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-rw-r--r--npc/quests/first_class/tu_acolyte.txt1775
-rw-r--r--npc/quests/first_class/tu_archer.txt1934
-rw-r--r--npc/quests/first_class/tu_ma_th01.txt1337
-rw-r--r--npc/quests/first_class/tu_magician01.txt849
-rw-r--r--npc/quests/first_class/tu_merchant.txt1432
-rw-r--r--npc/quests/first_class/tu_sword.txt2475
-rw-r--r--npc/quests/first_class/tu_thief01.txt749
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diff --git a/npc/quests/first_class/tu_acolyte.txt b/npc/quests/first_class/tu_acolyte.txt
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+//===== rAthena Script =======================================
+//= Acolyte Class Tutorial and Job Specific Quest
+//===== By: ==================================================
+//= Fix up by Jukka
+//===== Current Version: =====================================
+//= 1.5
+//===== Compatible With: =====================================
+//= rAthena SVN (Testet in Trunk 88xx)
+//===== Description: =========================================
+//=
+//===== Additional Comments: =================================
+//= 1.0 Fully working
+//= 1.1 optimized [Lupus]
+//= TODO: Test, Add correct misceffects numbers
+//= 1.2 Fixed experience gains to match upcoming rate adjustments. [SinSloth]
+//= 1.3 Fixed bad NPC header data to comply with rev. 11603. [L0ne_W0lf]
+//= 1.4 Misc. updates. [L0ne_W0lf]
+//= 1.5 Adjusted EXP gains to Renewal values.
+//============================================================
+
+
+//=================================================Priest Praupin====================================================
+prt_church,179,15,1 script Priest Praupin 110,{
+ mes "[Priest Praupin]";
+ if(BaseClass != Job_Acolyte){
+ if(tu_acolyte01 == 25){
+ mes "Oh...!";
+ mes "You're "+strcharinfo(0)+" !";
+ mes "You've grown so much!";
+ mes "I'm truly proud of you.";
+ } else {
+ mes "May you";
+ mes "always be blessed...";
+ }
+ close;
+ }
+ switch(tu_acolyte01){
+ case 0:
+ mes "Welcome, little one.";
+ mes "Fate must have brought";
+ mes "us together so that we'd";
+ mes "meet today. It's nice to meet you.";
+ next;
+ mes "[Priest Praupin]";
+ mes "But I am concerned that";
+ mes "you may not know what to do";
+ mes "as an Acolyte from here on...";
+ next;
+ switch(select("I'm not worried.:What should I do?")){
+ case 1:
+ mes "[Priest Praupin]";
+ mes "Seeing your eyes filled with such determination assures me. But if you run into any trouble, feel free to ask me for help. Good bye for now, blessed child.";
+ close;
+ break;
+ case 2:
+ mes "[Priest Praupin]";
+ mes "There is a convent northeast";
+ mes "of Prontera called the Saint Capitolina Convent. Go there and look for ^3131FF Sister Asthe^000000. She is a sweet and gentle soul who has";
+ mes "much to teach you.";
+ next;
+ mes "[Priest Praupin]";
+ mes "I look forward to seeing you";
+ mes "become a better Acolyte after learning from Sister Asthe's instructions. If you like, I can send you to the convent.";
+ set tu_acolyte01, 1;
+ next;
+ if(select("Go to the convent.:Do not go.")==1){
+ mes "[Priest Praupin]";
+ mes "Please say hello";
+ mes "to Sister Asthe for me.";
+ mes "Have a safe trip, little one...";
+ close2;
+ warp "prt_monk",30,250;
+ end;
+ } else {
+ mes "[Priest Praupin]";
+ mes "If you'd like,";
+ mes "I can send you to";
+ mes "the convent at anytime.";
+ mes "Whenever you feel like";
+ mes "you need help, come to me.";
+ close;
+ }
+ break;
+ }
+ case 7:
+ mes "You're looking for someone";
+ mes "that handles things with Archers";
+ mes "at the church? Hmm...";
+ next;
+ mes "[Priest Praupin]";
+ mes "Ah, he's away at the convent right now. If you want to meet Bishop Maugins in the Saint Capitolina Convent, travel ^3131FFnorth^000000, ^3131FFeast^000000, ^3131FFeast^000000 and then ^3131FFeast^000000 from Prontera.";
+ close;
+ break;
+ case 22:
+ if(countitem(7181) > 0){ // Receipt_01
+ emotion e_gasp;
+ mes "Oh my, you seem";
+ mes "to be growing quickly";
+ mes "into your role as an Acolyte.";
+ mes "Was the training difficult?";
+ next;
+ mes "[Priest Praupin]";
+ mes "You have something";
+ mes "to give me? Oh yes, the";
+ mes "receipt! I was wondering";
+ mes "what had happened. Thank";
+ mes "you for all of your trouble.";
+ next;
+ mes "[Priest Praupin]";
+ mes "Oh my, oh my.";
+ mes "It's been a while.";
+ mes "I wonder if there is";
+ mes "anything I can give you?";
+ next;
+ mes "[Priest Praupin]";
+ mes "How about one of these?";
+ mes "I know I'm not offering much,";
+ mes "but they were quite helpful to me when I was a young Acolyte like yourself.";
+ next;
+ switch(select("Wand:Flail")) {
+ case 1:
+ delitem 7181,1; //Receipt_01
+ set tu_acolyte01,23;
+ getitem 1604,1; //Wand
+ break;
+ case 2:
+ delitem 7181,1; //Receipt_01
+ set tu_acolyte01,23;
+ getitem 1510,1; //Flail
+ break;
+ }
+ close;
+ } else {
+ mes "You are such a good person,";
+ mes "a true child of the light. I hope that many others will benefit from the purity of your heart and mind.";
+ close;
+ }
+ break;
+ case 25:
+ mes "You must now find";
+ mes "your own path and become";
+ mes "a better Acolyte using";
+ mes "your own strength.";
+ next;
+ mes "[Priest Praupin]";
+ mes "I am worried, but I trust in your courage and affection. May you always be protected and may";
+ mes "you always be blessed.";
+ close;
+ }
+ mes "Sister Asthe in the Saint Capitolina Convent is such";
+ mes "a sincere and loving person.";
+ next;
+ mes "[Priest Praupin]";
+ mes "Would you like me to send you to the convent so that you can learn from this wonderful teacher?";
+ next;
+ if(select("Yes, please.:No thanks.")==1){
+ mes "[Priest Praupin]";
+ mes "Please say hello";
+ mes "to Sister Asthe for me.";
+ mes "Have a safe trip, little one...";
+ close2;
+ warp "prt_monk",30,250;
+ end;
+ } else {
+ mes "[Priest Praupin]";
+ mes "If you'd like,";
+ mes "I can send you to";
+ mes "the convent at anytime.";
+ mes "Whenever you feel like";
+ mes "you need help, come to me.";
+ }
+ close;
+}
+
+//=================================================Asthe====================================================
+prt_monk,230,106,3 script Asthe#tu 79,{
+ mes "[Asthe]";
+ switch(tu_acolyte01){
+ case 1:
+ mes "Oh my...";
+ mes "How did such";
+ mes "a young Acolyte";
+ mes "manage to reach";
+ mes "this remote place?";
+ next;
+ if(select("I came for fun.:Priest Praupin suggested I come here.")==1){
+ mes "[Asthe]";
+ mes "This convent is always quiet and peaceful. Sitting on the benches and feeling the almighty presense all around you is such a relaxing, meditative experience.";
+ close;
+ } else {
+ mes "[Asthe]";
+ mes "Priest Praupin?";
+ mes "He's a very kind man";
+ mes "who's always thinking";
+ mes "about others. So he's";
+ mes "sent you to me for training?";
+ next;
+ mes "[Asthe]";
+ mes "Before we begin,";
+ mes "why don't you rest";
+ mes "for a little bit? You must be tired after traveling all the way here. When you're ready, just come";
+ mes "see me, okay?";
+ set tu_acolyte01, 2;
+ close;
+ }
+ break;
+ case 2:
+ mes "This castle, Saint Capitolina Convent, is a beautiful and peaceful place that brings";
+ mes "calm to any heart.";
+ next;
+ mes "[Asthe]";
+ mes "Well then...";
+ mes "Shall we begin";
+ mes "the lessons?";
+ next;
+ mes "[Asthe]";
+ mes ""+strcharinfo(0)+",";
+ mes "have you thought about what kind of Acolyte you would like to become? It's very important that you plan for the future that you want.";
+ next;
+ if(select("One that supports others.:One that punishes evil.")==1){
+ mes "[Asthe]";
+ mes "Ah, you have such";
+ mes "a generous heart!";
+ mes "Healing the pain of others and supporting your comrades in battle. You must have become an Acolyte in order to become a ^3131FFPriest^000000.";
+ next;
+ mes "[Asthe]";
+ mes "Priests have great supportive abilities and the power to battle evil. They use weapons to battle monsters like other fighters, but are ^3131FFforbidden from using blades^000000.";
+ } else {
+ mes "[Asthe]";
+ mes "We call those who use their fists as tools of divine punishment Monks. They deliver our message";
+ mes "of love and peace in a more... colorful manner.";
+ next;
+ mes "[Asthe]";
+ mes "But the path towards becoming";
+ mes "a Monk will require great patience and self-restraint. You'll often see Monks training their minds";
+ mes "and bodies throughout the land.";
+ }
+ next;
+ mes "[Asthe]";
+ mes "Well, you still have a long way to go. The best thing to do would be to take your time planning and consider your future seriously.";
+ next;
+ mes "[Asthe]";
+ mes "Now,";
+ mes ""+strcharinfo(0)+"...";
+ mes "What do you think";
+ mes "is the most necessary";
+ mes "skill for an Acolyte?";
+ next;
+ switch(select("Heal:Aqua Benedicta:Teleport")){
+ case 1:
+ mes "[Asthe]";
+ mes "Ah, yes.";
+ mes "^3131FFHeal ^000000 is a basic, yet important skill for people like us. It can recover your own health as";
+ mes "well as that of others.";
+ next;
+ break;
+ case 2:
+ mes "[Asthe]";
+ mes "^3131FFAqua Benedicta^000000 blesses";
+ mes "normal water and turns it into Holy Water. This is an important skill, but not considered one of the essentials that all Acolytes";
+ mes "should know.";
+ next;
+ mes "[Asthe]";
+ mes "In my opinion,";
+ mes "^3131FFHeal^000000 is the most important";
+ mes "skill that an Acolyte can learn. It's a special ability that can save others and defeat the";
+ mes "monsters borne of darkness.";
+ next;
+ break;
+ case 3:
+ mes "[Asthe]";
+ mes "^3131FFTeleport^000000 allows you to instantly move to another place. It is a great skill, but it's difficult to consider it necessary for all Acolytes.";
+ next;
+ mes "[Asthe]";
+ mes "In my opinion,";
+ mes "^3131FFHeal^000000 is the most important skill that an Acolyte can learn. It's a special ability that can save others and defeat the";
+ mes "monsters borne of darkness.";
+ next;
+ break;
+ }
+
+ mes "[Asthe]";
+ mes "You can use the holy power";
+ mes "in the Heal skill to attack Undead monsters (^3131FFShift + Heal^000000). The light of truth protects the righteous and destroys the wicked.";
+ next;
+ mes "[Asthe]";
+ mes "Just gather the";
+ mes "strength within your";
+ mes "heart into your hands...";
+ next;
+ mes "[Asthe]";
+ mes "HEAL !!";
+ unitskilluseid getcharid(3),28,10;
+ set tu_acolyte01, 3;
+ if(getskilllv("AL_HEAL") == 0){
+ getexp 0,10;
+ specialeffect2 EF_CONE;
+ }
+ close;
+ break;
+ case 3:
+ mes "I would like to give you an assignment, but what do you";
+ mes "think? I believe learning the basics is your most important";
+ mes "task for now.";
+ next;
+ if(getskilllv("AL_HEAL") < 3){
+ mes "[Asthe]";
+ mes "Well then, learn";
+ mes "the Heal skill up to";
+ mes "^3131FFLevel 3 ^000000 and then";
+ mes "return to me.";
+ next;
+ mes "[Asthe]";
+ mes "Your strength is undeveloped,";
+ mes "so fight weaker monsters for now.";
+ mes "I will lend you a Mace from the church, so use it well and ^3131FFreturn it^000000 when you're done, alright?";
+ next;
+ mes "[Asthe]";
+ mes "First ^0033FFstart fighting monsters around each town such as Prontera^000000. It'd be more convenient to fight the monsters here, but they might be too strong for you right now.";
+ next;
+ mes "[Asthe]";
+ mes "I'll change your Save Point so that you will respawn in the convent. Once you've learned Level 3 Heal, you can use a Butterfly Wing to return here.";
+ next;
+ mes "[Asthe]";
+ mes "You can also speak to ^3131FFPriest Praupin at the Prontera Church^000000";
+ mes "and he will send you back here.";
+ mes "He takes special care in helping young Acolytes.";
+ next;
+ mes "[Asthe]";
+ mes "Well then,";
+ mes "I hope you";
+ mes "have a safe trip.";
+ set tu_acolyte01,4;
+ getitem 1504,1; //Mace
+ getitem 602,1; //Wing_Of_Butterfly
+ savepoint "prt_monk",30,250;
+ close;
+ } else {
+ mes "[Asthe]";
+ mes "Oh my!";
+ mes "You've already";
+ mes "learned how to";
+ mes "properly use the";
+ mes "Heal skill. Very good!";
+ next;
+ mes "[Asthe]";
+ mes "I believe you're";
+ mes "ready for me to discuss";
+ mes "the next subject. Now,";
+ mes "let's see... Hmm...";
+ set tu_acolyte01, 5;
+ close;
+ }
+ break;
+ case 4:
+ if(getskilllv("AL_HEAL") > 2){
+ if(countitem(1504) > 0){
+ mes "Oh my!";
+ mes "Welcome back~";
+ mes "I see that you've";
+ mes "completed the assignment";
+ mes "already. Good work!";
+ next;
+ mes "[Asthe]";
+ mes "Now, I would like to have the Mace back, if you don't mind.";
+ mes "By any chance, do you carry ^FF0000any other Mace with an elemental Property^000000?";
+ mes "If so, please store the mace somewhere first.";
+ mes "I am afraid that my sight is too bad to distinguish the difference...Hoho.";
+ next;
+ mes "[Asthe]";
+ mes "Would you like me to take the mace away from your inventory now?";
+ next;
+ switch(select("Sure.:Let me check again.")) {
+ case 1:
+ break;
+ case 2:
+ mes "[Asthe]";
+ mes "Okay, no problem.";
+ mes "Please make sure that you do not carry any ^FF0000Mace with an elemental Property^000000.";
+ close;
+ }
+ mes "[Asthe]";
+ mes "Thank you so much.";
+ mes "You have returned the Mace.";
+ emotion e_heh;
+ set tu_acolyte01, 5;
+ delitem 1504, 1; //Mace
+ if(Class == Job_Acolyte_High){
+ getexp 200,100;
+ specialeffect2 EF_CONE;
+ close;
+ } else {
+ getexp 100,50;
+ specialeffect2 EF_CONE;
+ close;
+ }
+ } else {
+ mes "Oh my!";
+ mes "Welcome back~";
+ mes "I see that you've";
+ mes "completed the assignment.";
+ next;
+ mes "[Asthe]";
+ mes "But you must have forgotten the Mace I've lent you. Would you bring it back so that I can return it to the church?";
+ close;
+ }
+ }
+ mes "Are you having";
+ mes "a hard time training";
+ mes "to learn Level 3 Heal?";
+ mes "Please don't be discouraged.";
+ next;
+ mes "[Asthe]";
+ mes "The basics are crucial to gaining mastery of the more advanced skills that you'll learn later. Just keep in mind that all of your efforts and suffering will become glory";
+ mes "and happiness.";
+ close;
+ break;
+ case 5:
+ mes "I suppose I can tell you a little more about the Acolyte job. You already know that Novices must train and go to Prontera Church to become an Acolyte, your First Job Class.";
+ next;
+ mes "[Asthe]";
+ mes "After you become an Acolyte";
+ mes "at ^3131FFJob Level 40^000000, you will have the opportunity to change to a more specialized Second Job Class.";
+ next;
+ mes "[Asthe]";
+ mes "When changing";
+ mes "to the Second Jobs,";
+ mes "Acolytes can become ^3131FFPriests^000000,";
+ mes "the apostles of mercy, or ^3131FFMonks^000000";
+ mes "who carry out God's wrath.";
+ next;
+ mes "[Asthe]";
+ mes "Priests and Monks can";
+ mes "change to the Transcendent Class";
+ mes "by visiting Valkyrie in Valhalla. Priests can become ^3131FFHigh Priests^000000 and Monks can become ^3131FFChampions^000000.";
+ next;
+ mes "[Asthe]";
+ mes "Did you undertand all that?";
+ mes "Ho ho ho~ No need to try to remember everything right now. You'll get the hang of it.";
+ set tu_acolyte01, 6;
+ close;
+ break;
+ case 6:
+ mes ""+strcharinfo(0)+",";
+ mes "I just received this letter, but it seems to have been a mistake.";
+ mes "It's actually addressed";
+ mes "to Priest Gardron.";
+ next;
+ mes "[Asthe]";
+ mes "However, I'm a little busy with";
+ mes "my work right now, so would you deliver this to Priest Gardron in the next building for me?";
+ set tu_acolyte01,7;
+ getitem 7148,1; //Mother_Letter
+ close;
+ break;
+ case 7:
+ mes "Would you please";
+ mes "deliver this letter";
+ mes "to Priest Gardron for me?";
+ mes "You can find him in the";
+ mes "building nearby.";
+ close;
+ break;
+ case 9:
+ mes "You went to Prontera on behalf of the convent for Priest Gardron? That must have been tough...";
+ next;
+ mes "[Asthe]";
+ mes "Blessing!";
+ unitskilluseid getcharid(3),34,10;
+ next;
+ mes "[Asthe]";
+ mes "Now I'm going to teach you";
+ mes "about ^FF0000Blessing^000000. This is a holy skill that delivers the blessing of God. Blessing will temporarily raise ^3131FFSTR^000000,^3131FFINT^000000,^3131FFDEX^000000 and remove ^3131FFCurse^000000.";
+ next;
+ mes "[Asthe]";
+ mes "Like Heal,";
+ mes "Blessing can be used";
+ mes "against Undead monsters.";
+ mes "(^3131FFSHIFT + Blessing^000000)";
+ mes "Blessing will actually";
+ mes "place a curse on the Undead.";
+ next;
+ mes "[Asthe]";
+ mes "Blessing can be learned after you learn Level 5 ^3131FFDivine Protection^000000. That's the skill that will increase your resistance to damage from Undead and Demon monsters.";
+ next;
+ mes "[Asthe]";
+ mes "Being able to serve God and";
+ mes "bless others with his glory is a great honor. Well, that's all for this lesson.";
+ next;
+ mes "[Asthe]";
+ mes "Oh, yes...!";
+ mes "In the cemetary northwest";
+ mes "of here, I've been taking care of a lost dog. Right now, it's time to feed him.";
+ next;
+ mes "[Asthe]";
+ mes "Sorry for the hassle,";
+ mes "but would you go and";
+ mes "feed the dog for me?";
+ next;
+ mes "^3355FFSister Asthe gives";
+ mes "you some dog food.^000000";
+ set tu_acolyte01, 10;
+ close;
+ break;
+ case 11:
+ case 12:
+ mes "How to expel";
+ mes "an evil spirit?";
+ mes "Why, it's the same";
+ mes "way that you would";
+ mes "remove a curse...";
+ next;
+ mes "[Asthe]";
+ mes "Ah...";
+ mes "I believe";
+ mes "this is a test";
+ mes "given to you by God.";
+ next;
+ mes "[Asthe]";
+ mes "You already";
+ mes "know the answer.";
+ mes "Think carefully";
+ mes "and it will come.";
+ set tu_acolyte01, 12;
+ close;
+ break;
+ case 13:
+ mes "You remember that";
+ mes "you can learn Divine";
+ mes "Protection after learning";
+ mes "Blessing, right?";
+ next;
+ mes "[Asthe]";
+ mes "When you open the";
+ mes "Skill Window, you'll see that you can also learn ^3131FFDemon Bane^000000 and ^3131FFAngelus^000000, depending on your level of Divine Protection.";
+ next;
+ mes "[Asthe]";
+ mes "Now, ^3131FFDemon Bane^000000 increases your Attack Strength against Undead and Demon monsters, so it's useful for those of us who serve God by expelling evil.";
+ next;
+ mes "[Asthe]";
+ mes "Once you have learned Level 3 Demon Bane, you can learn ^3131FFSignum Crucis^000000 which decreases the defense of the targeted Undead or Ghost monster.";
+ specialeffect EF_SIGNUM;
+ next;
+ mes "[Asthe]";
+ mes "^3131FFAngelus^000000 increases the defense in your party, including yourself. It is affected by the VIT stat, so the higher your VIT, the better it works.";
+ specialeffect EF_ANGELUS;
+ next;
+ mes "[Asthe]";
+ mes "That's about it";
+ mes "for Divine Protection.";
+ mes "Let's take a break before";
+ mes "we proceed to the next lesson,";
+ mes "alright? I'll be right here.";
+ set tu_acolyte01, 14;
+ close;
+ break;
+ case 14:
+ mes "Now it's time";
+ mes "for your next lesson.";
+ mes "Let's talk about the";
+ mes "^3131FFIncrease AGI^000000 skill which is";
+ mes "part of the Heal skill tree.";
+ next;
+ mes "[Asthe]";
+ mes "You can learn Increase AGI after you learn Level 3 ^3131FFHeal^000000. True to its name, Increase AGI temporarily increases the ^3131FFagility (AGI)^000000 of its target.";
+ next;
+ mes "[Asthe]";
+ mes "Increase AGI";
+ mes "also increases";
+ mes "^3131FFDodge Rate^000000,";
+ mes "^3131FFAttack Speed^000000,";
+ mes "and ^3131FFMovement Speed^000000.";
+ next;
+ mes "[Asthe]";
+ mes "Try it for";
+ mes "yourself, okay?";
+ set tu_acolyte01, 15;
+ unitskilluseid getcharid(3),29,10;
+ close;
+ break;
+ case 15:
+ mes "Once you learn";
+ mes "Level 1 Increase AGI,";
+ mes "you can begin learning";
+ mes "^3131FFDecrease AGI^000000.";
+ next;
+ mes "[Asthe]";
+ mes "Like you'd expect, Decrease AGI slows down enemies, reducing their agility, Movement Speed, Dodge Rate and Attack Speed. Its effect is the exact reverse of Increase AGI.";
+ set tu_acolyte01, 15;
+ next;
+ mes "[Asthe]";
+ mes "The last skill in the Heal skill tree is ^3131FFCure^000000. You can learn Cure after learning Level 2 Heal.";
+ next;
+ mes "[Asthe]";
+ mes "Cure can remove irregular";
+ mes "statuses like ^3131FFSilence^000000, ^3131FFCurse^000000,";
+ mes "and ^3131FFStone Curse^000000. When used on Undead monsters, Cure will";
+ mes "actually curse them.";
+ specialeffect EF_CURE;
+ next;
+ mes "[Asthe]";
+ mes "For now, don't forget that the Increase AGI, Decrease AGI and";
+ mes "Cure skills can only be learned";
+ mes "by learning the Heal skill.";
+ set tu_acolyte01, 16;
+ close;
+ break;
+ case 16:
+ mes "You've been learning";
+ mes "really quickly. I'm glad";
+ mes "that we've gotten to this";
+ mes "point already.";
+ next;
+ mes "[Asthe]";
+ mes "Once you become";
+ mes "an Acolyte, you can";
+ mes "learn the ^3131FFRuwach^000000 skill.";
+ next;
+ mes "[Asthe]";
+ mes "Ruwach is used to detect ^3131FFhidden enemies^000000. Mages have a similar skill called Sight, but only it can only detect enemies. Ruwach will simultaneously detect and";
+ mes "damage hidden enemies.";
+ specialeffect EF_RUWACH;
+ next;
+ mes "[Asthe]";
+ mes "After you have learned Ruwach,";
+ mes "you can learn ^3131FFTeleport^000000. Teleport will instantly send you to a random spot on the map or to your Save Point.";
+ next;
+ mes "[Asthe]";
+ mes "After learning Level 2 Teleport, you can learn ^3131FFWarp Portal^000000 which will allow you to warp to a Memo Point, or saved destination, by consuming ^FF00001 Blue Gemstone^000000.";
+ next;
+ mes "[Asthe]";
+ mes "Once you have mastered Warp Portal you can ^3131FFremember three Memo Points^000000. You can't save Memo Points in in most fields or dungeons, but you can use the ^FF0000/memo^000000 command in";
+ mes "towns and certain fields.";
+ next;
+ mes "[Asthe]";
+ mes "Was that confusing?";
+ mes "Just think that Teleport";
+ mes "and Warp Portal allow servants";
+ mes "of God to move swiftly from place";
+ mes "to place.";
+ next;
+ mes "[Asthe]";
+ mes "I have my home and the convent saved as Memo Points, so I simply warp back and forth between work and home.";
+ next;
+ mes "[Asthe]";
+ mes "Now...";
+ mes "The last skill";
+ mes "of the Ruwach tree";
+ mes "is called ^3131FFPneuma^000000.";
+ next;
+ mes "[Asthe]";
+ mes "Pneuma shields characters";
+ mes "within a 3*3 block, or a 9 cell area, from ^FF0000long range attacks^000000. If you party with Archers or other Bow users, be careful since you might accidentally block their attacks.";
+ specialeffect2 EF_PNEUMA;
+ next;
+ mes "[Asthe]";
+ mes "There are some Undead monsters";
+ mes "that can attack from a distance, so protecting yourself with Pneuma and attacking with Heal would be a good strategy.";
+ next;
+ mes "[Asthe]";
+ mes "Now, we've covered some";
+ mes "pretty complicated material in this lesson. Would you like to hear this again?";
+ next;
+ if(select("Listen again.:Move to the next topic.")==1){
+ mes "[Asthe]";
+ mes "Alright,";
+ mes "give me a moment";
+ mes "to catch my breath~";
+ close;
+ } else {
+ mes "[Asthe]";
+ mes "Ho ho!";
+ mes "What a smart Acolyte~";
+ set tu_acolyte01, 17;
+ close;
+ }
+ break;
+ case 17:
+ mes "Oh dear...!";
+ mes "All of these things were delivered to me by accident! And some of these packages were supposed to";
+ mes "be sent to the Prontera Sanctuary!";
+ next;
+ mes "[Asthe]";
+ mes "Would you do another favor for me again? Please distribute the mail here and to Prontera Church since";
+ mes "I simply don't have the time.";
+ next;
+ mes "[Asthe]";
+ mes "It seems that some of these are more urgent than others, so would you please deliver them in a certain order?";
+ next;
+ mes "[Asthe]";
+ mes "The first is a package to a worker in the north. His name is ^3131FFVeiner^000000. The next delivery is for ^3131FFHedrick^000000, who's near the convent entrance.";
+ next;
+ mes "[Asthe]";
+ mes "The third one is from the Blacksmith Guild to the ^3131FFBlacksmith^000000 who makes weapons and armor for Monks. The fourth delivery goes to ^3131FFPriest Karven^000000 in the next building.";
+ next;
+ mes "[Asthe]";
+ mes "Oh, and this last delivery is a receipt for ^3131FFPriest Praupin^000000, the priest who told you about me.";
+ mes "Here you go, the letters and packages...";
+ if(MaxWeight - Weight < 2430){
+ next;
+ mes "[Asthe]";
+ mes "Oh...!";
+ mes "You don't seem to";
+ mes "have enough space";
+ mes "to carry everything.";
+ mes "Why don't you put some of your things in Kafra Storage first?";
+ } else {
+ set tu_acolyte01, 18;
+ getitem 7183,1; //Sister_Letter
+ getitem 7181,1; //Receipt_01
+ getitem 1081,2; //Merchant_Box_1
+ getitem 7148,1; //Mother_Letter
+ }
+ close;
+ break;
+ case 18:
+ case 19:
+ case 20:
+ case 21:
+ case 22:
+ mes "Okay, don't";
+ mes "forget the order";
+ mes "in which you need";
+ mes "to deliver the letters";
+ mes "and packages. That's";
+ mes "very important.";
+ next;
+ mes "[Asthe]";
+ mes "The first is a package to a worker in the north. His name is ^3131FFVeiner^000000. The next delivery is for ^3131FFHedrick^000000, who's near the convent entrance.";
+ next;
+ mes "[Asthe]";
+ mes "The third one is from the Blacksmith Guild to the ^3131FFBlacksmith^000000 who makes weapons and armor for Monks. The fourth delivery goes to ^3131FFPriest Karven^000000 in the next building.";
+ next;
+ mes "[Asthe]";
+ mes "Oh, and this last delivery is a receipt for ^3131FFPriest Praupin^000000, the priest who told you about me. Alright, have a safe trip~";
+ close;
+ break;
+ case 23:
+ mes "Ah, you're finishing";
+ mes "making all of those deliveries? Thank you very much! How was it meeting Priest Praupin after such";
+ mes "a long time?";
+ next;
+ mes "[Asthe]";
+ mes "We make relationships with other people throughout our lives and our memories of them live on in our hearts, you know.";
+ next;
+ mes "[Asthe]";
+ mes "When you feel lonely, let those memories shine through your dark gloom. Just thinking about the people you care about can heal your emotional wounds when times are rough.";
+ next;
+ mes "[Asthe]";
+ mes "Those who can cherish the present can form lasting relationships. They're the first who will embrace happiness in the future. Remember that.";
+ next;
+ mes "[Asthe]";
+ mes "I get the feeling that you have become a good friend to Priest Praupin. I hope that Priest Praupin continues to be a good friend to you as well.";
+ next;
+ mes "[Asthe]";
+ mes "Alright then,";
+ mes "the next time we";
+ mes "meet, I will give";
+ mes "you my final lesson.";
+ set tu_acolyte01, 24;
+ close;
+ break;
+ case 24:
+ mes "The last skill";
+ mes "I will teach you";
+ mes "about is ^3131FFAqua Benedicta^000000.";
+ next;
+ mes "[Asthe]";
+ mes "Water is so commonplace that";
+ mes "we forget that it's at the center of nature. It's very basic, but essential.";
+ next;
+ mes "[Asthe]";
+ mes "Place the water into a cup like so and focus all of your holy energy like this... And then...";
+ next;
+ specialeffect EF_AQUA;
+ mes "[Asthe]";
+ mes "Aqua";
+ mes "Benedicta!";
+ next;
+ mes "[Asthe]";
+ mes "This is how you create ^3131FFHoly Water^000000. Remember that your ^3131FFfeet must be touching water^000000 in order to use the Aqua Benedicta skill.";
+ next;
+ mes "[Asthe]";
+ mes "Ho ho~";
+ mes "Well, that's all";
+ mes "I have to teach you.";
+ mes "It may have been rough,";
+ mes "but you did a good job.";
+ next;
+ mes "[Asthe]";
+ mes "Oh! If you go back to the Prontera Sanctuary, I believe you can learn a secret skill. It couldn't hurt to stop by and check.";
+ next;
+ mes "[Asthe]";
+ mes "Well, please don't forget what I've taught you. I hope you look back with fondness at our time together amongst these beautiful flowers. May God bless you~";
+ set tu_acolyte01, 25;
+ getexp 500,300;
+ specialeffect2 EF_CONE;
+ close;
+ }
+ mes "If you get into an";
+ mes "argument with someone,";
+ mes "talk it over while sharing";
+ mes "a nice, warm meal.";
+ next;
+ mes "[Asthe]";
+ mes "With such warm delicious food in your body, all angry feelings will melt away like the snow.";
+ next;
+ mes "[Asthe]";
+ mes "I'm not joking!";
+ mes "If you happen to get in a fight with someone close to you, this might help. I'm speaking from life experience, you know.";
+ close;
+}
+
+
+//=================================================Priest Gardron====================================================
+monk_in,18,38,6 script Priest Gardron#tu 110,{
+ mes "[Priest Gardron]";
+ if(tu_acolyte01 == 7){
+ if(countitem(7148) >= 1){
+ mes "Hmm...?";
+ mes "What's that?";
+ mes "You have something for me?";
+ next;
+ emotion e_gasp;
+ mes "[Priest Gardron]";
+ mes "Oh! This is a letter from my mother back home. Thank you for bringing this to me, young Acolyte.";
+ next;
+ mes "[Priest Gardron]";
+ mes "I've worried about";
+ mes "her, especially since";
+ mes "she is getting old now, but I'm relieved to hear that her health";
+ mes "is good. We are truly blessed...";
+ delitem 7148,1; //Mother_Letter
+ set tu_acolyte01,8;
+ close;
+ } else {
+ mes "Hmm...?";
+ mes "What's that?";
+ mes "You have something for";
+ mes "me? A letter you say?";
+ next;
+ mes "[Priest Gardron]";
+ mes "Well, it seems that";
+ mes "you must have forgotten";
+ mes "it or misplaced it somewhere.";
+ close;
+ }
+ } else if(tu_acolyte01 == 8){
+ if(countitem(939) > 4){
+ mes "Oh..!";
+ mes "You've returned!";
+ mes "Let's see... One...";
+ mes "Two... Three...";
+ next;
+ mes "[Priest Gardron]";
+ mes "Thank you very much!";
+ mes "You've done a great job";
+ mes "on behalf of the convent,";
+ mes "not to mention the fact that";
+ mes "you've protected the citizens";
+ mes "of Prontera from danger.";
+ next;
+ mes "[Priest Gardron]";
+ mes "May you always";
+ mes "be blessed. Now, you";
+ mes "should return to Sister";
+ mes "Asthe to continue your";
+ mes "Acolyte training.";
+ set tu_acolyte01, 9;
+ percentheal 100,100;
+ getexp 200,200;
+ specialeffect2 EF_CONE;
+ //getitem 505,1; //Blue_Potion
+ close;
+ } else {
+ mes "A little while ago, a Prontere Sister sent me a message. Apparently,";
+ mes "the residents of Prontera are being plagued by Hornets.";
+
+ next;
+ mes "[Priest Gardron]";
+ mes "She has requested the convent for help, but we've got a big problem. We're running out of people here that can deal with this situation...";
+ next;
+ mes "[Priest Gardron]";
+ mes "....!";
+ emotion e_gasp;
+ next;
+ mes "[Priest Gardron]";
+ mes ""+strcharinfo(0)+",";
+ mes "may I ask";
+ mes "you to take care";
+ mes "of this task? Exterminate the Hornets west of Prontera.";
+ next;
+ mes "[Priest Gardron]";
+ mes "Since you're still in basic training, I will give you some";
+ mes "help if you return with";
+ mes "^3131FF5 Bee Stings^000000.";
+ next;
+ mes "[Priest Gardron]";
+ mes "Now then...";
+ mes "Will you go to Prontera?";
+ next;
+ if(select("Let's go to Prontera!:Um, let me get ready first.")==1){
+ mes "[Priest Gardron]";
+ mes "Good, good.";
+ mes "I shall send you";
+ mes "there to fight the monsters west of Prontera so that you can return with 5 Bee Stings. May God bless you...";
+ close2;
+ warp "prontera",116,72;
+ end;
+ }
+ close;
+ }
+ }
+ mes "May light always";
+ mes "come and illuminate";
+ mes "the darkness. In times";
+ mes "of hardship, remind us";
+ mes "that there are no miracles";
+ mes "without hope...";
+ close;
+}
+
+//=================================================Dog====================================================
+prt_monk,235,245,5 script Dog#tu 81,{
+ mes "[Dog]";
+ mes "^CDB79EBark bark!";
+ mes "Woof woof!^000000";
+ next;
+ if(tu_acolyte01 == 10){
+ set .@dog_food, 0;
+ while((1)){
+ switch(select("Give a treat.:Pet the dog.:End actions.")){
+ case 1:
+ set .@dog_food, .@dog_food + 1;
+ if(.@dog_food > 4){
+ mes "[Dog]";
+ mes "^CDB79EGrrrrrr...!^000000";
+ emotion e_an;
+ next;
+ mes "^3355FFThe dog grinds";
+ mes "its teeth and glares";
+ mes "at you menacingly.^000000";
+ next;
+ } else {
+ mes "[Dog]";
+ mes "^CDB79ERoof roof!^000000";
+ emotion e_lv;
+ next;
+ }
+ break;
+ case 2:
+ mes "[Dog]";
+ mes "^CDB79ERoof roof~^000000";
+ emotion e_lv;
+ next;
+ break;
+ case 3:
+ mes "[Dog]";
+ mes "^CDB79ERoof roof!^000000";
+ next;
+ break;
+ }
+ }
+ }
+ mes "["+strcharinfo(0)+"]";
+ mes "So cute~!";
+ close;
+}
+
+//=================================================Boy====================================================
+prt_monk,243,238,5 script Boy#boy_voi 139,5,5,{
+OnTouch_:
+ if(tu_acolyte01 != 10)end;
+ mes "[??]";
+ mes "^333333*Sniff*^000000";
+ mes "Sister...";
+ close;
+}
+
+//=================================================Ill Girl====================================================
+prt_monk,226,257,6 script Ill Girl#tu 93,{
+ mes "[Angelic]";
+ if(tu_acolyte01 > 12){
+ mes "Thanks for helping me.";
+ mes "I'm sad my older sister is no longer with me, but I oughta";
+ mes "cheer up, right? I'll try my best!";
+ emotion e_heh;
+ close;
+ }
+ mes "Sister, don't go...";
+ mes "^333333*Sniff* *Cough cough!*^000000";
+ mes "It h-hurts so... much...!";
+ mes "Sis...ter...";
+ if(tu_acolyte01 == 10){
+ next;
+ mes "[Angelic]";
+ mes "^333333*Sniff...*^000000";
+ mes "Are you from";
+ mes "the convent?";
+ next;
+ mes "[Angelic]";
+ mes "...";
+ mes "......";
+ next;
+ mes "[Angelic]";
+ mes "Save...";
+ mes "My sister...";
+ next;
+ mes "[Angelic]";
+ mes "^333333*Sniff sniff*";
+ mes "^333333*Cough cough*";
+ mes "H-hurts...";
+ next;
+ select("Are you alright?");
+
+ mes "[Angelic]";
+ mes "My sister...";
+ mes "She was so beautiful...";
+ mes "She was such a nice girl.";
+ mes "But then, one day...";
+ next;
+ mes "[Angelic]";
+ mes "This disgusting looking";
+ mes "person was coated in this icky stuff and attacked her. She was poisoned and her body became";
+ mes "colder and... ^333333*Sniff*^000000";
+ next;
+ mes "[Angelic]";
+ mes "I was with her and I got sick too. I wasn't poisoned as badly, but";
+ mes "my whole body feels heavy and I've been having these nightmares...";
+ next;
+ mes "[Angelic]";
+ mes "^333333*Cough cough!*^000000";
+ mes "Will I join my";
+ mes "sister like this?";
+ next;
+ mes "^3355FFThis girl looks";
+ mes "really sick. Maybe you";
+ mes "should take a better look";
+ mes "and see what's wrong.^000000";
+ next;
+ mes "["+strcharinfo(0)+"]";
+ mes "Are you alright?";
+ next;
+ specialeffect EF_CURSEATTACK ;
+ soundeffectall "_curse.wav",0;
+ emotion e_omg;
+ mes "["+strcharinfo(0)+"]";
+ mes "This is....!";
+ mes "A cursed spirit";
+ mes "is tormenting this";
+ mes "poor young girl!";
+ next;
+ mes "["+strcharinfo(0)+"]";
+ mes "I'll cure you...";
+ mes "For sure.";
+ set tu_acolyte01, 11;
+ close;
+ } else
+ if(tu_acolyte01 == 11){
+ next;
+ mes "[Angelic]";
+ mes "It hurts...!";
+ mes "I... I can't...!";
+ close;
+ } else
+ if(tu_acolyte01 == 12){
+ next;
+ mes "^3355FFYou go towards";
+ mes "the girl, place your hands";
+ mes "on her back and perform";
+ mes "a holy spell...^000000";
+ next;
+ switch(select("Heal!:Blessing!:Cure!:Recovery!:Signum Crucis!:B.S Sacramenti!")){
+ case 1:
+ mes "["+strcharinfo(0)+"]";
+ mes "H...";
+ mes "Heal !!";
+ specialeffect EF_HEAL ;
+ next;
+ mes "^3355FFNothing happened.";
+ mes "It doesn't look like";
+ mes "that skill will work.^000000";
+ close;
+ break;
+ case 2:
+ if(getskilllv("AL_BLESSING") > 0){
+ mes "["+strcharinfo(0)+"]";
+ mes "B...";
+ mes "Blessing!";
+ next;
+ if(rand(100) < getskilllv("AL_BLESSING")*10){
+ specialeffect EF_BLESSING;
+ mes "["+strcharinfo(0)+"]";
+ mes "I...";
+ mes "I did it!!";
+ next;
+ mes "^3355FFWhat a great";
+ mes "chance for you to";
+ mes "practice your abilities!";
+ mes "It seemed that this good";
+ mes "deed has improved your skills.^000000";
+ set tu_acolyte01, 13;
+ getexp 0,100;
+ specialeffect2 EF_CONE;
+ next;
+ break;
+ } else {
+ mes "["+strcharinfo(0)+"]";
+ mes "Huh...?";
+ mes "It's not working...";
+ mes "Maybe it's because";
+ mes "I'm still learning?";
+ close;
+ }
+ } else {
+ mes "^3355FFYou didn't learn";
+ mes "this skill yet, so you're";
+ mes "not able to use it for now.^000000";
+ close;
+ }
+ break;
+ case 3:
+ if(getskilllv("AL_CURE") > 0){
+ mes "["+strcharinfo(0)+"]";
+ mes "C-Cure...!";
+ specialeffect EF_CURE;
+ next;
+ mes "^3355FFNothing happened.";
+ mes "It doesn't look like";
+ mes "that skill will work.^000000";
+ close;
+ } else {
+ mes "^3355FFYou didn't learn";
+ mes "this skill yet, so you're";
+ mes "not able to use it for now.^000000";
+ close;
+ }
+ break;
+ case 4:
+ mes "^3355FFThis isn't a skill";
+ mes "that Acolytes can use...^000000";
+ close;
+ break;
+ case 5:
+ if(getskilllv("AL_CRUCIS") > 0){
+ mes "["+strcharinfo(0)+"]";
+ mes "S-Signum...";
+ mes "Signum Crucis!";
+ specialeffect EF_SIGNUM;
+ next;
+ mes "^3355FFNothing happened.";
+ mes "It doesn't look like";
+ mes "that skill will work.^000000";
+ close;
+ } else {
+ mes "^3355FFYou didn't learn";
+ mes "this skill yet, so you're";
+ mes "not able to use it for now.^000000";
+ close;
+ }
+ break;
+ case 6:
+ mes "^3355FFThis isn't a skill";
+ mes "that Acolytes can use...^000000";
+ close;
+ break;
+ }
+
+ mes "[Angelic]";
+ mes "Ah...";
+ mes "I feel...";
+ mes "So relaxed.";
+ mes "So much lighter...";
+ next;
+ mes "[Angelic]";
+ mes "Did you";
+ mes "do this?";
+ mes "Is this the";
+ mes "power of God?";
+ }
+ close;
+}
+
+//=================================================Veiner====================================================
+prt_monk,197,228,3 script Veiner 89,{
+ mes "[Veiner]";
+ if(countitem(1081) && tu_acolyte01 == 18){
+ mes "So very exhausted...";
+ mes "Should I just go back home?";
+ next;
+ mes "[Veiner]";
+ mes "What's that?";
+ mes "You have a delivery";
+ mes "for me? Why, what";
+ mes "ever could it be?";
+ next;
+ mes "[Veiner]";
+ mes "This is...!";
+ mes "It's Handmade Chocolate";
+ mes "from my honey bunny!";
+ mes "Oh Bibi! You're the best!";
+ specialeffect EF_VALLENTINE;
+ specialeffect EF_HEARTCASTING;
+ next;
+ mes "[Veiner]";
+ mes "Oh right!";
+ mes "Thank you very much for delivering this to me. Sorry, but I'm always excited to hear from my cutie pie~";
+ emotion e_thx;
+ set tu_acolyte01,19;
+ delitem 1081,1; //Merchant_Box_1
+ close;
+ } else if(tu_acolyte01 > 18){
+ mes "I can't wait";
+ mes "to see her again!";
+ mes "Bibi...! I loooove you!";
+ emotion e_kis2;
+ close;
+ }
+ mes "So very";
+ mes "exhausted...";
+ mes "Would you help";
+ mes "me carry my stuff?";
+ mes "P-please...";
+ close;
+}
+
+//=================================================Hedrick====================================================
+prt_monk,28,260,5 script Hedrick 50,{
+ mes "[Hedrick]";
+ mes "^333333*Whew!*^000000";
+ mes "Man I worked hard today!";
+ mes "And so efficiently too!";
+ mes "Awesome job as usual,";
+ mes "Hedrick. You're number one!";
+ if(countitem(7148)==0 || tu_acolyte01 != 19) close;
+ next;
+ mes "[Hedrick]";
+ mes "Oh...?";
+ mes "Is this letter for me?";
+ mes "I wonder who it's from.";
+ mes "Ah, it's from my mom!";
+ next;
+ mes "[Hedrick]";
+ mes "Whoa...!";
+ mes "Holy cow!";
+ mes "This letter is";
+ mes "full of the energy";
+ mes "of motherly love!";
+ specialeffect EF_STEELBODY;
+ next;
+ mes "[Hedrick]";
+ mes "Thanks a lot!";
+ mes "Here, why don't";
+ mes "you have one of the";
+ mes "cookies she sent me?";
+ delitem 7148,1; //Mother_Letter
+ set tu_acolyte01,20;
+ getitem 538,1; //Well_Baked_Cookie
+ close;
+}
+
+//=================================================Weapon Merchant====================================================
+prt_monk,136,261,0 script Weapon Merchant#tu 139,9,9,{
+OnTouch:
+ if(tu_acolyte01 != 20 || countitem(1081)==0) end;
+ mes "[Weapon Merchant]";
+ mes "The stuff I requested from the guild is finally here!";
+ mes "It's pretty tough to keep everything in stock since this is such a remote place.";
+ next;
+ mes "[Weapon Merchant]";
+ mes "Hey, thanks so much!";
+ mes "Oh, and come here if";
+ mes "you need anything, okay?";
+ delitem 1081,1; //Merchant_Box_1
+ set tu_acolyte01,21;
+ close;
+}
+
+//=================================================Karven====================================================
+monk_in,103,176,7 script Karven 60,{
+ mes "[Karven]";
+ mes "May you rest";
+ if(tu_acolyte01 == 21 && countitem(7183)){
+ delitem 7183, 1;
+ set tu_acolyte01, 22;
+ mes "in peace forever...";
+ next;
+ mes "[Karven]";
+ mes "I'm saying prayers";
+ mes "for the recently departed.";
+ mes "If it's not urgent, please";
+ mes "come again at another time.";
+ next;
+ mes "[Karven]";
+ mes "A letter?";
+ mes "Oh. It must be from";
+ mes "my younger sister.";
+ mes "What could she want";
+ mes "this time?";
+ next;
+ mes "[Karven]";
+ mes "I hope she realizes";
+ mes "the word of God and returns";
+ mes "to living a good life once";
+ mes "again. Thank you very much.";
+ close;
+ }
+ mes "rest in peace...";
+ close;
+}
+
+//=================================================Gloria====================================================
+prt_monk,219,164,3 script Gloria#tu 95,{
+ mes "[Gloria]";
+ if(BaseJob != Job_Acolyte){
+ mes "Hi, hi~";
+ mes "I'm Gloria.";
+ mes "You wanna know";
+ mes "something neat";
+ mes "about my name?";
+ next;
+ mes "[Gloria]";
+ mes "My father was a Blacksmith in Geffen, and supposedly he finished an incredible weapon on the day";
+ mes "I was born. He thought it was a sign of good luck, so he named";
+ mes "the weapon after me!";
+ next;
+ mes "[Gloria]";
+ mes "It's a little strange knowing that there's a weapon named after";
+ mes "you, but I like my name very much. I mean, it's not like my parents named me after that weapon, right?";
+ close;
+ }
+ if(tu_acolyte01 > 0 && tu_acolyte01 < 25){
+ mes "I'm still";
+ mes "a young Acolyte";
+ mes "in training and I'm";
+ mes "always making mistakes!";
+ next;
+ mes "[Gloria]";
+ mes "^333333*Sniff*^000000";
+ mes "And I get scolded";
+ mes "almost all the time...";
+ mes "But there's one thing";
+ mes "that I can do really well!";
+ next;
+ mes "[Gloria]";
+ mes "Warp portal!";
+ mes "I know Level 2 Warp Portal!";
+ mes "One of my Memo Points is here";
+ mes "and the other is in Prontera.";
+ next;
+ mes "[Gloria]";
+ mes "Anyway, whenever";
+ mes "you need to, I can";
+ mes "send you to Prontera.";
+ mes "Just let me know, okay?";
+ next;
+ switch(select("I'm okay for now.:Send me to Prontera.")){
+ case 1:
+ mes "[Gloria]";
+ mes "In order to use";
+ mes "Warp Portal, you need";
+ mes "one ^3131FFBlue Gemstone^000000.";
+ mes "Is this to help me?";
+ mes "Wow, I'm touched!";
+ emotion e_sob;
+ close;
+ break;
+ case 2:
+ mes "[Gloria]";
+ mes "Leave it to me!";
+ mes "Here we go~!!";
+ mes "W-warp Portal!";
+ close2;
+ warp "prontera",116,72;
+ end;
+ break;
+ }
+ }
+ mes "Wow...";
+ mes "Did you learn all that from Asthe? That's so great...";
+ mes "You must be so much better than me that I can't even brag about warping to";
+ mes "Prontera anymore. ^333333*Sniff*^000000";
+ close;
+}
+
+//=================================================Cleope Verce====================================================
+prt_monk,153,210,3 script Cleope Verce 95,{
+ mes "[Cleope Verce]";
+ if(BaseJob != Job_Acolyte){
+ if (JobLevel < 40) {
+ if (BaseLevel < 26) {
+ mes "Oh my.. ";
+ mes "A newbie Acolyte?";
+ mes "It doesn't even seem";
+ mes "like you've learned";
+ mes "that many skills?";
+ next;
+ mes "[Cleope Verce]";
+ mes "Ho ho~!";
+ mes "In my days";
+ mes "as an Acolyte,";
+ switch(rand(1,4)){
+ case 1:
+ mes "I trained by attacking";
+ mes "^3131FFgreen frogs^000000 till my knuckles";
+ mes "bled from all the punching!";
+ break;
+ case 2:
+ mes "I beat up ^3131FFwooden sticks";
+ mes "about to collapse^000000 and these";
+ mes "^3131FFhuge mushrooms^000000 all the time!";
+ break;
+ case 3:
+ mes "I trained by fighting those ^3131FFdisgusting cockroaches^000000.";
+ next;
+ mes "[Cleope Verce]";
+ mes "Ugh...";
+ mes "Actually, that's not such a good memory when I think about it.";
+ break;
+ case 4:
+ mes "I trained by fighting ^3131FFZombies^000000 in the dungeon of that town with all of those trees.";
+ break;
+ }
+ next;
+ mes "[Cleope Verce]";
+ mes "You'll have to go through a lot until you reach the point where I'm at right now. Ho ho ho! You still have a looong way to go~";
+ next;
+ emotion e_gg;
+ mes "[Cleope Verce]";
+ mes "Good luck...";
+ mes "Rookie.";
+ close;
+ } else if(BaseLevel < 36){
+ mes "Oh my.. ";
+ mes "A young Acolyte?";
+ mes "You seem to have just";
+ mes "started learning your skills?";
+ next;
+ mes "[Cleope Verce]";
+ mes "Ho ho~!";
+ mes "When I was";
+ mes "around your age,";
+ switch(rand(1,5)){
+ case 1:
+ mes "I'd fight with those ^3131FFwhite";
+ mes "mice^000000 and ^3131FFbig roaches^000000~";
+ break;
+ case 2:
+ mes "I'd walk straight into the";
+ mes "^3131FFdepths of the ocean^000000 to find monsters to hunt.";
+ break;
+ case 3:
+ mes "I used to fight ^3131FFcreepy";
+ mes "looking tree monsters^000000.";
+ break;
+ case 4:
+ mes "I used to fight hundreds";
+ mes "of ^3131FFuuuuuug~ly orcs^000000.";
+ break;
+ case 5:
+ mes "I would fight the ^3131FFmonkeys";
+ mes "in front of the convent^000000.";
+ break;
+ }
+ next;
+ mes "[Cleope Verce]";
+ mes "Those were";
+ mes "bad memories.";
+ mes "If someone told me";
+ mes "to go there again,";
+ mes "I'd go insane.";
+ next;
+ mes "[Cleope Verce]";
+ mes "Still, it seems you";
+ mes "have a long way to go";
+ mes "until you become a well";
+ mes "experienced Acolyte. Ho ho~";
+ next;
+ emotion e_gg;
+ mes "[Cleope Verce]";
+ mes "Good luck,";
+ mes "young friend.";
+ close;
+ } else if(BaseLevel < 46){
+ mes "Well, well, well~";
+ mes "Hello, young Acolyte.";
+ mes "You're still kind of";
+ mes "green, but I guess you're";
+ mes "not exactly a beginner either.";
+ next;
+ mes "[Cleope Verce]";
+ mes "I remember that when";
+ mes "I was your age, I used to";
+ switch(rand(1,6)){
+ case 1:
+ mes "fight these ^3131FFfearsome evil spirits^000000 all the time in that castle ^3131FFwest of Geffen^000000. I wonder how I survived";
+ mes "all that?";
+ break;
+ case 2:
+ mes "play with these ^3131FFcute";
+ mes "Poporings^000000 all the time!";
+ next;
+ mes "[Cleope Verce]";
+ mes "Still, I had to be careful from their attacks. At that time they were pretty strong!";
+ break;
+ case 3:
+ mes "fight with ^3131FFgun shooting ghosts!^000000 Sure, they were scary, but beating them was a piece of cake if you have Pneuma!";
+ break;
+ case 4:
+ mes "beat up those ^3131FFarrow shooting devils^000000 almost everyday in the castle west of Geffen. Boy, was there a lot of them back then.";
+ break;
+ case 5:
+ mes "battle these really ^3131FFfat pigs^000000. They were pretty strong, so they always gave me a hard time.";
+ break;
+ case 6:
+ mes "beat up these ^3131FFliving chunks of";
+ mes "sand in the desert^000000. I swear, they were alive!";
+ break;
+ }
+ next;
+ mes "[Cleope Verce]";
+ mes "^333333*Sigh*^000000";
+ mes "Ah, memories~";
+ mes "Of course, if I had";
+ mes "the chance to do it all";
+ mes "over again, I don't know";
+ mes "if I would take it...";
+ next;
+ mes "[Cleope Verce]";
+ mes "Anyway, you have";
+ mes "plenty of adventures";
+ mes "waiting for you. I hope";
+ mes "you'll make many fond";
+ mes "memories when you're";
+ mes "still an Acolyte.";
+ next;
+ emotion e_gg;
+ mes "[Cleope Verce]";
+ mes "Good luck,";
+ mes "young friend~";
+ close;
+ }
+ mes "Hmmm?";
+ mes "It looks like you've";
+ mes "learned quite a lot as";
+ mes "an Acolyte! I hate to admit it,";
+ mes "but you're too good for me to";
+ mes "call you a rookie anymore~";
+ close;
+ }
+ mes "Hello hello.";
+ mes "The sun is very";
+ mes "warm today, don't";
+ mes "think? Very pleasant";
+ mes "weather today...";
+ close;
+ }
+}
+//=================================================Range NPC====================================================
+prt_monk,217,123,0 script #tu_monk 139,10,10,{
+OnTouch_:
+ if(BaseJob == Job_Acolyte){
+ switch(tu_acolyte01){
+ case 4:
+ case 10:
+ case 25:
+ mes "[Sound by Window]";
+ mes "...";
+ next;
+ mes "^3355FFThere's some kind";
+ mes "of noise coming from";
+ mes "yonder window...^000000";
+ close;
+ }
+ }
+ end;
+}
+
+//=================================================Eavesdrop====================================================
+prt_monk,223,123,3 script Eavesdrop#tu 111,{
+ if(BaseJob != Job_Acolyte){
+ mes "^3355FFThere's nothing here.^000000";
+ close;
+ }
+ if(tu_acolyte01 > 3 && tu_acolyte01 < 10){
+ mes "[Voices from Window]";
+ mes "^A68064Sir...";
+ mes "Something doesn't";
+ mes "seem right at the palace.^000000";
+ next;
+ mes "[Voices from Window]";
+ mes "^CD6600What's wrong?";
+ mes "Did something happen?^000000";
+ next;
+ mes "[Voices from Window]";
+ mes "^A68064I'm not sure.";
+ mes "I can't explain exactly what it is, but the officials seem frightened about something. Maybe there";
+ mes "was some sort of accident?^000000";
+ next;
+ mes "[Voices from Window]";
+ mes "^CD6600Hmm, I wouldn't know.";
+ mes "Why don't we just wait and see";
+ mes "what happens? I'm sure the truth will come out one way or another.^000000";
+ next;
+ mes "[Voices from Window]";
+ mes "^A68064 Alright, sir.";
+ mes "Still, I can't help";
+ mes "but feel uneasy...^000000";
+ close;
+ } else if(tu_acolyte01 > 9 && tu_acolyte01 < 25){
+ mes "[Voices from Window]";
+ mes "^A68064I heard from an";
+ mes "official at the palace";
+ mes "that they're requesting";
+ mes "us for an exorcism.^000000";
+ next;
+ mes "[Voices from Window]";
+ mes "^CD6600Exorcism?";
+ mes "Did Zombies attack";
+ mes "the kingdom or something?^000000";
+ next;
+ mes "[Voices from Window]";
+ mes "^A68064No, I don't think";
+ mes "that's the case, but";
+ mes "they are requesting";
+ mes "a highly skilled holy person...^000000";
+ next;
+ mes "[Voices from Window]";
+ mes "^CD6600Hmm...";
+ mes "I wonder what";
+ mes "exactly is going on...^000000";
+ next;
+ mes "[Voices from Window]";
+ mes "^A68064I will inform you";
+ mes "as soon as I hear";
+ mes "something.^000000";
+ next;
+ mes "[Voices from Window]";
+ mes "^CD6600Thank you...^000000";
+ close;
+ } else if(tu_acolyte01 > 24){
+ mes "[Voices from Window]";
+ mes "^A68064...Sir, do you know anything about the ^855E42curse of the Gaebolg family^A68064?^000000";
+ next;
+ mes "[Voices from Window]";
+ mes "^CD6600The Gaebolg?";
+ mes "Are you telling me";
+ mes "there's a curse on";
+ mes "the royal family?^000000";
+ next;
+ mes "[Voices from Window]";
+ mes "^A68064Yes...";
+ mes "That may be why his";
+ mes "highness, King Tristam III,";
+ mes "and his courtiers have been";
+ mes "acting strangely lately...^000000";
+ next;
+ mes "[Voices from Window]";
+ mes "^A68064You see...";
+ mes "Yormungard is";
+ mes "said to have cursed";
+ mes "the Gaebolg family when Rune-Midgarts was first established.^000000";
+ next;
+ mes "[Voices from Window]";
+ mes "^CD6600Yormungard?!";
+ mes "How can we hope";
+ mes "to combat its magic?";
+ mes "Not even the Asgardians";
+ mes "could deal with that";
+ mes "giant serpent's power!^000000";
+ next;
+ mes "[Voices from Window]";
+ mes "^A68064It's horrible...";
+ mes "Because of the curse,";
+ mes "the first child of every generation of the Gaebolg family will supposedly die an early death...^000000";
+ next;
+ mes "[Voices from Window]";
+ mes "^CD6600Are you saying that all of the first princes and princesses";
+ mes "have died to this day? If this is true, it'd cause trouble if word got out...^000000";
+ next;
+ mes "[Voices from Window]";
+ mes "^CD6600Is that what happened";
+ mes "in the palace? Did the eldest prince pass away recently?^000000";
+ next;
+ mes "[Voices from Window]";
+ mes "^A68064 No...";
+ mes "Actually, the second";
+ mes "eldest prince passed";
+ mes "away, not the first.^000000";
+ next;
+ mes "[Voices from Window]";
+ mes "^CD6600What!?^000000";
+ next;
+ mes "[Voices from Window]";
+ mes "^A68064L-lower your voice!^000000";
+ next;
+ mes "[Voices from Window]";
+ mes "^CD6600So...";
+ mes "How did it happen?";
+ mes "Was it an accident?^000000";
+ next;
+ mes "[Voices from Window]";
+ mes "^A68064 They haven't determined";
+ mes "the exact reason of the death yet. But the court officials want us to see if we can undo Yormungard's curse once and for all.^000000";
+ next;
+ mes "[Voices from Window]";
+ mes "^CD6600Yormungard's curse?";
+ mes "Is it possible to remove it after so many years? Such ancient";
+ mes "magic may be too powerful for";
+ mes "any of us in the Church...^000000";
+ next;
+ mes "[Voice from Window]";
+ mes "^A68064This task is monumentally huge!";
+ mes "And if we should fail, we'd lose the faith of our constituents. The Church and the Royal Court truly need a miracle...^000000";
+ next;
+ mes "[Voice from Window]";
+ mes "^CD6600Well, what's the Church's response? Are we really going to send someone to lift the curse of a monster that can challenge the Asgardians?^000000";
+ next;
+ mes "[Voice from Window]";
+ mes "^A68064I'm not quite sure.";
+ mes "Those that might have";
+ mes "the necessary skill are";
+ mes "too old. Still, they're";
+ mes "not giving up hope...^000000";
+ next;
+ mes "[Voice from Window]";
+ mes "^A68064This situation is very important to the reputation of the royal family and stability of the kingdom, so everyone's been very careful";
+ mes "about keeping quiet.^000000";
+ next;
+ mes "[Voice from Window]";
+ mes "^A68064For now, I'll return to the kingdom and let you know if I hear of any other news. Still, since everyone needs to be so careful, it may be";
+ mes "a while until I learn anything new.^000000";
+ next;
+ mes "[Voice from Window]";
+ mes "^CD6600Thank you very much.";
+ mes "I'll be waiting to hear";
+ mes "from you again.^000000";
+ next;
+ mes "[Voice from Window]";
+ mes "^CD6600Oh dear God.";
+ mes "Please expel the darkness that approaches the Rune-Midgarts Kingdom. Please protect us with your light and compassion.^000000";
+ close;
+ }
+}
+
+/*
+sec_in02,17,156,3 script 1st Job Quest Reset 726,{
+ mes "[1st Job Quest]";
+ mes "Which would you like to reset?";
+ next;
+ switch(select("Swordsman:Merchant:Archer:Acolyte:Thief:Mage")) {
+ case 1:
+ set tu_swordman,0;
+ break;
+ case 2:
+ set tu_merchant,0;
+ break;
+ case 3:
+ set tu_archer01,0;
+ set tu_archer02,0;
+ break;
+ case 4:
+ set tu_acolyte01,0;
+ break;
+ case 5:
+ set tu_thief01,0;
+ break;
+ case 6:
+ set tu_magician01,0;
+ break;
+ }
+ mes "Completed.";
+ close;
+}
+*/
diff --git a/npc/quests/first_class/tu_archer.txt b/npc/quests/first_class/tu_archer.txt
new file mode 100644
index 000000000..98554b615
--- /dev/null
+++ b/npc/quests/first_class/tu_archer.txt
@@ -0,0 +1,1934 @@
+//===== rAthena Script =======================================
+//= Archer Class Tutorial and Job Specific Quest
+//===== By: ==================================================
+//= Fix up by Jukka
+//===== Current Version: =====================================
+//= 1.9
+//===== Compatible With: =====================================
+//= rAthena SVN (Testet in Trunk 88xx)
+//===== Description: =========================================
+//=
+//===== Additional Comments: =================================
+//= 1.0 Fully working
+//= 1.1 optimized [Lupus] 1.2 fixed Weight check
+//= TODO: Test, Add correct misceffects numbers
+//= 1.3 Moved Master Kavaruk (overlapped Phantasmic Arrow
+//= Skill quest NPC) [Lupus]
+//= 1.4 Fixed experience gains to match upcoming rate adjustments. [SinSloth]
+//= 1.5 Fixed bad NPC header data to comply with rev. 11603. [L0ne_W0lf]
+//= 1.6 Fixed infinate loop. (bugreport:2393) [L0ne_W0lf]
+//= 1.7 Added 10.3 dialog and moved Arpesto to hunter skill quest. [Kisuka]
+//= 1.8 Updated slightly, removed additional emotions from Reiden. [L0ne_W0lf]
+//= 1.9 Misc. updates. [L0ne_W0lf]
+//============================================================
+
+
+//=================================================Bard Jet====================================================
+payon_in02,67,65,3 script Bard Jet#tu 51,{
+ mes "[Jet]";
+ mes "Every god never grows old";
+ mes "Because of beautiful";
+ mes "Goddess, Idun.";
+ mes "Keeper of the apples of youth";
+ mes "Goddess of immortality.";
+ next;
+ mes "[Jet]";
+ if(Class == Job_Archer || Class == Job_Baby_Archer || Class == Job_Archer_High){
+ mes "Ooh, you're an Archer?";
+ mes "There was a time when I too";
+ mes "was an Archer. But I've changed jobs, so now I entertain the masses with my songs and humor.";
+ next;
+ mes "[Jet]";
+ mes "Speaking of which...";
+ mes "Let me tell you a joke!";
+ mes "Trust me, it's hilarious~";
+ mes "^333333*Ahem*^000000";
+ emotion e_gasp;
+ next;
+ mes "[Jet]";
+ mes "A termite walks";
+ mes "into a bar and says,";
+ mes "'Is the bar tender here?'";
+ mes "Hahahahaha!";
+ mes "Bwehehehehe!";
+ emotion e_lv;
+ next;
+ mes "[Jet]";
+ mes "Hahaha~!";
+ mes "Goodness,";
+ mes "I'm funny!";
+ mes "Now, you try!";
+ mes "Come on, make";
+ mes "up a joke~!";
+ emotion e_gg;
+ next;
+ if (Sex == 1) {
+ select("A joke, eh?");
+ specialeffect2 EF_TALK_FROSTJOKE;
+ mes "[Jet]";
+ mes "Oh...";
+ mes "My...";
+ mes "God...";
+ next;
+ mes "[Jet]";
+ mes "That was the greatest";
+ mes "joke I've ever heard in my";
+ mes "life! You really have a natural";
+ mes "talent for showmanship! You";
+ mes "just have to become a Bard!";
+ } else {
+ select("Scream!");
+ specialeffect2 EF_TALK_SCREAM;
+ mes "[Jet]";
+ mes "W-Wow...";
+ mes "I don't know why, but that was truly amazing. You must have";
+ mes "what it takes to become a Dancer...";
+ }
+ emotion e_no1;
+ next;
+ mes "[Jet]";
+ mes "But before any of that, you've got to get rid of the Archer look, no?";
+ next;
+ mes "[Jet]";
+ mes "Actually I'm a member of";
+ mes "the ^3131FFArcher's Guild^000000 'Icarus' which is to the ^3131FFleft of the job change office^000000. You should be able to";
+ mes "learn a lot from there.";
+ next;
+ mes "[Jet]";
+ mes "Now now, go learn";
+ mes "everything and change";
+ mes "jobs so that you can";
+ mes "come play with me!";
+ close;
+ } else if(Class == Job_Bard || Class == Job_Clown || Class == Job_Baby_Bard){ //CHECK
+ mes "Ooh...!";
+ mes "You're...!";
+ next;
+ specialeffect2 EF_TALK_FROSTJOKE;
+ //specialeffect EF_TALK_FROSTJOKE,"Bard Jet#tu";
+ emotion e_no1;
+ mes "[Jet]";
+ mes "Let's see...";
+ mes "I've been working";
+ mes "on a new joke here,";
+ mes "but I could use some";
+ mes "feedback. You ready?";
+ next;
+ mes "[Jet]";
+ mes "What did the male";
+ mes "Merchant say to the";
+ mes "dancing Isis? Give up?";
+ next;
+ mes "[Jet]";
+ mes "'Mammonite!'";
+ mes "Get it? 'Cuz he";
+ mes "throws money at her";
+ mes "and the word Mammonite";
+ mes "sounds-- wait. It's not funny";
+ mes "if I have to explain it, huh?";
+ close;
+ } else if(Class == Job_Dancer || Class == Job_Gypsy || Class == Job_Baby_Dancer){
+ mes "Ooh...!";
+ mes "Hello, hello!";
+ mes "Wouldn't it be";
+ mes "nice if we could";
+ mes "perform together";
+ mes "one of these days?";
+ close;
+ } else {
+ mes "You look bored...";
+ mes "Is life really that";
+ mes "mundane and tiresome?";
+ mes "Then... I shall make";
+ mes "you laugh...";
+ next;
+ mes "[Jet]";
+ mes "^333333*Ahem*^000000";
+ mes "These are the";
+ mes "famous last words";
+ mes "of a mafia hit man...";
+ next;
+ mes "[Jet]";
+ mes "'Who put the";
+ mes "violin in this";
+ mes "violin case?!'";
+ mes "Bwahahahahahahah!";
+ mes "Get the joke?";
+ }
+ close;
+}
+
+//=================================================Sign====================================================
+pay_arche,127,154,4 script Sign#arc 835,{
+ mes " ";
+ mes " Archer Job Change Office ---> ";
+ mes " <--- Icarus ";
+ mes " ";
+ close;
+}
+
+//=================================================Master Kavaruk====================================================
+payon_in02,54,13,3 script Master Kavaruk 55,{
+ mes "[Master Kavaruk]";
+ mes "Hello, young one.";
+ mes "I am Master Kavaruk";
+ mes "of the Icarus Archer Guild.";
+ mes "I bid you welcome.";
+ next;
+ switch(select("Ask about 'Icarus.':Ask about recent news.:Talk about Archers.")) {
+ case 1:
+ mes "[Master Kavaruk]";
+ mes "Have you ever";
+ mes "heard the story";
+ mes "of Icarus before?";
+ next;
+ mes "[Master Kavaruk]";
+ mes "Icarus was a brave young man who flew through the sky using wings held together by beeswax. Out of curiosity, he flew too close to the sun, his wings melted, and he fell to his death.";
+ next;
+ mes "[Master Kavaruk]";
+ mes "Although his is a tragic story, Icarus had a courageous heart";
+ mes "that we should look up to as";
+ mes "our standard.";
+ next;
+ mes "[Master Kavaruk]";
+ mes "The members of our guild are those who not only wish to be brave, but to reach out for our dreams like Icarus did. Our members are aspiring Archers, former Archers and current Archers.";
+ next;
+ mes "[Master Kavaruk]";
+ if(Class == Job_Novice || Class == Job_Baby){
+ mes "If you'd like to become an Archer, why don't you go around and learn";
+ mes "a few things about the profession? I'm sure you'll be able to hear plenty of stories around here.";
+ close;
+
+ } else if(Class == Job_Archer){
+ mes "Since you're an Archer, you might";
+ mes "benefit from going around and listening to everyone else's battle experiences. Becoming familiar with different fight scenarios will help you in the future.";
+ close;
+
+ } else if(Class == Job_Hunter || Class == Job_Sniper || Class == Job_Baby_Hunter){ //CHECK
+ mes "[Master Kavaruk]";
+ mes "Arpesto is waiting";
+ mes "outside. Since he's a";
+ mes "veteran hunter, he can";
+ mes "be of great help to you.";
+ close;
+
+ } else if(Class == Job_Dancer || Class == Job_Gypsy || Class == Job_Baby_Dancer){ //CHECK
+ mes "In fact, a few of our";
+ mes "members specialize in";
+ mes "capturing the fascination";
+ mes "of those watching with their";
+ mes "graceful dances, just like you.";
+ next;
+ mes "[Master Kavaruk]";
+ mes "...But I don't seem to see";
+ mes "any of them around here right now. They never seem to remain in one";
+ mes "place for very long. Still, I'm sure of them will turn up here";
+ mes "one of these days.";
+ close;
+
+ } else if(Class == Job_Bard || Class == Job_Clown || Class == Job_Baby_Bard){ //CHECK
+ mes "In fact, a few of our members";
+ mes "are highly skilled in singing and entertaining their allies, much in the same way you do.";
+ next;
+ mes "[Master Kavaruk]";
+ mes "...But I don't seem to see any of them around here right now. They always wander wherever the wind takes them, but I'm sure one of them will wander back here one";
+ mes "of these days.";
+ close;
+ }
+ mes "They happen to know a lot of information about jobs related to Archers. Why don't you speak to them and learn more about";
+ mes "these other jobs?";
+ close;
+ break;
+ case 2:
+ mes "[Master Kavaruk]";
+ if(Class == Job_Archer || Class == Job_Baby_Archer || Class == Job_Archer_High){
+ if(tu_archer02 == 0){
+ mes "Oh, it's a good thing";
+ mes "you're here, "+strcharinfo(0)+".";
+ mes "I've just received request for support from the Alchemist";
+ mes "Guild in Al De Baran.";
+ next;
+ mes "[Master Kavaruk]";
+ mes "They've been taking care";
+ mes "of a Flora field as a way of supplying their funds, but recently some stray cats seem to have been destroying the plants there.";
+ next;
+ mes "[Master Kavaruk]";
+ mes "Although the Alchemists have been using Alchemy to summon the Flora again to keep the field running, it's causing a strain on their resources.";
+ next;
+ mes "[Master Kavaruk]";
+ mes "They are willing to give rewards for bringing materials such as ^3131FFManeater Blossoms^000000 and ^3131FFStems^000000 which will help them restore";
+ mes "their Flora.";
+ next;
+ mes "[Master Kavaruk]";
+ mes "If you're interested, it would probably be best to speak to the Alchemist Guild member who is waiting to hear from us at the ^3131FFshop next to the road south of Icarus^000000.";
+ set tu_archer02,1;
+ close;
+
+ } else if(tu_archer02 == 1){
+ mes "Hmmm...";
+ mes "..........";
+ next;
+ select("Is something the matter?");
+ mes "[Master Kavaruk]";
+ mes "Actually, we have a problem.";
+ mes "The position of master seems to have a lot of power, but I always need to remain here. I don't have the luxury of being able to leave my post.";
+ next;
+ mes "[Master Kavaruk]";
+ mes "I asked a member of Icarus to";
+ mes "wander about the Rune-Midgarts Kingdom and gather news and information about what has been going on recenty.";
+ next;
+ mes "[Master Kavaruk]";
+ mes "He has been sending me letters containing detailed information, but all of a sudden, I've lost contact with him. I'm concerned over what may have happened.";
+ next;
+ mes "[Master Kavaruk]";
+ mes "Would you please go find";
+ mes "^3131FFArthail of the Wind^000000 for me? Although he doesn't like people, I've ordered for him to wander within the crowds to gather information.";
+ next;
+ mes "[Master Kavaruk]";
+ mes "Please find out if he is all right and help him with whatever he";
+ mes "may need. In the meantime, I will be waiting to hear from you. Thank you very much.";
+ set tu_archer02, 2;
+ close;
+
+ } else if(tu_archer02 == 2){
+ mes "Find Arthail";
+ mes "of the Wind for me.";
+ mes "He must be somewhere";
+ mes "in Prontera...";
+ close;
+
+ } else if(tu_archer02 == 9){
+ mes "Hmmm, I see. Thank you";
+ mes "for bringing me the news. As Arthail has said, I shall wait until he has more news for me.";
+ mes "You should also train and prepare for the future as well.";
+ set tu_archer02, 10;
+ getexp 200,100;
+ close;
+ }
+ }
+ mes "I don't know...";
+ mes "Recently, I haven't heard any noteworthy news. For now, the warmth of the sun seems to be protecting the peace here.";
+ next;
+ mes "[Master Kavaruk]";
+ mes "But if I hear of";
+ mes "any interesting rumors,";
+ mes "I will let you know.";
+ close;
+ break;
+
+ case 3:
+ mes "[Master Kavaruk]";
+ if(tu_archer01 < 1){
+ if(Class == Job_Novice || Class == Job_Baby){
+ mes "Ah...";
+ mes "So are you";
+ mes "interested in";
+ mes "becoming an Archer?";
+
+ } else if(BaseClass == Job_Archer){
+ mes "Although I can't deny that you're an expert, I suppose it is a good idea to review the basics of archery from time to time. Would you like to try some refresher training?";
+ } else if(Class == Job_Hunter || Class == Job_Sniper){ //CHECK
+ mes "[Master Kavaruk]";
+ mes "Arpesto is waiting";
+ mes "outside. Since he's a";
+ mes "veteran hunter, he can";
+ mes "be of great help to you.";
+ close;
+
+ } else if(Class == Job_Archer || Class == Job_Baby_Archer){
+ mes "As an Archer, I can see that you'd want to make sure that you have a strong grasp on the fundamentals";
+ mes "of our job. Would you like some specialized instruction?";
+
+ } else {
+ mes "Although you may not be able";
+ mes "to directly apply archery related knowledge, it's a good idea to understand the capabilities of";
+ mes "your Archer allies.";
+ next;
+ mes "[Master Kavaruk]";
+ mes "How would you like";
+ mes "some specialized instruction to learn more about the Archer job?";
+ }
+ next;
+ switch(select("Yes:No")){
+ case 1:
+ set tu_archer01, 1;
+ mes "[Master Kavaruk]";
+ mes "Ah yes. Well then, please";
+ mes "take this message over to ^3131FFSeisner^000000 who is in the Training Grounds west of Icarus.";
+ next;
+ mes "^3355FFYou've received";
+ mes "Kavaruk's message";
+ mes "for Seisner.^000000";
+ next;
+ mes "[Master Kavaruk]";
+ mes "Seisner is very diligent,";
+ mes "composed, intelligent and";
+ mes "extremely capable. I believe";
+ mes "that you can learn much from her.";
+ close;
+ break;
+ case 2:
+ mes "[Master Kavaruk]";
+ mes "Ah, I see. Well,";
+ mes "Icarus will always welcome";
+ mes "you with open arms. If you";
+ mes "ever change your mind, feel";
+ mes "free to come back.";
+ close;
+ break;
+ }
+ } else if(tu_archer01 == 1 || tu_archer01 == 2){
+ mes "Hmm...?";
+ mes "What are you still";
+ mes "doing here? Go to the";
+ mes "hills west of Icarus and";
+ mes "talk to ^3131FFSeisner^000000 to begin your special training.";
+ close;
+
+ } else if(tu_archer01 == 3){
+ mes "So "+strcharinfo(0)+",";
+ mes "Did you have a good experience? Learning theory alone is never too enjoyable, but it is necessary.";
+ next;
+ mes "[Master Kavaruk]";
+ if(Class == Job_Archer || Class == Job_Archer_High || Class == Job_Baby_Archer){
+ mes "Now it is time to experience the principles you've just learned firsthand. Go speak to ^3131FFReidin Corse^000000, who is just outside of this building, and he'll tell you about the different skills.";
+ set tu_archer01, 4;
+ } else {
+ mes "Still, there's no need for you to do any field training since only Archers can actually participate";
+ mes "in that.";
+ }
+ close;
+
+ } else if(tu_archer01 == 4){
+ mes "Reidin Corse is just outside of this building. Didn't you see him on your way in?";
+ close;
+
+ }
+ }
+ mes "You're great";
+ mes "just as you are now.";
+ mes "Still, if you feel like you need something, speak to any of the guild members and listen to their life experiences.";
+ close;
+}
+
+//=================================================Reidin Corse====================================================
+pay_arche,103,165,5 script Reidin Corse#tu 832,{
+ mes "[Reidin Corse]";
+ if(MaxWeight - Weight < 2000){
+ mes "Hey, you're carrying an";
+ mes "awful lot of stuff. You ought";
+ mes "to put some of your things";
+ mes "into Kafra Storage...";
+ close;
+ }
+ if(tu_archer01 > 0){
+ if(tu_archer01 == 4){
+ mes "Ah, what is it?";
+ mes "Can I help you";
+ mes "with something?";
+ next;
+ switch(select("Tell me about skills.:Er, not really...")) {
+ case 1:
+ mes "[Reidin Corse]";
+ mes "Huh. So Master";
+ mes "Kavaruk told you";
+ mes "to come to me, eh?";
+ mes "Alright. Okay.";
+ emotion e_gg;
+ next;
+ break;
+ case 2:
+ mes "[Reidin Corse]";
+ mes "Huh...?";
+ mes "Alright. You sure";
+ mes "you've got nothing";
+ mes "to ask me? You had";
+ mes "that look, you know?";
+ close;
+ break;
+ }
+ mes "[Reidin Corse]";
+ mes "Fine. I'm an incredibly";
+ mes "busy guy, but I'll make time for you. I'll teach you what I know about Archer skills... On one condition!";
+ next;
+ mes "[Reidin Corse]";
+ mes "From here on out, you gotta";
+ mes "call me ^3131FFChief^000000, got it? Stick with me and you'll become the second best archer in the world! How";
+ mes "about it, kid?";
+ next;
+ switch(select("You got it, Chief!:Ugh, no thanks~!")) {
+ case 1:
+ mes "[Reidin Corse]";
+ mes "Ho ho!";
+ mes "That's the way to go!";
+ mes "Good good~ Call me Chief";
+ mes "from now on, you hear?";
+ next;
+ break;
+ case 2:
+ mes "[Reidin Corse]";
+ mes "Huh? What kind of attitude";
+ mes "is that? Ah, I get it. You're not mature enough to recognize greatness when it's right";
+ mes "before you.";
+ next;
+ mes "[Reidin Corse]";
+ mes "Don't worry...";
+ mes "When you come crawlin'";
+ mes "back, I'll reconsider";
+ mes "teaching you.";
+ close;
+ break;
+ }
+ mes "[Reidin Corse]";
+ mes "Let's see...";
+ mes "How much do you know?";
+ mes "Mmmmmmmmmm...";
+ next;
+ mes "^3355FFReidin Corse narrows his experienced eyes and sizes you up.^000000";
+ next;
+ mes "[Reidin Corse]";
+ if(JobLevel > 39){
+ mes "Hey! You're ready to change jobs, aren't you? Don't waste time here and just get a new job already! Eh, or you can ask Master Kavaruk for something to do.";
+ close;
+ } else if(JobLevel < 5){
+ mes "Alright! We got a fresh Archer here! You're lucky you came to me, I'm the best teacher you can find! But let me warn you, I teach at a really fast pace, so try to keep";
+ mes "up. Okay? Good.";
+ next;
+ set tu_archer01, 5;
+ mes "[Reidin Corse]";
+ mes "Okay, I'm ready to begin the lessons! Come back over here once you've got your bow and arrows and everything else ready, got it?";
+ close;
+ } else {
+ mes "Okay. It looks like you know";
+ mes "some stuff. But even if you're";
+ mes "a little experienced, there's still room for you to learn. So try and keep up, got it?";
+ next;
+ set tu_archer01, 5;
+ mes "[Reidin Corse]";
+ mes "Well, I'm ready to teach whenever you're ready to learn. Come back once your bow and arrows and everything else is ready, alright?";
+ close;
+ }
+ } else if(tu_archer01 == 5){
+ mes "You ready? I think it's fair to remind you that I won't tolerate any complaining! Just do what";
+ mes "I say and you'll be the second best Archer in the world! After me, of course~";
+ next;
+ mes "[Reidin Corse]";
+ mes "If you don't like it, you can just quit! No reason to stick around";
+ mes "if you can't keep up with the Chief, anyway.";
+ next;
+ switch(select("Please teach me... Chief!:I want to quit.")) {
+ case 1:
+ mes "[Reidin Corse]";
+ mes "That's what I'm talkin' about! Yeah! Just trust me and you'll learn almost everything about Archer skills! Let's get started!";
+ next;
+ select("Yes, Chief!");
+ emotion e_ok;
+ mes "[Reidin Corse]";
+ mes "Great...!";
+ mes "I like your style!";
+ next;
+ mes "[Reidin Corse]";
+ mes "Now, open your Skill Window (Alt+S). You oughta be able to see two skills: ^FF0000Owl's Eye^000000 and ^FF0000Double Strafe^000000. First, I'll talk about Owl's Eye.";
+ next;
+ mes "[Reidin Corse]";
+ mes "We Archers need to be able to preceive the movements of our targets from far away. Now, even during the night, nothing can escape the eyes of an owl.";
+ next;
+ mes "[Reidin Corse]";
+ mes "So we gotta train our vision so that we see the way owls do. Now";
+ mes "if you can't aim at your targets, you'd be horrible at archery, right? You gotta have Accuracy!";
+ next;
+ mes "[Reidin Corse]";
+ set .@skill_owl, getskilllv("AC_OWL");
+ if(.@skill_owl < 3){
+ set tu_archer01, 6;
+ mes "Now, your first assignment";
+ mes "is to learn ^3131FFLevel 3 Owl's Eye^000000!";
+ mes "From Morroc, if you travel south, you can fight Condors for your training.";
+ next;
+ mes "[Reidin Corse]";
+ mes "You can head somewhere";
+ mes "else if you want, but if you don't know any training areas, then";
+ mes "just follow my great advice.";
+ next;
+ switch(select("I'll follow your advice, Chief!:I'll hunt somewhere else...")) {
+ case 1:
+ mes "[Reidin Corse]";
+ mes "I'll send you to";
+ mes "Morroc for now,";
+ mes "so don't forget the";
+ mes "directions I gave you.";
+ mes "Travel ^3131FFsouth^000000.";
+ next;
+ switch(select("Leave right away~:W-wait, let me get ready!")) {
+ case 1:
+ mes "[Reidin Corse]";
+ mes "When you struggle";
+ mes "through the hardships";
+ mes "of training, just think";
+ mes "about trying to become as";
+ mes "good as the greatest Archer";
+ mes "ever: me.";
+ emotion e_dots;
+ next;
+ mes "[Reidin Corse]";
+ mes "Okay...!";
+ mes "Off you go!";
+ mes "To Morroc!";
+ close2;
+ warp "morocc",156,46;
+ end;
+ break;
+ case 2:
+ mes "[Reidin Corse]";
+ mes "Hm...?";
+ mes "What do you possibly";
+ mes "need to prepare? Alright,";
+ mes "do whatever it is you";
+ mes "need to do...";
+ close;
+ break;
+ }
+ break;
+ case 2:
+ emotion e_an;
+ mes "[Reidin Corse]";
+ mes "Say what...?";
+ mes "Alright, then.";
+ mes "But the next time";
+ mes "you come here, you better";
+ mes "know Level 3 Owl's Eye!";
+ close;
+ break;
+ }
+
+ } else {
+ emotion e_ag;
+ mes "Huh. So you already know a little about Owl's Eye already, huh? Well then, I guess I oughta talk about something you don't know about!";
+ set tu_archer01, 7;
+ getexp 50,0;
+ close;
+ }
+ break;
+ case 2:
+ mes "[Reidin Corse]";
+ mes "Huh. Okay.";
+ mes "And here I was";
+ mes "getting ready to";
+ mes "teach you all my";
+ mes "archery secrets!";
+ close;
+ break;
+ }
+ } else if(tu_archer01 == 6){
+ set .@owl, getskilllv(43);
+ if(.@owl > 2){
+ mes "Ah, you're";
+ mes "finally back.";
+ mes "You've kept me";
+ mes "waiting for a while!";
+ next;
+ emotion e_gasp;
+ mes "[Reidin Corse]";
+ mes "Ah, but your eyes look a lot sharper than they used to be.";
+ mes "Here, this is a small, special reward for you.";
+ specialeffect2 EF_WIND;
+ set tu_archer01, 7;
+ getexp 50,0;
+ next;
+ emotion e_pif;
+ mes "[Reidin Corse]";
+ mes "Not bad, but you really should master Owl's Eye. That means";
+ mes "you need to learn it all the way";
+ mes "up to Level 10!";
+ next;
+ mes "[Reidin Corse]";
+ mes "Now, I guess I'll";
+ mes "talk about a different";
+ mes "skill in my next lecture, kay?";
+ mes "Come back when you're ready";
+ mes "to learn something new~";
+ close;
+ } else {
+ mes "Hey! I told";
+ mes "you to learn";
+ mes "Level 3 Owl's Eye!";
+ mes "Try not to learn something";
+ mes "else by accident, okay?";
+ close;
+ }
+ } else if(tu_archer01 == 7){
+ mes "Alright, open";
+ mes "your Skill Window.";
+ mes "Since you have Level 3";
+ mes "Owl's Eye, now you oughta be";
+ mes "able to see the Vulture's Eye";
+ mes "skill in the list too.";
+ next;
+ mes "[Reidin Corse]";
+ mes "Now when you think";
+ mes "about vultures, what";
+ mes "exactly comes to mind?";
+ next;
+ switch(select("Sharp, precise eyes.:You, Chief.")) {
+ case 1:
+ mes "[Reidin Corse]";
+ mes "Exactly!";
+ break;
+ case 2:
+ emotion e_lv2;
+ mes "[Reidin Corse]";
+ mes "Hahahaha!";
+ mes "Well, I am famous";
+ mes "for my incredible";
+ mes "vision and precision!";
+ mes "^333333*Ahem*^000000 Anyway...";
+ break;
+ }
+ next;
+ mes "[Reidin Corse]";
+ mes "Vultures circle the sky, find a target on the ground, and then very swiftly swoop down and ensnare their prey in their claws.";
+ next;
+ emotion e_lv;
+ mes "[Reidin Corse]";
+ mes "No doubt about it.";
+ mes "Vultures are awesome!";
+ next;
+ mes "[Reidin Corse]";
+ mes "The ^3131FFVulture's Eye^000000 skill allows";
+ mes "you to train your vision to be like a vulture's. You'll increase your Attack Accuracy and can target enemies from further away.";
+ next;
+ emotion e_no;
+ mes "[Reidin Corse]";
+ mes "I know that you can attack";
+ mes "from a distance now, but don't";
+ mes "be satisfied with just your current attack range. Learn Vulture's Eye so you can attack from even further distances.";
+ next;
+ mes "[Reidin Corse]";
+ mes "Now for your";
+ mes "second assignment!";
+ mes "Go hunt Mandagora!";
+ mes "Mandagora don't move,";
+ mes "so they're perfect for target";
+ mes "practice from a distance!";
+ next;
+
+ set .@eagle, getskilllv("AC_VULTURE");
+ if(.@eagle < 3){
+ mes "Alright, Mandagora usually live around Geffen. I can send you to Geffen, so just travel north from there to find";
+ mes "some of them.";
+ next;
+ mes "[Reidin Corse]";
+ mes "Remember, the most";
+ mes "important thing is to level the Vulture's Eye skill and test the distance of your attack range.";
+ if(MaxWeight - Weight < 1000){
+ mes "You've got plenty of arrows";
+ mes "for that, so go for it!";
+ set tu_archer01, 8;
+ next;
+ } else {
+ next;
+ mes "[Reidin Corse]";
+ mes "Here's a little something to encourage you. Since Mandagora are Earth property monsters, these Fire Arrows will work really well.";
+ set tu_archer01,8;
+ getitem 1752,300; //Fire_Arrow
+ next;
+ }
+ mes "[Reidin Corse]";
+ mes "Alright~";
+ mes "Ready to go?";
+ next;
+ switch(select("Let's go!:W-wait a minute!")) {
+ case 1:
+ mes "[Reidin Corse]";
+ mes "Alright...!";
+ mes "Get a move on!";
+ close2;
+ warp "geffen",120,39;
+ end;
+ break;
+ case 2:
+ mes "[Reidin Corse]";
+ mes "You still need";
+ mes "to get ready?";
+ mes "Hurry it up!";
+ close;
+ break;
+ }
+ } else {
+ mes "Eh?";
+ mes "Wait a minute...";
+ emotion e_what;
+ next;
+ mes "[Reidin Corse]";
+ mes "You already";
+ mes "learned Vulture's Eye!";
+ mes "Why did I spend so much time explaining about it? Well, I guess we're ready to move on to the next lesson...";
+ set tu_archer01,9;
+ getitem 1752,500; //Fire_Arrow
+ close;
+ }
+ } else if(tu_archer01 == 8){
+ set .@eagle, getskilllv("AC_VULTURE");
+ if(.@eagle < 3){
+ mes "Mandagora lives in the area north of Geffen. Learn up to Level 3 Vulture's Eye and get acquainted with your attack range.";
+ next;
+ mes "[Reidin Corse]";
+ mes "Okay...";
+ mes "Are you";
+ mes "ready to go?";
+ next;
+ switch(select("Go.:Wait a moment.")) {
+ case 1:
+ mes "[Reidin Corse]";
+ mes "Alright...!";
+ mes "Get a move on!";
+ close2;
+ warp "geffen",120,39;
+ end;
+ break;
+ case 2:
+ mes "[Reidin Corse]";
+ mes "You still need";
+ mes "to get ready?";
+ mes "Hurry it up!";
+ close;
+ break;
+ }
+ } else {
+ mes "Ah, so you've learned";
+ mes "a little something about Vulture's Eye! What do you think about it now? Ah, and here's a little reward for you before I start the next lesson~";
+ set tu_archer01,9;
+ getitem 1752,500; //Fire_Arrow
+ close;
+ }
+ } else if(tu_archer01 == 9){
+ mes "Okay...";
+ mes "Up till now we've";
+ mes "studied Passive Skills.";
+ mes "You know, Owl's Eye";
+ mes "and Vulture's Eye.";
+ next;
+ mes "[Reidin Corse]";
+ mes "Even though you may not be doing anything, Passive Skills are always in effect. Now, it's time for me to teach you about an Active Skill";
+ mes "for Archers. Ready?";
+ next;
+ mes "[Reidin Corse]";
+ mes "Today I'll tell";
+ mes "you all about";
+ mes "^3131FFDouble Strafe^000000!";
+ mes "Whaddya think?";
+ mes "Exciting, yes?";
+ next;
+ set .@eagle, getskilllv("AC_DOUBLE");
+ if(.@eagle > 2){
+ mes "["+strcharinfo(0)+"]";
+ mes "I...";
+ mes "I already know";
+ mes "about Double Strafe.";
+ next;
+ mes "[Reidin Corse]";
+ mes "...";
+ mes "......";
+ next;
+ mes "[Reidin Corse]";
+ mes "^333333*Sigh*^000000";
+ mes "Next lesson...";
+ set tu_archer01, 10;
+ close;
+ } else {
+ mes "[Reidin Corse]";
+ mes "Just like its name, Double Strafe allows you to attack enemies with your arrows twice in a row! Booyah~";
+ next;
+ mes "[Reidin Corse]";
+ mes "As Double Strafe's level rises, its attack strength also increases. If you master this skill, you can do a great amount of damage to your enemies!";
+ next;
+ mes "[Reidin Corse]";
+ mes "Hold your bow and arrow";
+ mes "like this, concentrate, aim,";
+ mes "then fire twice with all your";
+ mes "might! Practice Double Strafe";
+ mes "enough and you'll get used to it!";
+ next;
+ if(.@eagle == 0){
+ specialeffect2 EF_WIND;
+ set tu_archer01, 10;
+ getexp 0,50;
+ }
+ emotion e_no1;
+ next;
+ mes "[Reidin Corse]";
+ mes "Now, there's another skill known as ^FF0000Arrow Shower^000000. Where Double Strafe uses 2 Arrows, Arrow Shower fires a bunch of arrows at once.";
+ next;
+ mes "[Reidin Corse]";
+ mes "Not even I can handle";
+ mes "Arrow Shower all that well since it's really hard. Still, maybe if you trained more at it, you'd manage to pull it off?";
+ emotion e_heh;
+ close;
+ }
+ } else if(tu_archer01 == 10){
+ mes "Now, I've taught you a lot of stuff and I wanna make sure you retain all of it. That's why I want you to take this midterm. Your mission: ^FF0000Attack the Rockers^000000!";
+ emotion e_no1;
+ next;
+ mes "[Reidin Corse]";
+ mes "Rockers live just southwest of Prontera.";
+ next;
+ mes "[Reidin Corse]";
+ mes "Be aware that Rockers are earth element monsters!! ^3131FFSo they should be weak against fire^000000.";
+ next;
+ mes "[Reidin Corse]";
+ mes "Now go and bring ^3131FF10 Grasshopper's Leg^000000 from hunting Rockers.";
+ mes "Bring all of that and you pass~";
+ next;
+ mes "[Reidin Corse]";
+ mes "It's easier to find them if you pass by the southern gate of Prontera and then head west. Alright, off you go, " + strcharinfo(0) + "~";
+ set tu_archer01,11;
+ close;
+ } else if(tu_archer01 == 11){
+ if(countitem(940) > 9){
+ if(MaxWeight - Weight < 1000){
+ mes "Why are you carrying";
+ mes "so much stuff? You better put everything you don't need into Kafra Storage.";
+ close;
+ } else {
+ mes "Hey, you're back!";
+ mes "Let's see now...";
+ next;
+ emotion e_no1;
+ mes "[Reidin Corse]";
+ mes "Good! You pass.";
+ mes "Don't forget that you gotta keep training and improve your skills. Before you know it, you'll be an expert almost as good as me!";
+ specialeffect2 EF_WIND;
+ set tu_archer01, 12;
+ getexp 100,100;
+ getitem 1707,1; //Great_Bow
+ close;
+ }
+ } else {
+ mes "Hey...";
+ mes "You gotta bring";
+ mes "^3131FF10 Grasshopper's Leg^000000 to pass my midterm! Go back to the southwest area of Prontera and get them!";
+ close;
+ }
+ } else if(tu_archer01 == 12){
+ mes "Alright, now there's only";
+ mes "one more skill you need to know about. Personally, I think this one is crucial for every Archer...";
+ next;
+ mes "[Reidin Corse]";
+ mes "Open your Skill Window.";
+ mes "Make sure that you learn";
+ mes "^FF0000Increase Concentration^000000.";
+ mes "Now, how can I describe";
+ mes "how to do it?";
+ next;
+ mes "[Reidin Corse]";
+ mes "I guess that first, you gotta quiet your mind and enter a state of complete concentration. Steadily draw your bowstring back. If there's even a millisecond of imbalance, you'll miss.";
+ next;
+ mes "[Reidin Corse]";
+ mes "We use Increase Concentration";
+ mes "to keep ourselves calm and focused to ^3131FFmaximize certain abilities and stats^000000. This skill enhances our performance as Archers immensely!";
+ next;
+ mes "[Reidin Corse]";
+ mes "You might not be able";
+ mes "to see it now, but as you become more skilled, you'll eventually recognize all the benefits of this skill.";
+ set tu_archer01, 13;
+ close;
+ } else if(tu_archer01 == 13){
+ mes "^333333*Sigh*^000000";
+ mes "It was a pain in the";
+ mes "ass, but we're finally";
+ mes "done with all of your lessons.";
+ emotion e_pif;
+ next;
+ mes "[Reidin Corse]";
+ mes "Ah, but it's not time for";
+ mes "you to relax yet! Since I've given you a midterm, it's only fitting that I also give you a final!";
+ next;
+ mes "[Reidin Corse]";
+ mes "Surprised, huh?";
+ mes "Well, this test is a little harder, but I'll help you out so there's";
+ mes "no need for you to fret.";
+ next;
+ mes "[Reidin Corse]";
+ mes "Now, go into the forest east of Payon and hunt Spores and Wormtails. Your test will be to bring back ^3131FF10 Mushroom Spores^000000 and";
+ mes "^3131FF10 Pointed Scales^000000.";
+ next;
+ mes "[Reidin Corse]";
+ mes "I know it's a little dangerous,";
+ mes "but I've got a pal who'll be there to help you. Of course, she's still in training, but...";
+ next;
+ mes "[Reidin Corse]";
+ mes "Oh...";
+ mes "And one last thing.";
+ mes "Take some of these.";
+ next;
+ mes "[Reidin Corse]";
+ if(MaxWeight - Weight < 2100){
+ mes "H-hey!";
+ mes "Why are you carrying";
+ mes "so much stuff? You better put everything you don't need into Kafra Storage.";
+ close;
+ } else {
+ mes "This stuff is just a little something to encourage you, so don't take it the wrong way! Now hurry up, get what I asked for,";
+ mes "and come back!";
+ set tu_archer01,14;
+ getitem 601,10; //Wing_Of_Fly
+ getitem 501,10; //Red_Potion
+ getitem 602,1; //Wing_Of_Butterfly
+ close;
+ }
+ } else if((tu_archer01 == 14) || (tu_archer01 == 15)){
+ if((countitem(906) > 9) && (countitem(921) > 9)){
+ mes "Ha-ha~!";
+ mes "You look more like";
+ mes "a veteran than a rookie";
+ mes "now! Yeap, I can see it";
+ mes "in your eyes.";
+ next;
+ mes "[Reidin Corse]";
+ mes "Right, did you get a chance to meet my Acolyte pal, Mafra? She's pretty shy, but I hope you two got along.";
+ next;
+ mes "[Reidin Corse]";
+ mes "I'm happy to tell";
+ mes "you that you've passed";
+ mes "my final exam! Here, take";
+ mes "this little reward!";
+ specialeffect2 EF_WIND;
+ set tu_archer01,16;
+ getexp 300,300;
+ getitem 1770,500; //Iron_Arrow
+ next;
+ mes "[Reidin Corse]";
+ mes "Well, it's like you're a full fledged Archer now. Honestly,";
+ mes "I've got nothing more to teach you. Well, about archery, anyway.";
+ emotion e_heh;
+ next;
+ mes "[Reidin Corse]";
+ mes "Well, if you talk to him, Master Kavaruk might have something for you to do. He happens to have me running around to doing errands";
+ mes "for him too. That creep!";
+ emotion e_pif;
+ next;
+ mes "[Reidin Corse]";
+ mes "Well, "+ strcharinfo(0) +",";
+ mes "It'd make me really happy if you get to the point where you develop a true love for the art of archery. I'll see you sometime, okay?";
+ emotion e_no1;
+ close;
+ } else {
+ mes "Remember, you";
+ mes "need to head into";
+ mes "the forest east of Payon and get me";
+ mes "^3131FF10 Mushroom Spores^000000";
+ mes "and ^3131FF10 Pointed Scales^000000.";
+ close;
+ }
+ } else if(tu_archer01 == 16){
+ mes "I really like this town.";
+ mes "There's so much lush greenery";
+ mes "and the birds are always singing. Payon really is peaceful.";
+ next;
+ mes "[Reidin Corse]";
+ mes "Of course, I've got friends here that I can trust with my life. We always argue, but we all want what's best for each other.";
+ emotion e_pif;
+ next;
+ mes "[Reidin Corse]";
+ mes "Wouldn't you";
+ mes "agree that it's";
+ mes "wonderful to have";
+ mes "great friends?";
+ close;
+ } else {
+ mes "I really like this town.";
+ mes "Everything is green and birds singing all around.. such a peaceful place Payon is.";
+ next;
+ mes "[Reidin Corse]";
+ mes "I feel so happy laying in the grass and looking up at the sky.";
+ next;
+ mes "[Reidin Corse]";
+ mes "It might also be because I have my trustable friends here with me. Haha.";
+ mes "We always argue, but we care for each other deep down inside.";
+ emotion e_pif;
+ next;
+ mes "[Reidin Corse]";
+ mes "..'friend' is a wonderful word. Don't you agree?";
+ close;
+ }
+ }
+ mes "Allow me to introduce myself. I'm the Archer of all Archers, ^3131FFReidin Corse^000000, Master of the Icarus Guild!";
+ next;
+ emotion e_no1;
+ mes "[Reidin Corse]";
+ mes "Right now, we're having a special event! The application fee for the Icarus Guild has been slashed by 50%! Join now and there'll be no annual fees!";
+ next;
+ emotion e_lv;
+ mes "[Reidin Corse]";
+ mes "During our special event, we'll have no job class restrictions!";
+ mes "As an added bonus, all new male members will be introduced to beautiful Dancer girls!";
+ next;
+ emotion e_heh;
+ mes "[Reidin Corse]";
+ mes "And new female members will have the special opportunity to go out on a date with me! Don't miss out!";
+ next;
+ emotion e_cash;
+ mes "[Reidin Corse]";
+ mes "Join right now";
+ mes "for a one time fee of only ^3131FF1,000,000, zeny^000000! Hurry and join the Icarus Guild while";
+ mes "this offer still lasts!";
+ next;
+ emotion e_pif,"Arpesto";
+ mes "[Arpesto]";
+ mes "Reiden...";
+ mes "Stop messing around.";
+ mes "Hey there, kid. The real";
+ mes "master of the Icarus Guild";
+ mes "is in that building.";
+ next;
+ emotion e_omg;
+ mes "[Reidin Corse]";
+ mes "Arpesto...!";
+ mes "Why'd you...?!";
+ next;
+ emotion e_ag;
+ mes "[Reidin Corse]";
+ mes "^333333*Sigh*^000000";
+ mes "You got me, you got me.";
+ mes "There's no application fee.";
+ mes "But I'll still date all of";
+ mes "those cute girls...";
+ close;
+}
+
+//=================================================Seisner====================================================
+pay_arche,84,139,3 script Seisner 727,{
+ specialeffect EF_HIT2,"#Target";
+ mes "[Seisner]";
+ mes "Aaaah!";
+ mes "Double Strafe!";
+ specialeffect EF_HIT2,"#Target";
+ next;
+ mes "[Seisner]";
+ mes "I did it!";
+ mes "Only an Archer";
+ mes "could make that shot!";
+ next;
+ mes "[Seisner]";
+ mes "Now, there are some";
+ mes "Thief class people who also use arrows, but they're better suited to using Knives. We Archers are";
+ mes "the arrow specialists!";
+ if(tu_archer01 == 1 || tu_archer01 > 2){
+ next;
+ mes "^3355FFYou show Seisner";
+ mes "the letter that Master";
+ mes "Kavaruk has written";
+ mes "to her for you.^000000";
+ next;
+ mes "[Seisner]";
+ mes "So Master Kavaruk";
+ mes "wants me to teach you";
+ mes "about Archers and Archery? Alright, what would you like to know more about?";
+ next;
+ while(1){
+ switch(select("About Archers.:Stats for Archers:End Conversation.")){
+ case 1:
+ mes "[Seisner]";
+ mes "Archers specialize";
+ mes "in shooting ^3131FFarrows^000000. We usually attack from a distance, but before we increase our Dodge Rate, we're pretty weak when it comes to one on one battles.";
+ next;
+ mes "[Seisner]";
+ mes "Therefore, Archers tend to attack before the enemy gets too close.";
+ mes "We also like to party with other people who can offer close";
+ mes "range protection.";
+ next;
+ mes "[Seisner]";
+ mes "Now, only Novices can";
+ mes "become Archers after reaching";
+ mes "Job Level 10 and learning all of the Basic Skills.";
+ next;
+ mes "[Seisner]";
+ mes "Well experienced Archers can move on and change to the Second Job Class, becoming ^3131FFHunters^000000, ^3131FFBards^000000 if they are male, or ^3131FFDancers^000000 if they are female.";
+ next;
+ mes "[Seisner]";
+ mes "If you reach Level 99";
+ mes "as a Second Job Class character, you can change to a Transcendent Class with Valkyrie's help.";
+ next;
+ mes "[Seisner]";
+ mes "Hunters can ultimately transcend into ^3131FFSnipers^000000, Bards into ^3131FFMinstrels^000000, and Dancers into ^3131FFGypsies^000000. I know that's pretty complex.";
+ if(tu_archer01 == 1) set tu_archer01, 2;
+ next;
+ break;
+ case 2:
+ mes "[Seisner]";
+ mes "So you want to";
+ mes "know more about Stats";
+ mes "and how they affect Archer abilities? I'll do my best to explain.";
+ next;
+ while(1) {
+ switch(select("STR:^3131FFAGI^000000:VIT:^FF9900INT^000000:^FF3131DEX^000000:LUK:End Conversation.")) {
+ case 1:
+ mes "[Seisner]";
+ mes "STR typically increases the damage of attacks. However, Archer class characters use weapons that rely on ^FF3131DEX^000000 to increase their damage.";
+ next;
+ mes "[Seisner]";
+ mes "In a sense, STR might not be necessary for Archers, although I'm sure there are skills or situations where STR will come in handy.";
+ next;
+ mes "[Seisner]";
+ mes "For instance, if you run out of arrows (which is every Archer's nightmare) and need to equip a Knife, having some STR might";
+ mes "be helpful.";
+ next;
+ mes "[Seisner]";
+ mes "Increasing STR will also";
+ mes "increase the amount of weight";
+ mes "that any character can carry. So if you have more STR, you can carry around more arrows.";
+ next;
+ if(tu_archer01 == 1) set tu_archer01, 2;
+ break;
+ case 2:
+ mes "[Seisner]";
+ mes "^FF3131AGI^000000 as you know, ";
+ mes "^3131Ffincreases Attack Speed";
+ mes "(ASPD)^000000 and affects ^3131FF Dodge Rate^000000.";
+ next;
+ mes "[Seisner]";
+ mes "One of the drawbacks of being an Archer is having weaker strength and lower Dodge Rate. However, the Dodge Rate disadvantage is lessened by increasing your ^FF3131AGI^000000.";
+ next;
+ if(tu_archer01 == 1) set tu_archer01, 2;
+ break;
+ case 3:
+ mes "[Seisner]";
+ mes "^3131FFVIT^000000 will increase";
+ mes "your Maximum HP and";
+ mes "resistance to damage.";
+ next;
+ mes "[Seisner]";
+ mes "Although Archers don't";
+ mes "specialize in having any special kind of defense, having VIT will help alleviate the defensive weakness of the Archer class.";
+ next;
+ mes "[Seisner]";
+ mes "VIT might be helpful";
+ mes "depending on how you use it. Still, I wouldn't recommend focusing too much on increasing your VIT if you're an Archer.";
+ next;
+ if(tu_archer01 == 1) set tu_archer01, 2;
+ break;
+ case 4:
+ mes "[Seisner]";
+ mes "^FF0000INT^000000 is more";
+ mes "important to the";
+ mes "Archer class than";
+ mes "you would think~";
+ next;
+ mes "[Seisner]";
+ mes "As you increase ^FF0000INT^000000, you'll raise your Maximum SP, meaning you";
+ mes "can use special skills more often.";
+ next;
+ mes "[Seisner]";
+ mes "For Hunters, one of the Second Job Classes for Archers, having higher INT will increase the damage inflicted by ^3131FFFalcons^000000.";
+ next;
+ if(tu_archer01 == 1) set tu_archer01, 2;
+ break;
+ case 5:
+ mes "[Seisner]";
+ mes "Now DEX is almost";
+ mes "without a doubt the";
+ mes "most important stat";
+ mes "for any Archer.";
+ next;
+ mes "[Seisner]";
+ mes "^FF3131DEX^000000 ^3131Ffincreases the damage^000000";
+ mes "of Archer class weapons that fire arrows. These include ^3131FFBows^000000, ^3131FFInstruments^000000 and ^3131FFWhips^000000.";
+ next;
+ mes "[Seisner]";
+ mes "Dexterity enhances an Archer's ability to hit weak points and do more damage, which is why weapons that use arrows don't rely on STR like weapons used by other classes.";
+ next;
+ mes "[Seisner]";
+ mes "Just like any other class, ^FF3131DEX^000000 increases ^3131FFAccuracy (HIT)^000000 and slightly enhances Attack Speed (ASPD).";
+ next;
+ if(tu_archer01 == 1) set tu_archer01, 2;
+ break;
+ case 6:
+ mes "[Seisner]";
+ mes "^FF0000LUK^000000 affects your";
+ mes "Perfect Dodge rate";
+ mes "and Critical rate.";
+ next;
+ mes "[Seisner]";
+ mes "For Hunters, one of the Second Classes for the Archer, LUK increases the chance of ^3131FFBlitz Beat^000000 occurring automatically. So Hunters who rely on their Falcons might want to invest in LUK.";
+ next;
+ if(tu_archer01 == 1) set tu_archer01, 2;
+ break;
+ case 7:
+ mes "[Seisner]";
+ mes "So is there";
+ mes "anything else that";
+ mes "you want to ask me?";
+ next;
+ set .@exitwhile,1;
+ break;
+ }
+ if (.@exitwhile) break;
+ }
+ break;
+ case 3:
+ mes "[Seisner]";
+ mes "Once an Archer shoots an arrow,";
+ mes "he can't stop its flight or change his target. That's why Archers need to be level headed and really careful in battle.";
+ next;
+ mes "[Seisner]";
+ mes "Someday, I'd like to become a great Archer and use my skills for the good of Rune-Midgard.";
+ close;
+ break;
+ }
+ }
+ } else if(tu_archer01 == 2){
+ next;
+ mes "[Seisner]";
+ mes "Thanks for listening.";
+ mes "I know I gave you a lot of information, but I think it's important that everyone";
+ mes "understands archery.";
+ next;
+ mes "[Seisner]";
+ mes "If you feel comfortable enough with the knowledge I've taught you, you should go back to Master Kavaruk. But if you still have questions, you can always come and ask me.";
+ close2;
+ specialeffect2 EF_WIND;
+ set tu_archer01, 3;
+ if(JobLevel == 1){
+ getexp 0,5;
+ } else if((JobLevel > 1) && (JobLevel < 11)){
+ getexp 0,10;
+ } else if((JobLevel > 10) && (JobLevel < 21)){
+ getexp 0,25;
+ } else {
+ getexp 0,50;
+ }
+ end;
+ }
+ close;
+}
+
+//=================================================Target====================================================
+pay_arche,76,135,3 script Target#Target 111,{ end; } // empty NPC?? [Jukka]
+
+//=================================================Acolyte====================================================
+pay_fild08,40,83,5 script Acolyte#tu 95,{
+ mes "[Acolyte]";
+ if(tu_archer01 == 14){
+ if(gettime(3) >= 18 && gettime(3) < 22){
+ mes "H-hello!";
+ mes "Umm, umm...";
+ mes "Are you R-Reidin Corse's";
+ mes "friend t-too?";
+ next;
+ mes "[Acolyte]";
+ mes "M-my name is Mafra.";
+ mes "Ever since he saved my life, Reidin has a-always been a good f-friend to me. He's such a great Archer";
+ mes "and a really nice person!";
+ next;
+ mes "[Acolyte]";
+ mes "Um, and...";
+ mes "Uh... Oh no~";
+ mes "What am I supposed";
+ mes "t-to tell you...?";
+ emotion e_swt2;
+ next;
+ mes "[Acolyte]";
+ mes "Oh, since I'm training to be an Acolyte, I'm supposed to help out the people he's teaching. So...";
+ mes "Let's h-help each other train!";
+ mes "Um, is that okay?";
+ next;
+ switch(select("Sure.:No thanks.:Reidin Corse is mine!")) {
+ case 1:
+ mes "[Acolyte]";
+ mes "Wow!";
+ mes "Thank you, thank you!";
+ mes "I''ll try my very best!";
+ set tu_archer01, 15;
+ close;
+ break;
+ case 2:
+ mes "[Acolyte]";
+ mes "Oh... Oh.";
+ mes "I'm so sorry.";
+ mes "If you don't need";
+ mes "my help, I guess";
+ mes "that's alright...";
+ emotion e_sob;
+ close;
+ break;
+ case 3:
+ mes "[Acolyte]";
+ mes "Eh?!";
+ mes "R-really?";
+ mes "I guess he doesn't";
+ mes "need to tell me if";
+ mes "he already has a girlfriend...";
+ next;
+ mes "[Acolyte]";
+ if(Sex){
+ mes "W-wait!";
+ mes "Y-you're a man!";
+ mes "D-d-d-don't tease me";
+ mes "like that! I'm serious!";
+ set tu_archer01, 15;
+ close;
+ } else {
+ mes "And he's so brave";
+ mes "and funny and smart.";
+ mes "Y-you're lucky to have him.";
+ mes "^333333*Sniff*^000000 I... I...";
+ next;
+ mes "[Acolyte]";
+ mes "^333333*Sniffle*^000000";
+ mes "I'll d-do my best to help you!";
+ mes "I wish you both happiness! (Waaaaaah~!)";
+ set tu_archer01, 15;
+ close;
+ }
+ break;
+ }
+ end;
+ } else {
+ mes "^666666Zzzzz...^000000";
+ mes "Wh-wha...?";
+ mes "Who are you?";
+ specialeffect EF_SLEEPATTACK;
+ next;
+ mes "[Acolyte]";
+ mes "Wait, I know...";
+ mes "Y-you're... ^666666*Yawn*^000000";
+ mes "So sleepy. Take this for now...";
+ set .@kurae_heal, rand(1,4);
+ if(.@kurae_heal == 1){
+ unitskilluseid getcharid(3),28,3;
+ } else if(.@kurae_heal == 2){
+ unitskilluseid getcharid(3),28,9;
+ } else if(.@kurae_heal == 3){
+ unitskilluseid getcharid(3),28,10;
+ } else if(.@kurae_heal == 4){
+ }
+
+ set .@kurae_agi, rand(1,3);
+ if(.@kurae_agi == 1){
+ unitskilluseid getcharid(3),29,0;
+ } else if(.@kurae_agi == 2){
+ unitskilluseid getcharid(3),29,5;
+ } else if(.@kurae_agi == 3){
+ unitskilluseid getcharid(3),29,10;
+ }
+
+ set .@kurae_bls, rand(1,3);
+ if(.@kurae_bls == 1){
+ unitskilluseid getcharid(3),34,0;
+ } else if(.@kurae_bls == 2){
+ unitskilluseid getcharid(3),34,5;
+ } else if(.@kurae_bls == 3){
+ unitskilluseid getcharid(3),34,10;
+ }
+ close;
+ }
+ } else if(tu_archer01 == 15){
+ if((gettime(3) >= 18) && (gettime(3) < 22)){
+ mes "^666666Zzzzz...^000000";
+ mes "Wh-wha...?";
+ mes "Who are you?";
+ specialeffect EF_SLEEPATTACK;
+ next;
+ mes "[Acolyte]";
+ mes "Reidin Corse?";
+ mes "I can't believe";
+ mes "I feel asleep fo--";
+ mes "^666666Zzzzzzz...^000000";
+ next;
+ mes "[Acolyte]";
+ mes "^666666Zzzz^000000--Oooh!";
+ mes "J-just take this before";
+ mes "I fall asleep again~! ^666666*Yawn*^000000";
+
+ set .@kurae_heal, rand(1,4);
+ if(.@kurae_heal == 1){
+ unitskilluseid getcharid(3),28,3;
+ } else if(.@kurae_heal == 2){
+ unitskilluseid getcharid(3),28,10;
+ } else if(.@kurae_heal == 3){
+ unitskilluseid getcharid(3),28,8;
+ }
+
+ set .@kurae_agi, rand(1,3);
+ if(.@kurae_agi == 1){
+ unitskilluseid getcharid(3),29,0;
+ } else if(.@kurae_agi == 2){
+ unitskilluseid getcharid(3),29,5;
+ } else if(.@kurae_agi == 3){
+ unitskilluseid getcharid(3),29,10;
+ }
+
+ set .@kurae_bls, rand(1,3);
+ if(.@kurae_bls == 1){
+ unitskilluseid getcharid(3),34,0;
+ } else if(.@kurae_bls == 2){
+ unitskilluseid getcharid(3),34,5;
+ } else if(.@kurae_bls == 3){
+ unitskilluseid getcharid(3),34,10;
+ }
+ close;
+ } else {
+ mes "Okay~!";
+ mes "Let me try";
+ mes "casting a spell";
+ mes "to help you! Yaa~p!";
+
+ set .@kurae_heal, rand(1,3);
+ if(.@kurae_heal == 1){
+ unitskilluseid getcharid(3),28,3;
+ } else if(.@kurae_heal == 2){
+ unitskilluseid getcharid(3),28,10;
+ } else if(.@kurae_heal == 3){
+ unitskilluseid getcharid(3),28,8;
+ }
+
+ set .@kurae_agi, rand(1,2);
+ if(.@kurae_agi == 1){
+ unitskilluseid getcharid(3),29,10;
+ } else if(.@kurae_agi == 2){
+ unitskilluseid getcharid(3),29,5;
+ }
+
+ set .@kurae_bls, rand(1,2);
+ if(.@kurae_bls == 1){
+ unitskilluseid getcharid(3),34,10;
+ } else if(.@kurae_bls == 2){
+ unitskilluseid getcharid(3),34,5;
+ }
+ close;
+ }
+ }
+ mes "...";
+ mes "W-why does";
+ mes "traveling make";
+ mes "me sooo sleepy...?";
+ mes "^666666Zzzzzzzz...^000000";
+ specialeffect EF_SLEEPATTACK;
+ close;
+}
+
+//=================================================Alchemist Guildmember====================================================
+pay_arche,130,113,3 script Alchemist Guildmember#tu 740,{
+ mes "[Alchemist Guildmember]";
+ if(tu_archer02 > 0){
+ if((countitem(1032) > 0) || (countitem(905) > 0 )){ // Blossom_Of_Maneater & Stem
+ mes "Great...!";
+ mes "I've been waiting";
+ mes "for the Icarus Guild";
+ mes "to send somebody";
+ mes "to help us! Finally!";
+ emotion e_sob;
+ next;
+ mes "[Alchemist Guildmember]";
+ mes "Would you like to sell ^3131FFStems^000000";
+ mes "and ^3131FFManeater Blossoms^000000 to";
+ mes "the Alchemist Guild? We'll buy";
+ mes "each Stem for ^3131FF30 Zeny^000000 and each";
+ mes "Maneater Blossom for ^3131FF130 Zeny^000000.";
+ next;
+ switch(select("Sell all Stems and Maneater Blossoms:Don't sell anything.")) {
+ case 1:
+ mes "[Alchemist Guildmember]";
+ mes "Thank you very much!";
+ mes "This will really help";
+ mes "us in maintaining our";
+ mes "Flora field! I really";
+ mes "appreciate your help~";
+
+ set .@alche_f,countitem(1032); // Blossom_Of_Maneater
+ set .@alche_s,countitem(905); // Stem
+ set .@f_zeny, .@alche_f * 130;
+ set .@s_zeny, .@alche_s * 30;
+ set .@total_zeny, .@f_zeny + .@s_zeny;
+ if(countitem(1032) == 0){
+ delitem 905, .@alche_s; //Stem
+ } else if(countitem(905) == 0){
+ delitem 1032, .@alche_f; //Blossom_Of_Maneater
+ } else {
+ delitem 1032, .@alche_f; //Blossom_Of_Maneater
+ delitem 905, .@alche_s; //Stem
+ }
+ set Zeny,Zeny+.@total_zeny;
+ close;
+ break;
+ case 2:
+ mes "[Alchemist Guildmember]";
+ mes "Seriously...";
+ mes "I'm on the verge of begging!";
+ mes "The Alchemist Guild really needs lots of new supplies to keep our Flora field running!";
+ emotion e_sob;
+ close;
+ break;
+ }
+ } else {
+ mes "I don't know if you've heard";
+ mes "from Kavaruk, but our Flora field is getting ruined by stray cats.";
+ emotion e_sob;
+ next;
+ mes "[Alchemist Guildmember]";
+ mes "No matter how much we chase";
+ mes "them away, they always manage to come back. We really have no choice but to replace what they destroy.";
+ next;
+ mes "[Alchemist Guildmember]";
+ mes "We'll reward you if you can bring us ^3131FFStems^000000 and ^3131FFManeater Blossoms^000000";
+ mes "to help us in our field maintenance efforts. These Flora are crucial since they provide funds for our guild. Without them...";
+ close;
+ }
+ }
+ mes "^666666*Sigh...*^000000";
+ mes "Isn't anyone coming";
+ mes "to help us? We're facing";
+ mes "a really huge crisis here!";
+ close;
+}
+
+//=================================================Arthail====================================================
+prontera,126,335,5 script Arthail 51,{
+ mes "[Arthail]";
+ if(tu_archer02 < 3){
+ mes "I am the Bard";
+ mes "who sings only for";
+ mes "himself. The gentle";
+ mes "breeze is the only";
+ mes "audience I have.";
+ next;
+ mes "[Arthail]";
+ mes "I am Arthail";
+ mes "of the Wind.";
+ mes "I sing for no man,";
+ mes "so you had best be on";
+ mes "your way. I'm sorry, but";
+ mes "I have no songs to share.";
+ if(tu_archer02 == 2) {
+ next;
+ select("Master Kavaruk told me to find you!");
+ mes "[Arthail]";
+ mes "Really now?";
+ mes "I suppose it";
+ mes "can't be helped.";
+ mes "I really should";
+ mes "have contacted him.";
+ next;
+ mes "[Arthail]";
+ mes "However, I'm very tired from the long trip. I'm exhausted from the crowding of this city and the hundreds of talking people.";
+ mes "I can't handle it all...";
+ next;
+ mes "[Arthail]";
+ mes "Why can't I be like everyone else? It seems that as I approach people, my heart retreats further away from them. I wonder why that is?";
+ next;
+ mes "[Arthail]";
+ mes "I became a Bard to try to fix this social complex of mine, but to";
+ mes "no avail. Still, I feel much more at ease when I sing. Ah, but I've said too much already.";
+ next;
+ mes "[Arthail]";
+ mes "Master Kavaruk";
+ mes "asked you to help";
+ mes "me? Well then, I have";
+ mes "a favor to ask of you.";
+ next;
+ mes "[Arthail]";
+ mes "Here in the capital of the";
+ mes "Rune-Midgarts Kingdom, there's supposed to be a fountain in the central plaza. Everyone seems to stop and chat over there.";
+ next;
+ mes "[Arthail]";
+ mes "However, I have a fear of other people and I can't bring myself to go near the crowds of people there. It's embarassing for me to admit this as a Bard...";
+ next;
+ mes "[Arthail]";
+ mes "Would you please go and see if there's any news being spread around in that area for me?";
+ set tu_archer02, 3;
+ }
+ close;
+ } else if(tu_archer02 == 3){
+ mes "I'm ashamed to ask,";
+ mes "but would you go the fountain in Prontera's central plaza and see";
+ mes "if there's any news?";
+ close;
+
+ } else if(tu_archer02 == 4){
+ mes "I see...";
+ mes "Nothing much.";
+ mes "Another person";
+ mes "found an Emperium";
+ mes "and is starting a";
+ mes "brand new guild...";
+ next;
+ mes "[Arthail]";
+ mes "^3131FFEmperium^000000...";
+ mes "There are a lot of ambitious people in Morroc that want one of those. Even in my hometown of Payon,";
+ mes "there are people clamoring to obtain one...";
+ next;
+ mes "[Arthail]";
+ mes "Supposedly, having an Emperium";
+ mes "will give you the power to change the world. People are bound to be attracted to it.";
+ next;
+ mes "[Arthail]";
+ mes "Hmm...?";
+ mes "I sense something";
+ mes "dark and ominous...";
+ mes "I wonder what it could be?";
+ emotion e_hmm;
+ next;
+ mes "[Arthail]";
+ mes "I'm probably just stressed and exhausted. I'll feel better once";
+ mes "I get some rest. Would you like to join me and listen to the flowing water?";
+ next;
+ mes "[Arthail]";
+ mes "It's not the greatest feeling if you stay here for too long, but the sound of this water reminds me of home. Did you see the lake by the Icarus Guild? These waters remind me of that place.";
+ next;
+ mes "[Arthail]";
+ mes "^333333*Yawn...*^000000";
+ mes "I haven't talked";
+ mes "like this in so long.";
+ mes "I'm so tired, I think";
+ mes "I'll rest just a little...";
+ next;
+ mes "[Arthail]";
+ mes "..........";
+ next;
+ mes "^3355FFArthail of the Wind";
+ mes "has fallen fast asleep.^000000";
+ next;
+ mes "["+strcharinfo(0)+"]";
+ mes "Ah...";
+ mes "So peaceful~";
+ next;
+ mes "^3355FFThe rhythm of the lapping waters gently eases you into a state of perfect relaxation. The cold, crisp water would feel so refreshing if you dipped your feet into it...^000000";
+ //sound "se_subterranean_waterwave.wav" 1 0 0
+ next;
+ mes "[???]";
+ mes "...";
+ soundeffectall "se_littlewaves02.wav",0;
+ next;
+ mes "["+strcharinfo(0)+"]";
+ mes "Huh?";
+ mes "What was";
+ mes "that noise?";
+ next;
+ mes "[????]";
+ mes "AAAAAAAAAAAAAAAHHHHHHHHHHH!!!!!";
+ emotion e_omg;
+ soundeffectall "se_scream_w01.wav",0;
+ next;
+ mes "["+strcharinfo(0)+"]";
+ mes "What the--?!";
+ mes "That sounds like";
+ mes "screams coming from";
+ mes "inside Prontera Castle!";
+ next;
+ mes "^3355FFYou try to wake Arthail";
+ mes "but he's deeply asleep";
+ mes "and won't budge at all.^000000";
+ next;
+ mes "["+strcharinfo(0)+"]";
+ mes "I can't help it then.";
+ mes "I'd better go check";
+ mes "this out on my own.";
+ set tu_archer02, 5;
+ close2;
+ end;
+
+ } else if(tu_archer02 > 4 && tu_archer02 < 7){
+ mes "^333333Zzzzz...^000000";
+ close;
+
+ } else if(tu_archer02 == 8){
+ mes "Where did you go?";
+ mes "I thought you might have been kidnapped since you weren't";
+ mes "here when I woke up.";
+ next;
+ mes "[Arthail]";
+ mes "So everyone said nothing";
+ mes "happened when you asked";
+ mes "about the shrieks you heard?";
+ mes "That's really peculiar...";
+ next;
+ mes "[Arthail]";
+ mes "Even the Emperium you mentioned earlier. I thought it was supposed to be a rare item, but why is it so easy for so many people to get";
+ mes "one? It's very strange...";
+ next;
+ mes "[Arthail]";
+ mes "Huh. I better investigate this";
+ mes "a little more, so I'll stay here to gather more information. For now, you should head back to Payon and let Master Kavaruk know that I'm doing alright.";
+ next;
+ mes "[Arthail]";
+ mes "And one day...";
+ mes "I guess I'll finally";
+ mes "have a song that";
+ mes "I can share with you.";
+ set tu_archer02, 9;
+ close2;
+ end;
+ }
+ mes "...";
+ mes "......";
+ close2;
+ end;
+}
+
+//=================================================New Guild Master====================================================
+prontera,167,281,3 script New Guild Master#tu 753,{
+ mes "[New Guild Master]";
+ mes "Hearken, all";
+ mes "of you who seek";
+ mes "fame and glory!";
+ next;
+ mes "[New Guild Master]";
+ mes "I hold in my hand this ^3131FFEmperium^000000, sign that I am favored by destiny! Brave ones, I bid you, lend me";
+ mes "your power!";
+ next;
+ mes "[New Guild Master]";
+ mes "Nothing can stop us!";
+ mes "So long as this jewel";
+ mes "is in my possession,";
+ mes "those who call themselves";
+ mes "my comrades will never";
+ mes "know the taste of defeat!";
+ if(tu_archer02 == 3) set tu_archer02, 4;
+ close;
+}
+
+//=================================================Mage====================================================
+prontera,144,301,5 script Mage#tu 123,{
+ mes "[Mage]";
+ mes "Did you see that";
+ mes "new guild master?";
+ mes "Talk about getting";
+ mes "on your soapbox!";
+ next;
+ emotion e_pif;
+ mes "[Mage]";
+ mes "Doesn't he know that there";
+ mes "are a lot of famous guilds around nowadays? Why would anyone want";
+ mes "to join his small no-name guild?";
+ next;
+ mes "[Mage]";
+ mes "Now, if I become a Wizard,";
+ mes "I'm going to join the best guild around. Casting spells to help the strongest Knights and the most powerful Priests would make me";
+ mes "look really cool!";
+ next;
+ mes "[Mage]";
+ mes "Bwahahah!";
+ mes "Just thinking";
+ mes "about it makes";
+ mes "me so excited!";
+ close;
+}
+
+//=================================================Minister====================================================
+prt_castle,76,165,6 script Minister#tu 55,{
+ mes "[Minister]";
+ mes "The royal family";
+ mes "is extremely busy";
+ mes "at the moment, handling";
+ mes "our nation's administration.";
+ if(tu_archer02 == 5){
+ next;
+ mes "["+strcharinfo(0)+"]";
+ mes "I heard screams";
+ mes "from outside! Did";
+ mes "something happen?";
+ next;
+ mes "[Minister]";
+ mes "...";
+ mes "......";
+ next;
+ mes "[Minister]";
+ mes "Ah, there are a few stray cats running around, those Wild Roses, so those noises you heard must have been them. Everything is fine here in the palace.";
+ set tu_archer02, 6;
+ close;
+ } else if(tu_archer02 == 7){
+ next;
+ mes "^3355FFThe urgency that the Minister expressed earlier has been";
+ mes "replaced with a stone cold feeling of sternness. He probably won't tell you much more information,";
+ mes "no matter how much you ask him.";
+ close;
+ } else if(tu_acolyte01 == 25){
+ next;
+ mes "["+strcharinfo(0)+"]";
+ mes "Um...";
+ mes "I hear that";
+ mes "the royal family";
+ mes "might be in sort of";
+ mes "trouble. Is there any";
+ mes "way I could help?";
+ next;
+ mes "[Minister]";
+ mes "...";
+ mes "......";
+ next;
+ mes "[Minister]";
+ mes "You must be mistaken.";
+ mes "The royal family is fine,";
+ mes "especially since our";
+ mes "kingdom is at peace.";
+ next;
+ mes "[Minister]";
+ mes "Perhaps you've gotten that idea because it's very difficult to meet any member of the royal family. Please understand that they're";
+ mes "all very busy trying to serve";
+ mes "the people.";
+ next;
+ mes "[Minister]";
+ mes "As a holy servant, I'm sure that you'll find plenty of other people who have need of your help and abilities outside of the palace.";
+ }
+ close;
+}
+
+//=================================================Range NPC====================================================
+prt_castle,94,150,4 script #sound_tu 139,10,10,{
+OnTouch_:
+ if(tu_archer02 == 6) {
+ mes "[Minister]";
+ mes "Contact the";
+ mes "Prontera Church.";
+ mes "Hurry, this is urgent!";
+ set tu_archer02, 7;
+ close;
+ }
+ end;
+}
+
+//=================================================Bishop Maugins====================================================
+monk_in,19,43,1 script Bishop Maugins 60,{
+ mes "[Bishop Maugins]";
+ if(tu_archer02 == 7){
+ mes "Greetings.";
+ mes "I doubt that you're here to change to the Monk job, but may I help you with something? Perhaps you're";
+ mes "here for a confession?";
+ next;
+ mes "[Bishop Maugins]";
+ mes "Hm? Work related to";
+ mes "the Palace? Yes, I'm in";
+ mes "charge of that area. So";
+ mes "how may I help you?";
+ next;
+ switch(select("Has something happened to the Kingdom?:Nothing.")) {
+ case 1:
+ mes "[Bishop Maugins]";
+ mes "...!!";
+ next;
+ mes "[Bishop Maugins]";
+ mes "...";
+ mes "......";
+ next;
+ mes "[Bishop Maugins]";
+ mes "Ho ho~";
+ mes "Of course not!";
+ mes "The king and I regularly write to each other, but I haven't heard of anything in particular. Please don't worry yourself.";
+ next;
+ set tu_archer02, 8;
+ break;
+ }
+ mes "[Bishop Maugins]";
+ mes "Good luck on";
+ mes "your journeys,";
+ mes "brave adventurer.";
+ unitskilluseid getcharid(3),29,10;
+ unitskilluseid getcharid(3),34,10;
+ close;
+ }
+ mes "I'm sorry, but I have";
+ mes "some pressing matter";
+ mes "to think about right now.";
+ mes "Would you come back later?";
+ close;
+}
diff --git a/npc/quests/first_class/tu_ma_th01.txt b/npc/quests/first_class/tu_ma_th01.txt
new file mode 100644
index 000000000..0399a5112
--- /dev/null
+++ b/npc/quests/first_class/tu_ma_th01.txt
@@ -0,0 +1,1337 @@
+//===== rAthena Script =======================================
+//= Theif Mage Quest Story Mode
+//===== By: ==================================================
+//= Fix up by Jukka
+//===== Current Version: =====================================
+//= 1.3
+//===== Compatible With: =====================================
+//= rAthena SVN (Testet in Trunk 88xx)
+//===== Description: =========================================
+//=
+//===== Additional Comments: =================================
+//= 1.0 Fully working
+//= 1.1 optimized [Lupus]
+//= TODO: Test, Add correct misceffects numbers
+//= 1.2 Changed "battle_trace" to "Trace of Battle". [L0ne_W0lf]
+//= 1.3 Misc. updates. [L0ne_W0lf]
+//============================================================
+
+
+//=================================================Battle Traces 1====================================================
+moc_fild12,166,369,0 script Trace of Battle#1 844,{
+ if(BaseClass == Job_Thief){
+ if(tu_thief01 < 5){
+ mes "^3355FFYou find traces of poison";
+ mes "used in a battle. You sense";
+ mes "its potency and decide not";
+ mes "to get too close to it.^000000";
+ close;
+ } else if(tu_thief01 == 5){
+ mes "^3355FFYou find traces of poison";
+ mes "used in a battle. A feeling";
+ mes "of acute dizziness overcomes";
+ mes "you after examining the scene.^000000";
+ set tu_thief01, 6;
+ sc_start SC_Poison,60000,0;
+ specialeffect EF_VENOMDUST2;
+ close;
+ } else if(tu_thief01 == 6){
+ mes "^3355FFYou find traces of poison";
+ mes "used in a battle. A feeling";
+ mes "of acute dizziness overcomes";
+ mes "you after examining the scene.^000000";
+ sc_start SC_Poison,60000,0;
+ specialeffect EF_VENOMDUST2;
+ close;
+ } else if(tu_thief01 == 7){
+ mes "^3355FFYou find traces of poison";
+ mes "used in a battle. You sense";
+ mes "its potency and decide not";
+ mes "to get too close to it.^000000";
+ close;
+ } else if(tu_thief01 == 8){
+ mes "^3355FFThere are traces of a battle";
+ mes "that seem to be leading in";
+ mes "different directions. From the";
+ mes "peculiar smell that permeates";
+ mes "the area, it seems that some";
+ mes "kind of lethal poison was used.^000000";
+ next;
+ mes "^3355FFStill...";
+ mes "The trail of this";
+ mes "battle decidedly";
+ mes "heads southward.^000000";
+ set tu_thief01, 9;
+ close;
+ } else {
+ mes "^3355FFYou find signs of";
+ mes "a heated pursuit";
+ mes "that head south.";
+ close;
+ }
+ }
+ if(BaseClass == Job_Mage){
+ if(tu_magician01 < 8){
+ mes "^3355FFYou find traces of poison";
+ mes "used in a battle. You sense";
+ mes "its potency and decide not";
+ mes "to get too close to it.^000000";
+ specialeffect EF_VENOMDUST2;
+ close;
+ } else if(tu_magician01 == 8){
+ mes "^3355FFThere are traces of a battle";
+ mes "that seem to be leading in";
+ mes "different directions. From the";
+ mes "peculiar smell that permeates";
+ mes "the area, it seems that some";
+ mes "kind of lethal poison was used.^000000";
+ next;
+ mes "^3355FFStill...";
+ mes "The trail of this";
+ mes "battle decidedly";
+ mes "heads southward.^000000";
+ set tu_magician01, 9;
+ close;
+ } else {
+ mes "^3355FFYou find signs of";
+ mes "a heated pursuit";
+ mes "that head south.";
+ close;
+ }
+ }
+ mes "^3355FFThere are signs that show";
+ mes "that some violent scuffle";
+ mes "might have occurred here,";
+ mes "but you can't tell what had";
+ mes "happened exactly...^000000";
+ close;
+}
+
+//=================================================Battle Traces 2====================================================
+moc_fild12,173,215,0 script Trace of Battle#2 844,{
+ if(BaseClass == Job_Thief){
+ if(tu_thief01 < 9){
+ mes "^3355FFThere are signs";
+ mes "that many people";
+ mes "have traveled through";
+ mes "this particular area.^000000";
+ close;
+ } else if(tu_thief01 == 9){
+ mes "^3355FFYou've found traces";
+ mes "of the pursuit which";
+ mes "continue eastward.^000000";
+ set tu_thief01, 10;
+ close;
+ } else {
+ mes "^3355FFThese traces of";
+ mes "the pursuit lead";
+ mes "towards the east.^000000";
+ close;
+ }
+ } else if(BaseClass == Job_Mage){
+ if(tu_magician01 < 9){
+ mes "^3355FFThere are signs";
+ mes "that many people";
+ mes "have traveled through";
+ mes "this particular area.^000000";
+ close;
+ } else if(tu_magician01 == 9){
+ mes "^3355FFYou've found traces";
+ mes "of the pursuit which";
+ mes "continue eastward.^000000";
+ set tu_magician01, 10;
+ close;
+ } else {
+ mes "^3355FFThese traces of";
+ mes "the pursuit lead";
+ mes "towards the east.^000000";
+ close;
+ }
+ }
+ mes "^3355FFThere are signs that show";
+ mes "that some violent scuffle";
+ mes "might have occurred here,";
+ mes "but you can't tell what had";
+ mes "happened exactly...^000000";
+ close;
+}
+
+//=================================================Battle Traces 3====================================================
+moc_fild12,276,165,0 script Trace of Battle#3 844,{
+ if(BaseClass == Job_Thief){
+ if(tu_thief01 < 10){
+ mes "^3355FFThere are signs";
+ mes "that many people";
+ mes "have traveled through";
+ mes "this particular area.^000000";
+ close;
+ } else if(tu_thief01 == 10){
+ mes "^3355FFYou examine these traces";
+ mes "and notice that one set of";
+ mes "footprints looks almost too";
+ mes "pronounced, as if it had been";
+ mes "made for somebody to find.^000000";
+ set tu_thief01, 11;
+ close;
+ } else {
+ mes "^3355FFIt's a very";
+ mes "strange looking";
+ mes "set of footprints.^000000";
+ close;
+ }
+ } else if(BaseClass == Job_Mage){
+ if(tu_magician01 < 10){
+ mes "^3355FFThere are signs";
+ mes "that many people";
+ mes "have traveled through";
+ mes "this particular area.^000000";
+ close;
+ } else if(tu_magician01 == 10){
+ mes "^3355FFYou examine these traces";
+ mes "and notice that one set of";
+ mes "footprints looks almost too";
+ mes "pronounced, as if it had been";
+ mes "made for somebody to find.^000000";
+ set tu_magician01, 11;
+ close;
+ } else {
+ mes "^3355FFIt's a very";
+ mes "strange looking";
+ mes "set of footprints.^000000";
+ close;
+ }
+ }
+ mes "^3355FFThese look like";
+ mes "traces of some kind";
+ mes "of pursuit or battle, but";
+ mes "you can't really tell for sure.^000000";
+ close;
+}
+
+//=================================================Battle Traces 4====================================================
+moc_fild11,39,163,0 script Trace of Battle#4 844,{
+ if(BaseClass == Job_Thief){
+ if(tu_thief01 < 11){
+ mes "^3355FFThere are signs";
+ mes "that many people";
+ mes "have traveled through";
+ mes "this particular area.^000000";
+ close;
+ } else if(tu_thief01 == 11){
+ mes "^3355FFFrom these traces,";
+ mes "you see that another";
+ mes "set of footprints has";
+ mes "been added. It looks like";
+ mes "someone } else got involved.";
+ mes "These prints are distinctly";
+ mes "clearer and much smaller.^000000";
+ set tu_thief01, 12;
+ close;
+ } else {
+ mes "^3355FFFrom these traces,";
+ mes "you see that another";
+ mes "person has gotten involved";
+ mes "in this heated scuffle.^000000";
+ close;
+ }
+ } else if(BaseClass == Job_Mage){
+ if(tu_magician01 < 11){
+ mes "^3355FFThere are signs";
+ mes "that many people";
+ mes "have traveled through";
+ mes "this particular area.^000000";
+ close;
+ } else if(tu_magician01 == 11){
+ mes "^3355FFFrom these traces,";
+ mes "you see that another";
+ mes "set of footprints has";
+ mes "been added. It looks like";
+ mes "someone } else got involved.";
+ mes "These prints are distinctly";
+ mes "clearer and much smaller.^000000";
+ set tu_magician01, 12;
+ close;
+ } else {
+ mes "^3355FFFrom these traces,";
+ mes "you see that another";
+ mes "person has gotten involved";
+ mes "in this heated scuffle.^000000";
+ close;
+ }
+ }
+ mes "^3355FFThere are signs that show";
+ mes "that some violent scuffle";
+ mes "might have occurred here,";
+ mes "but you can't tell what had";
+ mes "happened exactly...^000000";
+ close;
+}
+
+//=================================================Battle Traces 5====================================================
+moc_fild11,205,52,0 script Trace of Battle#5 844,{
+ if(BaseClass == Job_Thief){
+ if(tu_thief01 < 12){
+ mes "^3355FFThere are signs";
+ mes "that many people";
+ mes "have traveled through";
+ mes "this particular area.^000000";
+ close;
+ } else if(tu_thief01 == 12){
+ mes "^3355FFThe traces of the battle";
+ mes "now split and head towards";
+ mes "the north and south. However,^000000";
+ if(countitem(506) == 0){
+ mes "^3355FFthere is a puddle of strong poison that you must neutralize before you can investigate this scene.^000000";
+ close;
+ } else {
+ mes "^3355FFthere is a puddle of strong poison that you must neutralize before you can investigate this scene.^000000";
+ next;
+ mes "^3355FFFortunately, you can";
+ mes "temporarily nullify the";
+ mes "poison by using one";
+ mes "of your Green Potions.^000000";
+ next;
+ switch(select("Use Green Potion.:Don't use it.")){
+ case 1:
+ mes "^3355FFThe poison weakens";
+ mes "and some of it evaporates,";
+ mes "revealing a piece of cloth that";
+ mes "was hidden in that puddle.^000000";
+ next;
+ switch(select("Don't investigate.:Investigate.")){
+ case 1:
+ mes "["+strcharinfo(0)+"]";
+ mes "A piece of cloth";
+ mes "is nothing to be";
+ mes "concerned about.";
+ close;
+ break;
+ case 2:
+ mes "["+strcharinfo(0)+"]";
+ mes "Hey... There's";
+ mes "blood on this cloth";
+ mes "and some writing on";
+ mes "it that I can't recognize.";
+ mes "Hopefully, this'll provide";
+ mes "some sort of clue to all this?";
+ set tu_thief01, 13;
+ next;
+ mes "^3355FFYou take the piece";
+ mes "of cloth from the puddle";
+ mes "of poison and keep it with you.^000000";
+ close;
+ break;
+ }
+ break;
+ case 2:
+ mes "["+strcharinfo(0)+"]";
+ mes "Hmm...";
+ mes "It'll probably be";
+ mes "faster if I follow this";
+ mes "trail, rather than stop to";
+ mes "investigate this scene.";
+ close;
+ break;
+ }
+ }
+ } else {
+ mes "^3355FFYou can't find";
+ mes "anything } else here,";
+ mes "aside from the traces";
+ mes "that split and lead both";
+ mes "northward and southward.^000000";
+ close;
+ }
+ } else if(BaseClass == Job_Mage){
+ if(tu_magician01 < 12){
+ mes "^3355FFThere are signs";
+ mes "that many people";
+ mes "have traveled through";
+ mes "this particular area.^000000";
+ close;
+ } else if(tu_magician01 == 12){
+ mes "^3355FFThe traces of the battle";
+ mes "now split and head towards";
+ mes "the north and south. However,^000000";
+ if(countitem(506) == 0){
+ mes "^3355FFthere is a puddle of strong poison that you must neutralize before you can investigate this scene.^000000";
+ close;
+ } else {
+ mes "^3355FFthere is a puddle of strong poison that you must neutralize before you can investigate this scene.^000000";
+ next;
+ mes "^3355FFFortunately, you can";
+ mes "temporarily nullify the";
+ mes "poison by using one";
+ mes "of your Green Potions.^000000";
+ next;
+ switch(select("Use Green Potion.:Don't use it.")){
+ case 1:
+ mes "^3355FFThe poison weakens";
+ mes "and some of it evaporates,";
+ mes "revealing a piece of cloth that";
+ mes "was hidden in that puddle.^000000";
+ next;
+ switch(select("Don't investigate.:Investigate.")){
+ case 1:
+ mes "["+strcharinfo(0)+"]";
+ mes "A piece of cloth";
+ mes "is nothing to be";
+ mes "concerned about.";
+ close;
+ break;
+ case 2:
+ mes "["+strcharinfo(0)+"]";
+ mes "Hey... There's";
+ mes "blood on this cloth";
+ mes "and some writing on";
+ mes "it that I can't recognize.";
+ mes "Hopefully, this'll provide";
+ mes "some sort of clue to all this?";
+ set tu_magician01,13;
+ next;
+ mes "^3355FFYou take the piece";
+ mes "of cloth from the puddle";
+ mes "of poison and keep it with you.^000000";
+ close;
+ break;
+ }
+ break;
+ case 2:
+ mes "["+strcharinfo(0)+"]";
+ mes "Hmm...";
+ mes "It'll probably be";
+ mes "faster if I follow this";
+ mes "trail, rather than stop to";
+ mes "investigate this scene.";
+ close;
+ break;
+ }
+ }
+ } else {
+ mes "^3355FFYou can't find";
+ mes "anything } else here,";
+ mes "aside from the traces";
+ mes "that split and lead both";
+ mes "northward and southward.^000000";
+ close;
+ }
+ }
+ mes "^3355FFThese look like";
+ mes "traces of some kind";
+ mes "of pursuit or battle, but";
+ mes "you can't really tell for sure.^000000";
+ close;
+}
+
+//=================================================Battle Traces 6====================================================
+moc_fild11,226,235,0 script Trace of Battle#6 844,{
+ if(BaseClass == Job_Thief){
+ if(tu_thief01 < 13){
+ mes "^3355FFThere are signs";
+ mes "that many people";
+ mes "have traveled through";
+ mes "this particular area.^000000";
+ close;
+ } else {
+ mes "^3355FFThese footprints";
+ mes "look like they're";
+ mes "heading towards the";
+ mes "north from the south.";
+ mes "But you can't really";
+ mes "be sure just yet.^000000";
+ close;
+ }
+ } else if(BaseClass == Job_Mage){
+ if(tu_magician01 < 13){
+ mes "^3355FFThere are signs";
+ mes "that many people";
+ mes "have traveled through";
+ mes "this particular area.^000000";
+ close;
+ } else {
+ mes "^3355FFThese footprints";
+ mes "look like they're";
+ mes "heading towards the";
+ mes "north from the south.";
+ mes "But you can't really";
+ mes "be sure just yet.^000000";
+ close;
+ }
+ }
+ mes "^3355FFThese look like";
+ mes "traces of some kind";
+ mes "of pursuit or battle, but";
+ mes "you can't really tell for sure.^000000";
+ close;
+}
+
+//=================================================Battle Traces 7====================================================
+moc_fild11,184,342,0 script Trace of Battle#7 844,{
+ if(BaseClass == Job_Thief){
+ if(tu_thief01 < 13){
+ mes "^3355FFThere are signs";
+ mes "that many people";
+ mes "have traveled through";
+ mes "this particular area.^000000";
+ close;
+ } else {
+ mes "^3355FFThe trail here looks pretty";
+ mes "muddled, since it looks like";
+ mes "they battled here for quite a";
+ mes "while. But the footprints are";
+ mes "definitely heading south.^000000";
+ close;
+ }
+ } else if(BaseClass == Job_Mage){
+ if(tu_magician01 < 13){
+ mes "^3355FFThere are signs";
+ mes "that many people";
+ mes "have traveled through";
+ mes "this particular area.^000000";
+ close;
+ } else {
+ mes "^3355FFThe trail here looks pretty";
+ mes "muddled, since it looks like";
+ mes "they battled here for quite a";
+ mes "while. But the footprints are";
+ mes "definitely heading south.^000000";
+ close;
+ }
+ }
+ mes "^3355FFThese look like";
+ mes "traces of some kind";
+ mes "of pursuit or battle, but";
+ mes "you can't really tell for sure.^000000";
+ close;
+}
+
+//=================================================Battle Traces 8====================================================
+moc_fild17,213,358,0 script Trace of Battle#8 844,{
+ if(BaseClass == Job_Thief){
+ if(tu_thief01 < 13){
+ mes "^3355FFThere are two";
+ mes "distinct sets of";
+ mes "footprints in this";
+ mes "area, but they don't";
+ mes "hold any significance";
+ mes "right about now.^000000";
+ close;
+ } else if(tu_thief01 == 13){
+ mes "^3355FFAround here, it";
+ mes "looks like there are";
+ mes "only two sets of footprints.";
+ mes "What happened to the other";
+ mes "set that you found earlier?^000000";
+ set tu_thief01, 14;
+ close;
+ } else {
+ mes "^3355FFFrom the evidence";
+ mes "that you've found here,";
+ mes "it looks like the battle";
+ mes "involves only two people";
+ mes "from this point onward.^000000";
+ close;
+ }
+ } else if(BaseClass == Job_Mage){
+ if(tu_magician01 < 13){
+ mes "^3355FFThere are two";
+ mes "distinct sets of";
+ mes "footprints in this";
+ mes "area, but they don't";
+ mes "hold any significance";
+ mes "right about now.^000000";
+ close;
+ } else if(tu_magician01 == 13){
+ mes "^3355FFAround here, it";
+ mes "looks like there are";
+ mes "only two sets of footprints.";
+ mes "What happened to the other";
+ mes "set that you found earlier?^000000";
+ set tu_magician01, 14;
+ close;
+ } else {
+ mes "^3355FFFrom the evidence";
+ mes "that you've found here,";
+ mes "it looks like the battle";
+ mes "involves only two people";
+ mes "from this point onward.^000000";
+ close;
+ }
+ }
+ mes "^3355FFThese look like";
+ mes "traces of some kind";
+ mes "of pursuit or battle, but";
+ mes "you can't really tell for sure.^000000";
+ close;
+}
+
+//=================================================Battle Traces 9====================================================
+moc_fild17,228,274,0 script Trace of Battle#9 844,{
+ if(BaseClass == Job_Thief){
+ if(tu_thief01 < 14){
+ mes "^3355FFTraces of some";
+ mes "sort of battle are";
+ mes "scattered all over";
+ mes "this particular area.^000000";
+ close;
+ } else if(tu_thief01 == 14){
+ mes "^3355FFYou follow the trail";
+ mes "and although traces from";
+ mes "the north and southeast mix";
+ mes "together, it looks like the battle continues towards the east.";
+ mes "But you should check this";
+ mes "spot a little bit more...^000000";
+ set tu_thief01, 15;
+ close;
+ } else if(tu_thief01 == 15){
+ set .@seek_tm, rand(1,10);
+ if(.@seek_tm == 7){
+ mes "^3355FFAfter investigating this";
+ mes "area more thoroughly,";
+ mes "you find another piece of";
+ mes "cloth stained with blood.";
+ mes "You decide to keep it with";
+ mes "you, hoping that it will";
+ mes "provide more clues.^000000";
+ set tu_thief01, 16;
+ close;
+ } else {
+ mes "^3355FFYou don't find anything,";
+ mes "but you still can't shake";
+ mes "the feeling that there is";
+ mes "some important clue that";
+ mes "you have to find here. It won't hurt to keep investigating here.^000000";
+ close;
+ }
+ } else {
+ mes "^3355FFYou better continue";
+ mes "following this trail";
+ mes "which leads westward.^000000";
+ close;
+ }
+ } else if(BaseClass == Job_Mage){
+ if(tu_magician01 < 14){
+ mes "^3355FFTraces of some";
+ mes "sort of battle are";
+ mes "scattered all over";
+ mes "this particular area.^000000";
+ close;
+ } else if(tu_magician01 == 14){
+ mes "^3355FFYou follow the trail";
+ mes "and although traces from";
+ mes "the north and southeast mix";
+ mes "together, it looks like the battle continues towards the east.";
+ mes "But you should check this";
+ mes "spot a little bit more...^000000";
+ set tu_magician01, 15;
+ close;
+ } else if(tu_magician01 == 15){
+ set .@seek_tm1, rand(1,10);
+ if(.@seek_tm1 == 7){
+ mes "^3355FFAfter investigating this";
+ mes "area more thoroughly,";
+ mes "you find another piece of";
+ mes "cloth stained with blood.";
+ mes "You decide to keep it with";
+ mes "you, hoping that it will";
+ mes "provide more clues.^000000";
+ set tu_magician01, 16;
+ close;
+ } else {
+ mes "^3355FFYou don't find anything,";
+ mes "but you still can't shake";
+ mes "the feeling that there is";
+ mes "some important clue that";
+ mes "you have to find here. It won't hurt to keep investigating here.^000000";
+ close;
+ }
+ } else {
+ mes "^3355FFYou better continue";
+ mes "following this trail";
+ mes "which leads westward.^000000";
+ close;
+ }
+ }
+ mes "^3355FFThese look like";
+ mes "traces of some kind";
+ mes "of pursuit or battle, but";
+ mes "you can't really tell for sure.^000000";
+ close;
+}
+
+//=================================================Battle Traces 10====================================================
+moc_fild17,34,292,0 script Trace of Battle#10 844,{
+ if(BaseClass == Job_Thief){
+ if(tu_thief01 < 16){
+ mes "^3355FFThere are signs";
+ mes "showing that a lot";
+ mes "of people were in";
+ mes "this area earlier.^000000";
+ close;
+ } else if(tu_thief01 == 16){
+ mes "^3355FFThe lead set of footprints,";
+ mes "probably belonging to the one";
+ mes "who was being pursued, look";
+ mes "more erratic, as if exhaustion";
+ mes "and desperation were setting in. These traces lead to the west.^000000";
+ set tu_thief01, 17;
+ close;
+ } else {
+ mes "^3355FFThe trail from";
+ mes "this point heads";
+ mes "towards the west.^000000";
+ close;
+ }
+ } else if(BaseClass == Job_Mage){
+ if(tu_magician01 < 16){
+ mes "^3355FFThere are signs";
+ mes "showing that a lot";
+ mes "of people were in";
+ mes "this area earlier.^000000";
+ close;
+ } else if(tu_magician01 == 16){
+ mes "^3355FFThe lead set of footprints,";
+ mes "probably belonging to the one";
+ mes "who was being pursued, look";
+ mes "more erratic, as if exhaustion";
+ mes "and desperation were setting in. These traces lead to the west.^000000";
+ set tu_magician01, 17;
+ close;
+ } else {
+ mes "^3355FFThe trail from";
+ mes "this point heads";
+ mes "towards the west.^000000";
+ close;
+ }
+ }
+ mes "^3355FFThese look like";
+ mes "traces of some kind";
+ mes "of pursuit or battle, but";
+ mes "you can't really tell for sure.^000000";
+ close;
+}
+
+//=================================================Battle Traces 11====================================================
+moc_fild18,346,296,0 script Trace of Battle#11 844,{
+ if(BaseClass == Job_Thief){
+ if(tu_thief01 < 17){
+ mes "^3355FFThere are signs";
+ mes "showing that a lot";
+ mes "of people were in";
+ mes "this area earlier.^000000";
+ close;
+ } else if(tu_thief01 == 17){
+ mes "^3355FFFollowing the";
+ mes "trail, you see signs";
+ mes "that blood was spilled";
+ mes "in this area. It looks like";
+ mes "someone was injured";
+ mes "pretty badly around here.^000000";
+ set tu_thief01, 18;
+ close;
+ } else {
+ mes "^3355FFSince someone involved";
+ mes "in this conflict was bleeding,";
+ mes "further traces of this pursuit";
+ mes "might be easier to find now.^000000";
+ close;
+ }
+ } else if(BaseClass == Job_Mage){
+ if(tu_magician01 < 17){
+ mes "^3355FFThere are signs";
+ mes "showing that a lot";
+ mes "of people were in";
+ mes "this area earlier.^000000";
+ close;
+ } else if(tu_magician01 == 17){
+ mes "^3355FFFollowing the";
+ mes "trail, you see signs";
+ mes "that blood was spilled";
+ mes "in this area. It looks like";
+ mes "someone was injured";
+ mes "pretty badly around here.^000000";
+ set tu_magician01, 18;
+ close;
+ } else {
+ mes "^3355FFSince someone involved";
+ mes "in this conflict was bleeding,";
+ mes "further traces of this pursuit";
+ mes "might be easier to find now.^000000";
+ close;
+ }
+ }
+ mes "^3355FFThese look like";
+ mes "traces of some kind";
+ mes "of pursuit or battle, but";
+ mes "you can't really tell for sure.^000000";
+ close;
+}
+
+//=================================================Battle Traces 12====================================================
+moc_fild18,309,257,0 script Trace of Battle#12 844,{
+ if(BaseClass == Job_Thief){
+ if(tu_thief01 < 18){
+ mes "^3355FFThere are signs";
+ mes "showing that a lot";
+ mes "of people were in";
+ mes "this area earlier.^000000";
+ close;
+ } else if(tu_thief01 == 18){
+ mes "^3355FFThese traces lead";
+ mes "northward and it looks";
+ mes "like whoever is doing";
+ mes "the chasing is getting";
+ mes "much closer to his prey.^000000";
+ set tu_thief01, 19;
+ close;
+ } else {
+ mes "^3355FFThe trail of this";
+ mes "pursuit now leads";
+ mes "towards the north.^000000";
+ close;
+ }
+ } else if(BaseClass == Job_Mage){
+ if(tu_magician01 < 18){
+ mes "^3355FFThere are signs";
+ mes "showing that a lot";
+ mes "of people were in";
+ mes "this area earlier.^000000";
+ close;
+ } else if(tu_magician01 == 18){
+ mes "^3355FFThese traces lead";
+ mes "northward and it looks";
+ mes "like whoever is doing";
+ mes "the chasing is getting";
+ mes "much closer to his prey.^000000";
+ set tu_magician01, 19;
+ close;
+ } else {
+ mes "^3355FFThe trail of this";
+ mes "pursuit now leads";
+ mes "towards the north.^000000";
+ close;
+ }
+ }
+ mes "^3355FFThese look like";
+ mes "traces of some kind";
+ mes "of pursuit or battle, but";
+ mes "you can't really tell for sure.^000000";
+ close;
+}
+
+//=================================================Battle Traces 13====================================================
+moc_fild18,177,333,0 script Trace of Battle#13 844,{
+ if(BaseClass == Job_Thief){
+ if(tu_thief01 < 19){
+ mes "^3355FFThere are signs";
+ mes "showing that a lot";
+ mes "of people were in";
+ mes "this area earlier.^000000";
+ close;
+ } else if(tu_thief01 == 19){
+ mes "^3355FFJudging from these";
+ mes "traces, it looks like";
+ mes "even more people have";
+ mes "joined the battle which";
+ mes "now seems to be leading";
+ mes "in the southwest direction.^000000";
+ set tu_thief01, 20;
+ close;
+ } else {
+ mes "^3355FFIt looks like";
+ mes "the battle heads";
+ mes "towards the southwest";
+ mes "from this particular point.^000000";
+ close;
+ }
+ } else if(BaseClass == Job_Mage){
+ if(tu_magician01 < 19){
+ mes "A large group of people seem to have gone by.";
+ close;
+ } else if(tu_magician01 == 19){
+ mes "^3355FFJudging from these";
+ mes "traces, it looks like";
+ mes "even more people have";
+ mes "joined the battle which";
+ mes "now seems to be leading";
+ mes "in the southwest direction.^000000";
+ set tu_magician01, 20;
+ close;
+ } else {
+ mes "^3355FFIt looks like";
+ mes "the battle heads";
+ mes "towards the southwest";
+ mes "from this particular point.^000000";
+ close;
+ }
+ }
+ mes "^3355FFThese look like";
+ mes "traces of some kind";
+ mes "of pursuit or battle, but";
+ mes "you can't really tell for sure.^000000";
+ close;
+}
+
+//=================================================Battle Traces 14====================================================
+moc_fild18,111,303,0 script Trace of Battle#14 844,{
+ if(BaseClass == Job_Thief){
+ if(tu_thief01 < 20){
+ mes "^3355FFThere are signs";
+ mes "showing that a lot";
+ mes "of people were in";
+ mes "this area earlier.^000000";
+ close;
+ } else if(tu_thief01 == 20){
+ mes "^3355FFIn this area, it looks";
+ mes "like even more people";
+ mes "joined in this battle and";
+ mes "the pursuit clearly heads";
+ mes "towards the south.^000000";
+ set tu_thief01, 21;
+ close;
+ } else {
+ mes "^3355FFThe trail of";
+ mes "this battle heads";
+ mes "towards the south.^000000";
+ close;
+ }
+ } else if(BaseClass == Job_Mage){
+ if(tu_magician01 < 20){
+ mes "^3355FFThere are signs";
+ mes "showing that a lot";
+ mes "of people were in";
+ mes "this area earlier.^000000";
+ close;
+ } else if(tu_magician01 == 20){
+ mes "^3355FFIn this area, it looks";
+ mes "like even more people";
+ mes "joined in this battle and";
+ mes "the pursuit clearly heads";
+ mes "towards the south.^000000";
+ set tu_magician01, 21;
+ close;
+ } else {
+ mes "^3355FFThe trail of";
+ mes "this battle heads";
+ mes "towards the south.^000000";
+ close;
+ }
+ }
+ mes "^3355FFThese look like";
+ mes "traces of some kind";
+ mes "of pursuit or battle, but";
+ mes "you can't really tell for sure.^000000";
+ close;
+}
+
+//=================================================Battle Traces 15====================================================
+moc_fild18,109,197,0 script Trace of Battle#15 844,{
+ if(BaseClass == Job_Thief){
+ if(tu_thief01 < 21){
+ mes "^3355FFThere are signs";
+ mes "showing that a lot";
+ mes "of people were in";
+ mes "this area earlier.^000000";
+ close;
+ } else if(tu_thief01 == 21){
+ mes "^3355FFThis area is clearly";
+ mes "marked with signs";
+ mes "of a violent battle, with";
+ mes "traces of poison strewn";
+ mes "all over the ground.^000000";
+ next;
+ switch(select("Continue following the traces.:Further investigate the area.")){
+ case 1:
+ mes "^3355FFYou examine the";
+ mes "trail, but can't really";
+ mes "discern the direction";
+ mes "in which the battle";
+ mes "continues...^000000";
+ close;
+ break;
+ case 2:
+ mes "^3355FFYou find a bunch of";
+ mes "traps that use different";
+ mes "kinds of poison. The ones";
+ mes "that have been set off are";
+ mes "mixed with the ones which";
+ mes "haven't been triggered.^000000";
+ set tu_thief01, 22;
+ close;
+ break;
+ }
+ } else if(tu_thief01 == 22){
+ set .@trap_tm, rand(1,3);
+ if(.@trap_tm == 3){
+ mes "^3355FFOne trap in particular";
+ mes "stands out to you more";
+ mes "than the rest. Perhaps";
+ mes "you should pour some";
+ mes "Green Potion on it to";
+ mes "neutralize it first.^000000";
+ next;
+ switch(select("Pour Green Potion.:Don't use Green Potion.")){
+ case 1:
+ if(countitem(506) < 1){
+ mes "^3355FFUnfortunately, you";
+ mes "don't have a Green";
+ mes "Potion that you can";
+ mes "use to pour on this trap...^000000";
+ close;
+ } else {
+ mes "^3355FFPouring that";
+ mes "Green Potion didn't";
+ mes "really make anything";
+ mes "happen. Perhaps you";
+ mes "should try something else.^000000";
+ delitem 506,1; //Green_Potion
+ set tu_thief01, 23;
+ close;
+ }
+ break;
+ case 2:
+ mes "["+strcharinfo(0)+"]";
+ mes "I guess...";
+ mes "I'll try investigating";
+ mes "this area a little more?";
+ close;
+ break;
+ }
+ } else {
+ mes "^3355FFBy sheer accident,";
+ mes "you set off one of";
+ mes "the traps in the area.^000000";
+ sc_start SC_Poison,60000,0;
+ specialeffect EF_VENOMDUST2;
+ percentheal -30,0;
+ close;
+ }
+ } else if(tu_thief01 == 23){
+ if(countitem(511) > 0 || countitem(716) > 0){
+ if(countitem(511) > 0 && countitem(716) > 0){
+ mes "^3355FFYou try grinding";
+ mes "a Green Herb and";
+ mes "sprinkling it on the";
+ mes "trap and then place";
+ mes "a Red Gemstone on it.";
+ mes "The gem glows and";
+ mes "slowly melts away...^000000";
+ next;
+ mes "^3355FFAlthough you don't";
+ mes "fully understand the";
+ mes "science of using poisons";
+ mes "or antidotes, you managed";
+ mes "to successfully dismantle";
+ mes "the trap. Now you can safely";
+ mes "check what might be inside.^000000";
+ delitem 511,1; //Green_Herb
+ delitem 716,1; //Red_Gemstone
+ set tu_thief01, 24;
+ close;
+ } else if(countitem(511) > 0){
+ mes "^3355FFYou should try to";
+ mes "dismantle this trap";
+ mes "by using other catalysts";
+ mes "related to the curing or";
+ mes "use of poison. You do have";
+ mes "a Green Herb on you, so you";
+ mes "try sprinkling it on the trap.^000000";
+ next;
+ mes "^3355FFHowever, nothing";
+ mes "happens. It seems that";
+ mes "you need another catalyst";
+ mes "in addition to the Green Herb";
+ mes "that you have in order to";
+ mes "dismantle this trap.^000000";
+ close;
+ } else {
+ mes "^3355FFYou should try to";
+ mes "dismantle this trap";
+ mes "by using other catalysts";
+ mes "related to the curing or use";
+ mes "of poison. You do have a";
+ mes "Red Gemstone, so you grind";
+ mes "it and sprinkle it on the trap.^000000";
+ next;
+ mes "^3355FFHowever, nothing";
+ mes "happens. It seems that";
+ mes "you need another catalyst to";
+ mes "use with the Red Gemstone";
+ mes "that you have in order to";
+ mes "dismantle this trap.^000000";
+ close;
+ }
+ } else {
+ mes "^3355FFYou should try to";
+ mes "dismantle this trap";
+ mes "by using other catalysts";
+ mes "related to the curing or";
+ mes "use of poison. But what";
+ mes "items should you bring?^000000";
+ close;
+ }
+ } else if(tu_thief01 == 24){
+ mes "^3355FFInside the dismantled";
+ mes "trap, you find another";
+ mes "piece of strange cloth";
+ mes "that's stained with blood.";
+ mes "You take it with you in";
+ mes "hopes that it provides";
+ mes "some kind of evidence.^000000";
+ set tu_thief01, 25;
+ close;
+ } else {
+ mes "^3355FFYou examine the area";
+ mes "a little further and guess";
+ mes "that the battle might head";
+ mes "towards the south.^000000";
+ close;
+ }
+ } else if(BaseClass == Job_Mage){
+ if(tu_magician01 < 21){
+ mes "A large group of people seem to have gone by.";
+ close;
+ } else if(tu_magician01 == 21){
+ mes "^3355FFThis area is clearly";
+ mes "marked with signs";
+ mes "of a violent battle, with";
+ mes "traces of poison strewn";
+ mes "all over the ground.^000000";
+ next;
+ switch(select("Continue following the traces.:Further investigate the area.")){
+ case 1:
+ mes "^3355FFYou examine the";
+ mes "trail, but can't really";
+ mes "discern the direction";
+ mes "in which the battle";
+ mes "continues...^000000";
+ close;
+ break;
+ case 2:
+ mes "^3355FFYou find a bunch of";
+ mes "traps that use different";
+ mes "kinds of poison. The ones";
+ mes "that have been set off are";
+ mes "mixed with the ones which";
+ mes "haven't been triggered.^000000";
+ set tu_magician01, 22;
+ close;
+ break;
+ }
+ } else if(tu_magician01 == 22){
+ set .@trap_tm, rand(1,3);
+ if(.@trap_tm == 3){
+ mes "^3355FFOne trap in particular";
+ mes "stands out to you more";
+ mes "than the rest. Perhaps";
+ mes "you should pour some";
+ mes "Green Potion on it to";
+ mes "neutralize it first.^000000";
+ next;
+ switch(select("Pour Green Potion.:Don't use Green Potion.")){
+ case 1:
+ if(countitem(506) < 1){
+ mes "^3355FFUnfortunately, you";
+ mes "don't have a Green";
+ mes "Potion that you can";
+ mes "use to pour on this trap...^000000";
+ close;
+ } else {
+ mes "^3355FFPouring that";
+ mes "Green Potion didn't";
+ mes "really make anything";
+ mes "happen. Perhaps you";
+ mes "should try something else.^000000";
+ delitem 506,1; //Green_Potion
+ set tu_magician01, 23;
+ close;
+ }
+ break;
+ case 2:
+ mes "["+strcharinfo(0)+"]";
+ mes "I guess...";
+ mes "I'll try investigating";
+ mes "this area a little more?";
+ close;
+ break;
+ }
+ } else {
+ mes "^3355FFBy sheer accident,";
+ mes "you set off one of";
+ mes "the traps in the area.^000000";
+ sc_start SC_Poison,60000,0;
+ specialeffect EF_VENOMDUST2;
+ percentheal -30,0;
+ close;
+ }
+ } else if(tu_magician01 == 23){
+ if(countitem(511) > 0 || countitem(716) > 0){
+ if(countitem(511) > 0 && countitem(716) > 0){
+ mes "^3355FFYou try grinding";
+ mes "a Green Herb and";
+ mes "sprinkling it on the";
+ mes "trap and then place";
+ mes "a Red Gemstone on it.";
+ mes "The gem glows and";
+ mes "slowly melts away...^000000";
+ next;
+ mes "^3355FFAlthough you don't";
+ mes "fully understand the";
+ mes "science of using poisons";
+ mes "or antidotes, you managed";
+ mes "to successfully dismantle";
+ mes "the trap. Now you can safely";
+ mes "check what might be inside.^000000";
+ delitem 511,1; //Green_Herb
+ delitem 716,1; //Red_Gemstone
+ set tu_magician01, 24;
+ close;
+ } else if(countitem(511) > 0){
+ mes "^3355FFYou should try to";
+ mes "dismantle this trap";
+ mes "by using other catalysts";
+ mes "related to the curing or";
+ mes "use of poison. You do have";
+ mes "a Green Herb on you, so you";
+ mes "try sprinkling it on the trap.^000000";
+ next;
+ mes "^3355FFHowever, nothing";
+ mes "happens. It seems that";
+ mes "you need another catalyst";
+ mes "in addition to the Green Herb";
+ mes "that you have in order to";
+ mes "dismantle this trap.^000000";
+ close;
+ } else {
+ mes "^3355FFYou should try to";
+ mes "dismantle this trap";
+ mes "by using other catalysts";
+ mes "related to the curing or use";
+ mes "of poison. You do have a";
+ mes "Red Gemstone, so you grind";
+ mes "it and sprinkle it on the trap.^000000";
+ next;
+ mes "^3355FFHowever, nothing";
+ mes "happens. It seems that";
+ mes "you need another catalyst to";
+ mes "use with the Red Gemstone";
+ mes "that you have in order to";
+ mes "dismantle this trap.^000000";
+ close;
+ }
+ } else {
+ mes "^3355FFYou should try to";
+ mes "dismantle this trap";
+ mes "by using other catalysts";
+ mes "related to the curing or";
+ mes "use of poison. But what";
+ mes "items should you bring?^000000";
+ close;
+ }
+ } else if(tu_magician01 == 24){
+ mes "^3355FFInside the dismantled";
+ mes "trap, you find another";
+ mes "piece of strange cloth";
+ mes "that's stained with blood.";
+ mes "You take it with you in";
+ mes "hopes that it provides";
+ mes "some kind of evidence.^000000";
+ set tu_magician01, 25;
+ close;
+ } else {
+ mes "^3355FFYou examine the area";
+ mes "a little further and guess";
+ mes "that the battle might head";
+ mes "towards the south.^000000";
+ close;
+ }
+
+ }
+ mes "^3355FFThese look like";
+ mes "traces of some kind";
+ mes "of pursuit or battle, but";
+ mes "you can't really tell for sure.^000000";
+ close;
+}
+
+//=================================================Battle Traces 16====================================================
+moc_fild18,156,96,0 script Trace of Battle#16 844,{
+ if(BaseClass == Job_Thief){
+ if(tu_thief01 < 25){
+ mes "^3355FFThere are signs";
+ mes "that a large group";
+ mes "of people have been in";
+ mes "this area for some reason.^000000";
+ close;
+ } else if(tu_thief01 == 25){
+ mes "^3355FFThese traces lead";
+ mes "to the edge of the cliff.";
+ mes "marking the end of the trail.";
+ mes "Apparently, the one who was";
+ mes "being chased met his fate here.^000000";
+ next;
+ mes "^3355FFThere are many footprints";
+ mes "leading to the edge of the";
+ mes "cliff and all of them leave";
+ mes "this scene, save for the set";
+ mes "of footprints that distinctly";
+ mes "belong to the person who";
+ mes "was pursued all this time...^3355FF";
+ next;
+ mes "^3355FFIt looks like you've";
+ mes "learned all that you can";
+ mes "from this investigation. You";
+ mes "better return and report your";
+ mes "findings to Yierhan soon.^000000";
+ set tu_thief01, 26;
+ close;
+ } else {
+ mes "^3355FFThis is the end";
+ mes "of the trail. There";
+ mes "aren't any more traces";
+ mes "of the battle left to find.^000000";
+ close;
+ }
+ } else if(BaseClass == Job_Mage){
+ if(tu_magician01 < 25){
+ mes "^3355FFThere are signs";
+ mes "that a large group";
+ mes "of people have been in";
+ mes "this area for some reason.^000000";
+ close;
+ } else if(tu_magician01 == 25){
+ mes "^3355FFThese traces lead";
+ mes "to the edge of the cliff.";
+ mes "marking the end of the trail.";
+ mes "Apparently, the one who was";
+ mes "being chased met his fate here.^000000";
+ next;
+ mes "^3355FFThere are many footprints";
+ mes "leading to the edge of the";
+ mes "cliff and all of them leave";
+ mes "this scene, save for the set";
+ mes "of footprints that distinctly";
+ mes "belong to the person who";
+ mes "was pursued all this time...^3355FF";
+ next;
+ mes "^3355FFIt looks like you've";
+ mes "learned all that you can";
+ mes "from this investigation. You";
+ mes "better return and report your";
+ mes "findings to Yierhan soon.^000000";
+ set tu_magician01, 26;
+ close;
+ } else {
+ mes "^3355FFThis is the end";
+ mes "of the trail. There";
+ mes "aren't any more traces";
+ mes "of the battle left to find.^000000";
+ close;
+ }
+ }
+ mes "^3355FFThese look like";
+ mes "traces of some kind";
+ mes "of pursuit or battle, but";
+ mes "you can't really tell for sure.^000000";
+ close;
+}
diff --git a/npc/quests/first_class/tu_magician01.txt b/npc/quests/first_class/tu_magician01.txt
new file mode 100644
index 000000000..f28d8cf71
--- /dev/null
+++ b/npc/quests/first_class/tu_magician01.txt
@@ -0,0 +1,849 @@
+//===== rAthena Script =======================================
+//= Magican Class Tutorial and Job Specific Quest
+//===== By: ==================================================
+//= Fix up by Jukka
+//===== Current Version: =====================================
+//= 1.3
+//===== Compatible With: =====================================
+//= rAthena SVN (Testet in Trunk 88xx)
+//===== Description: =========================================
+//=
+//===== Additional Comments: =================================
+//= 1.0 Fully working
+//= 1.1 Optimized [Lupus]
+//= TODO: Test, Add proper misceffects
+//= 1.2 Fixed experience gains to match upcoming rate adjustments. [SinSloth]
+//= 1.3 Misc. updates. [L0ne_W0lf]
+//============================================================
+
+
+//=================================================Sign====================================================
+geffen,61,174,4 script Sign#M 111,{
+ mes "- Mage Job Change -";
+ close;
+}
+
+
+//=================================================New Mage Manager====================================================
+geffen,67,180,4 script New Mage Manager#M 102,{
+ mes "[Mana]";
+ if(Class == Job_Novice){
+ mes "[Mana]";
+ mes "You're not ready for";
+ mes "any of the training I have";
+ mes "to offer. You'll have to train";
+ mes "some more and become";
+ mes "a Mage first. Alright, dear?";
+ close;
+ }
+ if(BaseClass != Job_Mage){
+ mes "You know, sometimes";
+ mes "other jobs might look a";
+ mes "little better in some battle";
+ mes "situations, but always have";
+ mes "pride in yourself. Not just";
+ mes "anyone can do what you do~";
+ close;
+ }
+ if(eaclass()&(EAJL_UPPER|EAJL_2) && tu_magician01 < 7){
+ mes "[Mana]";
+ mes "My training isn't very helpful to those that are already skilled in magic. I'm afraid you'll have to rely on yourself to improve your skills.";
+ close;
+ }
+ switch(tu_magician01){
+ case 0:
+ mes "Ah, welcome~";
+ mes "My name is Mana,";
+ mes "a trainer in charge";
+ mes "of new recruits in the";
+ mes "Mage Guild. That means";
+ mes "I'm responsible for you~";
+ next;
+ mes "[Mana]";
+ mes "I've only been doing";
+ mes "this for just a little while,";
+ mes "but I'm here to help you if";
+ mes "you want to learn more on";
+ mes "the basics of the Mage job.";
+ next;
+ switch(select("Will you teach me?:Perhaps later...")) {
+ case 1:
+ mes "[Mana]";
+ mes "Of course!";
+ mes "And don't worry,";
+ mes "everyone is a beginner";
+ mes "at one point or another.";
+ mes "You can only get better!";
+ next;
+ break;
+ case 2:
+ mes "[Mana]";
+ mes "Well, I guess";
+ mes "it'll all work out.";
+ mes "But I look forward";
+ mes "to meeting you again";
+ mes "if you decide that you";
+ mes "do want some instruction~";
+ close;
+ }
+ mes "[Mana]";
+ mes "Alright, let's begin with";
+ mes "a general description";
+ mes "of our job, shall we?";
+ mes "What exactly are Mages?";
+ next;
+ mes "[Mana]";
+ mes "Instead of physical strength,";
+ mes "Mages use the power of the";
+ mes "elements in battle. These are";
+ mes "^ff0000Fire^000000, ^5C4033Earth^000000, ^93DB70Wind^000000, ^0000FFWater^000000.";
+ mes "We also have access to spells";
+ mes "to spells with the ^CFB53BGhost^000000 property.";
+ next;
+ mes "[Mana]";
+ mes "Now, when an enemy has";
+ mes "an elemental property, it will";
+ mes "be able to resist that element, but will be susceptible to others.";
+ mes "That's why knowing elemental properties is so important to us.";
+ next;
+ mes "[Mana]";
+ mes "Listen carefully to these";
+ mes "elemental relationships.";
+ mes "^FF0000Fire^000000 is strong against Earth,";
+ mes "but is weak against Water.";
+ mes "^5C4033Earth^000000 is strong against Wind,";
+ mes "but is weak against Fire.";
+ next;
+ mes "[Mana]";
+ mes "^0000FFWater^000000 is strong against";
+ mes "Fire, but weak against Wind.";
+ mes "Finally, ^93DB70Wind^000000 is strong against";
+ mes "Water, but weak against Earth.";
+ next;
+ mes "[Mana]";
+ mes "I can't remember";
+ mes "the last time I've";
+ mes "spoken so much in one";
+ mes "sitting! I'm bushed, so it's";
+ mes "time for a break. But we'll";
+ mes "continue this later, okay?";
+ set tu_magician01, 1;
+ getexp BaseLevel*3,BaseLevel*2;
+ //misceffect EF_HIT5;
+ close;
+ break;
+ case 1:
+ mes "Are you ready";
+ mes "to continue our";
+ mes "discussion on the";
+ mes "elemental properties?";
+ next;
+ mes "[Mana]";
+ mes "You should know that";
+ mes "each monster has an";
+ mes "elemental property and that";
+ mes "there are different levels for";
+ mes "all of these elements. It's";
+ mes "important to understand this...";
+ next;
+ mes "[Mana]";
+ mes "Let me explain to you";
+ mes "all of the nuances of";
+ mes "each element. Just ask";
+ mes "me which specific element";
+ mes "you'd like to learn more about.";
+ next;
+ mes "[Mana]";
+ mes "In other words, even the same properties";
+ mes "have different features that must be considered.";
+ mes "I will explain the properties now.";
+ next;
+ while((1)){
+ switch(select("^ff0000Fire^000000", "^5C4033Earth^000000", "^93DB70Wind^000000", "^0000FFWater^000000", "^CFB53BGhost^000000", "Quit.")){
+ case 1:
+ mes "[Mana]";
+ mes "Monsters with the ^ff0000Fire^000000";
+ mes "property tend to have strong";
+ mes "attacks. Since we Mages are";
+ mes "physically weaker, even slight";
+ mes "hits from these monsters can";
+ mes "be extremely damaging to us.";
+ next;
+ mes "[Mana]";
+ mes "So if we have to fight";
+ mes "monsters with the ^FF0000Fire^000000";
+ mes "property on our own, we";
+ mes "can use Frost Diver to";
+ mes "freeze them in their tracks.";
+ next;
+ mes "[Mana]";
+ mes "But if we use Fire";
+ mes "property skills on Fire";
+ mes "monsters, we'd do little to no";
+ mes "damage and that's not good.";
+ next;
+ mes "[Mana]";
+ mes "For reference, our Fire";
+ mes "property skills are Sight,";
+ mes "Fire Bolt, Fire Ball and Fire";
+ mes "Wall. Ooh, let me tell you";
+ mes "a little more about Fire Wall.";
+ next;
+ mes "[Mana]";
+ mes "Fire Wall is very distinctive";
+ mes "in that it can be used up to";
+ mes "3 times on one screen. Any";
+ mes "monsters that run into it will";
+ mes "get damaged, then move away";
+ mes "in the opposite direction.";
+ next;
+ mes "[Mana]";
+ mes "But if an Undead monster";
+ mes "runs into a Fire Wall, it's ";
+ mes "only slightly injured and the";
+ mes "Fire Wall won't necessarily";
+ mes "block its approach. So beware!";
+ set tu_mana,tu_mana|1;
+ next;
+ break;
+ case 2:
+ mes "[Mana]";
+ mes "Alright, ^5C4033Earth^000000 property";
+ mes "monsters usually have";
+ mes "good targeting, so even";
+ mes "if your Dodge Rate is high,";
+ mes "you might find it hard to";
+ mes "evade all of their attacks.";
+ next;
+ mes "[Mana]";
+ mes "When dealing with these";
+ mes "monsters, use Fire property";
+ mes "spells. Fire Wall is usually";
+ mes "pretty effective, since it'll";
+ mes "stop the monster and also";
+ mes "cause some good damage.";
+ next;
+ mes "[Mana]";
+ mes "It's also handy to know";
+ mes "that when you use Stone";
+ mes "Curse on a monster, that";
+ mes "monster becomes Earth";
+ mes "property while the spell";
+ mes "is in effect. Cool, huh?";
+ next;
+ mes "[Mana]";
+ mes "So if you use Stone Curse,";
+ mes "a good strategy would be to";
+ mes "use Fire property skills right";
+ mes "afterwards, like Fire Bolt and";
+ mes "Fire Ball, to take advantage of";
+ mes "the monster's Earth property.";
+ set tu_mana,tu_mana|2;
+ next;
+ break;
+ case 3:
+ mes "[Mana]";
+ mes "Now, don't be too surprised";
+ mes "if you keep missing when you";
+ mes "attack ^93DB70Wind^000000 property monsters.";
+ mes "Most of them can avoid physical";
+ mes "attacks really well because of";
+ mes "their high Dodge Rates.";
+ next;
+ mes "[Mana]";
+ mes "But since we Mages";
+ mes "mostly attack with our";
+ mes "spells, we don't need to";
+ mes "worry so much about that.";
+ mes "Still, Wind monsters tend to";
+ mes "be pretty quick, so be careful.";
+ next;
+ mes "[Mana]";
+ mes "When it comes to attacking";
+ mes "Wind monsters, it'd be ideal";
+ mes "to use Earth property skills.";
+ mes "But since only Wizards have";
+ mes "access to Earth property attacks,";
+ mes "we should settle for Fire skills.";
+ next;
+ mes "[Mana]";
+ mes "Fire property skills might";
+ mes "not do a whole lot of damage,";
+ mes "but they'll have a greater effect than Wind or Water property skills, which would do very little or no damage at all to Wind monsters.";
+ next;
+ mes "[Mana]";
+ mes "Just so you know,";
+ mes "the ^93DB70Wind^000000 property skills";
+ mes "that we Mages can use are";
+ mes "Lighning Bolt and Thunder Storm.";
+ next;
+ set tu_mana,tu_mana|4;
+ next;
+ break;
+ case 4:
+ mes "[Mana]";
+ mes "^0000FFWater^000000 property monsters";
+ mes "tend to have a lot of health,";
+ mes "so they can take more damage";
+ mes "than other monsters, making";
+ mes "battles with them longer.";
+ next;
+ mes "[Mana]";
+ mes "Now, remember how I said";
+ mes "that there are differing levels";
+ mes "for properties? Water property monsters are actually a bit more";
+ mes "sensitive to damage from their opposing element at higher levels.";
+ next;
+ mes "[Mana]";
+ mes "In other words, monsters";
+ mes "that are higher in level for";
+ mes "the Water property are going";
+ mes "to take even more damage";
+ mes "from Wind property attacks.";
+ next;
+ mes "[Mana]";
+ mes "Water property skills";
+ mes "in the Mage's repertoire";
+ mes "include Cold Bolt and Frost";
+ mes "Diver. These skills are very";
+ mes "effective against Fire monsters.";
+ next;
+ mes "[Mana]";
+ mes "Frost Diver is special in";
+ mes "that it has the chance to";
+ mes "actually freeze monsters.";
+ mes "While monsters are frozen by";
+ mes "Frost Diver, they're considered Water monsters. Interesting, huh?";
+ set tu_mana,tu_mana|8;
+ next;
+ break;
+ case 5:
+ mes "[Mana]";
+ mes "Now, there aren't many";
+ mes "^CFB53BGhost^000000 property monsters";
+ mes "around. But if you do run into";
+ mes "them, go ahead and use your";
+ mes "Ghost property skills, which";
+ mes "should be effective.";
+ next;
+ mes "[Mana]";
+ mes "The Ghost property attacks";
+ mes "that we Mages can use are";
+ mes "Napalm Beat and Soul Strike.";
+ mes "These skills generally tend";
+ mes "to work pretty well, except on";
+ mes "high Holy property monsters.";
+ next;
+ mes "[Mana]";
+ mes "Now, the Safety Wall spell";
+ mes "is sort of a Ghost property";
+ mes "skill, but it's hard to classify. Casting Safety Wall creates";
+ mes "a barrier than protects against";
+ mes "close range physical attacks.";
+ next;
+ mes "[Mana]";
+ mes "However, this barrier only";
+ mes "fits one person and doesn't";
+ mes "shield against long range";
+ mes "attacks or strong property";
+ mes "attacks, so be really careful!";
+ set tu_mana,tu_mana|16;
+ next;
+ break;
+ case 6:
+ mes "[Mana]";
+ mes "Are you sure that you've";
+ mes "heard enough about the";
+ mes "nuances of the elemental";
+ mes "properties? Because if you're";
+ mes "ready, we'll cover some new";
+ mes "material for you to learn.";
+ next;
+ switch(select("W-wait, not yet!:I'm ready to go on.")) {
+ case 1:
+ break;
+ case 2:
+ mes "[Mana]";
+ mes "Alrighty, we'll";
+ mes "move on to the next";
+ mes "subject then. Ho ho ho~!";
+ set tu_magician01,2;
+ specialeffect2 EF_HIT5;
+ if(tu_mana&1){
+ getexp 15,7;
+ }
+ if(tu_mana&2){
+ getexp 15,7;
+ }
+ if(tu_mana&4){
+ getexp 15,7;
+ }
+ if(tu_mana&8){
+ getexp 15,7;
+ }
+ if(tu_mana&16){
+ getexp 15,7;
+ }
+ set tu_mana,0;
+ }
+ close;
+ break;
+ }
+ }
+ break;
+ case 2:
+ mes "I know that the concept";
+ mes "of properties might be";
+ mes "confusing now, but over";
+ mes "time you'll get the hang";
+ mes "of it. Now it's time to talk";
+ mes "about magic skills in depth~";
+ next;
+ mes "[Mana]";
+ mes "Now, the most basic magic";
+ mes "attack spells are Fire Bolt,";
+ mes "Cold Bolt, Lightning Bolt and";
+ mes "Napalm Beat. Learning these";
+ mes "enables Mages to learn their";
+ mes "more advanced skills.";
+ specialeffect2 EF_NAPALMBEAT;
+ next;
+ mes "[Mana]";
+ mes "Increasing the levels of";
+ mes "these skills not only opens";
+ mes "access to other spells, but";
+ mes "the damage of those basic";
+ mes "attack skills is also increased.";
+ specialeffect2 EF_LIGHTBOLT;
+ next;
+ mes "[Mana]";
+ mes "Other skills that are";
+ mes "basic to the Mage class";
+ mes "are Sight, Stone Curse and";
+ mes "Increase SP Recovery. They're";
+ mes "not really attack spells, but are useful in certain situations.";
+ next;
+ specialeffect2 EF_SIGHT;
+ mes "[Mana]";
+ mes "Sight is used to";
+ mes "reveal enemies that";
+ mes "are hiding. Keep in";
+ mes "mind that this skill's";
+ mes "range doesn't go too far.";
+ next;
+ specialeffect2 EF_STONECURSE;
+ mes "[Mana]";
+ mes "Stone Curse has the chance";
+ mes "to curse a target, temporarily";
+ mes "immobilizing it and making it";
+ mes "^5C4033Earth^000000 property. However, each";
+ mes "attempt to cast Stone Curse";
+ mes "requires 1 Red Gemstone.";
+ next;
+ mes "[Mana]";
+ mes "Increase SP Recovery is";
+ mes "a passive skill which helps";
+ mes "you recover more SP while sitting down to rest. It doesn't directly affect battle, but having more SP is always better.";
+ next;
+ mes "[Mana]";
+ mes "Well, I feel like I've";
+ mes "explained the basic spells";
+ mes "enough. Now, before I talk";
+ mes "about our advanced skills,";
+ mes "there's an assignment I want";
+ mes "you to complete for training.";
+ next;
+ mes "[Mana]";
+ mes "If you head west from";
+ mes "here, you'll find a big bridge";
+ mes "bridge where you can encounter";
+ mes "these monsters called Pupa.";
+ mes "Pupa don't move and can't";
+ mes "attack to save their lives.";
+ next;
+ mes "[Mana]";
+ mes "Hunt these Pupa";
+ mes "until you've collected";
+ mes "10 Chrysalis from them.";
+ mes "Then bring them to me, okay?";
+ set tu_magician01, 3;
+ getexp 40,20;
+ specialeffect2 EF_HIT5;
+
+ close;
+ break;
+ case 3:
+ mes "Ah, you're back?";
+ mes "Let's see if you gathered";
+ mes "all 10 Chrysalis from hunting";
+ mes "all of those Pupa. Hmmmm...";
+ next;
+ if (countitem(915) < 10) {
+ mes "[Mana]";
+ mes "Aw, you don't";
+ mes "have enough of";
+ mes "them yet. Head west";
+ mes "from here and hunt Pupa";
+ mes "to get more Chrysalis, okay?";
+ mes "For now, I'll just heal you up.";
+ set tu_magician01, 4;
+ percentheal 100,100;
+ close;
+ } else {
+ mes "[Mana]";
+ mes "...Nine, ten.";
+ mes "Alright, you pass!";
+ mes "By now, you must be more";
+ mes "used to using your skills, huh?";
+ mes "Anyway, let me know when you're ready for the next lesson, okay?";
+ set tu_magician01, 5;
+ getexp 40,20;
+ specialeffect2 EF_HIT5;
+ close;
+ }
+ break;
+ case 4:
+ mes "So...";
+ mes "Did you get";
+ mes "10 Chrysalis";
+ mes "from hunting Pupa";
+ mes "like I asked? I hope so...";
+ mes "Because I'm going to check~";
+ next;
+ if(countitem(915) < 10){
+ mes "[Mana]";
+ mes "Whoa, you need";
+ mes "more than just this.";
+ mes "I know you can do it...";
+ mes "Pupas are completely";
+ mes "defenseless monsters!";
+ close;
+ } else {
+ mes "[Mana]";
+ mes "...Nine, ten.";
+ mes "Alright, you pass!";
+ mes "By now, you must be more";
+ mes "used to using your skills, huh?";
+ mes "Anyway, let me know when you're ready for the next lesson, okay?";
+ set tu_magician01, 5;
+ getexp 40,20;
+ specialeffect2 EF_HIT5;
+ close;
+ }
+ break;
+ case 5:
+ mes "Now I'll tell you";
+ mes "what I know about the";
+ mes "more advanced Mage";
+ mes "skills. Which one would";
+ mes "you like me to explain?";
+ next;
+ while(1){
+ switch(select("Soul Strike:Safety Wall:Fire Ball:Frost Diver:Thunderstorm:Fire Wall:Energy Coat:Quit.")) {
+ case 1:
+ mes "[Mana]";
+ mes "Soul Strike is a ^CFB53BGhost^000000";
+ mes "property skill that you can";
+ mes "learn after increasing the";
+ mes "Napalm Beat skill up to";
+ mes "a certain level. It attacks";
+ mes "with ancient spiritual power~";
+ next;
+ specialeffect2 EF_SOULSTRIKE;
+ next;
+ mes "[Mana]";
+ mes "As you train in the use";
+ mes "of Soul Strike and increase";
+ mes "that skill's level, it will grow in strength and you'll be able";
+ mes "to cast it much more quickly.";
+ set tu_mana,tu_mana|1;
+ next;
+ break;
+ case 2:
+ mes "[Mana]";
+ mes "You can learn Safety Wall";
+ mes "after training in the use of";
+ mes "Napalm Beat and Soul Strike.";
+ mes "Safety Wall protects against";
+ mes "most close range attacks.";
+ next;
+ specialeffect2 EF_GLASSWALL;
+ next;
+ mes "[Mana]";
+ mes "However, Safety Wall";
+ mes "has a time duration and";
+ mes "can only protect from a";
+ mes "certain number of attacks,";
+ mes "depending on the level of the";
+ mes "Safety Wall skill that you use.";
+ set tu_mana,tu_mana|2;
+ next;
+ break;
+ case 3:
+ mes "[Mana]";
+ mes "Fire Ball is a ^FF0000Fire^000000";
+ mes "property skill that you";
+ mes "can learn after training";
+ mes "in the use of Fire Bolt.";
+ next;
+ specialeffect2 EF_FIREBALL;
+ next;
+ mes "[Mana]";
+ mes "Fire Ball can actually";
+ mes "inflict damage on multiple";
+ mes "enemies if they are within";
+ mes "the range of the skill. Make";
+ mes "good use of the destructive";
+ mes "power of the Fire Ball!";
+ next;
+ set tu_mana,tu_mana|4;
+ break;
+ case 4:
+ mes "[Mana]";
+ mes "Frost Diver is a ^0000FFWater^000000";
+ mes "property skill that can be";
+ mes "learned after increasing";
+ mes "the Cold Bolt skill to";
+ mes "a certain level.";
+ specialeffect2 EF_FROSTDIVER;
+ next;
+ specialeffect2 EF_FROSTDIVER2;
+ mes "[Mana]";
+ mes "Frost Diver will damage";
+ mes "enemies and has the chance";
+ mes "to freeze them as well. Once";
+ mes "frozen, the monster will be";
+ mes "considered to be a Water";
+ mes "property creature.";
+ next;
+ mes "[Mana]";
+ mes "Now, as you increase";
+ mes "the level of the Frost Diver";
+ mes "skill, its damage and chance";
+ mes "of freezing monsters will also";
+ mes "increase. Pretty dangerous, eh? ^FFFFFFkamenriderblack^000000";
+ set tu_mana,tu_mana|8;
+ next;
+ break;
+ case 5:
+ mes "[Mana]";
+ mes "Thunderstorm is a";
+ mes "^93DB70Wind^000000 property skill";
+ mes "that you can learn after";
+ mes "increasing the Lightning";
+ mes "Bolt skill to a certain level.";
+ next;
+ specialeffect2 EF_THUNDERSTORM;
+ mes "[Mana]";
+ mes "Thunderstorm is similar";
+ mes "to Fire Ball in that it can";
+ mes "attack multiple enemies";
+ mes "within a certain range.";
+ mes "It's an incredibly potent";
+ mes "ground targeting attack.";
+ set tu_mana,tu_mana|16;
+ next;
+ break;
+ case 6:
+ mes "[Mana]";
+ mes "Fire Wall is a ^FF0000Fire^000000";
+ mes "property skill that can";
+ mes "be learned after training";
+ mes "in the use of Fire Ball and";
+ mes "Sight. Unlike other skills,";
+ mes "Fire Wall targets an area.";
+ next;
+ specialeffect2 EF_FIREWALL;
+ mes "[Mana]";
+ mes "So you can place";
+ mes "a Fire Wall in locations";
+ mes "where you think the enemy";
+ mes "will move towards. And it's";
+ mes "especially useful when";
+ mes "monsters approach you!";
+ next;
+ mes "[Mana]";
+ mes "So if you can use";
+ mes "Fire Well strategically";
+ mes "and effectively, it can";
+ mes "be a very powerful skill~";
+ set tu_mana,tu_mana|32;
+ next;
+ break;
+ case 7:
+ mes "[Mana]";
+ mes "Energy Coat is, well,";
+ mes "a unique skill that you";
+ mes "can't just learn on your own.";
+ mes "You'll have to ask Blizardis";
+ mes "inside the Mage Guild to";
+ mes "teach you how to use it.";
+ next;
+ specialeffect2 EF_ENERGYCOAT;
+ next;
+ mes "[Mana]";
+ mes "If you do decide to";
+ mes "learn Energy Coat, I'm";
+ mes "sure Blizardis will tell";
+ mes "you all you need to know.";
+ set tu_mana,tu_mana|64;
+ next;
+ break;
+ case 8:
+ mes "[Mana]";
+ mes "Did you understand";
+ mes "all of that? Good, because";
+ mes "now I have a mission to give";
+ mes "you on behalf of the Mage";
+ mes "Guild. When you're ready for";
+ mes "briefing, talk to me, okay?";
+ next;
+ mes "[Mana]";
+ mes "Oh, and please take";
+ mes "this. It's a present for";
+ mes "you to help you in your";
+ mes "training. I hope it comes";
+ mes "in handy when fighting...";
+ set tu_magician01, 6;
+ getitem 1604,1; //Wand
+ specialeffect2 EF_HIT5;
+ if(tu_mana&1){
+ getexp 30,10;
+ }
+ if(tu_mana&2){
+ getexp 30,10;
+ }
+ if(tu_mana&4){
+ getexp 30,10;
+ }
+ if(tu_mana&8){
+ getexp 30,10;
+ }
+ if(tu_mana&16){
+ getexp 30,10;
+ }
+ if(tu_mana&32){
+ getexp 30,10;
+ }
+ if(tu_mana&64){
+ getexp 30,10;
+ }
+ set tu_mana,0;
+ close;
+ default:
+ break;
+ }
+ }
+ close;
+ break;
+ case 6:
+ mes "Oh good, you're back.";
+ mes "Let me tell you about";
+ mes "your mission. Recently,";
+ mes "something has happened in";
+ mes "Morroc and the Thief Guild";
+ mes "is requesting our assistance.";
+ next;
+ mes "[Mana]";
+ mes "It's not mandatory";
+ mes "for you to do this, but";
+ mes "you will be compensated";
+ mes "for your efforts and we'll";
+ mes "give you some support.";
+ mes "So what do you think?";
+ next;
+ switch(select("I'll do it.:Sorry, but...")) {
+ case 1:
+ mes "[Mana]";
+ mes "Great! Alright,";
+ mes "I'll send you straight";
+ mes "to Morroc, then. Once you";
+ mes "get there, go to the front";
+ mes "of the Morroc Pyramid and";
+ mes "speak to Yierhan. Thanks~";
+ next;
+ mes "[Mana]";
+ mes "Oh, and when you're";
+ mes "done with what Yierhan";
+ mes "has you do, come back";
+ mes "and report to me, okay?";
+ set tu_magician01, 7;
+ emotion e_heh;
+ warp "morocc",182,286;
+ close;
+ case 2:
+ mes "[Mana]";
+ mes "Mmm...?";
+ mes "Oh, I see. Well, if";
+ mes "you happen to change";
+ mes "your mind, come back";
+ mes "and ask me later, okay?";
+ close;
+ }
+ break;
+ case 7:
+ mes "I don't know";
+ mes "what kind of work";
+ mes "Yierhan has in store";
+ mes "for you, but hopefully";
+ mes "it won't be too difficult.";
+ close;
+ break;
+ case 27:
+ mes "Yierhan just sent me";
+ mes "a message, saying that";
+ mes "you've done a great job in";
+ mes "completing your mission.";
+ mes "Very nice work, "+PcName+"~";
+ next;
+ mes "[Mana]";
+ mes "It seems like there are";
+ mes "two secret organizations";
+ mes "involved in all of this dirty";
+ mes "business. Why would they";
+ mes "be working together?";
+ next;
+ mes "[Mana]";
+ mes "Well, in any case...";
+ mes "This is some pretty";
+ mes "major business that";
+ mes "I guess the higher-ups";
+ mes "will handle, so you don't";
+ mes "need to worry about it for now.";
+ next;
+ mes "[Mana]";
+ mes "Please take this as";
+ mes "a little reward for helping";
+ mes "out both of our guilds. Once";
+ mes "again, thanks very much~";
+ set tu_magician01, 28;
+ getitem 2321,1; //Silk_Robe
+ set Zeny, Zeny + 3000;
+ getexp 300,100;
+ close;
+ break;
+ default:
+ if(tu_magician01 < 27){
+ mes "So...";
+ mes "It looks like something is";
+ mes "going on in the Rune-Midgarts";
+ mes "Kingdom for sure. No wonder";
+ mes "all the guilds are so busy...";
+ next;
+ mes "[Mana]";
+ mes "Anyway, please ";
+ mes "keep up the good";
+ mes "work. And, um, is";
+ mes "Yierhan doing well?";
+ close;
+ } else {
+ mes "You seem to be well";
+ mes "experienced now and there";
+ mes "isn't anything else that I can";
+ mes "really teach you. Now it's up";
+ mes "to you to find ways to master";
+ mes "the ways of magic on your own.";
+ close;
+ }
+ }
+}
diff --git a/npc/quests/first_class/tu_merchant.txt b/npc/quests/first_class/tu_merchant.txt
new file mode 100644
index 000000000..44470c483
--- /dev/null
+++ b/npc/quests/first_class/tu_merchant.txt
@@ -0,0 +1,1432 @@
+//===== rAthena Script =======================================
+//= Merchant Class Tutorial and Job Specific Quest
+//===== By: ==================================================
+//= Fix up by Jukka
+//===== Current Version: =====================================
+//= 1.3
+//===== Compatible With: =====================================
+//= rAthena SVN (Testet in Trunk 88xx)
+//===== Description: =========================================
+//=
+//===== Additional Comments: =================================
+//= 1.0 Fully working
+//= 1.1 Fixed bugs, optimized [Lupus] 1.2 fixed Weight check
+//= TODO: Test, add missing misceffects
+//= 1.2 Fixed experience gains to match upcoming rate adjustments. [SinSloth]
+//= 1.3 Misc. updates. [L0ne_W0lf]
+//============================================================
+
+
+//=================================================Guarnien====================================================
+alberta_in,70,51,5 script Guarnien 98,{
+ mes "[Guarnien]";
+ if(Class != Job_Merchant && Class != Job_Baby_Merchant){
+ mes "Hello stranger.";
+ mes "I wish I could";
+ mes "offer you help";
+ mes "on your adventures...";
+ next;
+ mes "[Guarnien]";
+ mes "However, what I have to teach would only benefit Merchants. Trading and money making are my areas of expertise. If you have any Merchant friends, send them to me.";
+ if(Class == Job_Merchant_High){
+ next;
+ mes "[Guarnien]";
+ mes "Technically, yes, you're a Merchant, but I know an expert when I see one. You've been through the Merchant life before, I can tell!";
+ }
+ close;
+ }
+ switch(tu_merchant){
+ case 17:
+ mes "We can't even begin";
+ mes "to fathom the number";
+ mes "of markets and people";
+ mes "out there in this wide,";
+ mes "wide world of ours.";
+ next;
+ mes "[Guarnien]";
+ mes "All of them are possible customers and business partners. Of course, it'll be up to you to meet them.";
+ mes "If you can be sincerely kind to everyone that you meet, you'll";
+ mes "have no problem.";
+ close;
+ break;
+ case 16:
+ mes "So...";
+ mes "How much have";
+ mes "you learned";
+ mes "about Vending?";
+ next;
+ set .@chk_vend, getskilllv("MC_VENDING");
+ if((.@chk_vend > 3) && (.@chk_vend < 10)){
+ mes "[Guarnien]";
+ mes "Excellent!";
+ mes "You've taught yourself well. Here, you've earned this little reward~";
+ set tu_merchant, 17;
+ completequest 8240;
+ getexp 186,43;
+ next;
+ } else if(.@chk_vend == 10){
+ mes "[Guarnien]";
+ mes "Oh, I see that you're very serious about being a Merchant. I'm proud that you've managed to master this skill! Here, you deserve this reward!";
+ set tu_merchant, 17;
+ completequest 8240;
+ getexp 199,69;
+ next;
+ } else {
+ mes "[Guarnien]";
+ mes "Hmm...";
+ mes "Haven't learned Level 4 Vending yet, huh? Just keep in mind that being able to vend things is one";
+ mes "of the defining characteristics of being a Merchant!";
+ close;
+ }
+ mes "[Guarnien]";
+ mes "Ah, now you have mastered the fundamentals of the Merchant class. Just keep practicing the basic principles, like researching the market for item prices, and you should be fine.";
+ next;
+ mes "[Guarnien]";
+ mes "Although everything we do is for money, never forget customer needs and always sell your products at a suitably fair price. Otherwise, no one may buy your goods!";
+ next;
+ mes "[Guarnien]";
+ mes "Well, there's nothing more I can teach you for now. Go out into the world and make your mark as a Merchant.";
+ next;
+ mes "[Guarnien]";
+ mes "And feel free to";
+ mes "visit me whenever";
+ mes "the mood strikes you.";
+ mes "Good luck to you~";
+ close;
+ break;
+ case 15:
+ mes "I believe it's time";
+ mes "for my final lecture.";
+ mes "I'll discuss the definitive";
+ mes "skill of the Merchant: ^871F78Vending^000000. Please listen carefully.";
+ next;
+ mes "[Guarnien]";
+ mes "The Vending skill is an active skill which allows you to open your own shop where you stand. Vending allows you to do real business with other people.";
+ next;
+ mes "[Guarnien]";
+ mes "However, you can only vend items that are stored in your PushCart,";
+ mes "so you'll need one of those. The maximum price you can set for";
+ mes "each item is 99,990,000 Zeny.";
+ next;
+ mes "[Guarnien]";
+ mes "Basically, you've got to learn the Push Cart skill first before you can learn the Vending skill.";
+ next;
+ mes "[Guarnien]";
+ mes "The higher the level of the Vending skill, the more items you can vend at one time. Vending is mastered at Skill Level 10.";
+ next;
+ mes "[Guarnien]";
+ mes "Level 1 Vending allows you";
+ mes "to vend a total of 3 items at one time. Each time you level up the Vending skill, the total number of items you can vend will";
+ mes "increase by one.";
+ next;
+ set .@chk_vend, getskilllv("MC_VENDING");
+ if((.@chk_vend > 3) && (.@chk_vend < 10)){
+ mes "[Guarnien]";
+ mes "But I see that you must already know that, huh? Well, seeing as you're so clever, I think you've earned this little prize~";
+ set tu_merchant, 17;
+ completequest 8239;
+ getexp 186,60;
+ next;
+ } else if(.@chk_vend == 10){
+ mes "[Guarnien]";
+ mes "But it looks like I just put my foot in my mouth. I'm sorry, I didn't notice that you already mastered the Vending skill...";
+ next;
+ mes "[Guarnien]";
+ mes "You're such an";
+ mes "excellent student!";
+ mes "Please, take this";
+ mes "little reward for";
+ mes "all your efforts~";
+ set tu_merchant, 17;
+ completequest 8239;
+ getexp 199,69;
+
+ next;
+ } else {
+ mes "[Guarnien]";
+ mes "For your final assignment, I will ask you to learn the Vending skill up to Skill Level 4. Of course, once you do, I'll give you a little reward. I'll be waiting, so do your best~";
+ set tu_merchant, 16;
+ erasequest 8239;
+ setquest 8240;
+ close;
+ }
+
+ mes "[Guarnien]";
+ mes "Ah, now you have mastered the fundamentals of the Merchant class. Just keep practicing the basic principles, like researching the market for item prices, and you should be fine.";
+ next;
+ mes "[Guarnien]";
+ mes "Although everything we do is for money, never forget customer needs and always sell your products at a suitably fair price. Otherwise, no one may buy your goods!";
+ next;
+ mes "[Guarnien]";
+ mes "Well, there's nothing more I can teach you for now. Go out into the world and make your mark as a Merchant.";
+ next;
+ mes "[Guarnien]";
+ mes "And feel free to";
+ mes "visit me whenever";
+ mes "the mood strikes you.";
+ mes "Good luck to you~";
+ close;
+ break;
+ case 14:
+ mes "So, have you";
+ mes "learned Push Cart up";
+ mes "to Level 4 like I asked?";
+ next;
+ set .@chk_cart, getskilllv("MC_PUSHCART");
+ if(.@chk_cart > 3 && .@chk_cart < 10){
+ mes "[Guarnien]";
+ mes "Well done~";
+ mes "You've been a very";
+ mes "cooperative student.";
+ mes "You deserve a little";
+ mes "reward for your effort~";
+ set tu_merchant, 15;
+ erasequest 8238;
+ setquest 8239;
+ getexp 162,52;
+ next;
+ mes "[Guarnien]";
+ mes "Next time, I'll talk about the skill that sets Merchants apart from all the other classes: ^871F78Vending^000000. So don't miss it!";
+ close;
+ } else if(.@chk_cart == 10){
+ mes "[Guarnien]";
+ mes "Excellent!";
+ mes "You've actually went above and beyond mastered the Push Cart skill. Great work!";
+ set tu_merchant, 15;
+ erasequest 8238;
+ setquest 8239;
+ getexp 186,60;
+ next;
+ mes "[Guarnien]";
+ mes "Next time, I'll talk about the skill that sets Merchants apart from all the other classes: ^871F78Vending^000000. So don't miss it!";
+ close;
+ } else {
+ mes "[Guarnien]";
+ mes "Still not there, huh?";
+ mes "Well, remember that you need";
+ mes "Level 5 Increase Weight Limit before you can learn the Push";
+ mes "Cart skill. I hope that helps.";
+ close;
+ }
+ break;
+ case 13:
+ mes "Now to talk about";
+ mes "^871F78Push Cart^000000. First off, you need to know Level 5 Increase Weight Limit before you can even learn the Push Cart skill.";
+ next;
+ mes "[Guarnien]";
+ mes "Push Cart can be mastered at";
+ mes "Skill Level 10. This skill allows you to carry a Push Cart with you. You can carry a maximum of 100 different kinds of items that weigh less than 8,000.";
+ next;
+ mes "[Guarnien]";
+ mes "As you can see, this skill is an advanced form of the Increase Weight Limit skill. You can procure a PushCart from most Kafra Ladies for a certain fee.";
+ next;
+ mes "[Guarnien]";
+ mes "Once you have rented a Cart, you can hold on to it so long as you don't take it off. The disadvantage to using a PushCart is that your movement speed is reduced to";
+ mes "almost half! Horrible, isn't it?";
+ next;
+ mes "[Guarnien]";
+ mes "Fortunately, when you increase";
+ mes "the level of the Push Cart skill, your movement speed will slowly be restored. With Push Cart Level 10, a PushCart won't slow you";
+ mes "down at all!";
+ next;
+ set .@chk_cart, getskilllv("MC_PUSHCART");
+ if(.@chk_cart > 3 && .@chk_cart < 10){
+ mes "[Guarnien]";
+ mes "Ah, and I see that you've been focusing on learning Push Cart. Although you might still have a problem with your movement";
+ mes "speed, it shouldn't be a big deal.";
+ mes "Well done~";
+ set tu_merchant, 15;
+ erasequest 8237;
+ setquest 8238;
+ getexp 162,52;
+ next;
+ mes "[Guarnien]";
+ mes "Next time, I'll talk about the skill that sets Merchants apart from all the other classes: ^871F78Vending^000000. So don't miss it!";
+ close;
+ } else if(.@chk_cart == 10){
+ mes "[Guarnien]";
+ mes "Wonderful! You've already";
+ mes "mastered the Push Cart skill.";
+ mes "You truly deserve a little bit of a reward~";
+ set tu_merchant, 15;
+ erasequest 8237;
+ setquest 8238;
+ getexp 186,60;
+
+ next;
+ mes "[Guarnien]";
+ mes "Next time, I'll talk about the skill that sets Merchants apart from all the other classes: ^871F78Vending^000000. So don't miss it!";
+ close;
+ } else {
+ mes "[Guarnien]";
+ mes "For now, why don't";
+ mes "you learn the Push Cart";
+ mes "skill up to Level 4? Once";
+ mes "you do that, I can go on to";
+ mes "my next lecture.";
+ set tu_merchant, 14;
+ close;
+ }
+ break;
+ case 12:
+ mes "So...";
+ mes "How is it going";
+ mes "with learning that";
+ mes "^871F78Over Charge^000000 skill?";
+ next;
+ set .@chk_over, getskilllv("MC_OVERCHARGE");
+ if(.@chk_over > 3 && .@chk_over < 10){
+ mes "[Guarnien]";
+ mes "Nice work!";
+ mes "I can tell that";
+ mes "you've done just";
+ mes "as I asked. Please,";
+ mes "take this little reward~";
+ set tu_merchant, 13;
+ erasequest 8236;
+ setquest 8237;
+ getexp 126,27;
+ next;
+ mes "[Guarnien]";
+ mes "Next time, I'll discuss the Push Cart skill. Be ready for this lecture, as Push Cart is one of the more important skills for a Merchant.";
+ close;
+ } else if(.@chk_over == 10){
+ mes "[Guarnien]";
+ mes "Whoa...";
+ mes "You actually";
+ mes "mastered Over Charge?";
+ mes "Most impressive! You deserve a small reward for your work!";
+ set tu_merchant, 13;
+ erasequest 8236;
+ setquest 8237;
+ getexp 142,33;
+ next;
+ mes "[Guarnien]";
+ mes "Next time, I'll discuss the Push Cart skill. Be ready for this lecture, as Push Cart is one of the more important skills for a Merchant.";
+ close;
+ } else {
+ mes "[Guarnien]";
+ mes "Mm? You haven't";
+ mes "learned Over Charge";
+ mes "up to Skill Level 4 yet?";
+ mes "There's no rush, but I won't be able to lecture on anything until you finish this little task.";
+ close;
+ }
+ break;
+ case 11:
+ mes "Ah, ready to";
+ mes "learn already,";
+ mes "are you? Alright,";
+ mes "let me tell you";
+ mes "about ^871F78Over Charge^000000.";
+ next;
+ mes "[Guarnien]";
+ mes "Like Discount, Over Charge is a Passive skill that can be mastered at Skill Level 10. Therefore, it doesn't require SP to use it.";
+ next;
+ mes "[Guarnien]";
+ mes "Over Charge allows you to sell items to NPC shops for more Zeny. The higher your Over Charge Skill Level, the more Zeny you'll receive for items sold to NPCs.";
+ next;
+ set .@chk_over, getskilllv("MC_OVERCHARGE");
+ if(.@chk_over > 3 && .@chk_over < 10){
+ mes "[Guarnien]";
+ mes "Ah, you've already learned Level 4 Over Charge. Perfect! Let me give you a little reward~";
+ set tu_merchant, 13;
+ erasequest 8235;
+ setquest 8236;
+ getexp 126,27;
+ next;
+ mes "[Guarnien]";
+ mes "Next time, I'll discuss the";
+ mes "Push Cart skill. Be ready for this lecture, as Push Cart is one of the more important skills for a Merchant.";
+ close;
+ } else if(.@chk_over == 10){
+ mes "[Guarnien]";
+ mes "Amazing! You've already mastered the Over Charge skill! You must have wanted this reward badly~";
+ set tu_merchant, 13;
+ erasequest 8235;
+ setquest 8236;
+ getexp 142,33;
+ next;
+ mes "[Guarnien]";
+ mes "Next time, I'll discuss the";
+ mes "Push Cart skill. Be ready for this lecture, as Push Cart is one of the more important skills for a Merchant.";
+ close;
+ } else {
+ mes "[Guarnien]";
+ mes "Personally, I think you should learn this skill for sure! For your next assignment, learn Over Charge up to Level 4. It shouldn't be too difficult to do.";
+ set tu_merchant, 12;
+ erasequest 8235;
+ setquest 8236;
+ next;
+ mes "[Guarnien]";
+ mes "Once you do that,";
+ mes "we can talk about";
+ mes "more advanced stuff.";
+ mes "Do your best~";
+ close;
+ }
+ break;
+ case 10:
+ mes "Let me see those";
+ mes "Red Potions. Now,";
+ mes "how much did you";
+ mes "pay for these...?";
+ next;
+ mes "[Guarnien]";
+ mes "Ah...!";
+ mes "It looks like...";
+ mes "You were scammed!";
+ mes "D-don't worry, though,";
+ mes "I won't tell anybody.";
+ next;
+ mes "[Guarnien]";
+ mes "Oh well, it happens even to the best of us. Just think of this as an invaluable learning experience.";
+ next;
+ mes "[Guarnien]";
+ mes "Now, why don't you go to Prontera and try to buy 10 Red Potions from an NPC for the cheapest price again?";
+ set tu_merchant, rand(6,8);
+ close;
+ break;
+ case 9:
+ mes "Let me see those";
+ mes "Red Potions. Ah, it seems you researched the market and bought the cheapest ones! Great work!";
+ set tu_merchant, 11;
+ changequest 8234,8235;
+ getexp 112,22;
+ next;
+ mes "[Guarnien]";
+ mes "Alright, next time, we'll talk about the skill that you can learn after knowing how to Discount:";
+ mes "^871F78Over Charge^000000.";
+ close;
+ break;
+ case 6:
+ case 7:
+ case 8:
+ mes "Hmm...";
+ mes "You'll find some NPCs";
+ mes "selling 10 Red Potions";
+ mes "in Prontera. Your task";
+ mes "is to buy the potions";
+ mes "for the cheapest price.";
+ next;
+ mes "[Guarnien]";
+ mes "First, you'll probably want to research the market price for Red Potions. And always, be careful of scammers and cheats!";
+ close;
+ break;
+ case 5:
+ mes "Alright...";
+ mes "I've given it some thought and I've come up with a little challenge for you. Bring me... 10 Red Potions!";
+ next;
+ mes "[Guarnien]";
+ mes "It's not too hard, but the stipulation I'm adding is that you've got to find the merchant selling Red Potions for the cheapest price.";
+ next;
+ mes "[Guarnien]";
+ mes "So first, you'll need to research the market price for Red Potions. Also, be careful of scammers! If the price is too good to be true, it usually is.";
+ next;
+ mes "[Guarnien]";
+ mes "Ha ha ha, let me make your goal a bit less confusing. You will need to buy 10 Red Potions from an NPC in Prontera.";
+ next;
+ mes "[Guarnien]";
+ mes "Prontera's a bit far from here, isn't it? I'll just use this Kafra Warp-- Mahnsoo has a bunch for";
+ mes "some reason --to send you there right now. Get ready...!";
+ next;
+ set tu_merchant, rand(6,8);
+ warp "prontera",155,46;
+ end;
+ break;
+ case 4:
+ mes "So, how is it going with learning the Discount skill? Like I always say, if you can't make a bargain, you can't be a Merchant!";
+ next;
+ mes "[Guarnien]";
+ set .@chk_disc, getskilllv("MC_DISCOUNT");
+ if(.@chk_disc > 3 && .@chk_disc < 10){
+ mes "Ah, you've learned";
+ mes "how to use the Discount skill";
+ mes "well enough. Good, here's a little reward for your hard work~";
+ set tu_merchant, 5;
+ erasequest 8232;
+ setquest 8233;
+ getexp 83,11;
+ next;
+ mes "[Guarnien]";
+ mes "Alright, my next lesson will hopefully offer you a bit more of a challenge. Come back when you think you're ready, alright?";
+ close;
+ } else if(.@chk_disc == 10){
+ mes "Incredible!";
+ mes "You've actually mastered the Discount skill! You're such a great student. You deserve a bit of a reward!";
+ set tu_merchant, 5;
+ erasequest 8232;
+ setquest 8233;
+ getexp 97,18;
+ next;
+ mes "[Guarnien]";
+ mes "Alright, my next lesson will hopefully offer you a bit more of a challenge. Come back when you think you're ready, alright?";
+ close;
+ } else {
+ mes "Not yet, huh?";
+ mes "Well, you should be able to reach that goal soon. After all, it's one of the basics of being a Merchant!";
+ close;
+ }
+ break;
+ case 3:
+ mes "Ah, you're back!";
+ mes "Now, I was going";
+ mes "to tell you about";
+ mes "the Discount skill, right?";
+ next;
+ mes "[Guarnien]";
+ mes "The ^871F78Discount^000000 skill allows you to buy items at lower prices from NPC shops. It is a ^871F78Passive Skill^000000 which is always in effect and does not consume SP.";
+ next;
+ mes "[Guarnien]";
+ mes "The Discount skill is";
+ mes "mastered at ^871F78Level 10^000000. The higher the skill level, the less you have to pay for items at NPC shops.";
+ next;
+ mes "[Guarnien]";
+ set .@chk_disc, getskilllv("MC_DISCOUNT");
+ if(.@chk_disc > 3 && .@chk_disc < 10){
+ mes "Oooh, good work.";
+ mes "I see that you've";
+ mes "raised your Discount";
+ mes "to Level 4 already.";
+ mes "Here, take this";
+ mes "small reward~";
+ set tu_merchant, 5;
+ erasequest 8231;
+ setquest 8232;
+ getexp 83,11;
+ next;
+ mes "[Guarnien]";
+ mes "Alright, my next lesson will hopefully offer you a bit more of a challenge. Come back when you";
+ mes "think you're ready, alright?";
+ close;
+ } else if(.@chk_disc == 10){
+ mes "Incredible!";
+ mes "You've actually mastered the Discount skill! You're such a great student. You deserve a bit of a reward!";
+ set tu_merchant, 5;
+ erasequest 8231;
+ setquest 8232;
+ getexp 97,18;
+ next;
+ mes "[Guarnien]";
+ mes "Alright, my next lesson will hopefully offer you a bit more of a challenge. Come back when you";
+ mes "think you're ready, alright?";
+ close;
+ } else {
+ mes "Alright! Now, in order to become closer towards becoming a true Merchant, I want you to learn the Discount skill up to Level 4.";
+ next;
+ mes "[Guarnien]";
+ mes "It'd be nicer if you could";
+ mes "master it, but you might be more interested in devoting your time to other skills.";
+ next;
+ mes "[Guarnien]";
+ mes "Still, you can't ignore the fact that bargaining is an essential skill for a Merchant! Come back to me when you're ready~";
+ set tu_merchant, 4;
+ erasequest 8231;
+ setquest 8232;
+ close;
+ }
+ break;
+ case 2:
+ mes "Ah, you've come back to learn more. Let's see, what was I going to tell you about... Right, Mammonite!";
+ next;
+ mes "[Guarnien]";
+ mes "^871F78Mammonite^000000 is a skill that lets you greatly damage targets with Zeny. Money really is power!";
+ next;
+ mes "[Guarnien]";
+ mes "The upside is that it inflicts great damage and only uses a little SP. However, the downside is that it will also consume your Zeny!";
+ next;
+ mes "[Guarnien]";
+ mes "So if you use this skill too often, you might end up bankrupt! So be really careful. Also, as the Skill Level for Mammonite increases, so does the attack strength and Zeny consumption.";
+ next;
+ mes "[Guarnien]";
+ set .@chk_mam, getskilllv("MC_MAMMONITE");
+ if(.@chk_mam > 3 && .@chk_mam < 10){
+ mes "Ah, I see that you've already tried this skill. How much money have you wasted using Mammonite? Not too much, I hope.";
+ next;
+ mes "[Guarnien]";
+ mes "Well, since you're still green, I feel awfully sorry if you've wasted Zeny. Why don't you take this as compensation?";
+ set tu_merchant, 3;
+ erasequest 8230;
+ setquest 8231;
+ getexp 70,12;
+ next;
+ mes "[Guarnien]";
+ mes "Okay. Now I think we're ready for me to discuss the ^871F78Discount^000000 skill. Come back when you'd like me to tell you more about it, okay?";
+ close;
+ } else {
+ mes "Okay. Now I think we're ready for me to discuss the ^871F78Discount^000000 skill. Come back when you'd like me to tell you more about it, okay?";
+ set tu_merchant, 3;
+ erasequest 8230;
+ setquest 8231;
+ close;
+ }
+ break;
+ case 1:
+ mes "So...";
+ mes "Did you learn the";
+ mes "Increase Weight Limit";
+ mes "skill up to Level 4";
+ mes "like I asked?";
+ next;
+ mes "[Guarnien]";
+ set .@chk_soji, getskilllv("MC_INCCARRY");
+ if(.@chk_soji > 3 && .@chk_soji < 10){
+ mes "Ah. I can tell that you have. Not bad! By now you should be able to learn the ^871F78Discount^000000 skill, but I'll teach you about that later.";
+ next;
+ mes "[Guarnien]";
+ mes "There are a few other basic skills which you can learn right away that I'll talk about first. Let's not rush~";
+ next;
+ mes "[Guarnien]";
+ mes "First, there's the ^871F78Item Appraisal^000000 skill. This ability, once you've learned it, allows you to ^871F78identify unknown items^000000.";
+ next;
+ mes "[Guarnien]";
+ mes "This skill works exactly like a ^871F78Magnifier^000000, so you won't have to spend any Zeny on them. Also, this skill is mastered at ^871F78Level 1^000000.";
+ next;
+ if(getskilllv("MC_IDENTIFY")){
+ mes "[Guarnien]";
+ mes "I see in your eyes that you've already learned to appraise items. Haha, although having that knowledge is reward in itself, let me give you something extra!";
+ set tu_merchant, 2;
+ erasequest 8229;
+ setquest 8230;
+ getexp 58,11;
+ getitem 1351,1; //Battle_Axe
+ next;
+ mes "[Guarnien]";
+ mes "Alright, next time";
+ mes "I'll talk about the Mammonite skill. For now, let me take a little bit of a break from all of this arduous lecture. ^666666*Whew!*^000000";
+ close;
+ }
+ } else {
+ mes "No? That's fine.";
+ mes "But I can't teach you";
+ mes "much more if you can't grasp these simple basics, so hurry and learn those skills, okay?";
+ close;
+ }
+ mes "Alright, next time";
+ mes "I'll talk about the Mammonite skill. For now, let me take a little bit of a break from all of this arduous lecture. ^666666*Whew!*^000000";
+ set tu_merchant, 2;
+ erasequest 8229;
+ setquest 8230;
+ close;
+ }
+
+ mes "You've just started out as a Merchant, haven't you? How would you like to learn the fundamentals of business from an experienced colleague?";
+ next;
+ if(select("Sure!:I'll make it on my own!")==1){
+ set tu_merchant, 1;
+ if(getskilllv("MC_INCCARRY") < 4){
+ setquest 8229;
+ mes "[Guarnien]";
+ if(Sex == 1){
+ mes "Atta boy~!";
+ } else {
+ mes "Atta girl~!";
+ }
+ mes "But first things first!";
+ mes "You better learn the";
+ mes "^871F78Increase Weight Limit^000000 skill!";
+ next;
+ mes "[Guarnien]";
+ mes "You can't really be a Merchant if you can't even carry around goods to sell. As you increase the level of this skill, you can carry around more items.";
+ next;
+ mes "[Guarnien]";
+ mes "Why don't you upgrade your";
+ mes "Increase Weight Limit skill up to Level 4? After that, we can talk more about becoming a true Merchant.";
+ close;
+ } else {
+ mes "[Guarnien]";
+ mes "Great...!";
+ mes "Ah, and I see that you've learned the ^871F78Increase Weight Limit^000000 skill to at least Level 4. You're a real go-getter, aren't you?";
+ next;
+ mes "[Guarnien]";
+ mes "Since your Increase Weight";
+ mes "Limit skill level is high enough, you must be able to see a new skill in your Skill Window: ^871F78Discount^000000!";
+ next;
+ mes "[Guarnien]";
+ mes "But we'll discuss the Discount skill later. There are a few other basic skills which you can learn right away that I'll talk about first. Let's not rush~";
+ next;
+ mes "[Guarnien]";
+ mes "First, there's the ^871F78Item Appraisal^000000 skill. This ability, once you've learned it, allows you to ^871F78identify unknown items^000000.";
+ next;
+ mes "[Guarnien]";
+ mes "This skill works exactly like a ^871F78Magnifier^000000, so you won't have to spend any Zeny on them. Also, this skill is mastered at ^871F78Level 1^000000.";
+ next;
+ mes "[Guarnien]";
+ if(getskilllv("MC_IDENTIFY")){
+ mes "I see in your eyes that you've already learned to appraise items. Haha, although having that knowledge is reward in itself, let me give you something extra!";
+ set tu_merchant, 2;
+ erasequest 8229;
+ setquest 8230;
+ getexp 58,11;
+ getitem 1351,1; //Battle_Axe
+ next;
+ mes "[Guarnien]";
+ mes "Alright, next time";
+ mes "I'll talk about the Mammonite skill. For now, let me take a little bit of a break from all of this arduous lecture. ^666666*Whew!*^000000";
+ close;
+ }
+ mes "Alright, next time";
+ mes "I'll talk about the Mammonite skill. For now, let me take a little bit of a break from all of this arduous study.";
+ next;
+ mes "[Guarnien]";
+ mes "Oh...";
+ mes "And I'll tell you";
+ mes "more about the Discount";
+ mes "skill later. I always manage";
+ mes "to forget about that!";
+ set tu_merchant,2;
+ erasequest 8229;
+ setquest 8230;
+ close;
+ }
+ } else {
+ mes "[Guarnien]";
+ mes "On your own?";
+ mes "Hahaha, that's the spirit!";
+ mes "But still, the advice I'm giving is free. It couldn't hurt to give what I say a little bit of thought.";
+ next;
+ mes "[Guarnien]";
+ mes "Well, if you ever change your mind, stop by and talk to me anytime. And as a Merchant, you should know that free advice is the best!";
+ close;
+ }
+}
+
+//=================================================Sagle====================================================
+prontera,66,111,3 script Sagle 82,{
+ mes "[Sagle]";
+ if(tu_merchant == 8){
+ mes "Hello, hello~";
+ mes "Why don't you buy";
+ mes "some Red Potions?";
+ mes "They're essential for travel, and these Red Potions are the best for newer adventurers~";
+ next;
+ mes "[Sagle]";
+ mes "I will sell you 10 Red Potions for ^871F78420 zeny^000000. You'd better get them now while they're still here!";
+ next;
+ switch(select("Buy:Cancel")){
+ case 1:
+ mes "[Sagle]";
+ mes "Excellent!";
+ mes "You certainly have an eye for bargains. Here you go, 10 Red Potions fresh from the... Potioner...";
+ if(Zeny < 420){
+ next;
+ mes "[Sagle]";
+ mes "Whoa, hold on!";
+ mes "You can't afford";
+ mes "these potions...";
+ mes "Please come back";
+ mes "when you have enough";
+ mes "Zeny, alright?";
+ close;
+ }
+ if(MaxWeight - Weight < 71){
+ next;
+ mes "[Sagle]";
+ mes "Whoa, hold on!";
+ mes "There's no way you carry all of this! Why don't you put some of your stuff in Kafra Storage before coming back?";
+ close;
+ } else {
+ set Zeny, Zeny - 420;
+ set tu_merchant, 10;
+ getitem 501,10; //Red_Potion
+ close;
+ }
+ break;
+ case 2:
+ mes "[Sagle]";
+ mes "Alright...";
+ mes "But don't";
+ mes "complain if";
+ mes "these potions";
+ mes "are sold out!";
+ close;
+ break;
+ }
+ }
+ if(tu_merchant == 7){
+ mes "Hello, hello~";
+ mes "Why don't you buy";
+ mes "some Red Potions?";
+ mes "They're essential for travel, and these Red Potions are the best for newer adventurers~";
+ next;
+ mes "[Sagle]";
+ mes "I will sell you 10 Red Potions for ^871F78410 zeny^000000. You'd better get them now while they're still here!";
+ next;
+ switch(select("Buy:Cancel")){
+ case 1:
+ mes "[Sagle]";
+ mes "Excellent!";
+ mes "You certainly have an eye for bargains. Here you go, 10 Red Potions fresh from the... Potioner...";
+ if(Zeny < 410){
+ next;
+ mes "[Sagle]";
+ mes "Whoa, hold on!";
+ mes "You can't afford";
+ mes "these potions...";
+ mes "Please come back";
+ mes "when you have enough";
+ mes "Zeny, alright?";
+ close;
+ }
+ if(MaxWeight - Weight < 71){
+ next;
+ mes "[Sagle]";
+ mes "Whoa, hold on!";
+ mes "There's no way you carry all of this! Why don't you put some of your stuff in Kafra Storage before coming back?";
+ close2;
+ end;
+ } else {
+ set Zeny, Zeny - 410;
+ set tu_merchant, 10;
+ getitem 501,10; //Red_Potion
+ close;
+ }
+ break;
+ case 2:
+ mes "[Sagle]";
+ mes "Alright...";
+ mes "But don't";
+ mes "complain if";
+ mes "these potions";
+ mes "are sold out!";
+ close;
+ break;
+ }
+ }
+ if(tu_merchant == 6){
+ mes "Hello, hello~";
+ mes "Why don't you buy";
+ mes "some Red Potions?";
+ mes "They're essential for travel, and these Red Potions are the best for newer adventurers~";
+ next;
+ mes "[Sagle]";
+ mes "I will sell you 10 Red Potions for ^871F78390 zeny^000000. You'd better get them now while they're still here!";
+ next;
+ switch(select("Buy:Cancel")){
+ case 1:
+ mes "[Sagle]";
+ mes "Excellent!";
+ mes "You certainly have an eye for bargains. Here you go, 10 Red Potions fresh from the... Potioner...";
+ if(Zeny < 390){
+ next;
+ mes "[Sagle]";
+ mes "Whoa, hold on!";
+ mes "You can't afford";
+ mes "these potions...";
+ mes "Please come back";
+ mes "when you have enough";
+ mes "Zeny, alright?";
+ close;
+ }
+ if(MaxWeight - Weight < 71){
+ next;
+ mes "[Sagle]";
+ mes "Whoa, hold on!";
+ mes "There's no way you carry all of this! Why don't you put some of your stuff in Kafra Storage before coming back?";
+ close;
+ } else {
+ set Zeny, Zeny - 390;
+ set tu_merchant, 9;
+ getitem 501,10; //Red_Potion
+ close;
+ }
+ break;
+ case 2:
+ mes "[Sagle]";
+ mes "Alright...";
+ mes "But don't";
+ mes "complain if";
+ mes "these potions";
+ mes "are sold out!";
+ close;
+ break;
+ }
+ }
+ mes "It's on the tip";
+ mes "of my tongue, but";
+ mes "I can't quite remember...";
+ next;
+ mes "[Sagle]";
+ mes "You know, the name of the company that has all those beautiful ladies working for it. Ka... Ka-something. Anyway, I hear they're concerned about their growing competition. ";
+ next;
+ mes "[Sagle]";
+ mes "It's none of my business, but it's good to know what's going on in";
+ mes "the world, particularly if it'll affect the markets.";
+ close;
+}
+
+//=================================================Kellion====================================================
+prontera,93,330,3 script Kellion 97,{
+ mes "[Kellion]";
+ if(tu_merchant == 8){
+ mes "I'm selling sets of";
+ mes "10 Red Potions for 340 Zeny.";
+ mes "Would you like some?";
+ next;
+ switch(select("Buy:Cancel")){
+ case 1:
+ mes "[Kellion]";
+ mes "Good choice~";
+ mes "Thank you for";
+ mes "using my shop.";
+ if(Zeny < 340){
+ next;
+ mes "[Kellion]";
+ mes "Ooops!";
+ mes "I'm sorry, but you don't have enough Zeny. I've got to stay in business somehow, you know?";
+ close;
+ }
+ if(MaxWeight - Weight < 71){
+ next;
+ mes "[Kellion]";
+ mes "...Huh?";
+ mes "You better put some of your stuff in Kafra Storage, you can't carry much else!";
+ close;
+ } else {
+ set Zeny, Zeny - 340;
+ set tu_merchant, 10;
+ getitem 569,10; //Novice_Potion
+ close;
+ }
+ break;
+ case 2:
+ mes "[Kellion]";
+ mes "Well, I'm sorry";
+ mes "to hear that. But";
+ mes "I guess I'll see";
+ mes "you later.";
+ close;
+ break;
+ }
+ }
+ if(tu_merchant == 7){
+ mes "I'm selling sets of";
+ mes "10 Red Potions for 390 Zeny.";
+ mes "Would you like some?";
+ next;
+ switch(select("Buy:Cancel")){
+ case 1:
+ mes "[Kellion]";
+ mes "Good choice~";
+ mes "Thank you for";
+ mes "using my shop.";
+ if(Zeny < 390){
+ next;
+ mes "[Kellion]";
+ mes "Ooops!";
+ mes "I'm sorry, but you don't have enough Zeny. I've got to stay in business somehow, you know?";
+ close;
+ }
+ if(MaxWeight - Weight < 71){
+ next;
+ mes "[Kellion]";
+ mes "...Huh?";
+ mes "You better put some of your stuff in Kafra Storage, you can't carry much else!";
+ close;
+ } else {
+ set Zeny, Zeny - 390;
+ set tu_merchant, 9;
+ getitem 501,10; //Red_Potion
+ close;
+ }
+ break;
+ case 2:
+ mes "[Kellion]";
+ mes "Well, I'm sorry";
+ mes "to hear that. But";
+ mes "I guess I'll see";
+ mes "you later.";
+ close;
+ break;
+ }
+ }
+ if(tu_merchant == 6){
+ mes "I'm selling sets of";
+ mes "10 Red Potions for 400 Zeny.";
+ mes "Would you like some?";
+ next;
+ switch(select("Buy:Cancel")){
+ case 1:
+ mes "[Kellion]";
+ mes "Good choice~";
+ mes "Thank you for";
+ mes "using my shop.";
+ if(Zeny < 400){
+ next;
+ mes "[Kellion]";
+ mes "Ooops!";
+ mes "I'm sorry, but you don't have enough Zeny. I've got to stay in business somehow, you know?";
+ close;
+ }
+ if(MaxWeight - Weight < 71){
+ next;
+ mes "[Kellion]";
+ mes "...Huh?";
+ mes "You better put some of your stuff in Kafra Storage, you can't carry much else!";
+ close;
+ } else {
+ set Zeny, Zeny - 400;
+ set tu_merchant, 10;
+ getitem 501,10; //Red_Potion
+ close;
+ }
+ break;
+ case 2:
+ mes "[Kellion]";
+ mes "Well, I'm sorry";
+ mes "to hear that. But";
+ mes "I guess I'll see";
+ mes "you later.";
+ close;
+ break;
+ }
+ }
+ mes "Recently, I hear that something";
+ mes "has happened to the royal family.";
+ next;
+ mes "[Kellion]";
+ mes "It's probably not even a reliable rumor, but I've heard that members of the royal family have been dying from some unknown cause.";
+ next;
+ mes "[Kellion]";
+ mes "Huh.";
+ mes "Now that's some morbid news!";
+ mes "Well, hopefully, there's no truth to it whatsoever. None at all...";
+ close;
+}
+
+//=================================================Aigie====================================================
+prt_in,169,11,3 script Aigie 92,{
+ if(tu_merchant == 8){
+ mes "[Aigie]";
+ mes "Welcome to my shop.";
+ mes "I'm just a young girl who's a victim of circumstance, forced to sell potions on the street for dirt cheap prices.";
+ next;
+ mes "[Aigie]";
+ mes "Would you like";
+ mes "to buy 10 Red Potions";
+ mes "for 390 Zeny, kind adventurer?";
+ next;
+ switch(select("Buy:Cancel")){
+ case 1:
+ mes "[Aigie]";
+ mes "Thank you so much.";
+ mes "Now I can finally";
+ mes "afford food again...";
+ if(Zeny < 390){
+ next;
+ mes "[Aigie]";
+ mes "Wait, wait!";
+ mes "I am sorry, but you don't have enough money. Would you please get some more Zeny before coming back?";
+ close;
+ }
+ if(MaxWeight - Weight < 71){
+ next;
+ mes "[Aigie]";
+ mes "Wait, wait!";
+ mes "You can't possibly carry any more items. Why don't you put your things in Kafra Storage first?";
+ close;
+ } else {
+ set Zeny, Zeny - 390;
+ set tu_merchant, 9;
+ getitem 501,10; //Red_Potion
+ close;
+ }
+ break;
+ case 2:
+ mes "[Aigie]";
+ mes "I understand.";
+ mes "But I hope you";
+ mes "see that I'm offering";
+ mes "you a really good price.";
+ mes "^666666*Sniff Sniff*^000000";
+ close;
+ break;
+ }
+ }
+ if(tu_merchant == 7){
+ mes "[Aigie]";
+ mes "Welcome to my shop.";
+ mes "I'm just a young girl who's a victim of circumstance, forced to sell potions on the street for dirt cheap prices.";
+ next;
+ mes "[Aigie]";
+ mes "Would you like";
+ mes "to buy 10 Red Potions";
+ mes "for 420 Zeny, kind adventurer?";
+ next;
+ switch(select("Buy:Cancel")){
+ case 1:
+ mes "[Aigie]";
+ mes "Thank you so much.";
+ mes "Now I can finally";
+ mes "afford food again...";
+ if(Zeny < 420){
+ next;
+ mes "[Aigie]";
+ mes "Wait, wait!";
+ mes "I am sorry, but you don't have enough money. Would you please get some more Zeny before coming back?";
+ close;
+ }
+ if(MaxWeight - Weight < 71){
+ next;
+ mes "[Aigie]";
+ mes "Wait, wait!";
+ mes "You can't possibly carry any more items. Why don't you put your things in Kafra Storage first?";
+ close;
+ } else {
+ set Zeny, Zeny - 420;
+ set tu_merchant, 10;
+ getitem 501,10; //Red_Potion
+ close;
+ }
+ break;
+ case 2:
+ mes "[Aigie]";
+ mes "I understand.";
+ mes "But I hope you";
+ mes "see that I'm offering";
+ mes "you a really good price.";
+ mes "^666666*Sniff Sniff*^000000";
+ close;
+ break;
+ }
+ }
+ if(tu_merchant == 6){
+ mes "[Aigie]";
+ mes "Welcome to my shop.";
+ mes "I'm just a young girl who's a victim of circumstance, forced to sell potions on the street for dirt cheap prices.";
+ next;
+ mes "[Aigie]";
+ mes "Would you like";
+ mes "to buy 10 Red Potions";
+ mes "for 340 Zeny, kind adventurer?";
+ next;
+ switch(select("Buy:Cancel")){
+ case 1:
+ mes "[Aigie]";
+ mes "Thank you so much.";
+ mes "Now I can finally";
+ mes "afford food again...";
+ if(Zeny < 340){
+ next;
+ mes "[Aigie]";
+ mes "Wait, wait!";
+ mes "I am sorry, but you don't have enough money. Would you please get some more Zeny before coming back?";
+ close;
+ }
+ if(MaxWeight - Weight < 71){
+ next;
+ mes "[Aigie]";
+ mes "Wait, wait!";
+ mes "You can't possibly carry any more items. Why don't you put your things in Kafra Storage first?";
+ close;
+ } else {
+ set Zeny, Zeny - 340;
+ set tu_merchant, 10;
+ getitem 569,10; //Novice_Potion
+ close;
+ }
+ break;
+ case 2:
+ mes "[Aigie]";
+ mes "I understand.";
+ mes "But I hope you";
+ mes "see that I'm offering";
+ mes "you a really good price.";
+ mes "^666666*Sniff Sniff*^000000";
+ close;
+ break;
+ }
+ }
+ mes "[Aigie]";
+ mes "It's true that money isn't everything. I'm sure other things are important to have in order to be happy.";
+ next;
+ mes "[Aigie]";
+ mes "However, money can be much more dependable than some people I know. You can rely on money more than anything else in this world.";
+ close;
+}
+
+//=================================================Jayon====================================================
+prontera,247,129,3 script Jayon 85,{
+ if(tu_merchant == 8){
+ mes "[Jayon]";
+ mes "If you've checked out the market for Red Potions, you know that my price is the best. I'm offering 10 Red Potions for only 410 Zeny!";
+ next;
+ switch(select("Buy:Cancel")){
+ case 1:
+ mes "[Jayon]";
+ mes "Heh heh...!";
+ mes "It looks like";
+ mes "you know your";
+ mes "stuff. You're a";
+ mes "Merchant yourself,";
+ mes "aren't you?";
+ if(Zeny < 410){
+ next;
+ mes "[Jayon]";
+ mes "But sorry buddy.";
+ mes "Rules are rules.";
+ mes "You gotta meet my price";
+ mes "if you want these potions.";
+ close;
+ }
+ if(MaxWeight - Weight < 71){
+ next;
+ mes "[Jayon]";
+ mes "But sorry buddy. I can't let you carry more than you can handle.";
+ mes "You ought to free up some of your inventory space when you get the chance.";
+ close;
+ } else {
+ set Zeny, Zeny - 410;
+ set tu_merchant, 10;
+ getitem 501,10; //Red_Potion
+ close;
+ }
+ break;
+ case 2:
+ mes "[Jayon]";
+ mes "Just looking";
+ mes "around, eh?";
+ mes "I understand.";
+ mes "But you better take";
+ mes "advantage of a real";
+ mes "deal when you see one!";
+ close;
+ break;
+ }
+ }
+
+ if(tu_merchant == 7){
+ mes "[Jayon]";
+ mes "If you've checked out the market for Red Potions, you know that my price is the best. I'm offering 10 Red Potions for only 400 Zeny!";
+ next;
+ switch(select("Buy:Cancel")){
+ case 1:
+ mes "[Jayon]";
+ mes "Heh heh...!";
+ mes "It looks like";
+ mes "you know your";
+ mes "stuff. You're a";
+ mes "Merchant yourself,";
+ mes "aren't you?";
+ if(Zeny < 400){
+ next;
+ mes "[Jayon]";
+ mes "But sorry buddy.";
+ mes "Rules are rules.";
+ mes "You gotta meet my price";
+ mes "if you want these potions.";
+ close;
+ }
+ if(MaxWeight - Weight < 71){
+ next;
+ mes "[Jayon]";
+ mes "But sorry buddy. I can't let you carry more than you can handle.";
+ mes "You ought to free up some of your inventory space when you get the chance.";
+ close;
+ } else {
+ set Zeny, Zeny - 400;
+ set tu_merchant, 10;
+ getitem 501,10; //Red_Potion
+ close;
+ }
+ break;
+ case 2:
+ mes "[Jayon]";
+ mes "Just looking";
+ mes "around, eh?";
+ mes "I understand.";
+ mes "But you better take";
+ mes "advantage of a real";
+ mes "deal when you see one!";
+ close2;
+ end;
+ break;
+ }
+ }
+
+ if(tu_merchant == 6){
+ mes "[Jayon]";
+ mes "If you've checked out the market for Red Potions, you know that my price is the best. I'm offering 10 Red Potions for only 410 Zeny!";
+ next;
+ switch(select("Buy:Cancel")){
+ case 1:
+ mes "[Jayon]";
+ mes "Heh heh...!";
+ mes "It looks like";
+ mes "you know your";
+ mes "stuff. You're a";
+ mes "Merchant yourself,";
+ mes "aren't you?";
+ if(Zeny < 410){
+ next;
+ mes "[Jayon]";
+ mes "But sorry buddy.";
+ mes "Rules are rules.";
+ mes "You gotta meet my price";
+ mes "if you want these potions.";
+ close;
+ }
+ if(MaxWeight - Weight < 71){
+ next;
+ mes "[Jayon]";
+ mes "But sorry buddy. I can't let you carry more than you can handle.";
+ mes "You ought to free up some of your inventory space when you get the chance.";
+ close;
+ } else {
+ set Zeny, Zeny - 410;
+ set tu_merchant, 10;
+ getitem 501,10; //Red_Potion
+ close;
+ }
+ break;
+ case 2:
+ mes "[Jayon]";
+ mes "Just looking";
+ mes "around, eh?";
+ mes "I understand.";
+ mes "But you better take";
+ mes "advantage of a real";
+ mes "deal when you see one!";
+ close;
+ break;
+ }
+ }
+
+ mes "[Jayon]";
+ mes "The Schwaltzvalt Republic...";
+ mes "It's a really interesting country. There's Juno and a few other places worth looking around. ";
+ next;
+ mes "[Jayon]";
+ mes "They may not be the best places";
+ mes "for sight seeing, but I'm sure they'll offer something of interest to you adventurers.";
+ close;
+}
+
+//=================================================Maos====================================================
+prt_in,251,129,3 script Maos 709,{
+ if(tu_merchant == 8){
+ mes "[Maos]";
+ mes "Don't say anything.";
+ mes "I know what you want.";
+ mes "10 Red Potions, right?";
+ mes "I'll sell them to you";
+ mes "for the low price of 420 Zeny~";
+ next;
+ switch(select("Buy:Cancel")){
+ case 1:
+ mes "[Maos]";
+ mes "Excellent choice!";
+ mes "Good products at affordable prices! That's my ethic as a merchant.";
+ if(Zeny < 420){
+ next;
+ mes "[Maos]";
+ mes "Ooh, but you don't even have enough Zeny to purchase these potions. I'm sorry, but I can't sell these just to lose money, you know?";
+ close;
+ }
+ if(MaxWeight - Weight < 71){
+ next;
+ mes "[Maos]";
+ mes "Ooh, but it doesn't look like you've got enough inventory space to carry any more items.";
+ close;
+ } else {
+ set Zeny, Zeny - 420;
+ set tu_merchant, 10;
+ getitem 501,10; //Red_Potion
+ close;
+ }
+ break;
+ case 2:
+ mes "[Maos]";
+ mes "Well, I can't force you to buy these, but I'm telling you that you're passing up a real bargain!";
+ close;
+ break;
+ }
+ }
+ if(tu_merchant == 7){
+ mes "[Maos]";
+ mes "Don't say anything.";
+ mes "I know what you want.";
+ mes "10 Red Potions, right?";
+ mes "I'll sell them to you";
+ mes "for the low price of 340 Zeny~";
+ next;
+ switch(select("Buy:Cancel")){
+ case 1:
+ mes "[Maos]";
+ mes "Excellent choice!";
+ mes "Good products at affordable prices! That's my ethic as a merchant.";
+ if(Zeny < 340){
+ next;
+ mes "[Maos]";
+ mes "Ooh, but you don't even have enough Zeny to purchase these potions. I'm sorry, but I can't sell these just to lose money, you know?";
+ close;
+ }
+ if(MaxWeight - Weight < 71){
+ mes "[Maos]";
+ mes "Ooh, but it doesn't look like you've got enough inventory space to carry any more items.";
+ close;
+ } else {
+ set Zeny, Zeny - 340;
+ set tu_merchant, 10;
+ getitem 501,10; //Red_Potion
+ close;
+ }
+ break;
+ case 2:
+ mes "[Maos]";
+ mes "Well, I can't force you to buy these, but I'm telling you that you're passing up a real bargain!";
+ close;
+ break;
+ }
+ }
+ if(tu_merchant == 6){
+ mes "[Maos]";
+ mes "Don't say anything.";
+ mes "I know what you want.";
+ mes "10 Red Potions, right?";
+ mes "I'll sell them to you";
+ mes "for the low price of 400 Zeny~";
+ next;
+ switch(select("Buy:Cancel")){
+ case 1:
+ mes "[Maos]";
+ mes "Excellent choice!";
+ mes "Good products at affordable prices! That's my ethic as a merchant.";
+ if(Zeny < 400){
+ next;
+ mes "[Maos]";
+ mes "Ooh, but you don't even have enough Zeny to purchase these potions. I'm sorry, but I can't sell these just to lose money, you know?";
+ close;
+ }
+ if(MaxWeight - Weight < 71){
+ mes "[Maos]";
+ mes "Ooh, but it doesn't look like you've got enough inventory space to carry any more items.";
+ close;
+ } else {
+ set Zeny, Zeny - 400;
+ set tu_merchant, 10;
+ getitem 501,10; //Red_Potion
+ close;
+ }
+ break;
+ case 2:
+ mes "[Maos]";
+ mes "Well, I can't force you to buy these, but I'm telling you that you're passing up a real bargain!";
+ close;
+ break;
+ }
+ }
+ mes "[Maos]";
+ mes "I see too many people struggling to scrape every penny and put it all into their savings...";
+ next;
+ mes "[Maos]";
+ mes "Now, don't get me wrong. It's a good idea to invest in the future. But money exists to be spent! Enjoy every moment, that's what I say~";
+ next;
+ mes "[Maos]";
+ mes "Besides...";
+ mes "You can't take";
+ mes "your money with you";
+ mes "when your time's up,";
+ mes "you know?";
+ close;
+}
diff --git a/npc/quests/first_class/tu_sword.txt b/npc/quests/first_class/tu_sword.txt
new file mode 100644
index 000000000..2219810b4
--- /dev/null
+++ b/npc/quests/first_class/tu_sword.txt
@@ -0,0 +1,2475 @@
+//===== rAthena Script =======================================
+//= Swordman Class Tutorial and Job Specific Quest
+//===== By: ==================================================
+//= Fix up by Jukka
+//===== Current Version: =====================================
+//= 1.4
+//===== Compatible With: =====================================
+//= rAthena SVN (Testet in Trunk 88xx)
+//===== Description: =========================================
+//=
+//===== Additional Comments: =================================
+//= 1.0 Fully working
+//= 1.1 optimized [Lupus]
+//= TODO: Test, Add correct misceffects numbers
+//= 1.2 Fixed a typo on NPC name. [SinSloth]
+//= 1.3 Fixed experience gains to match upcoming rate adjustments. [SinSloth]
+//= 1.4 Misc. updates. [L0ne_W0lf]
+//============================================================
+
+
+//=================================================Shurank====================================================
+izlude_in,82,163,3 script Shurank 733,{
+ mes "[Shurank]";
+ if(Class == Job_Novice || Class == Job_Baby){
+ mes "Still wondering";
+ mes "what to do with";
+ mes "your future, eh?";
+ next;
+ mes "[Shurank]";
+ mes "If I may be so bold,";
+ mes "I suggest that you follow";
+ mes "the path of strength.";
+ mes "Become... A Swordman.";
+ next;
+ mes "[Shurank]";
+ mes "If you wish to stake your life on the way of the sword, speak to the Swordman Association representative to the left.";
+ next;
+ mes "[Shurank]";
+ mes "Whatever you do,";
+ mes "I hope that you live out your life without any regrets. And if you do happen to become a Swordman,";
+ mes "come back to me...";
+ close;
+ }
+ if(BaseClass == Job_Swordman && eaclass()&(EAJL_2|EAJL_UPPER)){
+ mes "From your raiment,";
+ mes "I see that you are";
+ if(Sex)
+ mes "a man of the sword.";
+ else
+ mes "a woman of the sword.";
+ mes "Your eyes tell me that";
+ mes "you've seen many a battle.";
+ next;
+ mes "[Shurank]";
+ mes "There's nothing that I can actually offer to teach you. But if you know any new Swordmen that show potential, please direct them to me.";
+ close;
+ }
+ if(BaseClass != Job_Swordman){
+ mes "Greetings adventurer.";
+ mes "If you happen to know";
+ mes "any new Swordmen,";
+ mes "please direct them to me.";
+ next;
+ mes "[Shurank]";
+ mes "My specialty happens to be teaching the fundamentals of the Swordman job to green recruits that have just made the job change.";
+ next;
+ mes "[Shurank]";
+ mes "Although it would be great if everyone can wield a sword,";
+ mes "I'm afraid there's nothing I can effectively teach to you. The methods of your job are...";
+ mes "Foreign to me.";
+ close;
+ }
+ switch(tu_swordman){
+ case 23:
+ mes "Greetings, my friend.";
+ mes "There is nothing more";
+ mes "that I can teach you...";
+ next;
+ mes "[Shurank]";
+ mes "To improve your skills,";
+ mes "you must explore this vast world and experience all sorts of battle situations. And always commit yourself to your training.";
+ close;
+ break;
+ case 22:
+ mes "This will be my";
+ mes "final lecture to you.";
+ mes "Please listen carefully";
+ mes "as I tell you all about";
+ mes "Magnum Break.";
+ next;
+ mes "[Shurank]";
+ mes "Magnum Break, mastered at Skill Level 10, requires ^5D478BLevel 5 Bash^000000. When used, this skill inflicts splash damage to enemies surrounding the caster.";
+ next;
+ mes "[Shurank]";
+ mes "Enemies struck by Magnum Break";
+ mes "will be pushed back by a Fire property attack. Afterwards, your weapon will temporarily inflict 20% more damage with Fire property attacks.";
+ next;
+ mes "[Shurank]";
+ mes "Magnum Break is ideal for use";
+ mes "when surrounded by foes, but also keep in mind that it also inflicts a little damage on its caster.";
+ next;
+ set .@chk_magnum, getskilllv("SM_MAGNUM");
+ if(.@chk_magnum > 5){
+ mes "[Shurank]";
+ mes "I see that you've been training in the use of Magnum Break. Although it is an awesome skill, it's not for every Swordman. Still, there's no harm in learning it.";
+ next;
+ mes "[Shurank]";
+ mes "Here is a humble reward for";
+ mes "your great efforts. But do not let your talents allow you to grow arrogant!";
+ set tu_swordman, 23;
+ completequest 8228;
+ getexp 186,0;
+ getitem 1113,1; //Scimiter
+ next;
+ mes "[Shurank]";
+ mes "That is all I have to teach you about Swordman skills. Hopefully, I've been able to clear up anything you haven't understood about your job and skills.";
+ next;
+ mes "[Shurank]";
+ mes "As for the matter concerning";
+ mes "that murderer, it's no longer in our hands. At this time, there's nothing that we can effectively";
+ mes "do about it.";
+ next;
+ mes "[Shurank]";
+ mes "However, I'd like";
+ mes "to ask that you keep the";
+ mes "information you've learned";
+ mes "to yourself. This matter is considered highly classified...";
+ next;
+ mes "[Shurank]";
+ mes "In any case, there's no need to worry about it anymore. But if we ever need assistance, I'll remember to ask you for your help.";
+ next;
+ mes "[Shurank]";
+ mes "You've done very well. Continue training and if you reach ^5D478BJob Level 40^000000, you can be promoted to a Knight or a Crusader.";
+ next;
+ mes "[Shurank]";
+ mes "Well...";
+ mes "We Swordmen typically aren't prone to being sentimental, but I'm glad to have met you. Do your best and become a splendid Swordman.";
+ close;
+ }
+ mes "[Shurank]";
+ mes "That is all I have to teach you about Swordman skills. Hopefully, I've been able to clear up anything you haven't understood about your job and skills.";
+ next;
+ mes "[Shurank]";
+ mes "As for the matter concerning";
+ mes "that murderer, it's no longer in our hands. At this time, there's nothing that we can effectively do about it.";
+ next;
+ mes "[Shurank]";
+ mes "However, I'd like";
+ mes "to ask that you keep the";
+ mes "information you've learned";
+ mes "to yourself. This matter is considered highly classified...";
+ next;
+ mes "[Shurank]";
+ mes "In any case, there's no need to worry about it anymore. But if we ever need assistance, I'll remember to ask you for your help.";
+ next;
+ mes "[Shurank]";
+ mes "You've done very well. Continue training and if you reach ^5D478BJob Level 40^000000, you can be promoted to a Knight or a Crusader.";
+ next;
+ mes "[Shurank]";
+ mes "Well...";
+ mes "We Swordmen typically aren't prone to being sentimental, but I'm glad to have met you. Do your best and become a splendid Swordman.";
+ next;
+ mes "[Shurank]";
+ mes "Before you go, please take this.";
+ mes "I hope that you make good use of it as you train to become stronger and stronger. Good luck out there.";
+ set tu_swordman, 23;
+ completequest 8228;
+ getitem 1113,1; //Scimiter
+ close;
+ break;
+ case 21:
+ mes "Ah, you've returned. I've just received a communique from";
+ mes "Dequ'ee. It seems you've been working very hard and that you've made the most of this experience.";
+ next;
+ mes "[Shurank]";
+ mes "For now, I believe you'll benefit from learning some more about Swordman skills. First, let me tell you more about the Sword Masteries.";
+ next;
+ mes "[Shurank]";
+ mes "There are two different kinds:";
+ mes "^5D478BOne Handed Sword Mastery^000000 and";
+ mes "^5D478BTwo Handed Sword Mastery^000000. Both";
+ mes "are Passive Skills that increase your Attack Power as these skills are leveled up.";
+ next;
+ mes "[Shurank]";
+ mes "One Handed Sword Mastery";
+ mes "increases the damage of Daggers and One Handed Swords while Two Handed Sword Mastery increases the damage of Two Handed Swords.";
+ next;
+ set .@chk_hanson, getskilllv("SM_SWORD");
+ set .@chk_yangson, getskilllv("SM_TWOHAND");
+ if((.@chk_hanson > 9) || (.@chk_yangson > 9)){
+ mes "[Shurank]";
+ mes "Ah, from the way you handle your Sword, I see that you have mastered a Sword Mastery. I'm thoroughly impressed.";
+ next;
+ mes "[Shurank]";
+ mes "Let me give you";
+ mes "this small reward";
+ mes "in recognition of";
+ mes "your accomplishment.";
+ set tu_swordman, 22;
+ changequest 8227,8228;
+ getexp 186,0;
+ next;
+ mes "[Shurank]";
+ mes "Next time, I will tell you more about the Magnum Break skill.";
+ mes "I'll be here when you're ready to learn more.";
+ close;
+ }
+ mes "[Shurank]";
+ mes "Next time, I will tell you more about the Magnum Break skill.";
+ mes "I'll be here when you're ready to learn more.";
+ set tu_swordman, 22;
+ close;
+ break;
+ case 13:
+ mes "You should leave as soon as possible to meet Dequ'ee in Geffen. You do remember where to find him, don't you?";
+ close;
+ break;
+ case 12:
+ mes "So how has your";
+ mes "training for the Endure";
+ mes "skill coming along?";
+ next;
+ set .@chk_endure, getskilllv("SM_ENDURE");
+ if(.@chk_endure > 1){
+ mes "[Shurank]";
+ mes "From that gleen of toughness upon your skin, I see now that I was foolish to ask. Well done~";
+ set tu_swordman, 13;
+ erasequest 8221;
+ setquest 8222;
+ getexp 126,0;
+ next;
+ mes "[Shurank]";
+ mes "Ah, once again, I have";
+ mes "another task for you to perform. Please visit Dequ'ee in Geffen since it seems he has something";
+ mes "to ask of you.";
+ next;
+ mes "[Shurank]";
+ mes "Hurry and meet with Dequ'ee and return to me when you complete whatever it is that he wishes for you to do.";
+ close;
+ } else {
+ mes "[Shurank]";
+ mes "Hmm...";
+ mes "You're not quite";
+ mes "there yet. In the";
+ mes "meantime, I encourage";
+ mes "you to double your efforts!";
+ close;
+ }
+ break;
+ case 11:
+ mes "So have you";
+ mes "learned how to use";
+ mes "the Endure skill yet?";
+ next;
+ set .@chk_endure, getskilllv("SM_ENDURE");
+ if((.@chk_endure > 0) && (.@chk_endure < 2)){
+ mes "[Shurank]";
+ mes "I see that you";
+ mes "know how to use the";
+ mes "Endure skill. Still, it wouldn't hurt if I review the basic details regarding its use...";
+ next;
+ mes "[Shurank]";
+ mes "As you've noticed, receiving any damage causes you to reel in pain, stunning you for an instant. Thus, rapidly attacking enemies are dangerous since it's difficult to counter or escape them.";
+ next;
+ mes "[Shunrank]";
+ mes "Activating Endure enables you to shrug off attacks. You'll receive damage, but enemy attacks will not impede you as much. This means you can counter enemy attacks or escape if you need to.";
+ next;
+ mes "[Shurank]";
+ mes "Of course, you can't use Endure forever. However, the more you increase the level of the Endure";
+ mes "skill, the longer Endure's effect will last. Also, remember that Endure also has a skill delay.";
+ next;
+ mes "[Shurank]";
+ mes "Since you've learned the Endure skill already, I don't think I need to explain it any further. You've done well.";
+ erasequest 8221;
+ setquest 8222;
+ set tu_swordman, 13;
+ next;
+ mes "[Shurank]";
+ mes "Ah, once again, I have";
+ mes "another task for you to perform. Please visit Dequ'ee in Geffen since it seems he has something";
+ mes "to ask of you.";
+ next;
+ mes "[Shurank]";
+ mes "Hurry and meet with Dequ'ee and return to me when you complete whatever it is that he wishes for you to do.";
+ close2;
+ end;
+ } else if(.@chk_endure > 1){
+ mes "[Shurank]";
+ mes "From that gleen of toughness upon your skin, I see now that I was foolish to ask. Well done~";
+ set tu_swordman, 13;
+ erasequest 8221;
+ setquest 8222;
+ getexp 126,0;
+ next;
+ mes "[Shurank]";
+ mes "Ah, once again, I have";
+ mes "another task for you to perform. Please visit Dequ'ee in Geffen since it seems he has something";
+ mes "to ask of you.";
+ next;
+ mes "[Shurank]";
+ mes "Hurry and meet with Dequ'ee and return to me when you complete whatever it is that he wishes for you to do.";
+ close;
+ } else {
+ mes "[Shurank]";
+ mes "No...?";
+ mes "I recommend that you learn it as soon as you can. Endure is an invaluable skill for any Swordman to have!";
+ close;
+ }
+ break;
+ case 10:
+ mes "The time has come";
+ mes "for me to tell you";
+ mes "all I know about";
+ mes "the Endure skill.";
+ next;
+ set .@chk_endure, getskilllv("SM_ENDURE");
+ if(.@chk_endure == 0){
+ mes "[Shurank]";
+ mes "As you've noticed, receiving any damage causes you to reel in pain, stunning you for an instant. Thus, rapidly attacking enemies are dangerous since it's difficult to counter or escape them.";
+ next;
+ mes "[Shunrank]";
+ mes "Activating Endure enables you to shrug off attacks. You'll receive damage, but enemy attacks will not impede you as much. This means you can counter enemy attacks or escape if you need to.";
+ next;
+ mes "[Shurank]";
+ mes "Of course, you can't use Endure forever. However, the more you increase the level of the Endure";
+ mes "skill, the longer Endure's effect will last. Also, remember that Endure also has a skill delay.";
+ next;
+ mes "[Shurank]";
+ mes "Alright. Now I want you to train in the use of the Endure skill. You can become a great Swordman";
+ mes "if you can endure attacks";
+ mes "from your enemies!";
+ set tu_swordman, 11;
+ changequest 8220,8221;
+ close;
+ } else if((.@chk_endure > 0) && (.@chk_endure < 2)){
+ mes "[Shurank]";
+ mes "I see that you";
+ mes "know how to use the";
+ mes "Endure skill. Still, it wouldn't hurt if I review the basic details regarding its use...";
+ next;
+ mes "[Shurank]";
+ mes "As you've noticed, receiving any damage causes you to reel in pain, stunning you for an instant. Thus, rapidly attacking enemies are dangerous since it's difficult to counter or escape them.";
+ next;
+ mes "[Shurank]";
+ mes "Activating Endure enables you to shrug off attacks. You'll receive damage, but enemy attacks will not impede you as much. This means you can counter enemy attacks or escape if you need to.";
+ next;
+ mes "[Shurank]";
+ mes "Of course, you can't use Endure forever. However, the more you increase the level of the Endure";
+ mes "skill, the longer Endure's effect will last. Also, remember that Endure also has a skill delay.";
+ next;
+ mes "[Shurank]";
+ mes "Since you've learned the Endure skill already, I don't think I need to explain it any further. You've done well.";
+ set tu_swordman, 13;
+ erasequest 8221;
+ setquest 8222;
+ next;
+ mes "[Shurank]";
+ mes "Ah, once again, I have";
+ mes "another task for you to perform. Please visit Dequ'ee in Geffen since it seems he has something";
+ mes "to ask of you.";
+ next;
+ mes "[Shurank]";
+ mes "Hurry and meet with Dequ'ee and return to me when you complete whatever it is that he wishes for you to do.";
+ close;
+ } else if(.@chk_endure > 1){
+ mes "[Shurank]";
+ mes "Hm. But judging from the gleen of toughness on your skin, I suppose teaching you about Endure would be a waste of your time. Well done!";
+ set tu_swordman, 13;
+ erasequest 8221;
+ setquest 8222;
+ getexp 126,0;
+ next;
+ mes "[Shurank]";
+ mes "Ah, once again, I have";
+ mes "another task for you to perform. Please visit Dequ'ee in Geffen since it seems he has something";
+ mes "to ask of you.";
+ next;
+ mes "[Shurank]";
+ mes "Hurry and meet with Dequ'ee and return to me when you complete whatever it is that he wishes for you to do.";
+ close;
+ }
+ break;
+ case 9:
+ mes "So have you been";
+ mes "learning more about";
+ mes "the use of the Provoke skill?";
+ next;
+ set .@chk_provoke, getskilllv("SM_PROVOKE");
+ if((.@chk_provoke > 4) && (.@chk_provoke < 10)){
+ mes "[Shurank]";
+ mes "Ah, I see that you have a fairly good understanding of the Provoke skill. Let me reward you in this small way for your efforts.";
+ set tu_swordman, 10;
+ getexp 112,0;
+ next;
+ mes "[Shurank]";
+ mes "Next time we speak, I will tell you what I know about the ^5D478BEndure^000000 skill. When you're ready to learn, come back to me.";
+ close;
+ } else if(.@chk_provoke == 10){
+ mes "[Shurank]";
+ mes "Y-you've mastered";
+ mes "Provoke? Impressive!";
+ mes "I see that you've made";
+ mes "up your mind to become";
+ mes "an outstanding Swordman.";
+ mes "Here is a small reward...";
+ set tu_swordman, 10;
+ getexp 126,0;
+ next;
+ mes "[Shurank]";
+ mes "Next time we speak, I will tell you what I know about the ^5D478BEndure^000000 skill. When you're ready to learn, come back to me.";
+ close;
+ } else {
+ mes "[Shurank]";
+ mes "Hmm, I acknowledge";
+ mes "your progress, but you're not quite there yet. You've got to become more skilled in Provoke before";
+ mes "I can continue my lectures.";
+ close;
+ }
+ break;
+ case 8:
+ mes "Ah, you've returned.";
+ mes "So how has your training";
+ mes "in the use of the Provoke";
+ mes "skill been progressing?";
+ next;
+ set .@chk_provoke, getskilllv("SM_PROVOKE");
+ if((.@chk_provoke > 0) && (.@chk_provoke < 5)){
+ mes "[Shurank]";
+ mes "Ah, now I can see that you";
+ mes "know how to use it. That's a vast improvement over not being able to use it at all. Let me refesh you on Provoke's details.";
+ next;
+ mes "[Shurank]";
+ mes "In order to effectively use Provoke, you must understand";
+ mes "how it works: Provoke infuriates your opponents, making them";
+ mes "want to attack you.";
+ next;
+ mes "[Shurank]";
+ mes "When provoked, an enemy will have greater attack strength, making it more dangerous, but will also have reduced defense, making your enemy easier to defeat.";
+ next;
+ mes "[Shurank]";
+ mes "Ideally, you may wish to use Provoke on enemies when they are weakened enough so that you can finish them off more quickly. But that's up to you.";
+ next;
+ mes "[Shurank]";
+ mes "Also, the higher the level of Provoke that is used, the higher the attack increase and defense decrease of your target.";
+ next;
+ mes "[Shurank]";
+ mes "As an Active Skill, Provoke will consume a small amount of SP, just like Bash. So be careful not to run out of SP when using this skill.";
+ next;
+ mes "[Shurank]";
+ mes "Alright, come back to me when you become sufficiently skilled in the use of Provoke. In the meantime, keep training.";
+ set tu_swordman, 9;
+ close;
+ } else if((.@chk_provoke > 4) && (.@chk_provoke < 10)){
+ mes "[Shurank]";
+ mes "Ah, I see that you have a fairly good understanding of the Provoke skill. Let me reward you in this small way for your efforts.";
+ set tu_swordman, 10;
+ getexp 112,0;
+ next;
+ mes "[Shurank]";
+ mes "Next time we speak, I will tell you what I know about the ^5D478BEndure^000000 skill. When you're ready to learn, come back to me.";
+ close;
+ } else if(.@chk_provoke == 10){
+ mes "[Shurank]";
+ mes "Y-you've mastered";
+ mes "Provoke? Impressive!";
+ mes "I see that you've made";
+ mes "up your mind to become";
+ mes "an outstanding Swordman.";
+ mes "Here is a small reward...";
+ set tu_swordman, 10;
+ getexp 126,0;
+ next;
+ mes "Next time we speak, I will tell you what I know about the ^5D478BEndure^000000 skill. When you're ready to learn, come back to me.";
+ close;
+ } else {
+ mes "[Shurank]";
+ mes "Still haven't learned Provoke, eh? As a Swordman, I believe that it's important that you at least be able to use Provoke!";
+ close;
+ }
+ break;
+ case 7:
+ mes "Ah, you've returned. For a new Swordman, you are doing quite";
+ mes "well. So what is the message";
+ mes "from Dequ'ee?";
+ next;
+ mes "[Shurank]";
+ mes "I see...";
+ mes "Well, now that we taken care";
+ mes "of that, let me continue your instruction on Swordman skills. This time, we'll cover Provoke.";
+ next;
+ set .@chk_provoke, getskilllv("SM_PROVOKE");
+ if(.@chk_provoke == 0){
+ mes "[Shurank]";
+ mes "You haven't";
+ mes "learned Provoke yet?";
+ mes "Hm. All the more reason why";
+ mes "I should explain it to you then.";
+ next;
+ mes "[Shurank]";
+ mes "In order to effectively use Provoke, you must understand";
+ mes "how it works: Provoke infuriates your opponents, making them";
+ mes "want to attack you.";
+ next;
+ mes "[Shurank]";
+ mes "When provoked, an enemy will have greater attack strength, making it more dangerous, but will also have reduced defense, making your enemy easier to defeat.";
+ next;
+ mes "[Shurank]";
+ mes "Ideally, you may wish to use Provoke on enemies when they are weakened enough so that you can finish them off more quickly. But that's up to you.";
+ next;
+ mes "[Shurank]";
+ mes "Also, the higher the level of Provoke that is used, the higher the attack increase and defense decrease of your target.";
+ next;
+ mes "[Shurank]";
+ mes "As an Active Skill, Provoke will consume a small amount of SP, just like Bash. So be careful not to run out of SP when using this skill.";
+ next;
+ mes "[Shurank]";
+ mes "Now I ask that you train yourself in the use of Provoke. Come back";
+ mes "to me when you have a sufficient understanding of the use of the Provoke skill.";
+ set tu_swordman, 8;
+ changequest 8217,8218;
+ close;
+ } else if((.@chk_provoke > 0) && (.@chk_provoke < 5)){
+ mes "[Shurank]";
+ mes "Hm. You seem to have a basic understanding of Provoke, but let me give you a few details so that you can better understand the use of that skill.";
+ next;
+ mes "[Shurank]";
+ mes "In order to effectively use Provoke, you must understand";
+ mes "how it works: Provoke infuriates your opponents, making them";
+ mes "want to attack you.";
+ next;
+ mes "[Shurank]";
+ mes "When provoked, an enemy will have greater attack strength, making it more dangerous, but will also have reduced defense, making your enemy easier to defeat.";
+ next;
+ mes "[Shurank]";
+ mes "Ideally, you may wish to use Provoke on enemies when they are weakened enough so that you can finish them off more quickly. But that's up to you.";
+ next;
+ mes "[Shurank]";
+ mes "Also, the higher the level of Provoke that is used, the higher the attack increase and defense decrease of your target.";
+ next;
+ mes "[Shurank]";
+ mes "As an Active Skill, Provoke will consume a small amount of SP, just like Bash. So be careful not to run out of SP when using this skill.";
+ next;
+ mes "[Shurank]";
+ mes "Now I ask that you train yourself in the use of Provoke. Come back";
+ mes "to me when you have a sufficient understanding of the use of the Provoke skill.";
+ set tu_swordman, 9;
+ changequest 8218,8219;
+ close;
+ } else if((.@chk_provoke > 4) && (.@chk_provoke < 10)){
+ mes "[Shurank]";
+ mes "Ah, I see that you have a fairly good understanding of the Provoke skill. Let me reward you in this small way for your efforts.";
+ set tu_swordman, 10;
+ changequest 8219,8220;
+ getexp 112,0;
+ next;
+ mes "[Shurank]";
+ mes "Next time we speak, I will tell you what I know about the ^5D478BEndure^000000 skill. When you're ready to learn, come back to me.";
+ close;
+ } else if(.@chk_provoke == 10){
+ mes "[Shurank]";
+ mes "Y-you've mastered";
+ mes "Provoke? Impressive!";
+ mes "I see that you've made";
+ mes "up your mind to become";
+ mes "an outstanding Swordman.";
+ mes "Here is a small reward...";
+ set tu_swordman, 10;
+ completequest 8218;
+ completequest 8219;
+ completequest 8220;
+ setquest 8221;
+ getexp 126,0;
+ next;
+ mes "[Shurank]";
+ mes "Next time we speak, I will tell you what I know about the ^5D478BEndure^000000 skill. When you're ready to learn, come back to me.";
+ close;
+ }
+ break;
+ case 6:
+ mes "I wish for you to find a Knight named ^5D478BDequ'ee^000000 in ^5D478BGeffen^000000. Listen carefully, this is the message";
+ mes "I want you to give him.";
+ next;
+ mes "[Shurank]";
+ mes "^0000FFWhat happened";
+ mes "to the murderer?^000000";
+ mes "^0000FFDid you find out who he is? If you did, what are we supposed to do now?^000000";
+ next;
+ mes "[Shurank]";
+ mes "If you use those exact words, Dequ'ee will understand what";
+ mes "you're talking about. Remember his response and let me know his answer.";
+ next;
+ mes "[Shurank]";
+ mes "It shouldn't be too hard fighting the monsters on the way to Geffen, but if you encounter any that are too strong, there's no shame in running away.";
+ next;
+ mes "[Shurank]";
+ mes "But now that I think about it, it may take you a while to travel to Geffen. I shall send you there myself! Good luck!";
+ next;
+ warp "gef_fild07",35,192;
+ close;
+ break;
+ case 5:
+ mes "Ah, you've returned. I know I said that I would teach you what I know about the Provoke skill, but...";
+ next;
+ mes "[Shurank]";
+ mes "I actually have an important task that I'd like for you to perform. It's not very difficult: All you must do is deliver a message.";
+ next;
+ mes "[Shurank]";
+ mes "I wish for you to find a Knight named ^5D478BDequ'ee^000000 in ^5D478BGeffen^000000. Listen carefully, this is the message";
+ mes "I want you to give him.";
+ next;
+ mes "[Shurank]";
+ mes "^0000FFWhat happened";
+ mes "to the murderer?^000000";
+ mes "^0000FFDid you find out who he is? If you did, what are we supposed to do now?^000000";
+ next;
+ mes "[Shurank]";
+ mes "If you use those exact words, Dequ'ee will understand what";
+ mes "you're talking about. Remember his response and let me know his answer.";
+ next;
+ mes "[Shurank]";
+ mes "It shouldn't be too hard fighting the monsters on the way to Geffen, but if you encounter any that are too strong, there's no shame in running away.";
+ next;
+ mes "[Shurank]";
+ mes "Although there's a Warp service,";
+ mes "I recommend traveling by foot. You cannot grow strong without testing your strength and practicing your skills!";
+ set tu_swordman, 6;
+ changequest 8215,8216;
+ close;
+ break;
+ case 4:
+ mes "Since you've mastered Bash,";
+ mes "I feel that you're ready to learn more about Swordman skills.";
+ next;
+ mes "[Shurank]";
+ mes "Now, you must be familiar with the ^5D478BIncrease HP Recovery Skill^000000. When";
+ mes "it comes to damage, you must be";
+ mes "able to both take it and dish it out.";
+ next;
+ set .@chk_hp, getskilllv("SM_RECOVERY");
+ if(.@chk_hp == 0){
+ mes "[Shurank]";
+ mes "But judging from that";
+ mes "scrawny frame of yours,";
+ mes "its looks like you haven't learned the Increase HP Recovery Skill at all...!";
+ next;
+ mes "[Shurank]";
+ mes "The Increase HP Recovery Skill";
+ mes "is a passive skill that is always in effect and does not consume";
+ mes "any of your SP.";
+ next;
+ mes "[Shurank]";
+ mes "It enables you to regenerate your health twice as fast. This might not seem like a big deal, but it will reduce the time you need to rest from battles.";
+ next;
+ mes "[Shurank]";
+ mes "I strongly suggest that you";
+ mes "learn this skill! Of course, there are other Swordman skills that are just as important, though...";
+ set tu_swordman, 5;
+ next;
+ } else if(.@chk_hp == 10){
+ mes "[Shurank]";
+ mes "Ah! That healthy glow!";
+ mes "I see that you've mastered this skill already. Let me give you a little reward for your hard training!";
+ set tu_swordman, 5;
+ getexp 112,0;
+ next;
+ } else {
+ mes "[Shurank]";
+ mes "Ah, and I see that you've already learned a little bit about it. But let me briefly tell you more about Increase HP Recovery.";
+ next;
+ mes "[Shurank]";
+ mes "The Increase HP Recovery Skill";
+ mes "is a passive skill that is always in effect and does not consume";
+ mes "any of your SP.";
+ next;
+ mes "[Shurank]";
+ mes "It enables you to regenerate your health twice as fast. This might not seem like a big deal, but it will reduce the time you need to rest from battles.";
+ next;
+ mes "[Shurank]";
+ mes "Increase HP Recovery is a fairly important skill, but whether or not you want to master that is really up to you.";
+ set tu_swordman, 5;
+ next;
+ }
+ mes "[Shurank]";
+ mes "By now, I believe that you know enough about the Increase HP Recovery skill. Next time, I shall teach you what I know about the Provoke skill.";
+ close;
+ break;
+ case 3:
+ mes "If you want to be";
+ mes "able to use the full";
+ mes "power of the Bash skill,";
+ mes "you better have mastered it";
+ mes "if you want me to acknowledge";
+ mes "you as a fellow Swordman.";
+ next;
+ set .@chk_bash, getskilllv("SM_BASH");
+ if(.@chk_bash == 10){
+ mes "[Shurank]";
+ mes "Those calluses...!";
+ mes "Only a master of the Bash skill has those kinds of hands. Great work, Swordman. I'm very impressed.";
+ next;
+ mes "[Shurank]";
+ mes "Here's a small prize in recognition of your efforts thus far. But don't relax yet! You still have a long way to go before grasping";
+ mes "all of the basics.";
+ set tu_swordman, 4;
+ getexp 97,0;
+ getitem 2503,1; //Muffler
+ close;
+ } else {
+ mes "[Shurank]";
+ mes "Hmm, you might be able to";
+ mes "use Bash quite well, but you are not a master of it yet. I encourage you to master Bash in order to unleash its true potential!";
+ close;
+ }
+ break;
+ case 2:
+ mes "I hope you've been";
+ mes "training yourself in using";
+ mes "Bash. If you want to grow as a Swordman, you will have great";
+ mes "need to master this skill.";
+ next;
+ set .@chk_bash, getskilllv("SM_BASH");
+ if((.@chk_bash > 4) && (.@chk_bash < 10)){
+ mes "[Shurank]";
+ mes "Hm. It doesn't look like you've gained mastery of Bash, but it seems like you're trying hard.";
+ next;
+ mes "[Shurank]";
+ mes "Let me review the use of the Bash skill to you. If you've heard this before, it'll be a good refresher.";
+ next;
+ mes "[Shurank]";
+ mes "Bash is an active skill, mastered at Level 10, which allows you to smash your target. In essense,";
+ mes "it's a highly damaging attack!";
+ next;
+ mes "[Shurank]";
+ mes "Since it's an active skill, Bash consumes SP each time it is";
+ mes "used. If you're not careful, you'll be out of SP in no time...!";
+ next;
+ mes "[Shurank]";
+ mes "Here's a little reward for all of your hard work. I hope you realize the importance of using Bash as";
+ mes "you grow stronger.";
+ set tu_swordman, 3;
+ getexp 83,0;
+ close;
+ } else if(.@chk_bash == 10){
+ mes "[Shurank]";
+ mes "Those calluses...!";
+ mes "Only a master of the Bash skill has those kinds of hands. Great work, Swordman. I'm very impressed.";
+ next;
+ mes "[Shurank]";
+ mes "Here's a small prize in recognition of your efforts thus far. But don't relax yet! You still have a long way to go before grasping";
+ mes "all of the basics.";
+ set tu_swordman, 4;
+ getexp 97,0;
+ getitem 2503,1; //Muffler
+ close;
+ } else {
+ mes "[Shurank]";
+ mes "Hmm, you might be able to";
+ mes "use Bash quite well, but you are not a master of it yet. I encourage you to master Bash in order to unleash its true potential!";
+ close;
+ }
+ break;
+ case 1:
+ mes "Have you been learning";
+ mes "the art of using Bash? I fervently believe that the Bash skill is the essense of Swordmanship!";
+ next;
+ set .@chk_bash, getskilllv("SM_BASH");
+ if((.@chk_bash > 0) && (.@chk_bash < 5)){
+ mes "[Shurank]";
+ mes "I see that you understand";
+ mes "a little bit about the Bash skill. But still, it's not enough. Let me explain in detail...";
+ next;
+ mes "[Shurank]";
+ mes "Bash is an active skill, mastered at Level 10, which allows you to smash your target. In essense,";
+ mes "it's a highly damaging attack!";
+ next;
+ mes "[Shurank]";
+ mes "Since it's an active skill, Bash consumes SP each time it is";
+ mes "used. If you're not careful, you'll be out of SP in no time...!";
+ next;
+ mes "[Shurank]";
+ mes "Well, that's all I can tell you about Bash for now. As for its subtle nuances, you'll have to experience them for yourself";
+ mes "in battle.";
+ next;
+ mes "[Shurank]";
+ mes "Still, for your training efforts, let me give you a humble reward. But remember, we still have more";
+ mes "of the fundamentals to cover!";
+ set tu_swordman, 2;
+ getexp 58,0;
+ close;
+ } else if((.@chk_bash > 4) && (.@chk_bash < 10)){
+ mes "[Shurank]";
+ mes "Hmm...";
+ mes "Still haven't mastered Bash, eh? Well, in any case, I think you've made some progress.";
+ next;
+ mes "[Shurank]";
+ mes "Let me explain the use of the Bash skill to you. If you've heard this before, it'll be a good refresher.";
+ next;
+ mes "[Shurank]";
+ mes "I see that you understand";
+ mes "a little bit about the Bash skill. But still, it's not enough. Let me explain in detail...";
+ next;
+ mes "[Shurank]";
+ mes "Bash is an active skill, mastered at Level 10, which allows you to smash your target. In essense,";
+ mes "it's a highly damaging attack!";
+ next;
+ mes "[Shurank]";
+ mes "Since it's an active skill, Bash consumes SP each time it is";
+ mes "used. If you're not careful, you'll be out of SP in no time...!";
+ next;
+ mes "[Shurank]";
+ mes "Well, that's all I can tell you about Bash for now. As for its subtle nuances, you'll have to experience them for yourself";
+ mes "in battle.";
+ next;
+ mes "[Shurank]";
+ mes "For your efforts and patience, I offer you this small reward. Please take it and grow even stronger...";
+ set tu_swordman, 3;
+ setquest 8211;
+ getexp 83,0;
+ next;
+ mes "[Shurank]";
+ mes "I believe that every true Swordman should master the Bash skill. If you ever do master the skill as a Swordman, come back to me.";
+ close;
+ } else if(.@chk_bash == 10){
+ mes "[Shurank]";
+ mes "Those calluses...!";
+ mes "Only a master of the Bash skill has those kinds of hands. Great work, Swordman. I'm very impressed.";
+ next;
+ mes "[Shurank]";
+ mes "Here's a small prize in recognition of your efforts thus far. But don't relax yet! You still have a long way to go before grasping";
+ mes "all of the basics.";
+ set tu_swordman, 4;
+ getexp 97,0;
+ getitem 2503,1; //Muffler
+ close;
+ } else {
+ mes "[Shurank]";
+ mes "You still can't even use Bash...? What's the use of a sword if not to smash things?! Come back to me";
+ mes "once you've learned how to use";
+ mes "that skill!";
+ close;
+ }
+ break;
+ case 0:
+ mes "Ah, a comrade in arms.";
+ mes "Allow me to introduce myself. I am Shurank Chainlier, a Knight in the service of the Prontera Chivalry.";
+ next;
+ mes "[Shurank]";
+ mes "It concerns me deeply that the Swordmen of today may not truly understand the way of the sword. And to think that they may become Knights later...";
+ next;
+ mes "[Shurank]";
+ mes "Have you been training";
+ mes "to be an expert Swordman?";
+ mes "If so, you must learn the";
+ mes "fundamentals, the first of";
+ mes "which is the ^5D478BBash^000000 skill.";
+ next;
+ set .@chk_bash, getskilllv("SM_BASH");
+ if(.@chk_bash == 0){
+ mes "[Shurank]";
+ mes "^333333*Gasp*^000000";
+ mes "Those soft, delicate hands! You've never learned how to use Bash, haven't you?! How do you expect to lead battles without knowing Bash?";
+ next;
+ mes "[Shurank]";
+ mes "Now, if you wish to become a true Swordman, you must learn the Bash skill. There's no question about it: You've got to know these basics! Take this, and learn to Bash!";
+ set tu_swordman, 1;
+ getexp 49,0;
+ setquest 8211;
+ close;
+ } else if((.@chk_bash > 0) && (.@chk_bash < 5)){
+ mes "[Shurank]";
+ mes "I see that you understand";
+ mes "a little bit about the Bash skill. But still, it's not enough. Let me explain in detail...";
+ next;
+ mes "[Shurank]";
+ mes "Bash is an active skill, mastered at Level 10, which allows you to smash your target. In essense,";
+ mes "it's a highly damaging attack!";
+ next;
+ mes "[Shurank]";
+ mes "Since it's an active skill, Bash consumes SP each time it is";
+ mes "used. If you're not careful, you'll be out of SP in no time...!";
+ next;
+ mes "[Shurank]";
+ mes "Well, that's all I can tell you about Bash for now. As for its subtle nuances, you'll have to experience them for yourself";
+ mes "in battle.";
+ next;
+ mes "[Shurank]";
+ mes "Still, for your training efforts, let me give you a humble reward. But remember, we still have more";
+ mes "of the fundamentals to cover!";
+ set tu_swordman, 2;
+ changequest 8211,8212;
+ getexp 58,0;
+ close;
+ } else if((.@chk_bash > 4) && (.@chk_bash < 10)){
+ mes "[Shurank]";
+ mes "I see that you've gained some proficiency with the Bash skill. But still, it's not enough. Let me explain...";
+ next;
+ mes "[Shurank]";
+ mes "Bash is an active skill, mastered at Level 10, which allows you to smash your target. In essense,";
+ mes "it's a highly damaging attack!";
+ next;
+ mes "[Shurank]";
+ mes "Since it's an active skill, Bash consumes SP each time it is";
+ mes "used. If you're not careful, you'll be out of SP in no time...!";
+ next;
+ mes "[Shurank]";
+ mes "Well, that's all I can tell you about Bash for now. As for its subtle nuances, you'll have to experience them for yourself";
+ mes "in battle.";
+ next;
+ mes "[Shurank]";
+ mes "Still, for your training efforts, let me give you a humble reward. But remember, we still have more";
+ mes "of the fundamentals to cover!";
+ set tu_swordman, 3;
+ changequest 8212,8213;
+ getexp 83,0;
+ next;
+ mes "[Shurank]";
+ mes "But if you wish to become an expert Swordman in my eyes, you must master Bash!";
+ close;
+ } else if(.@chk_bash == 10){
+ mes "[Shurank]";
+ mes "Those calluses...!";
+ mes "Only a master of the Bash skill has those kinds of hands. Great work, Swordman. I'm very impressed.";
+ next;
+ mes "[Shurank]";
+ mes "Here's a small prize in recognition of your efforts thus far. But don't relax yet! You still have a long way to go before grasping";
+ mes "all of the basics.";
+ set tu_swordman, 4;
+ completequest 8211;
+ completequest 8212;
+ completequest 8213;
+ setquest 8214;
+ getexp 97,0;
+ getitem 2503,1; //Muffler
+ close;
+ }
+ break;
+ }
+ mes "...";
+ mes "......";
+ close;
+}
+
+//=================================================Daqu'ee====================================================
+geffen,154,143,3 script Dequ'ee 734,{
+ if(BaseJob == Job_Novice){
+ mes "[Dequ'ee]";
+ mes "Hey there.";
+ mes "Frustrated with";
+ mes "being a Novice?";
+ mes "I know, I know,";
+ mes "we've all been";
+ mes "there once.";
+ next;
+ mes "[Dequ'ee]";
+ mes "If you want to become stronger,";
+ mes "why don't you consider becoming a Swordman? It'll require discipline on your part, but that job will shape you into a tough warrior.";
+ next;
+ mes "[Dequ'ee]";
+ mes "It's ultimately your decision.";
+ mes "I don't know how you want to live your life, but you should give the Swordman job some serious thought...";
+ close;
+ }
+ if(BaseClass == Job_Swordman && eaclass()&(EAJL_2|EAJL_UPPER)){
+ mes "[Dequ'ee]";
+ mes "Ah...";
+ mes "A fellow sword wielder!";
+ mes "How have you been doing?";
+ next;
+ mes "[Dequ'ee]";
+ mes "There must be many who must";
+ mes "depend on the strength of your blade. It's an awesome responsibility, but we can never let our allies down in battle...";
+ close;
+ }
+ if(BaseClass != Job_Swordman){
+ mes "[Dequ'ee]";
+ mes "Hello there.";
+ mes "Not a fan of swords, are you?";
+ mes "Well, if you were, we'd have";
+ mes "something to talk about.";
+ next;
+ mes "[Dequ'ee]";
+ mes "Yeah.";
+ mes "Not much";
+ mes "conversation";
+ mes "happening here.";
+ mes "Pretty boring...";
+ close;
+ }
+ if(tu_swordman > 20){
+ mes "[Dequ'ee]";
+ mes "I hope you continue";
+ mes "to train yourself in";
+ mes "the ways of the sword.";
+ mes "There's an art to";
+ mes "wielding a blade...";
+ close;
+ }
+ if(tu_swordman == 20){
+ mes "[Dequ'ee]";
+ mes "Huh...?";
+ mes "Aren't you supposed";
+ mes "to keep an eye on Bankley?";
+ mes "What happened?";
+ next;
+ mes "[Dequ'ee]";
+ mes "Suicide...?";
+ mes "Are you serious?!";
+ mes "But there's no need to kill";
+ mes "himself if he suspected that he's been caught. Something shady's going on here!";
+ next;
+ mes "[Dequ'ee]";
+ mes "Well, you've done a good job.";
+ mes "As for the other three suspects, I'll make sure that they're monitored by members of the Swordman Association.";
+ next;
+ mes "[Dequ'ee]";
+ mes "Still, I don't think we'll learn anything new from those three.";
+ mes "It looks like this case is closed for now. Once again, thanks for your help.";
+ next;
+ mes "[Dequ'ee]";
+ mes "Why don't you report back to Shurank now? I guess he still";
+ mes "wants to show you the ropes of Swordmanship.";
+ set tu_swordman, 21;
+ changequest 8226,8227;
+ close2;
+ warp "izlude",35,78;
+ end;
+ }
+ if(tu_swordman == 19){
+ mes "[Dequ'ee]";
+ mes "What are still doing here?";
+ mes "Hurry and check on Bankley!";
+ mes "There's no telling what";
+ mes "he might be up to!";
+ close;
+ }
+ if((tu_swordman == 17) || (tu_swordman == 18)){
+ mes "[Dequ'ee]";
+ if(tu_swordman == 17){
+ mes "TheisWesomeof";
+ mes "ConBanfoevidehi";
+ mes "victkleyundncem";
+ mes "hekdlfiDrindkelsd";
+ next;
+ } else if(tu_swordman == 18){
+ mes "hekdlfiDrindkelsd";
+ mes "TheisWesomeof";
+ mes "ConBanfoevidehi";
+ mes "victkleyundncem";
+ next;
+ }
+ mes "[Dequ'ee]";
+ mes "I get it now!";
+ mes "This is a complex transposition cipher in which we remove one person's code from the rest of them. So who do you think is";
+ mes "the murderer?";
+ next;
+ switch(select("Hans:Bankley:Geil:Muetro")) {
+ case 1:
+ mes "[Dequ'ee]";
+ mes "Hans...?";
+ mes "That can't be right.";
+ mes "It doesn't match with";
+ mes "this algorithm I just";
+ mes "made up. You've got";
+ mes "to try it again!";
+ close;
+ break;
+ case 2:
+ mes "[Dequ'ee]";
+ mes "Bankley...?";
+ mes "Hey, you might be";
+ mes "right. Let me check...";
+ next;
+ mes "[Dequ'ee]";
+ mes "Yeah, when you take out Bankley's password from the rest of them and read it all in the right order...";
+ next;
+ mes "[Dequ'ee]";
+ mes "Alright! It looks like Bankley is the murderer! Although we can't trust this 100%, this evidence is pretty conclusive.";
+ next;
+ mes "[Dequ'ee]";
+ mes "Hurry over to Morroc and monitor Bankley in case he does anything desperate. If something happens, report to me right away!";
+ set tu_swordman, 19;
+ changequest 8224,8225;
+ getexp 162,0;
+ close2;
+ warp "moc_fild07",359,201;
+ end;
+ break;
+ case 3:
+ mes "[Dequ'ee]";
+ mes "Geil...?";
+ mes "That can't be right.";
+ mes "It doesn't match with";
+ mes "this algorithm I just";
+ mes "made up. You've got";
+ mes "to try it again!";
+ close;
+ break;
+ case 4:
+ mes "[Dequ'ee]";
+ mes "Muetro...?";
+ mes "That can't be right.";
+ mes "It doesn't match with";
+ mes "this algorithm I just";
+ mes "made up. You've got";
+ mes "to try it again!";
+ close;
+ break;
+ }
+ }
+ if(tu_swordman == 16){
+ mes "[Dequ'ee]";
+ mes "I guess these codes need to be arranged in a certain order before we can figure out its secrets.";
+ next;
+ mes "[Dequ'ee]";
+ mes "Hm, you guess the order and I'll try to formulate a cryptanalysis based on your guess.";
+ next;
+ switch(select("Muetro:Hans:Geil:Bankley")) {
+ case 1:
+ mes "[Dequ'ee]";
+ mes "Okay, Muetro's";
+ mes "code is what we'll";
+ mes "use first. Now, whose";
+ mes "code do you think";
+ mes "should go second?";
+ next;
+ switch(select("Hans:Geil:Bankley")) {
+ case 1:
+ mes "[Dequ'ee]";
+ mes "Hans...?";
+ mes "Alright, then";
+ mes "the person with";
+ mes "the third code";
+ mes "would be...?";
+ next;
+ switch(select("Geil:Bankley")) {
+ case 1:
+ mes "[Dequ'ee]";
+ mes "Muetro, Hans,";
+ mes "Geil and Bankley.";
+ mes "So then the full";
+ mes "code would be...";
+ next;
+ mes "[Dequ'ee]";
+ mes " ";
+ mes "ConBanfoevidehi";
+ mes "victkleyundncem";
+ mes "TheisWesomeof";
+ mes "hekdlfiDrindkelsd";
+ next;
+ mes "[Dequ'ee]";
+ mes "No...";
+ mes "There's no way";
+ mes "I can decode it the";
+ mes "way it is now. Let's";
+ mes "try another combination.";
+ close;
+ break;
+ case 2:
+ mes "[Dequ'ee]";
+ mes "Muetro, Hans,";
+ mes "Geil and Bankley.";
+ mes "So then the full";
+ mes "code would be...";
+ next;
+ mes "[Dequ'ee]";
+ mes " ";
+ mes "ConBanfoevidehi";
+ mes "victkleyundncem";
+ mes "hekdlfiDrindkelsd";
+ mes "TheisWesomeof";
+ next;
+ mes "[Dequ'ee]";
+ mes "No...";
+ mes "There's no way";
+ mes "I can decode it the";
+ mes "way it is now. Let's";
+ mes "try another combination.";
+ close;
+ break;
+ }
+ break;
+ case 2:
+ mes "[Dequ'ee]";
+ mes "Geil's...?";
+ mes "Alright, then";
+ mes "the person with";
+ mes "the third code";
+ mes "would be...?";
+ next;
+ switch(select("Hans:Bankley")) {
+ case 1:
+ mes "[Dequ'ee]";
+ mes "Muetro, Geil,";
+ mes "Hans and Bankley.";
+ mes "So then the full";
+ mes "code would be...";
+ next;
+ mes "[Dequ'ee]";
+ mes " ";
+ mes "ConBanfoevidehi";
+ mes "TheisWesomeof";
+ mes "victkleyundncem";
+ mes "hekdlfiDrindkelsd";
+ next;
+ mes "[Dequ'ee]";
+ mes "No...";
+ mes "There's no way";
+ mes "I can decode it the";
+ mes "way it is now. Let's";
+ mes "try another combination.";
+ close;
+ break;
+ case 2:
+ mes "[Dequ'ee]";
+ mes "Muetro, Geil,";
+ mes "Bankley and Hans.";
+ mes "So then the full";
+ mes "code would be...";
+ next;
+ mes "[Dequ'ee]";
+ mes " ";
+ mes "ConBanfoevidehi";
+ mes "TheisWesomeof";
+ mes "hekdlfiDrindkelsd";
+ mes "victkleyundncem";
+ next;
+ mes "[Dequ'ee]";
+ mes "No...";
+ mes "There's no way";
+ mes "I can decode it the";
+ mes "way it is now. Let's";
+ mes "try another combination.";
+ close;
+ break;
+ }
+ break;
+ case 3:
+ mes "[Dequ'ee]";
+ mes "Bankley's...?";
+ mes "Alright, then";
+ mes "the person with";
+ mes "the third code";
+ mes "would be...?";
+ next;
+ switch(select("Hans:Geil")) {
+ case 1:
+ mes "[Dequ'ee]";
+ mes "Muetro, Bankley,";
+ mes "Hans and Geil.";
+ mes "So then the full";
+ mes "code would be...";
+ next;
+ mes "[Dequ'ee]";
+ mes " ";
+ mes "ConBanfoevidehi";
+ mes "hekdlfiDrindkelsd";
+ mes "victkleyundncem";
+ mes "TheisWesomeof";
+ next;
+ mes "[Dequ'ee]";
+ mes "No...";
+ mes "There's no way";
+ mes "I can decode it the";
+ mes "way it is now. Let's";
+ mes "try another combination.";
+ close;
+ break;
+ case 2:
+ mes "[Dequ'ee]";
+ mes "Muetro, Bankley,";
+ mes "Geil and Hans.";
+ mes "So then the full";
+ mes "code would be...";
+ next;
+ mes "[Dequ'ee]";
+ mes " ";
+ mes "ConBanfoevidehi";
+ mes "hekdlfiDrindkelsd";
+ mes "TheisWesomeof";
+ mes "victkleyundncem";
+ next;
+ mes "[Dequ'ee]";
+ mes "No...";
+ mes "There's no way";
+ mes "I can decode it the";
+ mes "way it is now. Let's";
+ mes "try another combination.";
+ close;
+ break;
+ }
+ break;
+ }
+ break;
+ case 2:
+ mes "[Dequ'ee]";
+ mes "Okay, Hans's";
+ mes "code is what we'll";
+ mes "use first. Now, whose";
+ mes "code do you think";
+ mes "should go second?";
+ next;
+ switch(select("Muetro:Geil:Bankley")) {
+ case 1:
+ mes "[Dequ'ee]";
+ mes "Muestro's...?";
+ mes "Alright, then";
+ mes "the person with";
+ mes "the third code";
+ mes "would be...?";
+ next;
+ switch(select("Geil:Bankley")) {
+ case 1:
+ mes "[Dequ'ee]";
+ mes "Hans, Muetro,";
+ mes "Geil and Bankley.";
+ mes "So then the full";
+ mes "code would be...";
+ next;
+ mes "[Dequ'ee]";
+ mes " ";
+ mes "victkleyundncem";
+ mes "ConBanfoevidehi";
+ mes "TheisWesomeof";
+ mes "hekdlfiDrindkelsd";
+ next;
+ mes "[Dequ'ee]";
+ mes "No...";
+ mes "There's no way";
+ mes "I can decode it the";
+ mes "way it is now. Let's";
+ mes "try another combination.";
+ close;
+ break;
+ case 2:
+ mes "[Dequ'ee]";
+ mes "Hans, Muetro,";
+ mes "Bankley and Geil.";
+ mes "So then the full";
+ mes "code would be...";
+ next;
+ mes "[Dequ'ee]";
+ mes " ";
+ mes "victkleyundncem";
+ mes "ConBanfoevidehi";
+ mes "hekdlfiDrindkelsd";
+ mes "TheisWesomeof";
+ next;
+ mes "[Dequ'ee]";
+ mes "No...";
+ mes "There's no way";
+ mes "I can decode it the";
+ mes "way it is now. Let's";
+ mes "try another combination.";
+ close;
+ break;
+ }
+ break;
+ case 2:
+ mes "[Dequ'ee]";
+ mes "Geil's...?";
+ mes "Alright, then";
+ mes "the person with";
+ mes "the third code";
+ mes "would be...?";
+ next;
+ switch(select("Muetro:Bankley")) {
+ case 1:
+ mes "[Dequ'ee]";
+ mes "Hans, Geil,";
+ mes "Muetro and Bankley.";
+ mes "So then the full";
+ mes "code would be...";
+ next;
+ mes "[Dequ'ee]";
+ mes " ";
+ mes "victkleyundncem";
+ mes "TheisWesomeof";
+ mes "ConBanfoevidehi";
+ mes "hekdlfiDrindkelsd";
+ next;
+ mes "[Dequ'ee]";
+ mes "No...";
+ mes "There's no way";
+ mes "I can decode it the";
+ mes "way it is now. Let's";
+ mes "try another combination.";
+ close;
+ break;
+ case 2:
+ mes "[Dequ'ee]";
+ mes "Hans, Geil,";
+ mes "Bankley and Muetro.";
+ mes "So then the full";
+ mes "code would be...";
+ next;
+ mes "[Dequ'ee]";
+ mes " ";
+ mes "victkleyundncem";
+ mes "TheisWesomeof";
+ mes "hekdlfiDrindkelsd";
+ mes "ConBanfoevidehi";
+ next;
+ mes "[Dequ'ee]";
+ mes "No...";
+ mes "There's no way";
+ mes "I can decode it the";
+ mes "way it is now. Let's";
+ mes "try another combination.";
+ close;
+ break;
+ }
+ break;
+ case 3:
+ mes "[Dequ'ee]";
+ mes "Bankley's...?";
+ mes "Alright, then";
+ mes "the person with";
+ mes "the third code";
+ mes "would be...?";
+ next;
+ switch(select("Muetro:Geil")) {
+ case 1:
+ mes "[Dequ'ee]";
+ mes "Hans, Bankley,";
+ mes "Muetro and Geil.";
+ mes "So then the full";
+ mes "code would be...";
+ next;
+ mes "[Dequ'ee]";
+ mes " ";
+ mes "victkleyundncem";
+ mes "hekdlfiDrindkelsd";
+ mes "ConBanfoevidehi";
+ mes "TheisWesomeof";
+ next;
+ mes "[Dequ'ee]";
+ mes "No...";
+ mes "There's no way";
+ mes "I can decode it the";
+ mes "way it is now. Let's";
+ mes "try another combination.";
+ close;
+ break;
+ case 2:
+ mes "[Dequ'ee]";
+ mes "Hans, Bankley,";
+ mes "Geil and Muetro.";
+ mes "So then the full";
+ mes "code would be...";
+ next;
+ mes "[Dequ'ee]";
+ mes " ";
+ mes "victkleyundncem";
+ mes "hekdlfiDrindkelsd";
+ mes "TheisWesomeof";
+ mes "ConBanfoevidehi";
+ next;
+ mes "[Dequ'ee]";
+ mes "No...";
+ mes "There's no way";
+ mes "I can decode it the";
+ mes "way it is now. Let's";
+ mes "try another combination.";
+ close;
+ break;
+ }
+ break;
+ }
+ break;
+ case 3:
+ mes "[Dequ'ee]";
+ mes "Okay, Geil's";
+ mes "code is what we'll";
+ mes "use first. Now, whose";
+ mes "code do you think";
+ mes "should go second?";
+ next;
+ switch(select("Muetro:Hans:Bankley")) {
+ case 1:
+ mes "[Dequ'ee]";
+ mes "Muestro's...?";
+ mes "Alright, then";
+ mes "the person with";
+ mes "the third code";
+ mes "would be...?";
+ next;
+ switch(select("Hans:Bankley")) {
+ case 1:
+ mes "[Dequ'ee]";
+ mes "Geil, Muetro,";
+ mes "Hans and Bankley.";
+ mes "So then the full";
+ mes "code would be...";
+ next;
+ mes "[Dequ'ee]";
+ mes " ";
+ mes "TheisWesomeof";
+ mes "ConBanfoevidehi";
+ mes "victkleyundncem";
+ mes "hekdlfiDrindkelsd";
+ next;
+ mes "[Dequ'ee]";
+ mes "No...";
+ mes "There's no way";
+ mes "I can decode it the";
+ mes "way it is now. Let's";
+ mes "try... Wait!";
+ next;
+ mes "[Dequ'ee]";
+ mes "I think that we";
+ mes "can make sense of this";
+ mes "thing! Give me a while";
+ mes "to formulate an algorithm!";
+ set tu_swordman, 17;
+ close;
+ break;
+ case 2:
+ mes "[Dequ'ee]";
+ mes "Geil, Muetro,";
+ mes "Bankley and Hans.";
+ mes "So then the full";
+ mes "code would be...";
+ next;
+ mes "[Dequ'ee]";
+ mes " ";
+ mes "TheisWesomeof";
+ mes "ConBanfoevidehi";
+ mes "hekdlfiDrindkelsd";
+ mes "victkleyundncem";
+ next;
+ mes "[Dequ'ee]";
+ mes "No...";
+ mes "There's no way";
+ mes "I can decode it the";
+ mes "way it is now. Let's";
+ mes "try another combination.";
+ close;
+ break;
+ }
+ break;
+ case 2:
+ mes "[Dequ'ee]";
+ mes "Han's...?";
+ mes "Alright, then";
+ mes "the person with";
+ mes "the third code";
+ mes "would be...?";
+ next;
+ switch(select("Muetro:Bankley")) {
+ case 1:
+ mes "[Dequ'ee]";
+ mes "Geil, Hans,";
+ mes "Muetro and Bankley.";
+ mes "So then the full";
+ mes "code would be...";
+ next;
+ mes "[Dequ'ee]";
+ mes " ";
+ mes "TheisWesomeof";
+ mes "victkleyundncem";
+ mes "ConBanfoevidehi";
+ mes "hekdlfiDrindkelsd";
+ next;
+ mes "[Dequ'ee]";
+ mes "No...";
+ mes "There's no way";
+ mes "I can decode it the";
+ mes "way it is now. Let's";
+ mes "try another combination.";
+ close;
+ break;
+ case 2:
+ mes "[Dequ'ee]";
+ mes "Geil, Hans,";
+ mes "Bankley and Muetro.";
+ mes "So then the full";
+ mes "code would be...";
+ next;
+ mes "[Dequ'ee]";
+ mes " ";
+ mes "TheisWesomeof";
+ mes "victkleyundncem";
+ mes "hekdlfiDrindkelsd";
+ mes "ConBanfoevidehi";
+ next;
+ mes "[Dequ'ee]";
+ mes "No...";
+ mes "There's no way";
+ mes "I can decode it the";
+ mes "way it is now. Let's";
+ mes "try another combination.";
+ close;
+ break;
+ }
+ break;
+ case 3:
+ mes "[Dequ'ee]";
+ mes "Bankley's...?";
+ mes "Alright, then";
+ mes "the person with";
+ mes "the third code";
+ mes "would be...?";
+ next;
+ switch(select("Muetro:Hans")) {
+ case 1:
+ mes "[Dequ'ee]";
+ mes "Geil, Bankley,";
+ mes "Muetro and Hans.";
+ mes "So then the full";
+ mes "code would be...";
+ next;
+ mes "[Dequ'ee]";
+ mes " ";
+ mes "TheisWesomeof";
+ mes "hekdlfiDrindkelsd";
+ mes "ConBanfoevidehi";
+ mes "victkleyundncem";
+ next;
+ mes "[Dequ'ee]";
+ mes "No...";
+ mes "There's no way";
+ mes "I can decode it the";
+ mes "way it is now. Let's";
+ mes "try another combination.";
+ close;
+ break;
+ case 2:
+ mes "[Dequ'ee]";
+ mes "Geil, Bankley,";
+ mes "Hans and Muetro.";
+ mes "So then the full";
+ mes "code would be...";
+ next;
+ mes "[Dequ'ee]";
+ mes " ";
+ mes "TheisWesomeof";
+ mes "hekdlfiDrindkelsd";
+ mes "victkleyundncem";
+ mes "ConBanfoevidehi";
+ next;
+ mes "[Dequ'ee]";
+ mes "No...";
+ mes "There's no way";
+ mes "I can decode it the";
+ mes "way it is now. Let's";
+ mes "try another combination.";
+ close;
+ break;
+ }
+ break;
+ }
+ break;
+ case 4:
+ mes "[Dequ'ee]";
+ mes "Okay, Bankley's";
+ mes "code is what we'll";
+ mes "use first. Now, whose";
+ mes "code do you think";
+ mes "should go second?";
+ next;
+ switch(select("Muetro:Hans:Geil")) {
+ case 1:
+ mes "[Dequ'ee]";
+ mes "Muestro's...?";
+ mes "Alright, then";
+ mes "the person with";
+ mes "the third code";
+ mes "would be...?";
+ next;
+ switch(select("Hans:Geil")) {
+ case 1:
+ mes "[Dequ'ee]";
+ mes "Bankley, Muetro,";
+ mes "Hans and Geil.";
+ mes "So then the full";
+ mes "code would be...";
+ next;
+ mes "[Dequ'ee]";
+ mes " ";
+ mes "hekdlfiDrindkelsd";
+ mes "ConBanfoevidehi";
+ mes "victkleyundncem";
+ mes "TheisWesomeof";
+ next;
+ mes "[Dequ'ee]";
+ mes "No...";
+ mes "There's no way";
+ mes "I can decode it the";
+ mes "way it is now. Let's";
+ mes "try another combination.";
+ close;
+ break;
+ case 2:
+ mes "[Dequ'ee]";
+ mes "Bankley, Muetro,";
+ mes "Geil and Hans.";
+ mes "So then the full";
+ mes "code would be...";
+ next;
+ mes "[Dequ'ee]";
+ mes " ";
+ mes "hekdlfiDrindkelsd";
+ mes "ConBanfoevidehi";
+ mes "TheisWesomeof";
+ mes "victkleyundncem";
+ next;
+ mes "[Dequ'ee]";
+ mes "No...";
+ mes "There's no way";
+ mes "I can decode it the";
+ mes "way it is now. Let's";
+ mes "try another combination.";
+ close;
+ break;
+ }
+ break;
+ case 2:
+ mes "[Dequ'ee]";
+ mes "Hans's...?";
+ mes "Alright, then";
+ mes "the person with";
+ mes "the third code";
+ mes "would be...?";
+ next;
+ switch(select("Muetro:Geil")) {
+ case 1:
+ mes "[Dequ'ee]";
+ mes "Bankley, Hans,";
+ mes "Muetro and Geil.";
+ mes "So then the full";
+ mes "code would be...";
+ next;
+ mes "[Dequ'ee]";
+ mes " ";
+ mes "hekdlfiDrindkelsd";
+ mes "victkleyundncem";
+ mes "ConBanfoevidehi";
+ mes "TheisWesomeof";
+ next;
+ mes "[Dequ'ee]";
+ mes "No...";
+ mes "There's no way";
+ mes "I can decode it the";
+ mes "way it is now. Let's";
+ mes "try another combination.";
+ close;
+ break;
+ case 2:
+ mes "[Dequ'ee]";
+ mes "Bankley, Hans,";
+ mes "Geil and Muetro.";
+ mes "So then the full";
+ mes "code would be...";
+ mes " ";
+ mes "hekdlfiDrindkelsd";
+ mes "victkleyundncem";
+ mes "TheisWesomeof";
+ mes "ConBanfoevidehi";
+ next;
+ mes "[Dequ'ee]";
+ mes "No...";
+ mes "There's no way";
+ mes "I can decode it the";
+ mes "way it is now. Let's";
+ mes "try another combination.";
+ close;
+ break;
+ }
+ break;
+ case 3:
+ mes "[Dequ'ee]";
+ mes "Geil's...?";
+ mes "Alright, then";
+ mes "the person with";
+ mes "the third code";
+ mes "would be...?";
+ next;
+ switch(select("Muetro:Hans")) {
+ case 1:
+ mes "[Dequ'ee]";
+ mes "Bankley, Geil,";
+ mes "Muetro, and Hans.";
+ mes "So then the full";
+ mes "code would be...";
+ next;
+ mes "[Dequ'ee]";
+ mes " ";
+ mes "hekdlfiDrindkelsd";
+ mes "TheisWesomeof";
+ mes "ConBanfoevidehi";
+ mes "victkleyundncem";
+ next;
+ mes "[Dequ'ee]";
+ mes "No...";
+ mes "There's no way";
+ mes "I can decode it the";
+ mes "way it is now. Let's";
+ mes "try... Wait!";
+ next;
+ mes "[Dequ'ee]";
+ mes "I think that we";
+ mes "can make sense of this";
+ mes "thing! Give me a while";
+ mes "to formulate an algorithm!";
+ set tu_swordman, 18;
+ close;
+ break;
+ case 2:
+ mes "[Dequ'ee]";
+ mes "Bankley, Geil,";
+ mes "Hans, Muetro.";
+ mes "So then the full";
+ mes "code would be...";
+ next;
+ mes "[Dequ'ee]";
+ mes " ";
+ mes "hekdlfiDrindkelsd";
+ mes "TheisWesomeof";
+ mes "victkleyundncem";
+ mes "ConBanfoevidehi";
+ next;
+ mes "[Dequ'ee]";
+ mes "No...";
+ mes "There's no way";
+ mes "I can decode it the";
+ mes "way it is now. Let's";
+ mes "try another combination.";
+ close;
+ break;
+ }
+ break;
+ }
+ break;
+ }
+ }
+ if(tu_swordman == 15){
+ set .@hans$, "victkleyundncem";
+ set .@bang$, "hekdlfiDrindkelsd";
+ set .@mutr$, "ConBanfoevidehi";
+ set .@geil$, "TheisWesomeof";
+ mes "[Dequ'ee]";
+ mes "Ah, you're back.";
+ mes "I've just got a new";
+ mes "lead on the possible";
+ mes "identity of the killer.";
+ next;
+ mes "[Dequ'ee]";
+ mes "I've just heard that all our suspects have pieces of some";
+ mes "sort of code. If we can put the code together and decipher it, we can figure out who the murderer might be.";
+ next;
+ mes "[Dequ'ee]";
+ mes "Did you get all the codes";
+ mes "from all the suspects? First,";
+ mes "tell me the code that Hans had.";
+ next;
+ input .@inputstr$;
+ if(.@inputstr$ == .@hans$){
+ mes "[Dequ'ee]";
+ mes "victkleyundncem?";
+ mes "That's certainly";
+ mes "strange sounding.";
+ mes "Now, tell me Bankley's.";
+ next;
+ input .@inputstr$;
+ if(.@inputstr$ == .@bang$){
+ mes "[Dequ'ee]";
+ mes "hekdlfiDrindkelsd..";
+ mes "What the hell is that...?";
+ mes "It's certainly cryptic.";
+ mes "What about Muetro's?";
+ next;
+ input .@inputstr$;
+ if(.@inputstr$ == .@mutr$){
+ mes "[Dequ'ee]";
+ mes "ConBanfoevidehi.";
+ mes "This is going to";
+ mes "be tough to figure";
+ mes "out. Alright, now";
+ mes "tell me Geil's.";
+ next;
+ input .@inputstr$;
+ if(.@inputstr$ == .@geil$){
+ mes "[Dequ'ee]";
+ mes "TheisWesomeof...";
+ mes "Alright, great.";
+ mes "Now all we have to";
+ mes "do is figure out what";
+ mes "all of this means.";
+ next;
+ mes "[Dequ'ee]";
+ mes "This is going to";
+ mes "be really difficult.";
+ mes "Do you have any ideas?";
+ mes "We have to figure this";
+ mes "out, it's the only clue";
+ mes "that we have...";
+ set tu_swordman, 16;
+ changequest 8223,8224;
+ close;
+ } else {
+ mes "[Dequ'ee]";
+ mes "...Are you sure that you heard";
+ mes "him right? Why don't you go check it out again?";
+ close;
+ }
+ } else {
+
+ mes "[Dequ'ee]";
+ mes "...Are you sure that you heard";
+ mes "him right? Why don't you go check it out again?";
+ close;
+
+ }
+ } else {
+ mes "[Dequ'ee]";
+ mes "...Are you sure that you heard";
+ mes "him right? Why don't you go check it out again?";
+ close;
+ }
+ } else {
+
+ mes "[Dequ'ee]";
+ mes "Are you sure that's right?";
+ mes "No, no, I don't think it is.";
+ mes "Would you check that code and interrogate the suspects again";
+ mes "if you need to?";
+ close;
+
+ }
+ }
+ if(tu_swordman == 14){
+ mes "[Dequ'ee]";
+ mes "Didn't I ask you";
+ mes "to interrogate the";
+ mes "suspects over in Morroc?";
+ mes "We need to finish this";
+ mes "investigation as soon";
+ mes "as possible!";
+ close;
+ }
+ if(tu_swordman == 13){
+ mes "[Dequ'ee]";
+ mes "Ah, you're here!";
+ mes "Shurank must have";
+ mes "asked you to help me.";
+ mes "I really appreciate that.";
+ next;
+ mes "[Dequ'ee]";
+ mes "As you've probably figured out, I'm currently investigating a murder. Basically, I want you to help me figure out who the killer is.";
+ next;
+ mes "[Dequ'ee]";
+ mes "As for the victim, well, that's classified information. You understand, don't you?";
+ next;
+ mes "[Dequ'ee]";
+ mes "Now, I want you to go to Morroc and interrogate four suspects. Their names are ^5D478BMuetro^000000, ^5D478BGeil^000000, ^5D478BHans^000000";
+ mes "and ^5D478BBankley^000000. It shouldn't be too difficult.";
+ next;
+ mes "[Dequ'ee]";
+ mes "After you speak to all of them, come back and report to me. And it's especially important that you remember or write down any important clues you might get";
+ mes "from our suspects.";
+ next;
+ mes "[Dequ'ee]";
+ mes "Also, keep in mind that this is a special mission for the Swordman Association. So keep everything you learn a secret. Understood?";
+ next;
+ mes "[Dequ'ee]";
+ mes "Now go and see if you can learn anything from Muetro, Geil, Hans and Bankley. We've got to figure out the killer's identity as soon as we can!";
+ next;
+ mes "[Dequ'ee]";
+ mes "Oh wait...";
+ mes "Morroc is a little far. Alright, I'll drop you off somewhere";
+ mes "near that city.";
+ next;
+ set tu_swordman, 14;
+ changequest 8222,8223;
+ warp "moc_fild07",359,201;
+ close;
+ }
+ if((tu_swordman > 7) && (tu_swordman < 13)){
+ mes "[Dequ'ee]";
+ mes "Hmm...";
+ mes "Still receiving";
+ mes "special training";
+ mes "from Shurank?";
+ next;
+ mes "[Dequ'ee]";
+ mes "That's great.";
+ mes "Swordmen nowadays are getting sloppier and sloppier. Someone has to keep the new guys in line and on their toes!";
+ close;
+ }
+ if(tu_swordman == 7){
+ mes "[Dequ'ee]";
+ mes "What are you";
+ mes "still doing here?";
+ mes "Go and deliver my";
+ mes "message to Shurank.";
+ next;
+ mes "[Dequ'ee]";
+ mes "Let him now that we aren't";
+ mes "sure of the killer's identity,";
+ mes "but we have a list of suspects.";
+ mes "Sooner or later, we'll figure";
+ mes "out who he is.";
+ close;
+ }
+ if(tu_swordman == 6){
+ mes "[Dequ'ee]";
+ mes "Ah...!";
+ mes "Are you the Swordman";
+ mes "sent by Shurank? Good,";
+ mes "I've been waiting...";
+ next;
+ mes "[Dequ'ee]";
+ mes "Now tell me...";
+ mes "What message does";
+ mes "Shurank have for me?";
+ next;
+ switch(select("Killer...:Murderer...")) {
+ case 1:
+ mes "[" + strcharinfo(0) + "]";
+ mes "What happened";
+ mes "to the killer?";
+ next;
+ switch(select("Who he is...:Who is behind...")) {
+ case 1:
+ mes "[" + strcharinfo(0) + "]";
+ mes "Did you find";
+ mes "out who he is?";
+ mes "If you did...";
+ next;
+ switch(select("Why are we...:What are we...")) {
+ case 1:
+ mes "[" + strcharinfo(0) + "]";
+ mes "Why are sitting";
+ mes "around, doing nothing?!";
+ next;
+ mes "[Dequ'ee]";
+ mes "So Shurank is asking,";
+ mes "'What happened to the killer?";
+ mes "Did you find out who he is? If you did, why are we sitting around, doing nothing?'";
+ next;
+ mes "[Dequ'ee]";
+ mes "Hmm...";
+ mes "That doesn't seem to";
+ mes "be the message I'm supposed to receive from Shurack. I need his exact message or I can't send";
+ mes "a response...";
+ close;
+ break;
+ case 2:
+ mes "[" + strcharinfo(0) + "]";
+ mes "What are we";
+ mes "supposed to do now?";
+ next;
+ mes "[Dequ'ee]";
+ mes "So Shurank is asking,";
+ mes "'What happened to the killer?";
+ mes "Did you find out who he is? If you did, what are we supposed to do now?'";
+ next;
+ mes "[Dequ'ee]";
+ mes "Hmm...";
+ mes "That doesn't seem to";
+ mes "be the message I'm supposed to receive from Shurack. I need his exact message or I can't send";
+ mes "a response...";
+ close;
+ break;
+ }
+ break;
+ case 2:
+ mes "[" + strcharinfo(0) + "]";
+ mes "Did you figure out";
+ mes "who's behind all this?";
+ mes "If you did...";
+ next;
+ switch(select("Why are we...:What are we...")) {
+ case 1:
+ mes "[" + strcharinfo(0) + "]";
+ mes "Why are sitting";
+ mes "around, doing nothing?!";
+ next;
+ mes "[Dequ'ee]";
+ mes "So Shurank is asking,";
+ mes "'What happened to the killer?";
+ mes "Did you figure out who's behind all this? If you did, why are we sitting around, doing nothing?'";
+ next;
+ mes "[Dequ'ee]";
+ mes "Hmm...";
+ mes "That doesn't seem to";
+ mes "be the message I'm supposed to receive from Shurack. I need his exact message or I can't send";
+ mes "a response...";
+ close;
+ break;
+ case 2:
+ mes "[" + strcharinfo(0) + "]";
+ mes "What are we";
+ mes "supposed to do now?";
+ next;
+ mes "[Dequ'ee]";
+ mes "So Shurank is asking,";
+ mes "'What happened to the killer?";
+ mes "Did you figure out who's behind all this? If you did, what are we supposed to do now?'";
+ next;
+ mes "[Dequ'ee]";
+ mes "Hmm...";
+ mes "That doesn't seem to";
+ mes "be the message I'm supposed to receive from Shurack. I need his exact message or I can't send";
+ mes "a response...";
+ close;
+ break;
+ }
+ break;
+ }
+ break;
+ case 2:
+ mes "[" + strcharinfo(0) + "]";
+ mes "What happened";
+ mes "to the murderer?";
+ next;
+ switch(select("Who he is...:Who is behind...")) {
+ case 1:
+ mes "[" + strcharinfo(0) + "]";
+ mes "Did you find";
+ mes "out who he is?";
+ mes "If you did...";
+ next;
+ switch(select("Why are we...:What are we...")) {
+ case 1:
+ mes "[" + strcharinfo(0) + "]";
+ mes "Why are sitting";
+ mes "around, doing nothing?!";
+ next;
+ mes "[Dequ'ee]";
+ mes "So Shurank is asking,";
+ mes "'What happened to the";
+ mes "murderer? Did you find";
+ mes "out who he is? If you did,";
+ mes "why are we sitting around,";
+ mes "doing nothing?'";
+ next;
+ mes "[Dequ'ee]";
+ mes "Hmm...";
+ mes "That doesn't seem to";
+ mes "be the message I'm supposed to receive from Shurack. I need his exact message or I can't send";
+ mes "a response...";
+ close;
+ break;
+ case 2:
+ mes "[" + strcharinfo(0) + "]";
+ mes "What are we";
+ mes "supposed to do now?";
+ next;
+ mes "[Dequ'ee]";
+ mes "So Shurank is asking,";
+ mes "'What happened to the";
+ mes "murderer? Did you find";
+ mes "out who he is? If you did,";
+ mes "what are we supposed to do now?'";
+ next;
+ mes "[Dequ'ee]";
+ mes "Hmm...";
+ mes "I understand";
+ mes "his concerns.";
+ mes "Alright, now please";
+ mes "give him this answer.";
+ next;
+ mes "[Dequ'ee]";
+ mes "We haven't found";
+ mes "out who the murderer";
+ mes "is for sure. However,";
+ mes "we have a list of suspects";
+ mes "and we'll figure it out soon.";
+ next;
+ mes "[Dequ'ee]";
+ mes "Thank you for taking the trouble to come this far. Let me reward you with some experience points.";
+ set tu_swordman, 7;
+ changequest 8216,8217;
+ getexp 112,0;
+ next;
+ mes "[Dequ'ee]";
+ mes "Take care";
+ mes "of yourself,";
+ mes "brave Swordman.";
+ next;
+ warp "izlude",35,78;
+ close;
+ break;
+ }
+ break;
+ case 2:
+ mes "[" + strcharinfo(0) + "]";
+ mes "Did you figure out";
+ mes "who's behind all this?";
+ mes "If you did...";
+ next;
+ switch(select("Why are we...:What are we...")) {
+ case 1:
+ mes "[" + strcharinfo(0) + "]";
+ mes "Why are sitting";
+ mes "around, doing nothing?!";
+ next;
+ mes "[Dequ'ee]";
+ mes "So Shurank is asking,";
+ mes "'What happened to the";
+ mes "murderer? Did you figure";
+ mes "out who's behind all this?";
+ mes "If you did, why are we sitting around, doing nothing?'";
+ next;
+ mes "[Dequ'ee]";
+ mes "Hmm...";
+ mes "That doesn't seem to";
+ mes "be the message I'm supposed to receive from Shurack. I need his exact message or I can't send";
+ mes "a response...";
+ close;
+ break;
+ case 2:
+ mes "[" + strcharinfo(0) + "]";
+ mes "What are we";
+ mes "supposed to do now?";
+ next;
+ mes "[Dequ'ee]";
+ mes "So Shurank is asking,";
+ mes "'What happened to the";
+ mes "murderer? Did you figure";
+ mes "out who's behind all this?";
+ mes "If you did, what are we";
+ mes "supposed to do now?";
+ next;
+ mes "[Dequ'ee]";
+ mes "Hmm...";
+ mes "That doesn't seem to";
+ mes "be the message I'm supposed to receive from Shurack. I need his exact message or I can't send";
+ mes "a response...";
+ close;
+ break;
+ }
+ break;
+ }
+ break;
+ }
+ }
+
+ mes "Hmm...?";
+ mes "Do you have any";
+ mes "business with me?";
+ close;
+}
+
+//=================================================Geil====================================================
+morocc_in,51,101,3 script Geil 89,{
+ mes "[Geil]";
+ if(tu_swordman == 15){
+ mes "Were you sent by the authorities? Quit giving me such a hard time! I'm not the murderer! I don't even know who was killed. I'm not the one you're looking for!";
+ next;
+ mes "[Geil]";
+ mes "Sure, some weird";
+ mes "guy told me some";
+ mes "kind of code related to all this, but that's it! That's all I know! I'm not the killer, I'm not an accessory, nothing!";
+ next;
+ mes "[Geil]";
+ mes "^5D478BTheisWesomeof^000000";
+ mes "That's the code. I can't believe that I'm unable to forget this.";
+ mes "I mean, I think I was drunk";
+ mes "when that guy told me.";
+ next;
+ mes "[Geil]";
+ mes "What's so important about this code, and why do you guys keep hounding me about the murder?!";
+ close;
+ }
+ if(tu_swordman == 14){
+ mes "Were you sent by the authorities? Quit giving me such a hard time! I'm not the murderer! I don't even know who was killed. I'm not the one you're looking for!";
+ next;
+ mes "[Geil]";
+ mes "Sure, some weird";
+ mes "guy told me some";
+ mes "kind of code related to all this, but that's it! That's all I know! I'm not the killer, I'm not an accessory, nothing!";
+ next;
+ mes "[Geil]";
+ mes "^5D478BTheisWesomeof^000000";
+ mes "That's the code. I can't believe that I'm unable to forget this.";
+ mes "I mean, I think I was drunk";
+ mes "when that guy told me.";
+ next;
+ mes "[Geil]";
+ mes "What's so important about this code, and why do you guys keep hounding me about the murder?!";
+ set tu_swordman, 15;
+ close;
+ }
+ mes "We should all";
+ mes "strive to live in";
+ mes "peace and harmony";
+ mes "with our fellow man.";
+ next;
+ mes "[Geil]";
+ mes "But fear, distrust and panic always seem to get in the way and mess up world events. We've got to find it within ourselves to get along with others. Don't you agree?";
+ close;
+}
+
+//=================================================Meutro====================================================
+morocc,82,292,5 script Muetro 84,{
+ mes "[Muetro]";
+ if(tu_swordman == 15){
+ mes "You're just";
+ mes "like all the others.";
+ mes "You want the code";
+ mes "I know, right?";
+ next;
+ mes "[Muetro]";
+ mes "^5D478BConBanfoevidehi^000000";
+ mes "Happy now? Now";
+ mes "leave me alone and";
+ mes "catch the murderer.";
+ close;
+ }
+ if(tu_swordman == 14){
+ mes "You're just";
+ mes "like all the others.";
+ mes "You want the code";
+ mes "I know, right?";
+ next;
+ mes "[Muetro]";
+ mes "^5D478BConBanfoevidehi^000000";
+ mes "Happy now? Now";
+ mes "leave me alone and";
+ mes "catch the murderer.";
+ set tu_swordman, 15;
+ close;
+ }
+ mes "^666666*Sigh*^000000";
+ mes "I try and I try, but sometimes ridiculous things happen and";
+ mes "I can't do anything about them.";
+ next;
+ mes "[Muetro]";
+ mes "I suppose it's fate. There's no escaping what I can't possibly";
+ mes "hope to control or understand.";
+ close;
+}
+
+//=================================================Hans====================================================
+morocc,240,72,3 script Hans 86,{
+ mes "[Hans]";
+ if(tu_swordman == 15){
+ mes "Help me!";
+ mes "Please help me!";
+ mes "I'm no murderer!";
+ mes "I'm practically";
+ mes "harmless!";
+ next;
+ mes "[Hans]";
+ mes "^5D478Bvictkleyundncem^000000";
+ mes "This is code I know.";
+ mes "Some strange person";
+ mes "told it to me earlier and said";
+ mes "that I'd need to know it soon!";
+ next;
+ mes "[Hans]";
+ mes "He said that this code";
+ mes "would save my life. First,";
+ mes "I thought he was crazy, but for";
+ mes "some reason I can't forget it.";
+ next;
+ mes "[Hans]";
+ mes "It's like he used magic or something to make it stick out in my brain. Please leave me alone, this is all I know!";
+ close;
+ }
+ if(tu_swordman == 14){
+ mes "Help me!";
+ mes "Please help me!";
+ mes "I'm no murderer!";
+ mes "I'm practically";
+ mes "harmless!";
+ next;
+ mes "[Hans]";
+ mes "^5D478Bvictkleyundncem^000000";
+ mes "This is code I know.";
+ mes "Some strange person";
+ mes "told it to me earlier and said";
+ mes "that I'd need to know it soon!";
+ next;
+ mes "[Hans]";
+ mes "He said that this code";
+ mes "would save my life. First,";
+ mes "I thought he was crazy, but for";
+ mes "some reason I can't forget it.";
+ next;
+ mes "[Hans]";
+ mes "It's like he used magic or something to make it stick out in my brain. Please leave me alone, this is all I know!";
+ set tu_swordman, 15;
+ close;
+ }
+ mes "I'm sorry...";
+ mes "But I don't think I can be of any help to you. Right now, it seems that I've got problems of my own...";
+ close;
+}
+
+//=================================================Bankley====================================================
+morocc_in,12,156,3 script Bankley 97,{
+ if(tu_swordman > 19){
+ mes "^3355FFBankley had a pitiable";
+ mes "expression on his face.^000000";
+ mes "^3355FFHis body is completely lifeless. There's a long, deep wound in his chest, and a blood drenched knife is clenched in his right hand.^000000";
+ close;
+ }
+ if(tu_swordman == 19){
+ mes "...";
+ mes "......";
+ next;
+ mes "^3355FFHe's dead!^000000";
+ next;
+ mes "^3355FFBankley had a sad, pitiable expression on his face. Since the color is still fresh in his cheeks, he died only a little while ago.";
+ mes "^3355FFThere is a long, deep wound in his chest, and a blood drenched knife is clenched in his right hand.^000000";
+ set tu_swordman, 20;
+ changequest 8225,8226;
+ close;
+ }
+ mes "[Bankley]";
+ if(tu_swordman == 15){
+ mes "I didn't kill anybody...!";
+ mes "I'm innocent and don't";
+ mes "have anything to hide!";
+ next;
+ mes "[Bankley]";
+ mes "But look...";
+ mes "If it helps, let me give you this weird code that some strange guy gave me. I guess it's supposed to be some kind of clue.";
+ next;
+ mes "[Bankley]";
+ mes "^5D478BhekdlfiDrindkelsd^000000";
+ mes "Do you understand what";
+ mes "it means? I have no idea, but";
+ mes "I told you everything I know!";
+ next;
+ mes "[Bankley]";
+ mes "I feel so violated!";
+ mes "Once you prove I'm innocent, are you going to compensate me for";
+ mes "my mental suffering!?";
+ next;
+ mes "[Bankley]";
+ mes "Stop bothering me";
+ mes "and wasting your time.";
+ mes "You're better off hunting";
+ mes "for the real culprit!";
+ close;
+ }
+ if(tu_swordman == 14){
+ mes "I didn't kill anybody...!";
+ mes "I'm innocent and don't";
+ mes "have anything to hide!";
+ next;
+ mes "[Bankley]";
+ mes "But look...";
+ mes "If it helps, let me give you this weird code that some strange guy gave me. I guess it's supposed to be some kind of clue.";
+ next;
+ mes "[Bankley]";
+ mes "^5D478BhekdlfiDrindkelsd^000000";
+ mes "Do you understand what";
+ mes "it means? I have no idea, but";
+ mes "I told you everything I know!";
+ next;
+ mes "[Bankley]";
+ mes "I feel so violated!";
+ mes "Once you prove I'm innocent, are you going to compensate me for";
+ mes "my mental suffering!?";
+ next;
+ mes "[Bankley]";
+ mes "Stop bothering me";
+ mes "and wasting your time.";
+ mes "You're better off hunting";
+ mes "for the real culprit!";
+ set tu_swordman, 15;
+ close;
+ }
+ mes "Even though I can't afford it now, my dream is to travel around the world and visit all of its great cities!";
+ next;
+ mes "[Bankley]";
+ mes "Someday, I'm sure I'll get the chance to make my dreams";
+ mes "come true. But for now, I'll have to live as best as I can.";
+ close;
+}
diff --git a/npc/quests/first_class/tu_thief01.txt b/npc/quests/first_class/tu_thief01.txt
new file mode 100644
index 000000000..75d8f4ba8
--- /dev/null
+++ b/npc/quests/first_class/tu_thief01.txt
@@ -0,0 +1,749 @@
+//===== rAthena Script =======================================
+//= Thief Class Tutorial and Job Specific Quest
+//===== By: ==================================================
+//= Fix up by Jukka
+//===== Current Version: =====================================
+//= 1.4
+//===== Compatible With: =====================================
+//= rAthena SVN (Testet in Trunk 88xx)
+//===== Description: =========================================
+//=
+//===== Additional Comments: =================================
+//= 1.0 Fully working
+//= 1.1 optimized [Lupus]
+//= TODO: Test, Add correct misceffects numbers
+//= 1.2 Fixed experience gains to match upcoming rate adjustments. [SinSloth]
+//= 1.3 Fixed a few minor mistakes [Playtester]
+//= 1.4 Misc. updates. [L0ne_W0lf]
+//============================================================
+
+//=================================================Thief Trainer====================================================
+moc_ruins,66,164,4 script Thief Trainer#T 84,{
+ mes "[Yierhan]";
+ if(Class == Job_Novice){
+ mes "Eh...?";
+ mes "A Novice?";
+ mes "Still thinking";
+ mes "what job you're";
+ mes "gonna choose...";
+ mes "Am I right?";
+ next;
+ mes "[Yierhan]";
+ mes "Listen, if you ever decide to become a Thief--a smart choice";
+ mes "I might add--come and talk to me. I'll show you the ropes!";
+ close;
+
+ } else if(Class == Job_Thief || Class == Job_Thief_High || Class == Job_Assassin || Class ==Job_Assassin_Cross || Class == Job_Rogue || Class == Job_Stalker){
+ if(Class == Job_Thief_High || Class == Job_Assassin || Class == Job_Assassin_Cross || Class == Job_Rogue || Class == Job_Stalker){
+ if(tu_thief01 < 8){
+ mes "Whaaaat are you";
+ mes "doin' here? There's";
+ mes "nothing I can teach you!";
+ mes "You're waaay beyond me!";
+ next;
+ mes "[Yierhan]";
+ mes "In fact, I think";
+ mes "you're qualified";
+ mes "to teach me some stuff!";
+ mes "Come on! I need new moves!";
+ close;
+ }
+ }
+ if(tu_thief01 == 0){
+ mes "Heya pal.";
+ mes "I'm Yierhan.";
+ mes "I happen to be";
+ mes "the guy in charge";
+ mes "of training new Thieves.";
+ next;
+ switch(select("Training?:Training? Right now?")){
+ case 1:
+ mes "[Yierhan]";
+ mes "Yeah, training. I mean, this kind of stuff is second nature to some people, but other guys need a little more help. So this is one of those 'just in case' things.";
+ next;
+ break;
+ case 2:
+ mes "[Yierhan]";
+ mes "Right now?";
+ mes "Yeah, right now!";
+ mes "But if you're not ready for some reason, I guess I can wait.";
+ close;
+ break;
+ }
+ mes "[Yierhan]";
+ mes "Alright, first of all, Thieves use melee attacks. Well, most of us do. There are a few who like using long range Bows. But all of us are good at bein' fast!";
+ next;
+ mes "[Yierhan]";
+ mes "So for melee attacks, which stat increases your damage? Come on";
+ mes "now, you should know this if you didn't skip the Novice Training Grounds.";
+ next;
+ switch(select("^6B8E23INT^000000:^2F4F2FSTR^000000:^23238EDEX^000000")){
+ case 1:
+ mes "[Yierhan]";
+ mes "Say whaaat? ^6B8E23INT^000000 affects magic damage, magic defense and some skills. Thieves don't even work with magic!";
+ next;
+ mes "[Yierhan]";
+ mes "You musta skipped the Novice Training Grounds altogether! Not that I blame you though. Anyway, it's ^2F4F2FSTR^000000 that increases your attack damage, got it?";
+ next;
+ mes "[Yierhan]";
+ mes "So if you're feeling like the damage you're making is pretty weak, you might want more stat points in ^2F4F2FSTR^000000. How high your raise your own STR is really up to you.";
+ set tu_thief01, 1;
+ getexp 20,10;
+ specialeffect2 EF_HIT5;
+ close;
+ break;
+ case 2:
+ mes "[Yierhan]";
+ mes "Yeah, that's right! If you wanna increase your damage, you need";
+ mes "to put some stat points into ^2F4F2FSTR^000000. Increasing STR also increases";
+ mes "your Max Weight Limit too.";
+ next;
+ mes "[Yierhan]";
+ mes "So if you're feeling like the damage you're making is pretty weak, you might want more stat points in ^2F4F2FSTR^000000. How high your raise your own STR is really up to you.";
+ next;
+ mes "[Yierhan]";
+ mes "Sure, ^23238EDEX^000000 and LUK can";
+ mes "also increase your attack damage, but they're insignificant compared to STR. I repeat: ^660000insignificant^000000.";
+ set tu_thief01, 1;
+ getexp 40,20;
+ specialeffect2 EF_HIT5;
+ close;
+ break;
+ case 3:
+ mes "[Yierhan]";
+ mes "Say whaaat? ^23238EDEX^000000 affects";
+ mes "your attack accuracy, not your damage! Well, unless you're using";
+ mes "a Bow. Otherwise, it increases your damage only by a tiny bit.";
+ next;
+ mes "[Yierhan]";
+ mes "You musta skipped the Novice Training Grounds altogether! Not that I blame you though. Anyway, it's ^2F4F2FSTR^000000 that increases your attack damage, got it?";
+ next;
+ mes "[Yierhan]";
+ mes "So if you're feeling like the damage you're making is pretty weak, you might want more stat points in ^2F4F2FSTR^000000. How high your raise your own STR is really up to you.";
+ set tu_thief01, 1;
+ getexp 20,10;
+ specialeffect2 EF_HIT5;
+ close;
+ break;
+ }
+ } else if(tu_thief01 == 1){
+ mes "Alright, enough about stats.";
+ mes "You know what? I think I'll just talk to you about the skills that we Thieves use.";
+ next;
+ mes "[Yierhan]";
+ mes "So level up your skills, learn a few new ones if you want, and";
+ mes "then come back over here.";
+ set tu_thief01, 2;
+ close;
+ } else if(tu_thief01 == 2){
+ mes "Okay, let me see your skills. You know you gotta change your battle strategy depending on what skills you have, right? Skills are just as important as stats!";
+ next;
+ set .@chk_th_skill1, getskilllv("TF_DOUBLE");
+ set .@chk_th_skill2, getskilllv("TF_MISS");
+ set .@chk_th_skill3, getskilllv("TF_STEAL");
+ set .@chk_th_skill4, getskilllv("TF_HIDING");
+ set .@chk_th_skill5, getskilllv("TF_POISON");
+ set .@chk_th_skill6, getskilllv("TF_DETOXIFY");
+
+ if(.@chk_th_skill1 == 0 && .@chk_th_skill2 == 0 && .@chk_th_skill3 == 0 && .@chk_th_skill4 == 0 && .@chk_th_skill5 == 0 && .@chk_th_skill6 == 0){
+ mes "[Yierhan]";
+ mes "You haven't learned any skills yet? Come on, it's your skills that'll set you apart from Novices and everyone else!";
+ close;
+ } else {
+ if(.@chk_th_skill1 > 0){
+ mes "[Yierhan]";
+ mes "Ah, so you've learned";
+ mes "Level "+.@chk_th_skill1+" Double Attack.";
+ mes "Nice! This skill gives you the chance to attack twice in one";
+ mes "attack. Wicked!";
+ next;
+ mes "[Yierhan]";
+ mes "It's a Passive skill, so it's always in effect and won't have to use any SP to use it. The higher your Double Attack skill level, the more double attacks you'll do.";
+ next;
+ }
+ if(.@chk_th_skill2 > 0){
+ mes "[Yierhan]";
+ mes "Let's see...";
+ mes "Level "+.@chk_th_skill2+" Increase Dodge?";
+ mes "That increases your Flee Rate, meaning you've got a better chance of dodging attacks from your enemies.";
+ next;
+ mes "[Yierhan]";
+ mes "Just like the Double Attack skill, Increase Dodge is a Passive skill. It won't use SP and it's always in";
+ mes "effect. If you don't like to bruise, this is your skill.";
+ next;
+ }
+ if(.@chk_th_skill3 > 0){
+ mes "[Yierhan]";
+ mes "Whoa, so you've";
+ mes "got Level "+.@chk_th_skill3+" Steal~";
+ mes "Now that's the skill which gives our job its name! You can't use";
+ mes "it against people, though...";
+ next;
+ mes "[Yierhan]";
+ mes "But you can use Steal to take items from monsters. If you're lucky, you can get some good items that way. Oh, and Steal doesn't affect monster drop rates.";
+ next;
+ }
+ if(.@chk_th_skill4 > 0){
+ mes "[Yierhan]";
+ mes "You've learned";
+ mes "Level "+.@chk_th_skill4+" Hiding?";
+ mes "Let's see, you can only learn";
+ mes "that after learning the Steal skill up to a certain level.";
+ next;
+ mes "[Yierhan]";
+ mes "Of course, you use ";
+ mes "the Hiding skill to hide underground in an emergency, like when you're surrounded by tough enemies. Be careful though...";
+ next;
+ mes "[Yierhan]";
+ mes "Certain monsters will still be able to find you, no matter how well you hide. There are even a few monsters that can flush you out of hiding!";
+ next;
+ }
+ if(.@chk_th_skill5 > 0){
+ mes "[Yierhan]";
+ mes "Alright, I see that you";
+ mes "know Level "+.@chk_th_skill5+" Envenom.";
+ mes "You like being dangerous,";
+ mes "don't you?";
+ next;
+ mes "[Yierhan]";
+ mes "This attack skill has the chance";
+ mes "to poison your enemy for a set amount of time. While poisoned, an enemy will constantly lose its HP and will have decreased defense.";
+ next;
+ mes "[Yierhan]";
+ mes "Eh, but remember.";
+ mes "If the monster's too strong for you, you might not be able to poison it. So don't go crazy.";
+ next;
+ }
+ if(.@chk_th_skill6 > 0){
+ mes "[Yierhan]";
+ mes "Level "+.@chk_th_skill6+" Detoxify.";
+ mes "If you took the trouble to learn that, you must be the cautious";
+ mes "type or something.";
+ next;
+ mes "[Yierhan]";
+ mes "You can only learn Detoxify";
+ mes "after you learn the Envenom skill. Detoxify allows you to counteract the effects of poison on a target.";
+ next;
+ }
+ }
+ mes "[Yierhan]";
+ mes "Alright, I guess";
+ mes "if you want to know";
+ mes "about any other skills,";
+ mes "I can explain real quick.";
+ set tu_thief01, 3;
+ getexp BaseLevel*3,BaseLevel*2;
+ specialeffect2 EF_HIT5;
+ close;
+ } else if(tu_thief01 == 3){
+ mes "So...";
+ mes "Are there any";
+ mes "skills you want";
+ mes "explained or is this";
+ mes "pretty much stuff you";
+ mes "already know?";
+ next;
+ while(1){
+ switch(select("Double Attack:Increase Dodge:Steal:Hiding:Envenom:Detoxify:I know enough.")) {
+ case 1:
+ mes "[Yierhan]";
+ mes "Just like its name,";
+ mes "Double Attack gives your attacks the chance to be a double attack, two strikes in one blow.";
+ next;
+ mes "[Yierhan]";
+ mes "It's a Passive skill, so it's always in effect and won't have to use any SP to use it. The higher your Double Attack skill level, the more double attacks you'll do.";
+ set .@read_d, 1;
+ next;
+ break;
+ case 2:
+ mes "[Yierhan]";
+ mes "Increase Dodge";
+ mes "gives a nice boost";
+ mes "to your Flee Rate that";
+ mes "the other jobs don't offer.";
+ mes "Why take your lumps when you";
+ mes "can avoid them altogether?";
+ next;
+ mes "[Yierhan]";
+ mes "Just like the Double Attack skill, Increase Dodge is a Passive skill. It won't use SP and it's always in";
+ mes "effect. If you don't like to bruise, this is your skill.";
+ set .@read_f, 1;
+ next;
+ break;
+ case 3:
+ mes "[Yierhan]";
+ mes "Steal is an Active Skill that has the chance of nabbing you some";
+ mes "free items! You can't use it against other people, though.";
+ next;
+ specialeffect2 EF_STEAL;
+ mes "[Yierhan]";
+ mes "But you can use Steal to take items from monsters! If you're lucky, you can get some good items that way. Oh, and Steal doesn't affect monster drop rates.";
+ set .@read_s, 1;
+ next;
+ break;
+ case 4:
+ mes "[Yierhan]";
+ mes "Hiding is an active skill where you submerge yourself underground. You can only stay hidden so long, and you can't move, but sometimes it's better than being found!";
+ next;
+ mes "[Yierhan]";
+ mes "Of course, you use ";
+ mes "the Hiding skill to hide underground in an emergency, like when you're surrounded by tough enemies. Be careful though...";
+ next;
+ mes "[Yierhan]";
+ mes "Certain monsters will still be able to find you, no matter how well you hide. There are even a few monsters that can flush you out of hiding!";
+ set .@read_p, 1;
+ next;
+ break;
+ case 5:
+ mes "[Yierhan]";
+ mes "Envenom is an offensive Active Skill that every Thief should know. But that's just what I think.";
+ next;
+ mes "[Yierhan]";
+ mes "This attack skill has the chance";
+ mes "to poison your enemy for a set amount of time. While poisoned, an enemy will constantly lose its HP and will have decreased defense.";
+ mes "Remember that.";
+ set .@read_h, 1;
+ next;
+ break;
+ case 6:
+ mes "[Yierhan]";
+ mes "Since Thieves deal";
+ mes "quite a bit with poison,";
+ mes "we've got to have a way";
+ mes "to, well, have a taste";
+ mes "of our own medicine.";
+ next;
+ mes "[Yierhan]";
+ mes "You can learn Detoxify";
+ mes "after you learn the Envenom skill. Detoxify allows you to counteract the effects of poison on a target.";
+ set .@read_r, 1;
+ next;
+ specialeffect2 EF_DETOXICATION;
+ next;
+ break;
+ case 7:
+ mes "[Yierhan]";
+ mes "Yeah...";
+ mes "I'm tired of explaining these skills anyway. Let's move on to";
+ mes "the next part of Thief training...";
+ next;
+ mes "[Yierhan]";
+ mes "Now that you're such an expert on skills, I want you to level up your skills and come back, got it?";
+ set tu_thief01, 4;
+ specialeffect2 EF_HIT5;
+ if(.@read_d){
+ getexp 30,10;
+ }
+ if(.@read_f){
+ getexp 30,10;
+ }
+ if(.@read_s){
+ getexp 30,10;
+ }
+ if(.@read_p){
+ getexp 30,10;
+ }
+ if(.@read_h){
+ getexp 30,10;
+ }
+ if(.@read_r){
+ getexp 30,10;
+ }
+ close;
+ break;
+ }
+ }
+ } else if(tu_thief01 == 4){
+ mes "Alright, we studied the skills and you've been practicing a little, right? You better have...";
+ next;
+ mes "[Yierhan]";
+ mes "Alright, now I got some actual fight training I want you to do. Here's a chance for you to figure what skills are best for which situations.";
+ next;
+ mes "[Yierhan]";
+ mes "Go and get me";
+ mes "10 ^ff0000Feather of Birds^000000.";
+ mes "You can go ahead and kill Pickies to get those. It really shouldn't be that hard. Oh, and use this Wing thingee to come back.";
+ set tu_thief01, 5;
+ savepoint "moc_ruins",80,164;
+ getitem 602,1; //Wing_Of_Butterfly
+ getexp 10,5;
+ specialeffect2 EF_HIT5;
+ close2;
+ warp "moc_fild12",158,373;
+ end;
+ } else if(tu_thief01 == 5 || tu_thief01 == 6){
+ if(countitem(916) < 10){
+ mes "'Ey, you don't have the 10 ^ff0000Feather of Birds^000000 I asked you for! You gotta apply what you know, you know.";
+ mes "Now hurry up and do it!";
+ close2;
+ warp "moc_fild07",203,38;
+ end;
+ } else {
+ mes "Alright...!";
+ mes "Nice work, pal.";
+ mes "Seeing as you got these feathers, you must be really gung-ho about becoming a good Thief.";
+ next;
+ mes "[Yierhan]";
+ mes "I hope you keep";
+ mes "putting in the work";
+ mes "to get better and better.";
+ mes "Always do your best! Oh,";
+ mes "and do you have any questions?";
+ next;
+ if(tu_thief01 == 6){
+ switch(select("About those traces...:Nope.")) {
+ case 1:
+ mes "[Yierhan]";
+ mes "You found out, eh?";
+ mes "Well, I didn't really";
+ mes "wanna tell you this, on";
+ mes "account of you bein' a brand";
+ mes "brand new Thief and all, but...";
+ next;
+ mes "[Yierhan]";
+ mes "There was this";
+ mes "fight that was in";
+ mes "the Southern part";
+ mes "of this town.";
+ next;
+ mes "[Yierhan]";
+ mes "Since it happened late at night, only a few people actually know about it. As for me, I stayed late at a guild meeting, so it was";
+ mes "dumb luck that I saw it.";
+ next;
+ mes "[Yierhan]";
+ mes "I went back to where the fight happened and I found traces that showed that the guys who were fighting went south.";
+ next;
+ mes "[Yierhan]";
+ mes "Since poison was used in";
+ mes "the fight, I'm guessing an Assassin was involved, but I can't be too sure. If you wanna check it out, follow the traces of that fight.";
+ next;
+ mes "[Yierhan]";
+ mes "Eh, but be careful";
+ mes "not to get too close";
+ mes "to the poison! That stuff";
+ mes "is pretty strong!";
+ set tu_thief01, 8;
+ getitem 1207,1; //Main_Gauche
+ getexp 100,50;
+ specialeffect2 EF_HIT5;
+ close;
+ break;
+ case 2:
+ mes "[Yierhan]";
+ mes "Good!";
+ mes "Less work for me!";
+ mes "Alright, you better get stronger the next time I see you. Oh, and you can have this stuff. You know, since you're so gangster and all.";
+ set tu_thief01, 7;
+ getitem 1207,1; //Main_Gauche
+ getexp 50,20;
+ specialeffect2 EF_HIT5;
+ close;
+ break;
+ }
+ } else {
+ switch(select("It was nice to meet you.:Nope.")) {
+ case 1:
+ mes "[Yierhan]";
+ mes "Yeah, it was pretty cool just hanging out. Keep fighting";
+ mes "monsters the way you do and";
+ mes "you'll be a great Thief in no time.";
+ next;
+ mes "[Yierhan]";
+ mes "And since I like";
+ mes "you so much, kid,";
+ mes "you can have this.";
+ mes "Take it, it's yours!";
+ set tu_thief01, 7;
+ getitem 1207,1; //Main_Gauche
+ getexp 50,20;
+ specialeffect2 EF_HIT5;
+ close;
+ break;
+ case 2:
+ mes "[Yierhan]";
+ mes "Good!";
+ mes "Less work for me!";
+ mes "Alright, you better get stronger the next time I see you. Oh, and you can have this stuff. You know, since you're so gangster and all.";
+ set tu_thief01, 7;
+ getitem 1207,1; //Main_Gauche
+ getexp 50,20;
+ specialeffect2 EF_HIT5;
+ close;
+ break;
+ }
+ }
+ }
+ } else if(tu_thief01 == 7){
+ mes "[Yierhan]";
+ mes "You know...";
+ mes "There was this";
+ mes "fight that was in";
+ mes "the Southern part";
+ mes "of this town.";
+ next;
+ mes "[Yierhan]";
+ mes "Since it happened late at night, only a few people actually know about it. As for me, I stayed late at a guild meeting, so it was";
+ mes "dumb luck that I saw it.";
+ next;
+ mes "[Yierhan]";
+ mes "I went back to where the fight happened and I found traces that showed that the guys who were fighting went south.";
+ next;
+ mes "[Yierhan]";
+ mes "Since poison was used in";
+ mes "the fight, I'm guessing an Assassin was involved, but I can't be too sure. If you wanna check it out, follow the traces of that fight.";
+ next;
+ mes "[Yierhan]";
+ mes "Eh, but be careful";
+ mes "not to get too close";
+ mes "to the poison! That stuff";
+ mes "is pretty strong!";
+ next;
+ mes "[Yierhan]";
+ mes "Hey, you might run into";
+ mes "poison, so remember that";
+ mes "Green Herbs and Green Potions";
+ mes "will counteract it. Oh, and keep in mind that Red Gemstones can";
+ mes "be used in poison attacks.";
+ next;
+ mes "[Yierhan]";
+ mes "Hey, if you do";
+ mes "decide to check it";
+ mes "out, be real careful";
+ mes "other there, okay?";
+ set tu_thief01, 8;
+ getexp 20,10;
+ specialeffect2 EF_HIT5;
+ close;
+ } else if(tu_thief01 == 8){
+ mes "Heya pal.";
+ mes "You doin' alright?";
+ next;
+ mes "[Yierhan]";
+ mes "Fighting against something";
+ mes "you know nothing about is always risky. Since I've heard there are outsiders around flaunting their power, you better be careful.";
+ next;
+ mes "[Yierhan]";
+ mes "It's a good policy to just be really careful on your adventures. Look out for monsters and look";
+ mes "out for people! Got it?";
+ close;
+ } else if(tu_thief01 < 26){
+ mes "I heard there was";
+ mes "this one Assassin";
+ mes "that went on a mission";
+ mes "and never returned.";
+ next;
+ mes "[Yierhan]";
+ mes "What's so weird about it was that the Assassin Guild reported that the mission was completed!";
+ mes "I remember hearing that guy";
+ mes "was really good...";
+ next;
+ mes "[Yierhan]";
+ mes "Crazy, isn't it?";
+ mes "Anyway, take";
+ mes "care of yourself.";
+ close;
+ } else if(tu_thief01 == 26){
+ mes "'Ey, did you";
+ mes "complete your mission?";
+ mes "I know, I know, the thing you've gotta do is pretty rough.";
+ next;
+ switch(select("I'm still investigating.:Not yet.:Yes, I did.")) {
+ case 1:
+ mes "[Yierhan]";
+ mes "Ah, gotcha. Well, that's understandable. I mean, these things take time, you know?";
+ close;
+ break;
+ case 2:
+ mes "[Yierhan]";
+ mes "Yeah...?";
+ mes "That's alright.";
+ mes "I guess these kinds of things require patience. And thinking.";
+ mes "You know, things I'm horrible at.";
+ close;
+ break;
+ case 3:
+ mes "[Yierhan]";
+ mes "Alright...!";
+ mes "So what's up?";
+ mes "Hit me up with";
+ mes "what you know~";
+ next;
+ mes "^3355FFYou explain the results of your investigation to Yierhan and tell him about the scrap of cloth you found on your mission.^000000";
+ next;
+ mes "[Yierhan]";
+ mes "Scrap of cloth?";
+ mes "Huh, alright. Say,";
+ mes "lemme have a looksee.";
+ next;
+ mes "[Yierhan]";
+ mes "Whoa!";
+ mes "You did great.";
+ mes "This is some pretty";
+ mes "important information!";
+ next;
+ mes "[Yierhan]";
+ mes "You see, the pattern on this cloth is sort of like one of the codes Assassins use. And this particular pattern looks like something from one of those higher Assassins.";
+ next;
+ mes "[Yierhan]";
+ mes "I might be able to figure out what happened that night with the new information this cloth might lead me to. Thanks a lot!";
+ next;
+ mes "[Yierhan]";
+ mes "From here on,";
+ mes "the higher ups in the";
+ mes "guild will take over this investigation. You did your job perfectly, so it's time for you to hone your skills.";
+ next;
+ mes "[Yierhan]";
+ mes "Hey, this stuff is yours. Think of it as a reward for helping us out. Take care of yourself now~";
+ set tu_thief01, 27;
+ getitem 2307,1; //Mantle
+ set Zeny, Zeny + 5000;
+ getexp 800,300;
+ close;
+ break;
+ }
+ } else {
+ mes "[Yierhan]";
+ mes "Hey...";
+ mes "You got dreams,";
+ mes "don't you? I know,";
+ mes "it's a bit of a deep";
+ mes "subject I pulled outta";
+ mes "nowhere, but...";
+ next;
+ mes "[Yierhan]";
+ mes "I just like telling people to follow their dreams. So do it. Life without anything to look forward to is pretty boring, doncha think?";
+ close2;
+ }
+ } else if(Class == Job_Mage || Class == Job_Mage_High || Class == Job_Wizard || Class == Job_High_Wizard || Class == Job_Sage || Class == Job_Professor){
+ if(tu_magician01 < 7){
+ mes "[Yierhan]";
+ mes "Heya.";
+ mes "I'm the Thief trainer around here. Sure, it looks like we don't got much in common, but...";
+ next;
+ mes "[Yierhan]";
+ mes "I actually got a few magic using friends here and there. That mystic stuff is waaay over my head, but";
+ mes "I got a lotta respect for it.";
+ close;
+ } else if(tu_magician01 == 7){
+ mes "Hm...?";
+ mes "That's weird, usually only";
+ mes "Thieves hang around this joint. What's someone like you doing";
+ mes "here? Unless...";
+ next;
+ switch(select("I'm here on behalf of 'Mana.'")) {
+ case 1:
+ mes "[Yierhan]";
+ mes "Right, you must be the help that Mana sent! You came just at the right time. You see, we found something weird in South Morroc.";
+ next;
+ mes "[Yierhan]";
+ mes "Basically, we found traces of poison that were used in a fight. We were going to investigate it, but we've been swamped with all this other work.";
+ next;
+ mes "[Yierhan]";
+ mes "That's why we've been asking";
+ mes "for help from the Mage Guild. Fortunately, I'm pals with Mana, so...";
+ next;
+ mes "[Yierhan]";
+ mes "Anyway, head over to";
+ mes "South Morroc since it seems to be a good place to start investigating. You'll see what we found right outside the South Morroc gate.";
+ set tu_magician01, 8;
+ break;
+ }
+ } else if(tu_magician01 < 26){
+ mes "I heard there was";
+ mes "this one Assassin";
+ mes "that went on a mission";
+ mes "and never returned.";
+ next;
+ mes "[Yierhan]";
+ mes "What's so weird about it was that the Assassin Guild reported that the mission was completed!";
+ mes "I remember hearing that guy";
+ mes "was really good...";
+ next;
+ mes "[Yierhan]";
+ mes "Be careful, pal.";
+ mes "It seems your";
+ mes "investigation";
+ mes "might be related to";
+ mes "that mysterious Assassin...";
+ close;
+ } else if(tu_magician01 == 26){
+ mes "So how's the";
+ mes "investigation";
+ mes "coming along?";
+ mes "I've been so busy,";
+ mes "I couldn't focus";
+ mes "on it at all...";
+ next;
+ switch(select("I'm still investigating.:I'm not done yet...:Oh, I finished~")) {
+ case 1:
+ mes "[Yierhan]";
+ mes "Ah, gotcha. Well, that's understandable. I mean, these things take time, you know?";
+ close;
+ break;
+ case 2:
+ mes "[Yierhan]";
+ mes "Yeah...?";
+ mes "That's alright.";
+ mes "I guess these kinds of things require patience. And thinking.";
+ mes "You know, things I'm horrible at.";
+ close;
+ break;
+ case 3:
+ mes "[Yierhan]";
+ mes "Alright...!";
+ mes "So what's up?";
+ mes "Hit me up with";
+ mes "what you know~";
+ next;
+ mes "^3355FFYou explain the results of your investigation to Yierhan and tell him about the scrap of cloth you found on your mission.^000000";
+ next;
+ mes "[Yierhan]";
+ mes "Scrap of cloth?";
+ mes "Huh, alright. Say,";
+ mes "lemme have a looksee.";
+ next;
+ mes "[Yierhan]";
+ mes "Whoa!";
+ mes "You did great.";
+ mes "This is some pretty";
+ mes "important information!";
+ next;
+ mes "[Yierhan]";
+ mes "You see, the pattern on this cloth is sort of like one of the codes Assassins use. And this particular pattern looks like something from one of those higher Assassins.";
+ next;
+ mes "[Yierhan]";
+ mes "I might be able to figure out what happened that night with the new information this cloth might lead me to. Thanks a lot!";
+ next;
+ mes "[Yierhan]";
+ mes "From here on,";
+ mes "the higher ups in the";
+ mes "guild will take over this investigation. You did your job perfectly, so it's time for you to hone your skills.";
+ next;
+ mes "[Yierhan]";
+ mes "Hey, this stuff is yours. Think of it as a reward for helping us out. Right, and I'll let Mana know you did a great job. Take care of yourself now~";
+ set tu_magician01, 27;
+ set Zeny, Zeny + 5000;
+ getexp 500,200;
+ close2;
+ break;
+ }
+ } else {
+ mes "Just as I thought,";
+ mes "more than one group";
+ mes "was involved in all this.";
+ mes "Huh. Something real bad";
+ mes "might happen soon...";
+ close;
+ }
+ }
+ mes "Some people think";
+ mes "the desert is just a";
+ mes "dangerous, uncomfortable";
+ mes "place where no one wants";
+ mes "to be. But there's all";
+ mes "sorts of great stuff here.";
+ next;
+ mes "[Yierhan]";
+ mes "We got the blazing heat that encourages skimpy outfits, we got... Cacti. We got more sand than the beach. Um... Sandstorms?";
+ close;
+}