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authorbrianluau <brianluau@54d463be-8e91-2dee-dedb-b68131a5f0ec>2012-01-09 18:46:57 +0000
committerbrianluau <brianluau@54d463be-8e91-2dee-dedb-b68131a5f0ec>2012-01-09 18:46:57 +0000
commit87372e334b904e0b54c18d06aa99b256f4ab634d (patch)
tree63a4e617534d575b5a352b530cdbaa6c4328d45d /npc
parentb1abcccd21d7a5bf280ae20c71161622e0cf2bd5 (diff)
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- Added svn:eol-style=native property to some recently added text files.
git-svn-id: https://rathena.svn.sourceforge.net/svnroot/rathena/trunk@15413 54d463be-8e91-2dee-dedb-b68131a5f0ec
Diffstat (limited to 'npc')
-rw-r--r--npc/jobs/3-1/mechanic.txt1752
-rw-r--r--npc/jobs/3-1/ranger.txt6416
-rw-r--r--npc/jobs/3-1/warlock.txt4070
-rw-r--r--npc/jobs/3-2/genetic.txt2920
-rw-r--r--npc/jobs/3-2/minstrel.txt5206
-rw-r--r--npc/jobs/3-2/royal_guard.txt1034
-rw-r--r--npc/jobs/3-2/sorcerer.txt1262
-rw-r--r--npc/jobs/3-2/sura.txt2344
-rw-r--r--npc/merchants/3rd_trader.txt1040
-rw-r--r--npc/quests/2008_newhat_mir.txt1648
-rw-r--r--npc/scripts_renewal.conf34
-rw-r--r--npc/warps/cities/dewata.txt40
-rw-r--r--npc/warps/cities/dicastes.txt384
-rw-r--r--npc/warps/cities/eclage.txt66
-rw-r--r--npc/warps/cities/malangdo.txt126
-rw-r--r--npc/warps/cities/malaya.txt92
-rw-r--r--npc/warps/dungeons/dic_dun.txt48
-rw-r--r--npc/warps/dungeons/ecl_dun.txt48
-rw-r--r--npc/warps/fields/bif_fild.txt44
-rw-r--r--npc/warps/fields/dic_fild.txt38
-rw-r--r--npc/warps/other/paradise.txt50
-rw-r--r--npc/warps/other/s_workshop.txt44
22 files changed, 14353 insertions, 14353 deletions
diff --git a/npc/jobs/3-1/mechanic.txt b/npc/jobs/3-1/mechanic.txt
index 029b723e4..8d13a5f3d 100644
--- a/npc/jobs/3-1/mechanic.txt
+++ b/npc/jobs/3-1/mechanic.txt
@@ -1,877 +1,877 @@
-//===== rAthena Script =======================================
-//= Mechanic Jobchange Quest
-//===== By: ==================================================
-//= Masao
-//===== Current Version: =====================================
-//= 1.0
-//===== Compatible With: =====================================
-//= rAthena SVN
-//===== Description: =========================================
-//= [Aegis Conversion]
-//= Jobchange Quest from Blacksmith / Whitesmith -> Mechanic.
-//===== Additional Comments: =================================
-//= v1.0 First Version.
-//============================================================
-
-yuno,129,156,3 script Chainheart 923,{
-
- if (Class >= 4023 && Class <= 4045)
- {
- mes "[Chainheart]";
- mes "Huh? This is not place for Children. Children,";
- mes "you should stay with your mom and dad.";
- mes "You shouldn't wander around.";
- next;
- mes "[Chainheart]";
- mes "Truth or technology?";
- mes "Perhaps you children should wait";
- mes "till you are a little older.";
- close;
- }
-
- if(BaseLevel > 99)
- {
- mes "[Chainheart]";
- mes "Living as a Mechanic is tough,";
- mes "but I am happy that I can";
- mes "always do what I want.";
- close;
- }
- if(job_mechanic == 12)
- {
- mes "[Chainheart]";
- mes "There's nothing to say specifically about Mechanics or magic machinery.";
- mes "You would know more about it than anyone now.";
- next;
- mes "[Chainheart]";
- mes "Continue to grow your knowledge by experiencing what the world has to offer.";
- close;
- }
- if(job_mechanic == 11)
- {
- if(Class == 19 || Class == 4011 && ((JobLevel > 49) && (SkillPoint == 0) && (BaseLevel > 98)))
- {
- mes "[Chainheart]";
- mes "What is it? Is that you?";
- mes "Oh wait, you look quite different than the last time I saw you.";
- mes "Did something happen?";
- next;
- mes "[Chainheart]";
- mes "Ahh! You went to Juperos";
- mes "like I said. As Franklson did.";
- next;
- mes "[Chainheart]";
- mes "It seems there's no need";
- mes "for more questioning.";
- mes "I'm certain that you've gained the knowledge to be a true mechanic.";
- next;
- mes "[Chainheart]";
- mes "There's nothing I can say more.";
- mes "You are already a great Mechanic.";
- mes "Don't lose your nerves with the";
- mes "title. The most important thing is that you have the knowledge.";
- next;
- mes "[Chainheart]";
- mes "You don't seem to be the type to be locked up inside a lab or in a library.";
- mes "You are a type who learns";
- mes "by actively participating.";
- next;
- mes "[Chainheart]";
- mes "I like who you are and I think we need that kind of new blood for our Mechanics.";
- next;
- mes "[Chainheart]";
- mes "Science is seeking and studying things that can be proven logically.";
- mes "Ironically enough, science usually starts from uncertain theories just like magic.";
- next;
- mes "[Chainheart]";
- mes "As I said before if the passion and the talent are real there would be no problem!";
- mes "Congratulations for walking through a new path as a Mechanic!";
- next;
- set job_mechanic,12;
- completequest 10101;
- if(Sex == 1)
- {
- getitem 5749,1;
- }else{
- getitem 5760,1;
- }
- getitem 2795,1;
- if(Class == 10)
- {
- jobchange 4058;
- }else if(Class == 4011){
- jobchange 4064;
- }
- mes "[Chainheart]";
- mes "Here is, a gift.";
- mes "If you keep this well, one day";
- mes "you'll be thankful to me.";
- next;
- mes "[Chainheart]";
- mes "Well, go. This wide world is";
- mes "your laboratory, everything in";
- mes "this world is going to be your";
- mes "textbook, so let there be a silver lining in the future of Mechanics!";
- close;
- }
- mes "[Chainheart]";
- mes "If not what?";
- close;
- }
- if(job_mechanic == 3)
- {
- mes "[Chainheart]";
- mes "By the way, Franklson is missing.";
- mes "He said that he wanted to study";
- mes "and then disappeared.";
- mes "Where could he have gone?";
- next;
- mes "[Chainheart]";
- mes "If you keep walking the way to being a Mechanic you might bump into him.";
- mes "Fate works in weird ways friend.";
- next;
- mes "[Chainheart]";
- mes "Anyway, farewell.";
- close;
- }
- if(job_mechanic == 2)
- {
- mes "[Chainheart]";
- mes "I think I've done all the explanations, is there anything else you want to know?";
- next;
- switch(select("I want to know more.:Nothing."))
- {
- case 1:
- mes "[Chainheart]";
- mes "Um..? You want to know more about magic machinery. Is that it?";
- mes "Hmm... I told you that you are talented it's difficult.";
- next;
- mes "[Chainheart]";
- mes "Well, you seem talented, so it wouldn't be bad for us if you could become a Mechanic.";
- mes "But unfortunately it doesn't";
- mes "work just like that.";
- next;
- mes "[Chainheart]";
- mes "The mechanic scholars won't just acknowledge you that easily and hand you the knowledge without you showing true effort first.";
- next;
- mes "[Chainheart]";
- mes "Of course, I'm one of those scholars so I guess I can try to consider you.";
- next;
- mes "[Chainheart]";
- mes "Anyhow, I just think it's unfair to exclude someone who's talented without any test.";
- next;
- mes "[Chainheart]";
- mes "Hmm...";
- next;
- mes "[Chainheart]";
- mes "Actually, if somebody can't teach you, you can learn by yourself.";
- mes "If someone else can do it then anyone can figure it out for themself too right?";
- next;
- mes "[Chainheart]";
- mes "It won't be easy but if your passion is strong and your talent is real then there shouldn't be any problems.";
- next;
- mes "[Chainheart]";
- mes "Come to think of it...";
- mes "Franklson developed";
- mes "magic machinery on his own.";
- mes "So why don't you go to";
- mes "the Ruins of Juperos?";
- next;
- mes "[Chainheart]";
- mes "As I told you before, if your passion and talent are real, you will definitely find something.";
- next;
- mes "[Chainheart]";
- mes "Find out the knowledge";
- mes "for yourself like we did.";
- mes "Don't just wait around for someone to teach it to you. Show the passion that you claim to have.";
- next;
- set job_mechanic,3;
- changequest 10091,10092;
- mes "[Chainheart]";
- mes "Anyway, whatever your choice might be I expect you to do your best.";
- close;
- case 2:
- mes "[Chainheart]";
- mes "What a strange person.";
- mes "I thought that you had what it took to be a true Mechanic.";
- close;
- }
- }
- if(job_mechanic == 1)
- {
- mes "[Chainheart]";
- mes "Ok let me catch my breath.";
- mes "You must be interested in";
- mes "magic machinery and the";
- mes "world of Mechanics.";
- mes "Ok, so let me explain.";
- next;
- mes "[Chainheart]";
- mes "Magic machinery was born by a fusion between machines and magic.";
- mes "The two haven't really been connected successfully together until now.";
- next;
- mes "[Chainheart]";
- mes "If you use magic machinery, you really have to be familiar with the inner workings of machines.";
- next;
- mes "[Chainheart]";
- mes "It can be used effectively,";
- mes "and you don't need to rely on something that's uncertain and unstable as magic, so what can be better than this.";
- next;
- mes "[Chainheart]";
- mes "The person who invented magic machinery is Franklson, a scholar from the Schwaltzvalt Republic.";
- next;
- mes "[Chainheart]";
- mes "Franklson discovered an ancient machine in the ^FF0000Ruins of Juperos^000000 and fused it with the power of magic, and that was the beginning.";
- next;
- mes "[Chainheart]";
- mes "So naturally, Franklson named the newborn machine Magic Machinery.";
- next;
- mes "[Chainheart]";
- mes "Anyway, since it hasn't been too well known to other places outside of Juno, the study of Magic Machinery has been progressing since.";
- next;
- mes "[Chainheart]";
- mes "Because we've researched";
- mes "Magic Machinery endlessly";
- mes "people started calling us ^FF0000Mechanics^000000.";
- mes "The name is self-explanatory";
- mes "so it just stuck.";
- next;
- mes "[Chainheart]";
- mes "Hmm. Well I guess I'm done explaining Magic Machinery.";
- mes "I want to explain more but it's too technical.";
- mes "I don't want to bore you more.";
- next;
- set job_mechanic,2;
- changequest 10090,10091;
- mes "[Chainheart]";
- mes "Anyway if you become one of us you can form your own definition and explanation of Mechanics yourself.";
- close;
- }
- if (Class == 10 || Class == 4011)
- {
- if ((JobLevel > 49) && (SkillPoint == 0) && (BaseLevel > 98))
- {
- mes "[Chainheart]";
- mes "At a glance, you, seem to be a very versatile person on dealing with various things.";
- mes "You look quite skilled.";
- mes "You can be the one.";
- next;
- mes "[Chainheart]";
- mes "Ah, I didn't introduce myself.";
- mes "I am the famous Chainheart.";
- mes "I'm a Mechanic.";
- mes "Well, actually I'm not that famous.";
- next;
- mes "[Chainheart]";
- mes "I don't think the word Mechanic";
- mes "is familiar to you.";
- mes "In fact, when it comes";
- mes "to the description,";
- mes "it's a new job that can";
- mes "be explained simply.";
- next;
- mes "[Chainheart]";
- mes "One who studies and uses Magic Machinery, that is a Mechanic.";
- next;
- mes "[Chainheart]";
- mes "So, what is the Magic Machinery that a Mechanic studies and uses?";
- mes "That isn't as simple to explain but I'll give it a try.";
- next;
- setquest 10090;
- set job_mechanic,1;
- mes "[Chainheart]";
- mes "Sorry, I'm starting";
- mes "to talk too much.";
- mes "Let me catch my";
- mes "breath for a while.";
- mes "If you are interested,";
- mes "please talk to me again.";
- close;
- }
- mes "[Chainheart]";
- mes "You, look like someone who has a great sense on dealing with stuff.";
- next;
- mes "[Chainheart]";
- mes "That power has been used on";
- mes "just dealing with simple things.";
- mes "That isn't going to give";
- mes "you true enjoyment.";
- next;
- mes "[Chainheart]";
- mes "Right... If you want to enjoy";
- mes "true feelings of dealing and";
- mes "a deep profoundness,";
- mes "you need to handle";
- mes "^FF0000Magic Machinery^000000!";
- next;
- mes "[Chainheart]";
- mes "Magic Machinery hasn't been";
- mes "in the world long, so recognizing it is not common yet.";
- mes "It's very precise and completely different from anything you've experienced in the world.";
- next;
- mes "[Chainheart]";
- mes "Yeah, and the ones who deal with magic machinery are called ^FF0000Mechanics^000000.";
- mes "I am also the one of those honorable mechanics.";
- next;
- mes "[Chainheart]";
- mes "It seems like you have what it takes to be a good mechanic.";
- mes "Here are the basic requirements.";
- next;
- mes "[Chainheart]";
- mes "If you come to me after reaching ^FF0000Base level 99^000000 and ^FF0000Job level 50^000000,";
- mes "I will guide you to the world of Mechanics.";
- close;
- }
- mes "[Chainheart]";
- mes "Living as a Mechanic is tough,";
- mes "but I am happy that I can";
- mes "always do what I want.";
- next;
- mes "[Chainheart]";
- mes "Don't you also want to become a Mechanic and enjoy true happiness?";
- close;
-}
-
-jupe_cave,37,55,5 script Scholar#Mechanic 883,{
-
- if(checkweight(1201,1) == 4 || MaxWeight - Weight < 300)
- {
- mes "- Wait here!! -";
- mes "- Your pack is too heavy. -";
- mes "- Lighten your body first-";
- mes "- and please try again.-";
- close;
- }
-
- if(job_mechanic > 10)
- {
- mes "[Scholar]";
- mes "How was Juperos?";
- mes "I am so scared that I still";
- mes "cannot go there.";
- close;
- }
-
- if(job_mechanic > 3)
- {
- mes "[Scholar]";
- mes "^FF0000You won't be able to reach the destination by walking.";
- mes "^FF0000Strong enemies are not the problem here, you just won't be able to get to the destination.";
- mes "Please make yourself at home.^000000";
- next;
- mes "[Scholar]";
- mes "However comfortable it may be,";
- mes "I have no intention to go.";
- next;
- mes "[Scholar]";
- mes "Okay then, Are you ready";
- mes "to go to the midway point";
- mes "at Juperos?";
- next;
- switch(select("I am ready!:Not yet"))
- {
- case 1:
- mes "[Scholar]";
- mes "Uh... you are acting so firmly that I regret a little that I haven't gone there.";
- mes "Should I have gone there? Uh... It's no use crying over spilled milk!";
- next;
- mes "[Scholar]";
- mes "Well, I'll send you.";
- mes "I hope you get";
- mes "the knowledge";
- mes "you wanted.";
- close2;
- warp "jupe_core2",149,288;
- end;
- case 2:
- mes "[Scholar]";
- mes "Umm... right. Of course, it's no surprise that you are hesitant.";
- next;
- mes "[Scholar]";
- mes "But, if you don't take the warp that I open for you, you won't be able to get to the destination.";
- mes "Please don't waste your energy.";
- next;
- mes "[Scholar]";
- mes "Of course, no matter how comfortable you may be I wouldn't go there.";
- close;
- }
- }
- if(job_mechanic == 3)
- {
- mes "[Scholar]";
- mes "I am a scholar who came here to research the ruins here in Juperos.";
- next;
- mes "[Scholar]";
- mes "But... actually when";
- mes "I try to go further";
- mes "I get scared.";
- mes "I can hardly go inside.";
- mes "What can I do?";
- next;
- mes "[Scholar]";
- mes "I heard a rumor that humans";
- mes "aren't welcome inside there.";
- mes "But it should be very useful to study the marvelous machines in there.";
- next;
- mes "[Scholar]";
- mes "Umm? Are you also going to";
- mes "Juperos to get something?";
- mes "I have no courage to go in there.";
- mes "Goodluck to you.";
- next;
- mes "[Scholar]";
- mes "I know the way to get to";
- mes "the midway point and I also have";
- mes "all the stuff I need.";
- mes "But I'm just too scared.";
- next;
- mes "[Scholar]";
- mes "So if you want, I'll send you";
- mes "to Juperos. Mr. Elder Scholar";
- mes "has told me how to warp to";
- mes "the midway point to Juperos.";
- next;
- set job_mechanic,4;
- mes "[Scholar]";
- mes "It is true that it becomes easy";
- mes "but you can't help the fear";
- mes "it's too bad. Anyway if you are";
- mes "ready to go please tell me.";
- close;
- }
- mes "[Scholar]";
- mes "I am a scholar who came here to research the ruins here in Juperos.";
- next;
- mes "[Scholar]";
- mes "But... actually when I try to go further";
- mes "I'm scared. I can hardly go inside.";
- mes "What can I do?";
- next;
- mes "[Scholar]";
- mes "I heard a rumor that humans aren't welcome inside there.";
- mes "But it should be very useful to study the marvelous machines in there.";
- close;
-}
-
-jupe_core2,149,273,3 script Ghostfire#1 802,{
-
- if(job_mechanic == 11)
- {
- mes "[?]";
- mes "I've lost my body and all that's left is my spirit in this place.";
- mes "I will live and die here in Juperos forever...";
- close;
- }
-
- if(job_mechanic == 10)
- {
- mes "[?]";
- mes "That appearance... Is it so? You also gained the knowledge.";
- mes "When the future is full of possibilities...";
- mes "An attitude of a pure child";
- mes "like you can do anything...";
- next;
- mes "[?]";
- mes "Come to think of it now the most precious thing right now might be getting confidence rather than knowledge itself...";
- next;
- mes "[?]";
- mes "Please don't make any";
- mes "faults from now on as I did.";
- mes "I hope you get knowledge";
- mes "by yourself someday.";
- next;
- mes "[?]";
- mes "Well then go back, find a human who knows of magic machinery and show evidence that you've gained the knowledge...";
- next;
- mes "[?]";
- mes "I'm the one who lost my body";
- mes "and my spirits are disrupted";
- mes "I'm restricted to this place, Juperos... I will live and die with Juperos";
- mes "Forever...";
- next;
- mes "[?]";
- mes "My name... name is... Fr...";
- set job_mechanic,11;
- changequest 10100,10101;
- close2;
- warp "yuno",157,83;
- end;
- }
- if(job_mechanic > 4)
- {
- mes "[?]";
- mes "I've lost my body and all that's left is my spirit in this place.";
- mes "I will live and die here in Juperos forever...";
- close;
- }
- if (job_mechanic == 3 || job_mechanic == 4)
- {
- mes "[?]";
- mes "Talented one.";
- mes "Make sure there are";
- mes "no enemies around.";
- mes "If you focus on me,";
- mes "you might get attacked.";
- next;
- switch(select("Well then, later.:Focus."))
- {
- case 1:
- close;
- case 2:
- mes "[?]";
- mes "I was once a human scholar.";
- mes "I wanted to know the limitation of science that humankind didn't know of, so I learned a lot of things, studied and searched...";
- next;
- mes "[?]";
- mes "That's when I discovered, the uncertain magical power.";
- next;
- mes "[?]";
- mes "The thing with uncertain magic is that it is highly unstable and unpredictable.";
- mes "During my studies I encountered a pocket of highly volatile magic.";
- next;
- mes "[?]";
- mes "The only memories I have";
- mes "are from that day forward.";
- mes "I've been trapped here since.";
- next;
- mes "[?]";
- mes "Juperos is all that I know now.";
- mes "I'm going to die here.";
- next;
- mes "[?]";
- mes "I don't know who you are...";
- mes "I won't bother to know if you";
- mes "want to gain some knowledge.";
- mes "Find someone who cares.";
- next;
- changequest 10092,10094;
- set job_mechanic,5;
- mes "[?]";
- mes "Knowledge isn't obtained from others. It is found through one's own efforts.";
- mes "Find your own knowledge path.";
- close;
- }
- }
-}
-
-jupe_core2,53,75,3 script Ghostfire#2 802,{
-
- if(job_mechanic > 5)
- {
- mes "[?]";
- mes "Juperos... I...";
- mes "Juperos... What I want";
- mes "exists all in here...";
- mes "The power of science...the paradise of machines...";
- close;
- }
-
- if(job_mechanic == 5)
- {
- mes "[?]";
- mes "Talented one.";
- mes "Make sure there are";
- mes "no enemies around.";
- mes "If you focus on me,";
- mes "you might get attacked.";
- next;
- switch(select("Well then, later:Focus"))
- {
- case 1:
- close;
- case 2:
- mes "[?]";
- mes "When I had a body";
- mes "I wanted to prove the";
- mes "excellence of science";
- mes "to the ones who only believe";
- mes "such occult things...";
- next;
- mes "[?]";
- mes "I wanted to use the power of";
- mes "magic as a reasonable form";
- mes "which is visible. With stronger";
- mes "results, I wanted to control";
- mes "the power of magic by";
- mes "using science....";
- next;
- mes "[?]";
- mes "I wanted to show that science";
- mes "is excellent to control magic";
- mes "like the occult. I studied a lot";
- mes "of things and agonized over";
- mes "making science and magic";
- mes "co-exist.";
- next;
- mes "[?]";
- mes "My research led me here,";
- mes "Juperos. In this place there";
- mes "are many products of science";
- mes "that could stimulate a scholar's";
- mes "brain...";
- next;
- mes "[?]";
- mes "I found that it was possible to join the power of magic with science.";
- mes "Even if it wasn't perfect, it appealed enough to the other scholars...";
- next;
- mes "[?]";
- mes "The recent events of the world have created a confusion so my research hasn't been shared with the rest of the world.";
- next;
- set job_mechanic,6;
- changequest 10094,10095;
- mes "[?]";
- mes "So... I came back to Juperos to continue my investigation of science and magic.";
- close;
- }
- }
-}
-
-jupe_core2,242,62,3 script Ghostfire#3 802,{
-
- if(job_mechanic > 6)
- {
- mes "[?]";
- mes "I want to know more about the knowledge...";
- mes "the features of humans...";
- mes "The things to be done first and later...";
- mes "The door of truth will later...";
- close;
- }
-
- if(job_mechanic == 6)
- {
- mes "[?]";
- mes "Talented one.";
- mes "Make sure there are";
- mes "no enemies around.";
- mes "If you focus on me,";
- mes "you might get attacked.";
- next;
- switch(select("Well then, later:Focus"))
- {
- case 1:
- close;
- case 2:
- mes "[?]";
- mes "I wasn't satisfied with my success so I came back here time and time again.";
- next;
- mes "[?]";
- mes "When I stepped on a marker between 2 mechanical statues, the energy I had gathered and learned was absorbed.";
- next;
- mes "[?]";
- mes "But, with that energy being absorbed, I began to gain knowledge that I never knew previously.";
- next;
- mes "[?]";
- mes "But it came at a price. With the knowledge I started losing my humanity.";
- mes "I lost my body and the only";
- mes "thing I had was my spirit.";
- next;
- mes "[?]";
- mes "I don't regret gaining the knowledge. All I wish is that I could have my body back.";
- next;
- set job_mechanic,7;
- changequest 10095,10096;
- mes "[?]";
- mes "After I had poured my energy into the statue, I discovered that I could move my energy to different statues.";
- close;
- }
- }
-}
-
-jupe_core2,29,150,1 script Foothold 139,1,1,{
-
-OnTouch:
- if(job_mechanic == 8)
- {
- percentheal 0,-30;
- mes "-Suddenly I feel power is-";
- mes "-escaping my whole body-";
- mes "-What is happening?-";
- next;
- mes "-Find the door of truth-";
- mes "-it is the source of the-";
- mes "-power drain.-";
- close;
- }
- if(job_mechanic == 7)
- {
- percentheal -20,0;
- mes "-Suddenly, an unidentified-";
- mes "-voice is ringing in my head-";
- mes "-What is it?-";
- next;
- mes "-Handling machines-";
- mes "-absorbing magic power-";
- mes "-a sacrificial offering-";
- mes "-the statue of a human-";
- next;
- set job_mechanic,8;
- changequest 10096,10097;
- mes "-Most certain of all is that-";
- mes "-I started to feel the urge-";
- mes "-to go to the door of truth-";
- close;
- }
- if(job_mechanic > 2)
- {
- percentheal 0,-30;
- mes "-Suddenly I feel power is-";
- mes "-escaping from my body-";
- mes "-What is happening?-";
- close;
- }
-}
-
-jupe_core2,272,149,1 script Foothold2 139,1,1,{
-
-OnTouch:
- if(job_mechanic == 9)
- {
- mes "-I had a feeling that power-";
- mes "-has been draining out,-";
- mes "-but now, I do not-";
- mes "-feel anything.-";
- next;
- mes "-Go to the south of-";
- mes "-the foothold quickly-";
- close;
- }
- if(job_mechanic == 8)
- {
- percentheal -20,-30;
- mes "-Suddenly I feel power is-";
- mes "-escaping from my body-";
- mes "-What is happening?-";
- next;
- mes "-I feel my senses-";
- mes "-are returning to me-";
- next;
- donpcevent "Door::OnDoorOpen";
- changequest 10097,10098;
- mes "-Walk to the Door of Truth-";
- close;
- }
- if(job_mechanic > 2)
- {
- percentheal 0,-30;
- mes "-Suddenly I feel power is-";
- mes "-escaping from my body-";
- mes "-What is happening?-";
- close;
- }
-}
-
-jupe_core2,288,142,3 script Door 844,{
-
-OnInit:
- disablenpc "Door";
- end;
-
-OnDoorClose:
- disablenpc "Door";
- end;
-
-OnDoorOpen:
- enablenpc "Door";
- specialeffect EF_MAPPILLAR;
- initnpctimer;
- end;
-
-OnTimer180000:
- donpcevent "Door::OnDoorClose";
- end;
-
- mes "-Once again a voice rings out-";
- mes "-in my head. This time it is-";
- mes "-different than before, it is a-";
- mes "-voice of an impressive person-";
- next;
- mes "I know you came this far because you want the knowledge.";
- mes "Humans are weak animals";
- mes "and any sacrifice is a hard";
- mes "decision for them to make.";
- next;
- mes "But you are lacking something to pass through this door of truth.";
- mes "Through this door is knowledge above all human thinking.";
- next;
- mes "It won't harm a human's mind if it doesn't surpass your brain capacity.";
- next;
- mes "Try to put your body onto the foothold of knowledge at the south.";
- next;
- mes "If the knowledge suits you, you'll be able to obtain it without becoming a sacrificial offering.";
- mes "If you are unqualified, you will lose your body as a sacrifice.";
- next;
- mes "When you are qualified, you will be able to pass through the door of truth.";
- mes "Till that day, don't lose yourself.";
- next;
- mes "............";
- next;
- mes "-I can't hear any voices-";
- mes "-anymore and I can't feel-";
- mes "-anything in this place.-";
- next;
- mes "-As the ringing voice in my-";
- mes "-head instructed, let's go to-";
- mes "-the southern marker.-";
- set job_mechanic,9;
- changequest 10098,10099;
- close2;
- donpcevent "Door::OnDoorClose";
- end;
-}
-
-jupe_core2,149,34,1 script Acquiring Knowledge 139,1,0,{
-
-OnTouch:
- if(job_mechanic == 9)
- {
- mes "-The moment I stepped on-";
- mes "-the marker the voice-";
- mes "-didn't come into my brain-";
- mes "-rather new knowledge-";
- mes "-came in naturally.-";
- next;
- mes "-Almost instantaneously-";
- mes "-you gained all of the-";
- mes "knowledge that you need-";
- mes "-to know about mechanics-";
- mes "-and magic machinery.-";
- next;
- set job_mechanic,10;
- changequest 10099,10100;
- specialeffect EF_POTION_CON;
- mes "-This amount of-";
- mes "-knowledge is enough-";
- mes "-and find a way out.-";
- close;
- }
-}
-
-jupe_core2,150,33,1 script Acquiring Knowledge#2 139,1,0,{
-
-OnTouch:
- if(job_mechanic == 9)
- {
- mes "-The moment I stepped on-";
- mes "-the marker the voice-";
- mes "-didn't come into my brain-";
- mes "-rather new knowledge-";
- mes "-came in naturally.-";
- next;
- mes "-Almost instantaneously-";
- mes "-you gained all of the-";
- mes "knowledge that you need-";
- mes "-to know about mechanics-";
- mes "-and magic machinery.-";
- next;
- set job_mechanic,10;
- changequest 10099,10100;
- specialeffect EF_POTION_CON;
- mes "-This amount of-";
- mes "-knowledge is enough-";
- mes "-and find a way out.-";
- close;
- }
-}
-
+//===== rAthena Script =======================================
+//= Mechanic Jobchange Quest
+//===== By: ==================================================
+//= Masao
+//===== Current Version: =====================================
+//= 1.0
+//===== Compatible With: =====================================
+//= rAthena SVN
+//===== Description: =========================================
+//= [Aegis Conversion]
+//= Jobchange Quest from Blacksmith / Whitesmith -> Mechanic.
+//===== Additional Comments: =================================
+//= v1.0 First Version.
+//============================================================
+
+yuno,129,156,3 script Chainheart 923,{
+
+ if (Class >= 4023 && Class <= 4045)
+ {
+ mes "[Chainheart]";
+ mes "Huh? This is not place for Children. Children,";
+ mes "you should stay with your mom and dad.";
+ mes "You shouldn't wander around.";
+ next;
+ mes "[Chainheart]";
+ mes "Truth or technology?";
+ mes "Perhaps you children should wait";
+ mes "till you are a little older.";
+ close;
+ }
+
+ if(BaseLevel > 99)
+ {
+ mes "[Chainheart]";
+ mes "Living as a Mechanic is tough,";
+ mes "but I am happy that I can";
+ mes "always do what I want.";
+ close;
+ }
+ if(job_mechanic == 12)
+ {
+ mes "[Chainheart]";
+ mes "There's nothing to say specifically about Mechanics or magic machinery.";
+ mes "You would know more about it than anyone now.";
+ next;
+ mes "[Chainheart]";
+ mes "Continue to grow your knowledge by experiencing what the world has to offer.";
+ close;
+ }
+ if(job_mechanic == 11)
+ {
+ if(Class == 19 || Class == 4011 && ((JobLevel > 49) && (SkillPoint == 0) && (BaseLevel > 98)))
+ {
+ mes "[Chainheart]";
+ mes "What is it? Is that you?";
+ mes "Oh wait, you look quite different than the last time I saw you.";
+ mes "Did something happen?";
+ next;
+ mes "[Chainheart]";
+ mes "Ahh! You went to Juperos";
+ mes "like I said. As Franklson did.";
+ next;
+ mes "[Chainheart]";
+ mes "It seems there's no need";
+ mes "for more questioning.";
+ mes "I'm certain that you've gained the knowledge to be a true mechanic.";
+ next;
+ mes "[Chainheart]";
+ mes "There's nothing I can say more.";
+ mes "You are already a great Mechanic.";
+ mes "Don't lose your nerves with the";
+ mes "title. The most important thing is that you have the knowledge.";
+ next;
+ mes "[Chainheart]";
+ mes "You don't seem to be the type to be locked up inside a lab or in a library.";
+ mes "You are a type who learns";
+ mes "by actively participating.";
+ next;
+ mes "[Chainheart]";
+ mes "I like who you are and I think we need that kind of new blood for our Mechanics.";
+ next;
+ mes "[Chainheart]";
+ mes "Science is seeking and studying things that can be proven logically.";
+ mes "Ironically enough, science usually starts from uncertain theories just like magic.";
+ next;
+ mes "[Chainheart]";
+ mes "As I said before if the passion and the talent are real there would be no problem!";
+ mes "Congratulations for walking through a new path as a Mechanic!";
+ next;
+ set job_mechanic,12;
+ completequest 10101;
+ if(Sex == 1)
+ {
+ getitem 5749,1;
+ }else{
+ getitem 5760,1;
+ }
+ getitem 2795,1;
+ if(Class == 10)
+ {
+ jobchange 4058;
+ }else if(Class == 4011){
+ jobchange 4064;
+ }
+ mes "[Chainheart]";
+ mes "Here is, a gift.";
+ mes "If you keep this well, one day";
+ mes "you'll be thankful to me.";
+ next;
+ mes "[Chainheart]";
+ mes "Well, go. This wide world is";
+ mes "your laboratory, everything in";
+ mes "this world is going to be your";
+ mes "textbook, so let there be a silver lining in the future of Mechanics!";
+ close;
+ }
+ mes "[Chainheart]";
+ mes "If not what?";
+ close;
+ }
+ if(job_mechanic == 3)
+ {
+ mes "[Chainheart]";
+ mes "By the way, Franklson is missing.";
+ mes "He said that he wanted to study";
+ mes "and then disappeared.";
+ mes "Where could he have gone?";
+ next;
+ mes "[Chainheart]";
+ mes "If you keep walking the way to being a Mechanic you might bump into him.";
+ mes "Fate works in weird ways friend.";
+ next;
+ mes "[Chainheart]";
+ mes "Anyway, farewell.";
+ close;
+ }
+ if(job_mechanic == 2)
+ {
+ mes "[Chainheart]";
+ mes "I think I've done all the explanations, is there anything else you want to know?";
+ next;
+ switch(select("I want to know more.:Nothing."))
+ {
+ case 1:
+ mes "[Chainheart]";
+ mes "Um..? You want to know more about magic machinery. Is that it?";
+ mes "Hmm... I told you that you are talented it's difficult.";
+ next;
+ mes "[Chainheart]";
+ mes "Well, you seem talented, so it wouldn't be bad for us if you could become a Mechanic.";
+ mes "But unfortunately it doesn't";
+ mes "work just like that.";
+ next;
+ mes "[Chainheart]";
+ mes "The mechanic scholars won't just acknowledge you that easily and hand you the knowledge without you showing true effort first.";
+ next;
+ mes "[Chainheart]";
+ mes "Of course, I'm one of those scholars so I guess I can try to consider you.";
+ next;
+ mes "[Chainheart]";
+ mes "Anyhow, I just think it's unfair to exclude someone who's talented without any test.";
+ next;
+ mes "[Chainheart]";
+ mes "Hmm...";
+ next;
+ mes "[Chainheart]";
+ mes "Actually, if somebody can't teach you, you can learn by yourself.";
+ mes "If someone else can do it then anyone can figure it out for themself too right?";
+ next;
+ mes "[Chainheart]";
+ mes "It won't be easy but if your passion is strong and your talent is real then there shouldn't be any problems.";
+ next;
+ mes "[Chainheart]";
+ mes "Come to think of it...";
+ mes "Franklson developed";
+ mes "magic machinery on his own.";
+ mes "So why don't you go to";
+ mes "the Ruins of Juperos?";
+ next;
+ mes "[Chainheart]";
+ mes "As I told you before, if your passion and talent are real, you will definitely find something.";
+ next;
+ mes "[Chainheart]";
+ mes "Find out the knowledge";
+ mes "for yourself like we did.";
+ mes "Don't just wait around for someone to teach it to you. Show the passion that you claim to have.";
+ next;
+ set job_mechanic,3;
+ changequest 10091,10092;
+ mes "[Chainheart]";
+ mes "Anyway, whatever your choice might be I expect you to do your best.";
+ close;
+ case 2:
+ mes "[Chainheart]";
+ mes "What a strange person.";
+ mes "I thought that you had what it took to be a true Mechanic.";
+ close;
+ }
+ }
+ if(job_mechanic == 1)
+ {
+ mes "[Chainheart]";
+ mes "Ok let me catch my breath.";
+ mes "You must be interested in";
+ mes "magic machinery and the";
+ mes "world of Mechanics.";
+ mes "Ok, so let me explain.";
+ next;
+ mes "[Chainheart]";
+ mes "Magic machinery was born by a fusion between machines and magic.";
+ mes "The two haven't really been connected successfully together until now.";
+ next;
+ mes "[Chainheart]";
+ mes "If you use magic machinery, you really have to be familiar with the inner workings of machines.";
+ next;
+ mes "[Chainheart]";
+ mes "It can be used effectively,";
+ mes "and you don't need to rely on something that's uncertain and unstable as magic, so what can be better than this.";
+ next;
+ mes "[Chainheart]";
+ mes "The person who invented magic machinery is Franklson, a scholar from the Schwaltzvalt Republic.";
+ next;
+ mes "[Chainheart]";
+ mes "Franklson discovered an ancient machine in the ^FF0000Ruins of Juperos^000000 and fused it with the power of magic, and that was the beginning.";
+ next;
+ mes "[Chainheart]";
+ mes "So naturally, Franklson named the newborn machine Magic Machinery.";
+ next;
+ mes "[Chainheart]";
+ mes "Anyway, since it hasn't been too well known to other places outside of Juno, the study of Magic Machinery has been progressing since.";
+ next;
+ mes "[Chainheart]";
+ mes "Because we've researched";
+ mes "Magic Machinery endlessly";
+ mes "people started calling us ^FF0000Mechanics^000000.";
+ mes "The name is self-explanatory";
+ mes "so it just stuck.";
+ next;
+ mes "[Chainheart]";
+ mes "Hmm. Well I guess I'm done explaining Magic Machinery.";
+ mes "I want to explain more but it's too technical.";
+ mes "I don't want to bore you more.";
+ next;
+ set job_mechanic,2;
+ changequest 10090,10091;
+ mes "[Chainheart]";
+ mes "Anyway if you become one of us you can form your own definition and explanation of Mechanics yourself.";
+ close;
+ }
+ if (Class == 10 || Class == 4011)
+ {
+ if ((JobLevel > 49) && (SkillPoint == 0) && (BaseLevel > 98))
+ {
+ mes "[Chainheart]";
+ mes "At a glance, you, seem to be a very versatile person on dealing with various things.";
+ mes "You look quite skilled.";
+ mes "You can be the one.";
+ next;
+ mes "[Chainheart]";
+ mes "Ah, I didn't introduce myself.";
+ mes "I am the famous Chainheart.";
+ mes "I'm a Mechanic.";
+ mes "Well, actually I'm not that famous.";
+ next;
+ mes "[Chainheart]";
+ mes "I don't think the word Mechanic";
+ mes "is familiar to you.";
+ mes "In fact, when it comes";
+ mes "to the description,";
+ mes "it's a new job that can";
+ mes "be explained simply.";
+ next;
+ mes "[Chainheart]";
+ mes "One who studies and uses Magic Machinery, that is a Mechanic.";
+ next;
+ mes "[Chainheart]";
+ mes "So, what is the Magic Machinery that a Mechanic studies and uses?";
+ mes "That isn't as simple to explain but I'll give it a try.";
+ next;
+ setquest 10090;
+ set job_mechanic,1;
+ mes "[Chainheart]";
+ mes "Sorry, I'm starting";
+ mes "to talk too much.";
+ mes "Let me catch my";
+ mes "breath for a while.";
+ mes "If you are interested,";
+ mes "please talk to me again.";
+ close;
+ }
+ mes "[Chainheart]";
+ mes "You, look like someone who has a great sense on dealing with stuff.";
+ next;
+ mes "[Chainheart]";
+ mes "That power has been used on";
+ mes "just dealing with simple things.";
+ mes "That isn't going to give";
+ mes "you true enjoyment.";
+ next;
+ mes "[Chainheart]";
+ mes "Right... If you want to enjoy";
+ mes "true feelings of dealing and";
+ mes "a deep profoundness,";
+ mes "you need to handle";
+ mes "^FF0000Magic Machinery^000000!";
+ next;
+ mes "[Chainheart]";
+ mes "Magic Machinery hasn't been";
+ mes "in the world long, so recognizing it is not common yet.";
+ mes "It's very precise and completely different from anything you've experienced in the world.";
+ next;
+ mes "[Chainheart]";
+ mes "Yeah, and the ones who deal with magic machinery are called ^FF0000Mechanics^000000.";
+ mes "I am also the one of those honorable mechanics.";
+ next;
+ mes "[Chainheart]";
+ mes "It seems like you have what it takes to be a good mechanic.";
+ mes "Here are the basic requirements.";
+ next;
+ mes "[Chainheart]";
+ mes "If you come to me after reaching ^FF0000Base level 99^000000 and ^FF0000Job level 50^000000,";
+ mes "I will guide you to the world of Mechanics.";
+ close;
+ }
+ mes "[Chainheart]";
+ mes "Living as a Mechanic is tough,";
+ mes "but I am happy that I can";
+ mes "always do what I want.";
+ next;
+ mes "[Chainheart]";
+ mes "Don't you also want to become a Mechanic and enjoy true happiness?";
+ close;
+}
+
+jupe_cave,37,55,5 script Scholar#Mechanic 883,{
+
+ if(checkweight(1201,1) == 4 || MaxWeight - Weight < 300)
+ {
+ mes "- Wait here!! -";
+ mes "- Your pack is too heavy. -";
+ mes "- Lighten your body first-";
+ mes "- and please try again.-";
+ close;
+ }
+
+ if(job_mechanic > 10)
+ {
+ mes "[Scholar]";
+ mes "How was Juperos?";
+ mes "I am so scared that I still";
+ mes "cannot go there.";
+ close;
+ }
+
+ if(job_mechanic > 3)
+ {
+ mes "[Scholar]";
+ mes "^FF0000You won't be able to reach the destination by walking.";
+ mes "^FF0000Strong enemies are not the problem here, you just won't be able to get to the destination.";
+ mes "Please make yourself at home.^000000";
+ next;
+ mes "[Scholar]";
+ mes "However comfortable it may be,";
+ mes "I have no intention to go.";
+ next;
+ mes "[Scholar]";
+ mes "Okay then, Are you ready";
+ mes "to go to the midway point";
+ mes "at Juperos?";
+ next;
+ switch(select("I am ready!:Not yet"))
+ {
+ case 1:
+ mes "[Scholar]";
+ mes "Uh... you are acting so firmly that I regret a little that I haven't gone there.";
+ mes "Should I have gone there? Uh... It's no use crying over spilled milk!";
+ next;
+ mes "[Scholar]";
+ mes "Well, I'll send you.";
+ mes "I hope you get";
+ mes "the knowledge";
+ mes "you wanted.";
+ close2;
+ warp "jupe_core2",149,288;
+ end;
+ case 2:
+ mes "[Scholar]";
+ mes "Umm... right. Of course, it's no surprise that you are hesitant.";
+ next;
+ mes "[Scholar]";
+ mes "But, if you don't take the warp that I open for you, you won't be able to get to the destination.";
+ mes "Please don't waste your energy.";
+ next;
+ mes "[Scholar]";
+ mes "Of course, no matter how comfortable you may be I wouldn't go there.";
+ close;
+ }
+ }
+ if(job_mechanic == 3)
+ {
+ mes "[Scholar]";
+ mes "I am a scholar who came here to research the ruins here in Juperos.";
+ next;
+ mes "[Scholar]";
+ mes "But... actually when";
+ mes "I try to go further";
+ mes "I get scared.";
+ mes "I can hardly go inside.";
+ mes "What can I do?";
+ next;
+ mes "[Scholar]";
+ mes "I heard a rumor that humans";
+ mes "aren't welcome inside there.";
+ mes "But it should be very useful to study the marvelous machines in there.";
+ next;
+ mes "[Scholar]";
+ mes "Umm? Are you also going to";
+ mes "Juperos to get something?";
+ mes "I have no courage to go in there.";
+ mes "Goodluck to you.";
+ next;
+ mes "[Scholar]";
+ mes "I know the way to get to";
+ mes "the midway point and I also have";
+ mes "all the stuff I need.";
+ mes "But I'm just too scared.";
+ next;
+ mes "[Scholar]";
+ mes "So if you want, I'll send you";
+ mes "to Juperos. Mr. Elder Scholar";
+ mes "has told me how to warp to";
+ mes "the midway point to Juperos.";
+ next;
+ set job_mechanic,4;
+ mes "[Scholar]";
+ mes "It is true that it becomes easy";
+ mes "but you can't help the fear";
+ mes "it's too bad. Anyway if you are";
+ mes "ready to go please tell me.";
+ close;
+ }
+ mes "[Scholar]";
+ mes "I am a scholar who came here to research the ruins here in Juperos.";
+ next;
+ mes "[Scholar]";
+ mes "But... actually when I try to go further";
+ mes "I'm scared. I can hardly go inside.";
+ mes "What can I do?";
+ next;
+ mes "[Scholar]";
+ mes "I heard a rumor that humans aren't welcome inside there.";
+ mes "But it should be very useful to study the marvelous machines in there.";
+ close;
+}
+
+jupe_core2,149,273,3 script Ghostfire#1 802,{
+
+ if(job_mechanic == 11)
+ {
+ mes "[?]";
+ mes "I've lost my body and all that's left is my spirit in this place.";
+ mes "I will live and die here in Juperos forever...";
+ close;
+ }
+
+ if(job_mechanic == 10)
+ {
+ mes "[?]";
+ mes "That appearance... Is it so? You also gained the knowledge.";
+ mes "When the future is full of possibilities...";
+ mes "An attitude of a pure child";
+ mes "like you can do anything...";
+ next;
+ mes "[?]";
+ mes "Come to think of it now the most precious thing right now might be getting confidence rather than knowledge itself...";
+ next;
+ mes "[?]";
+ mes "Please don't make any";
+ mes "faults from now on as I did.";
+ mes "I hope you get knowledge";
+ mes "by yourself someday.";
+ next;
+ mes "[?]";
+ mes "Well then go back, find a human who knows of magic machinery and show evidence that you've gained the knowledge...";
+ next;
+ mes "[?]";
+ mes "I'm the one who lost my body";
+ mes "and my spirits are disrupted";
+ mes "I'm restricted to this place, Juperos... I will live and die with Juperos";
+ mes "Forever...";
+ next;
+ mes "[?]";
+ mes "My name... name is... Fr...";
+ set job_mechanic,11;
+ changequest 10100,10101;
+ close2;
+ warp "yuno",157,83;
+ end;
+ }
+ if(job_mechanic > 4)
+ {
+ mes "[?]";
+ mes "I've lost my body and all that's left is my spirit in this place.";
+ mes "I will live and die here in Juperos forever...";
+ close;
+ }
+ if (job_mechanic == 3 || job_mechanic == 4)
+ {
+ mes "[?]";
+ mes "Talented one.";
+ mes "Make sure there are";
+ mes "no enemies around.";
+ mes "If you focus on me,";
+ mes "you might get attacked.";
+ next;
+ switch(select("Well then, later.:Focus."))
+ {
+ case 1:
+ close;
+ case 2:
+ mes "[?]";
+ mes "I was once a human scholar.";
+ mes "I wanted to know the limitation of science that humankind didn't know of, so I learned a lot of things, studied and searched...";
+ next;
+ mes "[?]";
+ mes "That's when I discovered, the uncertain magical power.";
+ next;
+ mes "[?]";
+ mes "The thing with uncertain magic is that it is highly unstable and unpredictable.";
+ mes "During my studies I encountered a pocket of highly volatile magic.";
+ next;
+ mes "[?]";
+ mes "The only memories I have";
+ mes "are from that day forward.";
+ mes "I've been trapped here since.";
+ next;
+ mes "[?]";
+ mes "Juperos is all that I know now.";
+ mes "I'm going to die here.";
+ next;
+ mes "[?]";
+ mes "I don't know who you are...";
+ mes "I won't bother to know if you";
+ mes "want to gain some knowledge.";
+ mes "Find someone who cares.";
+ next;
+ changequest 10092,10094;
+ set job_mechanic,5;
+ mes "[?]";
+ mes "Knowledge isn't obtained from others. It is found through one's own efforts.";
+ mes "Find your own knowledge path.";
+ close;
+ }
+ }
+}
+
+jupe_core2,53,75,3 script Ghostfire#2 802,{
+
+ if(job_mechanic > 5)
+ {
+ mes "[?]";
+ mes "Juperos... I...";
+ mes "Juperos... What I want";
+ mes "exists all in here...";
+ mes "The power of science...the paradise of machines...";
+ close;
+ }
+
+ if(job_mechanic == 5)
+ {
+ mes "[?]";
+ mes "Talented one.";
+ mes "Make sure there are";
+ mes "no enemies around.";
+ mes "If you focus on me,";
+ mes "you might get attacked.";
+ next;
+ switch(select("Well then, later:Focus"))
+ {
+ case 1:
+ close;
+ case 2:
+ mes "[?]";
+ mes "When I had a body";
+ mes "I wanted to prove the";
+ mes "excellence of science";
+ mes "to the ones who only believe";
+ mes "such occult things...";
+ next;
+ mes "[?]";
+ mes "I wanted to use the power of";
+ mes "magic as a reasonable form";
+ mes "which is visible. With stronger";
+ mes "results, I wanted to control";
+ mes "the power of magic by";
+ mes "using science....";
+ next;
+ mes "[?]";
+ mes "I wanted to show that science";
+ mes "is excellent to control magic";
+ mes "like the occult. I studied a lot";
+ mes "of things and agonized over";
+ mes "making science and magic";
+ mes "co-exist.";
+ next;
+ mes "[?]";
+ mes "My research led me here,";
+ mes "Juperos. In this place there";
+ mes "are many products of science";
+ mes "that could stimulate a scholar's";
+ mes "brain...";
+ next;
+ mes "[?]";
+ mes "I found that it was possible to join the power of magic with science.";
+ mes "Even if it wasn't perfect, it appealed enough to the other scholars...";
+ next;
+ mes "[?]";
+ mes "The recent events of the world have created a confusion so my research hasn't been shared with the rest of the world.";
+ next;
+ set job_mechanic,6;
+ changequest 10094,10095;
+ mes "[?]";
+ mes "So... I came back to Juperos to continue my investigation of science and magic.";
+ close;
+ }
+ }
+}
+
+jupe_core2,242,62,3 script Ghostfire#3 802,{
+
+ if(job_mechanic > 6)
+ {
+ mes "[?]";
+ mes "I want to know more about the knowledge...";
+ mes "the features of humans...";
+ mes "The things to be done first and later...";
+ mes "The door of truth will later...";
+ close;
+ }
+
+ if(job_mechanic == 6)
+ {
+ mes "[?]";
+ mes "Talented one.";
+ mes "Make sure there are";
+ mes "no enemies around.";
+ mes "If you focus on me,";
+ mes "you might get attacked.";
+ next;
+ switch(select("Well then, later:Focus"))
+ {
+ case 1:
+ close;
+ case 2:
+ mes "[?]";
+ mes "I wasn't satisfied with my success so I came back here time and time again.";
+ next;
+ mes "[?]";
+ mes "When I stepped on a marker between 2 mechanical statues, the energy I had gathered and learned was absorbed.";
+ next;
+ mes "[?]";
+ mes "But, with that energy being absorbed, I began to gain knowledge that I never knew previously.";
+ next;
+ mes "[?]";
+ mes "But it came at a price. With the knowledge I started losing my humanity.";
+ mes "I lost my body and the only";
+ mes "thing I had was my spirit.";
+ next;
+ mes "[?]";
+ mes "I don't regret gaining the knowledge. All I wish is that I could have my body back.";
+ next;
+ set job_mechanic,7;
+ changequest 10095,10096;
+ mes "[?]";
+ mes "After I had poured my energy into the statue, I discovered that I could move my energy to different statues.";
+ close;
+ }
+ }
+}
+
+jupe_core2,29,150,1 script Foothold 139,1,1,{
+
+OnTouch:
+ if(job_mechanic == 8)
+ {
+ percentheal 0,-30;
+ mes "-Suddenly I feel power is-";
+ mes "-escaping my whole body-";
+ mes "-What is happening?-";
+ next;
+ mes "-Find the door of truth-";
+ mes "-it is the source of the-";
+ mes "-power drain.-";
+ close;
+ }
+ if(job_mechanic == 7)
+ {
+ percentheal -20,0;
+ mes "-Suddenly, an unidentified-";
+ mes "-voice is ringing in my head-";
+ mes "-What is it?-";
+ next;
+ mes "-Handling machines-";
+ mes "-absorbing magic power-";
+ mes "-a sacrificial offering-";
+ mes "-the statue of a human-";
+ next;
+ set job_mechanic,8;
+ changequest 10096,10097;
+ mes "-Most certain of all is that-";
+ mes "-I started to feel the urge-";
+ mes "-to go to the door of truth-";
+ close;
+ }
+ if(job_mechanic > 2)
+ {
+ percentheal 0,-30;
+ mes "-Suddenly I feel power is-";
+ mes "-escaping from my body-";
+ mes "-What is happening?-";
+ close;
+ }
+}
+
+jupe_core2,272,149,1 script Foothold2 139,1,1,{
+
+OnTouch:
+ if(job_mechanic == 9)
+ {
+ mes "-I had a feeling that power-";
+ mes "-has been draining out,-";
+ mes "-but now, I do not-";
+ mes "-feel anything.-";
+ next;
+ mes "-Go to the south of-";
+ mes "-the foothold quickly-";
+ close;
+ }
+ if(job_mechanic == 8)
+ {
+ percentheal -20,-30;
+ mes "-Suddenly I feel power is-";
+ mes "-escaping from my body-";
+ mes "-What is happening?-";
+ next;
+ mes "-I feel my senses-";
+ mes "-are returning to me-";
+ next;
+ donpcevent "Door::OnDoorOpen";
+ changequest 10097,10098;
+ mes "-Walk to the Door of Truth-";
+ close;
+ }
+ if(job_mechanic > 2)
+ {
+ percentheal 0,-30;
+ mes "-Suddenly I feel power is-";
+ mes "-escaping from my body-";
+ mes "-What is happening?-";
+ close;
+ }
+}
+
+jupe_core2,288,142,3 script Door 844,{
+
+OnInit:
+ disablenpc "Door";
+ end;
+
+OnDoorClose:
+ disablenpc "Door";
+ end;
+
+OnDoorOpen:
+ enablenpc "Door";
+ specialeffect EF_MAPPILLAR;
+ initnpctimer;
+ end;
+
+OnTimer180000:
+ donpcevent "Door::OnDoorClose";
+ end;
+
+ mes "-Once again a voice rings out-";
+ mes "-in my head. This time it is-";
+ mes "-different than before, it is a-";
+ mes "-voice of an impressive person-";
+ next;
+ mes "I know you came this far because you want the knowledge.";
+ mes "Humans are weak animals";
+ mes "and any sacrifice is a hard";
+ mes "decision for them to make.";
+ next;
+ mes "But you are lacking something to pass through this door of truth.";
+ mes "Through this door is knowledge above all human thinking.";
+ next;
+ mes "It won't harm a human's mind if it doesn't surpass your brain capacity.";
+ next;
+ mes "Try to put your body onto the foothold of knowledge at the south.";
+ next;
+ mes "If the knowledge suits you, you'll be able to obtain it without becoming a sacrificial offering.";
+ mes "If you are unqualified, you will lose your body as a sacrifice.";
+ next;
+ mes "When you are qualified, you will be able to pass through the door of truth.";
+ mes "Till that day, don't lose yourself.";
+ next;
+ mes "............";
+ next;
+ mes "-I can't hear any voices-";
+ mes "-anymore and I can't feel-";
+ mes "-anything in this place.-";
+ next;
+ mes "-As the ringing voice in my-";
+ mes "-head instructed, let's go to-";
+ mes "-the southern marker.-";
+ set job_mechanic,9;
+ changequest 10098,10099;
+ close2;
+ donpcevent "Door::OnDoorClose";
+ end;
+}
+
+jupe_core2,149,34,1 script Acquiring Knowledge 139,1,0,{
+
+OnTouch:
+ if(job_mechanic == 9)
+ {
+ mes "-The moment I stepped on-";
+ mes "-the marker the voice-";
+ mes "-didn't come into my brain-";
+ mes "-rather new knowledge-";
+ mes "-came in naturally.-";
+ next;
+ mes "-Almost instantaneously-";
+ mes "-you gained all of the-";
+ mes "knowledge that you need-";
+ mes "-to know about mechanics-";
+ mes "-and magic machinery.-";
+ next;
+ set job_mechanic,10;
+ changequest 10099,10100;
+ specialeffect EF_POTION_CON;
+ mes "-This amount of-";
+ mes "-knowledge is enough-";
+ mes "-and find a way out.-";
+ close;
+ }
+}
+
+jupe_core2,150,33,1 script Acquiring Knowledge#2 139,1,0,{
+
+OnTouch:
+ if(job_mechanic == 9)
+ {
+ mes "-The moment I stepped on-";
+ mes "-the marker the voice-";
+ mes "-didn't come into my brain-";
+ mes "-rather new knowledge-";
+ mes "-came in naturally.-";
+ next;
+ mes "-Almost instantaneously-";
+ mes "-you gained all of the-";
+ mes "knowledge that you need-";
+ mes "-to know about mechanics-";
+ mes "-and magic machinery.-";
+ next;
+ set job_mechanic,10;
+ changequest 10099,10100;
+ specialeffect EF_POTION_CON;
+ mes "-This amount of-";
+ mes "-knowledge is enough-";
+ mes "-and find a way out.-";
+ close;
+ }
+}
+
jupe_core2,0,0,0,0 monster Dimik 1669,100,0,0,0 \ No newline at end of file
diff --git a/npc/jobs/3-1/ranger.txt b/npc/jobs/3-1/ranger.txt
index 7887b014c..cc41f5454 100644
--- a/npc/jobs/3-1/ranger.txt
+++ b/npc/jobs/3-1/ranger.txt
@@ -1,3209 +1,3209 @@
-//===== rAthena Script =======================================
-// Ranger Job change Quest
-//===== By: ==================================================
-//= Masao
-//= Credits: Muad_Dib
-//===== Current Version: =====================================
-//= 1.0
-//===== Compatible With: =====================================
-//= Any rAthena SVN
-//===== Description: =========================================
-//= [AEGIS Conversion]
-//= Job change Quest from Hunter / Sniper -> Ranger.
-//===== Additional Comments: =================================
-//= 1.0 First Version.
-//= 1.1 Updated SC_STONE duration from 2 Seconds to 2 Minutes
-//= and fixed Mercenary check.
-//= 1.2 Fixed first Quest so that when a false poring got killed
-//= it decreases the total points by 1 also commented the SC_STONE
-//= part until M_DESERT_WOLF_B Mercenary is fully working.
-//============================================================
-
-tur_dun01,156,36,5 script Survival Instructor#jr01 59,{
-
- if (Class == Job_Hunter || Class == Job_Sniper)
- {
- if (job_ranger01 < 1)
- {
- if (Class >= 4022 && Class <= 4045)
- {
- mes "[Survival Instructor, Rescue]";
- mes "The weather is really great.";
- next;
- mes "[Survival Instructor, Rescue]";
- mes "What are you kids doing here?";
- mes "The monsters here are a";
- mes "little tough so be careful.";
- mes "And stay close to your parents!";
- close;
- }
- mes "[Survival Instructor, Rescue]";
- mes "The weather is really great.";
- next;
- mes "[Survival Instructor, Rescue]";
- mes "What's up?";
- mes "The monsters here are a";
- mes "little tough so be careful.";
- next;
- switch(select("I came here to become a Ranger.:I just came to look around."))
- {
- case 1:
- break;
- case 2:
- mes "[Survival Instructor, Rescue]";
- mes "Oh ya.?";
- mes "The weather is really great. Shall we take a picture to commemorate it?";
- next;
- mes "[Survival Instructor, Rescue]";
- mes "No?";
- mes "Then just look around quietly and then go back.";
- close;
- }
- mes "[Survival Instructor, Rescue]";
- mes "Huh?";
- mes "How did you find me?";
- next;
- mes "[Survival Instructor, Rescue]";
- mes "Well, it's a passing mark that you recognize me... let me see.";
- next;
- if ((BaseLevel > 98) && (JobLevel > 49))
- {
- mes "[Survival Instructor, Rescue]";
- mes "Ok!";
- mes "It looks like you have";
- mes "enough experience.";
- next;
- }else{
- mes "[Survival Instructor, Rescue]";
- mes "No.";
- mes "I can tell just by looking at you that you seem to be inexperienced.";
- next;
- mes "[Survival Instructor, Rescue]";
- mes "Have more pride in your job and get more experience, and then when you grow as a Hunter or a Sniper you can make an aura by yourself, please come back again.";
- close;
- }
- mes "[Survival Instructor, Rescue]";
- mes "Good.";
- mes "First of all,let me tell you the job change qualifications to be a Ranger.";
- next;
- mes "[Survival Instructor, Rescue]";
- mes "I've already checked the first qualification that you've experienced enough to make an aura as a Hunter or a Sniper.";
- next;
- mes "[Survival Instructor, Rescue]";
- mes "For the second qualification to judge one's ability exactly, you need to lighten your body and mind.";
- next;
- if (Class == Job_Hunter)
- {
- mes "[Survival Instructor, Rescue]";
- mes "Ah wait, before that.";
- mes "When you change jobs into a Ranger from a Hunter, you won't get any chance to learn the skills of a Sniper, is that okay with you?";
- next;
- switch(select("I'll think about it more.:I want to be a Ranger already."))
- {
- case 1:
- mes "[Survival Instructor]";
- mes "Okay.";
- mes "Take your time to think, if it's okay then come back.";
- close;
- case 2:
- mes "[Survival Instructor, Rescue]";
- mes "All right.";
- mes "You are ready then.";
- break;
- }
- mes "[Survival Instructor, Rescue]";
- mes "Well let's continue our conversation.";
- mes "Before you change into a Ranger, even though you reached the highest level of a Hunter, it is not the best evaluation of your abilities.";
- next;
- mes "[Survival Instructor]";
- mes "So in order to check your abilities, I'll need to evaluate your pure abilities.~";;
- next;
- } else {
- mes "[Survival Instructor]";
- mes "Before you change into a Ranger, even though you reached the highest level of a Sniper, it is not the best evaluation of your abilities.";
- next;
- mes "[Survival Instructor]";
- mes "So in order to check your abilities, I'll need to evaluate your pure abilities.~";
- next;
- }
- mes "[Survival Instructor, Rescue]";
- mes "To do this you need to be cleansed of body and soul.";
- mes "Make sure that your weight equals '0' to continue.";
- set job_ranger01,1;
- setquest 8254;
- close2;
- warp "alberta",117,57;
- end;
- }
- else if (job_ranger01 == 1)
- {
- if (Weight < 1)
- {
- mes "[Survival Instructor, Rescue]";
- mes "Wow you've come back so quickly.";
- next;
- mes "[Survival Instructor, Rescue]";
- mes "Ok, now I'll talk about the requirements to take the test to become a Ranger.";
- next;
- mes "[Survival Instructor, Rescue]";
- mes "All the tests to become a Ranger are going to be done with practical means.";
- next;
- mes "[Survival Instructor, Rescue]";
- mes "Will there be a written test?";
- next;
- mes "[Survival Instructor, Rescue]";
- mes "Why do you want one?";
- mes "The most important part of this test is the test of your experience on the battlefield.";
- next;
- mes "[Survival Instructor, Rescue]";
- mes "Therefore, what I request of you is to prove your power of survival.";
- next;
- mes "[Survival Instructor, Rescue]";
- mes "I want to see the real power of survival, even if you fall down and get beat up.";
- next;
- mes "[Survival Instructor, Rescue]";
- mes "If you succeed with this survival power test, you will receive the first qualification.";
- next;
- mes "[Survival Instructor, Rescue]";
- mes "Well, let's talk about the details when you get the qualification for taking the test.";
- mes "When you want to take the survival power test, please talk to me again.";
- set job_ranger01,2;
- changequest 8254,8255;
- close;
- }
- mes "[Survival Instructor, Rescue]";
- mes "Before you change into a Ranger, I'll need to evaluate your pure abilities.";
- next;
- mes "[Survival Instructor, Rescue]";
- mes "To do this you need to be cleansed of body and soul.";
- mes "Make sure that your weight equals 0 to continue.";
- close2;
- warp "alberta",117,57;
- end;
- }
- else if (job_ranger01 == 2)
- {
- if (Weight < 1)
- {
- mes "[Survival Instructor, Rescue]";
- mes "Um. That you talked to me again means that you are determined to change into a Ranger and take the survival power test.";
- next;
- switch(select("I'll think about it more:I'll take the test"))
- {
- case 1:
- mes "[Survival Instructor, Rescue]";
- mes "Prepare yourself very well before taking this test.";
- next;
- mes "[Survival Instructor, Rescue]";
- mes "Think about it well and come back.";
- close;
- case 2:
- break;
- }
- mes "[Survival Instructor, Rescue]";
- mes "If you are determined, then there's nothing to wait for.";
- next;
- mes "[Survival Instructor, Rescue]";
- mes "I'll explain it simply.";
- mes "What I'm going to provide you is 10 Fly Wings, 500 of Arrows and 1 test Bow.";
- next;
- mes "[Survival Instructor, Rescue]";
- mes "Take the provided items and all you have to do for the survival power test is ^0000ffgo to the Northwestern area of Turtle Island and find Instructor Teardrop^000000.";
- mes "Easy, right?";
- next;
- mes "[Survival Instructor, Rescue]";
- mes "Remember that you don't have any other equipment on, so be careful of the monsters.";
- mes "Ready to start?";
- next;
- switch(select("Wait a second:Yes, I'm ready"))
- {
- case 1:
- mes "[Survival Instructor, Rescue]";
- mes "What kind of preparation can be so long.";
- next;
- mes "[Survival Instructor, Rescue]";
- mes "Come again when you are absolutely ready.";
- close;
- case 2:
- break;
- }
- mes "[Survival Instructor, Rescue]";
- mes "Well, then let's start.";
- mes "There's no time to hesitate.";
- mes "Do your best.";
- set job_ranger01,3;
- changequest 8255,8256;
- getitem 1703,1;
- getitem 12323,10;
- getitem 1750,500;
- close;
- }
- mes "[Survival Instructor, Rescue]";
- mes "I knew it.";
- next;
- mes "[Survival Instructor, Rescue]";
- mes "Why did you bring so much?";
- mes "It's good that you do your best on the job change but, the key to this test is to test our true abilities...";
- next;
- mes "[Survival Instructor, Rescue]";
- mes "If you don't make your weight 0, you wouldn't be able to take the test.";
- close;
- }
- else if (job_ranger01 == 3)
- {
- mes "[Survival Instructor, Rescue]";
- mes "Umm?";
- mes "What are you waiting for?";
- next;
- switch(select("Tell me the mission again.:I just wanted to talk."))
- {
- case 1:
- mes "[Survival Instructor, Rescue]";
- mes "Oh, ya.";
- mes "Is this the mind of a person who's going to take the test?";
- next;
- mes "[Survival Instructor, Rescue]";
- mes "Stay alert and listen.";
- next;
- mes "[Survival Instructor, Rescue]";
- mes "Take the provided items and all you have to do for the survival power test is ^0000ffgo to the Northwestern area of Turtle Island and find Instructor Teardrop^000000.";
- mes "Isn't that so easy?";
- next;
- mes "[Survival Instructor, Rescue]";
- mes "As you don't have any equipment on, be careful of the monsters in the field.";
- mes "Well, shall we start?";
- next;
- switch(select("Wait a minute:I will start"))
- {
- case 1:
- mes "[Survival Instructor, Rescue]";
- mes "What kind of preparation can be so long.";
- next;
- mes "[Survival Instructor, Rescue]";
- mes "Come again when you are absolutely ready.";
- close;
- case 2:
- break;
- }
- mes "[Survival Instructor, Rescue]";
- mes "Okay, let's start.";
- mes "There's no time to hesitate, so do your best.";
- close;
- case 2:
- break;
- }
- mes "[Survival Instructor, Rescue]";
- mes "I don't think you have the time for that.";
- next;
- mes "[Survival Instructor, Rescue]";
- mes "Hurry up and finish the test.";
- close;
- }
- else if ((job_ranger01 > 3) && (job_ranger01 < 7))
- {
- mes "[Survival Instructor, Rescue]";
- mes "Are you still wandering about here?";
- next;
- mes "[Survival Instructor, Rescue]";
- mes "Well, if you are an easy person, that's none of my business but if you decided once, wouldn't it be better to take the practical test in a minute and meet me after becoming a Ranger?";
- close;
- }
- else if (job_ranger01 == 7)
- {
- mes "[Survival Instructor, Rescue]";
- mes "Oh, hey. What are you doing here?";
- next;
- mes "[Survival Instructor, Rescue]";
- mes "Because you've disappeared suddenly, the Ranger Master was looking for you.";
- mes "Dou you want to go to him now?";
- next;
- switch(select("Don't go:Go"))
- {
- case 1:
- mes "[Survival Instructor, Rescue]";
- mes "Are you busy with something else?";
- close;
- case 2:
- mes "[Survival Instructor, Rescue]";
- mes "Then I'll send you, please be well.";
- close2;
- warp "job3_rang01",89,38;
- end;
- }
- }
- else if (job_ranger01 > 7)
- {
- mes "[Survival Instructor, Rescue]";
- mes "Umm, who's there?";
- next;
- mes "[Survival Instructor, Rescue]";
- mes "Hey, you look great.";
- mes "Congratulations on becoming a Ranger~";
- next;
- mes "[Survival Instructor, Rescue]";
- mes "Next time, try not to intimidate other people.";
- close;
- }
- mes "[Survival Instructor, Rescue]";
- mes "Umm, who's there?";
- next;
- mes "[Survival Instructor, Rescue]";
- mes "Hey, you look great.";
- mes "Congratulations on becoming a Ranger~";
- next;
- mes "[Survival Instructor, Rescue]";
- mes "Next time, try not to intimidate other people.";
- close;
- }
- else if (Class == 4056 || Class == 4062)
- {
- if (job_ranger01 == 8)
- {
- mes "[Survival Instructor, Rescue]";
- mes "Umm, who's there?";
- mes "You really look like a talented...";
- next;
- mes "[Survival Instructor, Rescue]";
- mes "Next time, try not to intimidate other people.";
- close;
- }
- }
- mes "[Survival Instructor, Rescue]";
- mes "Ha ~ ha.";
- mes "The weather is really great.";
- next;
- mes "[Survival Instructor, Rescue]";
- mes "What's up?";
- mes "The monsters here are a";
- mes "little tough so be careful.";
- close;
-}
-
-tur_dun01,91,169,3 script Test Instructor#jr02 732,{
-
- if (Class == Job_Hunter || Class == Job_Sniper)
- {
- if (job_ranger01 < 3)
- {
- mes "[Test Instructor, Teardrop]";
- mes "Good to goooooo!!!!!!!";
- next;
- mes "[Test Instructor, Teardrop]";
- mes "Huh? Who are you? What are you doing here, you baby archer.";
- next;
- mes "[Test Instructor, Teardrop]";
- mes "May I tell you one thing?";
- mes "If you want to change a job to a Ranger, first talk to Survival Instructor Rescue.";
- next;
- mes "[Test Instructor, Teardrop]";
- mes "Then he will tell you the requirement for the job change test!!!";
- close;
- }
- else if (job_ranger01 == 3)
- {
- mes "[Test Instructor, Teardrop]";
- mes "Good to goooooo!!!!!!!";
- next;
- mes "[Test Instructor, Teardrop]";
- mes "Huh? Who are you? What are you wandering about here, you baby archer.";
- next;
- mes "[Test Instructor, Teardrop]";
- mes "That you are coming and going bugs me so, would you please stop?!";
- next;
- switch(select("Ranger practical test building?:I came for the test."))
- {
- case 1:
- mes "[Test Instructor, Teardrop]";
- mes "What, what are you...?";
- next;
- mes "[Test Instructor, Teardrop]";
- mes "What do you think you are looking at?";
- next;
- mes "[Test Instructor, Teardrop]";
- mes "How could you be a Ranger if you can't even recognize what's in front of you? Get out of here!";
- close;
- case 2:
- break;
- }
- mes "[Test Instructor, Teardrop]";
- mes "Ho, having come this far, it means you've passed the first survival test.";
- next;
- mes "[Test Instructor, Teardrop]";
- mes "But, can you be sure that there wasn't any cheating?";
- next;
- if (Weight > 501)
- {
- mes "[Test Instructor, Teardrop]";
- mes "Hmm. It's doubtful...";
- next;
- mes "[Test Instructor, Teardrop]";
- mes "See, I knew it.";
- next;
- mes "[Test Instructor, Teardrop]";
- mes "Having done the test normally, you would have adjusted your weight to 0, and hold the items provided by Rescue!";
- mes "But, how come you weigh so much?";
- next;
- mes "[Test Instructor, Teardrop]";
- mes "I consider this as cheating!";
- mes "Come and see me again!";
- close2;
- warp "tur_dun01",162,33;
- end;
- }
- mes "[Test Instructor, Teardrop]";
- mes "I don't smell any signs of cheating. For now...";
- next;
- mes "[Test Instructor, Teardrop]";
- mes "Before taking a practical test, I want to eat something.";
- mes "You know the food situation isn't always so good in a foreign land.";
- next;
- mes "[Test Instructor, Teardrop]";
- mes "I know that the very basic way to survive might be raising the strength of one's own body. But, I find that sending adventurers is easier for me.";
- next;
- mes "[Test Instructor, Teardrop]";
- mes "So, kill ^0000ff1 Dragon Tail^000000 and bring me ^0000ff1 Wing of Dragonfly^000000.";
- next;
- mes "[Test Instructor, Teardrop]";
- mes "If you run out of the provided items, we cannot support you more so take care.";
- mes "Consider this as an extension of the survival power test.";
- set job_ranger01,4;
- changequest 8256,8257;
- close;
- }
- else if(job_ranger01 == 4)
- {
- if (checkquest(8257) == 1)
- {
- if (countitem(7064) > 0)
- {
- mes "[Test Instructor, Teardrop]";
- mes "Oh! Oh! Woooooow!";
- mes "You've brought it! Let me see...";
- next;
- mes "[Test Instructor, Teardrop]";
- mes "Hmmmm, it's still hot?!";
- mes "You don't seem to be hurt anywhere...";
- next;
- mes "[Test Instructor, Teardrop]";
- mes "Good, for now you're qualified for the practical test.";
- next;
- mes "[Test Instructor, Teardrop]";
- mes "Well, before I explain, could you please give me that Dragonfly wing?";
- mes "You've heard the saying, 'in any situation, eating comes first'?";
- delitem 7064,1;
- set job_ranger01,5;
- changequest 8257,8258;
- close;
- }
- mes "[Test Instructor, Teardrop]";
- mes "What are you doing there? Standing with a blank look.";
- next;
- mes "[Test Instructor, Teardrop]";
- mes "I'm hungry.";
- mes "Before taking the practical test, I want to eat something.";
- next;
- mes "[Test Instructor, Teardrop]";
- mes "I know that the very basic way to survive might be raising the strength of one's own body. But, I find that sending adventurers is easier for me.";
- next;
- mes "[Test Instructor, Teardrop]";
- mes "So, kill ^0000ff1 Dragon Tail^000000 and bring me ^0000ff1 Dragon Fly Wing^000000.";
- next;
- mes "[Test Instructor, Teardrop]";
- mes "If you run out of the provided items, we cannot support more so take care.";
- mes "Consider this as an extension of the survival power test.";
- close;
- }
- mes "[Test Instructor, Teardrop]";
- mes "What are you doing there? Standing with a blank look.";
- next;
- mes "[Test Instructor, Teardrop]";
- mes "I'm hungry.";
- mes "Before taking the practical test, I want to eat something.";
- next;
- mes "[Test Instructor, Teardrop]";
- mes "I know that the very basic way to survive might be raising the strength of one's own body. But, I find that sending adventurers is easier for me.";
- next;
- mes "[Test Instructor, Teardrop]";
- mes "So, kill ^0000ff1 Dragon Tail^000000 and bring me ^0000ff1 Dragon Fly Wing^000000.";
- next;
- mes "[Test Instructor, Teardrop]";
- mes "If you run out of the provided items, we cannot support more so take care.";
- mes "Consider this as an extension of the survival power test.";
- close;
- }
- else if (job_ranger01 == 5)
- {
- mes "[Test Instructor, Teardrop]";
- mes "Awooo. Yumyum.";
- mes "Eh? What are you looking at?";
- mes "You want to eat some?";
- next;
- switch(select("Oh, just eat up:..."))
- {
- case 1:
- mes "[Test Instructor, Teardrop]";
- mes "Why aren't you eating?";
- mes "It's quite edible.";
- mes "If you cover it with rice, it's like roasted seaweed, very tasty and delicious.";
- next;
- mes "[Test Instructor, Teardrop]";
- mes "You need to be strong enough not to be so picky with such things...";
- next;
- break;
- case 2:
- mes "["+strcharinfo(0)+"]";
- mes "No thanks... anyway...";
- next;
- mes "[Test Instructor, Teardrop]";
- mes "Hmm? Oh my, oh my, I've shown you my sloppiness.";
- next;
- break;
- }
- mes "[Test Instructor, Teardrop]";
- mes "Ok, I'll send you to the practical test field.";
- next;
- mes "[Test Instructor, Teardrop]";
- mes "The practical test consists of 3 parts in total.";
- mes "It's to recheck the things you've learned as a hunter or a sniper, so there's nothing much to be worried.";
- next;
- mes "[Test Instructor, Teardrop]";
- mes "If you get a passing mark over three tests, you'll be on your way to becoming a Ranger.";
- next;
- mes "[Test Instructor, Teardrop]";
- mes "I'll explain the paths for the test.";
- next;
- mes "[Test Instructor, Teardrop]";
- mes "Once you get into the test field, a staff will be waiting for you. Go into the room made by the staff, and standby.";
- next;
- mes "[Test Instructor, Teardrop]";
- mes "The test is done one by one so, if there's many people, you might need to wait.";
- next;
- mes "[Test Instructor, Teardrop]";
- mes "The first test is to test of how keen your eyes are.";
- mes "Different monsters will appear in 8 places. Kill only the monster named 'Poring' and you get a point, when you reach a certain mark, then you pass. Easy, huh?";
- next;
- mes "[Test Instructor, Teardrop]";
- mes "The second test is about how much you can use a trap efficiently.";
- mes "Get rid of monsters and do the mission by using only the provided traps, and you pass. Just be careful not to be engulfed by the explosion.";
- next;
- mes "[Test Instructor, Teardrop]";
- mes "For the 3rd test, when you become a Ranger you can handle a wolf, so you will be tested on how well you can handle such an animal.";
- next;
- mes "[Test Instructor, Teardrop]";
- mes "When you remove a bomb by using the given wolf, you get points. You pass when you get a certain mark on the test.";
- next;
- mes "[Test Instructor, Teardrop]";
- mes "The staff there will tell you more details as well.";
- next;
- mes "[Test Instructor, Teardrop]";
- mes "Now, I will enter you into the practical test field, is your preparation all done?";
- next;
- switch(select("Please wait a little:Let's go to the practical test field!"))
- {
- case 1:
- mes "[Test Instructor, Teardrop]";
- mes "Um? Aren't you ready?";
- next;
- mes "[Test Instructor, Teardrop]";
- mes "Well. To be careful is good.";
- mes "Come back when you are ready.";
- close;
- case 2:
- if (getmercinfo(1) > 0)
- {
- mes "[Test Instructor, Teardrop]";
- mes "Stop!";
- next;
- mes "[Test Instructor, Teardrop]";
- mes "Where do you think you're going with the mercenary?!";
- next;
- mes "[Test Instructor, Teardrop]";
- mes "If you don't cancel the mercenary, you cannot get into the test field! Cancel it first!";
- close;
- }
- if (Weight > 501)
- {
- mes "[Test Instructor, Teardrop]";
- mes "See, for the last time, I warn you that cheating is strictly banned.";
- next;
- mes "[Test Instructor, Teardrop]";
- mes "Well, then let's gooooooooo.... oo,um?";
- next;
- mes "[Test Instructor, Teardrop]";
- mes "Hey, what are you hiding there?";
- mes "I've pointed it out for several times, you should not even think to go in there secretly with anything other than the provided items!";
- next;
- mes "[Test Instructor, Teardrop]";
- mes "You'd better lighten your weight.";
- close;
- }
- }
- if (countitem(1750) > 99)
- {
- mes "[Test Instructor, Teardrop]";
- mes "Good luck.";
- mes "Be a ranger and we shall meet again.";
- set job_ranger01,6;
- changequest 8258,8259;
- close2;
- warp "job3_rang01",30,36;
- end;
- }
- mes "[Test Instructor, Teardrop]";
- mes "Okay, once again I'll provide you with arrows, then I'll let you in.";
- next;
- mes "[Test Instructor, Teardrop]";
- mes "Good luck.";
- mes "Be a ranger and we shall meet again.";
- set job_ranger01,6;
- changequest 8258,8259;
- getitem 1750,100;
- close;
- warp "job3_rang01",30,36;
- end;
- }
- else if (job_ranger01 == 6)
- {
- mes "[Test Instructor, Teardrop]";
- mes "Good to goooooo!!!!!!!";
- next;
- mes "[Test Instructor, Teardrop]";
- mes "Um? What happened?";
- mes "Why are you walking about here? What about the test?";
- next;
- mes "[Test Instructor, Teardrop]";
- mes "Aha.. You've failed the middle!";
- mes "You are such a fool.";
- emotion 4;
- next;
- mes "[Test Instructor, Teardrop]";
- mes "So what are you going to do? Try again?";
- next;
- switch(select("Wait a minute:Go to the practical test field!:I give up the job change."))
- {
- case 1:
- mes "[Test Instructor, Teardrop]";
- mes "Um? Aren't you ready yet?";
- next;
- mes "[Test Instructor, Teardrop]";
- mes "All right. To be careful is good.";
- mes "Come when you are ready.";
- close;
- case 2:
- if (getmercinfo(1) > 0)
- {
- mes "[Test Instructor, Teardrop]";
- mes "Stop!";
- next;
- mes "[Test Instructor, Teardrop]";
- mes "Where do you think you're going with the mercenary?!";
- next;
- mes "[Test Instructor, Teardrop]";
- mes "If you don't cancel the mercenary, you cannot get into the test field! Cancel it first!";
- close;
- }
- if (countitem(12380) > 0)
- {
- mes "[Test Instructor, Teardrop]";
- mes "What, What is this?";
- mes "You shouldn't keep this around!";
- delitem 12380,countitem(12380);
- close;
- }
- if(countitem(12258) > 0)
- {
- mes "[Test Instructor, Teardrop]";
- mes "What, What is this, a Bombring Capsule.";
- mes "You shouldn't keep such a dangerous thing!";
- delitem 12258,countitem(12258);
- close;
- }
- if(countitem(6156) > 0)
- {
- mes "[Test Instructor, Teardrop]";
- mes "What, what are all these Documents?";
- mes "I think I know. You were going to send this to Caution, right?";
- next;
- mes "[Test Instructor, Teardrop]";
- mes "If you hold such thing it would disturb your practical test so I'll take this.";
- delitem 6156,countitem(6156);
- close;
- }
- if (Weight > 501)
- {
- mes "[Test Instructor, Teardrop]";
- mes "See, for the last time, I warn you that cheating is strictly banned.";
- next;
- mes "[Test Instructor, Teardrop]";
- mes "Well, then let's gooooooooo.... oo,um?";
- next;
- mes "[Test Instructor, Teardrop]";
- mes "Hey, what are you hiding there?";
- mes "I've pointed it out for several times, you should not even think to go in there secretly with anything other than the provided items!";
- next;
- mes "[Test Instructor, Teardrop]";
- mes "You'd better lighten your weight.";
- close;
- }
- break;
- case 3:
- mes "[Test Instructor, Teardrop]";
- mes "Um? What, you're kidding huh?";
- next;
- mes "[Test Instructor, Teardrop]";
- mes "Think again.";
- mes "Do you really want to give up the job change to become a Ranger?";
- next;
- switch(select("No, I'll try again:I give up!"))
- {
- case 1:
- break;
- case 2:
- mes "[Test Instructor, Teardrop]";
- mes "You don't have as many guts as I thought.";
- nude;
- next;
- if (countitem(1703) > 0)
- {
- mes "[Test Instructor, Teardrop]";
- mes "Okay. I'll respect your opinion.";
- mes "I'll cancel the job change request from "+strcharinfo(0)+".";
- delitem 1703,1;
- set job_ranger01,0;
- erasequest 8254;
- erasequest 8255;
- erasequest 8256;
- erasequest 8257;
- erasequest 8258;
- erasequest 8259;
- erasequest 8260;
- erasequest 8261;
- erasequest 8262;
- close;
- }
- mes "[Test Instructor, Teardrop]";
- mes "Huh? I gave you a Bow for your practical tests. Where is it?";
- next;
- mes "[Test Instructor, Teardrop]";
- mes "If you don't give it to me, I can't cancel you job change request.";
- close;
- }
- mes "[Test Instructor, Teardrop]";
- mes "Hey. You were kidding after all?";
- next;
- mes "[Test Instructor, Teardrop]";
- mes "It's not funny so don't do that kind of joke again.";
- close;
- }
- if (countitem(1750) > 99)
- {
- mes "[Test Instructor, Teardrop]";
- mes "Good luck.";
- mes "Be a ranger and we shall meet again.";
- erasequest 8260;
- erasequest 8261;
- set job_ranger01,6;
- close2;
- warp "job3_rang01",30,36;
- end;
- }
- mes "[Test Instructor, Teardrop]";
- mes "Okay, once again I'll provide you with arrows, then I'll let you in.";
- next;
- mes "[Test Instructor, Teardrop]";
- mes "Good luck.";
- mes "Be a ranger and we shall meet again.";
- erasequest 8260;
- erasequest 8261;
- set job_ranger01,6;
- getitem 1750,100;
- close2;
- warp "job3_rang01",30,36;
- end;
- }
- else if (job_ranger01 == 7)
- {
- mes "[Test Instructor, Teardrop]";
- mes "Oh, hey. What are you doing here?";
- next;
- mes "[Test Instructor, Teardrop]";
- mes "Because you've disappeared suddenly, the Ranger Master was looking for you.";
- mes "Dou you want to go to him now?";
- next;
- switch(select("Don't go:Go"))
- {
- case 1:
- mes "[Test Instructor, Teardrop]";
- mes "Are you busy with something else?";
- close;
- case 2:
- break;
- }
- mes "[Test Instructor, Teardrop]";
- mes "Then I'll send you, please be well.";
- close;
- warp "job3_rang01",89,38;
- end;
- }
- else if(job_ranger01 > 7)
- {
- mes "[Test Instructor, Teardrop]";
- mes "Good to gooooooooooooooo!!!!!!";
- next;
- mes "[Test Instructor, Teardrop]";
- mes "Huh? What are you? Where you from?";
- mes "Don't hang around here doing nothing. This is my area!";
- close;
- }
- mes "[Test Instructor, Teardrop]";
- mes "Good to gooooooooooooooo!!!!!!";
- next;
- mes "[Test Instructor, Teardrop]";
- mes "Huh? What are you? Where you from?";
- mes "Don't hang around here doing nothing. This is my area!";
- close;
- }
- mes "[Test Instructor]";
- mes "No way !!!!";
- next;
- mes "[Test Instructor]";
- mes "Huh? What are you? Where you from?";
- mes "Don't hang around here doing nothing. This is my area!";
- close;
-}
-
-job3_rang01,30,40,3 script Practical Test 111,{
-
-OnInit:
- disablenpc "Practical Test";
- waitingroom "Practical Test Waiting Room",20,"Practical Test::OnStartArena",1;
- enablewaitingroomevent;
- end;
-
-OnStartArena:
- warpwaitingpc "job3_rang02",45,48;
- donpcevent "Test Supervisor#jr_04::OnEnable";
- disablewaitingroomevent;
- end;
-
-OnEnable:
- enablewaitingroomevent;
- end;
-
-OnDisable:
- disablewaitingroomevent;
- end;
-}
-
-job3_rang01,30,44,3 script Test Waiting Room#jr_03 88,{
-
-
- mes "[Staff DTS]";
- mes "Please wait at the practical test waiting room to start the test process.";
- next;
- mes "[Staff DTS]";
- mes "In the order you enter, you can take the practical test one by one.";
- mes "There's 3 kinds of a Ranger job change practical tests, it takes a total of about 10 minutes.";
- next;
- switch(select("Test explanation:Cancel:I give up the Ranger test"))
- {
- case 1:
- break;
- case 2:
- mes "[Staff DTS]";
- mes "Don't you need any explanation?";
- next;
- mes "[Staff DTS]";
- mes "Enter into the chat room and wait for the order and take the job change practical test.";
- close;
- case 3:
- mes "[Staff DTS]";
- mes "Please think about it again.";
- mes "If you give up here, your job change request will be cancelled. Do you really want to give up the job change to a Ranger?";
- next;
- switch(select("No, I'll continue with the test:I give up the Ranger job change"))
- {
- case 1:
- break;
- case 2:
- mes "[Staff DTS]";
- mes "You don't have as many guts as I thought.";
- nude;
- next;
- if (countitem(1703) > 0)
- {
- mes "[Staff DTS]";
- mes "Okay. I'll respect your opinion.";
- mes "I'll cancel the job change request from "+strcharinfo(0)+".";
- delitem 1703,1;
- set job_ranger01,0;
- erasequest 8254;
- erasequest 8255;
- erasequest 8256;
- erasequest 8257;
- erasequest 8258;
- erasequest 8259;
- erasequest 8260;
- erasequest 8261;
- erasequest 8262;
- close2;
- warp "alberta",117,57;
- end;
- }
- mes "[Staff DTS]";
- mes "Where is your test Bow?";
- next;
- mes "[Staff DTS]";
- mes "Return it to me, or I can't cancel your job change request.";
- close;
- }
- mes "[Staff DTS]";
- mes "If you want to continue with the practical test, please enter into the chat room.";
- close;
- }
- mes "[Staff DTS]";
- mes "I'll explain the Ranger job change practical test.";
- mes "Among the 1st, 2nd, and 3rd practical tests, which one's test method are you curious of?";
- next;
- switch(select("1st Test:2nd Test:3rd Test:Cancel"))
- {
- case 1:
- mes "[Staff DTS]";
- mes "For the 1st test, we test your eyesight and accuracy.";
- next;
- mes "[Staff DTS]";
- mes "Monsters appear randomly from 8 sides of the left, right, up and down of the player, among them if you get rid of a monster named 'Poring' you get a point.";
- next;
- mes "[Staff DTS]";
- mes "^0000ffWhatever the form looks like, you need to kill the monster named 'Poring' to get a point, and if you get rid of others your points get deducted, so be careful.^000000";
- next;
- mes "[Staff DTS]";
- mes "The 1st test progressing time will be about 3 minutes. When you get 15 points or more over 20, you are sent to 2nd test field.";
- close;
- case 2:
- mes "[Staff DTS]";
- mes "The 2nd test is to test the mission performance ability and the efficient use of a trap.";
- next;
- mes "[Staff DTS]";
- mes "The attendant receives 10 'Bombring Capsules'. When you consume the Bombring Capsule, a Bombring is summoned near and after the summoning when you reach a certain time, the Bombring explodes.";
- next;
- mes "[Staff DTS]";
- mes "^0000ffThe Bombring explosion affects you, so be careful not to get involved in the explosion. You need to get rid of the monster by using the Bombring Capsule, accomplish the mission and come out alive.^000000";
- next;
- mes "[Staff DTS]";
- mes "The 2nd test progressing time will be about 3 minutes. When you consume all the Bombring Capsules, collect a hidden equipment, and survive, you will be sent to the 3rd test field.";
- close;
- case 3:
- mes "[Staff DTS]";
- mes "The 3rd is to test how you can efficiently use a warg which is given Rangers.";
- next;
- mes "[Staff DTS]";
- mes "The tester is provided with disposable warg summoning flute. Remove all bombs that are dispersed here and there by controlling the summoned warg and you get a point.";
- next;
- mes "[Staff DTS]";
- mes "^0000ffThe tester cannot move while the test is going on and the test is completed when he or she removes the bombs quickly and accurately in time by using only the warg.^000000";
- next;
- mes "[Staff DTS]";
- mes "The 3rd test progressing time would be about 3 minutes, when you get 10 or more over 20, all the practical tests are completed.";
- close;
- case 4:
- mes "[Staff DTS]";
- mes "When you want to progress with the practical test, please enter into the chat room.";
- close;
- }
-}
-
-job3_rang02,100,95,0 script Test Supervisor#jr_04 139,{
-
-OnInit:
- set $@job_rang_point01,0;
- disablenpc "Test Supervisor#jr_04";
- end;
-
-OnEnable:
- set $@job_rang_point01,0;
- enablenpc "Test Supervisor#jr_04";
- initnpctimer;
- end;
-
-OnDisable:
- stopnpctimer;
- disablenpc "Test Supervisor#jr_04";
- end;
-
-OnStart:
- stopnpctimer;
- disablenpc "Test Supervisor#jr_04";
- donpcevent "First Test Timer#jr_05::OnEnable";
- end;
-
-OnTimer3000:
- mapannounce "job3_rang02","Test Supervisor, Notice : Welcome to the Ranger Job Change Test. I am Test Supervisor, Notice.",bc_map;
- end;
-
-OnTimer6000:
- mapannounce "job3_rang02","Test Supervisor, Notice : The first test is to test your eyesight and accuracy.",bc_map;
- end;
-
-OnTimer9000:
- mapannounce "job3_rang02","Test Supervisor, Notice : The test method is, to kill monsters named 'Poring' amongst the random spawned monsters on 8 locations.",bc_map;
- end;
-
-OnTimer12000:
- mapannounce "job3_rang02","Test Supervisor, Notice : Whatever it may look like, you need to kill the monster named 'Poring' to get a point, and if you kill others you will lose points, so be careful.",bc_map;
- end;
-
-OnTimer15000:
- mapannounce "job3_rang02","Test Supervisor, Notice : The test progression time would be around 3 minutes. You need to get 15 points or more to qualify for the next test.",bc_map;
- end;
-
-OnTimer18000:
- stopnpctimer;
- mapannounce "job3_rang02","Test Supervisor, Notice : Then let's begin the test. Good luck.",bc_map;
- donpcevent "Test Supervisor#jr_04::OnStart";
- end;
-}
-
-job3_rang02,102,95,0 script First Test Timer#jr_05 139,{
-
-OnInit:
- disablenpc "First Test Timer#jr_05";
- end;
-
-OnEnable:
- set $@job_rang_point01,0;
- enablenpc "First Test Timer#jr_05";
- initnpctimer;
- end;
-
-OnDisable:
- stopnpctimer;
- disablenpc "First Test Timer#jr_05";
- end;
-
-OnTimer3000:
- mapannounce "job3_rang02","Test Supervisor, Notice : First Wave! Kill the Poring!",bc_map;
- donpcevent "Correct Monster Summon::OnStart";
- end;
-
-OnTimer8000:
- donpcevent "Correct Monster Summon::OnReset";
- donpcevent "False Monster Summon::OnReset";
- end;
-
-OnTimer10000:
- mapannounce "job3_rang02","Test Supervisor, Notice : Second Wave! Kill the Poring!",bc_map;
- donpcevent "Correct Monster Summon::OnStart";
- end;
-
-OnTimer15000:
- donpcevent "Correct Monster Summon::OnReset";
- donpcevent "False Monster Summon::OnReset";
- end;
-
-OnTimer17000:
- mapannounce "job3_rang02","Test Supervisor, Notice : Third Wave! Kill the Poring!",bc_map;
- donpcevent "Correct Monster Summon::OnStart";
- end;
-
-OnTimer22000:
- donpcevent "Correct Monster Summon::OnReset";
- donpcevent "False Monster Summon::OnReset";
- end;
-
-OnTimer24000:
- mapannounce "job3_rang02","Test Supervisor, Notice : Fourth Wave! Kill the Poring!",bc_map;
- donpcevent "Correct Monster Summon::OnStart";
- end;
-
-OnTimer29000:
- donpcevent "Correct Monster Summon::OnReset";
- donpcevent "False Monster Summon::OnReset";
- end;
-
-OnTimer31000:
- mapannounce "job3_rang02","Test Supervisor, Notice : Fifth Wave! Kill the Poring!",bc_map;
- donpcevent "Correct Monster Summon::OnStart";
- end;
-
-OnTimer36000:
- donpcevent "Correct Monster Summon::OnReset";
- donpcevent "False Monster Summon::OnReset";
- end;
-
-OnTimer38000:
- mapannounce "job3_rang02","Test Supervisor, Notice : Sixth Wave! Kill the Poring!",bc_map;
- donpcevent "Correct Monster Summon::OnStart";
- end;
-
-OnTimer43000:
- donpcevent "Correct Monster Summon::OnReset";
- donpcevent "False Monster Summon::OnReset";
- end;
-
-OnTimer45000:
- mapannounce "job3_rang02","Test Supervisor, Notice : Seventh Wave! Kill the Poring!",bc_map;
- donpcevent "Correct Monster Summon::OnStart";
- end;
-
-OnTimer50000:
- donpcevent "Correct Monster Summon::OnReset";
- donpcevent "False Monster Summon::OnReset";
- end;
-
-OnTimer52000:
- mapannounce "job3_rang02","Test Supervisor, Notice : Eight Wave! Kill the Poring!",bc_map;
- donpcevent "Correct Monster Summon::OnStart";
- end;
-
-OnTimer57000:
- donpcevent "Correct Monster Summon::OnReset";
- donpcevent "False Monster Summon::OnReset";
- end;
-
-OnTimer59000:
- mapannounce "job3_rang02","Test Supervisor, Notice : Nineth Wave! Kill the Poring!",bc_map;
- donpcevent "Correct Monster Summon::OnStart";
- end;
-
-OnTimer64000:
- donpcevent "Correct Monster Summon::OnReset";
- donpcevent "False Monster Summon::OnReset";
- end;
-
-OnTimer66000:
- mapannounce "job3_rang02","Test Supervisor, Notice : Tenth Wave! Kill the Poring!",bc_map;
- donpcevent "Correct Monster Summon::OnStart";
- end;
-
-OnTimer71000:
- donpcevent "Correct Monster Summon::OnReset";
- donpcevent "False Monster Summon::OnReset";
- end;
-
-OnTimer73000:
- mapannounce "job3_rang02","Test Supervisor, Notice : Eleventh Wave! Kill the Poring!",bc_map;
- donpcevent "Correct Monster Summon::OnStart";
- end;
-
-OnTimer78000:
- donpcevent "Correct Monster Summon::OnReset";
- donpcevent "False Monster Summon::OnReset";
- end;
-
-OnTimer80000:
- mapannounce "job3_rang02","Test Supervisor, Notice : Twelfth Wave! Kill the Poring!",bc_map;
- donpcevent "Correct Monster Summon::OnStart";
- end;
-
-OnTimer85000:
- donpcevent "Correct Monster Summon::OnReset";
- donpcevent "False Monster Summon::OnReset";
- end;
-
-OnTimer87000:
- mapannounce "job3_rang02","Test Supervisor, Notice : Thirteenth Wave! Kill the Poring!",bc_map;
- donpcevent "Correct Monster Summon::OnStart";
- end;
-
-OnTimer92000:
- donpcevent "Correct Monster Summon::OnReset";
- donpcevent "False Monster Summon::OnReset";
- end;
-
-OnTimer94000:
- mapannounce "job3_rang02","Test Supervisor, Notice : Fourteenth Wave! Kill the Poring!",bc_map;
- donpcevent "Correct Monster Summon::OnStart";
- end;
-
-OnTimer99000:
- donpcevent "Correct Monster Summon::OnReset";
- donpcevent "False Monster Summon::OnReset";
- end;
-
-OnTimer101000:
- mapannounce "job3_rang02","Test Supervisor, Notice : Fifteenth Wave! Kill the Poring!",bc_map;
- donpcevent "Correct Monster Summon::OnStart";
- end;
-
-OnTimer106000:
- donpcevent "Correct Monster Summon::OnReset";
- donpcevent "False Monster Summon::OnReset";
- end;
-
-OnTimer108000:
- mapannounce "job3_rang02","Test Supervisor, Notice : Sixteenth Wave! Kill the Poring!",bc_map;
- donpcevent "Correct Monster Summon::OnStart";
- end;
-
-OnTimer113000:
- donpcevent "Correct Monster Summon::OnReset";
- donpcevent "False Monster Summon::OnReset";
- end;
-
-OnTimer115000:
- mapannounce "job3_rang02","Test Supervisor, Notice : Seventeenth Wave! Kill the Poring!",bc_map;
- donpcevent "Correct Monster Summon::OnStart";
- end;
-
-OnTimer120000:
- donpcevent "Correct Monster Summon::OnReset";
- donpcevent "False Monster Summon::OnReset";
- end;
-
-OnTimer122000:
- mapannounce "job3_rang02","Test Supervisor, Notice : Eighteenth Wave! Kill the Poring!",bc_map;
- donpcevent "Correct Monster Summon::OnStart";
- end;
-
-OnTimer127000:
- donpcevent "Correct Monster Summon::OnReset";
- donpcevent "False Monster Summon::OnReset";
- end;
-
-OnTimer129000:
- mapannounce "job3_rang02","Test Supervisor, Notice : Nineteenth Wave! Kill the Poring!",bc_map;
- donpcevent "Correct Monster Summon::OnStart";
- end;
-
-OnTimer134000:
- donpcevent "Correct Monster Summon::OnReset";
- donpcevent "False Monster Summon::OnReset";
- end;
-
-OnTimer136000:
- mapannounce "job3_rang02","Test Supervisor, Notice : Last Wave! Kill the Poring!",bc_map;
- donpcevent "Correct Monster Summon::OnStart";
- end;
-
-OnTimer141000:
- donpcevent "Correct Monster Summon::OnReset";
- donpcevent "False Monster Summon::OnReset";
- end;
-
-OnTimer143000:
- mapannounce "job3_rang02","Test Supervisor, Notice : Well done! Now for your test result!",bc_map;
- end;
-
-OnTimer146000:
- set .total_point01,$@job_rang_point01;
- if(.total_point01 < 1)
- {
- set .total_point01,0;
- }
- mapannounce "job3_rang02","Test Supervisor, Notice : I'll announce the test result. The number of Porings you killed out of 20 is ..."+.total_point01+"!",bc_map;
- end;
-
-OnTimer149000:
- if (.total_point01 > 14)
- {
- mapannounce "job3_rang02","Test Supervisor, Notice : Congratulations! You've killed "+.total_point01+" out of 20 Porings total, so you've passed the 1st test. I will send you to the 2nd test field.",bc_map;
- mapwarp "job3_rang02","job3_rang02",113,58;
- stopnpctimer;
- donpcevent "Second Test Timer#jr_08::OnEnable";
- } else {
- mapannounce "job3_rang02","Test Supervisor, Notice : You couldn't kill 15 Porings or more on a total of 20 total, so you've failed the 1st test... I am sorry but please try again.",bc_map;
- }
- end;
-
-OnTimer151000:
- mapannounce "job3_rang02","Test Supervisor, Notice : The adventurer's 1st test ends now. Please make yourself more capable. Goodbye.",bc_map;
- mapwarp "job3_rang02","tur_dun01",93,165;
- end;
-
-OnTimer154000:
- mapwarp "job3_rang02","tur_dun01",93,165;
- donpcevent "Correct Monster Summon::OnDisable";
- donpcevent "False Monster Summon::OnDisable";
- end;
-
-OnTimer157000:
- mapwarp "job3_rang02","tur_dun01",93,165;
- set $@job_rang_point01,0;
- stopnpctimer;
- donpcevent "Test Supervisor#jr_04::OnDisable";
- donpcevent "Practical Test::OnEnable";
- donpcevent "First Test Timer#jr_05::OnDisable";
- end;
-}
-
-job3_rang02,104,95,0 script Correct Monster Summon 139,{
-
-OnDisable:
- disablenpc "Correct Monster Summon";
- end;
-
-OnStart:
- set .@job_ranger_pattern01,rand(1,32);
- if (.@job_ranger_pattern01 == 1)
- {
- donpcevent "False Monster Summon::OnOne";
- monster "job3_rang02",35,58,"Poring",1002,1,"Correct Monster Summon::OnMyMobDead";
- }else if (.@job_ranger_pattern01 == 2)
- {
- donpcevent "False Monster Summon::OnOne";
- monster "job3_rang02",35,58,"Poring",1031,1,"Correct Monster Summon::OnMyMobDead";
- }else if (.@job_ranger_pattern01 == 3)
- {
- donpcevent "False Monster Summon::OnOne";
- monster "job3_rang02",35,58,"Poring",1242,1,"Correct Monster Summon::OnMyMobDead";
- }else if (.@job_ranger_pattern01 == 4)
- {
- donpcevent "False Monster Summon::OnOne";
- monster "job3_rang02",35,58,"Poring",1113,1,"Correct Monster Summon::OnMyMobDead";
- }else if (.@job_ranger_pattern01 == 5)
- {
- donpcevent "False Monster Summon::OnTwo";
- monster "job3_rang02",44,58,"Poring",1002,1,"Correct Monster Summon::OnMyMobDead";
- }else if (.@job_ranger_pattern01 == 6)
- {
- donpcevent "False Monster Summon::OnTwo";
- monster "job3_rang02",44,58,"Poring",1031,1,"Correct Monster Summon::OnMyMobDead";
- }else if (.@job_ranger_pattern01 == 7)
- {
- donpcevent "False Monster Summon::OnTwo";
- monster "job3_rang02",44,58,"Poring",1242,1,"Correct Monster Summon::OnMyMobDead";
- }else if (.@job_ranger_pattern01 == 8)
- {
- donpcevent "False Monster Summon::OnTwo";
- monster "job3_rang02",44,58,"Poring",1113,1,"Correct Monster Summon::OnMyMobDead";
- }else if (.@job_ranger_pattern01 == 9)
- {
- donpcevent "False Monster Summon::OnThree";
- monster "job3_rang02",54,58,"Poring",1002,1,"Correct Monster Summon::OnMyMobDead";
- }else if (.@job_ranger_pattern01 == 10)
- {
- donpcevent "False Monster Summon::OnThree";
- monster "job3_rang02",54,58,"Poring",1031,1,"Correct Monster Summon::OnMyMobDead";
- }else if (.@job_ranger_pattern01 == 11)
- {
- donpcevent "False Monster Summon::OnThree";
- monster "job3_rang02",54,58,"Poring",1242,1,"Correct Monster Summon::OnMyMobDead";
- }else if (.@job_ranger_pattern01 == 12)
- {
- donpcevent "False Monster Summon::OnThree";
- monster "job3_rang02",54,58,"Poring",1113,1,"Correct Monster Summon::OnMyMobDead";
- }else if (.@job_ranger_pattern01 == 13)
- {
- donpcevent "False Monster Summon::OnFour";
- monster "job3_rang02",35,49,"Poring",1002,1,"Correct Monster Summon::OnMyMobDead";
- }else if (.@job_ranger_pattern01 == 14)
- {
- donpcevent "False Monster Summon::OnFour";
- monster "job3_rang02",35,49,"Poring",1031,1,"Correct Monster Summon::OnMyMobDead";
- }else if (.@job_ranger_pattern01 == 15)
- {
- donpcevent "False Monster Summon::OnFour";
- monster "job3_rang02",35,49,"Poring",1242,1,"Correct Monster Summon::OnMyMobDead";
- }else if (.@job_ranger_pattern01 == 16)
- {
- donpcevent "False Monster Summon::OnFour";
- monster "job3_rang02",35,49,"Poring",1113,1,"Correct Monster Summon::OnMyMobDead";
- }else if (.@job_ranger_pattern01 == 17)
- {
- donpcevent "False Monster Summon::OnFive";
- monster "job3_rang02",54,49,"Poring",1002,1,"Correct Monster Summon::OnMyMobDead";
- }else if (.@job_ranger_pattern01 == 18)
- {
- donpcevent "False Monster Summon::OnFive";
- monster "job3_rang02",54,49,"Poring",1031,1,"Correct Monster Summon::OnMyMobDead";
- }else if (.@job_ranger_pattern01 == 19)
- {
- donpcevent "False Monster Summon::OnFive";
- monster "job3_rang02",54,49,"Poring",1242,1,"Correct Monster Summon::OnMyMobDead";
- }else if (.@job_ranger_pattern01 == 20)
- {
- donpcevent "False Monster Summon::OnFive";
- monster "job3_rang02",54,49,"Poring",1031,1,"Correct Monster Summon::OnMyMobDead";
- }else if (.@job_ranger_pattern01 == 21)
- {
- donpcevent "False Monster Summon::OnSix";
- monster "job3_rang02",35,39,"Poring",1002,1,"Correct Monster Summon::OnMyMobDead";
- }else if (.@job_ranger_pattern01 == 22)
- {
- donpcevent "False Monster Summon::OnSix";
- monster "job3_rang02",35,39,"Poring",1031,1,"Correct Monster Summon::OnMyMobDead";
- }else if (.@job_ranger_pattern01 == 23)
- {
- donpcevent "False Monster Summon::OnSix";
- monster "job3_rang02",35,39,"Poring",1242,1,"Correct Monster Summon::OnMyMobDead";
- }else if (.@job_ranger_pattern01 == 24)
- {
- donpcevent "False Monster Summon::OnSix";
- monster "job3_rang02",35,39,"Poring",1113,1,"Correct Monster Summon::OnMyMobDead";
- }else if (.@job_ranger_pattern01 == 25)
- {
- donpcevent "False Monster Summon::OnSeven";
- monster "job3_rang02",44,39,"Poring",1002,1,"Correct Monster Summon::OnMyMobDead";
- }else if (.@job_ranger_pattern01 == 26)
- {
- donpcevent "False Monster Summon::OnSeven";
- monster "job3_rang02",44,39,"Poring",1031,1,"Correct Monster Summon::OnMyMobDead";
- }else if (.@job_ranger_pattern01 == 27)
- {
- donpcevent "False Monster Summon::OnSeven";
- monster "job3_rang02",44,39,"Poring",1242,1,"Correct Monster Summon::OnMyMobDead";
- }else if (.@job_ranger_pattern01 == 28)
- {
- donpcevent "False Monster Summon::OnSeven";
- monster "job3_rang02",44,39,"Poring",1113,1,"Correct Monster Summon::OnMyMobDead";
- }else if (.@job_ranger_pattern01 == 29)
- {
- donpcevent "False Monster Summon::OnEight";
- monster "job3_rang02",54,39,"Poring",1002,1,"Correct Monster Summon::OnMyMobDead";
- }else if (.@job_ranger_pattern01 == 30)
- {
- donpcevent "False Monster Summon::OnEight";
- monster "job3_rang02",54,39,"Poring",1031,1,"Correct Monster Summon::OnMyMobDead";
- }else if (.@job_ranger_pattern01 == 31)
- {
- donpcevent "False Monster Summon::OnEight";
- monster "job3_rang02",54,39,"Poring",1242,1,"Correct Monster Summon::OnMyMobDead";
- }else {
- donpcevent "False Monster Summon::OnEight";
- monster "job3_rang02",54,39,"Poring",1113,1,"Correct Monster Summon::OnMyMobDead";
- }
- end;
-
-OnReset:
- killmonster "job3_rang02","Correct Monster Summon::OnMyMobDead";
- end;
-
-OnMyMobDead:
- specialeffect2 EF_POTION_CON;
- set $@job_rang_point01,$@job_rang_point01+1;
- mapannounce "job3_rang02","Test Supervisor, Notice : Correct Target! You have very good eyesight!",bc_map;
- end;
-}
-
-job3_rang02,106,95,0 script False Monster Summon 139,{
-
-OnDisable:
- disablenpc "False Monster Summon";
- end;
-
-OnOne:
- monster "job3_rang02",44,58,"Poing",1002,1,"False Monster Summon::OnMyMobDead";
- monster "job3_rang02",54,58,"Horing",1031,1,"False Monster Summon::OnMyMobDead";
- monster "job3_rang02",35,49,"Poporing",1242,1,"False Monster Summon::OnMyMobDead";
- monster "job3_rang02",54,49,"Puring",1113,1,"False Monster Summon::OnMyMobDead";
- monster "job3_rang02",35,39,"Poriring",1031,1,"False Monster Summon::OnMyMobDead";
- monster "job3_rang02",44,39,"Marine",1242,1,"False Monster Summon::OnMyMobDead";
- monster "job3_rang02",54,39,"Droporing",1002,1,"False Monster Summon::OnMyMobDead";
- end;
-
-OnTwo:
- monster "job3_rang02",35,58,"Poyong",1031,1,"False Monster Summon::OnMyMobDead";
- monster "job3_rang02",54,58,"Puding",1113,1,"False Monster Summon::OnMyMobDead";
- monster "job3_rang02",35,49,"Porin",1113,1,"False Monster Summon::OnMyMobDead";
- monster "job3_rang02",54,49,"Poja",1002,1,"False Monster Summon::OnMyMobDead";
- monster "job3_rang02",35,39,"Poporing",1031,1,"False Monster Summon::OnMyMobDead";
- monster "job3_rang02",44,39,"Drops",1242,1,"False Monster Summon::OnMyMobDead";
- monster "job3_rang02",54,39,"Pororing",1031,1,"False Monster Summon::OnMyMobDead";
- end;
-
-OnThree:
- monster "job3_rang02",35,58,"Poporing",1113,1,"False Monster Summon::OnMyMobDead";
- monster "job3_rang02",44,58,"Podaegi",1002,1,"False Monster Summon::OnMyMobDead";
- monster "job3_rang02",35,49,"Poing",1002,1,"False Monster Summon::OnMyMobDead";
- monster "job3_rang02",54,49,"Poja",1031,1,"False Monster Summon::OnMyMobDead";
- monster "job3_rang02",35,39,"Maporing",1242,1,"False Monster Summon::OnMyMobDead";
- monster "job3_rang02",44,39,"Drops",1242,1,"False Monster Summon::OnMyMobDead";
- monster "job3_rang02",54,39,"Pororing",1031,1,"False Monster Summon::OnMyMobDead";
- end;
-
-OnFour:
- monster "job3_rang02",35,58,"Poing",1242,1,"False Monster Summon::OnMyMobDead";
- monster "job3_rang02",44,58,"Hoing",1002,1,"False Monster Summon::OnMyMobDead";
- monster "job3_rang02",54,58,"Marine",1031,1,"False Monster Summon::OnMyMobDead";
- monster "job3_rang02",54,49,"Drops",1113,1,"False Monster Summon::OnMyMobDead";
- monster "job3_rang02",35,39,"Puding",1113,1,"False Monster Summon::OnMyMobDead";
- monster "job3_rang02",44,39,"Droporing",1002,1,"False Monster Summon::OnMyMobDead";
- monster "job3_rang02",54,39,"Marine",1242,1,"False Monster Summon::OnMyMobDead";
- end;
-
-OnFive:
- monster "job3_rang02",35,58,"Popuri",1002,1,"False Monster Summon::OnMyMobDead";
- monster "job3_rang02",44,58,"Poporing",1242,1,"False Monster Summon::OnMyMobDead";
- monster "job3_rang02",54,58,"Mariring",1031,1,"False Monster Summon::OnMyMobDead";
- monster "job3_rang02",35,49,"Poyong",1113,1,"False Monster Summon::OnMyMobDead";
- monster "job3_rang02",35,39,"Marine",1031,1,"False Monster Summon::OnMyMobDead";
- monster "job3_rang02",44,39,"Puding",1002,1,"False Monster Summon::OnMyMobDead";
- monster "job3_rang02",54,39,"Hoing",1031,1,"False Monster Summon::OnMyMobDead";
- end;
-
-OnSix:
- monster "job3_rang02",35,58,"Pork",1031,1,"False Monster Summon::OnMyMobDead";
- monster "job3_rang02",44,58,"Drops",1113,1,"False Monster Summon::OnMyMobDead";
- monster "job3_rang02",54,58,"Poja",1242,1,"False Monster Summon::OnMyMobDead";
- monster "job3_rang02",35,49,"Poporing",1242,1,"False Monster Summon::OnMyMobDead";
- monster "job3_rang02",54,49,"Horing",1002,1,"False Monster Summon::OnMyMobDead";
- monster "job3_rang02",44,39,"Marun",1031,1,"False Monster Summon::OnMyMobDead";
- monster "job3_rang02",54,39,"Drawing",1002,1,"False Monster Summon::OnMyMobDead";
- end;
-
-OnSeven:
- monster "job3_rang02",35,58,"Marine",1113,1,"False Monster Summon::OnMyMobDead";
- monster "job3_rang02",44,58,"Pororing",1031,1,"False Monster Summon::OnMyMobDead";
- monster "job3_rang02",54,58,"Pork",1031,1,"False Monster Summon::OnMyMobDead";
- monster "job3_rang02",35,49,"Porin",1242,1,"False Monster Summon::OnMyMobDead";
- monster "job3_rang02",54,49,"Poporing",1002,1,"False Monster Summon::OnMyMobDead";
- monster "job3_rang02",35,39,"Horin",1113,1,"False Monster Summon::OnMyMobDead";
- monster "job3_rang02",54,39,"Puding",1002,1,"False Monster Summon::OnMyMobDead";
- end;
-
-OnEight:
- monster "job3_rang02",35,58,"Marun",1242,1,"False Monster Summon::OnMyMobDead";
- monster "job3_rang02",44,58,"Poja",1113,1,"False Monster Summon::OnMyMobDead";
- monster "job3_rang02",54,58,"Drops",1031,1,"False Monster Summon::OnMyMobDead";
- monster "job3_rang02",35,49,"Poing",1242,1,"False Monster Summon::OnMyMobDead";
- monster "job3_rang02",54,49,"Puding",1002,1,"False Monster Summon::OnMyMobDead";
- monster "job3_rang02",35,39,"Horing",1031,1,"False Monster Summon::OnMyMobDead";
- monster "job3_rang02",44,39,"Poporing",1113,1,"False Monster Summon::OnMyMobDead";
- end;
-
-OnReset:
- killmonster "job3_rang02","False Monster Summon::OnMyMobDead";
- end;
-
-OnMyMobDead:
- specialeffect2 EF_DEVIL;
- set $@job_rang_point01,$@job_rang_point01-1;
- mapannounce "job3_rang02","Test Supervisor, Notice : Wrong Target! Pull yourself together!",bc_map;
- end;
-}
-
-job3_rang02,100,93,0 script Second Test Timer#jr_08 139,{
-
-OnInit:
- disablenpc "Second Test Timer#jr_08";
- end;
-
-OnEnable:
- enablenpc "Second Test Timer#jr_08";
- initnpctimer;
- donpcevent "Test Supervisor#jr_04::OnDisable";
- donpcevent "First Test Timer#jr_05::OnDisable";
- donpcevent "Correct Monster Summon::OnDisable";
- donpcevent "False Monster Summon::OnDisable";
- end;
-
-OnDisable:
- stopnpctimer;
- disablenpc "Second Test Timer#jr_08";
- end;
-
-OnStop:
- stopnpctimer;
- end;
-
-OnTimer3000:
- mapannounce "job3_rang02","Test Supervisor, Caution : Yeah. Congrats on you passing the 1st practical test. I am the 2nd practical test supervisor Caution.",bc_map;
- end;
-
-OnTimer6000:
- mapannounce "job3_rang02","Test Supervisor, Caution : The Second Test is about test performance ability and the effective usage of traps.",bc_map;
- end;
-
-OnTimer9000:
- mapannounce "job3_rang02","Test Supervisor, Caution : When the test begins, you'll recive 'Bombring Caspule's' from a staff member near you, and kill the monsters in your way.",bc_map;
- end;
-
-OnTimer11000:
- mapannounce "job3_rang02","Test Supervisor, Caution : When you use a 'Bombring Capsule' a Bombring is summoned near you, and after 3 seconds it will explode.",bc_map;
- end;
-
-OnTimer14000:
- mapannounce "job3_rang02","Test Supervisor, Caution : The explosive range of the Bombring is a 5x5 cell around the Bombring, so be carefull not to be caught in the explosion.",bc_map;
- end;
-
-OnTimer17000:
- mapannounce "job3_rang02","Test Supervisor, Caution : Whilst progressing, if you complete the mission given by an staff member come and see me, then you will pass the 2nd practical test!",bc_map;
- end;
-
-OnTimer20000:
- mapannounce "job3_rang02","Test Supervisor, Caution : Oh! When you come and see me, all 'Bombring Capsules' have to been used up.",bc_map;
- end;
-
-OnTimer23000:
- mapannounce "job3_rang02","Test Supervisor, Caution : The test period will take 3 minutes in total! Copmplete the mission in 3 minutes and stay alive! Then come to see me!",bc_map;
- end;
-
-OnTimer26000:
- mapannounce "job3_rang02","Test Supervisor, Caution : Well the test begins now!! Start going!!!!!!",bc_map;
- donpcevent "Staff Rust#job_ranger09::OnEnable";
- end;
-
-OnTimer80000:
- mapannounce "job3_rang02","Test Supervisor, Caution : 1 Minute has passed. You are coming to see me, right?",bc_map;
- end;
-
-OnTimer83000:
- mapannounce "job3_rang02","Test Supervisor, Caution : Don't be too brave to rush and get yourself killed, be slow and careful.",bc_map;
- end;
-
-OnTimer140000:
- mapannounce "job3_rang02","Test Supervisor, Caution : 2 Minutes have passed. Getting here on time should be your top priority.?",bc_map;
- end;
-
-OnTimer143000:
- mapannounce "job3_rang02","Test Supervisor, Caution : However, you need to be alive in order to make the time limit, right? Please watch out.",bc_map;
- end;
-
-OnTimer170000:
- mapannounce "job3_rang02","Test Supervisor, Caution : 2 Minutes and 30 Seconds have passed. There's not much time left!",bc_map;
- end;
-
-OnTimer173000:
- mapannounce "job3_rang02","Test Supervisor, Caution : Hurry up! Hurry up! Come on.",bc_map;
- end;
-
-OnTimer200000:
- mapannounce "job3_rang02","Test Supervisor, Caution : 3 Minutes have passed! 3 Minutes!!!! I'll be a little easy on you, so hurry up!!!!!!",bc_map;
- end;
-
-OnTimer205000:
- mapannounce "job3_rang02","Test Supervisor, Caution : 5 Seconds remaining!!",bc_map;
- end;
-
-OnTimer206000:
- mapannounce "job3_rang02","Test Supervisor, Caution : 4 Seconds remaining!!",bc_map;
- end;
-
-OnTimer207000:
- mapannounce "job3_rang02","Test Supervisor, Caution : 3 Seconds remaining!!",bc_map;
- end;
-
-OnTimer208000:
- mapannounce "job3_rang02","Test Supervisor, Caution : 2 Seconds remaining!!",bc_map;
- end;
-
-OnTimer209000:
- mapannounce "job3_rang02","Test Supervisor, Caution : 1 Second remaining!!",bc_map;
- end;
-
-OnTimer210000:
- mapannounce "job3_rang02","Test Supervisor, Caution : Ugh.. What are you doing? Your time is up!",bc_map;
- end;
-
-OnTimer213000:
- mapannounce "job3_rang02","Test Supervisor, Caution : You couldn't get here on time, therefore the 2nd practical test ends here!",bc_map;
- end;
-
-OnTimer217000:
- mapannounce "job3_rang02","Test Supervisor, Caution : If you want to blame something, blame your own stupidness! Start over from the beginning! You fool!",bc_map;
- mapwarp "job3_rang02","tur_dun01",93,165;
- end;
-
-OnTimer220000:
- mapannounce "job3_rang02","Test Supervisor, Caution : If you want to blame something, blame your own stupidness! Start over from the beginning! You fool!",bc_map;
- mapwarp "job3_rang02","tur_dun01",93,165;
- donpcevent "Staff Rust#job_ranger09::OnDisable";
- donpcevent "Plant Summon#jr_10::OnDisable";
- donpcevent "Test Supervisor#jr_11::OnDisable";
- end;
-
-OnTimer223000:
- donpcevent "Practical Test::OnEnable";
- donpcevent "Second Test Timer#jr_08::OnDisable";
- stopnpctimer;
- end;
-}
-
-job3_rang02,111,56,3 script Staff Rust#job_ranger09 89,{
-
-
- if (job_ranger01 == 6)
- {
- if (countitem(12258) < 1)
- {
- if (countitem(6156) < 1)
- {
- set .@ranger_weight01,MaxWeight - Weight;
- set .@gift_paper01,(.@ranger_weight01 - 2000) / 10;
- percentheal 100,0;
- specialeffect2 EF_ABSORBSPIRITS;
- mes "[Staff Rust]";
- mes "I'll give you the 'Bombring Capsules'.";
- mes "The 'Bombring Capsules' can be given again only for the one who used it all, so please keep that in mind.";
- next;
- emotion 55;
- mes "[Staff Rust]";
- mes "And the mission is.... to deliver these documents to the supervisor, Caution. He won't take what I give...";
- setquest 8260;
- getitem 6156,.@gift_paper01;
- getitem 12258,10;
- getitem 569,100;
- close;
- }
- percentheal 100,0;
- specialeffect2 EF_ABSORBSPIRITS;
- mes "[Staff Rust]";
- mes "I'll give you the 'Bombring Capsules.";
- mes "The 'Bombring Capsules' can be given again only for the one who used it all, so please keep that in mind.";
- getitem 12258,5;
- close;
- }
- mes "[Staff Rust]";
- mes "I'm sorry, but you already have the 'Bombring Capsules', so I cannot provide you with more.";
- close;
- }
- mes "[Staff Rust]";
- mes "I'm sorry, but how did you get in?";
- next;
- mes "[Staff Rust]";
- mes "If you are not here for the job change test, please leave.";
- close;
-
-OnInit:
- disablenpc "Staff Rust#job_ranger09";
- end;
-
-OnEnable:
- enablenpc "Staff Rust#job_ranger09";
- donpcevent "Plant Summon#jr_10::OnEnable";
- donpcevent "Test Supervisor#jr_11::OnEnable";
- end;
-
-OnDisable:
- disablenpc "Staff Rust#job_ranger09";
- end;
-}
-
-job3_rang02,136,21,5 script Plant Summon#jr_10 139,5,5,{
-
-OnInit:
- disablenpc "Plant Summon#jr_10";
- end;
-
-OnEnable:
- enablenpc "Plant Summon#jr_10";
- monster "job3_rang02",112,45,"Mandragora",1020,1,"Plant Summon#jr_10::OnMyMobDead";
- monster "job3_rang02",114,45,"Mandragora",1020,1,"Plant Summon#jr_10::OnMyMobDead";
- monster "job3_rang02",116,45,"Mandragora",1020,1,"Plant Summon#jr_10::OnMyMobDead";
- monster "job3_rang02",110,30,"Flora",1118,1,"Plant Summon#jr_10::OnMyMobDead";
- monster "job3_rang02",112,30,"Flora",1118,1,"Plant Summon#jr_10::OnMyMobDead";
- monster "job3_rang02",114,30,"Flora",1118,1,"Plant Summon#jr_10::OnMyMobDead";
- monster "job3_rang02",116,30,"Flora",1118,1,"Plant Summon#jr_10::OnMyMobDead";
- monster "job3_rang02",116,41,"Geographer",1368,1,"Plant Summon#jr_10::OnMyMobDead";
- monster "job3_rang02",114,40,"Mandragora",1020,1,"Plant Summon#jr_10::OnMyMobDead";
- monster "job3_rang02",112,41,"Geographer",1368,1,"Plant Summon#jr_10::OnMyMobDead";
- monster "job3_rang02",111,34,"Flora",1118,1,"Plant Summon#jr_10::OnMyMobDead";
- monster "job3_rang02",117,22,"Muscipular",1780,1,"Plant Summon#jr_10::OnMyMobDead";
- monster "job3_rang02",114,21,"Geographer",1368,1,"Plant Summon#jr_10::OnMyMobDead";
- monster "job3_rang02",115,23,"Parasite",1500,1,"Plant Summon#jr_10::OnMyMobDead";
- monster "job3_rang02",135,25,"Drosera",1781,1,"Plant Summon#jr_10::OnMyMobDead";
- monster "job3_rang02",135,23,"Geographer",1368,1,"Plant Summon#jr_10::OnMyMobDead";
- monster "job3_rang02",138,20,"Muscipular",1780,1,"Plant Summon#jr_10::OnMyMobDead";
- monster "job3_rang02",137,36,"Drosera",1781,1,"Plant Summon#jr_10::OnMyMobDead";
- monster "job3_rang02",139,34,"Geographer",1368,1,"Plant Summon#jr_10::OnMyMobDead";
- monster "job3_rang02",144,41,"Geographer",1368,1,"Plant Summon#jr_10::OnMyMobDead";
- monster "job3_rang02",152,41,"Parasite",1500,1,"Plant Summon#jr_10::OnMyMobDead";
- monster "job3_rang02",168,49,"Drosera",1781,1,"Plant Summon#jr_10::OnMyMobDead";
- monster "job3_rang02",165,48,"Muscipular",1780,1,"Plant Summon#jr_10::OnMyMobDead";
- monster "job3_rang02",160,56,"Geographer",1368,1,"Plant Summon#jr_10::OnMyMobDead";
- monster "job3_rang02",158,56,"Drosera",1781,1,"Plant Summon#jr_10::OnMyMobDead";
- monster "job3_rang02",159,55,"Mandragora",1020,1,"Plant Summon#jr_10::OnMyMobDead";
- monster "job3_rang02",170,53,"Flora",1118,1,"Plant Summon#jr_10::OnMyMobDead";
- monster "job3_rang02",168,56,"Parasite",1500,1,"Plant Summon#jr_10::OnMyMobDead";
- monster "job3_rang02",174,63,"Muscipular",1780,1,"Plant Summon#jr_10::OnMyMobDead";
- monster "job3_rang02",176,60,"Geographer",1368,1,"Plant Summon#jr_10::OnMyMobDead";
- monster "job3_rang02",170,59,"Geographer",1368,1,"Plant Summon#jr_10::OnMyMobDead";
- monster "job3_rang02",126,19,"Nepenthes",1988,1,"Plant Summon#jr_10::OnMyMobDead";
- end;
-
-OnDisable:
- disablenpc "Plant Summon#jr_10";
- killmonster "job3_rang02","Plant Summon#jr_10::OnMyMobDead";
- end;
-
-OnTouch:
- percentheal 10,0;
- specialeffect2 EF_ABSORBSPIRITS;
- mapannounce "job3_rang02","Test Supervisor, Caution : You are doing well! If you come closer a little more, you should be able to see me.",bc_map;
- end;
-
-OnMyMobDead:
- end;
-}
-
-job3_rang02,180,78,3 script Test Supervisor#jr_11 882,1,1,{
-
-OnTouch:
- if (job_ranger01 == 6)
- {
- if (countitem(12258) < 1)
- {
- if (countitem(6156) > 0)
- {
- mes "[Test Supervisor, Caution]";
- mes "You've arrived safely!!!";
- donpcevent "Second Test Timer#jr_08::OnDisable";
- donpcevent "Staff Rust#job_ranger09::OnDisable";
- donpcevent "Plant Summon#jr_10::OnDisable";
- initnpctimer;
- next;
- mes "[Test Supervisor, Caution]";
- mes "What are those documents?";
- emotion 74;
- next;
- menu "Mr. Rust asked me to give this to you.",-;
- mes "[Test Supervisor, Caution]";
- mes "Haaaaaaaah!!";
- mes "I've been avoiding him so much!!";
- delitem 6156,countitem(6156);
- erasequest 8260;
- next;
- mes "[Test Supervisor, Caution]";
- mes "I've never imagined this could be a test...";
- emotion 28;
- next;
- mes "[Test Supervisor, Caution]";
- mes "Anyway you've passed the 2nd test very well.";
- next;
- mes "[Test Supervisor, Caution]";
- mes "Pass the 3rd one and you will become a great ranger.";
- close2;
- warp "job3_rang02",250,49;
- donpcevent "Test Supervisor#jr_13::OnEnable";
- end;
- }
- mes "[Test Supervisor, Caution]";
- mes "You've arrived safely......uh?";
- next;
- mes "[Test Supervisor, Caution]";
- mes "Didn't Rust give you something?";
- next;
- mes "[Test Supervisor, Caution]";
- mes "Where did you lose that?";
- mes "Pick it up quickly!";
- close;
- }
- mes "[Test Supervisor, Caution]";
- mes "No, no!";
- mes "You need to use all the 'Bombring Capsules'?!";
- next;
- mes "[Test Supervisor, Caution]";
- mes "Use it all and come back!";
- mes "Time is ticking so you'd better hurry.";
- close;
- }
- mes "[Test Supervisor, Caution]";
- mes "You've arrived safely......uh?";
- next;
- mes "[Test Supervisor, Caution]";
- mes "Didn't Rust give you something?";
- next;
- mes "[Test Supervisor, Caution]";
- mes "Where did you lose that?";
- mes "Pick it up quickly!";
- close2;
- end;
-
-OnTimer60000:
- mapannounce "job3_rang02","Test Supervisor, Caution : Come here, you don't have to rush your test, but why are you delaying the test?",bc_map;
- end;
-
-OnTimer63000:
- mapannounce "job3_rang02","Test Supervisor, Caution : I hate people that make me wait! if you don't talk to me in 30 seconds to continue the test, I will end your test progress!",bc_map;
- end;
-
-OnTimer93000:
- mapannounce "job3_rang02","Test Supervisor, Caution : Hurry up! Hurry up! Come on.",bc_map;
- end;
-
-OnTimer96000:
- mapannounce "job3_rang02","Test Supervisor, Caution : You couldn't get here on time, therefore the 2nd practical test ends here!",bc_map;
- end;
-
-OnTimer99000:
- mapannounce "job3_rang02","Test Supervisor, Caution : If you want to blame something, blame your own stupidness! Start over from the beginning! You fool!",bc_map;
- mapwarp "job3_rang02","tur_dun01",93,165;
- end;
-
-OnTimer102000:
- mapannounce "job3_rang02","Test Supervisor, Caution : If you want to blame something, blame your own stupidness! Start over from the beginning! You fool!",bc_map;
- mapwarp "job3_rang02","tur_dun01",93,165;
- donpcevent "Staff Rust#job_ranger09::OnDisable";
- donpcevent "Plant Summon#jr_10::OnDisable";
- donpcevent "Second Test Timer#jr_08::OnDisable";
- end;
-
-OnTimer105000:
- donpcevent "Practical Test::OnEnable";
- donpcevent "Test Supervisor#jr_11::OnDisable";
- stopnpctimer;
- end;
-
-OnInit:
- disablenpc "Test Supervisor#jr_11";
- end;
-
-OnEnable:
- enablenpc "Test Supervisor#jr_11";
- end;
-
-OnDisable:
- stopnpctimer;
- disablenpc "Test Supervisor#jr_11";
- end;
-
-}
-
-job3_rang02,104,93,0 script Third Test Timer#jr_12 139,{
-
-OnTimer3000:
- mapannounce "job3_rang02","Test Supervisor, Freeze : Well, then let's start the 3rd practical test! Are you ready?",bc_map;
- end;
-
-OnTimer6000:
- mapannounce "job3_rang02","Test Supervisor, Freeze : From now on, every 3 seconds an 'Egg Bomb' will appear! Look at it carefully, and have your wolf attack the egg bomb to dismantle it!",bc_map;
- end;
-
-OnTimer9000:
- mapannounce "job3_rang02","Test Supervisor, Freeze : You can control the wolf by pressing the alt key and left click the surface, the wolf then moves to that point! Then you target the bomb and click on more time, it will then attack it!",bc_map;
- end;
-
-OnTimer12000:
- mapannounce "job3_rang02","Test Supervisor, Freeze : The 'Egg Bombs' will spawn 20 times! Each time you successfully dismantle one, you get 1 point! If you get 10 ore more points, you pass the preactical test, so go for it! Then I'll start!!!!!",bc_map;
- end;
-
-OnTimer15000:
- set .@rand,rand(1,3);
- if (.@rand == 1)
- {
- donpcevent "Egg Bomb#job_ranger14::OnEnable";
- }else if (.@rand == 2)
- {
- donpcevent "Egg Bomb#job_ranger15::OnEnable";
- }else
- {
- donpcevent "Egg Bomb#job_ranger16::OnEnable";
- }
- end;
-
-OnTimer20000:
- set .@rand,rand(1,3);
- if (.@rand == 1)
- {
- donpcevent "Egg Bomb#job_ranger17::OnEnable";
- }else if (.@rand == 2)
- {
- donpcevent "Egg Bomb#job_ranger18::OnEnable";
- }else
- {
- donpcevent "Egg Bomb#job_ranger19::OnEnable";
- }
- end;
-
-OnTimer25000:
- set .@rand,rand(1,3);
- if (.@rand == 1)
- {
- donpcevent "Egg Bomb#job_ranger20::OnEnable";
- }else if (.@rand == 2)
- {
- donpcevent "Egg Bomb#job_ranger21::OnEnable";
- }else
- {
- donpcevent "Egg Bomb#job_ranger22::OnEnable";
- }
- end;
-
-OnTimer30000:
- set .@rand,rand(1,3);
- if (.@rand == 1)
- {
- donpcevent "Egg Bomb#job_ranger23::OnEnable";
- }else if (.@rand == 2)
- {
- donpcevent "Egg Bomb#job_ranger24::OnEnable";
- }else
- {
- donpcevent "Egg Bomb#job_ranger25::OnEnable";
- }
- end;
-
-OnTimer35000:
- set .@rand,rand(1,3);
- if (.@rand == 1)
- {
- donpcevent "Egg Bomb#job_ranger26::OnEnable";
- }else if (.@rand == 2)
- {
- donpcevent "Egg Bomb#job_ranger27::OnEnable";
- }else
- {
- donpcevent "Egg Bomb#job_ranger28::OnEnable";
- }
- end;
-
-OnTimer40000:
- set .@rand,rand(1,3);
- if (.@rand == 1)
- {
- donpcevent "Egg Bomb#job_ranger14::OnEnable";
- }else if (.@rand == 2)
- {
- donpcevent "Egg Bomb#job_ranger15::OnEnable";
- }else
- {
- donpcevent "Egg Bomb#job_ranger16::OnEnable";
- }
- end;
-
-OnTimer45000:
- set .@rand,rand(1,3);
- if (.@rand == 1)
- {
- donpcevent "Egg Bomb#job_ranger17::OnEnable";
- }else if (.@rand == 2)
- {
- donpcevent "Egg Bomb#job_ranger18::OnEnable";
- }else
- {
- donpcevent "Egg Bomb#job_ranger19::OnEnable";
- }
- end;
-
-OnTimer50000:
- set .@rand,rand(1,3);
- if (.@rand == 1)
- {
- donpcevent "Egg Bomb#job_ranger20::OnEnable";
- }else if (.@rand == 2)
- {
- donpcevent "Egg Bomb#job_ranger21::OnEnable";
- }else
- {
- donpcevent "Egg Bomb#job_ranger22::OnEnable";
- }
- end;
-
-OnTimer55000:
- set .@rand,rand(1,3);
- if (.@rand == 1)
- {
- donpcevent "Egg Bomb#job_ranger23::OnEnable";
- }else if (.@rand == 2)
- {
- donpcevent "Egg Bomb#job_ranger24::OnEnable";
- }else
- {
- donpcevent "Egg Bomb#job_ranger25::OnEnable";
- }
- end;
-
-OnTimer60000:
- set .@rand,rand(1,3);
- if (.@rand == 1)
- {
- donpcevent "Egg Bomb#job_ranger26::OnEnable";
- }else if (.@rand == 2)
- {
- donpcevent "Egg Bomb#job_ranger27::OnEnable";
- }else
- {
- donpcevent "Egg Bomb#job_ranger28::OnEnable";
- }
- end;
-
-OnTimer65000:
- set .@rand,rand(1,3);
- if (.@rand == 1)
- {
- donpcevent "Egg Bomb#job_ranger14::OnEnable";
- }else if (.@rand == 2)
- {
- donpcevent "Egg Bomb#job_ranger15::OnEnable";
- }else
- {
- donpcevent "Egg Bomb#job_ranger16::OnEnable";
- }
- end;
-
-OnTimer70000:
- set .@rand,rand(1,3);
- if (.@rand == 1)
- {
- donpcevent "Egg Bomb#job_ranger17::OnEnable";
- }else if (.@rand == 2)
- {
- donpcevent "Egg Bomb#job_ranger18::OnEnable";
- }else
- {
- donpcevent "Egg Bomb#job_ranger19::OnEnable";
- }
- end;
-
-OnTimer75000:
- set .@rand,rand(1,3);
- if (.@rand == 1)
- {
- donpcevent "Egg Bomb#job_ranger20::OnEnable";
- }else if (.@rand == 2)
- {
- donpcevent "Egg Bomb#job_ranger21::OnEnable";
- }else
- {
- donpcevent "Egg Bomb#job_ranger22::OnEnable";
- }
- end;
-
-OnTimer80000:
- set .@rand,rand(1,3);
- if (.@rand == 1)
- {
- donpcevent "Egg Bomb#job_ranger23::OnEnable";
- }else if (.@rand == 2)
- {
- donpcevent "Egg Bomb#job_ranger24::OnEnable";
- }else
- {
- donpcevent "Egg Bomb#job_ranger25::OnEnable";
- }
- end;
-
-OnTimer85000:
- set .@rand,rand(1,3);
- if (.@rand == 1)
- {
- donpcevent "Egg Bomb#job_ranger26::OnEnable";
- }else if (.@rand == 2)
- {
- donpcevent "Egg Bomb#job_ranger27::OnEnable";
- }else
- {
- donpcevent "Egg Bomb#job_ranger28::OnEnable";
- }
- end;
-
-OnTimer90000:
- set .@rand,rand(1,3);
- if (.@rand == 1)
- {
- donpcevent "Egg Bomb#job_ranger14::OnEnable";
- }else if (.@rand == 2)
- {
- donpcevent "Egg Bomb#job_ranger15::OnEnable";
- }else
- {
- donpcevent "Egg Bomb#job_ranger16::OnEnable";
- }
- end;
-
-OnTimer95000:
- set .@rand,rand(1,3);
- if (.@rand == 1)
- {
- donpcevent "Egg Bomb#job_ranger17::OnEnable";
- }else if (.@rand == 2)
- {
- donpcevent "Egg Bomb#job_ranger18::OnEnable";
- }else
- {
- donpcevent "Egg Bomb#job_ranger19::OnEnable";
- }
- end;
-
-OnTimer100000:
- set .@rand,rand(1,3);
- if (.@rand == 1)
- {
- donpcevent "Egg Bomb#job_ranger20::OnEnable";
- }else if (.@rand == 2)
- {
- donpcevent "Egg Bomb#job_ranger21::OnEnable";
- }else
- {
- donpcevent "Egg Bomb#job_ranger22::OnEnable";
- }
- end;
-
-OnTimer105000:
- set .@rand,rand(1,3);
- if (.@rand == 1)
- {
- donpcevent "Egg Bomb#job_ranger23::OnEnable";
- }else if (.@rand == 2)
- {
- donpcevent "Egg Bomb#job_ranger24::OnEnable";
- }else
- {
- donpcevent "Egg Bomb#job_ranger25::OnEnable";
- }
- end;
-
-OnTimer110000:
- set .@rand,rand(1,3);
- if (.@rand == 1)
- {
- donpcevent "Egg Bomb#job_ranger26::OnEnable";
- }else if (.@rand == 2)
- {
- donpcevent "Egg Bomb#job_ranger27::OnEnable";
- }else
- {
- donpcevent "Egg Bomb#job_ranger28::OnEnable";
- }
- end;
-
-OnTimer113000:
- mapannounce "job3_rang02","Test Supervisor, Freeze : The test is ooooooooooooooveeeeerrr!!!!!!!!!!!!!!!!!!!!!!!!!!",bc_map;
- donpcevent "Egg Bomb#job_ranger14::OnDisable";
- donpcevent "Egg Bomb#job_ranger15::OnDisable";
- donpcevent "Egg Bomb#job_ranger16::OnDisable";
- donpcevent "Egg Bomb#job_ranger17::OnDisable";
- donpcevent "Egg Bomb#job_ranger18::OnDisable";
- donpcevent "Egg Bomb#job_ranger19::OnDisable";
- donpcevent "Egg Bomb#job_ranger20::OnDisable";
- donpcevent "Egg Bomb#job_ranger21::OnDisable";
- donpcevent "Egg Bomb#job_ranger22::OnDisable";
- donpcevent "Egg Bomb#job_ranger23::OnDisable";
- donpcevent "Egg Bomb#job_ranger24::OnDisable";
- donpcevent "Egg Bomb#job_ranger25::OnDisable";
- donpcevent "Egg Bomb#job_ranger26::OnDisable";
- donpcevent "Egg Bomb#job_ranger27::OnDisable";
- donpcevent "Egg Bomb#job_ranger28::OnDisable";
- end;
-
-OnTimer116000:
- mapannounce "job3_rang02","Test Supervisor, Freeze : Well let's see the result?!",bc_map;
- end;
-
-OnTimer119000:
- set .point_result01,$@job_rang_point03;
- mapannounce "job3_rang02","Test Supervisor, Freeze : Your score is ..."+.point_result01+" out of 20!",bc_map;
- end;
-
-OnTimer121000:
- if (.point_result01 > 9)
- {
- mapannounce "job3_rang02","Test Supervisor, Freeze : You have been successful so far! You've passed all practical tests! Let's move to the waitingroom!!!!!",bc_map;
- mapwarp "job3_rang02","job3_rang01",89,38;
- }else
- {
- mapannounce "job3_rang02","Test Supervisor, Freeze : It's too bad but you couldn't pass the 10 points, so you failed!!!!",bc_map;
- }
- end;
-
-OnTimer124000:
- mapannounce "job3_rang02","Test Supervisor, Freeze : It's too bad, but you'll need to retake the test from the beginning! Please go back!",bc_map;
- mapwarp "job3_rang02","tur_dun01",93,165;
- end;
-
-OnTimer127000:
- mapannounce "job3_rang02","Test Supervisor, Freeze : It's too bad, but you'll need to retake the test from the beginning! Please go back!",bc_map;
- set $@job_rang_point03,0;
- mapwarp "job3_rang02","tur_dun01",93,165;
- donpcevent "Test Supervisor#jr_13::OnDisable";
- end;
-
-OnTimer130000:
- set $@job_rang_point03,0;
- donpcevent "Practical Test::OnEnable";
- donpcevent "Third Test Timer#jr_12::OnDisable";
- stopnpctimer;
- end;
-
-OnInit:
- set $@job_rang_point03,0;
- disablenpc "Third Test Timer#jr_12";
- end;
-
-OnEnable:
- enablenpc "Third Test Timer#jr_12";
- initnpctimer;
- end;
-
-OnDisable:
- set $@job_rang_point03,0;
- stopnpctimer;
- disablenpc "Third Test Timer#jr_12";
- end;
-}
-
-job3_rang02,251,49,3 script Test Supervisor#jr_13 732,{
-
- if (job_ranger01 == 6)
- {
- if (checkquest(8261) == -1)
- {
- mes "[Test Supervisor, Freeze]";
- mes "Congrats for passing the 2nd practical test! I am the 3rd practical test supervisor Freeze!";
- next;
- mes "[Test Supervisor, Freeze]";
- mes "For the 3rd test, I'll test how much you could use a wolf effectively. When you become a Ranger in the future, you'll learn an wolf!";
- next;
- mes "[Test Supervisor, Freeze]";
- mes "^0000ffThe tester is provided with a disposable Wolf summoning Flute! When you remove egg bombs coming out from here and there by controlling the summoned wolf, you get points!^000000";
- next;
- mes "[Test Supervisor, Freeze]";
- mes "Tester cannot move during the test, and the test completes when all bombs are removed quickly and accurately within the given time only by using a wolf!";
- next;
- mes "[Test Supervisor, Freeze]";
- mes "^0000ffThe way to control an wolf is to press the alt key and left-click the surface, then the wolf moves to the point where you've clicked on!^000000";
- mes "^0000ffWhen you target the bomb and press one more, it starts to attack!^000000";
- next;
- mes "[Test Supervisor, Freeze]";
- mes "The 3rd test time limit is about 3 minutes, when you get 10 over 20 points, you can pass the practical test!";
- next;
- mes "[Test Supervisor, Freeze]";
- mes "Well, then first get this Wolf' flutes and after summoning the wolf, talk to me!";
- getitem 12380,1;
- setquest 8261;
- close;
- }
- else if (checkquest(8261) == 1)
- {
- if (getmercinfo(1) == 2034)
- {
- erasequest 8261;
- mes "[Test Supervisor, Freeze]";
- mes "Good! Then I'll start the test right now!";
- next;
- mes "[Test Supervisor, Freeze]";
- mes "Keep in mind! You need to remove the egg bomb before it gets exploded by only using a wolf!";
- next;
- mes "[Test Supervisor, Freeze]";
- mes "Then, Good luck!";
-// sc_start SC_STONE,120000,10; // Commented until the Mercenary M_DESERT_WOLF_B is working correctly.
- close2;
- donpcevent "Test Supervisor#jr_13::OnDisable";
- donpcevent "Third Test Timer#jr_12::OnEnable";
- end;
- }else if (countitem(12380) < 1)
- {
- mes "[Test Supervisor, Freeze]";
- mes "Huh?! There's no wolf, no Test Flute, where did you get rid of them?!";
- next;
- mes "[Test Supervisor, Freeze]";
- mes "I'll give you one more time specially, so hold yourself together!";
- next;
- mes "[Test Supervisor, Freeze]";
- mes "Summon the wolf quickly, and talk to me again!";
- getitem 12380,1;
- close;
- }
- mes "[Test Supervisor, Freeze]";
- mes "Ha? What are you doing?";
- next;
- mes "[Test Supervisor, Freeze]";
- mes "Play the Test Flute quickly to summon the wolf and talk to me!";
- close;
- }
- }
- mes "[Test Supervisor, Freeze]";
- mes "Who are you?";
- next;
- mes "[Test Supervisor, Freeze]";
- mes "This area is for the Ranger Job Change test!";
- mes "And not for Outsiders such as you, so get out!";
- close;
-
-OnTimer3000:
- mapannounce "job3_rang02","Test Supervisor, Freeze : Welcome to the 3rd practical test field! I am the 3rd pratcical Test Supervisor Freeze!",bc_map;
- end;
-
-OnTimer6000:
- mapannounce "job3_rang02","Test Supervisor, Freeze : For the smooth testing progress for the other testers, if you don't talk to me again in 2 minutes to start the 3rd test, the test will end!",bc_map;
- end;
-
-OnTimer9000:
- mapannounce "job3_rang02","Test Supervisor, Freeze : Don't hesitate and let's begin!",bc_map;
- end;
-
-OnTimer60000:
- mapannounce "job3_rang02","Test Supervisor, Freeze : For the smooth testing progress for the other testers, if you don't talk to me again in 1 minute to start the 3rd test, the test will end!",bc_map;
- end;
-
-OnTimer63000:
- mapannounce "job3_rang02","Test Supervisor, Freeze : Don't hesitate and let's begin!",bc_map;
- end;
-
-OnTimer120000:
- mapannounce "job3_rang02","Test Supervisor, Freeze : Why aren't you starting the test?",bc_map;
- end;
-
-OnTimer123000:
- mapannounce "job3_rang02","Test Supervisor, Freeze : You weren't on time for the test, so I am ending the 3rd practical test!",bc_map;
- end;
-
-OnTimer127000:
- set $@job_rang_point03,0;
- mapannounce "job3_rang02","Test Supervisor, Freeze : It's too bad, but try again!",bc_map;
- mapwarp "job3_rang02","tur_dun01",93,165;
- end;
-
-OnTimer130000:
- mapannounce "job3_rang02","Test Supervisor, Freeze : It's too bad, but try again!",bc_map;
- mapwarp "job3_rang02","tur_dun01",93,165;
- end;
-
-OnTimer133000:
- donpcevent "Third Test Timer#jr_12::OnDisable";
- donpcevent "Practical Test::OnEnable";
- donpcevent "Test Supervisor#jr_13::OnDisable";
- stopnpctimer;
- end;
-
-OnInit:
- disablenpc "Test Supervisor#jr_13";
- end;
-
-OnEnable:
- enablenpc "Test Supervisor#jr_13";
- initnpctimer;
- donpcevent "Second Test Timer#jr_08::OnDisable";
- donpcevent "Staff Rust#job_ranger09::OnDisable";
- donpcevent "Plant Summon#jr_10::OnDisable";
- donpcevent "Test Supervisor#jr_11::OnDisable";
- end;
-
-OnDisable:
- stopnpctimer;
- disablenpc "Test Supervisor#jr_13";
- end;
-}
-
-job3_rang02,246,42,0 script Egg Bomb#job_ranger14 139,{
-
-OnInit:
- disablenpc "Egg Bomb#job_ranger14";
- end;
-
-OnEnable:
- enablenpc "Egg Bomb#job_ranger14";
- initnpctimer;
- monster "job3_rang02",246,42,"Egg Bomb",1047,1,"Egg Bomb#job_ranger14::OnMyMobDead";
- mapannounce "job3_rang02","Egg Bomb 'I am almost done now... Don't stop me.'",bc_map;
- end;
-
-OnDisable:
- killmonster "job3_rang02","Egg Bomb#job_ranger14::OnMyMobDead";
- stopnpctimer;
- disablenpc "Egg Bomb#job_ranger14";
- end;
-
-OnMyMobDead:
- set $@job_rang_point03,$@job_rang_point03+1;
- mapannounce "job3_rang02","Egg Bomb : Alas, it was only a dream for a short time...",bc_map;
- donpcevent "Egg Bomb#job_ranger14::OnDisable";
- end;
-
-OnTimer10000:
- mapannounce "job3_rang02","Egg Bomb : Ughhhhhhhhhhhhhh!!! So what did I say!!!",bc_map;
- donpcevent "Egg Bomb#job_ranger14::OnDisable";
- end;
-}
-
-job3_rang02,249,46,0 script Egg Bomb#job_ranger15 139,{
-
-OnInit:
- disablenpc "Egg Bomb#job_ranger15";
- end;
-
-OnEnable:
- enablenpc "Egg Bomb#job_ranger15";
- initnpctimer;
- monster "job3_rang02",249,46,"Egg Bomb",1047,1,"Egg Bomb#job_ranger15::OnMyMobDead";
- mapannounce "job3_rang02","Egg Bomb : Hey, I am going to explode. What are you going to do?",bc_map;
- end;
-
-OnDisable:
- killmonster "job3_rang02","Egg Bomb#job_ranger15::OnMyMobDead";
- stopnpctimer;
- disablenpc "Egg Bomb#job_ranger15";
- end;
-
-OnMyMobDead:
- set $@job_rang_point03,$@job_rang_point03+1;
- mapannounce "job3_rang02","Egg Bomb : The world is meaningless and my dream is so far away...",bc_map;
- donpcevent "Egg Bomb#job_ranger15::OnDisable";
- end;
-
-OnTimer10000:
- mapannounce "job3_rang02","Egg Bomb : Ughhhhhhhhhhhhhh!!! So what did I say!!!",bc_map;
- donpcevent "Egg Bomb#job_ranger15::OnDisable";
- end;
-}
-
-job3_rang02,256,43,0 script Egg Bomb#job_ranger16 139,{
-
-OnInit:
- disablenpc "Egg Bomb#job_ranger16";
- end;
-
-OnEnable:
- enablenpc "Egg Bomb#job_ranger16";
- initnpctimer;
- monster "job3_rang02",256,43,"Egg Bomb",1047,1,"Egg Bomb#job_ranger16::OnMyMobDead";
- mapannounce "job3_rang02","Egg Bomb : I... no, I can't standy anymore!!",bc_map;
- end;
-
-OnDisable:
- killmonster "job3_rang02","Egg Bomb#job_ranger16::OnMyMobDead";
- stopnpctimer;
- disablenpc "Egg Bomb#job_ranger16";
- end;
-
-OnMyMobDead:
- set $@job_rang_point03,$@job_rang_point03+1;
- mapannounce "job3_rang02","Egg Bomb : Don't be relieved. Misery always comes from carelesness.",bc_map;
- donpcevent "Egg Bomb#job_ranger16::OnDisable";
- end;
-
-OnTimer10000:
- mapannounce "job3_rang02","Egg Bomb : Ughhhhhhhhhhhhhh!!! So what did I say!!!",bc_map;
- donpcevent "Egg Bomb#job_ranger16::OnDisable";
- end;
-}
-
-job3_rang02,243,54,0 script Egg Bomb#job_ranger17 139,{
-
-OnInit:
- disablenpc "Egg Bomb#job_ranger17";
- end;
-
-OnEnable:
- enablenpc "Egg Bomb#job_ranger17";
- initnpctimer;
- monster "job3_rang02",243,54,"Egg Bomb",1047,1,"Egg Bomb#job_ranger17::OnMyMobDead";
- mapannounce "job3_rang02","Egg Bomb 'I am almost done now... Don't stop me.'",bc_map;
- end;
-
-OnDisable:
- killmonster "job3_rang02","Egg Bomb#job_ranger17::OnMyMobDead";
- stopnpctimer;
- disablenpc "Egg Bomb#job_ranger17";
- end;
-
-OnMyMobDead:
- set $@job_rang_point03,$@job_rang_point03+1;
- mapannounce "job3_rang02","Egg Bomb : Alas, it was only a dream for a short time...",bc_map;
- donpcevent "Egg Bomb#job_ranger17::OnDisable";
- end;
-
-OnTimer10000:
- mapannounce "job3_rang02","Egg Bomb : Ughhhhhhhhhhhhhh!!! So what did I say!!!",bc_map;
- donpcevent "Egg Bomb#job_ranger17::OnDisable";
- end;
-}
-
-job3_rang02,246,58,0 script Egg Bomb#job_ranger18 139,{
-
-OnInit:
- disablenpc "Egg Bomb#job_ranger18";
- end;
-
-OnEnable:
- enablenpc "Egg Bomb#job_ranger18";
- initnpctimer;
- monster "job3_rang02",246,58,"Egg Bomb",1047,1,"Egg Bomb#job_ranger18::OnMyMobDead";
- mapannounce "job3_rang02","Egg Bomb : Hey, I am going to explode. What are you going to do?",bc_map;
- end;
-
-OnDisable:
- killmonster "job3_rang02","Egg Bomb#job_ranger18::OnMyMobDead";
- stopnpctimer;
- disablenpc "Egg Bomb#job_ranger18";
- end;
-
-OnMyMobDead:
- set $@job_rang_point03,$@job_rang_point03+1;
- mapannounce "job3_rang02","Egg Bomb : The world is meaningless and my dream is so far away...",bc_map;
- donpcevent "Egg Bomb#job_ranger18::OnDisable";
- end;
-
-OnTimer10000:
- mapannounce "job3_rang02","Egg Bomb : Ughhhhhhhhhhhhhh!!! So what did I say!!!",bc_map;
- donpcevent "Egg Bomb#job_ranger18::OnDisable";
- end;
-}
-
-job3_rang02,255,56,0 script Egg Bomb#job_ranger19 139,{
-
-OnInit:
- disablenpc "Egg Bomb#job_ranger19";
- end;
-
-OnEnable:
- enablenpc "Egg Bomb#job_ranger19";
- initnpctimer;
- monster "job3_rang02",255,56,"Egg Bomb",1047,1,"Egg Bomb#job_ranger19::OnMyMobDead";
- mapannounce "job3_rang02","Egg Bomb : I... no, I can't stand anymore!!",bc_map;
- end;
-
-OnDisable:
- killmonster "job3_rang02","Egg Bomb#job_ranger19::OnMyMobDead";
- stopnpctimer;
- disablenpc "Egg Bomb#job_ranger19";
- end;
-
-OnMyMobDead:
- set $@job_rang_point03,$@job_rang_point03+1;
- mapannounce "job3_rang02","Egg Bomb : Don't be relieved. Misery always comes from carelesness.",bc_map;
- donpcevent "Egg Bomb#job_ranger19::OnDisable";
- end;
-
-OnTimer10000:
- mapannounce "job3_rang02","Egg Bomb : Ughhhhhhhhhhhhhh!!! So what did I say!!!",bc_map;
- donpcevent "Egg Bomb#job_ranger19::OnDisable";
- end;
-}
-
-job3_rang02,260,48,0 script Egg Bomb#job_ranger20 139,{
-
-OnInit:
- disablenpc "Egg Bomb#job_ranger20";
- end;
-
-OnEnable:
- enablenpc "Egg Bomb#job_ranger20";
- initnpctimer;
- monster "job3_rang02",260,48,"Egg Bomb",1047,1,"Egg Bomb#job_ranger20::OnMyMobDead";
- mapannounce "job3_rang02","Egg Bomb 'I am almost done now... Don't stop me.'",bc_map;
- end;
-
-OnDisable:
- killmonster "job3_rang02","Egg Bomb#job_ranger20::OnMyMobDead";
- stopnpctimer;
- disablenpc "Egg Bomb#job_ranger20";
- end;
-
-OnMyMobDead:
- set $@job_rang_point03,$@job_rang_point03+1;
- mapannounce "job3_rang02","Egg Bomb : Alas, it was only a dream for a short time...",bc_map;
- donpcevent "Egg Bomb#job_ranger20::OnDisable";
- end;
-
-OnTimer10000:
- mapannounce "job3_rang02","Egg Bomb : Ughhhhhhhhhhhhhh!!! So what did I say!!!",bc_map;
- donpcevent "Egg Bomb#job_ranger20::OnDisable";
- end;
-}
-
-job3_rang02,244,53,0 script Egg Bomb#job_ranger21 139,{
-
-OnInit:
- disablenpc "Egg Bomb#job_ranger21";
- end;
-
-OnEnable:
- enablenpc "Egg Bomb#job_ranger21";
- initnpctimer;
- monster "job3_rang02",244,53,"Egg Bomb",1047,1,"Egg Bomb#job_ranger21::OnMyMobDead";
- mapannounce "job3_rang02","Egg Bomb : Hey, I am going to explode. What are you going to do?",bc_map;
- end;
-
-OnDisable:
- killmonster "job3_rang02","Egg Bomb#job_ranger21::OnMyMobDead";
- stopnpctimer;
- disablenpc "Egg Bomb#job_ranger21";
- end;
-
-OnMyMobDead:
- set $@job_rang_point03,$@job_rang_point03+1;
- mapannounce "job3_rang02","Egg Bomb : The world is meaningless and my dream is so far away...",bc_map;
- donpcevent "Egg Bomb#job_ranger21::OnDisable";
- end;
-
-OnTimer10000:
- mapannounce "job3_rang02","Egg Bomb : Ughhhhhhhhhhhhhh!!! So what did I say!!!",bc_map;
- donpcevent "Egg Bomb#job_ranger21::OnDisable";
- end;
-}
-
-job3_rang02,254,50,0 script Egg Bomb#job_ranger22 139,{
-
-OnInit:
- disablenpc "Egg Bomb#job_ranger22";
- end;
-
-OnEnable:
- enablenpc "Egg Bomb#job_ranger22";
- initnpctimer;
- monster "job3_rang02",254,50,"Egg Bomb",1047,1,"Egg Bomb#job_ranger22::OnMyMobDead";
- mapannounce "job3_rang02","Egg Bomb : I... no, I can't stand anymore!!",bc_map;
- end;
-
-OnDisable:
- killmonster "job3_rang02","Egg Bomb#job_ranger22::OnMyMobDead";
- stopnpctimer;
- disablenpc "Egg Bomb#job_ranger22";
- end;
-
-OnMyMobDead:
- set $@job_rang_point03,$@job_rang_point03+1;
- mapannounce "job3_rang02","Egg Bomb : Don't be relieved. Misery always comes from carelesness.",bc_map;
- donpcevent "Egg Bomb#job_ranger22::OnDisable";
- end;
-
-OnTimer10000:
- mapannounce "job3_rang02","Egg Bomb : Ughhhhhhhhhhhhhh!!! So what did I say!!!",bc_map;
- donpcevent "Egg Bomb#job_ranger22::OnDisable";
- end;
-}
-
-job3_rang02,241,41,0 script Egg Bomb#job_ranger23 139,{
-
-OnInit:
- disablenpc "Egg Bomb#job_ranger23";
- end;
-
-OnEnable:
- enablenpc "Egg Bomb#job_ranger23";
- initnpctimer;
- monster "job3_rang02",241,41,"Egg Bomb",1047,1,"Egg Bomb#job_ranger23::OnMyMobDead";
- mapannounce "job3_rang02","Egg Bomb 'I am almost done now... Don't stop me.'",bc_map;
- end;
-
-OnDisable:
- killmonster "job3_rang02","Egg Bomb#job_ranger23::OnMyMobDead";
- stopnpctimer;
- disablenpc "Egg Bomb#job_ranger23";
- end;
-
-OnMyMobDead:
- set $@job_rang_point03,$@job_rang_point03+1;
- mapannounce "job3_rang02","Egg Bomb : Alas, it was only a dream for a short time...",bc_map;
- donpcevent "Egg Bomb#job_ranger23::OnDisable";
- end;
-
-OnTimer10000:
- mapannounce "job3_rang02","Egg Bomb : Ughhhhhhhhhhhhhh!!! So what did I say!!!",bc_map;
- donpcevent "Egg Bomb#job_ranger23::OnDisable";
- end;
-}
-
-job3_rang02,259,41,0 script Egg Bomb#job_ranger24 139,{
-
-OnInit:
- disablenpc "Egg Bomb#job_ranger24";
- end;
-
-OnEnable:
- enablenpc "Egg Bomb#job_ranger24";
- initnpctimer;
- monster "job3_rang02",259,41,"Egg Bomb",1047,1,"Egg Bomb#job_ranger24::OnMyMobDead";
- mapannounce "job3_rang02","Egg Bomb : Hey, I am going to explode. What are you going to do?",bc_map;
- end;
-
-OnDisable:
- killmonster "job3_rang02","Egg Bomb#job_ranger24::OnMyMobDead";
- stopnpctimer;
- disablenpc "Egg Bomb#job_ranger24";
- end;
-
-OnMyMobDead:
- set $@job_rang_point03,$@job_rang_point03+1;
- mapannounce "job3_rang02","Egg Bomb : The world is meaningless and my dream is so far away...",bc_map;
- donpcevent "Egg Bomb#job_ranger24::OnDisable";
- end;
-
-OnTimer10000:
- mapannounce "job3_rang02","Egg Bomb : Ughhhhhhhhhhhhhh!!! So what did I say!!!",bc_map;
- donpcevent "Egg Bomb#job_ranger24::OnDisable";
- end;
-}
-
-job3_rang02,256,52,0 script Egg Bomb#job_ranger25 139,{
-
-OnInit:
- disablenpc "Egg Bomb#job_ranger25";
- end;
-
-OnEnable:
- enablenpc "Egg Bomb#job_ranger25";
- initnpctimer;
- monster "job3_rang02",256,52,"Egg Bomb",1047,1,"Egg Bomb#job_ranger25::OnMyMobDead";
- mapannounce "job3_rang02","Egg Bomb : I... no, I can't standy anymore!!",bc_map;
- end;
-
-OnDisable:
- killmonster "job3_rang02","Egg Bomb#job_ranger25::OnMyMobDead";
- stopnpctimer;
- disablenpc "Egg Bomb#job_ranger25";
- end;
-
-OnMyMobDead:
- set $@job_rang_point03,$@job_rang_point03+1;
- mapannounce "job3_rang02","Egg Bomb : Don't be relieved. Misery always comes from carelesness.",bc_map;
- donpcevent "Egg Bomb#job_ranger25::OnDisable";
- end;
-
-OnTimer10000:
- mapannounce "job3_rang02","Egg Bomb : Ughhhhhhhhhhhhhh!!! So what did I say!!!",bc_map;
- donpcevent "Egg Bomb#job_ranger25::OnDisable";
- end;
-}
-
-job3_rang02,259,58,0 script Egg Bomb#job_ranger26 139,{
-
-OnInit:
- disablenpc "Egg Bomb#job_ranger26";
- end;
-
-OnEnable:
- enablenpc "Egg Bomb#job_ranger26";
- initnpctimer;
- monster "job3_rang02",259,58,"Egg Bomb",1047,1,"Egg Bomb#job_ranger26::OnMyMobDead";
- mapannounce "job3_rang02","Egg Bomb 'I am almost done now... Don't stop me.'",bc_map;
- end;
-
-OnDisable:
- killmonster "job3_rang02","Egg Bomb#job_ranger26::OnMyMobDead";
- stopnpctimer;
- disablenpc "Egg Bomb#job_ranger26";
- end;
-
-OnMyMobDead:
- set $@job_rang_point03,$@job_rang_point03+1;
- mapannounce "job3_rang02","Egg Bomb : Alas, it was only a dream for a short time...",bc_map;
- donpcevent "Egg Bomb#job_ranger26::OnDisable";
- end;
-
-OnTimer10000:
- mapannounce "job3_rang02","Egg Bomb : Ughhhhhhhhhhhhhh!!! So what did I say!!!",bc_map;
- donpcevent "Egg Bomb#job_ranger26::OnDisable";
- end;
-}
-
-job3_rang02,254,52,0 script Egg Bomb#job_ranger27 139,{
-
-OnInit:
- disablenpc "Egg Bomb#job_ranger27";
- end;
-
-OnEnable:
- enablenpc "Egg Bomb#job_ranger27";
- initnpctimer;
- monster "job3_rang02",254,52,"Egg Bomb",1047,1,"Egg Bomb#job_ranger27::OnMyMobDead";
- mapannounce "job3_rang02","Egg Bomb : Hey, I am going to explode. What are you going to do?",bc_map;
- end;
-
-OnDisable:
- killmonster "job3_rang02","Egg Bomb#job_ranger27::OnMyMobDead";
- stopnpctimer;
- disablenpc "Egg Bomb#job_ranger27";
- end;
-
-OnMyMobDead:
- set $@job_rang_point03,$@job_rang_point03+1;
- mapannounce "job3_rang02","Egg Bomb : The world is meaningless and my dream is so far away...",bc_map;
- donpcevent "Egg Bomb#job_ranger27::OnDisable";
- end;
-
-OnTimer10000:
- mapannounce "job3_rang02","Egg Bomb : Ughhhhhhhhhhhhhh!!! So what did I say!!!",bc_map;
- donpcevent "Egg Bomb#job_ranger27::OnDisable";
- end;
-}
-
-job3_rang02,247,42,0 script Egg Bomb#job_ranger28 139,{
-
-OnInit:
- disablenpc "Egg Bomb#job_ranger28";
- end;
-
-OnEnable:
- enablenpc "Egg Bomb#job_ranger28";
- initnpctimer;
- monster "job3_rang02",247,42,"Egg Bomb",1047,1,"Egg Bomb#job_ranger28::OnMyMobDead";
- mapannounce "job3_rang02","Egg Bomb : I... no, I can't standy anymore!!",bc_map;
- end;
-
-OnDisable:
- killmonster "job3_rang02","Egg Bomb#job_ranger28::OnMyMobDead";
- stopnpctimer;
- disablenpc "Egg Bomb#job_ranger28";
- end;
-
-OnMyMobDead:
- set $@job_rang_point03,$@job_rang_point03+1;
- mapannounce "job3_rang02","Egg Bomb : Don't be relieved. Misery always comes from carelesness.",bc_map;
- donpcevent "Egg Bomb#job_ranger28::OnDisable";
- end;
-
-OnTimer10000:
- mapannounce "job3_rang02","Egg Bomb : Ughhhhhhhhhhhhhh!!! So what did I say!!!",bc_map;
- donpcevent "Egg Bomb#job_ranger28::OnDisable";
- end;
-}
-
-job3_rang01,90,43,3 script Ranger Master#jr_29 832,{
-
- if (job_ranger01 < 6)
- {
- mes "[Ranger Master, Neveragain]";
- mes "... ...Huh?";
- mes "Strange... ...how did you get here?";
- next;
- mes "[Ranger Master, Neveragain]";
- mes "You don't seem to belong here...";
- next;
- mes "[Ranger Master, Neveragain]";
- mes "Leave this place,";
- mes "You shouldn't have come here.";
- close2;
- warp "alberta",117,57;
- end;
- }else if (job_ranger01 == 6)
- {
- if (BaseLevel < 99 || JobLevel < 50)
- {
- mes "[Ranger Master, Neveragain]";
- mes "No.";
- mes "I can tell just by looking at you that you seem to be to unexperienced.";
- next;
- mes "[Ranger Master, Neveragain]";
- mes "Have more pride in your job and get more experience, and then when you grow as a Hunter or a Sniper you can make an aura by yourself, please come back again.";
- close2;
- warp "alberta",117,57;
- end;
- }
- changequest 8259,8262;
- mes "[Ranger Master, Neveragain]";
- mes "Congratulations!";
- mes "You've completed all the rough practical tests!";
- next;
- mes "[Ranger Master, Neveragain]";
- mes "Well, You've had enough experience so I won't need to drag on.";
- next;
- mes "[Ranger Master, Neveragain]";
- mes "Before you do a job change ^0000ffDismiss your Falcon^000000, and check if you've used all of your ^0000ffSkill Points^000000.";
- next;
- switch(select("Wait a minute:I am ready"))
- {
- case 1:
- mes "[Ranger Master, Neveragain]";
- mes "I am not running away so take your time.";
- close;
- case 2:
- if (checkfalcon() == 0)
- {
- if (SkillPoint > 0)
- {
- mes "[Ranger Master, Neveragain]";
- mes "It seems you haven't used all skill points.";
- next;
- mes "[Ranger Master, Neveragain]";
- mes "Please use your skill points, and come back to me.";
- close;
- }
- mes "[Ranger Master, Neveragain]";
- mes "Good. No falcon and you've used up all your skill points.";
- break;
- }else
- {
- mes "[Ranger Master, Neveragain]";
- mes "Didn't you dismiss your falcon??";
- next;
- mes "[Ranger Master, Neveragain]";
- mes "Please dismiss your falcon, and come back to me.";
- close;
- }
- }
- mes "[Ranger Master, Neveragain]";
- mes "Okay, before you really change the job into a ranger, I'll ask you on more time.";
- mes "Do you really want to become a ranger?";
- next;
- switch(select("No:Yes!"))
- {
- case 1:
- mes "[Ranger Master, Neveragain]";
- mes "Umm? That's not the answer that I was waiting for...";
- next;
- mes "[Ranger Master, Neveragain]";
- mes "Even after passing through all the rough practical tests, you don't want to become a ranger... are you sure?";
- close;
- case 2:
- break;
- }
- if (Class == Job_Hunter)
- {
- mes "[Ranger Master, Neveragain]";
- mes "Your firm answer seems very trustworthy!";
- next;
- nude;
- if (countitem(1703) > 0)
- {
- mes "[Ranger Master, Neveragain]";
- mes "From now on be active as a splendid Ranger!";
- mes "I wish you luck in your future!";
- delitem 1703,1;
- set job_ranger01,7;
- completequest 8262;
- jobchange 4056;
- getitem 5748,1;
- getitem 2795,1;
- getitem 6124,1;
- close;
- }
- mes "[Ranger Master, Neveragain]";
- mes "...However,";
- mes "You have to return your test items.";
- mes "What did you do with your testing Bow?";
- close;
- }else if (Class == Job_Sniper)
- {
- mes "[Ranger Master, Neveragain]";
- mes "Your firm answer seems very trustworthy!";
- next;
- nude;
- if (countitem(1703) > 0)
- {
- mes "[Ranger Master, Neveragain]";
- mes "From now on be active as a splendid Ranger!";
- mes "I wish you luck in your future!";
- delitem 1703,1;
- set job_ranger01,7;
- completequest 8262;
- jobchange 4062;
- getitem 5748,1;
- getitem 2795,1;
- getitem 6124,1;
- close;
- }
- mes "[Ranger Master, Neveragain]";
- mes "...However,";
- mes "You have to return your test items.";
- mes "What did you do with your testing Bow?";
- close;
- }else
- {
- mes "[Ranger Master, Neveragain]";
- mes "...Huh? Who are you?";
- mes "You are not a Hunter or a Sniper?!";
- next;
- mes "[Ranger Master, Neveragain]";
- mes "What are you doing here?";
- mes "You shouldn't have come here. Get out!";
- set job_ranger01,0;
- erasequest 8254;
- erasequest 8255;
- erasequest 8256;
- erasequest 8257;
- erasequest 8258;
- erasequest 8259;
- erasequest 8260;
- erasequest 8261;
- erasequest 8262;
- close2;
- warp "alberta",117,57;
- end;
- }
- }else if (job_ranger01 > 6)
- {
- mes "[Ranger Master, Neveragain]";
- mes "Hey, you look great.";
- mes "What are you doing here?";
- next;
- switch(select("I just came by:Please let me be out"))
- {
- case 1:
- mes "[Ranger Master, Neveragain]";
- mes "Well, there's nothing to see and you came.";
- next;
- mes "[Ranger Master, Neveragain]";
- mes "Take a rest as long as you want.";
- mes "It's the place where you can have a tea easily.";
- close;
- case 2:
- break;
- }
- mes "[Ranger Master, Neveragain]";
- mes "It was good to see you.";
- mes "Don't lose the dignity as a Ranger wherever you go.";
- close2;
- warp "alberta",117,57;
- end;
- }
- mes "[Ranger Master, Neveragain]";
- mes "Hey, you look great.";
- mes "What are you doing here?";
- next;
- switch(select("I just came by:Please let me be out"))
- {
- case 1:
- mes "[Ranger Master, Neveragain]";
- mes "Well, there's nothing to see and you came.";
- next;
- mes "[Ranger Master, Neveragain]";
- mes "Take a rest as long as you want.";
- mes "It's the place where you can have a tea easily.";
- close;
- case 2:
- break;
- }
- mes "[Ranger Master, Neveragain]";
- mes "It was good to see you.";
- mes "Don't lose the dignity as a Ranger wherever you go.";
- close2;
- warp "alberta",117,57;
- end;
-}
-
-job3_rang01,58,1,0 script Test#job_ranger 88,{
-
- if(getgmlevel() > 98)
- {
- switch(select("Enable Waiting Room:Disable Waiting Room:Enable 1st Test:Disable 1st Test:Enable 2nd Test:Disable 2nd Test:Enable 3rd Test:Disable 3rd Test:Cancel"))
- {
- case 1:
- mes "Enabled Waiting Room";
- donpcevent "Practical Test::OnEnable";
- close;
- case 2:
- mes "Disabled Waiting Room";
- donpcevent "Practical Test::OnDisable";
- close;
- case 3:
- mes "1st Test Enabled";
- donpcevent "Test Supervisor#jr_04::OnEnable";
- close;
- case 4:
- mes "1st Test Disabled";
- donpcevent "Test Supervisor#jr_04::OnDisable";
- donpcevent "First Test Timer#jr_05::OnDisable";
- donpcevent "Correct Monster Summon::OnReset";
- donpcevent "False Monster Summon::OnReset";
- donpcevent "Correct Monster Summon::OnDisable";
- donpcevent "False Monster Summon::OnDisable";
- close;
- case 5:
- mes "2nd Test Enabled";
- donpcevent "Second Test Timer#jr_08::OnEnable";
- close;
- case 6:
- mes "2nd Test Disabled";
- donpcevent "Second Test Time#job_ranger08::OnDisable";
- close;
- case 7:
- mes "3rd Test has been Enabled";
- donpcevent "3rd Test Timer#job_ranger12::OnEnable";
- close;
- case 8:
- mes "3rd Test has been Disabled";
- donpcevent "Third Test Timer#jr_12::OnDisable";
- donpcevent "Egg Bomb#job_ranger14::OnDisable";
- donpcevent "Egg Bomb#job_ranger15::OnDisable";
- donpcevent "Egg Bomb#job_ranger16::OnDisable";
- donpcevent "Egg Bomb#job_ranger17::OnDisable";
- donpcevent "Egg Bomb#job_ranger18::OnDisable";
- donpcevent "Egg Bomb#job_ranger19::OnDisable";
- donpcevent "Egg Bomb#job_ranger20::OnDisable";
- donpcevent "Egg Bomb#job_ranger21::OnDisable";
- donpcevent "Egg Bomb#job_ranger22::OnDisable";
- donpcevent "Egg Bomb#job_ranger23::OnDisable";
- donpcevent "Egg Bomb#job_ranger24::OnDisable";
- donpcevent "Egg Bomb#job_ranger25::OnDisable";
- donpcevent "Egg Bomb#job_ranger26::OnDisable";
- donpcevent "Egg Bomb#job_ranger27::OnDisable";
- donpcevent "Egg Bomb#job_ranger28::OnDisable";
- close;
- case 9:
- close;
- }
- }
+//===== rAthena Script =======================================
+// Ranger Job change Quest
+//===== By: ==================================================
+//= Masao
+//= Credits: Muad_Dib
+//===== Current Version: =====================================
+//= 1.0
+//===== Compatible With: =====================================
+//= Any rAthena SVN
+//===== Description: =========================================
+//= [AEGIS Conversion]
+//= Job change Quest from Hunter / Sniper -> Ranger.
+//===== Additional Comments: =================================
+//= 1.0 First Version.
+//= 1.1 Updated SC_STONE duration from 2 Seconds to 2 Minutes
+//= and fixed Mercenary check.
+//= 1.2 Fixed first Quest so that when a false poring got killed
+//= it decreases the total points by 1 also commented the SC_STONE
+//= part until M_DESERT_WOLF_B Mercenary is fully working.
+//============================================================
+
+tur_dun01,156,36,5 script Survival Instructor#jr01 59,{
+
+ if (Class == Job_Hunter || Class == Job_Sniper)
+ {
+ if (job_ranger01 < 1)
+ {
+ if (Class >= 4022 && Class <= 4045)
+ {
+ mes "[Survival Instructor, Rescue]";
+ mes "The weather is really great.";
+ next;
+ mes "[Survival Instructor, Rescue]";
+ mes "What are you kids doing here?";
+ mes "The monsters here are a";
+ mes "little tough so be careful.";
+ mes "And stay close to your parents!";
+ close;
+ }
+ mes "[Survival Instructor, Rescue]";
+ mes "The weather is really great.";
+ next;
+ mes "[Survival Instructor, Rescue]";
+ mes "What's up?";
+ mes "The monsters here are a";
+ mes "little tough so be careful.";
+ next;
+ switch(select("I came here to become a Ranger.:I just came to look around."))
+ {
+ case 1:
+ break;
+ case 2:
+ mes "[Survival Instructor, Rescue]";
+ mes "Oh ya.?";
+ mes "The weather is really great. Shall we take a picture to commemorate it?";
+ next;
+ mes "[Survival Instructor, Rescue]";
+ mes "No?";
+ mes "Then just look around quietly and then go back.";
+ close;
+ }
+ mes "[Survival Instructor, Rescue]";
+ mes "Huh?";
+ mes "How did you find me?";
+ next;
+ mes "[Survival Instructor, Rescue]";
+ mes "Well, it's a passing mark that you recognize me... let me see.";
+ next;
+ if ((BaseLevel > 98) && (JobLevel > 49))
+ {
+ mes "[Survival Instructor, Rescue]";
+ mes "Ok!";
+ mes "It looks like you have";
+ mes "enough experience.";
+ next;
+ }else{
+ mes "[Survival Instructor, Rescue]";
+ mes "No.";
+ mes "I can tell just by looking at you that you seem to be inexperienced.";
+ next;
+ mes "[Survival Instructor, Rescue]";
+ mes "Have more pride in your job and get more experience, and then when you grow as a Hunter or a Sniper you can make an aura by yourself, please come back again.";
+ close;
+ }
+ mes "[Survival Instructor, Rescue]";
+ mes "Good.";
+ mes "First of all,let me tell you the job change qualifications to be a Ranger.";
+ next;
+ mes "[Survival Instructor, Rescue]";
+ mes "I've already checked the first qualification that you've experienced enough to make an aura as a Hunter or a Sniper.";
+ next;
+ mes "[Survival Instructor, Rescue]";
+ mes "For the second qualification to judge one's ability exactly, you need to lighten your body and mind.";
+ next;
+ if (Class == Job_Hunter)
+ {
+ mes "[Survival Instructor, Rescue]";
+ mes "Ah wait, before that.";
+ mes "When you change jobs into a Ranger from a Hunter, you won't get any chance to learn the skills of a Sniper, is that okay with you?";
+ next;
+ switch(select("I'll think about it more.:I want to be a Ranger already."))
+ {
+ case 1:
+ mes "[Survival Instructor]";
+ mes "Okay.";
+ mes "Take your time to think, if it's okay then come back.";
+ close;
+ case 2:
+ mes "[Survival Instructor, Rescue]";
+ mes "All right.";
+ mes "You are ready then.";
+ break;
+ }
+ mes "[Survival Instructor, Rescue]";
+ mes "Well let's continue our conversation.";
+ mes "Before you change into a Ranger, even though you reached the highest level of a Hunter, it is not the best evaluation of your abilities.";
+ next;
+ mes "[Survival Instructor]";
+ mes "So in order to check your abilities, I'll need to evaluate your pure abilities.~";;
+ next;
+ } else {
+ mes "[Survival Instructor]";
+ mes "Before you change into a Ranger, even though you reached the highest level of a Sniper, it is not the best evaluation of your abilities.";
+ next;
+ mes "[Survival Instructor]";
+ mes "So in order to check your abilities, I'll need to evaluate your pure abilities.~";
+ next;
+ }
+ mes "[Survival Instructor, Rescue]";
+ mes "To do this you need to be cleansed of body and soul.";
+ mes "Make sure that your weight equals '0' to continue.";
+ set job_ranger01,1;
+ setquest 8254;
+ close2;
+ warp "alberta",117,57;
+ end;
+ }
+ else if (job_ranger01 == 1)
+ {
+ if (Weight < 1)
+ {
+ mes "[Survival Instructor, Rescue]";
+ mes "Wow you've come back so quickly.";
+ next;
+ mes "[Survival Instructor, Rescue]";
+ mes "Ok, now I'll talk about the requirements to take the test to become a Ranger.";
+ next;
+ mes "[Survival Instructor, Rescue]";
+ mes "All the tests to become a Ranger are going to be done with practical means.";
+ next;
+ mes "[Survival Instructor, Rescue]";
+ mes "Will there be a written test?";
+ next;
+ mes "[Survival Instructor, Rescue]";
+ mes "Why do you want one?";
+ mes "The most important part of this test is the test of your experience on the battlefield.";
+ next;
+ mes "[Survival Instructor, Rescue]";
+ mes "Therefore, what I request of you is to prove your power of survival.";
+ next;
+ mes "[Survival Instructor, Rescue]";
+ mes "I want to see the real power of survival, even if you fall down and get beat up.";
+ next;
+ mes "[Survival Instructor, Rescue]";
+ mes "If you succeed with this survival power test, you will receive the first qualification.";
+ next;
+ mes "[Survival Instructor, Rescue]";
+ mes "Well, let's talk about the details when you get the qualification for taking the test.";
+ mes "When you want to take the survival power test, please talk to me again.";
+ set job_ranger01,2;
+ changequest 8254,8255;
+ close;
+ }
+ mes "[Survival Instructor, Rescue]";
+ mes "Before you change into a Ranger, I'll need to evaluate your pure abilities.";
+ next;
+ mes "[Survival Instructor, Rescue]";
+ mes "To do this you need to be cleansed of body and soul.";
+ mes "Make sure that your weight equals 0 to continue.";
+ close2;
+ warp "alberta",117,57;
+ end;
+ }
+ else if (job_ranger01 == 2)
+ {
+ if (Weight < 1)
+ {
+ mes "[Survival Instructor, Rescue]";
+ mes "Um. That you talked to me again means that you are determined to change into a Ranger and take the survival power test.";
+ next;
+ switch(select("I'll think about it more:I'll take the test"))
+ {
+ case 1:
+ mes "[Survival Instructor, Rescue]";
+ mes "Prepare yourself very well before taking this test.";
+ next;
+ mes "[Survival Instructor, Rescue]";
+ mes "Think about it well and come back.";
+ close;
+ case 2:
+ break;
+ }
+ mes "[Survival Instructor, Rescue]";
+ mes "If you are determined, then there's nothing to wait for.";
+ next;
+ mes "[Survival Instructor, Rescue]";
+ mes "I'll explain it simply.";
+ mes "What I'm going to provide you is 10 Fly Wings, 500 of Arrows and 1 test Bow.";
+ next;
+ mes "[Survival Instructor, Rescue]";
+ mes "Take the provided items and all you have to do for the survival power test is ^0000ffgo to the Northwestern area of Turtle Island and find Instructor Teardrop^000000.";
+ mes "Easy, right?";
+ next;
+ mes "[Survival Instructor, Rescue]";
+ mes "Remember that you don't have any other equipment on, so be careful of the monsters.";
+ mes "Ready to start?";
+ next;
+ switch(select("Wait a second:Yes, I'm ready"))
+ {
+ case 1:
+ mes "[Survival Instructor, Rescue]";
+ mes "What kind of preparation can be so long.";
+ next;
+ mes "[Survival Instructor, Rescue]";
+ mes "Come again when you are absolutely ready.";
+ close;
+ case 2:
+ break;
+ }
+ mes "[Survival Instructor, Rescue]";
+ mes "Well, then let's start.";
+ mes "There's no time to hesitate.";
+ mes "Do your best.";
+ set job_ranger01,3;
+ changequest 8255,8256;
+ getitem 1703,1;
+ getitem 12323,10;
+ getitem 1750,500;
+ close;
+ }
+ mes "[Survival Instructor, Rescue]";
+ mes "I knew it.";
+ next;
+ mes "[Survival Instructor, Rescue]";
+ mes "Why did you bring so much?";
+ mes "It's good that you do your best on the job change but, the key to this test is to test our true abilities...";
+ next;
+ mes "[Survival Instructor, Rescue]";
+ mes "If you don't make your weight 0, you wouldn't be able to take the test.";
+ close;
+ }
+ else if (job_ranger01 == 3)
+ {
+ mes "[Survival Instructor, Rescue]";
+ mes "Umm?";
+ mes "What are you waiting for?";
+ next;
+ switch(select("Tell me the mission again.:I just wanted to talk."))
+ {
+ case 1:
+ mes "[Survival Instructor, Rescue]";
+ mes "Oh, ya.";
+ mes "Is this the mind of a person who's going to take the test?";
+ next;
+ mes "[Survival Instructor, Rescue]";
+ mes "Stay alert and listen.";
+ next;
+ mes "[Survival Instructor, Rescue]";
+ mes "Take the provided items and all you have to do for the survival power test is ^0000ffgo to the Northwestern area of Turtle Island and find Instructor Teardrop^000000.";
+ mes "Isn't that so easy?";
+ next;
+ mes "[Survival Instructor, Rescue]";
+ mes "As you don't have any equipment on, be careful of the monsters in the field.";
+ mes "Well, shall we start?";
+ next;
+ switch(select("Wait a minute:I will start"))
+ {
+ case 1:
+ mes "[Survival Instructor, Rescue]";
+ mes "What kind of preparation can be so long.";
+ next;
+ mes "[Survival Instructor, Rescue]";
+ mes "Come again when you are absolutely ready.";
+ close;
+ case 2:
+ break;
+ }
+ mes "[Survival Instructor, Rescue]";
+ mes "Okay, let's start.";
+ mes "There's no time to hesitate, so do your best.";
+ close;
+ case 2:
+ break;
+ }
+ mes "[Survival Instructor, Rescue]";
+ mes "I don't think you have the time for that.";
+ next;
+ mes "[Survival Instructor, Rescue]";
+ mes "Hurry up and finish the test.";
+ close;
+ }
+ else if ((job_ranger01 > 3) && (job_ranger01 < 7))
+ {
+ mes "[Survival Instructor, Rescue]";
+ mes "Are you still wandering about here?";
+ next;
+ mes "[Survival Instructor, Rescue]";
+ mes "Well, if you are an easy person, that's none of my business but if you decided once, wouldn't it be better to take the practical test in a minute and meet me after becoming a Ranger?";
+ close;
+ }
+ else if (job_ranger01 == 7)
+ {
+ mes "[Survival Instructor, Rescue]";
+ mes "Oh, hey. What are you doing here?";
+ next;
+ mes "[Survival Instructor, Rescue]";
+ mes "Because you've disappeared suddenly, the Ranger Master was looking for you.";
+ mes "Dou you want to go to him now?";
+ next;
+ switch(select("Don't go:Go"))
+ {
+ case 1:
+ mes "[Survival Instructor, Rescue]";
+ mes "Are you busy with something else?";
+ close;
+ case 2:
+ mes "[Survival Instructor, Rescue]";
+ mes "Then I'll send you, please be well.";
+ close2;
+ warp "job3_rang01",89,38;
+ end;
+ }
+ }
+ else if (job_ranger01 > 7)
+ {
+ mes "[Survival Instructor, Rescue]";
+ mes "Umm, who's there?";
+ next;
+ mes "[Survival Instructor, Rescue]";
+ mes "Hey, you look great.";
+ mes "Congratulations on becoming a Ranger~";
+ next;
+ mes "[Survival Instructor, Rescue]";
+ mes "Next time, try not to intimidate other people.";
+ close;
+ }
+ mes "[Survival Instructor, Rescue]";
+ mes "Umm, who's there?";
+ next;
+ mes "[Survival Instructor, Rescue]";
+ mes "Hey, you look great.";
+ mes "Congratulations on becoming a Ranger~";
+ next;
+ mes "[Survival Instructor, Rescue]";
+ mes "Next time, try not to intimidate other people.";
+ close;
+ }
+ else if (Class == 4056 || Class == 4062)
+ {
+ if (job_ranger01 == 8)
+ {
+ mes "[Survival Instructor, Rescue]";
+ mes "Umm, who's there?";
+ mes "You really look like a talented...";
+ next;
+ mes "[Survival Instructor, Rescue]";
+ mes "Next time, try not to intimidate other people.";
+ close;
+ }
+ }
+ mes "[Survival Instructor, Rescue]";
+ mes "Ha ~ ha.";
+ mes "The weather is really great.";
+ next;
+ mes "[Survival Instructor, Rescue]";
+ mes "What's up?";
+ mes "The monsters here are a";
+ mes "little tough so be careful.";
+ close;
+}
+
+tur_dun01,91,169,3 script Test Instructor#jr02 732,{
+
+ if (Class == Job_Hunter || Class == Job_Sniper)
+ {
+ if (job_ranger01 < 3)
+ {
+ mes "[Test Instructor, Teardrop]";
+ mes "Good to goooooo!!!!!!!";
+ next;
+ mes "[Test Instructor, Teardrop]";
+ mes "Huh? Who are you? What are you doing here, you baby archer.";
+ next;
+ mes "[Test Instructor, Teardrop]";
+ mes "May I tell you one thing?";
+ mes "If you want to change a job to a Ranger, first talk to Survival Instructor Rescue.";
+ next;
+ mes "[Test Instructor, Teardrop]";
+ mes "Then he will tell you the requirement for the job change test!!!";
+ close;
+ }
+ else if (job_ranger01 == 3)
+ {
+ mes "[Test Instructor, Teardrop]";
+ mes "Good to goooooo!!!!!!!";
+ next;
+ mes "[Test Instructor, Teardrop]";
+ mes "Huh? Who are you? What are you wandering about here, you baby archer.";
+ next;
+ mes "[Test Instructor, Teardrop]";
+ mes "That you are coming and going bugs me so, would you please stop?!";
+ next;
+ switch(select("Ranger practical test building?:I came for the test."))
+ {
+ case 1:
+ mes "[Test Instructor, Teardrop]";
+ mes "What, what are you...?";
+ next;
+ mes "[Test Instructor, Teardrop]";
+ mes "What do you think you are looking at?";
+ next;
+ mes "[Test Instructor, Teardrop]";
+ mes "How could you be a Ranger if you can't even recognize what's in front of you? Get out of here!";
+ close;
+ case 2:
+ break;
+ }
+ mes "[Test Instructor, Teardrop]";
+ mes "Ho, having come this far, it means you've passed the first survival test.";
+ next;
+ mes "[Test Instructor, Teardrop]";
+ mes "But, can you be sure that there wasn't any cheating?";
+ next;
+ if (Weight > 501)
+ {
+ mes "[Test Instructor, Teardrop]";
+ mes "Hmm. It's doubtful...";
+ next;
+ mes "[Test Instructor, Teardrop]";
+ mes "See, I knew it.";
+ next;
+ mes "[Test Instructor, Teardrop]";
+ mes "Having done the test normally, you would have adjusted your weight to 0, and hold the items provided by Rescue!";
+ mes "But, how come you weigh so much?";
+ next;
+ mes "[Test Instructor, Teardrop]";
+ mes "I consider this as cheating!";
+ mes "Come and see me again!";
+ close2;
+ warp "tur_dun01",162,33;
+ end;
+ }
+ mes "[Test Instructor, Teardrop]";
+ mes "I don't smell any signs of cheating. For now...";
+ next;
+ mes "[Test Instructor, Teardrop]";
+ mes "Before taking a practical test, I want to eat something.";
+ mes "You know the food situation isn't always so good in a foreign land.";
+ next;
+ mes "[Test Instructor, Teardrop]";
+ mes "I know that the very basic way to survive might be raising the strength of one's own body. But, I find that sending adventurers is easier for me.";
+ next;
+ mes "[Test Instructor, Teardrop]";
+ mes "So, kill ^0000ff1 Dragon Tail^000000 and bring me ^0000ff1 Wing of Dragonfly^000000.";
+ next;
+ mes "[Test Instructor, Teardrop]";
+ mes "If you run out of the provided items, we cannot support you more so take care.";
+ mes "Consider this as an extension of the survival power test.";
+ set job_ranger01,4;
+ changequest 8256,8257;
+ close;
+ }
+ else if(job_ranger01 == 4)
+ {
+ if (checkquest(8257) == 1)
+ {
+ if (countitem(7064) > 0)
+ {
+ mes "[Test Instructor, Teardrop]";
+ mes "Oh! Oh! Woooooow!";
+ mes "You've brought it! Let me see...";
+ next;
+ mes "[Test Instructor, Teardrop]";
+ mes "Hmmmm, it's still hot?!";
+ mes "You don't seem to be hurt anywhere...";
+ next;
+ mes "[Test Instructor, Teardrop]";
+ mes "Good, for now you're qualified for the practical test.";
+ next;
+ mes "[Test Instructor, Teardrop]";
+ mes "Well, before I explain, could you please give me that Dragonfly wing?";
+ mes "You've heard the saying, 'in any situation, eating comes first'?";
+ delitem 7064,1;
+ set job_ranger01,5;
+ changequest 8257,8258;
+ close;
+ }
+ mes "[Test Instructor, Teardrop]";
+ mes "What are you doing there? Standing with a blank look.";
+ next;
+ mes "[Test Instructor, Teardrop]";
+ mes "I'm hungry.";
+ mes "Before taking the practical test, I want to eat something.";
+ next;
+ mes "[Test Instructor, Teardrop]";
+ mes "I know that the very basic way to survive might be raising the strength of one's own body. But, I find that sending adventurers is easier for me.";
+ next;
+ mes "[Test Instructor, Teardrop]";
+ mes "So, kill ^0000ff1 Dragon Tail^000000 and bring me ^0000ff1 Dragon Fly Wing^000000.";
+ next;
+ mes "[Test Instructor, Teardrop]";
+ mes "If you run out of the provided items, we cannot support more so take care.";
+ mes "Consider this as an extension of the survival power test.";
+ close;
+ }
+ mes "[Test Instructor, Teardrop]";
+ mes "What are you doing there? Standing with a blank look.";
+ next;
+ mes "[Test Instructor, Teardrop]";
+ mes "I'm hungry.";
+ mes "Before taking the practical test, I want to eat something.";
+ next;
+ mes "[Test Instructor, Teardrop]";
+ mes "I know that the very basic way to survive might be raising the strength of one's own body. But, I find that sending adventurers is easier for me.";
+ next;
+ mes "[Test Instructor, Teardrop]";
+ mes "So, kill ^0000ff1 Dragon Tail^000000 and bring me ^0000ff1 Dragon Fly Wing^000000.";
+ next;
+ mes "[Test Instructor, Teardrop]";
+ mes "If you run out of the provided items, we cannot support more so take care.";
+ mes "Consider this as an extension of the survival power test.";
+ close;
+ }
+ else if (job_ranger01 == 5)
+ {
+ mes "[Test Instructor, Teardrop]";
+ mes "Awooo. Yumyum.";
+ mes "Eh? What are you looking at?";
+ mes "You want to eat some?";
+ next;
+ switch(select("Oh, just eat up:..."))
+ {
+ case 1:
+ mes "[Test Instructor, Teardrop]";
+ mes "Why aren't you eating?";
+ mes "It's quite edible.";
+ mes "If you cover it with rice, it's like roasted seaweed, very tasty and delicious.";
+ next;
+ mes "[Test Instructor, Teardrop]";
+ mes "You need to be strong enough not to be so picky with such things...";
+ next;
+ break;
+ case 2:
+ mes "["+strcharinfo(0)+"]";
+ mes "No thanks... anyway...";
+ next;
+ mes "[Test Instructor, Teardrop]";
+ mes "Hmm? Oh my, oh my, I've shown you my sloppiness.";
+ next;
+ break;
+ }
+ mes "[Test Instructor, Teardrop]";
+ mes "Ok, I'll send you to the practical test field.";
+ next;
+ mes "[Test Instructor, Teardrop]";
+ mes "The practical test consists of 3 parts in total.";
+ mes "It's to recheck the things you've learned as a hunter or a sniper, so there's nothing much to be worried.";
+ next;
+ mes "[Test Instructor, Teardrop]";
+ mes "If you get a passing mark over three tests, you'll be on your way to becoming a Ranger.";
+ next;
+ mes "[Test Instructor, Teardrop]";
+ mes "I'll explain the paths for the test.";
+ next;
+ mes "[Test Instructor, Teardrop]";
+ mes "Once you get into the test field, a staff will be waiting for you. Go into the room made by the staff, and standby.";
+ next;
+ mes "[Test Instructor, Teardrop]";
+ mes "The test is done one by one so, if there's many people, you might need to wait.";
+ next;
+ mes "[Test Instructor, Teardrop]";
+ mes "The first test is to test of how keen your eyes are.";
+ mes "Different monsters will appear in 8 places. Kill only the monster named 'Poring' and you get a point, when you reach a certain mark, then you pass. Easy, huh?";
+ next;
+ mes "[Test Instructor, Teardrop]";
+ mes "The second test is about how much you can use a trap efficiently.";
+ mes "Get rid of monsters and do the mission by using only the provided traps, and you pass. Just be careful not to be engulfed by the explosion.";
+ next;
+ mes "[Test Instructor, Teardrop]";
+ mes "For the 3rd test, when you become a Ranger you can handle a wolf, so you will be tested on how well you can handle such an animal.";
+ next;
+ mes "[Test Instructor, Teardrop]";
+ mes "When you remove a bomb by using the given wolf, you get points. You pass when you get a certain mark on the test.";
+ next;
+ mes "[Test Instructor, Teardrop]";
+ mes "The staff there will tell you more details as well.";
+ next;
+ mes "[Test Instructor, Teardrop]";
+ mes "Now, I will enter you into the practical test field, is your preparation all done?";
+ next;
+ switch(select("Please wait a little:Let's go to the practical test field!"))
+ {
+ case 1:
+ mes "[Test Instructor, Teardrop]";
+ mes "Um? Aren't you ready?";
+ next;
+ mes "[Test Instructor, Teardrop]";
+ mes "Well. To be careful is good.";
+ mes "Come back when you are ready.";
+ close;
+ case 2:
+ if (getmercinfo(1) > 0)
+ {
+ mes "[Test Instructor, Teardrop]";
+ mes "Stop!";
+ next;
+ mes "[Test Instructor, Teardrop]";
+ mes "Where do you think you're going with the mercenary?!";
+ next;
+ mes "[Test Instructor, Teardrop]";
+ mes "If you don't cancel the mercenary, you cannot get into the test field! Cancel it first!";
+ close;
+ }
+ if (Weight > 501)
+ {
+ mes "[Test Instructor, Teardrop]";
+ mes "See, for the last time, I warn you that cheating is strictly banned.";
+ next;
+ mes "[Test Instructor, Teardrop]";
+ mes "Well, then let's gooooooooo.... oo,um?";
+ next;
+ mes "[Test Instructor, Teardrop]";
+ mes "Hey, what are you hiding there?";
+ mes "I've pointed it out for several times, you should not even think to go in there secretly with anything other than the provided items!";
+ next;
+ mes "[Test Instructor, Teardrop]";
+ mes "You'd better lighten your weight.";
+ close;
+ }
+ }
+ if (countitem(1750) > 99)
+ {
+ mes "[Test Instructor, Teardrop]";
+ mes "Good luck.";
+ mes "Be a ranger and we shall meet again.";
+ set job_ranger01,6;
+ changequest 8258,8259;
+ close2;
+ warp "job3_rang01",30,36;
+ end;
+ }
+ mes "[Test Instructor, Teardrop]";
+ mes "Okay, once again I'll provide you with arrows, then I'll let you in.";
+ next;
+ mes "[Test Instructor, Teardrop]";
+ mes "Good luck.";
+ mes "Be a ranger and we shall meet again.";
+ set job_ranger01,6;
+ changequest 8258,8259;
+ getitem 1750,100;
+ close;
+ warp "job3_rang01",30,36;
+ end;
+ }
+ else if (job_ranger01 == 6)
+ {
+ mes "[Test Instructor, Teardrop]";
+ mes "Good to goooooo!!!!!!!";
+ next;
+ mes "[Test Instructor, Teardrop]";
+ mes "Um? What happened?";
+ mes "Why are you walking about here? What about the test?";
+ next;
+ mes "[Test Instructor, Teardrop]";
+ mes "Aha.. You've failed the middle!";
+ mes "You are such a fool.";
+ emotion 4;
+ next;
+ mes "[Test Instructor, Teardrop]";
+ mes "So what are you going to do? Try again?";
+ next;
+ switch(select("Wait a minute:Go to the practical test field!:I give up the job change."))
+ {
+ case 1:
+ mes "[Test Instructor, Teardrop]";
+ mes "Um? Aren't you ready yet?";
+ next;
+ mes "[Test Instructor, Teardrop]";
+ mes "All right. To be careful is good.";
+ mes "Come when you are ready.";
+ close;
+ case 2:
+ if (getmercinfo(1) > 0)
+ {
+ mes "[Test Instructor, Teardrop]";
+ mes "Stop!";
+ next;
+ mes "[Test Instructor, Teardrop]";
+ mes "Where do you think you're going with the mercenary?!";
+ next;
+ mes "[Test Instructor, Teardrop]";
+ mes "If you don't cancel the mercenary, you cannot get into the test field! Cancel it first!";
+ close;
+ }
+ if (countitem(12380) > 0)
+ {
+ mes "[Test Instructor, Teardrop]";
+ mes "What, What is this?";
+ mes "You shouldn't keep this around!";
+ delitem 12380,countitem(12380);
+ close;
+ }
+ if(countitem(12258) > 0)
+ {
+ mes "[Test Instructor, Teardrop]";
+ mes "What, What is this, a Bombring Capsule.";
+ mes "You shouldn't keep such a dangerous thing!";
+ delitem 12258,countitem(12258);
+ close;
+ }
+ if(countitem(6156) > 0)
+ {
+ mes "[Test Instructor, Teardrop]";
+ mes "What, what are all these Documents?";
+ mes "I think I know. You were going to send this to Caution, right?";
+ next;
+ mes "[Test Instructor, Teardrop]";
+ mes "If you hold such thing it would disturb your practical test so I'll take this.";
+ delitem 6156,countitem(6156);
+ close;
+ }
+ if (Weight > 501)
+ {
+ mes "[Test Instructor, Teardrop]";
+ mes "See, for the last time, I warn you that cheating is strictly banned.";
+ next;
+ mes "[Test Instructor, Teardrop]";
+ mes "Well, then let's gooooooooo.... oo,um?";
+ next;
+ mes "[Test Instructor, Teardrop]";
+ mes "Hey, what are you hiding there?";
+ mes "I've pointed it out for several times, you should not even think to go in there secretly with anything other than the provided items!";
+ next;
+ mes "[Test Instructor, Teardrop]";
+ mes "You'd better lighten your weight.";
+ close;
+ }
+ break;
+ case 3:
+ mes "[Test Instructor, Teardrop]";
+ mes "Um? What, you're kidding huh?";
+ next;
+ mes "[Test Instructor, Teardrop]";
+ mes "Think again.";
+ mes "Do you really want to give up the job change to become a Ranger?";
+ next;
+ switch(select("No, I'll try again:I give up!"))
+ {
+ case 1:
+ break;
+ case 2:
+ mes "[Test Instructor, Teardrop]";
+ mes "You don't have as many guts as I thought.";
+ nude;
+ next;
+ if (countitem(1703) > 0)
+ {
+ mes "[Test Instructor, Teardrop]";
+ mes "Okay. I'll respect your opinion.";
+ mes "I'll cancel the job change request from "+strcharinfo(0)+".";
+ delitem 1703,1;
+ set job_ranger01,0;
+ erasequest 8254;
+ erasequest 8255;
+ erasequest 8256;
+ erasequest 8257;
+ erasequest 8258;
+ erasequest 8259;
+ erasequest 8260;
+ erasequest 8261;
+ erasequest 8262;
+ close;
+ }
+ mes "[Test Instructor, Teardrop]";
+ mes "Huh? I gave you a Bow for your practical tests. Where is it?";
+ next;
+ mes "[Test Instructor, Teardrop]";
+ mes "If you don't give it to me, I can't cancel you job change request.";
+ close;
+ }
+ mes "[Test Instructor, Teardrop]";
+ mes "Hey. You were kidding after all?";
+ next;
+ mes "[Test Instructor, Teardrop]";
+ mes "It's not funny so don't do that kind of joke again.";
+ close;
+ }
+ if (countitem(1750) > 99)
+ {
+ mes "[Test Instructor, Teardrop]";
+ mes "Good luck.";
+ mes "Be a ranger and we shall meet again.";
+ erasequest 8260;
+ erasequest 8261;
+ set job_ranger01,6;
+ close2;
+ warp "job3_rang01",30,36;
+ end;
+ }
+ mes "[Test Instructor, Teardrop]";
+ mes "Okay, once again I'll provide you with arrows, then I'll let you in.";
+ next;
+ mes "[Test Instructor, Teardrop]";
+ mes "Good luck.";
+ mes "Be a ranger and we shall meet again.";
+ erasequest 8260;
+ erasequest 8261;
+ set job_ranger01,6;
+ getitem 1750,100;
+ close2;
+ warp "job3_rang01",30,36;
+ end;
+ }
+ else if (job_ranger01 == 7)
+ {
+ mes "[Test Instructor, Teardrop]";
+ mes "Oh, hey. What are you doing here?";
+ next;
+ mes "[Test Instructor, Teardrop]";
+ mes "Because you've disappeared suddenly, the Ranger Master was looking for you.";
+ mes "Dou you want to go to him now?";
+ next;
+ switch(select("Don't go:Go"))
+ {
+ case 1:
+ mes "[Test Instructor, Teardrop]";
+ mes "Are you busy with something else?";
+ close;
+ case 2:
+ break;
+ }
+ mes "[Test Instructor, Teardrop]";
+ mes "Then I'll send you, please be well.";
+ close;
+ warp "job3_rang01",89,38;
+ end;
+ }
+ else if(job_ranger01 > 7)
+ {
+ mes "[Test Instructor, Teardrop]";
+ mes "Good to gooooooooooooooo!!!!!!";
+ next;
+ mes "[Test Instructor, Teardrop]";
+ mes "Huh? What are you? Where you from?";
+ mes "Don't hang around here doing nothing. This is my area!";
+ close;
+ }
+ mes "[Test Instructor, Teardrop]";
+ mes "Good to gooooooooooooooo!!!!!!";
+ next;
+ mes "[Test Instructor, Teardrop]";
+ mes "Huh? What are you? Where you from?";
+ mes "Don't hang around here doing nothing. This is my area!";
+ close;
+ }
+ mes "[Test Instructor]";
+ mes "No way !!!!";
+ next;
+ mes "[Test Instructor]";
+ mes "Huh? What are you? Where you from?";
+ mes "Don't hang around here doing nothing. This is my area!";
+ close;
+}
+
+job3_rang01,30,40,3 script Practical Test 111,{
+
+OnInit:
+ disablenpc "Practical Test";
+ waitingroom "Practical Test Waiting Room",20,"Practical Test::OnStartArena",1;
+ enablewaitingroomevent;
+ end;
+
+OnStartArena:
+ warpwaitingpc "job3_rang02",45,48;
+ donpcevent "Test Supervisor#jr_04::OnEnable";
+ disablewaitingroomevent;
+ end;
+
+OnEnable:
+ enablewaitingroomevent;
+ end;
+
+OnDisable:
+ disablewaitingroomevent;
+ end;
+}
+
+job3_rang01,30,44,3 script Test Waiting Room#jr_03 88,{
+
+
+ mes "[Staff DTS]";
+ mes "Please wait at the practical test waiting room to start the test process.";
+ next;
+ mes "[Staff DTS]";
+ mes "In the order you enter, you can take the practical test one by one.";
+ mes "There's 3 kinds of a Ranger job change practical tests, it takes a total of about 10 minutes.";
+ next;
+ switch(select("Test explanation:Cancel:I give up the Ranger test"))
+ {
+ case 1:
+ break;
+ case 2:
+ mes "[Staff DTS]";
+ mes "Don't you need any explanation?";
+ next;
+ mes "[Staff DTS]";
+ mes "Enter into the chat room and wait for the order and take the job change practical test.";
+ close;
+ case 3:
+ mes "[Staff DTS]";
+ mes "Please think about it again.";
+ mes "If you give up here, your job change request will be cancelled. Do you really want to give up the job change to a Ranger?";
+ next;
+ switch(select("No, I'll continue with the test:I give up the Ranger job change"))
+ {
+ case 1:
+ break;
+ case 2:
+ mes "[Staff DTS]";
+ mes "You don't have as many guts as I thought.";
+ nude;
+ next;
+ if (countitem(1703) > 0)
+ {
+ mes "[Staff DTS]";
+ mes "Okay. I'll respect your opinion.";
+ mes "I'll cancel the job change request from "+strcharinfo(0)+".";
+ delitem 1703,1;
+ set job_ranger01,0;
+ erasequest 8254;
+ erasequest 8255;
+ erasequest 8256;
+ erasequest 8257;
+ erasequest 8258;
+ erasequest 8259;
+ erasequest 8260;
+ erasequest 8261;
+ erasequest 8262;
+ close2;
+ warp "alberta",117,57;
+ end;
+ }
+ mes "[Staff DTS]";
+ mes "Where is your test Bow?";
+ next;
+ mes "[Staff DTS]";
+ mes "Return it to me, or I can't cancel your job change request.";
+ close;
+ }
+ mes "[Staff DTS]";
+ mes "If you want to continue with the practical test, please enter into the chat room.";
+ close;
+ }
+ mes "[Staff DTS]";
+ mes "I'll explain the Ranger job change practical test.";
+ mes "Among the 1st, 2nd, and 3rd practical tests, which one's test method are you curious of?";
+ next;
+ switch(select("1st Test:2nd Test:3rd Test:Cancel"))
+ {
+ case 1:
+ mes "[Staff DTS]";
+ mes "For the 1st test, we test your eyesight and accuracy.";
+ next;
+ mes "[Staff DTS]";
+ mes "Monsters appear randomly from 8 sides of the left, right, up and down of the player, among them if you get rid of a monster named 'Poring' you get a point.";
+ next;
+ mes "[Staff DTS]";
+ mes "^0000ffWhatever the form looks like, you need to kill the monster named 'Poring' to get a point, and if you get rid of others your points get deducted, so be careful.^000000";
+ next;
+ mes "[Staff DTS]";
+ mes "The 1st test progressing time will be about 3 minutes. When you get 15 points or more over 20, you are sent to 2nd test field.";
+ close;
+ case 2:
+ mes "[Staff DTS]";
+ mes "The 2nd test is to test the mission performance ability and the efficient use of a trap.";
+ next;
+ mes "[Staff DTS]";
+ mes "The attendant receives 10 'Bombring Capsules'. When you consume the Bombring Capsule, a Bombring is summoned near and after the summoning when you reach a certain time, the Bombring explodes.";
+ next;
+ mes "[Staff DTS]";
+ mes "^0000ffThe Bombring explosion affects you, so be careful not to get involved in the explosion. You need to get rid of the monster by using the Bombring Capsule, accomplish the mission and come out alive.^000000";
+ next;
+ mes "[Staff DTS]";
+ mes "The 2nd test progressing time will be about 3 minutes. When you consume all the Bombring Capsules, collect a hidden equipment, and survive, you will be sent to the 3rd test field.";
+ close;
+ case 3:
+ mes "[Staff DTS]";
+ mes "The 3rd is to test how you can efficiently use a warg which is given Rangers.";
+ next;
+ mes "[Staff DTS]";
+ mes "The tester is provided with disposable warg summoning flute. Remove all bombs that are dispersed here and there by controlling the summoned warg and you get a point.";
+ next;
+ mes "[Staff DTS]";
+ mes "^0000ffThe tester cannot move while the test is going on and the test is completed when he or she removes the bombs quickly and accurately in time by using only the warg.^000000";
+ next;
+ mes "[Staff DTS]";
+ mes "The 3rd test progressing time would be about 3 minutes, when you get 10 or more over 20, all the practical tests are completed.";
+ close;
+ case 4:
+ mes "[Staff DTS]";
+ mes "When you want to progress with the practical test, please enter into the chat room.";
+ close;
+ }
+}
+
+job3_rang02,100,95,0 script Test Supervisor#jr_04 139,{
+
+OnInit:
+ set $@job_rang_point01,0;
+ disablenpc "Test Supervisor#jr_04";
+ end;
+
+OnEnable:
+ set $@job_rang_point01,0;
+ enablenpc "Test Supervisor#jr_04";
+ initnpctimer;
+ end;
+
+OnDisable:
+ stopnpctimer;
+ disablenpc "Test Supervisor#jr_04";
+ end;
+
+OnStart:
+ stopnpctimer;
+ disablenpc "Test Supervisor#jr_04";
+ donpcevent "First Test Timer#jr_05::OnEnable";
+ end;
+
+OnTimer3000:
+ mapannounce "job3_rang02","Test Supervisor, Notice : Welcome to the Ranger Job Change Test. I am Test Supervisor, Notice.",bc_map;
+ end;
+
+OnTimer6000:
+ mapannounce "job3_rang02","Test Supervisor, Notice : The first test is to test your eyesight and accuracy.",bc_map;
+ end;
+
+OnTimer9000:
+ mapannounce "job3_rang02","Test Supervisor, Notice : The test method is, to kill monsters named 'Poring' amongst the random spawned monsters on 8 locations.",bc_map;
+ end;
+
+OnTimer12000:
+ mapannounce "job3_rang02","Test Supervisor, Notice : Whatever it may look like, you need to kill the monster named 'Poring' to get a point, and if you kill others you will lose points, so be careful.",bc_map;
+ end;
+
+OnTimer15000:
+ mapannounce "job3_rang02","Test Supervisor, Notice : The test progression time would be around 3 minutes. You need to get 15 points or more to qualify for the next test.",bc_map;
+ end;
+
+OnTimer18000:
+ stopnpctimer;
+ mapannounce "job3_rang02","Test Supervisor, Notice : Then let's begin the test. Good luck.",bc_map;
+ donpcevent "Test Supervisor#jr_04::OnStart";
+ end;
+}
+
+job3_rang02,102,95,0 script First Test Timer#jr_05 139,{
+
+OnInit:
+ disablenpc "First Test Timer#jr_05";
+ end;
+
+OnEnable:
+ set $@job_rang_point01,0;
+ enablenpc "First Test Timer#jr_05";
+ initnpctimer;
+ end;
+
+OnDisable:
+ stopnpctimer;
+ disablenpc "First Test Timer#jr_05";
+ end;
+
+OnTimer3000:
+ mapannounce "job3_rang02","Test Supervisor, Notice : First Wave! Kill the Poring!",bc_map;
+ donpcevent "Correct Monster Summon::OnStart";
+ end;
+
+OnTimer8000:
+ donpcevent "Correct Monster Summon::OnReset";
+ donpcevent "False Monster Summon::OnReset";
+ end;
+
+OnTimer10000:
+ mapannounce "job3_rang02","Test Supervisor, Notice : Second Wave! Kill the Poring!",bc_map;
+ donpcevent "Correct Monster Summon::OnStart";
+ end;
+
+OnTimer15000:
+ donpcevent "Correct Monster Summon::OnReset";
+ donpcevent "False Monster Summon::OnReset";
+ end;
+
+OnTimer17000:
+ mapannounce "job3_rang02","Test Supervisor, Notice : Third Wave! Kill the Poring!",bc_map;
+ donpcevent "Correct Monster Summon::OnStart";
+ end;
+
+OnTimer22000:
+ donpcevent "Correct Monster Summon::OnReset";
+ donpcevent "False Monster Summon::OnReset";
+ end;
+
+OnTimer24000:
+ mapannounce "job3_rang02","Test Supervisor, Notice : Fourth Wave! Kill the Poring!",bc_map;
+ donpcevent "Correct Monster Summon::OnStart";
+ end;
+
+OnTimer29000:
+ donpcevent "Correct Monster Summon::OnReset";
+ donpcevent "False Monster Summon::OnReset";
+ end;
+
+OnTimer31000:
+ mapannounce "job3_rang02","Test Supervisor, Notice : Fifth Wave! Kill the Poring!",bc_map;
+ donpcevent "Correct Monster Summon::OnStart";
+ end;
+
+OnTimer36000:
+ donpcevent "Correct Monster Summon::OnReset";
+ donpcevent "False Monster Summon::OnReset";
+ end;
+
+OnTimer38000:
+ mapannounce "job3_rang02","Test Supervisor, Notice : Sixth Wave! Kill the Poring!",bc_map;
+ donpcevent "Correct Monster Summon::OnStart";
+ end;
+
+OnTimer43000:
+ donpcevent "Correct Monster Summon::OnReset";
+ donpcevent "False Monster Summon::OnReset";
+ end;
+
+OnTimer45000:
+ mapannounce "job3_rang02","Test Supervisor, Notice : Seventh Wave! Kill the Poring!",bc_map;
+ donpcevent "Correct Monster Summon::OnStart";
+ end;
+
+OnTimer50000:
+ donpcevent "Correct Monster Summon::OnReset";
+ donpcevent "False Monster Summon::OnReset";
+ end;
+
+OnTimer52000:
+ mapannounce "job3_rang02","Test Supervisor, Notice : Eight Wave! Kill the Poring!",bc_map;
+ donpcevent "Correct Monster Summon::OnStart";
+ end;
+
+OnTimer57000:
+ donpcevent "Correct Monster Summon::OnReset";
+ donpcevent "False Monster Summon::OnReset";
+ end;
+
+OnTimer59000:
+ mapannounce "job3_rang02","Test Supervisor, Notice : Nineth Wave! Kill the Poring!",bc_map;
+ donpcevent "Correct Monster Summon::OnStart";
+ end;
+
+OnTimer64000:
+ donpcevent "Correct Monster Summon::OnReset";
+ donpcevent "False Monster Summon::OnReset";
+ end;
+
+OnTimer66000:
+ mapannounce "job3_rang02","Test Supervisor, Notice : Tenth Wave! Kill the Poring!",bc_map;
+ donpcevent "Correct Monster Summon::OnStart";
+ end;
+
+OnTimer71000:
+ donpcevent "Correct Monster Summon::OnReset";
+ donpcevent "False Monster Summon::OnReset";
+ end;
+
+OnTimer73000:
+ mapannounce "job3_rang02","Test Supervisor, Notice : Eleventh Wave! Kill the Poring!",bc_map;
+ donpcevent "Correct Monster Summon::OnStart";
+ end;
+
+OnTimer78000:
+ donpcevent "Correct Monster Summon::OnReset";
+ donpcevent "False Monster Summon::OnReset";
+ end;
+
+OnTimer80000:
+ mapannounce "job3_rang02","Test Supervisor, Notice : Twelfth Wave! Kill the Poring!",bc_map;
+ donpcevent "Correct Monster Summon::OnStart";
+ end;
+
+OnTimer85000:
+ donpcevent "Correct Monster Summon::OnReset";
+ donpcevent "False Monster Summon::OnReset";
+ end;
+
+OnTimer87000:
+ mapannounce "job3_rang02","Test Supervisor, Notice : Thirteenth Wave! Kill the Poring!",bc_map;
+ donpcevent "Correct Monster Summon::OnStart";
+ end;
+
+OnTimer92000:
+ donpcevent "Correct Monster Summon::OnReset";
+ donpcevent "False Monster Summon::OnReset";
+ end;
+
+OnTimer94000:
+ mapannounce "job3_rang02","Test Supervisor, Notice : Fourteenth Wave! Kill the Poring!",bc_map;
+ donpcevent "Correct Monster Summon::OnStart";
+ end;
+
+OnTimer99000:
+ donpcevent "Correct Monster Summon::OnReset";
+ donpcevent "False Monster Summon::OnReset";
+ end;
+
+OnTimer101000:
+ mapannounce "job3_rang02","Test Supervisor, Notice : Fifteenth Wave! Kill the Poring!",bc_map;
+ donpcevent "Correct Monster Summon::OnStart";
+ end;
+
+OnTimer106000:
+ donpcevent "Correct Monster Summon::OnReset";
+ donpcevent "False Monster Summon::OnReset";
+ end;
+
+OnTimer108000:
+ mapannounce "job3_rang02","Test Supervisor, Notice : Sixteenth Wave! Kill the Poring!",bc_map;
+ donpcevent "Correct Monster Summon::OnStart";
+ end;
+
+OnTimer113000:
+ donpcevent "Correct Monster Summon::OnReset";
+ donpcevent "False Monster Summon::OnReset";
+ end;
+
+OnTimer115000:
+ mapannounce "job3_rang02","Test Supervisor, Notice : Seventeenth Wave! Kill the Poring!",bc_map;
+ donpcevent "Correct Monster Summon::OnStart";
+ end;
+
+OnTimer120000:
+ donpcevent "Correct Monster Summon::OnReset";
+ donpcevent "False Monster Summon::OnReset";
+ end;
+
+OnTimer122000:
+ mapannounce "job3_rang02","Test Supervisor, Notice : Eighteenth Wave! Kill the Poring!",bc_map;
+ donpcevent "Correct Monster Summon::OnStart";
+ end;
+
+OnTimer127000:
+ donpcevent "Correct Monster Summon::OnReset";
+ donpcevent "False Monster Summon::OnReset";
+ end;
+
+OnTimer129000:
+ mapannounce "job3_rang02","Test Supervisor, Notice : Nineteenth Wave! Kill the Poring!",bc_map;
+ donpcevent "Correct Monster Summon::OnStart";
+ end;
+
+OnTimer134000:
+ donpcevent "Correct Monster Summon::OnReset";
+ donpcevent "False Monster Summon::OnReset";
+ end;
+
+OnTimer136000:
+ mapannounce "job3_rang02","Test Supervisor, Notice : Last Wave! Kill the Poring!",bc_map;
+ donpcevent "Correct Monster Summon::OnStart";
+ end;
+
+OnTimer141000:
+ donpcevent "Correct Monster Summon::OnReset";
+ donpcevent "False Monster Summon::OnReset";
+ end;
+
+OnTimer143000:
+ mapannounce "job3_rang02","Test Supervisor, Notice : Well done! Now for your test result!",bc_map;
+ end;
+
+OnTimer146000:
+ set .total_point01,$@job_rang_point01;
+ if(.total_point01 < 1)
+ {
+ set .total_point01,0;
+ }
+ mapannounce "job3_rang02","Test Supervisor, Notice : I'll announce the test result. The number of Porings you killed out of 20 is ..."+.total_point01+"!",bc_map;
+ end;
+
+OnTimer149000:
+ if (.total_point01 > 14)
+ {
+ mapannounce "job3_rang02","Test Supervisor, Notice : Congratulations! You've killed "+.total_point01+" out of 20 Porings total, so you've passed the 1st test. I will send you to the 2nd test field.",bc_map;
+ mapwarp "job3_rang02","job3_rang02",113,58;
+ stopnpctimer;
+ donpcevent "Second Test Timer#jr_08::OnEnable";
+ } else {
+ mapannounce "job3_rang02","Test Supervisor, Notice : You couldn't kill 15 Porings or more on a total of 20 total, so you've failed the 1st test... I am sorry but please try again.",bc_map;
+ }
+ end;
+
+OnTimer151000:
+ mapannounce "job3_rang02","Test Supervisor, Notice : The adventurer's 1st test ends now. Please make yourself more capable. Goodbye.",bc_map;
+ mapwarp "job3_rang02","tur_dun01",93,165;
+ end;
+
+OnTimer154000:
+ mapwarp "job3_rang02","tur_dun01",93,165;
+ donpcevent "Correct Monster Summon::OnDisable";
+ donpcevent "False Monster Summon::OnDisable";
+ end;
+
+OnTimer157000:
+ mapwarp "job3_rang02","tur_dun01",93,165;
+ set $@job_rang_point01,0;
+ stopnpctimer;
+ donpcevent "Test Supervisor#jr_04::OnDisable";
+ donpcevent "Practical Test::OnEnable";
+ donpcevent "First Test Timer#jr_05::OnDisable";
+ end;
+}
+
+job3_rang02,104,95,0 script Correct Monster Summon 139,{
+
+OnDisable:
+ disablenpc "Correct Monster Summon";
+ end;
+
+OnStart:
+ set .@job_ranger_pattern01,rand(1,32);
+ if (.@job_ranger_pattern01 == 1)
+ {
+ donpcevent "False Monster Summon::OnOne";
+ monster "job3_rang02",35,58,"Poring",1002,1,"Correct Monster Summon::OnMyMobDead";
+ }else if (.@job_ranger_pattern01 == 2)
+ {
+ donpcevent "False Monster Summon::OnOne";
+ monster "job3_rang02",35,58,"Poring",1031,1,"Correct Monster Summon::OnMyMobDead";
+ }else if (.@job_ranger_pattern01 == 3)
+ {
+ donpcevent "False Monster Summon::OnOne";
+ monster "job3_rang02",35,58,"Poring",1242,1,"Correct Monster Summon::OnMyMobDead";
+ }else if (.@job_ranger_pattern01 == 4)
+ {
+ donpcevent "False Monster Summon::OnOne";
+ monster "job3_rang02",35,58,"Poring",1113,1,"Correct Monster Summon::OnMyMobDead";
+ }else if (.@job_ranger_pattern01 == 5)
+ {
+ donpcevent "False Monster Summon::OnTwo";
+ monster "job3_rang02",44,58,"Poring",1002,1,"Correct Monster Summon::OnMyMobDead";
+ }else if (.@job_ranger_pattern01 == 6)
+ {
+ donpcevent "False Monster Summon::OnTwo";
+ monster "job3_rang02",44,58,"Poring",1031,1,"Correct Monster Summon::OnMyMobDead";
+ }else if (.@job_ranger_pattern01 == 7)
+ {
+ donpcevent "False Monster Summon::OnTwo";
+ monster "job3_rang02",44,58,"Poring",1242,1,"Correct Monster Summon::OnMyMobDead";
+ }else if (.@job_ranger_pattern01 == 8)
+ {
+ donpcevent "False Monster Summon::OnTwo";
+ monster "job3_rang02",44,58,"Poring",1113,1,"Correct Monster Summon::OnMyMobDead";
+ }else if (.@job_ranger_pattern01 == 9)
+ {
+ donpcevent "False Monster Summon::OnThree";
+ monster "job3_rang02",54,58,"Poring",1002,1,"Correct Monster Summon::OnMyMobDead";
+ }else if (.@job_ranger_pattern01 == 10)
+ {
+ donpcevent "False Monster Summon::OnThree";
+ monster "job3_rang02",54,58,"Poring",1031,1,"Correct Monster Summon::OnMyMobDead";
+ }else if (.@job_ranger_pattern01 == 11)
+ {
+ donpcevent "False Monster Summon::OnThree";
+ monster "job3_rang02",54,58,"Poring",1242,1,"Correct Monster Summon::OnMyMobDead";
+ }else if (.@job_ranger_pattern01 == 12)
+ {
+ donpcevent "False Monster Summon::OnThree";
+ monster "job3_rang02",54,58,"Poring",1113,1,"Correct Monster Summon::OnMyMobDead";
+ }else if (.@job_ranger_pattern01 == 13)
+ {
+ donpcevent "False Monster Summon::OnFour";
+ monster "job3_rang02",35,49,"Poring",1002,1,"Correct Monster Summon::OnMyMobDead";
+ }else if (.@job_ranger_pattern01 == 14)
+ {
+ donpcevent "False Monster Summon::OnFour";
+ monster "job3_rang02",35,49,"Poring",1031,1,"Correct Monster Summon::OnMyMobDead";
+ }else if (.@job_ranger_pattern01 == 15)
+ {
+ donpcevent "False Monster Summon::OnFour";
+ monster "job3_rang02",35,49,"Poring",1242,1,"Correct Monster Summon::OnMyMobDead";
+ }else if (.@job_ranger_pattern01 == 16)
+ {
+ donpcevent "False Monster Summon::OnFour";
+ monster "job3_rang02",35,49,"Poring",1113,1,"Correct Monster Summon::OnMyMobDead";
+ }else if (.@job_ranger_pattern01 == 17)
+ {
+ donpcevent "False Monster Summon::OnFive";
+ monster "job3_rang02",54,49,"Poring",1002,1,"Correct Monster Summon::OnMyMobDead";
+ }else if (.@job_ranger_pattern01 == 18)
+ {
+ donpcevent "False Monster Summon::OnFive";
+ monster "job3_rang02",54,49,"Poring",1031,1,"Correct Monster Summon::OnMyMobDead";
+ }else if (.@job_ranger_pattern01 == 19)
+ {
+ donpcevent "False Monster Summon::OnFive";
+ monster "job3_rang02",54,49,"Poring",1242,1,"Correct Monster Summon::OnMyMobDead";
+ }else if (.@job_ranger_pattern01 == 20)
+ {
+ donpcevent "False Monster Summon::OnFive";
+ monster "job3_rang02",54,49,"Poring",1031,1,"Correct Monster Summon::OnMyMobDead";
+ }else if (.@job_ranger_pattern01 == 21)
+ {
+ donpcevent "False Monster Summon::OnSix";
+ monster "job3_rang02",35,39,"Poring",1002,1,"Correct Monster Summon::OnMyMobDead";
+ }else if (.@job_ranger_pattern01 == 22)
+ {
+ donpcevent "False Monster Summon::OnSix";
+ monster "job3_rang02",35,39,"Poring",1031,1,"Correct Monster Summon::OnMyMobDead";
+ }else if (.@job_ranger_pattern01 == 23)
+ {
+ donpcevent "False Monster Summon::OnSix";
+ monster "job3_rang02",35,39,"Poring",1242,1,"Correct Monster Summon::OnMyMobDead";
+ }else if (.@job_ranger_pattern01 == 24)
+ {
+ donpcevent "False Monster Summon::OnSix";
+ monster "job3_rang02",35,39,"Poring",1113,1,"Correct Monster Summon::OnMyMobDead";
+ }else if (.@job_ranger_pattern01 == 25)
+ {
+ donpcevent "False Monster Summon::OnSeven";
+ monster "job3_rang02",44,39,"Poring",1002,1,"Correct Monster Summon::OnMyMobDead";
+ }else if (.@job_ranger_pattern01 == 26)
+ {
+ donpcevent "False Monster Summon::OnSeven";
+ monster "job3_rang02",44,39,"Poring",1031,1,"Correct Monster Summon::OnMyMobDead";
+ }else if (.@job_ranger_pattern01 == 27)
+ {
+ donpcevent "False Monster Summon::OnSeven";
+ monster "job3_rang02",44,39,"Poring",1242,1,"Correct Monster Summon::OnMyMobDead";
+ }else if (.@job_ranger_pattern01 == 28)
+ {
+ donpcevent "False Monster Summon::OnSeven";
+ monster "job3_rang02",44,39,"Poring",1113,1,"Correct Monster Summon::OnMyMobDead";
+ }else if (.@job_ranger_pattern01 == 29)
+ {
+ donpcevent "False Monster Summon::OnEight";
+ monster "job3_rang02",54,39,"Poring",1002,1,"Correct Monster Summon::OnMyMobDead";
+ }else if (.@job_ranger_pattern01 == 30)
+ {
+ donpcevent "False Monster Summon::OnEight";
+ monster "job3_rang02",54,39,"Poring",1031,1,"Correct Monster Summon::OnMyMobDead";
+ }else if (.@job_ranger_pattern01 == 31)
+ {
+ donpcevent "False Monster Summon::OnEight";
+ monster "job3_rang02",54,39,"Poring",1242,1,"Correct Monster Summon::OnMyMobDead";
+ }else {
+ donpcevent "False Monster Summon::OnEight";
+ monster "job3_rang02",54,39,"Poring",1113,1,"Correct Monster Summon::OnMyMobDead";
+ }
+ end;
+
+OnReset:
+ killmonster "job3_rang02","Correct Monster Summon::OnMyMobDead";
+ end;
+
+OnMyMobDead:
+ specialeffect2 EF_POTION_CON;
+ set $@job_rang_point01,$@job_rang_point01+1;
+ mapannounce "job3_rang02","Test Supervisor, Notice : Correct Target! You have very good eyesight!",bc_map;
+ end;
+}
+
+job3_rang02,106,95,0 script False Monster Summon 139,{
+
+OnDisable:
+ disablenpc "False Monster Summon";
+ end;
+
+OnOne:
+ monster "job3_rang02",44,58,"Poing",1002,1,"False Monster Summon::OnMyMobDead";
+ monster "job3_rang02",54,58,"Horing",1031,1,"False Monster Summon::OnMyMobDead";
+ monster "job3_rang02",35,49,"Poporing",1242,1,"False Monster Summon::OnMyMobDead";
+ monster "job3_rang02",54,49,"Puring",1113,1,"False Monster Summon::OnMyMobDead";
+ monster "job3_rang02",35,39,"Poriring",1031,1,"False Monster Summon::OnMyMobDead";
+ monster "job3_rang02",44,39,"Marine",1242,1,"False Monster Summon::OnMyMobDead";
+ monster "job3_rang02",54,39,"Droporing",1002,1,"False Monster Summon::OnMyMobDead";
+ end;
+
+OnTwo:
+ monster "job3_rang02",35,58,"Poyong",1031,1,"False Monster Summon::OnMyMobDead";
+ monster "job3_rang02",54,58,"Puding",1113,1,"False Monster Summon::OnMyMobDead";
+ monster "job3_rang02",35,49,"Porin",1113,1,"False Monster Summon::OnMyMobDead";
+ monster "job3_rang02",54,49,"Poja",1002,1,"False Monster Summon::OnMyMobDead";
+ monster "job3_rang02",35,39,"Poporing",1031,1,"False Monster Summon::OnMyMobDead";
+ monster "job3_rang02",44,39,"Drops",1242,1,"False Monster Summon::OnMyMobDead";
+ monster "job3_rang02",54,39,"Pororing",1031,1,"False Monster Summon::OnMyMobDead";
+ end;
+
+OnThree:
+ monster "job3_rang02",35,58,"Poporing",1113,1,"False Monster Summon::OnMyMobDead";
+ monster "job3_rang02",44,58,"Podaegi",1002,1,"False Monster Summon::OnMyMobDead";
+ monster "job3_rang02",35,49,"Poing",1002,1,"False Monster Summon::OnMyMobDead";
+ monster "job3_rang02",54,49,"Poja",1031,1,"False Monster Summon::OnMyMobDead";
+ monster "job3_rang02",35,39,"Maporing",1242,1,"False Monster Summon::OnMyMobDead";
+ monster "job3_rang02",44,39,"Drops",1242,1,"False Monster Summon::OnMyMobDead";
+ monster "job3_rang02",54,39,"Pororing",1031,1,"False Monster Summon::OnMyMobDead";
+ end;
+
+OnFour:
+ monster "job3_rang02",35,58,"Poing",1242,1,"False Monster Summon::OnMyMobDead";
+ monster "job3_rang02",44,58,"Hoing",1002,1,"False Monster Summon::OnMyMobDead";
+ monster "job3_rang02",54,58,"Marine",1031,1,"False Monster Summon::OnMyMobDead";
+ monster "job3_rang02",54,49,"Drops",1113,1,"False Monster Summon::OnMyMobDead";
+ monster "job3_rang02",35,39,"Puding",1113,1,"False Monster Summon::OnMyMobDead";
+ monster "job3_rang02",44,39,"Droporing",1002,1,"False Monster Summon::OnMyMobDead";
+ monster "job3_rang02",54,39,"Marine",1242,1,"False Monster Summon::OnMyMobDead";
+ end;
+
+OnFive:
+ monster "job3_rang02",35,58,"Popuri",1002,1,"False Monster Summon::OnMyMobDead";
+ monster "job3_rang02",44,58,"Poporing",1242,1,"False Monster Summon::OnMyMobDead";
+ monster "job3_rang02",54,58,"Mariring",1031,1,"False Monster Summon::OnMyMobDead";
+ monster "job3_rang02",35,49,"Poyong",1113,1,"False Monster Summon::OnMyMobDead";
+ monster "job3_rang02",35,39,"Marine",1031,1,"False Monster Summon::OnMyMobDead";
+ monster "job3_rang02",44,39,"Puding",1002,1,"False Monster Summon::OnMyMobDead";
+ monster "job3_rang02",54,39,"Hoing",1031,1,"False Monster Summon::OnMyMobDead";
+ end;
+
+OnSix:
+ monster "job3_rang02",35,58,"Pork",1031,1,"False Monster Summon::OnMyMobDead";
+ monster "job3_rang02",44,58,"Drops",1113,1,"False Monster Summon::OnMyMobDead";
+ monster "job3_rang02",54,58,"Poja",1242,1,"False Monster Summon::OnMyMobDead";
+ monster "job3_rang02",35,49,"Poporing",1242,1,"False Monster Summon::OnMyMobDead";
+ monster "job3_rang02",54,49,"Horing",1002,1,"False Monster Summon::OnMyMobDead";
+ monster "job3_rang02",44,39,"Marun",1031,1,"False Monster Summon::OnMyMobDead";
+ monster "job3_rang02",54,39,"Drawing",1002,1,"False Monster Summon::OnMyMobDead";
+ end;
+
+OnSeven:
+ monster "job3_rang02",35,58,"Marine",1113,1,"False Monster Summon::OnMyMobDead";
+ monster "job3_rang02",44,58,"Pororing",1031,1,"False Monster Summon::OnMyMobDead";
+ monster "job3_rang02",54,58,"Pork",1031,1,"False Monster Summon::OnMyMobDead";
+ monster "job3_rang02",35,49,"Porin",1242,1,"False Monster Summon::OnMyMobDead";
+ monster "job3_rang02",54,49,"Poporing",1002,1,"False Monster Summon::OnMyMobDead";
+ monster "job3_rang02",35,39,"Horin",1113,1,"False Monster Summon::OnMyMobDead";
+ monster "job3_rang02",54,39,"Puding",1002,1,"False Monster Summon::OnMyMobDead";
+ end;
+
+OnEight:
+ monster "job3_rang02",35,58,"Marun",1242,1,"False Monster Summon::OnMyMobDead";
+ monster "job3_rang02",44,58,"Poja",1113,1,"False Monster Summon::OnMyMobDead";
+ monster "job3_rang02",54,58,"Drops",1031,1,"False Monster Summon::OnMyMobDead";
+ monster "job3_rang02",35,49,"Poing",1242,1,"False Monster Summon::OnMyMobDead";
+ monster "job3_rang02",54,49,"Puding",1002,1,"False Monster Summon::OnMyMobDead";
+ monster "job3_rang02",35,39,"Horing",1031,1,"False Monster Summon::OnMyMobDead";
+ monster "job3_rang02",44,39,"Poporing",1113,1,"False Monster Summon::OnMyMobDead";
+ end;
+
+OnReset:
+ killmonster "job3_rang02","False Monster Summon::OnMyMobDead";
+ end;
+
+OnMyMobDead:
+ specialeffect2 EF_DEVIL;
+ set $@job_rang_point01,$@job_rang_point01-1;
+ mapannounce "job3_rang02","Test Supervisor, Notice : Wrong Target! Pull yourself together!",bc_map;
+ end;
+}
+
+job3_rang02,100,93,0 script Second Test Timer#jr_08 139,{
+
+OnInit:
+ disablenpc "Second Test Timer#jr_08";
+ end;
+
+OnEnable:
+ enablenpc "Second Test Timer#jr_08";
+ initnpctimer;
+ donpcevent "Test Supervisor#jr_04::OnDisable";
+ donpcevent "First Test Timer#jr_05::OnDisable";
+ donpcevent "Correct Monster Summon::OnDisable";
+ donpcevent "False Monster Summon::OnDisable";
+ end;
+
+OnDisable:
+ stopnpctimer;
+ disablenpc "Second Test Timer#jr_08";
+ end;
+
+OnStop:
+ stopnpctimer;
+ end;
+
+OnTimer3000:
+ mapannounce "job3_rang02","Test Supervisor, Caution : Yeah. Congrats on you passing the 1st practical test. I am the 2nd practical test supervisor Caution.",bc_map;
+ end;
+
+OnTimer6000:
+ mapannounce "job3_rang02","Test Supervisor, Caution : The Second Test is about test performance ability and the effective usage of traps.",bc_map;
+ end;
+
+OnTimer9000:
+ mapannounce "job3_rang02","Test Supervisor, Caution : When the test begins, you'll recive 'Bombring Caspule's' from a staff member near you, and kill the monsters in your way.",bc_map;
+ end;
+
+OnTimer11000:
+ mapannounce "job3_rang02","Test Supervisor, Caution : When you use a 'Bombring Capsule' a Bombring is summoned near you, and after 3 seconds it will explode.",bc_map;
+ end;
+
+OnTimer14000:
+ mapannounce "job3_rang02","Test Supervisor, Caution : The explosive range of the Bombring is a 5x5 cell around the Bombring, so be carefull not to be caught in the explosion.",bc_map;
+ end;
+
+OnTimer17000:
+ mapannounce "job3_rang02","Test Supervisor, Caution : Whilst progressing, if you complete the mission given by an staff member come and see me, then you will pass the 2nd practical test!",bc_map;
+ end;
+
+OnTimer20000:
+ mapannounce "job3_rang02","Test Supervisor, Caution : Oh! When you come and see me, all 'Bombring Capsules' have to been used up.",bc_map;
+ end;
+
+OnTimer23000:
+ mapannounce "job3_rang02","Test Supervisor, Caution : The test period will take 3 minutes in total! Copmplete the mission in 3 minutes and stay alive! Then come to see me!",bc_map;
+ end;
+
+OnTimer26000:
+ mapannounce "job3_rang02","Test Supervisor, Caution : Well the test begins now!! Start going!!!!!!",bc_map;
+ donpcevent "Staff Rust#job_ranger09::OnEnable";
+ end;
+
+OnTimer80000:
+ mapannounce "job3_rang02","Test Supervisor, Caution : 1 Minute has passed. You are coming to see me, right?",bc_map;
+ end;
+
+OnTimer83000:
+ mapannounce "job3_rang02","Test Supervisor, Caution : Don't be too brave to rush and get yourself killed, be slow and careful.",bc_map;
+ end;
+
+OnTimer140000:
+ mapannounce "job3_rang02","Test Supervisor, Caution : 2 Minutes have passed. Getting here on time should be your top priority.?",bc_map;
+ end;
+
+OnTimer143000:
+ mapannounce "job3_rang02","Test Supervisor, Caution : However, you need to be alive in order to make the time limit, right? Please watch out.",bc_map;
+ end;
+
+OnTimer170000:
+ mapannounce "job3_rang02","Test Supervisor, Caution : 2 Minutes and 30 Seconds have passed. There's not much time left!",bc_map;
+ end;
+
+OnTimer173000:
+ mapannounce "job3_rang02","Test Supervisor, Caution : Hurry up! Hurry up! Come on.",bc_map;
+ end;
+
+OnTimer200000:
+ mapannounce "job3_rang02","Test Supervisor, Caution : 3 Minutes have passed! 3 Minutes!!!! I'll be a little easy on you, so hurry up!!!!!!",bc_map;
+ end;
+
+OnTimer205000:
+ mapannounce "job3_rang02","Test Supervisor, Caution : 5 Seconds remaining!!",bc_map;
+ end;
+
+OnTimer206000:
+ mapannounce "job3_rang02","Test Supervisor, Caution : 4 Seconds remaining!!",bc_map;
+ end;
+
+OnTimer207000:
+ mapannounce "job3_rang02","Test Supervisor, Caution : 3 Seconds remaining!!",bc_map;
+ end;
+
+OnTimer208000:
+ mapannounce "job3_rang02","Test Supervisor, Caution : 2 Seconds remaining!!",bc_map;
+ end;
+
+OnTimer209000:
+ mapannounce "job3_rang02","Test Supervisor, Caution : 1 Second remaining!!",bc_map;
+ end;
+
+OnTimer210000:
+ mapannounce "job3_rang02","Test Supervisor, Caution : Ugh.. What are you doing? Your time is up!",bc_map;
+ end;
+
+OnTimer213000:
+ mapannounce "job3_rang02","Test Supervisor, Caution : You couldn't get here on time, therefore the 2nd practical test ends here!",bc_map;
+ end;
+
+OnTimer217000:
+ mapannounce "job3_rang02","Test Supervisor, Caution : If you want to blame something, blame your own stupidness! Start over from the beginning! You fool!",bc_map;
+ mapwarp "job3_rang02","tur_dun01",93,165;
+ end;
+
+OnTimer220000:
+ mapannounce "job3_rang02","Test Supervisor, Caution : If you want to blame something, blame your own stupidness! Start over from the beginning! You fool!",bc_map;
+ mapwarp "job3_rang02","tur_dun01",93,165;
+ donpcevent "Staff Rust#job_ranger09::OnDisable";
+ donpcevent "Plant Summon#jr_10::OnDisable";
+ donpcevent "Test Supervisor#jr_11::OnDisable";
+ end;
+
+OnTimer223000:
+ donpcevent "Practical Test::OnEnable";
+ donpcevent "Second Test Timer#jr_08::OnDisable";
+ stopnpctimer;
+ end;
+}
+
+job3_rang02,111,56,3 script Staff Rust#job_ranger09 89,{
+
+
+ if (job_ranger01 == 6)
+ {
+ if (countitem(12258) < 1)
+ {
+ if (countitem(6156) < 1)
+ {
+ set .@ranger_weight01,MaxWeight - Weight;
+ set .@gift_paper01,(.@ranger_weight01 - 2000) / 10;
+ percentheal 100,0;
+ specialeffect2 EF_ABSORBSPIRITS;
+ mes "[Staff Rust]";
+ mes "I'll give you the 'Bombring Capsules'.";
+ mes "The 'Bombring Capsules' can be given again only for the one who used it all, so please keep that in mind.";
+ next;
+ emotion 55;
+ mes "[Staff Rust]";
+ mes "And the mission is.... to deliver these documents to the supervisor, Caution. He won't take what I give...";
+ setquest 8260;
+ getitem 6156,.@gift_paper01;
+ getitem 12258,10;
+ getitem 569,100;
+ close;
+ }
+ percentheal 100,0;
+ specialeffect2 EF_ABSORBSPIRITS;
+ mes "[Staff Rust]";
+ mes "I'll give you the 'Bombring Capsules.";
+ mes "The 'Bombring Capsules' can be given again only for the one who used it all, so please keep that in mind.";
+ getitem 12258,5;
+ close;
+ }
+ mes "[Staff Rust]";
+ mes "I'm sorry, but you already have the 'Bombring Capsules', so I cannot provide you with more.";
+ close;
+ }
+ mes "[Staff Rust]";
+ mes "I'm sorry, but how did you get in?";
+ next;
+ mes "[Staff Rust]";
+ mes "If you are not here for the job change test, please leave.";
+ close;
+
+OnInit:
+ disablenpc "Staff Rust#job_ranger09";
+ end;
+
+OnEnable:
+ enablenpc "Staff Rust#job_ranger09";
+ donpcevent "Plant Summon#jr_10::OnEnable";
+ donpcevent "Test Supervisor#jr_11::OnEnable";
+ end;
+
+OnDisable:
+ disablenpc "Staff Rust#job_ranger09";
+ end;
+}
+
+job3_rang02,136,21,5 script Plant Summon#jr_10 139,5,5,{
+
+OnInit:
+ disablenpc "Plant Summon#jr_10";
+ end;
+
+OnEnable:
+ enablenpc "Plant Summon#jr_10";
+ monster "job3_rang02",112,45,"Mandragora",1020,1,"Plant Summon#jr_10::OnMyMobDead";
+ monster "job3_rang02",114,45,"Mandragora",1020,1,"Plant Summon#jr_10::OnMyMobDead";
+ monster "job3_rang02",116,45,"Mandragora",1020,1,"Plant Summon#jr_10::OnMyMobDead";
+ monster "job3_rang02",110,30,"Flora",1118,1,"Plant Summon#jr_10::OnMyMobDead";
+ monster "job3_rang02",112,30,"Flora",1118,1,"Plant Summon#jr_10::OnMyMobDead";
+ monster "job3_rang02",114,30,"Flora",1118,1,"Plant Summon#jr_10::OnMyMobDead";
+ monster "job3_rang02",116,30,"Flora",1118,1,"Plant Summon#jr_10::OnMyMobDead";
+ monster "job3_rang02",116,41,"Geographer",1368,1,"Plant Summon#jr_10::OnMyMobDead";
+ monster "job3_rang02",114,40,"Mandragora",1020,1,"Plant Summon#jr_10::OnMyMobDead";
+ monster "job3_rang02",112,41,"Geographer",1368,1,"Plant Summon#jr_10::OnMyMobDead";
+ monster "job3_rang02",111,34,"Flora",1118,1,"Plant Summon#jr_10::OnMyMobDead";
+ monster "job3_rang02",117,22,"Muscipular",1780,1,"Plant Summon#jr_10::OnMyMobDead";
+ monster "job3_rang02",114,21,"Geographer",1368,1,"Plant Summon#jr_10::OnMyMobDead";
+ monster "job3_rang02",115,23,"Parasite",1500,1,"Plant Summon#jr_10::OnMyMobDead";
+ monster "job3_rang02",135,25,"Drosera",1781,1,"Plant Summon#jr_10::OnMyMobDead";
+ monster "job3_rang02",135,23,"Geographer",1368,1,"Plant Summon#jr_10::OnMyMobDead";
+ monster "job3_rang02",138,20,"Muscipular",1780,1,"Plant Summon#jr_10::OnMyMobDead";
+ monster "job3_rang02",137,36,"Drosera",1781,1,"Plant Summon#jr_10::OnMyMobDead";
+ monster "job3_rang02",139,34,"Geographer",1368,1,"Plant Summon#jr_10::OnMyMobDead";
+ monster "job3_rang02",144,41,"Geographer",1368,1,"Plant Summon#jr_10::OnMyMobDead";
+ monster "job3_rang02",152,41,"Parasite",1500,1,"Plant Summon#jr_10::OnMyMobDead";
+ monster "job3_rang02",168,49,"Drosera",1781,1,"Plant Summon#jr_10::OnMyMobDead";
+ monster "job3_rang02",165,48,"Muscipular",1780,1,"Plant Summon#jr_10::OnMyMobDead";
+ monster "job3_rang02",160,56,"Geographer",1368,1,"Plant Summon#jr_10::OnMyMobDead";
+ monster "job3_rang02",158,56,"Drosera",1781,1,"Plant Summon#jr_10::OnMyMobDead";
+ monster "job3_rang02",159,55,"Mandragora",1020,1,"Plant Summon#jr_10::OnMyMobDead";
+ monster "job3_rang02",170,53,"Flora",1118,1,"Plant Summon#jr_10::OnMyMobDead";
+ monster "job3_rang02",168,56,"Parasite",1500,1,"Plant Summon#jr_10::OnMyMobDead";
+ monster "job3_rang02",174,63,"Muscipular",1780,1,"Plant Summon#jr_10::OnMyMobDead";
+ monster "job3_rang02",176,60,"Geographer",1368,1,"Plant Summon#jr_10::OnMyMobDead";
+ monster "job3_rang02",170,59,"Geographer",1368,1,"Plant Summon#jr_10::OnMyMobDead";
+ monster "job3_rang02",126,19,"Nepenthes",1988,1,"Plant Summon#jr_10::OnMyMobDead";
+ end;
+
+OnDisable:
+ disablenpc "Plant Summon#jr_10";
+ killmonster "job3_rang02","Plant Summon#jr_10::OnMyMobDead";
+ end;
+
+OnTouch:
+ percentheal 10,0;
+ specialeffect2 EF_ABSORBSPIRITS;
+ mapannounce "job3_rang02","Test Supervisor, Caution : You are doing well! If you come closer a little more, you should be able to see me.",bc_map;
+ end;
+
+OnMyMobDead:
+ end;
+}
+
+job3_rang02,180,78,3 script Test Supervisor#jr_11 882,1,1,{
+
+OnTouch:
+ if (job_ranger01 == 6)
+ {
+ if (countitem(12258) < 1)
+ {
+ if (countitem(6156) > 0)
+ {
+ mes "[Test Supervisor, Caution]";
+ mes "You've arrived safely!!!";
+ donpcevent "Second Test Timer#jr_08::OnDisable";
+ donpcevent "Staff Rust#job_ranger09::OnDisable";
+ donpcevent "Plant Summon#jr_10::OnDisable";
+ initnpctimer;
+ next;
+ mes "[Test Supervisor, Caution]";
+ mes "What are those documents?";
+ emotion 74;
+ next;
+ menu "Mr. Rust asked me to give this to you.",-;
+ mes "[Test Supervisor, Caution]";
+ mes "Haaaaaaaah!!";
+ mes "I've been avoiding him so much!!";
+ delitem 6156,countitem(6156);
+ erasequest 8260;
+ next;
+ mes "[Test Supervisor, Caution]";
+ mes "I've never imagined this could be a test...";
+ emotion 28;
+ next;
+ mes "[Test Supervisor, Caution]";
+ mes "Anyway you've passed the 2nd test very well.";
+ next;
+ mes "[Test Supervisor, Caution]";
+ mes "Pass the 3rd one and you will become a great ranger.";
+ close2;
+ warp "job3_rang02",250,49;
+ donpcevent "Test Supervisor#jr_13::OnEnable";
+ end;
+ }
+ mes "[Test Supervisor, Caution]";
+ mes "You've arrived safely......uh?";
+ next;
+ mes "[Test Supervisor, Caution]";
+ mes "Didn't Rust give you something?";
+ next;
+ mes "[Test Supervisor, Caution]";
+ mes "Where did you lose that?";
+ mes "Pick it up quickly!";
+ close;
+ }
+ mes "[Test Supervisor, Caution]";
+ mes "No, no!";
+ mes "You need to use all the 'Bombring Capsules'?!";
+ next;
+ mes "[Test Supervisor, Caution]";
+ mes "Use it all and come back!";
+ mes "Time is ticking so you'd better hurry.";
+ close;
+ }
+ mes "[Test Supervisor, Caution]";
+ mes "You've arrived safely......uh?";
+ next;
+ mes "[Test Supervisor, Caution]";
+ mes "Didn't Rust give you something?";
+ next;
+ mes "[Test Supervisor, Caution]";
+ mes "Where did you lose that?";
+ mes "Pick it up quickly!";
+ close2;
+ end;
+
+OnTimer60000:
+ mapannounce "job3_rang02","Test Supervisor, Caution : Come here, you don't have to rush your test, but why are you delaying the test?",bc_map;
+ end;
+
+OnTimer63000:
+ mapannounce "job3_rang02","Test Supervisor, Caution : I hate people that make me wait! if you don't talk to me in 30 seconds to continue the test, I will end your test progress!",bc_map;
+ end;
+
+OnTimer93000:
+ mapannounce "job3_rang02","Test Supervisor, Caution : Hurry up! Hurry up! Come on.",bc_map;
+ end;
+
+OnTimer96000:
+ mapannounce "job3_rang02","Test Supervisor, Caution : You couldn't get here on time, therefore the 2nd practical test ends here!",bc_map;
+ end;
+
+OnTimer99000:
+ mapannounce "job3_rang02","Test Supervisor, Caution : If you want to blame something, blame your own stupidness! Start over from the beginning! You fool!",bc_map;
+ mapwarp "job3_rang02","tur_dun01",93,165;
+ end;
+
+OnTimer102000:
+ mapannounce "job3_rang02","Test Supervisor, Caution : If you want to blame something, blame your own stupidness! Start over from the beginning! You fool!",bc_map;
+ mapwarp "job3_rang02","tur_dun01",93,165;
+ donpcevent "Staff Rust#job_ranger09::OnDisable";
+ donpcevent "Plant Summon#jr_10::OnDisable";
+ donpcevent "Second Test Timer#jr_08::OnDisable";
+ end;
+
+OnTimer105000:
+ donpcevent "Practical Test::OnEnable";
+ donpcevent "Test Supervisor#jr_11::OnDisable";
+ stopnpctimer;
+ end;
+
+OnInit:
+ disablenpc "Test Supervisor#jr_11";
+ end;
+
+OnEnable:
+ enablenpc "Test Supervisor#jr_11";
+ end;
+
+OnDisable:
+ stopnpctimer;
+ disablenpc "Test Supervisor#jr_11";
+ end;
+
+}
+
+job3_rang02,104,93,0 script Third Test Timer#jr_12 139,{
+
+OnTimer3000:
+ mapannounce "job3_rang02","Test Supervisor, Freeze : Well, then let's start the 3rd practical test! Are you ready?",bc_map;
+ end;
+
+OnTimer6000:
+ mapannounce "job3_rang02","Test Supervisor, Freeze : From now on, every 3 seconds an 'Egg Bomb' will appear! Look at it carefully, and have your wolf attack the egg bomb to dismantle it!",bc_map;
+ end;
+
+OnTimer9000:
+ mapannounce "job3_rang02","Test Supervisor, Freeze : You can control the wolf by pressing the alt key and left click the surface, the wolf then moves to that point! Then you target the bomb and click on more time, it will then attack it!",bc_map;
+ end;
+
+OnTimer12000:
+ mapannounce "job3_rang02","Test Supervisor, Freeze : The 'Egg Bombs' will spawn 20 times! Each time you successfully dismantle one, you get 1 point! If you get 10 ore more points, you pass the preactical test, so go for it! Then I'll start!!!!!",bc_map;
+ end;
+
+OnTimer15000:
+ set .@rand,rand(1,3);
+ if (.@rand == 1)
+ {
+ donpcevent "Egg Bomb#job_ranger14::OnEnable";
+ }else if (.@rand == 2)
+ {
+ donpcevent "Egg Bomb#job_ranger15::OnEnable";
+ }else
+ {
+ donpcevent "Egg Bomb#job_ranger16::OnEnable";
+ }
+ end;
+
+OnTimer20000:
+ set .@rand,rand(1,3);
+ if (.@rand == 1)
+ {
+ donpcevent "Egg Bomb#job_ranger17::OnEnable";
+ }else if (.@rand == 2)
+ {
+ donpcevent "Egg Bomb#job_ranger18::OnEnable";
+ }else
+ {
+ donpcevent "Egg Bomb#job_ranger19::OnEnable";
+ }
+ end;
+
+OnTimer25000:
+ set .@rand,rand(1,3);
+ if (.@rand == 1)
+ {
+ donpcevent "Egg Bomb#job_ranger20::OnEnable";
+ }else if (.@rand == 2)
+ {
+ donpcevent "Egg Bomb#job_ranger21::OnEnable";
+ }else
+ {
+ donpcevent "Egg Bomb#job_ranger22::OnEnable";
+ }
+ end;
+
+OnTimer30000:
+ set .@rand,rand(1,3);
+ if (.@rand == 1)
+ {
+ donpcevent "Egg Bomb#job_ranger23::OnEnable";
+ }else if (.@rand == 2)
+ {
+ donpcevent "Egg Bomb#job_ranger24::OnEnable";
+ }else
+ {
+ donpcevent "Egg Bomb#job_ranger25::OnEnable";
+ }
+ end;
+
+OnTimer35000:
+ set .@rand,rand(1,3);
+ if (.@rand == 1)
+ {
+ donpcevent "Egg Bomb#job_ranger26::OnEnable";
+ }else if (.@rand == 2)
+ {
+ donpcevent "Egg Bomb#job_ranger27::OnEnable";
+ }else
+ {
+ donpcevent "Egg Bomb#job_ranger28::OnEnable";
+ }
+ end;
+
+OnTimer40000:
+ set .@rand,rand(1,3);
+ if (.@rand == 1)
+ {
+ donpcevent "Egg Bomb#job_ranger14::OnEnable";
+ }else if (.@rand == 2)
+ {
+ donpcevent "Egg Bomb#job_ranger15::OnEnable";
+ }else
+ {
+ donpcevent "Egg Bomb#job_ranger16::OnEnable";
+ }
+ end;
+
+OnTimer45000:
+ set .@rand,rand(1,3);
+ if (.@rand == 1)
+ {
+ donpcevent "Egg Bomb#job_ranger17::OnEnable";
+ }else if (.@rand == 2)
+ {
+ donpcevent "Egg Bomb#job_ranger18::OnEnable";
+ }else
+ {
+ donpcevent "Egg Bomb#job_ranger19::OnEnable";
+ }
+ end;
+
+OnTimer50000:
+ set .@rand,rand(1,3);
+ if (.@rand == 1)
+ {
+ donpcevent "Egg Bomb#job_ranger20::OnEnable";
+ }else if (.@rand == 2)
+ {
+ donpcevent "Egg Bomb#job_ranger21::OnEnable";
+ }else
+ {
+ donpcevent "Egg Bomb#job_ranger22::OnEnable";
+ }
+ end;
+
+OnTimer55000:
+ set .@rand,rand(1,3);
+ if (.@rand == 1)
+ {
+ donpcevent "Egg Bomb#job_ranger23::OnEnable";
+ }else if (.@rand == 2)
+ {
+ donpcevent "Egg Bomb#job_ranger24::OnEnable";
+ }else
+ {
+ donpcevent "Egg Bomb#job_ranger25::OnEnable";
+ }
+ end;
+
+OnTimer60000:
+ set .@rand,rand(1,3);
+ if (.@rand == 1)
+ {
+ donpcevent "Egg Bomb#job_ranger26::OnEnable";
+ }else if (.@rand == 2)
+ {
+ donpcevent "Egg Bomb#job_ranger27::OnEnable";
+ }else
+ {
+ donpcevent "Egg Bomb#job_ranger28::OnEnable";
+ }
+ end;
+
+OnTimer65000:
+ set .@rand,rand(1,3);
+ if (.@rand == 1)
+ {
+ donpcevent "Egg Bomb#job_ranger14::OnEnable";
+ }else if (.@rand == 2)
+ {
+ donpcevent "Egg Bomb#job_ranger15::OnEnable";
+ }else
+ {
+ donpcevent "Egg Bomb#job_ranger16::OnEnable";
+ }
+ end;
+
+OnTimer70000:
+ set .@rand,rand(1,3);
+ if (.@rand == 1)
+ {
+ donpcevent "Egg Bomb#job_ranger17::OnEnable";
+ }else if (.@rand == 2)
+ {
+ donpcevent "Egg Bomb#job_ranger18::OnEnable";
+ }else
+ {
+ donpcevent "Egg Bomb#job_ranger19::OnEnable";
+ }
+ end;
+
+OnTimer75000:
+ set .@rand,rand(1,3);
+ if (.@rand == 1)
+ {
+ donpcevent "Egg Bomb#job_ranger20::OnEnable";
+ }else if (.@rand == 2)
+ {
+ donpcevent "Egg Bomb#job_ranger21::OnEnable";
+ }else
+ {
+ donpcevent "Egg Bomb#job_ranger22::OnEnable";
+ }
+ end;
+
+OnTimer80000:
+ set .@rand,rand(1,3);
+ if (.@rand == 1)
+ {
+ donpcevent "Egg Bomb#job_ranger23::OnEnable";
+ }else if (.@rand == 2)
+ {
+ donpcevent "Egg Bomb#job_ranger24::OnEnable";
+ }else
+ {
+ donpcevent "Egg Bomb#job_ranger25::OnEnable";
+ }
+ end;
+
+OnTimer85000:
+ set .@rand,rand(1,3);
+ if (.@rand == 1)
+ {
+ donpcevent "Egg Bomb#job_ranger26::OnEnable";
+ }else if (.@rand == 2)
+ {
+ donpcevent "Egg Bomb#job_ranger27::OnEnable";
+ }else
+ {
+ donpcevent "Egg Bomb#job_ranger28::OnEnable";
+ }
+ end;
+
+OnTimer90000:
+ set .@rand,rand(1,3);
+ if (.@rand == 1)
+ {
+ donpcevent "Egg Bomb#job_ranger14::OnEnable";
+ }else if (.@rand == 2)
+ {
+ donpcevent "Egg Bomb#job_ranger15::OnEnable";
+ }else
+ {
+ donpcevent "Egg Bomb#job_ranger16::OnEnable";
+ }
+ end;
+
+OnTimer95000:
+ set .@rand,rand(1,3);
+ if (.@rand == 1)
+ {
+ donpcevent "Egg Bomb#job_ranger17::OnEnable";
+ }else if (.@rand == 2)
+ {
+ donpcevent "Egg Bomb#job_ranger18::OnEnable";
+ }else
+ {
+ donpcevent "Egg Bomb#job_ranger19::OnEnable";
+ }
+ end;
+
+OnTimer100000:
+ set .@rand,rand(1,3);
+ if (.@rand == 1)
+ {
+ donpcevent "Egg Bomb#job_ranger20::OnEnable";
+ }else if (.@rand == 2)
+ {
+ donpcevent "Egg Bomb#job_ranger21::OnEnable";
+ }else
+ {
+ donpcevent "Egg Bomb#job_ranger22::OnEnable";
+ }
+ end;
+
+OnTimer105000:
+ set .@rand,rand(1,3);
+ if (.@rand == 1)
+ {
+ donpcevent "Egg Bomb#job_ranger23::OnEnable";
+ }else if (.@rand == 2)
+ {
+ donpcevent "Egg Bomb#job_ranger24::OnEnable";
+ }else
+ {
+ donpcevent "Egg Bomb#job_ranger25::OnEnable";
+ }
+ end;
+
+OnTimer110000:
+ set .@rand,rand(1,3);
+ if (.@rand == 1)
+ {
+ donpcevent "Egg Bomb#job_ranger26::OnEnable";
+ }else if (.@rand == 2)
+ {
+ donpcevent "Egg Bomb#job_ranger27::OnEnable";
+ }else
+ {
+ donpcevent "Egg Bomb#job_ranger28::OnEnable";
+ }
+ end;
+
+OnTimer113000:
+ mapannounce "job3_rang02","Test Supervisor, Freeze : The test is ooooooooooooooveeeeerrr!!!!!!!!!!!!!!!!!!!!!!!!!!",bc_map;
+ donpcevent "Egg Bomb#job_ranger14::OnDisable";
+ donpcevent "Egg Bomb#job_ranger15::OnDisable";
+ donpcevent "Egg Bomb#job_ranger16::OnDisable";
+ donpcevent "Egg Bomb#job_ranger17::OnDisable";
+ donpcevent "Egg Bomb#job_ranger18::OnDisable";
+ donpcevent "Egg Bomb#job_ranger19::OnDisable";
+ donpcevent "Egg Bomb#job_ranger20::OnDisable";
+ donpcevent "Egg Bomb#job_ranger21::OnDisable";
+ donpcevent "Egg Bomb#job_ranger22::OnDisable";
+ donpcevent "Egg Bomb#job_ranger23::OnDisable";
+ donpcevent "Egg Bomb#job_ranger24::OnDisable";
+ donpcevent "Egg Bomb#job_ranger25::OnDisable";
+ donpcevent "Egg Bomb#job_ranger26::OnDisable";
+ donpcevent "Egg Bomb#job_ranger27::OnDisable";
+ donpcevent "Egg Bomb#job_ranger28::OnDisable";
+ end;
+
+OnTimer116000:
+ mapannounce "job3_rang02","Test Supervisor, Freeze : Well let's see the result?!",bc_map;
+ end;
+
+OnTimer119000:
+ set .point_result01,$@job_rang_point03;
+ mapannounce "job3_rang02","Test Supervisor, Freeze : Your score is ..."+.point_result01+" out of 20!",bc_map;
+ end;
+
+OnTimer121000:
+ if (.point_result01 > 9)
+ {
+ mapannounce "job3_rang02","Test Supervisor, Freeze : You have been successful so far! You've passed all practical tests! Let's move to the waitingroom!!!!!",bc_map;
+ mapwarp "job3_rang02","job3_rang01",89,38;
+ }else
+ {
+ mapannounce "job3_rang02","Test Supervisor, Freeze : It's too bad but you couldn't pass the 10 points, so you failed!!!!",bc_map;
+ }
+ end;
+
+OnTimer124000:
+ mapannounce "job3_rang02","Test Supervisor, Freeze : It's too bad, but you'll need to retake the test from the beginning! Please go back!",bc_map;
+ mapwarp "job3_rang02","tur_dun01",93,165;
+ end;
+
+OnTimer127000:
+ mapannounce "job3_rang02","Test Supervisor, Freeze : It's too bad, but you'll need to retake the test from the beginning! Please go back!",bc_map;
+ set $@job_rang_point03,0;
+ mapwarp "job3_rang02","tur_dun01",93,165;
+ donpcevent "Test Supervisor#jr_13::OnDisable";
+ end;
+
+OnTimer130000:
+ set $@job_rang_point03,0;
+ donpcevent "Practical Test::OnEnable";
+ donpcevent "Third Test Timer#jr_12::OnDisable";
+ stopnpctimer;
+ end;
+
+OnInit:
+ set $@job_rang_point03,0;
+ disablenpc "Third Test Timer#jr_12";
+ end;
+
+OnEnable:
+ enablenpc "Third Test Timer#jr_12";
+ initnpctimer;
+ end;
+
+OnDisable:
+ set $@job_rang_point03,0;
+ stopnpctimer;
+ disablenpc "Third Test Timer#jr_12";
+ end;
+}
+
+job3_rang02,251,49,3 script Test Supervisor#jr_13 732,{
+
+ if (job_ranger01 == 6)
+ {
+ if (checkquest(8261) == -1)
+ {
+ mes "[Test Supervisor, Freeze]";
+ mes "Congrats for passing the 2nd practical test! I am the 3rd practical test supervisor Freeze!";
+ next;
+ mes "[Test Supervisor, Freeze]";
+ mes "For the 3rd test, I'll test how much you could use a wolf effectively. When you become a Ranger in the future, you'll learn an wolf!";
+ next;
+ mes "[Test Supervisor, Freeze]";
+ mes "^0000ffThe tester is provided with a disposable Wolf summoning Flute! When you remove egg bombs coming out from here and there by controlling the summoned wolf, you get points!^000000";
+ next;
+ mes "[Test Supervisor, Freeze]";
+ mes "Tester cannot move during the test, and the test completes when all bombs are removed quickly and accurately within the given time only by using a wolf!";
+ next;
+ mes "[Test Supervisor, Freeze]";
+ mes "^0000ffThe way to control an wolf is to press the alt key and left-click the surface, then the wolf moves to the point where you've clicked on!^000000";
+ mes "^0000ffWhen you target the bomb and press one more, it starts to attack!^000000";
+ next;
+ mes "[Test Supervisor, Freeze]";
+ mes "The 3rd test time limit is about 3 minutes, when you get 10 over 20 points, you can pass the practical test!";
+ next;
+ mes "[Test Supervisor, Freeze]";
+ mes "Well, then first get this Wolf' flutes and after summoning the wolf, talk to me!";
+ getitem 12380,1;
+ setquest 8261;
+ close;
+ }
+ else if (checkquest(8261) == 1)
+ {
+ if (getmercinfo(1) == 2034)
+ {
+ erasequest 8261;
+ mes "[Test Supervisor, Freeze]";
+ mes "Good! Then I'll start the test right now!";
+ next;
+ mes "[Test Supervisor, Freeze]";
+ mes "Keep in mind! You need to remove the egg bomb before it gets exploded by only using a wolf!";
+ next;
+ mes "[Test Supervisor, Freeze]";
+ mes "Then, Good luck!";
+// sc_start SC_STONE,120000,10; // Commented until the Mercenary M_DESERT_WOLF_B is working correctly.
+ close2;
+ donpcevent "Test Supervisor#jr_13::OnDisable";
+ donpcevent "Third Test Timer#jr_12::OnEnable";
+ end;
+ }else if (countitem(12380) < 1)
+ {
+ mes "[Test Supervisor, Freeze]";
+ mes "Huh?! There's no wolf, no Test Flute, where did you get rid of them?!";
+ next;
+ mes "[Test Supervisor, Freeze]";
+ mes "I'll give you one more time specially, so hold yourself together!";
+ next;
+ mes "[Test Supervisor, Freeze]";
+ mes "Summon the wolf quickly, and talk to me again!";
+ getitem 12380,1;
+ close;
+ }
+ mes "[Test Supervisor, Freeze]";
+ mes "Ha? What are you doing?";
+ next;
+ mes "[Test Supervisor, Freeze]";
+ mes "Play the Test Flute quickly to summon the wolf and talk to me!";
+ close;
+ }
+ }
+ mes "[Test Supervisor, Freeze]";
+ mes "Who are you?";
+ next;
+ mes "[Test Supervisor, Freeze]";
+ mes "This area is for the Ranger Job Change test!";
+ mes "And not for Outsiders such as you, so get out!";
+ close;
+
+OnTimer3000:
+ mapannounce "job3_rang02","Test Supervisor, Freeze : Welcome to the 3rd practical test field! I am the 3rd pratcical Test Supervisor Freeze!",bc_map;
+ end;
+
+OnTimer6000:
+ mapannounce "job3_rang02","Test Supervisor, Freeze : For the smooth testing progress for the other testers, if you don't talk to me again in 2 minutes to start the 3rd test, the test will end!",bc_map;
+ end;
+
+OnTimer9000:
+ mapannounce "job3_rang02","Test Supervisor, Freeze : Don't hesitate and let's begin!",bc_map;
+ end;
+
+OnTimer60000:
+ mapannounce "job3_rang02","Test Supervisor, Freeze : For the smooth testing progress for the other testers, if you don't talk to me again in 1 minute to start the 3rd test, the test will end!",bc_map;
+ end;
+
+OnTimer63000:
+ mapannounce "job3_rang02","Test Supervisor, Freeze : Don't hesitate and let's begin!",bc_map;
+ end;
+
+OnTimer120000:
+ mapannounce "job3_rang02","Test Supervisor, Freeze : Why aren't you starting the test?",bc_map;
+ end;
+
+OnTimer123000:
+ mapannounce "job3_rang02","Test Supervisor, Freeze : You weren't on time for the test, so I am ending the 3rd practical test!",bc_map;
+ end;
+
+OnTimer127000:
+ set $@job_rang_point03,0;
+ mapannounce "job3_rang02","Test Supervisor, Freeze : It's too bad, but try again!",bc_map;
+ mapwarp "job3_rang02","tur_dun01",93,165;
+ end;
+
+OnTimer130000:
+ mapannounce "job3_rang02","Test Supervisor, Freeze : It's too bad, but try again!",bc_map;
+ mapwarp "job3_rang02","tur_dun01",93,165;
+ end;
+
+OnTimer133000:
+ donpcevent "Third Test Timer#jr_12::OnDisable";
+ donpcevent "Practical Test::OnEnable";
+ donpcevent "Test Supervisor#jr_13::OnDisable";
+ stopnpctimer;
+ end;
+
+OnInit:
+ disablenpc "Test Supervisor#jr_13";
+ end;
+
+OnEnable:
+ enablenpc "Test Supervisor#jr_13";
+ initnpctimer;
+ donpcevent "Second Test Timer#jr_08::OnDisable";
+ donpcevent "Staff Rust#job_ranger09::OnDisable";
+ donpcevent "Plant Summon#jr_10::OnDisable";
+ donpcevent "Test Supervisor#jr_11::OnDisable";
+ end;
+
+OnDisable:
+ stopnpctimer;
+ disablenpc "Test Supervisor#jr_13";
+ end;
+}
+
+job3_rang02,246,42,0 script Egg Bomb#job_ranger14 139,{
+
+OnInit:
+ disablenpc "Egg Bomb#job_ranger14";
+ end;
+
+OnEnable:
+ enablenpc "Egg Bomb#job_ranger14";
+ initnpctimer;
+ monster "job3_rang02",246,42,"Egg Bomb",1047,1,"Egg Bomb#job_ranger14::OnMyMobDead";
+ mapannounce "job3_rang02","Egg Bomb 'I am almost done now... Don't stop me.'",bc_map;
+ end;
+
+OnDisable:
+ killmonster "job3_rang02","Egg Bomb#job_ranger14::OnMyMobDead";
+ stopnpctimer;
+ disablenpc "Egg Bomb#job_ranger14";
+ end;
+
+OnMyMobDead:
+ set $@job_rang_point03,$@job_rang_point03+1;
+ mapannounce "job3_rang02","Egg Bomb : Alas, it was only a dream for a short time...",bc_map;
+ donpcevent "Egg Bomb#job_ranger14::OnDisable";
+ end;
+
+OnTimer10000:
+ mapannounce "job3_rang02","Egg Bomb : Ughhhhhhhhhhhhhh!!! So what did I say!!!",bc_map;
+ donpcevent "Egg Bomb#job_ranger14::OnDisable";
+ end;
+}
+
+job3_rang02,249,46,0 script Egg Bomb#job_ranger15 139,{
+
+OnInit:
+ disablenpc "Egg Bomb#job_ranger15";
+ end;
+
+OnEnable:
+ enablenpc "Egg Bomb#job_ranger15";
+ initnpctimer;
+ monster "job3_rang02",249,46,"Egg Bomb",1047,1,"Egg Bomb#job_ranger15::OnMyMobDead";
+ mapannounce "job3_rang02","Egg Bomb : Hey, I am going to explode. What are you going to do?",bc_map;
+ end;
+
+OnDisable:
+ killmonster "job3_rang02","Egg Bomb#job_ranger15::OnMyMobDead";
+ stopnpctimer;
+ disablenpc "Egg Bomb#job_ranger15";
+ end;
+
+OnMyMobDead:
+ set $@job_rang_point03,$@job_rang_point03+1;
+ mapannounce "job3_rang02","Egg Bomb : The world is meaningless and my dream is so far away...",bc_map;
+ donpcevent "Egg Bomb#job_ranger15::OnDisable";
+ end;
+
+OnTimer10000:
+ mapannounce "job3_rang02","Egg Bomb : Ughhhhhhhhhhhhhh!!! So what did I say!!!",bc_map;
+ donpcevent "Egg Bomb#job_ranger15::OnDisable";
+ end;
+}
+
+job3_rang02,256,43,0 script Egg Bomb#job_ranger16 139,{
+
+OnInit:
+ disablenpc "Egg Bomb#job_ranger16";
+ end;
+
+OnEnable:
+ enablenpc "Egg Bomb#job_ranger16";
+ initnpctimer;
+ monster "job3_rang02",256,43,"Egg Bomb",1047,1,"Egg Bomb#job_ranger16::OnMyMobDead";
+ mapannounce "job3_rang02","Egg Bomb : I... no, I can't standy anymore!!",bc_map;
+ end;
+
+OnDisable:
+ killmonster "job3_rang02","Egg Bomb#job_ranger16::OnMyMobDead";
+ stopnpctimer;
+ disablenpc "Egg Bomb#job_ranger16";
+ end;
+
+OnMyMobDead:
+ set $@job_rang_point03,$@job_rang_point03+1;
+ mapannounce "job3_rang02","Egg Bomb : Don't be relieved. Misery always comes from carelesness.",bc_map;
+ donpcevent "Egg Bomb#job_ranger16::OnDisable";
+ end;
+
+OnTimer10000:
+ mapannounce "job3_rang02","Egg Bomb : Ughhhhhhhhhhhhhh!!! So what did I say!!!",bc_map;
+ donpcevent "Egg Bomb#job_ranger16::OnDisable";
+ end;
+}
+
+job3_rang02,243,54,0 script Egg Bomb#job_ranger17 139,{
+
+OnInit:
+ disablenpc "Egg Bomb#job_ranger17";
+ end;
+
+OnEnable:
+ enablenpc "Egg Bomb#job_ranger17";
+ initnpctimer;
+ monster "job3_rang02",243,54,"Egg Bomb",1047,1,"Egg Bomb#job_ranger17::OnMyMobDead";
+ mapannounce "job3_rang02","Egg Bomb 'I am almost done now... Don't stop me.'",bc_map;
+ end;
+
+OnDisable:
+ killmonster "job3_rang02","Egg Bomb#job_ranger17::OnMyMobDead";
+ stopnpctimer;
+ disablenpc "Egg Bomb#job_ranger17";
+ end;
+
+OnMyMobDead:
+ set $@job_rang_point03,$@job_rang_point03+1;
+ mapannounce "job3_rang02","Egg Bomb : Alas, it was only a dream for a short time...",bc_map;
+ donpcevent "Egg Bomb#job_ranger17::OnDisable";
+ end;
+
+OnTimer10000:
+ mapannounce "job3_rang02","Egg Bomb : Ughhhhhhhhhhhhhh!!! So what did I say!!!",bc_map;
+ donpcevent "Egg Bomb#job_ranger17::OnDisable";
+ end;
+}
+
+job3_rang02,246,58,0 script Egg Bomb#job_ranger18 139,{
+
+OnInit:
+ disablenpc "Egg Bomb#job_ranger18";
+ end;
+
+OnEnable:
+ enablenpc "Egg Bomb#job_ranger18";
+ initnpctimer;
+ monster "job3_rang02",246,58,"Egg Bomb",1047,1,"Egg Bomb#job_ranger18::OnMyMobDead";
+ mapannounce "job3_rang02","Egg Bomb : Hey, I am going to explode. What are you going to do?",bc_map;
+ end;
+
+OnDisable:
+ killmonster "job3_rang02","Egg Bomb#job_ranger18::OnMyMobDead";
+ stopnpctimer;
+ disablenpc "Egg Bomb#job_ranger18";
+ end;
+
+OnMyMobDead:
+ set $@job_rang_point03,$@job_rang_point03+1;
+ mapannounce "job3_rang02","Egg Bomb : The world is meaningless and my dream is so far away...",bc_map;
+ donpcevent "Egg Bomb#job_ranger18::OnDisable";
+ end;
+
+OnTimer10000:
+ mapannounce "job3_rang02","Egg Bomb : Ughhhhhhhhhhhhhh!!! So what did I say!!!",bc_map;
+ donpcevent "Egg Bomb#job_ranger18::OnDisable";
+ end;
+}
+
+job3_rang02,255,56,0 script Egg Bomb#job_ranger19 139,{
+
+OnInit:
+ disablenpc "Egg Bomb#job_ranger19";
+ end;
+
+OnEnable:
+ enablenpc "Egg Bomb#job_ranger19";
+ initnpctimer;
+ monster "job3_rang02",255,56,"Egg Bomb",1047,1,"Egg Bomb#job_ranger19::OnMyMobDead";
+ mapannounce "job3_rang02","Egg Bomb : I... no, I can't stand anymore!!",bc_map;
+ end;
+
+OnDisable:
+ killmonster "job3_rang02","Egg Bomb#job_ranger19::OnMyMobDead";
+ stopnpctimer;
+ disablenpc "Egg Bomb#job_ranger19";
+ end;
+
+OnMyMobDead:
+ set $@job_rang_point03,$@job_rang_point03+1;
+ mapannounce "job3_rang02","Egg Bomb : Don't be relieved. Misery always comes from carelesness.",bc_map;
+ donpcevent "Egg Bomb#job_ranger19::OnDisable";
+ end;
+
+OnTimer10000:
+ mapannounce "job3_rang02","Egg Bomb : Ughhhhhhhhhhhhhh!!! So what did I say!!!",bc_map;
+ donpcevent "Egg Bomb#job_ranger19::OnDisable";
+ end;
+}
+
+job3_rang02,260,48,0 script Egg Bomb#job_ranger20 139,{
+
+OnInit:
+ disablenpc "Egg Bomb#job_ranger20";
+ end;
+
+OnEnable:
+ enablenpc "Egg Bomb#job_ranger20";
+ initnpctimer;
+ monster "job3_rang02",260,48,"Egg Bomb",1047,1,"Egg Bomb#job_ranger20::OnMyMobDead";
+ mapannounce "job3_rang02","Egg Bomb 'I am almost done now... Don't stop me.'",bc_map;
+ end;
+
+OnDisable:
+ killmonster "job3_rang02","Egg Bomb#job_ranger20::OnMyMobDead";
+ stopnpctimer;
+ disablenpc "Egg Bomb#job_ranger20";
+ end;
+
+OnMyMobDead:
+ set $@job_rang_point03,$@job_rang_point03+1;
+ mapannounce "job3_rang02","Egg Bomb : Alas, it was only a dream for a short time...",bc_map;
+ donpcevent "Egg Bomb#job_ranger20::OnDisable";
+ end;
+
+OnTimer10000:
+ mapannounce "job3_rang02","Egg Bomb : Ughhhhhhhhhhhhhh!!! So what did I say!!!",bc_map;
+ donpcevent "Egg Bomb#job_ranger20::OnDisable";
+ end;
+}
+
+job3_rang02,244,53,0 script Egg Bomb#job_ranger21 139,{
+
+OnInit:
+ disablenpc "Egg Bomb#job_ranger21";
+ end;
+
+OnEnable:
+ enablenpc "Egg Bomb#job_ranger21";
+ initnpctimer;
+ monster "job3_rang02",244,53,"Egg Bomb",1047,1,"Egg Bomb#job_ranger21::OnMyMobDead";
+ mapannounce "job3_rang02","Egg Bomb : Hey, I am going to explode. What are you going to do?",bc_map;
+ end;
+
+OnDisable:
+ killmonster "job3_rang02","Egg Bomb#job_ranger21::OnMyMobDead";
+ stopnpctimer;
+ disablenpc "Egg Bomb#job_ranger21";
+ end;
+
+OnMyMobDead:
+ set $@job_rang_point03,$@job_rang_point03+1;
+ mapannounce "job3_rang02","Egg Bomb : The world is meaningless and my dream is so far away...",bc_map;
+ donpcevent "Egg Bomb#job_ranger21::OnDisable";
+ end;
+
+OnTimer10000:
+ mapannounce "job3_rang02","Egg Bomb : Ughhhhhhhhhhhhhh!!! So what did I say!!!",bc_map;
+ donpcevent "Egg Bomb#job_ranger21::OnDisable";
+ end;
+}
+
+job3_rang02,254,50,0 script Egg Bomb#job_ranger22 139,{
+
+OnInit:
+ disablenpc "Egg Bomb#job_ranger22";
+ end;
+
+OnEnable:
+ enablenpc "Egg Bomb#job_ranger22";
+ initnpctimer;
+ monster "job3_rang02",254,50,"Egg Bomb",1047,1,"Egg Bomb#job_ranger22::OnMyMobDead";
+ mapannounce "job3_rang02","Egg Bomb : I... no, I can't stand anymore!!",bc_map;
+ end;
+
+OnDisable:
+ killmonster "job3_rang02","Egg Bomb#job_ranger22::OnMyMobDead";
+ stopnpctimer;
+ disablenpc "Egg Bomb#job_ranger22";
+ end;
+
+OnMyMobDead:
+ set $@job_rang_point03,$@job_rang_point03+1;
+ mapannounce "job3_rang02","Egg Bomb : Don't be relieved. Misery always comes from carelesness.",bc_map;
+ donpcevent "Egg Bomb#job_ranger22::OnDisable";
+ end;
+
+OnTimer10000:
+ mapannounce "job3_rang02","Egg Bomb : Ughhhhhhhhhhhhhh!!! So what did I say!!!",bc_map;
+ donpcevent "Egg Bomb#job_ranger22::OnDisable";
+ end;
+}
+
+job3_rang02,241,41,0 script Egg Bomb#job_ranger23 139,{
+
+OnInit:
+ disablenpc "Egg Bomb#job_ranger23";
+ end;
+
+OnEnable:
+ enablenpc "Egg Bomb#job_ranger23";
+ initnpctimer;
+ monster "job3_rang02",241,41,"Egg Bomb",1047,1,"Egg Bomb#job_ranger23::OnMyMobDead";
+ mapannounce "job3_rang02","Egg Bomb 'I am almost done now... Don't stop me.'",bc_map;
+ end;
+
+OnDisable:
+ killmonster "job3_rang02","Egg Bomb#job_ranger23::OnMyMobDead";
+ stopnpctimer;
+ disablenpc "Egg Bomb#job_ranger23";
+ end;
+
+OnMyMobDead:
+ set $@job_rang_point03,$@job_rang_point03+1;
+ mapannounce "job3_rang02","Egg Bomb : Alas, it was only a dream for a short time...",bc_map;
+ donpcevent "Egg Bomb#job_ranger23::OnDisable";
+ end;
+
+OnTimer10000:
+ mapannounce "job3_rang02","Egg Bomb : Ughhhhhhhhhhhhhh!!! So what did I say!!!",bc_map;
+ donpcevent "Egg Bomb#job_ranger23::OnDisable";
+ end;
+}
+
+job3_rang02,259,41,0 script Egg Bomb#job_ranger24 139,{
+
+OnInit:
+ disablenpc "Egg Bomb#job_ranger24";
+ end;
+
+OnEnable:
+ enablenpc "Egg Bomb#job_ranger24";
+ initnpctimer;
+ monster "job3_rang02",259,41,"Egg Bomb",1047,1,"Egg Bomb#job_ranger24::OnMyMobDead";
+ mapannounce "job3_rang02","Egg Bomb : Hey, I am going to explode. What are you going to do?",bc_map;
+ end;
+
+OnDisable:
+ killmonster "job3_rang02","Egg Bomb#job_ranger24::OnMyMobDead";
+ stopnpctimer;
+ disablenpc "Egg Bomb#job_ranger24";
+ end;
+
+OnMyMobDead:
+ set $@job_rang_point03,$@job_rang_point03+1;
+ mapannounce "job3_rang02","Egg Bomb : The world is meaningless and my dream is so far away...",bc_map;
+ donpcevent "Egg Bomb#job_ranger24::OnDisable";
+ end;
+
+OnTimer10000:
+ mapannounce "job3_rang02","Egg Bomb : Ughhhhhhhhhhhhhh!!! So what did I say!!!",bc_map;
+ donpcevent "Egg Bomb#job_ranger24::OnDisable";
+ end;
+}
+
+job3_rang02,256,52,0 script Egg Bomb#job_ranger25 139,{
+
+OnInit:
+ disablenpc "Egg Bomb#job_ranger25";
+ end;
+
+OnEnable:
+ enablenpc "Egg Bomb#job_ranger25";
+ initnpctimer;
+ monster "job3_rang02",256,52,"Egg Bomb",1047,1,"Egg Bomb#job_ranger25::OnMyMobDead";
+ mapannounce "job3_rang02","Egg Bomb : I... no, I can't standy anymore!!",bc_map;
+ end;
+
+OnDisable:
+ killmonster "job3_rang02","Egg Bomb#job_ranger25::OnMyMobDead";
+ stopnpctimer;
+ disablenpc "Egg Bomb#job_ranger25";
+ end;
+
+OnMyMobDead:
+ set $@job_rang_point03,$@job_rang_point03+1;
+ mapannounce "job3_rang02","Egg Bomb : Don't be relieved. Misery always comes from carelesness.",bc_map;
+ donpcevent "Egg Bomb#job_ranger25::OnDisable";
+ end;
+
+OnTimer10000:
+ mapannounce "job3_rang02","Egg Bomb : Ughhhhhhhhhhhhhh!!! So what did I say!!!",bc_map;
+ donpcevent "Egg Bomb#job_ranger25::OnDisable";
+ end;
+}
+
+job3_rang02,259,58,0 script Egg Bomb#job_ranger26 139,{
+
+OnInit:
+ disablenpc "Egg Bomb#job_ranger26";
+ end;
+
+OnEnable:
+ enablenpc "Egg Bomb#job_ranger26";
+ initnpctimer;
+ monster "job3_rang02",259,58,"Egg Bomb",1047,1,"Egg Bomb#job_ranger26::OnMyMobDead";
+ mapannounce "job3_rang02","Egg Bomb 'I am almost done now... Don't stop me.'",bc_map;
+ end;
+
+OnDisable:
+ killmonster "job3_rang02","Egg Bomb#job_ranger26::OnMyMobDead";
+ stopnpctimer;
+ disablenpc "Egg Bomb#job_ranger26";
+ end;
+
+OnMyMobDead:
+ set $@job_rang_point03,$@job_rang_point03+1;
+ mapannounce "job3_rang02","Egg Bomb : Alas, it was only a dream for a short time...",bc_map;
+ donpcevent "Egg Bomb#job_ranger26::OnDisable";
+ end;
+
+OnTimer10000:
+ mapannounce "job3_rang02","Egg Bomb : Ughhhhhhhhhhhhhh!!! So what did I say!!!",bc_map;
+ donpcevent "Egg Bomb#job_ranger26::OnDisable";
+ end;
+}
+
+job3_rang02,254,52,0 script Egg Bomb#job_ranger27 139,{
+
+OnInit:
+ disablenpc "Egg Bomb#job_ranger27";
+ end;
+
+OnEnable:
+ enablenpc "Egg Bomb#job_ranger27";
+ initnpctimer;
+ monster "job3_rang02",254,52,"Egg Bomb",1047,1,"Egg Bomb#job_ranger27::OnMyMobDead";
+ mapannounce "job3_rang02","Egg Bomb : Hey, I am going to explode. What are you going to do?",bc_map;
+ end;
+
+OnDisable:
+ killmonster "job3_rang02","Egg Bomb#job_ranger27::OnMyMobDead";
+ stopnpctimer;
+ disablenpc "Egg Bomb#job_ranger27";
+ end;
+
+OnMyMobDead:
+ set $@job_rang_point03,$@job_rang_point03+1;
+ mapannounce "job3_rang02","Egg Bomb : The world is meaningless and my dream is so far away...",bc_map;
+ donpcevent "Egg Bomb#job_ranger27::OnDisable";
+ end;
+
+OnTimer10000:
+ mapannounce "job3_rang02","Egg Bomb : Ughhhhhhhhhhhhhh!!! So what did I say!!!",bc_map;
+ donpcevent "Egg Bomb#job_ranger27::OnDisable";
+ end;
+}
+
+job3_rang02,247,42,0 script Egg Bomb#job_ranger28 139,{
+
+OnInit:
+ disablenpc "Egg Bomb#job_ranger28";
+ end;
+
+OnEnable:
+ enablenpc "Egg Bomb#job_ranger28";
+ initnpctimer;
+ monster "job3_rang02",247,42,"Egg Bomb",1047,1,"Egg Bomb#job_ranger28::OnMyMobDead";
+ mapannounce "job3_rang02","Egg Bomb : I... no, I can't standy anymore!!",bc_map;
+ end;
+
+OnDisable:
+ killmonster "job3_rang02","Egg Bomb#job_ranger28::OnMyMobDead";
+ stopnpctimer;
+ disablenpc "Egg Bomb#job_ranger28";
+ end;
+
+OnMyMobDead:
+ set $@job_rang_point03,$@job_rang_point03+1;
+ mapannounce "job3_rang02","Egg Bomb : Don't be relieved. Misery always comes from carelesness.",bc_map;
+ donpcevent "Egg Bomb#job_ranger28::OnDisable";
+ end;
+
+OnTimer10000:
+ mapannounce "job3_rang02","Egg Bomb : Ughhhhhhhhhhhhhh!!! So what did I say!!!",bc_map;
+ donpcevent "Egg Bomb#job_ranger28::OnDisable";
+ end;
+}
+
+job3_rang01,90,43,3 script Ranger Master#jr_29 832,{
+
+ if (job_ranger01 < 6)
+ {
+ mes "[Ranger Master, Neveragain]";
+ mes "... ...Huh?";
+ mes "Strange... ...how did you get here?";
+ next;
+ mes "[Ranger Master, Neveragain]";
+ mes "You don't seem to belong here...";
+ next;
+ mes "[Ranger Master, Neveragain]";
+ mes "Leave this place,";
+ mes "You shouldn't have come here.";
+ close2;
+ warp "alberta",117,57;
+ end;
+ }else if (job_ranger01 == 6)
+ {
+ if (BaseLevel < 99 || JobLevel < 50)
+ {
+ mes "[Ranger Master, Neveragain]";
+ mes "No.";
+ mes "I can tell just by looking at you that you seem to be to unexperienced.";
+ next;
+ mes "[Ranger Master, Neveragain]";
+ mes "Have more pride in your job and get more experience, and then when you grow as a Hunter or a Sniper you can make an aura by yourself, please come back again.";
+ close2;
+ warp "alberta",117,57;
+ end;
+ }
+ changequest 8259,8262;
+ mes "[Ranger Master, Neveragain]";
+ mes "Congratulations!";
+ mes "You've completed all the rough practical tests!";
+ next;
+ mes "[Ranger Master, Neveragain]";
+ mes "Well, You've had enough experience so I won't need to drag on.";
+ next;
+ mes "[Ranger Master, Neveragain]";
+ mes "Before you do a job change ^0000ffDismiss your Falcon^000000, and check if you've used all of your ^0000ffSkill Points^000000.";
+ next;
+ switch(select("Wait a minute:I am ready"))
+ {
+ case 1:
+ mes "[Ranger Master, Neveragain]";
+ mes "I am not running away so take your time.";
+ close;
+ case 2:
+ if (checkfalcon() == 0)
+ {
+ if (SkillPoint > 0)
+ {
+ mes "[Ranger Master, Neveragain]";
+ mes "It seems you haven't used all skill points.";
+ next;
+ mes "[Ranger Master, Neveragain]";
+ mes "Please use your skill points, and come back to me.";
+ close;
+ }
+ mes "[Ranger Master, Neveragain]";
+ mes "Good. No falcon and you've used up all your skill points.";
+ break;
+ }else
+ {
+ mes "[Ranger Master, Neveragain]";
+ mes "Didn't you dismiss your falcon??";
+ next;
+ mes "[Ranger Master, Neveragain]";
+ mes "Please dismiss your falcon, and come back to me.";
+ close;
+ }
+ }
+ mes "[Ranger Master, Neveragain]";
+ mes "Okay, before you really change the job into a ranger, I'll ask you on more time.";
+ mes "Do you really want to become a ranger?";
+ next;
+ switch(select("No:Yes!"))
+ {
+ case 1:
+ mes "[Ranger Master, Neveragain]";
+ mes "Umm? That's not the answer that I was waiting for...";
+ next;
+ mes "[Ranger Master, Neveragain]";
+ mes "Even after passing through all the rough practical tests, you don't want to become a ranger... are you sure?";
+ close;
+ case 2:
+ break;
+ }
+ if (Class == Job_Hunter)
+ {
+ mes "[Ranger Master, Neveragain]";
+ mes "Your firm answer seems very trustworthy!";
+ next;
+ nude;
+ if (countitem(1703) > 0)
+ {
+ mes "[Ranger Master, Neveragain]";
+ mes "From now on be active as a splendid Ranger!";
+ mes "I wish you luck in your future!";
+ delitem 1703,1;
+ set job_ranger01,7;
+ completequest 8262;
+ jobchange 4056;
+ getitem 5748,1;
+ getitem 2795,1;
+ getitem 6124,1;
+ close;
+ }
+ mes "[Ranger Master, Neveragain]";
+ mes "...However,";
+ mes "You have to return your test items.";
+ mes "What did you do with your testing Bow?";
+ close;
+ }else if (Class == Job_Sniper)
+ {
+ mes "[Ranger Master, Neveragain]";
+ mes "Your firm answer seems very trustworthy!";
+ next;
+ nude;
+ if (countitem(1703) > 0)
+ {
+ mes "[Ranger Master, Neveragain]";
+ mes "From now on be active as a splendid Ranger!";
+ mes "I wish you luck in your future!";
+ delitem 1703,1;
+ set job_ranger01,7;
+ completequest 8262;
+ jobchange 4062;
+ getitem 5748,1;
+ getitem 2795,1;
+ getitem 6124,1;
+ close;
+ }
+ mes "[Ranger Master, Neveragain]";
+ mes "...However,";
+ mes "You have to return your test items.";
+ mes "What did you do with your testing Bow?";
+ close;
+ }else
+ {
+ mes "[Ranger Master, Neveragain]";
+ mes "...Huh? Who are you?";
+ mes "You are not a Hunter or a Sniper?!";
+ next;
+ mes "[Ranger Master, Neveragain]";
+ mes "What are you doing here?";
+ mes "You shouldn't have come here. Get out!";
+ set job_ranger01,0;
+ erasequest 8254;
+ erasequest 8255;
+ erasequest 8256;
+ erasequest 8257;
+ erasequest 8258;
+ erasequest 8259;
+ erasequest 8260;
+ erasequest 8261;
+ erasequest 8262;
+ close2;
+ warp "alberta",117,57;
+ end;
+ }
+ }else if (job_ranger01 > 6)
+ {
+ mes "[Ranger Master, Neveragain]";
+ mes "Hey, you look great.";
+ mes "What are you doing here?";
+ next;
+ switch(select("I just came by:Please let me be out"))
+ {
+ case 1:
+ mes "[Ranger Master, Neveragain]";
+ mes "Well, there's nothing to see and you came.";
+ next;
+ mes "[Ranger Master, Neveragain]";
+ mes "Take a rest as long as you want.";
+ mes "It's the place where you can have a tea easily.";
+ close;
+ case 2:
+ break;
+ }
+ mes "[Ranger Master, Neveragain]";
+ mes "It was good to see you.";
+ mes "Don't lose the dignity as a Ranger wherever you go.";
+ close2;
+ warp "alberta",117,57;
+ end;
+ }
+ mes "[Ranger Master, Neveragain]";
+ mes "Hey, you look great.";
+ mes "What are you doing here?";
+ next;
+ switch(select("I just came by:Please let me be out"))
+ {
+ case 1:
+ mes "[Ranger Master, Neveragain]";
+ mes "Well, there's nothing to see and you came.";
+ next;
+ mes "[Ranger Master, Neveragain]";
+ mes "Take a rest as long as you want.";
+ mes "It's the place where you can have a tea easily.";
+ close;
+ case 2:
+ break;
+ }
+ mes "[Ranger Master, Neveragain]";
+ mes "It was good to see you.";
+ mes "Don't lose the dignity as a Ranger wherever you go.";
+ close2;
+ warp "alberta",117,57;
+ end;
+}
+
+job3_rang01,58,1,0 script Test#job_ranger 88,{
+
+ if(getgmlevel() > 98)
+ {
+ switch(select("Enable Waiting Room:Disable Waiting Room:Enable 1st Test:Disable 1st Test:Enable 2nd Test:Disable 2nd Test:Enable 3rd Test:Disable 3rd Test:Cancel"))
+ {
+ case 1:
+ mes "Enabled Waiting Room";
+ donpcevent "Practical Test::OnEnable";
+ close;
+ case 2:
+ mes "Disabled Waiting Room";
+ donpcevent "Practical Test::OnDisable";
+ close;
+ case 3:
+ mes "1st Test Enabled";
+ donpcevent "Test Supervisor#jr_04::OnEnable";
+ close;
+ case 4:
+ mes "1st Test Disabled";
+ donpcevent "Test Supervisor#jr_04::OnDisable";
+ donpcevent "First Test Timer#jr_05::OnDisable";
+ donpcevent "Correct Monster Summon::OnReset";
+ donpcevent "False Monster Summon::OnReset";
+ donpcevent "Correct Monster Summon::OnDisable";
+ donpcevent "False Monster Summon::OnDisable";
+ close;
+ case 5:
+ mes "2nd Test Enabled";
+ donpcevent "Second Test Timer#jr_08::OnEnable";
+ close;
+ case 6:
+ mes "2nd Test Disabled";
+ donpcevent "Second Test Time#job_ranger08::OnDisable";
+ close;
+ case 7:
+ mes "3rd Test has been Enabled";
+ donpcevent "3rd Test Timer#job_ranger12::OnEnable";
+ close;
+ case 8:
+ mes "3rd Test has been Disabled";
+ donpcevent "Third Test Timer#jr_12::OnDisable";
+ donpcevent "Egg Bomb#job_ranger14::OnDisable";
+ donpcevent "Egg Bomb#job_ranger15::OnDisable";
+ donpcevent "Egg Bomb#job_ranger16::OnDisable";
+ donpcevent "Egg Bomb#job_ranger17::OnDisable";
+ donpcevent "Egg Bomb#job_ranger18::OnDisable";
+ donpcevent "Egg Bomb#job_ranger19::OnDisable";
+ donpcevent "Egg Bomb#job_ranger20::OnDisable";
+ donpcevent "Egg Bomb#job_ranger21::OnDisable";
+ donpcevent "Egg Bomb#job_ranger22::OnDisable";
+ donpcevent "Egg Bomb#job_ranger23::OnDisable";
+ donpcevent "Egg Bomb#job_ranger24::OnDisable";
+ donpcevent "Egg Bomb#job_ranger25::OnDisable";
+ donpcevent "Egg Bomb#job_ranger26::OnDisable";
+ donpcevent "Egg Bomb#job_ranger27::OnDisable";
+ donpcevent "Egg Bomb#job_ranger28::OnDisable";
+ close;
+ case 9:
+ close;
+ }
+ }
} \ No newline at end of file
diff --git a/npc/jobs/3-1/warlock.txt b/npc/jobs/3-1/warlock.txt
index 353df006d..4ab6e19ef 100644
--- a/npc/jobs/3-1/warlock.txt
+++ b/npc/jobs/3-1/warlock.txt
@@ -1,2036 +1,2036 @@
-//===== rAthena Script =======================================
-// Warlock Job change Quest
-//===== By: ==================================================
-//= Masao
-//= Credits: Muad_Dib, Gepard & L0ne_W0lf
-//===== Current Version: =====================================
-//= 1.1
-//===== Compatible With: =====================================
-//= Any rAthena SVN
-//===== Description: =========================================
-//= [AEGIS Conversion]
-//= Job change Quest from Wizard / High Wizard -> Warlock.
-//===== Additional Comments: =================================
-//= 1.0 First Version.
-//= 1.1 Fixed some conversion mistakes, replaced numbers with
-//= constants, added item names in comments.
-//============================================================
-
-morocc,103,144,0 script distorted place morroc 139,1,1,{
-
-OnTouch:
- if (Class >= 4023 && Class <= 4045){
- mes " - I can feel a strange distortion around me - ";
- close;
- }
-
- if (job_wl > 1){
- if (Class == Job_Warlock || Class == Job_Warlock_T){
- mes " - There is a strange distortion here - ";
- close;
- }
- mes " - There is a strange distortion here - ";
- next;
- switch(select("Extend your hand.:Ignore it.")){
- case 1:
- mes " - I extend my arm as a fierce sound resonates in my ear and a cool wave surrounds me - ";
- close2;
- warp "spl_in02",79,102;
- end;
- case 2:
- mes " - You ignore it. - ";
- close;
- }
- }
- if (BaseLevel > 94 && Class == Job_Wizard || Class == Job_High_Wizard){
- mes " - There is a strange distortion here - ";
- next;
- switch(select( "Search the area.:Ignore it.")){
- case 1:
- mes " - There appears to be nothing here. But I can definitely feel something around here... - ";
- next;
- switch(select("Extend arm.:Leave it alone.")){
- case 1:
- mes " - I extend my arm as a fierce sound resonates in my ear and a cool wave surrounds me - ";
- close2;
- warp "spl_in02",79,102;
- end;
- case 2:
- mes " - You decide to leave it alone. - ";
- close;
- }
- case 2:
- mes " - You ignore it. - ";
- close;
- }
- }
- end;
-}
-
-splendide,141,284,0 script Distorted place molco 139,1,1,{
-
-OnTouch:
- if (Class >= 4023 && Class <= 4045){
- mes " - I can feel a strange distortion around me - ";
- close;
- }
- if (job_wl > 1){
- mes " - There is a strange - ";
- mes "- distortion here -";
- next;
- switch(select("Extend your hand.:Ignore it.")){
- case 1:
- mes " - I extend my arm as a fierce sound resonates in my ear and a cool wave surrounds me - ";
- close2;
- warp "spl_in02",79,102;
- end;
- case 2:
- mes " - You ignore the distortion. - ";
- close;
- }
- }
- if (BaseLevel > 94){
- mes " - I can feel a strange distortion around me - ";
- next;
- switch(select( "Search the area.:Ignore it.")){
- case 1:
- mes " - There appears to be nothing here. But I can definitely feel something around here... - ";
- next;
- switch(select("Extend arm.:Leave it alone.")){
- case 1:
- mes " - I extend my arm as a fierce sound resonates in my ear and a cool wave surrounds me - ";
- close2;
- warp "spl_in02",79,102;
- end;
- case 2:
- mes " - You decide to leave it alone. - ";
- close;
- }
- case 2:
- mes " - You ignore it. - ";
- close;
- }
- }
- end;
-}
-
-spl_in02,77,107,5 script Assistant#Warlock 446,{
-
- if (job_wl < 1){
- if (Class == Job_Wizard || Class == Job_High_Wizard){
- mes "[Assistant]";
- mes "Huh!!! Human!?!";
- mes "How did you enter here?";
- mes "This is only connected with a special gate!";
- next;
- mes "[Assistant]";
- mes "I don't know how...";
- mes "But we should leave before my master spots you...!";
- next;
- mes "[???]";
- mes "What's that noise out there?";
- mes "I warned them to be quiet while I'm meditating.";
- next;
- mes "[Assistant]";
- mes "Huh!?!";
- mes "Master...";
- mes "It's nothing...";
- next;
- mes "[Master]";
- mes "Oh~ there's a human being in front of me.";
- next;
- mes "[Assistant]";
- mes "Oh this thing?";
- mes "I was just leading it out.";
- next;
- mes "[Master]";
- mes "Yoop!!!";
- next;
- mes "[Yoop]";
- mes "Yeap...!!";
- next;
- mes "[Master]";
- mes "There's the warp portal beyond you... Is it an illusion?";
- next;
- mes "[Yoop]";
- mes "Sorry!!!";
- mes "It's my mistake...";
- next;
- mes "[Master]";
- mes "Fool...";
- mes "I'll deal with you after you send the human away.";
- next;
- mes "[Master]";
- mes "MushSartas Ir Cyamar";
- mes "UdenLo";
- next;
- mes " - The fairy with the green hair chants a spell. - ";
- mes " - I feel like something special surrounds me. - ";
- specialeffect2 EF_DISPELL;
- next;
- mes "[Master]";
- mes "Oh, that's interesting.";
- mes "How dare you resist me human?";
- next;
- if ((BaseLevel > 98) && (JobLevel > 49)){
- mes "[Master]";
- mes "Oh, that's interesting.";
- mes "How dare you resist me human?";
- next;
- menu "I'm not sure. Who are you?",-;
- mes "[Master]";
- mes "I am the leader of the ^000077Warlock^000000s.";
- mes "'^000077Sila Egnoloria^000000'";
- mes "If you are a Wizard, it would be good of you to memorize my name.";
- next;
- menu "What is a ^000077Warlock^000000?",-;
- mes "[Master Egnoloria]";
- mes "Oh...are you interested?";
- next;
- mes "[Master Egnoloria]";
- mes "A ^000077Warlock^000000 is someone who uses the magic of the giants of Jotunheim.";
- mes "It can't be defined in any other words.";
- next;
- mes "[Master Egnoloria]";
- mes "Only the strong magic can explain it.";
- mes "kkk";
- next;
- menu "Could I become Warlock?",-;
- mes "[Master Egnoloria]";
- mes "You?";
- mes "You wanna become a Warlock?";
- mes "Hahaha";
- next;
- mes "[Master Egnoloria]";
- mes "You're so interesting.";
- mes "It would be difficult for a human to become a Warlock.";
- mes "The strong power would gnaw at your weak body.";
- next;
- mes "[Master Egnoloria]";
- mes "If you dare to face death, you can try to become one.";
- next;
- switch(select("What do I need to do?:Cancel.")){
- case 1:
- mes "[Master Egnoloria]";
- mes "Are you serious?";
- mes "You hunger for power don't you human.";
- next;
- mes "[Master Egnoloria]";
- mes "The strong desire to be more powerful makes your soul more beautiful.";
- next;
- mes "[Master Egnoloria]";
- mes "But, I need to check that you're qualified.";
- next;
- mes "[Master Egnoloria]";
- mes "Yoop!";
- next;
- mes "[Yoop]";
- mes "Yeap!!";
- next;
- mes "[Master Egnoloria]";
- mes "Give this to the human.";
- next;
- mes "[Master Egnoloria]";
- mes "Talk to the guy with the weird hair.";
- mes "He'll let you know what you should do.";
- set job_wl,2;
- setquest 11106;
- close;
- case 2:
- mes "[Master Egnoloria]";
- mes "Good.";
- mes "You are a human being so that's for you.";
- mes "kkk";
- set job_wl,1;
- close2;
- warp "splendide",200,100;
- end;
- }
- }
- mes "[Master]";
- mes "You're still quite far too low of a level to even consider this.";
- close2;
- warp "splendide",200,100;
- end;
- }
- mes "[Assistant]";
- mes "Huh!!! Human!?!";
- mes "How did you enter here?";
- mes "This is only connected with a special gate!";
- next;
- mes "[Assistant]";
- mes "I don't know how...";
- mes "But we should leave before my master spots you...!";
- next;
- mes "[???]";
- mes "What's that noise out there?";
- mes "I warned them to be quiet while I'm meditating.";
- next;
- mes "[Assistant]";
- mes "Huh!?!";
- mes "Master...";
- mes "It's nothing...";
- next;
- mes "[Master]";
- mes "Oh~ there's a human being in front of me.";
- next;
- mes "[Assistant]";
- mes "Oh this thing?";
- mes "I was just leading it out.";
- next;
- mes "[Master]";
- mes "Yoop!!!";
- next;
- mes "[Yoop]";
- mes "Yeap...!!";
- next;
- mes "[Master]";
- mes "There's the warp portal beyond you... Is it an illusion?";
- next;
- mes "[Yoop]";
- mes "Sorry!!!";
- mes "It's my mistake...";
- next;
- mes "[Master]";
- mes "Fool...";
- mes "I'll deal with you after you send the human away.";
- next;
- mes "[Master]";
- mes "MushSartas Ir Cyamar";
- mes "UdenLo";
- close2;
- warp "splendide",200,100;
- end;
- }
- if (job_wl == 1){
- mes "[Yoop]";
- mes "You're... we've met before.";
- mes "Can you imagine how severely I was scolded by my master?!";
- mes "If you have any business with me, just go away!";
- next;
- switch(select("Leave.:Stay.")){
- case 1:
- mes "[Yoop]";
- mes "Leave me alone...!";
- close2;
- warp "splendide",200,100;
- end;
- case 2:
- mes "[Yoop]";
- mes "What?!";
- mes "Just do whatever you want...";
- mes "My master will deal with you then.";
- close;
- }
- }
- if (job_wl == 2){
- mes "[Yoop]";
- mes "Dear, master! My pony-tail is funny looking?!";
- mes "Oh, but I spent a lot time on it!";
- next;
- mes "[Master Egnoloria]";
- mes "It's noisy.";
- mes "I need to meditate";
- mes "so do as I said.";
- next;
- mes "[Yoop]";
- mes "Huh..";
- mes "Oh, yeah!";
- next;
- mes "[Yoop]";
- mes "Hey, human!";
- mes "Would you like to";
- mes "become a Warlock?";
- next;
- if (SkillPoint != 0) {
- mes "[Yoop]";
- mes "First, use all of your remaining job skills points before continuing.";
- set job_wl,3;
- close;
- }
- mes "[Yoop]";
- mes "This is the Master's";
- mes "decision so let me know.";
- next;
- mes "[Yoop]";
- mes "We need to test if your body can withstand being a Warlock.";
- mes "So you need to gather materials to prove yourself.";
- next;
- mes "[Yoop]";
- mes "Please gather ^000077Glittering Crystal^000000s and ^000077Giant Bradium Fragment^000000s.";
- next;
- mes "[Yoop]";
- mes "You must be wearing these Magical Stone Rings to get these items while hunting.";
- mes "You need to hunt Naga and Bradium Golems while wearing these rings.";
- next;
- mes "[Yoop]";
- mes "Show us how strong you are. And don't forget to wear this.";
- set job_wl,4;
- getitem 2796,1; //Magical_Stone
- getitem 2797,1; //Magical_Stone_
- changequest 11106,11107;
- next;
- mes "[Yoop]";
- mes "Bring these stones with you or else you won't be able to return!";
- mes "Be careful!";
- next;
- mes "[Yoop]";
- mes "The person next to my Master will let you out if you talk to him.";
- next;
- mes "[Yoop]";
- mes "My lab is located on the north western part of Splendide. Bring these to me when you've gathered them.";
- close;
- }
- if (job_wl == 3){
- if (SkillPoint != 0) {
- mes "[Yoop]";
- mes "First, use all of your remaining job skills points before continuing.";
- close;
- }
- mes "[Yoop]";
- mes "We need to test if your body can withstand being a Warlock.";
- mes "So you need to gather materials to prove yourself.";
- next;
- mes "[Yoop]";
- mes "Please gather ^000077Glittering Crystal^000000s and ^000077Giant Bradium Fragment^000000s.";
- next;
- mes "[Yoop]";
- mes "You must be wearing these Magical Stone Rings to get these items while hunting.";
- mes "You need to hunt Naga and Bradium Golems while wearing these rings.";
- next;
- mes "[Yoop]";
- mes "Show us how strong you are. And don't forget to wear this.";
- set job_wl,4;
- getitem 2796,1; //Magical_Stone
- getitem 2797,1; //Magical_Stone_
- changequest 11106,11107;
- next;
- mes "[Yoop]";
- mes "Bring these stones with you or else you won't be able to return!";
- mes "Be careful!";
- next;
- mes "[Yoop]";
- mes "The person next to my Master will let you out if you talk to him.";
- next;
- mes "[Yoop]";
- mes "My lab is located on the north western part of Splendide. Bring these to me when you've gathered them.";
- close;
- }
- if (job_wl == 4){
- if (countitem(6152) < 1 || countitem(6151) < 1){
- mes "[Yoop]";
- mes "Please gather ^000077Glittering Crystal^000000s and ^000077Giant Bradium Fragment^000000s.";
- next;
- mes "[Yoop]";
- mes "You must be wearing these Magical Stone Rings to get these items while hunting.";
- mes "You need to hunt Naga and Bradium Golems while wearing these rings.";
- next;
- mes "[Yoop]";
- mes "Bring these stones with you or else you won't be able to return!";
- mes "Be careful!";
- next;
- mes "[Yoop]";
- mes "The person next to my Master will let you out if you talk to him.";
- next;
- mes "[Yoop]";
- mes "My lab is located on the north western part of Splendide. Bring these to me when you've gathered them.";
- close;
- }
- mes "[Yoop]";
- mes "I can't conduct the task here. I need to go to my lab.";
- mes "My lab is located on the north western part of Splendide.";
- close;
- }
- if (job_wl == 5){
- mes "[Yoop]";
- mes "This stone is well made.";
- mes "Please go to my Master.";
- close;
- }
- mes "[Yoop]";
- mes "A Magic Chamber is created from magic materials.";
- next;
- mes "[Yoop]";
- mes "This combined stone is formed differently according to the raw materials and the way of treating it.";
- next;
- mes "[Yoop]";
- mes "But most of stones are quite similar!";
- mes "We can't differentiate them easily.";
- next;
- mes "[Yoop]";
- mes "Even I don't know how it all works.";
- close;
-}
-
-spl_in02,60,231,5 script Yoop#Warlock 446,{
-
- if (job_wl < 4){
- mes "[Yoop]";
- mes "Who are you.";
- mes "Get out of here!";
- close;
- }
- if (job_wl == 4){
- mes "[Yoop]";
- mes "You're back??";
- next;
- switch(select("I brought the materials.:I've lost the Magical Stones.:Nothing.")){
- case 1:
- if (countitem(6152) < 1 || countitem(6151) < 1){
- mes "[Yoop]";
- mes "Please gather ^000077Glittering Crystal^000000s and ^000077Giant Bradium Fragment^000000s.";
- next;
- mes "[Yoop]";
- mes "You must be wearing these Magical Stone Rings to get these items while hunting.";
- mes "You need to hunt Naga and Bradium Golems while wearing these rings.";
- next;
- mes "[Yoop]";
- mes "Bring these stones with you or else you won't be able to return!";
- mes "Be careful!";
- close;
- }
- else if ((countitem(6152) > 0) && (countitem(6151) > 0)){
- if (countitem(2796) < 1 || countitem(2797) < 1){
- if (isequipped(2796) || isequipped(2797)){
- mes "[Yoop]";
- //Custom translation
- mes "Please unequip the stones and talk to me again.";
- close;
- }
- mes "[Yoop]";
- mes "It seems that you don't have it?";
- mes "You lost it?";
- next;
- mes "[Yoop]";
- mes "Please find that stone and come back to me.";
- close;
- }
- if (isequipped(2796) || isequipped(2797)){
- mes "[Yoop]";
- //Custom translation
- mes "Please unequip the stones and talk to me again.";
- close;
- }
- mes "[Yoop]";
- mes "While I am concentrating on working on this stone. Can you go back to my master?";
- mes "I will follow up once it's done.";
- delitem 2796,countitem(2796); //Magical_Stone
- delitem 2797,countitem(2797); //Magical_Stone_
- delitem 6152,countitem(6152); //Glittering_Crystal
- delitem 6151,countitem(6151); //Peice_Of_Great_Bradium
- set job_wl,5;
- changequest 11107,11108;
- close;
- }
- case 2:
- mes "[Yoop]";
- mes "What?!";
- mes "I asked you to double check it and make sure you wore it!";
- next;
- mes "[Yoop]";
- mes "Please check whether you missplaced it or if you already have it equipped.";
- next;
- switch(select("I found it.:nah.")){
- case 1:
- mes "[Yoop]";
- mes "Don't tease me!";
- mes "It's not hard to tell if you have it or not!";
- close;
- case 2:
- if ((countitem(2797) < 1) && (countitem(2796) < 1)){
- if (!isequipped(2796) || !isequipped(2797)){
- if (countitem(732) >= 2){
- switch(select("Give 2x 3 Carat Diamonds.:Just quit it.")){
- case 1:
- mes "[Yoop]";
- mes " I will overlook your fault.";
- mes "Please be careful with it.";
- delitem 732,2; //Crystal_Jewel__
- getitem 2796,1; //Magical_Stone
- getitem 2797,1; //Magical_Stone_
- close;
- case 2:
- mes "[Yoop]";
- mes "Just show me your good faith!";
- close;
- }
- }
- mes "[Yoop]";
- mes "How can you can say that?";
- mes "^000077Just apologize.^000000!";
- mes "I guess I could give you more stones if you give me say 2x 3 carat diamond...";
- close;
- }
- mes "[Yoop]";
- mes "How can you can say that?";
- mes "^000077Just apologize.^000000!";
- mes "I guess I could give you more stones if you give me say 2x 3 carat diamond...";
- close;
- }
- mes "[Yoop]";
- mes "How can you can say that?";
- mes "^000077Just apologize.^000000!";
- mes "I guess I could give you more stones if you give me say 2x 3 carat diamond...";
- close;
- }
- case 3:
- mes "[Yoop]";
- mes "What...?";
- mes "Don't bother me, I am quite busy.";
- close;
- }
- }
- mes "[Yoop]";
- mes "I am focusing on meditating.";
- mes "So I can create magic.";
- next;
- mes "[Yoop]";
- mes "And... you seem to have more talent on this than regular mages.";
- mes "Maybe if I become an alchemist, I might be better than I am now don't you think?";
- next;
- mes "[Yoop]";
- mes "I'm studying to better myself.";
- next;
- mes "[Yoop]";
- mes "If am inside of 'the room of time and magic', I will catch up with your power!";
- mes "Hahahaha...";
- close;
-}
-
-spl_in02,84,103,3 script Assistant#Warlock2 445,{
-
- if (job_wl < 1){
- if (Class == Job_Wizard || Class == Job_High_Wizard){
- mes "[Assistant]";
- mes "Huh!!! Human!?!";
- mes "How did you enter here?";
- mes "This is only connected with a special gate!";
- next;
- mes "[Assistant]";
- mes "I don't know how...";
- mes "But we should leave before my master spots you...!";
- next;
- mes "[???]";
- mes "What's that noise out there?";
- mes "I warned them to be quiet while I'm meditating.";
- next;
- mes "[Assistant]";
- mes "Huh!?!";
- mes "Master...";
- mes "It's nothing...";
- next;
- mes "[Master]";
- mes "Oh~ there's a human being in front of me.";
- next;
- mes "[Assistant]";
- mes "Oh this thing?";
- mes "I was just leading it out.";
- next;
- mes "[Master]";
- mes "Yoop!!!";
- next;
- mes "[Yoop]";
- mes "Yeap...!!";
- next;
- mes "[Master]";
- mes "There's the warp portal beyond you... Is it an illusion?";
- next;
- mes "[Yoop]";
- mes "Sorry!!!";
- mes "It's my mistake...";
- next;
- mes "[Master]";
- mes "Fool...";
- mes "I'll deal with you after you send the human away.";
- next;
- mes "[Master]";
- mes "MushSartas Ir Cyamar";
- mes "UdenLo";
- next;
- mes " - The fairy with the green hair chants a spell. - ";
- mes " - I feel like something special surrounds me. - ";
- specialeffect2 EF_DISPELL;
- next;
- mes "[Master]";
- mes "Oh, that's interesting.";
- mes "How dare you resist me human?";
- next;
- if (BaseLevel > 98){
- mes "[Master]";
- mes "Oh, that's interesting.";
- mes "How dare you resist me human?";
- next;
- menu "I'm not sure. Who are you?",-;
- mes "[Master]";
- mes "I am the leader of the ^000077Warlock^000000s.";
- mes "'^000077Sila Egnoloria^000000'";
- mes "If you are a Wizard, it would be good of you to memorize my name.";
- next;
- menu "What is a ^000077Warlock^000000?",-;
- mes "[Master Egnoloria]";
- mes "Oh...are you interested?";
- next;
- mes "[Master Egnoloria]";
- mes "A ^000077Warlock^000000 is someone who uses the magic of the giants of Jotunheim.";
- mes "It can't be defined in any other words.";
- next;
- mes "[Master Egnoloria]";
- mes "Only the strong magic can explain it.";
- next;
- menu "Could I become Warlock?",-;
- mes "[Master Egnoloria]";
- mes "You?";
- mes "You wanna become a Warlock?";
- mes "Hahaha";
- next;
- mes "[Master Egnoloria]";
- mes "You're so interesting.";
- mes "It would be difficult for a human to become a Warlock.";
- mes "The strong power would gnaw at your weak body.";
- next;
- mes "[Master Egnoloria]";
- mes "If you dare to face death, you can try to become one.";
- next;
- switch(select("What do I need to do?:Cancel.")){
- case 1:
- mes "[Master Egnoloria]";
- mes "Are you serious?";
- mes "You hunger for power don't you human.";
- next;
- mes "[Master Egnoloria]";
- mes "The strong desire to be more powerful makes your soul more beautiful.";
- next;
- mes "[Master Egnoloria]";
- mes "But, I need to check that you're qualified.";
- next;
- mes "[Master Egnoloria]";
- mes "Yoop!";
- next;
- mes "[Yoop]";
- mes "Yeap!!";
- next;
- mes "[Master Egnoloria]";
- mes "Give this to the human.";
- next;
- mes "[Master Egnoloria]";
- mes "Talk to the guy with the weird hair.";
- mes "He'll let you know what you should do.";
- set job_wl,2;
- setquest 11106;
- close;
- case 2:
- mes "[Master Egnoloria]";
- mes "Good.";
- mes "You are a human being so that's for you.";
- mes "kkk";
- set job_wl,1;
- close2;
- warp "splendide",200,100;
- end;
- }
- }
- mes "[Master]";
- mes "You're still quite far too low of a level to even consider this.";
- close2;
- warp "splendide",200,100;
- end;
- }
- mes "[Assistant]";
- mes "Huh!!! Human!?!";
- mes "How did you enter here?";
- mes "This is only connected with a special gate!";
- next;
- mes "[Assistant]";
- mes "I don't know how...";
- mes "But we should leave before my master spots you...!";
- next;
- mes "[???]";
- mes "What's that noise out there?";
- mes "I warned them to be quiet while I'm meditating.";
- next;
- mes "[Assistant]";
- mes "Huh!?!";
- mes "Master...";
- mes "It's nothing...";
- next;
- mes "[Master]";
- mes "Oh~ there's a human being in front of me.";
- next;
- mes "[Assistant]";
- mes "Oh this thing?";
- mes "I was just leading it out.";
- next;
- mes "[Master]";
- mes "Yoop!!!";
- next;
- mes "[Yoop]";
- mes "Yeap...!!";
- next;
- mes "[Master]";
- mes "There's the warp portal beyond you... Is it an illusion?";
- next;
- mes "[Yoop]";
- mes "Sorry!!!";
- mes "It's my mistake...";
- next;
- mes "[Master]";
- mes "Fool...";
- mes "I'll deal with you after you send the human away.";
- next;
- mes "[Master]";
- mes "MushSartas Ir Cyamar";
- mes "UdenLo";
- close2;
- warp "splendide",200,100;
- end;
- }
- if (job_wl == 1){
- mes "[Assistant]";
- mes "Human! What do you want?";
- close;
- }
- if ((job_wl > 1) && (job_wl < 6)){
- mes "[Assistant]";
- mes "It's not me you are looking for currently.";
- close;
- }
- if (job_wl == 6){
- if(checkweight(1201,1) == 0){
- mes "You've got too many items.";
- mes "You'd best remove some and come back.";
- close;
- }
- mes "[Yoop]";
- mes "The test isn't that hard.";
- mes "We can create the magic stone in the magic room.";
- next;
- mes "[Yoop]";
- mes "Be careful of the monsters in the test room.";
- mes "These are rainbow Rubies sealed with a Warlock's magic.";
- mes "Use these during the test.";
- next;
- mes "[Yoop]";
- mes "I will guide you into the magic room.";
- set job_wl,7;
- changequest 11109,11110;
- getitem 12384,5; //Rainbow_Ruby_Water
- getitem 12385,5; //Rainbow_Ruby_Fire
- getitem 12386,5; //Rainbow_Ruby_Wind
- getitem 12387,5; //Rainbow_Ruby_Earth
- close2;
- warp "job3_war01",23,20;
- end;
- }
- if (job_wl == 7){
- if(checkweight(1201,1) == 0){
- mes "You've got too many items.";
- mes "You'd best remove some and come back.";
- close;
- }
- mes "[Assistant]";
- mes "Would you like to try it again?";
- mes "Let me give you more rubies.";
- next;
- if (countitem(12384))
- delitem 12384,countitem(12384); //Rainbow_Ruby_Water
- if (countitem(12385))
- delitem 12385,countitem(12385); //Rainbow_Ruby_Fire
- if (countitem(12386))
- delitem 12386,countitem(12386); //Rainbow_Ruby_Wind
- if (countitem(12387))
- delitem 12387,countitem(12387); //Rainbow_Ruby_Earth
- getitem 12384,5; //Rainbow_Ruby_Water
- getitem 12385,5; //Rainbow_Ruby_Fire
- getitem 12386,5; //Rainbow_Ruby_Wind
- getitem 12387,5; //Rainbow_Ruby_Earth
- close2;
- warp "job3_war01",23,20;
- end;
- }
- if (job_wl == 8){
- mes "[Assistant]";
- mes "You have successfully crystallized the Hollow Stone.";
- mes "I'm sorry that I've doubted you.";
- if (countitem(12384))
- delitem 12384,countitem(12384); //Rainbow_Ruby_Water
- if (countitem(12385))
- delitem 12385,countitem(12385); //Rainbow_Ruby_Fire
- if (countitem(12386))
- delitem 12386,countitem(12386); //Rainbow_Ruby_Wind
- if (countitem(12387))
- delitem 12387,countitem(12387); //Rainbow_Ruby_Earth
- next;
- mes "[Assistant]";
- mes "All of the tests are done. Now talk to Master Engoloria.";
- mes "I'm so happy that you have succeeded.";
- set job_wl,9;
- changequest 11111,11112;
- close;
- }
- if (job_wl == 9){
- mes "[Assistant]";
- mes "All of the tests are done. Now talk to Master Engoloria.";
- mes "I'm so happy that you have succeeded.";
- close;
- }
- mes "[Assistant]";
- mes "I can feel that you have strong magic.";
- mes "I envy you.";
- next;
- mes "[Assistant]";
- mes "It deserves something special.";
- mes "Don't abuse it.";
- close;
-}
-
-spl_in02,78,110,5 script Assistant#Warlock3 443,{
-
- if (job_wl < 1){
- if (Class == Job_Wizard || Class == Job_High_Wizard){
- mes "[Assistant]";
- mes "Huh!!! Human!?!";
- mes "How did you enter here?";
- mes "This is only connected with a special gate!";
- next;
- mes "[Assistant]";
- mes "I don't know how...";
- mes "But we should leave before my master spots you...!";
- next;
- mes "[???]";
- mes "What's that noise out there?";
- mes "I warned them to be quiet while I'm meditating.";
- next;
- mes "[Assistant]";
- mes "Huh!?!";
- mes "Master...";
- mes "It's nothing...";
- next;
- mes "[???]";
- mes "Oh~ there's a human being in front of me.";
- next;
- mes "[Assistant]";
- mes "Oh this thing?";
- mes "I was just leading it out.";
- next;
- mes "[Master]";
- mes "Yoop!!!";
- next;
- mes "[Yoop]";
- mes "Yeap...!!";
- next;
- mes "[Master]";
- mes "There's the warp portal beyond you... Is it an illusion?";
- next;
- mes "[Yoop]";
- mes "Sorry!!!";
- mes "It's my mistake...";
- next;
- mes "[Master]";
- mes "Fool...";
- mes "I'll deal with you after you send the human away.";
- next;
- mes "[Master]";
- mes "MushSartas Ir Cyamar";
- mes "UdenLo";
- next;
- mes " - The fairy with the green hair chants a spell. - ";
- mes " - I feel like something special surrounds me. - ";
- specialeffect2 EF_DISPELL;
- next;
- mes "[Master]";
- mes "Oh, that's interesting.";
- mes "How dare you resist me human?";
- next;
- if (BaseLevel > 98){
- mes "[Master]";
- mes "Oh, that's interesting.";
- mes "How dare you resist me human?";
- next;
- menu "I'm not sure. Who are you?",-;
- mes "[Master]";
- mes "I am the leader of the ^000077Warlock^000000s.";
- mes "'^000077Sila Egnoloria^000000'";
- mes "If you are a Wizard, it would be good of you to memorize my name.";
- next;
- menu "What is a ^000077Warlock^000000?",-;
- mes "[Master Egnoloria]";
- mes "Oh...are you interested?";
- next;
- mes "[Master Egnoloria]";
- mes "A ^000077Warlock^000000 is someone who uses the magic of the giants of Jotunheim.";
- mes "It can't be defined in any other words.";
- next;
- mes "[Master Egnoloria]";
- mes "Only the strong magic can explain it.";
- mes "kkk";
- next;
- menu "Could I become Warlock?",-;
- mes "[Master Egnoloria]";
- mes "You?";
- mes "You wanna become a Warlock?";
- mes "Hahaha";
- next;
- mes "[Master Egnoloria]";
- mes "You're so interesting.";
- mes "It would be difficult for a human to become a Warlock.";
- mes "The strong power would gnaw at your weak body.";
- next;
- mes "[Master Egnoloria]";
- mes "If you dare to face death, you can try to become one.";
- next;
- switch(select("What do I need to do?:Cancel.")){
- case 1:
- mes "[Master Egnoloria]";
- mes "Are you serious?";
- mes "You hunger for power don't you human.";
- next;
- mes "[Master Egnoloria]";
- mes "The strong desire to be more powerful makes your soul more beautiful.";
- next;
- mes "[Master Egnoloria]";
- mes "But, I need to check that you're qualified.";
- next;
- mes "[Master Egnoloria]";
- mes "Yoop!";
- next;
- mes "[Yoop]";
- mes "Yeap!!";
- next;
- mes "[Master Egnoloria]";
- mes "Give this to the human.";
- next;
- mes "[Master Egnoloria]";
- mes "Talk to the guy with the weird hair.";
- mes "He'll let you know what you should do.";
- set job_wl,2;
- setquest 11106;
- close;
- case 2:
- mes "[Master Egnoloria]";
- mes "Good.";
- mes "You are a human being so that's for you.";
- mes "kkk";
- set job_wl,1;
- close2;
- warp "splendide",200,100;
- end;
- }
- }
- mes "[Master]";
- mes "You're still quite far too low of a level to even consider this.";
- close2;
- warp "splendide",200,100;
- end;
- }
- mes "[Assistant]";
- mes "Huh!!! Human!?!";
- mes "How did you enter here?";
- mes "This is only connected with a special gate!";
- next;
- mes "[Assistant]";
- mes "I don't know how...";
- mes "But we should leave before my master spots you...!";
- next;
- mes "[???]";
- mes "What's that noise out there?";
- mes "I warned them to be quiet while I'm meditating.";
- next;
- mes "[Assistant]";
- mes "Huh!?!";
- mes "Master...";
- mes "It's nothing...";
- next;
- mes "[???]";
- mes "Oh~ there's a human being in front of me.";
- next;
- mes "[Assistant]";
- mes "Oh this thing?";
- mes "I was just leading it out.";
- next;
- mes "[Master]";
- mes "Yoop!!!";
- next;
- mes "[Yoop]";
- mes "Yeap...!!";
- next;
- mes "[Master]";
- mes "There's the warp portal beyond you... Is it an illusion?";
- next;
- mes "[Yoop]";
- mes "Sorry!!!";
- mes "It's my mistake...";
- next;
- mes "[Master]";
- mes "Fool...";
- mes "I'll deal with you after you send the human away.";
- next;
- mes "[Master]";
- mes "MushSartas Ir Cyamar";
- mes "UdenLo";
- close2;
- warp "splendide",200,100;
- end;
- }
- if (job_wl == 1){
- mes "[Assistant]";
- mes "......";
- mes "If you don't have anything to say to me, would you just leave?";
- next;
- switch(select("Leave:Stay")){
- case 1:
- mes "[Assistant]";
- mes "Then be careful!";
- close2;
- warp "splendide",200,100;
- end;
- case 2:
- mes "[Assistant]";
- mes "......";
- close;
- }
- }
- if (job_wl == 2){
- mes "[Assistant]";
- mes "......";
- mes "I don't have a pony-tail...";
- next;
- switch(select("Leave:Cancel.")){
- case 1:
- mes "[Assistant]";
- mes "Then be careful.";
- close2;
- warp "splendide",200,100;
- end;
- case 2:
- mes "[Assistant]";
- mes "......";
- close;
- }
- }
- mes "[Assistant]";
- mes "Please be quiet while my master is meditating.";
- next;
- switch(select("Leave:Cancel.")){
- case 1:
- mes "[Assistant]";
- mes "Then be careful.";
- close2;
- warp "splendide",200,100;
- end;
- case 2:
- mes "[Assistant]";
- mes "......";
- close;
- }
-}
-
-spl_in02,80,108,5 script Guild Master#Warlock 465,{
-
- if (job_wl < 1){
- if (Class == Job_Wizard || Class == Job_High_Wizard){
- mes "[Assistant]";
- mes "Huh!!! Human!?!";
- mes "How did you enter here?";
- mes "This is only connected with a special gate!";
- next;
- mes "[Assistant]";
- mes "I don't know how...";
- mes "But we should leave before my master spots you...!";
- next;
- mes "[???]";
- mes "What's that noise out there?";
- mes "I warned them to be quiet while I'm meditating.";
- next;
- mes "[Assistant]";
- mes "Huh!?!";
- mes "Master...";
- mes "It's nothing...";
- next;
- mes "[Master]";
- mes "Oh~ there's a human being in front of me.";
- next;
- mes "[Assistant]";
- mes "Oh this thing?";
- mes "I was just leading it out.";
- next;
- mes "[Master]";
- mes "Yoop!!!";
- next;
- mes "[Yoop]";
- mes "Yeap...!!";
- next;
- mes "[Master]";
- mes "There's the warp portal beyond you... Is it an illusion?";
- next;
- mes "[Yoop]";
- mes "Sorry!!!";
- mes "It's my mistake...";
- next;
- mes "[Master]";
- mes "Fool...";
- mes "I'll deal with you after you send the human away.";
- next;
- mes "[Master]";
- mes "MushSartas Ir Cyamar";
- mes "UdenLo";
- next;
- mes " - The fairy with the green hair chants a spell. - ";
- mes " - I feel like something special surrounds me. - ";
- specialeffect2 EF_DISPELL;
- next;
- mes "[Master]";
- mes "Oh, that's interesting.";
- mes "How dare you resist me human?";
- next;
- if (BaseLevel > 98){
- mes "[Master]";
- mes "Oh, that's interesting.";
- mes "How dare you resist me human?";
- next;
- menu "I'm not sure. Who are you?",-;
- mes "[Master]";
- mes "I am the leader of the ^000077Warlock^000000s.";
- mes "'^000077Sila Egnoloria^000000'";
- mes "If you are a Wizard, it would be good of you to memorize my name.";
- next;
- menu "What is a ^000077Warlock^000000?",-;
- mes "[Master Egnoloria]";
- mes "Oh...are you interested?";
- next;
- mes "[Master Egnoloria]";
- mes "A ^000077Warlock^000000 is someone who uses the magic of the giants of Jotunheim.";
- mes "It can't be defined in any other words.";
- next;
- mes "[Master Egnoloria]";
- mes "Only the strong magic can explain it.";
- mes "kkk";
- next;
- menu "Could I become Warlock?",-;
- mes "[Master Egnoloria]";
- mes "You?";
- mes "You wanna become a Warlock?";
- mes "Hahaha";
- next;
- mes "[Master Egnoloria]";
- mes "You're so interesting.";
- mes "It would be difficult for a human to become a Warlock.";
- mes "The strong power would gnaw at your weak body.";
- next;
- mes "[Master Egnoloria]";
- mes "If you dare to face death, you can try to become one.";
- next;
- switch(select("What do I need to do?:Cancel.")){
- case 1:
- mes "[Master Egnoloria]";
- mes "Are you serious?";
- mes "You hunger for power don't you human.";
- next;
- mes "[Master Egnoloria]";
- mes "The strong desire to be more powerful makes your soul more beautiful.";
- next;
- mes "[Master Egnoloria]";
- mes "But, I need to check that you're qualified.";
- next;
- mes "[Master Egnoloria]";
- mes "Yoop!";
- next;
- mes "[Yoop]";
- mes "Yeap!!";
- next;
- mes "[Master Egnoloria]";
- mes "Give this to the human.";
- next;
- mes "[Master Egnoloria]";
- mes "Talk to the guy with the weird hair.";
- mes "He'll let you know what you should do.";
- set job_wl,2;
- setquest 11106;
- close;
- case 2:
- mes "[Master Egnoloria]";
- mes "Good.";
- mes "You are a human being so that's for you.";
- mes "kkk";
- set job_wl,1;
- close2;
- warp "splendide",200,100;
- end;
- }
- }
- mes "[Master]";
- mes "You're still quite far too low of a level to even consider this.";
- close2;
- warp "splendide",200,100;
- end;
- }
- mes "[Assistant]";
- mes "Huh!!! Human!?!";
- mes "How did you enter here?";
- mes "This is only connected with a special gate!";
- next;
- mes "[Assistant]";
- mes "I don't know how...";
- mes "But we should leave before my master spots you...!";
- next;
- mes "[???]";
- mes "What's that noise out there?";
- mes "I warned them to be quiet while I'm meditating.";
- next;
- mes "[Assistant]";
- mes "Huh!?!";
- mes "Master...";
- mes "It's nothing...";
- next;
- mes "[Master]";
- mes "Oh~ there's a human being in front of me.";
- next;
- mes "[Assistant]";
- mes "Oh this thing?";
- mes "I was just leading it out.";
- next;
- mes "[Master]";
- mes "Yoop!!!";
- next;
- mes "[Yoop]";
- mes "Yeap...!!";
- next;
- mes "[Master]";
- mes "There's the warp portal beyond you... Is it an illusion?";
- next;
- mes "[Yoop]";
- mes "Sorry!!!";
- mes "It's my mistake...";
- next;
- mes "[Master]";
- mes "Fool...";
- mes "I'll deal with you after you send the human away.";
- next;
- mes "[Master]";
- mes "MushSartas Ir Cyamar";
- mes "UdenLo";
- close2;
- warp "splendide",200,100;
- end;
- }
- if (job_wl == 1){
- mes "[Master Egnoloria]";
- mes "Do you have something to ask me?";
- next;
- switch(select("How can I be a Warlock?:Cancel.")){
- case 1:
- mes "[Master Egnoloria]";
- mes "Are you serious?";
- mes "You hunger for power don't you human.";
- next;
- mes "[Master Egnoloria]";
- mes "The strong desire to be more powerful makes your soul more beautiful.";
- next;
- mes "[Master Egnoloria]";
- mes "But, I need to check that you're qualified.";
- next;
- mes "[Master Egnoloria]";
- mes "Yoop!";
- next;
- mes "[Yoop]";
- mes "Yeap!!";
- next;
- mes "[Master Egnoloria]";
- mes "Give this to the human.";
- next;
- mes "[Master Egnoloria]";
- mes "Talk to the guy with the weird hair.";
- mes "He'll let you know what you should do.";
- set job_wl,2;
- setquest 11106;
- close;
- case 2:
- mes "[Master Egnoloria]";
- mes "Good.";
- mes "You are a human being so that's for you.";
- mes "kkk";
- close2;
- warp "splendide",200,100;
- end;
- }
- }
- if (job_wl == 2){
- mes "[Master Egnoloria]";
- mes "I'm meditating, I said talk to Yoop ok.";
- mes "Yoop has a funny pony-tail.";
- mes "And don't disturb me.";
- close;
- }
- if (job_wl == 3 || job_wl == 4){
- mes "[Master Egnoloria]";
- mes "......";
- next;
- mes "[Assistant]";
- mes "Master is meditating.";
- mes "Be quiet.";
- close;
- }
- if (job_wl == 5){
- mes "[Master Egnoloria]";
- mes "I've heard from Yoop that a very useful stone can be created.";
- mes "Kkk.";
- next;
- mes "[Master Egnoloria]";
- mes "It can be used to make magical jewelry that can cast powerful magic.";
- next;
- mes "[Master Egnoloria]";
- mes "Yoop.";
- next;
- mes "[Yoop]";
- mes "Yeap, Master!";
- next;
- mes "[Master Egnoloria]";
- mes "Please take him to the magical room.";
- next;
- mes "[Yoop]";
- mes "Yup, Master.";
- mes "Please follow me.";
- emotion e_ic,"Assistant#Warlock2";
- set job_wl,6;
- changequest 11108,11109;
- close;
- }
- if ((job_wl > 5) && (job_wl < 9)){
- mes "[Master Egnoloria]";
- mes "......";
- next;
- mes "[Yoop]";
- mes "My master is meditating now, please follow me.";
- close;
- }
- if (job_wl == 9){
- if (BaseLevel == 99){
- if(checkweight(1201,1) == 0){
- mes "You've got too many items.";
- mes "Please come back after reducing the number of items you have.";
- close;
- }
- if (SkillPoint != 0) {
- mes "[Master Egnoloria]";
- //Custom Translation
- mes "Unless you like being your current job, you should use all your skill points.";
- close;
- }
- if (Class == Job_Wizard){
- mes "[Master Egnoloria]";
- mes "Beautiful light...";
- mes "Don't make me disappointed at you...";
- next;
- mes "[Master Egnoloria]";
- mes "You have become a member of the Warlocks.";
- mes "Be proud.";
- next;
- mes "[Master Egnoloria]";
- mes "This crystallized magical stone will keep you safe.";
- set job_wl,10;
- jobchange Job_Warlock;
- completequest 11112;
- getitem 5753,1; //Magic_Stone_Hat
- getitem 2795,1; //Green_Apple_Ring
- close;
- }
- if(Class == Job_High_Wizard){
- if ((JobLevel > 49) && (JobLevel < 60)){
- mes "[Master Egnoloria]";
- mes "Beautiful light...";
- mes "Don't make me disappointed at you...";
- next;
- mes "[Master Egnoloria]";
- mes "You have become a member of the Warlocks.";
- mes "Be proud.";
- next;
- mes "[Master Egnoloria]";
- mes "This crystallized magical stone will keep you safe.";
- set job_wl,11;
- jobchange Job_Warlock_T;
- completequest 11112;
- getitem 5753,1; //Magic_Stone_Hat
- getitem 2795,1; //Green_Apple_Ring
- close;
- }else if ((JobLevel > 59) && (JobLevel < 70)){
- mes "[Master Egnoloria]";
- mes "Beautiful light...";
- mes "Don't make me disappointed at you...";
- next;
- mes "[Master Egnoloria]";
- mes "You have become a member of the Warlocks.";
- mes "Be proud.";
- next;
- mes "[Master Egnoloria]";
- mes "This crystallized magical stone will keep you safe.";
- set job_wl,12;
- jobchange Job_Warlock_T;
- completequest 11112;
- getitem 5753,1; //Magic_Stone_Hat
- getitem 2795,1; //Green_Apple_Ring
- close;
- }else if (JobLevel == 70){
- mes "[Master Egnoloria]";
- mes "Beautiful light...";
- mes "Don't make me disappointed at you...";
- next;
- mes "[Master Egnoloria]";
- mes "You have become a member of the Warlocks.";
- mes "Be proud.";
- next;
- mes "[Master Egnoloria]";
- mes "This crystallized magical stone will keep you safe.";
- set job_wl,13;
- jobchange Job_Warlock_T;
- completequest 11112;
- getitem 5753,1; //Magic_Stone_Hat
- getitem 2795,1; //Green_Apple_Ring
- close;
- }
- }
- mes "[Master Egnoloria]";
- //Custom Translation
- mes "Ah......?";
- close;
- }
- mes "[Master Egnoloria]";
- //Custom Translation
- mes "Ah......?";
- mes "How come you've made it this far...";
- close;
- }
- if (job_wl > 9){
- mes "[Master Egnoloria]";
- mes "How are you adjusting to the power of a Warlocks?";
- mes "If you get careless, you will be overthrown by your own power.";
- close;
- }
-}
-
-job3_war01,22,22,7 script Yoop#WRR 439,{
-
- mes "[Yoop]";
- mes "If you ask Ebein to be sent to the magical room, he would send you there.";
- mes "wait in the queue to enter the Chamber of Magic.";
- close;
-}
-
-job3_war01,29,25,0 script Ebein#WRR 437,{
-
- mes "[Ebein]";
- mes "Would you like to take a test?";
- mes "If you stand by in the waiting room, you'll be able to go into the Chamber of Magic.";
- next;
- mes "[Ebein]";
- mes "If there're others inside the room, you just need to wait for a while.";
- next;
- switch(select("Go to the waiting room.:Go outside.")){
- case 1:
- mes "[Ebein]";
- mes "Then please enter the room yourself.";
- mes "Make sure you have enough potions to survive the test as the monsters are very powerful in the Chamber.";
- close;
- case 2:
- mes "[Ebein]";
- mes "......";
- mes "Then I will send you outside.";
- mes "Bye...";
- close2;
- warp "spl_in02",79,102;
- end;
- }
-}
-
-job3_war01,29,25,5 script The chamber of magic 437,{
- end;
-
-OnInit:
- disablenpc "The chamber of magic";
- waitingroom "The chamber of magic",20,"The chamber of magic::OnStartArena",1;
- enablewaitingroomevent;
- end;
-
-OnStartArena:
- warpwaitingpc "job3_war02",29,25;
- donpcevent "The chamber of magic#W::OnEnable";
- disablewaitingroomevent;
- end;
-
-OnEnable:
- enablewaitingroomevent;
- end;
-
-OnDisable:
- disablewaitingroomevent;
- end;
-}
-
-job3_war02,1,1,0 script The chamber of magic#W 66,{
- end;
-
-OnInit:
- disablenpc "The chamber of magic#W";
- end;
-
-OnEnable:
- enablenpc "The chamber of magic#W";
- monster "job3_war02",23,32,"Magic Monster",2047,1,"The chamber of magic#W::OnMyMobDead";
- monster "job3_war02",23,21,"Magic Monster",2048,1,"The chamber of magic#W::OnMyMobDead";
- monster "job3_war02",34,32,"Magic Monster",2049,1,"The chamber of magic#W::OnMyMobDead";
- monster "job3_war02",34,21,"Magic Monster",2050,1,"The chamber of magic#W::OnMyMobDead";
- monster "job3_war02",23,32,"Magic Monster",2047,1,"The chamber of magic#W::OnMyMobDead";
- monster "job3_war02",23,21,"Magic Monster",2048,1,"The chamber of magic#W::OnMyMobDead";
- monster "job3_war02",34,32,"Magic Monster",2049,1,"The chamber of magic#W::OnMyMobDead";
- monster "job3_war02",34,21,"Magic Monster",2050,1,"The chamber of magic#W::OnMyMobDead";
- set .MyMobCount,8;
- initnpctimer;
- end;
-
-OnReset:
- killmonster "job3_war02","The chamber of magic#W::OnMyMobDead";
- end;
-
-OnDisable:
- disablenpc "The chamber of magic#W";
- end;
-
-OnMyMobDead:
- set .MyMobCount,.MyMobCount-1;
- if(.MyMobCount < 1){
- stopnpctimer;
- mapannounce "job3_war02","The Monster Invasion has been stopped.",bc_map;
- donpcevent "The chamber of magic#W2::OnEnable";
- }
- end;
-
-OnTimer3000:
- mapannounce "job3_war02","A Magical Power fragment has been created in the Magic Chamber Room.",bc_map;
- end;
-
-OnTimer4000:
- mapannounce "job3_war02","Defend this room from monsters for 5 minutes.",bc_map;
- end;
-
-OnTimer5000:
- mapannounce "job3_war02","Destroy all the monsters, and the Chamber will stabilize.",bc_map;
- end;
-
-OnTimer63000:
- mapannounce "job3_war02","There's 4 min left to stabilize the chamber....",bc_map;
- end;
-
-OnTimer123000:
- mapannounce "job3_war02","There's 3 min left to stabilize the chamber....",bc_map;
- end;
-
-OnTimer183000:
- mapannounce "job3_war02","There's 2 min left to stabilize the chamber....",bc_map;
- end;
-
-OnTimer243000:
- mapannounce "job3_war02","There's 1 min left to stabilize the chamber....",bc_map;
- end;
-
-OnTimer273000:
- mapannounce "job3_war02","There's 30 seconds left to stabilize the chamber....",bc_map;
- end;
-
-OnTimer283000:
- mapannounce "job3_war02","There's 20 seconds left to stabilize the chamber....",bc_map;
- end;
-
-OnTimer293000:
- mapannounce "job3_war02","There's 10 seconds left to stabilize the chamber....",bc_map;
- end;
-
-OnTimer303000:
- mapannounce "job3_war02", "The magic stabilization has failed. The fragment has lost it's power.",bc_map; // custom translation.
- donpcevent "The chamber of magic#W::OnReset";
- donpcevent "The chamber of magic#W2::OnReset";
- donpcevent "The chamber of magic#W3::OnReset";
- end;
-
-OnTimer304000:
- mapwarp "job3_war02","spl_in02",79,102;
- end;
-
-OnTimer305000:
- donpcevent "The chamber of magic#W::OnDisable";
- donpcevent "The chamber of magic#W2::OnDisable";
- donpcevent "The chamber of magic#W3::OnDisable";
- donpcevent "The chamber of magic::OnEnable";
- stopnpctimer;
- end;
-}
-
-job3_war02,1,2,0 script The chamber of magic#W2 66,{
- end;
-
-OnInit:
- disablenpc "The chamber of magic#W2";
- end;
-
-OnEnable:
- enablenpc "The chamber of magic#W2";
- monster "job3_war02",23,32,"Magic Monster",2047,1,"The chamber of magic#W2::OnMyMobDead";
- monster "job3_war02",23,21,"Magic Monster",2048,1,"The chamber of magic#W2::OnMyMobDead";
- monster "job3_war02",34,32,"Magic Monster",2049,1,"The chamber of magic#W2::OnMyMobDead";
- monster "job3_war02",34,21,"Magic Monster",2050,1,"The chamber of magic#W2::OnMyMobDead";
- monster "job3_war02",23,32,"Magic Monster",2047,1,"The chamber of magic#W2::OnMyMobDead";
- monster "job3_war02",23,21,"Magic Monster",2048,1,"The chamber of magic#W2::OnMyMobDead";
- monster "job3_war02",34,32,"Magic Monster",2049,1,"The chamber of magic#W2::OnMyMobDead";
- monster "job3_war02",34,21,"Magic Monster",2050,1,"The chamber of magic#W2::OnMyMobDead";
- set .MyMobCount,8;
- initnpctimer;
- end;
-
-OnReset:
- killmonster "job3_war02","The chamber of magic#W2::OnMyMobDead";
- end;
-
-OnDisable:
- disablenpc "The chamber of magic#W2";
- end;
-
-OnMyMobDead:
- set .MyMobCount,.MyMobCount-1;
- if(.MyMobCount < 1){
- stopnpctimer;
- mapannounce "job3_war02","The Monster Invasion has been stopped.",bc_map;
- donpcevent "The chamber of magic#W3::OnEnable";
- }
- end;
-
-OnTimer4000:
- mapannounce "job3_war02","Defend this room from monsters for 5 minutes.",bc_map;
- end;
-
-OnTimer5000:
- mapannounce "job3_war02","Destroy all the monsters, and the Chamber will stabilize.",bc_map;
- end;
-
-OnTimer63000:
- mapannounce "job3_war02","There's 4 min left to stabilize the chamber....",bc_map;
- end;
-
-OnTimer123000:
- mapannounce "job3_war02","There's 3 min left to stabilize the chamber....",bc_map;
- end;
-
-OnTimer183000:
- mapannounce "job3_war02","There's 2 min left to stabilize the chamber....",bc_map;
- end;
-
-OnTimer243000:
- mapannounce "job3_war02","There's 1 min left to stabilize the chamber....",bc_map;
- end;
-
-OnTimer273000:
- mapannounce "job3_war02","There's 30 seconds left to stabilize the chamber....",bc_map;
- end;
-
-OnTimer283000:
- mapannounce "job3_war02","There's 20 seconds left to stabilize the chamber....",bc_map;
- end;
-
-OnTimer293000:
- mapannounce "job3_war02","There's 10 seconds left to stabilize the chamber....",bc_map;
- end;
-
-OnTimer303000:
- mapannounce "job3_war02","The magic stabilization has failed. The fragment has lost it's power.",bc_map; // custom translation.
- donpcevent "The chamber of magic#W::OnReset";
- donpcevent "The chamber of magic#W2::OnReset";
- donpcevent "The chamber of magic#W3::OnReset";
- end;
-
-OnTimer304000:
- mapwarp "job3_war02", "spl_in02",79,102;
- end;
-
-OnTimer305000:
- donpcevent "The chamber of magic#W::OnDisable";
- donpcevent "The chamber of magic#W2::OnDisable";
- donpcevent "The chamber of magic#W3::OnDisable";
- donpcevent "The chamber of magic::OnEnable";
- stopnpctimer;
- end;
-}
-
-job3_war02,1,3,0 script The chamber of magic#W3 66,{
- end;
-
-OnInit:
- disablenpc "The chamber of magic#W3";
- end;
-
-OnEnable:
- enablenpc "The chamber of magic#W3";
- monster "job3_war02",23,32,"Magic Monster",1002,1,"The chamber of magic#W3::OnMyMobDead";
- monster "job3_war02",23,21,"Magic Monster",1002,1,"The chamber of magic#W3::OnMyMobDead";
- monster "job3_war02",34,32,"Magic Monster",1002,1,"The chamber of magic#W3::OnMyMobDead";
- monster "job3_war02",34,21,"Magic Monster",1002,1,"The chamber of magic#W3::OnMyMobDead";
- monster "job3_war02",23,32,"Magic Monster",1002,1,"The chamber of magic#W3::OnMyMobDead";
- monster "job3_war02",23,21,"Magic Monster",1002,1,"The chamber of magic#W3::OnMyMobDead";
- monster "job3_war02",34,32,"Magic Monster",1002,1,"The chamber of magic#W3::OnMyMobDead";
- monster "job3_war02",34,21,"Magic Monster",1002,1,"The chamber of magic#W3::OnMyMobDead";
- set .MyMobCount,8;
- initnpctimer;
- end;
-
-OnReset:
- killmonster "job3_war02","The chamber of magic#W3::OnMyMobDead";
- end;
-
-OnDisable:
- disablenpc "The chamber of magic#W3";
- end;
-
-OnMyMobDead:
- set .MyMobCount,.MyMobCount-1;
- if(.MyMobCount < 1){
- stopnpctimer;
- mapannounce "job3_war02","The Monster Invasion has been stopped.",bc_map;
- donpcevent "Hollow Stone#W::OnEnable";
- }
- end;
-
-OnTimer4000:
- mapannounce "job3_war02", "Defend this room from monsters for 1 min.",bc_map;
- end;
-
-OnTimer5000:
- mapannounce "job3_war02", "Destroy all the monsters, and the Chamber will stabilize.",bc_map;
- end;
-
-OnTimer33000:
- mapannounce "job3_war02", "There's 30 seconds left to stabilize the chamber....",bc_map;
- end;
-
-OnTimer43000:
- mapannounce "job3_war02", "There's 20 seconds left to stabilize the chamber....",bc_map;
- end;
-
-OnTimer53000:
- mapannounce "job3_war02", "There's 10 seconds left to stabilize the chamber....",bc_map;
- end;
-
-OnTimer58000:
- mapannounce "job3_war02", "There's 5 seconds left to stabilize the chamber....",bc_map;
- end;
-
-OnTimer63000:
- mapannounce "job3_war02", "The magic stabilization has failed. The fragment has lost it's power.",bc_map; // custom translation.
- donpcevent "The chamber of magic#W::OnReset";
- donpcevent "The chamber of magic#W2::OnReset";
- donpcevent "The chamber of magic#W3::OnReset";
- end;
-
-OnTimer64000:
- mapwarp "job3_war02","spl_in02",79,102;
- end;
-
-OnTimer65000:
- donpcevent "The chamber of magic#W::OnDisable";
- donpcevent "The chamber of magic#W2::OnDisable";
- donpcevent "The chamber of magic#W3::OnDisable";
- donpcevent "The chamber of magic::OnEnable";
- stopnpctimer;
- end;
-}
-
-job3_war02,1,4,0 script Hollow Stone#W 66,{
- end;
-
-OnInit:
- disablenpc "Hollow Stone#W";
- end;
-
-OnEnable:
- enablenpc "Hollow Stone#W";
- donpcevent "The chamber of magic#W::OnReset";
- donpcevent "The chamber of magic#W::OnDisable";
- donpcevent "The chamber of magic#W2::OnReset";
- donpcevent "The chamber of magic#W2::OnDisable";
- donpcevent "The chamber of magic#W3::OnReset";
- donpcevent "The chamber of magic#W3::OnDisable";
- monster "job3_war02",29,27,"Hollow Stone",2035,1,"Hollow Stone#W::OnMyMobDead";
- initnpctimer;
- end;
-
-OnReset:
- killmonster "job3_war02","Hollow Stone#W::OnMyMobDead";
- end;
-
-OnDisable:
- disablenpc "Hollow Stone#W";
- end;
-
-OnMyMobDead:
- mapannounce "job3_war02","The Hollow Stone is Crystallized with enough magic power.",bc_map; // custom translation
- set job_wl,8;
- changequest 11110,11111;
- donpcevent "Hollow Stone#W::OnReset";
- donpcevent "Hollow Stone#W::OnDisable";
- stopnpctimer;
- donpcevent "Ebein#E::OnEnable";
- donpcevent "Ebein#E2::OnEnable";
- end;
-
-OnTimer1000:
- mapannounce "job3_war02","The Hollow Stone needs to be crystallized with magic.",bc_map;
- end;
-
-OnTimer2000:
- mapannounce "job3_war02","The Hollow Stone will absorb any magic thrown at it.",bc_map;
- end;
-
-OnTimer3000:
- mapannounce "job3_war02","You have 10 minutes to crystallize the Hollow Stone your magic.",bc_map;
- end;
-
-OnTimer303000:
- mapannounce "job3_war02","There's 5 min left to crystallize the stone....",bc_map;
- end;
-
-OnTimer363000:
- mapannounce "job3_war02","There's 4 min left to crystallize the stone....",bc_map;
- end;
-
-OnTimer423000:
- mapannounce "job3_war02","There's 3 min left to crystallize the stone....",bc_map;
- end;
-
-OnTimer483000:
- mapannounce "job3_war02","There's 2 min left to crystallize the stone....",bc_map;
- end;
-
-OnTimer543000:
- mapannounce "job3_war02","There's 1 min left to crystallize the stone....",bc_map;
- end;
-
-OnTimer573000:
- mapannounce "job3_war02","There's 30 seconds left to crystallize the stone....",bc_map;
- end;
-
-OnTimer583000:
- mapannounce "job3_war02","There's 20 seconds left to crystallize the stone....",bc_map;
- end;
-
-OnTimer593000:
- mapannounce "job3_war02","There's 10 seconds left to crystallize the stone....",bc_map;
- end;
-
-OnTimer603000:
- mapannounce "job3_war02","The Hollow Stone Crystalization has failed.",bc_map;
- donpcevent "Hollow Stone#W::OnReset";
- end;
-
-OnTimer605000:
- mapwarp "job3_war02","spl_in02",79,102;
- end;
-
-OnTimer607000:
- donpcevent "Hollow Stone#W::OnDisable";
- stopnpctimer;
- donpcevent "The chamber of magic::OnEnable";
- end;
-}
-
-job3_war01,1,1,0 script Ebein#E 66,{
- end;
-
-OnInit:
- disablenpc "Ebein#E";
- end;
-
-OnEnable:
- initnpctimer;
- end;
-
-OnDisable:
- disablenpc "Ebein#E";
- end;
-
-OnTimer2000:
- mapannounce "job3_war02","Congratulations! You've successfully made a magic crystal.",bc_map; //Custom translation
- end;
-
-OnTimer3000:
- mapannounce "job3_war02","The Magic Chamber is starting to fill with magic power.",bc_map;
- end;
-
-OnTimer6000:
- donpcevent "Ebein#E::OnDisable";
- stopnpctimer;
- donpcevent "The chamber of magic::OnEnable";
- end;
-}
-
-job3_war02,1,1,0 script Ebein#E2 66,{
- end;
-
-OnInit:
- disablenpc "Ebein#E2";
- end;
-
-OnEnable:
- initnpctimer;
- end;
-
-OnDisable:
- disablenpc "Ebein#E2";
- end;
-
-OnTimer3000:
- mapannounce "job3_war02","Congratulations! You've successfully made a magic crystal.",bc_map; //Custom translation
- end;
-
-OnTimer5000:
- mapannounce "job3_war02","The Magic Chamber is starting to fill with magic power.",bc_map;
- mapwarp "job3_war02","spl_in02",79,102;
- end;
-
-OnTimer6000:
- donpcevent "Ebein#E2::OnDisable";
- stopnpctimer;
- end;
-}
-
-/*
-job3_war01,1,2,0 script ??? 66,{
- switch(select("?????:?????:??????:??????:??????:??????:??")) {
- case 1:
- mes "??????";
- donpcevent "??? ?::OnEnable";
- close;
- case 2:
- mes "??????";
- donpcevent "??? ?::OnDisable";
- close;
- case 3:
- mes "??? ? ???";
- donpcevent "??? ?#?????::OnEnable";
- close;
- case 4:
- mes "??? ? ???";
- donpcevent "??? ?#?????::OnReset";
- donpcevent "??? ?#?????::OnDisable";
- donpcevent "??? ?#?????2::OnReset";
- donpcevent "??? ?#?????2::OnDisable";
- donpcevent "??? ?#?????3::OnReset";
- donpcevent "??? ?#?????3::OnDisable";
- close;
- case 5:
- mes "??? ? ???";
- donpcevent "??? ?#?????::OnEnable";
- close;
- case 6:
- mes "??? ? ???";
- donpcevent "??? ?#?????::OnReset";
- donpcevent "??? ?#?????::OnDisable";
- close;
- case 7:
- close;
- }
-}
+//===== rAthena Script =======================================
+// Warlock Job change Quest
+//===== By: ==================================================
+//= Masao
+//= Credits: Muad_Dib, Gepard & L0ne_W0lf
+//===== Current Version: =====================================
+//= 1.1
+//===== Compatible With: =====================================
+//= Any rAthena SVN
+//===== Description: =========================================
+//= [AEGIS Conversion]
+//= Job change Quest from Wizard / High Wizard -> Warlock.
+//===== Additional Comments: =================================
+//= 1.0 First Version.
+//= 1.1 Fixed some conversion mistakes, replaced numbers with
+//= constants, added item names in comments.
+//============================================================
+
+morocc,103,144,0 script distorted place morroc 139,1,1,{
+
+OnTouch:
+ if (Class >= 4023 && Class <= 4045){
+ mes " - I can feel a strange distortion around me - ";
+ close;
+ }
+
+ if (job_wl > 1){
+ if (Class == Job_Warlock || Class == Job_Warlock_T){
+ mes " - There is a strange distortion here - ";
+ close;
+ }
+ mes " - There is a strange distortion here - ";
+ next;
+ switch(select("Extend your hand.:Ignore it.")){
+ case 1:
+ mes " - I extend my arm as a fierce sound resonates in my ear and a cool wave surrounds me - ";
+ close2;
+ warp "spl_in02",79,102;
+ end;
+ case 2:
+ mes " - You ignore it. - ";
+ close;
+ }
+ }
+ if (BaseLevel > 94 && Class == Job_Wizard || Class == Job_High_Wizard){
+ mes " - There is a strange distortion here - ";
+ next;
+ switch(select( "Search the area.:Ignore it.")){
+ case 1:
+ mes " - There appears to be nothing here. But I can definitely feel something around here... - ";
+ next;
+ switch(select("Extend arm.:Leave it alone.")){
+ case 1:
+ mes " - I extend my arm as a fierce sound resonates in my ear and a cool wave surrounds me - ";
+ close2;
+ warp "spl_in02",79,102;
+ end;
+ case 2:
+ mes " - You decide to leave it alone. - ";
+ close;
+ }
+ case 2:
+ mes " - You ignore it. - ";
+ close;
+ }
+ }
+ end;
+}
+
+splendide,141,284,0 script Distorted place molco 139,1,1,{
+
+OnTouch:
+ if (Class >= 4023 && Class <= 4045){
+ mes " - I can feel a strange distortion around me - ";
+ close;
+ }
+ if (job_wl > 1){
+ mes " - There is a strange - ";
+ mes "- distortion here -";
+ next;
+ switch(select("Extend your hand.:Ignore it.")){
+ case 1:
+ mes " - I extend my arm as a fierce sound resonates in my ear and a cool wave surrounds me - ";
+ close2;
+ warp "spl_in02",79,102;
+ end;
+ case 2:
+ mes " - You ignore the distortion. - ";
+ close;
+ }
+ }
+ if (BaseLevel > 94){
+ mes " - I can feel a strange distortion around me - ";
+ next;
+ switch(select( "Search the area.:Ignore it.")){
+ case 1:
+ mes " - There appears to be nothing here. But I can definitely feel something around here... - ";
+ next;
+ switch(select("Extend arm.:Leave it alone.")){
+ case 1:
+ mes " - I extend my arm as a fierce sound resonates in my ear and a cool wave surrounds me - ";
+ close2;
+ warp "spl_in02",79,102;
+ end;
+ case 2:
+ mes " - You decide to leave it alone. - ";
+ close;
+ }
+ case 2:
+ mes " - You ignore it. - ";
+ close;
+ }
+ }
+ end;
+}
+
+spl_in02,77,107,5 script Assistant#Warlock 446,{
+
+ if (job_wl < 1){
+ if (Class == Job_Wizard || Class == Job_High_Wizard){
+ mes "[Assistant]";
+ mes "Huh!!! Human!?!";
+ mes "How did you enter here?";
+ mes "This is only connected with a special gate!";
+ next;
+ mes "[Assistant]";
+ mes "I don't know how...";
+ mes "But we should leave before my master spots you...!";
+ next;
+ mes "[???]";
+ mes "What's that noise out there?";
+ mes "I warned them to be quiet while I'm meditating.";
+ next;
+ mes "[Assistant]";
+ mes "Huh!?!";
+ mes "Master...";
+ mes "It's nothing...";
+ next;
+ mes "[Master]";
+ mes "Oh~ there's a human being in front of me.";
+ next;
+ mes "[Assistant]";
+ mes "Oh this thing?";
+ mes "I was just leading it out.";
+ next;
+ mes "[Master]";
+ mes "Yoop!!!";
+ next;
+ mes "[Yoop]";
+ mes "Yeap...!!";
+ next;
+ mes "[Master]";
+ mes "There's the warp portal beyond you... Is it an illusion?";
+ next;
+ mes "[Yoop]";
+ mes "Sorry!!!";
+ mes "It's my mistake...";
+ next;
+ mes "[Master]";
+ mes "Fool...";
+ mes "I'll deal with you after you send the human away.";
+ next;
+ mes "[Master]";
+ mes "MushSartas Ir Cyamar";
+ mes "UdenLo";
+ next;
+ mes " - The fairy with the green hair chants a spell. - ";
+ mes " - I feel like something special surrounds me. - ";
+ specialeffect2 EF_DISPELL;
+ next;
+ mes "[Master]";
+ mes "Oh, that's interesting.";
+ mes "How dare you resist me human?";
+ next;
+ if ((BaseLevel > 98) && (JobLevel > 49)){
+ mes "[Master]";
+ mes "Oh, that's interesting.";
+ mes "How dare you resist me human?";
+ next;
+ menu "I'm not sure. Who are you?",-;
+ mes "[Master]";
+ mes "I am the leader of the ^000077Warlock^000000s.";
+ mes "'^000077Sila Egnoloria^000000'";
+ mes "If you are a Wizard, it would be good of you to memorize my name.";
+ next;
+ menu "What is a ^000077Warlock^000000?",-;
+ mes "[Master Egnoloria]";
+ mes "Oh...are you interested?";
+ next;
+ mes "[Master Egnoloria]";
+ mes "A ^000077Warlock^000000 is someone who uses the magic of the giants of Jotunheim.";
+ mes "It can't be defined in any other words.";
+ next;
+ mes "[Master Egnoloria]";
+ mes "Only the strong magic can explain it.";
+ mes "kkk";
+ next;
+ menu "Could I become Warlock?",-;
+ mes "[Master Egnoloria]";
+ mes "You?";
+ mes "You wanna become a Warlock?";
+ mes "Hahaha";
+ next;
+ mes "[Master Egnoloria]";
+ mes "You're so interesting.";
+ mes "It would be difficult for a human to become a Warlock.";
+ mes "The strong power would gnaw at your weak body.";
+ next;
+ mes "[Master Egnoloria]";
+ mes "If you dare to face death, you can try to become one.";
+ next;
+ switch(select("What do I need to do?:Cancel.")){
+ case 1:
+ mes "[Master Egnoloria]";
+ mes "Are you serious?";
+ mes "You hunger for power don't you human.";
+ next;
+ mes "[Master Egnoloria]";
+ mes "The strong desire to be more powerful makes your soul more beautiful.";
+ next;
+ mes "[Master Egnoloria]";
+ mes "But, I need to check that you're qualified.";
+ next;
+ mes "[Master Egnoloria]";
+ mes "Yoop!";
+ next;
+ mes "[Yoop]";
+ mes "Yeap!!";
+ next;
+ mes "[Master Egnoloria]";
+ mes "Give this to the human.";
+ next;
+ mes "[Master Egnoloria]";
+ mes "Talk to the guy with the weird hair.";
+ mes "He'll let you know what you should do.";
+ set job_wl,2;
+ setquest 11106;
+ close;
+ case 2:
+ mes "[Master Egnoloria]";
+ mes "Good.";
+ mes "You are a human being so that's for you.";
+ mes "kkk";
+ set job_wl,1;
+ close2;
+ warp "splendide",200,100;
+ end;
+ }
+ }
+ mes "[Master]";
+ mes "You're still quite far too low of a level to even consider this.";
+ close2;
+ warp "splendide",200,100;
+ end;
+ }
+ mes "[Assistant]";
+ mes "Huh!!! Human!?!";
+ mes "How did you enter here?";
+ mes "This is only connected with a special gate!";
+ next;
+ mes "[Assistant]";
+ mes "I don't know how...";
+ mes "But we should leave before my master spots you...!";
+ next;
+ mes "[???]";
+ mes "What's that noise out there?";
+ mes "I warned them to be quiet while I'm meditating.";
+ next;
+ mes "[Assistant]";
+ mes "Huh!?!";
+ mes "Master...";
+ mes "It's nothing...";
+ next;
+ mes "[Master]";
+ mes "Oh~ there's a human being in front of me.";
+ next;
+ mes "[Assistant]";
+ mes "Oh this thing?";
+ mes "I was just leading it out.";
+ next;
+ mes "[Master]";
+ mes "Yoop!!!";
+ next;
+ mes "[Yoop]";
+ mes "Yeap...!!";
+ next;
+ mes "[Master]";
+ mes "There's the warp portal beyond you... Is it an illusion?";
+ next;
+ mes "[Yoop]";
+ mes "Sorry!!!";
+ mes "It's my mistake...";
+ next;
+ mes "[Master]";
+ mes "Fool...";
+ mes "I'll deal with you after you send the human away.";
+ next;
+ mes "[Master]";
+ mes "MushSartas Ir Cyamar";
+ mes "UdenLo";
+ close2;
+ warp "splendide",200,100;
+ end;
+ }
+ if (job_wl == 1){
+ mes "[Yoop]";
+ mes "You're... we've met before.";
+ mes "Can you imagine how severely I was scolded by my master?!";
+ mes "If you have any business with me, just go away!";
+ next;
+ switch(select("Leave.:Stay.")){
+ case 1:
+ mes "[Yoop]";
+ mes "Leave me alone...!";
+ close2;
+ warp "splendide",200,100;
+ end;
+ case 2:
+ mes "[Yoop]";
+ mes "What?!";
+ mes "Just do whatever you want...";
+ mes "My master will deal with you then.";
+ close;
+ }
+ }
+ if (job_wl == 2){
+ mes "[Yoop]";
+ mes "Dear, master! My pony-tail is funny looking?!";
+ mes "Oh, but I spent a lot time on it!";
+ next;
+ mes "[Master Egnoloria]";
+ mes "It's noisy.";
+ mes "I need to meditate";
+ mes "so do as I said.";
+ next;
+ mes "[Yoop]";
+ mes "Huh..";
+ mes "Oh, yeah!";
+ next;
+ mes "[Yoop]";
+ mes "Hey, human!";
+ mes "Would you like to";
+ mes "become a Warlock?";
+ next;
+ if (SkillPoint != 0) {
+ mes "[Yoop]";
+ mes "First, use all of your remaining job skills points before continuing.";
+ set job_wl,3;
+ close;
+ }
+ mes "[Yoop]";
+ mes "This is the Master's";
+ mes "decision so let me know.";
+ next;
+ mes "[Yoop]";
+ mes "We need to test if your body can withstand being a Warlock.";
+ mes "So you need to gather materials to prove yourself.";
+ next;
+ mes "[Yoop]";
+ mes "Please gather ^000077Glittering Crystal^000000s and ^000077Giant Bradium Fragment^000000s.";
+ next;
+ mes "[Yoop]";
+ mes "You must be wearing these Magical Stone Rings to get these items while hunting.";
+ mes "You need to hunt Naga and Bradium Golems while wearing these rings.";
+ next;
+ mes "[Yoop]";
+ mes "Show us how strong you are. And don't forget to wear this.";
+ set job_wl,4;
+ getitem 2796,1; //Magical_Stone
+ getitem 2797,1; //Magical_Stone_
+ changequest 11106,11107;
+ next;
+ mes "[Yoop]";
+ mes "Bring these stones with you or else you won't be able to return!";
+ mes "Be careful!";
+ next;
+ mes "[Yoop]";
+ mes "The person next to my Master will let you out if you talk to him.";
+ next;
+ mes "[Yoop]";
+ mes "My lab is located on the north western part of Splendide. Bring these to me when you've gathered them.";
+ close;
+ }
+ if (job_wl == 3){
+ if (SkillPoint != 0) {
+ mes "[Yoop]";
+ mes "First, use all of your remaining job skills points before continuing.";
+ close;
+ }
+ mes "[Yoop]";
+ mes "We need to test if your body can withstand being a Warlock.";
+ mes "So you need to gather materials to prove yourself.";
+ next;
+ mes "[Yoop]";
+ mes "Please gather ^000077Glittering Crystal^000000s and ^000077Giant Bradium Fragment^000000s.";
+ next;
+ mes "[Yoop]";
+ mes "You must be wearing these Magical Stone Rings to get these items while hunting.";
+ mes "You need to hunt Naga and Bradium Golems while wearing these rings.";
+ next;
+ mes "[Yoop]";
+ mes "Show us how strong you are. And don't forget to wear this.";
+ set job_wl,4;
+ getitem 2796,1; //Magical_Stone
+ getitem 2797,1; //Magical_Stone_
+ changequest 11106,11107;
+ next;
+ mes "[Yoop]";
+ mes "Bring these stones with you or else you won't be able to return!";
+ mes "Be careful!";
+ next;
+ mes "[Yoop]";
+ mes "The person next to my Master will let you out if you talk to him.";
+ next;
+ mes "[Yoop]";
+ mes "My lab is located on the north western part of Splendide. Bring these to me when you've gathered them.";
+ close;
+ }
+ if (job_wl == 4){
+ if (countitem(6152) < 1 || countitem(6151) < 1){
+ mes "[Yoop]";
+ mes "Please gather ^000077Glittering Crystal^000000s and ^000077Giant Bradium Fragment^000000s.";
+ next;
+ mes "[Yoop]";
+ mes "You must be wearing these Magical Stone Rings to get these items while hunting.";
+ mes "You need to hunt Naga and Bradium Golems while wearing these rings.";
+ next;
+ mes "[Yoop]";
+ mes "Bring these stones with you or else you won't be able to return!";
+ mes "Be careful!";
+ next;
+ mes "[Yoop]";
+ mes "The person next to my Master will let you out if you talk to him.";
+ next;
+ mes "[Yoop]";
+ mes "My lab is located on the north western part of Splendide. Bring these to me when you've gathered them.";
+ close;
+ }
+ mes "[Yoop]";
+ mes "I can't conduct the task here. I need to go to my lab.";
+ mes "My lab is located on the north western part of Splendide.";
+ close;
+ }
+ if (job_wl == 5){
+ mes "[Yoop]";
+ mes "This stone is well made.";
+ mes "Please go to my Master.";
+ close;
+ }
+ mes "[Yoop]";
+ mes "A Magic Chamber is created from magic materials.";
+ next;
+ mes "[Yoop]";
+ mes "This combined stone is formed differently according to the raw materials and the way of treating it.";
+ next;
+ mes "[Yoop]";
+ mes "But most of stones are quite similar!";
+ mes "We can't differentiate them easily.";
+ next;
+ mes "[Yoop]";
+ mes "Even I don't know how it all works.";
+ close;
+}
+
+spl_in02,60,231,5 script Yoop#Warlock 446,{
+
+ if (job_wl < 4){
+ mes "[Yoop]";
+ mes "Who are you.";
+ mes "Get out of here!";
+ close;
+ }
+ if (job_wl == 4){
+ mes "[Yoop]";
+ mes "You're back??";
+ next;
+ switch(select("I brought the materials.:I've lost the Magical Stones.:Nothing.")){
+ case 1:
+ if (countitem(6152) < 1 || countitem(6151) < 1){
+ mes "[Yoop]";
+ mes "Please gather ^000077Glittering Crystal^000000s and ^000077Giant Bradium Fragment^000000s.";
+ next;
+ mes "[Yoop]";
+ mes "You must be wearing these Magical Stone Rings to get these items while hunting.";
+ mes "You need to hunt Naga and Bradium Golems while wearing these rings.";
+ next;
+ mes "[Yoop]";
+ mes "Bring these stones with you or else you won't be able to return!";
+ mes "Be careful!";
+ close;
+ }
+ else if ((countitem(6152) > 0) && (countitem(6151) > 0)){
+ if (countitem(2796) < 1 || countitem(2797) < 1){
+ if (isequipped(2796) || isequipped(2797)){
+ mes "[Yoop]";
+ //Custom translation
+ mes "Please unequip the stones and talk to me again.";
+ close;
+ }
+ mes "[Yoop]";
+ mes "It seems that you don't have it?";
+ mes "You lost it?";
+ next;
+ mes "[Yoop]";
+ mes "Please find that stone and come back to me.";
+ close;
+ }
+ if (isequipped(2796) || isequipped(2797)){
+ mes "[Yoop]";
+ //Custom translation
+ mes "Please unequip the stones and talk to me again.";
+ close;
+ }
+ mes "[Yoop]";
+ mes "While I am concentrating on working on this stone. Can you go back to my master?";
+ mes "I will follow up once it's done.";
+ delitem 2796,countitem(2796); //Magical_Stone
+ delitem 2797,countitem(2797); //Magical_Stone_
+ delitem 6152,countitem(6152); //Glittering_Crystal
+ delitem 6151,countitem(6151); //Peice_Of_Great_Bradium
+ set job_wl,5;
+ changequest 11107,11108;
+ close;
+ }
+ case 2:
+ mes "[Yoop]";
+ mes "What?!";
+ mes "I asked you to double check it and make sure you wore it!";
+ next;
+ mes "[Yoop]";
+ mes "Please check whether you missplaced it or if you already have it equipped.";
+ next;
+ switch(select("I found it.:nah.")){
+ case 1:
+ mes "[Yoop]";
+ mes "Don't tease me!";
+ mes "It's not hard to tell if you have it or not!";
+ close;
+ case 2:
+ if ((countitem(2797) < 1) && (countitem(2796) < 1)){
+ if (!isequipped(2796) || !isequipped(2797)){
+ if (countitem(732) >= 2){
+ switch(select("Give 2x 3 Carat Diamonds.:Just quit it.")){
+ case 1:
+ mes "[Yoop]";
+ mes " I will overlook your fault.";
+ mes "Please be careful with it.";
+ delitem 732,2; //Crystal_Jewel__
+ getitem 2796,1; //Magical_Stone
+ getitem 2797,1; //Magical_Stone_
+ close;
+ case 2:
+ mes "[Yoop]";
+ mes "Just show me your good faith!";
+ close;
+ }
+ }
+ mes "[Yoop]";
+ mes "How can you can say that?";
+ mes "^000077Just apologize.^000000!";
+ mes "I guess I could give you more stones if you give me say 2x 3 carat diamond...";
+ close;
+ }
+ mes "[Yoop]";
+ mes "How can you can say that?";
+ mes "^000077Just apologize.^000000!";
+ mes "I guess I could give you more stones if you give me say 2x 3 carat diamond...";
+ close;
+ }
+ mes "[Yoop]";
+ mes "How can you can say that?";
+ mes "^000077Just apologize.^000000!";
+ mes "I guess I could give you more stones if you give me say 2x 3 carat diamond...";
+ close;
+ }
+ case 3:
+ mes "[Yoop]";
+ mes "What...?";
+ mes "Don't bother me, I am quite busy.";
+ close;
+ }
+ }
+ mes "[Yoop]";
+ mes "I am focusing on meditating.";
+ mes "So I can create magic.";
+ next;
+ mes "[Yoop]";
+ mes "And... you seem to have more talent on this than regular mages.";
+ mes "Maybe if I become an alchemist, I might be better than I am now don't you think?";
+ next;
+ mes "[Yoop]";
+ mes "I'm studying to better myself.";
+ next;
+ mes "[Yoop]";
+ mes "If am inside of 'the room of time and magic', I will catch up with your power!";
+ mes "Hahahaha...";
+ close;
+}
+
+spl_in02,84,103,3 script Assistant#Warlock2 445,{
+
+ if (job_wl < 1){
+ if (Class == Job_Wizard || Class == Job_High_Wizard){
+ mes "[Assistant]";
+ mes "Huh!!! Human!?!";
+ mes "How did you enter here?";
+ mes "This is only connected with a special gate!";
+ next;
+ mes "[Assistant]";
+ mes "I don't know how...";
+ mes "But we should leave before my master spots you...!";
+ next;
+ mes "[???]";
+ mes "What's that noise out there?";
+ mes "I warned them to be quiet while I'm meditating.";
+ next;
+ mes "[Assistant]";
+ mes "Huh!?!";
+ mes "Master...";
+ mes "It's nothing...";
+ next;
+ mes "[Master]";
+ mes "Oh~ there's a human being in front of me.";
+ next;
+ mes "[Assistant]";
+ mes "Oh this thing?";
+ mes "I was just leading it out.";
+ next;
+ mes "[Master]";
+ mes "Yoop!!!";
+ next;
+ mes "[Yoop]";
+ mes "Yeap...!!";
+ next;
+ mes "[Master]";
+ mes "There's the warp portal beyond you... Is it an illusion?";
+ next;
+ mes "[Yoop]";
+ mes "Sorry!!!";
+ mes "It's my mistake...";
+ next;
+ mes "[Master]";
+ mes "Fool...";
+ mes "I'll deal with you after you send the human away.";
+ next;
+ mes "[Master]";
+ mes "MushSartas Ir Cyamar";
+ mes "UdenLo";
+ next;
+ mes " - The fairy with the green hair chants a spell. - ";
+ mes " - I feel like something special surrounds me. - ";
+ specialeffect2 EF_DISPELL;
+ next;
+ mes "[Master]";
+ mes "Oh, that's interesting.";
+ mes "How dare you resist me human?";
+ next;
+ if (BaseLevel > 98){
+ mes "[Master]";
+ mes "Oh, that's interesting.";
+ mes "How dare you resist me human?";
+ next;
+ menu "I'm not sure. Who are you?",-;
+ mes "[Master]";
+ mes "I am the leader of the ^000077Warlock^000000s.";
+ mes "'^000077Sila Egnoloria^000000'";
+ mes "If you are a Wizard, it would be good of you to memorize my name.";
+ next;
+ menu "What is a ^000077Warlock^000000?",-;
+ mes "[Master Egnoloria]";
+ mes "Oh...are you interested?";
+ next;
+ mes "[Master Egnoloria]";
+ mes "A ^000077Warlock^000000 is someone who uses the magic of the giants of Jotunheim.";
+ mes "It can't be defined in any other words.";
+ next;
+ mes "[Master Egnoloria]";
+ mes "Only the strong magic can explain it.";
+ next;
+ menu "Could I become Warlock?",-;
+ mes "[Master Egnoloria]";
+ mes "You?";
+ mes "You wanna become a Warlock?";
+ mes "Hahaha";
+ next;
+ mes "[Master Egnoloria]";
+ mes "You're so interesting.";
+ mes "It would be difficult for a human to become a Warlock.";
+ mes "The strong power would gnaw at your weak body.";
+ next;
+ mes "[Master Egnoloria]";
+ mes "If you dare to face death, you can try to become one.";
+ next;
+ switch(select("What do I need to do?:Cancel.")){
+ case 1:
+ mes "[Master Egnoloria]";
+ mes "Are you serious?";
+ mes "You hunger for power don't you human.";
+ next;
+ mes "[Master Egnoloria]";
+ mes "The strong desire to be more powerful makes your soul more beautiful.";
+ next;
+ mes "[Master Egnoloria]";
+ mes "But, I need to check that you're qualified.";
+ next;
+ mes "[Master Egnoloria]";
+ mes "Yoop!";
+ next;
+ mes "[Yoop]";
+ mes "Yeap!!";
+ next;
+ mes "[Master Egnoloria]";
+ mes "Give this to the human.";
+ next;
+ mes "[Master Egnoloria]";
+ mes "Talk to the guy with the weird hair.";
+ mes "He'll let you know what you should do.";
+ set job_wl,2;
+ setquest 11106;
+ close;
+ case 2:
+ mes "[Master Egnoloria]";
+ mes "Good.";
+ mes "You are a human being so that's for you.";
+ mes "kkk";
+ set job_wl,1;
+ close2;
+ warp "splendide",200,100;
+ end;
+ }
+ }
+ mes "[Master]";
+ mes "You're still quite far too low of a level to even consider this.";
+ close2;
+ warp "splendide",200,100;
+ end;
+ }
+ mes "[Assistant]";
+ mes "Huh!!! Human!?!";
+ mes "How did you enter here?";
+ mes "This is only connected with a special gate!";
+ next;
+ mes "[Assistant]";
+ mes "I don't know how...";
+ mes "But we should leave before my master spots you...!";
+ next;
+ mes "[???]";
+ mes "What's that noise out there?";
+ mes "I warned them to be quiet while I'm meditating.";
+ next;
+ mes "[Assistant]";
+ mes "Huh!?!";
+ mes "Master...";
+ mes "It's nothing...";
+ next;
+ mes "[Master]";
+ mes "Oh~ there's a human being in front of me.";
+ next;
+ mes "[Assistant]";
+ mes "Oh this thing?";
+ mes "I was just leading it out.";
+ next;
+ mes "[Master]";
+ mes "Yoop!!!";
+ next;
+ mes "[Yoop]";
+ mes "Yeap...!!";
+ next;
+ mes "[Master]";
+ mes "There's the warp portal beyond you... Is it an illusion?";
+ next;
+ mes "[Yoop]";
+ mes "Sorry!!!";
+ mes "It's my mistake...";
+ next;
+ mes "[Master]";
+ mes "Fool...";
+ mes "I'll deal with you after you send the human away.";
+ next;
+ mes "[Master]";
+ mes "MushSartas Ir Cyamar";
+ mes "UdenLo";
+ close2;
+ warp "splendide",200,100;
+ end;
+ }
+ if (job_wl == 1){
+ mes "[Assistant]";
+ mes "Human! What do you want?";
+ close;
+ }
+ if ((job_wl > 1) && (job_wl < 6)){
+ mes "[Assistant]";
+ mes "It's not me you are looking for currently.";
+ close;
+ }
+ if (job_wl == 6){
+ if(checkweight(1201,1) == 0){
+ mes "You've got too many items.";
+ mes "You'd best remove some and come back.";
+ close;
+ }
+ mes "[Yoop]";
+ mes "The test isn't that hard.";
+ mes "We can create the magic stone in the magic room.";
+ next;
+ mes "[Yoop]";
+ mes "Be careful of the monsters in the test room.";
+ mes "These are rainbow Rubies sealed with a Warlock's magic.";
+ mes "Use these during the test.";
+ next;
+ mes "[Yoop]";
+ mes "I will guide you into the magic room.";
+ set job_wl,7;
+ changequest 11109,11110;
+ getitem 12384,5; //Rainbow_Ruby_Water
+ getitem 12385,5; //Rainbow_Ruby_Fire
+ getitem 12386,5; //Rainbow_Ruby_Wind
+ getitem 12387,5; //Rainbow_Ruby_Earth
+ close2;
+ warp "job3_war01",23,20;
+ end;
+ }
+ if (job_wl == 7){
+ if(checkweight(1201,1) == 0){
+ mes "You've got too many items.";
+ mes "You'd best remove some and come back.";
+ close;
+ }
+ mes "[Assistant]";
+ mes "Would you like to try it again?";
+ mes "Let me give you more rubies.";
+ next;
+ if (countitem(12384))
+ delitem 12384,countitem(12384); //Rainbow_Ruby_Water
+ if (countitem(12385))
+ delitem 12385,countitem(12385); //Rainbow_Ruby_Fire
+ if (countitem(12386))
+ delitem 12386,countitem(12386); //Rainbow_Ruby_Wind
+ if (countitem(12387))
+ delitem 12387,countitem(12387); //Rainbow_Ruby_Earth
+ getitem 12384,5; //Rainbow_Ruby_Water
+ getitem 12385,5; //Rainbow_Ruby_Fire
+ getitem 12386,5; //Rainbow_Ruby_Wind
+ getitem 12387,5; //Rainbow_Ruby_Earth
+ close2;
+ warp "job3_war01",23,20;
+ end;
+ }
+ if (job_wl == 8){
+ mes "[Assistant]";
+ mes "You have successfully crystallized the Hollow Stone.";
+ mes "I'm sorry that I've doubted you.";
+ if (countitem(12384))
+ delitem 12384,countitem(12384); //Rainbow_Ruby_Water
+ if (countitem(12385))
+ delitem 12385,countitem(12385); //Rainbow_Ruby_Fire
+ if (countitem(12386))
+ delitem 12386,countitem(12386); //Rainbow_Ruby_Wind
+ if (countitem(12387))
+ delitem 12387,countitem(12387); //Rainbow_Ruby_Earth
+ next;
+ mes "[Assistant]";
+ mes "All of the tests are done. Now talk to Master Engoloria.";
+ mes "I'm so happy that you have succeeded.";
+ set job_wl,9;
+ changequest 11111,11112;
+ close;
+ }
+ if (job_wl == 9){
+ mes "[Assistant]";
+ mes "All of the tests are done. Now talk to Master Engoloria.";
+ mes "I'm so happy that you have succeeded.";
+ close;
+ }
+ mes "[Assistant]";
+ mes "I can feel that you have strong magic.";
+ mes "I envy you.";
+ next;
+ mes "[Assistant]";
+ mes "It deserves something special.";
+ mes "Don't abuse it.";
+ close;
+}
+
+spl_in02,78,110,5 script Assistant#Warlock3 443,{
+
+ if (job_wl < 1){
+ if (Class == Job_Wizard || Class == Job_High_Wizard){
+ mes "[Assistant]";
+ mes "Huh!!! Human!?!";
+ mes "How did you enter here?";
+ mes "This is only connected with a special gate!";
+ next;
+ mes "[Assistant]";
+ mes "I don't know how...";
+ mes "But we should leave before my master spots you...!";
+ next;
+ mes "[???]";
+ mes "What's that noise out there?";
+ mes "I warned them to be quiet while I'm meditating.";
+ next;
+ mes "[Assistant]";
+ mes "Huh!?!";
+ mes "Master...";
+ mes "It's nothing...";
+ next;
+ mes "[???]";
+ mes "Oh~ there's a human being in front of me.";
+ next;
+ mes "[Assistant]";
+ mes "Oh this thing?";
+ mes "I was just leading it out.";
+ next;
+ mes "[Master]";
+ mes "Yoop!!!";
+ next;
+ mes "[Yoop]";
+ mes "Yeap...!!";
+ next;
+ mes "[Master]";
+ mes "There's the warp portal beyond you... Is it an illusion?";
+ next;
+ mes "[Yoop]";
+ mes "Sorry!!!";
+ mes "It's my mistake...";
+ next;
+ mes "[Master]";
+ mes "Fool...";
+ mes "I'll deal with you after you send the human away.";
+ next;
+ mes "[Master]";
+ mes "MushSartas Ir Cyamar";
+ mes "UdenLo";
+ next;
+ mes " - The fairy with the green hair chants a spell. - ";
+ mes " - I feel like something special surrounds me. - ";
+ specialeffect2 EF_DISPELL;
+ next;
+ mes "[Master]";
+ mes "Oh, that's interesting.";
+ mes "How dare you resist me human?";
+ next;
+ if (BaseLevel > 98){
+ mes "[Master]";
+ mes "Oh, that's interesting.";
+ mes "How dare you resist me human?";
+ next;
+ menu "I'm not sure. Who are you?",-;
+ mes "[Master]";
+ mes "I am the leader of the ^000077Warlock^000000s.";
+ mes "'^000077Sila Egnoloria^000000'";
+ mes "If you are a Wizard, it would be good of you to memorize my name.";
+ next;
+ menu "What is a ^000077Warlock^000000?",-;
+ mes "[Master Egnoloria]";
+ mes "Oh...are you interested?";
+ next;
+ mes "[Master Egnoloria]";
+ mes "A ^000077Warlock^000000 is someone who uses the magic of the giants of Jotunheim.";
+ mes "It can't be defined in any other words.";
+ next;
+ mes "[Master Egnoloria]";
+ mes "Only the strong magic can explain it.";
+ mes "kkk";
+ next;
+ menu "Could I become Warlock?",-;
+ mes "[Master Egnoloria]";
+ mes "You?";
+ mes "You wanna become a Warlock?";
+ mes "Hahaha";
+ next;
+ mes "[Master Egnoloria]";
+ mes "You're so interesting.";
+ mes "It would be difficult for a human to become a Warlock.";
+ mes "The strong power would gnaw at your weak body.";
+ next;
+ mes "[Master Egnoloria]";
+ mes "If you dare to face death, you can try to become one.";
+ next;
+ switch(select("What do I need to do?:Cancel.")){
+ case 1:
+ mes "[Master Egnoloria]";
+ mes "Are you serious?";
+ mes "You hunger for power don't you human.";
+ next;
+ mes "[Master Egnoloria]";
+ mes "The strong desire to be more powerful makes your soul more beautiful.";
+ next;
+ mes "[Master Egnoloria]";
+ mes "But, I need to check that you're qualified.";
+ next;
+ mes "[Master Egnoloria]";
+ mes "Yoop!";
+ next;
+ mes "[Yoop]";
+ mes "Yeap!!";
+ next;
+ mes "[Master Egnoloria]";
+ mes "Give this to the human.";
+ next;
+ mes "[Master Egnoloria]";
+ mes "Talk to the guy with the weird hair.";
+ mes "He'll let you know what you should do.";
+ set job_wl,2;
+ setquest 11106;
+ close;
+ case 2:
+ mes "[Master Egnoloria]";
+ mes "Good.";
+ mes "You are a human being so that's for you.";
+ mes "kkk";
+ set job_wl,1;
+ close2;
+ warp "splendide",200,100;
+ end;
+ }
+ }
+ mes "[Master]";
+ mes "You're still quite far too low of a level to even consider this.";
+ close2;
+ warp "splendide",200,100;
+ end;
+ }
+ mes "[Assistant]";
+ mes "Huh!!! Human!?!";
+ mes "How did you enter here?";
+ mes "This is only connected with a special gate!";
+ next;
+ mes "[Assistant]";
+ mes "I don't know how...";
+ mes "But we should leave before my master spots you...!";
+ next;
+ mes "[???]";
+ mes "What's that noise out there?";
+ mes "I warned them to be quiet while I'm meditating.";
+ next;
+ mes "[Assistant]";
+ mes "Huh!?!";
+ mes "Master...";
+ mes "It's nothing...";
+ next;
+ mes "[???]";
+ mes "Oh~ there's a human being in front of me.";
+ next;
+ mes "[Assistant]";
+ mes "Oh this thing?";
+ mes "I was just leading it out.";
+ next;
+ mes "[Master]";
+ mes "Yoop!!!";
+ next;
+ mes "[Yoop]";
+ mes "Yeap...!!";
+ next;
+ mes "[Master]";
+ mes "There's the warp portal beyond you... Is it an illusion?";
+ next;
+ mes "[Yoop]";
+ mes "Sorry!!!";
+ mes "It's my mistake...";
+ next;
+ mes "[Master]";
+ mes "Fool...";
+ mes "I'll deal with you after you send the human away.";
+ next;
+ mes "[Master]";
+ mes "MushSartas Ir Cyamar";
+ mes "UdenLo";
+ close2;
+ warp "splendide",200,100;
+ end;
+ }
+ if (job_wl == 1){
+ mes "[Assistant]";
+ mes "......";
+ mes "If you don't have anything to say to me, would you just leave?";
+ next;
+ switch(select("Leave:Stay")){
+ case 1:
+ mes "[Assistant]";
+ mes "Then be careful!";
+ close2;
+ warp "splendide",200,100;
+ end;
+ case 2:
+ mes "[Assistant]";
+ mes "......";
+ close;
+ }
+ }
+ if (job_wl == 2){
+ mes "[Assistant]";
+ mes "......";
+ mes "I don't have a pony-tail...";
+ next;
+ switch(select("Leave:Cancel.")){
+ case 1:
+ mes "[Assistant]";
+ mes "Then be careful.";
+ close2;
+ warp "splendide",200,100;
+ end;
+ case 2:
+ mes "[Assistant]";
+ mes "......";
+ close;
+ }
+ }
+ mes "[Assistant]";
+ mes "Please be quiet while my master is meditating.";
+ next;
+ switch(select("Leave:Cancel.")){
+ case 1:
+ mes "[Assistant]";
+ mes "Then be careful.";
+ close2;
+ warp "splendide",200,100;
+ end;
+ case 2:
+ mes "[Assistant]";
+ mes "......";
+ close;
+ }
+}
+
+spl_in02,80,108,5 script Guild Master#Warlock 465,{
+
+ if (job_wl < 1){
+ if (Class == Job_Wizard || Class == Job_High_Wizard){
+ mes "[Assistant]";
+ mes "Huh!!! Human!?!";
+ mes "How did you enter here?";
+ mes "This is only connected with a special gate!";
+ next;
+ mes "[Assistant]";
+ mes "I don't know how...";
+ mes "But we should leave before my master spots you...!";
+ next;
+ mes "[???]";
+ mes "What's that noise out there?";
+ mes "I warned them to be quiet while I'm meditating.";
+ next;
+ mes "[Assistant]";
+ mes "Huh!?!";
+ mes "Master...";
+ mes "It's nothing...";
+ next;
+ mes "[Master]";
+ mes "Oh~ there's a human being in front of me.";
+ next;
+ mes "[Assistant]";
+ mes "Oh this thing?";
+ mes "I was just leading it out.";
+ next;
+ mes "[Master]";
+ mes "Yoop!!!";
+ next;
+ mes "[Yoop]";
+ mes "Yeap...!!";
+ next;
+ mes "[Master]";
+ mes "There's the warp portal beyond you... Is it an illusion?";
+ next;
+ mes "[Yoop]";
+ mes "Sorry!!!";
+ mes "It's my mistake...";
+ next;
+ mes "[Master]";
+ mes "Fool...";
+ mes "I'll deal with you after you send the human away.";
+ next;
+ mes "[Master]";
+ mes "MushSartas Ir Cyamar";
+ mes "UdenLo";
+ next;
+ mes " - The fairy with the green hair chants a spell. - ";
+ mes " - I feel like something special surrounds me. - ";
+ specialeffect2 EF_DISPELL;
+ next;
+ mes "[Master]";
+ mes "Oh, that's interesting.";
+ mes "How dare you resist me human?";
+ next;
+ if (BaseLevel > 98){
+ mes "[Master]";
+ mes "Oh, that's interesting.";
+ mes "How dare you resist me human?";
+ next;
+ menu "I'm not sure. Who are you?",-;
+ mes "[Master]";
+ mes "I am the leader of the ^000077Warlock^000000s.";
+ mes "'^000077Sila Egnoloria^000000'";
+ mes "If you are a Wizard, it would be good of you to memorize my name.";
+ next;
+ menu "What is a ^000077Warlock^000000?",-;
+ mes "[Master Egnoloria]";
+ mes "Oh...are you interested?";
+ next;
+ mes "[Master Egnoloria]";
+ mes "A ^000077Warlock^000000 is someone who uses the magic of the giants of Jotunheim.";
+ mes "It can't be defined in any other words.";
+ next;
+ mes "[Master Egnoloria]";
+ mes "Only the strong magic can explain it.";
+ mes "kkk";
+ next;
+ menu "Could I become Warlock?",-;
+ mes "[Master Egnoloria]";
+ mes "You?";
+ mes "You wanna become a Warlock?";
+ mes "Hahaha";
+ next;
+ mes "[Master Egnoloria]";
+ mes "You're so interesting.";
+ mes "It would be difficult for a human to become a Warlock.";
+ mes "The strong power would gnaw at your weak body.";
+ next;
+ mes "[Master Egnoloria]";
+ mes "If you dare to face death, you can try to become one.";
+ next;
+ switch(select("What do I need to do?:Cancel.")){
+ case 1:
+ mes "[Master Egnoloria]";
+ mes "Are you serious?";
+ mes "You hunger for power don't you human.";
+ next;
+ mes "[Master Egnoloria]";
+ mes "The strong desire to be more powerful makes your soul more beautiful.";
+ next;
+ mes "[Master Egnoloria]";
+ mes "But, I need to check that you're qualified.";
+ next;
+ mes "[Master Egnoloria]";
+ mes "Yoop!";
+ next;
+ mes "[Yoop]";
+ mes "Yeap!!";
+ next;
+ mes "[Master Egnoloria]";
+ mes "Give this to the human.";
+ next;
+ mes "[Master Egnoloria]";
+ mes "Talk to the guy with the weird hair.";
+ mes "He'll let you know what you should do.";
+ set job_wl,2;
+ setquest 11106;
+ close;
+ case 2:
+ mes "[Master Egnoloria]";
+ mes "Good.";
+ mes "You are a human being so that's for you.";
+ mes "kkk";
+ set job_wl,1;
+ close2;
+ warp "splendide",200,100;
+ end;
+ }
+ }
+ mes "[Master]";
+ mes "You're still quite far too low of a level to even consider this.";
+ close2;
+ warp "splendide",200,100;
+ end;
+ }
+ mes "[Assistant]";
+ mes "Huh!!! Human!?!";
+ mes "How did you enter here?";
+ mes "This is only connected with a special gate!";
+ next;
+ mes "[Assistant]";
+ mes "I don't know how...";
+ mes "But we should leave before my master spots you...!";
+ next;
+ mes "[???]";
+ mes "What's that noise out there?";
+ mes "I warned them to be quiet while I'm meditating.";
+ next;
+ mes "[Assistant]";
+ mes "Huh!?!";
+ mes "Master...";
+ mes "It's nothing...";
+ next;
+ mes "[Master]";
+ mes "Oh~ there's a human being in front of me.";
+ next;
+ mes "[Assistant]";
+ mes "Oh this thing?";
+ mes "I was just leading it out.";
+ next;
+ mes "[Master]";
+ mes "Yoop!!!";
+ next;
+ mes "[Yoop]";
+ mes "Yeap...!!";
+ next;
+ mes "[Master]";
+ mes "There's the warp portal beyond you... Is it an illusion?";
+ next;
+ mes "[Yoop]";
+ mes "Sorry!!!";
+ mes "It's my mistake...";
+ next;
+ mes "[Master]";
+ mes "Fool...";
+ mes "I'll deal with you after you send the human away.";
+ next;
+ mes "[Master]";
+ mes "MushSartas Ir Cyamar";
+ mes "UdenLo";
+ close2;
+ warp "splendide",200,100;
+ end;
+ }
+ if (job_wl == 1){
+ mes "[Master Egnoloria]";
+ mes "Do you have something to ask me?";
+ next;
+ switch(select("How can I be a Warlock?:Cancel.")){
+ case 1:
+ mes "[Master Egnoloria]";
+ mes "Are you serious?";
+ mes "You hunger for power don't you human.";
+ next;
+ mes "[Master Egnoloria]";
+ mes "The strong desire to be more powerful makes your soul more beautiful.";
+ next;
+ mes "[Master Egnoloria]";
+ mes "But, I need to check that you're qualified.";
+ next;
+ mes "[Master Egnoloria]";
+ mes "Yoop!";
+ next;
+ mes "[Yoop]";
+ mes "Yeap!!";
+ next;
+ mes "[Master Egnoloria]";
+ mes "Give this to the human.";
+ next;
+ mes "[Master Egnoloria]";
+ mes "Talk to the guy with the weird hair.";
+ mes "He'll let you know what you should do.";
+ set job_wl,2;
+ setquest 11106;
+ close;
+ case 2:
+ mes "[Master Egnoloria]";
+ mes "Good.";
+ mes "You are a human being so that's for you.";
+ mes "kkk";
+ close2;
+ warp "splendide",200,100;
+ end;
+ }
+ }
+ if (job_wl == 2){
+ mes "[Master Egnoloria]";
+ mes "I'm meditating, I said talk to Yoop ok.";
+ mes "Yoop has a funny pony-tail.";
+ mes "And don't disturb me.";
+ close;
+ }
+ if (job_wl == 3 || job_wl == 4){
+ mes "[Master Egnoloria]";
+ mes "......";
+ next;
+ mes "[Assistant]";
+ mes "Master is meditating.";
+ mes "Be quiet.";
+ close;
+ }
+ if (job_wl == 5){
+ mes "[Master Egnoloria]";
+ mes "I've heard from Yoop that a very useful stone can be created.";
+ mes "Kkk.";
+ next;
+ mes "[Master Egnoloria]";
+ mes "It can be used to make magical jewelry that can cast powerful magic.";
+ next;
+ mes "[Master Egnoloria]";
+ mes "Yoop.";
+ next;
+ mes "[Yoop]";
+ mes "Yeap, Master!";
+ next;
+ mes "[Master Egnoloria]";
+ mes "Please take him to the magical room.";
+ next;
+ mes "[Yoop]";
+ mes "Yup, Master.";
+ mes "Please follow me.";
+ emotion e_ic,"Assistant#Warlock2";
+ set job_wl,6;
+ changequest 11108,11109;
+ close;
+ }
+ if ((job_wl > 5) && (job_wl < 9)){
+ mes "[Master Egnoloria]";
+ mes "......";
+ next;
+ mes "[Yoop]";
+ mes "My master is meditating now, please follow me.";
+ close;
+ }
+ if (job_wl == 9){
+ if (BaseLevel == 99){
+ if(checkweight(1201,1) == 0){
+ mes "You've got too many items.";
+ mes "Please come back after reducing the number of items you have.";
+ close;
+ }
+ if (SkillPoint != 0) {
+ mes "[Master Egnoloria]";
+ //Custom Translation
+ mes "Unless you like being your current job, you should use all your skill points.";
+ close;
+ }
+ if (Class == Job_Wizard){
+ mes "[Master Egnoloria]";
+ mes "Beautiful light...";
+ mes "Don't make me disappointed at you...";
+ next;
+ mes "[Master Egnoloria]";
+ mes "You have become a member of the Warlocks.";
+ mes "Be proud.";
+ next;
+ mes "[Master Egnoloria]";
+ mes "This crystallized magical stone will keep you safe.";
+ set job_wl,10;
+ jobchange Job_Warlock;
+ completequest 11112;
+ getitem 5753,1; //Magic_Stone_Hat
+ getitem 2795,1; //Green_Apple_Ring
+ close;
+ }
+ if(Class == Job_High_Wizard){
+ if ((JobLevel > 49) && (JobLevel < 60)){
+ mes "[Master Egnoloria]";
+ mes "Beautiful light...";
+ mes "Don't make me disappointed at you...";
+ next;
+ mes "[Master Egnoloria]";
+ mes "You have become a member of the Warlocks.";
+ mes "Be proud.";
+ next;
+ mes "[Master Egnoloria]";
+ mes "This crystallized magical stone will keep you safe.";
+ set job_wl,11;
+ jobchange Job_Warlock_T;
+ completequest 11112;
+ getitem 5753,1; //Magic_Stone_Hat
+ getitem 2795,1; //Green_Apple_Ring
+ close;
+ }else if ((JobLevel > 59) && (JobLevel < 70)){
+ mes "[Master Egnoloria]";
+ mes "Beautiful light...";
+ mes "Don't make me disappointed at you...";
+ next;
+ mes "[Master Egnoloria]";
+ mes "You have become a member of the Warlocks.";
+ mes "Be proud.";
+ next;
+ mes "[Master Egnoloria]";
+ mes "This crystallized magical stone will keep you safe.";
+ set job_wl,12;
+ jobchange Job_Warlock_T;
+ completequest 11112;
+ getitem 5753,1; //Magic_Stone_Hat
+ getitem 2795,1; //Green_Apple_Ring
+ close;
+ }else if (JobLevel == 70){
+ mes "[Master Egnoloria]";
+ mes "Beautiful light...";
+ mes "Don't make me disappointed at you...";
+ next;
+ mes "[Master Egnoloria]";
+ mes "You have become a member of the Warlocks.";
+ mes "Be proud.";
+ next;
+ mes "[Master Egnoloria]";
+ mes "This crystallized magical stone will keep you safe.";
+ set job_wl,13;
+ jobchange Job_Warlock_T;
+ completequest 11112;
+ getitem 5753,1; //Magic_Stone_Hat
+ getitem 2795,1; //Green_Apple_Ring
+ close;
+ }
+ }
+ mes "[Master Egnoloria]";
+ //Custom Translation
+ mes "Ah......?";
+ close;
+ }
+ mes "[Master Egnoloria]";
+ //Custom Translation
+ mes "Ah......?";
+ mes "How come you've made it this far...";
+ close;
+ }
+ if (job_wl > 9){
+ mes "[Master Egnoloria]";
+ mes "How are you adjusting to the power of a Warlocks?";
+ mes "If you get careless, you will be overthrown by your own power.";
+ close;
+ }
+}
+
+job3_war01,22,22,7 script Yoop#WRR 439,{
+
+ mes "[Yoop]";
+ mes "If you ask Ebein to be sent to the magical room, he would send you there.";
+ mes "wait in the queue to enter the Chamber of Magic.";
+ close;
+}
+
+job3_war01,29,25,0 script Ebein#WRR 437,{
+
+ mes "[Ebein]";
+ mes "Would you like to take a test?";
+ mes "If you stand by in the waiting room, you'll be able to go into the Chamber of Magic.";
+ next;
+ mes "[Ebein]";
+ mes "If there're others inside the room, you just need to wait for a while.";
+ next;
+ switch(select("Go to the waiting room.:Go outside.")){
+ case 1:
+ mes "[Ebein]";
+ mes "Then please enter the room yourself.";
+ mes "Make sure you have enough potions to survive the test as the monsters are very powerful in the Chamber.";
+ close;
+ case 2:
+ mes "[Ebein]";
+ mes "......";
+ mes "Then I will send you outside.";
+ mes "Bye...";
+ close2;
+ warp "spl_in02",79,102;
+ end;
+ }
+}
+
+job3_war01,29,25,5 script The chamber of magic 437,{
+ end;
+
+OnInit:
+ disablenpc "The chamber of magic";
+ waitingroom "The chamber of magic",20,"The chamber of magic::OnStartArena",1;
+ enablewaitingroomevent;
+ end;
+
+OnStartArena:
+ warpwaitingpc "job3_war02",29,25;
+ donpcevent "The chamber of magic#W::OnEnable";
+ disablewaitingroomevent;
+ end;
+
+OnEnable:
+ enablewaitingroomevent;
+ end;
+
+OnDisable:
+ disablewaitingroomevent;
+ end;
+}
+
+job3_war02,1,1,0 script The chamber of magic#W 66,{
+ end;
+
+OnInit:
+ disablenpc "The chamber of magic#W";
+ end;
+
+OnEnable:
+ enablenpc "The chamber of magic#W";
+ monster "job3_war02",23,32,"Magic Monster",2047,1,"The chamber of magic#W::OnMyMobDead";
+ monster "job3_war02",23,21,"Magic Monster",2048,1,"The chamber of magic#W::OnMyMobDead";
+ monster "job3_war02",34,32,"Magic Monster",2049,1,"The chamber of magic#W::OnMyMobDead";
+ monster "job3_war02",34,21,"Magic Monster",2050,1,"The chamber of magic#W::OnMyMobDead";
+ monster "job3_war02",23,32,"Magic Monster",2047,1,"The chamber of magic#W::OnMyMobDead";
+ monster "job3_war02",23,21,"Magic Monster",2048,1,"The chamber of magic#W::OnMyMobDead";
+ monster "job3_war02",34,32,"Magic Monster",2049,1,"The chamber of magic#W::OnMyMobDead";
+ monster "job3_war02",34,21,"Magic Monster",2050,1,"The chamber of magic#W::OnMyMobDead";
+ set .MyMobCount,8;
+ initnpctimer;
+ end;
+
+OnReset:
+ killmonster "job3_war02","The chamber of magic#W::OnMyMobDead";
+ end;
+
+OnDisable:
+ disablenpc "The chamber of magic#W";
+ end;
+
+OnMyMobDead:
+ set .MyMobCount,.MyMobCount-1;
+ if(.MyMobCount < 1){
+ stopnpctimer;
+ mapannounce "job3_war02","The Monster Invasion has been stopped.",bc_map;
+ donpcevent "The chamber of magic#W2::OnEnable";
+ }
+ end;
+
+OnTimer3000:
+ mapannounce "job3_war02","A Magical Power fragment has been created in the Magic Chamber Room.",bc_map;
+ end;
+
+OnTimer4000:
+ mapannounce "job3_war02","Defend this room from monsters for 5 minutes.",bc_map;
+ end;
+
+OnTimer5000:
+ mapannounce "job3_war02","Destroy all the monsters, and the Chamber will stabilize.",bc_map;
+ end;
+
+OnTimer63000:
+ mapannounce "job3_war02","There's 4 min left to stabilize the chamber....",bc_map;
+ end;
+
+OnTimer123000:
+ mapannounce "job3_war02","There's 3 min left to stabilize the chamber....",bc_map;
+ end;
+
+OnTimer183000:
+ mapannounce "job3_war02","There's 2 min left to stabilize the chamber....",bc_map;
+ end;
+
+OnTimer243000:
+ mapannounce "job3_war02","There's 1 min left to stabilize the chamber....",bc_map;
+ end;
+
+OnTimer273000:
+ mapannounce "job3_war02","There's 30 seconds left to stabilize the chamber....",bc_map;
+ end;
+
+OnTimer283000:
+ mapannounce "job3_war02","There's 20 seconds left to stabilize the chamber....",bc_map;
+ end;
+
+OnTimer293000:
+ mapannounce "job3_war02","There's 10 seconds left to stabilize the chamber....",bc_map;
+ end;
+
+OnTimer303000:
+ mapannounce "job3_war02", "The magic stabilization has failed. The fragment has lost it's power.",bc_map; // custom translation.
+ donpcevent "The chamber of magic#W::OnReset";
+ donpcevent "The chamber of magic#W2::OnReset";
+ donpcevent "The chamber of magic#W3::OnReset";
+ end;
+
+OnTimer304000:
+ mapwarp "job3_war02","spl_in02",79,102;
+ end;
+
+OnTimer305000:
+ donpcevent "The chamber of magic#W::OnDisable";
+ donpcevent "The chamber of magic#W2::OnDisable";
+ donpcevent "The chamber of magic#W3::OnDisable";
+ donpcevent "The chamber of magic::OnEnable";
+ stopnpctimer;
+ end;
+}
+
+job3_war02,1,2,0 script The chamber of magic#W2 66,{
+ end;
+
+OnInit:
+ disablenpc "The chamber of magic#W2";
+ end;
+
+OnEnable:
+ enablenpc "The chamber of magic#W2";
+ monster "job3_war02",23,32,"Magic Monster",2047,1,"The chamber of magic#W2::OnMyMobDead";
+ monster "job3_war02",23,21,"Magic Monster",2048,1,"The chamber of magic#W2::OnMyMobDead";
+ monster "job3_war02",34,32,"Magic Monster",2049,1,"The chamber of magic#W2::OnMyMobDead";
+ monster "job3_war02",34,21,"Magic Monster",2050,1,"The chamber of magic#W2::OnMyMobDead";
+ monster "job3_war02",23,32,"Magic Monster",2047,1,"The chamber of magic#W2::OnMyMobDead";
+ monster "job3_war02",23,21,"Magic Monster",2048,1,"The chamber of magic#W2::OnMyMobDead";
+ monster "job3_war02",34,32,"Magic Monster",2049,1,"The chamber of magic#W2::OnMyMobDead";
+ monster "job3_war02",34,21,"Magic Monster",2050,1,"The chamber of magic#W2::OnMyMobDead";
+ set .MyMobCount,8;
+ initnpctimer;
+ end;
+
+OnReset:
+ killmonster "job3_war02","The chamber of magic#W2::OnMyMobDead";
+ end;
+
+OnDisable:
+ disablenpc "The chamber of magic#W2";
+ end;
+
+OnMyMobDead:
+ set .MyMobCount,.MyMobCount-1;
+ if(.MyMobCount < 1){
+ stopnpctimer;
+ mapannounce "job3_war02","The Monster Invasion has been stopped.",bc_map;
+ donpcevent "The chamber of magic#W3::OnEnable";
+ }
+ end;
+
+OnTimer4000:
+ mapannounce "job3_war02","Defend this room from monsters for 5 minutes.",bc_map;
+ end;
+
+OnTimer5000:
+ mapannounce "job3_war02","Destroy all the monsters, and the Chamber will stabilize.",bc_map;
+ end;
+
+OnTimer63000:
+ mapannounce "job3_war02","There's 4 min left to stabilize the chamber....",bc_map;
+ end;
+
+OnTimer123000:
+ mapannounce "job3_war02","There's 3 min left to stabilize the chamber....",bc_map;
+ end;
+
+OnTimer183000:
+ mapannounce "job3_war02","There's 2 min left to stabilize the chamber....",bc_map;
+ end;
+
+OnTimer243000:
+ mapannounce "job3_war02","There's 1 min left to stabilize the chamber....",bc_map;
+ end;
+
+OnTimer273000:
+ mapannounce "job3_war02","There's 30 seconds left to stabilize the chamber....",bc_map;
+ end;
+
+OnTimer283000:
+ mapannounce "job3_war02","There's 20 seconds left to stabilize the chamber....",bc_map;
+ end;
+
+OnTimer293000:
+ mapannounce "job3_war02","There's 10 seconds left to stabilize the chamber....",bc_map;
+ end;
+
+OnTimer303000:
+ mapannounce "job3_war02","The magic stabilization has failed. The fragment has lost it's power.",bc_map; // custom translation.
+ donpcevent "The chamber of magic#W::OnReset";
+ donpcevent "The chamber of magic#W2::OnReset";
+ donpcevent "The chamber of magic#W3::OnReset";
+ end;
+
+OnTimer304000:
+ mapwarp "job3_war02", "spl_in02",79,102;
+ end;
+
+OnTimer305000:
+ donpcevent "The chamber of magic#W::OnDisable";
+ donpcevent "The chamber of magic#W2::OnDisable";
+ donpcevent "The chamber of magic#W3::OnDisable";
+ donpcevent "The chamber of magic::OnEnable";
+ stopnpctimer;
+ end;
+}
+
+job3_war02,1,3,0 script The chamber of magic#W3 66,{
+ end;
+
+OnInit:
+ disablenpc "The chamber of magic#W3";
+ end;
+
+OnEnable:
+ enablenpc "The chamber of magic#W3";
+ monster "job3_war02",23,32,"Magic Monster",1002,1,"The chamber of magic#W3::OnMyMobDead";
+ monster "job3_war02",23,21,"Magic Monster",1002,1,"The chamber of magic#W3::OnMyMobDead";
+ monster "job3_war02",34,32,"Magic Monster",1002,1,"The chamber of magic#W3::OnMyMobDead";
+ monster "job3_war02",34,21,"Magic Monster",1002,1,"The chamber of magic#W3::OnMyMobDead";
+ monster "job3_war02",23,32,"Magic Monster",1002,1,"The chamber of magic#W3::OnMyMobDead";
+ monster "job3_war02",23,21,"Magic Monster",1002,1,"The chamber of magic#W3::OnMyMobDead";
+ monster "job3_war02",34,32,"Magic Monster",1002,1,"The chamber of magic#W3::OnMyMobDead";
+ monster "job3_war02",34,21,"Magic Monster",1002,1,"The chamber of magic#W3::OnMyMobDead";
+ set .MyMobCount,8;
+ initnpctimer;
+ end;
+
+OnReset:
+ killmonster "job3_war02","The chamber of magic#W3::OnMyMobDead";
+ end;
+
+OnDisable:
+ disablenpc "The chamber of magic#W3";
+ end;
+
+OnMyMobDead:
+ set .MyMobCount,.MyMobCount-1;
+ if(.MyMobCount < 1){
+ stopnpctimer;
+ mapannounce "job3_war02","The Monster Invasion has been stopped.",bc_map;
+ donpcevent "Hollow Stone#W::OnEnable";
+ }
+ end;
+
+OnTimer4000:
+ mapannounce "job3_war02", "Defend this room from monsters for 1 min.",bc_map;
+ end;
+
+OnTimer5000:
+ mapannounce "job3_war02", "Destroy all the monsters, and the Chamber will stabilize.",bc_map;
+ end;
+
+OnTimer33000:
+ mapannounce "job3_war02", "There's 30 seconds left to stabilize the chamber....",bc_map;
+ end;
+
+OnTimer43000:
+ mapannounce "job3_war02", "There's 20 seconds left to stabilize the chamber....",bc_map;
+ end;
+
+OnTimer53000:
+ mapannounce "job3_war02", "There's 10 seconds left to stabilize the chamber....",bc_map;
+ end;
+
+OnTimer58000:
+ mapannounce "job3_war02", "There's 5 seconds left to stabilize the chamber....",bc_map;
+ end;
+
+OnTimer63000:
+ mapannounce "job3_war02", "The magic stabilization has failed. The fragment has lost it's power.",bc_map; // custom translation.
+ donpcevent "The chamber of magic#W::OnReset";
+ donpcevent "The chamber of magic#W2::OnReset";
+ donpcevent "The chamber of magic#W3::OnReset";
+ end;
+
+OnTimer64000:
+ mapwarp "job3_war02","spl_in02",79,102;
+ end;
+
+OnTimer65000:
+ donpcevent "The chamber of magic#W::OnDisable";
+ donpcevent "The chamber of magic#W2::OnDisable";
+ donpcevent "The chamber of magic#W3::OnDisable";
+ donpcevent "The chamber of magic::OnEnable";
+ stopnpctimer;
+ end;
+}
+
+job3_war02,1,4,0 script Hollow Stone#W 66,{
+ end;
+
+OnInit:
+ disablenpc "Hollow Stone#W";
+ end;
+
+OnEnable:
+ enablenpc "Hollow Stone#W";
+ donpcevent "The chamber of magic#W::OnReset";
+ donpcevent "The chamber of magic#W::OnDisable";
+ donpcevent "The chamber of magic#W2::OnReset";
+ donpcevent "The chamber of magic#W2::OnDisable";
+ donpcevent "The chamber of magic#W3::OnReset";
+ donpcevent "The chamber of magic#W3::OnDisable";
+ monster "job3_war02",29,27,"Hollow Stone",2035,1,"Hollow Stone#W::OnMyMobDead";
+ initnpctimer;
+ end;
+
+OnReset:
+ killmonster "job3_war02","Hollow Stone#W::OnMyMobDead";
+ end;
+
+OnDisable:
+ disablenpc "Hollow Stone#W";
+ end;
+
+OnMyMobDead:
+ mapannounce "job3_war02","The Hollow Stone is Crystallized with enough magic power.",bc_map; // custom translation
+ set job_wl,8;
+ changequest 11110,11111;
+ donpcevent "Hollow Stone#W::OnReset";
+ donpcevent "Hollow Stone#W::OnDisable";
+ stopnpctimer;
+ donpcevent "Ebein#E::OnEnable";
+ donpcevent "Ebein#E2::OnEnable";
+ end;
+
+OnTimer1000:
+ mapannounce "job3_war02","The Hollow Stone needs to be crystallized with magic.",bc_map;
+ end;
+
+OnTimer2000:
+ mapannounce "job3_war02","The Hollow Stone will absorb any magic thrown at it.",bc_map;
+ end;
+
+OnTimer3000:
+ mapannounce "job3_war02","You have 10 minutes to crystallize the Hollow Stone your magic.",bc_map;
+ end;
+
+OnTimer303000:
+ mapannounce "job3_war02","There's 5 min left to crystallize the stone....",bc_map;
+ end;
+
+OnTimer363000:
+ mapannounce "job3_war02","There's 4 min left to crystallize the stone....",bc_map;
+ end;
+
+OnTimer423000:
+ mapannounce "job3_war02","There's 3 min left to crystallize the stone....",bc_map;
+ end;
+
+OnTimer483000:
+ mapannounce "job3_war02","There's 2 min left to crystallize the stone....",bc_map;
+ end;
+
+OnTimer543000:
+ mapannounce "job3_war02","There's 1 min left to crystallize the stone....",bc_map;
+ end;
+
+OnTimer573000:
+ mapannounce "job3_war02","There's 30 seconds left to crystallize the stone....",bc_map;
+ end;
+
+OnTimer583000:
+ mapannounce "job3_war02","There's 20 seconds left to crystallize the stone....",bc_map;
+ end;
+
+OnTimer593000:
+ mapannounce "job3_war02","There's 10 seconds left to crystallize the stone....",bc_map;
+ end;
+
+OnTimer603000:
+ mapannounce "job3_war02","The Hollow Stone Crystalization has failed.",bc_map;
+ donpcevent "Hollow Stone#W::OnReset";
+ end;
+
+OnTimer605000:
+ mapwarp "job3_war02","spl_in02",79,102;
+ end;
+
+OnTimer607000:
+ donpcevent "Hollow Stone#W::OnDisable";
+ stopnpctimer;
+ donpcevent "The chamber of magic::OnEnable";
+ end;
+}
+
+job3_war01,1,1,0 script Ebein#E 66,{
+ end;
+
+OnInit:
+ disablenpc "Ebein#E";
+ end;
+
+OnEnable:
+ initnpctimer;
+ end;
+
+OnDisable:
+ disablenpc "Ebein#E";
+ end;
+
+OnTimer2000:
+ mapannounce "job3_war02","Congratulations! You've successfully made a magic crystal.",bc_map; //Custom translation
+ end;
+
+OnTimer3000:
+ mapannounce "job3_war02","The Magic Chamber is starting to fill with magic power.",bc_map;
+ end;
+
+OnTimer6000:
+ donpcevent "Ebein#E::OnDisable";
+ stopnpctimer;
+ donpcevent "The chamber of magic::OnEnable";
+ end;
+}
+
+job3_war02,1,1,0 script Ebein#E2 66,{
+ end;
+
+OnInit:
+ disablenpc "Ebein#E2";
+ end;
+
+OnEnable:
+ initnpctimer;
+ end;
+
+OnDisable:
+ disablenpc "Ebein#E2";
+ end;
+
+OnTimer3000:
+ mapannounce "job3_war02","Congratulations! You've successfully made a magic crystal.",bc_map; //Custom translation
+ end;
+
+OnTimer5000:
+ mapannounce "job3_war02","The Magic Chamber is starting to fill with magic power.",bc_map;
+ mapwarp "job3_war02","spl_in02",79,102;
+ end;
+
+OnTimer6000:
+ donpcevent "Ebein#E2::OnDisable";
+ stopnpctimer;
+ end;
+}
+
+/*
+job3_war01,1,2,0 script ??? 66,{
+ switch(select("?????:?????:??????:??????:??????:??????:??")) {
+ case 1:
+ mes "??????";
+ donpcevent "??? ?::OnEnable";
+ close;
+ case 2:
+ mes "??????";
+ donpcevent "??? ?::OnDisable";
+ close;
+ case 3:
+ mes "??? ? ???";
+ donpcevent "??? ?#?????::OnEnable";
+ close;
+ case 4:
+ mes "??? ? ???";
+ donpcevent "??? ?#?????::OnReset";
+ donpcevent "??? ?#?????::OnDisable";
+ donpcevent "??? ?#?????2::OnReset";
+ donpcevent "??? ?#?????2::OnDisable";
+ donpcevent "??? ?#?????3::OnReset";
+ donpcevent "??? ?#?????3::OnDisable";
+ close;
+ case 5:
+ mes "??? ? ???";
+ donpcevent "??? ?#?????::OnEnable";
+ close;
+ case 6:
+ mes "??? ? ???";
+ donpcevent "??? ?#?????::OnReset";
+ donpcevent "??? ?#?????::OnDisable";
+ close;
+ case 7:
+ close;
+ }
+}
*/ \ No newline at end of file
diff --git a/npc/jobs/3-2/genetic.txt b/npc/jobs/3-2/genetic.txt
index 2c5fbd57f..7c7f1b4ab 100644
--- a/npc/jobs/3-2/genetic.txt
+++ b/npc/jobs/3-2/genetic.txt
@@ -1,1461 +1,1461 @@
-//===== rAthena Script =======================================
-// Genetic Job change Quest
-//===== By: ==================================================
-//= Masao
-//= Credits: Muad_Dib & Aeomin
-//===== Current Version: =====================================
-//= 1.0
-//===== Compatible With: =====================================
-//= Any rAthena SVN
-//===== Description: =========================================
-//= [AEGIS Conversion]
-//= Job change Quest from Alchemist / Creator -> Genetic.
-//===== Additional Comments: =================================
-//= 1.0 First Version.
-//============================================================
-
-alde_alche,35,186,5 script Alchemist Union Member 805,{
-
- if ((Class >= 4023) && (Class <= 4045)){
- mes "[Alchemist Union Member]";
- mes "Our Alchemist Union brings up many junior alchemists with various promotions and investigations.";
- next;
- mes "[Alchemist Union Member]";
- mes "They have spread to all corners of Rune-Midgart and were active in many fields like sciences or special item production methods.";
- next;
- mes "[Alchemist Union Member]";
- mes "We call the members of our new union ^3131FF'Geneticists'^000000.";
- next;
- mes "[Alchemist Union Member]";
- mes "Geneticists are the ones who have reached their peak potential in the world of Alchemy. They are the ones who currently spearhead alchemy throughout all of Rune-Midgart.";
- close;
- }
-
- if ((BaseLevel == 99) && (JobLevel > 49)){
- if (Class == Job_Alchemist || Class == Job_Creator){
- if (SkillPoint == 0){
- if (job_gen == 0){
- mes "[Alchemist Union Member]";
- mes "Our Alchemist Union brings up many junior alchemists with various promotions and investigations.";
- next;
- mes "[Alchemist Union Member]";
- mes "They have spread to all corners of Rune-Midgart and were active in many fields like sciences or special item production methods.";
- next;
- mes "[Alchemist Union Member]";
- mes "We call the members of our new union ^3131FF'Geneticists'^000000.";
- next;
- mes "[Alchemist Union Member]";
- mes "Geneticists are the ones who have reached their peak potential in the world of Alchemy. They are the ones who currently spearhead alchemy throughout all of Rune-Midgart.";
- next;
- mes "[Alchemist Union Member]";
- mes "I see you have a certain level of experience in this area. Perhaps you would like to meet other geneticists?";
- next;
- mes "[Alchemist Union Member]";
- mes "Just recently, an research paper from a geneticist caused a sensation.";
- mes "Someone experienced like yourself, would understand her research, and would be able to discuss it with her, right?";
- next;
- mes "[Alchemist Union Member]";
- mes "Maybe her research results can be of benefit to your research, and with some luck you could become a geneticist too!";;
- next;
- mes "[Alchemist Union Member]";
- mes "What do you think? Would you like to meet this geneticist?";
- next;
- switch(select("Meet with her.:Don't meet with her.")){
- case 1:
- mes "[Alchemist Union Member]";
- mes "Wise choice!";
- mes "The infamous geneticist 'Devries'.";
- next;
- mes "[Alchemist Union Member]";
- mes "You can find her in the Alchemy Lab at the western part of Lighthalzen. There is also another geneticist studying weaponry there, you might want to pay her a visit too.";
- set job_gen,1;
- setquest 2215;
- close;
- case 2:
- mes "[Alchemist Union Member]";
- mes "Aren't you interested in the study of life?";
- close;
- }
- }
- mes "[Alchemist Union Member]";
- mes "The geneticist causing academic sensation is studying at the Alchemy Lab in the western part of Lighthalzen.";
- mes "If you are interested, go meet with her.";
- close;
- }
- mes "[Alchemist Union Member]";
- mes "- You still have unused skill points. Come back when you have used all of them.";
- close;
- }
- }
- mes "[Alchemist Union Member]";
- mes "Our Alchemist Union brings up many junior alchemists with various promotions and investigations.";
- next;
- mes "[Alchemist Union Member]";
- mes "They have spread to all corners of Rune-Midgart and were active in many fields like sciences or special item production methods.";
- next;
- mes "[Alchemist Union Member]";
- mes "We call the members of our new union ^3131FF'Geneticists'^000000.";
- next;
- mes "[Alchemist Union Member]";
- mes "Geneticists are the ones who have reached their peak potential in the world of Alchemy. They are the ones who currently spearhead alchemy throughout all of Rune-Midgart.";
- close;
-}
-
-job3_gen01,25,58,3 script Devries#gen 865,{
-
- if (SkillPoint == 0){
- if (job_gen == 1){
- mes "[Devries]";
- mes "Argh. The bloodsucking plant sample C is withering again.";
- mes "Should I change the ingredient of the growth care?";
- mes "Hey please cheer up soon!";
- next;
- mes "[Devries]";
- mes "Eh? This is the first time we meet, right?";
- mes "Looking at your clothing, could you be a fellow alchemist?";
- next;
- mes "[Devries]";
- mes "Recently the number of young alchemists is increasing, but very few have the passion to study and do research!";
- next;
- mes "[Devries]";
- mes "Take a look at this, this bomb is very powerful! But my Poison Spores are more beautiful! I have lots of goodies!";
- next;
- mes "[Devries]";
- mes "Although the Alchemist Union said that they support their researchers, but all of my hard work only got me this 'Easy to Plant Mushroom'!";
- next;
- mes "[Devries]";
- mes "Somehow mushrooms spread over the entire lab! I even find spores all over my house!";
- next;
- menu "You have a weird accent.",-;
- mes "[Devries]";
- mes "I am from Rune-Midgart!";
- mes "Have you ever been to the Rune-Midgarts Kingdom? Everyone in Rune-Midgart speaks like this.";
- next;
- switch(select("Really?!:I'm from Rune-Midgart too.")){
- case 1:
- mes "[Devries]";
- mes "Really?";
- mes "Do you come from a Rune-Midgart village?";
- mes "My village is very big, everyone there speaks with this accent.";
- next;
- break;
- case 2:
- emotion e_lv;
- mes "[Devries]";
- mes "Ah! No wonder you look so familiar.";
- mes "I am happy to meet a fellow Rune-Midgartian here in the Schwartzvalt Republic!";
- next;
- break;
- }
- mes "- Bang Bang Bang -";
- next;
- emotion e_ag;
- mes "[Devries]";
- mes "Aaaghh! It's that woman again!";
- next;
- menu "What is that noise?",-;
- mes "[Devries]";
- mes "That's my classmate, Demi Calberine. That noise is from her experiments.";
- mes "Demi is an mini cannon specialist, she always makes a lot of noise.";
- next;
- emotion e_sob;
- mes "[Devries]";
- mes "Look!";
- mes "My mushrooms and plants are scared!";
- mes "I can't even concentrate on my research. This is so annoying!!";
- next;
- mes "- Kala Kala -";
- next;
- mes "[Devries]";
- mes "Whenever I am in a bad mood, I need to eat some of Orleans cookies.";
- next;
- mes "[Devries]";
- mes "It's a luxury cookie from Prontera. When I put one in my mouth it reminds me of Asgard.";
- mes "When I finish eating a delicious cookie, the noise from Demi Calberine just goes away.";
- next;
- mes "[Devries]";
- mes "Would you like one?";
- mes "Aw, I already ate the last one.";
- next;
- mes "[Devries]";
- mes "But that's okay! I have a few boxes in my room on the second floor.";
- mes "Because of the temptation, I've bought a large amount, hehehe.";
- next;
- mes "- Ke Ke Ke Ke Ke Ke Ke -";
- specialeffect EF_ENDURE;
- next;
- specialeffect EF_REPAIRWEAPON;
- mes "- Ke Ke Ke Ke! Ke Ke Ke Ke Ke Ke!!! -";
- next;
- specialeffect EF_CRASHEARTH;
- mes "- Bang! Bang!! Bang!!! Bang!!!! -";
- next;
- mes "[Devries]";
- mes "..................";
- next;
- mes "[Devries]";
- mes "Ooooh uh";
- mes "Eh Aaaaahhh!!!";
- next;
- mes "[Devries]";
- mes "Demi!!!!! Demi!!!!";
- next;
- mes "- It looks like you need to calm Devries down. -";
- set job_gen,2;
- close;
- }else if (job_gen == 2){
- mes "[Devries]";
- mes "Uh Aaaaaaah!!!!";
- mes "Demi!!!!! Demi!!!!";
- next;
- mes "- It looks like you need to calm Devries down. -";
- close;
- }else if (job_gen == 3){
- mes "[Devries]";
- mes "Uh Aaaaaahhhh!!!!";
- mes "Demi!!!!! Demi!!!!";
- next;
- menu "Give the cookies to Devries.",-;
- mes "- Devries took the cookies and started eating like a hungry wolf. -";
- next;
- mes "- Ka Ka Ka -";
- mes "- Ka Ka Ka -";
- mes "- Ka Ka Ka -";
- next;
- mes "[Devries]";
- mes "Ah,";
- mes "The sweet butter taste,";
- mes "really calms me down.";
- next;
- emotion e_rice;
- mes "[Devries]";
- mes "Demi works very persistent today too.";
- mes "Hehehe, what a hard working colleague.";
- next;
- mes "- As expected, the cookie works really well. -";
- emotion e_no1;
- next;
- mes "[Devries]";
- mes "You also like alchemy, which has brought you here, right?";
- next;
- mes "[Devries]";
- mes "Oh, right, I haven't introduced myself.";
- mes "My name is Devries.";
- mes "I'm interested in new and special life.";
- next;
- mes "[Devries]";
- mes "What's your name, young alchemist?";
- next;
- menu "I am "+strcharinfo(0)+".",-;
- mes "[Devries]";
- mes "Oh, "+strcharinfo(0)+".";
- mes "What an interesting name. Nice to meet you.";
- next;
- mes "[Devries]";
- mes "But I am terrible with names...... Is it okay if I call you Bubbles?";
- next;
- mes "[Devries]";
- mes "Bubbles, have you heard of my research?";
- mes "You did read my research paper before you came here, right?";
- next;
- switch(select("No.:Yes, I did.")){
- case 1:
- mes "[Devries]";
- mes "Ah, it's written all over your face.";
- mes "Don't be shy.";
- break;
- case 2:
- mes "[Devries]";
- mes "Am I right?";
- mes "It's easy to communicate with people from the same place.";
- break;
- }
- next;
- mes "[Devries]";
- mes "Now, you used the method I mentioned earlier to calm me down.";
- next;
- mes "[Devries]";
- mes "I'm very satisfied with how you paid attention to details.";
- mes "You have the quality to become a geneticist.";
- next;
- mes "[Devries]";
- mes "^FF0000After becoming a geneticist, you can no longer study alchemy or bio-chemistry.^000000";
- mes "If you accept, you may take the test.";
- next;
- switch(select("Maybe later.:I want to become a Geneticist!")){
- case 1:
- mes "[Devries]";
- mes "Okay then.";
- mes "Even though your knowledge is not that great as that of geneticists, a fundamental knowledge is also important.";
- mes "Bubbles, come back to me once you've finished your studies.";
- set job_gen,4;
- close;
- case 2:
- mes "[Devries]";
- mes "Good!";
- mes "Let's do our best together!";
- set job_gen,5;
- close;
- }
- }else if (job_gen == 4){
- mes "[Devries]";
- mes "Bubbles!";
- mes "Are you prepared to take the test?";
- next;
- switch(select("Not yet.:Yes!")){
- case 1:
- mes "[Devries]";
- mes "You have to try hard! There is no shortcut when obtaining knowledge!";
- close;
- case 2:
- mes "[Devries]";
- mes "Very good!";
- mes "Let's do our best together!";
- set job_gen,5;
- close;
- }
- }else if (job_gen == 5){
- mes "[Devries]";
- mes "Bubbles, what do you think of plants?";
- mes "Do you like plants? Which one are you interested in?";
- next;
- mes "- Bang Bang Bang Bang -";
- next;
- emotion e_swt2;
- mes "[Devries]";
- mes "Ah, Demi Calberine is doing it again?";
- mes "Hopefully she fails again......Demi...must...not succeed...";
- next;
- mes "[Devries]";
- mes "Where was I?";
- mes "Oh, right. In alchemy, plants are very important.";
- mes "Alchemists would make Geographers and Hydra's grow fast, and they would help them when in a battle...";
- next;
- mes "- Bang!! Bang!! Bang!! Bang!! -";
- next;
- emotion e_hmm;
- mes "[Devries]";
- mes ".......................";
- next;
- emotion e_hmm;
- mes "[Devries]";
- mes "Like technologies, plants are easily to...";
- next;
- mes "- Bang!!!! -";
- next;
- emotion e_hmm;
- mes "[Devries]";
- mes "...sexual reproduction...";
- next;
- mes "- Bang!!!! -";
- mes "- Ke Ke Ke Ke Ke Ke!! -";
- mes "- Bang Bang Bang Bang Bang!!!! -";
- mes "- Bang!! Bang!! Bang!! Bang!! -";
- next;
- emotion e_hmm;
- mes "[Devries]";
- mes ".......................";
- next;
- emotion e_hmm;
- mes "[Devries]";
- mes "Bubbles.";
- next;
- emotion e_hmm;
- mes "[Devries]";
- mes "To become a geneticist, you must pass the test";
- next;
- mes "[Devries]";
- mes "It's called the 'Perfect Soundproof System'!";
- mes "You must use plants and experiment samples on the 1st floor of the lab. Release me from Demi Calberine's scary noise.";
- next;
- mes "[Devries]";
- mes "Okay then, let's get started!";
- set job_gen,6;
- close;
- }else if (job_gen == 6){
- mes "[Devries]";
- mes "It's called the 'Perfect Soundproof System'!";
- mes "You must use plants and experiment samples on the 1st floor of the lab. Release me from Demi Calberine's scary noise.";
- next;
- mes "[Devries]";
- mes "There are some related guides in the cabinet that you may use.";
- mes "Okay then, let's get started!";
- close;
- }else if ((job_gen > 6) && (job_gen < 60)){
- mes "[Devries]";
- mes "Is there a problem?";
- next;
- switch(select("Nothing.:The experiment failed.")){
- case 1:
- mes "[Devries]";
- mes "Better get started, or I'll start to scream!!!";
- close;
- case 2:
- mes "[Devries]";
- mes "Why not redo the experiment?";
- mes "Why are you asking me these things?";
- set job_gen,7;
- if (checkquest(2209) == 1){
- erasequest 2209;
- }
- if (checkquest(2210) == 1){
- erasequest 2210;
- }
- if (checkquest(2211) == 1){
- erasequest 2211;
- }
- if (checkquest(2212) == 1){
- erasequest 2212;
- }
- if (checkquest(2213) == 1){
- erasequest 2213;
- }
- if (checkquest(2214) == 1){
- erasequest 2214;
- }
- close;
- }
- }else if (job_gen == 60 || job_gen == 61){
- mes "- Bang Bang Bang Ke Ke Ke Ke -";
- next;
- mes "- Bang Bang Bangg Bang Bang Bang -";
- next;
- mes "[Devries]";
- mes "What is Demi Calberine doing?";
- mes "That is really loud.";
- next;
- mes "[Devries]";
- mes "Did you finish the experiment, Bubbles?";
- mes "Show me the seed.";
- next;
- if ((countitem(6273) == 0) && (countitem(6272) == 0)){
- mes "[Devries]";
- mes "What is this?";
- mes "How can you claim success when you have a unfinished experiment?";
- mes "Hurry up and redo the experiment.";
- set job_gen,7;
- if (checkquest(2209) == 1){
- erasequest 2209;
- }
- if (checkquest(2210) == 1){
- erasequest 2210;
- }
- if (checkquest(2211) == 1){
- erasequest 2211;
- }
- if (checkquest(2212) == 1){
- erasequest 2212;
- }
- if (checkquest(2213) == 1){
- erasequest 2213;
- }
- if (checkquest(2214) == 1){
- erasequest 2214;
- }
- close;
- }
- mes "[Devries]";
- mes "Show me the seed you created.";
- mes "What will it be?";
- next;
- mes "[Devries]";
- mes "Put the seed in the Super Cultivator, adjust the temperature...";
- next;
- mes "[Devries]";
- mes "Ah!";
- next;
- if (job_gen == 60){
- specialeffect EF_FLASHER;
- specialeffect EF_PHARMACY_OK;
- mes "[Devries]";
- mes "Bubbles, look at this!";
- mes "What a fascination plant!";
- next;
- mes "[Devries]";
- mes "Spike vines are everywhere in the culture machine!";
- mes "These vines are very high concentrated and hard, like a brick wall!";
- next;
- mes "[Devries]";
- mes "This is it, Bubbles!";
- mes "The properties of this plant can be used for varying things!";
- next;
- mes "[Devries]";
- mes "Great, Bubbles.";
- mes "I thought you would have a decent result, but it came out better then I expected!";
- next;
- mes "[Devries]";
- mes "I need to submit your experiment result to the Alchemist Union.";
- mes "I will write a letter, stating that Bubbles is terrific, and has the qualifications to become a geneticist.";
- next;
- mes "[Devries]";
- mes "The union's reply might take a while, can you wait for it?";
- mes "In the meantime, go meet Demi Calberine upstairs.";
- next;
- mes "[Devries]";
- mes "She is a fellow geneticist, specializing in mini cannons.";
- mes "Go take a look at her experiment results.";
- mes "Could you give this message to her? Tell her to conduct her experiments quietly.";
- delitem 6273,1;
- set job_gen,62;
- changequest 2215,2216;
- if (checkquest(2209) == 1){
- erasequest 2209;
- }
- if (checkquest(2210) == 1){
- erasequest 2210;
- }
- if (checkquest(2211) == 1){
- erasequest 2211;
- }
- if (checkquest(2212) == 1){
- erasequest 2212;
- }
- if (checkquest(2213) == 1){
- erasequest 2213;
- }
- if (checkquest(2214) == 1){
- erasequest 2214;
- }
- close;
- }
- specialeffect EF_SPELLBREAKER;
- specialeffect EF_PHARMACY_FAIL;
- mes "[Devries]";
- mes "Uh oh! You failed, Bubbles";
- mes "it did not grow at all, it's withered already.";
- mes "Go and redo the experiment!";
- delitem 6272,1;
- set job_gen,7;
- if (checkquest(2209) == 1){
- erasequest 2209;
- }
- if (checkquest(2210) == 1){
- erasequest 2210;
- }
- if (checkquest(2211) == 1){
- erasequest 2211;
- }
- if (checkquest(2212) == 1){
- erasequest 2212;
- }
- if (checkquest(2213) == 1){
- erasequest 2213;
- }
- if (checkquest(2214) == 1){
- erasequest 2214;
- }
- close;
- }else if ((job_gen > 61) && (job_gen < 76)){
- if (checkquest(2223,2) == 2){
- mes "[Devries]";
- mes "Ah, hold on.";
- mes "It looks like the mail has already arrived.";
- set job_gen,76;
- completequest 2223;
- close;
- }
- mes "[Devries]";
- mes "Whilst waiting for the Union's reply, go see Demi Calberine's experiment results.";
- close;
- }else if (job_gen == 76){
- mes "[Devries]";
- mes "Bubbles!";
- mes "Good news!";
- next;
- if (Class == Job_Alchemist || Class == Job_Creator && ((JobLevel > 49) && (SkillPoint == 0) && (BaseLevel > 98))){
- if (checkcart() == 0){
- mes "[Devries]";
- mes "Put that heavy and dirty cart away. On such a happy moment, that thing will just ruin it.";
- close;
- }
- if(checkweight(1201,1) == 0){
- mes "- Wait a minute !! -";
- mes "- Currently you're carrying -";
- mes "- too many items with you. -";
- mes "- Please try again -";
- mes "- after you lose some weight. -";
- close;
- }
- mes "[Devries]";
- mes "The letter from the Alchemist Union has arrived.";
- mes "Let me read it to you, Bubbles!";
- next;
- mes "<Dear geneticist Devries:>";
- mes "<We recently heard of your activities, many have heard of your news.>";
- next;
- mes "[Devries]";
- mes "This is from my hometown.";
- next;
- mes "<Many have heard of your experiment results and they have already been put into commercial use, we are very happy about this.>";
- mes "<This will certainly help the field of alchemy.>";
- next;
- mes "<You also attached a research paper.>";
- mes "<Including a experiment from an alchemist named "+strcharinfo(0)+". A new fast growing plant type that is as hard as a brick wall.>";
- mes "Myself and other Alchemist Union Members studied this paper, and found it to be very interesting.>";
- next;
- mes "<Other geneticists are also interested in the use of this plant, we hope to see some related research papers in the near future.>";
- next;
- mes "<Devries>";
- mes "<We think "+strcharinfo(0)+" has the qualifications to become a geneticist.>";
- mes "<Please let him know, that we hope that he keeps up his outstanding work after becoming a geneticist.>";
- next;
- mes "<The Alchemist Union is proud of having talented people like Ms. Devries, Ms. Demi Calberine, and "+strcharinfo(0)+".>";
- mes "<We highly anticipate the results of your next experiment.>";
- next;
- mes "[Devries]";
- mes "Congratulations, Bubbles";
- mes "From now on, you are a Geneticist!!";
- if (Class == Job_Alchemist){
- jobchange Job_Genetic;
- } else {
- jobchange Job_Genetic_T;
- }
- set job_gen,77;
- getitem 5752,1;
- getitem 2795,1;
- next;
- mes "[Devries]";
- mes "Just like in the Union's letter, I'm also looking forward to your future research.";
- mes "Let's work hard! Strive to become the best geneticist!";
- close;
- }
- }else if (job_gen == 77){
- mes "[Devries]";
- mes "Bubbles, want to join my Love Orleans club? It's a club for those that love cookies. Of course, we don't think of doing weird things with Charles Orleans.";
- close;
- }
- mes "[Devries]";
- mes "- You still have some unused skill points. -";
- close;;
- }
- mes "[Devries]";
- mes "Am I that beautiful to you? Or why are you staring at me like that?";
- close;
-}
-
-job3_gen01,83,72,3 script Delivery Box#generic 111,{
-
- mes "- There's a big box. -";
- if (job_gen == 2){
- next;
- switch(select("Open it.:Check the address.:Do nothing.")){
- case 1:
- mes "- The box contains 6 bag of cookies -";
- next;
- switch(select("Take the cookies.:Do nothing.")){
- case 1:
- mes "- You took a bag of cookies from the box -";
- set job_gen,3;
- close;
- case 2:
- mes "You do nothing.";
- close;
- }
- case 2:
- mes "[From: Rune-Midgarts Kingdom, Prontera, Charles Orleans]";
- mes "[Recipient: Schwaltzvalt Republic, Lighthalzen, Devries]";
- close;
- case 3:
- mes "You do nothing.";
- close;
- }
- }
- close;
-}
-
-job3_gen01,12,56,3 script Plant Guide#generic 111,{
-
- mes "<The Easiest Alchemy in the World>";
- mes "Written by Bob Ross.";
- next;
- switch(select("Animals:Plants:Minerals:Etc.")){
- case 1:
- mes "...Using animals in alchemy can easily be practiced by anyone.";
- mes "You can put the animals that you want to use on the white tray, imagine the goal you want to make and then practice the alchemy.";
- mes "It's very easy.";
- next;
- mes "...The animals that are used in alchemy might in the danger of getting extinct because of being captured by thoughtless alchemists.";
- mes "So I won't mention them.";
- close;
- case 2:
- mes "...The guide of alchemy using plants is easy to follow, even for a little kid.";
- mes "You can put the plants on the table, and break or cut them, connect them using a simple tool, then do alchemy.";
- mes "That's really an extraordinary method.";
- next;
- mes "...The plants usually used for alchemy are Bigibigi Grass and Muka Trees that have sharp thorns but are delicate inside and Bogi Creeper whose growth speed is really fast but parasitic on living things.";
- if (job_gen == 6){
- set job_gen,7;
- }
- close;
- case 3:
- mes "...Using minerals in alchemy is a way that beginners find pretty easy.";
- mes "You can put the minerals you want to in the beautifully crafted box, and sing any song that you can think of twice and then practice the alchemy.";
- mes "That's really an easy way.";
- next;
- mes "...A mineral that's usually used for alchemy is 'Phracon' which doesn't cost a lot.";
- close;
- case 4:
- mes "...Alchemy is the easiest thing in the world.";
- mes "This writer shows a cobalt blue alchemy demonstration in front of students every week, and always get a big applaud from them.";
- mes "I'm sure that you would be into the alchemy world at the moment you read this book.";
- close;
- }
-}
-
-job3_gen01,36,55,3 script Bigibigi Grass#gen 844,{
-
- if (job_gen == 7){
- if (checkquest(2209) == -1 || checkquest(2209) == 0){
- mes "- The size is quite big to be normal grass so it's called Bigibigi Grass. -";
- next;
- switch(select("Use as experiment sample.:Leave it alone.")){
- case 1:
- mes "- You have obtained Bigibigi Grass. -";
- setquest 2209;
- close;
- case 2:
- mes "- This plant doesn't look suitable as an experiment sample. -";
- close;
- }
- }
- mes "- You already have Bigibigi Grass. -";
- close;
- }else if (job_gen == 6){
- mes "Information related to this plant can be found in the Plant Guide in the cabinet.";
- close;
- }
- mes "- The size is quite big to be normal grass so it's called Bigibigi Grass. -";
- close;
-}
-
-job3_gen01,36,45,3 script Muka Tree#gen 844,{
-
- if (job_gen == 7){
- if (checkquest(2210) == -1 || checkquest(2210) == 0){
- mes "- This is the Muka Tree which protects its delicate inside with sharp thorns. -";
- next;
- switch(select("Use as experiment sample.:Leave it alone.")){
- case 1:
- mes "- You have obtained some parts of Muka Tree.-";
- setquest 2210;
- close;
- case 2:
- mes "- This plant doesn't look suitable as an experiment sample. -";
- close;
- }
- }
- mes "- You already have Muka Tree. -";
- close;
- }else if (job_gen == 6){
- mes "Information related to this plant can be found in the Plant Guide in the cabinet.";
- close;
- }
- mes "- This is the Muka Tree which protects its delicate inside with sharp thorns. -";
- close;
-}
-
-job3_gen01,42,55,3 script Bogi Vine#gen 844,{
-
- if (job_gen == 7){
- if (checkquest(2211) == -1 || checkquest(2211) == 0){
- mes "- This is a Bogi Vine which has a very fast growth speed. -";
- next;
- switch(select("Use as experiment sample.:Leave it alone.")){
- case 1:
- mes "- You have obtained some parts of Bogi Vine. -";
- setquest 2211;
- close;
- case 2:
- mes "- This plant doesn't look suitable as an experiment sample. -";
- close;
- }
- }
- mes "- You already have Bogi Vine. -";
- close;
- }else if (job_gen == 6){
- mes "Information related to this plant can be found in the Plant Guide in the cabinet.";
- close;
- }
- mes "- This is a Bogi Vine which has a very fast growth speed. -";
- close;
-}
-
-job3_gen01,30,58,3 script Aolatura#gen 844,{
-
- if (job_gen == 7){
- if (checkquest(2212) == -1 || checkquest(2212) == 0){
- mes "- This is known to blossom then thousand flowers as it only blooms once per lifetime. -";
- next;
- switch(select("Use as experiment sample.:Leave it alone.")){
- case 1:
- mes "- You have obtained Aolatura. -";
- setquest 2212;
- close;
- case 2:
- mes "- This plant doesn't look suitable as an experiment sample. -";
- close;
- }
- }
- mes "- You already have Aolatura. -";
- close;
- }else if (job_gen == 6){
- mes "Information related to this plant can be found in the Plant Guide in the cabinet.";
- close;
- }
- mes "- This is known to blossom then thousand flowers as it only blooms once per lifetime. -";
- close;
-}
-
-job3_gen01,30,63,3 script Congra#gen 844,{
-
- if (job_gen == 7){
- if (checkquest(2213) == -1 || checkquest(2213) == 0){
- mes "- It's a plant that has a big and solid stem with enormous leaves. -";
- next;
- switch(select("Use as experiment sample.:Leave it alone.")){
- case 1:
- mes "- You have obtained Congra. -";
- setquest 2213;
- close;
- case 2:
- mes "- This plant doesn't look suitable as an experiment sample. -";
- close;
- }
- }
- mes "- You already have Congra. -";
- close;
- }else if (job_gen == 6){
- mes "Information related to this plant can be found in the Plant Guide in the cabinet.";
- close;
- }
- mes "- It's a plant that has a big and solid stem with enormous leaves. -";
- close;
-}
-
-job3_gen01,32,38,3 script Sticky Grass#gen 844,{
-
- if (job_gen == 7){
- if (checkquest(2214) == -1 || checkquest(2214) == 0){
- mes "- I may not know the name but it's sticky and can stick to just about anything. -";
- next;
- switch(select("Use as experiment sample.:Leave it alone.")){
- case 1:
- mes "- You have obtained Sticky Grass -";
- setquest 2214;
- close;
- case 2:
- mes "- This plant doesn't look suitable as an experiment sample. -";
- close;
- }
- }
- mes "- You already have Sticky Grass -";
- close;
- }else if (job_gen == 6){
- mes "Information related to this plant can be found in the Plant Guide in the cabinet.";
- close;
- }
- mes "- I may not know the name but it's sticky and can stick to just about anything. -";
- close;
-}
-
-job3_gen01,7,50,3 script Testing Table#gen 844,{
-
- if (job_gen == 7){
- mes "- This is a testing table with a lot of tools. I think I can study the combinations here with plants. -";
- next;
- switch(select("Conduct experiment.:Don't conduct experiment.")){
- case 1:
- if ((checkquest(2209) == -1 || checkquest(2209) == 0) && (checkquest(2210) == -1 || checkquest(2210) == 0) && (checkquest(2211) == -1 || checkquest(2211) == 0) && (checkquest(2212) == -1 || checkquest(2212) == 0) && (checkquest(2213) == -1 || checkquest(2213) == 0) && (checkquest(2214) == -1 || checkquest(2214) == 0)){
- mes "["+strcharinfo(0)+"]";
- mes "Hmm, I need to bring a plant sample to experiment with.";
- close;
- }
- mes "What do you want to do with the prepared plant sample?";
- next;
- switch(select("Break:Crush:Smash")){
- case 1:
- break;
- case 2:
- break;
- case 3:
- break;
- }
- while(1){
- if (.@fortune == 7){
- break;
- }else{
- mes "What next?";
- next;
- set .@rand,rand(1,2);
- if (.@rand == 1){
- switch(select("Burn into Ashes.:Dip in distilled Water.:Cook it with Steam.")){
- case 1:
- break;
- case 2:
- break;
- case 3:
- break;
- }
- }
- switch(select("Put it into a Testing Flask and Shake.:Cool it down.:Warm it up.")){
- case 1:
- break;
- case 2:
- break;
- case 3:
- break;
- }
- set .@fortune,rand(1,7);
- }
- }
- mes "What next?";
- next;
- menu "Inject it into a Testing Seed.",-;
- mes "Which Seed do you want to use?";
- next;
- switch(select("Testing Seed Type A:Testing Seed Type B:Testing Seed Type C:Testing Seed Type D")){
- case 1:
- break;
- case 2:
- break;
- case 3:
- break;
- case 4:
- break;
- }
- mes "Put the seed into the prepared sample.";
- next;
- mes "["+strcharinfo(0)+"]";
- mes "Okay, now I need to bring this seed to Devries!";
- if ((checkquest(2209) == -1 || checkquest(2209) == 0) && (checkquest(2210) == -1 || checkquest(2210) == 0) && (checkquest(2211) == -1 || checkquest(2211) == 0)){
- set job_gen,61;
- getitem 6272,1;
- close;
- }
- if (checkquest(2209) == 1){
- set job_gen,job_gen+10;
- }
- if (checkquest(2210) == 1){
- set job_gen,job_gen+10;
- }
- if (checkquest(2211) == 1){
- set job_gen,job_gen+10;
- }
- set .@score,job_gen + JobLevel - 20;
- set .@result,rand(1,100);
- if (.@result < .@score){
- set job_gen,60;
- getitem 6273,1;
- close;
- }
- set job_gen,61;
- getitem 6272,1;
- close;
- case 2:
- mes "- It's not the time to start the experiment yet. -";
- close;
- }
- }else if ((job_gen > 7) && (job_gen < 60)){
- mes "- It looks like there is a problem with the experiment. I better redo the experiment. -";
- set job_gen,7;
- if (countitem(6273) > 0){
- delitem 6273,1;
- }
- if (countitem(6272) > 0){
- delitem 6272,1;
- }
- if (checkquest(2209) == 1){
- erasequest 2209;
- }
- if (checkquest(2210) == 1){
- erasequest 2210;
- }
- if (checkquest(2211) == 1){
- erasequest 2211;
- }
- if (checkquest(2212) == 1){
- erasequest 2212;
- }
- if (checkquest(2213) == 1){
- erasequest 2213;
- }
- if (checkquest(2214) == 1){
- erasequest 2214;
- }
- close;
- }else if (job_gen == 60 || job_gen == 61){
- mes "- It looks like I only need to bring the created seed to Devries now. -";
- close;
- }
- mes "- This is a testing table with a lot of tools. I think I can study the combinations here with plants. -";
- close;
-}
-
-//npc "job3_gen01" "Super Cultivator#gen" CLEAR_NPC 21 67 3 0 0
-
-job3_gen01,91,48,3 script Demi Calberine#gen 982,{
-
- if (job_gen < 62){
- mes "[Demi Calberine]";
- mes "Hmm~ Where'd that bolt go?";
- close;
- }else if (job_gen == 62){
- mes "[Demi Calberine]";
- mes "I want to sit on a blue cart~";
- mes "And make a beautiful picture of me with my cannon~";
- mes "With my love~";
- mes "Shot forever~?";
- next;
- mes "[Demi Calberine]";
- mes "Hmm~ Where'd that bolt go?";
- mes "Why aren't their enough bolts? Didn't I just order a bunch yesterday?";
- next;
- menu "Hi",-;
- mes "[Demi Calberine]";
- mes "Huh~?";
- mes "What...who are you?";
- next;
- mes "[Demi Calberine]";
- mes "Ah, no, this is not the time to talk!";
- mes "Uh! Come help me!";
- next;
- mes "[Demi Calberine]";
- mes "A customer ordered a cart with a mini cannon that I have to finish today, but I can't find the parts!";
- next;
- mes "[Demi Calberine]";
- mes "Er Ah~I think they fell somewhere around here...";
- mes "I only need 12 pieces! I need to work on other parts as well... Please help me find them!";
- changequest 2216,2217;
- set job_gen,63;
- close;
- }else if ((job_gen > 62) && (job_gen < 74)){
- mes "[Demi Calberine]";
- mes "Ah, oh no, oh no~~~";
- mes "Did you find the missing pieces yet? No, not yet? You promised, please hurry up!";
- close;
- }else if (job_gen == 74){
- mes "[Demi Calberine]";
- mes "This cart is low on power, maybe if install this here...";
- next;
- menu "I found the pieces.",-;
- mes "[Demi Calberine]";
- mes "Ah, you scared me!";
- mes "Why do you like to scare people???";
- mes "Are these my missing bolts?";
- mes "Where did you find them?";
- next;
- menu "Didn't you ask me to go find them?",-;
- mes "[Demi Calberine]";
- mes "Oh? Oh?";
- mes "Really? Hehehehehe.";
- mes "Must be my bad memory.";
- next;
- mes "[Demi Calberine]";
- mes "Wait a minute.";
- mes "Now that I have these pieces, I should be able to finish it now.";
- next;
- mes "- Ke Ke Ke Ke -";
- next;
- mes "[Demi Calberine]";
- mes "Very good, the mini cannon is installed on the cart...let's take it for a test shall we?";
- next;
- mes "- Chi... -";
- next;
- mes "- Bang! Bang! Bang! Bang! -";
- next;
- mes "[Demi Calberine]";
- mes "Good! Success!";
- mes "Phew, thanks to you, I was able to finish this on time.";
- mes "Thank you very much.";
- next;
- mes "[Demi Calberine]";
- mes "Ah, what's do you need";
- mes "Do you want to make a custom order or something?";
- next;
- mes "["+strcharinfo(0)+"]";
- mes "I'm a geneticist apprentice.";
- mes "I heard Demi Calberine was obsessed with mini cannons.";
- next;
- mes "[Demi Calberine]";
- mes "Yes, I can make many types of mini cannons.";
- mes "Recently a lot of people want me to modify their carts, I installed new features such as mini cannons.";
- next;
- mes "["+strcharinfo(0)+"]";
- mes "Cart modification?";
- next;
- mes "[Demi Calberine]";
- mes "Yes, when you are going downhill, don't you want to sit on the cart and slide down?";
- mes "Don't you feel bored dragging the cart everywhere?";
- next;
- mes "[Demi Calberine]";
- mes "The cart is no longer just for item storage.";
- mes "Installing a mini cannon on the cart, will help you attack your enemies, and increases your power.";
- next;
- mes "[Demi Calberine]";
- mes "Devries below seems to be conducting playhouse like experiments.";
- mes "I cannot understand why experiments like that are so popular, tsk.";
- emotion e_rice;
- next;
- mes "[Demi Calberine]";
- mes "Please look at this mini cannon.";
- mes "As big as the size of my palm, it's the smallest and lightest cannon in the world.";
- mes "Don't you think it's cute? Eh~";
- emotion e_awsm;
- next;
- menu "Can my cart be modified too?",-;
- mes "[Demi Calberine]";
- mes "Sorry, only geneticists can have their carts modified.";
- mes "This is a rule from the Alchemy Union, I have no choice in the matter.";
- next;
- mes "[Demi Calberine]";
- mes "But don't be disappointed.";
- mes "Just become a geneticist? Hehehe.";
- next;
- mes "[Demi Calberine]";
- mes "And not all carts can be modified.";
- mes "They have to meet a certain standard.";
- next;
- mes "[Demi Calberine]";
- mes "Before becoming a geneticist, please practice your Cart Revolution skill.";
- mes "You need your muscles and cart movement to be in perfect balance.";
- next;
- mes "[Demi Calberine]";
- mes "If you want, ^FF0000I can show you a nice area to practise in.^000000";
- mes "^FF0000Though I don't like her^000000, it is a nice place, hehe.";
- next;
- mes "[Demi Calberine]";
- mes "With this oppurtunity, you just need to have fun practising your Cart Revolution skill.";
- mes "Use your cart to kill ^FF0000100 Poison Spores^000000, watch your fatique, and familiarize yourself with the cart.";
- next;
- mes "[Demi Calberine]";
- mes "Okay, I need to start work on the next order.";
- mes "If you want to practice, come back here.";
- mes "I will help to modify your cart anytime.";
- next;
- mes "- KaBoom -";
- next;
- mes "- What happened? The floor seems to have disappeared. -";
- set job_gen,75;
- changequest 2217,2223;
- close2;
- warp "job3_gen01",23,32;
- end;
- }else if (job_gen == 75){
- if (checkquest(2223,2) == 2){
- mes "[Demi Calberine]";
- mes "It looks like Devries found out that I put you into her mushroom cage.";
- mes "Just look at her face, nice. Such anger.";
- close;
- }
- mes "[Demi Calberine]";
- mes "Er ah, didn't you finish practising?";
- mes "Do you want to enter the mushroom cage?";
- next;
- switch(select("Yes:No")){
- case 1:
- mes "[Demi Calberine]";
- mes "have fun swinging your cart around~";
- close2;
- warp "job3_gen01",23,32;
- end;
- case 2:
- mes "[Demi Calberine]";
- mes "Hm, too bad. I want to see Devries's angry face.";
- close;
- }
- }else if (job_gen > 75){
- mes "[Demi Calberine]";
- mes "It looks like Devries found out that I put you into her mushroom cage.";
- mes "Just look at her face, nice. Such anger.";
- close;
- }
- mes "[Demi Calberine]";
- mes "Hmm~ Where'd that bolt go?";
- close;
-}
-
-job3_gen01,84,45,3 script Scattered Stuff#gen1 111,{
-
-OnInit:
- enablenpc "Scattered Stuff#gen1";
- end;
-
- if ((job_gen > 62) && (job_gen < 74)){
- mes "- There is stuff scattered everywhere, what a mess in the lab. -";
- next;
- mes "- You found some small pieces of metal. -";
- set job_gen,job_gen+1;
- disablenpc "Scattered Stuff#gen1";
- initnpctimer;
- close;
- }else if (job_gen == 74){
- mes "- You have collected all the parts. -";
- close;
- }
- end;
-
-OnTimer7000:
- enablenpc "Scattered Stuff#gen1";
- stopnpctimer;
- end;
-}
-
-job3_gen01,77,41,3 script Scattered Stuff#gen2 111,{
-
-OnInit:
- enablenpc "Scattered Stuff#gen2";
- end;
-
- if ((job_gen > 62) && (job_gen < 74)){
- mes "- There is stuff scattered everywhere, what a mess in the lab. -";
- next;
- mes "- You found some small pieces of metal. -";
- set job_gen,job_gen+1;
- disablenpc "Scattered Stuff#gen2";
- initnpctimer;
- close;
- }else if (job_gen == 74){
- mes "- You have collected all the parts. -";
- close;
- }
- end;
-
-OnTimer7000:
- enablenpc "Scattered Stuff#gen2";
- stopnpctimer;
- end;
-}
-
-job3_gen01,78,57,3 script Scattered Stuff#gen3 111,{
-
-OnInit:
- enablenpc "Scattered Stuff#gen3";
- end;
-
- if ((job_gen > 62) && (job_gen < 74)){
- mes "- There is stuff scattered everywhere, what a mess in the lab. -";
- next;
- mes "- You found some small pieces of metal. -";
- set job_gen,job_gen+1;
- disablenpc "Scattered Stuff#gen3";
- initnpctimer;
- close;
- }else if (job_gen == 74){
- mes "- You have collected all the parts. -";
- close;
- }
- end;
-
-OnTimer7000:
- enablenpc "Scattered Stuff#gen3";
- stopnpctimer;
- end;
-}
-
-job3_gen01,89,59,3 script Scattered Stuff#gen4 111,{
-
-OnInit:
- enablenpc "Scattered Stuff#gen4";
- end;
-
- if ((job_gen > 62) && (job_gen < 74)){
- mes "- There is stuff scattered everywhere, what a mess in the lab. -";
- next;
- mes "- You found some small pieces of metal. -";
- set job_gen,job_gen+1;
- disablenpc "Scattered Stuff#gen4";
- initnpctimer;
- close;
- }else if (job_gen == 74){
- mes "- You have collected all the parts. -";
- close;
- }
- end;
-
-OnTimer7000:
- enablenpc "Scattered Stuff#gen4";
- stopnpctimer;
- end;
-}
-
-job3_gen01,90,51,3 script Scattered Stuff#gen5 111,{
-
-OnInit:
- enablenpc "Scattered Stuff#gen5";
- end;
-
- if ((job_gen > 62) && (job_gen < 74)){
- mes "- There is stuff scattered everywhere, what a mess in the lab. -";
- next;
- mes "- You found some small pieces of metal. -";
- set job_gen,job_gen+1;
- disablenpc "Scattered Stuff#gen5";
- initnpctimer;
- close;
- }else if (job_gen == 74){
- mes "- You have collected all the parts. -";
- close;
- }
- end;
-
-OnTimer7000:
- enablenpc "Scattered Stuff#gen5";
- stopnpctimer;
- end;
-}
-
-job3_gen01,83,27,3 script Scattered Stuff#gen6 111,{
-
-OnInit:
- enablenpc "Scattered Stuff#gen6";
- end;
-
- if ((job_gen > 62) && (job_gen < 74)){
- mes "- There is stuff scattered everywhere, what a mess in the lab. -";
- next;
- mes "- You found some small pieces of metal. -";
- set job_gen,job_gen+1;
- disablenpc "Scattered Stuff#gen6";
- initnpctimer;
- close;
- }else if (job_gen == 74){
- mes "- You have collected all the parts. -";
- close;
- }
- end;
-
-OnTimer7000:
- enablenpc "Scattered Stuff#gen6";
- stopnpctimer;
- end;
-}
-
-job3_gen01,74,45,3 script Scattered Stuff#gen7 111,{
-
-OnInit:
- enablenpc "Scattered Stuff#gen7";
- end;
-
- if ((job_gen > 62) & (job_gen < 74)){
- mes "- There is stuff scattered everywhere, what a mess in the lab. -";
- next;
- mes "- You found some small pieces of metal. -";
- set job_gen,job_gen+1;
- disablenpc "Scattered Stuff#gen7";
- initnpctimer;
- close;
- }else if (job_gen == 74){
- mes "- You have collected all the parts. -";
- close;
- }
- end;
-
-OnTimer7000:
- enablenpc "Scattered Stuff#gen7";
- stopnpctimer;
- end;
-}
-
-job3_gen01,18,39,3 script Warning#gen 837,{
-
- mes "= Warning =";
- mes "If you bully my spores, I'll scream!!!";
- if (job_gen > 74){
- next;
- switch(select("Get out of the cage.:Stay here.")){
- case 1:
- mes "- I better get out before Devries catches me. -";
- close2;
- warp "job3_gen01",21,38;
- end;
- case 2:
- mes "- Action cancelled. -";
- close;
- }
- }
- close;
-}
-
-job3_gen01,80,12,1 script Stacked Magazines#gen 111,{
-
- mes "- 'Monthly Bang!' magazines are piled up in disorder. -";
- close;
-}
-
-job3_gen01,83,20,1 script Bed#gen 111,{
-
- mes "- A checker patterned blanket set which looks like it was picked carefully is too good for this dirty bed. -";
- close;
-}
-
-job3_gen01,85,25,1 script Opened Book#gen 111,{
-
- mes "< Do you want to have my pretty room? Do you have enough zeny? Is there enough room? Run to the Lighthalzen Department Store right away and get the most high-end wall papers and interior accessories! >";
- next;
- mes "< Luxurious candles that'll lighten up your room, a huge golden mirror that every lady owns, you can not miss any of them! >";
- close;
-}
-
-job3_gen01,81,81,0 script dbroom 139,2,2,{
-
-OnTouch:
- mes "- It's a room that looks like a storehouse, thanks to so many parcels piled up in the room. -";
- close;
-}
-
-job3_gen01,7,59,0 script from1to2gen 45,1,1,{
-
-OnTouch:
- warp "job3_gen01",72,52;
- end;
-}
-
-job3_gen01,71,56,0 script #from2to1gen 45,1,1,{
-
-OnTouch:
- warp "job3_gen01",11,60;
- end;
-}
-
-lighthalzen,52,132,0 script lighttogen 45,1,1,{
-
-OnTouch:
- warp "job3_gen01",45,50;
- end;
-}
-
-job3_gen01,49,49,0 script gentolight 45,1,1,{
-
-OnTouch:
- warp "lighthalzen",54,132;
- end;
-}
-
-job3_gen01,24,32,0 script Devries Vision 139,2,2,{
-
-OnTouch:
- if (checkquest(2223,2) == 2){
- mapannounce "job3_gen01","Devries: Huh? Did a cat got through the mushroom cage?",bc_map;
- warp "job3_gen01",21,38;
- }
- end;
-}
-
-job3_gen01,26,34,0,0 monster Poison Spore 1428,1,7000,0,0
-job3_gen01,23,33,0,0 monster Poison Spore 1428,1,7000,0,0
-job3_gen01,21,30,0,0 monster Poison Spore 1428,1,7000,0,0
-job3_gen01,26,34,0,0 monster Poison Spore 1428,1,7000,0,0
-job3_gen01,23,33,0,0 monster Poison Spore 1428,1,7000,0,0
-job3_gen01,21,30,0,0 monster Poison Spore 1428,1,7000,0,0
-job3_gen01,26,34,0,0 monster Poison Spore 1428,1,7000,0,0
-job3_gen01,23,33,0,0 monster Poison Spore 1428,1,7000,0,0
-job3_gen01,21,30,0,0 monster Poison Spore 1428,1,7000,0,0
-job3_gen01,26,34,0,0 monster Poison Spore 1428,1,7000,0,0
-job3_gen01,23,33,0,0 monster Poison Spore 1428,1,7000,0,0
-job3_gen01,21,30,0,0 monster Poison Spore 1428,1,7000,0,0
-job3_gen01,26,34,0,0 monster Poison Spore 1428,1,7000,0,0
-job3_gen01,23,33,0,0 monster Poison Spore 1428,1,7000,0,0
-job3_gen01,21,30,0,0 monster Poison Spore 1428,1,7000,0,0
-job3_gen01,26,34,0,0 monster Poison Spore 1428,1,7000,0,0
-job3_gen01,23,33,0,0 monster Poison Spore 1428,1,7000,0,0
+//===== rAthena Script =======================================
+// Genetic Job change Quest
+//===== By: ==================================================
+//= Masao
+//= Credits: Muad_Dib & Aeomin
+//===== Current Version: =====================================
+//= 1.0
+//===== Compatible With: =====================================
+//= Any rAthena SVN
+//===== Description: =========================================
+//= [AEGIS Conversion]
+//= Job change Quest from Alchemist / Creator -> Genetic.
+//===== Additional Comments: =================================
+//= 1.0 First Version.
+//============================================================
+
+alde_alche,35,186,5 script Alchemist Union Member 805,{
+
+ if ((Class >= 4023) && (Class <= 4045)){
+ mes "[Alchemist Union Member]";
+ mes "Our Alchemist Union brings up many junior alchemists with various promotions and investigations.";
+ next;
+ mes "[Alchemist Union Member]";
+ mes "They have spread to all corners of Rune-Midgart and were active in many fields like sciences or special item production methods.";
+ next;
+ mes "[Alchemist Union Member]";
+ mes "We call the members of our new union ^3131FF'Geneticists'^000000.";
+ next;
+ mes "[Alchemist Union Member]";
+ mes "Geneticists are the ones who have reached their peak potential in the world of Alchemy. They are the ones who currently spearhead alchemy throughout all of Rune-Midgart.";
+ close;
+ }
+
+ if ((BaseLevel == 99) && (JobLevel > 49)){
+ if (Class == Job_Alchemist || Class == Job_Creator){
+ if (SkillPoint == 0){
+ if (job_gen == 0){
+ mes "[Alchemist Union Member]";
+ mes "Our Alchemist Union brings up many junior alchemists with various promotions and investigations.";
+ next;
+ mes "[Alchemist Union Member]";
+ mes "They have spread to all corners of Rune-Midgart and were active in many fields like sciences or special item production methods.";
+ next;
+ mes "[Alchemist Union Member]";
+ mes "We call the members of our new union ^3131FF'Geneticists'^000000.";
+ next;
+ mes "[Alchemist Union Member]";
+ mes "Geneticists are the ones who have reached their peak potential in the world of Alchemy. They are the ones who currently spearhead alchemy throughout all of Rune-Midgart.";
+ next;
+ mes "[Alchemist Union Member]";
+ mes "I see you have a certain level of experience in this area. Perhaps you would like to meet other geneticists?";
+ next;
+ mes "[Alchemist Union Member]";
+ mes "Just recently, an research paper from a geneticist caused a sensation.";
+ mes "Someone experienced like yourself, would understand her research, and would be able to discuss it with her, right?";
+ next;
+ mes "[Alchemist Union Member]";
+ mes "Maybe her research results can be of benefit to your research, and with some luck you could become a geneticist too!";;
+ next;
+ mes "[Alchemist Union Member]";
+ mes "What do you think? Would you like to meet this geneticist?";
+ next;
+ switch(select("Meet with her.:Don't meet with her.")){
+ case 1:
+ mes "[Alchemist Union Member]";
+ mes "Wise choice!";
+ mes "The infamous geneticist 'Devries'.";
+ next;
+ mes "[Alchemist Union Member]";
+ mes "You can find her in the Alchemy Lab at the western part of Lighthalzen. There is also another geneticist studying weaponry there, you might want to pay her a visit too.";
+ set job_gen,1;
+ setquest 2215;
+ close;
+ case 2:
+ mes "[Alchemist Union Member]";
+ mes "Aren't you interested in the study of life?";
+ close;
+ }
+ }
+ mes "[Alchemist Union Member]";
+ mes "The geneticist causing academic sensation is studying at the Alchemy Lab in the western part of Lighthalzen.";
+ mes "If you are interested, go meet with her.";
+ close;
+ }
+ mes "[Alchemist Union Member]";
+ mes "- You still have unused skill points. Come back when you have used all of them.";
+ close;
+ }
+ }
+ mes "[Alchemist Union Member]";
+ mes "Our Alchemist Union brings up many junior alchemists with various promotions and investigations.";
+ next;
+ mes "[Alchemist Union Member]";
+ mes "They have spread to all corners of Rune-Midgart and were active in many fields like sciences or special item production methods.";
+ next;
+ mes "[Alchemist Union Member]";
+ mes "We call the members of our new union ^3131FF'Geneticists'^000000.";
+ next;
+ mes "[Alchemist Union Member]";
+ mes "Geneticists are the ones who have reached their peak potential in the world of Alchemy. They are the ones who currently spearhead alchemy throughout all of Rune-Midgart.";
+ close;
+}
+
+job3_gen01,25,58,3 script Devries#gen 865,{
+
+ if (SkillPoint == 0){
+ if (job_gen == 1){
+ mes "[Devries]";
+ mes "Argh. The bloodsucking plant sample C is withering again.";
+ mes "Should I change the ingredient of the growth care?";
+ mes "Hey please cheer up soon!";
+ next;
+ mes "[Devries]";
+ mes "Eh? This is the first time we meet, right?";
+ mes "Looking at your clothing, could you be a fellow alchemist?";
+ next;
+ mes "[Devries]";
+ mes "Recently the number of young alchemists is increasing, but very few have the passion to study and do research!";
+ next;
+ mes "[Devries]";
+ mes "Take a look at this, this bomb is very powerful! But my Poison Spores are more beautiful! I have lots of goodies!";
+ next;
+ mes "[Devries]";
+ mes "Although the Alchemist Union said that they support their researchers, but all of my hard work only got me this 'Easy to Plant Mushroom'!";
+ next;
+ mes "[Devries]";
+ mes "Somehow mushrooms spread over the entire lab! I even find spores all over my house!";
+ next;
+ menu "You have a weird accent.",-;
+ mes "[Devries]";
+ mes "I am from Rune-Midgart!";
+ mes "Have you ever been to the Rune-Midgarts Kingdom? Everyone in Rune-Midgart speaks like this.";
+ next;
+ switch(select("Really?!:I'm from Rune-Midgart too.")){
+ case 1:
+ mes "[Devries]";
+ mes "Really?";
+ mes "Do you come from a Rune-Midgart village?";
+ mes "My village is very big, everyone there speaks with this accent.";
+ next;
+ break;
+ case 2:
+ emotion e_lv;
+ mes "[Devries]";
+ mes "Ah! No wonder you look so familiar.";
+ mes "I am happy to meet a fellow Rune-Midgartian here in the Schwartzvalt Republic!";
+ next;
+ break;
+ }
+ mes "- Bang Bang Bang -";
+ next;
+ emotion e_ag;
+ mes "[Devries]";
+ mes "Aaaghh! It's that woman again!";
+ next;
+ menu "What is that noise?",-;
+ mes "[Devries]";
+ mes "That's my classmate, Demi Calberine. That noise is from her experiments.";
+ mes "Demi is an mini cannon specialist, she always makes a lot of noise.";
+ next;
+ emotion e_sob;
+ mes "[Devries]";
+ mes "Look!";
+ mes "My mushrooms and plants are scared!";
+ mes "I can't even concentrate on my research. This is so annoying!!";
+ next;
+ mes "- Kala Kala -";
+ next;
+ mes "[Devries]";
+ mes "Whenever I am in a bad mood, I need to eat some of Orleans cookies.";
+ next;
+ mes "[Devries]";
+ mes "It's a luxury cookie from Prontera. When I put one in my mouth it reminds me of Asgard.";
+ mes "When I finish eating a delicious cookie, the noise from Demi Calberine just goes away.";
+ next;
+ mes "[Devries]";
+ mes "Would you like one?";
+ mes "Aw, I already ate the last one.";
+ next;
+ mes "[Devries]";
+ mes "But that's okay! I have a few boxes in my room on the second floor.";
+ mes "Because of the temptation, I've bought a large amount, hehehe.";
+ next;
+ mes "- Ke Ke Ke Ke Ke Ke Ke -";
+ specialeffect EF_ENDURE;
+ next;
+ specialeffect EF_REPAIRWEAPON;
+ mes "- Ke Ke Ke Ke! Ke Ke Ke Ke Ke Ke!!! -";
+ next;
+ specialeffect EF_CRASHEARTH;
+ mes "- Bang! Bang!! Bang!!! Bang!!!! -";
+ next;
+ mes "[Devries]";
+ mes "..................";
+ next;
+ mes "[Devries]";
+ mes "Ooooh uh";
+ mes "Eh Aaaaahhh!!!";
+ next;
+ mes "[Devries]";
+ mes "Demi!!!!! Demi!!!!";
+ next;
+ mes "- It looks like you need to calm Devries down. -";
+ set job_gen,2;
+ close;
+ }else if (job_gen == 2){
+ mes "[Devries]";
+ mes "Uh Aaaaaaah!!!!";
+ mes "Demi!!!!! Demi!!!!";
+ next;
+ mes "- It looks like you need to calm Devries down. -";
+ close;
+ }else if (job_gen == 3){
+ mes "[Devries]";
+ mes "Uh Aaaaaahhhh!!!!";
+ mes "Demi!!!!! Demi!!!!";
+ next;
+ menu "Give the cookies to Devries.",-;
+ mes "- Devries took the cookies and started eating like a hungry wolf. -";
+ next;
+ mes "- Ka Ka Ka -";
+ mes "- Ka Ka Ka -";
+ mes "- Ka Ka Ka -";
+ next;
+ mes "[Devries]";
+ mes "Ah,";
+ mes "The sweet butter taste,";
+ mes "really calms me down.";
+ next;
+ emotion e_rice;
+ mes "[Devries]";
+ mes "Demi works very persistent today too.";
+ mes "Hehehe, what a hard working colleague.";
+ next;
+ mes "- As expected, the cookie works really well. -";
+ emotion e_no1;
+ next;
+ mes "[Devries]";
+ mes "You also like alchemy, which has brought you here, right?";
+ next;
+ mes "[Devries]";
+ mes "Oh, right, I haven't introduced myself.";
+ mes "My name is Devries.";
+ mes "I'm interested in new and special life.";
+ next;
+ mes "[Devries]";
+ mes "What's your name, young alchemist?";
+ next;
+ menu "I am "+strcharinfo(0)+".",-;
+ mes "[Devries]";
+ mes "Oh, "+strcharinfo(0)+".";
+ mes "What an interesting name. Nice to meet you.";
+ next;
+ mes "[Devries]";
+ mes "But I am terrible with names...... Is it okay if I call you Bubbles?";
+ next;
+ mes "[Devries]";
+ mes "Bubbles, have you heard of my research?";
+ mes "You did read my research paper before you came here, right?";
+ next;
+ switch(select("No.:Yes, I did.")){
+ case 1:
+ mes "[Devries]";
+ mes "Ah, it's written all over your face.";
+ mes "Don't be shy.";
+ break;
+ case 2:
+ mes "[Devries]";
+ mes "Am I right?";
+ mes "It's easy to communicate with people from the same place.";
+ break;
+ }
+ next;
+ mes "[Devries]";
+ mes "Now, you used the method I mentioned earlier to calm me down.";
+ next;
+ mes "[Devries]";
+ mes "I'm very satisfied with how you paid attention to details.";
+ mes "You have the quality to become a geneticist.";
+ next;
+ mes "[Devries]";
+ mes "^FF0000After becoming a geneticist, you can no longer study alchemy or bio-chemistry.^000000";
+ mes "If you accept, you may take the test.";
+ next;
+ switch(select("Maybe later.:I want to become a Geneticist!")){
+ case 1:
+ mes "[Devries]";
+ mes "Okay then.";
+ mes "Even though your knowledge is not that great as that of geneticists, a fundamental knowledge is also important.";
+ mes "Bubbles, come back to me once you've finished your studies.";
+ set job_gen,4;
+ close;
+ case 2:
+ mes "[Devries]";
+ mes "Good!";
+ mes "Let's do our best together!";
+ set job_gen,5;
+ close;
+ }
+ }else if (job_gen == 4){
+ mes "[Devries]";
+ mes "Bubbles!";
+ mes "Are you prepared to take the test?";
+ next;
+ switch(select("Not yet.:Yes!")){
+ case 1:
+ mes "[Devries]";
+ mes "You have to try hard! There is no shortcut when obtaining knowledge!";
+ close;
+ case 2:
+ mes "[Devries]";
+ mes "Very good!";
+ mes "Let's do our best together!";
+ set job_gen,5;
+ close;
+ }
+ }else if (job_gen == 5){
+ mes "[Devries]";
+ mes "Bubbles, what do you think of plants?";
+ mes "Do you like plants? Which one are you interested in?";
+ next;
+ mes "- Bang Bang Bang Bang -";
+ next;
+ emotion e_swt2;
+ mes "[Devries]";
+ mes "Ah, Demi Calberine is doing it again?";
+ mes "Hopefully she fails again......Demi...must...not succeed...";
+ next;
+ mes "[Devries]";
+ mes "Where was I?";
+ mes "Oh, right. In alchemy, plants are very important.";
+ mes "Alchemists would make Geographers and Hydra's grow fast, and they would help them when in a battle...";
+ next;
+ mes "- Bang!! Bang!! Bang!! Bang!! -";
+ next;
+ emotion e_hmm;
+ mes "[Devries]";
+ mes ".......................";
+ next;
+ emotion e_hmm;
+ mes "[Devries]";
+ mes "Like technologies, plants are easily to...";
+ next;
+ mes "- Bang!!!! -";
+ next;
+ emotion e_hmm;
+ mes "[Devries]";
+ mes "...sexual reproduction...";
+ next;
+ mes "- Bang!!!! -";
+ mes "- Ke Ke Ke Ke Ke Ke!! -";
+ mes "- Bang Bang Bang Bang Bang!!!! -";
+ mes "- Bang!! Bang!! Bang!! Bang!! -";
+ next;
+ emotion e_hmm;
+ mes "[Devries]";
+ mes ".......................";
+ next;
+ emotion e_hmm;
+ mes "[Devries]";
+ mes "Bubbles.";
+ next;
+ emotion e_hmm;
+ mes "[Devries]";
+ mes "To become a geneticist, you must pass the test";
+ next;
+ mes "[Devries]";
+ mes "It's called the 'Perfect Soundproof System'!";
+ mes "You must use plants and experiment samples on the 1st floor of the lab. Release me from Demi Calberine's scary noise.";
+ next;
+ mes "[Devries]";
+ mes "Okay then, let's get started!";
+ set job_gen,6;
+ close;
+ }else if (job_gen == 6){
+ mes "[Devries]";
+ mes "It's called the 'Perfect Soundproof System'!";
+ mes "You must use plants and experiment samples on the 1st floor of the lab. Release me from Demi Calberine's scary noise.";
+ next;
+ mes "[Devries]";
+ mes "There are some related guides in the cabinet that you may use.";
+ mes "Okay then, let's get started!";
+ close;
+ }else if ((job_gen > 6) && (job_gen < 60)){
+ mes "[Devries]";
+ mes "Is there a problem?";
+ next;
+ switch(select("Nothing.:The experiment failed.")){
+ case 1:
+ mes "[Devries]";
+ mes "Better get started, or I'll start to scream!!!";
+ close;
+ case 2:
+ mes "[Devries]";
+ mes "Why not redo the experiment?";
+ mes "Why are you asking me these things?";
+ set job_gen,7;
+ if (checkquest(2209) == 1){
+ erasequest 2209;
+ }
+ if (checkquest(2210) == 1){
+ erasequest 2210;
+ }
+ if (checkquest(2211) == 1){
+ erasequest 2211;
+ }
+ if (checkquest(2212) == 1){
+ erasequest 2212;
+ }
+ if (checkquest(2213) == 1){
+ erasequest 2213;
+ }
+ if (checkquest(2214) == 1){
+ erasequest 2214;
+ }
+ close;
+ }
+ }else if (job_gen == 60 || job_gen == 61){
+ mes "- Bang Bang Bang Ke Ke Ke Ke -";
+ next;
+ mes "- Bang Bang Bangg Bang Bang Bang -";
+ next;
+ mes "[Devries]";
+ mes "What is Demi Calberine doing?";
+ mes "That is really loud.";
+ next;
+ mes "[Devries]";
+ mes "Did you finish the experiment, Bubbles?";
+ mes "Show me the seed.";
+ next;
+ if ((countitem(6273) == 0) && (countitem(6272) == 0)){
+ mes "[Devries]";
+ mes "What is this?";
+ mes "How can you claim success when you have a unfinished experiment?";
+ mes "Hurry up and redo the experiment.";
+ set job_gen,7;
+ if (checkquest(2209) == 1){
+ erasequest 2209;
+ }
+ if (checkquest(2210) == 1){
+ erasequest 2210;
+ }
+ if (checkquest(2211) == 1){
+ erasequest 2211;
+ }
+ if (checkquest(2212) == 1){
+ erasequest 2212;
+ }
+ if (checkquest(2213) == 1){
+ erasequest 2213;
+ }
+ if (checkquest(2214) == 1){
+ erasequest 2214;
+ }
+ close;
+ }
+ mes "[Devries]";
+ mes "Show me the seed you created.";
+ mes "What will it be?";
+ next;
+ mes "[Devries]";
+ mes "Put the seed in the Super Cultivator, adjust the temperature...";
+ next;
+ mes "[Devries]";
+ mes "Ah!";
+ next;
+ if (job_gen == 60){
+ specialeffect EF_FLASHER;
+ specialeffect EF_PHARMACY_OK;
+ mes "[Devries]";
+ mes "Bubbles, look at this!";
+ mes "What a fascination plant!";
+ next;
+ mes "[Devries]";
+ mes "Spike vines are everywhere in the culture machine!";
+ mes "These vines are very high concentrated and hard, like a brick wall!";
+ next;
+ mes "[Devries]";
+ mes "This is it, Bubbles!";
+ mes "The properties of this plant can be used for varying things!";
+ next;
+ mes "[Devries]";
+ mes "Great, Bubbles.";
+ mes "I thought you would have a decent result, but it came out better then I expected!";
+ next;
+ mes "[Devries]";
+ mes "I need to submit your experiment result to the Alchemist Union.";
+ mes "I will write a letter, stating that Bubbles is terrific, and has the qualifications to become a geneticist.";
+ next;
+ mes "[Devries]";
+ mes "The union's reply might take a while, can you wait for it?";
+ mes "In the meantime, go meet Demi Calberine upstairs.";
+ next;
+ mes "[Devries]";
+ mes "She is a fellow geneticist, specializing in mini cannons.";
+ mes "Go take a look at her experiment results.";
+ mes "Could you give this message to her? Tell her to conduct her experiments quietly.";
+ delitem 6273,1;
+ set job_gen,62;
+ changequest 2215,2216;
+ if (checkquest(2209) == 1){
+ erasequest 2209;
+ }
+ if (checkquest(2210) == 1){
+ erasequest 2210;
+ }
+ if (checkquest(2211) == 1){
+ erasequest 2211;
+ }
+ if (checkquest(2212) == 1){
+ erasequest 2212;
+ }
+ if (checkquest(2213) == 1){
+ erasequest 2213;
+ }
+ if (checkquest(2214) == 1){
+ erasequest 2214;
+ }
+ close;
+ }
+ specialeffect EF_SPELLBREAKER;
+ specialeffect EF_PHARMACY_FAIL;
+ mes "[Devries]";
+ mes "Uh oh! You failed, Bubbles";
+ mes "it did not grow at all, it's withered already.";
+ mes "Go and redo the experiment!";
+ delitem 6272,1;
+ set job_gen,7;
+ if (checkquest(2209) == 1){
+ erasequest 2209;
+ }
+ if (checkquest(2210) == 1){
+ erasequest 2210;
+ }
+ if (checkquest(2211) == 1){
+ erasequest 2211;
+ }
+ if (checkquest(2212) == 1){
+ erasequest 2212;
+ }
+ if (checkquest(2213) == 1){
+ erasequest 2213;
+ }
+ if (checkquest(2214) == 1){
+ erasequest 2214;
+ }
+ close;
+ }else if ((job_gen > 61) && (job_gen < 76)){
+ if (checkquest(2223,2) == 2){
+ mes "[Devries]";
+ mes "Ah, hold on.";
+ mes "It looks like the mail has already arrived.";
+ set job_gen,76;
+ completequest 2223;
+ close;
+ }
+ mes "[Devries]";
+ mes "Whilst waiting for the Union's reply, go see Demi Calberine's experiment results.";
+ close;
+ }else if (job_gen == 76){
+ mes "[Devries]";
+ mes "Bubbles!";
+ mes "Good news!";
+ next;
+ if (Class == Job_Alchemist || Class == Job_Creator && ((JobLevel > 49) && (SkillPoint == 0) && (BaseLevel > 98))){
+ if (checkcart() == 0){
+ mes "[Devries]";
+ mes "Put that heavy and dirty cart away. On such a happy moment, that thing will just ruin it.";
+ close;
+ }
+ if(checkweight(1201,1) == 0){
+ mes "- Wait a minute !! -";
+ mes "- Currently you're carrying -";
+ mes "- too many items with you. -";
+ mes "- Please try again -";
+ mes "- after you lose some weight. -";
+ close;
+ }
+ mes "[Devries]";
+ mes "The letter from the Alchemist Union has arrived.";
+ mes "Let me read it to you, Bubbles!";
+ next;
+ mes "<Dear geneticist Devries:>";
+ mes "<We recently heard of your activities, many have heard of your news.>";
+ next;
+ mes "[Devries]";
+ mes "This is from my hometown.";
+ next;
+ mes "<Many have heard of your experiment results and they have already been put into commercial use, we are very happy about this.>";
+ mes "<This will certainly help the field of alchemy.>";
+ next;
+ mes "<You also attached a research paper.>";
+ mes "<Including a experiment from an alchemist named "+strcharinfo(0)+". A new fast growing plant type that is as hard as a brick wall.>";
+ mes "Myself and other Alchemist Union Members studied this paper, and found it to be very interesting.>";
+ next;
+ mes "<Other geneticists are also interested in the use of this plant, we hope to see some related research papers in the near future.>";
+ next;
+ mes "<Devries>";
+ mes "<We think "+strcharinfo(0)+" has the qualifications to become a geneticist.>";
+ mes "<Please let him know, that we hope that he keeps up his outstanding work after becoming a geneticist.>";
+ next;
+ mes "<The Alchemist Union is proud of having talented people like Ms. Devries, Ms. Demi Calberine, and "+strcharinfo(0)+".>";
+ mes "<We highly anticipate the results of your next experiment.>";
+ next;
+ mes "[Devries]";
+ mes "Congratulations, Bubbles";
+ mes "From now on, you are a Geneticist!!";
+ if (Class == Job_Alchemist){
+ jobchange Job_Genetic;
+ } else {
+ jobchange Job_Genetic_T;
+ }
+ set job_gen,77;
+ getitem 5752,1;
+ getitem 2795,1;
+ next;
+ mes "[Devries]";
+ mes "Just like in the Union's letter, I'm also looking forward to your future research.";
+ mes "Let's work hard! Strive to become the best geneticist!";
+ close;
+ }
+ }else if (job_gen == 77){
+ mes "[Devries]";
+ mes "Bubbles, want to join my Love Orleans club? It's a club for those that love cookies. Of course, we don't think of doing weird things with Charles Orleans.";
+ close;
+ }
+ mes "[Devries]";
+ mes "- You still have some unused skill points. -";
+ close;;
+ }
+ mes "[Devries]";
+ mes "Am I that beautiful to you? Or why are you staring at me like that?";
+ close;
+}
+
+job3_gen01,83,72,3 script Delivery Box#generic 111,{
+
+ mes "- There's a big box. -";
+ if (job_gen == 2){
+ next;
+ switch(select("Open it.:Check the address.:Do nothing.")){
+ case 1:
+ mes "- The box contains 6 bag of cookies -";
+ next;
+ switch(select("Take the cookies.:Do nothing.")){
+ case 1:
+ mes "- You took a bag of cookies from the box -";
+ set job_gen,3;
+ close;
+ case 2:
+ mes "You do nothing.";
+ close;
+ }
+ case 2:
+ mes "[From: Rune-Midgarts Kingdom, Prontera, Charles Orleans]";
+ mes "[Recipient: Schwaltzvalt Republic, Lighthalzen, Devries]";
+ close;
+ case 3:
+ mes "You do nothing.";
+ close;
+ }
+ }
+ close;
+}
+
+job3_gen01,12,56,3 script Plant Guide#generic 111,{
+
+ mes "<The Easiest Alchemy in the World>";
+ mes "Written by Bob Ross.";
+ next;
+ switch(select("Animals:Plants:Minerals:Etc.")){
+ case 1:
+ mes "...Using animals in alchemy can easily be practiced by anyone.";
+ mes "You can put the animals that you want to use on the white tray, imagine the goal you want to make and then practice the alchemy.";
+ mes "It's very easy.";
+ next;
+ mes "...The animals that are used in alchemy might in the danger of getting extinct because of being captured by thoughtless alchemists.";
+ mes "So I won't mention them.";
+ close;
+ case 2:
+ mes "...The guide of alchemy using plants is easy to follow, even for a little kid.";
+ mes "You can put the plants on the table, and break or cut them, connect them using a simple tool, then do alchemy.";
+ mes "That's really an extraordinary method.";
+ next;
+ mes "...The plants usually used for alchemy are Bigibigi Grass and Muka Trees that have sharp thorns but are delicate inside and Bogi Creeper whose growth speed is really fast but parasitic on living things.";
+ if (job_gen == 6){
+ set job_gen,7;
+ }
+ close;
+ case 3:
+ mes "...Using minerals in alchemy is a way that beginners find pretty easy.";
+ mes "You can put the minerals you want to in the beautifully crafted box, and sing any song that you can think of twice and then practice the alchemy.";
+ mes "That's really an easy way.";
+ next;
+ mes "...A mineral that's usually used for alchemy is 'Phracon' which doesn't cost a lot.";
+ close;
+ case 4:
+ mes "...Alchemy is the easiest thing in the world.";
+ mes "This writer shows a cobalt blue alchemy demonstration in front of students every week, and always get a big applaud from them.";
+ mes "I'm sure that you would be into the alchemy world at the moment you read this book.";
+ close;
+ }
+}
+
+job3_gen01,36,55,3 script Bigibigi Grass#gen 844,{
+
+ if (job_gen == 7){
+ if (checkquest(2209) == -1 || checkquest(2209) == 0){
+ mes "- The size is quite big to be normal grass so it's called Bigibigi Grass. -";
+ next;
+ switch(select("Use as experiment sample.:Leave it alone.")){
+ case 1:
+ mes "- You have obtained Bigibigi Grass. -";
+ setquest 2209;
+ close;
+ case 2:
+ mes "- This plant doesn't look suitable as an experiment sample. -";
+ close;
+ }
+ }
+ mes "- You already have Bigibigi Grass. -";
+ close;
+ }else if (job_gen == 6){
+ mes "Information related to this plant can be found in the Plant Guide in the cabinet.";
+ close;
+ }
+ mes "- The size is quite big to be normal grass so it's called Bigibigi Grass. -";
+ close;
+}
+
+job3_gen01,36,45,3 script Muka Tree#gen 844,{
+
+ if (job_gen == 7){
+ if (checkquest(2210) == -1 || checkquest(2210) == 0){
+ mes "- This is the Muka Tree which protects its delicate inside with sharp thorns. -";
+ next;
+ switch(select("Use as experiment sample.:Leave it alone.")){
+ case 1:
+ mes "- You have obtained some parts of Muka Tree.-";
+ setquest 2210;
+ close;
+ case 2:
+ mes "- This plant doesn't look suitable as an experiment sample. -";
+ close;
+ }
+ }
+ mes "- You already have Muka Tree. -";
+ close;
+ }else if (job_gen == 6){
+ mes "Information related to this plant can be found in the Plant Guide in the cabinet.";
+ close;
+ }
+ mes "- This is the Muka Tree which protects its delicate inside with sharp thorns. -";
+ close;
+}
+
+job3_gen01,42,55,3 script Bogi Vine#gen 844,{
+
+ if (job_gen == 7){
+ if (checkquest(2211) == -1 || checkquest(2211) == 0){
+ mes "- This is a Bogi Vine which has a very fast growth speed. -";
+ next;
+ switch(select("Use as experiment sample.:Leave it alone.")){
+ case 1:
+ mes "- You have obtained some parts of Bogi Vine. -";
+ setquest 2211;
+ close;
+ case 2:
+ mes "- This plant doesn't look suitable as an experiment sample. -";
+ close;
+ }
+ }
+ mes "- You already have Bogi Vine. -";
+ close;
+ }else if (job_gen == 6){
+ mes "Information related to this plant can be found in the Plant Guide in the cabinet.";
+ close;
+ }
+ mes "- This is a Bogi Vine which has a very fast growth speed. -";
+ close;
+}
+
+job3_gen01,30,58,3 script Aolatura#gen 844,{
+
+ if (job_gen == 7){
+ if (checkquest(2212) == -1 || checkquest(2212) == 0){
+ mes "- This is known to blossom then thousand flowers as it only blooms once per lifetime. -";
+ next;
+ switch(select("Use as experiment sample.:Leave it alone.")){
+ case 1:
+ mes "- You have obtained Aolatura. -";
+ setquest 2212;
+ close;
+ case 2:
+ mes "- This plant doesn't look suitable as an experiment sample. -";
+ close;
+ }
+ }
+ mes "- You already have Aolatura. -";
+ close;
+ }else if (job_gen == 6){
+ mes "Information related to this plant can be found in the Plant Guide in the cabinet.";
+ close;
+ }
+ mes "- This is known to blossom then thousand flowers as it only blooms once per lifetime. -";
+ close;
+}
+
+job3_gen01,30,63,3 script Congra#gen 844,{
+
+ if (job_gen == 7){
+ if (checkquest(2213) == -1 || checkquest(2213) == 0){
+ mes "- It's a plant that has a big and solid stem with enormous leaves. -";
+ next;
+ switch(select("Use as experiment sample.:Leave it alone.")){
+ case 1:
+ mes "- You have obtained Congra. -";
+ setquest 2213;
+ close;
+ case 2:
+ mes "- This plant doesn't look suitable as an experiment sample. -";
+ close;
+ }
+ }
+ mes "- You already have Congra. -";
+ close;
+ }else if (job_gen == 6){
+ mes "Information related to this plant can be found in the Plant Guide in the cabinet.";
+ close;
+ }
+ mes "- It's a plant that has a big and solid stem with enormous leaves. -";
+ close;
+}
+
+job3_gen01,32,38,3 script Sticky Grass#gen 844,{
+
+ if (job_gen == 7){
+ if (checkquest(2214) == -1 || checkquest(2214) == 0){
+ mes "- I may not know the name but it's sticky and can stick to just about anything. -";
+ next;
+ switch(select("Use as experiment sample.:Leave it alone.")){
+ case 1:
+ mes "- You have obtained Sticky Grass -";
+ setquest 2214;
+ close;
+ case 2:
+ mes "- This plant doesn't look suitable as an experiment sample. -";
+ close;
+ }
+ }
+ mes "- You already have Sticky Grass -";
+ close;
+ }else if (job_gen == 6){
+ mes "Information related to this plant can be found in the Plant Guide in the cabinet.";
+ close;
+ }
+ mes "- I may not know the name but it's sticky and can stick to just about anything. -";
+ close;
+}
+
+job3_gen01,7,50,3 script Testing Table#gen 844,{
+
+ if (job_gen == 7){
+ mes "- This is a testing table with a lot of tools. I think I can study the combinations here with plants. -";
+ next;
+ switch(select("Conduct experiment.:Don't conduct experiment.")){
+ case 1:
+ if ((checkquest(2209) == -1 || checkquest(2209) == 0) && (checkquest(2210) == -1 || checkquest(2210) == 0) && (checkquest(2211) == -1 || checkquest(2211) == 0) && (checkquest(2212) == -1 || checkquest(2212) == 0) && (checkquest(2213) == -1 || checkquest(2213) == 0) && (checkquest(2214) == -1 || checkquest(2214) == 0)){
+ mes "["+strcharinfo(0)+"]";
+ mes "Hmm, I need to bring a plant sample to experiment with.";
+ close;
+ }
+ mes "What do you want to do with the prepared plant sample?";
+ next;
+ switch(select("Break:Crush:Smash")){
+ case 1:
+ break;
+ case 2:
+ break;
+ case 3:
+ break;
+ }
+ while(1){
+ if (.@fortune == 7){
+ break;
+ }else{
+ mes "What next?";
+ next;
+ set .@rand,rand(1,2);
+ if (.@rand == 1){
+ switch(select("Burn into Ashes.:Dip in distilled Water.:Cook it with Steam.")){
+ case 1:
+ break;
+ case 2:
+ break;
+ case 3:
+ break;
+ }
+ }
+ switch(select("Put it into a Testing Flask and Shake.:Cool it down.:Warm it up.")){
+ case 1:
+ break;
+ case 2:
+ break;
+ case 3:
+ break;
+ }
+ set .@fortune,rand(1,7);
+ }
+ }
+ mes "What next?";
+ next;
+ menu "Inject it into a Testing Seed.",-;
+ mes "Which Seed do you want to use?";
+ next;
+ switch(select("Testing Seed Type A:Testing Seed Type B:Testing Seed Type C:Testing Seed Type D")){
+ case 1:
+ break;
+ case 2:
+ break;
+ case 3:
+ break;
+ case 4:
+ break;
+ }
+ mes "Put the seed into the prepared sample.";
+ next;
+ mes "["+strcharinfo(0)+"]";
+ mes "Okay, now I need to bring this seed to Devries!";
+ if ((checkquest(2209) == -1 || checkquest(2209) == 0) && (checkquest(2210) == -1 || checkquest(2210) == 0) && (checkquest(2211) == -1 || checkquest(2211) == 0)){
+ set job_gen,61;
+ getitem 6272,1;
+ close;
+ }
+ if (checkquest(2209) == 1){
+ set job_gen,job_gen+10;
+ }
+ if (checkquest(2210) == 1){
+ set job_gen,job_gen+10;
+ }
+ if (checkquest(2211) == 1){
+ set job_gen,job_gen+10;
+ }
+ set .@score,job_gen + JobLevel - 20;
+ set .@result,rand(1,100);
+ if (.@result < .@score){
+ set job_gen,60;
+ getitem 6273,1;
+ close;
+ }
+ set job_gen,61;
+ getitem 6272,1;
+ close;
+ case 2:
+ mes "- It's not the time to start the experiment yet. -";
+ close;
+ }
+ }else if ((job_gen > 7) && (job_gen < 60)){
+ mes "- It looks like there is a problem with the experiment. I better redo the experiment. -";
+ set job_gen,7;
+ if (countitem(6273) > 0){
+ delitem 6273,1;
+ }
+ if (countitem(6272) > 0){
+ delitem 6272,1;
+ }
+ if (checkquest(2209) == 1){
+ erasequest 2209;
+ }
+ if (checkquest(2210) == 1){
+ erasequest 2210;
+ }
+ if (checkquest(2211) == 1){
+ erasequest 2211;
+ }
+ if (checkquest(2212) == 1){
+ erasequest 2212;
+ }
+ if (checkquest(2213) == 1){
+ erasequest 2213;
+ }
+ if (checkquest(2214) == 1){
+ erasequest 2214;
+ }
+ close;
+ }else if (job_gen == 60 || job_gen == 61){
+ mes "- It looks like I only need to bring the created seed to Devries now. -";
+ close;
+ }
+ mes "- This is a testing table with a lot of tools. I think I can study the combinations here with plants. -";
+ close;
+}
+
+//npc "job3_gen01" "Super Cultivator#gen" CLEAR_NPC 21 67 3 0 0
+
+job3_gen01,91,48,3 script Demi Calberine#gen 982,{
+
+ if (job_gen < 62){
+ mes "[Demi Calberine]";
+ mes "Hmm~ Where'd that bolt go?";
+ close;
+ }else if (job_gen == 62){
+ mes "[Demi Calberine]";
+ mes "I want to sit on a blue cart~";
+ mes "And make a beautiful picture of me with my cannon~";
+ mes "With my love~";
+ mes "Shot forever~?";
+ next;
+ mes "[Demi Calberine]";
+ mes "Hmm~ Where'd that bolt go?";
+ mes "Why aren't their enough bolts? Didn't I just order a bunch yesterday?";
+ next;
+ menu "Hi",-;
+ mes "[Demi Calberine]";
+ mes "Huh~?";
+ mes "What...who are you?";
+ next;
+ mes "[Demi Calberine]";
+ mes "Ah, no, this is not the time to talk!";
+ mes "Uh! Come help me!";
+ next;
+ mes "[Demi Calberine]";
+ mes "A customer ordered a cart with a mini cannon that I have to finish today, but I can't find the parts!";
+ next;
+ mes "[Demi Calberine]";
+ mes "Er Ah~I think they fell somewhere around here...";
+ mes "I only need 12 pieces! I need to work on other parts as well... Please help me find them!";
+ changequest 2216,2217;
+ set job_gen,63;
+ close;
+ }else if ((job_gen > 62) && (job_gen < 74)){
+ mes "[Demi Calberine]";
+ mes "Ah, oh no, oh no~~~";
+ mes "Did you find the missing pieces yet? No, not yet? You promised, please hurry up!";
+ close;
+ }else if (job_gen == 74){
+ mes "[Demi Calberine]";
+ mes "This cart is low on power, maybe if install this here...";
+ next;
+ menu "I found the pieces.",-;
+ mes "[Demi Calberine]";
+ mes "Ah, you scared me!";
+ mes "Why do you like to scare people???";
+ mes "Are these my missing bolts?";
+ mes "Where did you find them?";
+ next;
+ menu "Didn't you ask me to go find them?",-;
+ mes "[Demi Calberine]";
+ mes "Oh? Oh?";
+ mes "Really? Hehehehehe.";
+ mes "Must be my bad memory.";
+ next;
+ mes "[Demi Calberine]";
+ mes "Wait a minute.";
+ mes "Now that I have these pieces, I should be able to finish it now.";
+ next;
+ mes "- Ke Ke Ke Ke -";
+ next;
+ mes "[Demi Calberine]";
+ mes "Very good, the mini cannon is installed on the cart...let's take it for a test shall we?";
+ next;
+ mes "- Chi... -";
+ next;
+ mes "- Bang! Bang! Bang! Bang! -";
+ next;
+ mes "[Demi Calberine]";
+ mes "Good! Success!";
+ mes "Phew, thanks to you, I was able to finish this on time.";
+ mes "Thank you very much.";
+ next;
+ mes "[Demi Calberine]";
+ mes "Ah, what's do you need";
+ mes "Do you want to make a custom order or something?";
+ next;
+ mes "["+strcharinfo(0)+"]";
+ mes "I'm a geneticist apprentice.";
+ mes "I heard Demi Calberine was obsessed with mini cannons.";
+ next;
+ mes "[Demi Calberine]";
+ mes "Yes, I can make many types of mini cannons.";
+ mes "Recently a lot of people want me to modify their carts, I installed new features such as mini cannons.";
+ next;
+ mes "["+strcharinfo(0)+"]";
+ mes "Cart modification?";
+ next;
+ mes "[Demi Calberine]";
+ mes "Yes, when you are going downhill, don't you want to sit on the cart and slide down?";
+ mes "Don't you feel bored dragging the cart everywhere?";
+ next;
+ mes "[Demi Calberine]";
+ mes "The cart is no longer just for item storage.";
+ mes "Installing a mini cannon on the cart, will help you attack your enemies, and increases your power.";
+ next;
+ mes "[Demi Calberine]";
+ mes "Devries below seems to be conducting playhouse like experiments.";
+ mes "I cannot understand why experiments like that are so popular, tsk.";
+ emotion e_rice;
+ next;
+ mes "[Demi Calberine]";
+ mes "Please look at this mini cannon.";
+ mes "As big as the size of my palm, it's the smallest and lightest cannon in the world.";
+ mes "Don't you think it's cute? Eh~";
+ emotion e_awsm;
+ next;
+ menu "Can my cart be modified too?",-;
+ mes "[Demi Calberine]";
+ mes "Sorry, only geneticists can have their carts modified.";
+ mes "This is a rule from the Alchemy Union, I have no choice in the matter.";
+ next;
+ mes "[Demi Calberine]";
+ mes "But don't be disappointed.";
+ mes "Just become a geneticist? Hehehe.";
+ next;
+ mes "[Demi Calberine]";
+ mes "And not all carts can be modified.";
+ mes "They have to meet a certain standard.";
+ next;
+ mes "[Demi Calberine]";
+ mes "Before becoming a geneticist, please practice your Cart Revolution skill.";
+ mes "You need your muscles and cart movement to be in perfect balance.";
+ next;
+ mes "[Demi Calberine]";
+ mes "If you want, ^FF0000I can show you a nice area to practise in.^000000";
+ mes "^FF0000Though I don't like her^000000, it is a nice place, hehe.";
+ next;
+ mes "[Demi Calberine]";
+ mes "With this oppurtunity, you just need to have fun practising your Cart Revolution skill.";
+ mes "Use your cart to kill ^FF0000100 Poison Spores^000000, watch your fatique, and familiarize yourself with the cart.";
+ next;
+ mes "[Demi Calberine]";
+ mes "Okay, I need to start work on the next order.";
+ mes "If you want to practice, come back here.";
+ mes "I will help to modify your cart anytime.";
+ next;
+ mes "- KaBoom -";
+ next;
+ mes "- What happened? The floor seems to have disappeared. -";
+ set job_gen,75;
+ changequest 2217,2223;
+ close2;
+ warp "job3_gen01",23,32;
+ end;
+ }else if (job_gen == 75){
+ if (checkquest(2223,2) == 2){
+ mes "[Demi Calberine]";
+ mes "It looks like Devries found out that I put you into her mushroom cage.";
+ mes "Just look at her face, nice. Such anger.";
+ close;
+ }
+ mes "[Demi Calberine]";
+ mes "Er ah, didn't you finish practising?";
+ mes "Do you want to enter the mushroom cage?";
+ next;
+ switch(select("Yes:No")){
+ case 1:
+ mes "[Demi Calberine]";
+ mes "have fun swinging your cart around~";
+ close2;
+ warp "job3_gen01",23,32;
+ end;
+ case 2:
+ mes "[Demi Calberine]";
+ mes "Hm, too bad. I want to see Devries's angry face.";
+ close;
+ }
+ }else if (job_gen > 75){
+ mes "[Demi Calberine]";
+ mes "It looks like Devries found out that I put you into her mushroom cage.";
+ mes "Just look at her face, nice. Such anger.";
+ close;
+ }
+ mes "[Demi Calberine]";
+ mes "Hmm~ Where'd that bolt go?";
+ close;
+}
+
+job3_gen01,84,45,3 script Scattered Stuff#gen1 111,{
+
+OnInit:
+ enablenpc "Scattered Stuff#gen1";
+ end;
+
+ if ((job_gen > 62) && (job_gen < 74)){
+ mes "- There is stuff scattered everywhere, what a mess in the lab. -";
+ next;
+ mes "- You found some small pieces of metal. -";
+ set job_gen,job_gen+1;
+ disablenpc "Scattered Stuff#gen1";
+ initnpctimer;
+ close;
+ }else if (job_gen == 74){
+ mes "- You have collected all the parts. -";
+ close;
+ }
+ end;
+
+OnTimer7000:
+ enablenpc "Scattered Stuff#gen1";
+ stopnpctimer;
+ end;
+}
+
+job3_gen01,77,41,3 script Scattered Stuff#gen2 111,{
+
+OnInit:
+ enablenpc "Scattered Stuff#gen2";
+ end;
+
+ if ((job_gen > 62) && (job_gen < 74)){
+ mes "- There is stuff scattered everywhere, what a mess in the lab. -";
+ next;
+ mes "- You found some small pieces of metal. -";
+ set job_gen,job_gen+1;
+ disablenpc "Scattered Stuff#gen2";
+ initnpctimer;
+ close;
+ }else if (job_gen == 74){
+ mes "- You have collected all the parts. -";
+ close;
+ }
+ end;
+
+OnTimer7000:
+ enablenpc "Scattered Stuff#gen2";
+ stopnpctimer;
+ end;
+}
+
+job3_gen01,78,57,3 script Scattered Stuff#gen3 111,{
+
+OnInit:
+ enablenpc "Scattered Stuff#gen3";
+ end;
+
+ if ((job_gen > 62) && (job_gen < 74)){
+ mes "- There is stuff scattered everywhere, what a mess in the lab. -";
+ next;
+ mes "- You found some small pieces of metal. -";
+ set job_gen,job_gen+1;
+ disablenpc "Scattered Stuff#gen3";
+ initnpctimer;
+ close;
+ }else if (job_gen == 74){
+ mes "- You have collected all the parts. -";
+ close;
+ }
+ end;
+
+OnTimer7000:
+ enablenpc "Scattered Stuff#gen3";
+ stopnpctimer;
+ end;
+}
+
+job3_gen01,89,59,3 script Scattered Stuff#gen4 111,{
+
+OnInit:
+ enablenpc "Scattered Stuff#gen4";
+ end;
+
+ if ((job_gen > 62) && (job_gen < 74)){
+ mes "- There is stuff scattered everywhere, what a mess in the lab. -";
+ next;
+ mes "- You found some small pieces of metal. -";
+ set job_gen,job_gen+1;
+ disablenpc "Scattered Stuff#gen4";
+ initnpctimer;
+ close;
+ }else if (job_gen == 74){
+ mes "- You have collected all the parts. -";
+ close;
+ }
+ end;
+
+OnTimer7000:
+ enablenpc "Scattered Stuff#gen4";
+ stopnpctimer;
+ end;
+}
+
+job3_gen01,90,51,3 script Scattered Stuff#gen5 111,{
+
+OnInit:
+ enablenpc "Scattered Stuff#gen5";
+ end;
+
+ if ((job_gen > 62) && (job_gen < 74)){
+ mes "- There is stuff scattered everywhere, what a mess in the lab. -";
+ next;
+ mes "- You found some small pieces of metal. -";
+ set job_gen,job_gen+1;
+ disablenpc "Scattered Stuff#gen5";
+ initnpctimer;
+ close;
+ }else if (job_gen == 74){
+ mes "- You have collected all the parts. -";
+ close;
+ }
+ end;
+
+OnTimer7000:
+ enablenpc "Scattered Stuff#gen5";
+ stopnpctimer;
+ end;
+}
+
+job3_gen01,83,27,3 script Scattered Stuff#gen6 111,{
+
+OnInit:
+ enablenpc "Scattered Stuff#gen6";
+ end;
+
+ if ((job_gen > 62) && (job_gen < 74)){
+ mes "- There is stuff scattered everywhere, what a mess in the lab. -";
+ next;
+ mes "- You found some small pieces of metal. -";
+ set job_gen,job_gen+1;
+ disablenpc "Scattered Stuff#gen6";
+ initnpctimer;
+ close;
+ }else if (job_gen == 74){
+ mes "- You have collected all the parts. -";
+ close;
+ }
+ end;
+
+OnTimer7000:
+ enablenpc "Scattered Stuff#gen6";
+ stopnpctimer;
+ end;
+}
+
+job3_gen01,74,45,3 script Scattered Stuff#gen7 111,{
+
+OnInit:
+ enablenpc "Scattered Stuff#gen7";
+ end;
+
+ if ((job_gen > 62) & (job_gen < 74)){
+ mes "- There is stuff scattered everywhere, what a mess in the lab. -";
+ next;
+ mes "- You found some small pieces of metal. -";
+ set job_gen,job_gen+1;
+ disablenpc "Scattered Stuff#gen7";
+ initnpctimer;
+ close;
+ }else if (job_gen == 74){
+ mes "- You have collected all the parts. -";
+ close;
+ }
+ end;
+
+OnTimer7000:
+ enablenpc "Scattered Stuff#gen7";
+ stopnpctimer;
+ end;
+}
+
+job3_gen01,18,39,3 script Warning#gen 837,{
+
+ mes "= Warning =";
+ mes "If you bully my spores, I'll scream!!!";
+ if (job_gen > 74){
+ next;
+ switch(select("Get out of the cage.:Stay here.")){
+ case 1:
+ mes "- I better get out before Devries catches me. -";
+ close2;
+ warp "job3_gen01",21,38;
+ end;
+ case 2:
+ mes "- Action cancelled. -";
+ close;
+ }
+ }
+ close;
+}
+
+job3_gen01,80,12,1 script Stacked Magazines#gen 111,{
+
+ mes "- 'Monthly Bang!' magazines are piled up in disorder. -";
+ close;
+}
+
+job3_gen01,83,20,1 script Bed#gen 111,{
+
+ mes "- A checker patterned blanket set which looks like it was picked carefully is too good for this dirty bed. -";
+ close;
+}
+
+job3_gen01,85,25,1 script Opened Book#gen 111,{
+
+ mes "< Do you want to have my pretty room? Do you have enough zeny? Is there enough room? Run to the Lighthalzen Department Store right away and get the most high-end wall papers and interior accessories! >";
+ next;
+ mes "< Luxurious candles that'll lighten up your room, a huge golden mirror that every lady owns, you can not miss any of them! >";
+ close;
+}
+
+job3_gen01,81,81,0 script dbroom 139,2,2,{
+
+OnTouch:
+ mes "- It's a room that looks like a storehouse, thanks to so many parcels piled up in the room. -";
+ close;
+}
+
+job3_gen01,7,59,0 script from1to2gen 45,1,1,{
+
+OnTouch:
+ warp "job3_gen01",72,52;
+ end;
+}
+
+job3_gen01,71,56,0 script #from2to1gen 45,1,1,{
+
+OnTouch:
+ warp "job3_gen01",11,60;
+ end;
+}
+
+lighthalzen,52,132,0 script lighttogen 45,1,1,{
+
+OnTouch:
+ warp "job3_gen01",45,50;
+ end;
+}
+
+job3_gen01,49,49,0 script gentolight 45,1,1,{
+
+OnTouch:
+ warp "lighthalzen",54,132;
+ end;
+}
+
+job3_gen01,24,32,0 script Devries Vision 139,2,2,{
+
+OnTouch:
+ if (checkquest(2223,2) == 2){
+ mapannounce "job3_gen01","Devries: Huh? Did a cat got through the mushroom cage?",bc_map;
+ warp "job3_gen01",21,38;
+ }
+ end;
+}
+
+job3_gen01,26,34,0,0 monster Poison Spore 1428,1,7000,0,0
+job3_gen01,23,33,0,0 monster Poison Spore 1428,1,7000,0,0
+job3_gen01,21,30,0,0 monster Poison Spore 1428,1,7000,0,0
+job3_gen01,26,34,0,0 monster Poison Spore 1428,1,7000,0,0
+job3_gen01,23,33,0,0 monster Poison Spore 1428,1,7000,0,0
+job3_gen01,21,30,0,0 monster Poison Spore 1428,1,7000,0,0
+job3_gen01,26,34,0,0 monster Poison Spore 1428,1,7000,0,0
+job3_gen01,23,33,0,0 monster Poison Spore 1428,1,7000,0,0
+job3_gen01,21,30,0,0 monster Poison Spore 1428,1,7000,0,0
+job3_gen01,26,34,0,0 monster Poison Spore 1428,1,7000,0,0
+job3_gen01,23,33,0,0 monster Poison Spore 1428,1,7000,0,0
+job3_gen01,21,30,0,0 monster Poison Spore 1428,1,7000,0,0
+job3_gen01,26,34,0,0 monster Poison Spore 1428,1,7000,0,0
+job3_gen01,23,33,0,0 monster Poison Spore 1428,1,7000,0,0
+job3_gen01,21,30,0,0 monster Poison Spore 1428,1,7000,0,0
+job3_gen01,26,34,0,0 monster Poison Spore 1428,1,7000,0,0
+job3_gen01,23,33,0,0 monster Poison Spore 1428,1,7000,0,0
job3_gen01,21,30,0,0 monster Poison Spore 1428,1,7000,0,0 \ No newline at end of file
diff --git a/npc/jobs/3-2/minstrel.txt b/npc/jobs/3-2/minstrel.txt
index 1d3ec6f87..1fa447bdd 100644
--- a/npc/jobs/3-2/minstrel.txt
+++ b/npc/jobs/3-2/minstrel.txt
@@ -1,2604 +1,2604 @@
-//===== rAthena Script =======================================
-// Minstrel Job change Quest
-//===== By: ==================================================
-//= Masao
-//= Credits: Muad_Dib
-//===== Current Version: =====================================
-//= 1.0
-//===== Compatible With: =====================================
-//= Any rAthena SVN
-//===== Description: =========================================
-//= [AEGIS Conversion]
-//= Job change Quest from Bard / Clown -> Minstrel.
-//===== Additional Comments: =================================
-//= 1.0 First Version.
-//============================================================
-
-alberta,196,133,4 script Bard#job_min 486,{
-
- if ((Class >= 4023) && (Class <= 4045)){
- mes "[Bard]";
- mes "Youngling~ On the sea, you should be careful!";
- mes "There are terrible monsters there.";
- next;
- mes "[Bard]";
- mes "I've heard that they eat people!";
- close;
- }
-
- if (job_min == 0){
- if (Class == Job_Bard || Class == Job_Clown){
- if ((BaseLevel > 98) && (JobLevel > 49)){
- mes "[Bard]";
- mes "The voice of heaven revolves around in my ears";
- mes "like a wandering wind,";
- next;
- mes "[Bard]";
- mes "Even though I close my eyes and cover my ears,";
- mes "I can hear a voice from somewhere,";
- next;
- mes "[Bard]";
- mes "It put temptation in exhausted crewman to deep sleep,";
- mes "made them feel as if they were in a land of dreams.";
- next;
- mes "[Girl]";
- mes "Ahhh!! Awesome!!";
- next;
- mes "[Boy]";
- mes "Encore!! Encore!!!";
- next;
- mes "[Old Man passing by]";
- mes "Eeeee~ that's not real song...";
- next;
- mes "["+strcharinfo(0)+"]";
- mes "Clap.";
- mes "I can feel the rhythm.";
- mes "Can I hear one more song?";
- next;
- mes "[Bard]";
- mes "Hum?";
- mes "Juding by your outfit I think you are good at singing, why don't you sing us a song?";
- next;
- mes "["+strcharinfo(0)+"]";
- mes "??!!";
- next;
- mes "[Bard]";
- mes "Hahaha!";
- mes "Just kidding.";
- mes "Were you serious? Haha.";
- next;
- mes "["+strcharinfo(0)+"]";
- mes "...";
- next;
- mes "[Karian]";
- mes "Sorry~";
- mes "Don't be upset...";
- mes "My name is Karian, I'm just going around.";
- next;
- mes "[Karian]";
- mes "Do you want to go somewhere?";
- mes "Alberta is perfect for traveling.";
- next;
- mes "[Karian]";
- mes "But when you go to sea, you have to be careful.";
- mes "If you run into a Siren, then it's only a matter of time before she kills you.";
- next;
- mes "[Karian]";
- mes "No man can survive after hearing ^f57d7dthe voice of a Siren^000000.";
- next;
- mes "["+strcharinfo(0)+"]";
- mes "I'm "+strcharinfo(0)+".";
- mes "Are you here in Alberta to travel?";
- next;
- mes "[Karian]";
- mes "Um.. I'm not trying to leave...";
- mes "...";
- next;
- mes "[Karian]";
- mes "Yes!";
- mes "I'm looking for '^f57d7dMaestro Song^000000'.";
- next;
- mes "["+strcharinfo(0)+"]";
- mes "^f57d7d'Maestro Song'^000000, you mean the poet of legend?";
- next;
- mes "[Karian]";
- mes "That's right.";
- mes "According to a rumor that I heard, he is a rich noble.";
- mes "But other than that fact, I can't get anymore information.";
- next;
- mes "["+strcharinfo(0)+"]";
- mes "Why can't you get anymore information?";
- next;
- mes "[Karian]";
- mes "Well?";
- mes "That's why I tried to go Prontera...";
- mes "Umm...";
- next;
- mes "[Karian]";
- mes "If you are interested, why don't help me find out where ^f57d7d'Maestro Song'^000000 is?";
- next;
- switch(select("Ok.:No.")){
- case 1:
- mes "[" +strcharinfo(0)+ "]";
- mes "Ok, I will.";
- set job_min,1;
- setquest 11135;
- next;
- break;
- case 2:
- mes "["+strcharinfo(0)+"]";
- mes "I'm not interested.";
- next;
- mes "[Karian]";
- mes "Are you? It can't be helped.";
- mes "See you later~";
- close;
- }
- mes "[Karian]";
- mes "It's good to travel by yourself but sometimes you feel that you want to have friends around.";
- next;
- mes "[Karian]";
- mes "Then "+strcharinfo(0)+".";
- mes "Can you collect some ^f57d7dInformation on 'Maestro Song'^000000 in ^f57d7dProntera^000000?";
- mes "Because I have something to investigate in Alberta.";
- next;
- mes "[Karian]";
- mes "Please come back here after finishing the investigation.";
- close;
- }
- mes "[Bard]";
- mes "You have to be careful when you are going to sea.";
- mes "If you run into a Siren, then it's only a matter of time before she kills you.";
- next;
- mes "[Bard]";
- mes "There is no one who can live when he hears^f57d7dthe voice of Siren^000000.";
- close;
- }
- mes "[Bard]";
- mes "You have to be careful when you are going to sea.";
- mes "If a Siren fascinates you, then it's only a matter of time before she kills you.";
- next;
- mes "[Bard]";
- mes "No man can survive after hearing ^f57d7dthe voice of a Siren^000000.";
- close;
- }else if (job_min == 1){
- mes "[Karian]";
- mes "It's good to travel by yourself but sometimes you feel that you want to have friends around.";
- next;
- mes "[Karian]";
- mes "Then "+strcharinfo(0)+".";
- mes "Can you collect some ^f57d7dInformation on 'Maestro Song'^000000 in ^f57d7dProntera^000000?";
- mes "Because I have something to investigate in Alberta.";
- next;
- mes "[Karian]";
- mes "Please come back here after finishing the investigation.";
- close;
- }else if ((job_min > 1) && (job_min < 4)){
- mes "[Karian]";
- mes "Can you collect some ^f57d7d information on 'Maestro Song'^000000 in ^f57d7dProntera^000000?";
- mes "Because I have something to investigate in Alberta.";
- next;
- mes "[Karian]";
- mes "please come back here after finishing the investigation.";
- close;
- }else if (job_min == 4){
- mes "[Karian]";
- mes ""+strcharinfo(0)+"! Did you already go to Prontera?";
- mes "Did you get any useful information?";
- next;
- mes "[Karian]";
- mes "Hum~ did you?";
- mes "I think that's not enough to use...";
- next;
- mes "[Karian]";
- mes "Huhu~ But I got some useful information from some of the captains here in Alberta.";
- next;
- mes "[Karian]";
- mes "I heard that there is a ship which had a man who could be ^f57d7dMaestro Song^000000.";
- mes "A few years ago, it was a ship headed for ^f57d7dHugel^000000.";
- next;
- mes "[Karian]";
- mes "It doesn't exist any more, so I need to take an airship...";
- mes "It's my first time to take it.";
- next;
- mes "[Karian]";
- mes "Um..";
- mes "Anyway let's meet at the airship in Izlude.";
- set job_min,5;
- changequest 11138,11139;
- close;
- }else if (job_min == 100){
- mes "[Karian]";
- mes "The voice of heaven revolves around my ears";
- mes "like a wandering wind,";
- next;
- mes "[Bard]";
- mes "Even though I close my eyes and cover my ears,";
- mes "I can hear a voice from somewhere,";
- next;
- mes "[Bard]";
- mes "It put temptation in exhausted crewman to deep sleep,";
- mes "make them feel as if they are in the land of dreams.";
- next;
- mes "[Karian]";
- mes "Ah!!! "+strcharinfo(0)+" Long time no see!";
- mes "What? What am I doing here?";
- next;
- mes "[Karian]";
- mes "Well?";
- mes "Let me leave here?";
- close;
- }
- mes "[Bard]";
- mes "The voice of heaven revolves around in my ears";
- mes "like wandering wind,";
- next;
- mes "[Bard]";
- mes "Even though I close my eyes and cover my ears,";
- mes "I can hear the voice from somewhere,";
- next;
- mes "[Bard]";
- mes "It put temptation in exhausted crewman to deep sleep,";
- mes "make them feel as if they are in the land of dreams.";
- close;
-}
-
-prontera,141,97,4 script Warmhearted woman 701,{
-
- if (job_min == 1){
- mes "[Warmhearted woman]";
- mes "Maestro Song?";
- mes "I haven't heard that name before.";
- next;
- mes "[Warmhearted woman]";
- mes "Is he a legendary poet?";
- mes "I don't know who he is, but I guess he is a grand man?";
- next;
- mes "[Warmhearted woman]";
- mes "Ah! Ask a ^f57d7dman wearing glasses near the gate of the castle^000000 about a song.";
- mes "He will make a book of 100 hit songs~";
- next;
- mes "[Warmhearted woman]";
- mes "He must know something about making that book.";
- set job_min,2;
- changequest 11135,11136;
- close;
- }else if (job_min == 2){
- mes "[Warmhearted woman]";
- mes "Ah! Ask a ^f57d7dman wearing glasses near the gate of the castle^000000 about the song.";
- mes "They will make a book of 100 hit songs~";
- next;
- mes "[Warmhearted woman]";
- mes "He must know something about making that book.";
- close;
- }
- mes "[Warmhearted woman]";
- mes "I heard that a ^f57d7dman wearing glasses near the gate of the castle^000000 is making a 100 hit song book~";
- close;
-}
-
-prontera,140,331,6 script Glasses-wearing Man 883,{
-
- if (job_min == 2){
- mes "[Glasses-wearing Man]";
- mes "You mean Maestro Song?";
- mes "I don't know details of his life but I heard that he wrote great songs.";
- next;
- mes "[Glasses-wearing Man]";
- mes "I don't get how a boy raised in a rich environment could write a song like this.";
- next;
- mes "[Glasses-wearing Man]";
- mes "He is still on a trip, but thesedays we haven't heard new songs from him.";
- next;
- mes "[Glasses-wearing Man]";
- mes "So we are worried.";
- next;
- mes "[Glasses-wearing Man]";
- mes "It would be better to ask the ^f57d7dwoman standing in front of the tool shop^000000.";
- set job_min,3;
- changequest 11136,11137;
- close;
- }else if (job_min == 3){
- mes "[Glasses-wearing Man]";
- mes "It would better to ask the ^f57d7dwoman standing in front of the tool shop^000000.";
- close;
- }
- mes "[Glasses-wearing Man]";
- mes "100 hit songs!!";
- mes "Whoever want to be a Minstrel should know about this!";
- next;
- mes "[Glasses-wearing Man]";
- mes "Once this book is completed, I'll be rich!";
- mes "Haha!!";
- close;
-}
-
-prontera,146,218,4 script Woman#job_min 90,{
-
- if (job_min == 3){
- mes "[Woman]";
- mes "Do you know who Maestro Song is?";
- mes "I think he must be my little boy.";
- next;
- mes "[Woman]";
- mes "A few years ago, he went off to sea but he never came back.";
- next;
- mes "[Woman]";
- mes "He liked to sing a lot but we didn't let him sing.";
- next;
- mes "[Woman]";
- mes "His father didn't like him singing much.";
- next;
- mes "[Woman]";
- mes "So he broke every instrument in the house...";
- mes "It was terrible.";
- mes "Where is my little boy... sniff.";
- next;
- mes "- I can't get anymore -";
- mes "- useful information. -";
- mes "- I'll go back to Alberta -";
- mes "- and talk to that Bard. -";
- set job_min,4;
- changequest 11137,11138;
- close;
- }else if (job_min == 4){
- mes "- I can't get anymore -";
- mes "- useful information. -";
- mes "- Go back to Alberta. -";
- mes "- and talk to that Bard. -";
- close;
- }
- mes "[Woman]";
- mes "Where is my little boy... sniff.";
- close;
-}
-
-airplane,222,67,6 script Karian#job_min1 486,{
-
- if (job_min == 5){
- mes "[Karian]";
- mes "Yup!!!!!!!!!!!!!!!!!!";
- next;
- mes "[Karian]";
- mes "Please leave me alone.";
- mes "I feel nauseated.";
- next;
- mes "[Karian]";
- mes "Acchh...";
- set job_min,6;
- changequest 11139,11140;
- close2;
- warp "hu_in01",267,8;
- end;
- }
- mes "[Karian]";
- mes "Yup!!!!!!!!";
- next;
- mes "[Karian]";
- mes "Please leave me alone.";
- mes "I feel nauseated.";
- next;
- mes "[Karian]";
- mes "Acchh...";
- close;
-}
-
-hu_in01,267,5,3 script Karian#job_min2 486,{
-
- if (job_min == 6){
- mes "[Karian]";
- mes "Eeeeh it's so painful.";
- mes "I don't want to feel like this ever again.";
- next;
- mes "["+strcharinfo(0)+"]";
- mes "Are you ok?";
- next;
- mes "[Karian]";
- mes "...";
- mes "No...";
- next;
- mes "["+strcharinfo(0)+"]";
- mes "I'm feeling ok.";
- mes "So, I'm going to find out information in town, you can take a rest.";
- next;
- mes "[Karian]";
- mes "Sorry, blech! I still feel bad...";
- mes "You can get good information from the ^f57d7dPub^000000. Owww...";
- next;
- mes "["+strcharinfo(0)+"]";
- mes "You don't have to tell me everything. I can take care of it.";
- next;
- mes "[Karian]";
- mes "...";
- set job_min,7;
- changequest 11140,11141;
- close;
- }else if (job_min == 7){
- mes "[Karian]";
- mes "Sorry... Owww!";
- mes "You can get good information from the ^f57d7dPub^000000. Owww...";
- close;
- }else if (job_min == 8){
- mes "[Karian]";
- mes "Wooo.";
- mes "Did you get anything?";
- next;
- mes "- Karian doesn't look -";
- mes "- like he's doing well -";
- mes "- you can get information -";
- mes "- from a man in the Pub. -";
- close;
- }else if (job_min == 9){
- mes "[Karian]";
- mes "Owww...";
- next;
- mes "["+strcharinfo(0)+"]";
- mes "How do you feel?";
- next;
- mes "[Karian]";
- mes "Oww...";
- mes "I feel better.";
- next;
- mes "[Karian]";
- mes "Did you get anything?";
- mes "I'm sorry that I can't be more helpful to you.";
- next;
- mes "["+strcharinfo(0)+"]";
- mes "No, it's ok.";
- mes "I met a man in the Pub, he said that he got a song from 'Maestro Song'.";
- next;
- mes "[Karian]";
- mes "Pub?";
- mes "You got a song?";
- mes ".....";
- mes "Bleech...";
- next;
- mes "["+strcharinfo(0)+"]";
- mes "Hey! Are you sure that you are ok?";
- next;
- mes "[Karian]";
- mes "I don't become airsick,";
- mes "It's just bad memories.";
- mes "So did you hear something?";
- next;
- mes "["+strcharinfo(0)+"]";
- mes "I heard a song named ^f57d7d'Metallic Sound'^000000.";
- next;
- mes "[Karian]";
- mes "What?!?!?!?!!!!!";
- mes "You heard that?!";
- next;
- mes "["+strcharinfo(0)+"]";
- mes "Why? Do you know that song?";
- next;
- mes "[Karian]";
- mes "Ahh...";
- mes "Y, yes...";
- next;
- mes "["+strcharinfo(0)+"]";
- mes "Hmm...";
- next;
- mes "[Karian]";
- mes "I met him before.";
- mes "He has a great voice...";
- next;
- mes "["+strcharinfo(0)+"]";
- mes "Yes.";
- mes "I blacked out as I heard that song.";
- next;
- mes "[Karian]";
- mes "He has the destructive power of voice.";
- mes "And he...";
- mes "What else?";
- next;
- mes "["+strcharinfo(0)+"]";
- mes "Ah!!";
- mes "^f57d7d'Maestro Song'^000000 went to ^f57d7dThanatos Tower^000000.";
- mes "I don't know why he went there.";
- next;
- mes "[Karian]";
- mes "Did he? I must go there!";
- set job_min,10;
- changequest 11142,11143;
- close;
- }else if (job_min == 10){
- mes "[Karian]";
- mes "What are you doing? Let's go to Thanatos tower.";
- close;
- }
- mes "[Karian]";
- mes "Of course it's easy to take an airship, but sometimes it can be good to walk.";
- next;
- mes "[Karian]";
- mes "It isn't about my sickness.";
- close;
-}
-
-hu_in01,361,103,3 script Tone-deaf person 995,{
-
- if (job_min == 7){
- mes "[Tone-deaf person]";
- mes "Lala~ lala~";
- mes "Humming~?";
- next;
- mes "[Tone-deaf person]";
- mes "lalala~";
- mes "lullula~";
- next;
- mes "- It's very hard to hear. -";
- mes "- You start to have doubts -";
- mes "- that such sounds could -";
- mes "- be made from humans. -";
- next;
- switch(select("You move to other side.:Keep listening.")){
- case 1:
- close;
- case 2:
- break;
- }
- mes "[Tone-deaf person]";
- mes "Turuturu~";
- mes "Dadada~";
- next;
- mes "[Tone-deaf person]";
- mes "Shubashuba~ shaaa~";
- mes "Blahblah~";
- mes "Lalala...";
- mes "......!!";
- next;
- if (Class == Job_Bard){
- mes "[Tone-deaf person]";
- mes "Hum!! Hey you, you were listening to my song.";
- mes "You look like a Bard, how about you sing for me as rewarding my song?";
- next;
- }else{
- mes "[Tone-deaf person]";
- mes "Hum!! Hey you, you were listening to my song.";
- mes "You look like a Clown, how about you sing for me as rewarding my song?";
- next;
- }
- mes "["+strcharinfo(0)+"]";
- mes "What?!";
- next;
- mes "[Tone-deaf person]";
- mes "Sing for me.";
- mes "Come on~";
- next;
- mes "["+strcharinfo(0)+"]";
- mes "Ok...";
- mes "Hum hum...";
- next;
- mes "["+strcharinfo(0)+"]";
- mes "You are standing in the middle of Asgard's field.";
- mes "You hand the friut of heaven over to me~";
- mes "You are loved by every god~";
- next;
- mes "[Tone-deaf person]";
- mes "Hooo~ You sing well. I can feel better when I hear ^f57d7d'Idun's apple'^000000~";
- next;
- mes "[Tone-deaf person]";
- mes "As you can see!";
- mes "I'm a guy who can enjoy songs!";
- next;
- mes "[Tone-deaf person]";
- mes "I think it is nothing to be proud of. But I'm good at singing.";
- mes "When I was young, I tried to be a Bard but I had to succeed the family business.";
- next;
- mes "[Tone-deaf person]";
- mes "For a long time I lost my dream, I'm already old.";
- next;
- mes "[Tone-deaf person]";
- mes "I have famliy that needed my protection.";
- mes "But one day I believe that my dreams come true!";
- next;
- mes "[Tone-deaf person]";
- mes "In my spare time, I heard the stories of a tourist in the Pub.";
- mes "When I left there, I didn't want to become a laughing stock.";
- next;
- mes "[Tone-deaf person]";
- mes "And I can show my song to those who know the song.";
- next;
- mes "[Tone-deaf person]";
- mes "They are usually suprised when they hear the song.";
- mes "They are suprised by my skill.";
- mes "Huhu";
- next;
- mes "[Tone-deaf person]";
- mes "But ^f57d7d'Maestro Song'^000000 didn't get discouraged by my song.";
- mes "Of course he isn't good enough to me.";
- next;
- mes "["+strcharinfo(0)+"]";
- mes "Did you meet ^f57d7d'Maestro Song'^000000?";
- next;
- mes "[Tone-deaf person]";
- mes "Hmm? Have you met him?";
- mes "I did. A few years ago.";
- next;
- mes "[Tone-deaf person]";
- mes "When he heard my song, he said that he can't hear songs like this anywhere.";
- next;
- mes "[Tone-deaf person]";
- mes "I could have the opportunity to sing for him in Hugel.";
- mes "There is no one who has skill like that.";
- next;
- mes "[Tone-deaf person]";
- mes "Before he left, I got a song that reminds me of him.";
- next;
- mes "[Tone-deaf person]";
- mes "He said that he will go to Thanatos.";
- next;
- mes "["+strcharinfo(0)+"]";
- mes "Did you get a song?";
- next;
- mes "[Tone-deaf person]";
- mes "Yes!";
- mes "He conceded my ability!";
- next;
- mes "["+strcharinfo(0)+"]";
- mes "Can I hear the song?";
- next;
- mes "[Tone-deaf person]";
- mes "Hum...";
- mes "Wait.";
- mes "I have to find a piece of paper.";
- mes "I put it in my vest.";
- next;
- mes "[Tone-deaf person]";
- mes "Rummaging rummaging.";
- mes "Browsing browsing .";
- set job_min,8;
- close;
- }else if (job_min == 8){
- mes "[Tone-deaf person]";
- mes "I got it.";
- mes "Hum!";
- mes "Listen carefully!";
- mes "^f57d7d'Metallic Sound!!'^000000";
- next;
- mes "[Tone-deaf person]";
- mes "$$$$$$@@@@@!!!!";
- mes "&&$%&@@@$#$~~";
- mes "$#^#$####$$!!!@@#!!!!!";
- percentheal -30,-30;
- next;
- mes "[Tone-deaf person]";
- mes "!@@@$$%^@@#%^%!!!!!!";
- mes "!!!!!!!##$$^^^#^!!!";
- mes "&$$%@@@%@##%~~~";
- percentheal -30,-30;
- next;
- mes "-You lose consciousness.-";
- mes "-This voice must have-";
- mes "-huge destructive-";
- mes "-power.-";
- percentheal -30,-30;
- next;
- mes "-And I can't remember-";
- mes "-the end of this song.-";
- next;
- mes "[Tone-deaf person]";
- mes "Hey~";
- next;
- mes "[Tone-deaf person]";
- mes "Open your eyes~";
- next;
- mes "[Tone-deaf person]";
- mes "Clap";
- mes "Hey~";
- next;
- mes "["+strcharinfo(0)+"]";
- mes "Eeeee...";
- next;
- mes "[Tone-deaf person]";
- mes "I think you are qualified, but you seem to need more training.";
- next;
- mes "["+strcharinfo(0)+"]";
- mes "......";
- next;
- mes "-You're so exhausted.-";
- mes "-So go back to the hotel.-";
- next;
- mes "["+strcharinfo(0)+"]";
- mes "Thank you for your song.";
- mes "I have to go back...";
- next;
- mes "[Tone-deaf person]";
- mes "Ah?";
- mes "Ok see you later.";
- mes "If you want to hear my song, you can visit me.";
- mes "Hahahh";
- set job_min,9;
- changequest 11141,11142;
- close;
- }else if (job_min == 9){
- mes "["+strcharinfo(0)+"]";
- mes "......";
- next;
- mes "-I'm so exhausted.-";
- mes "-you got information-";
- mes "-so go back to the hotel.-";
- close;
- }else if (job_min == 10){
- mes "[Tone-deaf person]";
- mes "Are you leaving??";
- mes "If you want to hear my song, you can visit me.";
- mes "Hahahah";
- close;
- }else if (job_min == 100){
- mes "[Tone-deaf person]";
- mes "Oh!!";
- mes "You seem to be strong!";
- mes "You are no less competent than I am.";
- close;
- }
- mes "[Tone-deaf person]";
- mes "Lala~ lalal~";
- mes "Lulu~?";
- next;
- mes "[Tone-deaf person]";
- mes "Lalalal~";
- mes "Lululul~";
- next;
- mes "-It's very hard to hear.-";
- mes "-You start to have doubts-";
- mes "-that such a sound can be-";
- mes "-coming out a human.-";
- close;
-}
-
-tha_scene01,140,200,0 script min_receipt 139,3,3,{
-
-OnTouch:
- if (job_min == 10){
- mes "-There is a piece of paper on the ground.-";
- next;
- mes "["+strcharinfo(0)+"]";
- mes "What is this?";
- next;
- mes "[Karian]";
- mes "What does it say?";
- donpcevent "Karian#cmd1::OnEnable";
- next;
- mes "===================";
- mes "==photo exchange==";
- mes "======receipt======";
- mes "===================";
- mes "Name : Maestro Song";
- next;
- mes "- Bring this receipt and exchange it";
- mes "";
- mes "- Juno's store manager : Mr. Click.";
- next;
- mes "- Directions : Around Juno's plaza.";
- getitem 6271,1;
- next;
- mes "["+strcharinfo(0)+"]";
- mes "Photo exchange receipt?";
- mes "How did he drop it...";
- next;
- mes "[Karian]";
- mes "Juno's store...";
- mes "Let's go to Juno...";
- set job_min,11;
- changequest 11143,11144;
- donpcevent "Karian#cmd1::OnDisable";
- close;
- }else if (job_min == 11){
- if (countitem(6271) < 1){
- mes "-There is a piece of paper on the ground.-";
- next;
- mes "["+strcharinfo(0)+"]";
- mes "What is this?";
- next;
- mes "[Karian]";
- mes "What does it say?";
- donpcevent "Karian#cmd1::OnEnable";
- next;
- mes "===================";
- mes "==photo exchange==";
- mes "======receipt======";
- mes "===================";
- mes "Name : Maestro Song";
- next;
- mes "- Bring this receipt and exchange it";
- mes "";
- mes "- Juno's store manager : Mr. Click.";
- next;
- mes "- Directions : Around Juno's plaza.";
- getitem 6271,1;
- next;
- mes "["+strcharinfo(0)+"]";
- mes "Photo exchange receipt?";
- mes "How did he drop it...";
- next;
- mes "[Karian]";
- mes "Juno's store...";
- mes "Let's go to Juno...";
- donpcevent "Karian#cmd1::OnDisable";
- close;
- }
- }
-}
-
-tha_scene01,139,204,6 script Karian#cmd1 486,{
- end;
-
-OnInit:
- disablenpc "Karian#cmd1";
- end;
-
-OnEnable:
- enablenpc "Karian#cmd1";
- initnpctimer;
- end;
-
-OnDisable:
- disablenpc "Karian#cmd1";
- stopnpctimer;
- end;
-
-OnTimer15000:
- donpcevent "Karian#cmd1::OnDisable";
- stopnpctimer;
- end;
-}
-
-yuno,143,170,6 script Mr. Click#job_min 748,{
-
- if (job_min == 11){
- mes "[Mr. Click]";
- mes "Hi~ welcome~";
- mes "I can take a picture for you.";
- mes "Do you want to take a pic?";
- next;
- mes "["+strcharinfo(0)+"]";
- mes "No...";
- mes "Do you remember this receipt?";
- next;
- mes "[Mr. Click]";
- mes "Let me see~";
- mes "Umm...";
- next;
- mes "[Mr. Click]";
- mes "Yes...";
- mes "It looks so old.";
- next;
- mes "[Mr. Click]";
- mes "It's okay.";
- mes "Tourists usually don't pick up their pictures.";
- next;
- mes "[Mr. Click]";
- mes "So there are plenty of photos I've been holding on to.";
- next;
- mes "[Mr. Click]";
- mes "I can find that so easily.";
- mes "I keep lots of old stuff.";
- mes "No problem.";
- next;
- mes "[Mr. Click]";
- mes "browsing~";
- next;
- mes "[Mr. Click]";
- mes "browsing~";
- next;
- mes "[Mr. Click]";
- mes "I think I found it!";
- mes "The photo crashed down, but it's ok.";
- mes "No problem.";
- next;
- mes "[Mr. Click]";
- mes "Here, take a look.";
- next;
- mes "["+strcharinfo(0)+"]";
- mes "The picture!";
- mes "Let me see it!";
- next;
- mes "[Karian]";
- mes "Hurry.";
- donpcevent "Karian#cmd2::OnEnable";
- next;
- mes "["+strcharinfo(0)+"]";
- mes "...";
- next;
- mes "[Karian]";
- mes "Oh~ Good pic, isn't it?";
- next;
- mes "["+strcharinfo(0)+"]";
- mes "I expected I would see the face of 'Maestro Song', but he's wearing a mask...";
- mes "He's wearing a mask?!";
- mes "We came here for this?";
- next;
- mes "[Karian]";
- mes "Ah! look at this!";
- mes "Something is on the back of the picture.";
- next;
- mes "-I want to have a Teddy Bear. I need 33?";
- mes "-In front of Thanatos tower.";
- mes "-Maestro Song.";
- next;
- mes "["+strcharinfo(0)+"]";
- mes "What does it mean?";
- next;
- mes "[Karian]";
- mes "Well...";
- next;
- mes "[Karian]";
- mes "Um... Teddy Bear...";
- mes "Between Einbroch and Lighthalzen, there is an area that teddybears live.";
- next;
- mes "[Karian]";
- mes "We might be able to get something there.";
- next;
- mes "["+strcharinfo(0)+"]";
- mes "Then why would he need 33?";
- next;
- mes "[Karian]";
- mes "Well... Go there and we might be able to find out something.";
- next;
- mes "[Karian]";
- mes "Umm... Then I'll pass by Einbroch and go to Lighthalzen. Why don't you go to the place that Teddy Bears are?";
- next;
- mes "["+strcharinfo(0)+"]";
- mes "Ok. Then let's meet at Lighthalzen's hotel.";
- mes "I'll get the 33 Teddy Bears.";
- donpcevent "Karian#cmd2::OnDisable";
- set job_min,12;
- getitem 6270,1;
- changequest 11144,11145;
- close;
- }else if (job_min == 12){
- mes "[Mr. Click]";
- mes "Then take care.";
- next;
- mes "[Karian]";
- mes "Let's go there!";
- donpcevent "Karian#cmd2::OnEnable";
- next;
- mes "[Karian]";
- mes "Then I'll pass by Einbroch and go to Lighthalzen. Why don't you go to the place that Teddy Bears are?";
- next;
- mes "["+strcharinfo(0)+"]";
- mes "Then let's meet at Lighthalzen's hotel.";
- mes "I'll get the 33 Teddy Bears.";
- donpcevent "Karian#cmd2::OnDisable";
- close;
- }
- mes "[Mr. Click]";
- mes "Hi~ welcome~";
- mes "I can take a picture for you.";
- mes "Do you want to take a pic?";
- close;
-}
-
-yuno,146,168,0 script Karian#cmd2 486,{
- end;
-
-OnInit:
- disablenpc "Karian#cmd2";
- end;
-
-OnEnable:
- enablenpc "Karian#cmd2";
- initnpctimer;
- end;
-
-OnDisable:
- disablenpc "Karian#cmd2";
- stopnpctimer;
- end;
-
-OnTimer100000:
- donpcevent "Karian#cmd2::OnDisable";
- stopnpctimer;
- end;
-}
-
-lighthalzen,162,126,3 script Little Girl#job_min 890,3,3,{
-
-OnTouch:
- if (checkquest(11145,2) == 2){
- if (job_min == 12){
- mes "[Little Girl]";
- mes "Ah!!!!";
- mes "Teddy bear!!!";
- next;
- mes "[Little Girl]";
- mes "Why do you have lots of teddy bears?";
- mes "Where did you get them old man?";
- next;
- mes "["+strcharinfo(0)+"]";
- mes "Hey, I'm not an old man.";
- next;
- mes "[Little Girl]";
- mes "And my name isn't 'Hey'!";
- mes "My name is 'Rion'!";
- next;
- mes "["+strcharinfo(0)+"]";
- mes "Sorry~ sorry~";
- mes "What if I give you a teddy bear.";
- next;
- mes "[Rion]";
- mes "Ah!";
- mes "Are you sure?";
- mes "Hooray!!!";
- next;
- mes "[Rion]";
- mes "A man who I saw before didn't give me teddybears even though he had lots of them!";
- next;
- mes "["+strcharinfo(0)+"]";
- mes "Is he the guy in this pic?";
- next;
- mes "[Rion]";
- mes "I can't rememebr well.";
- mes "But I think he is.";
- next;
- mes "[Rion]";
- mes "My mother said that he was rolling in a room with teddy bears.";
- next;
- mes "[Rion]";
- mes "And he wears teddy bear outfits and goes to the ^f57d7dIce Cave^000000.";
- next;
- mes "[Rion]";
- mes "My mother works here.";
- next;
- mes "["+strcharinfo(0)+"]";
- mes "Ice Cave?";
- next;
- mes "[Rion]";
- mes "Mother said that it's freezing.";
- next;
- mes "[Karian]";
- mes "Hey~ "+strcharinfo(0)+"~";
- next;
- mes "["+strcharinfo(0)+"]";
- mes "Ah, Karian. Did you just get here?";
- next;
- mes "[Karian]";
- mes "Yes.";
- mes "It was much farther away than I'd expected.";
- donpcevent "Karian#cmd3::OnEnable";
- next;
- mes "["+strcharinfo(0)+"]";
- mes "You... walked here?";
- next;
- mes "[Karian]";
- mes "...";
- mes "I didn't want to take the airship again...";
- next;
- mes "["+strcharinfo(0)+"]";
- mes "Oh... got it.";
- mes "Then did you get anything in Einbroch?";
- next;
- mes "[Karian]";
- mes "I think 'Maestro Song' went to Einbroch, but he left soon because of air.";
- mes "How about you? Did you find something about the teddy bears?";
- next;
- mes "["+strcharinfo(0)+"]";
- mes "'Maestro Song' might be in an Ice Cave.";
- next;
- mes "[Karian]";
- mes "Might be?";
- next;
- mes "["+strcharinfo(0)+"]";
- mes "This little... ah... Rion saw him.";
- next;
- mes "[Karian]";
- mes "Then it's time to go to the Ice Cave?";
- mes "Huu... legs hurt.";
- mes "Ok, let's go to there.";
- next;
- mes "["+strcharinfo(0)+"]";
- mes "Okay.";
- next;
- mes "["+strcharinfo(0)+"]";
- mes "Thanks, Rion.";
- mes "I'll give you all the teddy bears I have.";
- next;
- mes "[Rion]";
- mes "Really?!";
- mes "Waaah!!!!!!!!!";
- mes "I'm so happy!!!";
- mes "Thank you, "+strcharinfo(0)+".";
- set job_min,13;
- changequest 11145,11146;
- donpcevent "Karian#cmd3::OnDisable";
- close;
- }else if (job_min == 13){
- mes "[Rion]";
- mes "I heard that 'Maestro Song' when I went to the Ice Cave.";
- mes "Thank you for the Teddy Bears!";
- close;
- }else if (job_min > 13){
- mes "[Rion]";
- mes "I'm having a lot of fun playing with the Teddy Bears!";
- close;
- }
- mes "[Little Girl]";
- mes "I'm having a lot of fun playing with the Teddy Bears!";
- close;
- }
- mes "[Little Girl]";
- mes "Do you like teddy bears?";
- mes "I love 'em!!!!!";
- close;
-}
-
-lighthalzen,160,124,6 script Karian#cmd3 486,{
- end;
-
-OnInit:
- disablenpc "Karian#cmd3";
- end;
-
-OnEnable:
- enablenpc "Karian#cmd3";
- initnpctimer;
- end;
-
-OnDisable:
- disablenpc "Karian#cmd3";
- stopnpctimer;
- end;
-
-OnTimer100000:
- donpcevent "Karian#cmd3::OnDisable";
- stopnpctimer;
- end;
-}
-
-ice_dun01,157,15,0 script Ice Cave Minstrel1 139,2,2,{
-
-OnTouch:
- if (job_min == 13){
- mes "-A long time ago-";
- close2;
- warp "ice_dun01",157,23;
- end;
- }
- end;
-}
-
-ice_dun01,157,23,0 script Ice Cave Minstrel2 139,2,2,{
-
-OnTouch:
- if (job_min == 13){
- mes "-THe giant born to ice-";
- close2;
- warp "ice_dun01",141,41;
- end;
- }
- end;
-}
-
-ice_dun01,141,41,0 script Ice Cave Minstrel3 139,2,2,{
-
-OnTouch:
- if (job_min == 13){
- mes "-died-";
- close2;
- warp "ice_dun01",120,35;
- end;
- }
- end;
-}
-
-ice_dun01,120,35,0 script Ice Cave Minstrel4 139,2,2,{
-
-OnTouch:
- if (job_min == 13){
- mes "-His body became the ground-";
- close2;
- warp "ice_dun01",104,30;
- end;
- }
- end;
-}
-
-ice_dun01,104,30,0 script Ice Cave Minstrel5 139,2,2,{
-
-OnTouch:
- if (job_min == 13){
- mes "-His bones became a mountain-";
- close2;
- warp "ice_dun01",86,23;
- end;
- }
- end;
-}
-
-ice_dun01,86,23,0 script Ice Cave Minstrel6 139,2,2,{
-
-OnTouch:
- if (job_min == 13){
- mes "-his skin became soil-";
- close2;
- warp "ice_dun01",75,19;
- end;
- }
- end;
-}
-
-ice_dun01,75,19,0 script Ice Cave Minstrel7 139,2,2,{
-
-OnTouch:
- if (job_min == 13){
- mes "-His blood became a river-";
- close2;
- warp "ice_dun01",56,12;
- end;
- }
- end;
-}
-
-ice_dun01,56,12,0 script Ice Cave Minstrel8 139,2,2,{
-
-OnTouch:
- if (job_min == 13){
- mes "-his hair became a plant-";
- close2;
- warp "ice_dun01",29,26;
- end;
- }
- end;
-}
-
-ice_dun01,29,26,0 script Ice Cave Minstrel9 139,2,2,{
-
-OnTouch:
- if (job_min == 13){
- mes "-His head became the sky-";
- close2;
- warp "ice_dun01",25,46;
- end;
- }
- end;
-}
-
-ice_dun01,25,46,0 script Ice Cave Minstrel10 139,2,2,{
-
-OnTouch:
- if (job_min == 13){
- mes "-His tears from his-";
- close2;
- warp "ice_dun01",20,66;
- end;
- }
- end;
-}
-
-ice_dun01,20,66,0 script Ice Cave Minstrel11 139,2,2,{
-
-OnTouch:
- if (job_min == 13){
- mes "-eyes became dew-";
- close2;
- warp "ice_dun01",22,85;
- end;
- }
- end;
-}
-
-ice_dun01,22,85,0 script Ice Cave Minstrel12 139,2,2,{
-
-OnTouch:
- if (job_min == 13){
- mes "-on the leaves-";
- percentheal -90,0;
- set job_min,14;
- changequest 11146,11147;
- close2;
- warp "ra_in01",361,129;
- end;
- }
- end;
-}
-
-ra_in01,361,129,0 script jmRachelHotel 139,2,2,{
-
-OnTouch:
- if (job_min == 14){
- mes "[Old Woman]";
- mes "Huu!!";
- mes "Wake up!";
- next;
- mes "["+strcharinfo(0)+"]";
- mes "Where am I...?";
- set job_min,15;
- close;
- }
- end;
-}
-
-ra_in01,358,130,4 script Old Woman#job_min 979,{
-
- if (job_min == 14){
- mes "[Old Woman]";
- mes "Huu!!";
- mes "Wake up!";
- next;
- mes "["+strcharinfo(0)+"]";
- mes "Where am I...?";
- set job_min,15;
- close;
- }else if (job_min == 15){
- mes "[Old Woman]";
- mes "You're in Rachel.";
- mes "You arere strange. You have to wear warmer clothes if you want to go into the Ice Cave.";
- next;
- mes "[Old Woman]";
- mes "You're lucky that my husband found you when he did.";
- next;
- mes "["+strcharinfo(0)+"]";
- mes "Sorry.";
- next;
- mes "[Old Woman]";
- mes "Anyway!! Be careful!";
- mes "You don't believe your youth alone will protect you.";
- next;
- mes "["+strcharinfo(0)+"]";
- mes "I'll be careful.";
- next;
- mes "["+strcharinfo(0)+"]";
- mes "Do you know that song written on the wall of the Ice cave?";
- next;
- mes "[Old Woman]";
- mes "Did you go there to see?";
- mes "A few years ago, one man wearing a mask carved that on the Ice cave.";
- next;
- mes "[Old Woman]";
- mes "I couldn't see his face because of the mask,";
- next;
- mes "[Old Woman]";
- mes "but he got a cold and felt so painful.";
- next;
- mes "[Old Woman]";
- mes "And then he decided to go to Comodo.";
- next;
- mes "["+strcharinfo(0)+"]";
- mes "Comodo?";
- next;
- mes "[Old Woman]";
- mes "Yes, I heard that Comodo is a very fun place, I want to go there before I die.";
- next;
- mes "[Old Woman]";
- mes "If you want to go there you have to take an airship to the Rune-Midgarts Kingdom.";
- next;
- mes "[Old Woman]";
- mes "That's not easy.";
- next;
- mes "[Karian]";
- mes "What?! An Airship?!";
- mes "Eee I don't want to go on an airship again!";
- donpcevent "Karian#cmd4::OnEnable";
- next;
- mes "["+strcharinfo(0)+"]";
- mes "Take it easy...";
- mes "Is there another way to go there?";
- next;
- mes "[Old Woman]";
- mes "Without an airship?";
- mes "You can walk...";
- mes "But it takes a long time...";
- next;
- mes "[Old Woman]";
- mes "Ah! It's Comodo over southern Veins.";
- next;
- mes "[Old Woman]";
- mes "We don't have a proper boat.";
- mes "In southern of Veins, there is a port. If you are lucky you can take it...";
- donpcevent "Karian#cmd4::OnDisable";
- set job_min,16;
- changequest 11147,11148;
- close;
- }else if (job_min == 16){
- mes "[Old Woman]";
- mes "Ah! It's Comodo over southern Veins.";
- next;
- mes "[Old Woman]";
- mes "We don't have a proper boat.";
- mes "In southern of Veins, there is a port. If you are lucky you can take it...";
- close;
- }
- mes "[Old Woman]";
- mes "I heard that Comodo is a very fun place, I want to go there before I die.";
- next;
- mes "[Old Woman]";
- mes "If you want to go there you have to take an Airship to the Rune-Midgarts Kingdom.";
- next;
- mes "[Old Woman]";
- mes "It's the fastest way.";
- close;
-}
-
-ra_in01,357,128,0 script Karian#cmd4 486,{
- end;
-
-OnInit:
- disablenpc "Karian#cmd4";;
- end;
-
-OnEnable:
- enablenpc "Karian#cmd4";;
- initnpctimer;
- end;
-
-OnDisable:
- disablenpc "Karian#cmd4";;
- stopnpctimer;
- end;
-
-OnTimer100000:
- donpcevent "Karian#cmd4::OnDisable";
- stopnpctimer;
- end;
-}
-
-ve_fild07,131,132,5 script =Notice=#job_min 837,{
-
- if (job_min == 16){
- mes "===Notice===";
- mes "Maestro Song, Go to Comodo by boat!";
- mes "Be ambitious!";
- next;
- mes "["+strcharinfo(0)+"]";
- mes "Will it be okay...";
- next;
- mes "[Karian]";
- mes "Don't worry, trust me!!";
- donpcevent "Karian#cmd5::OnEnable";
- next;
- mes "-It's not easy to trust her-";
- next;
- switch(select("I don't like this.:Take the kayak.")){
- case 1:
- mes "[Karian]";
- mes "I never ride airships ever...";
- donpcevent "Karian#cmd5::OnDisable";
- close;
- case 2:
- mes "[Karian]";
- mes "Ok Then let's go!!!!!";
- next;
- mes "-If you take a small boat,-";
- mes "-and go ahead-";
- mes "-to Comodo,-";
- mes "-You should see-";
- mes "-other small boats.-";
- next;
- mes "["+strcharinfo(0)+"]";
- mes "Hmm...";
- mes "I didn't think that there was anyone who would cross over this sea with a boat.";
- mes "You sure I'll see other boats?";
- next;
- mes "[Karian]";
- mes "They will be headed the other direction.";
- donpcevent "Karian#cmd5::OnDisable";
- next;
- mes "["+strcharinfo(0)+"]";
- mes "Where are you going?";
- next;
- mes "[Karian]";
- mes "Well? I haven't heard of the place's name before.";
- mes "It's just called 'island' from what I heard.";
- next;
- mes "-For a whlie the silence-";
- mes "-continues. Karian starts-";
- mes "-to hum as she rows.-";
- next;
- mes "-Listening to Karian hum-";
- mes "-You suddenly feel like-";
- mes "-you're sitting in water.-";
- next;
- mes "["+strcharinfo(0)+"]";
- mes "Hey! There's a water leak!!";
- next;
- mes "[Karian]";
- mes "Ahhhh!!!!!!!!!!!!!!";
- next;
- set .@rand,rand(7,9);
- if (.@rand == 7){
- switch(select("Throw the water out.:Row.:Dance.")){
- case 1:
- mes "[Karian]";
- mes "I'll row and you just throw the water out!!";
- next;
- break;
- case 2:
- mes "[Karian]";
- mes "The boat is sinking!!!";
- close;
- case 3:
- mes "[Karian]";
- mes "What the hell do you think you're doing?";
- close;
- }
- }else if (.@rand == 8){
- switch(select("Row.:Throw the water out.:Dance.")){
- case 1:
- mes "[Karian]";
- mes "The boat is sinking!!!";
- close;
- case 2:
- mes "[Karian]";
- mes "I'll row and you just throw the water out!!";
- next;
- break;
- case 3:
- mes "[Karian]";
- mes "What the hell do you think you're doing?";
- close;
- }
- }
- switch(select("Dance.:Row.:Throw the water out.")){
- case 1:
- mes "[Karian]";
- mes "What the hell do you think you're doing?";
- close;
- case 2:
- mes "[Karian]";
- mes "The boat is sinking!!!";
- close;
- case 3:
- mes "[Karian]";
- mes "I'll row and you just throw the water out!!";
- next;
- break;
- }
- set .@rand,rand(7,9);
- if (.@rand == 7){
- switch(select("Throw the water out.:Row.:Dance.")){
- case 1:
- mes "[Karian]";
- mes "I'll row and you just throw the water out!!";
- next;
- break;
- case 2:
- mes "[Karian]";
- mes "The boat is sinking!!!";
- close;
- case 3:
- mes "[Karian]";
- mes "What the hell do you think you're doing?";
- close;
- }
- }else if (.@rand == 8){
- switch(select("Row.:Throw the water out.:Sleep.")){
- case 1:
- mes "[Karian]";
- mes "The boat is sinking!!!";
- close;
- case 2:
- mes "[Karian]";
- mes "I'll row and you just throw the water out!!";
- next;
- break;
- case 3:
- mes "[Karian]";
- mes "What the hell do you think you're doing?";
- close;
- }
- }
- switch(select("Sleep.:Row.:Throw the water out.")){
- case 1:
- mes "[Karian]";
- mes "What the hell do you think you're doing?";
- close;
- case 2:
- mes "[Karian]";
- mes "The boat is sinking!!!";
- close;
- case 3:
- mes "[Karian]";
- mes "I'll row and you just throw the water out!!";
- next;
- break;
- }
- set .@rand,rand(7,9);
- if (.@rand == 7){
- switch(select("Throw the water out.:Row.:Sleep.")){
- case 1:
- mes "[Karian]";
- mes "I'll row and you just throw the water out!!";
- next;
- break;
- case 2:
- mes "[Karian]";
- mes "The boat is sinking!!!";
- close;
- case 3:
- mes "[Karian]";
- mes "What the hell do you think you're doing?";
- close;
- }
- }else if (.@rand == 8){
- switch(select("Row.:Throw the water out.:Sing.")){
- case 1:
- mes "[Karian]";
- mes "The boat is sinking!!!";
- close;
- case 2:
- mes "[Karian]";
- mes "I'll row and you just throw the water out!!";
- next;
- break;
- case 3:
- mes "[Karian]";
- mes "What the hell do you think you're doing?";
- close;
- }
- }
- switch(select("Sing.:Row.:Throw the water out.")){
- case 1:
- mes "[Karian]";
- mes "What the hell do you think you're doing?";
- close;
- case 2:
- mes "[Karian]";
- mes "The boat is sinking!!!";
- close;
- case 3:
- mes "[Karian]";
- mes "I'll row and you just throw the water out!!";
- next;
- break;
- }
- set .@rand,rand(7,9);
- if (.@rand == 7){
- switch(select("Throw the water out.:Row.:Have some water.")){
- case 1:
- mes "[Karian]";
- mes "I'll row and you just throw the water out!!";
- next;
- break;
- case 2:
- mes "[Karian]";
- mes "The boat is sinking!!!";
- close;
- case 3:
- mes "[Karian]";
- mes "What the hell do you think you're doing?";
- close;
- }
- }else if (.@rand == 8){
- switch(select("Row.:Throw the water out.:Have some water.")){
- case 1:
- mes "[Karian]";
- mes "The boat is sinking!!!";
- close;
- case 2:
- mes "[Karian]";
- mes "I'll row and you just throw the water out!!";
- next;
- break;
- case 3:
- mes "[Karian]";
- mes "What the hell do you think you're doing?";
- close;
- }
- }
- switch(select("Have some water.:Row.:Throw the water out.")){
- case 1:
- mes "[Karian]";
- mes "What the hell do you think you're doing?";
- close;
- case 2:
- mes "[Karian]";
- mes "The boat is sinking!!!";
- close;
- case 3:
- mes "[Karian]";
- mes "I'll row and you just throw the water out!!";
- next;
- break;
- }
- set .@rand,rand(7,9);
- if (.@rand == 7){
- switch(select("Throw the water out.:Row.:Shout 'Viva'.")){
- case 1:
- mes "[Karian]";
- mes "I'll row and you just throw the water out!!";
- next;
- break;
- case 2:
- mes "[Karian]";
- mes "The boat is sinking!!!";
- close;
- case 3:
- mes "[Karian]";
- mes "What the hell do you think you're doing?";
- close;
- }
- }else if (.@rand == 8){
- switch(select("Row.:Throw the water out.:Shout 'Viva'.")){
- case 1:
- mes "[Karian]";
- mes "The boat is sinking!!!";
- close;
- case 2:
- mes "[Karian]";
- mes "I'll row and you just throw the water out!!";
- next;
- break;
- case 3:
- mes "[Karian]";
- mes "What the hell do you think you're doing?";
- close;
- }
- }
- switch(select("Shout 'Viva'.:Row.:Throw the water out.")){
- case 1:
- mes "[Karian]";
- mes "What the hell do you think you're doing?";
- close;
- case 2:
- mes "[Karian]";
- mes "The boat is sinking!!!";
- close;
- case 3:
- mes "[Karian]";
- mes "I'll row and you just throw the water out!!";
- next;
- break;
- }
- set .@rand,rand(7,9);
- if (.@rand == 7){
- switch(select("Throw the water out.:Row.:Go fishing.")){
- case 1:
- mes "[Karian]";
- mes "I'll row and you just throw the water out!!";
- next;
- break;
- case 2:
- mes "[Karian]";
- mes "The boat is sinking!!!";
- close;
- case 3:
- mes "[Karian]";
- mes "What the hell do you think you're doing?";
- close;
- }
- }else if (.@rand == 8){
- switch(select("Row.:Throw the water out.:Go fishing.")){
- case 1:
- mes "[Karian]";
- mes "The boat is sinking!!!";
- close;
- case 2:
- mes "[Karian]";
- mes "I'll row and you just throw the water out!!";
- next;
- break;
- case 3:
- mes "[Karian]";
- mes "What the hell do you think you're doing?";
- close;
- }
- }
- switch(select("Go fishing.:Row.:Throw the water out.")){
- case 1:
- mes "[Karian]";
- mes "What the hell do you think you're doing?";
- close;
- case 2:
- mes "[Karian]";
- mes "The boat is sinking!!!";
- close;
- case 3:
- mes "[Karian]";
- mes "I'll row and you just throw the water out!!";
- next;
- break;
- }
- set .@rand,rand(7,9);
- if (.@rand == 7){
- switch(select("Throw the water out.:Row.:Listen to my song.")){
- case 1:
- mes "[Karian]";
- mes "I'll row and you just throw the water out!!";
- next;
- break;
- case 2:
- mes "[Karian]";
- mes "The boat is sinking!!!";
- close;
- case 3:
- mes "[Karian]";
- mes "What the hell do you think you're doing?";
- close;
- }
- }else if (.@rand == 8){
- switch(select("Row.:Throw the water out.:Listen to my song.")){
- case 1:
- mes "[Karian]";
- mes "The boat is sinking!!!";
- close;
- case 2:
- mes "[Karian]";
- mes "I'll row and you just throw the water out!!";
- next;
- break;
- case 3:
- mes "[Karian]";
- mes "What the hell do you think you're doing?";
- close;
- }
- }
- switch(select("Listen to my song.:Row.:Throw the water out.")){
- case 1:
- mes "[Karian]";
- mes "What the hell do you think you're doing?";
- close;
- case 2:
- mes "[Karian]";
- mes "The boat is sinking!!!";
- close;
- case 3:
- mes "[Karian]";
- mes "I'll row and you just throw the water out!!";
- next;
- break;
- }
- set .@rand,rand(7,9);
- if (.@rand == 7){
- switch(select("Throw the water out.:Row.:Pray.")){
- case 1:
- mes "[Karian]";
- mes "I'll row and you just throw the water out!!";
- next;
- break;
- case 2:
- mes "[Karian]";
- mes "The boat is sinking!!!";
- close;
- case 3:
- mes "[Karian]";
- mes "What the hell do you think you're doing?";
- close;
- }
- }else if (.@rand == 8){
- switch(select("Row.:Throw the water out.:Pray.")){
- case 1:
- mes "[Karian]";
- mes "The boat is sinking!!!";
- close;
- case 2:
- mes "[Karian]";
- mes "I'll row and you just throw the water out!!";
- next;
- break;
- case 3:
- mes "[Karian]";
- mes "What the hell do you think you're doing?";
- close;
- }
- }
- switch(select("Pray.:Row.:Throw the water out.")){
- case 1:
- mes "[Karian]";
- mes "What the hell do you think you're doing?";
- close;
- case 2:
- mes "[Karian]";
- mes "The boat is sinking!!!";
- close;
- case 3:
- mes "[Karian]";
- mes "I'll row and you just throw the water out!!";
- next;
- break;
- }
- set .@rand,rand(7,9);
- if (.@rand == 7){
- switch(select("Throw the water out.:Row.:Eat some food.")){
- case 1:
- mes "[Karian]";
- mes "I'll row and you just throw the water out!!";
- next;
- break;
- case 2:
- mes "[Karian]";
- mes "The boat is sinking!!!";
- close;
- case 3:
- mes "[Karian]";
- mes "What the hell do you think you're doing?";
- close;
- }
- }else if (.@rand == 8){
- switch(select("Row.:Throw the water out.:Eat some food.")){
- case 1:
- mes "[Karian]";
- mes "The boat is sinking!!!";
- close;
- case 2:
- mes "[Karian]";
- mes "I'll row and you just throw the water out!!";
- next;
- break;
- case 3:
- mes "[Karian]";
- mes "What the hell do you think you're doing?";
- close;
- }
- }
- switch(select("Eat some food.:Row.:Throw the water out.")){
- case 1:
- mes "[Karian]";
- mes "What the hell do you think you're doing?";
- close;
- case 2:
- mes "[Karian]";
- mes "The boat is sinking!!!";
- case 3:
- mes "[Karian]";
- mes "I'll row and you just throw the water out!!";
- next;
- break;
- }
- set .@rand,rand(7,9);
- if (.@rand == 7){
- switch(select("Throw the water out.:Row.:Give up.")){
- case 1:
- mes "[Karian]";
- mes "I'll row and you just throw the water out!!";
- next;
- break;
- case 2:
- mes "[Karian]";
- mes "The boat is sinking!!!";
- close;
- case 3:
- mes "[Karian]";
- mes "What the hell do you think you're doing?";
- close;
- }
- }else if (.@rand == 8){
- switch(select("Row.:Throw the water out.:Give up.")){
- case 1:
- mes "[Karian]";
- mes "The boat is sinking!!!";
- close;
- case 2:
- mes "[Karian]";
- mes "I'll row and you just throw the water out!!";
- next;
- break;
- case 3:
- mes "[Karian]";
- mes "What the hell do you think you're doing?";
- close;
- }
- }
- switch(select("Give up.:Row.:Throw the water out.")){
- case 1:
- mes "[Karian]";
- mes "What the hell do you think you're doing?";
- close;
- case 2:
- mes "[Karian]";
- mes "The boat is sinking!!!";
- close;
- case 3:
- mes "[Karian]";
- mes "I'll row and you just throw the water out!!";
- next;
- break;
- }
- mes "-I've escaped from the-";
- mes "-throes of death a-";
- mes "-countless amount of times.-";
- set job_min,17;
- changequest 11148,11149;
- close2;
- warp "comodo",184,108;
- end;
- }
- }
- mes "===Notice===";
- mes "Maestro Song, Go to Comodo by boat!";
- mes "Be ambitious!";
- close;
-}
-
-ve_fild07,129,132,5 script Karian#cmd5 486,{
- end;
-
-OnInit:
- disablenpc "Karian#cmd5";
- end;
-
-OnEnable:
- enablenpc "Karian#cmd5";
- initnpctimer;
- end;
-
-OnDisable:
- disablenpc "Karian#cmd5";
- stopnpctimer;
- end;
-
-OnTimer30000:
- donpcevent "Karian#cmd5::OnDisable";
- stopnpctimer;
- end;
-}
-
-comodo,184,108,0 script jmComodo Almost Dead 139,2,2,{
-
-OnTouch:
- if (job_min == 17){
- mes "["+strcharinfo(0)+"]";
- mes "I'm... I'm alive~";
- next;
- mes "[Karian]";
- mes "That was a close call.";
- donpcevent "Karian#cmd6::OnEnable";
- next;
- mes "["+strcharinfo(0)+"]";
- mes "You're the one that insisted that we ride on that boat. That's how we ended up like this in the first place!";
- next;
- mes "["+strcharinfo(0)+"]";
- mes "We wouldn't have suffered like this if we just took the Airship.";
- next;
- mes "[Karian]";
- mes "But I told you that I don't ride airships!";
- next;
- mes "["+strcharinfo(0)+"]";
- mes "I can't believe this!";
- next;
- mes "[Karian]";
- mes "Well, let's forget about the past!";
- mes "Since we're in Comodo, let's just have some fun okay?";
- next;
- mes "["+strcharinfo(0)+"]";
- mes "Then what should we do about looking for 'Maestro Song'??";
- next;
- mes "[Karian]";
- mes "Oh yeah...";
- mes "Why don't we ask the villagers?";
- donpcevent "Karian#cmd6::OnDisable";
- set job_min,18;
- changequest 11149,11150;
- close;
- }
- end;
-}
-
-comodo,184,109,0 script Karian#cmd6 486,{
- end;
-
-OnInit:
- disablenpc "Karian#cmd6";
- end;
-
-OnEnable:
- enablenpc "Karian#cmd6";
- initnpctimer;
- end;
-
-OnDisable:
- disablenpc "Karian#cmd6";
- stopnpctimer;
- end;
-
-OnTimer100000:
- donpcevent "Karian#cmd6::OnDisable";
- stopnpctimer;
- end;
-}
-
-comodo,192,119,0 script Kayak Master#job_min 98,{
-
- if (job_min == 18){
- mes "[Kayak Master]";
- mes "What?";
- mes "Maestro Song?";
- mes "I don't know~";
- next;
- mes "[Kayak Master]";
- mes "Go to the diner located in the northern part of Comodo.";
- mes "If he visits this town, he would likely go there first.";
- next;
- mes "[Kayak Master]";
- mes "The hostess is good at memorizing the faces of customers.";
- mes "It's good for business you know?";
- set job_min,19;
- changequest 11150,11151;
- close;
- }
- mes "[Kayak Master]";
- mes "The sea is man's dream.";
- next;
- mes "[Kayak Master]";
- mes "It's my hope that I can cross over to Hugel someday!";
- close;
-}
-
-comodo,159,316,4 script Woman Roasting Meat 701,{
-
- if (job_min == 19){
- mes "[Woman Roasting Meat]";
- mes "Maestro Song?";
- mes "Yes, I remember that face because he visited a few years ago.";
- next;
- mes "[Woman Roasting Meat]";
- mes "He ate a whole plate of baby back ribs by himself...";
- mes "How can I forget his face?";
- next;
- mes "[Woman Roasting Meat]";
- mes "It was kind of a big fuss.";
- mes "It was so crowded because of him.";
- next;
- mes "[Woman Roasting Meat]";
- mes "Finally, he became exhaused and he wanted to go somewhere quiet.";
- next;
- mes "[Woman Roasting Meat]";
- mes "I told him that there was a quiet place near Morroc, and he left.";
- next;
- mes "[Woman Roasting Meat]";
- mes "I regret that.";
- next;
- mes "[Woman Roasting Meat]";
- mes "He raised our income a lot while he was here...";
- set job_min,20;
- changequest 11151,11152;
- close;
- }else if (job_min == 20){
- mes "[Woman Roasting Meat]";
- mes "Where is the quiet place?";
- mes "Well I'm not sure but there is a mysterious building in south-eastern part of Morroc.";
- next;
- mes "[Woman Roasting Meat]";
- mes "I heard that some mysterious people gather there.";
- mes "I think they're part of some secret guild called ash... or assa... Oh I forget...";
- close;
- }
- mes "[Woman Roasting Meat]";
- mes "He ate a whole plate of baby back ribs by himself.";
- next;
- mes "[Woman Roasting Meat]";
- mes "I'll never forget him.";
- close;
-}
-
-moc_fild16,206,232,0 script jmTransfer news 139,3,3,{
-
-OnTouch:
- if (job_min == 20){
- mes "["+strcharinfo(0)+"]";
- mes "Um? What is this?";
- mes "Something covered by sand?";
- next;
- mes "["+strcharinfo(0)+"]";
- mes "Ah It's!!";
- mes "I think 'Maestro Song' dropped it!";
- next;
- mes "[Karian]";
- mes "What?! How do you know?";
- donpcevent "Karian#cmd7::OnEnable";
- next;
- mes "["+strcharinfo(0)+"]";
- mes "The lyrics from the man I met in hugel on the receipt...";
- next;
- mes "["+strcharinfo(0)+"]";
- mes "and this poem written on this paper.";
- mes "The calligraphy style is the same.";
- next;
- mes "[Karian]";
- mes "I want to see clock tower...";
- next;
- mes "["+strcharinfo(0)+"]";
- mes "But this poem can't be a clue...";
- mes "...";
- mes "What?";
- next;
- mes "[Karian]";
- mes "......";
- mes "I want to see clock tower.";
- next;
- mes "["+strcharinfo(0)+"]";
- mes "Clock tower?";
- mes "What are you saying all of a sudden?";
- next;
- mes "[Karian]";
- mes "The... huge clock tower in Al De Baran.";
- next;
- mes "["+strcharinfo(0)+"]";
- mes "I know but...";
- next;
- mes "[Karian]";
- mes "Will you join me?";
- next;
- switch(select("Refuse.:Accept.")){
- case 1:
- mes "[Karian]";
- mes "Come on~Come on~";
- mes "Come on~Come on~";
- mes "Come on~~~~~~~~~";
- next;
- mes "[Karian]";
- mes "We don't have anymore clues.";
- next;
- mes "[Karian]";
- mes "Hey! Let's go~~";
- donpcevent "Karian#cmd7::OnDisable";
- set job_min,21;
- changequest 11152,11153;
- close;
- case 2:
- mes "["+strcharinfo(0)+"]";
- mes "Ok that's not a bad idea...";
- next;
- mes "[Karian]";
- mes "Ok!!!";
- mes "Hey! Let's go~~";
- donpcevent "Karian#cmd7::OnDisable";
- set job_min,21;
- changequest 11152,11153;
- close;
- }
- }
- end;
-}
-
-moc_fild16,204,231,0 script Karian#cmd7 486,{
- end;
-
-OnInit:
- disablenpc "Karian#cmd7";
- end;
-
-OnEnable:
- enablenpc "Karian#cmd7";
- initnpctimer;
- end;
-
-OnDisable:
- disablenpc "Karian#cmd7";
- stopnpctimer;
- end;
-
-OnTimer100000:
- donpcevent "Karian#cmd7::OnDisable";
- stopnpctimer;
- end;
-}
-
-aldebaran,140,130,0 script jmAldebaran Clock Tower 139,3,3,{
-
-OnTouch:
- if (job_min == 21){
- mes "["+strcharinfo(0)+"]";
- mes "Anyway why do you want to visit this place?";
- next;
- mes "[Karian]";
- mes "......";
- donpcevent "Karian#cmd8::OnEnable";
- next;
- mes "[Karian]";
- mes "This is my friend's favorite place.";
- mes "When we feel tired, we see that tower.";
- next;
- mes "[Karian]";
- mes "Let me go back to my hometown.";
- mes "There are many beautiful flowers.";
- mes "The birds sing for me.";
- mes "It's this old town.";
- next;
- mes "[Karian]";
- mes "I harvest crops";
- mes "for my church.";
- mes "There is no warmer";
- mes "place than where";
- mes "I was raised.";
- next;
- mes "[Karian]";
- mes "Let me go back to my hometown.";
- mes "Let me play in the lake until I die.";
- mes "I'll take a rest";
- mes "at the end of my life.";
- next;
- mes "[Karian]";
- mes "Where is Misa and Masa.";
- mes "They already went to the";
- mes "brilliant mountain where";
- mes "it is full of freedom and";
- mes "pleasure I want to go";
- mes "there soon.";
- next;
- mes "[Karian]";
- mes "It's a song that my friend always sang for me.";
- mes "I haven't sung it in a long time...";
- next;
- mes "[Karian]";
- mes "Why don't we go back to Prontera?";
- next;
- mes "[Karian]";
- mes "I can't get rid of the the memories that I was impressed with when I entered Prontera's gates.";
- set job_min,22;
- changequest 11153,11154;
- donpcevent "Karian#cmd8::OnDisable";
- close;
- }else if (job_min == 22){
- mes "[Karian]";
- mes "Let's go back to Prontera?";
- next;
- mes "[Karian]";
- mes "I can't get rid of the the memories that I was impressed with when I entered Prontera's gates.";
- close;
- }
- end;
-}
-
-aldebaran,142,128,2 script Karian#cmd8 486,{
- end;
-
-OnInit:
- disablenpc "Karian#cmd8";
- end;
-
-OnEnable:
- enablenpc "Karian#cmd8";
- initnpctimer;
- end;
-
-OnDisable:
- disablenpc "Karian#cmd8";
- stopnpctimer;
- end;
-
-OnTimer100000:
- donpcevent "Karian#cmd8::OnDisable";
- stopnpctimer;
- end;
-}
-
-prontera,155,40,0 script jmprt1 139,2,2,{
-
-OnTouch:
- if (job_min == 22){
- mes "[Karian]";
- mes "I've finally come back.";
- mes "Back to Prontera...";
- donpcevent "Karian#cmd9::OnEnable";
- next;
- mes "[Karian]";
- mes "I'm so tired.";
- mes "I want to take a rest~";
- mes "Come here, "+strcharinfo(0)+".";
- set job_min,23;
- close;
- }
- end;
-}
-
-prontera,155,49,4 script Karian#cmd9 486,{
- end;
-
-OnInit:
- disablenpc "Karian#cmd9";
- end;
-
-OnEnable:
- enablenpc "Karian#cmd9";
- initnpctimer;
- end;
-
-OnDisable:
- disablenpc "Karian#cmd9";
- stopnpctimer;
- end;
-
-OnTimer300000:
- donpcevent "Karian#cmd9::OnDisable";
- stopnpctimer;
- end;
-}
-
-prontera,155,42,0 script prtjm1 139,1,1,{
-
-OnTouch:
- if (job_min == 23){
- mes "-Let me go back to my hometown.-";
- set job_min,24;
- close2;
- warp "prontera",155,44;
- end;
- }
- end;
-}
-
-prontera,155,44,0 script prtjm2 139,1,1,{
-
-OnTouch:
- if (job_min == 24){
- mes "-There are many beautiful flowers.-";
- set job_min,25;
- close2;
- warp "prontera",155,46;
- end;
- }
- end;
-}
-
-prontera,155,46,0 script prtjm3 139,1,1,{
-
-OnTouch:
- if (job_min == 25){
- mes "-The birds sing for me.-";
- set job_min,26;
- close2;
- warp "prontera",155,48;
- end;
- }
- end;
-}
-
-prontera,155,48,0 script prtjm4 139,1,1,{
-
-OnTouch:
- if (job_min == 26 || job_min == 27){
- mes "-It's this old town.-";
- next;
- if(SkillPoint != 0){
- mes "[Karian]";
- mes "Hey... Don't you know how to use your skill points?";
- mes "You should use them.";
- close;
- }
- if ((Class >= 4023) && (Class <= 4045)){
- mes "[Karian]";
- mes "Why... Why are you so little?";
- close;
- }
- if(checkweight(1201,1) == 0){
- mes "^3355FFWait a minute! You're";
- mes "carrying too many items";
- mes "right now: store some of";
- mes "your extra things in Kafra";
- mes "Storage, and then come back.^000000";
- close;
- }
- if (JobLevel < 50 || BaseLevel < 99){
- mes "[Karian]";
- mes "Hey... why are you so low?";
- mes "How did you lose levels?";
- close;
- }
- if (Class == Job_Bard || Class == Job_Clown){
- mes "["+strcharinfo(0)+"]";
- mes "-It's a poem that you picked up in the desert.-";
- next;
- mes "["+strcharinfo(0)+"]";
- mes "-How does Karian know-";
- mes "-that song's not a poem?-";
- next;
- mes "[Karian]";
- mes "Why are you looking at me?";
- mes "How was it? Have fun??";
- set job_min,27;
- donpcevent "Karian#cmd9::OnDisable";
- close2;
- warp "prt_in",101,174;
- end;
- }
- mes "[Karian]";
- mes "Hey... you changed your outfit?";
- mes "How'd you do that?";
- close;
- }
- end;
-}
-
-prt_in,94,172,4 script Karian#job_min3 480,{
-
- if ((Class >= 4023) && (Class <= 4045)){
- mes "[Karian]";
- mes "Why... Why are you so little?";
- close;
- }
- if(checkweight(1201,1) == 0){
- mes "^3355FFWait a minute! You're";
- mes "carrying too many items";
- mes "right now: store some of";
- mes "your extra things in Kafra";
- mes "Storage, and then come back.^000000";
- close;
- }
- if (JobLevel < 50 || BaseLevel < 99){
- mes "[Karian]";
- mes "Hey... why are you so low?";
- mes "How did you lose levels?";
- close;
- }
- if (job_min == 27 || SkillPoint != 0){
- mes "[Karian]";
- mes "Hey... Don't you know how to use your skill points?";
- mes "You should use them.";
- close;
- }else if (job_min > 99){
- switch(select("Talk.:Leave.")){
- case 1:
- mes "[Maestro Song]";
- mes "The name 'Karian'?";
- mes "He gave it to me.";
- next;
- mes "[Maestro Song]";
- mes "He said that when he hears my song, he feels warmhearted.";
- mes "'Kallianga' means hot air.";
- next;
- mes "[Maestro Song]";
- mes "He likes to sing..";
- next;
- mes "[Maestro Song]";
- mes "And he's good at singing for sure?";
- next;
- mes "[Maestro Song]";
- mes "Ah! If it's okay with you, I want to take a pic with you in Juno?";
- next;
- mes "[Maestro Song]";
- mes "I want to have something to remember you by.";
- close;
- case 2:
- mes "[Maestro Song]";
- mes "See you.";
- mes "It was really fun.";
- close2;
- warp "prontera",156,99;
- end;
- }
- }
- if (Class == Job_Bard || Class == Job_Clown){
- mes "[Karian]";
- mes "I'm sorry about the lie.";
- mes "The song written on this paper...";
- next;
- mes "[Karian]";
- mes "I really want to find my friend's article left behind.";
- mes "I couldn't find it by myself.";
- next;
- mes "[Karian]";
- mes "I gave it to my friend but he kept it precious...";
- next;
- mes "["+strcharinfo(0)+"]";
- mes "Did you give it to him?";
- mes "Wait a second!";
- mes "Just who are you?";
- next;
- mes "[Maestro Song]";
- mes "Yes! I'm 'Maestro Song'!";
- mes "Are you suprised!?";
- next;
- mes "["+strcharinfo(0)+"]";
- mes "......";
- next;
- mes "[Maestro Song]";
- mes "This is my present to you.";
- next;
- if (Class == Job_Bard){
- mes "[Maestro Song]";
- mes "You are also my friend.";
- set job_min,100;
- jobchange Job_Minstrel;
- completequest 11154;
- getitem 5751,1;
- getitem 2795,1;
- close;
- }else if (Class == Job_Clown){
- mes "[Maestro Song]";
- mes "You are also my friend.";
- set job_min,100;
- jobchange Job_Minstrel_T;
- completequest 11154;
- getitem 5751,1;
- getitem 2795,1;
- close;
- }
- mes "[Maestro Song]";
- mes "Huh?";
- close;
- }
- mes "[Karian]";
- mes "How did you get in here?";
- close;
+//===== rAthena Script =======================================
+// Minstrel Job change Quest
+//===== By: ==================================================
+//= Masao
+//= Credits: Muad_Dib
+//===== Current Version: =====================================
+//= 1.0
+//===== Compatible With: =====================================
+//= Any rAthena SVN
+//===== Description: =========================================
+//= [AEGIS Conversion]
+//= Job change Quest from Bard / Clown -> Minstrel.
+//===== Additional Comments: =================================
+//= 1.0 First Version.
+//============================================================
+
+alberta,196,133,4 script Bard#job_min 486,{
+
+ if ((Class >= 4023) && (Class <= 4045)){
+ mes "[Bard]";
+ mes "Youngling~ On the sea, you should be careful!";
+ mes "There are terrible monsters there.";
+ next;
+ mes "[Bard]";
+ mes "I've heard that they eat people!";
+ close;
+ }
+
+ if (job_min == 0){
+ if (Class == Job_Bard || Class == Job_Clown){
+ if ((BaseLevel > 98) && (JobLevel > 49)){
+ mes "[Bard]";
+ mes "The voice of heaven revolves around in my ears";
+ mes "like a wandering wind,";
+ next;
+ mes "[Bard]";
+ mes "Even though I close my eyes and cover my ears,";
+ mes "I can hear a voice from somewhere,";
+ next;
+ mes "[Bard]";
+ mes "It put temptation in exhausted crewman to deep sleep,";
+ mes "made them feel as if they were in a land of dreams.";
+ next;
+ mes "[Girl]";
+ mes "Ahhh!! Awesome!!";
+ next;
+ mes "[Boy]";
+ mes "Encore!! Encore!!!";
+ next;
+ mes "[Old Man passing by]";
+ mes "Eeeee~ that's not real song...";
+ next;
+ mes "["+strcharinfo(0)+"]";
+ mes "Clap.";
+ mes "I can feel the rhythm.";
+ mes "Can I hear one more song?";
+ next;
+ mes "[Bard]";
+ mes "Hum?";
+ mes "Juding by your outfit I think you are good at singing, why don't you sing us a song?";
+ next;
+ mes "["+strcharinfo(0)+"]";
+ mes "??!!";
+ next;
+ mes "[Bard]";
+ mes "Hahaha!";
+ mes "Just kidding.";
+ mes "Were you serious? Haha.";
+ next;
+ mes "["+strcharinfo(0)+"]";
+ mes "...";
+ next;
+ mes "[Karian]";
+ mes "Sorry~";
+ mes "Don't be upset...";
+ mes "My name is Karian, I'm just going around.";
+ next;
+ mes "[Karian]";
+ mes "Do you want to go somewhere?";
+ mes "Alberta is perfect for traveling.";
+ next;
+ mes "[Karian]";
+ mes "But when you go to sea, you have to be careful.";
+ mes "If you run into a Siren, then it's only a matter of time before she kills you.";
+ next;
+ mes "[Karian]";
+ mes "No man can survive after hearing ^f57d7dthe voice of a Siren^000000.";
+ next;
+ mes "["+strcharinfo(0)+"]";
+ mes "I'm "+strcharinfo(0)+".";
+ mes "Are you here in Alberta to travel?";
+ next;
+ mes "[Karian]";
+ mes "Um.. I'm not trying to leave...";
+ mes "...";
+ next;
+ mes "[Karian]";
+ mes "Yes!";
+ mes "I'm looking for '^f57d7dMaestro Song^000000'.";
+ next;
+ mes "["+strcharinfo(0)+"]";
+ mes "^f57d7d'Maestro Song'^000000, you mean the poet of legend?";
+ next;
+ mes "[Karian]";
+ mes "That's right.";
+ mes "According to a rumor that I heard, he is a rich noble.";
+ mes "But other than that fact, I can't get anymore information.";
+ next;
+ mes "["+strcharinfo(0)+"]";
+ mes "Why can't you get anymore information?";
+ next;
+ mes "[Karian]";
+ mes "Well?";
+ mes "That's why I tried to go Prontera...";
+ mes "Umm...";
+ next;
+ mes "[Karian]";
+ mes "If you are interested, why don't help me find out where ^f57d7d'Maestro Song'^000000 is?";
+ next;
+ switch(select("Ok.:No.")){
+ case 1:
+ mes "[" +strcharinfo(0)+ "]";
+ mes "Ok, I will.";
+ set job_min,1;
+ setquest 11135;
+ next;
+ break;
+ case 2:
+ mes "["+strcharinfo(0)+"]";
+ mes "I'm not interested.";
+ next;
+ mes "[Karian]";
+ mes "Are you? It can't be helped.";
+ mes "See you later~";
+ close;
+ }
+ mes "[Karian]";
+ mes "It's good to travel by yourself but sometimes you feel that you want to have friends around.";
+ next;
+ mes "[Karian]";
+ mes "Then "+strcharinfo(0)+".";
+ mes "Can you collect some ^f57d7dInformation on 'Maestro Song'^000000 in ^f57d7dProntera^000000?";
+ mes "Because I have something to investigate in Alberta.";
+ next;
+ mes "[Karian]";
+ mes "Please come back here after finishing the investigation.";
+ close;
+ }
+ mes "[Bard]";
+ mes "You have to be careful when you are going to sea.";
+ mes "If you run into a Siren, then it's only a matter of time before she kills you.";
+ next;
+ mes "[Bard]";
+ mes "There is no one who can live when he hears^f57d7dthe voice of Siren^000000.";
+ close;
+ }
+ mes "[Bard]";
+ mes "You have to be careful when you are going to sea.";
+ mes "If a Siren fascinates you, then it's only a matter of time before she kills you.";
+ next;
+ mes "[Bard]";
+ mes "No man can survive after hearing ^f57d7dthe voice of a Siren^000000.";
+ close;
+ }else if (job_min == 1){
+ mes "[Karian]";
+ mes "It's good to travel by yourself but sometimes you feel that you want to have friends around.";
+ next;
+ mes "[Karian]";
+ mes "Then "+strcharinfo(0)+".";
+ mes "Can you collect some ^f57d7dInformation on 'Maestro Song'^000000 in ^f57d7dProntera^000000?";
+ mes "Because I have something to investigate in Alberta.";
+ next;
+ mes "[Karian]";
+ mes "Please come back here after finishing the investigation.";
+ close;
+ }else if ((job_min > 1) && (job_min < 4)){
+ mes "[Karian]";
+ mes "Can you collect some ^f57d7d information on 'Maestro Song'^000000 in ^f57d7dProntera^000000?";
+ mes "Because I have something to investigate in Alberta.";
+ next;
+ mes "[Karian]";
+ mes "please come back here after finishing the investigation.";
+ close;
+ }else if (job_min == 4){
+ mes "[Karian]";
+ mes ""+strcharinfo(0)+"! Did you already go to Prontera?";
+ mes "Did you get any useful information?";
+ next;
+ mes "[Karian]";
+ mes "Hum~ did you?";
+ mes "I think that's not enough to use...";
+ next;
+ mes "[Karian]";
+ mes "Huhu~ But I got some useful information from some of the captains here in Alberta.";
+ next;
+ mes "[Karian]";
+ mes "I heard that there is a ship which had a man who could be ^f57d7dMaestro Song^000000.";
+ mes "A few years ago, it was a ship headed for ^f57d7dHugel^000000.";
+ next;
+ mes "[Karian]";
+ mes "It doesn't exist any more, so I need to take an airship...";
+ mes "It's my first time to take it.";
+ next;
+ mes "[Karian]";
+ mes "Um..";
+ mes "Anyway let's meet at the airship in Izlude.";
+ set job_min,5;
+ changequest 11138,11139;
+ close;
+ }else if (job_min == 100){
+ mes "[Karian]";
+ mes "The voice of heaven revolves around my ears";
+ mes "like a wandering wind,";
+ next;
+ mes "[Bard]";
+ mes "Even though I close my eyes and cover my ears,";
+ mes "I can hear a voice from somewhere,";
+ next;
+ mes "[Bard]";
+ mes "It put temptation in exhausted crewman to deep sleep,";
+ mes "make them feel as if they are in the land of dreams.";
+ next;
+ mes "[Karian]";
+ mes "Ah!!! "+strcharinfo(0)+" Long time no see!";
+ mes "What? What am I doing here?";
+ next;
+ mes "[Karian]";
+ mes "Well?";
+ mes "Let me leave here?";
+ close;
+ }
+ mes "[Bard]";
+ mes "The voice of heaven revolves around in my ears";
+ mes "like wandering wind,";
+ next;
+ mes "[Bard]";
+ mes "Even though I close my eyes and cover my ears,";
+ mes "I can hear the voice from somewhere,";
+ next;
+ mes "[Bard]";
+ mes "It put temptation in exhausted crewman to deep sleep,";
+ mes "make them feel as if they are in the land of dreams.";
+ close;
+}
+
+prontera,141,97,4 script Warmhearted woman 701,{
+
+ if (job_min == 1){
+ mes "[Warmhearted woman]";
+ mes "Maestro Song?";
+ mes "I haven't heard that name before.";
+ next;
+ mes "[Warmhearted woman]";
+ mes "Is he a legendary poet?";
+ mes "I don't know who he is, but I guess he is a grand man?";
+ next;
+ mes "[Warmhearted woman]";
+ mes "Ah! Ask a ^f57d7dman wearing glasses near the gate of the castle^000000 about a song.";
+ mes "He will make a book of 100 hit songs~";
+ next;
+ mes "[Warmhearted woman]";
+ mes "He must know something about making that book.";
+ set job_min,2;
+ changequest 11135,11136;
+ close;
+ }else if (job_min == 2){
+ mes "[Warmhearted woman]";
+ mes "Ah! Ask a ^f57d7dman wearing glasses near the gate of the castle^000000 about the song.";
+ mes "They will make a book of 100 hit songs~";
+ next;
+ mes "[Warmhearted woman]";
+ mes "He must know something about making that book.";
+ close;
+ }
+ mes "[Warmhearted woman]";
+ mes "I heard that a ^f57d7dman wearing glasses near the gate of the castle^000000 is making a 100 hit song book~";
+ close;
+}
+
+prontera,140,331,6 script Glasses-wearing Man 883,{
+
+ if (job_min == 2){
+ mes "[Glasses-wearing Man]";
+ mes "You mean Maestro Song?";
+ mes "I don't know details of his life but I heard that he wrote great songs.";
+ next;
+ mes "[Glasses-wearing Man]";
+ mes "I don't get how a boy raised in a rich environment could write a song like this.";
+ next;
+ mes "[Glasses-wearing Man]";
+ mes "He is still on a trip, but thesedays we haven't heard new songs from him.";
+ next;
+ mes "[Glasses-wearing Man]";
+ mes "So we are worried.";
+ next;
+ mes "[Glasses-wearing Man]";
+ mes "It would be better to ask the ^f57d7dwoman standing in front of the tool shop^000000.";
+ set job_min,3;
+ changequest 11136,11137;
+ close;
+ }else if (job_min == 3){
+ mes "[Glasses-wearing Man]";
+ mes "It would better to ask the ^f57d7dwoman standing in front of the tool shop^000000.";
+ close;
+ }
+ mes "[Glasses-wearing Man]";
+ mes "100 hit songs!!";
+ mes "Whoever want to be a Minstrel should know about this!";
+ next;
+ mes "[Glasses-wearing Man]";
+ mes "Once this book is completed, I'll be rich!";
+ mes "Haha!!";
+ close;
+}
+
+prontera,146,218,4 script Woman#job_min 90,{
+
+ if (job_min == 3){
+ mes "[Woman]";
+ mes "Do you know who Maestro Song is?";
+ mes "I think he must be my little boy.";
+ next;
+ mes "[Woman]";
+ mes "A few years ago, he went off to sea but he never came back.";
+ next;
+ mes "[Woman]";
+ mes "He liked to sing a lot but we didn't let him sing.";
+ next;
+ mes "[Woman]";
+ mes "His father didn't like him singing much.";
+ next;
+ mes "[Woman]";
+ mes "So he broke every instrument in the house...";
+ mes "It was terrible.";
+ mes "Where is my little boy... sniff.";
+ next;
+ mes "- I can't get anymore -";
+ mes "- useful information. -";
+ mes "- I'll go back to Alberta -";
+ mes "- and talk to that Bard. -";
+ set job_min,4;
+ changequest 11137,11138;
+ close;
+ }else if (job_min == 4){
+ mes "- I can't get anymore -";
+ mes "- useful information. -";
+ mes "- Go back to Alberta. -";
+ mes "- and talk to that Bard. -";
+ close;
+ }
+ mes "[Woman]";
+ mes "Where is my little boy... sniff.";
+ close;
+}
+
+airplane,222,67,6 script Karian#job_min1 486,{
+
+ if (job_min == 5){
+ mes "[Karian]";
+ mes "Yup!!!!!!!!!!!!!!!!!!";
+ next;
+ mes "[Karian]";
+ mes "Please leave me alone.";
+ mes "I feel nauseated.";
+ next;
+ mes "[Karian]";
+ mes "Acchh...";
+ set job_min,6;
+ changequest 11139,11140;
+ close2;
+ warp "hu_in01",267,8;
+ end;
+ }
+ mes "[Karian]";
+ mes "Yup!!!!!!!!";
+ next;
+ mes "[Karian]";
+ mes "Please leave me alone.";
+ mes "I feel nauseated.";
+ next;
+ mes "[Karian]";
+ mes "Acchh...";
+ close;
+}
+
+hu_in01,267,5,3 script Karian#job_min2 486,{
+
+ if (job_min == 6){
+ mes "[Karian]";
+ mes "Eeeeh it's so painful.";
+ mes "I don't want to feel like this ever again.";
+ next;
+ mes "["+strcharinfo(0)+"]";
+ mes "Are you ok?";
+ next;
+ mes "[Karian]";
+ mes "...";
+ mes "No...";
+ next;
+ mes "["+strcharinfo(0)+"]";
+ mes "I'm feeling ok.";
+ mes "So, I'm going to find out information in town, you can take a rest.";
+ next;
+ mes "[Karian]";
+ mes "Sorry, blech! I still feel bad...";
+ mes "You can get good information from the ^f57d7dPub^000000. Owww...";
+ next;
+ mes "["+strcharinfo(0)+"]";
+ mes "You don't have to tell me everything. I can take care of it.";
+ next;
+ mes "[Karian]";
+ mes "...";
+ set job_min,7;
+ changequest 11140,11141;
+ close;
+ }else if (job_min == 7){
+ mes "[Karian]";
+ mes "Sorry... Owww!";
+ mes "You can get good information from the ^f57d7dPub^000000. Owww...";
+ close;
+ }else if (job_min == 8){
+ mes "[Karian]";
+ mes "Wooo.";
+ mes "Did you get anything?";
+ next;
+ mes "- Karian doesn't look -";
+ mes "- like he's doing well -";
+ mes "- you can get information -";
+ mes "- from a man in the Pub. -";
+ close;
+ }else if (job_min == 9){
+ mes "[Karian]";
+ mes "Owww...";
+ next;
+ mes "["+strcharinfo(0)+"]";
+ mes "How do you feel?";
+ next;
+ mes "[Karian]";
+ mes "Oww...";
+ mes "I feel better.";
+ next;
+ mes "[Karian]";
+ mes "Did you get anything?";
+ mes "I'm sorry that I can't be more helpful to you.";
+ next;
+ mes "["+strcharinfo(0)+"]";
+ mes "No, it's ok.";
+ mes "I met a man in the Pub, he said that he got a song from 'Maestro Song'.";
+ next;
+ mes "[Karian]";
+ mes "Pub?";
+ mes "You got a song?";
+ mes ".....";
+ mes "Bleech...";
+ next;
+ mes "["+strcharinfo(0)+"]";
+ mes "Hey! Are you sure that you are ok?";
+ next;
+ mes "[Karian]";
+ mes "I don't become airsick,";
+ mes "It's just bad memories.";
+ mes "So did you hear something?";
+ next;
+ mes "["+strcharinfo(0)+"]";
+ mes "I heard a song named ^f57d7d'Metallic Sound'^000000.";
+ next;
+ mes "[Karian]";
+ mes "What?!?!?!?!!!!!";
+ mes "You heard that?!";
+ next;
+ mes "["+strcharinfo(0)+"]";
+ mes "Why? Do you know that song?";
+ next;
+ mes "[Karian]";
+ mes "Ahh...";
+ mes "Y, yes...";
+ next;
+ mes "["+strcharinfo(0)+"]";
+ mes "Hmm...";
+ next;
+ mes "[Karian]";
+ mes "I met him before.";
+ mes "He has a great voice...";
+ next;
+ mes "["+strcharinfo(0)+"]";
+ mes "Yes.";
+ mes "I blacked out as I heard that song.";
+ next;
+ mes "[Karian]";
+ mes "He has the destructive power of voice.";
+ mes "And he...";
+ mes "What else?";
+ next;
+ mes "["+strcharinfo(0)+"]";
+ mes "Ah!!";
+ mes "^f57d7d'Maestro Song'^000000 went to ^f57d7dThanatos Tower^000000.";
+ mes "I don't know why he went there.";
+ next;
+ mes "[Karian]";
+ mes "Did he? I must go there!";
+ set job_min,10;
+ changequest 11142,11143;
+ close;
+ }else if (job_min == 10){
+ mes "[Karian]";
+ mes "What are you doing? Let's go to Thanatos tower.";
+ close;
+ }
+ mes "[Karian]";
+ mes "Of course it's easy to take an airship, but sometimes it can be good to walk.";
+ next;
+ mes "[Karian]";
+ mes "It isn't about my sickness.";
+ close;
+}
+
+hu_in01,361,103,3 script Tone-deaf person 995,{
+
+ if (job_min == 7){
+ mes "[Tone-deaf person]";
+ mes "Lala~ lala~";
+ mes "Humming~?";
+ next;
+ mes "[Tone-deaf person]";
+ mes "lalala~";
+ mes "lullula~";
+ next;
+ mes "- It's very hard to hear. -";
+ mes "- You start to have doubts -";
+ mes "- that such sounds could -";
+ mes "- be made from humans. -";
+ next;
+ switch(select("You move to other side.:Keep listening.")){
+ case 1:
+ close;
+ case 2:
+ break;
+ }
+ mes "[Tone-deaf person]";
+ mes "Turuturu~";
+ mes "Dadada~";
+ next;
+ mes "[Tone-deaf person]";
+ mes "Shubashuba~ shaaa~";
+ mes "Blahblah~";
+ mes "Lalala...";
+ mes "......!!";
+ next;
+ if (Class == Job_Bard){
+ mes "[Tone-deaf person]";
+ mes "Hum!! Hey you, you were listening to my song.";
+ mes "You look like a Bard, how about you sing for me as rewarding my song?";
+ next;
+ }else{
+ mes "[Tone-deaf person]";
+ mes "Hum!! Hey you, you were listening to my song.";
+ mes "You look like a Clown, how about you sing for me as rewarding my song?";
+ next;
+ }
+ mes "["+strcharinfo(0)+"]";
+ mes "What?!";
+ next;
+ mes "[Tone-deaf person]";
+ mes "Sing for me.";
+ mes "Come on~";
+ next;
+ mes "["+strcharinfo(0)+"]";
+ mes "Ok...";
+ mes "Hum hum...";
+ next;
+ mes "["+strcharinfo(0)+"]";
+ mes "You are standing in the middle of Asgard's field.";
+ mes "You hand the friut of heaven over to me~";
+ mes "You are loved by every god~";
+ next;
+ mes "[Tone-deaf person]";
+ mes "Hooo~ You sing well. I can feel better when I hear ^f57d7d'Idun's apple'^000000~";
+ next;
+ mes "[Tone-deaf person]";
+ mes "As you can see!";
+ mes "I'm a guy who can enjoy songs!";
+ next;
+ mes "[Tone-deaf person]";
+ mes "I think it is nothing to be proud of. But I'm good at singing.";
+ mes "When I was young, I tried to be a Bard but I had to succeed the family business.";
+ next;
+ mes "[Tone-deaf person]";
+ mes "For a long time I lost my dream, I'm already old.";
+ next;
+ mes "[Tone-deaf person]";
+ mes "I have famliy that needed my protection.";
+ mes "But one day I believe that my dreams come true!";
+ next;
+ mes "[Tone-deaf person]";
+ mes "In my spare time, I heard the stories of a tourist in the Pub.";
+ mes "When I left there, I didn't want to become a laughing stock.";
+ next;
+ mes "[Tone-deaf person]";
+ mes "And I can show my song to those who know the song.";
+ next;
+ mes "[Tone-deaf person]";
+ mes "They are usually suprised when they hear the song.";
+ mes "They are suprised by my skill.";
+ mes "Huhu";
+ next;
+ mes "[Tone-deaf person]";
+ mes "But ^f57d7d'Maestro Song'^000000 didn't get discouraged by my song.";
+ mes "Of course he isn't good enough to me.";
+ next;
+ mes "["+strcharinfo(0)+"]";
+ mes "Did you meet ^f57d7d'Maestro Song'^000000?";
+ next;
+ mes "[Tone-deaf person]";
+ mes "Hmm? Have you met him?";
+ mes "I did. A few years ago.";
+ next;
+ mes "[Tone-deaf person]";
+ mes "When he heard my song, he said that he can't hear songs like this anywhere.";
+ next;
+ mes "[Tone-deaf person]";
+ mes "I could have the opportunity to sing for him in Hugel.";
+ mes "There is no one who has skill like that.";
+ next;
+ mes "[Tone-deaf person]";
+ mes "Before he left, I got a song that reminds me of him.";
+ next;
+ mes "[Tone-deaf person]";
+ mes "He said that he will go to Thanatos.";
+ next;
+ mes "["+strcharinfo(0)+"]";
+ mes "Did you get a song?";
+ next;
+ mes "[Tone-deaf person]";
+ mes "Yes!";
+ mes "He conceded my ability!";
+ next;
+ mes "["+strcharinfo(0)+"]";
+ mes "Can I hear the song?";
+ next;
+ mes "[Tone-deaf person]";
+ mes "Hum...";
+ mes "Wait.";
+ mes "I have to find a piece of paper.";
+ mes "I put it in my vest.";
+ next;
+ mes "[Tone-deaf person]";
+ mes "Rummaging rummaging.";
+ mes "Browsing browsing .";
+ set job_min,8;
+ close;
+ }else if (job_min == 8){
+ mes "[Tone-deaf person]";
+ mes "I got it.";
+ mes "Hum!";
+ mes "Listen carefully!";
+ mes "^f57d7d'Metallic Sound!!'^000000";
+ next;
+ mes "[Tone-deaf person]";
+ mes "$$$$$$@@@@@!!!!";
+ mes "&&$%&@@@$#$~~";
+ mes "$#^#$####$$!!!@@#!!!!!";
+ percentheal -30,-30;
+ next;
+ mes "[Tone-deaf person]";
+ mes "!@@@$$%^@@#%^%!!!!!!";
+ mes "!!!!!!!##$$^^^#^!!!";
+ mes "&$$%@@@%@##%~~~";
+ percentheal -30,-30;
+ next;
+ mes "-You lose consciousness.-";
+ mes "-This voice must have-";
+ mes "-huge destructive-";
+ mes "-power.-";
+ percentheal -30,-30;
+ next;
+ mes "-And I can't remember-";
+ mes "-the end of this song.-";
+ next;
+ mes "[Tone-deaf person]";
+ mes "Hey~";
+ next;
+ mes "[Tone-deaf person]";
+ mes "Open your eyes~";
+ next;
+ mes "[Tone-deaf person]";
+ mes "Clap";
+ mes "Hey~";
+ next;
+ mes "["+strcharinfo(0)+"]";
+ mes "Eeeee...";
+ next;
+ mes "[Tone-deaf person]";
+ mes "I think you are qualified, but you seem to need more training.";
+ next;
+ mes "["+strcharinfo(0)+"]";
+ mes "......";
+ next;
+ mes "-You're so exhausted.-";
+ mes "-So go back to the hotel.-";
+ next;
+ mes "["+strcharinfo(0)+"]";
+ mes "Thank you for your song.";
+ mes "I have to go back...";
+ next;
+ mes "[Tone-deaf person]";
+ mes "Ah?";
+ mes "Ok see you later.";
+ mes "If you want to hear my song, you can visit me.";
+ mes "Hahahh";
+ set job_min,9;
+ changequest 11141,11142;
+ close;
+ }else if (job_min == 9){
+ mes "["+strcharinfo(0)+"]";
+ mes "......";
+ next;
+ mes "-I'm so exhausted.-";
+ mes "-you got information-";
+ mes "-so go back to the hotel.-";
+ close;
+ }else if (job_min == 10){
+ mes "[Tone-deaf person]";
+ mes "Are you leaving??";
+ mes "If you want to hear my song, you can visit me.";
+ mes "Hahahah";
+ close;
+ }else if (job_min == 100){
+ mes "[Tone-deaf person]";
+ mes "Oh!!";
+ mes "You seem to be strong!";
+ mes "You are no less competent than I am.";
+ close;
+ }
+ mes "[Tone-deaf person]";
+ mes "Lala~ lalal~";
+ mes "Lulu~?";
+ next;
+ mes "[Tone-deaf person]";
+ mes "Lalalal~";
+ mes "Lululul~";
+ next;
+ mes "-It's very hard to hear.-";
+ mes "-You start to have doubts-";
+ mes "-that such a sound can be-";
+ mes "-coming out a human.-";
+ close;
+}
+
+tha_scene01,140,200,0 script min_receipt 139,3,3,{
+
+OnTouch:
+ if (job_min == 10){
+ mes "-There is a piece of paper on the ground.-";
+ next;
+ mes "["+strcharinfo(0)+"]";
+ mes "What is this?";
+ next;
+ mes "[Karian]";
+ mes "What does it say?";
+ donpcevent "Karian#cmd1::OnEnable";
+ next;
+ mes "===================";
+ mes "==photo exchange==";
+ mes "======receipt======";
+ mes "===================";
+ mes "Name : Maestro Song";
+ next;
+ mes "- Bring this receipt and exchange it";
+ mes "";
+ mes "- Juno's store manager : Mr. Click.";
+ next;
+ mes "- Directions : Around Juno's plaza.";
+ getitem 6271,1;
+ next;
+ mes "["+strcharinfo(0)+"]";
+ mes "Photo exchange receipt?";
+ mes "How did he drop it...";
+ next;
+ mes "[Karian]";
+ mes "Juno's store...";
+ mes "Let's go to Juno...";
+ set job_min,11;
+ changequest 11143,11144;
+ donpcevent "Karian#cmd1::OnDisable";
+ close;
+ }else if (job_min == 11){
+ if (countitem(6271) < 1){
+ mes "-There is a piece of paper on the ground.-";
+ next;
+ mes "["+strcharinfo(0)+"]";
+ mes "What is this?";
+ next;
+ mes "[Karian]";
+ mes "What does it say?";
+ donpcevent "Karian#cmd1::OnEnable";
+ next;
+ mes "===================";
+ mes "==photo exchange==";
+ mes "======receipt======";
+ mes "===================";
+ mes "Name : Maestro Song";
+ next;
+ mes "- Bring this receipt and exchange it";
+ mes "";
+ mes "- Juno's store manager : Mr. Click.";
+ next;
+ mes "- Directions : Around Juno's plaza.";
+ getitem 6271,1;
+ next;
+ mes "["+strcharinfo(0)+"]";
+ mes "Photo exchange receipt?";
+ mes "How did he drop it...";
+ next;
+ mes "[Karian]";
+ mes "Juno's store...";
+ mes "Let's go to Juno...";
+ donpcevent "Karian#cmd1::OnDisable";
+ close;
+ }
+ }
+}
+
+tha_scene01,139,204,6 script Karian#cmd1 486,{
+ end;
+
+OnInit:
+ disablenpc "Karian#cmd1";
+ end;
+
+OnEnable:
+ enablenpc "Karian#cmd1";
+ initnpctimer;
+ end;
+
+OnDisable:
+ disablenpc "Karian#cmd1";
+ stopnpctimer;
+ end;
+
+OnTimer15000:
+ donpcevent "Karian#cmd1::OnDisable";
+ stopnpctimer;
+ end;
+}
+
+yuno,143,170,6 script Mr. Click#job_min 748,{
+
+ if (job_min == 11){
+ mes "[Mr. Click]";
+ mes "Hi~ welcome~";
+ mes "I can take a picture for you.";
+ mes "Do you want to take a pic?";
+ next;
+ mes "["+strcharinfo(0)+"]";
+ mes "No...";
+ mes "Do you remember this receipt?";
+ next;
+ mes "[Mr. Click]";
+ mes "Let me see~";
+ mes "Umm...";
+ next;
+ mes "[Mr. Click]";
+ mes "Yes...";
+ mes "It looks so old.";
+ next;
+ mes "[Mr. Click]";
+ mes "It's okay.";
+ mes "Tourists usually don't pick up their pictures.";
+ next;
+ mes "[Mr. Click]";
+ mes "So there are plenty of photos I've been holding on to.";
+ next;
+ mes "[Mr. Click]";
+ mes "I can find that so easily.";
+ mes "I keep lots of old stuff.";
+ mes "No problem.";
+ next;
+ mes "[Mr. Click]";
+ mes "browsing~";
+ next;
+ mes "[Mr. Click]";
+ mes "browsing~";
+ next;
+ mes "[Mr. Click]";
+ mes "I think I found it!";
+ mes "The photo crashed down, but it's ok.";
+ mes "No problem.";
+ next;
+ mes "[Mr. Click]";
+ mes "Here, take a look.";
+ next;
+ mes "["+strcharinfo(0)+"]";
+ mes "The picture!";
+ mes "Let me see it!";
+ next;
+ mes "[Karian]";
+ mes "Hurry.";
+ donpcevent "Karian#cmd2::OnEnable";
+ next;
+ mes "["+strcharinfo(0)+"]";
+ mes "...";
+ next;
+ mes "[Karian]";
+ mes "Oh~ Good pic, isn't it?";
+ next;
+ mes "["+strcharinfo(0)+"]";
+ mes "I expected I would see the face of 'Maestro Song', but he's wearing a mask...";
+ mes "He's wearing a mask?!";
+ mes "We came here for this?";
+ next;
+ mes "[Karian]";
+ mes "Ah! look at this!";
+ mes "Something is on the back of the picture.";
+ next;
+ mes "-I want to have a Teddy Bear. I need 33?";
+ mes "-In front of Thanatos tower.";
+ mes "-Maestro Song.";
+ next;
+ mes "["+strcharinfo(0)+"]";
+ mes "What does it mean?";
+ next;
+ mes "[Karian]";
+ mes "Well...";
+ next;
+ mes "[Karian]";
+ mes "Um... Teddy Bear...";
+ mes "Between Einbroch and Lighthalzen, there is an area that teddybears live.";
+ next;
+ mes "[Karian]";
+ mes "We might be able to get something there.";
+ next;
+ mes "["+strcharinfo(0)+"]";
+ mes "Then why would he need 33?";
+ next;
+ mes "[Karian]";
+ mes "Well... Go there and we might be able to find out something.";
+ next;
+ mes "[Karian]";
+ mes "Umm... Then I'll pass by Einbroch and go to Lighthalzen. Why don't you go to the place that Teddy Bears are?";
+ next;
+ mes "["+strcharinfo(0)+"]";
+ mes "Ok. Then let's meet at Lighthalzen's hotel.";
+ mes "I'll get the 33 Teddy Bears.";
+ donpcevent "Karian#cmd2::OnDisable";
+ set job_min,12;
+ getitem 6270,1;
+ changequest 11144,11145;
+ close;
+ }else if (job_min == 12){
+ mes "[Mr. Click]";
+ mes "Then take care.";
+ next;
+ mes "[Karian]";
+ mes "Let's go there!";
+ donpcevent "Karian#cmd2::OnEnable";
+ next;
+ mes "[Karian]";
+ mes "Then I'll pass by Einbroch and go to Lighthalzen. Why don't you go to the place that Teddy Bears are?";
+ next;
+ mes "["+strcharinfo(0)+"]";
+ mes "Then let's meet at Lighthalzen's hotel.";
+ mes "I'll get the 33 Teddy Bears.";
+ donpcevent "Karian#cmd2::OnDisable";
+ close;
+ }
+ mes "[Mr. Click]";
+ mes "Hi~ welcome~";
+ mes "I can take a picture for you.";
+ mes "Do you want to take a pic?";
+ close;
+}
+
+yuno,146,168,0 script Karian#cmd2 486,{
+ end;
+
+OnInit:
+ disablenpc "Karian#cmd2";
+ end;
+
+OnEnable:
+ enablenpc "Karian#cmd2";
+ initnpctimer;
+ end;
+
+OnDisable:
+ disablenpc "Karian#cmd2";
+ stopnpctimer;
+ end;
+
+OnTimer100000:
+ donpcevent "Karian#cmd2::OnDisable";
+ stopnpctimer;
+ end;
+}
+
+lighthalzen,162,126,3 script Little Girl#job_min 890,3,3,{
+
+OnTouch:
+ if (checkquest(11145,2) == 2){
+ if (job_min == 12){
+ mes "[Little Girl]";
+ mes "Ah!!!!";
+ mes "Teddy bear!!!";
+ next;
+ mes "[Little Girl]";
+ mes "Why do you have lots of teddy bears?";
+ mes "Where did you get them old man?";
+ next;
+ mes "["+strcharinfo(0)+"]";
+ mes "Hey, I'm not an old man.";
+ next;
+ mes "[Little Girl]";
+ mes "And my name isn't 'Hey'!";
+ mes "My name is 'Rion'!";
+ next;
+ mes "["+strcharinfo(0)+"]";
+ mes "Sorry~ sorry~";
+ mes "What if I give you a teddy bear.";
+ next;
+ mes "[Rion]";
+ mes "Ah!";
+ mes "Are you sure?";
+ mes "Hooray!!!";
+ next;
+ mes "[Rion]";
+ mes "A man who I saw before didn't give me teddybears even though he had lots of them!";
+ next;
+ mes "["+strcharinfo(0)+"]";
+ mes "Is he the guy in this pic?";
+ next;
+ mes "[Rion]";
+ mes "I can't rememebr well.";
+ mes "But I think he is.";
+ next;
+ mes "[Rion]";
+ mes "My mother said that he was rolling in a room with teddy bears.";
+ next;
+ mes "[Rion]";
+ mes "And he wears teddy bear outfits and goes to the ^f57d7dIce Cave^000000.";
+ next;
+ mes "[Rion]";
+ mes "My mother works here.";
+ next;
+ mes "["+strcharinfo(0)+"]";
+ mes "Ice Cave?";
+ next;
+ mes "[Rion]";
+ mes "Mother said that it's freezing.";
+ next;
+ mes "[Karian]";
+ mes "Hey~ "+strcharinfo(0)+"~";
+ next;
+ mes "["+strcharinfo(0)+"]";
+ mes "Ah, Karian. Did you just get here?";
+ next;
+ mes "[Karian]";
+ mes "Yes.";
+ mes "It was much farther away than I'd expected.";
+ donpcevent "Karian#cmd3::OnEnable";
+ next;
+ mes "["+strcharinfo(0)+"]";
+ mes "You... walked here?";
+ next;
+ mes "[Karian]";
+ mes "...";
+ mes "I didn't want to take the airship again...";
+ next;
+ mes "["+strcharinfo(0)+"]";
+ mes "Oh... got it.";
+ mes "Then did you get anything in Einbroch?";
+ next;
+ mes "[Karian]";
+ mes "I think 'Maestro Song' went to Einbroch, but he left soon because of air.";
+ mes "How about you? Did you find something about the teddy bears?";
+ next;
+ mes "["+strcharinfo(0)+"]";
+ mes "'Maestro Song' might be in an Ice Cave.";
+ next;
+ mes "[Karian]";
+ mes "Might be?";
+ next;
+ mes "["+strcharinfo(0)+"]";
+ mes "This little... ah... Rion saw him.";
+ next;
+ mes "[Karian]";
+ mes "Then it's time to go to the Ice Cave?";
+ mes "Huu... legs hurt.";
+ mes "Ok, let's go to there.";
+ next;
+ mes "["+strcharinfo(0)+"]";
+ mes "Okay.";
+ next;
+ mes "["+strcharinfo(0)+"]";
+ mes "Thanks, Rion.";
+ mes "I'll give you all the teddy bears I have.";
+ next;
+ mes "[Rion]";
+ mes "Really?!";
+ mes "Waaah!!!!!!!!!";
+ mes "I'm so happy!!!";
+ mes "Thank you, "+strcharinfo(0)+".";
+ set job_min,13;
+ changequest 11145,11146;
+ donpcevent "Karian#cmd3::OnDisable";
+ close;
+ }else if (job_min == 13){
+ mes "[Rion]";
+ mes "I heard that 'Maestro Song' when I went to the Ice Cave.";
+ mes "Thank you for the Teddy Bears!";
+ close;
+ }else if (job_min > 13){
+ mes "[Rion]";
+ mes "I'm having a lot of fun playing with the Teddy Bears!";
+ close;
+ }
+ mes "[Little Girl]";
+ mes "I'm having a lot of fun playing with the Teddy Bears!";
+ close;
+ }
+ mes "[Little Girl]";
+ mes "Do you like teddy bears?";
+ mes "I love 'em!!!!!";
+ close;
+}
+
+lighthalzen,160,124,6 script Karian#cmd3 486,{
+ end;
+
+OnInit:
+ disablenpc "Karian#cmd3";
+ end;
+
+OnEnable:
+ enablenpc "Karian#cmd3";
+ initnpctimer;
+ end;
+
+OnDisable:
+ disablenpc "Karian#cmd3";
+ stopnpctimer;
+ end;
+
+OnTimer100000:
+ donpcevent "Karian#cmd3::OnDisable";
+ stopnpctimer;
+ end;
+}
+
+ice_dun01,157,15,0 script Ice Cave Minstrel1 139,2,2,{
+
+OnTouch:
+ if (job_min == 13){
+ mes "-A long time ago-";
+ close2;
+ warp "ice_dun01",157,23;
+ end;
+ }
+ end;
+}
+
+ice_dun01,157,23,0 script Ice Cave Minstrel2 139,2,2,{
+
+OnTouch:
+ if (job_min == 13){
+ mes "-THe giant born to ice-";
+ close2;
+ warp "ice_dun01",141,41;
+ end;
+ }
+ end;
+}
+
+ice_dun01,141,41,0 script Ice Cave Minstrel3 139,2,2,{
+
+OnTouch:
+ if (job_min == 13){
+ mes "-died-";
+ close2;
+ warp "ice_dun01",120,35;
+ end;
+ }
+ end;
+}
+
+ice_dun01,120,35,0 script Ice Cave Minstrel4 139,2,2,{
+
+OnTouch:
+ if (job_min == 13){
+ mes "-His body became the ground-";
+ close2;
+ warp "ice_dun01",104,30;
+ end;
+ }
+ end;
+}
+
+ice_dun01,104,30,0 script Ice Cave Minstrel5 139,2,2,{
+
+OnTouch:
+ if (job_min == 13){
+ mes "-His bones became a mountain-";
+ close2;
+ warp "ice_dun01",86,23;
+ end;
+ }
+ end;
+}
+
+ice_dun01,86,23,0 script Ice Cave Minstrel6 139,2,2,{
+
+OnTouch:
+ if (job_min == 13){
+ mes "-his skin became soil-";
+ close2;
+ warp "ice_dun01",75,19;
+ end;
+ }
+ end;
+}
+
+ice_dun01,75,19,0 script Ice Cave Minstrel7 139,2,2,{
+
+OnTouch:
+ if (job_min == 13){
+ mes "-His blood became a river-";
+ close2;
+ warp "ice_dun01",56,12;
+ end;
+ }
+ end;
+}
+
+ice_dun01,56,12,0 script Ice Cave Minstrel8 139,2,2,{
+
+OnTouch:
+ if (job_min == 13){
+ mes "-his hair became a plant-";
+ close2;
+ warp "ice_dun01",29,26;
+ end;
+ }
+ end;
+}
+
+ice_dun01,29,26,0 script Ice Cave Minstrel9 139,2,2,{
+
+OnTouch:
+ if (job_min == 13){
+ mes "-His head became the sky-";
+ close2;
+ warp "ice_dun01",25,46;
+ end;
+ }
+ end;
+}
+
+ice_dun01,25,46,0 script Ice Cave Minstrel10 139,2,2,{
+
+OnTouch:
+ if (job_min == 13){
+ mes "-His tears from his-";
+ close2;
+ warp "ice_dun01",20,66;
+ end;
+ }
+ end;
+}
+
+ice_dun01,20,66,0 script Ice Cave Minstrel11 139,2,2,{
+
+OnTouch:
+ if (job_min == 13){
+ mes "-eyes became dew-";
+ close2;
+ warp "ice_dun01",22,85;
+ end;
+ }
+ end;
+}
+
+ice_dun01,22,85,0 script Ice Cave Minstrel12 139,2,2,{
+
+OnTouch:
+ if (job_min == 13){
+ mes "-on the leaves-";
+ percentheal -90,0;
+ set job_min,14;
+ changequest 11146,11147;
+ close2;
+ warp "ra_in01",361,129;
+ end;
+ }
+ end;
+}
+
+ra_in01,361,129,0 script jmRachelHotel 139,2,2,{
+
+OnTouch:
+ if (job_min == 14){
+ mes "[Old Woman]";
+ mes "Huu!!";
+ mes "Wake up!";
+ next;
+ mes "["+strcharinfo(0)+"]";
+ mes "Where am I...?";
+ set job_min,15;
+ close;
+ }
+ end;
+}
+
+ra_in01,358,130,4 script Old Woman#job_min 979,{
+
+ if (job_min == 14){
+ mes "[Old Woman]";
+ mes "Huu!!";
+ mes "Wake up!";
+ next;
+ mes "["+strcharinfo(0)+"]";
+ mes "Where am I...?";
+ set job_min,15;
+ close;
+ }else if (job_min == 15){
+ mes "[Old Woman]";
+ mes "You're in Rachel.";
+ mes "You arere strange. You have to wear warmer clothes if you want to go into the Ice Cave.";
+ next;
+ mes "[Old Woman]";
+ mes "You're lucky that my husband found you when he did.";
+ next;
+ mes "["+strcharinfo(0)+"]";
+ mes "Sorry.";
+ next;
+ mes "[Old Woman]";
+ mes "Anyway!! Be careful!";
+ mes "You don't believe your youth alone will protect you.";
+ next;
+ mes "["+strcharinfo(0)+"]";
+ mes "I'll be careful.";
+ next;
+ mes "["+strcharinfo(0)+"]";
+ mes "Do you know that song written on the wall of the Ice cave?";
+ next;
+ mes "[Old Woman]";
+ mes "Did you go there to see?";
+ mes "A few years ago, one man wearing a mask carved that on the Ice cave.";
+ next;
+ mes "[Old Woman]";
+ mes "I couldn't see his face because of the mask,";
+ next;
+ mes "[Old Woman]";
+ mes "but he got a cold and felt so painful.";
+ next;
+ mes "[Old Woman]";
+ mes "And then he decided to go to Comodo.";
+ next;
+ mes "["+strcharinfo(0)+"]";
+ mes "Comodo?";
+ next;
+ mes "[Old Woman]";
+ mes "Yes, I heard that Comodo is a very fun place, I want to go there before I die.";
+ next;
+ mes "[Old Woman]";
+ mes "If you want to go there you have to take an airship to the Rune-Midgarts Kingdom.";
+ next;
+ mes "[Old Woman]";
+ mes "That's not easy.";
+ next;
+ mes "[Karian]";
+ mes "What?! An Airship?!";
+ mes "Eee I don't want to go on an airship again!";
+ donpcevent "Karian#cmd4::OnEnable";
+ next;
+ mes "["+strcharinfo(0)+"]";
+ mes "Take it easy...";
+ mes "Is there another way to go there?";
+ next;
+ mes "[Old Woman]";
+ mes "Without an airship?";
+ mes "You can walk...";
+ mes "But it takes a long time...";
+ next;
+ mes "[Old Woman]";
+ mes "Ah! It's Comodo over southern Veins.";
+ next;
+ mes "[Old Woman]";
+ mes "We don't have a proper boat.";
+ mes "In southern of Veins, there is a port. If you are lucky you can take it...";
+ donpcevent "Karian#cmd4::OnDisable";
+ set job_min,16;
+ changequest 11147,11148;
+ close;
+ }else if (job_min == 16){
+ mes "[Old Woman]";
+ mes "Ah! It's Comodo over southern Veins.";
+ next;
+ mes "[Old Woman]";
+ mes "We don't have a proper boat.";
+ mes "In southern of Veins, there is a port. If you are lucky you can take it...";
+ close;
+ }
+ mes "[Old Woman]";
+ mes "I heard that Comodo is a very fun place, I want to go there before I die.";
+ next;
+ mes "[Old Woman]";
+ mes "If you want to go there you have to take an Airship to the Rune-Midgarts Kingdom.";
+ next;
+ mes "[Old Woman]";
+ mes "It's the fastest way.";
+ close;
+}
+
+ra_in01,357,128,0 script Karian#cmd4 486,{
+ end;
+
+OnInit:
+ disablenpc "Karian#cmd4";;
+ end;
+
+OnEnable:
+ enablenpc "Karian#cmd4";;
+ initnpctimer;
+ end;
+
+OnDisable:
+ disablenpc "Karian#cmd4";;
+ stopnpctimer;
+ end;
+
+OnTimer100000:
+ donpcevent "Karian#cmd4::OnDisable";
+ stopnpctimer;
+ end;
+}
+
+ve_fild07,131,132,5 script =Notice=#job_min 837,{
+
+ if (job_min == 16){
+ mes "===Notice===";
+ mes "Maestro Song, Go to Comodo by boat!";
+ mes "Be ambitious!";
+ next;
+ mes "["+strcharinfo(0)+"]";
+ mes "Will it be okay...";
+ next;
+ mes "[Karian]";
+ mes "Don't worry, trust me!!";
+ donpcevent "Karian#cmd5::OnEnable";
+ next;
+ mes "-It's not easy to trust her-";
+ next;
+ switch(select("I don't like this.:Take the kayak.")){
+ case 1:
+ mes "[Karian]";
+ mes "I never ride airships ever...";
+ donpcevent "Karian#cmd5::OnDisable";
+ close;
+ case 2:
+ mes "[Karian]";
+ mes "Ok Then let's go!!!!!";
+ next;
+ mes "-If you take a small boat,-";
+ mes "-and go ahead-";
+ mes "-to Comodo,-";
+ mes "-You should see-";
+ mes "-other small boats.-";
+ next;
+ mes "["+strcharinfo(0)+"]";
+ mes "Hmm...";
+ mes "I didn't think that there was anyone who would cross over this sea with a boat.";
+ mes "You sure I'll see other boats?";
+ next;
+ mes "[Karian]";
+ mes "They will be headed the other direction.";
+ donpcevent "Karian#cmd5::OnDisable";
+ next;
+ mes "["+strcharinfo(0)+"]";
+ mes "Where are you going?";
+ next;
+ mes "[Karian]";
+ mes "Well? I haven't heard of the place's name before.";
+ mes "It's just called 'island' from what I heard.";
+ next;
+ mes "-For a whlie the silence-";
+ mes "-continues. Karian starts-";
+ mes "-to hum as she rows.-";
+ next;
+ mes "-Listening to Karian hum-";
+ mes "-You suddenly feel like-";
+ mes "-you're sitting in water.-";
+ next;
+ mes "["+strcharinfo(0)+"]";
+ mes "Hey! There's a water leak!!";
+ next;
+ mes "[Karian]";
+ mes "Ahhhh!!!!!!!!!!!!!!";
+ next;
+ set .@rand,rand(7,9);
+ if (.@rand == 7){
+ switch(select("Throw the water out.:Row.:Dance.")){
+ case 1:
+ mes "[Karian]";
+ mes "I'll row and you just throw the water out!!";
+ next;
+ break;
+ case 2:
+ mes "[Karian]";
+ mes "The boat is sinking!!!";
+ close;
+ case 3:
+ mes "[Karian]";
+ mes "What the hell do you think you're doing?";
+ close;
+ }
+ }else if (.@rand == 8){
+ switch(select("Row.:Throw the water out.:Dance.")){
+ case 1:
+ mes "[Karian]";
+ mes "The boat is sinking!!!";
+ close;
+ case 2:
+ mes "[Karian]";
+ mes "I'll row and you just throw the water out!!";
+ next;
+ break;
+ case 3:
+ mes "[Karian]";
+ mes "What the hell do you think you're doing?";
+ close;
+ }
+ }
+ switch(select("Dance.:Row.:Throw the water out.")){
+ case 1:
+ mes "[Karian]";
+ mes "What the hell do you think you're doing?";
+ close;
+ case 2:
+ mes "[Karian]";
+ mes "The boat is sinking!!!";
+ close;
+ case 3:
+ mes "[Karian]";
+ mes "I'll row and you just throw the water out!!";
+ next;
+ break;
+ }
+ set .@rand,rand(7,9);
+ if (.@rand == 7){
+ switch(select("Throw the water out.:Row.:Dance.")){
+ case 1:
+ mes "[Karian]";
+ mes "I'll row and you just throw the water out!!";
+ next;
+ break;
+ case 2:
+ mes "[Karian]";
+ mes "The boat is sinking!!!";
+ close;
+ case 3:
+ mes "[Karian]";
+ mes "What the hell do you think you're doing?";
+ close;
+ }
+ }else if (.@rand == 8){
+ switch(select("Row.:Throw the water out.:Sleep.")){
+ case 1:
+ mes "[Karian]";
+ mes "The boat is sinking!!!";
+ close;
+ case 2:
+ mes "[Karian]";
+ mes "I'll row and you just throw the water out!!";
+ next;
+ break;
+ case 3:
+ mes "[Karian]";
+ mes "What the hell do you think you're doing?";
+ close;
+ }
+ }
+ switch(select("Sleep.:Row.:Throw the water out.")){
+ case 1:
+ mes "[Karian]";
+ mes "What the hell do you think you're doing?";
+ close;
+ case 2:
+ mes "[Karian]";
+ mes "The boat is sinking!!!";
+ close;
+ case 3:
+ mes "[Karian]";
+ mes "I'll row and you just throw the water out!!";
+ next;
+ break;
+ }
+ set .@rand,rand(7,9);
+ if (.@rand == 7){
+ switch(select("Throw the water out.:Row.:Sleep.")){
+ case 1:
+ mes "[Karian]";
+ mes "I'll row and you just throw the water out!!";
+ next;
+ break;
+ case 2:
+ mes "[Karian]";
+ mes "The boat is sinking!!!";
+ close;
+ case 3:
+ mes "[Karian]";
+ mes "What the hell do you think you're doing?";
+ close;
+ }
+ }else if (.@rand == 8){
+ switch(select("Row.:Throw the water out.:Sing.")){
+ case 1:
+ mes "[Karian]";
+ mes "The boat is sinking!!!";
+ close;
+ case 2:
+ mes "[Karian]";
+ mes "I'll row and you just throw the water out!!";
+ next;
+ break;
+ case 3:
+ mes "[Karian]";
+ mes "What the hell do you think you're doing?";
+ close;
+ }
+ }
+ switch(select("Sing.:Row.:Throw the water out.")){
+ case 1:
+ mes "[Karian]";
+ mes "What the hell do you think you're doing?";
+ close;
+ case 2:
+ mes "[Karian]";
+ mes "The boat is sinking!!!";
+ close;
+ case 3:
+ mes "[Karian]";
+ mes "I'll row and you just throw the water out!!";
+ next;
+ break;
+ }
+ set .@rand,rand(7,9);
+ if (.@rand == 7){
+ switch(select("Throw the water out.:Row.:Have some water.")){
+ case 1:
+ mes "[Karian]";
+ mes "I'll row and you just throw the water out!!";
+ next;
+ break;
+ case 2:
+ mes "[Karian]";
+ mes "The boat is sinking!!!";
+ close;
+ case 3:
+ mes "[Karian]";
+ mes "What the hell do you think you're doing?";
+ close;
+ }
+ }else if (.@rand == 8){
+ switch(select("Row.:Throw the water out.:Have some water.")){
+ case 1:
+ mes "[Karian]";
+ mes "The boat is sinking!!!";
+ close;
+ case 2:
+ mes "[Karian]";
+ mes "I'll row and you just throw the water out!!";
+ next;
+ break;
+ case 3:
+ mes "[Karian]";
+ mes "What the hell do you think you're doing?";
+ close;
+ }
+ }
+ switch(select("Have some water.:Row.:Throw the water out.")){
+ case 1:
+ mes "[Karian]";
+ mes "What the hell do you think you're doing?";
+ close;
+ case 2:
+ mes "[Karian]";
+ mes "The boat is sinking!!!";
+ close;
+ case 3:
+ mes "[Karian]";
+ mes "I'll row and you just throw the water out!!";
+ next;
+ break;
+ }
+ set .@rand,rand(7,9);
+ if (.@rand == 7){
+ switch(select("Throw the water out.:Row.:Shout 'Viva'.")){
+ case 1:
+ mes "[Karian]";
+ mes "I'll row and you just throw the water out!!";
+ next;
+ break;
+ case 2:
+ mes "[Karian]";
+ mes "The boat is sinking!!!";
+ close;
+ case 3:
+ mes "[Karian]";
+ mes "What the hell do you think you're doing?";
+ close;
+ }
+ }else if (.@rand == 8){
+ switch(select("Row.:Throw the water out.:Shout 'Viva'.")){
+ case 1:
+ mes "[Karian]";
+ mes "The boat is sinking!!!";
+ close;
+ case 2:
+ mes "[Karian]";
+ mes "I'll row and you just throw the water out!!";
+ next;
+ break;
+ case 3:
+ mes "[Karian]";
+ mes "What the hell do you think you're doing?";
+ close;
+ }
+ }
+ switch(select("Shout 'Viva'.:Row.:Throw the water out.")){
+ case 1:
+ mes "[Karian]";
+ mes "What the hell do you think you're doing?";
+ close;
+ case 2:
+ mes "[Karian]";
+ mes "The boat is sinking!!!";
+ close;
+ case 3:
+ mes "[Karian]";
+ mes "I'll row and you just throw the water out!!";
+ next;
+ break;
+ }
+ set .@rand,rand(7,9);
+ if (.@rand == 7){
+ switch(select("Throw the water out.:Row.:Go fishing.")){
+ case 1:
+ mes "[Karian]";
+ mes "I'll row and you just throw the water out!!";
+ next;
+ break;
+ case 2:
+ mes "[Karian]";
+ mes "The boat is sinking!!!";
+ close;
+ case 3:
+ mes "[Karian]";
+ mes "What the hell do you think you're doing?";
+ close;
+ }
+ }else if (.@rand == 8){
+ switch(select("Row.:Throw the water out.:Go fishing.")){
+ case 1:
+ mes "[Karian]";
+ mes "The boat is sinking!!!";
+ close;
+ case 2:
+ mes "[Karian]";
+ mes "I'll row and you just throw the water out!!";
+ next;
+ break;
+ case 3:
+ mes "[Karian]";
+ mes "What the hell do you think you're doing?";
+ close;
+ }
+ }
+ switch(select("Go fishing.:Row.:Throw the water out.")){
+ case 1:
+ mes "[Karian]";
+ mes "What the hell do you think you're doing?";
+ close;
+ case 2:
+ mes "[Karian]";
+ mes "The boat is sinking!!!";
+ close;
+ case 3:
+ mes "[Karian]";
+ mes "I'll row and you just throw the water out!!";
+ next;
+ break;
+ }
+ set .@rand,rand(7,9);
+ if (.@rand == 7){
+ switch(select("Throw the water out.:Row.:Listen to my song.")){
+ case 1:
+ mes "[Karian]";
+ mes "I'll row and you just throw the water out!!";
+ next;
+ break;
+ case 2:
+ mes "[Karian]";
+ mes "The boat is sinking!!!";
+ close;
+ case 3:
+ mes "[Karian]";
+ mes "What the hell do you think you're doing?";
+ close;
+ }
+ }else if (.@rand == 8){
+ switch(select("Row.:Throw the water out.:Listen to my song.")){
+ case 1:
+ mes "[Karian]";
+ mes "The boat is sinking!!!";
+ close;
+ case 2:
+ mes "[Karian]";
+ mes "I'll row and you just throw the water out!!";
+ next;
+ break;
+ case 3:
+ mes "[Karian]";
+ mes "What the hell do you think you're doing?";
+ close;
+ }
+ }
+ switch(select("Listen to my song.:Row.:Throw the water out.")){
+ case 1:
+ mes "[Karian]";
+ mes "What the hell do you think you're doing?";
+ close;
+ case 2:
+ mes "[Karian]";
+ mes "The boat is sinking!!!";
+ close;
+ case 3:
+ mes "[Karian]";
+ mes "I'll row and you just throw the water out!!";
+ next;
+ break;
+ }
+ set .@rand,rand(7,9);
+ if (.@rand == 7){
+ switch(select("Throw the water out.:Row.:Pray.")){
+ case 1:
+ mes "[Karian]";
+ mes "I'll row and you just throw the water out!!";
+ next;
+ break;
+ case 2:
+ mes "[Karian]";
+ mes "The boat is sinking!!!";
+ close;
+ case 3:
+ mes "[Karian]";
+ mes "What the hell do you think you're doing?";
+ close;
+ }
+ }else if (.@rand == 8){
+ switch(select("Row.:Throw the water out.:Pray.")){
+ case 1:
+ mes "[Karian]";
+ mes "The boat is sinking!!!";
+ close;
+ case 2:
+ mes "[Karian]";
+ mes "I'll row and you just throw the water out!!";
+ next;
+ break;
+ case 3:
+ mes "[Karian]";
+ mes "What the hell do you think you're doing?";
+ close;
+ }
+ }
+ switch(select("Pray.:Row.:Throw the water out.")){
+ case 1:
+ mes "[Karian]";
+ mes "What the hell do you think you're doing?";
+ close;
+ case 2:
+ mes "[Karian]";
+ mes "The boat is sinking!!!";
+ close;
+ case 3:
+ mes "[Karian]";
+ mes "I'll row and you just throw the water out!!";
+ next;
+ break;
+ }
+ set .@rand,rand(7,9);
+ if (.@rand == 7){
+ switch(select("Throw the water out.:Row.:Eat some food.")){
+ case 1:
+ mes "[Karian]";
+ mes "I'll row and you just throw the water out!!";
+ next;
+ break;
+ case 2:
+ mes "[Karian]";
+ mes "The boat is sinking!!!";
+ close;
+ case 3:
+ mes "[Karian]";
+ mes "What the hell do you think you're doing?";
+ close;
+ }
+ }else if (.@rand == 8){
+ switch(select("Row.:Throw the water out.:Eat some food.")){
+ case 1:
+ mes "[Karian]";
+ mes "The boat is sinking!!!";
+ close;
+ case 2:
+ mes "[Karian]";
+ mes "I'll row and you just throw the water out!!";
+ next;
+ break;
+ case 3:
+ mes "[Karian]";
+ mes "What the hell do you think you're doing?";
+ close;
+ }
+ }
+ switch(select("Eat some food.:Row.:Throw the water out.")){
+ case 1:
+ mes "[Karian]";
+ mes "What the hell do you think you're doing?";
+ close;
+ case 2:
+ mes "[Karian]";
+ mes "The boat is sinking!!!";
+ case 3:
+ mes "[Karian]";
+ mes "I'll row and you just throw the water out!!";
+ next;
+ break;
+ }
+ set .@rand,rand(7,9);
+ if (.@rand == 7){
+ switch(select("Throw the water out.:Row.:Give up.")){
+ case 1:
+ mes "[Karian]";
+ mes "I'll row and you just throw the water out!!";
+ next;
+ break;
+ case 2:
+ mes "[Karian]";
+ mes "The boat is sinking!!!";
+ close;
+ case 3:
+ mes "[Karian]";
+ mes "What the hell do you think you're doing?";
+ close;
+ }
+ }else if (.@rand == 8){
+ switch(select("Row.:Throw the water out.:Give up.")){
+ case 1:
+ mes "[Karian]";
+ mes "The boat is sinking!!!";
+ close;
+ case 2:
+ mes "[Karian]";
+ mes "I'll row and you just throw the water out!!";
+ next;
+ break;
+ case 3:
+ mes "[Karian]";
+ mes "What the hell do you think you're doing?";
+ close;
+ }
+ }
+ switch(select("Give up.:Row.:Throw the water out.")){
+ case 1:
+ mes "[Karian]";
+ mes "What the hell do you think you're doing?";
+ close;
+ case 2:
+ mes "[Karian]";
+ mes "The boat is sinking!!!";
+ close;
+ case 3:
+ mes "[Karian]";
+ mes "I'll row and you just throw the water out!!";
+ next;
+ break;
+ }
+ mes "-I've escaped from the-";
+ mes "-throes of death a-";
+ mes "-countless amount of times.-";
+ set job_min,17;
+ changequest 11148,11149;
+ close2;
+ warp "comodo",184,108;
+ end;
+ }
+ }
+ mes "===Notice===";
+ mes "Maestro Song, Go to Comodo by boat!";
+ mes "Be ambitious!";
+ close;
+}
+
+ve_fild07,129,132,5 script Karian#cmd5 486,{
+ end;
+
+OnInit:
+ disablenpc "Karian#cmd5";
+ end;
+
+OnEnable:
+ enablenpc "Karian#cmd5";
+ initnpctimer;
+ end;
+
+OnDisable:
+ disablenpc "Karian#cmd5";
+ stopnpctimer;
+ end;
+
+OnTimer30000:
+ donpcevent "Karian#cmd5::OnDisable";
+ stopnpctimer;
+ end;
+}
+
+comodo,184,108,0 script jmComodo Almost Dead 139,2,2,{
+
+OnTouch:
+ if (job_min == 17){
+ mes "["+strcharinfo(0)+"]";
+ mes "I'm... I'm alive~";
+ next;
+ mes "[Karian]";
+ mes "That was a close call.";
+ donpcevent "Karian#cmd6::OnEnable";
+ next;
+ mes "["+strcharinfo(0)+"]";
+ mes "You're the one that insisted that we ride on that boat. That's how we ended up like this in the first place!";
+ next;
+ mes "["+strcharinfo(0)+"]";
+ mes "We wouldn't have suffered like this if we just took the Airship.";
+ next;
+ mes "[Karian]";
+ mes "But I told you that I don't ride airships!";
+ next;
+ mes "["+strcharinfo(0)+"]";
+ mes "I can't believe this!";
+ next;
+ mes "[Karian]";
+ mes "Well, let's forget about the past!";
+ mes "Since we're in Comodo, let's just have some fun okay?";
+ next;
+ mes "["+strcharinfo(0)+"]";
+ mes "Then what should we do about looking for 'Maestro Song'??";
+ next;
+ mes "[Karian]";
+ mes "Oh yeah...";
+ mes "Why don't we ask the villagers?";
+ donpcevent "Karian#cmd6::OnDisable";
+ set job_min,18;
+ changequest 11149,11150;
+ close;
+ }
+ end;
+}
+
+comodo,184,109,0 script Karian#cmd6 486,{
+ end;
+
+OnInit:
+ disablenpc "Karian#cmd6";
+ end;
+
+OnEnable:
+ enablenpc "Karian#cmd6";
+ initnpctimer;
+ end;
+
+OnDisable:
+ disablenpc "Karian#cmd6";
+ stopnpctimer;
+ end;
+
+OnTimer100000:
+ donpcevent "Karian#cmd6::OnDisable";
+ stopnpctimer;
+ end;
+}
+
+comodo,192,119,0 script Kayak Master#job_min 98,{
+
+ if (job_min == 18){
+ mes "[Kayak Master]";
+ mes "What?";
+ mes "Maestro Song?";
+ mes "I don't know~";
+ next;
+ mes "[Kayak Master]";
+ mes "Go to the diner located in the northern part of Comodo.";
+ mes "If he visits this town, he would likely go there first.";
+ next;
+ mes "[Kayak Master]";
+ mes "The hostess is good at memorizing the faces of customers.";
+ mes "It's good for business you know?";
+ set job_min,19;
+ changequest 11150,11151;
+ close;
+ }
+ mes "[Kayak Master]";
+ mes "The sea is man's dream.";
+ next;
+ mes "[Kayak Master]";
+ mes "It's my hope that I can cross over to Hugel someday!";
+ close;
+}
+
+comodo,159,316,4 script Woman Roasting Meat 701,{
+
+ if (job_min == 19){
+ mes "[Woman Roasting Meat]";
+ mes "Maestro Song?";
+ mes "Yes, I remember that face because he visited a few years ago.";
+ next;
+ mes "[Woman Roasting Meat]";
+ mes "He ate a whole plate of baby back ribs by himself...";
+ mes "How can I forget his face?";
+ next;
+ mes "[Woman Roasting Meat]";
+ mes "It was kind of a big fuss.";
+ mes "It was so crowded because of him.";
+ next;
+ mes "[Woman Roasting Meat]";
+ mes "Finally, he became exhaused and he wanted to go somewhere quiet.";
+ next;
+ mes "[Woman Roasting Meat]";
+ mes "I told him that there was a quiet place near Morroc, and he left.";
+ next;
+ mes "[Woman Roasting Meat]";
+ mes "I regret that.";
+ next;
+ mes "[Woman Roasting Meat]";
+ mes "He raised our income a lot while he was here...";
+ set job_min,20;
+ changequest 11151,11152;
+ close;
+ }else if (job_min == 20){
+ mes "[Woman Roasting Meat]";
+ mes "Where is the quiet place?";
+ mes "Well I'm not sure but there is a mysterious building in south-eastern part of Morroc.";
+ next;
+ mes "[Woman Roasting Meat]";
+ mes "I heard that some mysterious people gather there.";
+ mes "I think they're part of some secret guild called ash... or assa... Oh I forget...";
+ close;
+ }
+ mes "[Woman Roasting Meat]";
+ mes "He ate a whole plate of baby back ribs by himself.";
+ next;
+ mes "[Woman Roasting Meat]";
+ mes "I'll never forget him.";
+ close;
+}
+
+moc_fild16,206,232,0 script jmTransfer news 139,3,3,{
+
+OnTouch:
+ if (job_min == 20){
+ mes "["+strcharinfo(0)+"]";
+ mes "Um? What is this?";
+ mes "Something covered by sand?";
+ next;
+ mes "["+strcharinfo(0)+"]";
+ mes "Ah It's!!";
+ mes "I think 'Maestro Song' dropped it!";
+ next;
+ mes "[Karian]";
+ mes "What?! How do you know?";
+ donpcevent "Karian#cmd7::OnEnable";
+ next;
+ mes "["+strcharinfo(0)+"]";
+ mes "The lyrics from the man I met in hugel on the receipt...";
+ next;
+ mes "["+strcharinfo(0)+"]";
+ mes "and this poem written on this paper.";
+ mes "The calligraphy style is the same.";
+ next;
+ mes "[Karian]";
+ mes "I want to see clock tower...";
+ next;
+ mes "["+strcharinfo(0)+"]";
+ mes "But this poem can't be a clue...";
+ mes "...";
+ mes "What?";
+ next;
+ mes "[Karian]";
+ mes "......";
+ mes "I want to see clock tower.";
+ next;
+ mes "["+strcharinfo(0)+"]";
+ mes "Clock tower?";
+ mes "What are you saying all of a sudden?";
+ next;
+ mes "[Karian]";
+ mes "The... huge clock tower in Al De Baran.";
+ next;
+ mes "["+strcharinfo(0)+"]";
+ mes "I know but...";
+ next;
+ mes "[Karian]";
+ mes "Will you join me?";
+ next;
+ switch(select("Refuse.:Accept.")){
+ case 1:
+ mes "[Karian]";
+ mes "Come on~Come on~";
+ mes "Come on~Come on~";
+ mes "Come on~~~~~~~~~";
+ next;
+ mes "[Karian]";
+ mes "We don't have anymore clues.";
+ next;
+ mes "[Karian]";
+ mes "Hey! Let's go~~";
+ donpcevent "Karian#cmd7::OnDisable";
+ set job_min,21;
+ changequest 11152,11153;
+ close;
+ case 2:
+ mes "["+strcharinfo(0)+"]";
+ mes "Ok that's not a bad idea...";
+ next;
+ mes "[Karian]";
+ mes "Ok!!!";
+ mes "Hey! Let's go~~";
+ donpcevent "Karian#cmd7::OnDisable";
+ set job_min,21;
+ changequest 11152,11153;
+ close;
+ }
+ }
+ end;
+}
+
+moc_fild16,204,231,0 script Karian#cmd7 486,{
+ end;
+
+OnInit:
+ disablenpc "Karian#cmd7";
+ end;
+
+OnEnable:
+ enablenpc "Karian#cmd7";
+ initnpctimer;
+ end;
+
+OnDisable:
+ disablenpc "Karian#cmd7";
+ stopnpctimer;
+ end;
+
+OnTimer100000:
+ donpcevent "Karian#cmd7::OnDisable";
+ stopnpctimer;
+ end;
+}
+
+aldebaran,140,130,0 script jmAldebaran Clock Tower 139,3,3,{
+
+OnTouch:
+ if (job_min == 21){
+ mes "["+strcharinfo(0)+"]";
+ mes "Anyway why do you want to visit this place?";
+ next;
+ mes "[Karian]";
+ mes "......";
+ donpcevent "Karian#cmd8::OnEnable";
+ next;
+ mes "[Karian]";
+ mes "This is my friend's favorite place.";
+ mes "When we feel tired, we see that tower.";
+ next;
+ mes "[Karian]";
+ mes "Let me go back to my hometown.";
+ mes "There are many beautiful flowers.";
+ mes "The birds sing for me.";
+ mes "It's this old town.";
+ next;
+ mes "[Karian]";
+ mes "I harvest crops";
+ mes "for my church.";
+ mes "There is no warmer";
+ mes "place than where";
+ mes "I was raised.";
+ next;
+ mes "[Karian]";
+ mes "Let me go back to my hometown.";
+ mes "Let me play in the lake until I die.";
+ mes "I'll take a rest";
+ mes "at the end of my life.";
+ next;
+ mes "[Karian]";
+ mes "Where is Misa and Masa.";
+ mes "They already went to the";
+ mes "brilliant mountain where";
+ mes "it is full of freedom and";
+ mes "pleasure I want to go";
+ mes "there soon.";
+ next;
+ mes "[Karian]";
+ mes "It's a song that my friend always sang for me.";
+ mes "I haven't sung it in a long time...";
+ next;
+ mes "[Karian]";
+ mes "Why don't we go back to Prontera?";
+ next;
+ mes "[Karian]";
+ mes "I can't get rid of the the memories that I was impressed with when I entered Prontera's gates.";
+ set job_min,22;
+ changequest 11153,11154;
+ donpcevent "Karian#cmd8::OnDisable";
+ close;
+ }else if (job_min == 22){
+ mes "[Karian]";
+ mes "Let's go back to Prontera?";
+ next;
+ mes "[Karian]";
+ mes "I can't get rid of the the memories that I was impressed with when I entered Prontera's gates.";
+ close;
+ }
+ end;
+}
+
+aldebaran,142,128,2 script Karian#cmd8 486,{
+ end;
+
+OnInit:
+ disablenpc "Karian#cmd8";
+ end;
+
+OnEnable:
+ enablenpc "Karian#cmd8";
+ initnpctimer;
+ end;
+
+OnDisable:
+ disablenpc "Karian#cmd8";
+ stopnpctimer;
+ end;
+
+OnTimer100000:
+ donpcevent "Karian#cmd8::OnDisable";
+ stopnpctimer;
+ end;
+}
+
+prontera,155,40,0 script jmprt1 139,2,2,{
+
+OnTouch:
+ if (job_min == 22){
+ mes "[Karian]";
+ mes "I've finally come back.";
+ mes "Back to Prontera...";
+ donpcevent "Karian#cmd9::OnEnable";
+ next;
+ mes "[Karian]";
+ mes "I'm so tired.";
+ mes "I want to take a rest~";
+ mes "Come here, "+strcharinfo(0)+".";
+ set job_min,23;
+ close;
+ }
+ end;
+}
+
+prontera,155,49,4 script Karian#cmd9 486,{
+ end;
+
+OnInit:
+ disablenpc "Karian#cmd9";
+ end;
+
+OnEnable:
+ enablenpc "Karian#cmd9";
+ initnpctimer;
+ end;
+
+OnDisable:
+ disablenpc "Karian#cmd9";
+ stopnpctimer;
+ end;
+
+OnTimer300000:
+ donpcevent "Karian#cmd9::OnDisable";
+ stopnpctimer;
+ end;
+}
+
+prontera,155,42,0 script prtjm1 139,1,1,{
+
+OnTouch:
+ if (job_min == 23){
+ mes "-Let me go back to my hometown.-";
+ set job_min,24;
+ close2;
+ warp "prontera",155,44;
+ end;
+ }
+ end;
+}
+
+prontera,155,44,0 script prtjm2 139,1,1,{
+
+OnTouch:
+ if (job_min == 24){
+ mes "-There are many beautiful flowers.-";
+ set job_min,25;
+ close2;
+ warp "prontera",155,46;
+ end;
+ }
+ end;
+}
+
+prontera,155,46,0 script prtjm3 139,1,1,{
+
+OnTouch:
+ if (job_min == 25){
+ mes "-The birds sing for me.-";
+ set job_min,26;
+ close2;
+ warp "prontera",155,48;
+ end;
+ }
+ end;
+}
+
+prontera,155,48,0 script prtjm4 139,1,1,{
+
+OnTouch:
+ if (job_min == 26 || job_min == 27){
+ mes "-It's this old town.-";
+ next;
+ if(SkillPoint != 0){
+ mes "[Karian]";
+ mes "Hey... Don't you know how to use your skill points?";
+ mes "You should use them.";
+ close;
+ }
+ if ((Class >= 4023) && (Class <= 4045)){
+ mes "[Karian]";
+ mes "Why... Why are you so little?";
+ close;
+ }
+ if(checkweight(1201,1) == 0){
+ mes "^3355FFWait a minute! You're";
+ mes "carrying too many items";
+ mes "right now: store some of";
+ mes "your extra things in Kafra";
+ mes "Storage, and then come back.^000000";
+ close;
+ }
+ if (JobLevel < 50 || BaseLevel < 99){
+ mes "[Karian]";
+ mes "Hey... why are you so low?";
+ mes "How did you lose levels?";
+ close;
+ }
+ if (Class == Job_Bard || Class == Job_Clown){
+ mes "["+strcharinfo(0)+"]";
+ mes "-It's a poem that you picked up in the desert.-";
+ next;
+ mes "["+strcharinfo(0)+"]";
+ mes "-How does Karian know-";
+ mes "-that song's not a poem?-";
+ next;
+ mes "[Karian]";
+ mes "Why are you looking at me?";
+ mes "How was it? Have fun??";
+ set job_min,27;
+ donpcevent "Karian#cmd9::OnDisable";
+ close2;
+ warp "prt_in",101,174;
+ end;
+ }
+ mes "[Karian]";
+ mes "Hey... you changed your outfit?";
+ mes "How'd you do that?";
+ close;
+ }
+ end;
+}
+
+prt_in,94,172,4 script Karian#job_min3 480,{
+
+ if ((Class >= 4023) && (Class <= 4045)){
+ mes "[Karian]";
+ mes "Why... Why are you so little?";
+ close;
+ }
+ if(checkweight(1201,1) == 0){
+ mes "^3355FFWait a minute! You're";
+ mes "carrying too many items";
+ mes "right now: store some of";
+ mes "your extra things in Kafra";
+ mes "Storage, and then come back.^000000";
+ close;
+ }
+ if (JobLevel < 50 || BaseLevel < 99){
+ mes "[Karian]";
+ mes "Hey... why are you so low?";
+ mes "How did you lose levels?";
+ close;
+ }
+ if (job_min == 27 || SkillPoint != 0){
+ mes "[Karian]";
+ mes "Hey... Don't you know how to use your skill points?";
+ mes "You should use them.";
+ close;
+ }else if (job_min > 99){
+ switch(select("Talk.:Leave.")){
+ case 1:
+ mes "[Maestro Song]";
+ mes "The name 'Karian'?";
+ mes "He gave it to me.";
+ next;
+ mes "[Maestro Song]";
+ mes "He said that when he hears my song, he feels warmhearted.";
+ mes "'Kallianga' means hot air.";
+ next;
+ mes "[Maestro Song]";
+ mes "He likes to sing..";
+ next;
+ mes "[Maestro Song]";
+ mes "And he's good at singing for sure?";
+ next;
+ mes "[Maestro Song]";
+ mes "Ah! If it's okay with you, I want to take a pic with you in Juno?";
+ next;
+ mes "[Maestro Song]";
+ mes "I want to have something to remember you by.";
+ close;
+ case 2:
+ mes "[Maestro Song]";
+ mes "See you.";
+ mes "It was really fun.";
+ close2;
+ warp "prontera",156,99;
+ end;
+ }
+ }
+ if (Class == Job_Bard || Class == Job_Clown){
+ mes "[Karian]";
+ mes "I'm sorry about the lie.";
+ mes "The song written on this paper...";
+ next;
+ mes "[Karian]";
+ mes "I really want to find my friend's article left behind.";
+ mes "I couldn't find it by myself.";
+ next;
+ mes "[Karian]";
+ mes "I gave it to my friend but he kept it precious...";
+ next;
+ mes "["+strcharinfo(0)+"]";
+ mes "Did you give it to him?";
+ mes "Wait a second!";
+ mes "Just who are you?";
+ next;
+ mes "[Maestro Song]";
+ mes "Yes! I'm 'Maestro Song'!";
+ mes "Are you suprised!?";
+ next;
+ mes "["+strcharinfo(0)+"]";
+ mes "......";
+ next;
+ mes "[Maestro Song]";
+ mes "This is my present to you.";
+ next;
+ if (Class == Job_Bard){
+ mes "[Maestro Song]";
+ mes "You are also my friend.";
+ set job_min,100;
+ jobchange Job_Minstrel;
+ completequest 11154;
+ getitem 5751,1;
+ getitem 2795,1;
+ close;
+ }else if (Class == Job_Clown){
+ mes "[Maestro Song]";
+ mes "You are also my friend.";
+ set job_min,100;
+ jobchange Job_Minstrel_T;
+ completequest 11154;
+ getitem 5751,1;
+ getitem 2795,1;
+ close;
+ }
+ mes "[Maestro Song]";
+ mes "Huh?";
+ close;
+ }
+ mes "[Karian]";
+ mes "How did you get in here?";
+ close;
} \ No newline at end of file
diff --git a/npc/jobs/3-2/royal_guard.txt b/npc/jobs/3-2/royal_guard.txt
index 2f11011f8..1dd0222d5 100644
--- a/npc/jobs/3-2/royal_guard.txt
+++ b/npc/jobs/3-2/royal_guard.txt
@@ -1,518 +1,518 @@
-//===== rAthena Script =======================================
-// Royal Guard Job change Quest
-//===== By: ==================================================
-//= brAthena
-//===== Current Version: =====================================
-//= 1.0
-//===== Compatible With: =====================================
-//= Any rAthena or brAthena SVN
-//===== Description: =========================================
-//= [AEGIS Conversion]
-//= Job change Quest from Crusader / Paladin -> Royal Guard.
-//===== Additional Comments: =================================
-//= 1.0 First Version.
-//============================================================
-prt_castle,48,163,3 script Gentleman#4386457567 57,{
- if(!checkweight(1201,1)) {
- mes "You have too many items. please arrange them then try again.";
- close;
- }
- if(MaxWeight - Weight < 1000) {
- mes "You have too much items, please make more light.";
- close;
- }
- if(upper == 2 || upper == 6) {
- mes "[Middle-aged Gentleman]";
- mes "Cute child, what is your name eh?";
- close;
- }
- if(Class == 4066 || Class == 4073) {
- mes "[Middle-aged Gentleman]";
- mes "Uh? What am I doing? I came here for an errand...";
- next;
- mes "^000099Maybe my feeling has moved to another body^000000";
- close;
- }
- if(JobLevel < 50 || SkillPoint || BaseLevel < 99) {
- mes "[Middle-aged Gentleman]";
- mes "Oh you are so young. Keep working hard.";
- close;
- }
- if(checkriding() || checkcart() || checkfalcon()) {
- mes "[Middle-aged Gentleman]";
- mes "You are dragging something. If you're riding something you better dismount it before proceeding.";
- close;
- }
- if(Class != 14 && Class != 4015) {
- mes "[Middle-aged Gentleman]";
- mes "I don't have anything to say to you. Find another person.";
- close;
- }
- if(job_royal < 1) {
- mes "[Middle-aged Gentleman]";
- mes "What was I saying... (mumble) the remaining segment is in Glass Heim around 13.......";
- next;
- mes "[Middle-aged Gentleman]";
- mes "Uhh?";
- mes "Did you need something?";
- next;
- select "I haven't seen you before.";
- mes "[Middle-aged Gentleman]";
- mes "Hehehe, don't worry about me.";
- next;
- mes "[Middle-aged Gentleman]";
- mes "If you don't have business with me, just keep going my friend.";
- next;
- select "You don't look like a Knight...";
- mes "[Middle-aged Gentleman]";
- mes "You're a curious one. Who are you? What do you want?";
- next;
- select "Just looking around!:This is my office!:Who am I? Who are you?";
- mes "[Middle-aged Gentleman]";
- mes "Do you want to argue with me? Do you know who I am?";
- next;
- if(select("Not really, who are you?:Sorry, I won't hurt your feelings.") == 2) {
- mes "["+strcharinfo(0)+"]";
- mes "Sorry. I had to be sure. I didn't know that you are from the royal palace.";
- next;
- mes "[Middle-aged Gentleman]";
- mes "That's enough. Don't make this mistake again.";
- close;
- }
- mes "["+strcharinfo(0)+"]";
- mes "I'm a member here and have the authority to find out what your business is here.";
- next;
- mes "["+strcharinfo(0)+"]";
- mes "You are a stranger and I'm not sure if you belog here.";
- next;
- mes "["+strcharinfo(0)+"]";
- mes "If you tell me your identity, I will apologize.";
- next;
- mes "[Middle-aged Gentleman]";
- mes "You are so persistent.";
- mes "If you really want, I will introduce myself.";
- next;
- mes "[Middle-aged Gentleman]";
- mes "I am Heinrich.";
- mes "I'm collecting information about King Schmidtz's trace which has disappeared.";
- next;
- select "Schmidzt's trace? Is it a treasure?";
- mes "[Heinrich]";
- mes "Most archaeologists are eager to get treasure. I'm looking for traces of the ^000099Royal Guard^000000 and their sons who belong to the Schmidtz line.";
- next;
- select "Royal Guard?";
- mes "[Heinrich]";
- mes "Sounds interesting doesn't it? I can't really say but their history and files are under strict security.";
- next;
- select "Can't you tell me?";
- mes "[Heinrich]";
- mes "I can't really talk about the Royal Guard to just anyone who asks about them.";
- next;
- mes "[Heinrich]";
- mes "BUT!! I want to believe you...";
- next;
- if(select("I want to know more.:Stop talking.") == 2) {
- mes "[Heinrich]";
- mes "Good idea.";
- next;
- mes "[Heinrich]";
- mes "Just forget it and let your mind do more worthy things.";
- close;
- }
- mes "[Heinrich]";
- mes "You are impetuous.";
- next;
- mes "[Heinrich]";
- mes "It's not a simple story to tell a person like you. Go back.";
- set job_royal,1;
- setquest 12090;
- close;
- }
- mes "[Heinrich]";
- if(job_royal == 1) {
- mes "You are persistent friend.";
- mes "Do you have more things to talk to me about?";
- next;
- select "If you can't trust me, test me pal.";
- mes "[Heinrich]";
- mes "Test?";
- mes "Did you say the test? Huhu!";
- next;
- mes "[Heinrich]";
- mes "Friend, you have shown your interest about my job, are you sure? Or are you kidding me?";
- next;
- select "I'm serious!";
- mes "[Heinrich]";
- mes "Really?";
- mes "Good. You might have the wrong idea about what a Royal Guard is. So, in your opinion, what do you think is the key to being a Royal Guard?";
- next;
- select "Decision and Bravery:Calm Judgment:Sharp wisdom:Benevolent spirit";
- mes "[Heinrich]";
- mes "Good choice.";
- mes "Actually, the other 3 are also needed to have the Royal Guard spirit, friend.";
- next;
- mes "[Heinrich]";
- mes "But according to research documents about the Royal Guard, the best belief is 'asceticism and endurance'.";
- next;
- mes "[Heinrich]";
- mes "Did you get it?";
- mes "Asceticism and Endurance young one. It is a bit different from what you answered.";
- next;
- mes "[Heinrich]";
- mes "You seem to have a large interest about this story but I can't tell you more.";
- next;
- mes "[Heinrich]";
- mes "Only those who have qualification can hear the Royal Guard history.";
- next;
- select "What can I do to hear that story?";
- mes "^000099Heinrich has an agonized look on his face. Then he looked like he fell asleep. Finally he says with wreckless abandon.^000000";
- next;
- mes "[Heinrich]";
- mes "You are too stubborn.";
- mes "If so I will test you to see your asceticism and endurance.";
- next;
- mes "[Heinrich]";
- mes "Long ago King Schmidtz gave a title to a brave soldier who come back with 100 Sacred Marks.";
- next;
- mes "[Heinrich]";
- mes "If you want to hear more story, you have to show me your similar attitude.";
- next;
- if(select("That's an unfair demand.:I will try.") == 2) {
- mes "[Heinrich]";
- mes "Good idea, it would better to find something more worthy.";
- close;
- }
- mes "[Heinrich]";
- mes "Ok, let's do it this way. Actually it's too difficult to collect 100 Sacred Marks, just show your ambition by collecting 100 Burning Hearts.";
- next;
- mes "[Heinrich]";
- mes "If you bring them I can tell you more of the story. That means you show your endurance to me.";
- next;
- mes "[Heinrich]";
- mes "Don't forget to bring the 100 Burning Hearts.";
- set job_royal,2;
- changequest 12090,12091;
- close;
- }
- if(job_royal == 2) {
- if(countitem(7097) < 100) {
- mes "Don't forget to bring 100 Burning Heart.";
- close;
- }
- mes "Did you get all of them?";
- mes "Most people just ignore me or give up the mission.";
- next;
- mes "[Heinrich]";
- mes "Wait while I arrange the stuff that you brought.";
- delitem 7097,100;
- set job_royal,3;
- changequest 12091,12092;
- close;
- }
- if(job_royal == 3) {
- mes "...";
- mes "Good. I can feel truth from your heart. Now I can tell you more of the story.";
- next;
- select "Ok tell me more.";
- mes "[Heinrich]";
- mes "The best members of the Crusader and Paladin classes can gain the qualification of the Royal Guard.";
- next;
- mes "[Heinrich]";
- mes "They are agents of the divine order and judge with swift punishment.";
- next;
- mes "[Heinrich]";
- mes "We still have many opinions about how they could have survived. Surely someone had to have believed that their history was not false.";
- next;
- select "Are there still documents?";
- mes "[Heinrich]";
- mes "Hmm, documents you say...";
- next;
- mes "[Heinrich]";
- mes "Unfortunately after King Schmidtz disappeared, traces of the Royal Guard disappeared.";
- next;
- mes "[Heinrich]";
- mes "Their history, belief, vision and fighting skill seemingly disappeared without any of the documents being saved.";
- next;
- mes "[Heinrich]";
- mes "It's like it disappeared with the king.";
- next;
- select "So the reason of finding their traces...";
- mes "[Heinrich]";
- mes "I was worried about past Royal Guards that might not have been able to pass down their history.";
- next;
- mes "[Heinrich]";
- mes "The mysterious power... can't appear anymore in the world. How disappointing is it~!";
- next;
- mes "[Heinrich]";
- mes "That's why I'm concentrating to revive their job.";
- next;
- select "How much progress have you made?";
- mes "[Heinrich]";
- mes "Fortunately, I excavated most of the treasures and interpreted them. I just have one trace left to find.";
- next;
- select "The rest of the traces?";
- mes "[Heinrich]";
- mes "The Royal Guard carved the mark of King Schmidtz on their clothes. The trace of this custom is the last clue.";
- next;
- mes "[Heinrich]";
- mes "According to reports from other cities the last trace possibly exists in a monastery inside of Glass Heim.";
- next;
- mes "[Heinrich]";
- mes "But it is too dangerous for me there so I almost gave up.";
- next;
- mes "[Heinrich]";
- mes "Now I can't tell you why the trace is there.";
- next;
- if(select("Interesting. Can I go there?:Seems really dangerous.") == 2) {
- mes "[Heinrich]";
- mes "Good idea, that's useless work to explore there.";
- close;
- }
- mes "[Heinrich]";
- mes "Are you kidding?";
- mes "You shouldn't treat it like it's just some normal chore.";
- next;
- select "I'm not kidding. I'm serious.";
- mes "[Heinrich]";
- mes "If you say it like that I don't have anymore options.";
- next;
- mes "[Heinrich]";
- mes "I don't know if it will be helpful or not. I will write an explanation in detail.";
- next;
- mes "^000099Here's the last trace of the Royal Guard. Open the quest window and check the position.^000000";
- set job_royal,4;
- changequest 12092,12093;
- close;
- }
- if(job_royal == 4) {
- if(!countitem(6274)) {
- mes "Our staff has already left to find the last trace, so don't work too hard.";
- close;
- }
- mes "You surprised me. How did you get it? So far no one could get it.";
- next;
- mes "[Heinrich]";
- mes "Thank you so much.";
- mes "Thanks to your effort I can find the last clue. How amazing~!";
- next;
- mes "^000099Heinrich hesitated and brought an old shield from the side of the office.^000000";
- next;
- mes "[Heinrich]";
- mes "Our staff excavated it. They assumed that King Schmidtz used it. But it wasn't used by him.";
- next;
- select "Sure it's wasn't used by the King?";
- mes "[Heinrich]";
- mes "I can't be entirely sure.";
- mes "Maybe you are right but, according to when we did the initial identification we can be sure it wasn't used.";
- next;
- mes "[Heinrich]";
- mes "But it's an old treasure so, somehow it will be useful. I might know how to use it.";
- next;
- select "Can I keep it?";
- mes "[Heinrich]";
- mes "Of course.";
- mes "Someday it might be useful to you.";
- next;
- mes "^000099You get the shield from Heinrich. There are some letters carved on the inside of the shield.";
- next;
- mes "If you want to see the letters, please check the quest window.^000000";
- next;
- mes "[Heinrich]";
- mes "Ok~~ now.";
- mes "I'll be deciphering the cloth for now so I will be very busy!";
- delitem 6274,1;
- getitem 6275,1;
- set job_royal,5;
- changequest 12093,12094;
- close;
- }
- if(!countitem(6275)) {
- mes "What? Did you lose the shield? What is the one on your back?";
- getitem 6275,1;
- close;
- }
- mes "Thanks to your help I can finish the excavation work. Thanks a lot.";
- close;
-}
-
-glast_01,240,366,5 script Memory of King Schmidtz 844,{
- if(!checkweight(1201,1) || MaxWeight - Weight < 1000) {
- mes "You are too heavy. Make yourself lighter.";
- close;
- }
- if(job_royal == 5 && (Class == 14 || Class == 4015)) {
- if(countitem(6275) < 1) {
- mes "^000099You seem to have lost the shield. Go back to Heinrich and ask for help^000000.";
- close;
- }
- mes "[Memory of King Schmidtz]";
- mes "Who are you?";
- next;
- select "I brought a relic...";
- mes "[Memory of King Schmidtz]";
- mes "My relic?";
- next;
- mes "[Memory of King Schmidtz]";
- mes "Too bad. Here is one more friend who has been cheated by Heinrich.";
- next;
- select "Do you know Heinrich?";
- mes "[Memory of King Schmidtz]";
- mes "He was my faithful adjutant. And he has continued to be so for hundreds of years.";
- next;
- select "How has he lived for hundreds...";
- mes "[Memory of King Schmidtz]";
- mes "Maybe his body is just a cast. He found a way to move from body to body in order to stay alive.";
- next;
- mes "[Memory of King Schmidtz]";
- mes "He doesn't want to accept my death and wanders the world, continuing to find Royal Guards.";
- next;
- select "What's the meaning of this shield?";
- mes "[Memory of King Schmidtz]";
- mes "The shield from Heinrich is our contract before I died.";
- next;
- mes "[Memory of King Schmidtz]";
- mes "Heinrich was charged with finding the proper people to become Royal Guards, the shield was to be the contract.";
- next;
- mes "[Memory of King Schmidtz]";
- mes "To him, this was the last order that I gave to him.";
- next;
- mes "[Memory of King Schmidtz]";
- mes "Now he doesn't need to do it anymore, but will remain as a fool whom can't forget his King's final order.";
- next;
- select "So what now? Can I leave?";
- mes "[Memory of King Schmidtz]";
- mes "Sorry but I can't send you now.";
- next;
- mes "[Memory of King Schmidtz]";
- mes "This is a contract with Heinrich so I have to keep it. You look faithful and brave.";
- next;
- mes "[Memory of King Schmidtz]";
- mes "Now, it's time to keep the promise with Heinrich. It's up to you.";
- next;
- mes "[Memory of King Schmidtz]";
- mes "I'm planning to accept you as a member of the Royal Guard to continue their lost traditions. Are you ready to do it?";
- next;
- if(select("Sure, of course:Not yet") == 2) {
- mes "[Memory of King Schmidtz]";
- mes "Umm, maybe Heinrich had wrong judgement.";
- close;
- }
- mes "[Memory of King Schmidtz]";
- mes "If so, I will proceed to making you a Royal Guard.";
- next;
- if(select("Great.:Not yet.") == 2) {
- mes "[Memory of King Schmidtz]";
- mes "Perhaps Heinrich had the wrong image of you.";
- close;
- }
- mes "[Memory of King Schmidtz]";
- mes "Congratulations! Young Royal Guard.";
- mes "Be a symbol of honor and continue the great tradition of your new name.";
- close2;
- specialeffect2 EF_MAPPILLAR;
- progressbar "FFFF00",7;
- specialeffect2 EF_LORD;
- delitem 6275,1;
- erasequest 12094;
- if(class == 14)
- jobchange 4066;
- else
- jobchange 4073;
- getitem 5757,1;
- getitem 2795,1;
- end;
- }
-}
-
-gl_church,173,88,0 script Delicate trace#01 844,{
- if(job_royal == 4 && !countitem(6274)) {
- progressbar "ffff00",5;
- if(set(.@rand,rand(70)) >= 65) {
- mes "While investigating, the topography breaks. It would be better to dig other places for a while.";
- disablenpc strnpcinfo(0);
- initnpctimer;
- close;
- }
- getitem (.@rand >= 5 ? 7049:6274),1;
- end;
- }
- mes "There is a trace that someone has already dug here.";
- close;
-
- OnTimer60000:
- enablenpc strnpcinfo(0);
- stopnpctimer;
- OnTimer1000:
- OnTimer20000:
- OnTimer40000:
- specialeffect EF_MAPPILLAR;
- end;
-}
-gl_church,158,103,0 duplicate(Delicate trace#01) Delicate trace#02 844
-gl_church,139,90,0 duplicate(Delicate trace#01) Delicate trace#03 844
-gl_church,126,62,0 duplicate(Delicate trace#01) Delicate trace#04 844
-gl_church,148,5,0 duplicate(Delicate trace#01) Delicate trace#05 844
-gl_church,185,72,0 duplicate(Delicate trace#01) Delicate trace#06 844
-gl_church,185,72,0 duplicate(Delicate trace#01) Delicate trace#07 844
-gl_church,211,94,0 duplicate(Delicate trace#01) Delicate trace#08 844
-gl_church,185,125,0 duplicate(Delicate trace#01) Delicate trace#09 844
-gl_church,143,125,0 duplicate(Delicate trace#01) Delicate trace#10 844
-gl_church,105,115,0 duplicate(Delicate trace#01) Delicate trace#11 844
-
-gl_church,158,100,0 script #Clue of traces 111,4,4,{
- end;
- OnTouch:
- if(job_royal == 4 && !countitem(6274)) {
- specialeffect2 EF_FREEZE;
- mes "I can feel strong power around here. It would be better to explore around here.";
- viewpoint 1,173,88 ,1, "0xFFFF00";
- viewpoint 1,158,103,2, "0xFFFF00";
- viewpoint 1,139,90 ,3, "0xFFFF00";
- viewpoint 1,126,62 ,4, "0xFFFF00";
- viewpoint 1,148,5 ,5, "0xFFFF00";
- viewpoint 1,185,72 ,6, "0xFFFF00";
- viewpoint 1,211,94 ,7, "0xFFFF00";
- viewpoint 1,185,125,8, "0xFFFF00";
- viewpoint 1,143,125,9, "0xFFFF00";
- viewpoint 1,105,115,10,"0xFFFF00";
- close;
- }
-}
-
-sec_in02,12,43,3 script Caller 57,1,1,{
- switch(select("Royal Guard:Rune Knight:Call Player")) {
- case 1:
- mes "1~5";
- next;
- if(input(.@val,1,5)) {
- mes "Set item to adjust the Royal Guard";
- mes "You can only set a bumber betweeen 1 to 5.";
- close;
- }
- set job_royal,.@val;
- mes "Completed";
- close;
- case 2:
- mes "1~24";
- next;
- if(input(1,24)) {
- mes "Set item to adjust the Rune Knight";
- mes "You can only set a bumber betweeen 1 to 24.";
- close;
- }
- set job_rune_edq,.@val;
- mes "Completed";
- close;
- case 3:
- mes "1~5";
- next;
- if(input(1,5)) {
- mes "Item Adjust call";
- mes "You can only set a bumber betweeen 1 to 5.";
- close;
- }
- set job_soc,.@val;
- mes "Completed";
- close;
- }
+//===== rAthena Script =======================================
+// Royal Guard Job change Quest
+//===== By: ==================================================
+//= brAthena
+//===== Current Version: =====================================
+//= 1.0
+//===== Compatible With: =====================================
+//= Any rAthena or brAthena SVN
+//===== Description: =========================================
+//= [AEGIS Conversion]
+//= Job change Quest from Crusader / Paladin -> Royal Guard.
+//===== Additional Comments: =================================
+//= 1.0 First Version.
+//============================================================
+prt_castle,48,163,3 script Gentleman#4386457567 57,{
+ if(!checkweight(1201,1)) {
+ mes "You have too many items. please arrange them then try again.";
+ close;
+ }
+ if(MaxWeight - Weight < 1000) {
+ mes "You have too much items, please make more light.";
+ close;
+ }
+ if(upper == 2 || upper == 6) {
+ mes "[Middle-aged Gentleman]";
+ mes "Cute child, what is your name eh?";
+ close;
+ }
+ if(Class == 4066 || Class == 4073) {
+ mes "[Middle-aged Gentleman]";
+ mes "Uh? What am I doing? I came here for an errand...";
+ next;
+ mes "^000099Maybe my feeling has moved to another body^000000";
+ close;
+ }
+ if(JobLevel < 50 || SkillPoint || BaseLevel < 99) {
+ mes "[Middle-aged Gentleman]";
+ mes "Oh you are so young. Keep working hard.";
+ close;
+ }
+ if(checkriding() || checkcart() || checkfalcon()) {
+ mes "[Middle-aged Gentleman]";
+ mes "You are dragging something. If you're riding something you better dismount it before proceeding.";
+ close;
+ }
+ if(Class != 14 && Class != 4015) {
+ mes "[Middle-aged Gentleman]";
+ mes "I don't have anything to say to you. Find another person.";
+ close;
+ }
+ if(job_royal < 1) {
+ mes "[Middle-aged Gentleman]";
+ mes "What was I saying... (mumble) the remaining segment is in Glass Heim around 13.......";
+ next;
+ mes "[Middle-aged Gentleman]";
+ mes "Uhh?";
+ mes "Did you need something?";
+ next;
+ select "I haven't seen you before.";
+ mes "[Middle-aged Gentleman]";
+ mes "Hehehe, don't worry about me.";
+ next;
+ mes "[Middle-aged Gentleman]";
+ mes "If you don't have business with me, just keep going my friend.";
+ next;
+ select "You don't look like a Knight...";
+ mes "[Middle-aged Gentleman]";
+ mes "You're a curious one. Who are you? What do you want?";
+ next;
+ select "Just looking around!:This is my office!:Who am I? Who are you?";
+ mes "[Middle-aged Gentleman]";
+ mes "Do you want to argue with me? Do you know who I am?";
+ next;
+ if(select("Not really, who are you?:Sorry, I won't hurt your feelings.") == 2) {
+ mes "["+strcharinfo(0)+"]";
+ mes "Sorry. I had to be sure. I didn't know that you are from the royal palace.";
+ next;
+ mes "[Middle-aged Gentleman]";
+ mes "That's enough. Don't make this mistake again.";
+ close;
+ }
+ mes "["+strcharinfo(0)+"]";
+ mes "I'm a member here and have the authority to find out what your business is here.";
+ next;
+ mes "["+strcharinfo(0)+"]";
+ mes "You are a stranger and I'm not sure if you belog here.";
+ next;
+ mes "["+strcharinfo(0)+"]";
+ mes "If you tell me your identity, I will apologize.";
+ next;
+ mes "[Middle-aged Gentleman]";
+ mes "You are so persistent.";
+ mes "If you really want, I will introduce myself.";
+ next;
+ mes "[Middle-aged Gentleman]";
+ mes "I am Heinrich.";
+ mes "I'm collecting information about King Schmidtz's trace which has disappeared.";
+ next;
+ select "Schmidzt's trace? Is it a treasure?";
+ mes "[Heinrich]";
+ mes "Most archaeologists are eager to get treasure. I'm looking for traces of the ^000099Royal Guard^000000 and their sons who belong to the Schmidtz line.";
+ next;
+ select "Royal Guard?";
+ mes "[Heinrich]";
+ mes "Sounds interesting doesn't it? I can't really say but their history and files are under strict security.";
+ next;
+ select "Can't you tell me?";
+ mes "[Heinrich]";
+ mes "I can't really talk about the Royal Guard to just anyone who asks about them.";
+ next;
+ mes "[Heinrich]";
+ mes "BUT!! I want to believe you...";
+ next;
+ if(select("I want to know more.:Stop talking.") == 2) {
+ mes "[Heinrich]";
+ mes "Good idea.";
+ next;
+ mes "[Heinrich]";
+ mes "Just forget it and let your mind do more worthy things.";
+ close;
+ }
+ mes "[Heinrich]";
+ mes "You are impetuous.";
+ next;
+ mes "[Heinrich]";
+ mes "It's not a simple story to tell a person like you. Go back.";
+ set job_royal,1;
+ setquest 12090;
+ close;
+ }
+ mes "[Heinrich]";
+ if(job_royal == 1) {
+ mes "You are persistent friend.";
+ mes "Do you have more things to talk to me about?";
+ next;
+ select "If you can't trust me, test me pal.";
+ mes "[Heinrich]";
+ mes "Test?";
+ mes "Did you say the test? Huhu!";
+ next;
+ mes "[Heinrich]";
+ mes "Friend, you have shown your interest about my job, are you sure? Or are you kidding me?";
+ next;
+ select "I'm serious!";
+ mes "[Heinrich]";
+ mes "Really?";
+ mes "Good. You might have the wrong idea about what a Royal Guard is. So, in your opinion, what do you think is the key to being a Royal Guard?";
+ next;
+ select "Decision and Bravery:Calm Judgment:Sharp wisdom:Benevolent spirit";
+ mes "[Heinrich]";
+ mes "Good choice.";
+ mes "Actually, the other 3 are also needed to have the Royal Guard spirit, friend.";
+ next;
+ mes "[Heinrich]";
+ mes "But according to research documents about the Royal Guard, the best belief is 'asceticism and endurance'.";
+ next;
+ mes "[Heinrich]";
+ mes "Did you get it?";
+ mes "Asceticism and Endurance young one. It is a bit different from what you answered.";
+ next;
+ mes "[Heinrich]";
+ mes "You seem to have a large interest about this story but I can't tell you more.";
+ next;
+ mes "[Heinrich]";
+ mes "Only those who have qualification can hear the Royal Guard history.";
+ next;
+ select "What can I do to hear that story?";
+ mes "^000099Heinrich has an agonized look on his face. Then he looked like he fell asleep. Finally he says with wreckless abandon.^000000";
+ next;
+ mes "[Heinrich]";
+ mes "You are too stubborn.";
+ mes "If so I will test you to see your asceticism and endurance.";
+ next;
+ mes "[Heinrich]";
+ mes "Long ago King Schmidtz gave a title to a brave soldier who come back with 100 Sacred Marks.";
+ next;
+ mes "[Heinrich]";
+ mes "If you want to hear more story, you have to show me your similar attitude.";
+ next;
+ if(select("That's an unfair demand.:I will try.") == 2) {
+ mes "[Heinrich]";
+ mes "Good idea, it would better to find something more worthy.";
+ close;
+ }
+ mes "[Heinrich]";
+ mes "Ok, let's do it this way. Actually it's too difficult to collect 100 Sacred Marks, just show your ambition by collecting 100 Burning Hearts.";
+ next;
+ mes "[Heinrich]";
+ mes "If you bring them I can tell you more of the story. That means you show your endurance to me.";
+ next;
+ mes "[Heinrich]";
+ mes "Don't forget to bring the 100 Burning Hearts.";
+ set job_royal,2;
+ changequest 12090,12091;
+ close;
+ }
+ if(job_royal == 2) {
+ if(countitem(7097) < 100) {
+ mes "Don't forget to bring 100 Burning Heart.";
+ close;
+ }
+ mes "Did you get all of them?";
+ mes "Most people just ignore me or give up the mission.";
+ next;
+ mes "[Heinrich]";
+ mes "Wait while I arrange the stuff that you brought.";
+ delitem 7097,100;
+ set job_royal,3;
+ changequest 12091,12092;
+ close;
+ }
+ if(job_royal == 3) {
+ mes "...";
+ mes "Good. I can feel truth from your heart. Now I can tell you more of the story.";
+ next;
+ select "Ok tell me more.";
+ mes "[Heinrich]";
+ mes "The best members of the Crusader and Paladin classes can gain the qualification of the Royal Guard.";
+ next;
+ mes "[Heinrich]";
+ mes "They are agents of the divine order and judge with swift punishment.";
+ next;
+ mes "[Heinrich]";
+ mes "We still have many opinions about how they could have survived. Surely someone had to have believed that their history was not false.";
+ next;
+ select "Are there still documents?";
+ mes "[Heinrich]";
+ mes "Hmm, documents you say...";
+ next;
+ mes "[Heinrich]";
+ mes "Unfortunately after King Schmidtz disappeared, traces of the Royal Guard disappeared.";
+ next;
+ mes "[Heinrich]";
+ mes "Their history, belief, vision and fighting skill seemingly disappeared without any of the documents being saved.";
+ next;
+ mes "[Heinrich]";
+ mes "It's like it disappeared with the king.";
+ next;
+ select "So the reason of finding their traces...";
+ mes "[Heinrich]";
+ mes "I was worried about past Royal Guards that might not have been able to pass down their history.";
+ next;
+ mes "[Heinrich]";
+ mes "The mysterious power... can't appear anymore in the world. How disappointing is it~!";
+ next;
+ mes "[Heinrich]";
+ mes "That's why I'm concentrating to revive their job.";
+ next;
+ select "How much progress have you made?";
+ mes "[Heinrich]";
+ mes "Fortunately, I excavated most of the treasures and interpreted them. I just have one trace left to find.";
+ next;
+ select "The rest of the traces?";
+ mes "[Heinrich]";
+ mes "The Royal Guard carved the mark of King Schmidtz on their clothes. The trace of this custom is the last clue.";
+ next;
+ mes "[Heinrich]";
+ mes "According to reports from other cities the last trace possibly exists in a monastery inside of Glass Heim.";
+ next;
+ mes "[Heinrich]";
+ mes "But it is too dangerous for me there so I almost gave up.";
+ next;
+ mes "[Heinrich]";
+ mes "Now I can't tell you why the trace is there.";
+ next;
+ if(select("Interesting. Can I go there?:Seems really dangerous.") == 2) {
+ mes "[Heinrich]";
+ mes "Good idea, that's useless work to explore there.";
+ close;
+ }
+ mes "[Heinrich]";
+ mes "Are you kidding?";
+ mes "You shouldn't treat it like it's just some normal chore.";
+ next;
+ select "I'm not kidding. I'm serious.";
+ mes "[Heinrich]";
+ mes "If you say it like that I don't have anymore options.";
+ next;
+ mes "[Heinrich]";
+ mes "I don't know if it will be helpful or not. I will write an explanation in detail.";
+ next;
+ mes "^000099Here's the last trace of the Royal Guard. Open the quest window and check the position.^000000";
+ set job_royal,4;
+ changequest 12092,12093;
+ close;
+ }
+ if(job_royal == 4) {
+ if(!countitem(6274)) {
+ mes "Our staff has already left to find the last trace, so don't work too hard.";
+ close;
+ }
+ mes "You surprised me. How did you get it? So far no one could get it.";
+ next;
+ mes "[Heinrich]";
+ mes "Thank you so much.";
+ mes "Thanks to your effort I can find the last clue. How amazing~!";
+ next;
+ mes "^000099Heinrich hesitated and brought an old shield from the side of the office.^000000";
+ next;
+ mes "[Heinrich]";
+ mes "Our staff excavated it. They assumed that King Schmidtz used it. But it wasn't used by him.";
+ next;
+ select "Sure it's wasn't used by the King?";
+ mes "[Heinrich]";
+ mes "I can't be entirely sure.";
+ mes "Maybe you are right but, according to when we did the initial identification we can be sure it wasn't used.";
+ next;
+ mes "[Heinrich]";
+ mes "But it's an old treasure so, somehow it will be useful. I might know how to use it.";
+ next;
+ select "Can I keep it?";
+ mes "[Heinrich]";
+ mes "Of course.";
+ mes "Someday it might be useful to you.";
+ next;
+ mes "^000099You get the shield from Heinrich. There are some letters carved on the inside of the shield.";
+ next;
+ mes "If you want to see the letters, please check the quest window.^000000";
+ next;
+ mes "[Heinrich]";
+ mes "Ok~~ now.";
+ mes "I'll be deciphering the cloth for now so I will be very busy!";
+ delitem 6274,1;
+ getitem 6275,1;
+ set job_royal,5;
+ changequest 12093,12094;
+ close;
+ }
+ if(!countitem(6275)) {
+ mes "What? Did you lose the shield? What is the one on your back?";
+ getitem 6275,1;
+ close;
+ }
+ mes "Thanks to your help I can finish the excavation work. Thanks a lot.";
+ close;
+}
+
+glast_01,240,366,5 script Memory of King Schmidtz 844,{
+ if(!checkweight(1201,1) || MaxWeight - Weight < 1000) {
+ mes "You are too heavy. Make yourself lighter.";
+ close;
+ }
+ if(job_royal == 5 && (Class == 14 || Class == 4015)) {
+ if(countitem(6275) < 1) {
+ mes "^000099You seem to have lost the shield. Go back to Heinrich and ask for help^000000.";
+ close;
+ }
+ mes "[Memory of King Schmidtz]";
+ mes "Who are you?";
+ next;
+ select "I brought a relic...";
+ mes "[Memory of King Schmidtz]";
+ mes "My relic?";
+ next;
+ mes "[Memory of King Schmidtz]";
+ mes "Too bad. Here is one more friend who has been cheated by Heinrich.";
+ next;
+ select "Do you know Heinrich?";
+ mes "[Memory of King Schmidtz]";
+ mes "He was my faithful adjutant. And he has continued to be so for hundreds of years.";
+ next;
+ select "How has he lived for hundreds...";
+ mes "[Memory of King Schmidtz]";
+ mes "Maybe his body is just a cast. He found a way to move from body to body in order to stay alive.";
+ next;
+ mes "[Memory of King Schmidtz]";
+ mes "He doesn't want to accept my death and wanders the world, continuing to find Royal Guards.";
+ next;
+ select "What's the meaning of this shield?";
+ mes "[Memory of King Schmidtz]";
+ mes "The shield from Heinrich is our contract before I died.";
+ next;
+ mes "[Memory of King Schmidtz]";
+ mes "Heinrich was charged with finding the proper people to become Royal Guards, the shield was to be the contract.";
+ next;
+ mes "[Memory of King Schmidtz]";
+ mes "To him, this was the last order that I gave to him.";
+ next;
+ mes "[Memory of King Schmidtz]";
+ mes "Now he doesn't need to do it anymore, but will remain as a fool whom can't forget his King's final order.";
+ next;
+ select "So what now? Can I leave?";
+ mes "[Memory of King Schmidtz]";
+ mes "Sorry but I can't send you now.";
+ next;
+ mes "[Memory of King Schmidtz]";
+ mes "This is a contract with Heinrich so I have to keep it. You look faithful and brave.";
+ next;
+ mes "[Memory of King Schmidtz]";
+ mes "Now, it's time to keep the promise with Heinrich. It's up to you.";
+ next;
+ mes "[Memory of King Schmidtz]";
+ mes "I'm planning to accept you as a member of the Royal Guard to continue their lost traditions. Are you ready to do it?";
+ next;
+ if(select("Sure, of course:Not yet") == 2) {
+ mes "[Memory of King Schmidtz]";
+ mes "Umm, maybe Heinrich had wrong judgement.";
+ close;
+ }
+ mes "[Memory of King Schmidtz]";
+ mes "If so, I will proceed to making you a Royal Guard.";
+ next;
+ if(select("Great.:Not yet.") == 2) {
+ mes "[Memory of King Schmidtz]";
+ mes "Perhaps Heinrich had the wrong image of you.";
+ close;
+ }
+ mes "[Memory of King Schmidtz]";
+ mes "Congratulations! Young Royal Guard.";
+ mes "Be a symbol of honor and continue the great tradition of your new name.";
+ close2;
+ specialeffect2 EF_MAPPILLAR;
+ progressbar "FFFF00",7;
+ specialeffect2 EF_LORD;
+ delitem 6275,1;
+ erasequest 12094;
+ if(class == 14)
+ jobchange 4066;
+ else
+ jobchange 4073;
+ getitem 5757,1;
+ getitem 2795,1;
+ end;
+ }
+}
+
+gl_church,173,88,0 script Delicate trace#01 844,{
+ if(job_royal == 4 && !countitem(6274)) {
+ progressbar "ffff00",5;
+ if(set(.@rand,rand(70)) >= 65) {
+ mes "While investigating, the topography breaks. It would be better to dig other places for a while.";
+ disablenpc strnpcinfo(0);
+ initnpctimer;
+ close;
+ }
+ getitem (.@rand >= 5 ? 7049:6274),1;
+ end;
+ }
+ mes "There is a trace that someone has already dug here.";
+ close;
+
+ OnTimer60000:
+ enablenpc strnpcinfo(0);
+ stopnpctimer;
+ OnTimer1000:
+ OnTimer20000:
+ OnTimer40000:
+ specialeffect EF_MAPPILLAR;
+ end;
+}
+gl_church,158,103,0 duplicate(Delicate trace#01) Delicate trace#02 844
+gl_church,139,90,0 duplicate(Delicate trace#01) Delicate trace#03 844
+gl_church,126,62,0 duplicate(Delicate trace#01) Delicate trace#04 844
+gl_church,148,5,0 duplicate(Delicate trace#01) Delicate trace#05 844
+gl_church,185,72,0 duplicate(Delicate trace#01) Delicate trace#06 844
+gl_church,185,72,0 duplicate(Delicate trace#01) Delicate trace#07 844
+gl_church,211,94,0 duplicate(Delicate trace#01) Delicate trace#08 844
+gl_church,185,125,0 duplicate(Delicate trace#01) Delicate trace#09 844
+gl_church,143,125,0 duplicate(Delicate trace#01) Delicate trace#10 844
+gl_church,105,115,0 duplicate(Delicate trace#01) Delicate trace#11 844
+
+gl_church,158,100,0 script #Clue of traces 111,4,4,{
+ end;
+ OnTouch:
+ if(job_royal == 4 && !countitem(6274)) {
+ specialeffect2 EF_FREEZE;
+ mes "I can feel strong power around here. It would be better to explore around here.";
+ viewpoint 1,173,88 ,1, "0xFFFF00";
+ viewpoint 1,158,103,2, "0xFFFF00";
+ viewpoint 1,139,90 ,3, "0xFFFF00";
+ viewpoint 1,126,62 ,4, "0xFFFF00";
+ viewpoint 1,148,5 ,5, "0xFFFF00";
+ viewpoint 1,185,72 ,6, "0xFFFF00";
+ viewpoint 1,211,94 ,7, "0xFFFF00";
+ viewpoint 1,185,125,8, "0xFFFF00";
+ viewpoint 1,143,125,9, "0xFFFF00";
+ viewpoint 1,105,115,10,"0xFFFF00";
+ close;
+ }
+}
+
+sec_in02,12,43,3 script Caller 57,1,1,{
+ switch(select("Royal Guard:Rune Knight:Call Player")) {
+ case 1:
+ mes "1~5";
+ next;
+ if(input(.@val,1,5)) {
+ mes "Set item to adjust the Royal Guard";
+ mes "You can only set a bumber betweeen 1 to 5.";
+ close;
+ }
+ set job_royal,.@val;
+ mes "Completed";
+ close;
+ case 2:
+ mes "1~24";
+ next;
+ if(input(1,24)) {
+ mes "Set item to adjust the Rune Knight";
+ mes "You can only set a bumber betweeen 1 to 24.";
+ close;
+ }
+ set job_rune_edq,.@val;
+ mes "Completed";
+ close;
+ case 3:
+ mes "1~5";
+ next;
+ if(input(1,5)) {
+ mes "Item Adjust call";
+ mes "You can only set a bumber betweeen 1 to 5.";
+ close;
+ }
+ set job_soc,.@val;
+ mes "Completed";
+ close;
+ }
} \ No newline at end of file
diff --git a/npc/jobs/3-2/sorcerer.txt b/npc/jobs/3-2/sorcerer.txt
index c3a8b1c97..6a2db312d 100644
--- a/npc/jobs/3-2/sorcerer.txt
+++ b/npc/jobs/3-2/sorcerer.txt
@@ -1,632 +1,632 @@
-//===== rAthena Script =======================================
-// Sorcerer Job change Quest
-//===== By: ==================================================
-//= Masao
-//= Credits: Muad_Dib
-//===== Current Version: =====================================
-//= 1.0
-//===== Compatible With: =====================================
-//= Any rAthena SVN
-//===== Description: =========================================
-//= [AEGIS Conversion]
-//= Job change Quest from Sage / Professor -> Sorcerer.
-//===== Additional Comments: =================================
-//= 1.0 First Version.
-//============================================================
-
-gef_tower,102,34,5 script Merito 742,{
-
- if(checkweight(1201,1) == 0){
- mes "You packed so much in your bag. Try again after emptying your bag.";
- close;
- }
- if ((Class >= 4023) && (Class <= 4045)){
- mes "[Merito]";
- mes "Lovely child, what's your name?";
- close;
- }
- if (Class == Job_Sorcerer || Class == Job_Sorcerer_T){
- mes "[Merito]";
- mes "Please get on with the sprits well~ You should~!";
- close;
- }
- if (JobLevel < 50 || SkillPoint != 0 || BaseLevel < 99){
- mes "[Merito]";
- mes "Wow~ you are a young adventurer. I envy you.";
- close;
- }
- if ((Class != Job_Sage) && (Class != Job_Professor)){
- mes "[Merito]";
- mes "Wow~ you are a young adventurer. I envy you.";
- close;
- }
- if (Class == Job_Sage || Class == Job_Professor && (job_soc < 1)){
- mes "[Merito]";
- mes "Welcome. What can I help you with?";
- next;
- menu "Do you know about Sorcerers?",-;
- mes "[Merito]";
- mes "Wouldn't it be more comfortable to just live as a scholar? Sorcerers are busy communicating with the spirits and don't have much time to read books...";
- next;
- mes "[Merito]";
- mes "What made you want to be a sorcerer?";
- next;
- switch(select("The spirit of fire led me here.:The spirit of water led me here.:The spirit of earth led me here:The spirit of meat led me here.")){
- case 1:
- break;
- case 2:
- break;
- case 3:
- break;
- case 4:
- mes "[Merito]";
- mes "That kind of spirit doesn't exist!";
- close;
- }
- mes "[Merito]";
- mes "Oh, I see.";
- mes "You must be born with the natural ability to see that you already communicated with the spirits, or you must be an excellent liar.";
- next;
- mes "[Merito]";
- mes "Hmm... Then first, can you write down your name on this list?";
- next;
- switch(select("Write name.:I won't.")){
- case 1:
- break;
- case 2:
- mes "[Merito]";
- mes "Well, okay. See you again when you get a chance.";
- close;
- }
- mes "[Merito]";
- mes "So, you are ["+strcharinfo(0)+"].";
- next;
- mes "[Merito]";
- mes "Give me a second to register your name.";
- mes "Talk to me again in a second.";
- set job_soc,1;
- close;
- }
- if (Class == Job_Sage || Class == Job_Professor && (job_soc == 1)){
- mes "[Merito]";
- mes "Good, then I'll give you a short explanation about the Sorcerer.";
- next;
- mes "[Merito]";
- mes "["+strcharinfo(0)+"], can you handle magic skillfully?";
- next;
- switch(select("Yes, I can.:No, I'm not really good at it.")){
- case 1:
- break;
- case 2:
- mes "[Merito]";
- mes "What!? You don't know how to use magic?";
- mes "What are you doing here then? Get out of here. Right now!";
- close;
- }
- mes "[Merito]";
- mes "Okay, that should be obvious.";
- mes "Of course, Sorcerers use magic, too. But, do you know the main difference Sorcerers have from other magical jobs?";
- next;
- switch(select("They know how to sing.:They're all old fogies.:They can deal with the spirits.")){
- case 1:
- mes "[Merito]";
- mes "Well maybe some but that's not the main difference.";
- close;
- case 2:
- mes "[Merito]";
- mes "What! How dare you!?!";
- close;
- case 3:
- break;
- }
- mes "[Merito]";
- mes "That's right. That is the most distinguishing feature that Sorcerers have.";
- next;
- mes "[Merito]";
- mes "When the people who want to be a Sorcerer come, the first thing we do is to check whether they can communicate with spirits or not.";
- next;
- mes "[Merito]";
- mes "So that's the basic introduction, so you just need to decide whether or not you want to take the qualification test.";
- next;
- mes "[Merito]";
- mes "Well, it's all up to you. What are you going to do?";
- next;
- switch(select("I will take the test.:I'll do it later.")){
- case 1:
- mes "[Merito]";
- mes "Okay. ";
- mes "Then I'll hand it over to Karacas who is on the 4th floor. He will guide you through the process of the test.";
- set job_soc,2;
- setquest 12096;
- close;
- case 2:
- mes "[Merito]";
- mes "What? I was sure that you wanted to become a Sorcerer.";
- close;
- }
- }
- if (Class == Job_Sage || Class == Job_Professor && (job_soc > 1)){
- mes "[Merito]";
- mes "How about your test? Well, Karacas is a little lazy, so that might bother you some... kkk";
- close;
- }
-}
-
-gef_tower,113,161,5 script Karacas 754,{
-
- if(checkweight(1201,1) == 0){
- mes "You packed so much in your bag. Try again after emptying your bag.";
- close;
- }
- if ((Class >= 4023) && (Class <= 4045)){
- mes "[Merito]";
- mes "Lovely child, what's your name?";
- close;
- }
- if (Class == Job_Sorcerer || Class == Job_Sorcerer_T){
- mes "[Karacas]";
- mes "You look happy. Have a great journey.";
- close;
- }
- if (JobLevel < 50 || SkillPoint != 0 || BaseLevel < 99){
- mes "[Karacas]";
- mes "Is there anything I can do for you?";
- close;
- }
- if (Class != Job_Sage && Class != Job_Professor){
- mes "[Karacas]";
- mes "Is there anything I can do for you?";
- close;
- }
- if (Class == Job_Sage || Class == Job_Professor && (job_soc < 2)){
- mes "[Karacas]";
- mes "More people are visiting Geffen Tower thesedays.";
- close;
- }
- if (Class == Job_Sage || Class == Job_Professor && (job_soc == 2)){
- mes "[Karacas]";
- mes "....";
- next;
- menu "Ah... excuse me~",-;
- mes "[Karacas]";
- mes "... (Z z z~)";
- next;
- menu "Hm hm!!!~",-;
- mes "[Karacas]";
- mes "Aaaak!! ";
- mes "Oh, my... ";
- next;
- mes "[Karacas]";
- mes "Wh... where are you from?";
- next;
- menu "Merito told me to visit you.",-;
- mes "[Karacas]";
- mes "I see, give me a moment.";
- mes "The list... has already arrived.";
- next;
- mes "[Karacas]";
- mes "So, you are ["+strcharinfo(0)+"]... right?";
- next;
- switch(select("Yes, I am.:No, I'm not!")){
- case 1:
- break;
- case 2:
- mes "[Karacas]";
- mes "Oh, there must be some mistake in the list, I think. Will you come again later?";
- close;
- }
- mes "[Karacas]";
- mes "Before you take the Sorcerer test, let me give you the basic information.";
- next;
- mes "[Karacas]";
- mes "The way to get a Sorcerer registration ticket is really simple. You just need to go and find one of each spirit scattered around the world, and then convert their power into the shape of a certain material.";
- next;
- mes "[Karacas]";
- mes "Sounds easy, right?";
- next;
- menu "Ahh... sir. Is that really possible?",-;
- mes "[Karacas]";
- mes "Well, it is impossible to meet every spirit by yourself. You need to train yourself very hard to give a shape to the spirits and see them clearly through your eyes.";
- next;
- mes "[Karacas]";
- mes "So, usually we perform a certain ceremony parade toward the place where we can feel the spirits.";
- next;
- mes "[Karacas]";
- mes "I will tell you how to do that. So listen carefully.";
- next;
- mes "[Karacas]";
- mes "Usually we cannot see the spirits with our eyes but there is a way to realize the part of the spirits through a special medium.";
- next;
- mes "[Karacas]";
- mes "For example, if you visit the place where the spirit of wind stays with a certain amount of Wind of Verdure, the reaction of the spirit is amplified.";
- next;
- mes "[Karacas]";
- mes "Likewise, if you approach the place where the spirit of fire seems to stay while you have a certain amount of Red Blood, the spirit will show the adverse reaction.";
- next;
- mes "[Karacas]";
- mes "Sorcerers use this basic principle, this is the essential knowledge that Sorcerers need to have to reach the spirits.";
- next;
- menu "So communicating with spirits...",-;
- mes "[Karacas]";
- mes "Right~";
- mes "This job is based on the power of spirits.";
- next;
- mes "[Karacas]";
- mes "Hmm, but it might be hard for someone like you who's focused only on reading books...";
- next;
- mes "[Karacas]";
- mes "First, you need to bring the following materials needed for the test.";
- next;
- mes "[Karacas]";
- mes "3 Wind of Verdure.";
- mes "3 Crystal Blue.";
- mes "3 Red Blood.";
- mes "3 Green Live.";
- next;
- mes "[Karacas]";
- mes "When you bring these materials, I'll tell you the next step.";
- set job_soc,3;
- changequest 12096,12097;
- close;
- }
- if (Class == Job_Sage || Class == Job_Professor && (job_soc == 3)){
- if ((countitem(992) > 2) && (countitem(991) > 2) && (countitem(990) > 2) && (countitem(993) > 2)){
- mes "[Karacas]";
- mes "Oh, you have all the materials.";
- next;
- menu "What should I do next?",-;
- mes "[Karacas]";
- mes "I'll tell you about it now. First, I'll tell you the places for the test. You better write them down.";
- next;
- mes "[Karacas]";
- mes "1. 1st floor of Ice Cave";
- mes "2. 1st floor of Thor Volcano Dungeon";
- mes "3. 3rd floor of Mjolnir Dead Pit";
- mes "4. 2nd floor of Kunlun Dungeon";
- next;
- mes "[Karacas]";
- mes "We have set up the detecting poles in these 4 places so that ordinary people can communicate with the spirits.";
- next;
- mes "[Karacas]";
- mes "Be aware that these detecting poles are activated only when you have more than the certain amount of property stones.";
- next;
- mes "[Karacas]";
- mes "You need to prepare at least 3 small stones for each property. For example, you need Wind of Verdure, not Rough Wind.";
- next;
- menu "So I need the property stones...",-;
- mes "[Karacas]";
- mes "Yes, you have quick wits!";
- next;
- mes "[Karacas]";
- mes "Once you bring the stones to the poles, put them into the property decomposing machine which is attached to the pole. The detecting pole will be activated, and you can communicate with the spirit.";
- next;
- mes "[Karacas]";
- mes "If you succeed, you can extract a part of the spirit as a reagent. If you fail, the property stone will break up.";
- next;
- mes "[Karacas]";
- mes "Of course if you are lucky enough, if you fail, a Wind of Verdure can be changed into a Rough Wind... Well, that's not a common situation so let's leave that out of the discussion for now.";
- next;
- menu "What if I run out of stones?",-;
- mes "[Karacas]";
- mes "Ahahaha... If you run out of property stones, you simply have to get more.";
- next;
- mes "[Karacas]";
- mes "So people who have this test usually start with as many property stones as they can carry. The amount I told you to get is just the bare minimum.";
- next;
- mes "[Karacas]";
- mes "If you are an advanced Sorcerer, you will be able to talk with spirits without going through this process again. But beginners need to use that kind of medium to talk with them.";
- next;
- menu "So the reagent is...?",-;
- mes "[Karacas]";
- mes "We don't know which reagent is going to be made from the spirits. It differs by the state of spirits.";
- next;
- mes "[Karacas]";
- mes "When you succeed in getting 3 different kinds of reagents, you can come back.";
- next;
- mes "[Karacas]";
- mes "A reagent that one spirit makes won't be over 2 kinds so if you're going to make 3 kinds of reagents, I suggest you go around several places.";
- next;
- mes "[Karacas]";
- mes "Have any questions?";
- next;
- switch(select("No.:Please explain it again.")){
- case 1:
- break;
- case 2:
- mes "[Karacas]";
- mes "Haha, then can I have a cup of water for a minute? Please come and find me again later.";
- next;
- break;
- }
- mes "[Karacas]";
- mes "Then I'll write down the progress that I've summarized shortly. Wait...";
- next;
- mes "^000099You got a paper on which the way of communicating with spirits is written. For more information please open your quest window^000000.";
- set job_soc,4;
- changequest 12097,12098;
- close;
- }
- mes "[Karacas]";
- mes "Before I let you know the progressing way, you'll need to bring some required material.";
- next;
- mes "[Karacas]";
- mes "3 Wind of Verdure.";
- mes "3 Crystal Blue.";
- mes "3 Red Blood.";
- mes "3 Green Live.";
- next;
- mes "[Karacas]";
- mes "When you bring these basic things, I'll guide you to the next step.";
- close;
- }
- if (Class == Job_Sage || Class == Job_Professor && (job_soc == 4)){
- if ((countitem(6276) > 0) && (countitem(6278) > 0) && (countitem(6277) > 0)){
- mes "[Karacas]";
- mes "Wow~ your skill is good.";
- mes "I thought you'd be overwhelmed by the spirits but you've managed to get the effective medicine!";
- next;
- menu "Is this all I need to do?",-;
- mes "[Karacas]";
- mes "Well done. First, I will organize the miraculous medicine so please wait a moment.";
- delitem 6276,1;
- delitem 6278,1;
- delitem 6277,1;
- set job_soc,5;
- completequest 12098;
- close;
- }
- mes "[Karacas]";
- mes "It's not an easy thing to get the desired effect by communicating with spirits.";
- next;
- mes "[Karacas]";
- mes "Don't give up and keep on trying~";
- close;
- }
- if (Class == Job_Sage || Class == Job_Professor && (job_soc == 5)){
- mes "[Karacas]";
- mes "Originally my teacher needs to check the Sorcerer job change but after he went out to find the spirit of fish, I can't see him. So I'll check it myself.";
- next;
- mes "[Karacas]";
- mes "Dear ["+strcharinfo(0)+"],";
- mes "you went around the rough wilds to open the door as a Sorcerer and passed all the requirements that our Academy has given.";
- next;
- mes "[Karacas]";
- mes "Of course it is just a beginning, we don't know which spirit you're going to commune with or what kind of hardships await you.";
- next;
- mes "[Karacas]";
- mes "But with the ability you've shown until now, you will be capable to do anything from now on. Dear ["+strcharinfo(0)+"]";
- next;
- mes "[Karacas]";
- mes "Moreover, I formally acknowledge that you've completed all the job transfer tests of the Sorcerer Academy.";
- next;
- mes "[Karacas]";
- mes "Congratulations, ["+strcharinfo(0)+"]";
- if (Class == Job_Sage){
- jobchange Job_Sorcerer;
- }else if (Class == Job_Professor){
- jobchange Job_Sorcerer_T;
- }
- getitem 5756,1;
- getitem 2795,1;
- next;
- mes "[Karacas]";
- mes "I hope that you gain more communion with spirits from now on.";
- close;
- }
-}
-
-thor_v01,64,252,0 script Spirit Detecting Staff#1 836,{
-
- if ((job_soc == 4) && (countitem(990) > 2)){
- progressbar "ffff00",5;
- set .@rand,rand(1,70);
- if (.@rand < 10){
- if ((job_soc == 4) && (countitem(990) > 2) && (countitem(6276) < 1)){
- mes "You got a reagent by communicating with an unseen spirit.";
- delitem 990,3;
- getitem 6276,1;
- close;
- }else if ((job_soc == 4) && (countitem(990) > 2) && (countitem(6276) > 0)){
- mes "It doesn't seem like you got anything special from the spirits.";
- delitem 990,3;
- close;
- }
- mes "The spirit is mad at you.";
- close;
- }else if ((.@rand > 9) && (.@rand < 16)){
- if ((job_soc == 4) && (countitem(990) > 2) && (countitem(6278) < 1)){
- mes "You got a reagent by communicating with an unseen spirit.";
- delitem 990,3;
- getitem 6278,1;
- close;
- }else if ((job_soc == 4) && (countitem(990) > 2) && (countitem(6278) > 0)){
- mes "It doesn't seem like you got anything special from the spirits.";
- delitem 990,3;
- close;
- }
- mes "The spirit is mad at you.";
- close;
- }else if (.@rand == 56){
- if ((job_soc == 4) && (countitem(990) > 2)){
- mes "The spirit combined the property stones into a huge property stone.";
- delitem 990,3;
- getitem 994,1;
- close;
- }
- mes "The spirit is mad at you.";
- close;
- }
- mes "You used the property stones but it looks like you failed to communicate with the spirits.";
- delitem 990,3;
- close;
- }else if ((job_soc == 4) && (countitem(990) < 3)){
- mes "I can see the detecting staff that's been installed by the Sorcerer Union to communicate with the spirits .";
- next;
- mes "If you have the suitable property stones, you should be able to commune with the spirits.";
- close;
- }
- mes "I can see the detecting staff that's been installed by the Sorcerer Union to communicate with the spirits .";
- close;
-}
-
-ice_dun01,274,274,0 script Spirit Detecting Staff#2 836,{
-
- if ((job_soc == 4) && (countitem(991) > 2)){
- progressbar "ffff00",5;
- set .@rand,rand(1,70);
- if (.@rand < 10){
- if ((job_soc == 4) && (countitem(991) > 2) && (countitem(6278) < 1)){
- mes "You got a reagent by communicating with an unseen spirit.";
- delitem 991,3;
- getitem 6278,1;
- close;
- }else if ((job_soc == 4) && (countitem(991) > 2) && (countitem(6278) > 0)){
- mes "It doesn't seem like you got anything special from the spirits.";
- delitem 991,3;
- close;
- }
- mes "The spirit is mad at you.";
- close;
- }else if ((.@rand > 9) && (.@rand < 16)){
- if ((job_soc == 4) && (countitem(991) > 2) && (countitem(6276) < 1)){
- mes "You got a reagent by communicating with an unseen spirit.";
- delitem 991,3;
- getitem 6276,1;
- close;
- }else if ((job_soc == 4) && (countitem(991) > 2) && (countitem(6276) > 0)){
- mes "It doesn't seem like you got anything special from the spirits.";
- delitem 991,3;
- close;
- }
- mes "The spirit is mad at you.";
- close;
- }else if (.@rand == 56){
- if ((job_soc == 4) && (countitem(991) > 2)){
- mes "The spirit combined the property stones into a huge property stone.";
- delitem 991,3;
- getitem 995,1;
- close;
- }
- mes "The spirit is mad at you.";
- close;
- }
- mes "You used the property stones but it looks like you failed to communicate with the spirits.";
- delitem 991,3;
- close;
- }else if ((job_soc == 4) && (countitem(991) < 3)){
- mes "I can see the detecting staff that's been installed by the Sorcerer Union to communicate with the spirits .";
- next;
- mes "If you have the suitable property stones, you should be able to commune with the spirits.";
- close;
- }
- mes "I can see the detecting staff that's been installed by the Sorcerer Union to communicate with the spirits .";
- close;
-}
-
-mjo_dun03,200,141,0 script Spirit Detecting Staff#3 836,{
-
- if ((job_soc == 4) && (countitem(993) > 2)){
- progressbar "ffff00",5;
- set .@rand,rand(1,70);
- if (.@rand < 10){
- if ((job_soc == 4) && (countitem(993) > 2) && (countitem(6277) < 1)){
- mes "You got a reagent by communicating with an unseen spirit.";
- delitem 993,3;
- getitem 6277,1;
- close;
- }else if ((job_soc == 4) && (countitem(993) > 2) && (countitem(6277) > 0)){
- mes "It doesn't seem like you got anything special from the spirits.";
- delitem 993,3;
- close;
- }
- mes "The spirit is mad at you.";
- close;
- }else if ((.@rand > 9) && (.@rand < 16)){
- if ((job_soc == 4) && (countitem(993) > 2) && (countitem(6276) < 1)){
- mes "You got a reagent by communicating with an unseen spirit.";
- delitem 993,3;
- getitem 6276,1;
- close;
- }else if ((job_soc == 4) && (countitem(993) > 2) && (countitem(6276) > 0)){
- mes "It doesn't seem like you got anything special from the spirits.";
- delitem 993,3;
- close;
- }
- mes "The spirit is mad at you.";
- close;
- }else if (.@rand == 56){
- if ((job_soc == 4) && (countitem(993) > 2)){
- mes "The spirit combined the property stones into a huge property stone.";
- delitem 993,3;
- getitem 997,1;
- close;
- }
- mes "The spirit is mad at you.";
- close;
- }
- mes "You used the property stones but it looks like you failed to communicate with the spirits.";
- delitem 993,3;
- close;
- }else if ((job_soc == 4) && (countitem(993) < 3)){
- mes "I can see the detecting staff that's been installed by the Sorcerer Union to communicate with the spirits .";
- next;
- mes "If you have the suitable property stones, you should be able to commune with the spirits.";
- close;
- }
- mes "I can see the detecting staff that's been installed by the Sorcerer Union to communicate with the spirits .";
- close;
-}
-
-gon_dun02,195,190,0 script Spirit Detecting Staff#4 836,{
-
- if ((job_soc == 4) && (countitem(992) > 2)){
- progressbar "ffff00",5;
- set .@rand,rand(1,70);
- if (.@rand < 10){
- if ((job_soc == 4) && (countitem(992) > 2) && (countitem(6277) < 1)){
- mes "You got a reagent by communicating with an unseen spirit.";
- delitem 992,3;
- getitem 6277,1;
- close;
- }else if ((job_soc == 4) && (countitem(992) > 2) && (countitem(6277) > 0)){
- mes "It doesn't seem like you got anything special from the spirits.";
- delitem 992,3;
- close;
- }
- mes "The spirit is mad at you.";
- close;
- }else if ((.@rand > 9) && (.@rand < 16)){
- if ((job_soc == 4) && (countitem(992) > 2) && (countitem(6278) < 1)){
- mes "You got a reagent by communicating with an unseen spirit.";
- delitem 992,3;
- getitem 6278,1;
- close;
- }else if ((job_soc == 4) && (countitem(992) > 2) && (countitem(6278) > 0)){
- mes "It doesn't seem like you got anything special from the spirits.";
- delitem 992,3;
- close;
- }
- mes "The spirit is mad at you.";
- close;
- }else if (.@rand == 56){
- if ((job_soc == 4) && (countitem(992) > 2)){
- mes "The spirit combined the property stones into a huge property stone.";
- delitem 992,3;
- getitem 996,1;
- close;
- }
- mes "The spirit is mad at you.";
- close;
- }
- mes "You used the property stones but it looks like you failed to communicate with the spirits.";
- delitem 992,3;
- close;
- }else if ((job_soc == 4) && (countitem(992) < 3)){
- mes "I can see the detecting staff that's been installed by the Sorcerer Union to communicate with the spirits .";
- next;
- mes "If you have the suitable property stones, you should be able to commune with the spirits.";
- close;
- }
- mes "I can see the detecting staff that's been installed by the Sorcerer Union to communicate with the spirits .";
- close;
+//===== rAthena Script =======================================
+// Sorcerer Job change Quest
+//===== By: ==================================================
+//= Masao
+//= Credits: Muad_Dib
+//===== Current Version: =====================================
+//= 1.0
+//===== Compatible With: =====================================
+//= Any rAthena SVN
+//===== Description: =========================================
+//= [AEGIS Conversion]
+//= Job change Quest from Sage / Professor -> Sorcerer.
+//===== Additional Comments: =================================
+//= 1.0 First Version.
+//============================================================
+
+gef_tower,102,34,5 script Merito 742,{
+
+ if(checkweight(1201,1) == 0){
+ mes "You packed so much in your bag. Try again after emptying your bag.";
+ close;
+ }
+ if ((Class >= 4023) && (Class <= 4045)){
+ mes "[Merito]";
+ mes "Lovely child, what's your name?";
+ close;
+ }
+ if (Class == Job_Sorcerer || Class == Job_Sorcerer_T){
+ mes "[Merito]";
+ mes "Please get on with the sprits well~ You should~!";
+ close;
+ }
+ if (JobLevel < 50 || SkillPoint != 0 || BaseLevel < 99){
+ mes "[Merito]";
+ mes "Wow~ you are a young adventurer. I envy you.";
+ close;
+ }
+ if ((Class != Job_Sage) && (Class != Job_Professor)){
+ mes "[Merito]";
+ mes "Wow~ you are a young adventurer. I envy you.";
+ close;
+ }
+ if (Class == Job_Sage || Class == Job_Professor && (job_soc < 1)){
+ mes "[Merito]";
+ mes "Welcome. What can I help you with?";
+ next;
+ menu "Do you know about Sorcerers?",-;
+ mes "[Merito]";
+ mes "Wouldn't it be more comfortable to just live as a scholar? Sorcerers are busy communicating with the spirits and don't have much time to read books...";
+ next;
+ mes "[Merito]";
+ mes "What made you want to be a sorcerer?";
+ next;
+ switch(select("The spirit of fire led me here.:The spirit of water led me here.:The spirit of earth led me here:The spirit of meat led me here.")){
+ case 1:
+ break;
+ case 2:
+ break;
+ case 3:
+ break;
+ case 4:
+ mes "[Merito]";
+ mes "That kind of spirit doesn't exist!";
+ close;
+ }
+ mes "[Merito]";
+ mes "Oh, I see.";
+ mes "You must be born with the natural ability to see that you already communicated with the spirits, or you must be an excellent liar.";
+ next;
+ mes "[Merito]";
+ mes "Hmm... Then first, can you write down your name on this list?";
+ next;
+ switch(select("Write name.:I won't.")){
+ case 1:
+ break;
+ case 2:
+ mes "[Merito]";
+ mes "Well, okay. See you again when you get a chance.";
+ close;
+ }
+ mes "[Merito]";
+ mes "So, you are ["+strcharinfo(0)+"].";
+ next;
+ mes "[Merito]";
+ mes "Give me a second to register your name.";
+ mes "Talk to me again in a second.";
+ set job_soc,1;
+ close;
+ }
+ if (Class == Job_Sage || Class == Job_Professor && (job_soc == 1)){
+ mes "[Merito]";
+ mes "Good, then I'll give you a short explanation about the Sorcerer.";
+ next;
+ mes "[Merito]";
+ mes "["+strcharinfo(0)+"], can you handle magic skillfully?";
+ next;
+ switch(select("Yes, I can.:No, I'm not really good at it.")){
+ case 1:
+ break;
+ case 2:
+ mes "[Merito]";
+ mes "What!? You don't know how to use magic?";
+ mes "What are you doing here then? Get out of here. Right now!";
+ close;
+ }
+ mes "[Merito]";
+ mes "Okay, that should be obvious.";
+ mes "Of course, Sorcerers use magic, too. But, do you know the main difference Sorcerers have from other magical jobs?";
+ next;
+ switch(select("They know how to sing.:They're all old fogies.:They can deal with the spirits.")){
+ case 1:
+ mes "[Merito]";
+ mes "Well maybe some but that's not the main difference.";
+ close;
+ case 2:
+ mes "[Merito]";
+ mes "What! How dare you!?!";
+ close;
+ case 3:
+ break;
+ }
+ mes "[Merito]";
+ mes "That's right. That is the most distinguishing feature that Sorcerers have.";
+ next;
+ mes "[Merito]";
+ mes "When the people who want to be a Sorcerer come, the first thing we do is to check whether they can communicate with spirits or not.";
+ next;
+ mes "[Merito]";
+ mes "So that's the basic introduction, so you just need to decide whether or not you want to take the qualification test.";
+ next;
+ mes "[Merito]";
+ mes "Well, it's all up to you. What are you going to do?";
+ next;
+ switch(select("I will take the test.:I'll do it later.")){
+ case 1:
+ mes "[Merito]";
+ mes "Okay. ";
+ mes "Then I'll hand it over to Karacas who is on the 4th floor. He will guide you through the process of the test.";
+ set job_soc,2;
+ setquest 12096;
+ close;
+ case 2:
+ mes "[Merito]";
+ mes "What? I was sure that you wanted to become a Sorcerer.";
+ close;
+ }
+ }
+ if (Class == Job_Sage || Class == Job_Professor && (job_soc > 1)){
+ mes "[Merito]";
+ mes "How about your test? Well, Karacas is a little lazy, so that might bother you some... kkk";
+ close;
+ }
+}
+
+gef_tower,113,161,5 script Karacas 754,{
+
+ if(checkweight(1201,1) == 0){
+ mes "You packed so much in your bag. Try again after emptying your bag.";
+ close;
+ }
+ if ((Class >= 4023) && (Class <= 4045)){
+ mes "[Merito]";
+ mes "Lovely child, what's your name?";
+ close;
+ }
+ if (Class == Job_Sorcerer || Class == Job_Sorcerer_T){
+ mes "[Karacas]";
+ mes "You look happy. Have a great journey.";
+ close;
+ }
+ if (JobLevel < 50 || SkillPoint != 0 || BaseLevel < 99){
+ mes "[Karacas]";
+ mes "Is there anything I can do for you?";
+ close;
+ }
+ if (Class != Job_Sage && Class != Job_Professor){
+ mes "[Karacas]";
+ mes "Is there anything I can do for you?";
+ close;
+ }
+ if (Class == Job_Sage || Class == Job_Professor && (job_soc < 2)){
+ mes "[Karacas]";
+ mes "More people are visiting Geffen Tower thesedays.";
+ close;
+ }
+ if (Class == Job_Sage || Class == Job_Professor && (job_soc == 2)){
+ mes "[Karacas]";
+ mes "....";
+ next;
+ menu "Ah... excuse me~",-;
+ mes "[Karacas]";
+ mes "... (Z z z~)";
+ next;
+ menu "Hm hm!!!~",-;
+ mes "[Karacas]";
+ mes "Aaaak!! ";
+ mes "Oh, my... ";
+ next;
+ mes "[Karacas]";
+ mes "Wh... where are you from?";
+ next;
+ menu "Merito told me to visit you.",-;
+ mes "[Karacas]";
+ mes "I see, give me a moment.";
+ mes "The list... has already arrived.";
+ next;
+ mes "[Karacas]";
+ mes "So, you are ["+strcharinfo(0)+"]... right?";
+ next;
+ switch(select("Yes, I am.:No, I'm not!")){
+ case 1:
+ break;
+ case 2:
+ mes "[Karacas]";
+ mes "Oh, there must be some mistake in the list, I think. Will you come again later?";
+ close;
+ }
+ mes "[Karacas]";
+ mes "Before you take the Sorcerer test, let me give you the basic information.";
+ next;
+ mes "[Karacas]";
+ mes "The way to get a Sorcerer registration ticket is really simple. You just need to go and find one of each spirit scattered around the world, and then convert their power into the shape of a certain material.";
+ next;
+ mes "[Karacas]";
+ mes "Sounds easy, right?";
+ next;
+ menu "Ahh... sir. Is that really possible?",-;
+ mes "[Karacas]";
+ mes "Well, it is impossible to meet every spirit by yourself. You need to train yourself very hard to give a shape to the spirits and see them clearly through your eyes.";
+ next;
+ mes "[Karacas]";
+ mes "So, usually we perform a certain ceremony parade toward the place where we can feel the spirits.";
+ next;
+ mes "[Karacas]";
+ mes "I will tell you how to do that. So listen carefully.";
+ next;
+ mes "[Karacas]";
+ mes "Usually we cannot see the spirits with our eyes but there is a way to realize the part of the spirits through a special medium.";
+ next;
+ mes "[Karacas]";
+ mes "For example, if you visit the place where the spirit of wind stays with a certain amount of Wind of Verdure, the reaction of the spirit is amplified.";
+ next;
+ mes "[Karacas]";
+ mes "Likewise, if you approach the place where the spirit of fire seems to stay while you have a certain amount of Red Blood, the spirit will show the adverse reaction.";
+ next;
+ mes "[Karacas]";
+ mes "Sorcerers use this basic principle, this is the essential knowledge that Sorcerers need to have to reach the spirits.";
+ next;
+ menu "So communicating with spirits...",-;
+ mes "[Karacas]";
+ mes "Right~";
+ mes "This job is based on the power of spirits.";
+ next;
+ mes "[Karacas]";
+ mes "Hmm, but it might be hard for someone like you who's focused only on reading books...";
+ next;
+ mes "[Karacas]";
+ mes "First, you need to bring the following materials needed for the test.";
+ next;
+ mes "[Karacas]";
+ mes "3 Wind of Verdure.";
+ mes "3 Crystal Blue.";
+ mes "3 Red Blood.";
+ mes "3 Green Live.";
+ next;
+ mes "[Karacas]";
+ mes "When you bring these materials, I'll tell you the next step.";
+ set job_soc,3;
+ changequest 12096,12097;
+ close;
+ }
+ if (Class == Job_Sage || Class == Job_Professor && (job_soc == 3)){
+ if ((countitem(992) > 2) && (countitem(991) > 2) && (countitem(990) > 2) && (countitem(993) > 2)){
+ mes "[Karacas]";
+ mes "Oh, you have all the materials.";
+ next;
+ menu "What should I do next?",-;
+ mes "[Karacas]";
+ mes "I'll tell you about it now. First, I'll tell you the places for the test. You better write them down.";
+ next;
+ mes "[Karacas]";
+ mes "1. 1st floor of Ice Cave";
+ mes "2. 1st floor of Thor Volcano Dungeon";
+ mes "3. 3rd floor of Mjolnir Dead Pit";
+ mes "4. 2nd floor of Kunlun Dungeon";
+ next;
+ mes "[Karacas]";
+ mes "We have set up the detecting poles in these 4 places so that ordinary people can communicate with the spirits.";
+ next;
+ mes "[Karacas]";
+ mes "Be aware that these detecting poles are activated only when you have more than the certain amount of property stones.";
+ next;
+ mes "[Karacas]";
+ mes "You need to prepare at least 3 small stones for each property. For example, you need Wind of Verdure, not Rough Wind.";
+ next;
+ menu "So I need the property stones...",-;
+ mes "[Karacas]";
+ mes "Yes, you have quick wits!";
+ next;
+ mes "[Karacas]";
+ mes "Once you bring the stones to the poles, put them into the property decomposing machine which is attached to the pole. The detecting pole will be activated, and you can communicate with the spirit.";
+ next;
+ mes "[Karacas]";
+ mes "If you succeed, you can extract a part of the spirit as a reagent. If you fail, the property stone will break up.";
+ next;
+ mes "[Karacas]";
+ mes "Of course if you are lucky enough, if you fail, a Wind of Verdure can be changed into a Rough Wind... Well, that's not a common situation so let's leave that out of the discussion for now.";
+ next;
+ menu "What if I run out of stones?",-;
+ mes "[Karacas]";
+ mes "Ahahaha... If you run out of property stones, you simply have to get more.";
+ next;
+ mes "[Karacas]";
+ mes "So people who have this test usually start with as many property stones as they can carry. The amount I told you to get is just the bare minimum.";
+ next;
+ mes "[Karacas]";
+ mes "If you are an advanced Sorcerer, you will be able to talk with spirits without going through this process again. But beginners need to use that kind of medium to talk with them.";
+ next;
+ menu "So the reagent is...?",-;
+ mes "[Karacas]";
+ mes "We don't know which reagent is going to be made from the spirits. It differs by the state of spirits.";
+ next;
+ mes "[Karacas]";
+ mes "When you succeed in getting 3 different kinds of reagents, you can come back.";
+ next;
+ mes "[Karacas]";
+ mes "A reagent that one spirit makes won't be over 2 kinds so if you're going to make 3 kinds of reagents, I suggest you go around several places.";
+ next;
+ mes "[Karacas]";
+ mes "Have any questions?";
+ next;
+ switch(select("No.:Please explain it again.")){
+ case 1:
+ break;
+ case 2:
+ mes "[Karacas]";
+ mes "Haha, then can I have a cup of water for a minute? Please come and find me again later.";
+ next;
+ break;
+ }
+ mes "[Karacas]";
+ mes "Then I'll write down the progress that I've summarized shortly. Wait...";
+ next;
+ mes "^000099You got a paper on which the way of communicating with spirits is written. For more information please open your quest window^000000.";
+ set job_soc,4;
+ changequest 12097,12098;
+ close;
+ }
+ mes "[Karacas]";
+ mes "Before I let you know the progressing way, you'll need to bring some required material.";
+ next;
+ mes "[Karacas]";
+ mes "3 Wind of Verdure.";
+ mes "3 Crystal Blue.";
+ mes "3 Red Blood.";
+ mes "3 Green Live.";
+ next;
+ mes "[Karacas]";
+ mes "When you bring these basic things, I'll guide you to the next step.";
+ close;
+ }
+ if (Class == Job_Sage || Class == Job_Professor && (job_soc == 4)){
+ if ((countitem(6276) > 0) && (countitem(6278) > 0) && (countitem(6277) > 0)){
+ mes "[Karacas]";
+ mes "Wow~ your skill is good.";
+ mes "I thought you'd be overwhelmed by the spirits but you've managed to get the effective medicine!";
+ next;
+ menu "Is this all I need to do?",-;
+ mes "[Karacas]";
+ mes "Well done. First, I will organize the miraculous medicine so please wait a moment.";
+ delitem 6276,1;
+ delitem 6278,1;
+ delitem 6277,1;
+ set job_soc,5;
+ completequest 12098;
+ close;
+ }
+ mes "[Karacas]";
+ mes "It's not an easy thing to get the desired effect by communicating with spirits.";
+ next;
+ mes "[Karacas]";
+ mes "Don't give up and keep on trying~";
+ close;
+ }
+ if (Class == Job_Sage || Class == Job_Professor && (job_soc == 5)){
+ mes "[Karacas]";
+ mes "Originally my teacher needs to check the Sorcerer job change but after he went out to find the spirit of fish, I can't see him. So I'll check it myself.";
+ next;
+ mes "[Karacas]";
+ mes "Dear ["+strcharinfo(0)+"],";
+ mes "you went around the rough wilds to open the door as a Sorcerer and passed all the requirements that our Academy has given.";
+ next;
+ mes "[Karacas]";
+ mes "Of course it is just a beginning, we don't know which spirit you're going to commune with or what kind of hardships await you.";
+ next;
+ mes "[Karacas]";
+ mes "But with the ability you've shown until now, you will be capable to do anything from now on. Dear ["+strcharinfo(0)+"]";
+ next;
+ mes "[Karacas]";
+ mes "Moreover, I formally acknowledge that you've completed all the job transfer tests of the Sorcerer Academy.";
+ next;
+ mes "[Karacas]";
+ mes "Congratulations, ["+strcharinfo(0)+"]";
+ if (Class == Job_Sage){
+ jobchange Job_Sorcerer;
+ }else if (Class == Job_Professor){
+ jobchange Job_Sorcerer_T;
+ }
+ getitem 5756,1;
+ getitem 2795,1;
+ next;
+ mes "[Karacas]";
+ mes "I hope that you gain more communion with spirits from now on.";
+ close;
+ }
+}
+
+thor_v01,64,252,0 script Spirit Detecting Staff#1 836,{
+
+ if ((job_soc == 4) && (countitem(990) > 2)){
+ progressbar "ffff00",5;
+ set .@rand,rand(1,70);
+ if (.@rand < 10){
+ if ((job_soc == 4) && (countitem(990) > 2) && (countitem(6276) < 1)){
+ mes "You got a reagent by communicating with an unseen spirit.";
+ delitem 990,3;
+ getitem 6276,1;
+ close;
+ }else if ((job_soc == 4) && (countitem(990) > 2) && (countitem(6276) > 0)){
+ mes "It doesn't seem like you got anything special from the spirits.";
+ delitem 990,3;
+ close;
+ }
+ mes "The spirit is mad at you.";
+ close;
+ }else if ((.@rand > 9) && (.@rand < 16)){
+ if ((job_soc == 4) && (countitem(990) > 2) && (countitem(6278) < 1)){
+ mes "You got a reagent by communicating with an unseen spirit.";
+ delitem 990,3;
+ getitem 6278,1;
+ close;
+ }else if ((job_soc == 4) && (countitem(990) > 2) && (countitem(6278) > 0)){
+ mes "It doesn't seem like you got anything special from the spirits.";
+ delitem 990,3;
+ close;
+ }
+ mes "The spirit is mad at you.";
+ close;
+ }else if (.@rand == 56){
+ if ((job_soc == 4) && (countitem(990) > 2)){
+ mes "The spirit combined the property stones into a huge property stone.";
+ delitem 990,3;
+ getitem 994,1;
+ close;
+ }
+ mes "The spirit is mad at you.";
+ close;
+ }
+ mes "You used the property stones but it looks like you failed to communicate with the spirits.";
+ delitem 990,3;
+ close;
+ }else if ((job_soc == 4) && (countitem(990) < 3)){
+ mes "I can see the detecting staff that's been installed by the Sorcerer Union to communicate with the spirits .";
+ next;
+ mes "If you have the suitable property stones, you should be able to commune with the spirits.";
+ close;
+ }
+ mes "I can see the detecting staff that's been installed by the Sorcerer Union to communicate with the spirits .";
+ close;
+}
+
+ice_dun01,274,274,0 script Spirit Detecting Staff#2 836,{
+
+ if ((job_soc == 4) && (countitem(991) > 2)){
+ progressbar "ffff00",5;
+ set .@rand,rand(1,70);
+ if (.@rand < 10){
+ if ((job_soc == 4) && (countitem(991) > 2) && (countitem(6278) < 1)){
+ mes "You got a reagent by communicating with an unseen spirit.";
+ delitem 991,3;
+ getitem 6278,1;
+ close;
+ }else if ((job_soc == 4) && (countitem(991) > 2) && (countitem(6278) > 0)){
+ mes "It doesn't seem like you got anything special from the spirits.";
+ delitem 991,3;
+ close;
+ }
+ mes "The spirit is mad at you.";
+ close;
+ }else if ((.@rand > 9) && (.@rand < 16)){
+ if ((job_soc == 4) && (countitem(991) > 2) && (countitem(6276) < 1)){
+ mes "You got a reagent by communicating with an unseen spirit.";
+ delitem 991,3;
+ getitem 6276,1;
+ close;
+ }else if ((job_soc == 4) && (countitem(991) > 2) && (countitem(6276) > 0)){
+ mes "It doesn't seem like you got anything special from the spirits.";
+ delitem 991,3;
+ close;
+ }
+ mes "The spirit is mad at you.";
+ close;
+ }else if (.@rand == 56){
+ if ((job_soc == 4) && (countitem(991) > 2)){
+ mes "The spirit combined the property stones into a huge property stone.";
+ delitem 991,3;
+ getitem 995,1;
+ close;
+ }
+ mes "The spirit is mad at you.";
+ close;
+ }
+ mes "You used the property stones but it looks like you failed to communicate with the spirits.";
+ delitem 991,3;
+ close;
+ }else if ((job_soc == 4) && (countitem(991) < 3)){
+ mes "I can see the detecting staff that's been installed by the Sorcerer Union to communicate with the spirits .";
+ next;
+ mes "If you have the suitable property stones, you should be able to commune with the spirits.";
+ close;
+ }
+ mes "I can see the detecting staff that's been installed by the Sorcerer Union to communicate with the spirits .";
+ close;
+}
+
+mjo_dun03,200,141,0 script Spirit Detecting Staff#3 836,{
+
+ if ((job_soc == 4) && (countitem(993) > 2)){
+ progressbar "ffff00",5;
+ set .@rand,rand(1,70);
+ if (.@rand < 10){
+ if ((job_soc == 4) && (countitem(993) > 2) && (countitem(6277) < 1)){
+ mes "You got a reagent by communicating with an unseen spirit.";
+ delitem 993,3;
+ getitem 6277,1;
+ close;
+ }else if ((job_soc == 4) && (countitem(993) > 2) && (countitem(6277) > 0)){
+ mes "It doesn't seem like you got anything special from the spirits.";
+ delitem 993,3;
+ close;
+ }
+ mes "The spirit is mad at you.";
+ close;
+ }else if ((.@rand > 9) && (.@rand < 16)){
+ if ((job_soc == 4) && (countitem(993) > 2) && (countitem(6276) < 1)){
+ mes "You got a reagent by communicating with an unseen spirit.";
+ delitem 993,3;
+ getitem 6276,1;
+ close;
+ }else if ((job_soc == 4) && (countitem(993) > 2) && (countitem(6276) > 0)){
+ mes "It doesn't seem like you got anything special from the spirits.";
+ delitem 993,3;
+ close;
+ }
+ mes "The spirit is mad at you.";
+ close;
+ }else if (.@rand == 56){
+ if ((job_soc == 4) && (countitem(993) > 2)){
+ mes "The spirit combined the property stones into a huge property stone.";
+ delitem 993,3;
+ getitem 997,1;
+ close;
+ }
+ mes "The spirit is mad at you.";
+ close;
+ }
+ mes "You used the property stones but it looks like you failed to communicate with the spirits.";
+ delitem 993,3;
+ close;
+ }else if ((job_soc == 4) && (countitem(993) < 3)){
+ mes "I can see the detecting staff that's been installed by the Sorcerer Union to communicate with the spirits .";
+ next;
+ mes "If you have the suitable property stones, you should be able to commune with the spirits.";
+ close;
+ }
+ mes "I can see the detecting staff that's been installed by the Sorcerer Union to communicate with the spirits .";
+ close;
+}
+
+gon_dun02,195,190,0 script Spirit Detecting Staff#4 836,{
+
+ if ((job_soc == 4) && (countitem(992) > 2)){
+ progressbar "ffff00",5;
+ set .@rand,rand(1,70);
+ if (.@rand < 10){
+ if ((job_soc == 4) && (countitem(992) > 2) && (countitem(6277) < 1)){
+ mes "You got a reagent by communicating with an unseen spirit.";
+ delitem 992,3;
+ getitem 6277,1;
+ close;
+ }else if ((job_soc == 4) && (countitem(992) > 2) && (countitem(6277) > 0)){
+ mes "It doesn't seem like you got anything special from the spirits.";
+ delitem 992,3;
+ close;
+ }
+ mes "The spirit is mad at you.";
+ close;
+ }else if ((.@rand > 9) && (.@rand < 16)){
+ if ((job_soc == 4) && (countitem(992) > 2) && (countitem(6278) < 1)){
+ mes "You got a reagent by communicating with an unseen spirit.";
+ delitem 992,3;
+ getitem 6278,1;
+ close;
+ }else if ((job_soc == 4) && (countitem(992) > 2) && (countitem(6278) > 0)){
+ mes "It doesn't seem like you got anything special from the spirits.";
+ delitem 992,3;
+ close;
+ }
+ mes "The spirit is mad at you.";
+ close;
+ }else if (.@rand == 56){
+ if ((job_soc == 4) && (countitem(992) > 2)){
+ mes "The spirit combined the property stones into a huge property stone.";
+ delitem 992,3;
+ getitem 996,1;
+ close;
+ }
+ mes "The spirit is mad at you.";
+ close;
+ }
+ mes "You used the property stones but it looks like you failed to communicate with the spirits.";
+ delitem 992,3;
+ close;
+ }else if ((job_soc == 4) && (countitem(992) < 3)){
+ mes "I can see the detecting staff that's been installed by the Sorcerer Union to communicate with the spirits .";
+ next;
+ mes "If you have the suitable property stones, you should be able to commune with the spirits.";
+ close;
+ }
+ mes "I can see the detecting staff that's been installed by the Sorcerer Union to communicate with the spirits .";
+ close;
} \ No newline at end of file
diff --git a/npc/jobs/3-2/sura.txt b/npc/jobs/3-2/sura.txt
index 706d9bd07..cb794a3a4 100644
--- a/npc/jobs/3-2/sura.txt
+++ b/npc/jobs/3-2/sura.txt
@@ -1,1173 +1,1173 @@
-//===== rAthena Script =======================================
-// Sura Job change Quest
-//===== By: ==================================================
-//= Masao
-//= Credits: Muad_Dib, Gepard
-//===== Current Version: =====================================
-//= 1.0
-//===== Compatible With: =====================================
-//= Any rAthena SVN
-//===== Description: =========================================
-//= [AEGIS Conversion]
-//= Job change Quest from Monk / Champion -> Sura.
-//===== Additional Comments: =================================
-//= 1.0 First Version.
-//============================================================
-
-ve_in,237,125,0 script King Crab#job_shu 107,{
-
- if ((Class >= 4023) && (Class <= 4045)){
- mes "[King Crab]";
- // Custom Translation
- mes "Dear child - you should not be in a place like this~";
- mes "Terrible Master would get angry, oh ~";
- close;
- }
-
- if (job_shu == 0){
- if (Class == Job_Monk || Class == Job_Champion){
- if ((BaseLevel > 98) && (JobLevel > 49)){
- mes "[King Crab]";
- mes "Khh ha ha ha ha ha ha.";
- mes "That little rookie was knocked out by my one blow!";
- next;
- mes "[Sludge Worm]";
- mes "Those arrogant fellows deserve a bitter lesson.";
- mes "How dare a little rookie attack you, boss!";
- next;
- mes "[King Crab]";
- mes "Ha ha ha ha ha ha ha!!!!";
- next;
- mes "[Sludge Worm]";
- mes "Hey! Right here!!! One more cup of beer!!!";
- mes "What are you doing? My boss's cup is already empty! Come quickly!";
- next;
- mes "[Waitress]";
- mes "Yes, I will bring it right away.";
- next;
- mes "[Sludge Worm]";
- mes "Too slow!!! Who do you think my boss is? Huh!?";
- next;
- mes "[Waitress]";
- mes "I... I'm really sorry, sir...";
- next;
- mes "[King Crab]";
- mes "K k k k k. That's enough.";
- mes "That cute girl seems to be scared of you!";
- mes "Hey lady~ We are not scary people~~";
- next;
- mes "[Waitress]";
- mes "Aaaaaaaaaaak! Don't do this!!";
- next;
- mes "- Bang -";
- donpcevent "???#bcmd::OnEnable";
- next;
- mes "[???]";
- mes "Hey, there.";
- mes "I've been watching you, making a ruckuss like you own this place.";
- next;
- mes "[???]";
- mes "It's too noisy. So if you want to say that nonsense again, go home.";
- next;
- mes "[Sludge Worm]";
- mes "What?!";
- mes "I don't know who you are but you must've lost your mind!";
- mes "Do you have any idea who my boss is?!!";
- next;
- mes "[Sludge Worm]";
- mes "This is the famous King Crab!!!";
- mes "Who can decimate entire armies with his fist!!!";
- next;
- mes "[???]";
- mes "You do all the dirty things like your dirty face.";
- mes "You're just a thug satisfying your desires.";
- next;
- mes "[King Crab]";
- mes "What?";
- mes "How dare you say those things?";
- mes "Just because you're a girl doesn't mean I'll just let it go.";
- next;
- mes "[Sludge Worm]";
- mes "Huh! The boss is really mad!";
- mes "I can beat you up with one blow...";
- next;
- mes "["+strcharinfo(0)+"]";
- mes "Hey! How dare you use violence against a lady!?";
- next;
- mes "[???]";
- mes "Move back, you little thing...";
- next;
- mes "[???]";
- mes "Oh, I'm glad to hear that.";
- mes "I won't attack first because I'm in the middle of training.";
- next;
- mes "[King Crab && Sludge Worm]";
- mes "What?";
- next;
- mes "[King Crab && Sludge Worm]";
- mes "Uhhhh?!";
- next;
- mes "[King Crab && Sludge Worm]";
- mes "Aaaaaahhhhhhhhk!!!!!!!!";
- specialeffect EF_FIRESPLASHHIT,"King Crab#job_shu";
- specialeffect EF_FIRESPLASHHIT,"Sludge Worm#job_shu";
- next;
- mes "- What is that amazing power? -";
- mes "- I've never seen this";
- mes "- kind of skill before... -";
- next;
- mes "[???]";
- mes "Well, the mood is spoiled...";
- next;
- mes "[Waitress]";
- mes "Tha... Thank you so much...";
- mes "How can I repay you?";
- next;
- mes "[???]";
- mes "It's not a big deal. It's okay.";
- next;
- mes "[Waitress]";
- mes "Are you going back to your lodging?";
- mes "If it's okay with you, can I deliver you a meal?";
- next;
- mes "[???]";
- mes "Oh, you don't really need to.";
- mes "Just a slice of bread and warm soup will be enough for me.";
- mes "Then, I've got to say goodbye. Bye.";
- donpcevent "???#bcmd::OnDisable";
- next;
- mes "[Waitress]";
- mes "Bye...";
- mes "...";
- mes ".....";
- mes "........(cheeks glowing)";
- set job_shu,1;
- setquest 11155;
- close;
- }
- mes "[King Crab]";
- mes "Khh ha ha ha ha ha ha";
- mes "That little rookie was knocked out by my one blow!";
- next;
- mes "[Sludge Worm]";
- mes "Those arrogant fellows deserve a bitter lesson.";
- mes "How dare a little rookie attack my boss!";
- next;
- mes "[King Crab]";
- mes "Khhha ha ha ha ha ha!!!!";
- mes "One more cup of beer, here!!!";
- mes "I will drink today!!!";
- next;
- mes "[Sludge Worm]";
- mes "King Crab!!! I will follow you forever!!";
- close;
- }
- }
- mes "[King Crab]";
- mes "Khh ha ha ha ha ha ha";
- mes "That little rookie was knocked out by my one blow!";
- next;
- mes "[Sludge Worm]";
- mes "Those arrogant fellows deserve a bitter lesson.";
- mes "How dare a little rookie attack my boss!";
- next;
- mes "[King Crab]";
- mes "Khhha ha ha ha ha ha!!!!";
- mes "One more cup of beer, here!!!";
- mes "I will drink today!!!";
- next;
- mes "[Sludge Worm]";
- mes "King Crab!!! I will follow you forever!!";
- close;
-}
-
-ve_in,241,128,4 script Sludge Worm#job_shu 110,{
-
- if ((Class >= 4023) && (Class <= 4045)){
- mes "[Sludge Worm]";
- // Custom Translation
- mes "Go away, child~";
- mes "This is no place for childen!";
- close;
- }
-
- if (job_shu == 0){
- if (Class == Job_Monk || Class == Job_Champion){
- if ((BaseLevel > 98) && (JobLevel > 49)){
- mes "[King Crab]";
- mes "Khh ha ha ha ha ha ha.";
- mes "That little rookie was knocked out by my one blow!";
- next;
- mes "[Sludge Worm]";
- mes "Those arrogant fellows deserve a bitter lesson.";
- mes "How dare a little rookie attack you, boss!";
- next;
- mes "[King Crab]";
- mes "Ha ha ha ha ha ha ha!!!!";
- next;
- mes "[Sludge Worm]";
- mes "Hey! Right here!!! One more cup of beer!!!";
- mes "What are you doing? My boss's cup is already empty! Come quickly!";
- next;
- mes "[Waitress]";
- mes "Yes, I will bring it right away.";
- next;
- mes "[Sludge Worm]";
- mes "Too slow!!! Who do you think my boss is? Huh!?";
- next;
- mes "[Waitress]";
- mes "I... I'm really sorry, sir...";
- next;
- mes "[King Crab]";
- mes "K k k k k. That's enough.";
- mes "That cute girl seems to be scared of you!";
- mes "Hey lady~ We are not scary people~~";
- next;
- mes "[Waitress]";
- mes "Aaaaaaaaaaak! Don't do this!!";
- next;
- mes "- Bang -";
- donpcevent "???#bcmd::OnEnable";
- next;
- mes "[???]";
- mes "Hey, there.";
- mes "I've been watching you, making a ruckuss like you own this place.";
- next;
- mes "[???]";
- mes "It's too noisy. So if you want to say that nonsense again, go home.";
- next;
- mes "[Sludge Worm]";
- mes "What?!";
- mes "I don't know who you are but you must've lost your mind!";
- mes "Do you have any idea who my boss is?!!";
- next;
- mes "[Sludge Worm]";
- mes "This is the famous King Crab!!!";
- mes "Who can decimate entire armies with his fist!!!";
- next;
- mes "[???]";
- mes "You do all the dirty things like your dirty face.";
- mes "You're just a thug satisfying your desires.";
- next;
- mes "[King Crab]";
- mes "What?";
- mes "How dare you say those things?";
- mes "Just because you're a girl doesn't mean I'll just let it go.";
- next;
- mes "[Sludge Worm]";
- mes "Huh! The boss is really mad!";
- mes "I can beat you up with one blow...";
- next;
- mes "["+strcharinfo(0)+"]";
- mes "Hey! How dare you use violence against a lady!?";
- next;
- mes "[???]";
- mes "Move back, you little thing...";
- next;
- mes "[???]";
- mes "Oh, I'm glad to hear that.";
- mes "I won't attack first because I'm in the middle of training.";
- next;
- mes "[King Crab && Sludge Worm]";
- mes "What?";
- next;
- mes "[King Crab && Sludge Worm]";
- mes "Uhhhh?!";
- next;
- mes "[King Crab && Sludge Worm]";
- mes "Aaaaaahhhhhhhhk!!!!!!!!";
- specialeffect EF_FIRESPLASHHIT,"King Crab#job_shu";
- specialeffect EF_FIRESPLASHHIT,"Sludge Worm#job_shu";
- next;
- mes "- What is that amazing power? -";
- mes "- I've never seen this";
- mes "- kind of skill before... -";
- next;
- mes "[???]";
- mes "Well, the mood is spoiled...";
- next;
- mes "[Waitress]";
- mes "Tha... Thank you so much...";
- mes "How can I repay you?";
- next;
- mes "[???]";
- mes "It's not a big deal. It's okay.";
- next;
- mes "[Waitress]";
- mes "Are you going back to your lodging?";
- mes "If it's okay with you, can I deliver you a meal?";
- next;
- mes "[???]";
- mes "Oh, you don't really need to.";
- mes "Just a slice of bread and warm soup will be enough for me.";
- mes "Then, I've got to say goodbye. Bye.";
- donpcevent "???#bcmd::OnDisable";
- next;
- mes "[Waitress]";
- mes "Bye...";
- mes "...";
- mes ".....";
- mes "........(cheeks glowing)";
- set job_shu,1;
- setquest 11155;
- close;
- }
- mes "[King Crab]";
- mes "Khh ha ha ha ha ha ha";
- mes "That little rookie was knocked out by my one blow!";
- next;
- mes "[Sludge Worm]";
- mes "Those arrogant fellows deserve a bitter lesson.";
- mes "How dare a little rookie attack my boss!";
- next;
- mes "[King Crab]";
- mes "Khhha ha ha ha ha ha!!!!";
- mes "One more cup of beer, here!!!";
- mes "I will drink today!!!";
- next;
- mes "[Sludge Worm]";
- mes "King Crab!!! I will follow you forever!!";
- close;
- }
- }
- mes "[King Crab]";
- mes "Khh ha ha ha ha ha ha";
- mes "That little rookie was knocked out by my one blow!";
- next;
- mes "[Sludge Worm]";
- mes "Those arrogant fellows deserve a bitter lesson.";
- mes "How dare a little rookie attack my boss!";
- next;
- mes "[King Crab]";
- mes "Khhha ha ha ha ha ha!!!!";
- mes "One more cup of beer, here!!!";
- mes "I will drink today!!!";
- next;
- mes "[Sludge Worm]";
- mes "King Crab!!! I will follow you forever!!";
- close;
-}
-
-ve_in,244,126,3 script Waitress#job_shu 69,{
-
- if (job_shu == 0){
- mes "[Waitress]";
- mes "Oh no~";
- mes "I hate those noisy and impolite customers!";
- mes "I hope there is someone who can scold them for me.";
- close;
- }else if (job_shu == 1){
- if (Class == Job_Monk){
- mes "[Waitress]";
- mes "Oh dear~";
- mes "I really appreciate you, Monk, for helping me a while ago.";
- next;
- }else if (Class == Job_Champion){
- mes "[Waitress]";
- mes "Oh dear~";
- mes "I really appreciate you, Champion, for helping me a while ago.";
- next;
- }
- mes "[Waitress]";
- mes "Ah, the person we saw before?";
- mes "She has been staying in this village for days,";
- mes "Isn't she so great?";
- next;
- mes "[Waitress]";
- mes "Although she is a woman like me, she was so cool!";
- mes "Aaahh~ That beautiful and imposing figure...";
- next;
- mes "[Waitress]";
- mes "Oh my!!";
- mes "I forgot to do something!";
- mes "I should cook right away and then bring the meal to the Inn. Aaahh~";
- next;
- mes "[Waitress]";
- mes "If you still don't know where to stay, please use ^f57d7dthe Inn at the upper side of this building^000000.";
- close;
- }
- mes "[Waitress]";
- mes "Now that the customers have become a little quiet.";
- mes "Ahhhh, I feel better now!!";
- close;
-}
-
-ve_in,240,131,0 script ???#bcmd 484,{
- end;
-
-OnInit:
- disablenpc "???#bcmd";
- end;
-
-OnEnable:
- enablenpc "???#bcmd";
- initnpctimer;
- end;
-
-OnDisable:
- disablenpc "???#bcmd";
- stopnpctimer;
- end;
-
-OnTimer600000:
- donpcevent "???#bcmd::OnDisable";
- stopnpctimer;
- end;
-}
-
-// Custom Translation NPC name
-ve_in,97,149,0 script Sura Hotel 111,3,3,{
-
-OnTouch:
- if (job_shu == 1){
- mes "[???]";
- mes "Who is it?!";
- next;
- mes "["+strcharinfo(0)+"]";
- mes "I am the person who was at the pub a while ago.";
- mes "I have something to ask.";
- next;
- mes "[???]";
- mes "Don't bother me, just go away!";
- next;
- mes "["+strcharinfo(0)+"]";
- mes "Please, I just want to talk.";
- next;
- mes "[???]";
- mes "...";
- next;
- mes "["+strcharinfo(0)+"]";
- mes "Don't ignore me, just talk to me.";
- next;
- mes "["+strcharinfo(0)+"]";
- mes "Just for a moment, isn't it okay?";
- next;
- mes "["+strcharinfo(0)+"]";
- mes "I'm not here to hurt you.";
- next;
- mes "["+strcharinfo(0)+"]";
- mes "How could you treat someone who came to your door so badly?";
- next;
- mes "["+strcharinfo(0)+"]";
- mes "You're going too far.";
- next;
- mes "["+strcharinfo(0)+"]";
- mes "After I saw you fighting...";
- next;
- mes "["+strcharinfo(0)+"]";
- mes "I thought that you must have practiced martial arts and I came here to meet you.";
- next;
- mes "["+strcharinfo(0)+"]";
- mes "But seeing that you stood me up outside like this...";
- next;
- mes "["+strcharinfo(0)+"]";
- mes "You must be advanced in martial arts...";
- next;
- mes "[???]";
- mes "How persistent...";
- next;
- mes "[???]";
- mes "What the hell do you want?";
- set job_shu,2;
- close;
- }
- end;
-}
-
-ve_in,98,159,0 script Fighter#job_shu 484,{
-
- if (job_shu < 2){
- mes "[Fighter]";
- mes "Ahhhh~ I'm so tired.";
- mes "Training is so tough and I have a long way to go!";
- close;
- }else if (job_shu == 2){
- mes "["+strcharinfo(0)+"]";
- mes "I want to know about the skill you used a while ago.";
- next;
- mes "[???]";
- mes "...";
- mes "......";
- mes ".........";
- mes "............ A rookie like you doesn't need to know.";
- next;
- mes "["+strcharinfo(0)+"]";
- mes "Rookie?!";
- mes "I have steadily practiced martial arts.";
- mes "I am confident that I will never lose.";
- next;
- mes "[???]";
- mes "So you can beat me, too?";
- next;
- mes "["+strcharinfo(0)+"]";
- mes "No...";
- mes "I guess that's too much...";
- mes "Frankly speaking, I was quite amazed by you.";
- next;
- mes "["+strcharinfo(0)+"]";
- mes "I had thought that I was strong enough but after seeing you fight, I realized that I was full of conceit.";
- next;
- mes "[???]";
- mes "Huuuh~ No matter how strong you are,";
- mes "you cannot avoid reaching for your true limit.";
- next;
- mes "["+strcharinfo(0)+"]";
- mes "You are just the person that I expected.";
- next;
- mes "["+strcharinfo(0)+"]";
- mes "I think you would know";
- mes "how to overcome this limitation.";
- next;
- mes "[???]";
- mes "Stop it.";
- next;
- mes "["+strcharinfo(0)+"]";
- mes "What? Why?";
- next;
- mes "[???]";
- mes "Are you a human?";
- next;
- mes "["+strcharinfo(0)+"]";
- mes "What?";
- mes "Of course, I am a human.";
- next;
- mes "[???]";
- mes "To become stronger is too hard for a mere human.";
- mes "If you want to, just buy better equipment.";
- next;
- mes "["+strcharinfo(0)+"]";
- mes "Then, what are you?";
- mes "You mean you're not a human being?";
- next;
- mes "[???]";
- mes "To overstep the limit...";
- mes "is impossible for a human.";
- mes "It's a ghost's way...";
- next;
- mes "["+strcharinfo(0)+"]";
- mes "Ghost?";
- next;
- mes "[???]";
- mes "I gave up being a human after I chose this way.";
- mes "The way to become a Sura abandoning divine protection.";
- next;
- mes "[???]";
- mes "You won't even have time to take a rest if you choose this way.";
- mes "You'll become a puppet for war...";
- next;
- switch(select("But I still want to know more.:Well, I quit then.")){
- case 1:
- mes "[???]";
- mes "Aren't you an idiot?";
- mes "Why are you so happy about becoming a ghost?";
- next;
- mes "[???]";
- mes "You'll regret it, so just be satisfied with your present life.";
- next;
- mes "["+strcharinfo(0)+"]";
- mes "Well, now that I've met you, I won't live my life this way anymore!";
- next;
- mes "[???]";
- mes "Hah... you're really making me tired.";
- next;
- mes "[???]";
- mes "Okay, then^f57d7d go and kill 100 Desert Wolves.^000000";
- mes "After that, I'll think about it again.";
- set job_shu,3;
- changequest 11155,11156;
- close;
- case 2:
- mes "[???]";
- mes "Well, good choice.";
- mes "You don't need to look for trouble.";
- close;
- }
- }else if (job_shu == 3){
- if (checkquest(11156,2) == 2){
- mes "[???]";
- mes "Wow~";
- mes "Did you really kill all those wolves?";
- mes "I figured you'd have given up.";
- next;
- mes "[???]";
- mes "A woman's word is her bond!!";
- mes "A promise is a promise.";
- next;
- mes "[???]";
- mes "Go to ^f57d7dEl Mes Gorge Southeast of Juno^000000.";
- mes "My colleague ^f57d7dBuddy^000000 will be training himself near the center of that area.";
- next;
- mes "[Bruno]";
- mes "Tell him that 'Bruno' sent you there and after that, just suit yourself.";
- set job_shu,4;
- changequest 11156,11157;
- close;
- }
- mes "[???]";
- mes "Hah... you're really making me tired.";
- next;
- mes "[???]";
- mes "Okay, then^f57d7d go and kill 100 Desert Wolves.^000000";
- mes "Then I'll think about it again.";
- close;
- }else if (job_shu == 4){
- mes "[Bruno]";
- mes "Go to ^f57d7dEl Mes Gorge Southeast of Juno^000000.";
- mes "My colleague ^f57d7dBuddy^000000 will be training himself near the center of that area.";
- next;
- mes "[Bruno]";
- mes "Tell him that 'Bruno' sent you there and after that, just suit yourself.";
- close;
- }else if (job_shu == 100){
- mes "[Bruno]";
- mes "Hey~ !";
- mes "How are you doing?";
- next;
- mes "[Bruno]";
- mes "Don't you have any presents for your teacher?";
- close;
- }
- mes "[Bruno]";
- mes "I recommend you to reconsider being a Sura.";
- mes "Sura is strong and cool, but that's not all.";
- next;
- mes "[Bruno]";
- mes "Me?";
- mes "If I need to choose a job again, I will definitely choose Sura.";
- close;
-}
-
-yuno_fild07,254,176,7 script Buddy#job_shu 483,{
-
- if (job_shu < 4){
- mes "[Buddy]";
- mes "Haaap!!! Haaaap!!! Whoo!! Haahhp!!!";
- next;
- mes "[Buddy]";
- mes "I don't know why you're here but please don't stand behind me unless you want to die.";
- close;
- }else if (job_shu == 4){
- mes "[Buddy]";
- mes "Haaap!!! Haaaap!!! Whoo!! Haahhp!!!";
- next;
- mes "[Buddy]";
- mes "I don't know why you're here but please don't stand behind me unless you want to die.";
- next;
- mes "["+strcharinfo(0)+"]";
- mes "'Bruno' sent me here.";
- next;
- mes "[Buddy]";
- mes "Ah! My colleague introduced me to you!";
- mes "Anyway, why are you here to see me?";
- next;
- mes "["+strcharinfo(0)+"]";
- mes "I asked Bruno about her strength, and she recommended me to you.";
- next;
- mes "[Buddy]";
- mes "That difficult girl... no, just kidding.";
- mes "You must be a special person for her to send you to me.";
- next;
- mes "[Buddy]";
- mes "Well, I can't answer your question because I'm in the process of self training, so I will take you to our master.";
- next;
- mes "[Buddy]";
- mes "My master doesn't like noise, so please ^f57d7dwait in the living room silently.^000000";
- next;
- mes "[Buddy]";
- mes "This way...";
- set job_shu,5;
- changequest 11157,11158;
- close2;
- warp "sword_1-1",215,244;
- end;
- }else if (job_shu == 100){
- mes "[Buddy]";
- mes "Ah, long time no see, "+strcharinfo(0)+".";
- mes "Are you here to meet my master?";
- next;
- switch(select("Yes:No")){
- case 1:
- mes "[Buddy]";
- mes "I'll take you right away.";
- close2;
- warp "sword_1-1",216,168;
- end;
- case 2:
- mes "[Buddy]";
- mes "Then, why are you here?";
- mes "You are not here to see me, aren't you?";
- close;
- }
- }
- mes "[Buddy]";
- mes ""+strcharinfo(0)+"£¬Didn't you meet the master yet?";
- next;
- mes "[Buddy]";
- mes "My master doesn't like noise, so please ^f57d7dwait in the living room silently.^000000";
- next;
- mes "[Buddy]";
- mes "This way...";
- close;
- warp "sword_1-1",215,244;
- end;
-}
-
-sword_1-1,223,243,4 script Drawing Room 483,{
-
-OnInit:
- disablenpc "Drawing Room";
- waitingroom "Drawing Room",20,"Drawing Room::OnStartArena",1;
- enablewaitingroomevent;
- end;
-
-OnStartArena:
- warpwaitingpc "sword_2-1",223,205;
- donpcevent "Buddy#Sura_Salon::OnEnable";
- disablewaitingroomevent;
- end;
-
-OnEnable:
- enablewaitingroomevent;
- end;
-
-OnDisable:
- disablewaitingroomevent;
- end;
-}
-
-sword_1-1,223,243,4 script Buddy#job_shu reception 483,{
-
- mes "[Buddy]";
- mes "My master doesn't like noise, so please ^f57d7dwait in the living room silently.^000000";
- next;
- switch(select("Go to the living room.:Go outside.")){
- case 1:
- mes "[Buddy]";
- mes "Please wait in the living room at the upper side.";
- close;
- case 2:
- mes "[Buddy]";
- mes "Then, see you again.";
- close2;
- warp "yuno_fild07",255,178;
- end;
- }
-}
-
-sword_2-1,1,1,0 script Buddy#Sura_Salon 66,{
- end;
-
-OnInit:
- disablenpc "Buddy#Sura_Salon";
- end;
-
-OnEnable:
- enablenpc "Buddy#Sura_Salon";
- initnpctimer;
- end;
-
-OnReset:
- killmonster "sword2-1","Buddy#Sura_Salon::OnMyMobDead";
- end;
-
-OnDisable:
- disablenpc "Buddy#Sura_Salon";
- stopnpctimer;
- end;
-
-OnMyMobDead:
- if(.MyMobCount < 1){
- monster "sword_2-1",219,210,"hallucination",1479,1,"Buddy#Sura_Salon::OnMyMobDead";
- monster "sword_2-1",228,209,"hallucination",1483,1,"Buddy#Sura_Salon::OnMyMobDead";
- monster "sword_2-1",228,201,"hallucination",1479,1,"Buddy#Sura_Salon::OnMyMobDead";
- monster "sword_2-1",219,201,"hallucination",1483,1,"Buddy#Sura_Salon::OnMyMobDead";
- }
- end;
-
-OnTimer3000:
- mapannounce "sword2-1","The master is now in the middle of training, and you need to wait in the living room around 5 minutes.",bc_map;
- end;
-
-OnTimer4000:
- mapannounce "sword2-1","Ah! You may have hallucinations in the living room, so please be careful.",bc_map;
- end;
-
-OnTimer5000:
- mapannounce "sword2-1","This is the policy of the master, so please don't feel unpleasant.",bc_map;
- end;
-
-OnTimer33000:
- monster "sword_2-1",219,210,"hallucination",1480,1,"Buddy#Sura_Salon::OnMyMobDead";
- monster "sword_2-1",219,210,"It can't be true",1479,1,"Buddy#Sura_Salon::OnMyMobDead";
- monster "sword_2-1",228,209,"hallucination",1446,1,"Buddy#Sura_Salon::OnMyMobDead";
- monster "sword_2-1",228,209,"Just Imagination",1483,1,"Buddy#Sura_Salon::OnMyMobDead";
- monster "sword_2-1",228,201,"hallucination",1480,1,"Buddy#Sura_Salon::OnMyMobDead";
- monster "sword_2-1",228,201,"Illusion",1479,1,"Buddy#Sura_Salon::OnMyMobDead";
- monster "sword_2-1",219,201,"hallucination",1446,1,"Buddy#Sura_Salon::OnMyMobDead";
- monster "sword_2-1",219,201,"Just Imagination",1483,1,"Buddy#Sura_Salon::OnMyMobDead";
- set .MyMobCount,8;
- end;
-
-OnTimer93000:
- monster "sword_2-1",219,210,"hallucination",1480,1,"Buddy#Sura_Salon::OnMyMobDead";
- monster "sword_2-1",219,210,"Just Imagination",1479,1,"Buddy#Sura_Salon::OnMyMobDead";
- monster "sword_2-1",228,209,"hallucination",1446,1,"Buddy#Sura_Salon::OnMyMobDead";
- monster "sword_2-1",228,209,"hallucination",1483,1,"Buddy#Sura_Salon::OnMyMobDead";
- monster "sword_2-1",228,201,"hallucination",1480,1,"Buddy#Sura_Salon::OnMyMobDead";
- monster "sword_2-1",219,201,"hallucination",1446,1,"Buddy#Sura_Salon::OnMyMobDead";
- set .MyMobCount,6;
- end;
-
-OnTimer153000:
- mapannounce "sword2-1","If you're bored, may I bring you some magazines?",bc_map;
- monster "sword_2-1",219,210,"Magazine",1478,1,"Buddy#Sura_Salon::OnMyMobDead";
- monster "sword_2-1",219,210,"Magazine",1478,1,"Buddy#Sura_Salon::OnMyMobDead";
- monster "sword_2-1",228,209,"Magazine",1478,1,"Buddy#Sura_Salon::OnMyMobDead";
- monster "sword_2-1",228,209,"Magazine",1478,1,"Buddy#Sura_Salon::OnMyMobDead";
- monster "sword_2-1",228,201,"Magazine",1478,1,"Buddy#Sura_Salon::OnMyMobDead";
- monster "sword_2-1",228,201,"Magazine",1478,1,"Buddy#Sura_Salon::OnMyMobDead";
- monster "sword_2-1",219,201,"Magazine",1478,1,"Buddy#Sura_Salon::OnMyMobDead";
- monster "sword_2-1",219,201,"Magazine",1478,1,"Buddy#Sura_Salon::OnMyMobDead";
- set .MyMobCount,8;
- end;
-
-OnTimer213000:
- monster "sword_2-1",219,210,"hallucination",1480,1,"Buddy#Sura_Salon::OnMyMobDead";
- monster "sword_2-1",219,210,"Never mind",1479,1,"Buddy#Sura_Salon::OnMyMobDead";
- monster "sword_2-1",228,209,"hallucination",1483,1,"Buddy#Sura_Salon::OnMyMobDead";
- monster "sword_2-1",228,201,"hallucination",1480,1,"Buddy#Sura_Salon::OnMyMobDead";
- monster "sword_2-1",228,201,"Can you see me?",1479,1,"Buddy#Sura_Salon::OnMyMobDead";
- monster "sword_2-1",219,201,"hallucination",1483,1,"Buddy#Sura_Salon::OnMyMobDead";
- set .MyMobCount,6;
- end;
-
-OnTimer273000:
- monster "sword_2-1",219,210,"",1480,1,"Buddy#Sura_Salon::OnMyMobDead";
- monster "sword_2-1",228,209,"hallucination",1446,1,"Buddy#Sura_Salon::OnMyMobDead";
- monster "sword_2-1",228,201,"hallucination",1480,1,"Buddy#Sura_Salon::OnMyMobDead";
- monster "sword_2-1",228,201,"hallucination",1479,1,"Buddy#Sura_Salon::OnMyMobDead";
- monster "sword_2-1",219,201,"hallucination",1446,1,"Buddy#Sura_Salon::OnMyMobDead";
- monster "sword_2-1",219,201,"hallucination",1483,1,"Buddy#Sura_Salon::OnMyMobDead";
- set .MyMobCount,6;
- end;
-
-OnTimer300000:
- mapannounce "sword2-1","The master has arrived. Soon I'll show you into the master's room.",bc_map;
- end;
-
-OnTimer303000:
- donpcevent "Buddy#job_shuaneh::OnEnable";
- end;
-
-OnTimer305000:
- donpcevent "Buddy#Sura_Salon::OnReset";
- end;
-
-OnTimer315000:
- mapannounce "sword2-1","Come on here.",bc_map;
- donpcevent "Buddy#job_shuaneh::OnDisable";
- donpcevent "Sura_garajjom::OnEnable";
- end;
-
-OnTimer320000:
- mapannounce "sword2-1","I guess you're not ready to meet the master yet..",bc_map;
- donpcevent "Sura_garajjom::OnDisable";
- donpcevent "Drawing Room::OnEnable";
- mapwarp "sword2-1","yuno_fild07",255,178;
- stopnpctimer;
- end;
-}
-
-sword_2-1,223,205,7 script Buddy#job_shuaneh 483,{
-
- if (job_shu > 4){
- mes "I'll show you the way. This way.";
- close2;
- warp "sword_1-1",216,168;
- donpcevent "Buddy#job_shuaneh::OnDisable";
- end;
- }
- // Custom Translation
- mes "How did you get here?";
- close2;
- warp "yuno_fild07",248,179;
- end;
-
-OnInit:
- disablenpc "Buddy#job_shuaneh";
- end;
-
-OnEnable:
- enablenpc "Buddy#job_shuaneh";
- end;
-
-OnDisable:
- disablenpc "Buddy#job_shuaneh";
- end;
-}
-
-sword_2-1,223,205,0 script Sura_garajjom 111,10,10,{
- end;
-
-OnTouch:
- warp "sword_1-1",216,168;
- end;
-
-OnInit:
- disablenpc "Sura_garajjom";
- end;
-
-OnEnable:
- enablenpc "Sura_garajjom";
- end;
-
-OnDisable:
- disablenpc "Sura_garajjom";
- end;
-}
-
-sword_1-1,222,169,5 script Bruno#job_shu 484,{
-
- if (job_shu > 4){
- mes "[Bruno]";
- mes "Hey~ "+strcharinfo(0)+", What's up?";
- next;
- switch(select("Let's have conversation.:Go outside.")){
- case 1:
- if (job_shu == 100){
- mes "[Bruno]";
- mes "My master?";
- mes "He said he has put the world out of his mind and he is a ghost who gave up being a human but he seems to have a lingering desire for the world.";
- next;
- mes "[Bruno]";
- mes "Well, I am also a Sura but I still enjoy traveling and meeting many people~";
- next;
- mes "[Bruno]";
- mes "In the old days, my master had one close friend but after becoming a Sura,";
- next;
- mes "[Bruno]";
- mes "I heard that he wrote a letter to the friend that he had died.";
- mes "Then he sometimes visits 'the place of memory' secretly.";
- next;
- mes "[Bruno]";
- mes "It would be better not saying that he died and just keep meeting his friend.";
- mes "He's a bit of a stick-in-the-mud.";
- next;
- mes "[Bruno]";
- mes "But he is really cool and awesome.";
- mes "Ho ho.";
- next;
- mes "[Bruno]";
- mes "The reason why I keep traveling is to find 'the precious friend' of my master and not to training myself more.";
- next;
- mes "[Bruno]";
- mes "I feel heavy-hearted when I see my master missing his friend...";
- mes "It's not... not just for my... master!";
- close;
- }
- mes "[Bruno]";
- mes "Wow~ I thought you would be knocked out before seeing my master but you are finally here now?";
- next;
- mes "[Bruno]";
- mes "Anyway you are here now, so I am your immediate superior.";
- next;
- mes "[Bruno]";
- mes "We don't care about your age in our world!";
- close;
- case 2:
- mes "[Bruno]";
- mes "Come again whenever you want to~";
- mes "I will show you the training course of the dead~";
- close2;
- warp "yuno_fild07",255,178;
- end;
- }
- }
- mes "[Bruno]";
- // Custom Translation
- mes "How do people keep";
- mes "getting in here!";
- mes "Get out!!!";
- close2;
- warp "yuno_fild07",255,178;
- end;
-}
-
-sword_1-1,223,167,2 script Master#job_shu 483,{
-
- if (job_shu > 4){
- if (job_shu == 5){
- mes "[Master]";
- mes "You must have bright eyes to see that you finally came to this room.";
- next;
- if(SkillPoint != 0){
- mes "[Master]";
- // Custom Translation
- mes "Please use all your Skill Points or you cannot become a Sura.";
- close;
- }
- if ((Class >= 4023) && (Class <= 4045)){
- mes "[Master]";
- // Custom Translation
- mes "No matter how much you want power, I will not let children set foot on the road to the Sura.";
- close;
- }
- if(checkweight(1201,1) == 0){
- mes "[Master]";
- // Custom Translation
- mes "Your earthly burden is to heavy. You'd better go clean up.";
- close;
- }
- if (JobLevel < 50 || BaseLevel < 99){
- mes "[Master]";
- // Custom Translation
- mes "You seem to have not yet reached the limits of human beings, you still have far to go in order to become Sura.";
- mes "Go train more.";
- close;
- }
- if (Class == Job_Monk){
- mes "[Bruno]";
- mes "Of course~";
- mes "I have keen eyes.";
- next;
- mes "[Bruno]";
- mes "Master! This is a wolf fur coat.";
- mes "Put it on when it's cold.";
- next;
- mes "["+strcharinfo(0)+"]";
- mes "Ahhk! That is the wolf I... caught... Uhh.";
- next;
- mes "- Whack -";
- next;
- mes "[Bruno]";
- mes "Ho ho ho~";
- mes "Do you have something to say, "+strcharinfo(0)+"?";
- mes "You became a member of our family, let's get along together ~";
- next;
- mes "[Master]";
- mes "Right, I now accept you as my student, too.";
- next;
- mes "[Master]";
- mes "I think you already know it, but to live as a Sura will not be that easy.";
- next;
- mes "[Master]";
- mes "I also shut myself off from the world. If there comes a day when we go to the world again, it must be the day when the world needs ghosts for the wars.";
- next;
- mes "[Master]";
- mes "I hope those days will not come but... I'll willingly be the ghost and kill all enemies.";
- next;
- mes "[Master]";
- mes "You should train yourself steadily until that day.";
- set job_shu,100;
- jobchange Job_Sura;
- completequest 11158;
- getitem 5754,1;
- getitem 2795,1;
- close;
- }else if (Class == Job_Champion){
- mes "[Bruno]";
- mes "Of course~";
- mes "I have keen eyes.";
- next;
- mes "[Bruno]";
- mes "Master! This is a wolf fur coat.";
- mes "Put it on when it's cold.";
- next;
- mes "["+strcharinfo(0)+"]";
- mes "Ahhk! That is the wolf I... caught... Uhh.";
- next;
- mes "- Whack -";
- next;
- mes "[Bruno]";
- mes "Ho ho ho~";
- mes "Do you have something to say, "+strcharinfo(0)+"?";
- mes "You became a member of our family, let's get along together ~";
- next;
- mes "[Master]";
- mes "Right, I now accept you as my student, too.";
- next;
- mes "[Master]";
- mes "I think you already know it, but to live as a Sura will not be that easy.";
- next;
- mes "[Master]";
- mes "I also shut myself off from the world. If there comes a day when we go to the world again, it must be the day when the world needs ghosts for the wars.";
- next;
- mes "[Master]";
- mes "I hope those days will not come but... I'll willingly be the ghost and kill all enemies.";
- next;
- mes "[Master]";
- mes "You should train yourself steadily until that day.";
- set job_shu,100;
- jobchange Job_Sura_T;
- completequest 11155;
- getitem 5754,1;
- getitem 2795,1;
- close;
- }
- mes "[Master]";;
- // Custom Translation
- mes "Ah?";;
- close;
- }
- mes "[Master]";
- mes "Once I was also an ordinary young man who traveled a lot and met many friends.";
- next;
- mes "[Master]";
- mes "However, as you might have felt, I finally faced my limitation.";
- next;
- mes "[Master]";
- mes "Sometimes I wondered 'should I have to give up everything to be more powerful...?'";
- next;
- mes "[Master]";
- mes "But what's done is done...";
- if (countitem(6153) > 0){
- delitem 6153,1;
- getitem 5754,1;
- close;
- }
- close;
- }
- mes "[Master]";
- mes "You should not have come here.";
- mes "Please leave.";
- close2;
- warp "yuno_fild07",255,178;
- end;
-}
-
-// Custom Translation
-sword_2-1,1,2,0 script Sura Job Switch 66,{
-
- switch(select("Open Arena:Close Arena:Activate Drawing Room:Actvate Buddy:Activate Naigara:All Off:Cancel")){
- case 1:
- mes "Opening Arena";
- donpcevent "Drawing Room::OnEnable";
- close;
- case 2:
- mes "Closing Arena";
- donpcevent "Drawing Room::OnDisable";
- close;
- case 3:
- mes "Activating Drawing Room";
- donpcevent "Buddy#Sura_Salon::OnEnable";
- close;
- case 4:
- mes "Activating Buddy";
- donpcevent "Buddy#job_shuaneh::OnEnable";
- close;
- case 5:
- mes "Activating garajjom";
- donpcevent "Sura_garajjom::OnEnable";
- close;
- case 6:
- mes "Deactivating all.";
- donpcevent "Drawing Room::OnDisable";
- donpcevent "Buddy#Sura_Salon::OnReset";
- donpcevent "Buddy#Sura_Salon::OnDisable";
- donpcevent "Buddy#job_shuaneh::OnDisable";
- donpcevent "Sura_garajjom::OnDisable";
- close;
- case 7:
- close;
- }
+//===== rAthena Script =======================================
+// Sura Job change Quest
+//===== By: ==================================================
+//= Masao
+//= Credits: Muad_Dib, Gepard
+//===== Current Version: =====================================
+//= 1.0
+//===== Compatible With: =====================================
+//= Any rAthena SVN
+//===== Description: =========================================
+//= [AEGIS Conversion]
+//= Job change Quest from Monk / Champion -> Sura.
+//===== Additional Comments: =================================
+//= 1.0 First Version.
+//============================================================
+
+ve_in,237,125,0 script King Crab#job_shu 107,{
+
+ if ((Class >= 4023) && (Class <= 4045)){
+ mes "[King Crab]";
+ // Custom Translation
+ mes "Dear child - you should not be in a place like this~";
+ mes "Terrible Master would get angry, oh ~";
+ close;
+ }
+
+ if (job_shu == 0){
+ if (Class == Job_Monk || Class == Job_Champion){
+ if ((BaseLevel > 98) && (JobLevel > 49)){
+ mes "[King Crab]";
+ mes "Khh ha ha ha ha ha ha.";
+ mes "That little rookie was knocked out by my one blow!";
+ next;
+ mes "[Sludge Worm]";
+ mes "Those arrogant fellows deserve a bitter lesson.";
+ mes "How dare a little rookie attack you, boss!";
+ next;
+ mes "[King Crab]";
+ mes "Ha ha ha ha ha ha ha!!!!";
+ next;
+ mes "[Sludge Worm]";
+ mes "Hey! Right here!!! One more cup of beer!!!";
+ mes "What are you doing? My boss's cup is already empty! Come quickly!";
+ next;
+ mes "[Waitress]";
+ mes "Yes, I will bring it right away.";
+ next;
+ mes "[Sludge Worm]";
+ mes "Too slow!!! Who do you think my boss is? Huh!?";
+ next;
+ mes "[Waitress]";
+ mes "I... I'm really sorry, sir...";
+ next;
+ mes "[King Crab]";
+ mes "K k k k k. That's enough.";
+ mes "That cute girl seems to be scared of you!";
+ mes "Hey lady~ We are not scary people~~";
+ next;
+ mes "[Waitress]";
+ mes "Aaaaaaaaaaak! Don't do this!!";
+ next;
+ mes "- Bang -";
+ donpcevent "???#bcmd::OnEnable";
+ next;
+ mes "[???]";
+ mes "Hey, there.";
+ mes "I've been watching you, making a ruckuss like you own this place.";
+ next;
+ mes "[???]";
+ mes "It's too noisy. So if you want to say that nonsense again, go home.";
+ next;
+ mes "[Sludge Worm]";
+ mes "What?!";
+ mes "I don't know who you are but you must've lost your mind!";
+ mes "Do you have any idea who my boss is?!!";
+ next;
+ mes "[Sludge Worm]";
+ mes "This is the famous King Crab!!!";
+ mes "Who can decimate entire armies with his fist!!!";
+ next;
+ mes "[???]";
+ mes "You do all the dirty things like your dirty face.";
+ mes "You're just a thug satisfying your desires.";
+ next;
+ mes "[King Crab]";
+ mes "What?";
+ mes "How dare you say those things?";
+ mes "Just because you're a girl doesn't mean I'll just let it go.";
+ next;
+ mes "[Sludge Worm]";
+ mes "Huh! The boss is really mad!";
+ mes "I can beat you up with one blow...";
+ next;
+ mes "["+strcharinfo(0)+"]";
+ mes "Hey! How dare you use violence against a lady!?";
+ next;
+ mes "[???]";
+ mes "Move back, you little thing...";
+ next;
+ mes "[???]";
+ mes "Oh, I'm glad to hear that.";
+ mes "I won't attack first because I'm in the middle of training.";
+ next;
+ mes "[King Crab && Sludge Worm]";
+ mes "What?";
+ next;
+ mes "[King Crab && Sludge Worm]";
+ mes "Uhhhh?!";
+ next;
+ mes "[King Crab && Sludge Worm]";
+ mes "Aaaaaahhhhhhhhk!!!!!!!!";
+ specialeffect EF_FIRESPLASHHIT,"King Crab#job_shu";
+ specialeffect EF_FIRESPLASHHIT,"Sludge Worm#job_shu";
+ next;
+ mes "- What is that amazing power? -";
+ mes "- I've never seen this";
+ mes "- kind of skill before... -";
+ next;
+ mes "[???]";
+ mes "Well, the mood is spoiled...";
+ next;
+ mes "[Waitress]";
+ mes "Tha... Thank you so much...";
+ mes "How can I repay you?";
+ next;
+ mes "[???]";
+ mes "It's not a big deal. It's okay.";
+ next;
+ mes "[Waitress]";
+ mes "Are you going back to your lodging?";
+ mes "If it's okay with you, can I deliver you a meal?";
+ next;
+ mes "[???]";
+ mes "Oh, you don't really need to.";
+ mes "Just a slice of bread and warm soup will be enough for me.";
+ mes "Then, I've got to say goodbye. Bye.";
+ donpcevent "???#bcmd::OnDisable";
+ next;
+ mes "[Waitress]";
+ mes "Bye...";
+ mes "...";
+ mes ".....";
+ mes "........(cheeks glowing)";
+ set job_shu,1;
+ setquest 11155;
+ close;
+ }
+ mes "[King Crab]";
+ mes "Khh ha ha ha ha ha ha";
+ mes "That little rookie was knocked out by my one blow!";
+ next;
+ mes "[Sludge Worm]";
+ mes "Those arrogant fellows deserve a bitter lesson.";
+ mes "How dare a little rookie attack my boss!";
+ next;
+ mes "[King Crab]";
+ mes "Khhha ha ha ha ha ha!!!!";
+ mes "One more cup of beer, here!!!";
+ mes "I will drink today!!!";
+ next;
+ mes "[Sludge Worm]";
+ mes "King Crab!!! I will follow you forever!!";
+ close;
+ }
+ }
+ mes "[King Crab]";
+ mes "Khh ha ha ha ha ha ha";
+ mes "That little rookie was knocked out by my one blow!";
+ next;
+ mes "[Sludge Worm]";
+ mes "Those arrogant fellows deserve a bitter lesson.";
+ mes "How dare a little rookie attack my boss!";
+ next;
+ mes "[King Crab]";
+ mes "Khhha ha ha ha ha ha!!!!";
+ mes "One more cup of beer, here!!!";
+ mes "I will drink today!!!";
+ next;
+ mes "[Sludge Worm]";
+ mes "King Crab!!! I will follow you forever!!";
+ close;
+}
+
+ve_in,241,128,4 script Sludge Worm#job_shu 110,{
+
+ if ((Class >= 4023) && (Class <= 4045)){
+ mes "[Sludge Worm]";
+ // Custom Translation
+ mes "Go away, child~";
+ mes "This is no place for childen!";
+ close;
+ }
+
+ if (job_shu == 0){
+ if (Class == Job_Monk || Class == Job_Champion){
+ if ((BaseLevel > 98) && (JobLevel > 49)){
+ mes "[King Crab]";
+ mes "Khh ha ha ha ha ha ha.";
+ mes "That little rookie was knocked out by my one blow!";
+ next;
+ mes "[Sludge Worm]";
+ mes "Those arrogant fellows deserve a bitter lesson.";
+ mes "How dare a little rookie attack you, boss!";
+ next;
+ mes "[King Crab]";
+ mes "Ha ha ha ha ha ha ha!!!!";
+ next;
+ mes "[Sludge Worm]";
+ mes "Hey! Right here!!! One more cup of beer!!!";
+ mes "What are you doing? My boss's cup is already empty! Come quickly!";
+ next;
+ mes "[Waitress]";
+ mes "Yes, I will bring it right away.";
+ next;
+ mes "[Sludge Worm]";
+ mes "Too slow!!! Who do you think my boss is? Huh!?";
+ next;
+ mes "[Waitress]";
+ mes "I... I'm really sorry, sir...";
+ next;
+ mes "[King Crab]";
+ mes "K k k k k. That's enough.";
+ mes "That cute girl seems to be scared of you!";
+ mes "Hey lady~ We are not scary people~~";
+ next;
+ mes "[Waitress]";
+ mes "Aaaaaaaaaaak! Don't do this!!";
+ next;
+ mes "- Bang -";
+ donpcevent "???#bcmd::OnEnable";
+ next;
+ mes "[???]";
+ mes "Hey, there.";
+ mes "I've been watching you, making a ruckuss like you own this place.";
+ next;
+ mes "[???]";
+ mes "It's too noisy. So if you want to say that nonsense again, go home.";
+ next;
+ mes "[Sludge Worm]";
+ mes "What?!";
+ mes "I don't know who you are but you must've lost your mind!";
+ mes "Do you have any idea who my boss is?!!";
+ next;
+ mes "[Sludge Worm]";
+ mes "This is the famous King Crab!!!";
+ mes "Who can decimate entire armies with his fist!!!";
+ next;
+ mes "[???]";
+ mes "You do all the dirty things like your dirty face.";
+ mes "You're just a thug satisfying your desires.";
+ next;
+ mes "[King Crab]";
+ mes "What?";
+ mes "How dare you say those things?";
+ mes "Just because you're a girl doesn't mean I'll just let it go.";
+ next;
+ mes "[Sludge Worm]";
+ mes "Huh! The boss is really mad!";
+ mes "I can beat you up with one blow...";
+ next;
+ mes "["+strcharinfo(0)+"]";
+ mes "Hey! How dare you use violence against a lady!?";
+ next;
+ mes "[???]";
+ mes "Move back, you little thing...";
+ next;
+ mes "[???]";
+ mes "Oh, I'm glad to hear that.";
+ mes "I won't attack first because I'm in the middle of training.";
+ next;
+ mes "[King Crab && Sludge Worm]";
+ mes "What?";
+ next;
+ mes "[King Crab && Sludge Worm]";
+ mes "Uhhhh?!";
+ next;
+ mes "[King Crab && Sludge Worm]";
+ mes "Aaaaaahhhhhhhhk!!!!!!!!";
+ specialeffect EF_FIRESPLASHHIT,"King Crab#job_shu";
+ specialeffect EF_FIRESPLASHHIT,"Sludge Worm#job_shu";
+ next;
+ mes "- What is that amazing power? -";
+ mes "- I've never seen this";
+ mes "- kind of skill before... -";
+ next;
+ mes "[???]";
+ mes "Well, the mood is spoiled...";
+ next;
+ mes "[Waitress]";
+ mes "Tha... Thank you so much...";
+ mes "How can I repay you?";
+ next;
+ mes "[???]";
+ mes "It's not a big deal. It's okay.";
+ next;
+ mes "[Waitress]";
+ mes "Are you going back to your lodging?";
+ mes "If it's okay with you, can I deliver you a meal?";
+ next;
+ mes "[???]";
+ mes "Oh, you don't really need to.";
+ mes "Just a slice of bread and warm soup will be enough for me.";
+ mes "Then, I've got to say goodbye. Bye.";
+ donpcevent "???#bcmd::OnDisable";
+ next;
+ mes "[Waitress]";
+ mes "Bye...";
+ mes "...";
+ mes ".....";
+ mes "........(cheeks glowing)";
+ set job_shu,1;
+ setquest 11155;
+ close;
+ }
+ mes "[King Crab]";
+ mes "Khh ha ha ha ha ha ha";
+ mes "That little rookie was knocked out by my one blow!";
+ next;
+ mes "[Sludge Worm]";
+ mes "Those arrogant fellows deserve a bitter lesson.";
+ mes "How dare a little rookie attack my boss!";
+ next;
+ mes "[King Crab]";
+ mes "Khhha ha ha ha ha ha!!!!";
+ mes "One more cup of beer, here!!!";
+ mes "I will drink today!!!";
+ next;
+ mes "[Sludge Worm]";
+ mes "King Crab!!! I will follow you forever!!";
+ close;
+ }
+ }
+ mes "[King Crab]";
+ mes "Khh ha ha ha ha ha ha";
+ mes "That little rookie was knocked out by my one blow!";
+ next;
+ mes "[Sludge Worm]";
+ mes "Those arrogant fellows deserve a bitter lesson.";
+ mes "How dare a little rookie attack my boss!";
+ next;
+ mes "[King Crab]";
+ mes "Khhha ha ha ha ha ha!!!!";
+ mes "One more cup of beer, here!!!";
+ mes "I will drink today!!!";
+ next;
+ mes "[Sludge Worm]";
+ mes "King Crab!!! I will follow you forever!!";
+ close;
+}
+
+ve_in,244,126,3 script Waitress#job_shu 69,{
+
+ if (job_shu == 0){
+ mes "[Waitress]";
+ mes "Oh no~";
+ mes "I hate those noisy and impolite customers!";
+ mes "I hope there is someone who can scold them for me.";
+ close;
+ }else if (job_shu == 1){
+ if (Class == Job_Monk){
+ mes "[Waitress]";
+ mes "Oh dear~";
+ mes "I really appreciate you, Monk, for helping me a while ago.";
+ next;
+ }else if (Class == Job_Champion){
+ mes "[Waitress]";
+ mes "Oh dear~";
+ mes "I really appreciate you, Champion, for helping me a while ago.";
+ next;
+ }
+ mes "[Waitress]";
+ mes "Ah, the person we saw before?";
+ mes "She has been staying in this village for days,";
+ mes "Isn't she so great?";
+ next;
+ mes "[Waitress]";
+ mes "Although she is a woman like me, she was so cool!";
+ mes "Aaahh~ That beautiful and imposing figure...";
+ next;
+ mes "[Waitress]";
+ mes "Oh my!!";
+ mes "I forgot to do something!";
+ mes "I should cook right away and then bring the meal to the Inn. Aaahh~";
+ next;
+ mes "[Waitress]";
+ mes "If you still don't know where to stay, please use ^f57d7dthe Inn at the upper side of this building^000000.";
+ close;
+ }
+ mes "[Waitress]";
+ mes "Now that the customers have become a little quiet.";
+ mes "Ahhhh, I feel better now!!";
+ close;
+}
+
+ve_in,240,131,0 script ???#bcmd 484,{
+ end;
+
+OnInit:
+ disablenpc "???#bcmd";
+ end;
+
+OnEnable:
+ enablenpc "???#bcmd";
+ initnpctimer;
+ end;
+
+OnDisable:
+ disablenpc "???#bcmd";
+ stopnpctimer;
+ end;
+
+OnTimer600000:
+ donpcevent "???#bcmd::OnDisable";
+ stopnpctimer;
+ end;
+}
+
+// Custom Translation NPC name
+ve_in,97,149,0 script Sura Hotel 111,3,3,{
+
+OnTouch:
+ if (job_shu == 1){
+ mes "[???]";
+ mes "Who is it?!";
+ next;
+ mes "["+strcharinfo(0)+"]";
+ mes "I am the person who was at the pub a while ago.";
+ mes "I have something to ask.";
+ next;
+ mes "[???]";
+ mes "Don't bother me, just go away!";
+ next;
+ mes "["+strcharinfo(0)+"]";
+ mes "Please, I just want to talk.";
+ next;
+ mes "[???]";
+ mes "...";
+ next;
+ mes "["+strcharinfo(0)+"]";
+ mes "Don't ignore me, just talk to me.";
+ next;
+ mes "["+strcharinfo(0)+"]";
+ mes "Just for a moment, isn't it okay?";
+ next;
+ mes "["+strcharinfo(0)+"]";
+ mes "I'm not here to hurt you.";
+ next;
+ mes "["+strcharinfo(0)+"]";
+ mes "How could you treat someone who came to your door so badly?";
+ next;
+ mes "["+strcharinfo(0)+"]";
+ mes "You're going too far.";
+ next;
+ mes "["+strcharinfo(0)+"]";
+ mes "After I saw you fighting...";
+ next;
+ mes "["+strcharinfo(0)+"]";
+ mes "I thought that you must have practiced martial arts and I came here to meet you.";
+ next;
+ mes "["+strcharinfo(0)+"]";
+ mes "But seeing that you stood me up outside like this...";
+ next;
+ mes "["+strcharinfo(0)+"]";
+ mes "You must be advanced in martial arts...";
+ next;
+ mes "[???]";
+ mes "How persistent...";
+ next;
+ mes "[???]";
+ mes "What the hell do you want?";
+ set job_shu,2;
+ close;
+ }
+ end;
+}
+
+ve_in,98,159,0 script Fighter#job_shu 484,{
+
+ if (job_shu < 2){
+ mes "[Fighter]";
+ mes "Ahhhh~ I'm so tired.";
+ mes "Training is so tough and I have a long way to go!";
+ close;
+ }else if (job_shu == 2){
+ mes "["+strcharinfo(0)+"]";
+ mes "I want to know about the skill you used a while ago.";
+ next;
+ mes "[???]";
+ mes "...";
+ mes "......";
+ mes ".........";
+ mes "............ A rookie like you doesn't need to know.";
+ next;
+ mes "["+strcharinfo(0)+"]";
+ mes "Rookie?!";
+ mes "I have steadily practiced martial arts.";
+ mes "I am confident that I will never lose.";
+ next;
+ mes "[???]";
+ mes "So you can beat me, too?";
+ next;
+ mes "["+strcharinfo(0)+"]";
+ mes "No...";
+ mes "I guess that's too much...";
+ mes "Frankly speaking, I was quite amazed by you.";
+ next;
+ mes "["+strcharinfo(0)+"]";
+ mes "I had thought that I was strong enough but after seeing you fight, I realized that I was full of conceit.";
+ next;
+ mes "[???]";
+ mes "Huuuh~ No matter how strong you are,";
+ mes "you cannot avoid reaching for your true limit.";
+ next;
+ mes "["+strcharinfo(0)+"]";
+ mes "You are just the person that I expected.";
+ next;
+ mes "["+strcharinfo(0)+"]";
+ mes "I think you would know";
+ mes "how to overcome this limitation.";
+ next;
+ mes "[???]";
+ mes "Stop it.";
+ next;
+ mes "["+strcharinfo(0)+"]";
+ mes "What? Why?";
+ next;
+ mes "[???]";
+ mes "Are you a human?";
+ next;
+ mes "["+strcharinfo(0)+"]";
+ mes "What?";
+ mes "Of course, I am a human.";
+ next;
+ mes "[???]";
+ mes "To become stronger is too hard for a mere human.";
+ mes "If you want to, just buy better equipment.";
+ next;
+ mes "["+strcharinfo(0)+"]";
+ mes "Then, what are you?";
+ mes "You mean you're not a human being?";
+ next;
+ mes "[???]";
+ mes "To overstep the limit...";
+ mes "is impossible for a human.";
+ mes "It's a ghost's way...";
+ next;
+ mes "["+strcharinfo(0)+"]";
+ mes "Ghost?";
+ next;
+ mes "[???]";
+ mes "I gave up being a human after I chose this way.";
+ mes "The way to become a Sura abandoning divine protection.";
+ next;
+ mes "[???]";
+ mes "You won't even have time to take a rest if you choose this way.";
+ mes "You'll become a puppet for war...";
+ next;
+ switch(select("But I still want to know more.:Well, I quit then.")){
+ case 1:
+ mes "[???]";
+ mes "Aren't you an idiot?";
+ mes "Why are you so happy about becoming a ghost?";
+ next;
+ mes "[???]";
+ mes "You'll regret it, so just be satisfied with your present life.";
+ next;
+ mes "["+strcharinfo(0)+"]";
+ mes "Well, now that I've met you, I won't live my life this way anymore!";
+ next;
+ mes "[???]";
+ mes "Hah... you're really making me tired.";
+ next;
+ mes "[???]";
+ mes "Okay, then^f57d7d go and kill 100 Desert Wolves.^000000";
+ mes "After that, I'll think about it again.";
+ set job_shu,3;
+ changequest 11155,11156;
+ close;
+ case 2:
+ mes "[???]";
+ mes "Well, good choice.";
+ mes "You don't need to look for trouble.";
+ close;
+ }
+ }else if (job_shu == 3){
+ if (checkquest(11156,2) == 2){
+ mes "[???]";
+ mes "Wow~";
+ mes "Did you really kill all those wolves?";
+ mes "I figured you'd have given up.";
+ next;
+ mes "[???]";
+ mes "A woman's word is her bond!!";
+ mes "A promise is a promise.";
+ next;
+ mes "[???]";
+ mes "Go to ^f57d7dEl Mes Gorge Southeast of Juno^000000.";
+ mes "My colleague ^f57d7dBuddy^000000 will be training himself near the center of that area.";
+ next;
+ mes "[Bruno]";
+ mes "Tell him that 'Bruno' sent you there and after that, just suit yourself.";
+ set job_shu,4;
+ changequest 11156,11157;
+ close;
+ }
+ mes "[???]";
+ mes "Hah... you're really making me tired.";
+ next;
+ mes "[???]";
+ mes "Okay, then^f57d7d go and kill 100 Desert Wolves.^000000";
+ mes "Then I'll think about it again.";
+ close;
+ }else if (job_shu == 4){
+ mes "[Bruno]";
+ mes "Go to ^f57d7dEl Mes Gorge Southeast of Juno^000000.";
+ mes "My colleague ^f57d7dBuddy^000000 will be training himself near the center of that area.";
+ next;
+ mes "[Bruno]";
+ mes "Tell him that 'Bruno' sent you there and after that, just suit yourself.";
+ close;
+ }else if (job_shu == 100){
+ mes "[Bruno]";
+ mes "Hey~ !";
+ mes "How are you doing?";
+ next;
+ mes "[Bruno]";
+ mes "Don't you have any presents for your teacher?";
+ close;
+ }
+ mes "[Bruno]";
+ mes "I recommend you to reconsider being a Sura.";
+ mes "Sura is strong and cool, but that's not all.";
+ next;
+ mes "[Bruno]";
+ mes "Me?";
+ mes "If I need to choose a job again, I will definitely choose Sura.";
+ close;
+}
+
+yuno_fild07,254,176,7 script Buddy#job_shu 483,{
+
+ if (job_shu < 4){
+ mes "[Buddy]";
+ mes "Haaap!!! Haaaap!!! Whoo!! Haahhp!!!";
+ next;
+ mes "[Buddy]";
+ mes "I don't know why you're here but please don't stand behind me unless you want to die.";
+ close;
+ }else if (job_shu == 4){
+ mes "[Buddy]";
+ mes "Haaap!!! Haaaap!!! Whoo!! Haahhp!!!";
+ next;
+ mes "[Buddy]";
+ mes "I don't know why you're here but please don't stand behind me unless you want to die.";
+ next;
+ mes "["+strcharinfo(0)+"]";
+ mes "'Bruno' sent me here.";
+ next;
+ mes "[Buddy]";
+ mes "Ah! My colleague introduced me to you!";
+ mes "Anyway, why are you here to see me?";
+ next;
+ mes "["+strcharinfo(0)+"]";
+ mes "I asked Bruno about her strength, and she recommended me to you.";
+ next;
+ mes "[Buddy]";
+ mes "That difficult girl... no, just kidding.";
+ mes "You must be a special person for her to send you to me.";
+ next;
+ mes "[Buddy]";
+ mes "Well, I can't answer your question because I'm in the process of self training, so I will take you to our master.";
+ next;
+ mes "[Buddy]";
+ mes "My master doesn't like noise, so please ^f57d7dwait in the living room silently.^000000";
+ next;
+ mes "[Buddy]";
+ mes "This way...";
+ set job_shu,5;
+ changequest 11157,11158;
+ close2;
+ warp "sword_1-1",215,244;
+ end;
+ }else if (job_shu == 100){
+ mes "[Buddy]";
+ mes "Ah, long time no see, "+strcharinfo(0)+".";
+ mes "Are you here to meet my master?";
+ next;
+ switch(select("Yes:No")){
+ case 1:
+ mes "[Buddy]";
+ mes "I'll take you right away.";
+ close2;
+ warp "sword_1-1",216,168;
+ end;
+ case 2:
+ mes "[Buddy]";
+ mes "Then, why are you here?";
+ mes "You are not here to see me, aren't you?";
+ close;
+ }
+ }
+ mes "[Buddy]";
+ mes ""+strcharinfo(0)+"£¬Didn't you meet the master yet?";
+ next;
+ mes "[Buddy]";
+ mes "My master doesn't like noise, so please ^f57d7dwait in the living room silently.^000000";
+ next;
+ mes "[Buddy]";
+ mes "This way...";
+ close;
+ warp "sword_1-1",215,244;
+ end;
+}
+
+sword_1-1,223,243,4 script Drawing Room 483,{
+
+OnInit:
+ disablenpc "Drawing Room";
+ waitingroom "Drawing Room",20,"Drawing Room::OnStartArena",1;
+ enablewaitingroomevent;
+ end;
+
+OnStartArena:
+ warpwaitingpc "sword_2-1",223,205;
+ donpcevent "Buddy#Sura_Salon::OnEnable";
+ disablewaitingroomevent;
+ end;
+
+OnEnable:
+ enablewaitingroomevent;
+ end;
+
+OnDisable:
+ disablewaitingroomevent;
+ end;
+}
+
+sword_1-1,223,243,4 script Buddy#job_shu reception 483,{
+
+ mes "[Buddy]";
+ mes "My master doesn't like noise, so please ^f57d7dwait in the living room silently.^000000";
+ next;
+ switch(select("Go to the living room.:Go outside.")){
+ case 1:
+ mes "[Buddy]";
+ mes "Please wait in the living room at the upper side.";
+ close;
+ case 2:
+ mes "[Buddy]";
+ mes "Then, see you again.";
+ close2;
+ warp "yuno_fild07",255,178;
+ end;
+ }
+}
+
+sword_2-1,1,1,0 script Buddy#Sura_Salon 66,{
+ end;
+
+OnInit:
+ disablenpc "Buddy#Sura_Salon";
+ end;
+
+OnEnable:
+ enablenpc "Buddy#Sura_Salon";
+ initnpctimer;
+ end;
+
+OnReset:
+ killmonster "sword2-1","Buddy#Sura_Salon::OnMyMobDead";
+ end;
+
+OnDisable:
+ disablenpc "Buddy#Sura_Salon";
+ stopnpctimer;
+ end;
+
+OnMyMobDead:
+ if(.MyMobCount < 1){
+ monster "sword_2-1",219,210,"hallucination",1479,1,"Buddy#Sura_Salon::OnMyMobDead";
+ monster "sword_2-1",228,209,"hallucination",1483,1,"Buddy#Sura_Salon::OnMyMobDead";
+ monster "sword_2-1",228,201,"hallucination",1479,1,"Buddy#Sura_Salon::OnMyMobDead";
+ monster "sword_2-1",219,201,"hallucination",1483,1,"Buddy#Sura_Salon::OnMyMobDead";
+ }
+ end;
+
+OnTimer3000:
+ mapannounce "sword2-1","The master is now in the middle of training, and you need to wait in the living room around 5 minutes.",bc_map;
+ end;
+
+OnTimer4000:
+ mapannounce "sword2-1","Ah! You may have hallucinations in the living room, so please be careful.",bc_map;
+ end;
+
+OnTimer5000:
+ mapannounce "sword2-1","This is the policy of the master, so please don't feel unpleasant.",bc_map;
+ end;
+
+OnTimer33000:
+ monster "sword_2-1",219,210,"hallucination",1480,1,"Buddy#Sura_Salon::OnMyMobDead";
+ monster "sword_2-1",219,210,"It can't be true",1479,1,"Buddy#Sura_Salon::OnMyMobDead";
+ monster "sword_2-1",228,209,"hallucination",1446,1,"Buddy#Sura_Salon::OnMyMobDead";
+ monster "sword_2-1",228,209,"Just Imagination",1483,1,"Buddy#Sura_Salon::OnMyMobDead";
+ monster "sword_2-1",228,201,"hallucination",1480,1,"Buddy#Sura_Salon::OnMyMobDead";
+ monster "sword_2-1",228,201,"Illusion",1479,1,"Buddy#Sura_Salon::OnMyMobDead";
+ monster "sword_2-1",219,201,"hallucination",1446,1,"Buddy#Sura_Salon::OnMyMobDead";
+ monster "sword_2-1",219,201,"Just Imagination",1483,1,"Buddy#Sura_Salon::OnMyMobDead";
+ set .MyMobCount,8;
+ end;
+
+OnTimer93000:
+ monster "sword_2-1",219,210,"hallucination",1480,1,"Buddy#Sura_Salon::OnMyMobDead";
+ monster "sword_2-1",219,210,"Just Imagination",1479,1,"Buddy#Sura_Salon::OnMyMobDead";
+ monster "sword_2-1",228,209,"hallucination",1446,1,"Buddy#Sura_Salon::OnMyMobDead";
+ monster "sword_2-1",228,209,"hallucination",1483,1,"Buddy#Sura_Salon::OnMyMobDead";
+ monster "sword_2-1",228,201,"hallucination",1480,1,"Buddy#Sura_Salon::OnMyMobDead";
+ monster "sword_2-1",219,201,"hallucination",1446,1,"Buddy#Sura_Salon::OnMyMobDead";
+ set .MyMobCount,6;
+ end;
+
+OnTimer153000:
+ mapannounce "sword2-1","If you're bored, may I bring you some magazines?",bc_map;
+ monster "sword_2-1",219,210,"Magazine",1478,1,"Buddy#Sura_Salon::OnMyMobDead";
+ monster "sword_2-1",219,210,"Magazine",1478,1,"Buddy#Sura_Salon::OnMyMobDead";
+ monster "sword_2-1",228,209,"Magazine",1478,1,"Buddy#Sura_Salon::OnMyMobDead";
+ monster "sword_2-1",228,209,"Magazine",1478,1,"Buddy#Sura_Salon::OnMyMobDead";
+ monster "sword_2-1",228,201,"Magazine",1478,1,"Buddy#Sura_Salon::OnMyMobDead";
+ monster "sword_2-1",228,201,"Magazine",1478,1,"Buddy#Sura_Salon::OnMyMobDead";
+ monster "sword_2-1",219,201,"Magazine",1478,1,"Buddy#Sura_Salon::OnMyMobDead";
+ monster "sword_2-1",219,201,"Magazine",1478,1,"Buddy#Sura_Salon::OnMyMobDead";
+ set .MyMobCount,8;
+ end;
+
+OnTimer213000:
+ monster "sword_2-1",219,210,"hallucination",1480,1,"Buddy#Sura_Salon::OnMyMobDead";
+ monster "sword_2-1",219,210,"Never mind",1479,1,"Buddy#Sura_Salon::OnMyMobDead";
+ monster "sword_2-1",228,209,"hallucination",1483,1,"Buddy#Sura_Salon::OnMyMobDead";
+ monster "sword_2-1",228,201,"hallucination",1480,1,"Buddy#Sura_Salon::OnMyMobDead";
+ monster "sword_2-1",228,201,"Can you see me?",1479,1,"Buddy#Sura_Salon::OnMyMobDead";
+ monster "sword_2-1",219,201,"hallucination",1483,1,"Buddy#Sura_Salon::OnMyMobDead";
+ set .MyMobCount,6;
+ end;
+
+OnTimer273000:
+ monster "sword_2-1",219,210,"",1480,1,"Buddy#Sura_Salon::OnMyMobDead";
+ monster "sword_2-1",228,209,"hallucination",1446,1,"Buddy#Sura_Salon::OnMyMobDead";
+ monster "sword_2-1",228,201,"hallucination",1480,1,"Buddy#Sura_Salon::OnMyMobDead";
+ monster "sword_2-1",228,201,"hallucination",1479,1,"Buddy#Sura_Salon::OnMyMobDead";
+ monster "sword_2-1",219,201,"hallucination",1446,1,"Buddy#Sura_Salon::OnMyMobDead";
+ monster "sword_2-1",219,201,"hallucination",1483,1,"Buddy#Sura_Salon::OnMyMobDead";
+ set .MyMobCount,6;
+ end;
+
+OnTimer300000:
+ mapannounce "sword2-1","The master has arrived. Soon I'll show you into the master's room.",bc_map;
+ end;
+
+OnTimer303000:
+ donpcevent "Buddy#job_shuaneh::OnEnable";
+ end;
+
+OnTimer305000:
+ donpcevent "Buddy#Sura_Salon::OnReset";
+ end;
+
+OnTimer315000:
+ mapannounce "sword2-1","Come on here.",bc_map;
+ donpcevent "Buddy#job_shuaneh::OnDisable";
+ donpcevent "Sura_garajjom::OnEnable";
+ end;
+
+OnTimer320000:
+ mapannounce "sword2-1","I guess you're not ready to meet the master yet..",bc_map;
+ donpcevent "Sura_garajjom::OnDisable";
+ donpcevent "Drawing Room::OnEnable";
+ mapwarp "sword2-1","yuno_fild07",255,178;
+ stopnpctimer;
+ end;
+}
+
+sword_2-1,223,205,7 script Buddy#job_shuaneh 483,{
+
+ if (job_shu > 4){
+ mes "I'll show you the way. This way.";
+ close2;
+ warp "sword_1-1",216,168;
+ donpcevent "Buddy#job_shuaneh::OnDisable";
+ end;
+ }
+ // Custom Translation
+ mes "How did you get here?";
+ close2;
+ warp "yuno_fild07",248,179;
+ end;
+
+OnInit:
+ disablenpc "Buddy#job_shuaneh";
+ end;
+
+OnEnable:
+ enablenpc "Buddy#job_shuaneh";
+ end;
+
+OnDisable:
+ disablenpc "Buddy#job_shuaneh";
+ end;
+}
+
+sword_2-1,223,205,0 script Sura_garajjom 111,10,10,{
+ end;
+
+OnTouch:
+ warp "sword_1-1",216,168;
+ end;
+
+OnInit:
+ disablenpc "Sura_garajjom";
+ end;
+
+OnEnable:
+ enablenpc "Sura_garajjom";
+ end;
+
+OnDisable:
+ disablenpc "Sura_garajjom";
+ end;
+}
+
+sword_1-1,222,169,5 script Bruno#job_shu 484,{
+
+ if (job_shu > 4){
+ mes "[Bruno]";
+ mes "Hey~ "+strcharinfo(0)+", What's up?";
+ next;
+ switch(select("Let's have conversation.:Go outside.")){
+ case 1:
+ if (job_shu == 100){
+ mes "[Bruno]";
+ mes "My master?";
+ mes "He said he has put the world out of his mind and he is a ghost who gave up being a human but he seems to have a lingering desire for the world.";
+ next;
+ mes "[Bruno]";
+ mes "Well, I am also a Sura but I still enjoy traveling and meeting many people~";
+ next;
+ mes "[Bruno]";
+ mes "In the old days, my master had one close friend but after becoming a Sura,";
+ next;
+ mes "[Bruno]";
+ mes "I heard that he wrote a letter to the friend that he had died.";
+ mes "Then he sometimes visits 'the place of memory' secretly.";
+ next;
+ mes "[Bruno]";
+ mes "It would be better not saying that he died and just keep meeting his friend.";
+ mes "He's a bit of a stick-in-the-mud.";
+ next;
+ mes "[Bruno]";
+ mes "But he is really cool and awesome.";
+ mes "Ho ho.";
+ next;
+ mes "[Bruno]";
+ mes "The reason why I keep traveling is to find 'the precious friend' of my master and not to training myself more.";
+ next;
+ mes "[Bruno]";
+ mes "I feel heavy-hearted when I see my master missing his friend...";
+ mes "It's not... not just for my... master!";
+ close;
+ }
+ mes "[Bruno]";
+ mes "Wow~ I thought you would be knocked out before seeing my master but you are finally here now?";
+ next;
+ mes "[Bruno]";
+ mes "Anyway you are here now, so I am your immediate superior.";
+ next;
+ mes "[Bruno]";
+ mes "We don't care about your age in our world!";
+ close;
+ case 2:
+ mes "[Bruno]";
+ mes "Come again whenever you want to~";
+ mes "I will show you the training course of the dead~";
+ close2;
+ warp "yuno_fild07",255,178;
+ end;
+ }
+ }
+ mes "[Bruno]";
+ // Custom Translation
+ mes "How do people keep";
+ mes "getting in here!";
+ mes "Get out!!!";
+ close2;
+ warp "yuno_fild07",255,178;
+ end;
+}
+
+sword_1-1,223,167,2 script Master#job_shu 483,{
+
+ if (job_shu > 4){
+ if (job_shu == 5){
+ mes "[Master]";
+ mes "You must have bright eyes to see that you finally came to this room.";
+ next;
+ if(SkillPoint != 0){
+ mes "[Master]";
+ // Custom Translation
+ mes "Please use all your Skill Points or you cannot become a Sura.";
+ close;
+ }
+ if ((Class >= 4023) && (Class <= 4045)){
+ mes "[Master]";
+ // Custom Translation
+ mes "No matter how much you want power, I will not let children set foot on the road to the Sura.";
+ close;
+ }
+ if(checkweight(1201,1) == 0){
+ mes "[Master]";
+ // Custom Translation
+ mes "Your earthly burden is to heavy. You'd better go clean up.";
+ close;
+ }
+ if (JobLevel < 50 || BaseLevel < 99){
+ mes "[Master]";
+ // Custom Translation
+ mes "You seem to have not yet reached the limits of human beings, you still have far to go in order to become Sura.";
+ mes "Go train more.";
+ close;
+ }
+ if (Class == Job_Monk){
+ mes "[Bruno]";
+ mes "Of course~";
+ mes "I have keen eyes.";
+ next;
+ mes "[Bruno]";
+ mes "Master! This is a wolf fur coat.";
+ mes "Put it on when it's cold.";
+ next;
+ mes "["+strcharinfo(0)+"]";
+ mes "Ahhk! That is the wolf I... caught... Uhh.";
+ next;
+ mes "- Whack -";
+ next;
+ mes "[Bruno]";
+ mes "Ho ho ho~";
+ mes "Do you have something to say, "+strcharinfo(0)+"?";
+ mes "You became a member of our family, let's get along together ~";
+ next;
+ mes "[Master]";
+ mes "Right, I now accept you as my student, too.";
+ next;
+ mes "[Master]";
+ mes "I think you already know it, but to live as a Sura will not be that easy.";
+ next;
+ mes "[Master]";
+ mes "I also shut myself off from the world. If there comes a day when we go to the world again, it must be the day when the world needs ghosts for the wars.";
+ next;
+ mes "[Master]";
+ mes "I hope those days will not come but... I'll willingly be the ghost and kill all enemies.";
+ next;
+ mes "[Master]";
+ mes "You should train yourself steadily until that day.";
+ set job_shu,100;
+ jobchange Job_Sura;
+ completequest 11158;
+ getitem 5754,1;
+ getitem 2795,1;
+ close;
+ }else if (Class == Job_Champion){
+ mes "[Bruno]";
+ mes "Of course~";
+ mes "I have keen eyes.";
+ next;
+ mes "[Bruno]";
+ mes "Master! This is a wolf fur coat.";
+ mes "Put it on when it's cold.";
+ next;
+ mes "["+strcharinfo(0)+"]";
+ mes "Ahhk! That is the wolf I... caught... Uhh.";
+ next;
+ mes "- Whack -";
+ next;
+ mes "[Bruno]";
+ mes "Ho ho ho~";
+ mes "Do you have something to say, "+strcharinfo(0)+"?";
+ mes "You became a member of our family, let's get along together ~";
+ next;
+ mes "[Master]";
+ mes "Right, I now accept you as my student, too.";
+ next;
+ mes "[Master]";
+ mes "I think you already know it, but to live as a Sura will not be that easy.";
+ next;
+ mes "[Master]";
+ mes "I also shut myself off from the world. If there comes a day when we go to the world again, it must be the day when the world needs ghosts for the wars.";
+ next;
+ mes "[Master]";
+ mes "I hope those days will not come but... I'll willingly be the ghost and kill all enemies.";
+ next;
+ mes "[Master]";
+ mes "You should train yourself steadily until that day.";
+ set job_shu,100;
+ jobchange Job_Sura_T;
+ completequest 11155;
+ getitem 5754,1;
+ getitem 2795,1;
+ close;
+ }
+ mes "[Master]";;
+ // Custom Translation
+ mes "Ah?";;
+ close;
+ }
+ mes "[Master]";
+ mes "Once I was also an ordinary young man who traveled a lot and met many friends.";
+ next;
+ mes "[Master]";
+ mes "However, as you might have felt, I finally faced my limitation.";
+ next;
+ mes "[Master]";
+ mes "Sometimes I wondered 'should I have to give up everything to be more powerful...?'";
+ next;
+ mes "[Master]";
+ mes "But what's done is done...";
+ if (countitem(6153) > 0){
+ delitem 6153,1;
+ getitem 5754,1;
+ close;
+ }
+ close;
+ }
+ mes "[Master]";
+ mes "You should not have come here.";
+ mes "Please leave.";
+ close2;
+ warp "yuno_fild07",255,178;
+ end;
+}
+
+// Custom Translation
+sword_2-1,1,2,0 script Sura Job Switch 66,{
+
+ switch(select("Open Arena:Close Arena:Activate Drawing Room:Actvate Buddy:Activate Naigara:All Off:Cancel")){
+ case 1:
+ mes "Opening Arena";
+ donpcevent "Drawing Room::OnEnable";
+ close;
+ case 2:
+ mes "Closing Arena";
+ donpcevent "Drawing Room::OnDisable";
+ close;
+ case 3:
+ mes "Activating Drawing Room";
+ donpcevent "Buddy#Sura_Salon::OnEnable";
+ close;
+ case 4:
+ mes "Activating Buddy";
+ donpcevent "Buddy#job_shuaneh::OnEnable";
+ close;
+ case 5:
+ mes "Activating garajjom";
+ donpcevent "Sura_garajjom::OnEnable";
+ close;
+ case 6:
+ mes "Deactivating all.";
+ donpcevent "Drawing Room::OnDisable";
+ donpcevent "Buddy#Sura_Salon::OnReset";
+ donpcevent "Buddy#Sura_Salon::OnDisable";
+ donpcevent "Buddy#job_shuaneh::OnDisable";
+ donpcevent "Sura_garajjom::OnDisable";
+ close;
+ case 7:
+ close;
+ }
} \ No newline at end of file
diff --git a/npc/merchants/3rd_trader.txt b/npc/merchants/3rd_trader.txt
index 34667fa0a..d8b543968 100644
--- a/npc/merchants/3rd_trader.txt
+++ b/npc/merchants/3rd_trader.txt
@@ -1,521 +1,521 @@
-//===== rAthena Script =======================================
-//= 3rd Item Seller
-//===== By: ==================================================
-//= Masao
-//= Mercurial
-//===== Current Version: =====================================
-//= 1.1
-//===== Compatible With: =====================================
-//= rAthena SVN
-//===== Description: =========================================
-//= [Aegis Conversion]
-//= Sells some 3rd Job related Items.
-//===== Additional Comments: =================================
-//= v1.1 Optimized Poison Herb Salesman NPC
-//= v1.0 First Version.
-//============================================================
-
-
-job3_guil01,79,96,3 script Poison Herb Salesman::PHS 877,{
-
- // We are unsure about agis script command equivalent please refer to 3rd_trader.sc line 3
- //if( (countitem(1201)>=30000) || checkweight() )
-
- for(set .x,0; .x<getarraysize(.herbs); set .x,.x+1)
- {
- if(!checkweight(.herbs[.x],.maxHerbs))
- {
- mes "- Wait a minute !! -";
- mes "- Currently you're carrying -";
- mes "- too many items with you. -";
- mes "- Please try again -";
- mes "- after you loose some weight. -";
- close;
- }
- }
-
- mes .npcName$;
- mes "I am the professional";
- mes "poison herb seller.";
- mes "Which one do you want?";
- mes "They cost "+.herbCost[0]+" zeny each!";
- set .herbType,select("Nerium:Rantana:Makulata:Seratum:Scopolia:Amoena:Poison Kit")-1;
- next;
- if(.herbType==(getarraysize(.herbs)-1))
- {
- mes .npcName$;
- mes "You can only buy";
- mes "1 Poison Kit and it costs "+.herbCost[(getarraysize(.herbs)-1)]+" zeny.";
- mes "Will you buy it?";
-
- switch(select("Yes, I will.:No, I won't."))
- {
- case 1:
- if(Zeny < .poisHerbCost)
- {
- next;
- mes .npcName$;
- mes "Please check the money you have.";
- mes "It doesn't seem like you have enough money.";
- close;
- }
- else
- {
- set Zeny,Zeny-.poisHerbCost;
- getitem .herbs[getarraysize(.herbs)-1],1;
- next;
- mes .npcName$;
- mes "Thank you. See you~!";
- close;
- }
- break;
- case 2:
- next;
- mes "[Poison Herb Salesman]";
- mes "Well, I see. See you~!";
- close;
- break;
- }
- }
- else
- {
- mes .npcName$;
- mes "How many do you want? You can";
- mes "only buy a maximum of "+.maxHerbs+" ea";
- mes "and if you want to cancel, enter '0'.";
- input .herbsCount;
- if(.herbsCount<=0) // check if player canceled herb purchase
- {
- next;
- mes .npcName$;
- mes "You've cancelled the trade.";
- close;
- }
- else if(.herbsCount>.maxHerbs) // checks if herbs count exceeds maxHerbs limit
- {
- next;
- mes .npcName$;
- mes "Please check the maximum";
- mes "amount and then try again.";
- close;
- }
- else if(.herbsCount+countitem(.herbs[.herbType]) > .maxItemStack) // Check item stack according to Aegis script
- {
- mes "- Wait a minute !! -";
- mes "- Currently you're carrying -";
- mes "- too many items with you. -";
- mes "- Please try again -";
- mes "- after you loose some weight. -";
- close;
- }
- else
- {
- if(Zeny<(.herbsCount*.herbCost)) // Check if Zeny is enough
- {
- next;
- mes .npcName$;
- mes "Please check the money you have.";
- mes "It doesn't seem like you have enough money.";
- close;
- }
- else // all requirements are met give the item
- {
- set Zeny,Zeny-(.herbsCount*.herbCost);
- getitem .herbs[.herbType],.herbsCount;
- next;
- mes .npcName$;
- mes "Thank you. See you~!";
- close;
- }
- }
- }
-OnInit:
-// Initialize Item Id's on script engine Init Event
- set .npcName$,"[Poison Herb Salesman]";
- setarray .herbs[0],7932,7933,7934,7935,7936,7937,7931;
- setarray .herbCost[0],4000,4000,4000,4000,4000,4000,5000;
- set .maxHerbs,2000;
- set .poisHerbCost,5000;
- set .maxItemStack,30000;
-}
-
-
-job3_rune01,90,62,3 script Rune Salesman::runesale 853,{
-
- if(checkweight(1201,1) == 0 || MaxWeight - Weight < 20000)
- {
- mes "- Wait a minute !! -";
- mes "- Currently you're carrying -";
- mes "- too many items with you. -";
- mes "- Please try again -";
- mes "- after you loose some weight. -";
- close;
- }
-
- mes "[Rune Salesman]";
- mes "Hey, do you need Runes?!";
- mes "I sell all kinds of Rune Stones!";
- mes "What kind of Rune do you want?";
- next;
- switch(select("Buy high-quality Rune Stones.:Buy ordinary Rune Stones."))
- {
- case 1:
- mes "[Rune Salesman]";
- mes "High-quality Runes!";
- mes "They cost 2,500 zeny each!";
- mes "Tell me how many you want to buy";
- mes "and remember, you can only";
- mes "buy a maximum amount of 2000 ea!";
- next;
- input .@amount;
- if(.@amount == 0)
- {
- mes "[Rune Salesman]";
- mes "You're not buying? Go away!";
- close;
- }
- else if(.@amount > 2000)
- {
- mes "[Rune Salesman]";
- mes "Please check the maximum";
- mes "amount and then come back to me again!";
- close;
- }
- else if(Zeny < .@amount * 2500)
- {
- mes "[Rune Salesman]";
- mes "Money! Money!";
- mes "You are short of money!";
- mes "Check the amount of money you have!!";
- close;
- }
- set .@checkweight,.@amount * 100;
- if (MaxWeight < .@checkweight)
- {
- mes "[Rune Salesman]";
- mes "You're not able to carry it, so why are you trying to buy it?!";
- close;
- }
- set Zeny,Zeny - .@amount * 2500;
- getitem 12734,.@amount;
- mes "[Rune Salesman]";
- mes "You can buy more again.";
- mes "So, see you later.";
- close;
- case 2:
- mes "[Rune Salesman]";
- mes "Ordinary Rune Stones?";
- mes "They cost 1,000 zeny each!";
- mes "Tell me how many you want to buy";
- mes "and remember, you can only";
- mes "buy a maximum amount of 2000 ea!";
- next;
- input .@amount;
- if(.@amount == 0)
- {
- mes "[Rune Salesman]";
- mes "You're not buying? Go away!";
- close;
- }
- else if(.@amount > 2000)
- {
- mes "[Rune Salesman]";
- mes "Please check the maximum";
- mes "amount and then come back to me again!";
- close;
- }
- else if(Zeny < .@amount * 1000)
- {
- mes "[Rune Salesman]";
- mes "Money! Money!";
- mes "You are short of money!";
- mes "Check the amount of money you have!!";
- close;
- }
- set .@checkweight,.@amount * 100;
- if (MaxWeight < .@checkweight)
- {
- mes "[Rune Salesman]";
- mes "You're not able to carry it, so why are you trying to buy it?!";
- close;
- }
- set Zeny,Zeny - .@amount * 1000;
- getitem 12737,.@amount;
- mes "[Rune Salesman]";
- mes "You can buy more again.";
- mes "So, see you later.";
- close;
- }
-}
-
-job3_guil01,91,93,3 script Rare Herb Collector 49,{
-
- if(checkweight(1201,1) == 0 || MaxWeight - Weight < 20000)
- {
- mes "- Wait a minute !! -";
- mes "- Currently you're carrying -";
- mes "- too many items with you. -";
- mes "- Please try again -";
- mes "- after you loose some weight. -";
- close;
- }
-
- if (Class == 4059 || Class == 4065)
- {
- mes "[Rare Poison Herb Collector]";
- mes "I wander around the world and collect rare poison herbs. Recently, I am dealing in the herb called Izidor. If you are interested, you can buy them.";
- next;
- switch(select("How can I buy them?:Exchange it with Animal Blood:Exchange it with a Bitter Herb:Exchange it with a Deadly Noxious Herb:Exchange it with a Frozen Rose:Exchange it with Ment:Exchange it with Hinalle"))
- {
- case 1:
- mes "[Rare Poison Herb Collector]";
- mes "You can buy any of those items for 10,000 zeny: Animal Blood, Bitter Herb, Deadly Noxious Herb, Frozen Rose, Ment or Hinalle. ";
- next;
- mes "[Rare Poison Herb Collector]";
- mes "Why I ask for money? That is just to pay a little respect to a collector like me. Ha ha ha...";
- close;
- case 2:
- if ((countitem(702) > 0) && (Zeny > 9999))
- {
- mes "[Rare Poison Herb Collector]";
- mes "Thank you. I've received your payment.";
- delitem 702,1;
- set Zeny,Zeny - 10000;
- getitem 709,1;
- close;
- }
- mes "[Rare Poison Herb Collector]";
- mes "Hey, try again after you've prepared all the requirements for the exchange.";
- close;
- case 3:
- if ((countitem(621) > 0) && (Zeny > 9999))
- {
- mes "[Rare Poison Herb Collector]";
- mes "Thank you. I've received your payment.";
- delitem 621,1;
- set Zeny,Zeny - 10000;
- getitem 709,1;
- close;
- }
- mes "[Rare Poison Herb Collector]";
- mes "Hey, try again after you've prepared all the requirements for the exchange.";
- close;
- case 4:
- if ((countitem(631) > 0) && (Zeny > 9999))
- {
- mes "[Rare Poison Herb Collector]";
- mes "Thank you. I've received your payment.";
- delitem 631,1;
- set Zeny,Zeny - 10000;
- getitem 709,1;
- close;
- }
- mes "[Rare Poison Herb Collector]";
- mes "Hey, try again after you've prepared all the requirements for the exchange.";
- close;
- case 5:
- if ((countitem(749) > 0) && (Zeny > 9999))
- {
- mes "[Rare Poison Herb Collector]";
- mes "Thank you. I've received your payment.";
- delitem 749,1;
- set Zeny,Zeny - 10000;
- getitem 709,1;
- close;
- }
- mes "[Rare Poison Herb Collector]";
- mes "Hey, try again after you've prepared all the requirements for the exchange.";
- close;
- case 6:
- if ((countitem(605) > 0) && (Zeny > 9999))
- {
- mes "[Rare Poison Herb Collector]";
- mes "Thank you. I've received your payment.";
- delitem 605,1;
- set Zeny,Zeny - 10000;
- getitem 709,1;
- close;
- }
- mes "[Rare Poison Herb Collector]";
- mes "Hey, try again after you've prepared all the requirements for the exchange.";
- close;
- case 7:
- if ((countitem(703) > 0) && (Zeny > 9999))
- {
- mes "[Rare Poison Herb Collector]";
- mes "Thank you. I've received your payment.";
- delitem 703,1;
- set Zeny,Zeny - 10000;
- getitem 709,1;
- close;
- }
- mes "[Rare Poison Herb Collector]";
- mes "Hey, try again after you've prepared all the requirements for the exchange.";
- close;
- }
- }
- mes "[Rare Poison Herb Collector]";
- mes "I wander around the world and collect rare poison herbs. But I don't feel like selling my herbs to a person like you... ha ha ha...";
- close;
-}
-
-gef_tower,105,172,5 script Point Salesman#Sorcerer 700,{
-
- if(checkweight(1201,1) == 0 || MaxWeight - Weight < 20000)
- {
- mes "- Wait a minute !! -";
- mes "- Currently you're carrying -";
- mes "- too many items with you. -";
- mes "- Please try again -";
- mes "- after you loose some weight. -";
- close;
- }
-
- mes "[Point Salesman]";
- mes "Hello. I'm selling a catalyst that are called ^FF0000Points^000000 for Sorcerers. What would you like?";
- next;
- switch(select("Scarlet Points - 200z:Lime Green Points - 200z:Indigo Points - 200z:Yellow Wish Points - 200z:Cancel"))
- {
- case 1:
- mes "[Point Salesman]";
- mes "You have chosen Scarlet Points.";
- mes "How many do you want?";
- mes "If you want to cancel, enter 0.";
- next;
- input .@amount;
- if (.@amount == 0)
- {
- mes "[Point Salesman]";
- mes "You've cancelled the trade.";
- close;
- }
- set .@po_weight,.@amount * 10;
- set .@tt_weight,MaxWeight - .@po_weight;
- set .@po_money,.@amount * 200;
- if (.@tt_weight > 0)
- {
- if (Zeny >= .@po_money)
- {
- set Zeny,Zeny - .@po_money;
- getitem 6360,.@amount;
- mes "[Point Salesman]";
- mes "Thank you very much. See you~!";
- close;
- }
- mes "[Point Salesman]";
- mes "You don't seem to have enough money.";
- close;
- }
- mes "[Point Salesman]";
- mes "You don't have enough space in your inventory to buy this amount.";
- close;
- case 2:
- mes "[Point Salesman]";
- mes "You have chosen Lime Green Points.";
- mes "How many do you want?";
- mes "If you want to cancel, enter 0.";
- next;
- input .@amount;
- if (.@amount == 0)
- {
- mes "[Point Salesman]";
- mes "You've cancelled the trade.";
- close;
- }
- set .@po_weight,.@amount * 10;
- set .@tt_weight,MaxWeight - .@po_weight;
- set .@po_money,.@amount * 200;
- if (.@tt_weight > 0)
- {
- if (Zeny >= .@po_money)
- {
- set Zeny,Zeny - .@po_money;
- getitem 6363,.@amount;
- mes "[Point Salesman]";
- mes "Thank you very much. See you~!";
- close;
- }
- mes "[Point Salesman]";
- mes "You don't seem to have enough money.";
- close;
- }
- mes "[Point Salesman]";
- mes "You don't have enough space in your inventory to buy this amount.";
- close;
- case 3:
- mes "[Point Salesman]";
- mes "You have chosen Indigo Points.";
- mes "How many do you want?";
- mes "If you want to cancel, enter 0.";
- next;
- input .@amount;
- if (.@amount == 0)
- {
- mes "[Point Salesman]";
- mes "You've cancelled the trade.";
- close;
- }
- set .@po_weight,.@amount * 10;
- set .@tt_weight,MaxWeight - .@po_weight;
- set .@po_money,.@amount * 200;
- if (.@tt_weight > 0)
- {
- if (Zeny >= .@po_money)
- {
- set Zeny,Zeny - .@po_money;
- getitem 6361,.@amount;
- mes "[Point Salesman]";
- mes "Thank you very much. See you~!";
- close;
- }
- mes "[Point Salesman]";
- mes "You don't seem to have enough money.";
- close;
- }
- mes "[Point Salesman]";
- mes "You don't have enough space in your inventory to buy this amount.";
- close;
- case 4:
- mes "[Point Salesman]";
- mes "You have chosen Yellow Wish Points.";
- mes "How many do you want?";
- mes "If you want to cancel, enter 0.";
- next;
- input .@amount;
- if (.@amount == 0)
- {
- mes "[Point Salesman]";
- mes "You've cancelled the trade.";
- close;
- }
- set .@po_weight,.@amount * 10;
- set .@tt_weight,MaxWeight - .@po_weight;
- set .@po_money,.@amount * 200;
- if (.@tt_weight > 0)
- {
- if (Zeny >= .@po_money)
- {
- set Zeny,Zeny - .@po_money;
- getitem 6362,.@amount;
- mes "[Point Salesman]";
- mes "Thank you very much. See you~!";
- close;
- }
- mes "[Point Salesman]";
- mes "You don't seem to have enough money.";
- close;
- }
- mes "[Point Salesman]";
- mes "You don't have enough space in your inventory to buy this amount.";
- close;
- case 5:
- mes "[Point Salesman]";
- mes "You can't find the stuff you need?";
- close;
- }
-}
-
-
-morocc,190,96,4 duplicate(PHS) Poison Herb Salesman#moc 877
-lhz_in02,16,205,4 duplicate(PHS) Poison Herb Salesman#lhz 877
+//===== rAthena Script =======================================
+//= 3rd Item Seller
+//===== By: ==================================================
+//= Masao
+//= Mercurial
+//===== Current Version: =====================================
+//= 1.1
+//===== Compatible With: =====================================
+//= rAthena SVN
+//===== Description: =========================================
+//= [Aegis Conversion]
+//= Sells some 3rd Job related Items.
+//===== Additional Comments: =================================
+//= v1.1 Optimized Poison Herb Salesman NPC
+//= v1.0 First Version.
+//============================================================
+
+
+job3_guil01,79,96,3 script Poison Herb Salesman::PHS 877,{
+
+ // We are unsure about agis script command equivalent please refer to 3rd_trader.sc line 3
+ //if( (countitem(1201)>=30000) || checkweight() )
+
+ for(set .x,0; .x<getarraysize(.herbs); set .x,.x+1)
+ {
+ if(!checkweight(.herbs[.x],.maxHerbs))
+ {
+ mes "- Wait a minute !! -";
+ mes "- Currently you're carrying -";
+ mes "- too many items with you. -";
+ mes "- Please try again -";
+ mes "- after you loose some weight. -";
+ close;
+ }
+ }
+
+ mes .npcName$;
+ mes "I am the professional";
+ mes "poison herb seller.";
+ mes "Which one do you want?";
+ mes "They cost "+.herbCost[0]+" zeny each!";
+ set .herbType,select("Nerium:Rantana:Makulata:Seratum:Scopolia:Amoena:Poison Kit")-1;
+ next;
+ if(.herbType==(getarraysize(.herbs)-1))
+ {
+ mes .npcName$;
+ mes "You can only buy";
+ mes "1 Poison Kit and it costs "+.herbCost[(getarraysize(.herbs)-1)]+" zeny.";
+ mes "Will you buy it?";
+
+ switch(select("Yes, I will.:No, I won't."))
+ {
+ case 1:
+ if(Zeny < .poisHerbCost)
+ {
+ next;
+ mes .npcName$;
+ mes "Please check the money you have.";
+ mes "It doesn't seem like you have enough money.";
+ close;
+ }
+ else
+ {
+ set Zeny,Zeny-.poisHerbCost;
+ getitem .herbs[getarraysize(.herbs)-1],1;
+ next;
+ mes .npcName$;
+ mes "Thank you. See you~!";
+ close;
+ }
+ break;
+ case 2:
+ next;
+ mes "[Poison Herb Salesman]";
+ mes "Well, I see. See you~!";
+ close;
+ break;
+ }
+ }
+ else
+ {
+ mes .npcName$;
+ mes "How many do you want? You can";
+ mes "only buy a maximum of "+.maxHerbs+" ea";
+ mes "and if you want to cancel, enter '0'.";
+ input .herbsCount;
+ if(.herbsCount<=0) // check if player canceled herb purchase
+ {
+ next;
+ mes .npcName$;
+ mes "You've cancelled the trade.";
+ close;
+ }
+ else if(.herbsCount>.maxHerbs) // checks if herbs count exceeds maxHerbs limit
+ {
+ next;
+ mes .npcName$;
+ mes "Please check the maximum";
+ mes "amount and then try again.";
+ close;
+ }
+ else if(.herbsCount+countitem(.herbs[.herbType]) > .maxItemStack) // Check item stack according to Aegis script
+ {
+ mes "- Wait a minute !! -";
+ mes "- Currently you're carrying -";
+ mes "- too many items with you. -";
+ mes "- Please try again -";
+ mes "- after you loose some weight. -";
+ close;
+ }
+ else
+ {
+ if(Zeny<(.herbsCount*.herbCost)) // Check if Zeny is enough
+ {
+ next;
+ mes .npcName$;
+ mes "Please check the money you have.";
+ mes "It doesn't seem like you have enough money.";
+ close;
+ }
+ else // all requirements are met give the item
+ {
+ set Zeny,Zeny-(.herbsCount*.herbCost);
+ getitem .herbs[.herbType],.herbsCount;
+ next;
+ mes .npcName$;
+ mes "Thank you. See you~!";
+ close;
+ }
+ }
+ }
+OnInit:
+// Initialize Item Id's on script engine Init Event
+ set .npcName$,"[Poison Herb Salesman]";
+ setarray .herbs[0],7932,7933,7934,7935,7936,7937,7931;
+ setarray .herbCost[0],4000,4000,4000,4000,4000,4000,5000;
+ set .maxHerbs,2000;
+ set .poisHerbCost,5000;
+ set .maxItemStack,30000;
+}
+
+
+job3_rune01,90,62,3 script Rune Salesman::runesale 853,{
+
+ if(checkweight(1201,1) == 0 || MaxWeight - Weight < 20000)
+ {
+ mes "- Wait a minute !! -";
+ mes "- Currently you're carrying -";
+ mes "- too many items with you. -";
+ mes "- Please try again -";
+ mes "- after you loose some weight. -";
+ close;
+ }
+
+ mes "[Rune Salesman]";
+ mes "Hey, do you need Runes?!";
+ mes "I sell all kinds of Rune Stones!";
+ mes "What kind of Rune do you want?";
+ next;
+ switch(select("Buy high-quality Rune Stones.:Buy ordinary Rune Stones."))
+ {
+ case 1:
+ mes "[Rune Salesman]";
+ mes "High-quality Runes!";
+ mes "They cost 2,500 zeny each!";
+ mes "Tell me how many you want to buy";
+ mes "and remember, you can only";
+ mes "buy a maximum amount of 2000 ea!";
+ next;
+ input .@amount;
+ if(.@amount == 0)
+ {
+ mes "[Rune Salesman]";
+ mes "You're not buying? Go away!";
+ close;
+ }
+ else if(.@amount > 2000)
+ {
+ mes "[Rune Salesman]";
+ mes "Please check the maximum";
+ mes "amount and then come back to me again!";
+ close;
+ }
+ else if(Zeny < .@amount * 2500)
+ {
+ mes "[Rune Salesman]";
+ mes "Money! Money!";
+ mes "You are short of money!";
+ mes "Check the amount of money you have!!";
+ close;
+ }
+ set .@checkweight,.@amount * 100;
+ if (MaxWeight < .@checkweight)
+ {
+ mes "[Rune Salesman]";
+ mes "You're not able to carry it, so why are you trying to buy it?!";
+ close;
+ }
+ set Zeny,Zeny - .@amount * 2500;
+ getitem 12734,.@amount;
+ mes "[Rune Salesman]";
+ mes "You can buy more again.";
+ mes "So, see you later.";
+ close;
+ case 2:
+ mes "[Rune Salesman]";
+ mes "Ordinary Rune Stones?";
+ mes "They cost 1,000 zeny each!";
+ mes "Tell me how many you want to buy";
+ mes "and remember, you can only";
+ mes "buy a maximum amount of 2000 ea!";
+ next;
+ input .@amount;
+ if(.@amount == 0)
+ {
+ mes "[Rune Salesman]";
+ mes "You're not buying? Go away!";
+ close;
+ }
+ else if(.@amount > 2000)
+ {
+ mes "[Rune Salesman]";
+ mes "Please check the maximum";
+ mes "amount and then come back to me again!";
+ close;
+ }
+ else if(Zeny < .@amount * 1000)
+ {
+ mes "[Rune Salesman]";
+ mes "Money! Money!";
+ mes "You are short of money!";
+ mes "Check the amount of money you have!!";
+ close;
+ }
+ set .@checkweight,.@amount * 100;
+ if (MaxWeight < .@checkweight)
+ {
+ mes "[Rune Salesman]";
+ mes "You're not able to carry it, so why are you trying to buy it?!";
+ close;
+ }
+ set Zeny,Zeny - .@amount * 1000;
+ getitem 12737,.@amount;
+ mes "[Rune Salesman]";
+ mes "You can buy more again.";
+ mes "So, see you later.";
+ close;
+ }
+}
+
+job3_guil01,91,93,3 script Rare Herb Collector 49,{
+
+ if(checkweight(1201,1) == 0 || MaxWeight - Weight < 20000)
+ {
+ mes "- Wait a minute !! -";
+ mes "- Currently you're carrying -";
+ mes "- too many items with you. -";
+ mes "- Please try again -";
+ mes "- after you loose some weight. -";
+ close;
+ }
+
+ if (Class == 4059 || Class == 4065)
+ {
+ mes "[Rare Poison Herb Collector]";
+ mes "I wander around the world and collect rare poison herbs. Recently, I am dealing in the herb called Izidor. If you are interested, you can buy them.";
+ next;
+ switch(select("How can I buy them?:Exchange it with Animal Blood:Exchange it with a Bitter Herb:Exchange it with a Deadly Noxious Herb:Exchange it with a Frozen Rose:Exchange it with Ment:Exchange it with Hinalle"))
+ {
+ case 1:
+ mes "[Rare Poison Herb Collector]";
+ mes "You can buy any of those items for 10,000 zeny: Animal Blood, Bitter Herb, Deadly Noxious Herb, Frozen Rose, Ment or Hinalle. ";
+ next;
+ mes "[Rare Poison Herb Collector]";
+ mes "Why I ask for money? That is just to pay a little respect to a collector like me. Ha ha ha...";
+ close;
+ case 2:
+ if ((countitem(702) > 0) && (Zeny > 9999))
+ {
+ mes "[Rare Poison Herb Collector]";
+ mes "Thank you. I've received your payment.";
+ delitem 702,1;
+ set Zeny,Zeny - 10000;
+ getitem 709,1;
+ close;
+ }
+ mes "[Rare Poison Herb Collector]";
+ mes "Hey, try again after you've prepared all the requirements for the exchange.";
+ close;
+ case 3:
+ if ((countitem(621) > 0) && (Zeny > 9999))
+ {
+ mes "[Rare Poison Herb Collector]";
+ mes "Thank you. I've received your payment.";
+ delitem 621,1;
+ set Zeny,Zeny - 10000;
+ getitem 709,1;
+ close;
+ }
+ mes "[Rare Poison Herb Collector]";
+ mes "Hey, try again after you've prepared all the requirements for the exchange.";
+ close;
+ case 4:
+ if ((countitem(631) > 0) && (Zeny > 9999))
+ {
+ mes "[Rare Poison Herb Collector]";
+ mes "Thank you. I've received your payment.";
+ delitem 631,1;
+ set Zeny,Zeny - 10000;
+ getitem 709,1;
+ close;
+ }
+ mes "[Rare Poison Herb Collector]";
+ mes "Hey, try again after you've prepared all the requirements for the exchange.";
+ close;
+ case 5:
+ if ((countitem(749) > 0) && (Zeny > 9999))
+ {
+ mes "[Rare Poison Herb Collector]";
+ mes "Thank you. I've received your payment.";
+ delitem 749,1;
+ set Zeny,Zeny - 10000;
+ getitem 709,1;
+ close;
+ }
+ mes "[Rare Poison Herb Collector]";
+ mes "Hey, try again after you've prepared all the requirements for the exchange.";
+ close;
+ case 6:
+ if ((countitem(605) > 0) && (Zeny > 9999))
+ {
+ mes "[Rare Poison Herb Collector]";
+ mes "Thank you. I've received your payment.";
+ delitem 605,1;
+ set Zeny,Zeny - 10000;
+ getitem 709,1;
+ close;
+ }
+ mes "[Rare Poison Herb Collector]";
+ mes "Hey, try again after you've prepared all the requirements for the exchange.";
+ close;
+ case 7:
+ if ((countitem(703) > 0) && (Zeny > 9999))
+ {
+ mes "[Rare Poison Herb Collector]";
+ mes "Thank you. I've received your payment.";
+ delitem 703,1;
+ set Zeny,Zeny - 10000;
+ getitem 709,1;
+ close;
+ }
+ mes "[Rare Poison Herb Collector]";
+ mes "Hey, try again after you've prepared all the requirements for the exchange.";
+ close;
+ }
+ }
+ mes "[Rare Poison Herb Collector]";
+ mes "I wander around the world and collect rare poison herbs. But I don't feel like selling my herbs to a person like you... ha ha ha...";
+ close;
+}
+
+gef_tower,105,172,5 script Point Salesman#Sorcerer 700,{
+
+ if(checkweight(1201,1) == 0 || MaxWeight - Weight < 20000)
+ {
+ mes "- Wait a minute !! -";
+ mes "- Currently you're carrying -";
+ mes "- too many items with you. -";
+ mes "- Please try again -";
+ mes "- after you loose some weight. -";
+ close;
+ }
+
+ mes "[Point Salesman]";
+ mes "Hello. I'm selling a catalyst that are called ^FF0000Points^000000 for Sorcerers. What would you like?";
+ next;
+ switch(select("Scarlet Points - 200z:Lime Green Points - 200z:Indigo Points - 200z:Yellow Wish Points - 200z:Cancel"))
+ {
+ case 1:
+ mes "[Point Salesman]";
+ mes "You have chosen Scarlet Points.";
+ mes "How many do you want?";
+ mes "If you want to cancel, enter 0.";
+ next;
+ input .@amount;
+ if (.@amount == 0)
+ {
+ mes "[Point Salesman]";
+ mes "You've cancelled the trade.";
+ close;
+ }
+ set .@po_weight,.@amount * 10;
+ set .@tt_weight,MaxWeight - .@po_weight;
+ set .@po_money,.@amount * 200;
+ if (.@tt_weight > 0)
+ {
+ if (Zeny >= .@po_money)
+ {
+ set Zeny,Zeny - .@po_money;
+ getitem 6360,.@amount;
+ mes "[Point Salesman]";
+ mes "Thank you very much. See you~!";
+ close;
+ }
+ mes "[Point Salesman]";
+ mes "You don't seem to have enough money.";
+ close;
+ }
+ mes "[Point Salesman]";
+ mes "You don't have enough space in your inventory to buy this amount.";
+ close;
+ case 2:
+ mes "[Point Salesman]";
+ mes "You have chosen Lime Green Points.";
+ mes "How many do you want?";
+ mes "If you want to cancel, enter 0.";
+ next;
+ input .@amount;
+ if (.@amount == 0)
+ {
+ mes "[Point Salesman]";
+ mes "You've cancelled the trade.";
+ close;
+ }
+ set .@po_weight,.@amount * 10;
+ set .@tt_weight,MaxWeight - .@po_weight;
+ set .@po_money,.@amount * 200;
+ if (.@tt_weight > 0)
+ {
+ if (Zeny >= .@po_money)
+ {
+ set Zeny,Zeny - .@po_money;
+ getitem 6363,.@amount;
+ mes "[Point Salesman]";
+ mes "Thank you very much. See you~!";
+ close;
+ }
+ mes "[Point Salesman]";
+ mes "You don't seem to have enough money.";
+ close;
+ }
+ mes "[Point Salesman]";
+ mes "You don't have enough space in your inventory to buy this amount.";
+ close;
+ case 3:
+ mes "[Point Salesman]";
+ mes "You have chosen Indigo Points.";
+ mes "How many do you want?";
+ mes "If you want to cancel, enter 0.";
+ next;
+ input .@amount;
+ if (.@amount == 0)
+ {
+ mes "[Point Salesman]";
+ mes "You've cancelled the trade.";
+ close;
+ }
+ set .@po_weight,.@amount * 10;
+ set .@tt_weight,MaxWeight - .@po_weight;
+ set .@po_money,.@amount * 200;
+ if (.@tt_weight > 0)
+ {
+ if (Zeny >= .@po_money)
+ {
+ set Zeny,Zeny - .@po_money;
+ getitem 6361,.@amount;
+ mes "[Point Salesman]";
+ mes "Thank you very much. See you~!";
+ close;
+ }
+ mes "[Point Salesman]";
+ mes "You don't seem to have enough money.";
+ close;
+ }
+ mes "[Point Salesman]";
+ mes "You don't have enough space in your inventory to buy this amount.";
+ close;
+ case 4:
+ mes "[Point Salesman]";
+ mes "You have chosen Yellow Wish Points.";
+ mes "How many do you want?";
+ mes "If you want to cancel, enter 0.";
+ next;
+ input .@amount;
+ if (.@amount == 0)
+ {
+ mes "[Point Salesman]";
+ mes "You've cancelled the trade.";
+ close;
+ }
+ set .@po_weight,.@amount * 10;
+ set .@tt_weight,MaxWeight - .@po_weight;
+ set .@po_money,.@amount * 200;
+ if (.@tt_weight > 0)
+ {
+ if (Zeny >= .@po_money)
+ {
+ set Zeny,Zeny - .@po_money;
+ getitem 6362,.@amount;
+ mes "[Point Salesman]";
+ mes "Thank you very much. See you~!";
+ close;
+ }
+ mes "[Point Salesman]";
+ mes "You don't seem to have enough money.";
+ close;
+ }
+ mes "[Point Salesman]";
+ mes "You don't have enough space in your inventory to buy this amount.";
+ close;
+ case 5:
+ mes "[Point Salesman]";
+ mes "You can't find the stuff you need?";
+ close;
+ }
+}
+
+
+morocc,190,96,4 duplicate(PHS) Poison Herb Salesman#moc 877
+lhz_in02,16,205,4 duplicate(PHS) Poison Herb Salesman#lhz 877
prontera,168,228,3 duplicate(runesale) Rune Salesman#1 853 \ No newline at end of file
diff --git a/npc/quests/2008_newhat_mir.txt b/npc/quests/2008_newhat_mir.txt
index 40426e972..0dedd5c01 100644
--- a/npc/quests/2008_newhat_mir.txt
+++ b/npc/quests/2008_newhat_mir.txt
@@ -1,825 +1,825 @@
-//===== rAthena Script =======================================
-//= 2008 Headgear
-//===== By: ==================================================
-//= Masao
-//= Credits: Muad_Dib
-//===== Current Version: =====================================
-//= 1.0
-//===== Compatible With: =====================================
-//= SVN rA
-//===== Description: =========================================
-//= [Aegis Conversion]
-//= Cats Footprint, Cute Ribbon Dyer and Brides Corolla.
-//===== Additional Comments: =================================
-//= 1.0 First Version. [Masao]
-//============================================================
-
-gef_fild05,80,149,3 script Myu#08_hat 877,{
-
- mes "[Myu]";
- mes "Meow...";
- emotion 23;
- next;
- if (hatcat2008 == 0){
- mes "[Myu]";
- mes "Oh? Aren't you an adventurer?";
- mes "What brings you here? Ho, you are not here to harm Wild Roses, are you?";
- mes "(Meow!)";
- next;
- menu "Meow..?",-;
- mes "[Myu]";
- mes "Ah, Never mind that.";
- mes "This place is the village of Deserted people.";
- mes "Homeland of those who walk in the shadows and lay low.";
- next;
- mes "[Myu]";
- mes "....And yet, our peace is being disturbed by those barking dogs.";
- mes "That's right, Adventurer.";
- mes "Would you be so kind and punish those Kobold Archers?";
- next;
- mes "[Myu]";
- mes "They have their own territory south of here, but they're still trying to invade ours.";
- next;
- mes "[Myu]";
- mes "How Impudent. I tried to talk to them in a peaceful way, or even fight them off, but it was of no use.";
- next;
- mes "[Myu]";
- mes "So what I'm asking you is... to drive them out of our territory by using all means necessary..";
- next;
- mes "[Myu]";
- mes "If you manage to do that, I will give you something precious which I really adore.";
- next;
- switch(select("That sounds troublesome..:What should I do?")){
- case 1:
- mes "[Myu]";
- mes "Hmph, yeah, it was kinda funny huh.";
- mes "Anybody who comes here....they all come to harm the Wild Roses..";
- mes "I failed to notice that.";
- next;
- mes "[Myu]";
- mes "...It was a fruitless effort Meow...";
- next;
- mes "["+strcharinfo(0)+"]";
- mes " (Meow again...What a weirdo.)";
- close;
- case 2:
- mes "[Myu]";
- mes "Of course take care of those Kobold Archers Meow!";
- mes " ";
- mes "(Meow!)";
- next;
- menu "Meow again?!",-;
- mes "[Myu]";
- mes "Hmm Hmm I told you to never mind that.";
- mes "So as I was saying...";
- mes "I mean... meow... er...";
- next;
- mes "[Myu]";
- mes "Exactly 1,000 times no more, no less.";
- mes "Give them 1,000 warnings and they will back off.";
- next;
- menu "What do you mean by 1,000 warnings...?",-;
- mes "[Myu]";
- mes "Hu~Do I have to spell it out for you?";
- next;
- mes "As she says that, Myu slides her neck mocking like she's slitting her throat.";
- next;
- switch(select("Isn't that too much?:That's easy")){
- case 1:
- mes "[Myu]";
- mes "..But they won't give up if we dont really teach them a lesson.";
- mes "Well If you think it's too much for you, so be it.";
- close;
- case 2:
- mes "[Myu]";
- mes "But you have to keep one thing in mind and it is";
- mes "obiously, NEVER EVER do any harm to Wild Roses.";
- next;
- mes "[Myu]";
- mes "If you do, it's all over for you.";
- mes "So you better be careful.. ";
- mes "Meow Meow Meow..";
- set hatcat2008,1;
- setquest 7054;
- setquest 7055;
- close;
- }
- }
- } else if (hatcat2008 == 1){
- if (checkquest(7055,2) == 1){
- mes "[Myu]";
- mes "Did you think I didn't know what you have done?";
- mes "Huh?";
- next;
- mes "[Myu]";
- mes "How..just how could you kill those precious children..?";
- mes "And you were saying that you are on our side?!";
- next;
- mes "[Myu]";
- mes "Our business is over!!!";
- mes " ";
- mes "(Meow..)";
- set hatcat2008,0;
- erasequest 7054;
- erasequest 7055;
- close;
- }else if (checkquest(7054,2) == 2){
- mes "[Myu]";
- mes "Oh..wow unbelievable!";
- mes "Now, those Kobolds should have learned a lesson, haven't they?";
- mes "Meow Meow Meow!";
- next;
- mes "[Myu]";
- mes "Here, Take this.";
- mes "This is the Seal of our 'Brave Kitty Cats'.";
- mes "This is soooo valuable, so don't lose it.";
- next;
- menu "This is it?",-;
- mes "[Myu]";
- mes "What more did you expect?";
- mes "That Pow is really a valuable thing!";
- mes "Now, just take it and leave. Wild Roses feel uncomfortable with an adventurer around them.";
- set hatcat2008,2;
- getitem 5446,1;
- erasequest 7054;
- erasequest 7055;
- close;
- }
- mes "[Myu]";
- mes "You get it now, huh?";
- mes "ONE THOUSAND TIMES! -chuckles-";
- mes "(Meow Meow Meow~)";
- next;
- mes "["+strcharinfo(0)+"]";
- mes "(What a weirdo.. Anyways..what's with that meow meow sound?)";
- mes "Just keep your promises.";
- mes "after the work is done...Ok?";
- next;
- mes "[Myu]";
- mes "Of course! Don't worry about that~";
- close;
- } else if (hatcat2008 == 2){
- mes "[Myu]";
- mes "This place is the village of Deserted people.";
- mes "Homeland of those who walk in the shadows and lay low.";
- next;
- mes "[Myu]";
- mes "Oh, Aren't you the Adventurer who took the Seal of our 'Brave Kitty Cats'.";
- mes "What brings you here?";
- next;
- mes "[Myu]";
- mes "Oh yeah, right, even after all the threats we gave the Kobolds..";
- mes "our situation hasn't changed at all. Would you mind helping us once more?";
- next;
- mes "Myu slides her neck mocking like she's slitting her throat.";
- mes "Her mouth looks like it's saying.";
- mes " 'O.N.E. T.H.O.U.S.A.N.D.' ";
- next;
- switch(select("NO!:Sure.")){
- case 1:
- mes "[Myu]";
- mes "...!...";
- mes ".. Ah.. that's too bad.";
- mes "Well, looks like a bait has spoiled.... ";
- mes "It's ok. That's how it is. Meow.";
- close;
- case 2:
- mes "[Myu]";
- mes "You know the drill right?";
- mes "Never ever touch the Wild Roses, Only hunt down the Kobold Archers.";
- mes "Give them 1,000 times despair!";
- set hatcat2008,1;
- setquest 7054;
- setquest 7055;
- close;
- }
- }
- mes "[Myu]";
- mes "Meow..";
- mes "This Sunshine...makes me sleepy..";
- close;
-}
-
-morocc_in,137,102,5 script Trainee#2008hat01 82,{
-
- mes "[Trainee Elgo]";
- mes "Welcome.";
- mes "Please talk to our teacher if you are here to make a dyes.";
- mes "And talk to my friend next to me if it is about the delivery.";
- next;
- switch(select("And just what are you doing?:I see.")){
- case 1:
- mes "[Elgo]";
- mes "Well, I dye clothes.";
- mes "like handkerchiefs, or ribbons.";
- next;
- mes "[Elgo]";
- mes "I can dye small things really pretty..";
- mes "Such as a ^4d4dffCute Ribbon^000000.";
- mes "Bring me a Cute Ribbon if you want to dye it.";
- next;
- mes "[Elgo]";
- mes "It'd be a good chance for me to practice one,";
- mes "and you won't have to pay a single zeny.";
- mes "Oh yeah, but I will at least need the required^4d4dffdyestuffs^000000.";
- next;
- mes "[Elgo]";
- mes "Of course, I won't fail.";
- mes "I will put all my efforts into it.";
- mes "I want to challenge my skills!!";
- next;
- if (countitem(2250) > 0 || countitem(5441) > 0 || countitem(5439) > 0 || countitem(5440) > 0 || countitem(5438) > 0){
- mes "["+strcharinfo(0)+"]";
- mes "(I have a Cute Ribbon...what should I do..?)";
- next;
- switch(select("Ask Elgo to dye it.:Leave it alone.")){
- case 1:
- mes "[Elgo]";
- mes "Oh, So you want to dye your Cute Ribbon, aren't you?";
- mes "What colour is your Cute Ribbon?";
- mes "Which one is the one you want to be dyed?";
- next;
- switch(select("Yellow one..:White one..:Blue one..:Red one..:Green one..:Never mind.")){
- case 1:
- if (countitem(2250) > 0){
- mes "[Elgo]";
- mes "Ok Ok, Yellow Cute Ribbon, huh?";
- mes "What color do you want it to be dyed?";
- next;
- switch(select("White:Blue:Red:Green")){
- case 1:
- if (countitem(982) > 0){
- mes "[Elgo]";
- mes "Wow, pure and innocent white!";
- mes "Ok, let's do it.";
- next;
- mes "- Elgo starts to dissolve dyes and chemicals in water, then he begins to dye the Cute Ribbon. -";
- next;
- mes "[Elgo]";
- mes ".. Hmm..";
- mes "This should do it.";
- mes "What do you think?";
- mes "Did this color came out nicely?";
- delitem 2250,1;
- delitem 982,1;
- getitem 5441,1;
- close;
- }
- mes "[Elgo]";
- mes "If you want to dye it white, bring me ^4d4dff1 White Dyestuffs^000000.";
- close;
- case 2:
- if (countitem(978) > 0){
- mes "[Elgo]";
- mes "Cool blue!!";
- mes "Let's do it!";
- next;
- mes "- Elgo starts to dissolve dyes and chemicals in water, then he begins to dye the Cute Ribbon. -";
- next;
- mes "[Elgo]";
- mes ".. Hmm..";
- mes "This should do it.";
- mes "What do you think?";
- mes "Did this color came out nicely?";
- delitem 2250,1;
- delitem 978,1;
- getitem 5440,1;
- close;
- }
- mes "[Elgo]";
- mes "If you want to dye it blue, bring me ^4d4dff1 Blue Dyestuffs^000000.";
- close;
- case 3:
- if (countitem(975) > 0){
- mes "[Elgo]";
- mes "Cute Red!";
- mes "Let's do it!";
- next;
- mes "- Elgo starts to dissolve dyes and chemicals in water, then he begins to dye the Cute Ribbon. -";
- next;
- mes "[Elgo]";
- mes ".. Hmm..";
- mes "This should do it.";
- mes "What do you think?";
- mes "Did this color came out nicely?";
- delitem 2250,1;
- delitem 975,1;
- getitem 5439,1;
- close;
- }
- mes "[Elgo]";
- mes "If you want to dye it red, bring me ^4d4dff1 Red Dyestuffs^000000.";
- close;
- case 4:
- if (countitem(979) > 0){
- mes "[Elgo]";
- mes "Nature's Green!";
- mes "Let's do it!";
- next;
- mes "- Elgo starts to dissolve dyes and chemicals in water, then he begins to dye the Cute Ribbon. -";
- next;
- mes "[Elgo]";
- mes ".. Hmm..";
- mes "This should do it.";
- mes "What do you think?";
- mes "Did this color came out nicely?";
- delitem 2250,1;
- delitem 979,1;
- getitem 5438,1;
- close;
- }
- mes "[Elgo]";
- mes "If you want to dye it green, bring me ^4d4dff1 Green Dyestuffs^000000.";
- close;
- }
- }
- mes "[Elgo]";
- mes "Yellow is the basic color of a Cute Ribbon.";
- mes "But you don't even have one.";
- close;
- case 2:
- if (countitem(5441) > 0){
- mes "[Elgo]";
- mes "Ok Ok, This white Cute Ribbon, huh?";
- mes "What color do you want it to be dyed?";
- next;
- switch(select("Yellow:Blue:Red:Green")){
- case 1:
- if (countitem(976) > 0){
- mes "[Elgo]";
- mes "Basic Yellow!";
- mes "Let's do it!";
- next;
- mes "- Elgo starts to dissolve dyes and chemicals in water, then he begins to dye the Cute Ribbon. -";
- next;
- mes "[Elgo]";
- mes ".. Hmm..";
- mes "This should do it.";
- mes "What do you think?";
- mes "Did this color came out nicely?";
- delitem 5441,1;
- delitem 976,1;
- getitem 2250,1;
- close;
- }
- mes "[Elgo]";
- mes "If you want to dye it yellow, bring me ^4d4dff1 yellow Dyestuffs^000000.";
- close;
- case 2:
- if (countitem(978) > 0){
- mes "[Elgo]";
- mes "Cool blue!!";
- mes "Let's do it!";
- next;
- mes "- Elgo starts to dissolve dyes and chemicals in water, then he begins to dye the Cute Ribbon. -";
- next;
- mes "[Elgo]";
- mes ".. Hmm..";
- mes "This should do it.";
- mes "What do you think?";
- mes "Did this color came out nicely?";
- delitem 5441,1;
- delitem 978,1;
- getitem 5440,1;
- close;
- }
- mes "[Elgo]";
- mes "If you want to dye it blue, bring me ^4d4dff1 Blue Dyestuffs^000000.";
- close;
- case 3:
- if (countitem(975) > 0){
- mes "[Elgo]";
- mes "Cute Red!";
- mes "Let's do it!";
- next;
- mes "- Elgo starts to dissolve dyes and chemicals in water, then he begins to dye the Cute Ribbon. -";
- next;
- mes "[Elgo]";
- mes ".. Hmm..";
- mes "This should do it.";
- mes "What do you think?";
- mes "Did this color came out nicely?";
- delitem 5441,1;
- delitem 975,1;
- getitem 5439,1;
- close;
- }
- mes "[Elgo]";
- mes "If you want to dye it red, bring me ^4d4dff1 Red Dyestuffs^000000.";
- close;
- case 4:
- if (countitem(979) > 0){
- mes "[Elgo]";
- mes "Nature's Green!";
- mes "Let's do it!";
- next;
- mes "- Elgo starts to dissolve dyes and chemicals in water, then he begins to dye the Cute Ribbon. -";
- next;
- mes "[Elgo]";
- mes ".. Hmm..";
- mes "This should do it.";
- mes "What do you think?";
- mes "Did this color came out nicely?";
- delitem 5441,1;
- delitem 979,1;
- getitem 5438,1;
- close;
- }
- mes "[Elgo]";
- mes "If you want to dye it green, bring me ^4d4dff1 Green Dyestuffs^000000.";
- close;
- }
- }
- mes "[Elgo]";
- mes "You want to dye a white Cute Ribbon, right?";
- mes "But you don't even have one.";
- close;
- case 3:
- if (countitem(5440) > 0){
- mes "[Elgo]";
- mes "Ok Ok, This blue Cute Ribbon, huh?";
- mes "What color do you want it to be dyed?";
- next;
- switch(select("White:Yellow:Red:Green")){
- case 1:
- if (countitem(982) > 0){
- mes "[Elgo]";
- mes "Wow, pure and innocent white!";
- mes "Ok, let's do it.";
- next;
- mes "- Elgo starts to dissolve dyes and chemicals in water, then he begins to dye the Cute Ribbon. -";
- next;
- mes "[Elgo]";
- mes ".. Hmm..";
- mes "This should do it.";
- mes "What do you think?";
- mes "Did this color came out nicely?";
- delitem 5440,1;
- delitem 982,1;
- getitem 5441,1;
- close;
- }
- mes "[Elgo]";
- mes "If you want to dye it white, bring me ^4d4dff1 White Dyestuffs^000000.";
- close;
- case 2:
- if (countitem(976) > 0){
- mes "[Elgo]";
- mes "Basic Yellow!";
- mes "Let's do it!";
- next;
- mes "- Elgo starts to dissolve dyes and chemicals in water, then he begins to dye the Cute Ribbon. -";
- next;
- mes "[Elgo]";
- mes ".. Hmm..";
- mes "This should do it.";
- mes "What do you think?";
- mes "Did this color came out nicely?";
- delitem 5440,1;
- delitem 976,1;
- getitem 2250,1;
- close;
- }
- mes "[Elgo]";
- mes "If you want to dye it yellow, bring me ^4d4dff1 yellow Dyestuffs^000000.";
- close;
- case 3:
- if (countitem(975) > 0){
- mes "[Elgo]";
- mes "Cute Red!";
- mes "Let's do it!";
- next;
- mes "- Elgo starts to dissolve dyes and chemicals in water, then he begins to dye the Cute Ribbon. -";
- next;
- mes "[Elgo]";
- mes ".. Hmm..";
- mes "This should do it.";
- mes "What do you think?";
- mes "Did this color came out nicely?";
- delitem 5440,1;
- delitem 975,1;
- getitem 5439,1;
- close;
- }
- mes "[Elgo]";
- mes "If you want to dye it red, bring me ^4d4dff1 Red Dyestuffs^000000.";
- close;
- case 4:
- if (countitem(979) > 0){
- mes "[Elgo]";
- mes "Nature's Green!";
- mes "Let's do it!";
- next;
- mes "- Elgo starts to dissolve dyes and chemicals in water, then he begins to dye the Cute Ribbon. -";
- next;
- mes "[Elgo]";
- mes ".. Hmm..";
- mes "This should do it.";
- mes "What do you think?";
- mes "Did this color came out nicely?";
- delitem 5440,1;
- delitem 979,1;
- getitem 5438,1;
- close;
- }
- mes "[Elgo]";
- mes "If you want to dye it green, bring me ^4d4dff1 Green Dyestuffs^000000.";
- close;
- }
- }
- mes "[Elgo]";
- mes "You want to dye a blue Cute Ribbon, right?";
- mes "But you don't even have one.";
- close;
- case 4:
- if (countitem(5439) > 0){
- mes "[Elgo]";
- mes "Ok Ok, This Red Cute Ribbon, huh?";
- mes "What color do you want it to be dyed?";
- next;
- switch(select("White:Blue:Yellow:Green")){
- case 1:
- if (countitem(982) > 0){
- mes "[Elgo]";
- mes "Wow, pure and innocent white!";
- mes "Ok, let's do it.";
- next;
- mes "- Elgo starts to dissolve dyes and chemicals in water, then he begins to dye the Cute Ribbon. -";
- next;
- mes "[Elgo]";
- mes ".. Hmm..";
- mes "This should do it.";
- mes "What do you think?";
- mes "Did this color came out nicely?";
- delitem 5439,1;
- delitem 982,1;
- getitem 5441,1;
- close;
- }
- mes "[Elgo]";
- mes "If you want to dye it white, bring me ^4d4dff1 White Dyestuffs^000000.";
- close;
- case 2:
- if (countitem(978) > 0){
- mes "[Elgo]";
- mes "Cool blue!!";
- mes "Let's do it!";
- next;
- mes "- Elgo starts to dissolve dyes and chemicals in water, then he begins to dye the Cute Ribbon. -";
- next;
- mes "[Elgo]";
- mes ".. Hmm..";
- mes "This should do it.";
- mes "What do you think?";
- mes "Did this color came out nicely?";
- delitem 5439,1;
- delitem 978,1;
- getitem 5440,1;
- close;
- }
- mes "[Elgo]";
- mes "If you want to dye it blue, bring me ^4d4dff1 Blue Dyestuffs^000000.";
- close;
- case 3:
- if (countitem(976) > 0){
- mes "[Elgo]";
- mes "Basic Yellow!";
- mes "Let's do it!";
- next;
- mes "- Elgo starts to dissolve dyes and chemicals in water, then he begins to dye the Cute Ribbon. -";
- next;
- mes "[Elgo]";
- mes ".. Hmm..";
- mes "This should do it.";
- mes "What do you think?";
- mes "Did this color came out nicely?";
- delitem 5439,1;
- delitem 976,1;
- getitem 2250,1;
- close;
- }
- mes "[Elgo]";
- mes "If you want to dye it yellow, bring me ^4d4dff1 yellow Dyestuffs^000000.";
- close;
- case 4:
- if (countitem(979) > 0){
- mes "[Elgo]";
- mes "Nature's Green!";
- mes "Let's do it!";
- next;
- mes "- Elgo starts to dissolve dyes and chemicals in water, then he begins to dye the Cute Ribbon. -";
- next;
- mes "[Elgo]";
- mes ".. Hmm..";
- mes "This should do it.";
- mes "What do you think?";
- mes "Did this color came out nicely?";
- delitem 5439,1;
- delitem 979,1;
- getitem 5438,1;
- close;
- }
- mes "[Elgo]";
- mes "If you want to dye it green, bring me ^4d4dff1 Green Dyestuffs^000000.";
- close;
- }
- }
- mes "[Elgo]";
- mes "You want to dye a red Cute Ribbon, right?";
- mes "But you don't even have one.";
- close;
- case 5:
- if (countitem(5438) > 0){
- mes "[Elgo]";
- mes "Ok Ok, This Green Cute Ribbon, huh?";
- mes "What color do you want it to be dyed?";
- next;
- switch(select("White:Blue:Red:Yellow")){
- case 1:
- if (countitem(982) > 0){
- mes "[Elgo]";
- mes "Wow, pure and innocent white!";
- mes "Ok, let's do it.";
- next;
- mes "- Elgo starts to dissolve dyes and chemicals in water, then he begins to dye the Cute Ribbon. -";
- next;
- mes "[Elgo]";
- mes ".. Hmm..";
- mes "This should do it.";
- mes "What do you think?";
- mes "Did this color came out nicely?";
- delitem 5438,1;
- delitem 982,1;
- getitem 5441,1;
- close;
- }
- mes "[Elgo]";
- mes "If you want to dye it white, bring me ^4d4dff1 White Dyestuffs^000000.";
- close;
- case 2:
- if (countitem(978) > 0){
- mes "[Elgo]";
- mes "Cool blue!!";
- mes "Let's do it!";
- next;
- mes "- Elgo starts to dissolve dyes and chemicals in water, then he begins to dye the Cute Ribbon. -";
- next;
- mes "[Elgo]";
- mes ".. Hmm..";
- mes "This should do it.";
- mes "What do you think?";
- mes "Did this color came out nicely?";
- delitem 5438,1;
- delitem 978,1;
- getitem 5440,1;
- close;
- }
- mes "[Elgo]";
- mes "If you want to dye it blue, bring me ^4d4dff1 Blue Dyestuffs^000000.";
- close;
- case 3:
- if (countitem(975) > 0){
- mes "[Elgo]";
- mes "Cute Red!";
- mes "Let's do it!";
- next;
- mes "- Elgo starts to dissolve dyes and chemicals in water, then he begins to dye the Cute Ribbon. -";
- next;
- mes "[Elgo]";
- mes ".. Hmm..";
- mes "This should do it.";
- mes "What do you think?";
- mes "Did this color came out nicely?";
- delitem 5438,1;
- delitem 975,1;
- getitem 5439,1;
- close;
- }
- mes "[Elgo]";
- mes "If you want to dye it red, bring me ^4d4dff1 Red Dyestuffs^000000.";
- close;
- case 4:
- if (countitem(976) > 0){
- mes "[Elgo]";
- mes "Basic Yellow!";
- mes "Let's do it!";
- next;
- mes "- Elgo starts to dissolve dyes and chemicals in water, then he begins to dye the Cute Ribbon. -";
- next;
- mes "[Elgo]";
- mes ".. Hmm..";
- mes "This should do it.";
- mes "What do you think?";
- mes "Did this color came out nicely?";
- delitem 5438,1;
- delitem 976,1;
- getitem 250,1;
- close;
- }
- mes "[Elgo]";
- mes "If you want to dye it yellow, bring me ^4d4dff1 yellow Dyestuffs^000000.";
- close;
- }
- }
- mes "[Elgo]";
- mes "You want to dye a Green Cute Ribbon, right?";
- mes "But you don't even have one.";
- close;
- case 6:
- mes "["+strcharinfo(0)+"]";
- mes "Ah, I'm not sure this time. I will come back next time.";
- mes "Take Care.";
- next;
- mes "[Elgo]";
- mes "Ok. It's fine. I will see you later~ Bye Bye~!";
- close;
- }
- case 2:
- mes "["+strcharinfo(0)+"]";
- mes "Hmm, I will bring you one next time.";
- mes "Take Care.";
- next;
- mes "[Elgo]";
- mes "Ok, Good bye!";
- close;
- }
- }
- case 2:
- mes "[Elgo]";
- mes "Uh..Would you please leave?";
- mes "I need to get back to work...";
- close;
- }
-}
-
-in_orcs01,119,106,3 script Orc Lady#2008hat03 1273,2,2,{
-
-OnTouch:
- mes "["+strcharinfo(0)+"]";
- mes "This Orc Lady is absorbed in something.";
- mes "I don't know what she's making...but she wouldn't notice me even I walk up on her.";
- next;
- mes "["+strcharinfo(0)+"]";
- mes "Should I talk to her?...Uh..Do we even understand eachother?";
- next;
- mes "THe Orc Lady suddenly turns around looking surprised.";
- mes "A Maneater Blossom fell on the ground out of her hands.";
- next;
- switch(select("Pick up the flowers for Orc Lady.:Run away!")){
- case 1:
- mes "[Orc Lady]";
- mes ".. ...";
- mes "Adventurer with weapon helps Orc?";
- mes "You weirdo.";
- mes "My name is Aite-Nah-Zir-Be.";
- next;
- mes "["+strcharinfo(0)+"]";
- mes "Surprisingly the Orc Lady introduced herself to me.";
- mes "How should I react?";
- next;
- switch(select("Ask her what she was up to.:Say good bye.")){
- case 1:
- mes "[Aite]";
- mes "I'm making a Corolla.";
- mes "Weaving the flower...with a ribbon..";
- mes "Brides...wear...Corollas..";
- next;
- menu "Would you make one for me?",-;
- if ((countitem(10007) > 0) && (countitem(1032) > 999)){
- mes "[Aite]";
- mes ".. Materials..you..have..";
- mes "..Too much time to make one.";
- next;
- mes "[Aite]";
- mes "Trade with you.. the one I just made.";
- mes "But you, weirdo.";
- mes "You humans are hard...to...understand.";
- delitem 10007,1;
- delitem 1032,1000;
- getitem 5436,1;
- close;
- }
- mes "[Aite]";
- mes "I need... Silk... Ribbon.";
- mes "1,000 Maneater Blossoms..";
- mes "Bring me....";
- next;
- mes "["+strcharinfo(0)+"]";
- mes "(^4d4dff Silk Ribbon and 1,000 Maneater Blossoms^000000, huh..)";
- mes "Got it. I will go and bring back the materials.";
- close;
- case 2:
- mes "["+strcharinfo(0)+"]";
- mes "I nodded goodbye to her with a smile on my face saying nothing.";
- mes "She nodded back to be as if she understood that was my good bye.";
- close;
- }
- case 2:
- mes "["+strcharinfo(0)+"]";
- mes "Let's run away while she's still in shock.";
- close2;
- warp "gef_fild10",223,203;
- end;
- }
- end;
+//===== rAthena Script =======================================
+//= 2008 Headgear
+//===== By: ==================================================
+//= Masao
+//= Credits: Muad_Dib
+//===== Current Version: =====================================
+//= 1.0
+//===== Compatible With: =====================================
+//= SVN rA
+//===== Description: =========================================
+//= [Aegis Conversion]
+//= Cats Footprint, Cute Ribbon Dyer and Brides Corolla.
+//===== Additional Comments: =================================
+//= 1.0 First Version. [Masao]
+//============================================================
+
+gef_fild05,80,149,3 script Myu#08_hat 877,{
+
+ mes "[Myu]";
+ mes "Meow...";
+ emotion 23;
+ next;
+ if (hatcat2008 == 0){
+ mes "[Myu]";
+ mes "Oh? Aren't you an adventurer?";
+ mes "What brings you here? Ho, you are not here to harm Wild Roses, are you?";
+ mes "(Meow!)";
+ next;
+ menu "Meow..?",-;
+ mes "[Myu]";
+ mes "Ah, Never mind that.";
+ mes "This place is the village of Deserted people.";
+ mes "Homeland of those who walk in the shadows and lay low.";
+ next;
+ mes "[Myu]";
+ mes "....And yet, our peace is being disturbed by those barking dogs.";
+ mes "That's right, Adventurer.";
+ mes "Would you be so kind and punish those Kobold Archers?";
+ next;
+ mes "[Myu]";
+ mes "They have their own territory south of here, but they're still trying to invade ours.";
+ next;
+ mes "[Myu]";
+ mes "How Impudent. I tried to talk to them in a peaceful way, or even fight them off, but it was of no use.";
+ next;
+ mes "[Myu]";
+ mes "So what I'm asking you is... to drive them out of our territory by using all means necessary..";
+ next;
+ mes "[Myu]";
+ mes "If you manage to do that, I will give you something precious which I really adore.";
+ next;
+ switch(select("That sounds troublesome..:What should I do?")){
+ case 1:
+ mes "[Myu]";
+ mes "Hmph, yeah, it was kinda funny huh.";
+ mes "Anybody who comes here....they all come to harm the Wild Roses..";
+ mes "I failed to notice that.";
+ next;
+ mes "[Myu]";
+ mes "...It was a fruitless effort Meow...";
+ next;
+ mes "["+strcharinfo(0)+"]";
+ mes " (Meow again...What a weirdo.)";
+ close;
+ case 2:
+ mes "[Myu]";
+ mes "Of course take care of those Kobold Archers Meow!";
+ mes " ";
+ mes "(Meow!)";
+ next;
+ menu "Meow again?!",-;
+ mes "[Myu]";
+ mes "Hmm Hmm I told you to never mind that.";
+ mes "So as I was saying...";
+ mes "I mean... meow... er...";
+ next;
+ mes "[Myu]";
+ mes "Exactly 1,000 times no more, no less.";
+ mes "Give them 1,000 warnings and they will back off.";
+ next;
+ menu "What do you mean by 1,000 warnings...?",-;
+ mes "[Myu]";
+ mes "Hu~Do I have to spell it out for you?";
+ next;
+ mes "As she says that, Myu slides her neck mocking like she's slitting her throat.";
+ next;
+ switch(select("Isn't that too much?:That's easy")){
+ case 1:
+ mes "[Myu]";
+ mes "..But they won't give up if we dont really teach them a lesson.";
+ mes "Well If you think it's too much for you, so be it.";
+ close;
+ case 2:
+ mes "[Myu]";
+ mes "But you have to keep one thing in mind and it is";
+ mes "obiously, NEVER EVER do any harm to Wild Roses.";
+ next;
+ mes "[Myu]";
+ mes "If you do, it's all over for you.";
+ mes "So you better be careful.. ";
+ mes "Meow Meow Meow..";
+ set hatcat2008,1;
+ setquest 7054;
+ setquest 7055;
+ close;
+ }
+ }
+ } else if (hatcat2008 == 1){
+ if (checkquest(7055,2) == 1){
+ mes "[Myu]";
+ mes "Did you think I didn't know what you have done?";
+ mes "Huh?";
+ next;
+ mes "[Myu]";
+ mes "How..just how could you kill those precious children..?";
+ mes "And you were saying that you are on our side?!";
+ next;
+ mes "[Myu]";
+ mes "Our business is over!!!";
+ mes " ";
+ mes "(Meow..)";
+ set hatcat2008,0;
+ erasequest 7054;
+ erasequest 7055;
+ close;
+ }else if (checkquest(7054,2) == 2){
+ mes "[Myu]";
+ mes "Oh..wow unbelievable!";
+ mes "Now, those Kobolds should have learned a lesson, haven't they?";
+ mes "Meow Meow Meow!";
+ next;
+ mes "[Myu]";
+ mes "Here, Take this.";
+ mes "This is the Seal of our 'Brave Kitty Cats'.";
+ mes "This is soooo valuable, so don't lose it.";
+ next;
+ menu "This is it?",-;
+ mes "[Myu]";
+ mes "What more did you expect?";
+ mes "That Pow is really a valuable thing!";
+ mes "Now, just take it and leave. Wild Roses feel uncomfortable with an adventurer around them.";
+ set hatcat2008,2;
+ getitem 5446,1;
+ erasequest 7054;
+ erasequest 7055;
+ close;
+ }
+ mes "[Myu]";
+ mes "You get it now, huh?";
+ mes "ONE THOUSAND TIMES! -chuckles-";
+ mes "(Meow Meow Meow~)";
+ next;
+ mes "["+strcharinfo(0)+"]";
+ mes "(What a weirdo.. Anyways..what's with that meow meow sound?)";
+ mes "Just keep your promises.";
+ mes "after the work is done...Ok?";
+ next;
+ mes "[Myu]";
+ mes "Of course! Don't worry about that~";
+ close;
+ } else if (hatcat2008 == 2){
+ mes "[Myu]";
+ mes "This place is the village of Deserted people.";
+ mes "Homeland of those who walk in the shadows and lay low.";
+ next;
+ mes "[Myu]";
+ mes "Oh, Aren't you the Adventurer who took the Seal of our 'Brave Kitty Cats'.";
+ mes "What brings you here?";
+ next;
+ mes "[Myu]";
+ mes "Oh yeah, right, even after all the threats we gave the Kobolds..";
+ mes "our situation hasn't changed at all. Would you mind helping us once more?";
+ next;
+ mes "Myu slides her neck mocking like she's slitting her throat.";
+ mes "Her mouth looks like it's saying.";
+ mes " 'O.N.E. T.H.O.U.S.A.N.D.' ";
+ next;
+ switch(select("NO!:Sure.")){
+ case 1:
+ mes "[Myu]";
+ mes "...!...";
+ mes ".. Ah.. that's too bad.";
+ mes "Well, looks like a bait has spoiled.... ";
+ mes "It's ok. That's how it is. Meow.";
+ close;
+ case 2:
+ mes "[Myu]";
+ mes "You know the drill right?";
+ mes "Never ever touch the Wild Roses, Only hunt down the Kobold Archers.";
+ mes "Give them 1,000 times despair!";
+ set hatcat2008,1;
+ setquest 7054;
+ setquest 7055;
+ close;
+ }
+ }
+ mes "[Myu]";
+ mes "Meow..";
+ mes "This Sunshine...makes me sleepy..";
+ close;
+}
+
+morocc_in,137,102,5 script Trainee#2008hat01 82,{
+
+ mes "[Trainee Elgo]";
+ mes "Welcome.";
+ mes "Please talk to our teacher if you are here to make a dyes.";
+ mes "And talk to my friend next to me if it is about the delivery.";
+ next;
+ switch(select("And just what are you doing?:I see.")){
+ case 1:
+ mes "[Elgo]";
+ mes "Well, I dye clothes.";
+ mes "like handkerchiefs, or ribbons.";
+ next;
+ mes "[Elgo]";
+ mes "I can dye small things really pretty..";
+ mes "Such as a ^4d4dffCute Ribbon^000000.";
+ mes "Bring me a Cute Ribbon if you want to dye it.";
+ next;
+ mes "[Elgo]";
+ mes "It'd be a good chance for me to practice one,";
+ mes "and you won't have to pay a single zeny.";
+ mes "Oh yeah, but I will at least need the required^4d4dffdyestuffs^000000.";
+ next;
+ mes "[Elgo]";
+ mes "Of course, I won't fail.";
+ mes "I will put all my efforts into it.";
+ mes "I want to challenge my skills!!";
+ next;
+ if (countitem(2250) > 0 || countitem(5441) > 0 || countitem(5439) > 0 || countitem(5440) > 0 || countitem(5438) > 0){
+ mes "["+strcharinfo(0)+"]";
+ mes "(I have a Cute Ribbon...what should I do..?)";
+ next;
+ switch(select("Ask Elgo to dye it.:Leave it alone.")){
+ case 1:
+ mes "[Elgo]";
+ mes "Oh, So you want to dye your Cute Ribbon, aren't you?";
+ mes "What colour is your Cute Ribbon?";
+ mes "Which one is the one you want to be dyed?";
+ next;
+ switch(select("Yellow one..:White one..:Blue one..:Red one..:Green one..:Never mind.")){
+ case 1:
+ if (countitem(2250) > 0){
+ mes "[Elgo]";
+ mes "Ok Ok, Yellow Cute Ribbon, huh?";
+ mes "What color do you want it to be dyed?";
+ next;
+ switch(select("White:Blue:Red:Green")){
+ case 1:
+ if (countitem(982) > 0){
+ mes "[Elgo]";
+ mes "Wow, pure and innocent white!";
+ mes "Ok, let's do it.";
+ next;
+ mes "- Elgo starts to dissolve dyes and chemicals in water, then he begins to dye the Cute Ribbon. -";
+ next;
+ mes "[Elgo]";
+ mes ".. Hmm..";
+ mes "This should do it.";
+ mes "What do you think?";
+ mes "Did this color came out nicely?";
+ delitem 2250,1;
+ delitem 982,1;
+ getitem 5441,1;
+ close;
+ }
+ mes "[Elgo]";
+ mes "If you want to dye it white, bring me ^4d4dff1 White Dyestuffs^000000.";
+ close;
+ case 2:
+ if (countitem(978) > 0){
+ mes "[Elgo]";
+ mes "Cool blue!!";
+ mes "Let's do it!";
+ next;
+ mes "- Elgo starts to dissolve dyes and chemicals in water, then he begins to dye the Cute Ribbon. -";
+ next;
+ mes "[Elgo]";
+ mes ".. Hmm..";
+ mes "This should do it.";
+ mes "What do you think?";
+ mes "Did this color came out nicely?";
+ delitem 2250,1;
+ delitem 978,1;
+ getitem 5440,1;
+ close;
+ }
+ mes "[Elgo]";
+ mes "If you want to dye it blue, bring me ^4d4dff1 Blue Dyestuffs^000000.";
+ close;
+ case 3:
+ if (countitem(975) > 0){
+ mes "[Elgo]";
+ mes "Cute Red!";
+ mes "Let's do it!";
+ next;
+ mes "- Elgo starts to dissolve dyes and chemicals in water, then he begins to dye the Cute Ribbon. -";
+ next;
+ mes "[Elgo]";
+ mes ".. Hmm..";
+ mes "This should do it.";
+ mes "What do you think?";
+ mes "Did this color came out nicely?";
+ delitem 2250,1;
+ delitem 975,1;
+ getitem 5439,1;
+ close;
+ }
+ mes "[Elgo]";
+ mes "If you want to dye it red, bring me ^4d4dff1 Red Dyestuffs^000000.";
+ close;
+ case 4:
+ if (countitem(979) > 0){
+ mes "[Elgo]";
+ mes "Nature's Green!";
+ mes "Let's do it!";
+ next;
+ mes "- Elgo starts to dissolve dyes and chemicals in water, then he begins to dye the Cute Ribbon. -";
+ next;
+ mes "[Elgo]";
+ mes ".. Hmm..";
+ mes "This should do it.";
+ mes "What do you think?";
+ mes "Did this color came out nicely?";
+ delitem 2250,1;
+ delitem 979,1;
+ getitem 5438,1;
+ close;
+ }
+ mes "[Elgo]";
+ mes "If you want to dye it green, bring me ^4d4dff1 Green Dyestuffs^000000.";
+ close;
+ }
+ }
+ mes "[Elgo]";
+ mes "Yellow is the basic color of a Cute Ribbon.";
+ mes "But you don't even have one.";
+ close;
+ case 2:
+ if (countitem(5441) > 0){
+ mes "[Elgo]";
+ mes "Ok Ok, This white Cute Ribbon, huh?";
+ mes "What color do you want it to be dyed?";
+ next;
+ switch(select("Yellow:Blue:Red:Green")){
+ case 1:
+ if (countitem(976) > 0){
+ mes "[Elgo]";
+ mes "Basic Yellow!";
+ mes "Let's do it!";
+ next;
+ mes "- Elgo starts to dissolve dyes and chemicals in water, then he begins to dye the Cute Ribbon. -";
+ next;
+ mes "[Elgo]";
+ mes ".. Hmm..";
+ mes "This should do it.";
+ mes "What do you think?";
+ mes "Did this color came out nicely?";
+ delitem 5441,1;
+ delitem 976,1;
+ getitem 2250,1;
+ close;
+ }
+ mes "[Elgo]";
+ mes "If you want to dye it yellow, bring me ^4d4dff1 yellow Dyestuffs^000000.";
+ close;
+ case 2:
+ if (countitem(978) > 0){
+ mes "[Elgo]";
+ mes "Cool blue!!";
+ mes "Let's do it!";
+ next;
+ mes "- Elgo starts to dissolve dyes and chemicals in water, then he begins to dye the Cute Ribbon. -";
+ next;
+ mes "[Elgo]";
+ mes ".. Hmm..";
+ mes "This should do it.";
+ mes "What do you think?";
+ mes "Did this color came out nicely?";
+ delitem 5441,1;
+ delitem 978,1;
+ getitem 5440,1;
+ close;
+ }
+ mes "[Elgo]";
+ mes "If you want to dye it blue, bring me ^4d4dff1 Blue Dyestuffs^000000.";
+ close;
+ case 3:
+ if (countitem(975) > 0){
+ mes "[Elgo]";
+ mes "Cute Red!";
+ mes "Let's do it!";
+ next;
+ mes "- Elgo starts to dissolve dyes and chemicals in water, then he begins to dye the Cute Ribbon. -";
+ next;
+ mes "[Elgo]";
+ mes ".. Hmm..";
+ mes "This should do it.";
+ mes "What do you think?";
+ mes "Did this color came out nicely?";
+ delitem 5441,1;
+ delitem 975,1;
+ getitem 5439,1;
+ close;
+ }
+ mes "[Elgo]";
+ mes "If you want to dye it red, bring me ^4d4dff1 Red Dyestuffs^000000.";
+ close;
+ case 4:
+ if (countitem(979) > 0){
+ mes "[Elgo]";
+ mes "Nature's Green!";
+ mes "Let's do it!";
+ next;
+ mes "- Elgo starts to dissolve dyes and chemicals in water, then he begins to dye the Cute Ribbon. -";
+ next;
+ mes "[Elgo]";
+ mes ".. Hmm..";
+ mes "This should do it.";
+ mes "What do you think?";
+ mes "Did this color came out nicely?";
+ delitem 5441,1;
+ delitem 979,1;
+ getitem 5438,1;
+ close;
+ }
+ mes "[Elgo]";
+ mes "If you want to dye it green, bring me ^4d4dff1 Green Dyestuffs^000000.";
+ close;
+ }
+ }
+ mes "[Elgo]";
+ mes "You want to dye a white Cute Ribbon, right?";
+ mes "But you don't even have one.";
+ close;
+ case 3:
+ if (countitem(5440) > 0){
+ mes "[Elgo]";
+ mes "Ok Ok, This blue Cute Ribbon, huh?";
+ mes "What color do you want it to be dyed?";
+ next;
+ switch(select("White:Yellow:Red:Green")){
+ case 1:
+ if (countitem(982) > 0){
+ mes "[Elgo]";
+ mes "Wow, pure and innocent white!";
+ mes "Ok, let's do it.";
+ next;
+ mes "- Elgo starts to dissolve dyes and chemicals in water, then he begins to dye the Cute Ribbon. -";
+ next;
+ mes "[Elgo]";
+ mes ".. Hmm..";
+ mes "This should do it.";
+ mes "What do you think?";
+ mes "Did this color came out nicely?";
+ delitem 5440,1;
+ delitem 982,1;
+ getitem 5441,1;
+ close;
+ }
+ mes "[Elgo]";
+ mes "If you want to dye it white, bring me ^4d4dff1 White Dyestuffs^000000.";
+ close;
+ case 2:
+ if (countitem(976) > 0){
+ mes "[Elgo]";
+ mes "Basic Yellow!";
+ mes "Let's do it!";
+ next;
+ mes "- Elgo starts to dissolve dyes and chemicals in water, then he begins to dye the Cute Ribbon. -";
+ next;
+ mes "[Elgo]";
+ mes ".. Hmm..";
+ mes "This should do it.";
+ mes "What do you think?";
+ mes "Did this color came out nicely?";
+ delitem 5440,1;
+ delitem 976,1;
+ getitem 2250,1;
+ close;
+ }
+ mes "[Elgo]";
+ mes "If you want to dye it yellow, bring me ^4d4dff1 yellow Dyestuffs^000000.";
+ close;
+ case 3:
+ if (countitem(975) > 0){
+ mes "[Elgo]";
+ mes "Cute Red!";
+ mes "Let's do it!";
+ next;
+ mes "- Elgo starts to dissolve dyes and chemicals in water, then he begins to dye the Cute Ribbon. -";
+ next;
+ mes "[Elgo]";
+ mes ".. Hmm..";
+ mes "This should do it.";
+ mes "What do you think?";
+ mes "Did this color came out nicely?";
+ delitem 5440,1;
+ delitem 975,1;
+ getitem 5439,1;
+ close;
+ }
+ mes "[Elgo]";
+ mes "If you want to dye it red, bring me ^4d4dff1 Red Dyestuffs^000000.";
+ close;
+ case 4:
+ if (countitem(979) > 0){
+ mes "[Elgo]";
+ mes "Nature's Green!";
+ mes "Let's do it!";
+ next;
+ mes "- Elgo starts to dissolve dyes and chemicals in water, then he begins to dye the Cute Ribbon. -";
+ next;
+ mes "[Elgo]";
+ mes ".. Hmm..";
+ mes "This should do it.";
+ mes "What do you think?";
+ mes "Did this color came out nicely?";
+ delitem 5440,1;
+ delitem 979,1;
+ getitem 5438,1;
+ close;
+ }
+ mes "[Elgo]";
+ mes "If you want to dye it green, bring me ^4d4dff1 Green Dyestuffs^000000.";
+ close;
+ }
+ }
+ mes "[Elgo]";
+ mes "You want to dye a blue Cute Ribbon, right?";
+ mes "But you don't even have one.";
+ close;
+ case 4:
+ if (countitem(5439) > 0){
+ mes "[Elgo]";
+ mes "Ok Ok, This Red Cute Ribbon, huh?";
+ mes "What color do you want it to be dyed?";
+ next;
+ switch(select("White:Blue:Yellow:Green")){
+ case 1:
+ if (countitem(982) > 0){
+ mes "[Elgo]";
+ mes "Wow, pure and innocent white!";
+ mes "Ok, let's do it.";
+ next;
+ mes "- Elgo starts to dissolve dyes and chemicals in water, then he begins to dye the Cute Ribbon. -";
+ next;
+ mes "[Elgo]";
+ mes ".. Hmm..";
+ mes "This should do it.";
+ mes "What do you think?";
+ mes "Did this color came out nicely?";
+ delitem 5439,1;
+ delitem 982,1;
+ getitem 5441,1;
+ close;
+ }
+ mes "[Elgo]";
+ mes "If you want to dye it white, bring me ^4d4dff1 White Dyestuffs^000000.";
+ close;
+ case 2:
+ if (countitem(978) > 0){
+ mes "[Elgo]";
+ mes "Cool blue!!";
+ mes "Let's do it!";
+ next;
+ mes "- Elgo starts to dissolve dyes and chemicals in water, then he begins to dye the Cute Ribbon. -";
+ next;
+ mes "[Elgo]";
+ mes ".. Hmm..";
+ mes "This should do it.";
+ mes "What do you think?";
+ mes "Did this color came out nicely?";
+ delitem 5439,1;
+ delitem 978,1;
+ getitem 5440,1;
+ close;
+ }
+ mes "[Elgo]";
+ mes "If you want to dye it blue, bring me ^4d4dff1 Blue Dyestuffs^000000.";
+ close;
+ case 3:
+ if (countitem(976) > 0){
+ mes "[Elgo]";
+ mes "Basic Yellow!";
+ mes "Let's do it!";
+ next;
+ mes "- Elgo starts to dissolve dyes and chemicals in water, then he begins to dye the Cute Ribbon. -";
+ next;
+ mes "[Elgo]";
+ mes ".. Hmm..";
+ mes "This should do it.";
+ mes "What do you think?";
+ mes "Did this color came out nicely?";
+ delitem 5439,1;
+ delitem 976,1;
+ getitem 2250,1;
+ close;
+ }
+ mes "[Elgo]";
+ mes "If you want to dye it yellow, bring me ^4d4dff1 yellow Dyestuffs^000000.";
+ close;
+ case 4:
+ if (countitem(979) > 0){
+ mes "[Elgo]";
+ mes "Nature's Green!";
+ mes "Let's do it!";
+ next;
+ mes "- Elgo starts to dissolve dyes and chemicals in water, then he begins to dye the Cute Ribbon. -";
+ next;
+ mes "[Elgo]";
+ mes ".. Hmm..";
+ mes "This should do it.";
+ mes "What do you think?";
+ mes "Did this color came out nicely?";
+ delitem 5439,1;
+ delitem 979,1;
+ getitem 5438,1;
+ close;
+ }
+ mes "[Elgo]";
+ mes "If you want to dye it green, bring me ^4d4dff1 Green Dyestuffs^000000.";
+ close;
+ }
+ }
+ mes "[Elgo]";
+ mes "You want to dye a red Cute Ribbon, right?";
+ mes "But you don't even have one.";
+ close;
+ case 5:
+ if (countitem(5438) > 0){
+ mes "[Elgo]";
+ mes "Ok Ok, This Green Cute Ribbon, huh?";
+ mes "What color do you want it to be dyed?";
+ next;
+ switch(select("White:Blue:Red:Yellow")){
+ case 1:
+ if (countitem(982) > 0){
+ mes "[Elgo]";
+ mes "Wow, pure and innocent white!";
+ mes "Ok, let's do it.";
+ next;
+ mes "- Elgo starts to dissolve dyes and chemicals in water, then he begins to dye the Cute Ribbon. -";
+ next;
+ mes "[Elgo]";
+ mes ".. Hmm..";
+ mes "This should do it.";
+ mes "What do you think?";
+ mes "Did this color came out nicely?";
+ delitem 5438,1;
+ delitem 982,1;
+ getitem 5441,1;
+ close;
+ }
+ mes "[Elgo]";
+ mes "If you want to dye it white, bring me ^4d4dff1 White Dyestuffs^000000.";
+ close;
+ case 2:
+ if (countitem(978) > 0){
+ mes "[Elgo]";
+ mes "Cool blue!!";
+ mes "Let's do it!";
+ next;
+ mes "- Elgo starts to dissolve dyes and chemicals in water, then he begins to dye the Cute Ribbon. -";
+ next;
+ mes "[Elgo]";
+ mes ".. Hmm..";
+ mes "This should do it.";
+ mes "What do you think?";
+ mes "Did this color came out nicely?";
+ delitem 5438,1;
+ delitem 978,1;
+ getitem 5440,1;
+ close;
+ }
+ mes "[Elgo]";
+ mes "If you want to dye it blue, bring me ^4d4dff1 Blue Dyestuffs^000000.";
+ close;
+ case 3:
+ if (countitem(975) > 0){
+ mes "[Elgo]";
+ mes "Cute Red!";
+ mes "Let's do it!";
+ next;
+ mes "- Elgo starts to dissolve dyes and chemicals in water, then he begins to dye the Cute Ribbon. -";
+ next;
+ mes "[Elgo]";
+ mes ".. Hmm..";
+ mes "This should do it.";
+ mes "What do you think?";
+ mes "Did this color came out nicely?";
+ delitem 5438,1;
+ delitem 975,1;
+ getitem 5439,1;
+ close;
+ }
+ mes "[Elgo]";
+ mes "If you want to dye it red, bring me ^4d4dff1 Red Dyestuffs^000000.";
+ close;
+ case 4:
+ if (countitem(976) > 0){
+ mes "[Elgo]";
+ mes "Basic Yellow!";
+ mes "Let's do it!";
+ next;
+ mes "- Elgo starts to dissolve dyes and chemicals in water, then he begins to dye the Cute Ribbon. -";
+ next;
+ mes "[Elgo]";
+ mes ".. Hmm..";
+ mes "This should do it.";
+ mes "What do you think?";
+ mes "Did this color came out nicely?";
+ delitem 5438,1;
+ delitem 976,1;
+ getitem 250,1;
+ close;
+ }
+ mes "[Elgo]";
+ mes "If you want to dye it yellow, bring me ^4d4dff1 yellow Dyestuffs^000000.";
+ close;
+ }
+ }
+ mes "[Elgo]";
+ mes "You want to dye a Green Cute Ribbon, right?";
+ mes "But you don't even have one.";
+ close;
+ case 6:
+ mes "["+strcharinfo(0)+"]";
+ mes "Ah, I'm not sure this time. I will come back next time.";
+ mes "Take Care.";
+ next;
+ mes "[Elgo]";
+ mes "Ok. It's fine. I will see you later~ Bye Bye~!";
+ close;
+ }
+ case 2:
+ mes "["+strcharinfo(0)+"]";
+ mes "Hmm, I will bring you one next time.";
+ mes "Take Care.";
+ next;
+ mes "[Elgo]";
+ mes "Ok, Good bye!";
+ close;
+ }
+ }
+ case 2:
+ mes "[Elgo]";
+ mes "Uh..Would you please leave?";
+ mes "I need to get back to work...";
+ close;
+ }
+}
+
+in_orcs01,119,106,3 script Orc Lady#2008hat03 1273,2,2,{
+
+OnTouch:
+ mes "["+strcharinfo(0)+"]";
+ mes "This Orc Lady is absorbed in something.";
+ mes "I don't know what she's making...but she wouldn't notice me even I walk up on her.";
+ next;
+ mes "["+strcharinfo(0)+"]";
+ mes "Should I talk to her?...Uh..Do we even understand eachother?";
+ next;
+ mes "THe Orc Lady suddenly turns around looking surprised.";
+ mes "A Maneater Blossom fell on the ground out of her hands.";
+ next;
+ switch(select("Pick up the flowers for Orc Lady.:Run away!")){
+ case 1:
+ mes "[Orc Lady]";
+ mes ".. ...";
+ mes "Adventurer with weapon helps Orc?";
+ mes "You weirdo.";
+ mes "My name is Aite-Nah-Zir-Be.";
+ next;
+ mes "["+strcharinfo(0)+"]";
+ mes "Surprisingly the Orc Lady introduced herself to me.";
+ mes "How should I react?";
+ next;
+ switch(select("Ask her what she was up to.:Say good bye.")){
+ case 1:
+ mes "[Aite]";
+ mes "I'm making a Corolla.";
+ mes "Weaving the flower...with a ribbon..";
+ mes "Brides...wear...Corollas..";
+ next;
+ menu "Would you make one for me?",-;
+ if ((countitem(10007) > 0) && (countitem(1032) > 999)){
+ mes "[Aite]";
+ mes ".. Materials..you..have..";
+ mes "..Too much time to make one.";
+ next;
+ mes "[Aite]";
+ mes "Trade with you.. the one I just made.";
+ mes "But you, weirdo.";
+ mes "You humans are hard...to...understand.";
+ delitem 10007,1;
+ delitem 1032,1000;
+ getitem 5436,1;
+ close;
+ }
+ mes "[Aite]";
+ mes "I need... Silk... Ribbon.";
+ mes "1,000 Maneater Blossoms..";
+ mes "Bring me....";
+ next;
+ mes "["+strcharinfo(0)+"]";
+ mes "(^4d4dff Silk Ribbon and 1,000 Maneater Blossoms^000000, huh..)";
+ mes "Got it. I will go and bring back the materials.";
+ close;
+ case 2:
+ mes "["+strcharinfo(0)+"]";
+ mes "I nodded goodbye to her with a smile on my face saying nothing.";
+ mes "She nodded back to be as if she understood that was my good bye.";
+ close;
+ }
+ case 2:
+ mes "["+strcharinfo(0)+"]";
+ mes "Let's run away while she's still in shock.";
+ close2;
+ warp "gef_fild10",223,203;
+ end;
+ }
+ end;
} \ No newline at end of file
diff --git a/npc/scripts_renewal.conf b/npc/scripts_renewal.conf
index 58997745a..0e50f46ab 100644
--- a/npc/scripts_renewal.conf
+++ b/npc/scripts_renewal.conf
@@ -1,18 +1,18 @@
-// --------------------------------------------------------------
-// - IMPORTANT -
-// --------------------------------------------------------------
-// - File is only loaded in REMODE (renewal) servers -
-// --------------------------------------------------------------
-// - Info -
-// --------------------------------------------------------------
-// - This file is meant solely for Renewal stuff that may -
-// - conflict in pre-re mode, for example for RE monster spawns -
-// - that require renewal mobs non-existent in pre-re -
-// --------------------------------------------------------------
-
-//Fields
-npc: npc/mobs/fields/splendide.txt
-npc: npc/mobs/fields/dicastes.txt
-
-//Dungeons
+// --------------------------------------------------------------
+// - IMPORTANT -
+// --------------------------------------------------------------
+// - File is only loaded in REMODE (renewal) servers -
+// --------------------------------------------------------------
+// - Info -
+// --------------------------------------------------------------
+// - This file is meant solely for Renewal stuff that may -
+// - conflict in pre-re mode, for example for RE monster spawns -
+// - that require renewal mobs non-existent in pre-re -
+// --------------------------------------------------------------
+
+//Fields
+npc: npc/mobs/fields/splendide.txt
+npc: npc/mobs/fields/dicastes.txt
+
+//Dungeons
npc: npc/mobs/dungeons/dic_dun.txt \ No newline at end of file
diff --git a/npc/warps/cities/dewata.txt b/npc/warps/cities/dewata.txt
index 22a43a1cd..62bf4013c 100644
--- a/npc/warps/cities/dewata.txt
+++ b/npc/warps/cities/dewata.txt
@@ -1,20 +1,20 @@
-//===== eAthena Script =======================================
-//= Dewata Warp Script
-//===== By: ==================================================
-//= Chilly
-//===== Current Version: =====================================
-//= 1.0
-//===== Compatible With: =====================================
-//= Any Athena Version
-//===== Description: =========================================
-//= Warp Points for Dewata
-//===== Additional Comments: =================================
-//= 1.0 First version
-//============================================================
-
-dewata,44,252,0 warp dewata0001 1,1,dew_fild01,372,212
-dew_fild01,375,212,0 warp dewata0002 1,1,dewata,47,252
-dew_fild01,57,273,0 warp dewata0003 1,1,dew_in01,16,34
-dew_in01,16,31,0 warp dewata0004 1,1,dew_fild01,60,273
-dew_fild01,48,65,0 warp dewata0005 1,1,dew_dun02,302,30
-dew_dun02,305,30,0 warp dewata0006 1,1,dew_fild01,51,65
+//===== eAthena Script =======================================
+//= Dewata Warp Script
+//===== By: ==================================================
+//= Chilly
+//===== Current Version: =====================================
+//= 1.0
+//===== Compatible With: =====================================
+//= Any Athena Version
+//===== Description: =========================================
+//= Warp Points for Dewata
+//===== Additional Comments: =================================
+//= 1.0 First version
+//============================================================
+
+dewata,44,252,0 warp dewata0001 1,1,dew_fild01,372,212
+dew_fild01,375,212,0 warp dewata0002 1,1,dewata,47,252
+dew_fild01,57,273,0 warp dewata0003 1,1,dew_in01,16,34
+dew_in01,16,31,0 warp dewata0004 1,1,dew_fild01,60,273
+dew_fild01,48,65,0 warp dewata0005 1,1,dew_dun02,302,30
+dew_dun02,305,30,0 warp dewata0006 1,1,dew_fild01,51,65
diff --git a/npc/warps/cities/dicastes.txt b/npc/warps/cities/dicastes.txt
index 14ebb7428..7efc17a8e 100644
--- a/npc/warps/cities/dicastes.txt
+++ b/npc/warps/cities/dicastes.txt
@@ -1,192 +1,192 @@
-//===== eAthena Script =======================================
-//= El Dicastes Warp Script
-//===== By: ==================================================
-//= Chilly
-//===== Current Version: =====================================
-//= 1.1
-//===== Compatible With: =====================================
-//= Any Athena Version
-//===== Description: =========================================
-//= Warp Points for El Dicastes
-//===== Additional Comments: =================================
-//= 1.0 First Version.
-//= 1.1 Added Elevators.
-//============================================================
-
-// Town Warps
-dicastes01,283,285,0 warp eldicastes0001 1,1,dic_in01,45,31
-dic_in01,45,28,0 warp eldicastes0002 1,1,dicastes01,281,283
-dicastes01,163,297,0 warp eldicastes0003 1,1,dic_in01,372,102
-dic_in01,372,99,0 warp eldicastes0004 1,1,dicastes01,163,294
-dicastes01,94,259,0 warp eldicastes0005 1,1,dic_in01,390,52
-dic_in01,390,55,0 warp eldicastes0006 1,1,dicastes01,96,257
-dicastes01,136,103,0 warp eldicastes0007 1,1,dic_in01,26,99
-dic_in01,26,96,0 warp eldicastes0008 1,1,dicastes01,136,106
-dicastes01,255,175,0 warp eldicastes0009 1,1,dic_in01,345,271
-dic_in01,342,271,0 warp eldicastes0010 1,1,dicastes01,255,172
-dicastes01,198,353,0 warp eldicastes0011 1,1,dicastes02,120,81
-dicastes02,120,77,0 warp eldicastes0012 1,1,dicastes01,198,349
-dicastes02,120,237,0 warp eldicastes0013 1,1,dic_in01,45,247
-dic_in01,45,244,0 warp eldicastes0014 1,1,dicastes02,120,234
-dic_in01,138,226,0 warp eldicastes0015 1,1,dic_in01,242,177
-dic_in01,242,180,0 warp eldicastes0016 1,1,dic_in01,138,223
-dic_in01,300,248,0 warp eldicastes0017 1,1,dic_in01,262,191
-
-// Elevators
-dic_in01,46,288,4 script Elevator#01 111,{
- switch(select("Headquarters","Document Vault","General Command Room","Top Secret")) {
- case 1:
- warp "dic_in01",46,286;
- end;
- case 2:
- warp "dic_in01",36,212;
- end;
- case 3:
- warp "dic_in01",122,282;
- end;
- case 4:
- warp "dic_in01",122,201;
- end;
- }
-}
-
-dic_in01,36,214,4 script Elevator#02 111,{
- switch(select("Headquarters","Document Vault","General Command Room","Top Secret")) {
- case 1:
- warp "dic_in01",46,286;
- end;
- case 2:
- warp "dic_in01",36,212;
- end;
- case 3:
- warp "dic_in01",122,282;
- end;
- case 4:
- warp "dic_in01",122,201;
- end;
- }
-}
-
-dic_in01,122,284,4 script Elevator#03 111,{
- switch(select("Headquarters","Document Vault","General Command Room","Top Secret")) {
- case 1:
- warp "dic_in01",46,286;
- end;
- case 2:
- warp "dic_in01",36,212;
- end;
- case 3:
- warp "dic_in01",122,282;
- end;
- case 4:
- warp "dic_in01",122,201;
- end;
- }
-}
-
-dic_in01,123,205,4 script Elevator#04 111,{
- switch(select("Headquarters","Document Vault","General Command Room","Top Secret")) {
- case 1:
- warp "dic_in01",46,286;
- end;
- case 2:
- warp "dic_in01",36,212;
- end;
- case 3:
- warp "dic_in01",122,282;
- end;
- case 4:
- warp "dic_in01",122,202;
- end;
- }
-}
-
-dic_in01,44,116,4 script Elevator#05 111,{
- switch(select("1st Floor Residence","2nd Floor Residence","3rd Floor Residence","The Pub")) {
- case 1:
- warp "dic_in01",42,116;
- end;
- case 2:
- warp "dic_in01",110,108;
- end;
- case 3:
- warp "dic_in01",178,108;
- end;
- case 4:
- warp "dic_in01",260,116;
- end;
- }
-}
-
-dic_in01,112,108,4 script Elevator#06 111,{
- switch(select("1st Floor Residence","2nd Floor Residence","3rd Floor Residence","The Pub")) {
- case 1:
- warp "dic_in01",42,116;
- end;
- case 2:
- warp "dic_in01",110,108;
- end;
- case 3:
- warp "dic_in01",178,108;
- end;
- case 4:
- warp "dic_in01",260,116;
- end;
- }
-}
-
-dic_in01,180,108,4 script Elevator#07 111,{
- switch(select("1st Floor Residence","2nd Floor Residence","3rd Floor Residence","The Pub")) {
- case 1:
- warp "dic_in01",42,116;
- end;
- case 2:
- warp "dic_in01",110,108;
- end;
- case 3:
- warp "dic_in01",178,108;
- end;
- case 4:
- warp "dic_in01",260,116;
- end;
- }
-}
-
-dic_in01,262,116,4 script Elevator#08 111,{
- switch(select("1st Floor Residence","2nd Floor Residence","3rd Floor Residence","The Pub")) {
- case 1:
- warp "dic_in01",42,116;
- end;
- case 2:
- warp "dic_in01",110,108;
- end;
- case 3:
- warp "dic_in01",178,108;
- end;
- case 4:
- warp "dic_in01",260,116;
- end;
- }
-}
-
-dic_in01,388,272,4 script Elevator#09 111,{
- switch(select("Battle Room","Residence Area")) {
- case 1:
- warp "dic_in01",386,272;
- end;
- case 2:
- warp "dic_in01",386,208;
- end;
- }
-}
-
-dic_in01,388,208,4 script Elevator#10 111,{
- switch(select("Battle Room","Residence Area")) {
- case 1:
- warp "dic_in01",386,272;
- end;
- case 2:
- warp "dic_in01",386,208;
- end;
- }
-}
+//===== eAthena Script =======================================
+//= El Dicastes Warp Script
+//===== By: ==================================================
+//= Chilly
+//===== Current Version: =====================================
+//= 1.1
+//===== Compatible With: =====================================
+//= Any Athena Version
+//===== Description: =========================================
+//= Warp Points for El Dicastes
+//===== Additional Comments: =================================
+//= 1.0 First Version.
+//= 1.1 Added Elevators.
+//============================================================
+
+// Town Warps
+dicastes01,283,285,0 warp eldicastes0001 1,1,dic_in01,45,31
+dic_in01,45,28,0 warp eldicastes0002 1,1,dicastes01,281,283
+dicastes01,163,297,0 warp eldicastes0003 1,1,dic_in01,372,102
+dic_in01,372,99,0 warp eldicastes0004 1,1,dicastes01,163,294
+dicastes01,94,259,0 warp eldicastes0005 1,1,dic_in01,390,52
+dic_in01,390,55,0 warp eldicastes0006 1,1,dicastes01,96,257
+dicastes01,136,103,0 warp eldicastes0007 1,1,dic_in01,26,99
+dic_in01,26,96,0 warp eldicastes0008 1,1,dicastes01,136,106
+dicastes01,255,175,0 warp eldicastes0009 1,1,dic_in01,345,271
+dic_in01,342,271,0 warp eldicastes0010 1,1,dicastes01,255,172
+dicastes01,198,353,0 warp eldicastes0011 1,1,dicastes02,120,81
+dicastes02,120,77,0 warp eldicastes0012 1,1,dicastes01,198,349
+dicastes02,120,237,0 warp eldicastes0013 1,1,dic_in01,45,247
+dic_in01,45,244,0 warp eldicastes0014 1,1,dicastes02,120,234
+dic_in01,138,226,0 warp eldicastes0015 1,1,dic_in01,242,177
+dic_in01,242,180,0 warp eldicastes0016 1,1,dic_in01,138,223
+dic_in01,300,248,0 warp eldicastes0017 1,1,dic_in01,262,191
+
+// Elevators
+dic_in01,46,288,4 script Elevator#01 111,{
+ switch(select("Headquarters","Document Vault","General Command Room","Top Secret")) {
+ case 1:
+ warp "dic_in01",46,286;
+ end;
+ case 2:
+ warp "dic_in01",36,212;
+ end;
+ case 3:
+ warp "dic_in01",122,282;
+ end;
+ case 4:
+ warp "dic_in01",122,201;
+ end;
+ }
+}
+
+dic_in01,36,214,4 script Elevator#02 111,{
+ switch(select("Headquarters","Document Vault","General Command Room","Top Secret")) {
+ case 1:
+ warp "dic_in01",46,286;
+ end;
+ case 2:
+ warp "dic_in01",36,212;
+ end;
+ case 3:
+ warp "dic_in01",122,282;
+ end;
+ case 4:
+ warp "dic_in01",122,201;
+ end;
+ }
+}
+
+dic_in01,122,284,4 script Elevator#03 111,{
+ switch(select("Headquarters","Document Vault","General Command Room","Top Secret")) {
+ case 1:
+ warp "dic_in01",46,286;
+ end;
+ case 2:
+ warp "dic_in01",36,212;
+ end;
+ case 3:
+ warp "dic_in01",122,282;
+ end;
+ case 4:
+ warp "dic_in01",122,201;
+ end;
+ }
+}
+
+dic_in01,123,205,4 script Elevator#04 111,{
+ switch(select("Headquarters","Document Vault","General Command Room","Top Secret")) {
+ case 1:
+ warp "dic_in01",46,286;
+ end;
+ case 2:
+ warp "dic_in01",36,212;
+ end;
+ case 3:
+ warp "dic_in01",122,282;
+ end;
+ case 4:
+ warp "dic_in01",122,202;
+ end;
+ }
+}
+
+dic_in01,44,116,4 script Elevator#05 111,{
+ switch(select("1st Floor Residence","2nd Floor Residence","3rd Floor Residence","The Pub")) {
+ case 1:
+ warp "dic_in01",42,116;
+ end;
+ case 2:
+ warp "dic_in01",110,108;
+ end;
+ case 3:
+ warp "dic_in01",178,108;
+ end;
+ case 4:
+ warp "dic_in01",260,116;
+ end;
+ }
+}
+
+dic_in01,112,108,4 script Elevator#06 111,{
+ switch(select("1st Floor Residence","2nd Floor Residence","3rd Floor Residence","The Pub")) {
+ case 1:
+ warp "dic_in01",42,116;
+ end;
+ case 2:
+ warp "dic_in01",110,108;
+ end;
+ case 3:
+ warp "dic_in01",178,108;
+ end;
+ case 4:
+ warp "dic_in01",260,116;
+ end;
+ }
+}
+
+dic_in01,180,108,4 script Elevator#07 111,{
+ switch(select("1st Floor Residence","2nd Floor Residence","3rd Floor Residence","The Pub")) {
+ case 1:
+ warp "dic_in01",42,116;
+ end;
+ case 2:
+ warp "dic_in01",110,108;
+ end;
+ case 3:
+ warp "dic_in01",178,108;
+ end;
+ case 4:
+ warp "dic_in01",260,116;
+ end;
+ }
+}
+
+dic_in01,262,116,4 script Elevator#08 111,{
+ switch(select("1st Floor Residence","2nd Floor Residence","3rd Floor Residence","The Pub")) {
+ case 1:
+ warp "dic_in01",42,116;
+ end;
+ case 2:
+ warp "dic_in01",110,108;
+ end;
+ case 3:
+ warp "dic_in01",178,108;
+ end;
+ case 4:
+ warp "dic_in01",260,116;
+ end;
+ }
+}
+
+dic_in01,388,272,4 script Elevator#09 111,{
+ switch(select("Battle Room","Residence Area")) {
+ case 1:
+ warp "dic_in01",386,272;
+ end;
+ case 2:
+ warp "dic_in01",386,208;
+ end;
+ }
+}
+
+dic_in01,388,208,4 script Elevator#10 111,{
+ switch(select("Battle Room","Residence Area")) {
+ case 1:
+ warp "dic_in01",386,272;
+ end;
+ case 2:
+ warp "dic_in01",386,208;
+ end;
+ }
+}
diff --git a/npc/warps/cities/eclage.txt b/npc/warps/cities/eclage.txt
index 5a09b8252..b1011ba9e 100644
--- a/npc/warps/cities/eclage.txt
+++ b/npc/warps/cities/eclage.txt
@@ -1,33 +1,33 @@
-//===== eAthena Script =======================================
-//= Eclage Warp Script
-//===== By: ==================================================
-//= Chilly
-//===== Current Version: =====================================
-//= 1.0
-//===== Compatible With: =====================================
-//= Any Athena Version
-//===== Description: =========================================
-//= Warp Points for Eclage
-//===== Additional Comments: =================================
-//= 1.0 First Version.
-//============================================================
-
-// Town Warps
-bif_fild02,292,351,0 warp eclage_field0001 1,1,ecl_fild01,205,74
-ecl_fild01,207,72,0 warp eclage_field0002 1,1,bif_fild02,294,349
-ecl_fild01,97,320,0 warp eclage_field0003 1,1,eclage,100,28
-eclage,98,26,0 warp eclage_field0004 1,1,ecl_fild01,97,317
-eclage,299,309,0 warp eclage_field0005 1,1,ecl_in01,47,11
-ecl_in01,47,8,0 warp eclage_field0006 1,1,eclage,297,307
-ecl_in01,8,67,0 warp eclage_field0007 1,1,ecl_hub01,38,94
-ecl_hub01,40,95,0 warp eclage_field0008 1,1,ecl_in01,11,67
-ecl_hub01,22,109,0 warp eclage_field0009 1,1,ecl_in02,98,7
-ecl_in02,98,4,0 warp eclage_field0010 1,1,ecl_hub01,23,107
-ecl_in02,81,18,0 warp eclage_field0011 1,1,ecl_in02,157,65
-ecl_in02,157,68,0 warp eclage_field0012 1,1,ecl_in02,83,18
-ecl_in01,84,68,0 warp eclage_field0013 1,1,ecl_hub01,107,107
-ecl_hub01,107,110,0 warp eclage_field0014 1,1,ecl_in01,81,68
-ecl_hub01,127,95,0 warp eclage_field0015 1,1,ecl_hub01,18,31
-ecl_hub01,18,34,0 warp eclage_field0016 1,1,ecl_hub01,124,95
-ecl_hub01,40,14,0 warp eclage_field0017 1,1,ecl_in03,144,17
-ecl_in03,144,14,0 warp eclage_field0018 1,1,ecl_hub01,40,11
+//===== eAthena Script =======================================
+//= Eclage Warp Script
+//===== By: ==================================================
+//= Chilly
+//===== Current Version: =====================================
+//= 1.0
+//===== Compatible With: =====================================
+//= Any Athena Version
+//===== Description: =========================================
+//= Warp Points for Eclage
+//===== Additional Comments: =================================
+//= 1.0 First Version.
+//============================================================
+
+// Town Warps
+bif_fild02,292,351,0 warp eclage_field0001 1,1,ecl_fild01,205,74
+ecl_fild01,207,72,0 warp eclage_field0002 1,1,bif_fild02,294,349
+ecl_fild01,97,320,0 warp eclage_field0003 1,1,eclage,100,28
+eclage,98,26,0 warp eclage_field0004 1,1,ecl_fild01,97,317
+eclage,299,309,0 warp eclage_field0005 1,1,ecl_in01,47,11
+ecl_in01,47,8,0 warp eclage_field0006 1,1,eclage,297,307
+ecl_in01,8,67,0 warp eclage_field0007 1,1,ecl_hub01,38,94
+ecl_hub01,40,95,0 warp eclage_field0008 1,1,ecl_in01,11,67
+ecl_hub01,22,109,0 warp eclage_field0009 1,1,ecl_in02,98,7
+ecl_in02,98,4,0 warp eclage_field0010 1,1,ecl_hub01,23,107
+ecl_in02,81,18,0 warp eclage_field0011 1,1,ecl_in02,157,65
+ecl_in02,157,68,0 warp eclage_field0012 1,1,ecl_in02,83,18
+ecl_in01,84,68,0 warp eclage_field0013 1,1,ecl_hub01,107,107
+ecl_hub01,107,110,0 warp eclage_field0014 1,1,ecl_in01,81,68
+ecl_hub01,127,95,0 warp eclage_field0015 1,1,ecl_hub01,18,31
+ecl_hub01,18,34,0 warp eclage_field0016 1,1,ecl_hub01,124,95
+ecl_hub01,40,14,0 warp eclage_field0017 1,1,ecl_in03,144,17
+ecl_in03,144,14,0 warp eclage_field0018 1,1,ecl_hub01,40,11
diff --git a/npc/warps/cities/malangdo.txt b/npc/warps/cities/malangdo.txt
index 1bdc0bbcb..67d8c9334 100644
--- a/npc/warps/cities/malangdo.txt
+++ b/npc/warps/cities/malangdo.txt
@@ -1,63 +1,63 @@
-//===== eAthena Script =======================================
-//= Malangdo Island Warp Script
-//===== By: ==================================================
-//= Chilly
-//===== Current Version: =====================================
-//= 1.0
-//===== Compatible With: =====================================
-//= Any Athena Version
-//===== Description: =========================================
-//= Warp Points for Malangdo Island
-//===== Additional Comments: =================================
-//= 1.0 First version
-//============================================================
-
-// Town Warps
-malangdo,240,150,0 warp malangdo0001 1,1,mal_in01,12,16
-mal_in01,9,16,0 warp malangdo0002 1,1,malangdo,237,150
-mal_in01,20,15,0 warp malangdo0003 1,1,mal_in01,67,9
-mal_in01,67,12,0 warp malangdo0004 1,1,mal_in01,20,12
-malangdo,112,168,0 warp malangdo0005 1,1,mal_in01,18,164
-mal_in01,18,161,0 warp malangdo0006 1,1,malangdo,114,166
-mal_in01,18,173,0 warp malangdo0007 1,1,mal_in01,72,174
-mal_in01,75,174,0 warp malangdo0008 1,1,mal_in01,18,170
-mal_in01,73,170,0 warp malangdo0009 1,1,mal_in01,124,172
-mal_in01,124,175,0 warp malangdo0010 1,1,mal_in01,70,170
-malangdo,113,151,0 warp malangdo0011 1,1,mal_in01,27,119
-mal_in01,30,119,0 warp malangdo0012 1,1,malangdo,116,151
-mal_in01,20,119,0 warp malangdo0013 1,1,mal_in01,67,115
-mal_in01,67,118,0 warp malangdo0014 1,1,mal_in01,20,116
-malangdo,119,137,0 warp malangdo0015 1,1,mal_in01,35,217
-mal_in01,38,217,0 warp malangdo0016 1,1,malangdo,122,137
-mal_in01,11,218,0 warp malangdo0017 1,1,mal_in01,75,219
-mal_in01,75,222,0 warp malangdo0018 1,1,mal_in01,11,221
-mal_in01,79,219,0 warp malangdo0019 1,1,mal_in01,140,216
-mal_in01,140,213,0 warp malangdo0020 1,1,mal_in01,79,216
-malangdo,135,109,0 warp malangdo0021 1,1,mal_in01,18,75
-mal_in01,18,78,0 warp malangdo0022 1,1,malangdo,135,112
-mal_in01,18,67,0 warp malangdo0023 1,1,mal_in01,67,63
-mal_in01,67,66,0 warp malangdo0024 1,1,mal_in01,21,67
-malangdo,135,276,0 warp malangdo0025 1,1,mal_in01,163,16
-mal_in01,163,13,0 warp malangdo0026 1,1,malangdo,135,273
-malangdo,73,239,0 warp malangdo0027 1,1,mal_dun01,33,230
-mal_dun01,30,230,0 warp malangdo0028 1,1,malangdo,75,237
-
-// Ship Warps
-malangdo,162,163,0 warp malangdo_ship0001 1,1,mal_in02,57,61
-mal_in02,60,61,0 warp malangdo_ship0002 1,1,malangdo,164,161
-mal_in02,51,60,0 warp malangdo_ship0003 1,1,mal_in02,31,60
-mal_in02,34,60,0 warp malangdo_ship0004 1,1,mal_in02,54,60
-mal_in02,63,53,0 warp malangdo_ship0005 1,1,mal_in02,63,32
-mal_in02,63,35,0 warp malangdo_ship0006 1,1,mal_in02,63,56
-mal_in02,63,66,0 warp malangdo_ship0007 1,1,mal_in02,64,90
-mal_in02,64,87,0 warp malangdo_ship0008 1,1,mal_in02,63,63
-mal_in02,101,53,0 warp malangdo_ship0009 1,1,mal_in02,101,32
-mal_in02,101,35,0 warp malangdo_ship0010 1,1,mal_in02,101,56
-mal_in02,101,66,0 warp malangdo_ship0011 1,1,mal_in02,102,90
-mal_in02,102,87,0 warp malangdo_ship0012 1,1,mal_in02,101,63
-mal_in02,137,53,0 warp malangdo_ship0013 1,1,mal_in02,139,32
-mal_in02,139,35,0 warp malangdo_ship0014 1,1,mal_in02,137,56
-mal_in02,137,66,0 warp malangdo_ship0015 1,1,mal_in02,140,90
-mal_in02,140,87,0 warp malangdo_ship0016 1,1,mal_in02,137,63
-mal_in02,142,60,0 warp malangdo_ship0017 1,1,mal_in02,162,61
-mal_in02,159,61,0 warp malangdo_ship0018 1,1,mal_in02,139,60
+//===== eAthena Script =======================================
+//= Malangdo Island Warp Script
+//===== By: ==================================================
+//= Chilly
+//===== Current Version: =====================================
+//= 1.0
+//===== Compatible With: =====================================
+//= Any Athena Version
+//===== Description: =========================================
+//= Warp Points for Malangdo Island
+//===== Additional Comments: =================================
+//= 1.0 First version
+//============================================================
+
+// Town Warps
+malangdo,240,150,0 warp malangdo0001 1,1,mal_in01,12,16
+mal_in01,9,16,0 warp malangdo0002 1,1,malangdo,237,150
+mal_in01,20,15,0 warp malangdo0003 1,1,mal_in01,67,9
+mal_in01,67,12,0 warp malangdo0004 1,1,mal_in01,20,12
+malangdo,112,168,0 warp malangdo0005 1,1,mal_in01,18,164
+mal_in01,18,161,0 warp malangdo0006 1,1,malangdo,114,166
+mal_in01,18,173,0 warp malangdo0007 1,1,mal_in01,72,174
+mal_in01,75,174,0 warp malangdo0008 1,1,mal_in01,18,170
+mal_in01,73,170,0 warp malangdo0009 1,1,mal_in01,124,172
+mal_in01,124,175,0 warp malangdo0010 1,1,mal_in01,70,170
+malangdo,113,151,0 warp malangdo0011 1,1,mal_in01,27,119
+mal_in01,30,119,0 warp malangdo0012 1,1,malangdo,116,151
+mal_in01,20,119,0 warp malangdo0013 1,1,mal_in01,67,115
+mal_in01,67,118,0 warp malangdo0014 1,1,mal_in01,20,116
+malangdo,119,137,0 warp malangdo0015 1,1,mal_in01,35,217
+mal_in01,38,217,0 warp malangdo0016 1,1,malangdo,122,137
+mal_in01,11,218,0 warp malangdo0017 1,1,mal_in01,75,219
+mal_in01,75,222,0 warp malangdo0018 1,1,mal_in01,11,221
+mal_in01,79,219,0 warp malangdo0019 1,1,mal_in01,140,216
+mal_in01,140,213,0 warp malangdo0020 1,1,mal_in01,79,216
+malangdo,135,109,0 warp malangdo0021 1,1,mal_in01,18,75
+mal_in01,18,78,0 warp malangdo0022 1,1,malangdo,135,112
+mal_in01,18,67,0 warp malangdo0023 1,1,mal_in01,67,63
+mal_in01,67,66,0 warp malangdo0024 1,1,mal_in01,21,67
+malangdo,135,276,0 warp malangdo0025 1,1,mal_in01,163,16
+mal_in01,163,13,0 warp malangdo0026 1,1,malangdo,135,273
+malangdo,73,239,0 warp malangdo0027 1,1,mal_dun01,33,230
+mal_dun01,30,230,0 warp malangdo0028 1,1,malangdo,75,237
+
+// Ship Warps
+malangdo,162,163,0 warp malangdo_ship0001 1,1,mal_in02,57,61
+mal_in02,60,61,0 warp malangdo_ship0002 1,1,malangdo,164,161
+mal_in02,51,60,0 warp malangdo_ship0003 1,1,mal_in02,31,60
+mal_in02,34,60,0 warp malangdo_ship0004 1,1,mal_in02,54,60
+mal_in02,63,53,0 warp malangdo_ship0005 1,1,mal_in02,63,32
+mal_in02,63,35,0 warp malangdo_ship0006 1,1,mal_in02,63,56
+mal_in02,63,66,0 warp malangdo_ship0007 1,1,mal_in02,64,90
+mal_in02,64,87,0 warp malangdo_ship0008 1,1,mal_in02,63,63
+mal_in02,101,53,0 warp malangdo_ship0009 1,1,mal_in02,101,32
+mal_in02,101,35,0 warp malangdo_ship0010 1,1,mal_in02,101,56
+mal_in02,101,66,0 warp malangdo_ship0011 1,1,mal_in02,102,90
+mal_in02,102,87,0 warp malangdo_ship0012 1,1,mal_in02,101,63
+mal_in02,137,53,0 warp malangdo_ship0013 1,1,mal_in02,139,32
+mal_in02,139,35,0 warp malangdo_ship0014 1,1,mal_in02,137,56
+mal_in02,137,66,0 warp malangdo_ship0015 1,1,mal_in02,140,90
+mal_in02,140,87,0 warp malangdo_ship0016 1,1,mal_in02,137,63
+mal_in02,142,60,0 warp malangdo_ship0017 1,1,mal_in02,162,61
+mal_in02,159,61,0 warp malangdo_ship0018 1,1,mal_in02,139,60
diff --git a/npc/warps/cities/malaya.txt b/npc/warps/cities/malaya.txt
index 340e72b59..2ba7af270 100644
--- a/npc/warps/cities/malaya.txt
+++ b/npc/warps/cities/malaya.txt
@@ -1,46 +1,46 @@
-//===== eAthena Script =======================================
-//= Malaya Port Warp Script
-//===== By: ==================================================
-//= Chilly
-//===== Current Version: =====================================
-//= 1.0
-//===== Compatible With: =====================================
-//= Any Athena Version
-//===== Description: =========================================
-//= Warp Points for Malaya Port
-//===== Additional Comments: =================================
-//= 1.0 First Version.
-//============================================================
-
-// Town Warps
-malaya,309,70,0 warp malaya_field0001 1,1,ma_in01,108,92
-ma_in01,105,92,0 warp malaya_field0002 1,1,malaya,310,67
-malaya,300,211,0 warp malaya_field0003 1,1,ma_in01,36,152
-ma_in01,33,152,0 warp malaya_field0004 1,1,malaya,297,211
-malaya,178,211,0 warp malaya_field0005 1,1,ma_in01,24,80
-ma_in01,24,77,0 warp malaya_field0006 1,1,malaya,178,208
-malaya,112,212,0 warp malaya_field0007 1,1,ma_in01,83,16
-ma_in01,86,16,0 warp malaya_field0008 1,1,malaya,115,212
-malaya,299,167,0 warp malaya_field0009 1,1,ma_in01,12,24
-ma_in01,9,24,0 warp malaya_field0010 1,1,malaya,296,167
-malaya,261,240,0 warp malaya_field0011 1,1,ma_in01,126,20
-ma_in01,126,17,0 warp malaya_field0012 1,1,malaya,261,237
-malaya,370,277,0 warp malaya_field0013 1,1,ma_fild01,40,272
-ma_fild01,37,272,0 warp malaya_field0014 1,1,malaya,367,277
-ma_fild01,266,359,0 warp malaya_field0015 1,1,ma_fild02,248,36
-ma_fild02,248,33,0 warp malaya_field0016 1,1,ma_fild01,266,356
-ma_fild01,251,190,0 warp malaya_field0017 1,1,ma_in01,108,160
-ma_in01,105,160,0 warp malaya_field0018 1,1,ma_fild01,249,192
-ma_fild01,288,52,0 warp malaya_field0019 1,1,ma_scene01,142,78
-ma_scene01,140,80,0 warp malaya_field0020 1,1,ma_fild01,288,55
-
-// Car Warps
-ma_zif01,30,22,0 warp malaya_car0001 1,1,malaya,241,238
-ma_zif02,30,22,0 warp malaya_car0002 1,1,malaya,71,43
-ma_zif03,30,22,0 warp malaya_car0003 1,1,malaya,284,129
-ma_zif04,30,22,0 warp malaya_car0004 1,1,malaya,134,247
-ma_zif05,30,22,0 warp malaya_car0005 1,1,malaya,341,150
-ma_zif06,30,22,0 warp malaya_car0006 1,1,malaya,294,293
-ma_zif07,30,22,0 warp malaya_car0007 1,1,malaya,239,221
-ma_zif08,30,22,0 warp malaya_car0008 1,1,malaya,59,246
-ma_zif09,30,22,0 warp malaya_car0009 1,1,malaya,254,68
+//===== eAthena Script =======================================
+//= Malaya Port Warp Script
+//===== By: ==================================================
+//= Chilly
+//===== Current Version: =====================================
+//= 1.0
+//===== Compatible With: =====================================
+//= Any Athena Version
+//===== Description: =========================================
+//= Warp Points for Malaya Port
+//===== Additional Comments: =================================
+//= 1.0 First Version.
+//============================================================
+
+// Town Warps
+malaya,309,70,0 warp malaya_field0001 1,1,ma_in01,108,92
+ma_in01,105,92,0 warp malaya_field0002 1,1,malaya,310,67
+malaya,300,211,0 warp malaya_field0003 1,1,ma_in01,36,152
+ma_in01,33,152,0 warp malaya_field0004 1,1,malaya,297,211
+malaya,178,211,0 warp malaya_field0005 1,1,ma_in01,24,80
+ma_in01,24,77,0 warp malaya_field0006 1,1,malaya,178,208
+malaya,112,212,0 warp malaya_field0007 1,1,ma_in01,83,16
+ma_in01,86,16,0 warp malaya_field0008 1,1,malaya,115,212
+malaya,299,167,0 warp malaya_field0009 1,1,ma_in01,12,24
+ma_in01,9,24,0 warp malaya_field0010 1,1,malaya,296,167
+malaya,261,240,0 warp malaya_field0011 1,1,ma_in01,126,20
+ma_in01,126,17,0 warp malaya_field0012 1,1,malaya,261,237
+malaya,370,277,0 warp malaya_field0013 1,1,ma_fild01,40,272
+ma_fild01,37,272,0 warp malaya_field0014 1,1,malaya,367,277
+ma_fild01,266,359,0 warp malaya_field0015 1,1,ma_fild02,248,36
+ma_fild02,248,33,0 warp malaya_field0016 1,1,ma_fild01,266,356
+ma_fild01,251,190,0 warp malaya_field0017 1,1,ma_in01,108,160
+ma_in01,105,160,0 warp malaya_field0018 1,1,ma_fild01,249,192
+ma_fild01,288,52,0 warp malaya_field0019 1,1,ma_scene01,142,78
+ma_scene01,140,80,0 warp malaya_field0020 1,1,ma_fild01,288,55
+
+// Car Warps
+ma_zif01,30,22,0 warp malaya_car0001 1,1,malaya,241,238
+ma_zif02,30,22,0 warp malaya_car0002 1,1,malaya,71,43
+ma_zif03,30,22,0 warp malaya_car0003 1,1,malaya,284,129
+ma_zif04,30,22,0 warp malaya_car0004 1,1,malaya,134,247
+ma_zif05,30,22,0 warp malaya_car0005 1,1,malaya,341,150
+ma_zif06,30,22,0 warp malaya_car0006 1,1,malaya,294,293
+ma_zif07,30,22,0 warp malaya_car0007 1,1,malaya,239,221
+ma_zif08,30,22,0 warp malaya_car0008 1,1,malaya,59,246
+ma_zif09,30,22,0 warp malaya_car0009 1,1,malaya,254,68
diff --git a/npc/warps/dungeons/dic_dun.txt b/npc/warps/dungeons/dic_dun.txt
index 7692a1bae..3e1a8eedf 100644
--- a/npc/warps/dungeons/dic_dun.txt
+++ b/npc/warps/dungeons/dic_dun.txt
@@ -1,24 +1,24 @@
-//===== eAthena Script =======================================
-//= Scaraba Hole Warp Script
-//===== By: ==================================================
-//= Chilly
-//===== Current Version: =====================================
-//= 1.0
-//===== Compatible With: =====================================
-//= Any Athena Version
-//===== Description: =========================================
-//= Warp Points for Scaraba Hole
-//===== Additional Comments: =================================
-//= 1.0 First Version.
-//============================================================
-
-dic_dun01,88,212,0 warp scarabahole0001 1,1,dic_dun01,168,228
-dic_dun01,164,228,0 warp scarabahole0002 1,1,dic_dun01,84,212
-dic_dun01,371,228,0 warp scarabahole0003 1,1,dic_dun01,32,156
-dic_dun01,28,156,0 warp scarabahole0004 1,1,dic_dun01,367,228
-dic_dun01,371,172,0 warp scarabahole0005 1,1,dic_dun01,32,100
-dic_dun01,28,100,0 warp scarabahole0006 1,1,dic_dun01,367,172
-dic_dun02,102,148,0 warp scarabahole0007 1,1,dic_dun01,290,103
-dic_dun01,370,100,0 warp scarabahole0008 1,1,dic_dun01,33,44
-dic_dun01,29,44,0 warp scarabahole0009 1,1,dic_dun01,366,100
-dic_dun03,102,148,0 warp scarabahole0010 1,1,dic_dun01,290,103
+//===== eAthena Script =======================================
+//= Scaraba Hole Warp Script
+//===== By: ==================================================
+//= Chilly
+//===== Current Version: =====================================
+//= 1.0
+//===== Compatible With: =====================================
+//= Any Athena Version
+//===== Description: =========================================
+//= Warp Points for Scaraba Hole
+//===== Additional Comments: =================================
+//= 1.0 First Version.
+//============================================================
+
+dic_dun01,88,212,0 warp scarabahole0001 1,1,dic_dun01,168,228
+dic_dun01,164,228,0 warp scarabahole0002 1,1,dic_dun01,84,212
+dic_dun01,371,228,0 warp scarabahole0003 1,1,dic_dun01,32,156
+dic_dun01,28,156,0 warp scarabahole0004 1,1,dic_dun01,367,228
+dic_dun01,371,172,0 warp scarabahole0005 1,1,dic_dun01,32,100
+dic_dun01,28,100,0 warp scarabahole0006 1,1,dic_dun01,367,172
+dic_dun02,102,148,0 warp scarabahole0007 1,1,dic_dun01,290,103
+dic_dun01,370,100,0 warp scarabahole0008 1,1,dic_dun01,33,44
+dic_dun01,29,44,0 warp scarabahole0009 1,1,dic_dun01,366,100
+dic_dun03,102,148,0 warp scarabahole0010 1,1,dic_dun01,290,103
diff --git a/npc/warps/dungeons/ecl_dun.txt b/npc/warps/dungeons/ecl_dun.txt
index 7d60ff337..4e0351238 100644
--- a/npc/warps/dungeons/ecl_dun.txt
+++ b/npc/warps/dungeons/ecl_dun.txt
@@ -1,24 +1,24 @@
-//===== eAthena Script =======================================
-//= Eclage Dungeon Warp Script
-//===== By: ==================================================
-//= Chilly
-//===== Current Version: =====================================
-//= 1.0
-//===== Compatible With: =====================================
-//= Any Athena Version
-//===== Description: =========================================
-//= Warp Points for Eclage Dungeon
-//===== Additional Comments: =================================
-//= 1.0 First Version.
-//============================================================
-
-ecl_fild01,182,82,0 warp eclage_dun0001 1,1,ecl_tdun01,60,13
-ecl_tdun01,61,11,0 warp eclage_dun0002 1,1,ecl_fild01,182,85
-ecl_tdun01,67,106,0 warp eclage_dun0003 1,1,ecl_tdun02,60,88
-ecl_tdun02,60,90,0 warp eclage_dun0004 1,1,ecl_tdun01,70,105
-ecl_tdun02,52,9,0 warp eclage_dun0005 1,1,ecl_tdun03,47,13
-ecl_tdun03,49,11,0 warp eclage_dun0006 1,1,ecl_tdun02,50,11
-ecl_tdun03,50,46,0 warp eclage_dun0007 1,1,ecl_tdun04,26,23
-ecl_tdun04,26,26,0 warp eclage_dun0008 1,1,ecl_tdun03,50,43
-ecl_tdun04,34,17,0 warp eclage_dun0009 1,1,ecl_fild01,183,73
-ecl_fild01,183,70,0 warp eclage_dun0010 1,1,ecl_tdun04,32,19
+//===== eAthena Script =======================================
+//= Eclage Dungeon Warp Script
+//===== By: ==================================================
+//= Chilly
+//===== Current Version: =====================================
+//= 1.0
+//===== Compatible With: =====================================
+//= Any Athena Version
+//===== Description: =========================================
+//= Warp Points for Eclage Dungeon
+//===== Additional Comments: =================================
+//= 1.0 First Version.
+//============================================================
+
+ecl_fild01,182,82,0 warp eclage_dun0001 1,1,ecl_tdun01,60,13
+ecl_tdun01,61,11,0 warp eclage_dun0002 1,1,ecl_fild01,182,85
+ecl_tdun01,67,106,0 warp eclage_dun0003 1,1,ecl_tdun02,60,88
+ecl_tdun02,60,90,0 warp eclage_dun0004 1,1,ecl_tdun01,70,105
+ecl_tdun02,52,9,0 warp eclage_dun0005 1,1,ecl_tdun03,47,13
+ecl_tdun03,49,11,0 warp eclage_dun0006 1,1,ecl_tdun02,50,11
+ecl_tdun03,50,46,0 warp eclage_dun0007 1,1,ecl_tdun04,26,23
+ecl_tdun04,26,26,0 warp eclage_dun0008 1,1,ecl_tdun03,50,43
+ecl_tdun04,34,17,0 warp eclage_dun0009 1,1,ecl_fild01,183,73
+ecl_fild01,183,70,0 warp eclage_dun0010 1,1,ecl_tdun04,32,19
diff --git a/npc/warps/fields/bif_fild.txt b/npc/warps/fields/bif_fild.txt
index 89db0e7be..45f34503b 100644
--- a/npc/warps/fields/bif_fild.txt
+++ b/npc/warps/fields/bif_fild.txt
@@ -1,22 +1,22 @@
-//===== eAthena Script =======================================
-//= Bifrost Field Warp Script
-//===== By: ==================================================
-//= Chilly
-//===== Current Version: =====================================
-//= 1.0
-//===== Compatible With: =====================================
-//= Any Athena Version
-//===== Description: =========================================
-//= Warp Points for Bifrost Field
-//===== Additional Comments: =================================
-//= 1.0 First Version.
-//============================================================
-
-splendide,275,390,0 warp bifrost_field0001 1,1,bif_fild01,316,50
-bif_fild01,318,48,0 warp bifrost_field0002 1,1,splendide,275,387
-bif_fild02,285,333,0 warp bifrost_field0003 1,1,mora,179,74
-mora,182,74,0 warp bifrost_field0004 1,1,bif_fild02,285,330
-bif_fild02,95,310,0 warp bifrost_field0005 1,1,mora,22,157
-mora,20,159,0 warp bifrost_field0006 1,1,bif_fild02,98,309
-bif_fild02,174,162,0 warp bifrost_field0007 1,1,mora,58,27
-mora,56,25,0 warp bifrost_field0008 1,1,bif_fild02,177,162
+//===== eAthena Script =======================================
+//= Bifrost Field Warp Script
+//===== By: ==================================================
+//= Chilly
+//===== Current Version: =====================================
+//= 1.0
+//===== Compatible With: =====================================
+//= Any Athena Version
+//===== Description: =========================================
+//= Warp Points for Bifrost Field
+//===== Additional Comments: =================================
+//= 1.0 First Version.
+//============================================================
+
+splendide,275,390,0 warp bifrost_field0001 1,1,bif_fild01,316,50
+bif_fild01,318,48,0 warp bifrost_field0002 1,1,splendide,275,387
+bif_fild02,285,333,0 warp bifrost_field0003 1,1,mora,179,74
+mora,182,74,0 warp bifrost_field0004 1,1,bif_fild02,285,330
+bif_fild02,95,310,0 warp bifrost_field0005 1,1,mora,22,157
+mora,20,159,0 warp bifrost_field0006 1,1,bif_fild02,98,309
+bif_fild02,174,162,0 warp bifrost_field0007 1,1,mora,58,27
+mora,56,25,0 warp bifrost_field0008 1,1,bif_fild02,177,162
diff --git a/npc/warps/fields/dic_fild.txt b/npc/warps/fields/dic_fild.txt
index 5cd25c974..f491a836c 100644
--- a/npc/warps/fields/dic_fild.txt
+++ b/npc/warps/fields/dic_fild.txt
@@ -1,19 +1,19 @@
-//===== eAthena Script =======================================
-//= El Dicastes Field Warp Script
-//===== By: ==================================================
-//= Chilly
-//===== Current Version: =====================================
-//= 1.0
-//===== Compatible With: =====================================
-//= Any Athena Version
-//===== Description: =========================================
-//= Warp Points for El Dicastes Field
-//===== Additional Comments: =================================
-//= 1.0 First Version.
-//============================================================
-
-dic_dun01,371,44,0 warp dic_field0001 1,1,dic_fild01,28,79
-dic_fild01,24,79,0 warp dic_field0002 1,1,dic_dun01,367,44
-dic_fild01,69,23,0 warp dic_field0003 1,1,dic_fild02,71,371
-dic_fild02,71,375,0 warp dic_field0004 1,1,dic_fild01,69,27
-dicastes01,199,34,0 warp dic_field0005 1,1,dic_fild01,150,277
+//===== eAthena Script =======================================
+//= El Dicastes Field Warp Script
+//===== By: ==================================================
+//= Chilly
+//===== Current Version: =====================================
+//= 1.0
+//===== Compatible With: =====================================
+//= Any Athena Version
+//===== Description: =========================================
+//= Warp Points for El Dicastes Field
+//===== Additional Comments: =================================
+//= 1.0 First Version.
+//============================================================
+
+dic_dun01,371,44,0 warp dic_field0001 1,1,dic_fild01,28,79
+dic_fild01,24,79,0 warp dic_field0002 1,1,dic_dun01,367,44
+dic_fild01,69,23,0 warp dic_field0003 1,1,dic_fild02,71,371
+dic_fild02,71,375,0 warp dic_field0004 1,1,dic_fild01,69,27
+dicastes01,199,34,0 warp dic_field0005 1,1,dic_fild01,150,277
diff --git a/npc/warps/other/paradise.txt b/npc/warps/other/paradise.txt
index aa2fd5001..8ca48ce2c 100644
--- a/npc/warps/other/paradise.txt
+++ b/npc/warps/other/paradise.txt
@@ -1,25 +1,25 @@
-//===== eAthena Script =======================================
-//= Paradise Group Warp Script
-//===== By: ==================================================
-//= Chilly
-//===== Current Version: =====================================
-//= 1.0
-//===== Compatible With: =====================================
-//= Any Athena Version;
-//===== Description: =========================================
-//= Warp Points for Paradise Group
-//===== Additional Comments: =================================
-//= 1.0 First Release
-//============================================================
-
-moc_para01,57,27,0 warp parawarp001 1,1,moc_para01,161,26
-moc_para01,158,26,0 warp parawarp002 1,1,moc_para01,54,27
-moc_para01,48,16,0 warp parawarp003 1,1,moc_para01,47,164
-moc_para01,47,161,0 warp parawarp004 1,1,moc_para01,48,19
-moc_para01,41,187,0 warp parawarp005 1,1,moc_para01,179,93
-moc_para01,179,90,0 warp parawarp006 1,1,moc_para01,41,184
-moc_para01,100,27,0 warp parawarp007 1,1,moc_para01,46,86
-moc_para01,49,86,0 warp parawarp008 1,1,moc_para01,103,27
-moc_para01,113,32,0 warp parawarp009 1,1,moc_para01,105,92
-moc_para01,102,92,0 warp parawarp010 1,1,moc_para01,110,32
-moc_para01,107,12,0 warp parawarp011 1,1,moc_para01,48,36
+//===== eAthena Script =======================================
+//= Paradise Group Warp Script
+//===== By: ==================================================
+//= Chilly
+//===== Current Version: =====================================
+//= 1.0
+//===== Compatible With: =====================================
+//= Any Athena Version;
+//===== Description: =========================================
+//= Warp Points for Paradise Group
+//===== Additional Comments: =================================
+//= 1.0 First Release
+//============================================================
+
+moc_para01,57,27,0 warp parawarp001 1,1,moc_para01,161,26
+moc_para01,158,26,0 warp parawarp002 1,1,moc_para01,54,27
+moc_para01,48,16,0 warp parawarp003 1,1,moc_para01,47,164
+moc_para01,47,161,0 warp parawarp004 1,1,moc_para01,48,19
+moc_para01,41,187,0 warp parawarp005 1,1,moc_para01,179,93
+moc_para01,179,90,0 warp parawarp006 1,1,moc_para01,41,184
+moc_para01,100,27,0 warp parawarp007 1,1,moc_para01,46,86
+moc_para01,49,86,0 warp parawarp008 1,1,moc_para01,103,27
+moc_para01,113,32,0 warp parawarp009 1,1,moc_para01,105,92
+moc_para01,102,92,0 warp parawarp010 1,1,moc_para01,110,32
+moc_para01,107,12,0 warp parawarp011 1,1,moc_para01,48,36
diff --git a/npc/warps/other/s_workshop.txt b/npc/warps/other/s_workshop.txt
index 077dc4acf..f39d10c32 100644
--- a/npc/warps/other/s_workshop.txt
+++ b/npc/warps/other/s_workshop.txt
@@ -1,22 +1,22 @@
-//===== eAthena Script =======================================
-//= Shadow Workshop Warp Script
-//===== By: ==================================================
-//= Chilly
-//===== Current Version: =====================================
-//= 1.0
-//===== Compatible With: =====================================
-//= Any Athena Version
-//===== Description: =========================================
-//= Warp Points for Shadow Workshop
-//===== Additional Comments: =================================
-//= 1.0 First Release
-//============================================================
-
-rachel,180,115,0 warp s_atelier0001 1,1,s_atelier,131,72
-s_atelier,131,75,0 warp s_atelier0002 1,1,rachel,180,118
-s_atelier,117,71,0 warp s_atelier0003 1,1,s_atelier,169,72
-s_atelier,166,72,0 warp s_atelier0004 1,1,s_atelier,117,68
-prontera,272,108,0 warp s_atelier0005 1,1,s_atelier,13,119
-s_atelier,9,119,0 warp s_atelier0006 1,1,prontera,269,108
-s_atelier,31,128,0 warp s_atelier0007 1,1,s_atelier,76,125
-s_atelier,76,128,0 warp s_atelier0008 1,1,s_atelier,28,128
+//===== eAthena Script =======================================
+//= Shadow Workshop Warp Script
+//===== By: ==================================================
+//= Chilly
+//===== Current Version: =====================================
+//= 1.0
+//===== Compatible With: =====================================
+//= Any Athena Version
+//===== Description: =========================================
+//= Warp Points for Shadow Workshop
+//===== Additional Comments: =================================
+//= 1.0 First Release
+//============================================================
+
+rachel,180,115,0 warp s_atelier0001 1,1,s_atelier,131,72
+s_atelier,131,75,0 warp s_atelier0002 1,1,rachel,180,118
+s_atelier,117,71,0 warp s_atelier0003 1,1,s_atelier,169,72
+s_atelier,166,72,0 warp s_atelier0004 1,1,s_atelier,117,68
+prontera,272,108,0 warp s_atelier0005 1,1,s_atelier,13,119
+s_atelier,9,119,0 warp s_atelier0006 1,1,prontera,269,108
+s_atelier,31,128,0 warp s_atelier0007 1,1,s_atelier,76,125
+s_atelier,76,128,0 warp s_atelier0008 1,1,s_atelier,28,128