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-rw-r--r--npc/pre-re/jobs/1-1/swordman.txt673
1 files changed, 589 insertions, 84 deletions
diff --git a/npc/pre-re/jobs/1-1/swordman.txt b/npc/pre-re/jobs/1-1/swordman.txt
index d4f04e965..df6d15662 100644
--- a/npc/pre-re/jobs/1-1/swordman.txt
+++ b/npc/pre-re/jobs/1-1/swordman.txt
@@ -1,138 +1,643 @@
//===== rAthena Script =======================================
-//= Renewal Swordman Job Change
+//= Swordsman Job Quest
//===== By: ==================================================
-//= Kisuka
+//= kobra_k88; L0ne_W0lf
//===== Current Version: =====================================
-//= 1.1
+//= 2.3
//===== Compatible With: =====================================
//= rAthena SVN
//===== Description: =========================================
-//= Job Change to Swordman Class
+//= [Aegis Conversion]
+//= Job quest for Swordman classes
+//= Uses Job_sword1 as opposed to sword_1-1 -> sword_3-1.
+//= EXPLOITABLE in a sense because while the sword_x-1 maps
+//= are marked as "inside" by the client, job_sword1 is not.
+//= giving players FREE camera rotation while doing the job quest.
//===== Additional Comments: =================================
-//= 1.0 First Version. [Kisuka]
-//= 1.1 Added Baby job change support. [Masao]
+//= Fully working. I have created a custom warp to get into the test room so disable
+//= the one in your warp script or scripts. It is this warp: "izlude_in",40,170.
+//= 1.1 Added instant job change for High Novice [Lupus]
+//= 1.3 Added Baby Class support [Lupus]
+//= 1.4 Changed the timing system to initnpctimer, now you do get warnings about time
+//= and are limited to 7min to complete the quest [Fredzilla]
+//= 1.5 Optimised and moved first checker to Jfunc1-1 [massdriller]
+//= 1.5.1 Fixed possible EXP abuse [Lupus]
+//= 1.5.2 Now saves/restores all quest skills [Lupus]
+//= 1.5.3 Removed Duplicates [Silent]
+//= 1.6 Merged back JFunc, CHANGED NUMBERS TO CONSTANTS [Lupus]
+//= 1.7 changed location from its clone to the original [Lupus]
+//= 1.7.1 Fixed warp on timeout [KarLaeda]
+//= 1.8 Rescripted to Aegis 10.3 stadards. [L0ne_W0lf]
+//= Removed "green" traps, quest is no longer timed.
+//= No longer uses function "F_ToHigh"
+//= 1.9 Dialog is official, but the Script is now custom as far as maps go. [L0ne_W0lf]
+//= 1.9b Fixed usage of wrong jobchange func messing up baby classes [ultramage]
+//= 2.0 Corrected NPC names to fall within proper resctrictions. [L0ne_W0lf]
+//= 2.1 Fixed mistake in condition check. [L0ne_W0lf]
+//= 2.2 Warp portals dont end with ; [Yommy]
+//= 2.3 Added Quest Log commands. [L0ne_W0lf]
//============================================================
-izlude_in,74,172,4 script Swordman 119,{
+
+izlude_in,74,172,4 script Swordman#swd_1 119,{
if (Upper == 1) {
- if ((Class == Job_Novice_High) && (ADVJOB == Job_Lord_Knight || ADVJOB == Job_Paladin)) {
- mes "[Swordman Guildsman]";
+ if (Class == Job_Novice_High && (ADVJOB == Job_Lord_Knight || ADVJOB == Job_Paladin)) {
+ mes "[Swordman]";
mes "It...";
mes "Can't be...";
mes "You've been reborn, haven't you?";
next;
- mes "[Swordman Guildsman]";
+ mes "[Swordman]";
mes "I see you're retreading the path of the Swordman! Once you've gotten used to brandishing a sword, you can never go back!!";
next;
if (getskilllv("NV_BASIC") < 9) {
- mes "[Swordman Guildsman]";
+ mes "[Swordman]";
mes "Hmm? Ah, you must first master the Basic Skills before you are ready to become a Swordman.";
next;
- mes "[Swordman Guildsman]";
+ mes "[Swordman]";
mes "Come back to me when you have finished learning the Basic Novice Skills.";
close;
}
- mes "[Swordman Guildsman]";
+ mes "[Swordman]";
mes "Excellent! Let me promote you to a Swordman right away!";
next;
- skill 143,0,1;
+ skill 143,0,0;
jobchange Job_Swordman_High;
skill 144,1,0;
skill 145,1,0;
skill 146,1,0;
- mes "[Swordman Guildsman]";
+ mes "[Swordman]";
mes "Hmm... You look like a well-experienced Swordman. Still, I'm sure that you must train to improve your skills and gain strength!";
close;
}
- mes "[Swordman Guildsman]";
- mes "Hm...?";
- mes "You're a reborn";
- mes "warrior, aren't you?";
- next;
- mes "[Swordman Guildsman]";
- mes "Hmmm...";
- mes "It seems that being";
- mes "a Swordman is not part";
- mes "of your destiny. I'm sorry,";
- mes "but it seems there is nothing";
- mes "I can do for you.";
- close;
+ else {
+ mes "[Swordman]";
+ mes "Hm...?";
+ mes "You're a reborn";
+ mes "warrior, aren't you?";
+ next;
+ mes "[Swordman]";
+ mes "Hmmm...";
+ mes "It seems that being";
+ mes "a Swordman is not part";
+ mes "of your destiny. I'm sorry,";
+ mes "but it seems there is nothing";
+ mes "I can do for you.";
+ close;
+ }
}
- mes "[Swordman Guildsman]";
+ mes "[Swordman]";
mes "Welcome to the";
mes "Swordman Association!";
next;
- mes "[Swordman Guildsman]";
+ mes "[Swordman]";
mes "So...";
mes "What business";
mes "brings you to us?";
next;
- switch (select("Tell me about being a Swordman.:I want to be a Swordman.:Cancel.")) {
+ switch(select("Job Change:About Swordman.:About the Job requirements.:Cancel.")) {
case 1:
- mes "[Swordman Guildsman]";
+ if (BaseJob == Job_Swordman) {
+ mes "[Swordman]";
+ mes "Job change? Muhahaha! But you're already a Swordman! Be proud and be strong!";
+ close;
+ }
+ else if (BaseJob != Job_Novice) {
+ mes "[Swordman]";
+ mes "Haha! Oh boy. I'm flattered, but you already have another job! Still, I can't blame you...";
+ close;
+ }
+ if (job_sword_q == 0) {
+ mes "[Swordman]";
+ mes "So you wish to become a proud Swordman? By all means, please sign up!";
+ next;
+ if (select("Sign up.:Cancel.") == 1) {
+ savepoint "izlude_in",65,165;
+ set job_sword_q,1;
+ setquest 1014;
+ mes "[Swordman]";
+ mes "Ah, yes. Your application will be reviewed as soon as possible.";
+ next;
+ mes "[Swordman]";
+ mes "If you have already met the requirements, you can take an interview right now. Would you like to?";
+ next;
+ if (select("Yes.:No.") == 1) {
+ mes "[Swordman]";
+ mes "Good, good.";
+ mes "Now, let's see...";
+ next;
+ }
+ else {
+ mes "[Swordman]";
+ mes "Alright then. Feel free to come back whenever you are ready. All you ahve to do now is meet our requirements. Good luck to you.";
+ close;
+ }
+ }
+ else {
+ mes "[Swordman]";
+ mes "Hm? Alright, come back whenever you change your mind. The world can always use another Swordman!";
+ close;
+ }
+ }
+ mes "[Swordman]";
+ if (getskilllv("NV_BASIC") < 9) {
+ mes "Hm, you still haven't learned all of the Basic Skills. You need to do that before you can become a Swordman.";
+ next;
+ mes "[Swordman]";
+ mes "Check the requirements for job change again, and come back when you are ready.";
+ close;
+ }
+ else if (job_sword_q <= 3) {
+ mes "Hm, you've learned all of the Basic Skills but didn't take the test yet. You must first pass the exam before you can change your job to Swordman.";
+ next;
+ mes "[Swordman]";
+ mes "Enter the room to my right so that you can take the test. You'll need to speak to my right so you can enter the examination area.";
+ close;
+ }
+ else if (job_sword_q == 4) {
+ mes "Hahaha! Congratulations! Now you are fully qualified to be a real Swordman! I will transform you right away!";
+ next;
+ callfunc "Job_Change",Job_Swordman;
+ set job_sword_q,0;
+ completequest 1014;
+ mes "[Swordman]";
+ mes "Once again, congratulations. I expect that you will be a good representative of the Swordman Association.";
+ close;
+ }
+ case 2:
+ mes "[Swordman]";
mes "So you wish to know more about the mighty Swordman job? Well, then...";
next;
- mes "[Swordman Guildsman]";
+ mes "[Swordman]";
mes "Amongst the First Class jobs, the Swordman is the best melee fighter for three reasons.";
mes "There are 3 reasons why Swordy is the best to approch a fight!";
next;
- mes "[Swordman Guildsman]";
+ mes "[Swordman]";
mes "First, Swordman has the benefit of additional HP. Second, Swordman generally have access to a wider selection fo weapons than the other First Class jobs.";
next;
- mes "[Swordman Guildsman]";
+ mes "[Swordman]";
mes "And third, most of the Swordman skills are crushing physical attacks! In my opinion, being a Swordman is the best job ever!";
close;
- case 2:
- if (Class == Job_Baby || Class == Job_Novice) {
- if (getskilllv("NV_BASIC") < 9) {
- mes "[Swordman Guildsman]";
- mes "I'm sorry to tell you this but to be a Swordman, you must reach at least ^4d4dffJob Level 10^000000.";
- mes "and ^4d4dffBasic Skill Level 9^000000.";
- next;
- mes "[Swordman Guildsman]";
- mes "Want to be a Swordman without having the minimum requirement?";
- mes "Do you think being a Swordman is that easy?";
- close;
- }
- mes "[Swordman Guildsman]";
- mes "Hmm, both your Job Level and Basic Skill Level check out.";
- mes "Good. Do you want to be a Swordman right away?";
- next;
- switch (select("Yes, I do.:I'll consider it again.")) {
- case 1:
- mes "[Swordman Guildsman]";
- mes "Congratulations! From now on, you are going to live a Swordman's life!";
- mes "I will transform you right away!";
- next;
- skill 143,0,1;
- if(Class == Job_Baby){
- jobchange Job_Baby_Swordman;
- } else {
- jobchange Job_Swordman;
- }
- getitem 13415,1; //N_Falchion
- mes "[Swordman Guildsman]";
- mes "Congratulations again for becomming a Swordman and I hope that you participate in many activities for the revival of our guild.";
- close;
- case 2:
- mes "[Swordman Guildsman]";
- mes "Yeah. Careful consideration is needed for choosing a job.";
- mes "But I feel sorry... that you'll have to consider it again after all the trials....";
- close;
- }
- }
- if (Class == Job_Baby_Swordman || Class == Job_Swordman) {
- mes "[Swordman Guildsman]";
- mes "You are already an excellent Swordman, aren't you?";
- mes "Just devote yourself to be a great Swordman.";
- close;
+ case 3:
+ mes "[Swordman]";
+ mes "Hmmm...";
+ if (BaseJob != Job_Novice) {
+ if (BaseJob == Job_Swordman)
+ mes "But there's no need to tell you the requirements. You've met them and already became a Swordman! Well, anyway...";
+ else
+ mes "It's too late for you to become a Swordman. You already have another job. Still, there's no harm in telling you...";
}
- mes "[Swordman Guildsman]";
- mes "Haha! Oh boy. I'm flattered, but you already have another job! Still, I can't blame you...";
+ next;
+ mes "[Swordman]";
+ mes "First, you must learn all 9 of the Basic Skills. If you can't complete this requirement, you won't be able to change to any job.";
+ next;
+ mes "[Swordman]";
+ mes "Second, you must pass the Swordman Test. Inquire the Test Manager located in the waiting room of the Swordman Test.";
+ next;
+ mes "[Swordman]";
+ mes "If you can complete these 2 requirements, you can change to a Swordman anytime you want.";
close;
- case 3:
- mes "[Swordman Guildsman]";
+ case 4:
+ mes "[Swordman]";
mes "Ha ha ha!";
mes "Ah, youth!";
close;
}
-} \ No newline at end of file
+}
+
+izlude_in,62,170,6 script Swordman#swd_2 85,{
+ mes "[Swordman]";
+ if (BaseJob == Job_Swordman) {
+ mes "Sorry guy, but I can only allow Novices to enter the Test Hall.";
+ close;
+ }
+ else if (BaseJob != Job_Novice) {
+ mes "Who the hell are you?! Nobody, other than Novices, is permitted to come in here!";
+ close;
+ }
+ else if (getskilllv("NV_BASIC") < 9) {
+ mes "Stop! I can't let you in until you learn all of the Basic Skills. The Test Hall isn't for goofing off!";
+ close;
+ }
+ else if (job_sword_q == 4) {
+ mes "Hey. You need to talk to the Swordman in the center of the room, not me.";
+ close;
+ }
+ else if (job_sword_q == 0) {
+ mes "Stop! If you want to take the Swordman Test, you'll need to fill out an application first.";
+ next;
+ mes "[Swordman]";
+ mes "The Swordman in the center of the room can help you with that, got it?";
+ close;
+ }
+ else {
+ savepoint "izlude_in",65,165;
+ warp "izlude_in",39,170;
+ end;
+ }
+}
+
+izlude_in,30,175,4 script Swordman#swd_3 92,{
+ mes "[Swordman]";
+ mes "I will tell you about the Test! Listen carefully, I won't repeat myself.";
+ next;
+ mes "[Swordman]";
+ mes "The purpose of this test is to confirm whether or not you are qualified to be a Swordman. As you know, a Swordman needs physical strength and spirit!";
+ next;
+ mes "[Swordman]";
+ mes "Without those, you won't be able to become a Swordman. Now, the conditions for completing this test are very simple.";
+ next;
+ mes "[Swordman]";
+ mes "You will travel through three courses and must reach the final checkpoint within ^FF000010 minutes^000000.";
+ next;
+ mes "[Swordman]";
+ mes "If you choose to 'Surrender,' or if you run out of time, you will not pass the test.";
+ next;
+ mes "[Swordman]";
+ mes "If you find that you are not strong enough to pass the test, head to the entrance of the course and talk to the checkpoint manager.";
+ next;
+ mes "[Swordman]";
+ mes "As you travel through the three courses, you may fall to a random, underground area. The course is designed so that you can still find your way back.";
+ next;
+ mes "[Swordman]";
+ mes "However, be careful, as this will waste your time! Godspeed to you.";
+ close;
+}
+
+izlude_in,30,163,0 script Test Hall Staff#swd_1 105,{
+ mes "[Test Hall Staff]";
+ if (BaseJob == Job_Swordman) {
+ mes "Hm? How did you get inside? You're not supposed to be in here, so please leave now.";
+ close2;
+ warp "izlude_in",66,170;
+ end;
+ }
+ else if (BaseJob != Job_Novice) {
+ mes "Who are you?! This place is for the Swordman Test! You're not allowed to be in here! Leave now!";
+ close2;
+ warp "izlude_in",66,170;
+ end;
+ }
+ if (job_sword_q == 1) {
+ mes "So are you the one who wants to be a Swordman? Alright! You look reliable!";
+ next;
+ mes "[Test Hall Staff]";
+ mes "Try to relax and do your best. This course isn't so difficult.";
+ set job_sword_q,2;
+ }
+ else if (job_sword_q == 2) {
+ mes "Retesting? Try not to worry about it. It's good that you don't back down from a challenge! Here, take these and cheer up!";
+ getitem 512,5; //Apple
+ set job_sword_q,3;
+ }
+ else if (job_sword_q == 3)
+ mes "Don't ever give up! Now retesting!";
+ close2;
+ warp "job_sword1",10,245;
+ end;
+}
+
+// Examination Courses NPCs
+//============================================================
+// 1-1
+job_sword1,230,245,2 script Medic#swd_1 105,{
+ callfunc "F_JobSwdMedic","1st";
+}
+job_sword1,230,242,2 script Test Hall Staff#swd_2 105,{
+ callfunc "F_JobSwdStaff",1;
+}
+job_sword1,230,207,2 script Medic#2swd_2 105,{
+ callfunc "F_JobSwdMedic","2nd";
+}
+job_sword1,230,204,2 script Test Hall Staff#2swd_3 105,{
+ callfunc "F_JobSwdStaff",1;
+}
+job_sword1,223,167,2 script Mae#swd_1_success 92,{
+ mapannounce "job_sword1","Applicant " + strcharinfo(0) + ". You successfully passed the test.",bc_map;
+ set job_sword_q,4;
+ mes "[Mae]";
+ mes "I sencerely congratulate you for passing the test!";
+ mes "I already sent your test result to the Job Department.Please inquire at the Officer in Centre.Thank you.";
+ close2;
+ warp "izlude_in",66,173;
+ end;
+}
+
+// Examination Course Functions
+//============================================================
+function script F_JobSwdMedic {
+ percentheal 100,0;
+ mes "[Medic]";
+ mes "This is the "+getarg(0)+" check point!Cheer up!";
+ close;
+}
+
+function script F_JobSwdStaff {
+ mes "[Test Hall Staff]";
+ mes "Do you surrender?";
+ next;
+ if (select("Yes.:No.") == 1) {
+ mapannounce "job_sword1","Applicant " + strcharinfo(0) + " quit the test.",bc_map;
+ warp "izlude_in",65,165;
+ end;
+ }
+ mes "[Test Hall Staff]";
+ mes "Bravo! Go for it again!";
+ close;
+}
+
+function script F_JobSwdTestStaff {
+OnTouch:
+ mes "[Test Hall Staff]";
+ mes "Applicant " + strcharinfo(0) + ". Do you surrender??";
+ next;
+ if (select("Yes.:No.") == 1) {
+ mapannounce "job_sword1","Applicant " + strcharinfo(0) + " quit the test..",bc_map;
+ warp "izlude_in",65,165;
+ end;
+ }
+ warp "job_sword1",getarg(0),getarg(1);
+ end;
+}
+
+function script F_JobSwdTestStaff2 {
+OnTouch:
+ mapannounce "job_sword1","Applicant " + strcharinfo(0) + ". Pass the "+getarg(0)+" course.",bc_map;
+ warp "job_sword1",getarg(1),getarg(2);
+ end;
+}
+
+// Examination Course 1
+//============================================================
+job_sword1,223,243,0 warp checkp1-2#swd_1 1,1,job_sword1,11,206
+job_sword1,223,205,0 warp checkp2-3#swd_1 1,1,job_sword1,11,168
+
+job_sword1,7,245,0 script Test Hall Staff#swd_4 45,1,3,{
+ callfunc "F_JobSwdTestStaff",10,245;
+}
+
+job_sword1,8,207,0 script Test Hall Staff#swd_5 45,1,6,{
+ callfunc "F_JobSwdTestStaff",11,207;
+}
+
+job_sword1,8,169,0 script Test Hall Staff#swd_6 45,1,6,{
+ callfunc "F_JobSwdTestStaff",11,169;
+}
+
+job_sword1,192,244,0 script Test Hall Staff#swd_7 45,1,3,{
+ callfunc "F_JobSwdTestStaff2","1st",215,244;
+}
+
+job_sword1,193,207,0 script Test Hall Staff#swd_8 45,1,3,{
+ callfunc "F_JobSwdTestStaff2","2nd",215,205;
+ warp "job_sword1",215,205;
+}
+
+job_sword1,193,168,0 script Test Hall Staff#swd_9 45,1,3,{
+ callfunc "F_JobSwdTestStaff2","3rd",215,167;
+}
+
+// Pitfalls (Set 1)
+//============================================================
+job_sword1,65,117,0 warp pitfall01-01 1,1,job_sword1,10,245
+job_sword1,98,27,0 warp pitfall02-01 1,1,job_sword1,11,207
+job_sword1,161,27,0 warp pitfall02-02 1,1,job_sword1,11,207
+job_sword1,239,117,0 warp pitfall03-01 1,1,job_sword1,11,169
+
+job_sword1,16,251,0 script 1_blank_1_a::SwdTrap1 -1,0,1,{
+OnTouch:
+ switch(rand(1,5)) {
+ case 1: warp "job_sword1",65,56; end;
+ case 2: warp "job_sword1",29,26; end;
+ case 3: warp "job_sword1",43,16; end;
+ case 4: warp "job_sword1",23,112; end;
+ case 5: warp "job_sword1",58,83; end;
+ }
+}
+job_sword1,19,251,0 duplicate(SwdTrap1) 1_blank_1_b -1,0,1
+job_sword1,17,250,0 duplicate(SwdTrap1) 1_blank_1_c -1,1,0
+job_sword1,16,238,0 duplicate(SwdTrap1) 1_blank_2_a -1,0,1
+job_sword1,19,238,0 duplicate(SwdTrap1) 1_blank_2_b -1,0,1
+job_sword1,17,239,0 duplicate(SwdTrap1) 1_blank_2_c -1,0,1
+job_sword1,28,247,0 duplicate(SwdTrap1) 1_blank_3_a -1,4,0
+job_sword1,33,245,0 duplicate(SwdTrap1) 1_blank_3_b -1,0,2
+job_sword1,29,242,0 duplicate(SwdTrap1) 1_blank_3_c -1,4,0
+job_sword1,24,244,0 duplicate(SwdTrap1) 1_blank_3_d -1,0,2
+job_sword1,38,251,0 duplicate(SwdTrap1) 1_blank_4_a -1,0,1
+job_sword1,41,251,0 duplicate(SwdTrap1) 1_blank_4_b -1,0,1
+job_sword1,39,250,0 duplicate(SwdTrap1) 1_blank_4_c -1,1,0
+job_sword1,38,238,0 duplicate(SwdTrap1) 1_blank_5_a -1,0,1
+job_sword1,41,238,0 duplicate(SwdTrap1) 1_blank_5_b -1,0,1
+job_sword1,39,239,0 duplicate(SwdTrap1) 1_blank_5_c -1,1,0
+job_sword1,54,251,0 duplicate(SwdTrap1) 1_blank_6_a -1,0,1
+job_sword1,71,251,0 duplicate(SwdTrap1) 1_blank_6_b -1,0,1
+job_sword1,62,250,0 duplicate(SwdTrap1) 1_blank_6_c -1,9,0
+job_sword1,62,247,0 duplicate(SwdTrap1) 1_blank_7_a -1,8,0
+job_sword1,71,244,0 duplicate(SwdTrap1) 1_blank_7_b -1,0,2
+job_sword1,63,242,0 duplicate(SwdTrap1) 1_blank_7_c -1,8,0
+job_sword1,54,244,0 duplicate(SwdTrap1) 1_blank_7_d -1,0,2
+job_sword1,54,238,0 duplicate(SwdTrap1) 1_blank_8_a -1,0,1
+job_sword1,71,238,0 duplicate(SwdTrap1) 1_blank_8_b -1,0,1
+job_sword1,62,239,0 duplicate(SwdTrap1) 1_blank_8_c -1,9,0
+job_sword1,102,247,0 duplicate(SwdTrap1) 1_blank_9_a -1,2,0
+job_sword1,105,245,0 duplicate(SwdTrap1) 1_blank_9_b -1,0,2
+job_sword1,103,242,0 duplicate(SwdTrap1) 1_blank_9_c -1,2,0
+job_sword1,100,244,0 duplicate(SwdTrap1) 1_blank_9_d -1,0,2
+job_sword1,156,249,0 duplicate(SwdTrap1) 1_blank_10_a -1,14,0
+job_sword1,156,248,0 duplicate(SwdTrap1) 1_blank_10_b -1,14,0
+job_sword1,170,249,0 duplicate(SwdTrap1) 1_blank_10_c -1,1,0
+job_sword1,170,248,0 duplicate(SwdTrap1) 1_blank_10_d -1,1,0
+job_sword1,156,245,0 duplicate(SwdTrap1) 1_blank_11_a -1,14,0
+job_sword1,156,244,0 duplicate(SwdTrap1) 1_blank_11_b -1,14,0
+job_sword1,170,245,0 duplicate(SwdTrap1) 1_blank_11_c -1,1,0
+job_sword1,170,244,0 duplicate(SwdTrap1) 1_blank_11_d -1,1,0
+job_sword1,156,241,0 duplicate(SwdTrap1) 1_blank_12_a -1,14,0
+job_sword1,156,240,0 duplicate(SwdTrap1) 1_blank_12_b -1,14,0
+job_sword1,170,241,0 duplicate(SwdTrap1) 1_blank_12_c -1,1,0
+job_sword1,170,240,0 duplicate(SwdTrap1) 1_blank_12_d -1,1,0
+job_sword1,180,251,0 duplicate(SwdTrap1) 1_blank_13_a -1,0,1
+job_sword1,183,251,0 duplicate(SwdTrap1) 1_blank_13_b -1,0,1
+job_sword1,181,250,0 duplicate(SwdTrap1) 1_blank_13_c -1,1,0
+job_sword1,180,238,0 duplicate(SwdTrap1) 1_blank_14_a -1,0,1
+job_sword1,183,238,0 duplicate(SwdTrap1) 1_blank_14_b -1,0,1
+job_sword1,181,239,0 duplicate(SwdTrap1) 1_blank_14_c -1,1,0
+
+job_sword1,193,245,0 warp 1_rest 1,3,job_sword1,215,244
+
+// Pitfalls (Set 2)
+//============================================================
+job_sword1,56,212,0 script 2_blank_1_a::SwdTrap2 -1,40,0,{
+OnTouch:
+ switch(rand(1,5)) {
+ case 1: warp "job_sword1",162,120; end;
+ case 2: warp "job_sword1",94,120; end;
+ case 3: warp "job_sword1",94,85; end;
+ case 4: warp "job_sword1",162,85; end;
+ case 5: warp "job_sword1",130,47; end;
+ }
+}
+
+job_sword1,95,212,0 duplicate(SwdTrap2) 2_blank_1_b -1,2,0
+job_sword1,56,210,0 duplicate(SwdTrap2) 2_blank_2_a -1,40,0
+job_sword1,95,210,0 duplicate(SwdTrap2) 2_blank_2_b -1,2,0
+job_sword1,16,206,0 duplicate(SwdTrap2) 2_blank_2_c -1,0,3
+job_sword1,97,206,0 duplicate(SwdTrap2) 2_blank_2_d -1,0,3
+job_sword1,56,203,0 duplicate(SwdTrap2) 2_blank_2_e -1,40,0
+job_sword1,95,203,0 duplicate(SwdTrap2) 2_blank_2_f -1,2,0
+job_sword1,56,201,0 duplicate(SwdTrap2) 2_blank_3_a -1,40,0
+job_sword1,95,201,0 duplicate(SwdTrap2) 2_blank_3_b -1,2,0
+
+job_sword1,113,212,0 duplicate(SwdTrap2) 2_blank_4_a -1,14,0
+job_sword1,125,212,0 duplicate(SwdTrap2) 2_blank_4_b -1,2,0
+job_sword1,113,210,0 duplicate(SwdTrap2) 2_blank_5_a -1,14,0
+job_sword1,125,210,0 duplicate(SwdTrap2) 2_blank_5_b -1,2,0
+job_sword1,100,206,0 duplicate(SwdTrap2) 2_blank_5_c -1,0,3
+job_sword1,127,206,0 duplicate(SwdTrap2) 2_blank_5_d -1,0,3
+job_sword1,113,203,0 duplicate(SwdTrap2) 2_blank_5_e -1,14,0
+job_sword1,125,210,0 duplicate(SwdTrap2) 2_blank_5_f -1,2,0
+job_sword1,113,201,0 duplicate(SwdTrap2) 2_blank_6_a -1,14,0
+job_sword1,113,201,0 duplicate(SwdTrap2) 2_blank_6_b -1,2,0
+
+job_sword1,155,212,0 duplicate(SwdTrap2) 2_blank_7_a -1,21,0
+job_sword1,181,212,0 duplicate(SwdTrap2) 2_blank_7_b -1,2,0
+job_sword1,155,210,0 duplicate(SwdTrap2) 2_blank_8_a -1,21,0
+job_sword1,181,210,0 duplicate(SwdTrap2) 2_blank_8_b -1,2,0
+job_sword1,130,206,0 duplicate(SwdTrap2) 2_blank_8_c -1,0,3
+job_sword1,183,206,0 duplicate(SwdTrap2) 2_blank_8_d -1,0,3
+job_sword1,155,203,0 duplicate(SwdTrap2) 2_blank_8_e -1,21,0
+job_sword1,181,203,0 duplicate(SwdTrap2) 2_blank_8_f -1,2,0
+job_sword1,155,201,0 duplicate(SwdTrap2) 2_blank_9_a -1,40,0
+job_sword1,181,201,0 duplicate(SwdTrap2) 2_blank_9_b -1,2,0
+
+// Pitfalls (Set 3)
+//============================================================
+job_sword1,17,174,0 script 3_blank_1_a::SwdTrap3 -1,2,0,{
+OnTouch:
+ switch(rand(1,5)) {
+ case 1: warp "job_sword1",195,15; end;
+ case 2: warp "job_sword1",195,38; end;
+ case 3: warp "job_sword1",231,30; end;
+ case 4: warp "job_sword1",198,65; end;
+ case 5: warp "job_sword1",196,116; end;
+ }
+}
+
+job_sword1,17,163,0 duplicate(SwdTrap3) 3_blank_2_a -1,2,0
+job_sword1,29,171,0 duplicate(SwdTrap3) 3_blank_3_a -1,2,0
+job_sword1,31,168,0 duplicate(SwdTrap3) 3_blank_3_b -1,0,2
+job_sword1,28,166,0 duplicate(SwdTrap3) 3_blank_3_c -1,2,0
+job_sword1,26,168,0 duplicate(SwdTrap3) 3_blank_3_d -1,0,2
+job_sword1,36,169,0 duplicate(SwdTrap3) 3_blank_4_a -1,0,0
+job_sword1,37,169,0 duplicate(SwdTrap3) 3_blank_4_b -1,0,0
+job_sword1,37,168,0 duplicate(SwdTrap3) 3_blank_4_c -1,0,0
+job_sword1,36,168,0 duplicate(SwdTrap3) 3_blank_4_c2 -1,0,0
+job_sword1,40,175,0 duplicate(SwdTrap3) 3_blank_5_a -1,0,1
+job_sword1,41,175,0 duplicate(SwdTrap3) 3_blank_5_b -1,0,1
+job_sword1,41,171,0 duplicate(SwdTrap3) 3_blank_6_a -1,1,0
+job_sword1,41,170,0 duplicate(SwdTrap3) 3_blank_6_b -1,1,0
+job_sword1,41,167,0 duplicate(SwdTrap3) 3_blank_6_c -1,1,0
+job_sword1,41,166,0 duplicate(SwdTrap3) 3_blank_6_d -1,1,0
+job_sword1,42,169,0 duplicate(SwdTrap3) 3_blank_6_e -1,0,1
+job_sword1,43,170,0 duplicate(SwdTrap3) 3_blank_6_f -1,0,1
+job_sword1,43,167,0 duplicate(SwdTrap3) 3_blank_6_g -1,0,1
+job_sword1,40,162,0 duplicate(SwdTrap3) 3_blank_7_a -1,0,1
+job_sword1,41,162,0 duplicate(SwdTrap3) 3_blank_7_b -1,0,1
+job_sword1,46,175,0 duplicate(SwdTrap3) 3_blank_8_a -1,0,1
+job_sword1,51,175,0 duplicate(SwdTrap3) 3_blank_8_b -1,0,1
+job_sword1,47,174,0 duplicate(SwdTrap3) 3_blank_8_c -1,1,0
+job_sword1,50,174,0 duplicate(SwdTrap3) 3_blank_8_d -1,1,0
+job_sword1,48,173,0 duplicate(SwdTrap3) 3_blank_8_e -1,0,1
+job_sword1,49,173,0 duplicate(SwdTrap3) 3_blank_8_f -1,0,1
+job_sword1,46,162,0 duplicate(SwdTrap3) 3_blank_9_a -1,0,1
+job_sword1,51,162,0 duplicate(SwdTrap3) 3_blank_9_b -1,0,1
+job_sword1,47,163,0 duplicate(SwdTrap3) 3_blank_9_c -1,1,0
+job_sword1,50,163,0 duplicate(SwdTrap3) 3_blank_9_d -1,1,0
+job_sword1,48,164,0 duplicate(SwdTrap3) 3_blank_9_e -1,0,1
+job_sword1,49,164,0 duplicate(SwdTrap3) 3_blank_9_f -1,0,1
+job_sword1,54,170,0 duplicate(SwdTrap3) 3_blank_10_a -1,0,1
+job_sword1,55,170,0 duplicate(SwdTrap3) 3_blank_10_b -1,0,1
+job_sword1,54,167,0 duplicate(SwdTrap3) 3_blank_10_c -1,0,1
+job_sword1,55,167,0 duplicate(SwdTrap3) 3_blank_10_d -1,0,1
+job_sword1,53,169,0 duplicate(SwdTrap3) 3_blank_10_e -1,1,0
+job_sword1,53,168,0 duplicate(SwdTrap3) 3_blank_10_f -1,1,0
+job_sword1,56,169,0 duplicate(SwdTrap3) 3_blank_10_g -1,1,0
+job_sword1,56,168,0 duplicate(SwdTrap3) 3_blank_10_h -1,1,0
+job_sword1,58,175,0 duplicate(SwdTrap3) 3_blank_11_a -1,0,1
+job_sword1,59,174,0 duplicate(SwdTrap3) 3_blank_11_b -1,1,0
+job_sword1,60,173,0 duplicate(SwdTrap3) 3_blank_11_c -1,0,1
+job_sword1,61,172,0 duplicate(SwdTrap3) 3_blank_11_d -1,1,0
+job_sword1,58,162,0 duplicate(SwdTrap3) 3_blank_12_a -1,0,1
+job_sword1,59,163,0 duplicate(SwdTrap3) 3_blank_12_b -1,1,0
+job_sword1,60,164,0 duplicate(SwdTrap3) 3_blank_12_c -1,0,1
+job_sword1,61,165,0 duplicate(SwdTrap3) 3_blank_12_d -1,1,0
+job_sword1,76,172,0 duplicate(SwdTrap3) 3_blank_13_a -1,1,0
+job_sword1,77,173,0 duplicate(SwdTrap3) 3_blank_13_b -1,0,1
+job_sword1,78,174,0 duplicate(SwdTrap3) 3_blank_13_c -1,1,0
+job_sword1,79,175,0 duplicate(SwdTrap3) 3_blank_13_d -1,0,1
+job_sword1,76,165,0 duplicate(SwdTrap3) 3_blank_14_a -1,1,0
+job_sword1,77,164,0 duplicate(SwdTrap3) 3_blank_14_b -1,0,1
+job_sword1,78,163,0 duplicate(SwdTrap3) 3_blank_14_c -1,1,0
+job_sword1,79,162,0 duplicate(SwdTrap3) 3_blank_14_d -1,0,1
+job_sword1,94,175,0 duplicate(SwdTrap3) 3_blank_15_a -1,0,1
+job_sword1,95,174,0 duplicate(SwdTrap3) 3_blank_15_b -1,1,0
+job_sword1,98,174,0 duplicate(SwdTrap3) 3_blank_15_c -1,1,0
+job_sword1,99,175,0 duplicate(SwdTrap3) 3_blank_16_d -1,0,1
+job_sword1,96,169,0 duplicate(SwdTrap3) 3_blank_17_a -1,0,0
+job_sword1,97,169,0 duplicate(SwdTrap3) 3_blank_17_b -1,0,0
+job_sword1,97,168,0 duplicate(SwdTrap3) 3_blank_17_c -1,0,0
+job_sword1,96,168,0 duplicate(SwdTrap3) 3_blank_17_d -1,0,0
+job_sword1,94,162,0 duplicate(SwdTrap3) 3_blank_18_a -1,0,1
+job_sword1,95,163,0 duplicate(SwdTrap3) 3_blank_18_b -1,1,0
+job_sword1,98,163,0 duplicate(SwdTrap3) 3_blank_18_c -1,1,0
+job_sword1,99,162,0 duplicate(SwdTrap3) 3_blank_18_d -1,0,1
+job_sword1,114,175,0 duplicate(SwdTrap3) 3_blank_19_a -1,0,1
+job_sword1,115,175,0 duplicate(SwdTrap3) 3_blank_19_b -1,0,1
+job_sword1,114,162,0 duplicate(SwdTrap3) 3_blank_20_a -1,0,1
+job_sword1,115,162,0 duplicate(SwdTrap3) 3_blank_20_b -1,0,1
+job_sword1,126,175,0 duplicate(SwdTrap3) 3_blank_21_a -1,0,1
+job_sword1,127,175,0 duplicate(SwdTrap3) 3_blank_21_b -1,0,1
+job_sword1,126,162,0 duplicate(SwdTrap3) 3_blank_23_a -1,0,1
+job_sword1,127,162,0 duplicate(SwdTrap3) 3_blank_23_b -1,0,1
+job_sword1,160,174,0 duplicate(SwdTrap3) 3_blank_24_a -1,0,2
+job_sword1,161,174,0 duplicate(SwdTrap3) 3_blank_24_b -1,0,2
+job_sword1,160,163,0 duplicate(SwdTrap3) 3_blank_25_a -1,0,2
+job_sword1,161,163,0 duplicate(SwdTrap3) 3_blank_25_b -1,0,2
+job_sword1,168,175,0 duplicate(SwdTrap3) 3_blank_26_a -1,0,2
+job_sword1,169,175,0 duplicate(SwdTrap3) 3_blank_26_b -1,0,2
+job_sword1,168,162,0 duplicate(SwdTrap3) 3_blank_27_a -1,0,2
+job_sword1,169,162,0 duplicate(SwdTrap3) 3_blank_27_b -1,0,2
+job_sword1,176,174,0 duplicate(SwdTrap3) 3_blank_28_a -1,0,2
+job_sword1,177,174,0 duplicate(SwdTrap3) 3_blank_28_b -1,0,2
+job_sword1,178,173,0 duplicate(SwdTrap3) 3_blank_28_c -1,1,0
+job_sword1,178,172,0 duplicate(SwdTrap3) 3_blank_28_d -1,1,0
+job_sword1,181,174,0 duplicate(SwdTrap3) 3_blank_28_e -1,2,0
+job_sword1,179,169,0 duplicate(SwdTrap3) 3_blank_29_a -1,3,0
+job_sword1,179,168,0 duplicate(SwdTrap3) 3_blank_29_b -1,3,0
+job_sword1,182,169,0 duplicate(SwdTrap3) 3_blank_29_c -1,0,2
+job_sword1,183,169,0 duplicate(SwdTrap3) 3_blank_29_d -1,0,2
+job_sword1,181,167,0 duplicate(SwdTrap3) 3_blank_29_e -1,1,0
+job_sword1,181,166,0 duplicate(SwdTrap3) 3_blank_29_f -1,1,0
+job_sword1,183,167,0 duplicate(SwdTrap3) 3_blank_29_g -1,0,1
+job_sword1,176,163,0 duplicate(SwdTrap3) 3_blank_30_a -1,0,2
+job_sword1,177,163,0 duplicate(SwdTrap3) 3_blank_30_b -1,0,2
+job_sword1,181,163,0 duplicate(SwdTrap3) 3_blank_30_c -1,2,0
+
+// Monsters (all three courses)
+//============================================================
+job_sword1,0,0,0,0 monster Chonchon 1183,20,0,0,0
+job_sword1,35,79,0,0 monster Fabre 1184,3,60000,30000,0
+job_sword1,50,108,0,0 monster Fabre 1184,3,60000,30000,0
+job_sword1,61,28,0,0 monster Fabre 1184,3,60000,30000,0
+job_sword1,61,92,0,0 monster Fabre 1184,3,60000,30000,0
+job_sword1,110,112,0,0 monster Fabre 1184,2,60000,30000,0
+job_sword1,161,94,0,0 monster Fabre 1184,2,60000,30000,0
+job_sword1,130,76,0,0 monster Fabre 1184,2,60000,30000,0
+job_sword1,103,58,0,0 monster Fabre 1184,2,60000,30000,0
+job_sword1,130,24,0,0 monster Fabre 1184,5,60000,30000,0
+job_sword1,201,36,0,0 monster Fabre 1184,2,60000,30000,0
+job_sword1,201,16,0,0 monster Fabre 1184,2,60000,30000,0
+job_sword1,239,44,0,0 monster Fabre 1184,3,60000,30000,0
+job_sword1,239,76,0,0 monster Fabre 1184,2,60000,30000,0
+job_sword1,231,101,0,0 monster Fabre 1184,2,60000,30000,0
+job_sword1,234,117,0,0 monster Fabre 1184,2,60000,30000,0
+job_sword1,198,91,0,0 monster Fabre 1184,2,60000,30000,0
+job_sword1,200,63,0,0 monster Fabre 1184,2,60000,30000,0