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-rw-r--r--npc/quests/2007_relay.txt3505
-rw-r--r--npc/quests/guildrelay.txt3226
-rw-r--r--npc/quests/quests_nameless.txt11348
-rw-r--r--npc/quests/quests_rachel.txt1676
4 files changed, 19019 insertions, 736 deletions
diff --git a/npc/quests/2007_relay.txt b/npc/quests/2007_relay.txt
new file mode 100644
index 000000000..d40c5def5
--- /dev/null
+++ b/npc/quests/2007_relay.txt
@@ -0,0 +1,3505 @@
+//===== eAthena Script =======================================
+//= Party Relay Quest
+//===== By: ==================================================
+//= L0ne_W0lf
+//===== Current Version: =====================================
+//= 1.0
+//===== Compatible With: =====================================
+//= eAthena SVN
+//===== Description: =========================================
+//= [Aegis Conversion]
+//= Party Relay Quest.
+//===== Additional Comments: =================================
+//= 1.0 First version. [L0ne_W0lf]
+//============================================================
+
+payon,103,113,3 script Ledrion#payon::RelayLedrion 109,{
+ getpartymember(getcharid(1));
+ set .@partymembercount,$@partymembercount;
+ set .@partyleader,getpartyleader(getcharid(1),2);
+ if (checkweight(907,300) < 0) {
+ mes "^3355FFWait a minute! You're";
+ mes "carrying too many items";
+ mes "right now: store some of";
+ mes "your extra things in Kafra";
+ mes "Storage, and then come back.^000000";
+ close;
+ }
+ if ((countitem(7731) > 0) || (countitem(7732) > 0) || (countitem(7735) > 0) || (countitem(7736) > 0) || (countitem(7739) > 0) || (countitem(7740) > 0)) {
+ mes "[Ledrion]";
+ mes "Hm? I'm afraid that you've";
+ mes "misunderstood me earlier...";
+ mes "You're not ready to see";
+ mes "me until you bring enough";
+ mes "of your group members with you.";
+ close;
+ }
+ if ((countitem(7741) > 0) && (.@partyleader == getcharid(0)) && (getcharid(2) > 0) && (.@partymembercount > 5)) {
+ mes "[Ledrion]";
+ mes "Ah, you've brought the";
+ mes "last ticket from Rospii.";
+ mes "Now I'm convinced that";
+ mes "you and your group really";
+ mes "work well together. Good";
+ mes "job on passing the trials!";
+ next;
+ mes "[Ledrion]";
+ mes "Your group must truly";
+ mes "understand the value of";
+ mes "teamwork. And thanks to";
+ mes "you, I've won the bet! Er, but";
+ mes "what's more important is you";
+ mes "proving my faith in you guys.";
+ next;
+ mes "[Ledrion]";
+ mes "I'm really proud of";
+ mes "you guys for your great";
+ mes "accomplishment. Here...";
+ mes "You deserve a real reward!";
+ next;
+ set .@present,rand(1,7);
+ delitem 7741,1; //Mission_Certificate12
+ set party_relay,0;
+ getitem 644,6; //Gift_Box
+ getitem 603,3; //Old_Blue_Box
+ if (.@present == 2) {
+ getitem 1365,1; //Sabbath
+ }
+ else if (.@present == 4) {
+ getitem 1367,1; //Slaughter
+ }
+ else if (.@present == 6) {
+ getitem 1527,1; //Quadrille
+ }
+ else {
+ getitem 617,3; //Old_Violet_Box
+ }
+ if (BaseLevel > 94) {
+ getexp 1047600,0;
+ }
+ else if (BaseLevel > 89) {
+ getexp 859200,0;
+ }
+ else if (BaseLevel > 79) {
+ getexp 385200,0;
+ }
+ else if (BaseLevel > 69) {
+ getexp 195600,0;
+ }
+ else if (BaseLevel > 59) {
+ getexp 672000,0;
+ }
+ else if (BaseLevel > 49) {
+ getexp 288000,0;
+ }
+ else {
+ getexp 10800,0;
+ }
+ mes "[Ledrion]";
+ mes "Well, I hope you like it!";
+ mes "If you can't use it, then";
+ mes "why don't you share it with";
+ mes "someone in your guild? Feel";
+ mes "free to come back if you want";
+ mes "to try my trials again, okay?";
+ next;
+ mes "[Ledrion]";
+ mes "Once again, I'd like to";
+ mes "thank you. I'm not sure";
+ mes "if we'll ever meet again,";
+ mes "but I'll be praying for you as";
+ mes "you go on your adventures.";
+ close;
+ }
+ if (countitem(7741) > 0) {
+ mes "[Ledrion]";
+ mes "Hm? Why aren't your";
+ mes "comrades with you?";
+ mes "You must bring your";
+ mes "group members here to";
+ mes "proceed with these trials.";
+ close;
+ }
+ if (party_relay == 23) {
+ mes "[Ledrion]";
+ mes "Aren't you supposed to";
+ mes "ask one a Swordman or";
+ mes "Mage Class member of ";
+ mes "your group to bring a ticket";
+ mes "over to Gatan right now?";
+ close;
+ }
+ if ((countitem(7737) > 0) && (.@partyleader == getcharid(0)) && (getcharid(2) > 0) && (.@partymembercount > 5)) {
+ mes "[Ledrion]";
+ mes "Great, you've brought";
+ mes "me the eighth ticket from";
+ mes "Lospii. Your group must";
+ mes "work pretty well together,";
+ mes "eh? It usually isn't easy to";
+ mes "gather people like that...";
+ next;
+ mes "[Ledrion]";
+ mes "Please keep up the good";
+ mes "work until you finish all";
+ mes "of the trials, okay? Here's";
+ mes "a little reward for your";
+ mes "effort thus far, and the";
+ mes "nineth ticket for your guild.";
+ delitem 7737,1; //Mission_Certificate8
+ set party_relay,23;
+ getitem 603,3; //Old_Blue_Box
+ getitem 617,1; //Old_Violet_Box
+ getitem 7738,1; //Mission_Certificate9
+ if (BaseLevel > 94) {
+ getexp 1047600,0;
+ }
+ else if (BaseLevel > 89) {
+ getexp 859200,0;
+ }
+ else if (BaseLevel > 79) {
+ getexp 385200,0;
+ }
+ else if (BaseLevel > 69) {
+ getexp 195600,0;
+ }
+ else if (BaseLevel > 59) {
+ getexp 672000,0;
+ }
+ else if (BaseLevel > 49) {
+ getexp 288000,0;
+ }
+ else {
+ getexp 10800,0;
+ }
+ next;
+ mes "[Ledrion]";
+ mes "Please give that ticket";
+ mes "to someone in your guild";
+ mes "that's a Swordman or Mage";
+ mes "Class character, and tell";
+ mes "him to deliver it to Gatan.";
+ mes "Okay? I'll be seeing you.";
+ close;
+ }
+ if (countitem(7737) > 0) {
+ mes "[Ledrion]";
+ mes "Hm? Why aren't your";
+ mes "comrades with you?";
+ mes "You must bring your";
+ mes "group members here to";
+ mes "proceed with these trials.";
+ close;
+ }
+ if (party_relay == 12) {
+ mes "[Ledrion]";
+ mes "Hm? Aren't you supposed to";
+ mes "ask a Mage Class character";
+ mes "in your group to deliver";
+ mes "a ticket to Gatan?";
+ close;
+ }
+ if ((countitem(7733) > 0) && (.@partyleader == getcharid(0)) && (getcharid(2) > 0) && (.@partymembercount > 5)) {
+ mes "[Ledrion]";
+ mes "I see that you've brought";
+ mes "me the fourth ticket from";
+ mes "Lospii. Good work, good work.";
+ mes "Please hang in there, and";
+ mes "finish all the trials we've";
+ mes "set before you guys, alright?";
+ next;
+ mes "[Ledrion]";
+ mes "Here's a little something";
+ mes "to reward you for your";
+ mes "efforts for now. Now, please";
+ mes "give this ticket to a Mage";
+ mes "Class character, and tell";
+ mes "him to bring it to Gatan.";
+ delitem 7733,1; //Mission_Certificate4
+ set party_relay,12;
+ getitem 644,3; //Gift_Box
+ getitem 603,1; //Old_Blue_Box
+ getitem 7734,1; //Mission_Certificate5
+ if (BaseLevel > 94) {
+ getexp 1047600,0;
+ }
+ else if (BaseLevel > 89) {
+ getexp 859200,0;
+ }
+ else if (BaseLevel > 79) {
+ getexp 385200,0;
+ }
+ else if (BaseLevel > 69) {
+ getexp 195600,0;
+ }
+ else if (BaseLevel > 59) {
+ getexp 672000,0;
+ }
+ else if (BaseLevel > 49) {
+ getexp 288000,0;
+ }
+ else {
+ getexp 10800,0;
+ }
+ close;
+ }
+ if (countitem(7733) > 0) {
+ mes "[Ledrion]";
+ mes "Hm? Why aren't your";
+ mes "comrades with you?";
+ mes "You must bring your";
+ mes "group members here to";
+ mes "proceed with these trials.";
+ close;
+ }
+ if (party_relay == 2) {
+ mes "[Ledrion]";
+ mes "You didn't finish what";
+ mes "I asked you to do, did you?";
+ mes "It's not time for you to";
+ mes "come to me, not yet.";
+ close;
+ }
+ if ((BaseLevel > 39) && (.@partyleader == getcharid(0)) && (getcharid(2) > 0) && (.@partymembercount > 5) && (party_relay == 1)) {
+ mes "[Ledrion]";
+ mes "As I mentioned earlier,";
+ mes "I'm challenging guild";
+ mes "parties with missions";
+ mes "that will require ";
+ mes "cooperation between";
+ mes "the group members.";
+ next;
+ mes "[Ledrion]";
+ mes "These challenges are";
+ mes "something of a relay";
+ mes "race, where we'll ask";
+ mes "for an item to be passed";
+ mes "to a member of a specific";
+ mes "Class to deliver for us.";
+ next;
+ mes "[Ledrion]";
+ mes "Of course, we, the";
+ mes "administrators of this";
+ mes "test, might add our own";
+ mes "little challenges here and";
+ mes "there to see just how";
+ mes "capable your group is.";
+ next;
+ mes "[Ledrion]";
+ mes "Why don't you give it";
+ mes "a shot? You won't lose";
+ mes "anything by trying our";
+ mes "test. I guarantee that";
+ mes "you'll benefit from";
+ mes "our little exercise.";
+ next;
+ mes "[Ledrion]";
+ mes "Heh! Let's start with you!";
+ mes "Here, take this ticket, and";
+ mes "give it to a Swordman Class";
+ mes "member of your guild, and";
+ mes "ask him to bring it to Gatan.";
+ mes "The relay has started~";
+ next;
+ set party_relay,2;
+ getitem 7730,1; //Mission_Certificate1
+ mes "[Ledrion]";
+ mes "Now, since you're the";
+ mes "one that started the relay,";
+ mes "you'll have to come back";
+ mes "to me later on. Don't";
+ mes "worry, we'll let you know";
+ mes "once the time is right.";
+ close;
+ }
+ if ((.@partyleader == getcharid(0)) && (getcharid(2) > 0) && (.@partymembercount > 5) && (party_relay > 0)) {
+ mes "[Ledrion]";
+ mes "As leader of your";
+ mes "Party, you should";
+ mes "always think of what";
+ mes "would be best for all";
+ mes "of your partners.";
+ close;
+ }
+ if ((.@partyleader != getcharid(0)) && (getcharid(2) > 0)) {
+ mes "[Ledrion]";
+ mes "I'm sorry, but there's";
+ mes "nothing I can really offer";
+ mes "you... Unless you formed";
+ mes "a Party and became its";
+ mes "leader, there's absolutely";
+ mes "nothing I can do for you...";
+ close;
+ }
+ mes "[Ledrion]";
+ mes "Ah, pleased to make your";
+ mes "acquaintance, adventurer.";
+ mes "I am Ledrion, a man of great";
+ mes "intelligence, mystery, and";
+ mes "most importantly, wealth.";
+ mes "Yes, I'm a philanthropist.";
+ next;
+ mes "[Ledrion]";
+ mes "I'm always working to make";
+ mes "a meaningful contribution";
+ mes "to all of Rune Midgard, which";
+ mes "brings me to why I am here.";
+ mes "There are many adventurers^FFFFFF ^000000 like you, but we have a problem.";
+ next;
+ mes "[Ledrion]";
+ mes "So many adventurers have";
+ mes "chosen the ways of greed,";
+ mes "and have forgotten how to";
+ mes "work well together with their";
+ mes "colleagues. Such selfishness";
+ mes "sickens me to no end! Ugh!";
+ next;
+ mes "[Ledrion]";
+ mes "I may not be an adventurer,";
+ mes "but I have the money to do";
+ mes "something. I am hosting";
+ mes "my own little challenge";
+ mes "to adventurers to encourage";
+ mes "camaraderie and teamwork.";
+ next;
+ mes "[Ledrion]";
+ mes "Please, I invite you to";
+ mes "give it a try! Allow me to";
+ mes "state some of my conditions.";
+ mes "Firstly, you must be part of";
+ mes "a group of 6 or more members,";
+ mes "such as a Party or a Guild.";
+ next;
+ mes "[Ledrion]";
+ mes "Secondly, only the leader";
+ mes "of the group can begin the";
+ mes "first part of my challenge.";
+ mes "If you are not the leader,";
+ mes "let him know that he should";
+ mes "speak to me for the challenge.";
+ next;
+ mes "[Ledrion]";
+ mes "Thirdly, you must have a";
+ mes "Swordman Class, Mage Class,";
+ mes "Acolyte Class, Archer Class,";
+ mes "Thief Class, and Merchant";
+ mes "Class character to complete";
+ mes "the challenges you'll receive.";
+ next;
+ mes "[Ledrion]";
+ mes "Transcended characters";
+ mes "are good too. Fourthly, all";
+ mes "group members must be";
+ mes "at least Base Level 40.";
+ mes "Everything else, well,";
+ mes "you'll learn along the way.";
+ next;
+ mes "[Ledrion]";
+ mes "Don't fret, I won't have you";
+ mes "jumping through hoops for";
+ mes "no reason at all. I'll provide";
+ mes "plenty of rewards as an";
+ mes "incentive for your group.";
+ mes "Would you like to participate?";
+ next;
+ switch(select("Sure!:No.")) {
+ case 1:
+ if ((BaseLevel > 39) && (.@partyleader == getcharid(0)) && (getcharid(2) > 0) && (.@partymembercount > 5)) {
+ mes "[Ledrion]";
+ mes "Great! Let's see...";
+ mes "Well, you meet all the";
+ mes "requirements. It looks";
+ mes "like I'll win the bet! Er, let";
+ mes "me give you your first";
+ mes "set of instructions.";
+ next;
+ set party_relay,1;
+ mes "[Ledrion]";
+ mes "Just--^666666*Cough!*^000000";
+ mes "Lemme clear my";
+ mes "throat for a second...";
+ close;
+ }
+ else {
+ mes "[Ledrion]";
+ mes "That's great! Still,";
+ mes "you're not ready to tackle";
+ mes "my little challenge until";
+ mes "you fulfill all of my";
+ mes "conditions. Come back";
+ mes "once you do that, alright?";
+ close;
+ }
+ case 2:
+ mes "[Ledrion]";
+ mes "Really? Trust me, this";
+ mes "little challenge will be";
+ mes "worthwhile for you, and it";
+ mes "would bring a greater sense";
+ mes "of solidarity and teamwork";
+ mes "to Rune Midgard. It's win-win!";
+ close;
+ }
+}
+
+payon,83,327,3 script Gatan#payon::RelayGatan 86,{
+ getpartymember(getcharid(1));
+ set .@partymembercount,$@partymembercount;
+ set .@partyleader,getpartyleader(getcharid(1),2);
+ if (checkweight(907,300) < 0) {
+ mes "^3355FFWait a minute! You're";
+ mes "carrying too many items";
+ mes "right now: store some of";
+ mes "your extra things in Kafra";
+ mes "Storage, and then come back.^000000";
+ close;
+ }
+ if ((countitem(7732) > 0) || (countitem(7733) > 0) || (countitem(7736) > 0) || (countitem(7737) > 0) || (countitem(7740) > 0) || (countitem(7741) > 0)) {
+ mes "[Gatan]";
+ mes "Say, aren't you forgetting";
+ mes "something? Try to remember...";
+ mes "Earlier, you received some";
+ mes "instructions, didn't you?";
+ close;
+ }
+ set .@relaytime,gettime(3);
+ if (party_relay == 28) {
+ mes "[Gatan]";
+ mes "Say, I don't think it's";
+ mes "your turn to meet up with";
+ mes "me. I think you need to ask a";
+ mes "Thief or Acolyte Class member";
+ mes "of your group to bring the";
+ mes "tenth ticket to Bafhail.";
+ close;
+ }
+ if (party_relay == 27) {
+ mes "[Gatan]";
+ mes "Ah, very nice! Please";
+ mes "give this ticket to a Thief";
+ mes "or Acolyte Class member";
+ mes "of your group, and ask him";
+ mes "to bring it to Bafhail. Ah, and";
+ mes "here's a little reward for you~";
+ set party_relay,28;
+ getitem 7739,1; //Mission_Certificate10
+ getitem 610,2; //Leaf_Of_Yggdrasil
+ getitem 607,2; //Yggdrasilberry
+ if (BaseLevel > 94) {
+ getexp 1047600,0;
+ }
+ else if (BaseLevel > 89) {
+ getexp 859200,0;
+ }
+ else if (BaseLevel > 79) {
+ getexp 385200,0;
+ }
+ else if (BaseLevel > 69) {
+ getexp 195600,0;
+ }
+ else if (BaseLevel > 59) {
+ getexp 672000,0;
+ }
+ else if (BaseLevel > 49) {
+ getexp 288000,0;
+ }
+ else {
+ getexp 10800,0;
+ }
+ next;
+ mes "[Gatan]";
+ mes "Alright, get that done.";
+ mes "I'll see you around.";
+ close;
+ }
+ if ((party_relay == 26) && (BaseLevel > (party_relay_lv + 2)) && (.@relaytime >= 14) && (.@relaytime < 17)) {
+ mes "[Gatan]";
+ mes "Great, you gained some";
+ mes "levels, just like I asked.";
+ mes "Let me find your next--I swore";
+ mes "I left it around somewhere--";
+ mes "and I'll give you your next set";
+ mes "of instructions. Hang on...";
+ set party_relay,27;
+ close;
+ }
+ else if ((party_relay == 26) && (BaseLevel > (party_relay_lv + 2)) && (.@relaytime >= 18) && (.@relaytime < 21)) {
+ mes "[Gatan]";
+ mes "Great, you gained some";
+ mes "levels, just like I asked.";
+ mes "Let me find your next--I swore";
+ mes "I left it around somewhere--";
+ mes "and I'll give you your next set";
+ mes "of instructions. Hang on...";
+ set party_relay,27;
+ close;
+ }
+ if (party_relay == 26) {
+ mes "[Gatan]";
+ mes "Your mission is to";
+ mes "gain 3 more Base Levels.";
+ mes "Come see me during my";
+ mes "working hours once you";
+ mes "accomplish that, alright?";
+ next;
+ mes "[Gatan]";
+ mes "I can't tell you exactly";
+ mes "when I work, but my work";
+ mes "hours are in the afternoon...";
+ mes "Pacific Standard Time, anyway.";
+ mes "I might not be here if you";
+ mes "come here too late, alright?";
+ close;
+ }
+ if ((party_relay == 25) && (BaseLevel > (party_relay_lv + 1)) && (.@relaytime >= 14) && (.@relaytime < 17)) {
+ mes "[Gatan]";
+ mes "Great, you gained some";
+ mes "levels, just like I asked.";
+ mes "Let me find your next--I swore";
+ mes "I left it around somewhere--";
+ mes "and I'll give you your next set";
+ mes "of instructions. Hang on...";
+ set party_relay,27;
+ close;
+ }
+ else if ((party_relay == 25) && (BaseLevel > (party_relay_lv + 1)) && (.@relaytime >= 18) && (.@relaytime < 21)) {
+ mes "[Gatan]";
+ mes "Great, you gained some";
+ mes "levels, just like I asked.";
+ mes "Let me find your next--I swore";
+ mes "I left it around somewhere--";
+ mes "and I'll give you your next set";
+ mes "of instructions. Hang on...";
+ set party_relay,27;
+ close;
+ }
+ if (party_relay == 25) {
+ mes "[Gatan]";
+ mes "Your mission is to";
+ mes "gain 2 more Base Levels.";
+ mes "Come see me during my";
+ mes "working hours once you";
+ mes "accomplish that, alright?";
+ next;
+ mes "[Gatan]";
+ mes "I can't tell you exactly";
+ mes "when I work, but my work";
+ mes "hours are in the afternoon...";
+ mes "Pacific Standard Time, anyway.";
+ mes "I might not be here if you";
+ mes "come here too late, alright?";
+ close;
+ }
+ if ((party_relay == 24) && (BaseLevel > party_relay_lv) && (.@relaytime >= 14) && (.@relaytime < 17)) {
+ mes "[Gatan]";
+ mes "Great, you gained a";
+ mes "level, just like I asked.";
+ mes "Let me find your next--I swore";
+ mes "I left it around somewhere--";
+ mes "and I'll give you your next set";
+ mes "of instructions. Hang on...";
+ set party_relay,27;
+ close;
+ }
+ else if ((party_relay == 24) && (BaseLevel > party_relay_lv) && (.@relaytime >= 18) && (.@relaytime < 21)) {
+ mes "[Gatan]";
+ mes "Great, you gained a";
+ mes "level, just like I asked.";
+ mes "Let me find your next--I swore";
+ mes "I left it around somewhere--";
+ mes "and I'll give you your next set";
+ mes "of instructions. Hang on...";
+ set party_relay,27;
+ close;
+ }
+ if (party_relay == 24) {
+ mes "[Gatan]";
+ mes "Your mission is to";
+ mes "gain 1 more Base Level.";
+ mes "Come see me during my";
+ mes "working hours once you";
+ mes "accomplish that, alright?";
+ next;
+ mes "[Gatan]";
+ mes "I can't tell you exactly";
+ mes "when I work, but my work";
+ mes "hours are in the afternoon...";
+ mes "Pacific Standard Time, anyway.";
+ mes "I might not be here if you";
+ mes "come here too late, alright?";
+ close;
+ }
+ if ((countitem(7738) > 0) && ((BaseClass == Job_Swordman) || (BaseClass == Job_Mage))) {
+ mes "[Gatan]";
+ mes "Oh, um... Is that...?";
+ mes "That's a ticket from";
+ mes "Ledrion, huh? (^666666Nuts! I've";
+ mes "got to work now?^000000) It's nice";
+ mes "to meet you. I'm Gatan.";
+ next;
+ mes "[Gatan]";
+ mes "Well, now I've got a little";
+ mes "test for you. You ready?";
+ mes "Your objective is to gain";
+ mes "more levels! Let's see...";
+ mes "What would be fair?";
+ next;
+ if (BaseLevel > 94) {
+ mes "[Gatan]";
+ mes "Actually, you're already";
+ mes "pretty strong. I don't feel";
+ mes "like doing much work either,";
+ mes "so we'll just say that you";
+ mes "finished my test, alright?";
+ mes "Just don't tell anyone!";
+ next;
+ delitem 7738,1; //Mission_Certificate9
+ set party_relay,27;
+ mes "[Gatan]";
+ mes "Hold on a second...";
+ mes "I'm supposed to tell";
+ mes "you something... Give";
+ mes "me a minute, will you?";
+ close;
+ }
+ else if (BaseLevel > 89) {
+ mes "[Gatan]";
+ mes "You're pretty strong,";
+ mes "but it wouldn't kill";
+ mes "you to gain 1 more";
+ mes "Base Level. Go ahead";
+ mes "and do that, alright?";
+ next;
+ delitem 7738,1; //Mission_Certificate9
+ set party_relay,24;
+ set party_relay_lv,BaseLevel;
+ mes "[Gatan]";
+ mes "I'll go ahead and take";
+ mes "your ticket now. Come";
+ mes "back after you finish what";
+ mes "I've asked, and then we can";
+ mes "move on to the next part.";
+ close;
+ }
+ else if (BaseLevel > 79) {
+ mes "[Gatan]";
+ mes "You're pretty strong,";
+ mes "but it wouldn't kill";
+ mes "you to gain 1 more";
+ mes "Base Level. Go ahead";
+ mes "and do that, alright?";
+ next;
+ delitem 7738,1; //Mission_Certificate9
+ set party_relay,24;
+ set party_relay_lv,BaseLevel;
+ mes "[Gatan]";
+ mes "I'll go ahead and take";
+ mes "your ticket now. Come";
+ mes "back after you finish what";
+ mes "I've asked, and then we can";
+ mes "move on to the next part.";
+ close;
+ }
+ else if (BaseLevel > 69) {
+ mes "[Gatan]";
+ mes "You're pretty strong,";
+ mes "but it wouldn't kill";
+ mes "you to gain 2 more";
+ mes "Base Levels. Go ahead";
+ mes "and do that, alright?";
+ next;
+ delitem 7738,1; //Mission_Certificate9
+ set party_relay,25;
+ set party_relay_lv,BaseLevel;
+ mes "[Gatan]";
+ mes "I'll go ahead and take";
+ mes "your ticket now. Come";
+ mes "back after you finish what";
+ mes "I've asked, and then we can";
+ mes "move on to the next part.";
+ close;
+ }
+ else if (BaseLevel > 59) {
+ mes "[Gatan]";
+ mes "You're pretty strong,";
+ mes "but it wouldn't kill";
+ mes "you to gain 2 more";
+ mes "Base Levels. Go ahead";
+ mes "and do that, alright?";
+ next;
+ delitem 7738,1; //Mission_Certificate9
+ set party_relay,25;
+ set party_relay_lv,BaseLevel;
+ mes "[Gatan]";
+ mes "I'll go ahead and take";
+ mes "your ticket now. Come";
+ mes "back after you finish what";
+ mes "I've asked, and then we can";
+ mes "move on to the next part.";
+ close;
+ }
+ else if (BaseLevel > 49) {
+ mes "[Gatan]";
+ mes "You know, you'd probably";
+ mes "benefit from being just";
+ mes "a little bit stronger. Now";
+ mes "go out and gain 3 Base";
+ mes "Levels for me, okay?";
+ next;
+ delitem 7738,1; //Mission_Certificate9
+ set party_relay,26;
+ set party_relay_lv,BaseLevel;
+ mes "[Gatan]";
+ mes "I'll go ahead and take";
+ mes "your ticket now. Come";
+ mes "back after you finish what";
+ mes "I've asked, and then we can";
+ mes "move on to the next part.";
+ close;
+ }
+ else if (BaseLevel > 39) {
+ mes "[Gatan]";
+ mes "You know, you'd probably";
+ mes "benefit from being just";
+ mes "a little bit stronger. Now";
+ mes "go out and gain 3 Base";
+ mes "Levels for me, okay?";
+ next;
+ delitem 7738,1; //Mission_Certificate9
+ set party_relay,26;
+ set party_relay_lv,BaseLevel;
+ mes "[Gatan]";
+ mes "I'll go ahead and take";
+ mes "your ticket now. Come";
+ mes "back after you finish what";
+ mes "I've asked, and then we can";
+ mes "move on to the next part.";
+ close;
+ }
+ }
+ else if ((countitem(7738) > 0) && ((BaseClass == Job_Swordman) || (BaseClass == Job_Mage))) {
+ mes "[Gatan]";
+ mes "Oh, um... Is that...?";
+ mes "That's a ticket from";
+ mes "Ledrion, huh? (^666666Nuts! I've";
+ mes "got to work now?^000000) It's nice";
+ mes "to meet you. I'm Gatan.";
+ next;
+ mes "[Gatan]";
+ mes "Well, now I've got a little";
+ mes "test for you. You ready?";
+ mes "Your objective is to gain";
+ mes "more levels! Let's see...";
+ mes "What would be fair?";
+ next;
+ if (BaseLevel > 94) {
+ mes "[Gatan]";
+ mes "Actually, you're already";
+ mes "pretty strong. I don't feel";
+ mes "like doing much work either,";
+ mes "so we'll just say that you";
+ mes "finished my test, alright?";
+ mes "Just don't tell anyone!";
+ next;
+ delitem 7738,1; //Mission_Certificate9
+ set party_relay,27;
+ mes "[Gatan]";
+ mes "Hold on a second...";
+ mes "I'm supposed to tell";
+ mes "you something... Give";
+ mes "me a minute, will you?";
+ close;
+ }
+ else if (BaseLevel > 89) {
+ mes "[Gatan]";
+ mes "You're pretty strong,";
+ mes "but it wouldn't kill";
+ mes "you to gain 1 more";
+ mes "Base Level. Go ahead";
+ mes "and do that, alright?";
+ next;
+ delitem 7738,1; //Mission_Certificate9
+ set party_relay,24;
+ set party_relay_lv,BaseLevel;
+ mes "[Gatan]";
+ mes "I'll go ahead and take";
+ mes "your ticket now. Come";
+ mes "back after you finish what";
+ mes "I've asked, and then we can";
+ mes "move on to the next part.";
+ close;
+ }
+ else if (BaseLevel > 79) {
+ mes "[Gatan]";
+ mes "You're pretty strong,";
+ mes "but it wouldn't kill";
+ mes "you to gain 1 more";
+ mes "Base Level. Go ahead";
+ mes "and do that, alright?";
+ next;
+ delitem 7738,1; //Mission_Certificate9
+ set party_relay,24;
+ set party_relay_lv,BaseLevel;
+ mes "[Gatan]";
+ mes "I'll go ahead and take";
+ mes "your ticket now. Come";
+ mes "back after you finish what";
+ mes "I've asked, and then we can";
+ mes "move on to the next part.";
+ close;
+ }
+ else if (BaseLevel > 69) {
+ mes "[Gatan]";
+ mes "You're pretty strong,";
+ mes "but it wouldn't kill";
+ mes "you to gain 2 more";
+ mes "Base Levels. Go ahead";
+ mes "and do that, alright?";
+ next;
+ delitem 7738,1; //Mission_Certificate9
+ set party_relay,25;
+ set party_relay_lv,BaseLevel;
+ mes "[Gatan]";
+ mes "I'll go ahead and take";
+ mes "your ticket now. Come";
+ mes "back after you finish what";
+ mes "I've asked, and then we can";
+ mes "move on to the next part.";
+ close;
+ }
+ else if (BaseLevel > 59) {
+ mes "[Gatan]";
+ mes "You're pretty strong,";
+ mes "but it wouldn't kill";
+ mes "you to gain 2 more";
+ mes "Base Levels. Go ahead";
+ mes "and do that, alright?";
+ next;
+ delitem 7738,1; //Mission_Certificate9
+ set party_relay,25;
+ set party_relay_lv,BaseLevel;
+ mes "[Gatan]";
+ mes "I'll go ahead and take";
+ mes "your ticket now. Come";
+ mes "back after you finish what";
+ mes "I've asked, and then we can";
+ mes "move on to the next part.";
+ close;
+ }
+ else if (BaseLevel > 49) {
+ mes "[Gatan]";
+ mes "You know, you'd probably";
+ mes "benefit from being just";
+ mes "a little bit stronger. Now";
+ mes "go out and gain 3 Base";
+ mes "Levels for me, okay?";
+ next;
+ delitem 7738,1; //Mission_Certificate9
+ set party_relay,26;
+ set party_relay_lv,BaseLevel;
+ mes "[Gatan]";
+ mes "I'll go ahead and take";
+ mes "your ticket now. Come";
+ mes "back after you finish what";
+ mes "I've asked, and then we can";
+ mes "move on to the next part.";
+ close;
+ }
+ else if (BaseLevel > 39) {
+ mes "[Gatan]";
+ mes "You know, you'd probably";
+ mes "benefit from being just";
+ mes "a little bit stronger. Now";
+ mes "go out and gain 3 Base";
+ mes "Levels for me, okay?";
+ next;
+ delitem 7738,1; //Mission_Certificate9
+ set party_relay,26;
+ set party_relay_lv,BaseLevel;
+ mes "[Gatan]";
+ mes "I'll go ahead and take";
+ mes "your ticket now. Come";
+ mes "back after you finish what";
+ mes "I've asked, and then we can";
+ mes "move on to the next part.";
+ close;
+ }
+ }
+ if ((countitem(7738) > 0) && ((BaseClass == Job_Swordman) || (BaseClass == Job_Mage))) {
+ mes "[Gatan]";
+ mes "Oh, um... Is that...?";
+ mes "That's a ticket from";
+ mes "Ledrion, huh? It's nice";
+ mes "to meet you. I'm Gatan.";
+ next;
+ mes "[Gatan]";
+ mes "I'm not on shift right";
+ mes "now, though: even I need";
+ mes "to take some off time to";
+ mes "avoid getting swamped with";
+ mes "work. Come back to me during";
+ mes "my work hours, alright?";
+ next;
+ mes "[Gatan]";
+ mes "I can't tell you exactly";
+ mes "when I'm working (^666666well,";
+ mes "I just want to avoid working";
+ mes "altogether to be honest^000000) but";
+ mes "come back in the afternoon,";
+ mes "Pacific Standard Time, that is.";
+ close;
+ }
+ if (party_relay == 17) {
+ mes "[Gatan]";
+ mes "Say, it's not time for";
+ mes "you to meet up with me";
+ mes "just yet. I think you need";
+ mes "to ask an Acolyte Class";
+ mes "member in your group to bring";
+ mes "your sixth ticket to Bafhail.";
+ close;
+ }
+ if (party_relay == 16) {
+ mes "[Gatan]";
+ mes "Ah, very nice! Please";
+ mes "give this ticket to an";
+ mes "Acolyte Class member";
+ mes "of your group, and ask him";
+ mes "to bring it to Bafhail. Ah, and";
+ mes "here's a little reward for you~";
+ set party_relay,17;
+ getitem 7735,1; //Mission_Certificate6
+ getitem 610,2; //Leaf_Of_Yggdrasil
+ if (BaseLevel > 94) {
+ getexp 1047600,0;
+ }
+ else if (BaseLevel > 89) {
+ getexp 859200,0;
+ }
+ else if (BaseLevel > 79) {
+ getexp 385200,0;
+ }
+ else if (BaseLevel > 69) {
+ getexp 195600,0;
+ }
+ else if (BaseLevel > 59) {
+ getexp 672000,0;
+ }
+ else if (BaseLevel > 49) {
+ getexp 288000,0;
+ }
+ else {
+ getexp 10800,0;
+ }
+ next;
+ mes "[Gatan]";
+ mes "Alright, get that done.";
+ mes "I'll see you around.";
+ close;
+ }
+ if ((party_relay == 15) && (BaseLevel > (party_relay_lv + 2)) && (.@relaytime >= 8) && (.@relaytime < 11)) {
+ mes "[Gatan]";
+ mes "Great, you gained some";
+ mes "levels, just like I asked.";
+ mes "Let me find your next--I swore";
+ mes "I left it around somewhere--";
+ mes "and I'll give you your next set";
+ mes "of instructions. Hang on...";
+ set party_relay,16;
+ close;
+ }
+ else if ((party_relay == 15) && (BaseLevel > (party_relay_lv + 2)) && (.@relaytime >= 21) && (.@relaytime < 1)) {
+ mes "[Gatan]";
+ mes "Great, you gained some";
+ mes "levels, just like I asked.";
+ mes "Let me find your next--I swore";
+ mes "I left it around somewhere--";
+ mes "and I'll give you your next set";
+ mes "of instructions. Hang on...";
+ set party_relay,16;
+ close;
+ }
+ if (party_relay == 15) {
+ mes "[Gatan]";
+ mes "Your mission is to";
+ mes "gain 3 more Base Levels.";
+ mes "Come see me during my";
+ mes "working hours once you";
+ mes "accomplish that, alright?";
+ next;
+ mes "[Gatan]";
+ mes "Now I work three hours";
+ mes "just before I have lunch,";
+ mes "and three hours around";
+ mes "midnight. Go ahead and";
+ mes "look me up around those";
+ mes "times. A bit confusing, I know~";
+ close;
+ }
+ if ((party_relay == 14) && (BaseLevel > (party_relay_lv + 1)) && (.@relaytime >= 8)) {
+ mes "[Gatan]";
+ mes "Great, you gained some";
+ mes "levels, just like I asked.";
+ mes "Let me find your next--I swore";
+ mes "I left it around somewhere--";
+ mes "and I'll give you your next set";
+ mes "of instructions. Hang on...";
+ set party_relay,16;
+ close;
+ }
+ else if ((party_relay == 14) && (BaseLevel > (party_relay_lv + 1)) && (.@relaytime >= 21)) {
+ mes "[Gatan]";
+ mes "Great, you gained some";
+ mes "levels, just like I asked.";
+ mes "Let me find your next--I swore";
+ mes "I left it around somewhere--";
+ mes "and I'll give you your next set";
+ mes "of instructions. Hang on...";
+ set party_relay,16;
+ close;
+ }
+ if (party_relay == 14) {
+ mes "[Gatan]";
+ mes "Your mission is to";
+ mes "gain 2 more Base Levels.";
+ mes "Come see me during my";
+ mes "working hours once you";
+ mes "accomplish that, alright?";
+ next;
+ mes "[Gatan]";
+ mes "Now I work three hours";
+ mes "just before I have lunch,";
+ mes "and three hours around";
+ mes "midnight. Go ahead and";
+ mes "look me up around those";
+ mes "times. A bit confusing, I know~";
+ close;
+ }
+ if ((party_relay == 13) && (BaseLevel > party_relay_lv) && (.@relaytime >= 8) && (.@relaytime < 11)) {
+ mes "[Gatan]";
+ mes "Great, you gained some";
+ mes "levels, just like I asked.";
+ mes "Let me find your next--I swore";
+ mes "I left it around somewhere--";
+ mes "and I'll give you your next set";
+ mes "of instructions. Hang on...";
+ set party_relay,16;
+ close;
+ }
+ else if ((party_relay == 13) && (BaseLevel > party_relay_lv) && (.@relaytime >= 21)) {
+ mes "[Gatan]";
+ mes "Great, you gained some";
+ mes "levels, just like I asked.";
+ mes "Let me find your next--I swore";
+ mes "I left it around somewhere--";
+ mes "and I'll give you your next set";
+ mes "of instructions. Hang on...";
+ set party_relay,16;
+ close;
+ }
+ if (party_relay == 13) {
+ mes "[Gatan]";
+ mes "Your mission is to";
+ mes "gain 1 more Base Level.";
+ mes "Come see me during my";
+ mes "working hours once you";
+ mes "accomplish that, alright?";
+ next;
+ mes "[Gatan]";
+ mes "Now I work three hours";
+ mes "just before I have lunch,";
+ mes "and three hours around";
+ mes "midnight. Go ahead and";
+ mes "look me up around those";
+ mes "times. A bit confusing, I know~";
+ close;
+ }
+ if ((BaseLevel > 39) && (countitem(7734) > 0) && (.@relaytime >= 8) && (.@relaytime < 11) && (BaseClass == Job_Mage)) {
+ mes "[Gatan]";
+ mes "Oh, um... Is that...?";
+ mes "That's a ticket from";
+ mes "Ledrion, huh? (^666666Nuts! I've";
+ mes "got to work now?^000000) It's nice";
+ mes "to meet you. I'm Gatan.";
+ next;
+ mes "[Gatan]";
+ mes "Well, now I've got a little";
+ mes "test for you. You ready?";
+ mes "Your objective is to gain";
+ mes "more levels! Let's see...";
+ mes "What would be fair?";
+ next;
+ if (BaseLevel > 94) {
+ mes "[Gatan]";
+ mes "Actually, you're already";
+ mes "pretty strong. I don't feel";
+ mes "like doing much work either,";
+ mes "so we'll just say that you";
+ mes "finished my test, alright?";
+ mes "Just don't tell anyone!";
+ next;
+ delitem 7734,1; //Mission_Certificate5
+ set party_relay,16;
+ mes "[Gatan]";
+ mes "Hold on a second...";
+ mes "I'm supposed to tell";
+ mes "you something... Give";
+ mes "me a minute, will you?";
+ close;
+ }
+ else if (BaseLevel > 89) {
+ mes "[Gatan]";
+ mes "You're pretty strong,";
+ mes "but it wouldn't kill";
+ mes "you to gain 1 more";
+ mes "Base Level. Go ahead";
+ mes "and do that, alright?";
+ next;
+ delitem 7734,1; //Mission_Certificate5
+ set party_relay,13;
+ set party_relay_lv,BaseLevel;
+ mes "[Gatan]";
+ mes "I'll go ahead and take";
+ mes "your ticket now. Come";
+ mes "back after you finish what";
+ mes "I've asked, and then we can";
+ mes "move on to the next part.";
+ close;
+ }
+ else if (BaseLevel > 79) {
+ mes "[Gatan]";
+ mes "You're pretty strong,";
+ mes "but it wouldn't kill";
+ mes "you to gain 1 more";
+ mes "Base Level. Go ahead";
+ mes "and do that, alright?";
+ next;
+ delitem 7734,1; //Mission_Certificate5
+ set party_relay,13;
+ set party_relay_lv,BaseLevel;
+ mes "[Gatan]";
+ mes "I'll go ahead and take";
+ mes "your ticket now. Come";
+ mes "back after you finish what";
+ mes "I've asked, and then we can";
+ mes "move on to the next part.";
+ close;
+ }
+ else if (BaseLevel > 69) {
+ mes "[Gatan]";
+ mes "You're pretty strong,";
+ mes "but it wouldn't kill";
+ mes "you to gain 2 more";
+ mes "Base Levels. Go ahead";
+ mes "and do that, alright?";
+ next;
+ delitem 7734,1; //Mission_Certificate5
+ set party_relay,14;
+ set party_relay_lv,BaseLevel;
+ mes "[Gatan]";
+ mes "I'll go ahead and take";
+ mes "your ticket now. Come";
+ mes "back after you finish what";
+ mes "I've asked, and then we can";
+ mes "move on to the next part.";
+ close;
+ }
+ else if (BaseLevel > 59) {
+ mes "[Gatan]";
+ mes "You're pretty strong,";
+ mes "but it wouldn't kill";
+ mes "you to gain 2 more";
+ mes "Base Levels. Go ahead";
+ mes "and do that, alright?";
+ next;
+ delitem 7734,1; //Mission_Certificate5
+ set party_relay,14;
+ set party_relay_lv,BaseLevel;
+ mes "[Gatan]";
+ mes "I'll go ahead and take";
+ mes "your ticket now. Come";
+ mes "back after you finish what";
+ mes "I've asked, and then we can";
+ mes "move on to the next part.";
+ close;
+ }
+ else if (BaseLevel > 49) {
+ mes "[Gatan]";
+ mes "You know, you'd probably";
+ mes "benefit from being just";
+ mes "a little bit stronger. Now";
+ mes "go out and gain 3 Base";
+ mes "Levels for me, okay?";
+ next;
+ delitem 7734,1; //Mission_Certificate5
+ set party_relay,15;
+ set party_relay_lv,BaseLevel;
+ mes "[Gatan]";
+ mes "I'll go ahead and take";
+ mes "your ticket now. Come";
+ mes "back after you finish what";
+ mes "I've asked, and then we can";
+ mes "move on to the next part.";
+ close;
+ }
+ else if (BaseLevel > 39) {
+ mes "[Gatan]";
+ mes "You know, you'd probably";
+ mes "benefit from being just";
+ mes "a little bit stronger. Now";
+ mes "go out and gain 3 Base";
+ mes "Levels for me, okay?";
+ next;
+ delitem 7734,1; //Mission_Certificate5
+ set party_relay,15;
+ set party_relay_lv,BaseLevel;
+ mes "[Gatan]";
+ mes "I'll go ahead and take";
+ mes "your ticket now. Come";
+ mes "back after you finish what";
+ mes "I've asked, and then we can";
+ mes "move on to the next part.";
+ close;
+ }
+ }
+ else if ((BaseLevel > 39) && (countitem(7734) > 0) && (.@relaytime >= 21) && (BaseClass == Job_Mage)) {
+ mes "[Gatan]";
+ mes "Oh, um... Is that...?";
+ mes "That's a ticket from";
+ mes "Ledrion, huh? (^666666Nuts! I've";
+ mes "got to work now?^000000) It's nice";
+ mes "to meet you. I'm Gatan.";
+ next;
+ mes "[Gatan]";
+ mes "Well, now I've got a little";
+ mes "test for you. You ready?";
+ mes "Your objective is to gain";
+ mes "more levels! Let's see...";
+ mes "What would be fair?";
+ next;
+ if (BaseLevel > 94) {
+ mes "[Gatan]";
+ mes "Actually, you're already";
+ mes "pretty strong. I don't feel";
+ mes "like doing much work either,";
+ mes "so we'll just say that you";
+ mes "finished my test, alright?";
+ mes "Just don't tell anyone!";
+ next;
+ delitem 7734,1; //Mission_Certificate5
+ set party_relay,16;
+ mes "[Gatan]";
+ mes "Hold on a second...";
+ mes "I'm supposed to tell";
+ mes "you something... Give";
+ mes "me a minute, will you?";
+ close;
+ }
+ else if (BaseLevel > 89) {
+ mes "[Gatan]";
+ mes "You're pretty strong,";
+ mes "but it wouldn't kill";
+ mes "you to gain 1 more";
+ mes "Base Level. Go ahead";
+ mes "and do that, alright?";
+ next;
+ delitem 7734,1; //Mission_Certificate5
+ set party_relay,13;
+ set party_relay_lv,BaseLevel;
+ mes "[Gatan]";
+ mes "I'll go ahead and take";
+ mes "your ticket now. Come";
+ mes "back after you finish what";
+ mes "I've asked, and then we can";
+ mes "move on to the next part.";
+ close;
+ }
+ else if (BaseLevel > 79) {
+ mes "[Gatan]";
+ mes "You're pretty strong,";
+ mes "but it wouldn't kill";
+ mes "you to gain 1 more";
+ mes "Base Level. Go ahead";
+ mes "and do that, alright?";
+ next;
+ delitem 7734,1; //Mission_Certificate5
+ set party_relay,13;
+ set party_relay_lv,BaseLevel;
+ mes "[Gatan]";
+ mes "I'll go ahead and take";
+ mes "your ticket now. Come";
+ mes "back after you finish what";
+ mes "I've asked, and then we can";
+ mes "move on to the next part.";
+ close;
+ }
+ else if (BaseLevel > 69) {
+ mes "[Gatan]";
+ mes "You're pretty strong,";
+ mes "but it wouldn't kill";
+ mes "you to gain 2 more";
+ mes "Base Levels. Go ahead";
+ mes "and do that, alright?";
+ next;
+ delitem 7734,1; //Mission_Certificate5
+ set party_relay,14;
+ set party_relay_lv,BaseLevel;
+ mes "[Gatan]";
+ mes "I'll go ahead and take";
+ mes "your ticket now. Come";
+ mes "back after you finish what";
+ mes "I've asked, and then we can";
+ mes "move on to the next part.";
+ close;
+ }
+ else if (BaseLevel > 59) {
+ mes "[Gatan]";
+ mes "You're pretty strong,";
+ mes "but it wouldn't kill";
+ mes "you to gain 2 more";
+ mes "Base Levels. Go ahead";
+ mes "and do that, alright?";
+ next;
+ delitem 7734,1; //Mission_Certificate5
+ set party_relay,14;
+ set party_relay_lv,BaseLevel;
+ mes "[Gatan]";
+ mes "I'll go ahead and take";
+ mes "your ticket now. Come";
+ mes "back after you finish what";
+ mes "I've asked, and then we can";
+ mes "move on to the next part.";
+ close;
+ }
+ else if (BaseLevel > 49) {
+ mes "[Gatan]";
+ mes "You know, you'd probably";
+ mes "benefit from being just";
+ mes "a little bit stronger. Now";
+ mes "go out and gain 3 Base";
+ mes "Levels for me, okay?";
+ next;
+ delitem 7734,1; //Mission_Certificate5
+ set party_relay,15;
+ set party_relay_lv,BaseLevel;
+ mes "[Gatan]";
+ mes "I'll go ahead and take";
+ mes "your ticket now. Come";
+ mes "back after you finish what";
+ mes "I've asked, and then we can";
+ mes "move on to the next part.";
+ close;
+ }
+ else if (BaseLevel > 39) {
+ mes "[Gatan]";
+ mes "You know, you'd probably";
+ mes "benefit from being just";
+ mes "a little bit stronger. Now";
+ mes "go out and gain 3 Base";
+ mes "Levels for me, okay?";
+ next;
+ delitem 7734,1; //Mission_Certificate5
+ set party_relay,15;
+ set party_relay_lv,BaseLevel;
+ mes "[Gatan]";
+ mes "I'll go ahead and take";
+ mes "your ticket now. Come";
+ mes "back after you finish what";
+ mes "I've asked, and then we can";
+ mes "move on to the next part.";
+ close;
+ }
+ }
+ if ((BaseLevel > 39) && (countitem(7734) > 0) && (BaseClass == Job_Mage)) {
+ mes "[Gatan]";
+ mes "Oh, um... Is that...?";
+ mes "That's a ticket from";
+ mes "Ledrion, huh? It's nice";
+ mes "to meet you. I'm Gatan.";
+ next;
+ mes "[Gatan]";
+ mes "I'm not on shift right";
+ mes "now, though: even I need";
+ mes "to take some off time to";
+ mes "avoid getting swamped with";
+ mes "work. Come back to me during";
+ mes "my work hours, alright?";
+ next;
+ mes "[Gatan]";
+ mes "Now I work three hours";
+ mes "just before I have lunch,";
+ mes "and three hours around";
+ mes "midnight. Go ahead and";
+ mes "look me up around those";
+ mes "times. A bit confusing, I know~";
+ close;
+ }
+ if (party_relay == 6) {
+ mes "[Gatan]";
+ mes "Did you give that ticket";
+ mes "to the Thief Class member";
+ mes "of your group? ^666666*Yawn*^000000 If you";
+ mes "wanna finish all of these";
+ mes "challenges, then that's";
+ mes "what you gotta do~";
+ close;
+ }
+ if (party_relay == 5) {
+ mes "[Gatan]";
+ mes "Ah, very nice!";
+ mes "Now please give this";
+ mes "ticket to the Thief Class";
+ mes "member of the your group,";
+ mes "and ask him to deliver";
+ mes "it to Bafhail. Easy, right?";
+ next;
+ mes "[Gatan]";
+ mes "Here you are...";
+ mes "Just a little";
+ mes "something for";
+ mes "your troubles~";
+ set party_relay,6;
+ getitem 7731,1; //Mission_Certificate2
+ getitem 607,2; //Yggdrasilberry
+ if (BaseLevel > 94) {
+ getexp 1047600,0;
+ }
+ else if (BaseLevel > 89) {
+ getexp 859200,0;
+ }
+ else if (BaseLevel > 79) {
+ getexp 385200,0;
+ }
+ else if (BaseLevel > 69) {
+ getexp 195600,0;
+ }
+ else if (BaseLevel > 59) {
+ getexp 672000,0;
+ }
+ else if (BaseLevel > 49) {
+ getexp 288000,0;
+ }
+ else {
+ getexp 10800,0;
+ }
+ next;
+ mes "[Gatan]";
+ mes "Don't forget to make";
+ mes "sure that Bafhail gets";
+ mes "that ticket from a Thief";
+ mes "Class character in your";
+ mes "group. I'll see you around.";
+ close;
+ }
+ if ((party_relay == 4) && (BaseLevel > (party_relay_lv + 2)) && ((.@relaytime >= 11) && (.@relaytime < 14))) {
+ mes "[Gatan]";
+ mes "Nice work. I guess";
+ mes "that Ledrion really knows";
+ mes "good adventurers when he";
+ mes "sees them. Now, you mind";
+ mes "waiting a bit? Um, there's";
+ mes "something I have to give you...";
+ set party_relay,5;
+ close;
+ }
+ else if ((party_relay == 4) && (BaseLevel > (party_relay_lv + 2)) && ((.@relaytime >= 0) && (.@relaytime < 3))) {
+ mes "[Gatan]";
+ mes "Nice work. I guess";
+ mes "that Ledrion really knows";
+ mes "good adventurers when he";
+ mes "sees them. Now, you mind";
+ mes "waiting a bit? Um, there's";
+ mes "something I have to give you...";
+ set party_relay,5;
+ close;
+ }
+ if (party_relay == 4) {
+ mes "[Gatan]";
+ mes "You didn't forget that";
+ mes "you had to gain 3 more";
+ mes "Base Levels, did you?";
+ mes "Oh, and come back during";
+ mes "my regular working hours.";
+ mes "Don't bother me when I'm off~";
+ next;
+ mes "[Gatan]";
+ mes "I'll tell you when I work";
+ mes "one more time: come from";
+ mes "11 AM to 2 PM, or 12 AM to";
+ mes "3 AM, Pacific Standard Time.";
+ mes "Good luck to you, alright?";
+ close;
+ }
+ if ((party_relay == 3) && (BaseLevel > (party_relay_lv + 1)) && ((.@relaytime >= 11) && (.@relaytime < 14))) {
+ mes "[Gatan]";
+ mes "Nice work. I guess";
+ mes "that Ledrion really knows";
+ mes "good adventurers when he";
+ mes "sees them. Now, you mind";
+ mes "waiting a bit? Um, there's";
+ mes "something I have to give you...";
+ set party_relay,5;
+ close;
+ }
+ else if ((party_relay == 3) && (BaseLevel > (party_relay_lv + 1)) && ((.@relaytime >= 0) && (.@relaytime < 3))) {
+ mes "[Gatan]";
+ mes "Nice work. I guess";
+ mes "that Ledrion really knows";
+ mes "good adventurers when he";
+ mes "sees them. Now, you mind";
+ mes "waiting a bit? Um, there's";
+ mes "something I have to give you...";
+ set party_relay,5;
+ close;
+ }
+ if (party_relay == 3) {
+ mes "[Gatan]";
+ mes "You didn't forget that";
+ mes "you had to gain 2 more";
+ mes "Base Levels, did you?";
+ mes "Oh, and come back during";
+ mes "my regular working hours.";
+ mes "Don't bother me when I'm off~";
+ next;
+ mes "[Gatan]";
+ mes "I'll tell you when I work";
+ mes "one more time: come from";
+ mes "11 AM to 2 PM, or 12 AM to";
+ mes "3 AM, Pacific Standard Time.";
+ mes "Good luck to you, alright?";
+ close;
+ }
+ if ((party_relay == 99) && (BaseLevel > party_relay_lv) && ((.@relaytime >= 11) && (.@relaytime < 14))) {
+ mes "[Gatan]";
+ mes "Nice work. I guess";
+ mes "that Ledrion really knows";
+ mes "good adventurers when he";
+ mes "sees them. Now, you mind";
+ mes "waiting a bit? Um, there's";
+ mes "something I have to give you...";
+ set party_relay,5;
+ close;
+ }
+ else if ((party_relay == 99) && (BaseLevel > party_relay_lv) && ((.@relaytime >= 0) && (.@relaytime < 3))) {
+ mes "[Gatan]";
+ mes "Nice work. I guess";
+ mes "that Ledrion really knows";
+ mes "good adventurers when he";
+ mes "sees them. Now, you mind";
+ mes "waiting a bit? Um, there's";
+ mes "something I have to give you...";
+ set party_relay,5;
+ close;
+ }
+ if (party_relay == 99) {
+ mes "[Gatan]";
+ mes "You didn't forget that";
+ mes "you had to gain 1 more";
+ mes "Base Level, did you?";
+ mes "Oh, and come back during";
+ mes "my regular working hours.";
+ mes "Don't bother me when I'm off~";
+ next;
+ mes "[Gatan]";
+ mes "I'll tell you when I work";
+ mes "one more time: come from";
+ mes "11 AM to 2 PM, or 12 AM to";
+ mes "3 AM, Pacific Standard Time.";
+ mes "Good luck to you, alright?";
+ close;
+ }
+ if ((BaseLevel > 39) && (countitem(7730) > 0) && (.@relaytime >= 11) && (.@relaytime < 14) && (BaseClass == Job_Swordman)) {
+ mes "[Gatan]";
+ mes "Oh, um... Is that...?";
+ mes "That's a ticket from";
+ mes "Ledrion, huh? (^666666Nuts! I've";
+ mes "got to work now?^000000) It's nice";
+ mes "to meet you. I'm Gatan.";
+ next;
+ mes "[Gatan]";
+ mes "Ledrion wanted me to give";
+ mes "a little test if any Swordman";
+ mes "Class guys brought me a ticket,";
+ mes "and were working with a group.";
+ mes "Ready? Increasing your Base";
+ mes "Level will be my test for you.";
+ next;
+ if (BaseLevel > 94) {
+ mes "[Gatan]";
+ mes "Actually, you're already";
+ mes "pretty strong. I don't feel";
+ mes "like doing much work either,";
+ mes "so we'll just say that you";
+ mes "finished my test, alright?";
+ mes "Just don't tell anyone!";
+ next;
+ delitem 7730,1; //Mission_Certificate1
+ set party_relay,5;
+ mes "[Gatan]";
+ mes "Hold on a second...";
+ mes "I'm supposed to tell";
+ mes "you something... Give";
+ mes "me a minute, will you?";
+ close;
+ }
+ else if (BaseLevel > 89) {
+ mes "[Gatan]";
+ mes "You're pretty strong,";
+ mes "but it wouldn't kill";
+ mes "you to gain 1 more";
+ mes "Base Level. Go ahead";
+ mes "and do that, alright?";
+ next;
+ delitem 7730,1; //Mission_Certificate1
+ set party_relay,99;
+ set party_relay_lv,BaseLevel;
+ mes "[Gatan]";
+ mes "I'll go ahead and take";
+ mes "your ticket now. Come";
+ mes "back after you finish what";
+ mes "I've asked, and then we can";
+ mes "move on to the next part.";
+ close;
+ }
+ else if (BaseLevel > 79) {
+ mes "[Gatan]";
+ mes "You're pretty strong,";
+ mes "but it wouldn't kill";
+ mes "you to gain 1 more";
+ mes "Base Level. Go ahead";
+ mes "and do that, alright?";
+ next;
+ delitem 7730,1; //Mission_Certificate1
+ set party_relay,99;
+ set party_relay_lv,BaseLevel;
+ mes "[Gatan]";
+ mes "I'll go ahead and take";
+ mes "your ticket now. Come";
+ mes "back after you finish what";
+ mes "I've asked, and then we can";
+ mes "move on to the next part.";
+ close;
+ }
+ else if (BaseLevel > 69) {
+ mes "[Gatan]";
+ mes "You're pretty strong,";
+ mes "but it wouldn't kill";
+ mes "you to gain 2 more";
+ mes "Base Levels. Go ahead";
+ mes "and do that, alright?";
+ next;
+ delitem 7730,1; //Mission_Certificate1
+ set party_relay,3;
+ set party_relay_lv,BaseLevel;
+ mes "[Gatan]";
+ mes "I'll go ahead and take";
+ mes "your ticket now. Come";
+ mes "back after you finish what";
+ mes "I've asked, and then we can";
+ mes "move on to the next part.";
+ close;
+ }
+ else if (BaseLevel > 59) {
+ mes "[Gatan]";
+ mes "You're pretty strong,";
+ mes "but it wouldn't kill";
+ mes "you to gain 2 more";
+ mes "Base Levels. Go ahead";
+ mes "and do that, alright?";
+ next;
+ delitem 7730,1; //Mission_Certificate1
+ set party_relay,3;
+ set party_relay_lv,BaseLevel;
+ mes "[Gatan]";
+ mes "I'll go ahead and take";
+ mes "your ticket now. Come";
+ mes "back after you finish what";
+ mes "I've asked, and then we can";
+ mes "move on to the next part.";
+ close;
+ }
+ else if (BaseLevel > 49) {
+ mes "[Gatan]";
+ mes "You know, you'd probably";
+ mes "benefit from being just";
+ mes "a little bit stronger. Now";
+ mes "go out and gain 3 Base";
+ mes "Levels for me, okay?";
+ next;
+ delitem 7730,1; //Mission_Certificate1
+ set party_relay,4;
+ set party_relay_lv,BaseLevel;
+ mes "[Gatan]";
+ mes "I'll go ahead and take";
+ mes "your ticket now. Come";
+ mes "back after you finish what";
+ mes "I've asked, and then we can";
+ mes "move on to the next part.";
+ close;
+ }
+ else if (BaseLevel > 39) {
+ mes "[Gatan]";
+ mes "You know, you'd probably";
+ mes "benefit from being just";
+ mes "a little bit stronger. Now";
+ mes "go out and gain 3 Base";
+ mes "Levels for me, okay?";
+ next;
+ delitem 7730,1; //Mission_Certificate1
+ set party_relay,4;
+ set party_relay_lv,BaseLevel;
+ mes "[Gatan]";
+ mes "I'll go ahead and take";
+ mes "your ticket now. Come";
+ mes "back after you finish what";
+ mes "I've asked, and then we can";
+ mes "move on to the next part.";
+ close;
+ }
+ }
+ else if ((BaseLevel > 39) && (countitem(7730) > 0) && (.@relaytime >= 0) && (.@relaytime < 3) && (BaseClass == Job_Swordman)) {
+ mes "[Gatan]";
+ mes "Oh, um... Is that...?";
+ mes "That's a ticket from";
+ mes "Ledrion, huh? (^666666Nuts! I've";
+ mes "got to work now?^000000) It's nice";
+ mes "to meet you. I'm Gatan.";
+ next;
+ mes "[Gatan]";
+ mes "Ledrion wanted me to give";
+ mes "a little test if any Swordman";
+ mes "Class guys brought me a ticket,";
+ mes "and were working with a group.";
+ mes "Ready? Increasing your Base";
+ mes "Level will be my test for you.";
+ next;
+ if (BaseLevel > 94) {
+ mes "[Gatan]";
+ mes "Actually, you're already";
+ mes "pretty strong. I don't feel";
+ mes "like doing much work either,";
+ mes "so we'll just say that you";
+ mes "finished my test, alright?";
+ mes "Just don't tell anyone!";
+ next;
+ delitem 7730,1; //Mission_Certificate1
+ set party_relay,5;
+ mes "[Gatan]";
+ mes "Hold on a second...";
+ mes "I'm supposed to tell";
+ mes "you something... Give";
+ mes "me a minute, will you?";
+ close;
+ }
+ else if (BaseLevel > 89) {
+ mes "[Gatan]";
+ mes "You're pretty strong,";
+ mes "but it wouldn't kill";
+ mes "you to gain 1 more";
+ mes "Base Level. Go ahead";
+ mes "and do that, alright?";
+ next;
+ delitem 7730,1; //Mission_Certificate1
+ set party_relay,99;
+ set party_relay_lv,BaseLevel;
+ mes "[Gatan]";
+ mes "I'll go ahead and take";
+ mes "your ticket now. Come";
+ mes "back after you finish what";
+ mes "I've asked, and then we can";
+ mes "move on to the next part.";
+ close;
+ }
+ else if (BaseLevel > 79) {
+ mes "[Gatan]";
+ mes "You're pretty strong,";
+ mes "but it wouldn't kill";
+ mes "you to gain 1 more";
+ mes "Base Level. Go ahead";
+ mes "and do that, alright?";
+ next;
+ delitem 7730,1; //Mission_Certificate1
+ set party_relay,99;
+ set party_relay_lv,BaseLevel;
+ mes "[Gatan]";
+ mes "I'll go ahead and take";
+ mes "your ticket now. Come";
+ mes "back after you finish what";
+ mes "I've asked, and then we can";
+ mes "move on to the next part.";
+ close;
+ }
+ else if (BaseLevel > 69) {
+ mes "[Gatan]";
+ mes "You're pretty strong,";
+ mes "but it wouldn't kill";
+ mes "you to gain 2 more";
+ mes "Base Levels. Go ahead";
+ mes "and do that, alright?";
+ next;
+ delitem 7730,1; //Mission_Certificate1
+ set party_relay,3;
+ set party_relay_lv,BaseLevel;
+ mes "[Gatan]";
+ mes "I'll go ahead and take";
+ mes "your ticket now. Come";
+ mes "back after you finish what";
+ mes "I've asked, and then we can";
+ mes "move on to the next part.";
+ close;
+ }
+ else if (BaseLevel > 59) {
+ mes "[Gatan]";
+ mes "You're pretty strong,";
+ mes "but it wouldn't kill";
+ mes "you to gain 2 more";
+ mes "Base Levels. Go ahead";
+ mes "and do that, alright?";
+ next;
+ delitem 7730,1; //Mission_Certificate1
+ set party_relay,3;
+ set party_relay_lv,BaseLevel;
+ mes "[Gatan]";
+ mes "I'll go ahead and take";
+ mes "your ticket now. Come";
+ mes "back after you finish what";
+ mes "I've asked, and then we can";
+ mes "move on to the next part.";
+ close;
+ }
+ else if (BaseLevel > 49) {
+ mes "[Gatan]";
+ mes "You know, you'd probably";
+ mes "benefit from being just";
+ mes "a little bit stronger. Now";
+ mes "go out and gain 3 Base";
+ mes "Levels for me, okay?";
+ next;
+ delitem 7730,1; //Mission_Certificate1
+ set party_relay,4;
+ set party_relay_lv,BaseLevel;
+ mes "[Gatan]";
+ mes "I'll go ahead and take";
+ mes "your ticket now. Come";
+ mes "back after you finish what";
+ mes "I've asked, and then we can";
+ mes "move on to the next part.";
+ close;
+ }
+ else if (BaseLevel > 39) {
+ mes "[Gatan]";
+ mes "You know, you'd probably";
+ mes "benefit from being just";
+ mes "a little bit stronger. Now";
+ mes "go out and gain 3 Base";
+ mes "Levels for me, okay?";
+ next;
+ delitem 7730,1; //Mission_Certificate1
+ set party_relay,4;
+ set party_relay_lv,BaseLevel;
+ mes "[Gatan]";
+ mes "I'll keep your ticket.";
+ mes "When you're finished, please come back.";
+ close;
+ }
+ }
+ else if ((BaseLevel > 39) && (countitem(7730) > 0) && (BaseClass == Job_Swordman)) {
+ mes "[Gatan]";
+ mes "Oh, um... Is that...?";
+ mes "That's a ticket from";
+ mes "Ledrion, huh? (^666666Nuts! I've";
+ mes "got to work now?^000000) It's nice";
+ mes "to meet you. I'm Gatan.";
+ next;
+ mes "[Gatan]";
+ mes "Hate to tell you, but";
+ mes "I'm not on duty right now.";
+ mes "You should really come back";
+ mes "and talk to me during my";
+ mes "work hours, okay? I need";
+ mes "my rest from work, you know?";
+ next;
+ mes "[Gatan]";
+ mes "I'll tell you when I work,";
+ mes "just don't forget: come from";
+ mes "11 AM to 2 PM, or 12 AM to";
+ mes "3 AM, Pacific Standard Time.";
+ mes "Good luck to you, alright?";
+ close;
+ }
+ mes "[Gatan]";
+ mes "Hey, nice meeting you.";
+ mes "I'm Gatan. I'm not up to";
+ mes "much, just helping out";
+ mes "a friend. He's loaded, but";
+ mes "he's also a really good guy.";
+ mes "Working me to the bone, though.";
+ close;
+}
+
+payon,204,221,3 script Bafhail#payon::RelayBafhail 731,{
+ getpartymember(getcharid(1));
+ set .@partymembercount,$@partymembercount;
+ set .@partyleader,getpartyleader(getcharid(1),2);
+ if (checkweight(907,300) < 0) {
+ mes "^3355FFWait a minute! You're";
+ mes "carrying too many items";
+ mes "right now: store some of";
+ mes "your extra things in Kafra";
+ mes "Storage, and then come back.^000000";
+ close;
+ }
+ if (countitem(7730) > 0) || (countitem(7733) > 0) || (countitem(7734) > 0) || (countitem(7737) > 0) || (countitem(7738) > 0) || (countitem(7741) > 0) {
+ mes "[Bafhail]";
+ mes "You must be confused...";
+ mes "It's not time for you";
+ mes "to see me just yet.";
+ mes "Have you tried meeting";
+ mes "with any of the other guys?";
+ close;
+ }
+ set .@relaytime,gettime(3);
+ if (party_relay == 30) {
+ mes "[Bafhail]";
+ mes "Did you give that ticket";
+ mes "to an Archer or Merchant";
+ mes "Class member of your group?";
+ mes "Just a reminder in case";
+ mes "you've already forgotten.";
+ close;
+ }
+ if ((party_relay == 29) && (.@relaytime >= 0) && (.@relaytime < 3) && (countitem(1012) > 19) && (countitem(1048) > 19) && (countitem(7003) > 19)) {
+ mes "[Bafhail]";
+ mes "Well, it looks like you came";
+ mes "at the right time and brought";
+ mes "everything I asked. Good work.";
+ mes "Please take your next ticket";
+ mes "and this small reward for you.";
+ next;
+ delitem 1012,20; //Lizard_Scruff
+ delitem 1048,20; //Slender_Snake
+ delitem 7003,20; //Anolian_Skin
+ set party_relay,30;
+ getitem 7740,1; //Mission_Certificate11
+ getitem 610,2; //Leaf_Of_Yggdrasil
+ getitem 607,2; //Yggdrasilberry
+ if (BaseLevel > 94) {
+ getexp 1047600,0;
+ }
+ else if (BaseLevel > 89) {
+ getexp 859200,0;
+ }
+ else if (BaseLevel > 79) {
+ getexp 385200,0;
+ }
+ else if (BaseLevel > 69) {
+ getexp 195600,0;
+ }
+ else if (BaseLevel > 59) {
+ getexp 672000,0;
+ }
+ else if (BaseLevel > 49) {
+ getexp 288000,0;
+ }
+ else {
+ getexp 10800,0;
+ }
+ mes "[Bafhail]";
+ mes "Make sure that you give";
+ mes "that ticket to an Archer";
+ mes "or Merchant Class member";
+ mes "of your group, and have him";
+ mes "bring it to a boy named Lospii.";
+ mes "Goodbye now, and good luck~";
+ close;
+ }
+ else if ((party_relay == 29) && (.@relaytime >= 11) && (.@relaytime < 14) && (countitem(1012) > 19) && (countitem(1048) > 19) && (countitem(7003) > 19)) {
+ mes "[Bafhail]";
+ mes "Well, it looks like you came";
+ mes "at the right time and brought";
+ mes "everything I asked. Good work.";
+ mes "Please take your next ticket";
+ mes "and this small reward for you.";
+ next;
+ delitem 1012,20; //Lizard_Scruff
+ delitem 1048,20; //Slender_Snake
+ delitem 7003,20; //Anolian_Skin
+ set party_relay,30;
+ getitem 7740,1; //Mission_Certificate11
+ getitem 610,2; //Leaf_Of_Yggdrasil
+ getitem 607,2; //Yggdrasilberry
+ if (BaseLevel > 94) {
+ getexp 1047600,0;
+ }
+ else if (BaseLevel > 89) {
+ getexp 859200,0;
+ }
+ else if (BaseLevel > 79) {
+ getexp 385200,0;
+ }
+ else if (BaseLevel > 69) {
+ getexp 195600,0;
+ }
+ else if (BaseLevel > 59) {
+ getexp 672000,0;
+ }
+ else if (BaseLevel > 49) {
+ getexp 288000,0;
+ }
+ else {
+ getexp 10800,0;
+ }
+ mes "[Bafhail]";
+ mes "Make sure that you give";
+ mes "that ticket to an Archer";
+ mes "or Merchant Class member";
+ mes "of your group, and have him";
+ mes "bring it to a boy named Lospii.";
+ mes "Goodbye now, and good luck~";
+ close;
+ }
+ if (party_relay == 29) {
+ mes "[Bafhail]";
+ mes "My mission for you is";
+ mes "to bring me some items";
+ mes "at the right time. I'll only";
+ mes "accept your items for 3 hours";
+ mes "once the day starts, and for 3";
+ mes "hours in the middle of the day.";
+ next;
+ mes "[Bafhail]";
+ mes "I need";
+ mes "^4D4DFF20 Frills^000000,";
+ mes "^4D4DFF20 Anolian Skins^000000, and";
+ mes "^4D4DFF20 Horrendous Hairs^000000.";
+ mes "Don't forget now, alright?";
+ close;
+ }
+ if ((countitem(7739) > 0) && (.@relaytime >= 11) && (.@relaytime < 14) && ((Baseclass == Job_Thief) || (BaseClass == Jog_Acolyte))) {
+ mes "[Bafhail]";
+ mes "Oh, isn't that ticket...?";
+ mes "Ah, good, good. Judging";
+ mes "from your Job, Gatan must";
+ mes "have sent you, right? Nice";
+ mes "to meet you, I'm Bafhail~";
+ mes "Now, let's get to business.";
+ next;
+ mes "[Bafhail]";
+ mes "My mission is";
+ mes "for you to collect";
+ mes "^4D4DFF20 Frills^000000,";
+ mes "^4D4DFF20 Anolian Skins^000000, and";
+ mes "^4D4DFF20 Horrendous Hairs^000000.";
+ next;
+ delitem 7739,1; //Mission_Certificate10
+ set party_relay,29;
+ mes "[Bafhail]";
+ mes "Understood?";
+ mes "Alright then, if you'll";
+ mes "just hand me your ticket,";
+ mes "you can start gathering";
+ mes "those items I listed.";
+ mes "I'll see you later~";
+ close;
+ }
+ else if ((countitem(7739) > 0) && (.@relaytime >= 0) && (.@relaytime < 3) && ((Baseclass == Job_Thief) || (BaseClass == Jog_Acolyte))) {
+ mes "[Bafhail]";
+ mes "Oh, isn't that ticket...?";
+ mes "Ah, good, good. Judging";
+ mes "from your Job, Gatan must";
+ mes "have sent you, right? Nice";
+ mes "to meet you, I'm Bafhail~";
+ mes "Now, let's get to business.";
+ next;
+ mes "[Bafhail]";
+ mes "My mission is";
+ mes "for you to collect";
+ mes "^4D4DFF20 Frills^000000,";
+ mes "^4D4DFF20 Anolian Skins^000000, and";
+ mes "^4D4DFF20 Horrendous Hairs^000000.";
+ next;
+ delitem 7739,1; //Mission_Certificate10
+ set party_relay,29;
+ mes "[Bafhail]";
+ mes "Understood?";
+ mes "Understood?";
+ mes "Alright then, if you'll";
+ mes "just hand me your ticket,";
+ mes "you can start gathering";
+ mes "those items I listed.";
+ mes "I'll see you later~";
+ close;
+ }
+ if ((countitem(7739) > 0) && ((Baseclass == Job_Thief) || (BaseClass == Jog_Acolyte))) {
+ mes "[Bafhail]";
+ mes "Oh, isn't that ticket...?";
+ mes "Ah, good, good. Judging";
+ mes "from your Job, Gatan must";
+ mes "have sent you, right? Nice";
+ mes "to meet you, I'm Bafhail~";
+ next;
+ mes "[Bafhail]";
+ mes "Would you mind coming ";
+ mes "back to me later? Now";
+ mes "isn't the right time to talk";
+ mes "to me. I'm available for 3";
+ mes "hours at the start of the day,";
+ mes "and 3 hours in midday.";
+ close;
+ }
+ if (party_relay == 20) {
+ mes "[Bafhail]";
+ mes "Did you give that ticket";
+ mes "to an Archer or Merchant";
+ mes "Class member of your group?";
+ mes "Just a reminder in case";
+ mes "you've already forgotten.";
+ close;
+ }
+ if ((party_relay == 19) && (.@relaytime >= 14) && (.@relaytime < 17) && (countitem(1015) > 9) && (countitem(7172) > 9) && (countitem(7155) > 9)) {
+ mes "[Bafhail]";
+ mes "Well, it looks like you came";
+ mes "at the right time and brought";
+ mes "everything I asked. Good work.";
+ mes "Please take your next ticket";
+ mes "and this small reward for you.";
+ next;
+ delitem 1015,10; //Thin_N'_Long_Tongue
+ delitem 7172,10; //Leopard_Talon
+ delitem 7155,10; //Poison_Toad's_Skin
+ set party_relay,20;
+ getitem 7736,1; //Mission_Certificate7
+ getitem 610,2; //Leaf_Of_Yggdrasil
+ if (BaseLevel > 94) {
+ getexp 1047600,0;
+ }
+ else if (BaseLevel > 89) {
+ getexp 859200,0;
+ }
+ else if (BaseLevel > 79) {
+ getexp 385200,0;
+ }
+ else if (BaseLevel > 69) {
+ getexp 195600,0;
+ }
+ else if (BaseLevel > 59) {
+ getexp 672000,0;
+ }
+ else if (BaseLevel > 49) {
+ getexp 288000,0;
+ }
+ else {
+ getexp 10800,0;
+ }
+ mes "[Bafhail]";
+ mes "Do me a favor and make";
+ mes "sure that the Merchant";
+ mes "Class character in your";
+ mes "group delivers that ticket";
+ mes "to Lospii. Alright, I guess";
+ mes "I'll see you later, then.";
+ close;
+ }
+ else if ((party_relay == 19) && (.@relaytime >= 18) && (.@relaytime < 21) && (countitem(1015) > 9) && (countitem(7172) > 9) && (countitem(7155) > 9)) {
+ mes "[Bafhail]";
+ mes "Well, it looks like you came";
+ mes "at the right time and brought";
+ mes "everything I asked. Good work.";
+ mes "Please take your next ticket";
+ mes "and this small reward for you.";
+ next;
+ delitem 1015,10; //Thin_N'_Long_Tongue
+ delitem 7172,10; //Leopard_Talon
+ delitem 7155,10; //Poison_Toad's_Skin
+ set party_relay,20;
+ getitem 7736,1; //Mission_Certificate7
+ getitem 610,2; //Leaf_Of_Yggdrasil
+ if (BaseLevel > 94) {
+ getexp 1047600,0;
+ }
+ else if (BaseLevel > 89) {
+ getexp 859200,0;
+ }
+ else if (BaseLevel > 79) {
+ getexp 385200,0;
+ }
+ else if (BaseLevel > 69) {
+ getexp 195600,0;
+ }
+ else if (BaseLevel > 59) {
+ getexp 672000,0;
+ }
+ else if (BaseLevel > 49) {
+ getexp 288000,0;
+ }
+ else {
+ getexp 10800,0;
+ }
+ mes "[Bafhail]";
+ mes "Do me a favor and make";
+ mes "sure that the Merchant";
+ mes "Class character in your";
+ mes "group delivers that ticket";
+ mes "to Lospii. Alright, I guess";
+ mes "I'll see you later, then.";
+ close;
+ }
+ if (party_relay == 19) {
+ mes "[Bafhail]";
+ mes "Remember to bring me";
+ mes "the items I requested";
+ mes "at the right time, during";
+ mes "the 3 hours after noon or";
+ mes "3 hours in the early evening.";
+ mes "Now, I want you to bring...";
+ next;
+ mes "[Bafhail]";
+ mes "^4D4DFF10 Tongues^000000,";
+ mes "^4D4DFF10 Leopard Claws^000000, and";
+ mes "^4D4DFF10 Poisonous Toad Skins^000000.";
+ mes "I'll be waiting for you here";
+ mes "and will accept those items";
+ mes "when the time is right.";
+ close;
+ }
+ if ((party_relay == 18) && (.@relaytime >= 14) && (.@relaytime < 17) && (countitem(7157) > 9) && (countitem(1021) > 9) && (countitem(7101) >9)) {
+ mes "[Bafhail]";
+ mes "Well, it looks like you came";
+ mes "at the right time and brought";
+ mes "everything I asked. Good work.";
+ mes "Please take your next ticket";
+ mes "and this small reward for you.";
+ next;
+ delitem 7157,10; //Black_Mask
+ delitem 1021,10; //Dokkaebi_Horn
+ delitem 7101,10; //Peco_Wing_Feather
+ set party_relay,20;
+ getitem 7736,1; //Mission_Certificate7
+ getitem 610,2; //Leaf_Of_Yggdrasil
+ if (BaseLevel > 94) {
+ getexp 1047600,0;
+ }
+ else if (BaseLevel > 89) {
+ getexp 859200,0;
+ }
+ else if (BaseLevel > 79) {
+ getexp 385200,0;
+ }
+ else if (BaseLevel > 69) {
+ getexp 195600,0;
+ }
+ else if (BaseLevel > 59) {
+ getexp 672000,0;
+ }
+ else if (BaseLevel > 49) {
+ getexp 288000,0;
+ }
+ else {
+ getexp 10800,0;
+ }
+ mes "[Bafhail]";
+ mes "Do me a favor and make";
+ mes "sure that the Merchant";
+ mes "Class character in your";
+ mes "group delivers that ticket";
+ mes "to Lospii. Alright, I guess";
+ mes "I'll see you later, then.";
+ close;
+ }
+ else if ((party_relay == 18) && (.@relaytime >= 18) && (.@relaytime < 21) && (countitem(7157) > 9) && (countitem(1021) > 9) && (countitem(7101) >9)) {
+ mes "[Bafhail]";
+ mes "Well, it looks like you came";
+ mes "at the right time and brought";
+ mes "everything I asked. Good work.";
+ mes "Please take your next ticket";
+ mes "and this small reward for you.";
+ next;
+ delitem 7157,10; //Black_Mask
+ delitem 1021,10; //Dokkaebi_Horn
+ delitem 7101,10; //Peco_Wing_Feather
+ set party_relay,20;
+ getitem 7736,1; //Mission_Certificate7
+ getitem 610,2; //Leaf_Of_Yggdrasil
+ if (BaseLevel > 94) {
+ getexp 1047600,0;
+ }
+ else if (BaseLevel > 89) {
+ getexp 859200,0;
+ }
+ else if (BaseLevel > 79) {
+ getexp 385200,0;
+ }
+ else if (BaseLevel > 69) {
+ getexp 195600,0;
+ }
+ else if (BaseLevel > 59) {
+ getexp 672000,0;
+ }
+ else if (BaseLevel > 49) {
+ getexp 288000,0;
+ }
+ else {
+ getexp 10800,0;
+ }
+ mes "[Bafhail]";
+ mes "Do me a favor and make";
+ mes "sure that the Merchant";
+ mes "Class character in your";
+ mes "group delivers that ticket";
+ mes "to Lospii. Alright, I guess";
+ mes "I'll see you later, then.";
+ close;
+ }
+ if (party_relay == 18) {
+ mes "[Bafhail]";
+ mes "Remember that your";
+ mes "mission from me is";
+ mes "to collect some items,";
+ mes "and to bring them to";
+ mes "me at the right time.";
+ next;
+ mes "[Bafhail]";
+ mes "I'll only accept your";
+ mes "items for 3 hours after";
+ mes "the day starts, and for";
+ mes "3 hours during midday.";
+ mes "These are the items";
+ mes "that I want you to bring...";
+ next;
+ mes "[Bafhail]";
+ mes "^4D4DFF10 Dark Masks^000000,";
+ mes "^4D4DFF10 Dokebi Horns^000000, and";
+ mes "^4D4DFF10 PecoPeco Feathers^000000.";
+ mes "I'll be here waiting for";
+ mes "you during the hours";
+ mes "I just described, okay?";
+ close;
+ }
+ if ((countitem(7735) > 0) && (.@relaytime >= 14) && (.@relaytime < 17) && (BaseClass == Jog_Acolyte)) {
+ mes "[Bafhail]";
+ mes "Oh, isn't that ticket...?";
+ mes "Ah, good, good. Judging";
+ mes "from your Job, Gatan must";
+ mes "have sent you, right? Nice";
+ mes "to meet you, I'm Bafhail~";
+ next;
+ mes "[Bafhail]";
+ mes "Alright, let's get down";
+ mes "to what you came for.";
+ mes "My mission is for you to";
+ mes "collect some items, and";
+ mes "for you to bring them at";
+ mes "the right time. Bring me...";
+ next;
+ mes "[Bafhail]";
+ mes "^4D4DFF10 Dark Masks^000000,";
+ mes "^4D4DFF10 Dokebi Horns^000000, and";
+ mes "^4D4DFF10 PecoPeco Feathers^000000.";
+ next;
+ delitem 7735,1; //Mission_Certificate6
+ set party_relay,18;
+ mes "[Bafhail]";
+ mes "Understood?";
+ mes "Alright then, if you'll";
+ mes "just hand me your ticket,";
+ mes "you can start gathering";
+ mes "those items I listed.";
+ mes "I'll see you later~";
+ close;
+ }
+ else if ((countitem(7735) > 0) && (.@relaytime >= 18) && (.@relaytime < 21) && (BaseClass == Jog_Acolyte)) {
+ mes "[Bafhail]";
+ mes "Oh, isn't that ticket...?";
+ mes "Ah, good, good. Judging";
+ mes "from your Job, Gatan must";
+ mes "have sent you, right? Nice";
+ mes "to meet you, I'm Bafhail~";
+ next;
+ mes "[Bafhail]";
+ mes "Alright, let's get down";
+ mes "to what you came for.";
+ mes "My mission is for you to";
+ mes "collect some items, and";
+ mes "for you to bring them at";
+ mes "the right time. Bring me...";
+ next;
+ mes "[Bafhail]";
+ mes "^4D4DFF10 Tongues^000000,";
+ mes "^4D4DFF10 Leopard Claws^000000, and";
+ mes "^4D4DFF10 Poisonous Toad Skins^000000.";
+ next;
+ delitem 7735,1; //Mission_Certificate6
+ set party_relay,19;
+ mes "[Bafhail]";
+ mes "Understood?";
+ mes "Alright then, if you'll";
+ mes "just hand me your ticket,";
+ mes "you can start gathering";
+ mes "those items I listed.";
+ mes "I'll see you later~";
+ close;
+ }
+ if ((countitem(7735) > 0) && (BaseClass == Jog_Acolyte)) {
+ mes "[Bafhail]";
+ mes "Oh, isn't that ticket...?";
+ mes "Ah, good, good. Judging";
+ mes "from your Job, Gatan must";
+ mes "have sent you, right? Nice";
+ mes "to meet you, I'm Bafhail~";
+ next;
+ mes "[Bafhail]";
+ mes "Would you mind coming ";
+ mes "back to me later? Now";
+ mes "isn't the right time to talk";
+ mes "to me. I'm available for 3";
+ mes "hours at the start of the day,";
+ mes "and 3 hours in midday.";
+ close;
+ }
+ if (party_relay == 9) {
+ mes "[Bafhail]";
+ mes "Oh, did you already";
+ mes "deliver the ticket that";
+ mes "I gave you? If that's the";
+ mes "case, we won't have any";
+ mes "business with each other";
+ mes "for a while, I suppose.";
+ close;
+ }
+ if ((party_relay == 8) && ((.@relaytime >= 8) && (.@relaytime < 11)) && (countitem(7196) > 9) && (countitem(7184) > 9) && (countitem(920) > 9)) {
+ mes "[Bafhail]";
+ mes "Well, it looks like you came";
+ mes "at the right time and brought";
+ mes "everything I asked. Good work.";
+ mes "Please take your next ticket";
+ mes "and this small reward for you.";
+ next;
+ delitem 7196,10; //Shoulder_Protection
+ delitem 7189,10; //Heart_Of_Tree
+ delitem 920,10; //Claw_Of_Wolves
+ set party_relay,9;
+ getitem 7732,1; //Mission_Certificate3
+ getitem 607,2; //Yggdrasilberry
+ if (BaseLevel > 94) {
+ getexp 1047600,0;
+ }
+ else if (BaseLevel > 89) {
+ getexp 859200,0;
+ }
+ else if (BaseLevel > 79) {
+ getexp 385200,0;
+ }
+ else if (BaseLevel > 69) {
+ getexp 195600,0;
+ }
+ else if (BaseLevel > 59) {
+ getexp 672000,0;
+ }
+ else if (BaseLevel > 49) {
+ getexp 288000,0;
+ }
+ else {
+ getexp 10800,0;
+ }
+ mes "[Bafhail]";
+ mes "Please give that";
+ mes "ticket to the Archer";
+ mes "Class member of your";
+ mes "group, and have him";
+ mes "deliver it to Lospii, okay?";
+ mes "Good luck on your travels~";
+ close;
+ }
+ else if ((party_relay == 8) && ((.@relaytime >= 21) && (countitem(7196) > 9) && (countitem(7184) > 9) && (countitem(920) > 9))) {
+ mes "[Bafhail]";
+ mes "Well, it looks like you came";
+ mes "at the right time and brought";
+ mes "everything I asked. Good work.";
+ mes "Please take your next ticket";
+ mes "and this small reward for you.";
+ delitem 7196,10; //Shoulder_Protection
+ delitem 7189,10; //Heart_Of_Tree
+ delitem 920,10; //Claw_Of_Wolves
+ set party_relay,9;
+ getitem 7732,1; //Mission_Certificate3
+ getitem 607,2; //Yggdrasilberry
+ if (BaseLevel > 94) {
+ getexp 1047600,0;
+ }
+ else if (BaseLevel > 89) {
+ getexp 859200,0;
+ }
+ else if (BaseLevel > 79) {
+ getexp 385200,0;
+ }
+ else if (BaseLevel > 69) {
+ getexp 195600,0;
+ }
+ else if (BaseLevel > 59) {
+ getexp 672000,0;
+ }
+ else if (BaseLevel > 49) {
+ getexp 288000,0;
+ }
+ else {
+ getexp 10800,0;
+ }
+ next;
+ mes "[Bafhail]";
+ mes "Please give that";
+ mes "ticket to the Archer";
+ mes "Class member of your";
+ mes "group, and have him";
+ mes "deliver it to Lospii, okay?";
+ mes "Good luck on your travels~";
+ close;
+ }
+ if (party_relay == 8) {
+ mes "[Bafhail]";
+ mes "Your mission";
+ mes "is to bring me";
+ mes "^4D4DFF10 Wooden Hearts^000000,";
+ mes "^4D4DFF10 Wolf Claws^000000, and";
+ mes "^4D4DFF10 Shoulder Protectors^000000";
+ mes "during hours I accept items.";
+ next;
+ mes "[Bafhail]";
+ mes "Remember that I only";
+ mes "accept items from 8 AM";
+ mes "to 11 AM, and from 9 PM";
+ mes "to 12 AM. That's Pacific";
+ mes "Standard Time. Don't forget!";
+ close;
+ }
+ if ((party_relay == 7) && ((.@relaytime >= 8) && (.@relaytime < 11)) && (countitem(1027) > 9) && (countitem(1040) > 9) && (countitem(1023) > 9)) {
+ mes "[Bafhail]";
+ mes "Well, it looks like you came";
+ mes "at the right time and brought";
+ mes "everything I asked. Good work.";
+ mes "Please take your next ticket";
+ mes "and this small reward for you.";
+ next;
+ delitem 1027,10; //Porcupine_Spike
+ delitem 1040,10; //Elder_Pixie's_Beard
+ delitem 1023,10; //Fish_Tail
+ set party_relay,9;
+ getitem 7732,1; //Mission_Certificate3
+ mes "[Bafhail]";
+ mes "Please give that";
+ mes "ticket to the Archer";
+ mes "Class member of your";
+ mes "group, and have him";
+ mes "deliver it to Lospii, okay?";
+ mes "Good luck on your travels~";
+ close;
+ }
+ else if ((party_relay == 7) && ((.@relaytime >= 21) && (countitem(1027) > 9) && (countitem(1040) > 9) && (countitem(1023) > 9))) {
+ mes "[Bafhail]";
+ mes "Well, it looks like you came";
+ mes "at the right time and brought";
+ mes "everything I asked. Good work.";
+ mes "Please take your next ticket";
+ mes "and this small reward for you.";
+ next;
+ delitem 1027,10; //Porcupine_Spike
+ delitem 1040,10; //Elder_Pixie's_Beard
+ delitem 1023,10; //Fish_Tail
+ set party_relay,9;
+ getitem 7732,1; //Mission_Certificate3
+ mes "[Bafhail]";
+ mes "Please give that";
+ mes "ticket to the Archer";
+ mes "Class member of your";
+ mes "group, and have him";
+ mes "deliver it to Lospii, okay?";
+ mes "Good luck on your travels~";
+ close;
+ }
+ if (party_relay == 7) {
+ mes "[Bafhail]";
+ mes "Your mission";
+ mes "is to bring me";
+ mes "^4D4DFF10 Fish Tails^000000,";
+ mes "^4D4DFF10 Porcupine Quills^000000, and";
+ mes "^4D4DFF10 Elder Pixie's Moustaches^000000";
+ mes "during hours I accept items.";
+ next;
+ mes "[Bafhail]";
+ mes "Remember that I only";
+ mes "accept items from 8 AM";
+ mes "to 11 AM, and from 9 PM";
+ mes "to 12 AM. That's Pacific";
+ mes "Standard Time. Don't forget!";
+ close;
+ }
+ if ((countitem(7731) > 0) && (BaseLevel > 39) && ((.@relaytime >= 8) && (.@relaytime < 11)) && (Baseclass == Job_Thief)) {
+ mes "[Bafhail]";
+ mes "Oh, isn't that ticket...?";
+ mes "Ah, good, good. Judging";
+ mes "from your Job, Gatan must";
+ mes "have sent you, right? Nice";
+ mes "to meet you, I'm Bafhail~";
+ next;
+ mes "[Bafhail]";
+ mes "Alright, let's get down";
+ mes "to what you came for.";
+ mes "My mission is for you to";
+ mes "collect some items, and";
+ mes "for you to bring them at";
+ mes "the right time. Bring me...";
+ next;
+ mes "[Bafhail]";
+ mes "^4D4DFF10 Wooden Hearts^000000,";
+ mes "^4D4DFF10 Wolf Claws^000000, and";
+ mes "^4D4DFF10 Shoulder Protectors^000000";
+ next;
+ delitem 7731,1; //Mission_Certificate2
+ set party_relay,8;
+ mes "[Bafhail]";
+ mes "Remember that I won't";
+ mes "accept your items, even";
+ mes "if you have everything,";
+ mes "if you don't come during";
+ mes "the hours when I accept";
+ mes "items for missions, okay?";
+ close;
+ }
+ else if ((countitem(7731) > 0) && (BaseLevel > 39) && ((.@relaytime >= 21) && (Baseclass == Job_Thief))) {
+ mes "[Bafhail]";
+ mes "Oh, isn't that ticket...?";
+ mes "Ah, good, good. Judging";
+ mes "from your Job, Gatan must";
+ mes "have sent you, right? Nice";
+ mes "to meet you, I'm Bafhail~";
+ next;
+ mes "[Bafhail]";
+ mes "Alright, let's get down";
+ mes "to what you came for.";
+ mes "My mission is for you to";
+ mes "collect some items, and";
+ mes "for you to bring them at";
+ mes "the right time. Bring me...";
+ next;
+ mes "[Bafhail]";
+ mes "^4D4DFF10 Fish Tails^000000,";
+ mes "^4D4DFF10 Porcupine Quills^000000, and";
+ mes "^4D4DFF10 Elder Pixie's Moustaches^000000";
+ next;
+ delitem 7731,1; //Mission_Certificate2
+ set party_relay,7;
+ mes "[Bafhail]";
+ mes "Remember that I won't";
+ mes "accept your items, even";
+ mes "if you have everything,";
+ mes "if you don't come during";
+ mes "the hours when I accept";
+ mes "items for missions, okay?";
+ close;
+ }
+ if ((countitem(7731) > 0) && (BaseLevel > 39) && (Baseclass == Job_Thief)) {
+ mes "[Bafhail]";
+ mes "Oh, isn't that ticket...?";
+ mes "Ah, good, good. Judging";
+ mes "from your Job, Gatan must";
+ mes "have sent you, right? Nice";
+ mes "to meet you, I'm Bafhail~";
+ next;
+ mes "[Bafhail]";
+ mes "Would you mind coming";
+ mes "back to me later? Now";
+ mes "isn't the right time to";
+ mes "talk to me. I'm available";
+ mes "from 8 AM to 11 AM, and";
+ mes "from 9 PM to 12 AM.";
+ close;
+ }
+ mes "[Bafhail]";
+ mes "...Hm? I don't think";
+ mes "we have any business";
+ mes "with each other. You mind";
+ mes "leaving me alone? I'm pretty";
+ mes "busy administering a bunch";
+ mes "of these missions for a friend.";
+ next;
+ mes "[Bafhail]";
+ mes "If we're lucky, maybe";
+ mes "you'll be one of those";
+ mes "adventurers that'll carry";
+ mes "out these fun little missions";
+ mes "for my friend Ledrion.";
+ close;
+}
+
+payon,168,314,3 script Lospii#payon::RelayLospii 706,{
+ getpartymember(getcharid(1));
+ set .@partymembercount,$@partymembercount;
+ set .@partyleader,getpartyleader(getcharid(1),2);
+ if (checkweight(907,300) < 0) {
+ mes "^3355FFWait a minute! You're";
+ mes "carrying too many items";
+ mes "right now: store some of";
+ mes "your extra things in Kafra";
+ mes "Storage, and then come back.^000000";
+ close;
+ }
+ if (countitem(7730) > 0) || (countitem(7731) > 0) || (countitem(7734) > 0) || (countitem(7735) > 0) || (countitem(7738) > 0) || (countitem(7739) > 0) {
+ mes "[Lospii]";
+ mes "Hey, didn't you figure";
+ mes "out what you need to do?";
+ mes "You're not supposed to";
+ mes "talk to me now! Mmm...";
+ mes "I don't know who you";
+ mes "have to meet either, but...";
+ close;
+ }
+ set .@relaytime,gettime(3);
+ //set .@juwi,getusersinrange(7);
+ if (party_relay == 32) {
+ mes "[Lospii]";
+ mes "Hey! Did you give";
+ mes "that ticket to the";
+ mes "leader of your group";
+ mes "yet? The guy that started";
+ mes "this whole relay thing!";
+ close;
+ }
+ if ((party_relay == 31) && ((.@relaytime >= 8) && (.@relaytime < 11)) && (.@juwi > 13)) {
+ mes "[Lospii]";
+ mes "Oh! You brought so many";
+ mes "friends! One... T-two...";
+ mes "You brought " + .@juwi + "?! Hmpf.";
+ mes "Maybe I gave you something";
+ mes "too easy to do. I didn't know";
+ mes "you knew this many people!";
+ next;
+ mes "[Lospii]";
+ mes "Oh well, thanks for";
+ mes "bringing everyone here.";
+ mes "For that, you get this";
+ mes "gift from me. Cool, huh?";
+ next;
+ set party_relay,32;
+ getitem 7741,1; //Mission_Certificate12
+ getitem 610,2; //Leaf_Of_Yggdrasil
+ getitem 607,2; //Yggdrasilberry
+ if (BaseLevel > 94) {
+ getexp 1047600,0;
+ }
+ else if (BaseLevel > 89) {
+ getexp 859200,0;
+ }
+ else if (BaseLevel > 79) {
+ getexp 385200,0;
+ }
+ else if (BaseLevel > 69) {
+ getexp 195600,0;
+ }
+ else if (BaseLevel > 59) {
+ getexp 672000,0;
+ }
+ else if (BaseLevel > 49) {
+ getexp 288000,0;
+ }
+ else {
+ getexp 10800,0;
+ }
+ mes "[Lospii]";
+ mes "Okay, now take this";
+ mes "ticket, and give it to";
+ mes "your leader, the guy that";
+ mes "started this whole relay";
+ mes "thing. He needs to give";
+ mes "the ticket to Ledrion, okay?";
+ next;
+ mes "[Lospii]";
+ mes "You're almost done!";
+ mes "...I think. Um, I'm not";
+ mes "really sure what will";
+ mes "happen next. I can only";
+ mes "remember the parts I have";
+ mes "to do. C'mon! I'm just a kid!";
+ close;
+ }
+ else if ((party_relay == 31) && ((.@relaytime >= 21) && (.@juwi > 13))) {
+ mes "[Lospii]";
+ mes "Oh! You brought so many";
+ mes "friends! One... T-two...";
+ mes "You brought " + .@juwi + "?! Hmpf.";
+ mes "Maybe I gave you something";
+ mes "too easy to do. I didn't know";
+ mes "you knew this many people!";
+ next;
+ mes "[Lospii]";
+ mes "Oh well, thanks for";
+ mes "bringing everyone here.";
+ mes "For that, you get this";
+ mes "gift from me. Cool, huh?";
+ next;
+ set party_relay,32;
+ getitem 7741,1; //Mission_Certificate12
+ getitem 610,2; //Leaf_Of_Yggdrasil
+ getitem 607,2; //Yggdrasilberry
+ if (BaseLevel > 94) {
+ getexp 1047600,0;
+ }
+ else if (BaseLevel > 89) {
+ getexp 859200,0;
+ }
+ else if (BaseLevel > 79) {
+ getexp 385200,0;
+ }
+ else if (BaseLevel > 69) {
+ getexp 195600,0;
+ }
+ else if (BaseLevel > 59) {
+ getexp 672000,0;
+ }
+ else if (BaseLevel > 49) {
+ getexp 288000,0;
+ }
+ else {
+ getexp 10800,0;
+ }
+ mes "[Lospii]";
+ mes "Okay, now take this";
+ mes "ticket, and give it to";
+ mes "your leader, the guy that";
+ mes "started this whole relay";
+ mes "thing. He needs to give";
+ mes "the ticket to Ledrion, okay?";
+ next;
+ mes "[Lospii]";
+ mes "You're almost done!";
+ mes "...I think. Um, I'm not";
+ mes "really sure what will";
+ mes "happen next. I can only";
+ mes "remember the parts I have";
+ mes "to do. C'mon! I'm just a kid!";
+ close;
+ }
+ if (party_relay == 31) {
+ mes "[Lospii]";
+ mes "Okay, you have to bring";
+ mes "me 10 of your friends when";
+ mes "I'm working, okay? That's, uh,";
+ mes "3 hours before noon, and then";
+ mes "another 3 hours after midnight.";
+ mes "Just only those times, okay?";
+ close;
+ }
+ if ((countitem(7740) > 0) && (.@relaytime >= 8) && (.@relaytime < 11) && ((BaseJob == Job_Archer) || (BaseJob == Job_Merchant))) {
+ mes "[Lospii]";
+ mes "Hi, I'm Lospii! Maybe";
+ mes "I'm younger than you, but";
+ mes "I'm in charge of this mission!";
+ mes "So you have to listen, okay?";
+ mes "Heh heh! Don't be scared~";
+ next;
+ mes "[Lospii]";
+ mes "I'm working now for this";
+ mes "mission thing so you came";
+ mes "at a good time! Let's see...";
+ mes "I need to give you... Some";
+ mes "mission for you to doooo...";
+ mes "Oh! I know! I got it!";
+ next;
+ mes "[Lospii]";
+ mes "We're seeing if you";
+ mes "know about teamwork, right?";
+ mes "Why don't you show me a lot";
+ mes "of your friends? Bring me...";
+ mes "14 of them! Yes, that's good!";
+ next;
+ mes "[Lospii]";
+ mes "I need to be able to";
+ mes "see them, you know, so";
+ mes "I know you're not lying";
+ mes "to me. Bring them reeeally";
+ mes "close so I know they're your";
+ mes "friends, not some other guys.";
+ next;
+ delitem 7740,1; //Mission_Certificate11
+ set party_relay,31;
+ mes "[Lospii]";
+ mes "Okay, I'll be right";
+ mes "here! Oh! And you have";
+ mes "to come with your friends";
+ mes "while I'm at work! That's";
+ mes "important to know!";
+ close;
+ }
+ else if ((countitem(7740) > 0) && (.@relaytime >= 21) && ((BaseClass == Job_Archer) || (BaseClass == Job_Merchant))) {
+ mes "[Lospii]";
+ mes "Hi, I'm Lospii! Maybe";
+ mes "I'm younger than you, but";
+ mes "I'm in charge of this mission!";
+ mes "So you have to listen, okay?";
+ mes "Heh heh! Don't be scared~";
+ next;
+ mes "[Lospii]";
+ mes "I'm working now for this";
+ mes "mission thing so you came";
+ mes "at a good time! Let's see...";
+ mes "I need to give you... Some";
+ mes "mission for you to doooo...";
+ mes "Oh! I know! I got it!";
+ next;
+ mes "[Lospii]";
+ mes "We're seeing if you";
+ mes "know about teamwork, right?";
+ mes "Why don't you show me a lot";
+ mes "of your friends? Bring me...";
+ mes "14 of them! Yes, that's good!";
+ next;
+ mes "[Lospii]";
+ mes "I need to be able to";
+ mes "see them, you know, so";
+ mes "I know you're not lying";
+ mes "to me. Bring them reeeally";
+ mes "close so I know they're your";
+ mes "friends, not some other guys.";
+ next;
+ delitem 7740,1; //Mission_Certificate11
+ set party_relay,31;
+ mes "[Lospii]";
+ mes "Okay, I'll be right";
+ mes "here! Oh! And you have";
+ mes "to come with your friends";
+ mes "while I'm at work! That's";
+ mes "important to know!";
+ close;
+ }
+ if ((countitem(7740) > 0) && ((Baseclass == Job_Archer) || (BaseClass == Job_Merchant))) {
+ mes "[Lospii]";
+ mes "Hi, I'm Lospii! Maybe";
+ mes "I'm younger than you, but";
+ mes "I'm in charge of this mission!";
+ mes "So you have to listen, okay?";
+ mes "Heh heh! Don't be scared~";
+ next;
+ mes "[Lospii]";
+ mes "Uh oh... I forgot";
+ mes "that I'm not supposed";
+ mes "to be working now. Come";
+ mes "back when I'm working, okay?";
+ next;
+ mes "[Lospii]";
+ mes "I... I work before";
+ mes "noon for 3 hours, and";
+ mes "then... 3 hours after";
+ mes "midnight? Yes, those";
+ mes "are the times when";
+ mes "I'm working!";
+ close;
+ }
+ if (party_relay == 22) {
+ mes "[Lospii]";
+ mes "Huh? No, no, you're";
+ mes "not supposed to be here!";
+ mes "Give the eighth ticket to";
+ mes "your leader so he can give";
+ mes "it to Ledrion! Your leader...";
+ mes "You know him, right?";
+ close;
+ }
+ if ((party_relay == 21) && ((.@relaytime >= 11) && (.@relaytime < 14)) && (.@juwi > 11)) {
+ mes "[Lospii]";
+ mes "Oh! You brought so many";
+ mes "friends! One... T-two...";
+ mes "You brought " + .@juwi + "?! Hmpf.";
+ mes "Maybe I gave you something";
+ mes "too easy to do. I didn't know";
+ mes "you knew this many people!";
+ next;
+ mes "[Lospii]";
+ mes "Oh well, thanks for";
+ mes "bringing everyone here.";
+ mes "For that, you get this";
+ mes "gift from me. Cool, huh?";
+ next;
+ set party_relay,22;
+ getitem 7737,1; //Mission_Certificate8
+ getitem 610,2; //Leaf_Of_Yggdrasil
+ if (BaseLevel > 94) {
+ getexp 1047600,0;
+ }
+ else if (BaseLevel > 89) {
+ getexp 859200,0;
+ }
+ else if (BaseLevel > 79) {
+ getexp 385200,0;
+ }
+ else if (BaseLevel > 69) {
+ getexp 195600,0;
+ }
+ else if (BaseLevel > 59) {
+ getexp 672000,0;
+ }
+ else if (BaseLevel > 49) {
+ getexp 288000,0;
+ }
+ else {
+ getexp 10800,0;
+ }
+ mes "[Lospii]";
+ mes "Okay, now take this";
+ mes "ticket, and give it to";
+ mes "your leader, the guy that";
+ mes "started this whole relay";
+ mes "thing. He needs to give";
+ mes "the ticket to Ledrion, okay?";
+ next;
+ mes "[Lospii]";
+ mes "You're almost done!";
+ mes "...I think. Um, I'm not";
+ mes "really sure what will";
+ mes "happen next. I can only";
+ mes "remember the parts I have";
+ mes "to do. C'mon! I'm just a kid!";
+ close;
+ }
+ else if ((party_relay == 21) && ((.@relaytime >= 0) && (.@relaytime < 3)) && (.@juwi > 11)) {
+ mes "[Lospii]";
+ mes "Oh! You brought so many";
+ mes "friends! One... T-two...";
+ mes "You brought " + .@juwi + "?! Hmpf.";
+ mes "Maybe I gave you something";
+ mes "too easy to do. I didn't know";
+ mes "you knew this many people!";
+ next;
+ mes "[Lospii]";
+ mes "Oh well, thanks for";
+ mes "bringing everyone here.";
+ mes "For that, you get this";
+ mes "gift from me. Cool, huh?";
+ next;
+ set party_relay,22;
+ getitem 7737,1; //Mission_Certificate8
+ getitem 610,2; //Leaf_Of_Yggdrasil
+ if (BaseLevel > 94) {
+ getexp 1047600,0;
+ }
+ else if (BaseLevel > 89) {
+ getexp 859200,0;
+ }
+ else if (BaseLevel > 79) {
+ getexp 385200,0;
+ }
+ else if (BaseLevel > 69) {
+ getexp 195600,0;
+ }
+ else if (BaseLevel > 59) {
+ getexp 672000,0;
+ }
+ else if (BaseLevel > 49) {
+ getexp 288000,0;
+ }
+ else {
+ getexp 10800,0;
+ }
+ mes "[Lospii]";
+ mes "Okay, now take this";
+ mes "ticket, and give it to";
+ mes "your leader, the guy that";
+ mes "started this whole relay";
+ mes "thing. He needs to give";
+ mes "the ticket to Ledrion, okay?";
+ next;
+ mes "[Lospii]";
+ mes "You're almost done!";
+ mes "...I think. Um, I'm not";
+ mes "really sure what will";
+ mes "happen next. I can only";
+ mes "remember the parts I have";
+ mes "to do. C'mon! I'm just a kid!";
+ close;
+ }
+ if (party_relay == 21) {
+ mes "[Lospii]";
+ mes "Okay, you have to bring";
+ mes "me 12 of your friends when";
+ mes "I'm working, okay? That's, uh,";
+ mes "3 hours before noon, and then";
+ mes "another 3 hours after midnight.";
+ mes "Just only those times, okay?";
+ close;
+ }
+ if ((countitem(7736) > 0) && (.@relaytime >= 11) && (.@relaytime < 14) && (BaseClass == Job_Merchant)) {
+ mes "[Lospii]";
+ mes "Hi, I'm Lospii! Maybe";
+ mes "I'm younger than you, but";
+ mes "I'm in charge of this mission!";
+ mes "So you have to listen, okay?";
+ mes "Heh heh! Don't be scared~";
+ next;
+ mes "[Lospii]";
+ mes "I'm working now for this";
+ mes "mission thing so you came";
+ mes "at a good time! Let's see...";
+ mes "I need to give you... Some";
+ mes "mission for you to doooo...";
+ mes "Oh! I know! I got it!";
+ next;
+ mes "[Lospii]";
+ mes "We're seeing if you";
+ mes "know about teamwork, right?";
+ mes "Why don't you show me a lot";
+ mes "of your friends? Bring me...";
+ mes "12 of them! Yes, that's good!";
+ next;
+ mes "[Lospii]";
+ mes "I need to be able to";
+ mes "see them, you know, so";
+ mes "I know you're not lying";
+ mes "to me. Bring them reeeally";
+ mes "close so I know they're your";
+ mes "friends, not some other guys.";
+ next;
+ delitem 7736,1; //Mission_Certificate7
+ set party_relay,21;
+ mes "[Lospii]";
+ mes "Okay, I'll be right";
+ mes "here! Oh! And you have";
+ mes "to come with your friends";
+ mes "while I'm at work! That's";
+ mes "important to know!";
+ close;
+ }
+ else if ((countitem(7736) > 0) && (.@relaytime >= 0) && (.@relaytime < 3) && (BaseClass == Job_Merchant)) {
+ mes "[Lospii]";
+ mes "Hi, I'm Lospii! Maybe";
+ mes "I'm younger than you, but";
+ mes "I'm in charge of this mission!";
+ mes "So you have to listen, okay?";
+ mes "Heh heh! Don't be scared~";
+ next;
+ mes "[Lospii]";
+ mes "I'm working now for this";
+ mes "mission thing so you came";
+ mes "at a good time! Let's see...";
+ mes "I need to give you... Some";
+ mes "mission for you to doooo...";
+ mes "Oh! I know! I got it!";
+ next;
+ mes "[Lospii]";
+ mes "We're seeing if you";
+ mes "know about teamwork, right?";
+ mes "Why don't you show me a lot";
+ mes "of your friends? Bring me...";
+ mes "12 of them! Yes, that's good!";
+ next;
+ mes "[Lospii]";
+ mes "I need to be able to";
+ mes "see them, you know, so";
+ mes "I know you're not lying";
+ mes "to me. Bring them reeeally";
+ mes "close so I know they're your";
+ mes "friends, not some other guys.";
+ next;
+ delitem 7736,1; //Mission_Certificate7
+ set party_relay,21;
+ mes "[Lospii]";
+ mes "Okay, I'll be right";
+ mes "here! Oh! And you have";
+ mes "to come with your friends";
+ mes "while I'm at work! That's";
+ mes "important to know!";
+ close;
+ }
+ if ((countitem(7736) > 0) && (BaseClass == Job_Merchant)) {
+ mes "[Lospii]";
+ mes "Hi, I'm Lospii! Maybe";
+ mes "I'm younger than you, but";
+ mes "I'm in charge of this mission!";
+ mes "So you have to listen, okay?";
+ mes "Heh heh! Don't be scared~";
+ next;
+ mes "[Lospii]";
+ mes "Uh oh... I forgot";
+ mes "that I'm not supposed";
+ mes "to be working now. Come";
+ mes "back when I'm working, okay?";
+ next;
+ mes "[Lospii]";
+ mes "I... I work before";
+ mes "noon for 3 hours, and";
+ mes "then... 3 hours after";
+ mes "midnight? Yes, those";
+ mes "are the times when";
+ mes "I'm working!";
+ close;
+ }
+ if (party_relay == 11) {
+ mes "[Lospii]";
+ mes "Umm... Did you bring";
+ mes "the fourth ticket to your";
+ mes "leader yet? You know,";
+ mes "the leader of the group.";
+ mes "The one that started this";
+ mes "whole relay test thingee.";
+ close;
+ }
+ if ((party_relay == 10) && ((.@relaytime >= 14) && (.@relaytime < 17)) && (.@juwi > 9)) {
+ mes "[Lospii]";
+ mes "Oh! You brought so many";
+ mes "friends! One... T-two...";
+ mes "You brought " + .@juwi + "?! Hmpf.";
+ mes "Maybe I gave you something";
+ mes "too easy to do. I didn't know";
+ mes "you knew this many people!";
+ next;
+ mes "[Lospii]";
+ mes "Oh well, thanks for";
+ mes "bringing everyone here.";
+ mes "For that, you get this";
+ mes "gift from me. Cool, huh?";
+ next;
+ set party_relay,11;
+ getitem 7733,1; //Mission_Certificate4
+ getitem 607,2; //Yggdrasilberry
+ if (BaseLevel > 94) {
+ getexp 1047600,0;
+ }
+ else if (BaseLevel > 89) {
+ getexp 859200,0;
+ }
+ else if (BaseLevel > 79) {
+ getexp 385200,0;
+ }
+ else if (BaseLevel > 69) {
+ getexp 195600,0;
+ }
+ else if (BaseLevel > 59) {
+ getexp 672000,0;
+ }
+ else if (BaseLevel > 49) {
+ getexp 288000,0;
+ }
+ else {
+ getexp 10800,0;
+ }
+ mes "[Lospii]";
+ mes "Okay, now take this";
+ mes "ticket, and give it to";
+ mes "your leader, the guy that";
+ mes "started this whole relay";
+ mes "thing. He needs to give";
+ mes "the ticket to Ledrion, okay?";
+ next;
+ mes "[Lospii]";
+ mes "You're almost done!";
+ mes "...I think. Um, I'm not";
+ mes "really sure what will";
+ mes "happen next. I can only";
+ mes "remember the parts I have";
+ mes "to do. C'mon! I'm just a kid!";
+ close;
+ }
+ else if ((party_relay == 10) && ((.@relaytime >= 18) && (.@relaytime < 21)) && (.@juwi > 9)) {
+ mes "[Lospii]";
+ mes "Oh! You brought so many";
+ mes "friends! One... T-two...";
+ mes "You brought " + .@juwi + "?! Hmpf.";
+ mes "Maybe I gave you something";
+ mes "too easy to do. I didn't know";
+ mes "you knew this many people!";
+ next;
+ mes "[Lospii]";
+ mes "Oh well, thanks for";
+ mes "bringing everyone here.";
+ mes "For that, you get this";
+ mes "gift from me. Cool, huh?";
+ next;
+ set party_relay,11;
+ getitem 7733,1; //Mission_Certificate4
+ getitem 607,2; //Yggdrasilberry
+ if (BaseLevel > 94) {
+ getexp 1047600,0;
+ }
+ else if (BaseLevel > 89) {
+ getexp 859200,0;
+ }
+ else if (BaseLevel > 79) {
+ getexp 385200,0;
+ }
+ else if (BaseLevel > 69) {
+ getexp 195600,0;
+ }
+ else if (BaseLevel > 59) {
+ getexp 672000,0;
+ }
+ else if (BaseLevel > 49) {
+ getexp 288000,0;
+ }
+ else {
+ getexp 10800,0;
+ }
+ mes "[Lospii]";
+ mes "Okay, now take this";
+ mes "ticket, and give it to";
+ mes "your leader, the guy that";
+ mes "started this whole relay";
+ mes "thing. He needs to give";
+ mes "the ticket to Ledrion, okay?";
+ next;
+ mes "[Lospii]";
+ mes "You're almost done!";
+ mes "...I think. Um, I'm not";
+ mes "really sure what will";
+ mes "happen next. I can only";
+ mes "remember the parts I have";
+ mes "to do. C'mon! I'm just a kid!";
+ close;
+ }
+ if (party_relay == 10) {
+ mes "[Lospii]";
+ mes "Bring 10 of your friends";
+ mes "here to me while I'm working,";
+ mes "okay? Umm... I work frooom...";
+ mes "2 PM to 5 PM, and 6 PM to 9 PM.";
+ mes "I think those are the times.";
+ mes "I... I can't read watches...";
+ close;
+ }
+ if ((countitem(7732) > 0) && (BaseLevel > 39) && ((.@relaytime >= 14) && (.@relaytime < 17)) && (Baseclass == Job_Archer)) {
+ mes "[Lospii]";
+ mes "Hi, I'm Lospii! Maybe";
+ mes "I'm younger than you, but";
+ mes "I'm in charge of this mission!";
+ mes "So you have to listen, okay?";
+ mes "Heh heh! Don't be scared~";
+ next;
+ mes "[Lospii]";
+ mes "I'm working now for this";
+ mes "mission thing so you came";
+ mes "at a good time! Let's see...";
+ mes "I need to give you... Some";
+ mes "mission for you to doooo...";
+ mes "Oh! I know! I got it!";
+ next;
+ mes "[Lospii]";
+ mes "We're seeing if you";
+ mes "know about teamwork, right?";
+ mes "Why don't you show me a lot";
+ mes "of your friends? Bring me...";
+ mes "10 of them! Yes, that's good!";
+ next;
+ mes "[Lospii]";
+ mes "I need to be able to";
+ mes "see them, you know, so";
+ mes "I know you're not lying";
+ mes "to me. Bring them reeeally";
+ mes "close so I know they're your";
+ mes "friends, not some other guys.";
+ next;
+ delitem 7732,1; //Mission_Certificate3
+ set party_relay,10;
+ mes "[Lospii]";
+ mes "Okay, I'll be right";
+ mes "here! Oh! And you have";
+ mes "to come with your friends";
+ mes "while I'm at work! That's";
+ mes "important to know!";
+ close;
+ }
+ else if ((countitem(7732) > 0) && (BaseLevel > 39) && ((.@relaytime >= 18) && (.@relaytime < 21)) && (Baseclass == Job_Archer)) {
+ mes "[Lospii]";
+ mes "Hi, I'm Lospii! Maybe";
+ mes "I'm younger than you, but";
+ mes "I'm in charge of this mission!";
+ mes "So you have to listen, okay?";
+ mes "Heh heh! Don't be scared~";
+ next;
+ mes "[Lospii]";
+ mes "I'm working now for this";
+ mes "mission thing so you came";
+ mes "at a good time! Let's see...";
+ mes "I need to give you... Some";
+ mes "mission for you to doooo...";
+ mes "Oh! I know! I got it!";
+ next;
+ mes "[Lospii]";
+ mes "We're seeing if you";
+ mes "know about teamwork, right?";
+ mes "Why don't you show me a lot";
+ mes "of your friends? Bring me...";
+ mes "10 of them! Yes, that's good!";
+ next;
+ mes "[Lospii]";
+ mes "I need to be able to";
+ mes "see them, you know, so";
+ mes "I know you're not lying";
+ mes "to me. Bring them reeeally";
+ mes "close so I know they're your";
+ mes "friends, not some other guys.";
+ next;
+ delitem 7732,1; //Mission_Certificate3
+ set party_relay,10;
+ mes "[Lospii]";
+ mes "Okay, I'll be right";
+ mes "here! Oh! And you have";
+ mes "to come with your friends";
+ mes "while I'm at work! That's";
+ mes "important to know!";
+ close;
+ }
+ if ((countitem(7732) > 0) && (BaseLevel > 39) && (Baseclass == Job_Archer)) {
+ mes "[Lospii]";
+ mes "Hi, I'm Lospii! Maybe";
+ mes "I'm younger than you, but";
+ mes "I'm in charge of this mission!";
+ mes "So you have to listen, okay?";
+ mes "Heh heh! Don't be scared~";
+ next;
+ mes "[Lospii]";
+ mes "Uh oh... I forgot";
+ mes "that I'm not supposed";
+ mes "to be working now. Come";
+ mes "back when I'm working, okay?";
+ next;
+ mes "[Lospii]";
+ mes "I work frooom... Uh...";
+ mes "2 PM to 5 PM? Oh!";
+ mes "And also 6 PM to 9 PM.";
+ mes "I think those are the";
+ mes "times... I mean, clocks";
+ mes "are hard to read, man!";
+ close;
+ }
+ mes "[Lospii]";
+ mes "Hi! I'm Lospii!";
+ mes "Hey, does it look like";
+ mes "I'm at work? Ha ha!";
+ mes "I got a job! I'm helping";
+ mes "my friends a lot!";
+ close;
+}
+
+// Comodo Relay
+comodo,71,137,3 duplicate(RelayLedrion) Ledrion#comodo 109
+comodo,236,197,3 duplicate(RelayGatan) Gatan#comodo 86
+comodo,152,184,3 duplicate(RelayBafhail) Bafhail#comodo 731
+comodo,64,219,3 duplicate(RelayLospii) Lospii#comodo 706
+
+// Einbroch Relay
+einbroch,107,93,3 duplicate(RelayLedrion) Ledrion#einbroch 109
+einbroch,260,128,3 duplicate(RelayGatan) Gatan#einbroch 86
+einbroch,251,178,3 duplicate(RelayBafhail) Bafhail#einbroch 731
+einbroch,173,72,3 duplicate(RelayLospii) Lospii#einbroch 706
+
+// Relay Hugel
+hugel,102,130,3 duplicate(RelayLedrion) Ledrion#hugel 109
+hugel,169,139,3 duplicate(RelayGatan) Gatan#hugel 86
+hugel,55,200,3 duplicate(RelayBafhail) Bafhail#hugel 731
+hugel,144,201,3 duplicate(RelayLospii) Lospii#hugel 706
+
+// Relay Rachel
+rachel,215,71,3 duplicate(RelayLedrion) Ledrion#rachel 109
+rachel,45,163,3 duplicate(RelayGatan) Gatan#rachel 86
+rachel,245,132,3 duplicate(RelayBafhail) Bafhail#rachel 731
+rachel,158,215,3 duplicate(RelayLospii) Lospii#rachel 706
+
+// Relay Veins
+veins,274,188,5 duplicate(RelayLedrion) Ledrion#veins 109
+veins,138,207,3 duplicate(RelayGatan) Gatan#veins 86
+veins,202,235,3 duplicate(RelayBafhail) Bafhail#veins 731
+veins,97,245,5 duplicate(RelayLospii) Lospii#veins 706
diff --git a/npc/quests/guildrelay.txt b/npc/quests/guildrelay.txt
new file mode 100644
index 000000000..f8774e0b9
--- /dev/null
+++ b/npc/quests/guildrelay.txt
@@ -0,0 +1,3226 @@
+//===== eAthena Script =======================================
+//= Guild Relay Quest
+//===== By: ==================================================
+//= L0ne_W0lf
+//===== Current Version: =====================================
+//= 1.0
+//===== Compatible With: =====================================
+//= eAthena SVN
+//===== Description: =========================================
+//= [Aegis Conversion]
+//= Guild Relay Quest.
+//= Quest designed for multiple users at once.
+//= Luina Castle NPCs must remain enabled.
+//= Variable in use: guildrelay_q (Max: ??)
+//= Variable in use: guildtime (Max: ??)
+//===== Additional Comments: =================================
+//= 1.0 First version.
+//============================================================
+
+// Luina 1
+//============================================================
+aldeg_cas01,51,102,5 script Buzz#01::GuildRelay1 754,{
+ set .@name$,strnpcinfo(1);
+ if (.@name$ == "Buzz") {
+ set .@name2$,"Lenya";
+ set .@name3$,"Gealuve";
+ set .@name4$,"Pariz";
+ set .@GID, GetCastleData("aldeg_cas"+strnpcinfo(2),1);
+ }
+ else if (.@name$ == "Jody") {
+ set .@name2$,"Ron Haware";
+ set .@name3$,"Vers";
+ set .@name4$,"Gen Garish";
+ set .@GID, GetCastleData("gefg_cas"+strnpcinfo(2),1);
+ }
+ else if (.@name$ == "Chungye") {
+ set .@name2$,"Dosuhlji";
+ set .@name3$,"Yayula";
+ set .@name4$,"Ashin";
+ set .@GID, GetCastleData("payg_cas"+strnpcinfo(2),1);
+ }
+ else if (.@name$ == "Hermod") {
+ set .@name2$,"Atila";
+ set .@name3$,"Cecil";
+ set .@name4$,"Diligo";
+ set .@GID, GetCastleData("prtg_cas"+strnpcinfo(2),1);
+ }
+ if (checkweight(908,630) == 0) {
+ mes "^3355FFWait a minute! You're";
+ mes "carrying too many items";
+ mes "right now: store some of";
+ mes "your extra things in Kafra";
+ mes "Storage, and then come back.^000000";
+ close;
+ }
+ if (.@GID == 0) {
+ mes "^3355FFYou're not sure why, but";
+ mes "this guy seems to be pretty";
+ mes "depressed. He briefly makes";
+ mes "eye contact with you, but then";
+ mes "breaks it off. Apparently,";
+ mes "he wants to be left alone.^000000";
+ next;
+ mes "^3355FFThere's no reason for you";
+ mes "to stick around an ownerless";
+ mes "stronghold. You may as well";
+ mes "head on your way.^000000";
+ close;
+ }
+ if (getcharid(2) == .@GID) {
+ if (strcharinfo(0) == getguildmaster(.@GID)) {
+ if (guildrelay_q == 100) {
+ if (guildtime > 22) {
+ if ((gettime(3) > 1) && (gettime(3) < guildtime)) {
+ mes "[" + .@name$ + "]";
+ mes "Oh, you're back. So did you";
+ mes "rest up enough? I'm sure the";
+ mes "other guild members are";
+ mes "feeling refreshed by now.";
+ mes "From the looks of it, you're";
+ mes "ready for your next mission.";
+ next;
+ mes "[" + .@name$ + "]";
+ mes "The next step for";
+ mes "you is to take this, the";
+ mes "''Spirit of Trust.'' If this";
+ mes "guild is going to be solid,";
+ mes "you need to think how much";
+ mes "trust there is in the guild.";
+ set guildrelay_q,8;
+ getitem 7240,1; //Soul_Of_Confidence
+ next;
+ mes "[" + .@name$ + "]";
+ mes "Your second test will be";
+ mes "to give that ^4D4DFFSpirit of Trust^000000";
+ mes "to a sage that can manipulate";
+ mes "nature's attributes. In other";
+ mes "words, a Sage or Scholar";
+ mes "must carry out this task.";
+ next;
+ mes "[" + .@name$ + "]";
+ mes "The Spirit of Trust must";
+ mes "be delivered to ^4D4DFF" + .@name3$ + "^000000,";
+ mes "so don't forget to relay";
+ mes "that information to your";
+ mes "Sage or Scholar. Very well,";
+ mes "good luck on your journey.";
+ close;
+ }
+ else {
+ mes "[" + .@name$ + "]";
+ mes "Ah, did you rest we-- Oh.";
+ mes "Why do you look so pale?";
+ mes "You can't accomplish great";
+ mes "deeds when you're overworked!";
+ mes "Rest. Your guild must be able";
+ mes "to depend on your strength.";
+ emotion e_gasp;
+ next;
+ mes "[" + .@name$ + "]";
+ mes "Your determination and";
+ mes "spirit is commendable, but";
+ mes "have the patience to recollect";
+ mes "yourself when you must. I will";
+ mes "be waiting here, so please";
+ mes "come back to me later.";
+ close;
+ }
+ }
+ else if (guildtime > 22) {
+ if ((gettime(3) > 0) && (gettime(3) < guildtime)) {
+ mes "[" + .@name$ + "]";
+ mes "Oh, you're back. So did you";
+ mes "rest up enough? I'm sure the";
+ mes "other guild members are";
+ mes "feeling refreshed by now.";
+ mes "From the looks of it, you're";
+ mes "ready for your next mission.";
+ next;
+ mes "[" + .@name$ + "]";
+ mes "The next step for";
+ mes "you is to take this, the";
+ mes "''Spirit of Trust.'' If this";
+ mes "guild is going to be solid,";
+ mes "you need to think how much";
+ mes "trust there is in the guild.";
+ set guildrelay_q,8;
+ getitem 7240,1; //Soul_Of_Confidence
+ next;
+ mes "[" + .@name$ + "]";
+ mes "Your second test will be";
+ mes "to give that ^4D4DFFSpirit of Trust^000000";
+ mes "to a sage that can manipulate";
+ mes "nature's attributes. In other";
+ mes "words, a Sage or Scholar";
+ mes "must carry out this task.";
+ next;
+ mes "[" + .@name$ + "]";
+ mes "The Spirit of Trust must";
+ mes "be delivered to ^4D4DFF" + .@name3$ + "^000000,";
+ mes "so don't forget to relay";
+ mes "that information to your";
+ mes "Sage or Scholar. Very well,";
+ mes "good luck on your journey.";
+ close;
+ }
+ else {
+ mes "[" + .@name$ + "]";
+ mes "Ah, did you rest we-- Oh.";
+ mes "Why do you look so pale?";
+ mes "You can't accomplish great";
+ mes "deeds when you're overworked!";
+ mes "Rest. Your guild must be able";
+ mes "to depend on your strength.";
+ emotion e_gasp;
+ next;
+ mes "[" + .@name$ + "]";
+ mes "Your determination and";
+ mes "spirit is commendable, but";
+ mes "have the patience to recollect";
+ mes "yourself when you must. I will";
+ mes "be waiting here, so please";
+ mes "come back to me later.";
+ close;
+ }
+ }
+ else if ((gettime(3) - guildtime) > 2) {
+ mes "[" + .@name$ + "]";
+ mes "Oh, you're back. So did you";
+ mes "rest up enough? I'm sure the";
+ mes "other guild members are";
+ mes "feeling refreshed by now.";
+ mes "From the looks of it, you're";
+ mes "ready for your next mission.";
+ next;
+ mes "[" + .@name$ + "]";
+ mes "The next step for";
+ mes "you is to take this, the";
+ mes "''Spirit of Trust.'' If this";
+ mes "guild is going to be solid,";
+ mes "you need to think how much";
+ mes "trust there is in the guild.";
+ set guildrelay_q,8;
+ getitem 7240,1; //Soul_Of_Confidence
+ next;
+ mes "[" + .@name$ + "]";
+ mes "Your second test will be";
+ mes "to give that ^4D4DFFSpirit of Trust^000000";
+ mes "to a sage that can manipulate";
+ mes "nature's attributes. In other";
+ mes "words, a Sage or Scholar";
+ mes "must carry out this task.";
+ next;
+ mes "[" + .@name$ + "]";
+ mes "The Spirit of Trust must";
+ mes "be delivered to ^4D4DFFY" + .@name3$ + "^000000,";
+ mes "so don't forget to relay";
+ mes "that information to your";
+ mes "Sage or Scholar. Very well,";
+ mes "good luck on your journey.";
+ close;
+ }
+ else {
+ mes "[" + .@name$ + "]";
+ mes "Ah, did you rest we-- Oh.";
+ mes "Why do you look so pale?";
+ mes "You can't accomplish great";
+ mes "deeds when you're overworked!";
+ mes "Rest. Your guild must be able";
+ mes "to depend on your strength.";
+ emotion e_gasp;
+ next;
+ mes "[" + .@name$ + "]";
+ mes "Your determination and";
+ mes "spirit is commendable, but";
+ mes "have the patience to recollect";
+ mes "yourself when you must. I will";
+ mes "be waiting here, so please";
+ mes "come back to me later.";
+ close;
+ }
+ }
+ else if (guildrelay_q == 150) {
+ if (((guildtime > 22) && (gettime(3) > 1) && (gettime(3) < guildtime)) || ((guildtime > 21) && (gettime(3) > 0) && (gettime(3) < guildtime)) || ((gettime(3) - guildtime) > 2)) {
+ mes "[" + .@name$ + "]";
+ mes "Ah, you look well rested,";
+ mes "master. It is now time for";
+ mes "you to proceed with the third";
+ mes "test. Let me remind you that";
+ mes "these spirits are incredibly";
+ mes "precious. Do not lose them.";
+ next;
+ mes "[" + .@name$ + "]";
+ mes "Like all the other spirits,";
+ mes "please keep this one safely.";
+ mes "This is the ^4D4DFFSpirit of Peace^000000.";
+ mes "It seems contradictive that";
+ mes "strongholds and might can";
+ mes "bring peace, but it's true.";
+ set guildrelay_q,15;
+ getitem 7246,1; //Soul_Of_Peace
+ next;
+ mes "[" + .@name$ + "]";
+ mes "If power isn't used to";
+ mes "protect the weak, then";
+ mes "some bully, in one form or";
+ mes "another, will always come";
+ mes "to exploit them. That is why";
+ mes "Tristan III built the strongholds.";
+ next;
+ mes "[" + .@name$ + "]";
+ mes "Please dispatch a Rogue";
+ mes "or Stalker to bring this";
+ mes "Spirit of Peace to ^4D4DFF" + .@name4$ + "^000000.";
+ mes "If you don't know any Rogues";
+ mes "or Stalkers, then it would be";
+ mes "prudent for you to meet one.";
+ next;
+ mes "[" + .@name$ + "]";
+ mes "Yes, there's no substitute";
+ mes "for the subterfuge and intel";
+ mes "gathering that a Rogue can";
+ mes "provide. Anyway, " + .@name4$ + " will";
+ mes "guide you on your third test.";
+ close;
+ }
+ else {
+ mes "[" + .@name$ + "]";
+ mes "Ah, did you rest we-- Oh.";
+ mes "Why do you look so pale?";
+ mes "You can't accomplish great";
+ mes "deeds when you're overworked!";
+ mes "Rest. Your guild must be able";
+ mes "to depend on your strength.";
+ emotion e_gasp;
+ next;
+ mes "[" + .@name$ + "]";
+ mes "Your determination and";
+ mes "spirit is commendable, but";
+ mes "have the patience to recollect";
+ mes "yourself when you must. I will";
+ mes "be waiting here, so please";
+ mes "come back to me later.";
+ close;
+ }
+ }
+ else if (guildrelay_q == 25) {
+ if (((guildtime > 22) && ((gettime(3) > 4) && (gettime(3) < guildtime)))
+ || ((guildtime > 21) && ((gettime(3) > 3) && (gettime(3) < guildtime)))
+ || ((guildtime > 20) && ((gettime(3) > 2) && (gettime(3) < guildtime)))
+ || ((guildtime > 19) && ((gettime(3) > 1) && (gettime(3) < guildtime)))
+ || ((guildtime > 18) && ((gettime(3) > 0) && (gettime(3) < guildtime)))
+ || ((gettime(3) - guildtime) > 5)) {
+ mes "[" + .@name$ + "]";
+ mes "Ah, have you rested well,";
+ mes "master? Please excuse my";
+ mes "manners a while ago. I had";
+ mes "to report your trial results,";
+ mes "and lost my composure for a";
+ mes "moment. It won't happen again.";
+ set guildrelay_q,999;
+ close;
+ }
+ else {
+ mes "...............................";
+ mes "...............................";
+ next;
+ mes "...............................";
+ mes "...............................";
+ mes "...............................";
+ next;
+ mes "[" + .@name$ + "]";
+ emotion e_omg;
+ mes "Oh! M-master? Wh-when";
+ mes "did you...? I'm so sorry.";
+ mes "I was busy working.";
+ next;
+ mes "[" + .@name$ + "]";
+ mes "It's only been a few days";
+ mes "since you finished the trials.";
+ mes "For now, you should rest and";
+ mes "take care of your guild, okay?";
+ mes "Please come back later.";
+ mes "I've got much to attend to...";
+ close;
+ }
+ }
+ else if (guildrelay_q == 999) {
+ mes "[" + .@name$ + "]";
+ mes "Good day, master.";
+ mes "Is something wrong?";
+ mes "You look as though";
+ mes "something is on your mind.";
+ next;
+ switch(select("N-no, nothing.:I want to take a lesson.")) {
+ case 1:
+ mes "[" + .@name$ + "]";
+ mes "Hm? That's strange.";
+ emotion e_swt;
+ mes "You didn't want to take";
+ mes "the trials again, did you?";
+ close;
+ case 2:
+ mes "[" + .@name$ + "]";
+ mes "I see. You know it won't";
+ mes "be easy, but I suppose you";
+ mes "are prepared. Here, take";
+ mes "the ^4D4DFFSpirit of Guild^000000, and";
+ mes "give it to your most trusted";
+ mes "Knight or Lord Knight.";
+ set guildrelay_q,1;
+ getitem 7234,1; //Soul_Of_Guild
+ next;
+ mes "[" + .@name$ + "]";
+ mes "This Knight should take";
+ mes "the Spirit of Guild over";
+ mes "to ^4D4DFF" + .@name2$ + "^000000. Good luck, and";
+ mes "may the gods be with you.";
+ close;
+ }
+ }
+ else if (guildrelay_q == 1) {
+ if (countitem(7234) > 0) {
+ mes "[" + .@name$ + "]";
+ mes "You still have the Spirit of";
+ mes "Guild I gave you? I suppose";
+ mes "you haven't found a Knight or";
+ mes "Lord Knight to which it can";
+ mes "be entrusted. It is imperative";
+ mes "that you find someone soon.";
+ next;
+ mes "[" + .@name$ + "]";
+ mes "For the sake of the guild, it";
+ mes "will be advantageous to have";
+ mes "a Knight or Lord Knight on";
+ mes "your side: their combat skills";
+ mes "can turn the tide of battles.";
+ next;
+ mes "[" + .@name$ + "]";
+ mes "When you do find a Knight,";
+ mes "give him the Spirit of Guild";
+ mes "and ask him to find " + .@name2$ + "";
+ mes "since he will conducting";
+ mes "the trial. Good luck";
+ mes "to you, master.";
+ close;
+ }
+ else if (countitem(7239) > 0) {
+ mes "[" + .@name$ + "]";
+ mes "Ah, is this the Spirit";
+ mes "of Advance? This must mean";
+ mes "that you completed the first";
+ mes "test. Keep up the good work.";
+ mes "Hand me the spirit, and allow";
+ mes "me to give you your guild's reward.";
+ delitem 7239,1; //Soul_Of_Proceeding
+ set guildtime,gettime(3);
+ set guildrelay_q,100;
+ set .@incen_item,rand(1,100);
+ if ((.@incen_item > 0) && (.@incen_item < 25)) {
+ getitem 608,20; //Seed_Of_Yggdrasil
+ getitem 678,2; //Poison_Bottle
+ }
+ else if ((.@incen_item > 24) && (.@incen_item < 50)) {
+ getitem 607,10; //Yggdrasilberry
+ getitem 678,2; //Poison_Bottle
+ }
+ else if ((.@incen_item > 50) && (.@incen_item < 75)) {
+ getitem 644,5; //Gift_Box
+ getitem 678,2; //Poison_Bottle
+ }
+ else if ((.@incen_item > 74) && (.@incen_item < 101)) {
+ getitem 603,3; //Old_Blue_Box
+ getitem 678,2; //Poison_Bottle
+ }
+ next;
+ mes "[" + .@name$ + "]";
+ mes "You've done well, but";
+ mes "there are more trials";
+ mes "ahead of you. For now,";
+ mes "you should rest before";
+ mes "undertaking the second test.";
+ mes "Please come when you are ready.";
+ close;
+ }
+ else {
+ mes "[" + .@name$ + "]";
+ mes "If you're not busy, then";
+ mes "why don't you spend your";
+ mes "time increasing morale";
+ mes "among your guild members?";
+ mes "Perhaps some team building";
+ mes "exercise can be of help.";
+ close;
+ }
+ }
+ else if (guildrelay_q == 8) {
+ if (countitem(7240) > 0) {
+ mes "[" + .@name$ + "]";
+ mes "You must be having";
+ mes "trouble finding " + .@name3$ + ".";
+ mes "Make sure that you have";
+ mes "a Sage or Scholar friend";
+ mes "give that Spirit of Trust to";
+ mes "him once you locate him.";
+ close;
+ }
+ else if (countitem(7245) > 0) {
+ mes "[" + .@name$ + "]";
+ mes "Ah, so you already completed";
+ mes "the test and earned the Spirit";
+ mes "of Friendship? Good work.";
+ mes "You must now recognize the";
+ mes "value of teamwork. Please give";
+ mes "the Spirit of Friendship to me.";
+ next;
+ mes "[" + .@name$ + "]";
+ mes "Now, please take this";
+ mes "reward and share it with";
+ mes "your guild members. This";
+ mes "may come in handy in future";
+ mes "challenges that you will all";
+ mes "face together. Good work!";
+ delitem 7245,1; //Soul_Of_Friendship
+ set guildtime,gettime(3);
+ set guildrelay_q,150;
+ set .@incen_item,rand(1,100);
+ if ((.@incen_item > 0) && (.@incen_item < 16)) {
+ getitem 607,10; //Yggdrasilberry
+ getitem 644,5; //Gift_Box
+ getitem 678,3; //Poison_Bottle
+ }
+ else if ((.@incen_item > 14) && (.@incen_item < 31)) {
+ getitem 607,10; //Yggdrasilberry
+ getitem 603,3; //Old_Blue_Box
+ getitem 678,3; //Poison_Bottle
+ }
+ else if ((.@incen_item > 29) && (.@incen_item < 46)) {
+ getitem 607,10; //Yggdrasilberry
+ getitem 617,3; //Old_Violet_Box
+ getitem 678,3; //Poison_Bottle
+ }
+ else if ((.@incen_item > 44) && (.@incen_item < 61)) {
+ getitem 644,4; //Gift_Box
+ getitem 603,2; //Old_Blue_Box
+ getitem 678,3; //Poison_Bottle
+ }
+ else if ((.@incen_item > 59) && (.@incen_item < 76)) {
+ getitem 644,3; //Gift_Box
+ getitem 617,2; //Old_Violet_Box
+ getitem 678,3; //Poison_Bottle
+ }
+ else if ((.@incen_item > 74) && (.@incen_item < 91)) {
+ getitem 603,2; //Old_Blue_Box
+ getitem 617,2; //Old_Violet_Box
+ getitem 678,3; //Poison_Bottle
+ }
+ else if ((.@incen_item > 89) && (.@incen_item < 101)) {
+ getitem 607,10; //Yggdrasilberry
+ getitem 644,3; //Gift_Box
+ getitem 603,2; //Old_Blue_Box
+ getitem 617,1; //Old_Violet_Box
+ }
+ next;
+ mes "[" + .@name$ + "]";
+ mes "You should rest and";
+ mes "recuperate before you";
+ mes "undertake the third test.";
+ mes "I too would benefit from";
+ mes "a brief respite. Please come";
+ mes "back to me when you are ready.";
+ close;
+ }
+ else {
+ mes "[" + .@name$ + "]";
+ mes "If you're not busy, then";
+ mes "why don't you spend your";
+ mes "time increasing morale";
+ mes "among your guild members?";
+ mes "Perhaps some team building";
+ mes "exercise can be of help.";
+ next;
+ mes "[" + .@name$ + "]";
+ mes "If it suits your fancy,";
+ mes "you may simply come here";
+ mes "and join me for a cup of tea.";
+ close;
+ }
+ }
+ else if (guildrelay_q == 15) {
+ if (countitem(7246) > 0) {
+ mes "[" + .@name$ + "]";
+ mes "You still have the";
+ mes "Spirit of Peace? If you";
+ mes "don't have any Rogues or";
+ mes "Stalkers in your guild, now";
+ mes "would be the time to recruit";
+ mes "them. Heed my advice...";
+ close;
+ }
+ else if (countitem(7251) > 0) {
+ mes "[" + .@name$ + "]";
+ mes "I see that you've completed";
+ mes "the last test and received";
+ mes "the Spirit of Victory. Heh.";
+ mes "Victory is the natural result";
+ mes "when your guild works together";
+ mes "in harmony as a united team.";
+ next;
+ mes "[" + .@name$ + "]";
+ mes "Congratulations on";
+ mes "completing all the trials.";
+ mes "Please accept this reward,";
+ mes "given on the behalf of King";
+ mes "Tristan III, and share it with";
+ mes "guild. Once again, good work.";
+ delitem 7251,1; //Soul_Of_Victory
+ set guildtime,gettime(3);
+ set guildrelay_q,25;
+ set .@incen_item,rand(1,100);
+ if ((.@incen_item > 0) && (.@incen_item < 26)) {
+ getitem 608,10; //Seed_Of_Yggdrasil
+ getitem 607,5; //Yggdrasilberry
+ getitem 644,4; //Gift_Box
+ }
+ else if ((.@incen_item > 25) && (.@incen_item < 51)) {
+ getitem 608,10; //Seed_Of_Yggdrasil
+ getitem 607,5; //Yggdrasilberry
+ getitem 603,3; //Old_Blue_Box
+ }
+ else if ((.@incen_item > 50) && (.@incen_item < 76)) {
+ getitem 608,10; //Seed_Of_Yggdrasil
+ getitem 617,2; //Old_Violet_Box
+ getitem 607,5; //Yggdrasilberry
+ }
+ else if ((.@incen_item > 75) && (.@incen_item < 91)) {
+ getitem 608,10; //Seed_Of_Yggdrasil
+ getitem 644,4; //Gift_Box
+ getitem 603,2; //Old_Blue_Box
+ getitem 617,1; //Old_Violet_Box
+ }
+ else if ((.@incen_item > 90) && (.@incen_item < 101)) {
+ getitem 5074,1; //Ear_Of_Angel's_Wing
+ }
+ next;
+ mes "[" + .@name$ + "]";
+ mes "You and your guild must be";
+ mes "quite tired now. Your rooms";
+ mes "are ready for you if you decide";
+ mes "to rest. Please visit me again";
+ mes "if you wish to take the trials";
+ mes "again. I'll see you later.";
+ close;
+ }
+ else {
+ mes "[" + .@name$ + "]";
+ mes "If you aren't particularly";
+ mes "busy, then why don't you";
+ mes "spend some time with your";
+ mes "guild members? Building";
+ mes "strong camaraderie never";
+ mes "fails to pay off. Never.";
+ close;
+ }
+ }
+ else {
+ mes "[" + .@name$ + "]";
+ mes "Greetings, master.";
+ mes "I am " + .@name$ + ", one of the four";
+ mes "Great Sages, and I am here";
+ mes "to serve you under the orders";
+ mes "of wise and benevolent";
+ mes "King Tristan III.";
+ next;
+ mes "[" + .@name$ + "]";
+ mes "We test guilds that own";
+ mes "strongholds, and see if they";
+ mes "are qualified to be considered";
+ mes "elite guilds. Our goal is to";
+ mes "train guilds to strengthen";
+ mes "our military forces.";
+ next;
+ mes "[" + .@name$ + "]";
+ mes "Although your guild has the";
+ mes "strength and courage to conquer";
+ mes "a stronghold, we want you to";
+ mes "prove that your guild has";
+ mes "a strong sense of justice,";
+ mes "honor, and compassion.";
+ next;
+ mes "[" + .@name$ + "]";
+ mes "It is up to you. Will";
+ mes "you take the test I have";
+ mes "for you? I will do my best to";
+ mes "help your guild grow stronger";
+ mes "so that you will be better";
+ mes "able to protect the weak.";
+ next;
+ switch(select("I want to take the test.:Let me think about it.")) {
+ case 1:
+ mes "[" + .@name$ + "]";
+ mes "Is that so? In this test,";
+ mes "you will be given orders";
+ mes "and special spirits. These";
+ mes "spirits will only be given";
+ mes "once: you must not lose them.";
+ next;
+ mes "[" + .@name$ + "]";
+ mes "If you lose the spirit,";
+ mes "you will be judged as";
+ mes "irresponsible, and will be";
+ mes "unable to complete the tests.";
+ mes "You must find any lost spirit to";
+ mes "proceed. There's no second chance.";
+ next;
+ mes "[" + .@name$ + "]";
+ mes "There are a few things you";
+ mes "should know. Firstly, you can";
+ mes "only take care of one spirit";
+ mes "at a time. Secondly, you need";
+ mes "to do the tests in order and";
+ mes "follow the guide's instructions.";
+ next;
+ mes "[" + .@name$ + "]";
+ mes "Thirdly, the spirit should";
+ mes "be given to the type of person";
+ mes "specified in the test. Those";
+ mes "are the rules. Remember them.";
+ next;
+ mes "[" + .@name$ + "]";
+ mes "Okay, this is the first";
+ mes "spirit that will be entrusted";
+ mes "to you. Make sure to give this";
+ mes "to a Knight or Lord Knight.";
+ mes "The test has now officially";
+ mes "begun. Good luck to you.";
+ set guildrelay_q,1;
+ getitem 7234,1; //Soul_Of_Guild
+ close;
+ case 2:
+ mes "[" + .@name$ + "]";
+ mes "I suppose it would be";
+ mes "a good idea to discuss";
+ mes "this with your guild before";
+ mes "you decide to commit to";
+ mes "taking the test. Feel free";
+ mes "free to visit me again later.";
+ close;
+ }
+ }
+ }
+ else {
+ if (countitem(7234) > 0) {
+ if (BaseJob == Job_Knight) {
+ mes "[" + .@name$ + "]";
+ mes "Hello," + strcharinfo(0) + ".";
+ mes "So you were the one chosen";
+ mes "by your guild master? I see.";
+ mes "You should deliver that Spirit";
+ mes "of Guild over to " + .@name2$ + ".";
+ mes "He'll instruct you further.";
+ close;
+ }
+ else {
+ mes "[" + .@name$ + "]";
+ mes "The Spirit of Guild is";
+ mes "useless unless it is in the";
+ mes "hands of a Knight or Lord";
+ mes "Knight. You should speak";
+ mes "to " + .@name2$ + " to learn more.";
+ close;
+ }
+ }
+ else if (countitem(7235) > 0) {
+ if ((guildrelay_q == 88) && (BaseJob == Job_Knight)) {
+ mes "[" + .@name$ + "]";
+ mes "Ah," + strcharinfo(0) + "";
+ mes "Congratulations. It looks";
+ mes "like you did a good job.";
+ mes "Please give the Spirit of";
+ mes "Charge to the next person";
+ mes "to continue the testing.";
+ next;
+ mes "[" + .@name$ + "]";
+ mes "" + .@name2$ + " should have";
+ mes "explained everything, but";
+ mes "if you forgot, then please";
+ mes "go and ask him again.";
+ close;
+ }
+ else if (BaseJob == Job_Blacksmith) {
+ mes "[" + .@name$ + "]";
+ mes "Hello," + strcharinfo(0) + ".";
+ mes "Ah, I see that you have";
+ mes "the Spirit of Charge.";
+ mes "Heh heh, it's always exciting";
+ mes "to charge into battle, isn't";
+ mes "it? Well then, do your best.";
+ close;
+ }
+ else {
+ mes "[" + .@name$ + "]";
+ mes "That spirit won't be very";
+ mes "useful if it's not in the";
+ mes "hands of the right person.";
+ mes "" + .@name2$ + " knows more about the";
+ mes "Spirit of Charge, so you should";
+ mes "ask him more about that spirit.";
+ close;
+ }
+ }
+ else if (countitem(7237) > 0) {
+ if ((guildrelay_q == 87) && (BaseJob == Job_Blacksmith)) {
+ mes "[" + .@name$ + "]";
+ mes "Hello," + strcharinfo(0) + ".";
+ mes "I commend you on your work.";
+ mes "Please give that spirit to";
+ mes "the next person so that the";
+ mes "testing can continue.";
+ next;
+ mes "[" + .@name$ + "]";
+ mes "" + .@name2$ + " should have";
+ mes "explained everything, but";
+ mes "if you forgot, then please";
+ mes "go and ask him again.";
+ close;
+ }
+ else if (BaseJob == Job_Alchemist) {
+ mes "[" + .@name$ + "]";
+ mes "Hello, " + strcharinfo(0) + ".";
+ mes "I see that you posess";
+ mes "the Spirit of Association.";
+ mes "Good luck with your test.";
+ close;
+ }
+ else {
+ mes "[" + .@name$ + "]";
+ mes "That spirit won't be very";
+ mes "useful if it's not in the";
+ mes "hands of the right person.";
+ mes "Talk to " + .@name2$ + " if you want";
+ mes "to know more about the";
+ mes "Spirit of Association.";
+ close;
+ }
+ }
+ else if (countitem(7238) > 0) {
+ if ((guildrelay_q == 86) && (BaseClass == Job_Alchemist)) {
+ mes "[" + .@name$ + "]";
+ mes "Hello," + strcharinfo(0) + ".";
+ mes "I commend you on your work.";
+ mes "Please give that spirit to";
+ mes "the next person so that the";
+ mes "testing can continue.";
+ next;
+ mes "[" + .@name$ + "]";
+ mes "" + .@name2$ + " should have";
+ mes "explained everything, but";
+ mes "if you forgot, then please";
+ mes "go and ask him again.";
+ close;
+ }
+ else if (BaseJob == Job_Hunter) {
+ mes "[" + .@name$ + "]";
+ mes "Hello, " + strcharinfo(0) + ".";
+ mes "I see that you posess";
+ mes "the Spirit of Coordination.";
+ mes "Good luck on your test.";
+ close;
+ }
+ else {
+ mes "[" + .@name$ + "]";
+ mes "That spirit won't be very";
+ mes "useful if it's not in the";
+ mes "hands of the right person.";
+ mes "" + .@name2$ + " will know more about";
+ mes "the Spirit of Coordination";
+ mes "so you should consult him.";
+ close;
+ }
+ }
+ else if (countitem(7239) > 0) {
+ if ((guildrelay_q == 85) && (BaseJob == Job_Hunter)) {
+ mes "[" + .@name$ + "]";
+ mes "Hello, " + strcharinfo(0) + ".";
+ mes "Congratulations, it looks";
+ mes "like you finished the test.";
+ mes "You may now give the Spirit of";
+ mes "Advance to your guild master.";
+ close;
+ }
+ else {
+ mes "[" + .@name$ + "]";
+ mes "That spirit won't be very";
+ mes "useful if it's not in the";
+ mes "hands of the right person.";
+ mes "" + .@name2$ + " will know more about";
+ mes "the Spirit of Advance so";
+ mes "you should consult him.";
+ close;
+ }
+ }
+ else if (countitem(7240) > 0) {
+ if (BaseJob == Job_Sage) {
+ mes "[" + .@name$ + "]";
+ mes "Hello, " + strcharinfo(0) + ".";
+ mes "I see that you possess";
+ mes "the Spirit of Trust.";
+ mes "Good luck, and do not";
+ mes "fail the trust placed in";
+ mes "you by your guild.";
+ close;
+ }
+ else {
+ mes "[" + .@name$ + "]";
+ mes "That spirit won't be very";
+ mes "useful if it's not in the";
+ mes "hands of the right person.";
+ mes "" + .@name3$ + " will know more";
+ mes "about the Spirit of Trust";
+ mes "so you should consult him.";
+ close;
+ }
+ }
+ else if (countitem(7241) > 0) {
+ if ((guildrelay_q == 71) && (BaseJob == Job_Sage)) {
+ mes "[" + .@name$ + "]";
+ mes "Hello," + strcharinfo(0) + ".";
+ mes "I commend you on your work.";
+ mes "Please give that spirit to";
+ mes "the next person so that the";
+ mes "testing can continue.";
+ next;
+ mes "[" + .@name$ + "]";
+ mes "If you don't remember";
+ mes "" + .@name3$ + "'s explanation,";
+ mes "then you might want to";
+ mes "go back to him and ask";
+ mes "him to tell you again.";
+ close;
+ }
+ else if ((BaseJob == Job_Bard) || (BaseJob == Job_Dancer)) {
+ mes "[" + .@name$ + "]";
+ mes "Ah, " + strcharinfo(0) + ",";
+ mes "I see that you have the";
+ mes "Spirit of Union. Always keep";
+ mes "in mind that the strength of";
+ mes "your guild is directly";
+ mes "related to its unity.";
+ close;
+ }
+ else {
+ mes "[" + .@name$ + "]";
+ mes "That spirit won't be very";
+ mes "useful if it's not in the";
+ mes "hands of the right person.";
+ mes "" + .@name3$ + " will know more";
+ mes "about the Spirit of Union";
+ mes "so you should consult him.";
+ close;
+ }
+ }
+ else if (countitem(7242) > 0) {
+ if ((guildrelay_q == 72) && ((BaseJob == Job_Bard) || (BaseJob == Job_Dancer))) {
+ mes "[" + .@name$ + "]";
+ mes "Hello," + strcharinfo(0) + ".";
+ mes "I commend you on your work.";
+ mes "Please give that spirit to";
+ mes "the next person so that the";
+ mes "testing can continue.";
+ next;
+ mes "[" + .@name$ + "]";
+ mes "If you don't remember";
+ mes "" + .@name3$ + "'s explanation,";
+ mes "then you might want to";
+ mes "go back to him and ask";
+ mes "him to tell you again.";
+ close;
+ }
+ else if (BaseJob == Job_Assassin) {
+ mes "[" + .@name$ + "]";
+ mes "Ah, " + strcharinfo(0) + ",";
+ mes "I see that you have the Spirit";
+ mes "of Combination. Remember that";
+ mes "working in tandem, combining";
+ mes "your guild's skills and talents,";
+ mes "will realize your true potential.";
+ close;
+ }
+ else {
+ mes "[" + .@name$ + "]";
+ mes "That spirit won't be very";
+ mes "useful if it's not in the";
+ mes "hands of the right person.";
+ mes "" + .@name3$ + " will know more about";
+ mes "the Spirit of Combination so";
+ mes "you should consult him.";
+ close;
+ }
+ }
+ else if (countitem(7244) > 0) {
+ if ((guildrelay_q == 74) && (BaseJob == Job_Assassin)) {
+ mes "[" + .@name$ + "]";
+ mes "Greetings, " + strcharinfo(0) + ",";
+ mes "did you rest well? Please";
+ mes "give that spirit to the next";
+ mes "person so that the testing";
+ mes "of your guild may continue.";
+ next;
+ mes "[" + .@name$ + "]";
+ mes "If you don't remember";
+ mes "" + .@name3$ + "'s explanation,";
+ mes "then you might want to";
+ mes "go back to him and ask";
+ mes "him to tell you again.";
+ close;
+ }
+ else if (BaseJob == Job_Wizard) {
+ mes "[" + .@name$ + "]";
+ mes "Hello, " + strcharinfo(0) + ",";
+ mes "I see that you've been";
+ mes "entrusted with the Spirit";
+ mes "of Solidarity. Do your best";
+ mes "on this test for the sake";
+ mes "of your guild, alright?";
+ close;
+ }
+ else {
+ mes "[" + .@name$ + "]";
+ mes "That spirit won't be very";
+ mes "useful if it's not in the";
+ mes "hands of the right person.";
+ mes "" + .@name3$ + " will know more";
+ mes "about the Spirit of Solidarity";
+ mes "so you should consult him.";
+ close;
+ }
+ }
+ else if (countitem(7245) > 0) {
+ if ((guildrelay_q == 75) && (BaseJob == Job_Wizard)) {
+ mes "[" + .@name$ + "]";
+ mes "Ah, " + strcharinfo(0) + ",";
+ mes "congratulations on a job";
+ mes "well done. Please give the";
+ mes "Spirit of Friendship to your";
+ mes "guild master to continue";
+ mes "the guild testing.";
+ close;
+ }
+ else {
+ mes "[" + .@name$ + "]";
+ mes "That spirit won't be very";
+ mes "useful if it's not in the";
+ mes "hands of the right person.";
+ mes "" + .@name3$ + " will know more";
+ mes "about the Spirit of Friendship";
+ mes "so you should consult him.";
+ close;
+ }
+ }
+ else if (countitem(7246) > 0) {
+ if (BaseJob == Job_Rogue) {
+ mes "[" + .@name$ + "]";
+ mes "Ah, " + strcharinfo(0) + ",";
+ mes "I see that you have the";
+ mes "Spirit of Peace. Please";
+ mes "do your best for the sake";
+ mes "of the guild, though I do not";
+ mes "doubt you'll pass this test.";
+ close;
+ }
+ else {
+ mes "[" + .@name$ + "]";
+ mes "That spirit won't be very";
+ mes "useful if it's not in the";
+ mes "hands of the right person.";
+ mes "" + .@name4$ + " will know more";
+ mes "about the Spirit of Peace";
+ mes "so you should consult him.";
+ close;
+ }
+ }
+ else if (countitem(7247) > 0) {
+ if ((guildrelay_q == 95) && (BaseJob == Job_Priest)) {
+ mes "[" + .@name$ + "]";
+ mes "Hello," + strcharinfo(0) + ".";
+ mes "I commend you on your work.";
+ mes "Please give that spirit to";
+ mes "the next person so that the";
+ mes "testing can continue.";
+ next;
+ mes "[" + .@name$ + "]";
+ mes "If you don't remember";
+ mes "" + .@name4$ + "'s explanation,";
+ mes "then you might want to";
+ mes "go back to him and ask";
+ mes "him to tell you again.";
+ close;
+ }
+ else if (BaseJob == Job_Preist) {
+ mes "[" + .@name$ + "]";
+ mes "Ah, " + strcharinfo(0) + ",";
+ mes "please take good care of";
+ mes "that Spirit of Determination.";
+ close;
+ }
+ else {
+ mes "[" + .@name$ + "]";
+ mes "That spirit won't be very";
+ mes "useful if it's not in the";
+ mes "hands of the right person.";
+ mes "" + .@name4$ + " will know more about";
+ mes "the Spirit of Determination";
+ mes "so you should consult him.";
+ close;
+ }
+ }
+ else if (countitem(7249) > 0) {
+ if ((guildrelay_q == 98) && (BaseJob == Job_Priest)) {
+ mes "[" + .@name$ + "]";
+ mes "Hello," + strcharinfo(0) + ".";
+ mes "I commend you on your work.";
+ mes "Please give that spirit to";
+ mes "the next person so that the";
+ mes "testing can continue.";
+ next;
+ mes "[" + .@name$ + "]";
+ mes "If you don't remember";
+ mes "" + .@name4$ + "'s explanation,";
+ mes "then you might want to";
+ mes "go back to him and ask";
+ mes "him to tell you again.";
+ close;
+ }
+ else if (BaseJob == Job_Crusader) {
+ mes "[" + .@name$ + "]";
+ mes "Ah, " + strcharinfo(0) + ",";
+ mes "please take good care";
+ mes "of that Spirit of Service.";
+ close;
+ }
+ else {
+ mes "[" + .@name$ + "]";
+ mes "That spirit won't be very";
+ mes "useful if it's not in the";
+ mes "hands of the right person.";
+ mes "" + .@name4$ + " will know more about";
+ mes "the Spirit of Service so";
+ mes "you should consult him.";
+ close;
+ }
+ }
+ else if (countitem(7250) > 0) {
+ if ((guildrelay_q == 96) && (BaseJob == Job_Crusader)) {
+ mes "[" + .@name$ + "]";
+ mes "Hello," + strcharinfo(0) + ".";
+ mes "I commend you on your work.";
+ mes "Please give that spirit to";
+ mes "the next person so that the";
+ mes "testing can continue.";
+ next;
+ mes "[" + .@name$ + "]";
+ mes "If you don't remember";
+ mes "" + .@name4$ + "'s explanation,";
+ mes "then you might want to";
+ mes "go back to him and ask";
+ mes "him to tell you again.";
+ close;
+ }
+ else if (BaseJob == Job_Monk) {
+ mes "[" + .@name$ + "]";
+ mes "Ah, " + strcharinfo(0) + ",";
+ mes "please take good care";
+ mes "of that Spirit of Glory.";
+ close;
+ }
+ else {
+ mes "[" + .@name$ + "]";
+ mes "That spirit won't be very";
+ mes "useful if it's not in the";
+ mes "hands of the right person.";
+ mes "" + .@name4$ + " will know more about";
+ mes "the Spirit of Glory so you";
+ mes "should consult him.";
+ close;
+ }
+ }
+ else if (countitem(7251) > 0) {
+ if ((guildrelay_q == 97) && (Class == Job_Monk)) {
+ mes "[" + .@name$ + "]";
+ mes "Ah, " + strcharinfo(0) + ",";
+ mes "congratulations on a job";
+ mes "well done. Please give";
+ mes "the Spirit of Victory to your";
+ mes "guild master. That's it for now.";
+ mes "Good luck to you in the future.";
+ close;
+ }
+ else {
+ mes "[" + .@name$ + "]";
+ mes "That spirit won't be very";
+ mes "useful if it's not in the";
+ mes "hands of the right person.";
+ mes "" + .@name4$ + " will know more about";
+ mes "the Spirit of Victory so you";
+ mes "should consult him.";
+ close;
+ }
+ }
+ else {
+ mes "[" + .@name$ + "]";
+ mes "I'm sorry, but I'm too";
+ mes "busy with my work to offer";
+ mes "you any help right now.";
+ mes "You'll have to forgive me.";
+ close;
+ }
+ }
+ }
+ else {
+ if (getcharid(2) == 0) {
+ mes "[" + .@name$ + "]";
+ mes "You haven't joined";
+ mes "a guild yet? Why don't";
+ mes "you think about joining";
+ mes "one? Well, it's your decision,";
+ mes "but I don't think you'd regret";
+ mes "being part of a strong guild.";
+ close;
+ }
+ else {
+ mes "[" + .@name$ + "]";
+ mes "Ah, I see that you are";
+ mes "affiliated with a guild.";
+ mes "Have you come here";
+ mes "as an invited guest?";
+ next;
+ switch(select("No, not really...:I was invited by the guild master.")) {
+ case 1:
+ mes "[" + .@name$ + "]";
+ mes "Oh, really?";
+ mes "That's too bad...";
+ mes "My apologies, but";
+ mes "I can't allow strangers";
+ mes "to simply come and go";
+ mes "around here. Farewell, then.";
+ next;
+ warp "alde_gld",186,157;
+ close;
+ case 2:
+ mes "[" + .@name$ + "]";
+ mes "Oh, really? Ah, now";
+ mes "I recognize you, ^4d4dff" + strcharinfo(0) + "^000000.";
+ mes "Please come in, and make";
+ mes "yourself comfortable.";
+ close;
+ }
+ }
+ }
+}
+
+aldeg_cas01,75,39,3 script Lenya#01::GuildRelay2 754,{
+ set .@name$,strnpcinfo(1);
+ if (.@name$ == "Lenya") {
+ set .@GID, GetCastleData("aldeg_cas"+strnpcinfo(2),1);
+ }
+ if (checkweight(1201,1) == 0) {
+ mes "^3355FFWait a minute! You're";
+ mes "carrying too many items";
+ mes "right now: store some of";
+ mes "your extra things in Kafra";
+ mes "Storage, and then come back.^000000";
+ close;
+ }
+ if (.@GID == 0) {
+ mes "^3355FFYou're not sure why, but";
+ mes "this guy seems to be pretty";
+ mes "depressed. He briefly makes";
+ mes "eye contact with you, but then";
+ mes "breaks it off. Apparently,";
+ mes "he wants to be left alone.^000000";
+ next;
+ mes "^3355FFThere's no reason for you";
+ mes "to stick around an ownerless";
+ mes "stronghold. You may as well";
+ mes "head on your way.^000000";
+ close;
+ }
+ if (getcharid(2) == .@GID) {
+ if (strcharinfo(0) == getguildmaster(.@GID)) {
+ if (countitem(7234) > 0) {
+ mes "[" + .@name$ + "]";
+ mes "Hm. You can't just keep";
+ mes "that spirit to yourself.";
+ mes "Give it to a ^FF0000Knight^000000 or";
+ mes "a ^FF0000Lord Knight^000000. Hurry it up!";
+ mes "You need to work fast to";
+ mes "expand your guild.";
+ close;
+ }
+ else {
+ mes "[" + .@name$ + "]";
+ mes "Hm. You seem awfully";
+ mes "busy. Why don't you just";
+ mes "take a break, and relax?";
+ mes "It's alright to have fun";
+ mes "if you're feeling a lot of";
+ mes "pressure. Heh heh heh~";
+ close;
+ }
+ }
+ else {
+ if ((BaseJob == Job_Knight) && (countitem(7234) > 0)) {
+ mes "[" + .@name$ + "]";
+ mes "For your first test,";
+ mes "I'll start you off with";
+ mes "something pretty simple.";
+ mes "Just collect some items,";
+ mes "and bring them to me. Ah, and";
+ mes "your guild can help you too.";
+ next;
+ switch(rand(1,3)) {
+ case 1:
+ mes "[" + .@name$ + "]";
+ mes "^FF000030 Tongues^000000,";
+ mes "^FF000030 Dark Masks^000000, and";
+ mes "^FF000030 Shoulder Protectors^000000.";
+ mes "That shouldn't be too";
+ mes "hard now, right?";
+ delitem 7234,1; //Soul_Of_Guild
+ set guildrelay_q,2;
+ close;
+ case 2:
+ mes "[" + .@name$ + "]";
+ mes "^FF000030 Worn Out Pages^000000,";
+ mes "^FF000030 Round Shells^000000, and";
+ mes "^FF000030 Mole Whiskers^000000.";
+ mes "That shouldn't be too";
+ mes "hard now, right?";
+ delitem 7234,1; //Soul_Of_Guild
+ set guildrelay_q,3;
+ close;
+ case 3:
+ mes "[" + .@name$ + "]";
+ mes "^FF000030 Frills^000000,";
+ mes "^FF000030 Sharp Papers^000000, and";
+ mes "^FF000030 Elder Pixie's Moustaches^000000.";
+ mes "That shouldn't be too";
+ mes "hard now, right?";
+ delitem 7234,1; //Soul_Of_Guild
+ set guildrelay_q,89;
+ close;
+ }
+ }
+ if ((countitem(1015) > 29) && (countitem(7196) > 29) && (countitem(7157) > 29) && (guildrelay_q == 2)) {
+ mes "[" + .@name$ + "]";
+ mes "Huh. I didn't actually";
+ mes "expect that you'd collect";
+ mes "all these items. Good job.";
+ mes "Now, take this and give it to";
+ mes "a Blacksmith or Mastersmith.";
+ mes "Your guild's pretty good...";
+ delitem 1015,30; //Thin_N'_Long_Tongue
+ delitem 7196,30; //Shoulder_Protection
+ delitem 7157,30; //Black_Mask
+ set guildrelay_q,88;
+ getitem 7235,1; //Soul_Of_Courage
+ close;
+ }
+ if ((BaseJob == Job_Knight) && (guildrelay_q == 2)) {
+ mes "[" + .@name$ + "]";
+ mes "Did you forget what";
+ mes "to bring me? I wanted";
+ mes "^FF000030 Tongues^000000,";
+ mes "^FF000030 Dark Masks^000000, and";
+ mes "^FF000030 Shoulder Protectors^000000.";
+ mes "Don't forget this time.";
+ close;
+ }
+ if ((countitem(1097) > 29) && (countitem(1017) > 29) && (countitem(1096) > 29) && (guildrelay_q == 3)) {
+ mes "[" + .@name$ + "]";
+ mes "Huh. I didn't actually";
+ mes "expect that you'd collect";
+ mes "all these items. Good job.";
+ mes "Now, take this and give it to";
+ mes "a Blacksmith or Mastersmith.";
+ mes "Your guild's pretty good...";
+ delitem 1097,30; //Worn_Out_Page
+ delitem 1017,30; //Moustache_Of_Mole
+ delitem 1096,30; //Round_Shell
+ set guildrelay_q,88;
+ getitem 7235,1; //Soul_Of_Courage
+ close;
+ }
+ if ((BaseJob == Job_Knight) && (guildrelay_q == 3)) {
+ mes "[" + .@name$ + "]";
+ mes "Did you forget what";
+ mes "to bring me? I wanted";
+ mes "^FF000030 Worn Out Pages^000000,";
+ mes "^FF000030 Round Shells^000000, and";
+ mes "^FF000030 Mole Whiskers^000000.";
+ mes "Don't forget this time.";
+ close;
+ }
+ if ((countitem(7112) > 29) && (countitem(1012) > 29) && (countitem(1040) > 29) && (guildrelay_q == 89)) {
+ mes "[" + .@name$ + "]";
+ mes "Huh. I didn't actually";
+ mes "expect that you'd collect";
+ mes "all these items. Good job.";
+ mes "Now, take this and give it to";
+ mes "a Blacksmith or Mastersmith.";
+ mes "Your guild's pretty good...";
+ delitem 7112,30; //Fright_Paper_Blade
+ delitem 1012,30; //Lizard_Scruff
+ delitem 1040,30; //Elder_Pixie's_Beard
+ set guildrelay_q,88;
+ getitem 7235,1; //Soul_Of_Courage
+ close;
+ }
+ if ((BaseJob == Job_Knight) && (guildrelay_q == 89)) {
+ mes "[" + .@name$ + "]";
+ mes "Did you forget what";
+ mes "to bring me? I wanted";
+ mes "^FF000030 Frills^000000,";
+ mes "^FF000030 Sharp Papers^000000, and";
+ mes "^FF000030 Elder Pixie's Moustaches^000000.";
+ mes "Don't forget this time.";
+ close;
+ }
+ if ((BaseJob == Job_Blacksmith) && (countitem(7235) > 0)) {
+ mes "[" + .@name$ + "]";
+ mes "Wow, you brought the";
+ mes "items sooner than I had";
+ mes "expected. Great! Well then,";
+ mes "your next task for me will";
+ mes "be to... Wait. Wait and";
+ mes "kill some time. Easy, huh?";
+ next;
+ mes "[" + .@name$ + "]";
+ mes "^FF0000just waiting.^000000";
+ mes "Justing wait and kill";
+ mes "some time. You can do";
+ mes "whatever you want to";
+ mes "do during that time.";
+ next;
+ mes "[" + .@name$ + "]";
+ mes "Come back after you've";
+ mes "relaxed and enjoyed yourself.";
+ mes "We can continue the testing";
+ mes "when the time is right so";
+ mes "don't you worry about it.";
+ delitem 7235,1; //Soul_Of_Courage
+ set guildrelay_q,4;
+ set guildtime,gettime(3);
+ close;
+ }
+ if ((guildtime > 22) && (guildrelay_q == 4) && (BaseJob == Job_Blacksmith)) {
+ if ((gettime(3) > 2) && (gettime(3) < guildtime)) {
+ mes "[" + .@name$ + "]";
+ mes "I guess enough time";
+ mes "has passed. You ready";
+ mes "to resume the testing?";
+ mes "Please give this to an";
+ mes "Alchemist or Biochemist.";
+ mes "Your work here is done.";
+ set guildrelay_q,87;
+ getitem 7237,1; //Soul_Of_Partnership
+ close;
+ }
+ }
+ if ((guildtime > 21) && (guildrelay_q == 4) && (BaseJob == Job_Blacksmith)) {
+ if ((gettime(3) > 0101) && (gettime(3) < guildtime)) {
+ mes "[" + .@name$ + "]";
+ mes "I guess enough time";
+ mes "has passed. You ready";
+ mes "to resume the testing?";
+ mes "Please give this to an";
+ mes "Alchemist or Biochemist.";
+ mes "Your work here is done.";
+ set guildrelay_q,87;
+ getitem 7237,1; //Soul_Of_Partnership
+ close;
+ }
+ }
+ if ((guildtime > 20) && (guildrelay_q == 4) && (BaseJob == Job_Blacksmith)) {
+ if ((gettime(3) > 0001) && (gettime(3) < guildtime)) {
+ mes "[" + .@name$ + "]";
+ mes "I guess enough time";
+ mes "has passed. You ready";
+ mes "to resume the testing?";
+ mes "Please give this to an";
+ mes "Alchemist or Biochemist.";
+ mes "Your work here is done.";
+ set guildrelay_q,87;
+ getitem 7237,1; //Soul_Of_Partnership
+ close;
+ }
+ }
+ if ((gettime(3) - guildtime > 0300) && (guildrelay_q == 4) && (BaseJob == Job_Blacksmith)) {
+ mes "[" + .@name$ + "]";
+ mes "I guess enough time";
+ mes "has passed. You ready";
+ mes "to resume the testing?";
+ mes "Please give this to an";
+ mes "Alchemist or Biochemist.";
+ mes "Your work here is done.";
+ set guildrelay_q,87;
+ getitem 7237,1; //Soul_Of_Partnership
+ close;
+ }
+ if ((guildrelay_q == 4) && (BaseJob == Job_Blacksmith)) {
+ mes "[" + .@name$ + "]";
+ mes "You must be rarin'";
+ mes "to take on the next";
+ mes "test. Please be patient,";
+ mes "kill some time, and just";
+ mes "come back to me later.";
+ close;
+ }
+ if ((BaseJob == Job_Alchemist) && (countitem(7237) > 0)) {
+ mes "[" + .@name$ + "]";
+ mes "Oh, you got it, eh?";
+ mes "You might not think this";
+ mes "will be so hard, but I'm";
+ mes "going to give you a much";
+ mes "different challenge now.";
+ mes "Are you ready for it?";
+ next;
+ if ((BaseLevel > 1) && (BaseLevel < 58)) {
+ mes "[" + .@name$ + "]";
+ mes "Your test will be to";
+ mes "grow a little stronger!";
+ mes "You'll pass once you";
+ mes "gain 3 more levels.";
+ mes "How about that, eh?";
+ delitem 7237,1; //Soul_Of_Partnership
+ set guildrelay_q,5;
+ close;
+ }
+ if ((BaseLevel > 57) && (BaseLevel < 76)) {
+ mes "[" + .@name$ + "]";
+ mes "Your test will be to";
+ mes "grow a little stronger!";
+ mes "You'll pass once you";
+ mes "gain 2 more levels.";
+ mes "How about that, eh?";
+ delitem 7237,1; //Soul_Of_Partnership
+ set guildrelay_q,6;
+ close;
+ }
+ if ((BaseLevel > 75) && (BaseLevel < 94)) {
+ mes "[" + .@name$ + "]";
+ mes "Your test will be to";
+ mes "grow a little stronger!";
+ mes "You'll pass once you";
+ mes "gain 1 more level.";
+ mes "How about that, eh?";
+ delitem 7237,1; //Soul_Of_Partnership
+ set guildrelay_q,7;
+ close;
+ }
+ if (BaseLevel > 93) {
+ mes "[" + .@name$ + "]";
+ mes "Wait a minute. Forget it!";
+ mes "I was going to ask you to";
+ mes "raise your Base Level, but";
+ mes "you're tough enough as it is.";
+ mes "Fine, fine. You pass! Give this";
+ mes "to a ^FF0000Hunter^000000 or ^FF0000Sniper^000000 now~";
+ delitem 7237,1; //Soul_Of_Partnership
+ set guildrelay_q,86;
+ getitem 7238,1; //Soul_Of_Correspondence
+ close;
+ }
+ }
+ if (((BaseLevel + 2) < (BaseLevel)) && (guildrelay_q == 5)) {
+ mes "[" + .@name$ + "]";
+ mes "You got a little stronger,";
+ mes "eh? Fine, fine. You pass.";
+ mes "Here, now take this and";
+ mes "give it to a ^FF0000Hunter^000000 or ^FF0000Sniper^000000";
+ mes "in your guild. Nice work,";
+ mes "and I'll see you around.";
+ set guildrelay_q,86;
+ getitem 7238,1; //Soul_Of_Correspondence
+ close;
+ }
+ if (((BaseLevel + 1) < (BaseLevel)) && (guildrelay_q == 6)) {
+ mes "[" + .@name$ + "]";
+ mes "You got a little stronger,";
+ mes "eh? Fine, fine. You pass.";
+ mes "Here, now take this and";
+ mes "give it to a ^FF0000Hunter^000000 or ^FF0000Sniper^000000";
+ mes "in your guild. Nice work,";
+ mes "and I'll see you around.";
+ set guildrelay_q,86;
+ getitem 7238,1; //Soul_Of_Correspondence
+ close;
+ }
+ if ((BaseLevel < (BaseLevel)) && (guildrelay_q == 7)) {
+ mes "[" + .@name$ + "]";
+ mes "You got a little stronger,";
+ mes "eh? Fine, fine. You pass.";
+ mes "Here, now take this and";
+ mes "give it to a ^FF0000Hunter^000000 or ^FF0000Sniper^000000";
+ mes "in your guild. Nice work,";
+ mes "and I'll see you around.";
+ set guildrelay_q,86;
+ getitem 7238,1; //Soul_Of_Correspondence
+ close;
+ }
+ if ((guildrelay_q == 5) || (guildrelay_q == 6) || (guildrelay_q == 7)) {
+ mes "[" + .@name$ + "]";
+ mes "You're still not strong";
+ mes "enough to pass this test.";
+ mes "Hurry up, kill some monsters,";
+ mes "and gain some ^FF0000Base Levels^000000.";
+ mes "You have to become stronger!";
+ close;
+ }
+ if ((BaseJob == Job_Hunter) && (countitem(7238) > 0)) {
+ mes "[" + .@name$ + "]";
+ mes "Ah, good, you're here.";
+ mes "Now, my request for you";
+ mes "is this: please donate";
+ mes "your Falcon for the";
+ mes "sake of your guild.";
+ next;
+ switch(select("Donate Falcon:No way!")) {
+ case 1:
+ if (checkfalcon()) {
+ mes "[" + .@name$ + "]";
+ mes "Great! Don't worry,";
+ mes "your Falcon will be safe";
+ mes "under our care, and will";
+ mes "be use to scout areas and";
+ mes "deliver mail. That's why";
+ mes "I asked you for it.";
+ next;
+ mes "[" + .@name$ + "]";
+ mes "Now, please take this";
+ mes "spirit, and give it to";
+ mes "your guild master as";
+ mes "soon as you can, alright?";
+ setfalcon;
+ delitem 7238,1; //Soul_Of_Correspondence
+ set guildrelay_q,85;
+ getitem 7239,1; //Soul_Of_Proceeding
+ close;
+ }
+ else {
+ mes "[" + .@name$ + "]";
+ mes "I'm glad that you're";
+ mes "willing to part with your";
+ mes "Falcon, but it doesn't seem";
+ mes "to be with you right now.";
+ mes "Go get one, and come back.";
+ close;
+ }
+ case 2:
+ mes "[" + .@name$ + "]";
+ mes "Well, I can't help it if you";
+ mes "really want to keep your";
+ mes "Falcon, but please come";
+ mes "back if you change your mind.";
+ mes "I can't do anything for you";
+ mes "unless you cooperate.";
+ close;
+ }
+ }
+ if ((guildrelay_q == 88) && (countitem(7235) > 0)) {
+ mes "[" + .@name$ + "]";
+ mes "Please give the";
+ mes "Spirit of Charge to";
+ mes "a ^FF0000Blacksmith^000000 or ^FF0000Mastersmith^000000.";
+ mes "It won't do any good in the";
+ mes "hands of anybody else.";
+ close;
+ }
+ if (guildrelay_q == 88) {
+ mes "[" + .@name$ + "]";
+ mes "You don't have";
+ mes "anything to do?";
+ mes "Why don't you help";
+ mes "your guild hunt monsters?";
+ mes "It'll be a good chance to";
+ mes "show them your skills~";
+ close;
+ }
+ if ((guildrelay_q == 87) && (countitem(7237) > 0)) {
+ mes "[" + .@name$ + "]";
+ mes "Please give the";
+ mes "Spirit of Association to";
+ mes "an ^FF0000Alchemist^000000 or ^FF0000Biochemist^000000.";
+ mes "It won't do any good in the";
+ mes "hands of anybody else.";
+ close;
+ }
+ if (guildrelay_q == 87) {
+ mes "[" + .@name$ + "]";
+ mes "Hm. Don't you have";
+ mes "anything to do? I suppose";
+ mes "it's better to be bored";
+ mes "than to be overwhelmed.";
+ mes "Oh well, you'll figure";
+ mes "something out.";
+ close;
+ }
+ if ((guildrelay_q == 86) && (countitem(7238) > 0)) {
+ mes "[" + .@name$ + "]";
+ mes "Please give the";
+ mes "Spirit of Coordination";
+ mes "to a ^FF0000Hunter^000000 or ^FF0000Sniper^000000.";
+ mes "It won't do any good in the";
+ mes "hands of anybody else.";
+ close;
+ }
+ if (guildrelay_q == 86) {
+ mes "[" + .@name$ + "]";
+ mes "Good work. Please";
+ mes "go ahead and take a rest,";
+ mes "and then come back to me";
+ mes "later. I'll have something";
+ mes "to give you by then.";
+ close;
+ }
+ if ((guildrelay_q == 85) && (countitem(7239) > 0)) {
+ mes "[" + .@name$ + "]";
+ mes "Please give the";
+ mes "Spirit of Advance";
+ mes "to your ^FF0000guild master^000000.";
+ mes "It won't do any good in the";
+ mes "hands of anybody else.";
+ close;
+ }
+ if (guildrelay_q == 85) {
+ mes "[" + .@name$ + "]";
+ mes "Your falcon's been";
+ mes "a great help in the";
+ mes "guild. Hm? You already";
+ mes "miss it? Hahahaha!";
+ close;
+ }
+ mes "[" + .@name$ + "]";
+ mes "Hm? What brings you";
+ mes "here? I don't think we";
+ mes "have any business to";
+ mes "conduct. Am I mistaken?";
+ close;
+ }
+ }
+ else {
+ if (strcharinfo(0) == getguildmaster(.@GID)) {
+ mes "[" + .@name$ + "]";
+ mes "Hm? What brings you";
+ mes "here? Feel free to take";
+ mes "your time and look around";
+ mes "if that's what pleases you.";
+ close;
+ }
+ else {
+ mes "[" + .@name$ + "]";
+ mes "There isn't much to see";
+ mes "around here, but you're";
+ mes "welcome to stay and look";
+ mes "around here if you wish.";
+ close;
+ }
+ }
+}
+
+aldeg_cas01,200,175,3 script Gealuve#01::GuildRelay3 754,{
+ set .@name$,strnpcinfo(1);
+ if (.@name$ == "Gealuve") {
+ set .@GID, GetCastleData("aldeg_cas"+strnpcinfo(2),1);
+ }
+ if (checkweight(1201,1) == 0) {
+ mes "^3355FFWait a minute! You're";
+ mes "carrying too many items";
+ mes "right now: store some of";
+ mes "your extra things in Kafra";
+ mes "Storage, and then come back.^000000";
+ close;
+ }
+ if (.@GID == 0) {
+ mes "^3355FFThis exhausted man";
+ mes "notices you staring at";
+ mes "him, but chooses to leave";
+ mes "you alone. There's no one";
+ mes "else in this stronghold so";
+ mes "there's no reason to be here.^000000";
+ close;
+ }
+ if (getcharid(2) == .@GID) {
+ if (strcharinfo(0) == getguildmaster(.@GID)) {
+ if (countitem(7240) > 0) {
+ mes "[" + .@name$ + "]";
+ mes "Hm? What are you doing?";
+ mes "You're not supposed to";
+ mes "be the one holding onto";
+ mes "this soul. A Sage or a";
+ mes "Professor was supposed";
+ mes "to come here with it.";
+ next;
+ mes "[" + .@name$ + "]";
+ mes "Make sure you give";
+ mes "that soul you're holding";
+ mes "to a ^FF0000Sage^000000 or ^FF0000Professor^000000, and";
+ mes "then have him bring it to me.";
+ close;
+ }
+ else {
+ mes "[" + .@name$ + "]";
+ mes "Our business together";
+ mes "has concluded. If you're";
+ mes "not busy, why don't you try";
+ mes "helping out your guild? Yes,";
+ mes "I'm sure they'd appreciate it.";
+ close;
+ }
+ }
+ else {
+ if ((BaseJob == Job_Sage) && (countitem(7240) > 0)) {
+ mes "[" + .@name$ + "]";
+ mes "I see that you've brought";
+ mes "the ^42426FSpirit of Trust^000000. Now, the";
+ mes "first thing I want you to do is";
+ mes "to build the trust between you";
+ mes "and your guild members.";
+ mes "Spend time with them.";
+ next;
+ mes "[" + .@name$ + "]";
+ mes "I want you to build";
+ mes "up some friendly bonds";
+ mes "within your guild before";
+ mes "coming back to me. Your";
+ mes "guild must have solidarity";
+ mes "in order to be successful.";
+ delitem 7240,1; //Soul_Of_Confidence
+ set guildrelay_q,9;
+ set guildtime,gettime(3);
+ close;
+ }
+ if ((guildtime > 22) && (guildrelay_q == 9) && (BaseJob == Job_Sage)) {
+ if ((gettime(3) > 02) && (gettime(3) < guildtime)) {
+ mes "[" + .@name$ + "]";
+ mes "So did you spend some";
+ mes "quality time with your";
+ mes "guild members, and get";
+ mes "a chance to really learn";
+ mes "who they are? You must";
+ mes "love your comrades.";
+ next;
+ mes "[" + .@name$ + "]";
+ mes "Now you know how";
+ mes "important bonding truly";
+ mes "is. Please give this spirit";
+ mes "to a ^42426FBard^000000, ^42426FMinstrel^000000, ^42426FDancer^000000,";
+ mes "or ^42426FGypsy^000000. Good luck to you.";
+ set guildrelay_q,81;
+ getitem 7241,1; //Soul_Of_Agreement
+ close;
+ }
+ else {
+ mes "[" + .@name$ + "]";
+ mes "Hm? Back so soon?";
+ mes "That hasn't been enough";
+ mes "time for you to really bond";
+ mes "with your guild members.";
+ mes "Go back, ask them about their";
+ mes "dreams, passions, and goals!";
+ close;
+ }
+ }
+ else if ((guildtime > 21) && (guildrelay_q == 9) && (BaseJob == Job_Sage)) {
+ if ((gettime(3) > 01) && (gettime(3) < guildtime)) {
+ mes "[" + .@name$ + "]";
+ mes "So did you spend some";
+ mes "quality time with your";
+ mes "guild members, and get";
+ mes "a chance to really learn";
+ mes "who they are? You must";
+ mes "love your comrades.";
+ next;
+ mes "[" + .@name$ + "]";
+ mes "Now you know how";
+ mes "important bonding truly";
+ mes "is. Please give this spirit";
+ mes "to a ^42426FBard^000000, ^42426FMinstrel^000000, ^42426FDancer^000000,";
+ mes "or ^42426FGypsy^000000. Good luck to you.";
+ set guildrelay_q,71;
+ getitem 7241,1; //Soul_Of_Agreement
+ close;
+ }
+ else {
+ mes "[" + .@name$ + "]";
+ mes "Hm? Back so soon?";
+ mes "That hasn't been enough";
+ mes "time for you to really bond";
+ mes "with your guild members.";
+ mes "Go back, ask them about their";
+ mes "dreams, passions, and goals!";
+ close;
+ }
+ }
+ else if ((guildtime > 20) && (guildrelay_q == 9) && (BaseJob == Job_Sage)) {
+ if ((gettime(3) > 0) && (gettime(3) < guildtime)) {
+ mes "[" + .@name$ + "]";
+ mes "So did you spend some";
+ mes "quality time with your";
+ mes "guild members, and get";
+ mes "a chance to really learn";
+ mes "who they are? You must";
+ mes "love your comrades.";
+ next;
+ mes "[" + .@name$ + "]";
+ mes "Now you know how";
+ mes "important bonding truly";
+ mes "is. Please give this spirit";
+ mes "to a ^42426FBard^000000, ^42426FMinstrel^000000, ^42426FDancer^000000,";
+ mes "or ^42426FGypsy^000000. Good luck to you.";
+ set guildrelay_q,71;
+ getitem 7241,1; //Soul_Of_Agreement
+ close;
+ }
+ else {
+ mes "[" + .@name$ + "]";
+ mes "Hm? Back so soon?";
+ mes "That hasn't been enough";
+ mes "time for you to really bond";
+ mes "with your guild members.";
+ mes "Go back, ask them about their";
+ mes "dreams, passions, and goals!";
+ close;
+ }
+ }
+ else if ((gettime(3) - guildtime > 3) && (guildrelay_q == 9) && (BaseJob == Job_Sage)) {
+ mes "[" + .@name$ + "]";
+ mes "So did you spend some";
+ mes "quality time with your";
+ mes "guild members, and get";
+ mes "a chance to really learn";
+ mes "who they are? You must";
+ mes "love your comrades.";
+ next;
+ mes "[" + .@name$ + "]";
+ mes "You have done";
+ mes "what you had to do for now.";
+ mes "Please give it to a ^42426FBard^000000 or ^42426FClown^000000";
+ mes "You can also give it to ^42426FDancer^000000 or ^42426FGypsy^000000";
+ mes "Good luck.";
+ set guildrelay_q,71;
+ getitem 7241,1; //Soul_Of_Agreement
+ close;
+ }
+ else if ((BaseJob == Job_Sage) && (guildrelay_q == 9)) {
+ mes "[" + .@name$ + "]";
+ mes "Hm? Back so soon?";
+ mes "That hasn't been enough";
+ mes "time for you to really bond";
+ mes "with your guild members.";
+ mes "Go back, ask them about their";
+ mes "dreams, passions, and goals!";
+ close;
+ }
+ if (((BaseJob == Job_Bard) || (BaseJob == Job_Dancer)) && (countitem(7241) > 0)) {
+ mes "[" + .@name$ + "]";
+ mes "For the sake of promoting";
+ mes "teamwork amongst your guild,";
+ mes "my test will be for you to";
+ mes "gather specific items for me.";
+ next;
+ mes "[" + .@name$ + "]";
+ mes "This is a difficult task";
+ mes "to complete alone, but it";
+ mes "will be much easier if you";
+ mes "and your guild cooperate to";
+ mes "get all the items. Now listen,";
+ mes "this is what I want you to get.";
+ next;
+ switch(rand(1,3)) {
+ case 1:
+ mes "[" + .@name$ + "]";
+ mes "^8C171730 Burning Hearts^000000,";
+ mes "^8C171730 Wolf Claws^000000, and";
+ mes "^8C171730 Leopard Claws^000000.";
+ mes "You might want to write";
+ mes "these down so you don't";
+ mes "forget. Good luck to you.";
+ delitem 7241,1; //Soul_Of_Agreement
+ set guildrelay_q,10;
+ break;
+ case 2:
+ mes "[" + .@name$ + "]";
+ mes "^8C171730 Soft Blades of Grass^000000,";
+ mes "^8C171730 Wooden Hearts^000000, and";
+ mes "^8C171730 Poisonous Toad Skins^000000.";
+ mes "You might want to write";
+ mes "these down so you don't";
+ mes "forget. Good luck to you.";
+ delitem 7241,1; //Soul_Of_Agreement
+ set guildrelay_q,11;
+ break;
+ case 3:
+ mes "[" + .@name$ + "]";
+ mes "^8C171730 Antelope Horns^000000,";
+ mes "^8C171730 Honey Pots^000000, and";
+ mes "^8C171730 Porcupine Quills^000000.";
+ mes "You might want to write";
+ mes "these down so you don't";
+ mes "forget. Good luck to you.";
+ delitem 7241,1; //Soul_Of_Agreement
+ set guildrelay_q,80;
+ break;
+ }
+ next;
+ mes "[" + .@name$ + "]";
+ mes "You should be bonding";
+ mes "with your guild while you";
+ mes "gather those items I asked";
+ mes "you to bring. I know enough";
+ mes "time hasn't passed for your";
+ mes "guild to work together on this.";
+ close;
+ }
+ if ((countitem(7097) > 29) && (countitem(7172) > 29) && (countitem(920) > 29) && (guildrelay_q == 10)) {
+ mes "[" + .@name$ + "]";
+ mes "Oh, perfect! You brought";
+ mes "all the items. Well then,";
+ mes "I guess you're ready to";
+ mes "take this spirit now. Please";
+ mes "give it to an ^42426FAssassin^000000 or an";
+ mes "^42426FAssassin Cross^000000. Thank you.";
+ delitem 7097,30; //Burning_Heart
+ delitem 7172,30; //Leopard_Talon
+ delitem 920,30; //Claw_Of_Wolves
+ if (BaseJob == Job_Dancer) {
+ set guildrelay_q,72;
+ }
+ else {
+ set guildrelay_q,72;
+ }
+ getitem 7242,1; //Soul_Of_Harmony
+ close;
+ }
+ else if ((countitem(7189) > 29) && (countitem(7194) > 29) && (countitem(7155) > 29) && (guildrelay_q == 11)) {
+ mes "[" + .@name$ + "]";
+ mes "Oh, perfect! You brought";
+ mes "all the items. Well then,";
+ mes "I guess you're ready to";
+ mes "take this spirit now. Please";
+ mes "give it to an ^42426FAssassin^000000 or an";
+ mes "^42426FAssassin Cross^000000. Thank you.";
+ delitem 7189,30; //Heart_Of_Tree
+ delitem 7194,30; //Soft_Leaf
+ delitem 7155,30; //Poison_Toad's_Skin
+ if (BaseJob == Job_Dancer) {
+ set guildrelay_q,72;
+ }
+ else {
+ set guildrelay_q,72;
+ }
+ getitem 7242,1; //Soul_Of_Harmony
+ close;
+ }
+ else if ((countitem(7106) > 29) && (countitem(7121) > 29) && (countitem(1027) > 29) && (guildrelay_q == 80)) {
+ mes "[" + .@name$ + "]";
+ mes "Oh, perfect! You brought";
+ mes "all the items. Well then,";
+ mes "I guess you're ready to";
+ mes "take this spirit now. Please";
+ mes "give it to an ^42426FAssassin^000000 or an";
+ mes "^42426FAssassin Cross^000000. Thank you.";
+ delitem 7106,30; //Goat's_Horn
+ delitem 7121,30; //Honey_Jar
+ delitem 1027,30; //Porcupine_Spike
+ if (BaseJob == Job_Dancer) {
+ set guildrelay_q,72;
+ }
+ else {
+ set guildrelay_q,72;
+ }
+ getitem 7242,1; //Soul_Of_Harmony
+ close;
+ }
+ else if (guildrelay_q == 10) {
+ mes "[" + .@name$ + "]";
+ mes "Hm? You still haven't";
+ mes "gathered all the items";
+ mes "with your guild yet?";
+ mes "Let me remind you what";
+ mes "you need to bring me.";
+ next;
+ mes "[" + .@name$ + "]";
+ mes "^8C171730 Burning Hearts^000000,";
+ mes "^8C171730 Wolf Claws^000000, and";
+ mes "^8C171730 Leopard Claws^000000.";
+ mes "You might want to write";
+ mes "these down so you don't";
+ mes "forget. Good luck to you.";
+ close;
+ }
+ else if (guildrelay_q == 11) {
+ mes "[" + .@name$ + "]";
+ mes "Hm? You still haven't";
+ mes "gathered all the items";
+ mes "with your guild yet?";
+ mes "Let me remind you what";
+ mes "you need to bring me.";
+ next;
+ mes "[" + .@name$ + "]";
+ mes "^8C171730 Soft Blades of Grass^000000,";
+ mes "^8C171730 Wooden Hearts^000000, and";
+ mes "^8C171730 Poisonous Toad Skins^000000.";
+ mes "You might want to write";
+ mes "these down so you don't";
+ mes "forget. Good luck to you.";
+ close;
+ }
+ else if (guildrelay_q == 80) {
+ mes "[" + .@name$ + "]";
+ mes "Hm? You still haven't";
+ mes "gathered all the items";
+ mes "with your guild yet?";
+ mes "Let me remind you what";
+ mes "you need to bring me.";
+ next;
+ mes "[" + .@name$ + "]";
+ mes "^8C171730 Antelope Horns^000000,";
+ mes "^8C171730 Honey Pots^000000, and";
+ mes "^8C171730 Porcupine Quills^000000.";
+ mes "You might want to write";
+ mes "these down so you don't";
+ mes "forget. Good luck to you.";
+ close;
+ }
+ if ((BaseJob == Job_Assassin) && (countitem(7242) > 0)) {
+ mes "[" + .@name$ + "]";
+ mes "You brought the";
+ mes "Spirit of Combination?";
+ mes "Make sure that you give";
+ mes "that to a ^2F4F2FWizard^000000 or";
+ mes "a ^2F4F2FHigh Wizard^000000.";
+ delitem 7242,1; //Soul_Of_Harmony
+ set guildrelay_q,74;
+ getitem 7244,1; //Soul_Of_Unity
+ close;
+ }
+ if ((BaseJob == Job_Wizard) && (countitem(7244) > 0)) {
+ mes "[" + .@name$ + "]";
+ mes "For the sake of your";
+ mes "guild, you must become";
+ mes "stronger. Sometimes";
+ mes "your spells will make the";
+ mes "difference between victory";
+ mes "and defeat. Remember that.";
+ next;
+ mes "[" + .@name$ + "]";
+ mes "Hey," + strcharinfo(0) + ",";
+ mes "if you really want to become";
+ mes "strong enough to protect your";
+ mes "guild, then you must level up.";
+ mes "Come back to me once you've";
+ mes "raised your Base Level.";
+ next;
+ if ((BaseLevel > 0) && (BaseLevel < 61)) {
+ mes "[" + .@name$ + "]";
+ mes "You will be ready";
+ mes "for your task after you";
+ mes "gain ^FF00003 Base Levels^000000.";
+ mes "Don't despair: I know";
+ mes "you'll be able to reach";
+ mes "this goal. Good luck to you.";
+ delitem 7244,1; //Soul_Of_Unity
+ set guildrelay_q,12;
+ close;
+ }
+ else if ((BaseLevel > 60) && (BaseLevel < 76)) {
+ mes "[" + .@name$ + "]";
+ mes "You will be ready";
+ mes "for your task after you";
+ mes "gain ^FF00002 Base Levels^000000.";
+ mes "Don't despair: I know";
+ mes "you'll be able to reach";
+ mes "this goal. Good luck to you.";
+ delitem 7244,1; //Soul_Of_Unity
+ set guildrelay_q,13;
+ close;
+ }
+ else if ((BaseLevel > 75) && (BaseLevel < 97)) {
+ mes "[" + .@name$ + "]";
+ mes "You will be ready";
+ mes "for your task after you";
+ mes "gain ^FF00001 Base Level^000000.";
+ mes "Don't despair: I know";
+ mes "you'll be able to reach";
+ mes "this goal. Good luck to you.";
+ delitem 7244,1; //Soul_Of_Unity
+ set guildrelay_q,14;
+ close;
+ }
+ else if (BaseLevel > 96) {
+ mes "[" + .@name$ + "]";
+ mes "Hm. You're much stronger";
+ mes "that I expected. There's no";
+ mes "need for me to encourage";
+ mes "you to develop your strength.";
+ mes "I admit that you are strong.";
+ next;
+ mes "[" + .@name$ + "]";
+ mes "Acknowledge the extent and";
+ mes "limits of your strength, but";
+ mes "never allow conceit to pollute";
+ mes "your heart. Pride will always";
+ mes "shackle your power if you";
+ mes "let it. Remember humility.";
+ next;
+ mes "[" + .@name$ + "]";
+ mes "You qualified enough";
+ mes "for me to trust you.";
+ mes "Please give this spirit";
+ mes "to your ^FF0000Guild Master^000000.";
+ mes "You're done for now.";
+ delitem 7244,1; //Soul_Of_Unity
+ set guildrelay_q,75;
+ getitem 7245,1; //Soul_Of_Friendship
+ close;
+ }
+ }
+ if ((BaseLevel + 2) < (BaseLevel) && (guildrelay_q == 12)) {
+ mes "[" + .@name$ + "]";
+ mes "I see that you've";
+ mes "completed the task";
+ mes "I have given you. It may";
+ mes "have been difficult, but";
+ mes "you'll see that I had your";
+ mes "guild's best interests in mind.";
+ next;
+ mes "[" + .@name$ + "]";
+ mes "You've earned my trust.";
+ mes "Please give this spirit";
+ mes "to your ^FF0000Guild Master^000000.";
+ mes "You've done well.";
+ set guildrelay_q,75;
+ getitem 7245,1; //Soul_Of_Friendship
+ close;
+ }
+ else if ((BaseLevel + 1) < (BaseLevel) && (guildrelay_q == 13)) {
+ mes "[" + .@name$ + "]";
+ mes "I see that you've";
+ mes "completed the task";
+ mes "I have given you. It may";
+ mes "have been difficult, but";
+ mes "you'll see that I had your";
+ mes "guild's best interests in mind.";
+ next;
+ mes "[" + .@name$ + "]";
+ mes "You've earned my trust.";
+ mes "Please give this spirit";
+ mes "to your ^FF0000Guild Master^000000.";
+ mes "You've done well.";
+ set guildrelay_q,75;
+ getitem 7245,1; //Soul_Of_Friendship
+ close;
+ }
+ else if ((BaseLevel < BaseLevel) && (guildrelay_q == 14)) {
+ mes "[" + .@name$ + "]";
+ mes "I see that you've";
+ mes "completed the task";
+ mes "I have given you. It may";
+ mes "have been difficult, but";
+ mes "you'll see that I had your";
+ mes "guild's best interests in mind.";
+ next;
+ mes "[" + .@name$ + "]";
+ mes "You've earned my trust.";
+ mes "Please give this spirit";
+ mes "to your ^FF0000Guild Master^000000.";
+ mes "You've done well.";
+ set guildrelay_q,75;
+ getitem 7245,1; //Soul_Of_Friendship
+ close;
+ }
+ if ((guildrelay_q == 12) && (BaseJob == Job_Wizard)) {
+ mes "[" + .@name$ + "]";
+ mes "You're not strong enough";
+ mes "yet for your guild to fully";
+ mes "rely on you in a crisis.";
+ mes "You must level up!";
+ close;
+ }
+ else if ((guildrelay_q == 13) && (BaseJob == Job_Wizard)) {
+ mes "[" + .@name$ + "]";
+ mes "You're not strong enough";
+ mes "yet for your guild to fully";
+ mes "rely on you in a crisis.";
+ mes "You must level up!";
+ close;
+ }
+ else if ((guildrelay_q == 14) && (BaseJob == Job_Wizard)) {
+ mes "[" + .@name$ + "]";
+ mes "Hmm... I don't think you've";
+ mes "spent enough time leveling";
+ mes "up yet. Keep working on it.";
+ close;
+ }
+ }
+ }
+ else {
+ if (strcharinfo(0) == getguildmaster(.@GID)) {
+ mes "[" + .@name$ + "]";
+ mes "Hm. You're the master";
+ mes "of another guild, aren't";
+ mes "you? I have no loyalty";
+ mes "towards you. Please...";
+ mes "Leave this place.";
+ close;
+ }
+ else {
+ mes "[" + .@name$ + "]";
+ mes "Hm? You have no reason";
+ mes "to linger in this stronghold.";
+ mes "Please leave this place now.";
+ close;
+ }
+ }
+ if ((guildrelay_q == 71) && (countitem(7241) > 0)) {
+ mes "[" + .@name$ + "]";
+ mes "There's no need for you";
+ mes "to hold onto that Spirit";
+ mes "of Union. Please give it to";
+ mes "a Bard, Minstrel, Dancer";
+ mes "or Gypsy in your guild.";
+ close;
+ }
+ else if (guildrelay_q == 71) {
+ mes "[" + .@name$ + "]";
+ mes "When you improve yourself,";
+ mes "you'll also be strengthening";
+ mes "your guild. Always devote some";
+ mes "time for yourself and for your";
+ mes "team. You cannot have one";
+ mes "without the other.";
+ next;
+ mes "[" + .@name$ + "]";
+ mes "I suppose you really";
+ mes "don't have much use";
+ mes "for me anymore... But I'll";
+ mes "always offer my support.";
+ close;
+ }
+ if ((guildrelay_q == 72) && (countitem(7242) > 0)) {
+ mes "[" + .@name$ + "]";
+ mes "There's no need for you";
+ mes "to hold onto that Spirit of";
+ mes "Combination. Please give";
+ mes "it to an Assassin or Assassin";
+ mes "Cross in your guild.";
+ close;
+ }
+ else if (guildrelay_q == 72) {
+ mes "[" + .@name$ + "]";
+ mes "Your songs bolster your";
+ mes "guild's morale, and will";
+ mes "help them stand and fight,";
+ mes "no matter how deseperate";
+ mes "the situation may seem.";
+ mes "Your voice can make miracles.";
+ next;
+ mes "[" + .@name$ + "]";
+ mes "I suppose you really";
+ mes "don't have much use";
+ mes "for me anymore... But I'll";
+ mes "always offer my support.";
+ close;
+ }
+ if ((guildrelay_q == 73) && (countitem(7242) > 0)) {
+ mes "[" + .@name$ + "]";
+ mes "There's no need for you";
+ mes "to hold onto that Spirit of";
+ mes "Combination. Please give";
+ mes "it to an Assassin or Assassin";
+ mes "Cross in your guild.";
+ close;
+ }
+ else if (guildrelay_q == 73) {
+ mes "[" + .@name$ + "]";
+ mes "Your dances bolster your";
+ mes "guild's morale, and will";
+ mes "help them stand and fight,";
+ mes "no matter how deseperate";
+ mes "the situation may seem.";
+ mes "Your voice can make miracles.";
+ next;
+ mes "[" + .@name$ + "]";
+ mes "I suppose you really";
+ mes "don't have much use";
+ mes "for me anymore... But I'll";
+ mes "always offer my support.";
+ close;
+ }
+ if ((guildrelay_q == 74) && (countitem(7244) > 0)) {
+ mes "[" + .@name$ + "]";
+ mes "There's no need for you";
+ mes "to hold onto that Spirit";
+ mes "of Solidarity. Please give";
+ mes "it to a Wizard or High";
+ mes "Wizard in your guild.";
+ close;
+ }
+ else if (guildrelay_q == 74) {
+ mes "[" + .@name$ + "]";
+ mes "I suppose you really";
+ mes "don't have much use";
+ mes "for me anymore... But I'll";
+ mes "always offer my support.";
+ next;
+ mes "[" + .@name$ + "]";
+ mes "Know who your enemies are.";
+ mes "If anybody opposes your guild,";
+ mes "you must crush them without";
+ mes "any hesitation. Your justice";
+ mes "must be meted swiftly!";
+ close;
+ }
+ if ((guildrelay_q == 75) && (countitem(7245) > 0)) {
+ mes "[" + .@name$ + "]";
+ mes "There's no need for you";
+ mes "to hold onto that Spirit of";
+ mes "Friendship. Please give";
+ mes "it to your Guild Master.";
+ close;
+ }
+ else if (guildrelay_q == 75) {
+ mes "[" + .@name$ + "]";
+ mes "I can tell that you're";
+ mes "always trying to help all";
+ mes "the members of your guild.";
+ mes "Your loyalty will bring them";
+ mes "to your side in times of";
+ mes "joy and of tribulation.";
+ next;
+ mes "[" + .@name$ + "]";
+ mes "I suppose you really";
+ mes "don't have much use";
+ mes "for me anymore... But I'll";
+ mes "always offer my support.";
+ close;
+ }
+ mes "[" + .@name$ + "]";
+ mes "We have nothing to";
+ mes "do with each other.";
+ mes "Leave me be, and";
+ mes "just go on your way.";
+ close;
+}
+
+aldeg_cas01,59,224,3 script Pariz#01::GuildRelay4 754,{
+ set .@name$,strnpcinfo(1);
+ if (.@name$ == "Pariz") {
+ set .@GID, GetCastleData("aldeg_cas"+strnpcinfo(2),1);
+ }
+ if (checkweight(1201,1) == 0) {
+ mes "^3355FFWait a minute! You're";
+ mes "carrying too many items";
+ mes "right now: store some of";
+ mes "your extra things in Kafra";
+ mes "Storage, and then come back.^000000";
+ close;
+ }
+ if (.@GID == 0) {
+ mes "^3355FFThis exhausted man";
+ mes "notices you staring at";
+ mes "him, but chooses to leave";
+ mes "you alone. There's no one";
+ mes "else in this stronghold so";
+ mes "there's no reason to be here.^000000";
+ close;
+ }
+ if (getcharid(2) == .@GID) {
+ if (strcharinfo(0) == getguildmaster(.@GID)) {
+ if (countitem(7246) > 0) {
+ mes "[" + .@name$ + "]";
+ mes "Hm? That spirit that";
+ mes "you've brought with you...";
+ mes "I'm sorry, but it's useless";
+ mes "for you to carry it around.";
+ next;
+ mes "[" + .@name$ + "]";
+ mes "Please give that to";
+ mes "a ^FF0000Rogue^000000 or ^FF0000Stalker^000000";
+ mes "in your guild, and then";
+ mes "ask him bring it to me.";
+ close;
+ }
+ else {
+ mes "[" + .@name$ + "]";
+ mes "Our business together";
+ mes "has concluded. If you're";
+ mes "not busy, why don't you try";
+ mes "helping out your guild? Yes,";
+ mes "I'm sure they'd appreciate it.";
+ close;
+ }
+ }
+ else {
+ if ((BaseJob == Job_Rogue) && (countitem(7246) > 0)) {
+ mes "[" + .@name$ + "]";
+ mes "So you're the one that's";
+ mes "been entrusted with the";
+ mes "Spirit of Peace? Well then...";
+ mes "My task for you is to ^FF0000form";
+ switch(rand(1,3)) {
+ case 1:
+ mes "a party with 6 members^000000.";
+ mes "No more and no less.";
+ next;
+ mes "[" + .@name$ + "]";
+ mes "This is a strange test,";
+ mes "but if you can do this, it";
+ mes "will clearly demonstrate";
+ mes "to me that your people";
+ mes "skills are up to par.";
+ delitem 7246,1; //Soul_Of_Peace
+ set guildrelay_q,91;
+ close;
+ case 2:
+ mes "a party with 8 members^000000.";
+ mes "No more and no less.";
+ next;
+ mes "[" + .@name$ + "]";
+ mes "This is a strange test,";
+ mes "but if you can do this, it";
+ mes "will clearly demonstrate";
+ mes "to me that your people";
+ mes "skills are up to par.";
+ delitem 7246,1; //Soul_Of_Peace
+ set guildrelay_q,92;
+ close;
+ case 3:
+ mes "a party with 10 members^000000.";
+ mes "No more and no less.";
+ next;
+ mes "[" + .@name$ + "]";
+ mes "This is a strange test,";
+ mes "but if you can do this, it";
+ mes "will clearly demonstrate";
+ mes "to me that your people";
+ mes "skills are up to par.";
+ delitem 7246,1; //Soul_Of_Peace
+ set guildrelay_q,93;
+ close;
+ }
+ }
+ getpartymember(getcharid(1));
+ set .@partymembercount,$@partymembercount;
+ set .@partyleader,getpartyleader(getcharid(1),2);
+ if (guildrelay_q == 91) {
+ if (.@partymembercount == 6) {
+ mes "[" + .@name$ + "]";
+ mes "I see that you've";
+ mes "formed a party with";
+ mes "the exact number of";
+ mes "people that I asked. Hmm.";
+ mes "I guess you can be trusted";
+ mes "to lead when you must.";
+ next;
+ mes "[" + .@name$ + "]";
+ mes "Here. I want you to take";
+ mes "this spirit, and then give";
+ mes "it to a Priest or High";
+ mes "Priest in your guild.";
+ set guildrelay_q,95;
+ getitem 7247,1; //Soul_Of_Spirit
+ close;
+ }
+ else {
+ mes "[" + .@name$ + "]";
+ mes "I thought I asked you to";
+ mes "^FF0000form a party of 6 members^000000?";
+ mes "No more and no less. Hmm.";
+ mes "Come back to me after you've";
+ mes "finished this simple task.";
+ close;
+ }
+ }
+ if (guildrelay_q == 92) {
+ if (.@partymembercount == 8) {
+ mes "[" + .@name$ + "]";
+ mes "I see that you've";
+ mes "formed a party with";
+ mes "the exact number of";
+ mes "people that I asked. Hmm.";
+ mes "I guess you can be trusted";
+ mes "to lead when you must.";
+ next;
+ mes "[" + .@name$ + "]";
+ mes "Here. I want you to take";
+ mes "this spirit, and then give";
+ mes "it to a Priest or High";
+ mes "Priest in your guild.";
+ set guildrelay_q,95;
+ getitem 7247,1; //Soul_Of_Spirit
+ close;
+ }
+ else {
+ mes "[" + .@name$ + "]";
+ mes "I thought I asked you to";
+ mes "^FF0000form a party of 8 members^000000?";
+ mes "No more and no less. Hmm.";
+ mes "Come back to me after you've";
+ mes "finished this simple task.";
+ close; }
+ }
+ if (guildrelay_q == 93) {
+ if (.@partymembercount == 10) {
+ mes "[" + .@name$ + "]";
+ mes "I see that you've";
+ mes "formed a party with";
+ mes "the exact number of";
+ mes "people that I asked. Hmm.";
+ mes "I guess you can be trusted";
+ mes "to lead when you must.";
+ next;
+ mes "[" + .@name$ + "]";
+ mes "Here. I want you to take";
+ mes "this spirit, and then give";
+ mes "it to a Priest or High";
+ mes "Priest in your guild.";
+ set guildrelay_q,95;
+ getitem 7247,1; //Soul_Of_Spirit
+ close;
+ }
+ else {
+ mes "[" + .@name$ + "]";
+ mes "I thought I asked you to";
+ mes "^FF0000form a party of 10 members^000000?";
+ mes "No more and no less. Hmm.";
+ mes "Come back to me after you've";
+ mes "finished this simple task.";
+ close;
+ }
+ }
+ if ((BaseJob == Job_Priest) && (countitem(7247) > 0)) {
+ mes "[" + .@name$ + "]";
+ mes "Good work getting the";
+ mes "Spirit of Determination,";
+ mes "but I want you to work on";
+ mes "getting stronger. If you";
+ mes "intend to protect others,";
+ mes "you can't afford to lose.";
+ next;
+ if ((BaseLevel > 1) && (BaseLevel < 61)) {
+ mes "[" + .@name$ + "]";
+ mes "I want you to gain";
+ mes "^FF00003 Base Levels^000000 for the";
+ mes "sake of strengthening";
+ mes "yourself and your guild.";
+ mes "This is my test for you.";
+ next;
+ mes "[" + .@name$ + "]";
+ mes "Try not to worry";
+ mes "over this task so much.";
+ mes "I'm certain you can do";
+ mes "this. Come back to me";
+ mes "when you are ready.";
+ delitem 7247,1; //Soul_Of_Spirit
+ set guildrelay_q,18;
+ close;
+ }
+ if ((BaseLevel > 60) && (BaseLevel < 76)) {
+ mes "[" + .@name$ + "]";
+ mes "I want you to gain";
+ mes "^FF00002 Base Levels^000000 for the";
+ mes "sake of strengthening";
+ mes "yourself and your guild.";
+ mes "This is my test for you.";
+ next;
+ mes "[" + .@name$ + "]";
+ mes "Try not to worry";
+ mes "over this task so much.";
+ mes "I'm certain you can do";
+ mes "this. Come back to me";
+ mes "when you are ready.";
+ delitem 7247,1; //Soul_Of_Spirit
+ set guildrelay_q,19;
+ close;
+ }
+ if ((BaseLevel > 75) && (BaseLevel < 97)) {
+ mes "[" + .@name$ + "]";
+ mes "I want you to gain";
+ mes "^FF00001 Base Level^000000 for the";
+ mes "sake of strengthening";
+ mes "yourself and your guild.";
+ mes "This is my test for you.";
+ next;
+ mes "[" + .@name$ + "]";
+ mes "Try not to worry";
+ mes "over this task so much.";
+ mes "I'm certain you can do";
+ mes "this. Come back to me";
+ mes "when you are ready.";
+ delitem 7247,1; //Soul_Of_Spirit
+ set guildrelay_q,20;
+ close;
+ }
+ if (BaseLevel > 96) {
+ mes "[" + .@name$ + "]";
+ mes "Hum, You are stronger than";
+ mes "I was expected.";
+ mes "You don't need any more quests";
+ mes "for becoming stronger.";
+ mes "But, do not be so proud of yourself.";
+ next;
+ mes "[" + .@name$ + "]";
+ mes "Alright then...";
+ mes "I entrust you with";
+ mes "this spirit. Please be";
+ mes "sure to give it to a";
+ mes "^4D4DFFCrusader^000000 or ^4D4DFFPaladin^000000";
+ mes "in your guild.";
+ delitem 7247,1; //Soul_Of_Spirit
+ set guildrelay_q,98;
+ getitem 7249,1; //Soul_Of_Service
+ close;
+ }
+ }
+ if (((BaseLevel + 2) < (BaseLevel)) && (guildrelay_q == 18)) {
+ mes "[" + .@name$ + "]";
+ mes "Huh. I see that you've";
+ mes "become much stronger,";
+ mes "just as I asked. No wonder";
+ mes "your guild mates can rely";
+ mes "on you. Congratulations";
+ mes "on a job well done.";
+ next;
+ mes "[" + .@name$ + "]";
+ mes "Alright then...";
+ mes "I entrust you with";
+ mes "this spirit. Please be";
+ mes "sure to give it to a";
+ mes "^4D4DFFCrusader^000000 or ^4D4DFFPaladin^000000";
+ mes "in your guild.";
+ set guildrelay_q,98;
+ getitem 7249,1; //Soul_Of_Service
+ close;
+ }
+ if (((BaseLevel + 1) < (BaseLevel)) && (guildrelay_q == 19)) {
+ mes "[" + .@name$ + "]";
+ mes "Huh. I see that you've";
+ mes "become much stronger,";
+ mes "just as I asked. No wonder";
+ mes "your guild mates can rely";
+ mes "on you. Congratulations";
+ mes "on a job well done.";
+ next;
+ mes "[" + .@name$ + "]";
+ mes "Alright then...";
+ mes "I entrust you with";
+ mes "this spirit. Please be";
+ mes "sure to give it to a";
+ mes "^4D4DFFCrusader^000000 or ^4D4DFFPaladin^000000";
+ mes "in your guild.";
+ set guildrelay_q,98;
+ getitem 7249,1; //Soul_Of_Service
+ close;
+ }
+ if ((BaseLevel < BaseLevel) && (guildrelay_q == 20)) {
+ mes "[" + .@name$ + "]";
+ mes "Huh. I see that you've";
+ mes "become much stronger,";
+ mes "just as I asked. No wonder";
+ mes "your guild mates can rely";
+ mes "on you. Congratulations";
+ mes "on a job well done.";
+ next;
+ mes "[" + .@name$ + "]";
+ mes "Ok, take this and give to";
+ mes "Crusader or Paladin";
+ mes "who is in our guild.";
+ mes "Good luck!";
+ set guildrelay_q,98;
+ getitem 7249,1; //Soul_Of_Service
+ close;
+ }
+ if ((BaseJob == Job_Crusader) && (countitem(7249) > 0)) {
+ mes "[" + .@name$ + "]";
+ mes "I see that you possess";
+ mes "the Spirit of Service. Hmm.";
+ mes "Good job. Now, your next";
+ mes "task will test your patience.";
+ mes "All you have to do is ^FF0000wait^000000.";
+ mes "Wait until the time is right.";
+ next;
+ mes "[" + .@name$ + "]";
+ mes "I want you to spend this";
+ mes "time to look into yourself,";
+ mes "and examine your relationship";
+ mes "with your guild members.";
+ mes "When you feel that the time";
+ mes "is right, come talk to me.";
+ next;
+ mes "[" + .@name$ + "]";
+ mes "I'm not going to tell you";
+ mes "when you should come back.";
+ mes "I'll merely confirm whether";
+ mes "you've come early or on time.";
+ mes "You'll need to really listen";
+ mes "to your feelings this time...";
+ delitem 7249,1; //Soul_Of_Service
+ set guildrelay_q,21;
+ set guildtime,gettime(3);
+ close;
+ }
+ if ((guildtime > 22) && (guildrelay_q == 21) && (BaseJob == Job_Crusader)) {
+ if ((gettime(3) > 2) && (gettime(3) < guildtime)) {
+ mes "[" + .@name$ + "]";
+ mes "Yes. You've come at just";
+ mes "the right time. Remember";
+ mes "that feeling in your heart,";
+ mes "and trust it when it comes";
+ mes "again. Now give this spirit to";
+ mes "a ^FF0000Monk^000000 or ^FF0000Champion^000000 for me...";
+ set guildrelay_q,96;
+ getitem 7250,1; //Soul_Of_Glory
+ close;
+ }
+ else {
+ mes "[" + .@name$ + "]";
+ mes "Too early.";
+ mes "Still too early.";
+ mes "Have you been listening";
+ mes "to your heart? Listen harder.";
+ close;
+ }
+ }
+ if ((guildtime > 21) && (guildrelay_q == 21) && (BaseJob == Job_Crusader)) {
+ if ((gettime(3) > 1) && (gettime(3) < guildtime)) {
+ mes "[" + .@name$ + "]";
+ mes "Yes. You've come at just";
+ mes "the right time. Remember";
+ mes "that feeling in your heart,";
+ mes "and trust it when it comes";
+ mes "again. Now give this spirit to";
+ mes "a ^FF0000Monk^000000 or ^FF0000Champion^000000 for me...";
+ set guildrelay_q,96;
+ getitem 7250,1; //Soul_Of_Glory
+ close;
+ }
+ else {
+ mes "[" + .@name$ + "]";
+ mes "Too early.";
+ mes "Still too early.";
+ mes "Have you been listening";
+ mes "to your heart? Listen harder.";
+ close;
+ }
+ }
+ if ((guildtime > 20) && (guildrelay_q == 21) && (BaseJob == Job_Crusader)) {
+ if ((gettime(3) > 0) && (gettime(3) < guildtime)) {
+ mes "[" + .@name$ + "]";
+ mes "Yes. You've come at just";
+ mes "the right time. Remember";
+ mes "that feeling in your heart,";
+ mes "and trust it when it comes";
+ mes "again. Now give this spirit to";
+ mes "a ^FF0000Monk^000000 or ^FF0000Champion^000000 for me...";
+ set guildrelay_q,96;
+ getitem 7250,1; //Soul_Of_Glory
+ close;
+ }
+ else {
+ mes "[" + .@name$ + "]";
+ mes "Too early.";
+ mes "Still too early.";
+ mes "Have you been listening";
+ mes "to your heart? Listen harder.";
+ close;
+ }
+ }
+ if ((gettime(3) - guildtime > 3) && (guildrelay_q == 21) && (BaseJob == Job_Crusader)) {
+ mes "[" + .@name$ + "]";
+ mes "Yes. You've come at just";
+ mes "the right time. Remember";
+ mes "that feeling in your heart,";
+ mes "and trust it when it comes";
+ mes "again. Now give this spirit to";
+ mes "a ^FF0000Monk^000000 or ^FF0000Champion^000000 for me...";
+ set guildrelay_q,96;
+ getitem 7250,1; //Soul_Of_Glory
+ close;
+ }
+ if ((guildrelay_q == 21) && (BaseJob == Job_Crusader)) {
+ mes "[" + .@name$ + "]";
+ mes "Not yet. Just wait";
+ mes "a little longer. Relax,";
+ mes "and come back later.";
+ close;
+ }
+ if ((BaseJob == Job_Monk) && (countitem(7250) > 0)) {
+ mes "[" + .@name$ + "]";
+ mes "Most of the souls have";
+ mes "been shared, and there is";
+ mes "but one thing I want to ask";
+ mes "you to do. Please bring me";
+ mes "some items. Having your friends";
+ mes "help you do this is acceptable.";
+ next;
+ switch(rand(1,3)) {
+ case 1:
+ mes "[" + .@name$ + "]";
+ mes "Please bring";
+ mes "^FF000030 Dokebi Horns^000000,";
+ mes "^FF000030 Fish Tails^000000, and";
+ mes "^FF000030 Celestial Robes^000000.";
+ mes "I shall be waiting";
+ mes "for you right here.";
+ delitem 7250,1; //Soul_Of_Glory
+ set guildrelay_q,23;
+ close;
+ case 2:
+ mes "[" + .@name$ + "]";
+ mes "Please bring";
+ mes "^FF000030 Rainbow Shells^000000,";
+ mes "^FF000030 Elastic Bands^000000, and";
+ mes "^FF000030 Horrendous Hairs^000000.";
+ mes "I shall be waiting";
+ mes "for you right here.";
+ delitem 7250,1; //Soul_Of_Glory
+ set guildrelay_q,24;
+ close;
+ case 3:
+ mes "[" + .@name$ + "]";
+ mes "Please bring";
+ mes "^FF000030 Worn-out Kimonos^000000,";
+ mes "^FF000030 Anolian Skins^000000, and";
+ mes "^FF000030 PecoPeco Feathers^000000.";
+ mes "I shall be waiting";
+ mes "for you right here.";
+ delitem 7250,1; //Soul_Of_Glory
+ set guildrelay_q,94;
+ close;
+ }
+ }
+ if ((countitem(7165) > 29) && (countitem(1021) > 29) && (countitem(1023) > 29) && (guildrelay_q == 23)) {
+ mes "[" + .@name$ + "]";
+ mes "Well, well. You've";
+ mes "gathered those items";
+ mes "more quickly that I thought";
+ mes "you would. Good job. Now,";
+ mes "please give this to your ^FF0000Guild";
+ mes "Master^000000 as soon as you can.";
+ delitem 7165,30; //Limpid_Celestial_Robe
+ delitem 1021,30; //Dokkaebi_Horn
+ delitem 1023,30; //Fish_Tail
+ set guildrelay_q,97;
+ getitem 7251,1; //Soul_Of_Victory
+ close;
+ }
+ if ((BaseJob == Job_Monk) && (guildrelay_q == 23)) {
+ mes "[" + .@name$ + "]";
+ mes "You have to give ^FF0000Transparent Celestial Robe ^00000030ea,";
+ mes "^FF0000Dokebi Horn ^00000030ea, ^FF0000Fish Tail ^00000030ea.";
+ mes "You know that, right?";
+ mes "Good luck~";
+ close;
+ }
+ if ((countitem(1048) > 29) && (countitem(1013) > 29) && (countitem(7200) > 29) && (guildrelay_q == 24)) {
+ mes "[" + .@name$ + "]";
+ mes "Well, well. You've";
+ mes "gathered those items";
+ mes "more quickly that I thought";
+ mes "you would. Good job. Now,";
+ mes "please give this to your ^FF0000Guild";
+ mes "Master^000000 as soon as you can.";
+ delitem 1048,30; //Slender_Snake
+ delitem 1013,30; //Colorful_Shell
+ delitem 7200,30; //Flexible_String
+ set guildrelay_q,97;
+ getitem 7251,1; //Soul_Of_Victory
+ close;
+ }
+ if ((BaseJob == Job_Monk) && (guildrelay_q == 24)) {
+ mes "[" + .@name$ + "]";
+ mes "Please bring";
+ mes "^FF000030 Rainbow Shells^000000,";
+ mes "^FF000030 Elastic Bands^000000, and";
+ mes "^FF000030 Horrendous Hairs^000000.";
+ mes "I shall be waiting";
+ mes "for you right here.";
+ close;
+ }
+ if ((countitem(7003) > 29) && (countitem(7101) > 29) && (countitem(7153) > 29) && (guildrelay_q == 94)) {
+ mes "[" + .@name$ + "]";
+ mes "Well, well. You've";
+ mes "gathered those items";
+ mes "more quickly that I thought";
+ mes "you would. Good job. Now,";
+ mes "please give this to your ^FF0000Guild";
+ mes "Master^000000 as soon as you can.";
+ delitem 7003,30; //Anolian_Skin
+ delitem 7101,30; //Peco_Wing_Feather
+ delitem 7153,30; //Old_Japaness_Clothes
+ set guildrelay_q,97;
+ getitem 7251,1; //Soul_Of_Victory
+ close;
+ }
+ if ((BaseJob == Job_Monk) && (guildrelay_q == 94)) {
+ mes "[" + .@name$ + "]";
+ mes "Please bring";
+ mes "^FF000030 Worn-out Kimonos^000000,";
+ mes "^FF000030 Anolian Skins^000000, and";
+ mes "^FF000030 PecoPeco Feathers^000000.";
+ mes "I shall be waiting";
+ mes "for you right here.";
+ close;
+ }
+ if ((guildrelay_q == 95) && (countitem(7247) > 0)) {
+ mes "[" + .@name$ + "]";
+ mes "Please give the";
+ mes "Spirit of Determination";
+ mes "to a ^FF0000Priest^000000 or ^FF0000High Priest^000000.";
+ mes "You knew that already,";
+ mes "didn't you? Please hurry";
+ mes "and deliver it soon.";
+ close;
+ }
+ if (guildrelay_q == 95) {
+ mes "[" + .@name$ + "]";
+ mes "For now, it would be";
+ mes "best for you to rest and";
+ mes "recoup your strength. Your";
+ mes "chance to help your guild";
+ mes "will come soon enough so";
+ mes "there's no need to rush.";
+ close;
+ }
+ if ((guildrelay_q == 98) && (countitem(7249) > 0)) {
+ mes "[" + .@name$ + "]";
+ mes "Please give the";
+ mes "Spirit of Service to";
+ mes "a ^FF0000Crusader^000000 or ^FF0000Paladin^000000.";
+ mes "You knew that already,";
+ mes "didn't you? Please hurry";
+ mes "and deliver it soon.";
+ close;
+ }
+ if (guildrelay_q == 98) {
+ mes "[" + .@name$ + "]";
+ mes "Hmm. You need to wait";
+ mes "for the right time to act.";
+ mes "Why don't you help out";
+ mes "your guild in the meantime?";
+ close;
+ }
+ if ((guildrelay_q == 96) && (countitem(7250) > 0)) {
+ mes "[" + .@name$ + "]";
+ mes "Please give the";
+ mes "Spirit of Glory to";
+ mes "a ^FF0000Monk^000000 or ^FF0000Champion^000000.";
+ mes "You knew that already,";
+ mes "didn't you? Please hurry";
+ mes "and deliver it soon.";
+ close;
+ }
+ if (guildrelay_q == 96) {
+ mes "[" + .@name$ + "]";
+ mes "I see that you have";
+ mes "the potential to become";
+ mes "a great leader. Be sure";
+ mes "not to waste it, and lead";
+ mes "your guild as well as you can.";
+ close;
+ }
+ if ((guildrelay_q == 97) && (countitem(7251) > 0)) {
+ mes "[" + .@name$ + "]";
+ mes "You need to give";
+ mes "the ^FF0000Spirit of Victory^000000";
+ mes "to your Guild Master.";
+ mes "Please make sure that";
+ mes "it gets delivered soon.";
+ close;
+ }
+ if (guildrelay_q == 97) {
+ mes "[" + .@name$ + "]";
+ mes "You're a nenown explorer,";
+ mes "and I see in you the potential";
+ mes "to accomplish even more";
+ mes "great things. However,";
+ mes "I doubt there is anything";
+ mes "more that you can do here.";
+ close;
+ }
+ mes "[" + .@name$ + "]";
+ mes "Hmm. You have no business";
+ mes "being here. Why don't you";
+ mes "find something productive";
+ mes "to do? There is nothing";
+ mes "for you here, I assure you.";
+ close;
+ }
+ }
+ else {
+ if (strcharinfo(0) == getguildmaster(.@GID)) {
+ mes "[" + .@name$ + "]";
+ mes "You might be the master";
+ mes "of a guild, but you and I";
+ mes "have nothing to do with";
+ mes "each other. I'm sorry.";
+ next;
+ mes "[" + .@name$ + "]";
+ mes "Then again, I suppose";
+ mes "you came here to see";
+ mes "how a real guild operates.";
+ mes "If that's the case, you're";
+ mes "welcome to stay and observe.";
+ close;
+ }
+ else {
+ mes "[" + .@name$ + "]";
+ mes ".........................";
+ next;
+ mes "[" + .@name$ + "]";
+ mes ".........................";
+ next;
+ mes "[" + .@name$ + "]";
+ mes "What brings you here?";
+ mes "I don't think I've seen";
+ mes "you around before. Hm.";
+ close;
+ }
+ }
+}
+
+// Luina 2
+//============================================================
+aldeg_cas02,120,51,5 duplicate(GuildRelay1) Buzz#02 754
+aldeg_cas02,180,184,3 duplicate(GuildRelay2) Lenya#02 754
+aldeg_cas02,62,65,3 duplicate(GuildRelay3) Gealuve#02 754
+aldeg_cas02,62,201,3 duplicate(GuildRelay4) Pariz#02 754
+
+// Luina 3
+//============================================================
+aldeg_cas03,70,252,5 duplicate(GuildRelay1) Buzz#03 754
+aldeg_cas03,72,115,3 duplicate(GuildRelay2) Lenya#03 754
+aldeg_cas03,114,119,3 duplicate(GuildRelay3) Gealuve#03 754
+aldeg_cas03,188,181,3 duplicate(GuildRelay4) Pariz#03 754
+
+// Luina 4
+//============================================================
+aldeg_cas04,31,116,5 duplicate(GuildRelay1) Buzz#04 754
+aldeg_cas04,66,117,3 duplicate(GuildRelay2) Lenya#04 754
+aldeg_cas04,24,80,3 duplicate(GuildRelay3) Gealuve#04 754
+aldeg_cas04,181,97,3 duplicate(GuildRelay4) Pariz#04 754
+
+// Luina 5
+//============================================================
+aldeg_cas05,31,191,5 duplicate(GuildRelay1) Buzz#05 754
+aldeg_cas05,140,196,3 duplicate(GuildRelay2) Lenya#05 754
+aldeg_cas05,148,224,3 duplicate(GuildRelay3) Gealuve#05 754
+aldeg_cas05,165,51,3 duplicate(GuildRelay4) Pariz#05 754
+
+// Britoniah 1
+//============================================================
+gefg_cas01,85,47,4 duplicate(GuildRelay1) Jody#01 754
+gefg_cas01,67,83,3 duplicate(GuildRelay2) Ron Haware#01 754
+gefg_cas01,184,40,3 duplicate(GuildRelay3) Vers#01 754
+gefg_cas01,35,34,6 duplicate(GuildRelay4) Gen Garish#01 754
+
+// Britoniah 2
+//============================================================
+gefg_cas02,15,69,4 duplicate(GuildRelay1) Jody#02 754
+gefg_cas02,23,22,3 duplicate(GuildRelay2) Ron Haware#02 754
+gefg_cas02,178,38,3 duplicate(GuildRelay3) Vers#02 754
+gefg_cas02,18,159,5 duplicate(GuildRelay4) Gen Garish#02 754
+
+// Britoniah 3
+//============================================================
+gefg_cas03,257,41,4 duplicate(GuildRelay1) Jody#03 754
+gefg_cas03,110,91,3 duplicate(GuildRelay2) Ron Haware#03 754
+gefg_cas03,158,57,3 duplicate(GuildRelay3) Vers#03 754
+gefg_cas03,124,24,3 duplicate(GuildRelay4) Gen Garish#03 754
+
+// Britoniah 4
+//============================================================
+gefg_cas04,26,73,4 duplicate(GuildRelay1) Jody#04 754
+gefg_cas04,34,16,1 duplicate(GuildRelay2) Ron Haware#04 754
+gefg_cas04,55,70,5 duplicate(GuildRelay3) Vers#04 754
+gefg_cas04,73,38,6 duplicate(GuildRelay4) Gen Garish#04 754
+
+// Britoniah 5
+//============================================================
+gefg_cas05,47,47,4 duplicate(GuildRelay1) Jody#05 754
+gefg_cas05,65,28,3 duplicate(GuildRelay2) Ron Haware#05 754
+gefg_cas05,87,31,3 duplicate(GuildRelay3) Vers#05 754
+gefg_cas05,46,28,3 duplicate(GuildRelay4) Gen Garish#05 754
+
+// Greenwood Lake 1
+//============================================================
+payg_cas01,87,35,3 duplicate(GuildRelay1) Chungye#01 106
+payg_cas01,129,29,3 duplicate(GuildRelay2) Dosuhlji#01 754
+payg_cas01,13,146,5 duplicate(GuildRelay3) Yayula#01 741
+payg_cas01,91,49,3 duplicate(GuildRelay4) Ashin#01 59
+
+// Greenwood Lake 2
+//============================================================
+payg_cas02,34,253,3 duplicate(GuildRelay1) Chungye#02 106
+payg_cas02,77,229,3 duplicate(GuildRelay2) Dosuhlji#02 754
+payg_cas02,252,287,3 duplicate(GuildRelay3) Yayula#02 741
+payg_cas02,289,264,3 duplicate(GuildRelay4) Ashin#02 59
+
+// Greenwood Lake 3
+//============================================================
+payg_cas03,48,265,3 duplicate(GuildRelay1) Chungye#03 106
+payg_cas03,7,265,5 duplicate(GuildRelay2) Dosuhlji#03 754
+payg_cas03,16,16,5 duplicate(GuildRelay3) Yayula#03 741
+payg_cas03,10,266,3 duplicate(GuildRelay4) Ashin#03 59
+
+// Greenwood Lake 4
+//============================================================
+payg_cas04,24,285,3 duplicate(GuildRelay1) Chungye#04 106
+payg_cas04,21,16,3 duplicate(GuildRelay2) Dosuhlji#04 754
+payg_cas04,69,270,3 duplicate(GuildRelay3) Yayula#04 741
+payg_cas04,18,239,3 duplicate(GuildRelay4) Ashin#04 59
+
+// Greenwood Lake 5
+//============================================================
+payg_cas05,277,271,3 duplicate(GuildRelay1) Chungye#05 106
+payg_cas05,273,15,3 duplicate(GuildRelay2) Dosuhlji#05 754
+payg_cas05,283,24,3 duplicate(GuildRelay3) Yayula#05 741
+payg_cas05,276,287,3 duplicate(GuildRelay4) Ashin#05 59
+
+// Valkyrie Realms 1
+//============================================================
+prtg_cas01,96,205,5 duplicate(GuildRelay1) Hermod#01 754
+prtg_cas01,157,117,3 duplicate(GuildRelay2) Atila#01 728
+prtg_cas01,149,78,3 duplicate(GuildRelay3) Cecil#01 92
+prtg_cas01,125,191,3 duplicate(GuildRelay4) Diligo#01 754
+
+// Valkyrie Realms 2
+//============================================================
+prtg_cas02,73,35,5 duplicate(GuildRelay1) Hermod#02 754
+prtg_cas02,43,41,5 duplicate(GuildRelay2) Atila#02 728
+prtg_cas02,52,63,3 duplicate(GuildRelay3) Cecil#02 92
+prtg_cas02,100,62,3 duplicate(GuildRelay4) Diligo#02 754
+
+// Valkyrie Realms 3
+//============================================================
+prtg_cas03,5,68,5 duplicate(GuildRelay1) Hermod#03 754
+prtg_cas03,18,109,3 duplicate(GuildRelay2) Atila#03 728
+prtg_cas03,71,81,5 duplicate(GuildRelay3) Cecil#03 92
+prtg_cas03,183,215,3 duplicate(GuildRelay4) Diligo#03 754
+
+// Valkyrie Realms 4
+//============================================================
+prtg_cas04,39,263,3 duplicate(GuildRelay1) Hermod#04 754
+prtg_cas04,259,251,3 duplicate(GuildRelay2) Atila#04 728
+prtg_cas04,6,281,5 duplicate(GuildRelay3) Cecil#04 92
+prtg_cas04,59,282,5 duplicate(GuildRelay4) Diligo#04 754
+
+// Valkyrie Realms 5
+//============================================================
+prtg_cas05,52,70,5 duplicate(GuildRelay1) Hermod#05 754
+prtg_cas05,253,91,3 duplicate(GuildRelay2) Atila#05 728
+prtg_cas05,276,93,3 duplicate(GuildRelay3) Cecil#05 92
+prtg_cas05,211,36,3 duplicate(GuildRelay4) Diligo#05 754
diff --git a/npc/quests/quests_nameless.txt b/npc/quests/quests_nameless.txt
index 104de4965..d5b15b6d8 100644
--- a/npc/quests/quests_nameless.txt
+++ b/npc/quests/quests_nameless.txt
@@ -3,32 +3,40 @@
//===== By: ==================================================
//= L0ne_W0lf
//===== Current Version: =====================================
-//= 1.5
+//= 1.6
//===== Compatible With: =====================================
//= eAthena SVN
//===== Description: =========================================
+//= [Aegis Conversion]
//= Collection of Nameless Island Quests
//= Nameless Island:
//= - Quest to gain access to Nameless Island and dungeon.
//= - Variable in use: aru_monas (Max: 26)
-//= Peace to the Arunfeltz:
-//- - Not Implemented
-//= - Variable in use: N/A (Max: N/A)
-//= Z-Gang Quest:
-//- - Not Implemented
-//= - Variable in use: N/A (Max: N/A)
-//= Rogue Guild Investigation Assistance:
-//- - Not Implemented
-//= - Variable in use: N/A (Max: N/A)
-//= Maf's Loan:
-//- - Not Implemented
-//= - Variable in use: N/A (Max: N/A)
+//= Peace for Arunafeltz:
+//= - -CURRENTLY INCOMPATABLE WITH EPISODE 12+
+//- - Help to keep peace between Arunafeltz and Midgard.
+//= - Variable in use: aru_em (Max: 23)
+//= Muff's Loan:
+//- - Help Muff clear his Debt and get his collateral back.
+//= - prerequisite Quest to "Broken Diamond"
+//= - Variable in use: diamond_edq (Max: 14)
//= Broken Diamond:
-//- - Not Implemented
-//= - Variable in use: N/A (Max: N/A)
+//- - Help Ibrahim rtrieve his stolen diamond.
+//= - prerequisite Quest to "Unlucky Emerald"
+//= - Variable in use: diamond_edq (Max: 26)
+//= Z-Gang Quest:
+//- - Help to aprehend the infamous Z-Gang.
+//= - Variable in use: zdan_edq (Max: 19)
//= Unlucky Emerald:
-//- - Not Implemented
-//= - Variable in use: N/A (Max: N/A)
+//= - -CURRENTLY INCOMPATABLE WITH EPISODE 12+
+//- - Help a treasure hunter from Prontera get home, and
+//= learn the origins of the Unlucky Emerald.
+//= - Variable in use: treasure_nd (Max: 12)
+//= - Variable in use: jewel_nd (Max: 31)
+//= Rogue Guild Investigation Assistance:
+//= - -CURRENTLY INCOMPATABLE WITH EPISODE 12+
+//- - Assist the Rogue Guild with their investigations.
+//= - Variable in use: rumour_nd (Max: 22)
//===== Additional Comments: =================================
//= 1.0 First version. [L0ne_W0lf]
//= 1.1 Made quest accessable to "Failed" gaebolg quest. [L0ne_W0lf]
@@ -37,17 +45,22 @@
//= 1.3 Should fix any more issues with "Creature" npc. [L0ne_W0lf]
//= 1.4 Changed the way aru_warp works slightly. [L0ne_W0lf]
//= 1.5 added a next to stop double npc message [Yommy]
+//= 1.6 Updated the Nameless Island Access quest
+//= Added Quest: Peace for Arunafeltz
+//= Added Quest: Muff's Loan
+//= Added Quest: Broken Diamond
+//= Added Quest: Z-Gang Quest
+//= Added Quest: Unlucky Emerald
+//= Added Quest: Rogue Guild Investigation
//============================================================
-airplane_01,95,61,3 script Agent#Aru 899,5,5,{
- end;
-
-OnInit:
- hideonnpc "Agent#Aru";
+// Nameless Island and Cursed Monestary Access Quest
+//============================================================
+airplane_01,95,61,3 script QuestTrigger#Aru -1,3,3,{
end;
OnTouch:
- if ((prt_curse == 36 || prt_curse == 45 || prt_curse == 56 || prt_curse == 61) && (rachel_camel == 25) && (aru_monas < 1)) {
+ if ((prt_curse == 36 || prt_curse == 45 || prt_curse == 56 || prt_curse == 61) && (aru_monas < 1)) {
hideoffnpc "Agent#Aru";
mes "[????]";
mes "Are you "+strcharinfo(0)+"?";
@@ -63,6 +76,14 @@ OnTouch:
end;
}
+airplane_01,95,61,3 script Agent#Aru 899,5,5,{
+ end;
+
+OnInit:
+ hideonnpc "Agent#Aru";
+ end;
+}
+
cmd_in02,174,89,7 script Ordinary Man#pc1 97,{
if (aru_monas < 2) {
mes "[Larjes]";
@@ -186,7 +207,6 @@ ra_in01,308,59,1 script Waiter#Aru 930,{
close;
}
if (aru_monas == 6) {
- next;
mes "[Waiter]";
mes "What would you like";
mes "to order? Or... If I'm";
@@ -256,6 +276,15 @@ ra_in01,301,43,0 script #Aru_conv -1,3,3,{
end;
OnTouch:
+ if (checkweight(907,200) < 0) {
+ mes "^3355FFWait a second!";
+ mes "Right now, you're carrying";
+ mes "too many things with you.";
+ mes "Please come back after";
+ mes "using the Kafra Service";
+ mes "to store some of your items.^000000";
+ close;
+ }
if (aru_monas == 7) {
mes "[Waiter]";
mes "What would you like to order?";
@@ -391,8 +420,8 @@ OnTouch:
mes "a dessert. God, it's good!";
if (Zeny >= 3000) {
set Zeny,Zeny-3000;
+ getitem 12052,4; //Vit_Dish02
}
- getitem 12052,4; //Vit_Dish02
set aru_monas,8;
close;
}
@@ -1341,26 +1370,34 @@ ve_in,239,115,1 script Drunkard#Aru 943,{
close;
}
if (aru_monas == 14) {
- mes "[Drunkard]";
- mes "So--*Hic* What I was...";
- mes "Oog, dizzy... I say sayin',";
- mes "that guy that ^32CD32snuck out to";
- mes "sea on a boat^000000? You know";
- mes "*Hic* why he came back";
- mes "so early? You won't believe it!";
- next;
- mes "[Drunkard]";
- mes "Hah hah! He--*Hic*";
- mes "He thought he saw a ^DBDB70ghost^000000!";
- mes "Bwah hah hah! Oooog... Hey...";
- next;
- mes "["+strcharinfo(0)+"]";
- mes "That's right!";
- mes "Maybe I should check";
- mes "on ^32CD32Kurdi's father since";
- mes "he's a fisherman^000000";
- set aru_monas,15;
- close;
+ if (rachel_camel == 25) {
+ mes "[Drunkard]";
+ mes "So--*Hic* What I was...";
+ mes "Oog, dizzy... I say sayin',";
+ mes "that guy that ^32CD32snuck out to";
+ mes "sea on a boat^000000? You know";
+ mes "*Hic* why he came back";
+ mes "so early? You won't believe it!";
+ next;
+ mes "[Drunkard]";
+ mes "Hah hah! He--*Hic*";
+ mes "He thought he saw a ^DBDB70ghost^000000!";
+ mes "Bwah hah hah! Oooog... Hey...";
+ next;
+ mes "["+strcharinfo(0)+"]";
+ mes "That's right!";
+ mes "Maybe I should check";
+ mes "on ^32CD32Kurdi's father since";
+ mes "he's a fisherman^000000";
+ set aru_monas,15;
+ close;
+ }
+ else {
+ mes "[Drunkard]";
+ mes "Zzzz...";
+ mes "Umm... Zzz...";
+ close;
+ }
}
else {
mes "[Drunkard]";
@@ -1541,29 +1578,49 @@ nameless_i,259,218,3 script Larjes#Aru 97,{
mes "creatures running around.";
close;
}
- mes "[Larjes]";
- mes "Good, you're back";
- mes "I know that there's still";
- mes "things on this island that";
- mes "you want to investigate,";
- mes "but did you want to leave";
- mes "this place for a while?";
- next;
- if(select("Yes:No")==1) {
+ else if (aru_monas > 24) {
mes "[Larjes]";
- mes "Alight, let's go.";
- close2;
- warp "ve_fild07",130,130;
- end;
+ mes "Good, you're back";
+ mes "I know that there's still";
+ mes "things on this island that";
+ mes "you want to investigate,";
+ mes "but did you want to leave";
+ mes "this place for a while?";
+ next;
+ if(select("Yes:No")==1) {
+ mes "[Larjes]";
+ mes "Alight, let's go.";
+ close2;
+ warp "ve_fild07",130,130;
+ end;
+ }
+ mes "[Larjes]";
+ mes "Alright, but becareful.";
+ mes "Those creatures almost";
+ mes "got you once, you know.";
+ close;
+ }
+ else {
+ mes "[Larjes]";
+ mes "Did you still want to";
+ mes "investigate the island?";
+ next;
+ if (select("No:Yes") == 1) {
+ mes "[Larjes]";
+ mes "Alright, let's go.";
+ close2;
+ warp "ve_fild07",130,130;
+ end;
+ }
+ mes "[Larjes]";
+ mes "Alright, but be careful.";
+ mes "Those creatures almost";
+ mes "got you once, you know.";
+ close;
}
- mes "[Larjes]";
- mes "Alright, but becareful.";
- mes "Those creatures almost";
- mes "got you once, you know.";
- close;
}
-nameless_i,212,184,0 script #aru_clue1 -1,4,2,{
+nameless_i,212,184,0 script #aru_clue1 -1,2,3,{
end;
OnTouch:
@@ -1679,7 +1736,24 @@ nameless_in,15,60,0 script #Aru_Trigger -1,1,1,{
OnTouch:
if (aru_monas == 18) {
- sc_start SC_Blind,600000,0;
+ disablenpc "aru_warp";
+ sc_start2 SC_Blind,600000,0,10000;
+ mes "^3355FFThe pressure on your";
+ mes "stomach and the blood";
+ mes "rushing to your head tells";
+ mes "you someone is carrying you";
+ mes "over his shoulder. He stops,";
+ mes "and you hear a faint voice.^000000";
+ next;
+ mes "^3355FFThe faint voice steadily";
+ mes "grows stronger and more";
+ mes "distinct--someone's calling";
+ mes "your name. You feel cold water";
+ mes "trickle through your lips, and";
+ mes "then you regain your senses.^000000";
+ sc_end SC_BLIND;
+ next;
+ hideoffnpc "Larjes#Aru2";
mes "That was too close.";
mes "For a second there,";
mes "I thought I lost you.";
@@ -1697,7 +1771,6 @@ OnTouch:
mes "these strange creatures";
mes "were savagely attacking you!";
next;
- sc_end SC_BLIND;
mes "[" +strcharinfo(0)+ "]";
mes "You saved me?";
mes "Thank you. Do you";
@@ -1711,15 +1784,15 @@ OnTouch:
mes "I killed them, they all";
mes "turned into sand.";
next;
- emotion e_omg,1;
hideoffnpc "Creature#Aru";
+ emotion e_omg,1;
emotion e_omg;
mes "[Larjes]";
mes "?!?!?!!!!!";
next;
mes "[" +strcharinfo(0)+ "]";
mes "!!!!?!?!!!!!!";
- mes "Isn't... Isnn't that...?";
+ mes "Isn't... Isn't that...?";
next;
mes "[Larjes]";
mes "It seems it's just like the";
@@ -1754,19 +1827,13 @@ nameless_in,13,53,0 script #Aru_Trigger2 -1,3,1,{
end;
OnMyMobDead:
- initnpctimer;
enablenpc "aru_warp";
end;
-OnTimer100000:
- stopnpctimer;
- disablenpc "aru_warp";
- end;
-
OnTouch:
if (aru_monas == 19 && !@mymobcount) {
- mes "[?????]";
- mes "Grrr......";
+ mes "[???????]";
+ mes "Grrr~!!!";
close2;
hideonnpc "Creature#Aru";
set @mymobcount,1;
@@ -1811,10 +1878,9 @@ OnTouch:
mes "for you in the boat. Learn";
mes "what you need to learn, and";
mes "then come back safe, "+strcharinfo(0)+".";
- close2;
set aru_monas,21;
hideonnpc "Larjes#Aru3";
- end;
+ close;
}
end;
}
@@ -1872,24 +1938,40 @@ nameless_n,259,218,3 script Larjes#Boat1 97,{
}
abbey02,224,70,0 script Book#Aru 111,{
- if ((aru_monas < 21) || (aru_monas > 21)) {
- mes "^3355FFThere are old books";
- mes "scattered all over here.^000000";
+ if (checkweight(7766,1) < 0) {
+ mes "^3355FFWait a second!";
+ mes "Right now, you're carrying";
+ mes "too many things with you.";
+ mes "Please come back after";
+ mes "using the Kafra Service";
+ mes "to store some of your items.^000000";
close;
}
- mes "^3355FFThere's a book stained";
- mes "with blood amongst all";
- mes "these old, moldy books.^000000";
- next;
- if(select("Examine Book:Ignore")==1) {
- //OpenBook 7755;
- set aru_monas,22;
- getitem 7755,1; // Reasearch_Note
+ if (aru_monas < 21) {
+ mes "^3355FFIt's just a bunch";
+ mes "of old, moldy books.^000000";
+ close;
+ }
+ else if (aru_mons == 21) {
+ mes "^3355FFThere's a book stained";
+ mes "with blood amongst all";
+ mes "these old, moldy books.^000000";
+ next;
+ if(select("Examine Book:Ignore")==1) {
+ //Readbook 7755;
+ getitem 7755,1; // Reasearch_Note
+ set aru_monas,22;
+ close;
+ }
+ mes "^3355FFThat book was probably";
+ mes "worthless to you anyway.^000000";
+ close;
+ }
+ else {
+ mes "^3355FFThere are old books";
+ mes "scattered all over here.^000000";
close;
}
- mes "^3355FFThat book was probably";
- mes "worthless to you anyway.^000000";
- close;
}
abbey03,232,233,4 script Man#Aru 956,{
@@ -1899,6 +1981,8 @@ abbey03,232,233,4 script Man#Aru 956,{
mes "yet luxurious clothing.";
mes "He doesn't seem to be";
mes "breathing at all...^000000.";
+ next;
+ mes "^3355FFHe's dead.^000000";
close;
}
if (aru_monas == 22) {
@@ -1922,8 +2006,9 @@ abbey03,232,233,4 script Man#Aru 956,{
mes "^3355FFAs you touch him, the";
mes "man suddenly jumps";
mes "up with a crazed yowl.^000000";
+ initnpctimer;
hideonnpc "Man#Aru";
- monster "abbey03",232,232,"Dead King",1875,1,"#Aru_King::OnMyMobDead";
+ monster "abbey03",232,232,"Dead King",1875,1,"Man#Aru::OnMyMobDead";
close;
}
mes "^3355FFYou don't feel";
@@ -1932,20 +2017,17 @@ abbey03,232,233,4 script Man#Aru 956,{
close;
}
if (aru_monas > 22) {
- mes "^3355FFThis man is dead... Still...^000000";
+ mes "^3355FFHe's dead... Now...^000000";
close;
}
-}
-abbey03,0,0,0 script #Aru_King -1,{
- end;
OnMyMobDead:
- initnpctimer;
+ stopnpctimer;
hideoffnpc "Dead Man#Aru";
+ donpcevent "Dead Man#Aru::OnEnable";
end;
-OnDisable:
-OnTimer100000:
+OnTimer300000:
stopnpctimer;
hideonnpc "Dead Man#Aru";
hideoffnpc "Man#Aru";
@@ -1953,30 +2035,44 @@ OnTimer100000:
}
abbey03,232,232,4 script Dead Man#Aru 956,{
+ if (checkweight(7766,1) < 0) {
+ mes "^3355FFWait a second!";
+ mes "Right now, you're carrying";
+ mes "too many things with you.";
+ mes "Please come back after";
+ mes "using the Kafra Service";
+ mes "to store some of your items.^000000";
+ close;
+ }
if (aru_monas == 22) {
mes "^3355FFYou have no idea why";
mes "this dead man is moving";
mes "around, so you decided to";
mes "examine him. In his jacket,";
mes "you find a shining medal...^000000";
- set aru_monas,23;
- getitem 7726,1;
- donpcevent "#Aru_King::OnDisable";
next;
mes "["+strcharinfo(0)+"]";
mes "This medal...";
mes "This means that";
mes "this man is...!";
+ set aru_monas,23;
+ getitem 7726,1; //Token_of_King
+ hideonnpc "Dead Man#Aru";
+ hideoffnpc "Man#Aru";
+ stopnpctimer;
close;
}
end;
+OnEnable:
+ initnpctimer;
+ end;
+
OnInit:
hideonnpc "Dead Man#Aru";
end;
}
-// ??
ra_temple,168,54,3 script Sippie#ss 917,{
mes "[Sippie]";
mes "Now I finally have some";
@@ -2023,3 +2119,11047 @@ ra_temple,168,54,3 script Sippie#ss 917,{
close;
}
}
+
+// Peace to the Arunafeltz
+//============================================================
+morocc,167,106,3 script Foreign Merchant#aru1 880,5,5,{
+ if (aru_vol == 27) {
+ if (aru_em == 0) {
+ emotion e_dots;
+ mes "[Foreign Merchant]";
+ mes "I never thought the desert";
+ mes "would be this hot! They built";
+ mes "a town here?! How can they call";
+ mes "this place inhabitable! What's";
+ mes "more, the crowds make things";
+ mes "around here so much hotter!";
+ next;
+ emotion e_dots;
+ mes "[Foreign Merchant]";
+ mes "I heard that I could make";
+ mes "a killing in Morroc, which is";
+ mes "why I moved my business here.";
+ mes "But it looks like the weather";
+ mes "is going to kill me first!";
+ next;
+ select("How did you hear of Morroc?");
+ emotion e_dots;
+ mes "[Foreign Merchant]";
+ mes "I... I just told you.";
+ mes "I heard that Morroc is";
+ mes "full customers willing to";
+ mes "buy things at premium prices.";
+ mes "Ugh, but it's a burning hell!";
+ next;
+ emotion e_swt;
+ mes "[Foreign Merchant]";
+ mes "I don't even care about making";
+ mes "money anymore! I just want to";
+ mes "be somewhere cool, drinking";
+ mes "a nice, frosty drink! You know,";
+ mes "I might just leave this town";
+ mes "tomorrow. Forget this desert!";
+ next;
+ emotion e_sob;
+ emotion e_swt,1;
+ mes "[Foreign Merchant]";
+ mes "Ah, that's right. Don't they";
+ mes "sell some sweet, heavenly";
+ mes "drink around here? You know,";
+ mes "near the pond in the middle";
+ mes "of Morroc? Before I leave,";
+ mes "I want to taste that drink...";
+ set aru_em,1;
+ close;
+ }
+ else if ((aru_em > 0) && (aru_em < 7)) {
+ mes "[Foreign Merchant]";
+ mes "Say, isn't there a wandering";
+ mes "drink merchant near the pond";
+ mes "in the middle of Morroc. Oh,";
+ mes "what I would do to have that";
+ mes "delicious drink he's selling...";
+ next;
+ mes "[Foreign Merchant]";
+ mes "Oh, the heat's getting to me...";
+ mes "And I'm running out of sweat";
+ mes "to sweat... I think I'm going";
+ mes "to faint soon! I need a drink!";
+ close;
+ }
+ else if (aru_em == 7) {
+ mes "[Foreign Merchant]";
+ mes "*Pant Pant*";
+ mes "*Sweat*";
+ next;
+ switch(select("Give Fruit Wine:Quietly Watch Him")) {
+ case 1:
+ mes "[Foreign Merchant]";
+ mes "Oh, thank you! This";
+ mes "smells so heavenly...";
+ mes "Is this that famous drink";
+ mes "that I keep hearing about?";
+ next;
+ mes "^3355FF*Gulp Gulp Gulp Gulp*^000000";
+ mes "^3355FF*Gulp Gulp Gulp Gulp*^000000";
+ mes "^3355FF*Gulp Gulp Gulp Gulp*^000000";
+ mes "^3355FF*Gulp Gulp Gulp Gulp*^000000";
+ mes "^3355FF*Gulp Gulp Gulp Gulp*^000000";
+ next;
+ emotion 3;
+ mes "[Foreign Merchant]";
+ mes "Ahhh! That hit the spot!";
+ mes "It's so refreshing and so";
+ mes "exotic, like... Like... Those";
+ mes "dancers in Comodo! Ahhhh!";
+ mes "Thank you so much, friend!";
+ next;
+ mes "[Foreign Merchant]";
+ mes "There must be some";
+ mes "way I can repay you.";
+ mes "Ah, here we go. Take it.";
+ mes "Isn't your name, "+ strcharinfo(0) +"?";
+ next;
+ mes "["+ strcharinfo(0) +"]";
+ mes "What th--?";
+ mes "How did you know?";
+ next;
+ mes "^3355FFThe merchant giggled,";
+ mes "note from under his sleeve.";
+ mes "You open the note, and";
+ mes "read its message.^000000";
+ next;
+ mes "^666666"+ strcharinfo(0) +".";
+ mes " ";
+ mes "The time for us to act";
+ mes "has come once again.";
+ mes "Please come see me";
+ mes "once you get the chance.";
+ mes " ";
+ mes " - Bekento^000000";
+ next;
+ emotion e_omg,1;
+ mes "["+ strcharinfo(0) +"]";
+ mes "So... This means...";
+ mes "You're not really a";
+ mes "merchant, are you?";
+ next;
+ emotion 39;
+ mes "^3355FFThe merchant quietly";
+ mes "looks at you with a";
+ mes "mischievous grin.^000000";
+ next;
+ mes "["+ strcharinfo(0) +"]";
+ mes "So you asked me to get";
+ mes "you a drink as an excuse";
+ mes "just to talk to you?!";
+ emotion e_sob,1;
+ next;
+ mes "["+ strcharinfo(0) +"]";
+ mes "Oh well, thanks for";
+ mes "bringing me the note.";
+ mes "But I'm not buying you";
+ mes "any more drinks, got it?";
+ next;
+ mes "[Foreign Merchant]";
+ mes "Heh, understood.";
+ mes "Now why don't you";
+ mes "speak to him now?";
+ mes "Good luck!";
+ set aru_em,8;
+ close;
+ case 2:
+ mes "[Foreign Merchant]";
+ mes "Wha-- Do you just";
+ mes "enjoy watching me";
+ mes "slowly sweat to death?";
+ close;
+ }
+ }
+ else {
+ mes "[Foreign Merchant]";
+ mes "Well, I'm already here.";
+ mes "I guess I may as well go";
+ mes "sightseeing around Morroc.";
+ mes "*Pant Pant* But it's so hot!";
+ close;
+ }
+ }
+ else {
+ mes "[Foreign Merchant]";
+ mes "I never thought the desert";
+ mes "would be this hot! They built";
+ mes "a town here?! How can they call";
+ mes "this place inhabitable! What's";
+ mes "more, the crowds make things";
+ mes "around here so much hotter!";
+ close;
+ }
+
+OnTouch:
+ if (aru_vol == 27) {
+ if (aru_em == 0) {
+ mes "[Foreign Merchant]";
+ mes "*Pant Pant*";
+ mes "Man, I think I'm going";
+ mes "to die from all this heat!";
+ close;
+ }
+ }
+ end;
+}
+
+morocc,159,142,0 script #ForeignMerchant1 -1,3,3,{
+OnTouch:
+ if (aru_em == 4) {
+ set aru_em,5;
+ }
+ end;
+}
+
+morocc,147,151,0 script #ForeignMerchant2 -1,3,3,{
+OnTouch:
+ if (aru_em == 1) {
+ set aru_em,2;
+ }
+ else if (aru_em == 5) {
+ set .@nawara,rand(1,10);
+ if (.@nawara < 5) {
+ hideoffnpc "Foreign Merchant#aru2";
+ set aru_em,6;
+ }
+ else {
+ set aru_em,2;
+ }
+ }
+ end;
+}
+
+morocc,160,160,0 script #ForeignMerchant3 -1,3,3,{
+OnTouch:
+ if (aru_em == 2) {
+ set aru_em,3;
+ }
+ end;
+}
+
+morocc,151,5,0 script #ForeignMerchant4 -1,3,3,{
+OnTouch:
+ if (aru_em == 3) {
+ set aru_em,4;
+ }
+ end;
+}
+
+morocc,140,160,7 script Foreign Merchant#aru2 929,{
+ if ((aru_em > 1) && (aru_em < 7)) {
+ mes "["+ strcharinfo(0) +"]";
+ mes "Excuse me, but I heard";
+ mes "that I could buy some";
+ mes "good drinks around here.";
+ mes "Would you happen to be";
+ mes "the one selling them?";
+ next;
+ mes "[Foreign Merchant]";
+ mes "Oh, you mean my fruit wine?";
+ mes "I'm afraid it's not as good";
+ mes "as people chalk it up to be.";
+ mes "It's just a little something";
+ mes "I brew at home, and share";
+ mes "with my friends after dinner.";
+ next;
+ mes "["+ strcharinfo(0) +"]";
+ mes "Well, I ran into this";
+ mes "merchant that really wants";
+ mes "to have a taste of that wine.";
+ mes "Do you think that you'd be";
+ mes "able to sell me some?";
+ next;
+ mes "[Foreign Merchant]";
+ mes "Oh, I'm sorry, but I'm";
+ mes "all sold out for today.";
+ next;
+ mes "["+ strcharinfo(0) +"]";
+ mes "Oh, no...";
+ emotion 57,1;
+ next;
+ mes "[Foreign Merchant]";
+ mes "...............................";
+ mes "...............................";
+ mes "...............................";
+ emotion 19;
+ next;
+ emotion e_omg,1;
+ mes "[Foreign Merchant]";
+ mes "You know, I save a small";
+ mes "bottle of wine for myself";
+ mes "so I'll just give that to you.";
+ mes "I can always brew more, and";
+ mes "I'm flattered that your friend";
+ mes "is so interested in my wine.";
+ next;
+ mes "["+ strcharinfo(0) +"]";
+ mes "Really? Thank you!";
+ mes "I'm sure that he's really";
+ mes "appreciate your generosity.";
+ next;
+ mes "[Foreign Merchant]";
+ mes "Oh, don't mention it.";
+ mes "Well, I should head back";
+ mes "home now. I'll be sure to";
+ mes "keep an extra bottle in case";
+ mes "you want more next time. Take";
+ mes "care, and I'll see you later!";
+ emotion 13;
+ next;
+ mes "^3355FFYou received a bottle";
+ mes "of the famous fruit wine";
+ mes "from the old man. That";
+ mes "guy's pretty nice!^000000";
+ set aru_em,7;
+ hideonnpc "Foreign Merchant#aru2";
+ close;
+ }
+ else {
+ mes "[Foreign Merchant]";
+ mes "I'm sorry, but I'm all";
+ mes "sold out of fruit wine.";
+ mes "I hope that's not too";
+ mes "much of an inconvenience.";
+ close;
+ }
+
+OnInit:
+ hideonnpc "Foreign Merchant#aru2";
+ end;
+}
+
+ra_temin,103,151,7 script Female Follower#em 917,{
+ if (aru_em < 9) {
+ mes "[Sappie]";
+ mes "I work really hard to keep";
+ mes "this room clean and cozy so";
+ mes "that the High Priestess can";
+ mes "rest and refresh herself in";
+ mes "comfort. Take a deep breath:";
+ mes "smell that relaxing aroma?";
+ close;
+ }
+ else if (aru_em == 9) {
+ mes "[Sappie]";
+ mes "I work really hard to keep";
+ mes "this room clean and cozy so";
+ mes "that the High Priestess can";
+ mes "rest and refresh herself in";
+ mes "comfort. Take a deep breath:";
+ mes "smell that relaxing aroma?";
+ next;
+ mes "["+ strcharinfo(0) +"]";
+ mes "Oh, you're right, that";
+ mes "is a nice smell! So, is";
+ mes "Priestess Niren away";
+ mes "from her office today?";
+ next;
+ mes "[Sappie]";
+ mes "Oh, yes, she's out since";
+ mes "there are many followers";
+ mes "that wish to meet her,";
+ mes "even early in the morning.";
+ next;
+ mes "["+ strcharinfo(0) +"]";
+ mes "Do you know where";
+ mes "I could find her?";
+ next;
+ mes "[Sappie]";
+ mes "Hm... Sippie mentioned";
+ mes "something... Ah, right. Sippie";
+ mes "said that High Priestess Niren";
+ mes "decided to go to Cheshrumnir";
+ mes "Garden. That garden is very";
+ mes "large, and quite beautiful.";
+ next;
+ mes "["+ strcharinfo(0) +"]";
+ mes "The High Priestess";
+ mes "must be very busy.";
+ next;
+ mes "[Sappie]";
+ mes "Oh, you can't even imagine!";
+ mes "She's been passing her wisdom";
+ mes "to the people ever since she";
+ mes "was a baby, and crowds of";
+ mes "people still clamor for";
+ mes "her sage teachings.";
+ next;
+ mes "[Sappie]";
+ mes "If you really want";
+ mes "to talk to her, it'd";
+ mes "be best if you catch her";
+ mes "before she's surrounded";
+ mes "by Freya's followers.";
+ set aru_em,10;
+ close;
+ }
+ else if (aru_em == 10) {
+ mes "[Sappie]";
+ mes "High Priestess Niren must";
+ mes "be in Cheshrumnir Garden.";
+ mes "You should try to talk to her";
+ mes "before the crowds show up.";
+ close;
+ }
+ else if (aru_em > 21) {
+ mes "[Sappie]";
+ mes "It's rumored that the";
+ mes "Goddess Freya spoke to";
+ mes "our pope, giving her an";
+ mes "important message. Now";
+ mes "everyone wants to hear";
+ mes "what Freya told her...";
+ close;
+ }
+ else {
+ mes "[Sappie]";
+ mes "I work really hard to keep";
+ mes "this room clean and cozy so";
+ mes "that the High Priestess can";
+ mes "rest and refresh herself in";
+ mes "comfort. Take a deep breath:";
+ mes "smell that relaxing aroma?";
+ close;
+ }
+}
+
+ra_fild03,139,355,5 script Ishmael#em 914,{
+ if (checkweight(907,200) < 0) {
+ mes "^3355FFWait a second!";
+ mes "Right now, you're carrying";
+ mes "too many things with you.";
+ mes "Please come back after";
+ mes "using the Kafra Service";
+ mes "to store some of your items.^000000";
+ close;
+ }
+ if (aru_em < 17) {
+ mes "[Ishmael]";
+ mes "I-I don't know you, do I?";
+ mes "Sorry, but would you, um,";
+ mes "just step away? I... I don't";
+ mes "like being too close to";
+ mes "other people. Please!";
+ emotion 19;
+ close;
+ }
+ else if (aru_em == 17) {
+ mes "[Ishmael]";
+ mes "I-I don't know you, do I?";
+ mes "Sorry, but would you, um,";
+ mes "just step away? Wait, you";
+ mes "don't have something you";
+ mes "need from me, do you?";
+ emotion 19;
+ next;
+ switch(select("Give Her Niren's File:Leave Her Alone")) {
+ case 1:
+ if (countitem(7343) > 0) {
+ mes "["+ strcharinfo(0) +"]";
+ mes "You know High Priestess";
+ mes "Niren, right? This is from her.";
+ next;
+ mes "[Ishmael]";
+ mes "Oh, really? Okay, just...";
+ mes "Just toss the file over";
+ mes "to me. I-I don't want";
+ mes "you coming any closer.";
+ emotion 19;
+ next;
+ mes "[Ishmael]";
+ mes "I'll be glad to help out";
+ mes "the priestess. Even though";
+ mes "we're natives, she's never";
+ mes "discriminated against us.";
+ mes "Hmm... What does she want?";
+ next;
+ mes "[Ishmael]";
+ mes "Let's see... She wants";
+ mes "me to forge a copy of this";
+ mes "file? Piece of cake, I'm an";
+ mes "expert at forging writing!";
+ mes "Just give me a moment and--";
+ next;
+ emotion e_omg;
+ mes "[Ishmael]";
+ mes "Dang it! I completely forgot!";
+ mes "Someone stole my pen yesterday!";
+ mes "Now how am I gonna do this...?";
+ next;
+ emotion e_sob;
+ mes "[Ishmael]";
+ mes "My pen was made of a very";
+ mes "rare gemstone called ^FF0000Sardonyx^000000.";
+ mes "*Sob* I don't think anyone";
+ mes "sells Sardonyx in Arunafeltz.";
+ mes "You can only get that in the";
+ mes "countries next to us...";
+ next;
+ mes "[Ishmael]";
+ mes "I really want to help";
+ mes "High Priestess Niren...";
+ mes "I can't let her down after";
+ mes "she's been so good to us...";
+ set aru_em,18;
+ delitem 7343,1; //File02
+ close;
+ }
+ else {
+ mes "^3355FFYou seem to have";
+ mes "misplaced Niren's file...^000000";
+ close;
+ }
+ case 2:
+ mes "[Ishmael]";
+ mes "I... I don't see you";
+ mes "backing away. Stay back,";
+ mes "and don't you dare touch me!";
+ close;
+ }
+ }
+ else if (aru_em == 18) {
+ if (countitem(725) > 0) {
+ mes "["+ strcharinfo(0) +"]";
+ mes "Would you be able to forge";
+ mes "a copy of High Priestess";
+ mes "Niren's file if you had";
+ mes "this gemstone?";
+ next;
+ mes "[Ishmael]";
+ mes "Oh, you found";
+ mes "a Sardonyx for me?";
+ mes "It looks perfect!";
+ next;
+ mes "[Ishmael]";
+ mes "Er, but, um...";
+ mes "Would you please";
+ mes "not come any closer?";
+ mes "I still... Uh... I don't mean";
+ mes "to be rude... It's just...";
+ mes "I'm just not good with...";
+ emotion 19;
+ next;
+ mes "[Ishmael]";
+ mes "If you just toss the";
+ mes "Sardonyx over here,";
+ mes "I'll be able to forge";
+ mes "your copy right away.";
+ next;
+ switch(select("Don't Give It to Her:Give It to Her")) {
+ case 1:
+ mes "[Ishmael]";
+ mes "Huh? I thought you";
+ mes "needed my help? I can't";
+ mes "do anything unless you";
+ mes "give me that gemstone.";
+ close;
+ case 2:
+ mes "[Ishmael]";
+ mes "Yay, thank you so much!";
+ mes "Now I can get to work~";
+ next;
+ mes "^3355FF*Scribble*";
+ mes "*Scribble*^000000";
+ specialeffect EF_COMBOATTACK2;
+ next;
+ mes "^3355FF*Scribble*";
+ mes "*Scribble*^000000";
+ specialeffect EF_COMBOATTACK4;
+ next;
+ mes "^3355FF*Scribble*";
+ mes "*Scribble*^000000";
+ mes "^3355FF*Scribble*";
+ mes "*Scribble*^000000";
+ specialeffect EF_COMBOATTACK4;
+ specialeffect EF_STEAL;
+ emotion e_ic;
+ next;
+ mes "[Ishmael]";
+ mes "There you go! I made the";
+ mes "best quality copy I could for";
+ mes "you since High Priestess";
+ mes "Niren requested for it.";
+ mes "Would you please send";
+ mes "her my regards? Heh heh~";
+ next;
+ mes "^3355FFYou received a file";
+ mes "containing a forged";
+ mes "written approval for";
+ mes "vacation from Ishmael.^000000";
+ delitem 725,1; //Red_Jewel
+ set aru_em,19;
+ getitem 7343,1; //File02
+ close;
+ }
+ }
+ else {
+ emotion e_sob;
+ mes "[Ishmael]";
+ mes "If only I only had";
+ mes "my precious pen made";
+ mes "of Sardonyx! Waaaah~!";
+ close;
+ }
+ }
+ else {
+ mes "[Ishmael]";
+ mes "High Priestess Niren is";
+ mes "such a nice lady. I have to";
+ mes "help her out whenever I get";
+ mes "the chance. Er, do you mind";
+ mes "stepping back a bit? I just...";
+ mes "I don't like being near people!";
+ close;
+ }
+}
+
+que_temsky,101,93,1 script Niren#em_sky 915,{
+ end;
+}
+que_temsky,98,93,7 script Zhed#em_sky 932,{
+ end;
+}
+que_temsky,99,100,6 script Pope#rachel2 936,{
+ end;
+}
+
+que_temsky,100,93,0 script #em_sky_s -1,5,2,{
+//OnTouch2:
+OnTouch:
+ if (aru_em == 21) {
+ mes "^3355FFHigh Priest Zhed and High";
+ mes "Priestess Niren have already";
+ mes "arrived, and are carefully";
+ mes "watching the pope's face.";
+ mes "They seem worried about";
+ mes "what will happen...^000000";
+ next;
+ cutin "ra_gman",0;
+ mes "[Zhed]";
+ mes "How have you been, Your";
+ mes "Eminence? I apologize for";
+ mes "not visiting you sooner, but";
+ mes "I've been too ashamed about";
+ mes "my competency as a high priest.";
+ next;
+ cutin "ra_bishop",2;
+ mes "[Pope]";
+ mes "High Priest Zhed...";
+ mes "You came... Thank you...";
+ next;
+ mes "^3355FFThe pope faintly smiled";
+ mes "at High Priest Zhed, glad";
+ mes "to finally see him again.^000000";
+ next;
+ cutin "ra_gwoman",0;
+ mes "[Niren]";
+ mes "Your Eminence...";
+ mes "I hope you understand";
+ mes "that I've tried my best";
+ mes "to only show you what is";
+ mes "beautiful in this world...";
+ next;
+ cutin "ra_bishop",2;
+ mes "[Pope]";
+ mes "...............................";
+ mes "High Priestess Niren...";
+ next;
+ cutin "ra_gwoman",0;
+ mes "[Niren]";
+ mes "However, today I must";
+ mes "reveal to you the world's";
+ mes "ugliness as well. I'm sorry...";
+ mes "I gave the Sky Garden people";
+ mes "a vacation today so that we";
+ mes "tell you something in private.";
+ next;
+ cutin "ra_bishop",2;
+ mes "[Pope]";
+ mes "Niren... What is it?";
+ next;
+ cutin "ra_gman2",0;
+ mes "[Zhed]";
+ mes "You may want to brace";
+ mes "yourself, Your Eminence,";
+ mes "for what we are about to";
+ mes "tell you. You may very";
+ mes "well be shocked...";
+ next;
+ mes "^3355FFHigh Priest Zhed explained";
+ mes "all of Arunafeltz's secrets";
+ mes "in detail. He revealed the";
+ mes "split between the moderates";
+ mes "and hard liners among the";
+ mes "priests, the corruption...^000000";
+ next;
+ mes "^3355FFHe also explained the role";
+ mes "He also explained the role";
+ mes "of the priests in the inhumane";
+ mes "testing conducted by the";
+ mes "Rekenber Corporation, and";
+ mes "the hard liner priests grab";
+ mes "for power at Thor Volcano.^000000";
+ next;
+ mes "^3355FFThe pope stared at";
+ mes "High Priest Zhed in";
+ mes "shock as he spoke.^000000";
+ next;
+ mes "[Zhed]";
+ mes "We all understand that";
+ mes "you're already burdened";
+ mes "enough with your duties";
+ mes "as pope, but we feel that";
+ mes "you should take action soon.";
+ next;
+ cutin "ra_bishop",2;
+ mes "[Pope]";
+ mes "...............................";
+ mes "...............................";
+ mes "...............................";
+ next;
+ cutin "ra_gwoman",2;
+ mes "[Niren]";
+ mes "We don't mean to force";
+ mes "you, Your Eminence, but";
+ mes "we don't have much time.";
+ mes "We're facing the possibility";
+ mes "of war, and we must stop it";
+ mes "in order to save Arunafeltz.";
+ next;
+ mes "[Pope]";
+ mes "...............................";
+ mes "...............................";
+ mes "...............................";
+ mes ".......................Finally.";
+ next;
+ cutin "ra_gman2",0;
+ mes "[Zhed, Niren]";
+ mes "Excuse me?";
+ next;
+ cutin "ra_bishop",2;
+ mes "[Pope]";
+ mes "Niren, Zhed...";
+ mes "I'm glad that you all";
+ mes "finally came to me for";
+ mes "a solution to all this.";
+ mes "I'm young, but I remember";
+ mes "what I saw in the holy ground.";
+ next;
+ mes "[Pope]";
+ mes "Don't you remember, Niren?";
+ mes "You found me in the holy";
+ mes "ground, and safely led me";
+ mes "out. But while I was there,";
+ mes "I saw ^3131FFYmir's Heart^000000.";
+ next;
+ mes "[Zhed]";
+ mes "How... How did you know";
+ mes "that was Ymir's Heart?";
+ next;
+ mes "[Pope]";
+ mes "The priests in the Sky";
+ mes "Garden don't mind talking";
+ mes "freely around me. I guess";
+ mes "they looked at me more as";
+ mes "a child, rather than as pope.";
+ next;
+ mes "[Pope]";
+ mes "I'm already aware of the";
+ mes "moderate priest group";
+ mes "conducting their cruel tests,";
+ mes "and of the hard liners building";
+ mes "their military power. However,";
+ mes "I couldn't really do anything.";
+ next;
+ mes "[Pope]";
+ mes "Most people don't take my";
+ mes "position seriously because";
+ mes "of my age. Nobody believes";
+ mes "I can change the situation.";
+ mes "I've also heard everything";
+ mes "about what you did, Zhed.";
+ next;
+ mes "[Pope]";
+ mes "I'm sorry that you were";
+ mes "punished by the other priests";
+ mes "for allowing an outsider to";
+ mes "enter the holy ground, but";
+ mes "I understand your reasons.";
+ mes "Isn't this the adventurer?";
+ next;
+ mes "[Pope]";
+ mes ""+ strcharinfo(0) +"...";
+ mes "I'm very glad to see you";
+ mes "again. Not only did you";
+ mes "share news of the outside";
+ mes "world with me, but you've";
+ mes "been protecting our peace.";
+ next;
+ cutin "ra_gwoman",0;
+ mes "[Niren]";
+ mes "I really didn't know...";
+ mes "How'd you feel about this,";
+ mes "or how much you actually";
+ mes "knew. I'm truly sorry, Your";
+ mes "Eminence. I'm ashamed";
+ mes "for underestimating you.";
+ next;
+ cutin "ra_bishop",2;
+ mes "[Pope]";
+ mes "Please don't apologize,";
+ mes "Niren. If it weren't for you,";
+ mes "I'd be drawn into the utter";
+ mes "foolishness of the selfish";
+ mes "people in this temple. Niren,";
+ mes "you're like a mother to me.";
+ next;
+ cutin "ra_gwoman",0;
+ mes "[Niren]";
+ mes "Your Eminence...";
+ mes "Thank you. I feel";
+ mes "the same way...";
+ next;
+ cutin "ra_bishop",2;
+ mes "[Pope]";
+ mes "Zhed...?";
+ mes "I need you to do";
+ mes "something for me.";
+ next;
+ cutin "ra_gman",0;
+ mes "[Zhed]";
+ mes "Of course,";
+ mes "Your Eminence.";
+ next;
+ mes "[Pope]";
+ mes "Write a report about the";
+ mes "tests conducted by the";
+ mes "moderates in Arunafeltz and";
+ mes "the Schwaltzvalt Republic,";
+ mes "and their relationship with";
+ mes "that Schwaltzvalt Corporation.";
+ next;
+ mes "[Zhed]";
+ mes "I'll get it done immediately,";
+ mes "Your Eminence. Thank you.";
+ next;
+ cutin "ra_bishop",2;
+ mes "[Pope]";
+ mes "Niren.";
+ next;
+ cutin "ra_gwoman",0;
+ mes "[Niren]";
+ mes "Yes, Your Eminence?";
+ next;
+ cutin "ra_bishop",2;
+ mes "[Pope]";
+ mes "Please collect the";
+ mes "evidence that proves";
+ mes "that the hard liners have";
+ mes "been gearing for war.";
+ next;
+ mes "[Niren]";
+ mes "Yes, Your Eminence.";
+ next;
+ mes "[Pope]";
+ mes "I'll summon all the High";
+ mes "Priests and Priestesses";
+ mes "soon. I'd like the two of";
+ mes "you to stand by my side.";
+ mes "I won't let anyone disgrace";
+ mes "our holy ground with bloodshed.";
+ next;
+ cutin "ra_gman",0;
+ mes "[Zhed]";
+ mes "As you command,";
+ mes "Your Eminence.";
+ next;
+ cutin "ra_bishop",2;
+ mes "[Pope]";
+ mes ""+ strcharinfo(0) +"...";
+ mes "I appreciate all your work";
+ mes "on behalf of Arunafeltz.";
+ mes "My influence may still be";
+ mes "weak, but I'll do my best";
+ mes "with Zhed and Niren's support.";
+ next;
+ mes "[Pope]";
+ mes "I would be expecting";
+ mes "too much to ask you to";
+ mes "stay by my side. But I'd like";
+ mes "to thank you for all you've";
+ mes "done. But if it is Freya's";
+ mes "will, we'll meet again...";
+ next;
+ mes "[Pope]";
+ mes "May Freya bless you...";
+ next;
+ specialeffect2 EF_ENCHANTPOISON;
+ mes "^3355FFThe pope prayed in earnest";
+ mes "for you, and you feel a strong";
+ mes "aura of warmth and kindness";
+ mes "permeate your entire being.^000000";
+ set aru_em,22;
+ close2;
+ warp "rachel",142,136;
+ }
+ end;
+}
+
+rachel,142,136,0 script #em_end -1,5,5,{
+OnInit:
+ stopnpctimer;
+ end;
+
+OnTouch:
+ if (aru_em == 22) {
+ initnpctimer;
+ disablenpc "#em_end";
+ }
+ end;
+
+OnTimer4000:
+ mapannounce "rachel","Pope: Citizens of Arunafeltz. High Priests and Priestesses.",bc_map,"0xFFCE00";
+ end;
+
+OnTimer7000:
+ mapannounce "rachel","Pope: I appreciate you all for coming to the Sky Garden as I've asked.",bc_map,"0xFFCE00";
+ end;
+
+OnTimer10000:
+ mapannounce "rachel","Pope: As the chosen vessel of Goddess Freya, I hereby announce the words I received from her yesterday.",bc_map,"0xFFCE00";
+ end;
+
+OnTimer15000:
+ mapannounce "rachel","Pope: I have observed all that is happening in Arunafeltz.",bc_map,"0x66CCCC";
+ end;
+
+OnTimer19000:
+ mapannounce "rachel","Pope: I am aware of the factioning between the High Priests, their selfish fighting, their failure to achieve solidarity.",bc_map,"0x66CCCC";
+ end;
+
+OnTimer23000:
+ mapannounce "rachel","Pope: However, I did not intervene for the sake of those that still pray for peace in Arunafeltz.",bc_map,"0x66CCCC";
+ end;
+
+OnTimer30000:
+ mapannounce "rachel","Pope: High Priest Zhed and High Priestess Niren, both of you must do your best to assist my vessel until the day of my arrival.",bc_map,"0x66CCCC";
+ end;
+
+OnTimer35000:
+ mapannounce "rachel","Pope: As for the other high priests, you have forgotten your duty to serve me, to enlighten my followers with my teachings. For pursuing your selfish desires, you will be all under Zhed and Niren's command.",bc_map,"0x66CCCC";
+ end;
+
+OnTimer43000:
+ mapannounce "rachel","Pope: My followers in Arunafeltz, keep your faith in me, and keep your country strong.",bc_map,"0x66CCCC";
+ end;
+
+OnTimer47000:
+ mapannounce "rachel","Pope: Then, paradise will surely be yours.",bc_map,"0x66CCCC";
+ end;
+
+OnTimer53000:
+ mapannounce "rachel","Citizens: Hail Freya! Hail to the Pope!",bc_map,"0x99CC00";
+ stopnpctimer;
+ enablenpc "#em_end";
+ end;
+}
+
+que_temsky,99,7,0 warp quetemskyout 1,1,ra_temin,276,231
+
+// Muff's Loan
+//============================================================
+comodo,224,187,3 script Muff 86,{
+ if (checkweight(907,200) == 0) {
+ mes "[Muff]";
+ mes "You're carrying way too";
+ mes "much stuff right now.";
+ mes "Come back after you put";
+ mes "your stuff in Kafra Storage.";
+ close;
+ }
+ if (diamond_edq == 0) {
+ mes "[Muff]";
+ mes "What th-?! Geez,";
+ mes "you didn't have to";
+ mes "scare me like that!";
+ mes "What is it that you want?";
+ next;
+ switch(select("You look troubled.:Nothing. Take care!")) {
+ case 1:
+ if (BaseLevel < 61) {
+ mes "[Muff]";
+ mes "Oh. That's awfully";
+ mes "thoughtful of you.";
+ mes "I was thinking about";
+ mes "asking you for help,";
+ mes "but you don't look like";
+ mes "you could handle it. Sorry.";
+ set diamond_edq,3;
+ close;
+ }
+ else {
+ mes "[Muff]";
+ mes "Well, I'm actually in";
+ mes "pretty big trouble.";
+ mes "I borrowed some money";
+ mes "from this loan shark";
+ mes "named ^0000FFBelder^000000 in Alberta.";
+ mes "It was a bad move!";
+ next;
+ mes "[Muff]";
+ mes "My business hasn't been";
+ mes "good, but I felt like I didn't";
+ mes "have a choice. I made enough";
+ mes "money to repay him now, but";
+ mes "then I lost my bond of debt.";
+ next;
+ mes "[Muff]";
+ mes "When I asked Belder if";
+ mes "I could pay him back without";
+ mes "that bond, he insisted that";
+ mes "he didn't remember loaning";
+ mes "money to me. I bet he just";
+ mes "wants to keep my collateral!";
+ next;
+ mes "[Muff]";
+ mes "I knew that guy was shady!";
+ mes "Would you help me find my";
+ mes "lost bond of debt? You see,";
+ mes "the collateral I gave him";
+ mes "is really valuable to me.";
+ next;
+ switch(select("Do you know where you lost it?:I'm sorry to hear that. Bye!")) {
+ case 1:
+ mes "[Muff]";
+ mes "If I knew where I lost";
+ mes "it, then it wouldn't be";
+ mes "lost now, would it? Well,";
+ mes "I remember going to a union";
+ mes "meeting, and I had a drink";
+ mes "or two. Okay, I had a lot.";
+ next;
+ mes "[Muff]";
+ mes "On the way home,";
+ mes "I stumbled in a field";
+ mes "near Comodo... I remember";
+ mes "seeing some water... That";
+ mes "must be where I dropped my";
+ mes "wallet with the bond of debt.";
+ next;
+ mes "[Muff]";
+ mes "If you can find my";
+ mes "wallet, I'll make sure";
+ mes "to repay you. Please";
+ mes "help me if you can!";
+ set diamond_edq,1;
+ close;
+ case 2:
+ mes "[Muff]";
+ mes "H-hey! Where are you";
+ mes "going?! You can't just";
+ mes "leave me here! I need help!";
+ close;
+ }
+ }
+ case 2:
+ mes "[Muff]";
+ mes "What, are you trying to";
+ mes "make me mad on purpose?";
+ mes "I get it. You're working for";
+ mes "Belder! I'm gonna get";
+ mes "my treasure from that";
+ mes "bastard, no matter what!";
+ next;
+ switch(select("I don't understand.:I'm sorry, I was just kidding...")) {
+ case 1:
+ mes "[Muff]";
+ mes "You think you can";
+ mes "fool me?! Get lost!";
+ mes "I'm not telling you";
+ mes "anything, you snake!";
+ close;
+ case 2:
+ mes "[Muff]";
+ mes "So you're not spying on";
+ mes "me for Belder? Well, then";
+ mes "why are you pestering me?";
+ close;
+ }
+ }
+ }
+ if ((diamond_edq == 3) && (BaseLevel < 61)) {
+ mes "[Muff]";
+ mes "Wait a second...";
+ mes "You're not as strong";
+ mes "as you were earlier.";
+ mes "You'd better train first";
+ mes "so you can be better";
+ mes "prepared to help me.";
+ close;
+ }
+ if ((diamond_edq == 3) && (BaseLevel > 60)) {
+ mes "[Muff]";
+ mes "Well, I'm actually in";
+ mes "pretty big trouble.";
+ mes "I borrowed some money";
+ mes "from this loan shark";
+ mes "named ^0000FFBelder^000000 in Alberta.";
+ mes "It was a bad move!";
+ next;
+ mes "[Muff]";
+ mes "My business hasn't been";
+ mes "good, but I felt like I didn't";
+ mes "have a choice. I made enough";
+ mes "money to repay him now, but";
+ mes "then I lost my bond of debt.";
+ next;
+ mes "[Muff]";
+ mes "When I asked Belder if";
+ mes "I could pay him back without";
+ mes "that bond, he insisted that";
+ mes "he didn't remember loaning";
+ mes "money to me. I bet he just";
+ mes "wants to keep my collateral!";
+ next;
+ mes "[Muff]";
+ mes "I knew that guy was shady!";
+ mes "Would you help me find my";
+ mes "lost bond of debt? You see,";
+ mes "the collateral I gave him";
+ mes "is really valuable to me.";
+ next;
+ switch(select("Do you know where you lost it?:What was the collateral?:Bye!")) {
+ case 1:
+ mes "[Muff]";
+ mes "If I knew where I lost";
+ mes "it, then it wouldn't be";
+ mes "lost now, would it? Well,";
+ mes "I remember going to a union";
+ mes "meeting, and I had a drink";
+ mes "or two. Okay, I had a lot.";
+ next;
+ mes "[Muff]";
+ mes "I took this path in the";
+ mes "Papuchicha Forest to head";
+ mes "back home, and I must have";
+ mes "passed out near a river.";
+ mes "After that, my wallet with the";
+ mes "bond of debt was missing.";
+ next;
+ mes "[Muff]";
+ mes "I don't care about the";
+ mes "other stuff in my wallet,";
+ mes "but I really need my bond";
+ mes "of debt to get my collateral";
+ mes "back from that Belder.";
+ set diamond_edq,1;
+ close;
+ case 2:
+ mes "[Muff]";
+ mes "Well, the collateral was";
+ mes "this huge, stunningly";
+ mes "beautiful jewel. It's really";
+ mes "precious to me. But well,";
+ mes "I don't want to tell you";
+ mes "more about it.";
+ next;
+ mes "[Muff]";
+ mes "I understand if you don't";
+ mes "want to help me after";
+ mes "hearing that, but if you";
+ mes "change your mind, please";
+ mes "come talk to me again.";
+ close;
+ case 3:
+ mes "[Muff]";
+ mes "H-hey! Where are you";
+ mes "going?! You can't just";
+ mes "leave me here! I need help!";
+ close;
+ }
+ }
+ if ((diamond_edq == 1) || (diamond_edq == 2)) {
+ mes "[Muff]";
+ mes "You didn't leave to";
+ mes "look for my wallet yet?";
+ mes "I think it's somewhere";
+ mes "in the Papuchicha Forest.";
+ mes "Please find the bond of debt";
+ mes "inside as soon as you can.";
+ close;
+ }
+ if (diamond_edq == 4) {
+ mes "[" + strcharinfo(0) + "]";
+ mes "Is this wet, tattered";
+ mes "piece of paper the bond";
+ mes "of debt that you need?";
+ next;
+ mes "[Muff]";
+ mes "Yes, that's it!";
+ mes "Ugh, but look at it...";
+ mes "It's ruined! You can't";
+ mes "even read what's written";
+ mes "on it! I need... I need";
+ mes "to fix this somehow!";
+ next;
+ mes "[" + strcharinfo(0) + "]";
+ mes "Do you have any ideas?";
+ mes "I mean, if we dried the";
+ mes "paper, the letters would";
+ mes "still be faded, right?";
+ next;
+ mes "[Muff]";
+ mes "I got it! There's this";
+ mes "famous inventor named";
+ mes "^FF0000Dorian^000000 in Izlude. I heard";
+ mes "he just invented something";
+ mes "like a Magic Dryer. Yeah,";
+ mes "that should work perfectly!";
+ next;
+ mes "[Muff]";
+ mes "I don't know exactly";
+ mes "how it works, but it";
+ mes "should be able to restore";
+ mes "my bond of debt. I mean...";
+ mes "It's magic, right? Will you";
+ mes "ask Dorian to help me out?";
+ next;
+ switch(select("Accept His Request:Decline His Request")) {
+ case 1:
+ mes "[Muff]";
+ mes "Thank you so much!";
+ mes "Please talk to Inventor";
+ mes "Dorian in Izlude, and ask";
+ mes "him to restore my bond of";
+ mes "debt. I'll be waiting for";
+ mes "you right here, okay?";
+ set diamond_edq,6;
+ close;
+ case 2:
+ mes "[Muff]";
+ mes "Really? I was hoping";
+ mes "that you'd continue to";
+ mes "help me, but... Alright.";
+ mes "I'm sure you've got other";
+ mes "problems. If you change your";
+ mes "mind, though, just come back.";
+ set diamond_edq,5;
+ close;
+ }
+ }
+ if (diamond_edq == 5) {
+ mes "[Muff]";
+ mes "Oh, I knew you'd come";
+ mes "back and help me restore";
+ mes "my bond of debt! You look";
+ mes "too nice to just leave";
+ mes "me hanging like that.";
+ next;
+ switch(select("Accept His Request:Decline His Request")) {
+ case 1:
+ mes "[Muff]";
+ mes "Thank you so much!";
+ mes "Please talk to Inventor";
+ mes "Dorian in Izlude, and ask";
+ mes "him to restore my bond of";
+ mes "debt. I'll be waiting for";
+ mes "you right here, okay?";
+ set diamond_edq,6;
+ close;
+ case 2:
+ mes "[Muff]";
+ mes "Really? I was hoping";
+ mes "that you'd continue to";
+ mes "help me, but... Alright.";
+ mes "I'm sure you've got other";
+ mes "problems. If you change your";
+ mes "mind, though, just come back.";
+ close;
+ }
+ }
+ if ((diamond_edq > 5) && (diamond_edq < 13)) {
+ mes "[Muff]";
+ mes "Would you please visit";
+ mes "^FF0000Inventor Dorian^000000 in Izlude,";
+ mes "and ask him to use his";
+ mes "Magic Dryer to restore";
+ mes "my bond of debt?";
+ close;
+ }
+ if ((diamond_edq == 13) && (countitem(7722) > 0)) {
+ mes "[Muff]";
+ mes "You're back! So how";
+ mes "did it go? I was getting";
+ mes "pretty anxious... So did";
+ mes "Dorian's Magic Dryer work?";
+ next;
+ delitem 7722,1; //Debt_Note
+ mes "[Muff]";
+ mes "Oh! It worked much better";
+ mes "than I expected! Belder";
+ mes "can't complain now! Haha!";
+ mes "You've done well, my friend.";
+ mes "Here, please take these as";
+ mes "a meager reward for your help.";
+ set diamond_edq,14;
+ getitem 603,1; //Old_Blue_Box
+ getitem 608,4; //Seed_Of_Yggdrasil
+ next;
+ mes "[Muff]";
+ mes "Now that I have my bond";
+ mes "of debt, I should get my";
+ mes "jewel back from Belder.";
+ mes "He won't have any excuse";
+ mes "to keep my treasure now!";
+ close;
+ }
+ else if ((diamond_edq == 13) && (countitem(7722) < 1)) {
+ mes "[Muff]";
+ mes "H-hey! Where's my";
+ mes "bond of debt?! Don't";
+ mes "tell me you lost it!";
+ mes "You'd better go back";
+ mes "to Dorian... Hopefully";
+ mes "you left it with him!";
+ set diamond_edq,10;
+ close;
+ }
+ if (diamond_edq > 13) {
+ mes "[Muff]";
+ mes "Yes! Finally, I'm";
+ mes "free of debt! I've got";
+ mes "my jewel back, business";
+ mes "is doing well... Life sure";
+ mes "is good right now. Hahaha!";
+ close;
+ }
+ mes "[Muff]";
+ mes "Listen to me: never";
+ mes "take out a loan if you";
+ mes "can help it. And if you do,";
+ mes "borrow from someone";
+ mes "more reputable than...";
+ mes "Well, you know my story.";
+ mes "*Sigh*";
+ close;
+}
+
+alberta,127,143,3 script Belder 85,{
+ if (diamond_edq == 0) {
+ mes "[Belder]";
+ mes "I ought to hire some";
+ mes "part-time promotional";
+ mes "workers... Some sexy";
+ mes "ladies ought to bring in";
+ mes "the customers by th--Oh!";
+ mes "Welcome to Belder Loans!";
+ next;
+ switch(select("I'll promote your loans!:Uh...")) {
+ case 1:
+ if (Sex == 1) {
+ mes "[Belder]";
+ mes "You? But you're a dude!";
+ mes "No sweaty, stinky, sleazy";
+ mes "man should be the image";
+ mes "of Belder Loans! We need";
+ mes "to exude trust, dependability,";
+ mes "and... And lady charms.";
+ close;
+ }
+ else {
+ mes "[Belder]";
+ mes "You? Well, don't take";
+ mes "this the wrong way, but";
+ mes "all your curves? Wrong";
+ mes "places, honey. Later!";
+ close;
+ }
+ case 2:
+ mes "[Belder]";
+ mes "Hey, aren't you";
+ mes "interested in a loan?";
+ mes "Better you come to";
+ mes "me than you relying";
+ mes "on some guy that'll";
+ mes "try to rip you off!";
+ close;
+ }
+ }
+ if (diamond_edq < 13) {
+ mes "[Belder]";
+ mes "Welcome! So, do you";
+ mes "need money fast? Belder";
+ mes "Loans get you the money";
+ mes "you need at low interest rates!";
+ next;
+ switch(select("Ask About Muff")) {
+ case 1:
+ mes "[Belder]";
+ mes "Muff? Oh! Is that";
+ mes "supposed to be a name?";
+ mes "I thought you meant--No.";
+ mes "Nope. Doesn't ring a bell.";
+ next;
+ mes "[Belder]";
+ mes "Huh? Collateral?";
+ mes "Now why would I refuse";
+ mes "to take back his money";
+ mes "if I really loaned it to him?";
+ mes "Leave me alone now, this kind";
+ mes "of talk is bad for business!";
+ close;
+ }
+ }
+ if (diamond_edq > 12) {
+ mes "[Belder]";
+ mes "He really found his bond";
+ mes "of debt? Damn it--I mean,";
+ mes "what a surprise! That's,";
+ mes "uh, real good for him.";
+ mes "Now that I think of it, I did";
+ mes "loan a Muff money once.";
+ next;
+ mes "[" + strcharinfo(0) + "]";
+ mes "......";
+ next;
+ mes "[Belder]";
+ mes "What's with that dirty look?";
+ mes "I've got nothing to hide!";
+ mes "Can't you see that I'm";
+ mes "the victim here? Me!";
+ mes "Just... Scram before you";
+ mes "make me more upset.";
+ close;
+ }
+ mes "[Belder]";
+ mes "Welcome! Did you need";
+ mes "money fa--Oh. Hey, it's";
+ mes "you again, the do-gooder.";
+ mes "Why don't you do me some";
+ mes "good, and go back where";
+ mes "you came from. Jerk.";
+ close;
+
+OnTouch:
+ if (diamond_edq < 3) {
+ mes "[Belder]";
+ mes "Cash flow problems?";
+ mes "Well, I'm your solution!";
+ mes "I offer unsecured loans";
+ mes "at an extremely low interest";
+ mes "rate, twenty-four hours a day!";
+ mes "Belder Loans is Alberta's best!";
+ close;
+ }
+ end;
+}
+
+cmd_fild01,55,160,0 script Heap of Earth 844,{
+ if (diamond_edq == 1) {
+ mes "^3355FFIt looks like someone";
+ mes "dug a hole in the ground,";
+ mes "and then covered it again.^000000";
+ next;
+ switch(select("Dig Up the Spot:Cancel")) {
+ case 1:
+ mes "[" + strcharinfo(0) + "]";
+ mes "There must be something";
+ mes "in the ground. I better";
+ mes "dig it up and check...";
+ next;
+ mes "[" + strcharinfo(0) + "]";
+ mes "Ergh...! Ugh!";
+ mes "This would be a lot";
+ mes "easier with a shovel!";
+ mes "Only a little more to go...";
+ next;
+ mes "[" + strcharinfo(0) + "]";
+ mes "Hm? I hit something?";
+ mes "Let's--Yucky! It's so";
+ mes "wet and--Ugh! Nasty";
+ mes "little thing. Now what?";
+ mes "I dropped it! I have to";
+ mes "try to dig it up again...";
+ set diamond_edq,2;
+ close;
+ case 2:
+ mes "[" + strcharinfo(0) + "]";
+ mes "Something isn't quite";
+ mes "kosher about all this.";
+ mes "Nope, this time, I'm";
+ mes "not going to do this.";
+ close;
+ }
+ }
+ else if (diamond_edq == 2) {
+ mes "[" + strcharinfo(0) + "]";
+ mes "Here we are... It's...";
+ mes "A soggy wallet? This";
+ mes "must be the one Muff";
+ mes "lost. Oh, and the bond";
+ mes "of debt is inside... Mm...";
+ mes "Ugh, it's really soaked...";
+ next;
+ mes "[" + strcharinfo(0) + "]";
+ mes "Well, I've done all";
+ mes "I can for now. I should";
+ mes "bring this back to Muff.";
+ set diamond_edq,4;
+ close;
+ }
+ if (diamond_edq > 3) {
+ mes "[" + strcharinfo(0) + "]";
+ mes "This is the same spot";
+ mes "I dug up from before.";
+ mes "It's useless to me now!";
+ close;
+ }
+ mes "[" + strcharinfo(0) + "]";
+ mes "Huh. There's a weird";
+ mes "bump in the ground. Well,";
+ mes "I can't just go looking at";
+ mes "anything that's slightly";
+ mes "out of the ordinary. Heh.";
+ mes "I'm not weird like that.";
+ close;
+}
+
+izlude_in,110,64,3 script Dorian 878,2,2,{
+ if (checkweight(907,200) == 0) {
+ mes "[Dorian]";
+ mes "Ugh, just like a member";
+ mes "of the working class:";
+ mes "hoarding all your items";
+ mes "like a packrat? Have the";
+ mes "decency to relocate your";
+ mes "goods to Kafra Storage, please.";
+ close;
+ }
+ if (diamond_edq < 6) {
+ mes "[Dorian]";
+ mes "You must be in awe";
+ mes "of my elegant, artistic";
+ mes "touch. In my hands, almost";
+ mes "anything can become a";
+ mes "work of art... Even you~";
+ close;
+ }
+ if (diamond_edq == 6) {
+ mes "[Dorian]";
+ mes "I am Inventor Dorian,";
+ mes "and I welcome you to my";
+ mes "workship. All I create is";
+ mes "infused with art's essence~";
+ mes "So... How may I assist you?";
+ next;
+ switch(select("I want to use your Magic Dryer.:I want to be your student.:No, thanks.")) {
+ case 1:
+ mes "[Dorian]";
+ mes "Magic Dryer? No, no, no.";
+ mes "That, my friend, is my";
+ mes "Mystic Heater de Elegance.";
+ mes "Don't disgrace my creation";
+ mes "like that. What, pray tell,";
+ mes "do you need to dry?";
+ next;
+ switch(select("This Bond of Debt:My Hair:I'm just curious.")) {
+ case 1:
+ mes "[Dorian]";
+ mes "Mm? My masterpiece is far";
+ mes "too sophisticated for such";
+ mes "petty purposes, but... You";
+ mes "intrigue me. Show me this";
+ mes "''bond of debt'' you wish";
+ mes "to restore. ";
+ next;
+ mes "[Dorian]";
+ mes "Ah, now I understand.";
+ mes "This print is beyond";
+ mes "recognition. Only my creation";
+ mes "can restore the life that";
+ mes "nature has taken away! Yes...";
+ mes "You were right to come here.";
+ next;
+ mes "[Dorian]";
+ mes "Allow me to explain how";
+ mes "the Mystic Dryer de Elegance";
+ mes "works. A glamourous ruby";
+ mes "engine whose design was born";
+ mes "of my genius, generates a";
+ mes "powerful magnetic field.";
+ next;
+ mes "[Dorian]";
+ mes "The ruby engine's";
+ mes "magnetic field operates";
+ mes "according to the ^FF00003 Centrifuge";
+ mes "Wavelength Theory^000000. Now,";
+ mes "pearl inset sensors detect";
+ mes "the amount of calibration...";
+ next;
+ mes "[Dorian]";
+ mes "...............................";
+ mes "...............................";
+ mes "...............................";
+ mes "...............................";
+ mes "...............................";
+ mes "...............................";
+ next;
+ mes "[Dorian]";
+ mes "...............................";
+ mes "...............................";
+ mes "...............................";
+ mes "...............................";
+ mes "Blah-blah--that's just";
+ mes "about it in a nutshell.";
+ next;
+ switch(select("Zzz...:Oh, please!")) {
+ case 1:
+ mes "[Dorian]";
+ mes "You... You fell asleep?";
+ mes "But I was dutifully explaining";
+ mes "the machine's operation!";
+ mes "No, no, I won't hear your";
+ mes "excuses. What's that?";
+ mes "You were listening?";
+ next;
+ mes "[Dorian]";
+ mes "Hm. Well then, let me";
+ mes "ask you this: what is the";
+ mes "main theory by which the";
+ mes "Mystic Heater de Elegance";
+ mes "operates? Hmm? Well?";
+ next;
+ input .@input$;
+ if (.@input$ == "3 Centrifuge Wavelength Theory") {
+ mes "[Dorian]";
+ mes "That's right. My apologies.";
+ mes "I suppose I misjudged you.";
+ mes "Yes, the magnetic field can";
+ mes "restore the shape and integrity";
+ mes "of damaged, inanimate objects.";
+ mes "However, there is a problem.";
+ next;
+ mes "[Dorian]";
+ mes "The ruby engine is broken,";
+ mes "and I've been too busy with";
+ mes "other projects as ordered by";
+ mes "the Rune-Midgarts Kingdom.";
+ mes "I'll need your assistance";
+ mes "to fix the engine. Alright?";
+ next;
+ mes "[Dorian]";
+ mes "If you help me fix the";
+ mes "Mystic Dryer de Elegance,";
+ mes "I'll allow you to use it";
+ mes "as much as you like. First,";
+ mes "I'd like you to gather all";
+ mes "of the repair materials.";
+ next;
+ mes "[Dorian]";
+ mes "Please procure";
+ mes "^FF000020 Rusty Screws^000000,";
+ mes "^FF000010 Iron Ores^000000,";
+ mes "^FF00005 Steel^000000,";
+ mes "^FF00002 Rubies^000000, and";
+ mes "^FF000010 Red Gemstones^000000.";
+ next;
+ mes "[Dorian]";
+ mes "Once you bring all the";
+ mes "repair materials, I'll";
+ mes "explain how you can";
+ mes "repair the Mystic";
+ mes "Dryer de Elegance.";
+ set diamond_edq,9;
+ close;
+ }
+ else {
+ mes "[Dorian]";
+ mes "Oh? You sound dissatisfied";
+ mes "with my explanation. Well...";
+ mes "I surely can't let you use the";
+ mes "machine unless you fathom";
+ mes "how it works. Otherwise,";
+ mes "you just might break it.";
+ close;
+ }
+ case 2:
+ mes "[Dorian]";
+ mes "Were you too bored while";
+ mes "listening to me speak?";
+ mes "Ah! This wound! It's so...";
+ mes "Alas! It's too emotional!";
+ mes "I am seriously hurt!";
+ set diamond_edq,7;
+ //PushPC 4 3
+ close;
+ }
+ break;
+ case 2:
+ mes "[Dorian]";
+ mes "How can you compare my";
+ mes "Mystic Dryer de Elegance";
+ mes "to a simple hair dryer?";
+ mes "Your comment offends me!";
+ mes "I'm no mere engineer...";
+ mes "I'm a true virtuoso!";
+ set diamond_edq,7;
+ //PushPC 4 3
+ close;
+ case 3:
+ mes "[Dorian]";
+ mes "Allow me to explain how";
+ mes "the Mystic Dryer de Elegance";
+ mes "works. A glamourous ruby";
+ mes "engine whose design was born";
+ mes "of my genius, generates a";
+ mes "powerful magnetic field.";
+ next;
+ mes "[Dorian]";
+ mes "The ruby engine's";
+ mes "magnetic field operates";
+ mes "according to the ^FF00003 Centrifuge";
+ mes "Wavelength Theory^000000. Now,";
+ mes "pearl inset sensors detect";
+ mes "the amount of calibration...";
+ next;
+ mes "[Dorian]";
+ mes "...............................";
+ mes "...............................";
+ mes "...............................";
+ mes "...............................";
+ mes "...............................";
+ mes "...............................";
+ next;
+ mes "[Dorian]";
+ mes "...............................";
+ mes "...............................";
+ mes "...............................";
+ mes "...............................";
+ mes "Blah-blah--that's just";
+ mes "about it in a nutshell.";
+ next;
+ mes "[" + strcharinfo(0) + "]";
+ mes "......";
+ next;
+ mes "[Dorian]";
+ mes "I know, I know.";
+ mes "Astounding, isn't it?";
+ close;
+ }
+ case 2:
+ if (Sex == 1) {
+ mes "[Dorian]";
+ mes "Ah, my apologies.";
+ mes "Too many have asked, so";
+ mes "I now only accept beautiful";
+ mes "female students. Don't be";
+ mes "too disappointed: I know";
+ mes "you can find someone else.";
+ close;
+ }
+ else {
+ mes "[Dorian]";
+ mes "Mademoiselle, it is my";
+ mes "honor to meet you: even";
+ mes "the moon covers its face,";
+ mes "and roses raise their thorns,";
+ mes "shameful of themselves";
+ mes "and jealous of your beauty.";
+ next;
+ mes "[Dorian]";
+ mes "Ah! But why go under the";
+ mes "pretense of being my student";
+ mes "when we can leisurely spend";
+ mes "time together as lovers?";
+ mes "Won't you--Mademoiselle?";
+ mes "Wait, where are you going?";
+ close;
+ }
+ case 3:
+ mes "[Dorian]";
+ mes "I don't have enough";
+ mes "time for trivel, so";
+ mes "please leave me to my";
+ mes "artistic endeavors and";
+ mes "bother me no longer.";
+ close;
+ }
+ }
+ if (diamond_edq == 7) {
+ mes "[Dorian]";
+ mes "Ugh, your behavior";
+ mes "from before disgusts me...";
+ mes "But those pitiful eyes...";
+ mes "Seeking sympathy. Ah,";
+ mes "you're only human.";
+ mes "I shall forgive you.";
+ next;
+ mes "[Dorian]";
+ mes "Alright then. Please";
+ mes "listen carefully this time,";
+ mes "and don't insult my pride";
+ mes "again. When you are ready,";
+ mes "please come talk to me.";
+ set diamond_edq,6;
+ close;
+ }
+ if (diamond_edq) == 9 {
+ mes "[Dorian]";
+ mes "Ah, did you bring all";
+ mes "the materials I need to";
+ mes "repair the Mystic Dryer";
+ mes "de Elegance? Let me take";
+ mes "a glance at what you brought...";
+ next;
+ if ((countitem(7317) > 19) && (countitem(1002) > 9) && (countitem(999) > 4) && (countitem(723) > 1) && (countitem(716) > 4)) {
+ mes "[Dorian]";
+ mes "Ah, well done. Now";
+ mes "that the materials are";
+ mes "ready, I can instruct you on";
+ mes "how to repair the machine.";
+ next;
+ delitem 7317,20; //Screw
+ delitem 1002,10; //Iron_Ore
+ delitem 999,5; //Steel
+ delitem 723,2; //Cardinal_Jewel
+ delitem 716,5; //Red_Gemstone
+ set diamond_edq,10;
+ mes "[Dorian]";
+ mes "I expect you to fail";
+ mes "a few times, but the";
+ mes "Mystic Dryer de Elegance";
+ mes "is designed for durability:";
+ mes "even if you tried, you'd";
+ mes "have trouble scratching it.";
+ next;
+ mes "[Dorian]";
+ mes "First, insert a new rough";
+ mes "ruby into the ruby engine,";
+ mes "and tighten the screw on";
+ mes "the joint until you hear";
+ mes "a ^0000FFclick^000000. You'll break it";
+ mes "if you tighten it further.";
+ next;
+ mes "[Dorian]";
+ mes "Next you'll need to";
+ mes "operate the four switches";
+ mes "coded by the colors red,";
+ mes "blue, yellow, and green.";
+ next;
+ mes "[Dorian]";
+ mes "Press the ^0000FFRed^000000 switch";
+ mes "if the engine is in 1st";
+ mes "Gear. Press the ^0000FFBlue^000000";
+ mes "switch in 2nd Gear,";
+ mes "^0000FFYellow^000000 for 3rd, and";
+ mes "^0000FFGreen^000000 for 4th.";
+ next;
+ mes "[Dorian]";
+ mes "The engine's sound is the";
+ mes "only indicator of which";
+ mes "gear is running. You'll";
+ mes "have to figure that out";
+ mes "on your own. I'm sorry";
+ mes "I designed it that way...";
+ next;
+ mes "[Dorian]";
+ mes "Ah, one last tip!";
+ mes "If you enter the correct";
+ mes "engine gear, the machine";
+ mes "will start without a problem,";
+ mes "even if you press the same";
+ mes "switch more than once.";
+ next;
+ mes "[Dorian]";
+ mes "Please let me know";
+ mes "if you get it started so";
+ mes "I can verify if the Mystic";
+ mes "Dryer de Elegance is fully";
+ mes "operational. Good luck now~";
+ close;
+ }
+ else {
+ mes "[Dorian]";
+ mes "Oh? You're still missing";
+ mes "some materials. Well, we're";
+ mes "in no rush. If you already";
+ mes "forgot, then let me remind";
+ mes "you what you need to bring...";
+ next;
+ mes "[Dorian]";
+ mes "Please procure";
+ mes "^FF000020 Rusty Screws^000000,";
+ mes "^FF000010 Iron Ores^000000,";
+ mes "^FF00005 Steel^000000,";
+ mes "^FF00002 Rubies^000000, and";
+ mes "^FF000010 Red Gemstones^000000.";
+ close;
+ }
+ }
+ if (diamond_edq) == 10 {
+ mes "[Dorian]";
+ mes "Did you already forget";
+ mes "my instructions for fixing my";
+ mes "Mystic Dryer de Elegance?";
+ mes "I can't blame you since";
+ mes "they're a bit complicated.";
+ next;
+ switch(select("Instructions:Cancel")) {
+ case 1:
+ mes "[Dorian]";
+ mes "First, insert a new rough";
+ mes "ruby into the ruby engine,";
+ mes "and tighten the screw on";
+ mes "the joint until you hear";
+ mes "a ^0000FFclick^000000. You'll break it";
+ mes "if you tighten it further.";
+ next;
+ mes "[Dorian]";
+ mes "Next you'll need to";
+ mes "operate the four switches";
+ mes "coded by the colors red,";
+ mes "blue, yellow, and green.";
+ next;
+ mes "[Dorian]";
+ mes "Press the ^0000FFRed^000000 switch";
+ mes "if the engine is in 1st";
+ mes "Gear. Press the ^0000FFBlue^000000";
+ mes "switch in 2nd Gear,";
+ mes "^0000FFYellow^000000 for 3rd, and";
+ mes "^0000FFGreen^000000 for 4th.";
+ next;
+ mes "[Dorian]";
+ mes "The engine's sound is the";
+ mes "only indicator of which";
+ mes "gear is running. You'll";
+ mes "have to figure that out";
+ mes "on your own. I'm sorry";
+ mes "I designed it that way...";
+ next;
+ mes "[Dorian]";
+ mes "Ah, one last tip!";
+ mes "If you enter the correct";
+ mes "engine gear, the machine";
+ mes "will start without a problem,";
+ mes "even if you press the same";
+ mes "switch more than once.";
+ next;
+ mes "[Dorian]";
+ mes "Please let me know";
+ mes "if you get it started so";
+ mes "I can verify if the Mystic";
+ mes "Dryer de Elegance is fully";
+ mes "operational. Good luck now~";
+ close;
+ case 2:
+ mes "[Dorian]";
+ mes "Really? It's no problem";
+ mes "for me to explain it again";
+ mes "to you. Don't be shy now:";
+ mes "not all of us can be geniuses~";
+ close;
+ }
+ }
+ if (diamond_edq) == 11 {
+ mes "[Dorian]";
+ mes "Ah, so you failed to";
+ mes "fix the Mystic Dryer de";
+ mes "Elegance? That's expected:";
+ mes "I didn't really design it for the^FFFFFF ^000000 common user in mind. Well,";
+ mes "why don't you try it again?";
+ set diamond_edq,10;
+ close;
+ }
+ if (diamond_edq) == 12 {
+ mes "[Dorian]";
+ mes "Ah, I underestimated you.";
+ mes "You really repaired the";
+ mes "Mystic Dryer de Elegance~";
+ mes "This is a testament to my";
+ mes "incredible teaching prowess.";
+ mes "Congratulations are in order!";
+ next;
+ mes "[Dorian]";
+ mes "Now all you have to do";
+ mes "is insert the damaged";
+ mes "document and press the";
+ mes "switch. Simple, yes?";
+ set diamond_edq,13;
+ next;
+ mes "[Dorian]";
+ mes "Well, I'm afraid my";
+ mes "usefulness to you has";
+ mes "been all used up. Ah,";
+ mes "but I'll make sure to";
+ mes "contact you if I need";
+ mes "your kind of help. Farewell~";
+ close;
+ }
+ if (diamond_edq) > 12 {
+ mes "[Dorian]";
+ mes "Ah, hello! How have";
+ mes "you been? Are you in need";
+ mes "of my artistic inventions?";
+ mes "Or did you just miss me?";
+ close;
+ }
+
+//OnTouch2:
+OnTouch:
+ if (diamond_edq) < 9 {
+ mes "[Dorian]";
+ mes "Wh-what are you doing?";
+ mes "D-don't sully my wonderful";
+ mes "masterpieces with your";
+ mes "uncultured hands!";
+ close;
+ }
+ if (diamond_edq) == 9 {
+ mes "[Dorian]";
+ mes "Can't you see that the";
+ mes "machine won't work without";
+ mes "the materials? Even a simple";
+ mes "child should understand that!";
+ close;
+ }
+ end;
+}
+
+izlude_in,113,66,0 script Strange Machine 111,{
+ if (checkweight(907,200) == 0) {
+ mes "[Dorian]";
+ mes "Ugh, just like a member";
+ mes "of the working class:";
+ mes "hoarding all your items";
+ mes "like a packrat? Have the";
+ mes "decency to relocate your";
+ mes "goods to Kafra Storage, please.";
+ close;
+ }
+ if (diamond_edq) == 10 {
+ set .@bolt_rand,rand(2,5);
+ mes "^3355FFThis must be Dorian's";
+ mes "Mystic Dryer de Elegance.";
+ mes "What do you want to do?^000000";
+ next;
+ while(1) {
+ set .@switch_sound,rand(1,4);
+ switch(select("Check the Machine:Replace the Engine:Tighten the Screw:Press a Switch")) {
+ case 1:
+ if (.@hit_status == 0) {
+ mes "^3355FFThere's no power";
+ mes "in this behemoth";
+ mes "of a machine.^000000";
+ next;
+ }
+ break;
+ case 2:
+ if (.@engine == 0) {
+ mes "^3355FFYou replace the rough";
+ mes "ruby in the ruby engine";
+ mes "with a new rough ruby.";
+ mes "It clicks into place";
+ mes "inside the engine core.^000000";
+ next;
+ set .@engine,.@engine+1;
+ }
+ else if (engine > 0) {
+ mes "^3355FFThe ruby in the";
+ mes "engine has already";
+ mes "been replaced.^000000";
+ next;
+ }
+ break;
+ case 3:
+ if (.@engine < 1) {
+ mes "^3355FFYou probably need";
+ mes "to replace the ruby";
+ mes "in the engine first.^000000";
+ next;
+ }
+ else if ((.@engine == 1) && (.@bolt < .@bolt_rand)) {
+ mes "^3355FF*Krrrr-Krrrrr*^000000";
+ mes "^3355FF*Krrrr-Krrrrr*^000000";
+ next;
+ set .@bolt,.@bolt+1;
+ }
+ else if ((.@engine == 1) && (.@bolt == .@bolt_rand)) {
+ mes "^3355FF*Krrrr-Krrrrr*^000000";
+ mes "^0000FF*Click*^000000";
+ next;
+ set .@bolt,.@bolt+1;
+ set .@bolt_suc,.@bolt_suc+1;
+ }
+ else if ((.@engine == 1) && (.@bolt > .@bolt_rand)) {
+ mes "^3355FF*Krrrr-Krrrrr*^000000";
+ mes "^3355FF*KrrICK-ICK-ICK-KOOM*^000000";
+ next;
+ mes "^3355FFYou tightened the";
+ mes "screw too tightly!";
+ mes "The joint is broken...";
+ mes "You should go back";
+ mes "to Dorian for help.^000000";
+ set diamond_edq,11;
+ close;
+ }
+ else {
+ mes "^3355FFSomething must have";
+ mes "gone wrong. You'd be";
+ mes "better off starting";
+ mes "from the beginning...^000000";
+ close;
+ }
+ break;
+ case 4:
+ if ((.@engine < 1) && (.@bolt_suc < 1)) {
+ mes "^3355FFYou need to replace";
+ mes "the engine's ruby and";
+ mes "tighten the main screw";
+ mes "before you mess with";
+ mes "these switches.^000000";
+ next;
+ }
+ else if ((.@engine == 1) && (.@bolt_suc < 1)) {
+ mes "^3355FFYou need to tighten";
+ mes "the scren before you can";
+ mes "start the engine safely.";
+ next;
+ }
+ else if ((.@red >= 1) && (.@blue >= 1) && (.@yellow >= 1) && (.@green >= 1)) {
+ mes "^3355FFThe Mystic Dryer de";
+ mes "Elegance started with";
+ mes "a mighty buzz, and the";
+ mes "sound lowers to a calm";
+ mes "hum as it stabilizes.";
+ mes "It looks like you fixed it!^000000";
+ next;
+ mes "^3355FFYou should tell Dorian";
+ mes "first so that you can";
+ mes "use this machine.^000000";
+ set diamond_edq,12;
+ close;
+ }
+ else if ((.@engine == 1) && (.@bolt_suc == 1)) {
+ if (.@switch_sound == 1) {
+ mes "^3355FF*Buzz Buzz*^000000";
+ mes "^3355FF*Buzz Buzz*^000000";
+ mes "^3355FFThe machine is";
+ mes "vibrating weakly.";
+ mes "Which switch do";
+ mes "you want to press?^000000";
+ next;
+ switch(select("Red Switch:Blue Switch:Yellow Switch:Green Switch")) {
+ default:
+ mes "^3355FF*Whiz Whiz*^000000";
+ mes "^3355FF*Whiz Whiz*^000000";
+ next;
+ mes "^3355FFThe machine made some";
+ mes "violent, erratic sounds,";
+ mes "and vibrated violently";
+ mes "before coming to a sudden";
+ mes "stop. That was the wrong";
+ mes "switch. You'd better ask Dorian... ^FFFFFF ^000000";
+ set diamond_edq,11;
+ close;
+ case 1:
+ if (.@red >= 0) {
+ mes "^3355FF*Buzzz Buzzz*^000000";
+ mes "^3355FF*Clang...!*^000000";
+ next;
+ mes "^3355FFThe machine's";
+ mes "vibrations have";
+ mes "grown stronger.";
+ mes "It looks like you";
+ mes "chose the right switch.^000000";
+ next;
+ set .@red,.@red+1;
+ }
+ else {
+ mes "^3355FF*Whiz Whiz*^000000";
+ mes "^3355FF*Whiz Whiz*^000000";
+ next;
+ mes "^3355FFThe machine made some";
+ mes "violent, erratic sounds,";
+ mes "and vibrated violently";
+ mes "before coming to a sudden";
+ mes "stop. That was the wrong";
+ mes "switch. You'd better ask Dorian... ^FFFFFF ^000000";
+ set diamond_edq,11;
+ close;
+ }
+ break;
+ }
+ }
+ else if (.@switch_sound == 2) {
+ mes "^3355FF*Purr Purr*^000000";
+ mes "^3355FF*Purr Purr*^000000";
+ mes "^3355FFThe machine is vibrating";
+ mes "a little bit more strongly.";
+ mes "Which switch will";
+ mes "you try now?^000000";
+ next;
+ switch(select("Red Switch:Blue Switch:Yellow Switch:Green Switch")) {
+ default:
+ mes "^3355FF*Whiz Whiz*^000000";
+ mes "^3355FF*Whiz Whiz*^000000";
+ next;
+ mes "^3355FFThe machine made some";
+ mes "violent, erratic sounds,";
+ mes "and vibrated violently";
+ mes "before coming to a sudden";
+ mes "stop. That was the wrong";
+ mes "switch. You'd better ask Dorian... ^FFFFFF ^000000";
+ set diamond_edq,11;
+ close;
+ case 2:
+ if (.@blue >= 0) {
+ mes "^3355FF*Purrr Purr*^000000";
+ mes "^3355FF*Clang...!*^000000";
+ next;
+ mes "^3355FFThe machine's";
+ mes "vibrations have";
+ mes "grown stronger.";
+ mes "It looks like you";
+ mes "chose the right switch.^000000";
+ next;
+ set .@blue,.@blue+1;
+ }
+ else {
+ mes "^3355FF*Whiz Whiz*^000000";
+ mes "^3355FF*Whiz Whiz*^000000";
+ next;
+ mes "^3355FFThe machine made some";
+ mes "violent, erratic sounds,";
+ mes "and vibrated violently";
+ mes "before coming to a sudden";
+ mes "stop. That was the wrong";
+ mes "switch. You'd better ask Dorian... ^FFFFFF ^000000";
+ set diamond_edq,11;
+ close;
+ }
+ break;
+ }
+ }
+ else if (.@switch_sound == 3) {
+ mes "^3355FF*Bzzz Bzzz*";
+ mes "*Bzzz Bzzz*";
+ mes "The machine's vibrations";
+ mes "are a bit more stable now.";
+ mes "Which switch will you try?^000000";
+ next;
+ switch(select("Red Switch:Blue Switch:Yellow Switch:Green Switch")) {
+ default:
+ mes "^3355FF*Whiz Whiz*^000000";
+ mes "^3355FF*Whiz Whiz*^000000";
+ next;
+ mes "^3355FFThe machine made some";
+ mes "violent, erratic sounds,";
+ mes "and vibrated violently";
+ mes "before coming to a sudden";
+ mes "stop. That was the wrong";
+ mes "switch. You'd better ask Dorian... ^FFFFFF ^000000";
+ set diamond_edq,11;
+ close;
+ case 3:
+ if (.@yellow >= 0) {
+ mes "^3355FF*Bzzzz Bzzzz*^000000";
+ mes "^3355FF*Clang...!*^000000";
+ next;
+ mes "^3355FFThe machine's";
+ mes "vibrations have";
+ mes "grown stronger.";
+ mes "It looks like you";
+ mes "chose the right switch.^000000";
+ next;
+ set .@yellow,.@yellow+1;
+ }
+ else {
+ mes "^3355FF*Whiz Whiz*^000000";
+ mes "^3355FF*Whiz Whiz*^000000";
+ next;
+ mes "^3355FFThe machine made some";
+ mes "violent, erratic sounds,";
+ mes "and vibrated violently";
+ mes "before coming to a sudden";
+ mes "stop. That was the wrong";
+ mes "switch. You'd better ask Dorian... ^FFFFFF ^000000";
+ set diamond_edq,11;
+ close;
+ }
+ break;
+ }
+ }
+ else if (.@switch_sound == 4) {
+ next;
+ mes "^3355FF*Pzzzz Pzzz*";
+ mes "*Pzzzz Pzzz*";
+ mes "The machine is vibrating";
+ mes "fairly strongly now. Which";
+ mes "switch will you try?^000000";
+ next;
+ switch(select("Red Switch:Blue Switch:Yellow Switch:Green Switch")) {
+ default:
+ mes "^3355FF*Whiz Whiz*^000000";
+ mes "^3355FF*Whiz Whiz*^000000";
+ next;
+ mes "^3355FFThe machine made some";
+ mes "violent, erratic sounds,";
+ mes "and vibrated violently";
+ mes "before coming to a sudden";
+ mes "stop. That was the wrong";
+ mes "switch. You'd better ask Dorian... ^FFFFFF ^000000";
+ set diamond_edq,11;
+ close;
+ case 4:
+ if (.@green >= 0) {
+ mes "^3355FFPzzzzz Pzzzz*^000000";
+ mes "^3355FF*Clang...!*^000000";
+ next;
+ mes "^3355FFThe machine's";
+ mes "vibrations have";
+ mes "grown stronger.";
+ mes "It looks like you";
+ mes "chose the right switch.^000000";
+ next;
+ set .@green,.@green+1;
+ }
+ else {
+ mes "^3355FF*Whiz Whiz*^000000";
+ mes "^3355FF*Whiz Whiz*^000000";
+ next;
+ mes "^3355FFThe machine made some";
+ mes "violent, erratic sounds,";
+ mes "and vibrated violently";
+ mes "before coming to a sudden";
+ mes "stop. That was the wrong";
+ mes "switch. You'd better ask Dorian... ^FFFFFF ^000000";
+ set diamond_edq,11;
+ close;
+ }
+ break;
+ }
+ }
+ }
+ }
+ }
+ }
+ if (diamond_edq == 12) {
+ mes "[Dorian]";
+ mes "It sounds like you're";
+ mes "done fixing my Mystic";
+ mes "Dryer de Elegance.";
+ mes "Why don't you come";
+ mes "back so I can explain";
+ mes "how you can use it?";
+ close;
+ }
+ if ((diamond_edq == 13) && (countitem(7722) < 1)) {
+ mes "^3355FFYou lift the main";
+ mes "operational switch,";
+ mes "turning on a light and";
+ mes "opening a convenient";
+ mes "slot. You insert the";
+ mes "wet bond of debt.^000000";
+ next;
+ mes "^3355FFThe engine's pistons";
+ mes "and cylinders churn";
+ mes "with a lively din, and";
+ mes "when the heater stops,";
+ mes "the slot reopens.^000000";
+ next;
+ mes "[" + strcharinfo(0) + "]";
+ mes "So this is the original";
+ mes "bond of debt that Muff";
+ mes "lost? It looks... Perfect!";
+ getitem 7722,1; //Debt_Note
+ close;
+ }
+ else if ((diamond_edq == 13) && (countitem(7722) > 0)) {
+ mes "You already used this";
+ mes "machine to restore the";
+ mes "bond of debt. There's no";
+ mes "need to mess around";
+ mes "with it any longer.";
+ close;
+ }
+ mes "[Dorian]";
+ mes "Who are you?";
+ mes "Don't you dare lay";
+ mes "a hand on my precious";
+ mes "masterpiece inventions! ";
+ close;
+}
+
+// Broken Diamond
+//============================================================
+moc_ruins,152,147,5 script Ibrahim 732,3,3,{
+ if (checkweight(907,200) == 0) {
+ mes "[Ibrahim]";
+ mes "You're carrying too much";
+ mes "stuff with you. Dump it";
+ mes "in Kafra Storge, sell it,";
+ mes "drop it, whatever, before";
+ mes "you come talk to me, okay?";
+ close;
+ }
+ if (diamond_edq < 14) {
+ mes "[Ibrahim]";
+ mes "Have you heard of the";
+ mes "Four Cursed Jewels?";
+ mes "I hear that one of them,";
+ mes "the Diamond of Destruction,";
+ mes "just appeared recently.";
+ mes "What I'd do to find it...";
+ close;
+ }
+ if ((diamond_edq == 14) && (BaseLevel > 65)) {
+ mes "[Ibrahim]";
+ mes "" + strcharinfo(0) + ", right?";
+ mes "Don't be too suprised.";
+ mes "I've heard of you here";
+ mes "and there. Heh heh~!";
+ next;
+ while(1) {
+ switch(select("How can I help you?:What'd you hear?:Bye!")) {
+ case 1:
+ mes "[Ibrahim]";
+ mes "I wanted to ask you about";
+ mes "the Four Cursed Jewels.";
+ mes "All the merchants in the";
+ mes "area are talking about them.";
+ mes "Anyway, I was able to obtain";
+ mes "the Diamond of Destruction!";
+ next;
+ mes "[" + strcharinfo(0) + "]";
+ mes "(^666666Hmm... He might";
+ mes "be talking about that";
+ mes "jewel Muff gave to Belder";
+ mes "as collateral for his debt.^000000)";
+ next;
+ mes "[Ibrahim]";
+ mes "I paid a hefty sum for it,";
+ mes "but then I lost it after";
+ mes "just a few days. I kept it";
+ mes "under high security, but";
+ mes "that didn't stop the thief...";
+ next;
+ mes "[Ibrahim]";
+ mes "It's a risky job, but";
+ mes "I want to employ you to";
+ mes "find where my diamond went.";
+ mes "It'd be best if you could get";
+ mes "it back, but I can understand";
+ mes "if you can't. You up for it?";
+ next;
+ switch(select("Sure, I'll help you.:No, sorry.")) {
+ case 1:
+ mes "[Ibrahim]";
+ mes "Great! I knew it was";
+ mes "a good idea to find you.";
+ mes "The thief didn't leave any";
+ mes "clues, but he should have";
+ mes "some problems selling the gem.";
+ mes "It's one of a kind, you know.";
+ next;
+ mes "[Ibrahim]";
+ mes "Visiting the large";
+ mes "jewelry shops in the";
+ mes "Rune-Midgarts Kingdom";
+ mes "would be a good start.";
+ mes "Their merchants know the";
+ mes "most about those jewels.";
+ next;
+ mes "[Ibrahim]";
+ mes "The thief will also have";
+ mes "to sell the jewel to a jeweler";
+ mes "that can afford astronomical";
+ mes "prices. There are three big";
+ mes "locations you should check.";
+ next;
+ mes "[Ibrahim]";
+ mes "Find ^0000FFJhonnita^000000 in Alberta,";
+ mes "^0000FFKimeunbang^000000 in Payon, and";
+ mes "^0000FFLeblo^000000 in Geffen. They wanted ";
+ mes "that diamond badly too, so";
+ mes "they'll remember if they";
+ mes "heard any clues about it.";
+ next;
+ mes "[Ibrahim]";
+ mes "Please don't let them";
+ mes "know I've hired you to";
+ mes "investigate that diamond.";
+ mes "They won't speak to you";
+ mes "if they figure out that";
+ mes "I've sent you to them.";
+ next;
+ mes "[Ibrahim]";
+ mes "Well, I'll be right";
+ mes "here. I hope you come";
+ mes "back with some good news.";
+ set diamond_edq,15;
+ close;
+ case 2:
+ mes "[Ibrahim]";
+ mes "Really? I went through";
+ mes "a lot of trouble to find";
+ mes "you, but... I understand.";
+ mes "If you have a change of";
+ mes "heart, I'll be willing to";
+ mes "hire you for your expertise.";
+ close;
+ }
+ case 2:
+ if ((BaseJob == Job_Novice) || (BaseJob == Job_Supernovice)) {
+ mes "[Ibrahim]";
+ mes "So it's true...";
+ mes "People say you're";
+ mes "just a Novice, but";
+ mes "you still help them";
+ mes "out with their problems.";
+ close;
+ }
+ else if (BaseClass == Job_Swordman) {
+ mes "[Ibrahim]";
+ mes "I've got a few buddies";
+ mes "in the Swordman Association.";
+ mes "They dropped your name when";
+ mes "I mentioned I was looking";
+ mes "for someone smart and strong.";
+ close;
+ }
+ else if (BaseClass == CRUSADER) {
+ mes "[Ibrahim]";
+ mes "Heh, so you really";
+ mes "are one of those holy";
+ mes "knights. I'm glad to";
+ mes "have met you for myself.";
+ close;
+ }
+ else if (BaseClass == Job_Acolyte) {
+ mes "[Ibrahim]";
+ mes "I didn't think a member";
+ mes "of the clergy would be so";
+ mes "strong, but you know, your";
+ mes "reputation precedes you.";
+ close;
+ }
+ else if (BaseClass == Job_Merchant) {
+ mes "[Ibrahim]";
+ mes "Hey, if I didn't know";
+ mes "your name, how could I call";
+ mes "myself a Merchant? You set";
+ mes "an example for us all~";
+ close;
+ }
+ else if (BaseClass == Job_Blacksmith) {
+ mes "[Ibrahim]";
+ mes "We have a mutual friend,";
+ mes "you know that? Aragham";
+ mes "really spoke highly of you.";
+ close;
+ }
+ else if (BaseClass == Job_Alcehmist) {
+ mes "[Ibrahim]";
+ mes "I know a guy who knows";
+ mes "a guy in the Alchemist Guild.";
+ mes "Around their parts, it sounds";
+ mes "like you're pretty hot stuff.";
+ close;
+ }
+ else if (BaseClass == Job_Magician) {
+ mes "[Ibrahim]";
+ mes "Magic is totally beyond";
+ mes "my understanding, but";
+ mes "if it gets the job done,";
+ mes "it can't be all bad.";
+ mes "I hear you're really";
+ mes "good at that stuff.";
+ close;
+ }
+ else if (BaseClass == Job_Thief) {
+ mes "[Ibrahim]";
+ mes "Heh, it sounds like almost";
+ mes "anyone who's anyone in";
+ mes "Morroc knows who you are.";
+ mes "Pleasure to make your";
+ mes "acquaintance~";
+ close;
+ }
+ else if (BaseClass == Job_Archer) {
+ mes "[Ibrahim]";
+ mes "Anyone who's used";
+ mes "a bow seems to drop";
+ mes "your name when it comes";
+ mes "to accuracy and heroism.";
+ mes "Hard to believe that I'm";
+ mes "actually talking to you~";
+ close;
+ }
+ else if (BaseClass == Job_Bard) {
+ mes "[Ibrahim]";
+ mes "Is it really true?";
+ mes "I hear you sing";
+ mes "like an angel...";
+ close;
+ }
+ else if (BaseClass == Job_dancer) {
+ mes "[Ibrahim]";
+ mes "Is it really true?";
+ mes "I hear you dance";
+ mes "like the devil...";
+ close;
+ }
+ else if ((Class == Job_Star_Gladiator) || (Class == Job_Star_Gladiator2)) {
+ mes "[Ibrahim]";
+ mes "Me and your old master,";
+ mes "Phoenix, we go way back.";
+ mes "He had nothing but pride";
+ mes "when he talked about you~";
+ close;
+ }
+ else if (Class == Job_Soul_Linker) {
+ mes "[Ibrahim]";
+ mes "I heard your name from";
+ mes "this spiritual message";
+ mes "I got from a dream. That";
+ mes "doesn't sound crazy to";
+ mes "you, does it?";
+ close;
+ }
+ case 3:
+ mes "[Ibrahim]";
+ mes "Aren't you the least";
+ mes "bit curious how I know";
+ mes "about you? Wait, come back!";
+ mes "I'm not really that suspicious!";
+ close;
+ }
+ }
+ }
+ if (diamond_edq == 15) {
+ mes "[Ibrahim]";
+ mes "Find ^0000FFJhonnita^000000 in Alberta,";
+ mes "^0000FFKimeunbang^000000 in Payon, and";
+ mes "^0000FFLeblo^000000 in Geffen. They wanted ";
+ mes "that diamond badly too, so";
+ mes "they'll remember if they";
+ mes "heard any clues about it.";
+ next;
+ mes "[Ibrahim]";
+ mes "Please don't let them";
+ mes "know I've hired you to";
+ mes "investigate that diamond.";
+ mes "They won't speak to you";
+ mes "if they figure out that";
+ mes "I've sent you to them.";
+ close;
+ }
+ if ((diamond_edq > 15) && (diamond_edq < 25)) {
+ mes "[Ibrahim]";
+ mes "Are you still investigating";
+ mes "the diamond's whereabouts?";
+ mes "Well, I hope you can bring";
+ mes "me back good news soon.";
+ close;
+ }
+ if (diamond_edq == 25) {
+ mes "[Ibrahim]";
+ mes "Oh, you're back.";
+ mes "Made any headway in";
+ mes "your investigation of the";
+ mes "Diamond of Destruction?";
+ next;
+ select("Explain What You Learned");
+ mes "[Ibrahim]";
+ mes "What?! The Z Gang stole";
+ mes "my diamond? No wonder!";
+ mes "I bet they wanted to use its";
+ mes "curse for something evil.";
+ mes "How about the jewel?";
+ mes "Did you retrieve it?";
+ next;
+ select("Give Diamond of Destruction");
+ mes "[Ibrahim]";
+ mes "Oh! Great! So it was";
+ mes "in the Z Gang's hideout?";
+ mes "Wow, even after hearing so";
+ mes "much about you, you still";
+ mes "exceeded my expectations!";
+ next;
+ delitem 7723,1; //Diamond_Of_Ruin
+ mes "[Ibrahim]";
+ mes "Thank God, I finally";
+ mes "have this back! Ah, and";
+ mes "as for your payment...";
+ mes "Well, I don't know if";
+ mes "it's enough for what you";
+ mes "did, but I hope you like it.";
+ set diamond_edq,26;
+ getitem 732,2; //Crystal_Jewel__
+ getitem 603,1; //Old_Blue_Box
+ next;
+ mes "[Ibrahim]";
+ mes "Now that I have the";
+ mes "Diamond of Destruction";
+ mes "again, I can research";
+ mes "more about its strange";
+ mes "properties. I'll contact you";
+ mes "again if I need your help.";
+ close;
+ }
+ if (diamond_edq == 26) {
+ if (jewel_nd == 0) {
+ if ((treasure_nd > 10) && (BaseLevel > 65)) {
+ mes "[Ibrahim]";
+ mes "Ah, I hear from a friend";
+ mes "in Morroc that you happened";
+ mes "to obtain the Unlucky Emerald.";
+ mes "I'm sure it's one of the Four";
+ mes "Cursed Jewels. You wouldn't";
+ mes "mind if I look at it, do you?";
+ next;
+ switch(select("No!:Sure, why not?")) {
+ case 1:
+ mes "[Ibrahim]";
+ mes "No? Well, I'm sure you";
+ mes "have your reasons. Still,";
+ mes "maybe I can learn something";
+ mes "that would benefit both of";
+ mes "us if I examined it.";
+ close;
+ case 2:
+ mes "[Ibrahim]";
+ mes "Ah, I appreciate it!";
+ mes "Now, let's see here...";
+ next;
+ if (countitem(7725) > 0) {
+ mes "[Ibrahim]";
+ mes "Yes, judging from its";
+ mes "characteristic shape, this";
+ mes "is the cursed emerald.";
+ mes "Like me, you now possess";
+ mes "one of the Four Cursed Jewels.";
+ next;
+ }
+ else {
+ mes "[Ibrahim]";
+ mes "Hm? Did you happen to";
+ mes "misplace your emerald?";
+ mes "I mean, it's not with you...";
+ close;
+ }
+ }
+ mes "[Ibrahim]";
+ mes "Tell me, what were";
+ mes "you planning to do with";
+ mes "the Unlucky Emerald?";
+ next;
+ switch(select("I'm going to sell it.:I'm going to study it.")) {
+ case 1:
+ mes "[Ibrahim]";
+ mes "Oh, you weren't going";
+ mes "to keep it? I wish I could";
+ mes "afford to buy it from you...";
+ mes "But I've had enough trouble";
+ mes "buying the Diamond of";
+ mes "Destruction.";
+ next;
+ mes "[Ibrahim]";
+ mes "You already met several";
+ mes "renown jewelers while";
+ mes "you were looking for the";
+ mes "dimaond. Why don't you ask";
+ mes "them if they'll buy that";
+ mes "Unlucky Emerald from you?";
+ set jewel_nd,1;
+ close;
+ case 2:
+ mes "[Ibrahim]";
+ mes "Ah, I applaud your";
+ mes "thirst for knowledge,";
+ mes "your quest to seek truth.";
+ mes "If you really want an expert";
+ mes "to look at the emerald, talk";
+ mes "to this scholar in Comodo.";
+ next;
+ mes "[Ibrahim]";
+ mes "This man is an antique";
+ mes "appraiser, an specialist in";
+ mes "ancient artifacts and treasure.";
+ mes "I highly recommend consulting";
+ mes "him since he's been invaluable";
+ mes "in my own jewel research.";
+ set jewel_nd,10;
+ close;
+ }
+ }
+ else if ((treasure_nd > 10) && (BaseLevel < 66)) {
+ mes "[Ibrahim]";
+ mes "I heard that you obtained";
+ mes "the Unlucky Emerald from";
+ mes "a friend in Morroc. Let me";
+ mes "warn you that you might not";
+ mes "be strong enough to handle";
+ mes "its power. Be careful.";
+ next;
+ mes "[Ibrahim]";
+ mes "If you're not wary,";
+ mes "its curse might destroy";
+ mes "you. Understand?";
+ close;
+ }
+ else {
+ mes "[Ibrahim]";
+ mes "Thank you for all";
+ mes "you've done for me. I'll";
+ mes "continue my research in the";
+ mes "cursed jewel's powers, and";
+ mes "I'll contact you if I need your";
+ mes "help again. Take care~";
+ close;
+ }
+ }
+ else if (jewel_nd == 1) {
+ mes "[Ibrahim]";
+ mes "I don't have the funds";
+ mes "to buy your emerald at";
+ mes "a fair price, but why don't";
+ mes "you ask the other jewelers?";
+ mes "They might be interested";
+ mes "in buying your jewel.";
+ close;
+ }
+ else if (jewel_nd == 2) {
+ mes "[Ibrahim]";
+ mes "Ah, you're back~";
+ mes "So were you able to";
+ mes "sell the Unlucky Emerald?";
+ next;
+ select("Everyone seems scared!");
+ mes "[Ibrahim]";
+ mes "Ah, I see now. They";
+ mes "must be too afraid of";
+ mes "that particular jewel's";
+ mes "curse. Huh. Weird.";
+ next;
+ mes "[Ibrahim]";
+ mes "I guess the Diamond of";
+ mes "Destruction is considered";
+ mes "pretty safe since it's been";
+ mes "around for a while without";
+ mes "any strange incidents.";
+ next;
+ mes "[Ibrahim]";
+ mes "You just dug up the";
+ mes "emerald? I suppose it";
+ mes "might be too soon to sell it.";
+ mes "Not too many people will";
+ mes "test their luck with that gem,";
+ mes "now that I think about it.";
+ next;
+ mes "[Ibrahim]";
+ mes "Ah, here's an idea.";
+ mes "Why don't you ask my";
+ mes "scholar friend in Comodo";
+ mes "to examine it? Maybe you";
+ mes "can learn more about the";
+ mes "emerald's so-called curse.";
+ next;
+ mes "[Ibrahim]";
+ mes "I'll go ahead and send";
+ mes "him a message ahead of";
+ mes "time so that he'll know to";
+ mes "expect your arrival, okay?";
+ set jewel_nd,9;
+ close;
+ }
+ else if ((jewel_nd == 9) || (jewel_nd == 10)) {
+ mes "[Ibrahim]";
+ mes "Why don't you visit my";
+ mes "scholar friend in Comodo,";
+ mes "and ask him to examine your";
+ mes "Unlucky Emerald? The more";
+ mes "you learn about that so-called";
+ mes "curse, the better. Good luck!";
+ close;
+ }
+ else {
+ mes "[Ibrahim]";
+ mes "Oh, so what have you";
+ mes "learned about the Unlucky";
+ mes "Emerald so far? Hmmm. Yes,";
+ mes "very intriguing. Good luck";
+ mes "with your research efforts~";
+ close;
+ }
+ }
+ mes "[Ibrahim]";
+ mes "Have you heard of";
+ mes "the Four Cursed Jewels?";
+ mes "I wish to retrieve my";
+ mes "Diamond of Destruction,";
+ mes "but whoever has it has";
+ mes "kept it well hidden...";
+ close;
+
+//OnTouch2:
+OnTouch:
+if ((diamond_edq == 14) && (BaseLevel > 65)) {
+ mes "[Ibrahim]";
+ mes "Psst, adventurer!";
+ mes "You're " + strcharinfo(0) + ", right?";
+ mes "There's something";
+ mes "I'd like to discuss";
+ mes "with you in private!";
+ close;
+ }
+ end;
+}
+
+alberta,102,80,3 script Jhonnita 86,{
+ if ((diamond_edq == 15) || (diamond_edq == 16)) {
+ mes "[Jhonnita]";
+ mes "Oh, it's always nice";
+ mes "to see a new face~";
+ mes "So were you interested";
+ mes "in selling or buying";
+ mes "a jewel? We only carry";
+ mes "the best. Hahahaha!";
+ next;
+ switch(select("What's the most popular jewel?:Do you know Diamond of Destruction?")) {
+ case 1:
+ mes "[Jhonnita]";
+ mes "Ah, take a look at this";
+ mes "lustrous ruby. Isn't it";
+ mes "just breathtaking? It can";
+ mes "be yours for the specially";
+ mes "discounted price of just";
+ mes "1,000,000 zeny!";
+ next;
+ mes "[Jhonnita]";
+ mes "Wait, where are you--?";
+ mes "Damn, I shouldn't have";
+ mes "marked it up so much.";
+ mes "Rookie mistake, rookie";
+ mes "mistake! I'm a professional!";
+ close;
+ case 2:
+ mes "[Jhonnita]";
+ mes "Diamond of Destruction?";
+ mes "Heh heh! A rookie like you";
+ mes "wouldn't appreciate its true";
+ mes "value. I wanted it so badly,";
+ mes "but that Ibrahim was much";
+ mes "luckier that I was...";
+ next;
+ mes "[Jhonnita]";
+ mes "It makes me so upset to";
+ mes "think about how I lost to";
+ mes "him. All the big jewelers";
+ mes "are trying to snatch up";
+ mes "the Four Cursed Jewels...";
+ mes "But only one showed up so far.";
+ close;
+ }
+ }
+ else if (diamond_edq == 26) {
+ if (jewel_nd == 0) {
+ mes "[Jhonnita]";
+ mes "Hey. You look familiar.";
+ mes "You're not one of my";
+ mes "regulars, are you?";
+ mes "No, couldn't be.";
+ mes "You're not dressed";
+ mes "richly enough. No offense.";
+ close;
+ }
+ else if (jewel_nd == 1) {
+ mes "[Jhonnita]";
+ mes "So you here to sell";
+ mes "any Garlets, or did you";
+ mes "come to spend your life";
+ mes "savings on my jewels?";
+ next;
+ switch(select("Show me some jewels...:I have a rare emerald to sell...")) {
+ case 1:
+ mes "[Jhonnita]";
+ mes "It couldn't hurt to";
+ mes "show you my wares, but...";
+ mes "I doubt you can afford them.";
+ mes "Jewels aren't cheap, you know?";
+ next;
+ if (Sex) {
+ mes "[Jhonnita]";
+ mes "Oh, I get it now. You want";
+ mes "to give one as a present to";
+ mes "some woman. Isn't that typical?";
+ mes "Can't you come up with a more";
+ mes "creative way to buy some";
+ mes "woman's love? Huh?";
+ close;
+ }
+ else {
+ mes "[Jhonnita]";
+ mes "Sorry, sweetheart, but";
+ mes "I have a strict ''no window";
+ mes "shopping'' policy. ";
+ close;
+ }
+ case 2:
+ if (countitem(7725) > 0) {
+ mes "[Jhonnita]";
+ mes "Rare emerald, eh?";
+ mes "It better not be something";
+ mes "like a Garlet or a Zargon!";
+ mes "Sometimes you guys make";
+ mes "that kind of mistake.";
+ mes "Okay, let's see...";
+ next;
+ mes "[Jhonnita]";
+ mes "......";
+ mes "Umm...";
+ next;
+ mes "[Jhonnita]";
+ mes "...........................Um.";
+ mes "It's an incredibly nice";
+ mes "emerald, but I can't take";
+ mes "this off your hands. Er,";
+ mes "would you be on your way?";
+ next;
+ mes "[" + strcharinfo(0) + "]";
+ mes "Huh? But why?";
+ next;
+ mes "[Jhonnita]";
+ mes "J-just get out of my";
+ mes "shop! Go... Go to Payon";
+ mes "and talk to Kimeunbang!";
+ mes "Y-yeah, and don't come back!";
+ set jewel_nd,2;
+ close;
+ }
+ else {
+ mes "[Jhonnita]";
+ mes "What'd I tell you, huh?";
+ mes "I don't want you here";
+ mes "in my shop anymore!";
+ close;
+ }
+ }
+ }
+ else if (jewel_nd == 2) {
+ mes "[Jhonnita]";
+ mes "Look, I'll level with you.";
+ mes "Rumors spread fast amongst";
+ mes "us jewelers. Nobody will get";
+ mes "near you if they know you";
+ mes "have that jewel. You get it";
+ mes "now? Please... Stay back...";
+ close;
+ }
+ else {
+ mes "[Jhonnita]";
+ mes "I don't want anything";
+ mes "to do with your weird";
+ mes "emerald or with you.";
+ mes "Aren't you leaving";
+ mes "already? Go away!";
+ close;
+ }
+ }
+ else {
+ mes "[Jhonnita]";
+ mes "Are you here to buy or";
+ mes "sell any jewels? I always";
+ mes "buy high and sell low.";
+ mes "Come to me for all of";
+ mes "your gem related needs~";
+ close;
+ }
+}
+
+payon,69,65,5 script Kimeunbang 89,{
+ if (diamond_edq == 15) {
+ mes "[Kimeunbang]";
+ mes "Zzzz... Huh?";
+ mes "Why'd you wake me?";
+ mes "Such a good dream too.";
+ mes "Go to another jewelry shop,";
+ mes "I don't feel like opening up.";
+ next;
+ switch(select("What's wrong?:Diamond of Destruction?")) {
+ case 1:
+ mes "[Kimeunbang]";
+ mes "I'm just disappointed.";
+ mes "I was so close to getting";
+ mes "that Diamond of Destruction.";
+ mes "So close! Belder, my business";
+ mes "partner, actually snatched";
+ mes "it up from some poor sap.";
+ next;
+ mes "[Kimeunbang]";
+ mes "Somehow, Belder ended up";
+ mes "returning the jewel. I was";
+ mes "going to buy the jewel from";
+ mes "the original owner, but then";
+ mes "this upstart jeweler got to";
+ mes "it before I could. Damn it!";
+ next;
+ mes "[Kimeunbang]";
+ mes "This was a monumental";
+ mes "failure. I haven't been";
+ mes "able to sleep, I don't want";
+ mes "to work. Ugh. Well, thanks";
+ mes "for letting me get that off";
+ mes "my chest. I feel a bit better.";
+ next;
+ mes "[Kimeunbang]";
+ mes "Here, take this as";
+ mes "a little gift. Not all of us";
+ mes "jewelers are as greedy";
+ mes "as you think we are. Heh.";
+ getitem 722,1; //Scarlet_Jewel
+ set diamond_edq,16;
+ close;
+ case 2:
+ mes "[Kimeunbang]";
+ mes "Oh! That diamond is the";
+ mes "very reason for my agony!";
+ mes "I was so close to getting it...";
+ mes "But then someone got to the";
+ mes "diamond before I did. Argh!";
+ close;
+ }
+ }
+ else if (diamond_edq == 26) {
+ if (jewel_nd == 0) {
+ mes "[Kimeunbang]";
+ mes "I don't feel like opening";
+ mes "my shop any time soon, but";
+ mes "you can always come back later.";
+ close;
+ }
+ else if (jewel_nd == 1) {
+ mes "[Kimeunbang]";
+ mes "Oh, hello. Looks like";
+ mes "I'm back in business~";
+ next;
+ switch(select("I have a jewel to sell.:How are you?")) {
+ case 1:
+ mes "[Kimeunbang]";
+ mes "Really? Alright, just";
+ mes "give me a minute to";
+ mes "appraise your gem.";
+ next;
+ if (countitem(7725) > 0) {
+ mes "[Kimeunbang]";
+ mes "...........";
+ mes "...........";
+ next;
+ mes "[Kimeunbang]";
+ mes "I'm sorry, but I just";
+ mes "can't buy this emerald.";
+ mes "It's... It's too big of";
+ mes "a risk. The rumors I keep";
+ mes "hearing, they're just horrible.";
+ set jewel_nd,2;
+ close;
+ }
+ else {
+ mes "[Kimeunbang]";
+ mes "Hm? Where's this";
+ mes "jewel you were talking";
+ mes "about? Did you forget";
+ mes "to bring it with you?";
+ close;
+ }
+ break;
+ case 2:
+ mes "[Kimeunbang]";
+ mes "I don't even feel like";
+ mes "talking about my business.";
+ mes "I've been considering closing";
+ mes "up shop for good, actually.";
+ close;
+ }
+ }
+ else if (jewel_nd == 2) {
+ mes "[Kimeunbang]";
+ mes "No jeweler around will";
+ mes "buy that cursed emerald.";
+ mes "I'm really sorry. You can";
+ mes "try talking to Ibrahim, though.";
+ mes "He's the one that got that";
+ mes "Diamond of Destruction.";
+ close;
+ }
+ else {
+ mes "[Kimeunbang]";
+ mes "Ugh... The stress";
+ mes "of the jewel business";
+ mes "is finally getting to me.";
+ mes "Oh well, I've had a good run...";
+ close;
+ }
+ }
+ else {
+ mes "[Kimeunbang]";
+ mes "I don't feel like opening";
+ mes "my shop any time soon, but";
+ mes "you can always come back later.";
+ close;
+ }
+}
+
+geffen,128,153,3 script Leblo 883,{
+ if ((diamond_edq == 15) || (diamond_edq == 16)) {
+ mes "[Leblo]";
+ mes "Oh, I've heard about";
+ mes "you. You're the one that's";
+ mes "been asking questions about";
+ mes "the Diamond of Destruction.";
+ next;
+ emotion e_omg,1;
+ mes "[Leblo]";
+ mes "Don't be so suprised:";
+ mes "word travels fast in the";
+ mes "jewel industry. Well, if you";
+ mes "want to learn more, you'll";
+ mes "have to do something for";
+ mes "me first. We have a deal?";
+ next;
+ switch(select("Deal.:No, thanks.")) {
+ case 1:
+ mes "[Leblo]";
+ mes "I've been suffering back";
+ mes "pain lately, and none of";
+ mes "the medicines do any good.";
+ mes "I resorted to seeing this";
+ mes "famous doctor in Payon, but";
+ mes "then I totally screwed it up.";
+ next;
+ mes "[Leblo]";
+ mes "She was such a nag, and";
+ mes "I said something... unpleasant";
+ mes "to her. Now she refuses to";
+ mes "examine me! But if I sent";
+ mes "you, then you could get";
+ mes "some medicine for me.";
+ next;
+ mes "[Leblo]";
+ mes "She knows my symptoms";
+ mes "so if you make her happy,";
+ mes "she'll give you my medicine...";
+ mes "I hope. Anyway, her name is";
+ mes "^0000FFWola^000000, and she's in Payon.";
+ set diamond_edq,17;
+ close;
+ case 2:
+ mes "[Leblo]";
+ mes "Oh, yeah? Well, that's";
+ mes "fine with me. I don't";
+ mes "have anything to lose.";
+ close;
+ }
+ }
+ if (diamond_edq == 17) {
+ mes "[Leblo]";
+ mes "Please look for a female";
+ mes "doctor named ^0000FFWola^000000 in Payon.";
+ mes "Do what you can to get my";
+ mes "medicine from her... Oh,";
+ mes "and try to be nice~ ";
+ close;
+ }
+ if (diamond_edq == 21) {
+ mes "[Leblo]";
+ mes "Oh? Is that... Is that my";
+ mes "medicine? Thank goodness!";
+ mes " Hm? Oh, so I misunderstood";
+ mes " her. I thought she was awfully";
+ mes " arrogant, but she was just";
+ mes " concerned for my health.";
+ next;
+ mes "[Leblo]";
+ mes "I better make it a point";
+ mes "to properly apologize to";
+ mes "her the next time I see her.";
+ next;
+ mes "[" + strcharinfo(0) + "]";
+ mes "...............................";
+ mes "...............................";
+ mes "...............................";
+ next;
+ mes "[Leblo]";
+ mes "Right, I need to tell";
+ mes "you about the Diamond of";
+ mes "Destruction. Listen carefully.";
+ mes "A while ago, a young couple";
+ mes "tried to sell me that very";
+ mes "jewel. Suspicious, eh?";
+ next;
+ mes "[Leblo]";
+ mes "I had no interest in";
+ mes "buying it, so I actually";
+ mes "offered them a much lower";
+ mes "price than they hoped.";
+ mes "Now that I think about it...";
+ next;
+ mes "[Leblo]";
+ mes "That man and woman looked";
+ mes "like the members of that";
+ mes "infamous Z Gang. Heh!";
+ mes "I should have reported it,";
+ mes "but... You know. Back";
+ mes "pain and all that.";
+ next;
+ mes "[Leblo]";
+ mes "I hear the Rogue Guild";
+ mes "is secretly investigating";
+ mes "the Z Gang, so that couple";
+ mes "must have plenty of enemies.";
+ mes "So... Yeah. The Z Gang has";
+ mes "the Diamond of Destruction.";
+ next;
+ mes "[Leblo]";
+ mes "You should talk with one";
+ mes "of the investigators of the";
+ mes "Rogue Guild if you want to";
+ mes "learn more about the Z Gang.";
+ mes "Pretty useful info, huh?";
+ mes "Take care, my friend.";
+ set diamond_edq,22;
+ close;
+ }
+ if (diamond_edq == 22) {
+ mes "[Leblo]";
+ mes "You should talk with one";
+ mes "of the investigators of the";
+ mes "Rogue Guild if you want to";
+ mes "learn more about the Z Gang.";
+ mes "Pretty useful info, huh?";
+ mes "Take care, my friend.";
+ close;
+ }
+ if (diamond_edq == 26) {
+ if (jewel_nd == 0) {
+ mes "[Leblo]";
+ mes "Hm? I'm sorry, but";
+ mes "I'm pretty busy with";
+ mes "all my other customers.";
+ mes "Besides, you don't strike";
+ mes "me as a jewel seller or";
+ mes "buyer. Please excuse me...";
+ close;
+ }
+ else if (jewel_nd == 1) {
+ mes "[Leblo]";
+ mes "Oh, hey. Did you";
+ mes "have any business";
+ mes "with me today?";
+ next;
+ switch(select("I have a jewel to sell.:No, not really.")) {
+ case 1:
+ mes "[Leblo]";
+ mes "Oh, yeah? Well then,";
+ mes "I'm curious now. You";
+ mes "mind if I take a look?";
+ next;
+ if (countitem(7725) > 0) {
+ mes "[Leblo]";
+ mes "Now, what do we ha--";
+ mes "Oh. I'm sorry, but I just";
+ mes "can't buy this. I hate to";
+ mes "break it to you, but I hear";
+ mes "that thing has an awful curse.";
+ mes "See what you can do about that!";
+ set jewel_nd,2;
+ close;
+ }
+ else {
+ mes "[Leblo]";
+ mes "Hmm. The jewel";
+ mes "you were just";
+ mes "talking about...";
+ mes "Did you remember";
+ mes "to bring it with you?";
+ close;
+ }
+ case 2:
+ mes "[Leblo]";
+ mes "Oh, yeah? Well, that's";
+ mes "fine too. No skin off";
+ mes "my nose, that's what";
+ mes "I always say.";
+ close;
+ }
+ }
+ else if (jewel_nd == 2) {
+ mes "[Leblo]";
+ mes "Oh. I'm sorry, but I just";
+ mes "can't buy this. I hate to";
+ mes "break it to you, but I hear";
+ mes "that thing has an awful curse.";
+ mes "See what you can do about that!";
+ close;
+ }
+ else {
+ mes "[Leblo]";
+ mes "I'm sorry that you're";
+ mes "the one that currently";
+ mes "has that jewel. Hopefully,";
+ mes "the curse is just a rumor...";
+ mes "But, well, I didn't get this";
+ mes "old by taking chances...";
+ close;
+ }
+ }
+ mes "[Leblo]";
+ mes "Hello, are you interested";
+ mes "in buying or selling any";
+ mes "precious jewels?";
+ close;
+}
+
+payon_in03,167,149,3 script Wola 75,2,2,{
+ if (checkweight(907,1) == 0) {
+ mes "^3355FFWait a second!";
+ mes "Right now, you're carrying";
+ mes "too many things with you.";
+ mes "Please come back after";
+ mes "using the Kafra Service";
+ mes "to store some of your items.^000000";
+ close;
+ }
+ if (diamond_edq == 18) {
+ mes "[" + strcharinfo(0) + "]";
+ mes "Hello? I'm here to";
+ mes "see Doctor Wola.";
+ next;
+ mes "[Wola]";
+ mes "Oh... Ah... Um...";
+ next;
+ mes "[" + strcharinfo(0) + "]";
+ mes "Excuse me, but do you";
+ mes "know where I can find her?";
+ next;
+ mes "[Wola]";
+ mes "I, um...";
+ mes "Oh no! Wah!";
+ mes "See what you did?!";
+ next;
+ mes "[" + strcharinfo(0) + "]";
+ mes "I... I don't know";
+ mes "what you're talking";
+ mes "about. I'm just wanted";
+ mes "to talk to Doctor Wola.";
+ next;
+ mes "[Wola]";
+ mes "I'm Doctor Wola!";
+ mes "And look! You made me";
+ mes "drop the herbal medicine";
+ mes "I was brewing! The pot";
+ mes "is all broken now...";
+ next;
+ mes "[" + strcharinfo(0) + "]";
+ mes "Huh? Oh, I'm...";
+ mes "I'm really sorry.";
+ next;
+ mes "[Wola]";
+ mes "That's... That's";
+ mes "quite alright. It's";
+ mes "my fault, really.";
+ mes "Waaah~! My pot!";
+ next;
+ mes "[" + strcharinfo(0) + "]";
+ mes "I'm sorry, I don't know";
+ mes "what's going on exactly.";
+ mes "Was that pot expensive?";
+ next;
+ mes "[Wola]";
+ mes "Oh, I'm acting stupid";
+ mes "again! I don't have time";
+ mes "to cry over a broken pot!";
+ mes "I need to check my hands";
+ mes "for any cuts! If they're";
+ mes "hurt, I can't help anyone!";
+ next;
+ mes "[" + strcharinfo(0) + "]";
+ mes "That's, uh, that";
+ mes "sounds pretty serious.";
+ mes "So how are your hands?";
+ mes "They don't hurt, do they?";
+ next;
+ mes "[Wola]";
+ mes "Oooh, never mind that!";
+ mes "They're fine, thank goodness.";
+ mes "What's important now is that";
+ mes "you help me fix my herbal";
+ mes "medicine pot. You're partly";
+ mes "responsible, you know.";
+ next;
+ mes "[" + strcharinfo(0) + "]";
+ mes "Okay. Just tell";
+ mes "me what I should do.";
+ mes "Hold on, I came here to";
+ mes "ask you if you'd give me";
+ mes "some medicine. You see--";
+ next;
+ mes "[Wola]";
+ mes "Perfect! All the more";
+ mes "reason you should help";
+ mes "me fix this pot! I can't";
+ mes "make any medicine without";
+ mes "this pot now, can I? Let's";
+ mes "see... I'll need glue, glue...";
+ next;
+ mes "[Wola]";
+ mes "Hurry and get";
+ mes "^0000FF20 Fine Sands^000000,";
+ mes "^0000FF5 Empty Bottles^000000,";
+ mes "^0000FF10 Brigans^000000, and";
+ mes "^0000FF10 Soft Blades of Grass^000000.";
+ mes "There's no time to waste!";
+ next;
+ mes "["+ strcharinfo(0) +"]";
+ mes "You... You got it.";
+ set diamond_edq,19;
+ close;
+ }
+ if (diamond_edq == 19) {
+ mes "[Wola]";
+ mes "Good, you're back.";
+ mes "So you brought everything";
+ mes "I need to glue my pot";
+ mes "back together again?";
+ next;
+ if ((countitem(7043) > 19) && (countitem(7054) > 9) && (countitem(7194) > 9) && (countitem(713) > 4)) {
+ mes "[Wola]";
+ mes "Great. Give them here.";
+ mes "I should grind this, mix";
+ mes "that... Wait, was that right?";
+ mes "What were these for again?";
+ mes "Argh, I'm acting stupid again!";
+ mes "You mind not watching me?";
+ delitem 7043,20; //Fine_Sand
+ delitem 7054,10; //Brigan
+ delitem 7194,10; //Soft_Leaf
+ delitem 713,5; //Empty_Bottle
+ next;
+ mes "[Wola]";
+ mes "Just... Just sit in";
+ mes "that corner, don't say";
+ mes "anything, and wait till";
+ mes "I say I'm done, okay?!";
+ next;
+ mes "[Wola]";
+ mes "...............................";
+ mes "...............................";
+ mes "...............................";
+ next;
+ mes "[Wola]";
+ mes "...............................";
+ mes "...............................";
+ mes "...............................";
+ mes "...............................";
+ next;
+ mes "[Wola]";
+ mes "...............................";
+ mes "...............................";
+ mes "...............................";
+ mes "...............................";
+ mes "...............................";
+ next;
+ mes "[Wola]";
+ mes "There. It's finally";
+ mes "fixed. Oh wait, did you";
+ mes "say something about needing";
+ mes "some medicine? I completely";
+ mes "forgot about that for a while.";
+ mes "What did you say exactly?";
+ set diamond_edq,20;
+ next;
+ switch(select("Will you go out with me?:Leblo's back medicine?")) {
+ case 1:
+ if (Sex) {
+ mes "[Wola]";
+ mes "^666666*Blush*^000000 But it's too";
+ mes "early for us to just go";
+ mes "on a date. I'm sorry, it's...";
+ mes "I have someone in mind.";
+ mes "Still, I'm flattered that";
+ mes "you think of me that way.";
+ close;
+ }
+ else {
+ mes "[Wola]";
+ mes "Wow, I can't believe";
+ mes "I'm turning you down--";
+ mes "a little surprised,";
+ mes "actually. But yes.";
+ mes "I have someone I like.";
+ mes "And it's not really you. Sorry.";
+ close;
+ }
+ case 2:
+ mes "[Wola]";
+ mes "Leblo... Oh, that";
+ mes "man in Geffen? Finally...";
+ mes "He has the sense to send";
+ mes "someone to get his meds.";
+ mes "I already prepared it.";
+ mes "Where did I put it now?";
+ next;
+ mes "[Wola]";
+ mes "I want to double check";
+ mes "his medicine first so";
+ mes "please tell him that I'll";
+ mes "have it delivered to him";
+ mes "shortly. In a while, maybe?";
+ next;
+ mes "[" + strcharinfo(0) + "]";
+ mes "Um, you're not mad or";
+ mes "anything? I gathered that";
+ mes "you didn't like him much...";
+ next;
+ mes "[Wola]";
+ mes "What are saying?";
+ mes "I'm a doctor: we're duty";
+ mes "bound to heal everyone we can!";
+ mes "That's not to say that some";
+ mes "patients suffer longer and";
+ mes "more painful treatment...";
+ next;
+ mes "[" + strcharinfo(0) + "]";
+ mes "(^666666She hates him!";
+ mes "But I guess Leblo's life";
+ mes "should be okay in her hands.^000000)";
+ next;
+ mes "[Wola]";
+ mes "Alright, just let Leblo";
+ mes "know that I'm taking care";
+ mes "of him, that his life should";
+ mes "be okay in my hands. I need";
+ mes "to get back to work: please";
+ mes "take care of yourself!";
+ set diamond_edq,21;
+ close;
+ }
+ }
+ else {
+ mes "[Wola]";
+ mes "Hurry and get";
+ mes "^0000FF20 Fine Sands^000000,";
+ mes "^0000FF5 Empty Bottles^000000,";
+ mes "^0000FF10 Brigans^000000, and";
+ mes "^0000FF10 Soft Blades of Grass^000000.";
+ mes "There's no time to waste!";
+ next;
+ mes "["+ strcharinfo(0) +"]";
+ mes "You... You got it.";
+ close;
+ }
+ }
+ if (diamond_edq == 20) {
+ mes "[Wola]";
+ mes "Sorry, I completely";
+ mes "missed what you said";
+ mes "earlier. Something about";
+ mes "needing medicine from me?";
+ next;
+ switch(select("Will you go out with me?:Leblo's back medicine?")) {
+ case 1:
+ if (Sex == 1) {
+ mes "^666666*Blush*^000000 But it's too";
+ mes "early for us to just go";
+ mes "on a date. I'm sorry, it's...";
+ mes "I have someone in mind.";
+ mes "Still, I'm flattered that";
+ mes "you think of me that way.";
+ close;
+ }
+ else {
+ mes "[Wola]";
+ mes "Wow, I can't believe";
+ mes "I'm turning you down--";
+ mes "a little surprised,";
+ mes "actually. But yes.";
+ mes "I have someone I like.";
+ mes "And it's not really you. Sorry.";
+ close;
+ }
+ case 2:
+ mes "[Wola]";
+ mes "Leblo... Oh, that";
+ mes "man in Geffen? Finally...";
+ mes "He has the sense to send";
+ mes "someone to get his meds.";
+ mes "I already prepared it.";
+ mes "Where did I put it now?";
+ next;
+ mes "[Wola]";
+ mes "I want to double check";
+ mes "his medicine first so";
+ mes "please tell him that I'll";
+ mes "have it delivered to him";
+ mes "shortly. In a while, maybe?";
+ next;
+ mes "[" + strcharinfo(0) + "]";
+ mes "Um, you're not mad or";
+ mes "anything? I gathered that";
+ mes "you didn't like him much...";
+ next;
+ mes "[Wola]";
+ mes "What are saying?";
+ mes "I'm a doctor: we're duty";
+ mes "bound to heal everyone we can!";
+ mes "That's not to say that some";
+ mes "patients suffer longer and";
+ mes "more painful treatment...";
+ next;
+ mes "[" + strcharinfo(0) + "]";
+ mes "(^666666She hates him!";
+ mes "But I guess Leblo's life";
+ mes "should be okay in her hands.^000000)";
+ next;
+ mes "[Wola]";
+ mes "Alright, just let Leblo";
+ mes "know that I'm taking care";
+ mes "of him, that his life should";
+ mes "be okay in my hands. I need";
+ mes "to get back to work: please";
+ mes "take care of yourself!";
+ set diamond_edq,21;
+ close;
+ }
+ }
+ mes "[Wola]";
+ mes "Food has a dramatic";
+ mes "effect on your body:";
+ mes "treat it like a drug, and";
+ mes "watch what you eat. Oh,";
+ mes "and do your research!";
+ next;
+ mes "[Wola]";
+ mes "You know, your lifestyle";
+ mes "and habits determine";
+ mes "your health in the future.";
+ mes "Take care of yourself!";
+ close;
+
+//OnTouch2:
+OnTouch:
+ if (diamond_edq == 17) {
+ mes "[Wola]";
+ mes "Oh, how can this be";
+ mes "happening? What ";
+ mes "should I do?";
+ set diamond_edq,18;
+ close;
+ }
+ end;
+}
+
+in_rogue,366,46,3 script Rogue Investigator 828,{
+ if ((diamond_edq == 22) && (BaseJob == Job_Rogue)) {
+ mes "[Investigator]";
+ mes "Oh, remember me?";
+ mes "It's been a long time";
+ mes "so I can't blame you:";
+ mes "I was there when you";
+ mes "first joined our guild!";
+ mes "So what brings you here?";
+ next;
+ select("Ask About the Z Gang");
+ mes "[Investigator]";
+ mes "Ah, Z Gang, you said?";
+ next;
+ mes "[Investigator]";
+ mes "Oh, yeah, we're investigating";
+ mes "those guys. We actually found";
+ mes "their hideout, but then they";
+ mes "escaped before we could even";
+ mes "catch them. Wily bastards...";
+ mes "I think they were tipped off!";
+ next;
+ mes "[Investigator]";
+ mes "A few of our Rogue agents";
+ mes "are investigating the hideout,";
+ mes "but I doubt they can find";
+ mes "anything useful there.";
+ next;
+ select("Where's the hideout?");
+ mes "[Investigator]";
+ mes "Well, it's a large";
+ mes "warehouse over in Comodo.";
+ mes "You're free to scope out";
+ mes "the place if you really want.";
+ mes "But chances are slim that";
+ mes "you'll find anything at all.";
+ close;
+ }
+ else if ((diamond_edq == 22) && (BaseClass == Job_Thief)) {
+ mes "[Investigator]";
+ mes "Hey, how's it going?";
+ mes "You ever consider joining";
+ mes "the Rogues? It'd be a lot";
+ mes "of fun. You're welcome to";
+ mes "look around, so feel free";
+ mes "to ask me any questions.";
+ next;
+ select("Ask About the Z Gang");
+ mes "[Investigator]";
+ mes "Oh, yeah, we're investigating";
+ mes "those guys. We actually found";
+ mes "their hideout, but then they";
+ mes "escaped before we could even";
+ mes "catch them. Wily bastards...";
+ mes "I think they were tipped off!";
+ next;
+ mes "[Investigator]";
+ mes "A few of our Rogue agents";
+ mes "are investigating the hideout,";
+ mes "but I doubt they can find";
+ mes "anything useful there.";
+ next;
+ select("Where's the hideout?");
+ mes "[Investigator]";
+ mes "Well, I'm not sure if";
+ mes "I can just tell you that";
+ mes "kind of information. I mean,";
+ mes "you're not a member of our";
+ mes "guild... Yet. What can I do?";
+ next;
+ mes "[Investigator]";
+ mes "I got it. I'll just tell my";
+ mes "boss that you bribed me";
+ mes "with 10,000 zeny. Not too";
+ mes "much, is it? We Rogues are";
+ mes "pretty bad... But not that bad.";
+ next;
+ switch(select("Sounds good!:Never mind, I'll find it myself...")) {
+ case 1:
+ if (Zeny > 9999) {
+ set zeny,zeny-10000;
+ mes "[Investigator]";
+ mes "Thanks for the money~";
+ mes "Of course, if you became";
+ mes "a Rogue, this amount is";
+ mes "nothing compared to what";
+ mes "you can gank. ^666666*Ahem*^000000";
+ next;
+ mes "[Investigator]";
+ mes "The Z Gang's old hideout";
+ mes "is a large warehouse over";
+ mes "in Comodo. I doubt you'll";
+ mes "find anything there, but";
+ mes "you can go check it out. ";
+ set diamond_edq,23;
+ close;
+ }
+ else {
+ mes "[Investigator]";
+ mes "Aw, what am I gonna";
+ mes "do if my boss askes to";
+ mes "see the money? We've got";
+ mes "to make this bribe authentic!";
+ close;
+ }
+ case 2:
+ mes "[Investigator]";
+ mes "Be my guest, maybe it'll be";
+ mes "a good learning experience.";
+ mes "But yeah, come back when";
+ mes "you think about changing";
+ mes "your job, okay? Be a Rogue~";
+ close;
+ }
+ }
+ else if (diamond_edq == 22) {
+ mes "[Investigator]";
+ mes "Whoa, what are you doin'";
+ mes "here? I've got no beef with";
+ mes "you, but some Rogues, see,";
+ mes "some Rogues, have got a ";
+ mes "lot of beef. Uh, what'd you";
+ mes "want? Not a fight, I hope.";
+ next;
+ select("Ask About the Z Gang");
+ mes "[Investigator]";
+ mes "Those guys have been";
+ mes "bothering everyone!";
+ mes "Yeah, I guess you can";
+ mes "say we're united on this.";
+ next;
+ mes "[Investigator]";
+ mes "Oh, yeah, we're investigating";
+ mes "those guys. We actually found";
+ mes "their hideout, but then they";
+ mes "escaped before we could even";
+ mes "catch them. Wily bastards...";
+ mes "I think they were tipped off!";
+ next;
+ mes "[Investigator]";
+ mes "A few of our Rogue agents";
+ mes "are investigating the hideout,";
+ mes "but I doubt they can find";
+ mes "anything useful there.";
+ next;
+ select("Where's the hideout?");
+ mes "[Investigator]";
+ mes "Uh, I can't just give";
+ mes "you that information";
+ mes "if you're not a member";
+ mes "of our guild. But since";
+ mes "we're together on this,";
+ mes "I'll just ask for 10,000 zeny.";
+ next;
+ switch(select("Sounds good!:Forget it...")) {
+ case 1:
+ if (Zeny > 9999) {
+ set zeny,zeny-10000;
+ mes "[Investigator]";
+ mes "Right on, right on.";
+ mes "Alright, I didn't charge";
+ mes "you much since the hideout";
+ mes "is a large warehouse in";
+ mes "Comodo where I doubt you'll";
+ mes "find anything. But who knows? ";
+ set diamond_edq,23;
+ close;
+ }
+ else {
+ mes "[Investigator]";
+ mes "Hey, this isn't enough";
+ mes "money. I thought people";
+ mes "in your job made more";
+ mes "zeny than this everyday!";
+ close;
+ }
+ case 2:
+ mes "[Investigator]";
+ mes "Alright, but I think";
+ mes "you'll need a little";
+ mes "extra help finding that";
+ mes "place. I mean, Rogues are";
+ mes "hiding experts, and even";
+ mes "we had some trouble!";
+ close;
+ }
+ }
+ mes "[Investigator]";
+ mes "Geez, I'm so sleepy...";
+ mes "Everyone's out on a mission,";
+ mes "and I'm stuck here on guard";
+ mes "duty. When can I see some";
+ mes "action again? Ugh! Rogues";
+ mes "hate standing in one place!";
+ close;
+}
+
+cmd_in02,94,208,5 script Investigator 828,{
+ if ((diamond_edq == 22) || (diamond_edq == 23)) {
+ if (BaseJob == Job_Rogue) {
+ mes "[Investigator]";
+ mes "Hey, pal. You part";
+ mes "of the guild? Nice.";
+ mes "If they sent you to help";
+ mes "out, well, there's nothing";
+ mes "to do here. This place is";
+ mes "pretty much cleaned out.";
+ close;
+ }
+ else {
+ mes "[Investigator]";
+ mes "What do you want?";
+ mes "Oh, your guild musta";
+ mes "sent you to help out.";
+ mes "Yeah. We investigated.";
+ mes "Didn't find anything.";
+ mes "The Z Gang's long gone.";
+ next;
+ mes "[Investigator]";
+ mes "Feel free to look";
+ mes "around, but if you ask";
+ mes "me, it's a waste of time.";
+ close;
+ }
+ }
+ else {
+ mes "[Investigator]";
+ mes "Yeesh, I'm stuck here";
+ mes "till I receive my new";
+ mes "orders from the guild.";
+ mes "They didn't... They didn't";
+ mes "forget about me, did they?";
+ close;
+ }
+}
+
+cmd_in02,69,188,1 script Small Safe 844,{
+ if ((diamond_edq == 22) || (diamond_edq == 23)) {
+ mes "^3355FFThere is a small";
+ mes "safe hidden under the";
+ mes "shadows of these boxes.^000000";
+ next;
+ mes "[" + strcharinfo(0) + "]";
+ mes "Looks like the Z Gang";
+ mes "forgot to take this with";
+ mes "them in their rush to escape.";
+ mes "Hmmm... How do I open this?";
+ mes "Is there a key, a switch,";
+ mes "something I can use?";
+ hideoffnpc "Odd Switch#Switch1";
+ close;
+ }
+ if (diamond_edq == 24) {
+ mes "[" + strcharinfo(0) + "]";
+ mes "Hey, the safe opened!";
+ mes "Those switches must have";
+ mes "done the trick. Now...";
+ mes "Let's look inside.";
+ next;
+ mes "[" + strcharinfo(0) + "]";
+ mes "Awesome! It's a huge";
+ mes "red diamond! Is this";
+ mes "Ibrahim's Diamond";
+ mes "of Destruction?";
+ next;
+ getitem 7723,1; //Diamond_Of_Ruin
+ mes "[Investigator]";
+ mes "Zzz... Zzz...";
+ next;
+ mes "[" + strcharinfo(0) + "]";
+ mes "Lucky for me, this";
+ mes "guy is asleep. I better";
+ mes "sneak out of here, and";
+ mes "return this big diamond";
+ mes "to Ibrahim as soon as I can.";
+ set diamond_edq,25;
+ close;
+ }
+ if ((diamond_edq < 22) && (diamond_edq > 24)) {
+ mes "[" + strcharinfo(0) + "]";
+ mes "There was something here";
+ mes "fixed to the ground, but now";
+ mes "it looks like something yanked";
+ mes "it out forcefully. How weird.";
+ close;
+ }
+ mes "[" + strcharinfo(0) + "]";
+ mes "What is this?";
+ mes "Oh well, I don't";
+ mes "think it's important.";
+ close;
+}
+
+cmd_in02,69,196,0 script Odd Switch#Switch1 844,{
+ if ((diamond_edq == 22) || (diamond_edq == 23)) {
+ mes "^3355FFThere is a tiny";
+ mes "switch on the ground";
+ mes "near the whiskey barrels.^000000";
+ next;
+ mes "[" + strcharinfo(0) + "]";
+ mes "Was this here before?";
+ mes "What happens if I press";
+ mes "this teeny little switch?";
+ next;
+ hideoffnpc "Odd Switch#Switch2";
+ mes "^3355FF*Click Click*^000000";
+ next;
+ mes "[" + strcharinfo(0) + "]";
+ mes "That sound...!";
+ mes "Something happened,";
+ mes "but what could it be?";
+ hideonnpc "Odd Switch#Switch1";
+ close;
+ }
+ end;
+
+OnInit:
+ hideonnpc "Odd Switch#Switch1";
+ end;
+}
+
+cmd_in02,80,189,0 script Odd Switch#Switch2 844,{
+ if ((diamond_edq == 22) || (diamond_edq == 23)) {
+ mes "^3355FFThere is a tiny";
+ mes "switch on the ground";
+ mes "under the boxes' shadows.^000000";
+ next;
+ mes "[" + strcharinfo(0) + "]";
+ mes "Was this here before?";
+ mes "What happens if I press";
+ mes "this teeny little switch?";
+ next;
+ mes "^3355FF*Click Click*^000000";
+ next;
+ set diamond_edq,24;
+ mes "[" + strcharinfo(0) + "]";
+ mes "That sound...!";
+ mes "Something happened,";
+ mes "but what could it be?";
+ close2;
+ hideonnpc "Odd Switch#Switch1";
+ hideonnpc "Odd Switch#Switch2";
+ }
+ end;
+
+OnInit:
+ hideonnpc "Odd Switch#Switch2";
+ end;
+}
+
+// Z-Gang Quest
+//============================================================
+prontera,150,326,0 script Wanted Notice#edq 111,{
+ if (zdan_edq == 0) {
+ mes "====National Wanted Notice====";
+ mes "Please report any information";
+ mes "regarding these criminals to";
+ mes "the Rune-Midgarts Kingdom's";
+ mes "Homeland Security Office.";
+ next;
+ mes "====National Wanted Notice====";
+ mes "^0000ffLouis Von Silokens^000000 - Human Male";
+ mes "^0000ffMartha Hertizan^000000 - Human Female";
+ mes "^0000ffCatfoii^000000 - Pet Cat";
+ next;
+ mes "====National Wanted Notice====";
+ mes "These infamous members";
+ mes "of the Z Gang are suspected";
+ mes "of stealing national treasure,";
+ mes "committing fraud, forgery,";
+ mes "and promoting overall";
+ mes "depravity and immorality.";
+ next;
+ mes "====National Wanted Notice====";
+ mes "Anyone that captures";
+ mes "the listed criminals will";
+ mes "be rewarded with the Book";
+ mes "of Forbidden Mystery, one";
+ mes "of the kingdom's treasures.";
+ set zdan_edq,1;
+ close;
+ }
+ else if (zdan_edq > 18) {
+ mes "[Chief Officer]";
+ mes "Ever since you captured";
+ mes "the Z Gang, crime has gone";
+ mes "down to an all time low.";
+ mes "Thanks for helping us out~";
+ next;
+ mes "[Chief Officer]";
+ mes "Peace never lasts long...";
+ mes "Some other fiends will";
+ mes "replace the Z Gang soon.";
+ mes "When that happens, I hope";
+ mes "we can count on you again.";
+ close;
+ }
+ else {
+ mes "====National Wanted Notice====";
+ mes "Please report any information";
+ mes "regarding these criminals to";
+ mes "the Rune-Midgarts Kingdom's";
+ mes "Homeland Security Office.";
+ next;
+ mes "====National Wanted Notice====";
+ mes "^0000ffLouis Von Silokens^000000 - Human Male";
+ mes "^0000ffMartha Hertizan^000000 - Human Female";
+ mes "^0000ffCatfoii^000000 - Pet Cat";
+ next;
+ mes "====National Wanted Notice====";
+ mes "These infamous members";
+ mes "of the Z Gang are suspected";
+ mes "of stealing national treasure,";
+ mes "committing fraud, forgery,";
+ mes "and promoting overall";
+ mes "depravity and immorality.";
+ next;
+ mes "====National Wanted Notice====";
+ mes "Anyone that captures";
+ mes "the listed criminals will";
+ mes "be rewarded with the Book";
+ mes "of Forbidden Mystery, one";
+ mes "of the kingdom's treasures.";
+ close;
+ }
+
+//OnInit:
+// enablenpc "Wanted Notice#edq";
+// end;
+
+OnEnable:
+ enablenpc "Wanted Notice#edq";
+ end;
+
+OnDisable:
+ disablenpc "Wanted Notice#edq";
+ end;
+}
+
+prontera,148,326,3 script Chief Officer#edq 734,{
+ if (checkweight(907,200) == 0) {
+ mes "[Chief Officer]";
+ mes "You're carrying far too";
+ mes "much right now. Please";
+ mes "lighten your load by";
+ mes "placing your items";
+ mes "in the Kafra Storage.";
+ close;
+ }
+ if ((zdan_edq == 0) && (BaseLevel > 70)) {
+ mes "[Chief Officer]";
+ mes "Adventurers, this is";
+ mes "your chance to protect";
+ mes "and serve your country!";
+ mes "Please read the National";
+ mes "Wanted Notice for more details.";
+ close;
+ }
+ if ((zdan_edq == 1) && (BaseLevel > 70)) {
+ mes "[Chief Officer]";
+ mes "Attention, attention.";
+ mes "The Homeland Security Office";
+ mes "of the Rune-Midgarts Kingdom";
+ mes "is looking for any information";
+ mes "regarding the Z Gang.";
+ next;
+ mes "[Chief Officer]";
+ mes "There are three members:";
+ mes "Louis Von Silokens a.k.a.";
+ mes "Louis, Martha Hertizan a.k.a.";
+ mes "Martha, and Catfoii a.k.a.";
+ mes "Catfoii must be captured!";
+ set zdan_edq,2;
+ close;
+ }
+ if ((zdan_edq == 1) && (BaseLevel < 70)) {
+ mes "[Chief Officer]";
+ mes "Oh, were you interested";
+ mes "in pursuing the criminals";
+ mes "listed in the Wanted notice?";
+ mes "I'm sorry, but you're not";
+ mes "ready for that kind of task...";
+ mes "But I encourge you to train!";
+ mes "Thank you.";
+ close;
+ }
+ if (zdan_edq == 2) {
+ mes "[Chief Officer]";
+ mes "Hello, Rune-Midgartian.";
+ mes "What brings you here?";
+ next;
+ switch(select("National Wanted Notice:Z Gang:What crimes did Z Gang commit?")) {
+ case 1:
+ mes "[Chief Officer]";
+ mes "Ah, were you interested";
+ mes "in pursuing the Z Gang?";
+ mes "Please carefully read the";
+ mes "Wanted notice posted right";
+ mes "next to me. We desperately";
+ mes "need help to catch them.";
+ next;
+ mes "[Chief Officer]";
+ mes "If you want to learn";
+ mes "more about the Z Gang,";
+ mes "I suggest talking to";
+ mes "a knight named Valdes.";
+ mes "He's fairly familiar with";
+ mes "their brand of antics.";
+ next;
+ mes "[Chief Officer]";
+ mes "Unfortunately, I fear";
+ mes "that he may be ashamed";
+ mes "of his failure to catch";
+ mes "them. However, I am sure";
+ mes "that he will be of service";
+ mes "in your quest for justice.";
+ close;
+ case 2:
+ mes "[Chief Officer]";
+ mes "You wanted to know more";
+ mes "about the Z Gang members?";
+ mes "I don'tknow much about them,";
+ mes "but I can divulge what";
+ mes "little I've heard.";
+ next;
+ switch(select("Louis:Martha:Catfoii:Book of Forbidden Mystery?")) {
+ case 1:
+ mes "[Chief Officer]";
+ mes "Louis Von Silokens was";
+ mes "the third son of the noble";
+ mes "Silokens family which was";
+ mes "ruined many years ago.";
+ mes "According to record, he failed";
+ mes "Magic Academy three times.";
+ next;
+ mes "[Chief Officer]";
+ mes "It is believed that he formed";
+ mes "the Z Gang as a result of";
+ mes "his personal failure. He";
+ mes "also stole the Book of";
+ mes "Forbidden Mystery from";
+ mes "the Royal Library.";
+ next;
+ mes "[Chief Officer]";
+ mes "We must capture him and";
+ mes "retrieve that book before";
+ mes "he can abuse its power.";
+ mes "We need the help of the";
+ mes "people in order to find him";
+ mes "and bring Louis to justice!";
+ close;
+ case 2:
+ mes "[Chief Officer]";
+ mes "Martha Hertizan is the";
+ mes "second daughter of Alberta's";
+ mes "Hertizan family. No one knows";
+ mes "why she ran away from home";
+ mes "at the age of twenty.";
+ next;
+ mes "[Chief Officer]";
+ mes "Martha handles the Z Gang's";
+ mes "finances. It's a shame that";
+ mes "such a talented merchant";
+ mes "has stooped to thievery. ";
+ close;
+ case 3:
+ mes "[Chief Officer]";
+ mes "We initially believed";
+ mes "that Catfoii was just";
+ mes "Louis and Martha's pet";
+ mes "cat... But it's actually a";
+ mes "master criminal. Approach";
+ mes "it with extreme caution!";
+ next;
+ mes "[Chief Officer]";
+ mes "That's all I know about";
+ mes "that animal. The true";
+ mes "nature of Catfoii is";
+ mes "shrouded in mystery.";
+ close;
+ case 4:
+ mes "[Chief Officer]";
+ mes "Out of all their crimes,";
+ mes "their theft of the Book of";
+ mes "Forbidden Mystery poses the";
+ mes "greatest danger to the kingdom.";
+ mes "If they misuse that book, it";
+ mes "will cause grave disaster.";
+ close;
+ }
+ case 3:
+ mes "[Chief Officer]";
+ mes "That damned Z Gang seems";
+ mes "to be in the center of all the";
+ mes "crime that's happening in";
+ mes "Rune-Midgard. They caused";
+ mes "a riot in Geffen by spreading";
+ mes "rumors about ghosts...";
+ next;
+ mes "[Chief Officer]";
+ mes "They poisoned the";
+ mes "drinking water in the";
+ mes "wells of Payon, seized";
+ mes "countless goods, profited";
+ mes "off illegal trade... The list";
+ mes "just keeps going on and on...";
+ next;
+ mes "[Chief Officer]";
+ mes "Out of all their crimes,";
+ mes "their theft of the Book of";
+ mes "Forbidden Mystery poses the";
+ mes "greatest danger to the kingdom.";
+ mes "If they misuse that book, it";
+ mes "will cause grave disaster.";
+ close;
+ }
+ }
+ if (zdan_edq == 18) {
+ mes "[Chief Officer]";
+ mes "Oh, you were that nice";
+ mes "adventurer that dropped";
+ mes "by the other day. How";
+ mes "may I help you?";
+ next;
+ mes "[Chief Officer]";
+ mes "What's that?! You really";
+ mes "found the Z Gang's hideout,";
+ mes "captured them, and retrieved";
+ mes "the forbidden book?";
+ next;
+ delitem 7724,1; //Forbidden_Secret_Art
+ mes "[Chief Officer]";
+ mes "Splendid! Just splendid!";
+ mes "On behalf of the king,";
+ mes "let me give you a well";
+ mes "deserved reward. Thank";
+ mes "you for your work on";
+ mes "behalf of our kingdom!";
+ next;
+ mes "[Chief Officer]";
+ mes "Your bravery and ardent";
+ mes "patriotism will forever";
+ mes "be recorded in the annals";
+ mes "of Rune-Midgarts history.";
+ mes "Congratulations! ";
+ set zdan_edq,19;
+ getexp 1000000,0;
+ close;
+ }
+ mes "[Chief Officer]";
+ mes "All those that oppose";
+ mes "the peace and safety of";
+ mes "our kingdom will not be";
+ mes "spared the fury of our";
+ mes "righteous swords!";
+ close;
+}
+
+prt_in,168,18,1 script Valdes 65,2,2,{
+ if (checkweight(907,100) == 0) {
+ mes "^3355FFWait a second!";
+ mes "Right now, you're carrying";
+ mes "too many things with you.";
+ mes "Please come back after";
+ mes "using the Kafra Service";
+ mes "to store some of your items.^000000";
+ close;
+ }
+ if (zdan_edq == 2) {
+ mes "[Valdes]";
+ mes "^666666*Urp*^000000 What?";
+ mes "You here to... ";
+ mes "Um, commiserate";
+ mes "about failing life too?";
+ next;
+ mes "[" + strcharinfo(0) + "]";
+ mes "Are you Valdes?";
+ mes "I came to ask you";
+ mes "for your help...";
+ next;
+ mes "[Valdes]";
+ mes "^666666*Hiccup*^000000 Why~?";
+ mes "I'm-I'm no good";
+ mes "to anybody anymore!";
+ next;
+ switch(select("Ask About Z Gang:The chief officer is worried about you.:Bye!")) {
+ case 1:
+ mes "[Valdes]";
+ mes "That Z Gang...";
+ mes "Ruined my life!";
+ mes "My career, my pension...";
+ mes "It's all gone because";
+ mes "of those damn criminals!";
+ next;
+ mes "[Valdes]";
+ mes "You? Capture them?";
+ mes "Good luck! Just... Just";
+ mes "try not to end up like me.";
+ mes "Oh, you want info-information?";
+ mes "^666666*Hic*^000000 Heh, scratch my back,";
+ mes "well, you know the rest.";
+ next;
+ mes "[Valdes]";
+ mes "Heh, I just ran out of wine!";
+ mes "Gimme, um, ^0000FFMorroc Fruit Wine^000000!";
+ mes "5 bottles! Then... Maybe...";
+ mes "I'll tell you want you really";
+ mes "wanna know. Heh heh~ ^666666*Hic!*^000000";
+ set zdan_edq,3;
+ close;
+ case 2:
+ mes "[Valdes]";
+ mes "R-really? Well...";
+ mes "I don't care! Just";
+ mes "let me drink in peace!";
+ close;
+ case 3:
+ mes "[Valdes]";
+ mes "Wha--? Who do you think";
+ mes "you're messing with, ^666666*Hic!*^000000";
+ mes "just comin' by to say ''bye?!''";
+ mes "I useta be a knight once,";
+ mes "you know that? I could";
+ mes "totally kick your--^666666*Urp!*^000000";
+ close;
+ }
+ }
+ if (zdan_edq == 3) {
+ mes "[Valdes]";
+ mes "Heeeey yoooou~";
+ mes "You bring me wine?";
+ next;
+ if (countitem(12049) > 4) {
+ delitem 12049,5; //Int_Dish04
+ mes "[Valdes]";
+ mes "^666666*Sniff*^000000 Yeeesh, that";
+ mes "smeells good. This must";
+ mes "be it. Oh, yeah. Knight's";
+ mes "honor. First I talk, then";
+ mes "I can drink theesh...";
+ next;
+ mes "[Valdes]";
+ mes "Well, maybe...";
+ mes "Just one tashte~";
+ mes "^666666*Gulp Gulp Gulp*^000000";
+ next;
+ mes "[" + strcharinfo(0) + "]";
+ mes "You just...";
+ mes "That was three bottles!";
+ next;
+ mes "[Valdes]";
+ mes "Ah, delicious!";
+ mes "Alright, fellow,";
+ mes "now I feel better";
+ mes "able to speak now~";
+ next;
+ mes "[" + strcharinfo(0) + "]";
+ mes "(^666666Whaaaat~?^000000)";
+ next;
+ mes "[Valdes]";
+ mes "I assume you already know";
+ mes "the basic information about";
+ mes "the Z Gang, their members,";
+ mes "et cetera. I'm not sure why";
+ mes "they've gone on such a brazen";
+ mes "crime spree so suddenly.";
+ next;
+ mes "[Valdes]";
+ mes "Their success is unprecedented:";
+ mes "they've even managed to elude";
+ mes "the Rogue Guild repeatedly.";
+ mes "I investigated them six";
+ mes "months ago, but I was";
+ mes "dismissed for my failure.";
+ next;
+ mes "[Valdes]";
+ mes "I am aware that the Z Gang";
+ mes "has many informers in their";
+ mes "employ, and that the Rogue";
+ mes "Guild are still investigating";
+ mes "the Z Gang on their own.";
+ next;
+ mes "[Valdes]";
+ mes "I suggest meeting one";
+ mes "of the Rogue agents,";
+ mes "Marybell, in the Rogue";
+ mes "Guild. The password you";
+ mes "must give her is ''^0000FFThe";
+ mes "dawn is yet to come^000000.''";
+ next;
+ mes "[Valdes]";
+ mes "That is all I can tell you.";
+ mes "Please give my regards to";
+ mes "Marybell for me, and catch";
+ mes "those Z Gang bastards.";
+ mes "^666666*Sigh*^000000 I think I'll go rest";
+ mes "a bit now. Good luck!";
+ set zdan_edq,4;
+ close;
+ }
+ else {
+ mes "[Valdes]";
+ mes "You stinkface!";
+ mes "Where's my wine?!";
+ mes "My ^0000FF5 bottles of";
+ mes "Morroc Fruit Wine^000000?!";
+ mes "I'm not gonna talk";
+ mes "to you without it!";
+ close;
+ }
+ }
+ if (zdan_edq == 4) {
+ mes "[Valdes]";
+ mes "I suggest meeting";
+ mes "Marybell in the Rogue";
+ mes "Guild, and giving her the";
+ mes "password, ''^0000FFThe dawn";
+ mes "is yet to come^000000.''";
+ close;
+ }
+ mes "[Valdes]";
+ mes "^666666*Sigh*^000000 It is my greatest";
+ mes "wish that the knight master";
+ mes "will allow me to rejoin the";
+ mes "corps. However, I doubt that";
+ mes "he's forgiven my failure. ^666666*Sob*^000000";
+ mes "It's like my life is over...";
+ close;
+
+//OnTouch2:
+OnTouch:
+ if (zdan_edq == 2) {
+ mes "[Valdes]";
+ mes "^666666*Sigh*^000000 Goddamn thieves.";
+ mes "Why should I even care";
+ mes "about them?! They're not";
+ mes "my problem anymore...";
+ mes "^666666*Hiccup*^000000";
+ close;
+ }
+ end;
+}
+
+in_rogue,359,116,3 script Marybell 747,{
+ if (zdan_edq == 4) {
+ mes "[Marybell]";
+ mes "Hey. What do you want?";
+ next;
+ switch(select("Password")) {
+ case 1:
+ mes "[Marybell]";
+ mes "Can't hear you.";
+ mes "Come a little closer,";
+ mes "and talk right in my ear.";
+ next;
+ input .@input$;
+ if (.@input$ == "The dawn is yet to come.") {
+ mes "[Marybell]";
+ mes "Valdes sent you?!";
+ mes "I'm surprised he finally";
+ mes "decided to talk to someone!";
+ mes "Alright, if you're his friend,";
+ mes "then I'll do what I can to";
+ mes "help. What do you need?";
+ next;
+ switch(select("Ask About Z Gang:Valdes says, ''Hi.''")) {
+ case 1:
+ mes "[Marybell]";
+ mes "The Z Gang again?";
+ mes "I guess he's still mad";
+ mes "about capturing them.";
+ mes "It's not a big deal for me";
+ mes "to tell you what I know, but";
+ mes "can I really trust you?";
+ next;
+ mes "[Marybell]";
+ mes "Let me test you out.";
+ mes "Go to Payon, find an old";
+ mes "guy named Moonho Ahn. He's";
+ mes "a legendary gambler better";
+ mes "known as the White Meteor.";
+ mes "If he trusts you, I trust you.";
+ next;
+ mes "[Marybell]";
+ mes "Heh, but he'll only trust";
+ mes "you if you can beat him at";
+ mes "gambling. Whether you return";
+ mes "or not, I'm gonna continue";
+ mes "investigating the Z Gang for";
+ mes "the Rogue Guild and Valdes.";
+ set zdan_edq,5;
+ break;
+ case 2:
+ mes "[Marybell]";
+ mes "Weird. It's not like him";
+ mes "to send his regards like that.";
+ mes "He's not sick or anything,";
+ mes "is he? If he's still drinking";
+ mes "the next time I see him,";
+ mes "I'm gonna clobber that guy!";
+ next;
+ mes "[Marybell]";
+ mes "Geez. Doesn't he know";
+ mes "I volunteered for this";
+ mes "job for his sake? Oh well,";
+ mes "it's really nice to know";
+ mes "that he's thinking of me.";
+ mes "What? Rogues can have friends!";
+ close;
+ }
+ }
+ else {
+ mes "[Marybell]";
+ mes "Can't tell what";
+ mes "you're saying exactly.";
+ next;
+ if (Sex) {
+ mes "[Marybell]";
+ mes "If this is some kind";
+ mes "of weird come-on, you'd";
+ mes "better have something";
+ mes "better to say than that!";
+ close;
+ }
+ else {
+ mes "[Marybell]";
+ mes "What, are you coming";
+ mes "on to me? I'm down with";
+ mes "any gender, but, heh,";
+ mes "you sure about this?";
+ mes "Hahahahahahahahaha!";
+ close;
+ }
+ }
+ }
+ }
+ if ((zdan_edq > 4) && (zdan_edq < 7)) {
+ mes "[Marybell]";
+ mes "Let me test you out.";
+ mes "Go to Payon, find an old";
+ mes "guy named Moonho Ahn. He's";
+ mes "a legendary gambler better";
+ mes "known as the White Meteor.";
+ mes "If he trusts you, I trust you.";
+ close;
+ }
+ if (zdan_edq == 7) {
+ mes "[Marybell]";
+ mes "What, you're back?";
+ mes "Aww, nuts! That signature";
+ mes "on your arm... You really";
+ mes "beat him? How the hell--?";
+ next;
+ set zdan_edq,8;
+ mes "[Marybell]";
+ mes "Wait, lemme check";
+ mes "and make sure. Yeap.";
+ mes "That's the one. That's";
+ mes "the signature he used when";
+ mes "he was the White Meteor.";
+ next;
+ mes "[Marybell]";
+ mes "How did you beat him?";
+ mes "Last time, he cleaned me";
+ mes "out of all my money! You";
+ mes "must be some kinda genius";
+ mes "to beat that guy. Heh. Guess";
+ mes "I underestimated you.";
+ next;
+ mes "[Marybell]";
+ mes "Hold on, before anything";
+ mes "else, I gotta tell everyone";
+ mes "that someone actually beat";
+ mes "the White Meteor. They're";
+ mes "totally not gonna believe it!";
+ close;
+ }
+ if (zdan_edq == 8) {
+ mes "[Marybell]";
+ mes "Well, I promised to tell";
+ mes "you what I know about the";
+ mes "Z Gang, so I gotta make good.";
+ mes "What did you want to ask me?";
+ next;
+ while(1) {
+ switch(select("Z Gang's Goal:Z Gang's Recent Movements:Z Gang's Stronghold:Thanks for the tip!")) {
+ case 1:
+ mes "[Marybell]";
+ mes "Actually, I don't know";
+ mes "what they plan to do, but";
+ mes "obviously it isn't something";
+ mes "very good. Personally, I think";
+ mes "they just want to harass";
+ mes "people as much as they can.";
+ next;
+ mes "[Marybell]";
+ mes "You could conquer the";
+ mes "world, I guess, with that";
+ mes "Book of Forbidden Mystery,";
+ mes "but I don't think they're";
+ mes "that... Calculating.";
+ next;
+ set .@a,.@a+1;
+ break;
+ case 2:
+ mes "[Marybell]";
+ mes "Well, the Z Gang is";
+ mes "responsible for a series";
+ mes "of thefts lately. They've";
+ mes "only been stealing jewels";
+ mes "like diamonds, rubies,";
+ mes "emeralds. Not sure why...";
+ next;
+ set .@b,.@b+1;
+ break;
+ case 3:
+ mes "[Marybell]";
+ mes "Well, we don't know where";
+ mes "they're hiding out. If that";
+ mes "was the case, the Z Gang";
+ mes "would already be caught!";
+ mes "They even got away from";
+ mes "us Rogues. Crazy, huh?";
+ next;
+ mes "[Marybell]";
+ mes "The Rogue Guild has got";
+ mes "the best intel network so...";
+ mes "The Z Gang probably has";
+ mes "informers everywhere in";
+ mes "all the towns. It's the only";
+ mes "way they can escape us.";
+ next;
+ mes "[Marybell]";
+ mes "Hey, we can use that...";
+ mes "If we can catch one of";
+ mes "their informers, one of";
+ mes "them'll spill the beans";
+ mes "on where the Z Gang is";
+ mes "hiding. Worth a shot, yeah?";
+ next;
+ set .@c,.@c+1;
+ break;
+ case 4:
+ if ((.@a > 0) && (.@b > 0) && (.@c > 0)) {
+ mes "[Marybell]";
+ mes "Oh, and one more thing...";
+ mes "I hear that they're trying";
+ mes "to secretly recruit more";
+ mes "gang members in Morroc.";
+ mes "The nerve of those guys...!";
+ next;
+ mes "[Marybell]";
+ mes "It might be a good idea";
+ mes "for you to go to Morroc";
+ mes "and check it out. Good";
+ mes "luck finding those Z Gang";
+ mes "guys. And take care!";
+ set zdan_edq,9;
+ close;
+ }
+ else {
+ mes "[Marybell]";
+ mes "Hey, I'm willing to";
+ mes "let you in on everything";
+ mes "I know. After all the trouble";
+ mes "you went through, I'm sure";
+ mes "you've got a ton of questions!";
+ next;
+ }
+ break;
+ }
+ }
+ }
+ if ((zdan_edq > 8) && (zdan_edq < 11)) {
+ mes "[Marybell]";
+ mes "Oh, and one more thing...";
+ mes "I hear that they're trying";
+ mes "to secretly recruit more";
+ mes "gang members in Morroc.";
+ mes "The nerve of those guys...! ";
+ next;
+ mes "[Marybell]";
+ mes "I haven't heard anything";
+ mes "else, but would you let me";
+ mes "know if you get any new leads?";
+ mes "The Rogue Guild wants these";
+ mes "Z Gang guys really bad!";
+ close;
+ }
+ if (zdan_edq == 11) {
+ mes "[Marybell]";
+ mes "Hey, I've been looking for";
+ mes "you! One of the Rogues";
+ mes "dispatched to Comodo found";
+ mes "this envelope on a Z Gang";
+ mes "informer. Could be a clue!";
+ next;
+ mes "[Marybell]";
+ mes "What's weird is that the";
+ mes "informer was fighting so";
+ mes "hard to hold on to blank";
+ mes "piece of paper... But we ";
+ mes "know that's not really";
+ mes "the case here, is it?";
+ next;
+ mes "[Marybell]";
+ mes "They must've been using";
+ mes "some kinda secret invisible";
+ mes "ink. Anyway, I gave the paper";
+ mes "to a professional decoder to";
+ mes "crack, and he oughta be";
+ mes "done by now. Anyway...";
+ next;
+ mes "[Marybell]";
+ mes "I thought maybe you'd";
+ mes "want to go talk to him,";
+ mes "see if he's finished with it.";
+ mes "His name's Gooho Ahn over";
+ mes "in Payon, one of the best";
+ mes "decoders in this kingdom.";
+ next;
+ mes "[" + strcharinfo(0) + "]";
+ mes "Goohoo Ahn?";
+ mes "Why does it feel like";
+ mes "I should know that";
+ mes "name? It's so familiar...";
+ next;
+ mes "[Marybell]";
+ mes "I guess it's 'cause";
+ mes "Gooho is the younger brother";
+ mes "of Moonho, that legendary";
+ mes "gambler you happened to beat.";
+ next;
+ mes "[Marybell]";
+ mes "Eh, that's not what's";
+ mes "important right now.";
+ mes "Would you talk to Goohoo";
+ mes "Ahn and see what he found?";
+ set zdan_edq,12;
+ close;
+ }
+ if ((zdan_edq > 11) && (zdan_edq < 14)) {
+ mes "[Marybell]";
+ mes "Hey, why don't you talk";
+ mes "to Goohoo Ahn in Payon,";
+ mes "and ask if he finished";
+ mes "decoding that secret letter";
+ mes "from the Z Gang already?";
+ close;
+ }
+ if (zdan_edq == 14) {
+ mes "[Marybell]";
+ mes "Oh, Goohoo decoded everything?";
+ mes "Let's see... Something about";
+ mes "the Book of Forbidden Mystery...^FFFFFF ^000000 Ah. There we go! The location";
+ mes "of the Z Gang's hideout!";
+ mes "Heh heh! We got 'em!";
+ next;
+ mes "[Marybell]";
+ mes "One of the Rogues followed";
+ mes "the informer carrying this";
+ mes "letter, but he just vanished";
+ mes "during the chase... Like, by";
+ mes "magic, I guess. So we don't";
+ mes "the hideout's exact place.";
+ next;
+ mes "[Marybell]";
+ mes "Even so, we're definitely";
+ mes "sure that it's around the";
+ mes "secret path to the South";
+ mes "Morroc underground. Um,";
+ mes "but we can't let you come";
+ mes "with the Rogue Guild.";
+ next;
+ mes "[Marybell]";
+ mes "Sorry, I know, it's official";
+ mes "business and all that hooplah.";
+ mes "Tell you what. We'll each go";
+ mes "hunt them down separately, and";
+ mes "whoever finds 'em first gets";
+ mes "dibs on beating them up!";
+ set zdan_edq,15;
+ close;
+ }
+ if ((zdan_edq > 14) && (zdan_edq < 18)) {
+ mes "[Marybell]";
+ mes "We're definitely sure";
+ mes "that the Z Gang's hideout";
+ mes "is near the secret path";
+ mes "to the South Morroc";
+ mes "underground. You";
+ mes "know where that is?";
+ next;
+ mes "[Marybell]";
+ mes "Tell you what. We'll each go";
+ mes "hunt them down separately, and";
+ mes "whoever finds 'em first gets";
+ mes "dibs on beating them up!";
+ close;
+ }
+ if (zdan_edq > 18) {
+ mes "[Marybell]";
+ mes "Nice work! You captured";
+ mes "the Z Gang! The kingdom";
+ mes "musta given you a really";
+ mes "big reward, huh?";
+ next;
+ mes "[Marybell]";
+ mes "Valdes really wanted to";
+ mes "capture them himself, but";
+ mes "I'm sure he'll be real happy";
+ mes "to hear the news. Maybe he";
+ mes "and I can celebrate with";
+ mes "a little drink later.";
+ next;
+ mes "[Marybell]";
+ mes "Hey, it's been a real";
+ mes "thrill working with you,";
+ mes "real thrill. Maybe we can";
+ mes "team up again for a good";
+ mes "cause some other time, yeah?";
+ close;
+ }
+ if (BaseJob == Job_Thief) {
+ mes "[Marybell]";
+ mes "That Z Gang has been";
+ mes "a pain the Rogue Guild's";
+ mes "ass. No one runs away";
+ mes "from us! Nobody! But...";
+ mes "They can do it somehow.";
+ next;
+ mes "[Marybell]";
+ mes "There's not much here";
+ mes "that might interest you,";
+ mes "but knock yourself out";
+ mes "if you wanna look around.";
+ close;
+ }
+}
+
+payon,244,62,3 script Moonho Ahn 897,{
+ if (zdan_edq == 5) {
+ mes "[Moonho Ahn]";
+ mes "Hahaha, now what brings";
+ mes "a youngster like you before";
+ mes "me? You're not here for what";
+ mes "I think you are... Are you?";
+ next;
+ switch(select("Are you the White Meteor?:I'm here to challenge you.")) {
+ case 1:
+ mes "[Moonho Ahn]";
+ mes "It's been so long since";
+ mes "I've heard that name...";
+ mes "I'm retired now, and it";
+ mes "seems no one wants to";
+ mes "challenge me anymore.";
+ next;
+ mes "[Moonho Ahn]";
+ mes "Those were some good";
+ mes "times. Back then, only";
+ mes "Dalho Kwak was able to";
+ mes "give me a real challenge.";
+ mes "I wonder what he's doing now?";
+ close;
+ case 2:
+ mes "[Moonho Ahn]";
+ mes "Oh, I was right...!";
+ mes "You're here to challenge";
+ mes "me! It's been a long time...";
+ mes "Alright. I accept. However,";
+ mes "I set all of the terms.";
+ next;
+ mes "[Moonho Ahn]";
+ mes "I'm too old to play the";
+ mes "complicated games I loved";
+ mes "in the past. Let's just";
+ mes "play a simple game that";
+ mes "I call Coin Shake.";
+ next;
+ mes "[Moonho Ahn]";
+ mes "This is basically";
+ mes "a guessing game played";
+ mes "in rounds, best 2 out of 3.";
+ mes "One of us will be the coin";
+ mes "shaker, and the other will";
+ mes "be the guesser.";
+ next;
+ mes "[Moonho Ahn]";
+ mes "The coin shaker begins";
+ mes "the round by grabbing";
+ mes "a random amount of coins,";
+ mes "shaking them in his closed";
+ mes "hands, and then stopping,";
+ mes "keeping the coins concealed.";
+ next;
+ mes "[Moonho Ahn]";
+ mes "The other person, the";
+ mes "guesser, will then declare";
+ mes "a guess on whether the total";
+ mes "value of the coins is ^0000FFOdd^000000 or";
+ mes "^0000FFEven^000000. Afterwards, the coin";
+ mes "shaker reveals the coins...";
+ next;
+ mes "[Moonho Ahn]";
+ mes "If the guesser is right,";
+ mes "then he wins the round.";
+ mes "However, if he guessed";
+ mes "wrong, then it's a victory";
+ mes "for the coin shaker. ";
+ next;
+ mes "[Moohno Ahn]";
+ mes "We each take turns,";
+ mes "switching roles.";
+ mes "If it's your turn to";
+ mes "guess, remember to";
+ mes "call out ^0000FFOdd^000000 or ^0000FFEven^000000.";
+ next;
+ mes "[Moonho Ahn]";
+ mes "Lastly, I'm the house,";
+ mes "so I'll charge a game";
+ mes "participation fee. It's";
+ mes "not much, just 500 zeny.";
+ mes "We're only playing for fun,";
+ mes "not to break the bank.";
+ next;
+ mes "[Moonho Ahn]";
+ mes "Why don't you give me";
+ mes "some time to prep the";
+ mes "game? When you return,";
+ mes "we'll be ready to play~";
+ set zdan_edq,6;
+ close;
+ }
+ }
+ if (zdan_edq == 6) {
+ mes "[Moonho Ahn]";
+ mes "Are you ready to";
+ mes "play Coin Shake?";
+ next;
+ switch(select("Yes, let's play!:How does this game work again?")) {
+ case 1:
+ if (Zeny > 500) {
+ set zeny,zeny-500;
+ mes "[Moonho Ahn]";
+ mes "Good, let's get started!";
+ mes "I'll let you go first~";
+ next;
+ mes "*Shake Shake*";
+ mes "Guess! Is it";
+ mes "Odd or Even?";
+ next;
+ while(1) {
+ set .@number,rand(1,2);
+ input .@input$;
+ if (((.@input$ == "Odd") && (.@number == 1)) || ((.@input$ == "Even") && (.@number == 2))) {
+ set .@number_right,.@number_right+1;
+ mes "[Moonho Ahn]";
+ mes "^0000ff"+.@input$+"^000000?";
+ mes "Okay, you won.";
+ next;
+ if ((.@number_right < 2) && (.@number_false < 2)) {
+ mes "^3355FF*Shake Shake*";
+ mes "Guess! Is it";
+ mes "Odd or Even?^000000";
+ next;
+ }
+ }
+ else if (((.@input$ == "Odd") && (.@number == 2)) || ((.@input$ == "Even") && (.@number == 1))) {
+ set .@number_false,.@number_false+1;
+ mes "[Moonho Ahn]";
+ mes "Well, it's ^0000FFEven^000000.";
+ mes "I won.";
+ next;
+ if ((number_right < 2) && (number_false <2)) {
+ mes "^3355FF*Shake Shake*";
+ mes "Guess! Is it";
+ mes "Odd or Even?^000000";
+ next;
+ }
+ }
+ if (.@number_right == 2) {
+ mes "[Moonho Ahn]";
+ mes "Ah, you win this round.";
+ mes "However, the game has";
+ mes "just started. The next";
+ mes "round will be mine~";
+ set .@win,.@win+1;
+ next;
+ break;
+ }
+ else if (.@number_false == 2) {
+ mes "[Moonho Ahn]";
+ mes "It looks like I win";
+ mes "this round. I guess";
+ mes "my gambling skills";
+ mes "haven't left me yet~";
+ set .@lose,.@lose+1;
+ next;
+ break;
+ }
+ if ((.@input$ != "Even") && (.@input$ !="Odd")) {
+ mes "[Moonho Ahn]";
+ mes "You can only declare";
+ mes "your guess as ^0000FFOdd^000000 or ^0000FFEven^000000.";
+ mes "Please try entering it again.";
+ next;
+ }
+ }
+ mes "[Moonho Ahn]";
+ mes "It's time for the";
+ mes "second round. This";
+ mes "time, I'll be the one";
+ mes "declaring my guess,";
+ mes "and you'll shake the coins.";
+ next;
+ while(1) {
+ mes "["+ strcharinfo(0) +"]";
+ mes "(^666666What should I guess?^000000)";
+ next;
+ set .@amuro,rand(1,2);
+ if (select("Odd:Even") == 1) {
+ if (.@amuro == 1) {
+ set .@number_false_2,.@number_false_2+1;
+ mes "[Moonho Ahn]";
+ mes "Let's see...";
+ mes "It's ^0000FFOdd^000000, isn't it?";
+ next;
+ mes "[Moonho Ahn]";
+ mes "Looks like I won!";
+ mes "Hahahahahahaha!";
+ next;
+ }
+ else if (.@amuro == 2) {
+ set .@number_right_2,.@number_right_2+1;
+ mes "[Moonho Ahn]";
+ mes "Let's see...";
+ mes "It's Even, isn't it?";
+ next;
+ mes "[Moonho Ahn]";
+ mes "I lost?";
+ mes "So it's ^0000FFOdd^000000...";
+ next;
+ }
+ if (.@number_right_2 == 2) {
+ set .@win,.@win+1;
+ mes "[Moonho Ahn]";
+ mes "Nice job. I didn't";
+ mes "expect for you to";
+ mes "really beat me...";
+ mes "Hahahahahahah~";
+ next;
+ break;
+ }
+ else if (.@number_false_2 == 2) {
+ set .@lose,.@lose+1;
+ mes "[Moonho Ahn]";
+ mes "Hahaha! I'm sorry, but";
+ mes "I won. I guess I still got it!";
+ next;
+ break;
+ }
+ }
+ else {
+ if (.@amuro == 1) {
+ set .@number_right_2,.@number_right_2+1;
+ mes "[Moonho Ahn]";
+ mes "Let's see...";
+ mes "It's odd, isn't it?";
+ next;
+ mes "[Moonho Ahn]";
+ mes "I lost, huh?";
+ mes "So it was ^0000ffEven^000000...";
+ next;
+ }
+ else if (.@amuro == 2) {
+ set .@number_false_2,.@number_false_2+1;
+ mes "[Moonho Ahn]";
+ mes "Let's see...";
+ mes "It's ^0000FFEven^000000, isn't it?";
+ next;
+ mes "[Moonho Ahn]";
+ mes "Looks like I won!";
+ mes "Hahahahahahaha!";
+ next;
+ }
+ if (.@number_right_2 == 2) {
+ set .@win,.@win+1;
+ mes "[Moonho Ahn]";
+ mes "Nice job. I didn't";
+ mes "expect for you to";
+ mes "really beat me...";
+ mes "Hahahahahahah~";
+ next;
+ break;
+ }
+ else if (.@number_false_2 == 2) {
+ set .@lose,.@lose+1;
+ mes "[Moonho Ahn]";
+ mes "Hahaha! I'm sorry, but";
+ mes "I won. I guess I still got it!";
+ next;
+ break;
+ }
+ }
+ }
+ if (.@win == 2) {
+ mes "[Moonho Ahn]";
+ mes "You really are amazing!";
+ mes "It's time that the title of";
+ mes "White Meteor be passed";
+ mes "onto someone more worthy...";
+ mes "You are the new White Meteor!";
+ next;
+ mes "[" + strcharinfo(0) +"]";
+ mes "Really? Uh, can I get";
+ mes "that in writing please?";
+ mes "It'd mean so much to me!";
+ next;
+ mes "[Moonho Ahn]";
+ mes "Ah, you want a letter";
+ mes "of recommendation or";
+ mes "my seal of approval, right?";
+ mes "Heh, you must be very proud.";
+ mes "Hold still for a second.";
+ next;
+ mes "^3355FF*Scribble Scribble*^000000";
+ next;
+ mes "[" + strcharinfo(0) + "]";
+ mes "What does this";
+ mes "scribble on my";
+ mes "wrist mean?";
+ next;
+ mes "[Moonho Ahn]";
+ mes "That is the sign of";
+ mes "the White Meteor.";
+ mes "Everyone that knows";
+ mes "me will recognize it";
+ mes "and its authenticity.";
+ next;
+ mes "[" + strcharinfo(0) + "]";
+ mes "Thank you so much";
+ mes "for the fun game!";
+ mes "I better get going now,";
+ mes "but maybe we can play";
+ mes "again sometime~";
+ next;
+ mes "[Moonho Ahn]";
+ mes "Hahahaa!";
+ mes "After so long, it";
+ mes "feels good to have";
+ mes "played with a worthy";
+ mes "opponent. Thank you~";
+ set zdan_edq,7;
+ close;
+ }
+ else if (.@lose == 2) {
+ mes "[Moonho Ahn]";
+ mes "I'm sorry, but I've won";
+ mes "the game. I had a really";
+ mes "great time, and I could";
+ mes "tell that it was really close.";
+ mes "It's been a while since I've";
+ mes "had this much fun gambling~";
+ next;
+ mes "[Moonho Ahn]";
+ mes "Oh, did you want to";
+ mes "play again? I can tell";
+ mes "that you're a bit eager to";
+ mes "beat me so you're welcome";
+ mes "to play me again anytime.";
+ mes "I'll be right here, hahaha~";
+ close;
+ }
+ else {
+ mes "[Moonho Ahn]";
+ mes "Ooh, this is exciting~";
+ mes "We each both won a round:";
+ mes "the next round will decide";
+ mes "who wins and loses!";
+ next;
+ mes "[Moonho Ahn]";
+ mes "It's my turn to shake";
+ mes "the coins. Let's see";
+ mes "how you fare this time...";
+ next;
+ mes "^3355FF*Shake Shake*";
+ mes "Guess! Is it";
+ mes "Odd or Even?^000000";
+ next;
+ while(1) {
+ set .@number,rand(1,2);
+ input .@input$;
+ if (((.@input$ == "Odd") && (.@number == 1)) || ((.@input$ == "Even") && (.@number == 2))) {
+ set .@number_right_3,.@number_right_3+1;
+ mes "[Moonho Ahn]";
+ mes "^0000FF"+.@input+"^000000?";
+ mes "Okay, you won.";
+ next;
+ if ((.@number_right_3 < 2) && (.@number_false_3 < 2)) {
+ mes "^3355FF*Shake Shake*";
+ mes "Guess! Is it";
+ mes "Odd or Even?^000000";
+ next;
+ }
+ }
+ else if (((.@input$ == "Odd") && (.@number == 2)) || ((.@input$ == "Even") && (.@number == 1))) {
+ set .@number_false_3,.@number_false_3+1;
+ mes "[Moonho Ahn]";
+ mes "Well, it's ^0000FF+.@input+^000000.";
+ mes "Looks like I won.";
+ next;
+ if ((.@number_right_3 < 2) && (.@number_false_3 <2)) {
+ mes "^3355FF*Shake Shake*";
+ mes "Guess! Is it";
+ mes "Odd or Even?^000000";
+ next;
+ }
+ }
+ if (.@number_right_3 == 2) {
+ mes "[Moonho Ahn]";
+ mes "Oh... You won...";
+ set .@win,.@win+1;
+ next;
+ break;
+ }
+ else if (.@number_false_3 == 2) {
+ mes "[Moonho Ahn]";
+ mes "Hahaha! I'm sorry, but";
+ mes "I won. I guess I still got it!";
+ set .@lose,.@lose+1;
+ next;
+ break;
+ }
+ if ((.@input$ != "Even") && (.@input$ !="Odd")) {
+ mes "[Moonho Ahn]";
+ mes "You can only declare";
+ mes "your guess as ^0000FFOdd^000000 or ^0000FFEven^000000.";
+ mes "Please try entering it again.";
+ next;
+ }
+ }
+ if (.@win >= 2) {
+ mes "[Moonho Ahn]";
+ mes "You really are amazing!";
+ mes "It's time that the title of";
+ mes "White Meteor be passed";
+ mes "onto someone more worthy...";
+ mes "You are the new White Meteor!";
+ next;
+ mes "[" + strcharinfo(0) +"]";
+ mes "Really? Uh, can I get";
+ mes "that in writing please?";
+ mes "It'd mean so much to me!";
+ next;
+ mes "[Moonho Ahn]";
+ mes "Ah, you want a letter";
+ mes "of recommendation or";
+ mes "my seal of approval, right?";
+ mes "Heh, you must be very proud.";
+ mes "Hold still for a second.";
+ next;
+ mes "^3355FF*Scribble Scribble*^000000";
+ next;
+ mes "[" + strcharinfo(0) + "]";
+ mes "What does this";
+ mes "scribble on my";
+ mes "wrist mean?";
+ next;
+ mes "[Moonho Ahn]";
+ mes "That is the sign of";
+ mes "the White Meteor.";
+ mes "Everyone that knows";
+ mes "me will recognize it";
+ mes "and its authenticity.";
+ next;
+ mes "[" + strcharinfo(0) + "]";
+ mes "Thank you so much";
+ mes "for the fun game!";
+ mes "I better get going now,";
+ mes "but maybe we can play";
+ mes "again sometime~";
+ next;
+ mes "[Moonho Ahn]";
+ mes "Hahahaa!";
+ mes "After so long, it";
+ mes "feels good to have";
+ mes "played with a worthy";
+ mes "opponent. Thank you~";
+ set zdan_edq,7;
+ close;
+ }
+ else if (.@lose == 2) {
+ mes "[Moonho Ahn]";
+ mes "I'm sorry, but I've won";
+ mes "the game. I had a really";
+ mes "great time, and I could";
+ mes "tell that it was really close.";
+ mes "It's been a while since I've";
+ mes "had this much fun gambling~";
+ next;
+ mes "[Moonho Ahn]";
+ mes "Oh, did you want to";
+ mes "play again? I can tell";
+ mes "that you're a bit eager to";
+ mes "beat me so you're welcome";
+ mes "to play me again anytime.";
+ mes "I'll be right here, hahaha~";
+ close;
+ }
+ }
+ }
+ else {
+ mes "[Moonho Ahn]";
+ mes "Hm? You don't even";
+ mes "have 500 zeny to play";
+ mes "a game? Well, whenever";
+ mes "you feel like playing Coin";
+ mes "Shake, drop on by.";
+ close;
+ }
+ break;
+ case 2:
+ mes "[Moonho Ahn]";
+ mes "This is basically";
+ mes "a guessing game played";
+ mes "in rounds, best 2 out of 3.";
+ mes "One of us will be the coin";
+ mes "shaker, and the other will";
+ mes "be the guesser.";
+ next;
+ mes "[Moonho Ahn]";
+ mes "The coin shaker begins";
+ mes "the round by grabbing";
+ mes "a random amount of coins,";
+ mes "shaking them in his closed";
+ mes "hands, and then stopping,";
+ mes "keeping the coins concealed.";
+ next;
+ mes "[Moonho Ahn]";
+ mes "The other person, the";
+ mes "guesser, will then declare";
+ mes "a guess on whether the total";
+ mes "value of the coins is ^0000FFOdd^000000 or";
+ mes "^0000FFEven^000000. Afterwards, the coin";
+ mes "shaker reveals the coins...";
+ next;
+ mes "[Moonho Ahn]";
+ mes "If the guesser is right,";
+ mes "then he wins the round.";
+ mes "However, if he guessed";
+ mes "wrong, then it's a victory";
+ mes "for the coin shaker. ";
+ next;
+ mes "[Moohno Ahn]";
+ mes "We each take turns,";
+ mes "switching roles.";
+ mes "If it's your turn to";
+ mes "guess, remember to";
+ mes "call out ^0000FFOdd^000000 or ^0000FFEven^000000.";
+ next;
+ mes "[Moonho Ahn]";
+ mes "Lastly, I'm the house,";
+ mes "so I'll charge a game";
+ mes "participation fee. It's";
+ mes "not much, just 500 zeny.";
+ mes "We're only playing for fun,";
+ mes "not to break the bank.";
+ close;
+ }
+ }
+ mes "[Moonho Ahn]";
+ mes "I still remember that";
+ mes "last legendary match with";
+ mes "Dalho Kwak. Now that man was";
+ mes "a worthy opponent: he could";
+ mes "read others' hands three times";
+ mes "faster than the normal eye!";
+ next;
+ mes "[Moonho Ahn]";
+ mes "God, I miss those";
+ mes "days competing against";
+ mes "him. I wonder how he's";
+ mes "been doing lately...";
+ close;
+}
+
+payon,192,176,3 script Gooho Ahn 903,{
+ if (zdan_edq == 12) {
+ mes "[Gooho Ahn]";
+ mes "Oh, hello";
+ mes "adventurer.";
+ mes "Um, was there";
+ mes "something you wanted?";
+ emotion e_what,1;
+ next;
+ switch(select("Rogue Guild's Decoding Request")) {
+ case 1:
+ mes "[Gooho Ahn]";
+ mes "Ah, Marybell sent you?";
+ mes "I see. I've been struggling";
+ mes "trying to decrypt this letter.";
+ mes "Did you want to take a look?";
+ next;
+ mes "[Gooho Ahn]";
+ mes "This looks like a piece";
+ mes "of blank paper, but if you";
+ mes "add just the right amount";
+ mes "of heat and light, you can";
+ mes "read its contents. This is";
+ mes "some powerful encryption!";
+ emotion e_omg,1;
+ next;
+ mes "[Gooho Ahn]";
+ mes "So far, I've only decrypted";
+ mes "just a portion of the letter's";
+ mes "content. Unfortunately, I ran";
+ mes "out of the materials I need to";
+ mes "measure how much light and heat";
+ mes "I need to unlock this message.";
+ next;
+ mes "[Gooho Ahn]";
+ mes "I'm pretty swamped over";
+ mes "here, but if you're working";
+ mes "for Marybell, I don't think";
+ mes "you'd mind doing a favor";
+ mes "for me. Would you gather";
+ mes "the materials I need?";
+ next;
+ mes "[Gooho Ahn]";
+ mes "I need";
+ mes "^0000FF20 Live Coals^000000,";
+ mes "^0000FF1 Matchstick^000000,";
+ mes "^0000FF2 Alcohol^000000, and";
+ mes "^0000FF10 Burning Hearts^000000.";
+ next;
+ mes "[Gooho Ahn]";
+ mes "Once I have the things";
+ mes "I need, I should be able";
+ mes "to decrypt the rest of";
+ mes "this secret Z Gang letter.";
+ set zdan_edq,13;
+ close;
+ }
+ }
+ if (zdan_edq == 13) {
+ mes "[Gooho Ahn]";
+ mes "So did you bring the";
+ mes "things I need to measure";
+ mes "how much light and heat";
+ mes "I need to reveal the rest";
+ mes "of this secret Z Gang letter?";
+ next;
+ if ((countitem(7098) > 19) && (countitem(970) > 1) && (countitem(7035) > 0) && (countitem(7097) > 9)) {
+ mes "[Gooho Ahn]";
+ mes "Oh, good. Thanks a lot.";
+ mes "Now I should do my part,";
+ mes "and decrypt the rest of";
+ mes "this letter. Mm... Just";
+ mes "give me a second to";
+ mes "make some adjustments...";
+ next;
+ delitem 7098,20; //Live_Coal
+ delitem 970,2; //Alchol
+ delitem 7035,1; //Matchstick
+ delitem 7097,10; //Burning_Heart
+ emotion e_ic;
+ mes "[Gooho Ahn]";
+ mes "Oh, what? This language...";
+ mes "It's ancient! Aegye hasn't";
+ mes "been used in... centuries.";
+ mes "I've seen Aegye used in the";
+ mes "Book of Forbidden Mystery";
+ mes "before it was stolen.";
+ next;
+ mes "[Gooho Ahn]";
+ mes "There's a legend about";
+ mes "an ancient civilization that";
+ mes "set the foundation for our";
+ mes "modern society. The Aegye";
+ mes "language was considered";
+ mes "a subcultural phenomenon.";
+ next;
+ mes "[Gooho Ahn]";
+ mes "Aegye was popular among";
+ mes "children and rebellious";
+ mes "teens, but was considered";
+ mes "vulgar until it entered the";
+ mes "mainstream. Then, somehow... ";
+ next;
+ mes "[Gooho Ahn] ";
+ mes "Aegye destroyed that";
+ mes "ancient people's lingual";
+ mes "system and civilization";
+ mes "once it was popularized.";
+ mes "That is why there is strong";
+ mes "Aegye censorship today.";
+ next;
+ mes "[Gooho Ahn] ";
+ mes "In fact, the existence";
+ mes "of Aegye is supposed to";
+ mes "be a huge secret. That";
+ mes "language is responsible";
+ mes "for one of the greatest";
+ mes "disasters of all time.";
+ next;
+ mes "[" + strcharinfo(0) + "]";
+ mes "...............................";
+ mes "So what's the letter say?";
+ next;
+ mes "[Gooho Ahn] ";
+ mes "Mm... Let me check...";
+ mes "My knowledge in Aegye";
+ mes "is very limited, so...";
+ next;
+ mes "[Gooho Ahn] ";
+ mes "^0000ffWeii arr prowd Z G gna^000000";
+ mes "^0000ffAynoen hwo sspotp uys^000000";
+ mes "^0000ffwlil eb kckide on htier ssa!^000000";
+ next;
+ mes "[" + strcharinfo(0) + "]";
+ mes "What...?";
+ next;
+ mes "[Gooho Ahn] ";
+ mes "That's the nature";
+ mes "of Aegye: it is chaotic,";
+ mes "and barely legible!";
+ mes "Regardless, this letter";
+ mes "is invaluable as research";
+ mes "material for my studies.";
+ next;
+ mes "[Gooho Ahn] ";
+ mes "It will be enough";
+ mes "for Marybell if you";
+ mes "deliver the message to";
+ mes "her verbatim. Listen";
+ mes "to me carefully, and";
+ mes "maybe write this down.";
+ next;
+ mes "[Gooho Ahn] ";
+ mes "^0000ffWeii arr prowd Z G gna^000000";
+ mes "^0000ffAynoen hwo sspotp uys^000000";
+ mes "^0000ffwlil eb kckide on htier ssa!^000000";
+ set zdan_edq,14;
+ close;
+ }
+ else {
+ mes "[Gooho Ahn]";
+ mes "Please hurry!";
+ mes "I'm sure Marybell is";
+ mes "waiting to learn the";
+ mes "whereabouts of the Z Gang,";
+ mes "and this letter might have";
+ mes "a clue. Oh, and remember...";
+ next;
+ mes "[Gooho Ahn] ";
+ mes "I need";
+ mes "^0000FF20 Live Coals^000000,";
+ mes "^0000FF1 Matchstick^000000,";
+ mes "^0000FF2 Alcohol^000000, and";
+ mes "^0000FF10 Burning Hearts^000000.";
+ next;
+ mes "[Gooho Ahn]";
+ mes "Once I have the things";
+ mes "I need, I should be able";
+ mes "to decrypt the rest of";
+ mes "this secret Z Gang letter.";
+ close;
+ }
+ }
+ if (zdan_edq == 14) {
+ mes "[Gooho Ahn] ";
+ mes "Please tell Marybell";
+ mes "the contents of the";
+ mes "Z Gang's letter so that";
+ mes "I can keep the original";
+ mes "document for research purposes.";
+ next;
+ mes "[Gooho Ahn] ";
+ mes "^0000ffWeii arr prowd Z G gna^000000";
+ mes "^0000ffAynoen hwo sspotp uys^000000";
+ mes "^0000ffwlil eb kckide on htier ssa!^000000";
+ close;
+ }
+ mes "[Gooho Ahn] ";
+ mes "Encryption is the art of";
+ mes "hiding truth in layers of";
+ mes "secrecy. My specialty is";
+ mes "in unraveling the truth";
+ mes "by breaking encryption.";
+ close;
+}
+
+moc_ruins,90,67,3 script Suspicious Man#1 99,2,2,{
+ if ((zdan_edq == 9) && ($@zdan == 0)) {
+ set $@zdan,1;
+ initnpctimer;
+ mes "[????]";
+ mes "I know you've";
+ mes "been pursuing us!";
+ mes "Grrrr... DIE NOW!";
+ specialeffect EF_STEAL;
+ next;
+ mes "[" + strcharinfo(0) + "]";
+ mes "Wh-who are you?";
+ next;
+ mes "[????]";
+ mes "Y-you're stronger";
+ mes "than I thought!";
+ mes "Run awaaaaay!";
+ hideoffnpc "Suspicious Man#2";
+ hideonnpc "Suspicious Man#1";
+ set $@zdan,0;
+ stopnpctimer;
+ next;
+ mes "[" + strcharinfo(0) + "]";
+ mes "Huh? That man must";
+ mes "have dropped this";
+ mes "note in his haste";
+ mes "to get away from here.";
+ mes "Let's see what it says...";
+ next;
+ mes "^FFFFFF ^000000";
+ mes "^FFFFFF ^000000";
+ mes "^666666Kill " + strcharinfo(0) + ", meow.";
+ mes "That arrogant do-gooder";
+ mes "is looking into us too much.";
+ mes "Fail to kill him, and death";
+ mes "will be too good for you, meow.^000000";
+ next;
+ mes "[" + strcharinfo(0) + "]";
+ mes "That must have been";
+ mes "an informer for the Z Gang.";
+ mes "He can't have gotten too far:";
+ mes "I have a chance to catch him!";
+ set zdan_edq,10;
+ close;
+ }
+ if ((zdan_edq == 9) && ($@zdan > 0)) {
+ mes "[Suspicious Man]";
+ mes "...............................";
+ mes "...............................";
+ mes "............................... ";
+ next;
+ mes "[" + strcharinfo(0) + "]";
+ mes "Something's not quite";
+ mes "right. I should come back";
+ mes "and investigate this area";
+ mes "later when there are fewer";
+ mes "people watching...";
+ close;
+ }
+ if ((zdan_edq == 10) && ($@zdan > 0)) {
+ mes "[" + strcharinfo(0) + "]";
+ mes "Nuts! I was supposed";
+ mes "to try to do this secretly!";
+ mes "I better try to investigate";
+ mes "this area again when no";
+ mes "one is around here.";
+ close;
+ }
+ if ((zdan_edq == 10) && ($@zdan == 0 )) {
+ set $@zdan,1;
+ initnpctimer;
+ mes "[????]";
+ mes "Eeek...!";
+ next;
+ mes "[" + strcharinfo(0) + "]";
+ mes "Haha! Got you!";
+ mes "You're an informer for";
+ mes "the Z Gang, aren't you?";
+ next;
+ mes "[????]";
+ mes "I... I... d-don't";
+ mes "know what you're";
+ mes "talking about!";
+ mes "I'm innocent!";
+ next;
+ mes "[" + strcharinfo(0) + "]";
+ mes "Then you're telling";
+ mes "me this note didn't";
+ mes "just fall out of your";
+ mes "pocket? What's this";
+ mes "about trying to kill me?";
+ next;
+ mes "[????]";
+ mes "Th-that's...";
+ mes "I'm not--That...!";
+ next;
+ mes "[" + strcharinfo(0) + "]";
+ mes "You better confess, or";
+ mes "I'll drag you over to the";
+ mes "Prontera Knightage or the";
+ mes "Rogue Guild to take care";
+ mes "of you. In fact, let's just";
+ mes "head over to Prontera...";
+ next;
+ mes "[Z Gang Informer]";
+ mes "N-no! I'll tell you";
+ mes "everything! Please!";
+ mes "My mother's old! I've";
+ mes "got kids to feed!";
+ mes "I... I can't go to jail!";
+ next;
+ mes "[" + strcharinfo(0) + "]";
+ mes "Alright.";
+ mes "Let's start by you";
+ mes "telling me where";
+ mes "I can find the Z Gang.";
+ next;
+ mes "[Z Gang Informer]";
+ mes "I... I really don't";
+ mes "know where to find them.";
+ mes "I'm at the bottom of the";
+ mes "food chain, I just follow";
+ mes "their written instructions.";
+ next;
+ mes "[" + strcharinfo(0) + "]";
+ mes "You know what?";
+ mes "Never mind. I'm won't";
+ mes "take you to be jailed by";
+ mes "the Prontera Knights.";
+ mes "I'll drop you off";
+ mes "at the Rogues.";
+ next;
+ mes "[Z Gang Informer]";
+ mes "...............................";
+ mes "Their secret hideout is in";
+ mes "South Morroc, and you can't";
+ mes "enter the place without the";
+ mes "secret password.";
+ next;
+ mes "[" + strcharinfo(0) + "]";
+ mes "Nice. Now, you better";
+ mes "stop running with the";
+ mes "Z Gang. Otherwise, I'm";
+ mes "not going to be so merciful";
+ mes "the next time I see you.";
+ next;
+ mes "[Z Gang Informer]";
+ mes "Anything you want!";
+ mes "J-just let me liiive!";
+ next;
+ mes "[" + strcharinfo(0) + "]";
+ mes "I should head back to";
+ mes "Marybell, and see if she's";
+ mes "learned any new information.";
+ set zdan_edq,11;
+ set $@zdan,0;
+ stopnpctimer;
+ close;
+ }
+ if (zdan_edq < 9) {
+ mes "[Suspicious Man]";
+ mes "What? Get lost!";
+ mes "Listen, you don't";
+ mes "want to mess with";
+ mes "me. Just. Don't.";
+ close;
+ }
+ if ((zdan_edq > 10) && (zdan_edq < 15)) {
+ mes "[Z Gang Informer]";
+ mes "Whoa, leave me alone!";
+ mes "I'm just standing here";
+ mes "on the road, I didn't";
+ mes "do anything wrong!";
+ close;
+ }
+ if (zdan_edq > 14) {
+ mes "[Former Z Gang Informer]";
+ mes "You don't have to";
+ mes "worry about me anymore.";
+ mes "I've turned over a new";
+ mes "leaf, got a real job,";
+ mes "that sort of deal.";
+ close;
+ }
+ mes "[Suspicious Man]";
+ mes "What? Get lost!";
+ mes "Listen, you don't";
+ mes "want to mess with";
+ mes "me. Just. Don't.";
+ close;
+
+OnTimer30000:
+ set $@zdan,0;
+ end;
+
+OnTouch:
+ if ((zdan_edq == 9) && ($@zdan == 0)) {
+ set $@zdan,1;
+ initnpctimer;
+ mes "[????]";
+ mes "I know you've";
+ mes "been pursuing us!";
+ mes "Grrrr... DIE NOW!";
+ specialeffect EF_STEAL;
+ next;
+ mes "[" + strcharinfo(0) + "]";
+ mes "Wh-who are you?";
+ next;
+ mes "[????]";
+ mes "Y-you're stronger";
+ mes "than I thought!";
+ mes "Run awaaaaay!";
+ hideoffnpc "Suspicious Man#2";
+ hideonnpc "Suspicious Man#1";
+ set $@zdan,0;
+ stopnpctimer;
+ next;
+ mes "[" + strcharinfo(0) + "] ";
+ mes "Huh? That man must";
+ mes "have dropped this";
+ mes "note in his haste";
+ mes "to get away from here.";
+ mes "Let's see what it says...";
+ next;
+ mes "^FFFFFF ^000000";
+ mes "^FFFFFF ^000000";
+ mes "^666666Kill " + strcharinfo(0) + ", meow.";
+ mes "That arrogant do-gooder";
+ mes "is looking into us too much.";
+ mes "Fail to kill him, and death";
+ mes "will be too good for you, meow.^000000";
+ next;
+ mes "[" + strcharinfo(0) + "]";
+ mes "That must have been";
+ mes "an informer for the Z Gang.";
+ mes "He can't have gotten too far:";
+ mes "I have a chance to catch him!";
+ set zdan_edq,10;
+ close;
+ }
+ end;
+}
+
+moc_ruins,78,167,3 script Suspicious Man#2 99,2,2,{
+ if ((zdan_edq == 9) && ($@zdan == 0)) {
+ set $@zdan,1;
+ initnpctimer;
+ mes "[????]";
+ mes "I know you've";
+ mes "been pursuing us!";
+ mes "Grrrr... DIE NOW!";
+ specialeffect EF_STEAL;
+ next;
+ mes "[" + strcharinfo(0) + "]";
+ mes "Wh-who are you?";
+ next;
+ mes "[????]";
+ mes "Y-you're stronger";
+ mes "than I thought!";
+ mes "Run awaaaaay!";
+ hideoffnpc "Suspicious Man#1";
+ hideonnpc "Suspicious Man#2";
+ set $@zdan,0;
+ stopnpctimer;
+ next;
+ mes "[" + strcharinfo(0) + "] ";
+ mes "Huh? That man must";
+ mes "have dropped this";
+ mes "note in his haste";
+ mes "to get away from here.";
+ mes "Let's see what it says...";
+ next;
+ mes "^FFFFFF ^000000";
+ mes "^FFFFFF ^000000";
+ mes "^666666Kill " + strcharinfo(0) + ", meow.";
+ mes "That arrogant do-gooder";
+ mes "is looking into us too much.";
+ mes "Fail to kill him, and death";
+ mes "will be too good for you, meow.^000000";
+ next;
+ mes "[" + strcharinfo(0) + "]";
+ mes "That must have been";
+ mes "an informer for the Z Gang.";
+ mes "He can't have gotten too far:";
+ mes "I have a chance to catch him!";
+ set zdan_edq,10;
+ close;
+ }
+ if ((zdan_edq == 10) && ($@zdan == 0)) {
+ set $@zdan,1;
+ initnpctimer;
+ mes "[????]";
+ mes "Eeek...!";
+ next;
+ mes "[" + strcharinfo(0) + "]";
+ mes "Haha! Got you!";
+ mes "You're an informer for";
+ mes "the Z Gang, aren't you?";
+ next;
+ mes "[????]";
+ mes "I... I... d-don't";
+ mes "know what you're";
+ mes "talking about!";
+ mes "I'm innocent!";
+ next;
+ mes "[" + strcharinfo(0) + "]";
+ mes "Then you're telling";
+ mes "me this note didn't";
+ mes "just fall out of your";
+ mes "pocket? What's this";
+ mes "about trying to kill me?";
+ next;
+ mes "[????]";
+ mes "Th-that's...";
+ mes "I'm not--That...!";
+ next;
+ mes "[" + strcharinfo(0) + "]";
+ mes "You better confess, or";
+ mes "I'll drag you over to the";
+ mes "Prontera Knightage or the";
+ mes "Rogue Guild to take care";
+ mes "of you. In fact, let's just";
+ mes "head over to Prontera...";
+ next;
+ mes "[Z Gang Informer]";
+ mes "N-no! I'll tell you";
+ mes "everything! Please!";
+ mes "My mother's old! I've";
+ mes "got kids to feed!";
+ mes "I... I can't go to jail!";
+ next;
+ mes "[" + strcharinfo(0) + "]";
+ mes "Alright.";
+ mes "Let's start by you";
+ mes "telling me where";
+ mes "I can find the Z Gang.";
+ next;
+ mes "[Z Gang Informer]";
+ mes "I... I really don't";
+ mes "know where to find them.";
+ mes "I'm at the bottom of the";
+ mes "food chain, I just follow";
+ mes "their written instructions.";
+ next;
+ mes "[" + strcharinfo(0) + "]";
+ mes "You know what?";
+ mes "Never mind. I'm won't";
+ mes "take you to be jailed by";
+ mes "the Prontera Knights.";
+ mes "I'll drop you off";
+ mes "at the Rogues.";
+ next;
+ mes "[Z Gang Informer]";
+ mes "...............................";
+ mes "Their secret hideout is in";
+ mes "South Morroc, and you can't";
+ mes "enter the place without the";
+ mes "secret password.";
+ next;
+ mes "[" + strcharinfo(0) + "]";
+ mes "Nice. Now, you better";
+ mes "stop running with the";
+ mes "Z Gang. Otherwise, I'm";
+ mes "not going to be so merciful";
+ mes "the next time I see you.";
+ next;
+ mes "[Z Gang Informer]";
+ mes "Anything you want!";
+ mes "J-just let me liiive!";
+ next;
+ mes "[" + strcharinfo(0) + "]";
+ mes "I should head back to";
+ mes "Marybell, and see if she's";
+ mes "learned any new information.";
+ set zdan_edq,11;
+ set $@zdan,0;
+ stopnpctimer;
+ close;
+ }
+ if ((zdan_edq == 9) && ($@zdan > 0)) {
+ mes "[Suspicious Man]";
+ mes "... ...";
+ next;
+ mes "[" + strcharinfo(0) + "]";
+ mes "Something's not quite";
+ mes "right. I should come back";
+ mes "and investigate this area";
+ mes "later when there are fewer";
+ mes "people watching...";
+ close;
+ }
+ if ((zdan_edq == 10) && ($@zdan > 0)) {
+ mes "[" + strcharinfo(0) + "]";
+ mes "Nuts! I was supposed";
+ mes "to try to do this secretly!";
+ mes "I better try to investigate";
+ mes "this area again when no";
+ mes "one is around here.";
+ close;
+ }
+ if (zdan_edq < 9) {
+ mes "[Thug]";
+ mes "What? Get lost!";
+ mes "Listen, you don't";
+ mes "want to mess with";
+ mes "me. Just. Don't.";
+ close;
+ }
+ if ((zdan_edq > 10) && (zdan_edq < 15)) {
+ mes "[Z Gang Informer]";
+ mes "Whoa, leave me alone!";
+ mes "I'm just standing here";
+ mes "on the road, I didn't";
+ mes "do anything wrong!";
+ close;
+ }
+ if (zdan_edq > 14) {
+ mes "[Former Z Gang Informer]";
+ mes "You don't have to";
+ mes "worry about me anymore.";
+ mes "I've turned over a new";
+ mes "leaf, got a real job,";
+ mes "that sort of deal.";
+ close;
+ }
+ mes "[Thug]";
+ mes "What? Get lost!";
+ mes "Listen, you don't";
+ mes "want to mess with";
+ mes "me. Just. Don't.";
+ close;
+
+OnInit:
+ hideonnpc "Suspicious Man#2";
+ end;
+
+OnTimer30000:
+ set $@zdan,0;
+ end;
+
+OnTouch:
+ if ((zdan_edq == 9) && ($@zdan == 0)) {
+ set $@zdan,1;
+ initnpctimer;
+ mes "[????]";
+ mes "I know you've";
+ mes "been pursuing us!";
+ mes "Grrrr... DIE NOW!";
+ specialeffect EF_STEAL;
+ next;
+ mes "[" + strcharinfo(0) + "]";
+ mes "Wh-who are you?";
+ next;
+ mes "[????]";
+ mes "Y-you're stronger";
+ mes "than I thought!";
+ mes "Run awaaaaay!";
+ hideoffnpc "Suspicious Man#1";
+ hideonnpc "Suspicious Man#2";
+ set $@zdan,0;
+ stopnpctimer;
+ next;
+ mes "[" + strcharinfo(0) + "] ";
+ mes "Huh? That man must";
+ mes "have dropped this";
+ mes "note in his haste";
+ mes "to get away from here.";
+ mes "Let's see what it says...";
+ next;
+ mes "^FFFFFF ^000000";
+ mes "^FFFFFF ^000000";
+ mes "^666666Kill " + strcharinfo(0) + ", meow.";
+ mes "That arrogant do-gooder";
+ mes "is looking into us too much.";
+ mes "Fail to kill him, and death";
+ mes "will be too good for you, meow.^000000";
+ next;
+ mes "[" + strcharinfo(0) + "]";
+ mes "That must have been";
+ mes "an informer for the Z Gang.";
+ mes "He can't have gotten too far:";
+ mes "I have a chance to catch him!";
+ set zdan_edq,10;
+ close;
+ }
+ end;
+}
+
+moc_fild17,209,235,0 script Odd Slab 111,4,4,{
+ if (((zdan_edq == 15) || (zdan_edq == 16) || (zdan_edq == 17)) && ($@door2 == 0)) {
+ mes "[Odd Slab]";
+ mes "^FF0000*Creak Creak*";
+ mes "Etner sspawrod.^000000";
+ next;
+ emotion e_omg,1;
+ mes "[" + strcharinfo(0) + "]";
+ mes "This slab is speaking";
+ mes "to me! I... I think. Now";
+ mes "where have I heard";
+ mes "talking like this before?";
+ next;
+ mes "[Odd Slab]";
+ mes "^FF0000*Creak Creak*";
+ mes "Etner sspawrod.^000000";
+ next;
+ emotion e_ic,1;
+ mes "[" + strcharinfo(0) + "]";
+ mes "Oh, right! This is that";
+ mes "trashy language, Aegye,";
+ mes "that Gooho Ahn told me";
+ mes "about. It still sounds";
+ mes "like... A poor excuse";
+ mes "for language to me.";
+ next;
+ mes "[Odd Slab]";
+ mes "^FF0000*Creak Creak*";
+ mes "Etner sspawrod.^000000";
+ next;
+ mes "[" + strcharinfo(0) + "]";
+ mes "Well, I guess";
+ mes "I should talk to it. Um...";
+ next;
+ input .@input$;
+ if (.@input$ == "Weii arr prowd Z G gna") {
+ mes "[Odd Slab]";
+ mes "^FF0000*Creak Creak*";
+ mes "Etner n2d sspawrod.^000000";
+ next;
+ mes "[" + strcharinfo(0) + "]";
+ mes "Whoa! It's saying";
+ mes "something different now!";
+ mes "I must be doing alright.";
+ mes "Now what do I say?";
+ next;
+ input .@input$;
+ if (.@input$ == "Aynoen hwo sspotp uys") {
+ mes "[Odd Slab]";
+ mes "^FF0000*Creak Creak*";
+ mes "Etner r3d sspawrod.^000000";
+ next;
+ mes "[" + strcharinfo(0) + "]";
+ mes "Heh! I'm on the right";
+ mes "track. Now what do I say?";
+ next;
+ input .@input$;
+ if (.@input$ == "wlil eb kckide on htier ssa!") {
+ mes "[Odd Slab]";
+ mes "*Creak Creak*";
+ mes "*Creak Creak*";
+ next;
+ mes "[" + strcharinfo(0) + "]";
+ mes "Um... Now what...?";
+ next;
+ if ($@door2 == 0) {
+ set $@door2,1;
+ mes "Waaaah! Waaah!";
+ next;
+ mes "[" + strcharinfo(0) + "]";
+ mes "What th--?! What's";
+ mes "happening?! I'm being";
+ mes "sucked away somewhere!";
+ set zdan_edq,16;
+ close2;
+ warp "z_agit",98,40;
+ end;
+ }
+ else {
+ mes "[" + strcharinfo(0) + "]";
+ mes "Hm? Did I do something";
+ mes "wrong? It just stopped";
+ mes "working all of a sudden.";
+ next;
+ mes "[Odd Slab]";
+ mes "^FF0000Rrsoy, rrsoy.";
+ mes "Ai cn'at elt yoo ni ofr nwo. Plzea ecmo ckba tela.^000000";
+ next;
+ mes "^666666*Pzzzzz*^000000";
+ next;
+ mes "[" + strcharinfo(0) + "]";
+ mes "I think...";
+ mes "I think I should";
+ mes "try this again.";
+ close;
+ }
+ }
+ else {
+ mes "[Odd Slab]";
+ mes "^666666*Pzzzzz*^000000";
+ next;
+ mes "[" + strcharinfo(0) + "]";
+ mes "Huh? This talking slab";
+ mes "thing isn't working now.";
+ mes "Hello? What happened to you?";
+ mes "Hey! Talk to me, will you?";
+ set $@door2,0;
+ close;
+ }
+ }
+ else {
+ mes "[Odd Slab]";
+ mes "^666666*Pzzzzz*^000000";
+ next;
+ mes "[" + strcharinfo(0) + "]";
+ mes "Huh? This talking slab";
+ mes "thing isn't working now.";
+ mes "Hello? What happened to you?";
+ mes "Hey! Talk to me, will you?";
+ set $@door2,0;
+ close;
+ }
+ }
+ else {
+ mes "[Odd Slab]";
+ mes "^666666*Pzzzzz*^000000";
+ next;
+ mes "[" + strcharinfo(0) + "]";
+ mes "Huh? This talking slab";
+ mes "thing isn't working now.";
+ mes "Hello? What happened to you?";
+ mes "Hey! Talk to me, will you?";
+ set $@door2,0;
+ close;
+ }
+ }
+ if (((zdan_edq == 15) || (zdan_edq == 16) || (zdan_edq == 17)) && ($@door2 > 0)) {
+ mes "[Odd Slab]";
+ mes "*Creak Creak*";
+ next;
+ mes "[" + strcharinfo(0) + "]";
+ mes "This slab looks pretty";
+ mes "strange. Is it making";
+ mes "noises? Hmm... Maybe this";
+ mes "is a clue to the Z Gang!";
+ mes "I'll come back later";
+ mes "to investigate this~";
+ close;
+ }
+ if (zdan_edq > 17) {
+ mes "[" + strcharinfo(0) + "]";
+ mes "This used to be";
+ mes "where the Z Gang";
+ mes "would hide out.";
+ mes "Good riddance! ";
+ close;
+
+ }
+ mes "[" + strcharinfo(0) + "]";
+ mes "This is a peculiar";
+ mes "looking slab. It sounds";
+ mes "like... What are those";
+ mes "noises? Huh. Weird.";
+ mes "It's like it's just";
+ mes "talking gibberish.";
+ close;
+
+OnInit:
+ set $@zdan,0;
+ set $@door2,0;
+ set $@mosnter,0;
+ end;
+
+//OnTouch2:
+OnTouch:
+ if (zdan_edq == 15) {
+ mes "^FF0000*Creak Creak*^000000";
+ next;
+ mes "[" + strcharinfo(0) + "]";
+ mes "Did I just...";
+ mes "Hear something";
+ mes "around here?";
+ close;
+ }
+ end;
+}
+
+z_agit,98,44,0 script EntranceCheck#1 -1,10,10,{
+OnTouch:
+ if (((zdan_edq == 15) || (zdan_edq == 16)) && ($@monster == 0)) {
+ set $@monster,1;
+ donpcevent "#zdan_broad::OnEnable";
+ }
+ else if (((zdan_edq == 15) || (zdan_edq == 16)) && ($@monster > 0)) {
+ end;
+ }
+ else if (zdan_edq == 17) {
+ donpcevent "#ZGuard::OnDisable";
+ hideoffnpc "Louis";
+ hideoffnpc "Martha";
+ hideoffnpc "Catfoii";
+ }
+ else {
+ mes "[" + strcharinfo(0) + "]";
+ mes "Where am I...?";
+ mes "Something has gone";
+ mes "terribly wrong, hasn't";
+ mes "it? Let me go baaaack~!";
+ close2;
+ set $@monster,0;
+ set $@door2,0;
+ warp "moc_fild17",209,235;
+ }
+ end;
+}
+
+z_agit,98,92,0 script EntranceCheck#2 -1,10,10,{
+OnTouch:
+ if (((zdan_edq == 15) || (zdan_edq == 16)) && ($@monster == 0)) {
+ set $@monster,1;
+ donpcevent "#zdan_broad::OnEnable";
+ }
+ else if (((zdan_edq == 15) || (zdan_edq == 16)) && ($@monster > 0)) {
+ end;
+ }
+ else if (zdan_edq == 17) {
+ donpcevent "#ZGuard::OnDisable";
+ hideoffnpc "Louis";
+ hideoffnpc "Martha";
+ hideoffnpc "Catfoii";
+ }
+ else {
+ mes "[" + strcharinfo(0) + "]";
+ mes "Where am I...?";
+ mes "Something has gone";
+ mes "terribly wrong, hasn't";
+ mes "it? Let me go baaaack~! ";
+ close2;
+ set $@monster,0;
+ set $@door2,0;
+ warp "moc_fild17",209,235;
+ }
+ end;
+}
+
+z_agit,1,1,0 script #zdan_broad 111,{
+OnInit:
+ disablenpc "#zdan_broad";
+ stopnpctimer;
+ end;
+
+OnEnable:
+ enablenpc "#zdan_broad";
+ initnpctimer;
+ hideonnpc "Louis";
+ hideonnpc "Martha";
+ hideonnpc "Catfoii";
+ end;
+
+OnDisable:
+ disablenpc "#zdan_broad";
+ stopnpctimer;
+ end;
+
+OnTimer3000:
+ killmonster "z_agit","#ZGuard::OnMyMobDead";
+ mapannounce "z_agit","Catfoii: Err? I heard something, meow! We must be under attack, meow!",bc_map,"0xFFFF00";
+ end;
+
+OnTimer5000:
+ mapannounce "z_agit","Louis: Hey, Martha! Are you the one who just got in?",bc_map,"0xFFFF00";
+ end;
+
+OnTimer7000:
+ mapannounce "z_agit","Martha: Louis, are you blind? I've been next to you this whole time! We'd better hide first.",bc_map,"0xFFFF00";
+ end;
+
+OnTimer9000:
+ mapannounce "z_agit","Louis: We have an intruder! Hey, Catfoii, what happened? Did you leave the entrance open?",bc_map,"0xFFFF00";
+ end;
+
+OnTimer11000:
+ mapannounce "z_agit","Catfoii: No, impossible, meow~! I have a photographic memory!",bc_map,"0xFFFF00";
+ end;
+
+OnTimer13000:
+ mapannounce "z_agit","Martha: Shut up, both of you! I don't know who you are, but you must have a lot of guts to mess with the Z Gang!",bc_map,"0xFFFF00";
+ end;
+
+OnTimer15000:
+ mapannounce "z_agit","Louis: Catfoii, summon the soldiers! This is an emergency! Stop the intruder!",bc_map,"0xFFFF00";
+ end;
+
+OnTimer18000:
+ mapannounce "z_agit","Catfoii: I haven't seen how strong they are, but... Meowkay. Guys, go out and fight!",bc_map,"0xFFFF00";
+ end;
+
+OnTimer21000:
+ donpcevent "#ZGuard::OnEnable";
+ end;
+
+OnTimer300000:
+ killmonster "z_agit","#ZGuard::OnMyMobDead";
+ donpcevent "#zdan_broad::OnDisable";
+ set $@monster,0;
+ set $@door2,0;
+ end;
+
+OnTimer350000:
+ mapwarp "z_agit","moc_fild17",209,235;
+ hideonnpc "Louis";
+ hideonnpc "Martha";
+ hideonnpc "Catfoii";
+ set $@monster,0;
+ set $@door2,0;
+ end;
+}
+
+- script #ZGuard -1,{
+OnInit:
+ disablenpc "#ZGuard";
+ end;
+
+OnEnable:
+ enablenpc "#ZGuard";
+ initnpctimer;
+ set .MyMobCount,3;
+ monster "z_agit",97,78,"Catfoii's Guard",1479,1,"#ZGuard::OnMyMobDead";
+ monster "z_agit",98,79,"Catfoii's Guard",1479,1,"#ZGuard::OnMyMobDead";
+ monster "z_agit",96,81,"Catfoii's Guard",1523,1,"#ZGuard::OnMyMobDead";
+ end;
+
+OnDisable:
+ killmonster "z_agit","#ZGuard::OnMyMobDead";
+ stopnpctimer;
+ end;
+
+Onreset:
+ killmonster "z_agit","#ZGuard::OnMyMobDead";
+ set $@monster,0;
+ end;
+
+OnMyMobDead:
+ set .MyMobCount,.MyMobCount-1;
+ if (.MyMobCount < 1) {
+ mes "[" + strcharinfo(0) + "]";
+ mes "You cowardly Z Gang!";
+ mes "Come out and surrender!";
+ mes "I've defeated your monster";
+ mes "soldiers already!";
+ next;
+ mes "[Martha]";
+ mes "What should we do?";
+ next;
+ mes "[Catfoii]";
+ mes "This is our greatest";
+ mes "crisis ever! I don't";
+ mes "know what to do, meow!";
+ next;
+ mes "[Louis]";
+ mes "The Z Gang's not going";
+ mes "to surrender yet! Come";
+ mes "forth, my loyal servants";
+ mes "of the darkness!";
+ next;
+ mes "[Catfoii]";
+ mes "No-no-no-meow!";
+ mes "Not that button!";
+ next;
+ mes "[Louis]";
+ mes "Huh? Why...?";
+ next;
+ set zdan_edq,17;
+ donpcevent "#ZGuard::OnDisable";
+ hideoffnpc "Louis";
+ hideoffnpc "Martha";
+ hideoffnpc "Catfoii";
+ close;
+ }
+ end;
+
+OnTimer300000:
+ mapwarp "z_agit","moc_fild17",209,235;
+ donpcevent "#zdan_broad::OnDisable";
+ killmonster "z_agit","#ZGuard::OnMyMobDead";
+ set $@monster,0;
+ set $@door2,0;
+ donpcevent "#ZGuard::OnDisable";
+ stopnpctimer;
+ end;
+}
+
+z_agit,97,101,3 script Louis 931,{
+ if (checkweight(907,200) == 0) {
+ mes "[Louis]";
+ mes "You mess with the";
+ mes "Z Gang, you--wait.";
+ mes "Let's just do this later.";
+ mes "You know, when you're carrying";
+ mes "fewer items with you. Then,";
+ mes "we can rumble in peace.";
+ close;
+ }
+ if (zdan_edq == 17) {
+ mes "[Louis]";
+ mes "What happened?";
+ mes "The big guns were";
+ mes "supposed to come out!";
+ mes "Why aren't we invisible";
+ mes "anymore? What happened?";
+ next;
+ mes "[Catfoii]";
+ mes "You pushed the button";
+ mes "to turn off the invisibility,";
+ mes "meow! Did you really have";
+ mes "to ask?! It's your fault!";
+ next;
+ mes "[Martha]";
+ mes "Argh! I should never";
+ mes "have trusted that fool!";
+ next;
+ mes "[" + strcharinfo(0) + "]";
+ mes "So... Z Gang...";
+ mes "And cat. It's time";
+ mes "to turn you in.";
+ next;
+ mes "[Louis]";
+ mes "I... I can't accept";
+ mes "our defeat! The Z Gang";
+ mes "won't go down so easily!";
+ mes "Come forth, my demon";
+ mes "spawn minions of doom!";
+ next;
+ mes "[" + strcharinfo(0) + "]";
+ mes "I don't think";
+ mes "they're coming.";
+ next;
+ mes "[Louis]";
+ mes "...............................";
+ mes "We surrender. Argh, but";
+ mes "we were so close to";
+ mes "conquering the world!";
+ next;
+ mes "[" + strcharinfo(0) + "]";
+ mes "Now if you'll just";
+ mes "hand over the Book";
+ mes "of Forbidden Mystery...";
+ next;
+ mes "[Catfoii]";
+ mes "Louis, meow!";
+ mes "Don't do it!";
+ next;
+ mes "[Martha]";
+ mes "Let's just surrender,";
+ mes "Louis. It looks like";
+ mes "the Z Gang is finished.";
+ next;
+ mes "[" + strcharinfo(0) + "]";
+ mes "Anyway, the Rogue Guild";
+ mes "is on its way to come get";
+ mes "you guys. You won't be able";
+ mes "to escape this time.";
+ next;
+ mes "[Louis]";
+ mes "Awwww, man!";
+ mes "Fine, take the stupid";
+ mes "ol' book. I couldn't";
+ mes "use it that good anyway.";
+ next;
+ mes "[Louis]";
+ mes "Catfoii, would you";
+ mes "lead this adventurer guy";
+ mes "to the exit? I can't bear";
+ mes "to look at the face that's";
+ mes "caused my tragic downfall...";
+ next;
+ mes "[Catfoii]";
+ mes "Fine, meow.";
+ mes "I understand.";
+ mes "But how did we lose?!";
+ close2;
+ getitem 7724,1; //Forbidden_Secret_Art
+ set zdan_edq,18;
+ mapwarp "z_agit","moc_fild09",68,298;
+ set $@monster,0;
+ set $@door2,0;
+ hideonnpc "Louis";
+ hideonnpc "Martha";
+ hideonnpc "Catfoii";
+ stopnpctimer;
+ close;
+ }
+ else {
+ mes "[" + strcharinfo(0) + "]";
+ mes "Where am I...?";
+ mes "Something has gone";
+ mes "terribly wrong, hasn't";
+ mes "it? Let me go baaaack~! ";
+ set zdan_edq,15;
+ set $@monster,0;
+ set $@door2,0;
+ close2;
+ warp "moc_fild17",209,235;
+ end;
+ }
+
+OnInit:
+ hideonnpc "Louis";
+ end;
+}
+
+z_agit,99,101,3 script Martha 101,{
+ if (checkweight(907,200) == 0) {
+ mes "[Martha]";
+ mes "Hey, you're carrying";
+ mes "too much stuff. You'd";
+ mes "better put some of your";
+ mes "items away first in Kafra";
+ mes "Storage or something.";
+ close;
+ }
+ if (zdan_edq == 17) {
+ mes "[Martha]";
+ mes "Argh...! What'd ";
+ mes "you do, Louis?";
+ next;
+ mes "[Louis]";
+ mes "What happened?";
+ mes "The big guns were";
+ mes "supposed to come out!";
+ mes "Why aren't we invisible";
+ mes "anymore? What happened?";
+ next;
+ mes "[Catfoii]";
+ mes "You pushed the button";
+ mes "to turn off the invisibility,";
+ mes "meow! Did you really have";
+ mes "to ask?! It's your fault!";
+ next;
+ mes "[Martha]";
+ mes "Argh! I should never";
+ mes "have trusted that fool!";
+ next;
+ mes "[" + strcharinfo(0) + "]";
+ mes "So... Z Gang...";
+ mes "And cat. It's time";
+ mes "to turn you in.";
+ next;
+ mes "[Louis]";
+ mes "I... I can't accept";
+ mes "our defeat! The Z Gang";
+ mes "won't go down so easily!";
+ mes "Come forth, my demon";
+ mes "spawn minions of doom!";
+ next;
+ mes "[" + strcharinfo(0) + "]";
+ mes "I don't think";
+ mes "they're coming.";
+ next;
+ mes "[Louis]";
+ mes "...............................";
+ mes "We surrender. Argh, but";
+ mes "we were so close to";
+ mes "conquering the world!";
+ next;
+ mes "[" + strcharinfo(0) + "]";
+ mes "Now if you'll just";
+ mes "hand over the Book";
+ mes "of Forbidden Mystery...";
+ next;
+ mes "[Catfoii]";
+ mes "Louis, meow!";
+ mes "Don't do it!";
+ next;
+ mes "[Martha]";
+ mes "Let's just surrender,";
+ mes "Louis. It looks like";
+ mes "the Z Gang is finished.";
+ next;
+ mes "[" + strcharinfo(0) + "]";
+ mes "Anyway, the Rogue Guild";
+ mes "is on its way to come get";
+ mes "you guys. You won't be able";
+ mes "to escape this time.";
+ next;
+ mes "[Louis]";
+ mes "Awwww, man!";
+ mes "Fine, take the stupid";
+ mes "ol' book. I couldn't";
+ mes "use it that good anyway.";
+ next;
+ mes "[Louis]";
+ mes "Catfoii, would you";
+ mes "lead this adventurer guy";
+ mes "to the exit? I can't bear";
+ mes "to look at the face that's";
+ mes "caused my tragic downfall...";
+ next;
+ mes "[Catfoii]";
+ mes "Fine, meow.";
+ mes "I understand.";
+ mes "But how did we lose?!";
+ close2;
+ getitem 7724,1; //Forbidden_Secret_Art
+ set zdan_edq,18;
+ mapwarp "z_agit","moc_fild17",209,235;
+ set $@monster,0;
+ set $@door2,0;
+ hideonnpc "Louis";
+ hideonnpc "Martha";
+ hideonnpc "Catfoii";
+ disablenpc "#zdan_broad";
+ stopnpctimer;
+ close;
+ }
+ else {
+ mes "[" + strcharinfo(0) + "]";
+ mes "Where am I...?";
+ mes "Something has gone";
+ mes "terribly wrong, hasn't";
+ mes "it? Let me go baaaack~! ";
+ set zdan_edq,15;
+ set $@monster,0;
+ set $@door2,0;
+ close2;
+ warp "moc_fild17",209,235;
+ end;
+ }
+
+OnInit:
+ hideonnpc "Martha";
+ end;
+}
+
+z_agit,95,101,3 script Catfoii 876,{
+ if (checkweight(907,200) == 0) {
+ mes "[Catfoii]";
+ mes "You're carrying too";
+ mes "many items: get rid of";
+ mes "your extra stuff, put it in";
+ mes "Kafra Storage, sell it, or";
+ mes "whatever, before coming back.";
+ close;
+ }
+ if (zdan_edq == 17) {
+ mes "[Louis]";
+ mes "What happened?";
+ mes "The big guns were";
+ mes "supposed to come out!";
+ mes "Why aren't we invisible";
+ mes "anymore? What happened?";
+ next;
+ mes "[Catfoii]";
+ mes "You pushed the button";
+ mes "to turn off the invisibility,";
+ mes "meow! Did you really have";
+ mes "to ask?! It's your fault!";
+ next;
+ mes "[Martha]";
+ mes "Argh! I should never";
+ mes "have trusted that fool!";
+ next;
+ mes "[" + strcharinfo(0) + "]";
+ mes "So... Z Gang...";
+ mes "And cat. It's time";
+ mes "to turn you in.";
+ next;
+ mes "[Louis]";
+ mes "I... I can't accept";
+ mes "our defeat! The Z Gang";
+ mes "won't go down so easily!";
+ mes "Come forth, my demon";
+ mes "spawn minions of doom!";
+ next;
+ mes "[" + strcharinfo(0) + "]";
+ mes "I don't think";
+ mes "they're coming.";
+ next;
+ mes "[Louis]";
+ mes "...............................";
+ mes "We surrender. Argh, but";
+ mes "we were so close to";
+ mes "conquering the world!";
+ next;
+ mes "[" + strcharinfo(0) + "]";
+ mes "Now if you'll just";
+ mes "hand over the Book";
+ mes "of Forbidden Mystery...";
+ next;
+ mes "[Catfoii]";
+ mes "Louis, meow!";
+ mes "Don't do it!";
+ next;
+ mes "[Martha]";
+ mes "Let's just surrender,";
+ mes "Louis. It looks like";
+ mes "the Z Gang is finished.";
+ next;
+ mes "[" + strcharinfo(0) + "]";
+ mes "Anyway, the Rogue Guild";
+ mes "is on its way to come get";
+ mes "you guys. You won't be able";
+ mes "to escape this time.";
+ next;
+ mes "[Louis]";
+ mes "Awwww, man!";
+ mes "Fine, take the stupid";
+ mes "ol' book. I couldn't";
+ mes "use it that good anyway.";
+ next;
+ mes "[Louis]";
+ mes "Catfoii, would you";
+ mes "lead this adventurer guy";
+ mes "to the exit? I can't bear";
+ mes "to look at the face that's";
+ mes "caused my tragic downfall...";
+ next;
+ mes "[Catfoii]";
+ mes "Fine, meow.";
+ mes "I understand.";
+ mes "But how did we lose?!";
+ close2;
+ getitem 7724,1; //Forbidden_Secret_Art
+ set zdan_edq,18;
+ mapwarp "z_agit","moc_fild17",209,235;
+ set $@monster,0;
+ set $@door2,0;
+ hideonnpc "Louis";
+ hideonnpc "Martha";
+ hideonnpc "Catfoii";
+ disablenpc "#zdan_broad";
+ stopnpctimer;
+ close;
+ }
+ else {
+ mes "[" + strcharinfo(0) + "]";
+ mes "Where am I...?";
+ mes "Something has gone";
+ mes "terribly wrong, hasn't";
+ mes "it? Let me go baaaack~! ";
+ set zdan_edq,15;
+ set $@monster,0;
+ set $@door2,0;
+ close2;
+ warp "moc_fild17",209,235;
+ end;
+ }
+
+OnInit:
+ hideonnpc "Catfoii";
+ end;
+}
+
+// Unlucky Emerald
+//============================================================
+morocc,143,63,3 script Ragged Man#nd 929,{
+ if (treasure_nd == 0) {
+ mes "[Ragged Man]";
+ mes "H-hello? Would you help me?";
+ mes "You'd be saving this poor man's";
+ mes "life if you would just do me";
+ mes "this favor. Please...";
+ next;
+ switch(select("How may I help you?:Ignore Him")) {
+ case 1:
+ mes "[" + strcharinfo(0) + "]";
+ mes "Okay, what can I do to help?";
+ next;
+ mes "[Ragged Man]";
+ mes "Oh, thank you so much!";
+ mes "It feels so good to talk to";
+ mes "someone after being ignored";
+ mes "all this time! I might appear to";
+ mes "be a beggar, but I'm actually a";
+ mes "treasure hunter from Prontera.";
+ next;
+ switch(select("Umm... So?")) {
+ case 1:
+ mes "[Ragged Man]";
+ mes "I was so sure I could find";
+ mes "the treasure here in Morroc";
+ mes "when I first started... I did";
+ mes "all my research and prep work.";
+ mes "But after hiring teams of other";
+ mes "hunters and researchers...";
+ next;
+ mes "[Ragged Man]";
+ mes "I've spent my entire fortune,";
+ mes "and I'm still not any closer";
+ mes "to finding that treasure.";
+ mes "I... I don't even have enough";
+ mes "money to go back home!";
+ emotion e_sob;
+ next;
+ mes "[Ragged Man]";
+ mes "Won't you spare some";
+ mes "money, so that I can finally";
+ mes "go back home to Prontera?";
+ next;
+ switch(select("Why don't you just walk?:I can give you some money.")) {
+ case 1:
+ mes "[Ragged Man]";
+ mes "What? You don't think that";
+ mes "if I could walk to Prontera,";
+ mes "I'd have done it already?!";
+ mes "Why would I even bother to";
+ mes "beg for money? Fine, I don't";
+ mes "need your brand of sympathy.";
+ next;
+ mes "[Ragged Man]";
+ mes "You know, I had a hot tip";
+ mes "that I was going to let you";
+ mes "in on, but if you don't want";
+ mes "to share, then neither do I!";
+ set treasure_nd,1;
+ close;
+ case 2:
+ mes "[Ragged Man]";
+ mes "Oh, thank you!";
+ mes "Anything you can spare,";
+ mes "I'll gladly appreciate!";
+ mes "God bless you, bless you!";
+ next;
+ if (Zeny < 1200) {
+ mes "[Ragged Man]";
+ mes "Umm... Oh, dear...";
+ mes "You're just as bad off";
+ mes "as I am. I appreciate it,";
+ mes "but I can't take your money.";
+ next;
+ mes "[Ragged Man]";
+ mes "It's a shame, really.";
+ mes "If you had given me 1,200";
+ mes "zeny, I would have tipped";
+ mes "you off to something big...";
+ set treasure_nd,1;
+ close;
+ }
+ else {
+ set zeny,zeny-1200;
+ mes "[Ragged Man]";
+ mes "Let's see... I just need";
+ mes "1,200 zeny. That's enough";
+ mes "for me to go back home.";
+ mes "Now, I can't let you just";
+ mes "give me money and let you";
+ mes "leave empty handed, can I?";
+ next;
+ mes "[Ragged Man]";
+ mes "Remember that hidden";
+ mes "treasure I was looking for?";
+ mes "There's a rumor that it's";
+ mes "location has finally been";
+ mes "confirmed. Why don't you";
+ mes "try finding it for yourself?";
+ next;
+ mes "[Ragged Man]";
+ mes "I'd rather that it end up in";
+ mes "the hands of someone like";
+ mes "you than a rival treasure";
+ mes "hunter. This hunter that";
+ mes "stays north in town apparently^FFFFFF ^000000 confirmed the treasure's location.";
+ next;
+ mes "[Ragged Man]";
+ mes "Now, I hear that this guy";
+ mes "hasn't returned home yet,";
+ mes "and he still hasn't found";
+ mes "the treasure. He's probably";
+ mes "run into a pretty bad snag.";
+ next;
+ mes "[Ragged Man]";
+ mes "I doubt that he'll let you";
+ mes "know the treasure's location";
+ mes "easily, but who knows? Maybe";
+ mes "he might slip, and accidentally";
+ mes "give you some kind of clue.";
+ set treasure_nd,2;
+ close;
+ }
+ }
+ }
+ case 2:
+ mes "[Ragged Man]";
+ mes "Please! Please, wait!";
+ mes "You're an adventurer, aren't";
+ mes "you? I have some valuable";
+ mes "information to share if you'd";
+ mes "just spare me some... Hey!";
+ mes "Come back! No... I just...";
+ close;
+ }
+ }
+ else if (treasure_nd == 1) {
+ mes "[Ragged Man]";
+ mes "Oh, I remember you.";
+ mes "You must really want that";
+ mes "treasure now, do you? Just";
+ mes "give me 1,200 zeny for me";
+ mes "to go back home, and I'll";
+ mes "tell you everything I know.";
+ next;
+ switch(select("Give Money:Don't Give Money")) {
+ case 1:
+ mes "[Ragged Man]";
+ mes "Ah, good choice!";
+ mes "And thank you so much.";
+ mes "It'll be great to finally be";
+ mes "back home in Prontera.";
+ next;
+ if (Zeny < 1200) {
+ mes "[Ragged Man]";
+ mes "What th--?! This isn't";
+ mes "enough money for me to go";
+ mes "back home! Well, just come";
+ mes "back later once you scrounge";
+ mes "up the funds. I'll be waiting.";
+ close; }
+ else {
+ set zeny,zeny-1200;
+ mes "[Ragged Man]";
+ mes "Remember that hidden";
+ mes "treasure I was looking for?";
+ mes "There's a rumor that it's";
+ mes "location has finally been";
+ mes "confirmed. Why don't you";
+ mes "try finding it for yourself?";
+ next;
+ mes "[Ragged Man]";
+ mes "I'd rather that it end up in";
+ mes "he hands of someone like";
+ mes "you than a rival treasure";
+ mes "hunter. This hunter that";
+ mes "stays north in town apparently^FFFFFF ^000000 confirmed the treasure's location.";
+ next;
+ mes "[Ragged Man]";
+ mes "Now, I hear that this guy";
+ mes "hasn't returned home yet,";
+ mes "and he still hasn't found";
+ mes "the treasure. He's probably";
+ mes "run into a pretty big snag.";
+ next;
+ mes "[Ragged Man]";
+ mes "I doubt that he'll let you";
+ mes "know the treasure's location";
+ mes "easily, but who knows? Maybe";
+ mes "he might slip, and accidentally";
+ mes "give you some kind of clue.";
+ set treasure_nd,2;
+ close;
+ }
+ case 2:
+ mes "[Ragged Man]";
+ mes "Fine, have it your way.";
+ mes "I admit that I'm a little";
+ mes "disappointed in you. Aren't";
+ mes "you adventurers supposed";
+ mes "to be heroes to the people?";
+ close;
+ }
+ }
+ else if (treasure_nd == 2) {
+ mes "[Ragged Man]";
+ mes "Oh, you're back?";
+ mes "Ah, you must be having";
+ mes "trouble finding that guy";
+ mes "I was talking about. He's";
+ mes "just in the northern part of^FFFFFF ^000000 this town. It can't be that hard.";
+ close;
+ }
+ else if (treasure_nd > 10) {
+ mes "[Ragged Man]";
+ mes "You found the treasure?!";
+ mes "It... It really exists...";
+ mes "I'm sorry, it's just been";
+ mes "my dream to... I feel like";
+ mes "crying... Oh, God... I don't";
+ mes "know what this feeling is...";
+ next;
+ mes "[Ragged Man]";
+ mes "I mean... I feel so";
+ mes "damned happy, but...";
+ mes "I spent my entire fortune...";
+ mes "Ruined my whole life just";
+ mes "to see that treasure...";
+ close;
+ }
+ else {
+ mes "[Ragged Man]";
+ mes "So how's the treasure";
+ mes "hunt coming along? I hope";
+ mes "you have better luck than";
+ mes "I did. Still, I've got a pretty^FFFFFF ^000000 good feeling that you'll find it.";
+ close;
+ }
+}
+
+morocc,102,298,3 script Man#zgang 98,{
+ if (treasure_nd < 2) {
+ mes "[Man]";
+ mes "What do you want?";
+ mes "Just leave me alone.";
+ close;
+ }
+ else if (treasure_nd == 2) {
+ mes "[Man]";
+ mes "What do you want?";
+ mes "Just leave me alone.";
+ next;
+ switch(select("Tell me about the treasure.")) {
+ case 1:
+ emotion e_gasp;
+ mes "[Man]";
+ mes "What? So you're the one";
+ mes "I was warned about! I've";
+ mes "been wondering when you'd";
+ mes "show up. Prepare to die!";
+ next;
+ mes "[" + strcharinfo(0) + "]";
+ mes "Umm... Excuse me?";
+ mes "I've just heard that you";
+ mes "confirmed the location of";
+ mes "some amazing treasure,";
+ mes "and I just wanted to ask";
+ mes "you more about it. That's all!";
+ next;
+ mes "[Man]";
+ mes "What? If you're just here";
+ mes "for that, then how'd you";
+ mes "find out about me and";
+ mes "the treasure? Not just";
+ mes "everyone knows about it.";
+ next;
+ mes "[" + strcharinfo(0) + "]";
+ mes "Well, I was talking to";
+ mes "this other treasure hunter";
+ mes "who's... Well, he's kind";
+ mes "of a beggar now...";
+ next;
+ mes "[Man]";
+ mes "Oh. That old man?";
+ mes "Well, I don't know if the";
+ mes "treasure he was looking";
+ mes "for and the one I've found";
+ mes "are the same one. But";
+ mes "yeah, I know that guy.";
+ next;
+ mes "[Man]";
+ mes "Alright. So I found this";
+ mes "treasure, but I have no way";
+ mes "of digging it up. Maybe we";
+ mes "can help each other. I need";
+ mes "money, and you want to know";
+ mes "more, right? Let's cut a deal.";
+ next;
+ switch(select("No, thanks.:What'd you have in mind?")) {
+ case 1:
+ mes "[Man]";
+ mes "No? Well...";
+ mes "There's no reason for";
+ mes "you to trust me now,";
+ mes "I suppose. But what can";
+ mes "you gain by walking away?";
+ set treasure_nd,3;
+ close;
+ case 2:
+ mes "[Man]";
+ mes "Let me lay it out for you.";
+ mes "I've been hired to find this";
+ mes "treasure by some people:";
+ mes "they said I can take whatever";
+ mes "I find, but they specifically";
+ mes "want one item for themselves.";
+ next;
+ mes "[Man]";
+ mes "They pay me on delivery";
+ mes "so I haven't seen a dime yet.";
+ mes "Now, my agreement with them";
+ mes "is conditional. I can't dig";
+ mes "up the treasure so they'll";
+ mes "understand if I say I failed.";
+ next;
+ mes "[Man]";
+ mes "But if you dig it up, you can";
+ mes "keep everything. Sound good?";
+ mes "All I want is some stuff from";
+ mes "you to make all my efforts up";
+ mes "till now worth my while.";
+ next;
+ mes "[Man]";
+ mes "In other words,";
+ mes "if you bring me,";
+ mes "^FF000020 Mementos^000000,";
+ mes "^FF00002 Pearls^000000, and";
+ mes "^FF00002 Zargons^000000, we can talk";
+ mes "business further. Got it?";
+ set treasure_nd,4;
+ next;
+ mes "[Man]";
+ mes "Hey, I might be losing out";
+ mes "by giving up my share of that";
+ mes "treasure, but hey, a bird in";
+ mes "the hand's always worth more.";
+ close;
+ }
+ }
+ }
+ else if (treasure_nd == 3) {
+ mes "[Man]";
+ mes "You again? Lemme guess...";
+ mes "You're reconsidering that";
+ mes "deal I had in mind, aren't you?";
+ next;
+ switch(select("No, not really.:I guess so.")) {
+ case 1:
+ mes "[Man]";
+ mes "You sure? No one would";
+ mes "be losing in this deal, you";
+ mes "know. Well, except the guys";
+ mes "that hired me to find that";
+ mes "treasure. It's pretty much";
+ mes "a win-win situation.";
+ next;
+ mes "[Man]";
+ mes "Way I figure it,";
+ mes "someone ought to get";
+ mes "that treasure. I can't";
+ mes "dig it up, but maybe";
+ mes "someone like you can...";
+ close;
+ case 2:
+ mes "[Man]";
+ mes "Let me lay it out for you.";
+ mes "I've been hired to find this";
+ mes "treasure by some people:";
+ mes "they said I can take whatever";
+ mes "I find, but they specifically";
+ mes "want one item for themselves.";
+ next;
+ mes "[Man]";
+ mes "They pay me on delivery";
+ mes "so I haven't seen a dime yet.";
+ mes "Now, my agreement with them";
+ mes "is conditional. I can't dig";
+ mes "up the treasure so they'll";
+ mes "understand if I say I failed.";
+ next;
+ mes "[Man]";
+ mes "But if you dig it up, you can";
+ mes "keep everything. Sound good?";
+ mes "All I want is some stuff from";
+ mes "you to make all my efforts up";
+ mes "till now worth my while.";
+ next;
+ mes "[Man]";
+ mes "In other words,";
+ mes "if you bring me,";
+ mes "^FF000020 Mementos^000000,";
+ mes "^FF00002 Pearls^000000, and";
+ mes "^FF00002 Zargons^000000, we can talk";
+ mes "business further. Got it?";
+ set treasure_nd,4;
+ next;
+ mes "[Man]";
+ mes "Hey, I might be losing out";
+ mes "by giving up my share of that";
+ mes "treasure, but hey, a bird in";
+ mes "the hand's always worth more.";
+ close;
+ }
+ }
+ else if (treasure_nd == 4) {
+ mes "[Man]";
+ mes "Back again, huh?";
+ mes "So did you bring";
+ mes "the stuff I asked?";
+ next;
+ if ((countitem(722) > 1) && (countitem(912) > 1) && (countitem(934) > 19)) {
+ mes "[Man]";
+ mes "Nice. You did your part.";
+ mes "And now it's time that";
+ mes "I fulfilled my part of";
+ mes "this bargain. Listen up.";
+ delitem 722,2; //Scarlet_Jewel
+ delitem 912,2; //Zargon
+ delitem 934,20; //Mementos
+ set treasure_nd,5;
+ next;
+ mes "[Man]";
+ mes "The treasure is buried";
+ mes "south of Morroc. Use the";
+ mes "south gate to leave town,";
+ mes "and then head to the next";
+ mes "field to the south. From";
+ mes "there, you're on your own.";
+ next;
+ mes "[Man]";
+ mes "I don't know exactly";
+ mes "where the treasure is";
+ mes "buried, but you should";
+ mes "be able to find it within";
+ mes "that general area. Good luck.";
+ close;
+ }
+ else {
+ mes "[Man]";
+ mes "Huh, you must have";
+ mes "forgotten what I wanted.";
+ mes "I'm not really asking you";
+ mes "for extremely valuable stuff";
+ mes "here. Anyway, listen up.";
+ next;
+ mes "[Man]";
+ mes "Just bring me,";
+ mes "^FF000020 Mementos^000000,";
+ mes "^FF00002 Pearls^000000, and";
+ mes "^FF00002 Zargons^000000 so we can talk";
+ mes "business further. Got it?";
+ close;
+ }
+ }
+ else if (treasure_nd == 5) {
+ mes "[Man]";
+ mes "What are you still doing";
+ mes "here? Shouldn't you be";
+ mes "looking for the treasure?";
+ close;
+ }
+ else if (treasure_nd == 6) {
+ mes "[Man]";
+ mes "What are you still doing";
+ mes "here? Shouldn't you be";
+ mes "looking for the treasure?";
+ next;
+ select("I already found it, but...");
+ mes "[" + strcharinfo(0) + "]";
+ mes "I already found it, but...";
+ mes "It won't budge at all!";
+ mes "I think it's protected by";
+ mes "magic. Do you know";
+ mes "anything about that?";
+ next;
+ mes "[Man]";
+ mes "Wow, you actually found";
+ mes "it? Heh, you're better than";
+ mes "I thought. Sorry about that.";
+ mes "I didn't explain the magic";
+ mes "part since... Well, I didn't";
+ mes "think you'd get that far.";
+ next;
+ mes "[Man]";
+ mes "Anyway, I had problems";
+ mes "with that magic too. Some";
+ mes "guy was supposed to help me";
+ mes "with that, but he didn't come.";
+ mes "I've been so frustrated!";
+ next;
+ mes "[Man]";
+ mes "I mean, I have no clue";
+ mes "when it comes to magic, and";
+ mes "I don't understand how I'm";
+ mes "supposed to use this thing";
+ mes "my clients gave to me.";
+ next;
+ while (1) {
+ switch(select("Who was going to help you?:Your clients gave you something?")) {
+ case 1:
+ mes "[Man]";
+ mes "Oh, yeah. The guys that";
+ mes "hired me said that if I waited";
+ mes "at the treasure site, someone";
+ mes "would eventually come to help";
+ mes "me out on the magic end.";
+ mes "I don't know who he is, though.";
+ next;
+ mes "[Man]";
+ mes "Oh, yeah. They mentioned";
+ mes "something about him coming";
+ mes "a bit from the west. Maybe";
+ mes "he's over in Comodo?";
+ next;
+ set .@joho1,1;
+ break;
+ case 2:
+ if (treasure_nd == 7) {
+ mes "[Man]";
+ mes "Oh, yeah. They gave me";
+ mes "this weird document labeled";
+ mes "''^FF0000[Open^000000.'' I don't know how";
+ mes "to use it at all, though.";
+ next;
+ }
+ else if (treasure_nd == 8) {
+ mes "[Man]";
+ mes "Oh, yeah. They gave me";
+ mes "this weird document labeled";
+ mes "''^FF0000[Unlock^000000.'' I don't know how";
+ mes "to use it at all, though.";
+ next;
+ }
+ else {
+ mes "[Man]";
+ mes "Oh, yeah. Let's see here.";
+ mes "Ah, here's the document";
+ mes "that they gave me. It's kind";
+ mes "of a bit torn, though.";
+ next;
+ if (rand(1,2) == 1) {
+ mes "^3355FFThe torn document";
+ mes "is labeled ''^FF0000[Open^3355FF.''^000000";
+ next;
+ set treasure_nd,7;
+ set .@joho2,1;
+ }
+ else {
+ mes "^3355FFThe torn document";
+ mes "is labeled ''^FF0000[Unlock^3355FF.''^000000";
+ next;
+ set treasure_nd,8;
+ set .@joho2,1;
+ }
+ }
+ }
+ if ((.@joho1 == 1) && (.@joho2 == 1)) {
+ break;
+ }
+
+ }
+ mes "[" + strcharinfo(0) + "]";
+ mes "Wait, how could you not";
+ mes "know how to use this?";
+ mes "Didn't you get a chance";
+ mes "to talk to your clients?";
+ next;
+ mes "[Man]";
+ mes "I haven't even met them.";
+ mes "I just get their instructions";
+ mes "through the mail. Everything";
+ mes "is through a medium with these";
+ mes "guys. I guess they've got their";
+ mes "eyes on me too, but whatever.";
+ next;
+ mes "[Man]";
+ mes "I guess they hired me because";
+ mes "they really want the treasure,";
+ mes "but don't want to tip anyone";
+ mes "off that they're looking for ";
+ mes "it, or that they have it.";
+ next;
+ mes "[Man]";
+ mes "Anyway, all I know is that";
+ mes "this piece of paper is supposed";
+ mes "to do something. But I guess";
+ mes "I'm not smart enough to figure";
+ mes "it out. Maybe you'll have";
+ mes "better luck with them.";
+ next;
+ mes "[Man]";
+ mes "You know, if you can actually";
+ mes "find that guy who was supposed";
+ mes "to help me but never showed up,";
+ mes "maybe he'll understand how to";
+ mes "use that document. Go ahead";
+ mes "and take 'em. Good luck, now.";
+ close;
+ }
+ else if ((treasure_nd == 7) || (treasure_nd == 8)) {
+ mes "[Man]";
+ mes "I already told you everything";
+ mes "I know. You'd be better off";
+ mes "finding that guy over in";
+ mes "Comodo, or the rest of";
+ mes "that torn document.";
+ close;
+ }
+ else if ((treasure_nd == 9) || (treasure_nd == 10)) {
+ mes "[Man]";
+ mes "Now that I think about it,";
+ mes "maybe the treasure can be";
+ mes "obtained by two people?";
+ mes "I mean, they planned for";
+ mes "me to go with that guy. Eh,";
+ mes "best not to think about it.";
+ close;
+ }
+ else {
+ mes "[Man]";
+ mes "Heh! Looks like I'll be";
+ mes "headed home soon~";
+ close;
+ }
+}
+
+comodo,339,224,3 script Man in Hiding#nd 881,{
+ if (treasure_nd < 7) {
+ mes "[Man in Hiding]";
+ mes "Whoa, don't get so close!";
+ close;
+ }
+ else if ((treasure_nd == 7) || (treasure_nd == 8)) {
+ if (zdan_edq > 12) {
+ mes "[Man in Hiding]";
+ mes "Whoa, don't get so close!";
+ next;
+ select("Why are you hiding here?");
+ mes "[" + strcharinfo(0) + "]";
+ mes "Why are you hiding here?";
+ mes "Didn't the Z Gang hire you";
+ mes "to dig up some treasure?";
+ next;
+ mes "[Man in Hiding]";
+ mes "Huh? Z Gang? Treasure?";
+ next;
+ mes "[Man in Hiding]";
+ mes "Huh? Wait, tell me the";
+ mes "truth. Did you actually";
+ mes "meet the Z Gang?";
+ next;
+ mes "[" + strcharinfo(0) + "]";
+ mes "I not only met the Z Gang,";
+ mes "I also captured them. I've";
+ mes "come looking for you to";
+ mes "find out more about this";
+ mes "buried treasure.";
+ next;
+ mes "[Man in Hiding]";
+ mes "I get it now. You must";
+ mes "have met that other guy";
+ mes "they hired to get the";
+ mes "treasure. Huh. He's got one";
+ mes "half of the spell to open it,";
+ mes "and I've got the other.";
+ next;
+ mes "[Man in Hiding]";
+ mes "Well, you can have this,";
+ mes "the rest of the magic spell.";
+ mes "Let me warn you, though,";
+ mes "there's something weird";
+ mes "about the spell, and the";
+ mes "treasure itself.";
+ next;
+ if (treasure_nd == 7) {
+ mes "^3355FFYou received a torn";
+ mes "document that reads";
+ mes "''^FF0000Seseame]^000000.''";
+ set treasure_nd,10;
+ next;
+ }
+ else {
+ mes "^3355FFYou received a torn";
+ mes "document that reads";
+ mes "''^FF0000Treasure]^000000.''";
+ set treasure_nd,9;
+ next;
+ }
+ mes "[Man in Hiding]";
+ mes "I don't understand why they";
+ mes "went through the hassle of";
+ mes "splitting this spell in two";
+ mes "parts. There must be some";
+ mes "reason. Whatever it is, it";
+ mes "must be pretty important.";
+ next;
+ mes "[Man in Hiding]";
+ mes "I guess maybe you need";
+ mes "two people to move the";
+ mes "treasure? Well, whatever.";
+ mes "Good luck finding that";
+ mes "treasure. Farewell now!";
+ close;
+ }
+ else {
+ mes "[Man in Hiding]";
+ mes "Whoa, don't get so close!";
+ next;
+ select("Ask About Treasure");
+ mes "[" + strcharinfo(0) + "]";
+ mes "I've come looking";
+ mes "for information";
+ mes "about the treasure.";
+ next;
+ emotion e_omg;
+ mes "[Man in Hiding]";
+ mes "You... You've come";
+ mes "looking for me?!";
+ mes "Ugh, I'm cornered!";
+ mes "I'm not going down";
+ mes "without a fight!";
+ next;
+ mes "[" + strcharinfo(0) + "]";
+ mes "What? No, it's not like";
+ mes "that. I met this treasure";
+ mes "hunter in Morroc that said";
+ mes "I could find you around here.";
+ next;
+ mes "[Man in Hiding]";
+ mes "Treasure hunter...?";
+ mes "Oh, then you already";
+ mes "know about the treasure...";
+ next;
+ mes "[Man in Hiding]";
+ mes "If I'm right, then you";
+ mes "need the other half of";
+ mes "the spell to open the";
+ mes "treasure. Here, you can";
+ mes "take it. I have no use";
+ mes "for it, anyway.";
+ next;
+ if (treasure_nd == 7) {
+ mes "^3355FFYou received a torn";
+ mes "document that reads";
+ mes "''^FF0000Sesame]^000000.''";
+ set treasure_nd,10;
+ next;
+ }
+ else {
+ mes "^3355FFYou received a torn";
+ mes "document that reads";
+ mes "''^FF0000Treasure]^000000.''";
+ set treasure_nd,9;
+ next;
+ }
+ mes "[Man in Hiding]";
+ mes "Now would you just get";
+ mes "out of here? If you couldn't";
+ mes "already tell, I'm hiding from";
+ mes "some people. I told you all";
+ mes "I know, so do me a favor,";
+ mes "and don't tell anyone I'm here!";
+ close;
+ }
+ }
+ else if (treasure_nd == 9) {
+ mes "[Man in Hiding]";
+ mes "Aren't you going to";
+ mes "dig up that treasure?";
+ mes "You have both parts of";
+ mes "the spell that you need:";
+ mes "I already gave you the";
+ mes "''^FF0000Treasure]^000000'' part, right?";
+ next;
+ if (zdan_edq > 12) {
+ mes "[Man in Hiding]";
+ mes "Anyway, now that the";
+ mes "Z Gang is captured,";
+ mes "it might be safe enough";
+ mes "for me to go back home.";
+ close;
+ }
+ else {
+ mes "[Man in Hiding]";
+ mes "Would you do me a favor,";
+ mes "and just get out of here";
+ mes "before someone finds";
+ mes "my hiding place?";
+ close;
+ }
+ }
+ else if (treasure_nd == 10) {
+ mes "[Man in Hiding]";
+ mes "Aren't you going to";
+ mes "dig up that treasure?";
+ mes "You have both parts of";
+ mes "the spell that you need:";
+ mes "I already gave you the";
+ mes "''^FF0000Sesame]^000000'' part, right?";
+ next;
+ if (zdan_edq > 12) {
+ mes "[Man in Hiding]";
+ mes "Anyway, now that the";
+ mes "Z Gang is captured,";
+ mes "it might be safe enough";
+ mes "for me to go back home.";
+ close;
+ }
+ else {
+ mes "[Man in Hiding]";
+ mes "Would you do me a favor,";
+ mes "and just get out of here";
+ mes "before someone finds";
+ mes "my hiding place?";
+ close;
+ }
+ }
+ else {
+ mes "[Man in Hiding]";
+ mes "Heh! Looks like it's";
+ mes "safe for me to come out";
+ mes "of hiding, and just go home!";
+ mes "But maybe I should stick";
+ mes "around here a little longer,";
+ mes "just to be on the safe side.";
+ close;
+ }
+}
+
+moc_fild18,108,116,0 script #treasure 844,{
+ if (checkweight(907,300) == 0) {
+ mes "^3355FFYou're carrying too many";
+ mes "items: there's no way you";
+ mes "can carry the Treasure";
+ mes "Chest with you for now.^000000";
+ close;
+ }
+ if (treasure_nd == 5) {
+ mes "^3355FFThere's something";
+ mes "here, buried just";
+ mes "beneath the ground.^000000";
+ next;
+ mes "[" + strcharinfo(0) + "]";
+ mes "Unngh! I-it won't...!";
+ next;
+ mes "^3355FFNo matter how hard";
+ mes "you try, you can't dig";
+ mes "out the chest or open it.";
+ mes "There's some magical";
+ mes "aura surrounding the chest";
+ mes "that might be stopping you.^000000";
+ set treasure_nd,6;
+ close;
+ }
+ else if (treasure_nd == 6) {
+ mes "^3355FFThat Treasure Hunter in";
+ mes "Morroc must know something";
+ mes "about the chest's magical";
+ mes "protection. It might be";
+ mes "a good idea to ask him.^000000";
+ close;
+ }
+ else if ((treasure_nd == 7) || (treasure_nd == 8)) {
+ mes "^3355FFYou tried casting the";
+ mes "spell on the document";
+ mes "you received, but nothing";
+ mes "happened. You should probably";
+ mes "find the other man over in";
+ mes "Comodo to see what he knows.^000000";
+ close;
+ }
+ else if (treasure_nd == 9 || treasure_nd == 10) {
+ mes "^3355FFYou'll need to combine";
+ mes "the two halves of the spell";
+ mes "on the document you received";
+ mes "to remove the chest's magical";
+ mes "protection to get the treasure.^000000";
+ next;
+ input .@input$;
+ getpartymember(getcharid(1));
+ set .@partymembercount,$@partymembercount;
+ if (.@partymembercount > 1) {
+ if (((.@input$ == "OpenSesame") && (treasure_nd == 9)) || ((.@input$ == "UnlockTreasure") && (treasure_nd == 10))) {
+ mes "^3355FFThe Z Gang must have split";
+ mes "the spell document in two";
+ mes "parts because one person";
+ mes "isn't enough to open this";
+ mes "chest. It's a good thing";
+ mes "you brought a friend.^000000";
+ next;
+ mes "^3355FFYou cast the spell,";
+ mes "the chest opens, and";
+ mes "you grab all the loot inside.^000000";
+ if (zdan_edq == 0) {
+ set treasure_nd,11;
+ }
+ else {
+ set treasure_nd,12;
+ }
+ getitem 7725,1; //Unlucky_Emerald
+ getitem 604,1; //Branch_Of_Dead_Tree
+ getitem 1157,1; //Two_Hand_Sword
+ sc_start2 SC_Curse,10000,0,10000;
+ next;
+ mes "[" + strcharinfo(0) + "]";
+ mes "N-no! What's going on?";
+ mes "This Emerald... It must";
+ mes "be cursed by evil magic!";
+ close;
+ }
+ else {
+ mes "^3355FFNothing happened.";
+ mes "You might not be";
+ mes "combining the spell";
+ mes "correctly. Perhaps if";
+ mes "you made it all one word...^000000";
+ close;
+ }
+ }
+ else {
+ mes "^3355FFThe treasure chest still";
+ mes "won't open. Then again,";
+ mes "this doesn't seem to be";
+ mes "a one man job...^000000";
+ close;
+ }
+ }
+ else if (treasure_nd == 11) {
+ if (zdan_edq > 0) {
+ mes "^3355FFSomone must have";
+ mes "checked the treasure";
+ mes "site after you left:";
+ mes "whoever it was left";
+ mes "telltale signs of";
+ mes "his presence.^000000";
+ set treasure_nd,12;
+ close;
+ }
+ }
+}
+
+comodo,139,184,3 script Scholar#zgang 742,{
+ if (jewel_nd < 9) {
+ mes "[Scholar]";
+ mes "I'm an antique appraiser.";
+ mes "You may think of me as similar";
+ mes "to jewel appraisers, but I can";
+ mes "appraise the historical value";
+ mes "of antiques in addition to their quality and monetary value.";
+ close;
+ }
+ else if (jewel_nd == 9) {
+ mes "[Scholar]";
+ mes "Oooh. You must be the";
+ mes "one sent by Ibrahim, right?";
+ mes "You're the one that found";
+ mes "that rare emerald, one of";
+ mes "the accursed jewels?";
+ next;
+ mes "[Scholar]";
+ mes "I'm very interested in the";
+ mes "Cursed Jewels, and have been";
+ mes "researching them. You came";
+ mes "to just the right person if you";
+ mes "wanted to learn more about";
+ mes "the emerald that you found.";
+ set jewel_nd,11;
+ close;
+ }
+ else if (jewel_nd == 10) {
+ mes "[Scholar]";
+ mes "Hello, how may";
+ mes "I help you today?";
+ next;
+ select("Ask About Cursed Jewel");
+ mes "[" + strcharinfo(0) + "]";
+ mes "I came to ask you";
+ mes "about a Cursed Jewel.";
+ next;
+ mes "[Scholar]";
+ mes "Let's see... Ah, did";
+ mes "you come to ask about";
+ mes "the Diamond of Destruction?";
+ next;
+ select("No, it's the Unlucky Emerald.");
+ mes "[Scholar]";
+ mes "Ah, the Unlucky Emerald?";
+ mes "Yes, that was the most recent";
+ mes "Cursed Jewel to be discovered.";
+ mes "Let's see, where did I put all";
+ mes "of my notes about that?";
+ next;
+ mes "[Scholar]";
+ mes "Would you mind coming";
+ mes "back later? I'm not sure";
+ mes "where I misplaced my notes...";
+ set jewel_nd,11;
+ close;
+ }
+ else if (jewel_nd == 11) {
+ mes "[Scholar]";
+ mes "Ah, let's see now.";
+ mes "There's a record here";
+ mes "entitled, ''The Story of the";
+ mes "Cursed Jewel.'' According";
+ mes "to this, no one knows where";
+ mes "these jewels were first found.";
+ next;
+ mes "[Scholar]";
+ mes "The first incident involving";
+ mes "the jewel involved a Comodo";
+ mes "resident that used the jewel";
+ mes "to pay a gambling debt. He";
+ mes "committed suicide after he";
+ mes "paid his debt, which is a pity.";
+ next;
+ mes "[Scholar]";
+ mes "He didn't tell anyone";
+ mes "where he found the jewel";
+ mes "before he died, so we have";
+ mes "no way of determining the";
+ mes "jewel's true origins.";
+ next;
+ mes "[Scholar]";
+ mes "After it was sold, the";
+ mes "jewel came into a rich man's";
+ mes "possession. However, he lost";
+ mes "his fortune and was completely";
+ mes "ruined after obtaining it. Hence ^FFFFFF ^000000 the moniker, ''Unlucky Emerald.''";
+ next;
+ mes "[Scholar]";
+ mes "Then the emerald came into";
+ mes "the hands of a noble lady";
+ mes "who mysteriously died at";
+ mes "a young age. The emerald's";
+ mes "had thousands of owners";
+ mes "who just... Died.";
+ next;
+ mes "[Scholar]";
+ mes "What's disturbing is that";
+ mes "the emerald's curse seems";
+ mes "to grow stronger with each";
+ mes "life it takes away. Um, and";
+ mes "your jewel perfectly matches";
+ mes "the descriptions, so, uh...";
+ next;
+ mes "[Scholar]";
+ mes "You are the new owner";
+ mes "of the Unlucky Emerald.";
+ mes "No one will buy that from";
+ mes "you while it's still cursed.";
+ mes "For the sake of your life,";
+ mes "you must break that curse.";
+ next;
+ mes "[Scholar]";
+ mes "Now, holy spells won't work";
+ mes "on this kind of curse. You'll";
+ mes "need to talk to a shaman.";
+ mes "I think he lives in... Alberta?";
+ mes "He can summon the dead";
+ mes "and act as a medium for you.";
+ next;
+ mes "[Scholar]";
+ mes "The idea is for you to talk";
+ mes "to the spirits killed by this";
+ mes "emerald through that shaman.";
+ mes "And I'm sure he'll be pretty";
+ mes "excited to see that you have";
+ mes "the Unlucky Emerald with you.";
+ set jewel_nd,12;
+ close;
+ }
+ else if (jewel_nd == 12) {
+ mes "[Scholar]";
+ mes "Please find that shaman";
+ mes "in Alberta, and ask if he can";
+ mes "help you break the curse";
+ mes "on that Unlucky Emerald.";
+ close;
+ }
+ else if (jewel_nd > 28) {
+ mes "[Scholar]";
+ mes "Wait, you're telling me";
+ mes "that the emerald was cursed";
+ mes "by the vindictive spirit of";
+ mes "some warrior? Interesting...";
+ mes "I should record this in my";
+ mes "research notes. Thank you!";
+ close;
+ }
+ else {
+ mes "[Scholar]";
+ mes "Some jewels are said to";
+ mes "be possessed by ghosts";
+ mes "or evil spirits that will bring";
+ mes "misfortune to their owners,";
+ mes "drive them to death or";
+ mes "insanity, that sort of thing.";
+ close;
+ }
+}
+
+alberta_in,70,109,5 script Shaman 788,{
+ if (jewel_nd == 0) {
+ mes "[Shaman]";
+ mes "The spiritual realm is";
+ mes "the source of my sorcery.";
+ mes "Do not understimate the";
+ mes "power of the spirits!";
+ close;
+ }
+ else if ((jewel_nd > 0) && (jewel_nd < 12)) {
+ mes "[Shaman]";
+ mes "Oh? Heh heh!";
+ mes "You're carrying";
+ mes "something very";
+ mes "valuable, aren't you?";
+ close;
+ }
+ else if (jewel_nd == 12) {
+ mes "[Shaman]";
+ mes "You! Yes... I can sense";
+ mes "them... The angry spirits of";
+ mes "your ancestors! You haven't";
+ mes "made any offerings to them,";
+ mes "have you? You must appease";
+ mes "them before they torment you!";
+ next;
+ mes "[Shaman]";
+ mes "Quickly, now! It is";
+ mes "imperative that you give me";
+ mes "500,000 zeny immediately";
+ mes "so that I can comfort their";
+ mes "souls before they wreck";
+ mes "havoc on your life!";
+ next;
+ select("Actually, I have a Cursed Jewel.");
+ mes "[Shaman]";
+ mes "Jewel...? Oh, a Cursed";
+ mes "Jewel! Hahaha! So that's";
+ mes "what that evil aura was!";
+ mes "My mistake! Say, do you";
+ mes "mind if I take a look at it?";
+ next;
+ if (countitem(7725) > 0) {
+ emotion e_dots;
+ mes "[Shaman]";
+ mes "So this bauble's the";
+ mes "Unlucky Emerald? Yes,";
+ mes "it's definitely cursed.";
+ mes "If you don't break the";
+ mes "curse soon, it'll consume";
+ mes "your soul. Not a good thing.";
+ next;
+ mes "[Shaman]";
+ mes "I need to perform";
+ mes "a ritual to break the";
+ mes "curse. I'll charge you";
+ mes "200,000 zeny for the service.";
+ mes "It's expensive, but I'm saving";
+ mes "your life and risking mine.";
+ set jewel_nd,13;
+ close;
+ }
+ else {
+ mes "[Shaman]";
+ mes "Hm? Did you forget to";
+ mes "bring the jewel? Hurry,";
+ mes "and bring it back to me.";
+ mes "You need to break that";
+ mes "curse before the jewel";
+ mes "can devour your soul!";
+ close;
+ }
+ }
+ else if (jewel_nd == 13) {
+ mes "[Shaman]";
+ mes "Did you bring the money?";
+ mes "We must appease the spirits";
+ mes "possessing the soul, and to";
+ mes "do that, I will need to perform";
+ mes "a ritual that will be taxing";
+ mes "on my body and spirit.";
+ next;
+ if (Zeny > 199999) {
+ mes "[Shaman]";
+ mes "Good, good. I see that";
+ mes "you've brought the money.";
+ mes "I can now begin the ritual.";
+ mes "If all goes well, you'll be";
+ mes "free of your curse, and I can";
+ mes "buy some Prontera real estate.";
+ set zeny,zeny-200000;
+ set jewel_nd,14;
+ next;
+ mes "[Shaman]";
+ mes "Please come back soon";
+ mes "after I've completed the";
+ mes "preparations for the ritual.";
+ close;
+ }
+ else {
+ mes "[Shaman]";
+ mes "You... You don't have";
+ mes "200,000 zeny? I'm sorry,";
+ mes "but I cannot perform the";
+ mes "ritual for free, even if";
+ mes "your soul is at stake.";
+ close;
+ }
+ }
+ else if (jewel_nd == 14) {
+ mes "[Shaman]";
+ mes "Hmm... You know the";
+ mes "money you gave me?";
+ mes "Apparently, it wasn't";
+ mes "enough. One of the spirits";
+ mes "was about to enter me, but...";
+ next;
+ mes "[Shaman]";
+ mes "It left in disgust after";
+ mes "it learned that I was trying";
+ mes "to break the curse for only";
+ mes "200,000 zeny. I think...";
+ mes "I think I need 100,000 zeny";
+ mes "more for this to be effective.";
+ set jewel_nd,15;
+ close;
+ }
+ else if (jewel_nd == 15) {
+ mes "[Shaman]";
+ mes "Good, you've returned!";
+ mes "Did you bring the 100,000";
+ mes "zeny like I asked? It's a small";
+ mes "price considering that I'm";
+ mes "saving your very soul.";
+ next;
+ if (Zeny > 99999) {
+ mes "[Shaman]";
+ mes "Ah, perfect!";
+ mes "Hopefully, the";
+ mes "spirits will be more";
+ mes "cooperative this time.";
+ set zeny,zeny-100000;
+ set jewel_nd,16;
+ next;
+ mes "[Shaman]";
+ mes "Yes, the vindictive";
+ mes "spirit in this jewel";
+ mes "will be most impressed";
+ mes "by your sincere efforts.";
+ close;
+ }
+ else {
+ mes "[Shaman]";
+ mes "You didn't? Do you know";
+ mes "what it's like to have";
+ mes "your soul consumed? Let";
+ mes "me tell you, it's a lot";
+ mes "more painful than parting";
+ mes "with a paltry 100,000 zeny!";
+ close;
+ }
+ }
+ else if (jewel_nd == 16) {
+ mes "[Shaman]";
+ mes "At long last, the";
+ mes "spirits and I are one.";
+ mes "The ritual may now begin.";
+ mes "Ohhhhhhhhhhhmmmmm... ";
+ next;
+ mes "[Shaman]";
+ mes "Hhhkkk... Arrrgh...!";
+ emotion e_omg;
+ next;
+ mes "[" + strcharinfo(0) +"]";
+ mes ".....?";
+ next;
+ mes "[Shaman]";
+ mes "Th-this emerald!";
+ mes "So many lives! Money";
+ mes "alone won't break this";
+ mes "curse! It's time to get";
+ mes "serious and suppress";
+ mes "this jewel's power!";
+ next;
+ mes "[Shaman]";
+ mes "Remember the items";
+ mes "I tell you to bring, and";
+ mes "come back with them";
+ mes "as quickly as you can!";
+ mes "Both of our lives are in";
+ mes "danger until you do!";
+ next;
+ mes "[Shaman]";
+ mes "Bring me";
+ mes "^FF00001 Holy Water^000000,";
+ mes "^FF00001 Red Blood^000000,";
+ mes "^FF00001 Witherless Rose^000000,";
+ mes "^FF00001 Crystal Blue^000000, and";
+ mes "^FF00001 Wind of Verdure^000000.";
+ next;
+ mes "[Shaman]";
+ mes "Hurry! Although the spirits";
+ mes "are eternal, they don't like";
+ mes "to be kept waiting! Don't";
+ mes "question this great irony,";
+ mes "and get those items now!";
+ set jewel_nd,17;
+ close;
+ }
+ else if (jewel_nd == 17) {
+ mes "[Shaman]";
+ mes "You brought the items?!";
+ mes "Quickly! Place them in";
+ mes "my hands! We can't afford";
+ mes "to waste any more time!";
+ next;
+ if (countitem(990) > 0) && (countitem(991) > 0) && (countitem(992) > 0) && (countitem(748) > 0) && (countitem(523) > 0) {
+ mes "[Shaman]";
+ mes "Thank goodness.";
+ mes "Now... Let me begin...";
+ mes "Uhhkk... Argh! Wait!";
+ mes "I... I see someone...";
+ mes "Covered in blood? Yes...";
+ mes "He's staring at something.";
+ delitem 990,1; //Boody_Red
+ delitem 991,1; //Crystal_Blue
+ delitem 992,1; //Wind_Of_Verdure
+ delitem 748,1; //Witherless_Rose
+ delitem 523,1; //Holy_Water
+ next;
+ mes "[Shaman]";
+ mes "There's a sword behind it.";
+ mes "He's... He's just been in";
+ mes "a fight? I can smell...";
+ mes "His bloodlust. I can't tell";
+ mes "if he cursed the jewel of";
+ mes "if he's another victim...";
+ next;
+ mes "[Shaman]";
+ mes "Damn it! It's not clear";
+ mes "to me! We need to figure";
+ mes "out if what I'm seeing is";
+ mes "the root of the curse...";
+ mes "What can we do to--Right!";
+ next;
+ mes "[Shaman]";
+ mes "I'm not sure how helpful";
+ mes "he'll be, but there is an";
+ mes "archaeologist in Juno that";
+ mes "might know more about this";
+ mes "specific jewel. Hopefully,";
+ mes "he will have the answer.";
+ set jewel_nd,18;
+ next;
+ mes "[Shaman]";
+ mes "For now, the jewel's";
+ mes "curse is beyond my power.";
+ mes "However, if you can determine";
+ mes "the source of the curse, then";
+ mes "I will be able to help you.";
+ close; }
+ else {
+ mes "[Shaman]";
+ mes "You... Forgot?!";
+ mes "Your body and soul are in";
+ mes "jeopardy and you forgot?!";
+ next;
+ mes "[Shaman]";
+ mes "Bring me";
+ mes "^FF00001 Holy Water^000000,";
+ mes "^FF00001 Red Blood^000000,";
+ mes "^FF00001 Witherless Rose^000000,";
+ mes "^FF00001 Crystal Blue^000000, and";
+ mes "^FF00001 Wind of Verdure^000000!";
+ close;
+ }
+ }
+ else if (jewel_nd == 18) {
+ mes "[Shaman]";
+ mes "That antique appraiser...";
+ mes "He wouldn't know anything";
+ mes "more about the jewel, but";
+ mes "that archaeologist in Juno";
+ mes "will hopefully have some";
+ mes "new information we can use.";
+ close;
+ }
+ else if (jewel_nd == 19) {
+ mes "[Shaman]";
+ mes "Ah, you're back.";
+ mes "So did you learn";
+ mes "anything new about";
+ mes "the Unlucky Emerald?";
+ next;
+ select("The archaeologist said...");
+ mes "["+ strcharinfo(0) +"]";
+ mes "The archaeologist said...";
+ mes "Well, he said that there";
+ mes "is no curse on the jewel.";
+ next;
+ mes "[Shaman]";
+ mes "What? How dare he refute";
+ mes "what I just told you?!";
+ mes "Is he calling me a liar?";
+ mes "There was a vindictive";
+ mes "warrior's soul inside";
+ mes "that very emerald!";
+ next;
+ mes "[Shaman]";
+ mes "Then again, there's no";
+ mes "point fighting someone";
+ mes "that doesn't believe in";
+ mes "the spirit realm. However,";
+ mes "I wasn't lying. My honor";
+ mes "as a shaman is at stake!";
+ set jewel_nd,20;
+ next;
+ mes "[Shaman]";
+ mes "In fact, I'll prove it to you";
+ mes "by reading the message";
+ mes "inside this emerald. Bring";
+ mes "me the jewel, and I'll summon";
+ mes "the warrior spirit inside it.";
+ mes "Just let me rest a bit first.";
+ close;
+ }
+ else if (jewel_nd == 20) {
+ if (countitem(7725) > 0) {
+ mes "[Shaman]";
+ mes "Alright. By my pride";
+ mes "as a shaman, I'll provide";
+ mes "this service to you free";
+ mes "of charge! Can't have";
+ mes "anyone thinking I'm";
+ mes "some kind of quack...";
+ next;
+ mes "[Shaman]";
+ mes "Hmmmm...";
+ mes "Hmmmm...";
+ mes "I... I see.";
+ next;
+ mes "[Shaman]";
+ mes "Huh. Well, what do you";
+ mes "know? There is no curse.";
+ mes "However, it's not true that";
+ mes "only Comodo's prodigal son";
+ mes "was killed over this jewel.";
+ mes "There are many more...";
+ next;
+ mes "[Shaman]";
+ mes "Go yonder to the town";
+ mes "of Geffen, head west, and";
+ mes "seek the high ground that";
+ mes "is over the bridge. You know...";
+ mes "Leave Geffen through the west";
+ mes "gate and find a high place.";
+ next;
+ mes "[Shaman]";
+ mes "Trust me. You'll find";
+ mes "something there that will";
+ mes "react to the power of that";
+ mes "emerald you possess.";
+ next;
+ mes "[Shaman]";
+ mes "Hmpf! That arrogant";
+ mes "archaeologist! He doesn't";
+ mes "know what he's talking about!";
+ set jewel_nd,21;
+ close;
+ }
+ else {
+ mes "[Shaman]";
+ mes "You don't have the";
+ mes "emerald with you?";
+ mes "I hope you didn't";
+ mes "lose it somewhere.";
+ close;
+ }
+ }
+ else if (jewel_nd == 21) {
+ mes "[Shaman]";
+ mes "Go yonder to the town";
+ mes "of Geffen, head west, and";
+ mes "seek the high ground that";
+ mes "is over the bridge. You know...";
+ mes "Leave Geffen through the west";
+ mes "gate and find a high place.";
+ next;
+ mes "[Shaman]";
+ mes "Trust me. You'll find";
+ mes "something there that will";
+ mes "react to the power of that";
+ mes "emerald you possess.";
+ mes "Don't forget to bring";
+ mes "that emerald with you!";
+ close;
+ }
+ else if ((jewel_nd == 22) || (jewel_nd == 23)) {
+ mes "[Shaman]";
+ mes "What did I tell you?";
+ mes "That jewel brings very";
+ mes "bad fortune. Though, I'm";
+ mes "not sure why the warrior";
+ mes "spirit inside wouldn't talk";
+ mes "to me. What's with that?";
+ close;
+ }
+ else {
+ mes "[Shaman]";
+ mes "It's been a long time";
+ mes "since I've done these";
+ mes "rituals. I feel thoroughly";
+ mes "drained of my spiritual energy.";
+ close;
+ }
+}
+
+yuno_in04,38,48,3 script Archeologist 55,{
+ if (jewel_nd < 18) {
+ mes "[Archeologist]";
+ mes "There's so much to do!";
+ mes "How am I going to handle";
+ mes "all of this research? Don't";
+ mes "panic, don't panic, just";
+ mes "one thing at a time!";
+ close;
+ }
+ else if (jewel_nd == 18) {
+ mes "[Archeologist]";
+ mes "Oh, I've heard about you";
+ mes "from that antique appraiser";
+ mes "in Comodo... You're the one";
+ mes "that dig up the Unlucky";
+ mes "Emerald, right? Would";
+ mes "you mind if I take a look?";
+ next;
+ if (countitem(7725) > 0) {
+ mes "[Archeologist]";
+ mes "Ah, it's no wonder so";
+ mes "many people want it.";
+ mes "This emerald is so huge";
+ mes "and... It's beautiful! So...";
+ mes "I'm guessing you needed";
+ mes "my help with something?";
+ next;
+ switch(select("Ask About the Jewel's Curse:Show Off Jewel")) {
+ case 1:
+ emotion e_heh;
+ mes "[Archeologist]";
+ mes "The jewel's curse?";
+ mes "Hah! You believe in that";
+ mes "old superstition? Oh, so";
+ mes "you wanted to break the";
+ mes "jewel's curse? Mmpf. Hahah!";
+ mes "You're not dead yet, right?";
+ next;
+ mes "[Archeologist]";
+ mes "It's all a load of bunk!";
+ mes "Only one man died while";
+ mes "keeping this jewel in his";
+ mes "possession, that gambler in";
+ mes "Comodo that used it to pay";
+ mes "off his gambling debts.";
+ next;
+ mes "[Archeologist]";
+ mes "This jewel happened to be";
+ mes "lost for a long time, and it";
+ mes "just reappeared. That's all.";
+ mes "Lots of myths and legends";
+ mes "surround extremely valuable";
+ mes "gems like this one.";
+ next;
+ mes "[Archeologist]";
+ mes "Anyway, there's no curse.";
+ mes "Believe what you want to,";
+ mes "but that happens to be my";
+ mes "professional opinion,";
+ mes "based on my research.";
+ set jewel_nd,19;
+ close;
+ case 2:
+ mes "[Archeologist]";
+ mes "Wow...";
+ mes "That jewel sure";
+ mes "is freakin' huge...";
+ close;
+ }
+ }
+ else {
+ mes "[Archeologist]";
+ mes "You lost the jewel?";
+ mes "Well, maybe it's not";
+ mes "all bad. History shows";
+ mes "that many people were";
+ mes "ruined by suddenly coming";
+ mes "upon vast fortunes, you know?";
+ close;
+ }
+ }
+ else if (jewel_nd == 22) {
+ mes "[Archeologist]";
+ mes "The vindictive soul";
+ mes "of a warrior is just";
+ mes "drifting around in the";
+ mes "world of the living?";
+ mes "I don't think I want to";
+ mes "believe what you're saying.";
+ next;
+ mes "[Archeologist]";
+ mes "I personally feel that";
+ mes "old shaman's a fraud, but...";
+ mes "You should have the freedom";
+ mes "to decide what you believe.";
+ mes "But don't let it bother you.";
+ close;
+ }
+ else if (jewel_nd == 23) {
+ mes "[Archeologist]";
+ mes "Are you talking about";
+ mes "ghosts again? Fine. For";
+ mes "the sake of the argument,";
+ mes "let's say the jewel actually";
+ mes "possesses the soul of";
+ mes "some fallen warrior.";
+ next;
+ mes "[Archeologist]";
+ mes "It's not unfathomable for";
+ mes "people with huge debts to";
+ mes "kill themselves, or for";
+ mes "warriors to perish while";
+ mes "fighting Cobolds. Still...";
+ mes "I'll see what I can learn.";
+ next;
+ mes "[Archeologist]";
+ mes "That reminds me...";
+ mes "I've got some records about";
+ mes "an adventurer group that died";
+ mes "in the field west of Geffen";
+ mes "that you were talking about.";
+ mes "Let me see if I can find them.";
+ set jewel_nd,24;
+ close;
+ }
+ else if (jewel_nd == 24) {
+ mes "[Archeologist]";
+ mes "Ah, you're back! I found";
+ mes "those records I told you";
+ mes "about. It's a witness's";
+ mes "account of what happened";
+ mes "when those people died";
+ mes "west of Geffen.";
+ next;
+ mes "[Archeologist]";
+ mes "What's interesting is that";
+ mes "the warrior you keep talking";
+ mes "about wasn't killed by Cobolds";
+ mes "at all, according to what this";
+ mes "guy wrote. Let's see...";
+ mes "Ah, it's over here.";
+ next;
+ mes "[Archeologist]";
+ mes "''^666666When the chief and his";
+ mes "soldiers arrived, the battle";
+ mes "was over. Dead bodies lay";
+ mes "everywhere, but there was";
+ mes "one warrior covered in blood,";
+ mes "half conscious, but living.^000000''";
+ next;
+ mes "[Archeologist]";
+ mes "Strange, isn't it?";
+ mes "This is from a journal";
+ mes "written by a retired soldier";
+ mes "that lives in Prontera now.";
+ mes "It might be a good idea to";
+ mes "see if you can talk to him.";
+ set jewel_nd,25;
+ close;
+ }
+ else if (jewel_nd == 25) {
+ mes "[Archeologist]";
+ mes "There's a retired soldier";
+ mes "that actually witnessed what";
+ mes "happened in the field west";
+ mes "of Geffen. You should try";
+ mes "to find him in Prontera, and";
+ mes "see what you can learn.";
+ close;
+ }
+ else if (jewel_nd > 28) {
+ mes "[Archeologist]";
+ mes "Ah, that's... That's";
+ mes "very profound. That one";
+ mes "warrior went berserk when";
+ mes "he realized he was too weak";
+ mes "to protect his comrades?";
+ mes "He lost total control...";
+ next;
+ mes "[Archeologist]";
+ mes "I better talk to that";
+ mes "old soldier and get the";
+ mes "full story on record.";
+ mes "It'll be a really good history";
+ mes "lesson for Swordmen everywhere.";
+ mes "Thank you for letting me know.";
+ close;
+ }
+ else {
+ mes "[Archeologist]";
+ mes "I'm so busy! Listen,";
+ mes "would you mind coming";
+ mes "back later when I'm not";
+ mes "so swamped with work?";
+ close;
+ }
+}
+
+prontera,140,304,5 script Old Soldier 901,{
+ if (checkweight(907,200) == 0) {
+ mes "[Retired Soldier]";
+ mes "Why are you carrying";
+ mes "so much stuff with you?";
+ mes "Isn't there a Kafra Storage";
+ mes "service for keeping your junk?";
+ close;
+ }
+ if (jewel_nd == 25) {
+ mes "[Retired Soldier]";
+ mes "It's strange that so";
+ mes "many people have been";
+ mes "wanting to talk to me for";
+ mes "some reason, but I'll";
+ mes "admit that it's kind of nice.";
+ next;
+ switch(select("Ask About Past Battles:Ask About Fallen Warrior")) {
+ case 1:
+ mes "[Retired Soldier]";
+ mes "Don't get me started.";
+ mes "Once I start talking about";
+ mes "the old days, I'll go on all";
+ mes "night. Those were real hard";
+ mes "times to live through, but good";
+ mes "memories to remember...";
+ close;
+ case 2:
+ mes "[Retired Soldier]";
+ mes "The fallen warrior...?";
+ mes "There's only one that brings";
+ mes "a chill down my spine whenever";
+ mes "I think of him. He was about";
+ mes "your age when it happened...";
+ next;
+ mes "[Retired Soldier]";
+ mes "We received a report about";
+ mes "a Cobold threat, so we were";
+ mes "dispatched to the fields";
+ mes "west of Geffen. But the";
+ mes "battle was over once we";
+ mes "arrived. We were too late.";
+ next;
+ mes "[Retired Soldier]";
+ mes "All the Cobolds were slain,";
+ mes "but... There was one warrior";
+ mes "left, covered in blood. When";
+ mes "he saw us, he just started";
+ mes "attacking everyone! He";
+ mes "had completely lost it.";
+ next;
+ mes "[Retired Soldier]";
+ mes "We had no choice but to";
+ mes "kill him. It was self defense,";
+ mes "but I can't help but pity him.";
+ mes "All his comrades had been";
+ mes "killed: I can't imagine how";
+ mes "that must have felt.";
+ next;
+ mes "[Retired Soldier]";
+ mes "We arrived too late to";
+ mes "see that battle, but I'm";
+ mes "pretty sure it was horrific.";
+ mes "You must be pretty interested";
+ mes "in learning about this soldier.";
+ next;
+ mes "[Retired Soldier]";
+ mes "Well, I'm just glad that you";
+ mes "were able to know more";
+ mes "about this story. There's";
+ mes "much you can learn from";
+ mes "other people's experiences.";
+ set jewel_nd,26;
+ close;
+ }
+ }
+ else if ((jewel_nd > 25) && (jewel_nd < 29)) {
+ mes "[Retired Soldier]";
+ mes "I don't regret that we";
+ mes "had to kill that warrior.";
+ mes "We did had we had to";
+ mes "back in those days.";
+ close;
+ }
+ else if (jewel_nd == 29) {
+ mes "[Retired Soldier]";
+ mes "Oh, it's you again.";
+ mes "Did you want to ask me";
+ mes "more about that warrior?";
+ mes "I'm afraid I already told";
+ mes "you everything I know.";
+ next;
+ switch(select("Sorry...:I met the warrior's spirit.")) {
+ case 1:
+ mes "[Retired Soldier]";
+ mes "It's fine.";
+ close;
+ case 2:
+ mes "[Retired Soldier]";
+ mes "What? How is that";
+ mes "even possible?";
+ next;
+ mes "^3355FFYou explain to the";
+ mes "retired soldier everything";
+ mes "that has happened so far.^000000";
+ next;
+ mes "[Retired Soldier]";
+ mes "That's quite a story.";
+ mes "Still, I'm surprised that";
+ mes "he didn't want to talk to";
+ mes "you about what happened.";
+ mes "I guess he still harbors";
+ mes "bad feelings about that day...";
+ next;
+ mes "[Retired Soldier]";
+ mes "Well, I guess it doesn't";
+ mes "really matter now. Chalk";
+ mes "this all up to a really good";
+ mes "learning experience.";
+ next;
+ switch(select("I feel so sorry for him.:Do you believe the jewel is really cursed?")) {
+ case 1:
+ mes "[Retired Soldier]";
+ mes "Well...";
+ mes "I don't know what to tell";
+ mes "you. I mean, you can't really";
+ mes "put the blame on anybody.";
+ mes "He just lost his mind...";
+ close;
+ case 2:
+ mes "[Retired Soldier]";
+ mes "I'm not really sure if the";
+ mes "jewel was cursed, if that";
+ mes "warrior started the curse,";
+ mes "or if the jewel isn't cursed";
+ mes "at all. I'm just an old,";
+ mes "simple soldier.";
+ next;
+ mes "[Retired Soldier]";
+ mes "One thing's for sure:";
+ mes "if there was a curse, that";
+ mes "soldier should have been";
+ mes "able to overcome it if his will";
+ mes "was strong enough. It's harsh";
+ mes "to say it like this, but...";
+ next;
+ mes "[Retired Soldier]";
+ mes "True warriors have the";
+ mes "strength to endure, to";
+ mes "fight temptation, to keep";
+ mes "their focus. That guy...";
+ mes "He wasn't cut out to fight.";
+ set jewel_nd,30;
+ next;
+ if (countitem(7725) > 0) {
+ mes "[Retired Soldier]";
+ mes "You know what?";
+ mes "If you're so worried";
+ mes "about a curse, why don't";
+ mes "you leave that jewel with me?";
+ mes "Don't worry, I'll make sure";
+ mes "to compensate you for it.";
+ next;
+ mes "[Retired Soldier]";
+ mes "I'd rather keep it to myself,";
+ mes "rather than risk it messing";
+ mes "around with other people.";
+ mes "I know my will's tough enough";
+ mes "to resist its curse, you know,";
+ mes "if it actually exists.";
+ delitem 7725,1; //Unlucky_Emerald
+ set jewel_nd,31;
+ getitem 603,1; //Old_Blue_Box
+ if (BaseLevel < 66) {
+ getitem 607,1; //Yggdrasilberry
+ next;
+ }
+ else if ((BaseLevel > 65) && (BaseLevel < 75)) {
+ getexp 50000,0;
+ next;
+ }
+ else if ((BaseLevel > 74) && (BaseLevel < 81)) {
+ getexp 180000,0;
+ next;
+ }
+ else if ((BaseLevel > 80) && (BaseLevel < 86)) {
+ getexp 360000,0;
+ next;
+ }
+ else if ((BaseLevel > 85) && (BaseLevel < 91)) {
+ getexp 500000,0;
+ next;
+ }
+ else if ((BaseLevel > 90) && (BaseLevel < 96)) {
+ getexp 800000,0;
+ next;
+ }
+ else if ((BaseLevel > 95) && (BaseLevel < 99)) {
+ getexp 1000000,0;
+ next;
+ }
+ else if (BaseLevel == 99) {
+ getitem 617,1; //Old_Violet_Box
+ next;
+ }
+ else {
+ getitem 617,1; //Old_Violet_Box
+ next;
+ }
+ mes "[Retired Soldier]";
+ mes "If there's anything";
+ mes "you learn from all this,";
+ mes "it's that you should never";
+ mes "succumb to your desperation.";
+ mes "Rage gives you nothing:";
+ mes "its power is an illusion.";
+ close;
+ }
+ else {
+ mes "[Retired Soldier]";
+ mes "You know what?";
+ mes "If you're so worried";
+ mes "about a curse, why don't";
+ mes "you leave that jewel with me?";
+ mes "Don't worry, I'll make sure";
+ mes "to compensate you for it.";
+ next;
+ mes "[Retired Soldier]";
+ mes "I'd rather keep it to myself,";
+ mes "rather than risk it messing";
+ mes "around with other people.";
+ mes "I know my will's tough enough";
+ mes "to resist its curse, you know,";
+ mes "if it actually exists.";
+ close;
+ }
+ }
+ }
+ }
+ else if (jewel_nd == 30) {
+ if (countitem(7725) > 0) {
+ delitem 7725,1; //Unlucky_Emerald
+ set jewel_nd,31;
+ getitem 603,1; //Old_Blue_Box
+ if (BaseLevel < 66) {
+ getitem 607,1; //Yggdrasilberry
+ next;
+ }
+ else if ((BaseLevel > 65) && (BaseLevel < 75)) {
+ getexp 50000,0;
+ next;
+ }
+ else if ((BaseLevel > 74) && (BaseLevel < 81)) {
+ getexp 80000,0;
+ next;
+ }
+ else if ((BaseLevel > 80) && (BaseLevel < 86)) {
+ getexp 150000,0;
+ next;
+ }
+ else if ((BaseLevel > 85) && (BaseLevel < 91)) {
+ getexp 200000,0;
+ next;
+ }
+ else if ((BaseLevel > 90) && (BaseLevel < 96)) {
+ getexp 400000,0;
+ next;
+ }
+ else if ((BaseLevel > 95) && (BaseLevel < 99)) {
+ getexp 500000,0;
+ next;
+ }
+ else if (BaseLevel == 99) {
+ getitem 617,1; //Old_Violet_Box
+ next;
+ }
+ else {
+ getitem 617,1; //Old_Violet_Box
+ next;
+ }
+ mes "[Retired Soldier]";
+ mes "If there's anything";
+ mes "you learn from all this,";
+ mes "it's that you should never";
+ mes "succumb to your desperation.";
+ mes "Rage gives you nothing:";
+ mes "its power is an illusion.";
+ close;
+ }
+ else {
+ mes "[Retired Soldier]";
+ mes "You know what?";
+ mes "If you're so worried";
+ mes "about a curse, why don't";
+ mes "you leave that jewel with me?";
+ mes "Don't worry, I'll make sure";
+ mes "to compensate you for it.";
+ next;
+ mes "[Retired Soldier]";
+ mes "I'd rather keep it to myself,";
+ mes "rather than risk it messing";
+ mes "around with other people.";
+ mes "I know my will's tough enough";
+ mes "to resist its curse, you know,";
+ mes "if it actually exists.";
+ close;
+ }
+ }
+ else if (jewel_nd == 31) {
+ mes "[Retired Soldier]";
+ mes "Well, you learned all there";
+ mes "is to know about the Unlucky";
+ mes "Emerald. It's time you forget";
+ mes "about the curse or whatever,";
+ mes "and find new adventures.";
+ mes "Ah, to be young again...";
+ close;
+ }
+ else {
+ mes "[Retired Soldier]";
+ mes "Ah, how I long for";
+ mes "the old days. Being";
+ mes "retired is just so...";
+ mes "It's so boring! I guess";
+ mes "it's time to find a hobby.";
+ close;
+ }
+}
+
+gef_fild08,182,185,0 script The Wanderer 739,{
+ if (jewel_nd < 21) {
+ mes "[The Wanderer]";
+ mes "I'm just a wanderer";
+ mes "drifting through this";
+ mes "world. Please just";
+ mes "leave me in peace.";
+ close;
+ }
+ else if (jewel_nd == 21) {
+ if (countitem(7725) > 0) {
+ mes "[The Wanderer]";
+ mes "That... That looks";
+ mes "just like the emerald";
+ mes "I used to own. Hmmm...";
+ mes "Did you come looking for me?";
+ next;
+ mes "[The Wanderer]";
+ mes "Get rid of that thing right";
+ mes "now. It's an evil jewel that";
+ mes "causes tragedy wherever";
+ mes "it goes. I remember... I got";
+ mes "that jewel from monsters...";
+ next;
+ mes "[The Wanderer]";
+ mes "I was just a simple man,";
+ mes "dreaming of becoming the";
+ mes "world's greatest warrior.";
+ mes "I had that emerald on me";
+ mes "when we encountered a huge";
+ mes "group of vicious Cobolds.";
+ next;
+ mes "[The Wanderer]";
+ mes "No matter how many";
+ mes "we killed, there was";
+ mes "just no end to them...";
+ mes "And then... We... We...";
+ mes "I... It hurts too much";
+ mes "to recall what happened...";
+ set jewel_nd,22;
+ hideonnpc "The Wanderer";
+ stopnpctimer;
+ close;
+ }
+ else {
+ mes "[The Wanderer]";
+ mes "Why have you summoned me?";
+ mes "I'm just the soul of a fallen";
+ mes "warrior, seeking peace.";
+ mes "Please don't bother me";
+ mes "if you can avoid it.";
+ close;
+ }
+ }
+ else if (jewel_nd == 22) {
+ mes "[The Wanderer]";
+ mes "You again? Why do you still";
+ mes "hold the jewel?! Didn't I just";
+ mes "what happened to me and";
+ mes "my comrades! We all died";
+ mes "that day, that day the";
+ mes "Cobolds overpowered us!";
+ next;
+ mes "[The Wanderer]";
+ mes "Just let me return";
+ mes "to my slumber.";
+ set jewel_nd,23;
+ close;
+ }
+ else if (jewel_nd == 25) {
+ mes "[The Wanderer]";
+ mes "Why have you called";
+ mes "me here again? What";
+ mes "is it you want from me?";
+ mes "Can't you leave me alone?";
+ next;
+ select("Were you really killed by Cobolds?");
+ mes "[The Wanderer]";
+ mes "Argh! What is it you're";
+ mes "trying to say?! Leave now!";
+ hideonnpc "The Wanderer";
+ stopnpctimer;
+ close;
+ }
+ else if (jewel_nd == 26) {
+ mes "[The Wanderer]";
+ mes "Still you pester me.";
+ mes "Unfortunately, the power";
+ mes "of the jewel compels me";
+ mes "to return to this plane...";
+ mes "What is it this time?";
+ next;
+ select("You weren't killed by Cobolds, were you?");
+ mes "[The Wanderer]";
+ mes "How many times must I tell";
+ mes "you? Are you saying that";
+ mes "I'm lying about the deaths";
+ mes "of my comrades? Forget it.";
+ mes "The dead shouldn't talk.";
+ mes "It's a waste of my time.";
+ next;
+ mes "[The Wanderer]";
+ mes "Take care, young";
+ mes "adventurer, and don't";
+ mes "reopen the wounds of";
+ mes "the past anymore.";
+ set jewel_nd,27;
+ next;
+ while(1) {
+ if (select("You killed your comrades!:Do you remember your last moment?") == 1) {
+ mes "[The Wanderer]";
+ mes "Did I...? Ha. Haha!";
+ mes "adventurer, but that sounds";
+ mes "like something from a trashy";
+ mes "novel. Hah hah hah hah!";
+ next;
+ }
+ else {
+ mes "[The Wanderer]";
+ mes "It's a little hazy...";
+ mes "I... We tried to kill as";
+ mes "many Cobolds as we ";
+ mes "could... Everyone was...";
+ mes "Everyone was dead.";
+ mes "Everyone but me.";
+ next;
+ mes "[The Wanderer]";
+ mes "I was all alone.";
+ mes "We killed all the";
+ mes "Cobolds, but I was...";
+ mes "Then... The next thing...";
+ mes "I was covered in blood.";
+ mes "Then, something appeared?";
+ next;
+ mes "[The Wanderer]";
+ mes "No, it can't have been.";
+ mes "A human soldier like me?";
+ set jewel_nd,28;
+ next;
+ break;
+ }
+ }
+ mes "[The Wanderer]";
+ mes "I was killed... No, wait.";
+ mes "I survived the battle with";
+ mes "the Cobolds. Then, some";
+ mes "coward killed me from";
+ mes "behind, and stole my";
+ mes "emerald. That must be it!";
+ next;
+ select("How did your comrades die?");
+ mes "[The Wanderer]";
+ mes "The Cobolds killed them!";
+ mes "I was too weak to protect";
+ mes "my comrades. Too weak...";
+ mes "When I came back to my";
+ mes "senses, they were all...";
+ next;
+ emotion e_dots;
+ mes "[The Wanderer]";
+ mes "I'm not sure what";
+ mes "happened. There was";
+ mes "blood coming into my eyes...";
+ mes "I remember slashing, and";
+ mes "stabbing, and... And slashing.";
+ next;
+ select("You slashed everything...");
+ mes "["+ strcharinfo(0) +"]";
+ mes "You slashed everything...";
+ mes "Even the comrades you";
+ mes "were supposed to protect.";
+ next;
+ mes "[The Wanderer]";
+ mes "I... I did...?";
+ mes "I... No! Shut up!";
+ mes "Stop it! I couldn't...";
+ mes "Get out of here now!";
+ mes "You're trying to trick me!";
+ set jewel_nd,29;
+ hideonnpc "The Wanderer";
+ stopnpctimer;
+ close;
+ }
+ else if (jewel_nd == 27) {
+ mes "[The Wanderer]";
+ mes "What is it?";
+ mes "What could you";
+ mes "possibly have to";
+ mes "say to me this time?";
+ next;
+ while(1) {
+ if (select("You killed your comrades!:Do you remember your last moment?") == 1) {
+ mes "[The Wanderer]";
+ mes "Did I...? Ha. Haha!";
+ mes "adventurer, but that sounds";
+ mes "like something from a trashy";
+ mes "novel. Hah hah hah hah!";
+ next;
+ }
+ else {
+ mes "[The Wanderer]";
+ mes "It's a little hazy...";
+ mes "I... We tried to kill as";
+ mes "many Cobolds as we ";
+ mes "could... Everyone was...";
+ mes "Everyone was dead.";
+ mes "Everyone but me.";
+ next;
+ mes "[The Wanderer]";
+ mes "I was all alone.";
+ mes "We killed all the";
+ mes "Cobolds, but I was...";
+ mes "Then... The next thing...";
+ mes "I was covered in blood.";
+ mes "Then, something appeared?";
+ next;
+ mes "[The Wanderer]";
+ mes "No, it can't have been.";
+ mes "A human soldier like me?";
+ set jewel_nd,28;
+ next;
+ break;
+ }
+ }
+ mes "[The Wanderer]";
+ mes "I was killed... No, wait.";
+ mes "I survived the battle with";
+ mes "the Cobolds. Then, some";
+ mes "coward killed me from";
+ mes "behind, and stole my";
+ mes "emerald. That must be it!";
+ next;
+ select("How did your comrades die?");
+ mes "[The Wanderer]";
+ mes "The Cobolds killed them!";
+ mes "I was too weak to protect";
+ mes "my comrades. Too weak...";
+ mes "When I came back to my";
+ mes "senses, they were all...";
+ next;
+ emotion e_dots;
+ mes "[The Wanderer]";
+ mes "I'm not sure what";
+ mes "happened. There was";
+ mes "blood coming into my eyes...";
+ mes "I remember slashing, and";
+ mes "stabbing, and... And slashing.";
+ next;
+ select("You slashed everything...");
+ mes "["+ strcharinfo(0) +"]";
+ mes "You slashed everything...";
+ mes "Even the comrades you";
+ mes "were supposed to protect.";
+ next;
+ mes "[The Wanderer]";
+ mes "I... I did...?";
+ mes "I... No! Shut up!";
+ mes "Stop it! I couldn't...";
+ mes "Get out of here now!";
+ mes "You're trying to trick me!";
+ set jewel_nd,29;
+ hideonnpc "The Wanderer";
+ stopnpctimer;
+ close;
+ }
+ else if (jewel_nd == 28) {
+ mes "[The Wanderer]";
+ mes "Why you...";
+ next;
+ select("How did your comrades die?");
+ mes "[The Wanderer]";
+ mes "The Cobolds killed them!";
+ mes "I was too weak to protect";
+ mes "my comrades. Too weak...";
+ mes "When I came back to my";
+ mes "senses, they were all...";
+ next;
+ emotion e_dots;
+ mes "[The Wanderer]";
+ mes "I'm not sure what";
+ mes "happened. There was";
+ mes "blood coming into my eyes...";
+ mes "I remember slashing, and";
+ mes "stabbing, and... And slashing.";
+ next;
+ select("You slashed everything...");
+ mes "["+ strcharinfo(0) +"]";
+ mes "You slashed everything...";
+ mes "Even the comrades you";
+ mes "were supposed to protect.";
+ next;
+ mes "[The Wanderer]";
+ mes "I... I did...?";
+ mes "I... No! Shut up!";
+ mes "Stop it! I couldn't...";
+ mes "Get out of here now!";
+ mes "You're trying to trick me!";
+ set jewel_nd,29;
+ hideonnpc "The Wanderer";
+ stopnpctimer;
+ close;
+ }
+ else if (jewel_nd == 29) {
+ mes "[The Wanderer]";
+ mes "Leave me alone!";
+ close;
+ }
+ else if (jewel_nd > 29) {
+ mes "[The Wanderer]";
+ mes "Shut up! Stop harassing";
+ mes "me! I can't... I don't...!";
+ close;
+ }
+ else {
+ mes "[The Wanderer]";
+ mes ".........";
+ close;
+ }
+
+OnInit:
+ hideonnpc "The Wanderer";
+ end;
+
+OnEnable:
+ hideoffnpc "The Wanderer";
+ initnpctimer;
+ end;
+
+OnTimer60000:
+ hideonnpc "The Wanderer";
+ stopnpctimer;
+ end;
+}
+
+gef_fild08,182,182,0 script #CallGhost -1,2,2,{
+ end;
+
+//OnTouch2:
+OnTouch:
+ if (jewel_nd == 21) {
+ if (countitem(7725) > 0) {
+ mes "[" + strcharinfo(0) + "]";
+ mes "This must be the place";
+ mes "that shaman was talking";
+ mes "about. Let's see now...";
+ donpcevent "The Wanderer::OnEnable";
+ close;
+ }
+ else {
+ mes "[" + strcharinfo(0) + "]";
+ mes "This must be the place";
+ mes "that shaman was talking";
+ mes "about. Let's see now...";
+ mes "Wait. I need that emerald...";
+ close;
+ }
+ }
+ else if ((jewel_nd > 21) && (jewel_nd < 29)) {
+ donpcevent "The Wanderer::OnEnable";
+ }
+ end;
+}
+
+// Rogue Guild Investigation
+//============================================================
+prontera,163,204,3 script Man from Morroc 99,{
+ if (rumour_nd == 0) {
+ mes "[Morroc Traveler]";
+ mes "Ah, it's very nice and";
+ mes "refreshing to be near this";
+ mes "fountain. It's much cooler";
+ mes "here than back in Morroc.";
+ next;
+ switch(select("Nice day today, huh?:How's Morroc lately?")) {
+ case 1:
+ mes "[Morroc Traveler]";
+ mes "Oh, yes. It's a wonderful";
+ mes "day! Prontera is so sunny";
+ mes "and cool. No wonder so";
+ mes "many people live over here!";
+ close;
+ case 2:
+ mes "[Morroc Traveler]";
+ mes "You're an adventurer, and";
+ mes "you haven't heard the crazy";
+ mes "rumors spreading all over";
+ mes "the Rune-Midgarts kingdom?";
+ mes "I thought you guys traveled";
+ mes "around and heard things.";
+ next;
+ }
+ select("What crazy rumors?");
+ mes "[Morroc Traveler]";
+ mes "Uh... Rogue agents!";
+ mes "They're all over the place!";
+ mes "Why don't you talk to some";
+ mes "of the Rogue agents dispatched";
+ mes "in the other towns? Then you'll";
+ mes "know what I'm talking about!";
+ set rumour_nd,1;
+ close;
+ }
+ else if (rumour_nd == 1) {
+ mes "[Morroc Traveler]";
+ mes "Shouldn't you be";
+ mes "looking for a Rogue";
+ mes "agent to talk to?";
+ mes "I mean, maybe you";
+ mes "can pitch in and";
+ mes "help them out.";
+ close;
+ }
+ else if (rumour_nd > 1) {
+ if (zdan_edq > 12) {
+ mes "[Morroc Traveler]";
+ mes "So the Z Gang was what";
+ mes "those crazy rumors were";
+ mes "all about. Good to hear";
+ mes "that they're all in jail.";
+ close;
+ }
+ else {
+ mes "[Morroc Traveler]";
+ mes "Hey, uh...";
+ mes "I'm just trying to";
+ mes "relax on my vacation.";
+ close;
+ }
+ }
+}
+
+in_rogue,355,28,5 script Rogue Agent 118,{
+ if (checkweight(907,200) == 0) {
+ mes "[Guildsman]";
+ mes "You're carrying too";
+ mes "much stuff on you.";
+ mes "Take a load off, put";
+ mes "your extra stuff in";
+ mes "Kafra Storage: that's";
+ mes "what's it's for~";
+ close;
+ }
+ if (rumour_nd == 0) {
+ if (zdan_edq == 0) {
+ if (BaseJob == Job_Rogue) {
+ mes "[Guildsman]";
+ mes "Man, it feels much safer";
+ mes "hanging out in an alley";
+ mes "than some crowded joint.";
+ mes "Us Rogues... I guess you";
+ mes "can say we got a bit of";
+ mes "agoraphobia, naturally.";
+ close;
+ }
+ else {
+ mes "[Guildsman]";
+ mes "Hey, I don't think";
+ mes "you're supposed to be";
+ mes "here. You better get";
+ mes "going on your way.";
+ mes "It's not a threat, just";
+ mes "a friendly word of advice.";
+ close;
+ }
+ }
+ else if ((zdan_edq > 0) && (zdan_edq < 13)) {
+ mes "[Guildsman]";
+ mes "Hey, I don't think";
+ mes "I can help you out.";
+ mes "You're pretty much";
+ mes "on your own from here.";
+ close;
+ }
+ else {
+ mes "[Guildsman]";
+ mes "Huh. I hate clean-up";
+ mes "duty. It's always better";
+ mes "to make messes than to";
+ mes "hang around afterwards.";
+ close;
+ }
+ }
+ else if (rumour_nd == 1) {
+ mes "[Guildsman]";
+ mes "Yeah, we're investigating";
+ mes "the strange crimes that are";
+ mes "going on around the kingdom.";
+ mes "How'd you know about that?";
+ next;
+ switch(select("I was just...:Can I help?")) {
+ case 1:
+ mes "[Guildsman]";
+ mes "Just what...?";
+ mes "Speak up, pal.";
+ close;
+ case 2:
+ if (zdan_edq > 10) {
+ mes "[Guildsman]";
+ mes "So you wanted to help";
+ mes "us out? Heck, we could";
+ mes "use the help, I guess.";
+ mes "I need you to go on a bit";
+ mes "of a trip for me, so get";
+ mes "some provisions ready, yeah?";
+ set rumour_nd,2;
+ close;
+ }
+ }
+ }
+ else if (rumour_nd == 2) {
+ mes "[Guildsman]";
+ mes "You all ready and";
+ mes "everything? Good.";
+ mes "Now, I need you to";
+ mes "deliver some intel to";
+ mes "the other Rogues for me.";
+ mes "Think you can do that?";
+ next;
+ mes "[Guildsman]";
+ mes "First, I want you to";
+ mes "go to Al De Baran.";
+ mes "Find our guy, and help";
+ mes "him out any way you can.";
+ mes "Us Rogues are hard to";
+ mes "find, but you'll figure it out.";
+ next;
+ mes "[Guildsman]";
+ mes "I know that's probably";
+ mes "not enough instruction,";
+ mes "but that's just the first";
+ mes "step, anyway. Good luck.";
+ set rumour_nd,3;
+ close;
+ }
+ else if (rumour_nd == 3) {
+ mes "[Guildsman]";
+ mes "Hey, you gotta get";
+ mes "goin' to Al De Baran,";
+ mes "and find one of us Rogues";
+ mes "working on the investigation.";
+ mes "I thought you wanted to help?";
+ next;
+ mes "[Guildsman]";
+ mes "Here's a bit of a tip~";
+ mes "Us Rogue agents usually";
+ mes "try to hide out in the";
+ mes "south side of towns.";
+ mes "Bit of a tradition.";
+ close;
+ }
+ else if (rumour_nd == 24) {
+ mes "[Guildsman]";
+ mes "What's this, a report";
+ mes "from Al De Baran? 'Kay,";
+ mes "let me give it a read...";
+ next;
+ mes "[Guildsman]";
+ mes "Huh, okay. Looks like";
+ mes "your next stop is gonna";
+ mes "be in Geffen. Look for our";
+ mes "Geffen agent somewhere in";
+ mes "the South Geffen area, okay?";
+ mes "Ah, and take this note too.";
+ next;
+ mes "^3355FFYou received";
+ mes "another folded note.^000000";
+ set rumour_nd,25;
+ close;
+ }
+ else if (rumour_nd == 25) {
+ mes "[Guildsman]";
+ mes "Hey, why haven't you";
+ mes "left for Geffen? Our";
+ mes "agent oughta be in the";
+ mes "south side of town.";
+ mes "It's not far, so don't";
+ mes "throw a hissy fit.";
+ close;
+ }
+ else if (rumour_nd == 21) {
+ if (zdan_edq > 12) {
+ mes "[Guildsman]";
+ mes "Finally, the Z Gang";
+ mes "case is closed. Those";
+ mes "guys really gave us some";
+ mes "trouble. Why the hell did";
+ mes "they stir up so much ruckus";
+ mes "in the kingdom, anyhow?";
+ next;
+ mes "[Guildsman]";
+ mes "Listen, I wanna thank";
+ mes "you for pitching in and";
+ mes "helping out. It's a small";
+ mes "gift, but maybe you'll";
+ mes "like it. If not, don't";
+ mes "lemme know. Got it?";
+ set rumour_nd,22;
+ getitem 644,1; //Gift_Box
+ close;
+ }
+ else {
+ mes "[Guildsman]";
+ mes "Listen, I wanna thank";
+ mes "you for pitching in and";
+ mes "helping out. It's a small";
+ mes "gift, but maybe you'll";
+ mes "like it. If not, don't";
+ mes "lemme know. Got it?";
+ set rumour_nd,22;
+ getitem 644,1; //Gift_Box
+ close;
+ }
+ }
+ else if (rumour_nd == 22) {
+ mes "[Guildsman]";
+ mes "Hey, you were really";
+ mes "a big help earlier.";
+ mes "Can we count on you";
+ mes "again sometime? The";
+ mes "Rogues can always use";
+ mes "another friend, you know?";
+ close;
+ }
+ else {
+ mes "[Guildsman]";
+ mes "I don't know who you're";
+ mes "lookin' for, but you";
+ mes "got the wrong guy.";
+ mes "Listen, I got work";
+ mes "to do, so...";
+ close;
+ }
+}
+
+aldebaran,114,56,5 script Rogue Agent#nd0 828,{
+ if (rumour_nd < 3) {
+ mes "[Agent]";
+ mes "Listen, I'm working on";
+ mes "an important assignment";
+ mes "for the Rogue Guild.";
+ mes "Would let lemme alone";
+ mes "so I can do what I gotta?";
+ close;
+ }
+ else if (rumour_nd == 3) {
+ if (zdan_edq > 12) {
+ mes "[Agent]";
+ mes "They sent you to help me?";
+ mes "Eh, thanks for comin' so";
+ mes "far. I've been collecting";
+ mes "intel here in Al De Baran.";
+ mes "I'm pretty sure the Z Gang's";
+ mes "spreading rumors around here.";
+ next;
+ mes "[Agent]";
+ mes "They've been telling";
+ mes "people there's gonna be";
+ mes "a war comin', but... It";
+ mes "seems like a load of huey.";
+ mes "The Z Gang's captured so";
+ mes "the rumor'll just die out...";
+ next;
+ mes "[Agent]";
+ mes "Do me a favor, and";
+ mes "get this report over";
+ mes "the agent in Geffen?";
+ mes "Thanks, I'd appreciate it.";
+ next;
+ mes "^3355FFYou received a";
+ mes "tightly folded note.^000000";
+ set rumour_nd,4;
+ close;
+ }
+ else {
+ mes "[Agent]";
+ mes "They sent you to help me?";
+ mes "Eh, thanks for comin' so";
+ mes "far. I've been collecting";
+ mes "intel here in Al De Baran.";
+ next;
+ mes "[Agent]";
+ mes "There's this rumor goin'";
+ mes "around that war's comin'";
+ mes "but... I don't see any real";
+ mes "signs of it. Trains, teleports,";
+ mes "airships, they still keep";
+ mes "on doin' what they do.";
+ next;
+ mes "[Agent]";
+ mes "I'm not sure who, but";
+ mes "someone's probably just";
+ mes "spreading this rumor to";
+ mes "get people to panick.";
+ mes "It's kinda workin', though...";
+ next;
+ mes "[Agent]";
+ mes "Do me a favor, and";
+ mes "get this report over";
+ mes "the agent in Geffen?";
+ mes "Thanks, I'd appreciate it.";
+ next;
+ mes "^3355FFYou received a";
+ mes "tightly folded note.^000000";
+ set rumour_nd,24;
+ close;
+ }
+ }
+ else if ((rumour_nd == 4) || (rumour_nd == 24)) {
+ mes "[Agent]";
+ mes "Hey...";
+ if (rumour_nd == 4) {
+ mes "Would you please get";
+ mes "my report over to the";
+ mes "Rogue agent in Geffen?";
+ mes "You'd better hurry since";
+ mes "we gotta work quick.";
+ close;
+ }
+ else {
+ mes "Would you please get";
+ mes "my report over to the";
+ mes "Rogue Guild? They";
+ mes "need to read it A.S.A.P.";
+ mes "You know, pronto.";
+ close;
+ }
+ }
+ else if (rumour_nd == 16) {
+ mes "[Agent]";
+ mes "What's this, a report";
+ mes "from the Payon agent?";
+ mes "Um, listen, I don't think";
+ mes "this is for me. You might";
+ mes "wanna try one of the other";
+ mes "Rogue agents around, okay?";
+ set rumour_nd,17;
+ close;
+ }
+ else if (rumour_nd > 21) {
+ if (zdan_edq > 12) {
+ mes "[Agent]";
+ mes "Hey, thanks for";
+ mes "helping out. I sure";
+ mes "hope the kingdom can";
+ mes "enjoy a little peace";
+ mes "with the Z Gang out";
+ mes "of the picture.";
+ close;
+ }
+ else {
+ mes "[Agent]";
+ mes "Well, we've tracked";
+ mes "down the Z Gang. All we";
+ mes "gotta do now is get them!";
+ close;
+ }
+ }
+ else {
+ mes "[Agent]";
+ mes "I still got some";
+ mes "things to do around";
+ mes "here. Them's the breaks.";
+ close;
+ }
+}
+
+geffen,91,36,5 script Rogue Guild Agent#nd1 828,{
+ if (rumour_nd < 4) {
+ if (zdan_edq > 12) {
+ mes "[Rogue Guild Agent]";
+ mes "Are you the one that's";
+ mes "been helping to take";
+ mes "down the Z Gang? Nice!";
+ close;
+ }
+ else {
+ mes "[Rogue Guild Agent]";
+ mes "If you got nothing";
+ mes "to do with me, then...";
+ mes "I got nothing to do";
+ mes "with you. Later!";
+ close;
+ }
+ }
+ else if (rumour_nd == 4) {
+ if (zdan_edq > 12) {
+ mes "[Rogue Guild Agent]";
+ mes "This is from the";
+ mes "Al De Baran agent?";
+ mes "Thanks! It musta been";
+ mes "kinda hard to find me, eh?";
+ next;
+ mes "[Rogue Guild Agent]";
+ mes "The Z Gang's been";
+ mes "spreading rumors about";
+ mes "ghosts pouring out of";
+ mes "Geffen Tower. Just to be";
+ mes "sure, I want you to check";
+ mes "it out. Will you do that?";
+ next;
+ mes "[Rogue Guild Agent]";
+ mes "I want you to capture";
+ mes "some monsters, and get";
+ mes "some proof that shows that";
+ mes "the ghosts stay inside the";
+ mes "tower, and they're not";
+ mes "coming out. Yeah, bring...";
+ next;
+ mes "[Rogue Guild Agent]";
+ mes "^FF00001 Fabric^000000,";
+ mes "^FF00001 Golden Hair^000000,";
+ mes "^FF00001 Little Evil Horn^000000,";
+ mes "^FF00001 Horseshoe^000000, and";
+ mes "^FF00001 Jack O' Pumpkin^000000.";
+ mes "That oughta do it.";
+ next;
+ mes "[Rogue Guild Agent]";
+ mes "We just need to get";
+ mes "a little concrete proof";
+ mes "so that the people can";
+ mes "calm down, and not panick.";
+ mes "Hurry it up before a riot";
+ mes "breaks out or somethin'.";
+ set rumour_nd,5;
+ close;
+ }
+ else {
+ mes "[Rogue Guild Agent]";
+ mes "This report is from the";
+ mes "Rogue agent in Al De Baran?";
+ mes "Hey, this says that this is";
+ mes "for the Rogue Guild. You";
+ mes "better take this over there.";
+ close;
+ }
+ }
+ else if (rumour_nd == 5) {
+ mes "[Rogue Guild Agent]";
+ mes "Hey, you done hunting";
+ mes "down the monsters in";
+ mes "Geffen Tower yet?";
+ mes "I hope you brought";
+ mes "the stuff...";
+ next;
+ switch(select("Give Items:I forgot what you need.")) {
+ case 1:
+ if ((countitem(1062) > 0) && (countitem(944) > 0) && (countitem(1038) > 0) && (countitem(1060) > 0) && (countitem(1059) > 0)) {
+ delitem 1062,1; //Pumpkin_Head
+ delitem 944,1; //Horseshoe
+ delitem 1038,1; //Petite_DiablOfs_Horn
+ delitem 1060,1; //Golden_Hair
+ delitem 1059,1; //Transparent_Cloth
+ set rumour_nd,6;
+ mes "[Agent]";
+ mes "Thanks. This stuff";
+ mes "should help the people";
+ mes "in Geffen calm down a bit.";
+ mes "The Z Gang's been doin'";
+ mes "all these things to make them";
+ mes "believe the monsters are loose.";
+ next;
+ mes "[Agent]";
+ mes "They've been leavin'";
+ mes "horseprints that look like";
+ mes "they belong to Nightmares,";
+ mes "dressing up in Fabric and";
+ mes "pretending they're Whispers...";
+ mes "They're freakin' hooligans.";
+ next;
+ mes "[Agent]";
+ mes "I think the Rogue agent";
+ mes "in Payon should know about";
+ mes "all this. Take this report";
+ mes "over to him, will you?";
+ mes "Thanks a bundle, pal.";
+ close;
+ }
+ else {
+ mes "[Agent]";
+ mes "Hold on, you're";
+ mes "missing some stuff.";
+ mes "You mind checking if";
+ mes "you left some of it";
+ mes "behind somewhere?";
+ close;
+ }
+ case 2:
+ mes "[Agent]";
+ mes "^FF00001 Fabric^000000,";
+ mes "^FF00001 Golden Hair^000000,";
+ mes "^FF00001 Little Evil Horn^000000,";
+ mes "^FF00001 Horseshoe^000000, and";
+ mes "^FF00001 Jack O' Pumpkin^000000.";
+ mes "Don't forget this time!";
+ close;
+ }
+ }
+ else if (rumour_nd == 6) {
+ mes "[Agent]";
+ mes "Would you deliver";
+ mes "my report over to";
+ mes "the Rogue agent";
+ mes "in Payon? Thanks.";
+ close;
+ }
+ else if (rumour_nd == 25) {
+ mes "[Agent]";
+ mes "Hey, the guild sent";
+ mes "you over to see me?";
+ mes "Oh, hey, you brought";
+ mes "me a message. Let's";
+ mes "take a look-see~";
+ next;
+ mes "[Agent]";
+ mes "Umm...";
+ next;
+ if (zdan_edq > 12) {
+ mes "[Agent]";
+ mes "So... The Z Gang's";
+ mes "responsible for those";
+ mes "rumors about the ghosts";
+ mes "running loose in Geffen.";
+ mes "Huh. Those rascally guys.";
+ mes "Okay, this is what we do.";
+ next;
+ mes "[Rogue Guild Agent]";
+ mes "I want you to capture";
+ mes "some monsters, and get";
+ mes "some proof that shows that";
+ mes "the ghosts stay inside the";
+ mes "tower, and they're not";
+ mes "coming out. Yeah, bring...";
+ next;
+ mes "[Rogue Guild Agent]";
+ mes "^FF00001 Fabric^000000,";
+ mes "^FF00001 Golden Hair^000000,";
+ mes "^FF00001 Little Evil Horn^000000,";
+ mes "^FF00001 Horseshoe^000000, and";
+ mes "^FF00001 Jack O' Pumpkin^000000.";
+ mes "That oughta do it.";
+ next;
+ mes "[Rogue Guild Agent]";
+ mes "We just need to get";
+ mes "a little concrete proof";
+ mes "so that the people can";
+ mes "calm down, and not panick.";
+ mes "Hurry it up before a riot";
+ mes "breaks out or somethin'.";
+ set rumour_nd,5;
+ close;
+ }
+ else {
+ mes "[Rogue Guild Agent]";
+ mes "The Z Gang's been";
+ mes "spreading rumors about";
+ mes "ghosts pouring out of";
+ mes "Geffen Tower. Just to be";
+ mes "sure, I want you to check";
+ mes "it out. Will you do that?";
+ next;
+ mes "[Rogue Guild Agent]";
+ mes "I want you to capture";
+ mes "some monsters, and get";
+ mes "some proof that shows that";
+ mes "the ghosts stay inside the";
+ mes "tower, and they're not";
+ mes "coming out. Yeah, bring...";
+ next;
+ mes "[Rogue Guild Agent]";
+ mes "^FF00001 Fabric^000000,";
+ mes "^FF00001 Golden Hair^000000,";
+ mes "^FF00001 Little Evil Horn^000000,";
+ mes "^FF00001 Horseshoe^000000, and";
+ mes "^FF00001 Jack O' Pumpkin^000000.";
+ mes "That oughta do it.";
+ next;
+ mes "[Rogue Guild Agent]";
+ mes "We just need to get";
+ mes "a little concrete proof";
+ mes "so that the people can";
+ mes "calm down, and not panick.";
+ mes "Hurry it up before a riot";
+ mes "breaks out or somethin'.";
+ set rumour_nd,26;
+ close;
+ }
+ }
+ else if (rumour_nd == 26) {
+ if (zdan_edq > 12) {
+ mes "[Agent]";
+ mes "Hey, while you were";
+ mes "gone, I heard the Z Gang";
+ mes "was finally captured.";
+ mes "Big relief to hear it.";
+ next;
+ mes "[Agent]";
+ mes "But I still want to";
+ mes "reassure the people in";
+ mes "Geffen that the monsters";
+ mes "in Geffen Tower are safely";
+ mes "locked up inside. You";
+ mes "bring the stuff?";
+ next;
+ switch(select("Give Items:I forgot what you need.")) {
+ case 1:
+ if ((countitem(1062) > 1) && (countitem(944) > 2) && (countitem(1038) > 1) && (countitem(1060) > 2) && (countitem(1059) > 0)) {
+ delitem 1062,2; //Pumpkin_Head
+ delitem 944,3; //Horseshoe
+ delitem 1038,2; //Petite_DiablOfs_Horn
+ delitem 1060,3; //Golden_Hair
+ delitem 1059,1; //Transparent_Cloth
+ set rumour_nd,6;
+ mes "[Agent]";
+ mes "Thanks. This stuff";
+ mes "should help the people";
+ mes "in Geffen calm down a bit.";
+ mes "The Z Gang's been doin'";
+ mes "all these things to make them";
+ mes "believe the monsters are loose.";
+ next;
+ mes "[Agent]";
+ mes "They've been leavin'";
+ mes "horseprints that look like";
+ mes "they belong to Nightmares,";
+ mes "dressing up in Fabric and";
+ mes "pretending they're Whispers...";
+ mes "They're freakin' hooligans.";
+ next;
+ mes "[Agent]";
+ mes "I think the Rogue agent";
+ mes "in Payon should know about";
+ mes "all this. Take this report";
+ mes "over to him, will you?";
+ mes "Thanks a bundle, pal.";
+ close;
+ }
+ else {
+ mes "[Agent]";
+ mes "Hold on, you're";
+ mes "missing some stuff.";
+ mes "You mind checking if";
+ mes "you left some of it";
+ mes "behind somewhere?";
+ close;
+ }
+ case 2:
+ mes "[Rogue Guild Agent]";
+ mes "^FF00001 Fabric^000000,";
+ mes "^FF00001 Golden Hair^000000,";
+ mes "^FF00001 Little Evil Horn^000000,";
+ mes "^FF00001 Horseshoe^000000, and";
+ mes "^FF00001 Jack O' Pumpkin^000000.";
+ mes "Don't forget this time!";
+ close;
+ }
+ }
+ else {
+ mes "[Agent]";
+ mes "I asked you to bring";
+ mes "me items that prove that";
+ mes "the monsters in Geffen";
+ mes "Tower are safely locked";
+ mes "up in there. You do that yet?";
+ next;
+ switch(select("Give Items:I forgot what you need.")) {
+ case 1:
+ if ((countitem(1062) > 1) && (countitem(944) > 2) && (countitem(1038) > 1) && (countitem(1060) > 2) && (countitem(1059) > 0)) {
+ delitem 1062,2; //Pumpkin_Head
+ delitem 944,3; //Horseshoe
+ delitem 1038,2; //Petite_DiablOfs_Horn
+ delitem 1060,3; //Golden_Hair
+ delitem 1059,1; //Transparent_Cloth
+ set rumour_nd,6;
+ mes "[Agent]";
+ mes "Thanks. This stuff";
+ mes "should help the people";
+ mes "in Geffen calm down a bit.";
+ mes "The Z Gang's been doin'";
+ mes "all these things to make them";
+ mes "believe the monsters are loose.";
+ next;
+ mes "[Agent]";
+ mes "They've been leavin'";
+ mes "horseprints that look like";
+ mes "they belong to Nightmares,";
+ mes "dressing up in Fabric and";
+ mes "pretending they're Whispers...";
+ mes "They're freakin' hooligans.";
+ next;
+ mes "[Agent]";
+ mes "I think the Rogue agent";
+ mes "in Payon should know about";
+ mes "all this. Take this report";
+ mes "over to him, will you?";
+ mes "Thanks a bundle, pal.";
+ close;
+ }
+ else {
+ mes "[Agent]";
+ mes "Hold on, you're";
+ mes "missing some stuff.";
+ mes "You mind checking if";
+ mes "you left some of it";
+ mes "behind somewhere?";
+ close;
+ }
+ case 2:
+ mes "[Agent]";
+ mes "^FF00001 Fabric^000000,";
+ mes "^FF00001 Golden Hair^000000,";
+ mes "^FF00001 Little Evil Horn^000000,";
+ mes "^FF00001 Horseshoe^000000, and";
+ mes "^FF00001 Jack O' Pumpkin^000000.";
+ mes "Don't forget this time!";
+ }
+ }
+ }
+ else if (rumour_nd == 22) {
+ if (zdan_edq > 12) {
+ mes "[Agent]";
+ mes "Looks like there'll";
+ mes "be some peace and quiet";
+ mes "with the Z Gang all locked up.";
+ mes "Those guys were a double";
+ mes "heaping of trouble if";
+ mes "you ask me. Huh.";
+ }
+ else {
+ mes "[Agent]";
+ mes "Keep up the good work!";
+ mes "With guys like you on";
+ mes "our side, the Z Gang'll";
+ mes "caught sooner than later.";
+ }
+ close;
+ }
+ else {
+ mes "[Agent]";
+ mes "So busy!";
+ close;
+ }
+}
+
+payon,209,44,5 script Rogue Guild Agent#nd2 828,{
+ if (rumour_nd < 3) {
+ mes "[Agent]";
+ mes "What? You want somethin'?";
+ next;
+ mes "[" + strcharinfo(0) + "]";
+ mes "?????????????????";
+ next;
+ mes "[Agent]";
+ mes "Heh. Thought so.";
+ close;
+ }
+ else if ((rumour_nd > 2) && (rumour_nd < 6)) {
+ mes "[Agent]";
+ mes "What's up? I got";
+ mes "my hands full, so";
+ mes "make it quick.";
+ next;
+ mes "[Agent]";
+ mes "Nothin', huh?";
+ mes "Guess you should";
+ mes "be talking a Rogue";
+ mes "agent in one of the";
+ mes "other towns.";
+ emotion e_ag;
+ close;
+ }
+ else if (rumour_nd == 6) {
+ mes "[Agent]";
+ mes "Hey. What are you";
+ mes "doin', just loitering";
+ mes "around here? You lookin'";
+ mes "for somebody? Huh?";
+ next;
+ select("I'm here to help a Rogue Agent!");
+ mes "[Agent]";
+ mes "Oh, yeah?";
+ next;
+ if (BaseJob == Job_Rogue) {
+ mes "[Agent]";
+ mes "Heya guy. Always good";
+ mes "to see a fellow Rogue.";
+ mes "You know I'm just messin'";
+ mes "around with you, right?";
+ }
+ else {
+ mes "[Agent]";
+ mes "I heard o' you guys,";
+ mes "Rogues workin' undercover.";
+ mes "Don't try to fool me: under";
+ mes "those clothes, you are one";
+ mes "hundred percent Rogue. Heh!";
+ }
+ next;
+ mes "^3355FFYou deliver the";
+ mes "folded note to him.^000000";
+ next;
+ mes "[Agent]";
+ mes "Awwww, man!";
+ emotion e_omg;
+ next;
+ mes "[Agent]";
+ mes "I keep telling that";
+ mes "guy to just send me";
+ mes "pictures! I've told him";
+ mes "so many times that I've";
+ mes "got trouble reading!";
+ mes "That guy's a moron!";
+ next;
+ mes "[Agent]";
+ mes "Uh...";
+ mes "You mind reading";
+ mes "this note to me?";
+ set rumour_nd,7;
+ next;
+ mes "[" + strcharinfo(0) + "]";
+ mes "Let's see,";
+ mes "the note says...";
+ next;
+ switch(select("Cooperate with this adventurer.:......")) {
+ case 1:
+ mes "[Agent]";
+ mes "So... We're partners?";
+ mes "Cool. Nice to meetcha.";
+ mes "I'm the Payon agent.";
+ mes "I guess we gotta work";
+ mes "together from now on.";
+ set rumour_nd,8;
+ close;
+ case 2:
+ mes "[Agent]";
+ mes "You...";
+ mes "You can't read either?";
+ next;
+ mes "[Agent]";
+ mes "Hahaha! Right on, right on.";
+ mes "Well, I'm pretty sure they";
+ mes "sent you to work with me.";
+ mes "When you're ready to get";
+ mes "to business, come back";
+ mes "and we'll talk, okay?";
+ set rumour_nd,8;
+ close;
+ }
+ }
+ else if (rumour_nd == 7) {
+ mes "[Agent]";
+ mes "Hey, I asked you";
+ mes "to read the note,";
+ mes "not run away! Now...";
+ mes "What's it say?";
+ next;
+ mes "[" + strcharinfo(0) + "]";
+ mes "Let's see,";
+ mes "the note says...";
+ next;
+ switch(select("Cooperate with this adventurer.:......")) {
+ case 1:
+ mes "[Agent]";
+ mes "So... We're partners?";
+ mes "Cool. Nice to meetcha.";
+ mes "I'm the Payon agent.";
+ mes "I guess we gotta work";
+ mes "together from now on.";
+ set rumour_nd,8;
+ close;
+ case 2:
+ mes "[Agent]";
+ mes "You...";
+ mes "You can't read either?";
+ next;
+ mes "[Agent]";
+ mes "Hahaha! Right on, right on.";
+ mes "Well, I'm pretty sure they";
+ mes "sent you to work with me.";
+ mes "When you're ready to get";
+ mes "to business, come back";
+ mes "and we'll talk, okay?";
+ set rumour_nd,8;
+ close;
+ }
+ }
+ else if (rumour_nd == 8) {
+ mes "[Agent]";
+ mes "Good, you're back.";
+ mes "We got a pretty big";
+ mes "job to take care of.";
+ mes "Lives are at stake,";
+ mes "all that jazz. Ready?";
+ next;
+ if (zdan_edq > 12) {
+ mes "[Agent]";
+ mes "The Z Gang poisoned";
+ mes "one of the water wells";
+ mes "here in Payon. All the";
+ mes "water's black now. We gotta";
+ mes "use Red Herbs to counter";
+ mes "that poison, okay?";
+ next;
+ mes "[Agent]";
+ mes "So remember to";
+ mes "collect some ^FF0000Red Herbs^000000.";
+ mes "Don't forget: ^FF0000Red herbs^000000.";
+ next;
+ mes "[Agent]";
+ mes "Wait, that doesn't";
+ mes "sound right. Did I say";
+ mes "Red Herbs? I'm sorry,";
+ mes "I meant to say ^0000FFGreen";
+ mes "Herbs^000000. Bring me ^0000FF1 Green";
+ mes "Herb^000000, okay? *Phew~*";
+ set rumour_nd,9;
+ close;
+ }
+ else {
+ mes "[Agent]";
+ mes "Someone's poisoned";
+ mes "Payon's well water...";
+ mes "It's all black and";
+ mes "deadly now. I want you";
+ mes "to bring me a ^FF0000Red Herb^000000";
+ mes "so that we can fix this!";
+ set rumour_nd,10;
+ close;
+ }
+ }
+ else if (rumour_nd == 9) {
+ mes "[Agent]";
+ mes "Hey, you're back!";
+ mes "You're much quicker";
+ mes "that I thought you'd be~";
+ next;
+ if (countitem(511) > 0) {
+ delitem 511,1; //Green_Herb
+ set rumour_nd,11;
+ mes "[Agent]";
+ mes "Alright, it's gonna take";
+ mes "a while to neutralize all";
+ mes "this poison, but I think";
+ mes "we did it. Hey, gimmie";
+ mes "some time to draw a report,";
+ mes "and then come back later, 'kay?";
+ close;
+ }
+ else {
+ mes "[Agent]";
+ mes "Err?";
+ mes "Where's that";
+ mes "Green Herb?";
+ close;
+ }
+ }
+ else if (rumour_nd == 10) {
+ mes "[Agent]";
+ mes "Hey, you're back!";
+ mes "You're much quicker";
+ mes "that I thought you'd be~";
+ next;
+ if (countitem(507) > 0) {
+ if (countitem(511) > 0) {
+ mes "[Agent]";
+ mes "Ah, a Green Herb!";
+ mes "Is that what I told";
+ mes "you to bring? 'Cause";
+ mes "I'm sure this is the";
+ mes "right one. Absolutely~";
+ next;
+ mes "[Agent]";
+ mes "Alright, it's gonna take";
+ mes "a while to neutralize all";
+ mes "this poison, but I think";
+ mes "we did it. Hey, gimmie";
+ mes "some time to draw a report,";
+ mes "and then come back later, 'kay?";
+ delitem 511,1; //Green_Herb
+ set rumour_nd,11;
+ close;
+ }
+ else {
+ mes "[Agent]";
+ mes "Hey, what are you";
+ mes "doin' with the Red Herb?";
+ next;
+ select("You said a Red Herb...");
+ mes "[Agent]";
+ mes "Oh, what?! Huh...";
+ mes "I guess I did. Eh, no";
+ mes "biggie. Hey, bring me";
+ mes "a Green Herb, will you?";
+ mes "That's the one I wanted.";
+ set rumour_nd,9;
+ close;
+ }
+ }
+ else {
+ if (countitem(511) > 0) {
+ mes "[Agent]";
+ mes "Alright, it's gonna take";
+ mes "a while to neutralize all";
+ mes "this poison, but I think";
+ mes "we did it. Hey, gimmie";
+ mes "some time to draw a report,";
+ mes "and then come back later, 'kay?";
+ delitem 511,1; //Green_Herb
+ set rumour_nd,11;
+ close;
+ }
+ else {
+ mes "[Agent]";
+ mes "Err?";
+ mes "Where's that";
+ mes "Green Herb?";
+ close;
+ }
+ }
+ }
+ else if (rumour_nd == 11) {
+ mes "[Agent]";
+ mes "Hey, you know what?";
+ mes "The well water is still";
+ mes "black. That means...";
+ mes "If the herb we used is";
+ mes "good... Then it's just";
+ mes "dyed black to scare people.";
+ next;
+ mes "[Agent]";
+ mes "So to clean up the";
+ mes "water, we gotta use";
+ mes "a Counteragent, right?";
+ mes "Will you help me out?";
+ mes "I got a Karvodailnirol...";
+ next;
+ mes "[Agent]";
+ mes "So if you bring me";
+ mes "^0000FF1 Alcohol^000000, we should";
+ mes "be totally good to";
+ mes "make a Counteragent.";
+ next;
+ if (BaseJob == Job_Alchemist) {
+ select("Wait, Karvodailnirol?!");
+ mes "[Agent]";
+ mes "Yeah. Karvodailnirol.";
+ mes "What about it?";
+ next;
+ mes "[" + strcharinfo(0) + "]";
+ mes "You need Detrimindexta";
+ mes "to make a Counteragent,";
+ mes "not Karvodailnirol.";
+ next;
+ mes "[Agent]";
+ mes "Oh, really? Heh!";
+ mes "You're a lifesaver!";
+ mes "Detrimindexta, huh?";
+ next;
+ emotion e_gg;
+ mes "[Agent]";
+ mes "Don't worry, I got";
+ mes "that one too! All you";
+ mes "gotta do is bring Alcohol~";
+ set rumour_nd,12;
+ close;
+ }
+ else {
+ mes "[Agent]";
+ mes "Alright, just bring";
+ mes "me an Alcohol, and";
+ mes "I'll take care of the rest.";
+ set rumour_nd,13;
+ close;
+ }
+ }
+ else if (rumour_nd == 12) {
+ mes "[Agent]";
+ mes "Everything's ready";
+ mes "except for the Alcohol.";
+ mes "Did you bring it?";
+ next;
+ if (countitem(970) > 0) {
+ mes "[Agent]";
+ mes "Great, now all we";
+ mes "have to do is wait.";
+ mes "Nice work, partner.";
+ delitem 970,1; //Alchol
+ set rumour_nd,15;
+ close;
+ }
+ else {
+ mes "[Agent]";
+ mes "You don't have it?";
+ mes "You didn't drink";
+ mes "the alcohol, did you?";
+ close;
+ }
+ }
+ else if (rumour_nd == 13) {
+ mes "[Agent]";
+ mes "Everything's ready";
+ mes "except for the Alcohol.";
+ mes "Did you bring it?";
+ next;
+ if (countitem(970) > 0) {
+ mes "[Agent]";
+ mes "Great, now all we";
+ mes "have to do is wait.";
+ mes "Nice work, partner.";
+ delitem 970,1; //Alchol
+ set rumour_nd,14;
+ close;
+ }
+ else {
+ mes "[Agent]";
+ mes "You don't have it?";
+ mes "You didn't drink";
+ mes "the alcohol, did you?";
+ close;
+ }
+ }
+ else if (rumour_nd == 14) {
+ mes "[Agent]";
+ mes "Um, I made a mistake";
+ mes "making the Counteragent...";
+ mes "I was supposed to use this";
+ mes "Detrimindexta, not the other";
+ mes "thing, Karvodailnirol, to";
+ mes "make the Counteragent.";
+ next;
+ mes "[Agent]";
+ mes "Sorry, they both look";
+ mes "the same to me. And, well,";
+ mes "so do all the letters of";
+ mes "the alphabet. You mind";
+ mes "trying this out again?";
+ mes "Just 1 more Alcohol...";
+ next;
+ mes "[Agent]";
+ mes "Hey, I promise!";
+ mes "I won't screw it up";
+ mes "this time. We'll";
+ mes "do this for sure~";
+ set rumour_nd,12;
+ close;
+ }
+ else if (rumour_nd == 15) {
+ emotion e_heh;
+ mes "[Agent]";
+ mes "Heh heh! Looks like";
+ mes "we solved the case!";
+ mes "The water wasn't really";
+ mes "poisoned... Just colored";
+ mes "to look suspicious. See?";
+ mes "Completely safe to drink.";
+ next;
+ mes "[Agent]";
+ mes "Anyway, looks like";
+ mes "we're done here. You";
+ mes "mind taking my report over";
+ mes "to the next Rogue agent?";
+ next;
+ if (rand(1,2) == 1) {
+ mes "[Agent]";
+ mes "Make sure to take";
+ mes "this to the guy in";
+ mes "Comodo, okay?";
+ next;
+ mes "^3355FFYou received a note that";
+ mes "communicates solely";
+ mes "through doodles.^000000";
+ set rumour_nd,18;
+ close;
+ }
+ else {
+ mes "[Agent]";
+ mes "Make sure to take";
+ mes "this to the guy in";
+ mes "Al De Baran, okay?";
+ next;
+ mes "^3355FFYou received a note that";
+ mes "communicates solely";
+ mes "through doodles.^000000";
+ set rumour_nd,16;
+ emotion e_heh;
+ close;
+ }
+ }
+ else if (rumour_nd == 16) {
+ mes "[Agent]";
+ mes "Be sure that the";
+ mes "Rogue agent over";
+ mes "in Al De Baran gets";
+ mes "my report, okay?";
+ close;
+ }
+ else if (rumour_nd == 17) {
+ mes "[Agent]";
+ mes "Huh, the guy in";
+ mes "Al De Baran wouldn't";
+ mes "take it? Oh! That's why!";
+ mes "I meant Comodo! You gotta";
+ mes "go to Comodo! Heh, my bad~";
+ set rumour_nd,18;
+ close;
+ }
+ else if (rumour_nd == 18) {
+ mes "[Agent]";
+ mes "Be sure that the";
+ mes "Rogue agent over";
+ mes "in Comodo gets";
+ mes "my report, okay?";
+ close;
+ }
+ else {
+ mes "[Agent]";
+ mes "Hey, partner, how's";
+ mes "it going? I'm sorry";
+ mes "if I'm a bit of a hassle";
+ mes "to work with. I might lack";
+ mes "book smarts, but I make";
+ mes "up for it some with my saavy.";
+ close;
+ }
+}
+
+comodo,233,199,5 script Rogue Guild Agent#nd3 810,{
+ if (checkweight(907,200) == 0) {
+ mes "[Agent]";
+ mes "You've got too many";
+ mes "things on you. Why";
+ mes "don't you put some";
+ mes "of it in Kafra Storage";
+ mes "before talking to me, eh?";
+ close;
+ }
+ if (rumour_nd < 1) {
+ mes "[Agent]";
+ mes "......";
+ mes "......";
+ close;
+ }
+ else if ((rumour_nd > 0) && (rumour_nd < 16)) {
+ if (zdan_edq > 12) {
+ mes "[Agent]";
+ mes "You're the one";
+ mes "that helped take";
+ mes "down the Z Gang?";
+ mes "Heh! Good work~";
+ close;
+ }
+ else {
+ mes "[Agent]";
+ mes "Who are you? Hm.";
+ close;
+ }
+ }
+ else if ((rumour_nd == 16) || (rumour_nd == 18)) {
+ mes "[Agent]";
+ mes "You know, Rogues are";
+ mes "tricky and hard to catch,";
+ mes "so I'm gonna teach you to";
+ mes "carry yourself through some";
+ mes "self-discipline. Got it?";
+ mes "Discipline! You need it!";
+ next;
+ mes "[Agent]";
+ mes "From here on out,";
+ mes "I want you to yell";
+ mes "''Yes, sir!'' when you";
+ mes "acknowledge my instructions.";
+ mes "You got that! Loud and clear!";
+ next;
+ switch(select("Yes, Sir!:...")) {
+ case 1:
+ emotion e_dots;
+ mes "[Agent]";
+ mes "Right on, right on.";
+ mes "Hm. Let's try that again...";
+ mes "Let me hear you say it louder!";
+ next;
+ select("Yes, Sir!");
+ mes "[Agent]";
+ mes "Nice!";
+ next;
+ mes "[Agent]";
+ mes "Okay, now for your";
+ mes "training instructions...";
+ mes "There's a rumor that a monster";
+ mes "has invaded the village, but";
+ mes "I'm sure it's just someone";
+ mes "trying to scare the public.";
+ next;
+ mes "[Agent]";
+ mes "I'm pretty sure the, uh,";
+ mes "perp is wearing a mask to";
+ mes "fool people into thinkin'";
+ mes "fhe's monster. This means...";
+ mes "Your mission is to bring";
+ mes "me some monsters masks.";
+ next;
+ mes "[Agent]";
+ mes "Heh...";
+ mes "What's your mission?!";
+ next;
+ select("Bring monster masks!");
+ mes "[Agent]";
+ mes "Groove.";
+ next;
+ mes "[Agent]";
+ mes "Alright, bring me";
+ mes "^FF00002 scary lookin'";
+ mes "monster masks^000000.";
+ mes "Just 2, and make";
+ mes "sure they're scary.";
+ set rumour_nd,19;
+ close;
+ case 2:
+ mes "[Agent]";
+ mes "What do you think";
+ mes "you're doin'? I'm";
+ mes "pretty insulted, seeing";
+ mes "as you're all defiant like";
+ mes "this. How do you expect";
+ mes "to become a good Rogue?!";
+ close;
+ }
+ }
+ else if (rumour_nd == 19) {
+ mes "[Agent]";
+ mes "So... You bring";
+ mes "the masks like";
+ mes "a good little soldier?";
+ next;
+ switch(select("Uh huh.:Yes, Sir!")) {
+ case 1:
+ mes "[Agent]";
+ mes "Hey, remember our";
+ mes "little rule? I even";
+ mes "clued you off when";
+ mes "I said ''soldier!'' Heh~";
+ close;
+ case 2:
+ mes "[Agent]";
+ mes "Okay, let me check.";
+ next;
+ if ((countitem(2278) > 0) || (countitem(2281) > 0) || (countitem(5043) > 0) || (countitem(2288) > 0) ||
+ (countitem(2292) > 0) || (countitem(2297) > 0) || (countitem(5005) > 0) || (countitem(5086) > 0) ||
+ (countitem(5087) > 0) || (countitem(5088) > 0) || (countitem(5089) > 0) || (countitem(5090) > 0) ||
+ (countitem(5176) > 0) || (countitem(5203) > 0) || (countitem(5098) > 0) || (countitem(5121) > 0) ||
+ (countitem(5130) > 0) || (countitem(5177) > 0) || (countitem(5169) > 0) || (countitem(5143) > 0)) {
+ mes "[Agent]";
+ mes "Excellent!";
+ next;
+ mes "[Agent]";
+ mes "Look, I know I gave you";
+ mes "a hard time. And don't worry,";
+ mes "I'm not gonna take your masks.";
+ mes "I just wanted to train you";
+ mes "to be the best Rogue that";
+ mes "you can be. Understand?";
+ next;
+ mes "[Agent]";
+ mes "Eh? So what's this";
+ mes "note you keep carrying";
+ mes "around in your hand?";
+ next;
+ mes "[Agent]";
+ mes "Hmmm... Mmmhmmm...";
+ mes "Hmmm... Mmmhmmm...";
+ mes "Hmmm... Mmmhmmm... Oh!";
+ next;
+ mes "[Agent]";
+ mes "Aw, nuts! Why didn't";
+ mes "you say something?";
+ mes "I thought you were";
+ mes "here to take the Job";
+ mes "change test for Rogues!";
+ emotion e_omg;
+ next;
+ emotion e_sry;
+ mes "[Agent]";
+ mes "Aw man, you came all this";
+ mes "way to help me out, and";
+ mes "I thought I--I'm really,";
+ mes "really sorry! It's just";
+ mes "that I got you mixed up";
+ mes "with a trainee I'm expecting...";
+ next;
+ mes "[Agent]";
+ mes "Do me a favor, and";
+ mes "not tell anyone, yeah?";
+ mes "Consider this... I dunno,";
+ mes "an insider look into the";
+ mes "Rogue world if you would.";
+ emotion e_sob;
+ next;
+ switch(select("Yes, sir!:I won't tell anyone.")) {
+ case 1:
+ mes "[Agent]";
+ mes "Whoa! Whoa!";
+ mes "You can knock";
+ mes "that off now.";
+ mes "Thanks, I really";
+ mes "appreciate it.";
+ next;
+ break;
+ case 2:
+ mes "[Agent]";
+ mes "Thanks. I knew I could";
+ mes "trust you somehow!";
+ next;
+ break;
+ }
+ mes "[Agent]";
+ mes "Anyway, you've got one";
+ mes "last place to go, Morroc.";
+ mes "Check in with the Rogue";
+ mes "agent over there, will you?";
+ mes "Oh, and take this food";
+ mes "with my apologies, 'kay?";
+ set .@sorry_item,rand(1,6);
+ if (.@sorry_item == 1) {
+ getitem 12044,1; //Str_Dish04
+ }
+ else if (.@sorry_item == 2) {
+ getitem 12059,1; //Agi_Dish04
+ }
+ else if (.@sorry_item == 3) {
+ getitem 12064,1; //Dex_Dish04
+ }
+ else if (.@sorry_item == 4) {
+ getitem 12049,1; //Int_Dish04
+ }
+ else if (.@sorry_item == 5) {
+ getitem 12054,1; //Vit_Dish04
+ }
+ else if (.@sorry_item == 6) {
+ getitem 12069,1; //Luk_Dish04
+ }
+ else {
+ mes "[Agent]";
+ mes "Wait, something";
+ mes "isn't quite right. You";
+ mes "mind coming back";
+ mes "a little later?";
+ close;
+ }
+ next;
+ mes "[Agent]";
+ mes "Hey, be safe on your";
+ mes "way to Morroc, alright?";
+ mes "Good luck finding that";
+ mes "Rogue agent over there.";
+ mes "Oh, and mum's the word";
+ mes "on my little mistake~";
+ set rumour_nd,20;
+ close;
+ }
+ else {
+ mes "[Agent]";
+ mes "Hey, didja even bother";
+ mes "to bring the masks?";
+ mes "Go back and find them!";
+ close;
+ }
+ }
+ }
+ else if (rumour_nd == 20) {
+ mes "[Agent]";
+ mes "Oh, hey, you're back?";
+ mes "Weren't you already on";
+ mes "your way to Morroc?";
+ close;
+ }
+ else if (rumour_nd == 22) {
+ mes "[Agent]";
+ mes "Heh, looks like we";
+ mes "solved this case~";
+ next;
+ if (zdan_edq > 12) {
+ mes "[Agent]";
+ mes "Thanks to you,";
+ mes "we don't have to";
+ mes "worry about that";
+ mes "crummy ol' Z Gang.";
+ close;
+ }
+ else {
+ mes "[Agent]";
+ mes "Until the world is";
+ mes "free of evil and all";
+ mes "that, the Rogues'll";
+ mes "always have work to do.";
+ close;
+ }
+ }
+ else {
+ mes "[Agent]";
+ mes "Why are you still";
+ mes "sticking around?";
+ mes "Don't you have";
+ mes "something more";
+ mes "important to do?";
+ close;
+ }
+}
+
+morocc,116,39,3 script Rogue Guild Agent#nd4 779,{
+ if (rumour_nd == 1) {
+ mes "[Agent]";
+ mes "A case? What are you...?";
+ mes "Ask somebody else. I don't";
+ mes "know what you're saying.";
+ mes "Leave me alone, and";
+ mes "just let me relax~";
+ close;
+ }
+ else if ((rumour_nd > 1) && (rumour_nd < 20)) {
+ mes "[Agent]";
+ mes "Ahhh, what'd I do";
+ mes "for a nice jug of";
+ mes "frosty beer now~";
+ mes "...What?";
+ close;
+ }
+ else if (rumour_nd == 20) {
+ mes "[Agent]";
+ mes "Oh, yeah, I'm almost";
+ mes "done with my investigation.";
+ next;
+ if (zdan_edq > 12) {
+ mes "[Agent]";
+ mes "The Z Gang has been";
+ mes "causing trouble everywhere.";
+ mes "It's just mischief, but...";
+ mes "If I got my hands on them...";
+ specialeffect EF_BEGINSPELL;
+ next;
+ mes "[Agent]";
+ mes "Anyway, that gang is";
+ mes "drawing a lot of flak";
+ mes "to Morroc. I mean, they";
+ mes "kind of live here, so...";
+ next;
+ mes "[Agent]";
+ mes "God, I want a drink.";
+ mes "Listen, would you just";
+ mes "go report to the Rogue";
+ mes "Guild for me? I know it's";
+ mes "my responsibility, but...";
+ mes "It's something for you to do.";
+ next;
+ mes "[Agent]";
+ mes "Heh! Keep up";
+ mes "the good work~";
+ set rumour_nd,21;
+ close;
+ }
+ else {
+ mes "[Agent]";
+ mes "I don't know who these";
+ mes "pranksters are, but once";
+ mes "I get my hands on them...";
+ mes "I'm gonna--! I'm gonna--!";
+ specialeffect EF_BEGINSPELL;
+ next;
+ mes "[Agent]";
+ mes "God, I want a drink.";
+ mes "Listen, would you just";
+ mes "go report to the Rogue";
+ mes "Guild for me? I know it's";
+ mes "my responsibility, but...";
+ mes "It's something for you to do.";
+ next;
+ mes "[Agent]";
+ mes "Heh! Keep up";
+ mes "the good work~";
+ set rumour_nd,21;
+ close;
+ }
+ }
+ else if (rumour_nd == 21) {
+ mes "[Agent]";
+ mes "Hurry up, and report";
+ mes "for me to the Rogue";
+ mes "Guild. While you do that,";
+ mes "I think I'll enjoy a drink~";
+ close;
+ }
+ else {
+ mes "[Agent]";
+ mes "*Hiccup*";
+ mes "Ahahaha,";
+ mes "this feels good!";
+ mes "Good ol' beeeer~";
+ next;
+ mes "[Agent]";
+ mes "*Hiccup*";
+ next;
+ mes "[Agent]";
+ mes "What are you?";
+ mes "Get lost!";
+ close;
+ }
+}
diff --git a/npc/quests/quests_rachel.txt b/npc/quests/quests_rachel.txt
index 7c95c55d3..1cd23efbb 100644
--- a/npc/quests/quests_rachel.txt
+++ b/npc/quests/quests_rachel.txt
@@ -3,7 +3,7 @@
//===== By: ==================================================
//= L0ne_W0lf
//===== Current Version: =====================================
-//= 2.9
+//= 3.0
//===== Compatible With: =====================================
//= eAthena SVN
//===== Description: =========================================
@@ -53,6 +53,8 @@
//= 2.7 Corrected overlaping warp coordinates. [L0ne_W0lf]
//= 2.8 Replaced effect numerics with constants. [L0ne_W0lf]
//= 2.9 Replaced effect numerics with constants. [Samuray22]
+//= 3.0 Large reordering of Zhed, and Peace to the Arunafeltz addition. [L0ne_W0lf]
+//= Some more numeric conversion, and some other cleanup.
//============================================================
// Lost Child Quest (Prerequisite to High Priest quest)
@@ -3217,7 +3219,7 @@ ice_dun02,120,105,3 script Man Stuck in Ice#cave 924,5,5,{
mes "[Maheo]";
mes "Let's see, now...";
next;
- misceffect 256; //EF_FROSTWEAPON
+ misceffect EF_FROSTWEAPON;
mes "^3355FF*Ting*^000000";
next;
mes "[Maheo]";
@@ -3546,7 +3548,7 @@ ice_dun03,126,126,3 script Blazing Fire#ice1 802,{
mes "Powder onto the flame. It";
mes "flickers before extinguising.^000000";
delitem 7574,1; //Freezing Snow Powder
- disablenpc "Blazing Fire#ice1";
+ hideonnpc "Blazing Fire#ice1";
set $ktullanux_summon,$ktullanux_summon+1;
if ($ktullanux_summon == 4) donpcevent "ice_boss#broad::OnStart";
}
@@ -3558,7 +3560,7 @@ ice_dun03,126,126,3 script Blazing Fire#ice1 802,{
mes "the flame, it crackles before";
mes "extinguising.^000000";
delitem 7562,1; //Ice Scale
- disablenpc "Blazing Fire#ice1";
+ hideonnpc "Blazing Fire#ice1";
set $ktullanux_summon,$ktullanux_summon+1;
if ($ktullanux_summon == 4) donpcevent "ice_boss#broad::OnStart";
close;
@@ -3591,7 +3593,7 @@ ice_dun03,172,126,0 script Blazing Fire#ice2 802,{
mes "Powder onto the flame. It";
mes "flickers before extinguising.^000000";
delitem 7574,1; //Freezing Snow Powder
- disablenpc "Blazing Fire#ice2";
+ hideonnpc "Blazing Fire#ice2";
set $ktullanux_summon,$ktullanux_summon+1;
if ($ktullanux_summon == 4) donpcevent "ice_boss#broad::OnStart";
}
@@ -3603,7 +3605,7 @@ ice_dun03,172,126,0 script Blazing Fire#ice2 802,{
mes "the flame, it crackles before";
mes "extinguising.^000000";
delitem 7562,1; //Ice Scale
- disablenpc "Blazing Fire#ice2";
+ hideonnpc "Blazing Fire#ice2";
set $ktullanux_summon,$ktullanux_summon+1;
if ($ktullanux_summon == 4) donpcevent "ice_boss#broad::OnStart";
close;
@@ -3635,7 +3637,7 @@ ice_dun03,172,172,0 script Blazing Fire#ice3 802,{
mes "Powder onto the flame. It";
mes "flickers before extinguising.^000000";
delitem 7574,1; //Freezing Snow Powder
- disablenpc "Blazing Fire#ice3";
+ hideonnpc "Blazing Fire#ice3";
set $ktullanux_summon,$ktullanux_summon+1;
if ($ktullanux_summon == 4) donpcevent "ice_boss#broad::OnStart";
}
@@ -3647,7 +3649,7 @@ ice_dun03,172,172,0 script Blazing Fire#ice3 802,{
mes "the flame, it crackles before";
mes "extinguising.^000000";
delitem 7562,1; //Ice Scale
- disablenpc "Blazing Fire#ice3";
+ hideonnpc "Blazing Fire#ice3";
set $ktullanux_summon,$ktullanux_summon+1;
if ($ktullanux_summon == 4) donpcevent "ice_boss#broad::OnStart";
close;
@@ -3679,7 +3681,7 @@ ice_dun03,127,172,0 script Blazing Fire#ice4 802,{
mes "Powder onto the flame. It";
mes "flickers before extinguising.^000000";
delitem 7574,1; //Freezing Snow Powder
- disablenpc "Blazing Fire#ice4";
+ hideonnpc "Blazing Fire#ice4";
set $ktullanux_summon,$ktullanux_summon+1;
if ($ktullanux_summon == 4) donpcevent "ice_boss#broad::OnStart";
}
@@ -3691,7 +3693,7 @@ ice_dun03,127,172,0 script Blazing Fire#ice4 802,{
mes "the flame, it crackles before";
mes "extinguising.^000000";
delitem 7562,1; //Ice Scale
- disablenpc "Blazing Fire#ice4";
+ hideonnpc "Blazing Fire#ice4";
set $ktullanux_summon,$ktullanux_summon+1;
if ($ktullanux_summon == 4) donpcevent "ice_boss#broad::OnStart";
close;
@@ -3771,20 +3773,20 @@ OnMyMobDead:
OnTimer7200000:
stopnpctimer;
set $ktullanux_summon,0;
- enablenpc "Blazing Fire#ice1";
- enablenpc "Blazing Fire#ice2";
- enablenpc "Blazing Fire#ice3";
- enablenpc "Blazing Fire#ice4";
+ hideoffnpc "Blazing Fire#ice1";
+ hideoffnpc "Blazing Fire#ice2";
+ hideoffnpc "Blazing Fire#ice3";
+ hideoffnpc "Blazing Fire#ice4";
end;
}
ice_dun03,1,175,3 script #ice_sec -1,{
OnStart:
initnpctimer;
- enablenpc "#ice_4f_1";
- enablenpc "#ice_4f_2";
- enablenpc "#ice_4f_3";
- enablenpc "#ice_4f_4";
+ hideoffnpc "#ice_4f_1";
+ hideoffnpc "#ice_4f_2";
+ hideoffnpc "#ice_4f_3";
+ hideoffnpc "#ice_4f_4";
donpcevent "#ice_4f_1::OnEnable";
donpcevent "#ice_4f_2::OnEnable";
donpcevent "#ice_4f_3::OnEnable";
@@ -3793,10 +3795,10 @@ OnStart:
OnTimer60000:
stopnpctimer;
- disablenpc "#ice_4f_1";
- disablenpc "#ice_4f_2";
- disablenpc "#ice_4f_3";
- disablenpc "#ice_4f_4";
+ hideonnpc "#ice_4f_1";
+ hideonnpc "#ice_4f_2";
+ hideonnpc "#ice_4f_3";
+ hideonnpc "#ice_4f_4";
end;
}
@@ -3806,11 +3808,11 @@ OnTouch:
end;
OnInit:
- disablenpc "#ice_4f_1";
+ hideonnpc "#ice_4f_1";
end;
OnEnable:
- misceffect 247; //EF_MAPPILLAR2
+ misceffect EF_MAPPILLAR2;
end;
}
@@ -3821,11 +3823,11 @@ OnTouch:
end;
OnInit:
- disablenpc "#ice_4f_2";
+ hideonnpc "#ice_4f_2";
end;
OnEnable:
- misceffect 247; //EF_MAPPILLAR2
+ misceffect EF_MAPPILLAR2;
end;
}
@@ -3836,11 +3838,11 @@ OnTouch:
end;
OnInit:
- disablenpc "#ice_4f_3";
+ hideonnpc "#ice_4f_3";
end;
OnEnable:
- misceffect 247; //EF_MAPPILLAR2
+ misceffect EF_MAPPILLAR2;
end;
}
@@ -3851,11 +3853,11 @@ OnTouch:
end;
OnInit:
- disablenpc "#ice_4f_4";
+ hideonnpc "#ice_4f_4";
end;
OnEnable:
- misceffect 247; //EF_MAPPILLAR2
+ misceffect EF_MAPPILLAR2;
end;
}
@@ -4922,11 +4924,522 @@ que_rachel,169,18,0 script Quest Temple Exit#ra_tem 45,2,2,{
}
ra_temin,277,159,3 script High Priest Zhed#rachel 932,{
- cutin "ra_gman",2;
+ if (ra_tem_q > 14) set lost_boy,14;
+ if (checkweight(908,200) == 0) {
+ mes "^3355FFWait a second!";
+ mes "Right now, you're carrying";
+ mes "too many things with you.";
+ mes "Please come back after";
+ mes "using the Kafra Service";
+ mes "to store some of your items.^000000";
+ close;
+ }
+ if (lost_boy == 12) {
+ cutin "ra_gman",2;
+ mes "[High Priest Zhed]";
+ mes "For some reason, you look";
+ mes "familiar to me. Are you supposed";
+ mes "to be here? Otherwise, you should";
+ mes "leave this place if you don't have";
+ mes "the proper authorization.";
+ next;
+ select("I'm here on Vincent's behalf");
+ mes "[High Priest Zhed]";
+ mes "Vincent sent you? I see.";
+ mes "You must have been looking";
+ mes "for me. I am High Priest Zhed,";
+ mes "and I understand that you";
+ mes "have a package for me.";
+ next;
+ mes "[High Priest Zhed]";
+ mes "Usually, Vincent doesn't";
+ mes "trust strangers to deliver";
+ mes "these packages, but perhaps";
+ mes "this was necessitated by some";
+ mes "strange circumstance. Anyway,";
+ mes "let's see what he sent me...";
+ next;
+ cutin "ra_gman2",2;
+ mes "[High Priest Zhed]";
+ mes "Hm? What's this?";
+ mes "Vincent sent a note?";
+ mes "I suppose this must be";
+ mes "important. Give me just a";
+ mes "moment to read this, please...";
+ next;
+ mes "[High Priest Zhed]";
+ mes "...............................";
+ mes "...Hrrrmm. Vincent. Now";
+ mes "I understand. So he was being";
+ mes "intentionally cold towards Jenny";
+ mes "and Phoebe so other people";
+ mes "wouldn't get suspicious...";
+ next;
+ cutin "ra_gman",2;
+ mes "[High Priest Zhed]";
+ mes "Still, I don't think he";
+ mes "had to do that--it might";
+ mes "have been a little too";
+ mes "much. Well, I really";
+ mes "appreciate your help";
+ mes "in this matter, adventurer.";
+ next;
+ mes "[High Priest Zhed]";
+ mes "But tell me, did you only";
+ mes "help Vincent and risk your";
+ mes "life because you were being";
+ mes "paid? Were you only being";
+ mes "motivated by the money?";
+ next;
+ select("Actually... I was just curious.");
+ mes "[High Priest Zhed]";
+ mes "You were doing this just to";
+ mes "satisfy your curiosity? Heh";
+ mes "heh, that's very interesting.";
+ mes "That's also the best attitude";
+ mes "for a brave adventurer. I like";
+ mes "that. May I have your name?";
+ next;
+ select("Tell him your name.");
+ mes "[High Priest Zhed]";
+ mes ""+strcharinfo(0)+"...";
+ mes "Yes, that's a fine name.";
+ mes "It suits you well. I'll be sure";
+ mes "to remember that. Again, let";
+ mes "me thank you for risking your";
+ mes "life to retrive my belongings.";
+ next;
+ mes "[High Priest Zhed]";
+ mes "I shall be praying for";
+ mes "Freya to guide and protect";
+ mes "you in your travels. Peace";
+ mes "be with you, "+strcharinfo(0)+".";
+ close2;
+ cutin "ra_gman",255;
+ set lost_boy,13;
+ specialeffect2 EF_ABSORBSPIRITS;
+ getexp 900000,0;
+ end;
+ }
+ else if ((lost_boy == 13) && (ra_tem_q < 14)) {
+ mes "[High Priest Zhed]";
+ mes "Ah, "+strcharinfo(0)+"...";
+ mes "I appreciate that you've";
+ mes "managed to retrieve my";
+ mes "belongings for me. You are";
+ mes "a truly talented adventurer.";
+ mes "May Freya protect you...";
+ }
+ else if ((lost_boy == 13) && (ra_tem_q == 14)) {
+ cutin "ra_gman",2;
+ mes "[High Priest Zhed]";
+ mes "Ah, good, I was hoping you'd";
+ mes "show up here sooner or later.";
+ mes "I have a favor to ask of you";
+ mes "since I'm too busy to do it";
+ mes "myself, and I trust you more";
+ mes "than any other adventurer.";
+ next;
+ cutin "ra_gman2",2;
+ mes "[High Priest Zhed]";
+ mes "However, before I give you";
+ mes "the details, you must know";
+ mes "that this favor must be kept";
+ mes "secret. In other words, once";
+ mes "I explain the task, you must";
+ mes "accept my request.";
+ next;
+ if (select("Let me think about it.:Yes, sure.") == 1) {
+ mes "[High Priest Zhed]";
+ mes "I understand, but if you";
+ mes "change your mind, please";
+ mes "come back and let me know.";
+ mes "It's very hard for me to find";
+ mes "someone that I can really";
+ mes "rely on to do this for me...";
+ close2;
+ cutin "ra_gman",255;
+ end;
+ }
+ cutin "ra_gman",2;
+ mes "[High Priest Zhed]";
+ mes "Ah, I'm relieved to see";
+ mes "that you accept. Don't worry,";
+ mes "this task isn't complicated,";
+ mes "nor will it require much";
+ mes "in the way of sacrifice.";
+ next;
+ cutin "ra_gman2",2;
+ mes "[High Priest Zhed]";
+ mes "As you may already know,";
+ mes "our country of Arunafeltz";
+ mes "worships the goddess Freya.";
+ mes "There's almost no separation";
+ mes "between politics, society,";
+ mes "and our religion, really.";
+ next;
+ cutin "ra_gman",2;
+ mes "[High Priest Zhed]";
+ mes "Now, the leader of our";
+ mes "national religion, our pope,";
+ mes "is a direct servant of Freya";
+ mes "and delivers her messages";
+ mes "to us. As such, she must live";
+ mes "by very strict guidelines.";
+ next;
+ mes "[High Priest Zhed]";
+ mes "Our pope is curious about";
+ mes "the outside world and wishes";
+ mes "to learn more about what lies";
+ mes "beyond Arunafeltz, but she";
+ mes "cannot come easily by this";
+ mes "sort of knowledge.";
+ next;
+ mes "[High Priest Zhed]";
+ mes "Firstly, she cannot leave";
+ mes "Rachel, the place where the";
+ mes "spirit of goddess Freya dwells.";
+ mes "Secondly, all citizens and priests are forbidden to leave the city in";
+ mes "order to preserve our sanctity.";
+ next;
+ mes "[High Priest Zhed]";
+ mes "These are implicit rules that";
+ mes "normally aren't discussed openly,";
+ mes "but everyone follows them to";
+ mes "prevent from being stigmatized.";
+ mes "Frankly, I think it's somewhat shameful, but we're working on it.";
+ next;
+ mes "[High Priest Zhed]";
+ mes "Furthermore, our pope must";
+ mes "maintain her image of aloof";
+ mes "piety, so it'd be inappropriate of her to openly question outside";
+ mes "world affairs. Although, such";
+ mes "knowledge would benefit her...";
+ next;
+ mes "[High Priest Zhed]";
+ mes "That is why the high priests";
+ mes "decided to enlist a trustworthy";
+ mes "adventurer to inform our pope";
+ mes "about the outside world. Now";
+ mes "you understand why I've asked";
+ mes "you to keep all of this secret.";
+ next;
+ mes "[High Priest Zhed]";
+ mes "You won't need to divulge";
+ mes "outrageous secrets or anything";
+ mes "like that. I presume mundane";
+ mes "details would be enough to";
+ mes "please her. Just let her be";
+ mes "able to envision your homeland.";
+ next;
+ mes "[High Priest Zhed]";
+ mes "Personally, I think it would";
+ mes "be refreshing for our pope to";
+ mes "hear a few of your stories as";
+ mes "she is always worshipping";
+ mes "our goddess on the behalf of";
+ mes "everyone in our glorious city.";
+ next;
+ mes "[High Priest Zhed]";
+ mes "Unfortunately, I cannot escort";
+ mes "you to the priestess, but I will";
+ mes "relate the means to which you";
+ mes "can gain an audience with her.";
+ mes "First, you will need a ^FF0000High";
+ mes "Priest's Recommendation^000000.";
+ next;
+ mes "[High Priest Zhed]";
+ mes "I will write that for you, so";
+ mes "there's no need to concern";
+ mes "yourself with that. Next, you";
+ mes "will need to gather ^FF000040 Glacial";
+ mes "Hearts^000000 as symbolic proof of";
+ mes "your strength and purity.";
+ next;
+ mes "[High Priest Zhed]";
+ mes "While I finish writing this";
+ mes "recommendation, let me tell";
+ mes "you how to get to the pope's";
+ mes "office where you must go once";
+ mes "you gather 40 Glacial Hearts.";
+ next;
+ mes "[High Priest Zhed]";
+ mes "Head west from the chapel";
+ mes "in the center of the temple,";
+ mes "and then enter a door guarded";
+ mes "by two soldiers. Show them your";
+ mes "recommendation and Glacial Hearts, and they should grant you passage.";
+ next;
+ mes "[High Priest Zhed]";
+ mes "Ah, here you are.";
+ mes "I've finished writing";
+ mes "your recommendation.";
+ mes "Well then, I guess I'll";
+ mes "see you after you've";
+ mes "completed this task.";
+ next;
+ mes "^3355FFYou received a High";
+ mes "Priest's recommendation.^000000";
+ set ra_tem_q,15;
+ set lost_boy,14;
+ }
+ else if ((ra_tem_q == 15) || (ra_tem_q == 16)) {
+ mes "[High Priest Zhed]";
+ mes "Once you gather";
+ mes "^FF000040 Glacial Hearts^000000,";
+ mes "you can show them, along";
+ mes "with the recommendation I've";
+ mes "written for you, to the soldiers";
+ mes "guarding the pope's office.";
+ next;
+ mes "[High Priest Zhed]";
+ mes "When you're ready to go";
+ mes "to the pope's office, just";
+ mes "head west from the chapel";
+ mes "to the center of the temple:";
+ mes "this is where the entrance is.";
+ }
+ else if (ra_tem_q == 17) {
+ mes "[High Priest Zhed]";
+ mes "Ah, thank you so much";
+ mes "for spending some time";
+ mes "with the pope for me.";
+ mes "I can tell that she really";
+ mes "enjoyed speaking to you.";
+ next;
+ mes "[High Priest Zhed]";
+ mes "I am curious, though...";
+ mes "Our pope is unaccustomed";
+ mes "to speaking with outsiders,";
+ mes "so I assume that you have";
+ mes "your own questions after";
+ mes "your conversation with her...";
+ next;
+ select("Well, she did mention some Holy Ground...");
+ cutin "ra_gman2",2;
+ mes "[High Priest Zhed]";
+ mes "What...?!";
+ mes "She mentioned";
+ mes "the Holy Ground...?!";
+ next;
+ cutin "ra_gman",2;
+ mes "[High Priest Zhed]";
+ mes "The Holy Ground is a place";
+ mes "where all humans, including";
+ mes "the pope, have been forbidden.";
+ mes "We used to allow people to";
+ mes "visit in the past, but... ";
+ next;
+ mes "[High Priest Zhed]";
+ mes "Only the gods can access";
+ mes "that place now. Listen, if";
+ mes "the other priests ask about";
+ mes "your conversation with the";
+ mes "pope, please do not make any";
+ mes "mention of the Holy Ground.";
+ next;
+ mes "[High Priest Zhed]";
+ mes "Please don't ask me";
+ mes "why, but believe me that";
+ mes "it's very important that";
+ mes "you feign ignorance of the";
+ mes "Holy Ground's existence!";
+ next;
+ mes "[????]";
+ mes "Excuse me, Zhed?";
+ mes "May I speak with you";
+ mes "for a moment? I need";
+ mes "to talk to you about";
+ mes "a private matter...";
+ next;
+ cutin "ra_gman2",2;
+ mes "[High Priest Zhed]";
+ mes "Er, yes, of course!";
+ mes "Excuse me for a moment...";
+ mes "While you're waiting for me,";
+ mes "why don't you relax in the";
+ mes "next room? Don't forget:";
+ mes "there is no Holy Ground.";
+ close2;
+ cutin "",255;
+ select("Okay.");
+ set ra_tem_q,18;
+ warp "ra_temin",297,156;
+ end;
+ }
+ else if (ra_tem_q == 18) {
+ mes "[High Priest Zhed]";
+ mes "I'm sorry, but we're not";
+ mes "quite finished with our";
+ mes "discussion. Why don't you";
+ mes "wait and relax in the next room";
+ mes "over there in the meantime?";
+ close2;
+ cutin "",255;
+ warp "ra_temin",297,156;
+ end;
+ }
+ else if (ra_tem_q == 19) {
+ mes "[High Priest Zhed]";
+ mes "I apologize for making";
+ mes "you wait for so long: I had";
+ mes "some crucial matters to";
+ mes "discuss. Now, that look";
+ mes "on your face tells me that";
+ mes "you have a pressing question.";
+ next;
+ select("Ask about Bekento");
+ cutin "ra_gman2",2;
+ mes "[High Priest Zhed]";
+ mes "Bekento? Ah, you must";
+ mes "have been speaking to";
+ mes "High Priestess Niren.";
+ mes "She's the only one that";
+ mes "calls me that. You see, my";
+ mes "full name is Zhed Bekento.";
+ next;
+ cutin "ra_gman",2;
+ mes "[High Priest Zhed]";
+ mes "Speaking of which...";
+ mes "Did Niren ask you anything";
+ mes "or tell you something that";
+ mes "was out of the ordinary?";
+ next;
+ mes "^3355FFAfter a little hesitation,";
+ mes "you tell High Priest Zhed";
+ mes "about your conversation";
+ mes "with High Priestess Niren.^000000";
+ next;
+ mes "[High Priest Zhed]";
+ mes "Hmm, I see.";
+ mes "Yes. That sounds";
+ mes "like something she'd do.";
+ mes "I'll explain it all later, but";
+ mes "right now, I need to rest.";
+ mes "I'm getting old, you know.";
+ next;
+ cutin "ra_gman2",2;
+ mes "[High Priest Zhed]";
+ mes "Ah, but before you go, let";
+ mes "me warn you not to ^FF0000go near";
+ mes "the Holy Ground^000000. I repeat,";
+ mes "stay away from the Holy Ground.";
+ next;
+ mes "^3355FFThe Holy Ground...";
+ mes "Why is High Priest Zhed";
+ mes "so adamant about protecting";
+ mes "the Holy Ground? Regardless...";
+ mes "If you want to go there, then";
+ mes "just go there. Who'll stop you?^000000";
+ set ra_tem_q,20;
+ }
+ else if ((ra_tem_q >= 20) && (ra_tem_q < 22)) {
+ cutin "ra_gman2",2;
+ mes "[High Priest Zhed]";
+ mes "Whatever you do, whatever";
+ mes "journeys you take, please";
+ mes "make sure that you stay";
+ mes "away from the Holy Ground!";
+ next;
+ mes "^3355FFNow, more than ever,";
+ mes "you feel compelled to";
+ mes "enter the Holy Ground.^000000";
+ }
+ else if (ra_tem_q == 23) {
+ cutin "ra_gman2",2;
+ mes "[High Priest Zhed]";
+ mes "Oh, it's you.";
+ mes "Let me guess...";
+ mes "After everything I said,";
+ mes "you still went ahead and";
+ mes "visited the Holy Ground,";
+ mes "didn't you? Oh, well...";
+ next;
+ select("Did something happen?");
+ cutin "ra_gman",2;
+ mes "[High Priest Zhed]";
+ mes "Well, honestly, I've been";
+ mes "temporarily suspended from";
+ mes "work, but no need to worry.";
+ mes "It's not your fault. I've been";
+ mes "in conflict with the other High";
+ mes "Priests for a while, anyway.";
+ next;
+ mes "[High Priest Zhed]";
+ mes "Please don't worry about it.";
+ mes "If not this, they would have";
+ mes "found some other way to attack";
+ mes "me. It would only be a matter";
+ mes "of time. They're exaggerating";
+ mes "your intrusion for their benefit.";
+ next;
+ cutin "ra_gman2",2;
+ mes "[High Priest Zhed]";
+ mes "All I want is for";
+ mes "Arunafeltz to be safe";
+ mes "and at peace. I hope this";
+ mes "land is not twisted by the";
+ mes "greedy humans. I hope all will";
+ mes "work according to Freya's will.";
+ next;
+ cutin "ra_gman",2;
+ mes "[High Priest Zhed]";
+ mes "Ah, and please do not";
+ mes "blame Niren. She must have";
+ mes "her own reasons for her own";
+ mes "actions. She has changed";
+ mes "much but in the end, I think";
+ mes "that we are still friends.";
+ next;
+ mes "[High Priest Zhed]";
+ mes "One last thing:";
+ mes "try not to let the";
+ mes "other priests catch you";
+ mes "doing anything forbidden.";
+ mes "It'd be a little embarassing";
+ mes "for me, you understand.";
+ next;
+ mes "[High Priest Zhed]";
+ mes "Still, you were secretly";
+ mes "invited here, so I'm sure";
+ mes "that only a very few of them";
+ mes "would be able to recognize";
+ mes "you. In the end, you'll do";
+ mes "what you will, right?";
+ next;
+ cutin "ra_gman2",2;
+ mes "[High Priest Zhed]";
+ mes "...I think I know what";
+ mes "you saw in the Holy Ground.";
+ mes "I'm sure that you have much";
+ mes "to ask, but now isn't the time";
+ mes "to seek for answers. Please,";
+ mes "you must be patient.";
+ next;
+ mes "[High Priest Zhed]";
+ mes "Until the right time";
+ mes "comes, I want you not";
+ mes "to tell anyone else what";
+ mes "you saw in the Holy Ground.";
+ next;
+ cutin "ra_gman",2;
+ mes "[High Priest Zhed]";
+ mes "Well then, adventurer,";
+ mes "thank you for coming by.";
+ mes "I need to go lay down now,";
+ mes "so if you'll let me rest...";
+ close2;
+ set MISC_QUEST,MISC_QUEST | 8192;
+ set ra_tem_q,0;
+ cutin "",255;
+ specialeffect2 EF_ABSORBSPIRITS;
+ getexp 900000,600000;
+ end;
+ }
if (MISC_QUEST & 8192) {
-// Start Veins "Thor Volcano Base" Quest Addition
+ // Start Veins "Thor Volcano Base" Quest Addition
if (rachel_camel == 25) {
-// Start Nameless Island Access Quest Addition
+ // Start Nameless Island Access Quest Addition
if (aru_monas == 11) {
mes "[High Priest Zhed]";
mes "Ah, it's been a while,";
@@ -4935,7 +5448,8 @@ ra_temin,277,159,3 script High Priest Zhed#rachel 932,{
mes "can see. What can I do";
mes "for you today, "+strcharinfo(0)+"?";
next;
- if (select("I just wanted to say hi.:Ask About Veins Incident") == 1) {
+ switch(select("I just wanted to say hi.:Ask About Veins Incident")) {
+ case 1:
mes "[High Priest Zhed]";
mes "As you well know, I'm only";
mes "a High Priest in title, and";
@@ -4950,54 +5464,51 @@ ra_temin,277,159,3 script High Priest Zhed#rachel 932,{
mes "that plagues our priests,";
mes "so long as good people";
mes "are willing to act.";
- close2;
- cutin "ra_gman",255;
- end;
+ break;
+ case 2:
+ mes "[High Priest Zhed]";
+ mes "Veins incident?";
+ mes "I haven't heard of";
+ mes "anything... Well, perhaps";
+ mes "if you'd elaborate, then";
+ mes "I'd understand a bit more.";
+ next;
+ mes "^3355FFYou told High Priest";
+ mes "Zhed about the group of";
+ mes "smugglers arrested in Veins.^000000";
+ next;
+ mes "[High Priest Zhed]";
+ mes "Oh, I think I did hear";
+ mes "something about that earlier.";
+ mes "Let's see now... Ah, right.";
+ mes "Niren mentioned something";
+ mes "strange about them...";
+ next;
+ mes "[High Priest Zhed]";
+ mes "The smugglers were with";
+ mes "a high ranking official from";
+ mes "the Rune-Midgarts Kingdom,";
+ mes "which is why Niren was so";
+ mes "hesitant to take any action";
+ mes "against them for a while.";
+ next;
+ mes "[High Priest Zhed]";
+ mes "I was too preoccupied with";
+ mes "other matters, and I didn't";
+ mes "think much of it at the time.";
+ mes "Why don't you speak to Niren?";
+ mes "I'm sure that she can tell you";
+ mes "more about what happened.";
+ set aru_monas,12;
+ next;
+ mes "[High Priest Zhed]";
+ mes "If you do decide to";
+ mes "visit Niren, please";
+ mes "send her my regards.";
+ break;
}
- mes "[High Priest Zhed]";
- mes "Veins incident?";
- mes "I haven't heard of";
- mes "anything... Well, perhaps";
- mes "if you'd elaborate, then";
- mes "I'd understand a bit more.";
- next;
- mes "^3355FFYou told High Priest";
- mes "Zhed about the group of";
- mes "smugglers arrested in Veins.^000000";
- next;
- mes "[High Priest Zhed]";
- mes "Oh, I think I did hear";
- mes "something about that earlier";
- mes "Let's see now... Ah, right";
- mes "Niren mentioned something";
- mes "strange about them.";
- next;
- mes "[High Priest Zhed]";
- mes "The smugglers were with";
- mes "a high ranking official from";
- mes "the Rune-Midgarts Kingdom,";
- mes "which is why Niren was so";
- mes "hesitant to take any action";
- mes "against them for a while.";
- next;
- mes "[High Priest Zhed]";
- mes "I was too preoccupied with";
- mes "other matters, and I didn't";
- mes "think much of it at the time.";
- mes "Why don't you speak to Niren?";
- mes "I'm sure that she can tell you";
- mes "more about what happened.";
- next;
- mes "[High Priest Zhed]";
- mes "If you do decide to";
- mes "visit Niren, please";
- mes "send her my regards.";
- set aru_monas,12;
- close2;
- cutin "ra_gman",255;
- end;
}
-// End Nameless Island Access Quest Addition.
+ // End Nameless Island Access Quest Addition.
if (aru_vol == 0) {
cutin "ra_gman",2;
mes "[High Priest Zhed]";
@@ -5108,7 +5619,7 @@ ra_temin,277,159,3 script High Priest Zhed#rachel 932,{
mes "a famous scientist from the";
mes "Schwartzvalt Republic that";
mes "was working on that! Let's";
- mes "see, his name was.";
+ mes "see, his name was...";
next;
mes "["+strcharinfo(0)+"]";
mes "Isn't the scientist's name...";
@@ -5117,11 +5628,13 @@ ra_temin,277,159,3 script High Priest Zhed#rachel 932,{
next;
if (.@input$ == "Varmunt") {
mes "[High Priest Zhed]";
- mes "Oh, do you know him?";
- mes "The man that created the";
- mes "imitation of Ymir's Heart";
- mes "was named Varmunt..";
- mes "He was truly a genius.";
+ mes "[High Priest Zhed]";
+ mes "Oh, you've heard of him?";
+ mes "Yes, his name was Varmunt.";
+ mes "Unfortunately, he deliberately";
+ mes "destroyed the Imitation of";
+ mes "Ymir's Heart into pieces,";
+ mes "and then disappeared.";
next;
}
else {
@@ -5130,7 +5643,7 @@ ra_temin,277,159,3 script High Priest Zhed#rachel 932,{
mes "No, that wasn't him.";
mes "The man that created the";
mes "imitation of Ymir's Heart";
- mes "was named Varmunt..";
+ mes "was named Varmunt.";
mes "He was truly a genius.";
next;
}
@@ -5140,7 +5653,7 @@ ra_temin,277,159,3 script High Priest Zhed#rachel 932,{
mes "something serious happened";
mes "in the Schwaltzvalt Republic,";
mes "and that he disappeared in";
- mes "the fiasco. It's strange.";
+ mes "the fiasco. It's strange...";
next;
mes "[High Priest Zhed]";
mes "Although the working";
@@ -5179,7 +5692,7 @@ ra_temin,277,159,3 script High Priest Zhed#rachel 932,{
mes "are trying to recreate Ymir's";
mes "Heart at research centers";
mes "in the Holy Ground and the";
- mes "Schwaltzvalt Republic..";
+ mes "Schwaltzvalt Republic.";
next;
mes "[High Priest Zhed]";
mes "The hard-liners are";
@@ -5203,7 +5716,7 @@ ra_temin,277,159,3 script High Priest Zhed#rachel 932,{
mes "recently demoted, I just don't";
mes "have access to much information";
mes "about the hard-liners. However,";
- mes "there may still be hope yet.";
+ mes "there may still be hope yet...";
next;
mes "[High Priest Zhed]";
mes "War would be bad for all";
@@ -5287,9 +5800,10 @@ ra_temin,277,159,3 script High Priest Zhed#rachel 932,{
mes "as her will. They're willing to";
mes "go to war for their beliefs.";
next;
+ mes "[High Priest Zhed]";
mes "The fact that they've evena";
mes "built a military camp in Thor";
- mes "Volcano disturbs me greatly";
+ mes "Volcano disturbs me greatly.";
mes "It's almost certain that they";
mes "intend to wage war against any";
mes "nation with a Ymir's Heart piece.";
@@ -5368,7 +5882,7 @@ ra_temin,277,159,3 script High Priest Zhed#rachel 932,{
mes "doesn't make any sense.";
next;
mes "[High Priest Zhed]";
- mes "Hm. This is just a hunch";
+ mes "Hm. This is just a hunch,";
mes "but seeing these discrepancies";
mes "in his reports, I really think this geologist has an agenda against";
mes "the camp at Thor Volcano.";
@@ -5382,10 +5896,10 @@ ra_temin,277,159,3 script High Priest Zhed#rachel 932,{
next;
if (select("Yes:No") == 2) {
mes "[High Priest Zhed]";
- mes "Well you never know";
+ mes "Well, you never know";
mes "until you ask. Besides,";
mes "I don't know if there's";
- mes "any way to sneak?";
+ mes "any other way to sneak";
mes "into the Thor Volcano Camp...";
next;
}
@@ -5398,17 +5912,12 @@ ra_temin,277,159,3 script High Priest Zhed#rachel 932,{
mes "Volcano camp without suspicion.";
delitem 7342,1; //File01
set aru_vol,6;
- close2;
- cutin "ra_gman",255;
- end;
}
else {
- //Also missed, no way to "drop" file folder.
mes "["+strcharinfo(0)+"]";
- mes "Now where did I put that File Folder?";
- close2;
- cutin "ra_gman",255;
- end;
+ mes "Huh...?";
+ mes "Where did I put";
+ mes "that File Folder?";
}
}
else if (aru_vol == 6) {
@@ -5483,557 +5992,471 @@ ra_temin,277,159,3 script High Priest Zhed#rachel 932,{
end;
}
else if (aru_vol > 26) {
- mes "[High Priest Zhed]";
- mes "Now's probably not the";
- mes "best time to directly oppose";
- mes "the hard-liner priest faction.";
- mes "It's still too soon, but when";
- mes "the time comes, I will ask";
- mes "for your help once again.";
- close2;
- cutin "ra_gman",255;
- end;
- }
- else {
- cutin "ra_gman",2;
- mes "[High Priest Zhed]";
- mes "Gosh, I'm having a bad headache today, ";
- close2;
- cutin "ra_gman",255;
- end;
- }
- }
-// End Veins "Thor Volcano Base" Quest Addition.
- mes "[High Priest Zhed]";
- mes "I need to rest now";
- mes "But I thank you for";
- mes "stopping by to check";
- mes "up on me, "+strcharinfo(0)+".";
- goto L_End;
- }
-
- if (lost_boy == 12) {
- mes "[High Priest Zhed]";
- mes "For some reason, you look";
- mes "familiar to me. Are you supposed";
- mes "to be here? Otherwise, you should";
- mes "leave this place if you don't have";
- mes "the proper authorization.";
- next;
- select("I'm here on Vincent's behalf");
- mes "[High Priest Zhed]";
- mes "Vincent sent you? I see.";
- mes "You must have been looking";
- mes "for me. I am High Priest Zhed,";
- mes "and I understand that you";
- mes "have a package for me.";
- next;
- mes "[High Priest Zhed]";
- mes "Usually, Vincent doesn't";
- mes "trust strangers to deliver";
- mes "these packages, but perhaps";
- mes "this was necessitated by some";
- mes "strange circumstance. Anyway,";
- mes "let's see what he sent me.";
- next;
- cutin "ra_gman2",2;
- mes "[High Priest Zhed]";
- mes "Hm? What's this?";
- mes "Vincent sent a note?";
- mes "I suppose this must be";
- mes "important. Give me just a";
- mes "moment to read this, please.";
- next;
- mes "[High Priest Zhed]";
- mes "..................................";
- mes "Hrrrmm. Vincent. Now";
- mes "I understand. So he was being";
- mes "intentionally cold towards Jenny";
- mes "and Phoebe so other people";
- mes "wouldn't get suspicious.";
- next;
- cutin "ra_gman",2;
- mes "[High Priest Zhed]";
- mes "Still, I don't think he";
- mes "had to do that--it might";
- mes "have been a little too";
- mes "much. Well, I really";
- mes "appreciate your help";
- mes "in this matter, adventurer.";
- next;
- mes "[High Priest Zhed]";
- mes "But tell me, did you only";
- mes "help Vincent and risk your";
- mes "life because you were being";
- mes "paid? Were you only being";
- mes "motivated by the money?";
- next;
- select("Actually... I was just curious.");
- mes "[High Priest Zhed]";
- mes "You were doing this just to";
- mes "satisfy your curiosity? Heh";
- mes "heh, that's very interesting";
- mes "That's also the best attitude";
- mes "for a brave adventurer. I like";
- mes "that. May I have your name?";
- next;
- select("Tell him your name.");
- mes "[High Priest Zhed]";
- mes ""+strcharinfo(0)+"...";
- mes "Yes, that's a fine name.";
- mes "It suits you well. I'll be sure";
- mes "to remember that. Again, let";
- mes "me thank you for risking your";
- mes "life to retrive my belongings.";
- next;
- mes "[High Priest Zhed]";
- mes "I shall be praying for";
- mes "Freya to guide and protect";
- mes "you in your travels. Peace";
- mes "be with you, "+strcharinfo(0)+".";
- set lost_boy,13;
- specialeffect2 EF_ABSORBSPIRITS;
- getexp 900000,0;
- goto L_End;
- }
-
- else if ((lost_boy == 13) && (ra_tem_q < 14)) {
- mes "[High Priest Zhed]";
- mes "Ah, "+strcharinfo(0)+"...";
- mes "I appreciate that you've";
- mes "managed to retrieve my";
- mes "belongings for me. You are";
- mes "a truly talented adventurer.";
- mes "May Freya protect you.";
- goto L_End;
- }
-
- else {
- if (lost_boy < 13) {
- mes "[High Priest Zhed]";
- mes "May Freya be with you.";
- }
- else {
- if (ra_tem_q == 14) {
- mes "[High Priest Zhed]";
- mes "Ah, good, I was hoping you'd";
- mes "show up here sooner or later";
- mes "I have a favor to ask of you";
- mes "since I'm too busy to do it";
- mes "myself, and I trust you more";
- mes "than any other adventurer.";
- next;
- cutin "ra_gman2",2;
- mes "[High Priest Zhed]";
- mes "However, before I give you";
- mes "the details, you must know";
- mes "that this favor must be kept";
- mes "secret. In other words, once";
- mes "I explain the task, you must";
- mes "accept my request.";
- next;
- if (select("Let me think about it.:Yes, sure.") == 2) {
+ // Start Peace to Arunafeltz addition
+ if (aru_em < 7) {
+ mes "[High Priest Zhed]";
+ mes "I'll be sure to contact";
+ mes "you again for your help";
+ mes "when the time is right.";
+ mes "I'm sure there are others";
+ mes "that may need you now...";
+ }
+ else if (aru_em == 8){
+ cutin "ra_gman",2;
+ mes "["+strcharinfo(0)+"]";
+ mes "Welcome, adventurer.";
+ mes "I'm glad to see that you're";
+ mes "here. I think... I think an";
+ mes "opportunity has arisen in";
+ mes "which I could use your";
+ mes "expert assistance.";
+ next;
+ cutin "ra_gman2",2;
+ mes "[High Priest Zhed]";
+ mes "Though, I fear that I may be";
+ mes "making the wrong decision.";
+ mes "After all, I no longer have";
+ mes "much influence among the";
+ mes "other priests... I can't help";
+ mes "but think I'm in the wrong.";
+ next;
+ mes "["+strcharinfo(0)+"]";
+ mes "Don't lose heart,";
+ mes "High Priest Zhed.";
+ mes "I... I believe in you!";
+ next;
cutin "ra_gman",2;
mes "[High Priest Zhed]";
- mes "Ah, I'm relieved to see";
- mes "that you accept. Don't worry,";
- mes "this task isn't complicated,";
- mes "nor will it require much";
- mes "in the way of sacrifice.";
+ mes "I guess you're right.";
+ next;
+ mes "[High Priest Zhed]";
+ mes "As you well know, the";
+ mes "highest authority in";
+ mes "Arunafeltz is our Pope,";
+ mes "the reincarnation of";
+ mes "our goddess Freya.";
+ next;
+ mes "[High Priest Zhed]";
+ mes "Unfortunately, she is too";
+ mes "young and innocent, and she";
+ mes "doesn't yet have the experience";
+ mes "to assert control, and stamp";
+ mes "out the in-fighting and";
+ mes "corruption among the priests.";
+ next;
+ mes "[High Priest Zhed]";
+ mes "In these desperate times,";
+ mes "we will need someone to";
+ mes "provide strong and confident";
+ mes "leadership to the people";
+ mes "of Arunafeltz before all";
+ mes "is lost to war and violence.";
+ next;
+ mes "[High Priest Zhed]";
+ mes "^333333*Sigh...*^000000";
+ mes "I know it may not be";
+ mes "right, but someone";
+ mes "must do something";
+ mes "before the other High";
+ mes "Priests ruin our nation.";
+ next;
+ Emotion e_omg,1;
+ mes "["+strcharinfo(0)+"]";
+ mes "Y-you're not thinking";
+ mes "of overthrowing the";
+ mes "pope are you? I-isn't";
+ mes "that a bit extreme?";
next;
cutin "ra_gman2",2;
+ Emotion e_swt;
mes "[High Priest Zhed]";
- mes "As you may already know,";
- mes "our country of Arunafeltz";
- mes "worships the goddess Freya";
- mes "There's almost no separation";
- mes "between politics, society";
- mes "and our religion, really.";
+ mes "What? No, no!";
+ mes "Don't jump to conclusions";
+ mes "like that! Don't misunderstand";
+ mes "me: I'm loyal to our pope.";
next;
cutin "ra_gman",2;
mes "[High Priest Zhed]";
- mes "Now, the leader of our";
- mes "national religion, our pope,";
- mes "is a direct servant of Freya";
- mes "and delivers her messages";
- mes "to us. As such, she must live";
- mes "by very strict guidelines.";
+ mes "I actually want to work";
+ mes "very closely with the pope,";
+ mes "in essense, rule together with";
+ mes "her by combining my experience";
+ mes "and her wisdom. It's ambitious,";
+ mes "but what else can I do?";
next;
mes "[High Priest Zhed]";
- mes "Our pope is curious about";
- mes "the outside world and wishes";
- mes "to learn more about what lies";
- mes "beyond Arunafeltz, but she";
- mes "cannot come easily by this";
- mes "sort of knowledge.";
+ mes "You remember how you";
+ mes "stopped the hard-liner";
+ mes "priests from carrying out";
+ mes "their plans for war in the";
+ mes "Thor Volcano camp? That will";
+ mes "only stop them temporarily.";
next;
mes "[High Priest Zhed]";
- mes "Firstly, she cannot leave";
- mes "Rachel, the place where the";
- mes "spirit of goddess Freya dwells";
- mes "Secondly, all citizens and priests are forbidden to leave the city in";
- mes "order to preserve our sanctity.";
+ mes "They'll eventually prepare";
+ mes "to act out in violence again.";
+ mes "We need a permanent solution";
+ mes "to ensure that this sort of";
+ mes "thing doesn't happen again.";
next;
mes "[High Priest Zhed]";
- mes "These are implicit rules that";
- mes "normally aren't discussed openly,";
- mes "but everyone follows them to";
- mes "prevent from being stigmatized.";
- mes "Frankly, I think it's somewhat shameful, but we're working on it.";
+ mes "We need to convince the";
+ mes "pope to finally act, and";
+ mes "give my policy of peace";
+ mes "her full support. Will";
+ mes "you help me to do this?";
next;
+ if (select("Yes:No") == 2) {
+ mes "Well... Asking for the";
+ mes "pope's support is the only";
+ mes "solution I've been able to";
+ mes "find. Do you have any ideas";
+ mes "for protecting peace here";
+ mes "in Arunafeltz?";
+ next;
+ input .@input$;
+ mes "["+strcharinfo(0)+"]";
+ mes ""+.@input$+"?";
+ next;
+ mes "[High Priest Zhed]";
+ mes "Well, I don't know.";
+ mes "It's a good idea, but";
+ mes "I fear that it will only";
+ mes "be effective in the short";
+ mes "term. Why don't we just";
+ mes "try what I've proposed first?";
+ next;
+ }
mes "[High Priest Zhed]";
- mes "Furthermore, our pope must";
- mes "maintain her image of aloof";
- mes "piety, so it'd be inappropriate of her to openly question outside";
- mes "world affairs. Although, such";
- mes "knowledge would benefit her.";
+ mes "Hmm, now how can";
+ mes "we convince the pope to";
+ mes "support us? Even as Freya's";
+ mes "reincarnation... She's just";
+ mes "a young girl. She probably";
+ mes "knows nothing of politics.";
next;
mes "[High Priest Zhed]";
- mes "That is why the high priests";
- mes "decided to enlist a trustworthy";
- mes "adventurer to inform our pope";
- mes "about the outside world. Now";
- mes "you understand why I've asked";
- mes "you to keep all of this secret.";
+ mes "It'd probably be best to";
+ mes "tell her exactly what is";
+ mes "happening. The full truth.";
+ mes "In my heart, I know that";
+ mes "would be best.";
next;
mes "[High Priest Zhed]";
- mes "You won't need to divulge";
- mes "outrageous secrets or anything";
- mes "like that. I presume mundane";
- mes "details would be enough to";
- mes "please her. Just let her be";
- mes "able to envision your homeland.";
+ mes "But... Maybe it would";
+ mes "be better if we sugar";
+ mes "coated it a little bit.";
+ mes "She might not be too";
+ mes "receptive to us if we";
+ mes "totally shock her.";
next;
mes "[High Priest Zhed]";
- mes "Personally, I think it would";
- mes "be refreshing for our pope to";
- mes "hear a few of your stories as";
- mes "she is always worshipping";
- mes "our goddess on the behalf of";
- mes "everyone in our glorious city.";
+ mes "Hmm... What do you";
+ mes "think? Should we stick";
+ mes "with the truth, or do you";
+ mes "think it'd be better if we";
+ mes "exaggerate and... lie when";
+ mes "we feel it's necessary?";
next;
+ switch(select("Truth:Lies")) {
+ case 1:
+ mes "[High Priest Zhed]";
+ mes "That's what I think too.";
+ mes "Although I'm worried about";
+ mes "how the pope will react at";
+ mes "our message, I should have";
+ mes "faith. I should have faith.";
+ next;
+ break;
+ case 2:
+ mes "[High Priest Zhed]";
+ mes "I suppose that you may";
+ mes "have a point. It might not";
+ mes "be a good idea to totally";
+ mes "expose her to the ugly";
+ mes "truth. I'll try to be as";
+ mes "honest as I can...";
+ next;
+ break;
+ }
mes "[High Priest Zhed]";
- mes "Unfortunately, I cannot escort";
- mes "you to the priestess, but I will";
- mes "relate the means to which you";
- mes "can gain an audience with her";
- mes "First, you will need a ^FF0000High";
- mes "Priest's Recommendation^000000";
+ mes "Well, there's no time";
+ mes "to waste. The two of us may";
+ mes "not be enough to convince";
+ mes "the pope to act for peace.";
+ mes "I already have someone in";
+ mes "mind that might help us.";
+ next;
+ Emotion 52,1;
+ mes "["+strcharinfo(0)+"]";
+ mes "That sounds good.";
+ mes "Who is he?";
next;
mes "[High Priest Zhed]";
- mes "I will write that for you, so";
- mes "there's no need to concern";
- mes "yourself with that. Next, you";
- mes "will need to gather ^FF000040 Glacial";
- mes "Hearts^000000 as symbolic proof of";
- mes "your strength and purity.";
+ mes "My old friend, High Priest";
+ mes "Niren. I'm not sure if she'll";
+ mes "help me after all that's";
+ mes "happened between us. She";
+ mes "may even think I deserve";
+ mes "to be excommunicated...";
+ next;
+ Emotion e_no1,1;
+ mes "["+strcharinfo(0)+"]";
+ mes "Come on, it wouldn't";
+ mes "hurt to try! Besides,";
+ mes "Niren isn't a bad person.";
+ mes "Maybe she'll understand";
+ mes "the way you see things";
+ mes "if you explain them?";
next;
mes "[High Priest Zhed]";
- mes "While I finish writing this";
- mes "recommendation, let me tell";
- mes "you how to get to the pope's";
- mes "office where you must go once";
- mes "you gather 40 Glacial Hearts.";
+ mes "You're right, of course.";
+ mes "I'm just grasping at straws";
+ mes "here, but she and I both used";
+ mes "to believe that peace was";
+ mes "possible. I don't know why";
+ mes "she joined the hard-liners...";
next;
mes "[High Priest Zhed]";
- mes "Head west from the chapel";
- mes "in the center of the temple,";
- mes "and then enter a door guarded";
- mes "by two soldiers. Show them your";
- mes "recommendation and Glacial Hearts, and they should grant you passage.";
+ mes ""+strcharinfo(0)+"...";
+ mes "Would you please talk to";
+ mes "her, and just see how she's";
+ mes "doing? It might not be a good";
+ mes "time to mention our plan";
+ mes "right away, though...";
next;
mes "[High Priest Zhed]";
- mes "Ah, here you are";
- mes "I've finished writing";
- mes "your recommendation.";
- mes "Well then, I guess I'll";
- mes "see you after you've";
- mes "completed this task.";
+ mes "If you think that you";
+ mes "have a chance of convincing";
+ mes "her, then feel free and offer";
+ mes "my proposal. Her office is";
+ mes "located across from here,";
+ mes "but she's always very busy...";
next;
- mes "^3355FFYou received a High";
- mes "Priest's recommendation.^000000";
- set ra_tem_q,15;
- goto L_End;
-
+ mes "[High Priest Zhed]";
+ mes "There's actually";
+ mes "a good chance that";
+ mes "she is away somewhere";
+ mes "on business. She is highly";
+ mes "loved by the people, you know.";
+ set aru_em,9;
}
- mes "[High Priest Zhed]";
- mes "I understand, but if you";
- mes "change your mind, please";
- mes "come back and let me know";
- mes "It's very hard for me to find";
- mes "someone that I can really";
- mes "rely on to do this for me.";
- goto L_End;
- }
-
- else if ((ra_tem_q == 15) || (ra_tem_q == 16)) {
- mes "[High Priest Zhed]";
- mes "Once you gather";
- mes "^FF000040 Glacial Hearts^000000,";
- mes "you can show them, along";
- mes "with the recommendation I've";
- mes "written for you, to the soldiers";
- mes "guarding the pope's office.";
- next;
- mes "[High Priest Zhed]";
- mes "When you're ready to go";
- mes "to the pope's office, just";
- mes "head west from the chapel";
- mes "to the center of the temple:";
- mes "this is where the entrance is.";
- goto L_End;
-
- }
-
- else if (ra_tem_q == 17) {
- mes "[High Priest Zhed]";
- mes "Ah, thank you so much";
- mes "for spending some time";
- mes "with the pope for me";
- mes "I can tell that she really";
- mes "enjoyed speaking to you.";
- next;
- mes "[High Priest Zhed]";
- mes "I am curious, though...";
- mes "Our pope is unaccustomed";
- mes "to speaking with outsiders,";
- mes "so I assume that you have";
- mes "your own questions after";
- mes "your conversation with her.";
- next;
- select("Well, she did mention some Holy Ground...");
- cutin "ra_gman2",2;
- mes "[High Priest Zhed]";
- mes "What...?!";
- mes "She mentioned";
- mes "the Holy Ground...?!";
- next;
- cutin "ra_gman",2;
- mes "[High Priest Zhed]";
- mes "The Holy Ground is a place";
- mes "where all humans, including";
- mes "the pope, have been forbidden.";
- mes "We used to allow people to";
- mes "visit in the past, but...";
- next;
- mes "[High Priest Zhed]";
- mes "Only the gods can access";
- mes "that place now. Listen, if";
- mes "the other priests ask about";
- mes "your conversation with the";
- mes "pope, please do not make any";
- mes "mention of the Holy Ground.";
- next;
- mes "[High Priest Zhed]";
- mes "Please don't ask me";
- mes "why, but believe me that";
- mes "it's very important that";
- mes "you feign ignorance of the";
- mes "Holy Ground's existence!";
- next;
- mes "[????]";
- mes "Excuse me, Zhed?";
- mes "May I speak with you";
- mes "for a moment? I need";
- mes "to talk to you about";
- mes "a private matter.";
- next;
- cutin "ra_gman2",2;
- mes "[High Priest Zhed]";
- mes "Er, yes, of course!";
- mes "Excuse me for a moment...";
- mes "While you're waiting for me,";
- mes "why don't you relax in the";
- mes "next room? Don't forget:";
- mes "there is no Holy Ground.";
- close2;
- cutin "",255;
- select("Okay.");
- warp "ra_temin",297,156;
- set ra_tem_q,18;
- end;
-
- }
-
- else if (ra_tem_q == 18) {
- mes "[High Priest Zhed]";
- mes "Er, I thought I asked you";
- mes "to wait in the next room?";
- close2;
- cutin "",255;
- warp "ra_temin",297,156;
- end;
- }
-
-
- else if (ra_tem_q == 19) {
- mes "[High Priest Zhed]";
- mes "I apologize for making";
- mes "you wait for so long: I had";
- mes "some crucial matters to";
- mes "discuss. Now, that look";
- mes "on your face tells me that";
- mes "you have a pressing question.";
- next;
- select("Ask about Bekento");
- cutin "ra_gman2",2;
- mes "[High Priest Zhed]";
- mes "Bekento? Ah, you must";
- mes "have been speaking to";
- mes "High Priestess Niren.";
- mes "She's the only one that";
- mes "calls me that. You see, my";
- mes "full name is Zhed Bekento.";
- next;
- cutin "ra_gman",2;
- mes "[High Priest Zhed]";
- mes "Speaking of which...";
- mes "Did Niren ask you anything";
- mes "or tell you something that";
- mes "was out of the ordinary?";
- next;
- mes "^3355FFAfter a little hesitation,";
- mes "you tell High Priest Zhed";
- mes "about your conversation";
- mes "with High Priestess Niren.^000000";
- next;
- mes "[High Priest Zhed]";
- mes "Hmm, I see.";
- mes "Yes. That sounds";
- mes "like something she'd do.";
- mes "I'll explain it all later, but";
- mes "right now, I need to rest.";
- mes "I'm getting old, you know.";
- next;
- cutin "ra_gman2",2;
- mes "[High Priest Zhed]";
- mes "Ah, but before you go, let";
- mes "me warn you not to ^FF0000go near";
- mes "the Holy Ground^000000. I repeat,";
- mes "stay away from the Holy Ground.";
- next;
- mes "^3355FFThe Holy Ground...";
- mes "Why is High Priest Zhed";
- mes "so adamant about protecting";
- mes "the Holy Ground? Regardless...";
- mes "If you want to go there, then";
- mes "just go there. Who'll stop you?^000000";
- set ra_tem_q,20;
- goto L_end;
- }
-
- else if ((ra_tem_q >= 20) && (ra_tem_q < 22)) {
- cutin "ra_gman2",2;
- mes "[High Priest Zhed]";
- mes "Whatever you do, whatever";
- mes "journeys you take, please";
- mes "make sure that you stay";
- mes "away from the Holy Ground!";
- next;
- mes "^3355FFNow, more than ever,";
- mes "you feel compelled to";
- mes "enter the Holy Ground.^000000";
- goto L_End;
-
+ else if ((aru_em == 9) || (aru_em == 10)) {
+ mes "[High Priest Zhed]";
+ mes "Please speak to Niren,";
+ mes "and she if she'd be willing";
+ mes "to help us convince the pope";
+ mes "to enforce peace in our nation.";
+ }
+ else if (aru_em == 11) {
+ cutin "ra_gman",2;
+ mes "[High Priest Zhed]";
+ mes "Welcome back.";
+ mes "So did you get a chance";
+ mes "to speak to Niren? How did";
+ mes "she respond to my proposal?";
+ next;
+ mes "^3355FFYou explain Niren's reasons";
+ mes "for her disappointment in";
+ mes "the Moderate priest faction,";
+ mes "and tell Zhed that she intends";
+ mes "to carry out the plans for war.";
+ next;
+ mes "[High Priest Zhed]";
+ mes "....................";
+ mes "....................";
+ mes "....................";
+ next;
+ mes "[High Priest Zhed]";
+ mes "Hmm... This explains why";
+ mes "she and some other high";
+ mes "priests started being absent";
+ mes "from their offices. Many of";
+ mes "them were invited over to";
+ mes "the Schwaltzvalt Republic...";
+ next;
+ mes "[High Priest Zhed]";
+ mes "Regardless, I know for";
+ mes "a fact that war is never";
+ mes "a solution. It only brings";
+ mes "death and destruction.";
+ next;
+ mes "[High Priest Zhed]";
+ mes "Give me a moment.";
+ mes "I'm going to write";
+ mes "a letter that I want";
+ mes "you to give to Niren.";
+ set aru_em,12;
+ }
+ else if(aru_em == 12) {
+ cutin "ra_gman",2;
+ mes "[High Priest Zhed]";
+ mes "Please bring this letter";
+ mes "to Niren. I hope what";
+ mes "I have to say will help";
+ mes "her understand how I feel";
+ mes "about these plans for war.";
+ next;
+ mes "^3355FFYou received a letter for";
+ mes "Niren from High Priest Zhed.^000000";
+ set aru_em,13;
+ }
+ else if((aru_em == 13) || (aru_em == 14)) {
+ mes "[High Priest Zhed]";
+ mes "Please deliver my";
+ mes "letter to Niren as";
+ mes "soon as you can.";
+ mes "I really appreciate";
+ mes "you helping me on this.";
+ }
+ else if ((aru_em > 14) && (aru_em < 20)) {
+ mes "[High Priest Zhed]";
+ mes "Great news! Niren just";
+ mes "sent me a reply: I can't";
+ mes "believe that she's willing";
+ mes "to help me! Would you please";
+ mes "give her any help that she";
+ mes "may need from now on?";
+ }
+ else if(aru_em == 20) {
+ cutin "ra_gman",2;
+ mes "[High Priest Zhed]";
+ mes "Ah, I've been";
+ mes "waiting for you.";
+ next;
+ mes "["+strcharinfo(0)+"]";
+ mes "High Priest Zhed,";
+ mes "everything's ready!";
+ mes "High Priest Niren managed";
+ mes "to send away all of those";
+ mes "followers that were near the";
+ mes "pope. You won't be interrupted.";
+ next;
+ mes "[High Priest Zhed]";
+ mes "I hope we can get the pope";
+ mes "to understand the situation";
+ mes "of our nation. I only...";
+ mes "Oh, Freya help us...";
+ next;
+ mes "[High Priest Zhed]";
+ mes "..............";
+ mes "..............";
+ mes "..............";
+ next;
+ mes "[High Priest Zhed]";
+ mes "Alright, I'm ready.";
+ mes "Let's receive an";
+ mes "audience with the";
+ mes "pope, shall we?";
+ set aru_em,21;
+ }
+ else if(aru_em == 21) {
+ mes "[High Priest Zhed]";
+ mes "I'm a little nervous";
+ mes "about talking so brazenly";
+ mes "to the pope, but I'm";
+ mes "ready to go meet her.";
+ }
+ else if (aru_em == 22) {
+ mes "[High Priest Zhed]";
+ mes "I believe that Niren";
+ mes "has something important";
+ mes "to tell you. Why don't";
+ mes "you speak to her before";
+ mes "coming back to me?";
+ }
+ else if (aru_em == 23) {
+ cutin "ra_gman",2;
+ mes "[High Priest Zhed]";
+ mes "I'm glad that everything";
+ mes "turned out great. Your";
+ mes "help was truly a blessing.";
+ mes "Althoug Schwaltzvalt will";
+ mes "continue their plans without";
+ mes "us, we've slowed them down.";
+ next;
+ mes "[High Priest Zhed]";
+ mes "Yes, without our support,";
+ mes "Schwaltzvalt won't have";
+ mes "any excuse to continue";
+ mes "their dangerous research";
+ mes "for a little while, at least.";
+ next;
+ mes "[High Priest Zhed]";
+ mes "Thor Volcano Camp";
+ mes "should close down soon,";
+ mes "now that we no longer";
+ mes "have any use for it.";
+ next;
+ mes "[High Priest Zhed]";
+ mes "I also underestimated our";
+ mes "pope. She is more dignified,";
+ mes "willed that I believed.";
+ mes "I owe her my apologies.";
+ next;
+ mes "[High Priest Zhed]";
+ mes "We won't give up on";
+ mes "reviving our goddess Freya,";
+ mes "but we will retrieve Ymir's";
+ mes "Heart through diplomacy";
+ mes "rather than violence.";
+ mes "It won't be easy...";
+ next;
+ mes "[High Priest Zhed]";
+ mes "You've been instrumental";
+ mes "in returning peace here in";
+ mes "Arunafeltz. I've even been";
+ mes "reinstated, and will be very";
+ mes "busy from now on, working";
+ mes "closely with the pope...";
+ next;
+ mes "[High Priest Zhed]";
+ mes "I know that the life of";
+ mes "adventuring beckons you.";
+ mes "I know she'd like to see";
+ mes "you before you leave, but";
+ mes "she's sleeping deeply after";
+ mes "that exhausting speech...";
+ next;
+ mes "[High Priest Zhed]";
+ mes "On behalf of our pope";
+ mes "and all the citizens of";
+ mes "Arunafeltz, I'd like to";
+ mes "thank you for your heroism.";
+ mes "Your place in Valhalla is";
+ mes "already assured, I'm sure.";
+ set aru_em,24;
+ set BaseExp,BaseExp+1500000;
+ }
+ else {
+ mes "[High Priest Zhed]";
+ mes "May Freya bless you";
+ mes "on all your journeys,";
+ mes "my good friend.";
+ }
+ // End Peace to Arunafeltz addition
}
-
- else if (ra_tem_q == 23) {
- cutin "ra_gman2",2;
- mes "[High Priest Zhed]";
- mes "Oh, it's you.";
- mes "Let me guess...";
- mes "After everything I said,";
- mes "you still went ahead and";
- mes "visited the Holy Ground,";
- mes "didn't you? Oh, well...";
- next;
- select("Did something happen?");
- cutin "ra_gman",2;
- mes "[High Priest Zhed]";
- mes "Well, honestly, I've been";
- mes "temporarily suspended from";
- mes "work, but no need to worry.";
- mes "It's not your fault. I've been";
- mes "in conflict with the other High";
- mes "Priests for a while, anyway.";
- next;
- mes "[High Priest Zhed]";
- mes "Please don't worry about it.";
- mes "If not this, they would have";
- mes "found some other way to attack";
- mes "me. It would only be a matter";
- mes "of time. They're exaggerating";
- mes "your intrusion for their benefit.";
- next;
- cutin "ra_gman2",2;
- mes "[High Priest Zhed]";
- mes "All I want is for";
- mes "Arunafeltz to be safe";
- mes "and at peace. I hope this";
- mes "land is not twisted by the";
- mes "greedy humans. I hope all will";
- mes "work according to Freya's will.";
- next;
+ else {
cutin "ra_gman",2;
mes "[High Priest Zhed]";
- mes "Ah, and please do not";
- mes "blame Niren. She must have";
- mes "her own reasons for her own";
- mes "actions. She has changed";
- mes "much but in the end, I think";
- mes "that we are still friends.";
- next;
- mes "[High Priest Zhed]";
- mes "One last thing:";
- mes "try not to let the";
- mes "other priests catch you";
- mes "doing anything forbidden.";
- mes "It'd be a little embarassing";
- mes "for me, you understand.";
- next;
- mes "[High Priest Zhed]";
- mes "Still, you were secretly";
- mes "invited here, so I'm sure";
- mes "that only a very few of them";
- mes "would be able to recognize";
- mes "you. In the end, you'll do";
- mes "what you will, right?";
- next;
- cutin "ra_gman2",2;
- mes "[High Priest Zhed]";
- mes "...I think I know what";
- mes "you saw in the Holy Ground.";
- mes "I'm sure that you have much";
- mes "to ask, but now isn't the time";
- mes "to seek for answers. Please,";
- mes "you must be patient.";
- next;
- mes "[High Priest Zhed]";
- mes "Until the right time";
- mes "comes, I want you not";
- mes "to tell anyone else what";
- mes "you saw in the Holy Ground.";
- next;
- mes "[High Priest Zhed]";
- mes "Well then, adventurer,";
- mes "thank you for coming by.";
- mes "I need to go lay down now,";
- mes "so if you'll let me rest...";
- close2;
- set MISC_QUEST,MISC_QUEST | 8192;
- set ra_tem_q,0;
- cutin "",255;
- specialeffect2 EF_ABSORBSPIRITS;
- getexp 900000,600000;
- end;
-
+ mes "Ugh...!";
+ mes "I've got such";
+ mes "a horrible headache!";
}
-
}
-
+ else {
+ cutin "ra_gman",2;
+ mes "[High Priest Zhed]";
+ mes "I should rest for now.";
+ mes "Please travel in safety.";
+ }
+ // End Veins "Thor Volcano Base" Quest Addition.
+ }
+ else {
+ cutin "ra_gman",2;
+ mes "[High Priest Zhed]";
+ mes "May Freya be with you.";
}
-
-L_End:
close2;
cutin "",255;
end;
@@ -6717,21 +7140,16 @@ ra_temin,294,149,0 script High Priestess Niren#ra 915,{
end;
OnInit:
- disablenpc "High Priestess Niren#ra";
+ hideonnpc "High Priestess Niren#ra";
end;
OnEnable:
initnpctimer;
- misceffect 16;
- end;
-
-OnDisable:
- misceffect 16;
end;
OnTimer120000:
stopnpctimer;
- disablenpc "High Priestess Niren#ra";
+ hideonnpc "High Priestess Niren#ra";
end;
}
@@ -6831,7 +7249,7 @@ OnTouch:
mes "from the wall and feign";
mes "ignorance as best you can!^000000";
next;
- enablenpc "High Priestess Niren#ra";
+ hideoffnpc "High Priestess Niren#ra";
cutin "ra_gwoman",2;
mes "[High Priestess Niren]";
mes "Oh! You must be the one";
@@ -6908,7 +7326,7 @@ OnTouch:
mes "yourself in trouble.";
next;
cutin "",255;
- disablenpc "High Priestess Niren#ra";
+ hideonnpc "High Priestess Niren#ra";
mes "^3355FFHigh Priestess Niren left";
mes "as soon as she said those words.";
mes "What could she possibly mean?";
@@ -7019,7 +7437,7 @@ que_san04,119,203,0 script imir3#rachel -1,7,7,{
mes "this is the secret that the";
mes "priests are trying to keep.^000000";
next;
- enablenpc "High Priestess Niren#r2";
+ hideoffnpc "High Priestess Niren#r2";
cutin "ra_gwoman",2;
mes "[High Priestess Niren]";
mes "How dare you intrude";
@@ -7067,7 +7485,7 @@ que_san04,119,203,0 script imir3#rachel -1,7,7,{
mes "grow drowsier and sleepier...^000000";
set ra_tem_q,22;
close2;
- disablenpc "High Priestess Niren#r2";
+ hideonnpc "High Priestess Niren#r2";
warp "rachel",163,152;
end;
}
@@ -7078,23 +7496,17 @@ que_san04,122,200,4 script High Priestess Niren#r2 915,{
end;
OnInit:
- disablenpc "High Priestess Niren#r2";
+ hideonnpc "High Priestess Niren#r2";
end;
OnEnable:
initnpctimer;
- misceffect 16;
- end;
-
-OnDisable:
- misceffect 16;
end;
OnTimer120000:
stopnpctimer;
- disablenpc "High Priestess Niren#r2";
+ hideonnpc "High Priestess Niren#r2";
end;
-
}
rachel,163,152,0 script imir3#rachel2 -1,3,3,{