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authorj-tkay <joseph.tk.ea@gmail.com>2013-06-19 11:59:28 +0800
committerj-tkay <joseph.tk.ea@gmail.com>2013-06-19 11:59:28 +0800
commitde7919f0f59f47473e6de709b5d5287a4a55e18d (patch)
tree5967ef231271682ebf9db27185e7e86bbdbc57d4 /npc
parent98fe7e4770376ca66590b5a1e75ce3a848d032a9 (diff)
parentbd95eccf047bda9d72abcea0724ad34b31131ab0 (diff)
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Merge branch 'master' of https://github.com/HerculesWS/Hercules
Diffstat (limited to 'npc')
-rw-r--r--npc/cities/rachel.txt4
-rw-r--r--npc/custom/healer.txt2
-rw-r--r--npc/events/halloween_2009.txt42
-rw-r--r--npc/events/nguild/nguild_warper.txt6
-rw-r--r--npc/guild/payg_cas02.txt33
-rw-r--r--npc/guild/payg_cas04.txt33
-rw-r--r--npc/instances/EndlessTower.txt444
-rw-r--r--npc/instances/NydhoggsNest.txt84
-rw-r--r--npc/instances/OrcsMemory.txt88
-rw-r--r--npc/instances/SealedShrine.txt76
-rw-r--r--npc/jobs/novice/novice.txt76
-rw-r--r--npc/mobs/citycleaners.txt2
-rw-r--r--npc/other/poring_war.txt23
-rw-r--r--npc/quests/quests_13_1.txt88
-rw-r--r--npc/quests/skills/assassin_skills.txt4
-rw-r--r--npc/quests/skills/novice_skills.txt4
-rw-r--r--npc/re/cities/dewata.txt12
-rw-r--r--npc/re/cities/izlude.txt2
-rw-r--r--npc/re/guides/guides_mora.txt215
-rw-r--r--npc/re/guild/invest_main.txt1678
-rw-r--r--npc/re/guild/invest_npc.txt66
-rw-r--r--npc/re/instances/HazyForest.txt1193
-rw-r--r--npc/re/jobs/3-1/rune_knight.txt4
-rw-r--r--npc/re/jobs/novice/novice.txt2053
-rw-r--r--npc/re/merchants/enchan_mora.txt2356
-rw-r--r--npc/re/merchants/quivers.txt121
-rw-r--r--npc/re/mobs/dungeons/gld_dun.txt52
-rw-r--r--npc/re/mobs/dungeons/gld_re.txt100
-rw-r--r--npc/re/mobs/fields/bifrost.txt25
-rw-r--r--npc/re/quests/eden/56-70.txt1395
-rw-r--r--npc/re/quests/quests_brasilis.txt22
-rw-r--r--npc/re/quests/quests_dicastes.txt4
-rw-r--r--npc/re/quests/quests_mora.txt5315
-rw-r--r--npc/re/quests/skills/sage_skills.txt53
-rw-r--r--npc/re/scripts.conf4
-rw-r--r--npc/re/scripts_monsters.conf2
-rw-r--r--npc/re/warps/fields/bif_fild.txt42
-rw-r--r--npc/re/warps/guildcastles.txt43
-rw-r--r--npc/scripts.conf1
-rw-r--r--npc/scripts_jobs.conf1
40 files changed, 14065 insertions, 1703 deletions
diff --git a/npc/cities/rachel.txt b/npc/cities/rachel.txt
index db3c6816e..88eb359f1 100644
--- a/npc/cities/rachel.txt
+++ b/npc/cities/rachel.txt
@@ -308,8 +308,8 @@ rachel,206,30,3 script Freya's Priest#play 920,{
set .@play,rand(1,10);
if (.@play == 1) warp "Random",0,0;
else if (.@play == 2) warp "Random",0,0;
- else if (.@play == 3) sc_start SC_SpeedUp1,5000,0;
- else if (.@play == 4) sc_start SC_SpeedUp1,5000,0;
+ else if (.@play == 3) sc_start SC_MOVHASTE_INFINITY,5000,0;
+ else if (.@play == 4) sc_start SC_MOVHASTE_INFINITY,5000,0;
else sc_start SC_SlowDown,5000,0;
end;
}
diff --git a/npc/custom/healer.txt b/npc/custom/healer.txt
index 31f247695..a6f028e8a 100644
--- a/npc/custom/healer.txt
+++ b/npc/custom/healer.txt
@@ -26,7 +26,7 @@
}
specialeffect2 313; percentheal 100,100;
if (.@Buffs) {
- specialeffect2 EF_INCAGILITY; sc_start SC_INCREASEAGI,240000,10;
+ specialeffect2 EF_INCAGILITY; sc_start SC_INC_AGI,240000,10;
specialeffect2 EF_BLESSING; sc_start SC_BLESSING,240000,10;
}
if (.@Delay) set @HD, gettimetick(2)+.@Delay;
diff --git a/npc/events/halloween_2009.txt b/npc/events/halloween_2009.txt
index 9dee31807..a5faf713e 100644
--- a/npc/events/halloween_2009.txt
+++ b/npc/events/halloween_2009.txt
@@ -118,13 +118,13 @@ OnTouch:
mes "[Trick or Treater]";
mes "Yay thank you!";
mes "Here, take this for being so nice!";
- sc_start SC_STRFood, 1800000, 5;
- sc_start SC_INTFood, 1800000, 5;
- sc_start SC_VITFood, 1800000, 5;
- sc_start SC_AGIFood, 1800000, 5;
- sc_start SC_DEXFood, 1800000, 5;
- sc_start SC_LUKFood, 1800000, 5;
- sc_start SC_FLEEFOOD, 1800000, 15;
+ sc_start SC_FOOD_STR, 1800000, 5;
+ sc_start SC_FOOD_INT, 1800000, 5;
+ sc_start SC_FOOD_VIT, 1800000, 5;
+ sc_start SC_FOOD_AGI, 1800000, 5;
+ sc_start SC_FOOD_DEX, 1800000, 5;
+ sc_start SC_FOOD_LUK, 1800000, 5;
+ sc_start SC_FOOD_BASICAVOIDANCE, 1800000, 15;
delitem 529,1; // Candy
close;
}else{
@@ -139,13 +139,13 @@ OnTouch:
mes "[Trick or Treater]";
mes "Yay thank you!";
mes "Here, take this for being so nice!";
- sc_start SC_STRFood, 1800000, 5;
- sc_start SC_INTFood, 1800000, 5;
- sc_start SC_VITFood, 1800000, 5;
- sc_start SC_AGIFood, 1800000, 5;
- sc_start SC_DEXFood, 1800000, 5;
- sc_start SC_LUKFood, 1800000, 5;
- sc_start SC_FLEEFOOD, 1800000, 15;
+ sc_start SC_FOOD_STR, 1800000, 5;
+ sc_start SC_FOOD_INT, 1800000, 5;
+ sc_start SC_FOOD_VIT, 1800000, 5;
+ sc_start SC_FOOD_AGI, 1800000, 5;
+ sc_start SC_FOOD_DEX, 1800000, 5;
+ sc_start SC_FOOD_LUK, 1800000, 5;
+ sc_start SC_FOOD_BASICAVOIDANCE, 1800000, 15;
delitem 530,1; // Candy Cane
close;
}else{
@@ -160,13 +160,13 @@ OnTouch:
mes "[Trick or Treater]";
mes "Yay thank you!";
mes "Here, take this for being so nice!";
- sc_start SC_STRFood, 1800000, 5;
- sc_start SC_INTFood, 1800000, 5;
- sc_start SC_VITFood, 1800000, 5;
- sc_start SC_AGIFood, 1800000, 5;
- sc_start SC_DEXFood, 1800000, 5;
- sc_start SC_LUKFood, 1800000, 5;
- sc_start SC_FLEEFOOD, 1800000, 15;
+ sc_start SC_FOOD_STR, 1800000, 5;
+ sc_start SC_FOOD_INT, 1800000, 5;
+ sc_start SC_FOOD_VIT, 1800000, 5;
+ sc_start SC_FOOD_AGI, 1800000, 5;
+ sc_start SC_FOOD_DEX, 1800000, 5;
+ sc_start SC_FOOD_LUK, 1800000, 5;
+ sc_start SC_FOOD_BASICAVOIDANCE, 1800000, 15;
delitem 538,1; // Well-baked Cookie
close;
}else{
diff --git a/npc/events/nguild/nguild_warper.txt b/npc/events/nguild/nguild_warper.txt
index 57f5bc827..ac54c0716 100644
--- a/npc/events/nguild/nguild_warper.txt
+++ b/npc/events/nguild/nguild_warper.txt
@@ -64,7 +64,7 @@ prontera,146,163,6 script Novice Castles 729,{
sc_end SC_IMPOSITIO;
sc_end SC_SUFFRAGIUM;
sc_end SC_MAGNIFICAT;
- sc_end SC_WEAPONPERFECTION;
+ sc_end SC_WEAPONPERFECT;
sc_end SC_GOSPEL;
sc_end SC_BASILICA;
sc_end SC_MAGICPOWER;
@@ -72,8 +72,8 @@ prontera,146,163,6 script Novice Castles 729,{
sc_end SC_MARIONETTE2;
sc_end SC_DEVOTION;
sc_end SC_SACRIFICE;
- sc_end SC_MAXOVERTHRUST;
- sc_end SC_SPIRIT;
+ sc_end SC_OVERTHRUSTMAX;
+ sc_end SC_SOULLINK;
warp "n_castle",102,93+rand(14);
}
}
diff --git a/npc/guild/payg_cas02.txt b/npc/guild/payg_cas02.txt
index 4ada2da53..27e5fc4f0 100644
--- a/npc/guild/payg_cas02.txt
+++ b/npc/guild/payg_cas02.txt
@@ -3,20 +3,21 @@
//===== By: ==================================================
//= L0ne_W0lf
//===== Current Version: =====================================
-//= 1.3
+//= 1.4
//===== Description: =========================================
-//= NPCs that relate to Payon Guild Castle 1
+//= NPCs that relate to Payon Guild Castle 2
//===== Additional Comments: =================================
//= 1.0 First Version. No longer uses functions. [L0ne_W0lf]
//= 1.1 Corrected flag-in spawn point. [L0ne_W0lf]
//= 1.2 Removed dialog from interior flags. [L0ne_W0lf]
//= Fixed position of Guild dungeon switch.
//= 1.3 Partially rewrote Script. [Masao]
+//= 1.4 Fixed names [Streusel]
//============================================================
// Guild Flags (Outside Castle)
//============================================================
-- script Sacred Palace#1::OutsideFlagsPA2 722,{
+- script Scarlet Palace#1::OutsideFlagsPA2 722,{
set .@GID, GetCastleData("payg_cas02",1);
@@ -66,14 +67,14 @@ OnRecvCastlePy02:
end;
}
-pay_gld,292,112,6 duplicate(OutsideFlagsPA2) Sacred Palace#1-2 722
-pay_gld,292,120,6 duplicate(OutsideFlagsPA2) Sacred Palace#2 722
-pay_gld,291,135,6 duplicate(OutsideFlagsPA2) Sacred Palace#3 722
-pay_gld,271,163,0 duplicate(OutsideFlagsPA2) Sacred Palace#4 722
+pay_gld,292,112,6 duplicate(OutsideFlagsPA2) Scarlet Palace#1-2 722
+pay_gld,292,120,6 duplicate(OutsideFlagsPA2) Scarlet Palace#2 722
+pay_gld,291,135,6 duplicate(OutsideFlagsPA2) Scarlet Palace#3 722
+pay_gld,271,163,0 duplicate(OutsideFlagsPA2) Scarlet Palace#4 722
// Guild Flags (Inside Castle)
//============================================================
-- script Sacred Palace#5::InsideFlagsPA2 722,{
+- script Scarlet Palace#5::InsideFlagsPA2 722,{
end;
OnRecvCastlePy02:
@@ -81,17 +82,17 @@ OnRecvCastlePy02:
end;
}
-payg_cas02,254,40,6 duplicate(InsideFlagsPA2) Sacred Palace#5-2 722
-payg_cas02,254,48,6 duplicate(InsideFlagsPA2) Sacred Palace#6 722
-payg_cas02,202,49,0 duplicate(InsideFlagsPA2) Sacred Palace#7 722
-payg_cas02,209,49,0 duplicate(InsideFlagsPA2) Sacred Palace#8 722
-payg_cas02,59,282,4 duplicate(InsideFlagsPA2) Sacred Palace#9 722
-payg_cas02,70,282,4 duplicate(InsideFlagsPA2) Sacred Palace#10 722
+payg_cas02,254,40,6 duplicate(InsideFlagsPA2) Scarlet Palace#5-2 722
+payg_cas02,254,48,6 duplicate(InsideFlagsPA2) Scarlet Palace#6 722
+payg_cas02,202,49,0 duplicate(InsideFlagsPA2) Scarlet Palace#7 722
+payg_cas02,209,49,0 duplicate(InsideFlagsPA2) Scarlet Palace#8 722
+payg_cas02,59,282,4 duplicate(InsideFlagsPA2) Scarlet Palace#9 722
+payg_cas02,70,282,4 duplicate(InsideFlagsPA2) Scarlet Palace#10 722
// Guild Flag (Town)
//============================================================
-payon,97,322,4 duplicate(InsideFlagsPA2) Sacred Altar#11 722
-payon,166,173,3 duplicate(InsideFlagsPA2) Sacred Altar#12 722
+payon,97,322,4 duplicate(InsideFlagsPA2) Scarlet Palace#11 722
+payon,166,173,3 duplicate(InsideFlagsPA2) Scarlet Palace#12 722
// Kafra Employee
//============================================================
diff --git a/npc/guild/payg_cas04.txt b/npc/guild/payg_cas04.txt
index b3ddce797..4f584e368 100644
--- a/npc/guild/payg_cas04.txt
+++ b/npc/guild/payg_cas04.txt
@@ -3,20 +3,21 @@
//===== By: ==================================================
//= L0ne_W0lf
//===== Current Version: =====================================
-//= 1.3
+//= 1.4
//===== Description: =========================================
-//= NPCs that relate to Payon Guild Castle 1
+//= NPCs that relate to Payon Guild Castle 4
//===== Additional Comments: =================================
//= 1.0 First Version. No longer uses functions. [L0ne_W0lf]
//= 1.1 Corrected flag-in spawn point. [L0ne_W0lf]
//= 1.2 Removed dialog from interior flags. [L0ne_W0lf]
//= Fixed position of Guild dungeon switch.
//= 1.3 Partially rewrote Script. [Masao]
+//= 1.4 Fixed named [Streusel]
//============================================================
// Guild Flags (Outside Castle)
//============================================================
-- script Scarlet Palace#1::OutsideFlagsPA4 722,{
+- script Sacred Altar#1::OutsideFlagsPA4 722,{
set .@GID, GetCastleData("payg_cas04",1);
@@ -66,14 +67,14 @@ OnRecvCastlePy04:
end;
}
-pay_gld,137,160,0 duplicate(OutsideFlagsPA4) Scarlet Palace#1-2 722
-pay_gld,143,160,0 duplicate(OutsideFlagsPA4) Scarlet Palace#2 722
-pay_gld,133,151,2 duplicate(OutsideFlagsPA4) Scarlet Palace#3 722
-pay_gld,153,166,1 duplicate(OutsideFlagsPA4) Scarlet Palace#4 722
+pay_gld,137,160,0 duplicate(OutsideFlagsPA4) Sacred Altar#1-2 722
+pay_gld,143,160,0 duplicate(OutsideFlagsPA4) Sacred Altar#2 722
+pay_gld,133,151,2 duplicate(OutsideFlagsPA4) Sacred Altar#3 722
+pay_gld,153,166,1 duplicate(OutsideFlagsPA4) Sacred Altar#4 722
// Guild Flags (Inside Castle)
//============================================================
-- script Scarlet Palace#5::InsideFlagsPA4 722,{
+- script Sacred Altar#5::InsideFlagsPA4 722,{
end;
OnRecvCastlePy04:
@@ -81,17 +82,17 @@ OnRecvCastlePy04:
end;
}
-payg_cas04,255,259,0 duplicate(InsideFlagsPA4) Scarlet Palace#5-2 722
-payg_cas04,248,259,0 duplicate(InsideFlagsPA4) Scarlet Palace#6 722
-payg_cas04,248,168,6 duplicate(InsideFlagsPA4) Scarlet Palace#7 722
-payg_cas04,248,160,6 duplicate(InsideFlagsPA4) Scarlet Palace#8 722
-payg_cas04,232,181,4 duplicate(InsideFlagsPA4) Scarlet Palace#9 722
-payg_cas04,239,181,4 duplicate(InsideFlagsPA4) Scarlet Palace#10 722
+payg_cas04,255,259,0 duplicate(InsideFlagsPA4) Sacred Altar#5-2 722
+payg_cas04,248,259,0 duplicate(InsideFlagsPA4) Sacred Altar#6 722
+payg_cas04,248,168,6 duplicate(InsideFlagsPA4) Sacred Altar#7 722
+payg_cas04,248,160,6 duplicate(InsideFlagsPA4) Sacred Altar#8 722
+payg_cas04,232,181,4 duplicate(InsideFlagsPA4) Sacred Altar#9 722
+payg_cas04,239,181,4 duplicate(InsideFlagsPA4) Sacred Altar#10 722
// Guild Flag (Town)
//============================================================
-payon,118,322,4 duplicate(InsideFlagsPA4) Scarlet Palace#11 722
-payon,166,165,3 duplicate(InsideFlagsPA4) Scarlet Palace#12 722
+payon,118,322,4 duplicate(InsideFlagsPA4) Sacred Altar#11 722
+payon,166,165,3 duplicate(InsideFlagsPA4) Sacred Altar#12 722
// Kafra Employee
//============================================================
diff --git a/npc/instances/EndlessTower.txt b/npc/instances/EndlessTower.txt
index 7edbc618f..68cf25000 100644
--- a/npc/instances/EndlessTower.txt
+++ b/npc/instances/EndlessTower.txt
@@ -481,7 +481,7 @@ e_tower,151,185,4 script Purification Stone#et2 844,{
}
else {
delitem 6000,1; //Dark_Ashes
- instance_announce 0, .@move_name$ + ". You will be warped to the 26th Level.",bc_map,"0x00ff99";
+ instance_announce -1, .@move_name$ + ". You will be warped to the 26th Level.",bc_map,"0x00ff99";
warp "2@tower",52,354;
}
break;
@@ -493,7 +493,7 @@ e_tower,151,185,4 script Purification Stone#et2 844,{
}
else {
delitem 6000,2; //Dark_Ashes
- instance_announce 0, .@move_name$ + ". You will be warped to the 51st Level.",bc_map,"0x00ff99";
+ instance_announce -1, .@move_name$ + ". You will be warped to the 51st Level.",bc_map,"0x00ff99";
warp "3@tower",52,354;
}
break;
@@ -505,7 +505,7 @@ e_tower,151,185,4 script Purification Stone#et2 844,{
}
else {
delitem 6000,3; //Dark_Ashes
- instance_announce 0, .@move_name$ + ". You will be warped to the 76th Level.",bc_map,"0x00ff99";
+ instance_announce -1, .@move_name$ + ". You will be warped to the 76th Level.",bc_map,"0x00ff99";
warp "4@tower",52,354;
}
break;
@@ -532,11 +532,11 @@ OnMyMobDead:
//SetItemPartyInMap in_102floor 1
}
else
- instance_announce 0, "Remaining Monsters on the 1st Level - " + .@mob_dead_num,bc_map,"0x00ff99";
+ instance_announce -1, "Remaining Monsters on the 1st Level - " + .@mob_dead_num,bc_map,"0x00ff99";
end;
OnTimer5000:
- instance_announce 0, "All Monsters on the 1st Level have been defeated.",bc_map,"0xffff00";
+ instance_announce -1, "All Monsters on the 1st Level have been defeated.",bc_map,"0xffff00";
donpcevent instance_npcname("1FGate102tower", instance_id())+"::OnEnable";
stopnpctimer;
end;
@@ -567,11 +567,11 @@ OnMyMobDead:
//SetItemPartyInMap in_102floor 2
}
else
- instance_announce 0, "Remaining Monsters on the 2nd Level - " + .@mob_dead_num,bc_map,"0x00ff99";
+ instance_announce -1, "Remaining Monsters on the 2nd Level - " + .@mob_dead_num,bc_map,"0x00ff99";
end;
OnTimer5000:
- instance_announce 0, "All Monsters on the 2nd Level have been defeated.",bc_map,"0xffff00";
+ instance_announce -1, "All Monsters on the 2nd Level have been defeated.",bc_map,"0xffff00";
donpcevent instance_npcname("2FGate102tower", instance_id())+"::OnEnable";
stopnpctimer;
end;
@@ -605,11 +605,11 @@ OnMyMobDead:
//SetItemPartyInMap in_102floor 3
}
else
- instance_announce 0, "Remaining Monsters on the 3rd Level - " + .@mob_dead_num,bc_map,"0x00ff99";
+ instance_announce -1, "Remaining Monsters on the 3rd Level - " + .@mob_dead_num,bc_map,"0x00ff99";
end;
OnTimer5000:
- instance_announce 0, "All Monsters on the 3rd Level have been defeated.",bc_map,"0xffff00";
+ instance_announce -1, "All Monsters on the 3rd Level have been defeated.",bc_map,"0xffff00";
donpcevent instance_npcname("3FGate102tower", instance_id())+"::OnEnable";
stopnpctimer;
end;
@@ -643,11 +643,11 @@ OnMyMobDead:
//SetItemPartyInMap in_102floor 4
}
else
- instance_announce 0, "Remaining Monsters on the 4th Level - " + .@mob_dead_num,bc_map,"0x00ff99";
+ instance_announce -1, "Remaining Monsters on the 4th Level - " + .@mob_dead_num,bc_map,"0x00ff99";
end;
OnTimer5000:
- instance_announce 0, "All Monsters on the 4th Level have been defeated.",bc_map,"0xffff00";
+ instance_announce -1, "All Monsters on the 4th Level have been defeated.",bc_map,"0xffff00";
donpcevent instance_npcname("4FGate102tower", instance_id())+"::OnEnable";
stopnpctimer;
end;
@@ -680,11 +680,11 @@ OnMyMobDead:
//SetItemPartyInMap in_102floor 5
}
else
- instance_announce 0, "Remaining Monsters on the 5th Level - " + .@mob_dead_num,bc_map,"0x00ff99";
+ instance_announce -1, "Remaining Monsters on the 5th Level - " + .@mob_dead_num,bc_map,"0x00ff99";
end;
OnTimer5000:
- instance_announce 0, "All Monsters on the 5th Level have been defeated.",bc_map,"0xffff00";
+ instance_announce -1, "All Monsters on the 5th Level have been defeated.",bc_map,"0xffff00";
donpcevent instance_npcname("5FGate102tower", instance_id())+"::OnEnable";
stopnpctimer;
end;
@@ -716,11 +716,11 @@ OnMyMobDead:
//SetItemPartyInMap in_102floor 6
}
else
- instance_announce 0, "Remaining Monsters on the 6th Level - " + .@mob_dead_num,bc_map,"0x00ff99";
+ instance_announce -1, "Remaining Monsters on the 6th Level - " + .@mob_dead_num,bc_map,"0x00ff99";
end;
OnTimer5000:
- instance_announce 0, "All Monsters on the 6th Level have been defeated.",bc_map,"0xffff00";
+ instance_announce -1, "All Monsters on the 6th Level have been defeated.",bc_map,"0xffff00";
donpcevent instance_npcname("6FGate102tower", instance_id())+"::OnEnable";
stopnpctimer;
end;
@@ -752,11 +752,11 @@ OnMyMobDead:
//SetItemPartyInMap in_102floor 7
}
else
- instance_announce 0, "Remaining Monsters on the 7th Level - " + .@mob_dead_num,bc_map,"0x00ff99";
+ instance_announce -1, "Remaining Monsters on the 7th Level - " + .@mob_dead_num,bc_map,"0x00ff99";
end;
OnTimer5000:
- instance_announce 0, "All Monsters on the 7th Level have been defeated.",bc_map,"0xffff00";
+ instance_announce -1, "All Monsters on the 7th Level have been defeated.",bc_map,"0xffff00";
donpcevent instance_npcname("7FGate102tower", instance_id())+"::OnEnable";
stopnpctimer;
end;
@@ -786,11 +786,11 @@ OnMyMobDead:
//SetItemPartyInMap in_102floor 8
}
else
- instance_announce 0, "Remaining Monsters on the 8th Level - " + .@mob_dead_num,bc_map,"0x00ff99";
+ instance_announce -1, "Remaining Monsters on the 8th Level - " + .@mob_dead_num,bc_map,"0x00ff99";
end;
OnTimer5000:
- instance_announce 0, "All Monsters on the 8th Level have been defeated.",bc_map,"0xffff00";
+ instance_announce -1, "All Monsters on the 8th Level have been defeated.",bc_map,"0xffff00";
donpcevent instance_npcname("8FGate102tower", instance_id())+"::OnEnable";
stopnpctimer;
end;
@@ -821,11 +821,11 @@ OnMyMobDead:
//SetItemPartyInMap in_102floor 9
}
else
- instance_announce 0, "Remaining Monsters on the 9th Level - " + .@mob_dead_num,bc_map,"0x00ff99";
+ instance_announce -1, "Remaining Monsters on the 9th Level - " + .@mob_dead_num,bc_map,"0x00ff99";
end;
OnTimer5000:
- instance_announce 0, "All Monsters on the 9th Level have been defeated.",bc_map,"0xffff00";
+ instance_announce -1, "All Monsters on the 9th Level have been defeated.",bc_map,"0xffff00";
donpcevent instance_npcname("9FGate102tower", instance_id())+"::OnEnable";
stopnpctimer;
end;
@@ -856,11 +856,11 @@ OnMyMobDead:
//SetItemPartyInMap in_102floor 10
}
else
- instance_announce 0, "Remaining Monsters on the 10th Level - " + .@mob_dead_num,bc_map,"0x00ff99";
+ instance_announce -1, "Remaining Monsters on the 10th Level - " + .@mob_dead_num,bc_map,"0x00ff99";
end;
OnTimer5000:
- instance_announce 0, "All Monsters on the 10th Level have been defeated.",bc_map,"0xffff00";
+ instance_announce -1, "All Monsters on the 10th Level have been defeated.",bc_map,"0xffff00";
donpcevent instance_npcname("10FGate102tower", instance_id())+"::OnEnable";
stopnpctimer;
end;
@@ -892,11 +892,11 @@ OnMyMobDead:
//SetItemPartyInMap in_102floor 11
}
else
- instance_announce 0, "Remaining Monsters on the 11th Level - " + .@mob_dead_num,bc_map,"0x00ff99";
+ instance_announce -1, "Remaining Monsters on the 11th Level - " + .@mob_dead_num,bc_map,"0x00ff99";
end;
OnTimer5000:
- instance_announce 0, "All Monsters on the 11th Level have been defeated.",bc_map,"0xffff00";
+ instance_announce -1, "All Monsters on the 11th Level have been defeated.",bc_map,"0xffff00";
donpcevent instance_npcname("11FGate102tower", instance_id())+"::OnEnable";
stopnpctimer;
end;
@@ -926,11 +926,11 @@ OnMyMobDead:
//SetItemPartyInMap in_102floor 12
}
else
- instance_announce 0, "Remaining Monsters on the 12th Level - " + .@mob_dead_num,bc_map,"0x00ff99";
+ instance_announce -1, "Remaining Monsters on the 12th Level - " + .@mob_dead_num,bc_map,"0x00ff99";
end;
OnTimer5000:
- instance_announce 0, "All Monsters on the 12th Level have been defeated.",bc_map,"0xffff00";
+ instance_announce -1, "All Monsters on the 12th Level have been defeated.",bc_map,"0xffff00";
donpcevent instance_npcname("12FGate102tower", instance_id())+"::OnEnable";
stopnpctimer;
end;
@@ -961,11 +961,11 @@ OnMyMobDead:
//SetItemPartyInMap in_102floor 13
}
else
- instance_announce 0, "Remaining Monsters on the 13th Level - " + .@mob_dead_num,bc_map,"0x00ff99";
+ instance_announce -1, "Remaining Monsters on the 13th Level - " + .@mob_dead_num,bc_map,"0x00ff99";
end;
OnTimer5000:
- instance_announce 0, "All Monsters on the 13th Level have been defeated.",bc_map,"0xffff00";
+ instance_announce -1, "All Monsters on the 13th Level have been defeated.",bc_map,"0xffff00";
donpcevent instance_npcname("13FGate102tower", instance_id())+"::OnEnable";
stopnpctimer;
end;
@@ -998,11 +998,11 @@ OnMyMobDead:
//SetItemPartyInMap in_102floor 14
}
else
- instance_announce 0, "Remaining Monsters on the 14th Level - " + .@mob_dead_num,bc_map,"0x00ff99";
+ instance_announce -1, "Remaining Monsters on the 14th Level - " + .@mob_dead_num,bc_map,"0x00ff99";
end;
OnTimer5000:
- instance_announce 0, "All Monsters on the 14th Level have been defeated.",bc_map,"0xffff00";
+ instance_announce -1, "All Monsters on the 14th Level have been defeated.",bc_map,"0xffff00";
donpcevent instance_npcname("14FGate102tower", instance_id())+"::OnEnable";
stopnpctimer;
end;
@@ -1037,11 +1037,11 @@ OnMyMobDead:
//SetItemPartyInMap in_102floor 15
}
else
- instance_announce 0, "Remaining Monsters on the 15th Level - " + .@mob_dead_num,bc_map,"0x00ff99";
+ instance_announce -1, "Remaining Monsters on the 15th Level - " + .@mob_dead_num,bc_map,"0x00ff99";
end;
OnTimer5000:
- instance_announce 0, "All Monsters on the 15th Level have been defeated.",bc_map,"0xffff00";
+ instance_announce -1, "All Monsters on the 15th Level have been defeated.",bc_map,"0xffff00";
donpcevent instance_npcname("15FGate102tower", instance_id())+"::OnEnable";
stopnpctimer;
end;
@@ -1073,11 +1073,11 @@ OnMyMobDead:
//SetItemPartyInMap in_102floor 16
}
else
- instance_announce 0, "Remaining Monsters on the 16th Level - " + .@mob_dead_num,bc_map,"0x00ff99";
+ instance_announce -1, "Remaining Monsters on the 16th Level - " + .@mob_dead_num,bc_map,"0x00ff99";
end;
OnTimer5000:
- instance_announce 0, "All Monsters on the 16th Level have been defeated.",bc_map,"0xffff00";
+ instance_announce -1, "All Monsters on the 16th Level have been defeated.",bc_map,"0xffff00";
donpcevent instance_npcname("16FGate102tower", instance_id())+"::OnEnable";
stopnpctimer;
end;
@@ -1109,11 +1109,11 @@ OnMyMobDead:
//SetItemPartyInMap in_102floor 17
}
else
- instance_announce 0, "Remaining Monsters on the 17th Level - " + .@mob_dead_num,bc_map,"0x00ff99";
+ instance_announce -1, "Remaining Monsters on the 17th Level - " + .@mob_dead_num,bc_map,"0x00ff99";
end;
OnTimer5000:
- instance_announce 0, "All Monsters on the 17th Level have been defeated.",bc_map,"0xffff00";
+ instance_announce -1, "All Monsters on the 17th Level have been defeated.",bc_map,"0xffff00";
donpcevent instance_npcname("17FGate102tower", instance_id())+"::OnEnable";
stopnpctimer;
end;
@@ -1143,11 +1143,11 @@ OnMyMobDead:
//SetItemPartyInMap in_102floor 18
}
else
- instance_announce 0, "Remaining Monsters on the 18th Level - " + .@mob_dead_num,bc_map,"0x00ff99";
+ instance_announce -1, "Remaining Monsters on the 18th Level - " + .@mob_dead_num,bc_map,"0x00ff99";
end;
OnTimer5000:
- instance_announce 0, "All Monsters on the 18th Level have been defeated.",bc_map,"0xffff00";
+ instance_announce -1, "All Monsters on the 18th Level have been defeated.",bc_map,"0xffff00";
donpcevent instance_npcname("18FGate102tower", instance_id())+"::OnEnable";
stopnpctimer;
end;
@@ -1179,11 +1179,11 @@ OnMyMobDead:
//SetItemPartyInMap in_102floor 19
}
else
- instance_announce 0, "Remaining Monsters on the 19th Level - " + .@mob_dead_num,bc_map,"0x00ff99";
+ instance_announce -1, "Remaining Monsters on the 19th Level - " + .@mob_dead_num,bc_map,"0x00ff99";
end;
OnTimer5000:
- instance_announce 0, "All Monsters on the 19th Level have been defeated.",bc_map,"0xffff00";
+ instance_announce -1, "All Monsters on the 19th Level have been defeated.",bc_map,"0xffff00";
donpcevent instance_npcname("19FGate102tower", instance_id())+"::OnEnable";
stopnpctimer;
end;
@@ -1213,11 +1213,11 @@ OnMyMobDead:
//SetItemPartyInMap in_102floor 20
}
else
- instance_announce 0, "Remaining Monsters on the 20th Level - " + .@mob_dead_num,bc_map,"0x00ff99";
+ instance_announce -1, "Remaining Monsters on the 20th Level - " + .@mob_dead_num,bc_map,"0x00ff99";
end;
OnTimer5000:
- instance_announce 0, "All Monsters on the 20th Level have been defeated.",bc_map,"0xffff00";
+ instance_announce -1, "All Monsters on the 20th Level have been defeated.",bc_map,"0xffff00";
donpcevent instance_npcname("20FGate102tower", instance_id())+"::OnEnable";
stopnpctimer;
end;
@@ -1250,11 +1250,11 @@ OnMyMobDead:
//SetItemPartyInMap in_102floor 21
}
else
- instance_announce 0, "Remaining Monsters on the 21st Level - " + .@mob_dead_num,bc_map,"0x00ff99";
+ instance_announce -1, "Remaining Monsters on the 21st Level - " + .@mob_dead_num,bc_map,"0x00ff99";
end;
OnTimer5000:
- instance_announce 0, "All Monsters on the 21st Level have been defeated.",bc_map,"0xffff00";
+ instance_announce -1, "All Monsters on the 21st Level have been defeated.",bc_map,"0xffff00";
donpcevent instance_npcname("21FGate102tower", instance_id())+"::OnEnable";
stopnpctimer;
end;
@@ -1288,11 +1288,11 @@ OnMyMobDead:
//SetItemPartyInMap in_102floor 22
}
else
- instance_announce 0, "Remaining Monsters on the 22nd Level - " + .@mob_dead_num,bc_map,"0x00ff99";
+ instance_announce -1, "Remaining Monsters on the 22nd Level - " + .@mob_dead_num,bc_map,"0x00ff99";
end;
OnTimer5000:
- instance_announce 0, "All Monsters on the 22nd Level have been defeated.",bc_map,"0xffff00";
+ instance_announce -1, "All Monsters on the 22nd Level have been defeated.",bc_map,"0xffff00";
donpcevent instance_npcname("22FGate102tower", instance_id())+"::OnEnable";
stopnpctimer;
end;
@@ -1325,11 +1325,11 @@ OnMyMobDead:
//SetItemPartyInMap in_102floor 23
}
else
- instance_announce 0, "Remaining Monsters on the 23rd Level - " + .@mob_dead_num,bc_map,"0x00ff99";
+ instance_announce -1, "Remaining Monsters on the 23rd Level - " + .@mob_dead_num,bc_map,"0x00ff99";
end;
OnTimer5000:
- instance_announce 0, "All Monsters on the 23rd Level have been defeated.",bc_map,"0xffff00";
+ instance_announce -1, "All Monsters on the 23rd Level have been defeated.",bc_map,"0xffff00";
donpcevent instance_npcname("23FGate102tower", instance_id())+"::OnEnable";
stopnpctimer;
end;
@@ -1360,11 +1360,11 @@ OnMyMobDead:
//SetItemPartyInMap in_102floor 24
}
else
- instance_announce 0, "Remaining Monsters on the 24th Level - " + .@mob_dead_num,bc_map,"0x00ff99";
+ instance_announce -1, "Remaining Monsters on the 24th Level - " + .@mob_dead_num,bc_map,"0x00ff99";
end;
OnTimer5000:
- instance_announce 0, "All Monsters on the 24th Level have been defeated.",bc_map,"0xffff00";
+ instance_announce -1, "All Monsters on the 24th Level have been defeated.",bc_map,"0xffff00";
donpcevent instance_npcname("24FGate102tower", instance_id())+"::OnEnable";
stopnpctimer;
end;
@@ -1395,11 +1395,11 @@ OnMyMobDead:
//SetItemPartyInMap in_102floor 25
}
else
- instance_announce 0, "Remaining Monsters on the 25th Level - " + .@mob_dead_num,bc_map,"0x00ff99";
+ instance_announce -1, "Remaining Monsters on the 25th Level - " + .@mob_dead_num,bc_map,"0x00ff99";
end;
OnTimer5000:
- instance_announce 0, "All Monsters on the 25th Level have been defeated.",bc_map,"0xffff00";
+ instance_announce -1, "All Monsters on the 25th Level have been defeated.",bc_map,"0xffff00";
donpcevent instance_npcname("25FGate102tower", instance_id())+"::OnEnable";
stopnpctimer;
end;
@@ -1487,11 +1487,11 @@ OnMyMobDead:
//SetItemPartyInMap in_102floor 26
}
else
- instance_announce 0, "Remaining Monsters on the 26th Level - " + .@mob_dead_num,bc_map,"0x00ff99";
+ instance_announce -1, "Remaining Monsters on the 26th Level - " + .@mob_dead_num,bc_map,"0x00ff99";
end;
OnTimer5000:
- instance_announce 0, "All Monsters on the 26th Level have been defeated.",bc_map,"0xffff00";
+ instance_announce -1, "All Monsters on the 26th Level have been defeated.",bc_map,"0xffff00";
donpcevent instance_npcname("26FGate102tower", instance_id())+"::OnEnable";
stopnpctimer;
end;
@@ -1525,11 +1525,11 @@ OnMyMobDead:
//SetItemPartyInMap in_102floor 27
}
else
- instance_announce 0, "Remaining Monsters on the 27th Level - " + .@mob_dead_num,bc_map,"0x00ff99";
+ instance_announce -1, "Remaining Monsters on the 27th Level - " + .@mob_dead_num,bc_map,"0x00ff99";
end;
OnTimer5000:
- instance_announce 0, "All Monsters on the 27th Level have been defeated.",bc_map,"0xffff00";
+ instance_announce -1, "All Monsters on the 27th Level have been defeated.",bc_map,"0xffff00";
donpcevent instance_npcname("27FGate102tower", instance_id())+"::OnEnable";
stopnpctimer;
end;
@@ -1561,11 +1561,11 @@ OnMyMobDead:
//SetItemPartyInMap in_102floor 28
}
else
- instance_announce 0, "Remaining Monsters on the 28th Level - " + .@mob_dead_num,bc_map,"0x00ff99";
+ instance_announce -1, "Remaining Monsters on the 28th Level - " + .@mob_dead_num,bc_map,"0x00ff99";
end;
OnTimer5000:
- instance_announce 0, "All Monsters on the 28th Level have been defeated.",bc_map,"0xffff00";
+ instance_announce -1, "All Monsters on the 28th Level have been defeated.",bc_map,"0xffff00";
donpcevent instance_npcname("28FGate102tower", instance_id())+"::OnEnable";
stopnpctimer;
end;
@@ -1599,11 +1599,11 @@ OnMyMobDead:
//SetItemPartyInMap in_102floor 29
}
else
- instance_announce 0, "Remaining Monsters on the 29th Level - " + .@mob_dead_num,bc_map,"0x00ff99";
+ instance_announce -1, "Remaining Monsters on the 29th Level - " + .@mob_dead_num,bc_map,"0x00ff99";
end;
OnTimer5000:
- instance_announce 0, "All Monsters on the 29th Level have been defeated.",bc_map,"0xffff00";
+ instance_announce -1, "All Monsters on the 29th Level have been defeated.",bc_map,"0xffff00";
donpcevent instance_npcname("29FGate102tower", instance_id())+"::OnEnable";
stopnpctimer;
end;
@@ -1633,11 +1633,11 @@ OnMyMobDead:
//SetItemPartyInMap in_102floor 30
}
else
- instance_announce 0, "Remaining Monsters on the 30th Level - " + .@mob_dead_num,bc_map,"0x00ff99";
+ instance_announce -1, "Remaining Monsters on the 30th Level - " + .@mob_dead_num,bc_map,"0x00ff99";
end;
OnTimer5000:
- instance_announce 0, "All Monsters on the 30th Level have been defeated.",bc_map,"0xffff00";
+ instance_announce -1, "All Monsters on the 30th Level have been defeated.",bc_map,"0xffff00";
donpcevent instance_npcname("30FGate102tower", instance_id())+"::OnEnable";
stopnpctimer;
end;
@@ -1669,11 +1669,11 @@ OnMyMobDead:
//SetItemPartyInMap in_102floor 31
}
else
- instance_announce 0, "Remaining Monsters on the 31st Level - " + .@mob_dead_num,bc_map,"0x00ff99";
+ instance_announce -1, "Remaining Monsters on the 31st Level - " + .@mob_dead_num,bc_map,"0x00ff99";
end;
OnTimer5000:
- instance_announce 0, "All Monsters on the 31st Level have been defeated.",bc_map,"0xffff00";
+ instance_announce -1, "All Monsters on the 31st Level have been defeated.",bc_map,"0xffff00";
donpcevent instance_npcname("31FGate102tower", instance_id())+"::OnEnable";
stopnpctimer;
end;
@@ -1708,11 +1708,11 @@ OnMyMobDead:
//SetItemPartyInMap in_102floor 32
}
else
- instance_announce 0, "Remaining Monsters on the 32nd Level - " + .@mob_dead_num,bc_map,"0x00ff99";
+ instance_announce -1, "Remaining Monsters on the 32nd Level - " + .@mob_dead_num,bc_map,"0x00ff99";
end;
OnTimer5000:
- instance_announce 0, "All Monsters on the 32nd Level have been defeated.",bc_map,"0xffff00";
+ instance_announce -1, "All Monsters on the 32nd Level have been defeated.",bc_map,"0xffff00";
donpcevent instance_npcname("32FGate102tower", instance_id())+"::OnEnable";
stopnpctimer;
end;
@@ -1745,11 +1745,11 @@ OnMyMobDead:
//SetItemPartyInMap in_102floor 33
}
else
- instance_announce 0, "Remaining Monsters on the 33rd Level - " + .@mob_dead_num,bc_map,"0x00ff99";
+ instance_announce -1, "Remaining Monsters on the 33rd Level - " + .@mob_dead_num,bc_map,"0x00ff99";
end;
OnTimer5000:
- instance_announce 0, "All Monsters on the 33rd Level have been defeated.",bc_map,"0xffff00";
+ instance_announce -1, "All Monsters on the 33rd Level have been defeated.",bc_map,"0xffff00";
donpcevent instance_npcname("33FGate102tower", instance_id())+"::OnEnable";
stopnpctimer;
end;
@@ -1780,11 +1780,11 @@ OnMyMobDead:
//SetItemPartyInMap in_102floor 34
}
else
- instance_announce 0, "Remaining Monsters on the 34th Level - " + .@mob_dead_num,bc_map,"0x00ff99";
+ instance_announce -1, "Remaining Monsters on the 34th Level - " + .@mob_dead_num,bc_map,"0x00ff99";
end;
OnTimer5000:
- instance_announce 0, "All Monsters on the 34th Level have been defeated.",bc_map,"0xffff00";
+ instance_announce -1, "All Monsters on the 34th Level have been defeated.",bc_map,"0xffff00";
donpcevent instance_npcname("34FGate102tower", instance_id())+"::OnEnable";
stopnpctimer;
end;
@@ -1817,11 +1817,11 @@ OnMyMobDead:
//SetItemPartyInMap in_102floor 35
}
else
- instance_announce 0, "Remaining Monsters on the 35th Level - " + .@mob_dead_num,bc_map,"0x00ff99";
+ instance_announce -1, "Remaining Monsters on the 35th Level - " + .@mob_dead_num,bc_map,"0x00ff99";
end;
OnTimer5000:
- instance_announce 0, "All Monsters on the 35th Level have been defeated.",bc_map,"0xffff00";
+ instance_announce -1, "All Monsters on the 35th Level have been defeated.",bc_map,"0xffff00";
donpcevent instance_npcname("35FGate102tower", instance_id())+"::OnEnable";
stopnpctimer;
end;
@@ -1852,11 +1852,11 @@ OnMyMobDead:
//SetItemPartyInMap in_102floor 36
}
else
- instance_announce 0, "Remaining Monsters on the 36th Level - " + .@mob_dead_num,bc_map,"0x00ff99";
+ instance_announce -1, "Remaining Monsters on the 36th Level - " + .@mob_dead_num,bc_map,"0x00ff99";
end;
OnTimer5000:
- instance_announce 0, "All Monsters on the 36th Level have been defeated.",bc_map,"0xffff00";
+ instance_announce -1, "All Monsters on the 36th Level have been defeated.",bc_map,"0xffff00";
donpcevent instance_npcname("36FGate102tower", instance_id())+"::OnEnable";
stopnpctimer;
end;
@@ -1887,11 +1887,11 @@ OnMyMobDead:
//SetItemPartyInMap in_102floor 37
}
else
- instance_announce 0, "Remaining Monsters on the 37th Level - " + .@mob_dead_num,bc_map,"0x00ff99";
+ instance_announce -1, "Remaining Monsters on the 37th Level - " + .@mob_dead_num,bc_map,"0x00ff99";
end;
OnTimer5000:
- instance_announce 0, "All Monsters on the 37th Level have been defeated.",bc_map,"0xffff00";
+ instance_announce -1, "All Monsters on the 37th Level have been defeated.",bc_map,"0xffff00";
donpcevent instance_npcname("37FGate102tower", instance_id())+"::OnEnable";
stopnpctimer;
end;
@@ -1921,11 +1921,11 @@ OnMyMobDead:
//SetItemPartyInMap in_102floor 38
}
else
- instance_announce 0, "Remaining Monsters on the 38th Level - " + .@mob_dead_num,bc_map,"0x00ff99";
+ instance_announce -1, "Remaining Monsters on the 38th Level - " + .@mob_dead_num,bc_map,"0x00ff99";
end;
OnTimer5000:
- instance_announce 0, "All Monsters on the 38th Level have been defeated.",bc_map,"0xffff00";
+ instance_announce -1, "All Monsters on the 38th Level have been defeated.",bc_map,"0xffff00";
donpcevent instance_npcname("38FGate102tower", instance_id())+"::OnEnable";
stopnpctimer;
end;
@@ -1958,11 +1958,11 @@ OnMyMobDead:
//SetItemPartyInMap in_102floor 39
}
else
- instance_announce 0, "Remaining Monsters on the 39th Level - " + .@mob_dead_num,bc_map,"0x00ff99";
+ instance_announce -1, "Remaining Monsters on the 39th Level - " + .@mob_dead_num,bc_map,"0x00ff99";
end;
OnTimer5000:
- instance_announce 0, "All Monsters on the 39th Level have been defeated.",bc_map,"0xffff00";
+ instance_announce -1, "All Monsters on the 39th Level have been defeated.",bc_map,"0xffff00";
donpcevent instance_npcname("39FGate102tower", instance_id())+"::OnEnable";
stopnpctimer;
end;
@@ -1996,11 +1996,11 @@ OnMyMobDead:
//SetItemPartyInMap in_102floor 40
}
else
- instance_announce 0, "Remaining Monsters on the 40th Level - " + .@mob_dead_num,bc_map,"0x00ff99";
+ instance_announce -1, "Remaining Monsters on the 40th Level - " + .@mob_dead_num,bc_map,"0x00ff99";
end;
OnTimer5000:
- instance_announce 0, "All Monsters on the 40th Level have been defeated.",bc_map,"0xffff00";
+ instance_announce -1, "All Monsters on the 40th Level have been defeated.",bc_map,"0xffff00";
donpcevent instance_npcname("40FGate102tower", instance_id())+"::OnEnable";
stopnpctimer;
end;
@@ -2029,11 +2029,11 @@ OnMyMobDead:
//SetItemPartyInMap in_102floor 41
}
else
- instance_announce 0, "Remaining Monsters on the 41st Level - " + .@mob_dead_num,bc_map,"0x00ff99";
+ instance_announce -1, "Remaining Monsters on the 41st Level - " + .@mob_dead_num,bc_map,"0x00ff99";
end;
OnTimer5000:
- instance_announce 0, "All Monsters on the 41st Level have been defeated.",bc_map,"0xffff00";
+ instance_announce -1, "All Monsters on the 41st Level have been defeated.",bc_map,"0xffff00";
donpcevent instance_npcname("41FGate102tower", instance_id())+"::OnEnable";
stopnpctimer;
end;
@@ -2066,11 +2066,11 @@ OnMyMobDead:
//SetItemPartyInMap in_102floor 42
}
else
- instance_announce 0, "Remaining Monsters on the 42nd Level - " + .@mob_dead_num,bc_map,"0x00ff99";
+ instance_announce -1, "Remaining Monsters on the 42nd Level - " + .@mob_dead_num,bc_map,"0x00ff99";
end;
OnTimer5000:
- instance_announce 0, "All Monsters on the 42nd Level have been defeated.",bc_map,"0xffff00";
+ instance_announce -1, "All Monsters on the 42nd Level have been defeated.",bc_map,"0xffff00";
donpcevent instance_npcname("42FGate102tower", instance_id())+"::OnEnable";
stopnpctimer;
end;
@@ -2102,11 +2102,11 @@ OnMyMobDead:
//SetItemPartyInMap in_102floor 43
}
else
- instance_announce 0, "Remaining Monsters on the 43rd Level - " + .@mob_dead_num,bc_map,"0x00ff99";
+ instance_announce -1, "Remaining Monsters on the 43rd Level - " + .@mob_dead_num,bc_map,"0x00ff99";
end;
OnTimer5000:
- instance_announce 0, "All Monsters on the 43rd Level have been defeated.",bc_map,"0xffff00";
+ instance_announce -1, "All Monsters on the 43rd Level have been defeated.",bc_map,"0xffff00";
donpcevent instance_npcname("43FGate102tower", instance_id())+"::OnEnable";
stopnpctimer;
end;
@@ -2139,11 +2139,11 @@ OnMyMobDead:
//SetItemPartyInMap in_102floor 44
}
else
- instance_announce 0, "Remaining Monsters on the 44th Level - " + .@mob_dead_num,bc_map,"0x00ff99";
+ instance_announce -1, "Remaining Monsters on the 44th Level - " + .@mob_dead_num,bc_map,"0x00ff99";
end;
OnTimer5000:
- instance_announce 0, "All Monsters on the 44th Level have been defeated.",bc_map,"0xffff00";
+ instance_announce -1, "All Monsters on the 44th Level have been defeated.",bc_map,"0xffff00";
donpcevent instance_npcname("44FGate102tower", instance_id())+"::OnEnable";
stopnpctimer;
end;
@@ -2175,11 +2175,11 @@ OnMyMobDead:
//SetItemPartyInMap in_102floor 45
}
else
- instance_announce 0, "Remaining Monsters on the 45th Level - " + .@mob_dead_num,bc_map,"0x00ff99";
+ instance_announce -1, "Remaining Monsters on the 45th Level - " + .@mob_dead_num,bc_map,"0x00ff99";
end;
OnTimer5000:
- instance_announce 0, "All Monsters on the 45th Level have been defeated.",bc_map,"0xffff00";
+ instance_announce -1, "All Monsters on the 45th Level have been defeated.",bc_map,"0xffff00";
donpcevent instance_npcname("45FGate102tower", instance_id())+"::OnEnable";
stopnpctimer;
end;
@@ -2209,11 +2209,11 @@ OnMyMobDead:
//SetItemPartyInMap in_102floor 46
}
else
- instance_announce 0, "Remaining Monsters on the 46th Level - " + .@mob_dead_num,bc_map,"0x00ff99";
+ instance_announce -1, "Remaining Monsters on the 46th Level - " + .@mob_dead_num,bc_map,"0x00ff99";
end;
OnTimer5000:
- instance_announce 0, "All Monsters on the 46th Level have been defeated.",bc_map,"0xffff00";
+ instance_announce -1, "All Monsters on the 46th Level have been defeated.",bc_map,"0xffff00";
donpcevent instance_npcname("46FGate102tower", instance_id())+"::OnEnable";
stopnpctimer;
end;
@@ -2245,11 +2245,11 @@ OnMyMobDead:
//SetItemPartyInMap in_102floor 47
}
else
- instance_announce 0, "Remaining Monsters on the 47 Level - " + .@mob_dead_num,bc_map,"0x00ff99";
+ instance_announce -1, "Remaining Monsters on the 47 Level - " + .@mob_dead_num,bc_map,"0x00ff99";
end;
OnTimer5000:
- instance_announce 0, "All Monsters on the 47th Level have been defeated.",bc_map,"0xffff00";
+ instance_announce -1, "All Monsters on the 47th Level have been defeated.",bc_map,"0xffff00";
donpcevent instance_npcname("47FGate102tower", instance_id())+"::OnEnable";
stopnpctimer;
end;
@@ -2280,11 +2280,11 @@ OnMyMobDead:
//SetItemPartyInMap in_102floor 48
}
else
- instance_announce 0, "Remaining Monsters on the 48th Level - " + .@mob_dead_num,bc_map,"0x00ff99";
+ instance_announce -1, "Remaining Monsters on the 48th Level - " + .@mob_dead_num,bc_map,"0x00ff99";
end;
OnTimer5000:
- instance_announce 0, "All Monsters on the 48th Level have been defeated.",bc_map,"0xffff00";
+ instance_announce -1, "All Monsters on the 48th Level have been defeated.",bc_map,"0xffff00";
donpcevent instance_npcname("48FGate102tower", instance_id())+"::OnEnable";
stopnpctimer;
end;
@@ -2317,11 +2317,11 @@ OnMyMobDead:
//SetItemPartyInMap in_102floor 49
}
else
- instance_announce 0, "Remaining Monsters on the 49th Level - " + .@mob_dead_num,bc_map,"0x00ff99";
+ instance_announce -1, "Remaining Monsters on the 49th Level - " + .@mob_dead_num,bc_map,"0x00ff99";
end;
OnTimer5000:
- instance_announce 0, "All Monsters on the 49th Level have been defeated.",bc_map,"0xffff00";
+ instance_announce -1, "All Monsters on the 49th Level have been defeated.",bc_map,"0xffff00";
donpcevent instance_npcname("49FGate102tower", instance_id())+"::OnEnable";
stopnpctimer;
end;
@@ -2354,11 +2354,11 @@ OnMyMobDead:
//SetItemPartyInMap in_102floor 50
}
else
- instance_announce 0, "Remaining Monsters on the 50th Level - " + .@mob_dead_num,bc_map,"0x00ff99";
+ instance_announce -1, "Remaining Monsters on the 50th Level - " + .@mob_dead_num,bc_map,"0x00ff99";
end;
OnTimer5000:
- instance_announce 0, "All Monsters on the 50th Level have been defeated.",bc_map,"0xffff00";
+ instance_announce -1, "All Monsters on the 50th Level have been defeated.",bc_map,"0xffff00";
donpcevent instance_npcname("50FGate102tower", instance_id())+"::OnEnable";
stopnpctimer;
end;
@@ -2444,11 +2444,11 @@ OnMyMobDead:
//SetItemPartyInMap in_102floor 51
}
else
- instance_announce 0, "Remaining Monsters on the 51st Level - " + .@mob_dead_num,bc_map,"0x00ff99";
+ instance_announce -1, "Remaining Monsters on the 51st Level - " + .@mob_dead_num,bc_map,"0x00ff99";
end;
OnTimer5000:
- instance_announce 0, "All Monsters on the 51st Level have been defeated.",bc_map,"0xffff00";
+ instance_announce -1, "All Monsters on the 51st Level have been defeated.",bc_map,"0xffff00";
donpcevent instance_npcname("51FGate102tower", instance_id())+"::OnEnable";
stopnpctimer;
end;
@@ -2482,11 +2482,11 @@ OnMyMobDead:
//SetItemPartyInMap in_102floor 52
}
else
- instance_announce 0, "Remaining Monsters on the 52nd Level - " + .@mob_dead_num,bc_map,"0x00ff99";
+ instance_announce -1, "Remaining Monsters on the 52nd Level - " + .@mob_dead_num,bc_map,"0x00ff99";
end;
OnTimer5000:
- instance_announce 0, "All Monsters on the 52nd Level have been defeated.",bc_map,"0xffff00";
+ instance_announce -1, "All Monsters on the 52nd Level have been defeated.",bc_map,"0xffff00";
donpcevent instance_npcname("52FGate102tower", instance_id())+"::OnEnable";
stopnpctimer;
end;
@@ -2516,11 +2516,11 @@ OnMyMobDead:
//SetItemPartyInMap in_102floor 53
}
else
- instance_announce 0, "Remaining Monsters on the 53rd Level - " + .@mob_dead_num,bc_map,"0x00ff99";
+ instance_announce -1, "Remaining Monsters on the 53rd Level - " + .@mob_dead_num,bc_map,"0x00ff99";
end;
OnTimer5000:
- instance_announce 0, "All Monsters on the 53rd Level have been defeated.",bc_map,"0xffff00";
+ instance_announce -1, "All Monsters on the 53rd Level have been defeated.",bc_map,"0xffff00";
donpcevent instance_npcname("53FGate102tower", instance_id())+"::OnEnable";
stopnpctimer;
end;
@@ -2551,11 +2551,11 @@ OnMyMobDead:
//SetItemPartyInMap in_102floor 54
}
else
- instance_announce 0, "Remaining Monsters on the 54th Level - " + .@mob_dead_num,bc_map,"0x00ff99";
+ instance_announce -1, "Remaining Monsters on the 54th Level - " + .@mob_dead_num,bc_map,"0x00ff99";
end;
OnTimer5000:
- instance_announce 0, "All Monsters on the 54th Level have been defeated.",bc_map,"0xffff00";
+ instance_announce -1, "All Monsters on the 54th Level have been defeated.",bc_map,"0xffff00";
donpcevent instance_npcname("54FGate102tower", instance_id())+"::OnEnable";
stopnpctimer;
end;
@@ -2587,11 +2587,11 @@ OnMyMobDead:
//SetItemPartyInMap in_102floor 55
}
else
- instance_announce 0, "Remaining Monsters on the 55th Level - " + .@mob_dead_num,bc_map,"0x00ff99";
+ instance_announce -1, "Remaining Monsters on the 55th Level - " + .@mob_dead_num,bc_map,"0x00ff99";
end;
OnTimer5000:
- instance_announce 0, "All Monsters on the 55th Level have been defeated.",bc_map,"0xffff00";
+ instance_announce -1, "All Monsters on the 55th Level have been defeated.",bc_map,"0xffff00";
donpcevent instance_npcname("55FGate102tower", instance_id())+"::OnEnable";
stopnpctimer;
end;
@@ -2624,11 +2624,11 @@ OnMyMobDead:
//SetItemPartyInMap in_102floor 56
}
else
- instance_announce 0, "Remaining Monsters on the 56th Level - " + .@mob_dead_num,bc_map,"0x00ff99";
+ instance_announce -1, "Remaining Monsters on the 56th Level - " + .@mob_dead_num,bc_map,"0x00ff99";
end;
OnTimer5000:
- instance_announce 0, "All Monsters on the 56th Level have been defeated.",bc_map,"0xffff00";
+ instance_announce -1, "All Monsters on the 56th Level have been defeated.",bc_map,"0xffff00";
donpcevent instance_npcname("56FGate102tower", instance_id())+"::OnEnable";
stopnpctimer;
end;
@@ -2665,11 +2665,11 @@ OnMyMobDead:
//SetItemPartyInMap in_102floor 57
}
else
- instance_announce 0, "Remaining Monsters on the 57th Level - " + .@mob_dead_num,bc_map,"0x00ff99";
+ instance_announce -1, "Remaining Monsters on the 57th Level - " + .@mob_dead_num,bc_map,"0x00ff99";
end;
OnTimer5000:
- instance_announce 0, "All Monsters on the 57th Level have been defeated.",bc_map,"0xffff00";
+ instance_announce -1, "All Monsters on the 57th Level have been defeated.",bc_map,"0xffff00";
donpcevent instance_npcname("57FGate102tower", instance_id())+"::OnEnable";
stopnpctimer;
end;
@@ -2702,11 +2702,11 @@ OnMyMobDead:
//SetItemPartyInMap in_102floor 58
}
else
- instance_announce 0, "Remaining Monsters on the 58th Level - " + .@mob_dead_num,bc_map,"0x00ff99";
+ instance_announce -1, "Remaining Monsters on the 58th Level - " + .@mob_dead_num,bc_map,"0x00ff99";
end;
OnTimer5000:
- instance_announce 0, "All Monsters on the 58th Level have been defeated.",bc_map,"0xffff00";
+ instance_announce -1, "All Monsters on the 58th Level have been defeated.",bc_map,"0xffff00";
donpcevent instance_npcname("58FGate102tower", instance_id())+"::OnEnable";
stopnpctimer;
end;
@@ -2737,11 +2737,11 @@ OnMyMobDead:
//SetItemPartyInMap in_102floor 59
}
else
- instance_announce 0, "Remaining Monsters on the 59th Level - " + .@mob_dead_num,bc_map,"0x00ff99";
+ instance_announce -1, "Remaining Monsters on the 59th Level - " + .@mob_dead_num,bc_map,"0x00ff99";
end;
OnTimer5000:
- instance_announce 0, "All Monsters on the 59th Level have been defeated.",bc_map,"0xffff00";
+ instance_announce -1, "All Monsters on the 59th Level have been defeated.",bc_map,"0xffff00";
donpcevent instance_npcname("59FGate102tower", instance_id())+"::OnEnable";
stopnpctimer;
end;
@@ -2777,11 +2777,11 @@ OnMyMobDead:
//SetItemPartyInMap in_102floor 60
}
else
- instance_announce 0, "Remaining Monsters on the 60th Level - " + .@mob_dead_num,bc_map,"0x00ff99";
+ instance_announce -1, "Remaining Monsters on the 60th Level - " + .@mob_dead_num,bc_map,"0x00ff99";
end;
OnTimer5000:
- instance_announce 0, "All Monsters on the 60th Level have been defeated.",bc_map,"0xffff00";
+ instance_announce -1, "All Monsters on the 60th Level have been defeated.",bc_map,"0xffff00";
donpcevent instance_npcname("60FGate102tower", instance_id())+"::OnEnable";
stopnpctimer;
end;
@@ -2815,11 +2815,11 @@ OnMyMobDead:
//SetItemPartyInMap in_102floor 61
}
else
- instance_announce 0, "Remaining Monsters on the 61st Level - " + .@mob_dead_num,bc_map,"0x00ff99";
+ instance_announce -1, "Remaining Monsters on the 61st Level - " + .@mob_dead_num,bc_map,"0x00ff99";
end;
OnTimer5000:
- instance_announce 0, "All Monsters on the 61st Level have been defeated.",bc_map,"0xffff00";
+ instance_announce -1, "All Monsters on the 61st Level have been defeated.",bc_map,"0xffff00";
donpcevent instance_npcname("61FGate102tower", instance_id())+"::OnEnable";
stopnpctimer;
end;
@@ -2848,11 +2848,11 @@ OnMyMobDead:
//SetItemPartyInMap in_102floor 62
}
else
- instance_announce 0, "Remaining Monsters on the 62nd Level - " + .@mob_dead_num,bc_map,"0x00ff99";
+ instance_announce -1, "Remaining Monsters on the 62nd Level - " + .@mob_dead_num,bc_map,"0x00ff99";
end;
OnTimer5000:
- instance_announce 0, "All Monsters on the 62nd Level have been defeated.",bc_map,"0xffff00";
+ instance_announce -1, "All Monsters on the 62nd Level have been defeated.",bc_map,"0xffff00";
donpcevent instance_npcname("62FGate102tower", instance_id())+"::OnEnable";
stopnpctimer;
end;
@@ -2885,11 +2885,11 @@ OnMyMobDead:
//SetItemPartyInMap in_102floor 63
}
else
- instance_announce 0, "Remaining Monsters on the 63rd Level - " + .@mob_dead_num,bc_map,"0x00ff99";
+ instance_announce -1, "Remaining Monsters on the 63rd Level - " + .@mob_dead_num,bc_map,"0x00ff99";
end;
OnTimer5000:
- instance_announce 0, "All Monsters on the 63rd Level have been defeated.",bc_map,"0xffff00";
+ instance_announce -1, "All Monsters on the 63rd Level have been defeated.",bc_map,"0xffff00";
donpcevent instance_npcname("63FGate102tower", instance_id())+"::OnEnable";
stopnpctimer;
end;
@@ -2923,11 +2923,11 @@ OnMyMobDead:
//SetItemPartyInMap in_102floor 64
}
else
- instance_announce 0, "Remaining Monsters on the 64th Level - " + .@mob_dead_num,bc_map,"0x00ff99";
+ instance_announce -1, "Remaining Monsters on the 64th Level - " + .@mob_dead_num,bc_map,"0x00ff99";
end;
OnTimer5000:
- instance_announce 0, "All Monsters on the 64th Level have been defeated.",bc_map,"0xffff00";
+ instance_announce -1, "All Monsters on the 64th Level have been defeated.",bc_map,"0xffff00";
donpcevent instance_npcname("64FGate102tower", instance_id())+"::OnEnable";
stopnpctimer;
end;
@@ -2957,11 +2957,11 @@ OnMyMobDead:
//SetItemPartyInMap in_102floor 65
}
else
- instance_announce 0, "Remaining Monsters on the 65th Level - " + .@mob_dead_num,bc_map,"0x00ff99";
+ instance_announce -1, "Remaining Monsters on the 65th Level - " + .@mob_dead_num,bc_map,"0x00ff99";
end;
OnTimer5000:
- instance_announce 0, "All Monsters on the 65th Level have been defeated.",bc_map,"0xffff00";
+ instance_announce -1, "All Monsters on the 65th Level have been defeated.",bc_map,"0xffff00";
donpcevent instance_npcname("65FGate102tower", instance_id())+"::OnEnable";
stopnpctimer;
end;
@@ -2992,11 +2992,11 @@ OnMyMobDead:
//SetItemPartyInMap in_102floor 66
}
else
- instance_announce 0, "Remaining Monsters on the 66th Level - " + .@mob_dead_num,bc_map,"0x00ff99";
+ instance_announce -1, "Remaining Monsters on the 66th Level - " + .@mob_dead_num,bc_map,"0x00ff99";
end;
OnTimer5000:
- instance_announce 0, "All Monsters on the 66th Level have been defeated.",bc_map,"0xffff00";
+ instance_announce -1, "All Monsters on the 66th Level have been defeated.",bc_map,"0xffff00";
donpcevent instance_npcname("66FGate102tower", instance_id())+"::OnEnable";
stopnpctimer;
end;
@@ -3029,11 +3029,11 @@ OnMyMobDead:
//SetItemPartyInMap in_102floor 67
}
else
- instance_announce 0, "Remaining Monsters on the 67th Level - " + .@mob_dead_num,bc_map,"0x00ff99";
+ instance_announce -1, "Remaining Monsters on the 67th Level - " + .@mob_dead_num,bc_map,"0x00ff99";
end;
OnTimer5000:
- instance_announce 0, "All Monsters on the 67th Level have been defeated.",bc_map,"0xffff00";
+ instance_announce -1, "All Monsters on the 67th Level have been defeated.",bc_map,"0xffff00";
donpcevent instance_npcname("67FGate102tower", instance_id())+"::OnEnable";
stopnpctimer;
end;
@@ -3066,11 +3066,11 @@ OnMyMobDead:
//SetItemPartyInMap in_102floor 68
}
else
- instance_announce 0, "Remaining Monsters on the 68th Level - " + .@mob_dead_num,bc_map,"0x00ff99";
+ instance_announce -1, "Remaining Monsters on the 68th Level - " + .@mob_dead_num,bc_map,"0x00ff99";
end;
OnTimer5000:
- instance_announce 0, "All Monsters on the 68th Level have been defeated.",bc_map,"0xffff00";
+ instance_announce -1, "All Monsters on the 68th Level have been defeated.",bc_map,"0xffff00";
donpcevent instance_npcname("68FGate102tower", instance_id())+"::OnEnable";
stopnpctimer;
end;
@@ -3103,11 +3103,11 @@ OnMyMobDead:
//SetItemPartyInMap in_102floor 69
}
else
- instance_announce 0, "Remaining Monsters on the 69th Level - " + .@mob_dead_num,bc_map,"0x00ff99";
+ instance_announce -1, "Remaining Monsters on the 69th Level - " + .@mob_dead_num,bc_map,"0x00ff99";
end;
OnTimer5000:
- instance_announce 0, "All Monsters on the 69th Level have been defeated.",bc_map,"0xffff00";
+ instance_announce -1, "All Monsters on the 69th Level have been defeated.",bc_map,"0xffff00";
donpcevent instance_npcname("69FGate102tower", instance_id())+"::OnEnable";
stopnpctimer;
end;
@@ -3138,11 +3138,11 @@ OnMyMobDead:
//SetItemPartyInMap in_102floor 70
}
else
- instance_announce 0, "Remaining Monsters on the 70th Level - " + .@mob_dead_num,bc_map,"0x00ff99";
+ instance_announce -1, "Remaining Monsters on the 70th Level - " + .@mob_dead_num,bc_map,"0x00ff99";
end;
OnTimer5000:
- instance_announce 0, "All Monsters on the 70th Level have been defeated.",bc_map,"0xffff00";
+ instance_announce -1, "All Monsters on the 70th Level have been defeated.",bc_map,"0xffff00";
donpcevent instance_npcname("70FGate102tower", instance_id())+"::OnEnable";
stopnpctimer;
end;
@@ -3174,11 +3174,11 @@ OnMyMobDead:
//SetItemPartyInMap in_102floor 71
}
else
- instance_announce 0, "Remaining Monsters on the 71st Level - " + .@mob_dead_num,bc_map,"0x00ff99";
+ instance_announce -1, "Remaining Monsters on the 71st Level - " + .@mob_dead_num,bc_map,"0x00ff99";
end;
OnTimer5000:
- instance_announce 0, "All Monsters on the 71st Level have been defeated.",bc_map,"0xffff00";
+ instance_announce -1, "All Monsters on the 71st Level have been defeated.",bc_map,"0xffff00";
donpcevent instance_npcname("71FGate102tower", instance_id())+"::OnEnable";
stopnpctimer;
end;
@@ -3210,11 +3210,11 @@ OnMyMobDead:
//SetItemPartyInMap in_102floor 72
}
else
- instance_announce 0, "Remaining Monsters on the 72nd Level - " + .@mob_dead_num,bc_map,"0x00ff99";
+ instance_announce -1, "Remaining Monsters on the 72nd Level - " + .@mob_dead_num,bc_map,"0x00ff99";
end;
OnTimer5000:
- instance_announce 0, "All Monsters on the 72nd Level have been defeated.",bc_map,"0xffff00";
+ instance_announce -1, "All Monsters on the 72nd Level have been defeated.",bc_map,"0xffff00";
donpcevent instance_npcname("72FGate102tower", instance_id())+"::OnEnable";
stopnpctimer;
end;
@@ -3248,11 +3248,11 @@ OnMyMobDead:
//SetItemPartyInMap in_102floor 73
}
else
- instance_announce 0, "Remaining Monsters on the 73rd Level - " + .@mob_dead_num,bc_map,"0x00ff99";
+ instance_announce -1, "Remaining Monsters on the 73rd Level - " + .@mob_dead_num,bc_map,"0x00ff99";
end;
OnTimer5000:
- instance_announce 0, "All Monsters on the 73rd Level have been defeated.",bc_map,"0xffff00";
+ instance_announce -1, "All Monsters on the 73rd Level have been defeated.",bc_map,"0xffff00";
donpcevent instance_npcname("73FGate102tower", instance_id())+"::OnEnable";
stopnpctimer;
end;
@@ -3289,11 +3289,11 @@ OnMyMobDead:
//SetItemPartyInMap in_102floor 74
}
else
- instance_announce 0, "Remaining Monsters on the 74th Level - " + .@mob_dead_num,bc_map,"0x00ff99";
+ instance_announce -1, "Remaining Monsters on the 74th Level - " + .@mob_dead_num,bc_map,"0x00ff99";
end;
OnTimer5000:
- instance_announce 0, "All Monsters on the 74th Level have been defeated.",bc_map,"0xffff00";
+ instance_announce -1, "All Monsters on the 74th Level have been defeated.",bc_map,"0xffff00";
donpcevent instance_npcname("74FGate102tower", instance_id())+"::OnEnable";
stopnpctimer;
end;
@@ -3325,11 +3325,11 @@ OnMyMobDead:
//SetItemPartyInMap in_102floor 75
}
else
- instance_announce 0, "Remaining Monsters on the 75th Level - " + .@mob_dead_num,bc_map,"0x00ff99";
+ instance_announce -1, "Remaining Monsters on the 75th Level - " + .@mob_dead_num,bc_map,"0x00ff99";
end;
OnTimer5000:
- instance_announce 0, "All Monsters on the 75th Level have been defeated.",bc_map,"0xffff00";
+ instance_announce -1, "All Monsters on the 75th Level have been defeated.",bc_map,"0xffff00";
donpcevent instance_npcname("75FGate102tower", instance_id())+"::OnEnable";
stopnpctimer;
end;
@@ -3415,11 +3415,11 @@ OnMyMobDead:
//SetItemPartyInMap in_102floor 76
}
else
- instance_announce 0,"Remaining Monsters on the 76th Level - " + .@mob_dead_num,bc_map,"0x00ff99";
+ instance_announce -1,"Remaining Monsters on the 76th Level - " + .@mob_dead_num,bc_map,"0x00ff99";
end;
OnTimer5000:
- instance_announce 0,"All Monsters on the 76th Level have been defeated.",bc_map,"0xffff00";
+ instance_announce -1,"All Monsters on the 76th Level have been defeated.",bc_map,"0xffff00";
donpcevent instance_npcname("76FGate102tower", instance_id())+"::OnEnable";
stopnpctimer;
end;
@@ -3452,11 +3452,11 @@ OnMyMobDead:
//SetItemPartyInMap in_102floor 77
}
else
- instance_announce 0,"Remaining Monsters on the 77th Level - " + .@mob_dead_num,bc_map,"0x00ff99";
+ instance_announce -1,"Remaining Monsters on the 77th Level - " + .@mob_dead_num,bc_map,"0x00ff99";
end;
OnTimer5000:
- instance_announce 0,"All Monsters on the 77th Level have been defeated.",bc_map,"0xffff00";
+ instance_announce -1,"All Monsters on the 77th Level have been defeated.",bc_map,"0xffff00";
donpcevent instance_npcname("77FGate102tower", instance_id())+"::OnEnable";
stopnpctimer;
end;
@@ -3489,11 +3489,11 @@ OnMyMobDead:
//SetItemPartyInMap in_102floor 78
}
else
- instance_announce 0,"Remaining Monsters on the 78th Level - " + .@mob_dead_num,bc_map,"0x00ff99";
+ instance_announce -1,"Remaining Monsters on the 78th Level - " + .@mob_dead_num,bc_map,"0x00ff99";
end;
OnTimer5000:
- instance_announce 0,"All Monsters on the Level 78th have been defeated.",bc_map,"0xffff00";
+ instance_announce -1,"All Monsters on the Level 78th have been defeated.",bc_map,"0xffff00";
donpcevent instance_npcname("78FGate102tower", instance_id())+"::OnEnable";
stopnpctimer;
end;
@@ -3526,11 +3526,11 @@ OnMyMobDead:
//SetItemPartyInMap in_102floor 79
}
else
- instance_announce 0,"Remaining Monsters on the 79th Level - " + .@mob_dead_num,bc_map,"0x00ff99";
+ instance_announce -1,"Remaining Monsters on the 79th Level - " + .@mob_dead_num,bc_map,"0x00ff99";
end;
OnTimer5000:
- instance_announce 0,"All Monsters on the 79th Level have been defeated.",bc_map,"0xffff00";
+ instance_announce -1,"All Monsters on the 79th Level have been defeated.",bc_map,"0xffff00";
donpcevent instance_npcname("79FGate102tower", instance_id())+"::OnEnable";
stopnpctimer;
end;
@@ -3560,11 +3560,11 @@ OnMyMobDead:
//SetItemPartyInMap in_102floor 80
}
else
- instance_announce 0,"Remaining Monsters on the 80th Level - " + .@mob_dead_num,bc_map,"0x00ff99";
+ instance_announce -1,"Remaining Monsters on the 80th Level - " + .@mob_dead_num,bc_map,"0x00ff99";
end;
OnTimer5000:
- instance_announce 0,"All Monsters on the 80th Level have been defeated.",bc_map,"0xffff00";
+ instance_announce -1,"All Monsters on the 80th Level have been defeated.",bc_map,"0xffff00";
donpcevent instance_npcname("80FGate102tower", instance_id())+"::OnEnable";
stopnpctimer;
end;
@@ -3595,11 +3595,11 @@ OnMyMobDead:
//SetItemPartyInMap in_102floor 81
}
else
- instance_announce 0,"Remaining Monsters on the 81st Level - " + .@mob_dead_num,bc_map,"0x00ff99";
+ instance_announce -1,"Remaining Monsters on the 81st Level - " + .@mob_dead_num,bc_map,"0x00ff99";
end;
OnTimer5000:
- instance_announce 0,"All Monsters on the 81st Level have been defeated.",bc_map,"0xffff00";
+ instance_announce -1,"All Monsters on the 81st Level have been defeated.",bc_map,"0xffff00";
donpcevent instance_npcname("81FGate102tower", instance_id())+"::OnEnable";
stopnpctimer;
end;
@@ -3632,11 +3632,11 @@ OnMyMobDead:
//SetItemPartyInMap in_102floor 82
}
else
- instance_announce 0,"Remaining Monsters on the 82nd Level - " + .@mob_dead_num,bc_map,"0x00ff99";
+ instance_announce -1,"Remaining Monsters on the 82nd Level - " + .@mob_dead_num,bc_map,"0x00ff99";
end;
OnTimer5000:
- instance_announce 0,"All Monsters on the 82nd Level have been defeated.",bc_map,"0xffff00";
+ instance_announce -1,"All Monsters on the 82nd Level have been defeated.",bc_map,"0xffff00";
donpcevent instance_npcname("82FGate102tower", instance_id())+"::OnEnable";
stopnpctimer;
end;
@@ -3668,11 +3668,11 @@ OnMyMobDead:
//SetItemPartyInMap in_102floor 83
}
else
- instance_announce 0,"Remaining Monsters on the 83rd Level - " + .@mob_dead_num,bc_map,"0x00ff99";
+ instance_announce -1,"Remaining Monsters on the 83rd Level - " + .@mob_dead_num,bc_map,"0x00ff99";
end;
OnTimer5000:
- instance_announce 0,"All Monsters on the 83rd Level have been defeated.",bc_map,"0xffff00";
+ instance_announce -1,"All Monsters on the 83rd Level have been defeated.",bc_map,"0xffff00";
donpcevent instance_npcname("83FGate102tower", instance_id())+"::OnEnable";
stopnpctimer;
end;
@@ -3705,11 +3705,11 @@ OnMyMobDead:
//SetItemPartyInMap in_102floor 84
}
else
- instance_announce 0,"Remaining Monsters on the 84th Level - " + .@mob_dead_num,bc_map,"0x00ff99";
+ instance_announce -1,"Remaining Monsters on the 84th Level - " + .@mob_dead_num,bc_map,"0x00ff99";
end;
OnTimer5000:
- instance_announce 0,"All Monsters on the 84th Level have been defeated.",bc_map,"0xffff00";
+ instance_announce -1,"All Monsters on the 84th Level have been defeated.",bc_map,"0xffff00";
donpcevent instance_npcname("84FGate102tower", instance_id())+"::OnEnable";
stopnpctimer;
end;
@@ -3738,11 +3738,11 @@ OnMyMobDead:
//SetItemPartyInMap in_102floor 85
}
else
- instance_announce 0,"Remaining Monsters on the 85th Level - " + .@mob_dead_num,bc_map,"0x00ff99";
+ instance_announce -1,"Remaining Monsters on the 85th Level - " + .@mob_dead_num,bc_map,"0x00ff99";
end;
OnTimer5000:
- instance_announce 0,"All Monsters on the 85th Level have been defeated.",bc_map,"0xffff00";
+ instance_announce -1,"All Monsters on the 85th Level have been defeated.",bc_map,"0xffff00";
donpcevent instance_npcname("85FGate102tower", instance_id())+"::OnEnable";
stopnpctimer;
end;
@@ -3774,11 +3774,11 @@ OnMyMobDead:
//SetItemPartyInMap in_102floor 86
}
else
- instance_announce 0,"Remaining Monsters on the 86th Level - " + .@mob_dead_num,bc_map,"0x00ff99";
+ instance_announce -1,"Remaining Monsters on the 86th Level - " + .@mob_dead_num,bc_map,"0x00ff99";
end;
OnTimer5000:
- instance_announce 0,"All Monsters on the 86th Level have been defeated.",bc_map,"0xffff00";
+ instance_announce -1,"All Monsters on the 86th Level have been defeated.",bc_map,"0xffff00";
donpcevent instance_npcname("86FGate102tower", instance_id())+"::OnEnable";
stopnpctimer;
end;
@@ -3810,11 +3810,11 @@ OnMyMobDead:
//SetItemPartyInMap in_102floor 87
}
else
- instance_announce 0,"Remaining Monsters on the 87th Level - " + .@mob_dead_num,bc_map,"0x00ff99";
+ instance_announce -1,"Remaining Monsters on the 87th Level - " + .@mob_dead_num,bc_map,"0x00ff99";
end;
OnTimer5000:
- instance_announce 0,"All Monsters on the 87th Level have been defeated.",bc_map,"0xffff00";
+ instance_announce -1,"All Monsters on the 87th Level have been defeated.",bc_map,"0xffff00";
donpcevent instance_npcname("87FGate102tower", instance_id())+"::OnEnable";
stopnpctimer;
end;
@@ -3847,11 +3847,11 @@ OnMyMobDead:
//SetItemPartyInMap in_102floor 88
}
else
- instance_announce 0,"Remaining Monsters on the 88th Level - " + .@mob_dead_num,bc_map,"0x00ff99";
+ instance_announce -1,"Remaining Monsters on the 88th Level - " + .@mob_dead_num,bc_map,"0x00ff99";
end;
OnTimer5000:
- instance_announce 0,"All Monsters on the 88th Level have been defeated.",bc_map,"0xffff00";
+ instance_announce -1,"All Monsters on the 88th Level have been defeated.",bc_map,"0xffff00";
donpcevent instance_npcname("88FGate102tower", instance_id())+"::OnEnable";
stopnpctimer;
end;
@@ -3883,11 +3883,11 @@ OnMyMobDead:
//SetItemPartyInMap in_102floor 89
}
else
- instance_announce 0,"Remaining Monsters on the 89th Level - " + .@mob_dead_num,bc_map,"0x00ff99";
+ instance_announce -1,"Remaining Monsters on the 89th Level - " + .@mob_dead_num,bc_map,"0x00ff99";
end;
OnTimer5000:
- instance_announce 0,"All Monsters on the 89th Level have been defeated.",bc_map,"0xffff00";
+ instance_announce -1,"All Monsters on the 89th Level have been defeated.",bc_map,"0xffff00";
donpcevent instance_npcname("89FGate102tower", instance_id())+"::OnEnable";
stopnpctimer;
end;
@@ -3919,11 +3919,11 @@ OnMyMobDead:
//SetItemPartyInMap in_102floor 90
}
else
- instance_announce 0,"Remaining Monsters on the 90th Level - " + .@mob_dead_num,bc_map,"0x00ff99";
+ instance_announce -1,"Remaining Monsters on the 90th Level - " + .@mob_dead_num,bc_map,"0x00ff99";
end;
OnTimer5000:
- instance_announce 0,"All Monsters on the 90th Level have been defeated.",bc_map,"0xffff00";
+ instance_announce -1,"All Monsters on the 90th Level have been defeated.",bc_map,"0xffff00";
donpcevent instance_npcname("90FGate102tower", instance_id())+"::OnEnable";
stopnpctimer;
end;
@@ -3954,11 +3954,11 @@ OnMyMobDead:
//SetItemPartyInMap in_102floor 91
}
else
- instance_announce 0,"Remaining Monsters on the 91st Level - " + .@mob_dead_num,bc_map,"0x00ff99";
+ instance_announce -1,"Remaining Monsters on the 91st Level - " + .@mob_dead_num,bc_map,"0x00ff99";
end;
OnTimer5000:
- instance_announce 0,"All Monsters on the 91st Level have been defeated.",bc_map,"0xffff00";
+ instance_announce -1,"All Monsters on the 91st Level have been defeated.",bc_map,"0xffff00";
donpcevent instance_npcname("91FGate102tower", instance_id())+"::OnEnable";
stopnpctimer;
end;
@@ -3991,11 +3991,11 @@ OnMyMobDead:
//SetItemPartyInMap in_102floor 92
}
else
- instance_announce 0,"Remaining Monsters on the 92nd Level - " + .@mob_dead_num,bc_map,"0x00ff99";
+ instance_announce -1,"Remaining Monsters on the 92nd Level - " + .@mob_dead_num,bc_map,"0x00ff99";
end;
OnTimer5000:
- instance_announce 0,"All Monsters on the 92nd Level have been defeated.",bc_map,"0xffff00";
+ instance_announce -1,"All Monsters on the 92nd Level have been defeated.",bc_map,"0xffff00";
donpcevent instance_npcname("92FGate102tower", instance_id())+"::OnEnable";
stopnpctimer;
end;
@@ -4027,11 +4027,11 @@ OnMyMobDead:
//SetItemPartyInMap in_102floor 93
}
else
- instance_announce 0,"Remaining Monsters on the 93rd Level - " + .@mob_dead_num,bc_map,"0x00ff99";
+ instance_announce -1,"Remaining Monsters on the 93rd Level - " + .@mob_dead_num,bc_map,"0x00ff99";
end;
OnTimer5000:
- instance_announce 0,"All Monsters on the 93rd Level have been defeated.",bc_map,"0xffff00";
+ instance_announce -1,"All Monsters on the 93rd Level have been defeated.",bc_map,"0xffff00";
donpcevent instance_npcname("93FGate102tower", instance_id())+"::OnEnable";
stopnpctimer;
end;
@@ -4061,11 +4061,11 @@ OnMyMobDead:
//SetItemPartyInMap in_102floor 94
}
else
- instance_announce 0,"Remaining Monsters on the 94th Level - " + .@mob_dead_num,bc_map,"0x00ff99";
+ instance_announce -1,"Remaining Monsters on the 94th Level - " + .@mob_dead_num,bc_map,"0x00ff99";
end;
OnTimer5000:
- instance_announce 0,"All Monsters on the 94th Level have been defeated.",bc_map,"0xffff00";
+ instance_announce -1,"All Monsters on the 94th Level have been defeated.",bc_map,"0xffff00";
donpcevent instance_npcname("94FGate102tower", instance_id())+"::OnEnable";
stopnpctimer;
end;
@@ -4098,11 +4098,11 @@ OnMyMobDead:
//SetItemPartyInMap in_102floor 95
}
else
- instance_announce 0,"Remaining Monsters on the 95th Level - " + .@mob_dead_num,bc_map,"0x00ff99";
+ instance_announce -1,"Remaining Monsters on the 95th Level - " + .@mob_dead_num,bc_map,"0x00ff99";
end;
OnTimer5000:
- instance_announce 0,"All Monsters on the 95th Level have been defeated.",bc_map,"0xffff00";
+ instance_announce -1,"All Monsters on the 95th Level have been defeated.",bc_map,"0xffff00";
donpcevent instance_npcname("95FGate102tower", instance_id())+"::OnEnable";
stopnpctimer;
end;
@@ -4133,11 +4133,11 @@ OnMyMobDead:
//SetItemPartyInMap in_102floor 96
}
else
- instance_announce 0,"Remaining Monsters on the 96th Level - " + .@mob_dead_num,bc_map,"0x00ff99";
+ instance_announce -1,"Remaining Monsters on the 96th Level - " + .@mob_dead_num,bc_map,"0x00ff99";
end;
OnTimer5000:
- instance_announce 0,"All Monsters on the 96th Level have been defeated.",bc_map,"0xffff00";
+ instance_announce -1,"All Monsters on the 96th Level have been defeated.",bc_map,"0xffff00";
donpcevent instance_npcname("96FGate102tower", instance_id())+"::OnEnable";
stopnpctimer;
end;
@@ -4169,11 +4169,11 @@ OnMyMobDead:
//SetItemPartyInMap in_102floor 97
}
else
- instance_announce 0,"Remaining Monsters on the 97th Level - " + .@mob_dead_num,bc_map,"0x00ff99";
+ instance_announce -1,"Remaining Monsters on the 97th Level - " + .@mob_dead_num,bc_map,"0x00ff99";
end;
OnTimer5000:
- instance_announce 0,"All Monsters on the 97th Level have been defeated.",bc_map,"0xffff00";
+ instance_announce -1,"All Monsters on the 97th Level have been defeated.",bc_map,"0xffff00";
donpcevent instance_npcname("97FGate102tower", instance_id())+"::OnEnable";
stopnpctimer;
end;
@@ -4207,11 +4207,11 @@ OnMyMobDead:
//SetItemPartyInMap in_102floor 98
}
else
- instance_announce 0,"Remaining Monsters on the 98th Level - " + .@mob_dead_num,bc_map,"0x00ff99";
+ instance_announce -1,"Remaining Monsters on the 98th Level - " + .@mob_dead_num,bc_map,"0x00ff99";
end;
OnTimer5000:
- instance_announce 0,"All Monsters on the 98th Level have been defeated.",bc_map,"0xffff00";
+ instance_announce -1,"All Monsters on the 98th Level have been defeated.",bc_map,"0xffff00";
donpcevent instance_npcname("98FGate102tower", instance_id())+"::OnEnable";
stopnpctimer;
end;
@@ -4302,11 +4302,11 @@ OnMyMobDead:
//SetItemPartyInMap in_102floor 99
}
else
- instance_announce 0,"Remaining Monsters on the 99th Level - " + .@mob_dead_num,bc_map,"0x00ff99";
+ instance_announce -1,"Remaining Monsters on the 99th Level - " + .@mob_dead_num,bc_map,"0x00ff99";
end;
OnTimer5000:
- instance_announce 0,"All Monsters on the 99th Level have been defeated.",bc_map,"0xffff00";
+ instance_announce -1,"All Monsters on the 99th Level have been defeated.",bc_map,"0xffff00";
donpcevent instance_npcname("99FGate102tower", instance_id())+"::OnEnable";
stopnpctimer;
end;
@@ -4488,7 +4488,7 @@ OnInstanceInit:
OnMyMobDead:
set .@mob_dead_num,mobcount("5@tower",instance_npcname("#102FShadowDust1", instance_id())+"::OnMyMobDead");
if (.@mob_dead_num < 1) {
- instance_announce 0, "Mysterious Voice: Who are you to dare intrude upon my sanctuary?!",bc_map,"0xffff00";
+ instance_announce -1, "Mysterious Voice: Who are you to dare intrude upon my sanctuary?!",bc_map,"0xffff00";
donpcevent instance_npcname("#102FShadowDust", instance_id())+"::OnDisable";
donpcevent instance_npcname("Lucid Crystal#102", instance_id())+"::OnEnable";
//SetItemPartyInMap in_102floor 100
@@ -4633,23 +4633,23 @@ OnEnable:
end;
OnTimer500:
- instance_announce 0,"Guests, huh? I hope you've come here knowing that you'll be buried in this place. If you didn't know, well... it's too late!",bc_map,"0x00ffcc";
+ instance_announce -1,"Guests, huh? I hope you've come here knowing that you'll be buried in this place. If you didn't know, well... it's too late!",bc_map,"0x00ffcc";
end;
OnTimer5500:
- instance_announce 0,"This is why you adventurers always end up dead.",bc_map,"0x00ffcc";
+ instance_announce -1,"This is why you adventurers always end up dead.",bc_map,"0x00ffcc";
end;
OnTimer10500:
- instance_announce 0,"I may applaud you for your courage... Of course, I intend to play with you a little bit first.",bc_map,"0x00ffcc";
+ instance_announce -1,"I may applaud you for your courage... Of course, I intend to play with you a little bit first.",bc_map,"0x00ffcc";
end;
OnTimer15500:
- instance_announce 0,"You know, I like watching humans running around in fear.",bc_map,"0x00ffcc";
+ instance_announce -1,"You know, I like watching humans running around in fear.",bc_map,"0x00ffcc";
end;
OnTimer20500:
- instance_announce 0,"Let's see who runs fastest. Are you ready?",bc_map,"0x00ffcc";
+ instance_announce -1,"Let's see who runs fastest. Are you ready?",bc_map,"0x00ffcc";
stopnpctimer;
areamonster "6@tower",151,66,153,106,"Bone Guardian",1152,50,instance_npcname("#1st Beeper", instance_id())+"::OnMyMobDead";
areamonster "6@tower",158,66,160,106,"Bone Guardian",1152,50,instance_npcname("#1st Beeper", instance_id())+"::OnMyMobDead";
@@ -4662,7 +4662,7 @@ OnMyMobDead:
//SetItemPartyInMap in_102floor 101
}
else
- instance_announce 0,"Remaining Targets " + .@mob_dead_num + "ea",bc_map,"0x00ff99";
+ instance_announce -1,"Remaining Targets " + .@mob_dead_num + "ea",bc_map,"0x00ff99";
end;
}
@@ -4674,15 +4674,15 @@ OnEnable:
end;
OnTimer500:
- instance_announce 0,"Well, I guess they aren't too challenging for you.",bc_map,"0x00ffcc";
+ instance_announce -1,"Well, I guess they aren't too challenging for you.",bc_map,"0x00ffcc";
end;
OnTimer5500:
- instance_announce 0,"Let's speed up a little bit, shall we?",bc_map,"0x00ffcc";
+ instance_announce -1,"Let's speed up a little bit, shall we?",bc_map,"0x00ffcc";
end;
OnTimer10500:
- instance_announce 0,"I demand an encore!",bc_map,"0x00ffcc";
+ instance_announce -1,"I demand an encore!",bc_map,"0x00ffcc";
stopnpctimer;
areamonster "6@tower",151,66,153,106,"Wind Guardian",1263,30,instance_npcname("#2nd Beeper", instance_id())+"::OnMyMobDead";
areamonster "6@tower",158,66,160,106,"Wind Guardian",1263,30,instance_npcname("#2nd Beeper", instance_id())+"::OnMyMobDead";
@@ -4695,7 +4695,7 @@ OnMyMobDead:
//SetItemPartyInMap in_102floor 102
}
else
- instance_announce 0,"Remaining Targets " + .@mob_dead_num + "ea",bc_map,"0x00ff99";
+ instance_announce -1,"Remaining Targets " + .@mob_dead_num + "ea",bc_map,"0x00ff99";
end;
}
@@ -4707,15 +4707,15 @@ OnEnable:
end;
OnTimer500:
- instance_announce 0,"Yes, this is getting exciting!",bc_map,"0x00ffcc";
+ instance_announce -1,"Yes, this is getting exciting!",bc_map,"0x00ffcc";
end;
OnTimer5500:
- instance_announce 0,"I'll remember you as one of a few that have managed to entertain me.",bc_map,"0x00ffcc";
+ instance_announce -1,"I'll remember you as one of a few that have managed to entertain me.",bc_map,"0x00ffcc";
end;
OnTimer10500:
- instance_announce 0,"How would you like to play one more round?",bc_map,"0x00ffcc";
+ instance_announce -1,"How would you like to play one more round?",bc_map,"0x00ffcc";
stopnpctimer;
areamonster "6@tower",151,66,153,106,"Sword Edge Guardian",1132,20,instance_npcname("#3rd Beeper", instance_id())+"::OnMyMobDead";
areamonster "6@tower",158,66,160,106,"Sword Edge Guardian",1132,20,instance_npcname("#3rd Beeper", instance_id())+"::OnMyMobDead";
@@ -4728,7 +4728,7 @@ OnMyMobDead:
//SetItemPartyInMap in_102floor 103
}
else
- instance_announce 0,"Remaining Targets " + .@mob_dead_num + "ea",bc_map,"0x00ff99";
+ instance_announce -1,"Remaining Targets " + .@mob_dead_num + "ea",bc_map,"0x00ff99";
end;
}
@@ -4740,15 +4740,15 @@ OnEnable:
end;
OnTimer500:
- instance_announce 0,"Okay, the time has come to make my appearance!",bc_map,"0x00ffcc";
+ instance_announce -1,"Okay, the time has come to make my appearance!",bc_map,"0x00ffcc";
end;
OnTimer5500:
- instance_announce 0,"Do you want to know who I am?",bc_map,"0x00ffcc";
+ instance_announce -1,"Do you want to know who I am?",bc_map,"0x00ffcc";
end;
OnTimer10500:
- instance_announce 0,"You'll soon know. Mine is the face of death!",bc_map,"0x00ffcc";
+ instance_announce -1,"You'll soon know. Mine is the face of death!",bc_map,"0x00ffcc";
stopnpctimer;
monster "6@tower",156,147,"Nacht Sieger",1956,1,instance_npcname("#4th Beeper", instance_id())+"::OnMyMobDead";
end;
@@ -4825,15 +4825,15 @@ OnEnable:
end;
OnTimer500:
- instance_announce 0,"This... This can't be happening! I can't be defeated!",bc_map,"0xffff00";
+ instance_announce -1,"This... This can't be happening! I can't be defeated!",bc_map,"0xffff00";
end;
OnTimer5500:
- instance_announce 0,"Nooo! My soul... My shell...! Nooo~!",bc_map,"0xffff00";
+ instance_announce -1,"Nooo! My soul... My shell...! Nooo~!",bc_map,"0xffff00";
end;
OnTimer10500:
- instance_announce 0,"Nacht Sieger's body has turned into dark ashes that scattered in the wind.",bc_map,"0x00ffcc";
+ instance_announce -1,"Nacht Sieger's body has turned into dark ashes that scattered in the wind.",bc_map,"0x00ffcc";
stopnpctimer;
end;
}
diff --git a/npc/instances/NydhoggsNest.txt b/npc/instances/NydhoggsNest.txt
index 4898bb6c3..f2fe3fc68 100644
--- a/npc/instances/NydhoggsNest.txt
+++ b/npc/instances/NydhoggsNest.txt
@@ -1811,7 +1811,7 @@ OnEnable:
monster "1@nyd",255,255,"Nidhoggur's Guardian#10",2021,1,instance_npcname("nyd_call_mon_1", instance_id())+"::OnMyMobDead";
monster "1@nyd",225,245,"Nidhoggur's Guardian#11",2021,1,instance_npcname("nyd_call_mon_1", instance_id())+"::OnMyMobDead";
monster "1@nyd",230,280,"Nidhoggur's Guardian#12",2021,1,instance_npcname("nyd_call_mon_1", instance_id())+"::OnMyMobDead";
- instance_announce 0, "Nidhoggur's Guardian : Protect the Guardian's Sanctuary. Get rid of the intruders.",bc_map,"0x00ff99";
+ instance_announce -1, "Nidhoggur's Guardian : Protect the Guardian's Sanctuary. Get rid of the intruders.",bc_map,"0x00ff99";
end;
OnDisable:
@@ -1822,7 +1822,7 @@ OnDisable:
OnMyMobDead:
set .@mob_dead_num,mobcount("1@nyd", instance_npcname("nyd_call_mon_1", instance_id())+"::OnMyMobDead");
if (.@mob_dead_num < 1) {
- instance_announce 0, "All of Nidhoggur's Guardians have been defeated!",bc_map,"0x00ff99";
+ instance_announce -1, "All of Nidhoggur's Guardians have been defeated!",bc_map,"0x00ff99";
donpcevent instance_npcname("ins_nyd_1f_timer", instance_id())+"::OnDisable";
donpcevent instance_npcname("nyd_to2f_warp", instance_id())+"::OnEnable";
set 'ins_nyd2,2;
@@ -1848,23 +1848,23 @@ OnDisable:
end;
OnTimer900000:
- instance_announce 0, "World Tree Yggdrasil : There's not much time left. Please hurry.",bc_map,"0xFFFF00";
+ instance_announce -1, "World Tree Yggdrasil : There's not much time left. Please hurry.",bc_map,"0xFFFF00";
end;
OnTimer1200000:
- instance_announce 0, "World Tree Yggdrasil : My powers are slowly disappearing. Please hurry.",bc_map,"0xFFFF00";
+ instance_announce -1, "World Tree Yggdrasil : My powers are slowly disappearing. Please hurry.",bc_map,"0xFFFF00";
end;
OnTimer1500000:
- instance_announce 0, "World Tree Yggdrasil : I'm... almost at my limit... please hurry up." ,bc_map,"0xFFFF00";
+ instance_announce -1, "World Tree Yggdrasil : I'm... almost at my limit... please hurry up." ,bc_map,"0xFFFF00";
end;
OnTimer1800000:
- instance_announce 0, "World Tree Yggdrasil : You've failed... but I will use what power I have left... to send you out of here.",bc_map,"0xFFFF00";
+ instance_announce -1, "World Tree Yggdrasil : You've failed... but I will use what power I have left... to send you out of here.",bc_map,"0xFFFF00";
end;
OnTimer1830000:
- instance_announce 0, "Opening of the Gate has failed.",bc_map,"0xFFFF00";
+ instance_announce -1, "Opening of the Gate has failed.",bc_map,"0xFFFF00";
end;
OnTimer1850000:
@@ -1933,15 +1933,15 @@ OnDisable:
end;
OnTimer12000:
- instance_announce 0, "Nidhoggur's Shadow : No more...I can't stand this anymore...",bc_map,"0xFFFF00";
+ instance_announce -1, "Nidhoggur's Shadow : No more...I can't stand this anymore...",bc_map,"0xFFFF00";
end;
OnTimer15000:
- instance_announce 0, "Nidhoggur's Shadow : I need...I need the World Tree Yggdrasil's powers...",bc_map,"0xFFFF00";
+ instance_announce -1, "Nidhoggur's Shadow : I need...I need the World Tree Yggdrasil's powers...",bc_map,"0xFFFF00";
end;
OnTimer18000:
- instance_announce 0, "Nidhoggur's Shadow : Destroy...everything...",bc_map,"0xFFFF00";
+ instance_announce -1, "Nidhoggur's Shadow : Destroy...everything...",bc_map,"0xFFFF00";
end;
/*
stopnpctimer;
@@ -1983,7 +1983,7 @@ OnInstanceInit:
OnEnable:
enablenpc instance_npcname("nyd_2f_boss_enter_call", instance_id());
monster "2@nyd",199,327,"Nidhoggur's Shadow#",2022,1,instance_npcname("nyd_2f_boss_enter_call", instance_id())+"::OnMyMobDead";
- instance_announce 0, "Nidhoggur's Shadow : I will devour all of you...you and the World Tree Yggdrasil.",bc_map,"0x00ff99";
+ instance_announce -1, "Nidhoggur's Shadow : I will devour all of you...you and the World Tree Yggdrasil.",bc_map,"0x00ff99";
//donpcevent instance_npcname("nyd_2f_boss_enter_call", instance_id())+"::Ongo";
initnpctimer;
end;
@@ -1996,7 +1996,7 @@ OnDisable:
OnTimer180000:
set .@rullet,rand(1,4);
if (.@rullet == 1) {
- instance_announce 0, "Nidhoggur's Shadow : In this chaos... your blood is just what I need.",bc_map,"0xFFFF00";
+ instance_announce -1, "Nidhoggur's Shadow : In this chaos... your blood is just what I need.",bc_map,"0xFFFF00";
donpcevent instance_npcname("nyd_2f_white", instance_id())+"::OnDisable";
donpcevent instance_npcname("nyd_2f_yellow", instance_id())+"::OnDisable";
donpcevent instance_npcname("nyd_2f_green", instance_id())+"::OnDisable";
@@ -2005,7 +2005,7 @@ OnTimer180000:
end;
}
else if (.@rullet == 2) {
- instance_announce 0, "Nidhoggur's Shadow : I will freeze every last drop of your blood.",bc_map,"0xFFFF00";
+ instance_announce -1, "Nidhoggur's Shadow : I will freeze every last drop of your blood.",bc_map,"0xFFFF00";
donpcevent instance_npcname("nyd_2f_red", instance_id())+"::OnDisable";
donpcevent instance_npcname("nyd_2f_yellow", instance_id())+"::OnDisable";
donpcevent instance_npcname("nyd_2f_green", instance_id())+"::OnDisable";
@@ -2014,7 +2014,7 @@ OnTimer180000:
end;
}
else if (.@rullet == 3) {
- instance_announce 0, "Nidhoggur's Shadow : Sleep for eternity in an empty illusion.",bc_map,"0xFFFF00";
+ instance_announce -1, "Nidhoggur's Shadow : Sleep for eternity in an empty illusion.",bc_map,"0xFFFF00";
donpcevent instance_npcname("nyd_2f_red", instance_id())+"::OnDisable";
donpcevent instance_npcname("nyd_2f_white", instance_id())+"::OnDisable";
donpcevent instance_npcname("nyd_2f_green", instance_id())+"::OnDisable";
@@ -2023,7 +2023,7 @@ OnTimer180000:
end;
}
else if (.@rullet == 4) {
- instance_announce 0, "Nidhoggur's Shadow : I'll let you enjoy the pain of dying slowly.",bc_map,"0xFFFF00";
+ instance_announce -1, "Nidhoggur's Shadow : I'll let you enjoy the pain of dying slowly.",bc_map,"0xFFFF00";
donpcevent instance_npcname("nyd_2f_red", instance_id())+"::OnDisable";
donpcevent instance_npcname("nyd_2f_white", instance_id())+"::OnDisable";
donpcevent instance_npcname("nyd_2f_yellow", instance_id())+"::OnDisable";
@@ -2037,7 +2037,7 @@ OnTimer180000:
OnMyMobDead:
set .@mob_dead_num,mobcount("2@nyd",instance_npcname("nyd_2f_boss_enter_call", instance_id())+"::OnMyMobDead");
if (.@mob_dead_num < 1) {
- instance_announce 0, "Nidhoggur's Shadow : World Tree Yggdrasil's guardian... his powers are disappearing...",bc_map,"0x00ff99";
+ instance_announce -1, "Nidhoggur's Shadow : World Tree Yggdrasil's guardian... his powers are disappearing...",bc_map,"0x00ff99";
donpcevent instance_npcname("World Tree Yggdrasil#2F", instance_id())+"::OnEnable";
donpcevent instance_npcname("nyd_2f_boss_enter_call", instance_id())+"::OnDisable";
donpcevent instance_npcname("nyd_2f_boss_enter_logic", instance_id())+"::OnDisable";
@@ -2070,7 +2070,7 @@ OnDisable:
OnTimer180000:
set .@rullet,rand(1,4);
if (.@rullet == 1) {
- instance_announce 0, "Nidhoggur's Shadow : In this chaos... your blood is just what I need.",bc_map,"0xFFFF00";
+ instance_announce -1, "Nidhoggur's Shadow : In this chaos... your blood is just what I need.",bc_map,"0xFFFF00";
donpcevent instance_npcname("nyd_2f_white", instance_id())+"::OnDisable";
donpcevent instance_npcname("nyd_2f_yellow", instance_id())+"::OnDisable";
donpcevent instance_npcname("nyd_2f_green", instance_id())+"::OnDisable";
@@ -2079,7 +2079,7 @@ OnTimer180000:
end;
}
else if (.@rullet == 2) {
- instance_announce 0, "Nidhoggur's Shadow : I will freeze every last drop of your blood.",bc_map,"0xFFFF00";
+ instance_announce -1, "Nidhoggur's Shadow : I will freeze every last drop of your blood.",bc_map,"0xFFFF00";
donpcevent instance_npcname("nyd_2f_red", instance_id())+"::OnDisable";
donpcevent instance_npcname("nyd_2f_yellow", instance_id())+"::OnDisable";
donpcevent instance_npcname("nyd_2f_green", instance_id())+"::OnDisable";
@@ -2088,7 +2088,7 @@ OnTimer180000:
end;
}
else if (.@rullet == 3) {
- instance_announce 0, "Nidhoggur's Shadow : Sleep for eternity in an empty illusion.",bc_map,"0xFFFF00";
+ instance_announce -1, "Nidhoggur's Shadow : Sleep for eternity in an empty illusion.",bc_map,"0xFFFF00";
donpcevent instance_npcname("nyd_2f_red", instance_id())+"::OnDisable";
donpcevent instance_npcname("nyd_2f_white", instance_id())+"::OnDisable";
donpcevent instance_npcname("nyd_2f_green", instance_id())+"::OnDisable";
@@ -2097,7 +2097,7 @@ OnTimer180000:
end;
}
else if (.@rullet == 4) {
- instance_announce 0, "Nidhoggur's Shadow : I'll let you enjoy the pain of dying slowly.",bc_map,"0xFFFF00";
+ instance_announce -1, "Nidhoggur's Shadow : I'll let you enjoy the pain of dying slowly.",bc_map,"0xFFFF00";
donpcevent instance_npcname("nyd_2f_red", instance_id())+"::OnDisable";
donpcevent instance_npcname("nyd_2f_white", instance_id())+"::OnDisable";
donpcevent instance_npcname("nyd_2f_yellow", instance_id())+"::OnDisable";
@@ -2150,7 +2150,7 @@ OnInstanceInit:
OnEnable:
enablenpc instance_npcname("World Tree Yggdrasil#2F", instance_id());
- instance_announce 0, "World Tree Yggdrasil : You did good. Have everyone go to the Magic Circle in the middle, and get ready for the destruction of the nest.",bc_map,"0x00ff99";
+ instance_announce -1, "World Tree Yggdrasil : You did good. Have everyone go to the Magic Circle in the middle, and get ready for the destruction of the nest.",bc_map,"0x00ff99";
end;
OnDisable:
@@ -2182,7 +2182,7 @@ OnDisable:
OnTouch:
percentheal -50,0;
percentheal -30,0;
- sc_start SC_BLEEDING,60000,0;
+ sc_start SC_BLOODING,60000,0;
end;
OnTimer10000:
@@ -2209,7 +2209,7 @@ OnEnable:
OnMyMobDead:
set .@mob_dead_num,mobcount("2@nyd",instance_npcname("nyd_2f_red_c", instance_id())+"::OnMyMobDead");
if (.@mob_dead_num < 1) {
- instance_announce 0, "Nidhoggur's Shadow : You're not bad... but I will be your opponent this time.",bc_map,"0x00ff99";
+ instance_announce -1, "Nidhoggur's Shadow : You're not bad... but I will be your opponent this time.",bc_map,"0x00ff99";
donpcevent instance_npcname("nyd_2f_red_c", instance_id())+"::OnDisable";
donpcevent instance_npcname("nyd_2f_boss_enter_logic", instance_id())+"::OnEnable";
end;
@@ -2227,7 +2227,7 @@ OnTimer180000:
stopnpctimer;
set .@rullet,rand(1,4);
if (.@rullet == 1) {
- instance_announce 0, "Nidhoggur's Shadow : In this chaos... your blood is just what I need.",bc_map,"0xFFFF00";
+ instance_announce -1, "Nidhoggur's Shadow : In this chaos... your blood is just what I need.",bc_map,"0xFFFF00";
donpcevent instance_npcname("nyd_2f_white", instance_id())+"::OnDisable";
donpcevent instance_npcname("nyd_2f_yellow", instance_id())+"::OnDisable";
donpcevent instance_npcname("nyd_2f_green", instance_id())+"::OnDisable";
@@ -2236,7 +2236,7 @@ OnTimer180000:
end;
}
else if (.@rullet == 2) {
- instance_announce 0, "Nidhoggur's Shadow : I will freeze every last drop of your blood.",bc_map,"0xFFFF00";
+ instance_announce -1, "Nidhoggur's Shadow : I will freeze every last drop of your blood.",bc_map,"0xFFFF00";
donpcevent instance_npcname("nyd_2f_red", instance_id())+"::OnDisable";
donpcevent instance_npcname("nyd_2f_yellow", instance_id())+"::OnDisable";
donpcevent instance_npcname("nyd_2f_green", instance_id())+"::OnDisable";
@@ -2245,7 +2245,7 @@ OnTimer180000:
end;
}
else if (.@rullet == 3) {
- instance_announce 0, "Nidhoggur's Shadow : Sleep for eternity in an empty illusion.",bc_map,"0xFFFF00";
+ instance_announce -1, "Nidhoggur's Shadow : Sleep for eternity in an empty illusion.",bc_map,"0xFFFF00";
donpcevent instance_npcname("nyd_2f_red", instance_id())+"::OnDisable";
donpcevent instance_npcname("nyd_2f_white", instance_id())+"::OnDisable";
donpcevent instance_npcname("nyd_2f_green", instance_id())+"::OnDisable";
@@ -2254,7 +2254,7 @@ OnTimer180000:
end;
}
else if (.@rullet == 4) {
- instance_announce 0, "Nidhoggur's Shadow : I'll let you enjoy the pain of dying slowly.",bc_map,"0xFFFF00";
+ instance_announce -1, "Nidhoggur's Shadow : I'll let you enjoy the pain of dying slowly.",bc_map,"0xFFFF00";
donpcevent instance_npcname("nyd_2f_red", instance_id())+"::OnDisable";
donpcevent instance_npcname("nyd_2f_white", instance_id())+"::OnDisable";
donpcevent instance_npcname("nyd_2f_yellow", instance_id())+"::OnDisable";
@@ -2369,7 +2369,7 @@ OnEnable:
OnMyMobDead:
set .@mob_dead_num,mobcount("2@nyd",instance_npcname("nyd_2f_white_c", instance_id())+"::OnMyMobDead");
if (.@mob_dead_num < 1) {
- instance_announce 0, "Nidhoggur's Shadow : You're not bad... but I will be your opponent this time.",bc_map,"0x00ff99";
+ instance_announce -1, "Nidhoggur's Shadow : You're not bad... but I will be your opponent this time.",bc_map,"0x00ff99";
donpcevent instance_npcname("nyd_2f_white_c", instance_id())+"::OnDisable";
donpcevent instance_npcname("nyd_2f_boss_enter_logic", instance_id())+"::OnEnable";
end;
@@ -2387,7 +2387,7 @@ OnTimer180000:
stopnpctimer;
set .@rullet,rand(1,4);
if (.@rullet == 1) {
- instance_announce 0, "Nidhoggur's Shadow : In this chaos... your blood is just what I need.",bc_map,"0xFFFF00";
+ instance_announce -1, "Nidhoggur's Shadow : In this chaos... your blood is just what I need.",bc_map,"0xFFFF00";
donpcevent instance_npcname("nyd_2f_white", instance_id())+"::OnDisable";
donpcevent instance_npcname("nyd_2f_yellow", instance_id())+"::OnDisable";
donpcevent instance_npcname("nyd_2f_green", instance_id())+"::OnDisable";
@@ -2396,7 +2396,7 @@ OnTimer180000:
end;
}
else if (.@rullet == 2) {
- instance_announce 0, "Nidhoggur's Shadow : I will freeze every last drop of your blood.",bc_map,"0xFFFF00";
+ instance_announce -1, "Nidhoggur's Shadow : I will freeze every last drop of your blood.",bc_map,"0xFFFF00";
donpcevent instance_npcname("nyd_2f_red", instance_id())+"::OnDisable";
donpcevent instance_npcname("nyd_2f_yellow", instance_id())+"::OnDisable";
donpcevent instance_npcname("nyd_2f_green", instance_id())+"::OnDisable";
@@ -2405,7 +2405,7 @@ OnTimer180000:
end;
}
else if (.@rullet == 3) {
- instance_announce 0, "Nidhoggur's Shadow : Sleep for eternity in an empty illusion.",bc_map,"0xFFFF00";
+ instance_announce -1, "Nidhoggur's Shadow : Sleep for eternity in an empty illusion.",bc_map,"0xFFFF00";
donpcevent instance_npcname("nyd_2f_red", instance_id())+"::OnDisable";
donpcevent instance_npcname("nyd_2f_white", instance_id())+"::OnDisable";
donpcevent instance_npcname("nyd_2f_green", instance_id())+"::OnDisable";
@@ -2414,7 +2414,7 @@ OnTimer180000:
end;
}
else if (.@rullet == 4) {
- instance_announce 0, "Nidhoggur's Shadow : I'll let you enjoy the pain of dying slowly.",bc_map,"0xFFFF00";
+ instance_announce -1, "Nidhoggur's Shadow : I'll let you enjoy the pain of dying slowly.",bc_map,"0xFFFF00";
donpcevent instance_npcname("nyd_2f_red", instance_id())+"::OnDisable";
donpcevent instance_npcname("nyd_2f_white", instance_id())+"::OnDisable";
donpcevent instance_npcname("nyd_2f_yellow", instance_id())+"::OnDisable";
@@ -2530,7 +2530,7 @@ OnEnable:
OnMyMobDead:
set .@mob_dead_num,mobcount("2@nyd",instance_npcname("nyd_2f_yellow_c", instance_id())+"::OnMyMobDead");
if (.@mob_dead_num < 1) {
- instance_announce 0, "Nidhoggur's Shadow : You're not bad...but I will be your opponent this time.",bc_map,"0x00ff99";
+ instance_announce -1, "Nidhoggur's Shadow : You're not bad...but I will be your opponent this time.",bc_map,"0x00ff99";
donpcevent instance_npcname("nyd_2f_yellow_c", instance_id())+"::OnDisable";
donpcevent instance_npcname("nyd_2f_boss_enter_logic", instance_id())+"::OnEnable";
end;
@@ -2555,7 +2555,7 @@ OnTimer180000:
stopnpctimer;
set .@rullet,rand(1,4);
if (.@rullet == 1) {
- instance_announce 0, "Nidhoggur's Shadow : In this chaos... your blood is just what I need.",bc_map,"0xFFFF00";
+ instance_announce -1, "Nidhoggur's Shadow : In this chaos... your blood is just what I need.",bc_map,"0xFFFF00";
donpcevent instance_npcname("nyd_2f_white", instance_id())+"::OnDisable";
donpcevent instance_npcname("nyd_2f_yellow", instance_id())+"::OnDisable";
donpcevent instance_npcname("nyd_2f_green", instance_id())+"::OnDisable";
@@ -2564,7 +2564,7 @@ OnTimer180000:
end;
}
else if (.@rullet == 2) {
- instance_announce 0, "Nidhoggur's Shadow : I will freeze every last drop of your blood.",bc_map,"0xFFFF00";
+ instance_announce -1, "Nidhoggur's Shadow : I will freeze every last drop of your blood.",bc_map,"0xFFFF00";
donpcevent instance_npcname("nyd_2f_red", instance_id())+"::OnDisable";
donpcevent instance_npcname("nyd_2f_yellow", instance_id())+"::OnDisable";
donpcevent instance_npcname("nyd_2f_green", instance_id())+"::OnDisable";
@@ -2573,7 +2573,7 @@ OnTimer180000:
end;
}
else if (.@rullet == 3) {
- instance_announce 0, "Nidhoggur's Shadow : Sleep for eternity in an empty illusion.",bc_map,"0xFFFF00";
+ instance_announce -1, "Nidhoggur's Shadow : Sleep for eternity in an empty illusion.",bc_map,"0xFFFF00";
donpcevent instance_npcname("nyd_2f_red", instance_id())+"::OnDisable";
donpcevent instance_npcname("nyd_2f_white", instance_id())+"::OnDisable";
donpcevent instance_npcname("nyd_2f_green", instance_id())+"::OnDisable";
@@ -2582,7 +2582,7 @@ OnTimer180000:
end;
}
else if (.@rullet == 4) {
- instance_announce 0, "Nidhoggur's Shadow : I'll let you enjoy the pain of dying slowly.",bc_map,"0xFFFF00";
+ instance_announce -1, "Nidhoggur's Shadow : I'll let you enjoy the pain of dying slowly.",bc_map,"0xFFFF00";
donpcevent instance_npcname("nyd_2f_red", instance_id())+"::OnDisable";
donpcevent instance_npcname("nyd_2f_white", instance_id())+"::OnDisable";
donpcevent instance_npcname("nyd_2f_yellow", instance_id())+"::OnDisable";
@@ -2697,7 +2697,7 @@ OnEnable:
OnMyMobDead:
set .@mob_dead_num,mobcount("2@nyd",instance_npcname("nyd_2f_green_c", instance_id())+"::OnMyMobDead");
if (.@mob_dead_num < 1) {
- instance_announce 0, "Nidhoggur's Shadow : You're not bad... but I will be your opponent this time.",bc_map,"0x00ff99";
+ instance_announce -1, "Nidhoggur's Shadow : You're not bad... but I will be your opponent this time.",bc_map,"0x00ff99";
donpcevent instance_npcname("nyd_2f_green_c", instance_id())+"::OnDisable";
donpcevent instance_npcname("nyd_2f_boss_enter_logic", instance_id())+"::OnEnable";
end;
@@ -2722,7 +2722,7 @@ OnTimer180000:
stopnpctimer;
set .@rullet,rand(1,4);
if (.@rullet == 1) {
- instance_announce 0, "Nidhoggur's Shadow : In this chaos... your blood is just what I need.",bc_map,"0xFFFF00";
+ instance_announce -1, "Nidhoggur's Shadow : In this chaos... your blood is just what I need.",bc_map,"0xFFFF00";
donpcevent instance_npcname("nyd_2f_white", instance_id())+"::OnDisable";
donpcevent instance_npcname("nyd_2f_yellow", instance_id())+"::OnDisable";
donpcevent instance_npcname("nyd_2f_green", instance_id())+"::OnDisable";
@@ -2731,7 +2731,7 @@ OnTimer180000:
end;
}
else if (.@rullet == 2) {
- instance_announce 0, "Nidhoggur's Shadow : I will freeze every last drop of your blood.",bc_map,"0xFFFF00";
+ instance_announce -1, "Nidhoggur's Shadow : I will freeze every last drop of your blood.",bc_map,"0xFFFF00";
donpcevent instance_npcname("nyd_2f_red", instance_id())+"::OnDisable";
donpcevent instance_npcname("nyd_2f_yellow", instance_id())+"::OnDisable";
donpcevent instance_npcname("nyd_2f_green", instance_id())+"::OnDisable";
@@ -2740,7 +2740,7 @@ OnTimer180000:
end;
}
else if (.@rullet == 3) {
- instance_announce 0, "Nidhoggur's Shadow : Sleep for eternity in an empty illusion.",bc_map,"0xFFFF00";
+ instance_announce -1, "Nidhoggur's Shadow : Sleep for eternity in an empty illusion.",bc_map,"0xFFFF00";
donpcevent instance_npcname("nyd_2f_red", instance_id())+"::OnDisable";
donpcevent instance_npcname("nyd_2f_white", instance_id())+"::OnDisable";
donpcevent instance_npcname("nyd_2f_green", instance_id())+"::OnDisable";
@@ -2749,7 +2749,7 @@ OnTimer180000:
end;
}
else if (.@rullet == 4) {
- instance_announce 0, "Nidhoggur's Shadow : I'll let you enjoy the pain of dying slowly.",bc_map,"0xFFFF00";
+ instance_announce -1, "Nidhoggur's Shadow : I'll let you enjoy the pain of dying slowly.",bc_map,"0xFFFF00";
donpcevent instance_npcname("nyd_2f_red", instance_id())+"::OnDisable";
donpcevent instance_npcname("nyd_2f_white", instance_id())+"::OnDisable";
donpcevent instance_npcname("nyd_2f_yellow", instance_id())+"::OnDisable";
diff --git a/npc/instances/OrcsMemory.txt b/npc/instances/OrcsMemory.txt
index a23499d7e..325b1a739 100644
--- a/npc/instances/OrcsMemory.txt
+++ b/npc/instances/OrcsMemory.txt
@@ -309,19 +309,19 @@ OnMyMobDead:
else if ((.@mob_ran > 28) && (.@mob_ran < 30)) {
monster "1@orcs",0,0,"High Orc",1213,.@mob_dead_num,instance_npcname("#Resurrect Monsters1", instance_id())+"::OnMyMobDead";
if (rand(1,10) == 9) {
- instance_announce 0, "High Orc: We need more defenses! Get more people here!",bc_map,"0xff4444";
+ instance_announce -1, "High Orc: We need more defenses! Get more people here!",bc_map,"0xff4444";
}
}
else if ((.@mob_ran > 26) && (.@mob_ran < 29)) {
areamonster "1@orcs",41,91,51,81,"High Orc",1213,.@mob_dead_num,instance_npcname("#Resurrect Monsters1", instance_id())+"::OnMyMobDead";
if (rand(1,10) == 9) {
- instance_announce 0, "Where are the High Orcs!? Get them to stop the enemies!",bc_map,"0xff4444";
+ instance_announce -1, "Where are the High Orcs!? Get them to stop the enemies!",bc_map,"0xff4444";
}
}
else {
areamonster "1@orcs",17,187,27,177,"High Orc",1213,.@mob_dead_num,instance_npcname("#Resurrect Monsters1", instance_id())+"::OnMyMobDead";
if (rand(1,5) == 3) {
- instance_announce 0, "Caution: The army's starting to concentrate at Zone No. 4.",bc_map,"0x77ff77";
+ instance_announce -1, "Caution: The army's starting to concentrate at Zone No. 4.",bc_map,"0x77ff77";
}
if (rand(1,100) == 50) {
initnpctimer;
@@ -331,11 +331,11 @@ OnMyMobDead:
end;
OnTimer10:
- instance_announce 0, "Shouts of the Chief Orc of Safeguards: Looks like this will take longer than expected. Summon the Stalactic Golems!",bc_map,"0xff4444";
+ instance_announce -1, "Shouts of the Chief Orc of Safeguards: Looks like this will take longer than expected. Summon the Stalactic Golems!",bc_map,"0xff4444";
end;
OnTimer4010:
- instance_announce 0, "Stalactic Golems are digging out of the deep underground.",bc_map,"0x77ff77";
+ instance_announce -1, "Stalactic Golems are digging out of the deep underground.",bc_map,"0x77ff77";
areamonster "1@orcs",17,187,27,177,"Stalactic Golem",1278,20,instance_npcname("#Resurrect Monsters1", instance_id())+"::OnMyMobDead";
stopnpctimer;
end;
@@ -432,7 +432,7 @@ OnMyMobDead:
if (.@mob_dead_num > 0) {
areamonster "1@orcs",43,155,47,159,"Orc Archer",1189,.@mob_dead_num,instance_npcname("#Resurrect Monsters3", instance_id())+"::OnMyMobDead";
if (rand(1,3) == 3) {
- instance_announce 0, "High Orc: Attack them from behind! Cut off their support!",bc_map,"0xff4444";
+ instance_announce -1, "High Orc: Attack them from behind! Cut off their support!",bc_map,"0xff4444";
}
}
}
@@ -490,39 +490,39 @@ OnEnable:
end;
OnTimer10:
- instance_announce 0, "Kruger: Damn... What took you so long!! I don't have all day!!",bc_map,"0xffff00";
+ instance_announce -1, "Kruger: Damn... What took you so long!! I don't have all day!!",bc_map,"0xffff00";
end;
OnTimer5710:
- instance_announce 0, "Kruger: My plan was to let our comrades open the gate, but it's all ruined since I got busted by the Orc Shaman.",bc_map,"0xffff00";
+ instance_announce -1, "Kruger: My plan was to let our comrades open the gate, but it's all ruined since I got busted by the Orc Shaman.",bc_map,"0xffff00";
end;
OnTimer14610:
- instance_announce 0, "Shouts of the Chief Orc of Safeguards: I smell a rat.. Send some patrols to the entrance!!",bc_map,"0xff4444";
+ instance_announce -1, "Shouts of the Chief Orc of Safeguards: I smell a rat.. Send some patrols to the entrance!!",bc_map,"0xff4444";
end;
OnTimer20210:
- instance_announce 0, "Kruger: Darn it.. They'll be here any minute. Ok. Listen to me now.",bc_map,"0xffff00";
+ instance_announce -1, "Kruger: Darn it.. They'll be here any minute. Ok. Listen to me now.",bc_map,"0xffff00";
end;
OnTimer24910:
- instance_announce 0, "Kruger: The Orc Shaman has sealed the 1st basement by dividing it into 4 zones. Each zone has one Enchanted Orc who has the power to unseal the next zone.",bc_map,"0xffff00";
+ instance_announce -1, "Kruger: The Orc Shaman has sealed the 1st basement by dividing it into 4 zones. Each zone has one Enchanted Orc who has the power to unseal the next zone.",bc_map,"0xffff00";
end;
OnTimer34310:
- instance_announce 0, "Kruger: Find those Enchanted Orcs and get rid of them to move to the next zone.",bc_map,"0xffff00";
+ instance_announce -1, "Kruger: Find those Enchanted Orcs and get rid of them to move to the next zone.",bc_map,"0xffff00";
end;
OnTimer39710:
- instance_announce 0, "Kruger: Try to avoid encountering Orcs other then the Enchanted ones. Everytime you kill a normal Orc, High Orcs will gather at the last path to the 2nd floor.",bc_map,"0xffff00";
+ instance_announce -1, "Kruger: Try to avoid encountering Orcs other then the Enchanted ones. Everytime you kill a normal Orc, High Orcs will gather at the last path to the 2nd floor.",bc_map,"0xffff00";
end;
OnTimer49210:
- instance_announce 0, "Kruger: In the worst case, the path to the 2nd floor could be completely blocked. For your own sake, you should be as sneaky as possible.",bc_map,"0xffff00";
+ instance_announce -1, "Kruger: In the worst case, the path to the 2nd floor could be completely blocked. For your own sake, you should be as sneaky as possible.",bc_map,"0xffff00";
end;
OnTimer56310:
- instance_announce 0, "Mission: Sneak in and get rid of the 'Enchanted Orcs'. Avoiding battles with other Orcs is the best way of getting into the 2nd floor.",bc_map,"0x44ffff";
+ instance_announce -1, "Mission: Sneak in and get rid of the 'Enchanted Orcs'. Avoiding battles with other Orcs is the best way of getting into the 2nd floor.",bc_map,"0x44ffff";
donpcevent instance_npcname("#Resurrect Monsters1", instance_id())+"::OnEnable";
donpcevent instance_npcname("#Resurrect Monsters2", instance_id())+"::OnEnable";
donpcevent instance_npcname("#Resurrect Monsters3", instance_id())+"::OnEnable";
@@ -556,11 +556,11 @@ OnContinue:
end;
OnTimer10300:
- instance_announce 0, "Kruger's Whisper: The Orcs here used to be my companions. They just lost their will ever since the Orc Shaman started to control them with her magic.",bc_map,"0xff4499";
+ instance_announce -1, "Kruger's Whisper: The Orcs here used to be my companions. They just lost their will ever since the Orc Shaman started to control them with her magic.",bc_map,"0xff4499";
end;
OnTimer18700:
- instance_announce 0, "Kruger's Whisper: There's nothing we can do but to defeat the Orc Shaman if we want to save the remaining tribes.",bc_map,"0xff4499";
+ instance_announce -1, "Kruger's Whisper: There's nothing we can do but to defeat the Orc Shaman if we want to save the remaining tribes.",bc_map,"0xff4499";
stopnpctimer;
end;
}
@@ -585,11 +585,11 @@ OnContinue:
end;
OnTimer30300:
- instance_announce 0, "Kruger's Whisper: I saw the bodies of our tribe. It seems that the Orc Shaman used those Orcs for her rituals.",bc_map,"0xff4499";
+ instance_announce -1, "Kruger's Whisper: I saw the bodies of our tribe. It seems that the Orc Shaman used those Orcs for her rituals.",bc_map,"0xff4499";
end;
OnTimer37600:
- instance_announce 0, "Kruger's Whisper: ... It all has to do with me. I am responsible for this evil.",bc_map,"0xff4499";
+ instance_announce -1, "Kruger's Whisper: ... It all has to do with me. I am responsible for this evil.",bc_map,"0xff4499";
stopnpctimer;
end;
}
@@ -614,11 +614,11 @@ OnContinue:
end;
OnTimer30300:
- instance_announce 0, "Please, hang in there!",bc_map,"0xff4499";
+ instance_announce -1, "Please, hang in there!",bc_map,"0xff4499";
end;
OnTimer32700:
- instance_announce 0, "We'll get some rest when we get to the 2nd basement after passing through here.",bc_map,"0xff4499";
+ instance_announce -1, "We'll get some rest when we get to the 2nd basement after passing through here.",bc_map,"0xff4499";
stopnpctimer;
end;
}
@@ -724,13 +724,13 @@ OnMyMobDead:
else if ((.@mob_ran > 26) && (.@mob_ran < 29)) {
areamonster "2@orcs",157,112,167,122,"High Orc",1213,.@mob_dead_num,instance_npcname("#2Resurrect Monsters1", instance_id())+"::OnMyMobDead";
if (rand(1,10) == 9) {
- instance_announce 0, "Warning: High Orcs are gathering near area 3.",bc_map,"0xff4444";
+ instance_announce -1, "Warning: High Orcs are gathering near area 3.",bc_map,"0xff4444";
}
}
else {
areamonster "2@orcs",173,13,183,23,"High Orc",1213,.@mob_dead_num,instance_npcname("#2Resurrect Monsters1", instance_id())+"::OnMyMobDead";
if (rand(1,5) == 3) {
- instance_announce 0, "Caution: The Forces have started to concentrate at the Shaman's Altar.",bc_map,"0x77ff77";
+ instance_announce -1, "Caution: The Forces have started to concentrate at the Shaman's Altar.",bc_map,"0x77ff77";
}
if (rand(1,70) == 50) {
initnpctimer;
@@ -740,11 +740,11 @@ OnMyMobDead:
end;
OnTimer10:
- instance_announce 0, "Voice from somewhere: Foolish... Do you really think the altar would fall like that?",bc_map,"0xff4444";
+ instance_announce -1, "Voice from somewhere: Foolish... Do you really think the altar would fall like that?",bc_map,"0xff4444";
end;
OnTimer4010:
- instance_announce 0, "[ Wraiths were summoned by an unknown power ]",bc_map,"0x77ff77";
+ instance_announce -1, "[ Wraiths were summoned by an unknown power ]",bc_map,"0x77ff77";
areamonster "2@orcs",167,25,177,35,"Wraith",1475,30,instance_npcname("#2Resurrect Monsters1", instance_id())+"::OnMyMobDead";
stopnpctimer;
end;
@@ -790,7 +790,7 @@ OnMyMobDead:
if (.@mob_dead_num > 0) {
areamonster "2@orcs",168,10,184,26,"Orc Archer",1189,.@mob_dead_num,instance_npcname("#2Resurrect Monsters3", instance_id())+"::OnMyMobDead";
if (rand(1,15) == 3) {
- instance_announce 0, "Warning: Orc Archer teams are gathering near the altar.",bc_map,"0xff4444";
+ instance_announce -1, "Warning: Orc Archer teams are gathering near the altar.",bc_map,"0xff4444";
}
}
}
@@ -848,27 +848,27 @@ OnEnable:
end;
OnTimer10:
- instance_announce 0, "Kruger's Whisper: I'll tell you how to get to the Shaman's altar.",bc_map,"0xffff00";
+ instance_announce -1, "Kruger's Whisper: I'll tell you how to get to the Shaman's altar.",bc_map,"0xffff00";
end;
OnTimer3510:
- instance_announce 0, "Kruger's Whisper: Do you see the braziers that light the path? Unseal the next zone by strengthening their flames.",bc_map,"0xffff00";
+ instance_announce -1, "Kruger's Whisper: Do you see the braziers that light the path? Unseal the next zone by strengthening their flames.",bc_map,"0xffff00";
end;
OnTimer10710:
- instance_announce 0, "Kruger's Whisper: Of course those monsters won't let you touch the braziers that easily.",bc_map,"0xffff00";
+ instance_announce -1, "Kruger's Whisper: Of course those monsters won't let you touch the braziers that easily.",bc_map,"0xffff00";
end;
OnTimer16310:
- instance_announce 0, "Kruger's Whisper: But still, try keep the battles not too noticable so the Shaman won't guard the altar with her army squad.",bc_map,"0xffff00";
+ instance_announce -1, "Kruger's Whisper: But still, try keep the battles not too noticable so the Shaman won't guard the altar with her army squad.",bc_map,"0xffff00";
end;
OnTimer21910:
- instance_announce 0, "Kruger's Whisper: Only the Party Leader can strengthen the flames, so protect your leader.",bc_map,"0xffff00";
+ instance_announce -1, "Kruger's Whisper: Only the Party Leader can strengthen the flames, so protect your leader.",bc_map,"0xffff00";
end;
OnTimer23910:
- instance_announce 0, "Mission: Unseal the zone by lighting the braziers. They can only be lit in a certain order, so be careful.",bc_map,"0x4444ff";
+ instance_announce -1, "Mission: Unseal the zone by lighting the braziers. They can only be lit in a certain order, so be careful.",bc_map,"0x4444ff";
donpcevent instance_npcname("#2Resurrect Monsters1", instance_id())+"::OnEnable";
donpcevent instance_npcname("#2Resurrect Monsters3", instance_id())+"::OnEnable";
donpcevent instance_npcname("Torch#1-1", instance_id())+"::OnEnable";
@@ -987,7 +987,7 @@ OnInstanceInit:
OnEnable:
monster "2@orcs",109,156,"Safeguard Chief",1981,1,instance_npcname("#Mobs Control", instance_id())+"::OnMyMobDead1";
- instance_announce 0, "The Chief Orc of Safeguards: Oh!! Looks like I have company. Defeat me if you can!!",bc_map,"0xff8888";
+ instance_announce -1, "The Chief Orc of Safeguards: Oh!! Looks like I have company. Defeat me if you can!!",bc_map,"0xff8888";
end;
OnContinue:
@@ -1108,7 +1108,7 @@ OnInstanceInit:
OnEnable:
monster "2@orcs",67,64,"Orc Sniper",1982,1,instance_npcname("#Mobs Control", instance_id())+"::OnMyMobDead2";
- instance_announce 0, "Orc Sniper: Hah! Pretty impressive that you made it this far, but your foolish little trip ends here...",bc_map,"0xff8888";
+ instance_announce -1, "Orc Sniper: Hah! Pretty impressive that you made it this far, but your foolish little trip ends here...",bc_map,"0xff8888";
end;
OnContinue:
@@ -1229,7 +1229,7 @@ OnInstanceInit:
OnEnable:
monster "2@orcs",152,147,"Depraved Orc Spirit",1983,1,instance_npcname("#Mobs Control", instance_id())+"::OnMyMobDead3";
- instance_announce 0, "Depraved Orc Spirit: I smell flesh! Hungry! Wanna try some human meat!!",bc_map,"0xff8888";
+ instance_announce -1, "Depraved Orc Spirit: I smell flesh! Hungry! Wanna try some human meat!!",bc_map,"0xff8888";
end;
OnContinue:
@@ -1240,19 +1240,19 @@ OnContinue:
end;
OnTimer10:
- instance_announce 0, "Shaman Cargalache: Hahaha!! So, you finally made it here. The assassin you sent was just terrible. That stupid Orc is getting cold under my feet.",bc_map,"0xffff00";
+ instance_announce -1, "Shaman Cargalache: Hahaha!! So, you finally made it here. The assassin you sent was just terrible. That stupid Orc is getting cold under my feet.",bc_map,"0xffff00";
end;
OnTimer6810:
- instance_announce 0, "Shaman Cargalache: My loyal slave, go get those intruders!",bc_map,"0xffff00";
+ instance_announce -1, "Shaman Cargalache: My loyal slave, go get those intruders!",bc_map,"0xffff00";
end;
OnTimer10310:
- instance_announce 0, "Depraved Orc Hero: Whatever you say, my lord.",bc_map,"0xff7777";
+ instance_announce -1, "Depraved Orc Hero: Whatever you say, my lord.",bc_map,"0xff7777";
end;
OnTimer13110:
- instance_announce 0, "Caution: You have been discovered by Shaman Cargalache. Kruger's plan to assassinate the Shaman has failed. You must defeat Cargalache and find traces of Kruger.",bc_map,"0x8888ff";
+ instance_announce -1, "Caution: You have been discovered by Shaman Cargalache. Kruger's plan to assassinate the Shaman has failed. You must defeat Cargalache and find traces of Kruger.",bc_map,"0x8888ff";
stopnpctimer;
end;
@@ -1278,19 +1278,19 @@ OnMyMobDead:
donpcevent instance_npcname("Kruger#", instance_id())+"::OnEnable";
set .@mob_ran,rand(1,5);
if (.@mob_ran == 1) {
- instance_announce 0, "Shaman Cargalache: How... How could this be... How could someone like you...!!",bc_map,"0xffff00";
+ instance_announce -1, "Shaman Cargalache: How... How could this be... How could someone like you...!!",bc_map,"0xffff00";
}
else if (.@mob_ran == 2) {
- instance_announce 0, "Shaman Cargalache: How is it that I've been overpowered by mere humans!",bc_map,"0xffff00";
+ instance_announce -1, "Shaman Cargalache: How is it that I've been overpowered by mere humans!",bc_map,"0xffff00";
}
else if (.@mob_ran == 3) {
- instance_announce 0, "Shaman Cargalache: This... This can't be the end...",bc_map,"0xffff00";
+ instance_announce -1, "Shaman Cargalache: This... This can't be the end...",bc_map,"0xffff00";
}
else if (.@mob_ran == 4) {
- instance_announce 0, "Shaman Cargalache: I... Can't die... Yet...!",bc_map,"0xffff00";
+ instance_announce -1, "Shaman Cargalache: I... Can't die... Yet...!",bc_map,"0xffff00";
}
else {
- instance_announce 0, "Shaman Cargalache: Defeated by these fools... It can't be happening...!",bc_map,"0xffff00";
+ instance_announce -1, "Shaman Cargalache: Defeated by these fools... It can't be happening...!",bc_map,"0xffff00";
}
donpcevent instance_npcname("#2Resurrect Monsters1", instance_id())+"::OnDisable";
donpcevent instance_npcname("#2Resurrect Monsters3", instance_id())+"::OnDisable";
diff --git a/npc/instances/SealedShrine.txt b/npc/instances/SealedShrine.txt
index fe376c688..b893a1816 100644
--- a/npc/instances/SealedShrine.txt
+++ b/npc/instances/SealedShrine.txt
@@ -263,8 +263,6 @@ monk_test,306,151,3 script Grave of Baphomet#edq 111,{
switch(select("Touch the stone.:Step back.")) {
case 1:
set .@party_id,getcharid(1);
- set .@instance, instance_id(1);
- instance_attach(.@instance);
// 12 hour cooldown
set .@ins_bapho_check,checkquest(3040,PLAYTIME);
@@ -726,7 +724,7 @@ OnDisable:
OnMyMobDead:
if (mobcount("1@cata",instance_npcname("ins_baphomet_lotto3", instance_id())+"::OnMyMobDead") < 1) {
- instance_announce 0, "All apostles of Baphomet are dead!",bc_map,"0x00ff99";
+ instance_announce -1, "All apostles of Baphomet are dead!",bc_map,"0x00ff99";
}
getitem 6002,1; //Token_Of_Apostle
end;
@@ -807,7 +805,7 @@ OnMyMobDead:
mes "[Voice of the Gravestone]";
mes "Now I can substantialize my soul. I'll wait for you in front of the altar of fire located at the center of this grave. Let's meet there.";
next;
- instance_announce 0, "Ancient Hero's Soul : I'll wait for you in front of the altar of fire located at the center",bc_map,"0xFFFF00";
+ instance_announce -1, "Ancient Hero's Soul : I'll wait for you in front of the altar of fire located at the center",bc_map,"0xFFFF00";
mes "I can feel the voice becoming faint.";
close;
}
@@ -1023,7 +1021,7 @@ OnTouch:
mes "[Ancient Hero's Soul]";
mes "Go ahead, warriors.";
cutin "",255;
- instance_announce 0, "Ancient Hero's Soul : Now you can go to the Main Altar's gate. It is located in the Southeast",bc_map,"0xFFFF00";
+ instance_announce -1, "Ancient Hero's Soul : Now you can go to the Main Altar's gate. It is located in the Southeast",bc_map,"0xFFFF00";
close;
}
else if ('ins_baphomet == 4) {
@@ -1178,23 +1176,23 @@ OnDisable:;
end;
OnTimer1800000:
- instance_announce 0, "Ancient Hero's Soul : We don't have enough time! Hurry up!",bc_map,"0xFFFF00";
+ instance_announce -1, "Ancient Hero's Soul : We don't have enough time! Hurry up!",bc_map,"0xFFFF00";
end;
OnTimer2400000:
- instance_announce 0, "Ancient Hero's Soul : My body is disappearing... Hurry up!",bc_map,"0xFFFF00";
+ instance_announce -1, "Ancient Hero's Soul : My body is disappearing... Hurry up!",bc_map,"0xFFFF00";
end;
OnTimer3000000:
- instance_announce 0, "Ancient Hero's Soul : Everything is over... There is no other way but to wait for the next chance...",bc_map,"0xFFFF00";
+ instance_announce -1, "Ancient Hero's Soul : Everything is over... There is no other way but to wait for the next chance...",bc_map,"0xFFFF00";
end;
OnTimer3050000:
- instance_announce 0, "Ancient Hero's Soul : We failed... However... We still have a chance. I hope you will train yourselves until the time comes.",bc_map,"0xFFFF00";
+ instance_announce -1, "Ancient Hero's Soul : We failed... However... We still have a chance. I hope you will train yourselves until the time comes.",bc_map,"0xFFFF00";
end;
OnTimer3100000:
- instance_announce 0, "You've failed to open the seal of main altar.",bc_map,"0xFFFF00";
+ instance_announce -1, "You've failed to open the seal of main altar.",bc_map,"0xFFFF00";
end;
OnTimer3500000:
@@ -1221,19 +1219,19 @@ OnDisable:
end;
OnTimer10000:
- instance_announce 0, "Baphomet : Humans... interfering again...",bc_map,"0xdb7093";
+ instance_announce -1, "Baphomet : Humans... interfering again...",bc_map,"0xdb7093";
end;
OnTimer13000:
- instance_announce 0, "Apostle of Baphomet : Humans! Humans have invaded our sanctum!",bc_map,"0xFFFF00";
+ instance_announce -1, "Apostle of Baphomet : Humans! Humans have invaded our sanctum!",bc_map,"0xFFFF00";
end;
OnTimer16000:
- instance_announce 0, "Apostle of Baphomet : Kill the humans! Do not stop the revival of our Master!",bc_map,"0xFFFF00";
+ instance_announce -1, "Apostle of Baphomet : Kill the humans! Do not stop the revival of our Master!",bc_map,"0xFFFF00";
end;
OnTimer18000:
- instance_announce 0, "Apostle of Baphomet : Hurry up and release the seals of the altars! Our Master's return is upon us!",bc_map,"0xFFFF00";
+ instance_announce -1, "Apostle of Baphomet : Hurry up and release the seals of the altars! Our Master's return is upon us!",bc_map,"0xFFFF00";
stopnpctimer;
disablenpc instance_npcname("ins_2f_enter_broad", instance_id());
end;
@@ -1242,7 +1240,7 @@ OnTimer18000:
2@cata,50,67,0 script slave_left -1,5,5,{
OnTouch:
disablenpc instance_npcname("slave_left", instance_id());
- instance_announce 0, "Apostle of Baphomet : Kill the humans! Don't let them interrupt the revival of our Master!",bc_map,"0xFFFF00";
+ instance_announce -1, "Apostle of Baphomet : Kill the humans! Don't let them interrupt the revival of our Master!",bc_map,"0xFFFF00";
monster "2@cata",55,67,"Apostle of Baphomet",1869,1;
monster "2@cata",51,67,"Apostle of Baphomet",1291,1;
monster "2@cata",58,67,"Apostle of Baphomet",1292,1;
@@ -1265,7 +1263,7 @@ OnTouch:
2@cata,109,67,0 script slave_right -1,5,5,{
OnTouch:
disablenpc instance_npcname("slave_right", instance_id());
- instance_announce 0, "Apostle of Baphomet : Kill the humans! Don't let them interrupt the revival of our Master!",bc_map,"0xFFFF00";
+ instance_announce -1, "Apostle of Baphomet : Kill the humans! Don't let them interrupt the revival of our Master!",bc_map,"0xFFFF00";
monster "2@cata",105,67,"Apostle of Baphomet",1869,1;
monster "2@cata",104,67,"Apostle of Baphomet",1291,1;
monster "2@cata",107,67,"Apostle of Baphomet",1869,1;
@@ -1288,7 +1286,7 @@ OnTouch:
2@cata,79,39,0 script slave_down -1,5,5,{
OnTouch:
disablenpc instance_npcname("slave_down", instance_id());
- instance_announce 0, "Apostle of Baphomet : Kill the humans! Don't let them interrupt the revival of our Master!",bc_map,"0xFFFF00";
+ instance_announce -1, "Apostle of Baphomet : Kill the humans! Don't let them interrupt the revival of our Master!",bc_map,"0xFFFF00";
monster "2@cata",78,41,"Apostle of Baphomet",1869,1;
monster "2@cata",79,42,"Apostle of Baphomet",1291,1;
monster "2@cata",78,46,"Apostle of Baphomet",1869,1;
@@ -1330,7 +1328,7 @@ OnTouch:
percentheal -50,0;
sc_start Eff_Stone,20000,0;
setquest 3041;
- instance_announce 0, "The seal activated by putting magical power into the altar.",bc_map,"0x87ceeb";
+ instance_announce -1, "The seal activated by putting magical power into the altar.",bc_map,"0x87ceeb";
mes "I can feel the power of the altar came back by adding magical power.";
next;
mes "But you can't use your magic for 3 minutes because you used your SP on the altar.";
@@ -1414,27 +1412,27 @@ OnDisable:
end;
OnTimer3000:
- instance_announce 0, "Ancient Hero's Soul : My God! The seal of the Main Altar is weakening!",bc_map,"0xFFFF00";
+ instance_announce -1, "Ancient Hero's Soul : My God! The seal of the Main Altar is weakening!",bc_map,"0xFFFF00";
end;
OnTimer6000:
- instance_announce 0, "Ancient Hero's Soul : My descendants... Listen carefully to what I'm going to say.",bc_map,"0xFFFF00";
+ instance_announce -1, "Ancient Hero's Soul : My descendants... Listen carefully to what I'm going to say.",bc_map,"0xFFFF00";
end;
OnTimer9000:
- instance_announce 0, "Ancient Hero's Soul : The altars that control the Main Altar's power are located in the Northeast, Southeast, Southwest and Northwest corners of this room.",bc_map,"0xFFFF00";
+ instance_announce -1, "Ancient Hero's Soul : The altars that control the Main Altar's power are located in the Northeast, Southeast, Southwest and Northwest corners of this room.",bc_map,"0xFFFF00";
end;
OnTimer12000:
- instance_announce 0, "Ancient Hero's Soul : Find these altars and activate their seals before Baphomet revives.",bc_map,"0xFFFF00";
+ instance_announce -1, "Ancient Hero's Soul : Find these altars and activate their seals before Baphomet revives.",bc_map,"0xFFFF00";
end;
OnTimer15000:
- instance_announce 0, "Baphomet : It's too late, weaklings... Now, you'll feel the despair of death!",bc_map,"0xdb7093";
+ instance_announce -1, "Baphomet : It's too late, weaklings... Now, you'll feel the despair of death!",bc_map,"0xdb7093";
end;
OnTimer17000:
- instance_announce 0, "Baphomet : No one can harm me here. You will be my first sacrifice.",bc_map,"0xdb7093";
+ instance_announce -1, "Baphomet : No one can harm me here. You will be my first sacrifice.",bc_map,"0xdb7093";
donpcevent instance_npcname("control_baphomet", instance_id())+"::OnEnable";
donpcevent instance_npcname("ins_2f_hero_broad2", instance_id())+"::OnEnable";
stopnpctimer;
@@ -1457,7 +1455,7 @@ OnMyMobDead:
if (mobcount("2@cata",instance_npcname("control_baphomet", instance_id())+"::OnMyMobDead") < 1) {
set 'ins_baphomet,7;
erasequest 3041;
- instance_announce 0, "Baphomet : No! Nonono! How dare these weaklings defeat me!... No!!...",bc_map,"0xdb7093";
+ instance_announce -1, "Baphomet : No! Nonono! How dare these weaklings defeat me!... No!!...",bc_map,"0xdb7093";
enablenpc instance_npcname("Ancient Hero's Soul#2F", instance_id());
disablenpc instance_npcname("slave_down", instance_id());
disablenpc instance_npcname("slave_left", instance_id());
@@ -1486,31 +1484,31 @@ OnDisable:
end;
OnTimer8000:
- instance_announce 0, "Ancient Hero's Soul : Don't be discouraged, Baphomet can still be defeated!",bc_map,"0xFFFF00";
+ instance_announce -1, "Ancient Hero's Soul : Don't be discouraged, Baphomet can still be defeated!",bc_map,"0xFFFF00";
end;
OnTimer11000:
- instance_announce 0, "Ancient Hero's Soul : Go to the altars and activate their seals.",bc_map,"0xFFFF00";
+ instance_announce -1, "Ancient Hero's Soul : Go to the altars and activate their seals.",bc_map,"0xFFFF00";
end;
OnTimer13000:
- instance_announce 0, "Ancient Hero's Soul : Once the seals recover their power, Baphomet will be vulnerable.",bc_map,"0xFFFF00";
+ instance_announce -1, "Ancient Hero's Soul : Once the seals recover their power, Baphomet will be vulnerable.",bc_map,"0xFFFF00";
end;
OnTimer16000:
- instance_announce 0, "Ancient Hero's Soul : You should lure Baphomet to the unsealed Altars. Otherwise, your efforts will be futile.",bc_map,"0xFFFF00";
+ instance_announce -1, "Ancient Hero's Soul : You should lure Baphomet to the unsealed Altars. Otherwise, your efforts will be futile.",bc_map,"0xFFFF00";
end;
OnTimer19000:
- instance_announce 0, "Ancient Hero's Soul : We have only 1 hour to stop Baphomet. If time runs out, the power of the seals will be useless.",bc_map,"0xFFFF00";
+ instance_announce -1, "Ancient Hero's Soul : We have only 1 hour to stop Baphomet. If time runs out, the power of the seals will be useless.",bc_map,"0xFFFF00";
end;
OnTimer22000:
- instance_announce 0, "Baphomet : It's useless. Make more seals. I'll crush them all. None of you will survive!",bc_map,"0xdb7093";
+ instance_announce -1, "Baphomet : It's useless. Make more seals. I'll crush them all. None of you will survive!",bc_map,"0xdb7093";
end;
OnTimer26000:
- instance_announce 0, "Ancient Hero's Soul : The magical power of the central seal is running out. Go to the central seal and put the magical power.",bc_map,"0xFFFF00";
+ instance_announce -1, "Ancient Hero's Soul : The magical power of the central seal is running out. Go to the central seal and put the magical power.",bc_map,"0xFFFF00";
enablenpc instance_npcname("Magical Seal#0", instance_id());
disablenpc instance_npcname("Magical Seal#2", instance_id());
disablenpc instance_npcname("Magical Seal#4", instance_id());
@@ -1586,11 +1584,11 @@ OnDisable:
end;
OnTimer3600000:
- instance_announce 0, "Baphomet : krrrr... Now you can't stop me with the seals. All you can do is wait for death!",bc_map,"0xdb7093";
+ instance_announce -1, "Baphomet : krrrr... Now you can't stop me with the seals. All you can do is wait for death!",bc_map,"0xdb7093";
end;
OnTimer3605000:
- instance_announce 0, "Ancient Hero's Soul : We can't stop Baphomet with the magical power of the seals anymore. Now everything depends on God...",bc_map,"0xFFFF00";
+ instance_announce -1, "Ancient Hero's Soul : We can't stop Baphomet with the magical power of the seals anymore. Now everything depends on God...",bc_map,"0xFFFF00";
donpcevent instance_npcname("ins_2f_hero_pattern_c", instance_id())+"::OnDisable";
end;
}
@@ -1609,7 +1607,7 @@ OnDisable:
OnTimer70000:
switch(rand(1,5)) {
case 1:
- instance_announce 0, "Ancient Hero's Soul : The seal of the Main Altar is running out. Strengthen the Main Altar's seal!",bc_map,"0xFFFF00";
+ instance_announce -1, "Ancient Hero's Soul : The seal of the Main Altar is running out. Strengthen the Main Altar's seal!",bc_map,"0xFFFF00";
enablenpc instance_npcname("Magical Seal#0", instance_id());
disablenpc instance_npcname("Magical Seal#2", instance_id());
disablenpc instance_npcname("Magical Seal#4", instance_id());
@@ -1617,7 +1615,7 @@ OnTimer70000:
disablenpc instance_npcname("Magical Seal#10", instance_id());
break;
case 2:
- instance_announce 0, "Ancient Hero's Soul : The magical power of the seal at 2 o'clock is running out. Go to 2 o'clock and put the magical power in the seal.",bc_map,"0xFFFF00";
+ instance_announce -1, "Ancient Hero's Soul : The magical power of the seal at 2 o'clock is running out. Go to 2 o'clock and put the magical power in the seal.",bc_map,"0xFFFF00";
disablenpc instance_npcname("Magical Seal#0", instance_id());
enablenpc instance_npcname("Magical Seal#2", instance_id());
disablenpc instance_npcname("Magical Seal#4", instance_id());
@@ -1625,7 +1623,7 @@ OnTimer70000:
disablenpc instance_npcname("Magical Seal#10", instance_id());
break;
case 3:
- instance_announce 0, "Ancient Hero's Soul : The magical power of the seal at 4 o'clock is running out. Go to 4 o'clock and put the magical power in the seal.",bc_map,"0xFFFF00";
+ instance_announce -1, "Ancient Hero's Soul : The magical power of the seal at 4 o'clock is running out. Go to 4 o'clock and put the magical power in the seal.",bc_map,"0xFFFF00";
disablenpc instance_npcname("Magical Seal#0", instance_id());
disablenpc instance_npcname("Magical Seal#2", instance_id());
enablenpc instance_npcname("Magical Seal#4", instance_id());
@@ -1633,7 +1631,7 @@ OnTimer70000:
disablenpc instance_npcname("Magical Seal#10", instance_id());
break;
case 4:
- instance_announce 0, "Ancient Hero's Soul : The magical power of the seal at 8 o'clock is running out. Go to 8 o'clock and put the magical power in the seal.",bc_map,"0xFFFF00";
+ instance_announce -1, "Ancient Hero's Soul : The magical power of the seal at 8 o'clock is running out. Go to 8 o'clock and put the magical power in the seal.",bc_map,"0xFFFF00";
disablenpc instance_npcname("Magical Seal#0", instance_id());
disablenpc instance_npcname("Magical Seal#2", instance_id());
disablenpc instance_npcname("Magical Seal#4", instance_id());
@@ -1641,7 +1639,7 @@ OnTimer70000:
disablenpc instance_npcname("Magical Seal#10", instance_id());
break;
case 5:
- instance_announce 0, "Ancient Hero's Soul : The magical power of the seal at 10 o'clock is running out. Go to 10 o'clock and put the magical power in the seal.",bc_map,"0xFFFF00";
+ instance_announce -1, "Ancient Hero's Soul : The magical power of the seal at 10 o'clock is running out. Go to 10 o'clock and put the magical power in the seal.",bc_map,"0xFFFF00";
disablenpc instance_npcname("Magical Seal#0", instance_id());
disablenpc instance_npcname("Magical Seal#2", instance_id());
disablenpc instance_npcname("Magical Seal#4", instance_id());
diff --git a/npc/jobs/novice/novice.txt b/npc/jobs/novice/novice.txt
deleted file mode 100644
index 755cc2bbb..000000000
--- a/npc/jobs/novice/novice.txt
+++ /dev/null
@@ -1,76 +0,0 @@
-//===== Hercules Script =======================================
-//= New Novice Training Grounds
-//===== By: ==================================================
-//= Streusel
-//===== Current Version: =====================================
-//= 1.0
-//===== Compatible With: =====================================
-//= Hercules
-//===== Description: =========================================
-//= New Novice Training Grounds
-//= [Hand Scripted (No Programs or AEGIS Scripts)]
-//===== Additional Comments: =================================
-//= 1.0 First version. [Streusel]
-//= Credits to whoever made Sprakki.
-//============================================================
-
-// Sprakki (Stard of Novice Training Ground, Outside Castle)
-//============================================================
-- script ::Captain_Carew -1,{
- if(job_novice_q < 1) {
- mes "[Captain Carew]";
- mes "Hello there! Welcome to the World of Ragnarok Online. My name is Captain Carew and I'm in charge of giving you basic gameplay tips.";
- mes "Click on the [Next] button or press [Enter] to continue.";
- next;
- mes "[Captain Carew]";
- mes "First you need to learn the very basics of controlling your character.";
- mes "All the basic ^4A4AFFmoves, selection of items, and attacks^000000 use the ^4A4AFFleft click of the mouse^000000.";
- next;
- cutin "tutorial01",3;
- mes "-! Info !-";
- mes "Click on the ground to move the character.";
- mes "Attacking monsters and conversations with the people of this world can be done by simply clicking on them.";
- next;
- cutin "",255;
- mes "[Captain Carew]";
- mes "First off, try moving around.";
- mes "Do you see that wooden bridge to the right?";
- next;
- setquest 7117;
- set job_novice_q,1;
- mes "[Captain Carew]";
- mes "Walk over that bridge and there's a castle used as the Training Center.";
- mes "I will be waiting for you inside of that Castle. Please come to the castle by yourself.";
- next;
- cutin "tutorial02",3;
- mes "-! Info !-";
- mes "You've received a quest from Sprakki.";
- mes "You can check the contents of the quest in the Quest Info Window.";
- next;
- mes "[Captain Carew]";
- mes "I will wait inside the Training Center across the bridge.";
- next;
- mes "-! Info !-";
- mes "You can open the Quest Info Window by pressing the ^4A4AFFALT + U^000000 keys at the same time.";
- next;
- cutin "",255;
- mes "[Captain Carew]";
- mes "Have you checked the Quest Info Window?";
- mes "I'll be waiting in the castle across the bridge.";
- close;
- }
- mes "[Carew]";
- mes "I'm not sure what's happening, I'm very shy.";
- mes "Meet me in Izlude again.";
- mes "";
- next;
- mes "[Carew]";
- mes "I'm now heading to the local harbor of Izlude.";
- mes "Now, sleep unti we arrive.";
- close;
-}
-
-//Official view id 639
-iz_int01,91,81,4 script ::Rumin 99,{
-end;
-}
diff --git a/npc/mobs/citycleaners.txt b/npc/mobs/citycleaners.txt
index 0e810ac5b..749efed85 100644
--- a/npc/mobs/citycleaners.txt
+++ b/npc/mobs/citycleaners.txt
@@ -46,3 +46,5 @@ einbech,0,0,0,0 monster Tarou 1175,5,1800000,1500000,0
// payon_in02 - Inside Payon
//==================================================
payon_in02,23,68,5,5 monster Thief Bug Egg 1048,7,1200000,600000,0
+
+job3_war01,19,33,5,5 monster Thief Bug Egg 1048,1,12,60,0
diff --git a/npc/other/poring_war.txt b/npc/other/poring_war.txt
index f81b54f89..95a17d241 100644
--- a/npc/other/poring_war.txt
+++ b/npc/other/poring_war.txt
@@ -3,7 +3,7 @@
//===== By: ==================================================
//= Kisuka
//===== Current Version: =====================================
-//= 1.1b
+//= 1.2
//===== Description: =========================================
//= [Aegis Conversion]
//= Poring War
@@ -12,6 +12,7 @@
//= 1.1 Fixed some typos/bugs. [CalciumKid]
//= 1.1a Fixed Waiting rooms witht he default MAX_LEVEL [Slim]
//= 1.1b Fixed incorrect label calls. [Euphy]
+//= 1.2 Added missing barrier resets, credits to Zopokx. [Euphy]
//============================================================
// Poring War Recruiter
@@ -929,23 +930,23 @@ OnStop:
end;
OnAngelingWin:
- removemapflag "poring_w02",mf_partylock;
- removemapflag "poring_w02",mf_pvp;
- removemapflag "poring_w02",mf_pvp_noguild;
- removemapflag "poring_w02",mf_pvp_nocalcrank;
- mapannounce "poring_w02","Mr. Doppel: Angeling Team of party " + getpartyname($@wop_team_a) + " won the battle!",0,0xf08080;
- donpcevent "Deviruchi#wop_endmaster::OnEnable";
- stopnpctimer;
- end;
-
+ set .@i,1;
OnDevilingWin:
removemapflag "poring_w02",mf_partylock;
removemapflag "poring_w02",mf_pvp;
removemapflag "poring_w02",mf_pvp_noguild;
removemapflag "poring_w02",mf_pvp_nocalcrank;
- mapannounce "poring_w02","Mr. Doppel: Deviling Team of party " + getpartyname($@wop_team_d) + " won the battle!",0,0xf08080;
+ if (.@i)
+ mapannounce "poring_w02","Mr. Doppel: Angeling Team of party " + getpartyname($@wop_team_a) + " won the battle!",0,0xf08080;
+ else
+ mapannounce "poring_w02","Mr. Doppel: Deviling Team of party " + getpartyname($@wop_team_d) + " won the battle!",0,0xf08080;
donpcevent "Deviruchi#wop_endmaster::OnEnable";
stopnpctimer;
+ // Reset Barriers
+ donpcevent "#aroom_ingate_wop::OnDisable";
+ donpcevent "#aroom_outgate_wop::OnDisable";
+ donpcevent "#droom_ingate_wop::OnDisable";
+ donpcevent "#droom_outgate_wop::OnDisable";
end;
OnTimer5000:
diff --git a/npc/quests/quests_13_1.txt b/npc/quests/quests_13_1.txt
index 78c843ae5..627688922 100644
--- a/npc/quests/quests_13_1.txt
+++ b/npc/quests/quests_13_1.txt
@@ -8877,7 +8877,7 @@ mid_campin,90,121,5 script Hibba Agip 459,{
mes "What is it?";
next;
mes "[Staff Officer Abidal]";
- mes "Err? Hey, aren't you that famous adventurer," + strcharinfo(0) + "? I've heard many good things about you.";
+ mes "Err? Hey, aren't you that famous adventurer, " + strcharinfo(0) + "? I've heard many good things about you.";
next;
mes "[Instructor Igrid]";
mes "I don't know what you're talking about. Boss, do you know this adventurer?";
@@ -8919,7 +8919,7 @@ mid_campin,90,121,5 script Hibba Agip 459,{
}
else if (ep13_1_edq == 2) {
mes "[Hibba Agip]";
- mes "Oh yes, right... You're" + strcharinfo(0) + ", right? Abidal has told me good things about you.";
+ mes "Oh yes, right... You're " + strcharinfo(0) + ", right? Abidal has told me good things about you.";
next;
mes "[Hibba Agip]";
mes "We're lucky to have you, my friend... I hope you're as good as the stories play you up to be.";
@@ -10195,7 +10195,7 @@ mid_camp,206,286,3 script Expedition Messenger 997,{
if ((ep13_1_edq == 3) && (countitem(11012) > 0)) {
mes "[Expedition Messenger]";
mes "Welcome, I've been waiting for you.";
- mes "You must be" + strcharinfo(0) + ". Nice to meet you.";
+ mes "You must be " + strcharinfo(0) + ". Nice to meet you.";
next;
mes "[Expedition Messenger]";
mes "Let me check something quicly. You received the report directly from the commander, didn't you? May I see it?";
@@ -10205,7 +10205,7 @@ mid_camp,206,286,3 script Expedition Messenger 997,{
mes ".........";
next;
mes "[Expedition Messenger]";
- mes "Excellent. Thank you. Then we'll go back to the mainland and let the leaders know that you,"+ strcharinfo(0) + ", have departed.";
+ mes "Excellent. Thank you. Then we'll go back to the mainland and let the leaders know that you, "+ strcharinfo(0) + ", have departed.";
next;
mes "[Expedition Messenger]";
mes "Guys, it's time to go.";
@@ -10255,7 +10255,7 @@ mid_camp,206,286,3 script Expedition Messenger 997,{
mes "Argh... You...";
next;
mes "[Expedition Messenger]";
- mes "*Cough* Oh, thank god!" + strcharinfo(0) + ", please take the report and run!";
+ mes "*Cough* Oh, thank god! " + strcharinfo(0) + ", please take the report and run!";
next;
mes "[???]";
mes "No... Noooo!";
@@ -10263,7 +10263,7 @@ mid_camp,206,286,3 script Expedition Messenger 997,{
specialeffect2 EF_SOULBREAKER;
specialeffect2 EF_SONICBLOWHIT;
mes "[Expedition Messenger]";
- mes "Argh..." + strcharinfo(0) + ", are you alright? The report... The report...";
+ mes "Argh... " + strcharinfo(0) + ", are you alright? The report... The report...";
next;
delitem 11012,1; //Expedition_Report
set ep13_1_edq,4;
@@ -10308,7 +10308,7 @@ mid_camp,206,286,3 script Expedition Messenger 997,{
mes "Argh... You...";
next;
mes "[Expedition Messenger]";
- mes "*Cough* Oh, thank god!" + strcharinfo(0) + ", please take the report and run!";
+ mes "*Cough* Oh, thank god! " + strcharinfo(0) + ", please take the report and run!";
next;
mes "[???]";
mes "No... Noooo!";
@@ -10316,7 +10316,7 @@ mid_camp,206,286,3 script Expedition Messenger 997,{
specialeffect2 EF_SOULBREAKER;
specialeffect2 EF_SONICBLOWHIT;
mes "[Expedition Messenger]";
- mes "Argh..." + strcharinfo(0) + ", are you alright? The report... The report...";
+ mes "Argh... " + strcharinfo(0) + ", are you alright? The report... The report...";
next;
mes "[Expedition Agent]";
mes "We lost the report. The pages are blowing away!";
@@ -10458,7 +10458,7 @@ man_fild01,315,95,3 script Expedition Scout#1 707,{
set .@ep13_search_lotto,rand(1,6);
if (.@ep13_search_lotto == 4) {
mes "[Expedition Scout]";
- mes "Oh, you must be" + strcharinfo(0) + ". I heard that you'll be delivering the report.";
+ mes "Oh, you must be " + strcharinfo(0) + ". I heard that you'll be delivering the report.";
next;
mes "[Expedition Scout]";
mes "Good news! I've found 5 pieces of paper that appear to be part of the report.";
@@ -10473,7 +10473,7 @@ man_fild01,315,95,3 script Expedition Scout#1 707,{
}
else if ((.@ep13_search_lotto == 1) || (.@ep13_search_lotto == 6)) {
mes "[Expedition Scout]";
- mes "Oh, you must be" + strcharinfo(0) + ". I heard that you'll be delivering the report.";
+ mes "Oh, you must be " + strcharinfo(0) + ". I heard that you'll be delivering the report.";
next;
mes "[Expedition Scout]";
mes "Good news! I've found 2 pieces of paper that appear to be part of the report.";
@@ -10488,7 +10488,7 @@ man_fild01,315,95,3 script Expedition Scout#1 707,{
}
else if (.@ep13_search_lotto == 3) {
mes "[Expedition Scout]";
- mes "Oh, you must be" + strcharinfo(0) + ". I heard that you'll be delivering the report.";
+ mes "Oh, you must be " + strcharinfo(0) + ". I heard that you'll be delivering the report.";
next;
mes "[Expedition Scout]";
mes "Good news! I've found 3 pieces of paper that appear to be part of the report.";
@@ -10503,7 +10503,7 @@ man_fild01,315,95,3 script Expedition Scout#1 707,{
}
else {
mes "[Expedition Scout]";
- mes "Oh, you must be" + strcharinfo(0) + ". I heard that you'll be delivering the report.";
+ mes "Oh, you must be " + strcharinfo(0) + ". I heard that you'll be delivering the report.";
next;
mes "[Expedition Scout]";
mes "I'm doing my best, but I haven't found any pages yet.";
@@ -10518,7 +10518,7 @@ man_fild01,315,95,3 script Expedition Scout#1 707,{
}
else if (((ep13_1_edq == 71) || (ep13_1_edq == 72)) && ((.@ep13_search_control == 0) || (.@ep13_search_control == 1))) {
mes "[Expedition Scout]";
- mes "Oh, you must be" + strcharinfo(0) + ". I heard that you'll be delivering the report.";
+ mes "Oh, you must be " + strcharinfo(0) + ". I heard that you'll be delivering the report.";
next;
mes "[Expedition Scout]";
mes "Searching for lost pages was tougher then I expected. Please come back later when I'm finished making one round.";
@@ -10528,7 +10528,7 @@ man_fild01,315,95,3 script Expedition Scout#1 707,{
set .@ep13_search_lotto,rand(1,6);
if (.@ep13_search_lotto == 4) {
mes "[Expedition Scout]";
- mes "Oh, you must be" + strcharinfo(0) + ". I heard that you'll be delivering the report.";
+ mes "Oh, you must be " + strcharinfo(0) + ". I heard that you'll be delivering the report.";
next;
mes "[Expedition Scout]";
mes "Good news! I've found 5 pieces of paper that appear to be part of the report.";
@@ -10542,7 +10542,7 @@ man_fild01,315,95,3 script Expedition Scout#1 707,{
}
else if ((.@ep13_search_lotto == 1) || (.@ep13_search_lotto == 6)) {
mes "[Expedition Scout]";
- mes "Oh, you must be" + strcharinfo(0) + ". I heard that you'll be delivering the report.";
+ mes "Oh, you must be " + strcharinfo(0) + ". I heard that you'll be delivering the report.";
next;
mes "[Expedition Scout]";
mes "Good news! I've found 2 pieces of paper that appear to be part of the report.";
@@ -10556,7 +10556,7 @@ man_fild01,315,95,3 script Expedition Scout#1 707,{
}
else if (.@ep13_search_lotto == 3) {
mes "[Expedition Scout]";
- mes "Oh, you must be" + strcharinfo(0) + ". I heard that you'll be delivering the report.";
+ mes "Oh, you must be " + strcharinfo(0) + ". I heard that you'll be delivering the report.";
next;
mes "[Expedition Scout]";
mes "Good news! I've found 3 pieces of paper that appear to be part of the report.";
@@ -10570,7 +10570,7 @@ man_fild01,315,95,3 script Expedition Scout#1 707,{
}
else {
mes "[Expedition Scout]";
- mes "Oh, you must be" + strcharinfo(0) + ". I heard that you'll be delivering the report.";
+ mes "Oh, you must be " + strcharinfo(0) + ". I heard that you'll be delivering the report.";
next;
mes "[Expedition Scout]";
mes "I'm doing my best, but I haven't found any pages yet.";
@@ -10633,7 +10633,7 @@ man_fild03,202,251,3 script Expedition Scout#2 707,{
set .@ep13_search_lotto,rand(1,6);
if (.@ep13_search_lotto == 4) {
mes "[Expedition Scout]";
- mes "Oh, you must be" + strcharinfo(0) + ". I heard that you'll be delivering the report.";
+ mes "Oh, you must be " + strcharinfo(0) + ". I heard that you'll be delivering the report.";
next;
mes "[Expedition Scout]";
mes "Good news! I've found 5 pieces of paper that appear to be part of the report.";
@@ -10648,7 +10648,7 @@ man_fild03,202,251,3 script Expedition Scout#2 707,{
}
else if ((.@ep13_search_lotto == 1) || (.@ep13_search_lotto == 6)) {
mes "[Expedition Scout]";
- mes "Oh, you must be" + strcharinfo(0) + ". I heard that you'll be delivering the report.";
+ mes "Oh, you must be " + strcharinfo(0) + ". I heard that you'll be delivering the report.";
next;
mes "[Expedition Scout]";
mes "Good news! I've found 2 piece of paper that appear to be part of the report.";
@@ -10663,7 +10663,7 @@ man_fild03,202,251,3 script Expedition Scout#2 707,{
}
else if (.@ep13_search_lotto == 3) {
mes "[Expedition Scout]";
- mes "Oh, you must be" + strcharinfo(0) + ". I heard that you'll be delivering the report.";
+ mes "Oh, you must be " + strcharinfo(0) + ". I heard that you'll be delivering the report.";
next;
mes "[Expedition Scout]";
mes "Good news! I've found 3 pieces of paper that appear to be part of the report.";
@@ -10678,7 +10678,7 @@ man_fild03,202,251,3 script Expedition Scout#2 707,{
}
else {
mes "[Expedition Scout]";
- mes "Oh, you must be" + strcharinfo(0) + ". I heard that you'll be delivering the report.";
+ mes "Oh, you must be " + strcharinfo(0) + ". I heard that you'll be delivering the report.";
next;
mes "[Expedition Scout]";
mes "I'm doing my best, but I haven't found any pages yet.";
@@ -10693,7 +10693,7 @@ man_fild03,202,251,3 script Expedition Scout#2 707,{
}
else if (((ep13_1_edq == 71) || (ep13_1_edq == 72)) && ((.@ep13_search_control == 0) || (.@ep13_search_control == 1))) {
mes "[Expedition Scout]";
- mes "Oh, you must be" + strcharinfo(0) + ". I heard that you'll be delivering the report.";
+ mes "Oh, you must be " + strcharinfo(0) + ". I heard that you'll be delivering the report.";
next;
mes "[Expedition Scout]";
mes "Searching for lost pages was tougher then I expected. Please come back later when I'm finished making one round.";
@@ -10703,7 +10703,7 @@ man_fild03,202,251,3 script Expedition Scout#2 707,{
set .@ep13_search_lotto,rand(1,6);
if (.@ep13_search_lotto == 4) {
mes "[Expedition Scout]";
- mes "Oh, you must be" + strcharinfo(0) + ". I heard that you'll be delivering the report.";
+ mes "Oh, you must be " + strcharinfo(0) + ". I heard that you'll be delivering the report.";
next;
mes "[Expedition Scout]";
mes "Good news! I've found 5 pieces of paper that appear to be part of the report.";
@@ -10717,7 +10717,7 @@ man_fild03,202,251,3 script Expedition Scout#2 707,{
}
else if ((.@ep13_search_lotto == 1) || (.@ep13_search_lotto == 6)) {
mes "[Expedition Scout]";
- mes "Oh, you must be" + strcharinfo(0) + ". I heard that you'll be delivering the report.";
+ mes "Oh, you must be " + strcharinfo(0) + ". I heard that you'll be delivering the report.";
next;
mes "[Expedition Scout]";
mes "Good news! I've found 2 pieces of paper that appear to be part of the report.";
@@ -10731,7 +10731,7 @@ man_fild03,202,251,3 script Expedition Scout#2 707,{
}
else if (.@ep13_search_lotto == 3) {
mes "[Expedition Scout]";
- mes "Oh, you must be" + strcharinfo(0) + ". I heard that you'll be delivering the report.";
+ mes "Oh, you must be " + strcharinfo(0) + ". I heard that you'll be delivering the report.";
next;
mes "[Expedition Scout]";
mes "Good news! I've found 3 pieces of paper that appear to be part of the report.";
@@ -10745,7 +10745,7 @@ man_fild03,202,251,3 script Expedition Scout#2 707,{
}
else {
mes "[Expedition Scout]";
- mes "Oh, you must be" + strcharinfo(0) + ". I heard that you'll be delivering the report.";
+ mes "Oh, you must be " + strcharinfo(0) + ". I heard that you'll be delivering the report.";
next;
mes "[Expedition Scout]";
mes "I'm doing my best, but I haven't found any pages yet.";
@@ -10798,7 +10798,7 @@ spl_fild02,295,368,3 script Expedition Scout#3 707,{
set .@ep13_search_lotto,rand(1,6);
if (.@ep13_search_lotto == 4) {
mes "[Expedition Scout]";
- mes "Oh, you must be" + strcharinfo(0) + ". I heard that you'll be delivering the report.";
+ mes "Oh, you must be " + strcharinfo(0) + ". I heard that you'll be delivering the report.";
next;
mes "[Expedition Scout]";
mes "Good news! I've found 5 pieces of paper that appear to be part of the report.";
@@ -10813,7 +10813,7 @@ spl_fild02,295,368,3 script Expedition Scout#3 707,{
}
else if ((.@ep13_search_lotto == 1) || (.@ep13_search_lotto == 6)) {
mes "[Expedition Scout]";
- mes "Oh, you must be" + strcharinfo(0) + ". I heard that you'll be delivering the report.";
+ mes "Oh, you must be " + strcharinfo(0) + ". I heard that you'll be delivering the report.";
next;
mes "[Expedition Scout]";
mes "Good news! I've found 2 pieces of paper that appear to be part of the report.";
@@ -10828,7 +10828,7 @@ spl_fild02,295,368,3 script Expedition Scout#3 707,{
}
else if (.@ep13_search_lotto == 3) {
mes "[Expedition Scout]";
- mes "Oh, you must be" + strcharinfo(0) + ". I heard that you'll be delivering the report.";
+ mes "Oh, you must be " + strcharinfo(0) + ". I heard that you'll be delivering the report.";
next;
mes "[Expedition Scout]";
mes "Good news! I've found 3 pieces of paper that appear to be part of the report.";
@@ -10843,7 +10843,7 @@ spl_fild02,295,368,3 script Expedition Scout#3 707,{
}
else {
mes "[Expedition Scout]";
- mes "Oh, you must be" + strcharinfo(0) + ". I heard that you'll be delivering the report.";
+ mes "Oh, you must be " + strcharinfo(0) + ". I heard that you'll be delivering the report.";
next;
mes "[Expedition Scout]";
mes "I'm doing my best, but I haven't found any pages yet.";
@@ -10858,7 +10858,7 @@ spl_fild02,295,368,3 script Expedition Scout#3 707,{
}
else if (((ep13_1_edq == 71) || (ep13_1_edq == 72)) && ((.@ep13_search_control == 0) || (.@ep13_search_control == 1))) {
mes "[Expedition Scout]";
- mes "Oh, you must be" + strcharinfo(0) + ". I heard that you'll be delivering the report.";
+ mes "Oh, you must be " + strcharinfo(0) + ". I heard that you'll be delivering the report.";
next;
mes "[Expedition Scout]";
mes "Searching for lost pages was tougher then I expected. Please come back later when I'm finished making one round.";
@@ -10868,7 +10868,7 @@ spl_fild02,295,368,3 script Expedition Scout#3 707,{
set .@ep13_search_lotto,rand(1,6);
if (.@ep13_search_lotto == 4) {
mes "[Expedition Scout]";
- mes "Oh, you must be" + strcharinfo(0) + ". I heard that you'll be delivering the report.";
+ mes "Oh, you must be " + strcharinfo(0) + ". I heard that you'll be delivering the report.";
next;
mes "[Expedition Scout]";
mes "Good news! I've found 5 pieces of paper that appear to be part of the report.";
@@ -10882,7 +10882,7 @@ spl_fild02,295,368,3 script Expedition Scout#3 707,{
}
else if ((.@ep13_search_lotto == 1) || (.@ep13_search_lotto == 6)) {
mes "[Expedition Scout]";
- mes "Oh, you must be" + strcharinfo(0) + ". I heard that you'll be delivering the report.";
+ mes "Oh, you must be " + strcharinfo(0) + ". I heard that you'll be delivering the report.";
next;
mes "[Expedition Scout]";
mes "Good news! I've found 2 piece of paper that appear to be part of the report.";
@@ -10896,7 +10896,7 @@ spl_fild02,295,368,3 script Expedition Scout#3 707,{
}
else if (.@ep13_search_lotto == 3) {
mes "[Expedition Scout]";
- mes "Oh, you must be" + strcharinfo(0) + ". I heard that you'll be delivering the report.";
+ mes "Oh, you must be " + strcharinfo(0) + ". I heard that you'll be delivering the report.";
next;
mes "[Expedition Scout]";
mes "Good news! I've found 3 pieces of paper that appear to be part of the report.";
@@ -10910,7 +10910,7 @@ spl_fild02,295,368,3 script Expedition Scout#3 707,{
}
else {
mes "[Expedition Scout]";
- mes "Oh, you must be" + strcharinfo(0) + ". I heard that you'll be delivering the report.";
+ mes "Oh, you must be " + strcharinfo(0) + ". I heard that you'll be delivering the report.";
next;
mes "[Expedition Scout]";
mes "I'm doing my best, but I haven't found any pages yet.";
@@ -10973,7 +10973,7 @@ spl_fild03,172,71,3 script Expedition Scout#4 707,{
set .@ep13_search_lotto,rand(1,6);
if (.@ep13_search_lotto == 4) {
mes "[Expedition Scout]";
- mes "Oh, you must be" + strcharinfo(0) + ". I heard that you'll be delivering the report.";
+ mes "Oh, you must be " + strcharinfo(0) + ". I heard that you'll be delivering the report.";
next;
mes "[Expedition Scout]";
mes "Good news! I've found 5 pieces of paper that appear to be part of the report.";
@@ -10988,7 +10988,7 @@ spl_fild03,172,71,3 script Expedition Scout#4 707,{
}
else if ((.@ep13_search_lotto == 1) || (.@ep13_search_lotto == 6)) {
mes "[Expedition Scout]";
- mes "Oh, you must be" + strcharinfo(0) + ". I heard that you'll be delivering the report.";
+ mes "Oh, you must be " + strcharinfo(0) + ". I heard that you'll be delivering the report.";
next;
mes "[Expedition Scout]";
mes "Good news! I've found 2 pieces of paper that appear to be part of the report.";
@@ -11003,7 +11003,7 @@ spl_fild03,172,71,3 script Expedition Scout#4 707,{
}
else if (.@ep13_search_lotto == 3) {
mes "[Expedition Scout]";
- mes "Oh, you must be" + strcharinfo(0) + ". I heard that you'll be delivering the report.";
+ mes "Oh, you must be " + strcharinfo(0) + ". I heard that you'll be delivering the report.";
next;
mes "[Expedition Scout]";
mes "Good news! I've found 3 pieces of paper that appear to be part of the report.";
@@ -11018,7 +11018,7 @@ spl_fild03,172,71,3 script Expedition Scout#4 707,{
}
else {
mes "[Expedition Scout]";
- mes "Oh, you must be" + strcharinfo(0) + ". I heard that you'll be delivering the report.";
+ mes "Oh, you must be " + strcharinfo(0) + ". I heard that you'll be delivering the report.";
next;
mes "[Expedition Scout]";
mes "I'm doing my best, but I haven't found any pages yet.";
@@ -11033,7 +11033,7 @@ spl_fild03,172,71,3 script Expedition Scout#4 707,{
}
else if (((ep13_1_edq == 71) || (ep13_1_edq == 72)) && ((.@ep13_search_control == 0) || (.@ep13_search_control == 1))) {
mes "[Expedition Scout]";
- mes "Oh, you must be" + strcharinfo(0) + ". I heard that you'll be delivering the report.";
+ mes "Oh, you must be " + strcharinfo(0) + ". I heard that you'll be delivering the report.";
next;
mes "[Expedition Scout]";
mes "Searching for lost pages was tougher then I expected. Please come back later when I'm finished making one round.";
@@ -11043,7 +11043,7 @@ spl_fild03,172,71,3 script Expedition Scout#4 707,{
set .@ep13_search_lotto,rand(1,6);
if (.@ep13_search_lotto == 4) {
mes "[Expedition Scout]";
- mes "Oh, you must be" + strcharinfo(0) + ". I heard that you'll be delivering the report.";
+ mes "Oh, you must be " + strcharinfo(0) + ". I heard that you'll be delivering the report.";
next;
mes "[Expedition Scout]";
mes "Good news! I've found 5 pieces of paper that appear to be part of the report.";
@@ -11057,7 +11057,7 @@ spl_fild03,172,71,3 script Expedition Scout#4 707,{
}
else if ((.@ep13_search_lotto == 1) || (.@ep13_search_lotto == 6)) {
mes "[Expedition Scout]";
- mes "Oh, you must be" + strcharinfo(0) + ". I heard that you'll be delivering the report.";
+ mes "Oh, you must be " + strcharinfo(0) + ". I heard that you'll be delivering the report.";
next;
mes "[Expedition Scout]";
mes "Good news! I've found 2 pieces of paper that appear to be part of the report.";
@@ -11071,7 +11071,7 @@ spl_fild03,172,71,3 script Expedition Scout#4 707,{
}
else if (.@ep13_search_lotto == 3) {
mes "[Expedition Scout]";
- mes "Oh, you must be" + strcharinfo(0) + ". I heard that you'll be delivering the report.";
+ mes "Oh, you must be " + strcharinfo(0) + ". I heard that you'll be delivering the report.";
next;
mes "[Expedition Scout]";
mes "Good news! I've found 3 pieces of paper that appear to be part of the report.";
@@ -11085,7 +11085,7 @@ spl_fild03,172,71,3 script Expedition Scout#4 707,{
}
else {
mes "[Expedition Scout]";
- mes "Oh, you must be" + strcharinfo(0) + ". I heard that you'll be delivering the report.";
+ mes "Oh, you must be " + strcharinfo(0) + ". I heard that you'll be delivering the report.";
next;
mes "[Expedition Scout]";
mes "I'm doing my best, but I haven't found any pages yet.";
diff --git a/npc/quests/skills/assassin_skills.txt b/npc/quests/skills/assassin_skills.txt
index 109d699d3..4fddf6b12 100644
--- a/npc/quests/skills/assassin_skills.txt
+++ b/npc/quests/skills/assassin_skills.txt
@@ -758,7 +758,7 @@ OnTouch:
mes "the coffin bit your";
mes "hand really hard!^000000";
sc_start SC_Poison,30000,0;
- sc_start SC_Bleeding,10000,0;
+ sc_start SC_BLOODING,10000,0;
Emotion e_omg,1;
close;
case 2:
@@ -830,7 +830,7 @@ OnTouch:
mes "the coffin bit your";
mes "hand really hard!^000000";
sc_start SC_Poison,30000,0;
- sc_start SC_Bleeding,10000,0;
+ sc_start SC_BLOODING,10000,0;
Emotion e_omg,1;
close;
}
diff --git a/npc/quests/skills/novice_skills.txt b/npc/quests/skills/novice_skills.txt
index 92cc797e6..17a670eed 100644
--- a/npc/quests/skills/novice_skills.txt
+++ b/npc/quests/skills/novice_skills.txt
@@ -15,7 +15,7 @@
//============================================================
prt_in,234,133,4 script Nami 66,{
- if ((Class == Job_Novice) && (JobLevel > 3 || BaseLevel > 11) && (skill_nov < 3)) {
+ if ((Class == Job_Novice || Class == Job_Baby) && (JobLevel > 3 || BaseLevel > 11) && (skill_nov < 3)) {
mes "[Nami]";
mes "Hello!";
mes "I want to be a nurse so bad!";
@@ -189,7 +189,7 @@ prt_in,234,133,4 script Nami 66,{
}
prt_in,73,87,4 script Chivalry Member 65,{
- if ((Class == Job_Novice) && (JobLevel > 6) && ((skill_nov >= 3) && (skill_nov <= 5))) {
+ if ((Class == Job_Novice || Class == Job_Baby) && (JobLevel > 6) && ((skill_nov >= 3) && (skill_nov <= 5))) {
mes "[Bulma]";
mes "Yeah. . . I look great. . .";
mes "I am a knight in the knight's";
diff --git a/npc/re/cities/dewata.txt b/npc/re/cities/dewata.txt
index 6bbbfeb4e..3c5953adf 100644
--- a/npc/re/cities/dewata.txt
+++ b/npc/re/cities/dewata.txt
@@ -457,32 +457,32 @@ dewata,89,191,6 script Small Shrine#dew1 844,{
callsub L_Wish;
set Zeny, Zeny - .@input;
if (.@stat & 1 && .@bonus){
- sc_start SC_STRFOOD,1200000,3;
+ sc_start SC_FOOD_STR,1200000,3;
percentheal 5,0;
//consumeitem 12043; //Str_Dish03
}
else if (.@stat & 2 && .@bonus){
- sc_start SC_AGIFOOD,1200000,3;
+ sc_start SC_FOOD_AGI,1200000,3;
percentheal 5,0;
//consumeitem 12058; //Agi_Dish03
}
else if (.@stat & 4 && .@bonus){
- sc_start SC_DEXFOOD,1200000,3;
+ sc_start SC_FOOD_DEX,1200000,3;
percentheal 5,0;
//consumeitem 12063; //Dex_Dish03
}
else if (.@stat & 8 && .@bonus){
- sc_start SC_VITFOOD,1200000,3;
+ sc_start SC_FOOD_VIT,1200000,3;
percentheal 5,0;
//consumeitem 12053; //Vit_Dish03
}
else if (.@stat & 16 && .@bonus){
- sc_start SC_INTFOOD,1200000,3;
+ sc_start SC_FOOD_INT,1200000,3;
percentheal 5,0;
//consumeitem 12048; //Int_Dish03
}
else if (.@stat & 32 && .@bonus){
- sc_start SC_LUKFOOD,1200000,3;
+ sc_start SC_FOOD_LUK,1200000,3;
percentheal 5,0;
//consumeitem 12068; //Luk_Dish03
}
diff --git a/npc/re/cities/izlude.txt b/npc/re/cities/izlude.txt
index 877efe67c..24390f070 100644
--- a/npc/re/cities/izlude.txt
+++ b/npc/re/cities/izlude.txt
@@ -95,4 +95,4 @@ izlude,146,205,7 script Magpies Adventurer#iz-02 706,{
izlude,120,254,0 script Siege Monument#izlude 111,{
end;
-} \ No newline at end of file
+}
diff --git a/npc/re/guides/guides_mora.txt b/npc/re/guides/guides_mora.txt
new file mode 100644
index 000000000..0cb0db35d
--- /dev/null
+++ b/npc/re/guides/guides_mora.txt
@@ -0,0 +1,215 @@
+//===== rAthena Script =======================================
+//= Mora Guides
+//===== By: ==================================================
+//= Euphy
+//===== Current Version: =====================================
+//= 1.0
+//===== Compatible With: =====================================
+//= rAthena SVN
+//===== Description: =========================================
+//= Guides for the city of Mora.
+//===== Additional Comments: =================================
+//= 1.0 First version. [Euphy]
+//============================================================
+
+mora,25,158,5 script Raffle Guide#north 516,{
+ mes "[Raffoh]";
+ mes "Laoh~!";
+ mes "Welcome to the Village of Mora.";
+ mes "I can tell you whatever you want to know about the village~!";
+ next;
+ switch(select("[ Inn ]:[ Residences ]:[ Stores ]:[ Warehouse ]:Remove markers from the mini-map:Quit")) {
+ case 1:
+ mes "[Raffoh]";
+ mes "Laoh~!";
+ mes "We have an inn but we can't make travelers sleep like Raffles...";
+ mes "Get some rest!";
+ viewpoint 1,44,134,0,0x0A82FF;
+ close;
+ case 2:
+ mes "[Raffoh]";
+ mes "Laoh~!";
+ mes "This is where Raffles' houses are...";
+ mes "But keep the noise down because people are asleep~!";
+ viewpoint 1,119,170,1,0xAAFF00;
+ close;
+ case 3:
+ mes "[Raffoh]";
+ mes "Laoh~!";
+ mes "If you are looking for souvenirs, you can buy some in this district.";
+ viewpoint 1,112,110,2,0xDA70D6;
+ close;
+ case 4:
+ mes "[Raffoh]";
+ mes "Laoh~!";
+ mes "This is where they keep all kinds of packages and groceries.";
+ mes "There are many things that don't belong to the Raffles, so be careful!";
+ viewpoint 1,182,161,3,0xFF1493;
+ close;
+ case 5:
+ mes "[Raffoh]";
+ mes "Laoh~! I'm removing them all~!";
+ viewpoint 2,1,1,0,0xFFFF00;
+ viewpoint 2,1,1,1,0xFFFF00;
+ viewpoint 2,1,1,2,0xFFFF00;
+ viewpoint 2,1,1,3,0xFFFF00;
+ close;
+ case 6:
+ mes "[Raffoh]";
+ mes "Laoh~!";
+ mes "What kinds of sports are popular in your homeland?";
+ close;
+ }
+}
+
+mora,167,76,3 script Raffle Guide#east 522,{
+ mes "[Raffuh]";
+ mes "Uh...";
+ mes "This, this is the Village of Mora.";
+ mes "Uh... which place do you want to know about?";
+ next;
+ switch(select("[ Inn ]:[ Residences ]:[ Stores ]:[ Warehouse ]:Remove markers from the mini-map:Quit")) {
+ case 1:
+ mes "[Raffuh]";
+ mes "Uh...";
+ mes "Are, are you sleepy?";
+ mes "You can sleep here uh!! Put your stuff down uh! And-- and---";
+ viewpoint 1,44,134,0,0x0A82FF;
+ close;
+ case 2:
+ mes "[Raffuh]";
+ mes "Uh...";
+ mes "Why are you trying to find out where I live--?";
+ mes "Uh, no... I'd like to live with my friends--";
+ viewpoint 1,119,170,1,0xAAFF00;
+ close;
+ case 3:
+ mes "[Raffuh]";
+ mes "Uh...";
+ mes "There are a lot of things in those stores-- oh, there is a hot spring also uh!";
+ viewpoint 1,112,110,2,0xDA70D6;
+ close;
+ case 4:
+ mes "[Raffuh]";
+ mes "Uh...";
+ mes "You can't just march into the warehouse, or you'll be in trouble--";
+ mes "Many of the things there are from outside the village-- Raffuh has been in trouble several times--";
+ viewpoint 1,182,161,3,0xFF1493;
+ close;
+ case 5:
+ mes "[Raffuh]";
+ mes "Are you sure you want them removed?";
+ viewpoint 2,1,1,0,0xFFFF00;
+ viewpoint 2,1,1,1,0xFFFF00;
+ viewpoint 2,1,1,2,0xFFFF00;
+ viewpoint 2,1,1,3,0xFFFF00;
+ close;
+ case 6:
+ mes "[Raffuh]";
+ mes "Uh...";
+ mes "Being a guide doesn't help much with my social phobia--";
+ close;
+ }
+}
+
+mora,115,138,5 script Raffle Guide#center 524,{
+ mes "[Raffla]";
+ mes "Lala!";
+ mes "Welcome to the Village of Mora la!";
+ mes "If you need to know anything about the village, just ask me la!";
+ next;
+ switch(select("[ Inn ]:[ Residences ]:[ Stores ]:[ Warehouse ]:Remove markers from the mini-map:Quit.")) {
+ case 1:
+ mes "[Raffla]";
+ mes "Lala!";
+ mes "This is where travelers can rest la!";
+ mes "The innkeeper is very kind, so try to talk to him a lot la!";
+ viewpoint 1,44,134,0,0x0A82FF;
+ close;
+ case 2:
+ mes "[Raffla]";
+ mes "Lala!";
+ mes "This is where Raffles live la!";
+ mes "Head over there la!";
+ viewpoint 1,119,170,1,0xAAFF00;
+ close;
+ case 3:
+ mes "[Raffla]";
+ mes "Lala!";
+ mes "So you want to buy something la?";
+ mes "There are a lot of stores and cafes, so check them out la!";
+ viewpoint 1,112,110,2,0xDA70D6;
+ close;
+ case 4:
+ mes "[Raffla]";
+ mes "Lala!";
+ mes "The warehouse is where you keep your valuables la!";
+ mes "Be careful so you don't get robbed la!";
+ viewpoint 1,182,161,3,0xFF1493;
+ close;
+ case 5:
+ mes "[Raffla]";
+ mes "Okay, I'll remove all the markers from the map la!";
+ viewpoint 2,1,1,0,0xFFFF00;
+ viewpoint 2,1,1,1,0xFFFF00;
+ viewpoint 2,1,1,2,0xFFFF00;
+ viewpoint 2,1,1,3,0xFFFF00;
+ close;
+ case 6:
+ mes "[Raffla]";
+ mes "Lala!";
+ mes "I really don't know how my family ends up doing these things la!";
+ close;
+ }
+}
+
+mora,72,51,3 script Raffle Guide#south 518,{
+ mes "[Raffli]";
+ mes "Lali?";
+ mes "Welcome to the Village of Mora.";
+ mes "If you need to know anything about the village, just ask me.";
+ next;
+ switch(select("[ Inn ]:[ Residences ]:[ Stores ]:[ Warehouse ]:Remove markers from the mini-map:Quit")) {
+ case 1:
+ mes "[Raffli]";
+ mes "Lali?";
+ mes "This is where travelers can rest.";
+ mes "The innkeeper is very kind, so get to know him.";
+ viewpoint 1,44,134,0,0x0A82FF;
+ close;
+ case 2:
+ mes "[Raffli]";
+ mes "Lali?";
+ mes "This is where Raffles live.";
+ mes "Are you coming to Raffli's house li? I'm so happy.";
+ viewpoint 1,119,170,1,0xAAFF00;
+ close;
+ case 3:
+ mes "[Raffli]";
+ mes "Lali?";
+ mes "There are a lot of things I want to buy.";
+ mes "You can find tons of places to eat and shop, and tons of things to buy.";
+ viewpoint 1,112,110,2,0xDA70D6;
+ close;
+ case 4:
+ mes "[Raffli]";
+ mes "Lali?";
+ mes "The warehouse is where you keep your valuables.";
+ mes "But don't get robbed.";
+ viewpoint 1,182,161,3,0xFF1493;
+ close;
+ case 5:
+ mes "[Raffli]";
+ mes "I'll remove all the markers.";
+ viewpoint 2,1,1,0,0xFFFF00;
+ viewpoint 2,1,1,1,0xFFFF00;
+ viewpoint 2,1,1,2,0xFFFF00;
+ viewpoint 2,1,1,3,0xFFFF00;
+ close;
+ case 6:
+ mes "[Raffli]";
+ mes "Lali?";
+ mes "Brother seems to be upset today li. Did I do anything wrong?";
+ close;
+ }
+}
diff --git a/npc/re/guild/invest_main.txt b/npc/re/guild/invest_main.txt
new file mode 100644
index 000000000..e8c2a011a
--- /dev/null
+++ b/npc/re/guild/invest_main.txt
@@ -0,0 +1,1678 @@
+//===== rAthena Script =======================================
+//= Hall of Abyss - Core Scripts
+//===== By: ==================================================
+//= Euphy
+//===== Current Version: =====================================
+//= 1.0
+//===== Compatible With: =====================================
+//= rAthena SVN
+//===== Description: =========================================
+//= Expansion for War of Emperium FE.
+//= Invest in each realm to unlock new maps:
+//= - Guild Dungeon F2, total 20,000,000z.
+//= - Hall of Abyss, total 70,000,000z.
+//===== Additional Comments: =================================
+//= 1.0 First version. Missing official times. [Euphy]
+//============================================================
+
+// Global Variables
+//============================================================
+// Note: an asterisk (*) represents any realm (prt, pay, gef, alde).
+/*
+$2011_agit_invest
+-- 0: Inactive.
+-- 1: Investment in progress.
+-- 2: Investment results calculating.
+-- 4: Investment calculations complete (only when at least one $*_invest_result is 3).
+-- 11-21: Tie, revote required.
+
+$agit_result_notice
+-- 0: Inactive.
+-- 1-12: Interim statements (displaying $@vfund_*x) available.
+
+$agit_result_timer
+-- 0: Inactive.
+-- 0-59: Time elapsed during investment (in hours).
+
+$agit_revoting_timer
+-- 0: Inactive.
+-- 0-29: Time elapsed during revote (in minutes).
+-- 30: Revote closed.
+-- 31: Revote results calculating.
+
+$*_invest_result
+-- 0: No data.
+-- 1: Realm not connected.
+-- 2: Guild Dungeon F2 open.
+-- 3: Abyss Gate (Hall of Abyss and Gulid Dungeon F2) open.
+
+$fund_*[01-05]
+-- Investment units per guild castle.
+$fund_*_extra
+-- Investment units per realm.
+
+$@vfund_*[01-05]
+$@vfund_*_extra
+-- Investment units, used in interim statements only.
+*/
+
+// Investment Functions & Controller
+//============================================================
+// Note: The time in this section are almost entirely custom.
+
+- script #invest_timer -1,{
+OnClock0000: // Open investments on Wed (1 hour after WoE)
+ if (gettime(4) == 3 && !agitcheck()) {
+ set $2011_agit_invest,1;
+ donpcevent "#fund_master::OnInvest_start";
+ }
+ end;
+OnClock1200: // Close investments on Fri (60 hours after investments open)
+ if (gettime(4) == 5 && !agitcheck()) {
+ set $2011_agit_invest,2;
+ donpcevent "#fund_master::OnInvest_stop";
+ }
+ end;
+OnClock1235: // Open dungeons on Fri (at least 31 minutes after investments close)
+ if (gettime(4) == 5 && !agitcheck())
+ donpcevent "#fund_master::OnResult";
+ end;
+OnClock2000: // Close dungeons on Tues (1 hour before WoE)
+ if (gettime(4) == 2)
+ donpcevent "#fund_master::OnReset";
+ end;
+}
+
+function script F_Invest_Status {
+ set .@day, gettime(4);
+ set .@hour, gettime(3);
+ set .@minute, gettime(2);
+
+ // Inactive.
+ if (agitcheck())
+ return 0;
+
+ // Open for investments.
+ if (.@day >= 3 && (.@day < 5 || (.@day == 5 && .@hour <= 12)))
+ return 1;
+
+ // Investments closed, calculating results.
+ if (.@day == 5 && .@hour == 12 && .@minute < 35)
+ return 2;
+
+ // Calculations complete, dungeons open.
+ if ((.@day == 5 && (.@hour > 12 || (.@hour == 12 && .@minute >= 35))) || .@day > 5 ||
+ .@day < 2 || (.@day == 2 && .@hour < 20))
+ return 3;
+
+ // Dungeons closed.
+ return 0;
+}
+
+//callfunc "F_Invest_Abyss","<variable>","<NPC name>"{,"<addon message>"};
+function script F_Invest_Abyss {
+ mes "There are 2 ways to invest, by Zeny or the Investment Certificate given out by the Cat Paw Merchant Guild.";
+ mes "Which way would you like to make your investment?";
+ next;
+ switch(select("Invest with Zeny.:Invest with Investment Certificates.:Cancel")) {
+ case 1:
+ mes getarg(1);
+ mes "So you've decided to invest in Zeny.";
+ mes "Minimum investment unit is ^4d4dff10,000 Zeny^000000.";
+ mes "You can invest a maximum of 50 units which is ^4d4dff500,000 Zeny^000000.";
+ next;
+ switch(select("1 unit 10,000 Zeny:10 units 100,000 Zeny:50 units 500,000 Zeny:Another amount:Cancel")) {
+ case 1:
+ set .@units,1;
+ break;
+ case 2:
+ set .@units,10;
+ break;
+ case 3:
+ set .@units,50;
+ break;
+ case 4:
+ mes getarg(1);
+ mes "Please enter the amount you want to invest.";
+ mes "Please choose between 1 to 200.";
+ mes "Please enter 0 to cancel.";
+ next;
+ input .@units;
+ if (.@units < 0 || .@units > 200) {
+ mes getarg(1);
+ mes "You've exceeded the amount per investment.";
+ mes "Please try again.";
+ close;
+ } else if (.@units == 0) {
+ mes getarg(1);
+ mes "Canceled.";
+ close;
+ } else
+ break;
+ case 5:
+ mes getarg(1);
+ mes "Canceled.";
+ close;
+ }
+ set .@zeny, .@units * 10000;
+ if (Zeny < .@zeny) {
+ mes getarg(1);
+ mes "You do not have enough money.";
+ close;
+ }
+ mes getarg(1);
+ mes "You've invested "+.@units+" unit"+((.@units == 1)?"":"s")+" "+((.@units < 100)?.@units:insertchar(""+.@units,",",1))+"0,000 Zeny"+getarg(2,"")+".";
+ mes "Not much but this is a small gift. You can exchange it with items in Malangdo.";
+ set Zeny, Zeny-.@zeny;
+ setd getarg(0), getd(getarg(0)) + .@units;
+ getitem 6488,.@units; //Thanks_Invest_Ticket
+ close;
+ case 2:
+ mes getarg(1);
+ mes "Wow, you've brought Investment Certificates.";
+ mes "How many certificates will you submit?";
+ next;
+ switch(select("1 Investment Certificate:5 Investment Certificates:Another amount:Cancel")) {
+ case 1:
+ set .@tickets,1;
+ break;
+ case 2:
+ set .@tickets,5;
+ break;
+ case 3:
+ mes getarg(1);
+ mes "Please enter the number of Investment Certificates you want to submit.";
+ mes "Please choose between 1 to 20.";
+ mes "Please enter 0 to cancel.";
+ next;
+ input .@tickets;
+ if (.@tickets < 0 || .@tickets > 20) {
+ mes getarg(1);
+ mes "You've exceeded the amount per investment.";
+ mes "Please try again.";
+ close;
+ } else if (.@tickets == 0) {
+ mes getarg(1);
+ mes "Canceled.";
+ close;
+ } else
+ break;
+ case 4:
+ mes getarg(1);
+ mes "Canceled.";
+ close;
+ }
+ if (countitem(6489) < .@tickets) {
+ mes getarg(1);
+ mes "Looks like you have fewer Investment Certificates than you want to submit.";
+ close;
+ }
+ set .@units, .@tickets * 10;
+ mes getarg(1);
+ mes .@tickets+" Investment Certificate"+((.@tickets == 1)?" is":"s are")+" the same as an investment of "+.@units+" units ("+((.@units < 100)?.@units:insertchar(""+.@units,",",1))+"0,000z)"+getarg(2,"")+".";
+ mes "Not much but this is a small gift. You can exchange it with items in Malangdo.";
+ delitem 6489,.@tickets; //Cats_Invest_Certif
+ setd getarg(0), getd(getarg(0)) + .@units;
+ getitem 6488,.@units; //Thanks_Invest_Ticket
+ close;
+ case 3:
+ mes getarg(1);
+ mes "Canceled.";
+ close;
+ }
+}
+
+// Script Core
+//============================================================
+prt_gld,1,1,0 script #fund_master 844,{
+ end;
+OnInit:
+ set .@invest_status, callfunc("F_Invest_Status");
+ if (.@invest_status == 1) {
+ set $2011_agit_invest,1;
+ end;
+ }
+ if ((.@invest_status == 2 && $2011_agit_invest == 1) ||
+ (.@invest_status == 3 && ($2011_agit_invest == 1 || $2011_agit_invest == 2))) {
+ donpcevent "#fund_master::OnCalculate";
+ end;
+ }
+ end;
+OnCalculate_Election:
+ set .@force_vote,1;
+OnCalculate:
+ setarray .@cas$[0],"prt","pay","gef","alde";
+ for(set .@i,0; .@i<4; set .@i,.@i+1) {
+ // All funds per realm are summed.
+ set .@funds[.@i], getd("$fund_"+.@cas$[.@i]+"01")+getd("$fund_"+.@cas$[.@i]+"02")+getd("$fund_"+.@cas$[.@i]+"03")+getd("$fund_"+.@cas$[.@i]+"04")+getd("$fund_"+.@cas$[.@i]+"05")+getd("$fund_"+.@cas$[.@i]+"_extra");
+
+ // 70,000,000z opens Hall of Abyss and F2.
+ if (.@funds[.@i] >= 7000) {
+ setd "$"+.@cas$[.@i]+"_invest_result",3;
+ set .@total_7000,1;
+ }
+ // 20,000,000z opens F2 and a chance for Hall of Abyss.
+ else if (.@funds[.@i] >= 2000) {
+ setd "$"+.@cas$[.@i]+"_invest_result",2;
+ set .@total_2000,1;
+ }
+ // Anything below that opens nothing.
+ else
+ setd "$"+.@cas$[.@i]+"_invest_result",1;
+ }
+ // No further actions if 20,000,000z isn't reached.
+ if (!.@total_2000)
+ end;
+ // No further actions if any realm hits 70,000,000z.
+ if (.@total_7000) {
+ set $2011_agit_invest,4;
+ end;
+ }
+ // Otherwise, highest investment above 20,000,000z opens Hall of Abyss.
+ set .@max, .@funds[0];
+ for(set .@i,1; .@i<4; set .@i,.@i+1) {
+ if (.@funds[.@i] > .@max) {
+ set .@max, .@funds[.@i];
+ set .@ele, .@i;
+ deletearray .@rand$[0], getarraysize(.@rand$);
+ } else if (.@funds[.@i] == .@max && .@funds[.@i] >= 2000) {
+ if (!getarraysize(.@rand$))
+ set .@rand$[0], .@cas$[.@ele];
+ set .@rand$[getarraysize(.@rand$)], .@cas$[.@i];
+ }
+ }
+ if (.@max < 2000)
+ end;
+ if (getarraysize(.@rand$)) {
+
+ // Tie: declare a random winner.
+ if (!.@force_vote) {
+ set .@i, rand(getarraysize(.@rand$));
+ setd "$"+.@rand$[.@i]+"_invest_result",3;
+ set $2011_agit_invest,4;
+ end;
+ }
+
+ // Tie: initiate a 30-minute election.
+ set .@str$, implode(.@rand$,"|");
+ for(set .@i,0; .@i<4; set .@i,.@i+1) {
+ if (compare(.@str$,.@cas$[.@i]))
+ set .@election, .@election | (1<<.@i);
+ }
+ switch(.@election) {
+ case 3: set $2011_agit_invest,11; break; //Prontera|Payon
+ case 9: set $2011_agit_invest,12; break; //Prontera|Al De Baran
+ case 5: set $2011_agit_invest,13; break; //Prontera|Geffen
+ case 10: set $2011_agit_invest,14; break; //Al De Baran|Payon
+ case 6: set $2011_agit_invest,15; break; //Geffen|Payon
+ case 12: set $2011_agit_invest,16; break; //Al De Baran|Geffen
+ case 11: set $2011_agit_invest,17; break; //Prontera|Payon|Al De Baran
+ case 7: set $2011_agit_invest,18; break; //Prontera|Payon|Geffen
+ case 13: set $2011_agit_invest,19; break; //Prontera|Al De Baran|Geffen
+ case 14: set $2011_agit_invest,20; break; //Al De Baran|Payon|Geffen
+ case 15: set $2011_agit_invest,21; break; //Prontera|Payon|Al De Baran|Geffen
+ }
+ if ($2011_agit_invest >= 11)
+ donpcevent "Revoting Manager#Invest1::OnStart";
+ end;
+ } else {
+ setd "$"+.@cas$[.@ele]+"_invest_result",3;
+ set $2011_agit_invest,4;
+ end;
+ }
+ end;
+OnInvest_start:
+ announce "From now on, we are going to start the investments to connect the 'Abyss Gate' in the WOE areas: Valkyrie Realm, Greenwood Lake, Luina, Britoniah.",bc_all,0xFF0000; //FW_NORMAL 10
+ set $fund_prt01,0;
+ set $fund_prt02,0;
+ set $fund_prt03,0;
+ set $fund_prt04,0;
+ set $fund_prt05,0;
+ set $fund_pay01,0;
+ set $fund_pay02,0;
+ set $fund_pay03,0;
+ set $fund_pay04,0;
+ set $fund_pay05,0;
+ set $fund_gef01,0;
+ set $fund_gef02,0;
+ set $fund_gef03,0;
+ set $fund_gef04,0;
+ set $fund_gef05,0;
+ set $fund_alde01,0;
+ set $fund_alde02,0;
+ set $fund_alde03,0;
+ set $fund_alde04,0;
+ set $fund_alde05,0;
+ donpcevent "Investment_total#fund00::OnEnable";
+ end;
+OnInvest_stop:
+ announce "We've finished the investments to connect the 'Abyss Gate'.",bc_all,0xFF0000; //FW_NORMAL 10
+ donpcevent "Investment_total#fund00::OnReset";
+ donpcevent "#fund_master::OnCalculate_Election";
+ end;
+OnResult:
+ announce "We've got the results of the investments for the 'Abyss Gate'. You can check through the Investment Status Board in each WOE area.",bc_all,0xFF0000; //FW_NORMAL 10
+ if ($2011_agit_invest == 4) {
+ set $fund_prt01,0;
+ set $fund_prt02,0;
+ set $fund_prt03,0;
+ set $fund_prt04,0;
+ set $fund_prt05,0;
+ set $fund_prt_extra,0;
+ set $fund_pay01,0;
+ set $fund_pay02,0;
+ set $fund_pay03,0;
+ set $fund_pay04,0;
+ set $fund_pay05,0;
+ set $fund_pay_extra,0;
+ set $fund_gef01,0;
+ set $fund_gef02,0;
+ set $fund_gef03,0;
+ set $fund_gef04,0;
+ set $fund_gef05,0;
+ set $fund_gef_extra,0;
+ set $fund_alde01,0;
+ set $fund_alde02,0;
+ set $fund_alde03,0;
+ set $fund_alde04,0;
+ set $fund_alde05,0;
+ set $fund_alde_extra,0;
+ } else if ($2011_agit_invest == 2)
+ donpcevent "#fund_master::OnCalculate";
+ end;
+OnReset:
+ set $2011_agit_invest,0;
+ donpcevent "Investment_total#fund00::OnReset";
+ end;
+}
+
+prt_gld,2,2,0 script Investment_total#fund00 844,{
+/*
+ mes "Is this not working properly?";
+ next;
+ input .@input;
+ if (.@input == 1854) {
+ mes "If you think the investment timer is dead, please adjust the timer.";
+ next;
+ switch(select("Turn on the timer:Cancel")) {
+ case 1:
+ donpcevent "Investment_total#fund00::OnTimerReset";
+ mes "You've turned on the timer.";
+ close;
+ case 2:
+ mes "Canceled.";
+ close;
+ }
+ } else {
+ mes "I don't need to adjust anything now.";
+ close;
+ }
+*/
+ end;
+OnInit:
+ if (callfunc("F_Invest_Status") == 1) {
+ initnpctimer;
+ donpcevent "Investment_total#fund00::OnVarInit";
+ } else {
+ set $agit_result_timer,0;
+ set $agit_result_notice,0;
+ }
+ end;
+OnVarInit:
+ setarray .@cas$[0],"prt","pay","gef","alde";
+ for(set .@i,0; .@i<4; set .@i,.@i+1) {
+ setd "$@vfund_"+.@cas$[.@i]+"01", getd("$fund_"+.@cas$[.@i]+"01");
+ setd "$@vfund_"+.@cas$[.@i]+"02", getd("$fund_"+.@cas$[.@i]+"02");
+ setd "$@vfund_"+.@cas$[.@i]+"03", getd("$fund_"+.@cas$[.@i]+"03");
+ setd "$@vfund_"+.@cas$[.@i]+"04", getd("$fund_"+.@cas$[.@i]+"04");
+ setd "$@vfund_"+.@cas$[.@i]+"05", getd("$fund_"+.@cas$[.@i]+"05");
+ setd "$@vfund_"+.@cas$[.@i]+"_extra", getd("$fund_"+.@cas$[.@i]+"_extra");
+ }
+ end;
+OnEnable:
+ set $agit_result_timer,0;
+ set $agit_result_notice,0;
+ initnpctimer;
+ end;
+OnReset:
+ set $agit_result_timer,0;
+ set $agit_result_notice,0;
+ stopnpctimer;
+ end;
+OnTimerReset:
+ initnpctimer;
+ end;
+OnTimer3600000:
+ if (callfunc("F_Invest_Status") == 1) {
+ if ($agit_result_timer < 59) {
+ set $agit_result_timer, $agit_result_timer+1;
+
+ // Trigger on multiples of 5 up to 55, and 58.
+ if ($agit_result_timer % 10 == 5 || $agit_result_timer % 10 == 0 || $agit_result_timer == 58) {
+ set $agit_result_notice, $agit_result_notice+1;
+ donpcevent "Investment_total#fund00::OnVarInit";
+ announce "No. "+$agit_result_notice+" Interim statement is now available. You can check through the Investment Status Board in each WOE area.",bc_all,0xFF0000; //FW_NORMAL 10
+ }
+
+ donpcevent "Investment_total#fund00::OnTimerReset";
+ } else
+ stopnpctimer;
+ end;
+ } else {
+ donpcevent "Investment_total#fund00::OnReset";
+ end;
+ }
+}
+
+prt_gld,164,98,3 script Revoting Manager#Invest1 421,{
+ mes "[Revoting Manager]";
+ mes "We are not accepting additional votes.";
+ mes "Please wait for our results announcement.";
+ close;
+OnInit:
+ set .@invest_status, callfunc("F_Invest_Status");
+ if (.@invest_status == 2 && $2011_agit_invest >= 11 && $agit_revoting_timer < 30) {
+ donpcevent "Revoting Manager#Invest2::OnEnable";
+ initnpctimer;
+ } else if (.@invest_status == 3 && $2011_agit_invest >= 11)
+ donpcevent "Revoting Manager#Invest1::OnCalculate";
+ donpcevent "Revoting Manager#Invest1::OnDisable";
+ end;
+OnCalculate:
+ switch($2011_agit_invest) {
+ case 11: setarray.@cas$[0],"prt","pay"; break;
+ case 12: setarray.@cas$[0],"prt","alde"; break;
+ case 13: setarray.@cas$[0],"prt","gef"; break;
+ case 14: setarray.@cas$[0],"alde","pay"; break;
+ case 15: setarray.@cas$[0],"gef","pay"; break;
+ case 16: setarray.@cas$[0],"alde","gef"; break;
+ case 17: setarray.@cas$[0],"prt","pay","alde"; break;
+ case 18: setarray.@cas$[0],"prt","pay","gef"; break;
+ case 19: setarray.@cas$[0],"prt","alde","gef"; break;
+ case 20: setarray.@cas$[0],"alde","pay","gef"; break;
+ case 21: setarray.@cas$[0],"prt","pay","alde","gef"; break;
+ default: end;
+ }
+ set .@max, getd("$fund_"+.@cas$[0]+"_extra");
+ for(set .@i,1; .@i<getarraysize(.@cas$); set .@i,.@i+1) {
+ set .@funds, getd("$fund_"+.@cas$[.@i]+"_extra");
+ if (.@funds > .@max) {
+ set .@max, .@funds;
+ set .@ele, .@i;
+ deletearray .@rand$[0], getarraysize(.@rand$);
+ } else if (.@funds == .@max) {
+ if (!getarraysize(.@rand$))
+ set .@rand$[0], .@cas$[.@ele];
+ set .@rand$[getarraysize(.@rand$)], .@cas$[.@i];
+ }
+ }
+ if (getarraysize(.@rand$)) {
+ set .@i, rand(getarraysize(.@rand$));
+ setd "$"+.@rand$[.@i]+"_invest_result",3;
+ } else
+ setd "$"+.@cas$[.@ele]+"_invest_result",3;
+ set $2011_agit_invest,4;
+ set $agit_revoting_timer,0;
+ end;
+OnEnable:
+ enablenpc "Revoting Manager#Invest1";
+ end;
+OnDisable:
+ disablenpc "Revoting Manager#Invest1";
+ end;
+OnStart:
+ initnpctimer;
+ donpcevent "Revoting Manager#Invest2::OnNotice_on";
+ end;
+OnEnd:
+ stopnpctimer;
+ disablenpc "Revoting Manager#Invest1";
+ end;
+OnTimerReset:
+ initnpctimer;
+ end;
+OnTimer60000:
+ set .@revote, $agit_revoting_timer;
+ if (.@revote < 30) {
+ set $agit_revoting_timer, $agit_revoting_timer+1;
+ donpcevent "Revoting Manager#Invest1::OnTimerReset";
+ } else if (.@revote == 30) {
+ announce "Cat Paw Merchant Guild: Now we are going to close the additional vote. We will announce the results soon.",bc_all,0xFF0000; //FW_NORMAL 10
+ donpcevent "Revoting Manager#Invest2::OnDisable";
+ donpcevent "Revoting Manager#Invest1::OnEnable";
+ set $agit_revoting_timer, $agit_revoting_timer+1;
+ donpcevent "Revoting Manager#Invest1::OnTimerReset";
+ } else if (.@revote == 31) {
+ donpcevent "Revoting Manager#Invest1::OnCalculate";
+ donpcevent "Revoting Manager#Invest1::OnDisable";
+ stopnpctimer;
+ end;
+ } else {
+ donpcevent "Revoting Manager#Invest1::OnDisable";
+ stopnpctimer;
+ }
+ end;
+}
+
+prt_gld,164,98,3 script Revoting Manager#Invest2 421,{
+ set .@invest, $2011_agit_invest;
+ if (.@invest < 11) {
+ mes "[Revoting Manager]";
+ mes "No! This is not the time to take a revote.";
+ close2;
+ disablenpc "Revoting Manager#Invest2";
+ end;
+ }
+ set .@playtime, checkquest(7349,PLAYTIME);
+ if (.@playtime == 0 || .@playtime == 1) {
+ mes "[Revoting Manager]";
+ mes "You've already participated in the vote.";
+ mes "Please relax and wait for the results.";
+ close;
+ } else if (.@playtime == 2)
+ erasequest 7349;
+ mes "[Revoting Manager]";
+ mes "Would you like to participate in the vote for choosing where to connect the 'Abyss Gate'?";
+ next;
+ if(select("Participate in the vote.:Skip for now.") == 2) {
+ mes "[Revoting Manager]";
+ mes "You've canceled the vote.";
+ close;
+ }
+ mes "[Revoting Manager]";
+ mes "You can vote once and won't need to invest for your choice.";
+ mes "Plesae choose one WOE area.";
+ next;
+
+ // Create menu.
+ explode(.@candidates$, callsub(OnGetCandidates, .@invest),"|");
+ for(set .@i,0; .@i<getarraysize(.@candidates$); set .@i,.@i+1) {
+ if (.@candidates$[.@i] == "alde")
+ set .@menu$[.@i],"Luina";
+ else if (.@candidates$[.@i] == "gef")
+ set .@menu$[.@i],"Britoniah";
+ else if (.@candidates$[.@i] == "pay")
+ set .@menu$[.@i],"Greenwood Lake";
+ else if (.@candidates$[.@i] == "prt")
+ set .@menu$[.@i],"Valkyrie Realm";
+ }
+ set .@vote, select(implode(.@menu$,":"))-1;
+
+ mes "[Revoting Manager]";
+ mes "You've voted for "+.@menu$[.@vote]+".";
+ mes "Thanks for voting.";
+ setquest 7349;
+ setd "$fund_"+.@candidates$[.@vote]+"_extra", getd("$fund_"+.@candidates$[.@vote]+"_extra") + 1;
+ close;
+OnGetCandidates:
+ switch(getarg(0)) {
+ case 11: return "prt|pay";
+ case 12: return "prt|alde";
+ case 13: return "prt|gef";
+ case 14: return "alde|pay";
+ case 15: return "gef|pay";
+ case 16: return "alde|gef";
+ case 17: return "prt|pay|alde";
+ case 18: return "prt|pay|gef";
+ case 19: return "prt|alde|gef";
+ case 20: return "alde|pay|gef";
+ case 21: return "prt|pay|alde|gef";
+ }
+ return "";
+OnInit:
+ disablenpc "Revoting Manager#Invest2";
+ end;
+OnEnable:
+ enablenpc "Revoting Manager#Invest2";
+ end;
+OnDisable:
+ disablenpc "Revoting Manager#Invest2";
+ stopnpctimer;
+ end;
+OnNotice_on:
+ initnpctimer;
+ end;
+OnTimer5000:
+ announce "Cat Paw Merchant Guild: As no WOE area has reached the maximum investment level to connect the 'Abyss Gate'...",bc_all,0xFF0000; //FW_NORMAL 10
+ end;
+OnTimer8000:
+ announce "Cat Paw Merchant Guild: We were about to connect the 'Abyss Gate' to the WOE area which invested most.",bc_all,0xFF0000; //FW_NORMAL 10
+ end;
+OnTimer11000:
+ announce "Cat Paw Merchant Guild: However, there were areas which invested the same amount. So we will put them to a vote.",bc_all,0xFF0000; //FW_NORMAL 10
+ end;
+OnTimer14000:
+ announce "Cat Paw Merchant Guild: Additional votes will be available for 30 minutes. You can vote in Valkyrie Realm.",bc_all,0xFF0000; //FW_NORMAL 10
+ end;
+OnTimer20000:
+ explode(.@candidates$, callsub(OnGetCandidates, $2011_agit_invest),"|");
+ for(set .@i,0; .@i<getarraysize(.@candidates$); set .@i,.@i+1) {
+ if (.@candidates$[.@i] == "alde")
+ set .@choices$[.@i],"Luina";
+ else if (.@candidates$[.@i] == "gef")
+ set .@choices$[.@i],"Britoniah";
+ else if (.@candidates$[.@i] == "pay")
+ set .@choices$[.@i],"Greenwood Lake";
+ else if (.@candidates$[.@i] == "prt")
+ set .@choices$[.@i],"Valkyrie Realm";
+ }
+ announce "Cat Paw Merchant Guild: The candidates for the additional vote are... "+implode(.@choices$," vs. ")+".",bc_all,0xFF0000; //FW_NORMAL 10
+ set $fund_prt_extra,0;
+ set $fund_pay_extra,0;
+ set $fund_gef_extra,0;
+ set $fund_alde_extra,0;
+ set $agit_revoting_timer,0;
+ donpcevent "Revoting Manager#Invest2::OnEnable";
+ stopnpctimer;
+ end;
+}
+
+/*
+prtg_cas01,2,2,0 script Abrai 55,{
+ mes "I should quit my steward job.";
+ close;
+OnAgitInvest:
+ switch(callfunc("F_Invest_Status")) {
+ case 0:
+ set $2011_agit_invest,0;
+ donpcevent "#fund_master::OnReset";
+ break;
+ case 1:
+ set $2011_agit_invest,1;
+ donpcevent "#fund_master::OnInvest_start";
+ break;
+ case 2:
+ set $2011_agit_invest,2;
+ donpcevent "#fund_master::OnInvest_stop";
+ break;
+ case 3:
+ donpcevent "#fund_master::OnResult";
+ break;
+ }
+ end;
+}
+*/
+
+// Realms - Merchant Guilds, Gate Managers, Status Boards
+//============================================================
+- script Cat Paw Merchant Guild -1,{
+
+ if (compare(strnpcinfo(4),"alde")) {
+ set .@npc$,"alde";
+ set .@name$,"Megrez";
+ set .@realm$,"Luina";
+ set .@intro$,"Luina Branch Manager in Al De Baran";
+ } else if (compare(strnpcinfo(4),"gef")) {
+ set .@npc$,"gef";
+ set .@name$,"Meraq";
+ set .@realm$,"Britoniah";
+ set .@intro$,"Britoniah Branch Manager";
+ } else if (compare(strnpcinfo(4),"pay")) {
+ set .@npc$,"pay";
+ set .@name$,"Phecda";
+ set .@realm$,"Greenwood Lake";
+ set .@intro$,"Payon Greenwood Lake Branch Manager";
+ } else if (compare(strnpcinfo(4),"prt")) {
+ set .@npc$,"prt";
+ set .@name$,"Dubae";
+ set .@realm$,"Valkyrie Realm";
+ set .@intro$,"Prontera Valkyrie Realm Branch Manager";
+ }
+ set .@n$,"["+.@name$+"]";
+
+ mes .@n$;
+ mes "I'm "+.@name$+", the "+.@intro$+" of the Cat Paw Merchant Guild.";
+ mes "I consult about investments for the Abyss Gate development.";
+ mes "How may I help you?";
+ next;
+ switch(select("What is the Abyss Gate?:Investing in the gate development?:I want to invest in this area.:Cancel")) {
+ case 1:
+ mes .@n$;
+ mes "It is only called the Abyss Gate for convenience but it's simply a ^4d4dffgap to another dimension^000000.";
+ next;
+ mes .@n$;
+ mes "More of these gaps are found here and there after Morocc created the Crack of Dimension.";
+ mes "I personally think that the Abyss Gate found recently is part of the past or even from the future.";
+ next;
+ mes .@n$;
+ mes "It is said that the Abyss Gate forcefully connects to another dimension beyond our world.";
+ mes "Probably because there are those that follow the Emperium's power.";
+ next;
+ mes .@n$;
+ mes "There are a total of 4 Abyss Gates found so far. They all connect to the Agit region overflowing with the Emperium's force.";
+ next;
+ mes .@n$;
+ mes "We named each by dimension beyond the gap.";
+ mes "^4d4dffWay of the Warrior, Hill of the Dead, Winds of the Ancient, and the Hero's Tears.^000000";
+ mes "And all these four gaps are called the ^4d4dffAbyss Gate^000000.";
+ next;
+ mes .@n$;
+ mes "The gap may lead to the past, future or even an unknown world.";
+ mes "The power the Abyss Gate holds is both fearful but sweet";
+ next;
+ mes .@n$;
+ mes "Are you also interested in exploring the Abyss Gate?";
+ mes "Ha ha. You'll need to go through several steps before exploring.";
+ next;
+ mes .@n$;
+ mes "If you are interested,";
+ mes "will you take the time to sit down and talk about investing in maintaining the Abyss Gate?";
+ close;
+ case 2:
+ mes .@n$;
+ mes "Are you curious about investing in the Gate development?";
+ mes "What do you want to know about?";
+ next;
+ switch(select("About the Gate?:About investments?:How to invest?:Benefits from investing?")) {
+ case 1:
+ mes .@n$;
+ mes "The Gate is what it is named after, a door.";
+ mes "A dimensional passageway that connects here to there.";
+ next;
+ mes .@n$;
+ mes "The Abyss Gate was created as a very unstable path from beyond the dimensional gap,";
+ mes "therefore traveling through the Gate will need an artificial dimension connection.";
+ next;
+ mes .@n$;
+ mes "Humans are far from having the advanced technology that's needed";
+ mes "but our Cat Paw Merchant Guild holds the high technology to use the Crack of Dimension.";
+ next;
+ mes .@n$;
+ mes "So we made a proposal.";
+ mes "With the promise of support the Cat Paw Merchant Guild and paying for the immense expense for maintaining the connection with the Gate,";
+ mes "we will make the connection to the Crack of Dimension.";
+ next;
+ mes .@n$;
+ mes "Of course working on the Crack of Dimension is no easy job and it does come with risks.";
+ mes "There are cases where people go missing from traveling between.";
+ next;
+ mes .@n$;
+ mes "The best maintaining duration is about 4 days";
+ mes "You invest in us and we create the door that connects to the dimensional gap.";
+ next;
+ mes .@n$;
+ mes "Doesn't this sound like the perfect win-win proposal?";
+ close;
+ case 2:
+ mes .@n$;
+ mes "Forcing through the unstable dimensional gap and creating a passageway is very dangerous.";
+ mes "Not to mention the huge resources needed.";
+ next;
+ mes .@n$;
+ mes "If you take care of the charges and also the danger pay by investing in the Cat Paw Merchant Guild,";
+ mes "we'll create and maintain the gate regardless of the risks.";
+ next;
+ mes .@n$;
+ mes "But then of course the money involved for the gate costs will be extreme.";
+ mes "It will be easy if you can find investors to share the amount.";
+ next;
+ mes .@n$;
+ mes "There is a basic charge to start connecting the gate.";
+ mes "Results depend on the how much investment money is collected.";
+ next;
+ mes .@n$;
+ mes "The Abyss Gate exists in each Agit region.";
+ mes "Can you imagine how much money and sacrifice our guild will have to go through to develop in all areas?";
+ next;
+ mes .@n$;
+ mes "This explains the regional competition in investments.";
+ mes "If not enough gate maintenance costs are collected then it is obvious the region with the most investments will receive the benefits";
+ next;
+ mes .@n$;
+ mes "If ^4d4dffthe Abyss Gate is successfully connected then the dungeon of the hideout area";
+ mes "will be open to others instead of being guild exclusive^000000 which will be very attractive for investment.";
+ next;
+ mes .@n$;
+ mes "But then again, this is only for when the gate is connected.";
+ close;
+ case 3:
+ mes .@n$;
+ mes "It's simple.";
+ mes "Visit the branch manager of the ^4d4dffregion you want to invest in during the investment duration^000000 and make your investment.";
+ next;
+ mes .@n$;
+ mes "We usually receive ^4d4dffthe common currency here, Zeny^000000.";
+ mes "But since we're talking about supporting our Cat Paw Merchant Guild, you can also invest with items in demand in Malangdo.";
+ next;
+ mes .@n$;
+ mes "Provide the items in need to Namis in Malangdo who is in charge of general affairs in our guild.";
+ mes "Bring back your Investment Certificate to add it to the investment tribute.";
+ next;
+ mes .@n$;
+ mes "You must visit and invest at the region you want in order for your investment to be counted as a tribute.";
+ close;
+ case 4:
+ mes .@n$;
+ mes "The Abyss Gate is basically contracting and connecting with the castle that owns the Agit;";
+ mes "therefore, we will provide all we have once the costs for connecting and maintaining the gate are sufficient.";
+ next;
+ mes .@n$;
+ mes "In terms of the minimum and maximum costs for the whole work,";
+ mes "if the collected investment ^4d4dffexceeds the minimum costs^000000, we can connect you to the ^4d4dffdeepest layer of an unknown guild dungeon^000000.";
+ next;
+ mes .@n$;
+ mes "If investments exceed the maximum costs, that region will be connected to the";
+ mes "^4d4dffAbyss Gate^000000 regardless of the investment rank which includes the deepest layer of the guild dungeon.";
+ next;
+ mes .@n$;
+ mes "^ff0000If there is no Agit region that reached the maximum investment, then the region with the";
+ mes "highest investment participation will get the Abyss Gate connected with the investment collected from all regions.^000000";
+ next;
+ mes .@n$;
+ mes "Once the Abyss Gate is connected, the deepest layer (2F) of the guild dungeon";
+ mes "will be open to all adventurers that participated in the regional investment.";
+ next;
+ mes .@n$;
+ mes "Visits to the dungeon will be counted for the next investment for the Agit region";
+ mes "so being in good terms with the guild that claims the Agit castle will be a bonus.";
+ next;
+ mes .@n$;
+ mes "By the way, it isn't easy to maintain the connection with the Abyss Gate and investments and reconnection is needed weekly";
+ mes "so please continue your support and investment if you want the power of the unknown.";
+ close;
+ }
+ case 3:
+ if (checkweight(1201,1) == 0 || MaxWeight - Weight < 1000) {
+ mes "- Currently you're carrying -";
+ mes "- too many items with you. -";
+ mes "- Please try again after you -";
+ mes "- lose some weight. -";
+ close;
+ }
+ if (countitem(6488) >= 4800) {
+ mes .@n$;
+ mes "You have too many Thank You Tickets to receive any more.";
+ mes "Cannot give you any more tickets. Please use your ticket and come back.";
+ mes "The ticket can be exchanged with various items in Malangdo.";
+ close;
+ }
+ if (callfunc("F_Invest_Status") != 1) {
+ mes .@n$;
+ mes "We do not receive investments now.";
+ mes "Please come back during the investment duration.";
+ close;
+ }
+ set .@guild, getcharid(2);
+ for(set .@i,1; .@i<=5; set .@i,.@i+1) {
+ set .@castle_name$[.@i], getcastlename(.@npc$+"g_cas0"+.@i);
+ set .@owner_id[.@i], getcastledata(.@npc$+"g_cas0"+.@i,1);
+ set .@owner_name$[.@i], getguildname(.@owner_id[.@i]);
+ if (.@guild == .@owner_id[.@i]) {
+ set .@menu$, .@menu$+.@castle_name$[.@i]+" ["+.@owner_name$[.@i]+"] Guild:";
+ set .@castles_owned, .@castles_owned | (1<<.@i);
+ } else
+ set .@menu$, .@menu$+"^aaaaaaNot the guild that claimed "+.@castle_name$[.@i]+"^000000:";
+ }
+ mes .@n$;
+ mes "Would you like to invest in the ^4d4dff"+.@realm$+"^000000 region?";
+ mes "If there is a castle occupied already, you will invest in the castle and the guild that is occupying it.";
+ next;
+ if (.@castles_owned) {
+ set .@i, select(.@menu$+"Cancel");
+ if (.@i == 6) {
+ mes .@n$;
+ mes "Canceled.";
+ close;
+ }
+ if (.@guild != .@owner_id[.@i]) {
+ mes .@n$;
+ mes "The guild that is occupying "+.@castle_name$[.@i]+" is "+.@owner_name$[.@i]+".";
+ mes "Doesn't look like your guild.";
+ close;
+ }
+ mes .@n$;
+ mes "Invest under "+.@castle_name$[.@i]+"'s"+.@owner_name$[.@i]+" guild name.";
+ callfunc "F_Invest_Abyss","$fund_"+.@npc$+"0"+.@i,.@n$;
+ end;
+ } else {
+ mes .@n$;
+ callfunc "F_Invest_Abyss","$fund_"+.@npc$+"_extra",.@n$," for "+.@realm$;
+ end;
+ }
+ case 4:
+ mes .@n$;
+ mes "Is that so?";
+ mes "Please come back whenever you are interested in investing in the Abyss Gate development.";
+ close;
+ }
+}
+
+- script Gate Manager#realm -1,{
+
+ if (compare(strnpcinfo(4),"alde")) {
+ set .@npc$,"alde";
+ set .@name$,"Alkor";
+ set .@gate$,"Hero's Tears";
+ set .@realm$,"Luina";
+ } else if (compare(strnpcinfo(4),"gef")) {
+ set .@npc$,"gef";
+ set .@name$,"Mizar";
+ set .@gate$,"Hill of the Dead";
+ set .@realm$,"Britoniah";
+ } else if (compare(strnpcinfo(4),"pay")) {
+ set .@npc$,"pay";
+ set .@name$,"Alkaid";
+ set .@gate$,"Winds of the Ancient";
+ set .@realm$,"Greenwood Lake";
+ } else if (compare(strnpcinfo(4),"prt")) {
+ set .@npc$,"prt";
+ set .@name$,"Arios";
+ set .@gate$,"Way of the Warrior";
+ set .@realm$,"Valkyrie Realm";
+ }
+ set .@n$,"["+.@name$+"]";
+
+ if (callfunc("F_Invest_Status") != 3) {
+ mes .@n$;
+ mes "There are currently no connected dungeon gates.";
+ close;
+ }
+ set .@status, getd("$"+.@npc$+"_invest_result");
+ if (.@status == 3) {
+ mes .@n$;
+ mes "We've successfully connected the Abyss Gate ["+.@gate$+"] with the help from your investment.";
+ mes "The Agit dungeon will be open to everyone with a small entrance fee in "+.@realm$+".";
+ next;
+ mes .@n$;
+ mes "Please visit as often as possible since the entrance fee is saved as an investment for the region.";
+ mes "Do you want to enter the Agit dungeon?";
+ next;
+ set .@i, select(.@realm$+" Dungeon 1F - 10000z:"+.@realm$+" Dungeon 2F - 10000z:Cancel");
+ if (.@i == 3) {
+ mes .@n$;
+ mes "Canceled.";
+ close;
+ }
+ if (Zeny < 10000) {
+ mes .@n$;
+ mes "I'm collecting a small entrance fee.";
+ mes "Your contribution will be saved for the next investment.";
+ mes "Entrance fee is 10000z.";
+ close;
+ }
+ mes .@n$;
+ mes "I'm sending you to the "+.@realm$+" Agit Dungeon "+.@i+"F.";
+ set Zeny, Zeny-10000;
+ setd "$fund_"+.@npc$+"_extra", getd("$fund_"+.@npc$+"_extra") + 1;
+ close2;
+ if (compare(strnpcinfo(2),"alde"))
+ warp "gld_dun02"+((.@i == 2)?"_2":""),32,122;
+ else if (compare(strnpcinfo(2),"gef"))
+ warp "gld_dun04"+((.@i == 2)?"_2":""),39,258;
+ else if (compare(strnpcinfo(2),"pay"))
+ warp "gld_dun01"+((.@i == 2)?"_2":""),186,165;
+ else if (compare(strnpcinfo(2),"prt"))
+ warp "gld_dun03"+((.@i == 2)?"_2":""),164,268;
+ end;
+ } else if (.@status == 2) {
+ mes .@n$;
+ mes "The "+.@realm$+" Agit Dungeon 2F is now available but since it is not connected with the Abyss Gate,";
+ mes "the Agit dungeon is only accessible to the Agit guild.";
+ close;
+ } else {
+ mes .@n$;
+ mes .@realm$+" was not chosen to be connected with a gate this time.";
+ mes "Please wait for the next investment duration.";
+ close;
+ }
+ end;
+}
+
+- script Investment Status Board -1,{
+ set .@invest_status, callfunc("F_Invest_Status");
+ if (.@invest_status == 1) {
+ if (compare(strnpcinfo(4),"alde")) {
+ set .@npc$,"alde";
+ set .@realm$,"Luina";
+ } else if (compare(strnpcinfo(4),"gef")) {
+ set .@npc$,"gef";
+ set .@realm$,"Britoniah";
+ } else if (compare(strnpcinfo(4),"pay")) {
+ set .@npc$,"pay";
+ set .@realm$,"Greenwood Lake";
+ } else if (compare(strnpcinfo(4),"prt")) {
+ set .@npc$,"prt";
+ set .@realm$,"Valkyrie Realm";
+ }
+ set .@notice, $agit_result_notice;
+ if (.@notice < 1 || .@notice > 12) {
+ mes "There are currently no investment sums available.";
+ close;
+ } else if (.@notice == 1)
+ set .@str$,"1st";
+ else if (.@notice == 2)
+ set .@str$,"2nd";
+ else if (.@notice == 3)
+ set .@str$,"3rd";
+ else
+ set .@str$,.@notice+"th";
+ mes .@str$+" total (unit in 10,000z)";
+ for(set .@i,1; .@i<=5; set .@i,.@i+1) {
+ set .@map$, .@npc$+"g_cas0"+.@i;
+ set .@fund[.@i], getd("$@vfund_"+.@npc$+"0"+.@i);
+ mes getcastlename(.@map$)+" "+getguildname(getcastledata(.@map$,1))+" Guild: "+.@fund[.@i];
+ }
+ set .@fund[0], getd("$@vfund_"+.@npc$+"_extra");
+ mes .@realm$+" normal: "+.@fund[0];
+ mes .@realm$+" Investment Grand Total: "+(.@fund[0]+.@fund[1]+.@fund[2]+.@fund[3]+.@fund[4]+.@fund[5]);
+ close;
+ } else if (.@invest_status == 2) {
+ mes "!- Notice -!";
+ mes "No sums are available because the total investment amount is currently being calculated.";
+ mes "Please wait for the announcement of the results.";
+ close;
+ } else if (.@invest_status == 3) {
+ setarray .@invest_result[0], $prt_invest_result,$pay_invest_result,$gef_invest_result,$alde_invest_result;
+ setarray .@invest_region$[0], "Valkyrie Realm", "Greenwood Lake", "Britoniah", "Luina";
+ mes "!- Investment Results of All Agit Regions -!";
+ for(set .@i,0; .@i<4; set .@i,.@i+1) {
+ if (.@invest_result[.@i] == 1)
+ mes "^aaaaaa["+.@invest_region$[.@i]+"] below minimum^000000";
+ else if (.@invest_result[.@i] == 2) {
+ mes "["+.@invest_region$[.@i]+"] minimum achieved";
+ mes "-> Guild Dungeon Deepest Layer (2F) available";
+ } else if (.@invest_result[.@i] == 3) {
+ mes "^4d4dff["+.@invest_region$[.@i]+"] maximum achieved^000000";
+ mes "-> Abyss Gate available";
+ } else
+ mes "No data for ["+.@invest_region$[.@i]+"].";
+ }
+ close;
+ } else {
+ mes "!- Notice -!";
+ mes "No investment information will be announced now.";
+ close;
+ }
+}
+
+// Inside Castles - Gate Managers
+//============================================================
+- script Gate Manager#castle -1,{
+
+ set .@id, atoi(charat(strnpcinfo(2),getstrlen(strnpcinfo(2))-1));
+ if (compare(strnpcinfo(2),"alde")) {
+ set .@npc$,"alde";
+ set .@realm$,"Luina";
+ } else if (compare(strnpcinfo(2),"gef")) {
+ set .@npc$,"gef";
+ set .@realm$,"Britoniah";
+ } else if (compare(strnpcinfo(2),"pay")) {
+ set .@npc$,"pay";
+ set .@realm$,"Greenwood Lake";
+ } else if (compare(strnpcinfo(2),"prt")) {
+ set .@npc$,"prt";
+ set .@realm$,"Valkyrie Realm";
+ }
+
+ set .@GID, getcastledata(strnpcinfo(4),1);
+ if (getcharid(2) != .@GID) {
+ mes "[Gate Manager]";
+ mes "You don't seem to be the member of guild owning this castle.";
+ mes "If you need any help, please visit any of our guild members at "+.@realm$+" Square.";
+ close;
+ }
+ mes "[Gate Manager]";
+ mes "Hello, I am the Gate Manager from Cat Paw Merchant Guild warp department.";
+ mes "How may I help you today?";
+ next;
+ switch(select("Invest for gate connection:Deepest Layer Dungeon Access:Abyss Gate Access:Cancel")) {
+ case 1:
+ if (checkweight(1201,1) == 0 || MaxWeight - Weight < 1000) {
+ mes "[Gate Manager]";
+ mes "You have too many items to receive the Thank You Ticket as a small gift for your investment.";
+ mes "Please come back after making room in your inventory.";
+ close;
+ }
+ if (countitem(6488) >= 4800) {
+ mes "[Gate Manager]";
+ mes "You have too many Thank You Tickets to receive any more.";
+ mes "Cannot give you any more tickets. Please use your ticket and come back.";
+ mes "The ticket can be exchanged with various items in Malangdo.";
+ close;
+ }
+ if (callfunc("F_Invest_Status") != 1) {
+ mes "[Gate Manager]";
+ mes "We do not receive investments now.";
+ mes "Please come back during the investment duration.";
+ close;
+ }
+ if (getcharid(2) != .@GID) {
+ mes "[Gate Manager]";
+ mes "You don't seem to be the member of the guild owning this castle.";
+ mes "Please use the normal investment from "+.@realm$+" Square.";
+ close;
+ }
+ mes "[Gate Manager]";
+ mes "Proceed investing under your guild name.";
+ callfunc "F_Invest_Abyss","$fund_"+.@npc$+"0"+.@id,"[Gate Manager]";
+ end;
+ case 2:
+ callsub L_Enter,1,.@realm$;
+ mes "[Gate Manager]";
+ mes "You are interested in exploring the "+.@realm$+" Guild Dungeon Deepest Layer (2F).";
+ mes "Let me guide you. Good luck.";
+ close2;
+ if (compare(strnpcinfo(2),"alde")) {
+ switch(.@id) {
+ case 1: warp "gld_dun02_2",32,122; end;
+ case 2: warp "gld_dun02_2",79,30; end;
+ case 3: warp "gld_dun02_2",165,38; end;
+ case 4: warp "gld_dun02_2",160,148; end;
+ case 5: warp "gld_dun02_2",103,169; end;
+ }
+ } else if (compare(strnpcinfo(2),"gef")) {
+ switch(.@id) {
+ case 1: warp "gld_dun04_2",39,258; end;
+ case 2: warp "gld_dun04_2",125,270; end;
+ case 3: warp "gld_dun04_2",268,251; end;
+ case 4: warp "gld_dun04_2",268,108; end;
+ case 5: warp "gld_dun04_2",230,35; end;
+ }
+ } else if (compare(strnpcinfo(2),"pay")) {
+ switch(.@id) {
+ case 1: warp "gld_dun01_2",186,165; end;
+ case 2: warp "gld_dun01_2",54,165; end;
+ case 3: warp "gld_dun01_2",54,39; end;
+ case 4: warp "gld_dun01_2",186,39; end;
+ case 5: warp "gld_dun01_2",223,202; end;
+ }
+ } else if (compare(strnpcinfo(2),"prt")) {
+ switch(.@id) {
+ case 1: warp "gld_dun03_2",28,251; end;
+ case 2: warp "gld_dun03_2",164,268; end;
+ case 3: warp "gld_dun03_2",164,179; end;
+ case 4: warp "gld_dun03_2",268,203; end;
+ case 5: warp "gld_dun03_2",199,28; end;
+ }
+ }
+ end;
+ case 3:
+ callsub L_Enter,2,.@realm$;
+ mes "[Gate Manager]";
+ mes "Let me guide you to the Abyss Gap connected with "+.@realm$+", the Abyss Gate 'Way of the Warrior'.";
+ close2;
+ if (compare(strnpcinfo(2),"alde")) {
+ switch(.@id) {
+ case 1: warp "gld2_ald",175,41; end;
+ case 2: warp "gld2_ald",77,64; end;
+ case 3: warp "gld2_ald",46,127; end;
+ case 4: warp "gld2_ald",104,246; end;
+ case 5: warp "gld2_ald",241,156; end;
+ }
+ } else if (compare(strnpcinfo(2),"gef")) {
+ switch(.@id) {
+ case 1: warp "gld2_gef",28,199; end;
+ case 2: warp "gld2_gef",217,46; end;
+ case 3: warp "gld2_gef",171,195; end;
+ case 4: warp "gld2_gef",30,67; end;
+ case 5: warp "gld2_gef",115,40; end;
+ }
+ } else if (compare(strnpcinfo(2),"pay")) {
+ switch(.@id) {
+ case 1: warp "gld2_pay",33,112; end;
+ case 2: warp "gld2_pay",119,27; end;
+ case 3: warp "gld2_pay",205,111; end;
+ case 4: warp "gld2_pay",175,221; end;
+ case 5: warp "gld2_pay",61,221; end;
+ }
+ } else if (compare(strnpcinfo(2),"prt")) {
+ switch(.@id) {
+ case 1: warp "gld2_prt",10,27; end;
+ case 2: warp "gld2_prt",14,247; end;
+ case 3: warp "gld2_prt",259,236; end;
+ case 4: warp "gld2_prt",226,25; end;
+ case 5: warp "gld2_prt",97,11; end;
+ }
+ }
+ end;
+ case 4:
+ mes "[Gate Manager]";
+ mes "Canceled.";
+ close;
+ }
+ end;
+
+L_Enter:
+ set .@invest_status, callfunc("F_Invest_Status");
+ if (.@invest_status == 3) {
+ set .@status, getd("$"+.@npc$+"_invest_result");
+ if ((getarg(0) == 1 && .@status == 2) || .@status == 3)
+ return;
+ else {
+ mes "[Gate Manager]";
+ mes getarg(1)+" was not chosen to be connected with a gate this time.";
+ mes "Please wait for the next investment duration.";
+ close;
+ }
+ } else if (.@invest_status < 3) {
+ mes "[Gate Manager]";
+ mes "There are currently no connected dungeon gates.";
+ mes "A gate will be connected as soon as the investment results are available.";
+ mes "Please wait.";
+ close;
+ } else {
+ mes "[Gate Manager]";
+ mes "The gate will disappear soon.";
+ mes "The dungeon is no longer accessible.";
+ mes "Please try again next time.";
+ close;
+ }
+}
+
+// Item Investments
+//============================================================
+malangdo,218,126,4 script Cat Paw Merchants Notice 857,{
+ mes "<< Cat Paw Merchants Notice >>";
+ mes "'^C379CEInvest Unused Items for Prizes!^000000'";
+ next;
+ switch(select("Read Notice:Check Event 1:Check Event 2")) {
+ case 1:
+ mes "- Notice -";
+ mes "Hello all Cat Paw Merchants customers! With your love, we Cat Paw Merchants are growing every day. All executives and staff members promise to do our best to further our frontier and development.";
+ next;
+ mes "- Event Notice! -";
+ mes " An Event called '^C379CEInvest Unused Items for Prizes!^000000' is under way, where you could exchange unused items in your storage for Investment Certificate of the Cat Paw Merchants.";
+ next;
+ mes "Exchangeable items will be announced on a separate sheet. Thank you for your time.";
+ mes "- From all the employees of Cat Paw Merchants -";
+ next;
+ mes "There is a small warning at the bottom.";
+ mes " ";
+ mes "^FF0000This event could be changed or repealed due to the Merchants' situation.^000000";
+ close;
+ case 2:
+ mes "'^C379CEInvest Unused Items for Prizes!^000000'";
+ mes "There are details of Event 1.";
+ next;
+ setarray .@event1$[0],
+ "Wings of the Insect Queen","Crown of the Fly King","I hear Dragon Scales are tough 01","The Meaning of the Mother's Nightmare",
+ "To refine ore","Hekekek Orcs, Orcs!!","Study of Yin-Yang","Secrets of the Pyramid King","Tick-tock the time goes",
+ "Planting trees on Mellow Island","Ancient language research","Weapons made of sharp teeth","Toy boss doll 01",
+ "A tiger is just a cat after all","The shattered spear and shield?","Toy boss doll 02","Best in summer! Cold scales",
+ "Piece of Thanatos' armor","I hear Dragon Scales are tough 02","The identity of the creepy eye","If only I could see!";
+ set .@menu$, "Quit:"+implode(.@event1$[0],":");
+ while(1) {
+ set .@i, select(.@menu$)-1;
+ switch(.@i) {
+ case 0: close;
+ case 1: set .@str$,"2 Pieces of Queen's Wing"; break;
+ case 2: set .@str$,"2 Broken Crowns"; break;
+ case 3: set .@str$,"2 Fire Dragon Scales"; break;
+ case 4: set .@str$,"3 Mother's Nightmares"; break;
+ case 5: set .@str$,"5 Gemstones"; break;
+ case 6: set .@str$,"5 Heroic Emblems"; break;
+ case 7: set .@str$,"3 Taeguk Plates"; break;
+ case 8: set .@str$,"3 Broken Pharaoh Symbols and 3 Tutankhamen's Masks"; break;
+ case 9: set .@str$,"2 Pocket Watches"; break;
+ case 10: set .@str$,"3 Young Twigs"; break;
+ case 11: set .@str$,"5 Rossata Pieces"; break;
+ case 12: set .@str$,"5 Fangs of Garm"; break;
+ case 13: set .@str$,"3 Baphomet Dolls"; break;
+ case 14: set .@str$,"1 Tiger's Footskin and 5 Tiger Skins"; break;
+ case 15: set .@str$,"3 Broken Shield Pieces and 3 Shining Spear Blades"; break;
+ case 16: set .@str$,"3 Osiris Dolls"; break;
+ case 17: set .@str$,"1 Ice Scale"; break;
+ case 18: set .@str$,"1 Skeletal Armor Piece"; break;
+ case 19: set .@str$,"1 Darkred Scale Piece"; break;
+ case 20: set .@str$,"2 Wills of Red Darkness"; break;
+ case 21: set .@str$,"2 Foolishness of the Blind"; break;
+ }
+ mes "["+.@event1$[.@i-1]+"]";
+ mes .@str$+" for one Cat Paw Merchants Investment Certificate.";
+ next;
+ }
+ case 3:
+ mes "Look out for the next '^C379CEInvest Unused Items for Prizes!^000000' Event 2!! Coming up real soon!";
+ close;
+ }
+}
+
+malangdo,218,123,1 script Namis#invest 545,4,4,{
+ if (checkweight(1201,1) == 0 || MaxWeight - Weight < 1000) {
+ mes "- Currently you're carrying -";
+ mes "- too many items with you. -";
+ mes "- Please try again after you -";
+ mes "- lose some weight. -";
+ close;
+ }
+ emotion e_omg;
+ emotion e_an;
+ emotion e_ag;
+ mes "[Namis]";
+ mes "Purr-Purr-Purrr-Purrrr-Pur~ Meow!!";
+ mes "Wh-- What? How rude. You scared me.";
+ next;
+ switch(select("What do you need? I'll invest!:What's the purpose of this event?:Were you asleep?")) {
+ case 1:
+ break;
+ case 2:
+ mes "[Namis]";
+ mes "So, another pushover in contract with the Cat Paw Merchants?";
+ next;
+ select("Huh? What! You calling me a pushover?");
+ mes "[Namis]";
+ mes "I'll say this just once, so you listen good!";
+ mes "We, the Cat Paw Merchants have planned an event for loyal workers like yourself.";
+ next;
+ mes "[Namis]";
+ mes "Run along to your storage and bring back rotting antiques to us and we'll exchange them for the oh-so valuable 'Cat Paw Merchants Investment Certificate'.";
+ next;
+ mes "[Namis]";
+ mes "It will be wise for you to do so because the Cat Paw Merchants are doing this at a loss!";
+ next;
+ mes "[Namis]";
+ mes "Details are on the notice.";
+ close;
+ case 3:
+ mes "[Namis]";
+ mes "Hick- Slurp-";
+ mes "Remember, human! There's no other cat who works as hard as I do.";
+ close;
+ }
+ mes "[Namis]";
+ mes "You must be here to participate in the '^C379CEInvest Unused Items for Prizes!^000000' event of the Cat Paw Merchants.";
+ next;
+ mes "[Namis]";
+ mes "So, which event do you wish to participate in?";
+ next;
+ switch(select("Not interested:Event 1 Items:Event 2 Items")) {
+ case 1:
+ mes "[Namis]";
+ mes "Don't you mess with a busy cat!";
+ close;
+ case 2:
+ mes "[Namis]";
+ mes "So you're in for Event 1.";
+ mes "Choose from the shown list.";
+ next;
+ setarray .@event1$[0],
+ "Wings of the Insect Queen","Crown of the Fly King","I hear Dragon Scales are tough 01","The Meaning of the Mother's Nightmare",
+ "To refine ore","Hekekek Orcs, Orcs!!","Study of Yin-Yang","Secrets of the Pyramid King","Tick-tock the time goes",
+ "Planting trees on Mellow Island","Ancient language research","Weapons made of sharp teeth","Toy boss doll 01",
+ "A tiger is just a cat after all","The shattered spear and shield?","Toy boss doll 02","Best in summer! Cold scales",
+ "Piece of Thanatos' armor","I hear Dragon Scales are tough 02","The identity of the creepy eye","If only I could see!";
+ set .@i, select(implode(.@event1$[0],":"))-1;
+ switch(.@i+1) {
+ case 1: callsub L_Check,"2 Pieces of Queen's Wing",6326,2,"Wings of the Insect Queen? What a pitiful name. I would've given some cool names!",.@event1$[.@i];
+ case 2: callsub L_Check,"2 Broken Crowns",7754,2,"For crying out loud! Those cats working on these events must be playing around. Can't they think of a better name?",.@event1$[.@i];
+ case 3: callsub L_Check,"2 Fire Dragon Scales",7451,2,"Dragon scales? Well... I guess they are tough. But what are they going to use them for?",.@event1$[.@i];
+ case 4: callsub L_Check,"3 Mother's Nightmares",7020,3,"Even though I don't have the authority to find out, I wonder what they're doing with the collected items?",.@event1$[.@i];
+ case 5: callsub L_Check,"5 Gemstones",7300,5,"Something useful for a change. The ore will end up as nice pieces of jewelry.",.@event1$[.@i];
+ case 6: callsub L_Check,"5 Heroic Emblems",968,5,"Good, good. This is the kind of name I wanted!",.@event1$[.@i];
+ case 7: callsub L_Check,"3 Taeguk Plates",7169,3,"Taking in something like this, maybe they're up to something dangerous.",.@event1$[.@i];
+ case 8: callsub L_Check,"3 Broken Pharaoh Symbols and 3 Tutankhamen's Masks",7113,3,"I hear the pyramids are in Morroc, but I've never been there. Some humans call it Morco.",.@event1$[.@i],7114,3;
+ case 9: callsub L_Check,"2 Pocket Watches",7513,2,"Those lazy merchants, why do they need pocket watches they don't even use?",.@event1$[.@i];
+ case 10: callsub L_Check,"3 Young Twigs",7018,3,"Mellow Island has a climate like with where we cats used to live. But the trees die out sometimes due to it being an island.",.@event1$[.@i];
+ case 11: callsub L_Check,"5 Rossata Pieces",7211,5,"I guess they collect these because humans have them, but what's the use of researching ancient languages?",.@event1$[.@i];
+ case 12: callsub L_Check,"5 Fangs of Garm",7036,5,"Weak humans need sharp weapons, but cats already have nice and sharp claws, so why are we collecting these!!",.@event1$[.@i];
+ case 13: callsub L_Check,"3 Baphomet Dolls",750,3,"Baphomet dolls are great for playing around with.",.@event1$[.@i];
+ case 14: callsub L_Check,"1 Tiger's Footskin and 5 Tiger Skins",1030,1,"Did you know that tigers are cats too? Therefore, cats are better than tigers.",.@event1$[.@i],1029,5;
+ case 15: callsub L_Check,"3 Broken Shield Pieces and 3 Shining Spear Blades",7108,3,"I don't know what they want with these.",.@event1$[.@i],7109,3;
+ case 16: callsub L_Check,"3 Osiris Dolls",751,3,"Shame~ I never got to play with an Osiris doll.",.@event1$[.@i];
+ case 17: callsub L_Check,"1 Ice Scale",7562,1,"Mellow Island is a fabulous place to live. But the ships are too hot.",.@event1$[.@i];
+ case 18: callsub L_Check,"1 Skeletal Armor Piece",7450,1,"Ewww... Why would they collect something so creepy?",.@event1$[.@i];
+ case 19: callsub L_Check,"1 Darkred Scale Piece",6091,1,"Dragon scales? Well... I guess they are tough. But what are they going to use them for?",.@event1$[.@i];
+ case 20: callsub L_Check,"2 Wills of Red Darkness",7566,2,"Interesting! Does it scream or something when I poke it in the eye?",.@event1$[.@i];
+ case 21: callsub L_Check,"2 Foolishness of the Blind",7021,2,"This blind man is foolish in not knowing that gathering 300 cats cures blindness...",.@event1$[.@i];
+ }
+ case 3:
+ mes "[Namis]";
+ mes "Participate in Event 2?";
+ mes "It is not yet in motion. Wait for it!";
+ close;
+ }
+ end;
+L_Check:
+ set .@args, getargcount();
+ if (.@args > 5) {
+ if (countitem(getarg(5)) < getarg(6))
+ set .@items,1; //incomplete
+ else
+ set .@items,2; //complete
+ }
+ if (countitem(getarg(1)) < getarg(2) || .@items == 1) {
+ mes "[Namis]";
+ mes "You don't have the items?";
+ mes getarg(0)+" exchange for one Cat Paw Merchants Investment Certificate.";
+ next;
+ mes "[Namis]";
+ mes "Don't bother me and look up the details on the board over there!";
+ close;
+ }
+ mes "[Namis]";
+ mes "'^8E5601"+getarg(4)+" Event^000000'";
+ mes "Seems to be the right items.";
+ mes getarg(3);
+ mes "Oh! Almost forgot. Will you invest?";
+ next;
+ if(select("Invest:Don't Invest") == 2) {
+ mes "[Namis]";
+ mes "Don't you mess with a busy cat!";
+ close;
+ }
+ delitem getarg(1),getarg(2);
+ if (.@items == 2)
+ delitem getarg(5),getarg(6);
+ getitem 6489,1; //Cats_Invest_Certif
+ mes "[Namis]";
+ mes "Here's your Certificate. Always be grateful to the Merchants for these events!";
+ close;
+OnTouch:
+ if (rand(2))
+ emotion e_yawn;
+ else
+ specialeffect EF_SLEEPATTACK;
+ end;
+}
+
+// Investment Rewards
+//============================================================
+malangdo,215,119,4 script Thanks Ticket Machine 564,{
+ if (MaxWeight - Weight < 4500 || checkweight(1201,1) == 0) {
+ mes "- Currently you're carrying -";
+ mes "- too many items with you. -";
+ mes "- Please try again after you -";
+ mes "- lose some weight. -";
+ close;
+ }
+ mes "[Vending Machine Notice]";
+ mes "^6815EA1. Don't kick the machine please. @_@";
+ mes "2. You can only insert Invest Thanks Ticket.";
+ mes "3. About the Jelly Box, if you open it, it gives you a random item.";
+ mes "4. Hope you enjoy~^000000";
+ mes "- Mr. Cat, the Machine Owner -";
+ next;
+ switch(select("Finish:Purchase:Red Paw Jelly Bag (5 Tickets):Black Paw Jelly Bag (50 Tickets)")) {
+ case 1:
+ close;
+ case 2:
+ mes "The Vending Machine is selling items in the following list.";
+ next;
+ switch(select("Finish:1 Siege Arrow Quiver A (2 Tickets):1 Siege Arrow Quiver S (2 Tickets):30 White Potion (12 Tickets):30 White Slim Potion (14 Tickets):10 Dark Water (20 Tickets):20 Siege_Violet_Potion (30 Tickets):10 Coldproof Potion (30 Tickets):10 Thunderproof Potion (30 Tickets):10 Earthproof Potion (30 Tickets):10 Fireproof Potion (30 Tickets):10 Elemental Converter[Fire] (30 Tickets)")) {
+ case 1: close;
+ case 2: callsub L_Purchase,2,12678,1; //Siege_Arrow_Quiver_A
+ case 3: callsub L_Purchase,2,12677,1; //Siege_Arrow_Quiver_S
+ case 4: callsub L_Purchase,12,504,30; //White_Potion
+ case 5: callsub L_Purchase,14,547,30; //White_Slim_Potion
+ case 6: callsub L_Purchase,20,12020,10; //Water_Of_Darkness
+ case 7: callsub L_Purchase,30,11547,20; //Woe_Violet_Potion
+ case 8: callsub L_Purchase,30,12119,10; //Resist_Water
+ case 9: callsub L_Purchase,30,12121,10; //Resist_Wind
+ case 10: callsub L_Purchase,30,12120,10; //Resist_Earth
+ case 11: callsub L_Purchase,30,12118,10; //Resist_Fire
+ case 12: callsub L_Purchase,30,12114,10,"Elemental Converter[Fire]"; //Elemental_Fire
+ case 13: callsub L_Purchase,30,12115,10,"Elemental Converter[Water]"; //Elemental_Water
+ case 14: callsub L_Purchase,30,12117,10,"Elemental Converter[Wind]"; //Elemental_Wind
+ case 15: callsub L_Purchase,30,12116,10,"Elemental Converter[Earth]"; //Elemental_Earth
+ }
+ end;
+ case 3:
+ mes "Red Paw Jelly Bag Button chosen. Need to insert 5 ^FF0000Invest Thanks Ticket^000000 and a random item will appear.";
+ next;
+ if (countitem(6488) < 5) {
+ mes "You don't have enough ^FF0000Invest Thanks Ticket^000000 to proceed.";
+ close;
+ }
+ delitem 6488,5; //Thanks_Invest_Ticket
+ set .@i, rand(1,10000);
+ if (.@i <= 100) callsub L_Bag,12531,1; //White_Potion_Box
+ else if (.@i <= 200) callsub L_Bag,12549,1; //White_Slim_Pot_Box2
+ else if (.@i <= 250) callsub L_Bag,11549,10; //Woe_Blue_Potion
+ else if (.@i <= 660) callsub L_Bag,617,1; //Old_Violet_Box
+ else if (.@i <= 710) callsub L_Bag,12532,1; //Royal_Jelly_Box2
+ else if (.@i <= 760) callsub L_Bag,12533,1; //Blue_Herb_Box2
+ else if (.@i <= 810) callsub L_Bag,505,5; //Blue_Potion
+ else if (.@i <= 1110) callsub L_Bag,644,1; //Gift_Box
+ else if (.@i <= 1120) callsub L_Bag,607,1; //Yggdrasilberry
+ else if (.@i <= 1130) callsub L_Bag,608,2; //Seed_Of_Yggdrasil
+ else if (.@i <= 1140) callsub L_Bag,12292,5; //Unripe_Fruit
+ else if (.@i <= 1150) callsub L_Bag,12293,5; //Dried_Yggdrasilberry
+ else if (.@i <= 1250) callsub L_Bag,12679,1; //Sg_White_Potion_Box
+ else if (.@i <= 1471) callsub L_Bag,603,1; //Old_Blue_Box
+ else if (.@i <= 1571) callsub L_Bag,12550,1,"Poison Bottle Box(30)"; //Poison_Bottle_Box2
+ else if (.@i <= 1671) callsub L_Bag,12020,10; //Water_Of_Darkness
+ else if (.@i <= 1871) callsub L_Bag,12030,5; //Box_Of_Grudge
+ else if (.@i <= 2071) callsub L_Bag,12031,5; //Sleepy_Box
+ else if (.@i <= 2371) callsub L_Bag,12033,2; //Box_Of_Sunlight
+ else if (.@i <= 2571) callsub L_Bag,12114,5,"Elemental Converter[Fire]"; //Elemental_Fire
+ else if (.@i <= 2771) callsub L_Bag,12115,5,"Elemental Converter[Water]"; //Elemental_Water
+ else if (.@i <= 2971) callsub L_Bag,12117,5,"Elemental Converter[Wind]"; //Elemental_Wind
+ else if (.@i <= 3171) callsub L_Bag,12116,5,"Elemental Converter[Earth]"; //Elemental_Earth
+ else if (.@i <= 3271) callsub L_Bag,12680,1; //Sg_Blue_Potion_Box
+ else if (.@i <= 3471) callsub L_Bag,12118,5; //Resist_Fire
+ else if (.@i <= 3671) callsub L_Bag,12119,5; //Resist_Water
+ else if (.@i <= 3871) callsub L_Bag,12121,5; //Resist_Wind
+ else if (.@i <= 4071) callsub L_Bag,12120,5; //Resist_Earth
+ else if (.@i <= 4271) callsub L_Bag,929,20; //Immortal_Heart
+ else if (.@i <= 4471) callsub L_Bag,1059,20; //Transparent_Cloth
+ else if (.@i <= 4671) callsub L_Bag,905,20; //Stem
+ else if (.@i <= 4871) callsub L_Bag,606,10; //Aloebera
+ else if (.@i <= 5071) callsub L_Bag,609,10; //Amulet
+ else if (.@i <= 5271) callsub L_Bag,710,2; //Illusion_Flower
+ else if (.@i <= 5471) callsub L_Bag,576,20; //Prickly_Fruit
+ else if (.@i <= 5671) callsub L_Bag,621,10; //Bitter_Herb
+ else if (.@i <= 5871) callsub L_Bag,709,10; //Izidor
+ else if (.@i <= 6071) callsub L_Bag,605,10; //Anodyne
+ else if (.@i <= 6171) callsub L_Bag,11548,10; //Woe_White_Potion
+ else if (.@i <= 6371) callsub L_Bag,706,10; //Four_Leaf_Clover
+ else if (.@i <= 6571) callsub L_Bag,521,10; //Leaflet_Of_Aloe
+ else if (.@i <= 6771) callsub L_Bag,707,10; //Singing_Plant
+ else if (.@i <= 6971) callsub L_Bag,610,10; //Leaf_Of_Yggdrasil
+ else if (.@i <= 7021) callsub L_Bag,12676,1; //Sg_Violet_Potion_Box
+ else if (.@i <= 7171) callsub L_Bag,6249,10; //Savage_Meat
+ else if (.@i <= 7321) callsub L_Bag,6252,10; //Wolf_Blood
+ else if (.@i <= 7471) callsub L_Bag,6254,10; //Beef_Head_Meat
+ else if (.@i <= 7621) callsub L_Bag,6253,10; //Cold_Ice
+ else if (.@i <= 7771) callsub L_Bag,6256,10; //Ice_Fragment
+ else if (.@i <= 7921) callsub L_Bag,6257,10; //Ice_Crystal
+ else if (.@i <= 8071) callsub L_Bag,6260,10; //Petti_Tail
+ else if (.@i <= 8309) callsub L_Bag,7932,20; //Poison_Herb_Nerium
+ else if (.@i <= 8547) callsub L_Bag,7933,20; //Poison_Herb_Rantana
+ else if (.@i <= 8785) callsub L_Bag,7934,20; //Poison_Herb_Makulata
+ else if (.@i <= 9023) callsub L_Bag,7935,20; //Poison_Herb_Seratum
+ else if (.@i <= 9261) callsub L_Bag,7936,20; //Poison_Herb_Scopolia
+ else if (.@i <= 9499) callsub L_Bag,7937,20; //Poison_Herb_Amoena
+ else if (.@i <= 9699) callsub L_Bag,6217,20; //Mandragora_Flowerpot
+ else callsub L_Bag,12016,10; //Speed_Up_Potion
+ end;
+ case 4:
+ mes "Black Paw Jelly Bag Button chosen. Need to insert 50 ^FF0000Invest Thanks Ticket^000000 and a random item will appear.";
+ next;
+ if (countitem(6488) < 50) {
+ mes "You don't have enough ^FF0000Invest Thanks Ticket^000000 to proceed.";
+ close;
+ }
+ delitem 6488,50; //Thanks_Invest_Ticket
+ set .@i, rand(1,10000);
+ if (.@i <= 100) callsub L_Bag,12531,1; //White_Potion_Box
+ else if (.@i <= 200) callsub L_Bag,12549,1; //White_Slim_Pot_Box2
+ else if (.@i <= 250) callsub L_Bag,11549,20; //Woe_Blue_Potion
+ else if (.@i <= 450) callsub L_Bag,617,1; //Old_Violet_Box
+ else if (.@i <= 500) callsub L_Bag,12532,1; //Royal_Jelly_Box2
+ else if (.@i <= 550) callsub L_Bag,12533,1; //Blue_Herb_Box2
+ else if (.@i <= 600) callsub L_Bag,505,10; //Blue_Potion
+ else if (.@i <= 800) callsub L_Bag,644,1; //Gift_Box
+ else if (.@i <= 810) callsub L_Bag,607,2; //Yggdrasilberry
+ else if (.@i <= 820) callsub L_Bag,608,3; //Seed_Of_Yggdrasil
+ else if (.@i <= 830) callsub L_Bag,12292,10; //Unripe_Fruit
+ else if (.@i <= 840) callsub L_Bag,12293,10; //Dried_Yggdrasilberry
+ else if (.@i <= 940) callsub L_Bag,12679,1; //Sg_White_Potion_Box
+ else if (.@i <= 1140) callsub L_Bag,603,1; //Old_Blue_Box
+ else if (.@i <= 1240) callsub L_Bag,12550,1,"Poison Bottle Box(30)"; //Poison_Bottle_Box2
+ else if (.@i <= 1340) callsub L_Bag,12020,20; //Water_Of_Darkness
+ else if (.@i <= 1440) callsub L_Bag,12030,10; //Box_Of_Grudge
+ else if (.@i <= 1540) callsub L_Bag,12031,10; //Sleepy_Box
+ else if (.@i <= 1690) callsub L_Bag,12033,4; //Box_Of_Sunlight
+ else if (.@i <= 1790) callsub L_Bag,12114,10,"Elemental Converter[Fire]"; //Elemental_Fire
+ else if (.@i <= 1890) callsub L_Bag,12115,10,"Elemental Converter[Water]"; //Elemental_Water
+ else if (.@i <= 1990) callsub L_Bag,12117,10,"Elemental Converter[Wind]"; //Elemental_Wind
+ else if (.@i <= 2090) callsub L_Bag,12116,10,"Elemental Converter[Earth]"; //Elemental_Earth
+ else if (.@i <= 2190) callsub L_Bag,12680,1; //Sg_Blue_Potion_Box
+ else if (.@i <= 2290) callsub L_Bag,12118,10; //Resist_Fire
+ else if (.@i <= 2390) callsub L_Bag,12119,10; //Resist_Water
+ else if (.@i <= 2490) callsub L_Bag,12121,10; //Resist_Wind
+ else if (.@i <= 2590) callsub L_Bag,12120,10; //Resist_Earth
+ else if (.@i <= 2690) callsub L_Bag,929,40; //Immortal_Heart
+ else if (.@i <= 2790) callsub L_Bag,1059,40; //Transparent_Cloth
+ else if (.@i <= 2890) callsub L_Bag,905,40; //Stem
+ else if (.@i <= 2990) callsub L_Bag,606,20; //Aloebera
+ else if (.@i <= 3090) callsub L_Bag,609,20; //Amulet
+ else if (.@i <= 3190) callsub L_Bag,710,4; //Illusion_Flower
+ else if (.@i <= 3290) callsub L_Bag,576,40; //Prickly_Fruit
+ else if (.@i <= 3390) callsub L_Bag,621,20; //Bitter_Herb
+ else if (.@i <= 3490) callsub L_Bag,709,20; //Izidor
+ else if (.@i <= 3590) callsub L_Bag,605,20; //Anodyne
+ else if (.@i <= 3690) callsub L_Bag,11548,20; //Woe_White_Potion
+ else if (.@i <= 3790) callsub L_Bag,706,20; //Four_Leaf_Clover
+ else if (.@i <= 3890) callsub L_Bag,521,20; //Leaflet_Of_Aloe
+ else if (.@i <= 3990) callsub L_Bag,707,20; //Singing_Plant
+ else if (.@i <= 4090) callsub L_Bag,610,20; //Leaf_Of_Yggdrasil
+ else if (.@i <= 4140) callsub L_Bag,12676,1; //Sg_Violet_Potion_Box
+ else if (.@i <= 4240) callsub L_Bag,6249,20; //Savage_Meat
+ else if (.@i <= 4340) callsub L_Bag,6252,20; //Wolf_Blood
+ else if (.@i <= 4440) callsub L_Bag,6254,20; //Beef_Head_Meat
+ else if (.@i <= 4540) callsub L_Bag,6253,20; //Cold_Ice
+ else if (.@i <= 4640) callsub L_Bag,6256,20; //Ice_Fragment
+ else if (.@i <= 4740) callsub L_Bag,6257,20; //Ice_Crystal
+ else if (.@i <= 4840) callsub L_Bag,6260,20; //Petti_Tail
+ else if (.@i <= 4940) callsub L_Bag,7932,40; //Poison_Herb_Nerium
+ else if (.@i <= 5040) callsub L_Bag,7933,40; //Poison_Herb_Rantana
+ else if (.@i <= 5140) callsub L_Bag,7934,40; //Poison_Herb_Makulata
+ else if (.@i <= 5240) callsub L_Bag,7935,40; //Poison_Herb_Seratum
+ else if (.@i <= 5340) callsub L_Bag,7936,40; //Poison_Herb_Scopolia
+ else if (.@i <= 5440) callsub L_Bag,7937,40; //Poison_Herb_Amoena
+ else if (.@i <= 5540) callsub L_Bag,6217,40; //Mandragora_Flowerpot
+ else if (.@i <= 6000) callsub L_Bag,12016,20; //Speed_Up_Potion
+ else if (.@i <= 6500) callsub L_Bag,2483,1; //Siege_Greave
+ else if (.@i <= 7000) callsub L_Bag,2484,1; //Siege_Boots
+ else if (.@i <= 7500) callsub L_Bag,2485,1; //Siege_Shoes
+ else if (.@i <= 8000) callsub L_Bag,2586,1; //Siege_Manteau
+ else if (.@i <= 8500) callsub L_Bag,2587,1; //Siege_Muffler
+ else if (.@i <= 9000) callsub L_Bag,15046,1; //Siege_Plate
+ else if (.@i <= 9500) callsub L_Bag,15047,1; //Siege_Suits
+ else callsub L_Bag,15048,1; //Siege_Robe
+ end;
+ }
+ end;
+
+//callsub L_Purchase,<ticket cost>,<reward ID>,<reward amount>{,<reward name>};
+L_Purchase:
+ if (countitem(6488) < getarg(0)) {
+ mes "You don't have enough ^FF0000Invest Thanks Ticket^000000 to proceed.";
+ close;
+ }
+ delitem 6488,getarg(0); //Thanks_Invest_Ticket
+ getitem getarg(1),getarg(2);
+ mes "- Done! -";
+ next;
+ mes "The item ^0000FF"+((getargcount() > 3)?getarg(3,""):getitemname(getarg(1)))+"^000000 has been obtained.";
+ close;
+
+//callsub L_Bag,<reward ID>,<reward amount>{,<reward name>};
+L_Bag:
+ getitem getarg(0),getarg(1);
+ mes "- Done! -";
+ next;
+ mes "The item ^0000FF"+((getargcount() > 2)?getarg(2,""):getitemname(getarg(0)))+"^000000 has been obtained.";
+ close;
+}
diff --git a/npc/re/guild/invest_npc.txt b/npc/re/guild/invest_npc.txt
new file mode 100644
index 000000000..3c6c45ee5
--- /dev/null
+++ b/npc/re/guild/invest_npc.txt
@@ -0,0 +1,66 @@
+//===== rAthena Script =======================================
+//= Hall of Abyss - NPC Duplicates
+//===== By: ==================================================
+//= Euphy
+//===== Current Version: =====================================
+//= 1.0
+//===== Compatible With: =====================================
+//= rAthena SVN
+//===== Description: =========================================
+//= Expansion for War of Emperium FE.
+//= Invest in each realm to unlock new maps:
+//= - Guild Dungeon F2, total 20,000,000z.
+//= - Hall of Abyss, total 70,000,000z.
+//===== Additional Comments: =================================
+//= 1.0 First version. [Euphy]
+//============================================================
+
+// Realms - Merchant Guilds, Gate Managers, Status Boards
+//============================================================
+alde_gld,186,157,3 duplicate(Cat Paw Merchant Guild) Cat Paw Merchant Megrez 549
+alde_gld,191,164,3 duplicate(Gate Manager#realm) Gate Manager#alde_f00 421
+alde_gld,188,158,3 duplicate(Investment Status Board) Investment Status Board::InvestStatus_Alde 857
+
+gef_fild13,187,208,3 duplicate(Cat Paw Merchant Guild) Cat Paw Merchant Meraq 549
+gef_fild13,189,206,3 duplicate(Gate Manager#realm) Gate Manager#gef_f00 421
+gef_fild13,190,209,3 duplicate(Investment Status Board) Investment Status Board::InvestStatus_Gef 857
+
+pay_gld,203,189,3 duplicate(Cat Paw Merchant Guild) Cat Paw Merchant Phecda 549
+pay_gld,206,189,3 duplicate(Gate Manager#realm) Gate Manager#pay_f00 421
+pay_gld,200,189,5 duplicate(Investment Status Board) Investment Status Board::InvestStatus_Pay 857
+
+prt_gld,158,96,5 duplicate(Cat Paw Merchant Guild) Cat Paw Merchant Dubae 549
+prt_gld,161,96,3 duplicate(Gate Manager#realm) Gate Manager#prt_f00 421
+prt_gld,163,99,3 duplicate(Investment Status Board) Investment Status Board::InvestStatus_Prt 857
+
+// Inside Castles - Gate Managers
+//============================================================
+aldeg_cas01,85,105,4 duplicate(Gate Manager#castle) Gate Manager#alde_f01 421
+aldeg_cas02,124,49,3 duplicate(Gate Manager#castle) Gate Manager#alde_f02 421
+aldeg_cas03,121,75,3 duplicate(Gate Manager#castle) Gate Manager#alde_f03 421
+aldeg_cas04,25,67,7 duplicate(Gate Manager#castle) Gate Manager#alde_f04 421
+aldeg_cas05,54,200,3 duplicate(Gate Manager#castle) Gate Manager#alde_f05 421
+
+gefg_cas01,39,49,4 duplicate(Gate Manager#castle) Gate Manager#gef_f01 421
+gefg_cas02,10,65,4 duplicate(Gate Manager#castle) Gate Manager#gef_f02 421
+gefg_cas03,100,87,4 duplicate(Gate Manager#castle) Gate Manager#gef_f03 421
+gefg_cas04,35,44,3 duplicate(Gate Manager#castle) Gate Manager#gef_f04 421
+gefg_cas05,84,46,3 duplicate(Gate Manager#castle) Gate Manager#gef_f05 421
+
+payg_cas01,129,59,3 duplicate(Gate Manager#castle) Gate Manager#pay_f01 421
+payg_cas02,27,277,3 duplicate(Gate Manager#castle) Gate Manager#pay_f02 421
+payg_cas03,51,266,3 duplicate(Gate Manager#castle) Gate Manager#pay_f03 421
+payg_cas04,39,264,4 duplicate(Gate Manager#castle) Gate Manager#pay_f04 421
+payg_cas05,272,252,4 duplicate(Gate Manager#castle) Gate Manager#pay_f05 421
+
+prtg_cas01,114,178,3 duplicate(Gate Manager#castle) Gate Manager#prt_f01 421
+prtg_cas02,89,63,5 duplicate(Gate Manager#castle) Gate Manager#prt_f02 421
+prtg_cas03,72,109,3 duplicate(Gate Manager#castle) Gate Manager#prt_f03 421
+prtg_cas04,29,263,4 duplicate(Gate Manager#castle) Gate Manager#prt_f04 421
+prtg_cas05,24,23,4 duplicate(Gate Manager#castle) Gate Manager#prt_f05 421
+
+// iRO NPC Locations
+//============================================================
+//prt_gld,148,253,4 duplicate(Cat Paw Merchants Notice) Cat Paw Merchants Notice::CatPawNotice_iRO 857
+//prt_gld,145,255,6 duplicate(Namis#invest) Namis::Namis_iRO 545,4,4
+//prt_gld,165,50,4 duplicate(Thanks Ticket Machine) Thanks Ticket Machine::ThanksMachine_iRO 564
diff --git a/npc/re/instances/HazyForest.txt b/npc/re/instances/HazyForest.txt
new file mode 100644
index 000000000..cecdadd20
--- /dev/null
+++ b/npc/re/instances/HazyForest.txt
@@ -0,0 +1,1193 @@
+//===== Hercules Script ======================================
+//= Hazy Forest
+//===== By: ==================================================
+//= Euphy
+//===== Current Version: =====================================
+//= 1.0
+//===== Compatible With: =====================================
+//= Hercules
+//===== Description: =========================================
+//= [Official Conversion]
+//= Cross through the Hazy Forest to reach the Bifrost.
+//= Contains the Wandering Guardian quest.
+//===== Additional Comments: =================================
+//= 1.0 First version. [Euphy]
+//============================================================
+
+// Instance Creation
+//============================================================
+bif_fild01,158,340,5 script Laphine Soldier#mist 447,{
+
+ set .@party_id,getcharid(1);
+ set .@md_name$,"Mistwood Maze";
+
+ mes "[Laphine Soldier]";
+ mes "Are you going into the forest?";
+ next;
+ if (!.@party_id) {
+ mes "[Laphine Soldier]";
+ mes "Well, well, well, aren't you being too rash?";
+ mes "Why don't you at least organize a party?";
+ close;
+ }
+ set .@playtime, checkquest(7211,PLAYTIME);
+ if (getcharid(0) == getpartyleader(.@party_id,2)) {
+ if (.@playtime == 0 || .@playtime == 1) {
+ mes "[Laphine Soldier]";
+ mes "...Are you sure you're not doing too much?";
+ mes "I think you'd better get some rest.";
+ mes "You'll only wear yourself out by trying to do too much";
+ next;
+ mes "[Laphine Soldier]";
+ mes "I don't think the authority will give you permission, either.";
+ mes "...Even a Sapha would be stopped from entering the forest.";
+ next;
+ select("You speak our language quite well, don't you?");
+ mes "[Laphine Soldier]";
+ mes "...Do I?";
+ mes "Actually I'm not speaking your language.";
+ mes "I'm speaking Laphine language.";
+ next;
+ mes "[Laphine Soldier]";
+ mes "But it's one of the mysteries of Bifrost.";
+ mes "That we can understand each other even if we speak different languages.";
+ next;
+ mes "[Laphine Soldier]";
+ mes "To be able to talk with everybody...";
+ mes "Perhaps that's the power of Bifrost.";
+ close;
+ } else if (.@playtime == 2) {
+ mes "[Laphine Soldier]";
+ mes "Great, great.";
+ mes "Now the forest won't reject you.";
+ mes "What are you going to do now?";
+ erasequest 7211;
+ } else {
+ mes "[Laphine Soldier]";
+ mes "You human adventurers are incredible.";
+ mes "You're always going into the forest, where no one else dares to go.";
+ next;
+ mes "[Laphine Soldier]";
+ mes "Phew. But I have to report to the authority";
+ mes "everyone who goes into the forest, just in case.";
+ next;
+ mes "[Laphine Soldier]";
+ mes "You'll get permission";
+ mes "after you register.";
+ mes "Are you going to venture into the Hazy Forest?";
+ }
+ next;
+ switch(select("Venture into the Hazy Forest.:Give up.")) {
+ case 1:
+ set .@instance, instance_create(.@md_name$,.@party_id);
+ if (.@instance >= 0) {
+ if (instance_attachmap("1@mist",.@instance) != "") {
+
+ instance_attach(.@instance);
+ instance_set_timeout 7200,300,.@instance;
+ instance_init(.@instance);
+
+ donpcevent instance_npcname("#Whisper_mist", instance_id())+"::OnInstanceInit";
+ donpcevent instance_npcname("Tom's Garden Tree", instance_id())+"::OnInstanceInit";
+ donpcevent instance_npcname("Tomba's Garden Tree", instance_id())+"::OnInstanceInit";
+ donpcevent instance_npcname("Remi's Garden Tree", instance_id())+"::OnInstanceInit";
+ donpcevent instance_npcname("Tired Rem's Garden Tree", instance_id())+"::OnInstanceInit";
+ donpcevent instance_npcname("Ron's Garden Tree", instance_id())+"::OnInstanceInit";
+ donpcevent instance_npcname("Rover's Garden Tree", instance_id())+"::OnInstanceInit";
+ donpcevent instance_npcname("Mona's Garden Tree", instance_id())+"::OnInstanceInit";
+ donpcevent instance_npcname("Namon's Garden Tree", instance_id())+"::OnInstanceInit";
+ donpcevent instance_npcname("Sad Neoron's Garden Tree", instance_id())+"::OnInstanceInit";
+ donpcevent instance_npcname("Spyder's Garden Tree", instance_id())+"::OnInstanceInit";
+ donpcevent instance_npcname("Tito's Garden Tree", instance_id())+"::OnInstanceInit";
+ donpcevent instance_npcname("Pumba's Garden Tree", instance_id())+"::OnInstanceInit";
+ donpcevent instance_npcname("Tete's Garden Tree", instance_id())+"::OnInstanceInit";
+ donpcevent instance_npcname("The Gardeners' Tree", instance_id())+"::OnInstanceInit";
+ donpcevent instance_npcname("#Dragon Herder", instance_id())+"::OnInstanceInit";
+ donpcevent instance_npcname("Mysterious Young Man#mis", instance_id())+"::OnInstanceInit";
+ donpcevent instance_npcname("Loki#mist", instance_id())+"::OnInstanceInit";
+ donpcevent instance_npcname("Collapsed Girl#mist", instance_id())+"::OnInstanceInit";
+ donpcevent instance_npcname("#Mist Mobs Respawn1", instance_id())+"::OnInstanceInit";
+ donpcevent instance_npcname("#Mist Mobs Respawn2", instance_id())+"::OnInstanceInit";
+ donpcevent instance_npcname("#Mist Mobs Respawn3", instance_id())+"::OnInstanceInit";
+ donpcevent instance_npcname("#Mist Mobs Respawn4", instance_id())+"::OnInstanceInit";
+ donpcevent instance_npcname("#Mist Mobs Respawn5", instance_id())+"::OnInstanceInit";
+ donpcevent instance_npcname("#Fragments of Memory", instance_id())+"::OnInstanceInit";
+ donpcevent instance_npcname("#mist_warp_init", instance_id())+"::OnInstanceInit";
+
+ mes "[Laphine Soldier]";
+ mes "Party Name "+getpartyname(.@party_id)+"...";
+ mes "Party Leader "+strcharinfo(0)+"...";
+ mes "I've got it. I've written them down on the report here.";
+ next;
+ mes "[Laphine Soldier]";
+ mes "You'll get permission soon.";
+ mes "Now go to the log tunnel, the only way to get into the Hazy Forest.";
+ mes "You understand?";
+ next;
+ mes "[Laphine Soldier]";
+ mes "We can't go against the forest,";
+ mes "but maybe you humans can.";
+ mes "Good luck!";
+ close;
+ } else
+ instance_destroy(.@instance);
+ }
+ mes "[Laphine Soldier]";
+ mes "Party Name "+getpartyname(.@party_id)+"...";
+ mes "Party Leader "+strcharinfo(0)+"...";
+ mes "Hmm...";
+ next;
+ mes "[Laphine Soldier]";
+ if (.@playtime == -1)
+ mes "It's dangerous in the forest.";
+ else
+ mes "The atmosphere is somewhat tense in the forest.";
+ mes "...Why don't you just go back today?";
+ close;
+ case 2:
+ mes "[Laphine Soldier]";
+ mes "Well, you've made the right decision.";
+ if (.@playtime == -1)
+ mes "That's what's good for you.";
+ close;
+ }
+ } else {
+ mes "[Laphine Soldier]";
+ mes "Where's your party leader?";
+ mes "It's dangerous in there.";
+ next;
+ if (.@playtime == 2) {
+ mes "[Laphine Soldier]";
+ mes "I see you've been into the forest before.";
+ mes "Okay, at least the forest won't reject you.";
+ mes "However...";
+ erasequest 7211;
+ next;
+ }
+ mes "[Laphine Soldier]";
+ mes "Put yourself in my shoes, the entrance guard, and let me meet the representative of your party.";
+ mes "I have to discuss some things with him/her.";
+ close;
+ }
+}
+
+bif_fild01,161,355,0 script Log Tunnel 844,{
+ mes "I see the forest through the log tunnel.";
+ mes "It looks like I can enter the forest through the log tunnel.";
+ next;
+ if(select("Enter the tunnel.:Give up.") == 2)
+ close;
+ // TODO: Add official MD_Enter cases.
+ if (!getcharid(1)) {
+ mes "[Laphine Soldier]";
+ mes "Hey, look!";
+ mes "Are you going alone?";
+ mes "That's impossible. Too rash.";
+ mes "Team up with some friends and go together!";
+ close;
+ }
+ set .@playtime, checkquest(7211,PLAYTIME);
+ if (has_instance("1@mist") == "") {
+ if (.@playtime == 0 || .@playtime == 1) {
+ mes "You try to crawl into the log, but some mysterious power pushes you back with a gush of wind.";
+ mes "It seems like you can't force your way into the forest.";
+ close;
+ }
+ mes "The world beyond the log tunnel looks dark and suffocating.";
+ mes "Your instinct is screaming that this forest is dangerous.";
+ close;
+ }
+ if (.@playtime == 2) erasequest 7211;
+ if (checkquest(7211,PLAYTIME) == -1) setquest 7211;
+ mapannounce "bif_fild01",getpartyname(getcharid(1))+" party's "+strcharinfo(0)+" member is entering the Mistwood Maze.",bc_map,"0x00ff99"; //FW_NORMAL 12 0 0
+ warp "1@mist",89,29;
+ close;
+}
+
+// Instance Scripts
+//============================================================
+1@mist,89,29,0 script #Whisper_mist 844,1,1,{
+ end;
+OnInstanceInit:
+ enablenpc instance_npcname("#Whisper_mist", instance_id());
+ end;
+OnTouch:
+ disablenpc instance_npcname("#Whisper_mist", instance_id());
+ initnpctimer;
+ end;
+OnTimer10000:
+OnTimer20000:
+ instance_announce 0,"Whisper: Who's this? Who's this!? The forest is open! Tom, Tomba, Tired Rem, Remi! Wake up!",bc_map,"0xccffcc"; //FW_NORMAL 12 0 0
+ end;
+OnTimer60000:
+ instance_announce 0,"Loud Whisper: What are the forest keepers doing? What are the gardeners doing??",bc_map,"0xccffcc"; //FW_NORMAL 12 0 0
+ end;
+OnTimer120000:
+ instance_announce 0,"Loud Whisper: Don't go out, wander around forever, and play with us!",bc_map,"0xccffcc"; //FW_NORMAL 12 0 0
+ end;
+OnTimer180000:
+ instance_announce 0,"Loud Whisper: Useless, useless. Wandering around and around, you'll meet your end!",bc_map,"0xccffcc"; //FW_NORMAL 12 0 0
+ stopnpctimer;
+ end;
+}
+
+// callfunc "F_Mora_Mist",<warp to enable>,<success message>,<fail message>{,<end flag>}
+function script F_Mora_Mist {
+ if (mobcount("1@mist",instance_npcname(strnpcinfo(0), instance_id())+"::OnMyMobDead") == 0) {
+ mes "Obviously no one is taking care of it.";
+ mes "It seems like you can chop down the garden tree.";
+ next;
+ if(select("Chop down the garden tree.:Give up.") == 2)
+ close;
+ mes "You chop down the tree, which was blocking the path of the maze, "+((getarg(3,0))?"clearing the way out of the forest.":"so now you can continue.");
+ instance_announce 0,getarg(1),bc_map,"0xccffcc"; //FW_NORMAL 12 0 0
+ enablenpc instance_npcname(getarg(0), instance_id());
+ disablenpc instance_npcname(strnpcinfo(0), instance_id());
+ close;
+ } else
+ instance_announce 0,((getarg(3,0))?getarg(2):getarg(2)+"'s Cry: Huh? Who's doing bad things to my tree?!"),bc_map,"0xccffcc"; //FW_NORMAL 12 0 0
+ end;
+}
+
+1@mist,251,121,3 script Tom's Garden 858,{ end; }
+1@mist,247,123,0 script Tom's Garden Tree 527,{
+ callfunc "F_Mora_Mist",
+ "a25_a18-1",
+ "Roaring Cry: Tom's bolt is broken! Watch out, Tomba! Watch out, Tomba!",
+ "Tom";
+ end;
+OnInstanceInit:
+ monster "1@mist",249,120,"Tom",2136,1,instance_npcname("Tom's Garden Tree", instance_id())+"::OnMyMobDead";
+ end;
+OnMyMobDead:
+ end;
+}
+
+1@mist,226,95,3 script Tomba's Garden 858,{ end; }
+1@mist,225,98,0 script Tomba's Garden Tree 527,{
+ callfunc "F_Mora_Mist",
+ "a27-2_af1-2",
+ "Roaring Cry: Tomba's Garden Tree is gone with Tomba. Remi, what are you going to do now?",
+ "Tomba";
+ end;
+OnInstanceInit:
+ monster "1@mist",200,64,"Tomba",2136,1,instance_npcname("Tomba's Garden Tree", instance_id())+"::OnMyMobDead";
+ end;
+OnMyMobDead:
+ end;
+}
+
+1@mist,157,183,3 script Remi's Garden 858,{ end; }
+1@mist,159,184,0 script Remi's Garden Tree 527,{
+ callfunc "F_Mora_Mist",
+ "a15-2_a4-1",
+ "Roaring Cry: Remi, Remi's Garden Tree was chopped down- Rem, it's your turn next. Poor Rem!",
+ "Remi";
+ end;
+OnInstanceInit:
+ monster "1@mist",154,184,"Remi the Tired",2137,1,instance_npcname("Remi's Garden Tree", instance_id())+"::OnMyMobDead";
+ end;
+OnMyMobDead:
+ end;
+}
+
+1@mist,58,39,3 script Tired Rem's Garden 858,{ end; }
+1@mist,61,39,0 script Tired Rem's Garden Tree 527,{
+ callfunc "F_Mora_Mist",
+ "a4-2_a11",
+ "Rem's Desperate Cry: Argh... Rem will sleep. Rem will sleep now, and won't wake up forever!",
+ "Rem";
+ end;
+OnInstanceInit:
+ monster "1@mist",101,107,"Rem the Gardener",2136,1,instance_npcname("Tired Rem's Garden Tree", instance_id())+"::OnMyMobDead";
+ end;
+OnTimer10000:
+ instance_announce 0,"Whisper of the Forest: So Tom's, Tomba's, Remi's, and Rem's garden trees were all chopped down?",bc_map,"0xccffcc"; //FW_NORMAL 12 0 0
+ end;
+OnTimer15000:
+ instance_announce 0,"Whisper of the Forest: Trouble, trouble, we're in big trouble.",bc_map,"0xccffcc"; //FW_NORMAL 12 0 0
+ end;
+OnTimer20000:
+ instance_announce 0,"Loud Whisper: They've come to the second deepest forest. Gardeners of the deep forest, watch out!",bc_map,"0xccffcc"; //FW_NORMAL 12 0 0
+ stopnpctimer;
+ end;
+OnMyMobDead:
+ end;
+}
+
+1@mist,227,179,3 script Ron's Garden 858,{ end; }
+1@mist,230,179,0 script Ron's Garden Tree 527,{
+ callfunc "F_Mora_Mist",
+ "b4-2_b2",
+ "Ron the Gardener's Cry: I'm getting off work! Don't look for Ron, the second gardener, any more!!",
+ "Ron";
+ end;
+OnInstanceInit:
+ monster "1@mist",227,178,"Ron the Gardener",2134,1,instance_npcname("Ron's Garden Tree", instance_id())+"::OnMyMobDead";
+ end;
+OnMyMobDead:
+ end;
+}
+
+1@mist,288,226,3 script Rover's Garden 858,{ end; }
+1@mist,285,225,0 script Rover's Garden Tree 527,{
+ callfunc "F_Mora_Mist",
+ "b7_bf1-2",
+ "Roaring Whisper: Ron's, and Rover's trees were chopped down as well. Who is forcing his way into the forest? Who is it?",
+ "Rover";
+ end;
+OnInstanceInit:
+ monster "1@mist",304,237,"Rover the Strutter",2134,1,instance_npcname("Rover's Garden Tree", instance_id())+"::OnMyMobDead";
+ end;
+OnMyMobDead:
+ end;
+}
+
+1@mist,159,318,3 script Mona's Garden 858,{ end; }
+1@mist,161,316,0 script Mona's Garden Tree 527,{
+ callfunc "F_Mora_Mist",
+ "b31_b16",
+ "Clamoring Whisper: Mona the Seedseeker's garden tree is gone! Mona is gone too! Namon will be okay, because he is brave, right? Namon, are you okay?",
+ "Mona";
+ end;
+OnInstanceInit:
+ monster "1@mist",239,253,"Mona the Seedseeker",2133,1,instance_npcname("Mona's Garden Tree", instance_id())+"::OnMyMobDead";
+ end;
+OnMyMobDead:
+ end;
+}
+
+1@mist,205,300,3 script Namon's Garden 858,{ end; }
+1@mist,204,299,0 script Namon's Garden Tree 527,{
+ callfunc "F_Mora_Mist",
+ "b27-3_bN-1",
+ "Clamoring Whisper: Brave Namon met his fate not so bravely... *giggle*",
+ "Namon";
+ end;
+OnInstanceInit:
+ monster "1@mist",89,173,"Brave Namon",2134,1,instance_npcname("Namon's Garden Tree", instance_id())+"::OnMyMobDead";
+ end;
+OnMyMobDead:
+ end;
+}
+
+1@mist,219,232,3 script Sad Neoron's Garden 858,{ end; }
+1@mist,221,236,0 script Sad Neoron's Garden Tree 527,{
+ callfunc "F_Mora_Mist",
+ "b6-1_b33",
+ "Lamenting Whisper: Sad Neoron has become cheerful! Spyder the Superior Spider, what are you going to do? What are you going to do now?",
+ "Neoron";
+ end;
+OnInstanceInit:
+ monster "1@mist",143,265,"Sad Neoron",2137,1,instance_npcname("Sad Neoron's Garden Tree", instance_id())+"::OnMyMobDead";
+ end;
+OnMyMobDead:
+ end;
+}
+
+1@mist,206,202,3 script Spyder's Garden 858,{ end; }
+1@mist,206,200,0 script Spyder's Garden Tree 527,{
+ callfunc "F_Mora_Mist",
+ "b5_b14",
+ "Depressed Whisper: Now it's all over with the second deepest forest. Gardeners are dying out-",
+ "Spyder";
+ end;
+OnInstanceInit:
+ monster "1@mist",209,200,"Spyder the Eight-Legged",2132,1,instance_npcname("Spyder's Garden Tree", instance_id())+"::OnMyMobDead";
+ end;
+OnTimer5000:
+ instance_announce 0,"Roaring Whisper: The path is about to open. The tight bolts have been removed!",bc_map,"0xccffcc"; //FW_NORMAL 12 0 0
+ end;
+OnTimer9000:
+ instance_announce 0,"Roaring Whisper: A forest opened, another opened, and the other is going to open as well. Tito and Pumba, they are heading your way!",bc_map,"0xccffcc"; //FW_NORMAL 12 0 0
+ end;
+OnTimer13000:
+ instance_announce 0,"Roaring Whisper: Where you get after wandering around, around and around, everybody you've met while wandering around, around and around,",bc_map,"0xccffcc"; //FW_NORMAL 12 0 0
+ end;
+OnTimer17000:
+ instance_announce 0,"Roaring Whisper: all the gardeners will be waiting for you, with their clippers in their hands-!",bc_map,"0xccffcc"; //FW_NORMAL 12 0 0
+ stopnpctimer;
+ end;
+OnMyMobDead:
+ end;
+}
+
+1@mist,96,288,3 script Tito's Garden 858,{ end; }
+1@mist,95,287,0 script Tito's Garden Tree 527,{
+ callfunc "F_Mora_Mist",
+ "c1_c13-1",
+ "Tito's Cry: *sob* *sob* Tito's gone now! Tito's done for! Boo hoo!!",
+ "Tito";
+ end;
+OnInstanceInit:
+ monster "1@mist",264,291,"Tito the Flipper",2133,1,instance_npcname("Tito's Garden Tree", instance_id())+"::OnMyMobDead";
+ end;
+OnMyMobDead:
+ end;
+}
+
+1@mist,326,325,3 script Pumba's Garden 858,{ end; }
+1@mist,324,325,0 script Pumba's Garden Tree 527,{
+ callfunc "F_Mora_Mist",
+ "c13-3_c4",
+ "Roaring Whisper: Tito the Hard Worker was defeated! Stop playing and go to work, Tete! Start working!",
+ "Pumba";
+ end;
+OnInstanceInit:
+ monster "1@mist",309,165,"Diligent Pumba",2134,1,instance_npcname("Pumba's Garden Tree", instance_id())+"::OnMyMobDead";
+ end;
+OnMyMobDead:
+ end;
+}
+
+1@mist,278,345,3 script Tete's Garden 858,{ end; }
+1@mist,280,344,0 script Tete's Garden Tree 527,{
+ callfunc "F_Mora_Mist",
+ "c19_c4",
+ "Whisper: They are strong, strong indeed. What are we going to do now? Are there any gardeners left? Are there any?",
+ "Tete";
+ end;
+OnInstanceInit:
+ monster "1@mist",277,343,"Carefree Tete",2136,1,instance_npcname("Tete's Garden Tree", instance_id())+"::OnMyMobDead";
+ end;
+OnMyMobDead:
+ end;
+}
+
+1@mist,345,186,0 script The Gardeners' Tree 527,{
+ callfunc "F_Mora_Mist",
+ "#to_bif02",
+ "Roaring Whisper: The forest will remember you! It will remember you, the one who broke the clippers of all the gardeners!",
+ "Gardeners: We're not dead, yet!!!!",1;
+ end;
+OnInstanceInit:
+ monster "1@mist",318,137,"Baby Tom",2136,1,instance_npcname("The Gardeners' Tree", instance_id())+"::OnMyMobDead";
+ monster "1@mist",321,137,"Tomba the Baby",2136,1,instance_npcname("The Gardeners' Tree", instance_id())+"::OnMyMobDead";
+ monster "1@mist",324,137,"Exhausted Remi",2137,1,instance_npcname("The Gardeners' Tree", instance_id())+"::OnMyMobDead";
+ monster "1@mist",319,135,"Rem the Exhausted",2136,1,instance_npcname("The Gardeners' Tree", instance_id())+"::OnMyMobDead";
+ monster "1@mist",323,135,"Ron the Ex-Gardener",2134,1,instance_npcname("The Gardeners' Tree", instance_id())+"::OnMyMobDead";
+ monster "1@mist",320,133,"Rover the Strutter",2134,1,instance_npcname("The Gardeners' Tree", instance_id())+"::OnMyMobDead";
+ monster "1@mist",323,133,"Mona the Seedpicker",2133,1,instance_npcname("The Gardeners' Tree", instance_id())+"::OnMyMobDead";
+ monster "1@mist",317,132,"Timid Namon",2134,1,instance_npcname("The Gardeners' Tree", instance_id())+"::OnMyMobDead";
+ monster "1@mist",326,132,"Indifferent Neoron",2137,1,instance_npcname("The Gardeners' Tree", instance_id())+"::OnMyMobDead";
+ monster "1@mist",317,129,"Spyder the Seven-Legged",2132,1,instance_npcname("The Gardeners' Tree", instance_id())+"::OnMyMobDead";
+ monster "1@mist",320,129,"Tito the Flapper",2133,1,instance_npcname("The Gardeners' Tree", instance_id())+"::OnMyMobDead";
+ monster "1@mist",324,129,"Lazy Pumba",2134,1,instance_npcname("The Gardeners' Tree", instance_id())+"::OnMyMobDead";
+ monster "1@mist",327,129,"Careless Tete",2136,1,instance_npcname("The Gardeners' Tree", instance_id())+"::OnMyMobDead";
+ end;
+OnMyMobDead:
+ end;
+}
+
+1@mist,73,290,0 script Mysterious Flower#1 844,{
+ specialeffect EF_LEVEL99_4;
+ disablenpc instance_npcname(strnpcinfo(0), instance_id());
+ getitem 12561,1; //Mysterious_Seed
+ end;
+}
+1@mist,69,295,0 duplicate(Mysterious Flower#1) Mysterious Flower#2 844
+1@mist,62,291,0 duplicate(Mysterious Flower#1) Mysterious Flower#3 844
+1@mist,54,293,0 duplicate(Mysterious Flower#1) Mysterious Flower#4 844
+1@mist,48,286,0 duplicate(Mysterious Flower#1) Mysterious Flower#5 844
+1@mist,54,277,0 duplicate(Mysterious Flower#1) Mysterious Flower#6 844
+1@mist,52,270,0 duplicate(Mysterious Flower#1) Mysterious Flower#7 844
+1@mist,62,268,0 duplicate(Mysterious Flower#1) Mysterious Flower#8 844
+1@mist,72,271,0 duplicate(Mysterious Flower#1) Mysterious Flower#9 844
+1@mist,72,276,0 duplicate(Mysterious Flower#1) Mysterious Flower#10 844
+1@mist,118,194,0 duplicate(Mysterious Flower#1) Mysterious Flower#11 844
+1@mist,122,204,0 duplicate(Mysterious Flower#1) Mysterious Flower#12 844
+1@mist,137,209,0 duplicate(Mysterious Flower#1) Mysterious Flower#13 844
+1@mist,144,203,0 duplicate(Mysterious Flower#1) Mysterious Flower#14 844
+1@mist,146,186,0 duplicate(Mysterious Flower#1) Mysterious Flower#15 844
+1@mist,142,182,0 duplicate(Mysterious Flower#1) Mysterious Flower#16 844
+1@mist,132,179,0 duplicate(Mysterious Flower#1) Mysterious Flower#17 844
+1@mist,123,184,0 duplicate(Mysterious Flower#1) Mysterious Flower#18 844
+1@mist,194,118,0 duplicate(Mysterious Flower#1) Mysterious Flower#19 844
+1@mist,188,109,0 duplicate(Mysterious Flower#1) Mysterious Flower#20 844
+1@mist,193,94,0 duplicate(Mysterious Flower#1) Mysterious Flower#21 844
+1@mist,205,92,0 duplicate(Mysterious Flower#1) Mysterious Flower#22 844
+1@mist,213,96,0 duplicate(Mysterious Flower#1) Mysterious Flower#23 844
+1@mist,216,103,0 duplicate(Mysterious Flower#1) Mysterious Flower#24 844
+1@mist,212,116,0 duplicate(Mysterious Flower#1) Mysterious Flower#25 844
+1@mist,207,120,0 duplicate(Mysterious Flower#1) Mysterious Flower#26 844
+1@mist,169,310,0 duplicate(Mysterious Flower#1) Mysterious Flower#27 844
+1@mist,172,296,0 duplicate(Mysterious Flower#1) Mysterious Flower#28 844
+1@mist,191,301,0 duplicate(Mysterious Flower#1) Mysterious Flower#30 844
+1@mist,195,301,0 duplicate(Mysterious Flower#1) Mysterious Flower#31 844
+1@mist,192,316,0 duplicate(Mysterious Flower#1) Mysterious Flower#32 844
+1@mist,187,320,0 duplicate(Mysterious Flower#1) Mysterious Flower#33 844
+1@mist,174,318,0 duplicate(Mysterious Flower#1) Mysterious Flower#34 844
+1@mist,308,136,0 duplicate(Mysterious Flower#1) Mysterious Flower#35 844
+1@mist,314,122,0 duplicate(Mysterious Flower#1) Mysterious Flower#36 844
+1@mist,321,118,0 duplicate(Mysterious Flower#1) Mysterious Flower#37 844
+1@mist,331,123,0 duplicate(Mysterious Flower#1) Mysterious Flower#38 844
+1@mist,335,126,0 duplicate(Mysterious Flower#1) Mysterious Flower#39 844
+1@mist,332,141,0 duplicate(Mysterious Flower#1) Mysterious Flower#40 844
+1@mist,328,144,0 duplicate(Mysterious Flower#1) Mysterious Flower#41 844
+1@mist,314,144,0 duplicate(Mysterious Flower#1) Mysterious Flower#42 844
+1@mist,238,224,0 duplicate(Mysterious Flower#1) Mysterious Flower#43 844
+1@mist,244,231,0 duplicate(Mysterious Flower#1) Mysterious Flower#44 844
+1@mist,257,232,0 duplicate(Mysterious Flower#1) Mysterious Flower#45 844
+1@mist,262,229,0 duplicate(Mysterious Flower#1) Mysterious Flower#46 844
+1@mist,265,216,0 duplicate(Mysterious Flower#1) Mysterious Flower#47 844
+1@mist,260,214,0 duplicate(Mysterious Flower#1) Mysterious Flower#48 844
+1@mist,252,206,0 duplicate(Mysterious Flower#1) Mysterious Flower#49 844
+1@mist,244,211,0 duplicate(Mysterious Flower#1) Mysterious Flower#50 844
+
+// Wandering Guardian Quest
+//============================================================
+1@mist,2,2,0 script #Dragon Herder 844,{
+ end;
+OnInstanceInit:
+ switch(rand(1,6)) {
+ case 1: setarray .@c[0],77,240; break;
+ case 2: setarray .@c[0],147,261; break;
+ case 3: setarray .@c[0],182,263; break;
+ case 4: setarray .@c[0],194,350; break;
+ case 5: setarray .@c[0],268,183; break;
+ case 6: setarray .@c[0],65,278; break;
+ }
+ monster "1@mist",.@c[0],.@c[1],"Wandering Purple Dragon",2131,1,instance_npcname("#Dragon Herder", instance_id())+"::OnMyMobDead";
+ end;
+OnMyMobDead:
+ if (mobcount("1@mist",instance_npcname("#Dragon Herder", instance_id())+"::OnMyMobDead") == 0) {
+ donpcevent instance_npcname("Collapsed Girl#mist", instance_id())+"::OnEnable";
+ donpcevent instance_npcname("Mysterious Young Man#mis", instance_id())+"::OnEnable";
+ donpcevent instance_npcname("Loki#mist", instance_id())+"::OnEnable";
+ instance_announce 0,"The Dragon's Cry: Am I being punished... for abandoning the way... of the guardian...?",bc_map,"0xffff00"; //FW_NORMAL 12 0 0
+ disablenpc instance_npcname("#Dragon Herder", instance_id());
+ initnpctimer;
+ }
+ end;
+OnTimer3000:
+ stopnpctimer;
+ instance_announce 0,"Voice in your head: ...Will you... save... me... please......?",bc_map,"0xffff00"; //FW_NORMAL 12 0 0
+ end;
+}
+
+1@mist,97,30,3 script Mysterious Young Man#mis 512,{
+ if (BaseLevel < 98) {
+ mes "[Mysterious Young Man]";
+ mes "Huh? Do you plan to pass through here?";
+ mes ".....I'm afraid it's beyond your ability, but I won't meddle in your affairs.";
+ mes "We'll meet again, if you survive.";
+ close;
+ }
+ if (ep14_1_mistwoods == 0) {
+ if (ep13_3_secret > 23) {
+ mes "[Mysterious Young Man]";
+ mes "You... I remember seeing you at the camp.";
+ mes "The information you gave on Ahat was useful.";
+ mes "Thanks!";
+ next;
+ mes "[Mysterious Young Man]";
+ mes "But do you plan to pass through here?";
+ mes "What good is it to go across Bifrost?";
+ next;
+ } else {
+ mes "[Mysterious Young Man]";
+ mes "Do you plan to pass through here?";
+ mes "I will advise against it if you're just curious.";
+ mes "It will only bring about your untimely death...";
+ next;
+ }
+ mes "[Mysterious Young Man]";
+ mes "If you are determined to pass through here,";
+ mes "I will ask for your help with something.";
+ next;
+ select("Who are you?");
+ mes "[Loki]";
+ mes "Loki... from the Assassin's Guild.";
+ mes "That's my name.";
+ mes "And yours?";
+ next;
+ mes "["+strcharinfo(0)+"]";
+ mes "....";
+ mes "...."+strcharinfo(0)+" sir.";
+ next;
+ mes "[Loki]";
+ mes "I see. "+strcharinfo(0)+".";
+ mes "I'm asking you again.";
+ mes "Do you plan to pass through this forest?";
+ next;
+ switch(select("Yes, I do.:No, I don't.")) {
+ case 1:
+ mes "[Loki]";
+ mes "Then I'll ask you a question.";
+ mes "Have you ever seen a guard... a girl with purple hair?";
+ next;
+ switch(select("No, I haven't.:Yes, I might have...")) {
+ case 1:
+ mes "[Loki]";
+ mes "So you haven't.";
+ mes "You're telling the truth.";
+ next;
+ break;
+ case 2:
+ mes "[Loki]";
+ mes "Wait.";
+ mes "(Loki comes closer.)";
+ mes "... No.";
+ mes "You're telling the truth.";
+ next;
+ break;
+ }
+ mes "[Loki]";
+ mes "Now we have to say goodbye here.";
+ mes "If you survive this forest, of course.";
+ set ep14_1_mistwoods,2;
+ setquest 7212;
+ close;
+ case 2:
+ mes "[Loki]";
+ mes "I understand.";
+ mes "Step back if you aren't ready.";
+ mes "This forest doesn't like strangers.";
+ set ep14_1_mistwoods,1;
+ close;
+ }
+ } else if (ep14_1_mistwoods == 1) {
+ mes "[Loki]";
+ mes "I told you - step back if you don't want to die.";
+ mes "It's not easy going through the forest.";
+ mes "It may cost you your life.";
+ next;
+ switch(select("Okay.:What do you want?")) {
+ case 1:
+ mes "- When you step back,";
+ mes "Loki nods slightly and then looks away. -";
+ close;
+ case 2:
+ mes "[Loki]";
+ mes "I'm looking for somebody.";
+ mes "Have you ever seen a guard... a girl with purple hair?";
+ next;
+ switch(select("No, I haven't.:Yes, I might have...")) {
+ case 1:
+ mes "[Loki]";
+ mes "So you haven't.";
+ mes "You're telling the truth.";
+ next;
+ break;
+ case 2:
+ mes "[Loki]";
+ mes "Wait.";
+ mes "(Loki comes closer.)";
+ mes "... No.";
+ mes "You're telling the truth.";
+ next;
+ break;
+ }
+ mes "[Loki]";
+ mes "Now we have to say goodbye here.";
+ mes "Hopefully, we will see each other again in Mora.";
+ set ep14_1_mistwoods,2;
+ setquest 7212;
+ close;
+ }
+ } else if (ep14_1_mistwoods == 2) {
+ mes "[Loki]";
+ mes "I don't want to go with you.";
+ mes "Hopefully, we will see each other again in Mora.";
+ close;
+ } else if (ep14_1_mistwoods == 3) {
+ mes "[Loki]";
+ mes "So we meet again.";
+ mes "Are you used to this place?";
+ mes "Come to the inn in Mora.";
+ mes "I have something to give to you.";
+ close;
+ } else {
+ mes "[Loki]";
+ mes "We're seeing a lot of each other these days.";
+ mes "It seems you are completely comfortable with the place.";
+ mes "You'd better not be too proud of yourself.";
+ close;
+ }
+ end;
+OnInstanceInit:
+OnEnable:
+ enablenpc instance_npcname("Mysterious Young Man#mis", instance_id());
+ end;
+OnDisable:
+ disablenpc instance_npcname("Mysterious Young Man#mis", instance_id());
+ end;
+}
+
+1@mist,183,304,3 script Loki#mist 512,{
+ if (ep14_1_mistwoods < 2) {
+ mes "[Loki]";
+ mes "An adventurer in the forest.";
+ mes ".....";
+ mes "You can go to Mora through this forest.";
+ close;
+ } else if (ep14_1_mistwoods == 2) {
+ mes "[Loki]";
+ mes "Is it you that took care of this unruly girl?";
+ mes "I guess I have to thank you.";
+ mes "You've calmed her down.";
+ next;
+ select("What's happening?:This girl...?");
+ mes "[Loki]";
+ mes "You might be able to change your appearance, but you cannot change your unique, innate light.";
+ mes "A scent strong enough to burn your nose.";
+ next;
+ mes "[Loki]";
+ mes "This is Nydhogg, the Guardian of Yggdrasil,";
+ mes "whom I was looking for.";
+ mes "Now she won't wander around crazy any more.";
+ next;
+ select("What are you going to do now?");
+ mes "[Loki]";
+ mes "I'll wait for her to wake up and get out of this forest.";
+ mes "I can manage it on my own.";
+ mes "I'll see you in Mora.";
+ set ep14_1_mistwoods,3;
+ erasequest 7212;
+ setquest 7213;
+ close;
+ } else if (ep14_1_mistwoods == 3) {
+ mes "[Loki]";
+ mes "I don't want to go with you.";
+ mes "I can manage her on my own.";
+ mes "If you have something to say, say it after we get out of the forest.";
+ close;
+ } else {
+ mes "[Loki]";
+ mes "I don't want to go with you.";
+ mes "If you have something to say, say it after we get out of the forest.";
+ close;
+ }
+ end;
+OnInstanceInit:
+OnDisable:
+ disablenpc instance_npcname("Loki#mist", instance_id());
+ end;
+OnEnable:
+ enablenpc instance_npcname("Loki#mist", instance_id());
+ end;
+}
+
+1@mist,181,303,3 script Collapsed Girl#mist 511,{
+ mes "You see a girl with mysterious hair collapsed on the ground.";
+ mes "As you approach her, you smell the scent of flowers so strong that it makes you dizzy.";
+ close;
+OnInstanceInit:
+OnDisable:
+ disablenpc instance_npcname("Collapsed Girl#mist", instance_id());
+ end;
+OnEnable:
+ enablenpc instance_npcname("Collapsed Girl#mist", instance_id());
+ end;
+}
+
+mora,46,152,5 script Flower Smelling Lady 510,{
+ if (ep14_1_mistwoods < 3) {
+ mes "[Flower Smell Lady]";
+ mes "I need rest.";
+ mes "I'm too tired to talk to you.";
+ mes "I'm sorry.";
+ close;
+ } else if (ep14_1_mistwoods == 3) {
+ mes "[Nydhogg the Guardian]";
+ mes "I've been waiting for you.";
+ mes "I'm still confused, but I know what I did wrong.";
+ next;
+ mes "[Nydhogg the Guardian]";
+ mes "If it weren't for you, I would still be wandering in the abyssal darkness.";
+ mes "I thank you, from the bottom of my heart.";
+ next;
+ mes "[Nydhogg the Guardian]";
+ mes "I'm ashamed of myself, falling for the sweet but empty words that came to me in my loneliness.";
+ mes "....";
+ next;
+ mes "[Nydhogg the Guardian]";
+ mes "I don't deserve to be a guardian any more.";
+ mes "A dragon gone crazy is not a guardian any more.";
+ next;
+ mes "[Loki]";
+ mes "Yggdrasil doesn't think so.";
+ mes "Nidi, don't forget your duties.";
+ next;
+ mes "[Nydhogg the Guardian]";
+ mes "Are you...?";
+ mes "I see...";
+ mes "I thought I was forsaken...";
+ next;
+ mes "The Guardian slowly looked away as if deep in thought.";
+ set ep14_1_mistwoods,4;
+ close2;
+ } else if (ep14_1_mistwoods == 4) {
+ mes "- He seems to be deep in thought. -";
+ close;
+ } else {
+ mes "[Nydhogg the Guardian]";
+ mes "I haven't gotten all of my powers back.";
+ mes "I'm sorry I can't protect you.";
+ next;
+ mes "[Nydhogg the Guardian]";
+ mes "Loki said...";
+ mes "that I won't cry from loneliness again,";
+ mes "that I will always have new friends like you...";
+ next;
+ mes "[Nydhogg the Guardian]";
+ mes "...I've lost everything, but I'm happy now.";
+ close;
+ }
+}
+
+mora,48,152,3 script Sharp Eyed Man 512,{
+ if (checkweight(1201,1) == 0 || MaxWeight - Weight < 1000) {
+ mes "- You have too many items to do this quest. -";
+ close;
+ }
+ if (ep14_1_mistwoods < 3) {
+ mes "He won't look at you. It's like he's not interested at all.";
+ close;
+ } else if (ep14_1_mistwoods == 3) {
+ mes "[Loki]";
+ mes "So you've passed through the forest.";
+ mes "It seems Niddy has something to say to you.";
+ close;
+ } else if (ep14_1_mistwoods == 4) {
+ mes "[Loki]";
+ mes "Nydhogg was one of the guardians of the World Tree.";
+ mes "But he abandoned his duties as a guardian when he gave in to Morroc's temptation.";
+ next;
+ mes "[Loki]";
+ mes "Some fools performed a ritual to break the seal that held Morroc.";
+ mes "But the ritual didn't work right. The servant of Morroc failed to break the seal.";
+ next;
+ mes "[Loki]";
+ mes "But the seal is so weak that it can break open any time.";
+ mes "It's Yggdrasil the World Tree's will that has kept the seal from breaking.";
+ next;
+ mes "[Nydhogg the Guardian]";
+ mes "That's right. The power of the World Tree is linked to the whole world.";
+ mes "When the bond between the guardians and Yggdrasil broke, Yggdrasil became unstable.";
+ next;
+ mes "[Nydhogg the Guardian]";
+ mes "That's why all those disasters happened to Yggdrasil.";
+ mes "As the World Tree became unstable, the influence it had on the seal grew weak.";
+ next;
+ mes "[Loki]";
+ mes "And Morroc broke himself free from the seal.";
+ mes "Although it seems like he used most of his powers just to break the seal...";
+ next;
+ mes "[Nydhogg the Guardian]";
+ mes "It's all my fault.";
+ mes "I couldn't break free from Morroc's temptation.";
+ mes "For too... too long...";
+ next;
+ mes "[Nydhogg the Guardian]";
+ mes "...I wanted to be relieved of my thousands of years of loneliness.";
+ mes "I wasn't in my right mind then.";
+ mes "It was none other than I that broke my bond with Yggdrasil.";
+ next;
+ mes "[Nydhogg the Guardian]";
+ mes "I lost control of myself, and did what I shouldn't have done.";
+ mes "The other side of me became a shadow and a reckless tyrant.";
+ next;
+ mes "[Nydhogg the Guardian]";
+ mes "Facing the world, I realized...";
+ mes "I felt too great a sense of loss... it was much more painful than the loneliness I had endured for thousands of years.";
+ next;
+ mes "[Nydhogg the Guardian]";
+ mes "That's how I was left alone.";
+ mes "I felt too great a sense of loss... it was much more painful than the loneliness I had endured for thousands of years.";
+ next;
+ mes "[Nydhogg the Guardian]";
+ mes "So I became a sinner, forgotten to the world.";
+ next;
+ mes "[Loki]";
+ mes "It's not too late.";
+ mes "You're still a guardian.";
+ mes "You still have things to do.";
+ next;
+ mes "[Nydhogg the Guardian]";
+ mes "... Oh, yes. It's late, but I have to fulfill my duties as a guardian.";
+ mes "Now I know. I'll destroy Morroc with my own hands.";
+ mes "I will fulfill my duties as a guardian.";
+ next;
+ switch(select("You're not alone.:Those are very important duties.")) {
+ case 1:
+ mes "[Nydhogg the Guardian]";
+ mes "You're right.";
+ mes "It may be why I haven't been forsaken - to realize that I'm not alone.";
+ mes "You are a kind soul.";
+ next;
+ break;
+ case 2:
+ mes "[Nydhogg the Guardian]";
+ mes "But this is my atonement.";
+ mes "I'm happy, though.";
+ mes "I don't have to fight the loneliness any more.";
+ next;
+ break;
+ }
+ mes "[Nydhogg the Guardian]";
+ mes strcharinfo(0)+"...";
+ mes "Thanks for listening to my long story.";
+ next;
+ mes "[Nydhogg the Guardian]";
+ mes "It's what I always have with me.";
+ mes "I'm sure it will protect you someday.";
+ next;
+ mes "[Loki]";
+ mes "(Removes his scarf from around his neck and hands it to you.)";
+ next;
+ mes "[Nydhogg the Guardian]";
+ mes "May the blessing of Mother Yggdrasil be with you...";
+ set ep14_1_mistwoods,10;
+ completequest 7213;
+ getitem 2568,1; //Muffler_Of_Roki
+ getitem 2858,1; //Pendant_Of_Guardian
+ getexp 400000,400000;
+ close;
+ } else {
+ mes "[Loki]";
+ mes "I'll be staying here for a while.";
+ mes "We may meet again.";
+ next;
+ mes "[Loki]";
+ mes "The day when Morroc reveals his despicable nature...";
+ mes "I will be waiting for him.";
+ close;
+ }
+}
+
+// Monster Spawns
+//============================================================
+1@mist,1,1,0 script #Mist Mobs Respawn1 844,{
+ end;
+OnInstanceInit:
+ monster "1@mist",0,0,"Miming",2137,15,instance_npcname("#Mist Mobs Respawn1", instance_id())+"::OnMyMobDead";
+ end;
+OnMyMobDead:
+ set .@num_mobs, 15 - mobcount("1@mist",instance_npcname("#Mist Mobs Respawn1", instance_id())+"::OnMyMobDead");
+ if (.@num_mobs > 0)
+ monster "1@mist",0,0,"Miming",2137,.@num_mobs,instance_npcname("#Mist Mobs Respawn1", instance_id())+"::OnMyMobDead";
+ end;
+}
+
+1@mist,1,2,0 script #Mist Mobs Respawn2 844,{
+ end;
+OnInstanceInit:
+ monster "1@mist",0,0,"Pom Spider",2132,35,instance_npcname("#Mist Mobs Respawn2", instance_id())+"::OnMyMobDead";
+ end;
+OnMyMobDead:
+ set .@num_mobs, 35 - mobcount("1@mist",instance_npcname("#Mist Mobs Respawn2", instance_id())+"::OnMyMobDead");
+ if (.@num_mobs > 0)
+ monster "1@mist",0,0,"Pom Spider",2132,.@num_mobs,instance_npcname("#Mist Mobs Respawn2", instance_id())+"::OnMyMobDead";
+ end;
+}
+
+1@mist,1,3,0 script #Mist Mobs Respawn3 844,{
+ end;
+OnInstanceInit:
+ monster "1@mist",0,0,"Angra Mantis",2133,35,instance_npcname("#Mist Mobs Respawn3", instance_id())+"::OnMyMobDead";
+ end;
+OnMyMobDead:
+ set .@num_mobs, 35 - mobcount("1@mist",instance_npcname("#Mist Mobs Respawn3", instance_id())+"::OnMyMobDead");
+ if (.@num_mobs > 0)
+ monster "1@mist",0,0,"Angra Mantis",2133,.@num_mobs,instance_npcname("#Mist Mobs Respawn3", instance_id())+"::OnMyMobDead";
+ end;
+}
+
+1@mist,1,4,0 script #Mist Mobs Respawn4 844,{
+ end;
+OnInstanceInit:
+ monster "1@mist",0,0,"Parus",2134,35,instance_npcname("#Mist Mobs Respawn4", instance_id())+"::OnMyMobDead";
+ end;
+OnMyMobDead:
+ set .@num_mobs, 35 - mobcount("1@mist",instance_npcname("#Mist Mobs Respawn4", instance_id())+"::OnMyMobDead");
+ if (.@num_mobs > 0)
+ monster "1@mist",0,0,"Parus",2134,.@num_mobs,instance_npcname("#Mist Mobs Respawn4", instance_id())+"::OnMyMobDead";
+ end;
+}
+
+1@mist,1,5,0 script #Mist Mobs Respawn5 844,{
+ end;
+OnInstanceInit:
+ monster "1@mist",0,0,"Little Fatum",2136,15,instance_npcname("#Mist Mobs Respawn5", instance_id())+"::OnMyMobDead";
+ end;
+OnMyMobDead:
+ set .@num_mobs, 15 - mobcount("1@mist",instance_npcname("#Mist Mobs Respawn5", instance_id())+"::OnMyMobDead");
+ if (.@num_mobs > 0)
+ monster "1@mist",0,0,"Little Fatum",2136,.@num_mobs,instance_npcname("#Mist Mobs Respawn5", instance_id())+"::OnMyMobDead";
+ end;
+}
+
+1@mist,1,6,0 script #Fragments of Memory 844,{
+ end;
+OnInstanceInit:
+ disablenpc instance_npcname("#Fragments of Memory", instance_id());
+ monster "1@mist",0,0,"Guardian's Fragments of Memory",2138,15;
+ end;
+}
+
+// Warp Portals
+//============================================================
+bif_fild01,38,374,0 script Mysterious Flower#ep14_1 844,{
+ mes "It's a giant flower with mysterious energy.";
+ if (countitem(12561)) {
+ mes "It's reacting to the Mysterious Flower Seeds you have with you.";
+ next;
+ switch(select("Observe the reaction.:Stop the reaction.")) {
+ case 1:
+ mes "The flower started to shake violently";
+ mes "and swing forward as if trying to send the seeds as far away as possible!!!";
+ close2;
+ delitem 12561,1; //Mysterious_Seed
+ warp "bif_fild02",160,230;
+ end;
+ case 2:
+ mes "As you hold onto the Mysterious Flower Seeds tightly,";
+ mes "the flower shook violently and then became calm again.";
+ close;
+ }
+ }
+ mes "It looks like it has some special use, but you're not sure what.";
+ close;
+}
+
+1@mist,104,23,0 warp #to_bif01 1,1,bif_fild01,160,352
+
+1@mist,109,70,0 script a1_a2 45,1,1,{
+ end;
+OnTouch:
+ if (checkquest(7211,PLAYTIME) == -1)
+ setquest 7211;
+ warp "1@mist",116,40;
+ end;
+}
+
+1@mist,113,40,0 warp a2_a7 1,1,1@mist,90,81
+1@mist,93,81,0 warp a7_a14 1,1,1@mist,108,152
+1@mist,111,154,0 warp a14_a24 1,1,1@mist,236,108
+1@mist,236,110,0 warp a24_a1 1,1,1@mist,106,69
+1@mist,161,67,0 warp a18-1_a22 1,1,1@mist,159,85
+1@mist,180,116,0 warp a23_a18-1 1,1,1@mist,164,66
+1@mist,180,63,0 warp a18-2_a9 1,1,1@mist,141,90
+1@mist,116,84,0 warp a8_a26 1,1,1@mist,222,133
+1@mist,220,133,0 warp a26_a27-1 1,1,1@mist,200,64
+1@mist,197,64,0 warp a27-1_a23 1,1,1@mist,177,116
+1@mist,146,194,0 warp af1-2_a27-2 1,1,1@mist,225,96
+1@mist,133,195,0 warp af1-1_af2-1 1,1,1@mist,202,110
+1@mist,202,107,0 warp af2-1_af1-1 1,1,1@mist,134,189
+1@mist,217,110,0 warp af2-2_a20-1 1,1,1@mist,240,56
+1@mist,240,54,0 warp a20-1_af2-2 1,1,1@mist,214,110
+1@mist,234,67,0 warp a20-2_a21 1,1,1@mist,239,80
+1@mist,242,77,0 warp a21_a15-1 1,1,1@mist,153,137
+1@mist,156,139,0 warp a15-1_a3 1,1,1@mist,123,55
+1@mist,124,51,0 warp a3_a20-1 1,1,1@mist,240,56
+1@mist,48,41,0 warp a4-1_a17 1,1,1@mist,174,165
+1@mist,171,165,0 warp a17_a16 1,1,1@mist,168,143
+1@mist,169,141,0 warp a16_a10 1,1,1@mist,101,107
+1@mist,99,107,0 warp a10_a4-2 1,1,1@mist,57,38
+1@mist,65,113,0 warp a11_a28 1,1,1@mist,218,151
+1@mist,221,151,0 warp a28_a13 1,1,1@mist,117,126
+1@mist,114,126,0 warp a13_a5 1,1,1@mist,36,62
+1@mist,61,88,0 warp a6_a19 1,1,1@mist,189,139
+1@mist,186,140,0 warp a19_a12 1,1,1@mist,98,126
+1@mist,101,126,0 warp a12_a29-1 1,1,1@mist,238,151
+1@mist,235,152,0 warp a29-1_af1-2 1,1,1@mist,144,194
+1@mist,254,151,0 warp a29-2E_b1 1,1,1@mist,271,164
+1@mist,275,211,0 warp b1_b13 1,1,1@mist,277,112
+1@mist,301,141,0 warp b14_b24 1,1,1@mist,99,232
+1@mist,99,230,0 warp b24_b25 1,1,1@mist,103,255
+1@mist,102,253,0 warp b25_b4-1 1,1,1@mist,215,177
+1@mist,212,177,0 warp b4-1_b1 1,1,1@mist,276,208
+1@mist,289,167,0 warp b2_b19 1,1,1@mist,152,219
+1@mist,149,219,0 warp b19_b20 1,1,1@mist,119,227
+1@mist,115,227,0 warp b20_b23 1,1,1@mist,230,353
+1@mist,233,353,0 warp b23_b7 1,1,1@mist,289,225
+1@mist,76,273,0 warp bf1-2_b7 1,1,1@mist,289,225
+1@mist,61,282,0 warp bf1-1_bf2-1 1,1,1@mist,256,220
+1@mist,252,220,0 warp bf2-1_bf1-1 1,1,1@mist,65,282
+1@mist,267,213,0 warp bf2-2_b28 1,1,1@mist,214,268
+1@mist,212,265,0 warp b28_b12 1,1,1@mist,288,266
+1@mist,285,266,0 warp b12_b21 1,1,1@mist,143,234
+1@mist,143,231,0 warp b21_b29 1,1,1@mist,222,281
+1@mist,223,279,0 warp b29_b31 1,1,1@mist,158,317
+1@mist,134,287,0 warp b30_b3 1,1,1@mist,293,195
+1@mist,295,197,0 warp b3_b10 1,1,1@mist,239,253
+1@mist,236,253,0 warp b10_b12 1,1,1@mist,288,266
+1@mist,111,203,0 warp b16_b34 1,1,1@mist,202,333
+1@mist,199,333,0 warp b34_b27-1 1,1,1@mist,203,251
+1@mist,206,249,0 warp b27-1_b22 1,1,1@mist,168,239
+1@mist,165,239,0 warp b22_b15 1,1,1@mist,89,173
+1@mist,177,265,0 warp b27-2_a14 1,1,1@mist,108,152
+1@mist,166,314,0 warp bN-1_b27-3 1,1,1@mist,206,297
+1@mist,197,299,0 warp bN-2_b17 1,1,1@mist,167,200
+1@mist,165,200,0 warp b17_bN-2 1,1,1@mist,193,299
+1@mist,86,173,0 warp b15_b32 1,1,1@mist,218,313
+1@mist,215,313,0 warp b32_b28 1,1,1@mist,214,268
+1@mist,230,324,0 warp b33_b6-1 1,1,1@mist,221,233
+1@mist,230,230,0 warp b6-2_b11 1,1,1@mist,263,261
+1@mist,263,258,0 warp b11_b9 1,1,1@mist,272,246
+1@mist,269,246,0 warp b9_b26 1,1,1@mist,143,265
+1@mist,140,265,0 warp b26_b5 1,1,1@mist,209,200
+1@mist,195,206,0 warp b18_b35 1,1,1@mist,169,341
+1@mist,166,341,0 warp b35_b36 1,1,1@mist,198,354
+1@mist,201,354,0 warp b36_b37-1 1,1,1@mist,83,224
+1@mist,87,224,0 warp b37-1_b35 1,1,1@mist,169,341
+1@mist,84,273,0 warp b37-2_c1 1,1,1@mist,98,287
+1@mist,111,298,0 warp c2_c3 1,1,1@mist,82,307
+1@mist,79,307,0 warp c3_c7 1,1,1@mist,284,89
+1@mist,281,89,0 warp c7_c12 1,1,1@mist,264,291
+1@mist,261,291,0 warp c12_c2 1,1,1@mist,115,298
+1@mist,326,275,0 warp c13-1_b13 1,1,1@mist,277,112
+1@mist,294,293,0 warp c13-2_c5 1,1,1@mist,78,330
+1@mist,81,330,0 warp c5_c17 1,1,1@mist,308,330
+1@mist,308,327,0 warp c17_c10 1,1,1@mist,309,165
+1@mist,306,165,0 warp c10_c13-2 1,1,1@mist,298,293
+1@mist,46,316,0 warp c4_c6 1,1,1@mist,113,328
+1@mist,95,328,0 warp c6_c9 1,1,1@mist,342,157
+1@mist,339,157,0 warp c9_c16 1,1,1@mist,343,328
+1@mist,343,325,0 warp c16_c8-2 1,1,1@mist,346,120
+1@mist,344,123,0 warp c8-2_c19 1,1,1@mist,277,343
+1@mist,256,313,0 warp c18_c15 1,1,1@mist,343,307
+1@mist,342,305,0 warp c15_cKEY 1,1,1@mist,332,121
+1@mist,335,120,0 warp cKEY_c18 1,1,1@mist,259,313
+1@mist,317,89,0 warp c8-1_c14 1,1,1@mist,339,284
+1@mist,339,281,0 warp c14_c11-1 1,1,1@mist,332,172
+1@mist,329,171,0 warp c11-1_c8-2 1,1,1@mist,346,120
+1@mist,301,237,0 warp b8_b2 1,1,1@mist,289,170
+
+// Disable Garden Tree warps.
+// Custom, but saves processing and lines.
+1@mist,1,1,0 script #mist_warp_init 844,{
+ end;
+OnInstanceInit:
+ disablenpc instance_npcname("a25_a18-1", instance_id());
+ disablenpc instance_npcname("a27-2_af1-2", instance_id());
+ disablenpc instance_npcname("a15-2_a4-1", instance_id());
+ disablenpc instance_npcname("a4-2_a11", instance_id());
+ disablenpc instance_npcname("b4-2_b2", instance_id());
+ disablenpc instance_npcname("b7_bf1-2", instance_id());
+ disablenpc instance_npcname("b31_b16", instance_id());
+ disablenpc instance_npcname("b27-3_bN-1", instance_id());
+ disablenpc instance_npcname("b6-1_b33", instance_id());
+ disablenpc instance_npcname("b5_b14", instance_id());
+ disablenpc instance_npcname("c1_c13-1", instance_id());
+ disablenpc instance_npcname("c13-3_c4", instance_id());
+ disablenpc instance_npcname("c19_c4", instance_id());
+ disablenpc instance_npcname("#to_bif02", instance_id());
+ disablenpc instance_npcname("#mist_warp_init", instance_id());
+ end;
+}
+1@mist,247,123,0 warp a25_a18-1 1,1,1@mist,164,66 //Tom
+1@mist,225,98,0 warp a27-2_af1-2 1,1,1@mist,144,194 //Tomba
+1@mist,159,184,0 warp a15-2_a4-1 1,1,1@mist,49,37 //Remi
+1@mist,61,39,0 warp a4-2_a11 1,1,1@mist,68,113 //Rem
+1@mist,230,179,0 warp b4-2_b2 1,1,1@mist,289,170 //Ron
+1@mist,285,225,0 warp b7_bf1-2 1,1,1@mist,72,274 //Rover
+1@mist,161,316,0 warp b31_b16 1,1,1@mist,108,203 //Mona
+1@mist,204,299,0 warp b27-3_bN-1 1,1,1@mist,169,314 //Namon
+1@mist,221,236,0 warp b6-1_b33 1,1,1@mist,233,324 //Neoron
+1@mist,206,200,0 warp b5_b14 1,1,1@mist,298,142 //Spyder
+1@mist,95,287,0 warp c1_c13-1 1,1,1@mist,323,276 //Tito
+1@mist,324,325,0 warp c13-3_c4 1,1,1@mist,49,316 //Pumba
+1@mist,280,344,0 warp c19_c4 1,1,1@mist,49,316 //Tete
+1@mist,345,186,0 warp #to_bif02 1,1,bif_fild02,151,121 //The Gardeners' Tree
diff --git a/npc/re/jobs/3-1/rune_knight.txt b/npc/re/jobs/3-1/rune_knight.txt
index 6dbfdaa3a..1255c355e 100644
--- a/npc/re/jobs/3-1/rune_knight.txt
+++ b/npc/re/jobs/3-1/rune_knight.txt
@@ -1826,7 +1826,7 @@ job3_rune02,34,46,5 script Captain Tigris#jrt1 470,2,2,{
break;
case 5:
mapannounce "job3_rune02","Captain Tigris : For a Rune Knight, this kind of ordeal is nothing!",bc_map,"0xFFFF00"; //FW_NORMAL 12 0 0
- sc_start SC_BLEEDING,10000,0;
+ sc_start SC_BLOODING,10000,0;
break;
}
set $@job_rune_test2,1;
@@ -2161,4 +2161,4 @@ sec_in02,34,167,3 script R.Knight Job Manager 470,1,1,{
close;
}
job3_rune01,1,1,3 duplicate(R.Knight Job Manager) #renshucheck 844
-*/ \ No newline at end of file
+*/
diff --git a/npc/re/jobs/novice/novice.txt b/npc/re/jobs/novice/novice.txt
index 8d29ce2cc..ebefaff48 100644
--- a/npc/re/jobs/novice/novice.txt
+++ b/npc/re/jobs/novice/novice.txt
@@ -1,17 +1,2056 @@
-//===== Hercules Script =======================================
+//===== rAthena Script =======================================
//= New Novice Training Grounds
//===== By: ==================================================
-//= Streusel
+//= Kisuka
//===== Current Version: =====================================
-//= 1.0
+//= 1.4a
//===== Compatible With: =====================================
-//= Hercules
+//= rAthena SVN
//===== Description: =========================================
//= New Novice Training Grounds
//= [Hand Scripted (No Programs or AEGIS Scripts)]
//===== Additional Comments: =================================
-//= 1.0 First version. [Streusel]
+//= 1.0 First version. [Kisuka]
+//= 1.1 Updated warps, savepoints, NPC locations. [Kisuka]
+//= 1.2 Cleaning. [Euphy]
+//= 1.3 Fixed Eden Group Officer's level requirement. [Joseph]
+//= 1.4 Fixed checkquest to check quest accordingly. [Joseph]
+//= 1.4a Added 'npcskill' command. [Euphy]
//============================================================
-iz_int01,100,91,4 duplicate(Captain_Carew) Captain Carew#iz_int 873
-iz_int01,91,81,4 duplicate(Rumin) Rumin#iz_int01 99 \ No newline at end of file
+// Sprakki (Stard of Novice Training Ground, Outside Castle)
+//============================================================
+new_1-1,53,114,4 script Sprakki#nv1 90,{
+ if(job_novice_q < 1) {
+ mes "[Sprakki]";
+ mes "Hello there! Welcome to the World of Ragnarok Online. My name is Sprakki and I'm in charge of giving you basic gameplay tips.";
+ mes "Click on the [Next] button or press [Enter] to continue.";
+ next;
+ mes "[Sprakki]";
+ mes "First you need to learn the very basics of controlling your character.";
+ mes "All the basic ^4A4AFFmoves, selection of items, and attacks^000000 use the ^4A4AFFleft click of the mouse^000000.";
+ next;
+ cutin "tutorial01",3;
+ mes "-! Info !-";
+ mes "Click on the ground to move the character.";
+ mes "Attacking monsters and conversations with the people of this world can be done by simply clicking on them.";
+ next;
+ cutin "",255;
+ mes "[Sprakki]";
+ mes "First off, try moving around.";
+ mes "Do you see that wooden bridge to the right?";
+ next;
+ setquest 7117;
+ set job_novice_q,1;
+ mes "[Sprakki]";
+ mes "Walk over that bridge and there's a castle used as the Training Center.";
+ mes "I will be waiting for you inside of that Castle. Please come to the castle by yourself.";
+ next;
+ cutin "tutorial02",3;
+ mes "-! Info !-";
+ mes "You've received a quest from Sprakki.";
+ mes "You can check the contents of the quest in the Quest Info Window.";
+ next;
+ mes "[Sprakki]";
+ mes "I will wait inside the Training Center across the bridge.";
+ next;
+ mes "-! Info !-";
+ mes "You can open the Quest Info Window by pressing the ^4A4AFFALT + U^000000 keys at the same time.";
+ next;
+ cutin "",255;
+ mes "[Sprakki]";
+ mes "Have you checked the Quest Info Window?";
+ mes "I'll be waiting in the castle across the bridge.";
+ close;
+ }
+ mes "[Sprakki]";
+ mes "I will be waiting for you across the Bridge to the east.";
+ close;
+}
+
+// Sprakki (Inside Castle)
+//============================================================
+new_1-2,100,29,4 script Sprakki#nv2 90,{
+ if(job_novice_q < 1) {
+ mes "[Sprakki]";
+ mes "Hello there! Welcome to the World of Ragnarok Online. My name is Sprakki and I'm in charge of giving you basic gameplay tips.";
+ mes "Click on the [Next] button or press [Enter] to continue.";
+ next;
+ mes "[Sprakki]";
+ mes "First you need to learn the very basics of controlling your character.";
+ mes "All the basic ^4A4AFFmoves, selection of items, and attacks^000000 use the ^4A4AFFleft click of the mouse^000000.";
+ next;
+ cutin "tutorial01",3;
+ mes "-! Info !-";
+ mes "Click on the ground to move the character.";
+ mes "Attacking monsters and conversations with the people of this world can be done by simply clicking on them.";
+ next;
+ cutin "",255;
+ setquest 7117;
+ set job_novice_q,1;
+ mes "[Sprakki]";
+ mes "Well then, I will give you a quest to talk to me.";
+ mes "After the conversation is over, talk to me again by left-clicking on me.";
+ next;
+ cutin "tutorial02",3;
+ mes "-! Info !-";
+ mes "You've received a quest from Sprakki.";
+ mes "You can check the contents of the quest in the Quest Info Window by pressing the ^4A4AFFAlt + U^000000 keys at the same time.";
+ next;
+ cutin "",255;
+ mes "[Sprakki]";
+ mes "Have you checked the Quest Info Window?";
+ mes "Well, talk to me again.";
+ close;
+ }
+ if(job_novice_q == 1) {
+ getexp 300,0;
+ getexp 300,5;
+ completequest 7117;
+ set job_novice_q,2;
+ mes "[Sprakki]";
+ mes "Great!";
+ mes "Now you know how to move and talk to others, right?";
+ next;
+ }
+ mes "[Sprakki]";
+ mes "The training Center is prepared for novices just like you.";
+ mes "You are going to be trained to get used to the basics of the Game.";
+ next;
+ select("Begin Training.");
+ mes "[Sprakki]";
+ mes "I will guide you to the Novice Training Center.";
+ mes "Inside, Instructor 'Brade' will be waiting to speak to you.";
+ next;
+ setquest 7118;
+ set job_novice_q,3;
+ mes "[Sprakki]";
+ mes "Instructor 'Brade' will help you afterwards.";
+ mes "Please, Go see him.";
+ next;
+ mes "^4A4AFF- You received a quest 'Novice Training Ground-1' from Sprakki.^000000";
+ mes "^4A4AFFPlease check the Quest Info Window.-^000000";
+ close2;
+ savepoint "new_1-2",100,100;
+ warp "new_1-2",100,100;
+ end;
+}
+
+// Instructor Brade
+//============================================================
+new_1-2,100,105,4 script Brade#nv 733,{
+ if(job_novice_q < 3) {
+ mes "[Instructor Brade]";
+ mes "How did you get here?";
+ close2;
+ warp "new_1-1",53,111;
+ end;
+ }
+ else if(job_novice_q == 3) {
+ getexp 300,0;
+ getexp 300,0;
+ getexp 300,10;
+ completequest 7118;
+ set job_novice_q,4;
+ mes "[Instructor Brade]";
+ mes "Great.";
+ mes "You've completed the given quest successfully, so I will reward you with experience points.";
+ next;
+ mes "[Instructor Brade]";
+ mes "Experience Points you've earned from hunting or finishing quests can be checked by tracking the EXP Bar, located at the upper-left side of the display.";
+ next;
+ mes "[Instructor Brade]";
+ mes "Sigh... I will just talk roughly.";
+ mes "...I just can't get used to";
+ mes "'politeness' you know.";
+ mes "Don't look at me like that!";
+ next;
+ mes "[Instructor Brade]";
+ mes "Ok look alive you maggot.";
+ mes "Next up is items and equipment.";
+ next;
+ mes "[Instructor Brade]";
+ mes "First, take these.";
+ mes "These are very basic equipments and recovery potions.";
+ getitem 2352,1; // Novice_Plate
+ getitem 2510,1; // Novice_Hood
+ getitem 2414,1; // Novice_Boots
+ getitem 5055,1; // Novice_Egg_Cap
+ getitem 1243,1; // Novice_Knife
+ getitem 2112,1; // Novice_Guard
+ getitem 569,300; // Novice_Potion
+ setquest 7119;
+ set job_novice_q,5;
+ next;
+ mes "[Instructor Brade]";
+ mes "In the upper left Basic Info Window, press the 'Item' icon to open the Item Window.";
+ mes "The item window has 3 sections...";
+ next;
+ mes "[Instructor Brade]";
+ mes "Consumable items, equipment, and other items.";
+ mes "If you want to use or equip items, double-click on the item or drag them into the Equipment Window.";
+ next;
+ mes "[Instructor Brade]";
+ mes "You can see detailed info of each item by right-clicking on the item.";
+ mes "Do that and the info will pop-up in a separate window.";
+ next;
+ cutin "tutorial04",3;
+ mes "!- Info -!";
+ mes "Double-click on the item to see the detailed information.";
+ next;
+ mes "!- Info -!";
+ mes "Right-click on other players to show the Community Menu and you can join a party, request trades, etc.";
+ next;
+ cutin "",255;
+ mes "[Instructor Brade]";
+ mes "Why don't you equip the items I gave you earlier?";
+ mes "^4A4AFFDouble-Click^000000 on the item you want to equip. Let us continue after you are done gearing up.";
+ next;
+ cutin "tutorial03",3;
+ mes "!- Info -!";
+ mes "Items can be easily equipped or used by simply clicking on them.";
+ mes "The Hot Key to open the Item Window is Alt + E.";
+ next;
+ mes "!- Info -!";
+ mes "To check on the items that are currently equipped, use the hot key Alt + Q.";
+ mes "Or, drag the item on to the item slot you want the item to be equipped.";
+ next;
+ mes "!- Info -!";
+ mes "Equip all of the equipment given by Instructor Brade.";
+ close2;
+ cutin "",255;
+ end;
+ }
+ else if(job_novice_q == 4) {
+ mes "[Instructor Brade]";
+ mes "Uh... Where were we? Oh right, let's continue.";
+ mes "It's about items and equipments.";
+ next;
+ mes "[Instructor Brade]";
+ mes "Take these.";
+ mes "Basic equipments and recovery potions.";
+ getitem 2352,1; // Novice_Plate
+ getitem 2510,1; // Novice_Hood
+ getitem 2414,1; // Novice_Boots
+ getitem 5055,1; // Novice_Egg_Cap
+ getitem 1243,1; // Novice_Knife
+ getitem 2112,1; // Novice_Guard
+ getitem 569,300; // Novice_Potion
+ setquest 7119;
+ set job_novice_q,5;
+ next;
+ mes "[Instructor Brade]";
+ mes "In the upper left Basic Info Window, press the 'Item' icon to open the Item Window.";
+ mes "The item window is divided into...";
+ next;
+ mes "[Instructor Brade]";
+ mes "3 sections: consumable items, equipment and other items.";
+ mes "If you want to use or equip items, double-click on the item or drag them into the Equipment Window.";
+ next;
+ mes "[Instructor Brade]";
+ mes "You can see detailed info of each item by right-clicking on the item.";
+ mes "Do that and the info will pop-up in a separate window.";
+ next;
+ cutin "tutorial04",3;
+ mes "!- Info -!";
+ mes "Double-click on the item to see the detailed information.";
+ next;
+ mes "!- Info -!";
+ mes "Right-click on other players to show the Community Menu and you can join a party, request trades, etc.";
+ next;
+ cutin "",255;
+ mes "[Instructor Brade]";
+ mes "Why don't you equip the items I gave you earlier?";
+ mes "^4A4AFFDouble-Click^000000 on the item you want to equip. Let us continue after you are done gearing up.";
+ next;
+ cutin "tutorial03",3;
+ mes "!- Info -!";
+ mes "Items can be easily equipped or used by simply clicking on them.";
+ mes "The Hot Key to open the Item Window is Alt + E.";
+ next;
+ mes "!- Info -!";
+ mes "To check on the items that are currently equipped, use the hot key Alt + Q.";
+ mes "Or, drag the item on to the item slot you want the item to be equipped.";
+ next;
+ mes "!- Info -!";
+ mes "Equip all of the equipment given by Instructor Brade.";
+ close2;
+ cutin "",255;
+ end;
+ }
+ else if(job_novice_q == 5 || job_novice_q == 6) {
+ for(set .@i,1; .@i<7; set .@i,.@i+1)
+ if (getequipisequiped(.@i)) set .@EquipCheck, .@EquipCheck+1;
+ if(.@EquipCheck >= 4) {
+ if(job_novice_q == 5) {
+ mes "[Instructor Brade]";
+ mes "You are all set.";
+ mes "You are coming along just fine.";
+ getexp 300,0;
+ getexp 300,0;
+ getexp 300,0;
+ getexp 300,15;
+ getitem 12323,50; // N_Fly_Wing
+ getitem 12324,20; // N_Butterfly_Wing
+ completequest 7119;
+ set job_novice_q,6;
+ next;
+ mes "[Instructor Brade]";
+ mes "Here's some Fly Wings and Butterfly Wings as a reward.";
+ mes "You don't need these in the Training Ground, but they will come in handy later.";
+ next;
+ }
+ mes "[Instructor Brade]";
+ mes "Next, are Hot Keys.";
+ mes "Press the ^4A4AFF12 key^000000 on your keyboard.";
+ mes "A box with 9 slots will pop up.";
+ next;
+ mes "[Instructor Brade]";
+ mes "Drag on the right corner of the Hot Key Window and you will be able to see the other pages of the Hot Key.";
+ next;
+ mes "[Instructor Brade]";
+ mes "The F1 to F9 keys are the designated hotkeys.";
+ mes "Just drag a skill or an item onto the Hot Key Window and press a corresponding key to use them right away.";
+ next;
+ cutin "tutorial05",3;
+ mes "!- Info -!";
+ mes "You can register a skill or an item to the Hot Key Window by just dragging them onto the Hot Key Slot.";
+ next;
+ mes "!- Info -!";
+ mes "Registered Skills or Items can be used/equipped by just pressing the corresponding key.";
+ next;
+ mes "!- Info -!";
+ mes "You can customize the Hot Key to use any keys you please as the Hot Key by changing the Shortcut configuration in the options menu.";
+ next;
+ mes "!- Info -!";
+ mes "Register skills and items that you use often so that you can use them easily";
+ next;
+ cutin "",255;
+ mes "[Instructor Brade]";
+ mes "The last part is how to use Skills.";
+ mes "But before that, you need to learn something first.";
+ next;
+ setquest 7120;
+ set job_novice_q,7;
+ mes "[Instructor Brade]";
+ mes "Somewhere in this room, there's someone named ^4A4AFFJinha^000000.";
+ mes "Find Jinha and learn the ^4A4AFF[First Aid]^000000 skill from him.";
+ next;
+ mes "[Instructor Brade]";
+ mes "Your lesson is after that.";
+ mes "Go find Jinha and learn the [First Aid] Skill. Then come back to me.";
+ close;
+ }
+ mes "[Instructor Brade]";
+ mes "Try to put on at least 4 of the equipment I gave you.";
+ mes "Put those shoes on, wear those clothes, and arm yourself with that weapon you maggot.";
+ close;
+ }
+ else if(job_novice_q == 7) {
+ mes "[Instructor Brade]";
+ mes "Somewhere in this room, there's someone named ^4A4AFFJinha^000000.";
+ mes "Find Jinha and learn the ^4A4AFF[First Aid]^000000 skill from him.";
+ close;
+ }
+ else if(job_novice_q == 8) {
+ mes "[Instructor Brade]";
+ mes "Now you've learned the [First Aid] Skill.";
+ mes "Just as I told you before, by registering the First Aid Skill onto the Hot Key Window, you can use the skill fast and easy.";
+ next;
+ mes "[Instructor Brade]";
+ mes "And that's it, that's all I can teach you.";
+ mes "You see that exit to the west?";
+ mes "Move on to the next room and there will be another instructor waiting for you.";
+ next;
+ mes "[Instructor Brade]";
+ mes "We will be seeing each other soon enough.";
+ mes "But for now, go to the room to the west and get more information.";
+ next;
+ mes "[Instructor Brade]";
+ mes "You've come along fine this far.";
+ mes "This is not much, but that this as a reward.";
+ getitem 2393,1; // N_Adventurer's_Suit
+ completequest 7120;
+ set job_novice_q,9;
+ close;
+ }
+ else if(job_novice_q > 8) {
+ mes "[Instructor Brade]";
+ mes "Next step of the Training is done in the room west of here.";
+ mes "If you are lost, I can send you there.";
+ next;
+ if(select("I can get there by myself.:Please, send me to the next room.") == 2) {
+ mes "[Instructor Brade]";
+ mes "Oh well.";
+ mes "I think it's better than seeing you lost and wandering about.";
+ mes "Hahahaha...";
+ close2;
+ warp "new_1-2",41,172;
+ end;
+ }
+ mes "[Instructor Brade]";
+ mes "Good. That's the attitude you must have.";
+ mes "You can't just lean on others to help you.";
+ mes "Now, go ahead.";
+ close;
+ }
+ mes "[Instructor Brade]";
+ mes "Why are you still here?";
+ close2;
+ warp "prontera",156,90;
+ end;
+}
+
+// Instructor Jinha
+//============================================================
+new_1-2,115,120,4 script Jinha#nv 59,{
+ if(job_novice_q < 7) {
+ mes "[Jinha]";
+ mes "What can I help you with?";
+ mes "Hmm? You haven't followed the curriculum correctly.";
+ next;
+ mes "[Jinha]";
+ mes "You have to see Instructor Brade first before me. I will send you to Instructor Brade.";
+ close2;
+ warp "new_1-2",100,100;
+ end;
+ }
+ else if(job_novice_q == 7) {
+ mes "[Jinha]";
+ mes "Hello!";
+ mes "How can I help you?";
+ next;
+ select("I want to learn the use the [First Aid] Skill.");
+ mes "[Jinha]";
+ mes "That's right.";
+ mes "First Aid is the skill used to convert SP into HP when you are in danger.";
+ next;
+ specialeffect2 58;
+ specialeffect2 234;
+ mes "[Jinha]";
+ mes "It's recovery amount is small.";
+ mes "Still, it will help you not to faint from a critical hit.";
+ next;
+ skill "NV_FIRSTAID",1,0; // NV_FIRSTAID
+ set job_novice_q,8;
+ mes "[Jinha]";
+ mes "You can open the Skill Window by pressing the ^4A4AFFskill^000000 button in the Basic Window.";
+ mes "Hot Key is ^4A4AFFALT + S^000000.";
+ mes "Why don't you try the skill?";
+ next;
+ mes "[Jinha]";
+ mes "Good, now you know how to use the First Aid Skill, you have to move on to the next step.";
+ mes "Go back to Instructor Brade and show him what you've learned here.";
+ close;
+ }
+ else if(job_novice_q == 8) {
+ mes "[Jinha]";
+ mes "Didn't you learn the First Aid Skill already?";
+ mes "Have it checked by Instructor Brade.";
+ mes "If you don't know how to get to him, I will send you to him.";
+ next;
+ if(select("I'm good by myself.:Please, send me to him.") == 2) {
+ mes "[Jinha]";
+ mes "I will send you to Instructor Brade.";
+ close2;
+ warp "new_1-2",100,100;
+ end;
+ }
+ mes "[Jinha]";
+ mes "Very Good!";
+ mes "That's the right attitude!";
+ mes "You will be a great adventurer in the future.";
+ close;
+ }
+ else if(job_novice_q > 8) {
+ mes "[Jinha]";
+ mes "What can I do for you?";
+ mes "Next course will be continued in the West Room.";
+ mes "Go on to the west room.";
+ close;
+ }
+ mes "[Jinha]";
+ mes "Why are you still here?";
+ close2;
+ warp "prontera",156,90;
+ end;
+}
+
+// People/Services in Ragnarok
+//============================================================
+// ---------- Chocolat ----------
+new_1-2,32,172,4 script Chocolat#nv 96,{
+ if(job_novice_q < 9) {
+ mes "[Chocolat]";
+ mes "Hmm? Strange.";
+ mes "Let me see that Trainee ID for a sec.";
+ next;
+ mes "[Chocolat]";
+ mes "You were still on the basic course.";
+ mes "You should go back to Instructor Brade or Jinha.";
+ next;
+ mes "[Chocolat]";
+ mes "If you don't know how to find them, I can send you to Instructor Brade, How about it?";
+ next;
+ if(select("I will go myself.:Will you do that for me?") == 2) {
+ mes "[Chocolat]";
+ mes "Sure.";
+ mes "I will see you later.";
+ close2;
+ warp "new_1-2",100,100;
+ end;
+ }
+ mes "[Chocolat]";
+ mes "Sure. Go out to the door to the right.";
+ close;
+ }
+ else if(job_novice_q == 9) {
+ mes "[Chocolat]";
+ mes "I will tell you about the people you will be seeing in Town.";
+ mes "There are many kinds of people in town and some of them will be helpful to know.";
+ next;
+ mes "[Chocolat]";
+ mes "There are a lot of people in town, but among them, these people are the most important to know.";
+ next;
+ mes "[Chocolat]";
+ mes "They are [Kafra] Agents standing right behind me and their rival company the [Cool Event].";
+ mes "When you visit a town for the first time, you should talk to Information [Soldier].";
+ next;
+ mes "[Chocolat]";
+ mes "Well then, let's hear from each of them.";
+ mes "Start by talking to the [Kafra] agent.";
+ setquest 7121;
+ set job_novice_q,10;
+ close;
+ }
+ else if(job_novice_q == 10) {
+ mes "[Chocolat]";
+ mes "Here, talk to these guys standing behind me.";
+ mes "Start with the [Kafra] gal behind me.";
+ close;
+ }
+ else if(job_novice_q == 11) {
+ mes "[Chocolat]";
+ mes "You've learned a lot about Kafra service huh?";
+ mes "From now on, you can use the Kafra Server.";
+ next;
+ mes "[Chocolat]";
+ mes "Next is Kafra's rival, [Cool Event] Staff!";
+ mes "[Cool Event] Staff specialize in events.";
+ mes "Well, why don't you talk to him yourself?";
+ close;
+ }
+ else if(job_novice_q == 12) {
+ mes "[Chocolat]";
+ mes "After [Kafra] and [Cool Event], are the Information [Soldier]s.";
+ mes "They can seem insignificant but they can help you greatly when the time comes.";
+ next;
+ mes "[Chocolat]";
+ mes "I've brought the Information Soldier from the City of Prontera.";
+ mes "Ask him what he actually does in town.";
+ close;
+ }
+ else if(job_novice_q == 13) {
+ mes "[Chocolat]";
+ mes "How was the guide of the Information [Soldier]?";
+ mes "Last is about using [Inn]s.";
+ mes "There's an Inn located in each town.";
+ next;
+ mes "[Chocolat]";
+ mes "You can rest at Inns or Hotels for a small fee.";
+ mes "Your HP and SP will be recovered completely by resting there.";
+ mes "Can't hurt to use one, eh?";
+ next;
+ mes "[Chocolat]";
+ mes "Besides these guys, there's many merchants selling various kind of items, so go check them out.";
+ completequest 7121;
+ getexp 300,0;
+ getexp 300,0;
+ getexp 300,0;
+ getexp 300,0;
+ getexp 300,0;
+ getexp 300,20;
+ getitem 7059,20; // Cargo_Free_Ticket
+ getitem 7060,30; // Warp_Free_Ticket
+ set job_novice_q,14;
+ next;
+ mes "[Chocolat]";
+ mes "You've completed all the quests I gave you.";
+ mes "As the reward, I will give you Free Tickets for Kafra Storage and Teleport Service.";
+ mes "They will come in handy.";
+ next;
+ mes "[Chocolat]";
+ mes "That's all for me.";
+ mes "Now, it's time for real combat!";
+ next;
+ mes "[Chocolat]";
+ mes "Real Combat Training will be given by Instructor Brade. You met him earlier.";
+ mes "I will send you to the Real Combat Training Field.";
+ close2;
+ savepoint "new_1-3",96,21;
+ warp "new_1-3",96,21;
+ end;
+ }
+ else if(job_novice_q > 13) {
+ mes "[Chocolat]";
+ mes "What can I do for you?";
+ next;
+ select("");
+ mes "[Chocolat]";
+ mes "I will send you to the Real Combat Training Field right away.";
+ close2;
+ savepoint "new_1-3",96,21;
+ warp "new_1-3",96,21;
+ end;
+ }
+ mes "[Chocolat]";
+ mes "Why are you still here?";
+ close2;
+ warp "prontera",156,90;
+ end;
+}
+
+// ---------- Kafra ----------
+new_1-2,29,176,4 script Kafra#nv 117,{
+ if(job_novice_q < 10) {
+ mes "[Kafra Agent]";
+ mes "Hello.";
+ mes "I don't think it's my turn yet.";
+ mes "Please talk to 'Chocolat' first.";
+ close;
+ }
+ else if(job_novice_q == 10) {
+ mes "[Kafra Agent]";
+ mes "Hello.";
+ mes "I've been dispatched by the Kafra Head Office to help Trainees.";
+ mes "The Kafra Corporation is the world's largest company with a long and distinguished history on the Rune Midgard continent.";
+ mes "It's important for you adventurers to be close with us.";
+ next;
+ mes "[Kafra Agent]";
+ mes "I will inform you about the Kafra Services which you will be using most frequently, [Save], [Storage], and [Teleport] Services.";
+ next;
+ mes "[Kafra Agent]";
+ mes "When you talk to a Kafra Agent and ask for the Save Service, the location of where you will revive, after being defeated in battle, will be changed.";
+ next;
+ mes "[Kafra Agent]";
+ mes "Your Respawn Point is always the last place where you have saved.";
+ mes "Using a Butterfly Wing will return you to the place where you last saved.";
+ mes "This service is free to use, so feel free to use the Save Service anytime you like.";
+ next;
+ mes "[Kafra Agent]";
+ mes "Next is the Storage Service.";
+ mes "You can store and retrieve your items in any town at your convenience.";
+ next;
+ mes "[Kafra Agent]";
+ mes "It's unreasonable to carry all of your items with you when you don't need them right away.";
+ mes "Please use our Storage and keep your items safe and secure.";
+ next;
+ mes "[Kafra Agent]";
+ mes "Our convenient Storage Service is provided to our customers for a small fee which is different from town to town.";
+ mes "However, you must be at least ^4A4AFFBasic Skill Level 6^000000 to use the Storage.";
+ next;
+ mes "[Kafra Agent]";
+ mes "There are 7 different item sections of the Storage into which items are organized: Consumable, Kafra (Item Mall), Armor, Weapons, Ammo, Cards, and Etc items.";
+ next;
+ mes "[Kafra Agent]";
+ mes "There are a maximum of 600 Inventory Slots in Kafra Storage, meaning you can have up to 600 different kinds of total items in Storage.";
+ next;
+ mes "[Kafra Agent]";
+ mes "If you have a Premium Subscription, the maximum Inventory Slots in Kafra Storage is 600!";
+ mes "Remember though, that in the case of Equipment, each item takes up one Inventory Slot.";
+ mes "The maximum number of items that can be placed in Kafra Storage is 30,000.";
+ next;
+ mes "[Kafra Agent]";
+ mes "Storage is shared by everyone character on one account.";
+ mes "Storage Fees can vary for each Town.";
+ mes "So please keep that in mind when you are using our storage service.";
+ next;
+ mes "[Kafra Agent]";
+ mes "We also provide you with a Teleport Service to make your trips easier when you are trying to move a long distance.";
+ next;
+ mes "[Kafra Agent]";
+ mes "With our veteran teleporter's skill, your trip will be safer and more comfortable.";
+ mes "Oh and remember that the places you can teleport to vary from town to town.";
+ next;
+ mes "[Kafra Agent]";
+ mes "This is all for your never ending support. We are working hard to repay our debt to our customers.";
+ next;
+ mes "[Kafra Agent]";
+ mes "Do you want to hear another explanation?";
+ set job_novice_q,11;
+ next;
+ }
+ else {
+ mes "[Kafra Agent]";
+ mes "Kafra Service at your service";
+ mes "What can I do for you?";
+ next;
+ select("About Kafra Service");
+ mes "[Kafra Agent]";
+ mes "I will explain about the Kafra Service.";
+ mes "Which service do you want to be informed about?";
+ next;
+ }
+
+ while(1) {
+ switch(select("About Save:About Storage:About Teleport:About Cart:No More.")) {
+ case 1:
+ mes "[Kafra Agent]";
+ mes "When you are killed in battle, you can revive in the location you saved with this service.";
+ mes "If you save at a Kafra in a village, you can revive in the village you saved.";
+ next;
+ mes "[Kafra Agent]";
+ mes "Saved location is always where you saved last, and by using a Butterfly Wing, you can teleport directly to your saved point.";
+ mes "So feel free to use this service.";
+ next;
+ break;
+ case 2:
+ mes "[Kafra Agent]";
+ mes "Next is the Storage Service.";
+ mes "You can store and retrieve your items in any town at your convenience.";
+ next;
+ mes "[Kafra Agent]";
+ mes "It's unreasonable to carry all of your items with you when you don't need them right away.";
+ mes "Please use our Storage and keep your items safe and secure.";
+ next;
+ mes "[Kafra Agent]";
+ mes "Our convenient Storage Service is provided to our customers for a small fee which is different from town to town.";
+ mes "However, you must be at least ^4A4AFFBasic Skill Level 6^000000 to use the Storage.";
+ next;
+ mes "[Kafra Agent]";
+ mes "There are 7 different item sections of the Storage into which items are organized: Consumable, Kafra (Item Mall), Armor, Weapons, Ammo, Cards, and Etc items.";
+ next;
+ mes "[Kafra Agent]";
+ mes "There are a maximum of 600 Inventory Slots in Kafra Storage, meaning you can have up to 600 different kinds of total items in Storage.";
+ next;
+ mes "[Kafra Agent]";
+ mes "If you have a Premium Subscription, the maximum Inventory Slots in Kafra Storage is 600!";
+ mes "Remember though, that in the case of Equipment, each item takes up one Inventory Slot.";
+ mes "The maximum number of items that can be placed in Kafra Storage is 30,000.";
+ next;
+ mes "[Kafra Agent]";
+ mes "Storage is shared by everyone character on one account.";
+ mes "Storage Fees can vary for each Town.";
+ mes "So please keep that in mind when you are using our storage service.";
+ next;
+ break;
+ case 3:
+ mes "[Kafra Agent]";
+ mes "We also provide you with a Teleport Service to make your trips easier when you are trying to move a long distance.";
+ next;
+ mes "[Kafra Agent]";
+ mes "With our veteran teleporter's skill, your trip will be safer and more comfortable.";
+ mes "Oh and remember that the places you can teleport to vary from town to town.";
+ next;
+ mes "[Kafra Agent]";
+ mes "This is all for your never ending support. We are working hard to repay our debt to our customers.";
+ next;
+ break;
+ case 4:
+ mes "[Kafra Agent]";
+ mes "The Kafra corporation provides Cart rental services to customers engaged in commercial business.";
+ mes "Originally this cart rental service had been only provided by the merchant guild in Alberta.";
+ next;
+ mes "[Kafra Agent]";
+ mes "However, since we took over this service, our merchant customers have been able to rent carts from almost anywhere.";
+ mes "The cart rental service is available only for job classes engaged in commercial business such as ^4A4AFFMerchants, Blacksmiths, Alchemists, and Super Novices^000000.";
+ next;
+ mes "[Kafra Agent]";
+ mes "Of course you should learn the 'Pushcart' skill beforehand, otherwise you will not be able to rent a cart from us.";
+ mes "The rental fee varies by town, please keep that in mind.";
+ next;
+ break;
+ case 5:
+ mes "[Kafra Agent]";
+ mes "I hope you are satisfied with my explanation about the Kafra Service.";
+ close;
+ }
+ }
+}
+
+// ---------- Cool Event Staff ----------
+new_1-2,32,176,4 script Cool Event Staff#nv 874,{
+ if(job_novice_q < 11) {
+ mes "[Cool Event Staff]";
+ mes "This is not my turn.";
+ mes "You finished talking to Kafra yet?";
+ close;
+ }
+ else if(job_novice_q == 11) {
+ mes "[Cool Event Staff]";
+ mes "Hello.";
+ mes "We are working hard to provide events on Rune Midgard similar to the Kafra service.";
+ next;
+ mes "[Cool Event Staff]";
+ mes "Our staff is here to support you with [storage], [save], and [teleport] services.";
+ next;
+ mes "[Cool Event Staff]";
+ mes "If there's no Kafra around you, we're around to help you.";
+ next;
+ mes "[Cool Event Staff]";
+ mes "We are working hard on a network of Events to make your life better.";
+ mes "I hope that you can meet our staff in Alberta.";
+ next;
+ mes "[Cool Event Staff]";
+ mes "Who knows, we might meet outside of this academy.";
+ next;
+ mes "[Cool Event Staff]";
+ mes "Mostly all of us wear red coats in the places that the Kafra Staff don't work for.";
+ set job_novice_q,12;
+ close;
+ }
+ mes "[Cool Event Staff]";
+ mes "Most of our services are similar to those of Kafra.";
+ close;
+}
+
+// ---------- Soldier ----------
+new_1-2,35,176,4 script Soldier#nv 105,{
+ if(job_novice_q < 12) {
+ mes "[Soldier]";
+ mes "It isn't my turn yet.";
+ mes "Listen to Chocolat.";
+ close;
+ }
+ else if(job_novice_q == 12) {
+ mes "[Soldier]";
+ mes "Soldiers are in each town to guide you to useful places.";
+ mes "Ask us where you want to go and we'll mark your mini maps with a ^4A4AFF+^000000.";
+ mes "Don't hesitate to ask us questions.";
+ next;
+ mes "[Soldier]";
+ mes "We all don't look the same in every town but our roles are the same.";
+ mes "Take note of this whenever you go to a new town.";
+ next;
+ mes "[Soldier]";
+ mes "If you want to go to your first town, you can do so once you have reached Base Level 11 in the training grounds.";
+ set job_novice_q,13;
+ close;
+ }
+ mes "[Soldier]";
+ mes "What can I help you with?";
+ mes "Need me to explain what I do again?";
+ next;
+ if(select("Yes, I need an explanation.:Nope") == 2) {
+ mes "[Soldier]";
+ mes "Ok well talk to Chocolat if you're done talking with us.";
+ close;
+ }
+ mes "[Soldier]";
+ mes "Soldiers are in each town to guide you to useful places.";
+ mes "Ask us where you want to go and we'll mark your mini maps with a ^4A4AFF+^000000.";
+ mes "Don't hesitate to ask us questions.";
+ next;
+ mes "[Soldier]";
+ mes "We all don't look the same in every town but our roles are the same.";
+ mes "Take note of this whenever you go to a new town.";
+ next;
+ mes "[Soldier]";
+ mes "If you want to go to your first town, you can do so once you have reached Base Level 11 in the training grounds.";
+ close;
+}
+
+// Instructor Brade (Real Combat Training)
+//============================================================
+- script Brade#nv::NvBrade 733,{
+ if(job_novice_q < 14) {
+ mes "[Brade]";
+ mes "How did you get here?";
+ close2;
+ warp "new_1-2",100,100;
+ end;
+ }
+ else if(job_novice_q == 14) {
+ mes "[Brade]";
+ mes "Welcome.";
+ mes "Now this is real practice.";
+ mes "We can practice real battle here.";
+ next;
+ mes "[Brade]";
+ mes "As I explained the first time, we can click on the monsters.";
+ mes "One attack per click.";
+ next;
+ mes "[Brade]";
+ mes "For convenience,";
+ mes "^4A4AFFIf you hold down the Ctrl key,^000000";
+ mes "while attacking, you will automatically attack.";
+ next;
+ mes "[Brade]";
+ mes "You can also set this mode before battle by typing ^4A4AFF[ /nc ]^000000.";
+ next;
+ mes "[Brade]";
+ mes "Then, let's go Poring hunting.";
+ mes "Please hunt Poring's on Level 1 of the training grounds.";
+ setquest 7122;
+ set job_novice_q,15;
+ getitem 569,100; // Novice_Potion
+ next;
+ mes "^4A4AFF- You've received a quest from Instructor Brade.^000000";
+ mes "^4A4AFFPlease check the quest information window. -^000000";
+ close;
+ }
+ else if(job_novice_q == 15) {
+ if(checkquest(7122,HUNTING) == 2) {
+ mes "[Brade]";
+ mes "You can see it is not so hard, right?";
+ mes "Nice job.";
+ getitem 13040,1; // N_Cutter
+ getexp 1000,0;
+ getexp 1000,0;
+ getexp 1000,30;
+ completequest 7122;
+ set job_novice_q,16;
+ next;
+ mes "[Brade]";
+ mes "Now all of the courses are almost done.";
+ mes "You are a Novice, and you can't get any jobs yet.";
+ next;
+ mes "[Brade]";
+ mes "If you acquire all of basic skills with Job Level 10, you can change your job.";
+ next;
+ mes "[Brade]";
+ mes "The first job classes are defined into 6 classes.";
+ next;
+ mes "[Brade]";
+ mes "The 6 basic jobs are";
+ mes "Swordman, Thief,";
+ mes "Acolyte, Mage,";
+ mes "Archer and Merchant.";
+ next;
+ mes "[Brade]";
+ mes "Let's experience the basic 6 jobs, Swordman, Thief, Acolyte, Mage, Archer and Merchant and see what those jobs can do.";
+ next;
+ mes "[Brade]";
+ mes "Behind me, there are people dispatched from each of the basic Job Guilds.";
+ mes "These people will give you instruction manuals that allow you to experience some limited skills of each job.";
+ next;
+ mes "[Brade]";
+ mes "Equip a manual of the job which you want to experience, and you will be able to use some basic skills of that corresponding job.";
+ mes "Try those skills and decide which job to choose.";
+ close;
+ }
+ mes "[Brade]";
+ mes "Kill enough Porings.";
+ mes "Porings are easy to deal with, so cheer up.";
+ mes "Try again.";
+ npcskill "AL_HEAL",10,99,60;
+ close;
+ }
+ mes "[Brade]";
+ mes "Have you tried the skills in the Manuals?";
+ mes "If you want to hear information about each job, talk to the people dispatched by the Job Guilds.";
+ next;
+ mes "[Brade]";
+ mes "I think you've learned enough, if you want to learn more, then speak to the Eden Group girl next to the Trainers.";
+ next;
+ mes "[Brade]";
+ mes "Try using the job manuals to find out the characteristics of each job's skills.";
+ mes "I will restore your HP and SP... Keep it up.";
+ npcskill "AL_HEAL",10,99,60;
+ close;
+}
+
+new_1-3,96,30,4 duplicate(NvBrade) Brade#nv1 733
+new_2-3,96,30,4 duplicate(NvBrade) Brade#nv2 733
+new_3-3,96,30,4 duplicate(NvBrade) Brade#nv3 733
+new_4-3,96,30,4 duplicate(NvBrade) Brade#nv4 733
+new_5-3,96,30,4 duplicate(NvBrade) Brade#nv5 733
+
+// Job Guides (Real Combat Training)
+//============================================================
+// --------------------------- Deletion Function ------------------------------
+function script F_NvErase {
+ if (getarg(0,0)) {
+ if (checkquest(7123) == 0 || checkquest(7123) == 1) erasequest 7123;
+ if (checkquest(7124) == 0 || checkquest(7124) == 1) erasequest 7124;
+ if (checkquest(7126) == 0 || checkquest(7126) == 1) erasequest 7126;
+ if (checkquest(7127) == 0 || checkquest(7127) == 1) erasequest 7127;
+ }
+ nude;
+ if (countitem(2819)) delitem 2819,1; // Swordsman_Manual
+ if (countitem(2820)) delitem 2820,1; // Thief_Manual
+ if (countitem(2821)) delitem 2821,1; // Acolyte_Manual
+ if (countitem(2822)) delitem 2822,1; // Archer_Manual
+ if (countitem(2823)) delitem 2823,1; // Merchant_Manual
+ if (countitem(2824)) delitem 2824,1; // Mage_Manual
+ return;
+}
+
+// ---------------------------- Swordman Guide -------------------------------
+- script Swordman Guide#nv::NvSwd 728,{
+ if(job_novice_q < 16) {
+ mes "[Swordman Guildsman]";
+ mes "I won't help you until you finish Brade's instructions.";
+ close;
+ }
+ mes "[Swordman Guildsman]";
+ mes "Can I help you?";
+ next;
+ switch(select("About Swordman Class.:Job change to Swordman.:Got any quests?:Cancel.")) {
+ case 1:
+ mes "[Swordman Guildsman]";
+ mes "Literally, Swordman means one, who is specialized in wielding swords.";
+ mes "But they can also choose to use spears if they so choose.";
+ next;
+ mes "[Swordman Guildsman]";
+ mes "We possess strong physical strength.";
+ mes "So naturally we can equip heavy armors and weapons.";
+ mes "Most weapon classes, except for bows and rods, are equippable by our class.";
+ next;
+ mes "[Swordman Guildsman]";
+ mes "The only weakness of the Swordman class is that they cannot use magic spells.";
+ mes "But we've compensated for that by using elemental weapons.";
+ next;
+ mes "[Swordman Guildsman]";
+ mes "The merits of being a Swordman is the enormous amount of HP we have.";
+ mes "Most of us can bear the grunt of our enemies' attacks with relative ease.";
+ next;
+ mes "[Swordman Guildsman]";
+ mes "And we are unrivaled when it comes to one-on-one melee combat.";
+ next;
+ mes "[Swordman Guildsman]";
+ mes "Anyone who chooses to be a Swordman will likely play the role of the tank. It is our duty to protect the weak.";
+ next;
+ mes "[Swordman Guildsman]";
+ mes "As a Swordman you can advance to a ^8C2121Knight^000000 or ^8C2121Crusader^000000 class as your 2nd class profession.";
+ mes "And just recently third professions have been discovered.";
+ if(countitem(2819) == 0 && (getequipid(EQI_ACC_L) != 2819 || getequipid(EQI_ACC_R) != 2819)) {
+ next;
+ mes "[Swordman Guildsman]";
+ mes "If you're interested in being a Swordman, I'll offer you this manual.";
+ mes "Do you want to try the skills of a Swordman?";
+ next;
+ if(select("I'll try the Swordman skills.:No Thanks.") == 2) {
+ mes "[Swordman Guildsman]";
+ mes "Hum. Do you think so?";
+ mes "Ok, I agree with you. Choosing a job is very important in our lives.";
+ mes "Just talk to me whenever you want to experience Swordman skills.";
+ close;
+ }
+ mes "[Swordman Guildsman]";
+ mes "Here is the Swordman manual.";
+ mes "I'll just take any manuals from any other classes you have.";
+ callfunc "F_NvErase";
+ getitem 2819,1; // Swordsman_Manual
+ next;
+ mes "[Swordman Guildsman]";
+ mes "After equipping the Manual, open your Skill menu by pressing ALT+S.";
+ mes "Make sure to minimize your Skill tree by clicking the '-' button on the top right corner of the Skill Tree Window.";
+ }
+ close;
+ case 2:
+ mes "[Swordman Guildsman]";
+ mes "Do you really want to change your job to Swordman?";
+ mes "If you want to be a Swordman, I'll send you to the Swordman Guild immediately.";
+ next;
+ mes "[Swordman Guildsman]";
+ mes "I think you have enough job levels, of course, right?";
+ mes "Do you want to stop your training now and go to the Swordman Guild?";
+ next;
+ if(select("I'll consider it again.:I'll go to the Swordman Guild.") == 2) {
+ mes "[Swordman Guildsman]";
+ mes "I see.";
+ mes "Then I'll end your training process and send you to the Swordman Guild.";
+ close2;
+ callfunc "F_NvErase",1;
+ savepoint "izlude",94,103;
+ warp "izlude_in",74,167;
+ end;
+ }
+ mes "[Swordman Guildsman]";
+ mes "Please try enough instruction manuals from each job class and consider it carefully.";
+ mes "Of course, you're always welcomed.";
+ close;
+ case 3:
+ set .@quest, checkquest(7123);
+ if (.@quest == -1) {
+ mes "[Swordman Guildsman]";
+ mes "You want me to give you a quest?";
+ mes "Umm. Let me see.";
+ mes "Ok! Hunt a couple of Picky monsters around here.";
+ next;
+ mes "^4d4dffYou received a hunting request from a staff of the Swordman Guild.";
+ mes "You can check the contents of the quest from the quest information window.^000000";
+ setquest 7123;
+ next;
+ mes "[Swordman Guildsman]";
+ mes "Use the 'Bash' skill in the Swordman manual.";
+ mes "Open your Skill Tree by pressing ^4A4AFFAlt + S^000000 and minimize the window by pressing the '-' button on the top right corner of the window to see the available Swordman skills.";
+ next;
+ mes "[Swordman Guildsman]";
+ mes "Talk to Trainer Brutus if you want to fight stronger monsters.";
+ mes "I'll wait for you here.";
+ mes "Wish you a good luck.";
+ close;
+ }
+ else if (.@quest == 1) {
+ if (checkquest(7123,HUNTING) == 2) {
+ mes "[Swordman Guildsman]";
+ mes "Great.";
+ mes "I think that you're good enough to be a Swordman.";
+ mes "I'll give you some potions as a reward.";
+ completequest 7123;
+ getitem 569,200; // Novice_Potion
+ getexp 5000,100;
+ close;
+ }
+ mes "[Swordman Guildsman]";
+ mes "Hunt two Picky monsters.";
+ mes "You can find them in the more difficult training grounds by talking to Trainer Brutus.";
+ close;
+ }
+ else if (.@quest == 2) {
+ mes "[Swordman Guildsman]";
+ mes "I think you finished that quest already, right?";
+ mes "You'll experience more of these quests as you grow as an adventurer in the world.";
+ next;
+ mes "[Swordman Guildsman]";
+ mes "Your training is now complete.";
+ mes "If you choose to become a Swordman I wish you goodluck.";
+ close;
+ }
+ mes "[Swordman Guildsman]";
+ mes "I'm sorry but I don't have any quests to give you right now.";
+ close;
+ case 4:
+ mes "[Swordman Guildsman]";
+ mes "If you have any questions about the Swordman class, please ask me.";
+ mes "The Swordman Guild is waiting for novices like you.";
+ close;
+ }
+}
+
+new_1-3,97,41,4 duplicate(NvSwd) Swordman Guide#nv1 728
+new_2-3,97,41,4 duplicate(NvSwd) Swordman Guide#nv2 728
+new_3-3,97,41,4 duplicate(NvSwd) Swordman Guide#nv3 728
+new_4-3,97,41,4 duplicate(NvSwd) Swordman Guide#nv4 728
+new_5-3,97,41,4 duplicate(NvSwd) Swordman Guide#nv5 728
+
+// ---------------------------- Mage Guide ----------------------------------
+- script Mage Guide#nv::NvMag 123,{
+ if(job_novice_q < 16) {
+ mes "[Mage Guild Member]";
+ mes "You are still in the process of training with Instructor Brade.";
+ close;
+ }
+ mes "[Mage Guild Member]";
+ mes "What can I help you with?";
+ next;
+ switch(select("Tell me about Mages:I want to be a Mage:Give me a Quest:Cancel")) {
+ case 1:
+ mes "[Mage Guild Member]";
+ mes "Mages are those who can use magic when they need to protect their friends.";
+ mes "Mages can curse enemies using the elements of fire, water, earth and thunder magic.";
+ next;
+ mes "[Mage Guild Member]";
+ mes "However they cannot equip other weapons but staffs and books.";
+ mes "Because they are too delicate to carry heavy weapons.";
+ next;
+ mes "[Mage Guild Member]";
+ mes "But they can cover this weakness by their remarkable magic skills.";
+ mes "That is why many people want to become a Mage!";
+ next;
+ mes "[Mage Guild Member]";
+ mes "Mages have to be in their guild for guild's power and honor.";
+ mes "This is one of the reasons why Mages are popular in any parties and guilds.";
+ mes "Why don't you become a Mage?";
+ next;
+ mes "[Mage Guild Member]";
+ mes "^8C2121Mages can transform to Wizards or Sages as their second job.^000000";
+ if(countitem(2824) == 0 && (getequipid(EQI_ACC_L) != 2824 || getequipid(EQI_ACC_R) != 2824)) {
+ next;
+ mes "[Mage Guild Member]";
+ mes "Do you want to register to experience how it is to be a Mage?";
+ mes "Would you like to test Mage skills?";
+ next;
+ if(select("I want to test Mage skills.:I don't want to test it.") == 2) {
+ mes "[Mage Guild Member]";
+ mes "Hum. Do you think so.";
+ mes "Ok, I agree with you. Choosing a job is very important in our life.";
+ mes "Just talk to me whenever you want to experience Mage skills.";
+ close;
+ }
+ mes "[Mage Guild Member]";
+ mes "Here is the Mage Manual.";
+ mes "I will take the other job registration forms and manuals from you.";
+ next;
+ mes "[Mage Guild Member]";
+ mes "Here is the Mage Manual.";
+ mes "I will take the other job registration forms and manuals from you.";
+ callfunc "F_NvErase";
+ getitem 2824,1; // Mage_Manual
+ next;
+ mes "[Mage Guild Member]";
+ mes "After equipping the Manual, open your Skill menu by pressing ALT+S.";
+ mes "Make sure to minimize your Skill tree by clicking the '-' button on the top right corner of the Skill Tree Window.";
+ }
+ close;
+ case 2:
+ mes "[Mage Guild Member]";
+ mes "You want to be a Mage?";
+ mes "Ok, then, I will send you to the Mage Guild union in Geffen right away.";
+ next;
+ mes "[Mage Guild Member]";
+ mes "Wait, have you checked your Job level?";
+ mes "Do you want to complete your Novice training and go straight to the Mage Guild's union?";
+ next;
+ if(select("I will think about it again.:Yes, complete my training.") == 2) {
+ mes "[Mage Guild Member]";
+ mes "Welcome!!";
+ mes "I will send you to the Mage Guilds union after you complete your Novice training.";
+ close2;
+ callfunc "F_NvErase",1;
+ savepoint "geffen",119,38;
+ warp "geffen_in",163,98;
+ end;
+ }
+ mes "[Mage Guild Member]";
+ mes "Please test what Mage skills are all about before you decide.";
+ mes "We are always welcome to have you!";
+ close;
+ case 3:
+ set .@quest, checkquest(7124);
+ if (.@quest == -1) {
+ mes "[Mage Guild Member]";
+ mes "Huh? Quest?";
+ mes "Hmm... What would be suited for you...?";
+ mes "Would you like to hunt Lunatics by using Bolt skills?";
+ next;
+ mes "^4d4dffYou have received a Hunting quest from the Mage Guide.";
+ mes "You can get more information about the quest from the quest window.^000000";
+ setquest 7124;
+ next;
+ mes "[Mage Guild Member]";
+ mes "You are able to use 'Fire Bolt' skill that is shown on the Mage manual.";
+ mes "I will wait for you here.";
+ mes "Good luck!";
+ close;
+ }
+ else if (.@quest == 1) {
+ if (checkquest(7124,HUNTING) == 2) {
+ mes "[Mage Guild Member]";
+ mes "You have done excellent job.";
+ mes "So, did you find any interests about Mages?";
+ mes "Alright. I will give something...";
+ mes "Here are Novice Butterfly Wings, please take them.";
+ completequest 7124;
+ getitem 12324, 30; // N_Butterfly_Wing
+ getexp 5000,100;
+ close;
+ }
+ mes "[Mage Guild Member]";
+ mes "The quest is that you have to";
+ mes "hunt Lunatics and bring 5 clovers.";
+ close;
+ }
+ else if (.@quest == 2) {
+ mes "[Mage Guild Member]";
+ mes "You have already completed the quest.";
+ mes "Once you enter the main world, you can get various exciting quests there!";
+ next;
+ mes "[Mage Guild Member]";
+ mes "This should be enough for your training.";
+ close;
+ }
+ mes "[Mage Guild Member]";
+ mes "I'm sorry but I don't have any quests to give you right now.";
+ close;
+ case 4:
+ mes "[Mage Guild Member]";
+ mes "If you have any questions about Mages, feel free to ask me.";
+ mes "I think you could be a intelligent Mage...";
+ close;
+ }
+}
+
+new_1-3,101,41,4 duplicate(NvMag) Mage Guide#nv1 123
+new_2-3,101,41,4 duplicate(NvMag) Mage Guide#nv2 123
+new_3-3,101,41,4 duplicate(NvMag) Mage Guide#nv3 123
+new_4-3,101,41,4 duplicate(NvMag) Mage Guide#nv4 123
+new_5-3,101,41,4 duplicate(NvMag) Mage Guide#nv5 123
+
+// ---------------------------- Thief Guide ---------------------------------
+- script Thief Guide#nv::NvThf 118,{
+ if(job_novice_q < 16) {
+ mes "[Thief Guild Member]";
+ mes "You look like you are not done with Instructor Brade's lessons.";
+ close;
+ }
+ mes "[Thief Guild Member]";
+ mes "How can I help you?";
+ next;
+ switch(select("About the Thief Class.:I want to be a Thief.:Got any Quests?:Cancel.")) {
+ case 1:
+ mes "[Thief Guild Member]";
+ mes "Thieves are experts at using Dagger class weapons.";
+ mes "They strike quickly and easily evade attacks from their enemies.";
+ next;
+ mes "[Thief Guild Member]";
+ mes "Thieves can learn skills that allow them to hide from their enemies or steal items from monsters.";
+ mes "They are also feared for their use of poison, which slowly weakens their enemies.";
+ next;
+ mes "[Thief Guild Member]";
+ mes "In jeopardy, or in the case that thieves do not want to reveal themselves, they can use their skill to hide themselves easily.";
+ next;
+ mes "[Thief Guild Member]";
+ mes "Thieves can change their jobs to ^8C2121Assassins^000000 or ^8C2121Rogues.^000000";
+ if(countitem(2820) == 0 && (getequipid(EQI_ACC_L) != 2820 || getequipid(EQI_ACC_R) != 2820)) {
+ next;
+ mes "[Thief Guild Member]";
+ mes "If you want, I'll give you a Thief skill manual.";
+ mes "Would you like to experience the skills of a Thief?";
+ next;
+ if(select("Yes, I would.:No, I don't.") == 2) {
+ mes "[Thief Guild Member]";
+ mes "Oh, are you sure?";
+ mes "Class selection is very important so please consider it carefully.";
+ mes "If you want to ask about Thieves, please talk to me any time.";
+ close;
+ }
+ mes "[Thief Guild Member]";
+ mes "Here, please take the Thief manual.";
+ mes "I'll just take the other class manuals while I'm at it.";
+ next;
+ mes "[Thief Guild Member]";
+ mes "Here, please take the Thief manual.";
+ mes "I'll just take the other class manuals while I'm at it.";
+ callfunc "F_NvErase";
+ getitem 2820,1; // Thief_Manual
+ next;
+ mes "[Thief Guild Member]";
+ mes "Make sure to equip the Skill Manual by double-clicking it in the Inventory Window.";
+ mes "Open your Skill Tree by pressing ^4A4AFFAlt + S^000000 and minimize the window by pressing the '-' button on the top right corner of the window to see the available skills.";
+ }
+ close;
+
+ case 2:
+ mes "[Thief Guild Member]";
+ mes "Do you really want to be a Thief?";
+ mes "If so, I will send you to the Thief Guild immediately.";
+ next;
+ mes "[Thief Guild Member]";
+ mes "You already reached the required job level, didn't you?";
+ mes "Do you want to finish the Novice training and go to the Thief Guild?";
+ next;
+ if(select("Let me consider it again.:Yes, I do.") == 2) {
+ mes "[Thief Guild Member]";
+ mes "Ok, I see.";
+ mes "Welcome. Then your Novice training is totally complete and you will be sent to the Thief Guild immediately.";
+ close2;
+ callfunc "F_NvErase",1;
+ savepoint "morocc",150,100;
+ warp "moc_prydb1",99,185;
+ end;
+ }
+ mes "[Thief Guild Member]";
+ mes "Have you tried all of the class manuals yet?";
+ mes "If you're undecided what job to take on I suggest you try talking to all the Guides first.";
+ close;
+ case 3:
+ set .@quest, checkquest(7127);
+ if (.@quest == -1) {
+ mes "[Thief Guild Member]";
+ mes "Quests?";
+ mes "Hmm, what will be good for you?";
+ mes "How about hunting some Willows.";
+ next;
+ mes "[Thief Guild Member]";
+ mes "You can't cheat this so make sure to kill 5 Willows. When you're done come and talk to me again.";
+ mes "If you talk to Trainer Brutus, he can send you to a more difficult training ground where there are Willows to hunt.";
+ setquest 7127;
+ next;
+ mes "[Thief Guild Member]";
+ mes "If you equip the Thief manual, you can have the effect of the skill, Double Attack.";
+ mes "Double Attack and Hide are the main skills of the Thief.";
+ close;
+ }
+ else if (.@quest == 1) {
+ if (checkquest(7127,HUNTING) == 2) {
+ mes "[Thief Guild Member]";
+ mes "You are very strong.";
+ mes "These are not many but let me give you a reward for your effort.";
+ completequest 7127;
+ getitem 12323, 50; // N_Fly_Wing
+ getexp 5000,100;
+ close;
+ }
+ mes "[Thief Guild Member]";
+ mes "Hunt 5 Willows and then come talk to me to finish your quest.";
+ close;
+ }
+ else if (.@quest == 2) {
+ mes "[Thief Guild Member]";
+ mes "I think you finished that quest already, right?";
+ mes "You'll experience more of these quests as you grow as an adventurer in the world.";
+ next;
+ mes "[Thief Guild Member]";
+ mes "Your training is now complete.";
+ mes "If you choose to become a Thief I wish you goodluck.";
+ close;
+ }
+ mes "[Thief Guild Member]";
+ mes "I'm sorry but I don't have any quests to give you right now.";
+ close;
+ case 4:
+ mes "[Thief Guild Member]";
+ mes "If you have something to ask about the Thief job, feel free to ask me.";
+ close;
+ }
+}
+
+new_1-3,105,41,4 duplicate(NvThf) Thief Guide#nv1 118
+new_2-3,105,41,4 duplicate(NvThf) Thief Guide#nv2 118
+new_3-3,105,41,4 duplicate(NvThf) Thief Guide#nv3 118
+new_4-3,105,41,4 duplicate(NvThf) Thief Guide#nv4 118
+new_5-3,105,41,4 duplicate(NvThf) Thief Guide#nv5 118
+
+// ---------------------------- Merchant Guide ------------------------------
+- script Merchant Guide#nv::NvMer 97,{
+ if(job_novice_q < 16) {
+ mes "[Merchant Guildsman]";
+ mes "You are still in the process of training with sir Brade.";
+ close;
+ }
+ mes "[Merchant Guildsman]";
+ mes "What can I help you with?";
+ next;
+ switch(select("Tell me about Merchants:I want to be a Merchant.:Give me a Quest.:Cancel")) {
+ case 1:
+ mes "[Merchant Guildsman]";
+ mes "Merchant? Simply put, they sell goods and make money.";
+ mes "That's the main focus for any Merchant.";
+ next;
+ mes "[Merchant Guildsman]";
+ mes "We have special skills for making money.";
+ mes "We can buy goods at a lower price and sell them at a higher price.";
+ next;
+ mes "[Merchant Guildsman]";
+ mes "Also Merchants can have Carts that we can store lots of items in.";
+ next;
+ mes "[Merchant Guildsman]";
+ mes "^8C2121Merchants can transform to a Blacksmith or an Alchemist^000000 as their second job.";
+ if(countitem(2823) == 0 && (getequipid(EQI_ACC_L) != 2823 || getequipid(EQI_ACC_R) != 2823)) {
+ next;
+ mes "[Merchant Guildsman]";
+ mes "Do you wan to see what it's like to be a Merchant?";
+ next;
+ if(select("I want to test Merchant skills.:I don't want to test it.") == 2) {
+ mes "[Merchant Guildsman]";
+ mes "Hum. Do you think so?";
+ mes "Ok, I agree with you. Choosing a job is very important in our life.";
+ mes "Just talk to me whenever you want to experience Merchant skills.";
+ close;
+ }
+ mes "[Merchant Guildsman]";
+ mes "Here is the Merchant skill manual.";
+ mes "I will take other job manuals from you while I'm at it.";
+ next;
+ mes "[Merchant Guildsman]";
+ mes "Here is the Merchant skill manual.";
+ mes "I will take other job manuals from you while I'm at it.";
+ callfunc "F_NvErase";
+ getitem 2823,1; // Merchant_Manual
+ next;
+ mes "[Merchant Guildsman]";
+ mes "Make sure to equip the Skill Manual by double-clicking it in the Inventory Window.";
+ mes "Open your Skill Tree by pressing ^4A4AFFAlt + S^000000 and minimize the window by pressing the '-' button on the top right corner of the window to see the available skills.";
+ }
+ close;
+
+ case 2:
+ mes "[Merchant Guildsman]";
+ mes "You want to be a Merchant?";
+ mes "Ok, then, I will send you to the Merchant Guild's union right away.";
+ next;
+ mes "[Merchant Guildsman]";
+ mes "Wait, have you checked your Job level?";
+ mes "Do you want to complete your Novice training and go straight to the Merchant Guild's union?";
+ next;
+ if(select("I will think about it again.:Yes, I want to go to the Merchant Guild's union.") == 2) {
+ mes "[Merchant Guildsman]";
+ mes "Welcome!!";
+ mes "I will send you to the Merchant Guild's union after you complete your Novice training.";
+ close2;
+ callfunc "F_NvErase",1;
+ savepoint "alberta",29,231;
+ warp "alberta_in",62,44;
+ end;
+ }
+ mes "[Merchant Guildsman]";
+ mes "Ok, I hope you consider being a Merchant.";
+ mes "We are always welcome to have you!";
+ close;
+ case 3:
+ set .@quest, checkquest(7126);
+ if (.@quest == -1) {
+ mes "[Merchant Guildsman]";
+ mes "Huh? Quest??";
+ mes "Humm... What would be suited for you...?";
+ mes "Ok, then bring me ^5d5dff300 zeny^000000 by selling some of your items to the Potato Merchant.";
+ next;
+ mes "[Merchant Guildsman]";
+ mes "If you equipped the Merchant manual you have the ability to use the 'Overcharge' and 'Discount' skills.";
+ setquest 7126;
+ next;
+ mes "I will wait for you here.";
+ mes "Good luck!";
+ close;
+ }
+ else if (.@quest == 1) {
+ if (Zeny > 299) {
+ mes "[Merchant Guildsman]";
+ mes "Excellent!";
+ mes "Zeny is the currency of Rune-Midgard.";
+ mes "You can make zeny by selling loot as well as through making smart business decisions.";
+ next;
+ mes "[Merchant Guildsman]";
+ mes "We can use extremely powerful skills with zeny!";
+ mes "Mammonite! That is our ultimate attack skill!!";
+ mes "We basically paste money on the weapon and then strike the enemy. Death by Zeny! Nyahahahaha!";
+ next;
+ mes "[Merchant Guildsman]";
+ mes "By the way, you have done an excellent job. So, I should give you something... What would be good?";
+ mes "Alright! What about Phracon?";
+ mes "Phracon is a metallic element which you can use for refining weapons.";
+ completequest 7126;
+ getitem 1010,7; // Phracon
+ getexp 5000,100;
+ close;
+ }
+ mes "[Merchant Guildsman]";
+ mes "Zeny is the currency of Rune-Midgard.";
+ mes "You can make zeny by selling loot as well as through making smart business decisions.";
+ next;
+ mes "[Merchant Guildsman]";
+ mes "You can get loot by killing monsters. After hunting monsters, you can sell those loot to make a profit!";
+ mes "What a valuable job it is! Isn't it?";
+ next;
+ mes "[Merchant Guildsman]";
+ mes "Why don't you try to be a Merchant? Making money is not easy but it will be a great experience!";
+ close;
+ }
+ else if (.@quest == 2) {
+ mes "[Merchant Guildsman]";
+ mes "You have already completed the quest.";
+ mes "Once you enter the main world, you can get various exciting quests there!";
+ next;
+ mes "[Merchant Guildsman]";
+ mes "I think you're strong enough now to change your job right? Hahahaha don't waste too much time here Novice.";
+ close;
+ }
+ mes "[Merchant Guildsman]";
+ mes "I'm sorry but I don't have any quests to give you right now.";
+ close;
+ case 4:
+ mes "[Merchant Guildsman]";
+ mes "If you have any questions about Merchants, feel free to ask me.";
+ mes "I think you could be a rich Merchant. AhHahaha.";
+ close;
+ }
+}
+
+new_1-3,109,41,4 duplicate(NvMer) Merchant Guide#nv1 97
+new_2-3,109,41,4 duplicate(NvMer) Merchant Guide#nv2 97
+new_3-3,109,41,4 duplicate(NvMer) Merchant Guide#nv3 97
+new_4-3,109,41,4 duplicate(NvMer) Merchant Guide#nv4 97
+new_5-3,109,41,4 duplicate(NvMer) Merchant Guide#nv5 97
+
+// ---------------------------- Archer Guide --------------------------------
+- script Archer Guide#nv::NvArc 727,{
+ if(job_novice_q < 16) {
+ mes "[Archer Guide]";
+ mes "You are still in the process of training with sir Brade.";
+ close;
+ }
+ mes "[Archer Guide]";
+ mes "What can I help you with?";
+ next;
+ switch(select("Tell me about Archers:I want to be an Archer:Cancel")) {
+ case 1:
+ mes "[Archer Guide]";
+ mes "Archers have specialized skills by using a Bow and have a variety of powerful skills.";
+ mes "Archers are good at staying back and picking off their targets.";
+ next;
+ mes "[Archer Guide]";
+ mes "Archers don't have great vitality so they have to keep their distance from enemies.";
+ next;
+ mes "[Archer Guide]";
+ mes "On the other hand, Archers are attentive and have incredibly accurate eyes.";
+ mes "So once they are ready to attack, they can kill enemies before they're even aware of their presence.";
+ next;
+ mes "[Archer Guide]";
+ mes "^8C2121Archers can transform to many second jobs like a Hunter.^000000";
+ mes "^8C2121Besides Hunters, Archers can transform to a Bard, if they are male.^000000";
+ mes "^8C2121They can transform to a Dancer, if they are female.^000000";
+ if(countitem(2822) == 0 && (getequipid(EQI_ACC_L) != 2822 || getequipid(EQI_ACC_R) != 2822)) {
+ next;
+ mes "[Archer Guide]";
+ mes "Do you want to register to test skill experience?";
+ mes "Would you like to test Archer skills?";
+ next;
+ if(select("I want to test Archer skills.:I don't want to test it.") == 2) {
+ mes "[Archer Guide]";
+ mes "Hum. Do you think so.";
+ mes "Ok, I agree with you. Choosing a job is very important in our life.";
+ mes "Just talk to me whenever you want to experience Archer skills.";
+ close;
+ }
+ mes "[Archer Guide]";
+ mes "Here is the Archer manual.";
+ mes "I will take the other job manuals from you while you test the Archer manual out.";
+ next;
+ mes "[Archer Guide]";
+ mes "I will take the other job manuals from you while you test the Archer manual out.";
+ callfunc "F_NvErase";
+ getitem 2822,1; // Archer_Manual
+ next;
+ mes "[Archer Guide]";
+ mes "Make sure to equip the Skill Manual by double-clicking it in the Inventory Window.";
+ mes "Open your Skill Tree by pressing ^4A4AFFAlt + S^000000 and minimize the window by pressing the '-' button on the top right corner of the window to see the available skills.";
+ }
+ close;
+ case 2:
+ mes "[Archer Guide]";
+ mes "You want to be an Archer?";
+ mes "Ok, then, I will send you to the Archer Guild right away.";
+ next;
+ mes "[Archer Guide]";
+ mes "Wait, have you checked your Job level?";
+ mes "Do you want to complete the Novice training arena and go to the Archer Guild right now?";
+ next;
+ if(select("I will think about it again.:Yes, I want to go to the Archer Guild's union.") == 2) {
+ mes "[Archer Guide]";
+ mes "Welcome!!";
+ mes "I will send you to the Archer Guild after you complete your Novice training.";
+ close2;
+ callfunc "F_NvErase",1;
+ savepoint "payon",256,242;
+ warp "payon_in02",64,65;
+ end;
+ }
+ mes "[Archer Guide]";
+ mes "Test out all the jobs if you have to but choose Archer because we're the best.";
+ mes "We are always welcome to have you!";
+ close;
+ case 3:
+ mes "[Archer Guide]";
+ mes "If you have any questions about Archers, feel free to ask me.";
+ mes "I think you could be a strong Archer young Novice.";
+ close;
+ }
+}
+
+new_1-3,113,41,4 duplicate(NvArc) Archer Guide#nv1 727
+new_2-3,113,41,4 duplicate(NvArc) Archer Guide#nv2 727
+new_3-3,113,41,4 duplicate(NvArc) Archer Guide#nv3 727
+new_4-3,113,41,4 duplicate(NvArc) Archer Guide#nv4 727
+new_5-3,113,41,4 duplicate(NvArc) Archer Guide#nv5 727
+
+// ---------------------------- Acolyte Guide -------------------------------
+- script Acolyte Guide#nv::NvAco 95,{
+ if(job_novice_q < 16) {
+ mes "[Prontera Acolyte]";
+ mes "You look like you are not done with Instructor Brade's lessons.";
+ close;
+ }
+ mes "[Prontera Acolyte]";
+ mes "What can I do for you?";
+ next;
+ switch(select("What is an Acolyte?:Job change to Acolyte:Cancel")) {
+ case 1:
+ mes "[Prontera Acolyte]";
+ mes "An Acolyte is someone who worships the goddess Freya sacrificing themselves to help others.";
+ next;
+ mes "[Prontera Acolyte]";
+ mes "Acolytes use supportive skills to make combat easier.";
+ mes "It is essential to have an Acolyte in any successful party.";
+ next;
+ mes "[Prontera Acolyte]";
+ mes "^8C2121As an Acolyte, you can upgrade your future job to Priest or Monk.^000000";
+ next;
+ mes "[Prontera Acolyte]";
+ if(countitem(2821) == 0 && (getequipid(EQI_ACC_L) != 2821 || getequipid(EQI_ACC_R) != 2821)) {
+ next;
+ mes "[Prontera Acolyte]";
+ mes "If you want, I can give you a skill manual to experience what it is like to be an Acolyte.";
+ mes "Would you like to experience the skills of an Acolyte?";
+ next;
+ if(select("Yes, please.:No I'm not interested.") == 2) {
+ mes "[Prontera Acolyte]";
+ mes "Hum. Do you think so.";
+ mes "Ok, I agree with you. Choosing a job is very important in our life.";
+ mes "Just talk to me whenever you want to know about Acolytes.";
+ close;
+ }
+ mes "[Prontera Acolyte]";
+ mes "Here you go, the instruction manual of an Acolyte.";
+ mes "I will take away those other job's manuals while you study this one.";
+ next;
+ mes "[Prontera Acolyte]";
+ mes "Here you go, the instruction manual of an Acolyte.";
+ mes "I will take away those other job's manuals while you study this one.";
+ callfunc "F_NvErase";
+ getitem 2821,1; // Acolyte_Manual
+ next;
+ mes "[Prontera Acolyte]";
+ mes "Make sure to equip the Skill Manual by double-clicking it in the Inventory Window.";
+ mes "Open your Skill Tree by pressing ^4A4AFFAlt + S^000000 and minimizing the window by pressing the '-' button on the top right corner of the window to see the available skills.";
+ }
+ close;
+ case 2:
+ mes "[Prontera Acolyte]";
+ mes "Of course, I assume you have enough job levels to become an Acolyte right?";
+ mes "Would you like to quit the Training Process and go to the Cathedral of Prontera?";
+ next;
+ if(select("Let me reconsider.:I will go to the Cathedral.") == 2) {
+ mes "[Prontera Acolyte]";
+ mes "That's great.";
+ mes "Then I will completely end the Training Process and send you to the Cathedral of Prontera.";
+ close2;
+ callfunc "F_NvErase",1;
+ savepoint "prontera",117,72;
+ warp "prt_church",172,19;
+ end;
+ }
+ mes "[Prontera Acolyte]";
+ mes "You should try out each job's manuals.";
+ mes "Go through them throughly and decide carefully.";
+ mes "Of course, I will welcome you anytime.";
+ close;
+ case 3:
+ mes "[Prontera Acolyte]";
+ mes "If you have any questions about Acolytes, please ask me anytime.";
+ mes "Our God, Odin awaits adventurers like you";
+ close;
+ }
+}
+
+new_1-3,117,41,4 duplicate(NvAco) Acolyte Guide#nv1 95
+new_2-3,117,41,4 duplicate(NvAco) Acolyte Guide#nv2 95
+new_3-3,117,41,4 duplicate(NvAco) Acolyte Guide#nv3 95
+new_4-3,117,41,4 duplicate(NvAco) Acolyte Guide#nv4 95
+new_5-3,117,41,4 duplicate(NvAco) Acolyte Guide#nv5 95
+
+// ---------------------------- Bruce (Extended Jobs) -----------------------
+- script Bruce#nv::NvBruce 57,{
+ mes "[Bruce]";
+ mes "Hello?";
+ mes "I'm here to guide you about extra jobs and special classes.";
+ next;
+ mes "[Bruce]";
+ mes "For special classes, there are Taekwon, Ninja, Super Novice, and Gunslinger.";
+ mes "Which job description do you want to hear?";
+ next;
+ while(1) {
+ switch(select("Taekwon:Ninja:Super Novice:Gunslinger:End the conversation.")) {
+ case 1:
+ mes "[Bruce]";
+ mes "It's a job that usually uses a lot of kicking skills.";
+ mes "It belongs to special class and later you can change your job into Taekwon Master which has much stronger attack skills.";
+ next;
+ mes "[Bruce]";
+ mes "There is a secondary class to choose from called Soul Linker which also has strong attacks.";
+ mes "You can decide that later when you get stronger.";
+ next;
+ break;
+ case 2:
+ mes "[Bruce]";
+ mes "Ninja's specialty is rapid movement.";
+ mes "They specialize in using throwing weapons.";
+ next;
+ mes "[Bruce]";
+ mes "Ninjas are kind of a hybrid class that can use various dodge skills with the capability of both physical and magical attacks depending on their preference.";
+ next;
+ break;
+ case 3:
+ mes "[Bruce]";
+ mes "The biggest attraction of the stronger Novice, called Super Novice, is their pull to mediocrity.";
+ mes "They are the proverbial Jack-of-all-Trades but Master of none.";
+ next;
+ mes "[Bruce]";
+ mes "Super Novices can learn most of the 1st job class skills.";
+ mes "If you become a Super Novice, you cannot change your job, which is too bad, but you can grow as a very individual character.";
+ next;
+ break;
+ case 4:
+ mes "[Bruce]";
+ mes "You can job change directly from Novice to a special class which is optimized for a long-distance attack with guns.";
+ next;
+ mes "[Bruce]";
+ mes "Gunslingers use all kinds of guns made in 'Einbroch', the city of steel.";
+ mes "I recommend this for those who want to become powerful sharpshooters.";
+ next;
+ break;
+ case 5:
+ mes "[Bruce]";
+ mes "If you need more information, you can always go to";
+ mes "'iro.ragnarokonline.com'";
+ close;
+ }
+ }
+}
+
+new_1-3,121,41,4 duplicate(NvBruce) Bruce#nv1 57
+new_2-3,121,41,4 duplicate(NvBruce) Bruce#nv2 57
+new_3-3,121,41,4 duplicate(NvBruce) Bruce#nv3 57
+new_4-3,121,41,4 duplicate(NvBruce) Bruce#nv4 57
+new_5-3,121,41,4 duplicate(NvBruce) Bruce#nv5 57
+
+//============================================================================
+// Eden Group Officer (Real Combat Training)
+//============================================================================
+- script Eden Group Officer#nv::NvEdn -1,{
+ if(BaseLevel < 10) {
+ mes "[Eden Group Officer]";
+ mes "Hello, I am a representative of the Eden Group.";
+ mes "We are here to assist adventurers in Rune Midgard.";
+ next;
+ mes "[Eden Group Officer]";
+ mes "We have agents all over the world waiting to send you to our secret headquarters where you can get some useful quests.";
+ next;
+ mes "[Eden Group Officer]";
+ mes "If you take our quests we even give you weapons and equipment so be sure to visit us once you are done with your training.";
+ next;
+ mes "[Eden Group Officer]";
+ mes "Speak to me again once you have reached Base Level 10 and I will send you out of the training grounds.";
+ mes "Have you taken the quests from all of the Guides yet?";
+ close;
+ }else{
+ mes "[Eden Group Officer]";
+ mes "Great! You are ready to take on the challenges of the world.";
+ mes "What would you like to do?";
+ next;
+ switch(select("I want to leave the training grounds:Tell me about the towns.:Cancel")) {
+ case 1:
+ mes "[Eden Group Officer]";
+ mes "Looks like you are ready.";
+ mes "I guess you have made up your mind, huh?";
+ next;
+ mes "[Eden Group Officer]";
+ mes "If you know what job you want to change to, you should ask the ^4A4AFFJob Guides^000000 to send you out of the training grounds.";
+ mes "What town would you like to go to?";
+ next;
+ switch(select("Prontera:Morocc:Payon:Alberta:Geffen:Cancel")) {
+ case 1:
+ mes "[Eden Group Officer]";
+ mes "Prontera, the Capital city of the Rune-Midgarts Kingdom.";
+ mes "Take care and may Freya bless you on your journey.";
+ callsub S_Warp,"prontera",121,77,121,76;
+ case 2:
+ mes "[Eden Group Officer]";
+ mes "The desert city of Morocc was recently destroyed.";
+ mes "I will send you to the camp where the survivors are.";
+ callsub S_Warp,"moc_ruins",71,157,70,158;
+ case 3:
+ mes "[Eden Group Officer]";
+ mes "Just north of Payon you'll find the Archer Village.";
+ mes "Good luck on your journeys.";
+ callsub S_Warp,"payon",167,68,172,111;
+ case 4:
+ mes "[Eden Group Officer]";
+ mes "Alberta, the Port City.";
+ mes "It's the main hub of all trades.";
+ mes "If you want to travel to other civilizations, Alberta is the only outlet.";
+ callsub S_Warp,"alberta",115,57,116,58;
+ case 5:
+ mes "[Eden Group Officer]";
+ mes "Geffen, is known as the Magical City of Rune Midgard.";
+ mes "I will send you near the Fountains.";
+ mes "Goddess Freya bless you.";
+ callsub S_Warp,"geffen",118,36,128,66;
+ case 6:
+ mes "[Eden Group Officer]";
+ mes "If you're still not sure what job you want, talk to the Job Guides for more help.";
+ close;
+ }
+ case 2:
+ mes "[Eden Group Officer]";
+ mes "Prontera is the main capital of the Rune-Midgard Kingdom. Here you will find Merchants selling their items and is a favorite gathering point of adventurers.";
+ next;
+ mes "[Eden Group Officer]";
+ mes "The Acolyte Guild is here at the Prontera Church located to the northwest. The Swordman Guild can be found at Izlude, a town just southeast of Prontera.";
+ next;
+ mes "[Eden Group Officer]";
+ mes "Morocc is a city located in the desert that was recently destroyed due to an evil monster named Satan Morroc. The Thief Guild has been working to restore it to it's former glory.";
+ next;
+ mes "[Eden Group Officer]";
+ mes "Payon is where the Archer Guild has made it's home. You can also find the Kafra Shop Employees selling their Item Mall items near the center of this city.";
+ next;
+ mes "[Eden Group Officer]";
+ mes "Alberta is the trading hub of Rune Midgard. The Merchant Guild is located here and the docks have ships that will take you to different island cities.";
+ next;
+ mes "[Eden Group Officer]";
+ mes "Geffen is known as the magical city of Rune Midgard. The Mage Guild is located here and research for new magic is always being conducted at their headquarters.";
+ next;
+ mes "[Eden Group Officer]";
+ mes "If you wish to be sent directly to the Job Guilds, then speak to the Job Guides and tell them that you want to change your job.";
+ close;
+ case 3:
+ close;
+ }
+ }
+
+S_Warp:
+ close2;
+ callfunc "F_NvErase",1;
+ savepoint getarg(0),getarg(1),getarg(2);
+ warp getarg(0),getarg(3),getarg(4);
+ end;
+
+OnTouch:
+ emotion e_gasp;
+ end;
+}
+
+new_1-3,97,50,4 duplicate(NvEdn) Eden Group Officer#nv1 729,5,5
+new_2-3,97,50,4 duplicate(NvEdn) Eden Group Officer#nv2 729,5,5
+new_3-3,97,50,4 duplicate(NvEdn) Eden Group Officer#nv3 729,5,5
+new_4-3,97,50,4 duplicate(NvEdn) Eden Group Officer#nv4 729,5,5
+new_5-3,97,50,4 duplicate(NvEdn) Eden Group Officer#nv5 729,5,5
+
+// Merchant (Real Combat Training)
+//============================================================
+- shop Merchant#nv::NvPotato 93,516:15
+
+new_1-3,100,50,4 duplicate(NvPotato) Merchant#nv1 93
+new_2-3,100,50,4 duplicate(NvPotato) Merchant#nv2 93
+new_3-3,100,50,4 duplicate(NvPotato) Merchant#nv3 93
+new_4-3,100,50,4 duplicate(NvPotato) Merchant#nv4 93
+new_5-3,100,50,4 duplicate(NvPotato) Merchant#nv5 93
+
+// Trainer (Real Combat Training)
+//============================================================
+- script Level 1 Trainer#nv::NvBrutus 84,{
+ mes "[Trainer Brutus]";
+ mes "These monsters are all weak and easy to kill. But be careful, a lot of them are aggressive and out for blood!";
+ next;
+ mes "[Trainer Brutus]";
+ mes "If you think monsters here are too weak for you, I can send you to another training ground where the monsters are stronger than the ones over here.";
+ next;
+ mes "[Trainer Brutus]";
+ mes "So would you like to try?";
+ next;
+ switch(select("Send me to another Level:What monsters are there?:Cancel")) {
+ case 1:
+ mes "[Trainer Brutus]";
+ mes "I see, then let me guide you to another level. Which level do you want to go to?";
+ next;
+ for(set .@i,1; .@i<6; set .@i,.@i+1) {
+ if (!compare(strnpcinfo(2),"nv"+.@i))
+ set .@menu$, .@menu$+"Send me to Level "+.@i;
+ set .@menu$, .@menu$+":";
+ }
+ set .@i, select(.@menu$+"Cancel");
+ if (.@i < 7) warp "new_"+.@i+"-3",96,21;
+ close;
+ case 2:
+ mes "[Trainer Brutus]";
+ mes "You seem eager to fight.";
+ mes "The monster levels increase with each level of the training grounds.";
+ next;
+ mes "[Trainer Brutus]";
+ mes "Level 1 has the weakest monsters.";
+ mes "There you'll find Poring, Drops, Lunatics, Fabres, and Chonchons.";
+ next;
+ mes "[Trainer Brutus]";
+ mes "Level 2 is more challenging.";
+ mes "There you'll find Condors, Pickys, Willows, Fabres, and Roda Frogs.";
+ next;
+ mes "[Trainer Brutus]";
+ mes "Level 3 is pretty much the same as Level 2.";
+ mes "There you'll find Condors, Pickys, Willows, Fabres, and Roda Frogs.";
+ next;
+ mes "[Trainer Brutus]";
+ mes "Level 4 has stronger monsters.";
+ mes "There you'll find Rockers, Spores, and Fabres.";
+ next;
+ mes "[Trainer Brutus]";
+ mes "Level 5 is the same as Level 4.";
+ mes "There you'll find Rockers, Spores, and Fabres.";
+ close;
+ case 3:
+ mes "[Trainer Brutus]";
+ mes "Hmm...?";
+ mes "Are you worried about going to more challenging places? That's understandable, since you're still a new adventurer. Good luck~";
+ close;
+ }
+}
+
+new_1-3,103,50,4 duplicate(NvBrutus) Level 1 Trainer#nv1 84
+new_2-3,103,50,4 duplicate(NvBrutus) Level 2 Trainer#nv2 84
+new_3-3,103,50,4 duplicate(NvBrutus) Level 3 Trainer#nv3 84
+new_4-3,103,50,4 duplicate(NvBrutus) Level 4 Trainer#nv4 84
+new_5-3,103,50,4 duplicate(NvBrutus) Level 5 Trainer#nv5 84
+
+// Random Stuff (Guards & Bulletin Board)
+//============================================================
+new_1-1,66,114,4 script Bulletin Board#nv 111,{
+ mes "^FF0000=================================^000000";
+ mes "^FF0000 ^000000 ^E40CAA[Welcome]^CC0000 to ^FF9000Novice^7FFF00 Training ^00FF00Grounds ^E40CAA[Welcome]^FF0000^000000";
+ mes "^FF0000=================================^000000";
+ close;
+}
+
+new_1-1,144,116,2 script Guard#nv1 105,{
+ mes "[Training Grounds Guard]";
+ mes "Welcome to the Training Grounds.";
+ mes "You are now in the outer court yard. Please go inside the castle to begin your training.";
+ close;
+}
+
+new_1-1,144,107,2 script Guard#nv2 105,{
+ mes "[Training Grounds Guard]";
+ if(rand(2)) {
+ mes "Come in!";
+ mes "I would like to welcome you to the Training Grounds!";
+ next;
+ mes "[Training Grounds Guard]";
+ mes "In here, you can prepare yourself for your future adventures throughout the Ragnarok world!";
+ }
+ else {
+ mes "Go, Novice, go!";
+ mes "Fight, and grow stronger! Look towards a brighter tomorrow!";
+ }
+ close;
+}
+
+new_1-2,161,182,5 script Instructor#nv 92,{
+ mes "[Edwin]";
+ mes "Eh? Why are you still here?";
+ mes "There are no more courses that you need to take.";
+ next;
+ mes "[Edwin]";
+ mes "Well, I will let you out of here.";
+ mes "Go find the instructor, Brade.";
+ close2;
+ warp "new_1-2",100,100;
+ end;
+}
+
+// Real Combat Training Mobs
+//============================================================
+new_1-3,0,0,0,0 monster ChonChon 1011,10,0,0,0
+new_1-3,0,0,0,0 monster Drops 1113,10,0,0,0
+new_1-3,0,0,0,0 monster Fabre 1184,5,0,0,0
+new_1-3,0,0,0,0 monster Lunatic 1063,10,0,0,0
+new_1-3,0,0,0,0 monster Poring 1002,10,0,0,0
+new_2-3,0,0,0,0 monster Condor 1009,10,0,0,0
+new_2-3,0,0,0,0 monster Fabre 1184,5,0,0,0
+new_2-3,0,0,0,0 monster Picky 1050,10,0,0,0
+new_2-3,0,0,0,0 monster Roda Frog 1012,10,0,0,0
+new_2-3,0,0,0,0 monster Willow 1010,10,0,0,0
+new_3-3,0,0,0,0 monster Condor 1009,10,0,0,0
+new_3-3,0,0,0,0 monster Fabre 1184,5,0,0,0
+new_3-3,0,0,0,0 monster Picky 1050,10,0,0,0
+new_3-3,0,0,0,0 monster Roda Frog 1012,10,0,0,0
+new_3-3,0,0,0,0 monster Willow 1010,10,0,0,0
+new_4-3,0,0,0,0 monster Fabre 1184,5,0,0,0
+new_4-3,0,0,0,0 monster Rocker 1052,10,0,0,0
+new_4-3,0,0,0,0 monster Spore 1014,10,0,0,0
+new_4-3,0,0,0,0 monster Thief Bug 1051,10,0,0,0
+new_4-3,0,0,0,0 monster Thief Bug 1053,10,0,0,0
+new_5-3,0,0,0,0 monster Fabre 1184,5,0,0,0
+new_5-3,0,0,0,0 monster Rocker 1052,10,0,0,0
+new_5-3,0,0,0,0 monster Spore 1014,1,0,0,0
+new_5-3,0,0,0,0 monster Thief Bug 1051,1,0,0,0
+new_5-3,0,0,0,0 monster Thief Bug 1053,1,0,0,0 \ No newline at end of file
diff --git a/npc/re/merchants/enchan_mora.txt b/npc/re/merchants/enchan_mora.txt
new file mode 100644
index 000000000..8ff8f758d
--- /dev/null
+++ b/npc/re/merchants/enchan_mora.txt
@@ -0,0 +1,2356 @@
+//===== rAthena Script =======================================
+//= Mora Enchants
+//===== By: ==================================================
+//= Euphy
+//===== Current Version: =====================================
+//= 1.0
+//===== Compatible With: =====================================
+//= rAthena SVN
+//===== Description: =========================================
+//= [Official Conversion]
+//= Adds enchantments to various items in exchange for
+//= Mora coins.
+//===== Additional Comments: =================================
+//= 1.0 First Version. [Euphy]
+//============================================================
+
+// Arch Bishop Enchants :: coin_arc
+//============================================================
+mora,88,89,5 script Keeper of Secrets#pa082 495,{
+ if (checkweight(1201,1) == 0) {
+ mes "You have too many kinds of things with you to do that. Throw out some of them and try again.";
+ close;
+ }
+ if (MaxWeight - Weight < 1000) {
+ mes "You are carrying too much weight to do that. Reduce the weight and try again.";
+ close;
+ }
+ disable_items;
+ if (countitem(6380) < 10) {
+ mes "[Artifice]";
+ mes "Relics for Archbishops are meant for defense and support!";
+ next;
+ mes "[Artifice]";
+ mes "Like the other Guardians, they may trade coins for their relics, so collect Mora Coins!";
+ next;
+ mes "[Artifice]";
+ mes "If you collect more than 10 coins then come to me to trade!";
+ close;
+ }
+ mes "[Artifice]";
+ mes "By the light! You look like you are ready to gain access to our relics.";
+ next;
+ mes "[Artifice]";
+ mes "Ring, Shoes, Shawl, Robe, Shield, or Weapon.";
+ mes "Select one of the six kinds of relics to receive.";
+ next;
+ mes "[Artifice]";
+ mes "I'll randomly give you one of 2 types of the equipment, depending upon the weather and my mood.";
+ next;
+ mes "[Artifice]";
+ mes "All I need is 10 Mora Coins of yours to grant you a relic!";
+ next;
+ switch(select("I don't think I'm ready.:I'm ready to exchange my Mora Coins.:Exchange my Ring.")) {
+ case 1:
+ mes "[Artifice]";
+ mes "See you next time!";
+ close;
+ case 2:
+ mes "[Artifice]";
+ // What does this even mean? (custom dialogue below)
+ //mes "You influence what part are you?";
+ mes "What kind of relic do you want?";
+ next;
+ switch(select("I'm not ready.:Ring:Shoes:Shawl:Robe:Shield:Weapon")) {
+ case 1:
+ mes "[Artifice]";
+ mes "Go with the light.";
+ close;
+ case 2:
+ if (countitem(2864) || countitem(2865) || countitem(2866)) {
+ mes "[Artifice]";
+ mes "You are already allowed access to our relics by your possession of a Ring!";
+ close;
+ }
+ if (Class == Job_Arch_Bishop || Class == Job_Arch_Bishop_T || Class == Job_Baby_Bishop) {
+ setarray .@items[0],2864,2865,2866; //Light_Of_Cure,Seal_Of_Cathedral,Ring_Of_Archbishop
+ break;
+ } else {
+ mes "[Artifice]";
+ mes "We prefer to only deal with Arch-Bishops.";
+ close;
+ }
+ case 3:
+ setarray .@items[0],2471,2472; //Shoes_Of_Affection,Shoes_Of_Judgement
+ break;
+ case 4:
+ setarray .@items[0],2569,2570; //Shawl_Of_Affection,Shawl_Of_Judgement
+ break;
+ case 5:
+ setarray .@items[0],15029,15030; //Robe_Of_Affection,Robe_Of_Judgement
+ break;
+ case 6:
+ setarray .@items[0],2156; //Bible_Of_Promise1
+ break;
+ case 7:
+ setarray .@items[0],1657,16013; //Wand_Of_Affection,Mace_Of_Judgement
+ break;
+ }
+ set .@item, .@items[rand(getarraysize(.@items))];
+ delitem 6380,10; //Mora_Coin
+ getitem .@item,1;
+ mes "[Artifice]";
+ mes "You have obtained ^aa00aa"+getitemname(.@item)+"^000000. May the Blessing of the Light be with you.";
+ close;
+ case 3:
+ if (Class == Job_Arch_Bishop || Class == Job_Arch_Bishop_T || Class == Job_Baby_Bishop) {
+ mes "[Artifice]";
+ mes "We exchange rings into coins for those who cannot control the ring.";
+ next;
+ mes "[Artifice]";
+ mes "It seems that you have power to control the ring so I cannot exchange it into coins.";
+ close;
+ }
+ if (countitem(2864)) set .@item,2864; //Light_Of_Cure
+ else if (countitem(2865)) set .@item,2865; //Seal_Of_Cathedral
+ else if (countitem(2866)) set .@item,2866; //Ring_Of_Archbishop
+ else {
+ mes "[Artifice]";
+ mes "Did you change something?";
+ close;
+ }
+ mes "[Artifice]";
+ mes "You have a "+getitemname(.@item)+". Do you really want to trade it for 10 Mora Coins?";
+ next;
+ switch(select("I'm not ready:Exchange my "+getitemname(.@item))) {
+ case 1:
+ mes "[Artifice]";
+ mes "If you change your mind, please stop by again.";
+ close;
+ case 2:
+ delitem .@item,1;
+ getitem 6380,10; //Mora_Coin
+ mes "[Artifice]";
+ mes "I think that was an even trade.";
+ close;
+ }
+ }
+}
+
+mora,96,74,5 script Master of Relics#pa0829 495,{
+ if (checkweight(1201,1) == 0) {
+ mes "You have too many kinds of things with you to do that. Throw out some of them and try again.";
+ close;
+ }
+ if (MaxWeight - Weight < 1000) {
+ mes "You are carrying too much weight to do that. Reduce the weight and try again.";
+ close;
+ }
+ disable_items;
+ mes "[Relice]";
+ mes "I enhance Relics that holy Arch-Bishops use, it will take 2 Mora Coins and the relic to allow me to attempt to enhance it.";
+ next;
+ switch(select("More details please.:Please Enhance my Relic.")) {
+ case 1:
+ mes "[Relice]";
+ mes "Let me briefly explain, for 2 Mora Coins and the relic I can give you a single Enchantment on that relic.";
+ next;
+ mes "[Relice]";
+ mes "Even though this relic was already enchanted, we will re-enchant it without checking its status.";
+ next;
+ mes "[Relice]";
+ mes "So it you have already enchanted relic, please put it some place safe and come back.";
+ next;
+ mes "[Relice]";
+ mes "Ah, one more thing! It is possible I can fail though and if that happens the relic is lost forever.";
+ close;
+ case 2:
+ mes "[Relice]";
+ mes "Ok, you can get a new Relic from Artifice if it fails.";
+ next;
+ mes "[Relice]";
+ mes "If you have a ritual for luck, you should use it now!";
+ next;
+ set .@select, select("Wait a minute!:Light of Cure:Seal of Cathedral:Ring of Archbishop:Shoes of Affection:Shoes of Judgement:Shawl of Affection:Shawl of Judgement:Robe of Affection:Robe of Judgement:Bible of Promise 1st Vol:Wand of Affection:Mace of Judgement");
+ switch(.@select) {
+ case 1:
+ mes "[Relice]";
+ mes "Certainly. Go with the Light.";
+ close;
+ case 2:
+ case 3:
+ case 4:
+ setarray .@items[0],2864,2865,2866; //Light_Of_Cure,Seal_Of_Cathedral,Ring_Of_Archbishop
+ setarray .@special[0],4803,4804,4805; //Highness_Heal_3sec,Coluceo_Heal30,Heal_Amount2
+ set .@item, .@items[.@select-2];
+ set .@sp, .@special[.@select-2];
+ set .@enchant_type,1;
+ break;
+ case 5:
+ case 6:
+ case 7:
+ case 8:
+ case 9:
+ case 10:
+ case 11:
+ setarray .@items[0],2471,2472,2569,2570,15029,15030,2156; //Shoes_Of_Affection,Shoes_Of_Judgement,Shawl_Of_Affection,Shawl_Of_Judgement,Robe_Of_Affection,Robe_Of_Judgement,Bible_Of_Promise1
+ set .@item, .@items[.@select-5];
+ set .@enchant_type,2;
+ break;
+ case 12:
+ set .@item,1657; //Wand_Of_Affection
+ set .@enchant_type,3;
+ break;
+ case 13:
+ set .@item,16013; //Mace_Of_Judgement
+ set .@enchant_type,4;
+ break;
+ }
+ if (countitem(6380) < 2 || countitem(.@item) == 0) {
+ mes "[Relice]";
+ mes "For 2 Mora Coins I can strengthen the relic you have in many ways!";
+ close;
+ }
+ specialeffect2 EF_REPAIRWEAPON;
+ delitem 6380,2; //Mora_Coin
+ delitem .@item,1;
+ switch(.@enchant_type) {
+ case 1:
+ set .@i, rand(1,1487);
+ if (.@i <= 16) setarray .@enchants[2],4710,.@sp; //Inteligence2 [sp]
+ else if (.@i <= 32) setarray .@enchants[2],4710,4799; //Inteligence2 HP500
+ else if (.@i <= 48) setarray .@enchants[2],4710,4766; //Inteligence2 Atk2
+ else if (.@i <= 64) setarray .@enchants[2],4710,4788; //Inteligence2 Mdef6
+ else if (.@i <= 80) setarray .@enchants[2],4720,.@sp; //Dexterity1 [sp]
+ else if (.@i <= 96) setarray .@enchants[2],4720,4799; //Dexterity1 HP500
+ else if (.@i <= 112) setarray .@enchants[2],4720,4766; //Dexterity1 Atk2
+ else if (.@i <= 128) setarray .@enchants[2],4720,4788; //Dexterity1 Mdef6
+ else if (.@i <= 144) setarray .@enchants[2],4721,.@sp; //Dexterity2 [sp]
+ else if (.@i <= 160) setarray .@enchants[2],4721,4799; //Dexterity2 HP500
+ else if (.@i <= 176) setarray .@enchants[2],4721,4766; //Dexterity2 Atk2
+ else if (.@i <= 192) setarray .@enchants[2],4721,4788; //Dexterity2 Mdef6
+ else if (.@i <= 208) setarray .@enchants[2],4740,.@sp; //Vitality1 [sp]
+ else if (.@i <= 224) setarray .@enchants[2],4740,4799; //Vitality1 HP500
+ else if (.@i <= 240) setarray .@enchants[2],4740,4766; //Vitality1 Atk2
+ else if (.@i <= 256) setarray .@enchants[2],4740,4788; //Vitality1 Mdef6
+ else if (.@i <= 272) setarray .@enchants[2],4710,.@sp; //Inteligence2 [sp]
+ else if (.@i <= 288) setarray .@enchants[2],4710,4799; //Inteligence2 HP500
+ else if (.@i <= 304) setarray .@enchants[2],4710,4766; //Inteligence2 Atk2
+ else if (.@i <= 320) setarray .@enchants[2],4710,4788; //Inteligence2 Mdef6
+ else if (.@i <= 336) setarray .@enchants[2],4720,.@sp; //Dexterity1 [sp]
+ else if (.@i <= 352) setarray .@enchants[2],4720,4799; //Dexterity1 HP500
+ else if (.@i <= 368) setarray .@enchants[2],4720,4766; //Dexterity1 Atk2
+ else if (.@i <= 384) setarray .@enchants[2],4720,4788; //Dexterity1 Mdef6
+ else if (.@i <= 400) setarray .@enchants[2],4721,.@sp; //Dexterity2 [sp]
+ else if (.@i <= 416) setarray .@enchants[2],4721,4799; //Dexterity2 HP500
+ else if (.@i <= 432) setarray .@enchants[2],4721,4766; //Dexterity2 Atk2
+ else if (.@i <= 448) setarray .@enchants[2],4721,4788; //Dexterity2 Mdef6
+ else if (.@i <= 464) setarray .@enchants[2],4740,.@sp; //Vitality1 [sp]
+ else if (.@i <= 480) setarray .@enchants[2],4740,4799; //Vitality1 HP500
+ else if (.@i <= 496) setarray .@enchants[2],4740,4766; //Vitality1 Atk2
+ else if (.@i <= 512) setarray .@enchants[2],4740,4788; //Vitality1 Mdef6
+ else if (.@i <= 528) setarray .@enchants[2],4710,.@sp; //Inteligence2 [sp]
+ else if (.@i <= 544) setarray .@enchants[2],4710,4799; //Inteligence2 HP500
+ else if (.@i <= 560) setarray .@enchants[2],4710,4766; //Inteligence2 Atk2
+ else if (.@i <= 576) setarray .@enchants[2],4710,4788; //Inteligence2 Mdef6
+ else if (.@i <= 592) setarray .@enchants[2],4720,.@sp; //Dexterity1 [sp]
+ else if (.@i <= 608) setarray .@enchants[2],4720,4799; //Dexterity1 HP500
+ else if (.@i <= 624) setarray .@enchants[2],4720,4766; //Dexterity1 Atk2
+ else if (.@i <= 640) setarray .@enchants[2],4720,4788; //Dexterity1 Mdef6
+ else if (.@i <= 656) setarray .@enchants[2],4721,.@sp; //Dexterity2 [sp]
+ else if (.@i <= 672) setarray .@enchants[2],4721,4799; //Dexterity2 HP500
+ else if (.@i <= 688) setarray .@enchants[2],4721,4766; //Dexterity2 Atk2
+ else if (.@i <= 704) setarray .@enchants[2],4721,4788; //Dexterity2 Mdef6
+ else if (.@i <= 720) setarray .@enchants[2],4740,.@sp; //Vitality1 [sp]
+ else if (.@i <= 736) setarray .@enchants[2],4740,4799; //Vitality1 HP500
+ else if (.@i <= 752) setarray .@enchants[2],4740,4766; //Vitality1 Atk2
+ else if (.@i <= 768) setarray .@enchants[2],4740,4788; //Vitality1 Mdef6
+ else if (.@i <= 784) setarray .@enchants[2],4710,.@sp; //Inteligence2 [sp]
+ else if (.@i <= 800) setarray .@enchants[2],4710,4799; //Inteligence2 HP500
+ else if (.@i <= 816) setarray .@enchants[2],4710,4766; //Inteligence2 Atk2
+ else if (.@i <= 832) setarray .@enchants[2],4710,4788; //Inteligence2 Mdef6
+ else if (.@i <= 848) setarray .@enchants[2],4720,.@sp; //Dexterity1 [sp]
+ else if (.@i <= 864) setarray .@enchants[2],4720,4799; //Dexterity1 HP500
+ else if (.@i <= 880) setarray .@enchants[2],4720,4766; //Dexterity1 Atk2
+ else if (.@i <= 896) setarray .@enchants[2],4720,4788; //Dexterity1 Mdef6
+ else if (.@i <= 912) setarray .@enchants[2],4721,.@sp; //Dexterity2 [sp]
+ else if (.@i <= 928) setarray .@enchants[2],4721,4799; //Dexterity2 HP500
+ else if (.@i <= 944) setarray .@enchants[2],4721,4766; //Dexterity2 Atk2
+ else if (.@i <= 960) setarray .@enchants[2],4721,4788; //Dexterity2 Mdef6
+ else if (.@i <= 976) setarray .@enchants[2],4740,.@sp; //Vitality1 [sp]
+ else if (.@i <= 992) setarray .@enchants[2],4740,4799; //Vitality1 HP500
+ else if (.@i <= 1008) setarray .@enchants[2],4740,4766; //Vitality1 Atk2
+ else if (.@i <= 1024) setarray .@enchants[2],4740,4788; //Vitality1 Mdef6
+ else if (.@i <= 1040) setarray .@enchants[2],.@sp,.@sp; //[sp] [sp]
+ else if (.@i <= 1487) {
+ mes "[Relice]";
+ mes "Sometimes things just don't work out the way you want. I hope next time things go better for you. Until then, good bye.";
+ close;
+ }
+ break;
+ case 2:
+ set .@i, rand(1,1487);
+ if (.@i <= 16) setarray .@enchants[1],4710,4711,4764; //Inteligence1 Inteligence2 Critical5
+ else if (.@i <= 32) setarray .@enchants[1],4710,4711,4799; //Inteligence1 Inteligence2 HP500
+ else if (.@i <= 48) setarray .@enchants[1],4710,4711,4766; //Inteligence1 Inteligence2 Atk2
+ else if (.@i <= 64) setarray .@enchants[1],4710,4711,4788; //Inteligence1 Inteligence2 Mdef6
+ else if (.@i <= 80) setarray .@enchants[1],4710,4720,4764; //Inteligence1 Dexterity1 Critical5
+ else if (.@i <= 96) setarray .@enchants[1],4710,4720,4799; //Inteligence1 Dexterity1 HP500
+ else if (.@i <= 112) setarray .@enchants[1],4710,4720,4766; //Inteligence1 Dexterity1 Atk2
+ else if (.@i <= 128) setarray .@enchants[1],4710,4720,4788; //Inteligence1 Dexterity1 Mdef6
+ else if (.@i <= 144) setarray .@enchants[1],4710,4721,4764; //Inteligence1 Dexterity2 Critical5
+ else if (.@i <= 160) setarray .@enchants[1],4710,4721,4799; //Inteligence1 Dexterity2 HP500
+ else if (.@i <= 176) setarray .@enchants[1],4710,4721,4766; //Inteligence1 Dexterity2 Atk2
+ else if (.@i <= 192) setarray .@enchants[1],4710,4721,4788; //Inteligence1 Dexterity2 Mdef6
+ else if (.@i <= 208) setarray .@enchants[1],4710,4740,4764; //Inteligence1 Vitality1 Critical5
+ else if (.@i <= 224) setarray .@enchants[1],4710,4740,4799; //Inteligence1 Vitality1 HP500
+ else if (.@i <= 240) setarray .@enchants[1],4710,4740,4766; //Inteligence1 Vitality1 Atk2
+ else if (.@i <= 256) setarray .@enchants[1],4710,4740,4788; //Inteligence1 Vitality1 Mdef6
+ else if (.@i <= 272) setarray .@enchants[1],4711,4711,4764; //Inteligence2 Inteligence2 Critical5
+ else if (.@i <= 288) setarray .@enchants[1],4711,4711,4799; //Inteligence2 Inteligence2 HP500
+ else if (.@i <= 304) setarray .@enchants[1],4711,4711,4766; //Inteligence2 Inteligence2 Atk2
+ else if (.@i <= 320) setarray .@enchants[1],4711,4711,4788; //Inteligence2 Inteligence2 Mdef6
+ else if (.@i <= 336) setarray .@enchants[1],4711,4720,4764; //Inteligence2 Dexterity1 Critical5
+ else if (.@i <= 352) setarray .@enchants[1],4711,4720,4799; //Inteligence2 Dexterity1 HP500
+ else if (.@i <= 368) setarray .@enchants[1],4711,4720,4766; //Inteligence2 Dexterity1 Atk2
+ else if (.@i <= 384) setarray .@enchants[1],4711,4720,4788; //Inteligence2 Dexterity1 Mdef6
+ else if (.@i <= 400) setarray .@enchants[1],4711,4721,4764; //Inteligence2 Dexterity2 Critical5
+ else if (.@i <= 416) setarray .@enchants[1],4711,4721,4799; //Inteligence2 Dexterity2 HP500
+ else if (.@i <= 432) setarray .@enchants[1],4711,4721,4766; //Inteligence2 Dexterity2 Atk2
+ else if (.@i <= 448) setarray .@enchants[1],4711,4721,4788; //Inteligence2 Dexterity2 Mdef6
+ else if (.@i <= 464) setarray .@enchants[1],4711,4740,4764; //Inteligence2 Vitality1 Critical5
+ else if (.@i <= 480) setarray .@enchants[1],4711,4740,4799; //Inteligence2 Vitality1 HP500
+ else if (.@i <= 496) setarray .@enchants[1],4711,4740,4766; //Inteligence2 Vitality1 Atk2
+ else if (.@i <= 512) setarray .@enchants[1],4711,4740,4788; //Inteligence2 Vitality1 Mdef6
+ else if (.@i <= 528) setarray .@enchants[1],4720,4711,4764; //Dexterity1 Inteligence2 Critical5
+ else if (.@i <= 544) setarray .@enchants[1],4720,4711,4799; //Dexterity1 Inteligence2 HP500
+ else if (.@i <= 560) setarray .@enchants[1],4720,4711,4766; //Dexterity1 Inteligence2 Atk2
+ else if (.@i <= 576) setarray .@enchants[1],4720,4711,4788; //Dexterity1 Inteligence2 Mdef6
+ else if (.@i <= 592) setarray .@enchants[1],4720,4720,4764; //Dexterity1 Dexterity1 Critical5
+ else if (.@i <= 608) setarray .@enchants[1],4720,4720,4799; //Dexterity1 Dexterity1 HP500
+ else if (.@i <= 624) setarray .@enchants[1],4720,4720,4766; //Dexterity1 Dexterity1 Atk2
+ else if (.@i <= 640) setarray .@enchants[1],4720,4720,4788; //Dexterity1 Dexterity1 Mdef6
+ else if (.@i <= 656) setarray .@enchants[1],4720,4721,4764; //Dexterity1 Dexterity2 Critical5
+ else if (.@i <= 672) setarray .@enchants[1],4720,4721,4799; //Dexterity1 Dexterity2 HP500
+ else if (.@i <= 688) setarray .@enchants[1],4720,4721,4766; //Dexterity1 Dexterity2 Atk2
+ else if (.@i <= 704) setarray .@enchants[1],4720,4721,4788; //Dexterity1 Dexterity2 Mdef6
+ else if (.@i <= 720) setarray .@enchants[1],4720,4740,4764; //Dexterity1 Vitality1 Critical5
+ else if (.@i <= 736) setarray .@enchants[1],4720,4740,4799; //Dexterity1 Vitality1 HP500
+ else if (.@i <= 752) setarray .@enchants[1],4720,4740,4766; //Dexterity1 Vitality1 Atk2
+ else if (.@i <= 768) setarray .@enchants[1],4720,4740,4788; //Dexterity1 Vitality1 Mdef6
+ else if (.@i <= 784) setarray .@enchants[1],4721,4711,4764; //Dexterity2 Inteligence2 Critical5
+ else if (.@i <= 800) setarray .@enchants[1],4721,4711,4799; //Dexterity2 Inteligence2 HP500
+ else if (.@i <= 816) setarray .@enchants[1],4721,4711,4766; //Dexterity2 Inteligence2 Atk2
+ else if (.@i <= 832) setarray .@enchants[1],4721,4711,4788; //Dexterity2 Inteligence2 Mdef6
+ else if (.@i <= 848) setarray .@enchants[1],4721,4720,4764; //Dexterity2 Dexterity1 Critical5
+ else if (.@i <= 864) setarray .@enchants[1],4721,4720,4799; //Dexterity2 Dexterity1 HP500
+ else if (.@i <= 880) setarray .@enchants[1],4721,4720,4766; //Dexterity2 Dexterity1 Atk2
+ else if (.@i <= 896) setarray .@enchants[1],4721,4720,4788; //Dexterity2 Dexterity1 Mdef6
+ else if (.@i <= 912) setarray .@enchants[1],4721,4721,4764; //Dexterity2 Dexterity2 Critical5
+ else if (.@i <= 928) setarray .@enchants[1],4721,4721,4799; //Dexterity2 Dexterity2 HP500
+ else if (.@i <= 944) setarray .@enchants[1],4721,4721,4766; //Dexterity2 Dexterity2 Atk2
+ else if (.@i <= 960) setarray .@enchants[1],4721,4721,4788; //Dexterity2 Dexterity2 Mdef6
+ else if (.@i <= 976) setarray .@enchants[1],4721,4740,4764; //Dexterity2 Vitality1 Critical5
+ else if (.@i <= 992) setarray .@enchants[1],4721,4740,4799; //Dexterity2 Vitality1 HP500
+ else if (.@i <= 1008) setarray .@enchants[1],4721,4740,4766; //Dexterity2 Vitality1 Atk2
+ else if (.@i <= 1024) setarray .@enchants[1],4721,4740,4788; //Dexterity2 Vitality1 Mdef6
+ else if (.@i <= 1026) setarray .@enchants[1],4761,4761,4761; //Matk2 Matk2 Matk2
+ else if (.@i <= 1028) setarray .@enchants[1],4712,4713,4713; //Inteligence3 Inteligence4 Inteligence4
+ else if (.@i <= 1030) setarray .@enchants[1],4712,4761,4761; //Inteligence3 Matk2 Matk2
+ else if (.@i <= 1032) setarray .@enchants[1],4712,4713,4761; //Inteligence3 Inteligence4 Matk2
+ else if (.@i <= 1034) setarray .@enchants[1],4722,4723,4723; //Dexterity3 Dexterity4 Dexterity4
+ else if (.@i <= 1036) setarray .@enchants[1],4722,4703,4703; //Dexterity3 Strength4 Strength4
+ else if (.@i <= 1038) setarray .@enchants[1],4722,4767,4767; //Dexterity3 Atk3 Atk3
+ else if (.@i <= 1040) setarray .@enchants[1],4767,4767,4767; //Atk3 Atk3 Atk3
+ else if (.@i <= 1487) {
+ mes "[Relice]";
+ mes "Sometimes things just don't work out the way you want. I hope next time things go better for you. Until then, good bye.";
+ close;
+ }
+ break;
+ case 3:
+ set .@i, rand(1,2852);
+ if (.@i <= 31) setarray .@enchants[2],4720,4710; //Dexterity1 Inteligence1
+ else if (.@i <= 62) setarray .@enchants[2],4720,4711; //Dexterity1 Inteligence2
+ else if (.@i <= 93) setarray .@enchants[2],4720,4721; //Dexterity1 Dexterity2
+ else if (.@i <= 124) setarray .@enchants[2],4720,4760; //Dexterity1 Matk1
+ else if (.@i <= 155) setarray .@enchants[2],4740,4710; //Vitality1 Inteligence1
+ else if (.@i <= 186) setarray .@enchants[2],4740,4711; //Vitality1 Inteligence2
+ else if (.@i <= 217) setarray .@enchants[2],4740,4721; //Vitality1 Dexterity2
+ else if (.@i <= 248) setarray .@enchants[2],4740,4760; //Vitality1 Matk1
+ else if (.@i <= 279) setarray .@enchants[2],4741,4710; //Vitality2 Inteligence1
+ else if (.@i <= 310) setarray .@enchants[2],4741,4711; //Vitality2 Inteligence2
+ else if (.@i <= 341) setarray .@enchants[2],4741,4721; //Vitality2 Dexterity2
+ else if (.@i <= 372) setarray .@enchants[2],4741,4760; //Vitality2 Matk1
+ else if (.@i <= 403) setarray .@enchants[2],4801,4710; //SP100 Inteligence1
+ else if (.@i <= 434) setarray .@enchants[2],4801,4711; //SP100 Inteligence2
+ else if (.@i <= 465) setarray .@enchants[2],4801,4721; //SP100 Dexterity2
+ else if (.@i <= 496) setarray .@enchants[2],4801,4760; //SP100 Matk1
+ else if (.@i <= 527) setarray .@enchants[2],4720,4710; //Dexterity1 Inteligence1
+ else if (.@i <= 558) setarray .@enchants[2],4720,4711; //Dexterity1 Inteligence2
+ else if (.@i <= 589) setarray .@enchants[2],4720,4721; //Dexterity1 Dexterity2
+ else if (.@i <= 620) setarray .@enchants[2],4720,4760; //Dexterity1 Matk1
+ else if (.@i <= 651) setarray .@enchants[2],4740,4710; //Vitality1 Inteligence1
+ else if (.@i <= 682) setarray .@enchants[2],4740,4711; //Vitality1 Inteligence2
+ else if (.@i <= 713) setarray .@enchants[2],4740,4721; //Vitality1 Dexterity2
+ else if (.@i <= 744) setarray .@enchants[2],4740,4760; //Vitality1 Matk1
+ else if (.@i <= 775) setarray .@enchants[2],4741,4710; //Vitality2 Inteligence1
+ else if (.@i <= 806) setarray .@enchants[2],4741,4711; //Vitality2 Inteligence2
+ else if (.@i <= 837) setarray .@enchants[2],4741,4721; //Vitality2 Dexterity2
+ else if (.@i <= 868) setarray .@enchants[2],4741,4760; //Vitality2 Matk1
+ else if (.@i <= 899) setarray .@enchants[2],4801,4710; //SP100 Inteligence1
+ else if (.@i <= 930) setarray .@enchants[2],4801,4711; //SP100 Inteligence2
+ else if (.@i <= 961) setarray .@enchants[2],4801,4721; //SP100 Dexterity2
+ else if (.@i <= 992) setarray .@enchants[2],4801,4760; //SP100 Matk1
+ else if (.@i <= 1023) setarray .@enchants[2],4720,4710; //Dexterity1 Inteligence1
+ else if (.@i <= 1054) setarray .@enchants[2],4720,4711; //Dexterity1 Inteligence2
+ else if (.@i <= 1085) setarray .@enchants[2],4720,4721; //Dexterity1 Dexterity2
+ else if (.@i <= 1116) setarray .@enchants[2],4720,4760; //Dexterity1 Matk1
+ else if (.@i <= 1147) setarray .@enchants[2],4740,4710; //Vitality1 Inteligence1
+ else if (.@i <= 1178) setarray .@enchants[2],4740,4711; //Vitality1 Inteligence2
+ else if (.@i <= 1209) setarray .@enchants[2],4740,4721; //Vitality1 Dexterity2
+ else if (.@i <= 1240) setarray .@enchants[2],4740,4760; //Vitality1 Matk1
+ else if (.@i <= 1271) setarray .@enchants[2],4741,4710; //Vitality2 Inteligence1
+ else if (.@i <= 1302) setarray .@enchants[2],4741,4711; //Vitality2 Inteligence2
+ else if (.@i <= 1333) setarray .@enchants[2],4741,4721; //Vitality2 Dexterity2
+ else if (.@i <= 1364) setarray .@enchants[2],4741,4760; //Vitality2 Matk1
+ else if (.@i <= 1395) setarray .@enchants[2],4801,4710; //SP100 Inteligence1
+ else if (.@i <= 1426) setarray .@enchants[2],4801,4711; //SP100 Inteligence2
+ else if (.@i <= 1457) setarray .@enchants[2],4801,4721; //SP100 Dexterity2
+ else if (.@i <= 1488) setarray .@enchants[2],4801,4760; //SP100 Matk1
+ else if (.@i <= 1519) setarray .@enchants[2],4720,4710; //Dexterity1 Inteligence1
+ else if (.@i <= 1550) setarray .@enchants[2],4720,4711; //Dexterity1 Inteligence2
+ else if (.@i <= 1581) setarray .@enchants[2],4720,4721; //Dexterity1 Dexterity2
+ else if (.@i <= 1612) setarray .@enchants[2],4720,4760; //Dexterity1 Matk1
+ else if (.@i <= 1643) setarray .@enchants[2],4740,4710; //Vitality1 Inteligence1
+ else if (.@i <= 1674) setarray .@enchants[2],4740,4711; //Vitality1 Inteligence2
+ else if (.@i <= 1705) setarray .@enchants[2],4740,4721; //Vitality1 Dexterity2
+ else if (.@i <= 1736) setarray .@enchants[2],4740,4760; //Vitality1 Matk1
+ else if (.@i <= 1767) setarray .@enchants[2],4741,4710; //Vitality2 Inteligence1
+ else if (.@i <= 1798) setarray .@enchants[2],4741,4711; //Vitality2 Inteligence2
+ else if (.@i <= 1829) setarray .@enchants[2],4741,4721; //Vitality2 Dexterity2
+ else if (.@i <= 1860) setarray .@enchants[2],4741,4760; //Vitality2 Matk1
+ else if (.@i <= 1891) setarray .@enchants[2],4801,4710; //SP100 Inteligence1
+ else if (.@i <= 1922) setarray .@enchants[2],4801,4711; //SP100 Inteligence2
+ else if (.@i <= 1953) setarray .@enchants[2],4801,4721; //SP100 Dexterity2
+ else if (.@i <= 1984) setarray .@enchants[2],4801,4760; //SP100 Matk1
+ else if (.@i <= 1986) setarray .@enchants[2],4761,4761; //Matk2 Matk2
+ else if (.@i <= 1988) setarray .@enchants[2],4761,4723; //Matk2 Dexterity4
+ else if (.@i <= 1990) setarray .@enchants[2],4761,4714; //Matk2 Inteligence5
+ else if (.@i <= 1992) setarray .@enchants[2],4714,4714; //Inteligence5 Inteligence5
+ else if (.@i <= 1994) setarray .@enchants[2],4714,4723; //Inteligence5 Dexterity4
+ else if (.@i <= 1996) setarray .@enchants[2],4723,4723; //Dexterity4 Dexterity4
+ else if (.@i <= 2852) {
+ mes "[Relice]";
+ mes "Sometimes things just don't work out the way you want. I hope next time things go better for you. Until then, good bye.";
+ close;
+ }
+ break;
+ case 4:
+ set .@i, rand(1,2852);
+ if (.@i <= 31) setarray .@enchants[2],4720,4700; //Dexterity1 Strength1
+ else if (.@i <= 62) setarray .@enchants[2],4720,4701; //Dexterity1 Strength2
+ else if (.@i <= 93) setarray .@enchants[2],4720,4721; //Dexterity1 Dexterity2
+ else if (.@i <= 124) setarray .@enchants[2],4720,4767; //Dexterity1 Atk3
+ else if (.@i <= 155) setarray .@enchants[2],4740,4700; //Vitality1 Strength1
+ else if (.@i <= 186) setarray .@enchants[2],4740,4701; //Vitality1 Strength2
+ else if (.@i <= 217) setarray .@enchants[2],4740,4721; //Vitality1 Dexterity2
+ else if (.@i <= 248) setarray .@enchants[2],4740,4767; //Vitality1 Atk3
+ else if (.@i <= 279) setarray .@enchants[2],4741,4700; //Vitality2 Strength1
+ else if (.@i <= 310) setarray .@enchants[2],4741,4701; //Vitality2 Strength2
+ else if (.@i <= 341) setarray .@enchants[2],4741,4721; //Vitality2 Dexterity2
+ else if (.@i <= 372) setarray .@enchants[2],4741,4767; //Vitality2 Atk3
+ else if (.@i <= 403) setarray .@enchants[2],4701,4700; //Strength2 Strength1
+ else if (.@i <= 434) setarray .@enchants[2],4701,4701; //Strength2 Strength2
+ else if (.@i <= 465) setarray .@enchants[2],4701,4721; //Strength2 Dexterity2
+ else if (.@i <= 496) setarray .@enchants[2],4701,4767; //Strength2 Atk3
+ else if (.@i <= 527) setarray .@enchants[2],4720,4700; //Dexterity1 Strength1
+ else if (.@i <= 558) setarray .@enchants[2],4720,4701; //Dexterity1 Strength2
+ else if (.@i <= 589) setarray .@enchants[2],4720,4721; //Dexterity1 Dexterity2
+ else if (.@i <= 620) setarray .@enchants[2],4720,4767; //Dexterity1 Atk3
+ else if (.@i <= 651) setarray .@enchants[2],4740,4700; //Vitality1 Strength1
+ else if (.@i <= 682) setarray .@enchants[2],4740,4701; //Vitality1 Strength2
+ else if (.@i <= 713) setarray .@enchants[2],4740,4721; //Vitality1 Dexterity2
+ else if (.@i <= 744) setarray .@enchants[2],4740,4767; //Vitality1 Atk3
+ else if (.@i <= 775) setarray .@enchants[2],4741,4700; //Vitality2 Strength1
+ else if (.@i <= 806) setarray .@enchants[2],4741,4701; //Vitality2 Strength2
+ else if (.@i <= 837) setarray .@enchants[2],4741,4721; //Vitality2 Dexterity2
+ else if (.@i <= 868) setarray .@enchants[2],4741,4767; //Vitality2 Atk3
+ else if (.@i <= 899) setarray .@enchants[2],4701,4700; //Strength2 Strength1
+ else if (.@i <= 930) setarray .@enchants[2],4701,4701; //Strength2 Strength2
+ else if (.@i <= 961) setarray .@enchants[2],4701,4721; //Strength2 Dexterity2
+ else if (.@i <= 992) setarray .@enchants[2],4701,4767; //Strength2 Atk3
+ else if (.@i <= 1023) setarray .@enchants[2],4720,4700; //Dexterity1 Strength1
+ else if (.@i <= 1054) setarray .@enchants[2],4720,4701; //Dexterity1 Strength2
+ else if (.@i <= 1085) setarray .@enchants[2],4720,4721; //Dexterity1 Dexterity2
+ else if (.@i <= 1116) setarray .@enchants[2],4720,4767; //Dexterity1 Atk3
+ else if (.@i <= 1147) setarray .@enchants[2],4740,4700; //Vitality1 Strength1
+ else if (.@i <= 1178) setarray .@enchants[2],4740,4701; //Vitality1 Strength2
+ else if (.@i <= 1209) setarray .@enchants[2],4740,4721; //Vitality1 Dexterity2
+ else if (.@i <= 1240) setarray .@enchants[2],4740,4767; //Vitality1 Atk3
+ else if (.@i <= 1271) setarray .@enchants[2],4741,4700; //Vitality2 Strength1
+ else if (.@i <= 1302) setarray .@enchants[2],4741,4701; //Vitality2 Strength2
+ else if (.@i <= 1333) setarray .@enchants[2],4741,4721; //Vitality2 Dexterity2
+ else if (.@i <= 1364) setarray .@enchants[2],4741,4767; //Vitality2 Atk3
+ else if (.@i <= 1395) setarray .@enchants[2],4701,4700; //Strength2 Strength1
+ else if (.@i <= 1426) setarray .@enchants[2],4701,4701; //Strength2 Strength2
+ else if (.@i <= 1457) setarray .@enchants[2],4701,4721; //Strength2 Dexterity2
+ else if (.@i <= 1488) setarray .@enchants[2],4701,4767; //Strength2 Atk3
+ else if (.@i <= 1519) setarray .@enchants[2],4720,4700; //Dexterity1 Strength1
+ else if (.@i <= 1550) setarray .@enchants[2],4720,4701; //Dexterity1 Strength2
+ else if (.@i <= 1581) setarray .@enchants[2],4720,4721; //Dexterity1 Dexterity2
+ else if (.@i <= 1612) setarray .@enchants[2],4720,4767; //Dexterity1 Atk3
+ else if (.@i <= 1643) setarray .@enchants[2],4740,4700; //Vitality1 Strength1
+ else if (.@i <= 1674) setarray .@enchants[2],4740,4701; //Vitality1 Strength2
+ else if (.@i <= 1705) setarray .@enchants[2],4740,4721; //Vitality1 Dexterity2
+ else if (.@i <= 1736) setarray .@enchants[2],4740,4767; //Vitality1 Atk3
+ else if (.@i <= 1767) setarray .@enchants[2],4741,4700; //Vitality2 Strength1
+ else if (.@i <= 1798) setarray .@enchants[2],4741,4701; //Vitality2 Strength2
+ else if (.@i <= 1829) setarray .@enchants[2],4741,4721; //Vitality2 Dexterity2
+ else if (.@i <= 1860) setarray .@enchants[2],4741,4767; //Vitality2 Atk3
+ else if (.@i <= 1891) setarray .@enchants[2],4701,4700; //Strength2 Strength1
+ else if (.@i <= 1922) setarray .@enchants[2],4701,4701; //Strength2 Strength2
+ else if (.@i <= 1953) setarray .@enchants[2],4701,4721; //Strength2 Dexterity2
+ else if (.@i <= 1984) setarray .@enchants[2],4701,4767; //Strength2 Atk3
+ else if (.@i <= 1986) setarray .@enchants[2],4767,4767; //Atk3 Atk3
+ else if (.@i <= 1988) setarray .@enchants[2],4767,4723; //Atk3 Dexterity4
+ else if (.@i <= 1990) setarray .@enchants[2],4767,4704; //Atk3 Strength5
+ else if (.@i <= 1992) setarray .@enchants[2],4704,4704; //Strength5 Strength5
+ else if (.@i <= 1994) setarray .@enchants[2],4704,4723; //Strength5 Dexterity4
+ else if (.@i <= 1996) setarray .@enchants[2],4723,4723; //Dexterity4 Dexterity4
+ else if (.@i <= 2852) {
+ mes "[Relice]";
+ mes "Sometimes things just don't work out the way you want. I hope next time things go better for you. Until then, good bye.";
+ close;
+ }
+ break;
+ }
+ getitem2 .@item,1,1,0,0,0,.@enchants[1],.@enchants[2],.@enchants[3];
+ mes "[Relice]";
+ mes "The strengthening went well, lucky you!";
+ close;
+ }
+}
+
+// Warlock Enchants :: coin_warrock
+//============================================================
+mora,104,76,4 script Guardian of Artifacts#p 495,{
+ if (checkweight(1201,1) == 0) {
+ mes "You have too many kinds of things with you to do that. Throw out some of them and try again.";
+ close;
+ }
+ if (MaxWeight - Weight < 1000) {
+ mes "You are carrying too much weight to do that. Reduce the weight and try again.";
+ close;
+ }
+ if (countitem(6380) < 10) {
+ mes "[Guardian of Artifacts]";
+ mes "My job is to guard the Warlock's ancient artifacts.";
+ next;
+ mes "[Guardian of Artifacts]";
+ mes "Well, it's not a big deal actually. I give out artifacts to those who deserve them for the price of a few Mora Coins.";
+ next;
+ mes "[Guardian of Artifacts]";
+ mes "You can trade with me when you have 10 or more Coins. See you later.";
+ close;
+ }
+ mes "[Guardian of Artifacts]";
+ mes "Wow~ I see you're ready for the Warlock's Ancient Artifacts.";
+ next;
+ mes "[Guardian of Artifacts]";
+ mes "You can choose from four types of items:";
+ mes "staffs, orbs, shoes, and robes.";
+ next;
+ mes "[Guardian of Artifacts]";
+ mes "There are four options available for each type, but the item available will change day to day, depending on my mood.";
+ next;
+ mes "[Guardian of Artifacts]";
+ mes "Do you want to buy an artifact with your Mora Coins?";
+ next;
+ if(select("Maybe later... I have things to do.:Yes, I do.") == 1) {
+ mes "[Guardian of Artifacts]";
+ mes "Okay, see you later then.";
+ close;
+ }
+ mes "[Guardian of Artifacts]";
+ mes "What type of item do you want to buy?";
+ next;
+ switch(select("Quit:Shoes:Orbs:Robes:Staves")) {
+ case 1:
+ mes "[Guardian of Artifacts]";
+ mes "Okay, see you later then.";
+ close;
+ case 2:
+ setarray .@items[0],2467,2468,2469,2470; //Golden_Rod_Shoes,Aqua_Shoes,Crimson_Shoes,Forest_Shoes
+ set .@plural,1;
+ break;
+ case 3:
+ setarray .@items[0],2859,2860,2861,2862; //Golden_Rod_Orb,Aqua_Orb,Crimson_Orb,Forest_Orb
+ break;
+ case 4:
+ setarray .@items[0],15025,15026,15027,15028; //Golden_Rod_Robe,Aqua_Robe,Crimson_Robe,Forest_Robe
+ break;
+ case 5:
+ setarray .@items[0],2007,2008,2009,2010; //Golden_Rod_Staff,Aqua_Staff,Crimson_Staff,Forest_Staff
+ break;
+ }
+ if (countitem(6380) < 10) {
+ mes "[Guardian of Artifacts]";
+ mes "Would you please come back when you have enough Coins?";
+ close;
+ }
+ set .@item, .@items[rand(getarraysize(.@items))];
+ delitem 6380,10; //Mora_Coin
+ getitem .@item,1;
+ mes "[Guardian of Artifacts]";
+ mes "I have ^aa00aa"+getitemname(.@item)+"^000000 available today. I hope "+((.@plural)?"they":"it")+" will come in handy...";
+ close;
+}
+
+mora,99,93,5 script Artifact Crafter#pa0829 495,{
+ if (checkweight(1201,1) == 0) {
+ mes "You have too many kinds of things with you to do that. Throw out some of them and try again.";
+ close;
+ }
+ if (MaxWeight - Weight < 1000) {
+ mes "You are carrying too much weight to do that. Reduce the weight and try again.";
+ close;
+ }
+ disable_items;
+ mes "[Artifact Crafter]";
+ mes "My job is to imbue artifacts with new power. If you have enough Coins, you can have one of the following items reinforced.";
+ next;
+ if(select("Tell me more.:I want to have my item reinforced.") == 1) {
+ mes "[Artifact Crafter]";
+ mes "Let me explain. One reinforcement costs you two Coins.";
+ next;
+ set .@info_only,1;
+ }
+ mes "[Artifact Crafter]";
+ mes "And, I'll work on the item whether it's been already reinforced or not.";
+ next;
+ mes "[Artifact Crafter]";
+ mes "So if you have an artifact reinforced to your liking, put it in a safe place and come back.";
+ next;
+ mes "[Artifact Crafter]";
+ mes "And another thing, the artifact will be destroyed if the reinforcement fails. Please keep that in mind.";
+ if (.@info_only)
+ close;
+ next;
+ set .@select, select("Maybe next time.:Golden Rod Staff:Aqua Staff:Crimson Staff:Forest Staff:Golden Rod Shoes:Aqua Shoes:Crimson Shoes:Forest Shoes:Golden Rod Orb:Aqua Orb:Crimson Orb:Forest Orb:Golden Rod Robe:Aqua Robe:Crimson Robe:Forest Robe");
+ switch(.@select) {
+ case 1:
+ mes "[Artifact Crafter]";
+ mes "As you wish.";
+ close;
+ case 2:
+ case 3:
+ case 4:
+ case 5:
+ setarray .@items[0],2007,2008,2009,2010; //Golden_Rod_Staff,Aqua_Staff,Crimson_Staff,Forest_Staff
+ set .@enchant_type,1;
+ break;
+ case 6:
+ case 7:
+ case 8:
+ case 9:
+ setarray .@items[0],2467,2468,2469,2470; //Golden_Rod_Shoes,Aqua_Shoes,Crimson_Shoes,Forest_Shoes
+ set .@enchant_type,2;
+ break;
+ case 10:
+ case 11:
+ case 12:
+ case 13:
+ setarray .@items[0],2859,2860,2861,2862; //Golden_Rod_Orb,Aqua_Orb,Crimson_Orb,Forest_Orb
+ set .@enchant_type,2;
+ break;
+ case 14:
+ case 15:
+ case 16:
+ case 17:
+ setarray .@items[0],15025,15026,15027,15028; //Golden_Rod_Robe,Aqua_Robe,Crimson_Robe,Forest_Robe
+ set .@enchant_type,2;
+ break;
+ }
+ set .@item, .@items[(.@select-2)%4];
+ if (countitem(6380) == 0 || countitem(.@item) == 0) {
+ mes "[Artifact Crafter]";
+ mes "You have to have 2 Mora Coins and an item to be reinforced before I can do my work.";
+ close;
+ }
+ specialeffect2 EF_REPAIRWEAPON;
+ delitem 6380,2; //Mora_Coin
+ delitem .@item,1;
+ switch(.@enchant_type) {
+ case 1:
+ set .@i, rand(1,2847);
+ if (.@i <= 31) setarray .@enchants[2],4720,4786; //Dexterity1 Mdef2
+ else if (.@i <= 62) setarray .@enchants[2],4720,4760; //Dexterity1 Matk1
+ else if (.@i <= 93) setarray .@enchants[2],4720,4711; //Dexterity1 Inteligence2
+ else if (.@i <= 124) setarray .@enchants[2],4720,4721; //Dexterity1 Dexterity2
+ else if (.@i <= 155) setarray .@enchants[2],4796,4786; //HP200 Mdef2
+ else if (.@i <= 186) setarray .@enchants[2],4796,4760; //HP200 Matk1
+ else if (.@i <= 217) setarray .@enchants[2],4796,4711; //HP200 Inteligence2
+ else if (.@i <= 248) setarray .@enchants[2],4796,4721; //HP200 Dexterity2
+ else if (.@i <= 279) setarray .@enchants[2],4710,4786; //Inteligence1 Mdef2
+ else if (.@i <= 310) setarray .@enchants[2],4710,4760; //Inteligence1 Matk1
+ else if (.@i <= 341) setarray .@enchants[2],4710,4711; //Inteligence1 Inteligence2
+ else if (.@i <= 372) setarray .@enchants[2],4710,4721; //Inteligence1 Dexterity2
+ else if (.@i <= 403) setarray .@enchants[2],4801,4786; //SP100 Mdef2
+ else if (.@i <= 434) setarray .@enchants[2],4801,4760; //SP100 Matk1
+ else if (.@i <= 465) setarray .@enchants[2],4801,4711; //SP100 Inteligence2
+ else if (.@i <= 496) setarray .@enchants[2],4801,4721; //SP100 Dexterity2
+ else if (.@i <= 527) setarray .@enchants[2],4720,4786; //Dexterity1 Mdef2
+ else if (.@i <= 558) setarray .@enchants[2],4720,4760; //Dexterity1 Matk1
+ else if (.@i <= 589) setarray .@enchants[2],4720,4711; //Dexterity1 Inteligence2
+ else if (.@i <= 620) setarray .@enchants[2],4720,4721; //Dexterity1 Dexterity2
+ else if (.@i <= 651) setarray .@enchants[2],4796,4786; //HP200 Mdef2
+ else if (.@i <= 682) setarray .@enchants[2],4796,4760; //HP200 Matk1
+ else if (.@i <= 713) setarray .@enchants[2],4796,4711; //HP200 Inteligence2
+ else if (.@i <= 744) setarray .@enchants[2],4796,4721; //HP200 Dexterity2
+ else if (.@i <= 775) setarray .@enchants[2],4710,4786; //Inteligence1 Mdef2
+ else if (.@i <= 806) setarray .@enchants[2],4710,4760; //Inteligence1 Matk1
+ else if (.@i <= 837) setarray .@enchants[2],4710,4711; //Inteligence1 Inteligence2
+ else if (.@i <= 868) setarray .@enchants[2],4710,4721; //Inteligence1 Dexterity2
+ else if (.@i <= 899) setarray .@enchants[2],4801,4786; //SP100 Mdef2
+ else if (.@i <= 930) setarray .@enchants[2],4801,4760; //SP100 Matk1
+ else if (.@i <= 961) setarray .@enchants[2],4801,4711; //SP100 Inteligence2
+ else if (.@i <= 992) setarray .@enchants[2],4801,4721; //SP100 Dexterity2
+ else if (.@i <= 1023) setarray .@enchants[2],4720,4786; //Dexterity1 Mdef2
+ else if (.@i <= 1054) setarray .@enchants[2],4720,4760; //Dexterity1 Matk1
+ else if (.@i <= 1085) setarray .@enchants[2],4720,4711; //Dexterity1 Inteligence2
+ else if (.@i <= 1116) setarray .@enchants[2],4720,4721; //Dexterity1 Dexterity2
+ else if (.@i <= 1147) setarray .@enchants[2],4796,4786; //HP200 Mdef2
+ else if (.@i <= 1178) setarray .@enchants[2],4796,4760; //HP200 Matk1
+ else if (.@i <= 1209) setarray .@enchants[2],4796,4711; //HP200 Inteligence2
+ else if (.@i <= 1240) setarray .@enchants[2],4796,4721; //HP200 Dexterity2
+ else if (.@i <= 1271) setarray .@enchants[2],4710,4786; //Inteligence1 Mdef2
+ else if (.@i <= 1302) setarray .@enchants[2],4710,4760; //Inteligence1 Matk1
+ else if (.@i <= 1333) setarray .@enchants[2],4710,4711; //Inteligence1 Inteligence2
+ else if (.@i <= 1364) setarray .@enchants[2],4710,4721; //Inteligence1 Dexterity2
+ else if (.@i <= 1395) setarray .@enchants[2],4801,4786; //SP100 Mdef2
+ else if (.@i <= 1426) setarray .@enchants[2],4801,4760; //SP100 Matk1
+ else if (.@i <= 1457) setarray .@enchants[2],4801,4711; //SP100 Inteligence2
+ else if (.@i <= 1488) setarray .@enchants[2],4801,4721; //SP100 Dexterity2
+ else if (.@i <= 1519) setarray .@enchants[2],4720,4786; //Dexterity1 Mdef2
+ else if (.@i <= 1550) setarray .@enchants[2],4720,4760; //Dexterity1 Matk1
+ else if (.@i <= 1581) setarray .@enchants[2],4720,4711; //Dexterity1 Inteligence2
+ else if (.@i <= 1612) setarray .@enchants[2],4720,4721; //Dexterity1 Dexterity2
+ else if (.@i <= 1643) setarray .@enchants[2],4796,4786; //HP200 Mdef2
+ else if (.@i <= 1674) setarray .@enchants[2],4796,4760; //HP200 Matk1
+ else if (.@i <= 1705) setarray .@enchants[2],4796,4711; //HP200 Inteligence2
+ else if (.@i <= 1736) setarray .@enchants[2],4796,4721; //HP200 Dexterity2
+ else if (.@i <= 1767) setarray .@enchants[2],4710,4786; //Inteligence1 Mdef2
+ else if (.@i <= 1798) setarray .@enchants[2],4710,4760; //Inteligence1 Matk1
+ else if (.@i <= 1829) setarray .@enchants[2],4710,4711; //Inteligence1 Inteligence2
+ else if (.@i <= 1860) setarray .@enchants[2],4710,4721; //Inteligence1 Dexterity2
+ else if (.@i <= 1891) setarray .@enchants[2],4801,4786; //SP100 Mdef2
+ else if (.@i <= 1922) setarray .@enchants[2],4801,4760; //SP100 Matk1
+ else if (.@i <= 1953) setarray .@enchants[2],4801,4711; //SP100 Inteligence2
+ else if (.@i <= 1984) setarray .@enchants[2],4801,4721; //SP100 Dexterity2
+ else if (.@i <= 1986) setarray .@enchants[2],4713,4761; //Inteligence4 Matk2
+ else if (.@i <= 1988) setarray .@enchants[2],4713,4713; //Inteligence4 Inteligence4
+ else if (.@i <= 1990) setarray .@enchants[2],4761,4761; //Matk2 Matk2
+ else if (.@i <= 1992) setarray .@enchants[2],4761,4713; //Matk2 Inteligence4
+ else if (.@i <= 2847) {
+ mes "[Artifact Crafter]";
+ mes "Oh no... it broke... Well, it happens. Better luck next time.";
+ close;
+ }
+ break;
+ case 2:
+ set .@i, rand(1,2858);
+ if (.@i <= 31) setarray .@enchants[1],4710,4720,4786; //Inteligence1 Dexterity1 Mdef2
+ else if (.@i <= 62) setarray .@enchants[1],4710,4720,4760; //Inteligence1 Dexterity1 Matk1
+ else if (.@i <= 93) setarray .@enchants[1],4710,4720,4711; //Inteligence1 Dexterity1 Inteligence2
+ else if (.@i <= 124) setarray .@enchants[1],4710,4720,4721; //Inteligence1 Dexterity1 Dexterity2
+ else if (.@i <= 155) setarray .@enchants[1],4710,4796,4786; //Inteligence1 HP200 Mdef2
+ else if (.@i <= 186) setarray .@enchants[1],4710,4796,4760; //Inteligence1 HP200 Matk1
+ else if (.@i <= 217) setarray .@enchants[1],4710,4796,4711; //Inteligence1 HP200 Inteligence2
+ else if (.@i <= 248) setarray .@enchants[1],4710,4796,4721; //Inteligence1 HP200 Dexterity2
+ else if (.@i <= 279) setarray .@enchants[1],4710,4710,4786; //Inteligence1 Inteligence1 Mdef2
+ else if (.@i <= 310) setarray .@enchants[1],4710,4710,4760; //Inteligence1 Inteligence1 Matk1
+ else if (.@i <= 341) setarray .@enchants[1],4710,4710,4711; //Inteligence1 Inteligence1 Inteligence2
+ else if (.@i <= 372) setarray .@enchants[1],4710,4710,4721; //Inteligence1 Inteligence1 Dexterity2
+ else if (.@i <= 403) setarray .@enchants[1],4710,4801,4786; //Inteligence1 SP100 Mdef2
+ else if (.@i <= 434) setarray .@enchants[1],4710,4801,4760; //Inteligence1 SP100 Matk1
+ else if (.@i <= 465) setarray .@enchants[1],4710,4801,4711; //Inteligence1 SP100 Inteligence2
+ else if (.@i <= 496) setarray .@enchants[1],4710,4801,4721; //Inteligence1 SP100 Dexterity2
+ else if (.@i <= 527) setarray .@enchants[1],4711,4720,4786; //Inteligence2 Dexterity1 Mdef2
+ else if (.@i <= 558) setarray .@enchants[1],4711,4720,4760; //Inteligence2 Dexterity1 Matk1
+ else if (.@i <= 589) setarray .@enchants[1],4711,4720,4711; //Inteligence2 Dexterity1 Inteligence2
+ else if (.@i <= 620) setarray .@enchants[1],4711,4720,4721; //Inteligence2 Dexterity1 Dexterity2
+ else if (.@i <= 651) setarray .@enchants[1],4711,4796,4786; //Inteligence2 HP200 Mdef2
+ else if (.@i <= 682) setarray .@enchants[1],4711,4796,4760; //Inteligence2 HP200 Matk1
+ else if (.@i <= 713) setarray .@enchants[1],4711,4796,4711; //Inteligence2 HP200 Inteligence2
+ else if (.@i <= 744) setarray .@enchants[1],4711,4796,4721; //Inteligence2 HP200 Dexterity2
+ else if (.@i <= 775) setarray .@enchants[1],4711,4710,4786; //Inteligence2 Inteligence1 Mdef2
+ else if (.@i <= 806) setarray .@enchants[1],4711,4710,4760; //Inteligence2 Inteligence1 Matk1
+ else if (.@i <= 837) setarray .@enchants[1],4711,4710,4711; //Inteligence2 Inteligence1 Inteligence2
+ else if (.@i <= 868) setarray .@enchants[1],4711,4710,4721; //Inteligence2 Inteligence1 Dexterity2
+ else if (.@i <= 899) setarray .@enchants[1],4711,4801,4786; //Inteligence2 SP100 Mdef2
+ else if (.@i <= 930) setarray .@enchants[1],4711,4801,4760; //Inteligence2 SP100 Matk1
+ else if (.@i <= 961) setarray .@enchants[1],4711,4801,4711; //Inteligence2 SP100 Inteligence2
+ else if (.@i <= 992) setarray .@enchants[1],4711,4801,4721; //Inteligence2 SP100 Dexterity2
+ else if (.@i <= 1023) setarray .@enchants[1],4720,4720,4786; //Dexterity1 Dexterity1 Mdef2
+ else if (.@i <= 1054) setarray .@enchants[1],4720,4720,4760; //Dexterity1 Dexterity1 Matk1
+ else if (.@i <= 1085) setarray .@enchants[1],4720,4720,4711; //Dexterity1 Dexterity1 Inteligence2
+ else if (.@i <= 1116) setarray .@enchants[1],4720,4720,4721; //Dexterity1 Dexterity1 Dexterity2
+ else if (.@i <= 1147) setarray .@enchants[1],4720,4796,4786; //Dexterity1 HP200 Mdef2
+ else if (.@i <= 1178) setarray .@enchants[1],4720,4796,4760; //Dexterity1 HP200 Matk1
+ else if (.@i <= 1209) setarray .@enchants[1],4720,4796,4711; //Dexterity1 HP200 Inteligence2
+ else if (.@i <= 1240) setarray .@enchants[1],4720,4796,4721; //Dexterity1 HP200 Dexterity2
+ else if (.@i <= 1271) setarray .@enchants[1],4720,4710,4786; //Dexterity1 Inteligence1 Mdef2
+ else if (.@i <= 1302) setarray .@enchants[1],4720,4710,4760; //Dexterity1 Inteligence1 Matk1
+ else if (.@i <= 1333) setarray .@enchants[1],4720,4710,4711; //Dexterity1 Inteligence1 Inteligence2
+ else if (.@i <= 1364) setarray .@enchants[1],4720,4710,4721; //Dexterity1 Inteligence1 Dexterity2
+ else if (.@i <= 1395) setarray .@enchants[1],4720,4801,4786; //Dexterity1 SP100 Mdef2
+ else if (.@i <= 1426) setarray .@enchants[1],4720,4801,4760; //Dexterity1 SP100 Matk1
+ else if (.@i <= 1457) setarray .@enchants[1],4720,4801,4711; //Dexterity1 SP100 Inteligence2
+ else if (.@i <= 1488) setarray .@enchants[1],4720,4801,4721; //Dexterity1 SP100 Dexterity2
+ else if (.@i <= 1519) setarray .@enchants[1],4721,4720,4786; //Dexterity2 Dexterity1 Mdef2
+ else if (.@i <= 1550) setarray .@enchants[1],4721,4720,4760; //Dexterity2 Dexterity1 Matk1
+ else if (.@i <= 1581) setarray .@enchants[1],4721,4720,4711; //Dexterity2 Dexterity1 Inteligence2
+ else if (.@i <= 1612) setarray .@enchants[1],4721,4720,4721; //Dexterity2 Dexterity1 Dexterity2
+ else if (.@i <= 1643) setarray .@enchants[1],4721,4796,4786; //Dexterity2 HP200 Mdef2
+ else if (.@i <= 1674) setarray .@enchants[1],4721,4796,4760; //Dexterity2 HP200 Matk1
+ else if (.@i <= 1705) setarray .@enchants[1],4721,4796,4711; //Dexterity2 HP200 Inteligence2
+ else if (.@i <= 1736) setarray .@enchants[1],4721,4796,4721; //Dexterity2 HP200 Dexterity2
+ else if (.@i <= 1767) setarray .@enchants[1],4721,4710,4786; //Dexterity2 Inteligence1 Mdef2
+ else if (.@i <= 1798) setarray .@enchants[1],4721,4710,4760; //Dexterity2 Inteligence1 Matk1
+ else if (.@i <= 1829) setarray .@enchants[1],4721,4710,4711; //Dexterity2 Inteligence1 Inteligence2
+ else if (.@i <= 1860) setarray .@enchants[1],4721,4710,4721; //Dexterity2 Inteligence1 Dexterity2
+ else if (.@i <= 1891) setarray .@enchants[1],4721,4801,4786; //Dexterity2 SP100 Mdef2
+ else if (.@i <= 1922) setarray .@enchants[1],4721,4801,4760; //Dexterity2 SP100 Matk1
+ else if (.@i <= 1953) setarray .@enchants[1],4721,4801,4711; //Dexterity2 SP100 Inteligence2
+ else if (.@i <= 1984) setarray .@enchants[1],4721,4801,4721; //Dexterity2 SP100 Dexterity2
+ else if (.@i <= 1986) setarray .@enchants[1],4712,4713,4761; //Inteligence3 Inteligence4 Matk2
+ else if (.@i <= 1988) setarray .@enchants[1],4712,4713,4713; //Inteligence3 Inteligence4 Inteligence4
+ else if (.@i <= 1990) setarray .@enchants[1],4712,4761,4761; //Inteligence3 Matk2 Matk2
+ else if (.@i <= 1992) setarray .@enchants[1],4712,4761,4713; //Inteligence3 Matk2 Inteligence4
+ else if (.@i <= 1994) setarray .@enchants[1],4722,4713,4761; //Dexterity3 Inteligence4 Matk2
+ else if (.@i <= 1996) setarray .@enchants[1],4722,4713,4713; //Dexterity3 Inteligence4 Inteligence4
+ else if (.@i <= 1998) setarray .@enchants[1],4722,4761,4761; //Dexterity3 Matk2 Matk2
+ else if (.@i <= 2000) setarray .@enchants[1],4722,4761,4713; //Dexterity3 Matk2 Inteligence4
+ else if (.@i <= 2858) {
+ mes "[Artifact Crafter]";
+ mes "Oh no... it broke... Well, it happens. Better luck next time.";
+ close;
+ }
+ break;
+ }
+ getitem2 .@item,1,1,0,0,0,.@enchants[1],.@enchants[2],.@enchants[3];
+ mes "[Artifact Crafter]";
+ mes "Looks like my effort was successful.";
+ close;
+}
+
+// Rune Knight, Guillotine Cross, & Ranger Enchants :: new_artifact
+//============================================================
+mora,152,97,5 script Guardian of Power#pa082 515,{
+ if (checkweight(1201,1) == 0) {
+ mes "Reduce the amount of items that you have in your inventory before continuing.";
+ close;
+ }
+ if (MaxWeight - Weight < 1000) {
+ mes "You are carrying too much in your inventory.";
+ close;
+ }
+ if (countitem(6380) < 10) {
+ mes "[Guardian of Power]";
+ mes "I give Rune Knights, Guillotine Crosses, and Rangers ancient artifacts to help them carry out their missions.";
+ next;
+ mes "[Guardian of Power]";
+ mes "There are guardians that give Mora Village coins which you can use to exchange for these artifacts.";
+ next;
+ mes "[Guardian of Power]";
+ mes "If you collect 10 or more Mora coins, then I can trade them for the artifacts.";
+ close;
+ }
+ mes "[Guardian of Power]";
+ mes "I think that you're ready to receive the ancient artifacts.";
+ next;
+ mes "[Guardian of Power]";
+ mes "Based on what class you specify, there are various artifacts available.";
+ next;
+ mes "[Guardian of Power]";
+ mes "^ff0000Choose carefully because these artifacts aren't easy to come by^000000. So what class do you want it for?";
+ next;
+ setarray .@jobs$[0],"Rune Knight","Guillotine Cross","Ranger";
+ set .@job, select("Cancel:Rune Knight:Guillotine Cross:Ranger")-2;
+ if (.@job == -1) {
+ mes "[Guardian of Power]";
+ mes "Talk to me later then.";
+ close;
+ }
+ mes "[Guardian of Power]";
+ mes .@jobs$[.@job]+"~ which artifact do you want?";
+ next;
+ switch(.@job) {
+ case 0: // Rune Knight
+ setarray .@items[0],2475,2476,2574,2575;
+ set .@i, select("Cancel:Ur's Greaves (Shoes):Peuz Greaves (Shoes):Ur's Manteau (Garment):Peuz Manteau (Garment)")-2;
+ break;
+ case 1: // Guillotine Cross
+ setarray .@items[0],2477,2478,2577,2578;
+ set .@i, select("Cancel:Sapha Shoes (Shoes):Nab Shoes (Shoes):Sapha Hood (Garment):Nab Hood (Garment)")-2;
+ break;
+ case 2: // Ranger
+ setarray .@items[0],2479,2480,2580,2581;
+ set .@i, select("Cancel:White Wing Boots (Shoes):Black Wing Boots (Shoes):White Wing Manteau (Garment):Black Wing Manteau (Garment)")-2;
+ break;
+ }
+ if (.@i == -1) {
+ mes "[Guardian of Power]";
+ mes "Talk to me later then.";
+ close;
+ }
+ if (countitem(6380) < 10) {
+ mes "[Guardian of Power]";
+ mes "Didn't I tell you to bring the correct amount of Mora Coins?";
+ close;
+ }
+ delitem 6380,10; //Mora_Coin
+ getitem .@items[.@i],1;
+ mes "[Guardian of Power]";
+ mes "Thank you for the 10 Mora Coins. Here is your artifact for the "+.@jobs$[.@job]+" job. Come back whenever you get more Mora Coins.";
+ close;
+}
+
+mora,148,98,3 script Artifact Researcher#new 521,{
+ if (checkweight(1201,1) == 0) {
+ mes "Reduce the amount of items that you have in your inventory before continuing.";
+ close;
+ }
+ if (MaxWeight - Weight < 1000) {
+ mes "You are carrying too much in your inventory.";
+ close;
+ }
+ disable_items;
+ mes "[Artifact Researcher]";
+ mes "Nice to meet you.";
+ mes "I'm here in Mora studying ancient relics and artifacts. The new discoveries of Adventurers has made this village very exciting for me.";
+ next;
+ switch(select("Tell me more...:Give abilities to artifacts.:Reset Enhanced abilities.")) {
+ case 1:
+ mes "[Artifact Researcher]";
+ mes "New artifacts have been found here in Mora village, haven't you heard the news?";
+ next;
+ mes "[Artifact Researcher]";
+ mes "If you come across any of these artifacts, there are hidden powers that can be extracted from them.";
+ next;
+ mes "[Artifact Researcher]";
+ mes "I'm going to continue my research for these artifacts. We researchers are taking Mora Coins as payment for our services...";
+ next;
+ mes "[Artifact Researcher]";
+ mes "I'm offering my services to give abilities to the artifacts for 100,000 zeny and 1 Mora Coin.";
+ next;
+ mes "[Artifact Researcher]";
+ mes "The best part of my service is that any enhancements that you have in these artifacts will not be harmed.";
+ close;
+ case 2:
+ set @mora_enchant_select,1;
+ break;
+ case 3:
+ set @mora_enchant_select,2;
+ break;
+ }
+ if (Zeny < 100000 || countitem(6380) == 0) {
+ mes "[Artifact Researcher]";
+ mes "I'm not giving these services out for free pal. 100,000 zeny or 1 Mora Coin. Is that too much to ask?";
+ close;
+ }
+ mes "[Artifact Researcher]";
+ mes "Ok, so are you ready? Before I start working on this, what kind of equipment did you want me to enhance?";
+ next;
+ set .@i, select("I'm not wearing the equipment:1. Weapon:2. Shoes:3. Garment:4. Armor:5. Accessory")-2;
+ if (.@i == -1) {
+ mes "[Artifact Researcher]";
+ mes "Make sure you're wearing the equipment first.";
+ close;
+ }
+ setarray .@parts[0], EQI_HAND_R, EQI_SHOES, EQI_GARMENT, EQI_ARMOR, EQI_ACC_L;
+ set .@part, .@parts[.@i];
+ if (!getequipisequiped(.@part)) {
+ mes "[Artifact Researcher]";
+ mes "Make sure you're wearing the equipment first.";
+ close;
+ }
+ set .@equip_id, getequipid(.@part);
+ set @mora_equip_part, .@part;
+
+ // @mora_equip_id = enc_type
+ //callsub L_Socket,<enchant type>,<bonus enchant type>,<4-x enchants possible>;
+ // Enchant types:
+ // [1]ATK [2]CRIT [3]EVA [4]Healer [5]Spell 1 [6]Assist 1 [7]Assist 2 [8]STR [9]Range [10]Physical [11]Spell 2
+ switch(.@part) {
+ case 4: //EQI_HAND_R
+ switch(.@equip_id) {
+ case 1660: callsub L_Socket,4,5,1; //Wand_Of_Affection2
+ case 2011: callsub L_Socket,5,11,1; //Golden_Rod_Staff2
+ case 2012: callsub L_Socket,5,11,1; //Aqua_Staff2
+ case 2013: callsub L_Socket,5,11,1; //Crimson_Staff2
+ case 2014: callsub L_Socket,5,11,1; //Forest_Staff2
+ case 16018: callsub L_Socket,1,5,1; //Mace_Of_Judgement2
+ }
+ break;
+ case 6: //EQI_SHOES
+ switch(.@equip_id) {
+ case 2475: callsub L_Socket,6,8,1; //Ur_Greave
+ case 2476: callsub L_Socket,6,10,1; //Peuz_Greave
+ case 2477: callsub L_Socket,6,2,1; //Sabah_Shoes
+ case 2478: callsub L_Socket,6,1,1; //Nab_Shoes
+ case 2479: callsub L_Socket,6,2,1; //White_Wing_Boots
+ case 2480: callsub L_Socket,6,1,1; //Black_Wing_Boots
+ }
+ break;
+ case 5: //EQI_GARMENT
+ switch(.@equip_id) {
+ case 2574: callsub L_Socket,3,8,1; //Ur_Manteau
+ case 2575: callsub L_Socket,3,2,1; //Peuz_Manteau
+ case 2577: callsub L_Socket,3,2,1; //Sabah_Hood
+ case 2578: callsub L_Socket,3,2,1; //Nab_Hood
+ case 2580: callsub L_Socket,3,1,1; //White_Wing_Manteau
+ case 2581: callsub L_Socket,3,1,1; //Black_Wing_Manteau
+ }
+ break;
+ case 2: //EQI_ARMOR
+ switch(.@equip_id) {
+ case 15036: callsub L_Socket,8,1,1; //Ur_Plate
+ case 15037: callsub L_Socket,10,2,1; //Peuz_Plate
+ case 15038: callsub L_Socket,2,10,1; //Sabah_Cloth
+ case 15039: callsub L_Socket,1,2,1; //Nab_Cloth
+ case 15042: callsub L_Socket,2,9,1; //White_Wing_Suits
+ case 15043: callsub L_Socket,1,9,1; //Black_Wing_Suits
+ }
+ break;
+ case 7: //EQI_ACC_L
+ switch(.@equip_id) {
+ case 2883: callsub L_Socket,6,0,2; //Ur_Seal
+ case 2884: callsub L_Socket,6,0,2; //Peuz_Seal
+ case 2886: callsub L_Socket,6,0,2; //Sabah_Ring
+ case 2887: callsub L_Socket,6,0,2; //Nab_Ring
+ case 2890: callsub L_Socket,6,0,2; //White_Wing_Brooch
+ case 2891: callsub L_Socket,6,0,2; //Black_wing_Brooch
+ }
+ break;
+ }
+ mes "[Artifact Researcher]";
+ mes "^990099"+getequipname(.@part)+"^000000??";
+ mes "I really want to study this equipment...";
+ set @mora_equip_part,0;
+ close;
+
+L_Socket:
+ set .@select, @mora_enchant_select;
+ set .@enchant_type, getarg(0);
+ set .@part, @mora_equip_part;
+ set .@equip_id, getequipid(.@part);
+ set .@equip_name$, getitemname(.@equip_id);
+ set .@equip_refine, getequiprefinerycnt(.@part);
+ setarray .@equip_card[0], getequipcardid(.@part,0),getequipcardid(.@part,1),getequipcardid(.@part,2),getequipcardid(.@part,3);
+ set @mora_equip_part,0;
+ set @mora_enchant_select,0;
+
+ if (.@select == 1) {
+ // If refine is +9 or higher, unlock bonus enchant type.
+ if (.@equip_refine >= 9 && getarg(1) > 0) {
+ if (.@enchant_type < 1 || .@enchant_type > 11 || getarg(1) > 11) {
+ mes "[Artifact Researcher]";
+ mes "Mm-hmm something is wrong.";
+ close;
+ }
+ setarray .@enchant_type$[1],"ATK Type","Critical Type","Evasion Type","Healer Type","Spell Ability 1","Assist Ability 1","Assist Ability 2","Strength","Range Type","Physical Type","Spell Ability 2";
+ mes "[Artifact Researcher]";
+ mes "It's a considerable reinforcement to the equipment. In this case extended enhancements can be granted. Which stat do you want to enhance?";
+ next;
+ switch(select(.@enchant_type$[.@enchant_type],.@enchant_type$[getarg(1)])) {
+ case 1:
+ break;
+ case 2:
+ set .@enchant_type, getarg(1);
+ break;
+ }
+ }
+ if (.@equip_card[3] == 0 && getarg(2) < 4) {
+ set .@slot,4;
+ mes "[Artifact Researcher]";
+ mes "Attempting to strengthen the ability further. The previous enforcement won't be affected. Do you want to continue?";
+ } else if (.@equip_card[2] == 0 && getarg(2) < 3) {
+ set .@slot,3;
+ mes "[Artifact Researcher]";
+ mes "Attempting second enhancement. The previous enforcement won't be affected.";
+ next;
+ mes "[Artifact Researcher]";
+ mes "I may have a chance to fail now with this attempt. Do you wish to continue?";
+ } else if (.@equip_card[1] == 0 && getarg(2) < 2) {
+ set .@slot,2;
+ mes "[Artifact Researcher]";
+ mes "Let's start the third enhancement. I can give the best stats at this stage but remember, ^990000there is now a chance for the artifact to be destroyed and previous enhancements will be erased^000000. Continue?";
+ } else {
+ mes "[Artifact Researcher]";
+ mes "This artifact has been strengthened to the limit. Further enhancement is impossible at its current state.";
+ close;
+ }
+ next;
+ if(select("I'll come back later.:Please continue!") == 1) {
+ mes "[Artifact Researcher]";
+ mes "If you change your mind, please come back.";
+ close;
+ }
+ switch(.@enchant_type) {
+ case 1: //Attack
+ if (.@slot == 4) set .@i, rand(1,525);
+ else if (.@slot == 3) set .@i, rand(301,655);
+ else if (.@slot == 2) set .@i, rand(451,750);
+ else {
+ mes "[Artifact Researcher]";
+ mes "An unknown error has occurred.";
+ close;
+ }
+ if (.@i < 101) set .@enchant,4700; //Strength1
+ else if (.@i < 201) set .@enchant,4811; //Fighting_Spirit1
+ else if (.@i < 301) set .@enchant,4819; //Atk1
+ else if (.@i < 351) set .@enchant,4701; //Strength2
+ else if (.@i < 401) set .@enchant,4810; //Fighting_Spirit2
+ else if (.@i < 451) set .@enchant,4766; //Atk2
+ else if (.@i < 476) set .@enchant,4702; //Strength3
+ else if (.@i < 501) set .@enchant,4809; //Fighting_Spirit3
+ else if (.@i < 526) set .@enchant,4767; //Atk3
+ else if (.@i < 626) set .@enchant,0;
+ else if (.@i < 641) set .@enchant,4703; //Strength4
+ else if (.@i < 656) set .@enchant,4808; //Fighting_Spirit4
+ else if (.@i < 661) set .@enchant,4704; //Strength5
+ else if (.@i < 666) set .@enchant,4820; //Fighting_Spirit5
+ else if (.@i < 668) set .@enchant,4705; //Strength6
+ else if (.@i < 670) set .@enchant,4821; //Fighting_Spirit6
+ else set .@enchant,9;
+ break;
+ case 2: //Critical
+ if (.@slot == 4) set .@i, rand(1,470);
+ else if (.@slot == 3) set .@i, rand(201,610);
+ else if (.@slot == 2) set .@i, rand(381,750);
+ else {
+ mes "[Artifact Researcher]";
+ mes "An unknown error has occurred.";
+ close;
+ }
+ if (.@i < 101) set .@enchant,4750; //Luck1
+ else if (.@i < 201) set .@enchant,4700; //Strength1
+ else if (.@i < 261) set .@enchant,4751; //Luck2
+ else if (.@i < 321) set .@enchant,4701; //Strength2
+ else if (.@i < 351) set .@enchant,4752; //Luck3
+ else if (.@i < 381) set .@enchant,4702; //Strength3
+ else if (.@i < 411) set .@enchant,4764; //Critical5
+ else if (.@i < 441) set .@enchant,4818; //Sharp1
+ else if (.@i < 471) set .@enchant,4752; //Luck3
+ else if (.@i < 571) set .@enchant,0;
+ else if (.@i < 586) set .@enchant,4753; //Luck4
+ else if (.@i < 601) set .@enchant,4754; //Luck5
+ else if (.@i < 606) set .@enchant,4765; //Critical7
+ else if (.@i < 611) set .@enchant,4817; //Sharp2
+ else if (.@i < 616) set .@enchant,4703; //Strength4
+ else if (.@i < 618) set .@enchant,4816; //Sharp3
+ else set .@enchant,9;
+ break;
+ case 3: //Evasion
+ if (.@slot == 4) set .@i, rand(1,525);
+ else if (.@slot == 3) set .@i, rand(301,670);
+ else if (.@slot == 2) set .@i, rand(451,800);
+ else {
+ mes "[Artifact Researcher]";
+ mes "An unknown error has occurred.";
+ close;
+ }
+ if (.@i < 101) set .@enchant,4859; //Evasion1
+ else if (.@i < 201) set .@enchant,4750; //Luck1
+ else if (.@i < 301) set .@enchant,4730; //Agility1
+ else if (.@i < 351) set .@enchant,4860; //Evasion3
+ else if (.@i < 401) set .@enchant,4751; //Luck2
+ else if (.@i < 451) set .@enchant,4731; //Agility2
+ else if (.@i < 476) set .@enchant,4731; //Agility2
+ else if (.@i < 501) set .@enchant,4752; //Luck3
+ else if (.@i < 526) set .@enchant,4732; //Agility3
+ else if (.@i < 626) set .@enchant,0;
+ else if (.@i < 641) set .@enchant,4762; //Evasion6
+ else if (.@i < 656) set .@enchant,4753; //Luck4
+ else if (.@i < 671) set .@enchant,4733; //Agility4
+ else if (.@i < 676) set .@enchant,4763; //Evasion12
+ else if (.@i < 681) set .@enchant,4754; //Luck5
+ else if (.@i < 683) set .@enchant,4734; //Agility5
+ else set .@enchant,9;
+ break;
+ case 4: //Healer
+ if (.@slot == 4) set .@i, rand(1,375);
+ else if (.@slot == 3) set .@i, rand(201,535);
+ else if (.@slot == 2) set .@i, rand(301,650);
+ else {
+ mes "[Artifact Researcher]";
+ mes "An unknown error has occurred.";
+ close;
+ }
+ if (.@i < 101) set .@enchant,4710; //Inteligence1
+ else if (.@i < 201) set .@enchant,4720; //Dexterity1
+ else if (.@i < 251) set .@enchant,4711; //Inteligence2
+ else if (.@i < 301) set .@enchant,4721; //Dexterity2
+ else if (.@i < 326) set .@enchant,4805; //Heal_Amount2
+ else if (.@i < 351) set .@enchant,4712; //Inteligence3
+ else if (.@i < 376) set .@enchant,4722; //Dexterity3
+ else if (.@i < 476) set .@enchant,0;
+ else if (.@i < 491) set .@enchant,4760; //Matk1
+ else if (.@i < 506) set .@enchant,4850; //Heal_Amount3
+ else if (.@i < 521) set .@enchant,4713; //Inteligence4
+ else if (.@i < 536) set .@enchant,4723; //Dexterity4
+ else if (.@i < 541) set .@enchant,4761; //Matk2
+ else if (.@i < 546) set .@enchant,4851; //Heal_Amount4
+ else if (.@i < 548) set .@enchant,4806; //Matk3
+ else if (.@i < 550) set .@enchant,4852; //Heal_Amount5
+ else set .@enchant,9;
+ break;
+ case 5: //Spell 1
+ if (.@slot == 4) set .@i, rand(1,600);
+ else if (.@slot == 3) set .@i, rand(401,760);
+ else if (.@slot == 2) set .@i, rand(401,766);
+ else {
+ mes "[Artifact Researcher]";
+ mes "An unknown error has occurred.";
+ close;
+ }
+ if (.@i < 101) set .@enchant,4710; //Inteligence1
+ else if (.@i < 201) set .@enchant,4720; //Dexterity1
+ else if (.@i < 301) set .@enchant,4795; //HP100
+ else if (.@i < 401) set .@enchant,4815; //Spell1
+ else if (.@i < 451) set .@enchant,4711; //Inteligence2
+ else if (.@i < 501) set .@enchant,4721; //Dexterity2
+ else if (.@i < 551) set .@enchant,4796; //HP200
+ else if (.@i < 601) set .@enchant,4814; //Spell2
+ else if (.@i < 701) set .@enchant,0;
+ else if (.@i < 716) set .@enchant,4712; //Inteligence3
+ else if (.@i < 731) set .@enchant,4722; //Dexterity3
+ else if (.@i < 746) set .@enchant,4797; //HP300
+ else if (.@i < 761) set .@enchant,4813; //Spell3
+ else if (.@i < 763) set .@enchant,4713; //Inteligence4
+ else if (.@i < 765) set .@enchant,4723; //Dexterity4
+ else if (.@i < 767) set .@enchant,4812; //Spell4
+ else set .@enchant,9;
+ break;
+ case 6: //Assist 1
+ if (.@slot == 4) set .@i, rand(1,520);
+ else if (.@slot == 3) set .@i, rand(321,720);
+ else if (.@slot == 2) set .@i, rand(521,850);
+ else {
+ mes "[Artifact Researcher]";
+ mes "An unknown error has occurred.";
+ close;
+ }
+ if (.@i < 81) set .@enchant,4792; //Def6
+ else if (.@i < 161) set .@enchant,4787; //Mdef4
+ else if (.@i < 241) set .@enchant,4801; //SP100
+ else if (.@i < 321) set .@enchant,4796; //HP200
+ else if (.@i < 371) set .@enchant,4700; //Strength1
+ else if (.@i < 421) set .@enchant,4720; //Dexterity1
+ else if (.@i < 471) set .@enchant,4730; //Agility1
+ else if (.@i < 521) set .@enchant,4740; //Vitality1
+ else if (.@i < 621) set .@enchant,0;
+ else if (.@i < 646) set .@enchant,4793; //Def9
+ else if (.@i < 671) set .@enchant,4788; //Mdef6
+ else if (.@i < 696) set .@enchant,4802; //SP150
+ else if (.@i < 721) set .@enchant,4797; //HP300
+ else if (.@i < 731) set .@enchant,4701; //Strength2
+ else if (.@i < 741) set .@enchant,4721; //Dexterity2
+ else if (.@i < 751) set .@enchant,4731; //Agility2
+ else set .@enchant,9;
+ break;
+ case 7: //Assist 2
+ if (.@slot == 4) set .@i, rand(1,520);
+ else if (.@slot == 3) set .@i, rand(321,720);
+ else if (.@slot == 2) set .@i, rand(521,850);
+ else {
+ mes "[Artifact Researcher]";
+ mes "An unknown error has occurred.";
+ close;
+ }
+ if (.@i < 81) set .@enchant,4792; //Def6
+ else if (.@i < 161) set .@enchant,4787; //Mdef4
+ else if (.@i < 241) set .@enchant,4801; //SP100
+ else if (.@i < 321) set .@enchant,4796; //HP200
+ else if (.@i < 371) set .@enchant,4710; //Inteligence1
+ else if (.@i < 421) set .@enchant,4720; //Dexterity1
+ else if (.@i < 471) set .@enchant,4730; //Agility1
+ else if (.@i < 521) set .@enchant,4740; //Vitality1
+ else if (.@i < 621) set .@enchant,0;
+ else if (.@i < 646) set .@enchant,4793; //Def9
+ else if (.@i < 671) set .@enchant,4788; //Mdef6
+ else if (.@i < 696) set .@enchant,4802; //SP150
+ else if (.@i < 721) set .@enchant,4797; //HP300
+ else if (.@i < 731) set .@enchant,4711; //Inteligence2
+ else if (.@i < 741) set .@enchant,4721; //Dexterity2
+ else if (.@i < 751) set .@enchant,4741; //Vitality2
+ else set .@enchant,9;
+ break;
+ case 8: //Strength
+ if (.@slot == 4) set .@i, rand(1,525);
+ else if (.@slot == 3) set .@i, rand(301,685);
+ else if (.@slot == 2) set .@i, rand(451,800);
+ else {
+ mes "[Artifact Researcher]";
+ mes "An unknown error has occurred.";
+ close;
+ }
+ if (.@i < 101) set .@enchant,4740; //Vitality1
+ else if (.@i < 201) set .@enchant,4797; //HP300
+ else if (.@i < 301) set .@enchant,4791; //Def3
+ else if (.@i < 351) set .@enchant,4741; //Vitality2
+ else if (.@i < 401) set .@enchant,4798; //HP400
+ else if (.@i < 451) set .@enchant,4792; //Def6
+ else if (.@i < 476) set .@enchant,4742; //Vitality3
+ else if (.@i < 501) set .@enchant,4793; //Def9
+ else if (.@i < 526) set .@enchant,4799; //HP500
+ else if (.@i < 626) set .@enchant,0;
+ else if (.@i < 641) set .@enchant,4742; //Vitality3
+ else if (.@i < 656) set .@enchant,4743; //Vitality4
+ else if (.@i < 671) set .@enchant,4794; //Def12
+ //else if (.@i < 686) set .@enchant,01; // ??
+ else if (.@i < 688) set .@enchant,4744; //Vitality5
+ //else if (.@i < 690) set .@enchant,02; // ??
+ else set .@enchant,9;
+ break;
+ case 9: //Range
+ if (.@slot == 4) set .@i, rand(1,470);
+ else if (.@slot == 3) set .@i, rand(201,610);
+ else if (.@slot == 2) set .@i, rand(321,750);
+ else {
+ mes "[Artifact Researcher]";
+ mes "An unknown error has occurred.";
+ close;
+ }
+ if (.@i < 101) set .@enchant,4750; //Luck1
+ else if (.@i < 201) set .@enchant,4720; //Dexterity1
+ else if (.@i < 261) set .@enchant,4751; //Luck2
+ else if (.@i < 321) set .@enchant,4721; //Dexterity2
+ else if (.@i < 351) set .@enchant,4752; //Luck3
+ else if (.@i < 381) set .@enchant,4722; //Dexterity3
+ else if (.@i < 411) set .@enchant,4764; //Critical5
+ else if (.@i < 441) set .@enchant,4832; //Expert_Archer1
+ else if (.@i < 471) set .@enchant,4753; //Luck4
+ else if (.@i < 571) set .@enchant,0;
+ else if (.@i < 586) set .@enchant,4723; //Dexterity4
+ else if (.@i < 601) set .@enchant,4833; //Expert_Archer2
+ else if (.@i < 606) set .@enchant,4765; //Critical7
+ else if (.@i < 611) set .@enchant,4834; //Expert_Archer3
+ else if (.@i < 616) set .@enchant,4724; //Dexterity5
+ else if (.@i < 618) set .@enchant,4835; //Expert_Archer4
+ else set .@enchant,9;
+ break;
+ case 10: //Physical
+ if (.@slot == 4) set .@i, rand(1,600);
+ else if (.@slot == 3) set .@i, rand(401,800);
+ else if (.@slot == 2) set .@i, rand(601,930);
+ else {
+ mes "[Artifact Researcher]";
+ mes "An unknown error has occurred.";
+ close;
+ }
+ if (.@i < 101) set .@enchant,4791; //Def3
+ else if (.@i < 201) set .@enchant,4730; //Agility1
+ else if (.@i < 301) set .@enchant,4750; //Luck1
+ else if (.@i < 401) set .@enchant,4795; //HP100
+ else if (.@i < 451) set .@enchant,4792; //Def6
+ else if (.@i < 501) set .@enchant,4731; //Agility2
+ else if (.@i < 551) set .@enchant,4751; //Luck2
+ else if (.@i < 601) set .@enchant,4796; //HP200
+ else if (.@i < 701) set .@enchant,0;
+ else if (.@i < 726) set .@enchant,4793; //Def9
+ else if (.@i < 751) set .@enchant,4732; //Agility3
+ else if (.@i < 776) set .@enchant,4752; //Luck3
+ else if (.@i < 801) set .@enchant,4797; //HP300
+ else if (.@i < 816) set .@enchant,4733; //Agility4
+ else if (.@i < 831) set .@enchant,4753; //Luck4
+ else if (.@i < 833) set .@enchant,4807; //Atk_Speed1
+ else set .@enchant,9;
+ break;
+ case 11: //Spell 2
+ if (.@slot == 4) set .@i, rand(1,600);
+ else if (.@slot == 3) set .@i, rand(401,760);
+ else if (.@slot == 2) set .@i, rand(401,766);
+ else {
+ mes "[Artifact Researcher]";
+ mes "An unknown error has occurred.";
+ close;
+ }
+ if (.@i < 101) set .@enchant,4711; //Inteligence2
+ else if (.@i < 201) set .@enchant,4721; //Dexterity2
+ else if (.@i < 301) set .@enchant,4796; //HP200
+ else if (.@i < 401) set .@enchant,4814; //Spell2
+ else if (.@i < 451) set .@enchant,4712; //Inteligence3
+ else if (.@i < 501) set .@enchant,4722; //Dexterity3
+ else if (.@i < 551) set .@enchant,4760; //Matk1
+ else if (.@i < 601) set .@enchant,4813; //Spell3
+ else if (.@i < 701) set .@enchant,0;
+ else if (.@i < 716) set .@enchant,4713; //Inteligence4
+ else if (.@i < 731) set .@enchant,4723; //Dexterity4
+ else if (.@i < 746) set .@enchant,4761; //Matk2
+ else if (.@i < 761) set .@enchant,4812; //Spell4
+ else if (.@i < 763) set .@enchant,4714; //Inteligence5
+ else if (.@i < 765) set .@enchant,4724; //Dexterity5
+ else if (.@i < 767) set .@enchant,4806; //Matk3
+ else set .@enchant,9;
+ break;
+ default:
+ mes "[Artifact Researcher]";
+ mes "Well I guess I was wrong...";
+ close;
+ }
+ if (.@equip_card[3] == 0 && getarg(2) < 4) {
+ set .@equip_card[3],.@enchant;
+ } else if (.@equip_card[2] == 0 && getarg(2) < 3) {
+ set .@equip_card[2],.@enchant;
+ if (.@enchant == 0) {
+ set .@equip_card[3],0;
+ }
+ } else if (.@equip_card[1] == 0 && getarg(2) < 2) {
+ set .@equip_card[1],.@enchant;
+ if (.@enchant == 0) {
+ set .@equip_card[2],0;
+ set .@equip_card[3],0;
+ }
+ } else {
+ mes "[Artifact Researcher]";
+ mes "I think there was an enhancing limit to the artifacts.";
+ close;
+ }
+ if (Zeny < 100000 || countitem(6380) == 0) {
+ mes "[Artifact Researcher]";
+ mes "I'm not going to do the work unless you pay the fee.";
+ close;
+ }
+ delitem 6380,1; //Mora_Coin
+ set Zeny, Zeny-100000;
+ delequip .@part;
+ if (.@enchant == 9) {
+ specialeffect2 EF_SUI_EXPLOSION;
+ mes "[Artifact Researcher]";
+ mes "This!";
+ mes "I... I'm sorry but the equipment has been destroyed.";
+ close;
+ }
+ if (.@enchant == 0) {
+ specialeffect2 EF_SHIELDCHARGE;
+ mes "[Artifact Researcher]";
+ mes "Since the balance of power does not match, the given existing ability has been destroyed. It is unfortunate but please try again next time.";
+ } else {
+ specialeffect2 EF_REPAIRWEAPON;
+ mes "[Artifact Researcher]";
+ // Replacing original dialogue since it doesn't make sense.
+ //mes "The artifact ^990000"+.@slot+" will have the first enhancement retained.";
+ mes "I've successfully enhanced the artifact ^990000"+.@equip_name$+"^000000 at socket "+.@slot+".";
+ }
+
+// GetNonSlotItemSock2 .@equip_refine .@equip_id .@equip_card[0] .@equip_card[1] .@equip_card[2] .@equip_card[3]
+ getitem2 .@equip_id,1,1,.@equip_refine,0,.@equip_card[0],.@equip_card[1],.@equip_card[2],.@equip_card[3];
+
+ close;
+ } else if (.@select == 2) {
+ if (Zeny < 100000 || countitem(6380) == 0) {
+ mes "[Artifact Researcher]";
+ mes "You've got to pay if you want the services.";
+ close;
+ }
+ specialeffect2 EF_REPAIRWEAPON;
+ mes "[Artifact Researcher]";
+ mes "The ability to enhance remains.";
+ delitem 6380,1; //Mora_Coin
+ set Zeny, Zeny-100000;
+ delequip .@part;
+
+// GetNonSlotItemSock2 .@equip_refine .@equip_id .@equip_card[0] .@equip_card[1] .@equip_card[2] .@equip_card[3]
+ for(set .@i,0; .@i<4; set .@i,.@i+1) {
+ if (.@equip_card[.@i] >= 4700) // Armor Enchant System
+ set .@equip_card[.@i],0;
+ }
+ getitem2 .@equip_id,1,1,.@equip_refine,0,.@equip_card[0],.@equip_card[1],.@equip_card[2],.@equip_card[3];
+
+ close;
+ }
+}
+
+// Arch Bishop & Warlock Empowering :: relic_change
+//============================================================
+mora,124,82,4 script Artifact Collector#blan 522,{
+ if (checkweight(1201,1) == 0) {
+ mes "Reduce the amount of items that you have in your inventory before continuing.";
+ close;
+ }
+ if (MaxWeight - Weight < 1000) {
+ mes "You are carrying too much in your inventory.";
+ close;
+ }
+ disable_items;
+ emotion e_ho;
+ mes "Those Mora Artifacts look so perfect!";
+ mes "But I know you want them to be even better!";
+ next;
+ mes "[Artifact Collector]";
+ mes "Greetings Adventurer. We will be great friends in a moment after I tell you how to Empower your Artifacts!";
+ next;
+ switch(select("Let's do this!:Empower Artifacts?:Nope, not for me!")) {
+ case 1:
+ break;
+ case 2:
+ emotion e_ok;
+ mes "[Artifact Collector]";
+ mes "You seem like a pretty good judge of character.";
+ next;
+ mes "[Artifact Collector]";
+ mes "For over 200 years I've been working with Artifacts here in Mora. Toiling to get the perfect +9!";
+ next;
+ select("Gulp... +9?!");
+ emotion e_omg,1;
+ mes "[Artifact Collector]";
+ mes "My business is collecting the old relics and refining them to their essence!";
+ next;
+ emotion e_sob;
+ mes "[Artifact Collector]";
+ mes "Finding the perfect Artifact for me to experiment on is my life's work.";
+ mes "Plus seeing the wonder of our ancestor's legacy is also gratifying.";
+ next;
+ select("I can see how that could be fun.");
+ emotion e_pat;
+ mes "[Artifact Collector]";
+ mes "Thank you human.";
+ next;
+ mes "[Artifact Collector]";
+ mes "I've been doing this for over 200 years, and honestly the readily available supply is gone, and Artificer and Artifact Crafter won't trade me anymore...";
+ next;
+ emotion e_dots;
+ mes "[Artifact Collector]";
+ mes "But maybe the Humans that are starting to visit can bring in some new stock!";
+ next;
+ select("Humans... Stock?");
+ emotion e_what,1;
+ mes "[Artifact Collector]";
+ mes "Yes! If the humans can bring me new artifacts I can work on my ultimate achievement!";
+ next;
+ select("Ultimate Achievement?");
+ emotion e_what,1;
+ emotion e_ok;
+ mes "[Artifact Collector]";
+ mes "Patience, we'll get to that...";
+ next;
+ mes "[Artifact Collector]";
+ mes "I am a collector, by trade, but my greatest achievement is empowering some artifacts with greater power!";
+ mes "I have only perfected my ability on a few Artifact types so far.";
+ next;
+ mes "[Artifact Collector]";
+ mes "You might just be the human to help me complete my plan.";
+ next;
+ emotion e_otl;
+ mes "[Artifact Collector]";
+ mes "Oh how I love how fate works sometimes...";
+ next;
+ mes "[Artifact Collector]";
+ mes "+1, +2, +3, +4, +5, +6 those refinements are not strong enough to work on my craft.";
+ next;
+ emotion 57,0;
+ mes "[Artifact Collector]";
+ mes "But +7! +7 is rare and just barely strong enough to work in my crafting attempts.";
+ next;
+ select("I'm gonna be abused again...");
+ emotion e_hmm,1;
+ mes "[Artifact Collector]";
+ mes "Right you are! I know it is natural for you Humans to help a friend, even without the friend asking...";
+ next;
+ select("I'm not sure if...");
+ emotion e_what,1;
+ mes "[Artifact Collector]";
+ mes "Of course I'll accept your help! Find me...";
+ next;
+ mes "- Golden Rod Staff -";
+ mes "- Aqua Staff -";
+ mes "- Crimson Staff -";
+ mes "- Forest Staff -";
+ mes "- Staff of Mercy -";
+ mes "- Mace of Judgement -";
+ next;
+ select("Anything else?");
+ emotion e_what,1;
+ mes "[Artifact Collector]";
+ mes "Well aside from the +7, there are very specific enchantments that need to be on the artifact that help catalyze the process.";
+ next;
+ mes "[Artifact Collector]";
+ mes "If either the +7 or the specific enchantment is missing I can't do it.";
+ next;
+ select("So the Refining will be preserved?");
+ emotion e_omg,1;
+ emotion e_an;
+ mes "[Artifact Collector]";
+ mes "No, but what you'll get back is so much better!";
+ next;
+ mes "[Artifact Collector]";
+ mes "By now you are wondering more about the artifacts I'm looking for?";
+ next;
+ emotion e_what;
+ mes "[Artifact Collector]";
+ mes "Go ahead and ask!";
+ next;
+ setarray .@artifacts[0],1657,16013,2007,2008,2009,2010;
+ setarray .@empowered[0],1660,16018,2011,2012,2013,2014;
+ while(1) {
+ set .@i, select("I don't think I'm interested:Staff of Mercy:Mace of Judgement:Golden Rod Staff:Aqua Staff:Crimson Staff:Forest Staff")-2;
+ if (.@i == -1) {
+ emotion e_what;
+ mes "[Artifact Collector]";
+ mes "Ok, well maybe someday you will be.";
+ close;
+ }
+ mes "[Artifact Collector]";
+ mes getitemname(.@artifacts[.@i])+" must of course be refined to +7 or higher for me to distill it to an enchantment.";
+ next;
+ switch(.@i) {
+ case 0:
+ setarray .@enchants[0],4761,4723,4714;
+ set .@str$, "MATK+2%, DEX+4, INT+5";
+ break;
+ case 1:
+ setarray .@enchants[0],4767,4723,4704;
+ set .@str$, "ATK+3%, DEX+4, STR+5";
+ break;
+ default:
+ setarray .@enchants[0],4761,4713;
+ set .@str$, "MATK+2%, INT+4";
+ break;
+ }
+ mes "[Artifact Collector]";
+ mes "It must also carry any of these enchantments: "+.@str$+" to be craftable by me.";
+ next;
+ select(getitemname(.@empowered[.@i])+" attributes?");
+ callsub L_ShowInfo, .@empowered[.@i];
+ mes "[Artifact Collector]";
+ mes "But please if you do get one, please let me work on it, I'm begging you.";
+ next;
+ }
+ case 3:
+ mes "[Artifact Collector]";
+ mes "Have yourself a great day. Bye~";
+ close;
+ }
+ emotion e_flash;
+ mes "[Artifact Collector]";
+ mes "Let me take a look at what you have brought me.";
+ next;
+ if (!getequipisequiped(EQI_HAND_R)) {
+ emotion e_an;
+ mes "[Artifact Collector]";
+ mes "I don't know what you are trying to do... I can't enhance what you don't have.";
+ close;
+ }
+ set .@equip_id, getequipid(EQI_HAND_R);
+ setarray .@equip_card[2], getequipcardid(EQI_HAND_R,2),getequipcardid(EQI_HAND_R,3);
+ switch(.@equip_id) {
+ case 2007: //Golden_Rod_Staff
+ case 2008: //Aqua_Staff
+ case 2009: //Crimson_Staff
+ case 2010: //Forest_Staff
+ if (.@equip_card[2] == 4761 || .@equip_card[3] == 4761 || //Matk2
+ .@equip_card[2] == 4713 || .@equip_card[3] == 4713) //Inteligence4
+ set .@empowered,.@equip_id+4; //Golden_Rod_Staff2,Aqua_Staff2,Crimson_Staff2,Forest_Staff2
+ break;
+ case 1657: //Wand_Of_Affection
+ if (.@equip_card[2] == 4761 || .@equip_card[3] == 4761 || //Matk2
+ .@equip_card[2] == 4714 || .@equip_card[3] == 4714 || //Inteligence5
+ .@equip_card[2] == 4723 || .@equip_card[3] == 4723) //Dexterity4
+ set .@empowered,1660; //Wand_Of_Affection2
+ break;
+ case 16013: //Mace_Of_Judgement
+ if (.@equip_card[2] == 4723 || .@equip_card[3] == 4723 || //Dexterity4
+ .@equip_card[2] == 4704 || .@equip_card[3] == 4704 || //Strength5
+ .@equip_card[2] == 4767 || .@equip_card[3] == 4767) //Atk3
+ set .@empowered,16018; //Mace_Of_Judgement2
+ break;
+ default:
+ emotion e_an;
+ mes "[Artifact Collector]";
+ mes "The weapon you have isn't one of the Artifacts I can work with.";
+ close;
+ }
+ if (getequiprefinerycnt(EQI_HAND_R) < 7) {
+ emotion e_an;
+ mes "[Artifact Collector]";
+ mes "I must insist that the refine level of the Artifact be at least +7!";
+ close;
+ }
+ if (!.@empowered) {
+ emotion e_an;
+ mes "[Artifact Collector]";
+ mes "These attributes just won't do for my research process, try re-randoming them.";
+ close;
+ }
+ emotion e_slur;
+ mes "[Artifact Collector]";
+ mes "I'm tingling with excitement!";
+ mes "You've brought me everything I need!!";
+ next;
+ emotion e_ok;
+ mes "[Artifact Collector]";
+ mes "If you are ready I am about to show you what I can do with your +"+getequiprefinerycnt(EQI_HAND_R)+" Artifact!";
+ next;
+ mes "[Artifact Collector]";
+ mes "I'm going to take your ^FF0000"+getequipname(EQI_HAND_R)+"^000000 and exchange it, are you ready?";
+ next;
+ switch(select("NOOO!:Yes, I'm ready!:What will it be after?")) {
+ case 1:
+ emotion e_an;
+ mes "[Artifact Collector]";
+ mes "You've got to be kidding... you got my hopes up...";
+ close;
+ case 2:
+ break;
+ case 3:
+ callsub L_ShowInfo, .@empowered;
+ mes "[Artifact Collector]";
+ mes "Surely you want to go on?";
+ next;
+ if(select("No, I don't.:Yes, do it!") == 1) {
+ emotion e_an;
+ mes "[Artifact Collector]";
+ mes "You've got to be kidding... you got my hopes up...";
+ close;
+ }
+ break;
+ }
+ emotion e_heh;
+ delequip EQI_HAND_R;
+ getitem .@empowered,1;
+ mes "[Artifact Collector]";
+ mes "It is perfectly done, you will be so happy! Good bye friend~";
+ close;
+
+L_ShowInfo:
+ mes "[Artifact Collector]";
+ mes getitemname(getarg(0));
+ switch(getarg(0)) {
+ case 1660: //Wand_Of_Affection2
+ mes "One handed Staff / Attack : 30";
+ mes "Weight : 50 / Any Sex";
+ mes "Archbishop only";
+ mes "Weapon Level : 4 / ^ff0000Required Level: 130^000000";
+ mes "MATK + 180, INT + 4.";
+ mes "Adds 20% Heal Bonus.";
+ mes "If worn with Robes, Shoes, and Robe of Mercy Increase Heal Bonus by an additional 45% and SP consumption of 'Heal' by 50.";
+ mes "When receives close physical attack, Lv.1 Silentium will be excuted at a certain rate.";
+ mes "Recuces 3 seconds of delay after excuting Clearance, Laudaramus, and Laudaagnus skills.";
+ break;
+ case 16018: //Mace_Of_Judgement2
+ mes "Mace / Attack : 170";
+ mes "Weight : 120 / Any Sex";
+ mes "Archbishop only";
+ mes "Weapon Level : 4 / ^ff0000Required Level: 130^000000";
+ mes "MATK + 180, STR + 2, INT + 2.";
+ mes "Physical and Magical Attacks have a chance to increase damage by 40% to Demon monsters for 7 seconds.";
+ mes "If worn with Judgement Golves, Shoes and Shawl, increase Damage against Undead by 30%.";
+ mes "Increase damage of Adoramus by 200%, and increase SP cost of Adoramus by 30.";
+ break;
+ case 2011: //Golden_Rod_Staff2
+ mes "Staff / Attack: 30";
+ mes "Weight : 90 / Any Sex";
+ mes "Warlock only";
+ mes "Weapon Level : 4 / ^ff0000Required Level : 130^000000";
+ mes "INT + 5, MATK + 270.";
+ mes "Increase Jupitel Thunder damage by 30%.";
+ mes "If worn with Golden Robe, Golden Shoes, and Golden Orb Increase Wind Magic damage by 60%.";
+ mes "Lower Earth Magic damage by 60% and resistance to Earth by 50%.";
+ break;
+ case 2012: //Aqua_Staff2
+ mes "Staff / Attack : 30";
+ mes "Weight : 90 / Any Sex";
+ mes "Warlock only";
+ mes "Weapon Level : 4 / ^ff0000Required Level: 130^000000";
+ mes "INT + 5, MATK + 270.";
+ mes "Increase Cold Bolt and Frost Diver damage by 30%.";
+ mes "If worn with Aqua Robe, Shoes, and Orb Increase Water Magic damage by 60%.";
+ mes "Lower Wind Magic damage by 60% and resistance to Wind by 50%.";
+ break;
+ case 2013: //Crimson_Staff2
+ mes "Staff / Attack : 30";
+ mes "Weight : 90 / Any Sex";
+ mes "Warlock only";
+ mes "Weapon Level : 4 / ^ff0000Required Level: 130^000000";
+ mes "INT + 5, MATK + 270.";
+ mes "Increase Fire Bolt and Fireball damage by 30%.";
+ mes "If worn with Crimson Robe, Shoes, and Orb Increase Fire Magic damage by 60%.";
+ mes "Lower Water Magic damage by 60% and resistance to Water by 50%.";
+ break;
+ case 2014: //Forest_Staff2
+ mes "Staff / Attack : 30";
+ mes "Weight : 90 / Any Sex";
+ mes "Warlock only";
+ mes "Weapon Level : 4 / ^ff0000Required Level: 130^000000";
+ mes "INT + 5, MATK + 270.";
+ mes "Increase Earth Spike and Heaven's Drive damage by 30%.";
+ mes "If worn with Forest Robe, Shoes, and Orb Increase Earth Magic damage by 60%.";
+ mes "Lower Fire Magic damage by 60% and resistance to Fire by 50%.";
+ break;
+ }
+ next;
+ return;
+}
+
+// Other Enchants :: sangjo
+//============================================================
+function script F_Mora_Enchant {
+ specialeffect2 EF_REPAIRWEAPON;
+ progressbar "ffff00",3;
+ delitem 6380,5; //Mora_Coin
+ delitem getarg(0),1;
+ set .@i, rand(1,4568);
+ if (.@i <= 11) setarray .@enchants[1],4766,4720,4700; //Atk2 Dexterity1 Strength1
+ else if (.@i <= 22) setarray .@enchants[1],4766,4720,4701; //Atk2 Dexterity1 Strength2
+ else if (.@i <= 33) setarray .@enchants[1],4766,4720,4730; //Atk2 Dexterity1 Agility1
+ else if (.@i <= 44) setarray .@enchants[1],4766,4720,4731; //Atk2 Dexterity1 Agility2
+ else if (.@i <= 55) setarray .@enchants[1],4766,4720,4740; //Atk2 Dexterity1 Vitality1
+ else if (.@i <= 66) setarray .@enchants[1],4766,4720,4741; //Atk2 Dexterity1 Vitality2
+ else if (.@i <= 77) setarray .@enchants[1],4766,4721,4700; //Atk2 Dexterity2 Strength1
+ else if (.@i <= 88) setarray .@enchants[1],4766,4721,4701; //Atk2 Dexterity2 Strength2
+ else if (.@i <= 99) setarray .@enchants[1],4766,4721,4730; //Atk2 Dexterity2 Agility1
+ else if (.@i <= 110) setarray .@enchants[1],4766,4721,4731; //Atk2 Dexterity2 Agility2
+ else if (.@i <= 121) setarray .@enchants[1],4766,4721,4740; //Atk2 Dexterity2 Vitality1
+ else if (.@i <= 132) setarray .@enchants[1],4766,4721,4741; //Atk2 Dexterity2 Vitality2
+ else if (.@i <= 143) setarray .@enchants[1],4766,4710,4700; //Atk2 Inteligence1 Strength1
+ else if (.@i <= 154) setarray .@enchants[1],4766,4710,4701; //Atk2 Inteligence1 Strength2
+ else if (.@i <= 165) setarray .@enchants[1],4766,4710,4730; //Atk2 Inteligence1 Agility1
+ else if (.@i <= 176) setarray .@enchants[1],4766,4710,4731; //Atk2 Inteligence1 Agility2
+ else if (.@i <= 187) setarray .@enchants[1],4766,4710,4740; //Atk2 Inteligence1 Vitality1
+ else if (.@i <= 198) setarray .@enchants[1],4766,4710,4741; //Atk2 Inteligence1 Vitality2
+ else if (.@i <= 209) setarray .@enchants[1],4766,4711,4700; //Atk2 Inteligence2 Strength1
+ else if (.@i <= 220) setarray .@enchants[1],4766,4711,4701; //Atk2 Inteligence2 Strength2
+ else if (.@i <= 231) setarray .@enchants[1],4766,4711,4730; //Atk2 Inteligence2 Agility1
+ else if (.@i <= 242) setarray .@enchants[1],4766,4711,4731; //Atk2 Inteligence2 Agility2
+ else if (.@i <= 253) setarray .@enchants[1],4766,4711,4740; //Atk2 Inteligence2 Vitality1
+ else if (.@i <= 264) setarray .@enchants[1],4766,4711,4741; //Atk2 Inteligence2 Vitality2
+ else if (.@i <= 275) setarray .@enchants[1],4766,4750,4700; //Atk2 Luck1 Strength1
+ else if (.@i <= 286) setarray .@enchants[1],4766,4750,4701; //Atk2 Luck1 Strength2
+ else if (.@i <= 297) setarray .@enchants[1],4766,4750,4730; //Atk2 Luck1 Agility1
+ else if (.@i <= 308) setarray .@enchants[1],4766,4750,4731; //Atk2 Luck1 Agility2
+ else if (.@i <= 319) setarray .@enchants[1],4766,4750,4740; //Atk2 Luck1 Vitality1
+ else if (.@i <= 330) setarray .@enchants[1],4766,4750,4741; //Atk2 Luck1 Vitality2
+ else if (.@i <= 341) setarray .@enchants[1],4766,4751,4700; //Atk2 Luck2 Strength1
+ else if (.@i <= 352) setarray .@enchants[1],4766,4751,4701; //Atk2 Luck2 Strength2
+ else if (.@i <= 363) setarray .@enchants[1],4766,4751,4730; //Atk2 Luck2 Agility1
+ else if (.@i <= 374) setarray .@enchants[1],4766,4751,4731; //Atk2 Luck2 Agility2
+ else if (.@i <= 385) setarray .@enchants[1],4766,4751,4740; //Atk2 Luck2 Vitality1
+ else if (.@i <= 396) setarray .@enchants[1],4766,4751,4741; //Atk2 Luck2 Vitality2
+ else if (.@i <= 407) setarray .@enchants[1],4767,4720,4700; //Atk3 Dexterity1 Strength1
+ else if (.@i <= 418) setarray .@enchants[1],4767,4720,4701; //Atk3 Dexterity1 Strength2
+ else if (.@i <= 429) setarray .@enchants[1],4767,4720,4730; //Atk3 Dexterity1 Agility1
+ else if (.@i <= 440) setarray .@enchants[1],4767,4720,4731; //Atk3 Dexterity1 Agility2
+ else if (.@i <= 451) setarray .@enchants[1],4767,4720,4740; //Atk3 Dexterity1 Vitality1
+ else if (.@i <= 462) setarray .@enchants[1],4767,4720,4741; //Atk3 Dexterity1 Vitality2
+ else if (.@i <= 473) setarray .@enchants[1],4767,4721,4700; //Atk3 Dexterity2 Strength1
+ else if (.@i <= 484) setarray .@enchants[1],4767,4721,4701; //Atk3 Dexterity2 Strength2
+ else if (.@i <= 495) setarray .@enchants[1],4767,4721,4730; //Atk3 Dexterity2 Agility1
+ else if (.@i <= 506) setarray .@enchants[1],4767,4721,4731; //Atk3 Dexterity2 Agility2
+ else if (.@i <= 517) setarray .@enchants[1],4767,4721,4740; //Atk3 Dexterity2 Vitality1
+ else if (.@i <= 528) setarray .@enchants[1],4767,4721,4741; //Atk3 Dexterity2 Vitality2
+ else if (.@i <= 539) setarray .@enchants[1],4767,4710,4700; //Atk3 Inteligence1 Strength1
+ else if (.@i <= 550) setarray .@enchants[1],4767,4710,4701; //Atk3 Inteligence1 Strength2
+ else if (.@i <= 561) setarray .@enchants[1],4767,4710,4730; //Atk3 Inteligence1 Agility1
+ else if (.@i <= 572) setarray .@enchants[1],4767,4710,4731; //Atk3 Inteligence1 Agility2
+ else if (.@i <= 583) setarray .@enchants[1],4767,4710,4740; //Atk3 Inteligence1 Vitality1
+ else if (.@i <= 594) setarray .@enchants[1],4767,4710,4741; //Atk3 Inteligence1 Vitality2
+ else if (.@i <= 605) setarray .@enchants[1],4767,4711,4700; //Atk3 Inteligence2 Strength1
+ else if (.@i <= 616) setarray .@enchants[1],4767,4711,4701; //Atk3 Inteligence2 Strength2
+ else if (.@i <= 627) setarray .@enchants[1],4767,4711,4730; //Atk3 Inteligence2 Agility1
+ else if (.@i <= 638) setarray .@enchants[1],4767,4711,4731; //Atk3 Inteligence2 Agility2
+ else if (.@i <= 649) setarray .@enchants[1],4767,4711,4740; //Atk3 Inteligence2 Vitality1
+ else if (.@i <= 660) setarray .@enchants[1],4767,4711,4741; //Atk3 Inteligence2 Vitality2
+ else if (.@i <= 671) setarray .@enchants[1],4767,4750,4700; //Atk3 Luck1 Strength1
+ else if (.@i <= 682) setarray .@enchants[1],4767,4750,4701; //Atk3 Luck1 Strength2
+ else if (.@i <= 693) setarray .@enchants[1],4767,4750,4730; //Atk3 Luck1 Agility1
+ else if (.@i <= 704) setarray .@enchants[1],4767,4750,4731; //Atk3 Luck1 Agility2
+ else if (.@i <= 715) setarray .@enchants[1],4767,4750,4740; //Atk3 Luck1 Vitality1
+ else if (.@i <= 726) setarray .@enchants[1],4767,4750,4741; //Atk3 Luck1 Vitality2
+ else if (.@i <= 737) setarray .@enchants[1],4767,4751,4700; //Atk3 Luck2 Strength1
+ else if (.@i <= 748) setarray .@enchants[1],4767,4751,4701; //Atk3 Luck2 Strength2
+ else if (.@i <= 759) setarray .@enchants[1],4767,4751,4730; //Atk3 Luck2 Agility1
+ else if (.@i <= 770) setarray .@enchants[1],4767,4751,4731; //Atk3 Luck2 Agility2
+ else if (.@i <= 781) setarray .@enchants[1],4767,4751,4740; //Atk3 Luck2 Vitality1
+ else if (.@i <= 792) setarray .@enchants[1],4767,4751,4741; //Atk3 Luck2 Vitality2
+ else if (.@i <= 803) setarray .@enchants[1],4764,4720,4700; //Critical5 Dexterity1 Strength1
+ else if (.@i <= 814) setarray .@enchants[1],4764,4720,4701; //Critical5 Dexterity1 Strength2
+ else if (.@i <= 825) setarray .@enchants[1],4764,4720,4730; //Critical5 Dexterity1 Agility1
+ else if (.@i <= 836) setarray .@enchants[1],4764,4720,4731; //Critical5 Dexterity1 Agility2
+ else if (.@i <= 847) setarray .@enchants[1],4764,4720,4740; //Critical5 Dexterity1 Vitality1
+ else if (.@i <= 858) setarray .@enchants[1],4764,4720,4741; //Critical5 Dexterity1 Vitality2
+ else if (.@i <= 869) setarray .@enchants[1],4764,4721,4700; //Critical5 Dexterity2 Strength1
+ else if (.@i <= 880) setarray .@enchants[1],4764,4721,4701; //Critical5 Dexterity2 Strength2
+ else if (.@i <= 891) setarray .@enchants[1],4764,4721,4730; //Critical5 Dexterity2 Agility1
+ else if (.@i <= 902) setarray .@enchants[1],4764,4721,4731; //Critical5 Dexterity2 Agility2
+ else if (.@i <= 913) setarray .@enchants[1],4764,4721,4740; //Critical5 Dexterity2 Vitality1
+ else if (.@i <= 924) setarray .@enchants[1],4764,4721,4741; //Critical5 Dexterity2 Vitality2
+ else if (.@i <= 935) setarray .@enchants[1],4764,4710,4700; //Critical5 Inteligence1 Strength1
+ else if (.@i <= 946) setarray .@enchants[1],4764,4710,4701; //Critical5 Inteligence1 Strength2
+ else if (.@i <= 957) setarray .@enchants[1],4764,4710,4730; //Critical5 Inteligence1 Agility1
+ else if (.@i <= 968) setarray .@enchants[1],4764,4710,4731; //Critical5 Inteligence1 Agility2
+ else if (.@i <= 979) setarray .@enchants[1],4764,4710,4740; //Critical5 Inteligence1 Vitality1
+ else if (.@i <= 990) setarray .@enchants[1],4764,4710,4741; //Critical5 Inteligence1 Vitality2
+ else if (.@i <= 1001) setarray .@enchants[1],4764,4711,4700; //Critical5 Inteligence2 Strength1
+ else if (.@i <= 1012) setarray .@enchants[1],4764,4711,4701; //Critical5 Inteligence2 Strength2
+ else if (.@i <= 1023) setarray .@enchants[1],4764,4711,4730; //Critical5 Inteligence2 Agility1
+ else if (.@i <= 1034) setarray .@enchants[1],4764,4711,4731; //Critical5 Inteligence2 Agility2
+ else if (.@i <= 1045) setarray .@enchants[1],4764,4711,4740; //Critical5 Inteligence2 Vitality1
+ else if (.@i <= 1056) setarray .@enchants[1],4764,4711,4741; //Critical5 Inteligence2 Vitality2
+ else if (.@i <= 1067) setarray .@enchants[1],4764,4750,4700; //Critical5 Luck1 Strength1
+ else if (.@i <= 1078) setarray .@enchants[1],4764,4750,4701; //Critical5 Luck1 Strength2
+ else if (.@i <= 1089) setarray .@enchants[1],4764,4750,4730; //Critical5 Luck1 Agility1
+ else if (.@i <= 1100) setarray .@enchants[1],4764,4750,4731; //Critical5 Luck1 Agility2
+ else if (.@i <= 1111) setarray .@enchants[1],4764,4750,4740; //Critical5 Luck1 Vitality1
+ else if (.@i <= 1122) setarray .@enchants[1],4764,4750,4741; //Critical5 Luck1 Vitality2
+ else if (.@i <= 1133) setarray .@enchants[1],4764,4751,4700; //Critical5 Luck2 Strength1
+ else if (.@i <= 1144) setarray .@enchants[1],4764,4751,4701; //Critical5 Luck2 Strength2
+ else if (.@i <= 1155) setarray .@enchants[1],4764,4751,4730; //Critical5 Luck2 Agility1
+ else if (.@i <= 1166) setarray .@enchants[1],4764,4751,4731; //Critical5 Luck2 Agility2
+ else if (.@i <= 1177) setarray .@enchants[1],4764,4751,4740; //Critical5 Luck2 Vitality1
+ else if (.@i <= 1188) setarray .@enchants[1],4764,4751,4741; //Critical5 Luck2 Vitality2
+ else if (.@i <= 1199) setarray .@enchants[1],4765,4720,4700; //Critical7 Dexterity1 Strength1
+ else if (.@i <= 1210) setarray .@enchants[1],4765,4720,4701; //Critical7 Dexterity1 Strength2
+ else if (.@i <= 1221) setarray .@enchants[1],4765,4720,4730; //Critical7 Dexterity1 Agility1
+ else if (.@i <= 1232) setarray .@enchants[1],4765,4720,4731; //Critical7 Dexterity1 Agility2
+ else if (.@i <= 1243) setarray .@enchants[1],4765,4720,4740; //Critical7 Dexterity1 Vitality1
+ else if (.@i <= 1254) setarray .@enchants[1],4765,4720,4741; //Critical7 Dexterity1 Vitality2
+ else if (.@i <= 1265) setarray .@enchants[1],4765,4721,4700; //Critical7 Dexterity2 Strength1
+ else if (.@i <= 1276) setarray .@enchants[1],4765,4721,4701; //Critical7 Dexterity2 Strength2
+ else if (.@i <= 1287) setarray .@enchants[1],4765,4721,4730; //Critical7 Dexterity2 Agility1
+ else if (.@i <= 1298) setarray .@enchants[1],4765,4721,4731; //Critical7 Dexterity2 Agility2
+ else if (.@i <= 1309) setarray .@enchants[1],4765,4721,4740; //Critical7 Dexterity2 Vitality1
+ else if (.@i <= 1320) setarray .@enchants[1],4765,4721,4741; //Critical7 Dexterity2 Vitality2
+ else if (.@i <= 1331) setarray .@enchants[1],4765,4710,4700; //Critical7 Inteligence1 Strength1
+ else if (.@i <= 1342) setarray .@enchants[1],4765,4710,4701; //Critical7 Inteligence1 Strength2
+ else if (.@i <= 1353) setarray .@enchants[1],4765,4710,4730; //Critical7 Inteligence1 Agility1
+ else if (.@i <= 1364) setarray .@enchants[1],4765,4710,4731; //Critical7 Inteligence1 Agility2
+ else if (.@i <= 1375) setarray .@enchants[1],4765,4710,4740; //Critical7 Inteligence1 Vitality1
+ else if (.@i <= 1386) setarray .@enchants[1],4765,4710,4741; //Critical7 Inteligence1 Vitality2
+ else if (.@i <= 1397) setarray .@enchants[1],4765,4711,4700; //Critical7 Inteligence2 Strength1
+ else if (.@i <= 1408) setarray .@enchants[1],4765,4711,4701; //Critical7 Inteligence2 Strength2
+ else if (.@i <= 1419) setarray .@enchants[1],4765,4711,4730; //Critical7 Inteligence2 Agility1
+ else if (.@i <= 1430) setarray .@enchants[1],4765,4711,4731; //Critical7 Inteligence2 Agility2
+ else if (.@i <= 1441) setarray .@enchants[1],4765,4711,4740; //Critical7 Inteligence2 Vitality1
+ else if (.@i <= 1452) setarray .@enchants[1],4765,4711,4741; //Critical7 Inteligence2 Vitality2
+ else if (.@i <= 1463) setarray .@enchants[1],4765,4750,4700; //Critical7 Luck1 Strength1
+ else if (.@i <= 1474) setarray .@enchants[1],4765,4750,4701; //Critical7 Luck1 Strength2
+ else if (.@i <= 1485) setarray .@enchants[1],4765,4750,4730; //Critical7 Luck1 Agility1
+ else if (.@i <= 1496) setarray .@enchants[1],4765,4750,4731; //Critical7 Luck1 Agility2
+ else if (.@i <= 1507) setarray .@enchants[1],4765,4750,4740; //Critical7 Luck1 Vitality1
+ else if (.@i <= 1518) setarray .@enchants[1],4765,4750,4741; //Critical7 Luck1 Vitality2
+ else if (.@i <= 1529) setarray .@enchants[1],4765,4751,4700; //Critical7 Luck2 Strength1
+ else if (.@i <= 1540) setarray .@enchants[1],4765,4751,4701; //Critical7 Luck2 Strength2
+ else if (.@i <= 1551) setarray .@enchants[1],4765,4751,4730; //Critical7 Luck2 Agility1
+ else if (.@i <= 1562) setarray .@enchants[1],4765,4751,4731; //Critical7 Luck2 Agility2
+ else if (.@i <= 1573) setarray .@enchants[1],4765,4751,4740; //Critical7 Luck2 Vitality1
+ else if (.@i <= 1584) setarray .@enchants[1],4765,4751,4741; //Critical7 Luck2 Vitality2
+ else if (.@i <= 1595) setarray .@enchants[1],4762,4720,4700; //Evasion6 Dexterity1 Strength1
+ else if (.@i <= 1606) setarray .@enchants[1],4762,4720,4701; //Evasion6 Dexterity1 Strength2
+ else if (.@i <= 1617) setarray .@enchants[1],4762,4720,4730; //Evasion6 Dexterity1 Agility1
+ else if (.@i <= 1628) setarray .@enchants[1],4762,4720,4731; //Evasion6 Dexterity1 Agility2
+ else if (.@i <= 1639) setarray .@enchants[1],4762,4720,4740; //Evasion6 Dexterity1 Vitality1
+ else if (.@i <= 1650) setarray .@enchants[1],4762,4720,4741; //Evasion6 Dexterity1 Vitality2
+ else if (.@i <= 1661) setarray .@enchants[1],4762,4721,4700; //Evasion6 Dexterity2 Strength1
+ else if (.@i <= 1672) setarray .@enchants[1],4762,4721,4701; //Evasion6 Dexterity2 Strength2
+ else if (.@i <= 1683) setarray .@enchants[1],4762,4721,4730; //Evasion6 Dexterity2 Agility1
+ else if (.@i <= 1694) setarray .@enchants[1],4762,4721,4731; //Evasion6 Dexterity2 Agility2
+ else if (.@i <= 1705) setarray .@enchants[1],4762,4721,4740; //Evasion6 Dexterity2 Vitality1
+ else if (.@i <= 1716) setarray .@enchants[1],4762,4721,4741; //Evasion6 Dexterity2 Vitality2
+ else if (.@i <= 1727) setarray .@enchants[1],4762,4710,4700; //Evasion6 Inteligence1 Strength1
+ else if (.@i <= 1738) setarray .@enchants[1],4762,4710,4701; //Evasion6 Inteligence1 Strength2
+ else if (.@i <= 1749) setarray .@enchants[1],4762,4710,4730; //Evasion6 Inteligence1 Agility1
+ else if (.@i <= 1760) setarray .@enchants[1],4762,4710,4731; //Evasion6 Inteligence1 Agility2
+ else if (.@i <= 1771) setarray .@enchants[1],4762,4710,4740; //Evasion6 Inteligence1 Vitality1
+ else if (.@i <= 1782) setarray .@enchants[1],4762,4710,4741; //Evasion6 Inteligence1 Vitality2
+ else if (.@i <= 1793) setarray .@enchants[1],4762,4711,4700; //Evasion6 Inteligence2 Strength1
+ else if (.@i <= 1804) setarray .@enchants[1],4762,4711,4701; //Evasion6 Inteligence2 Strength2
+ else if (.@i <= 1815) setarray .@enchants[1],4762,4711,4730; //Evasion6 Inteligence2 Agility1
+ else if (.@i <= 1826) setarray .@enchants[1],4762,4711,4731; //Evasion6 Inteligence2 Agility2
+ else if (.@i <= 1837) setarray .@enchants[1],4762,4711,4740; //Evasion6 Inteligence2 Vitality1
+ else if (.@i <= 1848) setarray .@enchants[1],4762,4711,4741; //Evasion6 Inteligence2 Vitality2
+ else if (.@i <= 1859) setarray .@enchants[1],4762,4750,4700; //Evasion6 Luck1 Strength1
+ else if (.@i <= 1870) setarray .@enchants[1],4762,4750,4701; //Evasion6 Luck1 Strength2
+ else if (.@i <= 1881) setarray .@enchants[1],4762,4750,4730; //Evasion6 Luck1 Agility1
+ else if (.@i <= 1892) setarray .@enchants[1],4762,4750,4731; //Evasion6 Luck1 Agility2
+ else if (.@i <= 1903) setarray .@enchants[1],4762,4750,4740; //Evasion6 Luck1 Vitality1
+ else if (.@i <= 1914) setarray .@enchants[1],4762,4750,4741; //Evasion6 Luck1 Vitality2
+ else if (.@i <= 1925) setarray .@enchants[1],4762,4751,4700; //Evasion6 Luck2 Strength1
+ else if (.@i <= 1936) setarray .@enchants[1],4762,4751,4701; //Evasion6 Luck2 Strength2
+ else if (.@i <= 1947) setarray .@enchants[1],4762,4751,4730; //Evasion6 Luck2 Agility1
+ else if (.@i <= 1958) setarray .@enchants[1],4762,4751,4731; //Evasion6 Luck2 Agility2
+ else if (.@i <= 1969) setarray .@enchants[1],4762,4751,4740; //Evasion6 Luck2 Vitality1
+ else if (.@i <= 1980) setarray .@enchants[1],4762,4751,4741; //Evasion6 Luck2 Vitality2
+ else if (.@i <= 1991) setarray .@enchants[1],4763,4720,4700; //Evasion12 Dexterity1 Strength1
+ else if (.@i <= 2002) setarray .@enchants[1],4763,4720,4701; //Evasion12 Dexterity1 Strength2
+ else if (.@i <= 2013) setarray .@enchants[1],4763,4720,4730; //Evasion12 Dexterity1 Agility1
+ else if (.@i <= 2024) setarray .@enchants[1],4763,4720,4731; //Evasion12 Dexterity1 Agility2
+ else if (.@i <= 2035) setarray .@enchants[1],4763,4720,4740; //Evasion12 Dexterity1 Vitality1
+ else if (.@i <= 2046) setarray .@enchants[1],4763,4720,4741; //Evasion12 Dexterity1 Vitality2
+ else if (.@i <= 2057) setarray .@enchants[1],4763,4721,4700; //Evasion12 Dexterity2 Strength1
+ else if (.@i <= 2068) setarray .@enchants[1],4763,4721,4701; //Evasion12 Dexterity2 Strength2
+ else if (.@i <= 2079) setarray .@enchants[1],4763,4721,4730; //Evasion12 Dexterity2 Agility1
+ else if (.@i <= 2090) setarray .@enchants[1],4763,4721,4731; //Evasion12 Dexterity2 Agility2
+ else if (.@i <= 2101) setarray .@enchants[1],4763,4721,4740; //Evasion12 Dexterity2 Vitality1
+ else if (.@i <= 2112) setarray .@enchants[1],4763,4721,4741; //Evasion12 Dexterity2 Vitality2
+ else if (.@i <= 2123) setarray .@enchants[1],4763,4710,4700; //Evasion12 Inteligence1 Strength1
+ else if (.@i <= 2134) setarray .@enchants[1],4763,4710,4701; //Evasion12 Inteligence1 Strength2
+ else if (.@i <= 2145) setarray .@enchants[1],4763,4710,4730; //Evasion12 Inteligence1 Agility1
+ else if (.@i <= 2156) setarray .@enchants[1],4763,4710,4731; //Evasion12 Inteligence1 Agility2
+ else if (.@i <= 2167) setarray .@enchants[1],4763,4710,4740; //Evasion12 Inteligence1 Vitality1
+ else if (.@i <= 2178) setarray .@enchants[1],4763,4710,4741; //Evasion12 Inteligence1 Vitality2
+ else if (.@i <= 2189) setarray .@enchants[1],4763,4711,4700; //Evasion12 Inteligence2 Strength1
+ else if (.@i <= 2200) setarray .@enchants[1],4763,4711,4701; //Evasion12 Inteligence2 Strength2
+ else if (.@i <= 2211) setarray .@enchants[1],4763,4711,4730; //Evasion12 Inteligence2 Agility1
+ else if (.@i <= 2222) setarray .@enchants[1],4763,4711,4731; //Evasion12 Inteligence2 Agility2
+ else if (.@i <= 2233) setarray .@enchants[1],4763,4711,4740; //Evasion12 Inteligence2 Vitality1
+ else if (.@i <= 2244) setarray .@enchants[1],4763,4711,4741; //Evasion12 Inteligence2 Vitality2
+ else if (.@i <= 2255) setarray .@enchants[1],4763,4750,4700; //Evasion12 Luck1 Strength1
+ else if (.@i <= 2266) setarray .@enchants[1],4763,4750,4701; //Evasion12 Luck1 Strength2
+ else if (.@i <= 2277) setarray .@enchants[1],4763,4750,4730; //Evasion12 Luck1 Agility1
+ else if (.@i <= 2288) setarray .@enchants[1],4763,4750,4731; //Evasion12 Luck1 Agility2
+ else if (.@i <= 2299) setarray .@enchants[1],4763,4750,4740; //Evasion12 Luck1 Vitality1
+ else if (.@i <= 2310) setarray .@enchants[1],4763,4750,4741; //Evasion12 Luck1 Vitality2
+ else if (.@i <= 2321) setarray .@enchants[1],4763,4751,4700; //Evasion12 Luck2 Strength1
+ else if (.@i <= 2332) setarray .@enchants[1],4763,4751,4701; //Evasion12 Luck2 Strength2
+ else if (.@i <= 2343) setarray .@enchants[1],4763,4751,4730; //Evasion12 Luck2 Agility1
+ else if (.@i <= 2354) setarray .@enchants[1],4763,4751,4731; //Evasion12 Luck2 Agility2
+ else if (.@i <= 2365) setarray .@enchants[1],4763,4751,4740; //Evasion12 Luck2 Vitality1
+ else if (.@i <= 2376) setarray .@enchants[1],4763,4751,4741; //Evasion12 Luck2 Vitality2
+ else if (.@i <= 2387) setarray .@enchants[1],4760,4720,4700; //Matk1 Dexterity1 Strength1
+ else if (.@i <= 2398) setarray .@enchants[1],4760,4720,4701; //Matk1 Dexterity1 Strength2
+ else if (.@i <= 2409) setarray .@enchants[1],4760,4720,4730; //Matk1 Dexterity1 Agility1
+ else if (.@i <= 2420) setarray .@enchants[1],4760,4720,4731; //Matk1 Dexterity1 Agility2
+ else if (.@i <= 2431) setarray .@enchants[1],4760,4720,4740; //Matk1 Dexterity1 Vitality1
+ else if (.@i <= 2442) setarray .@enchants[1],4760,4720,4741; //Matk1 Dexterity1 Vitality2
+ else if (.@i <= 2453) setarray .@enchants[1],4760,4721,4700; //Matk1 Dexterity2 Strength1
+ else if (.@i <= 2464) setarray .@enchants[1],4760,4721,4701; //Matk1 Dexterity2 Strength2
+ else if (.@i <= 2475) setarray .@enchants[1],4760,4721,4730; //Matk1 Dexterity2 Agility1
+ else if (.@i <= 2486) setarray .@enchants[1],4760,4721,4731; //Matk1 Dexterity2 Agility2
+ else if (.@i <= 2497) setarray .@enchants[1],4760,4721,4740; //Matk1 Dexterity2 Vitality1
+ else if (.@i <= 2508) setarray .@enchants[1],4760,4721,4741; //Matk1 Dexterity2 Vitality2
+ else if (.@i <= 2519) setarray .@enchants[1],4760,4710,4700; //Matk1 Inteligence1 Strength1
+ else if (.@i <= 2530) setarray .@enchants[1],4760,4710,4701; //Matk1 Inteligence1 Strength2
+ else if (.@i <= 2541) setarray .@enchants[1],4760,4710,4730; //Matk1 Inteligence1 Agility1
+ else if (.@i <= 2552) setarray .@enchants[1],4760,4710,4731; //Matk1 Inteligence1 Agility2
+ else if (.@i <= 2563) setarray .@enchants[1],4760,4710,4740; //Matk1 Inteligence1 Vitality1
+ else if (.@i <= 2574) setarray .@enchants[1],4760,4710,4741; //Matk1 Inteligence1 Vitality2
+ else if (.@i <= 2585) setarray .@enchants[1],4760,4711,4700; //Matk1 Inteligence2 Strength1
+ else if (.@i <= 2596) setarray .@enchants[1],4760,4711,4701; //Matk1 Inteligence2 Strength2
+ else if (.@i <= 2607) setarray .@enchants[1],4760,4711,4730; //Matk1 Inteligence2 Agility1
+ else if (.@i <= 2618) setarray .@enchants[1],4760,4711,4731; //Matk1 Inteligence2 Agility2
+ else if (.@i <= 2629) setarray .@enchants[1],4760,4711,4740; //Matk1 Inteligence2 Vitality1
+ else if (.@i <= 2640) setarray .@enchants[1],4760,4711,4741; //Matk1 Inteligence2 Vitality2
+ else if (.@i <= 2651) setarray .@enchants[1],4760,4750,4700; //Matk1 Luck1 Strength1
+ else if (.@i <= 2662) setarray .@enchants[1],4760,4750,4701; //Matk1 Luck1 Strength2
+ else if (.@i <= 2673) setarray .@enchants[1],4760,4750,4730; //Matk1 Luck1 Agility1
+ else if (.@i <= 2684) setarray .@enchants[1],4760,4750,4731; //Matk1 Luck1 Agility2
+ else if (.@i <= 2695) setarray .@enchants[1],4760,4750,4740; //Matk1 Luck1 Vitality1
+ else if (.@i <= 2706) setarray .@enchants[1],4760,4750,4741; //Matk1 Luck1 Vitality2
+ else if (.@i <= 2717) setarray .@enchants[1],4760,4751,4700; //Matk1 Luck2 Strength1
+ else if (.@i <= 2728) setarray .@enchants[1],4760,4751,4701; //Matk1 Luck2 Strength2
+ else if (.@i <= 2739) setarray .@enchants[1],4760,4751,4730; //Matk1 Luck2 Agility1
+ else if (.@i <= 2750) setarray .@enchants[1],4760,4751,4731; //Matk1 Luck2 Agility2
+ else if (.@i <= 2761) setarray .@enchants[1],4760,4751,4740; //Matk1 Luck2 Vitality1
+ else if (.@i <= 2772) setarray .@enchants[1],4760,4751,4741; //Matk1 Luck2 Vitality2
+ else if (.@i <= 2783) setarray .@enchants[1],4761,4720,4700; //Matk2 Dexterity1 Strength1
+ else if (.@i <= 2794) setarray .@enchants[1],4761,4720,4701; //Matk2 Dexterity1 Strength2
+ else if (.@i <= 2805) setarray .@enchants[1],4761,4720,4730; //Matk2 Dexterity1 Agility1
+ else if (.@i <= 2816) setarray .@enchants[1],4761,4720,4731; //Matk2 Dexterity1 Agility2
+ else if (.@i <= 2827) setarray .@enchants[1],4761,4720,4740; //Matk2 Dexterity1 Vitality1
+ else if (.@i <= 2838) setarray .@enchants[1],4761,4720,4741; //Matk2 Dexterity1 Vitality2
+ else if (.@i <= 2849) setarray .@enchants[1],4761,4721,4700; //Matk2 Dexterity2 Strength1
+ else if (.@i <= 2860) setarray .@enchants[1],4761,4721,4701; //Matk2 Dexterity2 Strength2
+ else if (.@i <= 2871) setarray .@enchants[1],4761,4721,4730; //Matk2 Dexterity2 Agility1
+ else if (.@i <= 2882) setarray .@enchants[1],4761,4721,4731; //Matk2 Dexterity2 Agility2
+ else if (.@i <= 2893) setarray .@enchants[1],4761,4721,4740; //Matk2 Dexterity2 Vitality1
+ else if (.@i <= 2904) setarray .@enchants[1],4761,4721,4741; //Matk2 Dexterity2 Vitality2
+ else if (.@i <= 2915) setarray .@enchants[1],4761,4710,4700; //Matk2 Inteligence1 Strength1
+ else if (.@i <= 2926) setarray .@enchants[1],4761,4710,4701; //Matk2 Inteligence1 Strength2
+ else if (.@i <= 2937) setarray .@enchants[1],4761,4710,4730; //Matk2 Inteligence1 Agility1
+ else if (.@i <= 2948) setarray .@enchants[1],4761,4710,4731; //Matk2 Inteligence1 Agility2
+ else if (.@i <= 2959) setarray .@enchants[1],4761,4710,4740; //Matk2 Inteligence1 Vitality1
+ else if (.@i <= 2970) setarray .@enchants[1],4761,4710,4741; //Matk2 Inteligence1 Vitality2
+ else if (.@i <= 2981) setarray .@enchants[1],4761,4711,4700; //Matk2 Inteligence2 Strength1
+ else if (.@i <= 2992) setarray .@enchants[1],4761,4711,4701; //Matk2 Inteligence2 Strength2
+ else if (.@i <= 3003) setarray .@enchants[1],4761,4711,4730; //Matk2 Inteligence2 Agility1
+ else if (.@i <= 3014) setarray .@enchants[1],4761,4711,4731; //Matk2 Inteligence2 Agility2
+ else if (.@i <= 3025) setarray .@enchants[1],4761,4711,4740; //Matk2 Inteligence2 Vitality1
+ else if (.@i <= 3036) setarray .@enchants[1],4761,4711,4741; //Matk2 Inteligence2 Vitality2
+ else if (.@i <= 3047) setarray .@enchants[1],4761,4750,4700; //Matk2 Luck1 Strength1
+ else if (.@i <= 3058) setarray .@enchants[1],4761,4750,4701; //Matk2 Luck1 Strength2
+ else if (.@i <= 3069) setarray .@enchants[1],4761,4750,4730; //Matk2 Luck1 Agility1
+ else if (.@i <= 3080) setarray .@enchants[1],4761,4750,4731; //Matk2 Luck1 Agility2
+ else if (.@i <= 3091) setarray .@enchants[1],4761,4750,4740; //Matk2 Luck1 Vitality1
+ else if (.@i <= 3102) setarray .@enchants[1],4761,4750,4741; //Matk2 Luck1 Vitality2
+ else if (.@i <= 3113) setarray .@enchants[1],4761,4751,4700; //Matk2 Luck2 Strength1
+ else if (.@i <= 3124) setarray .@enchants[1],4761,4751,4701; //Matk2 Luck2 Strength2
+ else if (.@i <= 3135) setarray .@enchants[1],4761,4751,4730; //Matk2 Luck2 Agility1
+ else if (.@i <= 3146) setarray .@enchants[1],4761,4751,4731; //Matk2 Luck2 Agility2
+ else if (.@i <= 3157) setarray .@enchants[1],4761,4751,4740; //Matk2 Luck2 Vitality1
+ else if (.@i <= 3168) setarray .@enchants[1],4761,4751,4741; //Matk2 Luck2 Vitality2
+ else if (.@i <= 3179) setarray .@enchants[1],4761,4720,4700; //Matk2 Dexterity1 Strength1
+ else if (.@i <= 3181) setarray .@enchants[1],4761,4712,4712; //Matk2 Inteligence3 Inteligence3
+ else if (.@i <= 3183) setarray .@enchants[1],4765,4732,4732; //Critical7 Agility3 Agility3
+ else if (.@i <= 3185) setarray .@enchants[1],4763,4752,4753; //Evasion12 Luck3 Luck4
+ else if (.@i <= 3187) setarray .@enchants[1],4763,4742,4742; //Evasion12 Vitality3 Vitality3
+ else if (.@i <= 3189) setarray .@enchants[1],4763,4722,4722; //Evasion12 Dexterity3 Dexterity3
+ else if (.@i <= 3191) setarray .@enchants[1],4742,4742,4742; //Vitality3 Vitality3 Vitality3
+ else if (.@i <= 3193) setarray .@enchants[1],4761,4722,4722; //Matk2 Dexterity3 Dexterity3
+ else if (.@i <= 3195) setarray .@enchants[1],4767,4702,4702; //Atk3 Strength3 Strength3
+ else if (.@i <= 3197) setarray .@enchants[1],4763,4732,4732; //Evasion12 Agility3 Agility3
+ else if (.@i <= 4568) return 0;
+
+ getitem2 getarg(0),1,1,0,0,0,.@enchants[1],.@enchants[2],.@enchants[3];
+ return 1;
+}
+mora,105,176,4 script Master Tailor#pa0829 509,{
+ if (checkweight(1201,1) == 0) {
+ mes "You have too many kinds of things with you to do that. Throw out some of them and try again.";
+ close;
+ }
+ if (MaxWeight - Weight < 1000) {
+ mes "You are carrying too much weight to do that. Reduce the weight and try again.";
+ close;
+ }
+ if (countitem(6380) < 5 || countitem(15024) < 1) {
+ mes "[Master Tailor]";
+ mes "With my touch, I can turn a typical army padding into a piece of art. I'm Kay the Master Tailor, creating art with army paddings.";
+ next;
+ mes "[Master Tailor]";
+ mes "Well, what's in a name? I can turn your army padding into a piece of art if you bring ^ff00005 Mora Coins and an Army Padding^000000.";
+ if (countitem(6380)) {
+ next;
+ mes "[Master Tailor]";
+ mes "I happen to have a few army paddings in stock. Would you like to buy one? The price is 1 Mora Coin. So cheap.";
+ next;
+ switch(select("Maybe next time.:I'll buy one now.")) {
+ case 1:
+ mes "[Master Tailor]";
+ mes "Okay, I understand.";
+ mes "Come back for one if you change your mind.";
+ close;
+ case 2:
+ delitem 6380,1; //Mora_Coin
+ getitem 15024,1; //Army_Padding
+ mes "[Master Tailor]";
+ mes "Here it is.";
+ mes "It's very nice and fluffy. Please come back.";
+ close;
+ }
+ }
+ close;
+ }
+ mes "[Master Tailor]";
+ mes "Have you come to add art to one of your army paddings?";
+ next;
+ switch(select("Please tell me more.:Yes, I have.")) {
+ case 1:
+ mes "[Master Tailor]";
+ mes "A typical army padding isn't warm enough. It feels rough on your skin and doesn't look good. And artistic value? It has next to none.";
+ next;
+ mes "[Master Tailor]";
+ mes "However, I'll embroider it with velvet threads, and add three options to it.";
+ next;
+ mes "[Master Tailor]";
+ mes "Bring me ^8888005 Mora Coins^000000 and an Army Padding, and we can add some art together!";
+ close;
+ case 2:
+ mes "[Master Tailor]";
+ mes "I'm telling you just in case - I'll do whatever I need to do with your army padding, whether it's brand-new or has been mended before.";
+ next;
+ mes "[Master Tailor]";
+ mes "So if you have with you an army padding mended to your liking, put it in a safe place and come back.";
+ next;
+ mes "[Master Tailor]";
+ mes "And another thing - once I fail to add art to it, it becomes unusable... you'll need to buy a new one in that case.";
+ next;
+ switch(select("Come on, what's the rush?:Okay! Let's do it!!")) {
+ case 1:
+ mes "[Master Tailor]";
+ mes "What's wrong with you?";
+ mes "The villagers keep me busy enough.";
+ close;
+ case 2:
+ if (countitem(6380) < 5 || countitem(15024) == 0) {
+ mes "[Master Tailor]";
+ mes "It looks like you don't have everything you need.";
+ next;
+ mes "[Master Tailor]";
+ mes "You have to have 5 Mora Coins and an Army Padding with you before I can do my work.";
+ close;
+ }
+ if (callfunc("F_Mora_Enchant",15024) == 0) {
+ mes "[Master Tailor]";
+ mes "Oh......";
+ mes "I can't believe I messed up.";
+ next;
+ mes "[Master Tailor]";
+ mes "I want to be alone. Go away!";
+ close;
+ }
+ mes "[Master Tailor]";
+ mes "My art looks great.";
+ close;
+ }
+ }
+}
+
+mora,123,177,6 script Pendant Crafter#pa0829 509,{
+ if (checkweight(1201,1) == 0) {
+ mes "You have too many kinds of things with you to do that. Throw out some of them and try again.";
+ close;
+ }
+ if (MaxWeight - Weight < 1000) {
+ mes "You are carrying too much weight to do that. Reduce the weight and try again.";
+ close;
+ }
+ if (countitem(6380) < 5 || countitem(2858) == 0) {
+ mes "[Pendant Crafter]";
+ mes "My job is to polish the stone in a Guardian's Pendant, and then carve a symbol with special power on it.";
+ next;
+ mes "[Pendant Crafter]";
+ mes "The process gives the Guardian's Pendant more power than an ordinary accessory.";
+ next;
+ mes "[Pendant Crafter]";
+ mes "If you're interested, I can work on your pendant for ^ff00005 Mora Coins^000000. Of course you need to have a Guardian's Pendant so I can work on with you.";
+ close;
+ }
+ mes "[Pendant Crafter]";
+ mes "Have you come to have your Guardian's Pendant upgraded?";
+ next;
+ switch(select("Please tell me more.:Yes, I have.")) {
+ case 1:
+ mes "[Pendant Crafter]";
+ mes "My job is to polish the stone in a Guardian's Pendant, and then carve a symbol with special power on it.";
+ next;
+ mes "[Pendant Crafter]";
+ mes "The process gives the Guardian's Pendant more power than an ordinary accessory.";
+ next;
+ mes "[Pendant Crafter]";
+ mes "If you're interested, I can work on your pendant for ^ff00005 Mora Coins^000000. Of course you need to have a Guardian's Pendant so I can work on with you.";
+ close;
+ case 2:
+ mes "[Pendant Crafter]";
+ mes "I'm telling you just in case - ";
+ mes "If I work on a Guardian's Pendant that's been upgraded before, it loses its original power.";
+ next;
+ mes "[Pendant Crafter]";
+ mes "And worse, it can lose its power and become an ordinary pendant. Of course, stone is not as susceptible to damage as cloth, so you won't lose the pendant itself.";
+ next;
+ switch(select("Come on, what's the rush?:Okay! Let's do it!!")) {
+ case 1:
+ mes "[Pendant Crafter]";
+ mes "Come back when you're not in a hurry. I always have a lot of time on my hands.";
+ close;
+ case 2:
+ if (countitem(6380) < 5 || countitem(2858) == 0) {
+ mes "[Pendant Crafter]";
+ mes "It looks like you don't have everything you need.";
+ next;
+ mes "[Pendant Crafter]";
+ mes "You must have 5 Mora Coins and a Guardian's Pendant with you before I can do my work.";
+ close;
+ }
+ if (callfunc("F_Mora_Enchant",2858) == 0) {
+ getitem 2858,1; //Pendant_Of_Guardian
+ mes "[Pendant Crafter]";
+ mes "What~!!";
+ mes "What on earth is wrong with it!!";
+ close;
+ }
+ mes "[Pendant Crafter]";
+ mes "Looks like I did it!";
+ close;
+ }
+ }
+}
+
+mora,134,166,4 script Bulberry Westhood#pa0829 509,{
+ if (checkweight(1201,1) == 0) {
+ mes "You have too many kinds of things with you to do that. Throw out some of them and try again.";
+ close;
+ }
+ if (MaxWeight - Weight < 1000) {
+ mes "You are carrying too much weight to do that. Reduce the weight and try again.";
+ close;
+ }
+ if (countitem(6380) < 5 || countitem(2568) == 0) {
+ mes "[Bulberry Westhood]";
+ mes "I'm Bulberry Westhood, keeping the tradition of quality hoods alive.";
+ next;
+ mes "[Bulberry Westhood]";
+ mes "I only handle quality items - not random scarfs from a marketplace.";
+ next;
+ mes "[Bulberry Westhood]";
+ mes "If you have anything that you think is of high enough quality, come find me with ^ff00005 Mora Coins^000000.";
+ next;
+ mes "[Bulberry Westhood]";
+ mes "I can improve its high quality with my own hands.";
+ close;
+ }
+ mes "[Bulberry Westhood]";
+ mes "So you have a Loki's Scarf 1042 Special Edition. You really have an eye for quality. Can I start working on it right away?";
+ next;
+ switch(select("I don't get it.:Yes, please.")) {
+ case 1:
+ mes "[Bulberry Westhood]";
+ mes "Like I said, I only handle quality items - not random scarfs from a marketplace.";
+ next;
+ mes "[Bulberry Westhood]";
+ mes "This Loki's Scarf you have is awesome. It's a limited edition product with Loki's crest on it!";
+ next;
+ mes "[Bulberry Westhood]";
+ mes "My specialty is bringing out the hidden power at the small cost of... ";
+ mes "5 Mora Coins.";
+ next;
+ mes "[Bulberry Westhood]";
+ mes "Come back if you change your mind.";
+ close;
+ case 2:
+ mes "[Bulberry Westhood]";
+ mes "I'm telling you just in case - ";
+ mes "If I work on a Loki's Scarf that's been upgraded before, it loses its original power.";
+ next;
+ mes "[Bulberry Westhood]";
+ mes "And worse, it can lose all its power becoming an ordinary scarf.";
+ next;
+ mes "[Bulberry Westhood]";
+ mes "Of course, the Loki's Scarf is a quality item, so you won't lose the scarf itself in the process.";
+ next;
+ switch(select("Maybe later, sir...:I'd like to own a quality item!")) {
+ case 1:
+ mes "[Bulberry Westhood]";
+ mes "Ha...!";
+ mes "You say 'later' when you can have the best quality item right away? Well, have it your own way.";
+ close;
+ case 2:
+ if (countitem(6380) < 5 || countitem(2568) == 0) {
+ mes "[Bulberry Westhood]";
+ mes "It looks like you don't everything you need.";
+ next;
+ mes "[Bulberry Westhood]";
+ mes "You must have 5 Mora Coins and a Loki's Scarf with you before you can have the best quality item.";
+ close;
+ }
+ if (callfunc("F_Mora_Enchant",2568) == 0) {
+ getitem 2568,1; //Muffler_Of_Roki
+ mes "[Bulberry Westhood]";
+ mes "Aaarrgghh, this is impossible!";
+ mes "My! My Loki's Scarf!....";
+ next;
+ mes "[Bulberry Westhood]";
+ mes "Oh, I apologize for my disgraceful behavior. I was too upset.";
+ next;
+ mes "[Bulberry Westhood]";
+ mes "Fortunately, it's still in its original state before I started working on it. It's not torn or stretched. It's a quality item after all. Oh ho ho~";
+ close;
+ }
+ mes "[Bulberry Westhood]";
+ mes "Wow~ mission complete!";
+ close;
+ }
+ }
+}
diff --git a/npc/re/merchants/quivers.txt b/npc/re/merchants/quivers.txt
new file mode 100644
index 000000000..45e44401a
--- /dev/null
+++ b/npc/re/merchants/quivers.txt
@@ -0,0 +1,121 @@
+//===== rAthena Script =======================================
+//= Arrow Quivers
+//===== By: ==================================================
+//= Muad_Dib (Prometheus Project); L0ne_W0lf
+//===== Current Version: =====================================
+//= 1.1
+//===== Compatible With: =====================================
+//= rAthena SVN
+//===== Description: =========================================
+//= Turns arrows into Arrow Quivers.
+// Breakdown of Subroutine "S_BuyQuiver"
+// arg(0): Type of Arrow to be packaged (item ID).
+// arg(1): How many of each 'getarg(0)' arrow per quiver.
+// arg(2): The cost of making a 'getarg(0)' quiver.
+// arg(3): The quiver given by the NPC (item ID).
+//===== Additional Comments: =================================
+//= 1.0 Added Mora NPC. [Euphy]
+//= 1.1 Updated to match the official scripts. [Euphy]
+//============================================================
+
+mora,106,117,3 script Quiver Maker#mora 516,{
+ if (checkweight(1201,1) == 0) {
+ mes "[Quiver Maker]";
+ mes "You have too many things with you.";
+ mes "Make some space in your inventory and come back. I'll tell you something interesting.";
+ close;
+ }
+ if (MaxWeight - Weight < 2000) {
+ mes "[Quiver Maker]";
+ mes "You seem worn out with all that stuff.";
+ mes "Make some space in your inventory and come back. I'll tell you something interesting.";
+ close;
+ }
+ mes "[Quiver Maker]";
+ mes "Mora villagers ask what good quivers are. They just don't know how the world works.";
+ mes "No wonder they don't know a thing about quivers - spreading jam over leaves all day long.";
+ next;
+ switch(select("Please make me a quiver.:What's a quiver?")) {
+ case 1:
+ mes "[Quiver Maker]";
+ mes "At last someone appreciates a quiver!";
+ mes "I can make Elven Quivers and Hunting Quivers.";
+ mes "Which do you need?";
+ next;
+ switch(select("An Elven Quiver:A Hunting Quiver:I don't need a quiver.")) {
+ case 1: callsub S_BuyQuiver,1773,500,500,12575; //Arrow_Of_Elf_Cntr
+ case 2: callsub S_BuyQuiver,1774,500,500,12576; //Hunting_Arrow_Cntr
+ case 3:
+ mes "[Quiver Maker]";
+ mes "You can buy arrows off the tool merchant next to me.";
+ close;
+ }
+ case 2:
+ mes "[Quiver Maker]";
+ mes "An arrow may be thin and light, but carrying hundreds and thousands of arrows is like carrying a whole log.";
+ next;
+ mes "[Quiver Maker]";
+ mes "But when you have quivers, you can put arrows in them and save weight and space.";
+ mes "If you're interested in one, I'll stitch one up for you.";
+ close;
+ }
+ end;
+
+S_BuyQuiver:
+ if (countitem(getarg(0)) < getarg(1)) {
+ mes "[Quiver Maker]";
+ mes "Bring more than "+getarg(1)+" "+getitemname(getarg(0))+" and I'll make you a quiver.";
+ close;
+ }
+ mes "[Quiver Maker]";
+ mes "Oh, I see you have "+getitemname(getarg(0))+" in your hand!";
+ mes "Are you interested in using a quiver? It's really convenient!";
+ mes "If you're interested, I can trade "+getarg(1)+" of those arrows for one of these quivers for ^FF3131"+getarg(2)+" zeny^000000.";
+ next;
+ switch(select("Trade all the arrows you have:Get only one quiver:Don't trade")) {
+ case 1:
+ set .@arrows, countitem(getarg(0));
+ set .@quiver, .@arrows / getarg(1);
+ set .@arrows_used, .@quiver * getarg(1);
+ set .@arrow_zeny01, .@quiver * getarg(2);
+ mes "The number of arrows you have : ^3131FF"+.@arrows+"^000000";
+ mes "The number of quivers available : ^3131FF"+.@quiver+"^000000";
+ mes "Zeny needed for trade : ^3131FF"+.@arrow_zeny01+" zeny^000000";
+ next;
+ mes "Trade?";
+ next;
+ if(select("Trade:Don't trade") == 2) {
+ mes "[Quiver Maker]";
+ mes "Hey, you don't doubt my skills, do you?";
+ close;
+ }
+ break;
+ case 2:
+ set .@quiver, 1;
+ set .@arrows_used, getarg(1);
+ set .@arrow_zeny01, getarg(2);
+ set .@zeny_mes,1;
+ break;
+ case 3:
+ mes "[Quiver Maker]";
+ mes "Hey, you don't doubt my skills, do you?";
+ close;
+ }
+ if (Zeny < .@arrow_zeny01) {
+ mes "[Quiver Maker]";
+ if (.@zeny_mes == 1)
+ mes "I said I'd accept human coins just for you, and you still don't want to spend the money?";
+ else
+ mes "You really don't expect to get your hands on a masterpiece for nothing, do you?";
+ close;
+ }
+ mes "[Quiver Maker]";
+ mes "Hey, here you are.";
+ mes "There is ^3131FFsomething you need to know^000000 - try to remember it.";
+ mes "^FF0000You can't use quivers when your encumbrance is over 70%.^000000";
+ mes "You'd better keep that in mind, or you might be in trouble later.";
+ set Zeny, Zeny-.@arrow_zeny01;
+ delitem getarg(0),.@arrows_used;
+ getitem getarg(3),.@quiver;
+ close;
+}
diff --git a/npc/re/mobs/dungeons/gld_dun.txt b/npc/re/mobs/dungeons/gld_dun.txt
deleted file mode 100644
index 7ac2d9f9f..000000000
--- a/npc/re/mobs/dungeons/gld_dun.txt
+++ /dev/null
@@ -1,52 +0,0 @@
-//===== Hercules Script ======================================
-//= Guild Dungeons Monster Spawn Script
-//===== By: ==================================================
-//= Athena (1.0)
-//===== Current Version: =====================================
-//= 1.3
-//===== Compatible With: =====================================
-//= Hercules
-//===== Additional Comments: =================================
-//= 1.2 Official kRO 10.1 spawns [Playtester]
-//= 1.3 Corrected MVP spawn variance. [Gepard]
-//============================================================
-
-//==================================================
-// gld_dun01 - Guild Dungeon
-//==================================================
-gld_dun01,0,0,0,0 monster Am Mut 1301,20,5000,0,0
-gld_dun01,0,0,0,0 monster Skeleton General 1290,10,5000,0,0
-gld_dun01,0,0,0,0 monster Gajomart 1309,10,5000,0,0
-gld_dun01,0,0,0,0 monster Cat o' Nine Tails 1307,3,1200000,0,0
-gld_dun01,0,0,0,0 monster Vagabond Wolf 1092,1,14400000,7200000,1
-gld_dun01,0,0,0,0 boss_monster Eddga 1115,1,28800000,600000,1
-
-//==================================================
-// gld_dun02 - Guild Dungeon
-//==================================================
-gld_dun02,0,0,0,0 monster Giant Hornet 1303,10,120000,60000,0
-gld_dun02,0,0,0,0 monster Giant Spider 1304,10,240000,120000,0
-gld_dun02,0,0,0,0 monster Ancient Worm 1305,7,120000,60000,0
-gld_dun02,0,0,0,0 monster Killer Mantis 1294,5,120000,60000,0
-gld_dun02,0,0,0,0 monster Owl Baron 1295,1,5000,0,0
-gld_dun02,0,0,0,0 boss_monster Doppelganger 1046,1,28800000,600000,1
-
-//==================================================
-// gld_dun03 - Guild Dungeon
-//==================================================
-gld_dun03,0,0,0,0 monster Caterpillar 1300,20,5000,0,0
-gld_dun03,0,0,0,0 monster Creamy Fear 1293,20,5000,0,0
-gld_dun03,0,0,0,0 monster Leib Olmai 1306,20,5000,0,0
-gld_dun03,0,0,0,0 monster Gullinbursti 1311,10,5000,0,0
-gld_dun03,0,0,0,0 monster Maya Purple 1289,3,1200000,600000,0
-gld_dun03,0,0,0,0 boss_monster Maya 1147,1,28800000,600000,1
-
-//==================================================
-// gld_dun04 - Guild Dungeon
-//==================================================
-gld_dun04,0,0,0,0 monster Zombie Master 1298,29,5000,0,0
-gld_dun04,0,0,0,0 monster Wraith Dead 1291,27,5000,0,0
-gld_dun04,0,0,0,0 monster Mini Demon 1292,3,5000,0,0
-gld_dun04,0,0,0,0 monster Dark Illusion 1302,1,1200000,0,0
-gld_dun04,0,0,0,0 monster Ghostring 1120,1,14400000,7200000,1
-gld_dun04,0,0,0,0 boss_monster Dark Lord 1272,1,28800000,600000,1
diff --git a/npc/re/mobs/dungeons/gld_re.txt b/npc/re/mobs/dungeons/gld_re.txt
new file mode 100644
index 000000000..1280755a7
--- /dev/null
+++ b/npc/re/mobs/dungeons/gld_re.txt
@@ -0,0 +1,100 @@
+//===== Hercules Script ======================================
+//= Renewal Guild Monster Spawn Script
+//===== By: ==================================================
+//= Euphy
+//===== Current Version: =====================================
+//= 1.0
+//===== Compatible With: =====================================
+//= Hercules
+//===== Additional Comments: =================================
+//= 1.0 First version, Hall of Abyss update. [Euphy]
+//============================================================
+
+//==================================================
+// Baldur - gld_dun01, gld_dun01_2, gld2_pay
+//==================================================
+gld_dun01,0,0,0,0 monster Gullinbursti 1311,30,5000,0,0
+gld_dun01,0,0,0,0 monster Leib Olmai 1306,55,5000,0,0
+gld_dun01,0,0,0,0 monster Cat O' Nine Tails 1307,3,1200000,0,0
+gld_dun01,0,0,0,0 boss_monster Moonlight Flower 1150,1,28800000,600000,1
+
+gld_dun01_2,0,0,0,0 monster Skeleton General 1290,50,5000,0,0
+gld_dun01_2,0,0,0,0 monster Am Mut 1301,15,5000,0,0
+gld_dun01_2,0,0,0,0 monster Gajomart 1309,20,5000,0,0
+gld_dun01_2,0,0,0,0 boss_monster Eddga 1115,1,28800000,600000,1
+
+gld2_pay,0,0,0,0 monster Skeleton General 1290,60,5000,0,0
+gld2_pay,0,0,0,0 monster Am Mut 1301,25,5000,0,0
+gld2_pay,0,0,0,0 monster Gajomart 1309,30,5000,0,0
+gld2_pay,0,0,0,0 boss_monster General Daehyun 2253,1,28800000,600000,1
+gld2_pay,0,0,0,0 monster Samurai Soheon 2254,1,1800000,600000,1
+
+//==================================================
+// Luina - gld_dun02, gld_dun02_2, gld2_ald
+//==================================================
+gld_dun02,0,0,0,0 monster Giant Hornet 1303,30,5000,0,0
+gld_dun02,0,0,0,0 monster Ancient Worm 1305,25,5000,0,0
+gld_dun02,0,0,0,0 monster Giant Spider 1304,15,5000,0,0
+gld_dun02,0,0,0,0 boss_monster Mistress 1059,1,28800000,600000,1
+
+gld_dun02_2,0,0,0,0 monster Killer Mantis 1294,30,5000,0,0
+gld_dun02_2,0,0,0,0 monster Angra Mantis 2133,40,5000,0,0
+gld_dun02_2,0,0,0,0 monster Maya Purple 1289,3,1200000,600000,0
+gld_dun02_2,0,0,0,0 boss_monster Maya 1147,1,28800000,600000,1
+
+gld2_ald,0,0,0,0 monster Killer Mantis 1294,60,5000,0,0
+gld2_ald,0,0,0,0 monster Angra Mantis 2133,70,5000,0,0
+gld2_ald,0,0,0,0 monster Maya Purple 1289,3,1200000,0,0
+gld2_ald,0,0,0,0 boss_monster Gioia 2251,1,28800000,600000,1
+gld2_ald,0,0,0,0 monster Elvira 2252,1,1800000,600000,1
+
+//==================================================
+// Valkyrie - gld_dun03, gld_dun03_02, gld2_prt
+//==================================================
+gld_dun03,0,0,0,0 monster Caterpillar 1300,35,5000,0,0
+gld_dun03,0,0,0,0 monster Creamy Fear 1293,35,5000,0,0
+gld_dun03,0,0,0,0 boss_monster Baphomet 1039,1,28800000,600000,1
+
+gld_dun03_2,0,0,0,0 monster Dark Axe Kobold 2284,13,5000,0,0
+gld_dun03_2,0,0,0,0 monster Dark Hammer Kobold 2285,23,5000,0,0
+gld_dun03_2,0,0,0,0 monster Dark Mace Kobold 2286,23,5000,0,0
+gld_dun03_2,0,0,0,0 monster Dark Kobold Archer 2287,23,5000,0,0
+gld_dun03_2,0,0,0,0 monster Kobold Leader 1296,1,14400000,7200000,1
+gld_dun03_2,0,0,0,0 boss_monster Atroce 1785,1,28800000,600000,1
+
+gld2_prt,0,0,0,0 monster Dark Axe Kobold 2284,25,5000,0,0
+gld2_prt,0,0,0,0 monster Dark Hammer Kobold 2285,35,5000,0,0
+gld2_prt,0,0,0,0 monster Dark Mace Kobold 2286,35,5000,0,0
+gld2_prt,0,0,0,0 monster Dark Kobold Archer 2287,35,5000,0,0
+gld2_prt,0,0,0,0 boss_monster Angry Student Pyuriel 2249,1,28800000,600000,1
+gld2_prt,0,0,0,0 monster Warrior Laura 2250,1,1800000,600000,1
+
+//==================================================
+// Britoniah - gld_dun04, gld_dun04_02, gld2_gef
+//==================================================
+gld_dun04,0,0,0,0 monster Mini Demon 1292,10,5000,0,0
+gld_dun04,0,0,0,0 monster Zombie Master 1298,55,5000,0,0
+gld_dun04,0,0,0,0 monster Wraith Dead 1291,25,5000,0,0
+gld_dun04,0,0,0,0 monster Ghostring 1120,1,14400000,7200000,1
+gld_dun04,0,0,0,0 boss_monster Doppelganger 1046,1,28800000,600000,1
+
+gld_dun04_2,0,0,0,0 monster Dark Frame 2282,15,5000,0,0
+gld_dun04_2,0,0,0,0 monster Dark Priest 2283,15,5000,0,0
+gld_dun04_2,0,0,0,0 monster Dark Shadow 2281,45,5000,0,0
+gld_dun04_2,0,0,0,0 monster Dark Illusion 1302,1,1200000,0,0
+gld_dun04_2,0,0,0,0 boss_monster Dark Lord 1272,1,28800000,600000,1
+
+gld2_gef,0,0,0,0 monster Dark Frame 2282,20,5000,0,0
+gld2_gef,0,0,0,0 monster Dark Priest 2283,20,5000,0,0
+gld2_gef,0,0,0,0 monster Dark Shadow 2281,80,5000,0,0
+gld2_gef,0,0,0,0 monster Dark Illusion 1302,1,1200000,0,0
+gld2_gef,0,0,0,0 boss_monster Dark Guardian Kades 2255,1,28800000,600000,1
+gld2_gef,0,0,0,0 monster Rudo 2256,1,1800000,600000,1
+
+//==================================================
+// Treasure Chests
+//==================================================
+gld2_pay,0,0,0,0 monster Treasure Chest 2288,5,5000,0,0
+gld2_ald,0,0,0,0 monster Treasure Chest 2288,5,5000,0,0
+gld2_prt,0,0,0,0 monster Treasure Chest 2288,5,5000,0,0
+gld2_gef,0,0,0,0 monster Treasure Chest 2288,5,5000,0,0
diff --git a/npc/re/mobs/fields/bifrost.txt b/npc/re/mobs/fields/bifrost.txt
index b8c28bf49..04667acb0 100644
--- a/npc/re/mobs/fields/bifrost.txt
+++ b/npc/re/mobs/fields/bifrost.txt
@@ -9,27 +9,28 @@
//===== Additional Comments: =================================
//= 1.0 First Release
//= 1.1 Added more accurate 1@mist monsters
+//= 1.2 Renewal spawn update. [Euphy]
//============================================================
//==================================================
// bif_fild01 - Bifrost South
//==================================================
-bif_fild01,0,0,0,0 monster Luciola Vespa 1994,25,0,0,0
-bif_fild01,0,0,0,0 monster Cornus 1992,15,0,0,0
-bif_fild01,0,0,0,0 monster Pom Spider 2132,5,0,0,0
-bif_fild01,0,0,0,0 monster Angra Mantis 2133,5,0,0,0
-bif_fild01,0,0,0,0 monster Little Fatum 2136,30,0,0,0
-bif_fild01,0,0,0,0 monster Miming 2137,50,0,0,0
+bif_fild01,0,0,0,0 monster Luciola Vespa 1994,29,5000,0,0
+bif_fild01,0,0,0,0 monster Cornus 1992,17,5000,0,0
+bif_fild01,0,0,0,0 monster Miming 2137,58,5000,0,0
+bif_fild01,0,0,0,0 monster Little Fatum 2136,34,5000,0,0
+bif_fild01,0,0,0,0 monster Angra Mantis 2133,5,5000,0,0
+bif_fild01,0,0,0,0 monster Pom Spider 2132,5,5000,0,0
//==================================================
// bif_fild02 - Bifrost North
//==================================================
-bif_fild02,0,0,0,0 monster Luciola Vespa 1994,25,0,0,0
-bif_fild02,0,0,0,0 monster Cornus 1992,15,0,0,0
-bif_fild02,0,0,0,0 monster Pom Spider 2132,5,0,0,0
-bif_fild02,0,0,0,0 monster Angra Mantis 2133,5,0,0,0
-bif_fild02,0,0,0,0 monster Little Fatum 2136,50,0,0,0
-bif_fild02,0,0,0,0 monster Miming 2137,30,0,0,0
+bif_fild02,0,0,0,0 monster Luciola Vespa 1994,27,5000,0,0
+bif_fild02,0,0,0,0 monster Cornus 1992,16,5000,0,0
+bif_fild02,0,0,0,0 monster Miming 2137,33,5000,0,0
+bif_fild02,0,0,0,0 monster Little Fatum 2136,55,5000,0,0
+bif_fild02,0,0,0,0 monster Angra Mantis 2133,5,5000,0,0
+bif_fild02,0,0,0,0 monster Pom Spider 2132,5,5000,0,0
//==================================================
// 1@mist - Forest Maze of Mists
diff --git a/npc/re/quests/eden/56-70.txt b/npc/re/quests/eden/56-70.txt
index d4599c557..c503a274b 100644
--- a/npc/re/quests/eden/56-70.txt
+++ b/npc/re/quests/eden/56-70.txt
@@ -3,7 +3,7 @@
//===== By: ==================================================
//= L0ne_W0lf
//===== Current Version: =====================================
-//= 1.4
+//= 2.1
//===== Description: =========================================
//= Repetable Quests for Players between Baselevel 56 - 70.
//===== Additional Comments: =================================
@@ -12,1076 +12,355 @@
//= 1.2 Added checkquest confirmation for -1. [Euphy]
//= 1.3 Fixed Puppet Master's Agony Quest (12217 -> 3259). [Joseph]
//= 1.4 Fixed invalid check (Magic Wand Quest). [Joseph]
+//= 2.0 Optimised [Zopokx]
+//= 2.1 Fixed some errors using Euphy's reference [Zopokx]
//============================================================
moc_para01,42,38,3 script Mission [56 - 70] 857,{
- if (checkquest(12217) > -1) erasequest 12217;
- if (countitem(6219)) {
- mes "Here is the list of various adventures for level 55~70 adventurers.";
- next;
- mes "Lots of missions such as a Monster Hunting, Delivery Goods, Finding People.";
- next;
- switch (select("Mission Numbers 1~5:Mission Numbers 6~10:Mission Numbers 11~15")) {
+ if (countitem(6219) < 1) {
+ mes "To get these missions, I need to Join the Eden Group first. I must find Secretary Lime Evenor and become a member.";
+ close;
+ }
+ mes "Here is the list of various adventures for level 56~70 adventurers.";
+ next;
+ mes "Lots of missions such as a Monster Hunting, Delivery Goods, Finding People.";
+ next;
+ switch (select("Mission Numbers 1~5:Mission Numbers 6~10:Mission Numbers 11~15")) {
case 1:
switch (select("What is this Bandage?:Dangerous Alligators.:That wasn't a mermaid...:My country is calling me!")) {
- case 1:
- if (checkquest(3250) <= 0) {
- mes "This mission is assigned by the Rekenber corporation from Lighthalzen. Below are the details.";
- next;
- mes "Rekenber corporation is about to launch a new project called 'Green Medical Center'. For the first product of the project, we are preparing well-being Bandages.";
- next;
- mes "Regarding the project, we need to research monster's reactions when they are wrapped with Rotten Bandages.";
- next;
- mes "If you are interested, please hunt 30 Mummies and bring 30 Rotten Bandages. You can find them in the Pyramid West of Morroc.";
- next;
- mes "Please confirm it to us after you complete the mission, then we will give you proper rewards.";
- next;
- mes "- Rekenber corporation chief director 'Julie E Delph' -";
- next;
- mes " ";
- next;
- mes "Would you like to accept this mission?";
- next;
- switch (select("Accept the mission.:Do not accept the mission.")) {
- case 1:
- if ((BaseLevel > 54) && (BaseLevel < 71)) {
- setquest 3250;
- mes "I have successfully accepted the mission. I have to come back and confirm my work after I complete the mission.";
- next;
- mes "This mission doesn't have time limits.";
- close;
- }
- mes "These missions are not fit for my level. I should look for other missions.";
- close;
- case 2:
- close;
- }
- }
- if (checkquest(3250,HUNTING) == 1) {
- mes "You have an on-going mission. Would you like to check the details?";
- next;
- switch (select("Check the details.:Cancel.")) {
- case 1:
- mes "This mission is assigned by the Rekenber corporation from Lighthalzen. Below are the details.";
- next;
- mes "Rekenber corporation is about to launch a new project called 'Green Medical Center'. For the first product of the project, we are preparing well-being Bandages.";
- next;
- mes "Regarding the project, we need to research monster's reactions when they are wrapped with Rotten Bandages.";
- next;
- mes "If you are interested, please hunt 30 Mummies and bring 30 Rotten Bandages. You can find them in the Pyramid West of Morroc.";
- next;
- mes "Please confirm it to us after you complete the mission, then we will give you proper rewards.";
- next;
- mes "- Rekenber corporation chief director 'Julie E Delph' -";
- close;
- case 2:
- close;
- }
- }
- if ((checkquest(3250,HUNTING) == 2) && (countitem(930) > 19)) {
- mes "I have done pretty well for the mission. Should I report it now?";
- next;
- switch (select("Report the mission.:Do not report it yet.")) {
- case 1:
- delitem 930,20; //Rotten_Bandage
- getexp 15000,5000;
- erasequest 3250;
- mes "You have completed the mission. Get rewards.";
- close;
- case 2:
- close;
- }
- }
- case 2:
- if (checkquest(3251) <= 0) {
- mes "This mission is assigned by the Comodo cooperative society. Below are the details.";
- next;
- mes "Alligators have gone wild these days, they attack women and drunken people who hang out near the beach.";
- next;
- mes "This is a very shameful situation for us, the most wonderful vacation spot in Rune-Midgard.";
- next;
- mes "So, it would be very helpful if you hunt 30 Alligators to clean out this situation.";
- next;
- mes "Please confirm it to us after you complete the mission, then we will give you proper rewards.";
- next;
- mes " ";
- next;
- mes "Would you like to accept this mission?";
- next;
- switch (select("Accept the mission.:Do not accept the mission.")) {
- case 1:
- if ((BaseLevel > 54) && (BaseLevel < 71)) {
- setquest 3251;
- mes "I have successfully accepted the mission. I have to come back and confirm my work after I complete the mission.";
- next;
- mes "This mission doesn't have time limits.";
- close;
- }
- mes "These missions are not fit for my level. I should look for other missions.";
- close;
- case 2:
- close;
- }
- }
- if (checkquest(3251,HUNTING) == 1) {
- mes "You have an on-going mission. Would you like to check the details?";
- next;
- switch (select("Check the details.:Cancel.")) {
- case 1:
- mes "This mission is assigned by the Comodo cooperative society. Below are the details.";
- next;
- mes "Alligators have gone wild these days, they attack women and drunken people who hang out near the beach.";
- next;
- mes "This is a very shameful situation for us, the most wonderful vacation spot in Rune-Midgard.";
- next;
- mes "So, it would be very helpful if you hunt 30 Alligators to clean out this situation.";
- next;
- mes "Please confirm it to us after you complete the mission, then we will give you proper rewards.";
- close;
- case 2:
- close;
- }
- }
- if (checkquest(3251,HUNTING) == 2) {
- mes "I have done pretty well for the mission. Should I report it now?";
- next;
- switch (select("Report the mission.:Do not report it yet.")) {
- case 1:
- getexp 16000,6000;
- erasequest 3251;
- mes "You have completed the mission. Get rewards.";
- close;
- case 2:
- close;
- }
- }
- case 3:
- if (checkquest(3252) <= 0) {
- mes "This mission is assigned by an unknown client from Izlude.";
- next;
- mes "I have admired the beach of Izlude, ever since I was born.";
- next;
- mes "When I was young, I found a mysterious creature in the Izlude dungeon, I had never seen something like that before...";
- next;
- mes "I instantly thought it was a mermaid. I was so supprised, I have studied about mermaids in whole my life.";
- next;
- mes "But, as I studied harder, I found that the creature was not a mermaid... yes, It wasn't beautiful at all like other mermaids...";
- next;
- mes "I finally tracked down the fact that it was a Merman, not a Mermaid!";
- next;
- mes "Merman... I have wasted my life studying this monster! So please hunt 30 Mermans to make me feel better.";
- next;
- mes "Please confirm it to us after you complete the mission, then we will give you proper rewards.";
- next;
- mes "-- Izlude 'The Lost dream mermaid' --";
- next;
- mes " ";
- next;
- mes "Would you like to accept this mission?";
- next;
- switch (select("Accept the mission.:Do not accept the mission.")) {
- case 1:
- if ((BaseLevel > 54) && (BaseLevel < 71)) {
- setquest 3252;
- mes "I have successfully accepted the mission. I have to come back and confirm my work after I complete the mission.";
- next;
- mes "This mission doesn't have time limits.";
- close;
- }
- mes "These missions are not fit for my level. I should look for other missions.";
- close;
- case 2:
- close;
- }
- }
- if (checkquest(3252,HUNTING) == 1) {
- mes "You have an on-going mission. Would you like to check the details?";
- next;
- switch (select("Check the details.:Cancel.")) {
- case 1:
- mes "This mission is assigned by an unknown client from Izlude.";
- next;
- mes "I have admired the beach of Izlude, ever since I was born.";
- next;
- mes "When I was young, I found a mysterious creature in the Izlude dungeon, I had never seen something like that before.";
- next;
- mes "I instantly thought it was a mermaid. I was so supprised, I have studied about mermaids in whole my life.";
- next;
- mes "But, as I studied harder, I found that the creature was not a mermaid... yes, It wasn't beautiful at all like other mermaids...";
- next;
- mes "I finally tracked down the fact that it was a Merman, not a Mermaid!";
- next;
- mes " Merman... I have wasted my life studying this monster! So please hunt 30 Mermans to make me feel better.";
- next;
- mes "Please confirm it to us after you complete the mission, then we will give you proper rewards.";
- next;
- mes "-- Izlude 'The Lost dream mermaid' --";
- close;
- case 2:
- close;
- }
- }
- if (checkquest(3252,HUNTING) == 2) {
- mes "I have done pretty well for the mission. Should I report it now?";
- next;
- switch (select("Report the mission.:Do not report it yet.")) {
- case 1:
- getexp 17000,8000;
- erasequest 3252;
- mes "You have completed the mission. Get rewards.";
- close;
- case 2:
- close;
- }
- }
- case 4:
- if (checkquest(3254) <= 0) {
- mes "This mission is assigned by the government officer of the Rune-Midgarts Kingdom.";
- next;
- mes "To prevent a flood in Prontera, we decided to build a huge dam to regulate the water supply.";
- next;
- mes "But, we are shorthanded on supplies and we need to collect Fine Sand and Grit.";
- next;
- mes "So, we would like to ask for help. People, please bring us 10 Fine Sand and 30 Grit each so we can build the dam.";
- next;
- mes "You can get those materials from Sand Man, I wish you good luck!";
- next;
- mes "Please confirm it to us after you complete the mission, then we will give you proper rewards.";
- next;
- mes "-- Government officer of the Rune-Midgarts Kingdom, Dufre Kent --";
- next;
- switch (select("Accept the mission.:Do not accept the mission.")) {
- case 1:
- if ((BaseLevel > 54) && (BaseLevel < 71)) {
- setquest 3254;
- mes "I have successfully accepted the mission. I have to come back and confirm my work after I complete the mission.";
- next;
- mes "This mission doesn't have time limits.";
- close;
- }
- mes "These missions are not fit for my level. I should look for other missions.";
- close;
- case 2:
- close;
- }
- }
- if ((checkquest(3254) == 1) && (countitem(7043) < 10) && (countitem(1056) < 30)) {
- mes "You have an on-going mission. Would you like to check the details?";
- next;
- switch (select("Check the details.:Cancel.")) {
- case 1:
- mes "This mission is assigned by the government officer of the Rune-Midgarts Kingdom.";
- next;
- mes "To prevent a flood in Prontera, we decided to build a huge dam to regulate the water supply.";
- next;
- mes "But, we are shorthanded on supplies and we need to collect Fine Sand and Grit.";
- next;
- mes "So, we would like to ask for help. People, please bring us 10 Fine Sand and 30 Grit each so we can build the dam.";
- next;
- mes "You can get those materials from Sand Man, I wish you good luck!";
- next;
- mes "Please confirm it to us after you complete the mission, then we will give you proper rewards.";
- next;
- mes "-- Government officer of the Rune-Midgarts Kingdom, Dufre Kent --";
- close;
- case 2:
- close;
- }
- }
- if ((checkquest(3254) == 1) && (countitem(7043) > 9) && (countitem(1056) > 29)) {
- mes "I have done pretty well for the mission. Should I report it now?";
- next;
- switch (select("Report the mission.:Do not report it yet.")) {
- case 1:
- delitem 7043,10; //Fine_Sand
- delitem 1056,30; //Grit
- getexp 18000,8000;
- erasequest 3254;
- mes "You have completed the mission. Get rewards.";
- close;
- case 2:
- close;
- }
- }
- if (checkquest(3254) == 2) {
- mes "This mission is assigned by the government officer of the Rune-Midgarts Kingdom.";
- next;
- mes "To prevent a flood in Prontera, we decided to build a huge dam to regulate the water supply.";
- next;
- mes "But, we are shorthanded on supplies and we need to collect Fine Sand and Grit.";
- next;
- mes "So, we would like to ask for help. People, please bring us 10 Fine Sand and 30 Grit each so we can build the dam.";
- next;
- mes "You can get those materials from Sand Man, I wish you good luck!";
- next;
- mes "Please confirm it to us after you complete the mission, then we will give you proper rewards.";
- next;
- mes "-- Government officer of the Rune-Midgarts Kingdom, Dufre Kent --";
- next;
- switch (select("Accept the mission.:Do not accept the mission.")) {
- case 1:
- if ((BaseLevel > 54) && (BaseLevel < 71)) {
- setquest 3254;
- mes "I have successfully accepted the mission. I have to come back and confirm my work after I complete the mission.";
- next;
- mes "This mission doesn't have time limits.";
- close;
- }
- mes "These missions are not fit for my level. I should look for other missions.";
- close;
- case 2:
- close;
- }
- }
- close;
+ case 1: callsub L_HuntingQuest,3250,15000,5000,930,30;
+ case 2: callsub L_HuntingQuest,3251,16000,6000;
+ case 3: callsub L_HuntingQuest,3252,17000,8000;
+ case 4: callsub L_Quest,3254,18000,8000,7043,10,1056,30;
}
+ break;
case 2:
switch (select("Hunt Wild Boar:Preparing the Summer:A Woman's Grudge:Special ingredients:Puppet Master's Agony")) {
- case 1:
- if (checkquest(3255) <= 0) {
- mes "This mission is assigned by the Payon town hall.";
- next;
- mes "Wild animals are always annoyances to farmers.";
- next;
- mes "They attack our farm and ruin whole crops!! We can't stand it anymore!";
- next;
- mes "So, we would like to ask for the help from brave adventurers.";
- next;
- mes "Please, hunt 30 Savages to save our crops!";
- next;
- mes "You can easily find those monsters around our town and field.";
- next;
- mes "Please confirm it to us after you complete the mission, then we will give you proper rewards.";
- next;
- mes "-- Payon town hall members --";
- next;
- mes " ";
- next;
- switch (select("Accept the mission.:Do not accept the mission.")) {
- case 1:
- if ((BaseLevel > 54) && (BaseLevel < 71)) {
- setquest 3255;
- mes "I have successfully accepted the mission. I have to come back and confirm my work after I complete the mission.";
- next;
- mes "This mission doesn't have time limits.";
- close;
- }
- mes "These missions are not fit for my level. I should look for other missions.";
- close;
- case 2:
- close;
- }
- }
- if (checkquest(3255,HUNTING) == 1) {
- mes "You have an on-going mission. Would you like to check the details?";
- next;
- switch (select("Check the details.:Cancel.")) {
- case 1:
- mes "This mission is assigned by the Payon town hall.";
- next;
- mes "Wild animals are always an annoyance to farmers.";
- next;
- mes "They attack our farm and ruin whole crops!! We can't stand it anymore!";
- next;
- mes "So, we would like to ask for the help from brave adventurers.";
- next;
- mes "Please, hunt 30 Savages to save our crops!";
- next;
- mes "You can easily find those monsters around our town and field.";
- next;
- mes "Please confirm it to us after you complete the mission, then we will give you proper rewards.";
- next;
- mes "-- Payon town hall members --";
- close;
- case 2:
- close;
- }
- }
- if (checkquest(3255,HUNTING) == 2) {
- mes "I have done pretty well for the mission. Should I report it now?";
- next;
- switch (select("Report the mission.:Do not report it yet.")) {
- case 1:
- getexp 16000,7000;
- erasequest 3255;
- mes "You have completed the mission. Get rewards.";
- close;
- case 2:
- close;
- }
- }
- case 2:
- if (checkquest(3256) <= 0) {
- mes "This mission is assigned by the Morroc blacksmith Aragham.";
- next;
- mes "Hello~~~~, Adventurers! This is Aragham, the hottest blacksmith in Morroc!";
- next;
- mes "Anyway, I have a son named Aragam Junior, the cute one. Haha.";
- next;
- mes "He will be attending summer camp this summer, but he doesn't know how to swim.";
- next;
- mes "I want to teach him, but as you know I am a blacksmith, a far cry from swimming! Hehe.";
- next;
- mes "But, I figured that if I make swim fins, it will be great for his confidence~!";
- next;
- mes "To make it, I need 30 Sticky Webfoots from a Roda Frog. Can you bring them to me?";
- next;
- mes "Please confirm it to us after you complete the mission, then we will give you proper rewards.";
- next;
- mes "PS. Do not compare me with Hollgrehenn or Antonio!!!!";
- next;
- mes "-- The hottest blacksmith, Morroc blacksmith Aragham --";
- next;
- mes " ";
- next;
- switch (select("Accept the mission.:Do not accept the mission.")) {
- case 1:
- if ((BaseLevel > 54) && (BaseLevel < 71)) {
- setquest 3256;
- mes "I have successfully accepted the mission. I have to come back and confirm my work after I complete the mission.";
- next;
- mes "This mission doesn't have time limits.";
- close;
- }
- mes "These missions are not fit for my level. I should look for other missions.";
- close;
- case 2:
- close;
- }
- }
- if ((checkquest(3256) == 1) && (countitem(918) < 30)) {
- mes "You have an on-going mission. Would you like to check the details?";
- next;
- switch (select("Check the details.:Cancel.")) {
- case 1:
- mes "This mission is assigned by the Morroc blacksmith Aragham.";
- next;
- mes "Hello~~~~, Adventurers! This is Aragham, the hottest blacksmith in Morroc!";
- next;
- mes "Anyway, I have a son named Aragam Junior, the cute one. Haha.";
- next;
- mes "He will be attending summer camp this summer, but he doesn't know how to swim.";
- next;
- mes "I want to teach him, but as you know I am a blacksmith, a far cry from swimming! Hehe.";
- next;
- mes "But, I figured that if I make swim fins, it will be great for his confidence~!";
- next;
- mes "To make it, I need 30 Sticky Webfoots from a Roda Frog. Can you bring them to me?";
- next;
- mes "Please confirm it to us after you complete the mission, then we will give you proper rewards.";
- next;
- mes "PS. Do not compare me with Hollgrehenn or Antonio!!!!";
- next;
- mes "-- The hottest blacksmith, Morroc blacksmith Aragham --";
- close;
- case 2:
- close;
- }
- }
- if ((checkquest(3256) == 1) && (countitem(918) > 29)) {
- mes "I have done pretty well for the mission. Should I report it now?";
- next;
- switch (select("Report the mission.:Do not report it yet.")) {
- case 1:
- delitem 918,30; //Sticky_Webfoot
- getexp 15000,5000;
- erasequest 3256;
- mes "You have completed the mission. Get rewards.";
- close;
- case 2:
- close;
- }
- }
- if (checkquest(3256) == 2) {
- mes "This mission is assigned by the Morroc blacksmith Aragham.";
- next;
- mes "Hello~~~~, Adventurers! This is Aragham, the hottest blacksmith in Morroc!";
- next;
- mes "Anyway, I have a son named Aragam Junior, the cute one. Haha.";
- next;
- mes "He will be attending summer camp this summer, but he doesn't know how to swim.";
- next;
- mes "I want to teach him, but as you know I am a blacksmith, a far cry from swimming! Hehe.";
- next;
- mes "But, I figured that if I make swim fins, it will be great for his confidence~!";
- next;
- mes "To make it, I need 30 Sticky Webfoots from a Roda Frog. Can you bring them to me?";
- next;
- mes "Please confirm it to us after you complete the mission, then we will give you proper rewards.";
- next;
- mes "PS. Do not compare me with Hollgrehenn or Antonio!!!!";
- next;
- mes "-- The hottest blacksmith, Morroc blacksmith Aragham --";
- next;
- mes " ";
- next;
- switch (select("Accept the mission.:Do not accept the mission.")) {
- case 1:
- if ((BaseLevel > 54) && (BaseLevel < 71)) {
- setquest 3256;
- mes "I have successfully accepted the mission. I have to come back and confirm my work after I complete the mission.";
- next;
- mes "This mission doesn't have time limits.";
- close;
- }
- mes "These missions are not fit for my level. I should look for other missions.";
- close;
- case 2:
- close;
- }
- }
- close;
- case 3:
- if (checkquest(3257) <= 0) {
- mes "This mission is assigned by an inventor Dorian from Izlude.";
- next;
- mes "Have you heard the story that if women have a grudge on their mind, it will bring natural disasters.";
- next;
- mes "Wow, so guys must watch out for those sensitive women! Make sure they don't have any grudges on you.";
- next;
- mes "Women can bring strange phenomenons with them!";
- next;
- mes "I am so intrigued with that story that I'm trying to prove that it can be true.";
- next;
- mes "So I need to make women upset! Haha, I know what a mean idea, right?";
- next;
- mes "But this is seriously just for studying... So please hunt 30 Sohee's who seems to be revived from victimized souls.";
- next;
- mes "So I can keep observing the case.";
- next;
- mes "Please confirm it to us after you complete the mission, then we will give you proper rewards.";
- next;
- mes "-- Elegance inventor Dorian --";
- next;
- mes " ";
- next;
- switch (select("Accept the mission.:Do not accept the mission.")) {
- case 1:
- if ((BaseLevel > 54) && (BaseLevel < 71)) {
- setquest 3257;
- mes "I have successfully accepted the mission. I have to come back and confirm my work after I complete the mission.";
- next;
- mes "This mission doesn't have time limits.";
- close;
- }
- mes "These missions are not fit for my level. I should look for other missions.";
- close;
- case 2:
- close;
- }
- }
- if (checkquest(3257,HUNTING) == 1) {
- mes "You have an on-going mission. Would you like to check the details?";
- next;
- switch (select("Check the details.:Cancel.")) {
- case 1:
- mes "This mission is assigned by an inventor Dorian from Izlude.";
- next;
- mes "Have you heard the story that if women have a grudge on their mind, it will bring natural disasters.";
- next;
- mes "Wow, so guys must watch out for those sensitive women! Make sure they don't have any grudges on you.";
- next;
- mes "Women can bring strange phenomenons with them!";
- next;
- mes "I am so intrigued with that story that I'm trying to prove that it can be true.";
- next;
- mes "So I need to make women upset! Haha, I know what a mean idea, right?";
- next;
- mes "But this is seriously just for studying... So please hunt 30 Sohee's who seems to be revived from victimized souls.";
- next;
- mes "So I can keep observing the case.";
- next;
- mes "Please confirm it to us after you complete the mission, then we will give you proper rewards.";
- next;
- mes "-- Elegance inventor Dorian --";
- close;
- case 2:
- close;
- }
- }
- if (checkquest(3257,HUNTING) == 2) {
- mes "I have done pretty well for the mission. Should I report it now?";
- next;
- switch (select("Report the mission.:Do not report it yet.")) {
- case 1:
- getexp 17000,8000;
- erasequest 3257;
- mes "You have completed the mission. Get rewards.";
- close;
- case 2:
- close;
- }
- }
- case 4:
- if (checkquest(3258) <= 0) {
- mes "This mission is assigned by Wallah from Payon.";
- next;
- mes "Hello, adventurer. How are you? How is your health?";
- next;
- mes "I am a pharmacist and I am having a hard time getting special ingredients lately.";
- next;
- mes "Because I am a little sensitive girl, how can I possibly get those things by myself.";
- next;
- mes "So, please help me. Just bring 40 Huge Leafs to me, that will be enough to complete my special medicine!";
- next;
- mes "Please bring it as soon as possible, people need my medicine.";
- next;
- mes "Please confirm it to us after you complete the mission, then we will give you proper rewards.";
- next;
- mes "-- Wallah --";
- next;
- mes " ";
- next;
- switch (select("Accept the mission.:Do not accept the mission.")) {
- case 1:
- if ((BaseLevel > 54) && (BaseLevel < 71)) {
- setquest 3258;
- mes "I have successfully accepted the mission. I have to come back and confirm my work after I complete the mission.";
- next;
- mes "This mission doesn't have time limits.";
- close;
- }
- mes "These missions are not fit for my level. I should look for other missions.";
- close;
- case 2:
- close;
- }
- }
- if ((checkquest(3258) == 1) && (countitem(7198) < 40)) {
- mes "You have an on-going mission. Would you like to check the details?";
- next;
- switch (select("Check the details.:Cancel.")) {
- case 1:
- mes "This mission is assigned by Wallah from Payon.";
- next;
- mes "Hello, adventurer. How are you? How is your health?";
- next;
- mes "I am a pharmacist and I am having a hard time getting special ingredients lately.";
- next;
- mes "Because I am a little sensitive girl, how can I possibly get those things by myself.";
- next;
- mes "So, please help me. Just bring 40 Huge Leafs to me, that will be enough to complete my special medicine!";
- next;
- mes "Please bring it as soon as possible, people need my medicine.";
- next;
- mes "Please confirm it to us after you complete the mission, then we will give you proper rewards.";
- next;
- mes "-- Wallah --";
- close;
- case 2:
- close;
- }
- }
- if ((checkquest(3258) == 1) && (countitem(7198) > 39)) {
- mes "I have done pretty well for the mission. Should I report it now?";
- next;
- switch (select("Report the mission.:Do not report it yet.")) {
- case 1:
- delitem 7198,40; //Great_Leaf
- getexp 16000,7000;
- erasequest 3258;
- mes "You have completed the mission. Get rewards.";
- close;
- case 2:
- close;
- }
- }
- if (checkquest(3258) == 2) {
- mes "This mission is assigned by Wallah from Payon.";
- next;
- mes "Hello, adventurer. How are you? How is your health?";
- next;
- mes "I am a pharmacist and I am having a hard time getting special ingredients lately.";
- next;
- mes "Because I am a little sensitive girl, how can I possibly get those things by myself.";
- next;
- mes "So, please help me. Just bring 40 Huge Leafs to me, that will be enough to complete my special medicine!";
- next;
- mes "Please bring it as soon as possible, people need my medicine.";
- next;
- mes "Please confirm it to us after you complete the mission, then we will give you proper rewards.";
- next;
- mes "-- Wallah --";
- next;
- mes " ";
- next;
- switch (select("Accept the mission.:Do not accept the mission.")) {
- case 1:
- if ((BaseLevel > 54) && (BaseLevel < 71)) {
- setquest 3258;
- mes "I have successfully accepted the mission. I have to come back and confirm my work after I complete the mission.";
- next;
- mes "This mission doesn't have time limits.";
- close;
- }
- mes "These missions are not fit for my level. I should look for other missions.";
- close;
- case 2:
- close;
- }
- }
- close;
- case 5:
- if (checkquest(3259) <= 0) {
- mes "This mission is assigned by puppet master Woonute from Geffen.";
- next;
- mes "You know being a puppet master is kind of a hard job to satisfy people.";
- next;
- mes "People can search and see so many different things on their own thesedays.";
- next;
- mes "Their expectations are getting high, I can't satisfy them anymore.";
- next;
- mes "But if I can make new toy concepts, like living toys, it will be ground breaking.";
- next;
- mes "I heard that there are live dolls called Marionettes. Can you hunt 30 Marionettes for me? And also bring 30 Golden Hair, those will be great materials for the new toys.";
- next;
- mes "Please confirm it to us after you complete the mission, then we will give you proper rewards.";
- next;
- mes "-- Puppet Master Woonute --";
- next;
- mes " ";
- next;
- switch (select("Accept the mission.:Do not accept the mission.")) {
- case 1:
- if ((BaseLevel > 54) && (BaseLevel < 71)) {
- setquest 3259;
- mes "I have successfully accepted the mission. I have to come back and confirm my work after I complete the mission.";
- next;
- mes "This mission doesn't have time limits.";
- close;
- }
- mes "These missions are not fit for my level. I should look for other missions.";
- close;
- case 2:
- close;
- }
- }
- if ((checkquest(3259,HUNTING) == 1) && (countitem(1060) < 30)) {
- mes "You have an on-going mission. Would you like to check the details?";
- next;
- switch (select("Check the details.:Cancel.")) {
- case 1:
- mes "This mission is assigned by puppet master Woonute from Geffen.";
- next;
- mes "You know being a puppet master is kind of a hard job to satisfy people.";
- next;
- mes "People can search and see so many different things on their own thesedays.";
- next;
- mes "Their expectations are getting high, I can't satisfy them anymore.";
- next;
- mes "But if I can make new toy concepts, like living toys, it will be ground breaking.";
- next;
- mes "I heard that there are live dolls called Marionettes. Can you hunt 30 Marionettes for me? And also bring 30 Golden Hair, those will be great materials for the new toys.";
- next;
- mes "Please confirm it to us after you complete the mission, then we will give you proper rewards.";
- next;
- mes "-- Puppet Master Woonute --";
- close;
- case 2:
- close;
- }
- }
- if ((checkquest(3259,HUNTING) == 2) && (countitem(1060) > 29)) {
- mes "I have done pretty well for the mission. Should I report it now?";
- next;
- switch (select("Report the mission.:Do not report it yet.")) {
- case 1:
- delitem 1060,30; //Golden_Hair
- getexp 17000,7000;
- erasequest 3259;
- mes "You have completed the mission. Get rewards.";
- close;
- case 2:
- close;
- }
- }
+ case 1: callsub L_HuntingQuest,3255,16000,7000;
+ case 2: callsub L_Quest,3256,15000,5000,918,30;
+ case 3: callsub L_HuntingQuest,3257,17000,8000;
+ case 4: callsub L_Quest,3258,16000,7000,7198,40;
+ case 5: callsub L_HuntingQuest,3259,17000,7000,1060,30;
}
+ break;
case 3:
switch (select("Tiresome Flies:Dangerous Munak:Make the World green:Magic Wand")) {
- case 1:
- if (checkquest(3260) <= 0) {
- mes "This mission is assigned by an exterminator from Prontera.";
- next;
- mes "As the weather gets warmer, insects multiply more and more. It is already out of control.";
- next;
- mes "People in Prontera cannot sleep because of all the bugs in their house.";
- next;
- mes "So, please help us, hunt 30 Hunter Flies. Then the flies can be reduced slowly.";
- next;
- mes "Please confirm it to us after you complete the mission, then we will give you proper rewards.";
- next;
- mes "-- The Prontera exterminator --";
- next;
- switch (select("Accept the mission.:Do not accept the mission.")) {
- case 1:
- if ((BaseLevel > 54) && (BaseLevel < 71)) {
- setquest 3260;
- mes "I have successfully accepted the mission. I have to come back and confirm my work after I complete the mission.";
- next;
- mes "This mission doesn't have time limits.";
- close;
- }
- mes "These missions are not fit for my level. I should look for other missions.";
- close;
- case 2:
- close;
- }
- }
- if (checkquest(3260,HUNTING) == 1) {
- mes "You have an on-going mission. Would you like to check the details?";
- next;
- switch (select("Check the details.:Cancel.")) {
- case 1:
- mes "This mission is assigned by an exterminator from Prontera.";
- next;
- mes "As the weather gets warmer, insects multiply more and more. It is already out of control.";
- next;
- mes "People in Prontera cannot sleep because of all the bugs in their house.";
- next;
- mes "So, please help us, hunt 30 Hunter Flies. Then the flies can be reduced slowly.";
- next;
- mes "Please confirm it to us after you complete the mission, then we will give you proper rewards.";
- next;
- mes "-- The Prontera exterminator --";
- close;
- case 2:
- close;
- }
- }
- if (checkquest(3260,HUNTING) == 2) {
- mes "I have done pretty well for the mission. Should I report it now?";
- next;
- switch (select("Report the mission.:Do not report it yet.")) {
- case 1:
- getexp 16000,6000;
- erasequest 3260;
- mes "You have completed the mission. Get rewards.";
- close;
- case 2:
- close;
- }
- }
- case 2:
- if (checkquest(3261) <= 0) {
- mes "This mission is assigned by Cheese Dongja from Payon.";
- next;
- mes "Have you heard about Munak?";
- next;
- mes "The ugly monster Munak is threatening people in Payon.";
- next;
- mes "So we need brave adventurers like you!";
- next;
- mes "Please hunt 30 Munaks then Payon will be in peace.";
- next;
- mes "Please confirm it to us after you complete the mission, then we will give you proper rewards.";
- next;
- mes "- Payon Cheese Dongja -";
- next;
- mes " ";
- next;
- switch (select("Accept the mission.:Do not accept the mission.")) {
- case 1:
- if ((BaseLevel > 54) && (BaseLevel < 71)) {
- setquest 3261;
- mes "I have successfully accepted the mission. I have to come back and confirm my work after I complete the mission.";
- next;
- mes "This mission doesn't have time limits.";
- close;
- }
- mes "These missions are not fit for my level. I should look for other missions.";
- close;
- case 2:
- close;
- }
- }
- if (checkquest(3261,HUNTING) == 1) {
- mes "You have an on-going mission. Would you like to check the details?";
- next;
- switch (select("Check the details.:Cancel.")) {
- case 1:
- mes "This mission is assigned by Cheese Dongja from Payon.";
- next;
- mes "Have you heard about Munak?";
- next;
- mes "The ugly monster Munak is threatening people in Payon.";
- next;
- mes "So we need brave adventurers like you!";
- next;
- mes "Please hunt 30 Munaks then Payon will be in peace.";
- next;
- mes "Please confirm it to us after you complete the mission, then we will give you proper rewards.";
- next;
- mes "- Payon Cheese Dongja -";
- close;
- case 2:
- close;
- }
- }
- if (checkquest(3261,HUNTING) == 2) {
- mes "I have done pretty well for the mission. Should I report it now?";
- next;
- switch (select("Report the mission.:Do not report it yet.")) {
- case 1:
- getexp 16000,7000;
- erasequest 3261;
- mes "You have completed the mission. Get rewards.";
- close;
- case 2:
- close;
- }
- }
- case 3:
- if (checkquest(3262) <= 0) {
- mes "This mission is assigned by a gem dealer, Ibraham from Morroc.";
- next;
- mes "A small beautiful flower in the barren desert... What an incredible scene it would be!";
- next;
- mes "Planting flowers can make the world green and it will be so pretty everywhere.";
- next;
- mes "I plan to plant strong flowers in the Morroc desert so the soil gets better.";
- next;
- mes "I need 40 Maneater Blossom from Flora, I know Maneater Blossom is an ugly flower, but still it is a plant.";
- next;
- mes "I hope you can hunt Flora and get me 40 Maneater Blossoms. You are making the world green! Be proud!";
- next;
- mes "Please confirm it to us after you complete the mission, then we will give you proper rewards.";
- next;
- mes "-- Morroc Ibraham --";
- next;
- mes " ";
- next;
- switch (select("Accept the mission.:Do not accept the mission.")) {
- case 1:
- if ((BaseLevel > 54) && (BaseLevel < 71)) {
- setquest 3262;
- mes "I have successfully accepted the mission. I have to come back and confirm my work after I complete the mission.";
- next;
- mes "This mission doesn't have time limits.";
- close;
- }
- mes "These missions are not fit for my level. I should look for other missions.";
- close;
- case 2:
- close;
- }
- }
- if ((checkquest(3262) == 1) && (countitem(1032) < 40)) {
- mes "You have an on-going mission. Would you like to check the details?";
- next;
- switch (select("Check the details.:Cancel.")) {
- case 1:
- mes "This mission is assigned by a gem dealer, Ibraham from Morroc.";
- next;
- mes "A small beautiful flower in the barren desert... What an incredible scene it would be!";
- next;
- mes "Planting flowers can make the world green and it will be so pretty everywhere.";
- next;
- mes "I plan to plant strong flowers in the Morroc desert so the soil gets better.";
- next;
- mes "I need 40 Maneater Blossom from Flora, I know Maneater Blossom is an ugly flower, but still it is a plant.";
- next;
- mes "I hope you can hunt Flora and get me 40 Maneater Blossoms. You are making the world green! Be proud!";
- next;
- mes "Please confirm it to us after you complete the mission, then we will give you proper rewards.";
- next;
- mes "-- Morroc Ibraham --";
- close;
- case 2:
- close;
- }
- }
- if ((checkquest(3262) == 1) && (countitem(1032) > 39)) {
- mes "I have done pretty well for the mission. Should I report it now?";
- next;
- switch (select("Report the mission.:Do not report it yet.")) {
- case 1:
- delitem 1032,40; //Blossom_Of_Maneater
- getexp 17000,7000;
- erasequest 3262;
- mes "You have completed the mission. Get rewards.";
- close;
- case 2:
- close;
- }
- }
- case 4:
- if (checkquest(3263) <= 0) {
- mes "This mission is assigned by the Payon blacksmith Antonio.";
- next;
- mes "Magic wand! Have you heard about it? It is an incredible wand!";
- next;
- mes "If you say the magic words and swing the wand, it will make your wishes come true.";
- next;
- mes "So, I decided to make it by myself. Then I will be rich and powerful~! Haha!!";
- next;
- mes "To make the wand, I need some special materials.";
- next;
- mes "Please bring me 30 Dokebi Horns and 30 Bamboo Cut. If you do so, I will lend you my magic wand once. Haha, good deal?";
- next;
- mes "Please confirm it to us after you complete the mission, then we will give you proper rewards.";
- next;
- mes "-- Payon blacksmith Antonio --";
- next;
- mes " ";
- next;
- switch (select("Accept the mission.:Do not accept the mission.")) {
- case 1:
- if ((BaseLevel > 54) && (BaseLevel < 71)) {
- setquest 3263;
- mes "I have successfully accepted the mission. I have to come back and confirm my work after I complete the mission.";
- next;
- mes "This mission doesn't have time limits.";
- close;
- }
- mes "These missions are not fit for my level. I should look for other missions.";
- close;
- case 2:
- close;
- }
- }
- if ((checkquest(3263) == 1) && ((countitem(1021) < 30) || (countitem(7150) < 30))) {
- mes "You have an on-going mission. Would you like to check the details?";
- next;
- switch (select("Check the details.:Cancel.")) {
- case 1:
- mes "This mission is assigned by the Payon blacksmith Antonio.";
- next;
- mes "Magic wand! Have you heard about it? It is an incredible wand!";
- next;
- mes "If you say the magic words and swing the wand, it will make your wishes come true.";
- next;
- mes "So, I decided to make it by myself. Then I will be rich and powerful~! Haha!!";
- next;
- mes "To make the wand, I need some special materials.";
- next;
- mes "Please bring me 30 Dokebi Horns and 30 Bamboo Cut. If you do so, I will lend you my magic wand once. Haha, good deal?";
- next;
- mes "Please confirm it to us after you complete the mission, then we will give you proper rewards.";
- next;
- mes "-- Payon blacksmith Antonio --";
- close;
- case 2:
- close;
- }
- }
- if ((checkquest(3263) == 1) && (countitem(1021) > 29) && (countitem(7150) > 29)) {
- mes "I have done pretty well for the mission. Should I report it now?";
- next;
- switch (select("Report the mission.:Do not report it yet.")) {
- case 1:
- delitem 1021,30; //Dokkaebi_Horn
- delitem 7150,30; //Bamboo_Cut
- getexp 18000,8000;
- erasequest 3263;
- mes "You have completed the mission. Get rewards.";
- close;
- case 2:
- close;
- }
- }
+ case 1: callsub L_HuntingQuest,3260,16000,6000;
+ case 2: callsub L_HuntingQuest,3261,16000,7000;
+ case 3: callsub L_Quest,3262,17000,7000,1032,40;
+ case 4: callsub L_Quest,3263,18000,8000,1021,30,7150,30;
+ }
+ break;
+ }
+ end;
+
+L_Quest:
+ if (checkquest(getarg(0)) <= 0) {
+ callsub L_CheckDetails, getarg(0);
+ mes " ";
+ next;
+ mes "Would you like to accept this mission?";
+ next;
+ if(select("Accept the mission.:Do not accept the mission.") == 1) {
+ if ((BaseLevel < 56) || (BaseLevel > 70)) {
+ mes "These missions are not fit for my level. I should look for other missions.";
+ close;
+ }
+ setquest getarg(0);
+ mes "I have successfully accepted the mission. I have to come back and confirm my work after I complete the mission.";
+ next;
+ mes "This mission doesn't have time limits.";
+ }
+ close;
+ }
+ if (checkquest(getarg(0)) == 1) {
+ if (getargcount() > 5) {
+ if ((countitem(getarg(3)) >= getarg(4)) && (countitem(getarg(5)) >= getarg(6))) { set .@complete, 1; }
+ else { set .@complete, 0; }
+ } else {
+ if (countitem(getarg(3)) >= getarg(4)) { set .@complete, 1; }
+ else { set .@complete, 0; }
+ }
+ if (.@complete) {
+ mes "I have done pretty well for the mission. Should I report it now?";
+ next;
+ if(select("Report the mission.:Do not report it yet.") == 2) { close; }
+ delitem getarg(3),getarg(4);
+ if (getarg(5,0) > 0) { delitem getarg(5),getarg(6); }
+ getexp getarg(1),getarg(2);
+ erasequest getarg(0);
+ mes "You have completed the mission. Get rewards.";
+ } else {
+ mes "You have an on-going mission. Would you like to check the details?";
+ next;
+ if(select("Check the details.:Cancel.") == 1)
+ callsub L_CheckDetails, getarg(0);
+ }
+ }
+ close;
+ end;
+
+L_HuntingQuest:
+ if (checkquest(getarg(0)) <= 0) {
+ callsub L_CheckDetails, getarg(0);
+ next;
+ mes " ";
+ next;
+ mes "Would you like to accept this mission?";
+ next;
+ if(select("Accept the mission.:Do not accept the mission.") == 1) {
+ if ((BaseLevel < 56) || (BaseLevel > 70)) {
+ mes "These missions are not fit for my level. I should look for other missions.";
+ close;
}
+ setquest getarg(0);
+ mes "I have successfully accepted the mission. I have to come back and confirm my work after I complete the mission.";
+ next;
+ mes "This mission doesn't have time limits.";
+ }
+ }
+ else if (checkquest(getarg(0),HUNTING) == 1) {
+ mes "You have an on-going mission. Would you like to check the details?";
+ next;
+ if(select("Check the details.:Cancel.") == 1)
+ callsub L_CheckDetails, getarg(0);
+ }
+ else if (checkquest(getarg(0),HUNTING) == 2) {
+ if (getargcount() > 3) {
+ if (countitem(getarg(3)) >= getarg(4)) { set .@complete, 1; }
+ else { set .@complete, 0; }
+ } else { set .@complete, 1; }
+ if (.@complete) {
+ mes "I have done pretty well for the mission. Should I report it now?";
+ next;
+ if(select("Report the mission.:Do not report it yet.") == 2) { close; }
+ if (getarg(3,0) > 0) { delitem getarg(3),getarg(4); }
+ getexp getarg(1),getarg(2);
+ erasequest getarg(0);
+ mes "You have completed the mission. Get rewards.";
+ } else {
+ mes "I don't have enough "+getitemname(getarg(3))+".";
+ mes "I need to gather "+getarg(4)+" "+getitemname(getarg(3))+" to complete this mission.";
}
}
- mes "To get these missions, I need to Join the Eden Group first. I must find Secretary Lime Evenor and become a member.";
close;
+ end;
+
+L_CheckDetails:
+ switch(getarg(0)){
+ case 3250:
+ mes "This mission is assigned by the Rekenber corporation from Lighthalzen. Below are the details.";
+ next;
+ mes "Rekenber corporation is about to launch a new project called 'Green Medical Center'. For the first product of the project, we are preparing well-being Bandages.";
+ next;
+ mes "Regarding the project, we need to research monster's reactions when they are wrapped with Rotten Bandages.";
+ next;
+ mes "If you are interested, please hunt 30 Mummies and bring 30 Rotten Bandages. You can find them in the Pyramid West of Morroc.";
+ next;
+ mes "Please confirm it to us after you complete the mission, then we will give you proper rewards.";
+ next;
+ mes "- Rekenber corporation chief director 'Julie E Delph' -";
+ break;
+ case 3251:
+ mes "This mission is assigned by the Comodo cooperative society. Below are the details.";
+ next;
+ mes "Alligators have gone wild these days, they attack women and drunken people who hang out near the beach.";
+ next;
+ mes "This is a very shameful situation for us, the most wonderful vacation spot in Rune-Midgard.";
+ next;
+ mes "So, it would be very helpful if you hunt 30 Alligators to clean out this situation.";
+ next;
+ mes "Please confirm it to us after you complete the mission, then we will give you proper rewards.";
+ break;
+ case 3252:
+ mes "This mission is assigned by an unknown client from Izlude.";
+ next;
+ mes "I have admired the beach of Izlude, ever since I was born.";
+ next;
+ mes "When I was young, I found a mysterious creature in the Izlude dungeon, I had never seen something like that before...";
+ next;
+ mes "I instantly thought it was a mermaid. I was so supprised, I have studied about mermaids in whole my life.";
+ next;
+ mes "But, as I studied harder, I found that the creature was not a mermaid... yes, It wasn't beautiful at all like other mermaids...";
+ next;
+ mes "I finally tracked down the fact that it was a Merman, not a Mermaid!";
+ next;
+ mes "Merman... I have wasted my life studying this monster! So please hunt 30 Mermans to make me feel better.";
+ next;
+ mes "Please confirm it to us after you complete the mission, then we will give you proper rewards.";
+ next;
+ mes "-- Izlude 'The Lost dream mermaid' --";
+ break;
+ case 3254:
+ mes "This mission is assigned by the government officer of the Rune-Midgarts Kingdom.";
+ next;
+ mes "To prevent a flood in Prontera, we decided to build a huge dam to regulate the water supply.";
+ next;
+ mes "But, we are shorthanded on supplies and we need to collect Fine Sand and Grit.";
+ next;
+ mes "So, we would like to ask for help. People, please bring us 10 Fine Sand and 30 Grit each so we can build the dam.";
+ next;
+ mes "You can get those materials from Sand Man, I wish you good luck!";
+ next;
+ mes "Please confirm it to us after you complete the mission, then we will give you proper rewards.";
+ next;
+ mes "-- Government officer of the Rune-Midgarts Kingdom, Dufre Kent --";
+ break;
+ case 3255:
+ mes "This mission is assigned by the Payon town hall.";
+ next;
+ mes "Wild animals are always annoyances to farmers.";
+ next;
+ mes "They attack our farm and ruin whole crops!! We can't stand it anymore!";
+ next;
+ mes "So, we would like to ask for the help from brave adventurers.";
+ next;
+ mes "Please, hunt 30 Savages to save our crops!";
+ next;
+ mes "You can easily find those monsters around our town and field.";
+ next;
+ mes "Please confirm it to us after you complete the mission, then we will give you proper rewards.";
+ next;
+ mes "-- Payon town hall members --";
+ break;
+ case 3256:
+ mes "This mission is assigned by the Morroc blacksmith Aragham.";
+ next;
+ mes "Hello~~~~, Adventurers! This is Aragham, the hottest blacksmith in Morroc!";
+ next;
+ mes "Anyway, I have a son named Aragam Junior, the cute one. Haha.";
+ next;
+ mes "He will be attending summer camp this summer, but he doesn't know how to swim.";
+ next;
+ mes "I want to teach him, but as you know I am a blacksmith, a far cry from swimming! Hehe.";
+ next;
+ mes "But, I figured that if I make swim fins, it will be great for his confidence~!";
+ next;
+ mes "To make it, I need 30 Sticky Webfoots from a Roda Frog. Can you bring them to me?";
+ next;
+ mes "Please confirm it to us after you complete the mission, then we will give you proper rewards.";
+ next;
+ mes "PS. Do not compare me with Hollgrehenn or Antonio!!!!";
+ next;
+ mes "-- The hottest blacksmith, Morroc blacksmith Aragham --";
+ break;
+ case 3257:
+ mes "This mission is assigned by an inventor Dorian from Izlude.";
+ next;
+ mes "Have you heard the story that if women have a grudge on their mind, it will bring natural disasters.";
+ next;
+ mes "Wow, so guys must watch out for those sensitive women! Make sure they don't have any grudges on you.";
+ next;
+ mes "Women can bring strange phenomenons with them!";
+ next;
+ mes "I am so intrigued with that story that I'm trying to prove that it can be true.";
+ next;
+ mes "So I need to make women upset! Haha, I know what a mean idea, right?";
+ next;
+ mes "But this is seriously just for studying... So please hunt 30 Sohee's who seems to be revived from victimized souls.";
+ next;
+ mes "So I can keep observing the case.";
+ next;
+ mes "Please confirm it to us after you complete the mission, then we will give you proper rewards.";
+ next;
+ mes "-- Elegance inventor Dorian --";
+ break;
+ case 3258:
+ mes "This mission is assigned by Wallah from Payon.";
+ next;
+ mes "Hello, adventurer. How are you? How is your health?";
+ next;
+ mes "I am a pharmacist and I am having a hard time getting special ingredients lately.";
+ next;
+ mes "Because I am a little sensitive girl, how can I possibly get those things by myself.";
+ next;
+ mes "So, please help me. Just bring 40 Huge Leafs to me, that will be enough to complete my special medicine!";
+ next;
+ mes "Please bring it as soon as possible, people need my medicine.";
+ next;
+ mes "Please confirm it to us after you complete the mission, then we will give you proper rewards.";
+ next;
+ mes "-- Wallah --";
+ break;
+ case 3259:
+ mes "This mission is assigned by puppet master Woonute from Geffen.";
+ next;
+ mes "You know being a puppet master is kind of a hard job to satisfy people.";
+ next;
+ mes "People can search and see so many different things on their own thesedays.";
+ next;
+ mes "Their expectations are getting high, I can't satisfy them anymore.";
+ next;
+ mes "But if I can make new toy concepts, like living toys, it will be ground breaking.";
+ next;
+ mes "I heard that there are live dolls called Marionettes. Can you hunt 30 Marionettes for me? And also bring 30 Golden Hair, those will be great materials for the new toys.";
+ next;
+ mes "Please confirm it to us after you complete the mission, then we will give you proper rewards.";
+ next;
+ mes "-- Puppet Master Woonute --";
+ break;
+ case 3260:
+ mes "This mission is assigned by an exterminator from Prontera.";
+ next;
+ mes "As the weather gets warmer, insects multiply more and more. It is already out of control.";
+ next;
+ mes "People in Prontera cannot sleep because of all the bugs in their house.";
+ next;
+ mes "So, please help us, hunt 30 Hunter Flies. Then the flies can be reduced slowly.";
+ next;
+ mes "Please confirm it to us after you complete the mission, then we will give you proper rewards.";
+ next;
+ mes "-- The Prontera exterminator --";
+ break;
+ case 3261:
+ mes "This mission is assigned by Cheese Dongja from Payon.";
+ next;
+ mes "Have you heard about Munak?";
+ next;
+ mes "The ugly monster Munak is threatening people in Payon.";
+ next;
+ mes "So we need brave adventurers like you!";
+ next;
+ mes "Please hunt 30 Munaks then Payon will be in peace.";
+ next;
+ mes "Please confirm it to us after you complete the mission, then we will give you proper rewards.";
+ next;
+ mes "- Payon Cheese Dongja -";
+ break;
+ case 3262:
+ mes "This mission is assigned by a gem dealer, Ibraham from Morroc.";
+ next;
+ mes "A small beautiful flower in the barren desert... What an incredible scene it would be!";
+ next;
+ mes "Planting flowers can make the world green and it will be so pretty everywhere.";
+ next;
+ mes "I plan to plant strong flowers in the Morroc desert so the soil gets better.";
+ next;
+ mes "I need 40 Maneater Blossom from Flora, I know Maneater Blossom is an ugly flower, but still it is a plant.";
+ next;
+ mes "I hope you can hunt Flora and get me 40 Maneater Blossoms. You are making the world green! Be proud!";
+ next;
+ mes "Please confirm it to us after you complete the mission, then we will give you proper rewards.";
+ next;
+ mes "-- Morroc Ibraham --";
+ break;
+ case 3263:
+ mes "This mission is assigned by the Payon blacksmith Antonio.";
+ next;
+ mes "Magic wand! Have you heard about it? It is an incredible wand!";
+ next;
+ mes "If you say the magic words and swing the wand, it will make your wishes come true.";
+ next;
+ mes "So, I decided to make it by myself. Then I will be rich and powerful~! Haha!!";
+ next;
+ mes "To make the wand, I need some special materials.";
+ next;
+ mes "Please bring me 30 Dokebi Horns and 30 Bamboo Cut. If you do so, I will lend you my magic wand once. Haha, good deal?";
+ next;
+ mes "Please confirm it to us after you complete the mission, then we will give you proper rewards.";
+ next;
+ mes "-- Payon blacksmith Antonio --";
+ break;
+ }
+ return;
}
diff --git a/npc/re/quests/quests_brasilis.txt b/npc/re/quests/quests_brasilis.txt
index 2e1cbe75a..e9256047f 100644
--- a/npc/re/quests/quests_brasilis.txt
+++ b/npc/re/quests/quests_brasilis.txt
@@ -227,9 +227,9 @@ brasilis,192,133,6 script Lucia#brasilis 478,{
if (.@nQState2 > -1) erasequest 9029;
setquest 9029;
percentheal 100,100;
- sc_start SC_LUKFOOD, 1200000, 5; percentheal 5,2;
- sc_start SC_VITFOOD, 1200000, 5; percentheal 10,0;
- sc_start SC_DEXFOOD, 1200000, 5; percentheal 5,5;
+ sc_start SC_FOOD_LUK, 1200000, 5; percentheal 5,2;
+ sc_start SC_FOOD_VIT, 1200000, 5; percentheal 10,0;
+ sc_start SC_FOOD_DEX, 1200000, 5; percentheal 5,5;
getitem 11502,3; //Light_Blue_Pot
close;
}
@@ -971,7 +971,7 @@ OnTouch_:
set brazil_gua,8;
changequest 2197,2198;
close2;
- sc_start SC_SpeedUp1,5000,0;
+ sc_start SC_MOVHASTE_INFINITY,5000,0;
end;
}
else {
@@ -3071,13 +3071,13 @@ bra_dun02,157,74,5 script Iara#nk 478,2,2,{
delitem 11517,1; //Puri_Potion
percentheal 100,100;
sc_start SC_INCFLEE,3600000,20;
- sc_start SC_INCCRI,3600000,10;
- sc_start SC_STRFOOD,1200000,3;
- sc_start SC_DEXFOOD,1200000,3;
- sc_start SC_AGIFOOD,1200000,3;
- sc_start SC_VITFOOD,1200000,3;
- sc_start SC_INTFOOD,1200000,3;
- sc_start SC_LUKFOOD,1200000,3;
+ sc_start SC_CRITICALPERCENT,3600000,10;
+ sc_start SC_FOOD_STR,1200000,3;
+ sc_start SC_FOOD_DEX,1200000,3;
+ sc_start SC_FOOD_AGI,1200000,3;
+ sc_start SC_FOOD_VIT,1200000,3;
+ sc_start SC_FOOD_INT,1200000,3;
+ sc_start SC_FOOD_LUK,1200000,3;
next;
mes "[Iara]";
mes "Ahhh~...";
diff --git a/npc/re/quests/quests_dicastes.txt b/npc/re/quests/quests_dicastes.txt
index 0e114b97c..20320b078 100644
--- a/npc/re/quests/quests_dicastes.txt
+++ b/npc/re/quests/quests_dicastes.txt
@@ -1,9 +1,11 @@
-//===== Hercules Script =======================================
+//===== Hercules Script ======================================
//= El Dicastes Quest NPCs
//===== By: ==================================================
//= Gennosuke Kouga, Muad_Dib
//===== Current Version: =====================================
//= 1.9a
+//===== Compatible With: =====================================
+//= Hercules
//===== Description: =========================================
//= Quest NPCs related to Dewata:
//== Sapha's Visit, Doha's Secrect Order, Frede's Request,
diff --git a/npc/re/quests/quests_mora.txt b/npc/re/quests/quests_mora.txt
new file mode 100644
index 000000000..f1d8e5784
--- /dev/null
+++ b/npc/re/quests/quests_mora.txt
@@ -0,0 +1,5315 @@
+//===== rAthena Script =======================================
+//= Mora Quest NPCs
+//===== By: ==================================================
+//= Euphy
+//===== Current Version: =====================================
+//= 1.0
+//===== Compatible With: =====================================
+//= rAthena SVN
+//===== Description: =========================================
+//= Quest NPCs related to Mora:
+//== Theore's Request, Chesire's New Day,
+//== Helping Lope and Euridi, Mora Daily Quests,
+//== Find the Research Tools, Knights of the Neighborhood
+//===== Additional Comments: =================================
+//= 0.1 NPCs are currently placeholders. [Euphy]
+//= 1.0 Implemented all official quests. [Euphy]
+//============================================================
+
+// Theore's Request :: bs
+//============================================================
+mid_camp,148,222,4 script Theore#ep14_1_bs 982,3,3,{
+ if (BaseLevel < 100) {
+ mes "- A person with a white gown -";
+ mes "- is pulling at his hair. -";
+ close;
+ }
+ if (ep14_1_bs == 0) {
+ mes "[Theore]";
+ mes "Aaaarrrggghh!!!";
+ mes "Darn it!!!!";
+ mes "I'm finished!!!";
+ next;
+ mes "[Theore]";
+ mes "How am I supposed to submit a report that's so bad!!! A 5-year-old could do better!!!";
+ mes "Noooo!!!";
+ set ep14_1_bs,1;
+ close;
+ } else if (ep14_1_bs == 1) {
+ mes "- A person with a white gown -";
+ mes "- is pulling at his hair. -";
+ next;
+ if(select("Try talking to him.:How noisy.") == 2) {
+ mes "[Theore]";
+ mes "Oh, of course, I'm sorry.";
+ mes "I'll keep it down.";
+ close;
+ }
+ mes "["+strcharinfo(0)+"]";
+ mes "Sir... Are you okay?";
+ mes "You will lose all your hair like that.";
+ mes "Calm down.";
+ next;
+ mes "[Theore]";
+ mes "Sob.......";
+ next;
+ mes "[Theore]";
+ mes ".......";
+ next;
+ mes "[Theore]";
+ mes "Odin!!!";
+ mes "Freyja!!!!";
+ mes "Sazarim!!!";
+ mes "Thank you!!";
+ mes "It's not all over!!";
+ next;
+ mes "[Theore]";
+ mes "There's always hope! I, Theore, will persevere and go on!!";
+ next;
+ mes "[Theore]";
+ mes "Dear Adventurer!!!";
+ mes "No, no, dear Warrior!!!!";
+ mes "Are you busy at the moment?";
+ mes "If you spare me a little time, I will see to it that you're rewarded handsomely!";
+ next;
+ switch(select("I'm busy.:Listen to him more.")) {
+ case 1:
+ mes "[Theore]";
+ mes ".......";
+ mes "I see, I suppose it can't be helped.";
+ mes "I'll probably lose all my hair and be on the ad for hair growth solutions. But I won't hold it against you, Warrior.";
+ next;
+ mes "[Theore]";
+ mes "Dear God! My luck ends here. *sob*";
+ mes "Even though the world is turning its back on me, I won't blame anyone!!!";
+ close;
+ case 2:
+ mes "[Theore]";
+ mes "Ahhh!";
+ mes "I feel like I was saved.";
+ mes "So the thing is.......";
+ next;
+ mes "[Theore]";
+ mes "Oh! Oh dear!";
+ mes "How rude of me, I haven't even introduced myself.";
+ mes "My name is Theore, and I work for 'Bazett Teablack's Institute of Culture of the Other World.' ";
+ next;
+ mes "[Theore]";
+ mes "I'm currently working on researching Laphines in the Splendide Basecamp.";
+ mes "Might be because I've been working soooo hard, but these days the Laphines all run away as soon as they see me.";
+ next;
+ mes "[Theore]";
+ mes "The deadline is approaching, and I still haven't figured out the most critical part. ";
+ mes "My professor will be very disappointed .......";
+ next;
+ mes "[Theore]";
+ mes "So won't you give me a hand?!";
+ mes "Your help will be acknowledged fully - I will tell the professor myself!";
+ next;
+ switch(select("Help.:Don't help.")) {
+ case 1:
+ mes "[Theore]";
+ mes "Sob sob Warrior, you're the best!";
+ mes "I will not forget this!!!";
+ mes "I'm going to write about it in my diary!!";
+ mes "And in the report!!!";
+ mes "And in a letter I'm sending home!!";
+ next;
+ mes "[Theore]";
+ mes "I'll tell my buddies at the lab!!!";
+ mes "I'll tell Lugen!!!";
+ mes "I'll write it in the bulletin board!!!";
+ mes "Let's see!!! Where else?";
+ next;
+ mes "- The man seems to be in a manic state. -";
+ mes "- Wait until he calms down -";
+ mes "- and try speaking to him again. -";
+ set ep14_1_bs,2;
+ setquest 11182;
+ close;
+ case 2:
+ mes "[Theore]";
+ mes ".......";
+ mes "You bad person, making me all worked up.";
+ mes "*sob*";
+ close;
+ }
+ }
+ } else if (ep14_1_bs == 2) {
+ if (checkquest(11182,PLAYTIME) < 2) {
+ mes "[Theore]";
+ mes "......";
+ switch(rand(1,4)) {
+ case 1:
+ mes "I must tell my next-door neighbor Pico!!!";
+ mes "And Kachua!!!";
+ break;
+ case 2:
+ mes "Tell the merchant across the street!!!";
+ mes "And also tell the administrator!!!";
+ break;
+ case 3:
+ mes "Tell Mr. Holgren!!!";
+ mes "Write up a report for the King!!!";
+ break;
+ case 4:
+ mes "Tell the people around here!!!";
+ mes "Shout it out loud from the observatory so the whole world hears!!!";
+ break;
+ }
+ next;
+ mes "- He is still manic. -";
+ mes "- Wait until he calms down -";
+ mes "- and try speaking to him again. -";
+ close;
+ }
+ mes "[Theore]";
+ mes "My apologies.";
+ mes "I got a little excited.";
+ mes "I do apologize.";
+ next;
+ mes "[Theore]";
+ mes "I'm usually a calm and rational person, but it feels like I've been everywhere - heaven AND hell - today!";
+ next;
+ mes "[Theore]";
+ mes "To the point: what I would like to ask you is not a hard task.";
+ next;
+ mes "[Theore]";
+ mes "As you probably know, the Laphines are at war with the Saphas.";
+ mes "Until recently, they attacked the Saphas mercilessly.";
+ next;
+ mes "[Theore]";
+ mes "But lately, the frequency of attacks has decreased significantly.";
+ mes "I can't figure out why, they are single-minded creatures and it's not likely that they just took pity on the Saphas' situation.";
+ next;
+ mes "[Theore]";
+ mes "Also, there are rumors of unarmed Laphines flying through the fields.";
+ next;
+ mes "[Theore]";
+ mes "I have seen it once, but he ran away as soon as he spotted me and I didn't get a chance to ask him.";
+ mes "I'm sure that he went back to the village. But as desperately as I want to ask, I was banned from entering the Splendide Basecamp.";
+ next;
+ select("Banned?");
+ mes "[Theore]";
+ mes "Well...";
+ mes "I got so excited after the professor assigned me to this research project.......";
+ mes "that I combed through Splendide night and day, and they finally kicked me out.";
+ mes "Ha ha ha!";
+ next;
+ mes "[Theore]";
+ mes "The Laphines may look cute, but they are combat specialists.......";
+ mes "So here I am, without the courage to sneak in, but with the report half-finished.......";
+ next;
+ mes "[Theore]";
+ mes "Tell me, is there a life more unfortunate than mine?";
+ mes "*chuckle*";
+ next;
+ mes "[Theore]";
+ mes "So Warrior, would you please find the Laphines who are coming to the Splendide field, and find out what they're up to?";
+ next;
+ mes "[Theore]";
+ mes "They may run away if you try to speak to them, so pay close attention when you find one.";
+ next;
+ mes "[Theore]";
+ mes "The Laphines are such a rowdy crew, and it's very unsettling to see how quiet they've been - almost like a period of calm before a giant thunderstorm.";
+ set ep14_1_bs,3;
+ changequest 11182,11183;
+ close;
+ } else if (ep14_1_bs == 3) {
+ mes "[Theore]";
+ mes "So Warrior, would you please find the Laphines who are coming to the Splendide field, and ask them what they're up to?";
+ next;
+ mes "[Theore]";
+ mes "They may run away if you try to speak to them, so pay close attention when you find one.";
+ next;
+ mes "[Theore]";
+ mes "The Laphines are such a rowdy crew, and it's very unsettling to see how quiet they've been - almost like a period of calm before a giant thunderstorm.";
+ close;
+ } else if (ep14_1_bs < 10) {
+ if (ep14_1_bs2 == 0) {
+ mes "- He is in no state for conversations. You should take the pouch to Splendide and look for its owner. -";
+ close;
+ } else if (ep14_1_bs2 < 4) {
+ mes "[Theore]";
+ mes "Hmm...... They were rummaging through the bushes?";
+ mes "Hmm... Hmm...";
+ next;
+ mes "[Theore]";
+ mes "They may have left a clue, can you please look around the area?";
+ mes "If they were looking through the bushes, they may have been looking for something they've lost.";
+ mes "Or they may have left something behind.";
+ close;
+ } else if (ep14_1_bs2 < 7) {
+ if (countitem(6390) == 0) {
+ mes "[Theore]";
+ mes "They may have left a clue, can you please look around the area?";
+ mes "If they were looking through the bushes, they may have been looking for something they've lost.";
+ mes "Or they may have left something behind.";
+ close;
+ }
+ mes "[Theore]";
+ mes "A pouch that a Laphine dropped as it fled?";
+ mes "Hmm... Hmm... A soft leather pouch with a string made by soaking dried vines in oil.... too small for humans or Saphas to use...";
+ next;
+ mes "[Theore]";
+ mes "Could... Could it be??!!";
+ mes "that object?!";
+ mes "that I've only heard about, but never came across!!!";
+ next;
+ mes "[Theore]";
+ mes "In the ancient times, Laphines used to carry fairy dust - such as the flying dust, minimizing dust - in a small pouch like this.";
+ next;
+ mes "[Theore]";
+ mes "They usually enjoy extravagant designs, but this 'fairy dust pouch' is something that they always carry around, and it is made simply without extravagant ornaments, keeping in line with tradition.";
+ next;
+ mes "[Theore]";
+ mes "I'm not sure what it'll be like nowadays, but if this is the 'fairy dust pouch,' the owner should be anxious to find it.";
+ next;
+ mes "[Theore]";
+ mes "We can't give it back for free though. In exchange for some information - that's a fair deal!";
+ next;
+ mes "[Theore]";
+ mes "And perhaps they won't be too upset if we look inside the pouch!";
+ mes "Wooow!!";
+ mes "I always believed when I was little that a fairy would come and sprinkle me with flying dust to make me fly!!!";
+ next;
+ mes "- Before I can stop him, -";
+ mes "- he opened the small pouch. -";
+ next;
+ mes "[Theore]";
+ mes ".......";
+ next;
+ mes "[Theore]";
+ mes "Oh...";
+ mes "Berries......and leaves?";
+ mes ".......";
+ next;
+ mes "[Theore]";
+ mes "......What about the flying dust?";
+ mes "Noooo!";
+ mes "My poor innocent imagination!!!!";
+ next;
+ mes "- He is in no state for conversations. You should take the pouch to Splendide and look for its owner. -";
+ set ep14_1_bs2, ep14_1_bs2+3; //4,5,6 -> 7,8,9
+ changequest 11185,11186;
+ close;
+ } else {
+ mes "- He is in no state for conversations. You should take the pouch to Splendide and look for its owner. -";
+ close;
+ }
+ } else if (ep14_1_bs < 18) {
+ mes "- He appears to be busy. You should finish the task at hand and come back. -";
+ close;
+ } else if (ep14_1_bs == 18) {
+ mes "[Theore]";
+ mes "At last, you're back!!!!";
+ mes "How did the investigation go?!";
+ next;
+ mes "[Theore]";
+ mes "Wow!!!";
+ mes "Incredible!!!!!!";
+ mes "Unbelievable!!!";
+ next;
+ mes "[Theore]";
+ mes "The best!!!!";
+ mes "This is surely enough to write an excellent report on!!";
+ mes "All thanks to you, Warrior!!";
+ next;
+ mes "[Theore]";
+ mes "I'll never, EVER forget what you've done for me!";
+ mes "No!!";
+ mes "My grandchildren's grandchildren will remember!!!!";
+ mes "*Sob*";
+ next;
+ mes "[Theore]";
+ mes "Then I'm off to put the finishing touches on the report!!!!!!!";
+ mes "Oh yeah!!!!";
+ set ep14_1_bs,19;
+ getexp 0,200000;
+ getitem 6380,5; //Mora_Coin
+ close;
+ } else if (ep14_1_bs > 18) {
+ mes "[Theore]";
+ mes "I'll write the report with lightning speed!!!!!!!";
+ mes "Oh yeah!!!!";
+ close;
+ }
+ end;
+OnTouch:
+ if (BaseLevel > 99) {
+ if (ep14_1_bs == 0) {
+ mes "[Theore]";
+ mes "Aaaarrrggghh!!!";
+ mes "Darn it!!!!";
+ mes "I'm finished!!!";
+ next;
+ mes "[Theore]";
+ mes "How am I supposed to submit a report that's so bad!!! A 5-year-old could do better!!!";
+ mes "Noooo!!!";
+ set ep14_1_bs,1;
+ close;
+ }
+ }
+ end;
+}
+
+- script #mora_bush -1,{
+ if (ep14_1_bs != 3 || rand(5)) {
+ mes "- It's just an ordinary bush. -";
+ close;
+ }
+ set .@i, atoi(charat(strnpcinfo(2),9));
+ set .@rand, rand(1,3);
+ mes "[Unarmed Laphine]";
+ mes "Aaaarrrrrggggghhhhh!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!";
+ donpcevent "Fairy#cmd"+.@i+.@rand+"::OnEnable";
+ set ep14_1_bs, .@i+3;
+ set ep14_1_bs2, .@rand;
+ changequest 11183,11184;
+ next;
+ mes "- You try to talk to the Laphine, -";
+ mes "- who is looking around the bushes, -";
+ mes "- but it flew away -";
+ mes "- while yelling fearfully. -";
+ next;
+ mes "- What was the fairy doing? -";
+ mes "- You decide to look around. -";
+ donpcevent "Bush"+.@i+"Timer::OnEnable";
+ close;
+OnEnable:
+ enablenpc strnpcinfo(0);
+ donpcevent "Bush"+charat(strnpcinfo(2),9)+"Timer::OnDisable";
+ end;
+OnDisable:
+ disablenpc strnpcinfo(0);
+ end;
+}
+
+- script #mora_pouch -1,{
+ end;
+OnTouch:
+ set .@i, atoi(charat(strnpcinfo(2),9));
+ if (ep14_1_bs == .@i+3) {
+ if (countitem(6390) == 0) {
+ if (checkweight(1201,1) == 0) {
+ mes " - Hang on there !! -";
+ mes " - You are carrying too many kinds of items - ";
+ mes " - to receive any more items. - ";
+ mes " - Please lighten your load - ";
+ mes " - and try again. - ";
+ close;
+ }
+ if (MaxWeight - Weight < 1000) {
+ mes " - Hang on there !! -";
+ mes " - You are carrying too much weight - ";
+ mes " - Please lighten your load - ";
+ mes " - and try again. - ";
+ close;
+ }
+ mes "- Jumble Fumble -";
+ mes "- Rustle Bustle -";
+ next;
+ if (rand(1,5) == 4) {
+ mes "- You've found a Small pouch. -";
+ if (ep14_1_bs2 > 0 && ep14_1_bs2 < 4)
+ set ep14_1_bs2, ep14_1_bs2+3;
+ changequest 11184,11185;
+ getitem 6390,1; //Small_Pocket
+ close;
+ } else {
+ mes "- You didn't find anything. -";
+ close;
+ }
+ }
+ }
+ end;
+}
+
+- script #mora_fairy -1,{
+ end;
+OnInit:
+ disablenpc strnpcinfo(0);
+ end;
+OnEnable:
+ enablenpc strnpcinfo(0);
+ initnpctimer;
+ end;
+OnDisable:
+ disablenpc strnpcinfo(0);
+ stopnpctimer;
+ end;
+OnTimer5000:
+ donpcevent strnpcinfo(0)+"::OnDisable";
+ stopnpctimer;
+ end;
+}
+
+spl_fild02,79,104,0 duplicate(#mora_bush) Bush#ep14_1_bs1 111
+spl_fild02,79,104,0 duplicate(#mora_pouch) #ep14_1_bs1 139,2,2
+spl_fild02,79,104,6 duplicate(#mora_fairy) Fairy#cmd11 440
+spl_fild02,79,104,6 duplicate(#mora_fairy) Fairy#cmd12 445
+spl_fild02,79,104,6 duplicate(#mora_fairy) Fairy#cmd13 439
+
+spl_fild02,103,344,0 duplicate(#mora_bush) Bush#ep14_1_bs2 111
+spl_fild02,103,344,0 duplicate(#mora_pouch) #ep14_1_bs2 139,2,2
+spl_fild02,103,344,6 duplicate(#mora_fairy) Fairy#cmd21 440
+spl_fild02,103,344,6 duplicate(#mora_fairy) Fairy#cmd22 445
+spl_fild02,103,344,6 duplicate(#mora_fairy) Fairy#cmd23 439
+
+spl_fild02,261,323,0 duplicate(#mora_bush) Bush#ep14_1_bs3 111
+spl_fild02,261,323,0 duplicate(#mora_pouch) #ep14_1_bs3 139,2,2
+spl_fild02,261,323,6 duplicate(#mora_fairy) Fairy#cmd31 440
+spl_fild02,261,323,6 duplicate(#mora_fairy) Fairy#cmd32 445
+spl_fild02,261,323,6 duplicate(#mora_fairy) Fairy#cmd33 439
+
+spl_fild02,137,305,0 duplicate(#mora_bush) Bush#ep14_1_bs4 111
+spl_fild02,137,305,0 duplicate(#mora_pouch) #ep14_1_bs4 139,2,2
+spl_fild02,137,305,6 duplicate(#mora_fairy) Fairy#cmd41 440
+spl_fild02,137,305,6 duplicate(#mora_fairy) Fairy#cmd42 445
+spl_fild02,137,305,6 duplicate(#mora_fairy) Fairy#cmd43 439
+
+spl_fild02,23,196,0 duplicate(#mora_bush) Bush#ep14_1_bs5 111
+spl_fild02,23,196,0 duplicate(#mora_pouch) #ep14_1_bs5 139,2,2
+spl_fild02,23,196,6 duplicate(#mora_fairy) Fairy#cmd51 440
+spl_fild02,23,196,6 duplicate(#mora_fairy) Fairy#cmd52 445
+spl_fild02,23,196,6 duplicate(#mora_fairy) Fairy#cmd53 439
+
+spl_fild02,186,260,0 duplicate(#mora_bush) Bush#ep14_1_bs6 111
+spl_fild02,186,260,0 duplicate(#mora_pouch) #ep14_1_bs6 139,2,2
+spl_fild02,186,260,6 duplicate(#mora_fairy) Fairy#cmd61 440
+spl_fild02,186,260,6 duplicate(#mora_fairy) Fairy#cmd62 445
+spl_fild02,186,260,6 duplicate(#mora_fairy) Fairy#cmd63 439
+
+- script #mora_bush_timer -1,{
+ end;
+OnInit:
+ disablenpc strnpcinfo(0);
+ end;
+OnEnable:
+ enablenpc strnpcinfo(0);
+ initnpctimer;
+ end;
+OnDisable:
+ stopnpctimer;
+ disablenpc strnpcinfo(0);
+ end;
+OnTimer1000:
+ donpcevent "Bush#ep14_1_bs"+charat(strnpcinfo(0),4)+"::OnDisable";
+ end;
+OnTimer600000:
+ donpcevent "Bush#ep14_1_bs"+charat(strnpcinfo(0),4)+"::OnEnable";
+ donpcevent strnpcinfo(0)+"::OnDisable";
+ end;
+}
+spl_fild02,180,1,0 duplicate(#mora_bush_timer) Bush1Timer 440
+spl_fild02,181,1,0 duplicate(#mora_bush_timer) Bush2Timer 440
+spl_fild02,182,1,0 duplicate(#mora_bush_timer) Bush3Timer 440
+spl_fild02,183,1,0 duplicate(#mora_bush_timer) Bush4Timer 440
+spl_fild02,184,1,0 duplicate(#mora_bush_timer) Bush5Timer 440
+spl_fild02,186,1,0 duplicate(#mora_bush_timer) Bush6Timer 440
+
+/*
+spl_fild02,187,1,0 script Field Bush Switch 440,{
+ donpcevent "Bush#ep14_1_bs1::OnEnable";
+ end;
+}
+*/
+
+splendide,183,117,4 script Tired-looking Fairy 438,{
+ if (!isequipped(2782)) {
+ mes "[Tired-looking Fairy]";
+ mes "VeOsaRiveh No ModAsh";
+ next;
+ mes "- You can't understand the fairy's words. -";
+ mes "- You need something to help you interpret them. -";
+ close;
+ }
+ if (ep14_1_bs < 4) {
+ mes "[Tired-looking Fairy]";
+ mes "I'm tired, don't talk to me.";
+ close;
+ } else if (ep14_1_bs < 10) {
+ if (checkquest(11187) == -1) {
+ mes "[Tired-looking Fairy]";
+ mes "I'm tired, don't talk to me.";
+ next;
+ select("Show the pouch.");
+ mes "[Tired-looking Fairy]";
+ mes "Huh?!";
+ mes "Where did you get this from?!";
+ next;
+ select("I found it in the bushes.");
+ mes "[Tired-looking Fairy]";
+ mes "It may not look like much, but it is an important object for us. I suppose I should say thanks.";
+ next;
+ mes "[Tired-looking Fairy]";
+ mes "But it won't be easy to find its owner with just the pouch...";
+ changequest 11186,11187;
+ next;
+ if(select("I think I saw a fairy that might be the owner.:I'll think about it.") == 2) {
+ mes "[Tired-looking Fairy]";
+ mes "Then tell me if you remember anything.";
+ close;
+ }
+ } else if (checkquest(11187) == 2) {
+ mes "[Tired-looking Fairy]";
+ mes "I hope you can find the owner.";
+ close;
+ }
+ mes "[Tired-looking Fairy]";
+ mes "Do you remember how the fairy looked?";
+ next;
+
+ setarray .@Hair$[0],"blonde","grassy-green","woody-brown","sea-blue";
+ setarray .@Skin$[0],"dark","light";
+ setarray .@Clothing$[0],"snow-white","grape","sky-blue","grassy-green";
+ setarray .@Wings$[0],"round","two pairs of","characteristic";
+
+ setarray .@i[1],
+ select("Blonde hair:Grassy-green hair:Woody-brown hair:Sea-blue hair"),
+ select("Dark-skinned:Light-skinned"),
+ select("Snow-white clothing:Grape clothing:Sky-blue clothing:Grassy-green clothing"),
+ select("Round wings:Two pairs of wings:Characteristic Wings");
+
+ set .@i[0], (1 << .@i[1]) | (1 << (.@i[2]+4)) | (1 << (.@i[3]+6)) | (1 << (.@i[4]+10));
+
+ mes "[Tired-looking Fairy]";
+ mes "A "+.@Skin$[.@i[2]-1]+"-skinned fairy with "+.@Hair$[.@i[1]-1]+" hair and "+.@Wings$[.@i[4]-1]+" wings, dressed in "+.@Clothing$[.@i[3]-1]+" clothing.......";
+ switch(.@i[0]) {
+ case 4418: // Kusmi: blonde hair, light skin, grape clothing, two pairs of wings
+ mes "Hmm...... That must be Kusmi.";
+ next;
+ mes "[Tired-looking Fairy]";
+ mes "Kusmi must be roaming the area southeast of the village.";
+ mes "Go see if she has lost her pouch.";
+ if (ep14_1_bs2 == 7)
+ set ep14_1_bs2,10;
+ close;
+ case 2212: // Theodore: grassy-green hair, dark skin, snow-white clothing, round wings
+ mes "Hmm......That must be Theodore.";
+ next;
+ mes "[Tired-looking Fairy]";
+ mes "Theodore must be roaming the area northeast of the village.";
+ mes "Go see if he has lost his pouch.";
+ if (ep14_1_bs2 == 8)
+ set ep14_1_bs2,11;
+ close;
+ case 9264: // Pauchon: sea-blue hair, dark skin, grassy-green clothing, characteristic wings
+ mes "Hmm......That must be Pauchon.";
+ next;
+ mes "[Tired-looking Fairy]";
+ mes "Pauchon must be roaming the area north of the village.";
+ mes "Go see if she has lost her pouch.";
+ if (ep14_1_bs2 == 9)
+ set ep14_1_bs2,12;
+ close;
+ default:
+ next;
+ mes "[Tired-looking Fairy]";
+ mes "Hmm...";
+ mes "I don't remember seeing such a fairy.";
+ mes "Are you sure you're not mistaken?";
+ mes "Try to remember it again.";
+ close;
+ }
+ }
+ mes "[Tired-looking Fairy]";
+ mes "What's up?";
+ mes "Did you find the owner of the pouch?";
+ close;
+}
+
+splendide,119,138,4 script Kusmi#ep14_1_bs 440,{
+ if (!isequipped(2782)) {
+ mes "[Kusmi]";
+ mes "DimFusTal Mu Lars";
+ mes "ModAnduLo";
+ mes "Mod";
+ mes "DorDuMe U NohLarsFulo Mu Fus";
+ next;
+ mes "- You can't understand the fairy's words. -";
+ mes "- You need something to help you interpret them. -";
+ close;
+ }
+ if (ep14_1_bs > 3 && ep14_1_bs < 10) {
+ mes "[Kusmi]";
+ mes "And who mayy you be?";
+ next;
+ select("Show the pouch.");
+ if (countitem(6390) == 0) {
+ mes "[Kusmi]";
+ mes "What is it that you want to show mee?";
+ close;
+ }
+ if (ep14_1_bs2 == 10) {
+ mes "[Kusmi]";
+ mes "Ahh!!";
+ mes "My pouch!!!!!";
+ mes "Thank you sirr!!!!!";
+ mes "I've been looking for it all overr!";
+ next;
+ select("Ask about the rumor.");
+ mes "[Kusmi]";
+ mes "That's a difficult questionn!";
+ mes "But you've returned my pouch, so I'll have to answerr......";
+ next;
+ mes "[Kusmi]";
+ mes "Promise me you won't tell anyonee!";
+ mes "If you can promise, please talk to me againn.";
+ delitem 6390,1; //Small_Pocket
+ set ep14_1_bs,10;
+ changequest 11187,11188;
+ close;
+ } else {
+ mes "[Kusmi]";
+ mes "Hmm I don't know who, but must be a slobb to be dropping his pouch like soo.";
+ mes "Huh? Mine??";
+ mes "No, mine is right here safelyy?";
+ next;
+ mes "[Kusmi]";
+ mes "It's a precious object so I hope you'll find the owner itt.";
+ close;
+ }
+ }
+ if (ep14_1_bs2 == 10) {
+ if (ep14_1_bs == 10) {
+ mes "[Kusmi]";
+ mes "You can't say this to anybody okayy~?";
+ mes "Recently,";
+ mes "the supplies from our the mainland have been cutt!";
+ mes "Or rather, the supply route is being blocked and we can't get our suppliess?";
+ next;
+ mes "[Kusmi]";
+ mes "We need to find enough food before we run out of stored goods, that's why we've been rummaging the bushess.";
+ next;
+ mes "[Kusmi]";
+ mes "But this cursed frozen land has no good foods.";
+ mes "We're barely keeping it green using magic, but it takes too much power to make fruit.";
+ next;
+ mes "[Kusmi]";
+ mes "The energy spent in making food is probably twice as much as the energy gained from eatingg.";
+ mes "Those higher up don't want to admit it, but it's going to become a serious problem soonn.";
+ next;
+ mes "[Kusmi]";
+ mes "We can't leave the battleground because we're in war, so we can't go checkk.";
+ mes "I am curiousss.......";
+ next;
+ mes "[Kusmi]";
+ mes "Not just me, but many Laphines are worriedd.";
+ mes "Well that's the situation, so if you meet a Laphine in the bushes please don't talk to himm.";
+ mes "It's embarrassingg!!!";
+ next;
+ mes "[Kusmi]";
+ mes "Oh, and you must never ever tell anyone about what happened todayy!";
+ mes "Unless that person wanted to help uss... spreading the word won't do Splendide any goood.";
+ set ep14_1_bs,11;
+ completequest 11188;
+ setquest 11189;
+ close;
+ } else if (ep14_1_bs == 11) {
+ mes "[Kusmi]";
+ mes "Eh?";
+ mes "You stilll want to talk?";
+ next;
+ select("Supply route from the mainland?");
+ mes "[Kusmi]";
+ mes "Well if you hear that you'll have to helpp!";
+ mes "Still want to knoww?!";
+ next;
+ switch(select("Yes.:No.")) {
+ case 1:
+ mes "[Kusmi]";
+ mes "It's not a special road or anythingg.";
+ mes "Just an old roadd.";
+ mes "Some say it connects different continents. It also connects the Splendide Basecamp and Alfheim through the backk.";
+ next;
+ mes "[Kusmi]";
+ mes "If you're headed that way, please go see that all's okayy.";
+ set ep14_1_bs,12;
+ changequest 11189,11190;
+ close;
+ case 2:
+ mes "[Kusmi]";
+ mes "Thank you for finding my pouchh.";
+ mes "I would give you some fairy dust, but there is none leftt.";
+ close;
+ }
+ } else if (ep14_1_bs == 12) {
+ mes "[Kusmi]";
+ mes "It's not a special road or anythingg.";
+ mes "Just an old roadd.";
+ mes "Some say it connects different continents. It also connects the Splendide Basecamp and Alfheim through the backk.";
+ next;
+ mes "[Kusmi]";
+ mes "If you're headed that way, please go see that all's okayy.";
+ close;
+ } else if (ep14_1_bs == 13) {
+ mes "[Kusmi]";
+ mes "A crevicee?";
+ mes "That's why we couldn't contact the mainland.";
+ mes "Urggg.......";
+ mes "It would be good to know what's going on up theree.";
+ next;
+ mes "[Kusmi]";
+ mes "If you happen to go through Bifrost, please figure out what's going onn.";
+ mes "In the middle of Bifrost is a small village called 'Mora.' All the supplies from the mainland come through that villagee.";
+ next;
+ mes "[Kusmi]";
+ mes "If you go to the warehouse in Mora Village, the manager will tell you moree.";
+ mes "Also, on the way back, will you check to see that my friend Rondo is in Mora Villagee?";
+ next;
+ mes "[Kusmi]";
+ mes "He always used to visit Splendide around this time, but the situation is no good now. I'll have to tell him to come another time.";
+ set ep14_1_bs,14;
+ changequest 11191,11192;
+ close;
+ } else if (ep14_1_bs == 14) {
+ mes "[Kusmi]";
+ mes "If you happen to go through Bifrost, please figure out what's going onn.";
+ mes "In the middle of Bifrost is a small village called 'Mora.' All the supplies from the mainland come through that villagee.";
+ next;
+ mes "[Kusmi]";
+ mes "If you go to the warehouse in Mora Village, the manager will tell you moree.";
+ if (checkquest(11193) > -1 && checkquest(11193) < 2)
+ close;
+ mes "Also, on the way back, will you check to see that my friend Rondo is in Mora Villagee?";
+ next;
+ mes "[Kusmi]";
+ mes "He always used to visit Splendide around this time, but the situation is no good now. I'll have to tell him to come another time.";
+ close;
+ } else if (ep14_1_bs > 14) {
+ if (checkquest(11193) == -1) {
+ mes "[Kusmi]";
+ mes "Will you check to see that my friend Rondo is in Mora Villagee?";
+ next;
+ mes "[Kusmi]";
+ mes "He always used to visit Splendide around this time, but the situation is no good now. I'll have to tell him to come another time.";
+ close;
+ }
+ mes "[Kusmi]";
+ mes "Heee!";
+ mes "You really went through the fog of the Maze of the Hazy Forest?";
+ mes "Wow!!!";
+ mes "That's very impressivee.";
+ next;
+ mes "[Kusmi]";
+ mes "Thank you soooo much.";
+ mes "I hope we'll be able to go through Bifrost againn.";
+ mes "I want to meet Rondo and talk to him againn.";
+ if (ep14_1_bs == 17) {
+ next;
+ mes "[Kusmi]";
+ mes "Oh, And Daphrer is in northwest Splendide.";
+ }
+ if (checkquest(11193) < 2) {
+ completequest 11192;
+ completequest 11193;
+ }
+ close;
+ }
+ }
+ mes "[Kusmi]";
+ mes "This place is always coldd.";
+ mes "So different from my heavenly hometownn.";
+ close;
+}
+
+splendide,304,295,4 script Theodore#ep14_1_bs 445,{
+ if (!isequipped(2782)) {
+ mes "[Theodore]";
+ mes "DimFusTal Mu Lars";
+ mes "ModAnduLo";
+ mes "Mod";
+ mes "DorDuMe U NohLarsFulo Mu Fus";
+ next;
+ mes "- You can't understand the fairy's words. -";
+ mes "- You need something to help you interpret them. -";
+ close;
+ }
+ if (ep14_1_bs > 3 && ep14_1_bs < 10) {
+ mes "[Theodore]";
+ mes "Who are you!";
+ next;
+ select("Show the pouch.");
+ if (countitem(6390) == 0) {
+ mes "[Theodore]";
+ mes "Hmm? What do you mean?";
+ close;
+ }
+ if (ep14_1_bs2 == 11) {
+ mes "[Theodore]";
+ mes "Ahh!!";
+ mes "My pouch!!!!!";
+ mes "I've been looking for it all over the place.";
+ mes "Thanks!";
+ next;
+ select("Ask about the rumor.");
+ mes "[Theodore]";
+ mes "Hrm!!";
+ mes "What a penetrating question!";
+ next;
+ mes "[Theodore]";
+ mes "If you really want to hear the answer, talk to me again.";
+ mes "I need time to think.";
+ delitem 6390,1; //Small_Pocket
+ set ep14_1_bs,10;
+ changequest 11187,11194;
+ close;
+ } else {
+ mes "[Theodore]";
+ mes "What is that dirty pouch!";
+ mes "It is definitely not mine.";
+ next;
+ mes "[Theodore]";
+ mes "But I hope you find its rightful owner.";
+ close;
+ }
+ }
+ if (ep14_1_bs2 == 11) {
+ if (ep14_1_bs == 10) {
+ mes "[Theodore]";
+ mes "You are not to tell anyone what I'm about to tell you.";
+ next;
+ mes "[Theodore]";
+ mes "Recently, there's a big problem in Splendide.";
+ mes "There is no communication with the mainland.";
+ mes "Not just communication, but supplies have been cut off also. People act indifferent but actually there is deep panic.";
+ next;
+ mes "[Theodore]";
+ mes "This frozen land is no use for collecting food, but to farm it would be too much work.";
+ next;
+ mes "[Theodore]";
+ mes "In fact, just maintaining the green is costing an incredible amount of magic power.";
+ mes "No word has come from higher up, but from the rumors it's not an easily fixable problem.";
+ next;
+ mes "[Theodore]";
+ mes "And because there is no easy fix, everybody is worried sick.";
+ mes "By military law, our soldiers cannot leave the battlefield during war, so it's impossible to get more information.";
+ next;
+ mes "[Theodore]";
+ mes "Therefore, if you happen to run into a Laphine, please don't mention any of this.";
+ mes "Everybody is trying as hard as they can, but we are still a proud race.";
+ next;
+ mes "[Theodore]";
+ mes "And as I said before, what I told you is a secret and you must not tell anyone.";
+ mes "We do need help, but we are cornered and we don't want others to know.";
+ set ep14_1_bs,11;
+ completequest 11194;
+ setquest 11195;
+ close;
+ } else if (ep14_1_bs == 11) {
+ mes "[Theodore]";
+ mes "You have further business with me?";
+ next;
+ select("Supply route from the mainland?");
+ mes "[Theodore]";
+ mes "Hmm... if you hear that, you might just have to help us out?";
+ mes "Do you still want to know?";
+ next;
+ switch(select("Yes.:No.")) {
+ case 1:
+ mes "[Theodore]";
+ mes "The supply route comes through Bifrost, and you can get to it from the back of the Splendide Basecamp.";
+ mes "That is why we set up the basecamp here.";
+ mes "The origin of the route is unclear, but it has been known for a long time to be a bridge that connects continents.";
+ next;
+ mes "[Theodore]";
+ mes "If you happen to venture there, please ask a guard what things are like there.";
+ set ep14_1_bs,12;
+ changequest 11195,11196;
+ close;
+ case 2:
+ mes "[Theodore]";
+ mes "Thank you for getting the pouch back to me.";
+ mes "Fairy dust? I don't carry around such a thing.";
+ close;
+ }
+ } else if (ep14_1_bs == 12) {
+ mes "[Theodore]";
+ mes "The supply route comes through Bifrost, and you can get to it from the back of the Splendide Basecamp.";
+ mes "That is why we set up the basecamp here.";
+ mes "The origin of the route is unclear, but it has been known for a long time to be a bridge that connects continents.";
+ next;
+ mes "[Theodore]";
+ mes "If you happen to venture there, please ask a guard what things are like there.";
+ close;
+ } else if (ep14_1_bs == 13) {
+ mes "[Theodore]";
+ mes "A crevice?";
+ mes "So that was why we couldn't reach the mainland.";
+ mes "It would be good to know what's going on up there.";
+ next;
+ mes "[Theodore]";
+ mes "Hmm...";
+ mes "I can't leave here, but you would be able to, no?";
+ mes "The supplies from the mainland come through 'Mora' Village, which is located in the middle of Bifrost.";
+ next;
+ mes "[Theodore]";
+ mes "If you speak to the Warehouse Manager of Mora Village, you'd be able to get more information.";
+ mes "If you're willing, will you go to Bifrost's 'Mora' Village and meet the Warehouse Manager?";
+ next;
+ mes "[Theodore]";
+ mes "And if it's not too much trouble, you could drop by my friend Lilitia's also...";
+ set ep14_1_bs,14;
+ changequest 11197,11198;
+ close;
+ } else if (ep14_1_bs == 14) {
+ mes "[Theodore]";
+ mes "If you speak to the Warehouse Manager of Mora Village, you'd be able to get more information.";
+ mes "If you're willing, will you go to Bifrost's 'Mora' Village and meet the Warehouse Manager?";
+ if (checkquest(11199) > -1 && checkquest(11199) < 2)
+ close;
+ next;
+ mes "[Theodore]";
+ mes "And if it's not too much trouble, you could drop by my friend Lilitia's also...";
+ close;
+ } else if (ep14_1_bs > 14) {
+ if (checkquest(11199) == -1) {
+ mes "[Theodore]";
+ mes "And if it's not too much trouble, you could drop by my friend Lilitia's also...";
+ close;
+ }
+ mes "[Theodore]";
+ mes "Wow!!!";
+ mes "So you went through the Maze of the Hazy Forest and returned from Mora Village.";
+ mes "I made the right decision by asking you!";
+ next;
+ mes "[Theodore]";
+ mes "Thank you.";
+ mes "I hope this gets resolved soon...";
+ mes "I don't want to further upset Lilitia...";
+ if (ep14_1_bs == 17) {
+ next;
+ mes "[Theodore]";
+ mes "Oh, And Daphrer is in northwest Splendide.";
+ }
+ if (checkquest(11199) < 2) {
+ completequest 11198;
+ completequest 11199;
+ }
+ close;
+ }
+ }
+ mes "[Theodore]";
+ mes "Sometimes, I sense a painful beauty in this frozen earth, quite different from the beauty of my hometown.";
+ mes "But this is a difficult environment for us to live in, certainly.";
+ close;
+}
+
+splendide,168,301,4 script Pauchon#ep14_1_bs 439,{
+ if (!isequipped(2782)) {
+ mes "[Pauchon]";
+ mes "DimFusTal Mu Lars";
+ mes "ModAnduLo";
+ mes "Mod";
+ mes "DorDuMe U NohLarsFulo Mu Fus";
+ next;
+ mes "- You can't understand the fairy's words. -";
+ mes "- You need something to help you interpret them. -";
+ close;
+ }
+ if (ep14_1_bs > 3 && ep14_1_bs < 10) {
+ mes "[Pauchon]";
+ mes "What can I do for you, sir?";
+ next;
+ select("Show the pouch.");
+ if (countitem(6390) == 0) {
+ mes "[Pauchon]";
+ mes "Huh? Do you see something?";
+ mes "I don't see anything...";
+ close;
+ }
+ if (ep14_1_bs2 == 12) {
+ mes "[Pauchon]";
+ mes "Good heavens...!";
+ mes "I think this is mine!";
+ mes "Thank you.";
+ mes "I've been worried since I lost it, you lifted a burden off of my mind.";
+ next;
+ select("Ask about the rumor.");
+ mes "[Pauchon]";
+ mes "That's not easy for me to answer...";
+ mes "I do appreciate you finding my pouch.... Hmm...";
+ mes "Please give me some time to think..";
+ delitem 6390,1; //Small_Pocket
+ set ep14_1_bs,10;
+ changequest 11187,11200;
+ close;
+ } else {
+ mes "[Pauchon]";
+ mes "Oh dear. It's not mine.";
+ mes "But to carelessly drop such an important object!";
+ mes "I don't know who it is, but that Laphine needs a lesson!";
+ close;
+ }
+ }
+ if (ep14_1_bs2 == 12) {
+ if (ep14_1_bs == 10) {
+ mes "[Pauchon]";
+ mes "What I'm about to tell you is top secret!";
+ mes "We don't even talk about it amongst ourselves!";
+ mes "How would we say that the supply from the mainland's been cut off like that!";
+ next;
+ mes "[Pauchon]";
+ mes "Ugh?!";
+ mes "Oh boy... I've done it....";
+ mes "It's really a top secret!!";
+ mes "Don't tell anybody!";
+ next;
+ mes "[Pauchon]";
+ mes "Well since I spilled the beans already... oh well, too late.";
+ mes "So it's been a while since we received supplies from the mainland.";
+ next;
+ mes "[Pauchon]";
+ mes "We're not starving, but we're receiving less and less food.";
+ mes "I was hungry so I went to go pick fruit, but in this cold climate there are no fruit trees.";
+ next;
+ mes "[Pauchon]";
+ mes "And the people higher up only tell us to wait... I'm so tired of waiting!";
+ mes "But the instant I leave this place, I'll end up going to prison....";
+ next;
+ mes "[Pauchon]";
+ mes "So I'm stuck here, and I'll be stuck here, suffering from hunger.... *sob*";
+ next;
+ mes "[Pauchon]";
+ mes "I'd eat the bark off of that tree if I could.";
+ mes "If only somebody could help. *sob*";
+ set ep14_1_bs,11;
+ completequest 11200;
+ setquest 11201;
+ close;
+ } else if (ep14_1_bs == 11) {
+ mes "[Pauchon]";
+ mes "What?";
+ mes "What do you want... I'm hungry, don't have energy to talk...";
+ next;
+ select("Supply route from the mainland?");
+ mes "[Pauchon]";
+ mes "Are you going to help me if I tell you?";
+ mes "If not, I won't tell.";
+ next;
+ switch(select("Yes.:No.")) {
+ case 1:
+ mes "[Pauchon]";
+ mes "A giant road leads away from the back of Splendide.";
+ mes "I don't know if it's related to legends and what not, but I've heard that the road's been there forever.";
+ next;
+ mes "[Pauchon]";
+ mes "Oh! The guard there might know something.";
+ mes "If you're headed that way, please go find out what's up.";
+ set ep14_1_bs,12;
+ changequest 11201,11202;
+ close;
+ case 2:
+ mes "[Pauchon]";
+ mes "Thank you for finding the pouch.";
+ mes "Ugh... I'm starving... I suppose I'll have to eat these bitter berries...";
+ close;
+ }
+ } else if (ep14_1_bs == 12) {
+ mes "[Pauchon]";
+ mes "A giant road leads away from the back of Splendide.";
+ mes "I don't know if it's related to legends and what not, but I've heard that the road's been there forever.";
+ next;
+ mes "[Pauchon]";
+ mes "Oh! The guard there might know something.";
+ mes "If you're headed that way, please go find out what's up.";
+ close;
+ } else if (ep14_1_bs == 13) {
+ mes "[Pauchon]";
+ mes "Crevice?!?";
+ mes "Hmm I have heard that crevices are creeping up here and there, but it even infiltrated Bifrost....";
+ mes "It appears to be more serious than I had imagined.";
+ next;
+ mes "[Pauchon]";
+ mes "If you can, would you go to 'Mora' Village in Bifrost and figure out what's going on?";
+ next;
+ mes "[Pauchon]";
+ mes "The supplies from the mainland come through the Village. If you go speak to the Warehouse Manager, he'll be able to tell you something.";
+ mes "Also, please pay a visit to my friend Humming.";
+ next;
+ mes "[Pauchon]";
+ mes "He's such a flighty guy, might have already left, but we were supposed to meet up in Mora Village.";
+ set ep14_1_bs,14;
+ changequest 11203,11204;
+ close;
+ } else if (ep14_1_bs == 14) {
+ mes "[Pauchon]";
+ mes "If you can, would you go to 'Mora' Village in Bifrost and figure out what's going on?";
+ next;
+ mes "[Pauchon]";
+ mes "The supplies from the mainland come through the Village. If you go speak to the Warehouse Manager, he'll be able to tell you something.";
+ if (checkquest(11205) > -1 && checkquest(11205) < 2)
+ close;
+ mes "Also, please pay a visit to my friend Humming.";
+ next;
+ mes "[Pauchon]";
+ mes "He's such a flighty guy, might have already left, but we were supposed to meet up in Mora Village.";
+ close;
+ } else if (ep14_1_bs > 14) {
+ if (checkquest(11205) == -1) {
+ mes "[Pauchon]";
+ mes "Please pay a visit to my friend Humming.";
+ mes "He's such a flighty guy, might have already left, but we were supposed to meet up in Mora Village.";
+ close;
+ }
+ mes "[Pauchon]";
+ mes "I had my doubts...But you really did cross the legendary Maze of the Hazy Forest...";
+ mes "I'm very impressed.";
+ next;
+ mes "[Pauchon]";
+ mes "I really appreciate your help.";
+ mes "I hope this gets resolved soon.";
+ mes "What I'm really afraid of... is hunger. More than war.";
+ if (ep14_1_bs == 17) {
+ next;
+ mes "[Pauchon]";
+ mes "Oh, And Daphrer is in northwest Splendide.";
+ }
+ if (checkquest(11205) < 2) {
+ completequest 11204;
+ completequest 11205;
+ }
+ close;
+ }
+ }
+ mes "[Pauchon]";
+ mes "Ah... I'm hungry.";
+ mes "When I get back to the mainland I'm going to stuff my belly until it bursts.";
+ close;
+}
+
+splendide,262,376,4 script Laphine Soldier#ep14_1 447,{
+ if (!isequipped(2782)) {
+ mes "[Laphine Soldier]";
+ mes "DielFarmar Di RiniIyazser Ha mahAgolAsh U U ";
+ mes "TurNohnar Di DurNeiFar Ra AnuVerNoth Ha AshRivehDor Ha BurWehLars Ur RinimanMod";
+ next;
+ mes "- You can't understand the fairy's words. -";
+ mes "- You need something to help you interpret them. -";
+ close;
+ }
+ mes "[Laphine Soldier]";
+ mes "This is Bifrost, which leads to Alfheim.";
+ mes "Please note that entry is forbidden due to a crevice caused by an unidentified source.";
+ if (ep14_1_bs != 12)
+ close;
+ next;
+ mes "[Laphine Soldier]";
+ mes "The other way leads to the Maze of the Hazy Forest.";
+ next;
+ mes "[Laphine Soldier]";
+ mes "You can get to Alfheim by making it through the Maze of the Hazy Forest. However, nobody has ever come back from the Maze of the Hazy Forest.";
+ if (checkquest(11190) > -1 && checkquest(11190) < 2) {
+ set ep14_1_bs,13;
+ changequest 11190,11191;
+ } else if (checkquest(11196) > -1 && checkquest(11196) < 2) {
+ set ep14_1_bs,13;
+ changequest 11196,11197;
+ } else if (checkquest(11202) > -1 && checkquest(11202) < 2) {
+ set ep14_1_bs,13;
+ changequest 11202,11203;
+ }
+ close;
+}
+
+mora,185,163,2 script Warehouse Manager#ep14_1 516,{
+ if (ep14_1_bs < 15) {
+ mes "[Warehouse Manager]";
+ mes "No, sir!";
+ mes "You cannot enter at will.";
+ mes "This is a warehouse. If you need something, please ask the staff outside.";
+ if (ep14_1_bs < 14)
+ close;
+ next;
+ select("Supplies for Laphine?");
+ mes "[Warehouse Manager]";
+ mes "Ah!";
+ mes "You're from Splendide?";
+ mes "Let's see...";
+ mes "All the supplies from over there to there are destined for Splendide.";
+ next;
+ mes "[Warehouse Manager]";
+ mes "We are quite worried too because the crevice in Bifrost has made it impossible to deliver these goods.";
+ next;
+ mes "[Warehouse Manager]";
+ mes "And the travelers who were heading down are also stuck here. The increasing number of customers is both a blessing and a curse..";
+ next;
+ mes "[Warehouse Manager]";
+ mes "If you plan to go back to Splendide, pay a visit to Jones at the Inn.";
+ mes "He has something that needs to be urgently delivered to the army of Splendide.";
+ set ep14_1_bs,15;
+ setquest 11206;
+ close;
+ } else if (ep14_1_bs == 15) {
+ mes "[Warehouse Manager]";
+ mes "If you plan to go back to Splendide, pay a visit to Jones at the Inn.";
+ mes "He has something that needs to be urgently delivered to the army of Splendide.";
+ close;
+ } else {
+ mes "[Warehouse Manager]";
+ mes "We are quite worried too because the crevice in Bifrost has made it impossible to deliver these goods.";
+ next;
+ mes "[Warehouse Manager]";
+ mes "And the travelers who were heading down are also stuck here. The increasing number of customers is both a blessing and a curse...";
+ close;
+ }
+ end;
+}
+
+mora,35,119,4 script Rondo#ep14_1_bs 513,{
+ mes "[Rondo]";
+ mes "Mora is such a mysterious place.";
+ mes "You can understand any language.";
+ next;
+ mes "[Rondo]";
+ mes "Of course, when we leave this area I won't be able to understand what you say, but I'll be able to remember the conversations we had. And I'll look forward to the day we meet again, here.";
+ if (ep14_1_bs > 13 && ep14_1_bs2 == 10) {
+ next;
+ mes "[Rondo]";
+ mes "Please tell Kusmi";
+ mes "that if he wants to meet, we can meet any time. There is nothing to worry about.";
+ if (checkquest(11193) == -1)
+ setquest 11193;
+ }
+ close;
+}
+
+mora,98,66,4 script Lilitia#ep14_1_bs 518,{
+ if (ep14_1_bs > 13 && ep14_1_bs2 == 11) {
+ mes "[Lilitia]";
+ mes "Boo!!!";
+ mes "He broke his promise again!!!";
+ next;
+ mes "[Lilitia]";
+ mes "He said he'd be here this time for sure!!!";
+ mes "That place is too cold for me to visit!!!!!";
+ mes "My precious leaves will wither there.";
+ next;
+ mes "[Lilitia]";
+ mes "What? Theodore sent you?";
+ mes "Please tell him that I'm so mad!!";
+ if (checkquest(11199) == -1)
+ setquest 11199;
+ close;
+ }
+ mes "[Lilitia]";
+ mes "I really hate the cold.";
+ mes "That's why Mora is a lovely place to live.";
+ next;
+ mes "[Lilitia]";
+ mes "The leaves are always fresh here. And, the stress about languages just disappears.";
+ close;
+}
+
+mora,139,102,2 script Humming#ep14_1_bs 515,{
+ if (ep14_1_bs > 13 && ep14_1_bs2 == 12) {
+ mes "[Humming]";
+ mes "Oh!";
+ mes "You're here because Pauchon sent you?";
+ next;
+ mes "[Humming]";
+ mes "It must've been hard for you to get here. I'm impressed.";
+ mes "The Maze of the Hazy Forest~ It fuels my adventurous spirit!";
+ next;
+ mes "[Humming]";
+ mes "If you reach Splendide before me, please tell Pauchon";
+ mes "that I'm going through the Maze of the Hazy Forest.";
+ if (checkquest(11205) == -1)
+ setquest 11205;
+ close;
+ }
+ mes "[Humming]";
+ mes "I heard that a crevice crept in between Jotunheim and Midgard, so I wanted to check it out. But I got stuck here.";
+ mes "I was looking forward to seeing a new place.";
+ next;
+ mes "[Humming]";
+ mes "Are you from Midgard?";
+ mes "What is it like there?";
+ mes "I've always wanted to see a creature called Poring.";
+ close;
+}
+
+mora,55,124,2 script Jones#ep14_1_bs 495,{
+ if (ep14_1_bs < 15) {
+ mes "[Jones]";
+ mes "Oh.... Darn.......";
+ mes "I can't go down, and I can't go back. My credibility that I've worked so hard on is just crumbling into dust.";
+ close;
+ } else if (ep14_1_bs == 15) {
+ mes "[Jones]";
+ mes "Ah, are you the traveler who came through the Maze of the Hazy Forest from Splendide?";
+ mes "If you plan to go back, can you please deliver this to the Splendide army?";
+ next;
+ mes "[Jones]";
+ mes "A person high up requested it, but I can't cross Bifrost.";
+ next;
+ mes "[Jones]";
+ mes "Deliveries to other places have all stopped also. Ah, my credibility is suffering....";
+ next;
+ switch(select("Yes.:No.")) {
+ case 1:
+ mes "[Jones]";
+ mes "Thank you.";
+ set ep14_1_bs,16;
+ changequest 11206,11207;
+ close;
+ case 2:
+ mes "[Jones]";
+ mes "I'm a bit embarrassed to ask this of a stranger...... Ha ha!";
+ close;
+ }
+ } else if (ep14_1_bs == 16) {
+ if (checkweight(1201,1) == 0) {
+ mes "[Jones]";
+ mes "You have too many kinds of items. Please lighten your load and come back.";
+ close;
+ }
+ if (MaxWeight - Weight < 3500) {
+ mes "[Jones]";
+ mes "You are carrying too much weight. Please lighten your load and come back.";
+ close;
+ }
+ mes "[Jones]";
+ mes "Please take good care of it.";
+ mes "It's for Daphrer in Splendide.";
+ set ep14_1_bs,17;
+ getitem 6391,1; //Splendid_Supply_Kit
+ changequest 11207,11208;
+ close;
+ } else if (ep14_1_bs == 17) {
+ mes "[Jones]";
+ mes "Please take good care of it.";
+ mes "It's for Daphrer in Splendide.";
+ close;
+ } else if (ep14_1_bs > 17) {
+ mes "[Jones]";
+ mes "Thanks to you, the job is well done.";
+ mes "Hehe, I see potential in you as a delivery man.";
+ mes "Interested in the career of delivery?";
+ close;
+ } else {
+ mes "[Jones]";
+ mes "Hehe, I see potential in you as a delivery man.";
+ mes "Interested in the career of delivery?";
+ close;
+ }
+ end;
+}
+
+splendide,121,260,4 script Daphrer#ep14_1_bs 435,{
+ if (!isequipped(2782)) {
+ mes "[Daphrer]";
+ mes "DRHSfhsdfGSDH FGkkmvoifk DFG DFHshfeksmn fgg FDbbd fjnnvk n skncki dfgd F FHdfkdfjkmv";
+ close;
+ }
+ if (countitem(6391)) {
+ mes "[Daphrer]";
+ mes "Oh....";
+ mes "I've been waiting for you.";
+ next;
+ mes "[Daphrer]";
+ mes "This was urgently needed so thank you for bringing it here, I hope I haven't caused you too much trouble..";
+ next;
+ mes "[Daphrer]";
+ mes "This is probably too small to be a reward, but please accept this as a sign of my gratitude.";
+ delitem 6391,1; //Splendid_Supply_Kit
+ if (ep14_1_bs == 17) {
+ set ep14_1_bs,18;
+ completequest 11208;
+ getexp 0,500000;
+ getitem 6380,5; //Mora_Coin
+ } else
+ getitem 6380,2; //Mora_Coin
+ close;
+ }
+ if (ep14_1_bs == 17) {
+ mes "[Daphrer]";
+ mes "Oh....";
+ mes "So you lost the item on the way.";
+ next;
+ mes "[Daphrer]";
+ mes "I knew that it was probably a stretch......";
+ mes "Perhaps I've been unrealistic.";
+ mes "But I thank you for your trouble anyway. Please accept this as a sign of my gratitude.";
+ set ep14_1_bs,18;
+ completequest 11208;
+ getexp 0,200000;
+ getitem 6380,2; //Mora_Coin
+ close;
+ }
+ mes "[Daphrer]";
+ mes "For me, a drop of water to make a flower blossom is more important than a sword for war.";
+ close;
+}
+
+// Chesire's New Day :: cheshir2
+//============================================================
+dic_in01,262,191,0 script #ep14_1_xq02 139,0,3,{
+ end;
+OnTouch:
+ if (ep13_3_secret > 22 && checkquest(7206) == -1) {
+ enablenpc "Cheshire#ep14_1_xq01";
+ cutin "ep13_cheshire_h",1;
+ mes "[Cheshire]";
+ mes "Oh, wait!";
+ mes "There's another thing I'd like you to do.";
+ mes "There's not enough time to go into details...";
+ next;
+ mes "- Cheshire glanced at the guard standing close to you, and leaned close and whispered into your ear.-";
+ next;
+ mes "[Cheshire]";
+ mes "You'll find cat caravans in the middle of ^4d4dffKamidal Tunnel^000000.";
+ mes "There is ^4d4dffa marked box among the caravans' goods to the west of the entrance to the Scaraba Hole^000000.";
+ next;
+ mes "[Cheshire]";
+ mes "I'd like you to bring it to me.";
+ mes "You'll see where you should bring it by looking at the box.";
+ mes "This is an important matter.";
+ next;
+ mes "[Cheshire]";
+ mes "I have something to get done in advance...";
+ mes "Good luck!";
+ setquest 7206;
+ close2;
+ disablenpc "Cheshire#ep14_1_xq01";
+ cutin "",255;
+ }
+ end;
+}
+
+dic_in01,260,194,4 script Cheshire#ep14_1_xq01 498,{
+ end;
+OnInit:
+ disablenpc "Cheshire#ep14_1_xq01";
+ end;
+}
+
+dic_dun01,274,114,0 script Stacked Boxes of Goods 844,{
+ if (checkweight(1201,1) == 0 || MaxWeight - Weight < 1000) {
+ mes "- You have too many items to do this quest. -";
+ close;
+ }
+ set .@playtime, checkquest(7208,PLAYTIME);
+ if (.@playtime == 0 || .@playtime == 1) {
+ mes "Boxes with all kinds of goods in them are stacked to the ceiling.";
+ mes "The marked box Cheshire was talking about doesn't seem to be here yet.";
+ close;
+ } else if (.@playtime == 2) {
+ mes "Boxes with all kinds of goods in them are stacked to the ceiling.";
+ mes "Looking closely, you find a box with a small piece of paper stuck to it.";
+ mes "You've found the box of goods Cheshire was talking about.";
+ next;
+ switch(select("Move the box.:Give up.")) {
+ case 1:
+ mes "You promised to take the box of Bradium to Cheshire, who will be waiting for you near the Crevice of Bifrost.";
+ erasequest 7208;
+ setquest 7210;
+ getitem 6392,1; //Bradium_Box
+ close;
+ case 2:
+ mes "You decided to give up delivering the box.";
+ mes "You left the box as it is.";
+ erasequest 7208;
+ close;
+ }
+ } else {
+ if (checkquest(7207) == -1) {
+ if (checkquest(7206) > -1) {
+ mes "Boxes with all kinds of goods in them are stacked to the ceiling.";
+ mes "Looking closely, you find a box with a small piece of paper stuck to it.";
+ next;
+ mes "The piece of paper is marked with some mysterious symbol, and below it is written ^4d4dffTo: The Crevice of Bifrost^000000 in small letters.";
+ next;
+ mes "This must the box Cheshire was talking about.";
+ mes "You decide to take it to the location shown on the piece of paper.";
+ completequest 7206;
+ setquest 7207;
+ getitem 6392,1; //Bradium_Box
+ close;
+ }
+ } else if (checkquest(7207) < 2) {
+ mes "You've already obtained the box Cheshire was talking about.";
+ mes "Now you only have to take it to the Crevice of Bifrost.";
+ close;
+ }
+ mes "Boxes with all kinds of goods in them are stacked to the ceiling.";
+ close;
+ }
+ end;
+}
+
+bif_fild01,335,168,3 script Cheshire#ep14_1_xq04 497,{
+ if (checkweight(1201,1) == 0 || MaxWeight - Weight < 1000) {
+ mes "- You have too many items to do this quest. -";
+ close;
+ }
+ cutin "ep13_cheshire",1;
+ if (checkquest(7209) > -1) {
+ if (countitem(6090) < 20) {
+ mes "[Cheshire]";
+ mes "Bring me 20 pieces of refined Bradium.";
+ mes "In exchange for the box, which you carelessly and irresponsibly sold to somebody.";
+ mes "Have I made myself clear?!";
+ close2;
+ cutin "",255;
+ end;
+ }
+ mes "[Cheshire]";
+ mes "So you've brought it?";
+ mes "The amount is less than it was, but I guess I can't help it.";
+ mes "Next time, you must bring the box to me intact.";
+ next;
+ mes "- Cheshire threw the Bradium into the Crevice. -";
+ next;
+ mes "[Cheshire]";
+ mes "You made a mistake of losing the box, you have to be content with this.";
+ mes "And starting tomorrow, get the box here intact.";
+ mes "Every day.";
+ delitem 6090,20; //Purified_Bradium
+ erasequest 7209;
+ setquest 7208;
+ getitem 6304,1; //Sapa_Feat_Cert
+ close2;
+ cutin "",255;
+ end;
+ }
+ callsub L_CheckPlaytime;
+ if (checkquest(7210) > -1) {
+ if (countitem(6392) == 0)
+ callsub L_LostQuest,7210;
+ else {
+ mes "[Cheshire]";
+ mes "You've come at just the right time.";
+ mes "And I see the box is intact!";
+ mes "Well done.";
+ next;
+ mes "[Cheshire]";
+ mes "Well, I'll be counting on you, tomorrow as well.";
+ mes "Get it?";
+ mes "Now, leave this place before the Laphines grow suspicious.";
+ erasequest 7210;
+ setquest 7208;
+ delitem 6392,1; //Bradium_Box
+ getitem 6304,1; //Sapa_Feat_Cert
+ getexp 50000,40000;
+ close2;
+ cutin "",255;
+ end;
+ }
+ }
+ if (ep13_3_secret > 22) {
+ if (checkquest(7207) == -1) {
+ if (checkquest(7206) == -1) {
+ mes "[Cheshire]";
+ mes "...Hmm? Huh?";
+ mes "It's "+strcharinfo(0)+"!";
+ mes "What are you doing here?";
+ next;
+ select("Huh? Cheshire?");
+ mes "[Cheshire]";
+ mes "What makes you so surprised?";
+ mes "Does it surprise you to see me here?";
+ next;
+ select("Nothing, it's just the hood...");
+ mes "[Cheshire]";
+ mes "Oh... This. Because it's bothersome.";
+ mes "And here, I don't have to mind others.";
+ mes "Oh, and well met!";
+ mes "I was going to put you to work when you came to Diel.";
+ next;
+ mes "[Cheshire]";
+ mes ".......What? Why are you staring at me like that?";
+ mes "his is all for Ahat's good.";
+ next;
+ switch(select("I guess I have no choice.:I have a lot of things to do!")) {
+ case 1:
+ mes "["+strcharinfo(0)+"]";
+ mes "(He will be suspicious if I refuse to do it... I guess I should play along for now.)";
+ mes "Okay.";
+ mes "I'll do anything for Ahat's pleasure.";
+ mes "So, what do you need me for?";
+ next;
+ break;
+ case 2:
+ mes "[Cheshire]";
+ mes "Things to do?";
+ mes "What things?";
+ mes "This is one of the things you must do.";
+ mes "Don't forget you're are loyal to Ahat.";
+ next;
+ break;
+ }
+ mes "[Cheshire]";
+ mes "Great! Now I will tell you what to do.";
+ mes "You know there is an entrance to Scaraba Hole in the middle of Kamidal Tunnel?";
+ mes "You will find cat caravans around there who sell supplies and some simple tools.";
+ next;
+ mes "[Cheshire]";
+ mes "There is a marked box among the goods stacked there.";
+ mes "I'd like you to bring the box to me.";
+ next;
+ mes "[Cheshire]";
+ mes "It's a simple job of picking up and delivering a box.";
+ mes "Do it ^4d4dff quickly and quietly, without being noticed^000000.";
+ setquest 7206;
+ next;
+ mes "[Cheshire]";
+ mes "Now, move!";
+ close2;
+ cutin "",255;
+ end;
+ } else {
+ mes "[Cheshire]";
+ mes "Bring the box from Kamidal Tunnel.";
+ mes "Quickly and quietly!";
+ mes "No, get a move on!";
+ close2;
+ cutin "",255;
+ end;
+ }
+ } else if (checkquest(7207) < 2) {
+ if (countitem(6392) == 0)
+ callsub L_LostQuest,7207;
+ else {
+ mes "[Cheshire]";
+ mes "........That box!";
+ mes "Oh, yes. It's the right one!";
+ mes "You've done a good job.";
+ mes "This is very important.";
+ mes "Ahat will be pleased.";
+ next;
+ mes "[Cheshire]";
+ mes "The boxes will be at the same place every day.";
+ mes "I'll leave the job to you.";
+ next;
+ select("Why don't you do it yourself?");
+ mes "[Cheshire]";
+ mes "........ Hmm...";
+ mes "It's only you humans that have free access to any place.";
+ mes "Plus, this place is Laphine territory.";
+ next;
+ mes "[Cheshire]";
+ mes "I don't attract their attention much, looking like this,";
+ mes "but what would Saphas think?";
+ mes "To see Ahat's man in a Laphine territory?";
+ next;
+ mes "[Cheshire]";
+ mes "They will grow suspicious.";
+ mes "But you humans are free from such troubles, so that's why you're the right one for the job.";
+ next;
+ mes "["+strcharinfo(0)+"]";
+ mes "(... I don't buy his story, but he believes I'm on his side, so I guess I should play along.)";
+ mes "What happens to this Bradium, then?";
+ next;
+ mes "[Cheshire]";
+ mes "That thing?";
+ mes "Hand it to me.";
+ next;
+ mes "- Cheshire opened the box, checked the Bradium in it, threw them into the Crevice,";
+ mes "and looked back, dusting his hands off, and with a triumphant look on his face. -";
+ next;
+ mes "[Cheshire]";
+ mes "This is what happens.";
+ mes "*laugh* Beyond the Crevice lies a path unknown to you.";
+ next;
+ mes "[Cheshire]";
+ mes "Well, I'll leave the matter to you.";
+ mes "Try to bring the box to me every day.";
+ mes "Okay?";
+ delitem 6392,1; //Bradium_Box
+ completequest 7207;
+ setquest 7208;
+ getitem 6304,1; //Sapa_Feat_Cert
+ getexp 50000,40000;
+ next;
+ mes "[Cheshire]";
+ mes "In compensation for your efforts, I'll give you an Exploit Certification of Sapha and a little cash.";
+ mes "Now, leave this place before the Laphines grow suspicious.";
+ close2;
+ cutin "",255;
+ end;
+ }
+ } else {
+ callsub L_CheckPlaytime;
+ mes "[Cheshire]";
+ mes "Huh? What's up?";
+ mes "You haven't brought the box today?";
+ next;
+ mes "[Cheshire]";
+ mes "Hmm, this is unexpected...";
+ mes "Well, I have no choice then.";
+ mes "I'll have another guy do it today.";
+ mes "But you must do it starting tomorrow, okay?";
+ setquest 7208;
+ close2;
+ cutin "",255;
+ end;
+ }
+ } else if (ep13_3_secret > 15) {
+ mes "[Cheshire]";
+ mes "... Huh? I think I've seen you somewhere...";
+ mes "..........Oh!";
+ mes strcharinfo(0)+"...?!";
+ mes "What brings you here?";
+ next;
+ mes "[Cheshire]";
+ mes "You say you've forgotten what to do?";
+ mes "You're not supposed to be here.";
+ mes "You're supposed to be at the crevice to the south of Dicastes.";
+ next;
+ mes "[Cheshire]";
+ mes "Whoa.";
+ mes "What was Ahat thinking when he sent such an idiot to me?";
+ mes "Now, get a move on and do your job.";
+ close2;
+ cutin "",255;
+ end;
+ }
+ mes "[Cheshire]";
+ mes "...Why isn't this fellow showing up?";
+ mes "Should be here by now...";
+ mes "Lost the way back perhaps...?";
+ mes "....? Eh? Who, who are you? How long have you been standing here?";
+ next;
+ select("A cat?!");
+ mes "[Cheshire]";
+ mes "Who... who's a cat?!";
+ mes "Get lost!";
+ close2;
+ cutin "",255;
+ end;
+L_LostQuest:
+ mes "[Cheshire]";
+ mes "Oh, have you been there?";
+ mes "What happened to the box?";
+ mes "Why are you empty-handed?";
+ next;
+ switch(select("I'll look for it again!:I lost it...")) {
+ case 1:
+ mes "[Cheshire]";
+ mes "Make sure you do a good job!";
+ mes "And keep looking for it.";
+ mes "You must not lose it.";
+ break;
+ case 2:
+ mes "[Cheshire]";
+ mes "Where?";
+ mes "Which merchant did you sell it to?";
+ mes "Can't you distinguish between what to sell and what not to sell?";
+ mes "Were you asleep when you made the deal?";
+ next;
+ mes "[Cheshire]";
+ mes "This is utterly ridiculous.";
+ mes "Make up for what you lost!";
+ mes "^4d4dff20 pieces of refined Bradium^000000!!!";
+ erasequest getarg(0);
+ setquest 7209;
+ break;
+ }
+ close2;
+ cutin "",255;
+ end;
+L_CheckPlaytime:
+ set .@playtime, checkquest(7208,PLAYTIME);
+ if (.@playtime == 0 || .@playtime == 1) {
+ mes "[Cheshire]";
+ mes "Each day, one of these boxes is sent to Kamidal Tunnel.";
+ mes "It's smuggled in among other items.";
+ next;
+ mes "[Cheshire]";
+ mes "Sneak into the place on time, and bring the box to me. The boxes will be at the same place every day.";
+ mes "You'll be doing it every day.";
+ close2;
+ cutin "",255;
+ end;
+ } else if (.@playtime == 2) {
+ mes "[Cheshire]";
+ mes "It's about time.";
+ mes "Now go get the box.";
+ mes "It should be lying near the entrance to Scaraba Hole in the Kamidal Tunnel.";
+ mes "You've done this before, so you must be familiar with it?";
+ close2;
+ cutin "",255;
+ end;
+ } else
+ return;
+}
+
+dicastes02,125,192,0 script #call_cheshir_ep14 139,0,3,{
+ end;
+OnTouch:
+ if (ep13_3_secret > 22) {
+ if (rand(2)) {
+ emotion e_ho,1;
+ mes "..........?";
+ mes "You sense someone moving around.";
+ mes "There must be someone down there.";
+ if ($@cheshire_on == 0) {
+ donpcevent "Cheshire#ep14_extra::OnEnable";
+ set $@cheshire_on,1;
+ }
+ close;
+ }
+ }
+ end;
+}
+
+dicastes02,103,190,3 script Cheshire#ep14_extra 497,{
+ if (ep13_3_secret > 22) {
+ cutin "ep13_cheshire",1;
+ mes "[Cheshire]";
+ mes "...Eh?";
+ mes "What a surprise. What are you doing here?";
+ next;
+ switch(select("And what are YOU doing here?:Those ears...?")) {
+ case 1:
+ mes "[Cheshire]";
+ mes "Out for a walk?";
+ mes "I came out with Ahat, but he went back in to take care of an urgent matter.";
+ next;
+ mes "[Cheshire]";
+ mes ".. ..............";
+ next;
+ select("....:Wha... What a pretty tree.");
+ mes "[Cheshire]";
+ mes "This tree... it's white, transparent, and shiny.";
+ mes "It's a Sapha's body.";
+ next;
+ mes "[Cheshire]";
+ mes "You know Saphas slowly turn to stone throughout their lives.";
+ mes "So when they die, they turn to stony trees.";
+ mes "This forest is... their cemetery, so to speak.";
+ next;
+ mes "[Cheshire]";
+ mes "....... Look closely, and you can make out his arms and legs.";
+ mes "Interesting, isn't it?";
+ next;
+ mes "[Cheshire]";
+ mes "... .. ...";
+ next;
+ mes "[Cheshire]";
+ mes "Oh, this is so annoying.";
+ mes "I'm off!";
+ next;
+ mes "- Cheshire stormed off... -";
+ break;
+ case 2:
+ mes "[Cheshire]";
+ mes "What? The ears?";
+ mes "Well, it's no wonder because I'm a beastman.";
+ mes "... Why... Why are you staring me like that?";
+ next;
+ select("Are you responsible for the report?!");
+ mes "[Cheshire]";
+ mes "What are you talking about?";
+ mes "I don't know such a thing!";
+ next;
+ mes "- Cheshire ran away... -";
+ break;
+ }
+ disablenpc "Cheshire#ep14_extra";
+ stopnpctimer;
+ close2;
+ cutin "",255;
+ end;
+ }
+ mes "A boy dressed in unusual clothing is standing, with a fierce look in his eyes.";
+ mes "You guess you'd better leave him alone.";
+ close;
+OnInit:
+ disablenpc "Cheshire#ep14_extra";
+ end;
+OnEnable:
+ enablenpc "Cheshire#ep14_extra";
+ initnpctimer;
+ end;
+OnDisable:
+ disablenpc "Cheshire#ep14_extra";
+ stopnpctimer;
+ end;
+OnTimer600000:
+ disablenpc "Cheshire#ep14_extra";
+ set $@cheshire_on,0;
+ stopnpctimer;
+ end;
+}
+
+// Helping Lope and Euridi :: rofe
+//============================================================
+mora,117,66,3 script Euridi#pa 521,{
+ if (BaseLevel < 100) {
+ mes "[Euridi]";
+ mes "You are very delicate.";
+ mes "It's true that I need help,";
+ mes "but I don't think you can help.";
+ close;
+ }
+ if (ep14_1_rope == 0) {
+ mes "[Euridi]";
+ mes "I hear you passed through the Hazy Forest.";
+ mes "Did you...";
+ mes "Did you happen to see";
+ mes "Lope, my fiance, there?";
+ next;
+ switch(select("Yes, I did.:No, I didn't.")) {
+ case 1:
+ mes "[Euridi]";
+ mes "Are you sure? Where did you see him?";
+ mes "Take me there, quick!";
+ mes "...";
+ next;
+ mes "[Euridi]";
+ mes "What?";
+ mes "You're kidding...?";
+ mes "How could you?";
+ close;
+ case 2:
+ mes "[Euridi]";
+ mes "Please find my Lope.";
+ mes "I came here to the Village of Mora";
+ mes "after asking all around,";
+ mes "but there is nothing more I can do.";
+ next;
+ mes "[Euridi]";
+ mes "My heart aches at the thought of Lope...";
+ mes "He will be desperately looking for me...";
+ next;
+ switch(select("Sorry, I'm busy!:I'll help you!")) {
+ case 1:
+ mes "[Euridi]";
+ mes "How heartless!";
+ close;
+ case 2:
+ mes "[Euridi]";
+ mes "I heard that he had gone into the Hazy Forest,";
+ mes "while guiding tourists around the village.";
+ mes "One of the tourists who went with Lope";
+ mes "must still be at the inn.";
+ next;
+ mes "[Euridi]";
+ mes "He wouldn't see me and locked himself in the room.";
+ mes "But he might be willing to see you, because you've been to the Hazy Forest.";
+ setquest 1109;
+ set ep14_1_rope,1;
+ close;
+ }
+ }
+ } else if (ep14_1_rope == 1) {
+ mes "[Euridi]";
+ mes "The tourist is at the inn,";
+ mes "not in front of me!";
+ close;
+ } else if (ep14_1_rope == 2) {
+ mes "[Euridi]";
+ mes "So you've seen Pitt!";
+ mes "I knew he would be willing to see you.";
+ mes "What did he say?";
+ next;
+ mes "[Euridi]";
+ mes "...No way....!";
+ mes "That is utter nonsense.";
+ mes "To blame Lope for it!";
+ mes "I found this piece of paper";
+ mes "near the Hazy Forest.";
+ mes "I'm sure it's Lope's.";
+ next;
+ mes "[Euridi]";
+ mes "If you find the rest of ^0000FFLope's Clues^000000,";
+ mes "you'll be able to find out";
+ mes "where he is.";
+ mes "I'm counting on you, "+strcharinfo(0)+".";
+ changequest 1110,1111;
+ set ep14_1_rope,3;
+ close;
+ } else if (ep14_1_rope == 3) {
+ mes "[Euridi]";
+ mes "If you come across a ^0000FFLope's Clue^000000, please show it to Pitt.";
+ mes "I hope he will tell the truth soon.";
+ close;
+ } else if (ep14_1_rope == 4) {
+ mes "[Euridi]";
+ mes "I don't understand it.";
+ mes "I'm now suspicious of his motives.";
+ mes "Why is he trying so hard to accuse Lope?";
+ mes "Wait... those clues...";
+ next;
+ mes "[Euridi]";
+ mes "Those seem to be more than simple notes.";
+ mes "Can I have a look at them?";
+ mes "...";
+ mes "These fit together like a puzzle.";
+ mes "... Oh!... This is...";
+ next;
+ mes "[Lope's Letter]";
+ mes "...We've been wandering around the Forest for days.";
+ mes "...So we're not protecting the tourists,";
+ mes "I got sick from deadly poison, and became a burden to everyone.";
+ mes "How pathetic...";
+ next;
+ mes "[Lope's Letter]";
+ mes "No wonder I was kicked out of";
+ mes "the Splendide Expedition.";
+ mes "...But I managed to protect at least one tourist.";
+ mes "He will deliver this letter and the ring to you.";
+ next;
+ mes "[Lope's Letter]";
+ mes "...I wanted to propose to you";
+ mes "as a proud member of the Expedition.";
+ mes "I'm sorry, Euridi.";
+ mes "See you soon.";
+ next;
+ mes "Having read the letter,";
+ mes "Euridi is standing staring blankly like someone who wasn't all there.";
+ mes "Let's go show the letter to Pitt.";
+ changequest 1112,1113;
+ delitem 6383,30; //Clue_Of_Lope
+ set ep14_1_rope,5;
+ close;
+ } else if (ep14_1_rope == 5) {
+ mes "[Euridi]";
+ mes "No, Lope must be safe.";
+ mes "He will come back no matter what...";
+ close;
+ } else if (ep14_1_rope == 6) {
+ mes "[Euridi]";
+ mes "......";
+ next;
+ mes "You hear a song coming from the girl who is hanging her head low.";
+ mes "Her friend seems to have something to say.";
+ close;
+ } else if (ep14_1_rope == 7 || ep14_1_rope == 8) {
+ mes "You hear a quiet singing voice.";
+ mes "You can't make the words out.";
+ close;
+ } else if (ep14_1_rope == 9) {
+ mes "[Euridi]";
+ mes "Have you found Lope?";
+ mes "Is he safe?";
+ next;
+ switch(select("Tell her you can't possibly find him.:Tell her he is dead.")) {
+ case 1:
+ mes "[Euridi]";
+ mes "I'll go look for him myself.";
+ mes "Hopefully... it's not too late, yet.";
+ mes "Let me go, there's no time to lose!";
+ close;
+ case 2:
+ mes "[Euridi]";
+ mes "I don't believe it.";
+ mes "He told me he would come back soon...";
+ mes "He told me to hang on.";
+ mes "It can't be... It just can't be...";
+ next;
+ mes "You hand her Lope's Ring, which Pitt gave you.";
+ mes "With the ring in her hand, Euridi bursts into tears.";
+ mes "She starts to sing in a strained voice, still crying.";
+ changequest 1116,1117;
+ set ep14_1_rope,10;
+ delitem 6384,1; //Ring_Of_Lope
+ close;
+ }
+ } else if (ep14_1_rope > 9) {
+ mes "You stand frozen.";
+ mes "You hear a quiet singing voice.";
+ close;
+ }
+}
+
+mora,115,68,3 script Euridi's Friend#pa 520,{
+ if (ep14_1_rope < 2) {
+ mes "[Euridi's Friend]";
+ mes "Please stop Euridi.";
+ mes "She is desperate to find her missing fiance.";
+ close;
+ } else if (ep14_1_rope == 2) {
+ mes "[Euridi's Friend]";
+ mes "Pitt is definitely suspicious.";
+ mes "I think he is avoiding Euridi...";
+ mes "He must be hiding something.";
+ close;
+ } else if (ep14_1_rope == 3) {
+ mes "[Euridi's Friend]";
+ mes "To tell the truth, I don't think";
+ mes "that Lope is alive.";
+ mes "I'm just worried about Euridi.";
+ next;
+ mes "[Euridi]";
+ mes "Aaarrrggghhh!!!!!!!!";
+ next;
+ mes "[Euridi's Friend]";
+ mes "...";
+ mes "To tell the truth, I really believe";
+ mes "that Lope is alive.";
+ mes "...";
+ mes "*sigh*";
+ close;
+ } else if (ep14_1_rope == 4) {
+ mes "[Euridi's Friend]";
+ mes "How's Pitt doing?";
+ mes "I think I should go visit him";
+ mes "and make him feel worse!";
+ mes "He's so disgusting!";
+ close;
+ } else if (ep14_1_rope == 5) {
+ mes "[Euridi's Friend]";
+ mes "Go to Pitt, quick.";
+ close;
+ } else if (ep14_1_rope == 6) {
+ mes "[Euridi's Friend]";
+ mes "Euridi is singing a song of healing";
+ mes "to protect her weakened body and mind.";
+ mes "At this rate, something's going to happen to her too.";
+ next;
+ mes "[Euridi's Friend]";
+ mes "Oh, I remember a traveler telling me";
+ mes "that he had seen a suspicious man";
+ mes "near the entrance to the Hazy Forest.";
+ next;
+ mes "[Euridi's Friend]";
+ mes "The traveler says he looked creepy standing there staring blankly,";
+ mes "but he couldn't see clearly";
+ mes "because of the thick fog.";
+ mes "I think it's worth investigating.";
+ changequest 1114,1115;
+ set ep14_1_rope,7;
+ close;
+ } else if (ep14_1_rope == 7) {
+ mes "[Euridi's Friend]";
+ mes "I hear that a suspicious man was seen";
+ mes "near the entrance to the Hazy Forest.";
+ mes "The traveler says he looked creepy standing there staring blankly,";
+ mes "but he couldn't see clearly";
+ mes "because of the thick fog.";
+ mes "I think it's worth investigating.";
+ close;
+ } else if (ep14_1_rope == 8 || ep14_1_rope == 9) {
+ mes "[Euridi's Friend]";
+ mes "Your face is dark.";
+ mes "Bad news?";
+ close;
+ } else if (ep14_1_rope == 10) {
+ mes "[Euridi's Friend]";
+ mes "There is a Laphine saying that";
+ mes "desperation invites disaster.";
+ mes "Maybe we're responsible";
+ mes "for what happened.";
+ next;
+ if (checkweight(6380,1) == 0) {
+ mes "[Euridi's Friend]";
+ mes "You have too many things with you.";
+ mes "Can you throw out some of them?";
+ close;
+ }
+ mes "[Euridi's Friend]";
+ mes "Lope will be able to rest in peace now.";
+ mes "Thank you. I won't forget what you've done for me.";
+ completequest 1117;
+ set ep14_1_rope,11;
+ getexp 1000000,2000000;
+ getitem 6380,10; //Mora_Coin
+ close;
+ } else if (ep14_1_rope > 10) {
+ mes "[Euridi's Friend]";
+ mes "Thank you. I won't forget your help.";
+ close;
+ }
+}
+
+mora,65,145,3 script Pitt#pa 519,{
+ if (ep14_1_rope == 0) {
+ mes "[Pitt]";
+ mes "So you're quite good,";
+ mes "since you passed through the Hazy Forest alive.";
+ mes "I'm completely messed up, you see,";
+ mes "so I can't afford to listen to the tales of your exploits.";
+ mes "Now leave.";
+ close;
+ } else if (ep14_1_rope == 1) {
+ mes "[Pitt]";
+ mes "You have a knack for pestering people, don't you?";
+ mes "Euridi sent you, eh?";
+ mes "The Laphine couple is";
+ mes "anxious to kill me.";
+ next;
+ mes "[Pitt]";
+ mes "Go and tell her!";
+ mes "That the stupid guide";
+ mes "pushed us reluctant tourists into the forest,";
+ mes "and ran off to save his own skin!";
+ next;
+ mes "[Pitt]";
+ mes "So you're sorry that it's me, not him, that's here?";
+ mes "He will be alive somewhere,";
+ mes "so go and try to find him! Just stop bothering me!";
+ changequest 1109,1110;
+ set ep14_1_rope,2;
+ close;
+ } else if (ep14_1_rope == 2) {
+ mes "[Pitt]";
+ mes "This is all because of";
+ mes "the stupid guide!";
+ mes "I hate Laphines!";
+ close;
+ } else if (ep14_1_rope == 3) {
+ if (countitem(6383) < 30) {
+ mes "[Pitt]";
+ mes "This is all because of";
+ mes "the stupid guide!";
+ mes "I hate Laphines!";
+ close;
+ }
+ mes "[Pitt]";
+ mes "That thing you have in your hand...";
+ mes "It looks very strange.";
+ mes "I've never seen such a thing before.";
+ mes "You'd better not keep that.";
+ mes "Can I have it?";
+ next;
+ switch(select("Give it to him.:Don't give it to him.")) {
+ case 1:
+ mes "[Pitt]";
+ mes "So I swallow it like this,";
+ mes "and voila! Evidence gone!";
+ mes "Now I can sleep soundly, thank you!";
+ delitem 6383,5; //Clue_Of_Lope
+ close;
+ case 2:
+ mes "[Pitt]";
+ mes "Why are you showing me such a thing?";
+ mes "I don't know anything! I'm the victim here!";
+ mes "I'm a victim of the schemes of the Laphine couple.";
+ mes "It's unfair...";
+ next;
+ mes "It's no use trying to talk to him any more.";
+ mes "Try talking to Euridi.";
+ changequest 1111,1112;
+ set ep14_1_rope,4;
+ close;
+ }
+ } else if (ep14_1_rope == 4) {
+ mes "[Pitt]";
+ mes "This is unfair!";
+ mes "This is so totally unfair!";
+ close;
+ } else if (ep14_1_rope == 5) {
+ if (checkweight(6384,1) == 0) {
+ mes "[Pitt]";
+ mes "What are you, a professional mover?";
+ mes "Stomping about with a ton of stuff on your back!";
+ mes "I can't rest because of the noise!";
+ mes "Throw away all that stuff!";
+ close;
+ }
+ mes "[Pitt]";
+ mes "I never imagined you'd find them all";
+ mes "and piece them together.";
+ mes "Is this a divine punishment...?";
+ mes "Or Laphines' curse?";
+ mes "Whew...";
+ next;
+ mes "[Pitt]";
+ mes "That guide fellow,";
+ mes "he opened the gate out";
+ mes "when he was hit hard";
+ mes "by the poison.";
+ next;
+ mes "[Pitt]";
+ mes "When I was hesitating whether to take him with me,";
+ mes "he handed me that letter and the ring.";
+ mes "Laphines' jewelry...";
+ mes "It's rumored that nobody could ever have it except Laphines,";
+ mes "including the Gods themselves.";
+ next;
+ mes "[Pitt]";
+ mes "So I had in my hands";
+ mes "a treasure among treasures!";
+ mes "How...! Just how on earth";
+ mes "could I have let it pass through!";
+ next;
+ mes "[Pitt]";
+ mes "I was going to leave this place";
+ mes "as soon as I pulled myself together.";
+ mes "But now I'm stuck here,";
+ mes "affected by the poison myself.";
+ next;
+ mes "[Pitt]";
+ mes "I'll give you the ring back,";
+ mes "so please leave me alone!";
+ next;
+ mes "["+strcharinfo(0)+"]";
+ mes "Then where could Lope...?";
+ next;
+ mes "[Pitt]";
+ mes "If he died near the exit of the forest,";
+ mes "he must be somewhere around there,";
+ mes "in whatever form he might be in.";
+ changequest 1113,1114;
+ set ep14_1_rope,6;
+ getitem 6384,1; //Ring_Of_Lope
+ close;
+ } else if (ep14_1_rope == 6 || ep14_1_rope == 7) {
+ mes "[Pitt]";
+ mes "I'm a victim, too!";
+ mes "So leave me alone! I beg you!";
+ close;
+ } else if (ep14_1_rope == 8) {
+ mes "[Pitt]";
+ mes "...";
+ close;
+ } else if (ep14_1_rope > 8) {
+ mes "He's sleeping.";
+ mes "He seems to be in a very deep sleep.";
+ close;
+ }
+}
+
+bif_fild01,132,338,3 script Lope#pa 461,2,2,{
+ if (ep14_1_rope < 8) {
+ mes "[Suspicious Man]";
+ mes "......";
+ close;
+ } else if (ep14_1_rope == 8) {
+ donpcevent "Lope#pa::OnEnable";
+ mes "[Suspicious Man]";
+ mes "Aaaarrrrrggggghhhh!!!!!!";
+ mes "I can't see anything.";
+ mes "Who's there?";
+ mes "Answer, or I'll take you as an enemy and kill you.";
+ next;
+ mes "["+strcharinfo(0)+"]";
+ mes "Euridi is looking for you.";
+ next;
+ mes "[Suspicious Man]";
+ mes "......";
+ next;
+ mes "[Lope]";
+ mes "Wraith, how can you be so harsh to me?";
+ mes "I asked you to wipe the name off my mind";
+ mes "in return for bearing the curse!";
+ next;
+ mes "["+strcharinfo(0)+"]";
+ mes "Will you please calm down and listen to...";
+ next;
+ mes "[Lope]";
+ mes "My desire to help";
+ mes "led me to my death,";
+ mes "And my desire to survive and take revenge";
+ mes "led me to my rebirth.";
+ mes "I will not side with life any more.";
+ next;
+ mes "[Lope]";
+ mes "As soon as my transformation is over,";
+ mes "I will punish you all with the bloody confusion of the Hazy Forest,";
+ mes "which saved my life!";
+ next;
+ mes "You put the letter Euridi pieced together in Lope's hands.";
+ next;
+ mes "[Lope]";
+ mes "...This is!";
+ mes "I feel Euridi's touch.";
+ mes "So the letter... was delivered to Euridi?";
+ mes "This is unbelievable...";
+ next;
+ mes "[Lope]";
+ mes "Deformed as I am now,";
+ mes "I'm not her love any more.";
+ mes "Go back, and tell her that Lope turned to dust";
+ mes "on the ground of the Hazy Forest long ago.";
+ next;
+ mes "[Lope]";
+ mes "Now go!";
+ mes "This is my last request as a Laphine called Lope...";
+ set ep14_1_rope,9;
+ changequest 1115,1116;
+ close;
+ } else {
+ mes "[Lope]";
+ mes "Deformed as I am now,";
+ mes "I'm not her love any more.";
+ mes "Go back, and tell her that Lope turned to dust";
+ mes "on the ground of the Hazy Forest long ago.";
+ next;
+ mes "[Lope]";
+ mes "Now go!";
+ mes "This is my last request as a Laphine called Lope...";
+ next;
+ mes "You see a ring glowing faintly on his left hand.";
+ close;
+ }
+ end;
+OnEnable:
+ setnpcdisplay "Lope#pa",999;
+ end;
+OnDisable:
+ disablenpc "Lope#pa";
+ initnpctimer;
+ end;
+OnReset:
+ setnpcdisplay "Lope#pa",461;
+ enablenpc "Lope#pa";
+ end;
+OnTimer2000:
+ donpcevent "Lope#pa::OnReset";
+ stopnpctimer;
+ end;
+OnTouch:
+ mes "I see a suspicious man. Should I try talking to him?";
+ next;
+ switch(select("Leave him alone.:Talk to him.")) {
+ case 1:
+ donpcevent "Lope#pa::OnDisable";
+ mes "[Suspicious Man]";
+ mes "......";
+ close;
+ case 2:
+ donpcevent "Lope#pa::OnDisable";
+ if (ep14_1_rope == 7) {
+ mes "[Suspicious Man]";
+ mes ".";
+ mes "...";
+ mes "........!!!";
+ next;
+ mes "[Suspicious Man]";
+ mes "Aaaaarrrrrggghh!!!!!";
+ set ep14_1_rope,8;
+ close;
+ } else {
+ mes "[Suspicious Man]";
+ mes "......";
+ close;
+ }
+ }
+}
+
+// Find the Research Tools :: muk
+//============================================================
+mora,31,138,6 script Raffle Researcher#ep14 522,{
+ if (checkweight(1201,1) == 0 || MaxWeight - Weight < 500) {
+ mes "^FF0000- Warning message -";
+ mes "- Hang on there!! -";
+ mes "- You have too many items -";
+ mes "- to receive any more items. -";
+ mes "- Please lighten your load -";
+ mes "- and try again. -^000000";
+ close;
+ }
+ // NPC disabled from 12am ~ 5am.
+ if (gettime(3) >= 0 && gettime(3) < 5) {
+ if (ep14_1_muk > 0) {
+ mes "[Raffle Researcher]";
+ mes "Don't humans sleep?";
+ mes "People should be sleeping at this hour.";
+ mes "Why on earth are you bothering me?";
+ next;
+ mes "[Raffle Researcher]";
+ mes "I can't get any sleep because of you.";
+ mes "I have to sleep for my research tomorrow.";
+ mes "You should go sleep too.";
+ close;
+ } else {
+ mes "Z z Z z";
+ next;
+ mes "^FF0000He appears to be asleep.^000000";
+ close;
+ }
+ }
+ if (ep14_1_muk == 0) {
+ mes "[Raffle Researcher]";
+ mes "Oh no~ My research tools...";
+ mes "What...... What was it?";
+ emotion e_sob;
+ next;
+ select("What is your business here?");
+ mes "[Raffle Researcher]";
+ mes "Hmm?";
+ emotion e_what;
+ next;
+ mes "[Raffle Researcher]";
+ mes "You're human...? Are you human...?";
+ mes "You... came from the underworld?";
+ next;
+ mes "[Raffle Researcher]";
+ mes "Human beings are incredible...";
+ mes "You survived the crevice and made it here.";
+ next;
+ mes "[Raffle Researcher]";
+ mes "... ... ...";
+ next;
+ mes "[Raffle Researcher]";
+ mes "You, come here for a minute.";
+ mes "It's a simple experiment, so there's no need to be afraid.";
+ emotion e_gg;
+ next;
+ if(select("What a crazy Raffle. I must run away.:... ...") == 1) {
+ mes "[Raffle Researcher]";
+ mes "You said you had made it up from the Crevice,";
+ mes "so I was wondering what race you were,";
+ mes "but a mere human? How did you get up here?";
+ emotion e_lv;
+ close;
+ }
+ if (BaseLevel < 100) {
+ mes "[Raffle Researcher]";
+ mes "What... I thought a human who made it up from the Crevice";
+ mes "would be extraordinary,";
+ mes "but you're no more than a kid.";
+ next;
+ mes "[Raffle Researcher]";
+ mes "Go hunt more ^000000Porings^000000";
+ mes "and come back when your level is in the triple digits kid!";
+ close;
+ }
+ mes "[Raffle Researcher]";
+ mes "... ... ...";
+ emotion e_dots;
+ next;
+ mes "[Raffle Researcher]";
+ mes "You... You're not like the other humans.";
+ mes "You're not running away...";
+ next;
+ mes "[Raffle Researcher]";
+ mes "You've got some serious guts...";
+ mes "Now I really want to do some experiments on you...";
+ next;
+ select("Well... that's... um...");
+ mes "[Raffle Researcher]";
+ mes "Ha ha... Just kidding...";
+ mes "I'm a Raffle researcher,";
+ mes "but I don't research humans.";
+ mes "Actually, I have no idea";
+ mes "what to research";
+ mes "about humans...";
+ next;
+ select("Glad to hear that...");
+ mes "[Raffle Researcher]";
+ mes "That's that. You're not busy, are you?";
+ mes "I'd like you to give me a hand...";
+ next;
+ select("Help him.:Help willingly.:Although you feel a little embarrassed, help anyhow.:Help with conviction.:Help adorably.:You're suspicious, but help anyhow.:You have no choice. Help him.");
+ mes "[Raffle Researcher]";
+ mes "I haven't met many humans";
+ mes "but you clearly care about";
+ mes "another person's hardship.";
+ mes "You must be an ^FF0000extremely^000000 nice human.";
+ emotion e_no1;
+ next;
+ mes "[Raffle Researcher]";
+ mes "I'll save my thanks for time's sake.";
+ mes "It's important, so please take care of it quickly.";
+ mes "I can't proceed with the research because of it.";
+ next;
+ mes "[Raffle Researcher]";
+ mes "Here at the Mora Inn,";
+ mes "there's a very famous bath.";
+ mes "If anybody, not just us Raffles,";
+ mes "goes into the bath water";
+ mes "their wounds will be healed instantly...";
+ next;
+ mes "[Raffle Researcher]";
+ mes "So being a great researcher, I went into the bath";
+ mes "to check it out further";
+ mes "and... unfortunately...";
+ next;
+ mes "[Raffle Researcher]";
+ mes "I was attacked by a mysterious creature,";
+ mes "and I lost consciousness.";
+ next;
+ mes "[Raffle Researcher]";
+ mes "When I woke up, I realized that";
+ mes "my important research tools were missing...";
+ mes "So I was at a loss for what to do.";
+ next;
+ mes "[Raffle Researcher]";
+ mes "And here you are, a human,";
+ mes "a brave, heroic human that arrived at Mora Village from the Crevice.";
+ mes "Your willingness to help has really taken this load off of my mind.";
+ next;
+ select("... ... ...");
+ mes "[Raffle Researcher]";
+ mes "Please go to the bath house and retrieve my research tools.";
+ mes "The sooner you get them back,";
+ mes "the sooner I can get back to my research.";
+ setquest 5016;
+ set ep14_1_muk,1;
+ next;
+ mes "[Raffle Researcher]";
+ mes "Have a safe trip.";
+ emotion e_paper;
+ close;
+ } else if (ep14_1_muk == 1) {
+ if (checkquest(5016) > -1 && countitem(6385) == 0) {
+ mes "[Raffle Researcher]";
+ mes "You're back? Where are my research tools?";
+ emotion e_what;
+ next;
+ mes "[Raffle Researcher]";
+ mes "You still haven't found the research tools?";
+ mes "I'm disappointed. Get yourself to the bath";
+ mes "and quickly retrieve my research tools";
+ mes "taken away from me.";
+ close;
+ }
+ mes "[Raffle Researcher]";
+ mes "Wow!! You found the research tools...?";
+ mes "You're quite capable.";
+ mes "I really like how you handle your work.";
+ next;
+ mes "[Raffle Researcher]";
+ mes "I like you.";
+ mes "Do you want to work on my research with me?";
+ mes "I could use your help here and there,";
+ mes "until I'm done with this research.";
+ next;
+ select("As you wish.");
+ mes "[Raffle Researcher]";
+ mes "Great. Thanks, and when we're done,";
+ mes "I'll pay you handsomely.";
+ mes "Also, for every research project that's completed,";
+ mes "I'll also give you some pocket money.";
+ next;
+ mes "[Raffle Researcher]";
+ mes "Young Raffles these days... they are just plain stupid.";
+ mes "I've always wanted a capable research assistant,";
+ mes "but it hasn't been easy to find one.";
+ next;
+ if (checkweight(6380,1) == 0) {
+ mes "[Raffle Researcher]";
+ mes "By the way... Was it that difficult to";
+ mes "reclaim the research tools?";
+ mes "You're carrying some very heavy looking equipment.";
+ mes "Go lighten your load, and I'll pay you for your work.";
+ close;
+ }
+ mes "[Raffle Researcher]";
+ mes "It must've been hard work to retrieve the tools.";
+ mes "Why don't you take this and go to the inn";
+ mes "and rest up? There's nothing for you to do right now.";
+ delitem 6385,1; //Research_Tool_Bag
+ set ep14_1_muk,2;
+ getitem 6380,1; //Mora_Coin
+ erasequest 5016;
+ close;
+ } else if (ep14_1_muk == 2) {
+ // Unofficial check, but it's needed here.
+ if (checkquest(5029,PLAYTIME) == 0 || checkquest(5029,PLAYTIME) == 1) {
+ mes "[Raffle Researcher]";
+ mes "It must've been hard work to retrieve the tools.";
+ mes "Why don't you take this and go to the inn";
+ mes "and rest up? There's nothing for you to do right now.";
+ close;
+ }
+ switch(rand(1,5)) {
+ case 1:
+ mes "[Raffle Researcher]";
+ mes "I'm still preparing for the research.";
+ mes "Unfortunately a few research tools";
+ mes "were damaged.";
+ emotion e_an;
+ close;
+ case 2:
+ mes "[Raffle Researcher]";
+ mes "Come to think of it, I don't think";
+ mes "I told you my name.";
+ next;
+ mes "[Raffle Researcher]";
+ mes "My name is Inffle. If anybody";
+ mes "asks you who you are working with,";
+ mes "you can say ^0000FFI'm working with Researcher Inffle.^000000";
+ mes "That's why I'm telling you my name.";
+ emotion e_ok;
+ close;
+ case 3:
+ mes "[Raffle Researcher]";
+ mes "Why? The inn is closed?";
+ mes "That's strange, it shouldn't be.";
+ mes "Why don't you go try again?";
+ emotion e_what;
+ close;
+ case 4:
+ break;
+ case 5:
+ mes "[Raffle Researcher]";
+ mes "Darn, I get more worked up the more I think about it.";
+ mes "It's not like I went with bad intentions...";
+ mes "I just wanted to do some research...";
+ mes "Can't believe I got attacked...";
+ mes "I just can't believe it...";
+ mes "What do you think?";
+ emotion e_an;
+ close;
+ }
+ mes "[Raffle Researcher]";
+ mes "Good thing you're here.";
+ next;
+ mes "[Raffle Researcher]";
+ mes "I've been thinking about";
+ mes "the unidentified creature in the bath.";
+ mes "He's quite the little devil, to take research tools,";
+ mes "which are as important to a researcher as his life...";
+ next;
+ mes "[Raffle Researcher]";
+ mes "A research assistant's job";
+ mes "is to make sure that the researcher can focus on his research";
+ mes "And not have to worry about anything else... VERY! Important.";
+ next;
+ mes "[Raffle Researcher]";
+ mes "I'd like you to take my revenge";
+ mes "on the unidentified creature for me...";
+ next;
+ mes "[Raffle Researcher]";
+ mes "I don't even want anything that drastic.";
+ mes "3 times! Go bully him for just 3 times.";
+ mes "You can draw on his face,";
+ mes "pinch him, tickle him,";
+ mes "whatever you want. Just bully him 3 times.";
+ set ep14_1_muk,3;
+ setquest 5017;
+ close;
+ } else if (ep14_1_muk < 6) {
+ mes "[Raffle Researcher]";
+ mes "How's the work going?";
+ mes "An assistant has to work swiftly and effectively.";
+ mes "Could it be that you have forgotten";
+ mes "what your task is?";
+ next;
+ select("Exactly. What should I do?");
+ mes "[Raffle Researcher]";
+ mes "Go bully the unidentified creature";
+ mes "just 3 times.";
+ mes "You can draw on his face,";
+ mes "pinch him, tickle him, or whatever.";
+ mes "Bully him 3 times.";
+ emotion e_gg;
+ close;
+ } else if (ep14_1_muk == 6) {
+ mes "[Raffle Researcher]";
+ mes "So you taught him a lesson? Great. I feel avenged!";
+ emotion e_heh;
+ next;
+ mes "[Raffle Researcher]";
+ mes "For a while, I couldn't sleep";
+ mes "because I couldn't stop thinking about the lost research tools.";
+ next;
+ mes "[Raffle Researcher]";
+ mes "That's that! We need to begin the bath research now.";
+ mes "I need to finish the research quickly,";
+ mes "so that I can start on a new topic.";
+ next;
+ mes "[Raffle Researcher]";
+ mes "Go to the bath water";
+ mes "with the sample tube that I give you,";
+ mes "and gather some samples.";
+ next;
+ mes "[Raffle Researcher]";
+ mes "Look around the bath water,";
+ mes "and you will find an area emitting a distinct aura.";
+ mes "You can collect the samples";
+ mes "from that area.";
+ next;
+ if (MaxWeight - Weight < 100 || checkweight(1092,10) == 0) {
+ mes "[Raffle Researcher]";
+ mes "You are carrying too much weight.";
+ mes "I can't give you the sample tube.";
+ mes "Why don't you lighten your load and come back?";
+ close;
+ }
+ mes "[Raffle Researcher]";
+ mes "Here is the sample tube for collecting.";
+ mes "Go and collect 10 samples!";
+ set ep14_1_muk,7;
+ getitem 1092,10; //Empty_Cylinder
+ erasequest 5018;
+ setquest 5019;
+ close;
+ } else if (ep14_1_muk == 7) {
+ if (checkquest(5019) > -1 && countitem(6386) < 10) {
+ mes "[Raffle Researcher]";
+ mes "Have you collected the samples yet?";
+ mes "Please hurry up.";
+ next;
+ mes "[Raffle Researcher]";
+ mes "Look around the bath water,";
+ mes "and you will find an area emitting a distinct aura.";
+ mes "You can collect the samples";
+ mes "from that area.";
+ close;
+ }
+ if (checkweight(6380,1) == 0) {
+ mes "[Raffle Researcher]";
+ mes "I know that you've done a lot...";
+ mes "but you are carrying too many things.";
+ mes "Even though I want to give you pocket money, I can't.";
+ mes "Could you lighten your load and come back?";
+ close;
+ }
+ mes "[Raffle Researcher]";
+ mes "You got the bath water sample. Great job.";
+ next;
+ mes "[Raffle Researcher]";
+ mes "I'll have to run a few tests";
+ mes "with the bath water samples.";
+ mes "It usually takes about 24 hours.";
+ mes "Why don't you come back then?";
+ delitem 6386,10; //Bathtub_R_Sample
+ getitem 6380,1; //Mora_Coin
+ set ep14_1_muk,8;
+ erasequest 5019;
+ setquest 5020;
+ close;
+ } else if (ep14_1_muk == 8) {
+ if (checkquest(5020,PLAYTIME) == 0 || checkquest(5020,PLAYTIME) == 1) {
+ mes "[Raffle Researcher]";
+ mes "The basic tests have not been completed yet.";
+ mes "There's nothing for you to do now.";
+ mes "Go for a walk.";
+ mes "Spend some money that I gave you.";
+ close;
+ }
+ mes "[Raffle Researcher]";
+ mes "The basic tests are done.";
+ mes "As I thought...";
+ mes "There were many interesting substances in the bath water.";
+ emotion e_ho;
+ next;
+ mes "[Raffle Researcher]";
+ mes "The most notable is this unidentifiable DNA.";
+ mes "I didn't have a chance to compare it to a lot of DNA samples,";
+ mes "but I'm pretty sure that this DNA";
+ mes "has been transformed by the mysterious substances of the bath.";
+ next;
+ mes "[Raffle Researcher]";
+ mes "After much thought,";
+ mes "I concluded that this DNA probably belongs to";
+ mes "the unidentified creature that attacked me.";
+ next;
+ if (rand(2)) {
+ set .@str$,"teeth";
+ set .@quest,5021;
+ } else {
+ set .@str$,"scales";
+ set .@quest,5022;
+ }
+ mes "[Raffle Researcher]";
+ mes "I'd better compare the two.";
+ mes "Please return to the bath";
+ mes "and look for the creature's "+.@str$+".";
+ mes "If you can, please bring me 10 of them.";
+ set ep14_1_muk,9;
+ erasequest 5020;
+ setquest .@quest;
+ close;
+ } else if (ep14_1_muk == 9) {
+ if (checkquest(5021) > -1 || checkquest(5022) > -1) {
+ if (checkquest(5021) > -1) {
+ set .@quest,5021;
+ set .@item,6387; //Teeth_Sample
+ setarray .@str$[0],"tooth","teeth";
+ } else {
+ set .@quest,5022;
+ set .@item,6388; //Scale_Sample
+ setarray .@str$[0],"scale","scales";
+ }
+ if (countitem(.@item) < 10) {
+ mes "[Raffle Researcher]";
+ mes "Haven't you found the unidentified creature's "+.@str$[1]+" yet?";
+ mes "Look carefully!";
+ mes "I'm certain that the creature";
+ mes "dropped his "+.@str$[1]+" somewhere.";
+ close;
+ }
+ mes "[Raffle Researcher]";
+ mes "You've collected all the "+.@str$[0]+" samples, finally.";
+ mes "As humans say,";
+ mes "I've been waiting forever for them.";
+ next;
+ if (checkweight(6380,1) == 0) {
+ mes "[Raffle Researcher]";
+ mes "I know that you've done a lot...";
+ mes "but you are carrying too many things.";
+ mes "Even though I want to give you pocket money, I can't.";
+ mes "Could you lighten your load and come back?";
+ close;
+ }
+ mes "[Raffle Researcher]";
+ mes "OK, I'll get to work right away.";
+ mes "If you have any business to attend to, do so.";
+ mes "The DNA analysis takes about 6 hours.";
+ mes "Why don't you go for a walk";
+ mes "and come back then?";
+ delitem .@item,10;
+ getitem 6380,1; //Mora_Coin
+ erasequest .@quest;
+ setquest 5023;
+ close;
+ } else if (checkquest(5023,PLAYTIME) == 0 || checkquest(5023,PLAYTIME) == 1) {
+ mes "[Raffle Researcher]";
+ mes "I'm still analyzing the DNA.";
+ mes "The DNA analysis takes about 6 hours.";
+ mes "Why don't you go for a walk and come back then?";
+ close;
+ } else {
+ switch(rand(1,6)) {
+ case 1:
+ case 3:
+ set .@quest,5021;
+ set .@item,6387; //Teeth_Sample
+ setarray .@str$[0],"tooth","teeth";
+ break;
+ case 2:
+ case 4:
+ set .@quest,5022;
+ set .@item,6388; //Scale_Sample
+ setarray .@str$[0],"scale","scales";
+ break;
+ case 5:
+ case 6:
+ break;
+ }
+ if (.@quest) {
+ mes "[Raffle Researcher]";
+ mes "This is not it.";
+ mes "The samples that you collected belonged to a normal species.";
+ emotion e_swt2;
+ next;
+ mes "[Raffle Researcher]";
+ mes "Must be because so many species of creatures";
+ mes "have been in the bath.";
+ next;
+ mes "[Raffle Researcher]";
+ mes "I'm sorry, but please re-collect the samples.";
+ mes "This time, the "+.@str$[1]+"... Yes.";
+ mes "Please bring the "+.@str$[0]+" samples.";
+ erasequest 5023;
+ setquest .@quest;
+ close;
+ }
+ mes "[Raffle Researcher]";
+ mes "Great! These samples are surely";
+ mes "from the mysterious creature.";
+ next;
+ mes "[Raffle Researcher]";
+ mes "According to the analysis,";
+ mes "The DNA is a mutant form of fish DNA.";
+ mes "I'm not sure how long this creature";
+ mes "has lived in the bath,";
+ mes "but this DNA is 70% evolved";
+ mes "from the original fish DNA.";
+ next;
+ mes "[Raffle Researcher]";
+ mes "Where did this fish come from?";
+ mes "How can it survive in the warm bath water?";
+ mes "After the DNA analysis,";
+ mes "my head is filled with even more questions.";
+ next;
+ mes "... ... ... ... ...";
+ emotion e_dots;
+ emotion e_dots,1;
+ next;
+ mes "[Raffle Researcher]";
+ mes "The village elders say";
+ mes "that the bath water comes from";
+ mes "the puddles around the village.";
+ next;
+ callsub L_CheckWeight;
+ mes "[Raffle Researcher]";
+ mes "If you get me a sample from the puddle";
+ mes "to the east, at 2 o'clock from here,";
+ mes "I'll tell you what to do next.";
+ next;
+ mes "[Raffle Researcher]";
+ mes "You probably don't need to run around";
+ mes "like you did collecting";
+ mes "the bath water samples.";
+ set ep14_1_muk,10;
+ getitem 1092,1; //Empty_Cylinder
+ erasequest 5023;
+ setquest 5024;
+ next;
+ mes "[Raffle Researcher]";
+ mes "If you get all 4 puddle samples at once";
+ mes "it may be more convenient. However,";
+ mes "there's the risk of samples being damaged or mixed up.";
+ mes "Therefore, I'm going to send you one place at a time. Good luck.";
+ close;
+ }
+ } else if (ep14_1_muk == 10) {
+ if (countitem(6389) == 0) {
+ mes "[Raffle Researcher]";
+ mes "You still haven't gone to collect the puddle sample?";
+ mes "Go to the puddle to the east of the village,";
+ mes "and collect a sample.";
+ mes "It's going to be at 2 o'clock from here.";
+ close;
+ }
+ mes "[Raffle Researcher]";
+ mes "You have the sample from the puddle to the east?";
+ mes "Great job, but it's no time to rest -";
+ mes "the research is almost done.";
+ next;
+ callsub L_CheckWeight;
+ mes "[Raffle Researcher]";
+ mes "Get me a sample from the puddle from the west.";
+ mes "It's not completely to the west...";
+ mes "The puddle should be at 7 o'clock";
+ mes "from the village.";
+ delitem 6389,1; //Puddle_R_Sample
+ set ep14_1_muk,11;
+ getitem 1092,1; //Empty_Cylinder
+ changequest 5024,5025;
+ next;
+ mes "[Raffle Researcher]";
+ mes "Take care not to damage the sample.";
+ mes "Good luck!";
+ close;
+ } else if (ep14_1_muk == 11) {
+ if (countitem(6389) == 0) {
+ mes "[Raffle Researcher]";
+ mes "You still haven't gone to collect the puddle sample?";
+ mes "Go to the puddle to the west of the village,";
+ mes "and collect a sample.";
+ mes "It's going to be at 7 o'clock from here.";
+ close;
+ }
+ mes "[Raffle Researcher]";
+ mes "You have the sample from the puddle to the west?";
+ mes "Great job, but it's no time to rest -";
+ mes "the research is almost done.";
+ next;
+ callsub L_CheckWeight;
+ mes "[Raffle Researcher]";
+ mes "Get me a sample from the puddle from the south.";
+ mes "The puddle to the south";
+ mes "should be... at 6 o'clock from here.";
+ delitem 6389,1; //Puddle_R_Sample
+ set ep14_1_muk,12;
+ getitem 1092,1; //Empty_Cylinder
+ changequest 5025,5026;
+ next;
+ mes "[Raffle Researcher]";
+ mes "I can't emphasize this enough, even if I did it 1000000000000000000000 times.";
+ mes "Please take care that";
+ mes "the sample is not damaged.";
+ close;
+ } else if (ep14_1_muk == 12) {
+ if (countitem(6389) == 0) {
+ mes "You still haven't gone to collect the puddle sample?";
+ mes "Get me a sample from the puddle from the south.";
+ mes "The puddle to the south is located";
+ mes "at 6 o'clock from here.";
+ next;
+ mes "[Raffle Researcher]";
+ mes "You know what I'm going to say?";
+ mes "Be careful.";
+ close;
+ }
+ mes "[Raffle Researcher]";
+ mes "You have the sample from the puddle to the south?";
+ mes "Now only the puddle to the north";
+ mes "remains to be sampled.";
+ next;
+ callsub L_CheckWeight;
+ mes "[Raffle Researcher]";
+ mes "Please get me the sample from the puddle to the north.";
+ mes "It's not completely to the north.";
+ mes "it's at 11 o'clock from the village.";
+ delitem 6389,1; //Puddle_R_Sample
+ set ep14_1_muk,13;
+ getitem 1092,1; //Empty_Cylinder
+ changequest 5026,5027;
+ next;
+ mes "[Raffle Researcher]";
+ mes "You know what I'm going to say?";
+ mes "Be careful.";
+ close;
+ } else if (ep14_1_muk == 13) {
+ if (countitem(6389) == 0) {
+ mes "[Raffle Researcher]";
+ mes "You still haven't gone to collect the puddle sample?";
+ mes "Please get me a sample from the puddle to the north.";
+ mes "It's not exactly north of the village.";
+ mes "The puddle should be located at 11 o'clock";
+ mes "from the village.";
+ close;
+ }
+ mes "[Raffle Researcher]";
+ mes "You brought the last sample from the puddle from the north.";
+ mes "Great work. You've done really well.";
+ next;
+ mes "[Raffle Researcher]";
+ mes "Now, I'm going to do some research";
+ mes "with these samples,";
+ mes "looking at the relationship between";
+ mes "these puddles and the bath.";
+ next;
+ if (checkweight(6380,4) == 0) {
+ mes "[Raffle Researcher]";
+ mes "I know that you've done a lot...";
+ mes "but you are carrying too many things.";
+ mes "Even though I want to give you pocket money, I can't.";
+ mes "Could you lighten your load and come back?";
+ close;
+ }
+ mes "[Raffle Researcher]";
+ mes "If I finish this experiment...";
+ mes "There's probably nothing else to do. While I run the experiment,";
+ mes "why don't you go and entertain yourself?";
+ delitem 6389,1; //Puddle_R_Sample
+ set ep14_1_muk,14;
+ getitem 6380,4; //Mora_Coin
+ erasequest 5027;
+ setquest 5028;
+ next;
+ mes "[Raffle Researcher]";
+ mes "Comparison of the samples and the bath water";
+ mes "will take about 12 hours.";
+ close;
+ } else if (ep14_1_muk == 14) {
+ if (checkquest(5028,PLAYTIME) == 0 || checkquest(5028,PLAYTIME) == 1) {
+ mes "[Raffle Researcher]";
+ mes "What? You're here? Well...";
+ next;
+ mes "[Raffle Researcher]";
+ mes "But the sample studies have not been finished.";
+ mes "This is an experiment for the final result,";
+ mes "so don't be too hasty.";
+ mes "I think the research will take about 12 hours.";
+ next;
+ mes "[Raffle Researcher]";
+ mes "Come back then.";
+ close;
+ }
+ mes "[Raffle Researcher]";
+ mes "You're here? Finally,";
+ mes "the experiment results are all in.";
+ mes "Do you want to look at the results?";
+ next;
+ switch(select("Actually, I don't want to.:Look at the results.")) {
+ case 1:
+ mes "[Raffle Researcher]";
+ mes "Good thinking. Actually, it may hurt";
+ mes "regular people's brains to look at it.";
+ mes "I suppose it's time for your reward";
+ mes "for helping me out so much.";
+ next;
+ mes "[Raffle Researcher]";
+ mes "Did I talk to you about the reward before the experiment?";
+ mes "That you won't be sorry that you helped out...";
+ next;
+ break;
+ case 2:
+ mes "[Raffle Researcher]";
+ mes "You're curious about the results? Really???";
+ mes "OK, here it is.";
+ next;
+ callsub L_ShowReport;
+ mes "[Raffle Researcher]";
+ mes "There are no volcanoes around the area";
+ mes "and no record of volcanoes in the past,";
+ mes "but the water temperature is that high...";
+ mes "Isn't it surprising?";
+ next;
+ mes "[Raffle Researcher]";
+ mes "The ingredients are... yes.";
+ mes "There are certainly substances that are beneficial for you humans.";
+ mes "But, there are also substances";
+ mes "that are fatal to us Raffles,";
+ mes "or other races.";
+ next;
+ mes "[Raffle Researcher]";
+ mes "And if you look at the electric conductivity,";
+ mes "it is quite higher than that of the average water.";
+ mes "My theory is that";
+ mes "this must be the cause of the mysterious power.";
+ mes "That's what I'm thinking about.";
+ mes "Anyhow.";
+ next;
+ mes "[Raffle Researcher]";
+ mes "There is something at work that science cannot explain";
+ mes "in the bath water...";
+ mes "Take the unidentified creature, for instance.";
+ mes "How strange is it that a fish can live";
+ mes "in such warm water?";
+ next;
+ mes "[Raffle Researcher]";
+ mes "I'm not satisfied with the research results and conclusions.";
+ mes "I guess in the end,";
+ mes "it will remain a mystery...";
+ next;
+ mes "[Raffle Researcher]";
+ mes "I suppose it's time for your reward";
+ mes "for helping me out so much.";
+ next;
+ mes "[Raffle Researcher]";
+ mes "Did I talk to you about the reward before the experiment?";
+ mes "That you won't be sorry that you helped out...";
+ next;
+ break;
+ }
+ mes "[Raffle Researcher]";
+ mes "I was thinking about what you would want";
+ mes "for your reward... and I felt";
+ mes "a little... sad.";
+ next;
+ mes "[Raffle Researcher]";
+ mes "... ... ... ...";
+ next;
+ mes "[Raffle Researcher]";
+ mes "During our short time here together working on these projects,";
+ mes "I sent you all over the place.";
+ mes "It must've been hard, but you didn't complain at all.";
+ mes "And unlike some of the other guys I've had,";
+ mes "you never skipped work.";
+ next;
+ mes "[Raffle Researcher]";
+ mes "I suppose I've grown fond of you,";
+ mes "so that it saddens me to say goodbye...";
+ next;
+ mes "[Raffle Researcher]";
+ mes "But thank you anyhow. I've been researching for a while,";
+ mes "but I've never met such an excellent research assistant as you.";
+ next;
+ if (MaxWeight - Weight < 100 || checkweight(1092,1) == 0) {
+ mes "[Raffle Researcher]";
+ mes "Hmm? By the way...";
+ mes "You are carrying too much weight.";
+ mes "Could it be because you are also sad";
+ mes "about parting ways?";
+ next;
+ mes "[Raffle Researcher]";
+ mes "With this weight, I can't give you a reward!";
+ close;
+ }
+ mes "[Raffle Researcher]";
+ mes "The best research assistant in my life...";
+ mes "is you, "+strcharinfo(0)+"!!!";
+ set ep14_1_muk,15;
+ completequest 5028;
+ getexp 1000000,4000000;
+ getitem 6380,30; //Mora_Coin
+ next;
+ mes "[Raffle Researcher]";
+ mes "If we happen to run into each other again,";
+ mes "let's work on a research project once more.";
+ close;
+ } else if (ep14_1_muk == 15) {
+ mes "[Raffle Researcher]";
+ mes "Hmm? No?... What are you doing here?";
+ next;
+ mes "[Raffle Researcher]";
+ mes "Could it be that you suddenly want to look at";
+ mes "the research report???";
+ next;
+ switch(select("Look at the report.:I came to say hello.")) {
+ case 1:
+ mes "[Raffle Researcher]";
+ mes "Haven't I shown it to you before?";
+ next;
+ mes "[Raffle Researcher]";
+ mes "... ... ... ...";
+ emotion e_dots;
+ next;
+ mes "[Raffle Researcher]";
+ mes "Maybe I haven't shown you.";
+ mes "Sorry about that. So you wanted to see it so badly";
+ mes "that you came back to see me?";
+ mes "Great! Here it is.";
+ next;
+ while(1) {
+ callsub L_ShowReport;
+ mes "[Raffle Researcher]";
+ mes "This concludes the report of";
+ mes "Mora Village's mysterious bath.";
+ mes "You want to look again?";
+ emotion e_what;
+ next;
+ switch(select("Look again.:Don't look again.")) {
+ case 1:
+ mes "[Raffle Researcher]";
+ mes "Sure... As you wish!!";
+ next;
+ break;
+ case 2:
+ mes "[Raffle Researcher]";
+ mes "Goodbye. Come by any time,";
+ mes "if you want to look at the results again.";
+ mes "You're always welcome here.";
+ close;
+ }
+ }
+ case 2:
+ mes "[Raffle Researcher]";
+ mes "Oh, You came to say hi. I see.";
+ mes "Long time no see, "+strcharinfo(0)+".";
+ next;
+ mes "[Raffle Researcher]";
+ mes "I've been telling you that I lucked out in picking you as my research assistant.";
+ mes "Come by any time,";
+ mes "if you want to look at the results again.";
+ mes "You're always welcome here.";
+ close;
+ }
+ } else {
+ mes "[Raffle Researcher]";
+ mes "Hmm? I'm Researcher Inffle.";
+ mes "Who are you?";
+ close;
+ }
+ end;
+L_ShowReport:
+ mes "[Experimental Results]";
+ mes "*** Researcher - Inffle";
+ mes "*** Research Assistant - "+strcharinfo(0);
+ mes "¡¡";
+ mes "<Research topic>";
+ mes "*** Bath of Mora Village";
+ mes "¡¡";
+ mes "<Aim>";
+ mes "To investigate the mysterious power of the bath water";
+ mes "and to find out ways to better utilize";
+ mes "the water.";
+ mes "¡¡";
+ mes "<Methods>";
+ mes "1. Obtained an unidentified DNA sample.";
+ mes "Obtained a sample of an unidentified DNA,";
+ mes "and collected more samples to look further into it.";
+ mes "¡¡";
+ mes "2. A comparison analysis on the unidentified DNA";
+ mes "Concluded that the DNA belongs to";
+ mes "an unidentified creature living in the bath water.";
+ mes "combine and result in";
+ mes "from the swordfish DNA.";
+ mes "¡¡";
+ mes "3. Research on the puddles around the village";
+ mes "From the four puddles around the village,";
+ mes "confirmed that the testing substances were";
+ mes "distributed evenly across the puddles.";
+ mes "It is thought that the four puddles";
+ mes "combine and result in";
+ mes "the mysterious power.";
+ mes "¡¡";
+ mes "<Material analysis>";
+ mes "*** Temperature ***** 33.5° ";
+ mes "*** PH ************ 9.8";
+ mes "*** Solid residues *** 176";
+ mes "*** K+ ************ 0,23";
+ mes "*** Ca++ ********** 1.83";
+ mes "*** Cl- *********** 26.2";
+ mes "*** HCO3- ********* 31.0";
+ mes "*** H2S *********** 1.7";
+ mes "*** Na++ ********** 51.9";
+ mes "*** Mg+ *********** 0.03";
+ mes "*** SO4- ********** 5.0";
+ mes "*** F ************* 12.8";
+ mes "*** SiO2 ********** 23.9";
+ mes "*** Li ************ 0.06";
+ mes "*** CO3+ ********** 22.8";
+ mes "*** Sr ************ 0.04";
+ mes "*** Ge ************ 0.004";
+ mes "*** T-solids ****** 165";
+ mes "*** Electric conductivity **** 500";
+ mes "*** Longitude ********** 4.6";
+ next;
+ return;
+L_CheckWeight:
+ if (MaxWeight - Weight < 100 || checkweight(1092,1) == 0) {
+ mes "[Raffle Researcher]";
+ mes "You are carrying too much weight.";
+ mes "I can't give you the sample tube.";
+ mes "Why don't you lighten your load and come back?";
+ close;
+ }
+ return;
+}
+
+mora,114,79,0 script Black Shadow#ep14_muk 844,{
+ if (checkweight(1201,1) == 0 || MaxWeight - Weight < 500) {
+ mes "^FF0000- Warning message -";
+ mes "- Hang on there!! -";
+ mes "- You have too many items -";
+ mes "- to receive any more items. -";
+ mes "- Please lighten your load -";
+ mes "- and try again. -^000000";
+ close;
+ }
+ if (BaseLevel < 100) {
+ mes "Something looks at you from head to toe, and disappears, mocking you.";
+ close2;
+ donpcevent "Black Shadow#ep14_muk::OnDisable";
+ end;
+ }
+ set .@playtime, checkquest(5029,PLAYTIME);
+ if (.@playtime == 0 || .@playtime == 1) {
+ mes "You see a dark hole. As you show interest, something disappears quickly into the dark hole.";
+ close2;
+ donpcevent "Black Shadow#ep14_muk::OnDisable";
+ end;
+ } else if (.@playtime == 2)
+ erasequest 5029;
+ if (ep14_1_goki == 30) {
+ if (checkquest(5030) == -1 && checkquest(5031) == -1 && checkquest(5032) == -1 && checkquest(5033) == -1 && checkquest(5034) == -1) {
+ mes "[Unidentified creature]";
+ mes "Arrgghh!!!";
+ mes "Why you bother me.";
+ mes "You stop bullying me.";
+ next;
+ if(select("Bully anyway.:I'll stop.") == 1) {
+ emotion e_sob;
+ set ep14_1_goki,0;
+ close2;
+ donpcevent "Black Shadow#ep14_muk::OnDisable";
+ end;
+ }
+ mes "[Unidentified creature]";
+ mes "You... Good.";
+ mes "Everybody calls me monster.";
+ mes "Hit me. Bully. Me tired.";
+ next;
+ mes "[Fishee]";
+ mes "My name Fishee.";
+ mes "Dad name me.";
+ next;
+ mes "... ... ... ... ...";
+ next;
+ mes "He appears to be rambling.";
+ next;
+ mes "[Fishee]";
+ mes "Bully. Fun. Every day.";
+ mes "I talk. Still bully.";
+ next;
+ mes "[Fishee]";
+ mes "You... Good. Help Fishee?";
+ next;
+ if(select("Don't help.:Help.") == 1) {
+ emotion e_sob;
+ set ep14_1_goki,0;
+ close2;
+ donpcevent "Black Shadow#ep14_muk::OnDisable";
+ end;
+ }
+ mes "[Fishee]";
+ mes "You good. Good!";
+ next;
+ mes "[Fishee]";
+ mes "Me didn't live here.";
+ mes "Me lived puddle.";
+ mes "Puddle. Live there.";
+ next;
+ mes "[Fishee]";
+ mes "Me sleep weird.";
+ mes "Wake up one day.";
+ mes "Here, bath.";
+ next;
+ mes "[Fishee]";
+ mes "Don't know how go home.";
+ mes "Me just live here.";
+ mes "Grow big. Hole small.";
+ mes "Can't get in.";
+ next;
+ mes "[Fishee]";
+ mes "Me miss family. Me want to see family.";
+ mes "You good. How my family do.";
+ mes "Bring me. Good.";
+ next;
+ select("How would I know who is your family?");
+ mes "[Fishee]";
+ mes "Us fish stupid.";
+ mes "Stupid. But know family name.";
+ next;
+ mes "[Fishee]";
+ mes "Family know name Fishee. Family come.";
+ next;
+ mes "[Fishee]";
+ mes "Please. In puddle.";
+ mes "You tell me my family do okay.";
+ setquest 5030+rand(4); //5030,5031,5032,5033
+ close;
+ } else if (checkquest(5030) > -1 || checkquest(5031) > -1 || checkquest(5032) > -1 || checkquest(5033) > -1) {
+ mes "[Fishee]";
+ mes "Please. In puddle.";
+ mes "You tell me my family do okay.";
+ next;
+ mes "[Fishee]";
+ mes "You forgot me name?";
+ next;
+ if(select("Please tell me your name again!:I know your name.") == 1) {
+ mes "[Fishee]";
+ mes "Your memory, like fish.";
+ mes "Stupid. I talk.";
+ mes "My name Fishee, Fishee!!";
+ next;
+ }
+ mes "[Fishee]";
+ mes "Please. In puddle.";
+ mes "You tell me my family do okay.";
+ close;
+ } else if (checkquest(5034) > -1 && checkquest(5034) < 2) {
+ if (MaxWeight - Weight < 100 || checkweight(5792,1) == 0) {
+ mes "[Fishee]";
+ mes "You have lots.";
+ mes "I give. To you.";
+ mes "Empty bag. Come back.";
+ close;
+ }
+ mes "[Fishee]";
+ mes "You told me my family ok. Thank you.";
+ mes "I know thank you. Fish.";
+ mes "Re... Don't know word.";
+ next;
+ select("Perhaps... Reward??");
+ mes "[Fishee]";
+ mes "Yes. That. You good.";
+ mes "Smart. Give you reward.";
+ mes "I know thank you. Fish.";
+ next;
+ mes "[Fishee]";
+ mes "This, I got from bath.";
+ mes "No. Someone left it.";
+ mes "... ... Good guy. I give you.";
+ completequest 5034;
+ getitem 5792,1; //Fish_Pin
+ close;
+ } else if (checkquest(5034) == 2) {
+ mes "[Fishee]";
+ mes "You... I saw. Feeling. I saw. Feeling.";
+ mes "You... Name?";
+ next;
+ input .@inputstr$;
+ mes "[Fishee]";
+ mes .@inputstr$+" do.";
+ mes "No know. No remember..";
+ mes "Who.. you... are?";
+ close;
+ }
+ }
+ set .@weapon$, ((getequipisequiped(EQI_HAND_R))?getequipname(EQI_HAND_R):"Bare handed");
+ set .@pc_hp, 200;
+ set .@npc_hp, 200;
+ setarray .@skills$[0],"Midsection punch","Headbutt","Wiggle wiggle","Screw punch","Mumble muble";
+ mes "The unidentified creature is attacking. What will you do?";
+ next;
+ while(1) {
+ switch(select("Attack with a weapon.:Attack using a skill.:Attack using teeth.:Run away in fear.")) {
+ case 1: // Weapon
+ set .@p_damage,10;
+ set .@pc_attack, rand(1,10);
+ mes "["+strcharinfo(0)+"'s Attack]";
+ switch(.@pc_attack) {
+ // Miss.
+ case 3:
+ mes "You attempt to attack with your recent expensive purchase ^FF0000["+.@weapon$+"]^000000, but the unidentified creature rapidly dodged.";
+ break;
+ case 6:
+ mes "By mistake, you use ^FF0000["+.@weapon$+"]^000000 that Holgren has thrown your way to attack the unidentified creature, but the creature foresaw the attack and dodged.";
+ break;
+ case 9:
+ mes "You use your precious ^FF0000[+"+.@weapon$+"+]^000000 to attack the unidentified creature, but the creature pulled back and dodged your attack.";
+ break;
+ // Hit.
+ default:
+ specialeffect EF_HIT1;
+ set .@npc_hp, .@npc_hp - .@p_damage;
+ switch(.@pc_attack) {
+ case 1: set .@str$,"With your precious ^FF0000["+.@weapon$+"]^000000, you attacked the unidentified creature. The weapon pierced the creature's body."; break;
+ case 2: set .@str$,"By mistake, you use ^FF0000["+.@weapon$+"]^000000 that Holgren has thrown your way to attack the unidentified creature. With a thud, the unidentified creature's body is swaying."; break;
+ case 4: set .@str$,"You attempt to attack with your recent expensive purchase ^FF0000["+.@weapon$+"]^000000. You hit the unidentified creature's body with a thud."; break;
+ case 5: set .@str$,"You use a borrowed ^FF0000["+.@weapon$+"]^000000 to attack the unidentified creature, but the weapon slipped. But the weapon flies off and pierces the creature's body."; break;
+ case 7: set .@str$,"With your precious ^FF0000["+.@weapon$+"]^000000, you attacked the unidentified creature. It was as if the weapon was part of your body."; break;
+ case 8: set .@str$,"You use your lucky ^FF0000["+.@weapon$+"]^000000 to attack the unidentified creature."; break;
+ case 10: set .@str$,"You use a friend's ^FF0000["+.@weapon$+"]^000000 to attack the unidentified creature."; break;
+ }
+ mes .@str$+" ^FF0000["+.@p_damage+"]^000000 damage inflicted.";
+ break;
+ }
+ next;
+ break;
+ case 2: // Skill
+ set .@p_damage,20;
+ set .@pc_attack, rand(1,6);
+ set .@skillname$, .@skills$[rand(5)];
+ mes "["+strcharinfo(0)+"'s Attack]";
+ switch(.@pc_attack) {
+ // Miss.
+ case 2:
+ mes "You use skill ^0000FF["+.@skillname$+"]^000000 but you couldn't concentrate, and failed to use the skill properly.";
+ break;
+ case 4:
+ mes "You use skill ^0000FF["+.@skillname$+"]^000000 with all your might, but the unidentified creature dodged lightly and mocked you.";
+ break;
+ case 6:
+ mes "You use skill ^0000FF["+.@skillname$+"]^000000 to attack the creature, but he got out of sight and you failed to use the skill.";
+ break;
+ // Hit.
+ default:
+ specialeffect EF_BASH;
+ set .@npc_hp, .@npc_hp - .@p_damage;
+ switch(.@pc_attack) {
+ case 1: set .@str$, "With an attack so fast and furious, the creature is too stunned to move."; break;
+ case 3: set .@str$, "The creature dodged, but you foresaw his movements and targeted accurately."; break;
+ case 5: set .@str$, "Your skill flew in a perfect parabola and hit the creature exactly."; break;
+ }
+ mes "You use skill ^0000FF["+.@skillname$+"]^000000 to attack the unidentified creature. "+.@str$+" ^FF0000["+.@p_damage+"]^000000 damage inflicted.";
+ break;
+ }
+ next;
+ break;
+ case 3: // Tooth
+ set .@p_damage,50;
+ set .@pc_attack, rand(1,10);
+ mes "["+strcharinfo(0)+"'s Attack]";
+ if (.@pc_attack == 4 || .@pc_attack == 7) {
+ specialeffect EF_HIT1;
+ set .@npc_hp, .@npc_hp - .@p_damage;
+ mes "You use your well-groomed teeth to bite the unidentified creature hard until your teeth sink into its flesh. ^FF0000["+.@p_damage+"]^000000 damage inflicted.";
+ } else
+ mes "You use your steel-like teeth to bite the unidentified creature, but the frightened creature dodged. He stares at you with strange eyes.";
+ next;
+ break;
+ case 4: // Run
+ mes "You get scared of the unidentified creature, and attempt to run.";
+ next;
+ mes "["+strcharinfo(0)+"'s Escape]";
+ if (rand(1,2) == 1) {
+ mes "Fortunately, the unidentified creature did not come after you.";
+ close;
+ } else {
+ mes "When you attempt to run away, the unidentified creature sees you and attacks. You fail to escape.";
+ next;
+ specialeffect2 EF_HIT1;
+ mes "The creature slams you with its tail. It's so painful that a tear rolls out of your eyes. ^FF000010^000000 damaged received.";
+ set .@pc_hp, .@pc_hp - 10;
+ next;
+ // Unofficial check, but it's needed here.
+ callsub L_CheckPCAlive, .@pc_hp;
+ }
+ break;
+ }
+ if (.@npc_hp <= 0) {
+ mes "You won. The unidentified creature is unconscious.";
+ next;
+ if (checkquest(5016) > -1 && countitem(6385) == 0) {
+ mes "What will you do?";
+ next;
+ select("Look for the research tools.");
+ if (checkweight(6385,1) == 0) {
+ mes "You attempted to look for the research tools,";
+ mes "but you are carrying too many things.";
+ mes "You'd better lighten your load";
+ mes "and come back.";
+ close2;
+ donpcevent "Black Shadow#ep14_muk::OnDisable";
+ end;
+ }
+ mes "Found Researcher Raffle's ^0000FF Research tool ^000000.";
+ set ep14_1_goki, ep14_1_goki+1;
+ getitem 6385,1; //Research_Tool_Bag
+ setquest 5029;
+ next;
+ mes "The creature wakes up and disappears into the dark hole.";
+ close2;
+ donpcevent "Black Shadow#ep14_muk::OnDisable";
+ end;
+ } else if (checkquest(5017) > -1) {
+ mes "How will you bully the creature?";
+ next;
+ input .@inputstr$;
+ mes "You do ^0000FF"+.@inputstr$+"^000000 to bully the unidentified creature.";
+ next;
+ setquest 5029;
+ switch(ep14_1_muk) {
+ case 3:
+ mes "You bully the unidentified creature. This is kind of fun.";
+ break;
+ case 4:
+ mes "You bully the unidentified creature for the second time. It's definitely entertaining.";
+ break;
+ case 5:
+ mes "You bully the unidentified creature for the third time. It's fun, but now it is time to stop.";
+ changequest 5017,5018;
+ break;
+ }
+ set ep14_1_muk, ep14_1_muk+1;
+ set ep14_1_goki, ep14_1_goki+1;
+ close2;
+ donpcevent "Black Shadow#ep14_muk::OnDisable";
+ end;
+ } else {
+ mes "What will you do?";
+ next;
+ if(select("Check the body of the unidentified creature.:Leave.") == 2) {
+ setquest 5029;
+ set ep14_1_goki, ep14_1_goki+1;
+ close2;
+ donpcevent "Black Shadow#ep14_muk::OnDisable";
+ end;
+ }
+ if (rand(1,30) == 7) {
+ if (checkweight(6380,1) == 0) {
+ mes "While you were checking the body of the unidentified creature, your fingers touch something. You got lucky, but due to your heavy load you failed to obtain a ^0000FF Mora Coin^000000.";
+ set ep14_1_goki, ep14_1_goki+1;
+ setquest 5029;
+ close2;
+ donpcevent "Black Shadow#ep14_muk::OnDisable";
+ end;
+ }
+ mes "While you were checking the body of the unidentified creature, your fingers touch something. Lucky. Obtained a ^0000FF Mora Coin^000000.";
+ set ep14_1_goki, ep14_1_goki+1;
+ getitem 6380,1; //Mora_Coin
+ setquest 5029;
+ next;
+ mes "The creature wakes up and disappears into the dark hole.";
+ } else {
+ mes "As soon as you touch the creature's body, it wakes up and disappears into the dark hole.";
+ set ep14_1_goki, ep14_1_goki+1;
+ setquest 5029;
+ }
+ close2;
+ donpcevent "Black Shadow#ep14_muk::OnDisable";
+ end;
+ }
+ }
+ mes "[ Current Progress ]";
+ mes strcharinfo(0)+" HP = "+.@pc_hp;
+ mes "Unidentified Creature HP = "+.@npc_hp;
+ next;
+ mes "[Attack of the unidentified creature]";
+ set .@npc_attack, rand(1,3);
+ switch(.@npc_attack) {
+ case 1:
+ set .@n_damage,10;
+ mes "The unidentified creature shoots a stream of bath water.";
+ break;
+ case 2:
+ set .@n_damage,20;
+ mes "The unidentified creature dashes at you with great speed. It appears to be attempting a headbutt.";
+ break;
+ case 3:
+ set .@n_damage,50;
+ mes "The unidentified creature runs at you with its teeth bared. It appears to be attempting to bite.";
+ break;
+ }
+ next;
+ mes "What will you do?";
+ next;
+ switch(select("... ... ...:Dodge.:Block.:It's too much. Run away.")) {
+ case 1:
+ switch(.@npc_attack) {
+ case 1:
+ specialeffect2 EF_ICEARROW;
+ mes "You stand still. The stream of water hits your face squarely. Your mind is clear in an instant. ^FF0000["+.@n_damage+"]^000000 damage received.";
+ break;
+ case 2:
+ specialeffect2 EF_BASH;
+ mes "You stand still. The creature headbutts you squarely. Your mind is clear in an instant. ^FF0000["+.@n_damage+"]^000000 damage received.";
+ break;
+ case 3:
+ specialeffect2 EF_HIT1;
+ mes "You stand still. While you were standing stupidly, the creature comes near and bites you mercilessly. Your mind is clear in an instant. ^FF0000["+.@n_damage+"]^000000 damage received.";
+ break;
+ }
+ set .@pc_hp, .@pc_hp - .@n_damage;
+ next;
+ break;
+ case 2:
+ switch(.@npc_attack) {
+ case 1:
+ set .@miss, rand(1,5);
+ mes "[Attack of the unidentified creature]";
+ switch(.@miss) {
+ // Miss.
+ case 1:
+ mes "The unidentified creature shoots a stream of water at you, but you dodge it easily by tilting your body.";
+ break;
+ case 3:
+ mes "The unidentified creature shoots a stream of water at you, but you dodge it while picking your nose.";
+ break;
+ // Hit.
+ default:
+ specialeffect2 EF_ICEARROW;
+ set .@pc_hp, .@pc_hp - .@n_damage;
+ switch(.@miss) {
+ case 2: set .@str$,"face"; break;
+ case 4: set .@str$,"stomach"; break;
+ case 5: set .@str$,"arm"; break;
+ }
+ mes "The stream of water hits your "+.@str$+" squarely. ^FF0000["+.@n_damage+"]^000000 damage received.";
+ break;
+ }
+ next;
+ break;
+ case 2:
+ set .@miss, rand(1,10);
+ mes "[Attack of the unidentified creature]";
+ switch(.@miss) {
+ // Miss.
+ case 1:
+ mes "The unidentified creature dashes at you attempting a headbutt, but you are not the one to succumb to such an attack.";
+ break;
+ case 3:
+ mes "The unidentified creature dashes at you attempting a headbutt, but you move slightly to dodge the attack.";
+ break;
+ case 5:
+ mes "The unidentified creature dashes at you attempting a headbutt, but you dodge the attack while picking your nose.";
+ break;
+ case 7:
+ mes "The unidentified creature dashes at you attempting a headbutt, but you dodge the attack easily.";
+ break;
+ // Hit.
+ default:
+ specialeffect2 EF_BASH;
+ set .@pc_hp, .@pc_hp - .@n_damage;
+ switch(.@miss) {
+ case 2: set .@str$,"With a thud, you can feel intense pain."; break;
+ case 4: set .@str$,"*thud* Your back seems to give way."; break;
+ case 6: set .@str$,"The creature's attack hits you in the shoulder."; break;
+ case 8: set .@str$,"The attack is like an arrow."; break;
+ case 9: set .@str$,"The attack was fast and accurate."; break;
+ case 10: set .@str$,"It hits your hand with a thud."; break;
+ }
+ mes "The unidentified creature dashes at you and headbutts. "+.@str$+" ^FF0000["+.@n_damage+"]^000000 damage received.";
+ break;
+ }
+ next;
+ break;
+ case 3:
+ set .@miss, rand(1,10);
+ mes "[Attack of the unidentified creature]";
+ switch(.@miss) {
+ // Miss.
+ case 1:
+ mes "The unidentified creature runs at you with its teeth bared, but you dodge the attack sneering.";
+ break;
+ case 3:
+ mes "The unidentified creature runs at you with its teeth bared, but you dodge the attack by moving slightly.";
+ break;
+ case 5:
+ mes "The unidentified creature runs at you with its teeth bared, but you dodge the attack while stretching.";
+ break;
+ case 7:
+ mes "The unidentified creature runs at you with its teeth bared, but you dodge the attack while counting Zenies.";
+ break;
+ case 8:
+ mes "The unidentified creature runs at you with its teeth bared, but you dodge the attack lightly.";
+ break;
+ case 9:
+ mes "The unidentified creature runs at you with its teeth bared, but you dodge the attack sneering.";
+ break;
+ // Hit.
+ default:
+ specialeffect2 EF_HIT1;
+ set .@pc_hp, .@pc_hp - .@n_damage;
+ switch(.@miss) {
+ case 2: set .@str$,"leg. Its sharp teeth penetrate your legs."; break;
+ case 4: set .@str$,"arm. Its sharp teeth penetrate your arm."; break;
+ case 6: set .@str$,"toe. You feel like your toe is being cut off."; break;
+ case 10: set .@str$,"finger. You feel like your finger is being cut off."; break;
+ }
+ mes "The unidentified creature runs at you with its teeth bared, and bites your "+.@str$+" ^FF0000["+.@n_damage+"]^000000 damage received.";
+ break;
+ }
+ next;
+ break;
+ }
+ break;
+ case 3:
+ set .@defend, rand(1,10);
+ switch(.@npc_attack) {
+ case 1:
+ if (.@defend == 3 || .@defend == 6) {
+ set .@n_damage, .@n_damage / 2;
+ specialeffect2 EF_GUARD;
+ } else
+ specialeffect2 EF_ICEARROW;
+ set .@pc_hp, .@pc_hp - .@n_damage;
+ mes "[Defense of "+strcharinfo(0)+"]";
+ switch(.@defend) {
+ // Blocked.
+ case 3: set .@str$,"You block the stream of water with your strong butt. Feels refreshing. HP reduced only by half."; break;
+ case 6: set .@str$,"You block the stream of water with your strong hands. Your hands sting a little. HP reduced only by half."; break;
+ // Not blocked.
+ case 1: set .@str$,"You try to block the stream of water with your strong butt, but it's too late."; break;
+ case 2: set .@str$,"You try to block the stream of water with your big gut, but to no avail."; break;
+ case 4: set .@str$,"You try to block the stream of water with your gathered hands, but the creature targets a different place."; break;
+ case 5: set .@str$,"You try to block the stream of water with your strong hands, but you fail."; break;
+ case 7: set .@str$,"You try to block the stream of water with arms crossed, but you fold them wrong."; break;
+ case 8: set .@str$,"You try to block the stream of water with your rock-like head, but it was not possible."; break;
+ case 9: set .@str$,"You try to block the stream of water with your solid muscles, but it was not possible."; break;
+ case 10: set .@str$,"You try to block the stream of water with your strong feet, but your effort was wasted."; break;
+ }
+ mes .@str$+" ^FF0000["+.@n_damage+"]^000000 damage received.";
+ next;
+ break;
+ case 2:
+ if (.@defend == 1 || .@defend == 3 || .@defend == 5 || .@defend == 7) {
+ set .@n_damage, .@n_damage / 2;
+ specialeffect2 EF_GUARD;
+ } else
+ specialeffect2 EF_BASH;
+ set .@pc_hp, .@pc_hp - .@n_damage;
+ mes "[Defense of "+strcharinfo(0)+"]";
+ switch(.@defend) {
+ // Blocked.
+ case 1: set .@str$,"You block the dash attack with your fat butt. Your butt is world class. HP reduced only by half."; break;
+ case 3: set .@str$,"You block the dash attack with your big gut. Your gut is world class. HP reduced only by half."; break;
+ case 5: set .@str$,"You block the dash attack with your strong hands. Your hands are world class. HP reduced only by half."; break;
+ case 7: set .@str$,"The unidentified creature dashed with lightning speed, but you easily block the attack with your big gut. Your gut is world class. HP reduced only by half."; break;
+ // Not blocked.
+ case 2: set .@str$,"You try to block the dash attack with your fat butt, but miss and get hit in an unmentionable place."; break;
+ case 4: set .@str$,"You try to block the dash attack with your big gut, but your gut isn't big enough to absorb the impact."; break;
+ case 6: set .@str$,"You try to block the dash attack with arms crossed, but you feel an incredible force."; break;
+ case 8: set .@str$,"You try to block the dash attack, to no avail."; break;
+ case 9: set .@str$,"You try to block the dash attack with your strong hands, to no avail."; break;
+ case 10: set .@str$,"You try to block the dash attack with your durable feet, but the pain woke you up."; break;
+ }
+ mes .@str$+" ^FF0000["+.@n_damage+"]^000000 damage received.";
+ next;
+ break;
+ case 3:
+ if (.@defend == 2 || .@defend == 4 || .@defend == 6 || .@defend == 8) {
+ set .@n_damage, .@n_damage / 2;
+ specialeffect2 EF_GUARD;
+ }
+ set .@pc_hp, .@pc_hp - .@n_damage;
+ mes "[Defense of "+strcharinfo(0)+"]";
+ switch(.@defend) {
+ // Blocked.
+ case 2: set .@str$,"but you block its attack with a branch nearby. HP reduced only by half."; break;
+ case 4: set .@str$,"but you block its attack with a weapon. HP reduced only by half."; break;
+ case 6: set .@str$,"but you block its attack using skill ^0000FFFriend Shield^000000. HP reduced only by half."; break;
+ case 8: set .@str$,"but you block its attack using a book you always carry around. HP reduced only by half."; break;
+ // Not blocked.
+ case 1: set .@str$,"and bites your arm."; break;
+ case 3: set .@str$,"and bites your leg."; break;
+ case 5: set .@str$,"and bites your shoulder."; break;
+ case 7: set .@str$,"and bites your finger."; break;
+ case 9: set .@str$,"and bites your finger."; break;
+ case 10: set .@str$,"and bites your toe."; break;
+ }
+ mes "The unidentified creature runs at you with its teeth bared, "+.@str$+" ^FF0000["+.@n_damage+"]^000000 damage received.";
+ next;
+ break;
+ }
+ break;
+ case 4:
+ mes "You get scared of the unidentified creature, and attempt to run.";
+ next;
+ mes "["+strcharinfo(0)+"'s Escape]";
+ if (rand(1,2) == 1) {
+ mes "Fortunately ^BF2C15Unidentified creature^000000";
+ mes "did not come after you.";
+ close;
+ } else {
+ mes "When you attempt to run away, the unidentified creature sees you and attacks.";
+ mes "You fail to escape.";
+ next;
+ mes "The creature slams you with its tail. It's so painful that a tear rolls out of your eyes. ^FF000010^000000 damaged received.";
+ set .@pc_hp, .@pc_hp - 10;
+ next;
+ }
+ break;
+ }
+ callsub L_CheckPCAlive, .@pc_hp;
+ mes "[ Current Progress ]";
+ mes strcharinfo(0)+" HP = "+.@pc_hp;
+ mes "Unidentified Creature HP = "+.@npc_hp;
+ next;
+ }
+ end;
+L_CheckPCAlive:
+ if (getarg(0) <= 0) {
+ mes "You lost to the unidentified creature. Your mind goes blank and you faint.";
+ next;
+ mes "You leave the bath with somebody's help.";
+ percentheal -99,0;
+ donpcevent "Black Shadow#ep14_muk::OnDisable";
+ warp "mora",31,132;
+ end;
+ }
+ return;
+OnInit:
+ disablenpc "Black Shadow#ep14_muk";
+ end;
+OnEnable:
+ enablenpc "Black Shadow#ep14_muk";
+ disablenpc "???#ep14_muk01";
+ disablenpc "???#ep14_muk02";
+ disablenpc "???#ep14_muk03";
+ disablenpc "???#ep14_muk04";
+ disablenpc "???#ep14_muk05";
+ end;
+OnDisable:
+ disablenpc "Black Shadow#ep14_muk";
+ donpcevent "Black Shadow#ep14_muk::OnFullon";
+ mapannounce "mora","You can now use the mysterious power of bath water.",bc_map,"0xFFFF00"; //FW_NORMAL 12 0 0
+ end;
+OnFullon:
+ donpcevent "???#ep14_muk01::OnReset";
+ donpcevent "???#ep14_muk02::OnReset";
+ donpcevent "???#ep14_muk03::OnReset";
+ donpcevent "???#ep14_muk04::OnReset";
+ donpcevent "???#ep14_muk05::OnReset";
+ end;
+}
+
+- script ???#mora -1,{
+ if (checkquest(5019) > -1) {
+ mes "You find an area emitting a distinct aura.";
+ mes "You may be able to collect bath water samples.";
+ mes "What will you do?";
+ next;
+ if(select("Collect samples.:Leave.") == 2) {
+ donpcevent strnpcinfo(0)+"::OnDisable";
+ end;
+ }
+ if (countitem(6386) >= 10) {
+ mes "You will not need additional samples.";
+ close2;
+ donpcevent strnpcinfo(0)+"::OnDisable";
+ end;
+ }
+ if (countitem(1092) == 0) {
+ mes "To obtain a sample, you need a sample tube.";
+ close2;
+ donpcevent strnpcinfo(0)+"::OnDisable";
+ end;
+ }
+ mes "Collecting samples.";
+ next;
+ progressbar "ffff00",3;
+ if (!rand(3)) {
+ if (checkweight(6386,1) == 0) {
+ mes "You have so many items";
+ mes "that it is difficult to collect samples.";
+ mes "You will have to lighten your load and come back.";
+ close2;
+ donpcevent strnpcinfo(0)+"::OnDisable";
+ end;
+ }
+ mes "Bath water sample collection complete.";
+ delitem 1092,1; //Empty_Cylinder
+ getitem 6386,1; //Bathtub_R_Sample
+ } else {
+ mes "Bath water sample collection failed.";
+ percentheal 5,5;
+ }
+ close2;
+ donpcevent strnpcinfo(0)+"::OnDisable";
+ end;
+ } else if (checkquest(5021) > -1 || checkquest(5022) > -1) {
+ if (checkquest(5021) > -1) {
+ set .@str$,"tooth";
+ set .@item,6387; //Teeth_Sample
+ } else {
+ set .@str$,"scale";
+ set .@item,6388; //Scale_Sample
+ }
+ mes "Something is shining in the water.";
+ mes "You may be able to collect the unidentified creature's "+.@str$+" samples.";
+ mes "What do you want to do?";
+ next;
+ if(select("Look further.:Leave.") == 2) {
+ donpcevent strnpcinfo(0)+"::OnDisable";
+ end;
+ }
+ if (countitem(.@item) >= 10) {
+ mes "You will not need additional samples.";
+ close2;
+ donpcevent strnpcinfo(0)+"::OnDisable";
+ end;
+ }
+ progressbar "ffff00",3;
+ if (!rand(3)) {
+ if (checkweight(.@item,1) == 0) {
+ mes "You have so many items";
+ mes "that it is difficult to collect samples.";
+ mes "You will have to lighten your load and come back.";
+ close;
+ }
+ mes "Obtained a "+.@str$+" sample";
+ mes "of the unidentified creature.";
+ getitem .@item,1;
+ } else
+ mes "You thought you saw it on the ground, but it was an illusion.";
+ close2;
+ donpcevent strnpcinfo(0)+"::OnDisable";
+ end;
+ } else {
+ mes "???";
+ next;
+ select("???");
+ mes "???";
+ close;
+ }
+ end;
+OnEnable:
+ enablenpc strnpcinfo(0);
+ stopnpctimer;
+ end;
+OnDisable:
+ disablenpc strnpcinfo(0);
+ initnpctimer;
+ end;
+OnReset:
+ if (rand(2))
+ donpcevent strnpcinfo(0)+"::OnEnable";
+ else
+ initnpctimer;
+ end;
+OnTimer10000:
+OnTimer20000:
+OnTimer30000:
+OnTimer40000:
+OnTimer50000:
+ if (rand(2))
+ donpcevent strnpcinfo(0)+"::OnEnable";
+ end;
+OnTimer60000:
+ donpcevent strnpcinfo(0)+"::OnEnable";
+ end;
+OnTouch:
+ if (checkquest(5034) == 2 || ep14_1_muk == 0 || rand(5)) {
+ percentheal 5,5;
+ end;
+ }
+ set .@playtime, checkquest(5029,PLAYTIME);
+ if (.@playtime == 0 || .@playtime == 1) {
+ percentheal 5,5;
+ end;
+ } else if (.@playtime == 2) {
+ erasequest 5029;
+ end;
+ } else {
+ mapannounce "mora","You can no longer use the mysterious power of the bath water.",bc_map,"0xFFFF00"; //FW_NORMAL 12 0 0
+ mes "^FF0000Something appeared.^000000";
+ mes "^FFFF00You cannot use the mysterious power of the bath water.^000000";
+ close2;
+ donpcevent "Black Shadow#ep14_muk::OnEnable";
+ end;
+ }
+}
+mora,108,86,0 duplicate(???#mora) ???#ep14_muk01 844,2,2
+mora,107,82,0 duplicate(???#mora) ???#ep14_muk02 844,2,2
+mora,113,84,0 duplicate(???#mora) ???#ep14_muk03 844,2,2
+mora,116,81,0 duplicate(???#mora) ???#ep14_muk04 844,2,2
+mora,118,86,0 duplicate(???#mora) ???#ep14_muk05 844,2,2
+
+- script #mora_puddle -1,{
+ set .@i, atoi(charat(strnpcinfo(2),9));
+
+ // This script has a lot of checks,
+ // so arrays are only set when used.
+ setarray .@quest1[1],5024,5025,5026,5027;
+ setarray .@dir$[1],"east","west","south","north";
+
+ if (checkquest(.@quest1[.@i]) > -1) {
+ if (countitem(6389) == 0) {
+ mes "This appears to be the puddle to the "+.@dir$[.@i];
+ mes "that the researcher talked about.";
+ mes "Will you collect a sample?";
+ next;
+ if(select("Collect a sample.:Don't collect a sample.") == 2)
+ close;
+ if (countitem(1092) == 0) {
+ mes "You have no empty sample tubes.";
+ close;
+ }
+ progressbar "ffff00",5;
+ if (checkweight(6389,1) == 0) {
+ mes "You have so many items";
+ mes "that it is difficult to collect samples.";
+ mes "You will have to lighten your load and come back.";
+ close;
+ }
+ mes "You have collected a sample from the puddle to the "+.@dir$[.@i]+".";
+ delitem 1092,1; //Empty_Cylinder
+ getitem 6389,1; //Puddle_R_Sample
+ close;
+ } else {
+ mes "You already have a sample.";
+ close;
+ }
+ }
+
+ set .@quest1[0], .@quest1[.@i];
+ set .@dir$[0], .@dir$[.@i];
+ deletearray .@quest1[.@i],1;
+ deletearray .@dir$[.@i],1;
+
+ if (checkquest(.@quest1[1]) > -1 || checkquest(.@quest1[2]) > -1 || checkquest(.@quest1[3]) > -1) {
+ for(set .@j,1; .@j<=3; set .@j,.@j+1) {
+ if (checkquest(.@quest1[.@j]) > -1)
+ break;
+ }
+ mes "This is not the puddle to the "+.@dir$[.@j]+".";
+ close;
+ }
+
+ setarray .@quest2[1],5030,5031,5032,5033;
+ set .@quest2[0], .@quest2[.@i];
+ deletearray .@quest2[.@i],1;
+
+ if (ep14_1_goki == 30 && checkquest(.@quest2[0]) > -1) {
+ mes "You arrived at the puddle to the "+.@dir$[0]+".";
+ mes "You should look for the unidentified creature's family.";
+ next;
+ mes "["+strcharinfo(0)+"]";
+ mes "Fish~ Fish~";
+ next;
+ mes "When you called out, an answer came";
+ mes "from the puddle.";
+ next;
+ mes "[???]";
+ mes "Who? Fisher? Go!";
+ next;
+ select("I'm looking for a particular fish's family.");
+ mes "[???]";
+ mes "Family? What be that fish name?";
+ next;
+ mes "What was the name of the unidentified creature?";
+ next;
+ input .@inputstr$;
+ if (.@inputstr$ != "Fishee") {
+ mes "[???]";
+ mes "No Family. "+.@inputstr$+" No.";
+ mes "You go.";
+ next;
+ mes "It appears that the unidentified creature's family is not here.";
+ close;
+ }
+ mes "[???]";
+ mes .@inputstr$+"? Oh... How...";
+ mes "Husband here come. Your son.";
+ mes "News here.";
+ next;
+ mes "Another creature from the puddle spoke to you.";
+ next;
+ mes "[????]";
+ mes "What? Missing son news?";
+ next;
+ mes "The two fish were very excited,";
+ mes "and their conversation was hard to follow.";
+ mes "You waited for them to calm down";
+ mes "and told them the full story.";
+ next;
+ mes "[Fishee's Dad]";
+ mes "Yes... At night, son";
+ mes "gone... Night fishers.";
+ mes "Son stupid. Caught. Dead. OK.";
+ next;
+ mes "[Fishee's Mom]";
+ mes "Fishee alive. Great. Great.";
+ next;
+ mes "[Fishee's Dad]";
+ mes "Yes... Human give son news.";
+ mes "Thanks. Son,";
+ mes "We okay. Happy. Here. You tell son.";
+ changequest .@quest2[0],5034;
+ close;
+ } else if (checkquest(5034) > -1 && checkquest(5034) < 2) {
+ mes "[Fishee's Dad]";
+ mes "Yes... Human give son news.";
+ mes "Thanks. Son,";
+ mes "We okay. Happy. Here. You tell son.";
+ close;
+ } else if (checkquest(.@quest2[1]) > -1 || checkquest(.@quest2[2]) > -1 || checkquest(.@quest2[3]) > -1) {
+ mes "You arrived at the puddle to the "+.@dir$[0]+".";
+ mes "You should look for the unidentified creature's family.";
+ next;
+ mes "["+strcharinfo(0)+"]";
+ mes "Fish~ Fish~";
+ next;
+ mes "You yelled out loud for fish,";
+ mes "but there is no response.";
+ mes "I don't think anybody lives";
+ mes "in this puddle.";
+ close;
+ }
+ mes "You see a puddle with a calm surface.";
+ close;
+}
+bif_fild02,315,285,0 duplicate(#mora_puddle) Puddle#ep14_muk01 844
+bif_fild02,65,109,0 duplicate(#mora_puddle) Puddle#ep14_muk02 844
+bif_fild02,223,71,0 duplicate(#mora_puddle) Puddle#ep14_muk03 844
+bif_fild02,113,340,0 duplicate(#mora_puddle) Puddle#ep14_muk04 844
+
+// Mora Daily Quests :: dealer
+//============================================================
+mora,133,80,6 script Elephantine#pa0829 509,{
+ if (checkweight(1201,1) == 0) {
+ mes "You have too many kinds of things with you to do that. Throw out some of them and try again.";
+ close;
+ }
+ if (MaxWeight - Weight < 1000) {
+ mes "You are carrying too much weight to do that. Reduce the weight and try again.";
+ close;
+ }
+ if (ep14_1_mistwoods < 10) {
+ mes "[Elephantine]";
+ mes "Hmm, you don't look reliable enough to perform tasks for me.";
+ close;
+ }
+ if (BaseLevel < 135) {
+ mes "[Elephantine]";
+ mes "Why don't you come back when you've grown stronger? I can't give you tasks when you're in your current state.";
+ close;
+ }
+ set .@playtime, checkquest(12230,PLAYTIME);
+ if (.@playtime == 0 || .@playtime == 1) {
+ mes "[Elephantine]";
+ mes "I have no additional tasks available now. If I get some, I'll let you know when you come back.";
+ close;
+ } else if (.@playtime == 2) {
+ mes "[Elephantine]";
+ mes "Will you please check with ^990099Hotcha^000000";
+ mes "on the details of the previous task?";
+ close;
+ }
+ mes "[Elephantine]";
+ mes "Welcome.";
+ mes "I have some tasks for you - will you take a look at them?";
+ next;
+ if(select("What kind of tasks do you have for me?:Tell me about today's task.") == 1) {
+ mes "[Elephantine]";
+ mes "I'm the Head of the Volunteer Patrol of the Village of Mora. It didn't used to be like this, he he.";
+ next;
+ mes "[Elephantine]";
+ mes "Each day, I'll be giving you a quest to kill off monsters in the surrounding area.";
+ next;
+ mes "[Elephantine]";
+ mes "You might get a task that's far too difficult for you to take care of alone - in that case, try to get help from your fellow adventurers.";
+ close;
+ }
+ mes "[Elephantine]";
+ mes "Let me see what tasks we've got today... Hmm...";
+ next;
+ mes "[Elephantine]";
+ mes "How about this one?";
+ next;
+ switch(rand(1,5)) {
+ case 1:
+ setquest 12225;
+ setquest 12230;
+ mes "[Elephantine]";
+ mes "Strange insects that carry fruit on their backs roam this area - you must've seen them.";
+ next;
+ mes "[Elephantine]";
+ mes "I'd like you to take them out as you see them, before they try to sell anything to the adventurers lost in the forest.";
+ set .@n$,"Fruit-Carrying Insects";
+ break;
+ case 2:
+ setquest 12226;
+ setquest 12230;
+ mes "[Elephantine]";
+ mes "There have been a lot of reports lately about mantises disguised as flowers attacking creatures passing by.";
+ next;
+ mes "[Elephantine]";
+ mes "No casualties have been reported yet, but it wouldn't hurt to take precautions. Please deal with them appropriately.";
+ set .@n$,"Flowery Hunters";
+ break;
+ case 3:
+ setquest 12227;
+ setquest 12230;
+ mes "[Elephantine]";
+ mes "An adventurer was reported to have been attacked by little birds while gathering resources in the vicinity of Bifrost.";
+ next;
+ mes "[Elephantine]";
+ mes "They didn't look so ferocious... but the adventurer has asked me to get rid of them, so you'll have to do it.";
+ set .@n$,"Small but Ferocious...";
+ break;
+ case 4:
+ setquest 12228;
+ setquest 12230;
+ mes "[Elephantine]";
+ mes "I have qualms about this one, but somebody anonymously asked me to hunt down the naughty fairies.";
+ next;
+ mes "[Elephantine]";
+ mes "I don't know what grudge he has against the fairies, but a request is a request.";
+ set .@n$,"An Unknown Grudge";
+ break;
+ case 5:
+ setquest 12229;
+ setquest 12230;
+ mes "[Elephantine]";
+ mes "Would you believe it if I said there are balls of blonde hair rolling around? You wouldn't, would you?";
+ next;
+ mes "[Elephantine]";
+ mes "They don't seem so dangerous, but they are reported to steal books and sweets from adventurers. Please deal with them appropriately.";
+ set .@n$,"Blondie Ann";
+ break;
+ }
+ next;
+ mes "You have received the task ^005500"+.@n$+"^000000. Open and see the quest window for the details.";
+ close;
+}
+
+mora,115,98,8 script Hotcha#pa0829 509,{
+ if (checkweight(1201,1) == 0) {
+ mes "You have too many kinds of things with you to do that. Throw out some of them and try again.";
+ close;
+ }
+ if (MaxWeight - Weight < 1000) {
+ mes "You are carrying too much weight to do that. Reduce the weight and try again.";
+ close;
+ }
+ if (ep14_1_mistwoods < 10) {
+ mes "[Hotcha]";
+ mes "Hmm, you don't look reliable enough for Elephantine's tasks.";
+ close;
+ }
+ if (BaseLevel < 97) {
+ mes "[Hotcha]";
+ mes "This place is like a paradise for adventurers. Not for weak ones like you, though.";
+ close;
+ }
+ set .@playtime, checkquest(12230,PLAYTIME);
+ if (.@playtime == -1) {
+ mes "[Hotcha]";
+ mes "I see you haven't received";
+ mes "any tasks yet.";
+ mes "Go talk to Elephantine,";
+ mes "and Elephantine will give you";
+ mes "one of the countless tasks.";
+ close;
+ } else if (.@playtime == 2) {
+ mes "[Hotcha]";
+ mes "The time is up to complete the existing tasks.";
+ next;
+ mes "[Hotcha]";
+ mes "If you have any unfinished tasks in your quest log, they are considered 'failed' and removed from the log.";
+ next;
+ mes "[Hotcha]";
+ mes "Once they are removed, go talk to Elephantine and you can receive new tasks.";
+ for(set .@i,12225; .@i<=12229; set .@i,.@i+1) {
+ if (checkquest(.@i) > -1)
+ erasequest .@i;
+ }
+ erasequest 12230;
+ close;
+ }
+ mes "[Hotcha]";
+ mes "Welcome.";
+ mes "How may I help you?";
+ next;
+ select("I have completed a task.");
+ mes "Oh.";
+ mes "Have you?";
+ mes "Please wait a minute while I check the documents.";
+ next;
+
+ for(set .@i,12225; .@i<=12229; set .@i,.@i+1) {
+ if (checkquest(.@i,HUNTING) == 2) {
+ mes "[Hotcha]";
+ mes "Yes, I see you've completed the task. It has been confirmed as completed.";
+ erasequest .@i;
+ specialeffect2 EF_STEAL;
+ if (BaseLevel > 99)
+ getexp 0, ((JobLevel < 50)?JobLevel * JobLevel * (110/100) * 50:0);
+ else
+ getexp 0, ((JobLevel < 70)?JobLevel * JobLevel * (110/100) * 10:0);
+ getitem 6380,3; //Mora_Coin
+ close;
+ }
+ }
+
+ mes "[Hotcha]";
+ mes "Hmm... "+strcharinfo(0)+".";
+ mes "It may be a documentation error, but according to the documents, you have nothing to do with the tasks.";
+ close;
+}
+
+mora,119,103,4 script Bow-wow#pa0829 513,{
+ if (checkweight(1201,1) == 0) {
+ mes "You have too many kinds of things with you to do that. Throw out some of them and try again.";
+ close;
+ }
+ if (MaxWeight - Weight < 1000) {
+ mes "You are carrying too much weight to do that. Reduce the weight and try again.";
+ close;
+ }
+ if (ep14_1_mistwoods < 10) {
+ mes "[Bow-wow]";
+ mes "I try to give tasks only to reliable people. You are......... no, never mind.";
+ close;
+ }
+ if (BaseLevel < 97) {
+ mes "[Bow-wow]";
+ mes "You really have no clue. What could you do with such a weak body?";
+ close;
+ }
+ set .@playtime, checkquest(12241,PLAYTIME);
+ if (.@playtime == 0 || .@playtime == 1) {
+ mes "[Bow-wow]";
+ mes "I have no additional tasks available now. If I get some, I'll let you know when you come back.";
+ close;
+ } else if (.@playtime == 2) {
+ mes "[Bow-wow]";
+ mes "Will you please check with the ^990099General Goods Dealer^000000";
+ mes "on the details of the previous task?";
+ close;
+ }
+ mes "[Bow-wow]";
+ mes "Welcome.";
+ mes "I have some tasks for you - will you take a look at them?";
+ next;
+ if(select("What kind of tasks do you have for me?:Tell me about today's task.") == 1) {
+ mes "[Bow-wow]";
+ mes "Here, we make all kinds of supplies for adventurers.";
+ next;
+ mes "[Bow-wow]";
+ mes "We accept raw materials for the supplies once a day.";
+ next;
+ mes "[Bow-wow]";
+ mes "Sometimes, we might ask for materials that are very difficult to obtain. In that case, try to get help from your fellow adventurers.";
+ close;
+ }
+ mes "[Bow-wow]";
+ mes "Let me see... what supplies are we making today...?";
+ next;
+ mes "[Bow-wow]";
+ mes "How about this one?";
+ next;
+ switch(rand(1,5)) {
+ case 1:
+ setquest 12231;
+ setquest 12241;
+ mes "[Bow-wow]";
+ mes "The adventurers here make sure to bring with them, on their exploration to dungeons, a preservative to keep their food fresh. Do you know what the preservative is made from?";
+ next;
+ mes "[Bow-wow]";
+ mes "*grin* None other than... Insect Feelers! The General Goods Dealer there asked me to get four of them. I personally would not eat it for all the world...";
+ set .@n$,"Material for the Preservative";
+ break;
+ case 2:
+ setquest 12232;
+ setquest 12241;
+ mes "[Bow-wow]";
+ mes "These days, it's common for adventurers here to make talismans to protect themselves on their dangerous adventures. Like a kind of insurance.";
+ next;
+ mes "[Bow-wow]";
+ mes "Immortal Hearts seem to be all the rage lately. The General Goods Merchant asked me to get five of them.";
+ set .@n$,"A Symbol of Resistance";
+ break;
+ case 3:
+ setquest 12233;
+ setquest 12241;
+ mes "[Bow-wow]";
+ mes "They need tons of Rotten Bandages for making first aid bandages. They must have run out of new materials.";
+ next;
+ mes "[Bow-wow]";
+ mes "The client is the General Goods Merchant over there. Three bunches of them will be enough.";
+ set .@n$,"Material for First Aid Kits";
+ break;
+ case 4:
+ setquest 12234;
+ setquest 12241;
+ mes "[Bow-wow]";
+ mes "Symbols of strong warriors give adventurers great support on their journeys. That's why Orcish Vouchers sell like hotcakes.";
+ next;
+ mes "[Bow-wow]";
+ mes "The General Goods Dealer asked me to get three Orcish Vouchers, which are to be used to make symbols of courage.";
+ set .@n$,"Symbols of Courage";
+ break;
+ case 5:
+ setquest 12235;
+ setquest 12241;
+ mes "[Bow-wow]";
+ mes "It seems to be rumored among adventurers that drinking powdered bones mixed with water helps boost their stamina.";
+ next;
+ mes "[Bow-wow]";
+ mes "The General Goods Dealer asked me to get three Skel-Bones, which are to be used to make tonic.";
+ set .@n$,"Good for Stamina...";
+ break;
+ }
+ next;
+ mes "You have received the task ^880088"+.@n$+"^000000. Open and see the quest window for the details.";
+ close;
+}
+
+mora,119,118,4 script General Good Dealer#pa0 516,{
+ if (checkweight(1201,1) == 0) {
+ mes "You have too many kinds of things with you to do that. Throw out some of them and try again.";
+ close;
+ }
+ if (MaxWeight - Weight < 1000) {
+ mes "You are carrying too much weight to do that. Reduce the weight and try again.";
+ close;
+ }
+ if (ep14_1_mistwoods < 10) {
+ mes "[General Good Dealer]";
+ mes "Hmm, you don't look reliable enough for Bow-wow's tasks.";
+ close;
+ }
+ if (BaseLevel < 97) {
+ mes "[General Good Dealer]";
+ mes "What could you do with that fragile body? Go get some exercise.";
+ close;
+ }
+ set .@playtime, checkquest(12241,PLAYTIME);
+ if (.@playtime == -1) {
+ mes "[General Good Dealer]";
+ mes "I see you haven't received";
+ mes "any tasks yet.";
+ mes "Go talk to Bow-wow,";
+ mes "and Bow-wow will give you";
+ mes "one of the countless tasks.";
+ close;
+ } else if (.@playtime == 2) {
+ mes "[General Good Dealer]";
+ mes "The time is up to complete the existing tasks.";
+ next;
+ mes "[General Good Dealer]";
+ mes "If you have any unfinished tasks in your quest log, they are considered 'failed' and removed from the log.";
+ next;
+ mes "[General Good Dealer]";
+ mes "Once they are removed, go talk to Bow-wow and you can receive new tasks.";
+ for(set .@i,12231; .@i<=12235; set .@i,.@i+1) {
+ if (checkquest(.@i) > -1)
+ erasequest .@i;
+ }
+ erasequest 12241;
+ close;
+ }
+ mes "[General Good Dealer]";
+ mes "Welcome.";
+ mes "How may I help you?";
+ next;
+ select("I have completed a task.");
+ mes "[General Good Dealer]";
+ mes "Oh.";
+ mes "Have you?";
+ mes "Please wait a minute while I check the documents.";
+ next;
+
+ callsub L_CheckQuest,12231,928,4; //Insect_Feeler
+ callsub L_CheckQuest,12232,929,5; //Immortal_Heart
+ callsub L_CheckQuest,12233,930,1; //Rotten_Bandage
+ callsub L_CheckQuest,12234,931,3; //Orcish_Voucher
+ callsub L_CheckQuest,12235,932,3; //Skel_Bone
+
+ mes "[General Good Dealer]";
+ mes "Hmm... "+strcharinfo(0)+".";
+ mes "It may be a documentation error, but according to the documents, you have nothing to do with the tasks.";
+ close;
+
+L_CheckQuest:
+ if (checkquest(getarg(0)) > -1) {
+ if (countitem(getarg(1)) < getarg(2)) {
+ mes "[General Good Dealer]";
+ mes "The amount is not enough...";
+ close;
+ }
+ mes "[General Good Dealer]";
+ mes "I've received the items all right. It will be some time before I have another task for you, so why don't you visit the hot spring and relax?";
+ delitem getarg(1),getarg(2);
+ erasequest getarg(0);
+ specialeffect2 EF_STEAL;
+ if (BaseLevel > 99)
+ getexp 0, ((JobLevel < 50)?JobLevel * JobLevel * (110/100) * 50:0);
+ else
+ getexp 0, ((JobLevel < 70)?JobLevel * JobLevel * (110/100) * 10:0);
+ getitem 6380,1; //Mora_Coin
+ close;
+ }
+ return;
+}
+
+mora,124,108,7 script Woof-grrr#pa0829 514,{
+ if (checkweight(1201,1) == 0) {
+ mes "You have too many kinds of things with you to do that. Throw out some of them and try again.";
+ close;
+ }
+ if (MaxWeight - Weight < 1000) {
+ mes "You are carrying too much weight to do that. Reduce the weight and try again.";
+ close;
+ }
+ if (ep14_1_mistwoods < 10) {
+ mes "[Woof-grrr]";
+ mes "Can you please keep away from me? You're getting in the way.";
+ close;
+ }
+ if (BaseLevel < 97) {
+ mes "[Woof-grrr]";
+ mes "This place is not a nursery. Grow up and come back, and I'll gladly give you tasks.";
+ close;
+ }
+ set .@playtime, checkquest(12242,PLAYTIME);
+ if (.@playtime == 0 || .@playtime == 1) {
+ mes "[Woof-grrr]";
+ mes "I have no additional tasks available now. If I get some, I'll let you know when you come back.";
+ close;
+ } else if (.@playtime == 2) {
+ mes "[Woof-grrr]";
+ mes "Will you please check with the ^990099Commodities Dealer^000000, standing across from me,";
+ mes "on the details of the previous task?";
+ close;
+ }
+ mes "[Woof-grrr]";
+ mes "Nice to see you.";
+ mes "I have some tasks for you - will you take a look at them?";
+ next;
+ if(select("What kind of tasks do you have for me?:Tell me about today's task.") == 1) {
+ mes "[Woof-grrr]";
+ mes "Bow-wow and I are in the same industry.";
+ next;
+ mes "[Woof-grrr]";
+ mes "We are a manufacturer of adventurers' supplies.";
+ next;
+ mes "[Woof-grrr]";
+ mes "My tasks won't be easy - you'd better prepare yourself.";
+ close;
+ }
+ mes "[Woof-grrr]";
+ mes "Hmm... What tasks are at hand today?";
+ next;
+ mes "[Woof-grrr]";
+ mes "Oh. This one looks good.";
+ next;
+ switch(rand(1,5)) {
+ case 1:
+ setquest 12236;
+ setquest 12242;
+ mes "[Woof-grrr]";
+ mes "Some people just hang their talismans around their necks, but more people choose to seal them in special cases and carry them on their bodies.";
+ next;
+ mes "[Woof-grrr]";
+ mes "Mementos serve as inspirations for designers of those cases. The Commodities Dealer across from me asked me to get two of them.";
+ set .@n$,"The Latest Trend in Talismans";
+ break;
+ case 2:
+ setquest 12237;
+ setquest 12242;
+ mes "[Woof-grrr]";
+ mes "Adventurers make sure to keep their talismans safe, because they could save their lives.";
+ next;
+ mes "[Woof-grrr]";
+ mes "The Commodities Dealer across from me seems to make protective cases out of Shells. I was asked to get three of them.";
+ set .@n$,"Keep Your Valuables Safe";
+ break;
+ case 3:
+ setquest 12238;
+ setquest 12242;
+ mes "[Woof-grrr]";
+ mes "Adventurers that go into the bushes of the Maze of the Hazy Forest always wear knee protectors.";
+ next;
+ mes "[Woof-grrr]";
+ mes "The Commodities Dealer across from me asked me to get three Scale Shells, which are to be used to make knee protectors.";
+ set .@n$,"Material for Knee Protectors";
+ break;
+ case 4:
+ setquest 12239;
+ setquest 12242;
+ mes "[Woof-grrr]";
+ mes "I have a task for you at hand, making a vaccine for possible poisonous insects.";
+ next;
+ mes "[Woof-grrr]";
+ mes "The Commodities Dealer across from me asked me to get two Venom Canines, which are to be used in the research of the substance.";
+ set .@n$,"Poison for Poison...";
+ break;
+ case 5:
+ setquest 12240;
+ setquest 12242;
+ mes "[Woof-grrr]";
+ mes "It seems they have run out of the material for adding non-slip soles to shoes.";
+ next;
+ mes "[Woof-grrr]";
+ mes "The Commodities Dealer across from me commissioned me to get five globs of Sticky Mucus.";
+ set .@n$,"Don't Slip and Fall";
+ break;
+ }
+ next;
+ mes "You have received the task ^880088"+.@n$+"^000000. Open and see the quest window for the details.";
+ close;
+}
+
+mora,127,112,4 script Commodities Dealer#pa08 518,{
+ if (checkweight(1201,1) == 0) {
+ mes "You have too many kinds of things with you to do that. Throw out some of them and try again.";
+ close;
+ }
+ if (MaxWeight - Weight < 1000) {
+ mes "You are carrying too much weight to do that. Reduce the weight and try again.";
+ close;
+ }
+ if (ep14_1_mistwoods < 10) {
+ mes "[Commodities Dealer]";
+ mes "Well, Woof-grrr can't have given a weakling like you tasks.";
+ close;
+ }
+ if (BaseLevel < 97) {
+ mes "[Commodities Dealer]";
+ mes "Go away! I can't concentrate on cataloging with you hanging around like that...";
+ close;
+ }
+ set .@playtime, checkquest(12242,PLAYTIME);
+ if (.@playtime == -1) {
+ mes "[Commodities Dealer]";
+ mes "I see you haven't received";
+ mes "any tasks yet.";
+ mes "Go talk to Woof-grrr,";
+ mes "and Woof-grrr will give you";
+ mes "one of the countless tasks.";
+ close;
+ } else if (.@playtime == 2) {
+ mes "[Commodities Dealer]";
+ mes "The time is up to complete the existing tasks.";
+ next;
+ mes "[Commodities Dealer]";
+ mes "If you have any unfinished tasks in your quest log, they are considered 'failed' and removed from the log.";
+ next;
+ mes "[Commodities Dealer]";
+ mes "Once they are removed, go talk to Woof-grrr and you can receive new tasks.";
+ for(set .@i,12236; .@i<=12240; set .@i,.@i+1) {
+ if (checkquest(.@i) > -1)
+ erasequest .@i;
+ }
+ erasequest 12242;
+ close;
+ }
+ mes "[Commodities Dealer]";
+ mes "Welcome.";
+ mes "How may I help you?";
+ next;
+ select("I have completed a task.");
+ mes "[Commodities Dealer]";
+ mes "Oh.";
+ mes "Have you?";
+ mes "Please wait a minute while I check the documents.";
+ next;
+
+ callsub L_CheckQuest,12236,934,2; //Mementos
+ callsub L_CheckQuest,12237,935,3; //Shell
+ callsub L_CheckQuest,12238,936,3; //Scales_Shell
+ callsub L_CheckQuest,12239,937,2; //Posionous_Canine
+ callsub L_CheckQuest,12240,938,5; //Sticky_Mucus
+
+ mes "[Commodities Dealer]";
+ mes "Hmm... "+strcharinfo(0)+".";
+ mes "It may be a documentation error, but according to the documents, you have nothing to do with the tasks.";
+ close;
+
+L_CheckQuest:
+ if (checkquest(getarg(0)) > -1) {
+ if (countitem(getarg(1)) < getarg(2)) {
+ mes "[Commodities Dealer]";
+ mes "The amount is not enough...";
+ close;
+ }
+ mes "[Commodities Dealer]";
+ mes "I've received the items all right. I look forward to working with you again.";
+ delitem getarg(1),getarg(2);
+ erasequest getarg(0);
+ specialeffect2 EF_STEAL;
+ if (BaseLevel > 99)
+ getexp 0, ((JobLevel < 50)?JobLevel * JobLevel * (110/100) * 50:0);
+ else
+ getexp 0, ((JobLevel < 70)?JobLevel * JobLevel * (110/100) * 10:0);
+ getitem 6380,1; //Mora_Coin
+ close;
+ }
+ return;
+}
+
+mora,170,101,4 script Soul Guide#pa0829 515,{
+ if (checkweight(1201,1) == 0) {
+ mes "You have too many kinds of things with you to do that. Throw out some of them and try again.";
+ close;
+ }
+ if (MaxWeight - Weight < 1000) {
+ mes "You are carrying too much weight to do that. Reduce the weight and try again.";
+ close;
+ }
+ if (ep14_1_mistwoods < 10) {
+ mes "[Soul Guide]";
+ mes "Reliability is the primary quality needed in looking for lost souls. You don't look so reliable to me.";
+ close;
+ }
+ if (BaseLevel < 97) {
+ mes "[Soul Guide]";
+ mes "You need to have a strong spirit to do this task. I think you need a lot more discipline.";
+ close;
+ }
+ set .@playtime, checkquest(12253,PLAYTIME);
+ if (.@playtime == 0 || .@playtime == 1) {
+ mes "You still have marks of the haunting souls on your body.";
+ next;
+ mes "You'll have to come back when the marks have disappeared.";
+ close;
+ } else if (.@playtime == 2) {
+ mes "You feel your mind has calmed down once again. You now have enough energy to go look for other souls, so talk to the Guide again.";
+ for(set .@i,12243; .@i<=12252; set .@i,.@i+1) {
+ if (checkquest(.@i) > -1)
+ erasequest .@i;
+ }
+ erasequest 12253;
+ close;
+ }
+ mes "[Soul Guide]";
+ mes "Welcome.";
+ mes "Are you ready?";
+ next;
+ if(select("What kind of tasks do you have for me?:Tell me about today's task.") == 1) {
+ mes "[Soul Guide]";
+ mes "My job is to gather the remains of the souls haunting the forest and put them to rest.";
+ next;
+ mes "[Soul Guide]";
+ mes "There are countless souls trapped in the Maze.";
+ next;
+ mes "[Soul Guide]";
+ mes "Help them get their long-deserved rest.";
+ close;
+ }
+ mes "[Soul Guide]";
+ mes "I'll show you the details of one of the lost souls.";
+ next;
+ switch(rand(1,10)) {
+ case 1:
+ setquest 12243;
+ setquest 12253;
+ mes "^660066Age 32. Comes from Midgard. Has been missing for 3 months since he went to the Maze of the Hazy Forest in order to collect the native plants. Low chance of survival.^000000";
+ set .@n$,"Tazar";
+ break;
+ case 2:
+ setquest 12244;
+ setquest 12253;
+ mes "^660066Age 19. Adventurer who came from a far, unknown place by ship. Been missing for 2 months since he went to explore the Maze dressed in thin tights, despite dissuasion of all Mora residents.";
+ mes "Even if he's alive, he would cause trouble to the rescue team.^000000";
+ set .@n$,"Niger";
+ break;
+ case 3:
+ setquest 12245;
+ setquest 12253;
+ mes "^660066Age unknown. Has some mental illness. Went alone in order to purify the Maze of the Hazy forest. He insists that he has good ancestry but no one trusts him.";
+ mes "Disappearance period : 12 years. Not much chance of survival.^000000";
+ set .@n$,"Messil";
+ break;
+ case 4:
+ setquest 12246;
+ setquest 12253;
+ mes "^660066Age 51. Used to be a big thief who stole famous swords from all around the world.";
+ mes "Went missing in the Maze after being pursued for running an illegal casino house which caused massive casualties in his final years. Low chance of survival.^000000";
+ set .@n$,"Noirit";
+ break;
+ case 5:
+ setquest 12247;
+ setquest 12253;
+ mes "^660066Age 22. An apprentice of an airship pilot. He has gone missing while drinking in Mora town, where he went for a break.";
+ mes "Rumor has it that he fled after signing somewhere. Disappearance period : 4 months. Low chance of survival.^000000";
+ set .@n$,"Pajama Sin";
+ break;
+ case 6:
+ setquest 12248;
+ setquest 12253;
+ mes "^660066Age Unknown. A female with long hair, dressed in black. Went on an expedition to the forest of the Maze in search of eternal life. Disappearance period : 3 months. Low chance of survival.^000000";
+ set .@n$,"Mendel";
+ break;
+ case 7:
+ setquest 12249;
+ setquest 12253;
+ mes "^660066Age around 50. The current Mayor of the Mora village. He ran away to the Forest of Maze after being caught pocketing profits by cheating the residents. Survival uncertain.^000000";
+ set .@n$,"Milebit";
+ break;
+ case 8:
+ setquest 12250;
+ setquest 12253;
+ mes "^660066Age 29. A young man with an unknown background.";
+ mes "Fled to the forest of maze after scamming 1200 Mora coins from Mora residents while pretending to start a lot of business and adapting himself in Mora. Survival uncertain.^000000";
+ set .@n$,"Kunmoon";
+ break;
+ case 9:
+ setquest 12251;
+ setquest 12253;
+ mes "^660066Age 34. Flirted with several women in Mora. Fled from Mora villagers to the forest of maze. Survival uncertain.^000000";
+ set .@n$,"Chaihokin";
+ break;
+ case 10:
+ setquest 12252;
+ setquest 12253;
+ mes "^660066Age Unknown. Disappered with coins which were joint controlled by the villagers. Low chance of survival.^000000";
+ set .@n$,"Tual";
+ break;
+ }
+ next;
+ mes "^990099Information on missing person "+.@n$+"^000000 has been found. Check your Quest Window for further information.";
+ specialeffect2 EF_STEAL;
+ close;
+}
+
+mora,131,165,7 script Wandering Customer#pa082 520,{
+ mes "[Wandering Customer]";
+ mes "I don't know whether to believe this art dealer... He made me stand here like this for days.... Ah... I feel dizzy.";
+ close;
+}
+
+mora,125,174,2 script A Random Customer#pa0829 520,{
+ mes "[Naive Customer]";
+ mes "I don't know when carving my pendant will be completed. Since he is a reliable art dealer, I suppose he won't break my pendant.";
+ close;
+}
+
+mora,104,172,7 script Victim#pa0829 520,{
+ mes "[Victim]";
+ mes "You Bastard! I want my rugged outwear! That was passed on to me by my father *SOB*";
+ next;
+ mes "^990099 It seems that he has gotten a great deal of damage from the art dealer.^000000";
+ close;
+}
+
+// Mora Daily Quests - Souls :: md_cadaver_in
+//============================================================
+// callfunc "mora_remains",<quest ID>,<NPC name>,<Mora Coin amount>,<reward ID>,<max reward amount>;
+function script mora_remains {
+ if (MaxWeight - Weight < 1000) {
+ mes "You have to make space in your inventory.";
+ close;
+ }
+ if (checkquest(getarg(0)) > -1) {
+ specialeffect2 EF_BLIND;
+ specialeffect2 EF_BEGINSPELL;
+ progressbar "ffff00",4;
+ erasequest getarg(0);
+ mes "These must be ["+getarg(1)+"]'s Remains. So carefully gather his remains.";
+ specialeffect2 EF_STEAL;
+ getitem getarg(3), rand(1,getarg(4));
+ if (rand(10)) {
+ next;
+ mes "You picked up "+getarg(2)+" Mora Coins next to the remains.";
+ specialeffect2 EF_STEAL;
+ getitem 6380,getarg(2); //Mora_Coin
+ }
+ close;
+ }
+ mes "You see traces of recent digging.";
+ close;
+}
+1@mist,132,100,0 script Tazaar's Remains#33 844,{ callfunc "mora_remains",12243,"Tazaar",6,526,3; } //Royal_Jelly
+1@mist,102,242,0 script Naizar's Remains#33 844,{ callfunc "mora_remains",12244,"Naizar",5,942,17; } //Yoyo_Tail
+1@mist,145,245,0 script Meshir's Remains#33 844,{ callfunc "mora_remains",12245,"Meshir",5,943,4; } //Solid_Shell
+1@mist,196,276,0 script Noirit's Remains#33 844,{ callfunc "mora_remains",12246,"Noirit",6,549,3; } //Nice_Sweet_Potato
+1@mist,304,327,0 script Pajama God's Remains#33 844,{ callfunc "mora_remains",12247,"Pajama God",5,945,18; } //Raccoon_Leaf
+1@mist,334,287,0 script Mendel's Remains#33 844,{ callfunc "mora_remains",12248,"Mendel",7,946,31; } //Snail's_Shell
+1@mist,330,177,0 script Milebit's Remains#33 844,{ callfunc "mora_remains",12249,"Milebit",5,7008,17; } //Stiff_Horn
+1@mist,284,84,0 script Kunmun's Remains#33 844,{ callfunc "mora_remains",12250,"Kunmun",4,6380,20; } //Mora_Coin
+1@mist,170,54,0 script Tsaihokin's Remains#33 844,{ callfunc "mora_remains",12251,"Tsaihokin",2,929,5; } //Immortal_Heart
+1@mist,118,43,0 script Tuar's Remains#33 844,{ callfunc "mora_remains",12252,"Tuar",3,6380,20; } //Mora_Coin
+
+// Knights of the Neighborhood :: mora_knight
+//============================================================
+mora,118,166,6 script Knights Chief#mo 525,{
+ mes "[Order of the Knights Chief]";
+ mes "We are the legendary order of the Neighborhood Knights, founded just five minutes ago!";
+ next;
+ mes "[Order of the Knights Chief]";
+ mes "We have four chiefs but no foot soldiers...";
+ mes "It's so frustrating!";
+ next;
+ mes "[Other Leaders]";
+ mes "Those other guys are all soldiers, but I'm the Boss!";
+ mes "I, the Head, will tell you what to do!";
+ mes "The Leader is the highest in the rank!";
+ mes "You talked me into joining the order, and now look at this!";
+ close;
+}
+
+mora,116,165,5 script Knights Boss#mo 524,{
+ set .@playtime, checkquest(1119,PLAYTIME);
+ if (.@playtime == 0 || .@playtime == 1) {
+ mes "[Order of the Knights Boss]";
+ mes "We've run out of Mora Coins.";
+ mes "Come back tomorrow!";
+ close;
+ } else if (.@playtime == 2)
+ erasequest 1119;
+ if (checkweight(6380,1) == 0) {
+ mes "[Order of the Knights Boss]";
+ mes "You have a lot of things with you!";
+ mes "Why not dump some of them in my pocket?";
+ close;
+ }
+ if (countitem(12561) >= 200) {
+ mes "[Order of the Knights Boss]";
+ mes "So you've brought back";
+ mes "200 ^FF0000Mysterious Seeds^000000.";
+ mes "Are you working under my command?";
+ mes "I'm so confused";
+ mes "because I've been sending random people on errands.";
+ next;
+ mes "[Order of the Knights Boss]";
+ mes "I'll reward you as I promised.";
+ mes "You made sure everyone knows";
+ mes "it's the Order of the Neighborhood Knights's work, right?";
+ setquest 1119;
+ delitem 12561,200; //Mysterious_Seed
+ getitem 6380,1; //Mora_Coin
+ close;
+ }
+ mes "[Order of the Knights Boss]";
+ mes "You have courage to";
+ mes "show up out of nowhere";
+ mes "and demand Mora Coins... how impressive!";
+ mes "You're more than qualified to be a soldier of the Order of the Neighborhood Knights.";
+ next;
+ mes "[Order of the Knights Boss]";
+ mes "Soldier, I need you to do something for me.";
+ mes "Go to the Hazy Forest and gather 200 ^FF0000Mysterious Seeds^000000!";
+ next;
+ switch(select("Yes, sir!:I challenge you to a duel!")) {
+ case 1:
+ mes "[Order of the Knights Boss]";
+ mes "Good attitude, "+strcharinfo(0)+" Soldier!";
+ mes "I'll reward you handsomely when you get back.";
+ next;
+ mes "[Other Bosses]";
+ mes "This is from me, the Chief!";
+ mes "Don't look down on the Head!";
+ mes "It's from me, the Leader!";
+ close;
+ case 2:
+ mes "[Order of the Knights Boss]";
+ mes "See the Chief if you want to have a duel!";
+ mes "I'm in charge of recruiting here.";
+ mes "Ahem...";
+ close;
+ }
+}
+
+mora,114,163,5 script Knights Head#mo 522,{
+ if (checkweight(6380,1) == 0) {
+ mes "[Order of the Knights Head]";
+ mes "You have a lot of things with you!";
+ mes "Why not dump some of them in my pocket?";
+ close;
+ }
+ if (ep14_1_rope < 11) {
+ mes "[Order of the Knights Head]";
+ mes "I hear that a Laphine called 'Lope'";
+ mes "went missing in the Hazy Forest.";
+ mes "I wish the Order of the Neighborhood Knights";
+ next;
+ mes "[Order of the Knights Head]";
+ mes "could help solve the case,";
+ mes "but we can't now";
+ mes "because we're not done cleaning the yard yet.";
+ mes "So, what I'm trying to say is";
+ next;
+ mes "[Order of the Knights Head]";
+ mes "why don't you go";
+ mes "and deal with the problem";
+ mes "on behalf of the Order of the Neighborhood Knights!";
+ next;
+ mes "[Order of the Knights Head]";
+ mes "I promise, as the Head of the Order,";
+ mes "that I'll give you more work";
+ mes "when you get back!";
+ next;
+ mes "[Other Heads]";
+ mes "I approve it, as the Chief.";
+ mes "You can thank me, the Boss.";
+ mes "You know the Leader is the boss here, right?";
+ close;
+ } else if (ep14_1_rope == 11) {
+ mes "[Order of the Knights Head]";
+ mes "So the missing Laphine";
+ mes "is dead?";
+ mes "I'm sorry to hear that.";
+ mes "I could have saved him.";
+ next;
+ mes "[Order of the Knights Head]";
+ mes "I hear that there are more ^0000FFLope's Clues^000000";
+ mes "in the Hazy Forest.";
+ mes "Go look for the rest of them";
+ mes "and bring back about 30 of them.";
+ mes "They will make great souvenirs.";
+ next;
+ switch(select("Am I doing all the work here or what?:Yes, sir!")) {
+ case 1:
+ mes "[Order of the Knights Head]";
+ mes "So you've noticed it?";
+ mes "Darn! I should have given you work earlier!";
+ close;
+ case 2:
+ mes "[Order of the Knights Head]";
+ mes "It was worthwhile to have trained you after all.";
+ mes "I'm proud of you,"+strcharinfo(0)+" Soldier!";
+ next;
+ mes "[Other Heads]";
+ mes "I think you'll make a great right-hand man, the Chief.";
+ mes "I feel rewarded, as the Boss.";
+ mes "As the Leader, I'm so pleased to see you all improve.";
+ set ep14_1_rope,12;
+ setquest 1118;
+ close;
+ }
+ } else if (ep14_1_rope == 12) {
+ if (countitem(6383) < 30) {
+ mes "[Order of the Knights Head]";
+ mes "You still haven't gathered";
+ mes "^0000FFLope's Clues^000000?";
+ mes "I feel somewhat good,";
+ mes "because that's about what I expected out of you.";
+ close;
+ }
+ mes "[Order of the Knights Head]";
+ mes "So you've brought back ^0000FFLope's Clues^000000.";
+ mes "Let's see ...";
+ mes "Assemble, assemble";
+ mes "Attach, attach";
+ next;
+ mes "[Lope's Letter]";
+ mes "...a traveler... attacked...";
+ mes "...under disguise... deadly poison...";
+ mes "...the Village... in danger...";
+ next;
+ mes "[Order of the Knights Head]";
+ mes "What on earth does this mean?";
+ mes "Well done, anyway.";
+ mes "Cheer up, you will be a great head of the Knights like myself, someday.";
+ next;
+ mes "[Other Heads]";
+ mes "I'm not so sure!";
+ mes "It's too much for us.";
+ mes "It's no use trying to do it.";
+ completequest 1118;
+ delitem 6383,30; //Clue_Of_Lope
+ set ep14_1_rope,13;
+ getitem 6380,2; //Mora_Coin
+ getexp 1000000,1000000;
+ close;
+ } else if (ep14_1_rope > 12) {
+ mes "[Order of the Knights Head]";
+ mes "We're in trouble.";
+ mes "We're sick of being knights.";
+ mes "We're thinking of forming";
+ mes "a circus troupe instead.";
+ mes "Are you interested in trying tightrope walking?";
+ next;
+ switch(select("Well, I could do a fire show.:This is so absurd.")) {
+ case 1:
+ mes "[Order of the Knights Head]";
+ mes "No, it's impossible.";
+ mes "I burned down a few houses";
+ mes "playing with fire.";
+ close;
+ case 2:
+ mes "[Order of the Knights Head]";
+ mes "That's the answer I expected.";
+ mes "I'm proud of myself.";
+ close;
+ }
+ close;
+ }
+ end;
+}
+
+mora,112,161,5 script Knights Leader#mo 523,{
+ mes "[Order of the Knights Leader]";
+ mes "I'm the Leader of the Order -";
+ mes "you can tell me.";
+ mes "What brings you here? Do you have some work for us?";
+ next;
+ mes "[Other Leaders]";
+ mes "Huh! I said the Boss is the boss!";
+ mes "No, the Chief is the best!";
+ mes "How rude you all are! I'm the Head here!";
+ emotion e_swt2,1;
+ close;
+}
diff --git a/npc/re/quests/skills/sage_skills.txt b/npc/re/quests/skills/sage_skills.txt
new file mode 100644
index 000000000..64ebe20e3
--- /dev/null
+++ b/npc/re/quests/skills/sage_skills.txt
@@ -0,0 +1,53 @@
+//===== Hercules Script ======================================
+//= Sage Quest Skill's related NPCs
+//===== By: ==================================================
+//= Zopokx
+//===== Current Version: =====================================
+//= 1.0
+//===== Description: =========================================
+//= Morocc/Payon Solution duplicate NPCs for Sage Quest Skill
+//===== Additional Comments: =================================
+//= 1.0 First version
+//============================================================
+
+moc_ruins,91,150,0 script Ponka-Hontas 93,{
+ mes "[Mage Guildsman]";
+ mes "Would you like a Solution? Then please give me 50 Zeny and at least 1 Empty Testtube.";
+ next;
+ if (select("Alright, Deal.:Nah, forget it.") == 1) {
+ mes "[Mage Guildsman]";
+ if (zeny < 50) {
+ mes "I'm sorry, but you don't have enough money to cover the 50 Zeny fee.";
+ close;
+ }
+ if (countitem(1092) == 0) {
+ mes "You can't carry liquids without using a bottle. Bring an Empty Test Tube the next time you see me.";
+ close;
+ }
+ delitem 1092,1; //Empty_Cylinder
+ set zeny,zeny-50;
+ getitem 1088,1; //Morocc_Potion
+ }
+ close;
+}
+
+pay_arche,122,100,0 script Dollshoi 88,{
+ mes "[Mage Guildsman]";
+ mes "You want a Solution? Hmm, give me 50 Zeny and at least 1 Empty Test Tube.";
+ next;
+ if (select("Alright, Deal.:Nah, forget it.") == 1) {
+ mes "[Mage Guildsman]";
+ if (Zeny < 50) {
+ mes "Hey! You don't have enough money to cover my 50 Zeny charge.";
+ close;
+ }
+ if (countitem(1092) == 0) {
+ mes "You can't carry solutions without a bottle! Bring me an Empty Test Tube.";
+ close;
+ }
+ delitem 1092,1; //Empty_Cylinder
+ set zeny,zeny-50;
+ getitem 1089,1; //Payon_Potion
+ }
+ close;
+}
diff --git a/npc/re/scripts.conf b/npc/re/scripts.conf
index dfe698752..c1e40dae6 100644
--- a/npc/re/scripts.conf
+++ b/npc/re/scripts.conf
@@ -34,6 +34,7 @@ npc: npc/re/guides/guides_juno.txt
npc: npc/re/guides/guides_lighthalzen.txt
npc: npc/re/guides/guides_louyang.txt
npc: npc/re/guides/guides_lutie.txt
+npc: npc/re/guides/guides_mora.txt
npc: npc/re/guides/guides_morroc.txt
npc: npc/re/guides/guides_moscovia.txt
npc: npc/re/guides/guides_niflheim.txt
@@ -51,10 +52,12 @@ npc: npc/re/merchants/3rd_trader.txt
npc: npc/re/merchants/diamond.txt
npc: npc/re/merchants/flute.txt
npc: npc/re/merchants/inn.txt
+npc: npc/re/merchants/quivers.txt
npc: npc/re/merchants/refine.txt
npc: npc/re/merchants/renters.txt
npc: npc/re/merchants/shops.txt
npc: npc/re/merchants/enchan_mal.txt
+npc: npc/re/merchants/enchan_mora.txt
npc: npc/re/merchants/coin_exchange.txt
// --------------------------- Others ---------------------------
@@ -85,5 +88,6 @@ npc: npc/re/quests/quests_izlude.txt
npc: npc/re/quests/quests_lighthalzen.txt
npc: npc/re/quests/quests_malangdo.txt
npc: npc/re/quests/quests_veins.txt
+npc: npc/re/quests/quests_mora.txt
npc: npc/re/quests/monstertamers.txt
npc: npc/re/quests/quests_13_1.txt
diff --git a/npc/re/scripts_monsters.conf b/npc/re/scripts_monsters.conf
index 25811f8b3..46ab419d8 100644
--- a/npc/re/scripts_monsters.conf
+++ b/npc/re/scripts_monsters.conf
@@ -18,7 +18,7 @@ npc: npc/re/mobs/dungeons/ein_dun.txt
npc: npc/re/mobs/dungeons/gef_dun.txt
npc: npc/re/mobs/dungeons/gefenia.txt
npc: npc/re/mobs/dungeons/glastheim.txt
-npc: npc/re/mobs/dungeons/gld_dun.txt
+npc: npc/re/mobs/dungeons/gld_re.txt
npc: npc/re/mobs/dungeons/gld_dunSE.txt
npc: npc/re/mobs/dungeons/gon_dun.txt
npc: npc/re/mobs/dungeons/ice_dun.txt
diff --git a/npc/re/warps/fields/bif_fild.txt b/npc/re/warps/fields/bif_fild.txt
index 3a32c3e75..ec9de1cf9 100644
--- a/npc/re/warps/fields/bif_fild.txt
+++ b/npc/re/warps/fields/bif_fild.txt
@@ -1,20 +1,44 @@
-//===== Hercules Script ======================================
+//===== rAthena Script =======================================
//= Bifrost Field Warp Script
//===== By: ==================================================
//= Chilly
//===== Current Version: =====================================
-//= 1.0
+//= 1.2
+//===== Compatible With: =====================================
+//= rAthena SVN
//===== Description: =========================================
//= Warp Points for Bifrost Field
//===== Additional Comments: =================================
//= 1.0 First Version.
+//= 1.1 Added official warp scripts. [Euphy]
+//= 1.2 Updated to match the official script. [Euphy]
//============================================================
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
+bif_fild01,318,48,0 warp bifrost_field0002 1,1,splendide,271,382
+mora,182,74,0 warp bifrost_field0003 1,1,bif_fild02,286,327
+mora,20,159,0 warp bifrost_field0004 1,1,bif_fild02,99,308
+mora,56,25,0 warp bifrost_field0005 1,1,bif_fild02,176,162
+
+- script bifrost_field0000 -1,{
+ mes "At the end of the small path through the bright flower garden";
+ mes "is an entrance to something that looks like a small hill.";
+ next;
+ if(select("Knock-knock:Is this a wormhole?") == 1) {
+ mes "When you knock on the door-like thing just for fun,";
+ mes "the door clicks open and you feel some mysterious force pulling you inside.";
+ close2;
+ switch(atoi(charat(strnpcinfo(2),9))) {
+ case 1: warp "mora",179,74; end;
+ case 2: warp "mora",22,157; end;
+ case 3: warp "mora",58,27; end;
+ }
+ }
+ close;
+OnTouch:
+ specialeffect EF_LEVEL99_4;
+ end;
+}
+bif_fild02,285,332,0 duplicate(bifrost_field0000) Small Hole#ep14_mora1 844
+bif_fild02,95,310,0 duplicate(bifrost_field0000) Small Hole#ep14_mora2 844
+bif_fild02,174,162,0 duplicate(bifrost_field0000) Small Hole#ep14_mora3 844
diff --git a/npc/re/warps/guildcastles.txt b/npc/re/warps/guildcastles.txt
new file mode 100644
index 000000000..d8eab7cea
--- /dev/null
+++ b/npc/re/warps/guildcastles.txt
@@ -0,0 +1,43 @@
+//===== rAthena Script =======================================
+//= Guild Castles Warp Script
+//===== By: ==================================================
+//= Euphy
+//===== Current Version: =====================================
+//= 1.0
+//===== Compatible With: =====================================
+//= rAthena SVN
+//===== Description: =========================================
+//= Warp Points for Renewal Guild Castles
+//===== Additional Comments: =================================
+//= 1.0 First version. [Euphy]
+//============================================================
+
+// Hall of Abyss
+//============================================================
+gld2_prt,10,22,0 warp dun2prt_to_gld 1,1,prt_gld,252,247
+gld2_prt,14,252,0 warp dun2prt_to_gld#2 1,1,prt_gld,63,66
+gld2_prt,266,236,0 warp dun2prt_to_gld#3 1,1,prt_gld,252,247
+gld2_prt,226,21,0 warp dun2prt_to_gld#4 1,1,prt_gld,63,66
+gld2_prt,103,11,0 warp dun2prt_to_gld#5 1,1,prt_gld,252,247
+gld_dun03_2,238,274,0 warp gdun03a_prtg#abyss 1,1,prt_gld,252,247
+gld_dun03_2,42,30,0 warp gdun03b_prtg#abyss 1,1,prt_gld,63,66
+gld2_pay,33,105,0 warp dun2pay_to_gld 1,1,pay_gld,53,141
+gld2_pay,119,21,0 warp dun2pay_to_gld#2 1,1,pay_gld,53,141
+gld2_pay,205,105,0 warp dun2pay_to_gld#3 1,1,pay_gld,53,141
+gld2_pay,175,215,0 warp dun2pay_to_gld#4 1,1,pay_gld,53,141
+gld2_pay,61,215,0 warp dun2pay_to_gld#5 1,1,pay_gld,53,141
+gld_dun01_2,119,14,0 warp gdun01_payg#abyss 1,1,pay_gld,53,141
+gld2_gef,28,205,0 warp dun2gef_to_gld 1,1,gef_fild13,42,331
+gld2_gef,221,145,0 warp dun2gef_to_gld#2 1,1,gef_fild13,373,62
+gld2_gef,175,198,0 warp dun2gef_to_gld#3 1,1,gef_fild13,42,331
+gld2_gef,25,68,0 warp dun2gef_to_gld#4 1,1,gef_fild13,373,62
+gld2_gef,111,35,0 warp dun2gef_to_gld#5 1,1,gef_fild13,42,331
+gld_dun04_2,37,230,0 warp gdun04_g13a#abyss 1,1,gef_fild13,42,331
+gld_dun04_2,110,20,0 warp gdun04_g13b#abyss 1,1,gef_fild13,373,62
+gld2_ald,172,46,0 warp dun2gef_to_gld#6 1,1,alde_gld,242,121
+gld2_ald,77,58,0 warp dun2gef_to_gld#7 1,1,alde_gld,229,185
+gld2_ald,46,122,0 warp dun2gef_to_gld#8 1,1,alde_gld,242,121
+gld2_ald,104,250,0 warp dun2gef_to_gld#9 1,1,alde_gld,229,185
+gld2_ald,247,156,0 warp dun2gef_to_gld#10 1,1,alde_gld,242,121
+gld_dun02_2,20,160,0 warp gdun02a_aldega#abyss 1,1,alde_gld,229,185
+gld_dun02_2,180,112,0 warp gdun02b_aldegb#abyss 1,1,alde_gld,242,121
diff --git a/npc/scripts.conf b/npc/scripts.conf
index 91c2028b1..65cfe53f5 100644
--- a/npc/scripts.conf
+++ b/npc/scripts.conf
@@ -51,7 +51,6 @@ npc: npc/cities/jawaii.txt
npc: npc/cities/lighthalzen.txt
npc: npc/cities/louyang.txt
npc: npc/cities/lutie.txt
-npc: npc/cities/malaya.txt
npc: npc/cities/manuk.txt
npc: npc/cities/morocc.txt
npc: npc/cities/moscovia.txt
diff --git a/npc/scripts_jobs.conf b/npc/scripts_jobs.conf
index 966f9fbfa..61191700e 100644
--- a/npc/scripts_jobs.conf
+++ b/npc/scripts_jobs.conf
@@ -43,7 +43,6 @@ npc: npc/jobs/2-2a/Stalker.txt
npc: npc/jobs/2-2e/SoulLinker.txt
// - Novice
npc: npc/jobs/novice/supernovice.txt
-npc: npc/jobs/novice/novice.txt
// - Transcended Quest (2-x -> High Novice)
npc: npc/jobs/valkyrie.txt