+//= 2.3a fixed test4 person interaction, let BABY thieves pass
+//= the test, too [Lupus]
diff --git a/npc/jobs/2-2/sage.txt b/npc/jobs/2-2/sage.txt
index 9fe4d3a24..5209d3ec6 100644
--- a/npc/jobs/2-2/sage.txt
+++ b/npc/jobs/2-2/sage.txt
@@ -5,2176 +5,2813 @@
//= Unknown Translator (1.0)
//= Darkchild (1.2)
//===== Current Version: =====================================
-//= 2.0b
+//= 2.1
//===== Compatible With: =====================================
-//= eAthena 1.0 +
+//= eAthena SVN
//===== Description: =========================================
-//= Sage job quest based off of official servers.
+//= [Aegis Conversion]
+//= Job quest for Sage classes
//===== Additional Comments: =================================
-//= Script mostly based on translated jA script
-//= Written test questions/answers weren't translated 100% corectly
-//= So a lot of those are based upon mRO site and my own info
-//= IF you by excident have (or can get) screenshots of these questions
-//= Then PLEASE send them to Darkchild
-//= 1.3 Baby class Support added [Lupus] 1.5 Fixed possible EXP abuse [Lupus]
-//= 1.6 Added a func which prevent advanced classes passing
-//= 2nd Job Quests again. It also guides adv classes where to go. [Lupus]
-//= 1.7 Fixed tuition fee. Fixed some answers, names & typos, added missing labels [Lupus]
-//= 1.7a Moved JFunc back in the main file, fixed typos [Lupus]
-//= 2.0 Changed numbers to constants. [Vicious]
-//= 2.0a Fixed double warp [KarLaeda] 2.0b Mantis Scythe Item name fix
+//= 2.1 Rescripted to Aegis 10.3 stadards. [L0ne_W0lf]
+//= No longer uses function "F_BlockHigh"
//============================================================
-
-//==================================
-//Sage Castle
-//==================================
-yuno_in02,38,61,4 script Magic Academy Headmaster 743,{
- callfunc "F_BlockHigh",Job_Mage_High,"High Mage",Job_Professor,"Professor","Keiron";
- if(BaseJob == Job_Sage) goto L_Menu3_3;
- if(BaseJob != Job_Mage) goto L_Menu2_1;
- if(SAGE_Q == 11) goto L_Menu3_1;
- if(SAGE_Q >= 3) goto L_Menu2_2;
- mes "[Keiron]";
- mes "All who appreciate the fine art";
- mes "of magic are welcome here.";
- mes "How can I help you?";
- next;
- menu "Change class to Sage",L_Menu1_1,"About the Sage class",-,"Just looking around",L_Menu1_2;
- mes "[Keiron]";
- mes "So you're interested in being a Sage?";
- mes "Well, I can't just make you one straight away.";
- next;
- mes "[Keiron]";
- mes "In order to become a Sage, you'll need to file an application for entry into the Shubaichul Magic Academy and take the placement test.";
- next;
- mes "[Keiron]";
- mes "Once you're placed, you'll need to complete coursework and finally write and defend a thesis.";
- next;
- mes "[Keiron]";
- mes "If you successfully complete the requirements, you'll be granted a Sage license.";
- next;
- mes "[Keiron]";
- mes "If you wish to apply, go see Mathias in the Shubaichul Magic Academy.";
- mes "Tell him I sent you.";
+yuno_in02,38,61,5 script Dean of the Academy#sa 743,{
+ cutin "job_sage_kayron",2;
+ mes "[Kayron Grik]";
+ if (Upper == 1) {
+ mes "Haha, I have seen many people";
+ mes "but it seems you possess special power and abilities.";
+ next;
+ mes "[Kayron Grik]";
+ mes "You'd better leave and increase your reputation.";
+ mes "Never forget that once you also used to be a novice.";
+ close2;
+ cutin "job_sage_kayron",255;
+ end;
+ }
+ if (BaseJob != Job_Mage) {
+ if (BaseJob == Job_Sage) {
+ mes "What brings you here? Is there anything bothering you recently?";
+ mes "Although you're already a Sage, that doesn't mean you can stop studying.";
+ next;
+ mes "[Kayron Grik]";
+ mes "Our knowledge is the mainspring of activity which helps the kingdom to be developed faster.";
+ mes "Please keep this in mind: you must study and record everything you've discovered so that all in the kingdom may benefit.";
+ }
+ else if (BaseJob == Job_Novice) {
+ mes "Hahah, so my little Novice, what brings you this way? ...I guess you're on a sightseeing trip?";
+ mes "You must have had a really hard time to reach this place. I must say, you seem interested in the Sage class.";
+ next;
+ mes "[Kayron Grik]";
+ mes "If you aspire to become a Sage, you must first live life as a Mage. Only then shall you have a chance.";
+ mes "I am looking forward seeing you again.";
+ }
+ else {
+ mes "*Chuckle* Although we've been studying this world for a long time, I know that studying in itself will fulfill all the needs of the people.";
+ mes "Other classes are just as important to the welfare of Rune-Midgarts...";
+ next;
+ mes "[Kayron Grik]";
+ mes "However, if you happen to meet a Sage down the road, I hope you will lend him your assistance.";
+ mes "And if you do, he shall repay you in kind...";
+ }
close;
-L_Menu1_1:
- mes "[Keiron]";
- mes "A Sage?";
- mes "Well...";
- mes "In order to change you way of living, you have to change your way of thinking.";
- next;
- mes "[Keiron]";
- mes "Sages actively contribute knowledge to the kingdom through rigorous research.";
- mes "They also help society through its worst problems.";
- mes "Just because you dress as a Sage doesn't mean you're a Sage.";
- next;
- mes "[Keiron]";
- mes "To become a Sage, please apply for entry into the Shubaichul Magic Academy.";
- mes "The admissions officer will explain the educational requirements.";
- close;
-L_Menu1_2:
- mes "[Keiron]";
- mes "Excellent. If you have some free time, why not peruse a a volume from our library?";
- mes "Our library is truly a bastion of knowledge.";
- next;
- mes "[Keiron]";
- mes "Of course, there is much that can't be learned from reading books, but it's a good start.";
- close;
-L_Menu2_1:
- mes "[Keiron]";
- mes "We Sages do a lot of research about the world on our own,";
- mes "but to maximize our knowledge,";
- mes "we regularly form interdisciplinary research teams.";
- next;
- mes "[Keiron]";
- mes "You should talk to our Sages and share any research you may have been doing within your own profession.";
- close;
-L_Menu2_2:
- mes "[Keiron]";
- mes "The road to becoming a Sage isn't easy.";
- mes "You need to have a strong dedication to mastering magic.";
- next;
- mes "[Keiron]";
- mes "You need to keep plugging away at that thesis.";
- mes "Good luck!";
- close;
-L_Menu3_1:
- if(countitem(1550) >= 1) goto L_Menu3_2;
- mes "[Keiron]";
- mes "Where's your thesis?";
- mes "I'm eager to evaulate it.";
- next;
- mes "[Keiron]";
- mes "Did you forget it?";
- mes "In any case, please bring it post-haste.";
- close;
-L_Menu3_2:
- mes "[Keiron]";
- mes "It looks like you have a thesis to present. Let's have a look...";
- next;
- mes "[Keiron]";
- mes "Hmmm...";
- next;
- mes "[Keiron]";
- mes "Yes....";
- next;
- mes "[Keiron]";
- mes "Interesting...";
- next;
- mes "[Keiron]";
- mes "It's not stylistically";
- mes "cohesive, but your zeal for research is amply proven by your thesis. I approve.";
- next;
- if(SkillPoint == 0) goto LCHANGE;
- mes "[Keiron]";
- mes "Well you are all set for the jobchange except for 1 thing!";
- mes "You have unused Skill Points!!!";
- mes "Please use those first!";
- close;
-
- LCHANGE:
- callfunc "Job_Change",Job_Sage;
- callfunc "F_ClearJobVar";
- mes "[Keiron]";
- mes "Congratulations!";
- mes "You're a Sage now.";
- mes "Don't let that passion for research ever be dampened.";
- next;
- mes "[Keiron]";
- mes "Keep your thesis around, since it may be useful in a publish-or-perish environment later on.";
- next;
- mes "[Keiron]";
- mes "Some day, you'll be a bastion of knowledge all by yourself!";
- close;
-L_Menu3_3:
- mes "[Keiron]";
- mes "Hmmm? What's up?";
- mes "Just because you're a Sage doesn't mean you should quit your studies.";
- next;
- mes "[Keiron]";
- mes "In order to maintain our role as the kingdom's gatherers and dissemenators of knowledge, we can never miss an opportunity to gather data.";
- close;
+ }
+ if (SAGE_Q == 0) {
+ cutin "job_sage_kayron",2;
+ mes "[Kayron Grik]";
+ mes "Welcome, young one. I can see that you're intrigued by the wonders of magic.";
+ mes "So what kind of business brings you to me?";
+ next;
+ switch(select("I would like to be a Sage.:Let me know about the Sage job change.:Nothing.")) {
+ case 1:
+ mes "[Kayron Grik]";
+ mes "Hm? Do you wish to become a Sage?";
+ mes "Well then, I would like to suggest a few things that are required of a Sage.";
+ next;
+ mes "[Kayron Grik]";
+ mes "Sages are those who promote the development of this continent through the endless studying and recording of all knowledge related to this world.";
+ mes "Becoming a Sage is more than just a costume change: It's an important job where you must be always aware of your duty and responsibility to the people.";
+ next;
+ mes "[Kayron Grik]";
+ mes "You may want to enter an enrollment application to the Schweicherbil Magic Academy.";
+ mes "I believe they can explain in detail what you need to become a Sage.";
+ break;
+ case 2:
+ mes "[Kayron Grik]";
+ mes "Sage job change...hmm...an interesting turn of phrase, I must say.";
+ mes "Although that is what we say, it is very inappropriate to think of becoming a Sage as merely changing a job.";
+ next;
+ mes "[Kayron Grik]";
+ mes "In order to be a Sage, you must enter an application to the Schweicherbil Magic Academy.";
+ mes "You will then take the entrance examination.";
+ next;
+ mes "[Kayron Grik]";
+ mes "After the examination, you will be assigned to study a specific subject...";
+ mes "and finally, you will submit your dissertation to the university.";
+ next;
+ mes "[Kayron Grik]";
+ mes "I am the one who evaluates your dissertation.";
+ mes "When you pass all the courses, you will become a Sage.";
+ next;
+ mes "[Kayron Grik]";
+ mes "Please visit the Schweicherbil Magic Academy.";
+ mes "A young Sage named Metheus Sylphe will accept your application.";
+ break;
+ case 3:
+ mes "[Kayron Grik]";
+ mes "I see...Well, seeing as you have leisure time to spare, I encourage you to peruse as many books as you can.";
+ mes "You can find and research every worldly matter within their pages.";
+ next;
+ mes "[Kayron Grik]";
+ mes "Ah yes, you can not become the most intelligent person merely by reading all the books around you...";
+ mes "However, for a Sage such as myself, the knowledge found in books is most important.";
+ }
+ close2;
+ cutin "job_sage_kayron",255;
+ end;
+ }
+ else if (SAGE_Q == 15) {
+ if (countitem(1550) > 0) {
+ if (JobLevel < 40) {
+ set SAGE_Q,0;
+ mes "You don't seem to be qualified yet.";
+ mes "Remember, you must reach at least job level 40 to become a Sage.";
+ close2;
+ cutin "job_sage_kayron",255;
+ end;
+ }
+ if (SkillPoint) {
+ mes "You possess remaining skill points...";
+ mes "Before you submit your dissertation, please take care this matter first.";
+ close2;
+ cutin "job_sage_kayron",255;
+ end;
+ }
+ mes "Ho~ So? Did you finally complete your dissertation? Well done.";
+ mes "Let me see.";
+ next;
+ mes "[Kayron Grik]";
+ mes "Hmm...";
+ next;
+ mes "[Kayron Grik]";
+ mes "Huh...";
+ next;
+ mes "[Kayron Grik]";
+ mes "Interesting...";
+ next;
+ mes "[Kayron Grik]";
+ mes "Although it's roughly written, it's well done for a beginner.";
+ mes "Ah yes...you seem to be proficient in studying.";
+ next;
+ callfunc "Job_Change",Job_Sage;
+ callfunc "F_ClearJobVar";
+ mes "[Kayron Grik]";
+ mes "Congratulations! You have now become a Sage.";
+ mes "Always remember to keep a studious and analytical mindset.";
+ next;
+ mes "[Kayron Grik]";
+ mes "Also, keep this dissertation and treat it with care, since it is one and only book you have written.";
+ mes "You may have need of it one of these days. And it shall forever remind of this grandiose moment.";
+ next;
+ mes "[Kayron Grik]";
+ mes "Well then...May God fill your path with knowledge.";
+ mes "Study with diligence!!";
+ }
+ else {
+ mes "Hmm? What has happened to you? Where did you leave your dissertation?";
+ mes "Please bring it to me so that you may pass the test.";
+ next;
+ mes "[Kayron Grik]";
+ mes "Wait...you didn't lose it, did you?";
+ mes "Well...that's your business. It is regrettable that you won't be able to get a chance to write a book anymore.";
+ }
+ }
+ else {
+ mes "*Chuckle* Becoming a Sage isn't as simple as you may have assumed.";
+ mes "You cannot become a Sage because your magic skills are inadequate...";
+ next;
+ mes "[Kayron Grik]";
+ mes "Study diligently, and return when you finish your dissertation.";
+ mes "Until then, farewell!";
+ }
+ close2;
+ cutin "",255;
+ end;
}
-//===============================
-//Biotech Lab
-//===============================
-yuno_in03,244,31,3 script Physics Professor 120,{
- if(BaseJob == Job_Sage) goto L_Menu3_2;
- if(BaseJob != Job_Mage) goto L_Menu1_1;
- if(SAGE_Q == 11) goto L_Menu3_1;
- if(SAGE_Q2 == 8) goto L_Menu2_1;
- if(SAGE_Q2 == 9) goto L_Menu2_3;
- if(SAGE_Q2 == 10) goto L_Menu2_5;
- if(SAGE_Q2 == 11) goto L_ThesisStart1;
- if(SAGE_Q == 9) goto L_Menu1_2;
- mes "[Ebeshi]";
- mes "What?";
- next;
- mes "[Ebeshi]";
- mes "Did you come to study under my guidance?";
- next;
- mes "[Ebeshi]";
- mes "Well, you need to enroll first.";
- mes "Heheheheh...";
- close;
-L_Menu1_1:
- mes "[Ebeshi]";
- mes "Eh???????????????????????????????";
- next;
- mes "[Ebeshi]";
- mes "I don't think there's anything someone like you can learn from me.";
- next;
- mes "[Ebeshi]";
- mes "Are you disappointed?";
- mes "Hehehehe....";
- close;
-L_Menu1_2:
- set SAGE_Q2,8;
- mes "[Ebeshi]";
- mes "Well, I'm glad to meet another fine student such as yourself.";
- next;
- mes "[Ebeshi]";
- mes "Aren't you excited that you're going to study under me?!";
- mes "Hehehehe....";
- next;
- mes "[Ebeshi]";
- mes "I hate to be intrusive, but could you get something for me before I start my class?";
- next;
- mes "[Ebeshi]";
- mes "I need ^3051FD30x Stone^000000 as part of the class materials.";
- mes "Can you get that?";
- next;
- mes "[Ebeshi]";
- mes "If you really want to get stones quick,";
- mes "you should look up a friendly thief to assist you! Thanks for helping out.";
- close;
-L_Menu2_1:
- if(countitem(7049) >= 30) goto L_Menu2_2;
- mes "[Ebeshi]";
- mes "Hey, what are you up to?";
- mes "Are you trying to slack off?";
- mes "Come on, set your eyes on the goal.";
- next;
- mes "[Ebeshi]";
- mes "I need ^3051FD30x Stone^000000 to proceed.";
- mes "With all the stones lying around,";
- mes "shouldn't they be easy to find?";
+yuno_in03,154,35,4 script Staff of the Academy#a 742,{
+ mes "[Metheus Sylphe]";
+ if (Upper == 1) {
+ mes "Welcome to the";
+ mes "Schweicherbil Magic";
+ mes "Academy. W-wait a second...";
+ mes "Do I know you from somewhere?";
+ next;
+ mes "[Metheus Sylphe]";
+ mes "We've met before, haven't";
+ mes "we? Oh gosh, I must sound";
+ mes "pretty crazy. I'm sorry, I guess it's because I haven't been";
+ mes "sleeping too well? Oh well,";
+ mes "have a good day, adventurer~";
close;
- L_Menu2_2:
- mes "[Ebeshi]";
- mes "Awesome! You've got all the stones I need.";
- mes "Now, watch this!";
- next;
- mes "[Ebeshi]";
- mes "Abracadabra!!";
- next;
- mes "[Ebeshi]";
- mes "Abracadabra!!";
- next;
- mes "[Ebeshi]";
- mes "Abracadabra!!";
- next;
- delitem 7049,30;
- set SAGE_Q2,9;
- mes "[Ebeshi]";
- mes "You see that?";
- mes "I created three elemental stones!";
- next;
- mes "[Ebeshi]";
- mes "Pretty cool, don't you think?";
- mes "Have them for yourself!";
- next;
- getitem 991,1;
- getitem 993,1;
- getitem 992,1;
- mes "[Ebeshi]";
- mes "Now, for your next lesson, you need to synthesize some different kinds of arrows with those stones.";
- next;
- mes "[Ebeshi]";
- mes "Specifically...";
- mes "^3051FD50x Crystal Arrow^000000";
- mes "^3051FD50x Stone Arrow^000000";
- mes "^3051FD50x Wind Arrow^000000";
- next;
- mes "[Ebeshi]";
- mes "An archer friend can help you make the arrows.";
- mes "Give it a try!";
+ }
+ if (BaseJob != Job_Mage) {
+ if (BaseJob != Job_Sage) {
+ mes "Oh nice to meet you again, long time no see.";
+ mes "So how's it going with the studying?";
+ next;
+ mes "[Metheus Sylphe]";
+ mes "It's okay to study books and magic scrolls all day, ";
+ mes "but you must go outside and fight with monsters as much as you can in order to be a well experienced Sage.";
+ next;
+ mes "[Metheus Sylphe]";
+ mes "If you know any Sage candidates, please give them some advice...";
+ mes "Also, please give my regards to your colleagues as well.";
+ }
+ else if (BaseJob == Job_Novice) {
+ mes "Welcome to the Schweicherbil Magic Academy.";
+ next;
+ mes "[Metheus Sylphe]";
+ mes "This place is specialized in Sage class training. Mostly, what we do is study about monsters and magic spells.";
+ mes "We always welcome new students.";
+ next;
+ mes "[Metheus Sylphe]";
+ mes "People who are at job jevel 40 as Mage class are qualified to apply for enrollment.";
+ mes "By passing selected courses, we will then approve them as Sages.";
+ next;
+ mes "[Metheus Sylphe]";
+ mes "If you're interested in the Sage class, please come again.";
+ mes "And have a good day.";
+ }
+ else {
+ mes "Welcome to the Schweicherbil Magic Academy.";
+ next;
+ mes "[Metheus Sylphe]";
+ mes "This place is specialized in Sage class training. What we do is study about monsters and magic spells.";
+ mes "People who are at job jevel 40 as Mage class are qualified to apply for enrollment.";
+ next;
+ mes "[Metheus Sylphe]";
+ mes "If you have any Mage friends, please let them know about this academy.";
+ mes "Have a good day.";
+ }
close;
- L_Menu2_3:
- if((countitem(1754) >= 50) && (countitem(1756) >= 50) && (countitem(1755) >= 50)) goto L_Menu2_4;
- mes "[Ebeshi]";
- mes "Hmmm?";
- mes "What did you do with those stones I gave you?";
- mes "You didn't sell them, I hope...";
- next;
- mes "[Ebeshi]";
- mes "You need to use them to make";
- mes "^3051FD50x Crystal Arrow^000000";
- mes "^3051FD50x Stone Arrow^000000";
- mes "^3051FD50x Wind Arrow^000000";
- mes "An archer friend can help you make the arrows.";
+ }
+ if (SAGE_Q == 0) {
+ mes "Welcome to the Schweicherbil Magic Academy.";
+ mes "Oh, You're a Mage. How may I assist you?";
+ next;
+ switch(select("Let me know about the Sage job change.:I want to enroll in the school.:Nothing.")) {
+ case 1:
+ mes "[Metheus Sylphe]";
+ mes "I see. Do you wish to become a Sage?";
+ mes "Unfortunately, we are not in charge of changing your job to the Sage class.";
+ next;
+ mes "[Metheus Sylphe]";
+ mes "After you enter this academy and pass certain courses...";
+ mes "you will receive official approval to conduct studies as a Sage.";
+ next;
+ mes "[Metheus Sylphe]";
+ mes "For this reason, we do not speak of this proccess as a job change, but as graduation.";
+ mes "Anyway, if you enter your application for this academy, I will inform you about the registration fee and will let you take the test.";
+ next;
+ mes "[Metheus Sylphe]";
+ mes "For your information, if you bring ^3355FFOld Magicbook^000000 and ^3355FFNecklace of Wisdom^000000, ";
+ mes "you don't have to pay for the Registration Fee to enroll in the school.";
+ next;
+ mes "[Metheus Sylphe]";
+ mes "After you register, you will be able to take the entrance test.";
+ mes "If you pass the test, you will write a thesis for a given subject.";
+ next;
+ mes "[Metheus Sylphe]";
+ mes "The Dean of the academy will decide whether or not you are qualified.";
+ mes "If you're granted admission, you will be able to join in study and research activities as a Sage.";
+ next;
+ mes "[Metheus Sylphe]";
+ mes "You're always welcome to join us.";
+ mes "Have a good day.";
+ close;
+ case 2:
+ mes "[Metheus Sylphe]";
+ mes "I see, you want to join the academy. Once again, welcome to the Schweicherbil Magic Academy.";
+ next;
+ mes "[Metheus Sylphe]";
+ mes "People who have already met the basic requirement by reaching at Mage job level 40 are qualified for enrollment.";
+ mes "A small registration fee will also be required.";
+ next;
+ mes "[Metheus Sylphe]";
+ mes "The registration fee is 70,000 zeny.";
+ mes "However, if you bring ^3355FFOld Magicbook^000000 and ^3355FFNecklace of Wisdom^000000, you will be exempt from this fee.";
+ next;
+ mes "[Metheus Sylphe]";
+ mes "So, do you wish to apply immediately?";
+ next;
+ switch(select("Yes, I do.:The fee is much too expensive.:I will come back later.")) {
+ case 1:
+ if (JobLevel < 40) {
+ mes "[Metheus Sylphe]";
+ mes "I'm sorry, but you haven't met the basic requirements yet.";
+ mes "Please go study more and reach Mage job level 40 first.";
+ close;
+ }
+ if (SkillPoint) {
+ mes "[Metheus Sylphe]";
+ mes "You have unused skill points left. Please go learn all those skills you've been planning to learn.";
+ mes "We do not accept any ambiguous candidates.";
+ close;
+ }
+ mes "[Metheus Sylphe]";
+ mes "Very well. Let's complete your application form.";
+ mes "Please put your signature here.";
+ next;
+ select(strcharinfo(0));
+ mes "[Metheus Sylphe]";
+ mes "Your name is ... " + strcharinfo(0) + ". It's a very nice name.";
+ next;
+ if (JobLevel == 50) {
+ mes "[Metheus Sylphe]";
+ mes "Oh, you've mastered the Mage job! You're great!! *Clap Clap Clap*";
+ mes "In reward for your great effort, you will be exempt from the registration fee!";
+ next;
+ mes "[Metheus Sylphe]";
+ mes "Yes, everything's ready.";
+ mes "Next, you will take an entrance test.";
+ set SAGE_Q,4;
+ next;
+ mes "[Metheus Sylphe]";
+ mes "Please visit Professor Claytos.";
+ mes "He's in the left room.";
+ close;
+ }
+ mes "[Metheus Sylphe]";
+ mes "Will you pay the registration fee with 70,000 zeny?";
+ mes "Or will you give me ^3355FFOld Magicbook^000000 and ^3355FFNecklace of Wisdom^000000?";
+ next;
+ if (select("Pay 70,000 zeny.:Give him Old Magicbook and Necklace of Wisdom.") == 1) {
+ if (Zeny > 69999) {
+ set zeny,zeny-70000;
+ mes "[Metheus Sylphe]";
+ mes "Thank you, your application has been accepted.";
+ mes "Next, you will take an entrance test.";
+ set SAGE_Q,4;
+ next;
+ mes "[Metheus Sylphe]";
+ mes "Please visit Professor Claytos.";
+ mes "He's in the left room.";
+ close;
+ }
+ mes "[Metheus Sylphe]";
+ mes "What a shame! It seems you didn't bring enough money for tuition.";
+ mes "Please make sure you have at least 70,000 zeny to enroll in classes.";
+ close;
+ }
+ if (countitem(1006) > 0 && countitem(1007) > 0) {
+ delitem 1006,1; //Old_Magic_Book
+ delitem 1007,1; //Penetration
+ mes "[Metheus Sylphe]";
+ mes "Thank you, your application has been accepted.";
+ mes "Next, you will take the entrance test.";
+ set SAGE_Q,4;
+ next;
+ mes "[Metheus Sylphe]";
+ mes "Please visit Professor Claytos.";
+ mes "He's in the left room.";
+ close;
+ }
+ mes "[Metheus Sylphe]";
+ mes "Umm...It seems you didn't bring any of those?";
+ mes "I suppose you left them somewhere behind. Please go get them, and then come back.";
+ close;
+ case 2:
+ if (JobLevel < 40) {
+ mes "[Metheus Sylphe]";
+ mes "Before we talk about the registration fee, it seems you haven't met the basic requirement yet, Mage job level 40.";
+ mes "Please go study more, and then come back to enroll.";
+ close;
+ }
+ if (JobLevel == 50) {
+ mes "[Metheus Sylphe]";
+ mes "Well, I can't help you with that issue. If you don't have the fee, you are not allowed to enter the academy.";
+ mes "Even if you might think it's absurdly expensive, it's a justifiable price to pay in order to become a Sage.";
+ next;
+ mes "[Metheus Sylphe]";
+ mes "Anyway... oh! You mastered the Mage job! You're truly exemplary!! *Clap Clap Clap*.";
+ mes "As a reward for your great effort, you will be exempt from the registration fee!";
+ next;
+ mes "[Metheus Sylphe]";
+ mes "Okay, let's complete the application form.";
+ mes "Please put your signature here.";
+ next;
+ select(strcharinfo(0));
+ mes "[Metheus Sylphe]";
+ mes "Your name is ... " + strcharinfo(0) + ". It's a very nice name.";
+ next;
+ mes "[Metheus Sylphe]";
+ mes "Yes, everything's ready.";
+ mes "Next, you will take the entrance test.";
+ set SAGE_Q,4;
+ next;
+ mes "[Metheus Sylphe]";
+ mes "Please visit professor Claytos.";
+ mes "He's in the left room.";
+ close;
+ }
+ if (Zeny > 43210) {
+ mes "[Metheus Sylphe]";
+ mes "Well, I can't help you with that issue. If you don't have the fee, you are not allowed to enter the academy.";
+ mes "Even if you may think it's absurdly expensive, it's a justifiable price to pay in order to become a Sage.";
+ next;
+ mes "[Metheus Sylphe]";
+ mes "Alternatively, you could try to find ^3355FFOld Magicbook^000000 and ^3355FFNecklace of Wisdom^000000.";
+ mes "If you don't wish to do that, you must save some money for the registration fee.";
+ next;
+ mes "[Metheus Sylphe]";
+ mes "Goodbye, and have a good day.";
+ close;
+ }
+ else {
+ mes "[Metheus Sylphe]";
+ mes "Oh, I guess you don't have enough money?";
+ mes "Under the existing provisions, you must pay 70,000 zeny for the application...";
+ next;
+ if (select("Please...is there any way?:Ok, I will come back later.") == 1) {
+ mes "[Metheus Sylphe]";
+ mes "Hmmm...then I shall offer a special option!";
+ mes "You will pay 30,000 zeny and bring some items as compensation for the tuition discount.";
+ next;
+ switch(rand(1,3)) {
+ case 1:
+ set SAGE_Q,1;
+ mes "[Metheus Sylphe]";
+ mes "Please gather the following items.";
+ mes "50 ^3355FFFeather of Birds^000000";
+ mes "50 ^3355FFFluff^000000";
+ mes "25 ^3355FFIron Ore^000000";
+ next;
+ mes "[Metheus Sylphe]";
+ mes "If you bring those items, your tuition will be 30,000 zeny, in lieu of the original 70,000 zeny fee.";
+ break;
+ case 2:
+ set SAGE_Q,2;
+ mes "[Metheus Sylphe]";
+ mes "Please gather the following items.";
+ mes "50 ^3355FFClover^000000";
+ mes "50 ^3355FFFeather^000000";
+ mes "25 ^3355FFSquid Ink^000000";
+ next;
+ mes "[Metheus Sylphe]";
+ mes "If you bring the aforementioned items, the tuition fee will be 30,000 zeny, rather than the original 70,000 zeny fee.";
+ break;
+ case 3:
+ set SAGE_Q,3;
+ mes "[Metheus Sylphe]";
+ mes "Please gather the following items.";
+ mes "50 ^3355FFFeather of Birds^000000";
+ mes "50 ^3355FFFluff^000000";
+ mes "50 ^3355FFClover^000000";
+ mes "50 ^3355FFFeather^000000";
+ next;
+ mes "[Metheus Sylphe]";
+ mes "If you bring those items, your tuition will only be 30,000 zeny, instead of the original 70,000 zeny fee.";
+ }
+ mes "I am sure it's a very reasonable option for you.";
+ next;
+ mes "[Metheus Sylphe]";
+ mes "Ah yes, before gathering all of those items, if you happen to have 70,000 zeny, I will be more than happy to receive the full payment.";
+ mes "That is, after all, our original policy.";
+ next;
+ mes "[Metheus Sylphe]";
+ mes "Alternatively, you can bring me ^3355FFOld Magicbook^000000 and ^3355FFNecklace of Wisdom^000000.";
+ mes "Goodbye, and have a good day.";
+ close;
+ }
+ mes "[Metheus Sylphe]";
+ mes "Ah yes, take your time...";
+ mes "Goodbye, and have a good day.";
+ close;
+ }
+ case 3:
+ mes "[Metheus Sylphe]";
+ mes "Ah yes, take your time...";
+ mes "Goodbye, and have a good day.";
+ close;
+ }
+ case 3:
+ mes "[Metheus Sylphe]";
+ mes "I see, take your time. You can also take a look around.";
+ mes "Goodbye, and have a good day.";
+ close;
+ }
+ }
+ else if (SAGE_Q >= 1 && SAGE_Q <= 3) {
+ mes "Welcome, once again.";
+ next;
+ if (countitem(1006) > 0 && countitem(1007) > 0) {
+ delitem 1006,1; //Old_Magic_Book
+ delitem 1007,1; //Penetration
+ mes "[Metheus Sylphe]";
+ mes "Well done. Let me proceed with your application request.";
+ set SAGE_Q,4;
+ next;
+ }
+ else if (Zeny > 69999) {
+ set zeny,zeny-70000;
+ mes "[Metheus Sylphe]";
+ mes "Well done. Let me proceed with your application request.";
+ set SAGE_Q,4;
+ next;
+ }
+ else {
+ switch (SAGE_Q) {
+ case 1:
+ //Feather_Of_Bird, Fluff, Iron_Ore
+ setarray .@item[0], 916,914,1002;
+ setarray .@count[0], 50,50,25;
+ break;
+ case 2:
+ //Clover, Feather, Chinese_Ink
+ setarray .@item[0], 705,949,1024;
+ setarray .@count[0], 50,50,25;
+ break;
+ case 3:
+ //Feather_Of_Bird, Fluff, Clover, Feather
+ setarray .@item[0], 916,914,705,949;
+ setarray .@count[0], 50,50,50,50;
+ break;
+ }
+ set .@size, (getarraysize(.@item)-1);
+ for( set .@i,0 ; .@i < .@size && countitem(.@item[.@i]) >= .@count[.@i] ; set .@i,.@i+1 );
+ if(.@i == .@size) {
+ if (Zeny > 29999) {
+ for (set .@i, 0; .@i < .@size ; set .@i, .@i+1)
+ delitem .@item[.@i], .@count[.@i];
+ set zeny,zeny-30000;
+ mes "[Metheus Sylphe]";
+ mes "Well done. Let me proceed with your application request.";
+ set .@SAGE_Q_T,SAGE_Q;
+ set SAGE_Q,4;
+ next;
+ }
+ mes "[Metheus Sylphe]";
+ mes "I am sorry to say that you are not ready yet.";
+ mes "Although you brought all of the items, the money you have now is less than 30,000 zeny.";
+ next;
+ mes "[Metheus Sylphe]";
+ mes "As I told you before, you must bring all of those items, as well as the 30,000 zeny together.";
+ mes "Please make sure that you have the required items and money.";
+ close;
+ }
+ else {
+ mes "[Metheus Sylphe]";
+ mes "I am sorry to say that it seems you didn't bring all of the required items.";
+ mes "I shall remind you what to bring, in case you have forgotten.";
+ next;
+ mes "[Metheus Sylphe]";
+ mes "Please bring the following items to me.";
+ mes .@count[0]+" ^3355FF"+.@item[0]+"^000000";
+ mes .@count[1]+" ^3355FF"+.@item[1]+"^000000";
+ mes .@count[2]+" ^3355FF"+.@item[2]+"^000000";
+ if (SAGE_Q == 3) mes .@count[3]+" ^3355FF"+.@item[3]+"^000000";
+ next;
+ mes "[Metheus Sylphe]";
+ mes "If you bring all of these items, your tuition fee will be reduced from 70,000 zeny to 30,000 zeny.";
+ mes "Good luck.";
+ close;
+ }
+ }
+ mes "[Metheus Sylphe]";
+ mes "Let's complete the application form.";
+ mes "Please put your signature here.";
+ next;
+ select(strcharinfo(0));
+ mes "[Metheus Sylphe]";
+ switch (.@SAGE_Q_T) {
+ case 1: mes "Your name is ... " + strcharinfo(0) + ". It's a very nice name."; break;
+ case 2: mes "Your name is ... " + strcharinfo(0) + ". It sounds very sagacious."; break;
+ case 3: mes "Your name is ... " + strcharinfo(0) + ". Interesting name."; break;
+ }
+ next;
+ mes "[Metheus Sylphe]";
+ mes "Ah yes, everything is in readiness.";
+ mes "Next, you will take an entrance test.";
+ set SAGE_Q,4;
+ next;
+ mes "[Metheus Sylphe]";
+ mes "Please visit Professor Claytos.";
+ mes "He's in the left room.";
close;
- L_Menu2_4:
- mes "[Ebeshi]";
- mes "You made the arrows! Good job.";
- mes "Now, to continue with the lesson...";
- next;
- mes "[Ebeshi]";
- mes "This lesson covers the Elemental Affinity chapter in your textbook.";
- next;
- mes "[Ebeshi]";
- mes "The first affinity is really easy.";
- mes "Water magic is very effective against fire.";
- mes "It's easy to remember.";
- mes "All you need to remember is water being splashed on fire.";
- next;
- mes "[Ebeshi]";
- mes "Wind magic will decimate water-based monsters.";
- mes "Observe what happens when a lake is struck by lightning.";
- next;
- mes "[Ebeshi]";
- mes "Earth magic will crush wind-based monsters easily.";
- mes "Don't you build a house on a strong foundation to keep the wind away?";
- next;
- mes "[Ebeshi]";
- mes "Fire magic mercilessly scorches the earth.";
- mes "Won't a tree burn if a fire breaks out?";
- mes "Same with an earth-based monster.";
- next;
- mes "[Ebeshi]";
- mes "Do you understand?";
- mes "Here's some homework for next time...";
- next;
- delitem 1754,50;
- delitem 1756,50;
- delitem 1755,50;
- set SAGE_Q2,10;
- mes "[Ebeshi]";
- mes "Next time you come, bring ^3051FD1x Holy Water^000000.";
- mes "We'll need it for the lesson.";
- mes "It will be easy to acquire if you have contacts in the church.";
+ }
+ else if (SAGE_Q == 4) {
+ mes "Huh? What are you doing here? You're supposed to be taking the entrance test by now.";
+ mes "Please visit Professor Claytos in the left room.";
close;
- L_Menu2_5:
- if(countitem(523) >= 1) goto L_Menu2_6;
- mes "[Ebeshi]";
- mes "Ooops!";
- mes "Did you forget about the item I asked you to bring?";
- next;
- mes "[Ebeshi]";
- mes "I need ^3051FD1x Holy Water^000000 for the lesson.";
- mes "Ask an Acolyte to help you make it.";
- mes "Hehehehe...";
+ }
+ else if (SAGE_Q == 15) {
+ mes "Oh, are you done with the dissertation?";
+ mes "Sure, you can submit it to Dean Kayron.";
+ next;
+ mes "[Metheus Sylphe]";
+ mes "So long as you make the effort, you should achieve good results.";
+ mes "Good luck.";
close;
- L_Menu2_6:
- mes "[Ebeshi]";
- mes "Alright, you have the Holy Water!";
- mes "Let's continue the lesson!";
- next;
- mes "[Ebeshi]";
- mes "Please take good notes about this part.";
- mes "It will be on the test.";
- next;
- mes "[Ebeshi]";
- mes "Water magic sucks against wind!";
- mes "Would a lightning bolt care if it was frozen?";
- mes "Heheheheh....";
- next;
- mes "[Ebeshi]";
- mes "Wind magic is totally useless against the earth.";
- mes "Will a tree suffer permanent damage if it's blown about?";
- next;
- mes "[Ebeshi]";
- mes "Earth magic is ineffective against fire.";
- mes "If you put some leaves on a fire, will the fire go out?";
- mes "No, just the opposite will happen.";
- next;
- mes "[Ebeshi]";
- mes "Fire won't do much against water.";
- mes "If you heat water, doesn't it just become more dangerous?";
- next;
- mes "[Ebeshi]";
- mes "That was a pretty informative lecture!";
- mes "You think so too, right?";
- next;
- delitem 523,1;
- set SAGE_Q2,11;
- mes "[Ebeshi]";
- mes "Now, you have enough knowledge to prepare a defensible thesis.";
- mes "Hehehehehe!";
- next;
- mes "[Ebeshi]";
- mes "To put the thesis together, you'll need:";
- mes "^3051FD1x Feather of Birds^000000 for your writing instrument.";
- mes "^3051FD1x Animal Skin^000000 for the pages.";
- mes "^3051FD1x Trunk^000000 to bind the pages.";
- mes "^3051FD1x Squid Ink^000000 for your ink.";
- mes "^3051FD1x Empty Bottle^000000 to store your ink.";
- next;
- mes "[Ebeshi]";
- mes "Come and see me once you've gotten all of these items together.";
+ }
+ else {
+ mes "Oh sorry, this is a rather inconvenient time to converse.";
+ mes "Please come back later. I apologize for troubling you.";
close;
- L_ThesisStart1:
- if((countitem(916) >= 1) && (countitem(919) >= 1) && (countitem(1019) >= 1) && (countitem(1024) >= 1) && (countitem(713) >= 1)) goto L_ThesisStart2;
- mes "[Ebeshi]";
- mes "Hmmm?";
- mes "You can't forget important things like this!";
- next;
- mes "[Ebeshi]";
- mes "You need these items to start your thesis:";
- mes "^3051FD1x Feather of Birds^000000 for your writing instrument.";
- mes "^3051FD1x Animal Skin^000000 for the pages.";
- mes "^3051FD1x Trunk^000000 to bind the pages.";
- mes "^3051FD1x Squid Ink^000000 for your ink.";
- mes "^3051FD1x Empty Bottle^000000 to store your ink.";
- next;
- mes "[Ebeshi]";
- mes "Do you have some friends that might be able to help you gather the materials?";
- mes "That will make it a simple task!";
- close;
- L_ThesisStart2:
- delitem 916,1;
- delitem 919,1;
- delitem 1019,1;
- delitem 1024,1;
- delitem 713,1;
- mes "[Ebeshi]";
- mes "Alright...";
- mes "You need to write this yourself.";
- mes "I'm simply your research advisor!";
- mes "Hehehehe...";
- next;
- mes "......";
- next;
- mes "......";
- next;
- mes "......";
- next;
- mes "Elemental magic is divided into four types...";
- menu "...called Fire, Wind, Water, and Earth",L_ThesisMenu1_1,"...named Fire, Wind, Water, and Earth",L_ThesisMenu1_2,"...that oppose each other Fire, Wind, Water, and Earth",L_ThesisMenu1_3;
- L_ThesisMenu1_1:
- mes "...called Fire, Wind, Water, and Earth";
- goto L_Thesis2;
- L_ThesisMenu1_2:
- mes "...named Fire, Wind, Water, and Earth";
- goto L_Thesis2;
- L_ThesisMenu1_3:
- mes "...that oppose each other: Fire, Wind, Water, and Earth";
- goto L_Thesis2;
- L_Thesis2:
- mes "Each attribute has certain properties.";
- menu "Wind conquers water...",L_ThesisMenu2_1,"Water douses fire...",L_ThesisMenu2_2,"Fire scorches Earth...",L_ThesisMenu2_3;
- L_ThesisMenu2_1:
- mes "Wind conquers Water and Earth attacks Wind";
- goto L_Thesis3;
- L_ThesisMenu2_2:
- mes "Water douses fire, while Wind zaps Water";
- goto L_Thesis3;
- L_ThesisMenu2_3:
- mes "Fire scorches Earth, and Water douses Fire.";
- goto L_Thesis3;
- L_Thesis3:
- menu "But weaknesses exist, too",L_ThesisMenu3_1,"You can customize your weapon element, also",L_ThesisMenu3_2,"Elemental affinity varies by monster type, also",L_ThesisMenu3_3;
- L_ThesisMenu3_1:
- mes "But weaknesses exist, too";
- goto L_Thesis4;
- L_ThesisMenu3_2:
- mes "You can customize your weapon element, also";
- goto L_Thesis4;
- L_ThesisMenu3_3:
- mes "Elemental affinity varies by monster type, also";
- goto L_Thesis4;
- L_Thesis4:
- menu "You need to be circumspect when facing monsters...",L_ThesisMenu4_1,"So, you should customize your weapon to the situation",L_ThesisMenu4_2,"Red Potions have a delicious strawberry flavor",L_ThesisMenu4_3;
- L_ThesisMenu4_1:
- mes "You need to be circumspect when facing monster with an unfamiliar affinity.";
- goto L_Thesis5;
- L_ThesisMenu4_2:
- mes "You should customize your weapon to the situation.";
- goto L_Thesis5;
- L_ThesisMenu4_3:
- mes "Red Potions have a delicious strawberry flavor.";
- goto L_Thesis5;
- L_Thesis5:
- next;
- menu "Eimi of Prontera is hot",L_ThesisMenu5_1,"I wonder how Red Potions are made",L_ThesisMenu5_2,"The complexity of magic exceeds man's capacity to learn",L_ThesisMenu5_3;
- L_ThesisMenu5_1:
- mes "Eimi of Prontera is hot.";
- goto L_Thesis6;
- L_ThesisMenu5_2:
- mes "I wonder how Red Potions are made.";
- goto L_Thesis6;
- L_ThesisMenu5_3:
- mes "The complexity of magic exceeds man's capacity to learn.";
- goto L_Thesis6;
- L_Thesis6:
- menu "The women in Morok are hot, too",L_ThesisMenu6_1,"Maybe it's a secret recipe",L_ThesisMenu6_2,"It's dangerous to depend on magic too much...",L_ThesisMenu6_3;
- L_ThesisMenu6_1:
- mes "The women in Morok are hot, too.";
- goto L_Thesis7;
- L_ThesisMenu6_2:
- mes "Maybe it's a secret recipe.";
- goto L_Thesis7;
- L_ThesisMenu6_3:
- mes "It's dangerous to depend on magic too much...";
- goto L_Thesis7;
- L_Thesis7:
- menu "I wish I had a Bunny Band",L_ThesisMenu7_1,"That taste of a White potion...",L_ThesisMenu7_2,"...if you want to stay safe. power...",L_ThesisMenu7_3;
- L_ThesisMenu7_1:
- mes "I wish I had a Bunny Band.";
- goto L_Thesis8;
- L_ThesisMenu7_2:
- mes "The taste of a White Potion...";
- goto L_Thesis8;
- L_ThesisMenu7_3:
- mes "...if you want to stay safe. power...";
- goto L_Thesis8;
- L_Thesis8:
- menu "That would make me happy",L_ThesisMenu8_1,"...is difficult to imagine",L_ThesisMenu8_2,"In the interest of a safe battle...",L_ThesisMenu8_3;
- L_ThesisMenu8_1:
- mes "That would make me happy.";
- goto L_Thesis9;
- L_ThesisMenu8_2:
- mes "...is difficult to imagine";
- goto L_Thesis9;
- L_ThesisMenu8_3:
- mes "In the interest of a safe battle...";
- goto L_Thesis9;
- L_Thesis9:
- menu "Bunny Bands make great Acolyte accessories",L_ThesisMenu9_1,"It makes me wonder if...",L_ThesisMenu9_2,"...you should bring along friends",L_ThesisMenu9_3;
- L_ThesisMenu9_1:
- mes "Bunny Bands make great Acolyte accessories.";
- goto L_Thesis10;
- L_ThesisMenu9_2:
- mes "It makes me wonder if...";
- goto L_Thesis10;
- L_ThesisMenu9_3:
- mes "...you should bring along friends.";
- goto L_Thesis10;
- L_Thesis10:
- menu "I wonder if a Knight could wear one, too",L_ThesisMenu10_1,"...people might drink them when they're not hurt",L_ThesisMenu10_2,"It's the responsible thing to do",L_ThesisMenu10_3;
- L_ThesisMenu10_1:
- mes "I wonder if a Knight could wear one, too.";
- next;
- goto L_ThesisEnd;
- L_ThesisMenu10_2:
- mes "...people might drink them when they're not hurt";
- next;
- goto L_ThesisEnd;
- L_ThesisMenu10_3:
- mes "It's the responsible thing to do.";
- next;
- goto L_ThesisEnd;
- L_ThesisEnd:
- mes "......";
- next;
- mes "......";
- next;
- mes "......";
- next;
- set SAGE_Q,11;
- getitem 1550,1;
- mes "[Ebeshi]";
- mes "Alright!";
- mes "You've finished! It looks pretty good!";
- next;
- mes "[Ebeshi]";
- mes "You should take that to the Headmaster!";
- mes "He'll decide whether you graduate or not.";
- mes "Hehehehehe....";
- close;
-L_Menu3_1:
- mes "[Ebeshi]";
- mes "What's up? Did you forget something?!";
- next;
- mes "[Ebeshi]";
- mes "You should see the Headmaster and present your thesis so you can graduate!";
- close;
-L_Menu3_2:
- mes "[Ebeshi]";
- mes "Good afternoon!";
- mes "It's good to meet other Sages and exchange information.";
- mes "Heheheheh!!";
- next;
- mes "[Ebeshi]";
- mes "Even though company is good sometimes, I need to continue my magical research!";
- next;
- mes "[Ebeshi]";
- mes "Do you want to continue your study here?";
- mes "Please feel free to talk to the other professors and read the literature here.";
- mes "Hehehehe!";
- close;
+ }
}
-//==================================
-//Monster Museum
-//==================================
-
-yuno_in03,32,102,0 script Biology Professor 755,{
- if(BaseJob == Job_Sage) goto L_Menu5_4;
- if(BaseJob != Job_Mage) goto L_Menu1_1;
- if(SAGE_Q == 11) goto L_Menu5_3;
- if((SAGE_Q2 >= 1) && (SAGE_Q2 <= 3)) goto L_Menu3_1;
- if((SAGE_Q2 >= 4) && (SAGE_Q2 <= 6)) goto L_Menu4_1;
- if(SAGE_Q2 == 7) goto L_Menu5_1;
- if(SAGE_Q == 8) goto L_Menu2_1;
- mes "[Lucias]";
- mes "I have a headache...";
- mes "I've got too many things going on at once!";
- next;
- mes "[Lucias]";
- mes "Of course, I'll teach people about biology even with a headache!";
- close;
-L_Menu1_1:
- mes "[Lucias]";
- mes "Hmmm? Are you just poking around?";
- next;
- mes "[Lucias]";
- mes "That's fine, but please don't touch anything.";
- mes "We keep dangerous bioagents in here!";
- next;
- mes "[Lucias]";
- mes "If you have information about rare monsters, we'll pay you handsomely.";
- close;
-L_Menu2_1:
- mes "[Lucias]";
- mes "Oh, you've taken the placement test?";
- mes "I'm Lucias, a preeminent researcher in the biological sciences.";
- next;
- mes "[Lucias]";
- mes "What's your name, young one?";
- next;
- menu "I'm " + strcharinfo(0) + "!",-;
- mes "[Lucias]";
- mes "That's a nice name.";
- mes "Now, let me explain about our research objectives.";
- next;
- mes "[Lucias]";
- mes "My area of expertise is monsters.";
- mes "I'm sure that you've encountered and defeated many monsters by now.";
- mes "Am I right?";
- next;
- menu "You're quite right",-,"Well, not really...",L_Menu2_2;
- mes "[Lucias]";
- mes "Really?";
- mes "I hope your background knowledge is diverse.";
- mes "My class isn't a cakewalk by any means.";
- next;
- goto L_Menu2_3;
- L_Menu2_2:
-//==================================
-//If you respond negatively
- mes "[Lucias]";
- mes "You might be at a disadvantage.";
- mes "My coursework assumes a lot of background knowledge.";
- mes "My class wasn't designed to be a cakewalk...";
- next;
-//==================================
-L_Menu2_3:
- mes "[Lucias]";
- mes "So, shall we get started?";
- mes "You'll learn a lot in this class if you're vigilant.";
- next;
- set @sagerand,0;
- set @sagerand,rand(3);
- mes "[Lucias]";
- mes "So, first, you need to collect ";
- if(@sagerand == 1) goto L_Menu2_4;
- if(@sagerand == 2) goto L_Menu2_5;
- set SAGE_Q2,1;
- mes "^3051FD5x Tendons^000000";
- mes "^3051FD5x Nippers^000000";
- mes "^3051FD5x Sharp Scales^000000";
- next;
- goto L_Menu2_6;
- L_Menu2_4:
- set SAGE_Q2,2;
-//==================================
-//mes–¢‰ñŽû
- mes "^3051FD5x Clam Flesh^000000";
- mes "^3051FD5x Nippers^000000";
- mes "^3051FD5x Heart of Mermaid^000000";
- next;
- goto L_Menu2_6;
- L_Menu2_5:
- set SAGE_Q2,3;
- mes "^3051FD5x Single Cells^000000";
- mes "^3051FD5x Tentacles^000000";
- mes "^3051FD5x Fish Tails^000000";
-//==================================
- next;
- L_Menu2_6:
- mes "[Lucias]";
- mes "We'll continue once you've gathered those.";
+yuno_in03,105,177,5 script Written Test Professor#sa 754,{
+ mes "[Claytos Verdo]";
+ if (BaseJob != Job_Mage) {
+ if (BaseJob == Job_Sage) {
+ mes "Eh? What? Why are you back here?";
+ mes "Do you want to enter the school again?";
+ next;
+ mes "[Claytos Verdo]";
+ mes "Now, I understand how you feel. Since you graduated, you have become a Sage. A Sage...until the end of your days.";
+ mes "So, be strong and independent. Try to explore some places where nobody else has ventured to go.";
+ next;
+ mes "[Claytos Verdo]";
+ mes "Don't forget to record everything you've experienced.";
+ mes "You must share your knowledge with others by taking excellent notes.";
+ }
+ else if (BaseJob == Job_Novice) {
+ mes "What are you doing here, kid?";
+ mes "This is a Magic Academy, not a day care center.";
+ next;
+ mes "[Claytos Verdo]";
+ mes "Go outside and play with the Porings. That's your job.";
+ mes "Go out, chop chop!!";
+ }
+ else if (Class == Job_Wizard) {
+ mes "Well...look who came crawling back. Magic addict.";
+ mes "Yeah yeah, so it's not so bad to be devoted to magic.";
+ next;
+ mes "[Claytos Verdo]";
+ mes "But I hope you remember, no one can live alone.";
+ mes "Although you're strong enough for solo play, you must cooperate and help other people. That's what a Wizard shoud stand for.";
+ }
+ else {
+ mes "Hmm... I understand that you want to enter our prestigious academy, but since you chose to live as a different class,";
+ mes "I don't think you can become a Sage.";
+ next;
+ mes "[Claytos Verdo]";
+ mes "So, don't go around regretting why you chose a job other than Sage. You'd better go out and hunt, leveling up your current job.";
+ }
close;
-L_Menu3_1:
- if((countitem(1050) >= 5) && (countitem(960) >= 5) && (countitem(963) >= 5) && (SAGE_Q2 == 1)) goto L_Menu3_4;
- if((countitem(966) >= 5) && (countitem(960) >= 5) && (countitem(950) >= 5) && (SAGE_Q2 == 2)) goto L_Menu3_4;
- if((countitem(1052) >= 5) && (countitem(962) >= 5) && (countitem(1023) >= 5) && (SAGE_Q2 == 3)) goto L_Menu3_4;
- mes "[Lucias]";
- mes "You don't have the necessary items.";
- mes "Let me repeat what you need:";
- next;
- mes "[Lucias]";
- if(SAGE_Q2 == 2) goto L_Menu3_2;
- if(SAGE_Q2 == 3) goto L_Menu3_3;
- mes "^3051FD5x Tendon^000000";
- mes "^3051FD5x Nipper^000000";
- mes "^3051FD5x Sharp Scale^000000";
+ }
+ if (SAGE_Q == 0) {
+ mes "What, do you want to be a sage?";
+ mes "I can tell by your eyes, hungering for wisdom.";
+ next;
+ mes "[Claytos Verdo]";
+ mes "Of course, if you want to be a Sage, you must first enter the academy.";
+ mes "Apply for enrollment, and then come again.";
close;
- L_Menu3_2:
- mes "^3051FD5x Clam Flesh^000000";
- mes "^3051FD5x Nipper^000000";
- mes "^3051FD5x Heart of Mermaid^000000";
+ }
+ else if (SAGE_Q == 1 || SAGE_Q == 2 || SAGE_Q == 3) {
+ mes "Hah! You didn't even finish the application process!?";
+ mes "I see...did Metheus tell you something?";
+ next;
+ mes "[Claytos Verdo]";
+ mes "Do your best. It'll be a good experience for you.";
+ mes "Come again when you finish the application.";
close;
- L_Menu3_3:
- mes "^3051FD5x Single Cell^000000";
- mes "^3051FD5x Tentacle^000000";
- mes "^3051FD5x Fish Tail^000000";
+ }
+ else if (SAGE_Q == 4) {
+ mes "Welcome to the Schweicherbil Magic Academy.";
+ mes "You applied for this test already, didn't you?";
+ next;
+ mes "[Claytos Verdo]";
+ mes "Let's see, your name is " + strcharinfo(0) + "...";
+ mes "Okay, let's get started!";
+ next;
+ mes "[Claytos Verdo]";
+ mes "The test that I am going to give you will test your knowledge on all of the academic subjects in the world.";
+ mes "I will give you 20 questions, with each question being worth 5 points. When you earn a grade of 80 points, you will pass the test.";
+ next;
+ mes "[Claytos Verdo]";
+ mes "Okay, there's no need to wait. Let's start right away";
+ mes "Oh, and if you don't answer immediately, the test will be cancelled.";
+L_AskQuestion:
+ next;
+ switch(rand(1,3)) {
+ case 1:
+ mes "1. Choose an item that the Gift merchant in Prontera does not sell.";
+ next;
+ if (select("China:Red Frame:Bouquet:Glass Bead") == 3)
+ set .@sage_t,.@sage_t+5;
+ mes "2. Choose a city where you cannot purchase a Stiletto.";
+ next;
+ if (select("Prontera:Morroc:Geffen:Lutie") == 1)
+ set .@sage_t,.@sage_t+5;
+ mes "3. Choose the closest city to Turtle Island.";
+ next;
+ if (select("Al De Baran:Alberta:Comodo:Izlude") == 2)
+ set .@sage_t,.@sage_t+5;
+ mes "4. Choose the monster that is a different type than the others.";
+ next;
+ if (select("Raggler:Pest:Frilldora:Aster") == 4)
+ set .@sage_t,.@sage_t+5;
+ mes "5. Choose the monster that has a different attribute than the others.";
+ next;
+ if (select("Mantis:Metaller:Rocker:Horn") == 2)
+ set .@sage_t,.@sage_t+5;
+ mes "6. Choose the monster that is different sized than the others.";
+ next;
+ if (select("Raydric:Raydric Archer:Wanderer:Dark Frame") == 1)
+ set .@sage_t,.@sage_t+5;
+ mes "7. Choose the monster which doesn't drop 'Alcohol'.";
+ next;
+ if (select("Horong:Plankton:Poison Spore:Toad") == 3)
+ set .@sage_t,.@sage_t+5;
+ mes "8. Choose the NPC that is irrelevant to the Knight job change quest.";
+ next;
+ if (select("Sir Siracuse:Thomas Servantes:Sir Windsor:Lady Amy") == 2)
+ set .@sage_t,.@sage_t+5;
+ mes "9. Choose the NPC that is not a citizen of Prontera.";
+ next;
+ if (select("Tono:Pina:YuPi:Hollgrehenn") == 2)
+ set .@sage_t,.@sage_t+5;
+ mes "10. Choose the right name for the Kafra lady who wears glasses.";
+ next;
+ if (select("Pavianne:Roxie:Leilah:Curly Sue") == 3)
+ set .@sage_t,.@sage_t+5;
+ mes "11. How much SP is spent to use lvl 7 Thunderstorm?";
+ next;
+ if (select("49:59:69:74") == 2)
+ set .@sage_t,.@sage_t+5;
+ mes "12. Choose the right amount of damage reduction and SP consumption of the Energy Coat skill when the caster's remaining SP is 50%.";
+ next;
+ if (select("Damage -24% SP1.5%:Damage -24% SP2%:Damage -18% SP1.5%:Damage -18% SP2%") == 4)
+ set .@sage_t,.@sage_t+5;
+ mes "13. Choose the property that is irrelevant to 'Bolt' type skills for the Mage class.";
+ next;
+ if (select("Water:Earth:Fire:Wind") == 2)
+ set .@sage_t,.@sage_t+5;
+ mes "14. Choose the right chance and attack strength for lvl 7 Double Attack, the Thief skill.";
+ next;
+ if (select("35% / 120%:35% / 140%:40% / 120%:40% / 140%") == 2)
+ set .@sage_t,.@sage_t+5;
+ mes "15. Choose the skill that is irrelevant to learning Magnus Exorcismus, the Priest skill.";
+ next;
+ if (select("Divine Protection:Heal:Ruwach:Aqua Benedicta") == 1)
+ set .@sage_t,.@sage_t+5;
+ mes "16. Choose the correct defense and ability of the Bunny Band.";
+ next;
+ if (select("1 / LUK +2:1 / LUK +5:2 / LUK +2:2 / LUK +5") == 3)
+ set .@sage_t,.@sage_t+5;
+ mes "17. Choose the class that cannot equip Padded Armor.";
+ next;
+ if (select("Swordman:Merchant:Thief:Archer") == 4)
+ set .@sage_t,.@sage_t+5;
+ mes "18. Choose the item that cures all abnormal status and restores full HP and SP at the same time.";
+ next;
+ if (select("Royal Jelly:Yggdrasil Seed:Yggdrasilberry:Mastella Fruit") == 3)
+ set .@sage_t,.@sage_t+5;
+ mes "19. Who rules the Rune-Midgarts kingdom right now?";
+ next;
+ if (select("Tristun the 3rd:Tristram the 3rd:Tristar the 3rd:Trast the 3rd") == 2)
+ set .@sage_t,.@sage_t+5;
+ mes "20. Choose the god of Crusaders.";
+ next;
+ if (select("Odin:Loki:Thor:Venadin") == 1)
+ set .@sage_t,.@sage_t+5;
+ break;
+ case 2:
+ mes "1. Choose the jewel that the Morroc Jewel Merchant does not sell.";
+ next;
+ if (select("Topaz:Garnet:Diamond:Sapphire") == 2)
+ set .@sage_t,.@sage_t+5;
+ mes "2. Choose the city where users cannot purchase Monster's Feed from an NPC.";
+ next;
+ if (select("Prontera:Morroc:Al De Baran:Alberta") == 3)
+ set .@sage_t,.@sage_t+5;
+ mes "3. Choose the closest city to the Maze.";
+ next;
+ if (select("Prontera:Morroc:Geffen:Payon") == 1)
+ set .@sage_t,.@sage_t+5;
+ mes "4. Choose the monster that is a different type than the others.";
+ next;
+ if (select("Muka:Drops:Plankton:Penomena") == 4)
+ set .@sage_t,.@sage_t+5;
+ mes "5. Choose the monster with the different attribute.";
+ next;
+ if (select("Dokebi:Isis:Giearth:Deviruchi") == 3)
+ set .@sage_t,.@sage_t+5;
+ mes "6. Choose the monster that is different in size.";
+ next;
+ if (select("Thiefbug (Aggressive):Horn:Metaller:Argos") == 4)
+ set .@sage_t,.@sage_t+5;
+ mes "7. Choose the monster which does not drop 'Yggdrasil Leaf'.";
+ next;
+ if (select("Marduk:Baphomet Jr.:Angeling:Wanderer") == 1)
+ set .@sage_t,.@sage_t+5;
+ mes "8. Choose the NPC that is irrelevant to the Priest job change quest.";
+ next;
+ if (select("Paul:Sir Windsor:Peter S. Alberto:Cecilia") == 2)
+ set .@sage_t,.@sage_t+5;
+ mes "9. Choose the NPC that is not a citizen of Morroc.";
+ next;
+ if (select("Syvia:Akira:Antonio:Dmitrii") == 3)
+ set .@sage_t,.@sage_t+5;
+ mes "10. Choose the Kafra lady who has gorgeous blue hair.";
+ next;
+ if (select("Pavianne:Roxie:Leilah:Curly Sue") == 1)
+ set .@sage_t,.@sage_t+5;
+ mes "11. Choose the skill that is irrelevant to learning Fire Wall, the Mage skill.";
+ next;
+ if (select("lvl 4 Fire Bolt:lvl 4 Napalm Beat:lvl 5 Fire Ball:lvl 1 Sight") == 2)
+ set .@sage_t,.@sage_t+5;
+ mes "12. How much SP can be restored when learning SP recovery at lvl 6 (without being affected by INT)?";
+ next;
+ if (select("14:16:18:21") == 3)
+ set .@sage_t,.@sage_t+5;
+ mes "13. How many INT points does a Mage receive as a bonus at job lvl 33?";
+ next;
+ if (select("7:6:5:4") == 4)
+ set .@sage_t,.@sage_t+5;
+ mes "14. Choose the correct SP consumption and the skill duration for Improve Concentration lvl 5 (Archer skill).";
+ next;
+ if (select("45 / 80 sec:50 / 80 sec:45 / 90 sec:50 / 90 sec") == 1)
+ set .@sage_t,.@sage_t+5;
+ mes "15. Choose the skill that is irrelevant to learning Maximize Power, the Blacksmith skill.";
+ next;
+ if (select("Hilt Binding:Skin Tempering:Hammer Fall:Weapon Perfection") == 2)
+ set .@sage_t,.@sage_t+5;
+ mes "16. What is the correct defense rate and ability of Cute Ribbon?";
+ next;
+ if (select("0 / SP +20:0 / SP +30:1 / SP +20:1 / SP +30") == 3)
+ set .@sage_t,.@sage_t+5;
+ mes "17. Choose the class that cannot equip Saint Robe.";
+ next;
+ if (select("Swordman:Merchant:Thief:Acolyte") == 3)
+ set .@sage_t,.@sage_t+5;
+ mes "18. Choose the abnormal status that cannot be cured by Green Potion.";
+ next;
+ if (select("Silence:Chaos:Blind:Curse") == 4)
+ set .@sage_t,.@sage_t+5;
+ mes "19. Choose the correct name for the ancient kingdom that disappeared somewhere in Geffen.";
+ next;
+ if (select("Geffayon:Geffenia:Gefenn:Jaffen") == 2)
+ set .@sage_t,.@sage_t+5;
+ mes "20. Choose the correct name for the tree that has become the root of this world.";
+ next;
+ if (select("Yggdrasil:Iggdrassil:Mastella:Dead Branch") == 1)
+ set .@sage_t,.@sage_t+5;
+ break;
+ case 3:
+ mes "1. Choose the item that the Magical Tool merchant in Geffen does not sell.";
+ next;
+ if (select("Mantle:Wand:Circlet:Silver Robe") == 1)
+ set .@sage_t,.@sage_t+5;
+ mes "2. Choose the city where users cannot purchase Blade from an NPC.";
+ next;
+ if (select("Prontera:Izlude:Al De Baran:Payon") == 3)
+ set .@sage_t,.@sage_t+5;
+ mes "3. Choose the closest city to Glast Heim.";
+ next;
+ if (select("Prontera:Geffen:Morroc:Payon") == 2)
+ set .@sage_t,.@sage_t+5;
+ mes "4. Choose the monster that is a different type than the others.";
+ next;
+ if (select("Aster:Marc:Marse:Marin") == 4)
+ set .@sage_t,.@sage_t+5;
+ mes "5. Choose the monster that has a different attribute.";
+ next;
+ if (select("Baby Desert Wolf:Smokie:Picky:Choco") == 2)
+ set .@sage_t,.@sage_t+5;
+ mes "6. Choose the monster that is different sized.";
+ next;
+ if (select("Drake:Wraith:Evil Druid:Khalitzburg") == 1)
+ set .@sage_t,.@sage_t+5;
+ mes "7. Choose the monster that does not drop 'Phracon'.";
+ next;
+ if (select("Pupa:Peco Peco Egg:Savage Bebe:Baby Desert Wolf") == 2)
+ set .@sage_t,.@sage_t+5;
+ mes "8. Choose the NPC that is irrelevant to the Blacksmith job change quest.";
+ next;
+ if (select("Altiregen:Geschupenschte:Barcadi:Baisulist") == 3)
+ set .@sage_t,.@sage_t+5;
+ mes "9. Choose the NPC that is not a citizen of Al De Baran.";
+ next;
+ if (select("RS125:GOD-POING:Stromme:Chemirre") == 2)
+ set .@sage_t,.@sage_t+5;
+ mes "10. Choose the Kafra lady who is the youngest among the staff.";
+ next;
+ if (select("Pavianne:Roxie:Leilah:Curly Sue") == 4)
+ set .@sage_t,.@sage_t+5;
+ mes "11. Choose the correct SP consumption and the number of evasions when using Safety Wall lvl 6.";
+ next;
+ if (select("SP 40, 6 times:SP 35, 6 times:SP 40, 7 times:SP 35, 7 times") == 3)
+ set .@sage_t,.@sage_t+5;
+ mes "12. Choose the correct amount of magic attack for Napalm Beat lvl 6.";
+ next;
+ if (select("MATK * 1.2:MATK * 1.3:MATK * 1.4:MATK * 1.5") == 2)
+ set .@sage_t,.@sage_t+5;
+ mes "13. Choose the catalyst stone for Mage Solution no. 4 that is used for the Mage job change quest.";
+ next;
+ if (select("Blue Gemstone:Red Gemstone:Yellow Gemstone:1 carat Diamond") == 4)
+ set .@sage_t,.@sage_t+5;
+ mes "14. Choose the correct attack strength and SP consumption for Bash lvl 6, the Swordman skill.";
+ next;
+ if (select("250% / 8:280% / 8:280% / 15:310% / 15") == 3)
+ set .@sage_t,.@sage_t+5;
+ mes "15. Choose the skill that is irrelevant to learning Claymore Trap, the Hunter skill.";
+ next;
+ if (select("Remove Trap:Land Mine:Ankle Snare:Flasher") == 1)
+ set .@sage_t,.@sage_t+5;
+ mes "16. Choose the correct defense and ability of Wedding Veil.";
+ next;
+ if (select("0 / MDEF +3:0 / MDEF +5:1 / MDEF +3:1 / MDEF +5") == 2)
+ set .@sage_t,.@sage_t+5;
+ mes "17. Choose the class that cannot equip Coat.";
+ next;
+ if (select("Swordman:Merchant:Thief:Novice") == 4)
+ set .@sage_t,.@sage_t+5;
+ mes "18. Choose the item that is not an ingredient for Blue Dyestuffs.";
+ next;
+ if (select("Alcohol:Detrimindexta:Karvodailnirol:Blue Herb") == 3)
+ set .@sage_t,.@sage_t+5;
+ mes "19. When the world was created by the god Odin, what did he use for the material?";
+ next;
+ if (select("The heart of Ymir:The nail of Ymir:The tooth of Ymir:The memento of Ymir") == 1)
+ set .@sage_t,.@sage_t+5;
+ mes "20. Choose the metal that has rumored to bring fortune and fame to a person with the destiny.";
+ next;
+ if (select("Empelium Gold:Emperium:Emperor:Phracon") == 2)
+ set .@sage_t,.@sage_t+5;
+ }
+ mes "[Claytos Verdo]";
+ if (SAGE_Q == 4) {
+ mes "Well, you answered all 20 of the questions.";
+ mes "Okay, let me check your answers and add up your score.";
+ }
+ else {
+ mes "Well, we finished all 20 questions.";
+ mes "Now, let's check how many points you got.";
+ }
+ next;
+ mes "[Claytos Verdo]";
+ mes "Let's see...";
+ mes "Hmm... hmm...";
+ next;
+ mes "[Claytos Verdo]";
+ mes "You got " + .@sage_t + " points.";
+ if (.@sage_t == 100) {
+ if (SAGE_Q == 4)
+ mes "Excellent! You seem fully qualified to become a Sage!";
+ else
+ mes "Excellent! You must have studed really hard for this test!";
+ set SAGE_Q,6;
+ next;
+ mes "[Claytos Verdo]";
+ mes "You have passed the written test.";
+ mes "Go visit Professor Hermes for the practical examination.";
+ }
+ else if (.@sage_t >= 80) {
+ set SAGE_Q,6;
+ mes "Yeah, not bad. I assume that you will at least understand what you're going to learn in class.";
+ next;
+ mes "[Claytos Verdo]";
+ mes "You passed the written test.";
+ mes "Go visit Professor Hermes for the practical examination.";
+ }
+ else {
+ if (SAGE_Q == 4) {
+ set SAGE_Q,5;
+ mes "Oh well...what a shame: You failed.";
+ next;
+ mes "[Claytos Verdo]";
+ mes "But I'll give you another chance to take the written test,";
+ mes "Go study harder and come back later.";
+ }
+ else {
+ mes "Oh what a shame: You failed.";
+ next;
+ mes "[Claytos Verdo]";
+ mes "But I'll give you another chance,";
+ mes "Go study even harder and come back.";
+ }
+ }
close;
-L_Menu3_4:
- mes "[Lucias]";
- mes "Well, you have the items, but I can't be sure if you bought them or collected them yourself.";
- next;
- mes "[Lucias]";
- mes "There is a similarity in the characteristics of the monsters that drop those items.";
- mes "Do you know what it is?";
- next;
- menu "Water element affinity",L_Menu3_5,"They're fish and shells",L_Menu3_6,"They were quite active",-,"They're monsters",-;
-//==================================
- mes "[Lucias]";
- mes "...I'm disappointed in you.";
- mes "The correct answer is that all of the monsters have water element affinity.";
- mes "Monsters that live in an aquatic environment have evolved bodies adapted to that environment.";
-//==================================
- next;
- goto L_Menu3_6;
- L_Menu3_5:
- mes "[Lucias]";
- mes "Right!";
- mes "Most aquatic monsters have water element affinity because they're adapted to their environment.";
- mes "Fish and shells evolved in a logical way.";
- next;
- L_Menu3_6:
- mes "[Lucias]";
- mes "Not every fish and shell has water element affinity, but you can count on it as a general rule.";
- mes "Now, which type of magic do you think would be most effective against them?";
- next;
- menu "Lightning Bolt",L_Menu3_7,"Firebolt",-,"Thunderstorm",L_Menu3_8,"Frost Nova",-;
-//==================================
-//mes–¢‰ñŽû
- mes "[Lucias]";
- mes "That's not correct.";
- mes "You need to use magic like Lightning Bolt or Thunderstorm.";
- mes "Check the elemental affinity matrix again.";
- next;
-//==================================
- goto L_Menu3_9;
- L_Menu3_7:
- mes "[Lucias]";
- mes "Great! That's right!";
- mes "Using Lightning Bolt is an easy way to victory.";
- next;
- mes "[Lucias]";
- mes "You need to be careful of monsters like the Penomena and Aster because their attribute is different.";
- next;
- goto L_Menu3_9;
- L_Menu3_8:
- mes "[Lucias]";
- mes "Great! That's right!";
- mes "Using Thunderstorm is an easy way to victory.";
- next;
- mes "[Lucias]";
- mes "You need to be careful of monsters like the Penomena and Aster because their attribute is different.";
- next;
- L_Menu3_9:
- mes "[Lucias]";
- mes "Next, let's turn our attention to insectoid monsters.";
- next;
- set @sagerand,rand(3);
- mes "[Lucias]";
- mes "Next, you need to collect ";
- if(@sagerand == 1) goto L_Menu3_10;
- if(@sagerand == 2) goto L_Menu3_11;
- set SAGE_Q2,4;
- mes "^3051FD5x Cobweb^000000";
- mes "^3051FD5x Shell^000000";
- mes "^3051FD5x Insect Feeler^000000";
- next;
- goto L_Menu2_6;
- L_Menu3_10:
- set SAGE_Q2,5;
-//==================================
-//mes–¢‰ñŽû
- mes "^3051FD5x Moth Dust^000000";
- mes "^3051FD5x Snail's Shell^000000";
- mes "^3051FD5x Horn^000000";
- next;
- goto L_Menu2_6;
- L_Menu3_11:
- set SAGE_Q2,6;
- mes "^3051FD5x Mantis Scythe^000000";
- mes "^3051FD5x Worm Peeling^000000";
- mes "^3051FD5x Rainbow Shell^000000";
-//==================================
- next;
- goto L_Menu2_6;
-L_Menu4_1:
- if((countitem(1025) >= 5) && (countitem(935) >= 5) && (countitem(928) >= 5) && (SAGE_Q2 == 4)) goto L_Menu4_4;
- if((countitem(1057) >= 5) && (countitem(946) >= 5) && (countitem(947) >= 5) && (SAGE_Q2 == 5)) goto L_Menu4_4;
- if((countitem(1031) >= 5) && (countitem(955) >= 5) && (countitem(1013) >= 5) && (SAGE_Q2 == 6)) goto L_Menu4_4;
- mes "[Lucias]";
- mes "You forgot what you're supposed to gather?";
- mes "Listen carefully this time! You need to gather:";
- next;
- mes "[Lucias]";
- if(SAGE_Q2 == 5) goto L_Menu4_2;
- if(SAGE_Q2 == 6) goto L_Menu4_3;
- mes "^3051FD5x Cobweb^000000";
- mes "^3051FD5x Shell^000000";
- mes "^3051FD5x Insect Feeler^000000";
+ }
+ else if (SAGE_Q == 5) {
+ mes "Welcome back.";
+ mes "So, did you study harder this time?";
+ next;
+ mes "[Claytos Verdo]";
+ mes "You will take the written test under the same conditions as the test you took before. I'll give you 20 questions.";
+ mes "Each correct answer will give you 5 points. When your score reaches 80 points, you pass the test.";
+ next;
+ set sage_m2,rand(1,3);
+ set sage_t,0;
+ mes "[Claytos Verdo]";
+ mes "Okay, there's no need to wait.";
+ mes "Answer immediately, or I'll fail you again.";
+ set SAGE_Q,5;
+ goto L_AskQuestions;
+ end;
+ }
+ else if (SAGE_Q == 6) {
+ mes "What else do you want?! Do you want to take this test again?";
+ mes "You've already passed!";
+ next;
+ mes "[Claytos Verdo]";
+ mes "Go visit Professor Hermes for the practical examination.";
+ mes "Move!";
close;
- L_Menu4_2:
- mes "^3051FD5x Moth Dust^000000";
- mes "^3051FD5x Snail's Shell^000000";
- mes "^3051FD5x Horn^000000";
+ }
+ else if (SAGE_Q == 15) {
+ mes "Heh heh, It seems you're done with your dissertation.";
+ mes "But I'm not the person handling that part of the test.";
+ next;
+ mes "[Claytos Verdo]";
+ mes "submit your thesis to Dean Kayron.";
+ mes "He will decide whether you are qualified to graduate or not.";
close;
- L_Menu4_3:
- mes "^3051FD5x Mantis Scythe^000000";
- mes "^3051FD5x Worm Peeling^000000";
- mes "^3051FD5x Rainbow Shell^000000";
+ }
+ else {
+ mes "I'm too busy to take care of written tests.";
+ mes "Come back later, and I'll spare some time to talk.";
close;
-L_Menu4_4:
- set SAGE_Q2,7;
- mes "[Lucias]";
- mes "Excellent. You've done well.";
- mes "I hope you were also dilligent in observing your surroundings when you collected the items.";
- next;
- mes "[Lucias]";
- mes "With insects, you'll need to carefully consider which magic to use, since insects have affinity with a variety of elements.";
- next;
- mes "[Lucias]";
- mes "You should also be aware that Thief hiding and Assassin cloaking aren't effective against some insects.";
- next;
- mes "[Lucias]";
- mes "Insects can also act in groups.";
- mes "Often the insect bosses will have considerable numbers of subordinates.";
- next;
- mes "[Lucias]";
- mes "Ant Lord Maya...";
- mes "Queen Bee Mistress...";
- mes "Goblin Chief Goldfinger...";
- next;
- mes "[Lucias]";
- mes "If you face a boss monster alone, you had best prepare to die.";
- mes "You ought to take a group of friends to face these creatures down.";
- next;
- mes "[Lucias]";
- mes "Well, you've studied quite a bit.";
- mes "Now you need to write a thesis.";
- mes "You need some materials before you can begin writing it, however.";
- mes "They are:";
- next;
- mes "[Lucias]";
- mes "^3051FD1x Feather of Birds^000000 for your writing instrument.";
- mes "^3051FD1x Animal Skin^000000 for the pages.";
- mes "^3051FD1x Trunk^000000 to bind the pages.";
- mes "^3051FD1x Squid Ink^000000 for your ink.";
- mes "^3051FD1x Empty Bottle^000000 to store your ink.";
- next;
- mes "[Lucias]";
- mes "We can get started when you return.";
- close;
-L_Menu5_1:
- if((countitem(916) >= 1) && (countitem(919) >= 1) && (countitem(1019) >= 1) && (countitem(1024) >= 1) && (countitem(713) >= 1) && (SAGE_Q2 == 7)) goto L_Menu5_2;
- mes "[Lucias]";
- mes "You need to gather those items first.";
- mes "They are:";
- next;
- mes "[Lucias]";
- mes "^3051FD1x Feather of Birds^000000 for your writing instrument.";
- mes "^3051FD1x Animal Skin^000000 for the pages.";
- mes "^3051FD1x Trunk^000000 to bind the pages.";
- mes "^3051FD1x Squid Ink^000000 for your ink.";
- mes "^3051FD1x Empty Bottle^000000 to store your ink.";
- next;
- mes "[Lucias]";
- mes "You've done great so far.";
- mes "Just a little more and you can graduate.";
- close;
-L_Menu5_2:
- delitem 916,1;
- delitem 919,1;
- delitem 1019,1;
- delitem 1024,1;
- delitem 713,1;
- mes "[Lucias]";
- mes "Looks like you have everything.";
- next;
- mes "[Lucias]";
- mes "Now, you need to write this yourself.";
- mes "I'm only taking an advisory role.";
- next;
- mes "[Lucias]";
- mes "Are you ready to begin?";
- mes "Let's see if you've acquired enough knowledge to write a coherent thesis.";
- next;
- mes "......";
- next;
- mes "......";
- next;
- mes "......";
- next;
- menu "Monsters come in different types",-;
- mes "Monsters come in different types.";
- menu "They have different elemental affinities",-;
- mes "They have different elemental affinities.";
- menu "If you know the monster's element beforehand...",-;
- mes "If you know the monster's element beforehand...";
- menu "...you can optimize your battle experience",-;
- mes "...you can optimize your battle experience";
- menu "You should especially be careful of...",-;
- mes "You should especially be careful of...";
- menu "...monsters with Holy and Darkness affinity",-;
- mes "...monsters with Holy and Darkness affinity";
- next;
- mes "......";
- next;
- mes "......";
- next;
- mes "......";
- next;
- set SAGE_Q,11;
- getitem 1550,1;
- mes "[Lucias]";
- mes "This is pretty good!";
- mes "I'm proud of you!";
- next;
- mes "[Lucias]";
- mes "Show this to the Headmaster and you'll be sure to graduate.";
- mes "Good luck.";
- close;
-L_Menu5_3:
- mes "[Lucias]";
- mes "Hmmm? What's the matter?";
- mes "You need to show your thesis to the Headmaster.";
- close;
-L_Menu5_4:
- mes "[Lucias]";
- mes "Are you confused about something?";
- mes "I'm pretty busy, so you need to make an appointment a week in advance.";
- next;
- mes "[Lucias]";
- mes "Hahaha...Once you've been a Sage for awhile, you'll be saying the same thing.";
- next;
- mes "[Lucias]";
- mes "Also, if you have some spare time,";
- mes "you should head over to the dungeon and lie down on the floor.";
- mes "Look up and study the ceiling.";
- mes "You might learn something.";
- close;
+ }
}
-//=================================
-//Academy Interior
-//=================================
-
-yuno_in03,154,35,4 script Academy Staff 742,{
- callfunc "F_BlockHigh",26,"High Mage",40,"Professor","Mathias";
-
- if(BaseJob == Job_Sage) goto L_Menu6_4;
- if(BaseJob != Job_Mage) goto L_Menu1_1;
- if(SAGE_Q == 11) goto L_Menu6_3;
- if(SAGE_Q >= 4) goto L_Menu6_2;
- if(SAGE_Q == 3) goto L_Menu6_1;
- if(SAGE_Q == 2) goto L_Menu5_1;
- mes "[Mathias]";
- mes "Hello.";
- mes "This is the Shubaichul Magic Academy?";
- mes "You seem to be a Magician.";
- mes "How can I help you?";
- next;
- menu "Sage class-change information",-,"I want to apply for admission to the Academy",L_Menu3_1,"Forget it",L_Menu2;
- mes "[Mathias]";
- mes "You want to change class to Sage?";
- mes "I can't just change your class right here.";
- next;
- mes "[Mathias]";
- mes "You need to complete a program of rigorous coursework and research.";
- next;
- mes "[Mathias]";
- mes "Once you graduate from the academy,";
- mes "you can change class.";
- mes "In order to proceed, you need to pay tuition and take the placement test.";
- next;
- mes "[Mathias]";
- mes "Only those who have an ^3051FDOld Magic Book^000000 and a ^3051FDNecklace Of Wisdom^000000 can have tuition waived.";
- next;
- mes "[Mathias]";
- mes "Once you've paid the fee, you first take the placement test.";
- mes "If you score highly enough to be placed in our program, you then perform research according to your placement.";
- mes "Finally, you must prepare and defend a thesis.";
- next;
- mes "[Mathias]";
- mes "The Headmaster decides whether or not the thesis meets standards for graduation.";
- mes "If he approves, you can formally begin your career as a Sage.";
- next;
- mes "[Mathias]";
- mes "If you're interested, you need only file an application to get started.";
- mes "Have a good day.";
+yuno_in03,169,180,3 script Practical Examination Professor 755,{
+ mes "[Hermes Tris]";
+ if (BaseJob != Job_Mage) {
+ if (BaseJob == Job_Sage) {
+ mes "Welcome. How have you been?";
+ mes "I guess you've been through a lot of hard times...I can tell by your appearance.";
+ next;
+ mes "[Hermes Tris]";
+ mes "I know how hard it is to explore all those perilous areas, but it will help you to gain more knowledge.";
+ mes "Book smarts never can beat street smarts.";
+ next;
+ mes "[Hermes Tris]";
+ mes "However, it's a very dangerous idea to go deep inside a dungeon alone. ";
+ mes "You'd better look for trustworthy comrades.";
+ }
+ else if (BaseJob == Job_Novice) {
+ mes "Heh heh, now ain't that a cute little Novice?";
+ next;
+ mes "[Hermes Tris]";
+ mes "In this continent of Rune-Midgarts, there are a lot of unknown places and objects that haven't been fully discovered.";
+ mes "The monsters, mysterious objects and heroes of myths...";
+ next;
+ mes "[Hermes Tris]";
+ mes "Why don't you consider being a Sage in the future?";
+ mes "You will love studying the world.";
+ next;
+ mes "[Hermes Tris]";
+ mes "If by chance you do decide to do that, we'll meet again.";
+ mes "Take care, kiddy.";
+ }
+ else {
+ mes "Welcome to the Schweicherbil Magic Academy.";
+ next;
+ mes "[Hermes Tris]";
+ mes "We Sages are more like scholars than Mages.";
+ mes "We are very helpful and powerful as members of a party.";
+ next;
+ mes "[Hermes Tris]";
+ mes "Try to make a party with a Sage next time.";
+ mes "The wisdom a Sage will bring will be more than helpful for your party...";
+ }
close;
-L_Menu2:
- mes "[Mathias]";
- mes "Oh?";
- mes "Are you hesitant?";
- mes "See you later, then.";
- close;
-L_Menu1_1:
- mes "[Mathias]";
- mes "Welcome.";
- mes "This is Shubaichul Magic Academy.";
- next;
- mes "[Mathias]";
- mes "We do research on magic and monsters here.";
- mes "We also train fledgling Sages.";
- next;
- mes "[Mathias]";
- mes "Any Magician who is at or above class level 40 can apply for admission to the Academy.";
- mes "Once you complete our prescribed process for degree acquisition, you can become a Sage.";
- next;
- mes "[Mathias]";
- mes "Good bye.";
- close;
-L_Menu3_1:
- mes "[Mathias]";
- mes "You want to apply? Wonderful!";
- next;
- mes "[Mathias]";
- mes "In order to enter the Academy,";
- mes "you need to be a Magician of class level 40 or above.";
- mes "You will also need to pay tuition to cover instruction and materials.";
- next;
- mes "[Mathias]";
- mes "Tuition is 70,000Zeny.";
- mes "If you have an ^3051FDOld Magic Book^000000 or a ^3051FDNecklace Of Wisdom^000000, the tuition fee will be waived.";
- next;
- mes "[Mathias]";
- mes "So, you would like to apply for admission?";
- next;
- menu "Yes, I would",L_Menu5_5,"Tuition is too expensive!",-,"I'll try again later",L_Menu3_2;
- mes "[Mathias]";
- mes "Well...we need the tuition money to cover instruction and materials...";
- next;
- menu "Isn't there another way?",-,"I'll try again later.",L_Menu3_2;
- set SAGE_Q,2;
- mes "[Mathias]";
- mes "Well...Perhaps there is. I can lower the tuition to 30000 Zeny if you can bring us some materials we need for our research department:";
+ }
+ if (SAGE_Q >= 0 && SAGE_Q <= 3) {
+ mes "I am Professor Hermes, in charge of practical examinations.";
+ mes "Are you a candidate for the Sage class?";
next;
- mes "[Mathias]";
- mes "Specifically, we need:";
- mes "^3051FD50x Feather of Birds^000000";
- mes "^3051FD50x Fluff^000000";
- mes "^3051FD50x Clover^000000";
- mes "^3051FD50x Feathers^000000";
- next;
- mes "[Mathias]";
- mes "If you can get all that, I'll discount the fee to 30000 Zeny.";
- mes "Please do your best to collect them.";
- next;
- mes "[Mathias]";
- mes "Of course, you can also acquire 70000 Zeny instead of gathering the items if you wish.";
- next;
- mes "[Mathias]";
- mes "Please do your best to collect the items.";
- mes "See you later.";
+ mes "[Hermes Tris]";
+ mes "Register your application and take the written test first.";
close;
- L_Menu3_2:
- mes "[Mathias]";
- mes "Oh, alright.";
- mes "Take your time.";
- mes "Thanks for stopping by.";
+ }
+ else if (SAGE_Q == 4 || SAGE_Q == 5) {
+ mes "I am professor Hermes, in charge of practical examinations.";
+ mes "Are you a candidate for the Sage class?";
+ next;
+ mes "[Hermes Tris]";
+ mes "Go pass the written test with Professor Claytos first.";
+ mes "Then I will take care of you.";
close;
-L_Menu5_1:
- mes "[Mathias]";
- mes "So, would you like to apply for admission?";
- next;
- if(JobLevel < 40) goto L_Menu5_9;
- if(countitem(1006) > 0) goto L_Menu5_4;
- if(countitem(1007) > 0) goto L_Menu5_4_;
- if(Zeny < 70000) goto L_Menu5_2;
- set Zeny,Zeny-70000;
- set SAGE_Q,3;
- mes "[Mathias]";
- mes "I see you have 70000 Zeny.";
- mes "I'll take that for tuition. You are now enrolled into the school.";
- next;
- L_Menu5_5:
- if(JobLevel < 40) goto L_Menu5_9;
- mes "[Mathias]";
- mes "We need your signature on this form to proceed.";
- mes "Please sign at the X.";
- next;
- menu "" + strcharinfo(0) + "",-;
- mes "[Mathias]";
- mes "Alright, so you're ";
- mes "" + strcharinfo(0) + ".";
- mes "That's a nice name.";
- next;
- if(JobLevel == 50) goto L_JobMax;
- if(SAGE_Q == 3) goto L_Menu5_6;
- if(countitem(1006) > 0) goto L_Menu5_7;
- if(countitem(1007) > 0) goto L_Menu5_7_;
- if(Zeny < 70000) goto L_Menu5_2;
- set Zeny,Zeny-70000;
- set SAGE_Q,3;
-
- mes "[Mathias]";
- mes "I see you have 70000 Zeny.";
- mes "I'll take that for tuition.";
- mes "You are now enrolled into the school.";
- next;
-
- L_Menu5_6:
- mes "[Mathias]";
- mes "First, you need to take the placement test from Professor Kreitos.";
- next;
- mes "[Mathias]";
- mes "Professor Kreitos is in the Academy library.";
- mes "It's on the far left side of the building.";
- next;
- mes "[Mathias]";
- mes "Good luck on the test.";
+ }
+ else if (SAGE_Q == 6) {
+ mes "Welcome, you just passed the written test, didn't you?";
+ mes "Now it's time for the practical examination.";
+ next;
+ mes "[Hermes Tris]";
+ mes "There is nothing difficult or special about this test.";
+ mes "All you have to do is kill all the monsters within the time limit.";
+ next;
+ mes "[Hermes Tris]";
+ mes "It's better to experience this for yourself, rather than be told about this test 100 times.";
+ mes "How about it? Are you ready to take this test?";
+ next;
+ if (select("Yes, I am.:Sorry, give me some time.") == 1) {
+ set SAGE_Q,7;
+ mes "[Hermes Tris]";
+ mes "Good, let's start immediately.";
+ mes "Do your best and come back safely!";
+ close2;
+ warp "job_sage",50,154;
+ end;
+ }
+ set SAGE_Q,7;
+ mes "[Hermes Tris]";
+ mes "Yes, you don't need to hurry... take your time and come back.";
+ close;
+ }
+ else if (SAGE_Q == 7) {
+ mes "Welcome again! So, did you fully prepare yourself this time?";
+ mes "Oh well, it's not that hard. Give it your all, okay?";
+ next;
+ mes "[Hermes Tris]";
+ mes "Are you ready?";
+ next;
+ if (select("Yes, I am.:Sorry, give me some time.") == 1) {
+ mes "[Hermes Tris]";
+ mes "Good, let's start immediately.";
+ mes "Do your best and come back safely!";
+ close2;
+ warp "job_sage",50,154;
+ end;
+ }
+ mes "[Hermes Tris]";
+ mes "Yes, you don't need to hurry... take your time and come back.";
+ close;
+ }
+ else if (SAGE_Q == 8) {
+ mes "Good job~ Since you passed the practical examination as well...";
+ mes "I'll accept your admission.";
+ next;
+ mes "[Hermes Tris]";
+ mes "Now I need to decide what subject you will learn and study...";
+ mes "Let's see... let me check your written test grade and the time spent on the practical examination.";
+ next;
+ mes "[Hermes Tris]";
+ mes "Hmm, hmm... I see.";
+ mes "Well... I think you're okay.";
+ next;
+ switch(rand(1,3)) {
+ case 1:
+ set SAGE_Q,9;
+ mes "[Hermes Tris]";
+ mes "Now, you will study Yggdrasil.";
+ mes "Yggdrasil is the tree that was rumored to be the source of life for this world.";
+ next;
+ mes "[Hermes Tris]";
+ mes "That is a good subject which helps us to recognize changes in the world, as well as the direction of its improvement.";
+ mes "Go ask for help from Professor Saphien. He's in the Lecture Room.";
+ next;
+ mes "[Hermes Tris]";
+ mes "I wish you luck.";
close;
- L_JobMax:
- set SAGE_Q,3;
- mes "[Mathias]";
- mes "You've trained yourself up to the maximum class level for Magicians!";
- mes "In that case, I'll give you a full scholarship!";
- next;
- mes "[Mathias]";
- mes "Now, all you need to do is go take the placement test.";
- next;
- mes "[Mathias]";
- mes "Go see Professor Kreitos in the library on the far left side of the building.";
+ case 2:
+ set SAGE_Q,11;
+ mes "[Hermes Tris]";
+ mes "Now, you will study monsters.";
+ mes "The purpose of this study is to learn and understand more about creatures existing all over the continent.";
+ next;
+ mes "[Hermes Tris]";
+ mes "This is a good subject which will help you lead your life as a well-experienced Sage.";
+ mes "Go ask for help from Professor Lucius. He's in the Monster Museum.";
+ next;
+ mes "[Hermes Tris]";
+ mes "I wish you luck.";
close;
- L_Menu5_2:
- if(SAGE_Q != 2) goto L_Menu5_8;
- if((countitem(916) >= 50) && (countitem(914) >= 50) && (countitem(949) >= 50) && (countitem(705) >= 50)) goto L_Menu5_3;
- mes "[Mathias]";
- mes "You don't seem to have the materials yet.";
- next;
- mes "[Mathias]";
- mes "You need to gather:";
- mes "^3051FD50x Feather of Birds^000000";
- mes "^3051FD50x Fluff^000000";
- mes "^3051FD50x Clover^000000";
- mes "^3051FD50x Feathers^000000";
- next;
- mes "[Mathias]";
- mes "If you can get all that, I'll discount the fee to 30000 Zeny.";
- mes "Please do your best to collect them.";
+ case 3:
+ set SAGE_Q,13;
+ mes "[Hermes Tris]";
+ mes "Now, you will study magic skills that have certain properties.";
+ mes "The purpose of this study is to better understand basic magic skills that we use in everyday life.";
+ next;
+ mes "[Hermes Tris]";
+ mes "That is a good subject which helps you to deeply understand of the truth of magic.";
+ mes "Go ask Professor Aebecee for help...He's in the Somatology Laboratory.";
+ next;
+ mes "[Hermes Tris]";
+ mes "I wish you luck.";
+ close;
+ }
+ }
+ else if (SAGE_Q == 9) {
+ mes "Huh? Didn't you understand what I said?";
+ mes "I told you to study Yggdrasil.";
+ next;
+ mes "[Hermes Tris]";
+ mes "Go ask for help from Professor Saphien. He's in the Lecture Room.";
close;
- L_Menu5_3:
-//==================================
- if(Zeny < 30000) goto L_Menu5_8;
- delitem 916,50;
- delitem 914,50;
- delitem 705,50;
- delitem 949,50;
- set Zeny,Zeny-30000;
- set SAGE_Q,3;
- mes "[Mathias]";
- mes "It seems like you have the materials I asked for and 30000 Zeny.";
- mes "Congratulations.";
- mes "You're now enrolled in the Academy.";
- set SAGE_Q,3;
- next;
- goto L_Menu5_5;
- L_Menu5_4:
- delitem 1006,1;
- set SAGE_Q,3;
- mes "[Mathias]";
- mes "Oh, you have a ^3051FDOld Magic Book^000000.";
- mes "I'll accept it in lieu of tuition.";
+ }
+ else if (SAGE_Q == 11) {
+ mes "Huh? Didn't you understand what I said?";
+ mes "I told you to study monsters.";
next;
- goto L_Menu5_5;
- L_Menu5_4_:
- delitem 1007,1;
- set SAGE_Q,3;
- mes "[Mathias]";
- mes "Oh, you have a ^3051FDNecklace Of Wisdom^000000.";
- mes "I'll accept it in lieu of tuition.";
- next;
- goto L_Menu5_5;
- L_Menu5_7:
- delitem 1006,1;
- set SAGE_Q,3;
- mes "[Mathias]";
- mes "Oh, you have a ^3051FDOld Magic Book^000000.";
- mes "I'll accept it in lieu of tuition.";
+ mes "[Hermes Tris]";
+ mes "Go ask for help from Professor Lucius. He's in the Monster Museum.";
+ close;
+ }
+ else if (SAGE_Q == 13) {
+ mes "Huh? Didn't you understand what I said?";
+ mes "I told you to study magic spells that possess certain properties.";
next;
- goto L_Menu5_6;
- L_Menu5_7_:
- delitem 1007,1;
- set SAGE_Q,3;
- mes "[Mathias]";
- mes "Oh, you have a ^3051FDNecklace Of Wisdom^000000.";
- mes "I'll accept it in lieu of tuition.";
+ mes "[Hermes Tris]";
+ mes "Go ask a help from Professor Aebecee. He's in the Somatology Laboratory.";
+ close;
+ }
+ else if (SAGE_Q == 15) {
+ mes "What are you doing here? Aren't you supposed to be with Dean Kayron?";
+ mes "Oh well, there's no harm in showing me your dissertation though...";
next;
- goto L_Menu5_6;
- L_Menu5_8:
- mes "[Mathias]";
- mes "You don't seem to have enough money.";
- mes "Please earn some money and return here.";
+ mes "[Hermes Tris]";
+ mes "But then again, maybe there is. Go see Dean Kayron.";
close;
- L_Menu5_9:
- mes "[Mathias]";
- mes "Your class level is too low.";
- mes "Complete some more training and return here.";
+ }
+ else {
+ mes "Oh sorry, I'm quite busy at the moment...";
+ mes "If you have any questions, go visit the professor I've assigned to you.";
close;
-//==================================
-L_Menu6_1:
- mes "[Mathias]";
- mes "Hmmm? Did you forget what you need to do next?";
- mes "Head over and see Professor Kreitos on the left side of the building.";
- close;
-L_Menu6_2:
- mes "[Mathias]";
- mes "Oh, forgive me. I have so much to do that I can't help you at the moment.";
- mes "Again, I apologize...";
- close;
-L_Menu6_3:
- mes "[Mathias]";
- mes "Oh! Did you finish your thesis?";
- mes "You need to see Headmaster Keiron so he can evaluate it.";
- next;
- mes "[Mathias]";
- mes "If he approves, you can graduate!";
- mes "Good luck.";
- close;
-L_Menu6_4:
- mes "[Mathias]";
- mes "Welcome, colleague.";
- mes "How is your research coming along?";
- next;
- mes "[Mathias]";
- mes "In order to be a truly great researcher, you need to supplement your book-based research with encounters with real monsters.";
- next;
- mes "[Mathias]";
- mes "If you know others with what it takes to become a Sage, please send them here.";
- mes "Give my regards to my other colleagues, also.";
- close;
+ }
}
-yuno_in03,169,180,4 script Test Professor 755,{
- if(BaseJob == Job_Sage) goto L_Menu4_5;
- if(BaseJob != Job_Mage) goto L_Menu1_1;
- if(SAGE_Q == 5) goto L_Menu2_1;
- if(SAGE_Q == 6) goto L_Menu2_3;
- if(SAGE_Q == 7) goto L_Menu3_1;
- if(SAGE_Q == 8) goto L_Menu4_1;
- if(SAGE_Q == 9) goto L_Menu4_2;
- if(SAGE_Q == 11) goto L_Menu4_4;
- mes "[Hermes]";
- mes "Hello, I'm Hermes. I am part of the skill testing staff.";
- mes "Are you a Sage candidate?";
- next;
- if(SAGE_Q == 3) goto L_Menu1_2;
- if(SAGE_Q >= 3) goto L_Menu1_2;
- mes "[Hermes]";
- mes "Oh, alright.";
- mes "First you need to enroll and take the placement test.";
- close;
-L_Menu1_1:
- mes "[Hermes]";
- mes "This is Shubaichul Magic Academy.";
- next;
- mes "[Hermes]";
- mes "There are Sages that are less magicians than researchers.";
- mes "Having a party supporting this kind of person is extremely important.";
- next;
- mes "[Hermes]";
- mes "Keep supporting your party to the best of your ability.";
- mes "That's all you need to do.";
- close;
-L_Menu1_2:
- mes "[Hermes]";
- mes "You need to take the placement test from Kreitos before you can take my test.";
- close;
-L_Menu2_1:
- set SAGE_Q,6;
- mes "[Hermes]";
- mes "Oh? You took and passed the placement test?";
- mes "Now you need to take the skill test from me.";
- next;
- mes "[Hermes]";
- mes "The rules for the skill test are simple.";
- mes "You need to kill all the monsters within the prescribed time limit.";
- next;
- mes "[Hermes]";
- mes "There's an old proverb that one experience is worth a hundred words, so why not try it once?";
- next;
- menu "Sounds good",-,"I'm not ready yet",L_Menu2_2;
- mes "[Hermes]";
- mes "Well, let's get started.";
- mes "Do your best!";
- close2;
- warp "job_sage",50,154;
- end;
- L_Menu2_2:
- mes "[Hermes]";
- mes "Okay.";
- mes "Please prepare quickly.";
+yuno_in03,62,176,2 script History Professor#sa 109,{
+ mes "[Saphien Layless]";
+ if (BaseJob != Job_Mage) {
+ if (BaseJob == Job_Sage) {
+ mes "Do I know you? Were you one of my students?";
+ mes "Oh, it doesn't matter anyway. You wouldn't be a Sage without graduating from this academy...";
+ next;
+ mes "[Saphien Layless]";
+ mes "In any case, you must study the past in order to better understand the present and to predict...the future.";
+ mes "This sentence contains all the truth of the world.";
+ next;
+ mes "[Saphien Layless]";
+ mes "I guess you're treading the right path...";
+ mes "One of these days you'll look back to this moment and realize it changed your life.";
+ }
+ else if (BaseJob == Job_Novice) {
+ mes "A Novice? Why is a novice here?";
+ next;
+ mes "[Saphien Layless]";
+ mes "One whose life has many possibilities... ";
+ mes "How do you wish to lead your life?";
+ next;
+ mes "[Saphien Layless]";
+ mes "No matter what you decide to be, everything depends on your choice.";
+ mes "May God bless you so that you can choose the path best for you...";
+ }
+ else {
+ mes "Welcome, I am in charge of historical studies here in the academy.";
+ next;
+ mes "[Saphien Layless]";
+ mes "The world as we know it is a result of events that described in the records of the ages. It is historical events that have shaped the world as it is today.";
+ mes "Therefore, knowing the past means you will better understand the present and...the future.";
+ next;
+ mes "[Saphien Layless]";
+ mes "Reflect upon your past.";
+ mes "You will see your path in the future...";
+ }
close;
-L_Menu2_3:
- mes "[Hermes]";
- mes "Are you ready to take the skill test?";
- mes "It's not too tough.";
- next;
- mes "[Hermes]";
- mes "How about it?";
- next;
- menu "Sounds good",-,"I'm not ready yet",L_Menu2_2;
- mes "[Hermes]";
- mes "Well, let's get started.";
- mes "Do your best!";
- close2;
- warp "job_sage",50,154;
- end;
-L_Menu3_1:
- mes "[Hermes]";
- mes "Good job! You passed";
- mes "the skill test! Now you can proceed to the research phase!";
- next;
- mes "[Hermes]";
- mes "Before I decide your research concentration, let's look at your score on the placement test and the amount of time you spent in the skill test.";
- next;
- mes "[Hermes]";
- mes "Hmmm...";
- mes "Looking good.";
- next;
-
-//It's not clear how the script decides
-
- if(sagecheck >= 12) goto L_Menu3_2;
- set SAGE_Q,8;
- mes "[Hermes]";
- mes "It looks like monster research would be your best bet.";
- next;
- mes "[Hermes]";
- mes "In order to gain the necessary information to put together a coherent research paper,";
- mes "you should take the biology course from Professor Lucias.";
- next;
- goto L_Menu3_4;
-L_Menu3_2:
- set SAGE_Q,9;
- mes "[Hermes]";
- mes "It looks like we have a budding elemental magic researcher here.";
- mes "This field is fundamental to the advancement of magical knowledge.";
- next;
- mes "[Hermes]";
- mes "You need to take a course from Professor Ebeshi in the biotech lab to gain a deeper understanding of elemental magic.";
- next;
-L_Menu3_4:
- mes "[Hermes]";
- mes "I hope the coursework goes well.";
- close;
-L_Menu4_1:
- mes "[Hermes]";
- mes "Weren't you listening?";
- mes "You need to see Professor Lucias so you can begin your study of monster biology.";
- close;
-L_Menu4_2:
- mes "[Hermes]";
- mes "Weren't you listening?";
- mes "You need to see Professor Ebeshi so you can begin your study of elemental magic.";
- close;
-L_Menu4_4:
- mes "[Hermes]";
- mes "Great job on completing your thesis, but you need to show it to the Headmaster.";
- mes "He's the one who will judge whether or not you graduate.";
- close;
-L_Menu4_5:
- mes "[Hermes]";
- mes "How are you?";
- mes "Your face reveals that you've endured a lot of stress lately.";
- next;
- mes "[Hermes]";
- mes "As stressful as hands-on research is,";
- mes "it is still fundamentally different from research using abstract concepts.";
- next;
- mes "[Hermes]";
- mes "Of course, if you go to difficult dungeons,";
- mes "there's no shame in bringing a friend or five to help you out.";
- close;
+ }
+ if (SAGE_Q == 9) {
+ if (SAGE_Q2 == 0) {
+ mes "Welcome, " + strcharinfo(0) + ". I am glad to meet you.";
+ mes "My name is Saphien Layless, I will be in charge of your class for a while.";
+ next;
+ mes "[Saphien Layless]";
+ mes "The subject you're studying is Yggdrasil.";
+ mes "So...do you even know what Yggdrasil is?";
+ next;
+ switch(select("Yes, I know very well.:No, I don't.")) {
+ case 1:
+ mes "[Saphien Layless]";
+ mes "Okay then, what is Yggdrasil?";
+ mes "Please answer me.";
+ next;
+ switch(select("It's a name of a health item.:It's the source of life in the world.:Suckah, I lied.")) {
+ case 1:
+ mes "[Saphien Layless]";
+ mes "Wrong. " + strcharinfo(0) + ", you got - 10 points.";
+ mes "That's just one of the gifts from Yggdrasil.";
+ next;
+ mes "[Saphien Layless]";
+ mes "Yggdrasil is the name of the tree that is the source of life in this world.";
+ break;
+ case 2:
+ mes "[Saphien Layless]";
+ mes "That's right. Yggdrasil, the so-called 'World Tree', ";
+ mes "is the name of the tree that has been the source of life in this world.";
+ break;
+ case 3:
+ mes "[Saphien Layless]";
+ mes "Great Schott...If you don't know, just say so.";
+ mes "By the way, " + strcharinfo(0) + ", you just got - 10 points for lying and for being wrong.";
+ break;
+ }
+ next;
+ break;
+ case 2:
+ mes "[Saphien Layless]";
+ mes "Ah well, I expected you would know at least a little bit about Yggdrasil...";
+ mes "Yggdrasil is the name of the tree that is the source of life in this world.";
+ next;
+ break;
+ }
+ mes "[Saphien Layless]";
+ mes "Before we start the class, I'll need some reserve items.";
+ mes "It's for better understanding of Yggdrasil.";
+ next;
+ mes "[Saphien Layless]";
+ mes "Anything is fine as long as it's related to the Yggdrasil tree.";
+ mes "Seeds or fruits of the tree would be good. I know it's difficult to find, but please try.";
+ next;
+ set SAGE_Q2,1;
+ mes "[Saphien Layless]";
+ mes "When we have the reserve items, we will start the class.";
+ mes "Please come back.";
+ close;
+ }
+ else {
+ if (countitem(607) > 0) {
+ mes "[Saphien Layless]";
+ mes "Oh, did you bring them with you? Excellent!";
+ mes "You brought Yggdrasilberry!";
+ next;
+ mes "[Saphien Layless]";
+ mes "Okay, now I am starting the class.";
+ mes "Listen carefully, I will not accept dozing off in the middle of class.";
+ next;
+ }
+ else if (countitem(608) > 0) {
+ mes "[Saphien Layless]";
+ mes "Hmm, did you prepare for class? Let's see...";
+ mes "Oh! So you brought me the Yggdrasil Seed?";
+ next;
+ mes "[Saphien Layless]";
+ mes "Very well. Now I am starting the class..";
+ mes "Listen carefully, I will not accept dozing off in the middle of class.";
+ next;
+ }
+ else if (countitem(610) > 0) {
+ mes "[Saphien Layless]";
+ mes "Hmm, did you prepare for class? Let's see...";
+ mes "Yggdrasil Leaf...";
+ next;
+ mes "[Saphien Layless]";
+ mes "You can purchase this item from the town of Al De Baran! You didn't show any effort.";
+ mes "So, I must give you - 10 points, " + strcharinfo(0) + ".";
+ next;
+ mes "[Saphien Layless]";
+ mes "Okay, now I am starting the class.";
+ mes "Listen carefully, I will not accept you dozing off in the middle of class, or any more slacking.";
+ next;
+ }
+ else {
+ mes "[Saphien Layless]";
+ mes "Huh? You're not ready to this class yet!";
+ mes "I told you to bring me any items related Yggdrasil.";
+ next;
+ mes "[Saphien Layless]";
+ mes "Tell me when you're ready.";
+ mes "Don't worry about being late, we professors are paid to wait around.";
+ close;
+ }
+ mes "[Saphien Layless]";
+ mes "The root of this world, Yggdrasil, is a gigantic tree.";
+ mes "It takes root all over the continent of Rune-Midgarts and its leaves reach the sky.";
+ next;
+ mes "[Saphien Layless]";
+ mes "Outside of this continent, there is a ocean where a giant snake named Yormungandr is coiled up.";
+ mes "The world as we know it consists of 3 places: Asgard, Midgard and Utgard.";
+ next;
+ mes "[Saphien Layless]";
+ mes "Utgard is where all the titans live.";
+ next;
+ mes "[Saphien Layless]";
+ mes "Midgard is where all human beings live.";
+ next;
+ mes "[Saphien Layless]";
+ mes "And Asgard is where the gods reside...";
+ mes "An ash tree taking root in the middle of the Rune-Midgarts continent, that is Yggdrasil.";
+ next;
+ mes "[Saphien Layless]";
+ mes "This continent was born from the heart of Ymir, and Yggdrasil holds the continent together by grasping it with its 3 roots.";
+ mes "These roots stretch into 3 different places.";
+ next;
+ mes "[Saphien Layless]";
+ mes "The first root reaches Asgard where the gods live and ";
+ mes "where we, mere humans, haven't yet explored or experienced.";
+ next;
+ mes "[Saphien Layless]";
+ mes "The second root reaches Jotunnheim where all the giants live.";
+ mes "We've been told this name many times through myths and legends.";
+ next;
+ mes "[Saphien Layless]";
+ mes "The third one reaches Niflheim.";
+ mes "That place is rumored to be covered with a thick, black fog.";
+ next;
+ mes "[Saphien Layless]";
+ mes "Items, such as Seed of Yggdrasil, Yggdrasilbrry and Leaf of Yggdrasil are";
+ mes "considered a part of Yggdrasil tree.";
+ next;
+ mes "[Saphien Layless]";
+ mes "Yggdrasilberry has a fascinating scent that is rumored to";
+ mes "restore full HP and SP at once.";
+ next;
+ mes "[Saphien Layless]";
+ mes "The seed of Yggdrasil which has the fragrance of a blooming flower and the flavor of nut is rumored to";
+ mes "restore half of HP and SP at once.";
+ next;
+ mes "[Saphien Layless]";
+ mes "The leaf of Yggdrasil which is filled with vital force is rumored to";
+ mes "revive the dead, bringing them back to this world.";
+ next;
+ mes "[Saphien Layless]";
+ mes "Lastly... if by some chance you discover a way into Asgard in the future, ";
+ mes "I hope you will find the Yggdrasil tree.";
+ next;
+ mes "[Saphien Layless]";
+ mes "Even though the story of the Yggdrasil tree only exists in myths and legends, ";
+ mes "we Sages are obligated to discover the truth of the Yggdrasil tree.";
+ next;
+ mes "[Saphien Layless]";
+ mes "That is the end of today's class.";
+ mes "Please record the articles you've learned today, and try to remember as much as you can.";
+ next;
+ mes "[Saphien Layless]";
+ mes "In the next class, you will write a thesis about Yggdrasil...";
+ mes "Please bring the following items to prepare for class.";
+ next;
+ mes "[Saphien Layless]";
+ mes "^3355FF1 Feather of Birds^000000 which will be used as a pen,";
+ mes "^3355FF1 Animal Skin^000000 which will be used as paper,";
+ mes "^3355FF1 Trunk^000000 which will be used to bind a book,";
+ mes "^3355FF1 Squid Ink^000000 which will be used as ink,";
+ mes "^3355FF1 Empty Bottle^000000 which will be used for holding the squid ink.";
+ next;
+ set SAGE_Q2,0;
+ set SAGE_Q,10;
+ mes "[Saphien Layless]";
+ mes "I will help you to write your thesis when you're ready with all those items.";
+ mes "I am looking forward to the next class with you.";
+ close;
+ }
+ }
+ else if (SAGE_Q == 10) {
+ if (countitem(916) > 0 && countitem(919) > 0 && countitem(1019) > 0 && countitem(1024) > 0 && countitem(713) > 0) {
+ delitem 916,1; //Feather_Of_Birds
+ delitem 919,1; //Animal's_Skin
+ delitem 1019,1; //Wooden_Block
+ delitem 1024,1; //Chinese_Ink
+ delitem 713,1; //Empty_Bottle
+ mes "Now, you're writing your thesis.";
+ mes "I will assist you with your writing.";
+ next;
+ mes "..........";
+ next;
+ mes "....................";
+ next;
+ mes ".................................";
+ next;
+ mes ".....There is a ocean around the continent,";
+ mes "The ocean is coiled up by";
+ switch(select("A giant ash tree.:A giant snake Yormungandr.:A giant turtle and elephants.:A giant dragon.")) {
+ case 1:
+ set .@w_point,.@w_point+1;
+ mes "A giant ash tree.";
+ break;
+ case 2:
+ mes "A giant snake Yormungandr.";
+ break;
+ case 3:
+ set .@w_point,.@w_point+1;
+ mes "A giant turtle and elephants.";
+ break;
+ case 4:
+ set .@w_point,.@w_point+1;
+ mes "A giant dragon.";
+ break;
+ }
+ mes "The continent consists of three places such as,";
+ switch(select("Mt.Mjolnir, where spiders live,:Uranos, where titans live,:Utgard, where titans live,:Lutie, the winter land,")) {
+ case 1:
+ set .@w_point,.@w_point+1;
+ mes "Mt.Mjolnir where spiders live,";
+ break;
+ case 2:
+ set .@w_point,.@w_point+1;
+ mes "Uranos where titans live,";
+ break;
+ case 3:
+ mes "Utgard where titans live,";
+ break;
+ case 4:
+ set .@w_point,.@w_point+1;
+ mes "Lutie, the winter land,";
+ break;
+ }
+ switch(select("Midgard, where humans live,:Rune-Midgarts where humans live,:Tritonia, where mermaids live,:Morroc, the desert city,")) {
+ case 1:
+ mes "Midgard, where humans live in,";
+ break;
+ case 2:
+ set .@w_point,.@w_point+1;
+ mes "Rune-Midgarts, where humans live,";
+ break;
+ case 3:
+ set .@w_point,.@w_point+1;
+ mes "Tritonia, where mermaids live,";
+ break;
+ case 4:
+ set .@w_point,.@w_point+1;
+ mes "Morroc, the desert city,";
+ break;
+ }
+ switch(select("Abguard, where gods live.:Asgard, where gods live.:Schwarzwald, where citizens live.:Prontera, the capital of Rune-Midgarts.")) {
+ case 1:
+ set .@w_point,.@w_point+1;
+ mes "Abguard where gods live.";
+ break;
+ case 2:
+ mes "Asgard, where gods live.";
+ break;
+ case 3:
+ set .@w_point,.@w_point+1;
+ mes "Schwarzwald, where citizens live.";
+ break;
+ case 4:
+ set .@w_point,.@w_point+1;
+ mes "Prontera, the capital of Rune-Midgarts.";
+ break;
+ }
+ mes "The continent consists of the three places stated above.";
+ next;
+ if (.@w_point > 0) {
+ mes "[Saphien Layless]";
+ mes "..." + strcharinfo(0) + ", have you lost your mind?";
+ mes "Your work is too poor to be considered as a thesis!";
+ next;
+ mes "[Saphien Layless]";
+ mes "I don't think you can submit your work to the dean.";
+ mes "Go study harder and try again!";
+ close;
+ }
+ mes ".....as we studied from the last class,";
+ mes "Yggdrasil is...";
+ switch(select("A giant ash tree.:A fabulous Mastella tree.:A giant willow.:A giant dead branch.")) {
+ case 1:
+ mes "A giant ash tree.";
+ break;
+ case 2:
+ set .@w_point,.@w_point+1;
+ mes "A fabulous Mastella tree.";
+ break;
+ case 3:
+ set .@w_point,.@w_point+1;
+ mes "A giant willow.";
+ break;
+ case 4:
+ set .@w_point,.@w_point+1;
+ mes "A giant dead branch.";
+ break;
+ }
+ mes "The root of Yggdrasil is divided into 3 parts. Those parts reach to 3 places...";
+ switch(select("Schwarzwald, Jotunnheim, Niflheim.:Midgard, Jotunnheim, Naffleheim.:Asgard, Jotunnheim, Naffleheim.:Asgard, Jotunnheim, Niflheim.")) {
+ case 1:
+ set .@w_point,.@w_point+1;
+ mes "Schwarzwald, Jotunnheim, Niflheim.";
+ break;
+ case 2:
+ set .@w_point,.@w_point+1;
+ mes "Midgard, Jotunnheim, Naffleheim.";
+ break;
+ case 3:
+ set .@w_point,.@w_point+1;
+ mes "Asgard, Jotunnheim, Naffleheim.";
+ break;
+ case 4:
+ mes "Asgard, Jotunnheim, Niflheim.";
+ break;
+ }
+ mes "One who has a Seed of Yggdrasil,";
+ switch(select("can be cured from all the abnormal statuses.:can restore full HP and SP at once.:can restore half of total HP and SP.:can be cured from Silence, Curse and Chaos.")) {
+ case 1:
+ set .@w_point,.@w_point+1;
+ mes "can be cured from all the abnormal statuses.";
+ break;
+ case 2:
+ set .@w_point,.@w_point+1;
+ mes "can restore full HP and SP at once.";
+ break;
+ case 3:
+ mes "can restore half of total HP and SP.";
+ break;
+ case 4:
+ set .@w_point,.@w_point+1;
+ mes "can be cured from Silence, Curse and Chaos.";
+ break;
+ }
+ next;
+ if (.@w_point > 0) {
+ mes "[Saphien Layless]";
+ mes "..." + strcharinfo(0) + ", have you lost your mind?";
+ mes "Your work is too poor to be considered as a thesis!";
+ next;
+ mes "[Saphien Layless]";
+ mes "I don't think you can submit your work to the dean.";
+ mes "Go study harder and try again!";
+ close;
+ }
+ mes "..........";
+ next;
+ mes "....................";
+ next;
+ mes ".................................";
+ next;
+ set SAGE_Q,15;
+ mes "[Saphien Layless]";
+ mes "Oh, did you finish already? Well done.";
+ mes "Please handle this with care, because you won't be able to do this ever again.";
+ getitem 1550,1; //Book
+ next;
+ mes "[Saphien Layless]";
+ mes "I assume you're ready to submit your work to the dean.";
+ mes "Whether you will pass the test or not is his decision.";
+ close;
+ }
+ else {
+ mes "I am not sure that you're ready to write a thesis.";
+ mes "I am afraid to say I already informed you of what you need.";
+ next;
+ mes "[Saphien Layless]";
+ mes "^3355FF1 Feather of Birds^000000 which will be used as a pen,";
+ mes "^3355FF1 Animal Skin^000000 which will be used as paper,";
+ mes "^3355FF1 Trunk^000000 which will be used to bind a book,";
+ mes "^3355FF1 Squid Ink^000000 which will be used as ink,";
+ mes "^3355FF1 Empty Bottle^000000 which will be used for holding squid ink.";
+ next;
+ mes "[Saphien Layless]";
+ mes "I will assist you in writing your thesis.";
+ mes "Please bring all those items with you.";
+ close;
+ }
+ }
+ else if (SAGE_Q == 15) {
+ mes "Huh? Aren't you supposed to head over to the dean?";
+ mes "If you've finished writing your thesis, please bring it to the dean.";
+ next;
+ mes "[Saphien Layless]";
+ mes "You can have only one chance to write your thesis before you become a Sage.";
+ mes "So please move on.";
+ close;
+ }
+ else {
+ mes "I am not sure if you have business with me, but please come back later.";
+ mes "I have some issues to think about..";
+ close;
+ }
}
-yuno_in03,62,176,3 script History Professor 109,{
- if(BaseJob == Job_Sage) goto L_Menu2_2;
- if(BaseJob != Job_Mage) goto L_Menu1_1;
- if(SAGE_Q == 11) goto L_Menu2_1;
- mes "[Sapien]";
- mes "You don't seem sure of your intended direction of study.";
- mes "Perhaps you should consider it...";
- close;
-L_Menu1_1:
- mes "[Sapien]";
- mes "Yes, I teach history.";
- next;
- mes "[Sapien]";
- mes "As the present fades into memory, it becomes the past.";
- mes "The kwoledge we have acquired in the past is the bridge between the present and the future.";
- next;
- mes "[Sapien]";
- mes "You should study your own past, too.";
- mes "By understanding what's happened to you already,";
- mes "you can blaze a trail into the future unhindered by unresolved problems.";
- close;
-L_Menu2_1:
- mes "[Sapien]";
- mes "What are you doing?";
- mes "Hurry up and show the Headmaster your thesis before you lose it!";
- close;
-L_Menu2_2:
- mes "[Sapien]";
- mes "Yes...?";
- mes "Ah, it's a former student here.";
- mes "Congratulations on graduating.";
- next;
- mes "[Sapien]";
- mes "The present can only be understood by understanding the past.";
- mes "Such understanding allows us to envision our future.";
- next;
- mes "[Sapien]";
- mes "You should study your own past, too.";
- mes "By understanding what's happened to you already,";
- mes "you can blaze a trail into the future unhindered by unresolved problems.";
- close;
+yuno_in03,32,102,1 script Biology Professor#sa 755,{
+ mes "[Lucius Celsus]";
+ if (BaseJob == Job_Mage) {
+ if (BaseJob == Job_Sage) {
+ mes "What is your business with me?";
+ mes "You must make a reservation a week in advance if you have any questions.";
+ next;
+ mes "[Lucius Celsus]";
+ mes "You don't know how busy person I am...don't you?";
+ mes "If you're a Sage, you're supposed to know about me by now.";
+ next;
+ mes "[Lucius Celsus]";
+ mes "You have too much time on your hands. Go explore some dungeons.";
+ mes "I think it will be more helpful than wasting your time on me.";
+ }
+ else if (BaseJob == Job_Novice) {
+ mes "What brings you to me, kid?";
+ next;
+ mes "[Lucius Celsus]";
+ mes "You'd better go out and play with your pals. ";
+ mes "This is not a place where you can fool around.";
+ }
+ else {
+ mes "Hmm? What brings you to me? Are you interested in watching monsters?";
+ next;
+ mes "[Lucius Celsus]";
+ mes "You're allowed to watch. However, do not disturb them by making any fuss.";
+ mes "And keep your hands off, some of these guys are way too dangerous to touch.";
+ next;
+ mes "[Lucius Celsus]";
+ mes "By the way, if you catch any rare monsters in future, let me know.";
+ mes "I am willing to purchase those at any cost.";
+ }
+ close;
+ }
+ if (SAGE_Q == 11) {
+ if (SAGE_Q2 == 0) {
+ mes "Welcome to my class, did you earn good results in the practical exam?";
+ mes "My name is Lucius Celsus, the expert of Biology.";
+ next;
+ mes "[Lucius Celsus]";
+ mes "Huh...how rude of you! You're expected to introduce yourself to me as soon as I greet you!";
+ mes "What is your name, young one?";
+ next;
+ select(strcharinfo(0));
+ mes "[Lucius Celsus]";
+ mes "A fine name. It's nice to meet you.";
+ mes "So, are you aware of the subject you're studying?";
+ next;
+ mes "[Lucius Celsus]";
+ mes "As you know, your topic of study is monsters.";
+ mes "How many times have you fought with monsters?";
+ next;
+ if (select("Well, I can't even count.:A few times, I guess...") == 1) {
+ mes "[Lucius Celsus]";
+ mes "Oh shut up, you brat. Don't be so sure about yourself.";
+ mes "Even if you have much experience with monsters, you will have a hard time comprehending my lecture.";
+ }
+ mes "[Lucius Celsus]";
+ mes "Yes, that's what I guessed about you. You're just book smart.";
+ mes "However, I am sure you will encounter most of the monsters mentioned in my lecture.";
+ next;
+ set sage_m4,rand(1,3);
+ mes "[Lucius Celsus]";
+ mes "Let's get started.";
+ mes "Make sure you're ready for the practical examination during my lecture.";
+ next;
+ if (sage_m4 == 1) {
+ set SAGE_Q2,1;
+ mes "[Lucius Celsus]";
+ mes "Go bring the following items to me.";
+ mes "5 ^3355FFTentacle^000000,";
+ mes "5 ^3355FFSingle Cell^000000,";
+ mes "5 ^3355FFFish Tail^000000.";
+ }
+ else if (sage_m4 == 2) {
+ set SAGE_Q2,2;
+ mes "[Lucius Celsus]";
+ mes "Go bring the following items to me.";
+ mes "5 ^3355FFNipper^000000,";
+ mes "5 ^3355FFClam Flesh^000000,";
+ mes "5 ^3355FFHeart of Mermaid^000000.";
+ }
+ else {
+ set SAGE_Q2,3;
+ mes "[Lucius Celsus]";
+ mes "Go bring following items to me.";
+ mes "5 ^3355FFTendon^000000,";
+ mes "5 ^3355FFNipper^000000,";
+ mes "5 ^3355FFSharp Scale^000000.";
+ }
+ next;
+ mes "[Lucius Celsus]";
+ mes "I will proceed with the class when you bring those to me.";
+ mes "Have fun.";
+ close;
+ }
+ else if (SAGE_Q2 >= 1 && SAGE_Q2 <=3) {
+ switch(SAGE_Q2) {
+ case 1: setarray .@items[0],962,1052,1023; break;
+ //Nipper, Clam Flesh, Heart of Mermaid
+ case 2: setarray .@items[0],960,966,950; break;
+ //Tendon, Nipper, Sharp Scale
+ case 3: setarray .@items[0],1050,960,963; break;
+ }
+ if (countitem(.@items[0]) > 4 && countitem(.@items[1]) > 4 && countitem(.@items[2]) > 4) {
+ mes "You showed great effort to gather all of those.";
+ mes "Well, I am not sure if you gathered them by yourself or bought them from shops...";
+ next;
+ mes "[Lucius Celsus]";
+ mes "Somehow the monsters that drop those items have something in common.";
+ mes "Can you tell me what that similarity is?";
+ next;
+ switch(select("They possess water property.:They are fishes.:They are aggressive.:Um...they monsters.")) {
+ case 1:
+ mes "[Lucius Celsus]";
+ mes "Yes, they possess water property and at the same time they are fishes.";
+ mes "Most fish class monsters live underwater, so they are attributed with the water property.";
+ break;
+ case 2:
+ mes "[Lucius Celsus]";
+ mes "Yes, they possess water property and at the same time they are fishes.";
+ mes "Most fish class monsters live underwater, so they are attributed with the water property.";
+ break;
+ case 3:
+ set sage_m4,4;
+ mes "[Lucius Celsus]";
+ mes "...I didn't know Phens were aggressive nowadays?";
+ mes "Or do Marina and Plankton team up to start a fight with you?";
+ next;
+ mes "[Lucius Celsus]";
+ mes "All the monsters from which you obtained these items are not agressive... get a grip.";
+ mes "They are all fishes and possess water property.";
+ break;
+ case 4:
+ set sage_m4,4;
+ mes "[Lucius Celsus]";
+ mes "What...! What are you here for!? You are here to study about specific monsters, microcephalic moron!";
+ mes "Sigh...they are all fishes and possess water property.";
+ break;
+ }
+ next;
+ mes "[Lucius Celsus]";
+ mes "Not all fish class monsters possess water property, but most of them do.";
+ mes "So which kind of magic would work best on most fish class monsters?";
+ next;
+ switch(select("Lightening Bolt.:Fire Bolt.:Thunder Storm.:Frost Diver.")) {
+ case 1:
+ mes "[Lucius Celsus]";
+ mes "That's right, Lightening Bolt, which possesses the wind property, works best on water property monsters.";
+ mes "Although you might want to be careful of monsters that recognize magic casting.";
+ break;
+ case 2:
+ set sage_m4,4;
+ mes "[Lucius Celsus]";
+ mes "What? Fire Bolt! Fire cannot beat water, you imbecile!";
+ mes "Most fishes are attributed with the water property. Therefore, they are weak to wind property magic spells. Don't you get it?";
+ break;
+ case 3:
+ mes "[Lucius Celsus]";
+ mes "Yeah, Thunder Storm spell is fine... it's a wind property spell.";
+ mes "However, you will be in trouble if you use the spell in a poorly chosen spot.";
+ break;
+ case 4:
+ set sage_m4,4;
+ mes "[Lucius Celsus]";
+ mes "I can't fathom such stupidity! This question asks you to choose a property that counters water! Don't you get it?";
+ mes "Logically, any magic spell possessing the water property cannot overcome the water atrribute monsters!";
+ break;
+ }
+ next;
+ mes "[Lucius Celsus]";
+ mes "By the way, although some monsters such as Penomena or Aster are considered to be fish class monsters, ";
+ mes "they have a different property than the others. You'd better be careful with them.";
+ next;
+ mes "[Lucius Celsus]";
+ mes "Okay, let me teach you about insect monsters.";
+ mes "Let's see... hmm... hmm...";
+ next;
+ switch(rand(1,4)) {
+ case 1:
+ set SAGE_Q2,4;
+ mes "5 ^3355FFCobweb^000000,";
+ mes "5 ^3355FFShell^000000,";
+ mes "5 ^3355FFInsect Feeler^000000.";
+ break;
+ case 2:
+ set SAGE_Q2,5;
+ mes "5 ^3355FFHorn^000000,";
+ mes "5 ^3355FFSnail's Shell^000000,";
+ mes "5 ^3355FFMoth Dust^000000.";
+ break;
+ case 3:
+ set SAGE_Q2,6;
+ mes "5 ^3355FFMantis Scythe^000000,";
+ mes "5 ^3355FFWorm Peeling^000000,";
+ mes "5 ^3355FFRainbow Shell^000000.";
+ break;
+ case 4:
+ set SAGE_Q2,7;
+ mes "5 ^3355FFCobweb^000000,";
+ mes "5 ^3355FFMantis Scythe^000000,";
+ mes "5 ^3355FFSolid Shell^000000.";
+ }
+ next;
+ mes "[Lucius Celsus]";
+ mes "I will proceed with the class when you bring those to me.";
+ mes "Have fun.";
+ close;
+ }
+ mes "What, you already forgot what I told you just a minute before?";
+ mes "What a nusance... listen carefully this time.";
+ next;
+ mes "[Lucius Celsus]";
+ mes "5 ^3355FF"+getitemname(.@items[0])+"^000000,";
+ mes "5 ^3355FF"+getitemname(.@items[1])+"^000000,";
+ mes "5 ^3355FF"+getitemname(.@items[2])+"^000000,";
+ close;
+ }
+ else if (SAGE_Q2 >= 4 && SAGE_Q2 <= 7) {
+ switch(SAGE_Q2) {
+ case 4: setarray .@items[0],1025,935,928; break;
+ //Horn, Snail's Shell, Moth Dust
+ case 5: setarray .@items[0],947,946,1057; break;
+ //Mantis Scythe, Worm Peeling, Rainbow Shell
+ case 6: setarray .@items[0],1031,955,1013; break;
+ //Cobweb, Mantis Scythe, Solid Shell
+ case 7: setarray .@items[0],1025,1031,943; break;
+ }
+ if (countitem(.@items[0]) > 4 && countitem(.@items[1]) > 4 && countitem(.@items[2]) > 4) {
+ mes "Well done. So, did you watch insects while gathering those items?";
+ mes "Oh well, I believe you did a good job with the task.";
+ next;
+ mes "[Lucius Celsus]";
+ mes "Insect class monsters do not share the same property most of the time, ";
+ mes "You must think twice before you cast a magic spell on an insect.";
+ next;
+ mes "[Lucius Celsus]";
+ mes "It's remarkable that insects can detect hidden objects.";
+ mes "Therefore, any hiding skill such as the Hiding skill or Cloaking skill will not work on insect monsters.";
+ next;
+ mes "[Lucius Celsus]";
+ mes "Some insects form a group and live together.";
+ mes "They are controlled by the head of the group...";
+ next;
+ mes "[Lucius Celsus]";
+ mes "For instance, Maya the queen ant...";
+ mes "Mistress, the queen of hornets,";
+ mes "or Golden Thiefbug, the king of thiefbugs...";
+ next;
+ mes "[Lucius Celsus]";
+ mes "You cannot beat those boss monsters alone, ";
+ mes "you'd better form a party if you want to fight with them.";
+ next;
+ mes "[Lucius Celsus]";
+ mes "That's the end of my class...it's time for you to write a thesis.";
+ mes "Bring me following items for writing the thesis.";
+ next;
+ mes "[Lucius Celsus]";
+ mes "^3355FF1 Feather of Birds^000000 which will be used as a pen,";
+ mes "^3355FF1 Animal Skin^000000 which will be used as paper,";
+ mes "^3355FF1 Trunk^000000 which will be used to bind a book,";
+ mes "^3355FF1 Squid Ink^000000 which will be used as ink,";
+ mes "^3355FF1 Empty Bottle^000000 which will be used for holding squid ink.";
+ next;
+ set SAGE_Q2,0;
+ set SAGE_Q,12;
+ mes "[Lucius Celsus]";
+ mes "I will help you in writing the thesis when you bring all of those items.";
+ mes "You're almost there. Isn't learning easy?";
+ close;
+ }
+ mes "What, you already forgot what I told you?";
+ mes "What a nuisance...listen carefully this time.";
+ next;
+ mes "[Lucius Celsus]";
+ mes "5 ^3355FF"+getitemname(.@items[0])+"^000000,";
+ mes "5 ^3355FF"+getitemname(.@items[1])+"^000000,";
+ mes "5 ^3355FF"+getitemname(.@items[2])+"^000000,";
+ close;
+ }
+ mes "Zzz...Zzz...";
+ close;
+ }
+ else if (SAGE_Q == 12) {
+ if (countitem(916) > 0 && countitem(919) > 0 && countitem(1019) > 0 && countitem(1024) > 0 && countitem(713) > 0) {
+ delitem 916,1; //Feather_Of_Birds
+ delitem 919,1; //Animal's_Skin
+ delitem 1019,1; //Wooden_Block
+ delitem 1024,1; //Chinese_Ink
+ delitem 713,1; //Empty_Bottle
+ mes "Hmph. Lucky brat brought all of the items.";
+ mes "Well, I don't expect you to write an outrageously great thesis though...";
+ next;
+ mes "[Lucius Celsus]";
+ mes "Well, if you really want to write it by yourself, I can let you handle it but...";
+ mes "I will give you a work of staggering genius. Just make a copy of it under your name.";
+ next;
+ mes "[Lucius Celsus]";
+ mes "You got a problem with that? Tough, that's my style.";
+ mes "Just do what I say.";
+ next;
+ mes "..........";
+ next;
+ mes "....................";
+ next;
+ mes ".................................";
+ next;
+ select(".....Monsters vary by physical appearance,");
+ mes ".....Monsters vary by physical appearance,";
+ select("...and possess various elemental properties.");
+ mes "...and possess various elemental properties.";
+ select("You must be aware of each monster's properties,");
+ mes "You must be aware of each monster's properties,";
+ select("...and be aware that certain spells work differently on different monsters.");
+ mes "...and be aware that certain spells work differently on different monsters.";
+ select("You must be especially careful of holy property and shadow property monsters.");
+ mes "You must be especially careful of holy property and shadow property monsters.";
+ select("These monsters are most dangerous, though occasionally cute.");
+ mes "These monsters are most dangerous.";
+ next;
+ mes "..........";
+ next;
+ mes "....................";
+ next;
+ mes ".................................";
+ next;
+ set SAGE_Q,15;
+ mes "[Lucius Celsus]";
+ mes "Are you done? Okay, then it's over.";
+ mes "You won't be able to write another thesis again, handle this with care.";
+ getitem 1550,1; //Book
+ next;
+ mes "[Lucius Celsus]";
+ mes "Show this masterpiece to the dean.";
+ mes "Then, he will let you graduate from the academy. See you.";
+ close;
+ }
+ else {
+ mes "What, are you sure that you're ready? No, I don't think so.";
+ mes "Oh well... listen carefully this time.";
+ next;
+ mes "[Lucius Celsus]";
+ mes "^3355FF1 Feather of Birds^000000 which will be used as a pen,";
+ mes "^3355FF1 Animal Skin^000000 which will be used as paper,";
+ mes "^3355FF1 Trunk^000000 which will be used to bind a book,";
+ mes "^3355FF1 Squid Ink^000000 which will be used as ink,";
+ mes "^3355FF1 Empty Bottle^000000 which will be used for holding squid ink.";
+ next;
+ mes "[Lucius Celsus]";
+ mes "You have been doing fine, I guess you can do this without a problem.";
+ mes "Go get them. Hurry up.";
+ close;
+ }
+ }
+ else if (SAGE_Q == 15) {
+ mes "What are you doing here, Go show your thesis to the dean!";
+ mes "Don't wasn't any more time here.";
+ next;
+ mes "[Lucius Celsus]";
+ mes "It seems you have too much time on your hands. Okay, I will assign you some tasks.";
+ mes "Hahaha, did you say no? Alright then, fine. Scram.";
+ close;
+ }
+ else {
+ mes "Wah~! My brain is gonna blow up soon! Why must I have to prepare all of these things?!";
+ mes "Who are you?! Don't disturb me, I'm busy!!";
+ next;
+ mes "[Lucius Celsus]";
+ mes "If you just want to watch monsters here, fine with me...";
+ mes "Just don't ask me any questions.";
+ close;
+ }
}
-yuno_in03,105,177,4 script Placement Test Professor 754,{
- if(BaseJob == Job_Sage) goto L_Menu3_4;
- if(BaseJob != Job_Mage) goto L_Menu1_1;
- if(SAGE_Q == 11) goto L_Menu3_3;
- if(SAGE_Q >= 6) goto L_Menu3_2;
- if(SAGE_Q == 3) goto L_Menu1_2;
- if(SAGE_Q == 4) goto L_Menu2_1;
- if(SAGE_Q == 5) goto L_Menu3_1;
- mes "[Kreitos]";
- mes "You have that look in your eye...";
- mes "You want to be a Sage, I take it.";
- next;
- mes "[Kreitos]";
- mes "You need to formally enroll in the Academy before I can help you any further.";
- close;
-L_Menu1_1:
- mes "[Kreitos]";
- mes "Oh, you're not interested in our brand of magic?";
- mes "That's alright...";
- next;
- mes "[Kreitos]";
- mes "Anyone who teaches others and has a good heart is of value to society.";
- mes "Please keep that in mind.";
- close;
-L_Menu1_2:
- set SAGE_Q,4;
- set sagecheck,10;
- mes "[Kreitos]";
- mes "It looks like you've enrolled in the Shubaichul Magic Academy.";
- mes "Is that right?";
- next;
- mes "[Kreitos]";
- mes "So, let me find your paperwork...";
- mes "You're " + strcharinfo(0) + ",";
- mes "right?";
- mes "Let's start the placement test.";
- next;
- mes "[Kreitos]";
- mes "This test consists of twenty questions concerning the entire world.";
- mes "If you score at least 80 points, you'll be placed in our program.";
- mes "Each correct answer is worth 5 points.";
- next;
- mes "[Kreitos]";
- mes "If you cancel, you'll have to start over, so be careful.";
- next;
- goto L_Menu2_2;
- L_Menu2_1:
- mes "[Kreitos]";
- mes "Are you ready to try again?";
- mes "Have you studied hard?";
- next;
- mes "[Kreitos]";
- mes "The passing grade is as before.";
- mes "You need to score 80 points, with each question being worth 5 points.";
- next;
- mes "[Kreitos]";
- mes "So, let's get started.";
- mes "Give it your best effort.";
- mes "As before, if you cancel,";
- mes "you'll have to start over.";
- next;
- L_Menu2_2:
-
- set @sage_test2,0;
- set @sage_test1,rand(3);
- if (@sage_test1 == 1) goto L_Test2_1;
- if (@sage_test1 == 2) goto L_Test3_1;
-
-//==================================
-//Written Test: Route 1.
-//==================================
- mes "1. Which one isn't sold in Morocc's jewel shop?";
- next;
- menu "Topaz",L_Test1_1,"Garnet",-,"Diamond",L_Test1_1,"Sapphire",L_Test1_1;
- set @sage_test2,@sage_test2+5;
- goto L_Test1_1;
- L_Test1_1:
- mes "2. In which town can you not buy monster food?";
- next;
- menu "Prontera",L_Test1_2,"Morocc",L_Test1_2,"Aldebaran",-,"Alberta",L_Test1_2;
- set @sage_test2,@sage_test2+5;
- L_Test1_2:
- mes "3. Which town is closest to the forest maze?";
- next;
- menu "Prontera",-,"Morocc",L_Test1_3,"Geffen",L_Test1_3,"Payon",L_Test1_3;
- set @sage_test2,@sage_test2+5;
- L_Test1_3:
- mes "4. Which of these monsters is of a different race than the other three?";
- next;
- menu "Muka",L_Test1_4,"Drops",L_Test1_4,"Plankton",L_Test1_4,"Penomena",-;
- set @sage_test2,@sage_test2+5;
- L_Test1_4:
- mes "5. All these monsters except one have the same elemental affinity.";
- mes "Which one has the different affinity?";
- next;
- menu "Dokebi",L_Test1_5,"Isis",L_Test1_5,"Giearth",-,"Deviruchi",L_Test1_5;
- set @sage_test2,@sage_test2+5;
- L_Test1_5:
- mes "6. Which one differs in approximate size from the others?";
- next;
- menu "Male Thief Bug",L_Test1_6,"Horn",L_Test1_6,"Metaller",L_Test1_6,"Argos",-;
- set @sage_test2,@sage_test2+5;
- L_Test1_6:
- mes "7. Which of these monsters doesn't drop the Iggydrasil leaf?";
- next;
- menu "Marduk",-,"Baphomet Jr.",L_Test1_7,"Angeling",L_Test1_7,"Wander Man",L_Test1_7;
- set @sage_test2,@sage_test2+5;
- L_Test1_7:
- mes "8. Which of these people isn't related to someone who can perform a class change to priest?";
- next;
- menu "Peter S. Alberto",-,"Thomas Bishop",L_Test1_8,"Windser Banedict",L_Test1_8,"Sesil Magrita",L_Test1_8;
- set @sage_test2,@sage_test2+5;
- L_Test1_8:
- mes "9. Which doesn't live in Morocc?";
- next;
- menu "Muda Armani",L_Test1_9,"Aragham",L_Test1_9,"Antonio",-,"Abldul",L_Test1_9;
- set @sage_test2,@sage_test2+5;
- L_Test1_9:
- mes "10. Which Kapra has the pretty blue hair?";
- next;
- menu "Pavianne",-,"Debril",L_Test1_10,"Claris",L_Test1_10,"Tayelin",L_Test1_10;
- set @sage_test2,@sage_test2+5;
- L_Test1_10:
- mes "11. Which one isn't necessary to unlock the Fire Wall skill?";
- next;
- menu "Firebolt Lv4",L_Test1_11,"Napalm Beat Lv4",-,"Fireball Lv5",L_Test1_11,"Sight Lv1",L_Test1_11;
- set @sage_test2,@sage_test2+5;
- L_Test1_11:
- mes "12. When the skill 'SP Restoration Lv6' is active, how much SP does the skill restore every ten seconds?";
- next;
- menu "14 sp",L_Test1_12,"16 sp",L_Test1_12,"18 sp",-,"21 sp",L_Test1_12;
- set @sage_test2,@sage_test2+5;
- L_Test1_12:
- mes "13. If you are a magician with job lv. 33, how many additional stat points will you get for int?";
- next;
- menu "7",L_Test1_13,"6",L_Test1_13,"5",L_Test1_13,"4",-;
- set @sage_test2,@sage_test2+5;
- L_Test1_13:
- mes "14. If the Archer skill 'Concentration Up Lv5' is active, how much SP will it consume?";
- next;
- menu "45 / 140sec",-,"50 / 140sec",L_Test1_14,"45 / 150sec",L_Test1_14,"50 / 150sec",L_Test1_14;
- set @sage_test2,@sage_test2+5;
- L_Test1_14:
- mes "15. Which one isn't necessary to unlock the Blacksmith skill 'Maximize Power'?";
- next;
- menu "Hilt Binding",L_Test1_15,"Skin Tempering",-,"Hammer Fall",L_Test1_15,"Weapon Perfection",L_Test1_15;
- set @sage_test2,@sage_test2+5;
- L_Test1_15:
- mes "16. What is the defense power and supplemental ability of a Cute Ribbon?";
- next;
- menu "0 / SP +20",L_Test1_16,"0 / SP +30",L_Test1_16,"1 / SP +20",-,"1 / SP +30",L_Test1_16;
- set @sage_test2,@sage_test2+5;
- L_Test1_16:
- mes "17. Which class can't equip a Saint's Robe?";
- next;
- //Swordsmen can't equip it either as of this writing.
- menu "Swordsman",-,"Merchant",L_Test1_17,"Thief",-,"Acolyte",L_Test1_17;
- set @sage_test2,@sage_test2+5;
- L_Test1_17:
- mes "18. Which status ailment can't be removed with a Green Potion?";
- next;
- menu "Mute",L_Test1_18,"Poison",L_Test1_18,"Blind",L_Test1_18,"Cursed",-;
- set @sage_test2,@sage_test2+5;
- L_Test1_18:
- mes "19. What is the name of the ancient kingdom from which Geffen descends?";
- next;
- menu "Gefin",L_Test1_19,"Geffenia",-,"Gefdoria",L_Test1_19,"Gefria",L_Test1_19;
- set @sage_test2,@sage_test2+5;
- L_Test1_19:
- mes "20. Which tree is said to be the world's root?";
- next;
- menu "Yggdrasil",-,"Idrasil",L_Menu2_3,"Master",L_Menu2_3,"Old Tree",L_Menu2_3;
- set @sage_test2,@sage_test2+5;
- goto L_Menu2_3;
- //==================================
- //Written Test: Route 2.
- //==================================
- L_Test2_1:
- mes "1. Which isn't sold in Geffen's magic shop?";
- next;
- menu "Mantle",-,"Wand",L_Test2_2,"Circlet",L_Test2_2,"Silver Robe",L_Test2_2;
- set @sage_test2,@sage_test2+5;
- L_Test2_2:
- mes "2. Which town doesn't sell blades?";
- next;
- menu "Prontera",L_Test2_3,"Izlude",L_Test2_3,"Aldebaran",-,"payon",L_Test2_3;
- set @sage_test2,@sage_test2+5;
- L_Test2_3:
- mes "3. Which town is nearest to Glast Heim?";
- next;
- menu "Prontera",L_Test2_4,"Geffen",-,"Morocc",L_Test2_4,"Payon",L_Test2_4;
- set @sage_test2,@sage_test2+5;
- L_Test2_4:
- mes "4. Which monster's type differs from the other three?";
- next;
- menu "Aster",L_Test2_5,"Marc",L_Test2_5,"Marse",L_Test2_5,"Marin",-;
- set @sage_test2,@sage_test2+5;
- L_Test2_5:
- mes "5. Which monster's elemental affinity is different from the others?";
- next;
- menu "Desert Wolf Babe",L_Test2_6,"Smokie",-,"Picky",L_Test2_6,"Choco",L_Test2_6;
- set @sage_test2,@sage_test2+5;
- L_Test2_6:
- mes "6. Which monster is in a different size class than the others?";
- next;
- menu "Drake",-,"Wraith",L_Test2_7,"Evil Druid",L_Test2_7,"Khalitzburg",L_Test2_7;
- set @sage_test2,@sage_test2+5;
- L_Test2_7:
- mes "7. Which monster doesn't drop Phracon?";
- next;
- menu "Pupa",L_Test2_8,"Condor",-,"Savage Baby",L_Test2_8,"Desert Wolf Babe",L_Test2_8;
- set @sage_test2,@sage_test2+5;
- L_Test2_8:
- mes "8. Who isn't involved in the Blacksmith class change?";
- next;
-// =========================
-// Acording To mRO Site And eAthena Blacksmith Script the following ppl looking like ppl listed here are:
-// - Baisulitst - looks like some1 listed by mRO
-// - Wickebine - mRO has him as option listed
-// - Gromgast - mRO has him as option listed
-// - Mitmayer - translator has him listed as option
-// == Conclusion == I took the following:
-// =========================
- menu "Baisulitst",L_Test2_9,"Wickebine",L_Test2_9,"Barkdale",-,"Mitmayer",L_Test2_9;
- set @sage_test2,@sage_test2+5;
- L_Test2_9:
- mes "9. Who doesn't live in Aldebaran?";
- next;
- menu "RS125",L_Test2_10,"Maasaru",-,"Munster",L_Test2_10,"Isenberg",L_Test2_10;
- set @sage_test2,@sage_test2+5;
- L_Test2_10:
- mes "10. Who is the youngest person in the Kapra organization?";
- next;
- menu "Deflute",L_Test2_11,"Claris",L_Test2_11,"Tayelin",L_Test2_11,"Curly Sue",-;
- set @sage_test2,@sage_test2+5;
- L_Test2_11:
- mes "11. When you use the skill 'Safety Wall Lv6', how much SP is consumed and how many attacks will it block?";
- next;
- menu "SP 40, 6bl",L_Test2_12,"SP 35, 6bl",L_Test2_12,"SP 35, 7bl",L_Test2_12,"SP 40, 7bl",-;
- set @sage_test2,@sage_test2+5;
- L_Test2_12:
- mes "12. When you use 'Napalm Beat Lv6', what is the attack power relative to MATK?";
- next;
- menu "1.2x MATK",L_Test2_13,"1.3x MATK",-,"1.4x MATK",L_Test2_13,"1.5x MATK",L_Test2_13;
- set @sage_test2,@sage_test2+5;
- L_Test2_13:
- mes "13. Which one catalyzes the reaction of Liquid #4 during the Magician class change test?";
- next;
- menu "Blue Gemstone",L_Test2_14,"Red Gemstone",L_Test2_14,"Orange Gemstone",L_Test2_14,"Carat Diamond",-;
- set @sage_test2,@sage_test2+5;
- L_Test2_14:
- mes "14. What is the damage multiplier and SP consumption for 'Bash Lv6'?";
- next;
- menu "250% / 8",L_Test2_15,"280% / 8",L_Test2_15,"280% / 15",-,"310% / 15",L_Test2_15;
- set @sage_test2,@sage_test2+5;
- L_Test2_15:
- mes "15. Which isn't necessary to unlock the Hunter skill 'Claymore Trap'?";
- next;
- menu "Remove Trap",-,"Land Mine",L_Test2_16,"Ankle Snare",L_Test2_16,"Flash",L_Test2_16;
- set @sage_test2,@sage_test2+5;
- L_Test2_16:
- mes "16. What is the defense power and supplemental ability of a Veil?";
- next;
- menu "0 / MDEF +3",L_Test2_17,"0 / MDEF +5",-,"1 / MDEF +3",L_Test2_17,"1 / MDEF +5",L_Test2_17;
- set @sage_test2,@sage_test2+5;
- L_Test2_17:
- mes "17. Which class can't equip a Coat?";
- next;
- menu "Swordsman",L_Test2_18,"Magician",L_Test2_18,"Thief",L_Test2_18,"Novice",-;
- set @sage_test2,@sage_test2+5;
- L_Test2_18:
- mes "18. Which item isn't blue in color?";
- next;
- menu "Alcohol",L_Test2_19,"Detrimindexta",-,"Karvodailnirol",L_Test2_19,"Blue Herb",L_Test2_19;
- set @sage_test2,@sage_test2+5;
- L_Test2_19:
- mes "19. Which item did the god Odin use to create the world?";
- next;
-// menu "Yomir's Heart",L_Test2_20,"Yomir's Nail",-,"Yomir's Tooth",L_Test2_20,"Yomir's Stuff",L_Test2_20;
-// All answers correct untill i know the real answer, only Stuff is wrong cause that NOT it
- menu "Yomir's Heart",-,"Yomir's Nail",-,"Yomir's Tooth",-,"Yomir's Stuff",L_Test2_20;
- set @sage_test2,@sage_test2+5;
- L_Test2_20:
- mes "20. Which metal can change the fate of the world?";
- next;
- menu "Envertacon",L_Menu2_3,"Emperium",-,"Enbera",L_Menu2_3,"Phracon",L_Menu2_3;
- set @sage_test2,@sage_test2+5;
- goto L_Menu2_3;
-//==================================
-//Written Test: Route 3.
-//==================================
- L_Test3_1:
- mes "1.Which of these items isn't sold at Prontera's knicknack shop?";
- next;
- menu "White Plate",L_Test3_2,"Red Frame",L_Test3_2,"Flower",-,"Glass Ball",L_Test3_2;
- set @sage_test2,@sage_test2+5;
- L_Test3_2:
- mes "2. Which town doesn't sell stilettos?";
- next;
- menu "Prontera",-,"Morocc",L_Test3_3,"Gefen",L_Test3_3,"Lutie",L_Test3_3;
- set @sage_test2,@sage_test2+5;
- L_Test3_3:
- mes "3. Which town is closest to Turtle Island?";
- next;
- menu "Aldebaran",L_Test3_4,"Alberta",-,"Comodo",L_Test3_4,"Izlude",L_Test3_4;
- set @sage_test2,@sage_test2+5;
- L_Test3_4:
- mes "4. Which monster is of a different monster race than the other three?";
- next;
- menu "Raggler",L_Test3_5,"Pest",L_Test3_5,"Frilldora",L_Test3_5,"Aster",-;
- set @sage_test2,@sage_test2+5;
- L_Test3_5:
- mes "5. Which monster has a different elemental affinity than the other three?";
- next;
- menu "Mantis",L_Test3_6,"Metaller",-,"Rokker",L_Test3_6,"Horn",L_Test3_6;
- set @sage_test2,@sage_test2+5;
- L_Test3_6:
- mes "6. Which monster is in a different size class than the others?";
- next;
- menu "Raydric",-,"Raydric Archer",L_Test3_7,"Wander Man",L_Test3_7,"Dark Flame",L_Test3_7;
- set @sage_test2,@sage_test2+5;
- L_Test3_7:
- mes "7. Which monster doesn't drop alcohol?";
- next;
- menu "Horn",L_Test3_8,"Plankton",L_Test3_8,"Poison Spore",-,"Toad",L_Test3_8;
- set @sage_test2,@sage_test2+5;
- L_Test3_8:
- mes "8. Which isn't involved in the Knight class change?";
- next;
-// =========================
-// Acording To mRO Site And eAthena Knight Script the following ppl looking like ppl listed here
-// =========================
- menu "James Syracuse",L_Test3_9,"Thomas Bishop",-,"Amy Veattris",L_Test3_9,"Edmond Groster",L_Test3_9;
- set @sage_test2,@sage_test2+5;
- L_Test3_9:
- mes "9. Which of these people doesn't live in Prontera?";
- next;
- menu "Nami",L_Test3_10,"Aldefun",-,"Thomas",L_Test3_10,"Hollengrhen",L_Test3_10;
- set @sage_test2,@sage_test2+5;
- L_Test3_10:
- mes "10. Which Kapra wears glasses?";
- next;
- menu "Deflute",L_Test3_11,"Tayelin",L_Test3_11,"Leilah",-,"Debril",L_Test3_11;
- set @sage_test2,@sage_test2+5;
- L_Test3_11:
- mes "11. How much SP does it cost to use 'Thunderstorm Lv7'?";
- next;
- menu "49",L_Test3_12,"59",-,"69",L_Test3_12,"74",L_Test3_12;
- set @sage_test2,@sage_test2+5;
- L_Test3_12:
- mes "12. If you have 50% of your SP left, how much damage will 'Energy Coat' block and how much SP will be consumed?";
- next;
- menu "24% blocked SP1.5% consumed",L_Test3_13,"24% blocked SP2% consumed",L_Test3_13,"18% blocked SP1.5% consumed",L_Test3_13,"18% blocked SP2% consumed",-;
- set @sage_test2,@sage_test2+5;
- L_Test3_13:
- mes "13. Which element cannot be used in bolt form by a Magician?";
- next;
- menu "Water",L_Test3_14,"Earth",-,"Fire",L_Test3_14,"Wind",L_Test3_14;
- set @sage_test2,@sage_test2+5;
- L_Test3_14:
- mes "14. When a thief has the skill 'Double Attack Lv7', what is the trigger probability and attack power multiplier?";
- next;
- menu "35% / 120%",L_Test3_15,"35% / 140%",-,"40% / 120%",L_Test3_15,"40% / 140%",L_Test3_15;
- set @sage_test2,@sage_test2+5;
- L_Test3_15:
- mes "15. Which of these isn't necessary to unlock the Priest skill 'Magnus Exorcism'?";
- next;
- menu "Divine Protection",-,"Heal",L_Test3_16,"Revive",L_Test3_16,"Aqua Benedicta",L_Test3_16;
- set @sage_test2,@sage_test2+5;
- L_Test3_16:
- mes "16. What is the defense power and supplemental ability of a Bunny Band?";
- next;
- menu "1 / LUK +2",L_Test3_17,"1 / LUK +5",L_Test3_17,"2 / LUK +2",-,"2 / LUK +5",L_Test3_17;
- set @sage_test2,@sage_test2+5;
- L_Test3_17:
- mes "17. Which class can't equip armor?";
- next;
- menu "Swordsman",L_Test3_18,"Merchant",L_Test3_18,"Thief",L_Test3_18,"Archer",-;
- set @sage_test2,@sage_test2+5;
- L_Test3_18:
- mes "18. Which item completely restores HP and SP?";
- next;
- menu "Royal Jelly",L_Test3_19,"Ig Drasil Seed",L_Test3_19,"Ig Drasil Fruit",-,"Master Fruit",L_Test3_19;
- set @sage_test2,@sage_test2+5;
- L_Test3_19:
- mes "19. What's the name of the king of Rune-Midgard?";
- next;
- menu "Trisdan III",L_Test3_20,"Tristan III",-,"Traisda III",L_Test3_20,"Trist III",L_Test3_20;
- set @sage_test2,@sage_test2+5;
- L_Test3_20:
- mes "20. Which god do Crusaders serve?";
- next;
- menu "Odin",-,"Loki",L_Menu2_3,"Tooru",L_Menu2_3,"Aragamsaree",L_Menu2_3;
- set @sage_test2,@sage_test2+5;
-
- L_Menu2_3:
- mes "[Kreitos]";
- mes "Are you finished?";
- mes "Alright, then I'll grade the test.";
- next;
- mes "[Kreitos]";
- mes "Hmmm...";
- mes "Yes....";
- next;
- if (@sage_test2 >= 100) goto L_Menu2_5;
- if (@sage_test2 < 80) goto L_Menu2_4;
- mes "[Kreitos]";
- mes "All done.";
- mes "You scored " + @sage_test2 + " points.";
- mes "Looking good.";
- mes "You've scored highly enough to pass.";
- next;
- goto L_Menu2_6;
- L_Menu2_4:
- set sagecheck,sagecheck-1;
- mes "[Kreitos]";
- mes "All done.";
- mes "You scored " + @sage_test2 + " points.";
- mes "......";
- mes "Sorry, that's not good enough.";
- next;
- mes "[Kreitos]";
- mes "We exepect our students to have command of much information about the world.";
- mes "Learn some more and come back.";
- mes "You can take the test again then.";
+yuno_in03,244,31,3 script Physics Professor#sa 120,{
+ mes "[Aebecee George]";
+ if (BaseJob != Job_Mage) {
+ if (BaseJob == Job_Sage) {
+ mes "Tee hee, hello there! What brings you here again, sweetie?";
+ mes "Oh, I see... you're just excited because you finally became a Sage? Tee hee~";
+ next;
+ mes "[Aebecee George]";
+ mes "Oh well, although you have become a Sage, you're just doing the same thing, tee hee...we're mages down to the core!";
+ mes "We're way better than any other class because we're pretty good with our heads, you know?";
+ next;
+ mes "[Aebecee George]";
+ mes "Okay, is there anything you want to talk about?";
+ mes "Oh dearie, don't be nervous...where's your sense of adventure?";
+ }
+ else if (BaseJob == Job_Novice) {
+ mes "Well, aren't you the cutest little Novice~";
+ next;
+ mes "[Aebecee George]";
+ mes "What are you doing here, sweetcakes? Do you just come over to see what's in here?";
+ mes "Do you want some candy? Candy, my precious? Tee hee.";
+ next;
+ mes "[Aebecee George]";
+ mes "Oh gosh...Sorry, I thought I had some...";
+ mes "But I've got other treats, you catch my drift?";
+ }
+ else {
+ mes "Hey there, tee hee, how's it going sailor?";
+ next;
+ mes "[Aebecee George]";
+ mes "Did you come here to look around? Huh...?";
+ mes "Well, if you're not here for business, you must be here...";
+ next;
+ mes "[Aebecee George]";
+ mes "...for PLEASURE.";
+ mes "Hey wait! Come back~!";
+ }
+ close;
+ }
+ if (SAGE_Q == 13) {
+ if (SAGE_Q2 == 0) {
+ mes "Hello~? Nice to meet you, tee hee.";
+ mes "Did you come to see me? Oh, you're a student!";
+ next;
+ mes "[Aebecee George]";
+ mes "Tee hee, I am the Professor in charge of you, Abecee George.";
+ mes "So...aren't you happy to be with me, dearie? Aren't you gay? Tee hee~";
+ next;
+ mes "[Aebecee George]";
+ mes "However, before we get start class, I need you to do me...a favor.";
+ mes "Don't be scared, its just an eensy weensy favor. Tee hee~";
+ next;
+ mes "[Aebecee George]";
+ mes "Please bring me ^3355FF30 Stone^000000, that's all.";
+ mes "It's not so hard, isn't it?";
+ next;
+ set SAGE_Q2,1;
+ mes "[Aebecee George]";
+ mes "Why don't you ask a thief pal for help?";
+ mes "We'll start the class when you bring me those stones~ Tee hee~";
close;
- L_Menu2_5:
- mes "[Kreitos]";
- mes "All done.";
- mes "You scored " + @sage_test2 + " points.";
- mes "Amazing. You did wonderfully.";
- mes "There is no doubt you'll make a great Sage.";
- next;
- L_Menu2_6:
- set SAGE_Q,5;
- mes "[Kreitos]";
- mes "Alright.";
- mes "You've completed the placement test.";
- mes "Now you need to take the skill test from Professor Hermes.";
+ }
+ else if (SAGE_Q2 == 1) {
+ if (countitem(7049) > 29) {
+ mes "Oh~ how sweet! You brought them all~ thank you~";
+ mes "Oh, can you wait a little bit? I need to do something before we start. Tee hee~";
+ next;
+ mes "[Aebecee George]";
+ mes "Hocus-focus!!";
+ next;
+ mes "[Aebecee George]";
+ mes "Hocus~focus!!";
+ next;
+ mes "[Aebecee George]";
+ mes "Ho~cus~fo~cus!!";
+ next;
+ delitem 7049,30; //Stone
+ mes "[Aebecee George]";
+ mes "Tee hee, you naughty stone~";
+ mes "Only 3 of them worked for me. Tee hee~";
+ next;
+ mes "[Aebecee George]";
+ mes "Here's my other favor to ask of you. Oh, are those tears of...joy?";
+ mes "Oh, I'm sooo excited too! Tee hee~";
+ next;
+ getitem 991,1; //Crystal_Blue
+ getitem 993,1; //Yellow_Live
+ getitem 992,1; //Wind_Of_Verdure
+ mes "[Aebecee George]";
+ mes "I will give you these elemental ores...but...they are not for free.";
+ mes "Whoa there cowboy! Don't pull out so soon~ Listen, tee hee~";
+ set SAGE_Q2,2;
+ next;
+ mes "[Aebecee George]";
+ mes "Please make arrows using these items and bring them to me, pretty please~";
+ mes "50 ^3355FFCrystal Arrow^000000,";
+ mes "50 ^3355FFStone Arrow^000000,";
+ mes "50 ^3355FFWind Arrow^000000.";
+ next;
+ mes "[Aebecee George]";
+ mes "Ask any of your Archer friends if you know any.";
+ mes "I am looking forward to seeing you again, tee hee~";
+ close;
+ }
+ else {
+ mes "You don't have all the items? And here I was, getting all hot and bothered.";
+ mes "Go on, sweetheart, and hurry baaack~";
+ next;
+ mes "[Aebecee George]";
+ mes "I asked you to bring ^3355FF30 Stone^000000.";
+ mes "There are many out there, so you won't have too hard a time getting them~ tee hee.";
+ close;
+ }
+ }
+ else if (SAGE_Q2 == 2) {
+ if (countitem(1754) > 49 && countitem(1756) > 49 && countitem(1755) > 49) {
+ mes "Oh~ how sweet! You brought them all~ Oh thank you~";
+ mes "Well now, let's get down to business. Tee hee~";
+ next;
+ mes "[Aebecee George]";
+ mes "I'll say something, and you just write everything down.";
+ mes "Don't forget to underline the important sentences~";
+ next;
+ mes "[Aebecee George]";
+ mes "Water property magic is sooo strong against the fire property.";
+ mes "Just remember those burly, sexay fire fighters, shall we say, putting out that fire with water. Ooh, wet!";
+ next;
+ mes "[Aebecee George]";
+ mes "Wind property magic totally dominates the water property! Oh, yes~";
+ mes "Think of a hot flash, and by that I mean ligntening, striking a lake. Oh, I'm bad!";
+ next;
+ mes "[Aebecee George]";
+ mes "In terms of strength, magic with earth property goes on top of wind property magic! Ho~~";
+ mes "Just think of how the wind passionately beats against the cliffside near the Lookout Point or Lover's Lane. Tee hee~";
+ next;
+ mes "[Aebecee George]";
+ mes "Magic with fire property is strong against earth property! Tee hee~";
+ mes "Just think of burning wood, sprung from the earth, in a cozy fireplace. On the bearskin, in the dark~";
+ next;
+ mes "[Aebecee George]";
+ mes "...Oh my gosh! Time flies sooo fast!";
+ mes "Let's call it a day, dear, tee hee~";
+ next;
+ delitem 1754,50; //Crystal_Arrow
+ delitem 1756,50; //Stone_Arrow
+ delitem 1755,50; //Arrow_Of_Wind
+ mes "[Aebecee George]";
+ mes "When you come to the next class, bring ^3355FF1 Holy Water^000000~";
+ mes "I hope you have at least one Priest friend. Oh, you don't? Well, it couldn't hurt to get friendly with one.";
+ set SAGE_Q2,3;
+ close;
+ }
+ else {
+ mes "What are you doing here, precious...are you trying to fool me? Tee hee~";
+ mes "I hope you didn't sell the elemental ores I gave you? Naughty naughty~ Don't you know diamonds are a girl's best friend? Tee hee~";
+ next;
+ mes "[Aebecee George]";
+ mes "50 ^3355FFCrystal Arrow^000000,";
+ mes "50 ^3355FFStone Arrow^000000,";
+ mes "50 ^3355FFWind Arrow^000000.";
+ mes "Ask your Archer friend if you have one~ tee hee.";
+ close;
+ }
+ }
+ else if (SAGE_Q2 == 3) {
+ if (countitem(523) > 0) {
+ mes "Oh~ how sweet! You brought some Holy Water~ thanks honey~";
+ mes "Oh righty, we should start class. Tee hee~";
+ next;
+ mes "[Aebecee George]";
+ mes "Just Like last time, I will speak and you just write down everything I say.";
+ mes "Even if you don't understand, just pretend and go with the flow, alright? Tee hee~";
+ next;
+ mes "[Aebecee George]";
+ mes "Water Magic is weak against wind property! Yes, that's right~";
+ mes "Just remember why you don't keep the electric fan around when you're taking a hot bubble bath. Ooh! So electric!";
+ next;
+ mes "[Aebecee George]";
+ mes "Magic with the wind property is weak against earth property!";
+ mes "Think of how the wind can't, shall we say, penetrate a mud facial mask~";
+ next;
+ mes "[Aebecee George]";
+ mes "Magic with earth property is weak against fire property! Tee hee~";
+ mes "Just think of burning wood, sprung from the earth, in a cozy fireplace. On the be--oh? I said that already? Oh poopy.";
+ next;
+ mes "[Aebecee George]";
+ mes "Magic with fire property is weak against water property! Yes~";
+ mes "When things get flaming hot, it's best to splash things in cold water. Don't you agree~?";
+ next;
+ mes "[Aebecee George]";
+ mes "Oh, it's the end of the class~ tee hee.";
+ mes "So? Do you think you've learned a lot? You can thank me, honey!";
+ next;
+ delitem 523,1; //Holy_Water
+ mes "[Aebecee George]";
+ mes "Well, that's it. You can write your thesis with what I've taught you!";
+ mes "Tee hee~ yes! Yes! I am the best teacher in the world! Oh, I am on fire! Tee hee~";
+ set SAGE_Q2,0;
+ set SAGE_Q,14;
+ next;
+ mes "[Aebecee George]";
+ mes "Okay, please gather these items so you can write the thesis, dear~ Tee hee~";
+ mes "^3355FF1 Feather of Birds^000000 which will be used as a pen,";
+ mes "^3355FF1 Animal Skin^000000 which will be used as paper,";
+ mes "^3355FF1 Trunk^000000 which will be used to bind a book,";
+ mes "^3355FF1 Squid Ink^000000 which will be used as ink,";
+ mes "^3355FF1 Empty Bottle^000000 to keep that Squid Ink from splashing.";
+ next;
+ mes "[Aebecee George]";
+ mes "So get on out there cowboy and hurry back~ Tee hee~";
+ close;
+ }
+ else {
+ mes "What are you doing here, precious...are you playing games? Tee hee.";
+ mes "Oh, poor dear. Did you already forget what I told you? Do you want me to remind you? Tee hee~";
+ next;
+ mes "[Aebecee George]";
+ mes "^3355FF1 Holy Water^000000,";
+ mes "It couldn't hurt to get friendly with an Aco or Priest...tee hee.";
+ close;
+ }
+ }
+ else {
+ mes "So...do you have the time? I'm kidding, girlfriend!";
close;
-L_Menu3_1:
- mes "[Kreitos]";
- mes "Heh?";
- mes "Do you love tests so much that you want to take the placement test again?";
- next;
- mes "[Kreitos]";
- mes "Go see Professor Hermes and take the skill test.";
- mes "Future Sages can't be slacking off.";
- close;
-L_Menu3_2:
- mes "[Kreitos]";
- mes "I'm busy grading other students' exams at the moment.";
- mes "If you need something, please see me later.";
- close;
-L_Menu3_3:
- mes "[Kreitos]";
- mes "It's great that you finished your thesis, but I don't grade those.";
- next;
- mes "[Kreitos]";
- mes "Show that to Headmaster Keiron.";
- mes "He'll judge whether or not it's quality warrants your graduation.";
- close;
-L_Menu3_4:
- mes "[Kreitos]";
- mes "You've graduated already?";
- mes "Do you want to take more classes?";
- next;
- mes "[Kreitos]";
- mes "I know it feels great to have graduated, but you've got to keep learning.";
- mes "You might burn out if you become complacent and never venture out of the library once in a while.";
- mes "Danger is exhilerating.";
- next;
- mes "[Kreitos]";
- mes "Don't forget to keep notes about your journies.";
- mes "They can come in handy when you want to teach others about a subject you've studied.";
- close;
+ }
+ }
+ else if (SAGE_Q == 14) {
+ if (countitem(916) > 0 && countitem(919) > 0 && countitem(1019) > 0 && countitem(1024) > 0 && countitem(713) > 0) {
+ delitem 916,1; //Feather_Of_Birds
+ delitem 919,1; //Animal's_Skin
+ delitem 1019,1; //Wooden_Block
+ delitem 1024,1; //Chinese_Ink
+ delitem 713,1; //Empty_Bottle
+ mes "Okay~ so its now or never~ tee hee~";
+ mes "I taught you everything I know. Don't be nervous, you'll be okay~";
+ next;
+ mes "..........";
+ next;
+ mes "....................";
+ next;
+ mes ".................................";
+ next;
+ mes ".....Magic spells are varied into 4 elements such as";
+ switch(select("Water, Earth, Fire and Wind.:Earth, Water, Fire and Wind.:Water, Wind, Earth and Fire.")) {
+ case 1:
+ mes "Water, Earth, Fire and Wind.";
+ break;
+ case 2:
+ mes "Earth, Water, Fire and Wind.";
+ break;
+ case 3:
+ mes "Water, Wind, Earth and Fire.";
+ break;
+ }
+ mes "Each property has an opposing property,";
+ switch(select("Magic with wind property is strong against water:Magic with water property is strong against fire:Magic with fire property is strong against earth")) {
+ case 1:
+ mes "Magic with wind property is strong against water";
+ break;
+ case 2:
+ mes "Magic with water property is strong against fire";
+ break;
+ case 3:
+ mes "Magic with fire property is strong against earth";
+ break;
+ }
+ mes "Magic with earth property is strong against wind.";
+ switch(select("However, that does not work on the opposite case :This theory works the same for earth property weapons:Elemental properties are varied by monster types")) {
+ case 1:
+ mes "However, that does not work on the opposite case ";
+ break;
+ case 2:
+ mes "This theory works the same for earth property weapons";
+ break;
+ case 3:
+ mes "Elemental properties are varied by monster types";
+ break;
+ }
+ switch(select("You must be aware of the limit of your ability.:You must apply different types of property by the situation or place.:Red Potion is rumored to taste like strawberries.")) {
+ case 1:
+ mes "You must be aware of the limit of your ability.";
+ break;
+ case 2:
+ mes "You must apply different types of property by the situation or place.";
+ break;
+ case 3:
+ mes "Red Potion is rumored to taste like strawberries.";
+ break;
+ }
+ next;
+ switch(select("The most adorable NPC is YuPi in Prontera:Red Potion is rumored to be made out of Porings:You never know the limits of magic")) {
+ case 1:
+ mes "The most adorable NPC is YuPi in Prontera";
+ break;
+ case 2:
+ mes "Red Potion is rumored to be made out of Porings";
+ break;
+ case 3:
+ mes "You never know the limits of magic";
+ break;
+ }
+ switch(select("Merchant Lady in Morroc is also as cute as YuPi.:Nobody knows why Red Potion tastes like strawberries.:It is not suggested to be too addicted to magic spells.")) {
+ case 1:
+ mes "Merchant Lady in Morroc is also as cute as YuPi.";
+ break;
+ case 2:
+ mes "Nobody knows why Red Potion tastes like strawberries.";
+ break;
+ case 3:
+ mes "It is not suggested to be too addicted to magic spells.";
+ break;
+ }
+ switch(select("If I had a Bunny Band,:If so, what about the taste of White Potion?:Only pertinent uses of magic, as well as rest")) {
+ case 1:
+ mes "If I had a Bunny Band,";
+ break;
+ case 2:
+ mes "If so, what about the taste of White Potion?";
+ break;
+ case 3:
+ mes "Only pertinent uses of magic, as well as rest";
+ break;
+ }
+ switch(select("I would want to give it to her as a present.:I can't even imagine the taste.:will guarantee you a safe battle.")) {
+ case 1:
+ mes "I would want to give it to her as a present.";
+ break;
+ case 2:
+ mes "I can't even imagine the taste.";
+ break;
+ case 3:
+ mes "will guarantee you a safe battle.";
+ break;
+ }
+ switch(select("Although the Bunny Band best fits the Acolyte class:I love this thrilling feeling:Forming a party with people of different classes")) {
+ case 1:
+ mes "Although the Bunny Band best fits the Acolyte class";
+ break;
+ case 2:
+ mes "I love this thrilling feeling";
+ break;
+ case 3:
+ mes "Forming a party with people of different classes";
+ break;
+ }
+ switch(select("I still wonder if the Bunny Band would be perfect for GOD-POING.:I won't be able to drink it even if my HP is less than 1.:is considered the best way to ready for battle.")) {
+ case 1:
+ mes "I still wonder if the Bunny Band would be perfect for GOD-POING.";
+ break;
+ case 2:
+ mes "I won't be able to drink it even if my HP is less than 1.";
+ break;
+ case 3:
+ mes "is considered the best way to ready for battle.";
+ break;
+ }
+ next;
+ mes "..........";
+ next;
+ mes "....................";
+ next;
+ mes ".................................";
+ next;
+ set SAGE_Q,15;
+ mes "[Aebecee George]";
+ mes "Tee hee, so... are you done with your thesis? What do you think of your work? I think you did fine~";
+ mes "Don't forget, this is the first and the last time you'll write a thesis, okay? Tee hee~";
+ getitem 1550,1; //Book
+ next;
+ mes "[Aebecee George]";
+ mes "Okay, now you can show the dean your thesis~";
+ mes "You're almost there~ tee hee.";
+ close;
+ }
+ else {
+ mes "What are you still doing here, sweet cheeks? Tee hee~";
+ mes "Oh, poor dear. Did you already forget what I told you? Do you want me to remind you? Not a problem, tee hee.";
+ next;
+ mes "[Aebecee George]";
+ mes "^3355FF1 Feather of Birds^000000 which will be used as a pen,";
+ mes "^3355FF1 Animal Skin^000000 which will be used as paper,";
+ mes "^3355FF1 Trunk^000000 which will be used to bind a book,";
+ mes "^3355FF1 Squid Ink^000000 which will be used as ink,";
+ mes "^3355FF1 Empty Bottle^000000 which will be used for holding squid ink.";
+ next;
+ mes "[Aebecee George]";
+ mes "You are supposed to prepare all of those items, aren't you?";
+ mes "Hurry baaack~! Tee hee~";
+ close;
+ }
+ }
+ else if (SAGE_Q == 15) {
+ mes "What are you doing here, dearie? Don't you want to meet the dean and show him your stuff?";
+ mes "Take it from me, boys like him won't wait for you forever, tee hee~";
+ next;
+ mes "[Aebecee George]";
+ mes "I know, I know...you wanna play with little ol' me. But you should become a Sage first.";
+ mes "Please hurry up, tee hee.";
+ close;
+ }
+ else {
+ mes "Well well...what do we have here?";
+ next;
+ mes "[Aebecee George]";
+ mes "You're not a Sage. Pity, sweet thang like yourself...";
+ mes "But seeing as you're not here for business, you must be here for...";
+ next;
+ mes "[Aebecee George]";
+ mes "...PLEASURE. Wait, where are you going, hon?";
+ close;
+ }
}
-//==================================
-//Skill Test Room
-//==================================
-
-job_sage,50,165,4 script Skill Test Coordinator::jobsage_wroom 700,{
- mes "[Skill Test Coordinator]";
- mes "Welcome to the Sage skill test.";
- mes "Please go to the waiting area if you want to take the test.";
- next;
- mes "[Skill Test Coordinator]";
- mes "Others are being tested at the moment.";
- mes "When it's time for you to be tested, we'll call your name.";
- next;
- mes "[Skill Test Coordinator]";
- mes "It takes around 5-10 minutes to test one person.";
+job_sage,50,165,4 script Test Helper#talk 700,{
+ mes "[Test Helper]";
+ mes "Welcome to the Sage practical examination hall.";
+ mes "If you wish to take the test right now, please enter the waiting room.";
+ next;
+ mes "[Test Helper]";
+ mes "If someone is currently taking the test, please wait until that person finishes.";
+ mes "The progression of the test is announced on the entire map. An announcement will be made when the next person is ready to leave the waiting room.";
+ next;
+ mes "[Test Helper]";
+ mes "The Test takes 5 ~ 10 minutes per each person.";
+ mes "If you wish to leave the arena, please log out from the game.";
close;
+}
+
+job_sage,50,165,4 script Waiting Room#sg 700,{
OnInit:
- waitingroom "Test Waiting Area",10,"jobsage_wroom::OnStart",1;
+ disablenpc "Waiting Room#sg";
+ waitingroom "Waiting Room",20,"Waiting Room#sg::OnStartArena",1;
end;
-OnStart:
+
+OnStartArena:
disablewaitingroomevent;
- warpwaitingpc "job_sage",118,99;
- set $@jobsage_pid,$@warpwaitingpc[0];
- if( attachrid($@jobsage_pid)==0 ) goto L_Error;
- set $@jobsage_pname$,strcharinfo(0);
- donpcevent "jobsage_1st::OnStart";
+ warpwaitingpc "job_sage",116,97;
+ set .Sage_pid,$@warpwaitingpc[0];
+ if (attachrid(.Sage_pid) == 0) {
+ enablewaitingroomevent;
end;
-L_Error:
- enablewaitingroomevent;
+ }
+ donpcevent "Arena#1::OnEnable";
end;
+
OnEnable:
enablewaitingroomevent;
end;
+
}
-//======== Test Step 1
-job_sage,1,1,1 script jobsage_1st -1,{
+- script Arena#1 66,{
+OnInit:
+ disablenpc "Arena#1";
end;
-OnStart:
- set $@jobsage_m,16;
- monster "job_sage",115,106,"Unit",1183,1,"jobsage_1st::OnKilled";
- monster "job_sage",120,102,"Unit",1183,1,"jobsage_1st::OnKilled";
- monster "job_sage",124,98,"Unit",1183,1,"jobsage_1st::OnKilled";
- monster "job_sage",120,93,"Unit",1183,1,"jobsage_1st::OnKilled";
- monster "job_sage",115,90,"Unit",1183,1,"jobsage_1st::OnKilled";
- monster "job_sage",111,93,"Unit",1183,1,"jobsage_1st::OnKilled";
- monster "job_sage",107,98,"Unit",1183,1,"jobsage_1st::OnKilled";
- monster "job_sage",111,102,"Unit",1183,1,"jobsage_1st::OnKilled";
- monster "job_sage",128,110,"Unit",1184,1,"jobsage_1st::OnKilled";
- monster "job_sage",124,106,"Unit",1184,1,"jobsage_1st::OnKilled";
- monster "job_sage",124,89,"Unit",1184,1,"jobsage_1st::OnKilled";
- monster "job_sage",128,85,"Unit",1184,1,"jobsage_1st::OnKilled";
- monster "job_sage",107,89,"Unit",1184,1,"jobsage_1st::OnKilled";
- monster "job_sage",103,85,"Unit",1184,1,"jobsage_1st::OnKilled";
- monster "job_sage",107,106,"Unit",1184,1,"jobsage_1st::OnKilled";
- monster "job_sage",103,110,"Unit",1184,1,"jobsage_1st::OnKilled";
+
+OnEnable:
+ enablenpc "Arena#1";
+ set .MyMobs,16;
+ monster "job_sage",111,102,"Grade F",1183,1,"Arena#1::OnMyMobDead";
+ monster "job_sage",120,102,"Grade F",1183,1,"Arena#1::OnMyMobDead";
+ monster "job_sage",111,93,"Grade F",1183,1,"Arena#1::OnMyMobDead";
+ monster "job_sage",120,93,"Grade F",1183,1,"Arena#1::OnMyMobDead";
+ monster "job_sage",107,98,"Grade F",1183,1,"Arena#1::OnMyMobDead";
+ monster "job_sage",124,98,"Grade F",1183,1,"Arena#1::OnMyMobDead";
+ monster "job_sage",115,106,"Grade F",1183,1,"Arena#1::OnMyMobDead";
+ monster "job_sage",115,90,"Grade F",1183,1,"Arena#1::OnMyMobDead";
+ monster "job_sage",103,110,"Grade D",1184,1,"Arena#1::OnMyMobDead";
+ monster "job_sage",128,110,"Grade D",1184,1,"Arena#1::OnMyMobDead";
+ monster "job_sage",103,85,"Grade D",1184,1,"Arena#1::OnMyMobDead";
+ monster "job_sage",128,85,"Grade D",1184,1,"Arena#1::OnMyMobDead";
+ monster "job_sage",107,106,"Grade D",1184,1,"Arena#1::OnMyMobDead";
+ monster "job_sage",124,106,"Grade D",1184,1,"Arena#1::OnMyMobDead";
+ monster "job_sage",107,89,"Grade D",1184,1,"Arena#1::OnMyMobDead";
+ monster "job_sage",124,89,"Grade D",1184,1,"Arena#1::OnMyMobDead";
initnpctimer;
end;
+
OnReset:
- killmonster "job_sage","All";
+ killmonsterall "job_sage";
end;
-OnKilled:
- set $@jobsage_m,$@jobsage_m-1;
- if( $@jobsage_m > 0 )goto L_NotWin;
- if(getnpctimer(0) < 60000 ) set sagecheck,sagecheck+1;
- if((getnpctimer(0) >= 120000 ) && (getnpctimer(0) <= 170000 )) set sagecheck,sagecheck-1;
- if(getnpctimer(0) > 170000 ) set sagecheck,sagecheck-2;
+
+OnMyMobDead:
+ set .MyMobs,.MyMobs-1;
+ if (.MyMobs < 1) {
+ mapannounce "job_sage"," " + strcharinfo(0) + ", successfully defeat all the monsters.",bc_map;
+ donpcevent "Arena#2::OnEnable";
stopnpctimer;
- mapannounce "job_sage","Examiner: " + $@jobsage_pname$ + " killed all the monsters!",8;
- donpcevent "jobsage_2nd::OnStart";
- L_NotWin:
+ }
end;
+
OnTimer1000:
- mapannounce "job_sage","Examiner: The skill test begins now.",8;
+ mapannounce "job_sage","The practical examination has started.",bc_map;
end;
-OnTimer2500:
- mapannounce "job_sage","Examiner: The time limit for this portion of the test is 3 minutes.",8;
- end;
-OnTimer4000:
- mapannounce "job_sage","Examiner: You must kill all the monsters within that time period.",8;
- end;
-OnTimer30000:
- mapannounce "job_sage","Examiner: 2 minutes, 30 seconds remaining.",8;
+
+OnTimer2000:
+ mapannounce "job_sage","1st test - time limit 3 minutes.",bc_map;
end;
-OnTimer60000:
- mapannounce "job_sage","Examiner: 2 minutes remaining.",8;
+
+OnTimer3000:
+ mapannounce "job_sage","Please defeat all the monsters within the time limit.",bc_map;
end;
-OnTimer90000:
- mapannounce "job_sage","Examiner: 1 minute, 30 seconds remaining.",8;
+
+OnTimer33000:
+ mapannounce "job_sage","2 minutes 30 seconds remaining.",bc_map;
end;
-OnTimer120000:
- mapannounce "job_sage","Examiner: 1 minute remaining.",8;
+
+OnTimer63000:
+ mapannounce "job_sage","2 minutes remaining.",bc_map;
end;
-OnTimer150000:
- mapannounce "job_sage","Examiner: 30 seconds remaining.",8;
+
+OnTimer93000:
+ mapannounce "job_sage","1 minute 30 seconds remaining.",bc_map;
end;
-OnTimer170000:
- mapannounce "job_sage","Examiner: 10 seconds remaining.",8;
+
+OnTimer123000:
+ mapannounce "job_sage","1 min remaining.",bc_map;
end;
-OnTimer180000:
- donpcevent "jobsage_1st::OnReset";
- mapannounce "job_sage","Examiner: Time has expired.",8;
+
+OnTimer153000:
+ mapannounce "job_sage","30 seconds remaining.",bc_map;
end;
-OnTimer181500:
- mapannounce "job_sage","Examiner:" + $@jobsage_pname$ + "failed the test.",8;
- areawarp "job_sage",100,82,131,113,"yuno",324,258;
+
+OnTimer173000:
+ mapannounce "job_sage","10 seconds remaining.",bc_map;
end;
+
OnTimer183000:
- mapannounce "job_sage","Next candidate, please step forward.",8;
+ mapannounce "job_sage","Time over.",bc_map;
+ disablenpc "Arena#1";
end;
+
OnTimer184000:
- donpcevent "jobsage_wroom::OnEnable";
- stopnpctimer;
+ areawarp "job_sage",100,82,131,113,"yuno",324,258;
+ end;
+
+OnTimer185000:
+ mapannounce "job_sage","Next candidate, enter.",bc_map;
end;
+
+OnTimer186000:
+ disablenpc "Arena#1";
+ donpcevent "Waiting Room#sg::OnEnable";
}
-//======== Test Step 2
-job_sage,1,1,1 script jobsage_2nd -1,{
+- script Arena#2 -1,{
+OnInit:
+ disablenpc "Arena#2";
end;
-OnStart:
- donpcevent "jobsage_2nd::OnReset";
- set $@jobsage_m,24;
- monster "job_sage",120,102,"GeographyInfo",1063,1,"jobsage_2nd::OnKilled";
- monster "job_sage",120,102,"StatisticsInfo",1063,1,"jobsage_2nd::OnKilled";
- monster "job_sage",120,102,"MeteorologyInfo",1063,1,"jobsage_2nd::OnKilled";
- monster "job_sage",120,102,"AstronomyInfo",1063,1,"jobsage_2nd::OnKilled";
- monster "job_sage",120,102,"LinguisticsInfo",1063,1,"jobsage_2nd::OnKilled";
- monster "job_sage",120,102,"CityLifeInfo",1063,1,"jobsage_2nd::OnKilled";
- monster "job_sage",124,98,"ForestryInfo",1063,1,"jobsage_2nd::OnKilled";
- monster "job_sage",124,98,"HealthInfo",1063,1,"jobsage_2nd::OnKilled";
- monster "job_sage",124,98,"PsychologyInfo",1063,1,"jobsage_2nd::OnKilled";
- monster "job_sage",120,93,"AnthropologyInfo",1063,1,"jobsage_2nd::OnKilled";
- monster "job_sage",120,93,"BiologyInfo",1063,1,"jobsage_2nd::OnKilled";
- monster "job_sage",120,93,"EthicsInfo",1063,1,"jobsage_2nd::OnKilled";
- monster "job_sage",111,93,"ArchitectureInfo",1063,1,"jobsage_2nd::OnKilled";
- monster "job_sage",111,93,"PlasticsInfo",1063,1,"jobsage_2nd::OnKilled";
- monster "job_sage",111,93,"NutritionInfo",1063,1,"jobsage_2nd::OnKilled";
- monster "job_sage",111,93,"FoodInfo",1063,1,"jobsage_2nd::OnKilled";
- monster "job_sage",111,93,"ManagementInfo",1063,1,"jobsage_2nd::OnKilled";
- monster "job_sage",111,93,"SociologyInfo",1063,1,"jobsage_2nd::OnKilled";
- monster "job_sage",107,98,"EconomicsInfo",1063,1,"jobsage_2nd::OnKilled";
- monster "job_sage",107,98,"MagicInfo",1063,1,"jobsage_2nd::OnKilled";
- monster "job_sage",107,98,"PoliSciInfo",1063,1,"jobsage_2nd::OnKilled";
- monster "job_sage",111,102,"MathInfo",1063,1,"jobsage_2nd::OnKilled";
- monster "job_sage",111,102,"HistoryInfo",1063,1,"jobsage_2nd::OnKilled";
- monster "job_sage",111,102,"PhysicsInfo",1063,1,"jobsage_2nd::OnKilled";
+
+OnEnable:
+ enablenpc "Arena#2";
+ disablenpc "Arena#1::OnReset";
+ set .MyMobs,24;
+ monster "job_sage",111,102,"Numerical Value",1063,1,"Arena#2::OnMyMobDead";
+ monster "job_sage",111,102,"Physics",1063,1,"Arena#2::OnMyMobDead";
+ monster "job_sage",111,102,"History",1063,1,"Arena#2::OnMyMobDead";
+ monster "job_sage",120,102,"Geography",1063,1,"Arena#2::OnMyMobDead";
+ monster "job_sage",120,102,"Astronomy",1063,1,"Arena#2::OnMyMobDead";
+ monster "job_sage",120,102,"Meteorology",1063,1,"Arena#2::OnMyMobDead";
+ monster "job_sage",111,93,"Architecture",1063,1,"Arena#2::OnMyMobDead";
+ monster "job_sage",111,93,"Control",1063,1,"Arena#2::OnMyMobDead";
+ monster "job_sage",111,93,"Instrumentology",1063,1,"Arena#2::OnMyMobDead";
+ monster "job_sage",120,102,"Statistics;",1063,1,"Arena#2::OnMyMobDead";
+ monster "job_sage",120,102,"Graphic Method",1063,1,"Arena#2::OnMyMobDead";
+ monster "job_sage",120,102,"Language",1063,1,"Arena#2::OnMyMobDead";
+ monster "job_sage",111,93,"Sitology",1063,1,"Arena#2::OnMyMobDead";
+ monster "job_sage",111,93,"Dietetics",1063,1,"Arena#2::OnMyMobDead";
+ monster "job_sage",111,93,"Landscape Architecture",1063,1,"Arena#2::OnMyMobDead";
+ monster "job_sage",120,93,"Anthropology",1063,1,"Arena#2::OnMyMobDead";
+ monster "job_sage",120,93,"Biology",1063,1,"Arena#2::OnMyMobDead";
+ monster "job_sage",120,93,"Ethics",1063,1,"Arena#2::OnMyMobDead";
+ monster "job_sage",107,98,"Economy",1063,1,"Arena#2::OnMyMobDead";
+ monster "job_sage",107,98,"Politics",1063,1,"Arena#2::OnMyMobDead";
+ monster "job_sage",107,98,"Photography",1063,1,"Arena#2::OnMyMobDead";
+ monster "job_sage",124,98,"Dendrology",1063,1,"Arena#2::OnMyMobDead";
+ monster "job_sage",124,98,"Hygiene",1063,1,"Arena#2::OnMyMobDead";
+ monster "job_sage",124,98,"Sociology",1063,1,"Arena#2::OnMyMobDead";
initnpctimer;
end;
+
OnReset:
- killmonster "job_sage","All";
+ killmonsterall "job_sage";
end;
-OnKilled:
- set $@jobsage_m,$@jobsage_m-1;
- if( $@jobsage_m > 0 )goto L_NotWin;
+
+OnMyMobDead:
+ set .MyMobs,.MyMobs-1;
+ if (.MyMobs < 1) {
+ mapannounce "job_sage"," " + strcharinfo(0) + ", successfully defeat all the monsters.",bc_map;
+ donpcevent "Arena#Doorkeeper::OnEnable";
+ donpcevent "Arena#3::OnEnable";
stopnpctimer;
- if(getnpctimer(0) < 60000 ) set sagecheck,sagecheck+1;
- if((getnpctimer(0) >= 120000 ) && (getnpctimer(0) <= 170000 )) set sagecheck,sagecheck-1;
- if(getnpctimer(0) > 170000 ) set sagecheck,sagecheck-2;
- mapannounce "job_sage","Examiner: " + $@jobsage_pname$ + " killed all the monsters!",8;
- donpcevent "jobsage_3rd::OnStart";
- L_NotWin:
- end;
-OnTimer1500:
- mapannounce "job_sage","Examiner: The time limit for this portion of the test is 3 minutes.",8;
+ }
end;
-OnTimer3000:
- mapannounce "job_sage","Examiner: You must kill all the monsters within that time period.",8;
- end;
-OnTimer30000:
- mapannounce "job_sage","Examiner: 2 minutes, 30 seconds remaining.",8;
+
+OnTimer1000:
+ mapannounce "job_sage","Second test - time limit 3 minutes.",bc_map;
end;
-OnTimer60000:
- mapannounce "job_sage","Examiner: 2 minutes remaining.",8;
+
+OnTimer2000:
+ mapannounce "job_sage","Please defeat all the monsters within the time limit.",bc_map;
end;
-OnTimer90000:
- mapannounce "job_sage","Examiner: 1 minute, 30 seconds remaining.",8;
+
+OnTimer33000:
+ mapannounce "job_sage","2 minutes 30 seconds remaining.",bc_map;
end;
-OnTimer120000:
- mapannounce "job_sage","Examiner: 1 minute remaining.",8;
+
+OnTimer63000:
+ mapannounce "job_sage","2 minutes remaining.",bc_map;
end;
-OnTimer150000:
- mapannounce "job_sage","Examiner: 30 seconds remaining.",8;
+
+OnTimer93000:
+ mapannounce "job_sage","1 minute 30 seconds remaining.",bc_map;
end;
-OnTimer170000:
- mapannounce "job_sage","Examiner: 10 seconds remaining.",8;
+
+OnTimer123000:
+ mapannounce "job_sage","1 min remaining.",bc_map;
end;
-OnTimer180000:
- donpcevent "jobsage_2nd::OnReset";
- mapannounce "job_sage","Examiner: Time has expired.",8;
+
+OnTimer153000:
+ mapannounce "job_sage","30 seconds remaining.",bc_map;
end;
-OnTimer181500:
- mapannounce "job_sage","Examiner: " + $@jobsage_pname$ + "has failed the test.",8;
- areawarp "job_sage",100,82,131,113,"yuno",324,258;
+
+OnTimer173000:
+ mapannounce "job_sage","10 seconds remaining.",bc_map;
end;
+
OnTimer183000:
- mapannounce "job_sage","Next candidate, please step forward.",8;
+ mapannounce "job_sage","Time over.",bc_map;
+ donpcevent "Arena#2::OnReset";
end;
+
OnTimer184000:
- donpcevent "jobsage_wroom::OnEnable";
- stopnpctimer;
+ areawarp "job_sage",100,82,131,113,"yuno",324,258;
+ end;
+
+OnTimer185000:
+ mapannounce "job_sage","Next candidate, please enter.",bc_map;
end;
-}
+OnTimer186000:
+ disablenpc "Arena#2";
+ donpcevent "Waiting Room#sg::OnEnable";
+}
-//======== Test Step 3
-job_sage,1,1,1 script jobsage_3rd -1,{
+- script Arena#Doorkeeper -1,{
+OnInit:
+ disablenpc "Arena#Doorkeeper";
end;
-OnStart:
- donpcevent "jobsage_3rd::OnReset";
- set $@jobsage_m,1;
- monster "job_sage",116,98,"Bachelor",1179,1,"jobsage_3rd::OnKilled";
- monster "job_sage",124,106,"Tardy",1185,1;
- monster "job_sage",124,89,"Loaner",1185,1;
- monster "job_sage",107,89,"Cheater",1185,1;
- monster "job_sage",107,106,"Absentee",1185,1;
+
+OnEnable:
+ enablenpc "Arena#Doorkeeper";
+ donpcevent "Arena#2::OnReset";
+ disablenpc "Arena#2";
+ set .MyMobs,1;
+ monster "job_sage",116,97,"Academic Probation",1179,1,"Arena#Doorkeeper::OnMyMobDead";
initnpctimer;
end;
+
OnReset:
+ donpcevent "Arena#3::OnReset";
+ killmonsterall "job_sage";
end;
-OnKilled:
- set $@jobsage_m,$@jobsage_m-1;
- if( $@jobsage_m > 0 )goto L_NotWin;
+
+OnDisable:
+ disablenpc "Arena#3";
+ disablenpc "Arena#Doorkeeper";
+ end;
+
+OnMyMobDead:
+ set .MyMobs,.MyMobs-1;
+ if (.MyMobs < 1) {
+ mapannounce "job_sage","Congratulations, " + strcharinfo(0) + ". You passed the test.",bc_map;
+ set SAGE_Q,8;
+ donpcevent "Test Helper#sg::OnEnable";
+ disablenpc "Arena#Doorkeeper";
stopnpctimer;
- killmonster "job_sage","All";
- set SAGE_Q,7;
- if(getnpctimer(0) < 20000 ) set sagecheck,sagecheck+1;
- if((getnpctimer(0) >= 30000 ) && (getnpctimer(0) <= 50000 )) set sagecheck,sagecheck-1;
- if(getnpctimer(0) > 50000 ) set sagecheck,sagecheck-2;
- mapannounce "job_sage","Examiner: Congratulations. " + $@jobsage_pname$ + "passed the test!",8;
- donpcevent "jobsage_success::OnSuccess";
- L_NotWin:
+ }
end;
-OnTimer1500:
- mapannounce "job_sage","Examiner: 1 minute remaining.",8;
+
+OnTimer1000:
+ mapannounce "job_sage","3rd test - Time limit 1 minute.",bc_map;
end;
+
OnTimer30000:
- mapannounce "job_sage","Examiner: 30 seconds remaining.",8;
+ mapannounce "job_sage","30 seconds remaining.",bc_map;
end;
+
OnTimer50000:
- mapannounce "job_sage","Examiner: 10 seconds remaining.",8;
+ mapannounce "job_sage","10 seconds remaining.",bc_map;
end;
+
OnTimer60000:
- donpcevent "jobsage_3rd::OnReset";
- mapannounce "job_sage","Examiner: Time has expired.",8;
+ mapannounce "job_sage","Time over.",bc_map;
+ disablenpc "Arena#Doorkeeper";
end;
-OnTimer61500:
- mapannounce "job_sage","Examiner: " + $@jobsage_pname$ + "failed the test.",8;
+
+OnTimer61000:
areawarp "job_sage",100,82,131,113,"yuno",324,258;
end;
+
+OnTimer62000:
+ mapannounce "job_sage","Next candidate, please enter.",bc_map;
+ end;
+
OnTimer63000:
- mapannounce "job_sage","Examiner: This concludes the test. Next candidate, please step forward.",8;
+ disablenpc "Arena#Doorkeeper";
+ donpcevent "Waiting Room#sg::OnEnable";
+}
+
+- script Arena#3 -1,{
+OnInit:
+ disablenpc "Arena#3";
end;
-OnTimer64000:
- donpcevent "jobsage_wroom::OnEnable";
- stopnpctimer;
+
+OnEnable:
+ monster "job_sage",107,106,"Absent 3 times",1185,1;
+ monster "job_sage",124,106,"Being Late 5 times",1185,1;
+ monster "job_sage",107,89,"Cheating 2 times",1185,1;
+ monster "job_sage",124,89,"Cheating 4 times",1185,1;
+ end;
+
+OnDisable:
+ killmonsterall "job_sage";
end;
}
-//======== Successful
-job_sage,1,7,1 script jobsage_success 66,{
-OnSuccess:
- killmonster "job_sage","All";
+- script Test Helper#sg -1,{
+OnInit:
+ disablenpc "Test Helper#sg";
+ end;
+
+OnEnable:
initnpctimer;
end;
-OnTimer3000:
- mapannounce "job_sage","Examiner: Please allow me to guide you out.",8;
+
+OnTimer2000:
+ mapannounce "job_sage","Please go back to where you came from and finish the rest of your job change quest.",bc_map;
+ end;
+
+OnTimer4000:
+ mapannounce "job_sage","This is the end of practical examination. Next candidate, please get ready.",bc_map;
end;
-OnTimer6000:
- mapannounce "job_sage","Next candidate, please step forward.",8;
+
+OnTimer5000:
areawarp "job_sage",100,82,131,113,"yuno_in03",163,180;
end;
+
OnTimer7000:
- donpcevent "jobsage_wroom::OnEnable";
+ mapannounce "job_sage","Next candidate, please enter.",bc_map;
+ end;
+
+OnTimer9000:
+ disablenpc "Test Helper#sg";
+ donpcevent "Waiting Room#sg::OnEnable";
stopnpctimer;
end;
}
-//==============================================================================
-// mapflag
-//==============================================================================
+//============================================================
+// Mapflag
+//============================================================
job_sage mapflag nomemo
job_sage mapflag noteleport
job_sage mapflag nosave SavePoint
job_sage mapflag nopenalty
job_sage mapflag nobranch
-job_sage mapflag noexp
-job_sage mapflag noloot
+
+//============================================================
+// Old changelog
+//============================================================
+//= Script mostly based on translated jA script
+//= Written test questions/answers weren't translated 100% corectly
+//= So a lot of those are based upon mRO site and my own info
+//= IF you by excident have (or can get) screenshots of these questions
+//= Then PLEASE send them to Darkchild
+//= 1.3 Baby class Support added [Lupus] 1.5 Fixed possible EXP abuse [Lupus]
+//= 1.6 Added a func which prevent advanced classes passing
+//= 2nd Job Quests again. It also guides adv classes where to go. [Lupus]
+//= 1.7 Fixed tuition fee. Fixed some answers, names & typos, added missing labels [Lupus]
+//= 1.7a Moved JFunc back in the main file, fixed typos [Lupus]
+//= 2.0 Changed numbers to constants. [Vicious]
+//= 2.0a Fixed double warp [KarLaeda] 2.0b Mantis Scythe Item name fix
diff --git a/npc/quests/quests_yuno.txt b/npc/quests/quests_yuno.txt
index 4d49d4eea..d249b1397 100644
--- a/npc/quests/quests_yuno.txt
+++ b/npc/quests/quests_yuno.txt
@@ -3,7 +3,7 @@
//===== By: ==================================================
//= eAthena Dev Team; L0ne_W0lf
//===== Current Version: =====================================
-//= 1.6
+//= 1.7
//===== Compatible With: =====================================
//= eAthena SVN
//===== Description: =========================================
@@ -28,6 +28,7 @@
//= Merged metto_quest.txt into Juno quest file.
//= Added the Juno portion of the Doomed Swords quest.
//= 1.6 Fixed various errors in the Bajin NPC. [L0ne_W0lf]
+//= 1.7 Changed ALCH_Q check and set to corrispond to new alchemist job quest. [L0ne_W0lf]
//============================================================
// Metto Quest
@@ -467,7 +468,7 @@ yuno_in01,103,157,3 script Bain#juno 98,{
// close;
//}
if (countitem(974) > 0 && countitem(612) > 4 && countitem(1003) > 4 && countitem(7068) > 4 && countitem(7043) > 4 && countitem(757) > 2 && countitem(756) > 2 && Zeny > 2000) {
- if (ALCH_Q == 6) set ALCH_Q2,2;
+ if (ALCH_Q == 23) set ALCH_Q,24;
set .@kyulkwa,rand(1,10);
mes "[Bain]";
mes "Oh ho ho... These are the parts that I needed. Thank you so much.";
@@ -599,7 +600,7 @@ yuno_in01,100,153,7 script Bajin 47,0,0,{
// close;
//}
if (countitem(974) > 0 && countitem(612) > 4 && countitem(1003) > 4 && countitem(7068) > 4 && countitem(7043) > 4 && countitem(757) > 2 && countitem(756) > 2 && Zeny > 2000) {
- if (ALCH_Q == 6) set ALCH_Q2,2;
+ if (ALCH_Q == 23) set ALCH_Q,24;
set .@kyulkwa,rand(1,10);
mes "[Bajin]";
mes "Oh ho ho... These are the parts";
diff --git a/npc/warps/other/jobquests.txt b/npc/warps/other/jobquests.txt
index 323fd23d6..82d307fb0 100644
--- a/npc/warps/other/jobquests.txt
+++ b/npc/warps/other/jobquests.txt
@@ -3,7 +3,7 @@
//===== By: ==================================================
//= Athena (1.0)
//===== Current Version: =====================================
-//= 1.6
+//= 1.7
//===== Compatible With: =====================================
//= Any Athena Version; RO Version Ep4+
//===== Description: =========================================
@@ -19,6 +19,7 @@
//= 1.4 Imported damn noobie warps from jAthena (because it's broken since last year)
//= 1.5 Replaced clone maps with the real ones [Lupus]
//= 1.6 removed swordman quest map warps. They are now contained in the swordman quest. [L0ne_W0lf]
+//= 1.7 Updated some 2-2 job quest related warps. [L0ne_W0lf]
//============================================================
@@ -49,8 +50,6 @@ moc_fild16,205,296,0 warp 16_to_guild 2,2,in_moc_16,18,11
//==============================================================================
in_hunter,100,15,0 warp jhun01 0,0,pay_fild10,143,250
-
-
//==============================================================================
// Monk (St. Capitolina Abbey)
//==============================================================================
@@ -64,46 +63,40 @@ monk_test,298,127,0 warp monk20 1,1,monk_test,268,125
//==============================================================================
//Alchemist
//==============================================================================
-//Town - Alchemist , Alchemist - Town
-aldebaran,54,66,0 warp alche01 1,1,alde_alche,41,174
-alde_alche,41,171,0 warp alche02 1,1,aldebaran,56,68
-//Alchemist Hall 1st Floor Top Rooms
-alde_alche,129,104,0 warp alche03 1,1,alde_alche,163,163
-alde_alche,159,163,0 warp alche04 1,1,alde_alche,126,104
-alde_alche,131,77,0 warp alche05 1,1,alde_alche,162,107
-alde_alche,159,107,0 warp alche06 1,1,alde_alche,128,77
-//Alchemist Hall 1st Floor Bottom Rooms
-alde_alche,47,103,0 warp alche07 1,1,alde_alche,88,18
-alde_alche,92,18,0 warp alche08 1,1,alde_alche,50,103
-alde_alche,47,77,0 warp alche09 1,1,alde_alche,155,18
-alde_alche,159,18,0 warp alche10 1,1,alde_alche,50,77
-//Alchemist Hall 2nd Floor - 1st Floor Link
-alde_alche,14,184,0 warp alche11 1,1,alde_alche,88,113
-alde_alche,88,117,0 warp alche12 1,1,alde_alche,14,180
-//Alchemist Hall 2nd Floor Rooms
-alde_alche,19,171,0 warp alche13 1,1,aldebaran,68,56
-aldebaran,66,54,0 warp alche14 1,1,alde_alche,19,175
-alde_alche,18,28,0 warp alche15 1,1,alde_alche,89,66
-alde_alche,89,63,0 warp alche16 1,1,alde_alche,18,24
-//Alchemist Hall 3rd Floor
-alde_alche,41,187,0 warp alche17 1,1,alde_alche,114,178
-alde_alche,114,182,0 warp alche18 1,1,alde_alche,41,183
+aldebaran,65,53,0 warp alche#1 1,1,alde_alche,20,175
+aldebaran,53,65,0 warp alche#2 1,1,alde_alche,42,175
+alde_alche,19,171,0 warp alche#1 1,1,aldebaran,68,56
+alde_alche,42,171,0 warp alche#1 1,1,aldebaran,56,68
+alde_alche,41,186,0 warp alche#1F_2F 1,1,alde_alche,113,178
+alde_alche,114,183,0 warp alche#2F_1F 1,1,alde_alche,42,182
+alde_alche,13,184,0 warp alche#1F_B1 1,1,alde_alche,88,113
+alde_alche,88,117,0 warp alche#B1_1F 1,1,alde_alche,13,181
+alde_alche,46,104,0 warp alche#B1_r1 1,1,alde_alche,157,17
+alde_alche,160,17,0 warp alche#r1_b1 1,1,alde_alche,50,103
+alde_alche,46,77,0 warp alche#B1_r2 1,1,alde_alche,88,17
+alde_alche,93,17,0 warp alche#r2_b1 1,1,alde_alche,50,77
+alde_alche,89,62,0 warp alche#B1_r3 1,1,alde_alche,17,23
+alde_alche,17,29,0 warp alche#r3_b1 1,1,alde_alche,89,67
+alde_alche,133,77,0 warp alche#B1_r4 1,1,alde_alche,162,107
+alde_alche,158,107,0 warp alche#r4_b1 1,1,alde_alche,129,77
+alde_alche,133,103,0 warp alche#B1_r5 1,1,alde_alche,164,164
+alde_alche,158,163,0 warp alche#r5_b1 1,1,alde_alche,129,103
//==============================================================================
//Rogue
//==============================================================================
-cmd_fild07,193,117,0 warp fild07-rogue00 1,1,in_rogue,378,46
-in_rogue,375,46,0 warp rogue00-fild07 1,1,cmd_fild07,195,116
-in_rogue,376,34,0 warp rogue01-02 1,1,in_rogue,378,125
-in_rogue,375,125,0 warp rogue02-01 1,1,in_rogue,379,34
-cmd_fild07,352,275,0 warp fild07-rogue03 1,1,in_rogue,265,122
-in_rogue,265,118,0 warp rogue03-fild07 1,1,cmd_fild07,349,275
-in_rogue,244,20,0 warp rogue04-fild09 1,1,cmd_fild09,106,192
-in_rogue,172,34,0 warp rogue05-fild09 1,1,cmd_fild09,339,143
-in_rogue,160,103,0 warp rogue06-fild04 1,1,cmd_fild04,301,177
+cmd_fild07,193,117,0 warp fild07-rogue00 1,1,in_rogue,379,46
+in_rogue,375,46,0 warp rogue00-fild07 1,1,cmd_fild07,196,117
+in_rogue,375,34,0 warp rogue01-02 1,1,in_rogue,380,125
+in_rogue,375,125,0 warp rogue02-01 1,1,in_rogue,379,33
+cmd_fild07,355,286,0 warp fild07-rogue03 1,1,in_rogue,247,126
+in_rogue,247,122,0 warp rogue03-fild07 1,1,cmd_fild07,349,285
+in_rogue,244,21,0 warp rogue04-fild09 1,1,cmd_fild09,106,191
+in_rogue,172,34,0 warp rogue05-fild09 1,1,cmd_fild09,341,143
+in_rogue,161,103,0 warp rogue06-fild04 1,1,cmd_fild04,302,177
+in_rogue,8,9,0 warp stair_to_ro 1,1,in_rogue,389,389
//==============================================================================
//Dancer
//==============================================================================
-//job_duncer,69,43,0 warp duncer1 1,1,comodo,185,156
-job_duncer,70,45,0 warp duncer1 2,2,comodo,193,149
+job_duncer,69,43,0 warp duncer1 1,1,comodo,185,156