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-rw-r--r--npc/Changelog.txt2
-rw-r--r--npc/quests/first_class/WIP/tu_archer.txt2154
-rw-r--r--npc/quests/first_class/WIP/tu_ma_th01.txt794
-rw-r--r--npc/quests/first_class/tu_acolyte.txt110
-rw-r--r--npc/quests/first_class/tu_archer.txt1977
-rw-r--r--npc/quests/first_class/tu_ma_th01.txt756
-rw-r--r--npc/quests/first_class/tu_magician01.txt50
-rw-r--r--npc/quests/first_class/tu_merchant.txt172
-rw-r--r--npc/quests/first_class/tu_sword.txt178
-rw-r--r--npc/quests/first_class/tu_thief01.txt (renamed from npc/quests/first_class/WIP/tu_thief01.txt)657
-rw-r--r--npc/scripts_athena.conf9
11 files changed, 3315 insertions, 3544 deletions
diff --git a/npc/Changelog.txt b/npc/Changelog.txt
index 5fcaf4cbe..62a1af7d5 100644
--- a/npc/Changelog.txt
+++ b/npc/Changelog.txt
@@ -33,6 +33,8 @@ KarLaeda
Date Added
======
+10/30
+ * Added Official First Class Quests-Tutorials (Jukka's conversion) [Lupus]
10/29
* Added official jRO 10.3 spawns as custom option [Playtester]
10/26
diff --git a/npc/quests/first_class/WIP/tu_archer.txt b/npc/quests/first_class/WIP/tu_archer.txt
deleted file mode 100644
index 5adc06fcd..000000000
--- a/npc/quests/first_class/WIP/tu_archer.txt
+++ /dev/null
@@ -1,2154 +0,0 @@
-//===== eAthena Script =======================================
-//= Archer Class Tutorial and Job Specific Quest
-//===== By: ==================================================
-//= Fix up by Jukka
-//===== Current Version: =====================================
-//= 1.1
-//===== Compatible With: =====================================
-//= eAthena SVN (Testet in Trunk 88xx)
-//===== Description: =========================================
-//=
-//===== Additional Comments: =================================
-//= 1.0 Fully working
-//= 1.1 optimized [Lupus]
-//= TODO: Test, Add correct misceffects numbers
-//============================================================
-
-
-//=================================================Bard Jet====================================================
-payon_in02.gat,67,65,3 script Bard Jet#tu 51,{
- mes "[Jet]";
- mes "Every god never grows old";
- mes "Because of beautiful";
- mes "Goddess, Idun.";
- mes "Keeper of the apples of youth";
- mes "Goddess of immortality.";
- next;
-
- if (Class == Job_Novice) {
- } else if ((Class == Job_Archer) || (Class == Job_Baby_Archer) || (Class == Job_Archer_High)) {
- mes "[Jet]";
- mes "Ooh, you're an Archer?";
- mes "There was a time when I too";
- mes "was an Archer. But I've changed jobs, so now I entertain the masses with my songs and humor.";
- next;
- mes "[Jet]";
- mes "Speaking of which...";
- mes "Let me tell you a joke!";
- mes "Trust me, it's hilarious~";
- mes "^333333*Ahem*^000000";
- emotion e_gasp;
- next;
- mes "[Jet]";
- mes "A termite walks";
- mes "into a bar and says,";
- mes "'Is the bar tender here?'";
- mes "Hahahahaha!";
- mes "Bwehehehehe!";
- emotion e_lv;
- next;
- mes "[Jet]";
- mes "Hahaha~!";
- mes "Goodness,";
- mes "I'm funny!";
- mes "Now, you try!";
- mes "Come on, make";
- mes "up a joke~!";
- emotion e_gg;
- next;
- if (Sex == 1 ) {
- switch(select("A joke, eh?")) {
- case 1:
- mes "["+ strcharinfo(0) +"]";
- mes "What did...";
- mes "the... Priest...";
- mes "say to the Verit?";
- next;
- mes "["+ strcharinfo(0) +"]";
- mes "'HEAL!'";
- mes "Um... Get it?";
- break;
- }
- next;
- //misceffect EF_TALK_FROSTJOKE ;
- mes "[Jet]";
- mes "Oh...";
- mes "My...";
- mes "God...";
- next;
- mes "[Jet]";
- mes "That was the greatest";
- mes "joke I've ever heard in my";
- mes "life! You really have a natural";
- mes "talent for showmanship! You";
- mes "just have to become a Bard!";
- } else {
-
- switch(select("Scream!")) {
- case 1:
- break;
- }
- next;
- //misceffect ;
- mes "[Jet]";
- mes "W-Wow...";
- mes "I don't know why, but that was truly amazing. You must have";
- mes "what it takes to become a Dancer...";
- }
-
- emotion e_no1;
- next;
- mes "[Jet]";
- mes "But before any of that, you've got to get rid of the Archer look, no?";
- next;
- mes "[Jet]";
- mes "Actually I'm a member of";
- mes "the ^3131FFArcher's Guild^000000 'Icarus' which is to the ^3131FFleft of the job change office^000000. You should be able to";
- mes "learn a lot from there.";
- next;
- mes "[Jet]";
- mes "Now now, go learn";
- mes "everything and change";
- mes "jobs so that you can";
- mes "come play with me!";
- close;
-} else if ((Class == Job_Bard) || (Class == Job_Clown) || (Class == Job_Baby_Bard)) { //CHECK
- mes "[Jet]";
- mes "Ooh...!";
- mes "You're...!";
- next;
- //misceffect EF_TALK_FROSTJOKE ;
- //ShowEffect "Bard Jet#tu" EF_TALK_FROSTJOKE
- emotion e_no1;
- mes "[Jet]";
- mes "Let's see...";
- mes "I've been working";
- mes "on a new joke here,";
- mes "but I could use some";
- mes "feedback. You ready?";
- next;
- mes "[Jet]";
- mes "What did the male";
- mes "Merchant say to the";
- mes "dancing Isis? Give up?";
- next;
- mes "[Jet]";
- mes "'Mammonite!'";
- mes "Get it? 'Cuz he";
- mes "throws money at her";
- mes "and the word Mammonite";
- mes "sounds-- wait. It's not funny";
- mes "if I have to explain it, huh?";
- close;
-} else if ((Class == Job_Dancer) || (Class == Job_Gypsy) || (Class == Job_Baby_Dancer)) {
- mes "[Jet]";
- mes "Ooh...!";
- mes "Hello, hello!";
- mes "Wouldn't it be";
- mes "nice if we could";
- mes "perform together";
- mes "one of these days?";
- close;
-} else {
- mes "[Jet]";
- mes "You look bored...";
- mes "Is life really that";
- mes "mundane and tiresome?";
- mes "Then... I shall make";
- mes "you laugh...";
- next;
- mes "[Jet]";
- mes "^333333*Ahem*^000000";
- mes "These are the";
- mes "famous last words";
- mes "of a mafia hit man...";
- next;
- mes "[Jet]";
- mes "'Who put the";
- mes "violin in this";
- mes "violin case?!'";
- mes "Bwahahahahahahah!";
- mes "Get the joke?";
- close;
-}
-end;
-}
-
-//=================================================Sign====================================================
-pay_arche.gat,127,154,4 script Sign#arc 835,{
- mes " ";
- mes " Archer Job Change Office ---> ";
- mes " <--- Icarus ";
- mes " ";
- close;
-}
-
-//=================================================Master Kavaruk====================================================
-payon_in02.gat,54,13,3 script Master Kavaruk 55,{
-
- mes "[Master Kavaruk]";
- mes "Hello, young one.";
- mes "I am Master Kavaruk";
- mes "of the Icarus Archer Guild.";
- mes "I bid you welcome.";
- next;
- switch(select("Ask about 'Icarus.'", "Ask about recent news.", "Talk about Archers.")) {
- case 1:
- mes "[Master Kavaruk]";
- mes "Have you ever";
- mes "heard the story";
- mes "of Icarus before?";
- next;
- mes "[Master Kavaruk]";
- mes "Icarus was a brave young man who flew through the sky using wings held together by beeswax. Out of curiosity, he flew too close to the sun, his wings melted, and he fell to his death.";
- next;
- mes "[Master Kavaruk]";
- mes "Although his is a tragic story, Icarus had a courageous heart";
- mes "that we should look up to as";
- mes "our standard.";
- next;
- mes "[Master Kavaruk]";
- mes "The members of our guild are those who not only wish to be brave, but to reach out for our dreams like Icarus did. Our members are aspiring Archers, former Archers and current Archers.";
- next;
- if (Class == Job_Novice) {
- mes "[Master Kavaruk]";
- mes "If you'd like to become an Archer, why don't you go around and learn";
- mes "a few things about the profession? I'm sure you'll be able to hear plenty of stories around here.";
- close;
-
- } else if (Class == Job_Archer) {
- mes "[Master Kavaruk]";
- mes "Since you're an Archer, you might";
- mes "benefit from going around and listening to everyone else's battle experiences. Becoming familiar with different fight scenarios will help you in the future.";
- } else if ((Class == Job_Hunter) || (Class == Job_Sniper) || (Class == Job_Baby_Hunter)) { //CHECK
-
- mes "[Master Kavaruk]";
- mes "In fact, there are a few members in our guild who handle Falcons and Arrows, just like you.";
- next;
- mes "[Master Kavaruk]";
- mes "...But I don't seem to see any of them around here right now. They're always out exploring, I suppose. I'm sure that you'll be able to meet one of your colleagues";
- mes "here sometime, though.";
- close;
-
- } else if ((Class == Job_Dancer) || (Class == Job_Gypsy) || (Class == Job_Baby_Dancer)) { //CHECK
- mes "[Master Kavaruk]";
- mes "In fact, a few of our";
- mes "members specialize in";
- mes "capturing the fascination";
- mes "of those watching with their";
- mes "graceful dances, just like you.";
- next;
- mes "[Master Kavaruk]";
- mes "...But I don't seem to see";
- mes "any of them around here right now. They never seem to remain in one";
- mes "place for very long. Still, I'm sure of them will turn up here";
- mes "one of these days.";
- close;
-
- } else if ((Class == Job_Bard) || (Class == Job_Clown) || (Class == Job_Baby_Bard)) { //CHECK
- mes "[Master Kavaruk]";
- mes "In fact, a few of our members";
- mes "are highly skilled in singing and entertaining their allies, much in the same way you do.";
- next;
- mes "[Master Kavaruk]";
- mes "...But I don't seem to see any of them around here right now. They always wander wherever the wind takes them, but I'm sure one of them will wander back here one";
- mes "of these days.";
- close;
-
- } else {
- mes "[Master Kavaruk]";
- mes "They happen to know a lot of information about jobs related to Archers. Why don't you speak to them and learn more about";
- mes "these other jobs?";
- close;
- }
- end;
- break;
- case 2:
- if ((Class == Job_Archer) || (Class == Job_Baby_Archer) || (Class == Job_Archer_High)) {
- if (tu_archer02 == 0) {
- mes "[Master Kavaruk]";
- mes "Oh, it's a good thing";
- mes "you're here, "+strcharinfo(0)+".";
- mes "I've just received request for support from the Alchemist";
- mes "Guild in Al De Baran.";
- next;
- mes "[Master Kavaruk]";
- mes "They've been taking care";
- mes "of a Flora field as a way of supplying their funds, but recently some stray cats seem to have been destroying the plants there.";
- next;
- mes "[Master Kavaruk]";
- mes "Although the Alchemists have been using Alchemy to summon the Flora again to keep the field running, it's causing a strain on their resources.";
- next;
- mes "[Master Kavaruk]";
- mes "They are willing to give rewards for bringing materials such as ^3131FFManeater Blossoms^000000 and ^3131FFStems^000000 which will help them restore";
- mes "their Flora.";
- next;
- mes "[Master Kavaruk]";
- mes "If you're interested, it would probably be best to speak to the Alchemist Guild member who is waiting to hear from us at the ^3131FFshop next to road south of Icarus^000000.";
- set tu_archer02, 1;
- close;
-
- } else if (tu_archer02 == 1) {
- mes "[Master Kavaruk]";
- mes "Hmmm...";
- mes "..........";
- next;
- switch(select("Is something the matter?")) {
- case 1:
- break;
- }
- mes "[Master Kavaruk]";
- mes "Actually, we have a problem.";
- mes "The position of master seems to have a lot of power, but I always need to remain here. I don't have the luxury of being able to leave my post.";
- next;
- mes "[Master Kavaruk]";
- mes "I asked a member of Icarus to";
- mes "wander about the Rune Midgarts kingdom and gather news and information about what has been going on recenty.";
- next;
- mes "[Master Kavaruk]";
- mes "He has been sending me letters containing detailed information, but all of a sudden, I've lost contact with him. I'm concerned over what may have happened.";
- next;
- mes "[Master Kavaruk]";
- mes "Would you please go find ^3131FFArthail of the Wind^000000 for me? Although he doesn't like people, I've ordered for him to wander within the crowds to gather information.";
- next;
- mes "[Master Kavaruk]";
- mes "Please find out if he is all right and help him with whatever he";
- mes "may need. In the meantime, I will be waiting to hear from you. Thank you very much.";
- set tu_archer02, 2;
- close;
-
- } else if (tu_archer02 == 2) {
- mes "[Master Kavaruk]";
- mes "Find Arthail";
- mes "of the Wind for me.";
- mes "He must be somewhere";
- mes "in Prontera...";
- close;
-
- } else if (tu_archer02 == 9) {
- mes "[Master Kavaruk]";
- mes "Hmmm, I see. Thank you";
- mes "for bringing me the news. As Arthail has said, I shall wait until he has more news for me.";
- mes "You should also train and prepare for the future as well.";
- set tu_archer02, 10;
- set BaseExp, BaseExp + 2000;
- set JobExp,JobExp+1000;
- close;
-
- } else {
- mes "[Master Kavaruk]";
- mes "I don't know...";
- mes "Recently, I haven't heard any noteworthy news. For now, the warmth of the sun seems to be protecting the peace here.";
- next;
- mes "[Master Kavaruk]";
- mes "But if I hear of";
- mes "any interesting rumors,";
- mes "I will let you know.";
- close;
-// Some error here with this rows [Jukka]
-// } else {
-//
-// mes "[Master Kavaruk]";
-// mes "I don't know...";
-// mes "Recently, I haven't heard any noteworthy news. For now, the warmth of the sun seems to be protecting the peace here.";
-// next;
-// mes "[Master Kavaruk]";
-// mes "But if I hear of";
-// mes "any interesting rumors,";
-// mes "I will let you know.";
-// close;
-// }
-// } else {
-// mes "[Master Kavaruk]";
-// mes "I don't know...";
-// mes "Recently, I haven't heard any noteworthy news. For now, the warmth of the sun seems to be protecting the peace here.";
-// next;
-// mes "[Master Kavaruk]";
-// mes "any interesting rumors,";
-// mes "I will let you know.";
-// close;
- }
- }
- break;
-
- case 3:
- if (tu_archer01 < 1) {
- mes "[Master Kavaruk]";
- if ((Class == Job_Novice) || (Class == Job_Baby)) {
- mes "Ah...";
- mes "So are you";
- mes "interested in";
- mes "becoming an Archer?";
-
- } else if ((BaseClass == Job_Archer)) {
- mes "Although I can't deny that you're an expert, I suppose it is a good idea to review the basics of archery from time to time. Would you like to try some refresher training?";
-
- } else if ((Class == Job_Archer) || (Class == Job_Baby_Archer)) {
- mes "As an Archer, I can see that you'd want to make sure that you have a strong grasp on the fundamentals";
- mes "of our job. Would you like some specialized instruction?";
-
- } else {
- mes "Although you may not be able";
- mes "to directly apply archery related knowledge, it's a good idea to understand the capabilities of";
- mes "your Archer allies.";
- next;
- mes "[Master Kavaruk]";
- mes "How would you like";
- mes "some specialized instruction to learn more about the Archer job?";
- }
- next;
- switch(select("Yes", "No")) {
- case 1:
- set tu_archer01, 1;
- mes "[Master Kavaruk]";
- mes "Ah yes. Well then, please";
- mes "take this message over to ^3131FFSeisner^000000 who is in the Training Grounds west of Icarus.";
- next;
- mes "^3355FFYou've received";
- mes "Kavaruk's message";
- mes "for Seisner.^000000";
- next;
- mes "[Master Kavaruk]";
- mes "Seisner is very diligent,";
- mes "composed, intelligent and";
- mes "extremely capable. I believe";
- mes "that you can learn much from her.";
- close;
- break;
- case 2:
- mes "[Master Kavaruk]";
- mes "Ah, I see. Well,";
- mes "Icarus will always welcome";
- mes "you with open arms. If you";
- mes "ever change your mind, feel";
- mes "free to come back.";
- close;
- break;
- }
-
- } else if ((tu_archer01 == 1) || (tu_archer01 == 2)) {
- mes "[Master Kavaruk]";
- mes "Hmm...?";
- mes "What are you still";
- mes "doing here? Go to the";
- mes "hills west of Icarus and";
- mes "talk to ^3131FFSeisner^000000 to begin your special training.";
- close;
- } else if (tu_archer01 == 3) {
- mes "[Master Kavaruk]";
- mes "So "+strcharinfo(0)+",";
- mes "Did you have a good experience? Learning theory alone is never too enjoyable, but it is necessary.";
-
- if ((Class == Job_Archer) || (Class == Job_Archer_High) || (Class == Job_Baby_Archer)) {
- next;
- mes "[Master Kavaruk]";
- mes "Now it is time to experience the principles you've just learned firsthand. Go speak to ^3131FFReidin Corse^000000, who is just outside of this building, and he'll tell you about the different skills.";
- set tu_archer01, 4;
- close;
- } else {
- next;
- mes "[Master Kavaruk]";
- mes "Still, there's no need for you to do any field training since only Archers can actually participate";
- mes "in that.";
- close;
- }
-
- } else if (tu_archer01 == 4) {
- mes "[Master Kavaruk]";
- mes "Reidin Corse is just outside of this building. Didn't you see him on your way in?";
- close;
-
- } else {
- mes "[Master Kavaruk]";
- mes "You're great";
- mes "just as you are now.";
- mes "Still, if you feel like you need something, speak to any of the guild members and listen to their life experiences.";
- close;
- }
- break;
-}
-end;
-}
-}
-
-//=================================================Reidin Corse====================================================
-pay_arche.gat,103,165,5 script Reidin Corse#tu 832,{
-//set @max_max_c1, CheckMaxCount 1201 1;<- Command in eA? [Jukka]
-//if (@max_max_c1 == 1) {
-// mes "[Reidin Corse]";
-// mes "Why are you carrying";
-// mes "so much stuff? You better put everything you don't need into Kafra Storage.";
-// close;
-//}
-
-set @now_weight, MaxWeight - Weight;
-if (@now_weight < 2000) {
- mes "[Reidin Corse]";
- mes "Hey, you're carrying an";
- mes "awful lot of stuff. You ought";
- mes "to put some of your things";
- mes "into Kafra Storage...";
- close;
-}
-
-if (tu_archer01 > 0) {
- if (tu_archer01 == 4) {
- mes "[Reidin Corse]";
- mes "Ah, what is it?";
- mes "Can I help you";
- mes "with something?";
- next;
- switch(select("Tell me about skills.", "Er, not really...")) {
- case 1:
- mes "[Reidin Corse]";
- mes "Huh. So Master";
- mes "Kavaruk told you";
- mes "to come to me, eh?";
- mes "Alright. Okay.";
- emotion e_gg;
- next;
- break;
- case 2:
- mes "[Reidin Corse]";
- mes "Huh...?";
- mes "Alright. You sure";
- mes "you've got nothing";
- mes "to ask me? You had";
- mes "that look, you know?";
- close;
- break;
- }
-
- mes "[Reidin Corse]";
- mes "Fine. I'm an incredibly";
- mes "busy guy, but I'll make time for you. I'll teach you what I know about Archer skills... On one condition!";
- next;
- mes "[Reidin Corse]";
- mes "From here on out, you gotta";
- mes "call me ^3131FFChief^000000, got it? Stick with me and you'll become the second best archer in the world! How";
- mes "about it, kid?";
- next;
- switch(select("You got it, Chief!", "Ugh, no thanks~!")) {
- case 1:
- mes "[Reidin Corse]";
- mes "Ho ho!";
- mes "That's the way to go!";
- mes "Good good~ Call me Chief";
- mes "from now on, you hear?";
- next;
- break;
- case 2:
- mes "[Reidin Corse]";
- mes "Huh? What kind of attitude";
- mes "is that? Ah, I get it. You're not mature enough to recognize greatness when it's right";
- mes "before you.";
- next;
- mes "[Reidin Corse]";
- mes "Don't worry...";
- mes "When you come crawlin'";
- mes "back, I'll reconsider";
- mes "teaching you.";
- close;
- break;
- }
- mes "[Reidin Corse]";
- mes "Let's see...";
- mes "How much do you know?";
- mes "Mmmmmmmmmm...";
- next;
- mes "^3355FFReidin Corse narrows his experienced eyes and sizes you up.^000000";
- next;
- if (JobLevel > 39) {
- mes "[Reidin Corse]";
- mes "Hey! You're ready to change jobs, aren't you? Don't waste time here and just get a new job already! Eh, or you can ask Master Kavaruk for something to do.";
- close;
-
- } else if (JobLevel < 5) {
- mes "[Reidin Corse]";
- mes "Alright! We got a fresh Archer here! You're lucky you came to me, I'm the best teacher you can find! But let me warn you, I teach at a really fast pace, so try to keep";
- mes "up. Okay? Good.";
- next;
- set tu_archer01, 5;
- mes "[Reidin Corse]";
- mes "Okay, I'm ready to begin the lessons! Come back over here once you've got your bow and arrows and everything else ready, got it?";
- close;
-
- } else {
- mes "[Reidin Corse]";
- mes "Okay. It looks like you know";
- mes "some stuff. But even if you're";
- mes "a little experienced, there's still room for you to learn. So try and keep up, got it?";
- next;
- set tu_archer01, 5;
- mes "[Reidin Corse]";
- mes "Well, I'm ready to teach whenever you're ready to learn. Come back once your bow and arrows and everything else is ready, alright?";
- close;
- }
-
- } else if (tu_archer01 == 5) {
- mes "[Reidin Corse]";
- mes "You ready? I think it's fair to remind you that I won't tolerate any complaining! Just do what";
- mes "I say and you'll be the second best Archer in the world! After me, of course~";
- next;
- mes "[Reidin Corse]";
- mes "If you don't like it, you can just quit! No reason to stick around";
- mes "if you can't keep up with the Chief, anyway.";
- next;
- switch(select("Please teach me... Chief!", "I want to quit.")) {
- case 1:
- mes "[Reidin Corse]";
- mes "That's what I'm talkin' about! Yeah! Just trust me and you'll learn almost everything about Archer skills! Let's get started!";
- next;
- switch(select("Yes, Chief!")) {
- case 1:
- emotion e_ok;
- mes "[Reidin Corse]";
- mes "Great...!";
- mes "I like your style!";
- next;
- break;
- }
-
- mes "[Reidin Corse]";
- mes "Now, open your Skill Window (Alt+S). You oughta be able to see two skills: ^FF0000Owl's Eye^000000 and ^FF0000Double Strafe^000000. First, I'll talk about Owl's Eye.";
- next;
- mes "[Reidin Corse]";
- mes "We Archers need to be able to preceive the movements of our targets from far away. Now, even during the night, nothing can escape the eyes of an owl.";
- next;
- mes "[Reidin Corse]";
- mes "So we gotta train our vision so that we see the way owls do. Now";
- mes "if you can't aim at your targets, you'd be horrible at archery, right? You gotta have Accuracy!";
- next;
- set @skill_owl, getskilllv(43);
- if (@skill_owl < 3) {
- set tu_archer01, 6;
- mes "[Reidin Corse]";
- mes "Now, your first assignment";
- mes "is to learn ^3131FFLevel 3 Owl's Eye^000000!";
- mes "From Prontera, if you travel south, south and then west, you can fight Condors for your training.";
- next;
- mes "[Reidin Corse]";
- mes "You can head somewhere";
- mes "else if you want, but if you don't know any training areas, then";
- mes "just follow my great advice.";
- next;
- switch(select("I'll follow your advice, Chief!", "I'll hunt somewhere else...")) {
- case 1:
- mes "[Reidin Corse]";
- mes "I'll send you to";
- mes "Prontera for now,";
- mes "so don't forget the";
- mes "directions I gave you.";
- mes "Travel ^3131FFsouth^000000, ^3131FFsouth^000000,";
- mes "and then ^3131FFwest^000000.";
- next;
- switch(select("Leave right away~", "W-wait, let me get ready!")) {
- case 1:
- mes "[Reidin Corse]";
- mes "When you struggle";
- mes "through the hardships";
- mes "of training, just think";
- mes "about trying to become as";
- mes "good as the greatest Archer";
- mes "ever: me.";
- emotion e_dots;
- next;
- mes "[Reidin Corse]";
- mes "Okay...!";
- mes "Off you go!";
- mes "To Prontera!";
- close2;
- warp "prontera.gat",116,72;
- end;
- break;
- case 2:
- mes "[Reidin Corse]";
- mes "Hm...?";
- mes "What do you possibly";
- mes "need to prepare? Alright,";
- mes "do whatever it is you";
- mes "need to do...";
- close;
- break;
- }
- break;
- case 2:
- emotion e_an;
- mes "[Reidin Corse]";
- mes "Say what...?";
- mes "Alright, then.";
- mes "But the next time";
- mes "you come here, you better";
- mes "know Level 3 Owl's Eye!";
- close;
- break;
- }
-
- } else {
- emotion e_ag;
- mes "[Reidin Corse]";
- mes "Huh. So you already know a little about Owl's Eye already, huh? Well then, I guess I oughta talk about something you don't know about!";
- set tu_archer01, 7;
- set BaseExp, BaseExp + 500;
- close;
- }
- break;
- case 2:
- mes "[Reidin Corse]";
- mes "Huh. Okay.";
- mes "And here I was";
- mes "getting ready to";
- mes "teach you all my";
- mes "archery secrets!";
- close;
- break;
- }
-
- } else if (tu_archer01 == 6) {
- set @owl, getskilllv(43);
- if (@owl > 2) {
- mes "[Reidin Corse]";
- mes "Ah, you're";
- mes "finally back.";
- mes "You've kept me";
- mes "waiting for a while!";
- next;
- emotion e_gasp;
- mes "[Reidin Corse]";
- mes "Ah, but your eyes look a lot sharper than they used to be.";
- mes "Here, this is a small, special reward for you.";
- //misceffect EF_WIND ;
- set tu_archer01, 7;
- set BaseExp, BaseExp + 500;
- next;
- emotion e_pif;
- mes "[Reidin Corse]";
- mes "Not bad, but you really should master Owl's Eye. That means";
- mes "you need to learn it all the way";
- mes "up to Level 10!";
- next;
- mes "[Reidin Corse]";
- mes "Now, I guess I'll";
- mes "talk about a different";
- mes "skill in my next lecture, kay?";
- mes "Come back when you're ready";
- mes "to learn something new~";
- close;
-
- } else {
- mes "[Reidin Corse]";
- mes "Hey! I told";
- mes "you to learn";
- mes "Level 3 Owl's Eye!";
- mes "Try not to learn something";
- mes "else by accident, okay?";
- close;
- }
- end;
-
- } else if (tu_archer01 == 7) {
- mes "[Reidin Corse]";
- mes "Alright, open";
- mes "your Skill Window.";
- mes "Since you have Level 3";
- mes "Owl's Eye, now you oughta be";
- mes "able to see the Vulture's Eye";
- mes "skill in the list too.";
- next;
- mes "[Reidin Corse]";
- mes "Now when you think";
- mes "about vultures, what";
- mes "exactly comes to mind?";
- next;
- switch(select("Sharp, precise eyes.", "You, Chief.")) {
- case 1:
- mes "[Reidin Corse]";
- mes "Exactly!";
- next;
- break;
- case 2:
- emotion e_lv2;
- mes "[Reidin Corse]";
- mes "Hahahaha!";
- mes "Well, I am famous";
- mes "for my incredible";
- mes "vision and precision!";
- mes "^333333*Ahem*^000000 Anyway...";
- next;
- break;
- }
- mes "[Reidin Corse]";
- mes "Vultures circle the sky, find a target on the ground, and then very swiftly swoop down and ensnare their prey in their claws.";
- next;
- emotion e_lv;
- mes "[Reidin Corse]";
- mes "No doubt about it.";
- mes "Vultures are awesome!";
- next;
- mes "[Reidin Corse]";
- mes "The ^3131FFVulture's Eye^000000 skill allows";
- mes "you to train your vision to be like a vulture's. You'll increase your Attack Accuracy and can target enemies from further away.";
- next;
- emotion e_no;
- mes "[Reidin Corse]";
- mes "I know that you can attack";
- mes "from a distance now, but don't";
- mes "be satisfied with just your current attack range. Learn Vulture's Eye so you can attack from even further distances.";
- next;
- mes "[Reidin Corse]";
- mes "Now for your";
- mes "second assignment!";
- mes "Go hunt Mandagora!";
- mes "Mandagora don't move,";
- mes "so they're perfect for target";
- mes "practice from a distance!";
- next;
-
- set @eagle, getskilllv(44);
-
- if (@eagle < 3) {
- mes "[Reidin Corse]";
- mes "Alright, Mandagora usually live around Mt. Mjolnir. I can send you to Prontera, so just travel north, then east from there to find";
- mes "some of them.";
- next;
- mes "[Reidin Corse]";
- mes "Remember, the most";
- mes "important thing is to level the Vulture's Eye skill and test the distance of your attack range.";
- set @f_arrow,MaxWeight - Weight;
-
- if (@f_arrow < 1000) {
- mes "You've got plenty of arrows";
- mes "for that, so go for it!";
- set tu_archer01, 8;
- next;
- } else {
- next;
- mes "[Reidin Corse]";
- mes "Here's a little something to encourage you. Since Mandagora are Earth property monsters, these Fire Arrows will work really well.";
- set tu_archer01, 8;
- getitem 1752, 300;
- next;
- }
- mes "[Reidin Corse]";
- mes "Alright~";
- mes "Ready to go?";
- next;
- switch(select("Let's go!", "W-wait a minute!")) {
- case 1:
- mes "[Reidin Corse]";
- mes "Alright...!";
- mes "Get a move on!";
- close2;
- warp "prontera.gat",116,72;
- end;
- break;
- case 2:
- mes "[Reidin Corse]";
- mes "You still need";
- mes "to get ready?";
- mes "Hurry it up!";
- close;
- break;
- }
-
- } else {
- mes "[Reidin Corse]";
- mes "Eh?";
- mes "Wait a minute...";
- emotion e_what;
- next;
- mes "[Reidin Corse]";
- mes "You already";
- mes "learned Vulture's Eye!";
- mes "Why did I spend so much time explaining about it? Well, I guess we're ready to move on to the next lesson...";
- set tu_archer01, 9;
- getitem 1752, 500;
- next;
- }
-
- } else if (tu_archer01 == 8) {
- set @eagle, getskilllv(44);
- if (@eagle < 3) {
- mes "[Reidin Corse]";
- mes "Mandagora lives in the area north and east of Prontera. Learn up to Level 3 Vulture's Eye and get acquainted with your attack range.";
- next;
- mes "[Reidin Corse]";
- mes "Okay...";
- mes "Are you";
- mes "ready to go?";
- next;
- switch(select("Go.", "Wait a moment.")) {
- case 1:
- mes "[Reidin Corse]";
- mes "Alright...!";
- mes "Get a move on!";
- close2;
- warp "prontera.gat",116,72;
- end;
- break;
- case 2:
- mes "[Reidin Corse]";
- mes "You still need";
- mes "to get ready?";
- mes "Hurry it up!";
- close;
- break;
- }
- } else {
- mes "[Reidin Corse]";
- mes "Ah, so you've learned";
- mes "a little something about Vulture's Eye! What do you think about it now? Ah, and here's a little reward for you before I start the next lesson~";
- set tu_archer01, 9;
- getitem 1752, 500;
- close;
- }
-
- } else if (tu_archer01 == 9) {
- mes "[Reidin Corse]";
- mes "Okay...";
- mes "Up till now we've";
- mes "studied Passive Skills.";
- mes "You know, Owl's Eye";
- mes "and Vulture's Eye.";
- next;
- mes "[Reidin Corse]";
- mes "Even though you may not be doing anything, Passive Skills are always in effect. Now, it's time for me to teach you about an Active Skill";
- mes "for Archers. Ready?";
- next;
- mes "[Reidin Corse]";
- mes "Today I'll tell";
- mes "you all about";
- mes "^3131FFDouble Strafe^000000!";
- mes "Whaddya think?";
- mes "Exciting, yes?";
- next;
-
- set @eagle, getskilllv(46);
-
- if (@eagle > 2) {
- mes "["+strcharinfo(0)+"]";
- mes "I...";
- mes "I already know";
- mes "about Double Strafe.";
- next;
- mes "[Reidin Corse]";
- mes "...";
- mes "......";
- next;
- mes "[Reidin Corse]";
- mes "^333333*Sigh*^000000";
- mes "Next lesson...";
- set tu_archer01, 10;
- close;
-
- } else {
- mes "[Reidin Corse]";
- mes "Just like its name, Double Strafe allows you to attack enemies with your arrows twice in a row! Booyah~";
- next;
- mes "[Reidin Corse]";
- mes "As Double Strafe's level rises, its attack strength also increases. If you master this skill, you can do a great amount of damage to your enemies!";
- next;
- mes "[Reidin Corse]";
- mes "Hold your bow and arrow";
- mes "like this, concentrate, aim,";
- mes "then fire twice with all your";
- mes "might! Practice Double Strafe";
- mes "enough and you'll get used to it!";
- next;
- if (@eagle == 0) {
- //misceffect EF_WIND;
- set tu_archer01, 10;
- set JobExp,JobExp+500;
- }
- emotion e_no1;
- next;
- mes "[Reidin Corse]";
- mes "Now, there's another skill known as ^FF0000Arrow Shower^000000. Where Double Strafe uses 2 Arrows, Arrow Shower fires a bunch of arrows at once.";
- next;
- mes "[Reidin Corse]";
- mes "Not even I can handle";
- mes "Arrow Shower all that well since it's really hard. Still, maybe if you trained more at it, you'd manage to pull it off?";
- emotion e_heh;
- close;
- }
-
- } else if (tu_archer01 == 10) {
- mes "[Reidin Corse]";
- mes "Now, I've taught you a lot of stuff and I wanna make sure you retain all of it. That's why I want you to take this midterm. Your mission: ^FF0000Attack the Hydras^000000!";
- emotion e_no1;
- next;
- mes "[Reidin Corse]";
- mes "There's a ship that";
- mes "leads to Byalan Island in Izlude, Prontera's satellite city. Ride that ship to Byalan Island.";
- next;
- mes "[Reidin Corse]";
- mes "In the center of that island is the entrance to a dungeon where a lot of Hydras live. Remember that it's a water dungeon, and that ^3131FFWater resists Fire^000000, ^3131FFbut is weak against Wind^000000.";
- next;
- mes "[Reidin Corse]";
- mes "Now go and bring ^3131FF10 Tentacles^000000";
- mes "from hunting Hydra and ^3131FF1 Crystal Blue^000000, which you can get from hunting the Mushrooms there.";
- mes "Bring all of that and you pass~";
- next;
- mes "[Reidin Corse]";
- mes "It's easier to find Izlude if you pass by Prontera, so head towards the fields near Prontera. Alright, off you go, " + strcharinfo(0) + "~";
- set tu_archer01, 11;
- close;
- } else if (tu_archer01 == 11) {
- if ((countitem(962) > 9) && (countitem(991) > 0)) {
- set @bow_muge,MaxWeight - Weight;
- if (@bow_muge < 1000) {
- mes "[Reidin Corse]";
- mes "Why are you carrying";
- mes "so much stuff? You better put everything you don't need into Kafra Storage.";
- close;
-
- } else {
- mes "[Reidin Corse]";
- mes "Hey, you're back!";
- mes "Let's see now...";
- next;
- emotion e_no1;
- mes "[Reidin Corse]";
- mes "Good! You pass.";
- mes "Don't forget that you gotta keep training and improve your skills. Before you know it, you'll be an expert almost as good as me!";
- //misceffect EF_WIND;
- set tu_archer01, 12;
- set BaseExp, BaseExp + 1000;
- set JobExp,JobExp+1000;
- getitem 1707, 1;
- close;
- }
-
- } else {
- mes "[Reidin Corse]";
- mes "Hey...";
- mes "You gotta bring";
- mes "^3131FF10 Tentacles^000000 and";
- mes "^3131FF1 Crystal Blue^000000 to pass my midterm! Go back to the dungeon on Byalan Island and get them!";
- close;
- }
-
- } else if (tu_archer01 == 12) {
- mes "[Reidin Corse]";
- mes "Alright, now there's only";
- mes "one more skill you need to know about. Personally, I think this one is crucial for every Archer...";
- next;
- mes "[Reidin Corse]";
- mes "Open your Skill Window.";
- mes "Make sure that you learn";
- mes "^FF0000Increase Concentration^000000.";
- mes "Now, how can I describe";
- mes "how to do it?";
- next;
- mes "[Reidin Corse]";
- mes "I guess that first, you gotta quiet your mind and enter a state of complete concentration. Steadily draw your bowstring back. If there's even a millisecond of imbalance, you'll miss.";
- next;
- mes "[Reidin Corse]";
- mes "We use Increase Concentration";
- mes "to keep ourselves calm and focused to ^3131FFmaximize certain abilities and stats^000000. This skill enhances our performance as Archers immensely!";
- next;
- mes "[Reidin Corse]";
- mes "You might not be able";
- mes "to see it now, but as you become more skilled, you'll eventually recognize all the benefits of this skill.";
- set tu_archer01, 13;
- close;
-
- } else if (tu_archer01 == 13) {
- mes "[Reidin Corse]";
- mes "^333333*Sigh*^000000";
- mes "It was a pain in the";
- mes "ass, but we're finally";
- mes "done with all of your lessons.";
- emotion e_pif;
- next;
- mes "[Reidin Corse]";
- mes "Ah, but it's not time for";
- mes "you to relax yet! Since I've given you a midterm, it's only fitting that I also give you a final!";
- next;
- mes "[Reidin Corse]";
- mes "Surprised, huh?";
- mes "Well, this test is a little harder, but I'll help you out so there's";
- mes "no need for you to fret.";
- next;
- mes "[Reidin Corse]";
- mes "Now, go to Mt. Mjolnir and hunt Floras. Your test will be to bring back ^3131FF5 Maneater Blossoms^000000 and";
- mes "^3131FF20 Stems^000000.";
- next;
- mes "[Reidin Corse]";
- mes "I know it's a little dangerous,";
- mes "but I've got a pal who'll be there to help you. Of course, she's still in training, but...";
- next;
- mes "[Reidin Corse]";
- mes "Oh...";
- mes "And one last thing.";
- mes "Take some of these.";
- next;
- set @trip_gift,MaxWeight - Weight;
- if (@trip_gift < 2100) {
- mes "[Reidin Corse]";
- mes "H-hey!";
- mes "Why are you carrying";
- mes "so much stuff? You better put everything you don't need into Kafra Storage.";
- close;
-
- } else {
- mes "[Reidin Corse]";
- mes "This stuff is just a little something to encourage you, so don't take it the wrong way! Now hurry up, get what I asked for,";
- mes "and come back!";
- set tu_archer01, 14;
- getitem 601, 10;
- getitem 501, 10;
- getitem 602, 1;
- close;
- }
-
- } else if ((tu_archer01 == 14) || (tu_archer01 == 15)) {
- if ((countitem(1032) > 4) && (countitem(905) > 19)) { // Blossom Of Maneater & Stem
- mes "[Reidin Corse]";
- mes "Ha-ha~!";
- mes "You look more like";
- mes "a veteran than a rookie";
- mes "now! Yeap, I can see it";
- mes "in your eyes.";
- next;
- mes "[Reidin Corse]";
- mes "Right, did you get a chance to meet my Acolyte pal, Mafra? She's pretty shy, but I hope you two got along.";
- next;
- mes "[Reidin Corse]";
- mes "I'm happy to tell";
- mes "you that you've passed";
- mes "my final exam! Here, take";
- mes "this little reward!";
- //misceffect EF_WIND ;
- set tu_archer01, 16;
- set BaseExp, BaseExp + 3000;
- set JobExp,JobExp+3000;
- getitem 1770, 500;
- next;
- mes "[Reidin Corse]";
- mes "Well, it's like you're a full fledged Archer now. Honestly,";
- mes "I've got nothing more to teach you. Well, about archery, anyway.";
- emotion e_heh;
- next;
- mes "[Reidin Corse]";
- mes "Well, if you talk to him, Master Kavaruk might have something for you to do. He happens to have me running around to doing errands";
- mes "for him too. That creep!";
- emotion e_pif;
- next;
- mes "[Reidin Corse]";
- mes "Well, "+ strcharinfo(0) +",";
- mes "It'd make me really happy if you get to the point where you develop a true love for the art of archery. I'll see you sometime, okay?";
- emotion e_no1;
- close;
-
- } else {
- mes "[Reidin Corse]";
- mes "Remember, you";
- mes "need to head over to";
- mes "Mt. Mjolnir and get me";
- mes "^3131FF5 Maneater Blossoms^000000";
- mes "and ^3131FF20 Stems^000000.";
- next;
- mes "[Reidin Corse]";
- mes "From Prontera, you'd get to Mt. Mjolnir by traveling ^3131FFnorth^000000, ^3131FFnorth^000000 and then ^3131FFeast^000000. But if you want,";
- mes "I can just send you there.";
- next;
- switch(select("Go!", "W-Wait!")) {
- case 1:
- mes "[Reidin Corse]";
- mes "Alright!";
- mes "Oh, and if you get";
- mes "the chance, give a hello to my Acolyte pal over there for me~";
- emotion e_heh;
- close2;
- warp "mjolnir_11.gat",25,221;
- end;
- break;
- case 2:
- mes "[Reidin Corse]";
- mes "Huh?";
- mes "Um, sure. But";
- mes "there's no reason to";
- mes "get so nervous, even if";
- mes "this my final exam for you.";
- close;
- break;
- }
- }
-
- } else if (tu_archer01 == 16) {
- mes "[Reidin Corse]";
- mes "I really like this town.";
- mes "There's so much lush greenery";
- mes "and the birds are always singing. Payon really is peaceful.";
- next;
- mes "[Reidin Corse]";
- mes "Of course, I've got friends here that I can trust with my life. We always argue, but we all want what's best for each other.";
- emotion e_pif;
- next;
- mes "[Reidin Corse]";
- mes "Wouldn't you";
- mes "agree that it's";
- mes "wonderful to have";
- mes "great friends?";
- close;
- } else {
- mes "[Reidin Corse]";
- mes "I really like this town.";
- mes "Everything is green and birds singing all around.. such a peaceful place Payon is.";
- next;
- mes "[Reidin Corse]";
- mes "I feel so happy laying in the grass and looking up at the sky.";
- next;
- mes "[Reidin Corse]";
- mes "It might also be because I have my trustable friends here with me. Haha.";
- mes "We always argue, but we care for each other deep down inside.";
- emotion e_pif;
- next;
- mes "[Reidin Corse]";
- mes "..'friend' is a wonderful word. Don't you agree?";
- close;
- }
-
-} else {
- mes "[Reidin Corse]";
- mes "Allow me to introduce myself. I'm the Archer of all Archers, ^3131FFReidin Corse^000000, Master of the Icarus Guild!";
- next;
- emotion e_no1;
- mes "[Reidin Corse]";
- mes "Right now, we're having a special event! The application fee for the Icarus Guild has been slashed by 50%! Join now and there'll be no annual fees!";
- next;
- emotion e_lv;
- mes "[Reidin Corse]";
- mes "During our special event, we'll have no job class restrictions!";
- mes "As an added bonus, all new male members will be introduced to beautiful Dancer girls!";
- next;
- emotion e_heh;
- mes "[Reidin Corse]";
- mes "And new female members will have the special opportunity to go out on a date with me! Don't miss out!";
- next;
- emotion e_cash;
- mes "[Reidin Corse]";
- mes "Join right now";
- mes "for a one time fee of only ^3131FF1,000,000, zeny^000000! Hurry and join the Icarus Guild while";
- mes "this offer still lasts!";
- next;
- emotion e_pif;
-
- mes "[Arpesto]";
- mes "Reidin...";
- mes "Stop messing around.";
- mes "Hey there, kid. The real";
- mes "master of the Icarus Guild";
- mes "is in that building.";
- next;
- emotion e_omg;
- mes "[Reidin Corse]";
- mes "Arpesto...!";
- mes "Why'd you...?!";
- next;
- emotion e_ag;
- mes "[Reidin Corse]";
- mes "^333333*Sigh*^000000";
- mes "You got me, you got me.";
- mes "There's no application fee.";
- mes "But I'll still date all of";
- mes "those cute girls...";
- close;
-}
-end;
-}
-
-//=================================================Arepesto====================================================
-pay_arche.gat,109,169,3 script Arpesto 712,{
- mes "[Arpesto]";
- mes "The sky still looks clear, but recently the winds that have been blowing through the land seem to carry with them an air of misfortune.";
- next;
- emotion e_pif;
- mes "[Reidin Corse]";
- mes "So...";
- mes "Danger's coming?";
- mes "Heh! Chill, gramps~";
- mes "I got it covered!";
- next;
- emotion e_swt2;
- mes "[Arpesto]";
- mes "Ho ho...";
- mes "Energetic, but";
- mes "cocky. Kids nowadays...";
- close;
-}
-
-//=================================================Seisner====================================================
-pay_arche.gat,84,139,3 script Seisner 727,{
-//misceffect EF_HIT2;
-mes "[Seisner]";
-mes "Aaaah!";
-mes "Double Strafe!";
-//misceffect EF_HIT2;
-next;
-mes "[Seisner]";
-mes "I did it!";
-mes "Only an Archer";
-mes "could make that shot!";
-next;
-mes "[Seisner]";
-mes "Now, there are some";
-mes "Thief class people who also use arrows, but they're better suited to using Knives. We Archers are";
-mes "the arrow specialists!";
-next;
-if ((tu_archer01 == 1) || (tu_archer01 > 2)) {
- mes "^3355FFYou show Seisner";
- mes "the letter that Master";
- mes "Kavaruk has written";
- mes "to her for you.^000000";
- next;
- mes "[Seisner]";
- mes "So Master Kavaruk";
- mes "wants me to teach";
- mes "you about Archers and Archery? Alright, what would you like to know more about?";
- next;
- while((1)) {
- switch(select("About Archers.", "Stats for Archers", "End Conversation.")) {
- case 1:
- mes "[Seisner]";
- mes "Archers specialize";
- mes "in shooting ^3131FFarrows^000000. We usually attack from a distance, but before we increase our Dodge Rate, we're pretty weak when it comes to one on one battles.";
- next;
- mes "[Seisner]";
- mes "Therefore, Archers tend to attack before the enemy gets too close.";
- mes "We also like to party with other people who can offer close";
- mes "range protection.";
- next;
- mes "[Seisner]";
- mes "Now, only Novices can";
- mes "become Archers after reaching";
- mes "Job Level 10 and learning all of the Basic Skills.";
- next;
- mes "[Seisner]";
- mes "Well experienced Archers can move on and change to the Second Job Class, becoming ^3131FFHunters^000000, ^3131FFBards^000000 if they are male, or ^3131FFDancers^000000 if they are female.";
- next;
- mes "[Seisner]";
- mes "If you reach Level 99";
- mes "as a Second Job Class character, you can change to a Transcendent Class with Valkyrie's help.";
- next;
- mes "[Seisner]";
- mes "Hunters can ultimately transcend into ^3131FFSnipers^000000, Bards into ^3131FFMinstrels^000000, and Dancers into ^3131FFGypsies^000000. I know that's pretty complex.";
- if (tu_archer01 == 1) {
- set tu_archer01, 2;
- } else {
- }
- next;
- break;
- case 2:
- mes "[Seisner]";
- mes "So you want to";
- mes "know more about Stats";
- mes "and how they affect Archer abilities? I'll do my best to explain.";
- next;
- while((1)) {
- switch(select("STR", "^3131FFAGI^000000", "VIT", "^FF9900INT^000000", "^FF3131DEX^000000", "LUK", "End Conversation.")) {
- case 1:
- mes "[Seisner]";
- mes "STR typically increases the damage of attacks. However, Archer class characters use weapons that rely on ^FF3131DEX^000000 to increase their damage.";
- next;
- mes "[Seisner]";
- mes "In a sense, STR might not be necessary for Archers, although I'm sure there are skills or situations where STR will come in handy.";
- next;
- mes "[Seisner]";
- mes "For instance, if you run out of arrows (which is every Archer's nightmare) and need to equip a Knife, having some STR might";
- mes "be helpful.";
- next;
- mes "[Seisner]";
- mes "Increasing STR will also";
- mes "increase the amount of weight";
- mes "that any character can carry. So if you have more STR, you can carry around more arrows.";
- next;
- if (tu_archer01 == 1) {
- set tu_archer01, 2;
- } else {
- }
- break;
- case 2:
- mes "[Seisner]";
- mes "^FF3131AGI^000000 as you know, ";
- mes "^3131Ffincreases Attack Speed";
- mes "(ASPD)^000000 and affects ^3131FF Dodge Rate^000000.";
- next;
- mes "[Seisner]";
- mes "One of the drawbacks of being an Archer is having weaker strength and lower Dodge Rate. However, the Dodge Rate disadvantage is lessened by increasing your ^FF3131AGI^000000.";
- next;
- if (tu_archer01 == 1) {
- set tu_archer01, 2;
- } else {
- }
- break;
- case 3:
- mes "[Seisner]";
- mes "^3131FFVIT^000000 will increase";
- mes "your Maximum HP and";
- mes "resistance to damage.";
- next;
- mes "[Seisner]";
- mes "Although Archers don't";
- mes "specialize in having any special kind of defense, having VIT will help alleviate the defensive weakness of the Archer class.";
- next;
- mes "[Seisner]";
- mes "VIT might be helpful";
- mes "depending on how you use it. Still, I wouldn't recommend focusing too much on increasing your VIT if you're an Archer.";
- next;
- if (tu_archer01 == 1) {
- set tu_archer01, 2;
- } else {
- }
-
- break;
- case 4:
- mes "[Seisner]";
- mes "^FF0000INT^000000 is more";
- mes "important to the";
- mes "Archer class than";
- mes "you would think~";
- next;
- mes "[Seisner]";
- mes "As you increase ^FF0000INT^000000, you'll raise your Maximum SP, meaning you";
- mes "can use special skills more often.";
- next;
- mes "[Seisner]";
- mes "For Hunters, one of the Second Job Classes for Archers, having higher INT will increase the damage inflicted by ^3131FFFalcons^000000.";
- next;
- if (tu_archer01 == 1) {
- set tu_archer01, 2;
- } else {
- }
- break;
- case 5:
- mes "[Seisner]";
- mes "Now DEX is almost";
- mes "without a doubt the";
- mes "most important stat";
- mes "for any Archer.";
- next;
- mes "[Seisner]";
- mes "^FF3131DEX^000000 ^3131Ffincreases the damage^000000";
- mes "of Archer class weapons that fire arrows. These include ^3131FFBows^000000, ^3131FFInstruments^000000 and ^3131FFWhips^000000.";
- next;
- mes "[Seisner]";
- mes "Dexterity enhances an Archer's ability to hit weak points and do more damage, which is why weapons that use arrows don't rely on STR like weapons used by other classes.";
- next;
- mes "[Seisner]";
- mes "Just like any other class, ^FF3131DEX^000000 increases ^3131FFAccuracy (HIT)^000000 and slightly enhances Attack Speed (ASPD).";
- next;
- if (tu_archer01 == 1) {
- set tu_archer01, 2;
- } else {
- }
- break;
- case 6:
- mes "[Seisner]";
- mes "^FF0000LUK^000000 affects your";
- mes "Perfect Dodge rate";
- mes "and Critical rate.";
- next;
- mes "[Seisner]";
- mes "For Hunters, one of the Second Classes for the Archer, LUK increases the chance of ^3131FFBlitz Beat^000000 occurring automatically. So Hunters who rely on their Falcons might want to invest in LUK.";
- next;
- if (tu_archer01 == 1) {
- set tu_archer01, 2;
- } else {
- }
- break;
- case 7:
- mes "[Seisner]";
- mes "So is there";
- mes "anything else that";
- mes "you want to ask me?";
- next;
- break;
- break;
- }
- }
- break;
- case 3:
- mes "[Seisner]";
- mes "Once an Archer shoots an arrow,";
- mes "he can't stop its flight or change his target. That's why Archers need to be level headed and really careful in battle.";
- next;
- mes "[Seisner]";
- mes "Someday, I'd like to become a great Archer and use my skills for the good of Rune Midgard.";
- close2;
- break;
- end;
- break;
- }
- }
-
-} else if (tu_archer01 == 2) {
- mes "[Seisner]";
- mes "Thanks for listening.";
- mes "I know I gave you a lot of information, but I think it's important that everyone";
- mes "understands archery.";
- next;
- mes "[Seisner]";
- mes "If you feel comfortable enough with the knowledge I've taught you, you should go back to Master Kavaruk. But if you still have questions, you can always come and ask me.";
- close2;
- //misceffect EF_WIND ;
- set tu_archer01, 3;
- if (JobLevel == 1) {
- set JobExp,JobExp+30;
- } else if ((JobLevel > 1) && (JobLevel < 11)) {
- set JobExp,JobExp+100;
- } else if ((JobLevel > 10) && (JobLevel < 21)) {
- set JobExp,JobExp+250;
- } else {
- set JobExp,JobExp+500;
- }
- end;
-} else {
- close;
-}
-end;
-}
-
-//=================================================Target====================================================
-pay_arche.gat,76,135,3 script Target#Target 111,{ end; } // empty NPC?? [Jukka]
-
-//=================================================Acolyte====================================================
-mjolnir_11.gat,27,223,3 script Acolyte#tu 95,{
- mes "[Acolyte]";
- if (tu_archer01 == 14) {
- if((gettime(3) >= 18) && (gettime(3) < 22)) {
- mes "H-hello!";
- mes "Umm, umm...";
- mes "Are you R-Reidin Corse's";
- mes "friend t-too?";
- next;
- mes "[Acolyte]";
- mes "M-my name is Mafra.";
- mes "Ever since he saved my life, Reidin has a-always been a good f-friend to me. He's such a great Archer";
- mes "and a really nice person!";
- next;
- mes "[Acolyte]";
- mes "Um, and...";
- mes "Uh... Oh no~";
- mes "What am I supposed";
- mes "t-to tell you...?";
- emotion e_swt2;
- next;
- mes "[Acolyte]";
- mes "Oh, since I'm training to be an Acolyte, I'm supposed to help out the people he's teaching. So...";
- mes "Let's h-help each other train!";
- mes "Um, is that okay?";
- next;
- switch(select("Sure.", "No thanks.", "Reidin Corse is mine!")) {
- case 1:
- mes "[Acolyte]";
- mes "Wow!";
- mes "Thank you, thank you!";
- mes "I''ll try my very best!";
- set tu_archer01, 15;
- close;
- break;
- case 2:
- mes "[Acolyte]";
- mes "Oh... Oh.";
- mes "I'm so sorry.";
- mes "If you don't need";
- mes "my help, I guess";
- mes "that's alright...";
- emotion e_sob;
- close;
- break;
- case 3:
- mes "[Acolyte]";
- mes "Eh?!";
- mes "R-really?";
- mes "I guess he doesn't";
- mes "need to tell me if";
- mes "he already has a girlfriend...";
- next;
- mes "[Acolyte]";
- if (Sex) {
- mes "W-wait!";
- mes "Y-you're a man!";
- mes "D-d-d-don't tease me";
- mes "like that! I'm serious!";
- set tu_archer01, 15;
- close;
- } else {
- mes "And he's so brave";
- mes "and funny and smart.";
- mes "Y-you're lucky to have him.";
- mes "^333333*Sniff*^000000 I... I...";
- next;
- mes "[Acolyte]";
- mes "^333333*Sniffle*^000000";
- mes "I'll d-do my best to help you!";
- mes "I wish you both happiness! (Waaaaaah~!)";
- set tu_archer01, 15;
- close;
- }
- break;
- }
- end;
- } else {
- mes "^666666Zzzzz...^000000";
- mes "Wh-wha...?";
- mes "Who are you?";
- //misceffect EF_SLEEPATTACK;
- next;
- mes "[Acolyte]";
- mes "Wait, I know...";
- mes "Y-you're... ^666666*Yawn*^000000";
- mes "So sleepy. Take this for now...";
- set @kurae_heal, rand(1,4);
- if (@kurae_heal == 1) {
- unitskilluseid getcharid(3),28,3;
- } else if (@kurae_heal == 2) {
- unitskilluseid getcharid(3),28,9;
- } else if (@kurae_heal == 3) {
- unitskilluseid getcharid(3),28,10;
- } else if (@kurae_heal == 4) {
- }
-
- set @kurae_agi, rand(1,3);
- if (@kurae_agi == 1) {
- unitskilluseid getcharid(3),29,0;
- } else if (@kurae_agi == 2) {
- unitskilluseid getcharid(3),29,5;
- } else if (@kurae_agi == 3) {
- unitskilluseid getcharid(3),29,10;
- }
-
- set @kurae_bls, rand(1,3);
- if (@kurae_bls == 1) {
- unitskilluseid getcharid(3),34,0;
- } else if (@kurae_bls == 2) {
- unitskilluseid getcharid(3),34,5;
- } else if (@kurae_bls == 3) {
- unitskilluseid getcharid(3),34,10;
- }
- close;
- }
- } else if (tu_archer01 == 15) {
- if ((gettime(3) >= 18) && (gettime(3) < 22)) { //CHECK
- mes "^666666Zzzzz...^000000";
- mes "Wh-wha...?";
- mes "Who are you?";
- //misceffect EF_SLEEPATTACK;
- next;
- mes "[Acolyte]";
- mes "Reidin Corse?";
- mes "I can't believe";
- mes "I feel asleep fo--";
- mes "^666666Zzzzzzz...^000000";
- next;
- mes "[Acolyte]";
- mes "^666666Zzzz^000000--Oooh!";
- mes "J-just take this before";
- mes "I fall asleep again~! ^666666*Yawn*^000000";
-
- set @kurae_heal, rand(1,4);
- if (@kurae_heal == 1) {
- unitskilluseid getcharid(3),28,3;
- } else if (@kurae_heal == 2) {
- unitskilluseid getcharid(3),28,10;
- } else if (@kurae_heal == 3) {
- unitskilluseid getcharid(3),28,8;
- }
-
- set @kurae_agi, rand(1,3);
- if (@kurae_agi == 1) {
- unitskilluseid getcharid(3),29,0;
- } else if (@kurae_agi == 2) {
- unitskilluseid getcharid(3),29,5;
- } else if (@kurae_agi == 3) {
- unitskilluseid getcharid(3),29,10;
- }
-
- set @kurae_bls, rand(1,3);
- if (@kurae_bls == 1) {
- unitskilluseid getcharid(3),34,0;
- } else if (@kurae_bls == 2) {
- unitskilluseid getcharid(3),34,5;
- } else if (@kurae_bls == 3) {
- unitskilluseid getcharid(3),34,10;
- }
- close;
- } else {
- mes "Okay~!";
- mes "Let me try";
- mes "casting a spell";
- mes "to help you! Yaa~p!";
-
- set @kurae_heal, rand(1,3);
- if (@kurae_heal == 1) {
- unitskilluseid getcharid(3),28,3;
- } else if (@kurae_heal == 2) {
- unitskilluseid getcharid(3),28,10;
- } else if (@kurae_heal == 3) {
- unitskilluseid getcharid(3),28,8;
- }
-
- set @kurae_agi, rand(1,2);
- if (@kurae_agi == 1) {
- unitskilluseid getcharid(3),29,10;
- } else if (@kurae_agi == 2) {
- unitskilluseid getcharid(3),29,5;
- }
-
- set @kurae_bls, rand(1,2);
- if (@kurae_bls == 1) {
- unitskilluseid getcharid(3),34,10;
- } else if (@kurae_bls == 2) {
- unitskilluseid getcharid(3),34,5;
- }
- close;
- }
- }
- mes "...";
- mes "W-why does";
- mes "traveling make";
- mes "me sooo sleepy...?";
- mes "^666666Zzzzzzzz...^000000";
- //misceffect EF_SLEEPATTACK ;
- close;
-}
-
-//=================================================Alchemist Guildmember====================================================
-pay_arche.gat,130,113,3 script Alchemist Guildmember#tu 740,{
- mes "[Alchemist Guildmember]";
- if (tu_archer02 > 0) {
- if ((countitem(1032) > 0) || (countitem(905) > 0 )) { // Blossom_Of_Maneater & Stem
- mes "Great...!";
- mes "I've been waiting";
- mes "for the Icarus Guild";
- mes "to send somebody";
- mes "to help us! Finally!";
- emotion e_sob;
- next;
- mes "[Alchemist Guildmember]";
- mes "Would you like to sell ^3131FFStems^000000";
- mes "and ^3131FFManeater Blossoms^000000 to";
- mes "the Alchemist Guild? We'll buy";
- mes "each Stem for ^3131FF30 Zeny^000000 and each";
- mes "Maneater Blossom for ^3131FF130 Zeny^000000.";
- next;
- switch(select("Sell all Stems and Maneater Blossoms", "Don't sell anything.")) {
- case 1:
- mes "[Alchemist Guildmember]";
- mes "Thank you very much!";
- mes "This will really help";
- mes "us in maintaining our";
- mes "Flora field! I really";
- mes "appreciate your help~";
-
- set alche_f,countitem(1032);// Blossom_Of_Maneater
- set alche_s,countitem(905);// Stem
- set f_zeny, alche_f * 130;
- set s_zeny, alche_s * 30;
- set total_zeny, f_zeny + s_zeny;
- if (countitem(1032) == 0) {
- delitem 905, alche_s;
- } else if (countitem(905) == 0) {
- delitem 1032, alche_f;
- } else {
- delitem 1032, alche_f;
- delitem 905, alche_s;
- }
- set Zeny,Zeny+total_zeny;
- close;
- break;
- case 2:
- mes "[Alchemist Guildmember]";
- mes "Seriously...";
- mes "I'm on the verge of begging!";
- mes "The Alchemist Guild really needs lots of new supplies to keep our Flora field running!";
- emotion e_sob;
- close;
- break;
- }
- } else {
- mes "I don't know if you've heard";
- mes "from Kavaruk, but our Flora field is getting ruined by stray cats.";
- emotion e_sob;
- next;
- mes "[Alchemist Guildmember]";
- mes "No matter how much we chase";
- mes "them away, they always manage to come back. We really have no choice but to replace what they destroy.";
- next;
- mes "[Alchemist Guildmember]";
- mes "We'll reward you if you can bring us ^3131FFStems^000000 and ^3131FFManeater Blossoms^000000";
- mes "to help us in our field maintenance efforts. These Flora are crucial since they provide funds for our guild. Without them...";
- close;
- }
- }
- mes "^666666*Sigh...*^000000";
- mes "Isn't anyone coming";
- mes "to help us? We're facing";
- mes "a really huge crisis here!";
- close;
-}
-
-//=================================================Arthail====================================================
-prontera.gat,126,335,5 script Arthail 51,{
-if (tu_archer02 < 3) {
- mes "[Arthail]";
- mes "I am the Bard";
- mes "who sings only for";
- mes "himself. The gentle";
- mes "breeze is the only";
- mes "audience I have.";
- next;
- mes "[Arthail]";
- mes "I am Arthail";
- mes "of the Wind.";
- mes "I sing for no man,";
- mes "so you had best be on";
- mes "your way. I'm sorry, but";
- mes "I have no songs to share.";
- if (tu_archer02 == 2) {
- next;
- switch(select("Master Kavaruk told me to find you!")) {
- case 1:
- break;
- }
- mes "[Arthail]";
- mes "Really now?";
- mes "I suppose it";
- mes "can't be helped.";
- mes "I really should";
- mes "have contacted him.";
- next;
- mes "[Arthail]";
- mes "However, I'm very tired from the long trip. I'm exhausted from the crowding of this city and the hundreds of talking people.";
- mes "I can't handle it all...";
- next;
- mes "[Arthail]";
- mes "Why can't I be like everyone else? It seems that as I approach people, my heart retreats further away from them. I wonder why that is?";
- next;
- mes "[Arthail]";
- mes "I became a Bard to try to fix this social complex of mine, but to";
- mes "no avail. Still, I feel much more at ease when I sing. Ah, but I've said too much already.";
- next;
- mes "[Arthail]";
- mes "Master Kavaruk";
- mes "asked you to help";
- mes "me? Well then, I have";
- mes "a favor to ask of you.";
- next;
- mes "[Arthail]";
- mes "Here in the capital of the";
- mes "Rune Midgarts Kingdom, there's supposed to be a fountain in the central plaza. Everyone seems to stop and chat over there.";
- next;
- mes "[Arthail]";
- mes "However, I have a fear of other people and I can't bring myself to go near the crowds of people there. It's embarassing for me to admit this as a Bard...";
- next;
- mes "[Arthail]";
- mes "Would you please go and see if there's any news being spread around in that area for me?";
- set tu_archer02, 3;
- close;
- } else {
- close;
- }
-
-} else if (tu_archer02 == 3) {
- mes "[Arthail]";
- mes "I'm ashamed to ask,";
- mes "but would you go the fountain in Prontera's central plaza and see";
- mes "if there's any news?";
- close;
-
-} else if (tu_archer02 == 4) {
- mes "[Arthail]";
- mes "I see...";
- mes "Nothing much.";
- mes "Another person";
- mes "found an Emperium";
- mes "and is starting a";
- mes "brand new guild...";
- next;
- mes "[Arthail]";
- mes "^3131FFEmperium^000000...";
- mes "There are a lot of ambitious people in Morroc that want one of those. Even in my hometown of Payon,";
- mes "there are people clamoring to obtain one...";
- next;
- mes "[Arthail]";
- mes "Supposedly, having an Emperium";
- mes "will give you the power to change the world. People are bound to be attracted to it.";
- next;
- mes "[Arthail]";
- mes "Hmm...?";
- mes "I sense something";
- mes "dark and ominous...";
- mes "I wonder what it could be?";
- emotion e_hmm;
- next;
- mes "[Arthail]";
- mes "I'm probably just stressed and exhausted. I'll feel better once";
- mes "I get some rest. Would you like to join me and listen to the flowing water?";
- next;
- mes "[Arthail]";
- mes "It's not the greatest feeling if you stay here for too long, but the sound of this water reminds me of home. Did you see the lake by the Icarus Guild? These waters remind me of that place.";
- next;
- mes "[Arthail]";
- mes "^333333*Yawn...*^000000";
- mes "I haven't talked";
- mes "like this in so long.";
- mes "I'm so tired, I think";
- mes "I'll rest just a little...";
- next;
- mes "[Arthail]";
- mes "..........";
- next;
- mes "^3355FFArthail of the Wind";
- mes "has fallen fast asleep.^000000";
- next;
- mes "["+strcharinfo(0)+"]";
- mes "Ah...";
- mes "So peaceful~";
- next;
- mes "^3355FFThe rhythm of the lapping waters gently eases you into a state of perfect relaxation. The cold, crisp water would feel so refreshing if you dipped your feet into it...^000000";
- // sound "se_subterranean_waterwave.wav" 1 0 0
- next;
- mes "[???]";
- mes "...";
- soundeffectall "se_littlewaves02.wav",0;
- next;
- mes "["+strcharinfo(0)+"]";
- mes "Huh?";
- mes "What was";
- mes "that noise?";
- next;
- mes "[????]";
- mes "AAAAAAAAAAAAAAAHHHHHHHHHHH!!!!!";
- emotion e_omg;
- soundeffectall "se_scream_w01.wav",0;
- next;
- mes "["+strcharinfo(0)+"]";
- mes "What the--?!";
- mes "That sounds like";
- mes "screams coming from";
- mes "inside Prontera Castle!";
- next;
- mes "^3355FFYou try to wake Arthail";
- mes "but he's deeply asleep";
- mes "and won't budge at all.^000000";
- next;
- mes "["+strcharinfo(0)+"]";
- mes "I can't help it then.";
- mes "I'd better go check";
- mes "this out on my own.";
- set tu_archer02, 5;
- close2;
- end;
-
-} else if ((tu_archer02 > 4) && (tu_archer02 < 7)) {
- mes "[Arthail]";
- mes "^333333Zzzzz...^000000";
- close;
-} else if (tu_archer02 == 8) {
- mes "[Arthail]";
- mes "Where did you go?";
- mes "I thought you might have been kidnapped since you weren't";
- mes "here when I woke up.";
- next;
- mes "[Arthail]";
- mes "So everyone said nothing";
- mes "happened when you asked";
- mes "about the shrieks you heard?";
- mes "That's really peculiar...";
- next;
- mes "[Arthail]";
- mes "Even the Emperium you mentioned earlier. I thought it was supposed to be a rare item, but why is it so easy for so many people to get";
- mes "one? It's very strange...";
- next;
- mes "[Arthail]";
- mes "Huh. I better investigate this";
- mes "a little more, so I'll stay here to gather more information. For now, you should head back to Payon and let Master Kavaruk know that I'm doing alright.";
- next;
- mes "[Arthail]";
- mes "And one day...";
- mes "I guess I'll finally";
- mes "have a song that I can";
- mes "share with you.";
- set tu_archer02, 9;
- close2;
- end;
-} else {
- mes "[Arthail]";
- mes "...";
- mes "......";
- close2;
- end;
-}
-end;
-}
-
-//=================================================New Guild Master====================================================
-prontera.gat,167,281,3 script New Guild Master#tu 753,{
- mes "[New Guild Master]";
- mes "Hearken, all";
- mes "of you who seek";
- mes "fame and glory!";
- next;
- mes "[New Guild Master]";
- mes "I hold in my hand this ^3131FFEmperium^000000, sign that I am favored by destiny! Brave ones, I bid you, lend me";
- mes "your power!";
- next;
- mes "[New Guild Master]";
- mes "Nothing can stop us!";
- mes "So long as this jewel";
- mes "is in my possession,";
- mes "those who call themselves";
- mes "my comrades will never";
- mes "know the taste of defeat!";
- if (tu_archer02 == 3) set tu_archer02, 4;
- close;
-}
-
-//=================================================MAge====================================================
-prontera.gat,144,301,5 script Mage#tu 123,{
- mes "[Mage]";
- mes "Did you see that";
- mes "new guild master?";
- mes "Talk about getting";
- mes "on your soapbox!";
- next;
- emotion e_pif;
- mes "[Mage]";
- mes "Doesn't he know that there";
- mes "are a lot of famous guilds around nowadays? Why would anyone want";
- mes "to join his small no-name guild?";
- next;
- mes "[Mage]";
- mes "Now, if I become a Wizard,";
- mes "I'm going to join the best guild around. Casting spells to help the strongest Knights and the most powerful Priests would make me";
- mes "look really cool!";
- next;
- mes "[Mage]";
- mes "Bwahahah!";
- mes "Just thinking";
- mes "about it makes";
- mes "me so excited!";
- close;
-}
-
-//=================================================Minister====================================================
-prt_castle.gat,76,165,6 script Minister#tu 55,{
-mes "[Minister]";
-mes "The royal family";
-mes "is extremely busy";
-mes "at the moment, handling";
-mes "our nation's administration.";
-if (tu_archer02 == 5) {
- next;
- mes "["+strcharinfo(0)+"]";
- mes "I heard screams";
- mes "from outside! Did";
- mes "something happen?";
- next;
- mes "[Minister]";
- mes "...";
- mes "......";
- next;
- mes "[Minister]";
- mes "Ah, there are a few stray cats running around, those Wild Roses, so those noises you heard must have been them. Everything is fine here in the palace.";
- set tu_archer02, 6;
- close;
-} else if (tu_archer02 == 7) {
- next;
- mes "^3355FFThe urgency that the Minister expressed earlier has been";
- mes "replaced with a stone cold feeling of sternness. He probably won't tell you much more information,";
- mes "no matter how much you ask him.";
- close;
-} else if (tu_acolyte01 == 25) {
- next;
- mes "["+strcharinfo(0)+"]";
- mes "Um...";
- mes "I hear that";
- mes "the royal family";
- mes "might be in sort of";
- mes "trouble. Is there any";
- mes "way I could help?";
- next;
- mes "[Minister]";
- mes "...";
- mes "......";
- next;
- mes "[Minister]";
- mes "You must be mistaken.";
- mes "The royal family is fine,";
- mes "especially since our";
- mes "kingdom is at peace.";
- next;
- mes "[Minister]";
- mes "Perhaps you've gotten that idea because it's very difficult to meet any member of the royal family. Please understand that they're";
- mes "all very busy trying to serve";
- mes "the people.";
- next;
- mes "[Minister]";
- mes "As a holy servant, I'm sure that you'll find plenty of other people who have need of your help and abilities outside of the palace.";
- close;
-} else {
- close;
-}
-end;
-}
-
-//=================================================Range NPC====================================================
-prt_castle,94,150,4 script #sound_tu 139,10,10{
-OnTouch:
- if (tu_archer02 != 6) end;
- mes "[Minister]";
- mes "Contact the";
- mes "Prontera Church.";
- mes "Hurry, this is urgent!";
- set tu_archer02, 7;
- close;
-}
-
-//=================================================Bishop Maugins====================================================
-monk_in.gat,19,43,1 script Bishop Maugins 60,{
- mes "[Bishop Maugins]";
- if (vu_archer02 == 7) {
- mes "Greetings.";
- mes "I doubt that you're here to change to the Monk job, but may I help you with something? Perhaps you're here for a confession?";
- next;
- mes "[Bishop Maugins]";
- mes "Hm? Work related to the Palace? Yes, I'm in charge of that area. So how may I help you?";
- next;
- if(select("Has something happened to the Kingdom?", "Nothing.")==1) {
- mes "[Bishop Maugins]";
- mes "...!!";
- next;
- mes "[Bishop Maugins]";
- mes "...";
- mes "......";
- next;
- mes "[Bishop Maugins]";
- mes "Ho ho~";
- mes "Of course not!";
- mes "The king and I regularly write to each other, but I haven't heard of anything in particular. Please don't worry yourself.";
- next;
- mes "[Bishop Maugins]";
- mes "Good luck on";
- mes "your journeys,";
- mes "brave adventurer.";
- set tu_archer02, 8;
- unitskilluseid getcharid(3),29,10;
- unitskilluseid getcharid(3),34,10;
- close;
- } else {
- mes "[Bishop Maugins]";
- mes "Good luck on";
- mes "your journeys,";
- mes "brave adventurer.";
- unitskilluseid getcharid(3),29,10;
- unitskilluseid getcharid(3),34,10;
- close;
- }
- }
- mes "...Now, I have something to think about. Please visit me later, young sheep..";
- close;
-} \ No newline at end of file
diff --git a/npc/quests/first_class/WIP/tu_ma_th01.txt b/npc/quests/first_class/WIP/tu_ma_th01.txt
deleted file mode 100644
index 7b817bc25..000000000
--- a/npc/quests/first_class/WIP/tu_ma_th01.txt
+++ /dev/null
@@ -1,794 +0,0 @@
-//===== eAthena Script =======================================
-//= Theif Mage Quest Story Mode
-//===== By: ==================================================
-//= Fix up by Jukka
-//===== Current Version: =====================================
-//= 1.1
-//===== Compatible With: =====================================
-//= eAthena SVN (Testet in Trunk 88xx)
-//===== Description: =========================================
-//=
-//===== Additional Comments: =================================
-//= 1.0 Fully working
-//= 1.1 optimized [Lupus]
-//= TODO: Test, Add correct misceffects numbers
-//============================================================
-
-
-//=================================================Battle Traces 1====================================================
-moc_fild12.gat,166,369,0 script battle_traces#1 844,{
- if (BaseClass == Job_Thief) {
- if (tu_thief01 < 5) {
- mes "^3355FFThere are traces of poison used in a battle. You can sense its power and decide that it would be safer not to get too close to it.^000000";
- close;
- } else if (tu_thief01 == 5) {
- mes "^3355FFThere are traces of poison used in a battle. After examining the scene carefully, I feel a little dizzy.";
- set tu_thief01, 6;
- //##### GetHEALTHSTATE VAR_POISON 60#####
- //misceffect EF_VENOMDUST2;
- close;
- } else if (tu_thief01 == 6) {
- mes "^3355FFThere are traces of poison used in a battle. After examining the scene carefully, I feel a little dizzy.";
- //##### GetHEALTHSTATE VAR_POISON 60#####
- //misceffect EF_VENOMDUST2;
- close;
- } else if (tu_thief01 == 7) {
- mes "^3355FFThere are traces of poison used in a battle. You can sense its power and decide that it would be safer not to get too close to it.^000000";
- close;
- } else if (tu_thief01 == 8) {
- mes "^3355FFThere are signs of a pursuit that heads south.^000000";
- set tu_thief01, 9;
- close;
- } else {
- mes "^3355FFThe traces of battle seem to be leading in different directions. From the peculiar smell that permeates the area, it seems that some kind of lethal poison was used in the fight...^000000";
- close;
- }
- }
- if (BaseClass == Job_Mage) {
- if (tu_magician01 < 8) {
- mes "There are traces of poison used in a battle. You can sense its power and decide that it would be safer not to get too close to it.^000000";
- //misceffect EF_VENOMDUST2;
- close;
- } else if (tu_magician01 == 8) {
- mes "^3355FFThere are signs of a pursuit that heads south.^000000";
- set tu_magician01, 9;
- close2;
- } else {
- mes "^3355FFThe traces of battle seem to be leading in different directions. From the peculiar smell that permeates the area, it seems that some kind of lethal poison was used in the fight...^000000";
- close;
- }
- }
- mes "^3355FFThere are signs that show that some kind of scuffle might have occurred here, but you can't exactly tell what exactly happened.^000000";
- close;
-}
-
-//=================================================Battle Traces 2====================================================
-moc_fild12.gat,173,215,0 script Battle Traces#2 844,{
-if (BaseClass == Job_Thief) {
- if (tu_thief01 < 9) {
- mes "There are traces of many people going by.";
- close;
- } else if (tu_thief01 == 9) {
- mes "The traces lead to the east. There is one peculiar footstep amongst them all that caugh my attention. Seems like the one of the person being pursued.";
- set tu_thief01, 10;
- close;
- } else {
- mes "The traces lead to the east.";
- close;
- }
-} else if (BaseClass == Job_Mage) {
- if (tu_magician01 < 9) {
- mes "There are traces of many people going by.";
- close;
- } else if (tu_magician01 == 9) {
- mes "The traces lead to the east. There is one peculiar footstep amongst them all that caugh my attention. Seems like the one of the people being chased.";
- set tu_magician01, 10;
- close;
- } else {
- mes "The traces lead to the east.";
- close;
- }
-} else {
- mes "^3355FFThere are signs that show that some kind of scuffle might have occurred here, but you can't exactly tell what exactly happened.^000000";
- close;
-}
-end;
-}
-
-//=================================================Battle Traces 3====================================================
-moc_fild12.gat,276,165,0 script battle_traces#3 844,{
-if (BaseClass == Job_Thief) {
- if (tu_thief01 < 10) {
- mes "There are traces of several who have went by.";
- close;
- } else if (tu_thief01 == 10) {
- mes "The footsteps of the one being chased after is rather peculiar. It almost seems as if it was left on purpose.";
- set tu_thief01, 11;
- close;
- } else {
- mes "There are a peculiar set up footsteps.";
- close;
- }
-} else if (BaseClass == Job_Mage) {
- if (tu_magician01 < 10) {
- mes "There are traces of many people going by.";
- close;
- } else if (tu_magician01 == 10) { //CHECK
- mes "The footsteps of the one being chased after is rather peculiar. It almost seems like it was left on purpose.";
- set tu_magician01, 11;//Check
- close;
- } else {
- mes "There are a peculiar set up footsteps.";
- close;
- }
-} else {
- mes "There are some traces, but I cannot tell what they are.";
- close;
-}
-end;
-}
-
-//=================================================Battle Traces 4====================================================
-moc_fild11.gat,39,163,0 script battle_traces#4 844,{
-if (BaseClass == Job_Thief) {
- if (tu_thief01 < 11) {
- mes "There are traces of many that have gone by.";
- close;
- } else if (tu_thief01 == 11) {
- mes "Another peculiar trace has been added. Unlike the others, it is small and clear, It seems like another has joined in.";
- set tu_thief01, 12;
- close;
- } else {
- mes "A new trace has been added.";
- close;
- }
-} else if (BaseClass == Job_Mage) {
- if (tu_magician01 < 11) {
- mes "There are traces of many that have gone by.";
- close;
- } else if (tu_magician01 == 11) {
- mes "Another peculiar trace has been added.";
- mes "Unlike the others, it is small and clear.";
- mes "It seems like another has joined in.";
- set tu_magician01, 12;
- close;
- } else {
- mes "A new trace has been added.";
- close;
- }
-} else {
- mes "^3355FFThere are signs that show that some kind of scuffle might have occurred here, but you can't exactly tell what exactly happened.^000000";
- close;
-}
-end;
-}
-
-//=================================================Battle Traces 5====================================================
-moc_fild11.gat,205,52,0 script battle_traces#5 844,{
-OnTouch:
-if (BaseClass == Job_Thief) {
- if (tu_thief01 < 12) {
- mes "There are traces of many that have gone by.";
- close;
- } else if (tu_thief01 == 12) {
- mes "The traces are divided into ones from the East";
- mes "split into North and South.";
- if (countitem(506) == 0) { // Green_Potion
- mes "I sense a strong poison nearby so";
- mes "it is hard to approach.";
- mes "It will be hard without getting rid of the poison first.";
- close;
- } else {
- mes "It is hard to approach because of a strong poison.";
- mes "You can neutralize the poison momentarily";
- mes "with the Green Potion.";
- next;
- switch(select("Use Green Potion.", "Don't use it.")) {
- case 1:
- mes "The poison has gotten weaker. After investigating the scene where the poison has cleared I see a piece of cloth.";
- next;
- switch(select("Don't investigate.", "Investigate.")) {
- case 1:
- mes "It's not something to be concerned about.";
- close;
- break;
- case 2:
- mes "The cloth drenched in blood has strange letters on it. It could be a good clue.";
- set tu_thief01, 13;
- next;
- mes "Found a piece of cloth.";
- close;
- break;
- }
- break;
- case 2:
- mes "It would be faster to follow the traces than investigate this scene.";
- close;
- break;
- }
- }
- } else {
- mes "Can't find anything else. Only the traces split into two remain.";
- close;
- }
-} else if (BaseClass == Job_Mage) {
- if (tu_magician01 < 12) {
- mes "There are traces of many that have gone by.";
- close;
- } else if (tu_magician01 == 12) {
- mes "The traces from the east split into";
- mes "the north and south.";
- if (countitem(506) == 0) { // Green_Potion
- mes "I sense a strong poison nearby so";
- mes "it is hard to approach.";
- mes "It will be hard without getting rid of the poison first.";
- close;
- } else {
- mes "It is hard to approach because of a strong poison.";
- mes "You can neutralize the poison momentarily";
- mes "with the Green Potion.";
- next;
- switch(select("Use Green Potion.", "Don't use it.")) {
- case 1:
- mes "The poison got weaker after using the potion.";
- mes "After investigating the scene where the poison";
- mes "is cleared I see a piece of cloth.";
- next;
- switch(select("Don't investigate.", "Investigate.")) {
- case 1:
- mes "It's not something to be concerned about.";
- close;
- break;
- case 2:
- mes "The cloth drenched in blood has strange";
- mes "letters on it. It could be a good clue.";
- set tu_magician01, 13;
- next;
- mes "Found a piece of cloth.";
- close;
- break;
- }
- break;
- case 2:
- mes "It would be faster to follow the traces rather";
- mes "than investigating this scene.";
- close;
- break;
- }
- }
- } else {
- mes "Can't find anything else.";
- mes "Only the traces split into two remain.";
- close;
- }
-} else {
- mes "There are some traces, but I cannot tell what they are.";
- close;
-}
-end;
-}
-
-//=================================================Battle Traces 6====================================================
-moc_fild11.gat,226,235,0 script battle_traces#6 844,{
-if (BaseClass == Job_Thief) {
- if (tu_thief01 < 13) {
- mes "There are traces of many that have gone by.";
- close;
- } else {
- mes "There is a trace from the south. It seems to be leading to the north but I can't seem to be able to tell as of yet.";
- close;
- }
-} else if (BaseClass == Job_Mage) {
- if (tu_magician01 < 13) {
- mes "There are traces of many that have gone by.";
- close;
- } else {
- mes "There is a trace from the south. It seems to be leading to the north but I can't seem to be able to tell as of yet.";
- close;
- }
-} else {
- mes "There are some traces, but I cannot tell what they are.";
- close;
-}
-end;
-}
-
-//=================================================Battle Traces 7====================================================
-moc_fild11.gat,184,342,0 script battle_traces#7 844,{
-if (BaseClass == Job_Thief) {
- if (tu_thief01 < 13) {
- mes "There are traces of several that have stopped by.";
- close;
- } else {
- mes "Many of the traces are connected. They seemed to have stopped here for a while, but headed north.";
- close;
- }
-} else if (BaseClass == Job_Mage) {
- if (tu_magician01 < 13) {
- mes "There are traces of several that have stopped by.";
- close;
- } else {
- mes "Many of the traces are connected. They seemed to have stopped here for a while, but then headed north.";
- close;
- }
-} else {
- mes "There are some traces, but I cannot tell what they are.";
- close;
-}
-end;
-}
-
-//=================================================Battle Traces 8====================================================
-moc_fild17.gat,213,358,0 script battle_traces#8 844,{
-if (BaseClass == Job_Thief) {
- if (tu_thief01 < 13) {
- mes "There are traces of about two people that stopped by.";
- close;
- } else if (tu_thief01 == 13) {
- mes "I can no longer see the traces of those that were pursuiting. I only see traces of the two.";
- set tu_thief01, 14;
- close;
- } else {
- mes "There are traces of a small amont of people.";
- close;
- }
-} else if (BaseClass == Job_Mage) {
- if (tu_magician01 < 13) {
- mes "There seem to be traces of approximately two people that stopped by.";
- close;
- } else if (tu_magician01 == 13) {
- mes "I can no longer see the traces of those that were pursuiting. I only see traces of the two.";
- set tu_magician01, 14;
- close;
- } else {
- mes "There are traces of a small amont of people.";
- close;
- }
-} else {
- mes "There are some traces, but I cannot tell what they are.";
- close;
-}
-end;
-}
-
-//=================================================Battle Traces 9====================================================
-moc_fild17.gat,228,274,0 script battle_traces#9 844,{
-if (BaseClass == Job_Thief) {
- if (tu_thief01 < 14) {
- mes "There are traces of a small battle.";
- close;
- } else if (tu_thief01 == 14) {
- mes "There seems to have been a small battle. Traces that come from the north and some from the southeast are mixed together.";
- next;
- mes "Then the traces lead to the east. More may be found by investigating more.";
- set tu_thief01, 15;
- close;
- } else if (tu_thief01 == 15) {
- set @seek_tm, rand(1,10);
- if (@seek_tm == 7) {
- mes "I found a piece of cloth with blood on it like before.";
- next;
- mes "- You discovered a piece of cloth with blood -";
- set tu_thief01, 16;
- close;
- } else {
- mes "I could not find any other traces. More investigation should follow.";
- close;
- }
- } else {
- mes "There are no other peculiar traces other than one leading west.";
- close;
- }
-} else if (BaseClass == Job_Mage) {
- if (tu_magician01 < 14) {
- mes "There are traces of a small battle.";
- close;
- } else if (tu_magician01 == 14) {
- mes "There seems to have been a small battle. Traces that come from the north and some from the southeast are mixed together.";
- next;
- mes "Then the traces lead to the east. More may be found by investigating more.";
- set tu_magician01, 15;
- close;
- } else if (tu_magician01 == 15) {
- set @seek_tm1, rand(1,10);
- if (@seek_tm1 == 7) {
- mes "I found a piece of cloth with blood on it like before.";
- next;
- mes "- You discovered a piece of cloth with blood -";
- set tu_magician01, 16;
- close;
- } else {
- mes "I could not find any other traces. More investigation should follow.";
- close;
- }
- } else {
- mes "There are no other peculiar traces other than one leading west.";
- close;
- }
-} else {
- mes "There are some traces, but I can't tell what they are.";
- close;
-}
-end;
-}
-
-//=================================================Battle Traces 10====================================================
-moc_fild17.gat,34,292,0 script battle_traces#10 844,{
-OnTouch:
-if (BaseClass == Job_Thief) {
- if (tu_thief01 < 16) {
- mes "A large group of people seem to have gone by.";
- close;
- } else if (tu_thief01 == 16) {
- mes "Traces lead from the east. Ones of the pursuer and the one being pursued have become similar. The gap in between must be decreasing.";
- set tu_thief01, 17;
- close;
- } else {
- mes "There are traces leading to the east.";
- close;
- }
-} else if (BaseClass == Job_Mage) {
- if (tu_magician01 < 16) {
- mes "A large group of people seem to have gone by.";
- close;
- } else if (tu_magician01 == 16) {
- mes "Traces lead from the east. Ones of the pursuer and the one being pursued have become similar. The gap in between must be decreasing.";
- set tu_magician01, 17;
- close;
- } else {
- mes "Traces lead to the east.";
- close;
- }
-} else {
- mes "There are some traces remaining, but I cannot tell what they are.";
- close;
-}
-end;
-}
-
-//=================================================Battle Traces 11====================================================
-moc_fild18.gat,346,296,0 script battle_traces#11 844,{
-OnTouch:
-if (BaseClass == Job_Thief) {
- if (tu_thief01 < 17) {
- mes "A large group of people seem to have gone by.";
- close;
- } else if (tu_thief01 == 17) {
- mes "Traces of a pursuit continues. Someone must have been injured seeing there is blood.";
- set tu_thief01, 18;
- close;
- } else {
- mes "There is blood here and there so other traces should be easy to find.";
- close;
- }
-} else if (BaseClass == Job_Mage) {
- if (tu_magician01 < 17) {
- mes "A large group of people seem to have gone by.";
- close;
- } else if (tu_magician01 == 17) {
- mes "Traces of a pursuit continues. Someone must have been injured seeing there is blood.";
- set tu_magician01, 18;
- close;
- } else {
- mes "There is blood here and there so other traces should be easy to find.";
- close;
- }
-} else {
- mes "There are some traces remaining, but I cannot tell what they are.";
- close;
-}
-end;
-}
-
-//=================================================Battle Traces 12====================================================
-moc_fild18.gat,309,257,0 script battle_traces#12 844,{
-OnTouch:
-if (BaseClass == Job_Thief) {
- if (tu_thief01 < 18) {
- mes "A large group of people seem to have gone by.";
- close;
- } else if (tu_thief01 == 18) {
- mes "Traces lead to the north. Ones of the pursuer and the one being pursued have become similar. The gap in between must be decreasing.";
- set tu_thief01, 19;
- close;
- } else {
- mes "There are traces leading to the north.";
- close;
- }
-} else if (BaseClass == Job_Mage) {
- if (tu_magician01 < 18) {
- mes "A large group of people seem to have gone by.";
- close;
- } else if (tu_magician01 == 18) {
- mes "Traces lead to the north. Ones of the pursuer and the one being pursued have become similar. The gap in between must be decreasing.";
- set tu_magician01, 19;
- close;
- } else {
- mes "There are traces leading to the north.";
- close;
- }
-} else {
- mes "There are some traces remaining, but I cannot tell what they are.";
- close;
-}
-end;
-}
-
-//=================================================Battle Traces 13====================================================
-moc_fild18.gat,177,333,0 script battle_traces#13 844,{
-OnTouch:
-if (BaseClass == Job_Thief) {
- if (tu_thief01 < 19) {
- mes "A large group of people seem to have gone by.";
- close;
- } else if (tu_thief01 == 19) {
- mes "Traces leading to the north have changed direction to the southwest. More pursuers seem to have joined and stalled the group.";
- set tu_thief01, 20;
- close;
- } else {
- mes "Within the traces of the battle, there are some leading to the southwest.";
- close;
- }
-} else if (BaseClass == Job_Mage) {
- if (tu_magician01 < 19) {
- mes "A large group of people seem to have gone by.";
- close;
- } else if (tu_magician01 == 19) {
- mes "Traces leading to the north have changed direction to the southwest. More pursuers seem to have joined and stalled the group.";
- set tu_magician01, 20;
- close;
- } else {
- mes "Within the traces of the battle, there are some leading to the southwest.";
- close;
- }
-} else {
- mes "There are some traces remaining, but I cannot tell what they are.";
- close;
-}
-end;
-}
-
-//=================================================Battle Traces 14====================================================
-moc_fild18.gat,111,303,0 script battle_traces#14 844,{
-OnTouch:
-if (BaseClass == Job_Thief) {
- if (tu_thief01 < 20) {
- mes "A large group of people seem to have gone by.";
- close;
- } else if (tu_thief01 == 20) {
- mes "Traces lead to the south. More pursuers have joined from the north making the traces clearer.";
- set tu_thief01, 21;
- close;
- } else {
- mes "Traces lead to the south.";
- close;
- }
-} else if (BaseClass == Job_Mage) {
- if (tu_magician01 < 20) {
- mes "A large group of people seem to have gone by.";
- close;
- } else if (tu_magician01 == 20) {
- mes "Traces lead to the south. More pursuers have joined from the north making the traces clearer.";
- set tu_magician01, 21;
- close;
- } else {
- mes "Traces lead to the south.";
- close;
- }
-} else {
- mes "There are some traces remaining, but I cannot tell what they are.";
- close;
-}
-end;
-}
-
-//=================================================Battle Traces 15====================================================
-moc_fild18.gat,109,197,0 script battle_traces#15 844,{
-OnTouch:
-if (BaseClass == Job_Thief) {
- if (tu_thief01 < 21) {
- mes "A large group of people seem to have gone by.";
- close;
- } else if (tu_thief01 == 21) {
- mes "There are traces of a harsh battle. Poison seems to have been used here and there.";
- next;
- switch(select("Continue following the traces.", "Look around a little more.")) {
- case 1:
- mes "Nothing special was found.";
- close;
- break;
- case 2:
- mes "There seem to be some traps related to some different types of poison. Ones that have gone off and others that have not are mixed together.";
- set tu_thief01, 22;
- close;
- break;
- }
- } else if (tu_thief01 == 22) {
- set @trap_tm, rand(1,3);
- if (@trap_tm == 3) {
- mes "A peculiar looking trap is found. How about pouring some Green Potion on it like before?";
- next;
- switch(select("Pour Green Potion.", "Do something else.")) {
- case 1:
- if (countitem(506) < 1) { // Green_Potion
- mes "...........";
- mes "No Green Potion is in possession.";
- close;
- } else {
- mes "It did not affect anything. Other things may be necessary.";
- delitem 506, 1;
- set tu_thief01, 23;
- close;
- }
- break;
- case 2:
- mes "Investigate the area a little more.";
- close;
- break;
- }
- } else {
- mes "Hit the trap by accident.";
- //##### GetHEALTHSTATE VAR_POISON 60#####
- //misceffect EF_VENOMDUST2;
- percentheal -30,0;
- close;
- }
- } else if (tu_thief01 == 23) {
- if ((countitem(511) > 0) || (countitem(716) > 0)) { // Green_Herb || Red_Gemstone
- if ((countitem(511) > 0) && (countitem(716) > 0)) { // Green_Herb && Red_Gemstone
- mes "Make powder out of Green Herb and sprinkle it. When placing a Red Gemstone on the trap, it glows and disappears. The trap is dismantled.";
- delitem 511, 1;
- delitem 716, 1;
- set tu_thief01, 24;
- close;
- } else if (countitem(511) > 0) { // Green_Herb
- mes "Make powder out of Green Herb and sprinkle it. Nothing happens. It may need some other catalyst.";
- close;
- } else {
- mes "Make powder out of Red Gemstone and sprinkle it. Nothing happens. It may need some other catalyst.";
- close;
- }
- } else {
- mes "Seems to need some other catalyst.";
- close;
- }
- } else if (tu_thief01 == 24) {
- mes "In front of the dismantled trap, a piece of cloth soaked in blood is found before is there.";
- next;
- mes "Found 'Blood Stained Cloth'.";
- set tu_thief01, 25;
- close;
- } else {
- mes "There seem to be no other Traps. Traces lead to the south.";
- close;
- }
-} else if (BaseClass == Job_Mage) {
- if (tu_magician01 < 21) {
- mes "A large group of people seem to have gone by.";
- close;
- } else if (tu_magician01 == 21) {
- mes "There are traces of a harsh battle. Poison seems to have been used here and there.";
- next;
- switch(select("Continue following the traces.", "Look around a little more.")) {
- case 1:
- mes "Nothing special was found.";
- close;
- break;
- case 2:
- mes "There seem to be some traps related to some different types of poison. Ones that have gone off and others that have not are mixed together.";
- set tu_magician01, 22;
- close;
- break;
- }
- } else if (tu_magician01 == 22) {
- set @trap_tm, rand(1,3);
- if (@trap_tm == 3) {
- mes "A peculiar looking trap is found. How about pouring some Green Potion on it like before?";
- next;
- switch(select("Pour Green Potion.", "Do something else.")) {
- case 1:
- if (countitem(506) < 1) { // Green_Potion
- mes "...........";
- mes "No Green Potion is in possession.";
- close;
- } else {
- mes "It did not affect anything. Other things may be necessary.";
- delitem 506, 1;
- set tu_thief01, 23;
- close;
- }
- break;
- case 2:
- mes "Investigate the area a little more.";
- close;
- break;
- }
- } else {
- mes "Hit the trap by accident.";
- //##### GetHEALTHSTATE VAR_POISON 60#####
- //misceffect EF_VENOMDUST2;
- percentheal -30,0;
- close;
- }
- } else if (tu_magician01 == 23) {
- if ((countitem(511) > 0) || (countitem(716) > 0)) { // Green_Herb || Red_Gemstone
- if ((countitem(511) > 0) && (countitem(716) > 0)) { // Green_Herb && Red_Gemstone
- mes "Make powder out of Green Herb and sprinkle it. When placing a Red Gemstone on the trap, it glows and disappears. The trap is dismantled.";
- delitem 511, 1;
- delitem 716, 1;
- set tu_magician01, 24;
- close;
- } else if (countitem(511) > 0) { // Green_Herb
- mes "Make powder out of Green Herb and sprinkle it. Nothing happens. It may need some other catalyst.";
- close;
- } else {
- mes "Make powder out of Red Gemstone and sprinkle it. Nothing happens. It may need some other catalyst.";
- close;
- }
- } else {
- mes "Seems to need some other catalyst.";
- close;
- }
- } else if (tu_magician01 == 24) {
- mes "In front of the dismantled trap, a piece of cloth soaked in blood is found before is there.";
- next;
- mes "Found 'Blood Stained Cloth'.";
- set tu_magician01, 25;
- close;
- } else {
- mes "There seem to be no other Traps. Traces lead to the south.";
- close;
- }
-} else {
- mes "There are some traces remaining, but I cannot tell what they are.";
- close;
-}
-end;
-}
-
-//=================================================Battle Traces 16====================================================
-moc_fild18.gat,156,96,0 script battle_traces#16 844,{
-OnTouch:
-if (BaseClass == Job_Thief) {
- if (tu_thief01 < 25) {
- mes "A large group of people seem to have gone by.";
- close;
- } else if (tu_thief01 == 25) {
- mes "Traces lead to the end of the cliff. No other traces can be found.";
- next;
- mes "...............";
- next;
- mes "It seems like the ones being pursued fell off the cliff. Traces of those pursuiting are here and there but seem to be divided into two.";
- next;
- mes "Return with the data up until now.";
- set tu_thief01, 26;
- close;
- } else {
- mes "No more traces other than ones from the north.";
- close;
- }
-} else if (BaseClass == Job_Mage) {
- if (tu_magician01 < 25) {
- mes "A large group of people seem to have gone by.";
- close;
- } else if (tu_magician01 == 25) {
- mes "Traces lead to the end of the cliff. No other traces can be found.";
- next;
- mes "...............";
- next;
- mes "It seems like the ones being pursued fell off the cliff. Traces of those pursuiting are here and there but seem to be divided into two.";
- next;
- mes "Return with the data up until now.";
- set tu_magician01, 26;
- close;
- } else {
- mes "No more traces other than ones from the north.";
- close;
- }
-} else {
- mes "There are some traces, but I cannot tell what they are.";
- close2;
- end;
-}
-end;
-} \ No newline at end of file
diff --git a/npc/quests/first_class/tu_acolyte.txt b/npc/quests/first_class/tu_acolyte.txt
index 1c0aabe36..bf38d1402 100644
--- a/npc/quests/first_class/tu_acolyte.txt
+++ b/npc/quests/first_class/tu_acolyte.txt
@@ -18,8 +18,8 @@
//=================================================Priest Praupin====================================================
prt_church.gat,179,15,1 script Priest Praupin 110,{
mes "[Priest Praupin]";
- if (BaseClass != Job_Acolyte) {
- if (tu_acolyte01 == 25) {
+ if(BaseClass != Job_Acolyte){
+ if(tu_acolyte01 == 25){
mes "Oh...!";
mes "You're "+strcharinfo(0)+" !";
mes "You've grown so much!";
@@ -42,7 +42,7 @@ prt_church.gat,179,15,1 script Priest Praupin 110,{
mes "you may not know what to do";
mes "as an Acolyte from here on...";
next;
- switch(select("I'm not worried.:What should I do?")) {
+ switch(select("I'm not worried.:What should I do?")){
case 1:
mes "[Priest Praupin]";
mes "Seeing your eyes filled with such determination assures me. But if you run into any trouble, feel free to ask me for help. Good bye for now, blessed child.";
@@ -59,7 +59,7 @@ prt_church.gat,179,15,1 script Priest Praupin 110,{
mes "become a better Acolyte after learning from Sister Asthe's instructions. If you like, I can send you to the convent.";
set tu_acolyte01, 1;
next;
- if(select("Go to the convent.:Do not go.")==1) {
+ if(select("Go to the convent.:Do not go.")==1){
mes "[Priest Praupin]";
mes "Please say hello";
mes "to Sister Asthe for me.";
@@ -88,7 +88,7 @@ prt_church.gat,179,15,1 script Priest Praupin 110,{
close;
break;
case 22:
- if (countitem(7181) > 0) { // Receipt_01
+ if(countitem(7181) > 0){ // Receipt_01
emotion e_gasp;
mes "Oh my, you seem";
mes "to be growing quickly";
@@ -113,7 +113,7 @@ prt_church.gat,179,15,1 script Priest Praupin 110,{
mes "I know I'm not offering much,";
mes "but they were quite helpful to me when I was a young Acolyte like yourself.";
next;
- if(select("Maces:Clubs")==1) {
+ if(select("Maces:Clubs")==1){
getitem 1604, 1;
} else {
getitem 1510, 1;
@@ -144,7 +144,7 @@ prt_church.gat,179,15,1 script Priest Praupin 110,{
mes "[Priest Praupin]";
mes "Would you like me to send you to the convent so that you can learn from this wonderful teacher?";
next;
- if(select("Yes, please.:No thanks.")==1) {
+ if(select("Yes, please.:No thanks.")==1){
mes "[Priest Praupin]";
mes "Please say hello";
mes "to Sister Asthe for me.";
@@ -166,7 +166,7 @@ prt_church.gat,179,15,1 script Priest Praupin 110,{
//=================================================Asthe====================================================
prt_monk.gat,230,106,3 script Asthe#tu 79,{
mes "[Asthe]";
- switch(tu_acolyte01) {
+ switch(tu_acolyte01){
case 1:
mes "Oh my...";
mes "How did such";
@@ -174,7 +174,7 @@ prt_monk.gat,230,106,3 script Asthe#tu 79,{
mes "manage to reach";
mes "this remote place?";
next;
- if(select("I came for fun.:Priest Praupin suggested I come here.")==1) {
+ if(select("I came for fun.:Priest Praupin suggested I come here.")==1){
mes "[Asthe]";
mes "This convent is always quiet and peaceful. Sitting on the benches and feeling the almighty presense all around you is such a relaxing, meditative experience.";
close;
@@ -208,7 +208,7 @@ prt_monk.gat,230,106,3 script Asthe#tu 79,{
mes ""+strcharinfo(0)+",";
mes "have you thought about what kind of Acolyte you would like to become? It's very important that you plan for the future that you want.";
next;
- if(select("One that supports others.:One that punishes evil.")==1) {
+ if(select("One that supports others.:One that punishes evil.")==1){
mes "[Asthe]";
mes "Ah, you have such";
mes "a generous heart!";
@@ -237,7 +237,7 @@ prt_monk.gat,230,106,3 script Asthe#tu 79,{
mes "is the most necessary";
mes "skill for an Acolyte?";
next;
- switch(select("Heal:Aqua Benedicta:Teleport")) {
+ switch(select("Heal:Aqua Benedicta:Teleport")){
case 1:
mes "[Asthe]";
mes "Ah, yes.";
@@ -283,7 +283,7 @@ prt_monk.gat,230,106,3 script Asthe#tu 79,{
mes "HEAL !!";
unitskilluseid getcharid(3),28,10;
set tu_acolyte01, 3;
- if (getskilllv(28) == 0) {
+ if(getskilllv(28) == 0){
set JobExp,JobExp+100;
//misceffect EF_CONE;
}
@@ -294,7 +294,7 @@ prt_monk.gat,230,106,3 script Asthe#tu 79,{
mes "think? I believe learning the basics is your most important";
mes "task for now.";
next;
- if (getskilllv(28) < 3) {
+ if(getskilllv(28) < 3){
mes "[Asthe]";
mes "Well then, learn";
mes "the Heal skill up to";
@@ -344,8 +344,8 @@ prt_monk.gat,230,106,3 script Asthe#tu 79,{
}
break;
case 4:
- if (getskilllv(28) > 2) {
- if (countitem(1504) > 0) {
+ if(getskilllv(28) > 2){
+ if(countitem(1504) > 0){
mes "Oh my!";
mes "Welcome back~";
mes "I see that you've";
@@ -354,7 +354,7 @@ prt_monk.gat,230,106,3 script Asthe#tu 79,{
emotion e_heh;
set tu_acolyte01, 5;
delitem 1504, 1;
- if (Class == Job_Acolyte_High) {
+ if(Class == Job_Acolyte_High){
set JobExp,JobExp+1000;
set BaseExp, BaseExp + 2000;
//misceffect EF_CONE;
@@ -632,7 +632,7 @@ prt_monk.gat,230,106,3 script Asthe#tu 79,{
mes "Now, we've covered some";
mes "pretty complicated material in this lesson. Would you like to hear this again?";
next;
- if(select("Listen again.:Move to the next topic.")==1) {
+ if(select("Listen again.:Move to the next topic.")==1){
mes "[Asthe]";
mes "Alright,";
mes "give me a moment";
@@ -667,7 +667,7 @@ prt_monk.gat,230,106,3 script Asthe#tu 79,{
mes "[Asthe]";
mes "Oh, and this last delivery is a receipt for ^3131FFPriest Praupin^000000, the priest who told you about me.";
mes "Here you go, the letters and packages...";
- if (MaxWeight - Weight < 2430) {
+ if(MaxWeight - Weight < 2430){
next;
mes "[Asthe]";
mes "Oh...!";
@@ -787,8 +787,8 @@ prt_monk.gat,230,106,3 script Asthe#tu 79,{
//=================================================Priest Gardron====================================================
monk_in.gat,18,38,6 script Priest Gardron#tu 110,{
mes "[Priest Gardron]";
- if (tu_acolyte01 == 7) {
- if (countitem(7148) >= 1) {
+ if(tu_acolyte01 == 7){
+ if(countitem(7148) >= 1){
mes "Hmm...?";
mes "What's that?";
mes "You have something for me?";
@@ -817,8 +817,8 @@ monk_in.gat,18,38,6 script Priest Gardron#tu 110,{
mes "it or misplaced it somewhere.";
close;
}
- } else if (tu_acolyte01 == 8) {
- if (countitem(957) > 4) {
+ } else if(tu_acolyte01 == 8){
+ if(countitem(957) > 4){
mes "Oh..!";
mes "You've returned!";
mes "Let's see... One...";
@@ -872,7 +872,7 @@ monk_in.gat,18,38,6 script Priest Gardron#tu 110,{
mes "Now then...";
mes "Will you go to Payon?";
next;
- if(select("Let's go to Payon!:Um, let me get ready first.")==1) {
+ if(select("Let's go to Payon!:Um, let me get ready first.")==1){
mes "[Priest Gardron]";
mes "Good, good.";
mes "I shall send you";
@@ -899,13 +899,13 @@ prt_monk.gat,235,245,5 script Dog#tu 81,{
mes "^CDB79EBark bark!";
mes "Woof woof!^000000";
next;
- if (tu_acolyte01 == 10) {
+ if(tu_acolyte01 == 10){
set @dog_food, 0;
- while((1)) {
- switch(select("Give a treat.:Pet the dog.:End actions.")) {
+ while((1)){
+ switch(select("Give a treat.:Pet the dog.:End actions.")){
case 1:
set @dog_food, @dog_food + 1;
- if (@dog_food > 4) {
+ if(@dog_food > 4){
mes "[Dog]";
mes "^CDB79EGrrrrrr...!^000000";
emotion e_an;
@@ -952,7 +952,7 @@ OnTouch:
//=================================================Ill Girl====================================================
prt_monk.gat,226,257,6 script Ill Girl#tu 93,{
mes "[Angelic]";
- if (tu_acolyte01 > 12) {
+ if(tu_acolyte01 > 12){
mes "Thanks for helping me.";
mes "I'm sad my older sister is no longer with me, but I oughta";
mes "cheer up, right? I'll try my best!";
@@ -963,7 +963,7 @@ prt_monk.gat,226,257,6 script Ill Girl#tu 93,{
mes "^333333*Sniff* *Cough cough!*^000000";
mes "It h-hurts so... much...!";
mes "Sis...ter...";
- if (tu_acolyte01 == 10) {
+ if(tu_acolyte01 == 10){
next;
mes "[Angelic]";
mes "^333333*Sniff...*^000000";
@@ -1028,21 +1028,21 @@ prt_monk.gat,226,257,6 script Ill Girl#tu 93,{
set tu_acolyte01, 11;
close;
} else
- if (tu_acolyte01 == 11) {
+ if(tu_acolyte01 == 11){
next;
mes "[Angelic]";
mes "It hurts...!";
mes "I... I can't...!";
close;
} else
- if (tu_acolyte01 == 12) {
+ if(tu_acolyte01 == 12){
next;
mes "^3355FFYou go towards";
mes "the girl, place your hands";
mes "on her back and perform";
mes "a holy spell...^000000";
next;
- switch(select("Heal!:Blessing!:Cure!:Recovery!:Signum Crucis!:B.S Sacramenti!")) {
+ switch(select("Heal!:Blessing!:Cure!:Recovery!:Signum Crucis!:B.S Sacramenti!")){
case 1:
mes "["+strcharinfo(0)+"]";
mes "H...";
@@ -1055,12 +1055,12 @@ prt_monk.gat,226,257,6 script Ill Girl#tu 93,{
close;
break;
case 2:
- if (getskilllv(34) == 0) goto L_NONE;
+ if(getskilllv(34) == 0) goto L_NONE;
mes "["+strcharinfo(0)+"]";
mes "B...";
mes "Blessing!";
next;
- if (rand(100) < getskilllv(34)*10) {
+ if(rand(100) < getskilllv(34)*10){
//misceffect EF_BLESSING;
mes "["+strcharinfo(0)+"]";
mes "I...";
@@ -1085,7 +1085,7 @@ prt_monk.gat,226,257,6 script Ill Girl#tu 93,{
}
break;
case 3:
- if (getskilllv(35) == 0) goto L_NONE;
+ if(getskilllv(35) == 0) goto L_NONE;
mes "["+strcharinfo(0)+"]";
mes "C-Cure...!";
//misceffect EF_CURE;
@@ -1101,7 +1101,7 @@ prt_monk.gat,226,257,6 script Ill Girl#tu 93,{
close;
break;
case 5:
- if (getskilllv(32) == 0) goto L_NONE;
+ if(getskilllv(32) == 0) goto L_NONE;
mes "["+strcharinfo(0)+"]";
mes "S-Signum...";
mes "Signum Crucis!";
@@ -1142,7 +1142,7 @@ L_NONE:
//=================================================Veiner====================================================
prt_monk.gat,197,228,3 script Veiner 89,{
mes "[Veiner]";
- if (countitem(1081) && tu_acolyte01 == 18) {
+ if(countitem(1081) && tu_acolyte01 == 18){
set tu_acolyte01, 19;
delitem 1081, 1;
mes "So very exhausted...";
@@ -1167,7 +1167,7 @@ prt_monk.gat,197,228,3 script Veiner 89,{
mes "Thank you very much for delivering this to me. Sorry, but I'm always excited to hear from my cutie pie~";
emotion e_thx;
close;
- } else if (tu_acolyte01 > 18) {
+ } else if(tu_acolyte01 > 18){
mes "I can't wait";
mes "to see her again!";
mes "Bibi...! I loooove you!";
@@ -1190,7 +1190,7 @@ prt_monk.gat,28,260,5 script Hedrick 50,{
mes "And so efficiently too!";
mes "Awesome job as usual,";
mes "Hedrick. You're number one!";
- if (countitem(7148)==0 || tu_acolyte01 != 19) close;
+ if(countitem(7148)==0 || tu_acolyte01 != 19) close;
next;
mes "[Hedrick]";
mes "Oh...?";
@@ -1220,7 +1220,7 @@ prt_monk.gat,28,260,5 script Hedrick 50,{
//=================================================Weapon Merchant====================================================
prt_monk.gat,135,263,4 script Weapon Merchant#tu 139,9,9{
OnTouch:
- if (tu_acolyte01 != 20 || countitem(1081)==0) end;
+ if(tu_acolyte01 != 20 || countitem(1081)==0) end;
delitem 1081, 1;
set tu_acolyte01, 21;
mes "[Weapon Merchant]";
@@ -1238,7 +1238,7 @@ OnTouch:
monk_in.gat,103,176,7 script Karven 60,{
mes "[Karven]";
mes "May you rest";
- if (tu_acolyte01 == 21 && countitem(7183)) {
+ if(tu_acolyte01 == 21 && countitem(7183)){
delitem 7183, 1;
set tu_acolyte01, 22;
mes "in peace forever...";
@@ -1270,7 +1270,7 @@ monk_in.gat,103,176,7 script Karven 60,{
//=================================================Gloria====================================================
prt_monk.gat,219,164,3 script Gloria#tu 95,{
mes "[Gloria]";
- if(BaseJob != Job_Acolyte) {
+ if(BaseJob != Job_Acolyte){
mes "Hi, hi~";
mes "I'm Gloria.";
mes "You wanna know";
@@ -1287,7 +1287,7 @@ prt_monk.gat,219,164,3 script Gloria#tu 95,{
mes "you, but I like my name very much. I mean, it's not like my parents named me after that weapon, right?";
close;
}
- if (tu_acolyte01 > 0 && tu_acolyte01 < 25) {
+ if(tu_acolyte01 > 0 && tu_acolyte01 < 25){
mes "I'm still";
mes "a young Acolyte";
mes "in training and I'm";
@@ -1312,7 +1312,7 @@ prt_monk.gat,219,164,3 script Gloria#tu 95,{
mes "send you to Prontera.";
mes "Just let me know, okay?";
next;
- switch(select("I'm okay for now.:Send me to Prontera.")) {
+ switch(select("I'm okay for now.:Send me to Prontera.")){
case 1:
mes "[Gloria]";
mes "In order to use";
@@ -1343,7 +1343,7 @@ prt_monk.gat,219,164,3 script Gloria#tu 95,{
//=================================================Cleope Verce====================================================
prt_monk.gat,153,210,3 script Cleope Verce 95,{
mes "[Cleope Verce]";
- if (BaseJob != Job_Acolyte) {
+ if(BaseJob != Job_Acolyte){
mes "Hello hello.";
mes "The sun is very";
mes "warm today, don't";
@@ -1351,7 +1351,7 @@ prt_monk.gat,153,210,3 script Cleope Verce 95,{
mes "weather today...";
close;
}
- if (JobLevel >= 40) {
+ if(JobLevel >= 40){
mes "Hmmm?";
mes "It looks like you've";
mes "learned quite a lot as";
@@ -1360,7 +1360,7 @@ prt_monk.gat,153,210,3 script Cleope Verce 95,{
mes "call you a rookie anymore~";
close;
}
- if (BaseLevel < 26) {
+ if(BaseLevel < 26){
mes "Oh my.. ";
mes "A newbie Acolyte?";
mes "It doesn't even seem";
@@ -1402,7 +1402,7 @@ prt_monk.gat,153,210,3 script Cleope Verce 95,{
mes "Good luck...";
mes "Rookie.";
close;
- } else if (BaseLevel < 36) {
+ } else if(BaseLevel < 36){
mes "Oh my.. ";
mes "A young Acolyte?";
mes "You seem to have just";
@@ -1453,7 +1453,7 @@ prt_monk.gat,153,210,3 script Cleope Verce 95,{
mes "Good luck,";
mes "young friend.";
close;
- } else if (BaseLevel < 46) {
+ } else if(BaseLevel < 46){
mes "Well, well, well~";
mes "Hello, young Acolyte.";
mes "You're still kind of";
@@ -1523,7 +1523,7 @@ prt_monk.gat,153,210,3 script Cleope Verce 95,{
//=================================================Range NPC====================================================
prt_monk.gat,217,123,4 script #tu_monk 139,10,10{
OnTouch:
- if (BaseJob == Job_Acolyte) {
+ if(BaseJob == Job_Acolyte){
switch(tu_acolyte01){
case 0:
mes "[Sound by Window]";
@@ -1542,7 +1542,7 @@ OnTouch:
mes "yonder window...^000000";
close;
}
- } else if (BaseClass == Job_Archer) {
+ } else if(BaseClass == Job_Archer){
mes "[Sound by Window]";
mes "Oh...no.. ....so.....";
close;
@@ -1551,11 +1551,11 @@ OnTouch:
}
//=================================================Eavesdrop====================================================
prt_monk.gat,223,123,3 script Eavesdrop#tu 111,{
- if (BaseJob != Job_Acolyte) {
+ if(BaseJob != Job_Acolyte){
mes "^3355FFThere's nothing here.^000000";
close;
}
- if (tu_acolyte01 > 3 && tu_acolyte01 < 10) {
+ if(tu_acolyte01 > 3 && tu_acolyte01 < 10){
mes "[Voices from Window]";
mes "^A68064Sir...";
mes "Something doesn't";
@@ -1580,7 +1580,7 @@ prt_monk.gat,223,123,3 script Eavesdrop#tu 111,{
mes "Still, I can't help";
mes "but feel uneasy...^000000";
close;
- } else if (tu_acolyte01 > 9 && tu_acolyte01 < 25) {
+ } else if(tu_acolyte01 > 9 && tu_acolyte01 < 25){
mes "[Voices from Window]";
mes "^A68064I heard from an";
mes "official at the palace";
@@ -1611,7 +1611,7 @@ prt_monk.gat,223,123,3 script Eavesdrop#tu 111,{
mes "[Voices from Window]";
mes "^CD6600Thank you...^000000";
close;
- } else if (tu_acolyte01 > 24) {
+ } else if(tu_acolyte01 > 24){
mes "[Voices from Window]";
mes "^A68064...Sir, do you know anything about the ^855E42curse of the Geobourg family^A68064?^000000";
next;
diff --git a/npc/quests/first_class/tu_archer.txt b/npc/quests/first_class/tu_archer.txt
new file mode 100644
index 000000000..7bf52a185
--- /dev/null
+++ b/npc/quests/first_class/tu_archer.txt
@@ -0,0 +1,1977 @@
+//===== eAthena Script =======================================
+//= Archer Class Tutorial and Job Specific Quest
+//===== By: ==================================================
+//= Fix up by Jukka
+//===== Current Version: =====================================
+//= 1.1
+//===== Compatible With: =====================================
+//= eAthena SVN (Testet in Trunk 88xx)
+//===== Description: =========================================
+//=
+//===== Additional Comments: =================================
+//= 1.0 Fully working
+//= 1.1 optimized [Lupus]
+//= TODO: Test, Add correct misceffects numbers
+//============================================================
+
+
+//=================================================Bard Jet====================================================
+payon_in02.gat,67,65,3 script Bard Jet#tu 51,{
+ mes "[Jet]";
+ mes "Every god never grows old";
+ mes "Because of beautiful";
+ mes "Goddess, Idun.";
+ mes "Keeper of the apples of youth";
+ mes "Goddess of immortality.";
+ next;
+ mes "[Jet]";
+ if(Class == Job_Archer || Class == Job_Baby_Archer || Class == Job_Archer_High){
+ mes "Ooh, you're an Archer?";
+ mes "There was a time when I too";
+ mes "was an Archer. But I've changed jobs, so now I entertain the masses with my songs and humor.";
+ next;
+ mes "[Jet]";
+ mes "Speaking of which...";
+ mes "Let me tell you a joke!";
+ mes "Trust me, it's hilarious~";
+ mes "^333333*Ahem*^000000";
+ emotion e_gasp;
+ next;
+ mes "[Jet]";
+ mes "A termite walks";
+ mes "into a bar and says,";
+ mes "'Is the bar tender here?'";
+ mes "Hahahahaha!";
+ mes "Bwehehehehe!";
+ emotion e_lv;
+ next;
+ mes "[Jet]";
+ mes "Hahaha~!";
+ mes "Goodness,";
+ mes "I'm funny!";
+ mes "Now, you try!";
+ mes "Come on, make";
+ mes "up a joke~!";
+ emotion e_gg;
+ next;
+ if(Sex){
+ menu "A joke, eh?",-;
+ mes "["+ strcharinfo(0) +"]";
+ mes "What did...";
+ mes "the... Priest...";
+ mes "say to the Verit?";
+ next;
+ mes "["+ strcharinfo(0) +"]";
+ mes "'HEAL!'";
+ mes "Um... Get it?";
+ next;
+ //misceffect EF_TALK_FROSTJOKE ;
+ mes "[Jet]";
+ mes "Oh...";
+ mes "My...";
+ mes "God...";
+ next;
+ mes "[Jet]";
+ mes "That was the greatest";
+ mes "joke I've ever heard in my";
+ mes "life! You really have a natural";
+ mes "talent for showmanship! You";
+ mes "just have to become a Bard!";
+ } else {
+ menu "Scream!",-;
+ next;
+ //misceffect ;
+ mes "[Jet]";
+ mes "W-Wow...";
+ mes "I don't know why, but that was truly amazing. You must have";
+ mes "what it takes to become a Dancer...";
+ }
+ emotion e_no1;
+ next;
+ mes "[Jet]";
+ mes "But before any of that, you've got to get rid of the Archer look, no?";
+ next;
+ mes "[Jet]";
+ mes "Actually I'm a member of";
+ mes "the ^3131FFArcher's Guild^000000 'Icarus' which is to the ^3131FFleft of the job change office^000000. You should be able to";
+ mes "learn a lot from there.";
+ next;
+ mes "[Jet]";
+ mes "Now now, go learn";
+ mes "everything and change";
+ mes "jobs so that you can";
+ mes "come play with me!";
+ close;
+ } else if(Class == Job_Bard || Class == Job_Clown || Class == Job_Baby_Bard){ //CHECK
+ mes "Ooh...!";
+ mes "You're...!";
+ next;
+ //misceffect EF_TALK_FROSTJOKE ;
+ //ShowEffect "Bard Jet#tu" EF_TALK_FROSTJOKE
+ emotion e_no1;
+ mes "[Jet]";
+ mes "Let's see...";
+ mes "I've been working";
+ mes "on a new joke here,";
+ mes "but I could use some";
+ mes "feedback. You ready?";
+ next;
+ mes "[Jet]";
+ mes "What did the male";
+ mes "Merchant say to the";
+ mes "dancing Isis? Give up?";
+ next;
+ mes "[Jet]";
+ mes "'Mammonite!'";
+ mes "Get it? 'Cuz he";
+ mes "throws money at her";
+ mes "and the word Mammonite";
+ mes "sounds-- wait. It's not funny";
+ mes "if I have to explain it, huh?";
+ close;
+ } else if(Class == Job_Dancer || Class == Job_Gypsy || Class == Job_Baby_Dancer){
+ mes "Ooh...!";
+ mes "Hello, hello!";
+ mes "Wouldn't it be";
+ mes "nice if we could";
+ mes "perform together";
+ mes "one of these days?";
+ close;
+ } else {
+ mes "You look bored...";
+ mes "Is life really that";
+ mes "mundane and tiresome?";
+ mes "Then... I shall make";
+ mes "you laugh...";
+ next;
+ mes "[Jet]";
+ mes "^333333*Ahem*^000000";
+ mes "These are the";
+ mes "famous last words";
+ mes "of a mafia hit man...";
+ next;
+ mes "[Jet]";
+ mes "'Who put the";
+ mes "violin in this";
+ mes "violin case?!'";
+ mes "Bwahahahahahahah!";
+ mes "Get the joke?";
+ }
+ close;
+}
+
+//=================================================Sign====================================================
+pay_arche.gat,127,154,4 script Sign#arc 835,{
+ mes " ";
+ mes " Archer Job Change Office ---> ";
+ mes " <--- Icarus ";
+ mes " ";
+ close;
+}
+
+//=================================================Master Kavaruk====================================================
+payon_in02.gat,54,13,3 script Master Kavaruk 55,{
+
+ mes "[Master Kavaruk]";
+ mes "Hello, young one.";
+ mes "I am Master Kavaruk";
+ mes "of the Icarus Archer Guild.";
+ mes "I bid you welcome.";
+ next;
+ switch(select("Ask about 'Icarus.':Ask about recent news.:Talk about Archers.")){
+ case 1:
+ mes "[Master Kavaruk]";
+ mes "Have you ever";
+ mes "heard the story";
+ mes "of Icarus before?";
+ next;
+ mes "[Master Kavaruk]";
+ mes "Icarus was a brave young man who flew through the sky using wings held together by beeswax. Out of curiosity, he flew too close to the sun, his wings melted, and he fell to his death.";
+ next;
+ mes "[Master Kavaruk]";
+ mes "Although his is a tragic story, Icarus had a courageous heart";
+ mes "that we should look up to as";
+ mes "our standard.";
+ next;
+ mes "[Master Kavaruk]";
+ mes "The members of our guild are those who not only wish to be brave, but to reach out for our dreams like Icarus did. Our members are aspiring Archers, former Archers and current Archers.";
+ next;
+ mes "[Master Kavaruk]";
+ if(Class == Job_Novice || Class == Job_Baby){
+ mes "If you'd like to become an Archer, why don't you go around and learn";
+ mes "a few things about the profession? I'm sure you'll be able to hear plenty of stories around here.";
+ close;
+
+ } else if(Class == Job_Archer){
+ mes "Since you're an Archer, you might";
+ mes "benefit from going around and listening to everyone else's battle experiences. Becoming familiar with different fight scenarios will help you in the future.";
+ close;
+
+ } else if(Class == Job_Hunter || Class == Job_Sniper || Class == Job_Baby_Hunter){ //CHECK
+ mes "In fact, there are a few members in our guild who handle Falcons and Arrows, just like you.";
+ next;
+ mes "[Master Kavaruk]";
+ mes "...But I don't seem to see any of them around here right now. They're always out exploring, I suppose. I'm sure that you'll be able to meet one of your colleagues";
+ mes "here sometime, though.";
+ close;
+
+ } else if(Class == Job_Dancer || Class == Job_Gypsy || Class == Job_Baby_Dancer){ //CHECK
+ mes "In fact, a few of our";
+ mes "members specialize in";
+ mes "capturing the fascination";
+ mes "of those watching with their";
+ mes "graceful dances, just like you.";
+ next;
+ mes "[Master Kavaruk]";
+ mes "...But I don't seem to see";
+ mes "any of them around here right now. They never seem to remain in one";
+ mes "place for very long. Still, I'm sure of them will turn up here";
+ mes "one of these days.";
+ close;
+
+ } else if(Class == Job_Bard || Class == Job_Clown || Class == Job_Baby_Bard){ //CHECK
+ mes "In fact, a few of our members";
+ mes "are highly skilled in singing and entertaining their allies, much in the same way you do.";
+ next;
+ mes "[Master Kavaruk]";
+ mes "...But I don't seem to see any of them around here right now. They always wander wherever the wind takes them, but I'm sure one of them will wander back here one";
+ mes "of these days.";
+ close;
+ }
+ mes "They happen to know a lot of information about jobs related to Archers. Why don't you speak to them and learn more about";
+ mes "these other jobs?";
+ close;
+ break;
+ case 2:
+ mes "[Master Kavaruk]";
+ if(Class == Job_Archer || Class == Job_Baby_Archer || Class == Job_Archer_High){
+ if(tu_archer02 == 0){
+ mes "Oh, it's a good thing";
+ mes "you're here, "+strcharinfo(0)+".";
+ mes "I've just received request for support from the Alchemist";
+ mes "Guild in Al De Baran.";
+ next;
+ mes "[Master Kavaruk]";
+ mes "They've been taking care";
+ mes "of a Flora field as a way of supplying their funds, but recently some stray cats seem to have been destroying the plants there.";
+ next;
+ mes "[Master Kavaruk]";
+ mes "Although the Alchemists have been using Alchemy to summon the Flora again to keep the field running, it's causing a strain on their resources.";
+ next;
+ mes "[Master Kavaruk]";
+ mes "They are willing to give rewards for bringing materials such as ^3131FFManeater Blossoms^000000 and ^3131FFStems^000000 which will help them restore";
+ mes "their Flora.";
+ next;
+ mes "[Master Kavaruk]";
+ mes "If you're interested, it would probably be best to speak to the Alchemist Guild member who is waiting to hear from us at the ^3131FFshop next to road south of Icarus^000000.";
+ set tu_archer02, 1;
+ close;
+
+ } else if(tu_archer02 == 1){
+ mes "Hmmm...";
+ mes "..........";
+ next;
+ menu "Is something the matter?",-;
+
+ mes "[Master Kavaruk]";
+ mes "Actually, we have a problem.";
+ mes "The position of master seems to have a lot of power, but I always need to remain here. I don't have the luxury of being able to leave my post.";
+ next;
+ mes "[Master Kavaruk]";
+ mes "I asked a member of Icarus to";
+ mes "wander about the Rune Midgarts kingdom and gather news and information about what has been going on recenty.";
+ next;
+ mes "[Master Kavaruk]";
+ mes "He has been sending me letters containing detailed information, but all of a sudden, I've lost contact with him. I'm concerned over what may have happened.";
+ next;
+ mes "[Master Kavaruk]";
+ mes "Would you please go find ^3131FFArthail of the Wind^000000 for me? Although he doesn't like people, I've ordered for him to wander within the crowds to gather information.";
+ next;
+ mes "[Master Kavaruk]";
+ mes "Please find out if he is all right and help him with whatever he";
+ mes "may need. In the meantime, I will be waiting to hear from you. Thank you very much.";
+ set tu_archer02, 2;
+ close;
+
+ } else if(tu_archer02 == 2){
+ mes "Find Arthail";
+ mes "of the Wind for me.";
+ mes "He must be somewhere";
+ mes "in Prontera...";
+ close;
+
+ } else if(tu_archer02 == 9){
+ mes "Hmmm, I see. Thank you";
+ mes "for bringing me the news. As Arthail has said, I shall wait until he has more news for me.";
+ mes "You should also train and prepare for the future as well.";
+ set tu_archer02, 10;
+ set BaseExp, BaseExp + 2000;
+ set JobExp,JobExp+1000;
+ close;
+
+ }
+ }
+ mes "I don't know...";
+ mes "Recently, I haven't heard any noteworthy news. For now, the warmth of the sun seems to be protecting the peace here.";
+ next;
+ mes "[Master Kavaruk]";
+ mes "But if I hear of";
+ mes "any interesting rumors,";
+ mes "I will let you know.";
+ close;
+ break;
+
+ case 3:
+ mes "[Master Kavaruk]";
+ if(tu_archer01 < 1){
+ if(Class == Job_Novice || Class == Job_Baby){
+ mes "Ah...";
+ mes "So are you";
+ mes "interested in";
+ mes "becoming an Archer?";
+
+ } else if(BaseClass == Job_Archer){
+ mes "Although I can't deny that you're an expert, I suppose it is a good idea to review the basics of archery from time to time. Would you like to try some refresher training?";
+
+ } else if(Class == Job_Archer || Class == Job_Baby_Archer){
+ mes "As an Archer, I can see that you'd want to make sure that you have a strong grasp on the fundamentals";
+ mes "of our job. Would you like some specialized instruction?";
+
+ } else {
+ mes "Although you may not be able";
+ mes "to directly apply archery related knowledge, it's a good idea to understand the capabilities of";
+ mes "your Archer allies.";
+ next;
+ mes "[Master Kavaruk]";
+ mes "How would you like";
+ mes "some specialized instruction to learn more about the Archer job?";
+ }
+ next;
+ switch(select("Yes:No")){
+ case 1:
+ set tu_archer01, 1;
+ mes "[Master Kavaruk]";
+ mes "Ah yes. Well then, please";
+ mes "take this message over to ^3131FFSeisner^000000 who is in the Training Grounds west of Icarus.";
+ next;
+ mes "^3355FFYou've received";
+ mes "Kavaruk's message";
+ mes "for Seisner.^000000";
+ next;
+ mes "[Master Kavaruk]";
+ mes "Seisner is very diligent,";
+ mes "composed, intelligent and";
+ mes "extremely capable. I believe";
+ mes "that you can learn much from her.";
+ close;
+ break;
+ case 2:
+ mes "[Master Kavaruk]";
+ mes "Ah, I see. Well,";
+ mes "Icarus will always welcome";
+ mes "you with open arms. If you";
+ mes "ever change your mind, feel";
+ mes "free to come back.";
+ close;
+ break;
+ }
+ } else if(tu_archer01 == 1 || tu_archer01 == 2){
+ mes "Hmm...?";
+ mes "What are you still";
+ mes "doing here? Go to the";
+ mes "hills west of Icarus and";
+ mes "talk to ^3131FFSeisner^000000 to begin your special training.";
+ close;
+
+ } else if(tu_archer01 == 3){
+ mes "So "+strcharinfo(0)+",";
+ mes "Did you have a good experience? Learning theory alone is never too enjoyable, but it is necessary.";
+ next;
+ mes "[Master Kavaruk]";
+ if(Class == Job_Archer || Class == Job_Archer_High || Class == Job_Baby_Archer){
+ mes "Now it is time to experience the principles you've just learned firsthand. Go speak to ^3131FFReidin Corse^000000, who is just outside of this building, and he'll tell you about the different skills.";
+ set tu_archer01, 4;
+ } else {
+ mes "Still, there's no need for you to do any field training since only Archers can actually participate";
+ mes "in that.";
+ }
+ close;
+
+ } else if(tu_archer01 == 4){
+ mes "Reidin Corse is just outside of this building. Didn't you see him on your way in?";
+ close;
+
+ }
+ }
+ mes "You're great";
+ mes "just as you are now.";
+ mes "Still, if you feel like you need something, speak to any of the guild members and listen to their life experiences.";
+ close;
+}
+
+//=================================================Reidin Corse====================================================
+pay_arche.gat,103,165,5 script Reidin Corse#tu 832,{
+
+ mes "[Reidin Corse]";
+ set @now_weight, MaxWeight - Weight;
+ if(@now_weight < 2000){
+ mes "Hey, you're carrying an";
+ mes "awful lot of stuff. You ought";
+ mes "to put some of your things";
+ mes "into Kafra Storage...";
+ close;
+ }
+ if(tu_archer01 > 0){
+ if(tu_archer01 == 4){
+ mes "Ah, what is it?";
+ mes "Can I help you";
+ mes "with something?";
+ next;
+ switch(select("Tell me about skills.:Er, not really...")){
+ case 1:
+ mes "[Reidin Corse]";
+ mes "Huh. So Master";
+ mes "Kavaruk told you";
+ mes "to come to me, eh?";
+ mes "Alright. Okay.";
+ emotion e_gg;
+ next;
+ break;
+ case 2:
+ mes "[Reidin Corse]";
+ mes "Huh...?";
+ mes "Alright. You sure";
+ mes "you've got nothing";
+ mes "to ask me? You had";
+ mes "that look, you know?";
+ close;
+ break;
+ }
+ mes "[Reidin Corse]";
+ mes "Fine. I'm an incredibly";
+ mes "busy guy, but I'll make time for you. I'll teach you what I know about Archer skills... On one condition!";
+ next;
+ mes "[Reidin Corse]";
+ mes "From here on out, you gotta";
+ mes "call me ^3131FFChief^000000, got it? Stick with me and you'll become the second best archer in the world! How";
+ mes "about it, kid?";
+ next;
+ switch(select("You got it, Chief!", "Ugh, no thanks~!")){
+ case 1:
+ mes "[Reidin Corse]";
+ mes "Ho ho!";
+ mes "That's the way to go!";
+ mes "Good good~ Call me Chief";
+ mes "from now on, you hear?";
+ next;
+ break;
+ case 2:
+ mes "[Reidin Corse]";
+ mes "Huh? What kind of attitude";
+ mes "is that? Ah, I get it. You're not mature enough to recognize greatness when it's right";
+ mes "before you.";
+ next;
+ mes "[Reidin Corse]";
+ mes "Don't worry...";
+ mes "When you come crawlin'";
+ mes "back, I'll reconsider";
+ mes "teaching you.";
+ close;
+ break;
+ }
+ mes "[Reidin Corse]";
+ mes "Let's see...";
+ mes "How much do you know?";
+ mes "Mmmmmmmmmm...";
+ next;
+ mes "^3355FFReidin Corse narrows his experienced eyes and sizes you up.^000000";
+ next;
+ mes "[Reidin Corse]";
+ if(JobLevel > 39){
+ mes "Hey! You're ready to change jobs, aren't you? Don't waste time here and just get a new job already! Eh, or you can ask Master Kavaruk for something to do.";
+ close;
+ } else if(JobLevel < 5){
+ mes "Alright! We got a fresh Archer here! You're lucky you came to me, I'm the best teacher you can find! But let me warn you, I teach at a really fast pace, so try to keep";
+ mes "up. Okay? Good.";
+ next;
+ set tu_archer01, 5;
+ mes "[Reidin Corse]";
+ mes "Okay, I'm ready to begin the lessons! Come back over here once you've got your bow and arrows and everything else ready, got it?";
+ close;
+ } else {
+ mes "Okay. It looks like you know";
+ mes "some stuff. But even if you're";
+ mes "a little experienced, there's still room for you to learn. So try and keep up, got it?";
+ next;
+ set tu_archer01, 5;
+ mes "[Reidin Corse]";
+ mes "Well, I'm ready to teach whenever you're ready to learn. Come back once your bow and arrows and everything else is ready, alright?";
+ close;
+ }
+ } else if(tu_archer01 == 5){
+ mes "You ready? I think it's fair to remind you that I won't tolerate any complaining! Just do what";
+ mes "I say and you'll be the second best Archer in the world! After me, of course~";
+ next;
+ mes "[Reidin Corse]";
+ mes "If you don't like it, you can just quit! No reason to stick around";
+ mes "if you can't keep up with the Chief, anyway.";
+ next;
+ switch(select("Please teach me... Chief!:I want to quit.")){
+ case 1:
+ mes "[Reidin Corse]";
+ mes "That's what I'm talkin' about! Yeah! Just trust me and you'll learn almost everything about Archer skills! Let's get started!";
+ next;
+ menu "Yes, Chief!",-;
+
+ emotion e_ok;
+ mes "[Reidin Corse]";
+ mes "Great...!";
+ mes "I like your style!";
+ next;
+ mes "[Reidin Corse]";
+ mes "Now, open your Skill Window (Alt+S). You oughta be able to see two skills: ^FF0000Owl's Eye^000000 and ^FF0000Double Strafe^000000. First, I'll talk about Owl's Eye.";
+ next;
+ mes "[Reidin Corse]";
+ mes "We Archers need to be able to preceive the movements of our targets from far away. Now, even during the night, nothing can escape the eyes of an owl.";
+ next;
+ mes "[Reidin Corse]";
+ mes "So we gotta train our vision so that we see the way owls do. Now";
+ mes "if you can't aim at your targets, you'd be horrible at archery, right? You gotta have Accuracy!";
+ next;
+ mes "[Reidin Corse]";
+ set @skill_owl, getskilllv(43);
+ if(@skill_owl < 3){
+ set tu_archer01, 6;
+ mes "Now, your first assignment";
+ mes "is to learn ^3131FFLevel 3 Owl's Eye^000000!";
+ mes "From Prontera, if you travel south, south and then west, you can fight Condors for your training.";
+ next;
+ mes "[Reidin Corse]";
+ mes "You can head somewhere";
+ mes "else if you want, but if you don't know any training areas, then";
+ mes "just follow my great advice.";
+ next;
+ switch(select("I'll follow your advice, Chief!:I'll hunt somewhere else...")){
+ case 1:
+ mes "[Reidin Corse]";
+ mes "I'll send you to";
+ mes "Prontera for now,";
+ mes "so don't forget the";
+ mes "directions I gave you.";
+ mes "Travel ^3131FFsouth^000000, ^3131FFsouth^000000,";
+ mes "and then ^3131FFwest^000000.";
+ next;
+ switch(select("Leave right away~", "W-wait, let me get ready!")){
+ case 1:
+ mes "[Reidin Corse]";
+ mes "When you struggle";
+ mes "through the hardships";
+ mes "of training, just think";
+ mes "about trying to become as";
+ mes "good as the greatest Archer";
+ mes "ever: me.";
+ emotion e_dots;
+ next;
+ mes "[Reidin Corse]";
+ mes "Okay...!";
+ mes "Off you go!";
+ mes "To Prontera!";
+ close2;
+ warp "prontera.gat",116,72;
+ end;
+ break;
+ case 2:
+ mes "[Reidin Corse]";
+ mes "Hm...?";
+ mes "What do you possibly";
+ mes "need to prepare? Alright,";
+ mes "do whatever it is you";
+ mes "need to do...";
+ close;
+ break;
+ }
+ break;
+ case 2:
+ emotion e_an;
+ mes "[Reidin Corse]";
+ mes "Say what...?";
+ mes "Alright, then.";
+ mes "But the next time";
+ mes "you come here, you better";
+ mes "know Level 3 Owl's Eye!";
+ close;
+ break;
+ }
+
+ } else {
+ emotion e_ag;
+ mes "Huh. So you already know a little about Owl's Eye already, huh? Well then, I guess I oughta talk about something you don't know about!";
+ set tu_archer01, 7;
+ set BaseExp, BaseExp + 500;
+ close;
+ }
+ break;
+ case 2:
+ mes "[Reidin Corse]";
+ mes "Huh. Okay.";
+ mes "And here I was";
+ mes "getting ready to";
+ mes "teach you all my";
+ mes "archery secrets!";
+ close;
+ break;
+ }
+ } else if(tu_archer01 == 6){
+ set @owl, getskilllv(43);
+ if(@owl > 2){
+ mes "Ah, you're";
+ mes "finally back.";
+ mes "You've kept me";
+ mes "waiting for a while!";
+ next;
+ emotion e_gasp;
+ mes "[Reidin Corse]";
+ mes "Ah, but your eyes look a lot sharper than they used to be.";
+ mes "Here, this is a small, special reward for you.";
+ //misceffect EF_WIND ;
+ set tu_archer01, 7;
+ set BaseExp, BaseExp + 500;
+ next;
+ emotion e_pif;
+ mes "[Reidin Corse]";
+ mes "Not bad, but you really should master Owl's Eye. That means";
+ mes "you need to learn it all the way";
+ mes "up to Level 10!";
+ next;
+ mes "[Reidin Corse]";
+ mes "Now, I guess I'll";
+ mes "talk about a different";
+ mes "skill in my next lecture, kay?";
+ mes "Come back when you're ready";
+ mes "to learn something new~";
+ close;
+ } else {
+ mes "Hey! I told";
+ mes "you to learn";
+ mes "Level 3 Owl's Eye!";
+ mes "Try not to learn something";
+ mes "else by accident, okay?";
+ close;
+ }
+ } else if(tu_archer01 == 7){
+ mes "Alright, open";
+ mes "your Skill Window.";
+ mes "Since you have Level 3";
+ mes "Owl's Eye, now you oughta be";
+ mes "able to see the Vulture's Eye";
+ mes "skill in the list too.";
+ next;
+ mes "[Reidin Corse]";
+ mes "Now when you think";
+ mes "about vultures, what";
+ mes "exactly comes to mind?";
+ next;
+ switch(select("Sharp, precise eyes.", "You, Chief.")){
+ case 1:
+ mes "[Reidin Corse]";
+ mes "Exactly!";
+ break;
+ case 2:
+ emotion e_lv2;
+ mes "[Reidin Corse]";
+ mes "Hahahaha!";
+ mes "Well, I am famous";
+ mes "for my incredible";
+ mes "vision and precision!";
+ mes "^333333*Ahem*^000000 Anyway...";
+ break;
+ }
+ next;
+ mes "[Reidin Corse]";
+ mes "Vultures circle the sky, find a target on the ground, and then very swiftly swoop down and ensnare their prey in their claws.";
+ next;
+ emotion e_lv;
+ mes "[Reidin Corse]";
+ mes "No doubt about it.";
+ mes "Vultures are awesome!";
+ next;
+ mes "[Reidin Corse]";
+ mes "The ^3131FFVulture's Eye^000000 skill allows";
+ mes "you to train your vision to be like a vulture's. You'll increase your Attack Accuracy and can target enemies from further away.";
+ next;
+ emotion e_no;
+ mes "[Reidin Corse]";
+ mes "I know that you can attack";
+ mes "from a distance now, but don't";
+ mes "be satisfied with just your current attack range. Learn Vulture's Eye so you can attack from even further distances.";
+ next;
+ mes "[Reidin Corse]";
+ mes "Now for your";
+ mes "second assignment!";
+ mes "Go hunt Mandagora!";
+ mes "Mandagora don't move,";
+ mes "so they're perfect for target";
+ mes "practice from a distance!";
+ next;
+
+ set @eagle, getskilllv(44);
+ if(@eagle < 3){
+ mes "Alright, Mandagora usually live around Mt. Mjolnir. I can send you to Prontera, so just travel north, then east from there to find";
+ mes "some of them.";
+ next;
+ mes "[Reidin Corse]";
+ mes "Remember, the most";
+ mes "important thing is to level the Vulture's Eye skill and test the distance of your attack range.";
+ set @f_arrow,MaxWeight - Weight;
+ if(@f_arrow < 1000){
+ mes "You've got plenty of arrows";
+ mes "for that, so go for it!";
+ set tu_archer01, 8;
+ next;
+ } else {
+ next;
+ mes "[Reidin Corse]";
+ mes "Here's a little something to encourage you. Since Mandagora are Earth property monsters, these Fire Arrows will work really well.";
+ set tu_archer01, 8;
+ getitem 1752, 300;
+ next;
+ }
+ mes "[Reidin Corse]";
+ mes "Alright~";
+ mes "Ready to go?";
+ next;
+ switch(select("Let's go!", "W-wait a minute!")){
+ case 1:
+ mes "[Reidin Corse]";
+ mes "Alright...!";
+ mes "Get a move on!";
+ close2;
+ warp "prontera.gat",116,72;
+ end;
+ break;
+ case 2:
+ mes "[Reidin Corse]";
+ mes "You still need";
+ mes "to get ready?";
+ mes "Hurry it up!";
+ close;
+ break;
+ }
+ } else {
+ mes "Eh?";
+ mes "Wait a minute...";
+ emotion e_what;
+ next;
+ mes "[Reidin Corse]";
+ mes "You already";
+ mes "learned Vulture's Eye!";
+ mes "Why did I spend so much time explaining about it? Well, I guess we're ready to move on to the next lesson...";
+ set tu_archer01, 9;
+ getitem 1752, 500;
+ next;
+ }
+ } else if(tu_archer01 == 8){
+ set @eagle, getskilllv(44);
+ if(@eagle < 3){
+ mes "Mandagora lives in the area north and east of Prontera. Learn up to Level 3 Vulture's Eye and get acquainted with your attack range.";
+ next;
+ mes "[Reidin Corse]";
+ mes "Okay...";
+ mes "Are you";
+ mes "ready to go?";
+ next;
+ switch(select("Go.", "Wait a moment.")){
+ case 1:
+ mes "[Reidin Corse]";
+ mes "Alright...!";
+ mes "Get a move on!";
+ close2;
+ warp "prontera.gat",116,72;
+ end;
+ break;
+ case 2:
+ mes "[Reidin Corse]";
+ mes "You still need";
+ mes "to get ready?";
+ mes "Hurry it up!";
+ close;
+ break;
+ }
+ } else {
+ mes "Ah, so you've learned";
+ mes "a little something about Vulture's Eye! What do you think about it now? Ah, and here's a little reward for you before I start the next lesson~";
+ set tu_archer01, 9;
+ getitem 1752, 500;
+ close;
+ }
+ } else if(tu_archer01 == 9){
+ mes "Okay...";
+ mes "Up till now we've";
+ mes "studied Passive Skills.";
+ mes "You know, Owl's Eye";
+ mes "and Vulture's Eye.";
+ next;
+ mes "[Reidin Corse]";
+ mes "Even though you may not be doing anything, Passive Skills are always in effect. Now, it's time for me to teach you about an Active Skill";
+ mes "for Archers. Ready?";
+ next;
+ mes "[Reidin Corse]";
+ mes "Today I'll tell";
+ mes "you all about";
+ mes "^3131FFDouble Strafe^000000!";
+ mes "Whaddya think?";
+ mes "Exciting, yes?";
+ next;
+ set @eagle, getskilllv(46);
+ if(@eagle > 2){
+ mes "["+strcharinfo(0)+"]";
+ mes "I...";
+ mes "I already know";
+ mes "about Double Strafe.";
+ next;
+ mes "[Reidin Corse]";
+ mes "...";
+ mes "......";
+ next;
+ mes "[Reidin Corse]";
+ mes "^333333*Sigh*^000000";
+ mes "Next lesson...";
+ set tu_archer01, 10;
+ close;
+ } else {
+ mes "[Reidin Corse]";
+ mes "Just like its name, Double Strafe allows you to attack enemies with your arrows twice in a row! Booyah~";
+ next;
+ mes "[Reidin Corse]";
+ mes "As Double Strafe's level rises, its attack strength also increases. If you master this skill, you can do a great amount of damage to your enemies!";
+ next;
+ mes "[Reidin Corse]";
+ mes "Hold your bow and arrow";
+ mes "like this, concentrate, aim,";
+ mes "then fire twice with all your";
+ mes "might! Practice Double Strafe";
+ mes "enough and you'll get used to it!";
+ next;
+ if(@eagle == 0){
+ //misceffect EF_WIND;
+ set tu_archer01, 10;
+ set JobExp,JobExp+500;
+ }
+ emotion e_no1;
+ next;
+ mes "[Reidin Corse]";
+ mes "Now, there's another skill known as ^FF0000Arrow Shower^000000. Where Double Strafe uses 2 Arrows, Arrow Shower fires a bunch of arrows at once.";
+ next;
+ mes "[Reidin Corse]";
+ mes "Not even I can handle";
+ mes "Arrow Shower all that well since it's really hard. Still, maybe if you trained more at it, you'd manage to pull it off?";
+ emotion e_heh;
+ close;
+ }
+ } else if(tu_archer01 == 10){
+ mes "Now, I've taught you a lot of stuff and I wanna make sure you retain all of it. That's why I want you to take this midterm. Your mission: ^FF0000Attack the Hydras^000000!";
+ emotion e_no1;
+ next;
+ mes "[Reidin Corse]";
+ mes "There's a ship that";
+ mes "leads to Byalan Island in Izlude, Prontera's satellite city. Ride that ship to Byalan Island.";
+ next;
+ mes "[Reidin Corse]";
+ mes "In the center of that island is the entrance to a dungeon where a lot of Hydras live. Remember that it's a water dungeon, and that ^3131FFWater resists Fire^000000, ^3131FFbut is weak against Wind^000000.";
+ next;
+ mes "[Reidin Corse]";
+ mes "Now go and bring ^3131FF10 Tentacles^000000";
+ mes "from hunting Hydra and ^3131FF1 Crystal Blue^000000, which you can get from hunting the Mushrooms there.";
+ mes "Bring all of that and you pass~";
+ next;
+ mes "[Reidin Corse]";
+ mes "It's easier to find Izlude if you pass by Prontera, so head towards the fields near Prontera. Alright, off you go, " + strcharinfo(0) + "~";
+ set tu_archer01, 11;
+ close;
+ } else if(tu_archer01 == 11){
+ if((countitem(962) > 9) && (countitem(991) > 0)){
+ set @bow_muge,MaxWeight - Weight;
+ if(@bow_muge < 1000){
+ mes "Why are you carrying";
+ mes "so much stuff? You better put everything you don't need into Kafra Storage.";
+ close;
+ } else {
+ mes "Hey, you're back!";
+ mes "Let's see now...";
+ next;
+ emotion e_no1;
+ mes "[Reidin Corse]";
+ mes "Good! You pass.";
+ mes "Don't forget that you gotta keep training and improve your skills. Before you know it, you'll be an expert almost as good as me!";
+ //misceffect EF_WIND;
+ set tu_archer01, 12;
+ set BaseExp, BaseExp + 1000;
+ set JobExp,JobExp+1000;
+ getitem 1707, 1;
+ close;
+ }
+ } else {
+ mes "Hey...";
+ mes "You gotta bring";
+ mes "^3131FF10 Tentacles^000000 and";
+ mes "^3131FF1 Crystal Blue^000000 to pass my midterm! Go back to the dungeon on Byalan Island and get them!";
+ close;
+ }
+ } else if(tu_archer01 == 12){
+ mes "Alright, now there's only";
+ mes "one more skill you need to know about. Personally, I think this one is crucial for every Archer...";
+ next;
+ mes "[Reidin Corse]";
+ mes "Open your Skill Window.";
+ mes "Make sure that you learn";
+ mes "^FF0000Increase Concentration^000000.";
+ mes "Now, how can I describe";
+ mes "how to do it?";
+ next;
+ mes "[Reidin Corse]";
+ mes "I guess that first, you gotta quiet your mind and enter a state of complete concentration. Steadily draw your bowstring back. If there's even a millisecond of imbalance, you'll miss.";
+ next;
+ mes "[Reidin Corse]";
+ mes "We use Increase Concentration";
+ mes "to keep ourselves calm and focused to ^3131FFmaximize certain abilities and stats^000000. This skill enhances our performance as Archers immensely!";
+ next;
+ mes "[Reidin Corse]";
+ mes "You might not be able";
+ mes "to see it now, but as you become more skilled, you'll eventually recognize all the benefits of this skill.";
+ set tu_archer01, 13;
+ close;
+ } else if(tu_archer01 == 13){
+ mes "^333333*Sigh*^000000";
+ mes "It was a pain in the";
+ mes "ass, but we're finally";
+ mes "done with all of your lessons.";
+ emotion e_pif;
+ next;
+ mes "[Reidin Corse]";
+ mes "Ah, but it's not time for";
+ mes "you to relax yet! Since I've given you a midterm, it's only fitting that I also give you a final!";
+ next;
+ mes "[Reidin Corse]";
+ mes "Surprised, huh?";
+ mes "Well, this test is a little harder, but I'll help you out so there's";
+ mes "no need for you to fret.";
+ next;
+ mes "[Reidin Corse]";
+ mes "Now, go to Mt. Mjolnir and hunt Floras. Your test will be to bring back ^3131FF5 Maneater Blossoms^000000 and";
+ mes "^3131FF20 Stems^000000.";
+ next;
+ mes "[Reidin Corse]";
+ mes "I know it's a little dangerous,";
+ mes "but I've got a pal who'll be there to help you. Of course, she's still in training, but...";
+ next;
+ mes "[Reidin Corse]";
+ mes "Oh...";
+ mes "And one last thing.";
+ mes "Take some of these.";
+ next;
+ mes "[Reidin Corse]";
+ set @trip_gift,MaxWeight - Weight;
+ if(@trip_gift < 2100){
+ mes "H-hey!";
+ mes "Why are you carrying";
+ mes "so much stuff? You better put everything you don't need into Kafra Storage.";
+ close;
+ } else {
+ mes "This stuff is just a little something to encourage you, so don't take it the wrong way! Now hurry up, get what I asked for,";
+ mes "and come back!";
+ set tu_archer01, 14;
+ getitem 601, 10;
+ getitem 501, 10;
+ getitem 602, 1;
+ close;
+ }
+ } else if((tu_archer01 == 14) || (tu_archer01 == 15)){
+ if((countitem(1032) > 4) && (countitem(905) > 19)){ // Blossom Of Maneater & Stem
+ mes "Ha-ha~!";
+ mes "You look more like";
+ mes "a veteran than a rookie";
+ mes "now! Yeap, I can see it";
+ mes "in your eyes.";
+ next;
+ mes "[Reidin Corse]";
+ mes "Right, did you get a chance to meet my Acolyte pal, Mafra? She's pretty shy, but I hope you two got along.";
+ next;
+ mes "[Reidin Corse]";
+ mes "I'm happy to tell";
+ mes "you that you've passed";
+ mes "my final exam! Here, take";
+ mes "this little reward!";
+ //misceffect EF_WIND ;
+ set tu_archer01, 16;
+ set BaseExp, BaseExp + 3000;
+ set JobExp,JobExp+3000;
+ getitem 1770, 500;
+ next;
+ mes "[Reidin Corse]";
+ mes "Well, it's like you're a full fledged Archer now. Honestly,";
+ mes "I've got nothing more to teach you. Well, about archery, anyway.";
+ emotion e_heh;
+ next;
+ mes "[Reidin Corse]";
+ mes "Well, if you talk to him, Master Kavaruk might have something for you to do. He happens to have me running around to doing errands";
+ mes "for him too. That creep!";
+ emotion e_pif;
+ next;
+ mes "[Reidin Corse]";
+ mes "Well, "+ strcharinfo(0) +",";
+ mes "It'd make me really happy if you get to the point where you develop a true love for the art of archery. I'll see you sometime, okay?";
+ emotion e_no1;
+ close;
+ } else {
+ mes "Remember, you";
+ mes "need to head over to";
+ mes "Mt. Mjolnir and get me";
+ mes "^3131FF5 Maneater Blossoms^000000";
+ mes "and ^3131FF20 Stems^000000.";
+ next;
+ mes "[Reidin Corse]";
+ mes "From Prontera, you'd get to Mt. Mjolnir by traveling ^3131FFnorth^000000, ^3131FFnorth^000000 and then ^3131FFeast^000000. But if you want,";
+ mes "I can just send you there.";
+ next;
+ switch(select("Go!:W-Wait!")){
+ case 1:
+ mes "[Reidin Corse]";
+ mes "Alright!";
+ mes "Oh, and if you get";
+ mes "the chance, give a hello to my Acolyte pal over there for me~";
+ emotion e_heh;
+ close2;
+ warp "mjolnir_11.gat",25,221;
+ end;
+ break;
+ case 2:
+ mes "[Reidin Corse]";
+ mes "Huh?";
+ mes "Um, sure. But";
+ mes "there's no reason to";
+ mes "get so nervous, even if";
+ mes "this my final exam for you.";
+ close;
+ break;
+ }
+ }
+ } else if(tu_archer01 == 16){
+ mes "I really like this town.";
+ mes "There's so much lush greenery";
+ mes "and the birds are always singing. Payon really is peaceful.";
+ next;
+ mes "[Reidin Corse]";
+ mes "Of course, I've got friends here that I can trust with my life. We always argue, but we all want what's best for each other.";
+ emotion e_pif;
+ next;
+ mes "[Reidin Corse]";
+ mes "Wouldn't you";
+ mes "agree that it's";
+ mes "wonderful to have";
+ mes "great friends?";
+ close;
+ } else {
+ mes "I really like this town.";
+ mes "Everything is green and birds singing all around.. such a peaceful place Payon is.";
+ next;
+ mes "[Reidin Corse]";
+ mes "I feel so happy laying in the grass and looking up at the sky.";
+ next;
+ mes "[Reidin Corse]";
+ mes "It might also be because I have my trustable friends here with me. Haha.";
+ mes "We always argue, but we care for each other deep down inside.";
+ emotion e_pif;
+ next;
+ mes "[Reidin Corse]";
+ mes "..'friend' is a wonderful word. Don't you agree?";
+ close;
+ }
+ }
+ mes "Allow me to introduce myself. I'm the Archer of all Archers, ^3131FFReidin Corse^000000, Master of the Icarus Guild!";
+ next;
+ emotion e_no1;
+ mes "[Reidin Corse]";
+ mes "Right now, we're having a special event! The application fee for the Icarus Guild has been slashed by 50%! Join now and there'll be no annual fees!";
+ next;
+ emotion e_lv;
+ mes "[Reidin Corse]";
+ mes "During our special event, we'll have no job class restrictions!";
+ mes "As an added bonus, all new male members will be introduced to beautiful Dancer girls!";
+ next;
+ emotion e_heh;
+ mes "[Reidin Corse]";
+ mes "And new female members will have the special opportunity to go out on a date with me! Don't miss out!";
+ next;
+ emotion e_cash;
+ mes "[Reidin Corse]";
+ mes "Join right now";
+ mes "for a one time fee of only ^3131FF1,000,000, zeny^000000! Hurry and join the Icarus Guild while";
+ mes "this offer still lasts!";
+ next;
+ emotion e_pif;
+
+ mes "[Arpesto]";
+ mes "Reidin...";
+ mes "Stop messing around.";
+ mes "Hey there, kid. The real";
+ mes "master of the Icarus Guild";
+ mes "is in that building.";
+ next;
+ emotion e_omg;
+ mes "[Reidin Corse]";
+ mes "Arpesto...!";
+ mes "Why'd you...?!";
+ next;
+ emotion e_ag;
+ mes "[Reidin Corse]";
+ mes "^333333*Sigh*^000000";
+ mes "You got me, you got me.";
+ mes "There's no application fee.";
+ mes "But I'll still date all of";
+ mes "those cute girls...";
+ close;
+}
+
+//=================================================Arepesto====================================================
+pay_arche.gat,109,169,3 script Arpesto 712,{
+ mes "[Arpesto]";
+ mes "The sky still looks clear, but recently the winds that have been blowing through the land seem to carry with them an air of misfortune.";
+ next;
+ emotion e_pif;
+ mes "[Reidin Corse]";
+ mes "So...";
+ mes "Danger's coming?";
+ mes "Heh! Chill, gramps~";
+ mes "I got it covered!";
+ next;
+ emotion e_swt2;
+ mes "[Arpesto]";
+ mes "Ho ho...";
+ mes "Energetic, but";
+ mes "cocky. Kids nowadays...";
+ close;
+}
+
+//=================================================Seisner====================================================
+pay_arche.gat,84,139,3 script Seisner 727,{
+ //misceffect EF_HIT2;
+ mes "[Seisner]";
+ mes "Aaaah!";
+ mes "Double Strafe!";
+ //misceffect EF_HIT2;
+ next;
+ mes "[Seisner]";
+ mes "I did it!";
+ mes "Only an Archer";
+ mes "could make that shot!";
+ next;
+ mes "[Seisner]";
+ mes "Now, there are some";
+ mes "Thief class people who also use arrows, but they're better suited to using Knives. We Archers are";
+ mes "the arrow specialists!";
+ if(tu_archer01 == 1 || tu_archer01 > 2){
+ next;
+ mes "^3355FFYou show Seisner";
+ mes "the letter that Master";
+ mes "Kavaruk has written";
+ mes "to her for you.^000000";
+ next;
+ mes "[Seisner]";
+ mes "So Master Kavaruk";
+ mes "wants me to teach";
+ mes "you about Archers and Archery? Alright, what would you like to know more about?";
+ next;
+ while(1){
+ switch(select("About Archers.:Stats for Archers:End Conversation.")){
+ case 1:
+ mes "[Seisner]";
+ mes "Archers specialize";
+ mes "in shooting ^3131FFarrows^000000. We usually attack from a distance, but before we increase our Dodge Rate, we're pretty weak when it comes to one on one battles.";
+ next;
+ mes "[Seisner]";
+ mes "Therefore, Archers tend to attack before the enemy gets too close.";
+ mes "We also like to party with other people who can offer close";
+ mes "range protection.";
+ next;
+ mes "[Seisner]";
+ mes "Now, only Novices can";
+ mes "become Archers after reaching";
+ mes "Job Level 10 and learning all of the Basic Skills.";
+ next;
+ mes "[Seisner]";
+ mes "Well experienced Archers can move on and change to the Second Job Class, becoming ^3131FFHunters^000000, ^3131FFBards^000000 if they are male, or ^3131FFDancers^000000 if they are female.";
+ next;
+ mes "[Seisner]";
+ mes "If you reach Level 99";
+ mes "as a Second Job Class character, you can change to a Transcendent Class with Valkyrie's help.";
+ next;
+ mes "[Seisner]";
+ mes "Hunters can ultimately transcend into ^3131FFSnipers^000000, Bards into ^3131FFMinstrels^000000, and Dancers into ^3131FFGypsies^000000. I know that's pretty complex.";
+ if(tu_archer01 == 1) set tu_archer01, 2;
+ next;
+ break;
+ case 2:
+ mes "[Seisner]";
+ mes "So you want to";
+ mes "know more about Stats";
+ mes "and how they affect Archer abilities? I'll do my best to explain.";
+ next;
+ while(1){
+ switch(select("STR", "^3131FFAGI^000000", "VIT", "^FF9900INT^000000", "^FF3131DEX^000000", "LUK", "End Conversation.")){
+ case 1:
+ mes "[Seisner]";
+ mes "STR typically increases the damage of attacks. However, Archer class characters use weapons that rely on ^FF3131DEX^000000 to increase their damage.";
+ next;
+ mes "[Seisner]";
+ mes "In a sense, STR might not be necessary for Archers, although I'm sure there are skills or situations where STR will come in handy.";
+ next;
+ mes "[Seisner]";
+ mes "For instance, if you run out of arrows (which is every Archer's nightmare) and need to equip a Knife, having some STR might";
+ mes "be helpful.";
+ next;
+ mes "[Seisner]";
+ mes "Increasing STR will also";
+ mes "increase the amount of weight";
+ mes "that any character can carry. So if you have more STR, you can carry around more arrows.";
+ next;
+ if(tu_archer01 == 1) set tu_archer01, 2;
+ break;
+ case 2:
+ mes "[Seisner]";
+ mes "^FF3131AGI^000000 as you know, ";
+ mes "^3131Ffincreases Attack Speed";
+ mes "(ASPD)^000000 and affects ^3131FF Dodge Rate^000000.";
+ next;
+ mes "[Seisner]";
+ mes "One of the drawbacks of being an Archer is having weaker strength and lower Dodge Rate. However, the Dodge Rate disadvantage is lessened by increasing your ^FF3131AGI^000000.";
+ next;
+ if(tu_archer01 == 1) set tu_archer01, 2;
+ break;
+ case 3:
+ mes "[Seisner]";
+ mes "^3131FFVIT^000000 will increase";
+ mes "your Maximum HP and";
+ mes "resistance to damage.";
+ next;
+ mes "[Seisner]";
+ mes "Although Archers don't";
+ mes "specialize in having any special kind of defense, having VIT will help alleviate the defensive weakness of the Archer class.";
+ next;
+ mes "[Seisner]";
+ mes "VIT might be helpful";
+ mes "depending on how you use it. Still, I wouldn't recommend focusing too much on increasing your VIT if you're an Archer.";
+ next;
+ if(tu_archer01 == 1) set tu_archer01, 2;
+ break;
+ case 4:
+ mes "[Seisner]";
+ mes "^FF0000INT^000000 is more";
+ mes "important to the";
+ mes "Archer class than";
+ mes "you would think~";
+ next;
+ mes "[Seisner]";
+ mes "As you increase ^FF0000INT^000000, you'll raise your Maximum SP, meaning you";
+ mes "can use special skills more often.";
+ next;
+ mes "[Seisner]";
+ mes "For Hunters, one of the Second Job Classes for Archers, having higher INT will increase the damage inflicted by ^3131FFFalcons^000000.";
+ next;
+ if(tu_archer01 == 1) set tu_archer01, 2;
+ break;
+ case 5:
+ mes "[Seisner]";
+ mes "Now DEX is almost";
+ mes "without a doubt the";
+ mes "most important stat";
+ mes "for any Archer.";
+ next;
+ mes "[Seisner]";
+ mes "^FF3131DEX^000000 ^3131Ffincreases the damage^000000";
+ mes "of Archer class weapons that fire arrows. These include ^3131FFBows^000000, ^3131FFInstruments^000000 and ^3131FFWhips^000000.";
+ next;
+ mes "[Seisner]";
+ mes "Dexterity enhances an Archer's ability to hit weak points and do more damage, which is why weapons that use arrows don't rely on STR like weapons used by other classes.";
+ next;
+ mes "[Seisner]";
+ mes "Just like any other class, ^FF3131DEX^000000 increases ^3131FFAccuracy (HIT)^000000 and slightly enhances Attack Speed (ASPD).";
+ next;
+ if(tu_archer01 == 1) set tu_archer01, 2;
+ break;
+ case 6:
+ mes "[Seisner]";
+ mes "^FF0000LUK^000000 affects your";
+ mes "Perfect Dodge rate";
+ mes "and Critical rate.";
+ next;
+ mes "[Seisner]";
+ mes "For Hunters, one of the Second Classes for the Archer, LUK increases the chance of ^3131FFBlitz Beat^000000 occurring automatically. So Hunters who rely on their Falcons might want to invest in LUK.";
+ next;
+ if(tu_archer01 == 1) set tu_archer01, 2;
+ break;
+ case 7:
+ mes "[Seisner]";
+ mes "So is there";
+ mes "anything else that";
+ mes "you want to ask me?";
+ next;
+ break;
+ }
+ }
+ break;
+ case 3:
+ mes "[Seisner]";
+ mes "Once an Archer shoots an arrow,";
+ mes "he can't stop its flight or change his target. That's why Archers need to be level headed and really careful in battle.";
+ next;
+ mes "[Seisner]";
+ mes "Someday, I'd like to become a great Archer and use my skills for the good of Rune Midgard.";
+ close;
+ break;
+ }
+ }
+ } else if(tu_archer01 == 2){
+ next;
+ mes "[Seisner]";
+ mes "Thanks for listening.";
+ mes "I know I gave you a lot of information, but I think it's important that everyone";
+ mes "understands archery.";
+ next;
+ mes "[Seisner]";
+ mes "If you feel comfortable enough with the knowledge I've taught you, you should go back to Master Kavaruk. But if you still have questions, you can always come and ask me.";
+ close2;
+ //misceffect EF_WIND ;
+ set tu_archer01, 3;
+ if(JobLevel == 1){
+ set JobExp,JobExp+30;
+ } else if((JobLevel > 1) && (JobLevel < 11)){
+ set JobExp,JobExp+100;
+ } else if((JobLevel > 10) && (JobLevel < 21)){
+ set JobExp,JobExp+250;
+ } else {
+ set JobExp,JobExp+500;
+ }
+ end;
+ }
+ close;
+}
+
+//=================================================Target====================================================
+pay_arche.gat,76,135,3 script Target#Target 111,{ end; } // empty NPC?? [Jukka]
+
+//=================================================Acolyte====================================================
+mjolnir_11.gat,27,223,3 script Acolyte#tu 95,{
+ mes "[Acolyte]";
+ if(tu_archer01 == 14){
+ if(gettime(3) >= 18 && gettime(3) < 22){
+ mes "H-hello!";
+ mes "Umm, umm...";
+ mes "Are you R-Reidin Corse's";
+ mes "friend t-too?";
+ next;
+ mes "[Acolyte]";
+ mes "M-my name is Mafra.";
+ mes "Ever since he saved my life, Reidin has a-always been a good f-friend to me. He's such a great Archer";
+ mes "and a really nice person!";
+ next;
+ mes "[Acolyte]";
+ mes "Um, and...";
+ mes "Uh... Oh no~";
+ mes "What am I supposed";
+ mes "t-to tell you...?";
+ emotion e_swt2;
+ next;
+ mes "[Acolyte]";
+ mes "Oh, since I'm training to be an Acolyte, I'm supposed to help out the people he's teaching. So...";
+ mes "Let's h-help each other train!";
+ mes "Um, is that okay?";
+ next;
+ switch(select("Sure.:No thanks.:Reidin Corse is mine!")){
+ case 1:
+ mes "[Acolyte]";
+ mes "Wow!";
+ mes "Thank you, thank you!";
+ mes "I''ll try my very best!";
+ set tu_archer01, 15;
+ close;
+ break;
+ case 2:
+ mes "[Acolyte]";
+ mes "Oh... Oh.";
+ mes "I'm so sorry.";
+ mes "If you don't need";
+ mes "my help, I guess";
+ mes "that's alright...";
+ emotion e_sob;
+ close;
+ break;
+ case 3:
+ mes "[Acolyte]";
+ mes "Eh?!";
+ mes "R-really?";
+ mes "I guess he doesn't";
+ mes "need to tell me if";
+ mes "he already has a girlfriend...";
+ next;
+ mes "[Acolyte]";
+ if(Sex){
+ mes "W-wait!";
+ mes "Y-you're a man!";
+ mes "D-d-d-don't tease me";
+ mes "like that! I'm serious!";
+ set tu_archer01, 15;
+ close;
+ } else {
+ mes "And he's so brave";
+ mes "and funny and smart.";
+ mes "Y-you're lucky to have him.";
+ mes "^333333*Sniff*^000000 I... I...";
+ next;
+ mes "[Acolyte]";
+ mes "^333333*Sniffle*^000000";
+ mes "I'll d-do my best to help you!";
+ mes "I wish you both happiness! (Waaaaaah~!)";
+ set tu_archer01, 15;
+ close;
+ }
+ break;
+ }
+ end;
+ } else {
+ mes "^666666Zzzzz...^000000";
+ mes "Wh-wha...?";
+ mes "Who are you?";
+ //misceffect EF_SLEEPATTACK;
+ next;
+ mes "[Acolyte]";
+ mes "Wait, I know...";
+ mes "Y-you're... ^666666*Yawn*^000000";
+ mes "So sleepy. Take this for now...";
+ set @kurae_heal, rand(1,4);
+ if(@kurae_heal == 1){
+ unitskilluseid getcharid(3),28,3;
+ } else if(@kurae_heal == 2){
+ unitskilluseid getcharid(3),28,9;
+ } else if(@kurae_heal == 3){
+ unitskilluseid getcharid(3),28,10;
+ } else if(@kurae_heal == 4){
+ }
+
+ set @kurae_agi, rand(1,3);
+ if(@kurae_agi == 1){
+ unitskilluseid getcharid(3),29,0;
+ } else if(@kurae_agi == 2){
+ unitskilluseid getcharid(3),29,5;
+ } else if(@kurae_agi == 3){
+ unitskilluseid getcharid(3),29,10;
+ }
+
+ set @kurae_bls, rand(1,3);
+ if(@kurae_bls == 1){
+ unitskilluseid getcharid(3),34,0;
+ } else if(@kurae_bls == 2){
+ unitskilluseid getcharid(3),34,5;
+ } else if(@kurae_bls == 3){
+ unitskilluseid getcharid(3),34,10;
+ }
+ close;
+ }
+ } else if(tu_archer01 == 15){
+ if((gettime(3) >= 18) && (gettime(3) < 22)){ //CHECK
+ mes "^666666Zzzzz...^000000";
+ mes "Wh-wha...?";
+ mes "Who are you?";
+ //misceffect EF_SLEEPATTACK;
+ next;
+ mes "[Acolyte]";
+ mes "Reidin Corse?";
+ mes "I can't believe";
+ mes "I feel asleep fo--";
+ mes "^666666Zzzzzzz...^000000";
+ next;
+ mes "[Acolyte]";
+ mes "^666666Zzzz^000000--Oooh!";
+ mes "J-just take this before";
+ mes "I fall asleep again~! ^666666*Yawn*^000000";
+
+ set @kurae_heal, rand(1,4);
+ if(@kurae_heal == 1){
+ unitskilluseid getcharid(3),28,3;
+ } else if(@kurae_heal == 2){
+ unitskilluseid getcharid(3),28,10;
+ } else if(@kurae_heal == 3){
+ unitskilluseid getcharid(3),28,8;
+ }
+
+ set @kurae_agi, rand(1,3);
+ if(@kurae_agi == 1){
+ unitskilluseid getcharid(3),29,0;
+ } else if(@kurae_agi == 2){
+ unitskilluseid getcharid(3),29,5;
+ } else if(@kurae_agi == 3){
+ unitskilluseid getcharid(3),29,10;
+ }
+
+ set @kurae_bls, rand(1,3);
+ if(@kurae_bls == 1){
+ unitskilluseid getcharid(3),34,0;
+ } else if(@kurae_bls == 2){
+ unitskilluseid getcharid(3),34,5;
+ } else if(@kurae_bls == 3){
+ unitskilluseid getcharid(3),34,10;
+ }
+ close;
+ } else {
+ mes "Okay~!";
+ mes "Let me try";
+ mes "casting a spell";
+ mes "to help you! Yaa~p!";
+
+ set @kurae_heal, rand(1,3);
+ if(@kurae_heal == 1){
+ unitskilluseid getcharid(3),28,3;
+ } else if(@kurae_heal == 2){
+ unitskilluseid getcharid(3),28,10;
+ } else if(@kurae_heal == 3){
+ unitskilluseid getcharid(3),28,8;
+ }
+
+ set @kurae_agi, rand(1,2);
+ if(@kurae_agi == 1){
+ unitskilluseid getcharid(3),29,10;
+ } else if(@kurae_agi == 2){
+ unitskilluseid getcharid(3),29,5;
+ }
+
+ set @kurae_bls, rand(1,2);
+ if(@kurae_bls == 1){
+ unitskilluseid getcharid(3),34,10;
+ } else if(@kurae_bls == 2){
+ unitskilluseid getcharid(3),34,5;
+ }
+ close;
+ }
+ }
+ mes "...";
+ mes "W-why does";
+ mes "traveling make";
+ mes "me sooo sleepy...?";
+ mes "^666666Zzzzzzzz...^000000";
+ //misceffect EF_SLEEPATTACK ;
+ close;
+}
+
+//=================================================Alchemist Guildmember====================================================
+pay_arche.gat,130,113,3 script Alchemist Guildmember#tu 740,{
+ mes "[Alchemist Guildmember]";
+ if(tu_archer02 > 0){
+ if((countitem(1032) > 0) || (countitem(905) > 0 )){ // Blossom_Of_Maneater & Stem
+ mes "Great...!";
+ mes "I've been waiting";
+ mes "for the Icarus Guild";
+ mes "to send somebody";
+ mes "to help us! Finally!";
+ emotion e_sob;
+ next;
+ mes "[Alchemist Guildmember]";
+ mes "Would you like to sell ^3131FFStems^000000";
+ mes "and ^3131FFManeater Blossoms^000000 to";
+ mes "the Alchemist Guild? We'll buy";
+ mes "each Stem for ^3131FF30 Zeny^000000 and each";
+ mes "Maneater Blossom for ^3131FF130 Zeny^000000.";
+ next;
+ switch(select("Sell all Stems and Maneater Blossoms.:Don't sell anything.")){
+ case 1:
+ mes "[Alchemist Guildmember]";
+ mes "Thank you very much!";
+ mes "This will really help";
+ mes "us in maintaining our";
+ mes "Flora field! I really";
+ mes "appreciate your help~";
+
+ set @alche_f,countitem(1032);// Blossom_Of_Maneater
+ set @alche_s,countitem(905);// Stem
+ set @f_zeny, @alche_f * 130;
+ set @s_zeny, @alche_s * 30;
+ set @total_zeny, @f_zeny + @s_zeny;
+ if(countitem(1032) == 0){
+ delitem 905, @alche_s;
+ } else if(countitem(905) == 0){
+ delitem 1032, @alche_f;
+ } else {
+ delitem 1032, @alche_f;
+ delitem 905, @alche_s;
+ }
+ set Zeny,Zeny+@total_zeny;
+ close;
+ break;
+ case 2:
+ mes "[Alchemist Guildmember]";
+ mes "Seriously...";
+ mes "I'm on the verge of begging!";
+ mes "The Alchemist Guild really needs lots of new supplies to keep our Flora field running!";
+ emotion e_sob;
+ close;
+ break;
+ }
+ } else {
+ mes "I don't know if you've heard";
+ mes "from Kavaruk, but our Flora field is getting ruined by stray cats.";
+ emotion e_sob;
+ next;
+ mes "[Alchemist Guildmember]";
+ mes "No matter how much we chase";
+ mes "them away, they always manage to come back. We really have no choice but to replace what they destroy.";
+ next;
+ mes "[Alchemist Guildmember]";
+ mes "We'll reward you if you can bring us ^3131FFStems^000000 and ^3131FFManeater Blossoms^000000";
+ mes "to help us in our field maintenance efforts. These Flora are crucial since they provide funds for our guild. Without them...";
+ close;
+ }
+ }
+ mes "^666666*Sigh...*^000000";
+ mes "Isn't anyone coming";
+ mes "to help us? We're facing";
+ mes "a really huge crisis here!";
+ close;
+}
+
+//=================================================Arthail====================================================
+prontera.gat,126,335,5 script Arthail 51,{
+ mes "[Arthail]";
+ if(tu_archer02 < 3){
+ mes "I am the Bard";
+ mes "who sings only for";
+ mes "himself. The gentle";
+ mes "breeze is the only";
+ mes "audience I have.";
+ next;
+ mes "[Arthail]";
+ mes "I am Arthail";
+ mes "of the Wind.";
+ mes "I sing for no man,";
+ mes "so you had best be on";
+ mes "your way. I'm sorry, but";
+ mes "I have no songs to share.";
+ if(tu_archer02 == 2) {
+ next;
+ menu "Master Kavaruk told me to find you!",-;
+ mes "[Arthail]";
+ mes "Really now?";
+ mes "I suppose it";
+ mes "can't be helped.";
+ mes "I really should";
+ mes "have contacted him.";
+ next;
+ mes "[Arthail]";
+ mes "However, I'm very tired from the long trip. I'm exhausted from the crowding of this city and the hundreds of talking people.";
+ mes "I can't handle it all...";
+ next;
+ mes "[Arthail]";
+ mes "Why can't I be like everyone else? It seems that as I approach people, my heart retreats further away from them. I wonder why that is?";
+ next;
+ mes "[Arthail]";
+ mes "I became a Bard to try to fix this social complex of mine, but to";
+ mes "no avail. Still, I feel much more at ease when I sing. Ah, but I've said too much already.";
+ next;
+ mes "[Arthail]";
+ mes "Master Kavaruk";
+ mes "asked you to help";
+ mes "me? Well then, I have";
+ mes "a favor to ask of you.";
+ next;
+ mes "[Arthail]";
+ mes "Here in the capital of the";
+ mes "Rune Midgarts Kingdom, there's supposed to be a fountain in the central plaza. Everyone seems to stop and chat over there.";
+ next;
+ mes "[Arthail]";
+ mes "However, I have a fear of other people and I can't bring myself to go near the crowds of people there. It's embarassing for me to admit this as a Bard...";
+ next;
+ mes "[Arthail]";
+ mes "Would you please go and see if there's any news being spread around in that area for me?";
+ set tu_archer02, 3;
+ }
+ close;
+ } else if(tu_archer02 == 3){
+ mes "I'm ashamed to ask,";
+ mes "but would you go the fountain in Prontera's central plaza and see";
+ mes "if there's any news?";
+ close;
+
+ } else if(tu_archer02 == 4){
+ mes "I see...";
+ mes "Nothing much.";
+ mes "Another person";
+ mes "found an Emperium";
+ mes "and is starting a";
+ mes "brand new guild...";
+ next;
+ mes "[Arthail]";
+ mes "^3131FFEmperium^000000...";
+ mes "There are a lot of ambitious people in Morroc that want one of those. Even in my hometown of Payon,";
+ mes "there are people clamoring to obtain one...";
+ next;
+ mes "[Arthail]";
+ mes "Supposedly, having an Emperium";
+ mes "will give you the power to change the world. People are bound to be attracted to it.";
+ next;
+ mes "[Arthail]";
+ mes "Hmm...?";
+ mes "I sense something";
+ mes "dark and ominous...";
+ mes "I wonder what it could be?";
+ emotion e_hmm;
+ next;
+ mes "[Arthail]";
+ mes "I'm probably just stressed and exhausted. I'll feel better once";
+ mes "I get some rest. Would you like to join me and listen to the flowing water?";
+ next;
+ mes "[Arthail]";
+ mes "It's not the greatest feeling if you stay here for too long, but the sound of this water reminds me of home. Did you see the lake by the Icarus Guild? These waters remind me of that place.";
+ next;
+ mes "[Arthail]";
+ mes "^333333*Yawn...*^000000";
+ mes "I haven't talked";
+ mes "like this in so long.";
+ mes "I'm so tired, I think";
+ mes "I'll rest just a little...";
+ next;
+ mes "[Arthail]";
+ mes "..........";
+ next;
+ mes "^3355FFArthail of the Wind";
+ mes "has fallen fast asleep.^000000";
+ next;
+ mes "["+strcharinfo(0)+"]";
+ mes "Ah...";
+ mes "So peaceful~";
+ next;
+ mes "^3355FFThe rhythm of the lapping waters gently eases you into a state of perfect relaxation. The cold, crisp water would feel so refreshing if you dipped your feet into it...^000000";
+ //sound "se_subterranean_waterwave.wav" 1 0 0
+ next;
+ mes "[???]";
+ mes "...";
+ soundeffectall "se_littlewaves02.wav",0;
+ next;
+ mes "["+strcharinfo(0)+"]";
+ mes "Huh?";
+ mes "What was";
+ mes "that noise?";
+ next;
+ mes "[????]";
+ mes "AAAAAAAAAAAAAAAHHHHHHHHHHH!!!!!";
+ emotion e_omg;
+ soundeffectall "se_scream_w01.wav",0;
+ next;
+ mes "["+strcharinfo(0)+"]";
+ mes "What the--?!";
+ mes "That sounds like";
+ mes "screams coming from";
+ mes "inside Prontera Castle!";
+ next;
+ mes "^3355FFYou try to wake Arthail";
+ mes "but he's deeply asleep";
+ mes "and won't budge at all.^000000";
+ next;
+ mes "["+strcharinfo(0)+"]";
+ mes "I can't help it then.";
+ mes "I'd better go check";
+ mes "this out on my own.";
+ set tu_archer02, 5;
+ close2;
+ end;
+
+ } else if(tu_archer02 > 4 && tu_archer02 < 7){
+ mes "^333333Zzzzz...^000000";
+ close;
+
+ } else if(tu_archer02 == 8){
+ mes "Where did you go?";
+ mes "I thought you might have been kidnapped since you weren't";
+ mes "here when I woke up.";
+ next;
+ mes "[Arthail]";
+ mes "So everyone said nothing";
+ mes "happened when you asked";
+ mes "about the shrieks you heard?";
+ mes "That's really peculiar...";
+ next;
+ mes "[Arthail]";
+ mes "Even the Emperium you mentioned earlier. I thought it was supposed to be a rare item, but why is it so easy for so many people to get";
+ mes "one? It's very strange...";
+ next;
+ mes "[Arthail]";
+ mes "Huh. I better investigate this";
+ mes "a little more, so I'll stay here to gather more information. For now, you should head back to Payon and let Master Kavaruk know that I'm doing alright.";
+ next;
+ mes "[Arthail]";
+ mes "And one day...";
+ mes "I guess I'll finally";
+ mes "have a song that I can";
+ mes "share with you.";
+ set tu_archer02, 9;
+ close2;
+ end;
+ }
+ mes "...";
+ mes "......";
+ close2;
+ end;
+}
+
+//=================================================New Guild Master====================================================
+prontera.gat,167,281,3 script New Guild Master#tu 753,{
+ mes "[New Guild Master]";
+ mes "Hearken, all";
+ mes "of you who seek";
+ mes "fame and glory!";
+ next;
+ mes "[New Guild Master]";
+ mes "I hold in my hand this ^3131FFEmperium^000000, sign that I am favored by destiny! Brave ones, I bid you, lend me";
+ mes "your power!";
+ next;
+ mes "[New Guild Master]";
+ mes "Nothing can stop us!";
+ mes "So long as this jewel";
+ mes "is in my possession,";
+ mes "those who call themselves";
+ mes "my comrades will never";
+ mes "know the taste of defeat!";
+ if(tu_archer02 == 3) set tu_archer02, 4;
+ close;
+}
+
+//=================================================Mage====================================================
+prontera.gat,144,301,5 script Mage#tu 123,{
+ mes "[Mage]";
+ mes "Did you see that";
+ mes "new guild master?";
+ mes "Talk about getting";
+ mes "on your soapbox!";
+ next;
+ emotion e_pif;
+ mes "[Mage]";
+ mes "Doesn't he know that there";
+ mes "are a lot of famous guilds around nowadays? Why would anyone want";
+ mes "to join his small no-name guild?";
+ next;
+ mes "[Mage]";
+ mes "Now, if I become a Wizard,";
+ mes "I'm going to join the best guild around. Casting spells to help the strongest Knights and the most powerful Priests would make me";
+ mes "look really cool!";
+ next;
+ mes "[Mage]";
+ mes "Bwahahah!";
+ mes "Just thinking";
+ mes "about it makes";
+ mes "me so excited!";
+ close;
+}
+
+//=================================================Minister====================================================
+prt_castle.gat,76,165,6 script Minister#tu 55,{
+ mes "[Minister]";
+ mes "The royal family";
+ mes "is extremely busy";
+ mes "at the moment, handling";
+ mes "our nation's administration.";
+ if(tu_archer02 == 5){
+ next;
+ mes "["+strcharinfo(0)+"]";
+ mes "I heard screams";
+ mes "from outside! Did";
+ mes "something happen?";
+ next;
+ mes "[Minister]";
+ mes "...";
+ mes "......";
+ next;
+ mes "[Minister]";
+ mes "Ah, there are a few stray cats running around, those Wild Roses, so those noises you heard must have been them. Everything is fine here in the palace.";
+ set tu_archer02, 6;
+ close;
+ } else if(tu_archer02 == 7){
+ next;
+ mes "^3355FFThe urgency that the Minister expressed earlier has been";
+ mes "replaced with a stone cold feeling of sternness. He probably won't tell you much more information,";
+ mes "no matter how much you ask him.";
+ close;
+ } else if(tu_acolyte01 == 25){
+ next;
+ mes "["+strcharinfo(0)+"]";
+ mes "Um...";
+ mes "I hear that";
+ mes "the royal family";
+ mes "might be in sort of";
+ mes "trouble. Is there any";
+ mes "way I could help?";
+ next;
+ mes "[Minister]";
+ mes "...";
+ mes "......";
+ next;
+ mes "[Minister]";
+ mes "You must be mistaken.";
+ mes "The royal family is fine,";
+ mes "especially since our";
+ mes "kingdom is at peace.";
+ next;
+ mes "[Minister]";
+ mes "Perhaps you've gotten that idea because it's very difficult to meet any member of the royal family. Please understand that they're";
+ mes "all very busy trying to serve";
+ mes "the people.";
+ next;
+ mes "[Minister]";
+ mes "As a holy servant, I'm sure that you'll find plenty of other people who have need of your help and abilities outside of the palace.";
+ }
+ close;
+}
+
+//=================================================Range NPC====================================================
+prt_castle,94,150,4 script #sound_tu 139,10,10{
+OnTouch:
+ if(tu_archer02 != 6) end;
+ mes "[Minister]";
+ mes "Contact the";
+ mes "Prontera Church.";
+ mes "Hurry, this is urgent!";
+ set tu_archer02, 7;
+ close;
+}
+
+//=================================================Bishop Maugins====================================================
+monk_in.gat,19,43,1 script Bishop Maugins 60,{
+ mes "[Bishop Maugins]";
+ if(vu_archer02 == 7){
+ mes "Greetings.";
+ mes "I doubt that you're here to change to the Monk job, but may I help you with something? Perhaps you're here for a confession?";
+ next;
+ mes "[Bishop Maugins]";
+ mes "Hm? Work related to the Palace? Yes, I'm in charge of that area. So how may I help you?";
+ next;
+ if(select("Has something happened to the Kingdom?:Nothing.")==1){
+ mes "[Bishop Maugins]";
+ mes "...!!";
+ next;
+ mes "[Bishop Maugins]";
+ mes "...";
+ mes "......";
+ next;
+ mes "[Bishop Maugins]";
+ mes "Ho ho~";
+ mes "Of course not!";
+ mes "The king and I regularly write to each other, but I haven't heard of anything in particular. Please don't worry yourself.";
+ next;
+ set tu_archer02, 8;
+ }
+ mes "[Bishop Maugins]";
+ mes "Good luck on";
+ mes "your journeys,";
+ mes "brave adventurer.";
+ unitskilluseid getcharid(3),29,10;
+ unitskilluseid getcharid(3),34,10;
+ close;
+ }
+ mes "...Now, I have something to think about. Please visit me later, young sheep..";
+ close;
+} \ No newline at end of file
diff --git a/npc/quests/first_class/tu_ma_th01.txt b/npc/quests/first_class/tu_ma_th01.txt
new file mode 100644
index 000000000..64ec076aa
--- /dev/null
+++ b/npc/quests/first_class/tu_ma_th01.txt
@@ -0,0 +1,756 @@
+//===== eAthena Script =======================================
+//= Theif Mage Quest Story Mode
+//===== By: ==================================================
+//= Fix up by Jukka
+//===== Current Version: =====================================
+//= 1.1
+//===== Compatible With: =====================================
+//= eAthena SVN (Testet in Trunk 88xx)
+//===== Description: =========================================
+//=
+//===== Additional Comments: =================================
+//= 1.0 Fully working
+//= 1.1 optimized [Lupus]
+//= TODO: Test, Add correct misceffects numbers
+//============================================================
+
+
+//=================================================Battle Traces 1====================================================
+moc_fild12.gat,166,369,0 script battle_traces#1 844,{
+ if(BaseClass == Job_Thief){
+ if(tu_thief01 < 5){
+ mes "^3355FFThere are traces of poison used in a battle. You can sense its power and decide that it would be safer not to get too close to it.^000000";
+ close;
+ } else if(tu_thief01 == 5){
+ mes "^3355FFThere are traces of poison used in a battle. After examining the scene carefully, I feel a little dizzy.";
+ set tu_thief01, 6;
+ //##### GetHEALTHSTATE VAR_POISON 60#####
+ //misceffect EF_VENOMDUST2;
+ close;
+ } else if(tu_thief01 == 6){
+ mes "^3355FFThere are traces of poison used in a battle. After examining the scene carefully, I feel a little dizzy.";
+ //##### GetHEALTHSTATE VAR_POISON 60#####
+ //misceffect EF_VENOMDUST2;
+ close;
+ } else if(tu_thief01 == 7){
+ mes "^3355FFThere are traces of poison used in a battle. You can sense its power and decide that it would be safer not to get too close to it.^000000";
+ close;
+ } else if(tu_thief01 == 8){
+ mes "^3355FFThere are signs of a pursuit that heads south.^000000";
+ set tu_thief01, 9;
+ close;
+ } else {
+ mes "^3355FFThe traces of battle seem to be leading in different directions. From the peculiar smell that permeates the area, it seems that some kind of lethal poison was used in the fight...^000000";
+ close;
+ }
+ }
+ if(BaseClass == Job_Mage){
+ if(tu_magician01 < 8){
+ mes "There are traces of poison used in a battle. You can sense its power and decide that it would be safer not to get too close to it.^000000";
+ //misceffect EF_VENOMDUST2;
+ close;
+ } else if(tu_magician01 == 8){
+ mes "^3355FFThere are signs of a pursuit that heads south.^000000";
+ set tu_magician01, 9;
+ close2;
+ } else {
+ mes "^3355FFThe traces of battle seem to be leading in different directions. From the peculiar smell that permeates the area, it seems that some kind of lethal poison was used in the fight...^000000";
+ close;
+ }
+ }
+ mes "^3355FFThere are signs that show that some kind of scuffle might have occurred here, but you can't exactly tell what exactly happened.^000000";
+ close;
+}
+
+//=================================================Battle Traces 2====================================================
+moc_fild12.gat,173,215,0 script Battle Traces#2 844,{
+ if(BaseClass == Job_Thief){
+ if(tu_thief01 < 9){
+ mes "There are traces of many people going by.";
+ close;
+ } else if(tu_thief01 == 9){
+ mes "The traces lead to the east. There is one peculiar footstep amongst them all that caugh my attention. Seems like the one of the person being pursued.";
+ set tu_thief01, 10;
+ close;
+ } else {
+ mes "The traces lead to the east.";
+ close;
+ }
+ } else if(BaseClass == Job_Mage){
+ if(tu_magician01 < 9){
+ mes "There are traces of many people going by.";
+ close;
+ } else if(tu_magician01 == 9){
+ mes "The traces lead to the east. There is one peculiar footstep amongst them all that caugh my attention. Seems like the one of the people being chased.";
+ set tu_magician01, 10;
+ close;
+ } else {
+ mes "The traces lead to the east.";
+ close;
+ }
+ }
+ mes "^3355FFThere are signs that show that some kind of scuffle might have occurred here, but you can't exactly tell what exactly happened.^000000";
+ close;
+}
+
+//=================================================Battle Traces 3====================================================
+moc_fild12.gat,276,165,0 script battle_traces#3 844,{
+ if(BaseClass == Job_Thief){
+ if(tu_thief01 < 10){
+ mes "There are traces of several who have went by.";
+ close;
+ } else if(tu_thief01 == 10){
+ mes "The footsteps of the one being chased after is rather peculiar. It almost seems as if it was left on purpose.";
+ set tu_thief01, 11;
+ close;
+ } else {
+ mes "There are a peculiar set up footsteps.";
+ close;
+ }
+ } else if(BaseClass == Job_Mage){
+ if(tu_magician01 < 10){
+ mes "There are traces of many people going by.";
+ close;
+ } else if(tu_magician01 == 10){ //CHECK
+ mes "The footsteps of the one being chased after is rather peculiar. It almost seems like it was left on purpose.";
+ set tu_magician01, 11;//Check
+ close;
+ } else {
+ mes "There are a peculiar set up footsteps.";
+ close;
+ }
+ }
+ mes "There are some traces, but I cannot tell what they are.";
+ close;
+}
+
+//=================================================Battle Traces 4====================================================
+moc_fild11.gat,39,163,0 script battle_traces#4 844,{
+ if(BaseClass == Job_Thief){
+ if(tu_thief01 < 11){
+ mes "There are traces of many that have gone by.";
+ close;
+ } else if(tu_thief01 == 11){
+ mes "Another peculiar trace has been added. Unlike the others, it is small and clear, It seems like another has joined in.";
+ set tu_thief01, 12;
+ close;
+ } else {
+ mes "A new trace has been added.";
+ close;
+ }
+ } else if(BaseClass == Job_Mage){
+ if(tu_magician01 < 11){
+ mes "There are traces of many that have gone by.";
+ close;
+ } else if(tu_magician01 == 11){
+ mes "Another peculiar trace has been added.";
+ mes "Unlike the others, it is small and clear.";
+ mes "It seems like another has joined in.";
+ set tu_magician01, 12;
+ close;
+ } else {
+ mes "A new trace has been added.";
+ close;
+ }
+ }
+ mes "^3355FFThere are signs that show that some kind of scuffle might have occurred here, but you can't exactly tell what exactly happened.^000000";
+ close;
+}
+
+//=================================================Battle Traces 5====================================================
+moc_fild11.gat,205,52,0 script battle_traces#5 844,{
+ if(BaseClass == Job_Thief){
+ if(tu_thief01 < 12){
+ mes "There are traces of many that have gone by.";
+ close;
+ } else if(tu_thief01 == 12){
+ mes "The traces are divided into ones from the East";
+ mes "split into North and South.";
+ if(countitem(506) == 0){ // Green_Potion
+ mes "I sense a strong poison nearby so";
+ mes "it is hard to approach.";
+ mes "It will be hard without getting rid of the poison first.";
+ close;
+ } else {
+ mes "It is hard to approach because of a strong poison.";
+ mes "You can neutralize the poison momentarily";
+ mes "with the Green Potion.";
+ next;
+ switch(select("Use Green Potion.:Don't use it.")){
+ case 1:
+ mes "The poison has gotten weaker. After investigating the scene where the poison has cleared I see a piece of cloth.";
+ next;
+ switch(select("Don't investigate.", "Investigate.")){
+ case 1:
+ mes "It's not something to be concerned about.";
+ close;
+ break;
+ case 2:
+ mes "The cloth drenched in blood has strange letters on it. It could be a good clue.";
+ set tu_thief01, 13;
+ next;
+ mes "Found a piece of cloth.";
+ close;
+ break;
+ }
+ break;
+ case 2:
+ mes "It would be faster to follow the traces than investigate this scene.";
+ close;
+ break;
+ }
+ }
+ } else {
+ mes "Can't find anything else. Only the traces split into two remain.";
+ close;
+ }
+ } else if(BaseClass == Job_Mage){
+ if(tu_magician01 < 12){
+ mes "There are traces of many that have gone by.";
+ close;
+ } else if(tu_magician01 == 12){
+ mes "The traces from the east split into";
+ mes "the north and south.";
+ if(countitem(506) == 0){ // Green_Potion
+ mes "I sense a strong poison nearby so";
+ mes "it is hard to approach.";
+ mes "It will be hard without getting rid of the poison first.";
+ close;
+ } else {
+ mes "It is hard to approach because of a strong poison.";
+ mes "You can neutralize the poison momentarily";
+ mes "with the Green Potion.";
+ next;
+ switch(select("Use Green Potion.", "Don't use it.")){
+ case 1:
+ mes "The poison got weaker after using the potion.";
+ mes "After investigating the scene where the poison";
+ mes "is cleared I see a piece of cloth.";
+ next;
+ switch(select("Don't investigate.", "Investigate.")){
+ case 1:
+ mes "It's not something to be concerned about.";
+ close;
+ break;
+ case 2:
+ mes "The cloth drenched in blood has strange";
+ mes "letters on it. It could be a good clue.";
+ set tu_magician01, 13;
+ next;
+ mes "Found a piece of cloth.";
+ close;
+ break;
+ }
+ break;
+ case 2:
+ mes "It would be faster to follow the traces rather";
+ mes "than investigating this scene.";
+ close;
+ break;
+ }
+ }
+ } else {
+ mes "Can't find anything else.";
+ mes "Only the traces split into two remain.";
+ close;
+ }
+ }
+ mes "There are some traces, but I cannot tell what they are.";
+ close;
+}
+
+//=================================================Battle Traces 6====================================================
+moc_fild11.gat,226,235,0 script battle_traces#6 844,{
+ if(BaseClass == Job_Thief){
+ if(tu_thief01 < 13){
+ mes "There are traces of many that have gone by.";
+ close;
+ } else {
+ mes "There is a trace from the south. It seems to be leading to the north but I can't seem to be able to tell as of yet.";
+ close;
+ }
+ } else if(BaseClass == Job_Mage){
+ if(tu_magician01 < 13){
+ mes "There are traces of many that have gone by.";
+ close;
+ } else {
+ mes "There is a trace from the south. It seems to be leading to the north but I can't seem to be able to tell as of yet.";
+ close;
+ }
+ }
+ mes "There are some traces, but I cannot tell what they are.";
+ close;
+}
+
+//=================================================Battle Traces 7====================================================
+moc_fild11.gat,184,342,0 script battle_traces#7 844,{
+ if(BaseClass == Job_Thief){
+ if(tu_thief01 < 13){
+ mes "There are traces of several that have stopped by.";
+ close;
+ } else {
+ mes "Many of the traces are connected. They seemed to have stopped here for a while, but headed north.";
+ close;
+ }
+ } else if(BaseClass == Job_Mage){
+ if(tu_magician01 < 13){
+ mes "There are traces of several that have stopped by.";
+ close;
+ } else {
+ mes "Many of the traces are connected. They seemed to have stopped here for a while, but then headed north.";
+ close;
+ }
+ }
+ mes "There are some traces, but I cannot tell what they are.";
+ close;
+}
+
+//=================================================Battle Traces 8====================================================
+moc_fild17.gat,213,358,0 script battle_traces#8 844,{
+ if(BaseClass == Job_Thief){
+ if(tu_thief01 < 13){
+ mes "There are traces of about two people that stopped by.";
+ close;
+ } else if(tu_thief01 == 13){
+ mes "I can no longer see the traces of those that were pursuiting. I only see traces of the two.";
+ set tu_thief01, 14;
+ close;
+ } else {
+ mes "There are traces of a small amont of people.";
+ close;
+ }
+ } else if(BaseClass == Job_Mage){
+ if(tu_magician01 < 13){
+ mes "There seem to be traces of approximately two people that stopped by.";
+ close;
+ } else if(tu_magician01 == 13){
+ mes "I can no longer see the traces of those that were pursuiting. I only see traces of the two.";
+ set tu_magician01, 14;
+ close;
+ } else {
+ mes "There are traces of a small amont of people.";
+ close;
+ }
+ }
+ mes "There are some traces, but I cannot tell what they are.";
+ close;
+}
+
+//=================================================Battle Traces 9====================================================
+moc_fild17.gat,228,274,0 script battle_traces#9 844,{
+ if(BaseClass == Job_Thief){
+ if(tu_thief01 < 14){
+ mes "There are traces of a small battle.";
+ close;
+ } else if(tu_thief01 == 14){
+ mes "There seems to have been a small battle. Traces that come from the north and some from the southeast are mixed together.";
+ next;
+ mes "Then the traces lead to the east. More may be found by investigating more.";
+ set tu_thief01, 15;
+ close;
+ } else if(tu_thief01 == 15){
+ set @seek_tm, rand(1,10);
+ if(@seek_tm == 7){
+ mes "I found a piece of cloth with blood on it like before.";
+ next;
+ mes "- You discovered a piece of cloth with blood -";
+ set tu_thief01, 16;
+ close;
+ } else {
+ mes "I could not find any other traces. More investigation should follow.";
+ close;
+ }
+ } else {
+ mes "There are no other peculiar traces other than one leading west.";
+ close;
+ }
+ } else if(BaseClass == Job_Mage){
+ if(tu_magician01 < 14){
+ mes "There are traces of a small battle.";
+ close;
+ } else if(tu_magician01 == 14){
+ mes "There seems to have been a small battle. Traces that come from the north and some from the southeast are mixed together.";
+ next;
+ mes "Then the traces lead to the east. More may be found by investigating more.";
+ set tu_magician01, 15;
+ close;
+ } else if(tu_magician01 == 15){
+ set @seek_tm1, rand(1,10);
+ if(@seek_tm1 == 7){
+ mes "I found a piece of cloth with blood on it like before.";
+ next;
+ mes "- You discovered a piece of cloth with blood -";
+ set tu_magician01, 16;
+ close;
+ } else {
+ mes "I could not find any other traces. More investigation should follow.";
+ close;
+ }
+ } else {
+ mes "There are no other peculiar traces other than one leading west.";
+ close;
+ }
+ }
+ mes "There are some traces, but I can't tell what they are.";
+ close;
+}
+
+//=================================================Battle Traces 10====================================================
+moc_fild17.gat,34,292,0 script battle_traces#10 844,{
+ if(BaseClass == Job_Thief){
+ if(tu_thief01 < 16){
+ mes "A large group of people seem to have gone by.";
+ close;
+ } else if(tu_thief01 == 16){
+ mes "Traces lead from the east. Ones of the pursuer and the one being pursued have become similar. The gap in between must be decreasing.";
+ set tu_thief01, 17;
+ close;
+ } else {
+ mes "There are traces leading to the east.";
+ close;
+ }
+ } else if(BaseClass == Job_Mage){
+ if(tu_magician01 < 16){
+ mes "A large group of people seem to have gone by.";
+ close;
+ } else if(tu_magician01 == 16){
+ mes "Traces lead from the east. Ones of the pursuer and the one being pursued have become similar. The gap in between must be decreasing.";
+ set tu_magician01, 17;
+ close;
+ } else {
+ mes "Traces lead to the east.";
+ close;
+ }
+ }
+ mes "There are some traces remaining, but I cannot tell what they are.";
+ close;
+}
+
+//=================================================Battle Traces 11====================================================
+moc_fild18.gat,346,296,0 script battle_traces#11 844,{
+ if(BaseClass == Job_Thief){
+ if(tu_thief01 < 17){
+ mes "A large group of people seem to have gone by.";
+ close;
+ } else if(tu_thief01 == 17){
+ mes "Traces of a pursuit continues. Someone must have been injured seeing there is blood.";
+ set tu_thief01, 18;
+ close;
+ } else {
+ mes "There is blood here and there so other traces should be easy to find.";
+ close;
+ }
+ } else if(BaseClass == Job_Mage){
+ if(tu_magician01 < 17){
+ mes "A large group of people seem to have gone by.";
+ close;
+ } else if(tu_magician01 == 17){
+ mes "Traces of a pursuit continues. Someone must have been injured seeing there is blood.";
+ set tu_magician01, 18;
+ close;
+ } else {
+ mes "There is blood here and there so other traces should be easy to find.";
+ close;
+ }
+ }
+ mes "There are some traces remaining, but I cannot tell what they are.";
+ close;
+}
+
+//=================================================Battle Traces 12====================================================
+moc_fild18.gat,309,257,0 script battle_traces#12 844,{
+ if(BaseClass == Job_Thief){
+ if(tu_thief01 < 18){
+ mes "A large group of people seem to have gone by.";
+ close;
+ } else if(tu_thief01 == 18){
+ mes "Traces lead to the north. Ones of the pursuer and the one being pursued have become similar. The gap in between must be decreasing.";
+ set tu_thief01, 19;
+ close;
+ } else {
+ mes "There are traces leading to the north.";
+ close;
+ }
+ } else if(BaseClass == Job_Mage){
+ if(tu_magician01 < 18){
+ mes "A large group of people seem to have gone by.";
+ close;
+ } else if(tu_magician01 == 18){
+ mes "Traces lead to the north. Ones of the pursuer and the one being pursued have become similar. The gap in between must be decreasing.";
+ set tu_magician01, 19;
+ close;
+ } else {
+ mes "There are traces leading to the north.";
+ close;
+ }
+ }
+ mes "There are some traces remaining, but I cannot tell what they are.";
+ close;
+}
+
+//=================================================Battle Traces 13====================================================
+moc_fild18.gat,177,333,0 script battle_traces#13 844,{
+ if(BaseClass == Job_Thief){
+ if(tu_thief01 < 19){
+ mes "A large group of people seem to have gone by.";
+ close;
+ } else if(tu_thief01 == 19){
+ mes "Traces leading to the north have changed direction to the southwest. More pursuers seem to have joined and stalled the group.";
+ set tu_thief01, 20;
+ close;
+ } else {
+ mes "Within the traces of the battle, there are some leading to the southwest.";
+ close;
+ }
+ } else if(BaseClass == Job_Mage){
+ if(tu_magician01 < 19){
+ mes "A large group of people seem to have gone by.";
+ close;
+ } else if(tu_magician01 == 19){
+ mes "Traces leading to the north have changed direction to the southwest. More pursuers seem to have joined and stalled the group.";
+ set tu_magician01, 20;
+ close;
+ } else {
+ mes "Within the traces of the battle, there are some leading to the southwest.";
+ close;
+ }
+ }
+ mes "There are some traces remaining, but I cannot tell what they are.";
+ close;
+}
+
+//=================================================Battle Traces 14====================================================
+moc_fild18.gat,111,303,0 script battle_traces#14 844,{
+ if(BaseClass == Job_Thief){
+ if(tu_thief01 < 20){
+ mes "A large group of people seem to have gone by.";
+ close;
+ } else if(tu_thief01 == 20){
+ mes "Traces lead to the south. More pursuers have joined from the north making the traces clearer.";
+ set tu_thief01, 21;
+ close;
+ } else {
+ mes "Traces lead to the south.";
+ close;
+ }
+ } else if(BaseClass == Job_Mage){
+ if(tu_magician01 < 20){
+ mes "A large group of people seem to have gone by.";
+ close;
+ } else if(tu_magician01 == 20){
+ mes "Traces lead to the south. More pursuers have joined from the north making the traces clearer.";
+ set tu_magician01, 21;
+ close;
+ } else {
+ mes "Traces lead to the south.";
+ close;
+ }
+ }
+ mes "There are some traces remaining, but I cannot tell what they are.";
+ close;
+}
+
+//=================================================Battle Traces 15====================================================
+moc_fild18.gat,109,197,0 script battle_traces#15 844,{
+ if(BaseClass == Job_Thief){
+ if(tu_thief01 < 21){
+ mes "A large group of people seem to have gone by.";
+ close;
+ } else if(tu_thief01 == 21){
+ mes "There are traces of a harsh battle. Poison seems to have been used here and there.";
+ next;
+ switch(select("Continue following the traces.", "Look around a little more.")){
+ case 1:
+ mes "Nothing special was found.";
+ close;
+ break;
+ case 2:
+ mes "There seem to be some traps related to some different types of poison. Ones that have gone off and others that have not are mixed together.";
+ set tu_thief01, 22;
+ close;
+ break;
+ }
+ } else if(tu_thief01 == 22){
+ set @trap_tm, rand(1,3);
+ if(@trap_tm == 3){
+ mes "A peculiar looking trap is found. How about pouring some Green Potion on it like before?";
+ next;
+ switch(select("Pour Green Potion.", "Do something else.")){
+ case 1:
+ if(countitem(506) < 1){ // Green_Potion
+ mes "...........";
+ mes "No Green Potion is in possession.";
+ close;
+ } else {
+ mes "It did not affect anything. Other things may be necessary.";
+ delitem 506, 1;
+ set tu_thief01, 23;
+ close;
+ }
+ break;
+ case 2:
+ mes "Investigate the area a little more.";
+ close;
+ break;
+ }
+ } else {
+ mes "Hit the trap by accident.";
+ //##### GetHEALTHSTATE VAR_POISON 60#####
+ //misceffect EF_VENOMDUST2;
+ percentheal -30,0;
+ close;
+ }
+ } else if(tu_thief01 == 23){
+ if(countitem(511) > 0 || countitem(716) > 0){ // Green_Herb || Red_Gemstone
+ if(countitem(511) > 0 && countitem(716) > 0){ // Green_Herb && Red_Gemstone
+ mes "Make powder out of Green Herb and sprinkle it. When placing a Red Gemstone on the trap, it glows and disappears. The trap is dismantled.";
+ delitem 511, 1;
+ delitem 716, 1;
+ set tu_thief01, 24;
+ close;
+ } else if(countitem(511) > 0){ // Green_Herb
+ mes "Make powder out of Green Herb and sprinkle it. Nothing happens. It may need some other catalyst.";
+ close;
+ } else {
+ mes "Make powder out of Red Gemstone and sprinkle it. Nothing happens. It may need some other catalyst.";
+ close;
+ }
+ } else {
+ mes "Seems to need some other catalyst.";
+ close;
+ }
+ } else if(tu_thief01 == 24){
+ mes "In front of the dismantled trap, a piece of cloth soaked in blood is found before is there.";
+ next;
+ mes "Found 'Blood Stained Cloth'.";
+ set tu_thief01, 25;
+ close;
+ } else {
+ mes "There seem to be no other Traps. Traces lead to the south.";
+ close;
+ }
+ } else if(BaseClass == Job_Mage){
+ if(tu_magician01 < 21){
+ mes "A large group of people seem to have gone by.";
+ close;
+ } else if(tu_magician01 == 21){
+ mes "There are traces of a harsh battle. Poison seems to have been used here and there.";
+ next;
+ switch(select("Continue following the traces.", "Look around a little more.")){
+ case 1:
+ mes "Nothing special was found.";
+ close;
+ break;
+ case 2:
+ mes "There seem to be some traps related to some different types of poison. Ones that have gone off and others that have not are mixed together.";
+ set tu_magician01, 22;
+ close;
+ break;
+ }
+ } else if(tu_magician01 == 22){
+ set @trap_tm, rand(1,3);
+ if(@trap_tm == 3){
+ mes "A peculiar looking trap is found. How about pouring some Green Potion on it like before?";
+ next;
+ switch(select("Pour Green Potion.", "Do something else.")){
+ case 1:
+ if(countitem(506) < 1){ // Green_Potion
+ mes "...........";
+ mes "No Green Potion is in possession.";
+ close;
+ } else {
+ mes "It did not affect anything. Other things may be necessary.";
+ delitem 506, 1;
+ set tu_thief01, 23;
+ close;
+ }
+ break;
+ case 2:
+ mes "Investigate the area a little more.";
+ close;
+ break;
+ }
+ } else {
+ mes "Hit the trap by accident.";
+ //##### GetHEALTHSTATE VAR_POISON 60#####
+ //misceffect EF_VENOMDUST2;
+ percentheal -30,0;
+ close;
+ }
+ } else if(tu_magician01 == 23){
+ if(countitem(511) > 0 || countitem(716) > 0){ // Green_Herb || Red_Gemstone
+ if(countitem(511) > 0 && countitem(716) > 0){ // Green_Herb && Red_Gemstone
+ mes "Make powder out of Green Herb and sprinkle it. When placing a Red Gemstone on the trap, it glows and disappears. The trap is dismantled.";
+ delitem 511, 1;
+ delitem 716, 1;
+ set tu_magician01, 24;
+ close;
+ } else if(countitem(511) > 0){ // Green_Herb
+ mes "Make powder out of Green Herb and sprinkle it. Nothing happens. It may need some other catalyst.";
+ close;
+ } else {
+ mes "Make powder out of Red Gemstone and sprinkle it. Nothing happens. It may need some other catalyst.";
+ close;
+ }
+ } else {
+ mes "Seems to need some other catalyst.";
+ close;
+ }
+ } else if(tu_magician01 == 24){
+ mes "In front of the dismantled trap, a piece of cloth soaked in blood is found before is there.";
+ next;
+ mes "Found 'Blood Stained Cloth'.";
+ set tu_magician01, 25;
+ close;
+ } else {
+ mes "There seem to be no other Traps. Traces lead to the south.";
+ close;
+ }
+
+ }
+ mes "There are some traces remaining, but I cannot tell what they are.";
+ close;
+}
+
+//=================================================Battle Traces 16====================================================
+moc_fild18.gat,156,96,0 script battle_traces#16 844,{
+ if(BaseClass == Job_Thief){
+ if(tu_thief01 < 25){
+ mes "A large group of people seem to have gone by.";
+ close;
+ } else if(tu_thief01 == 25){
+ mes "Traces lead to the end of the cliff. No other traces can be found.";
+ next;
+ mes "...............";
+ next;
+ mes "It seems like the ones being pursued fell off the cliff. Traces of those pursuiting are here and there but seem to be divided into two.";
+ next;
+ mes "Return with the data up until now.";
+ set tu_thief01, 26;
+ close;
+ } else {
+ mes "No more traces other than ones from the north.";
+ close;
+ }
+ } else if(BaseClass == Job_Mage){
+ if(tu_magician01 < 25){
+ mes "A large group of people seem to have gone by.";
+ close;
+ } else if(tu_magician01 == 25){
+ mes "Traces lead to the end of the cliff. No other traces can be found.";
+ next;
+ mes "...............";
+ next;
+ mes "It seems like the ones being pursued fell off the cliff. Traces of those pursuiting are here and there but seem to be divided into two.";
+ next;
+ mes "Return with the data up until now.";
+ set tu_magician01, 26;
+ close;
+ } else {
+ mes "No more traces other than ones from the north.";
+ close;
+ }
+ }
+ mes "There are some traces, but I cannot tell what they are.";
+ close;
+} \ No newline at end of file
diff --git a/npc/quests/first_class/tu_magician01.txt b/npc/quests/first_class/tu_magician01.txt
index 16e7131df..11203fd7d 100644
--- a/npc/quests/first_class/tu_magician01.txt
+++ b/npc/quests/first_class/tu_magician01.txt
@@ -26,7 +26,7 @@ geffen.gat,61,174,4 script Sign#M 111,{
//=================================================New Mage Manager====================================================
geffen.gat,67,180,4 script New Mage Manager#M 102,{
mes "[Mana]";
- if (Class == Job_Novice) {
+ if(Class == Job_Novice){
mes "[Mana]";
mes "You're not";
mes "ready yet.";
@@ -34,7 +34,7 @@ geffen.gat,67,180,4 script New Mage Manager#M 102,{
mes "you've trained more.";
close;
}
- if (BaseClass != Job_Mage) {
+ if(BaseClass != Job_Mage){
mes "Be more confident in your job.";
mes "Sometimes other jobs may seem";
mes "better but take a look back at yourself";
@@ -42,12 +42,12 @@ geffen.gat,67,180,4 script New Mage Manager#M 102,{
mes "by doing so.";
close;
}
- if (eaclass()&(EAJL_UPPER|EAJL_2) && tu_magician01 < 7) {
+ if(eaclass()&(EAJL_UPPER|EAJL_2) && tu_magician01 < 7){
mes "[Mana]";
mes "My training isn't very helpful to those that are already skilled in magic. I'm afraid you'll have to rely on yourself to improve your skills.";
close;
}
- switch(tu_magician01) {
+ switch(tu_magician01){
case 0:
mes "Welcome!";
mes "I'm Mana, a trainer in charge of those who have justed joined the Mage Guild.";
@@ -55,7 +55,7 @@ geffen.gat,67,180,4 script New Mage Manager#M 102,{
mes "[Mana]";
mes "I've only been doing this job for a little while, but I'm here to help you if you want to learn more about the Mage job.";
next;
- if(select("Will you teach me?", "Perhaps later...")==2) {
+ if(select("Will you teach me?", "Perhaps later...")==2){
mes "[Mana]";
mes "Well, I guess";
mes "that should be fine.";
@@ -110,8 +110,8 @@ geffen.gat,67,180,4 script New Mage Manager#M 102,{
mes "have different features that must be considered.";
mes "I will explain the properties now.";
next;
- while((1)) {
- switch(select("^ff0000Fire^000000", "^5C4033Earth^000000", "^93DB70Wind^000000", "^0000FFWater^000000", "^CFB53BGhost^000000", "Quit.")) {
+ while((1)){
+ switch(select("^ff0000Fire^000000", "^5C4033Earth^000000", "^93DB70Wind^000000", "^0000FFWater^000000", "^CFB53BGhost^000000", "Quit.")){
case 1:
mes "[Mana]";
mes "In general, monsters that have the '^ff0000Fire^000000'";
@@ -297,29 +297,29 @@ geffen.gat,67,180,4 script New Mage Manager#M 102,{
mes "So listen carefully until you have absorbed all the";
mes "information this time.";
next;
- if(select("Then the explanation..", "Quit for sure.")==2) {
+ if(select("Then the explanation..", "Quit for sure.")==2){
mes "[Mana]";
mes "I'll move onto the next subject then.";
mes "Hoho..";
set tu_magician01, 2;
//misceffect EF_HIT5;
- if (tu_mana&1) {
+ if(tu_mana&1){
set BaseExp, BaseExp + 150;
set JobExp,JobExp+70;
}
- if (tu_mana&2) {
+ if(tu_mana&2){
set BaseExp, BaseExp + 150;
set JobExp,JobExp+70;
}
- if (tu_mana&4) {
+ if(tu_mana&4){
set BaseExp, BaseExp + 150;
set JobExp,JobExp+70;
}
- if (tu_mana&8) {
+ if(tu_mana&8){
set BaseExp, BaseExp + 150;
set JobExp,JobExp+70;
}
- if (tu_mana&16) {
+ if(tu_mana&16){
set BaseExp, BaseExp + 150;
set JobExp,JobExp+70;
}
@@ -425,7 +425,7 @@ geffen.gat,67,180,4 script New Mage Manager#M 102,{
mes "Ah~ You're here?";
mes "Let's see if you gathered all that's needed.";
next;
- if (countitem(915) < 10) {
+ if(countitem(915) < 10){
mes "[Mana]";
mes "Not quite enough.";
mes "Come back when you have gathered some more.";
@@ -455,7 +455,7 @@ geffen.gat,67,180,4 script New Mage Manager#M 102,{
mes "Ah~ You're here?";
mes "Let's see if you gathered all that's needed.";
next;
- if (countitem(915) < 10) {
+ if(countitem(915) < 10){
mes "[Mana]";
mes "You need a little bit more.";
mes "You can do it!";
@@ -481,7 +481,7 @@ geffen.gat,67,180,4 script New Mage Manager#M 102,{
case 5:
mes "Now shall we discuss the more advanced skills?";
next;
- while(1) {
+ while(1){
switch(select("Soul Strike", "Safety Wall", "Fire Ball", "Frost Diver", "Thunderstorm", "Fire Wall", "Energy Coat", "Quit.")){
case 1:
mes "[Mana]";
@@ -630,31 +630,31 @@ geffen.gat,67,180,4 script New Mage Manager#M 102,{
set tu_magician01, 6;
getitem 1604, 1;
//misceffect EF_HIT5;
- if (tu_mana&1){
+ if(tu_mana&1){
set BaseExp, BaseExp + 300;
set JobExp,JobExp+100;
}
- if (tu_mana&2){
+ if(tu_mana&2){
set BaseExp, BaseExp + 300;
set JobExp,JobExp+100;
}
- if (tu_mana&4){
+ if(tu_mana&4){
set BaseExp, BaseExp + 300;
set JobExp,JobExp+100;
}
- if (tu_mana&8){
+ if(tu_mana&8){
set BaseExp, BaseExp + 300;
set JobExp,JobExp+100;
}
- if (tu_mana&16){
+ if(tu_mana&16){
set BaseExp, BaseExp + 300;
set JobExp,JobExp+100;
}
- if (tu_mana&32){
+ if(tu_mana&32){
set BaseExp, BaseExp + 300;
set JobExp,JobExp+100;
}
- if (tu_mana&64){
+ if(tu_mana&64){
set BaseExp, BaseExp + 300;
set JobExp,JobExp+100;
}
@@ -682,7 +682,7 @@ geffen.gat,67,180,4 script New Mage Manager#M 102,{
mes "return and we will give you some things to support you.";
mes "What would you like to do?";
next;
- if(select("Do it.", "Don't do it.")==1) {
+ if(select("Do it.", "Don't do it.")==1){
mes "[Mana]";
mes "Hoho..of course...";
mes "I shall send you to Morroc.";
@@ -741,7 +741,7 @@ geffen.gat,67,180,4 script New Mage Manager#M 102,{
close;
break;
default:
- if (tu_magician01 < 27) {
+ if(tu_magician01 < 27){
mes "Hmm....";
mes "I see....";
mes "There is something going on in the Rune";
diff --git a/npc/quests/first_class/tu_merchant.txt b/npc/quests/first_class/tu_merchant.txt
index 7f1cc653d..fb02993d2 100644
--- a/npc/quests/first_class/tu_merchant.txt
+++ b/npc/quests/first_class/tu_merchant.txt
@@ -18,7 +18,7 @@
//=================================================Guarnien====================================================
alberta_in.gat,70,51,5 script Guarnien 98,{
mes "[Guarnien]";
- if (Class != Job_Merchant && Class != Job_Baby_Merchant) {
+ if(Class != Job_Merchant && Class != Job_Baby_Merchant){
mes "Hello stranger.";
mes "I wish I could";
mes "offer you help";
@@ -26,14 +26,14 @@ alberta_in.gat,70,51,5 script Guarnien 98,{
next;
mes "[Guarnien]";
mes "However, what I have to teach would only benefit Merchants. Trading and monkey making are my areas of expertise. If you have any Merchant friends, send them to me.";
- if (Class == Job_Merchant_High) {
+ if(Class == Job_Merchant_High){
next;
mes "[Guarnien]";
mes "Technically, yes, you're a Merchant, but I know an expert when I see one. You've been through the Merchant life before, I can tell!";
}
close;
}
- switch(tu_merchant) {
+ switch(tu_merchant){
case 17:
mes "We can't even begin";
mes "to fathom the number";
@@ -54,7 +54,7 @@ alberta_in.gat,70,51,5 script Guarnien 98,{
mes "about Vending?";
next;
set @chk_vend, getskilllv(41);
- if ((@chk_vend > 3) && (@chk_vend < 10)) {
+ if((@chk_vend > 3) && (@chk_vend < 10)){
mes "[Guarnien]";
mes "Excellent!";
mes "You've taught yourself well. Here, you've earned this little reward~";
@@ -62,7 +62,7 @@ alberta_in.gat,70,51,5 script Guarnien 98,{
set BaseExp, BaseExp + 1860;
set JobExp, JobExp + 604;
next;
- } else if (@chk_vend == 10) {
+ } else if(@chk_vend == 10){
mes "[Guarnien]";
mes "Oh, I see that you're very serious about being a Merchant. I'm proud that you've managed to master this skill! Here, you deserve this reward!";
set tu_merchant, 17;
@@ -118,7 +118,7 @@ alberta_in.gat,70,51,5 script Guarnien 98,{
mes "increase by one.";
next;
set @chk_vend, getskilllv(41);
- if ((@chk_vend > 3) && (@chk_vend < 10)) {
+ if((@chk_vend > 3) && (@chk_vend < 10)){
mes "[Guarnien]";
mes "But I see that you must already know that, huh? Well, seeing as you're so clever, I think you've earned this little prize~";
set tu_merchant, 17;
@@ -126,7 +126,7 @@ alberta_in.gat,70,51,5 script Guarnien 98,{
set JobExp, JobExp + 604;
//misceffect EF_HIT5;
next;
- } else if (@chk_vend == 10) {
+ } else if(@chk_vend == 10){
mes "[Guarnien]";
mes "But it looks like I just put my foot in my mouth. I'm sorry, I didn't notice that you already mastered the Vending skill...";
next;
@@ -170,7 +170,7 @@ alberta_in.gat,70,51,5 script Guarnien 98,{
mes "to Level 4 like I asked?";
next;
set @chk_cart, getskilllv(39);
- if (@chk_cart > 3 && @chk_cart < 10) {
+ if(@chk_cart > 3 && @chk_cart < 10){
mes "[Guarnien]";
mes "Well done~";
mes "You've been a very";
@@ -185,7 +185,7 @@ alberta_in.gat,70,51,5 script Guarnien 98,{
mes "[Guarnien]";
mes "Next time, I'll talk about the skill that sets Merchants apart from all the other classes: ^871F78Vending^000000. So don't miss it!";
close;
- } else if (@chk_cart == 10) {
+ } else if(@chk_cart == 10){
mes "[Guarnien]";
mes "Excellent!";
mes "You've actually went above and beyond mastered the Push Cart skill. Great work!";
@@ -227,7 +227,7 @@ alberta_in.gat,70,51,5 script Guarnien 98,{
mes "down at all!";
next;
set @chk_cart, getskilllv(39);
- if (@chk_cart > 3 && @chk_cart < 10) {
+ if(@chk_cart > 3 && @chk_cart < 10){
mes "[Guarnien]";
mes "Ah, and I see that you've been focusing on learning Push Cart. Although you might still have a problem with your movement";
mes "speed, it shouldn't be a big deal.";
@@ -240,7 +240,7 @@ alberta_in.gat,70,51,5 script Guarnien 98,{
mes "[Guarnien]";
mes "Next time, I'll talk about the skill that sets Merchants apart from all the other classes: ^871F78Vending^000000. So don't miss it!";
close;
- } else if (@chk_cart == 10) {
+ } else if(@chk_cart == 10){
mes "[Guarnien]";
mes "Wonderful! You've already";
mes "mastered the Push Cart skill.";
@@ -271,7 +271,7 @@ alberta_in.gat,70,51,5 script Guarnien 98,{
mes "^871F78Over Charge^000000 skill?";
next;
set @chk_over, getskilllv(38);
- if (@chk_over > 3 && @chk_over < 10) {
+ if(@chk_over > 3 && @chk_over < 10){
mes "[Guarnien]";
mes "Nice work!";
mes "I can tell that";
@@ -286,7 +286,7 @@ alberta_in.gat,70,51,5 script Guarnien 98,{
mes "[Guarnien]";
mes "Next time, I'll discuss the Push Cart skill. Be ready for this lecture, as Push Cart is one of the more important skills for a Merchant.";
close;
- } else if (@chk_over == 10) {
+ } else if(@chk_over == 10){
mes "[Guarnien]";
mes "Whoa...";
mes "You actually";
@@ -323,7 +323,7 @@ alberta_in.gat,70,51,5 script Guarnien 98,{
mes "Over Charge allows you to sell items to NPC shops for more Zeny. The higher your Over Charge Skill Level, the more Zeny you'll receive for items sold to NPCs.";
next;
set @chk_over, getskilllv(38);
- if (@chk_over > 3 && @chk_over < 10) {
+ if(@chk_over > 3 && @chk_over < 10){
mes "[Guarnien]";
mes "Ah, you've already learned Level 4 Over Charge. Perfect! Let me give you a little reward~";
set tu_merchant, 13;
@@ -335,7 +335,7 @@ alberta_in.gat,70,51,5 script Guarnien 98,{
mes "Next time, I'll discuss the";
mes "Push Cart skill. Be ready for this lecture, as Push Cart is one of the more important skills for a Merchant.";
close;
- } else if (@chk_over == 10) {
+ } else if(@chk_over == 10){
mes "[Guarnien]";
mes "Amazing! You've already mastered the Over Charge skill! You must have wanted this reward badly~";
set tu_merchant, 13;
@@ -435,7 +435,7 @@ alberta_in.gat,70,51,5 script Guarnien 98,{
next;
mes "[Guarnien]";
set @chk_disc, getskilllv(37);
- if (@chk_disc > 3 && @chk_disc < 10) {
+ if(@chk_disc > 3 && @chk_disc < 10){
mes "Ah, you've learned";
mes "how to use the Discount skill";
mes "well enough. Good, here's a little reward for your hard work~";
@@ -447,7 +447,7 @@ alberta_in.gat,70,51,5 script Guarnien 98,{
mes "[Guarnien]";
mes "Alright, my next lesson will hopefully offer you a bit more of a challenge. Come back when you think you're ready, alright?";
close;
- } else if (@chk_disc == 10) {
+ } else if(@chk_disc == 10){
mes "Incredible!";
mes "You've actually mastered the Discount skill! You're such a great student. You deserve a bit of a reward!";
set tu_merchant, 5;
@@ -478,7 +478,7 @@ alberta_in.gat,70,51,5 script Guarnien 98,{
next;
mes "[Guarnien]";
set @chk_disc, getskilllv(37);
- if (@chk_disc > 3 && @chk_disc < 10) {
+ if(@chk_disc > 3 && @chk_disc < 10){
mes "Oooh, good work.";
mes "I see that you've";
mes "raised your Discount";
@@ -494,7 +494,7 @@ alberta_in.gat,70,51,5 script Guarnien 98,{
mes "Alright, my next lesson will hopefully offer you a bit more of a challenge. Come back when you";
mes "think you're ready, alright?";
close;
- } else if (@chk_disc == 10) {
+ } else if(@chk_disc == 10){
mes "Incredible!";
mes "You've actually mastered the Discount skill! You're such a great student. You deserve a bit of a reward!";
set tu_merchant, 5;
@@ -533,7 +533,7 @@ alberta_in.gat,70,51,5 script Guarnien 98,{
next;
mes "[Guarnien]";
set @chk_mam, getskilllv(42);
- if (@chk_mam > 3 && @chk_mam < 10) {
+ if(@chk_mam > 3 && @chk_mam < 10){
mes "Ah, I see that you've already tried this skill. How much money have you wasted using Mammonite? Not too much, I hope.";
next;
mes "[Guarnien]";
@@ -561,7 +561,7 @@ alberta_in.gat,70,51,5 script Guarnien 98,{
next;
mes "[Guarnien]";
set @chk_soji, getskilllv(36);
- if (@chk_soji > 3 && @chk_soji < 10) {
+ if(@chk_soji > 3 && @chk_soji < 10){
mes "Ah. I can tell that you have. Not bad! By now you should be able to learn the ^871F78Discount^000000 skill, but I'll teach you about that later.";
next;
mes "[Guarnien]";
@@ -573,7 +573,7 @@ alberta_in.gat,70,51,5 script Guarnien 98,{
mes "[Guarnien]";
mes "This skill works exactly like a ^871F78Magnifier^000000, so you won't have to spend any Zeny on them. Also, this skill is mastered at ^871F78Level 1^000000.";
next;
- if (getskilllv(40)) {
+ if(getskilllv(40)){
mes "[Guarnien]";
mes "I see in your eyes that you've already learned to appraise items. Haha, although having that knowledge is reward in itself, let me give you something extra!";
set tu_merchant, 2;
@@ -600,11 +600,11 @@ alberta_in.gat,70,51,5 script Guarnien 98,{
mes "You've just started out as a Merchant, haven't you? How would you like to learn the fundamentals of business from an experienced colleague?";
next;
- if(select("Sure!:I'll make it on my own!")==1) {
+ if(select("Sure!:I'll make it on my own!")==1){
set tu_merchant, 1;
- if (getskilllv(36) < 4) {
+ if(getskilllv(36) < 4){
mes "[Guarnien]";
- if (Sex == 1) {
+ if(Sex == 1){
mes "Atta boy~!";
} else {
mes "Atta girl~!";
@@ -640,7 +640,7 @@ alberta_in.gat,70,51,5 script Guarnien 98,{
next;
mes "[Guarnien]";
set tu_merchant, 2;
- if (getskilllv(40)) {
+ if(getskilllv(40)){
mes "I see in your eyes that you've already learned to appraise items. Haha, although having that knowledge is reward in itself, let me give you something extra!";
//misceffect EF_HIT5;
set BaseExp, BaseExp + 585;
@@ -678,7 +678,7 @@ alberta_in.gat,70,51,5 script Guarnien 98,{
//=================================================Sagle====================================================
prontera.gat,66,111,3 script Sagle 82,{
mes "[Sagle]";
- if (tu_merchant == 8) {
+ if(tu_merchant == 8){
mes "Hello, hello~";
mes "Why don't you buy";
mes "some Red Potions?";
@@ -687,12 +687,12 @@ prontera.gat,66,111,3 script Sagle 82,{
mes "[Sagle]";
mes "I will sell you 10 Red Potions for ^871F78420 zeny^000000. You'd better get them now while they're still here!";
next;
- switch(select("Buy:Cancel")) {
+ switch(select("Buy:Cancel")){
case 1:
mes "[Sagle]";
mes "Excellent!";
mes "You certainly have an eye for bargains. Here you go, 10 Red Potions fresh from the... Potioner...";
- if (Zeny < 420) {
+ if(Zeny < 420){
next;
mes "[Sagle]";
mes "Whoa, hold on!";
@@ -703,7 +703,7 @@ prontera.gat,66,111,3 script Sagle 82,{
mes "Zeny, alright?";
close;
}
- if (MaxWeight - Weight < 71) {
+ if(MaxWeight - Weight < 71){
next;
mes "[Sagle]";
mes "Whoa, hold on!";
@@ -727,7 +727,7 @@ prontera.gat,66,111,3 script Sagle 82,{
break;
}
}
- if (tu_merchant == 7) {
+ if(tu_merchant == 7){
mes "Hello, hello~";
mes "Why don't you buy";
mes "some Red Potions?";
@@ -736,12 +736,12 @@ prontera.gat,66,111,3 script Sagle 82,{
mes "[Sagle]";
mes "I will sell you 10 Red Potions for ^871F78410 zeny^000000. You'd better get them now while they're still here!";
next;
- switch(select("Buy:Cancel")) {
+ switch(select("Buy:Cancel")){
case 1:
mes "[Sagle]";
mes "Excellent!";
mes "You certainly have an eye for bargains. Here you go, 10 Red Potions fresh from the... Potioner...";
- if (Zeny < 410) {
+ if(Zeny < 410){
next;
mes "[Sagle]";
mes "Whoa, hold on!";
@@ -752,7 +752,7 @@ prontera.gat,66,111,3 script Sagle 82,{
mes "Zeny, alright?";
close;
}
- if (MaxWeight - Weight < 71) {
+ if(MaxWeight - Weight < 71){
next;
mes "[Sagle]";
mes "Whoa, hold on!";
@@ -777,7 +777,7 @@ prontera.gat,66,111,3 script Sagle 82,{
break;
}
}
- if (tu_merchant == 6) {
+ if(tu_merchant == 6){
mes "Hello, hello~";
mes "Why don't you buy";
mes "some Red Potions?";
@@ -786,12 +786,12 @@ prontera.gat,66,111,3 script Sagle 82,{
mes "[Sagle]";
mes "I will sell you 10 Red Potions for ^871F78390 zeny^000000. You'd better get them now while they're still here!";
next;
- switch(select("Buy:Cancel")) {
+ switch(select("Buy:Cancel")){
case 1:
mes "[Sagle]";
mes "Excellent!";
mes "You certainly have an eye for bargains. Here you go, 10 Red Potions fresh from the... Potioner...";
- if (Zeny < 390) {
+ if(Zeny < 390){
next;
mes "[Sagle]";
mes "Whoa, hold on!";
@@ -802,7 +802,7 @@ prontera.gat,66,111,3 script Sagle 82,{
mes "Zeny, alright?";
close;
}
- if (MaxWeight - Weight < 71) {
+ if(MaxWeight - Weight < 71){
next;
mes "[Sagle]";
mes "Whoa, hold on!";
@@ -842,25 +842,25 @@ prontera.gat,66,111,3 script Sagle 82,{
//=================================================Kellion====================================================
prontera.gat,93,330,3 script Kellion 97,{
mes "[Kellion]";
- if (tu_merchant == 8) {
+ if(tu_merchant == 8){
mes "I'm selling sets of";
mes "10 Red Potions for 340 Zeny.";
mes "Would you like some?";
next;
- switch(select("Buy:Cancel")) {
+ switch(select("Buy:Cancel")){
case 1:
mes "[Kellion]";
mes "Good choice~";
mes "Thank you for";
mes "using my shop.";
- if (Zeny < 340) {
+ if(Zeny < 340){
next;
mes "[Kellion]";
mes "Ooops!";
mes "I'm sorry, but you don't have enough Zeny. I've got to stay in business somehow, you know?";
close;
}
- if (MaxWeight - Weight < 71) {
+ if(MaxWeight - Weight < 71){
next;
mes "[Kellion]";
mes "...Huh?";
@@ -883,25 +883,25 @@ prontera.gat,93,330,3 script Kellion 97,{
break;
}
}
- if (tu_merchant == 7) {
+ if(tu_merchant == 7){
mes "I'm selling sets of";
mes "10 Red Potions for 390 Zeny.";
mes "Would you like some?";
next;
- switch(select("Buy:Cancel")) {
+ switch(select("Buy:Cancel")){
case 1:
mes "[Kellion]";
mes "Good choice~";
mes "Thank you for";
mes "using my shop.";
- if (Zeny < 390) {
+ if(Zeny < 390){
next;
mes "[Kellion]";
mes "Ooops!";
mes "I'm sorry, but you don't have enough Zeny. I've got to stay in business somehow, you know?";
close;
}
- if (MaxWeight - Weight < 71) {
+ if(MaxWeight - Weight < 71){
next;
mes "[Kellion]";
mes "...Huh?";
@@ -924,25 +924,25 @@ prontera.gat,93,330,3 script Kellion 97,{
break;
}
}
- if (tu_merchant == 6) {
+ if(tu_merchant == 6){
mes "I'm selling sets of";
mes "10 Red Potions for 400 Zeny.";
mes "Would you like some?";
next;
- switch(select("Buy:Cancel")) {
+ switch(select("Buy:Cancel")){
case 1:
mes "[Kellion]";
mes "Good choice~";
mes "Thank you for";
mes "using my shop.";
- if (Zeny < 400) {
+ if(Zeny < 400){
next;
mes "[Kellion]";
mes "Ooops!";
mes "I'm sorry, but you don't have enough Zeny. I've got to stay in business somehow, you know?";
close;
}
- if (MaxWeight - Weight < 71) {
+ if(MaxWeight - Weight < 71){
next;
mes "[Kellion]";
mes "...Huh?";
@@ -980,7 +980,7 @@ prontera.gat,93,330,3 script Kellion 97,{
//=================================================Aigie====================================================
prt_in.gat,169,11,3 script Aigie 92,{
- if (tu_merchant == 8) {
+ if(tu_merchant == 8){
mes "[Aigie]";
mes "Welcome to my shop.";
mes "I'm just a young girl who's a victim of circumstance, forced to sell potions on the street for dirt cheap prices.";
@@ -990,20 +990,20 @@ prt_in.gat,169,11,3 script Aigie 92,{
mes "to buy 10 Red Potions";
mes "for 390 Zeny, kind adventurer?";
next;
- switch(select("Buy:Cancel")) {
+ switch(select("Buy:Cancel")){
case 1:
mes "[Aigie]";
mes "Thank you so much.";
mes "Now I can finally";
mes "afford food again...";
- if (Zeny < 390) {
+ if(Zeny < 390){
next;
mes "[Aigie]";
mes "Wait, wait!";
mes "I am sorry, but you don't have enough money. Would you please get some more Zeny before coming back?";
close;
}
- if (MaxWeight - Weight < 71) {
+ if(MaxWeight - Weight < 71){
next;
mes "[Aigie]";
mes "Wait, wait!";
@@ -1027,7 +1027,7 @@ prt_in.gat,169,11,3 script Aigie 92,{
break;
}
}
- if (tu_merchant == 7) {
+ if(tu_merchant == 7){
mes "[Aigie]";
mes "Welcome to my shop.";
mes "I'm just a young girl who's a victim of circumstance, forced to sell potions on the street for dirt cheap prices.";
@@ -1037,20 +1037,20 @@ prt_in.gat,169,11,3 script Aigie 92,{
mes "to buy 10 Red Potions";
mes "for 420 Zeny, kind adventurer?";
next;
- switch(select("Buy:Cancel")) {
+ switch(select("Buy:Cancel")){
case 1:
mes "[Aigie]";
mes "Thank you so much.";
mes "Now I can finally";
mes "afford food again...";
- if (Zeny < 420) {
+ if(Zeny < 420){
next;
mes "[Aigie]";
mes "Wait, wait!";
mes "I am sorry, but you don't have enough money. Would you please get some more Zeny before coming back?";
close;
}
- if (²now_weight < 71) {
+ if(²now_weight < 71){
next;
mes "[Aigie]";
mes "Wait, wait!";
@@ -1074,7 +1074,7 @@ prt_in.gat,169,11,3 script Aigie 92,{
break;
}
}
- if (tu_merchant == 6) {
+ if(tu_merchant == 6){
mes "[Aigie]";
mes "Welcome to my shop.";
mes "I'm just a young girl who's a victim of circumstance, forced to sell potions on the street for dirt cheap prices.";
@@ -1084,20 +1084,20 @@ prt_in.gat,169,11,3 script Aigie 92,{
mes "to buy 10 Red Potions";
mes "for 340 Zeny, kind adventurer?";
next;
- switch(select("Buy:Cancel")) {
+ switch(select("Buy:Cancel")){
case 1:
mes "[Aigie]";
mes "Thank you so much.";
mes "Now I can finally";
mes "afford food again...";
- if (Zeny < 340) {
+ if(Zeny < 340){
next;
mes "[Aigie]";
mes "Wait, wait!";
mes "I am sorry, but you don't have enough money. Would you please get some more Zeny before coming back?";
close;
}
- if (MaxWeight - Weight < 71) {
+ if(MaxWeight - Weight < 71){
next;
mes "[Aigie]";
mes "Wait, wait!";
@@ -1131,11 +1131,11 @@ prt_in.gat,169,11,3 script Aigie 92,{
//=================================================Jayon====================================================
prontera.gat,247,129,3 script Jayon 85,{
- if (tu_merchant == 8) {
+ if(tu_merchant == 8){
mes "[Jayon]";
mes "If you've checked out the market for Red Potions, you know that my price is the best. I'm offering 10 Red Potions for only 410 Zeny!";
next;
- switch(select("Buy:Cancel")) {
+ switch(select("Buy:Cancel")){
case 1:
mes "[Jayon]";
mes "Heh heh...!";
@@ -1144,7 +1144,7 @@ prontera.gat,247,129,3 script Jayon 85,{
mes "stuff. You're a";
mes "Merchant yourself,";
mes "aren't you?";
- if (Zeny < 410) {
+ if(Zeny < 410){
next;
mes "[Jayon]";
mes "But sorry buddy.";
@@ -1153,7 +1153,7 @@ prontera.gat,247,129,3 script Jayon 85,{
mes "if you want these potions.";
close;
}
- if (MaxWeight - Weight < 71) {
+ if(MaxWeight - Weight < 71){
next;
mes "[Jayon]";
mes "But sorry buddy. I can't let you carry more than you can handle.";
@@ -1179,11 +1179,11 @@ prontera.gat,247,129,3 script Jayon 85,{
}
}
- if (tu_merchant == 7) {
+ if(tu_merchant == 7){
mes "[Jayon]";
mes "If you've checked out the market for Red Potions, you know that my price is the best. I'm offering 10 Red Potions for only 400 Zeny!";
next;
- switch(select("Buy:Cancel")) {
+ switch(select("Buy:Cancel")){
case 1:
mes "[Jayon]";
mes "Heh heh...!";
@@ -1192,7 +1192,7 @@ prontera.gat,247,129,3 script Jayon 85,{
mes "stuff. You're a";
mes "Merchant yourself,";
mes "aren't you?";
- if (Zeny < 400) {
+ if(Zeny < 400){
next;
mes "[Jayon]";
mes "But sorry buddy.";
@@ -1201,7 +1201,7 @@ prontera.gat,247,129,3 script Jayon 85,{
mes "if you want these potions.";
close;
}
- if (MaxWeight - Weight < 71) {
+ if(MaxWeight - Weight < 71){
next;
mes "[Jayon]";
mes "But sorry buddy. I can't let you carry more than you can handle.";
@@ -1228,11 +1228,11 @@ prontera.gat,247,129,3 script Jayon 85,{
}
}
- if (tu_merchant == 6) {
+ if(tu_merchant == 6){
mes "[Jayon]";
mes "If you've checked out the market for Red Potions, you know that my price is the best. I'm offering 10 Red Potions for only 410 Zeny!";
next;
- switch(select("Buy:Cancel")) {
+ switch(select("Buy:Cancel")){
case 1:
mes "[Jayon]";
mes "Heh heh...!";
@@ -1241,7 +1241,7 @@ prontera.gat,247,129,3 script Jayon 85,{
mes "stuff. You're a";
mes "Merchant yourself,";
mes "aren't you?";
- if (Zeny < 410) {
+ if(Zeny < 410){
next;
mes "[Jayon]";
mes "But sorry buddy.";
@@ -1250,7 +1250,7 @@ prontera.gat,247,129,3 script Jayon 85,{
mes "if you want these potions.";
close;
}
- if (MaxWeight - Weight < 71) {
+ if(MaxWeight - Weight < 71){
next;
mes "[Jayon]";
mes "But sorry buddy. I can't let you carry more than you can handle.";
@@ -1288,7 +1288,7 @@ prontera.gat,247,129,3 script Jayon 85,{
//=================================================Maos====================================================
prt_in.gat,251,129,3 script Maos 709,{
- if (tu_merchant == 8) {
+ if(tu_merchant == 8){
mes "[Maos]";
mes "Don't say anything.";
mes "I know what you want.";
@@ -1296,18 +1296,18 @@ prt_in.gat,251,129,3 script Maos 709,{
mes "I'll sell them to you";
mes "for the low price of 420 Zeny~";
next;
- switch(select("Buy:Cancel")) {
+ switch(select("Buy:Cancel")){
case 1:
mes "[Maos]";
mes "Excellent choice!";
mes "Good products at affordable prices! That's my ethic as a merchant.";
- if (Zeny < 420) {
+ if(Zeny < 420){
next;
mes "[Maos]";
mes "Ooh, but you don't even have enough Zeny to purchase these potions. I'm sorry, but I can't sell these just to lose money, you know?";
close;
}
- if (MaxWeight - Weight < 71) {
+ if(MaxWeight - Weight < 71){
next;
mes "[Maos]";
mes "Ooh, but it doesn't look like you've got enough inventory space to carry any more items.";
@@ -1326,7 +1326,7 @@ prt_in.gat,251,129,3 script Maos 709,{
break;
}
}
- if (tu_merchant == 7) {
+ if(tu_merchant == 7){
mes "[Maos]";
mes "Don't say anything.";
mes "I know what you want.";
@@ -1334,18 +1334,18 @@ prt_in.gat,251,129,3 script Maos 709,{
mes "I'll sell them to you";
mes "for the low price of 340 Zeny~";
next;
- switch(select("Buy:Cancel")) {
+ switch(select("Buy:Cancel")){
case 1:
mes "[Maos]";
mes "Excellent choice!";
mes "Good products at affordable prices! That's my ethic as a merchant.";
- if (Zeny < 340) {
+ if(Zeny < 340){
next;
mes "[Maos]";
mes "Ooh, but you don't even have enough Zeny to purchase these potions. I'm sorry, but I can't sell these just to lose money, you know?";
close;
}
- if (MaxWeight - Weight < 71) {
+ if(MaxWeight - Weight < 71){
mes "[Maos]";
mes "Ooh, but it doesn't look like you've got enough inventory space to carry any more items.";
close;
@@ -1363,7 +1363,7 @@ prt_in.gat,251,129,3 script Maos 709,{
break;
}
}
- if (tu_merchant == 6) {
+ if(tu_merchant == 6){
mes "[Maos]";
mes "Don't say anything.";
mes "I know what you want.";
@@ -1371,18 +1371,18 @@ prt_in.gat,251,129,3 script Maos 709,{
mes "I'll sell them to you";
mes "for the low price of 400 Zeny~";
next;
- switch(select("Buy:Cancel")) {
+ switch(select("Buy:Cancel")){
case 1:
mes "[Maos]";
mes "Excellent choice!";
mes "Good products at affordable prices! That's my ethic as a merchant.";
- if (Zeny < 400) {
+ if(Zeny < 400){
next;
mes "[Maos]";
mes "Ooh, but you don't even have enough Zeny to purchase these potions. I'm sorry, but I can't sell these just to lose money, you know?";
close;
}
- if (MaxWeight - Weight < 71) {
+ if(MaxWeight - Weight < 71){
mes "[Maos]";
mes "Ooh, but it doesn't look like you've got enough inventory space to carry any more items.";
close;
diff --git a/npc/quests/first_class/tu_sword.txt b/npc/quests/first_class/tu_sword.txt
index a34ed8f64..4c87a4bd0 100644
--- a/npc/quests/first_class/tu_sword.txt
+++ b/npc/quests/first_class/tu_sword.txt
@@ -18,7 +18,7 @@
//=================================================Shurank====================================================
izlude_in.gat,82,163,3 script Shurank 733,{
mes "[Shurank]";
- if (Class == Job_Novice || Class == Job_Baby) {
+ if(Class == Job_Novice || Class == Job_Baby){
mes "Still wondering";
mes "what to do with";
mes "your future, eh?";
@@ -38,10 +38,10 @@ izlude_in.gat,82,163,3 script Shurank 733,{
mes "come back to me...";
close;
}
- if (BaseClass == Job_Swordman && eaclass()&(EAJL_2|EAJL_UPPER)) {
+ if(BaseClass == Job_Swordman && eaclass()&(EAJL_2|EAJL_UPPER)){
mes "From your raiment,";
mes "I see that you are";
- if (Sex)
+ if(Sex)
mes "a man of the sword.";
else
mes "a woman of the sword.";
@@ -52,7 +52,7 @@ izlude_in.gat,82,163,3 script Shurank 733,{
mes "There's nothing that I can actually offer to teach you. But if you know any new Swordmen that show potential, please direct them to me.";
close;
}
- if (BaseClass != Job_Swordman) {
+ if(BaseClass != Job_Swordman){
mes "Greetings adventurer.";
mes "If you happen to know";
mes "any new Swordmen,";
@@ -67,7 +67,7 @@ izlude_in.gat,82,163,3 script Shurank 733,{
mes "Foreign to me.";
close;
}
- switch(tu_swordman) {
+ switch(tu_swordman){
case 23:
mes "Greetings, my friend.";
mes "There is nothing more";
@@ -97,7 +97,7 @@ izlude_in.gat,82,163,3 script Shurank 733,{
mes "when surrounded by foes, but also keep in mind that it also inflicts a little damage on its caster.";
next;
set @chk_magnum, getskilllv(7);
- if (@chk_magnum > 5) {
+ if(@chk_magnum > 5){
mes "[Shurank]";
mes "I see that you've been training in the use of Magnum Break. Although it is an awesome skill, it's not for every Swordman. Still, there's no harm in learning it.";
next;
@@ -182,7 +182,7 @@ izlude_in.gat,82,163,3 script Shurank 733,{
next;
set @chk_hanson, getskilllv(2);
set @chk_yangson, getskilllv(3);
- if ((@chk_hanson > 9) || (@chk_yangson > 9)) {
+ if((@chk_hanson > 9) || (@chk_yangson > 9)){
mes "[Shurank]";
mes "Ah, from the way you handle your Sword, I see that you have mastered a Sword Mastery. I'm thoroughly impressed.";
next;
@@ -215,7 +215,7 @@ izlude_in.gat,82,163,3 script Shurank 733,{
mes "skill coming along?";
next;
set @chk_endure, getskilllv(8);
- if (@chk_endure > 1) {
+ if(@chk_endure > 1){
mes "[Shurank]";
mes "From that gleen of toughness upon your skin, I see now that I was foolish to ask. Well done~";
set tu_swordman, 13;
@@ -245,7 +245,7 @@ izlude_in.gat,82,163,3 script Shurank 733,{
mes "the Endure skill yet?";
next;
set @chk_endure, getskilllv(8);
- if ((@chk_endure > 0) && (@chk_endure < 2)) {
+ if((@chk_endure > 0) && (@chk_endure < 2)){
mes "[Shurank]";
mes "I see that you";
mes "know how to use the";
@@ -274,7 +274,7 @@ izlude_in.gat,82,163,3 script Shurank 733,{
mes "Hurry and meet with Dequ'ee and return to me when you complete whatever it is that he wishes for you to do.";
close2;
end;
- } else if (@chk_endure > 1) {
+ } else if(@chk_endure > 1){
mes "[Shurank]";
mes "From that gleen of toughness upon your skin, I see now that I was foolish to ask. Well done~";
set tu_swordman, 13;
@@ -302,7 +302,7 @@ izlude_in.gat,82,163,3 script Shurank 733,{
mes "the Endure skill.";
next;
set @chk_endure, getskilllv(8);
- if (@chk_endure == 0) {
+ if(@chk_endure == 0){
mes "[Shurank]";
mes "As you've noticed, receiving any damage causes you to reel in pain, stunning you for an instant. Thus, rapidly attacking enemies are dangerous since it's difficult to counter or escape them.";
next;
@@ -319,7 +319,7 @@ izlude_in.gat,82,163,3 script Shurank 733,{
mes "from your enemies!";
set tu_swordman, 11;
close;
- } else if ((@chk_endure > 0) && (@chk_endure < 2)) {
+ } else if((@chk_endure > 0) && (@chk_endure < 2)){
mes "[Shurank]";
mes "I see that you";
mes "know how to use the";
@@ -347,7 +347,7 @@ izlude_in.gat,82,163,3 script Shurank 733,{
mes "[Shurank]";
mes "Hurry and meet with Dequ'ee and return to me when you complete whatever it is that he wishes for you to do.";
close;
- } else if (@chk_endure > 1) {
+ } else if(@chk_endure > 1){
mes "[Shurank]";
mes "Hm. But judging from the gleen of toughness on your skin, I suppose teaching you about Endure would be a waste of your time. Well done!";
set tu_swordman, 13;
@@ -369,7 +369,7 @@ izlude_in.gat,82,163,3 script Shurank 733,{
mes "the use of the Provoke skill?";
next;
set @chk_provoke, getskilllv(6);
- if ((@chk_provoke > 4) && (@chk_provoke < 10)) {
+ if((@chk_provoke > 4) && (@chk_provoke < 10)){
mes "[Shurank]";
mes "Ah, I see that you have a fairly good understanding of the Provoke skill. Let me reward you in this small way for your efforts.";
set tu_swordman, 10;
@@ -378,7 +378,7 @@ izlude_in.gat,82,163,3 script Shurank 733,{
mes "[Shurank]";
mes "Next time we speak, I will tell you what I know about the ^5D478BEndure^000000 skill. When you're ready to learn, come back to me.";
close;
- } else if (@chk_provoke == 10) {
+ } else if(@chk_provoke == 10){
mes "[Shurank]";
mes "Y-you've mastered";
mes "Provoke? Impressive!";
@@ -407,7 +407,7 @@ izlude_in.gat,82,163,3 script Shurank 733,{
mes "skill been progressing?";
next;
set @chk_provoke, getskilllv(6);
- if ((@chk_provoke > 0) && (@chk_provoke < 5)) {
+ if((@chk_provoke > 0) && (@chk_provoke < 5)){
mes "[Shurank]";
mes "Ah, now I can see that you";
mes "know how to use it. That's a vast improvement over not being able to use it at all. Let me refesh you on Provoke's details.";
@@ -433,7 +433,7 @@ izlude_in.gat,82,163,3 script Shurank 733,{
mes "Alright, come back to me when you become sufficiently skilled in the use of Provoke. In the meantime, keep training.";
set tu_swordman, 9;
close;
- } else if ((@chk_provoke > 4) && (@chk_provoke < 10)) {
+ } else if((@chk_provoke > 4) && (@chk_provoke < 10)){
mes "[Shurank]";
mes "Ah, I see that you have a fairly good understanding of the Provoke skill. Let me reward you in this small way for your efforts.";
set tu_swordman, 10;
@@ -442,7 +442,7 @@ izlude_in.gat,82,163,3 script Shurank 733,{
mes "[Shurank]";
mes "Next time we speak, I will tell you what I know about the ^5D478BEndure^000000 skill. When you're ready to learn, come back to me.";
close;
- } else if (@chk_provoke == 10) {
+ } else if(@chk_provoke == 10){
mes "[Shurank]";
mes "Y-you've mastered";
mes "Provoke? Impressive!";
@@ -472,7 +472,7 @@ izlude_in.gat,82,163,3 script Shurank 733,{
mes "of that, let me continue your instruction on Swordman skills. This time, we'll cover Provoke.";
next;
set @chk_provoke, getskilllv(6);
- if (@chk_provoke == 0) {
+ if(@chk_provoke == 0){
mes "[Shurank]";
mes "You haven't";
mes "learned Provoke yet?";
@@ -501,7 +501,7 @@ izlude_in.gat,82,163,3 script Shurank 733,{
mes "to me when you have a sufficient understanding of the use of the Provoke skill.";
set tu_swordman, 8;
close;
- } else if ((@chk_provoke > 0) && (@chk_provoke < 5)) {
+ } else if((@chk_provoke > 0) && (@chk_provoke < 5)){
mes "[Shurank]";
mes "Hm. You seem to have a basic understanding of Provoke, but let me give you a few details so that you can better understand the use of that skill.";
next;
@@ -527,7 +527,7 @@ izlude_in.gat,82,163,3 script Shurank 733,{
mes "to me when you have a sufficient understanding of the use of the Provoke skill.";
set tu_swordman, 9;
close;
- } else if ((@chk_provoke > 4) && (@chk_provoke < 10)) {
+ } else if((@chk_provoke > 4) && (@chk_provoke < 10)){
mes "[Shurank]";
mes "Ah, I see that you have a fairly good understanding of the Provoke skill. Let me reward you in this small way for your efforts.";
set tu_swordman, 10;
@@ -536,7 +536,7 @@ izlude_in.gat,82,163,3 script Shurank 733,{
mes "[Shurank]";
mes "Next time we speak, I will tell you what I know about the ^5D478BEndure^000000 skill. When you're ready to learn, come back to me.";
close;
- } else if (@chk_provoke == 10) {
+ } else if(@chk_provoke == 10){
mes "[Shurank]";
mes "Y-you've mastered";
mes "Provoke? Impressive!";
@@ -612,7 +612,7 @@ izlude_in.gat,82,163,3 script Shurank 733,{
mes "able to both take it and dish it out.";
next;
set @chk_hp, getskilllv(4);
- if (@chk_hp == 0) {
+ if(@chk_hp == 0){
mes "[Shurank]";
mes "But judging from that";
mes "scrawny frame of yours,";
@@ -631,7 +631,7 @@ izlude_in.gat,82,163,3 script Shurank 733,{
mes "learn this skill! Of course, there are other Swordman skills that are just as important, though...";
set tu_swordman, 5;
next;
- } else if (@chk_hp == 10) {
+ } else if(@chk_hp == 10){
mes "[Shurank]";
mes "Ah! That healthy glow!";
mes "I see that you've mastered this skill already. Let me give you a little reward for your hard training!";
@@ -669,7 +669,7 @@ izlude_in.gat,82,163,3 script Shurank 733,{
mes "you as a fellow Swordman.";
next;
set @chk_bash, getskilllv(5);
- if (@chk_bash == 10) {
+ if(@chk_bash == 10){
mes "[Shurank]";
mes "Those calluses...!";
mes "Only a master of the Bash skill has those kinds of hands. Great work, Swordman. I'm very impressed.";
@@ -695,7 +695,7 @@ izlude_in.gat,82,163,3 script Shurank 733,{
mes "need to master this skill.";
next;
set @chk_bash, getskilllv(5);
- if ((@chk_bash > 4) && (@chk_bash < 10)) {
+ if((@chk_bash > 4) && (@chk_bash < 10)){
mes "[Shurank]";
mes "Hm. It doesn't look like you've gained mastery of Bash, but it seems like you're trying hard.";
next;
@@ -716,7 +716,7 @@ izlude_in.gat,82,163,3 script Shurank 733,{
set tu_swordman, 3;
set BaseExp, BaseExp + 830;
close;
- } else if (@chk_bash == 10) {
+ } else if(@chk_bash == 10){
mes "[Shurank]";
mes "Those calluses...!";
mes "Only a master of the Bash skill has those kinds of hands. Great work, Swordman. I'm very impressed.";
@@ -740,7 +740,7 @@ izlude_in.gat,82,163,3 script Shurank 733,{
mes "the art of using Bash? I fervently believe that the Bash skill is the essense of Swordmanship!";
next;
set @chk_bash, getskilllv(5);
- if ((@chk_bash > 0) && (@chk_bash < 5)) {
+ if((@chk_bash > 0) && (@chk_bash < 5)){
mes "[Shurank]";
mes "I see that you understand";
mes "a little bit about the Bash skill. But still, it's not enough. Let me explain in detail...";
@@ -763,7 +763,7 @@ izlude_in.gat,82,163,3 script Shurank 733,{
set tu_swordman, 2;
set BaseExp, BaseExp + 585;
close;
- } else if ((@chk_bash > 4) && (@chk_bash < 10)) {
+ } else if((@chk_bash > 4) && (@chk_bash < 10)){
mes "[Shurank]";
mes "Hmm...";
mes "Still haven't mastered Bash, eh? Well, in any case, I think you've made some progress.";
@@ -795,7 +795,7 @@ izlude_in.gat,82,163,3 script Shurank 733,{
mes "[Shurank]";
mes "I believe that every true Swordman should master the Bash skill. If you ever do master the skill as a Swordman, come back to me.";
close;
- } else if (@chk_bash == 10) {
+ } else if(@chk_bash == 10){
mes "[Shurank]";
mes "Those calluses...!";
mes "Only a master of the Bash skill has those kinds of hands. Great work, Swordman. I'm very impressed.";
@@ -830,7 +830,7 @@ izlude_in.gat,82,163,3 script Shurank 733,{
mes "which is the ^5D478BBash^000000 skill.";
next;
set @chk_bash, getskilllv(5);
- if (@chk_bash == 0) {
+ if(@chk_bash == 0){
mes "[Shurank]";
mes "^333333*Gasp*^000000";
mes "Those soft, delicate hands! You've never learned how to use Bash, haven't you?! How do you expect to lead battles without knowing Bash?";
@@ -840,7 +840,7 @@ izlude_in.gat,82,163,3 script Shurank 733,{
set tu_swordman, 1;
set BaseExp, BaseExp + 490;
close;
- } else if ((@chk_bash > 0) && (@chk_bash < 5)) {
+ } else if((@chk_bash > 0) && (@chk_bash < 5)){
mes "[Shurank]";
mes "I see that you understand";
mes "a little bit about the Bash skill. But still, it's not enough. Let me explain in detail...";
@@ -863,7 +863,7 @@ izlude_in.gat,82,163,3 script Shurank 733,{
set tu_swordman, 2;
set BaseExp, BaseExp + 585;
close;
- } else if ((@chk_bash > 4) && (@chk_bash < 10)) {
+ } else if((@chk_bash > 4) && (@chk_bash < 10)){
mes "[Shurank]";
mes "I see that you've gained some proficiency with the Bash skill. But still, it's not enough. Let me explain...";
next;
@@ -888,7 +888,7 @@ izlude_in.gat,82,163,3 script Shurank 733,{
mes "[Shurank]";
mes "But if you wish to become an expert Swordman in my eyes, you must master Bash!";
close;
- } else if (@chk_bash == 10) {
+ } else if(@chk_bash == 10){
mes "[Shurank]";
mes "Those calluses...!";
mes "Only a master of the Bash skill has those kinds of hands. Great work, Swordman. I'm very impressed.";
@@ -910,7 +910,7 @@ izlude_in.gat,82,163,3 script Shurank 733,{
//=================================================Daqu'ee====================================================
geffen.gat,154,143,3 script Dequ'ee 734,{
- if (BaseJob == Job_Novice) {
+ if(BaseJob == Job_Novice){
mes "[Dequ'ee]";
mes "Hey there.";
mes "Frustrated with";
@@ -928,7 +928,7 @@ geffen.gat,154,143,3 script Dequ'ee 734,{
mes "I don't know how you want to live your life, but you should give the Swordman job some serious thought...";
close;
}
- if (BaseClass == Job_Swordman && eaclass()&(EAJL_2|EAJL_UPPER)) {
+ if(BaseClass == Job_Swordman && eaclass()&(EAJL_2|EAJL_UPPER)){
mes "[Dequ'ee]";
mes "Ah...";
mes "A fellow sword wielder!";
@@ -939,7 +939,7 @@ geffen.gat,154,143,3 script Dequ'ee 734,{
mes "depend on the strength of your blade. It's an awesome responsibility, but we can never let our allies down in battle...";
close;
}
- if (BaseClass != Job_Swordman) {
+ if(BaseClass != Job_Swordman){
mes "[Dequ'ee]";
mes "Hello there.";
mes "Not a fan of swords, are you?";
@@ -955,7 +955,7 @@ geffen.gat,154,143,3 script Dequ'ee 734,{
close;
}
-if (tu_swordman > 20) {
+if(tu_swordman > 20){
mes "[Dequ'ee]";
mes "I hope you continue";
mes "to train yourself in";
@@ -965,7 +965,7 @@ if (tu_swordman > 20) {
close;
}
-if (tu_swordman == 20) {
+if(tu_swordman == 20){
mes "[Dequ'ee]";
mes "Huh...?";
mes "Aren't you supposed";
@@ -995,7 +995,7 @@ if (tu_swordman == 20) {
end;
}
-if (tu_swordman == 19) {
+if(tu_swordman == 19){
mes "[Dequ'ee]";
mes "What are still doing here?";
mes "Hurry and check on Bankley!";
@@ -1004,15 +1004,15 @@ if (tu_swordman == 19) {
close;
}
-if ((tu_swordman == 17) || (tu_swordman == 18)) {
+if((tu_swordman == 17) || (tu_swordman == 18)){
mes "[Dequ'ee]";
- if (tu_swordman == 17) {
+ if(tu_swordman == 17){
mes "TheisWesomeof";
mes "ConBanfoevidehi";
mes "victkleyundncem";
mes "hekdlfiDrindkelsd";
next;
- } else if (tu_swordman == 18) {
+ } else if(tu_swordman == 18){
mes "hekdlfiDrindkelsd";
mes "TheisWesomeof";
mes "ConBanfoevidehi";
@@ -1025,7 +1025,7 @@ if ((tu_swordman == 17) || (tu_swordman == 18)) {
mes "This is a complex transposition cipher in which we remove one person's code from the rest of them. So who do you think is";
mes "the murderer?";
next;
- switch(select("Hans", "Bankley", "Geil", "Muetro")) {
+ switch(select("Hans", "Bankley", "Geil", "Muetro")){
case 1:
mes "[Dequ'ee]";
mes "Hans...?";
@@ -1079,14 +1079,14 @@ if ((tu_swordman == 17) || (tu_swordman == 18)) {
}
}
-if (tu_swordman == 16) {
+if(tu_swordman == 16){
mes "[Dequ'ee]";
mes "I guess these codes need to be arranged in a certain order before we can figure out its secrets.";
next;
mes "[Dequ'ee]";
mes "Hm, you guess the order and I'll try to formulate a cryptanalysis based on your guess.";
next;
- switch(select("Muetro", "Hans", "Geil", "Bankley")) {
+ switch(select("Muetro", "Hans", "Geil", "Bankley")){
case 1:
mes "[Dequ'ee]";
mes "Okay, Muetro's";
@@ -1095,7 +1095,7 @@ if (tu_swordman == 16) {
mes "code do you think";
mes "should go second?";
next;
- switch(select("Hans", "Geil", "Bankley")) {
+ switch(select("Hans", "Geil", "Bankley")){
case 1:
mes "[Dequ'ee]";
mes "Hans...?";
@@ -1104,7 +1104,7 @@ if (tu_swordman == 16) {
mes "the third code";
mes "would be...?";
next;
- switch(select("Geil", "Bankley")) {
+ switch(select("Geil", "Bankley")){
case 1:
mes "[Dequ'ee]";
mes "Muetro, Hans,";
@@ -1159,7 +1159,7 @@ if (tu_swordman == 16) {
mes "the third code";
mes "would be...?";
next;
- switch(select("Hans", "Bankley")) {
+ switch(select("Hans", "Bankley")){
case 1:
mes "[Dequ'ee]";
mes "Muetro, Geil,";
@@ -1214,7 +1214,7 @@ if (tu_swordman == 16) {
mes "the third code";
mes "would be...?";
next;
- switch(select("Hans", "Geil")) {
+ switch(select("Hans", "Geil")){
case 1:
mes "[Dequ'ee]";
mes "Muetro, Bankley,";
@@ -1271,7 +1271,7 @@ if (tu_swordman == 16) {
mes "code do you think";
mes "should go second?";
next;
- switch(select("Muetro", "Geil", "Bankley")) {
+ switch(select("Muetro", "Geil", "Bankley")){
case 1:
mes "[Dequ'ee]";
mes "Muestro's...?";
@@ -1280,7 +1280,7 @@ if (tu_swordman == 16) {
mes "the third code";
mes "would be...?";
next;
- switch(select("Geil", "Bankley")) {
+ switch(select("Geil", "Bankley")){
case 1:
mes "[Dequ'ee]";
mes "Hans, Muetro,";
@@ -1335,7 +1335,7 @@ if (tu_swordman == 16) {
mes "the third code";
mes "would be...?";
next;
- switch(select("Muetro", "Bankley")) {
+ switch(select("Muetro", "Bankley")){
case 1:
mes "[Dequ'ee]";
mes "Hans, Geil,";
@@ -1390,7 +1390,7 @@ if (tu_swordman == 16) {
mes "the third code";
mes "would be...?";
next;
- switch(select("Muetro", "Geil")) {
+ switch(select("Muetro", "Geil")){
case 1:
mes "[Dequ'ee]";
mes "Hans, Bankley,";
@@ -1447,7 +1447,7 @@ if (tu_swordman == 16) {
mes "code do you think";
mes "should go second?";
next;
- switch(select("Muetro", "Hans", "Bankley")) {
+ switch(select("Muetro", "Hans", "Bankley")){
case 1:
mes "[Dequ'ee]";
mes "Muestro's...?";
@@ -1456,7 +1456,7 @@ if (tu_swordman == 16) {
mes "the third code";
mes "would be...?";
next;
- switch(select("Hans", "Bankley")) {
+ switch(select("Hans", "Bankley")){
case 1:
mes "[Dequ'ee]";
mes "Geil, Muetro,";
@@ -1518,7 +1518,7 @@ if (tu_swordman == 16) {
mes "the third code";
mes "would be...?";
next;
- switch(select("Muetro", "Bankley")) {
+ switch(select("Muetro", "Bankley")){
case 1:
mes "[Dequ'ee]";
mes "Geil, Hans,";
@@ -1573,7 +1573,7 @@ if (tu_swordman == 16) {
mes "the third code";
mes "would be...?";
next;
- switch(select("Muetro", "Hans")) {
+ switch(select("Muetro", "Hans")){
case 1:
mes "[Dequ'ee]";
mes "Geil, Bankley,";
@@ -1630,7 +1630,7 @@ if (tu_swordman == 16) {
mes "code do you think";
mes "should go second?";
next;
- switch(select("Muetro", "Hans", "Geil")) {
+ switch(select("Muetro", "Hans", "Geil")){
case 1:
mes "[Dequ'ee]";
mes "Muestro's...?";
@@ -1639,7 +1639,7 @@ if (tu_swordman == 16) {
mes "the third code";
mes "would be...?";
next;
- switch(select("Hans", "Geil")) {
+ switch(select("Hans", "Geil")){
case 1:
mes "[Dequ'ee]";
mes "Bankley, Muetro,";
@@ -1694,7 +1694,7 @@ if (tu_swordman == 16) {
mes "the third code";
mes "would be...?";
next;
- switch(select("Muetro", "Geil")) {
+ switch(select("Muetro", "Geil")){
case 1:
mes "[Dequ'ee]";
mes "Bankley, Hans,";
@@ -1747,7 +1747,7 @@ if (tu_swordman == 16) {
mes "the third code";
mes "would be...?";
next;
- switch(select("Muetro", "Hans")) {
+ switch(select("Muetro", "Hans")){
case 1:
mes "[Dequ'ee]";
mes "Bankley, Geil,";
@@ -1806,7 +1806,7 @@ if (tu_swordman == 16) {
}
}
-if (tu_swordman == 15) {
+if(tu_swordman == 15){
set @hans$, "victkleyundncem";
set @bang$, "hekdlfiDrindkelsd";
set @mutr$, "ConBanfoevidehi";
@@ -1828,7 +1828,7 @@ if (tu_swordman == 15) {
next;
set @inputstr$, NULL;
input @inputstr$;
- if (@inputstr$ == @hans$) {
+ if(@inputstr$ == @hans$){
mes "[Dequ'ee]";
mes "victkleyundncem?";
mes "That's certainly";
@@ -1837,7 +1837,7 @@ if (tu_swordman == 15) {
next;
set @inputstr$, NULL;
input @inputstr$;
- if (@inputstr$ == @bang$) {
+ if(@inputstr$ == @bang$){
mes "[Dequ'ee]";
mes "hekdlfiDrindkelsd..";
mes "What the hell is that...?";
@@ -1846,7 +1846,7 @@ if (tu_swordman == 15) {
next;
set @inputstr$, NULL;
input @inputstr$;
- if (@inputstr$ == @mutr$) {
+ if(@inputstr$ == @mutr$){
mes "[Dequ'ee]";
mes "ConBanfoevidehi.";
mes "This is going to";
@@ -1856,7 +1856,7 @@ if (tu_swordman == 15) {
next;
set @inputstr$, NULL;
input @inputstr$;
- if (@inputstr$ == @geil$) {
+ if(@inputstr$ == @geil$){
mes "[Dequ'ee]";
mes "TheisWesomeof...";
mes "Alright, great.";
@@ -1901,7 +1901,7 @@ if (tu_swordman == 15) {
}
}
-if (tu_swordman == 14) {
+if(tu_swordman == 14){
mes "[Dequ'ee]";
mes "Didn't I ask you";
mes "to interrogate the";
@@ -1912,7 +1912,7 @@ if (tu_swordman == 14) {
close;
}
-if (tu_swordman == 13) {
+if(tu_swordman == 13){
mes "[Dequ'ee]";
mes "Ah, you're here!";
mes "Shurank must have";
@@ -1949,7 +1949,7 @@ if (tu_swordman == 13) {
close;
}
-if ((tu_swordman > 7) && (tu_swordman < 13)) {
+if((tu_swordman > 7) && (tu_swordman < 13)){
mes "[Dequ'ee]";
mes "Hmm...";
mes "Still receiving";
@@ -1962,7 +1962,7 @@ if ((tu_swordman > 7) && (tu_swordman < 13)) {
close;
}
-if (tu_swordman == 7) {
+if(tu_swordman == 7){
mes "[Dequ'ee]";
mes "What are you";
mes "still doing here?";
@@ -1978,7 +1978,7 @@ if (tu_swordman == 7) {
close;
}
-if (tu_swordman == 6) {
+if(tu_swordman == 6){
mes "[Dequ'ee]";
mes "Ah...!";
mes "Are you the Swordman";
@@ -1990,20 +1990,20 @@ if (tu_swordman == 6) {
mes "What message does";
mes "Shurank have for me?";
next;
- switch(select("Killer...", "Murderer...")) {
+ switch(select("Killer...", "Murderer...")){
case 1:
mes "[" + strcharinfo(0) + "]";
mes "What happened";
mes "to the killer?";
next;
- switch(select("Who he is...", "Who is behind...")) {
+ switch(select("Who he is...", "Who is behind...")){
case 1:
mes "[" + strcharinfo(0) + "]";
mes "Did you find";
mes "out who he is?";
mes "If you did...";
next;
- switch(select("Why are we...", "What are we...")) {
+ switch(select("Why are we...", "What are we...")){
case 1:
mes "[" + strcharinfo(0) + "]";
mes "Why are sitting";
@@ -2046,7 +2046,7 @@ if (tu_swordman == 6) {
mes "who's behind all this?";
mes "If you did...";
next;
- switch(select("Why are we...", "What are we...")) {
+ switch(select("Why are we...", "What are we...")){
case 1:
mes "[" + strcharinfo(0) + "]";
mes "Why are sitting";
@@ -2090,14 +2090,14 @@ if (tu_swordman == 6) {
mes "What happened";
mes "to the murderer?";
next;
- switch(select("Who he is...", "Who is behind...")) {
+ switch(select("Who he is...", "Who is behind...")){
case 1:
mes "[" + strcharinfo(0) + "]";
mes "Did you find";
mes "out who he is?";
mes "If you did...";
next;
- switch(select("Why are we...", "What are we...")) {
+ switch(select("Why are we...", "What are we...")){
case 1:
mes "[" + strcharinfo(0) + "]";
mes "Why are sitting";
@@ -2165,7 +2165,7 @@ if (tu_swordman == 6) {
mes "who's behind all this?";
mes "If you did...";
next;
- switch(select("Why are we...", "What are we...")) {
+ switch(select("Why are we...", "What are we...")){
case 1:
mes "[" + strcharinfo(0) + "]";
mes "Why are sitting";
@@ -2221,7 +2221,7 @@ if (tu_swordman == 6) {
//=================================================Geil====================================================
morocc_in.gat,51,101,3 script Geil 89,{
mes "[Geil]";
- if (tu_swordman == 15) {
+ if(tu_swordman == 15){
mes "Were you sent by the authorities? Quit giving me such a hard time! I'm not the murderer! I don't even know who was killed. I'm not the one you're looking for!";
next;
@@ -2240,7 +2240,7 @@ morocc_in.gat,51,101,3 script Geil 89,{
mes "What's so important about this code, and why do you guys keep hounding me about the murder?!";
close;
}
- if (tu_swordman == 14) {
+ if(tu_swordman == 14){
mes "Were you sent by the authorities? Quit giving me such a hard time! I'm not the murderer! I don't even know who was killed. I'm not the one you're looking for!";
next;
@@ -2273,7 +2273,7 @@ morocc_in.gat,51,101,3 script Geil 89,{
//=================================================Meutro====================================================
morocc.gat,82,292,5 script Muetro 84,{
mes "[Muetro]";
- if (tu_swordman == 15) {
+ if(tu_swordman == 15){
mes "You're just";
mes "like all the others.";
mes "You want the code";
@@ -2286,7 +2286,7 @@ morocc.gat,82,292,5 script Muetro 84,{
mes "catch the murderer.";
close;
}
- if (tu_swordman == 14) {
+ if(tu_swordman == 14){
mes "You're just";
mes "like all the others.";
mes "You want the code";
@@ -2313,7 +2313,7 @@ morocc.gat,82,292,5 script Muetro 84,{
//=================================================Hans====================================================
morocc.gat,240,72,3 script Hans 86,{
mes "[Hans]";
- if (tu_swordman == 15) {
+ if(tu_swordman == 15){
mes "Help me!";
mes "Please help me!";
mes "I'm no murderer!";
@@ -2337,7 +2337,7 @@ morocc.gat,240,72,3 script Hans 86,{
mes "It's like he used magic or something to make it stick out in my brain. Please leave me alone, this is all I know!";
close;
}
- if (tu_swordman == 14) {
+ if(tu_swordman == 14){
mes "Help me!";
mes "Please help me!";
mes "I'm no murderer!";
@@ -2369,13 +2369,13 @@ morocc.gat,240,72,3 script Hans 86,{
//=================================================Bankley====================================================
morocc_in.gat,12,156,3 script Bankley 97,{
- if (tu_swordman > 19) {
+ if(tu_swordman > 19){
mes "^3355FFBankley had a pitiable";
mes "expression on his face.^000000";
mes "^3355FFHis body is completely lifeless. There's a long, deep wound in his chest, and a blood drenched knife is clenched in his right hand.^000000";
close;
}
- if (tu_swordman == 19) {
+ if(tu_swordman == 19){
mes "...";
mes "......";
next;
@@ -2387,7 +2387,7 @@ morocc_in.gat,12,156,3 script Bankley 97,{
close;
}
mes "[Bankley]";
- if (tu_swordman == 15) {
+ if(tu_swordman == 15){
mes "I didn't kill anybody...!";
mes "I'm innocent and don't";
mes "have anything to hide!";
@@ -2414,7 +2414,7 @@ morocc_in.gat,12,156,3 script Bankley 97,{
mes "for the real culprit!";
close;
}
- if (tu_swordman == 14) {
+ if(tu_swordman == 14){
mes "I didn't kill anybody...!";
mes "I'm innocent and don't";
mes "have anything to hide!";
diff --git a/npc/quests/first_class/WIP/tu_thief01.txt b/npc/quests/first_class/tu_thief01.txt
index 436da1e1a..715073248 100644
--- a/npc/quests/first_class/WIP/tu_thief01.txt
+++ b/npc/quests/first_class/tu_thief01.txt
@@ -16,46 +16,44 @@
//=================================================Thief Trainer====================================================
moc_ruins.gat,66,164,4 script Thief Trainer#T 84,{
-if (Class == Job_Novice) {
mes "[Yierhan]";
- mes "Eh...?";
- mes "A Novice?";
- mes "Still thinking";
- mes "what job you're";
- mes "gonna choose...";
- mes "Am I right?";
-
- next;
- mes "[Yierhan]";
- mes "Listen, if you ever decide to become a Thief--a smart choice";
- mes "I might add--come and talk to me. I'll show you the ropes!";
- close;
-} else if ((Class == Job_Thief) | (Class == Job_Thief_High) | (Class == Job_Assassin) | (Class ==Job_Assassin_Cross) | (Class == Job_Rogue) | (Class == Job_Stalker)) {
- if ((Class == Job_Thief_High) | (Class == Job_Assassin) | (Class ==Job_Assassin_Cross) | (Class == Job_Rogue) | (Class == Job_Stalker)) {
- if (tu_thief01 < 8) {
- mes "[Yierhan]";
- mes "Whaaaat are you";
- mes "doin' here? There's";
- mes "nothing I can teach you!";
- mes "You're waaay beyond me!";
- next;
- mes "[Yierhan]";
- mes "In fact, I think";
- mes "you're qualified";
- mes "to teach me some stuff!";
- mes "Come on! I need new moves!";
- close;
- }
- }
- if (tu_thief01 == 0) {
- mes "[Yierhan]";
- mes "Heya pal.";
- mes "I'm Yierhan.";
- mes "I happen to be";
- mes "the guy in charge";
- mes "of training new Thieves.";
+ if(Class == Job_Novice){
+ mes "Eh...?";
+ mes "A Novice?";
+ mes "Still thinking";
+ mes "what job you're";
+ mes "gonna choose...";
+ mes "Am I right?";
next;
- switch(select("Training?", "Training? Right now?")) {
+ mes "[Yierhan]";
+ mes "Listen, if you ever decide to become a Thief--a smart choice";
+ mes "I might add--come and talk to me. I'll show you the ropes!";
+ close;
+
+ } else if(Class == Job_Thief || Class == Job_Thief_High || Class == Job_Assassin || Class ==Job_Assassin_Cross || Class == Job_Rogue || Class == Job_Stalker){
+ if(Class == Job_Thief_High || Class == Job_Assassin || Class == Job_Assassin_Cross || Class == Job_Rogue || Class == Job_Stalker){
+ if(tu_thief01 < 8){
+ mes "Whaaaat are you";
+ mes "doin' here? There's";
+ mes "nothing I can teach you!";
+ mes "You're waaay beyond me!";
+ next;
+ mes "[Yierhan]";
+ mes "In fact, I think";
+ mes "you're qualified";
+ mes "to teach me some stuff!";
+ mes "Come on! I need new moves!";
+ close;
+ }
+ }
+ if(tu_thief01 == 0){
+ mes "Heya pal.";
+ mes "I'm Yierhan.";
+ mes "I happen to be";
+ mes "the guy in charge";
+ mes "of training new Thieves.";
+ next;
+ switch(select("Training?:Training? Right now?")){
case 1:
mes "[Yierhan]";
mes "Yeah, training. I mean, this kind of stuff is second nature to some people, but other guys need a little more help. So this is one of those 'just in case' things.";
@@ -68,15 +66,15 @@ if (Class == Job_Novice) {
mes "But if you're not ready for some reason, I guess I can wait.";
close;
break;
- }
- mes "[Yierhan]";
- mes "Alright, first of all, Thieves use melee attacks. Well, most of us do. There are a few who like using long range Bows. But all of us are good at bein' fast!";
- next;
- mes "[Yierhan]";
- mes "So for melee attacks, which stat increases your damage? Come on";
- mes "now, you should know this if you didn't skip the Novice Training Grounds.";
- next;
- switch(select("^6B8E23INT^000000", "^2F4F2FSTR^000000", "^23238EDEX^000000")) {
+ }
+ mes "[Yierhan]";
+ mes "Alright, first of all, Thieves use melee attacks. Well, most of us do. There are a few who like using long range Bows. But all of us are good at bein' fast!";
+ next;
+ mes "[Yierhan]";
+ mes "So for melee attacks, which stat increases your damage? Come on";
+ mes "now, you should know this if you didn't skip the Novice Training Grounds.";
+ next;
+ switch(select("^6B8E23INT^000000:^2F4F2FSTR^000000:^23238EDEX^000000")){
case 1:
mes "[Yierhan]";
mes "Say whaaat? ^6B8E23INT^000000 affects magic damage, magic defense and some skills. Thieves don't even work with magic!";
@@ -127,132 +125,127 @@ if (Class == Job_Novice) {
//misceffect EF_HIT5;
close;
break;
- }
- } else if (tu_thief01 == 1) {
- mes "[Yierhan]";
- mes "Alright, enough about stats.";
- mes "You know what? I think I'll just talk to you about the skills that we Thieves use.";
- next;
- mes "[Yierhan]";
- mes "So level up your skills, learn a few new ones if you want, and";
- mes "then come back over here.";
- set tu_thief01, 2;
- close2;
- end;
- } else if (tu_thief01 == 2) {
- mes "[Yierhan]";
- mes "Okay, let me see your skills. You know you gotta change your battle strategy depending on what skills you have, right? Skills are just as important as stats!";
- next;
-
- set @chk_th_skill1, getskilllv(48);
- set @chk_th_skill2, getskilllv(49);
- set @chk_th_skill3, getskilllv(50);
- set @chk_th_skill4, getskilllv(51);
- set @chk_th_skill5, getskilllv(52);
- set @chk_th_skill6, getskilllv(53);
- if ((@chk_th_skill1 == 0) && (@chk_th_skill2 == 0) && (@chk_th_skill3 == 0) && (@chk_th_skill4 == 0) && (@chk_th_skill5 == 0) && (@chk_th_skill6 == 0)) {
+ }
+ } else if(tu_thief01 == 1){
+ mes "Alright, enough about stats.";
+ mes "You know what? I think I'll just talk to you about the skills that we Thieves use.";
+ next;
mes "[Yierhan]";
- mes "You haven't learned any skills yet? Come on, it's your skills that'll set you apart from Novices and everyone else!";
+ mes "So level up your skills, learn a few new ones if you want, and";
+ mes "then come back over here.";
+ set tu_thief01, 2;
close;
- } else {
- if (@chk_th_skill1 > 0) {
- mes "[Yierhan]";
- mes "Ah, so you've learned";
- mes "Level "+@chk_th_skill1+" Double Attack.";
- mes "Nice! This skill gives you the chance to attack twice in one";
- mes "attack. Wicked!";
- next;
- mes "[Yierhan]";
- mes "It's a Passive skill, so it's always in effect and won't have to use any SP to use it. The higher your Double Attack skill level, the more double attacks you'll do.";
- next;
- }
- if (@chk_th_skill2 > 0) {
- mes "[Yierhan]";
- mes "Let's see...";
- mes "Level "+@chk_th_skill2+" Increase Dodge? ";
- mes "That increases your Flee Rate, meaning you've got a better chance of dodging attacks from your enemies.";
- next;
- mes "[Yierhan]";
- mes "Just like the Double Attack skill, Increase Dodge is a Passive skill. It won't use SP and it's always in";
- mes "effect. If you don't like to bruise, this is your skill.";
- next;
- }
- if (@chk_th_skill3 > 0) {
- mes "[Yierhan]";
- mes "Whoa, so you've";
- mes "got Level "+@chk_th_skill3+" Steal~";
- mes "Now that's the skill which gives our job its name! You can't use";
- mes "it against people, though...";
- next;
- mes "[Yierhan]";
- mes "But you can use Steal to take items from monsters. If you're lucky, you can get some good items that way. Oh, and Steal doesn't affect monster drop rates.";
- next;
- }
- if (@chk_th_skill4 > 0) {
- mes "[Yierhan]";
- mes "You've learned";
- mes "Level "+@chk_th_skill4+" Hiding?";
- mes "Let's see, you can only learn";
- mes "that after learning the Steal skill up to a certain level.";
- next;
- mes "[Yierhan]";
- mes "Of course, you use ";
- mes "the Hiding skill to hide underground in an emergency, like when you're surrounded by tough enemies. Be careful though...";
- next;
- mes "[Yierhan]";
- mes "Certain monsters will still be able to find you, no matter how well you hide. There are even a few monsters that can flush you out of hiding!";
- next;
- }
- if (@chk_th_skill5 > 0) {
- mes "[Yierhan]";
- mes "Alright, I see that you";
- mes "know Level "+@chk_th_skill5+" Envenom.";
- mes "You like being dangerous,";
- mes "don't you?";
- next;
- mes "[Yierhan]";
- mes "This attack skill has the chance";
- mes "to poison your enemy for a set amount of time. While poisoned, an enemy will constantly lose its HP and will have decreased defense.";
- next;
- mes "[Yierhan]";
- mes "Eh, but remember.";
- mes "If the monster's too strong for you, you might not be able to poison it. So don't go crazy.";
- next;
- }
- if (@chk_th_skill6 > 0) {
- mes "[Yierhan]";
- mes "Level "+@chk_th_skill6+" Detoxify.";
- mes "If you took the trouble to learn that, you must be the cautious";
- mes "type or something.";
- next;
+ } else if(tu_thief01 == 2){
+ mes "Okay, let me see your skills. You know you gotta change your battle strategy depending on what skills you have, right? Skills are just as important as stats!";
+ next;
+ set @chk_th_skill1, getskilllv(48);
+ set @chk_th_skill2, getskilllv(49);
+ set @chk_th_skill3, getskilllv(50);
+ set @chk_th_skill4, getskilllv(51);
+ set @chk_th_skill5, getskilllv(52);
+ set @chk_th_skill6, getskilllv(53);
+
+ if(@chk_th_skill1 == 0 && @chk_th_skill2 == 0 && @chk_th_skill3 == 0 && @chk_th_skill4 == 0 && @chk_th_skill5 == 0 && @chk_th_skill6 == 0){
mes "[Yierhan]";
- mes "You can only learn Detoxify";
- mes "after you learn the Envenom skill. Detoxify allows you to counteract the effects of poison on a target.";
- next;
+ mes "You haven't learned any skills yet? Come on, it's your skills that'll set you apart from Novices and everyone else!";
+ close;
+ } else {
+ if(@chk_th_skill1 > 0){
+ mes "[Yierhan]";
+ mes "Ah, so you've learned";
+ mes "Level "+@chk_th_skill1+" Double Attack.";
+ mes "Nice! This skill gives you the chance to attack twice in one";
+ mes "attack. Wicked!";
+ next;
+ mes "[Yierhan]";
+ mes "It's a Passive skill, so it's always in effect and won't have to use any SP to use it. The higher your Double Attack skill level, the more double attacks you'll do.";
+ next;
+ }
+ if(@chk_th_skill2 > 0){
+ mes "[Yierhan]";
+ mes "Let's see...";
+ mes "Level "+@chk_th_skill2+" Increase Dodge?";
+ mes "That increases your Flee Rate, meaning you've got a better chance of dodging attacks from your enemies.";
+ next;
+ mes "[Yierhan]";
+ mes "Just like the Double Attack skill, Increase Dodge is a Passive skill. It won't use SP and it's always in";
+ mes "effect. If you don't like to bruise, this is your skill.";
+ next;
+ }
+ if(@chk_th_skill3 > 0){
+ mes "[Yierhan]";
+ mes "Whoa, so you've";
+ mes "got Level "+@chk_th_skill3+" Steal~";
+ mes "Now that's the skill which gives our job its name! You can't use";
+ mes "it against people, though...";
+ next;
+ mes "[Yierhan]";
+ mes "But you can use Steal to take items from monsters. If you're lucky, you can get some good items that way. Oh, and Steal doesn't affect monster drop rates.";
+ next;
+ }
+ if(@chk_th_skill4 > 0){
+ mes "[Yierhan]";
+ mes "You've learned";
+ mes "Level "+@chk_th_skill4+" Hiding?";
+ mes "Let's see, you can only learn";
+ mes "that after learning the Steal skill up to a certain level.";
+ next;
+ mes "[Yierhan]";
+ mes "Of course, you use ";
+ mes "the Hiding skill to hide underground in an emergency, like when you're surrounded by tough enemies. Be careful though...";
+ next;
+ mes "[Yierhan]";
+ mes "Certain monsters will still be able to find you, no matter how well you hide. There are even a few monsters that can flush you out of hiding!";
+ next;
+ }
+ if(@chk_th_skill5 > 0){
+ mes "[Yierhan]";
+ mes "Alright, I see that you";
+ mes "know Level "+@chk_th_skill5+" Envenom.";
+ mes "You like being dangerous,";
+ mes "don't you?";
+ next;
+ mes "[Yierhan]";
+ mes "This attack skill has the chance";
+ mes "to poison your enemy for a set amount of time. While poisoned, an enemy will constantly lose its HP and will have decreased defense.";
+ next;
+ mes "[Yierhan]";
+ mes "Eh, but remember.";
+ mes "If the monster's too strong for you, you might not be able to poison it. So don't go crazy.";
+ next;
+ }
+ if(@chk_th_skill6 > 0){
+ mes "[Yierhan]";
+ mes "Level "+@chk_th_skill6+" Detoxify.";
+ mes "If you took the trouble to learn that, you must be the cautious";
+ mes "type or something.";
+ next;
+ mes "[Yierhan]";
+ mes "You can only learn Detoxify";
+ mes "after you learn the Envenom skill. Detoxify allows you to counteract the effects of poison on a target.";
+ next;
+ }
}
- }
-
- mes "[Yierhan]";
- mes "Alright, I guess";
- mes "if you want to know";
- mes "about any other skills,";
- mes "I can explain real quick.";
- set tu_thief01, 3;
- set BaseExp, BaseExp + (BaseLevel * 30);
- set JobExp, JobExp + (BaseLevel *15);
- //misceffect EF_HIT5;//CHECK
- close;
- } else if (tu_thief01 == 3) {
- mes "[Yierhan]";
- mes "So...";
- mes "Are there any";
- mes "skills you want";
- mes "explained or is this";
- mes "pretty much stuff you";
- mes "already know?";
- next;
- while((1)) {
- switch(select("Double Attack", "Increase Dodge", "Steal", "Hiding", "Envenom", "Detoxify", "Cancel")) {
+ mes "[Yierhan]";
+ mes "Alright, I guess";
+ mes "if you want to know";
+ mes "about any other skills,";
+ mes "I can explain real quick.";
+ set tu_thief01, 3;
+ set BaseExp, BaseExp + (BaseLevel * 30);
+ set JobExp, JobExp + (BaseLevel *15);
+ //misceffect EF_HIT5;//CHECK
+ close;
+ } else if(tu_thief01 == 3){
+ mes "So...";
+ mes "Are there any";
+ mes "skills you want";
+ mes "explained or is this";
+ mes "pretty much stuff you";
+ mes "already know?";
+ next;
+ while(1){
+ switch(select("Double Attack:Increase Dodge:Steal:Hiding:Envenom:Detoxify:Cancel")){
case 1:
mes "[Yierhan]";
mes "Just like its name,";
@@ -260,7 +253,7 @@ if (Class == Job_Novice) {
next;
mes "[Yierhan]";
mes "It's a Passive skill, so it's always in effect and won't have to use any SP to use it. The higher your Double Attack skill level, the more double attacks you'll do.";
- set read_d, 1;
+ set @read_d, 1;
next;
break;
case 2:
@@ -275,7 +268,7 @@ if (Class == Job_Novice) {
mes "[Yierhan]";
mes "Just like the Double Attack skill, Increase Dodge is a Passive skill. It won't use SP and it's always in";
mes "effect. If you don't like to bruise, this is your skill.";
- set read_f, 1;
+ set @read_f, 1;
next;
break;
case 3:
@@ -286,7 +279,7 @@ if (Class == Job_Novice) {
//misceffect EF_STEAL;
mes "[Yierhan]";
mes "But you can use Steal to take items from monsters! If you're lucky, you can get some good items that way. Oh, and Steal doesn't affect monster drop rates.";
- set read_s, 1;
+ set @read_s, 1;
next;
break;
case 4:
@@ -299,7 +292,7 @@ if (Class == Job_Novice) {
next;
mes "[Yierhan]";
mes "Certain monsters will still be able to find you, no matter how well you hide. There are even a few monsters that can flush you out of hiding!";
- set read_p, 1;
+ set @read_p, 1;
next;
break;
case 5:
@@ -310,7 +303,7 @@ if (Class == Job_Novice) {
mes "This attack skill has the chance";
mes "to poison your enemy for a set amount of time. While poisoned, an enemy will constantly lose its HP and will have decreased defense.";
mes "Remember that.";
- set read_h, 1;
+ set @read_h, 1;
next;
break;
case 6:
@@ -324,7 +317,7 @@ if (Class == Job_Novice) {
mes "[Yierhan]";
mes "You can learn Detoxify";
mes "after you learn the Envenom skill. Detoxify allows you to counteract the effects of poison on a target.";
- set read_r, 1;
+ set @read_r, 1;
next;
//misceffect EF_DETOXICATION;
next;
@@ -339,77 +332,73 @@ if (Class == Job_Novice) {
mes "Now that you're such an expert on skills, I want you to level up your skills and come back, got it?";
set tu_thief01, 4;
//misceffect EF_HIT5;
- if (read_d) {
+ if(@read_d){
set BaseExp, BaseExp + 300;
set JobExp, JobExp + 100;
}
- if (read_f) {
+ if(@read_f){
set BaseExp, BaseExp + 300;
set JobExp, JobExp + 100;
}
- if (read_s) {
+ if(@read_s){
set BaseExp, BaseExp + 300;
set JobExp, JobExp + 100;
}
- if (read_p) {
+ if(@read_p){
set BaseExp, BaseExp + 300;
set JobExp, JobExp + 100;
}
- if (read_h) {
+ if(@read_h){
set BaseExp, BaseExp + 300;
set JobExp, JobExp + 100;
}
- if (read_r) {
+ if(@read_r){
set BaseExp, BaseExp + 300;
set JobExp, JobExp + 100;
}
- break;
close;
break;
+ }
}
- }
- } else if (tu_thief01 == 4) {
- mes "[Yierhan]";
- mes "Alright, we studied the skills and you've been practicing a little, right? You better have...";
- next;
- mes "[Yierhan]";
- mes "Alright, now I got some actual fight training I want you to do. Here's a chance for you to figure what skills are best for which situations.";
- next;
- mes "[Yierhan]";
- mes "Go and get me";
- mes "10 ^ff0000Feather of Birds^000000.";
- mes "You can go ahead and kill Pickies to get those. It really shouldn't be that hard. Oh, and use this Wing thingee to come back.";
- set tu_thief01, 5;
- savepoint "moc_ruins.gat",80,164;
- getitem 602, 1;
- set BaseExp, BaseExp + 100;
- set JobExp, JobExp + 50;
- //misceffect EF_HIT5;
- close2;
- warp "moc_fild12.gat",158,373;
- end;
- } else if ((tu_thief01 == 5) || (tu_thief01 == 6)) {
- if (countitem(916) < 10) { //Feather_Of_Birds
- mes "[Yierhan]";
- mes "'Ey, you don't";
- mes "have the 10 ^ff0000Feather of Birds^000000 I asked you for ";
- mes "Remember, experience is more important";
- mes "that knowledge.";
- close2;
- warp "moc_fild07.gat",203,38;
- end;
- } else {
- mes "[Yierhan]";
- mes "Ah~ there you go.";
- mes "Well done, my friend.";
- mes "These feathers are the token of your self-improvement.";
+ } else if(tu_thief01 == 4){
+ mes "Alright, we studied the skills and you've been practicing a little, right? You better have...";
next;
mes "[Yierhan]";
- mes "I hope you will continue to do your best.";
- mes "Do you have any question?";
+ mes "Alright, now I got some actual fight training I want you to do. Here's a chance for you to figure what skills are best for which situations.";
next;
- if (tu_thief01 == 6) {
- switch(select("Regarding the Traces.", "No.")) {
+ mes "[Yierhan]";
+ mes "Go and get me";
+ mes "10 ^ff0000Feather of Birds^000000.";
+ mes "You can go ahead and kill Pickies to get those. It really shouldn't be that hard. Oh, and use this Wing thingee to come back.";
+ set tu_thief01, 5;
+ savepoint "moc_ruins.gat",80,164;
+ getitem 602, 1;
+ set BaseExp, BaseExp + 100;
+ set JobExp, JobExp + 50;
+ //misceffect EF_HIT5;
+ close2;
+ warp "moc_fild12.gat",158,373;
+ end;
+ } else if(tu_thief01 == 5 || tu_thief01 == 6){
+ if(countitem(916) < 10){ //Feather_Of_Birds
+ mes "'Ey, you don't";
+ mes "have the 10 ^ff0000Feather of Birds^000000 I asked you for ";
+ mes "Remember, experience is more important";
+ mes "that knowledge.";
+ close2;
+ warp "moc_fild07.gat",203,38;
+ end;
+ } else {
+ mes "Ah~ there you go.";
+ mes "Well done, my friend.";
+ mes "These feathers are the token of your self-improvement.";
+ next;
+ mes "[Yierhan]";
+ mes "I hope you will continue to do your best.";
+ mes "Do you have any question?";
+ next;
+ if(tu_thief01 == 6){
+ switch(select("Regarding the Traces.", "No.")){
case 1:
mes "[Yierhan]";
mes "Ah....";
@@ -456,9 +445,9 @@ if (Class == Job_Novice) {
//misceffect EF_HIT5;
close;
break;
- }
- } else {
- switch(select("It was nice to meet you.", "No.")) {
+ }
+ } else {
+ switch(select("It was nice to meet you.", "No.")){
case 1:
mes "[Yierhan]";
mes "Hahaha...nice to meet you, too.";
@@ -488,82 +477,78 @@ if (Class == Job_Novice) {
//misceffect EF_HIT5;
close;
break;
+ }
}
}
- }
- } else if (tu_thief01 == 7) {
- mes "[Yierhan]";
- mes "There was a fight happened at the south of town.";
- mes "It was midnight when it was happened";
- mes "so only few people know about this.";
- mes "I stayed up late for a guild meeting";
- mes "I accidentally witnessed the fight.";
- next;
- mes "[Yierhan]";
- mes "Later I went there where the fight was occurred.";
- mes "All I found was the traces of fight were headed south.";
- mes "It seems the trace has something to do with Assassins...";
- mes "since the traces are poisons scattered around the place.";
- mes "But that is just my assumption.";
- next;
- mes "[Yierhan]";
- mes "If you are interested in, go follow the traces.";
- mes "But don't get so near the traces.";
- mes "They are still poisonous.";
- next;
- mes "[Yierhan]";
- mes "For your information, Green Herb and Green Potion";
- mes "counteracts poison. And if someone";
- mes "takes out a Red Gemstone in front of you, beware.";
- mes "He might try to use poison with the Gemstone.";
- set tu_thief01, 8;
- set BaseExp, BaseExp + 200;
- set JobExp, JobExp + 100;
- //misceffect EF_HIT5;
- close;
- } else if (tu_thief01 == 8) {
- mes "[Yierhan]";
- mes "So, how are you lately?";
- mes "Fighting against an unknown enemy always";
- mes "have a big danger within.";
- mes "It seems outsiders have been wielding their power,";
- mes "so be careful.";
- next;
- mes "[Yierhan]";
- mes "When you are on adventure, you should be careful";
- mes "for everything. Not only monsters are your enemies but";
- mes "people, even your comrades.";
- close;
- } else if (tu_thief01 < 26) {
- mes "[Yierhan]";
- mes "I heard that an assassin who";
- mes "was on a misson has never come back.";
- mes "Although the assassin guild was reported his mission was complete,";
- mes "he has not come back to them yet.";
- mes "He was a very competent man...as I remember.";
- next;
- mes "[Yierhan]";
- mes "Anyways, take care of yourself well.";
- close;
- } else if (tu_thief01 == 26) {
- mes "[Yierhan]";
- mes "So, did you complete your mission?";
- mes "I know it is a pretty difficult one though.";
- next;
- switch(select("I am still ivestigating.", "Not yet.", "Yes, I did.")) {
+ } else if(tu_thief01 == 7){
+ mes "There was a fight happened at the south of town.";
+ mes "It was midnight when it was happened";
+ mes "so only few people know about this.";
+ mes "I stayed up late for a guild meeting";
+ mes "I accidentally witnessed the fight.";
+ next;
+ mes "[Yierhan]";
+ mes "Later I went there where the fight was occurred.";
+ mes "All I found was the traces of fight were headed south.";
+ mes "It seems the trace has something to do with Assassins...";
+ mes "since the traces are poisons scattered around the place.";
+ mes "But that is just my assumption.";
+ next;
+ mes "[Yierhan]";
+ mes "If you are interested in, go follow the traces.";
+ mes "But don't get so near the traces.";
+ mes "They are still poisonous.";
+ next;
+ mes "[Yierhan]";
+ mes "For your information, Green Herb and Green Potion";
+ mes "counteracts poison. And if someone";
+ mes "takes out a Red Gemstone in front of you, beware.";
+ mes "He might try to use poison with the Gemstone.";
+ set tu_thief01, 8;
+ set BaseExp, BaseExp + 200;
+ set JobExp, JobExp + 100;
+ //misceffect EF_HIT5;
+ close;
+ } else if(tu_thief01 == 8){
+ mes "So, how are you lately?";
+ mes "Fighting against an unknown enemy always";
+ mes "have a big danger within.";
+ mes "It seems outsiders have been wielding their power,";
+ mes "so be careful.";
+ next;
+ mes "[Yierhan]";
+ mes "When you are on adventure, you should be careful";
+ mes "for everything. Not only monsters are your enemies but";
+ mes "people, even your comrades.";
+ close;
+ } else if(tu_thief01 < 26){
+ mes "I heard that an assassin who";
+ mes "was on a misson has never come back.";
+ mes "Although the assassin guild was reported his mission was complete,";
+ mes "he has not come back to them yet.";
+ mes "He was a very competent man...as I remember.";
+ next;
+ mes "[Yierhan]";
+ mes "Anyways, take care of yourself well.";
+ close;
+ } else if(tu_thief01 == 26){
+ mes "So, did you complete your mission?";
+ mes "I know it is a pretty difficult one though.";
+ next;
+ switch(select("I am still ivestigating.:Not yet.:Yes, I did.")){
case 1:
mes "[Yierhan]";
mes "Ah...";
mes "I see. Well, I understand that it is difficult.";
mes "Keep up the good work.";
- close2;
+ close;
break;
case 2:
mes "[Yierhan]";
mes "Ah...";
mes "I see. Well, I understand that it is difficult.";
mes "Keep up the good work.";
- close2;
+ close;
break;
case 3:
mes "[Yierhan]";
@@ -614,31 +599,26 @@ if (Class == Job_Novice) {
next;
mes "[Yierhan]";
mes "Take care now.";
- close2;
+ close;
break;
+ }
+ } else {
+ mes "Always cherish your dream.";
+ mes "Life without a dream cannot become a perfect one.";
+ close2;
}
- } else {
- mes "[Yierhan]";
- mes "Always cherish your dream.";
- mes "Life without a dream cannot become a perfect one.";
- close2;
- }
-
-} else if ((Class == Job_Mage) | (Class == Job_Mage_High) | (Class == Job_Wizard) | (Class == Job_High_Wizard) | (Class == Job_Sage) | (Class == Job_Professor)) {
- if (tu_magician01 < 7) {
- mes "[Yierhan]";
- mes "I am a thief trainer.";
- mes "And I can tell you are not a thief.";
- mes "You should become a thief if you wanted to";
- mes "be taught by me...hahaha.";
- close2;
- end;
- } else if (tu_magician01 == 7) {
- mes "[Yierhan]";
- mes "Hm...?";
- mes "That's weird, usually only Thieves hang around this joint. What's someone like you doing here? Unless...";
- next;
- switch(select("I'm here on behalf of 'Mana.'")) {
+ } else if(Class == Job_Mage || Class == Job_Mage_High || Class == Job_Wizard || Class == Job_High_Wizard || Class == Job_Sage || Class == Job_Professor){
+ if(tu_magician01 < 7){
+ mes "I am a thief trainer.";
+ mes "And I can tell you are not a thief.";
+ mes "You should become a thief if you wanted to";
+ mes "be taught by me...hahaha.";
+ close;
+ } else if(tu_magician01 == 7){
+ mes "Hm...?";
+ mes "That's weird, usually only Thieves hang around this joint. What's someone like you doing here? Unless...";
+ next;
+ switch(select("I'm here on behalf of 'Mana.'")){
case 1:
mes "[Yierhan]";
mes "Ah, I've been expecting you. Good good, I asked Mana for help with something.";
@@ -656,25 +636,23 @@ if (Class == Job_Novice) {
mes "Anyway, please head to South Morroc since it seems to be the best place to begin your investigation. You'll see what we've found right outside the South Morroc gate.";
set tu_magician01, 8;
break;
- }
- } else if (tu_magician01 < 26) {
- mes "[Yierhan]";
- mes "There's stories of some highly skilled Assassin that has never returned from a mission...";
- next;
- mes "[Yierhan]";
- mes "What's strange about it is that the Assassin Guild has reported that the mission was actually completed.";
- next;
- mes "[Yierhan]";
- mes "Be careful, my friend. It seems your mission might be related to that mysterious Assassin...";
- close;
- } else if (tu_magician01 == 26) {
- mes "[Yierhan]";
- mes "Hmm.....";
- mes "So how is it going lately?";
- mes "I have had so many other works recently";
- mes "to focus on the investigation.";
- next;
- switch(select("I am still ivestigating.", "Not yet.", "I finished to investigate.")) {
+ }
+ } else if(tu_magician01 < 26){
+ mes "There's stories of some highly skilled Assassin that has never returned from a mission...";
+ next;
+ mes "[Yierhan]";
+ mes "What's strange about it is that the Assassin Guild has reported that the mission was actually completed.";
+ next;
+ mes "[Yierhan]";
+ mes "Be careful, my friend. It seems your mission might be related to that mysterious Assassin...";
+ close;
+ } else if(tu_magician01 == 26){
+ mes "Hmm.....";
+ mes "So how is it going lately?";
+ mes "I have had so many other works recently";
+ mes "to focus on the investigation.";
+ next;
+ switch(select("I am still ivestigating.:Not yet.:I finished to investigate.")){
case 1:
mes "[Yierhan]";
mes "Ah...";
@@ -731,20 +709,17 @@ if (Class == Job_Novice) {
set JobExp, JobExp + 2000;
close2;
break;
+ }
+ } else {
+ mes "As I assumed, it was not done by only a group.";
+ mes "There are at least two or three groups involved with this.";
+ mes "Hmm...I am concerned that something bad might happen soon.";
+ close;
}
- } else {
- mes "[Yierhan]";
- mes "As I assumed, it was not done by only a group.";
- mes "There are at least two or three groups involved with this.";
- mes "Hmm...I am concerned that something bad might happen soon.";
- close2;
}
-} else {
- mes "[Yierhan]";
mes "The most romantic ";
mes "thing in the desert is";
mes "of course the sand storm. Hahaha.";
- close2;
+ close;
}
-end;
-} \ No newline at end of file
+
diff --git a/npc/scripts_athena.conf b/npc/scripts_athena.conf
index 6d57fe9b7..1a9075b8c 100644
--- a/npc/scripts_athena.conf
+++ b/npc/scripts_athena.conf
@@ -114,6 +114,15 @@ npc: npc/quests/newgears/2005_headgears.txt
npc: npc/quests/cooking_quest.txt
npc: npc/quests/newgears/2006_headgear.txt
npc: npc/quests/gunslinger_quests.txt
+//Quests-Tutorials for basic classes (1st class quests)
+npc: npc/quests/first_class/tu_acolyte.txt
+npc: npc/quests/first_class/tu_archer.txt
+npc: npc/quests/first_class/tu_magician01.txt
+npc: npc/quests/first_class/tu_ma_th01.txt
+npc: npc/quests/first_class/tu_merchant.txt
+npc: npc/quests/first_class/tu_sword.txt
+npc: npc/quests/first_class/tu_thief01.txt
+
// --------------------------------------------------------------
// --------------------------- Guides ---------------------------
npc: npc/guides/guides_alb.txt