diff options
Diffstat (limited to 'npc/pre-re/jobs')
-rw-r--r-- | npc/pre-re/jobs/1-1/acolyte.txt | 470 | ||||
-rw-r--r-- | npc/pre-re/jobs/1-1/archer.txt | 246 | ||||
-rw-r--r-- | npc/pre-re/jobs/1-1/mage.txt | 736 | ||||
-rw-r--r-- | npc/pre-re/jobs/1-1/merchant.txt | 1172 | ||||
-rw-r--r-- | npc/pre-re/jobs/1-1/swordman.txt | 642 | ||||
-rw-r--r-- | npc/pre-re/jobs/1-1/thief.txt | 539 | ||||
-rw-r--r-- | npc/pre-re/jobs/novice/novice.txt | 4299 |
7 files changed, 8104 insertions, 0 deletions
diff --git a/npc/pre-re/jobs/1-1/acolyte.txt b/npc/pre-re/jobs/1-1/acolyte.txt new file mode 100644 index 000000000..841a96524 --- /dev/null +++ b/npc/pre-re/jobs/1-1/acolyte.txt @@ -0,0 +1,470 @@ +//===== rAthena Script ======================================= +//= Acolyte Job Quest +//===== By: ================================================== +//= kobra_k88; L0ne_W0lf +//===== Current Version: ===================================== +//= 2.2 +//===== Compatible With: ===================================== +//= rAthena SVN +//===== Description: ========================================= +//= [Official Conversion] +//= Job quest for Acolyte classes +//===== Additional Comments: ================================= +//= 1.0 Fully working. +//= 1.1 Added function calls for Priest Quest. +//= 1.2 Fixed Marthilda, Yosuke bugs. [Lupus] +//= 1.2a Added instant job change for High Novice [Lupus] +//= 1.3 Added Baby Class support [Lupus] +//= 1.4 Optimised and moved first checker to Jfunc1-1 [massdriller] +//= 1.5 Now saves/restores all quest skills [Lupus] +//= 1.6 Merged back JFunc [Lupus] +//= 1.7 Rescripted to Aegis 10.3 stadards. [L0ne_W0lf] +//= No longer uses function "F_ToHigh" +//= Proper dialog for Priest job quest is unused (for now.) +//= 1.7a Functions now make use of proper priest quest dialog [L0ne_W0lf] +//= 1.8 Removed an Unnecessary "set job_acolyte_q,0;" [Samuray22] +//= 1.8a More bug fixes care of Crashy. [L0ne_W0lf] +//= 1.9 Changed Marthilda to Mathilda. [L0ne_W0llf] +//= 2.0 Fixed High Acolytesnot being given holy light. [L0ne_W0lf] +//= 2.1 Added Quest Log commands. [L0ne_W0lf] +//= 2.2 Fixed an issue with completequest by adding checkquest. [Kisuka] +//============================================================ + +prt_church,184,41,4 script Cleric#aco 60,{ + if (Upper == 1) { + if (ADVJOB == Job_High_Priest || ADVJOB == Job_Champion) { + if (Class == Job_Novice_High) { + mes "[Father Mareusis]"; + mes "Ah, I sense you have endured"; + mes "a past life experience. You must have learned many things before entering Valhalla."; + next; + if (getskilllv("NV_BASIC") < 9) { + mes "[Father Mareusis]"; + mes "Unfortunately, I don't think you're ready to become an Acolyte yet. Please finish learning all of the Basic Skills first."; + next; + mes "[Father Mareusis]"; + mes "In the meantime,"; + mes "I will wait until"; + mes "you are ready."; + mes "May God be"; + mes "with you."; + close; + } + mes "[Father Mareusis]"; + mes "Well, I welcome you"; + mes "back from Valhalla and"; + mes "wish you luck on your"; + mes "new life's journey."; + next; + skill 143,0,0; + jobchange Job_Acolyte_High; + skill 156,1,0; + mes "[Father Mareusis]"; + mes "Now, venture forth and seek those who need your help. May God light your path."; + close; + } + else { + mes "[Father Mareusis]"; + mes "Now, venture forth to seek people who need your help. May God enlighten your way."; + close; + } + } + else { + mes "[Father Mareusis]"; + mes "I sense that you have endured a past life experience. You must have learned many things before entering Valhalla."; + next; + mes "[Father Mareusis]"; + mes "However, I can tell that you are not suited to be an Acolyte. Please remember who you were in your past life and find your path."; + close; + } + } + mes "[Father Mareusis]"; + mes "What is it that you seek?"; + next; + switch(select("Father, I want to be a Acolyte.:Acolyte Requirements.:Just looking around.")) { + case 1: + mes "[Father Mareusis]"; + if (BaseJob == Job_Acolyte) { + mes "Are you feeling okay today? I can tell by your attire that you are already an Acolyte. You're not joking around, are you?"; + close; + } + else if (BaseJob != Job_Novice) { + mes "I'm sorry, but we can only accept Novices as applicants for the job change to Acolyte."; + close; + } + if (job_acolyte_q == 0) { + mes "Do you truly"; + mes "wish to become"; + mes "a servant of God?"; + next; + if (select("Yes Father, I do.:Nope, I lied.") == 1) { + mes "[Father Mareusis]"; + mes "Good. I accept " + strcharinfo(0) + "'s will to become an Acolyte. You understand that you must do penance before you can become a servant of God, right?"; + next; + mes "[Father Mareusis]"; + mes "Well, I will"; + mes "give you a mission..."; + switch(rand(3)) { + default: + set job_acolyte_q,2; + mes "Please visit ^000077Father Rubalkabara^000000, a member of the Prontera Parish, and return here. He has been practicing asceticism in the ^000077Relics NorthEast of Prontera City^000000."; + setquest 1001; + break; + case 1: + set job_acolyte_q,3; + mes "Please visit ^000077Mother Mathilda^000000 and then return to me. She has been practicing asceticism near ^000077Morroc Town, SouthWest of Prontera City^000000."; + setquest 1002; + break; + case 2: + set job_acolyte_q,4; + mes "Please visit ^000077Father Yosuke^000000 and return here. He has been practicing asceticism around ^000077a bridge somewhere NorthWest of Prontera^000000."; + setquest 1003; + break; + } + next; + mes "[Father Mareusis]"; + mes "May the grace of God light your path and guide you during your journey of penance."; + close; + } + mes "[Father Mareusis]"; + mes "You lied?"; + mes "It is good that you"; + mes "have confessed your"; + mes "wrongdoing. Go in"; + mes "peace, my son."; + close; + } + mes "Oh, you've come back. Let me check and see if you are ready to serve God. Let's see..."; + next; + mes "[Father Mareusis]"; + if (getskilllv("NV_BASIC") < 9) { + mes "Good Lord! Haven't you accomplished the Basic Training yet?! It's important that you finish that!"; + next; + mes "[Father Mareusis]"; + mes "You should have trained more! Go back and make sure you reach Novice Job Level 9 and learn all of the Basic Skills!"; + close; + } + if (job_acolyte_q < 5) { + mes "Oh? I can't find your name on the Registration List."; + next; + switch(job_acolyte_q) { + case 2: + mes "[Father Mareusis]"; + mes "Please visit ^000077Father Rubalkabara^000000, a member of the Prontera Parish, and return here."; + next; + mes "[Father Mareusis]"; + mes "He has been practicing asceticism in the ^000077Relics at the NorthEast of Prontera City^000000."; + break; + case 3: + mes "[Father Mareusis]"; + mes "Please Visit ^000077Mother Mathilda^000000 and return here to me."; + next; + mes "[Father Mareusis]"; + mes "She has been practicing asceticism near ^000077Morroc Town, located SouthWest of Prontera City^000000."; + break; + case 4: + mes "[Father Mareusis]"; + mes "Please visit ^000077 Father Yosuke ^000000 and return here to me."; + next; + mes "[Father Mareusis]"; + mes "He has been practicing asceticism near a ^000077bridge somewhere to the NorthWest of Prontera^000000."; + break; + } + next; + mes "[Father Mareusis]"; + mes "May the grace of God brighten your path and guide you on your journey of penance."; + close; + } + mes "Hmm..."; + mes "Your name is on the list and you've proven your qualification."; + next; + mes "[Father Mareusis]"; + mes "I am proud to say that you are now ready to become an Acolyte!"; + next; + skill 143,0,0; + callfunc "Job_Change",Job_Acolyte; + callfunc "F_ClearJobVar"; + if(checkquest(1001) != -1) { + completequest 1001; + } + else if(checkquest(1002) != -1) { + completequest 1002; + } + else { + completequest 1003; + } + mes "[Father Mareusis]"; + mes "Always remember to be thankful to God, who is taking care of us all the time."; + next; + mes "[Father Mareusis]"; + mes "Always use your gifts to serve Him by helping others. In chaos and times of difficulty, face your hardships with unwavering faith."; + next; + mes "[Father Mareusis]"; + mes "Lastly, I want to sincerely congratulate you on persevering through your trial of penance."; + close; + case 2: + mes "[Father Mareusis]"; + mes "Do you wish to become an Acolyte? You must fulfill two requirements."; + next; + mes "[Father Mareusis]"; + mes "First, you have to reach at least Novice Job Level 9 and learn all of the Basic Skills. Second, you will be given a trial of penance to overcome."; + next; + mes "[Father Mareusis]"; + if (job_acolyte_q != 0) { + switch(job_acolyte_q) { + case 2: + mes "For your trial, please visit ^000077Father Rubalkabara ^000000 and then return here to me."; + next; + mes "[Father Mareusis]"; + mes "He is practicing asceticism in the ^000077Relics at the NorthEast of Prontera City^000000."; + break; + case 3: + mes "For your trial, please visit ^000077Mother Mathilda^000000 and return here to me."; + next; + mes "[Father Mareusis]"; + mes "She has been practicing asceticism near ^000077Morroc, located to the SouthWest of Prontera City^000000."; + break; + default: + mes "For your trial, please visit ^000077Father Yosuke^000000 and return here to me."; + next; + mes "[Father Mareusis]"; + mes "He has been practicing asceticism around a bridge somewhere ^000077NorthWest of Prontera^000000."; + break; + } + next; + mes "[Father Mareusis]"; + mes "May the grace of God light your path and guide you on your journey of penance."; + } + else { + mes "The destination for this trial will be decided once you fill the application form."; + } + next; + mes "[Father Mareusis]"; + mes "Please come back after fulfilling the two requirements I've asked of you. As long as your desire to serve God and others is sincere, you will be able to make it."; + close; + case 3: + close; + } +} + +prt_fild03,365,255,2 script Ascetic#aco 89,{ + mes "[Father Rubalkabara]"; + if (BaseJob == Job_Novice) { + if (job_acolyte_q == 6) { + mes "Please take care. They should know that you've met me by the time you arrive at the Prontera Sanctuary."; + next; + mes "[Father Rubalkabara]"; + mes "I've sent a carrier pigeon with a message. I hope it will arrive there safely..."; + close; + } + if (job_acolyte_q != 0) { + if (job_acolyte_q == 2) { + mes "Oh...? You must be the one who aspires to become an Acolyte. I've already received news from the Sanctuary that you might be coming."; + next; + mes "[Father Rubalkabara]"; + mes "Now, your name was " + strcharinfo(0) + ", right? Excellent, thank you for visiting me."; + next; + mes "[Father Rubalkabara]"; + mes "I believe you've been told much about Acolytes from Friar Mareusis. Plus, there's plenty of helpful people in the Prontera Sanctuary."; + next; + mes "[Father Rubalkabara]"; + mes "I guess there's really no need for me to teach you much. Besides, I'm sure your someone from your generation may have trouble listening to an old man like me. Hahaha~"; + next; + mes "[Father Rubalkabara]"; + mes "Still, lessons may come from the places you'd least expect. God loves to teach his children in strange ways. You'll see."; + next; + mes "[Father Rubalkabara]"; + mes "Well, I'll send the message telling them that you've come to visit me. So, you may now return to the Prontera Sanctuary."; + next; + mes "[Father Rubalkabara]"; + mes "Farewell."; + close2; + savepoint "prt_fild03",361,255; + set job_acolyte_q,6; + end; + } + else { + mes "Oh..."; + mes "Are you one of the"; + mes "Acolyte applicants...?"; + mes "Let's see..."; + next; + mes "[Father Rubalkabara]"; + mes "Your name is " + strcharinfo(0) + "?"; + mes "I don't think your name"; + mes "is on my list. Hmmm..."; + next; + mes "[Father Rubalkabara]"; + mes "Why don't you go back to the Prontera Sanctuary and check again?"; + close; + } + } + else { + mes "Huh? What brings you here? This is a very dangerous place for a Novice like yourself!"; + close; + } + } + else if (BaseJob == Job_Acolyte) callfunc "F_FatherRub"; + else { + if (BaseJob == Job_Priest) { + mes "Greetings."; + next; + mes "[Father Rubalkabara]"; + mes "Welcome to the Deep. Feel free to sit and contemplate God's message with me. This place is beautiful, even if danger accompanies its sense of serenity..."; + close; + } + else { + mes "Oh ho..."; + mes "Have you come into the Deep here for training? Or are you just a Wanderer?"; + next; + mes "[Father Rubalkabara]"; + mes "Whoever you are, please take care of yourself. The monsters in here are shockingly strong, contrary to their cute appearance."; + close; + } + } +} + +moc_fild07,41,355,4 script Ascetic#2aco 95,{ + mes "[Mother Mathilda]"; + if (BaseJob == Job_Novice) { + if (job_acolyte_q == 7) { + mes "I will send a carrier pigeon to the Prontera Sanctuary. When you return, the Priest there should already have received my message."; + next; + mes "[Mother Mathilda]"; + mes "I will pray to God, and hope that you become an Acolyte soon."; + close; + } + if (job_acolyte_q != 0) { + if (job_acolyte_q == 3) { + mes "Ah, you must be one of the Acolyte applicants. I sincerely welcome you."; + next; + mes "[Mother Mathilda]"; + mes "What is your name? " + strcharinfo(0) + "? Let's see... Ah, you're on my list."; + next; + mes "[Mother Mathilda]"; + mes "I will send a message to the Sanctuary confirming that you, " + strcharinfo(0) + " visited me and completed your penance."; + next; + mes "[Mother Mathilda]"; + mes "Please return to the Prontera Sanctuary and speak to the Priest in charge."; + close2; + savepoint "moc_fild07",35,355; + set job_acolyte_q,7; + end; + } + else { + mes "Ah...!"; + mes "You must be one"; + mes "of the Acolyte applicants."; + mes "I sincerely welcome you."; + next; + mes "[Mother Mathilda]"; + mes "Now, what is your name?"; + mes "" + strcharinfo(0) + "? Let's see..."; + next; + mes "[Mother Mathilda]"; + mes "Hmm..."; + mes "It seems your name"; + mes "is not on my list..."; + next; + mes "[Mother Mathilda]"; + mes "Perhaps you should return to the Prontera Sanctuary and check the destination for your penance trial once again."; + close; + } + } + else { + mes "..."; + close; + } + } + else if (BaseJob == Job_Acolyte) callfunc "F_MotherMart"; + else { + if (BaseJob == Job_Priest) { + mes "Hello there~"; + next; + mes "[Mother Mathilda]"; + mes "How is your practice coming along? I certainly hope you're enjoying living in the grace of God."; + close; + } + else { + mes "May God"; + mes "be with you..."; + close; + } + } +} + +prt_fild00,208,218,6 script Ascetic#3aco 98,{ + mes "[Father Yosuke]"; + if (BaseJob == Job_Novice) { + if (job_acolyte_q == 8) { + mes "What?"; + next; + mes "[Father Yosuke]"; + mes "Have you any more business with me?! You don't! Go back to the Sanctuary now!"; + close; + } + if (job_acolyte_q != 0) { + if (job_acolyte_q == 4) { + mes "Hey."; + mes "Whatever you are,"; + mes "you look like an"; + mes "Acolyte applicant."; + mes "Right?"; + next; + mes "[Father Yosuke]"; + mes "Not bad, not bad. You withstood the penance trial pretty well."; + mes "So what's your name?"; + next; + mes "[Father Yosuke]"; + mes "" + strcharinfo(0) + ", huh?"; + next; + mes "[Father Yosuke]"; + mes "Okay. I'll send a message to the Sanctuary that you, " + strcharinfo(0) + ", came to visit me."; + next; + mes "[Father Yosuke]"; + mes "Now go back to the Santuary and finish becoming an Acolyte, kid."; + close2; + savepoint "prt_fild00",206,230; + set job_acolyte_q,8; + end; + } + else { + mes "Hey."; + mes "You look like an Acolyte Applicant. Am I right?"; + next; + mes "[Father Yosuke]"; + mes "Not bad at all, you've made it all the way here from Prontera. So what's your name, kid?"; + next; + mes "[Father Yosuke]"; + mes "" + strcharinfo(0) + ", huh? Why isn't your name on my list?"; + next; + mes "[Father Yosuke]"; + mes "You probably made a mistake. Go back to the Santuary, and check with the Bishop."; + close; + } + } + else { + mes "You..."; + mes "Novice."; + mes "There something"; + mes "you wanna tell me?"; + close; + } + } + else if (BaseJob == Job_Acolyte) callfunc "F_FatherYos"; + else { + if (BaseJob == Job_Priest) { + mes "Hey..."; + next; + mes "[Father Yosuke]"; + mes "If you like, come sit here with me and meditate the great truths. God's majesty is truly inspiring..."; + close; + } + else { + mes "Do you have anything to say? Because unfortunately for you,"; + mes "I don't any replies."; + close; + } + } +} + diff --git a/npc/pre-re/jobs/1-1/archer.txt b/npc/pre-re/jobs/1-1/archer.txt new file mode 100644 index 000000000..a4a96fff0 --- /dev/null +++ b/npc/pre-re/jobs/1-1/archer.txt @@ -0,0 +1,246 @@ +//===== rAthena Script ======================================= +//= Archer Job Quest +//===== By: ================================================== +//= kobra_k88; L0ne_W0lf +//===== Current Version: ===================================== +//= 1.9 +//===== Compatible With: ===================================== +//= rAthena SVN +//===== Description: ========================================= +//= [Official Conversion] +//= Job quest for Archer classes +//===== Additional Comments: ================================= +//= 1.0 Fully working. +//= 1.1 Added instant job change for High Novice [Lupus] +//= 1.3 Added Baby Class support [Lupus] +//= 1.4 Optimised and moved first checker to Jfunc1-1 [massdriller] +//= 1.5 Now saves/restores all quest skills [Lupus] +//= 1.6 Merged back JFunc [Lupus] +//= 1.7 Rescripted to Aegis 10.3 stadards. [L0ne_W0lf] +//= Arrow reward is now equal to the type sof trunks brought. +//= No longer uses function "F_ToHigh" +//= 1.7a Fixed minor dialogue bug at Grade==25 [Lupus] +//= 1.8 Fixed mistake in condition check. [L0ne_W0lf] +//= 1.9 Added Quest Log commands. [L0ne_W0lf] +//============================================================ + +payon_in02,64,71,4 script Archer Guildsman#archer 85,{ + if (Upper == 1) { + if (Class == Job_Novice_High && (ADVJOB == Job_Sniper || ADVJOB == Job_Clown || ADVJOB == Job_Gypsy)) { + mes "[Archer Guildsman]"; + mes "Hey, I know you."; + mes "You took this test"; + mes "before, didn't you?"; + next; + mes "[Archer Guildsman]"; + mes "Ah, you must have been"; + mes "to Valhalla and been reborn."; + mes "Wow, that's so impressive!"; + next; + if (getskilllv("NV_BASIC") < 9) { + mes "[Archer Guildsman]"; + mes "Err..."; + mes "You'd better learn all the Basic Skills first before you can become an Archer."; + next; + mes "[Archer Guildsman]"; + mes "Alright, see you later."; + close; + } + mes "[Archer Guildsman]"; + mes "Well then. I don't"; + mes "need to say anything else."; + mes "I know you'll make a great Archer..."; + next; + skill 143,0,0; + jobchange Job_Archer_high; + skill 147,1,0; + skill 148,1,0; + mes "[Archer Guildsman]"; + mes "Although there's no special"; + mes "reward for you this time, I hope you understand. Take care of yourself."; + close; + } + else { + mes "[Archer Guildsman]"; + mes "Oh...?"; + mes "Hey, what are"; + mes "you doing here...?"; + next; + mes "[Archer Guildsman]"; + mes "I can tell that you're not cut out to be an Archer. It sort of feels like you're meant to do"; + mes "something else..."; + close; + } + } + mes "[Archer Guildsman]"; + mes "Good day. How may I help you?"; + next; + switch(select("I want to be an Archer.:I need the requirements, please.:Nothing, thanks.")) { + case 1: + if (BaseJob == Job_Archer) { + mes "[Archer Guildsman]"; + mes "You've already become an Archer..."; + close; + } + else if (BaseJob != Job_Archer && BaseJob != Job_Novice) { + mes "[Archer Guildsman]"; + mes "Hmm..."; + mes "You don't look much like a Novice at all..."; + next; + mes "[Archer Guildsman]"; + mes "Anyway, whatever you are, you can't choose a job as an Archer because you have a job already."; + close; + } + if (job_archer_q == 0) { + mes "[Archer Guildsman]"; + mes "Do you want to be an Archer?"; + mes "If so, you need to fill out this application form."; + next; + if (select("Apply.:Cancel") == 1) { + set job_archer_q,1; + setquest 1004; + mes "[Archer Guildsman]"; + mes "Okay, sign here. Alright, um, I'll promote you once you meet the requirements."; + next; + mes "[Archer Guildsman]"; + mes "If you think you've met them already, we can check that now."; + mes "Are you ready?"; + next; + if (select("Yes, I am.:No, not yet.") == 1) { + mes "[Archer Guildsman]"; + mes "Alright, let me check."; + next; + } + else { + mes "[Archer Guildsman]"; + mes "I understand. Be my guest if you want to look at the requirements."; + close; + } + } + mes "[Archer Guildsman]"; + mes "Well, alright."; + mes "See you next time."; + close; + } + mes "[Archer Guildsman]"; + mes "Are you..." + strcharinfo(0) + "?"; + next; + if (getskilllv("NV_BASIC") < 9) { + mes "[Archer Guildsman]"; + mes "Well, you're not at the right job level. Please check the requirements again."; + next; + mes "[Archer Guildsman]"; + mes "Your job level must be at least 10, and don't forget you should learn all of the Basic Skills. Once you've done that, come back."; + close; + } + if (job_archer_q == 1) { + set .@archer_item1,countitem(1066) * 5; + set .@archer_item2,countitem(1067) * 3; + set .@archer_item3,countitem(1068) * 2; + set .@archer_item4,countitem(1019); + set .@total_archer,.@archer_item1 + .@archer_item2 + .@archer_item3 + .@archer_item4; + set .@total_archer2,(((.@archer_item2 + .@archer_item3) * 2) + .@archer_item4); + mes "[Archer Guildsman]"; + mes "Excellent!"; + mes "Now then,"; + mes "let's see..."; + next; + mes "[Archer Guildsman]"; + mes "I will appraise the value of the various types of Trunks, needed to produce a Bow, that you've brought."; + next; + if (countitem(1066) == 0 && countitem(1067) == 0 && countitem(1068) == 0 && countitem(1019) == 0) { + mes "[Archer Guildsman]"; + mes "Um..."; + mes "Unfortunately you didn't bring any of the required items. There's nothing for me to appraise."; + close; + } + mes "[Archer Guildsman]"; + if (countitem(1066) != 0) mes " Grade S : " + countitem(1066) + " ea, Grade: " + .@archer_item1 + " . "; + if (countitem(1067) != 0) mes " Grade A : " + countitem(1067) + " ea, Grade : " + .@archer_item2 + " . "; + if (countitem(1068) != 0) mes " Grade B : " + countitem(1068) + " ea, Grade : " + .@archer_item3 + " . "; + if (countitem(1019) != 0) mes " Grade C : " + countitem(1019) + " ea, Grade : " + .@archer_item4 + " . "; + if (.@total_archer < 25) { + mes "Total Grades: ^FF0000" + .@total_archer + "^000000 / 40"; + next; + mes "[Archer Guildsman]"; + mes "Less than 25!? You have to get a grade of at least 25! Come on, try harder!"; + close; + } + else { + mes "Total Grades: ^0000FF" + .@total_archer + "^000000 / 40"; + next; + mes "[Archer Guildsman]"; + if (.@total_archer > 40) { + mes "Wow! More than 40!"; + mes "Excellent! Congratulations!"; + } + else if (.@total_archer > 30) { + mes "More than 30! Nice job!"; + mes "Congratulations!"; + } + else { + mes "*Sigh* Well, you just barely passed... Anyway, well done."; + } + } + next; + mes "[Archer Guildsman]"; + mes "I'll transfer these Trunks to our Bow Production Department. Now that you've met the requirements, let me promote you right away!"; + if (countitem(1066) != 0) delitem 1066,countitem(1066); //Tree_Of_Archer_1 + if (countitem(1067) != 0) delitem 1067,countitem(1067); //Tree_Of_Archer_2 + if (countitem(1068) != 0) delitem 1068,countitem(1068); //Tree_Of_Archer_3 + if (countitem(1019) != 0) delitem 1019,countitem(1019); //Wooden_Block + } + next; + callfunc "Job_Change",Job_Archer; + callfunc "F_ClearJobVar"; + completequest 1004; + mes "[Archer Guildsman]"; + mes "Congratulations!"; + mes "You are now an Archer!"; + next; + mes "[Archer Guildsman]"; + mes "Of course, we expect that you will help contribute towards the future of the Archer Guild with your efforts."; + next; + mes "[Archer Guildsman]"; + mes "Ah, your bow has arrived from the Bow Production Department. Here, take it! It's yours~"; + getitem 1702,1; //Bow_ + getitem 1750,.@total_archer2; //Arrow + next; + mes "[Archer Guildsman]"; + mes "Now, off you go. Hunt with pride, knowing you were trained by one of the best!"; + close; + case 2: + mes "[Archer Guildsman]"; + mes "I will explain the requirements for being an Archer."; + if (BaseJob != Job_Novice) { + if (BaseJob == Job_Archer) { + next; + mes "[Archer Guildsman]"; + mes "But..."; + mes "You're already an Archer. You should know these already..."; + } + else { + next; + mes "[Archer Guildsman]"; + mes "Wait a second. You've chosen a different job already. You don't need to know this~"; + } + mes "So...Yeah...no real reason to tell you the requirements..."; + } + next; + mes "[Archer Guildsman]"; + mes "First of all, you have to the Job Level 9 as a Novice, and know all of the Basic Skills."; + next; + mes "[Archer Guildsman]"; + mes "An Archer needs extremely high concentration and reflexes, so we do not accept those who have little patience."; + next; + mes "[Archer Guildsman]"; + mes "You also have to gather ^FF0000Trunks^000000. There are 4 different types of Trunks, each of differing quality. You'll be given different grades for your Trunks, depending on their quality."; + next; + mes "[Archer Guildsman]"; + mes "In order to become an Archer, you must receive a grade of at least ^0000FF25^000000 points out of 40. You can get Trunks from 'Willow,' the tree. Be careful, though. They can be tough monsters."; + close; + case 3: + close; + } +} + diff --git a/npc/pre-re/jobs/1-1/mage.txt b/npc/pre-re/jobs/1-1/mage.txt new file mode 100644 index 000000000..5652260f2 --- /dev/null +++ b/npc/pre-re/jobs/1-1/mage.txt @@ -0,0 +1,736 @@ +//===== rAthena Script ======================================= +//= Mage Job Quest +//===== By: ================================================== +//= kobra_k88; L0ne_W0lf +//===== Current Version: ===================================== +//= 1.9 +//===== Compatible With: ===================================== +//= rAthena SVN +//===== Description: ========================================= +//= [Official Conversion] +//= Job quest for Mage classes +//===== Additional Comments: ================================= +//= 1.0 Fully working. +//= 1.1 Fixed input ingridients bug [Lupus] +//= 1.2 Added instant job change for High Novice [Lupus] +//= 1.3 Added Baby Class support [Lupus] +//= 1.4 Optimised and moved first checker to Jfunc1-1 [massdriller] +//= 1.5 Now saves/restores all quest skills [Lupus] +//= 1.6 Merged back JFunc, CHANGED NUMBERS TO CONSTANTS [Lupus] +//= 1.7 Rescripted to Aegis 10.3 stadards. [L0ne_W0lf] +//= No longer uses function "F_ToHigh" +//= 1.7a Fixed a "If" in the quest. (bugreport:489) [Samuray22] +//= 1.8 Added Quest Log commands. [L0ne_W0lf] +//= 1.9 Fixed an issue with completequest by adding checkquest. [Kisuka] +//============================================================ + +geffen_in,164,124,4 script Mage Guildsman 123,{ + if (Upper == 1) { + if (ADVJOB == Job_High_Wizard || ADVJOB == Job_Professor) { + if (Class == Job_Novice_High) { + mes "[Mage Guildsman]"; + mes "Whoa, long time no see! But weren't you supposed to be dead?"; + next; + mes "[Mage Guildsman]"; + mes "Ah, you must have been reborn. Well, I'm glad to have you back."; + next; + if (getskilllv("NV_BASIC") < 9) { + mes "[Mage Guildsman]"; + mes "I'm sorry, but I don't think you're ready to learn magic yet. Why don't you go finish learning the Basic Skills first?"; + next; + mes "[Mage Guildsman]"; + mes "Take your time. The more you learn, the more ready you'll be to learn magic again."; + close; + } + mes "[Mage Guildsman]"; + mes "Well, since you have passed the Mage test once, I will not question your qualification. You want to have your magic skills back immediately, don't you?"; + next; + skill 143,0,0; + jobchange Job_Mage_High; + skill 157,1,0; + mes "[Mage Guildsman]"; + mes "Wow, for some reason, you look way better than you did before. Anyway, I believe you will do a better job being a Mage as well."; + close; + } + else { + mes "[Mage Guildsman]"; + mes "Is there anything more I can help you with? If not, why don't you go test your skills? The world is waiting for you~!"; + close; + } + } + else { + mes "[Mage Guildsman]"; + mes "What, are you interested in the Mage guild? I didn't want to tell you this, but you don't belong here."; + next; + mes "[Mage Guildsman]"; + mes "I am not sure why you're still standing in front of me, but I can tell that you're not meant to be a Mage."; + close; + } + } + mes "[Mage Guildsman]"; + mes "Yo. What's up?"; + next; + switch(select("I want to be a Mage.:Tell me the Requirements.:Pretty much nothing.")) { + case 1: + mes "[Mage Guildsman]"; + if (BaseJob == Job_Mage) { + mes "Hey, haven't you realized? You're aleady a Mage, silly!"; + next; + mes "[Mage Guildsman]"; + mes "One of these days you'll realize the power inside of you when you can make Fire with your mind!"; + close; + } + if (BaseJob != Job_Novice) { + mes "Hey~ C'mon. Quit playing games. You can't be a Mage because you already have another Job."; + close; + } + if (job_magician_q == 0) { + mes "Wanna be a Mage, eh...?"; + if (sex) + mes "Hey, look at you! You're kinda cute~! Not my type though..."; + else { + mes "Oooh, you're such a hot babe~!"; + mes "I like girls like you~"; + } + next; + mes "[Mage Guildsman]"; + mes "Right, you said that you wanna be a Mage? Alright then, please sign the Mage Application."; + next; + if (select("Sign Up.:Quit.") == 1) { + mes "[Mage Guildsman]"; + mes "Okay. Sign right there. Oh, you're very good at spelling. Alright. So your name is... " + strcharinfo(0) + "."; + next; + mes "[Mage Guildsman]"; + mes "Now it's time for"; + mes "me to give you the test."; + switch(rand(3)) { + case 1: + mes "Make me a ^3355FFMixed Solution No. 1^000000"; + mes "and bring it back to me."; + set job_magician_q,1; + break; + case 2: + mes "Make me a ^3355FFMixed Solution No. 2^000000"; + mes "and bring it back to me."; + set job_magician_q,2; + break; + case 3: + mes "Make me a ^3355FFMixed Solution No. 3^000000"; + mes "and bring it back to me."; + set job_magician_q,3; + break; + default: + mes "Make me a ^3355FFMixed Solution No. 4^000000"; + mes "and bring it back to me."; + set job_magician_q,4; + } + next; + getitem 1092,1; //Empty_Cylinder + mes "[Mage Guildsman]"; + mes "You can find the neccessary ingredients inside the Guide Book in this Guild. So you better look up what you need before you go."; + next; + mes "[Mage Guildsman]"; + mes "Once you collect all the ingredients you, use the machine in the center of the room to mix the solution. Good luck!"; + close; + } + mes "[Mage Guildsman]"; + mes "Whaaaaat~?! Right after you tell me that you wanna become a Mage, you change your mind?! Be a bit more decisive!"; + close; + } + mes "Yeah? Ready...?"; + if (getskilllv("NV_BASIC") < 9) { + mes "Oh, what a bummer. You haven't met the requirements yet."; + next; + mes "[Mage Guildsman]"; + mes "Go back and reach Novice Job level 9 first. Don't forget that you also have to learn all of the Basic Skills before you come back."; + close; + } + mes "" + strcharinfo(0) + "'s test was..."; + if (job_magician_q == 1) + mes "Making Mixed Solution No. 1."; + else if (job_magician_q == 2) + mes "Making Mixed Solution No. 2."; + else if (job_magician_q == 3) + mes "Making Mixed Solution No. 3."; + else + mes "Making Mixed Solution No. 4."; + next; + mes "[Mage Guildsman]"; + mes "Okay, let me"; + mes "check if you made your"; + mes "solution accurately..."; + next; + mes "[Mage Guildsman]"; + if (countitem(1071) == 0 && countitem(1085) == 0 && countitem(1086) == 0 && countitem(1087) == 0 && countitem(1090) == 0) { + mes "Hey, where's the Solution"; + mes "I asked for...? I can't check it if you don't show it to me, right?"; + close; + } + else { + if ((job_magician_q == 1 && countitem(1071) == 0) || (job_magician_q == 2 && countitem(1085) == 0) || (job_magician_q == 3 && countitem(1086) == 0) || (job_magician_q == 4 && countitem(1087) == 0)) { + mes "Wait."; + mes "This isn't the"; + mes "Solution I asked for!"; + next; + mes "[Mage Guildsman]"; + if (job_magician_q == 1) + mes "You're supposed to make Mixed Solution No. 1 and bring it back to me. Now go and try it again."; + else if (job_magician_q == 2) + mes "You're supposed to make Mixed Solution No. 2 and bring it back to me. Now go and try it again."; + else if (job_magician_q == 3) + mes "You're supposed to make Mixed Solution No. 3 and bring it back to me. Now go and try it again."; + else + mes "You're supposed to make Mixed Solution No. 4 and bring it back to me. Now go and try it again."; + + if (countitem(1071) != 0) delitem 1071,1; //Mage_Test_1 + else if (countitem(1085) != 0) delitem 1085,1; //Mage_Test_2 + else if (countitem(1086) != 0) delitem 1086,1; //Mage_Test_3 + else if (countitem(1087) != 0) delitem 1087,1; //Mage_Test_4 + else delitem 1090,1; //Mage_Test_Etc + close; + } + } + if (countitem(1071) != 0) delitem 1071,1; //Mage_Test_1 + else if (countitem(1085) != 0) delitem 1085,1; //Mage_Test_2 + else if (countitem(1086) != 0) delitem 1086,1; //Mage_Test_3 + else if (countitem(1087) != 0) delitem 1087,1; //Mage_Test_4 + else delitem 1090,1; //Mage_Test_Etc + mes "Hmm. I can see that you tried really hard. For a beginner's attempt, this is really good."; + mes "Great work!"; + next; + mes "[Mage Guildsman]"; + mes "Alright! I'm pleased to say that you've passed the Mage Test. I will transform you right away!"; + next; + mes "[Mage Guildsman]"; + mes "*Ahem*"; + mes "Congratulations!"; + mes "You are now a Mage!"; + next; + callfunc "Job_Change",Job_Mage; + callfunc "F_ClearJobVar"; + set Zeny,Zeny+50; + if(checkquest(1005) != -1) { + completequest 1005; + } + else if(checkquest(1006) != -1) { + completequest 1006; + } + else if(checkquest(1007) != -1) { + completequest 1007; + } + else { + completequest 1008; + } + mes "[Mage Guildsman]"; + mes "'Welcome to My World~'"; + mes "Heh heh, I just wanted to say that. You know, it's a quote from a well-known movie~"; + next; + mes "[Mage Guildsman]"; + mes "Now that you're a Mage just like us, let's be friends, okay?"; + close; + case 2: + mes "[Mage Guildsman]"; + mes "Wanna be a Mage, eh?"; + if (sex) + mes "For a cutie like you, I'd be happy to explain the requirements!"; + else + mes "I'd be happy to explain the requirements for a pretty girl like you!"; + next; + mes "[Mage Guildsman]"; + mes "First of all, you have to reach Novice Job Level 10 and learn all of the Basic Skills. Then, you'll have to pass the Mage Test."; + next; + if (job_magician_q != 0) { + mes "[Mage Guildsman]"; + mes "Your test is to"; + switch(job_magician_q) { + case 1: + mes "make me a"; + mes "^3355FFMixed Solution No. 1^000000"; + mes "and bring it back to me."; + setquest 1005; + break; + case 2: + mes "make me a"; + mes "^3355FFMixed Solution No. 2^000000"; + mes "and bring it back to me."; + setquest 1006; + break; + case 3: + mes "make me a"; + mes "^3355FFMixed Solution No. 3^000000"; + mes "and bring it back to me."; + setquest 1007; + break; + default: + mes "make me a"; + mes "^3355FFMixed Solution No. 4^000000"; + mes "and bring it back to me."; + setquest 1008; + } + next; + mes "[Mage Guildsman]"; + mes "You can look up the ingredients you'll need to make the Solution inside the Guide Book in this Guild."; + } + else { + mes "[Mage Guildsman]"; + mes "You will be informed as to which Mixed Solution you will need to create after signing the application form."; + } + next; + mes "[Mage Guildsman]"; + mes "Let me know when you are ready to become a Mage, alright?"; + close; + case 3: + mes "[Mage Guildsman]"; + mes "Nothing...?"; + close; + } +} + +geffen_in,164,112,4 script Mixing Machine 111,{ + mes "[Mixing Machine]"; + mes "This machine is the property of the Geffen Mage Guild and is used only for mixing solutions for magic purposes."; + next; + if (select("Use Machine.:Cancel.") == 1) { + mes "[Mixing Machine]"; + mes "Choose the"; + mes "Solvent for"; + mes "the Solution."; + next; + switch(select("Payon Solution.:Morroc Solution.:No Solvent.")) { + case 1: + if (countitem(1089) == 0) { + mes "[Mixing Machine]"; + mes "Error."; + mes "Cannot find the item."; + mes "Please check again."; + mes "Process Halting."; + close; + } + set .@mixitem2,1; + break; + case 2: + if (countitem(1088) == 0) { + mes "[Mixing Machine]"; + mes "Error."; + mes "Cannot find the item."; + mes "Please check again."; + mes "Process Halting."; + close; + } + set .@mixitem2,2; + break; + case 3: + set .@mixitem2,0; + break; + } + while (1) { + if (.@progress == 2) { + mes "[Mixing Machine]"; + if (.@mixitem1_1 != 0) mes "Jellopy: " + .@mixitem1_1 + " ea."; + if (.@mixitem1_2 != 0) mes "Fluff: " + .@mixitem1_2 + " ea."; + if (.@mixitem1_3 != 0) mes "Milk: " + .@mixitem1_3 + " ea."; + if (.@mixitem2 == 0) mes "Solvent: None."; + if (.@mixitem2 == 1) mes "Solvent: Payon Solution."; + if (.@mixitem2 == 2) mes "Solvent: Morroc Solution."; + next; + mes "[Mixing Machine]"; + mes "Please choose if you wish to begin mixing, or to re-enter the number of items to be mixed."; + next; + switch(select("Begin Mixing.:Re-Enter Number of Items.:Reset.")) { + case 1: + mes "[Mixing Machine]"; + mes "Please place the items into the Mixing Receptacle. Make sure the item amounts are correct."; + next; + mes "[Mixing Machine]"; + mes "You cannot adjust or restore items once they are placed into the Mixing Receptacle."; + next; + mes "[Mixing Machine]"; + mes "If everything is correct, press the 'Mix' button when you are ready. Otherwise, press the 'Cancel' button."; + next; + if (select("Press 'Mix' Button.:Press 'Cancel' Button.") == 1) { + mes "[Mixing Machine]"; + mes "Place items into the Mixing Receptacle now. Please wait."; + next; + mes "[Mixing Machine]"; + if (countitem(909) < .@mixitem1_1) { + mes "Insufficient Jellopy."; + mes "Please Check again."; + mes "Process Halted."; + close; + } + else if (countitem(914) < .@mixitem1_2) { + mes "Insufficient Fluff."; + mes "Please Check again."; + mes "Process Halted."; + close; + } + else if (countitem(519) < .@mixitem1_3) { + mes "Insufficient Milk."; + mes "Please Check again."; + mes "Process Halted."; + close; + } + else if (.@mixitem2 == 1 || .@mixitem2 == 2) { + if (countitem(1089) == 0 && countitem(1088) == 0) { + mes "Solution not found."; + mes "Please Check again."; + mes "Process Halted."; + close; + } + } + if (.@mixitem1_1 != 0) delitem 909,.@mixitem1_1; //Jellopy + if (.@mixitem1_2 != 0) delitem 914,.@mixitem1_2; //Fluff + if (.@mixitem1_3 != 0) delitem 519,.@mixitem1_3; //Milk + if (.@mixitem2 == 1) delitem 1089,1; //Payon_Potion + if (.@mixitem2 == 2) delitem 1088,1; //Morocc_Potion + mes "Items are Ready."; + mes "Close the Lid."; + set .@progress,3; + next; + } + break; + case 2: + set .@continue,0; + next; + break; + case 3: + set .@mixitem1_1,0; + set .@mixitem1_2,0; + set .@mixitem1_3,0; + set .@progress,0; + set .@continue,0; + mes "[Mixing Machine]"; + mes "Reset Complete."; + mes "Initiate again?"; + next; + if (select("Yes.:No.") == 1) + break; + mes "[Mixing Machine]"; + mes "Process Halted."; + mes "Thank you."; + close; + } + if (.@progress == 3) break; + } + else if (.@progress == 1) { + mes "[Mixing Machine]"; + mes "Nothing found."; + next; + } + mes "[Mixing Machine]"; + mes "Select items to mix."; + while(1) { + switch(select("Jellopy.:Fluff.:Milk.:Ready to Mix.")) { + case 1: + while(1) { + input .@input; + if (.@input > 10000) { + next; + mes "[Mixing Machine]"; + mes "Error: Item limit exceeded. Please enter values less than 10,000 try again."; + next; + } + else { + if (countitem(909) > 0) set .@mixitem1_1,.@mixitem1_1 + .@input; + set .@progress,2; + break; + } + } + break; + case 2: + while(1) { + input .@input; + if (.@input > 10000) { + next; + mes "[Mixing Machine]"; + mes "Error: Item limit exceeded. Please enter values less than 10,000 try again."; + next; + } + else { + if (countitem(914) > 0) set .@mixitem1_2,.@mixitem1_2 + .@input; + set .@progress,2; + break; + } + } + break; + case 3: + while(1) { + input .@input; + if (.@input > 10000) { + next; + mes "[Mixing Machine]"; + mes "Error: Item limit exceeded. Please enter values less than 10,000 try again."; + next; + } + else { + if (countitem(519) > 0) set .@mixitem1_3,.@mixitem1_3 + .@input; + set .@progress,2; + break; + } + } + break; + + case 4: + if (.@progress != 2) + set .@progress,1; + set .@continue,1; + next; + } + if (.@continue) break; + } + } + mes "[Mixing Machine]"; + mes "Please enter the "; + mes "Serial Number of"; + mes "the Magic Powder."; + next; + while(1) { + input .@input; + if (.@input < 1000 || .@input > 9999) { + mes "[Mixing Machine]"; + if (.@input == 0) { + mes "Do you want to skip this Menu?"; + next; + if (select("Yes.:No.") == 1) { + break; + } + } + else { + mes "Invalid Serial Number."; + mes "Please try again."; + next; + } + } + else { + mes "[Mixing Machine]"; + mes "The Serial Number is #" + .@input + ", correct?"; + next; + if (select("Confirm.:Cancel.") == 1) { + if (.@input == 8472) + set .@magic_powder,1; + else if (.@input == 3735) + set .@magic_powder,2; + else if (.@input == 2750) + set .@magic_powder,3; + else if (.@input == 5429) + set .@magic_powder,4; + else + set .@magic_powder,5; + } + break; + } + } + mes "[Mixing Machine]"; + mes "Choose a"; + mes "Catalyst Stone."; + next; + switch(select("Yellow Gemstone.:Red Gemstone.:Blue Gemstone.:1carat Diamond.:Skip.")) { + case 1: set .@mixitem3,1; break; + case 2: set .@mixitem3,2; break; + case 3: set .@mixitem3,3; break; + case 4: set .@mixitem3,4; break; + case 5: break; + } + mes "[Mixing Machine]"; + mes "All Set."; + mes "Initiating"; + mes "Mixing process."; + mes "Please Wait."; + next; + mes "[Mixing Machine]"; + mes "- Proverb of the Day -"; + switch(rand(1,5)) { + case 1: + mes "An Eye for an Eye: When you take from a person, you must replace or repay in some way."; + break; + case 2: + mes "Credibility is a Man's Currency: There's a value in genuine trust that cannot be measured."; + break; + case 3: + mes "What Goes Around Comes Around: Ultimately, you will be treated in the way you treat others."; + mes "It means 'When you harm Another you will be harmed by him in an unavoidable situation'."; + break; + case 4: + mes "A good neighbor is better than a distant brother: When you need help, you can count on those close to you."; + break; + default: + mes "Birds of a Feather Flock Together: You can look at a person's friends as an indicator of their character."; + } + next; + if (.@mixitem1_1 == 2 && .@mixitem1_2 == 3 && .@mixitem1_3 == 1 && .@mixitem2 == 1 && .@mixitem3 == 1 && .@magic_powder == 1) { + mes "[Mixing Machine]"; + mes "Mage Test Solution No. 1."; + getitem 1071,1; //Mage_Test_1 + next; + } + else if (.@mixitem1_1 == 3 && .@mixitem1_2 == 1 && .@mixitem1_3 == 1 && .@mixitem2 == 0 && .@mixitem3 == 2 && .@magic_powder == 2) { + mes "[Mixing Machine]"; + mes "Mage Test Solution No. 2."; + getitem 1085,1; //Mage_Test_2 + next; + } + else if (.@mixitem1_1 == 6 && .@mixitem1_2 == 1 && .@mixitem1_3 == 0 && .@mixitem2 == 1 && .@mixitem3 == 3 && .@magic_powder == 3) { + mes "[Mixing Machine]"; + mes "Mage Test Solution No. 3."; + getitem 1086,1; //Mage_Test_3 + next; + } + else if (.@mixitem1_1 == 2 && .@mixitem1_2 == 3 && .@mixitem1_3 == 0 && .@mixitem2 == 2 && .@mixitem3 == 4 && .@magic_powder == 4) { + mes "[Mixing Machine]"; + mes "Mage Test Solution No. 4."; + getitem 1087,1; //Mage_Test_4 + next; + } + else { + mes "[Mixing Machine]"; + mes "Unexpected"; + mes "Error Occurred."; + getitem 1090,1; //Mage_Test_Etc + next; + } + mes "[Mixing Machine]"; + mes "Mixing Complete."; + mes "Thank you."; + close; + } + close; +} + +pay_arche,122,100,0 script Dollshoi 88,{ + mes "[Mage Guildsman]"; + mes "You want a Solution? Hmm, give me 50 Zeny and at least 1 Empty Test Tube."; + next; + if (select("Alright, Deal.:Nah, forget it.") == 1) { + mes "[Mage Guildsman]"; + if (Zeny < 50) { + mes "Hey! You don't have enough money to cover my 50 Zeny charge."; + close; + } + if (countitem(1092) == 0) { + mes "You can't carry solutions without a bottle! Bring me an Empty Test Tube."; + close; + } + delitem 1092,1; //Empty_Cylinder + set zeny,zeny-50; + getitem 1089,1; //Payon_Potion + } + close; +} + +moc_ruins,91,150,0 script Ponka-Hontas 93,{ + mes "[Mage Guildsman]"; + mes "Would you like a Solution? Then please give me 50 Zeny and at least 1 Empty Testtube."; + next; + if (select("Alright, Deal.:Nah, forget it.") == 1) { + mes "[Mage Guildsman]"; + if (zeny < 50) { + mes "I'm sorry, but you don't have enough money to cover the 50 Zeny fee."; + close; + } + if (countitem(1092) == 0) { + mes "You can't carry liquids without using a bottle. Bring an Empty Test Tube the next time you see me."; + close; + } + delitem 1092,1; //Empty_Cylinder + set zeny,zeny-50; + getitem 1088,1; //Morocc_Potion + } + close; +} + +geffen_in,177,112,4 script Bookshelf 111,{ + mes "[Guide Book]"; + mes "This Guide Book is the property of the Geffen Mage Association. Please handle with care."; + next; + switch(select("Solution No. 1.:Solution No. 2.:Solution No. 3.:Solution No. 4.:Close.")) { + case 1: + mes "[Mage Test Solution No. 1]"; + mes "* Ingredients List *"; + mes "2 Jellopy"; + mes "3 Fluff"; + mes "1 Milk"; + next; + mes "[Mage Test Solution No. 1]"; + mes "* Solvent Agent *"; + mes "Payon Solution"; + mes "Where to Find:"; + mes "A small spring in Payon, the Archer Village."; + next; + mes "[Mage Test Solution No. 1]"; + mes "* Magic Power Serial Code *"; + mes "8472"; + next; + mes "[Mage Test Solution No. 1]"; + mes "* Catalyst *"; + mes "Yellow Gemstone"; + mes "(Provided by"; + mes "Mixing Machine)"; + close; + case 2: + mes "[Mage Test Solution No. 2]"; + mes "* Ingredients List *"; + mes "3 Jellopy"; + mes "1 Fluff"; + mes "1 Milk"; + next; + mes "[Mage Test Solution No. 2]"; + mes "* Solvent Agent *"; + mes "None"; + next; + mes "[Mage Test Solution No. 2]"; + mes "* Magic Power Serial Code *"; + mes "3735"; + next; + mes "[Mage Test Solution No. 2]"; + mes "* Catalyst *"; + mes "Red Gemstone"; + mes "(Provided by"; + mes "Mixing Machine)"; + close; + case 3: + mes "[Mage Test Solution No. 3]"; + mes "* Ingredients List *"; + mes "6 Jellopy"; + mes "1 Fluff"; + next; + mes "[Mage Test Solution No. 3]"; + mes "* Solvent Agent *"; + mes "Payon Solution"; + mes "Where to Find:"; + mes "A small spring in Payon, the Archer Village."; + next; + mes "[Mage Test Solution No. 3]"; + mes "* Magic Power Serial Code *"; + mes "2750"; + next; + mes "[Mage Test Solution No. 3]"; + mes "* Catalyst *"; + mes "Blue Gemstone"; + mes "(Provided by"; + mes "Mixing Machine)"; + close; + case 4: + mes "[Mage Test Solution No. 4]"; + mes "* Ingredients List *"; + mes "2 Jellopy"; + mes "3 Fluff"; + next; + mes "[Mage Test Solution No. 4]"; + mes "* Solvent Agent *"; + mes "Morroc Solution"; + mes "Where to Find:"; + mes "A small spring near entrance of pyramid in Morroc."; + next; + mes "[Mage Test Solution No. 4]"; + mes "* Magic Power Serial Code *"; + mes "5429"; + next; + mes "[Mage Test Solution No. 4]"; + mes "* Catalyst *"; + mes "1 carat Diamond"; + mes "(Provided by"; + mes "Mixing Machine)"; + close; + } + close; +} diff --git a/npc/pre-re/jobs/1-1/merchant.txt b/npc/pre-re/jobs/1-1/merchant.txt new file mode 100644 index 000000000..93d502794 --- /dev/null +++ b/npc/pre-re/jobs/1-1/merchant.txt @@ -0,0 +1,1172 @@ +//===== rAthena Script ======================================= +//= Merchant Job Quest +//===== By: ================================================== +//= kobra_k88; L0ne_W0lf +//===== Current Version: ===================================== +//= 2.3 +//===== Compatible With: ===================================== +//= rAthena SVN +//===== Description: ========================================= +//= [Official Conversion] +//= Job quest for Merchant classes +//===== Additional Comments: ================================= +//= 1.0 Fully working. +//= 1.1 Added instant job change for High Novice [Lupus] +//= 1.3 Added Baby Class support [Lupus] +//= 1.4 Optimised and moved first checker to Jfunc1-1 [massdriller] +//= 1.5 Changed Prontera->Izlude teleport price to 600 [Lupus] +//= 1.5.1 Removed Duplicates [Silent] +//= 1.5.2 Now saves/restores all quest skills [Lupus] +//= 1.6 Merged back JFunc, CHANGED NUMBERS TO CONSTANTS [Lupus] +//= 1.7 Updated to use Free Ticket for Kafra [Lupus] +//= 1.8 Rescripted to Aegis 10.3 stadards. [L0ne_W0lf] +//= No longer uses function "F_ToHigh" +//= 1.9 Bugfixes, thanks to Barron-Monster. [L0ne_W0lf] +//= 1.9a Added a missing next; (Barron-Monster) [L0ne_W0lf] +//= 1.9b Typo. "nextl" -> "next;" (Barron-Monster) [L0ne_W0lf] +//= 2.0 Should "fix" the problem with the Biliban Kafra. [L0ne_W0lf] +//= 2.1 Fixed mistake in condition check. [L0ne_W0lf] +//= 2.2 Added Quest Log commands. [L0ne_W0lf] +//= 2.3 Fixed an issue with completequest by adding checkquest. [Kisuka] +//============================================================ + +alberta_in,53,43,6 script Merchant#mer 86,{ + if (Upper == 1) { + if (Class == Job_Novice_High && (ADVJOB == Job_Whitesmith || ADVJOB == Job_Creator)) { + mes "[Chief Mahnsoo]"; + mes "Long time no see!"; + mes "Hey, you didn't quit"; + mes "your business, did you?"; + mes "What happened?"; + next; + mes "[Chief Mahnsoo]"; + mes "Whoa..."; + mes "You've actually been to Valhalla?! Wow, you've come a long way..."; + next; + if (getskilllv("NV_BASIC") < 9) { + mes "[Chief Mahnsoo]"; + mes "Hmmm..."; + mes "It seems that you're not ready to become a Merchant again. Go finish learning the Basic Novice Skills first."; + next; + mes "[Chief Mahnsoo]"; + mes "Don't worry, we'll always have a Merchant position open for you. Just come back when you're ready, okay?"; + close; + } + mes "[Chief Mahnsoo]"; + mes "I guess it's destiny that we meet like this once more. Alright. Once again, let me change you into a Merchant!"; + next; + skill 143,0,0; + jobchange Job_Merchant_High; + skill 153,1,0; + skill 154,1,0; + skill 155,1,0; + mes "[Chief Mahnsoo]"; + mes "Ah~ How nostalgic. Just like old times! Alright, do your best!"; + close; + } + else { + mes "[Chief Mahnsoo]"; + mes "^333333*Sigh*^000000"; + mes "I'm so bored..."; + mes "When will I hear from my lovely Blossom?"; + close; + } + } + if (BaseJob == Job_Merchant) { + mes "[Chief Mahnsoo]"; + mes "Hello there!"; + mes "How do you like"; + mes "being a Merchant?"; + next; + mes "[Chief Mahnsoo]"; + mes "Having a way with"; + mes "money certainly"; + mes "has its perks,"; + mes "does it not?"; + close; + } + else if (BaseJob != Job_Merchant && BaseJob != Job_Novice) { + mes "[Chief Mahnsoo]"; + mes "We Merchants hate people who are two faced. It's bad for business."; + next; + mes "[Chief Mahnsoo]"; + mes "People who always try to take advantage of other people by selling things at a ridiculous price just so they can make money that they'll waste are the worst."; + next; + mes "[Chief Mahnsoo]"; + mes "Well, in any case, we only accept Novices for job changes to the Merchant class. But I appreciate your interest in what we do."; + close; + } + else if (job_merchant_q == 9) { + mes "[Chief Mahnsoo]"; + mes "Hello there,"; + mes ""+ strcharinfo(0) +"."; + set job_merchant_q,0; + set job_merchant_q2,0; + set quest_alb_01,0; + mes "Unfortunately, you failed to earn your Merchant License this time."; + next; + mes "[Chief Mahnsoo]"; + mes "I'll erase your records, so come back anytime when you want to reapply."; + close; + } + else if (job_merchant_q == 8 || job_merchant_q == 7) { + mes "[Chief Mahnsoo]"; + mes "Hello there,"; + mes ""+ strcharinfo(0) +"."; + mes "I'm pleased to tell you"; + mes "that I have good news!"; + next; + mes "[Chief Mahnsoo]"; + mes "The Merchant Guild accepted your application. You've proven that you are fully qualified to become a Merchant."; + if (job_merchant_q == 7) { + next; + mes "[Chief Mahnsoo]"; + mes "The only thing to take care of is your Membership Fee."; + mes "Are you ready?"; + next; + switch(select("Pay the rest of the 500 Zeny:Quit")) { + case 1: + mes "[Chief Mahnsoo]"; + if (Zeny < 500) { + mes "Hmmm..."; + mes "I suppose you currently don't have enough zeny to pay the rest of your Membership fee right now."; + next; + mes "[Chief Mahnsoo]"; + mes "Please return when you have earned the 500 zeny that you need to become a Merchant."; + close; + } + set zeny,zeny-500; + mes "Ah yes...!"; + mes "Now your"; + mes "membership"; + mes "is paid in full."; + break; + case 2: + mes "[Chief Mahnsoo]"; + mes "I suppose you need some time to gather some zeny to pay your membership fee. Please come"; + mes "back as soon as you're ready."; + close; + } + } + next; + mes "[Chief Mahnsoo]"; + mes "Congratulations!"; + callfunc "Job_Change",Job_Merchant; + callfunc "F_ClearJobVar"; + if(checkquest(1009) != -1) { + completequest 1009; + } + else if(checkquest(1010) != -1) { + completequest 1010; + } + else if(checkquest(1011) != -1) { + completequest 1011; + } + else { + completequest 1012; + } + mes "I'm very pleased that you are joining the Merchant Guild and hope that you will play an active part in Rune-Midgarts' economy."; + next; + if (quest_alb_01 == 1) { + mes "[Chief Mahnsoo]"; + mes "*Ahem* Aaaaand let me give you a little bit of money for delivering that message to Blossom for me."; + mes "I hope you'll help me again next time~"; + set zeny,zeny+200; + set quest_alb_01,2; + } + else { + mes "[Chief Mahnsoo]"; + mes "The message you were supposed to deliver as per my request? You've forgotten about that? Oh well. Good work!"; + } + next; + mes "[Chief Mahnsoo]"; + mes "Our goal is to control 20 % of the world's income! We're going to need young, eager people like you!"; + next; + mes "[Chief Mahnsoo]"; + mes "But overall, we'll also be happy just to make loads of money."; + mes "But we all know that~"; + close; + } + else if (job_merchant_q <= 6 && job_merchant_q != 0) { + mes "[Chief Mahnsoo]"; + if (job_merchant_q2 == 1 || job_merchant_q2 == 2) { + mes "First, get the delivery package from the storehouse, and then take it to the former Swordman's Association in Prontera."; + next; + mes "[Chief Mahnsoo]"; + mes "When you get there, give the package to the Kafra Employee stationed near there. Her name is Blossom. Did you get all that?"; + next; + if (job_merchant_q2 == 1) { + mes "[Chief Mahnsoo]"; + mes "Remember, the Serial Number of the package is ^3355FF2485741^000000."; + setquest 1009; + } + else { + mes "[Chief Mahnsoo]"; + mes "Remember, the Serial Number of the package is ^3355FF2328137^000000."; + setquest 1009; + } + } + else if (job_merchant_q2 == 3 || job_merchant_q2 == 4) { + mes "First, get the delivery package from the storehouse, and then take it to the Mage Guild in Geffen."; + next; + if (job_merchant_q2 == 3) { + mes "[Chief Mahnsoo]"; + mes "When you get there, give the package to the Mage Guildsman in charge. Remember, the packages Serial Number is ^3355FF2989396^000000."; + setquest 1010; + } + else { + mes "[Chief Mahnsoo]"; + mes "When you get there, give the package to the Mage Guildsman in charge. Remember, the packages Serial Number is ^3355FF2191737^000000."; + setquest 1010; + } + } + else if (job_merchant_q2 == 5 || job_merchant_q2 == 6) { + mes "First, get the delivery package from the storehouse, and then take it to Morroc."; + next; + mes "[Chief Mahnsoo]"; + mes "You'll have to find Java Dullihan, the Dyemaker, so that you can deliver the product he ordered."; + next; + if (job_merchant_q2 == 5) { + mes "[Chief Mahnsoo]"; + mes "But he's a little forgetful, so give it to one of his students. Remember, the package's Serial Number is ^3355FF3012685^000000."; + setquest 1011; + } + else { + mes "[Chief Mahnsoo]"; + mes "But he's a little forgetful, give it to one of his students. Remember, the package's Serial Number is ^3355FF3487372^000000."; + setquest 1011; + } + } + else if (job_merchant_q2 == 7 || job_merchant_q2 == 8) { + mes "First, get the package from the storehouse, and then give it to the Kafra Employee stationed on Byalan Island. Her name is Blossom."; + next; + if (job_merchant_q2 == 7) { + mes "[Chief Mahnsoo]"; + mes "Remember, the package's Serial Number is ^3355FF3318702^000000."; + setquest 1012; + } + else { + mes "[Chief Mahnsoo]"; + mes "Remember, the package's Serial Number is ^3355FF3543625^000000."; + setquest 1012; + } + } + if (job_merchant_q2 == 7 || job_merchant_q2 == 8) { + next; + mes "[Chief Mahnsoo]"; + mes "Aaaannnnd..."; + mes "Don't forget to deliver that message for me~"; + } + next; + mes "[Chief Mahnsoo]"; + mes "Don't forget your destination and the package's Serial Number."; + mes "You'll need to tell them"; + mes "to the storekeeper."; + next; + mes "[Chief Mahnsoo]"; + mes "The storehouse is in the room"; + mes "to my right. There, you can talk"; + mes "to the storekeeper, and he'll"; + mes "help you out."; + next; + mes "[Chief Mahnsoo]"; + mes "After you make the delivery, return to the storehouse and give the receipt to the storekeeper."; + mes "Then, come back"; + mes "and see me."; + next; + mes "[Chief Mahnsoo]"; + mes "Is that clear?"; + mes "Alright, that's"; + mes "the spirit."; + mes "Take care!"; + close; + } + else if (job_merchant_q == 0) { + mes "[Chief Mahnsoo]"; + mes "So, what brings you to"; + mes "the Merchant Association?"; + mes "Is there anything"; + mes "I can help you with?"; + next; + switch(select("I want to be a Merchant.:Tell me about Merchants.:Tell me the requirements.:Nope.")) { + case 1: + mes "[Chief Mahnsoo]"; + mes "Do you want to"; + mes "be a Merchant?"; + mes "Well..."; + next; + if (getskilllv("NV_BASIC") < 9) { + mes "[Chief Mahnsoo]"; + mes "First, you have to be a Novice with Job Level 10. Once you do that, make sure you learn all of the Basic Skills."; + next; + mes "[Chief Mahnsoo]"; + mes "We're not just"; + mes "simple money makers!"; + mes "We pride ourselves on having standards and only accepting qualified applicants!"; + close; + } + mes "[Chief Mahnsoo]"; + mes "Alright, you'll need to fill out this application and prepare 1,000 Zeny for your Membership Fee."; + next; + mes "[Chief Mahnsoo]"; + mes "Oh...!"; + mes "If you don't have all the money,"; + mes "I can just take 500 Zeny now."; + mes "You can pay the rest after you"; + mes "pass the test and earn your"; + mes "Merchant Guild License."; + next; + mes "[Chief Mahnsoo]"; + mes "So what do you think?"; + mes "Are you ready to join now?"; + next; + if (select("Yes, I will.:Ummm, maybe later...") ==1 ) { + mes "[Chief Mahnsoo]"; + mes "Let me check if you"; + mes "filled out everything"; + mes "on your application form..."; + next; + mes "[Chief Mahnsoo]"; + mes "Hmm... "; + mes "" + strcharinfo(0) + "..."; + mes "That's a nice name."; + next; + mes "[Chief Mahnsoo]"; + mes "This application will"; + mes "only be registered once"; + mes "the Membership Fee is paid."; + mes "How do you wish to"; + mes "handle the fee?"; + next; + switch(select("Pay all 1,000 Zeny now!:Two payments of 500 Zeny.:Quit")) { + case 1: + mes "[Chief Mahnsoo]"; + if (Zeny >= 1000) { + set job_merchant_q,2; + set zeny,zeny-1000; + mes "Alright~"; + mes "That's 1,000 zeny."; + mes "Excellent, excellent."; + } + else { + mes "It seems don't have enough zeny to pay all of the fee right now. Why don't you just pay 500 zeny now? Think about it."; + close; + } + break; + case 2: + mes "[Chief Mahnsoo]"; + if (Zeny >= 500) { + set job_merchant_q,1; + set zeny,zeny-500; + mes "Let's see..."; + mes "That's 500 Zeny. Although I don't think splitting payment is a good idea for any Merchant, it's alright since you're still learning."; + } + else { + mes "Hmm..."; + mes "It seems you don't have the funds to pay half of the membership fee. Please come back once you collect the zeny that you need."; + close; + } + break; + case 3: + mes "[Chief Mahnsoo]"; + mes "Feel free to return anytime"; + mes "when you are ready, alright?"; + close; + } + } + else { + mes "[Chief Mahnsoo]"; + mes "You don't have enough zeny now? That's no problem. Take your time and come back when you're"; + mes "ready, okay?"; + close; + } + next; + mes "[Chief Mahnsoo]"; + mes "Alright, you're now on the list of applicants. Ah, before I get started let me say just one thing."; + next; + mes "[Chief Mahnsoo]"; + mes "There are some dumb and greedy people out there who do not know what it means to be a Merchant."; + mes "I hope you won't turn out to be like them, will you?"; + next; + mes "[Chief Mahnsoo]"; + mes "Now, let me"; + mes "explain what you"; + mes "need to do for the"; + mes "Merchant License Test."; + next; + mes "[Chief Mahnsoo]"; + switch(rand(1,4)) { + case 1: + mes "First, get the delivery package from the storehouse, then go to the former Swordman's Association in Prontera."; + next; + mes "[Chief Mahnsoo]"; + mes "When you get there, visit the Kafra Employee stationed there. Her name is Blossom. Did you get"; + mes "all of that?"; + callsub S_GiveSerial,2485741,1,2328137,2; + break; + case 2: + mes "First, get the delivery package from the storehouse, and then go to the Mage Guild in Geffen. When you get there, visit the Mage Guildsman in charge."; + callsub S_GiveSerial,2989396,3,2191737,4; + break; + case 3: + mes "First, get the delivery package from the storehouse, and then go to Morroc. There you must find Java Dullihan, the dyemaker."; + next; + mes "[Chief Mahnsoo]"; + mes "He's a bit forgetful, so you should probably give the package to one of his students."; + callsub S_GiveSerial,3012685,5,3487372,6; + break; + case 4: + mes "First, get the delivery package from the storehouse, and then give it to the Kafra Employee stationed on Byalan Island."; + callsub S_GiveSerial,3318702,7,3543625,8; + next; + mes "[Chief Mahnsoo]"; + mes "Ummmm..."; + mes "And I also have"; + mes "a bit of a personal"; + mes "request for you."; + next; + mes "[Chief Mahnsoo]"; + mes "Would you please give her this message when you deliver the package? Please~"; + getitem 1072,1; //Delivery_Message + break; + } + next; + mes "[Chief Mahnsoo]"; + mes "Don't forget your destination and the package's Serial Number. You will need to tell those to the storekeeper in the storehouse to the right of me."; + next; + mes "[Chief Mahnsoo]"; + mes "After the delivery, give the receipt to the storekeeper, and then come back and see me."; + next; + mes "[Chief Mahnsoo]"; + mes "Is that clear?"; + mes "Alright, that's"; + mes "the spirit."; + mes "Take care!"; + close; + case 2: + mes "[Chief Mahnsoo]"; + mes "Merchant?"; + mes "Well, we basically sell goods to make money. That is the way"; + mes "of the Merchant."; + next; + mes "[Chief Mahnsoo]"; + mes "I guess we may not be the best at fighting, and we don't have many special attacks. We've got no healing skills..."; + next; + mes "[Chief Mahnsoo]"; + mes "But we can buy goods at lower prices from NPC shops and sell them at a higher price to other people~"; + next; + mes "[Chief Mahnsoo]"; + mes "Our ultimate attack skill is 'Mammonite.' The strength of Mammonite comes from the anger"; + mes "when we're forced to throw away perfectly good zeny."; + next; + mes "[Chief Mahnsoo]"; + mes "Throwing away zeny like that"; + mes "causes a deadly rage to well up in the heart of any Merchant!"; + mes "Just thinking about it"; + mes "makes my blood boil!"; + next; + mes "[Chief Mahnsoo]"; + mes "Anyway, we can use most"; + mes "weapons except Bows, Rods, and Two-Handed Swords. But we can always sell those."; + next; + mes "[Chief Mahnsoo]"; + mes "Yes..."; + mes "We Merchants generally"; + mes "have money on our minds..."; + close; + case 3: + mes "[Chief Mahnsoo]"; + mes "There are three conditions that must be fulfilled before you can become a Merchant."; + next; + mes "[Chief Mahnsoo]"; + mes "First, You have to be a Novice with Job Level 10, and have learned all of the Basic Skills."; + next; + mes "[Chief Mahnsoo]"; + mes "Second, You have to pay a 1,000 Zeny Membership Fee. I believe any Merchant candidate should be able to earn 1,000 Zeny with ease."; + next; + mes "[Chief Mahnsoo]"; + mes "Third, there is a License Test to test your physical strength and sense of direction. You will deliver a package to a specific person in a specific location."; + close; + case 4: + close; + } + } + +S_GiveSerial: + next; + mes "[Chief Mahnsoo]"; + mes "Remember..."; + if (rand(1)) { + mes "The package's"; + mes "Serial Number is"; + mes "^3355FF"+getarg(0)+"^000000."; + set job_merchant_q2,getarg(1); + } + else { + mes "The package's"; + mes "Serial Number is"; + mes "^3355FF"+getarg(2)+"^000000."; + set job_merchant_q2,getarg(3); + } + return; +} + +alberta_in,28,29,2 script Merchant Guildsman#mer 83,{ + if (BaseJob == Job_Merchant) { + mes "[Union Staff Kay]"; + mes "Heya pal."; + mes "How ya doin'?"; + close; + } + else if (BaseJob != Job_Merchant && BaseJob != Job_Novice) { + mes "[Union Staff Kay]"; + mes "Hey you. We don't have any open positions for part time work. If you wanna earn some zeny, you'll hafta look elsewhere."; + close; + } + else if (job_merchant_q == 9) { + mes "[Union Staff Kay]"; + mes "Hey you. Yeah, you."; + mes "If you wanna restart the test, go visit Mahnsoo in the other room. Then we can talk."; + close; + } + else if (job_merchant_q == 8 || job_merchant_q == 7) { + mes "[Union Staff Kay]"; + mes "Alright! Everything looks perfect! I'll report your success to the guildmaster. Now go talk to Chief Mahnsoo, yeah?"; + close; + } + else if (job_merchant_q == 6 || job_merchant_q == 5) { + mes " [Union Staff Kay] "; + mes "Oh, yeah? Okay, lemme check. Your name is " + strcharinfo(0) + "? Alright, your destination was..."; + next; + mes "[Union Staff Kay]"; + if (job_merchant_q2 == 1 || job_merchant_q2 == 2) + mes "Wow! You met the Kafra babe in Prontera?! Lucky you~ ...Receipt?"; + else if (job_merchant_q2 == 3 || job_merchant_q2 == 4) + mes "Geffen Magic Academy. Okay, receipt?"; + else if (job_merchant_q2 == 5 || job_merchant_q2 == 6) + mes "The dyemaker in Morroc. Not bad. Receipt?"; + else if (job_merchant_q2 == 7 || job_merchant_q2 == 8) + mes "Oh hohohoho~! The Kafra Babe on Byalan Island?! Awesome! Anyway, did you bring the receipt?"; + + if (job_merchant_q2 == 1 && countitem(1073) != 0) + delitem 1073,1; //Merchant_Voucher_1 + else if (job_merchant_q2 == 2 && countitem(1074) != 0) + delitem 1074,1; //Merchant_Voucher_2 + else if (job_merchant_q2 == 3 && countitem(1075) != 0) + delitem 1075,1; //Merchant_Voucher_3 + else if (job_merchant_q2 == 4 && countitem(1076) != 0) + delitem 1076,1; //Merchant_Voucher_4 + else if (job_merchant_q2 == 5 && countitem(1077) != 0) + delitem 1077,1; //Merchant_Voucher_5 + else if (job_merchant_q2 == 6 && countitem(1078) != 0) + delitem 1078,1; //Merchant_Voucher_6 + else if (job_merchant_q2 == 7 && countitem(1079) != 0) + delitem 1079,1; //Merchant_Voucher_7 + else if (job_merchant_q2 == 8 && countitem(1080) != 0) + delitem 1080,1; //Merchant_Voucher_8 + else { + next; + set job_merchant_q,9; + mes " [Union Staff Kay] "; + mes "Wait a sec."; + mes "Where's the receipt?"; + mes "What happened?"; + next; + mes " [Union Staff Kay] "; + mes "If you don't have the receipt, you fail the test! You better talk to Mahnsoo if you wanna retake it, alright? Pay attention next time!"; + close; + } + next; + mes " [Union Staff Kay] "; + mes "...Great! Everything's perfect! I'll report your success to the Guildmaster. You should talk to Chief Mahnsoo now, alright?"; + close2; + if (job_merchant_q == 6) + set job_merchant_q,8; + else if (job_merchant_q == 5) + set job_merchant_q,7; + end; + } + else if (job_merchant_q == 4 || job_merchant_q == 3 && countitem(1081) == 0 && countitem(1082) == 0 && countitem(1091) == 0) { + mes " [Union Staff Kay] "; + mes "Huh?"; + mes "You're back?"; + mes "So how did"; + mes "the delivery go?"; + next; + if (select("*Sob* I lost the package.:Fine.") == 1) { + set job_merchant_q,9; + mes "[Union Staff Kay]"; + mes "Are you kidding me? You'll fail the test if you lose the package!"; + next; + mes "[Union Staff Kay]"; + mes "Awwww man. Well, if you wanna restart the test, talk to Mahnsoo, okay? You're lucky you're getting another chance!"; + close; + } + mes "[Union Staff Kay]"; + mes "Huh..."; + mes "Okay..."; + close; + } + else if (job_merchant_q == 4 || job_merchant_q == 3 && countitem(1081) != 0 || countitem(1082) != 0 || countitem(1091) != 0) { + mes "[Union Staff Kay]"; + mes "Hey, what are you still doing here? Shouldn't you be on your way already?"; + next; + if (select("I need a new package.:Oh, yeah. You're right!") == 1) { + if (countitem(1081) == 0 && countitem(1082) == 0 && countitem(1083) == 0 && countitem(1091) == 0) { + mes "[Union Staff Kay]"; + mes "Wha--?"; + mes "So where did"; + mes "the package go?"; + mes "Where is it?!"; + next; + if (select("*Sob* I lost it!:I have it right here.") == 1) { + set job_merchant_q,9; + mes "[Union Staff Kay]"; + mes "You..."; + mes "Lost it?!"; + mes "You failed the test!"; + next; + mes "[Union Staff Kay]"; + mes "*Sigh* If you want to restart the test, go visit Mahnsoo in the other room, alright?"; + close; + } + mes "[Union Staff Kay]"; + mes "Huh."; + mes "I thought"; + mes "you lost it."; + mes "You don't"; + mes "need a new one."; + close; + } + mes "[Union Staff Kay]"; + mes "*Sigh* Man, you're starting to become a pain in the ass. Hold on, lemme cancel your record..."; + if (countitem(1081) != 0) + delitem 1081,1; //Merchant_Box_1 + else if (countitem(1082) != 0) + delitem 1082,1; //Merchant_Box_2 + else if (countitem(1091) != 0) + delitem 1091,1; //Merchant_Box_Etc + if (job_merchant_q == 4) + set job_merchant_q,2; + else if (job_merchant_q == 3) + set job_merchant_q,1; + next; + mes "[Union Staff Kay]"; + mes "I need some time to get everything in order, so come back later."; + close; + } + mes "[Union Staff Kay]"; + mes "What a bummer..."; + close; + } + else if ((job_merchant_q == 0 || job_merchant_q == 1 || job_merchant_q == 2)) { + set where_village,0; + mes "[Union Staff Kay]"; + mes "Hey there."; + mes "what brings"; + mes "you here?"; + next; + switch(select("My Merchant License test.:I'm looking for part time work.:Nothing.")) { + case 1: + mes "[Union Staff Kay]"; + mes "I see."; + mes "Alright."; + mes "So what's"; + mes "your name?"; + mes "" + strcharinfo(0) + "...?"; + next; + if (job_merchant_q == 0) { + mes "[Union Staff Kay]"; + mes "Huh. Your name's not on my list. Did you apply for the job change quest or what?"; + next; + mes "[Union Staff Kay]"; + mes "You gotta apply first by talking to Chief Mahnsoo in the center"; + mes "of this building, okay?"; + close; + } + mes "[Union Staff Kay]"; + mes "Alright, there you go. Lemme give you the package. Now, choose the destination of the delivery."; + next; + switch(select("Prontera.:Geffen.:Morocc.:Byalan Island.")) { + case 1: set .@where_village,1; break; + case 2: set .@where_village,2; break; + case 3: set .@where_village,3; break; + case 4: set .@where_village,4; break; + } + mes "[Union Staff Kay]"; + mes "Okay, now you need to give me the package's Serial Number. If you wanna cancel, just enter '0', alright?"; + next; + while(1) { + while(1) { + input .@input; + if (.@input == 0) { + mes "[Union Staff Kay]"; + mes "Are you sure that you wanna cancel?"; + if (select("Yes.:Let me try again.") == 1) { + mes "Alright, we'll cancel for now."; + close; + } + next; + } + else if (.@input < 1000000 || .@input > 5000000) { + mes "[Union Staff Kay]"; + mes "Hey hey. That number's not valid! Enter a value from 1000000 to 5000000. got it?"; + next; + } + else + break; + } + mes "[Union Staff Kay]"; + if (.@where_village == 1) + mes "Destination is Prontera. The Serial Number is " + .@input + ". Are you positive?"; + else if (.@where_village == 2) + mes "Destination is Geffen. Phew! That's really far! The Serial Number is " + .@input + ". Are you positive?"; + else if (.@where_village == 3) + mes "Destination is Morocc. That's pretty far away! The Serial Number is " + .@input + ". Are you positive?"; + else + mes "Lucky you! Your destination is Byalan Island. The Serial Number is " + .@input + ". Are you positive?"; + next; + if (select("Positive.:Whoops! Wrong number!") == 1) { + break; + } + } + if (.@where_village == 1) { + if (job_merchant_q2 == 1 && .@input == 2485741) + getitem 1081,1; //Merchant_Box_1 + else if (job_merchant_q2 == 2 && .@input == 2328137) + getitem 1082,1; //Merchant_Box_2 + else + getitem 1091,1; //Merchant_Box_Etc + } + else if (.@where_village == 2) { + if (job_merchant_q2 == 3 && .@input == 2989396) + getitem 1081,1; //Merchant_Box_1 + else if (job_merchant_q2 == 4 && .@input == 2191737) + getitem 1082,1; //Merchant_Box_2 + else + getitem 1091,1; //Merchant_Box_Etc + } + else if (.@where_village == 3) { + if (job_merchant_q2 == 5 && .@input == 3012685) + getitem 1081,1; //Merchant_Box_1 + else if (job_merchant_q2 == 6 && .@input == 3487372) + getitem 1082,1; //Merchant_Box_2 + else + getitem 1091,1; //Merchant_Box_Etc + } + else { + if (job_merchant_q2 == 7 && .@input == 3318702) + getitem 1081,1; //Merchant_Box_1 + else if (job_merchant_q2 == 8 && .@input == 3543625) + getitem 1082,1; //Merchant_Box_2 + else + getitem 1091,1; //Merchant_Box_Etc + } + if (job_merchant_q == 2) + set job_merchant_q,4; + else if (job_merchant_q == 1) + set job_merchant_q,3; + mes "[Union Staff Kay]"; + mes "Alright. Take this package and guard it with your life until it's safely delivered to the customer. Don't lose this thing, got it?"; + next; + mes "[Union Staff Kay]"; + mes "Well then, I wish you luck. Remember, you gotta bring me"; + mes "a receipt once you finish the delivery, okay?"; + close; + case 2: + mes "[Union Staff Kay]"; + mes "Part time job? Sorry pal, no jobs yet. The Paymaster's department can never balance our budget..."; + close; + case 3: + mes "[Union Staff Kay]"; + mes "Nothing, eh?"; + mes "I guess you enjoy"; + mes "bothering people for"; + mes "no reason then, yeah?"; + close; + } + } +} + +morocc_in,140,102,4 script Student#mer 86,{ + if ((job_merchant_q == 4) || (job_merchant_q == 3)) { + mes "[Dyer's Student]"; + mes "You're from"; + mes "the Merchant Guild?"; + mes "Yes! You've come to"; + mes "the right place."; + next; + mes "[Dyer's Student]"; + if (countitem(1081) == 1 || countitem(1082) == 1 || countitem(1091) == 1) { + mes "Okay~"; + mes "Please set the"; + mes "package down"; + mes "over there."; + } + else { + mes "But..."; + mes "Where's the"; + mes "package I ordered?"; + mes "That's strange..."; + close; + } + next; + mes "[Dyer's Student]"; + mes "Let me check the Serial Number of the package so I can give you the receipt, okay?"; + next; + mes "[Dyer's Student]"; + if (job_merchant_q2 == 5 && countitem(1081) != 0) { + mes "3012685..."; + mes "That's right."; + mes "Here's your"; + mes "receipt."; + delitem 1081,1; //Merchant_Box_1 + getitem 1077,1; //Merchant_Voucher_5 + } + else if (job_merchant_q2 == 6 && countitem(1082) != 0) { + mes "3487372..."; + mes "That's right."; + mes "Here's your"; + mes "receipt."; + delitem 1082,1; //Merchant_Box_2 + getitem 1078,1; //Merchant_Voucher_6 + } + else { + mes "Excuse me, but..."; + if (job_merchant_q2 == 5) + mes "I don't think this is the package we ordered. The Serial Number should be 3012685. See?"; + else if (job_merchant_q2 == 6) + mes "I don't think this is the package we ordered. The Serial Number should be 3487372. See?"; + else + mes "I don't think this is the package we ordered. The Serial Number should be 3012685 or 3487372. Well, one of those two..."; + close; + } + if (job_merchant_q == 4) + set job_merchant_q,6; + else if (job_merchant_q == 3) + set job_merchant_q,5; + next; + mes "[Dyer's Student]"; + mes "Thanks a lot!"; + mes "See you again"; + mes "sometime!"; + close; + } + else if (job_merchant_q == 6 || job_merchant_q == 5 && job_merchant_q2 == 6 || job_merchant_q2 == 5) { + mes "[Dyer's Student]"; + mes "Oh..."; + mes "You're gonna"; + mes "go back? Okay"; + mes "then, take care!"; + close; + } + else { + mes "[Dyer's Student]"; + mes "Mr. Java Dullihan is the one and only, the best dye maker on the Rune-Midgard continent."; + next; + mes "[Dyer's Student]"; + mes "Aaaand I'm proud to say that I'm his student! Someday, I'll be able to make really beautiful dyes too!"; + next; + mes "[Dyer's Student]"; + mes "Of course, I'm still learning the basics right now, but someday..."; + close; + } +} + +geffen_in,155,122,4 script Guild Staff#mer 47,{ + if (job_merchant_q == 4 || job_merchant_q == 3) { + mes "[Guild Staff]"; + mes "Ah, you must be with the Merchant Guild. Finally, my package has arrived! Alright...!"; + next; + mes "[Guild Staff]"; + if (countitem(1081) == 1 || countitem(1082) == 1 || countitem(1091) == 1) { + mes "You must be very tired"; + mes "from having to travel"; + mes "in this kind"; + mes "of weather..."; + } + else { + mes "Wait..."; + mes "Where's the"; + mes "package?"; + close; + } + next; + mes "[Guild Staff]"; + mes "Alright, let me"; + mes "check the Serial Number..."; + if (job_merchant_q2 == 3 && countitem(1081) != 0) { + mes "2989396. Yes, this is what we ordered. Here is your receipt."; + delitem 1081,1; //Merchant_Box_1 + getitem 1075,1; //Merchant_Voucher_3 + } + else if (job_merchant_q2 == 4 && countitem(1082) != 0) { + mes "2191737. Yes, this is what we ordered. Here is your receipt."; + delitem 1082,1; //Merchant_Box_2 + getitem 1076,1; //Merchant_Voucher_4 + } + else { + mes "Uh oh, this is the wrong number. This isn't what we ordered..."; + next; + mes "[Guild Staff]"; + if (job_merchant_q2 == 3) { + mes "The Serial Number"; + mes "should be 2989396."; + } + else if (job_merchant_q2 == 4) { + mes "The Serial Number"; + mes "should be 2191737."; + } + else { + mes "The Serial Number"; + mes "should be 2989396"; + mes "or 2191737, one of"; + mes "those two."; + } + mes "Look here!"; + mes "Don't you see"; + mes "something"; + mes "is wrong?"; + close; + } + if (job_merchant_q == 4) + set job_merchant_q,6; + else if (job_merchant_q == 3) + set job_merchant_q,5; + next; + mes "[Guild Staff]"; + mes "Heh heh~"; + mes "Thank you!"; + mes "Bye bye!"; + close; + } + else if (job_merchant_q == 6 || job_merchant_q == 5 && job_merchant_q2 == 4 || job_merchant_q2 == 3) { + mes "[Guild Staff]"; + mes "Hello,"; + mes "Merchant Guildsman~"; + mes "I give you my thanks."; + close; + } + else { + mes "[Guild Staff]"; + mes "My package should have arrived by now. Huh. I guess the Merchant Guild might be running a little late..."; + close; + } +} + +prontera,248,42,0 script Kafra Employee#mer 116,{ + cutin "kafra_02",2; + if (job_merchant_q == 6 || job_merchant_q == 5) && (job_merchant_q2 == 2 || job_merchant_q2 == 1) { + mes "[Kafra Employee]"; + mes "Oh! Thank you for"; + mes "traveling such a long"; + mes "way to come over here~"; + close2; + cutin "",255; + end; + } + else if (job_merchant_q == 4 || job_merchant_q == 3) { + mes "[Kafra Employee]"; + mes "A delivery from"; + mes "the Merchant Guild?"; + mes "Oh, yes, please set"; + mes "it down right over there..."; + if (countitem(1081) == 1 || countitem(1082) == 1 || countitem(1091) == 1) { + mes "You must be really tired"; + mes "after carrying it for so long!"; + } + else { + mes "W-wait. Didn't you bring it?"; + mes "Where's the package?"; + close2; + cutin "",255; + end; + } + next; + mes "[Kafra Employee]"; + mes "Now, let me check"; + mes "the serial number..."; + if (job_merchant_q2 == 1 && countitem(1081) != 0) { + mes "2485741. Right, this is"; + mes "the one we ordered. Oh,"; + mes "and don't forget this receipt!"; + next; + delitem 1081,1; //Merchant_Box_1 + getitem 1073,1; //Merchant_Voucher_1 + } + else if (job_merchant_q2 == 2 && countitem(1082) != 0) { + mes "2328137. Right, this is"; + mes "the one we ordered. Oh,"; + mes "and don't forget this receipt!"; + next; + delitem 1082,1; //Merchant_Box_2 + getitem 1074,1; //Merchant_Voucher_2 + } + else { + mes "Mmmm? Hold on. This is"; + mes "the wrong package. What we"; + if (job_merchant_q2 == 1) + mes "ordered had the serial number 2485741. I'm sure it's not this."; + else if (job_merchant_q2 == 2) + mes "ordered had the serial number 2328137. I'm sure it's not this."; + else + mes "ordered had the serial number 2328137 or 2328137."; + next; + mes "[Kafra Employee]"; + mes "I'm afraid there"; + mes "must be some kind"; + mes "of mistake. Perhaps"; + mes "you should go back to"; + mes "the Merchant Guild to"; + mes "clear up this situation?"; + close2; + cutin "",255; + end; + } + if (job_merchant_q == 4) + set job_merchant_q,6; + else if (job_merchant_q == 3) + set job_merchant_q,5; + mes "[Kafra Employee]"; + mes "Thanks again"; + mes "for going through"; + mes "all of that trouble~"; + close2; + cutin "",255; + end; + } + else { + mes "[Kafra Employee]"; + mes "Welcome to the"; + mes "Kafra Corportation,"; + mes "where the service is"; + mes "always on your side~"; + next; + mes "[Kafra Employee]"; + mes "As you can see, the"; + mes "Swordman Assocation"; + mes "has moved to Izlude, a"; + mes "satellite city of Prontera."; + mes "Currently, we offer a Teleport"; + mes "Service to Izlude for 600 zeny."; + next; + if (select("Use:Cancel") == 1) { + if (Zeny < 600) { + mes "[Kafra Employee]"; + mes "I'm sorry, but you"; + mes "don't have enough zeny"; + mes "for this Teleport Service."; + close2; + cutin "",255; + end; + } + set zeny,zeny-600; + set RESRVPTS, RESRVPTS + 37; + cutin "",255; + warp "izlude",94,103; + end; + } + close2; + cutin "",255; + end; + } +} + +//izlu2dun,106,58,4 script Kafra Employee#mer 116,{ +function script F_MercKafra { + if ((job_merchant_q == 6 || job_merchant_q == 5) && (job_merchant_q2 == 8 || job_merchant_q2 == 7)) { + mes "[Kafra Employee]"; + mes "Oh hello~"; + mes "Um, is there"; + mes "some special reason"; + mes "as to why you're here?"; + close2; + cutin "",255; + end; + } + else if (job_merchant_q == 4 || job_merchant_q == 3) { + mes "[Kafra Employee]"; + mes "A delivery from"; + mes "the Merchant Guild?"; + mes "Oh, yes, please set"; + mes "it down right over there..."; + if (countitem(1081) == 1 || countitem(1082) == 1 || countitem(1091) == 1) { + mes "You must be really tired"; + mes "after carrying it for so long!"; + } + else { + mes "W-wait. Didn't you bring it?"; + mes "Where's the package?"; + close2; + cutin "",255; + end; + } + next; + mes "[Kafra Employee]"; + mes "Now, let me check"; + mes "the serial number..."; + if (job_merchant_q2 == 7 && countitem(1081) != 0) { + mes "3318702. Right, this is"; + mes "the one we ordered. Oh,"; + mes "and don't forget this receipt!"; + delitem 1081,1; //Merchant_Box_1 + getitem 1079,1; //Merchant_Voucher_7 + } + else if (job_merchant_q2 == 8 && countitem(1082) != 0) { + mes "3543625. Right, this is"; + mes "the one we ordered. Oh,"; + mes "and don't forget this receipt!"; + delitem 1082,1; //Merchant_Box_2 + getitem 1080,1; //Merchant_Voucher_8 + } + else { + mes "Mmmm? Hold on. This is"; + mes "the wrong package. What we"; + if (job_merchant_q2 == 7) + mes "ordered had the serial number 3318702. I'm sure it's not this."; + else if (job_merchant_q2 == 8) + mes "ordered had the serial number 3543625. I'm sure it's not this."; + else + mes "ordered had the serial number 3318702 or 3543625."; + close2; + cutin "",255; + end; + } + if (job_merchant_q == 4) + set job_merchant_q,6; + else if (job_merchant_q == 3) + set job_merchant_q,5; + next; + if (countitem(1072) != 0 && quest_alb_01 == 0) { + select("This is from Chief Mahnsoo of the Merchant Guild..."); + delitem 1072,1; //Delivery_Message + set quest_alb_01,1; + mes "[Kafra Employee]"; + mes "Oh~! A letter from"; + mes "Mahnsoo! Thank you"; + mes "so much, I've been dying"; + mes "to hear from him. How is"; + mes "he doing, is he alright?"; + mes "I can't wait to read it..."; + next; + mes "[Kafra Employee]"; + mes "Oh, thank you for"; + mes "going through all the"; + mes "trouble of delivering all"; + mes "of this. This isn't anything"; + mes "special, but please take it."; + mes "Well, see you again~"; + getitem 513,3; //Banana + } + else { + mes "[Kafra Employee]"; + mes "Thanks again"; + mes "for going through"; + mes "all of that trouble~"; + } + close2; + cutin "",255; + end; + } + return; +} diff --git a/npc/pre-re/jobs/1-1/swordman.txt b/npc/pre-re/jobs/1-1/swordman.txt new file mode 100644 index 000000000..36ddc9d21 --- /dev/null +++ b/npc/pre-re/jobs/1-1/swordman.txt @@ -0,0 +1,642 @@ +//===== rAthena Script ======================================= +//= Swordsman Job Quest +//===== By: ================================================== +//= kobra_k88; L0ne_W0lf +//===== Current Version: ===================================== +//= 2.3 +//===== Compatible With: ===================================== +//= rAthena SVN +//===== Description: ========================================= +//= [Official 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 Fully working. +//= 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#swd_1 119,{ + if (Upper == 1) { + 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]"; + 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]"; + mes "Hmm? Ah, you must first master the Basic Skills before you are ready to become a Swordman."; + next; + mes "[Swordman]"; + mes "Come back to me when you have finished learning the Basic Novice Skills."; + close; + } + mes "[Swordman]"; + mes "Excellent! Let me promote you to a Swordman right away!"; + next; + skill 143,0,0; + jobchange Job_Swordman_High; + skill 144,1,0; + skill 145,1,0; + skill 146,1,0; + 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; + } + 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]"; + mes "Welcome to the"; + mes "Swordman Association!"; + next; + mes "[Swordman]"; + mes "So..."; + mes "What business"; + mes "brings you to us?"; + next; + switch(select("Job Change:About Swordman.:About the Job requirements.:Cancel.")) { + case 1: + 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]"; + 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]"; + 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]"; + 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 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..."; + } + 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 4: + mes "[Swordman]"; + mes "Ha ha ha!"; + mes "Ah, youth!"; + close; + } +} + +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 diff --git a/npc/pre-re/jobs/1-1/thief.txt b/npc/pre-re/jobs/1-1/thief.txt new file mode 100644 index 000000000..aa5c6a108 --- /dev/null +++ b/npc/pre-re/jobs/1-1/thief.txt @@ -0,0 +1,539 @@ +//===== rAthena Script ======================================= +//= Thief Job Quest +//===== By: ================================================== +//= rAthena Dev Team +//===== Current Version: ===================================== +//= 1.8 +//===== Compatible With: ===================================== +//= rAthena SVN +//===== Description: ========================================= +//= [Official Conversion] +//= Job quest for Thief classes +//===== Additional Comments: ================================= +//= 1.0 Fully working. +//= 1.1 Added instant job change for High Novice [Lupus] +//= 1.3 Added Baby Class support [Lupus] +//= 1.4 Optimised and moved first checker to Jfunc1-1 [massdriller] +//= Fixed possible EXP abuse [Lupus] +//= 1.5 Now saves/restores all quest skills [Lupus] +//= 1.6 Merged back JFunc [Lupus] 1.6a typos +//= 1.7 Rescripted to Aegis 10.3 stadards. [L0ne_W0lf] +//= No longer uses function "F_ToHigh" +//= 1.8 Added Quest Log commands. [L0ne_W0lf] +//============================================================ + +moc_prydb1,39,129,2 script Thief Guide 69,{ + if (Upper == 1) { + if (ADVJOB == Job_Assassin_Cross || ADVJOB == Job_Stalker) { + if (Class == Job_Novice_High) { + mes "[Thief Guide]"; + mes "Huh? Do I know you? It's creepy that you seem so familiar. You don't have a twin, do you?"; + next; + if (getskilllv("NV_BASIC") < 9) { + mes "[Thief Guide]"; + mes "What, do you want to be a Thief? I'm sorry, but you look like you need more training."; + next; + mes "[Thief Guide]"; + mes "Take your time and learn all the Basic Skills, will you? Well then, see you later~!"; + close; + } + mes "[Thief Guide]"; + mes "Well, I got this feeling like you've been through a lifetime of fighting, so I'm promoting you to a Thief right this minute. I better give you tough guys what you want..."; + next; + skill 143,0,0; + jobchange Job_Thief_High; + skill 149,1,0; + skill 150,1,0; + skill 151,1,0; + skill 152,1,0; + mes "[Thief Guide]"; + mes "Since you've become a Thief, live as a Thief. Now, go for it! Next~"; + close; + } + else { + mes "[Thief Guide]"; + if (sex) + mes "Hey, dude."; + else + mes "Hey, baby~"; + close; + } + } + else { + mes "[Thief Guide]"; + if (sex) + mes "Hey, dude."; + else + mes "Hey, baby."; + mes "...Hey! You look too goody-goody to want to be a Thief!! Now scram, I'm busy. Next!"; + close; + } + } + if (BaseJob == Job_Thief) { + mes "[Thief Guide]"; + mes "If you have a problem, feel free to speak to me anytime, alright?"; + close; + } + else if (BaseJob != Job_Novice && BaseJob != Job_Thief) { + mes "[Thief Guide]"; + mes "What the heck...?"; + switch(Class) { + case 1: + mes "Huh."; + mes "Now, that's"; + mes "a big sword."; + next; + mes "[Thief Guide]"; + mes "So..."; + mes "Trying to make"; + mes "up for something"; + mes "...Buddy?"; + break; + case 2: + mes "What's a Mage doin' here? Shouldn't you be doing card tricks elsewhere? Oh well, it's a free country..."; + next; + mes "[Thief Guide]"; + mes "Oh wait,"; + mes "it's not..."; + mes "Get outta here!"; + break; + case 3: + mes "Man, shouldn't you"; + mes "Archers be playing"; + mes "in the forest"; + mes "or something?"; + break; + case 4: + mes "You know we all steal for a living, right? What are you doing in this kinda place, Acolyte?"; + break; + case 5: + mes "You're a Merchant,"; + mes "right? Why are you"; + mes "walking into a den"; + mes "of Thieves?!"; + next; + mes "[Thief Guide]"; + mes "It's like you're begging"; + mes "us to steal from you!"; + mes "Come on, hurry and"; + mes "get outta here~"; + break; + case 8: + mes "Oh my God..."; + mes "Am I dying?"; + next; + mes "[Thief Guide]"; + mes "Why else would a Priest come here? I guess I better start confessing all of my misdeeds."; + close; + case 12: + mes "Didn't you use to be one of us?! Man, you changed. You seem real dangerous now..."; + close; + case 17: + mes "Man, you got real cool all of a sudden! You must have some skills I can only dream of!"; + close; + } + next; + mes "[Thief Guide]"; + mes "*Sigh* Look, there's really no need for you to be in this kind of place. You oughta go where you ought to go."; + close; + } + if (job_thief_q == 3 && countitem(1069) > 0 || countitem(1070) > 0) { + mes "[Thief Guide]"; + mes "Hmmm?"; + mes "You gathered Mushrooms for"; + mes "the Thief test, right?"; + next; + mes "[Thief Guide]"; + mes "Here, talk to the other guy right next to me. He's the one in charge of checking your Mushrooms."; + close; + } + else if (job_thief_q == 3) { + mes "[Thief Guide]"; + mes "So how was the"; + mes "Mushroom Farm?"; + mes "Have any fun?"; + next; + if (select("Yeah, kinda Cool.:It was horrible.") == 1) { + mes "[Thief Guide]"; + mes "Heh heh! That's a good attitude. In our line of work, you gotta enjoy getting your hands dirty, one way or another."; + close; + } + mes "[Thief Guide]"; + mes "Yeah? I've been there too, so I can see why that place isn't everyone's cup of tea. Still, being a Thief isn't all glamour and trendy night life."; + close; + } + if (job_thief_q == 2) { + mes "[Thief Guide]"; + mes "Hey, whaddya doin' here? Aren't you supposed to be gathering Mushrooms? Or did you need it explained to you again?"; + next; + if (select("Yes.:No, that's okay.") == 1) { + mes "[Thief Guide]"; + mes "*Sigh* Well, there's always one in the bunch. Alright, listen carefully."; + next; + mes "[Thief Guide]"; + mes "Alright, for your test, you gotta steal Mushrooms from a farm. Don't worry, the guy who owns the farm deserves to be robbed."; + next; + mes "[Thief Guide]"; + mes "Anyway, you gotta gather two kinds of Mushrooms: ^0000FFOrange Net Mushrooms^000000 and ^0000FFOrange Gooey Mushrooms^000000."; + next; + mes "[Thief Guide]"; + mes "Be careful, since there are monsters are the farm that are there to protect the Mushrooms. So this will be no walk in the park."; + next; + mes "[Thief Guide]"; + mes "When you come back here after gathering Mushrooms, you'll be graded on the Mushrooms you've collected."; + next; + mes "[Thief Guide]"; + mes "Each Orange Net Mushroom gets you 3 points, and you get 1 point for each Orange Gooey Mushroom. You need a total of 25 points to pass the test."; + next; + mes "[Thief Guide]"; + mes "Go outside and keep going ahead toward the Eastern Field of the Pyramids. Then you will see one of our comrades between two columns."; + next; + mes "[Thief Guide]"; + mes "Speak to that guy, and he'll take you to the farm through the backdoor."; + next; + mes "[Thief Guide]"; + mes "On that field, I think his coordinates are '^FF0000141, 125^000000.' Just type ^3355FF/where^000000 in the right side of your chat box to check your present coordinates."; + close; + } + mes "[Thief Guide]"; + mes "Huh. For a second there, I thought you had something really important to tell me."; + close; + } + mes "[Thief Guide]"; + if (job_thief_q == 0) { + mes "What brings you down"; + mes "here to this rathole?"; + } + else { + mes "Ah..."; + mes "You came back."; + mes "Are you sure you're"; + mes "ready to try again?"; + } + next; + if (select("Hey, I came here to be a Thief!:Nah, I'm just looking around.") == 1) { + if (job_thief_q == 0) { + mes "[Thief Guide]"; + mes "Heh, I like your confidence. Still, you know being a Thief isn't all what it's cracked up to be."; + next; + mes "[Thief Guide]"; + mes "Still..."; + mes "Do you really"; + mes "want to be"; + mes "a Thief?"; + next; + switch(select("Yeah.:No, just wasting your time.:Why did you become a Thief?")) { + case 1: + mes "[Thief Guide]"; + mes "Really..."; + break; + case 2: + mes "[Thief Guide]"; + mes "Yeah..."; + mes "I can see that."; + break; + case 3: + mes "[Thief Guide]"; + mes "Me...?"; + mes "I had no choice at the time. It was either steal or starve. But it's not like I need to give you my life story."; + break; + } + next; + mes "[Thief Guide]"; + mes "So do you want to"; + mes "apply to become"; + mes "a Thief or not?"; + next; + switch(select("Yes, I will.:I'm too scared to be a Thief!")) { + case 1: + mes "[Thief Guide]"; + mes "Alright, tell"; + mes "me your name."; + next; + mes "[Thief Guide]"; + mes "" + strcharinfo(0) + "?"; + mes "What kind of name is " + strcharinfo(0) + "? Anyway, give me a second."; + set job_thief_q,1; + next; + mes "[Thief Guide]"; + mes "Alright, your registration has been processed. Okay, you can begin your test if you're ready."; + next; + switch(select("Yeah, I'm ready.:No, I'm not ready yet.")) { + case 1: + break; + case 2: + mes "[Thief Guide]"; + mes "Not ready?"; + mes "How can you"; + mes "not be ready?!"; + close; + } + break; + case 2: + mes "[Thief Guide]"; + mes "Too scared?!?"; + mes "Hahahahahahah!"; + mes "Oh, please...!"; + mes "That's hilarious!"; + close; + } + } + else { + mes "[Thief Guide]"; + mes "Okay..."; + mes "Give me"; + mes "one second."; + next; + } + mes "[Thief Guide]"; + mes "Your name is..."; + mes strcharinfo(0) + "? Um, where is it? Ah, here it is. Let's see..."; + next; + mes "[Thief Guide]"; + if (getskilllv("NV_BASIC") < 9) { + mes "Isn't that cute? I can see you're ambitious, but you gotta learn all of the Basic Skills before you can become a Thief."; + close; + } + mes "Alright. I looked at your Felony Record, and you seem to have a very interesting history. You might have what it takes to be a Thief."; + next; + mes "[Thief Guide]"; + mes "Because I feel like it, I now decree that you have passed this interview. Good work!"; + set job_thief_q,2; + setquest 1013; + next; + mes "[Thief Guide]"; + mes "Now, your actual abilities will need to be tested. Do you know anything about the test?"; + next; + switch(select("Yes, I do.:Sorry, I don't.")) { + case 1: + mes "[Thief Guide]"; + mes "Oh yeah? Well, this makes things a lot easier."; + break; + case 2: + mes "[Thief Guide]"; + mes "Alright, let me inform you then. Listen carefully. This test decides if you are worthy of becoming a Thief."; + next; + mes "[Thief Guide]"; + mes "You will be sneaking to Shibu's Farm. He is the worst Merchant, in terms of character, in Morroc."; + next; + mes "[Thief Guide]"; + mes "Alright, for your test, you gotta steal Mushrooms from his farm. Don't worry, that guy deserves to be robbed."; + next; + mes "[Thief Guide]"; + mes "Anyway, you gotta gather two kinds of Mushrooms: ^0000FFOrange Net Mushrooms^000000 and ^0000FFOrange Gooey Mushrooms^000000."; + next; + mes "[Thief Guide]"; + mes "Be careful, since there are monsters are the farm that are there to protect the Mushrooms. So this will be no walk in the park."; + next; + mes "[Thief Guide]"; + mes "When you come back here after gathering Mushrooms, you'll be graded on the Mushrooms you've collected."; + next; + mes "[Thief Guide]"; + mes "Each Orange Net Mushroom gets you 3 points, and you get 1 point for each Orange Gooey Mushroom. You need a total of 25 points to pass the test."; + next; + mes "[Thief Guide]"; + mes "Go outside and keep going ahead toward the Eastern Field of the Pyramids. Then you will see one of our comrades between two columns."; + next; + mes "[Thief Guide]"; + mes "Speak to that guy, and he'll take you to the farm through the backdoor."; + next; + mes "[Thief Guide]"; + mes "On that field, I think his coordinates are '^FF0000141, 125^000000.' Just type ^3355FF/where^000000 in the right side of your chat box to check your present coordinates."; + } + next; + mes "[Thief Guide]"; + mes "Don't forget to make plans and prepare yourself before you go inside the Mushroom Farm. Move as quickly as you can and try not to get killed, alright?"; + close; + } + close; +} + +moc_prydb1,42,133,2 script Comrade 118,{ + if (BaseJob == Job_Thief) { + mes "[Brad]"; + mes "We don't have any special events yet. Come some other time when there's news, alright?"; + close; + } + else if (BaseJob != Job_Novice && BaseJob != Job_Thief) { + mes "[Comrade]"; + mes "Um..."; + mes "You don't look"; + mes "like a Thief."; + next; + mes "[Comrade]"; + mes "What the heck are"; + mes "you doing here anyway?"; + close; + } + if (job_thief_q == 0 || job_thief_q == 1) { + mes "[Comrade]"; + mes "What's the matter? If you want to be a Thief, speak to the girl beside me."; + close; + } + else if (job_thief_q == 2) { + mes "[Comrade]"; + mes "Did you pass the interview?"; + mes "Then what are you waiting for?"; + close; + } + else if (job_thief_q == 3) { + mes "[Comrade]"; + mes "Ah, the guide told me about you. So, let me check your mushrooms..."; + if (countitem(1069) == 0 && countitem(1070) == 0) { + next; + mes "[Comrade]"; + mes "What the hell..."; + mes "You don't have any Mushrooms at all! Go back and get them. Otherwise, you won't pass the test and become a Thief!"; + close; + } + next; + set .@thief_item1,countitem(1069) * 3; + set .@thief_item2,countitem(1070); + set .@total_thief,.@thief_item1 + .@thief_item2; + set .@money_thief,((.@thief_item1 * 5) + (.@thief_item2 * 2)) + 200; + mes "[Comrade]"; + if (countitem(1069) != 0) { + mes "First, let me check the Orange Net Mushrooms you got."; + mes "Huh, " + countitem(1069) + " of them."; + } + if (countitem(1070) != 0) + mes "Now I'll just check your Orange Gooey Mushrooms. That's " + countitem(1070) + " you gathered."; + next; + mes "[Comrade]"; + mes "So that would"; + mes "bring your total to..."; + next; + mes "[Comrade]"; + mes "Hmmm. " + .@total_thief + " degrees, multiplied by the speed of light, divided by the integral of pi times height plus the absolute value of politics..."; + next; + mes "[Comrade]"; + mes "Okay!"; + mes "I got it."; + next; + mes "[Comrade]"; + if (.@total_thief > 25) { + mes "You got more"; + mes "than 25 points!"; + mes "Awesome!"; + } + else if (.@total_thief == 25) { + mes "Exactly 25 points!"; + mes "You did it! Badass!"; + } + else { + mes "Definitely less than the 25 points you need to pass. Go out there and get me more Mushrooms!"; + close; + } + next; + mes "[Comrade]"; + mes strcharinfo(0) + "..."; + mes "You have passed the official Thief Test. You are now one of us."; + if (countitem(1069) != 0) delitem 1069,countitem(1069); //Mushroom_Of_Thief_1 + if (countitem(1070) != 0) delitem 1070,countitem(1070); //Mushroom_Of_Thief_2 + callfunc "Job_Change",Job_Thief; + callfunc "F_ClearJobVar"; + completequest 1013; + next; + mes "[Comrade]"; + mes "Congratulations on becoming a Thief! From now, be an honorable representative of the Thief's Guild."; + next; + mes "[Comrade]"; + mes "If you bring disgrace to our guild, you will be killed. I expect you to bring our comrades pride."; + next; + mes "[Brad]"; + mes "*Ahem* Welcome to the Guild, comrade! I'm Brad, and I'm in charge of human resources here."; + next; + mes "[Brad]"; + mes "Here is a small subsidy for a Newbie like you. Spend it whereever you want. Alright then, I'll see you around~"; + set zeny,zeny+.@money_thief; + close; + } +} + +moc_ruins,141,125,3 script Mr. Irrelevant 83,{ + if (BaseJob == Job_Thief) { + mes "[Mr. Irrelevant]"; + mes "Ah, I see that you are now a Thief. I always knew you'd join us."; + next; + mes "[Mr. Irrelevant]"; + mes "Stealing from a Mushroom farm is too easy for you now. You should build up your skills and master our craft."; + close; + } + else if (BaseJob != Job_Novice && BaseJob != Job_Thief) { + mes "[Mr. Irrelevant]"; + switch(rand(4)) { + case 1: + mes "I could use a good, hard drink."; + close; + case 2: + mes "Gimme your money."; + next; + mes "[Mr. Irrelevant]"; + mes "Kidding, I'm off the clock."; + close; + case 3: + mes "WHO YOU CALLING A PSYCHO?!?!"; + close; + case 4: + mes "I've got nothing to say to you. Would you mind leaving me alone?"; + close; + default: + mes "Today looks like a good day to go to the pyramids and hunt with some of my friends."; + close; + } + } + if (job_thief_q == 3) { + mes "[Mr. Irrelevant]"; + mes "Hahahahaha~!"; + mes "You haven't"; + mes "passed the test yet?"; + mes "Alright, I'll let you in..."; + close2; + switch(rand(5)) { + case 1: warp "job_thief1",228,106; end; + case 2: warp "job_thief1",38,50; end; + case 3: warp "job_thief1",66,331; end; + case 4: warp "job_thief1",196,331; end; + default: warp "job_thief1",309,234; end; + } + } + else if (job_thief_q == 2) { + mes "[Mr. Irrelevant]"; + mes "Hmm..."; + mes "You've come to take the test, right? I can see in your eyes that you know something."; + next; + mes "[Mr. Irrelevant]"; + mes "Your name is " + strcharinfo(0) + "? Ah, it's on the list. Alright, I'll let you into the Mushroom Farm , but I can't guarantee your safety..."; + close2; + set job_thief_q,3; + switch(rand(5)) { + case 1: warp "job_thief1",228,106; end; + case 2: warp "job_thief1",38,50; end; + case 3: warp "job_thief1",66,331; end; + case 4: warp "job_thief1",196,331; end; + default: warp "job_thief1",309,234; end; + } + } + else if (job_thief_q == 1) { + mes "[Mr. Irrelevant]"; + mes "There is this strange smell coming from... You. Now why would that be?"; + close; + } + mes "[Mr. Irrelevant]"; + mes "Hey Novice! Why don't you join the ranks of the Thief Guild? You newbies are always welcome to join us and our selfish cause."; + next; + mes "[Mr. Irrelevant]"; + mes "You can get more information in the Underground Room in the Pyramid 1 BF."; + close; +} + +// Monsters +//============================================================ +job_thief1,0,0,0,0 monster Orange Mushroom 1182,180,0,0,0 +job_thief1,0,0,0,0 monster Fabre 1184,50,0,0,0 +job_thief1,0,0,0,0 monster Chonchon 1183,50,0,0,0 +job_thief1,0,0,0,0 monster Spore 1014,30,0,0,0 + +//============================================================ +// mapflag +//============================================================ diff --git a/npc/pre-re/jobs/novice/novice.txt b/npc/pre-re/jobs/novice/novice.txt new file mode 100644 index 000000000..c88795463 --- /dev/null +++ b/npc/pre-re/jobs/novice/novice.txt @@ -0,0 +1,4299 @@ +//===== rAthena Script ======================================= +//= Ep 10+ Novice Training Grounds +//===== By: ================================================== +//= Dr.Evil & MasterOfMuppets +//===== Current Version: ===================================== +//= 2.4 +//===== Compatible With: ===================================== +//= rAthena SVN 3422+(Requires jA Script System) +//===== Description: ========================================= +//= [Official Conversion] +//= Novice Training Grounds +//===== Additional Comments: ================================= +//= 1.7D Added confirm character name thing on receptionist. [Kisuka] +//= 1.8 Rescripted to Aegis 10.3 standards. [L0ne_W0lf] +//= NPCs are not backwards compatable, and will remove +//= old variables used in the previous novice grounds. +//= 1.9 Fixed problem with Hanson's dialog. (bugreport:1703) [L0ne_W0lf] +//= Fixed Entrance Guard clearing vars. (bugreport:1695) +//= Added duplicate NPCs to combat training maps. +//= 2.0 Fixed savepoint not being changed sometimes. [L0ne_W0lf] +//= 2.1 Corrected spacing issue in welcome message. [L0ne_W0lf] +//= 2.2 Corrected Leo's endless dialog. [L0ne_W0lf] +//= 2.3 Added fix to Hanson from GM-windsor- and Saithis. [L0ne_W0lf] +//= 2.3a Correct a wrong variable name. (bugreport:2293) [Samuray22] +//= 2.4 Corrected an error in Hanson. (bugreport:2374) [L0ne_W0lf] +//============================================================ + +// Bulletin Board +new_1-1,66,114,4 script Bulletin Board#nv 111,{ + mes "^FF0000=================================^000000"; + mes "^FF0000 ^000000 ^E40CAA[Welcome]^CC0000 to ^FF9000Novice^7FFF00 Training ^00FF00Grounds ^E40CAA[Welcome]^FF0000^000000"; + mes "^FF0000=================================^000000"; + close; +} + +new_1-1,144,116,2 script Guard#nv1 105,{ + mes "[Training Grounds Guard]"; + mes "Welcome to the Training Grounds."; + mes "You are now in the outer court yard. Please go inside the castle to begin your training."; + close; +} + +new_1-1,144,107,2 script Guard#nv2 105,{ + mes "[Training Grounds Guard]"; + if(rand(2)) { + mes "Come in!"; + mes "I would like"; + mes "to welcome you to"; + mes "the Training Grounds!"; + next; + mes "[Training Grounds Guard]"; + mes "In here, you can prepare"; + mes "yourself for your future"; + mes "adventures throughout the"; + mes "Ragnarok world!"; + } + else { + mes "Go, Novice, go!"; + mes "Fight, and grow stronger! Look towards a brighter tomorrow!"; + } + close; +} + +// Receptionist +new_1-2,100,29,4 script Receptionist#nv1 86,{ + mes "[Training Grounds Receptionist]"; + mes "Hello, you look to be new here."; + mes "What is your name?"; + next; + input .@charname$; + if (.@charname$!=strcharinfo(0)) { + mes "[Training Grounds Receptionist]"; + mes "Sorry, but I don't think I heard"; + mes "you correctly"; + close; + } + mes "[Training Grounds Receptionist]"; + mes "Welcome!"; + mes "You are at the entrance"; + mes "of the ^3355FFTraining Grounds^000000."; + next; + mes "[Training Grounds Receptionist]"; + mes "If you're new"; + mes "to the Ragnarok world,"; + mes "please choose the"; + mes "^3355FFTraining Grounds Introduction^000000"; + mes "menu for more information."; + next; + while (1) { + switch(select("Apply for training.:Direct access to Ragnarok Online.:^3355FFTraining Grounds Introduction.^000000:I need a moment to think.")) { + case 1: + mes "[Training Grounds Receptionist]"; + mes "Thank you for applying for Novice training. For detailed information of each training course, please inquire the Guides for assistance."; + next; + mes "[Training Grounds Receptionist]"; + mes "When you have questions about the training course process, please feel free to ask any of the Tutors."; + next; + mes "[Training Grounds Receptionist]"; + mes "You will now be transferred"; + mes "to the Training Grounds."; + close2; + warp "new_1-2",100,70; + end; + case 2: + mes "[Training Grounds Receptionist]"; + mes "I understand."; + mes "Please do your"; + mes "best, and I wish you"; + mes "the best of luck!"; + close2; + set nov_1st_cos,0; + set nov_2nd_cos,0; + set nov_3_swordman,0; + set nov_3_archer,0; + set nov_3_thief,0; + set nov_3_magician,0; + set nov_3_acolyte,0; + set nov_3_merchant,0; + switch(rand(6)) { + case 0: + savepoint "prontera",273,354; + warp "prontera",273,354; + break; + case 1: + savepoint "morocc",160,94; + warp "morocc",160,94; + break; + case 2: + savepoint "geffen",120,100; + warp "geffen",120,100; + break; + case 3: + savepoint "payon",70,100; + warp "payon",70,100; + break; + case 4: + savepoint "alberta",116,57; + warp "alberta",116,57; + break; + case 5: + savepoint "izlude",94,103; + warp "izlude",94,103; + } + end; + case 3: + mes "[Training Grounds Receptionist]"; + mes "This training grounds was established in order to provide useful information to new players of Ragnarok Online by the Rune-Midgarts Kingdom's Board of Education."; + next; + mes "[Training Grounds Receptionist]"; + mes "The training course is organized into two parts: the Basic Knowledge classes, and Field Combat training."; + next; + mes "[Training Grounds Receptionist]"; + mes "Through the first course, players will learn the necessary knowledge for a smoother gaming experience."; + next; + mes "[Training Grounds Receptionist]"; + mes "In Field Combat Training,"; + mes "players will engage in actual battle with weak monsters so they can learn the basics of fighting."; + next; + mes "[Training Grounds Receptionist]"; + mes "With this battle practice,"; + mes "players will be able to gain more experience before they enter the real world."; + next; + mes "[Training Grounds Receptionist]"; + mes "At the end of the training, we will provide an introduction to the 1st Job Classes. This will help players decide which job class is best for them."; + next; + mes "[Training Grounds Receptionist]"; + mes "If you wish to participate in the training grounds, please choose '^3355FFApply for training^000000' in the menu."; + next; + mes "[Training Grounds Receptionist]"; + mes "Otherwise, if you want to skip the basic training and immediately enter the world of Ragnarok Online, please choose '^3355FFDirect access to Ragnarok Online^000000.'"; + next; + break; + case 4: + mes "[Training Grounds Receptionist]"; + mes "I understand."; + mes "Please, take your time."; + close; + } + } +} + +new_1-1,53,114,4 script Shion#nv1 727,{ + if (nov_get_item04 > 9 || nov_get_item05 > 9) { + mes "[Shion]"; + mes "Hm...?"; + mes "What are you"; + mes "still doing here?"; + mes "Oh, you used a ^3355FFButterfly Wing^000000, didn't you?"; + next; + mes "[Shion]"; + mes "No, no, no~"; + mes "You're supposed to use the Butterfly Wing when you want to go back to a town ^666666after^000000 completing your training here, alright?"; + next; + mes "[Shion]"; + mes "Now, let me send"; + mes "you back to the"; + mes "Training Grounds."; + close2; + warp "new_1-2",99,99; + end; + } + else if (nov_1st_cos > 2) { + mes "[Shion]"; + mes "The Training Grounds"; + mes "are located just past"; + mes "the bridge located"; + mes "to the right."; + next; + mes "[Shion]"; + mes "Although you'll"; + mes "be sitting through"; + mes "some classes, you"; + mes "won't regret it."; + mes "Now, go for it!"; + close; + } + else if (nov_1st_cos == 2) { + mes "[Shion]"; + mes "Hey..."; + mes "You little rascal!"; + next; + mes "[Shion]"; + mes "Wait..."; + mes "Calm down Shion."; + mes "You're a professional"; + mes "trainer! Don't get all"; + mes "upset at a Novice!"; + next; + mes "[Shion]"; + mes "Go and cross the bridge to the right, right now! ^666666*Ahem*^000000 You'll see and castle, and inside you can meet all sorts of tutors."; + next; + mes "[Shion]"; + mes "If you can't see the entrance, just change your in-game camera angle by holding down the ^3355FFright Mouse button^000000 and dragging your mouse. Easy, right?"; + next; + mes "[Shion]"; + mes "To reset your camera angle,"; + mes "just double-click the right Mouse button. Okay then, take care!"; + next; + mes "[Shion]"; + mes "Oh, and before you leave,"; + mes "learn how to treat a lady nice, okay? Then they might give you gifts like this!"; + set nov_1st_cos,3; + getexp 9,0; + close; + } + else if (nov_1st_cos == 1) { + mes "[Shion]"; + mes "Huh...?"; + mes "Why are you"; + mes "still here?"; + mes "^666666*Sigh...*^000000"; + next; + mes "[Shion]"; + mes "Hey, when you enter the Training Grounds, you'll learn all sorts of things that will help you play the game. You'll even have the chance to get zeny and other rewards."; + next; + mes "[Shion]"; + mes "You can even gain"; + mes "experience like this!"; + set nov_1st_cos,3; + getexp 9,0; + next; + mes "[Shion]"; + mes "Everything you'll learn here in the Training Grounds will benefit your gameplay. So just think positive, okay?"; + close; + } + else { + mes "[Shion]"; + mes "Hello there~"; + mes "Welcome to the"; + mes "Training Grounds!"; + next; + mes "[Shion]"; + mes "Let's see."; + mes "Your name is..."; + mes "" + strcharinfo(0) + "."; + next; + mes "[Shion]"; + mes "My name is Shion."; + mes "Yes, this is the first time we've met, of course. Hahahaha~!"; + next; + mes "[Shion]"; + mes "Now that we've met, is there anything I can help you with?"; + mes "I'm here for your questions~"; + next; + switch(select("Where should I go?:About Basic Interfaces.:Who the crap are you?")) { + case 1: + mes "[Shion]"; + mes "Do you see the bridge to your"; + mes "right side? Just cross the bridge and you'll arrive at a castle. All you have to do is walk inside!"; + next; + mes "[Shion]"; + mes "The entrance of the castle"; + mes "is a ^4D4DFFspinning white light^000000. These portals are what allow you to move from one zone to another."; + next; + mes "[Shion]"; + mes "Do you know how to move?"; + mes "Left click on a spot, and you'll walk over to that spot. Piece of cake, huh?"; + next; + mes "[Shion]"; + mes "So go for it!"; + mes "Basically, you must enter the castle in order to start your adventures."; + next; + mes "[Shion]"; + mes "There are soldiers"; + mes "at the entrance, so don't"; + mes "worry about getting lost."; + mes "Take care now~!"; + set nov_1st_cos,1; + close; + case 2: + mes "[Shion]"; + mes "Basic Interfaces..."; + mes "Do you know what Click, Double-click and Drag mean?"; + next; + mes "[Shion]"; + mes "When you press the"; + mes "left Mouse button once,"; + mes "that is a click. When you press the mouse button twice in a row, that's a double-click."; + next; + mes "[Shion]"; + mes "Dragging is when you move your Mouse while holding down the"; + mes "Mouse button after clicking on something."; + next; + mes "[Shion]"; + mes "Before we start talking about"; + mes "the Basic Interfaces, you should remember these terms, just because we'll be using them frequently."; + next; + mes "[Shion]"; + mes "Inside the castle, there is a Basic Interfaces Tutor who can teach you the basics more clearly, okay? Enter the castle to start your training."; + next; + mes "[Shion]"; + mes "The entrance"; + mes "of the castle is"; + mes "a ^4D4DFFspinning white light^000000."; + next; + mes "[Shion]"; + mes "There are soldiers"; + mes "at the entrance, so don't"; + mes "worry about getting lost."; + mes "Take care now~!"; + set nov_1st_cos,1; + close; + case 3: + mes "[Shion]"; + mes "Me? I'm Shion!"; + mes "But that's a rude way of asking! I'm volunteering my time and effort here, so you've got to show me a little bit of respect at least!"; + set nov_1st_cos,2; + close; + } + } +} + +// Interfaces Tutor +new_1-2,99,105,3 script Interfaces Tutor#nv1 751,{ + if (nov_get_item02 > 9 && nov_get_item03 > 9 && nov_get_item04 > 9) { + mes "[Kris]"; + mes "You've completed all the essential courses. Have you spoken to the assistant tutors already? The field combat training will be your next course. Would you like to proceed?"; + next; + switch(select("Sure!:No, I'll come back later.:Send me to a town!")) { + case 1: + mes "[Kris]"; + mes "Your next course is Field Combat training. Please listen carefully to your next trainer, and I hope you pass the course. Godspeed."; + close2; + warp "new_1-2",28,178; + end; + case 2: + mes "[Kris]"; + mes "Alright then. In the meantime, you might want to speak to the assistant tutors, as the basic information taught in the essential courses may not be enough for new adventurers."; + next; + mes "[Kris]"; + mes "Feel free to come back any time when you need my assistance."; + close; + case 3: + mes "[Kris]"; + mes "So, would you like to be sent to a town? If you're confident that you've learned enough, head over to the right and speak to the ^3355FFKafra Employee^000000."; + next; + mes "[Kris]"; + mes "The Kafra Services are very convenient once you get out into the real world. Their Teleport Service can be used to travel from town to town, and you can keep your items safe in the Kafra Storage."; + next; + mes "[Kris]"; + mes "We may never meet again, but I hope you grow stronger and become a great adventurer. Godspeed."; + close; + } + } + else if (nov_get_item02 < 10) { + mes "[Kris]"; + mes "Hello, may I see your"; + mes "proof of registration?"; + next; + if (NEW_MES_FLAG0) { + mes "[Kris]"; + mes "Ah, " + strcharinfo(0) + ", you've applied for an old training course that we no longer provide for our trainees. Let me issue a new proof of registration for you."; + set NEW_MES_FLAG0,0; + set NEW_MES_FLAG1,0; + set NEW_MES_FLAG2,0; + set NEW_MES_FLAG3,0; + set NEW_MES_FLAG4,0; + set NEW_MES_FLAG5,0; + set NEW_LVUP0,0; + set NEW_LVUP1,0; + set NEW_JOBLVUP,0; + next; + } + mes "[Kris]"; + mes "Okay, now"; + mes "you're ready to go."; + mes "In my class, I teach the"; + mes "use of the most basic"; + mes "interfaces."; + next; + mes "[Kris]"; + mes strcharinfo(0)+"."; + mes "would you like to learn"; + mes "more about interface"; + mes "fundamentals?"; + next; + switch(select("Yes.:Nah, I'm a pro~:Cancel.")) { + case 1: + mes "[Kris]"; + mes "First, it's possible to move every interface window on your screen by dragging the window. Just click on the window, hold down the mouse button and move your mouse."; + next; + mes "[Kris]"; + mes "Now, let me explain each interface window according to their default positions on your screen."; + next; + mes "[Kris]"; + mes "At the upper left side of your screen, you will see a window with your character name and level. This is the ^3355FFBasic Information Window^000000."; + next; + mes "[Kris]"; + if (BaseLevel < 8) { + mes "Let me give you"; + mes "some experience points."; + mes "Keep an eye on your Basic Info Window and observe the change in your Base Level experience gauge."; + next; + mes "[Kris]"; + mes "Did you see...?"; + mes "As you gain experience,"; + mes "the experience gauge fills up."; + mes "Once it is 100 % full, you gain an experience level, and the gauge is reset to 0."; + set nov_get_item02,10; + switch (BaseLevel) { + case 1: getexp 10,0; break; + case 2: getexp 17,0; break; + case 3: getexp 26,0; break; + case 4: getexp 37,0; break; + case 5: getexp 78,0; break; + case 6: getexp 115,0; break; + case 7: getexp 155,0; break; + } + } + else { + mes "But..."; + mes "I guess you're already familiar with the Base Level experience gauge."; + } + next; + mes "[Kris]"; + mes "At the bottom of the Basic Info Window, you will see two different experience gauge bars. The top bar is for your current Base Level, and the bottom one displays experience for your current Job Level."; + next; + mes "[Kris]"; + mes "When the Job Level"; + mes "Experience bar is filled, you will earn a Job Level, and a ^3355FFSkill Point^000000. Skill Points are spent to learn skills for your character."; + next; + mes "[Kris]"; + mes "On the right side"; + mes "of the Basic Info window,"; + mes "you will see various"; + mes "Menu buttons."; + next; + mes "[Kris]"; + mes "Clicking these Menu buttons will open other Interface Windows, such as the Inventory Window"; + mes "or Party Window."; + next; + mes "[Kris]"; + mes "Now..."; + mes "The ^3355FFChat Window^000000 is"; + mes "located at the bottom"; + mes "of your screen."; + next; + mes "[Kris]"; + mes "At the bottom right of the Chat Window, you should see 2 blue buttons. The left button allows you to change your chatting options."; + next; + mes "[Kris]"; + mes "The '^3355FFSend to All^000000' option"; + mes "allows you to chat with"; + mes "everyone on your screen."; + next; + mes "[Kris]"; + mes "The '^3355FFSend to Party^000000' and '^3355FFSend to Guild^000000' options allows you to send messages to only members of your party or guild, regardless of how far they are."; + next; + mes "[Kris]"; + mes "You can drag the Scroll Bar"; + mes "on the right side of the Chat Window to review a conversation. Since the Chat Window is always active, you won't have any problem communicating with other players."; + next; + mes "[Kris]"; + mes "Now, one of the most important interfaces is the ^3355FFMini-Map^000000, located at the upper-right of your screen."; + next; + mes "[Kris]"; + mes "The red dots on the Mini-Map indicate locations of ^3355FFWarp Portals^000000 which connect to different zones."; + next; + mes "[Kris]"; + mes "If you've joined a party or a guild, the Mini-Map will also show you the location of your party or guild members if they are on the same map."; + next; + mes "[Kris]"; + mes "Please click the Menu buttons"; + mes "on the right side of your Basic Info window and familiarize yourself with the other interfaces."; + next; + mes "[Kris]"; + mes "Well, that was my brief overview on in-game interfaces. It might seem like a lot of information now, but it will soon become second nature."; + if (JobLevel < 7) { + next; + mes "[Kris]"; + mes "Let me give you a little bit of Job experience points. Open your Skill Window and distribute your Skill Points into ^3355FFBasic Skills^000000."; + set nov_get_item02,11; + switch (JobLevel) { + case 1: getexp 0,10; break; + case 2: getexp 0,18; break; + case 3: getexp 0,28; break; + case 4: getexp 0,40; break; + case 5: getexp 0,91; break; + case 6: getexp 0,151; break; + } + } + else { + mes "[Kris]"; + mes "Your Job Level is much higher than I had expected. You must already know the basic information by now."; + } + next; + mes "[Kris]"; + mes "Now, why don't you speak to Edwin? He will teach you more regarding the basic use of Skills. Ah, and let me give you a small present: a Tattered Novice Ninja Suit!"; + set nov_get_item02,12; + getitem 2352,1; //Novice_Plate + close; + case 2: + mes "[Kris]"; + mes "Let me guide you"; + mes "to the Field Combat"; + mes "Training Course."; + mes "You can come back any time if you feel that you need a review."; + close2; + warp "new_1-2",28,178; + end; + case 3: + emotion e_swt2; + close; + } + } + else if (nov_get_item03 < 10) { + mes "[Kris]"; + mes "How may I help you?"; + mes "Can I see your proof of registration?"; + next; + mes "[Kris]"; + mes "It seems that you haven't attended the Skill Information class yet. Please talk to a tutor to the very left of this room to attend his class."; + next; + switch(select("Thank you!:I'm tired of classes~:Cancel")) { + case 1: + mes "[Kris]"; + mes "When you attend the Skill Information class, you'll gain a better understanding of the use of skills."; + next; + mes "[Kris]"; + mes "Since the use of skills is integral to survival in Rune-Midgard, I strongly suggest that you attend the class. Come, I shall guide you there."; + close2; + warp "new_1-2",84,107; + end; + case 2: + mes "[Kris]"; + mes "I see. In that case, you must be ready for the Field Combat Training Course. Shall I send you there right away?"; + next; + if (select("No! W-wait!:Please do~!") == 1) { + mes "[Kris]"; + mes "...?!"; + mes "O...kay then."; + mes "Please come back"; + mes "when you're ready."; + close; + } + else { + mes "[Kris]"; + mes "Godspeed,"; + mes "young Novice."; + close2; + warp "new_1-2",28,178; + end; + } + case 3: + emotion e_swt2; + close; + } + } + else if (nov_get_item04 < 10) { + mes "[Kris]"; + mes "How may I help you?"; + mes "Can I see your proof of registration?"; + next; + mes "[Kris]"; + mes "It looks like you still haven't attended the Item Information class yet. Please speak to the tutor to the very right of this room to attend her class."; + next; + switch(select("Thank you.:I'm tired of classes~:Cancel")) { + case 1: + mes "[Kris]"; + mes "The Item Information class is very useful for you to learn how to use your Hot keys and Hot key bars. Come, let me guide you there."; + close2; + warp "new_1-2",115,107; + end; + case 2: + mes "[Kris]"; + mes "I see. In that case, you must be ready for the Field Combat Training Course. Shall I send you there right away?"; + next; + if (select("No! W-wait!:Please do~!") == 1) { + mes "[Kris]"; + mes "...?!"; + mes "O...kay then."; + mes "Please come back"; + mes "when you're ready."; + close; + } + else { + mes "[Kris]"; + mes "Godspeed,"; + mes "young Novice."; + close2; + warp "new_1-2",28,178; + end; + } + case 3: + emotion e_swt2; + close; + } + } +} + +new_1-2,83,111,3 script Skill Tutor#nv 753,{ + if (nov_get_item02 > 9 && nov_get_item03 > 9 && nov_get_item04 > 9) { + mes "[Cecil]"; + mes "Huh...?"; + mes "Did you need more help?"; + mes "I see that you've completed all the essential courses. Did you speak to the assistant tutors too?"; + next; + switch(select("Send me to the next course!:Assistant tutors?:Take me to a town!")) { + case 1: + mes "[Cecil]"; + mes "Ah! Right, right."; + mes "You've got to take on the Field Combat Training Course sometime, I suppose."; + next; + mes "[Cecil]"; + mes "Man, I'm so jealous of the instructors in the Field Combat Training Course. Teaching basic information is just soooo not as cool as beating stuff up."; + next; + mes "[Cecil]"; + mes "Ah, right."; + mes "Field Combat."; + mes "I'm sending you now."; + mes "Good luck, kid!"; + close2; + warp "new_1-2",28,178; + end; + case 2: + mes "[Cecil]"; + mes "You know about the"; + mes "assistant tutors, don't you?"; + next; + mes "[Cecil]"; + mes "Listen. The three of tutors in this room only teach the most basic information. The courses we teach are meant to be passed quickly."; + next; + mes "[Cecil]"; + mes "But some people might benefit a little bit more if they learned some more detailed information."; + next; + mes "[Cecil]"; + mes "If you're completely new to Ragnarok, it couldn't hurt to attend the classes held by the assistant tutors at least once."; + next; + mes "[Cecil]"; + mes "A guy named Leo Handerson seems to know a lot about skills, so I think his knowledge would be useful to you."; + close; + case 3: + mes "[Cecil]"; + mes "A town...?"; + mes "What do I look like, your own personal Peco Peco?"; + next; + mes "[Cecil]"; + mes "That's right, you might be too young to know about that. Listen, if you want to move to a town, speak to the Kafra Lady to the right, okay?"; + close; + } + } + if (nov_get_item03 < 10) { + mes "[Cecil]"; + mes ""+strcharinfo(0)+""; + mes "Heh, I like your name!"; + if (NEW_MES_FLAG0) { + mes "By the way, your proof of registration has expired, so let me give you a new one."; + mes "Let me give you a new one."; + set NEW_MES_FLAG0,0; + set NEW_MES_FLAG1,0; + set NEW_MES_FLAG2,0; + set NEW_MES_FLAG3,0; + set NEW_MES_FLAG4,0; + set NEW_MES_FLAG5,0; + set NEW_LVUP0,0; + set NEW_LVUP1,0; + set NEW_JOBLVUP,0; + } + mes "Then, shall we begin the class?"; + next; + switch(select("What do you teach?:I want Field Combat Training now!:Cancel")) { + case 1: + mes "[Cecil]"; + mes "I live for power"; + mes "and die for power!"; + mes "I shall teach you"; + mes "my famous fatal blow!"; + next; + mes "[Cecil]"; + mes "I'm just pulling your chain!"; + mes "I actually just teach you how to use your skills. I still live for power, though."; + next; + mes "[Cecil]"; + mes "In your Basic Info Window, click the ^3355FFSkill^000000 button to open your Skill Window. You can also press the '^3355FFAlt^000000' and '^3355FFS^000000' keys at the same time."; + next; + mes "[Cecil]"; + mes "When your"; + mes "Skill Window is open,"; + mes "you'll see an icon labeled"; + mes "'^3355FFBasic Skill^000000.'"; + if (JobLevel < 7) { + next; + mes "[Cecil]"; + mes "Now, at the bottom of the Skill Window, the number of remaining Skill Points that you have is displayed."; + next; + mes "[Cecil]"; + mes "Open your Skill Window ('Alt' + 'S') and click the '^3355FFLv Up^000000' button next to the Basic Skill icon to allocate a Skill Point to your Basic Skills."; + set nov_get_item03,10; + switch (JobLevel) { + case 1: getexp 0,10; break; + case 2: getexp 0,18; break; + case 3: getexp 0,28; break; + case 4: getexp 0,40; break; + case 5: getexp 0,91; break; + case 6: getexp 0,151; break; + } + } + else { + next; + mes "[Cecil]"; + mes "Huh. Actually, your Job Level is higher that I thought. I guess you already know the basics about skills then."; + } + next; + mes "[Cecil]"; + mes "So did you distribute the skill points to your Basic Skills? You'll need to master the Basic Skills eventually, so it's a good idea."; + next; + mes "[Cecil]"; + mes "For more detailed information on skills, go speak to Leo Handerson, one of the assistant tutors."; + next; + mes "[Cecil]"; + mes "Oh, I almost forgot!"; + mes "Let me teach you the ^3355FFFirst Aid^000000 skill. This skill will help you out a lot when you're in danger."; + next; + mes "^3355FFYou have learned"; + mes "the ^4A708BFirst Aid^3355FF skill.^000000"; + skill 142,1,0; //NV_FIRSTAID + set NOV_SK,3; + set nov_get_item03,11; + next; + if (JobLevel < 7) { + mes "^3355FFYou have gained a small"; + mes "amount of Job experience.^000000"; + set nov_get_item03,12; + switch (JobLevel) { + case 1: getexp 0,10; break; + case 2: getexp 0,18; break; + case 3: getexp 0,28; break; + case 4: getexp 0,40; break; + case 5: getexp 0,91; break; + case 6: getexp 0,151; break; + } + } + next; + mes "[Cecil]"; + mes "Now, open your Skill Window"; + mes "and check if you have the ^3355FFFirst Aid^000000 skill icon. To use it, you need to double-click that skill icon."; + mes "Now, try it!"; + percentheal -50,0; + next; + mes "[Cecil]"; + mes "Active skills, like First Aid, require a certain amount of SP to use them. The First Aid skill is useful for Novices, since it refills a little bit of HP."; + next; + mes "[Cecil]"; + mes "You've been"; + mes "a good student,"; + mes "so let me reward you!"; + if (BaseLevel < 8) { + mes "Behold: bonus experience!"; + set nov_get_item03,13; + switch (BaseLevel) { + case 1: getexp 10,0; break; + case 2: getexp 17,0; break; + case 3: getexp 26,0; break; + case 4: getexp 37,0; break; + case 5: getexp 78,0; break; + case 6: getexp 115,0; break; + case 7: getexp 155,0; break; + } + } + else { + next; + mes "[Cecil]"; + mes "Oh wait. You're much higher in level than I thought. Still, I'm proud of you!"; + } + next; + mes "[Cecil]"; + mes "Well, that's it for the essential fundamentals. If you want a more comprehensive lesson, you gotta speak to the assistant tutors."; + next; + switch(select("Okay.:Send me to Field Combat Training, now!:Cancel")) { + case 1: + mes "[Cecil]"; + mes "Everyone in the"; + mes "Training Grounds is"; + mes "more than willing to"; + mes "help you. Good luck!"; + close; + case 2: + mes "[Cecil]"; + mes "Heh heh~!"; + mes "Alright, practice makes perfect! Let me send you to the guys at Field Combat Training. Take care!"; + close2; + warp "new_1-2",28,178; + end; + case 3: + emotion e_omg; + close; + } + case 2: + mes "[Cecil]"; + mes "Heh heh~!"; + mes "Alright, practice makes perfect! Let me send you to the guys at Field Combat Training. Take care!"; + close2; + warp "new_1-2",28,178; + end; + case 3: + emotion e_omg; + close; + } + } + else if (nov_get_item02 < 10) { + mes "[Cecil]"; + mes "So how may"; + mes "I help you?"; + mes "Whoa, you haven't attended the Basic Interface class yet? Oh well, I know that class is kinda boring~"; + next; + switch(select("Oh, I better take that class.:Send me to Field Combat Training.:Cancel")) { + case 1: + mes "[Cecil]"; + mes "Yeah, that's a good idea. After all, you'll gain experience and items while you take that class. Alright then, the Interfaces Tutor is in the center of this room. Go for it~"; + close; + case 2: + mes "[Cecil]"; + mes "Heh heh~!"; + mes "Alright, practice makes perfect! Let me send you to the guys at Field Combat Training. Take care!"; + close2; + warp "new_1-2",28,178; + end; + case 3: + emotion e_omg; + close; + } + } + else if (nov_get_item04 < 10) { + mes "[Cecil]"; + mes "So how may"; + mes "I help you?"; + mes "Whoa, you haven't attended the Item Information class yet? Oh well, I know that class is kinda boring~"; + next; + switch(select("Oh, I better take that class.:Send me to Field Combat Training.:Cancel")) { + case 1: + mes "[Cecil]"; + mes "Yeah, that's a good idea. After all, you'll gain experience and items while you take that class. Alright then, the Item Tutor is on the far right side of this room. Go for it~"; + close; + case 2: + mes "[Cecil]"; + mes "Heh heh~!"; + mes "Alright, practice makes perfect! Let me send you to the guys at Field Combat Training. Take care!"; + close2; + warp "new_1-2",28,178; + end; + case 3: + emotion e_omg; + close; + } + } +} + +new_1-2,115,111,3 script Item Tutor#nv 726,{ + if (nov_get_item02 > 9 && nov_get_item03 > 9 && nov_get_item04 > 9) { + mes "[Alice]"; + mes "Huh...?"; + mes "Do you need help looking for someone? You seem to have completed all of the essential courses. Where do you need to go?"; + next; + switch(select("I'm not sure~!:Send me to a town.:Cancel")) { + case 1: + mes "[Alice]"; + mes "Hmm..."; + mes "You've learned everything else,"; + mes "so I guess the only thing left is Field Combat Training. Did you want to attend that class now?"; + next; + switch(select("Yes.:Oh, w-wait.")) { + case 1: + mes "[Alice]"; + mes "Make sure you keep the items I've given you handy, and that you equip all of your armor, alright? Now, take care."; + close2; + warp "new_1-2",28,178; + end; + case 2: + mes "[Alice]"; + mes "Okay, no problem."; + mes "Come to me when you"; + mes "need any help."; + close; + } + case 2: + mes "[Alice]"; + mes "Ah, I see."; + mes "If you want to move to a town, the Kafra Lady to the right of me will teleport you. Take care now~"; + close; + case 3: + mes "[Alice]"; + mes "Hmpf...!"; + close; + } + } + else if (nov_get_item04 < 10) { + enable_items; + mes "[Alice]"; + mes "^666666*Yawn~*^000000"; + mes "This is so boring."; + mes "Oh! Hello, you're new here."; + if (NEW_MES_FLAG0) { + mes "Ooh, your proof of registration was expired. But that's okay, I'll just give you a new one! There you go."; + set NEW_MES_FLAG0,0; + set NEW_MES_FLAG1,0; + set NEW_MES_FLAG2,0; + set NEW_MES_FLAG3,0; + set NEW_MES_FLAG4,0; + set NEW_MES_FLAG5,0; + set NEW_LVUP0,0; + set NEW_LVUP1,0; + set NEW_JOBLVUP,0; + } + mes "So, have you come to attend"; + mes "my Item Information class?"; + next; + switch(select("Yes!:No, thanks.:How do I get to a town?")) { + case 1: + mes "[Alice]"; + mes "Don't worry, it'll be short."; + mes "Open your Inventory Window"; + mes "through either the '^3355FFitems^000000' button in the Basic Info window, or by pressing the '^3355FFAlt^000000' and '^3355FFE^000000' keys at the same time."; + next; + mes "[Alice]"; + mes "In the Inventory Window, you'll see 3 tabs labeled ^3355FFitem^000000, ^3355FFequip^000000 and ^3355FFetc^000000. Items that can be consumed are under the ^4A708Bitem^000000 tab."; + next; + mes "[Alice]"; + mes "Now, would you click the ^4A708Bitem^000000 tab in the Inventory Window? I just gave you a Novice Potion. You can drink it by double-clicking it. Go ahead, try it!"; + set nov_get_item04,10; + getitem 569,1; //Novice_Potion + percentheal -50,0; + next; + mes "[Alice]"; + if (countitem(569) < 1) { + if (BaseLevel < 8) { + mes "Nice~!"; + mes "And here's"; + mes "a little reward"; + mes "just for listening."; + set nov_get_item04,11; + switch (BaseLevel) { + case 1: getexp 10,0; break; + case 2: getexp 17,0; break; + case 3: getexp 26,0; break; + case 4: getexp 37,0; break; + case 5: getexp 78,0; break; + case 6: getexp 115,0; break; + case 7: getexp 155,0; break; + } + } + else { + mes "Good job! I'd reward you with some more experience if your level weren't already this high."; + } + } + else { + mes "Um..."; + mes "Well, you can drink"; + mes "it later I guess."; + } + next; + mes "[Alice]"; + mes "Let me explain about"; + mes "items in the ^4A708Bequip^000000 tab"; + mes "of the Inventory Window."; + next; + mes "[Alice]"; + mes "When you click on the ^4A708Bequip^000000 tab, you can view every item in your inventory that you can equip. Let me give you some equipment so that you can try them on."; + next; + mes "[Alice]"; + mes "Got them? Good."; + mes "Now, double-click"; + mes "on the Novice Slippers"; + mes "I just gave you to"; + mes "put them on."; + set nov_get_item04,12; + getitem 2510,1; //Novice_Hood + getitem 2414,1; //Novice_Boots + getitem 5055,1; //Novice_Egg_Cap + next; + mes "[Alice]"; + if (isequipped(2414)) { + if (BaseLevel < 8) { + mes "Hooray~!"; + mes "You did it!"; + mes "You deserve a reward!"; + set nov_get_item04,13; + switch (BaseLevel) { + case 1: getexp 10,0; break; + case 2: getexp 17,0; break; + case 3: getexp 26,0; break; + case 4: getexp 37,0; break; + case 5: getexp 78,0; break; + case 6: getexp 115,0; break; + case 7: getexp 155,0; break; + } + } + else { + mes "Good job! I'd reward you with some more experience if your level weren't already this high."; + } + } + else { + mes "Er..."; + mes "You've got to"; + mes "double-click"; + mes "equipment to"; + mes "wear it. Just"; + mes "remember that, okay?"; + } + disable_items; + next; + mes "[Alice]"; + mes "Would you"; + mes "press the '^3355FFF12^000000' key?"; + mes "This will summon your"; + mes "Hotkey bar on your screen."; + next; + mes "[Alice]"; + mes "You can assign hotkeys to your items, skills and equipment using the Hotkey bar. Just drag skill icons from the Skill Window or items from the Inventory Window into the Hotkey bar."; + next; + mes "[Alice]"; + mes "The Hotkeys are '^3355FFF1^000000' to '^3355FFF9^000000.'"; + mes "If you have attended the Skill Class, you must have been given the First Aid skill. Drag and drop the First Aid skill icon into the Hotkey bar."; + next; + mes "[Alice]"; + mes "For your information, only"; + mes "active skills can be assigned to a Hotkey and dragged to the Hotkey bar. Active Skills have colored, square shaped icons that can be double-clicked and used."; + next; + mes "[Alice]"; + mes "Passive Skills, such as the aptly named 'Basic Skill,' cannot be dragged into the Hotkey bar because Passive Skills are always in effect and don't need to be activated."; + set nov_get_item04,14; + if (JobLevel < 7) { + switch (JobLevel) { + case 1: getexp 0,10; break; + case 2: getexp 0,18; break; + case 3: getexp 0,28; break; + case 4: getexp 0,40; break; + case 5: getexp 0,91; break; + case 6: getexp 0,151; break; + } + } + next; + mes "[Alice]"; + mes "Well, that's it!"; + mes "Let me supply you with some items"; + mes "that will help you during the Field Combat Training."; + next; + mes "[Alice]"; + mes "However, ^ff0000do not use the Fly Wing or Butterfly Wing^000000 in these Training Grounds or you could be stuck here forever. Those items are for when you graduate, okay?"; + set nov_get_item04,15; + getitem 601,10; //Wing_Of_Fly + getitem 602,2; //Wing_Of_Butterfly + getitem 569,50; //Novice_Potion + next; + mes "[Alice]"; + mes "And lastly..."; + if (JobLevel < 7) { + mes "I will give"; + mes "you some Job experience!"; + set nov_get_item04,16; + switch (JobLevel) { + case 1: getexp 0,10; break; + case 2: getexp 0,18; break; + case 3: getexp 0,28; break; + case 4: getexp 0,40; break; + case 5: getexp 0,91; break; + case 6: getexp 0,151; break; + } + } + else { + mes "I was gonna give you some job experience points, but I think you have enough job experience for now."; + } + next; + switch(select("Now what?:Send me to the actual fighting class!:Cancel")) { + case 1: + mes "[Alice]"; + mes "Why don't you walk around"; + mes "and talk to other tutors if you haven't already?"; + next; + mes "[Alice]"; + mes "Everyone in this training grounds is more than willing to help you."; + mes "Maybe you can venture around"; + mes "this area if you're bored."; + next; + mes "[Alice]"; + mes "The assistant tutors in the room to the right possess useful knowledge. There are also a few interesting places hidden within this area. Good luck!"; + close; + case 2: + mes "[Alice]"; + mes "What an enthusiastic Novice you are! Okay, I'll send you to the folks in charge of Field Combat Training. Make sure that you listen carefully to the trainers."; + next; + mes "[Alice]"; + mes "After all..."; + mes "When you're fighting monsters, it's a matter of life and death! Alright then, take care~"; + close2; + warp "new_1-2",28,178; + end; + case 3: + mes "[Alice]"; + mes "Hmpf!"; + close; + } + case 2: + mes "[Alice]"; + mes "Are you sure you really want to go into Field Combat Training? Have you spoken to every tutor? You better do that beforehand."; + next; + switch(select("No, no! Send me to the actual fight class!:Oh, wait!")) { + case 1: + mes "[Alice]"; + mes "What an enthusiastic Novice you are! Okay, I'll send you to the folks in charge of Field Combat Training. Make sure that you listen carefully to the trainers."; + next; + mes "[Alice]"; + mes "After all..."; + mes "When you're fighting monsters, it's a matter of life and death! Alright then, take care~"; + close2; + warp "new_1-2",28,178; + end; + case 2: + mes "[Alice]"; + mes "Now, that's a good decision. You won't get any many chances to get free stuff and experience in the future. You better make the most of this opportunity while you can!"; + close; + } + case 3: + mes "[Alice]"; + mes "If you want to go to a town, ask the Kafra Employee to the right. Alright then, take care~"; + close; + } + } + else if (nov_get_item02 < 10) { + mes "[Alice]"; + mes "So how may"; + mes "I help you?"; + mes "Hmm, it seems that you haven't attended the Basic Interfaces class yet. Would you like to attend that class first?"; + next; + switch(select("I am going to attend that class.:Send me to Field Combat Training.:Cancel")) { + case 1: + mes "[Cecil]"; + mes "Excellent~"; + mes "You'll learn some essential stuff and gain experience and items as you take that class. The tutor for Basic Interfaces is in the center of this room. Now, go for it~"; + close; + case 2: + mes "[Alice]"; + mes "Are you sure you really want to go into Field Combat Training? Have you spoken to every tutor? You better do that beforehand."; + next; + switch(select("I want Field Combat Training~!:Oh, wait!")) { + case 1: + mes "[Alice]"; + mes "What an enthusiastic Novice you are! Okay, I'll send you to the folks in charge of Field Combat Training. Make sure that you listen carefully to the trainers."; + next; + mes "[Alice]"; + mes "After all..."; + mes "When you're fighting monsters, it's a matter of life and death! Alright then, take care~"; + close2; + warp "new_1-2",28,178; + end; + case 2: + mes "[Alice]"; + mes "Now, that's a good decision. You won't get any many chances to get free stuff and experience in the future. You better make the most of this opportunity while you can!"; + close; + } + case 3: + mes "[Alice]"; + mes "If you want to go to a town, ask the Kafra Employee to the right. Alright then, take care~"; + close; + } + } + else if (nov_get_item03 < 10) { + mes "[Alice]"; + mes "So how may"; + mes "I help you?"; + mes "It looks like you still haven't attended the ^4d4dffthe Skill information class^000000 yet. Would you like to attend that class first?"; + next; + switch(select("I'll attend that class.:Send me to Field Combat Training.:Cancel")) { + case 1: + mes "[Alice]"; + mes "Now, that's a good idea. Please talk to Cecil, the tutor at the far left side of this room, okay?"; + close2; + warp "new_1-2",84,107; + end; + case 2: + mes "[Alice]"; + mes "Are you sure you really want to go into Field Combat Training? Have you spoken to every tutor? You better do that beforehand."; + next; + switch(select("I want Field Combat Training~!:Oh, wait!")) { + case 1: + mes "[Alice]"; + mes "What an enthusiastic Novice you are! Okay, I'll send you to the folks in charge of Field Combat Training. Make sure that you listen carefully to the trainers."; + next; + mes "[Alice]"; + mes "After all..."; + mes "When you're fighting monsters, it's a matter of life and death! Alright then, take care~"; + close2; + warp "new_1-2",28,178; + end; + case 2: + mes "[Alice]"; + mes "Now, that's a good decision. You won't get any many chances to get free stuff and experience in the future. You better make the most of this opportunity while you can!"; + close; + } + case 3: + mes "[Alice]"; + mes "If you want to go to a town, ask the Kafra Employee to the right. Alright then, take care~"; + close; + } + } +} + +new_1-2,118,108,3 script Kafra Employee#nv1 117,{ + mes "[Kafra Employee]"; + mes "Welcome to"; + mes "Kafra Corporation."; + mes "The Kafra services are"; + mes "always on your side."; + if (NEW_MES_FLAG0) { + set NEW_MES_FLAG0,0; + set NEW_MES_FLAG1,0; + set NEW_MES_FLAG2,0; + set NEW_MES_FLAG3,0; + set NEW_MES_FLAG4,0; + set NEW_MES_FLAG5,0; + set NEW_LVUP0,0; + set NEW_LVUP1,0; + set NEW_JOBLVUP,0; + } + next; + mes "[Kafra Employee]"; + mes "I've been dispatched from Kafra Corporation Headquarters to assist new players such as yourself."; + next; + mes "[Kafra Employee]"; + mes "Please, take heed!"; + mes "If you move to a town"; + mes "^4d4dffyou will be unable to return to the Training Grounds ever again^000000."; + next; + if ( select("Teleport Service","About Kafra services") == 1 ) { + if (nov_get_item02 < 10 && nov_get_item03 < 10 && nov_get_item04 < 10) { + mes "[Kafra Employee]"; + mes "I see, you must want to teleport to a town in Rune-Midgard imediately. First, let me briefly inform you about the different towns and cities in Ragnarok."; + next; + mes "[Kafra Employee]"; + mes "Prontera is the capital of the Rune-Midgarts kingdom, and its satellite, Izlude, is closeby."; + next; + mes "[Kafra Employee]"; + mes "^996633Morroc^000000 is in the desert. It's the town where you can change your job to the Thief and Assassin classes."; + next; + mes "[Kafra Employee]"; + mes "^006600Payon^000000 is in the mountains, and is famous for its Archer Village, where Novices can change their jobs to Archers."; + next; + mes "[Kafra Employee]"; + mes "The city of magic, ^993300Geffen^000000, is where people go to become Mages and Wizards."; + next; + mes "[Kafra Employee]"; + mes "^003399Alberta^000000, the port city, is where the Merchant Guild is located. You must also go to Alberta if you wish to travel by sea."; + next; + mes "[Kafra Employee]"; + mes "Please choose"; + mes "your destination."; + next; + switch(select("Prontera:Morroc:Payon:Alberta:Geffen")) { + case 1: + set .@dest$,"Prontera"; + set .@mapn$,"prontera"; + set .@saveX,117; set .@saveY,72; + set .@warpX,150; set .@warpY,50; + break; + case 2: + set .@dest$,"Morroc"; + set .@mapn$,"morocc"; + set .@saveX,150; set .@saveY,99; + set .@warpX,155; set .@warpY,110; + break; + case 3: + set .@dest$,"Payon"; + set .@mapn$,"payon"; + set .@saveX,70; set .@saveY,100; + set .@warpX,166; set .@warpY,67; + break; + case 4: + set .@dest$,"Alberta"; + set .@mapn$,"alberta"; + set .@saveX,30; set .@saveY,232; + set .@warpX,114; set .@warpY,58; + break; + case 5: + set .@dest$,"Geffen"; + set .@mapn$,"geffen"; + set .@saveX,119; set .@saveY,37; + set .@warpX,122; set .@warpY,65; + break; + } + mes "[Kafra Employee]"; + mes "You have decided"; + mes "to go to "+.@dest$+"."; + mes "May God be with you."; + close2; + if (nov_get_item05 < 11) { + set nov_get_item05,11; + getitem 569,100; //Novice_Potion + getitem 1243,1; //Novice_Knife + getitem 2414,1; //Novice_Boots + getitem 2510,1; //Novice_Hood + getitem 2352,1; //Novice_Plate + getitem 2112,1; //Novice_Guard + getitem 601,10; //Wing_Of_Fly + getitem 602,2; //Wing_Of_Butterfly + getitem 7059,5; //Cargo_Free_Ticket + getitem 7060,5; //Warp_Free_Ticket + } + set nov_1st_cos,0; + set nov_2nd_cos,0; + set nov_3_swordman,0; + set nov_3_archer,0; + set nov_3_thief,0; + set nov_3_magician,0; + set nov_3_acolyte,0; + set nov_3_merchant,0; + savepoint .@mapn$,.@saveX,.@saveY; + warp .@mapn$,.@warpX,.@warpY; + end; + } + else { + switch(select("Field Combat Course:Prontera:Morroc:Payon:Alberta:Geffen")) { + case 1: + mes "[Kafra Employee]"; + mes "Thank you, let"; + mes "me send you to the"; + mes "Field Combat Training Course."; + close2; + warp "new_1-2",28,178; + end; + case 2: + set .@dest$,"Prontera"; + set .@mapn$,"prontera"; + set .@saveX,117; set .@saveY,72; + set .@warpX,150; set .@warpY,50; + break; + case 3: + set .@dest$,"Morroc"; + set .@mapn$,"morocc"; + set .@saveX,150; set .@saveY,99; + set .@warpX,155; set .@warpY,110; + break; + case 4: + set .@dest$,"Payon"; + set .@mapn$,"payon"; + set .@saveX,70; set .@saveY,100; + set .@warpX,166; set .@warpY,67; + break; + case 5: + set .@dest$,"Alberta"; + set .@mapn$,"alberta"; + set .@saveX,30; set .@saveY,232; + set .@warpX,114; set .@warpY,58; + break; + case 6: + set .@dest$,"Geffen"; + set .@mapn$,"geffen"; + set .@saveX,119; set .@saveY,37; + set .@warpX,122; set .@warpY,65; + break; + } + mes "[Kafra Employee]"; + mes "You have decided"; + mes "to go to "+.@dest$+"."; + mes "May God be with you."; + close2; + if (nov_get_item05 < 11) { + set nov_get_item05,11; + getitem 7059,5; //Cargo_Free_Ticket + getitem 7060,5; //Warp_Free_Ticket + } + set nov_1st_cos,0; + set nov_2nd_cos,0; + set nov_3_swordman,0; + set nov_3_archer,0; + set nov_3_thief,0; + set nov_3_magician,0; + set nov_3_acolyte,0; + set nov_3_merchant,0; + savepoint .@mapn$,.@saveX,.@saveY; + warp .@mapn$,.@warpX,.@warpY; + end; + } + } + else { + mes "[Kafra Employee]"; + mes "Let me introduce you"; + mes "to the Kafra Services."; + mes "In the menu, please choose"; + mes "the service you'd like to"; + mes "learn more about."; + next; + while(1) { + switch(select("Save service:Storage service:Teleport service:Cart rental service:Cancel")) { + case 1: + mes "[Kafra Employee]"; + mes "When you talk to a Kafra Employee and ask for the Save Service, the location of where you will revive, after being defeated in battle, will be changed."; + next; + mes "[Kafra Employee]"; + mes "Your Respawn Point is always the last place where you have saved. Using a Butterfly Wing will return you to the place where you"; + mes "last saved."; + next; + mes "[Kafra Employoee]"; + mes "The Save Service"; + mes "is also provided by"; + mes "the Kafra Corporation"; + mes "free of charge~!"; + if (nov_1st_cos < 20) { + set nov_1st_cos,20; + switch (BaseLevel) { + case 1: getexp 10,0; break; + case 2: getexp 17,0; break; + case 3: getexp 26,0; break; + case 4: getexp 37,0; break; + case 5: getexp 78,0; break; + case 6: getexp 115,0; break; + case 7: getexp 155,0; break; + } + } + next; + break; + case 2: + mes "[Kafra Employee]"; + mes "The Kafra Corporation is the world's largest company with a long and distinguished history on the Rune-Midgard continent."; + next; + mes "[Kafra Employee]"; + mes "You can store and retrieve"; + mes "your items in any town at your convenience. This Storage is shared by every character on one account."; + next; + mes "[Kafra Employee]"; + mes "It's unreasonable to carry all of your items with you when you don't need them right away. Please use our Storage and keep your items safe and secure."; + next; + mes "[Kafra Employee]"; + mes "Our convenient Storage Service"; + mes "is provided to our customers for a small fee which is different from town to town."; + next; + mes "[Kafra Employee]"; + mes "However, you must be"; + mes "at least ^3355FFBasic Skill Level 6^000000"; + mes "to use the Storage."; + next; + mes "[Kafra Employee]"; + mes "There are 3 different item sections of the Storage into which items are organized: Consumable, Equipment and Etc."; + next; + mes "[Kafra Employee]"; + mes "There are a maximum of 300 Inventory Slots in Kafra Storage, meaning you can have up to 300 different kinds of items in Storage."; + next; + mes "[Kafra Employee]"; + mes "Remember though, that in the case of Equipment, each item takes up one Inventory Slot. The maximum number of items that can be placed in Kafra Storage is 30,000."; + if (nov_3_archer < 20) { + if (JobLevel < 7) { + set nov_3_archer,20; + switch (JobLevel) { + case 1: getexp 0,10; break; + case 2: getexp 0,18; break; + case 3: getexp 0,28; break; + case 4: getexp 0,40; break; + case 5: getexp 0,91; break; + case 6: getexp 0,151; break; + } + } + } + next; + break; + case 3: + mes "[Kafra Employee]"; + mes "The Kafra Corporation"; + mes "provides our valued customers with a convenient Teleport Service which greatly cuts down on your"; + mes "traveling time."; + next; + mes "[Kafra Employee]"; + mes "Our Teleport Service is safe and comfortable, and will allow you to fully explore the various lands of the Rune-Midgard continent."; + next; + mes "[Kafra Employee]"; + mes "We thank our valued customers for their great support and continue to provide them with the best"; + mes "of service."; + next; + break; + case 4: + mes "[Kafra Employee]"; + mes "The Kafra Corporation"; + mes "provides a Cart Rental Service to Merchants, as well as Blacksmiths and Alchemists."; + next; + mes "[Kafra Employee]"; + mes "The flamboyantly mysterious"; + mes "^CE6300Super Novice^000000 can use Carts, but we officially don't have a contract with that class. Still, somehow..."; + next; + mes "[Kafra Employee]"; + mes "Anyway, Merchants, Blacksmiths and Alchemists must also learn the ^3355FFPush Cart^000000 skill in order to be able to rent a cart."; + next; + mes "[Kafra Employee]"; + mes "The Cart Rental service"; + mes "charge will differ from"; + mes "town to town."; + next; + break; + case 5: + mes "[Kafra Employee]"; + mes "Thank you."; + close; + } + + } + } +} + +//Interface Assistant +new_1-2,161,182,5 script Instructor#nv 92,{ + mes "[Edwin]"; + mes "Welcome to my class."; + mes "Choose the subject you"; + mes "wish to learn more about."; + mes ""; + next; + while(1) { + switch(select("Basic Info Window:Party Window:Item Window:Option Window:Equipment Window:Cancel")) { + case 1: + mes "[Edwin]"; + mes "Let's take a look at"; + mes "the Basic Info Window,"; + mes "shall we?"; + next; + mes "[Edwin]"; + mes "Your name, job, Basic Level,"; + mes "and your Job Level are displayed in this window. ^800FFFBase level^000000 is your character's level."; + next; + mes "[Edwin]"; + mes "The ^800fffJob Level^000000 shown under the"; + mes "Base Level displays the Job level of your character. When you just start a job, you will be at"; + mes "Job Level 1."; + next; + mes "[Edwin]"; + mes "In the Basic Info window, your current experience points are displayed in the Base Level experience bar."; + next; + mes "[Edwin]"; + mes "Experience points in Ragnarok Online are indicated by percentage. Base and Job experience are separate from each other."; + next; + mes "[Edwin]"; + mes "When the Base Level or"; + mes "Job Level bar reaches 100 it will be raised by one level and the bar will then reset to 0 for the next level."; + next; + mes "[Edwin]"; + mes "HP stands for 'health points.'"; + mes "When your HP is reduced to 0, you will faint and be unable to fight. You can either return to your spawn point, or wait for someone to revive you."; + next; + mes "[Edwin]"; + mes "If you die in the fields or dungeons, you will receive"; + mes "a ^FF0000-1 % EXP penalty^000000, so be careful."; + next; + mes "[Edwin]"; + mes "SP stands for 'spell points.'"; + mes "When you become a 1st class, you will learn unique class skills of the class that will require SP to use. Your skill instructor can teach you more about skills."; + next; + mes "[Edwin]"; + mes "If you want to check the weight limit of the items you can carry, check the bottom left of the"; + mes "Basic Info window."; + next; + mes "[Edwin]"; + mes "The current weight of the items you are carrying will be displayed next to your maximum weight limit."; + next; + mes "[Edwin]"; + mes "If you carry over 50 % of your maximum weight limit, your HP and SP will not be restored by resting, so be careful."; + next; + mes "[Edwin]"; + mes "The numerical value next to the weight limit shows the current amount of Zeny, the currency of Rune-Midgard, that you possess."; + next; + mes "[Edwin]"; + mes "On the right side of the"; + mes "Basic Info Window is a series of buttons that will open other interface windows. Click them one by one, and check what you can do with them."; + next; + mes "[Edwin]"; + mes "The shortcut for minimizing and maximizing the Basic Info Window"; + mes "is '^3355FFAlt^000000 + ^3355FFV^000000.'"; + next; + break; + case 2: + mes "[Edwin]"; + mes "You can open the Party Window"; + mes "by clicking the ^3355FFfriend^000000 button in the Basic Info window. The shortcut for the Party Window is '^3355FFAlt^000000 + ^3355FFZ^000000.' You can use this window to check on the members of your party."; + next; + mes "[Edwin]"; + mes "The Party master can determine"; + mes "the distribution of EXP and items to the party. You can also check the location of your party members on the Mini-Map."; + next; + mes "[Edwin]"; + mes "In the Party Window, you can click on the ^3355FFFriend^000000 button to see your Friend List. You can use the"; + mes "Friend List to send whispers"; + mes "to your friends."; + next; + mes "[Edwin]"; + mes "You can ask your skill instructor to learn more about organizing parties. But I guess you can also just try that on your own."; + next; + break; + case 3: + mes "[Edwin]"; + mes "The item window is divided into"; + mes "3 sections: consumable items, equipment and other items."; + next; + mes "[Edwin]"; + mes "Your weight limit does limit the amount of items you can carry with you. When you're carrying too many things, place your extra stuff in Kafra Storage."; + next; + mes "[Edwin]"; + mes "Also, equipment and consumable items can also be assigned to a Hotkey through the Hotkey bar."; + next; + mes "[Edwin]"; + mes "The Hotkey window is opened by pressing ^3355FFF12^000000 key. The F1 to F9 keys are the designated hotkeys."; + next; + mes "[Edwin]"; + mes "There are total of 3 sets"; + mes "of Hotkeys. You can toggle"; + mes "between Hotkey sets by"; + mes "pressing the F12 button."; + next; + break; + case 4: + mes "[Edwin]"; + mes "You can open the Option Window"; + mes "by pressing the ^3355FFoption^000000 button in the Basic Info window. You can also press the '^3355FFAlt^000000 + ^3355FFO^000000' keys as well."; + next; + mes "[Edwin]"; + mes "In the Option Window, you can adjust sound, GUI skin, and the transparency of the skin."; + next; + mes "[Edwin]"; + mes "With the sound button, you can turn the background music on or off, as well as adjust the volume. The same can be done for the sound effects."; + next; + mes "[Edwin]"; + mes "With the Skin option, you can change the GUI skin for the in-game windows. Scroll through the list of the skins you have and choose"; + mes "a skin."; + next; + mes "[Edwin]"; + mes "You can also download official skins from our official website:"; + mes "^0000FFhttp://iro.ragnarokonline.com^000000"; + next; + mes "[Edwin]"; + mes "The Snap option allows your mouse cursor to automatically be placed on a target once it hovers within the target's vicinity."; + next; + mes "[Edwin]"; + mes "When you click to attack, your mouse cursor will automatically change into a sword shape. Skill and item targeting also work with the Snap function."; + next; + mes "[Edwin]"; + mes "It might be useful or awkward if you're not used to it. But once you're familiar with the Snap function, you will be able to adjust your own snap options."; + next; + mes "[Edwin]"; + mes "Well, it all depends on your experience. That's all for the Option Window."; + next; + break; + case 5: + mes "[Edwin]"; + mes "Click the ^3355FFequip^000000 button"; + mes "in your Basic Info Window,"; + mes "or just press the '^3355FFAlt^000000 + ^3355FFQ^000000' keys."; + next; + mes "[Edwin]"; + mes "In the Equipment Window,"; + mes "you will see the items currently equipped on your character. In the very beginning, every character is equipped with a Knife and"; + mes "a Cotton Shirt."; + next; + mes "[Edwin]"; + mes "There are 2 ways to change your equipment. Double-click equipment in the Inventory Window or click and drag an item into the"; + mes "Equipment Window."; + next; + mes "[Edwin]"; + mes "You can also assign equipment to Hotkeys. This can be down when you drag equipment from the Inventory into the Hotkey Window."; + mes "('^3355FFF12^000000' key)."; + next; + break; + case 6: + mes "[Edwin]"; + mes "If you have"; + mes "any questions,"; + mes "feel free to ask me~"; + close; + } + } +} + +new_1-2,182,182,3 script Somatology Instructor 754,{ + mes "[Jare Riotte]"; + mes "Welcome, new adventurer."; + mes "I, Jare Riotte will help you to learn about the fundamental"; + mes "rules of your Character Statuses."; + next; + mes "[Jare Riotte]"; + mes "Also known as 'Stats,'"; + mes "your statuses are the fundamental building blocks of your character."; + next; + mes "[Jare Riotte]"; + mes "I am willing to help you learn about the statuses more than anything else, so feel free to ask me about character statuses you"; + mes "may be wondering about."; + next; + mes "[Jare Riotte]"; + mes "In Ragnarok Online,"; + mes "the Character Statuses are Strength, Agility, Vitality, Intelligence, Dexterity and Luck."; + next; + mes "[Jare Riotte]"; + mes "I want my class to proceed"; + mes "according to your personal needs, so ask about the Status you wish to better understand. First, open your Status Window by using the '^3355FFAlt^000000 + ^3355FFA^000000' keys."; + next; + while(1) { + switch(select("Strength and Agility:Vitality and Intelligence:Dexterity and Luck:I do not wish to continue.")) { + case 1: + mes "[Jare Riotte]"; + mes "Let me explain Strength first."; + mes "^4D4DFFStrength (STR)^000000 increases"; + mes "^4D4DFFphysical attack damage (ATK) ^000000"; + mes "and your ^4D4DFF maximum weight limit^000000."; + next; + mes "[Jare Riotte]"; + mes "1 STR increases your physical attack damage by 1 point. A certain amount of attack damage bonus is given when the STR stat is increased to a multiple of 10."; + next; + mes "[Jare Riotte]"; + mes "The way the attack damage bonus is calculated is by taking the total strength value, removing the very last digit, and squaring the number you have left."; + next; + mes "[Jare Riotte]"; + mes "Let's say your attack is displayed as '48 + 1.' That's a total of 49 strength. When you remove the last digit, '9,' we are left with the number '4.' 4 multiplied by itself equals 16."; + next; + mes "[Jare Riotte]"; + mes "So the physical attack bonus is 16. Now, if you had a total of 50 STR, the attack bonus would be 25. And if your STR is 100, your attack bonus would be 100."; + next; + mes "[Jare Riotte]"; + mes "Okay, now let's move"; + mes "on to Agility (AGI)."; + mes "Agility affects your Flee Rate and Attack Speed. The higher your Flee Rate, the better chance you have of avoiding enemy attacks."; + next; + mes "[Jare Riotte]"; + mes "Your Flee Rate"; + mes "is equal to the number"; + mes "of your Base Level added"; + mes "to your AGI."; + next; + mes "[Jare Riotte]"; + mes "So if you have 40 AGI and you're at Base Level 30, your Flee Rate would be 70. It's so simple! Following the Flee Rate formula, your flee rate will be a total of 70."; + next; + mes "[Jare Riotte]"; + mes "Now, AGI only relates to normal Flee Rate. Perfect Dodge is another factor that determines success in dodging attacks, but we'll talk about that when we discuss"; + mes "the LUK stat."; + next; + mes "[Jare Riotte]"; + mes "Another benefit to increasing AGI is that your Attack Speed (ASPD) will also increase, meaning the time between your melee attacks will be reduced."; + next; + mes "[Jare Riotte]"; + mes "ASPD, however,"; + mes "differs by Job Class,"; + mes "so please remember that."; + next; + mes "[Jare Riotte]"; + mes "^666666*Whew!*^000000"; + mes "That's almost too"; + mes "much excitement for"; + mes "one day. Shall we move"; + mes "on to the next subject?"; + next; + break; + case 2: + mes "[Jare Riotte]"; + mes "Our next subject"; + mes "will be Vitality (VIT)"; + mes "and Intelligence (INT)."; + next; + mes "[Jare Riotte]"; + mes "^4D4DFFVitality^000000 affects the ^4D4DFFmaximum HP, amount of HP restoration and defense^000000. The amount of HP increased by VIT is differs by your job class."; + next; + mes "[Jare Riotte]"; + mes "Out of all the Job Classes, the Swordman class benefits most"; + mes "from increases in VIT."; + next; + mes "[Jare Riotte]"; + mes "Let's check defense."; + mes "On your stat window, your defense is displayed as DEF. Two numerical values are shown, and the second number reflects the addition to your defense by your VIT."; + next; + mes "[Jare Riotte]"; + mes "Now, the first number"; + mes "displayed in your Defense is the defense calculated from your Equipment and Armor."; + next; + mes "[Jare Riotte]"; + mes "Now, the equipment you wear reduces damage from enemies by a percentage of the total damage, where VIT reduces by a set amount. That's why Defense is displayed with two numbers."; + next; + mes "[Jare Riotte]"; + mes "The next subject"; + mes "is Intelligence (INT)."; + next; + mes "[Jare Riotte]"; + mes "INT affects your maximum amount of ^4D4DFFSP^000000, ^4D4DFFSP restoration^000000, the ^4D4DFF damage of your magic attack (MATK)^000000 and your ^4D4DFFdefense against magic attack (MDEF)^000000."; + next; + mes "[Jare Riotte]"; + mes "The SP amount and MATK increased"; + mes "by 1 INT is dependent on Job Class, just like VIT. This means that some Jobs will naturally benefit more from having more INT than others."; + next; + mes "[Jare Riotte]"; + mes "Just like normal DEF, your Magic Defense (MDEF) shows as 2 different numerical values. The MDEF contributed by INT is the second MDEF value displayed."; + next; + mes "[Jare Riotte]"; + mes "In order to study manipulation of the natural elements, you should prioritize on having intelligence. Therefore, Sages and Wizards"; + mes "focus on the INT stat."; + next; + break; + case 3: + mes "[Jare Riotte]"; + mes "Our last subject"; + mes "is Dexterity (DEX)"; + mes "and Luck (LUK)."; + next; + mes "[Jare Riotte]"; + mes "Dexterity mainly affects your accuracy, attack speed (ASPD)"; + mes "and your average attack strength."; + next; + mes "[Jare Riotte]"; + mes "Let me explain..."; + mes "If you have low DEX, the difference between the minimum damage and"; + mes "the maximum damage you can inflict becomes huge. The damage of your attacks becomes unstable."; + next; + mes "[Jare Riotte]"; + mes "If you are using a ^4D4DFFBow^000000 as your"; + mes "main weapon, your attack strength will be based on^4D4DFFDEX^000000. So Archers should focus on increasing their DEX."; + next; + mes "[Jare Riotte]"; + mes "The amount of DEX that you"; + mes "have will also affect your attack accuracy. Attack accuracy is calculated by the number of your Base Level added to your DEX."; + next; + mes "[Jare Riotte]"; + mes "For example, if you are at"; + mes "Base Level 40 and have 20 DEX,"; + mes "your attack accuracy would be 60."; + next; + mes "[Jare Riotte]"; + mes "Finally, DEX also reduces the casting time of spells and skills. Therefore, having some DEX would"; + mes "be handy for Mages and Wizards."; + next; + mes "[Jare Riotte]"; + mes "Now, let me tell"; + mes "you about the LUK stat."; + next; + mes "[Jare Riotte]"; + mes "Luck (LUK) affects the chance"; + mes "for a critical attack, the Flee Rate and a small amount of damage you deal to monsters."; + next; + mes "[Jare Riotte]"; + mes "For a critical attack, the start value is 1 for everyone and it's increased by^4d4dff 1^000000 for every ^4d4dff3 LUK^000000."; + next; + mes "[Jare Riotte]"; + mes "With more LUK, you have an increased change of inflicting ^3355FFcritical attacks^000000 to your enemies. Critical attacks are useful to you, as they pierce your enemy's defense."; + next; + mes "[Jare Riotte]"; + mes "You can tell you've performed a critical attack when an attack has inflicted more damage than usual to an enemy, and the damage number is displayed with an explosive red visual effect."; + next; + mes "[Jare Riotte]"; + mes "For every 10 LUK, you add 1 point to your Perfect Dodge rate. Perfect Dodge is sort of like your Flee Rate. When you perform a Perfect Dodge, the word '^FF7F00Lucky^000000' will appear over your head."; + next; + mes "[Jare Riotte]"; + mes "Although similar to your Flee Rate, Perfect Dodge is a separate factor in attack evasion that is calculated differently."; + next; + mes "[Jare Riotte]"; + mes "Well, I must say,"; + mes "Luck is a good thing to have, but that doesn't mean you need it before everything else."; + next; + break; + case 4: + mes "[Jare Riotte]"; + mes "Do you have any"; + mes "other questions?"; + mes "I hope my class"; + mes "was helpful to you."; + close; + } + } +} + +new_1-2,184,172,1 script Understandings of Skills 47,{ + mes "[Leo Handerson]"; + mes "Welcome~"; + mes "Oh look at this"; + mes "cute little Novice~!"; + next; + mes "[Leo Handerson]"; + mes "I, Leo Handerson,"; + mes "feel so responsible for your performance and will be teaching you to the best of my ability. Now, please select the subject you wish to learn."; + emotion e_kis; + next; + while(1) { + switch(select("Passive and Active skills:Basic Skills:Use of Emoticons:Cancel.")) { + case 1: + mes "[Leo Handerson]"; + mes "First, let me explain"; + mes "about the Passive Skills."; + mes "Would please you open"; + mes "your Skill Window?"; + mes "('^3355FFAlt^000000' + '^3355FFS^000000')"; + next; + mes "[Leo Handerson]"; + mes "Now, you know that whenever"; + mes "your Job Level goes up, you earn"; + mes "a ^3355FFSkill Point^000000, right? Skill Points are used to learn your skills~"; + next; + mes "[Leo Handerson]"; + mes "Do you see your Basic Skill icon? It's at the very top of the Skill Window. Click on the 'Lv Up' button next to the Basic Skill icon to use a Skill Point on Basic Skills."; + next; + mes "[Leo Handerson]"; + mes "You'll see to the word 'Passive'"; + mes "to the right of the Basic Skill icon. That means this skill is Passive, and doesn't use any SP."; + next; + mes "[Leo Handerson]"; + mes "Now, please right-click the Basic Skill icon. You will then be able to read a brief description of the Basic Skills."; + next; + mes "[Leo Handerson]"; + mes "Active Skills, unlike Passive Skills which don't use any SP, require SP each time that"; + mes "they are used."; + next; + mes "[Leo Handerson]"; + mes "You can use an Active Skill by double-clicking its icon in your Skill Window."; + next; + mes "[Leo Handerson]"; + mes "You can also drag a skill icon from your Skill Window, and drop it into your Hotkey bar ('^3355FFF12^000000' key) to assign a Hotkey to that skill."; + next; + mes "[Leo Handerson]"; + mes "The amount of SP required"; + mes "to use an Active Skill will be displayed to the right of that skill's icon."; + next; + mes "[Leo Handerson]"; + mes "Generally, Passive Skills are skills related to mental or physical training and conditioning. The use of special abilities or attacks are Active Skills."; + next; + mes "[Leo Handerson]"; + mes "If you're still not"; + mes "sure about my lesson,"; + mes "I'm willing to go over"; + mes "it once again."; + next; + break; + case 2: + mes "[Leo Handerson]"; + mes "The Basic Skills are"; + mes "purely Passive Skills"; + mes "that you need to play"; + mes "Ragnarok Online."; + mes "Don't worry,"; + mes "they're easy to learn."; + next; + mes "[Leo Handerson]"; + mes "When you right-click with your mouse in your Skill Window"; + mes "('^3355FFAlt^000000' + '^3355FFS^000000'), you can check the descriptions of the skills, but I've prepared this lesson for"; + mes "your better understanding."; + next; + while(1) { + switch(select("Trade and Exchange:Organizing & Joining party:Opening Chat Room:Storage Use:No thanks, I know this already.")) { + case 1: + mes "[Leo Handerson]"; + mes "When you go visit our official website at ^0000FFiro.ragnarokonline.com^000000, you can find a full explanation about trading, illustrated with pictures."; + next; + mes "[Leo Handerson]"; + mes "In order to trade items"; + mes "or zeny with other people,"; + mes "you must learn at least ^3355FFBasic Skill Level 1^000000."; + next; + mes "[Leo Handerson]"; + mes "When you trade, you must be"; + mes "located close to the person with which you wish to exchange items or zeny. Otherwise, the trade will not work if that person is more than 2 cells away."; + next; + mes "[Leo Handerson]"; + mes "Right-click on the person"; + mes "once and a small menu will appear."; + mes "From this menu, choose:"; + mes "^800fffRequest a deal with^000000."; + next; + mes "[Leo Handerson]"; + mes "Afterwards, that person will"; + mes "choose whether or not to accept your request. If your trade request is accepted, the Trade Window will appear."; + next; + mes "[Leo Handerson]"; + mes "To trade items, drag items from your Inventory Window ('^3355FFAlt^000000' + '^3355FFE^000000') and drop them into the left side of the Trade Window."; + next; + mes "[Leo Handerson]"; + mes "Items given by the other person will appear in the right side of the Trade Window. Always check"; + mes "if the other person is trading the items you have agreed to exchange."; + next; + mes "[Leo Handerson]"; + mes "To trade Zeny, you can enter the amount of Zeny you want to trade. After placing items or Zeny into the Trade Window, press the 'OK' button at the bottom of the Window to confirm the trade."; + next; + mes "[Leo Handerson]"; + mes "Once the trade is confirmed,"; + mes "press the 'Trade' button to finish the trade. If either of the traders do not press the 'OK' button, the trade cannot be completed."; + next; + mes "[Leo Handerson]"; + mes "If either of the traders presses the 'Cancel' button to the right of the window, the trade will be cancelled."; + next; + break; + case 2: + mes "[Leo Handerson]"; + mes "Now, let me explain"; + mes "about the Party System."; + next; + mes "[Leo Handerson]"; + mes "The Party system allows"; + mes "you to organize a small group with people in order to cooperatively hunt monsters, or just to have fun together."; + next; + mes "[Leo Handerson]"; + mes "You can organize"; + mes "a party by typing"; + mes "the command:"; + mes "^4F4FFF//organize ''Party Name''^000000"; + mes "in your Chat Window."; + next; + mes "[Leo Handerson]"; + mes "Of course, you"; + mes "must be at least"; + mes "^4d4dffBasic Skill Level 7^000000"; + mes "or above to use the Party System."; + next; + mes "[Leo Handerson]"; + mes "I could explain more about"; + mes "the distribution of items or the distribution of experience which party members have gained together, but it's that you try that out on your own later on."; + next; + mes "[Leo Handerson]"; + mes "That's all for"; + mes "the Party System~"; + mes "An adorable Novice"; + mes "like you should pick"; + mes "on this really quickly~"; + emotion e_kis; + next; + break; + case 3: + mes "[Leo Handerson]"; + mes "When you have"; + mes "^4D4DFFLevel 4 Basic Skill^000000"; + mes "or above, you can open your own Chat Room. You can either click"; + mes "the ^3355FFchat^000000 button in the Basic Info Window or just press '^3355FFAlt^000000' + '^3355FFC^000000.'"; + next; + mes "[Leo Handerson]"; + mes "Once you open a Chat Room,"; + mes "you can check the chat room members' information by right-clicking on a character name."; + next; + mes "[Leo Handerson]"; + mes "Also you can register that character as your friend in the same way. If you are the master"; + mes "of the room, you can change"; + mes "the room setup."; + next; + mes "[Leo Handerson]"; + mes "While in the Chat Room,"; + mes "you cannot hear any chat from outside of the Chat Room. Please remember that, okay?"; + next; + break; + case 4: + mes "[Leo Handerson]"; + mes "Kafra Employees of the"; + mes "Kafra Corporation are scattered throughout the world, providing their convenient services and Storage."; + next; + mes "[Leo Handerson]"; + mes "In fact, there's a Kafra Employee just outside of this room. Talk to her, and she'll be more than happy to fully explain Kafra's Services."; + next; + mes "[Leo Handerson]"; + mes "Anyway, you are"; + mes "allowed to use your"; + mes "^4d4dffpersonal Kafra Storage^000000"; + mes "at ^4D4DFFBasic Skill Level 6^000000 or above."; + next; + mes "[Leo Handerson]"; + mes "When you carry too many items with you, your weight becomes too heavy and you won't be able to restore HP or SP by resting, or even fight monsters! So store what you don't need into Kafra Storage."; + next; + break; + case 5: + mes "[Leo Handerson]"; + mes "Oh, do you?"; + mes "As I expected,"; + mes "you're as smart"; + mes "as you are cute~!"; + mes "I, Leo, am very impressed."; + next; + set .@end,1; + } + if (.@end) break; + } + mes "[Leo Handerson]"; + mes "Do you wish to"; + mes "learn more about"; + mes "a different subject?"; + next; + break; + case 3: + mes "[Leo Handerson]"; + mes "^4d4dffEmoticons^000000 are commonly used"; + mes "online for ^4D4DFFdisplaying your feelings^000000. It's a fun way of communicating!"; + next; + mes "[Leo Handerson]"; + mes "You must first be at"; + mes "^4D4DFFBasic Skill Level 2^000000"; + mes "or above to use emoticons."; + next; + mes "[Leo Handerson]"; + mes "You can check the"; + mes "Emotion icon List"; + mes "('^3355FFAlt^000000' + '^3355FFL^000000') and click each icon to see the command to display"; + mes "the emoticon."; + next; + mes "[Leo Handerson]"; + mes "You can also register"; + mes "emoticons into your Shortcut List ('^3355FFAlt^000000' + '^3355FFM^000000') so you can just use a Shortcut to use an emoticon. This is also fully explained on our official website as well."; + next; + mes "[Leo Handerson]"; + mes "Ah~ I must say,"; + mes "the honest expression"; + mes "of one's feelings is essential"; + mes "for a relationship."; + next; + mes "[Leo Handerson]"; + mes "You can play"; + mes "Rock, Paper, Scissors"; + mes "by pressing the '^4D4DFFCtrl^000000' and the '^4D4DFF - ^000000,' '^4D4DFF = ^000000,' or '^4D4DFF \\ ^000000' keys."; + next; + mes "[Leo Handerson]"; + mes "Of course, you can type ^4D4DFF//bawi^000000, ^4D4DFF//bo^000000 and ^4D4DFF//gawi^000000, which mean rock, paper, scissors in Korean, into your Chat Window."; + next; + mes "[Leo Handerson]"; + mes "To check out the commands for even more emoticons, type the command ^4d4dff//emotion^000000 into your Chat Window to see the list~"; + emotion e_lv; + next; + break; + case 4: + mes "[Leo Handerson]"; + mes "I see..."; + mes "You don't need me"; + mes "anymore! Oh! They"; + mes "grow up so fast"; + mes "nowadays!"; + close; + } + } +} + +new_1-2,121,101,2 script Guide Soldier#nv1 105,{ + mes "[Guide Soldier]"; + mes "We Guide Soldiers provide location information at the entrance of every town. You can easily find us by our special uniforms."; + next; + mes "[Guide Soldier]"; + mes "Whenever you visit a town"; + mes "for the first time, we would like to recommend that you check the locations of notable places in town with us."; + next; + mes "[Guide Soldier]"; + mes "If you wish to take an Informative class, please walk around and speak to the various tutors in these Training Grounds. Have a good day."; + close; +} + +new_1-2,17,182,5 script Helper#nv 84,{ + if (nov_2nd_cos < 11) { + mes "[Elmeen]"; + mes "Congratulations!"; + mes "You have passed the 1st training course! Wow~ I guess now you understand a little bit more about Ragnarok Online."; + next; + mes "[Elmeen]"; + mes "You will learn the fundamentals of actual battle through this class. If you did your best through the Informative class, you are supposed to have been given some starting equipment."; + next; + mes "[Elmeen]"; + mes "Please check your"; + mes "equipment before you engaging in battle. Are you sure you've equipped all of your equipment, your weapons and armor?"; + next; + switch(select("Yes:No")) { + case 1: + mes "[Elmeen]"; + mes "First, you place the cursor on a monster. When you left click, you will hit the monster once."; + next; + mes "[Elmeen]"; + mes "If you are too lazy to keep left clicking, left click on the monster while holding the '^4D4DFFCtrl^000000' key. You will then continue attacking the monster until one of you is dead, or you run away."; + next; + mes "[Elmeen]"; + mes "You can also just hold down the left mouse button while the cursor is on the monster. Still, there are some people who are even too lazy to use the '^4D4DFFCtrl^000000' key every time they attack a monster."; + next; + mes "[Elmeen]"; + mes "If you're one of them, type the command ^E79E29//nc^000000 in your Chat Window. Then, when you left click"; + mes "a monster, you'll just continuously attack it!"; + next; + mes "[Elmeen]"; + mes "If a monster happens to have the Undead property, you can use the 'Heal' skill to attack if you happen to have it."; + next; + mes "[Elmeen]"; + mes "When you use the Heal skill while holding down the '^4D4DFFShift^000000' key, you can target the monster with the Heal skill to damage it."; + next; + mes "[Elmeen]"; + mes "Of course for this skill, we do have a very convenient option for lazy people too. Type the command ^E79E29//ns^000000 in your Chat Window."; + next; + mes "[Elmeen]"; + mes "This will allow you to attack monsters by using the Heal skill without holding the shift key. Handy, huh?"; + next; + mes "[Elmeen]"; + mes "Do you understand these battle commands? Now, I will teaching you about monster behaviors and properties, experience gained through battle, and items you can earn from dead monsters."; + next; + mes "[Elmeen]"; + mes "Field Combat Training can be actually be pretty dangerous for new adventurers. Let me give you"; + mes "a little more strength through the power of my magic."; + next; + mes "[Elmeen]"; + mes "Haaaaaaa~!"; + if (nov_2nd_cos < 1) { + if (BaseLevel == 1) { + set nov_2nd_cos,12; + getexp 9,0; + } + else if (BaseLevel == 2) { + set nov_2nd_cos,13; + getexp 16,0; + } + else if (BaseLevel == 3) { + set nov_2nd_cos,14; + getexp 25,0; + } + else if (BaseLevel == 4) { + set nov_2nd_cos,15; + getexp 36,0; + } + else if (BaseLevel == 5) { + set nov_2nd_cos,16; + getexp 77,0; + } + else if (BaseLevel == 6) { + set nov_2nd_cos,17; + getexp 112,0; + } + else if (BaseLevel >= 7) { + set nov_2nd_cos,18; + getexp 153,0; + } + } + next; + mes "[Elmeen]"; + mes "Which subject"; + mes "should I cover"; + mes "first for you?"; + next; + while(1) { + switch(select("Monsters:Experience:Items:Quit.")) { + case 1: + mes "[Elmeen]"; + mes "There are many aggressive monsters that will attack you first before you even approach them. "; + next; + mes "[Elmeen]"; + mes "There are also a few monsters that will cooperate with others of their kind. Attack one of them, and the whole pack of them will swarm around you, seeking revenge."; + next; + mes "[Elmeen]"; + mes "Every monster can be specified by their types, sizes and properties. For example, there are Demi-human, Brute, Holy and Demon property monsters out there."; + next; + mes "[Elmeen]"; + mes "When you're aware of what property a monster is, you can use that knowledge to help you in battle."; + next; + mes "[Elmeen]"; + mes "If you manage to get cards for that increase your damage upon certain monster properties, or reduce damage from specific monster properties, you'll have a much easier time in battle."; + next; + mes "[Elmeen]"; + mes "Monsters are separated by their size: small, medium and large. There are a few cards that allow you to do more damage to"; + mes "a specific monster size."; + next; + mes "[Elmeen]"; + mes "Also, each weapon has its strengths and weaknesses. The size of the weapon will affect the damage it will deal to monsters."; + next; + mes "[Elmeen]"; + mes "For example, Dagger class weapons do 100 % damage on small sized monsters but only inflict 50 % on large monsters."; + next; + mes "[Elmeen]"; + mes "Common monster properties include Water, Wind, Earth, Fire, Shadow, Ghost and Holy. If you attack a monster with an opposing property, you can inflict additional damage~"; + next; + mes "[Elmeen]"; + mes "But if you attack a monster with"; + mes "a skill or weapon that inflicts damage of the same property as the monster, the damage will be greatly reduced, or completely negated. You might even heal the monster!"; + next; + mes "[Elmeen]"; + mes "In the case of Ghost property monsters, normal weapons cannot do any harm. However, a weapon with any other property will be able to deal out some damage."; + next; + break; + case 2: + mes "[Elmeen]"; + mes "Basically, a character who deals the most damage on a monster receives the most experience points from the monster."; + next; + mes "[Elmeen]"; + mes "Therefore, you receive a certain percentage of experience points in proportion to the damage you've inflicted on the monster, compared to its total HP."; + next; + mes "[Elmeen]"; + mes "Let's say, there is a character named 'Z.' Z does 65 damage on a monster that has 100 total HP and gives 1000 experience points when it's dead. So, Z will receive 650 experience points."; + next; + mes "[Elmeen]"; + mes "However, this rule applies differently following certain situations."; + next; + mes "[Elmeen]"; + mes "If there are two people who both did 65 damage on the same monster, the experience points that each will receive differs, depending on the monster's remaining HP."; + next; + mes "[Elmeen]"; + mes "For instance, somebody does damage to a monster while you're already hitting it, and he did the same amount of damage you did."; + next; + mes "[Elmeen]"; + mes "In this case, you will receive 2//3 of the whole experience points that monster can give you, the other one will receive 1//3."; + next; + mes "[Elmeen]"; + mes "However, attacking a monster that somebody already started to hit is not suggested in Ragnarok Online. That action is regarded as ill-mannered behavior."; + next; + mes "[Elmeen]"; + mes "For party play, the party master can set the experience distribution to the equally share option."; + next; + mes "[Elmeen]"; + mes "With this method, party members can share their experience according to the their character levels, and the number of members in the party."; + next; + mes "[Elmeen]"; + mes "Also, there is the experience benefit for party play which allows you to gain more experience points than playing solo. You can take advantage of this system for faster leveling."; + next; + break; + case 3: + mes "[Elmeen]"; + mes "When you kill monsters,"; + mes "you can obtain items by chance. Furthermore, certain characters can use the 'Steal' skill in order to steal items from monsters."; + next; + mes "[Elmeen]"; + mes "Don't you worry about the Steal skill causing you to not find any items after you kill them. Using the Steal skill does not at all affect the item drop rate for monsters once they're killed."; + next; + mes "[Elmeen]"; + mes "When a group of people kill a monster, the person who did the most damage receives priority in picking up item drops."; + next; + break; + case 4: + mes "[Elmeen]"; + mes "Feel free to"; + mes "ask me if you"; + mes "have any questions."; + close; + } + } + case 2: + mes "[Elmeen]"; + mes "Please take care of the equipment you've received through the training courses. Once you lose the equipment, you can never get them back."; + close; + } + } + else { + mes "[Elmeen]"; + mes "Which subject"; + mes "shall I expain?"; + next; + while(1) { + switch(select("Monsters:Experience:Items:Quit.")) { + case 1: + mes "[Elmeen]"; + mes "There are many aggressive monsters that will attack you first before you even approach them. "; + next; + mes "[Elmeen]"; + mes "There are also a few monsters that will cooperate with others of their kind. Attack one of them, and the whole pack of them will swarm around you, seeking revenge."; + next; + mes "[Elmeen]"; + mes "Every monster can be specified by their types, sizes and properties. For example, there are Demi-human, Brute, Holy and Demon property monsters out there."; + next; + mes "[Elmeen]"; + mes "When you're aware of what property a monster is, you can use that knowledge to help you in battle."; + next; + mes "[Elmeen]"; + mes "If you manage to get cards for that increase your damage upon certain monster properties, or reduce damage from specific monster properties, you'll have a much easier time in battle."; + next; + mes "[Elmeen]"; + mes "Monsters are separated by their size: small, medium and large. There are a few cards that allow you to do more damage to a specific monster size."; + next; + mes "[Elmeen]"; + mes "Also, each weapon has its strengths and weaknesses. The size of the weapon will affect the damage it will deal to monsters."; + next; + mes "[Elmeen]"; + mes "For example, Dagger class weapons do 100 % damage on small sized monsters but only inflict 50 % on large monsters."; + next; + mes "[Elmeen]"; + mes "Common monster properties include Water, Wind, Earth, Fire, Shadow, Ghost and Holy. If you attack a monster with an opposing property, you can inflict additional damage~"; + next; + mes "[Elmeen]"; + mes "But if you attack a monster with"; + mes "a skill or weapon that inflicts damage of the same property as the monster, the damage will be greatly reduced, or completely negated. You might even heal the monster!"; + next; + mes "[Elmeen]"; + mes "In the case of Ghost property monsters, normal weapons cannot do any harm. However, a weapon with any other property will be able to deal out some damage."; + next; + break; + case 2: + mes "[Elmeen]"; + mes "Basically, a character who deals the most damage on a monster receives the most experience points from the monster."; + next; + mes "[Elmeen]"; + mes "Therefore, you receive a certain percentage of experience points in proportion to the damage you've inflicted on the monster, compared to its total HP."; + next; + mes "[Elmeen]"; + mes "Let's say, there is a character named 'Z.' Z does 65 damage on a monster that has 100 total HP and gives 1000 experience points when it's dead. So, Z will receive 650 experience points."; + next; + mes "[Elmeen]"; + mes "However, this rule applies differently following certain situations."; + next; + mes "[Elmeen]"; + mes "If there are two people who both did 65 damage on the same monster, the experience points that each will receive differs, depending on the monster's remaining HP."; + next; + mes "[Elmeen]"; + mes "For instance, somebody does damage to a monster while you're already hitting it, and he did the same amount of damage you did."; + next; + mes "[Elmeen]"; + mes "In this case, you will receive 2//3 of the whole experience points that monster can give you, the other one will receive 1//3."; + next; + mes "[Elmeen]"; + mes "However, attacking a monster that somebody already started to hit is not suggested in Ragnarok Online. That action is regarded as ill-mannered behavior."; + next; + mes "[Elmeen]"; + mes "For party play, the party master can set the experience distribution to the equally share option."; + next; + mes "[Elmeen]"; + mes "With this method, party members can share their experience according to the their character levels, and the number of members in the party."; + next; + mes "[Elmeen]"; + mes "Also, there is the experience benefit for party play which allows you to gain more experience points than playing solo. You can take advantage of this system for faster leveling."; + next; + break; + case 3: + mes "[Elmeen]"; + mes "When you kill monsters,"; + mes "you can obtain items by chance. Furthermore, certain characters can use the 'Steal' skill in order to steal items from monsters."; + next; + mes "[Elmeen]"; + mes "Don't you worry about the Steal skill causing you to not find any items after you kill them. Using the Steal skill does not at all affect the item drop rate for monsters once they're killed."; + next; + mes "[Elmeen]"; + mes "When a group of people kill a monster, the person who did the most damage receives priority in picking up item drops."; + next; + break; + case 4: + mes "[Elmeen]"; + mes "Feel free to"; + mes "ask me if you"; + mes "have any questions."; + close; + } + } + } +} + +new_1-2,38,182,3 script Entrance Guard#nv 92,{ + if (nov_2nd_cos == 0) { + mes "[Muriel]"; + mes "I'm sorry, but I can't let anybody who hasn't been instructed on fighting enter the Field Combat Training Grounds."; + next; + mes "[Muriel]"; + mes "Why don't you speak to the Helper to the left side of this room first, so that you can receive some battle instruction?"; + close; + } + else if (nov_2nd_cos > 0 && nov_2nd_cos < 21) { + mes "[Muriel]"; + mes "Field Combat Training is an actual fight class where you can gain basic fighting skills that you can use to defend yourself in Rune-Midgard."; + next; + mes "[Muriel]"; + mes "Please kill as many monsters as you can to increase your base level at least 2 times."; + next; + mes "[Muriel]"; + mes "Gaining 2 base levels is required to complete your Field Combat Training. Although the monsters are all weak and easy to kill, I hope you will be careful."; + next; + mes "[Muriel]"; + mes "Do you wish"; + mes "to take the test"; + mes "right away?"; + next; + switch(select("Yes:I need more time.")) { + case 1: + mes "[Muriel]"; + mes "Please make sure you"; + mes "talk to the staff at the North after you increase your base level by 2 levels through battle."; + next; + mes "[Muriel]"; + mes "I'm going to give you some useful supplies, so please use them in case of an emergency."; + if (nov_2nd_cos == 12) { + set nov_2nd_cos,22; + } + else if (nov_2nd_cos == 13) { + set nov_2nd_cos,23; + } + else if (nov_2nd_cos == 14) { + set nov_2nd_cos,24; + } + else if (nov_2nd_cos == 15) { + set nov_2nd_cos,25; + } + else if (nov_2nd_cos == 16) { + set nov_2nd_cos,26; + } + else if (nov_2nd_cos == 17) { + set nov_2nd_cos,27; + } + else if (nov_2nd_cos == 18) { + set nov_2nd_cos,28; + } + else { + set nov_2nd_cos,29; + } + getitem 602,1; //Wing_Of_Butterfly + getitem 601,9; //Wing_Of_Fly + getitem 1243,1; //Novice_Knife + getitem 2112,1; //Novice_Guard + getitem 611,2; //Spectacles + getitem 569,300; //Novice_Potion + close2; + savepoint "new_1-2",23,188; + warp "new_1-3",96,21; + end; + case 2: + mes "[Muriel]"; + mes "No problem."; + mes "If you're not sure if you can pass the test or not, why don't you go talk to the Helper to the left one more time? Please come back"; + mes "when you're ready."; + close; + } + close; + } + else if ((nov_2nd_cos > 20) && (nov_2nd_cos < 31)) { + mes "[Muriel]"; + mes "Oh well, I told you to be careful. Cheer up! It's not a big deal."; + mes " "; + mes "Failure teaches success."; + mes "You have many chances"; + mes "to re-take the test."; + next; + mes "[Muriel]"; + mes "Do you wish"; + mes "to try again?"; + next; + switch(select("Yes.:Can I have more time?")) { + case 1: + mes "[Muriel]"; + mes "I will give you"; + mes "some supplies again."; + mes "Please be careful!"; + if (nov_2nd_cos == 22) { + set nov_2nd_cos,33; + getexp 16,0; + } + else if (nov_2nd_cos == 23) { + set nov_2nd_cos,34; + getexp 25,0; + } + else if (nov_2nd_cos == 24) { + set nov_2nd_cos,35; + getexp 36,0; + } + else if (nov_2nd_cos == 25) { + set nov_2nd_cos,36; + getexp 77,0; + } + else if (nov_2nd_cos == 26) { + set nov_2nd_cos,37; + getexp 112,0; + } + else if (nov_2nd_cos == 27) { + set nov_2nd_cos,38; + getexp 153,0; + } + else if (nov_2nd_cos == 28) { + set nov_2nd_cos,39; + getexp 200,0; + } + else if (nov_2nd_cos == 29) { + set nov_2nd_cos,40; + getexp 200,0; + } + percentheal 100,0; + getitem 569,50; //Novice_Potion + close2; + warp "new_1-3",96,21; + end; + case 2: + mes "[Muriel]"; + mes "No problem."; + mes "If you're not sure if you can pass the test or not, why don't you go talk to the Helper to the left one more time? Please come back"; + mes "when you're ready."; + close; + } + } + else if (nov_2nd_cos > 30) { + mes "[Muriel]"; + mes "Oh well, I told you to be careful. Cheer up! It's not a big deal."; + mes " "; + mes "Failure teaches success."; + mes "You have many chances to re-take the test."; + next; + mes "[Muriel]"; + mes "Do you wish to try again?"; + next; + switch(select("Yes:Can I have more time?")) { + case 1: + mes "[Muriel]"; + mes "I will restore"; + mes "your HP. Please"; + mes "be careful!"; + percentheal 100,0; + close2; + warp "new_1-3",96,21; + end; + case 2: + mes "[Muriel]"; + mes "No problem."; + mes "If you're not sure if you can pass the test or not, why don't you go talk to the Helper to the left one more time? Please come back when you're ready."; + close; + } + } +} + +//Teleport NPC +new_1-3,95,30,4 script Trainer#nv1::NovHoffman 84,{ + mes "[Hoffman]"; + mes "Hey there~"; + mes "I'm here to provide"; + mes "you with a little instruction."; + next; + mes "[Hoffman]"; + mes "These monsters are all weak"; + mes "and easy to kill. But be careful,"; + mes "a lot of them are aggressive"; + mes "and out for blood!"; + next; + mes "[Hoffman]"; + mes "If you think monsters here are too weak for you, I can send you to another training ground where the monsters are stronger than the ones over here."; + next; + mes "[Hoffman]"; + mes "But don't worry so much,"; + mes "They're not impossible for"; + mes "Novices. So would you"; + mes "like to try?"; + next; + switch(select("I do want more of a challenge~:I wanna fight tough monsters!:Cancel")) { + case 1: + mes "[Hoffman]"; + mes "I see, then let me guide"; + mes "you to a training ground that has stronger monsters. May God be with you..."; + next; + if (strnpcinfo(2) == "nv1") { + if (rand(2)) { + warp "new_2-3",96,21; + } + else { + warp "new_3-3",96,21; + } + } + else { + warp "new_1-3",96,21; + } + end; + case 2: + mes "[Hoffman]"; + mes "You must like "; + mes "rough challenges,"; + mes "don't you? Please"; + mes "be careful, it can get"; + mes "pretty difficult..."; + next; + if (strnpcinfo(2) == "nv1" || strnpcinfo(2) == "nv2" || strnpcinfo(2) == "nv3") { + if (rand(2)) { + warp "new_4-3",96,21; + } + else { + warp "new_5-3",96,21; + } + } + else { + if (rand(2)) { + warp "new_2-3",96,21; + } + else { + warp "new_3-3",96,21; + } + } + end; + case 3: + mes "[Hoffman]"; + mes "Hmm...?"; + mes "Are you worried about going"; + mes "to more challenging places? That's understandable, since you're still a new adventurer. Good luck~"; + close; + } +} + +new_2-3,95,30,4 duplicate(NovHoffman) Trainer#nv2 84 +new_3-3,95,30,4 duplicate(NovHoffman) Trainer#nv3 84 +new_4-3,95,30,4 duplicate(NovHoffman) Trainer#nv4 84 +new_5-3,95,30,4 duplicate(NovHoffman) Trainer#nv5 84 + +new_1-3,96,174,3 script Test Examiner#nv1::NovKeyman 85,{ + mes "[Keyman]"; + mes "Good!!"; + mes "Now you know how to fight"; + mes "against monsters, don't you?"; + mes "Would you like to move"; + mes "to the next course?"; + next; + switch(select("Yes:No")) { + case 1: + mes "[Keyman]"; + mes "I hope you will be"; + mes "a good fighter in the"; + mes "future. Bon voyage."; + close2; + warp "new_1-4",99,10; + return + end; + case 2: + mes "[Keyman]"; + mes "I see..."; + mes "It can't hurt to practice until you're more comfortable with the basics of battle."; + close; + } +} + +new_2-3,96,174,3 duplicate(NovKeyman) Test Examiner#nv2 85 +new_3-3,96,174,3 duplicate(NovKeyman) Test Examiner#nv3 85 +new_4-3,96,174,3 duplicate(NovKeyman) Test Examiner#nv4 85 +new_5-3,96,174,3 duplicate(NovKeyman) Test Examiner#nv5 85 + +//Potato Merchant +new_1-2,28,185,4 shop Potato Merchant 90,516:15 + +new_1-4,100,29,1 script Hanson#nv 46,{ + if (checkweight(909,400) == 0) { + mes "[Hanson]"; + mes "All of the items you are carrying must be quite a burden. Where did you get so much things? Please lighten your weight by getting rid of things you don't need."; + close; + } + if (nov_3_swordman == 20) { + mes "[Hanson]"; + mes "Good day,"; + mes "^A62A2A" + strcharinfo(0) + "'^000000."; + mes "You've made quite"; + mes "an effort to come here."; + next; + mes "[Hanson]"; + mes "This final test in the Training Grounds is a personality test,"; + mes "but it's not a mandatory course."; + next; + mes "[Hanson]"; + mes "However, there are some benefits"; + mes "to taking this test. When you take this test, you'll receive many health items which will help you when you join the Ragnarok Online community."; + next; + mes "[Hanson]"; + mes "Secondly, after you finish the course we will suggest the job class that seems best suited to your personality and teleport you to a town where you can change into the job we suggested."; + next; + mes "[Hanson]"; + mes "Now..."; + mes "What would"; + mes "you like to do?"; + next; + mes "[Hanson]"; + mes "Do you wish to start Ragnarok Online immediately, or take this personality test course first?"; + next; + switch(select("I'll take the course.:Let me start Ragnarok Online please.")) { + case 1: + mes "[Hanson]"; + mes "Excellent choice!"; + mes "You're supposed to take every training course if you really want to be a well-prepared player!"; + next; + mes "[Hanson]"; + mes "Alright, let me start the 1st personality test. Please relax"; + mes "and take it easy."; + next; + mes "[Hanson]"; + mes "Remember, this test is only to check your personality, there is no set standard for right and wrong. Now! Let's begin the test!"; + next; + mes "[Hanson]"; + mes "Please choose the word"; + mes "that best matches you from"; + mes "among the following."; + next; + switch(select("Study:Exercise:Public service:Violence")) { + case 1: + set .@magician_p,.@magician_p+1; + break; + case 2: + set .@thief_p,.@thief_p+1; + set .@swordman_p,.@swordman_p+1; + break; + case 3: + set .@acolyte_p,.@acolyte_p+1; + break; + case 4: + set .@thief_p,.@thief_p+1; + break; + } + switch(select("Change:Conserve")) { + case 1: + set .@magician_p,.@magician_p+1; + break; + case 2: + set .@acolyte_p,.@acolyte_p+1; + break; + } + switch(select("Consumer:Seller:Producer")) { + case 1: + set .@swordman_p,.@swordman_p+1; + set .@thief_p,.@thief_p+1; + set .@acolyte_p,.@acolyte_p+1; + break; + case 2: + set .@merchant_p,.@merchant_p+1; + break; + case 3: + set .@magician_p,.@magician_p+1; + break; + } + switch(select("Celebrity:Prudence")) { + case 1: + set .@thief_p,.@thief_p+1; + break; + case 2: + set .@archer_p,.@archer_p+1; + break; + } + switch(select("Theory:Experience")) { + case 1: + set .@magician_p,.@magician_p+1; + break; + case 2: + set .@swordman_p,.@swordman_p+1; + break; + } + switch(select("The Past:Reality:The Future")) { + case 1: + set .@archer_p,.@archer_p+1; + break; + case 2: + set .@merchant_p,.@merchant_p+1; + set .@thief_p,.@thief_p+1; + break; + case 3: + set .@magician_p,.@magician_p+1; + break; + } + mes "[Hanson]"; + mes "Please answer"; + mes "'Yes' or 'No' to"; + mes "the following questions."; + next; + mes "[Hanson]"; + mes "I'd rather die"; + mes "than live submissively."; + next; + switch(select("Yes.:No.")) { + case 1: + set .@swordman_p,.@swordman_p+1; + break; + case 2: + set .@thief_p,.@thief_p+1; + set .@merchant_p,.@merchant_p+1; + break; + } + mes "[Hanson]"; + mes "You are often upset"; + mes "to see someone better"; + mes "than you."; + next; + switch(select("Yes.:No.")) { + case 1: + set .@merchant_p,.@merchant_p+1; + break; + case 2: + set .@acolyte_p,.@acolyte_p+1; + break; + } + mes "[Hanson]"; + mes "You don't mind"; + mes "exploring dangerous"; + mes "places."; + next; + switch(select("Yes.:No.")) { + case 1: + set .@swordman_p,.@swordman_p+1; + break; + case 2: + set .@magician_p,.@magician_p+1; + break; + } + mes "[Hanson]"; + mes "You are"; + mes "a leader-type"; + mes "person."; + next; + switch(select("Yes.:No.")) { + case 1: + set .@swordman_p,.@swordman_p+1; + break; + case 2: + set .@archer_p,.@archer_p+1; + break; + } + mes "[Hanson]"; + mes "While exploring"; + mes "a dungeon, you run"; + mes "into a dead end."; + next; + mes "[Hanson]"; + mes "However, there is a sign that reads 'Do Not Push' next to a stone that looks strangely like a button on the wall next to you."; + next; + mes "[Hanson]"; + mes "Do you give in"; + mes "to the urge to push"; + mes "this button?"; + next; + switch(select("Yes.:No.")) { + case 1: + set .@thief_p,.@thief_p+1; + break; + case 2: + set .@swordman_p,.@swordman_p+1; + break; + } + mes "[Hanson]"; + mes "You often see"; + mes "things that don't exist."; + next; + switch(select("Yes.:No.")) { + case 1: + set .@acolyte_p,.@acolyte_p+1; + break; + case 2: + set .@magician_p,.@magician_p+1; + break; + } + mes "[Hanson]"; + mes "If you fell off"; + mes "a cliff, you'd feel"; + mes "like you were flying."; + next; + switch(select("Yes.:No.")) { + case 1: + set .@acolyte_p,.@acolyte_p+1; + break; + case 2: + set .@magician_p,.@magician_p+1; + break; + } + mes "[Hanson]"; + mes "Money talks."; + next; + switch(select("Yes.:No.")) { + case 1: + set .@merchant_p,.@merchant_p+1; + break; + case 2: + set .@archer_p,.@archer_p+1; + break; + } + mes "[Hanson]"; + mes "Now, let me give you some different questions. Please relax and take it easy, and choose the answer that suits you best."; + next; + mes "[Hanson]"; + mes "As you check"; + mes "your tight schedule...."; + next; + switch(select("You feel like a robot.:You are proud and satisfied.:Schedule? What schedule?")) { + case 1: + set .@swordman_p,.@swordman_p+1; + set .@thief_p,.@thief_p+1; + break; + case 2: + set .@acolyte_p,.@acolyte_p+1; + set .@magician_p,.@magician_p+1; + break; + case 3: + set .@archer_p,.@archer_p+1; + set .@merchant_p,.@merchant_p+1; + break; + } + mes "[Hanson]"; + mes "As you go window shopping,"; + mes "you find a really interesting item in a store, debating whether or not to buy it. Before making"; + mes "a purchase, the first thing"; + mes "you do is..."; + next; + switch(select("Consider if you need it.:Check the price.:Don't think twice, just buy it!")) { + case 1: + set .@archer_p,.@archer_p+1; + break; + case 2: + set .@merchant_p,.@merchant_p+1; + break; + case 3: + set .@thief_p,.@thief_p+1; + break; + } + mes "[Hanson]"; + mes "Fill in the blank:"; + mes "You ^3355FF_____^000000"; + mes "competing with other people..."; + mes ""; + next; + switch(select("don't mind...:don't like...:don't care about...")) { + case 1: + set .@merchant_p,.@merchant_p+1; + break; + case 2: + set .@thief_p,.@thief_p+1; + break; + case 3: + set .@acolyte_p,.@acolyte_p+1; + set .@swordman_p,.@swordman_p+1; + break; + } + mes "[Hanson]"; + mes "You're responsible for a task that requires you to cooperate with many people. If you handle it alone, it will take a lot of effort and time."; + next; + mes "[Hanson]"; + mes "But if you cooperate with others, it will be simple and an enjoyable task. You would... "; + next; + switch(select("Handle it myself, even if it's hard.:Ask friends to help.")) { + case 1: + set .@magician_p,.@magician_p+1; + break; + case 2: + set .@merchant_p,.@merchant_p+1; + break; + } + mes "[Hanson]"; + mes "You happen to"; + mes "find a girl who"; + mes "fainted on the street."; + mes "What would you do?"; + next; + switch(select("Carry her to a hospital.:Assess the situation before taking action.:Just ignore it.")) { + case 1: + set .@acolyte_p,.@acolyte_p+1; + break; + case 2: + set .@swordman_p,.@swordman_p+1; + set .@archer_p,.@archer_p+1; + break; + case 3: + set .@magician_p,.@magician_p+1; + set .@thief_p,.@thief_p+1; + set .@merchant_p,.@merchant_p+1; + break; + } + mes "[Hanson]"; + mes "You happen to"; + mes "pick up 'Clothing.'"; + mes "What would you do?"; + next; + switch(select("Check the brand.:Wonder who lost it.:Finder's keepers!:Leave it where it was.")) { + case 1: + set .@merchant_p,.@merchant_p+1; + break; + case 2: + set .@acolyte_p,.@acolyte_p+1; + break; + case 3: + set .@merchant_p,.@merchant_p+1; + set .@thief_p,.@thief_p+1; + break; + case 4: + set .@magician_p,.@magician_p+1; + break; + } + mes "[Hanson]"; + mes "You happened to accidentally slip your tongue in the middle of a conversation. How do you cope with this situation?"; + next; + switch(select("Pretend it's a joke.:Change the subject.:Analyze it.:Apologize honestly.")) { + case 1: + set .@thief_p,.@thief_p+1; + break; + case 2: + set .@swordman_p,.@swordman_p+1; + break; + case 3: + set .@magician_p,.@magician_p+1; + break; + case 4: + set .@acolyte_p,.@acolyte_p+1; + break; + } + mes "[Hanson]"; + mes "You're on a trip with your beloved. Your significant other then asks you to buy a souvenir that's not particularly good. What do you do?"; + next; + switch(select("Buy the item for her/him.:Say 'no.':Promise it for next time.")) { + case 1: + set .@swordman_p,.@swordman_p+1; + break; + case 2: + set .@merchant_p,.@merchant_p+1; + break; + case 3: + set .@thief_p,.@thief_p+1; + break; + } + mes "[Hanson]"; + mes "Okay~! That's all for the test. You've finished all the Training Grounds courses. Congratulations!"; + next; + mes "[Hanson]"; + mes "I've prepared some items for you since you passed the personality test. Please take them, you've earned it."; + next; + //--------------------------------------------------------------------------------------------------------------------------------------------------- + set nov_3_swordman,40; + getitem 501,4; //Red_Potion + getitem 503,2; //Yellow_Potion + getitem 506,2; //Green_Potion + //------------------------------------------------------------------------------------------------------------------------------------------------- + next; + mes "[Hanson]"; + mes "Now, we will recommend a suitable job for you after analyzing the results of your personality test. Please wait a moment."; + next; + mes "[Hanson]"; + mes "..."; + next; + mes "[Hanson]"; + mes "..."; + mes "......"; + next; + mes "[Hanson]"; + mes "Here's the"; + mes "final result"; + mes "of your test."; + next; + if (.@swordman_p > .@magician_p) { + if (.@swordman_p > .@merchant_p) { + if (.@swordman_p > .@thief_p) { + if (.@swordman_p > .@archer_p) { + if (.@swordman_p > .@acolyte_p) { + set .@job_c,1; + } + else { + set .@job_c,6; + } + } + else { + if (.@archer_p > .@acolyte_p) { + set .@job_c,5; + } + else { + set .@job_c,6; + } + } + } + else { + if (.@thief_p > .@archer_p) { + if (.@thief_p > .@acolyte_p) { + set .@job_c,4; + } + else { + set .@job_c,6; + } + } + else { + if (.@archer_p > .@acolyte_p) { + set .@job_c,5; + } + else { + set .@job_c,6; + } + } + } + } + else { + if (.@merchant_p > .@thief_p) { + if (.@merchant_p > .@archer_p) { + if (.@merchant_p > .@acolyte_p) { + set .@job_c,3; + } + else { + set .@job_c,6; + } + } + else { + if (.@archer_p > .@acolyte_p) { + set .@job_c,5; + } + else { + set .@job_c,6; + } + } + } + else { + if (.@thief_p > .@archer_p) { + if (.@thief_p > .@acolyte_p) { + set .@job_c,4; + } + else { + set .@job_c,6; + } + } + else { + if (.@archer_p > .@acolyte_p) { + set .@job_c,5; + } + else { + set .@job_c,6; + } + } + } + } + } + else { + if (.@magician_p > .@merchant_p) { + if (.@magician_p > .@thief_p) { + if (.@magician_p > .@archer_p) { + if (.@magician_p > .@acolyte_p) { + set .@job_c,2; + } + else { + set .@job_c,6; + } + } + else { + if (.@archer_p > .@acolyte_p) { + set .@job_c,5; + } + else { + set .@job_c,6; + } + } + } + else { + if (.@thief_p > .@archer_p) { + if (.@thief_p > .@acolyte_p) { + set .@job_c,4; + } + else { + set .@job_c,6; + } + } + else { + if (.@archer_p > .@acolyte_p) { + set .@job_c,5; + } + else { + set .@job_c,6; + } + } + } + } + else { + if (.@merchant_p > .@thief_p) { + if (.@merchant_p > .@archer_p) { + if (.@merchant_p > .@acolyte_p) { + set .@job_c,3; + } + else { + set .@job_c,6; + } + } + else { + if (.@archer_p > .@acolyte_p) { + set .@job_c,5; + } + else { + set .@job_c,6; + } + } + } + else { + if (.@thief_p > .@archer_p) { + if (.@thief_p > .@acolyte_p) { + set .@job_c,4; + } + else { + set .@job_c,6; + } + } + else { + if (.@archer_p > .@acolyte_p) { + set .@job_c,5; + } + else { + set .@job_c,6; + } + } + } + } + } + if (.@job_c == 1) { + mes "[Hanson]"; + mes "Although you're very straight forward and simple minded, you"; + mes "have a strong will and want to be an important person for this world."; + next; + mes "[Hanson]"; + mes "You're also always"; + mes "trying to protect the weak."; + next; + mes "[Hanson]"; + mes "For you, who has your own will, ^696969Swordman^000000 class is the most suitable job."; + next; + mes "[Hanson]"; + mes "So would you like to accept our recommendation, or would you like to choose a job on your own?"; + next; + switch(select("Swordman!:My own choice!")) { + case 1: + mes "[Hanson]"; + mes "That's a great choice!"; + mes "After you receive all the supplies, I will teleport you to the Swordman Association."; + next; + mes "^660000List of Supplies^000000"; + mes "^0000335 Free Ticket for Kafra Storage^000000"; + mes "^0000335 Free Ticket for Kafra Transportation^000000"; + ////mes "^000099100 zeny^000000"; + mes "^0000331 Falchion^000000"; + mes "^0000337 Phracon^000000"; + next; + set nov_3_swordman,40; + getitem 7059,5; //Cargo_Free_Ticket + getitem 7060,5; //Warp_Free_Ticket + getitem 1104,1; //Falchion + getitem 1010,7; //Phracon + ////getgold 100 + mes "[Hanson]"; + mes "Please check your inventory to see if you have received all the supplies listed. Let me briefly inform you about the items you've received."; + next; + mes "[Hanson]"; + mes "Free tickets for Kafra storage and transportation can be used for Kafra storage and teleport services."; + next; + mes "[Hanson]"; + mes "'Zeny' is the currency of Rune-Midgard. 'Falchion' is a weapon that will be very useful once you become a Swordman."; + next; + mes "[Hanson]"; + mes "'Phracon' is an ore which can be used to upgrade lvl 1 weapons. To strengthen your Falchion with this Phracon, please visit a forge in one of the towns."; + next; + mes "[Hanson]"; + mes "The town you will be sent to is called Izlude which is a satellite of Prontera. The Swordman Association is located in the West of town. Please remember this."; + next; + mes "[Hanson]"; + mes "You will now"; + mes "be teleported."; + mes "Good luck,"; + mes "^A62A2A" + strcharinfo(0) + "^000000"; + mes "and farewell."; + close2; + set nov_1st_cos,0; + set nov_2nd_cos,0; + set nov_3_swordman,0; + set nov_3_archer,0; + set nov_3_thief,0; + set nov_3_magician,0; + set nov_3_acolyte,0; + set nov_3_merchant,0; + savepoint "izlude",93,104; + warp "izlude_in",74,167; + end; + case 2: + callsub S_UserJobchoice,"Swordsman"; + end; + } + } + else if (.@job_c == 2) { + mes "[Hanson]"; + mes "You enjoy analyzing things around you, and you're very independent. You have use insightful judgment and you can be very shy and logical."; + next; + mes "[Hanson]"; + mes "For you, the observative intellectual, ^696969Mage^000000 is the most suitable job."; + next; + mes "[Hanson]"; + mes "So, would you like to accept our recommendation or would you like to choose a job on your own?"; + next; + switch(select("Mage!:My own choice!")) { + case 1: + mes "[Hanson]"; + mes "That's a great choice!"; + mes "After you receive all the supplies, I'll teleport you to the Mage town."; + next; + mes "^660000List of Supplies^000000"; + mes "^0000335 Free Ticket for Kafra Storage^000000"; + mes "^0000335 Free Ticket for Kafra Transportation^000000"; + ////mes "^000099100 zeny^000000"; + mes "^0000331 Rod^000000"; + mes "^0000331 Cutter^000000"; + mes "^0000337 Phracon^000000"; + next; + //--------------------------------------------------------------------------------------------------------------------------------------------------- + set nov_3_swordman,40; + getitem 7059,5; //Cargo_Free_Ticket + getitem 7060,5; //Warp_Free_Ticket + getitem 1601,1; //Rod + getitem 1204,1; //Cutter + getitem 1010,7; //Phracon + ////getgold 100 + //--------------------------------------------------------------------------------------------------------------------------------------------------- + mes "[Hanson]"; + mes "Please check your inventory to see if you have received all the supplies listed. Let me briefly inform you about the items you've received."; + next; + mes "[Hanson]"; + mes "Free tickets for Kafra storage and transportation can be used for Kafra storage and teleport services."; + next; + mes "[Hanson]"; + mes "'Zeny' is the currency of Rune-Midgard. That 'Cutter' has been given to you so that you can fight monsters before you become a Mage."; + next; + mes "[Hanson]"; + mes "Once you become a Mage, you can use the 'Rod' that has been given to you. It will be very useful during your early days as a Mage."; + next; + mes "[Hanson]"; + mes "'Phracon' is an ore which can be used to upgrade lvl 1 weapons. To strengthen your Level 1 weapons with this Phracon, please visit a forge in one of the towns."; + next; + mes "[Hanson]"; + mes "The town you will arrive is named 'Geffen'."; + mes ""; + mes "The mage academy is located in the Northwest part in town. Please remember this."; + next; + mes "[Hanson]"; + mes "You'll now be teleported."; + mes "Good luck, ^A62A2A" + strcharinfo(0) + "^000000 and farewell."; + close2; + set nov_1st_cos,0; + set nov_2nd_cos,0; + set nov_3_swordman,0; + set nov_3_archer,0; + set nov_3_thief,0; + set nov_3_magician,0; + set nov_3_acolyte,0; + set nov_3_merchant,0; + savepoint "geffen",119,37; + warp "geffen_in",163,98; + end; + case 2: + callsub S_UserJobchoice,"Mage"; + end; + } + } + else if (.@job_c == 3) { + mes "[Hanson]"; + mes "You're very willful and very well organized. You've already set a goal in life and have become very responsible for your actions."; + next; + mes "[Hanson]"; + mes "Because of your drive and desire to succeed, ^696969Merchant^000000 is the most suitable job for you."; + next; + mes "[Hanson]"; + mes "So, would you like to accept our recommendation or would you like to choose a job on your own?"; + next; + switch(select("Merchant!:My own choice!")) { + case 1: + mes "[Hanson]"; + mes "That's a great choice!"; + mes "After you receive all the supplies, I will teleport you to the merchant town."; + next; + mes "^660000List of Supplies^000000"; + mes "^0000334 Free Ticket for Kafra Storage^000000"; + mes "^0000334 Free Ticket for Kafra Transportation^000000"; + mes "^0000334 Free Ticket for the Cart Service^000000"; + ////mes "^000099100 zeny^000000"; + mes "^0000331 Battle Axe^000000"; + mes "^0000337 Phracon^000000"; + next; + //--------------------------------------------------------------------------------------------------------------------------------------------------- + set nov_3_swordman,40; + getitem 7059,4; //Cargo_Free_Ticket + getitem 7060,4; //Warp_Free_Ticket + getitem 7061,4; //Cart_Free_Ticket + getitem 1351,1; //Battle_Axe + getitem 1010,7; //Phracon + ////getgold 100 + //--------------------------------------------------------------------------------------------------------------------------------------------------- + mes "[Hanson]"; + mes "Please check your inventory to see if you have received all the supplies listed. Let me briefly inform you about the items you've received."; + next; + mes "[Hanson]"; + mes "Free tickets for Kafra storage and transportation can be used for Kafra storage and teleport services."; + next; + mes "[Hanson]"; + mes "'Zeny' is the currency of Rune-Midgard. 'Battle Axe' will come in handy once you become a Merchant."; + next; + mes "[Hanson]"; + mes "'Phracon' is an ore which can be used to upgrade lvl 1 weapons. To strengthen your Battle Axe with this Phracon, please visit a forge in one of the towns."; + next; + mes "[Hanson]"; + mes "The town you will be sent to is named Alberta. The Merchant Guild is located to the SouthWest within Alberta. Please remember this."; + next; + mes "[Hanson]"; + mes "You will now"; + mes "be teleported."; + mes "Good luck,"; + mes "^A62A2A" + strcharinfo(0) + "^000000"; + mes "and farewell."; + close2; + set nov_1st_cos,0; + set nov_2nd_cos,0; + set nov_3_swordman,0; + set nov_3_archer,0; + set nov_3_thief,0; + set nov_3_magician,0; + set nov_3_acolyte,0; + set nov_3_merchant,0; + savepoint "alberta",30,232; + warp "alberta_in",62,44; + end; + case 2: + callsub S_UserJobchoice,"Merchant"; + end; + } + } + else if (.@job_c == 4) { + mes "[Hanson]"; + mes "Carpe diem:"; + mes "Seize the day."; + mes "That's how you live."; + next; + mes "[Hanson]"; + mes "From your natural curiosity"; + mes "comes a happy-go-lucky sense of adventure, and a desire to explore."; + next; + mes "[Hanson]"; + mes "For someone like you,"; + mes "^696969Thief^000000 is the most suitable job.'"; + next; + mes "[Hanson]"; + mes "So, would you like to accept our recommendation or would you like to choose a job on your own?"; + next; + switch(select("Thief!:My own choice!")) { + case 1: + mes "[Hanson]"; + mes "That's a great choice!"; + mes "After you receive all the supplies, I'll teleport you to the Thief town."; + next; + mes "^660000List of Supplies^000000"; + mes "^0000335 Free Ticket for Kafra Storage^000000"; + mes "^0000335 Free Ticket for Kafra Transportation^000000"; + ////mes "^000099100 Zeny^000000"; + mes "^0000331 Main Gauche^000000"; + mes "^0000337 Phracon^000000"; + next; + //--------------------------------------------------------------------------------------------------------------------------------------------------- + set nov_3_swordman,40; + getitem 7059,5; //Cargo_Free_Ticket + getitem 7060,5; //Warp_Free_Ticket + getitem 1207,1; //Main_Gauche + getitem 1010,7; //Phracon + ////getgold 100 + //--------------------------------------------------------------------------------------------------------------------------------------------------- + mes "[Hanson]"; + mes "Please check your inventory to see if you have received all the supplies listed. Let me briefly inform you about the items you've received."; + next; + mes "[Hanson]"; + mes "Free tickets for Kafra storage and transportation can be used for Kafra storage and teleport services."; + next; + mes "[Hanson]"; + mes "'Zeny' is the currency of Rune-Midgard. 'Main Gauche' is a weapon that will be very useful once you become a Thief."; + next; + mes "[Hanson]"; + mes "'Phracon' is an ore which can be used to upgrade lvl 1 weapons. To strengthen your Main Gauche with this Phracon, please visit a forge in one of the towns."; + next; + mes "[Hanson]"; + mes "The town you will be sent to is named Morroc. The Thief Guild is in the first underground floor of the pyramid NorthWest of Morroc. Remember this."; + next; + mes "[Hanson]"; + mes "You will now"; + mes "be teleported."; + mes "Good luck,"; + mes "^A62A2A" + strcharinfo(0) + "^000000"; + mes "and farewell."; + close2; + savepoint "morocc",150,99; + warp "moc_ruins",155,44; + end; + case 2: + callsub S_UserJobchoice,"Thief"; + end; + } + } + else if (.@job_c == 5) { + mes "[Hanson]"; + mes "You always try to understand other people, even though they are strange. You expect others to try to understand you."; + next; + mes "[Hanson]"; + mes "You refuse to be a ordinary person as you persue your dream. As a person sensitive to nature, ^696969Archer^000000 is the most suitable job for you."; + next; + mes "[Hanson]"; + mes "So, would you like to accept our recommendation or would you like to choose a job on your own?"; + next; + switch(select("Archer!:My own choice!")) { + case 1: + mes "[Hanson]"; + mes "That's a great choice!"; + mes "After you receive all the supplies, I'll teleport you to the Archer town."; + next; + mes "^660000List of Supplies^000000"; + mes "^0000335 Free Ticket for Kafra Storage^000000"; + mes "^0000335 Free Ticket for Kafra Transportation^000000"; + ////mes "^000099100 Zeny^000000"; + mes "^0000331 Composite Bow^000000"; + mes "^0000337 Phracon^000000"; + next; + //--------------------------------------------------------------------------------------------------------------------------------------------------- + set nov_3_swordman,40; + getitem 7059,5; //Cargo_Free_Ticket + getitem 7060,5; //Warp_Free_Ticket + getitem 1704,1; //Composite_Bow + getitem 1010,7; //Phracon + ////getgold 100 + //--------------------------------------------------------------------------------------------------------------------------------------------------- + mes "[Hanson]"; + mes "Please check your inventory to see if you have received all the supplies listed. Let me briefly inform you about the items you've received."; + next; + mes "[Hanson]"; + mes "Free tickets for Kafra storage and transportation can be used for Kafra storage and teleport services."; + next; + mes "[Hanson]"; + mes "'Zeny' is the currency of Rune-Midgard. 'Composite Bow' is a weapon that will be very useful once you become an Archer."; + next; + mes "[Hanson]"; + mes "'Phracon' is an ore which can be used to upgrade lvl 1 weapons. To strengthen your Composite Bow with this Phracon, please visit a forge in one of the towns."; + next; + mes "[Hanson]"; + mes "The town you will be sent to is named Payon. The Archer Guild is located to the NorthWest in town. Please remember this."; + next; + mes "[Hanson]"; + mes "You will now"; + mes "be teleported."; + mes "Good luck,"; + mes "^A62A2A" + strcharinfo(0) + "^000000"; + mes "and farewell."; + close2; + set nov_1st_cos,0; + set nov_2nd_cos,0; + set nov_3_swordman,0; + set nov_3_archer,0; + set nov_3_thief,0; + set nov_3_magician,0; + set nov_3_acolyte,0; + set nov_3_merchant,0; + savepoint "payon",70,100; + warp "payon_in02",64,65; + end; + case 2: + callsub S_UserJobchoice,"Archer"; + end; + } + } + else if (.@job_c == 6) { + mes "[Hanson]"; + mes "You are very warm hearted and considerate, and you're willing to sacrifice your well being for the sake of others."; + next; + mes "[Hanson]"; + mes "You're always eager to help others, which is why you're so well liked."; + next; + mes "[Hanson]"; + mes "For you who are kind of heart, ^696969Acolyte^000000 is the most suitable job."; + next; + mes "[Hanson]"; + mes "So, would you like to accept our recommendation or would you like to choose a job on your own?"; + next; + switch(select("Acolyte!:My own choice!")) { + case 1: + mes "[Hanson]"; + mes "That's a great choice!"; + mes "After you receive all the supplies, I'll teleport you behind the Sanctuary."; + next; + mes "^660000List of Supplies^000000"; + mes "^0000335 Free Ticket for Kafra Storage^000000"; + mes "^0000335 Free Ticket for Kafra Transportation^000000"; + ////mes "^000099100 Zeny^000000"; + mes "^0000331 Mace^000000"; + mes "^0000337 Phracon^000000"; + next; + //--------------------------------------------------------------------------------------------------------------------------------------------------- + set nov_3_swordman,40; + getitem 7059,5; //Cargo_Free_Ticket + getitem 7060,5; //Warp_Free_Ticket + getitem 1504,1; //Mace + getitem 1010,7; //Phracon + ////getgold 100 + //--------------------------------------------------------------------------------------------------------------------------------------------------- + mes "[Hanson]"; + mes "Please check your inventory to see if you have received all the supplies listed. Let me briefly inform you about the items you've received."; + next; + mes "[Hanson]"; + mes "Free tickets for Kafra storage and transportation can be used for Kafra storage and teleport services."; + next; + mes "[Hanson]"; + mes "'Zeny' is the currency of Rune-Midgard. 'Mace' is a weapon that will be very useful once you become an Acolyte."; + next; + mes "[Hanson]"; + mes "'Phracon' is an ore which can be used to upgrade lvl 1 weapons. To strengthen your Mace with this Phracon, please visit a forge in one of the towns."; + next; + mes "[Hanson]"; + mes "You have chosen to be an Acolyte. The town you will be sent to is named Prontera. The Sanctuary is NorthEast in Prontera. Please remember this."; + next; + mes "[Hanson]"; + mes "You will now"; + mes "be teleported."; + mes "Good luck,"; + mes "^A62A2A" + strcharinfo(0) + "^000000"; + mes "and farewell."; + close2; + set nov_1st_cos,0; + set nov_2nd_cos,0; + set nov_3_swordman,0; + set nov_3_archer,0; + set nov_3_thief,0; + set nov_3_magician,0; + set nov_3_acolyte,0; + set nov_3_merchant,0; + savepoint "prontera",117,72; + warp "prt_church",172,19; + end; + case 2: + callsub S_UserJobchoice,"Acolyte"; + end; + } + } + case 2: + mes "[Hanson]"; + mes "I understand."; + mes "Let me transport"; + mes "you to the world of"; + mes "Ragnarok Online"; + mes "immediately."; + next; + mes "[Hanson]"; + mes "For more information and knowledge, I hope you will obtain your own experiences in Rune-Midgard."; + next; + mes "[Hanson]"; + mes "Lastly..."; + mes "I hope you will"; + mes "become a nice player,"; + mes ""+ strcharinfo(0) +"."; + mes "Fare well."; + next; + set nov_3_swordman,40; + set nov_1st_cos,0; + set nov_2nd_cos,0; + set nov_3_swordman,0; + set nov_3_archer,0; + set nov_3_thief,0; + set nov_3_magician,0; + set nov_3_acolyte,0; + set nov_3_merchant,0; + set .@startmap,rand(1,6); + if ((.@startmap > 0) && (.@startmap < 2)) { + savepoint "prontera",117,72; + warp "prt_fild08",170,371; + } + else if ((.@startmap > 1) && (.@startmap < 3)) { + savepoint "geffen",119,37; + warp "gef_fild07",327,188; + } + else if ((.@startmap > 2) && (.@startmap < 4)) { + savepoint "alberta",30,232; + warp "pay_fild03",388,70; + } + else if ((.@startmap > 3) && (.@startmap < 5)) { + savepoint "morocc",150,99; + warp "moc_fild07",198,39; + } + else if ((.@startmap > 4) && (.@startmap < 6)) { + savepoint "payon",256,242; + warp "pay_fild01",334,354; + } + else if ((.@startmap > 5) && (.@startmap < 7)) { + savepoint "izlude",93,104; + warp "prt_fild08",357,212; + } + end; + } + } + else if (nov_3_swordman == 40) { + mes "[Hanson]"; + mes "Hmmm...?"; + mes "Why are you"; + mes "still here?"; + next; + mes "[Hanson]"; + mes "You didn't say anything, so"; + mes "I assumed you were already gone. Since you have already finished the final test and I gave you all the supplies..."; + next; + mes "[Hanson]"; + mes "The only thing"; + mes "left to do is to lead"; + mes "you to Rune-Midgard~"; + next; + set nov_1st_cos,0; + set nov_2nd_cos,0; + set nov_3_swordman,0; + set nov_3_archer,0; + set nov_3_thief,0; + set nov_3_magician,0; + set nov_3_acolyte,0; + set nov_3_merchant,0; + set .@startmap,rand(1,6); + if ((.@startmap > 0) && (.@startmap < 2)) { + savepoint "prontera",117,72; + warp "prt_fild08",170,371; + } + else if ((.@startmap > 1) && (.@startmap < 3)) { + savepoint "geffen",119,37; + warp "gef_fild07",327,188; + } + else if ((.@startmap > 2) && (.@startmap < 4)) { + savepoint "alberta",30,232; + warp "pay_fild03",388,70; + } + else if ((.@startmap > 3) && (.@startmap < 5)) { + savepoint "morocc",150,99; + warp "moc_fild07",198,39; + } + else if ((.@startmap > 4) && (.@startmap < 6)) { + savepoint "payon",70,100; + warp "pay_fild01",334,354; + } + else if ((.@startmap > 5) && (.@startmap < 7)) { + savepoint "izlude",93,104; + warp "prt_fild08",357,212; + } + end; + } + else { + mes "[Hanson]"; + mes "Hello, you"; + mes "must be "+ strcharinfo(0) +"."; + next; + mes "[Hanson]"; + mes "I am Hanson,"; + mes "the person in"; + mes "charge of the"; + mes "personality test."; + next; + mes "[Hanson]"; + mes "Please speak"; + mes "to Bruce for"; + mes "'Class Explanation'"; + mes "before we begin your"; + mes "test. Thank you."; + close; + } + +S_UserJobchoice: + mes "[Hanson]"; + mes "I see. It's your choice."; + mes "There is no obligation to change to the job we recommend. Please choose the job you wish to become."; + next; + select( "Swordsman:Mage:Merchant:Thief:Archer:Acolyte" ); + // @menu is already set by Core. + setarray .@Jobs$[1],"Swordsman","Mage","Merchant","Thief","Archer","Acolyte"; + + mes "[Hanson]"; + mes "You have chosen"; + if (@menu == 1) { + mes "to become a Swordsman."; + mes "You will be sent to"; + mes "the town of Izlude."; + next; + mes "[Hanson]"; + mes "The Swordman Association is located to the Northwest in Izlude. Please remember this."; + } + else if (@menu == 2) { + mes "to become a Mage."; + mes "You will be sent to"; + mes "the town of Geffen."; + next; + mes "[Hanson]"; + mes "The Mage Academy is located in the NorthWest in town. Please remember this."; + } + else if (@menu == 3) { + mes "to become a Merchant."; + mes "You will be sent to"; + mes "the town of Alberta."; + } + else if (@menu == 4) { + mes "to become a Thief."; + mes "You will be sent to"; + mes "the town of Morroc."; + next; + mes "[Hanson]"; + mes "The Thief guild is in the underground 1st floor of a pyramid which is NorthWest of town. Please remember this."; + } + else if (@menu == 5) { + mes "to become an Archer."; + mes "You will be sent to"; + mes "the town of Payon."; + next; + mes "[Hanson]"; + mes "The Archer Guild is located to the NorthWest in Payon. Please remember this."; + } + else { + mes "to become an Acolyte."; + mes "You will be sent to"; + mes "the town of Prontera."; + next; + mes "[Hanson]"; + mes "The Prontera Sanctuary is located to the NorthEast in Prontera. Please remember this."; + } + next; + mes "[Hanson]"; + mes "Let me give you"; + mes "some supplies. Then"; + mes "you will transported"; + mes "to the chosen town."; + next; + mes "^660000List of Supplies^000000"; + mes "^0000335 Free Ticket for Kafra Storage^000000"; + mes "^0000335 Free Ticket for Kafra Transportation^000000"; + mes "^0000331 Adventurer's Suit^000000"; + ////mes "^000099100 Zeny^000000"; + next; + //------------------------------------------------------------------------------------------------------------------------------------------------------------------------ + set nov_3_swordman,40; + getitem 7059,5; //Cargo_Free_Ticket + getitem 7060,5; //Warp_Free_Ticket + getitem 2305,1; //Adventure_Suit + ////getgold 100 + //------------------------------------------------------------------------------------------------------------------------------------------------------------------------ + mes "[Hanson]"; + mes "Please check your inventory"; + mes "to see if you have received all the supplies listed. Let me briefly inform you about the items you've received."; + next; + mes "[Hanson]"; + mes "Free tickets for Kafra storage and transportation can be used for Kafra storage and teleport services."; + next; + mes "[Hanson]"; + mes "'Zeny' is the currency of Rune-Midgard. The 'Adventurer's Suit' will come in handy once you become a " + .@Jobs$[@menu] + "."; + next; + mes "[Hanson]"; + mes "You will now"; + mes "be teleported."; + mes "Good luck,"; + mes "^A62A2A" + strcharinfo(0) + "^000000"; + mes "and farewell."; + next; + set nov_1st_cos,0; + set nov_2nd_cos,0; + set nov_3_swordman,0; + set nov_3_archer,0; + set nov_3_thief,0; + set nov_3_magician,0; + set nov_3_acolyte,0; + set nov_3_merchant,0; + if(@menu == 1) { + savepoint "izlude",93,104; + warp "izlude_in",74,167; + } + else if (@menu == 2) { + savepoint "geffen",119,37; + warp "geffen_in",163,98; + } + else if (@menu == 3) { + savepoint "alberta",30,232; + warp "alberta_in",62,44; + } + else if (@menu == 4) { + savepoint "morocc",150,99; + warp "moc_ruins",155,44; + } + else if (@menu == 5) { + savepoint "payon",70,100; + warp "payon_in02",64,65; + } + else { + savepoint "prontera",117,72; + warp "prt_church",172,19; + } + return; +} + +//Novice Instructor +new_1-4,91,22,4 script Bruce#nv 57,{ + if (Class == Job_Novice) { + if (nov_3_swordman == 20) { + mes "[Bruce]"; + mes "Let me explain the"; + mes "First Job Classes"; + mes "to you once again."; + mes "Which job did you"; + mes "have in mind?"; + next; + while(1) { + switch(select("Swordman:Mage:Archer:Merchant:Thief:Acolyte:End conversation.")) { + case 1: + mes "[Bruce]"; + mes "As the name implies, the"; + mes "Swordman is an expert in wielding Swords. They can also use Spear weapons, but typically you don't see Spear wielding Swordmen very often."; + next; + mes "[Bruce]"; + mes "Swordman possess strong physical strength, allowing them to equip heavy armor and weapons. Most weapon classes, except for bows and rods, can be equipped by the Swordman class."; + next; + mes "[Bruce]"; + mes "The only weakness of the Swordman class is that they cannot use magic spells. However, this can be compensated by using weapons with an elemental attribute."; + next; + mes "[Bruce]"; + mes "One of the greatest benefits of being a Swordman is having an enormous amount of HP, meaning they can more easily withstand damage from their enemies."; + next; + mes "[Bruce]"; + mes "After learning some strong attack skills, the Swordman is almost unbeatable in a melee fight."; + next; + mes "[Bruce]"; + mes "In Ragnarok Online, Swordman generally takes the position of tanker, protecting characters of other classes from being attacked or hurt."; + next; + mes "[Bruce]"; + mes "A Swordman is the ideal character to take the position of party leader. When advancing to the Second Job Class, Swordmen can change their jobs to ^8E2323Knights^000000 or ^8E2323Crusaders^000000."; + set nov_3_swordman,20; + next; + break; + case 2: + mes "[Bruce]"; + mes "The Mage class specializes in using the forces of Fire, Water, Earth and Lightning to attack their enemies."; + next; + mes "[Bruce]"; + mes "However, due to their weak physical strength, they are only allowed to equip Rods and Knives as weapons, and wear light armor for defense."; + next; + mes "[Bruce]"; + mes "Despite their physical weakness, they are able to do massive damage with their powerful spells. This fact alone attracts many people to join this class."; + next; + mes "[Bruce]"; + mes "In Ragnarok Online, the Mage takes a heavily offensive role in parties and is depended upon to deal great damage to enemies."; + next; + mes "[Bruce]"; + mes "When advancing to the Second Job Class, Mages can change their jobs to ^8E2323Wizards^000000 or ^8E2323Sages^000000."; + set nov_3_swordman,20; + next; + break; + case 3: + mes "[Bruce]"; + mes "The Archer class are experts in using Bow weapons, and are useful in parties for their long range attacks."; + next; + mes "[Bruce]"; + mes "Despite being physically weaker, Archers possess high accuracy with powerful long range bows. This allows them to attack and kill monsters from a safe distance."; + next; + mes "[Bruce]"; + mes "In Ragnarok Online, Archers have relatively little HP, but their long range attacks allow them to easily dispatch enemies before the enemy gets close enough to hurt them."; + next; + mes "[Bruce]"; + mes "When advancing to the Second Job Class, every Archer may advance to the ^8E2323Hunter^000000 class. Alternatively, male Archers may advance to become ^8E2323Bards^000000, and female Archers may become ^8E2323Dancers^000000."; + set nov_3_swordman,20; + next; + break; + case 4: + mes "[Bruce]"; + mes "The Merchant class specializes in commerce. Due to the strong influence of the Merchant Guild, the Merchant class is attractive to those who wish to focus on earning Zeny."; + next; + mes "[Bruce]"; + mes "In Ragnarok Online, the Merchant class possesses various economic abilities. Merchants can learn to sell items to NPCs for higher prices, as well as receive discounts from NPCs."; + next; + mes "[Bruce]"; + mes "In addition, Merchants may rent"; + mes "a Cart that greatly expands their carrying capacity and allows them to open shops with their own items and prices."; + next; + mes "[Bruce]"; + mes "When advancing to the Second Job Class, Merchants can change their jobs to ^8E2323Blacksmiths^000000 or ^8E2323Alchemists^000000."; + set nov_3_swordman,20; + next; + break; + case 5: + mes "[Bruce]"; + mes "Thieves are experts at using Dagger class weapons. They strike quickly and easily evade attacks from their enemies."; + next; + mes "[Bruce]"; + mes "Thieves can learn skills that allow them to hide from their enemies, or steal items from monsters. They are also feared for their use of poison, which slowly weakens"; + mes "their enemies."; + next; + mes "[Bruce]"; + mes "When advancing to the Second Job Class, Thieves can change their jobs to ^8E2323Assassins^000000 or ^8E2323Rogues^000000."; + set nov_3_swordman,20; + next; + break; + case 6: + mes "[Bruce]"; + mes "In Ragnarok Online, Acolytes act as messengers of God in Rune-Midgard. They possess skills that support their allies, as well as the life saving Heal ability."; + next; + mes "[Bruce]"; + mes "The Acolyte's support abilities make them a welcome addition to any party. In difficult situations, the Acolyte's skills will ensure the survival of the party, allowing other members to focus on offense."; + next; + mes "[Bruce]"; + mes "When advancing to the Second Job Class, Acolytes can change their jobs to ^8E2323Priests^000000 or ^8E2323Monks^000000."; + mes ""; + set nov_3_swordman,20; + next; + break; + case 7: + mes "[Bruce]"; + mes "For more information,"; + mes "please visit the official"; + mes "Ragnarok Online website:"; + mes " "; + mes "^0000FFiro.ragnarokonline.com^000000."; + next; + mes "[Bruce]"; + mes "Hanson is waiting"; + mes "for you now. Good luck"; + mes "out there, young Novice."; + close; + } + } + } + else if (nov_3_swordman == 40) { + mes "[Bruce]"; + mes "I'm sorry, but"; + mes "there's nothing"; + mes "more I can teach you."; + next; + mes "[Bruce]"; + mes "Hanson is waiting"; + mes "for you now. Good luck"; + mes "out there, young Novice."; + close; + } + else { + mes "[Bruce]"; + mes "You've gone"; + mes "through quite"; + mes "a bit of trouble"; + mes "to finish all the"; + mes "training courses."; + next; + mes "[Bruce]"; + mes "Hello there,"; + mes "^A62A2A" + strcharinfo(0) + "'^000000,"; + mes "pleased to meet you."; + mes "I am Bruce of the"; + mes "Rune-Midgarts Kingdom."; + next; + mes "[Bruce]"; + mes "My duty is to assist you by teaching information about each First Job Class, so that you can decide which job you want to be."; + next; + mes "[Bruce]"; + mes "The First Job Classes are"; + mes "^0000FFSwordman, Mage, Archer, Merchant, Thief and Acolyte^000000."; + next; + mes "[Bruce]"; + mes "So..."; + mes "Which job did"; + mes "you have in mind?"; + next; + while(1) { + switch(select("Swordman:Mage:Archer:Merchant:Thief:Acolyte:End conversation.")) { + case 1: + mes "[Bruce]"; + mes "As the name implies, the"; + mes "Swordman is an expert in wielding Swords. They can also use Spear weapons, but typically you don't see Spear wielding Swordmen"; + mes "very often."; + next; + mes "[Bruce]"; + mes "Swordmen possess strong physical strength, allowing them to equip heavy armor and weapons. Most weapon classes, except for bows and rods, can be equipped by the Swordman class."; + next; + mes "[Bruce]"; + mes "The only weakness of the Swordman class is that they cannot use magic spells. However, this can be compensated by using weapons with an elemental attribute."; + next; + mes "[Bruce]"; + mes "One of the greatest benefits of being a Swordman is having an enormous amount of HP, meaning they can more easily withstand damage from their enemies."; + next; + mes "[Bruce]"; + mes "After learning some strong attack skills, the Swordman is almost unbeatable in a melee fight."; + next; + mes "[Bruce]"; + mes "In Ragnarok Online, Swordman generally takes the position of tanker, protecting characters of other classes from being attacked or hurt."; + next; + mes "[Bruce]"; + mes "A Swordman is the ideal character to take the position of party leader. When advancing to the Second Job Class, Swordmen can change their jobs to ^8E2323Knights^000000 or ^8E2323Crusaders^000000."; + set nov_3_swordman,20; + next; + break; + case 2: + mes "[Bruce]"; + mes "The Mage class specializes in using the forces of Fire, Water, Earth and Lightning to attack their enemies."; + next; + mes "[Bruce]"; + mes "However, due to their weak physical strength, they are only allowed to equip Rods and Knives as weapons, and wear light armor for defense."; + next; + mes "[Bruce]"; + mes "Despite their physical weakness, they are able to do massive damage with their powerful spells. This fact alone attracts many people to join this class."; + next; + mes "[Bruce]"; + mes "In Ragnarok Online, the Mage takes a heavily offensive role in parties and is depended upon to deal great damage to enemies."; + next; + mes "[Bruce]"; + mes "When advancing to the Second Job Class, Mages can change their jobs to ^8E2323Wizards^000000 or ^8E2323Sages^000000."; + set nov_3_swordman,20; + next; + break; + case 3: + mes "[Bruce]"; + mes "The Archer class are experts in using Bow weapons, and are useful in parties for their long range attacks."; + next; + mes "[Bruce]"; + mes "Despite being physically weaker, Archers possess high accuracy with powerful long range bows. This allows them to attack and kill monsters from a safe distance."; + next; + mes "[Bruce]"; + mes "In Ragnarok Online, Archers have relatively little HP, but their long range attacks allow them to easily dispatch enemies before the enemy gets close enough to hurt them."; + next; + mes "[Bruce]"; + mes "When advancing to the Second Job Class, every Archer may advance to the ^8E2323Hunter^000000 class. Alternatively, male Archers may advance to become ^8E2323Bards^000000, and female Archers may become ^8E2323Dancers^000000."; + set nov_3_swordman,20; + next; + break; + case 4: + mes "[Bruce]"; + mes "The Merchant class specializes in commerce. Due to the strong influence of the Merchant Guild, the Merchant class is attractive to those who wish to focus on earning Zeny."; + next; + mes "[Bruce]"; + mes "In Ragnarok Online, the Merchant class possesses various economic abilities. Merchants can learn to sell items to NPCs for higher prices, as well as receive discounts from NPCs."; + next; + mes "[Bruce]"; + mes "In addition, Merchants may rent"; + mes "a Cart that greatly expands their carrying capacity and allows them to open shops with their own items and prices."; + next; + mes "[Bruce]"; + mes "When advancing to the Second Job Class, Merchants can change their jobs to ^8E2323Blacksmiths^000000 or ^8E2323Alchemists^000000."; + set nov_3_swordman,20; + next; + break; + case 5: + mes "[Bruce]"; + mes "Thieves are experts at using Dagger class weapons. They strike quickly and easily evade attacks from their enemies."; + next; + mes "[Bruce]"; + mes "Thieves can learn skills that allow them to hide from their enemies, or steal items from monsters. They are also feared for their use of poison, which slowly weakens"; + mes "their enemies."; + next; + mes "[Bruce]"; + mes "When advancing to the Second Job Class, Thieves can change their jobs to ^8E2323Assassins^000000 or ^8E2323Rogues^000000."; + set nov_3_swordman,20; + next; + break; + case 6: + mes "[Bruce]"; + mes "In Ragnarok Online, Acolytes act as messengers of God in Rune-Midgard. They possess skills that support their allies, as well as the life saving Heal ability."; + next; + mes "[Bruce]"; + mes "The Acolyte's support abilities make them a welcome addition to any party. In difficult situations, the Acolyte's skills will ensure the survival of the party, allowing other members to focus on offense."; + next; + mes "[Bruce]"; + mes "When advancing to the Second Job Class, Acolytes can change their jobs to ^8E2323Priests^000000 or ^8E2323Monks^000000."; + mes ""; + set nov_3_swordman,20; + next; + break; + case 7: + mes "[Bruce]"; + mes "For more information,"; + mes "please visit the official"; + mes "Ragnarok Online website:"; + mes " "; + mes "^0000FFiro.ragnarokonline.com^000000."; + next; + mes "[Bruce]"; + mes "Hanson is waiting"; + mes "for you now. Good luck"; + mes "out there, young Novice."; + close; + } + } + + } + } +} + +// Training Ground Mobs +new_1-3,0,0,0,0 monster Poring 1002,10,0,0,0 +new_1-3,0,0,0,0 monster Drops 1113,10,0,0,0 +new_1-3,0,0,0,0 monster Lunatic 1063,10,0,0,0 +new_1-3,0,0,0,0 monster ChonChon 1011,10,0,0,0 +new_2-3,0,0,0,0 monster Condor 1009,10,0,0,0 +new_2-3,0,0,0,0 monster Picky 1050,10,0,0,0 +new_2-3,0,0,0,0 monster Willow 1010,10,0,0,0 +new_2-3,0,0,0,0 monster Roda Frog 1012,10,0,0,0 +new_3-3,0,0,0,0 monster Condor 1009,10,0,0,0 +new_3-3,0,0,0,0 monster Picky 1050,10,0,0,0 +new_3-3,0,0,0,0 monster Willow 1010,10,0,0,0 +new_3-3,0,0,0,0 monster Roda Frog 1012,10,0,0,0 +new_4-3,0,0,0,0 monster Rocker 1052,10,0,0,0 +new_4-3,0,0,0,0 monster Thief Bug 1051,10,0,0,0 +new_4-3,0,0,0,0 monster Thief Bug 1053,10,0,0,0 +new_4-3,0,0,0,0 monster Spore 1014,10,0,0,0 +new_5-3,0,0,0,0 monster Rocker 1052,10,0,0,0 +new_5-3,0,0,0,0 monster Thief Bug 1051,1,0,0,0 +new_5-3,0,0,0,0 monster Thief Bug 1053,1,0,0,0 +new_5-3,0,0,0,0 monster Spore 1014,1,0,0,0 +new_1-3,0,0,0,0 monster Fabre 1184,5,0,0,0 +new_2-3,0,0,0,0 monster Fabre 1184,5,0,0,0 +new_3-3,0,0,0,0 monster Fabre 1184,5,0,0,0 +new_4-3,0,0,0,0 monster Fabre 1184,5,0,0,0 +new_5-3,0,0,0,0 monster Fabre 1184,5,0,0,0 + +//============================================================ +// Old changelog +//============================================================ +//= 1.0 Added the New Novice Training Grounds, a big thanks [MasterOfMuppets] +//= to Dr.Evil who did 90% of the work =) +//= 1.0b Temp measure to stop exploits. [Vicious] +//= 1.2 Removed Duplicates [Silent] +//= 1.3 Removed Duplicates [Toms] +//= 1.4 Added Kafra Free Cart Tickets, as in official one [Lupus] +//= 1.5 Fixed warps, removed map duplicates, typos [Lupus] +//= 1.6 Changed clone maps new_1-? -> new_zone0? [Lupus] +//= 1.7 Now Kafra Tickets are given at correct NPC/Actions [Lupus] +//= 1.7a a bit of optimization [Lupus] +//= 1.7b Corrected a little Typo Error. (bugreport:728) [Samuray22] +//= 1.7C Corrected another Typo Error. (bugreport:740) [Samuray22] +//============================================================ |