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-rw-r--r--npc/re/cities/brasilis.txt2
-rw-r--r--npc/re/events/christmas_2013.txt1731
-rw-r--r--npc/re/events/halloween_2013.txt1094
-rw-r--r--npc/re/events/halloween_2014.txt2
-rw-r--r--npc/re/guides/guides_payon.txt4
-rw-r--r--npc/re/instances/BakonawaLake.txt4
-rw-r--r--npc/re/instances/OldGlastHeim.txt100
-rw-r--r--npc/re/instances/WolfchevLaboratory.txt24
-rw-r--r--npc/re/jobs/2e/kagerou_oboro.txt2862
-rw-r--r--npc/re/jobs/3-2/sura.txt4
-rw-r--r--npc/re/merchants/coin_exchange.txt6
-rw-r--r--npc/re/merchants/enchan_ko.txt556
-rw-r--r--npc/re/merchants/ninja_craftsman.txt351
-rw-r--r--npc/re/merchants/renters.txt6
-rw-r--r--npc/re/merchants/shadow_refiner.txt155
-rw-r--r--npc/re/merchants/shops.txt25
-rw-r--r--npc/re/mobs/champion.txt321
-rw-r--r--npc/re/other/item_merge.txt69
-rw-r--r--npc/re/quests/eden/100-110.txt1252
-rw-r--r--npc/re/quests/eden/111-120.txt1171
-rw-r--r--npc/re/quests/eden/121-130.txt805
-rw-r--r--npc/re/quests/eden/131-140.txt599
-rw-r--r--npc/re/quests/eden/eden_iro.txt276
-rw-r--r--npc/re/quests/eden/eden_quests.txt5597
-rw-r--r--npc/re/quests/newgears/2012_headgears.txt729
-rw-r--r--npc/re/quests/quests_eclage.txt12
-rw-r--r--npc/re/quests/quests_malaya.txt20
-rw-r--r--npc/re/scripts.conf12
-rw-r--r--npc/re/scripts_jobs.conf2
-rw-r--r--npc/re/scripts_main.conf4
-rw-r--r--npc/re/scripts_monsters.conf1
-rw-r--r--npc/re/scripts_woe.conf (renamed from npc/re/scripts_guild.conf)4
-rw-r--r--npc/re/warps/cities/eclage.txt2
-rw-r--r--npc/re/woe-fe/invest_main.txt (renamed from npc/re/guild/invest_main.txt)0
-rw-r--r--npc/re/woe-fe/invest_npc.txt (renamed from npc/re/guild/invest_npc.txt)0
35 files changed, 14372 insertions, 3430 deletions
diff --git a/npc/re/cities/brasilis.txt b/npc/re/cities/brasilis.txt
index 417dc87b8..696354199 100644
--- a/npc/re/cities/brasilis.txt
+++ b/npc/re/cities/brasilis.txt
@@ -57,7 +57,7 @@ brasilis,316,57,3 script Crewman#bra1 4W_SAILOR,{
mes "[Crewman]";
mes "I sure do miss home.";
close2;
- if (checkre(0))
+ if (RENEWAL)
warp "alberta",243,82;
else
warp "alberta",244,115;
diff --git a/npc/re/events/christmas_2013.txt b/npc/re/events/christmas_2013.txt
new file mode 100644
index 000000000..517bfd3fd
--- /dev/null
+++ b/npc/re/events/christmas_2013.txt
@@ -0,0 +1,1731 @@
+//===== Hercules Script ======================================
+//= iRO/kRO 2013 Christmas Event
+//===== By: ==================================================
+//= Euphy
+//===== Current Version: =====================================
+//= 1.0
+//===== Description: =========================================
+//= [Official Conversion]
+//= Join the Singles Union Army to break up couples and hunt
+//= raccoons for rewards.
+//===== Additional Comments: =================================
+//= 1.0 First version. [Euphy]
+//============================================================
+
+// Main Quest :: 2013_xmas_en
+//============================================================
+
+xmas,150,134,3 script Union Commander Cliff 4_XMAS_CAT1,{
+ if (BaseLevel < 40) {
+ mes "[Union Commander Cliff]";
+ mes "No words for noob!! Level 40 below cannot join Singles Union Army!";
+ close;
+ }
+ if (checkweight(Knife,1) == 0 || Weight >= MaxWeight) {
+ mes "^ff0000You are overweight. Check your inventory and speak to me later.^000000";
+ close;
+ }
+ .@playtime = questprogress(15059,PLAYTIME);
+ if (.@playtime == 1) {
+ mes "- You can repeat this quest after 24 hours.";
+ close;
+ } else if (.@playtime > 1) {
+ erasequest 15059;
+ xmas2013_01 = 0;
+ }
+ if (questprogress(15057) == 1) {
+ if (countitem(Stolen_Cookie) < 10 || countitem(Stolen_Candy) < 10 || countitem(Bag_Of_Selling_Goods) < 10) {
+ mes "[Union Commander Cliff]";
+ mes "We need more materials to hold a Christmas party for the Singles Union Army!";
+ next;
+ mes "[Union Commander Cliff]";
+ mes "Bring ^ff000010 Stolen Cookie, 10 Stolen Candy, and 10 Bag Of Selling Goods^000000 from those damn raccoons!";
+ close;
+ }
+ mes "[Union Commander Cliff]";
+ mes "Did you kick the ass of the Raccoon Hooray team? Oh! You've brought all the items we need. We will be able to feel some Christmas mood with it!";
+ next;
+ mes "[Union Commander Cliff]";
+ mes "I will take ALL the items you brought. For that, I'll give you an exclusive reward only for Singles Union Army. You-must-open-it-ALONE!";
+ next;
+ if (countitem(Stolen_Cookie) < 10 || countitem(Stolen_Candy) < 10 || countitem(Bag_Of_Selling_Goods) < 10) {
+ mes "[Union Commander Cliff]";
+ mes "Hold on, there aren't enough items here!";
+ close;
+ }
+ mes "[Union Commander Cliff]";
+ mes "Seize the holiday!";
+ mes "Glory to the Singles Union Army! hihihi HAHAHAHA!!";
+ delitem Stolen_Cookie, countitem(Stolen_Cookie); //Stolen_Cookie
+ delitem Stolen_Candy, countitem(Stolen_Candy); //Stolen_Candy
+ delitem Bag_Of_Selling_Goods, countitem(Bag_Of_Selling_Goods); //Bag_Of_Selling_Goods
+ erasequest 15057;
+ setquest 15059;
+ getitem Solo_Christmas_Gift,1; //Solo_Christmas_Gift
+ specialeffect2 EF_MAGICALATTHIT;
+ specialeffect2 EF_POTION2;
+ specialeffect2 EF_ANGEL2;
+ close;
+ }
+ if (questprogress(15056) == 1) {
+ if (xmas2013_01 < 5) {
+ mes "[Union Commander Cliff]";
+ mes "You have a total of " + xmas2013_01 + " couple breaking points.";
+ mes "Break up at least 5 couples and come back to me!";
+ close;
+ }
+ mes "[Union Commander Cliff]";
+ mes "Yes! You did it!! More and more are joining the Singles Union Army!! hihihi HAHAHA-HAK! Victory is ours!!";
+ erasequest 15056;
+ setquest 15057;
+ getitem Solo_Cookie,5; //Solo_Cookie
+ next;
+ mes "[Union Commander Cliff]";
+ mes "BUT!!! While we're busy breaking up couples, those damn Raccoon Hooray brats stole most of our items. Without it, we cannot get the feel of Christmas mood.";
+ next;
+ mes "[Union Commander Cliff]";
+ mes "It's time to punish them and reclaim the items for the Singles Union Army!!";
+ next;
+ mes "[Union Commander Cliff]";
+ mes "^ff0000>10 Stolen Cookie, 10 Stolen Candy and 10 Bag Of Selling Goods^000000 should be enough for the party. Find the raccoons on field maps and dungeons!";
+ next;
+ mes "[Union Commander Cliff]";
+ mes "It doesn't matter if you brought more, I will take them ALL!!";
+ close;
+ }
+ if (questprogress(15055) == 1) {
+ if (questprogress(15060) < 2 || questprogress(15061) < 2
+ || questprogress(15062) < 2 || questprogress(15063) < 2
+ || questprogress(15064) < 2) {
+ mes "[Union Commander Cliff]";
+ mes "No time to waste!";
+ mes "Go find 5 singles in Lutie and make them join!";
+ close;
+ }
+ mes "[Union Commander Cliff]";
+ mes "Good job! I've met them all! They are worthy to join our cause hihihi HAHAHA-HAK!!";
+ next;
+ mes "[Union Commander Cliff]";
+ mes "While you were gathering more Singles Union Army members, I've made badges..";
+ next;
+ mes "[Union Commander Cliff]";
+ mes "It might not be useful but this kind of small token can make our bonds solid and strong!";
+ next;
+ mes "[Union Commander Cliff]";
+ mes "Well, take this! Now you are the proud member of Singles Union Army!!";
+ xmas2013_01 = 0;
+ completequest 15055;
+ getitem Solo_Troops_Badge,1; //Solo_Troops_Badge
+ next;
+ // fall through to the next branch
+ }
+ if (questprogress(15055) == 2) {
+ mes "[Union Commander Cliff]";
+ mes "Now it is time to show our power to couples as we've got enough members!!";
+ next;
+ mes "[Union Commander Cliff]";
+ mes "On to the second mission!";
+ mes "Go to Lutie and make couples separate. Doesn't matter how you do it, just them break up!!";
+ mes "hihihi HAHAHA-HAK!";
+ next;
+ mes "[Union Commander Cliff]";
+ mes "Well there is one more thing...";
+ mes "When you disturb couple, if they broke up, you will gain 2 point, in case of just simple argument will grant you 1 point.";
+ mes "But if they become more into each others, your score will be minus 1 point. So when you got 5 points and come here for report, it means mission accomplished.";
+ next;
+ mes "[Union Commander Cliff]";
+ mes "Surely you won't have minus score so don't worry.";
+ if (!questprogress(15056))
+ setquest 15056;
+ close;
+ }
+ // else: (questprogress(15055) == 0)
+ mes "[Union Commander Cliff]";
+ mes "Hey you!! Yes! You right there! You!!";
+ next;
+ mes "[Union Commander Cliff]";
+ mes "Let me ask you bluntly.";
+ mes "You must be single. I've got a feeling. Right?!??";
+ next;
+ if (select("- ...maybe...?:WHAT! I'm in a relationship!!") == 2) {
+ mes "[Union Commander Cliff]";
+ mes "What? ...in a relationship?!!";
+ mes "...Not single, but a couple...";
+ mes "......";
+ mes "Damn you! Taste the wrath of the Singles Union Army!!!";
+ close2;
+ specialeffect2 EF_MAGICALATTHIT;
+ specialeffect2 EF_POTION2;
+ specialeffect2 EF_CRASHEARTH;
+ specialeffect2 EF_COIN;
+ end;
+ }
+ mes "[Union Commander Cliff]";
+ mes "hihihi HAHAHA-HAK!";
+ mes "I knew it! First glance I can tell!";
+ mes "Don't underestimate me, I've been single all my life! hihihi HAHAHA-HAK!";
+ mes "My name is Union Commander Cliff!";
+ next;
+ mes "[Union Commander Cliff]";
+ mes "Anyway, this December, the day is coming....";
+ next;
+ mes "[Union Commander Cliff]";
+ mes "Christmas songs everywhere, bright colored lights, pouring white snow, and couples seeing each other with smile on their faces...couples...COUPPPLEEES...!!!!";
+ next;
+ mes "[Union Commander Cliff]";
+ mes "In the beginning was a celebration of the birth of our Lord! Then, why...how...when did it became a day for couples??!";
+ next;
+ mes "[Union Commander Cliff]";
+ mes "I can't stand this....";
+ mes "I will not forgive them for the happiness they bring only for themselves!!";
+ next;
+ mes "[Union Commander Cliff]";
+ mes "Christmas for couples?";
+ mes "No way! This Christmas will be a day for singles!!";
+ next;
+ mes "[Union Commander Cliff]";
+ mes "However, I will need members to stand against them. Its name would be, Singles Union Army!!";
+ next;
+ mes "[Union Commander Cliff]";
+ mes "What do you think? Would you join my Singles Union Army and make Christmas day for singles?";
+ next;
+ select("Count me in!:I'll help.:I can't say no, can I?");
+ mes "[Union Commander Cliff]";
+ mes "Yeah! That's it! but we need more members to stand against couples.";
+ next;
+ mes "[Union Commander Cliff]";
+ mes "Here is your first mission!";
+ mes "Go find someone in Lutie and make them join us. 5 singles should be enough, now gogogo~!";
+ mes "hihihi HAHAHA-HAK!";
+ setquest 15055;
+ close;
+}
+
+xmas,172,126,3 script Lonely Kwami#xmas 4_XMAS_CAT4,{
+ if (!questprogress(15055)) {
+ mes "[Kwami]";
+ mes "Haa.....breaking up right before Christmas....I'm alone...a single! ...AM I??!!";
+ close;
+ }
+ if (questprogress(15055) == 1 && !questprogress(15060)) {
+ mes "[Kwami]";
+ mes "Haa.....breaking up right before Christmas....I'm alone...a single! ...AM I??!!";
+ next;
+ mes "[Kwami]";
+ mes "Who are you!?";
+ mes "What's your business with me?";
+ next;
+ select("- Singles Union Army has come to you. -");
+ mes "[Kwami]";
+ mes "err? Singles Union Army? What is that?";
+ next;
+ select("- Explain about the club -");
+ mes "[Kwami]";
+ mes "...yeah. You're right!";
+ next;
+ mes "[Kwami]";
+ mes "As I'm single! I'd never let couples enjoy this Christmas!!";
+ next;
+ mes "[Kwami]";
+ mes "I will join to the Singles Union Army!!";
+ next;
+ mes "- Kwami has become a member of Singles Union Army. -";
+ setquest 15060;
+ completequest 15060;
+ close;
+ }
+ mes "[Singles Union Kwami]";
+ mes "First of all, I've got to have revenge on my ex...No?";
+ close;
+}
+
+xmas,113,161,5 script Lonely Willer#xmas 4_XMAS_CAT5,{
+ if (!questprogress(15055)) {
+ mes "[Willer]";
+ mes "Hoooooo... it is so boring to play alone....";
+ close;
+ }
+ if (questprogress(15055) == 1 && !questprogress(15061)) {
+ mes "[Willer]";
+ mes "Hoooooo... it is so boring to play alone....";
+ next;
+ mes "[Willer]";
+ mes "Isn't there anything exciting?";
+ mes "...hey, would you play with me??";
+ next;
+ select("- Singles Union Army has come to you. -");
+ mes "[Willer]";
+ mes "Singles Union what? Why come to me?";
+ next;
+ select("- Explain about the club -");
+ mes "[Willer]";
+ mes "Sooo...";
+ mes "Break up couples and make Christmas party only for singles?";
+ next;
+ mes "[Willer]";
+ mes "That must be fun! I don't understand exactly but I will join, I'm in!!";
+ next;
+ mes "- Willer has become a member of Singles Union Army. -";
+ setquest 15061;
+ completequest 15061;
+ close;
+ }
+ mes "[Singles Union Willer]";
+ mes "Break up couples...this should be fun!!";
+ close;
+}
+
+xmas,131,97,5 script Lonely Rinka#xmas 4_XMAS_CAT6,{
+ if (!questprogress(15055)) {
+ mes "[Rinka]";
+ mes "Ewww! darn... what kind of friend would only boast about her boyfriend, disgusting! Does she really think that I can't have one?!?";
+ close;
+ }
+ if (questprogress(15055) == 1 && !questprogress(15062)) {
+ mes "[Rinka]";
+ mes "Ewww! Darn... what kind of friend would only boast about her boyfriend, disgusting! Does she really think that I can't have one?!?";
+ next;
+ mes "[Rinka]";
+ mes "- sobbing -";
+ next;
+ mes "[Rinka]";
+ mes "I can't... in fact, there is no one... I have no one!!!!!!!!!!!!!!";
+ next;
+ select("- Singles Union Army has come to you. -");
+ mes "[Rinka]";
+ mes "EEeepp! Wow!!";
+ mes "You surprised me. What are you talking about, what is that?!";
+ next;
+ select("- Explain about the club -");
+ mes "[Rinka]";
+ mes "Hoho...there's something like that?";
+ mes "Breaking up couples...";
+ mes "Okay! Let me join!";
+ next;
+ mes "[Rinka]";
+ mes "Is there room for another member?";
+ mes "...soon another member will join!";
+ mes "Wait for it~ my friend!! ...";
+ next;
+ mes "- Rinka has become a member of Singles Union Army. -";
+ setquest 15062;
+ completequest 15062;
+ close;
+ }
+ mes "[Singles Union Rinka]";
+ mes "Wait for it~ my friend!! You will... join soon!!";
+ close;
+}
+
+xmas,121,127,5 script Lonely Jee#xmas 4_XMAS_CAT3,{
+ if (!questprogress(15055)) {
+ mes "[Jee]";
+ mes "How beautiful to be single...";
+ close;
+ }
+ if (questprogress(15055) == 1 && !questprogress(15063)) {
+ mes "[Jee]";
+ mes "How beautiful to be single...";
+ next;
+ mes "[Jee]";
+ mes "There is no one to bother you. No one to take care of. No more extra work from others. More time to spend it alone.";
+ next;
+ mes "[Jee]";
+ mes "Why are people giving up this advantage and want to be couples??";
+ next;
+ select("- Singles Union Army has come to you. -");
+ mes "[Jee]";
+ mes "Yeah, I've heard of it recently. I knew that you would come to me.";
+ next;
+ mes "[Jee]";
+ mes "No more words necessary. I will spread the advantage of being single!";
+ next;
+ mes "- Jee has become a member of Singles Union Army. -";
+ setquest 15063;
+ completequest 15063;
+ close;
+ }
+ mes "[Singles Union Jee]";
+ mes "I will spread the advantage of being single!";
+ close;
+}
+
+xmas,150,169,3 script Lonely Marty#xmas 4_XMAS_CAT2,{
+ if (!questprogress(15055)) {
+ mes "[Marty]";
+ mes "umm... Zzz ... nyam-nyam...";
+ close;
+ }
+ if (questprogress(15055) == 1 && !questprogress(15064)) {
+ mes "[Marty]";
+ mes "umm... Zzz ... nyamnyam...";
+ next;
+ select("- Singles Union Army has come to you. -");
+ mes "[Marty]";
+ mes "nyam.... nyamnyam... Grrr... Zzz";
+ next;
+ select("- Explain about the club -");
+ mes "[Marty]";
+ mes "Huum... nyaaa.... Zzz";
+ next;
+ mes "- ...you may consider him to agree to join. -";
+ next;
+ mes "- Marty has become a member of Singles Union Army. -";
+ setquest 15064;
+ completequest 15064;
+ close;
+ }
+ mes "[Singles Union Marty]";
+ mes "nyam.... nyamnyam... Grrrr... Zzz";
+ close;
+}
+
+xmas,108,149,5 script Drop Machine#xmas 2_DROP_MACHINE,{
+ if (!questprogress(15056)) {
+ mes "[Drop Machine]";
+ mes "Dingding dong Ding!~";
+ emotion e_lv;
+ next;
+ mes "[Slot Machine]";
+ mes "!~";
+ emotion e_lv,0,"Slot Machine#xmas";
+ close;
+ }
+ if (questprogress(15056) == 1) {
+ if (xmas2013_01 >= 5) {
+ mes "- Couple breaking point";
+ mes "- is now more than 5.";
+ mes "- I should go back to Union Commander Cliff.";
+ close;
+ }
+ mes "[Drop Machine]";
+ mes "Dingdingding ding!~";
+ emotion e_lv;
+ next;
+ mes "[Slot Machine]";
+ mes "Charrrrr Sharrrrrrrr Ding!~";
+ emotion e_lv,0,"Slot Machine#xmas";
+ next;
+ mes "- Oh no, another couple!";
+ mes "- Even though they're just machines...";
+ mes "- I cannot bear to see this!";
+ next;
+ select("- Run the machine to full power. -");
+ mes "[Drop Machine]";
+ mes "Ding ding ding dong ding ding ding dong Ding ding ding dong ding ding ding dong";
+ next;
+ mes "[Slot Machine]";
+ mes "Krrrrrrrrrr Dingding dong Krrrrrr Dingding Krrrrrrrrrrr ding Krrrrrrrrr";
+ next;
+ hideonnpc "Drop Machine#xmas";
+ hideonnpc "Slot Machine#xmas";
+ initnpctimer;
+ .@cu_bre = rand(1,10);
+ if (.@cu_bre < 3) {
+ xmas2013_01 += 2;
+ mes "- I...";
+ mes "- I think I broke them both!";
+ mes "- Successfully broke up a couple!";
+ mes "- 2 Points for a great job!";
+ } else if (.@cu_bre > 7) {
+ if (xmas2013_01 > 0)
+ xmas2013_01--;
+ mes "- I ran the machine for a while";
+ mes "- But the sound of the machine";
+ mes "- seems to grow louder.";
+ mes "- Failed to break them, minus 1 point!";
+ } else {
+ xmas2013_01++;
+ mes "- After running the machine for a while";
+ mes "- I think I finally broke one of them!";
+ mes "- Here's 1 point for a good job!";
+ }
+ mes "- Current couple breaking point is " + xmas2013_01 + ".";
+ close;
+ }
+ end;
+
+OnTimer100000:
+ hideoffnpc "Drop Machine#xmas";
+ hideoffnpc "Slot Machine#xmas";
+ stopnpctimer;
+ end;
+}
+
+xmas,111,149,3 script Slot Machine#xmas 2_SLOT_MACHINE,{
+ end;
+}
+
+xmas,181,150,5 script Frightened Man#xmas 4_F_05,{
+ if (!questprogress(15056)) {
+ mes "[Frightened Man]";
+ mes "It's my fault, I'm sorry. Please don't be mad.";
+ emotion e_sry;
+ next;
+ mes "[Angry Woman]";
+ mes "You're sorry? Do you know what you did? Do you have any idea why I'm mad?";
+ emotion e_an,0,"Angry Woman#xmas";
+ close;
+ }
+ if (questprogress(15056) == 1) {
+ if (xmas2013_01 >= 5) {
+ mes "- Couple breaking point";
+ mes "- is now more than 5.";
+ mes "- I should go back to Union Commander Cliff.";
+ close;
+ }
+ mes "[Frightened Man]";
+ mes "It's my bad, I'm sorry. Please don't be mad";
+ emotion e_sry;
+ next;
+ mes "[Angry Woman]";
+ mes "You're sorry? Do you know what you did? Do you have any idea why I'm mad?";
+ emotion e_an,0,"Angry Woman#xmas";
+ next;
+ mes "[Frightened Man]";
+ mes "Well, I just feel like everything's my fault";
+ next;
+ mes "[Angry Woman]";
+ mes "You're always like this!";
+ mes "You never know what you should apologize for!!";
+ next;
+ mes "[Frightened Man]";
+ mes "Ah... What should I do?";
+ mes "Hey, what do you think I should say to my girlfriend?";
+ next;
+ select("- Tell her 'We should stop seeing each other'!");
+ mes "[Frightened Man]";
+ mes "Maybe we.. should stop seeing each other?";
+ mes "Oh no, I just said it out loud!";
+ next;
+ hideonnpc "Frightened Man#xmas";
+ hideonnpc "Angry Woman#xmas";
+ initnpctimer;
+ .@cu_bre = rand(1,10);
+ if (.@cu_bre < 3) {
+ xmas2013_01 += 2;
+ mes "[Angry Woman]";
+ mes "What? What did you just say? We should stop seeing each other? How could you say that to me?! You're the one who's done everything wrong! Okay, you know what? Let's just break up! I'm sick of all this!";
+ next;
+ mes "[Frightened Man]";
+ mes "No, that's not what I... okay, that's it! I'm sick of this too, sick of you whining all the time! Let's just end this today!!";
+ next;
+ mes "- Successfully broke up a couple!!";
+ mes "- 2 Points!";
+ } else if (.@cu_bre > 7) {
+ if (xmas2013_01 > 0)
+ xmas2013_01--;
+ mes "[Angry Woman]";
+ mes "What? ...What did you just say? We should stop seeing each other?";
+ next;
+ mes "[Angry Woman]";
+ mes "I can't believe you can be such a hot, tough guy! It's like I'm falling in love all over again!";
+ next;
+ mes "[Angry Woman]";
+ mes "Honey, can you say that again, more in a rough way?";
+ next;
+ mes "[Frightened Man]";
+ mes "Huh? sure... Let's... let's just end this!!!";
+ next;
+ mes "[Angry Woman]";
+ mes "Hahahaha! You're awesome! Awesome! Say it again! Say it!";
+ next;
+ mes "[Frightened Man]";
+ mes "Let's just break up! I'm leaving you!!";
+ next;
+ mes "[Angry Woman]";
+ mes "Hahahahahahaha! Yay! You're the best!";
+ next;
+ mes "- ...These people aren't normal.";
+ mes "- minus 1 point for the failure!";
+ } else {
+ xmas2013_01++;
+ mes "[Angry Woman]";
+ mes "What? ...What did you just say? We should stop seeing each other?";
+ next;
+ mes "[Angry Woman]";
+ mes "...I think we're both too upset now. Let's just talk about it later...";
+ next;
+ mes "[Frightened Man]";
+ mes "Hmm?... ah, yes, you're right... Goodbye, get home safely...";
+ next;
+ mes "- Here's 1 point for ruining their date!";
+ }
+ mes "- Current couple breaking point is " + xmas2013_01 + ".";
+ close;
+ }
+ end;
+
+OnTimer100000:
+ hideoffnpc "Frightened Man#xmas";
+ hideoffnpc "Angry Woman#xmas";
+ stopnpctimer;
+ end;
+}
+
+xmas,183,150,3 script Angry Woman#xmas 4_F_06,{
+ end;
+}
+
+xmas_in,32,99,5 script Singles Union Kwami 4_XMAS_CAT4,{
+ if (!questprogress(15056)) {
+ mes "[Singles Union Kwami]";
+ mes "Rinka. It's a huge mystery how such a pretty girl like you ended up in this Singles Union Army.";
+ emotion e_lv;
+ next;
+ mes "[Singles Union Rinka]";
+ mes "You think I'm pretty? hoho... It's mystery for me too, that a handsome man like you joined the Singles Union Army.";
+ emotion e_lv,0,"Singles Union Rinka";
+ close;
+ }
+ if (questprogress(15056) == 1) {
+ if (xmas2013_01 >= 5) {
+ mes "- Couple breaking point";
+ mes "- is now more than 5.";
+ mes "- I should go back to Union Commander Cliff.";
+ close;
+ }
+ mes "[Singles Union Kwami]";
+ mes "Rinka. It's a huge mystery how such a pretty girl like you ended up in this Singles Union Army.";
+ emotion e_lv;
+ next;
+ mes "[Singles Union Rinka]";
+ mes "You think I'm pretty? hoho... It's mystery for me too, that a handsome man like you joined the Singles Union Army.";
+ emotion e_lv,0,"Singles Union Rinka";
+ next;
+ mes "[Singles Union Kwami]";
+ mes "Well, isn't it a shame we should spend Christmas alone? What do you say, Rinka, you and me...";
+ next;
+ select("- To be a couple is to be a betrayer! You betray us, you die!!!");
+ hideonnpc "Singles Union Kwami";
+ hideonnpc "Singles Union Rinka";
+ initnpctimer;
+ xmas2013_01++;
+ mes "[Singles Union Rinka]";
+ mes "Argh!!!!! Who is this?!";
+ mes "Isn't this the one who dragged us to the Singles Union Army?!";
+ next;
+ mes "[Singles Union Kwami]";
+ mes "Were you.. eavesdropping?!";
+ mes "I just wanted to say we should find more members for the Club! Hahahahaha!";
+ next;
+ mes "[Singles Union Kwami]";
+ mes "I'll see you later, Rinka. I am going out to hunt down more couples. Don't tell the boss!";
+ next;
+ mes "[Singles Union Rinka]";
+ mes "Hmm, I guess I should get going to. See you later Kwami, goodbye to you too~";
+ next;
+ mes "- Successfully stopped a couple from forming!";
+ mes "- 1 Point for the good job!";
+ mes "- Current couple breaking point is " + xmas2013_01 + ".";
+ close;
+ }
+ end;
+
+OnTimer300000:
+ hideoffnpc "Singles Union Kwami";
+ hideoffnpc "Singles Union Rinka";
+ stopnpctimer;
+ end;
+}
+
+xmas_in,34,99,3 script Singles Union Rinka 4_XMAS_CAT6,{
+ end;
+}
+
+xmas,156,109,5 script Poor Alchemist#xmas 4_M_ALCHE_B,{
+ if (!questprogress(15056)) {
+ mes "[Poor Alchemist]";
+ mes "Oh, hello.";
+ emotion e_swt2;
+ next;
+ mes "[Florist]";
+ mes "Hello, Mr. Alchemist.";
+ mes "Are you working today, too?";
+ emotion e_ho,0,"Florist#xmas";
+ close;
+ }
+ if (questprogress(15056) == 1 ) {
+ if (xmas2013_01 >= 5) {
+ mes "- Couple breaking point";
+ mes "- is now more than 5.";
+ mes "- I should go back to Union Commander Cliff.";
+ close;
+ }
+ mes "[Poor Alchemist]";
+ mes "Oh, hello.";
+ emotion e_swt2;
+ next;
+ mes "[Florist]";
+ mes "Hello, Mr. Alchemist.";
+ mes "Are you working today, too?";
+ emotion e_ho,0,"Florist#xmas";
+ next;
+ mes "[Poor Alchemist]";
+ mes "Actually, I have something to tell you.";
+ mes "It's very important so please listen carefully.";
+ next;
+ mes "[Florist]";
+ mes "Oh, sure, please speak freely.";
+ next;
+ mes "[Poor Alchemist]";
+ mes "Biologically speaking, limbic system in the cerebrum enables us to be sociable, to communicate with people, to entertain etc.";
+ next;
+ mes "[Poor Alchemist]";
+ mes "So when you see a beautiful woman, the information such as her appearance, her scent, the tone of her voice etc. goes to the limbic area.";
+ next;
+ mes "[Poor Alchemist]";
+ mes "The limbic system then evaluates the information, to see if this lady is friendly, agressive, or charming, etc.";
+ next;
+ mes "[Poor Alchemist]";
+ mes "When the evaluation is done, the limbic system immediately begins to secrete the chemicals.";
+ next;
+ mes "[Poor Alchemist]";
+ mes "So if you're attracted to this lady, a hormone calls Dopamine is secreted and it makes you feel slightly happy.";
+ next;
+ mes "[Poor Alchemist]";
+ mes "When that stage ends, you get the Adrenaline pumping, then you become more direct and enthusiastic.";
+ next;
+ mes "[Poor Alchemist]";
+ mes "I'm in that stage now towards you! In other word, I am very...!!";
+ next;
+ select("- Very hungry, right?!");
+ mes "[Florist]";
+ mes "Huh? Is that right?";
+ mes "Are you hungry now, Mr. Alchemist?";
+ next;
+ mes "[Poor Alchemist]";
+ mes "Ah.. yes.. I think I am...";
+ mes "...very hungry..";
+ next;
+ hideonnpc "Poor Alchemist#xmas";
+ hideonnpc "Florist#xmas";
+ initnpctimer;
+ .@cu_bre = rand(1,10);
+ if (.@cu_bre < 3) {
+ xmas2013_01 += 2;
+ mes "[Florist]";
+ mes "There's a nice restaurant near here. Why don't you go there and have a meal?";
+ next;
+ mes "[Poor Alchemist]";
+ mes "...Sure, thank you. Have a good day...";
+ next;
+ mes "- Successfully stopped a couple from forming!";
+ mes "- 2 points for the great job!";
+ } else if (.@cu_bre > 7) {
+ if (xmas2013_01 > 0)
+ xmas2013_01--;
+ mes "[Florist]";
+ mes "I see. I understand what you mean.";
+ next;
+ mes "[Florist]";
+ mes "Can I cook some nice meal for you, then?";
+ next;
+ mes "[Florist]";
+ mes "...For the rest of my life, if you want...";
+ next;
+ mes "[Poor Alchemist]";
+ mes "Okay...";
+ mes "......";
+ mes "Wait, what?????";
+ next;
+ mes "[Poor Alchemist]";
+ mes "......";
+ mes "...... Yes! I want!!!!!!!!";
+ next;
+ mes "- Failed to break up a couple";
+ mes "- minus 1 point for the failure!";
+ } else {
+ xmas2013_01++;
+ mes "[Florist]";
+ mes "There's some food in the store, please come in.";
+ next;
+ mes "[Poor Alchemist]";
+ mes "Ah... yes, thank you.";
+ next;
+ mes "- You did interrupt the couple in a way. Here's 1 point for you!";
+ }
+ mes "- Current couple breaking point is " + xmas2013_01 + ".";
+ close;
+ }
+ end;
+
+OnTimer100000:
+ hideoffnpc "Poor Alchemist#xmas";
+ hideoffnpc "Florist#xmas";
+ stopnpctimer;
+ end;
+}
+
+xmas,158,109,3 script Florist#xmas 4_F_02,{
+ end;
+}
+
+xmas,166,164,5 script Raffini Boy#xmas 4_M_FAIRYKID2,{
+ if (!questprogress(15056)) {
+ mes "[Raffini Boy]";
+ mes "This is Lutie village...";
+ emotion e_no;
+ next;
+ mes "[Raffini Girl]";
+ mes "So much beautiful white snow flakes.";
+ mes "But it's too cold here...";
+ emotion e_sob,0,"Raffini Girl#xmas";
+ close;
+ }
+ if (questprogress(15056) == 1) {
+ if (xmas2013_01 >= 5) {
+ mes "- Couple breaking point";
+ mes "- is now more than 5.";
+ mes "- I should go back to Union Commander Cliff.";
+ close;
+ }
+ mes "[Raffini Boy]";
+ mes "This is Lutie village...";
+ emotion e_no;
+ next;
+ mes "[Raffini Girl]";
+ mes "So much beautiful white snow flakes.";
+ mes "But it's too cold here...";
+ emotion e_sob,0,"Raffini Girl#xmas";
+ next;
+ mes "[Raffini Boy]";
+ mes "But it's you who wanted to see the snow this Christmas.";
+ next;
+ mes "[Raffini Girl]";
+ mes "Oh but I didn't know how much cold it is...oops...";
+ next;
+ mes "[Raffini Boy]";
+ mes "Well, ok I see...Just come closer to me.";
+ next;
+ mes "[Raffini Girl]";
+ mes "What? I cannot hear you. What were you saying?";
+ next;
+ mes "[Raffini Boy]";
+ mes "...Come closer to me. To my side.";
+ next;
+ mes "[Raffini Girl]";
+ mes "Ohh ok...";
+ next;
+ mes "- Hmm...there is no space at all";
+ mes "- for me to interrupt...";
+ next;
+ hideonnpc "Raffini Boy#xmas";
+ hideonnpc "Raffini Girl#xmas";
+ initnpctimer;
+ .@cu_bre = rand(1,10);
+ if (.@cu_bre < 6) {
+ xmas2013_01++;
+ mes "[Raffini Girl]";
+ mes "....But it's still too cold! I don't want to be here any more.";
+ next;
+ mes "[Raffini Girl]";
+ mes "I want to go back to Eclage!";
+ next;
+ mes "[Raffini Boy]";
+ mes "Oh? Hey...we finally just got here, but you will go back right now?";
+ next;
+ mes "[Raffini Boy]";
+ mes "Hey! Let's go together!!";
+ next;
+ mes "- No sweat at all, but everything is going alright.";
+ mes "- Get 1 score point!";
+ } else {
+ if (xmas2013_01 > 0)
+ xmas2013_01--;
+ mes "[Raffini Girl]";
+ mes "Oh! It's much warmer than before...hehe";
+ next;
+ mes "[Raffini Boy]";
+ mes "D..don't be too close to me!";
+ next;
+ mes "[Raffini Girl]";
+ mes "Why not? Who cares. Let's go to grab something yummy.";
+ next;
+ mes "[Raffini Boy]";
+ mes "You're too close too me! I, I can feel your..um..hey!";
+ next;
+ mes "- Oops, I was attacked by that couple even without doing anything.";
+ mes "- Failed, got -1 score point!";
+ }
+ mes "- Current couple breaking point is " + xmas2013_01 + ".";
+ close;
+ }
+ end;
+
+OnTimer100000:
+ hideoffnpc "Raffini Boy#xmas";
+ hideoffnpc "Raffini Girl#xmas";
+ stopnpctimer;
+ end;
+}
+
+xmas,168,164,3 script Raffini Girl#xmas 4_F_FAIRYKID3,{
+ end;
+}
+
+xmas,147,123,5 script Angeling#xmas 4_ANGELING,{
+ if (!questprogress(15056)) {
+ mes "[Angeling]";
+ mes "Kkuing~";
+ emotion e_lv;
+ next;
+ mes "[Arc Angeling]";
+ mes "Kkuing Kkuing~";
+ emotion e_lv,0,"Arc Angeling#xmas";
+ close;
+ }
+ if (questprogress(15056) == 1 ) {
+ if (xmas2013_01 >= 5) {
+ mes "- Couple breaking point";
+ mes "- is now more than 5.";
+ mes "- I should go back to Union Commander Cliff.";
+ close;
+ }
+ mes "[Angeling]";
+ mes "Kkuing~";
+ emotion e_lv;
+ next;
+ mes "[Arc Angeling]";
+ mes "Kkuing Kkuing~";
+ emotion e_lv,0,"Arc Angeling#xmas";
+ next;
+ mes "- I cannot bother them though.";
+ mes "- Can't even talk to them,";
+ mes "- oh well.";
+ next;
+ mes "- Just hunt them?";
+ mes "- ......No way.";
+ close;
+ }
+ end;
+}
+
+xmas,149,123,3 script Arc Angeling#xmas 4_ARCHANGELING,{
+ end;
+}
+
+xmas,129,115,5 script Prenetan#xmas 4_F_UMWOMAN,{
+ if (!questprogress(15056)) {
+ mes "[Prenetan]";
+ mes "Umba~ Umba Umba!";
+ mes "Umba Umumumum!";
+ next;
+ mes "[Prenetan]";
+ mes "Finally got you, huh? You are cheating on me until now and even made me chase after you? I'll kill you boy!";
+ emotion e_an;
+ next;
+ mes "[Umpoucoriotan]";
+ mes "Ooohh... my wife is too violent. Ohh...it hurts!";
+ emotion e_sob,0,"Umpoucoriotan#xmas";
+ close;
+ }
+ if (questprogress(15056) == 1) {
+ if (xmas2013_01 >= 5) {
+ mes "- Couple breaking point";
+ mes "- is now more than 5.";
+ mes "- I should go back to Union Commander Cliff.";
+ close;
+ }
+ mes "[Prenetan]";
+ mes "Umba~ Umba umba!";
+ mes "Umba umumumum!";
+ next;
+ mes "[Prenetan]";
+ mes "Finally got you, huh? You are cheating on me until now and even made me chase after you? I'll kill you boy!";
+ emotion e_an;
+ next;
+ mes "[Umpoucoriotan]";
+ mes "Ooohh... my wife is too violent. Ohh...it hurts!";
+ emotion e_sob,0,"Umpoucoriotan#xmas";
+ next;
+ mes "[Umpoucoriotan]";
+ mes "Wenathan, berzthan, Chabimathan";
+ mes "Oooh... The girls of Umbala are here... They're waiting for me now....Arg! Don't touch me!";
+ next;
+ mes "[Prenetan]";
+ mes "How stupid you are!";
+ mes "Those girls never wanted to see you and that's just a lie that they would come here!!";
+ next;
+ select("- No. They are all here!");
+ hideonnpc "Prenetan#xmas";
+ hideonnpc "Umpoucoriotan#xmas";
+ initnpctimer;
+ .@cu_bre = rand(1,10);
+ if (.@cu_bre < 6) {
+ xmas2013_01++;
+ mes "[Umpoucoriotan]";
+ mes "Umm...yeah I know..Is it true those girls are here?";
+ next;
+ mes "[Umpoucoriotan]";
+ mes "...Oh I got a stomachache... Did I have something wrong... Darling, just a second. I'll be right back soon to go to the restroom! Just wait for a while here!";
+ next;
+ mes "[Prenetan]";
+ mes "Hey you idiot! Stop right there! Stop! ...STOP!!!";
+ next;
+ mes "- Well, things are quite easy. Got 1 score point!";
+ } else {
+ xmas2013_01++;
+ mes "[Prenetan]";
+ mes "Who's there? You want to be killed, too?";
+ next;
+ mes "- Oops";
+ next;
+ mes "[Prenetan]";
+ mes "You still don't understand anything. Come here, I'm taking you back to Umbala!";
+ next;
+ mes "[Umpoucoriotan]";
+ mes "ARG! ....Arrrrrrrrg!! It hurts! Noooo!!! They're waiting for me!!!";
+ next;
+ mes "- Well, he just made it harder for himself. Got 1 score point!";
+ }
+ mes "- Current couple breaking point is " + xmas2013_01 + ".";
+ close;
+ }
+ end;
+
+OnTimer100000:
+ hideoffnpc "Prenetan#xmas";
+ hideoffnpc "Umpoucoriotan#xmas";
+ stopnpctimer;
+ end;
+}
+
+xmas,131,115,3 script Umpoucoriotan#xmas 4_M_UMSOLDIER,{
+ end;
+}
+
+xmas,138,174,5 script Dark Lord#xmas 4_DARKLORD,{
+ if (!questprogress(15056)) {
+ mes "[Dark Lord]";
+ mes "Whahahahaha the world will turn into darkness soon and everyone will kneel down before me!!";
+ emotion e_gasp;
+ next;
+ mes "[Succubus]";
+ mes "My master. All worlds will follow your will.";
+ emotion e_lv,0,"Succubus#xmas";
+ close;
+ }
+ if (questprogress(15056) == 1) {
+ if (xmas2013_01 >= 5) {
+ mes "- Couple breaking point";
+ mes "- is now more than 5.";
+ mes "- I should go back to Union Commander Cliff.";
+ close;
+ }
+ mes "[Dark Lord]";
+ mes "Whahahahaha the world will turn into darkness soon and everyone will kneel down before me!!";
+ emotion e_gasp;
+ next;
+ mes "[Succubus]";
+ mes "My master. All worlds will follow your will.";
+ emotion e_lv,0,"Succubus#xmas";
+ next;
+ mes "[Dark Lord]";
+ mes "You've been loyal to me even though I've been giving difficult orders. You deserve a reward. What do you want for now? I'll definitely make it for you. I can even give you more power!";
+ next;
+ mes "[Succubus]";
+ mes "......";
+ mes "Could you really give me anything that I want...?";
+ next;
+ mes "[Succubus]";
+ mes "What I really need is...";
+ mes "......";
+ mes "Only you, my master.";
+ next;
+ mes "[Dark Lord]";
+ mes "......";
+ mes "?!!!!!";
+ next;
+ mes "[Succubus]";
+ mes "I've been in love with you...";
+ mes "for a very long time...";
+ next;
+ mes "[Dark Lord]";
+ mes "......";
+ next;
+ mes "[Dark Lord]";
+ mes "It's not that I didn't know about that.";
+ next;
+ mes "[Dark Lord]";
+ mes "I also...";
+ next;
+ mes "[Dark Lord]";
+ mes "...But we're demons. Demons choosing a path towards love?! Ridiculous, the dark world will never forgive us! We will be hiding for the rest of our lives!";
+ next;
+ mes "[Succubus]";
+ mes "It doesn't matter as long as I am with you, my master...";
+ next;
+ select("- I'm sorry to bother you... but weren't you discussing about conquering the world?");
+ hideonnpc "Dark Lord#xmas";
+ hideonnpc "Succubus#xmas";
+ initnpctimer;
+ .@cu_bre = rand(1,10);
+ if (.@cu_bre < 5) {
+ xmas2013_01 += 2;
+ mes "[Dark Lord]";
+ mes "Ye..yes. That's right, succubus! We've already had such a high goal!";
+ next;
+ mes "[Dark Lord]";
+ mes "I appreciated the thought but know your place! Just be my subordinate as you already are.";
+ next;
+ mes "[Succubus]";
+ mes "Oh yes...my master, please forgive me. I'll try my best to make your the world yours.";
+ next;
+ mes "[Dark Lord]";
+ mes "Yes! There is nothing better than turning this world into darkness. Everyone will kneel down before me. Hahahahahahahahah!!!";
+ next;
+ mes "- Even though the world will";
+ mes "- be engulfed in darkness soon...";
+ mes "- I got a big success to break up a couple!";
+ mes "- 2 score points!";
+ } else {
+ if (xmas2013_01 > 0)
+ xmas2013_01--;
+ mes "[Dark Lord]";
+ mes "Conquering the world... It's useless compared to what we've feeling right now.";
+ mes "Dear Succubus, can you really overcome any kind of agony if you are with me?";
+ next;
+ mes "[Succubus]";
+ mes "...Master!";
+ next;
+ mes "[Succubus]";
+ mes "Of course, I'm prepared and will keep going... I'll follow you forever even if I shall be in any kind of agony.";
+ next;
+ mes "[Succubus]";
+ mes "I'll be yours forever!";
+ next;
+ mes "[Dark Lord]";
+ mes "I see...I can feel your heart now. Ok, let's go together... no matter how hard it will be!!";
+ next;
+ mes "- I saved this world from darkess.";
+ mes "- though a couple was formed!";
+ mes "- very sad...";
+ mes "- Failed, -1 score point!";
+ }
+ mes "- Current couple breaking point is " + xmas2013_01 + ".";
+ close;
+ }
+ end;
+
+OnTimer100000:
+ hideoffnpc "Dark Lord#xmas";
+ hideoffnpc "Succubus#xmas";
+ stopnpctimer;
+ end;
+}
+
+xmas,141,174,3 script Succubus#xmas SUCCUBUS,{
+ end;
+}
+
+// Monster Spawns :: EventMonster-131209_xmas
+//============================================================
+gld_dun01_2,0,0,0,0 monster Gift Stealing Raccoon 2380,5,5000,0,0
+gld_dun02_2,0,0,0,0 monster Gift Stealing Raccoon 2380,5,5000,0,0
+gld_dun03_2,0,0,0,0 monster Gift Stealing Raccoon 2380,5,5000,0,0
+gld_dun04_2,0,0,0,0 monster Gift Stealing Raccoon 2380,5,5000,0,0
+gld2_ald,0,0,0,0 monster Gift Stealing Raccoon 2380,5,5000,0,0
+gld2_gef,0,0,0,0 monster Gift Stealing Raccoon 2380,5,5000,0,0
+gld2_pay,0,0,0,0 monster Gift Stealing Raccoon 2380,5,5000,0,0
+gld2_prt,0,0,0,0 monster Gift Stealing Raccoon 2380,5,5000,0,0
+lhz_dun04,0,0,0,0 monster Gift Stealing Raccoon 2380,5,5000,0,0
+iz_dun05,0,0,0,0 monster Gift Stealing Raccoon 2380,5,5000,0,0
+mal_dun01,0,0,0,0 monster Gift Stealing Raccoon 2380,5,5000,0,0
+dic_dun03,0,0,0,0 monster Gift Stealing Raccoon 2380,5,5000,0,0
+dew_fild01,0,0,0,0 monster Gift Stealing Raccoon 2380,5,5000,0,0
+dew_dun01,0,0,0,0 monster Gift Stealing Raccoon 2380,5,5000,0,0
+dew_dun02,0,0,0,0 monster Gift Stealing Raccoon 2380,5,5000,0,0
+mal_dun01,0,0,0,0 monster Gift Stealing Raccoon 2380,5,5000,0,0
+iz_dun05,0,0,0,0 monster Gift Stealing Raccoon 2380,5,5000,0,0
+man_fild01,0,0,0,0 monster Gift Stealing Raccoon 2380,5,5000,0,0
+man_fild03,0,0,0,0 monster Gift Stealing Raccoon 2380,5,5000,0,0
+spl_fild02,0,0,0,0 monster Gift Stealing Raccoon 2380,5,5000,0,0
+spl_fild03,0,0,0,0 monster Gift Stealing Raccoon 2380,5,5000,0,0
+man_fild02,0,0,0,0 monster Gift Stealing Raccoon 2380,5,5000,0,0
+spl_fild01,0,0,0,0 monster Gift Stealing Raccoon 2380,5,5000,0,0
+nyd_dun01,0,0,0,0 monster Gift Stealing Raccoon 2380,5,5000,0,0
+bra_fild01,0,0,0,0 monster Gift Stealing Raccoon 2380,5,5000,0,0
+bra_dun01,0,0,0,0 monster Gift Stealing Raccoon 2380,5,5000,0,0
+bra_dun02,0,0,0,0 monster Gift Stealing Raccoon 2380,5,5000,0,0
+dic_fild01,0,0,0,0 monster Gift Stealing Raccoon 2380,5,5000,0,0
+dic_fild02,0,0,0,0 monster Gift Stealing Raccoon 2380,5,5000,0,0
+dic_dun01,0,0,0,0 monster Gift Stealing Raccoon 2380,5,5000,0,0
+dic_dun02,0,0,0,0 monster Gift Stealing Raccoon 2380,5,5000,0,0
+bif_fild01,0,0,0,0 monster Gift Stealing Raccoon 2380,5,5000,0,0
+bif_fild02,0,0,0,0 monster Gift Stealing Raccoon 2380,5,5000,0,0
+abbey01,0,0,0,0 monster Gift Stealing Raccoon 2380,5,5000,0,0
+abbey02,0,0,0,0 monster Gift Stealing Raccoon 2380,5,5000,0,0
+abbey03,0,0,0,0 monster Gift Stealing Raccoon 2380,5,5000,0,0
+abyss_01,0,0,0,0 monster Gift Stealing Raccoon 2380,5,5000,0,0
+abyss_02,0,0,0,0 monster Gift Stealing Raccoon 2380,5,5000,0,0
+abyss_03,0,0,0,0 monster Gift Stealing Raccoon 2380,5,5000,0,0
+alde_dun01,0,0,0,0 monster Gift Stealing Raccoon 2380,5,5000,0,0
+alde_dun02,0,0,0,0 monster Gift Stealing Raccoon 2380,5,5000,0,0
+alde_dun03,0,0,0,0 monster Gift Stealing Raccoon 2380,5,5000,0,0
+alde_dun04,0,0,0,0 monster Gift Stealing Raccoon 2380,5,5000,0,0
+ama_dun01,0,0,0,0 monster Gift Stealing Raccoon 2380,5,5000,0,0
+ama_dun02,0,0,0,0 monster Gift Stealing Raccoon 2380,5,5000,0,0
+ama_dun03,0,0,0,0 monster Gift Stealing Raccoon 2380,5,5000,0,0
+ama_fild01,0,0,0,0 monster Gift Stealing Raccoon 2380,5,5000,0,0
+anthell01,0,0,0,0 monster Gift Stealing Raccoon 2380,5,5000,0,0
+anthell02,0,0,0,0 monster Gift Stealing Raccoon 2380,5,5000,0,0
+ayo_dun01,0,0,0,0 monster Gift Stealing Raccoon 2380,5,5000,0,0
+ayo_dun02,0,0,0,0 monster Gift Stealing Raccoon 2380,5,5000,0,0
+ayo_fild01,0,0,0,0 monster Gift Stealing Raccoon 2380,5,5000,0,0
+ayo_fild02,0,0,0,0 monster Gift Stealing Raccoon 2380,5,5000,0,0
+beach_dun,0,0,0,0 monster Gift Stealing Raccoon 2380,5,5000,0,0
+beach_dun2,0,0,0,0 monster Gift Stealing Raccoon 2380,5,5000,0,0
+beach_dun3,0,0,0,0 monster Gift Stealing Raccoon 2380,5,5000,0,0
+c_tower1,0,0,0,0 monster Gift Stealing Raccoon 2380,5,5000,0,0
+c_tower2,0,0,0,0 monster Gift Stealing Raccoon 2380,5,5000,0,0
+c_tower3,0,0,0,0 monster Gift Stealing Raccoon 2380,5,5000,0,0
+c_tower4,0,0,0,0 monster Gift Stealing Raccoon 2380,5,5000,0,0
+cmd_fild01,0,0,0,0 monster Gift Stealing Raccoon 2380,5,5000,0,0
+cmd_fild02,0,0,0,0 monster Gift Stealing Raccoon 2380,5,5000,0,0
+cmd_fild03,0,0,0,0 monster Gift Stealing Raccoon 2380,5,5000,0,0
+cmd_fild04,0,0,0,0 monster Gift Stealing Raccoon 2380,5,5000,0,0
+cmd_fild06,0,0,0,0 monster Gift Stealing Raccoon 2380,5,5000,0,0
+cmd_fild07,0,0,0,0 monster Gift Stealing Raccoon 2380,5,5000,0,0
+cmd_fild08,0,0,0,0 monster Gift Stealing Raccoon 2380,5,5000,0,0
+cmd_fild09,0,0,0,0 monster Gift Stealing Raccoon 2380,5,5000,0,0
+ein_dun01,0,0,0,0 monster Gift Stealing Raccoon 2380,5,5000,0,0
+ein_dun02,0,0,0,0 monster Gift Stealing Raccoon 2380,5,5000,0,0
+ein_fild03,0,0,0,0 monster Gift Stealing Raccoon 2380,5,5000,0,0
+ein_fild04,0,0,0,0 monster Gift Stealing Raccoon 2380,5,5000,0,0
+ein_fild05,0,0,0,0 monster Gift Stealing Raccoon 2380,5,5000,0,0
+ein_fild06,0,0,0,0 monster Gift Stealing Raccoon 2380,5,5000,0,0
+ein_fild07,0,0,0,0 monster Gift Stealing Raccoon 2380,5,5000,0,0
+ein_fild08,0,0,0,0 monster Gift Stealing Raccoon 2380,5,5000,0,0
+ein_fild09,0,0,0,0 monster Gift Stealing Raccoon 2380,5,5000,0,0
+gef_dun00,0,0,0,0 monster Gift Stealing Raccoon 2380,5,5000,0,0
+gef_dun01,0,0,0,0 monster Gift Stealing Raccoon 2380,5,5000,0,0
+gef_dun02,0,0,0,0 monster Gift Stealing Raccoon 2380,5,5000,0,0
+gef_fild00,0,0,0,0 monster Gift Stealing Raccoon 2380,5,5000,0,0
+gef_fild01,0,0,0,0 monster Gift Stealing Raccoon 2380,5,5000,0,0
+gef_fild02,0,0,0,0 monster Gift Stealing Raccoon 2380,5,5000,0,0
+gef_fild03,0,0,0,0 monster Gift Stealing Raccoon 2380,5,5000,0,0
+gef_fild04,0,0,0,0 monster Gift Stealing Raccoon 2380,5,5000,0,0
+gef_fild05,0,0,0,0 monster Gift Stealing Raccoon 2380,5,5000,0,0
+gef_fild06,0,0,0,0 monster Gift Stealing Raccoon 2380,5,5000,0,0
+gef_fild07,0,0,0,0 monster Gift Stealing Raccoon 2380,5,5000,0,0
+gef_fild08,0,0,0,0 monster Gift Stealing Raccoon 2380,5,5000,0,0
+gef_fild09,0,0,0,0 monster Gift Stealing Raccoon 2380,5,5000,0,0
+gef_fild10,0,0,0,0 monster Gift Stealing Raccoon 2380,5,5000,0,0
+gef_fild11,0,0,0,0 monster Gift Stealing Raccoon 2380,5,5000,0,0
+gef_fild13,0,0,0,0 monster Gift Stealing Raccoon 2380,5,5000,0,0
+gefenia01,0,0,0,0 monster Gift Stealing Raccoon 2380,5,5000,0,0
+gefenia02,0,0,0,0 monster Gift Stealing Raccoon 2380,5,5000,0,0
+gefenia03,0,0,0,0 monster Gift Stealing Raccoon 2380,5,5000,0,0
+gefenia04,0,0,0,0 monster Gift Stealing Raccoon 2380,5,5000,0,0
+gl_cas01,0,0,0,0 monster Gift Stealing Raccoon 2380,5,5000,0,0
+gl_cas02,0,0,0,0 monster Gift Stealing Raccoon 2380,5,5000,0,0
+gl_church,0,0,0,0 monster Gift Stealing Raccoon 2380,5,5000,0,0
+gl_chyard,0,0,0,0 monster Gift Stealing Raccoon 2380,5,5000,0,0
+gl_dun01,0,0,0,0 monster Gift Stealing Raccoon 2380,5,5000,0,0
+gl_dun02,0,0,0,0 monster Gift Stealing Raccoon 2380,5,5000,0,0
+gl_in01,0,0,0,0 monster Gift Stealing Raccoon 2380,5,5000,0,0
+gl_knt01,0,0,0,0 monster Gift Stealing Raccoon 2380,5,5000,0,0
+gl_knt02,0,0,0,0 monster Gift Stealing Raccoon 2380,5,5000,0,0
+gl_prison,0,0,0,0 monster Gift Stealing Raccoon 2380,5,5000,0,0
+gl_prison1,0,0,0,0 monster Gift Stealing Raccoon 2380,5,5000,0,0
+gl_sew01,0,0,0,0 monster Gift Stealing Raccoon 2380,5,5000,0,0
+gl_sew02,0,0,0,0 monster Gift Stealing Raccoon 2380,5,5000,0,0
+gl_sew03,0,0,0,0 monster Gift Stealing Raccoon 2380,5,5000,0,0
+gl_sew04,0,0,0,0 monster Gift Stealing Raccoon 2380,5,5000,0,0
+gl_step,0,0,0,0 monster Gift Stealing Raccoon 2380,5,5000,0,0
+glast_01,0,0,0,0 monster Gift Stealing Raccoon 2380,5,5000,0,0
+gon_dun01,0,0,0,0 monster Gift Stealing Raccoon 2380,5,5000,0,0
+gon_dun02,0,0,0,0 monster Gift Stealing Raccoon 2380,5,5000,0,0
+gon_dun03,0,0,0,0 monster Gift Stealing Raccoon 2380,5,5000,0,0
+gon_fild01,0,0,0,0 monster Gift Stealing Raccoon 2380,5,5000,0,0
+hu_fild01,0,0,0,0 monster Gift Stealing Raccoon 2380,5,5000,0,0
+hu_fild02,0,0,0,0 monster Gift Stealing Raccoon 2380,5,5000,0,0
+hu_fild04,0,0,0,0 monster Gift Stealing Raccoon 2380,5,5000,0,0
+hu_fild05,0,0,0,0 monster Gift Stealing Raccoon 2380,5,5000,0,0
+hu_fild06,0,0,0,0 monster Gift Stealing Raccoon 2380,5,5000,0,0
+ice_dun01,0,0,0,0 monster Gift Stealing Raccoon 2380,5,5000,0,0
+ice_dun02,0,0,0,0 monster Gift Stealing Raccoon 2380,5,5000,0,0
+ice_dun03,0,0,0,0 monster Gift Stealing Raccoon 2380,5,5000,0,0
+in_sphinx1,0,0,0,0 monster Gift Stealing Raccoon 2380,5,5000,0,0
+in_sphinx2,0,0,0,0 monster Gift Stealing Raccoon 2380,5,5000,0,0
+in_sphinx3,0,0,0,0 monster Gift Stealing Raccoon 2380,5,5000,0,0
+in_sphinx4,0,0,0,0 monster Gift Stealing Raccoon 2380,5,5000,0,0
+in_sphinx5,0,0,0,0 monster Gift Stealing Raccoon 2380,5,5000,0,0
+iz_dun00,0,0,0,0 monster Gift Stealing Raccoon 2380,5,5000,0,0
+iz_dun01,0,0,0,0 monster Gift Stealing Raccoon 2380,5,5000,0,0
+iz_dun02,0,0,0,0 monster Gift Stealing Raccoon 2380,5,5000,0,0
+iz_dun03,0,0,0,0 monster Gift Stealing Raccoon 2380,5,5000,0,0
+iz_dun04,0,0,0,0 monster Gift Stealing Raccoon 2380,5,5000,0,0
+jupe_core,0,0,0,0 monster Gift Stealing Raccoon 2380,5,5000,0,0
+juperos_01,0,0,0,0 monster Gift Stealing Raccoon 2380,5,5000,0,0
+juperos_02,0,0,0,0 monster Gift Stealing Raccoon 2380,5,5000,0,0
+kh_dun01,0,0,0,0 monster Gift Stealing Raccoon 2380,5,5000,0,0
+kh_dun02,0,0,0,0 monster Gift Stealing Raccoon 2380,5,5000,0,0
+lhz_dun01,0,0,0,0 monster Gift Stealing Raccoon 2380,5,5000,0,0
+lhz_dun02,0,0,0,0 monster Gift Stealing Raccoon 2380,5,5000,0,0
+lhz_dun03,0,0,0,0 monster Gift Stealing Raccoon 2380,5,5000,0,0
+lhz_fild01,0,0,0,0 monster Gift Stealing Raccoon 2380,5,5000,0,0
+lhz_fild02,0,0,0,0 monster Gift Stealing Raccoon 2380,5,5000,0,0
+lhz_fild03,0,0,0,0 monster Gift Stealing Raccoon 2380,5,5000,0,0
+lou_dun01,0,0,0,0 monster Gift Stealing Raccoon 2380,5,5000,0,0
+lou_dun02,0,0,0,0 monster Gift Stealing Raccoon 2380,5,5000,0,0
+lou_dun03,0,0,0,0 monster Gift Stealing Raccoon 2380,5,5000,0,0
+lou_fild01,0,0,0,0 monster Gift Stealing Raccoon 2380,5,5000,0,0
+mag_dun01,0,0,0,0 monster Gift Stealing Raccoon 2380,5,5000,0,0
+mag_dun02,0,0,0,0 monster Gift Stealing Raccoon 2380,5,5000,0,0
+man_fild02,0,0,0,0 monster Gift Stealing Raccoon 2380,5,5000,0,0
+mjo_dun01,0,0,0,0 monster Gift Stealing Raccoon 2380,5,5000,0,0
+mjo_dun02,0,0,0,0 monster Gift Stealing Raccoon 2380,5,5000,0,0
+mjo_dun03,0,0,0,0 monster Gift Stealing Raccoon 2380,5,5000,0,0
+mjolnir_01,0,0,0,0 monster Gift Stealing Raccoon 2380,5,5000,0,0
+mjolnir_02,0,0,0,0 monster Gift Stealing Raccoon 2380,5,5000,0,0
+mjolnir_03,0,0,0,0 monster Gift Stealing Raccoon 2380,5,5000,0,0
+mjolnir_04,0,0,0,0 monster Gift Stealing Raccoon 2380,5,5000,0,0
+mjolnir_05,0,0,0,0 monster Gift Stealing Raccoon 2380,5,5000,0,0
+mjolnir_06,0,0,0,0 monster Gift Stealing Raccoon 2380,5,5000,0,0
+mjolnir_07,0,0,0,0 monster Gift Stealing Raccoon 2380,5,5000,0,0
+mjolnir_08,0,0,0,0 monster Gift Stealing Raccoon 2380,5,5000,0,0
+mjolnir_09,0,0,0,0 monster Gift Stealing Raccoon 2380,5,5000,0,0
+mjolnir_10,0,0,0,0 monster Gift Stealing Raccoon 2380,5,5000,0,0
+mjolnir_11,0,0,0,0 monster Gift Stealing Raccoon 2380,5,5000,0,0
+mjolnir_12,0,0,0,0 monster Gift Stealing Raccoon 2380,5,5000,0,0
+moc_fild01,0,0,0,0 monster Gift Stealing Raccoon 2380,5,5000,0,0
+moc_fild02,0,0,0,0 monster Gift Stealing Raccoon 2380,5,5000,0,0
+moc_fild03,0,0,0,0 monster Gift Stealing Raccoon 2380,5,5000,0,0
+moc_fild04,0,0,0,0 monster Gift Stealing Raccoon 2380,5,5000,0,0
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+moc_fild06,0,0,0,0 monster Gift Stealing Raccoon 2380,5,5000,0,0
+moc_fild07,0,0,0,0 monster Gift Stealing Raccoon 2380,5,5000,0,0
+moc_fild08,0,0,0,0 monster Gift Stealing Raccoon 2380,5,5000,0,0
+moc_fild09,0,0,0,0 monster Gift Stealing Raccoon 2380,5,5000,0,0
+moc_fild10,0,0,0,0 monster Gift Stealing Raccoon 2380,5,5000,0,0
+moc_fild11,0,0,0,0 monster Gift Stealing Raccoon 2380,5,5000,0,0
+moc_fild12,0,0,0,0 monster Gift Stealing Raccoon 2380,5,5000,0,0
+moc_fild13,0,0,0,0 monster Gift Stealing Raccoon 2380,5,5000,0,0
+moc_fild14,0,0,0,0 monster Gift Stealing Raccoon 2380,5,5000,0,0
+moc_fild15,0,0,0,0 monster Gift Stealing Raccoon 2380,5,5000,0,0
+moc_fild16,0,0,0,0 monster Gift Stealing Raccoon 2380,5,5000,0,0
+moc_fild17,0,0,0,0 monster Gift Stealing Raccoon 2380,5,5000,0,0
+moc_fild18,0,0,0,0 monster Gift Stealing Raccoon 2380,5,5000,0,0
+moc_pryd01,0,0,0,0 monster Gift Stealing Raccoon 2380,5,5000,0,0
+moc_pryd02,0,0,0,0 monster Gift Stealing Raccoon 2380,5,5000,0,0
+moc_pryd03,0,0,0,0 monster Gift Stealing Raccoon 2380,5,5000,0,0
+moc_pryd04,0,0,0,0 monster Gift Stealing Raccoon 2380,5,5000,0,0
+moc_pryd05,0,0,0,0 monster Gift Stealing Raccoon 2380,5,5000,0,0
+moc_pryd06,0,0,0,0 monster Gift Stealing Raccoon 2380,5,5000,0,0
+nameless_n,0,0,0,0 monster Gift Stealing Raccoon 2380,5,5000,0,0
+nif_fild01,0,0,0,0 monster Gift Stealing Raccoon 2380,5,5000,0,0
+nif_fild02,0,0,0,0 monster Gift Stealing Raccoon 2380,5,5000,0,0
+nyd_dun01,0,0,0,0 monster Gift Stealing Raccoon 2380,5,5000,0,0
+odin_tem01,0,0,0,0 monster Gift Stealing Raccoon 2380,5,5000,0,0
+odin_tem02,0,0,0,0 monster Gift Stealing Raccoon 2380,5,5000,0,0
+odin_tem03,0,0,0,0 monster Gift Stealing Raccoon 2380,5,5000,0,0
+orcsdun01,0,0,0,0 monster Gift Stealing Raccoon 2380,5,5000,0,0
+orcsdun02,0,0,0,0 monster Gift Stealing Raccoon 2380,5,5000,0,0
+pay_dun00,0,0,0,0 monster Gift Stealing Raccoon 2380,5,5000,0,0
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+pay_dun03,0,0,0,0 monster Gift Stealing Raccoon 2380,5,5000,0,0
+pay_dun04,0,0,0,0 monster Gift Stealing Raccoon 2380,5,5000,0,0
+pay_fild01,0,0,0,0 monster Gift Stealing Raccoon 2380,5,5000,0,0
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+pay_fild07,0,0,0,0 monster Gift Stealing Raccoon 2380,5,5000,0,0
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+prt_fild11,0,0,0,0 monster Gift Stealing Raccoon 2380,5,5000,0,0
+prt_maze01,0,0,0,0 monster Gift Stealing Raccoon 2380,5,5000,0,0
+prt_maze02,0,0,0,0 monster Gift Stealing Raccoon 2380,5,5000,0,0
+prt_maze03,0,0,0,0 monster Gift Stealing Raccoon 2380,5,5000,0,0
+prt_sewb1,0,0,0,0 monster Gift Stealing Raccoon 2380,5,5000,0,0
+prt_sewb2,0,0,0,0 monster Gift Stealing Raccoon 2380,5,5000,0,0
+prt_sewb3,0,0,0,0 monster Gift Stealing Raccoon 2380,5,5000,0,0
+ra_fild01,0,0,0,0 monster Gift Stealing Raccoon 2380,5,5000,0,0
+ra_fild03,0,0,0,0 monster Gift Stealing Raccoon 2380,5,5000,0,0
+ra_fild04,0,0,0,0 monster Gift Stealing Raccoon 2380,5,5000,0,0
+ra_fild05,0,0,0,0 monster Gift Stealing Raccoon 2380,5,5000,0,0
+ra_fild06,0,0,0,0 monster Gift Stealing Raccoon 2380,5,5000,0,0
+ra_fild08,0,0,0,0 monster Gift Stealing Raccoon 2380,5,5000,0,0
+ra_fild12,0,0,0,0 monster Gift Stealing Raccoon 2380,5,5000,0,0
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+ra_san05,0,0,0,0 monster Gift Stealing Raccoon 2380,5,5000,0,0
+spl_fild01,0,0,0,0 monster Gift Stealing Raccoon 2380,5,5000,0,0
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+tha_t05,0,0,0,0 monster Gift Stealing Raccoon 2380,5,5000,0,0
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+tha_t07,0,0,0,0 monster Gift Stealing Raccoon 2380,5,5000,0,0
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+tha_t10,0,0,0,0 monster Gift Stealing Raccoon 2380,5,5000,0,0
+tha_t11,0,0,0,0 monster Gift Stealing Raccoon 2380,5,5000,0,0
+tha_t12,0,0,0,0 monster Gift Stealing Raccoon 2380,5,5000,0,0
+thor_v01,0,0,0,0 monster Gift Stealing Raccoon 2380,5,5000,0,0
+thor_v02,0,0,0,0 monster Gift Stealing Raccoon 2380,5,5000,0,0
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+treasure01,0,0,0,0 monster Gift Stealing Raccoon 2380,5,5000,0,0
+treasure02,0,0,0,0 monster Gift Stealing Raccoon 2380,5,5000,0,0
+tur_dun01,0,0,0,0 monster Gift Stealing Raccoon 2380,5,5000,0,0
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+tur_dun03,0,0,0,0 monster Gift Stealing Raccoon 2380,5,5000,0,0
+tur_dun04,0,0,0,0 monster Gift Stealing Raccoon 2380,5,5000,0,0
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+um_fild02,0,0,0,0 monster Gift Stealing Raccoon 2380,5,5000,0,0
+um_fild03,0,0,0,0 monster Gift Stealing Raccoon 2380,5,5000,0,0
+um_fild04,0,0,0,0 monster Gift Stealing Raccoon 2380,5,5000,0,0
+ve_fild01,0,0,0,0 monster Gift Stealing Raccoon 2380,5,5000,0,0
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+ve_fild03,0,0,0,0 monster Gift Stealing Raccoon 2380,5,5000,0,0
+ve_fild04,0,0,0,0 monster Gift Stealing Raccoon 2380,5,5000,0,0
+ve_fild05,0,0,0,0 monster Gift Stealing Raccoon 2380,5,5000,0,0
+ve_fild07,0,0,0,0 monster Gift Stealing Raccoon 2380,5,5000,0,0
+xmas_dun01,0,0,0,0 monster Gift Stealing Raccoon 2380,5,5000,0,0
+xmas_dun02,0,0,0,0 monster Gift Stealing Raccoon 2380,5,5000,0,0
+xmas_fild01,0,0,0,0 monster Gift Stealing Raccoon 2380,5,5000,0,0
+yuno_fild01,0,0,0,0 monster Gift Stealing Raccoon 2380,5,5000,0,0
+yuno_fild02,0,0,0,0 monster Gift Stealing Raccoon 2380,5,5000,0,0
+yuno_fild03,0,0,0,0 monster Gift Stealing Raccoon 2380,5,5000,0,0
+yuno_fild04,0,0,0,0 monster Gift Stealing Raccoon 2380,5,5000,0,0
+yuno_fild06,0,0,0,0 monster Gift Stealing Raccoon 2380,5,5000,0,0
+yuno_fild07,0,0,0,0 monster Gift Stealing Raccoon 2380,5,5000,0,0
+yuno_fild08,0,0,0,0 monster Gift Stealing Raccoon 2380,5,5000,0,0
+yuno_fild09,0,0,0,0 monster Gift Stealing Raccoon 2380,5,5000,0,0
+yuno_fild10,0,0,0,0 monster Gift Stealing Raccoon 2380,5,5000,0,0
+yuno_fild12,0,0,0,0 monster Gift Stealing Raccoon 2380,5,5000,0,0
+gld_dun01_2,0,0,0,0 monster Sock Stealing Raccoon 2379,5,5000,0,0
+gld_dun02_2,0,0,0,0 monster Sock Stealing Raccoon 2379,5,5000,0,0
+gld_dun03_2,0,0,0,0 monster Sock Stealing Raccoon 2379,5,5000,0,0
+gld_dun04_2,0,0,0,0 monster Sock Stealing Raccoon 2379,5,5000,0,0
+gld2_ald,0,0,0,0 monster Sock Stealing Raccoon 2379,5,5000,0,0
+gld2_gef,0,0,0,0 monster Sock Stealing Raccoon 2379,5,5000,0,0
+gld2_pay,0,0,0,0 monster Sock Stealing Raccoon 2379,5,5000,0,0
+gld2_prt,0,0,0,0 monster Sock Stealing Raccoon 2379,5,5000,0,0
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+iz_dun05,0,0,0,0 monster Sock Stealing Raccoon 2379,5,5000,0,0
+mal_dun01,0,0,0,0 monster Sock Stealing Raccoon 2379,5,5000,0,0
+dic_dun03,0,0,0,0 monster Sock Stealing Raccoon 2379,5,5000,0,0
+dew_fild01,0,0,0,0 monster Sock Stealing Raccoon 2379,5,5000,0,0
+dew_dun01,0,0,0,0 monster Sock Stealing Raccoon 2379,5,5000,0,0
+dew_dun02,0,0,0,0 monster Sock Stealing Raccoon 2379,5,5000,0,0
+mal_dun01,0,0,0,0 monster Sock Stealing Raccoon 2379,5,5000,0,0
+iz_dun05,0,0,0,0 monster Sock Stealing Raccoon 2379,5,5000,0,0
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+man_fild03,0,0,0,0 monster Sock Stealing Raccoon 2379,5,5000,0,0
+spl_fild02,0,0,0,0 monster Sock Stealing Raccoon 2379,5,5000,0,0
+spl_fild03,0,0,0,0 monster Sock Stealing Raccoon 2379,5,5000,0,0
+man_fild02,0,0,0,0 monster Sock Stealing Raccoon 2379,5,5000,0,0
+spl_fild01,0,0,0,0 monster Sock Stealing Raccoon 2379,5,5000,0,0
+nyd_dun01,0,0,0,0 monster Sock Stealing Raccoon 2379,5,5000,0,0
+bra_fild01,0,0,0,0 monster Sock Stealing Raccoon 2379,5,5000,0,0
+bra_dun01,0,0,0,0 monster Sock Stealing Raccoon 2379,5,5000,0,0
+bra_dun02,0,0,0,0 monster Sock Stealing Raccoon 2379,5,5000,0,0
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+dic_fild02,0,0,0,0 monster Sock Stealing Raccoon 2379,5,5000,0,0
+dic_dun01,0,0,0,0 monster Sock Stealing Raccoon 2379,5,5000,0,0
+dic_dun02,0,0,0,0 monster Sock Stealing Raccoon 2379,5,5000,0,0
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+bif_fild02,0,0,0,0 monster Sock Stealing Raccoon 2379,5,5000,0,0
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+abbey02,0,0,0,0 monster Sock Stealing Raccoon 2379,5,5000,0,0
+abbey03,0,0,0,0 monster Sock Stealing Raccoon 2379,5,5000,0,0
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+abyss_03,0,0,0,0 monster Sock Stealing Raccoon 2379,5,5000,0,0
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+alde_dun02,0,0,0,0 monster Sock Stealing Raccoon 2379,5,5000,0,0
+alde_dun03,0,0,0,0 monster Sock Stealing Raccoon 2379,5,5000,0,0
+alde_dun04,0,0,0,0 monster Sock Stealing Raccoon 2379,5,5000,0,0
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+ama_dun02,0,0,0,0 monster Sock Stealing Raccoon 2379,5,5000,0,0
+ama_dun03,0,0,0,0 monster Sock Stealing Raccoon 2379,5,5000,0,0
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+anthell02,0,0,0,0 monster Sock Stealing Raccoon 2379,5,5000,0,0
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+ayo_dun02,0,0,0,0 monster Sock Stealing Raccoon 2379,5,5000,0,0
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+ayo_fild02,0,0,0,0 monster Sock Stealing Raccoon 2379,5,5000,0,0
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+beach_dun2,0,0,0,0 monster Sock Stealing Raccoon 2379,5,5000,0,0
+beach_dun3,0,0,0,0 monster Sock Stealing Raccoon 2379,5,5000,0,0
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+c_tower2,0,0,0,0 monster Sock Stealing Raccoon 2379,5,5000,0,0
+c_tower3,0,0,0,0 monster Sock Stealing Raccoon 2379,5,5000,0,0
+c_tower4,0,0,0,0 monster Sock Stealing Raccoon 2379,5,5000,0,0
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+cmd_fild02,0,0,0,0 monster Sock Stealing Raccoon 2379,5,5000,0,0
+cmd_fild03,0,0,0,0 monster Sock Stealing Raccoon 2379,5,5000,0,0
+cmd_fild04,0,0,0,0 monster Sock Stealing Raccoon 2379,5,5000,0,0
+cmd_fild06,0,0,0,0 monster Sock Stealing Raccoon 2379,5,5000,0,0
+cmd_fild07,0,0,0,0 monster Sock Stealing Raccoon 2379,5,5000,0,0
+cmd_fild08,0,0,0,0 monster Sock Stealing Raccoon 2379,5,5000,0,0
+cmd_fild09,0,0,0,0 monster Sock Stealing Raccoon 2379,5,5000,0,0
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+ein_dun02,0,0,0,0 monster Sock Stealing Raccoon 2379,5,5000,0,0
+ein_fild03,0,0,0,0 monster Sock Stealing Raccoon 2379,5,5000,0,0
+ein_fild04,0,0,0,0 monster Sock Stealing Raccoon 2379,5,5000,0,0
+ein_fild05,0,0,0,0 monster Sock Stealing Raccoon 2379,5,5000,0,0
+ein_fild06,0,0,0,0 monster Sock Stealing Raccoon 2379,5,5000,0,0
+ein_fild07,0,0,0,0 monster Sock Stealing Raccoon 2379,5,5000,0,0
+ein_fild08,0,0,0,0 monster Sock Stealing Raccoon 2379,5,5000,0,0
+ein_fild09,0,0,0,0 monster Sock Stealing Raccoon 2379,5,5000,0,0
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+gef_dun01,0,0,0,0 monster Sock Stealing Raccoon 2379,5,5000,0,0
+gef_dun02,0,0,0,0 monster Sock Stealing Raccoon 2379,5,5000,0,0
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+gef_fild01,0,0,0,0 monster Sock Stealing Raccoon 2379,5,5000,0,0
+gef_fild02,0,0,0,0 monster Sock Stealing Raccoon 2379,5,5000,0,0
+gef_fild03,0,0,0,0 monster Sock Stealing Raccoon 2379,5,5000,0,0
+gef_fild04,0,0,0,0 monster Sock Stealing Raccoon 2379,5,5000,0,0
+gef_fild05,0,0,0,0 monster Sock Stealing Raccoon 2379,5,5000,0,0
+gef_fild06,0,0,0,0 monster Sock Stealing Raccoon 2379,5,5000,0,0
+gef_fild07,0,0,0,0 monster Sock Stealing Raccoon 2379,5,5000,0,0
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+gef_fild09,0,0,0,0 monster Sock Stealing Raccoon 2379,5,5000,0,0
+gef_fild10,0,0,0,0 monster Sock Stealing Raccoon 2379,5,5000,0,0
+gef_fild11,0,0,0,0 monster Sock Stealing Raccoon 2379,5,5000,0,0
+gef_fild13,0,0,0,0 monster Sock Stealing Raccoon 2379,5,5000,0,0
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+gefenia02,0,0,0,0 monster Sock Stealing Raccoon 2379,5,5000,0,0
+gefenia03,0,0,0,0 monster Sock Stealing Raccoon 2379,5,5000,0,0
+gefenia04,0,0,0,0 monster Sock Stealing Raccoon 2379,5,5000,0,0
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+gl_cas02,0,0,0,0 monster Sock Stealing Raccoon 2379,5,5000,0,0
+gl_church,0,0,0,0 monster Sock Stealing Raccoon 2379,5,5000,0,0
+gl_chyard,0,0,0,0 monster Sock Stealing Raccoon 2379,5,5000,0,0
+gl_dun01,0,0,0,0 monster Sock Stealing Raccoon 2379,5,5000,0,0
+gl_dun02,0,0,0,0 monster Sock Stealing Raccoon 2379,5,5000,0,0
+gl_in01,0,0,0,0 monster Sock Stealing Raccoon 2379,5,5000,0,0
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+gl_knt02,0,0,0,0 monster Sock Stealing Raccoon 2379,5,5000,0,0
+gl_prison,0,0,0,0 monster Sock Stealing Raccoon 2379,5,5000,0,0
+gl_prison1,0,0,0,0 monster Sock Stealing Raccoon 2379,5,5000,0,0
+gl_sew01,0,0,0,0 monster Sock Stealing Raccoon 2379,5,5000,0,0
+gl_sew02,0,0,0,0 monster Sock Stealing Raccoon 2379,5,5000,0,0
+gl_sew03,0,0,0,0 monster Sock Stealing Raccoon 2379,5,5000,0,0
+gl_sew04,0,0,0,0 monster Sock Stealing Raccoon 2379,5,5000,0,0
+gl_step,0,0,0,0 monster Sock Stealing Raccoon 2379,5,5000,0,0
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+gon_dun01,0,0,0,0 monster Sock Stealing Raccoon 2379,5,5000,0,0
+gon_dun02,0,0,0,0 monster Sock Stealing Raccoon 2379,5,5000,0,0
+gon_dun03,0,0,0,0 monster Sock Stealing Raccoon 2379,5,5000,0,0
+gon_fild01,0,0,0,0 monster Sock Stealing Raccoon 2379,5,5000,0,0
+hu_fild01,0,0,0,0 monster Sock Stealing Raccoon 2379,5,5000,0,0
+hu_fild02,0,0,0,0 monster Sock Stealing Raccoon 2379,5,5000,0,0
+hu_fild04,0,0,0,0 monster Sock Stealing Raccoon 2379,5,5000,0,0
+hu_fild05,0,0,0,0 monster Sock Stealing Raccoon 2379,5,5000,0,0
+hu_fild06,0,0,0,0 monster Sock Stealing Raccoon 2379,5,5000,0,0
+ice_dun01,0,0,0,0 monster Sock Stealing Raccoon 2379,5,5000,0,0
+ice_dun02,0,0,0,0 monster Sock Stealing Raccoon 2379,5,5000,0,0
+ice_dun03,0,0,0,0 monster Sock Stealing Raccoon 2379,5,5000,0,0
+in_sphinx1,0,0,0,0 monster Sock Stealing Raccoon 2379,5,5000,0,0
+in_sphinx2,0,0,0,0 monster Sock Stealing Raccoon 2379,5,5000,0,0
+in_sphinx3,0,0,0,0 monster Sock Stealing Raccoon 2379,5,5000,0,0
+in_sphinx4,0,0,0,0 monster Sock Stealing Raccoon 2379,5,5000,0,0
+in_sphinx5,0,0,0,0 monster Sock Stealing Raccoon 2379,5,5000,0,0
+iz_dun00,0,0,0,0 monster Sock Stealing Raccoon 2379,5,5000,0,0
+iz_dun01,0,0,0,0 monster Sock Stealing Raccoon 2379,5,5000,0,0
+iz_dun02,0,0,0,0 monster Sock Stealing Raccoon 2379,5,5000,0,0
+iz_dun03,0,0,0,0 monster Sock Stealing Raccoon 2379,5,5000,0,0
+iz_dun04,0,0,0,0 monster Sock Stealing Raccoon 2379,5,5000,0,0
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+juperos_01,0,0,0,0 monster Sock Stealing Raccoon 2379,5,5000,0,0
+juperos_02,0,0,0,0 monster Sock Stealing Raccoon 2379,5,5000,0,0
+kh_dun01,0,0,0,0 monster Sock Stealing Raccoon 2379,5,5000,0,0
+kh_dun02,0,0,0,0 monster Sock Stealing Raccoon 2379,5,5000,0,0
+lhz_dun01,0,0,0,0 monster Sock Stealing Raccoon 2379,5,5000,0,0
+lhz_dun02,0,0,0,0 monster Sock Stealing Raccoon 2379,5,5000,0,0
+lhz_dun03,0,0,0,0 monster Sock Stealing Raccoon 2379,5,5000,0,0
+lhz_fild01,0,0,0,0 monster Sock Stealing Raccoon 2379,5,5000,0,0
+lhz_fild02,0,0,0,0 monster Sock Stealing Raccoon 2379,5,5000,0,0
+lhz_fild03,0,0,0,0 monster Sock Stealing Raccoon 2379,5,5000,0,0
+lou_dun01,0,0,0,0 monster Sock Stealing Raccoon 2379,5,5000,0,0
+lou_dun02,0,0,0,0 monster Sock Stealing Raccoon 2379,5,5000,0,0
+lou_dun03,0,0,0,0 monster Sock Stealing Raccoon 2379,5,5000,0,0
+lou_fild01,0,0,0,0 monster Sock Stealing Raccoon 2379,5,5000,0,0
+mag_dun01,0,0,0,0 monster Sock Stealing Raccoon 2379,5,5000,0,0
+mag_dun02,0,0,0,0 monster Sock Stealing Raccoon 2379,5,5000,0,0
+man_fild02,0,0,0,0 monster Sock Stealing Raccoon 2379,5,5000,0,0
+mjo_dun01,0,0,0,0 monster Sock Stealing Raccoon 2379,5,5000,0,0
+mjo_dun02,0,0,0,0 monster Sock Stealing Raccoon 2379,5,5000,0,0
+mjo_dun03,0,0,0,0 monster Sock Stealing Raccoon 2379,5,5000,0,0
+mjolnir_01,0,0,0,0 monster Sock Stealing Raccoon 2379,5,5000,0,0
+mjolnir_02,0,0,0,0 monster Sock Stealing Raccoon 2379,5,5000,0,0
+mjolnir_03,0,0,0,0 monster Sock Stealing Raccoon 2379,5,5000,0,0
+mjolnir_04,0,0,0,0 monster Sock Stealing Raccoon 2379,5,5000,0,0
+mjolnir_05,0,0,0,0 monster Sock Stealing Raccoon 2379,5,5000,0,0
+mjolnir_06,0,0,0,0 monster Sock Stealing Raccoon 2379,5,5000,0,0
+mjolnir_07,0,0,0,0 monster Sock Stealing Raccoon 2379,5,5000,0,0
+mjolnir_08,0,0,0,0 monster Sock Stealing Raccoon 2379,5,5000,0,0
+mjolnir_09,0,0,0,0 monster Sock Stealing Raccoon 2379,5,5000,0,0
+mjolnir_10,0,0,0,0 monster Sock Stealing Raccoon 2379,5,5000,0,0
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+mjolnir_12,0,0,0,0 monster Sock Stealing Raccoon 2379,5,5000,0,0
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+moc_fild02,0,0,0,0 monster Sock Stealing Raccoon 2379,5,5000,0,0
+moc_fild03,0,0,0,0 monster Sock Stealing Raccoon 2379,5,5000,0,0
+moc_fild04,0,0,0,0 monster Sock Stealing Raccoon 2379,5,5000,0,0
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+moc_fild06,0,0,0,0 monster Sock Stealing Raccoon 2379,5,5000,0,0
+moc_fild07,0,0,0,0 monster Sock Stealing Raccoon 2379,5,5000,0,0
+moc_fild08,0,0,0,0 monster Sock Stealing Raccoon 2379,5,5000,0,0
+moc_fild09,0,0,0,0 monster Sock Stealing Raccoon 2379,5,5000,0,0
+moc_fild10,0,0,0,0 monster Sock Stealing Raccoon 2379,5,5000,0,0
+moc_fild11,0,0,0,0 monster Sock Stealing Raccoon 2379,5,5000,0,0
+moc_fild12,0,0,0,0 monster Sock Stealing Raccoon 2379,5,5000,0,0
+moc_fild13,0,0,0,0 monster Sock Stealing Raccoon 2379,5,5000,0,0
+moc_fild14,0,0,0,0 monster Sock Stealing Raccoon 2379,5,5000,0,0
+moc_fild15,0,0,0,0 monster Sock Stealing Raccoon 2379,5,5000,0,0
+moc_fild16,0,0,0,0 monster Sock Stealing Raccoon 2379,5,5000,0,0
+moc_fild17,0,0,0,0 monster Sock Stealing Raccoon 2379,5,5000,0,0
+moc_fild18,0,0,0,0 monster Sock Stealing Raccoon 2379,5,5000,0,0
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+moc_pryd02,0,0,0,0 monster Sock Stealing Raccoon 2379,5,5000,0,0
+moc_pryd03,0,0,0,0 monster Sock Stealing Raccoon 2379,5,5000,0,0
+moc_pryd04,0,0,0,0 monster Sock Stealing Raccoon 2379,5,5000,0,0
+moc_pryd05,0,0,0,0 monster Sock Stealing Raccoon 2379,5,5000,0,0
+moc_pryd06,0,0,0,0 monster Sock Stealing Raccoon 2379,5,5000,0,0
+nameless_n,0,0,0,0 monster Sock Stealing Raccoon 2379,5,5000,0,0
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+nif_fild02,0,0,0,0 monster Sock Stealing Raccoon 2379,5,5000,0,0
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+odin_tem01,0,0,0,0 monster Sock Stealing Raccoon 2379,5,5000,0,0
+odin_tem02,0,0,0,0 monster Sock Stealing Raccoon 2379,5,5000,0,0
+odin_tem03,0,0,0,0 monster Sock Stealing Raccoon 2379,5,5000,0,0
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+orcsdun02,0,0,0,0 monster Sock Stealing Raccoon 2379,5,5000,0,0
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+pay_fild10,0,0,0,0 monster Sock Stealing Raccoon 2379,5,5000,0,0
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+prt_fild01,0,0,0,0 monster Sock Stealing Raccoon 2379,5,5000,0,0
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+prt_fild03,0,0,0,0 monster Sock Stealing Raccoon 2379,5,5000,0,0
+prt_fild04,0,0,0,0 monster Sock Stealing Raccoon 2379,5,5000,0,0
+prt_fild05,0,0,0,0 monster Sock Stealing Raccoon 2379,5,5000,0,0
+prt_fild06,0,0,0,0 monster Sock Stealing Raccoon 2379,5,5000,0,0
+prt_fild07,0,0,0,0 monster Sock Stealing Raccoon 2379,5,5000,0,0
+prt_fild08,0,0,0,0 monster Sock Stealing Raccoon 2379,5,5000,0,0
+prt_fild09,0,0,0,0 monster Sock Stealing Raccoon 2379,5,5000,0,0
+prt_fild10,0,0,0,0 monster Sock Stealing Raccoon 2379,5,5000,0,0
+prt_fild11,0,0,0,0 monster Sock Stealing Raccoon 2379,5,5000,0,0
+prt_maze01,0,0,0,0 monster Sock Stealing Raccoon 2379,5,5000,0,0
+prt_maze02,0,0,0,0 monster Sock Stealing Raccoon 2379,5,5000,0,0
+prt_maze03,0,0,0,0 monster Sock Stealing Raccoon 2379,5,5000,0,0
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+prt_sewb2,0,0,0,0 monster Sock Stealing Raccoon 2379,5,5000,0,0
+prt_sewb3,0,0,0,0 monster Sock Stealing Raccoon 2379,5,5000,0,0
+ra_fild01,0,0,0,0 monster Sock Stealing Raccoon 2379,5,5000,0,0
+ra_fild03,0,0,0,0 monster Sock Stealing Raccoon 2379,5,5000,0,0
+ra_fild04,0,0,0,0 monster Sock Stealing Raccoon 2379,5,5000,0,0
+ra_fild05,0,0,0,0 monster Sock Stealing Raccoon 2379,5,5000,0,0
+ra_fild06,0,0,0,0 monster Sock Stealing Raccoon 2379,5,5000,0,0
+ra_fild08,0,0,0,0 monster Sock Stealing Raccoon 2379,5,5000,0,0
+ra_fild12,0,0,0,0 monster Sock Stealing Raccoon 2379,5,5000,0,0
+ra_san01,0,0,0,0 monster Sock Stealing Raccoon 2379,5,5000,0,0
+ra_san02,0,0,0,0 monster Sock Stealing Raccoon 2379,5,5000,0,0
+ra_san03,0,0,0,0 monster Sock Stealing Raccoon 2379,5,5000,0,0
+ra_san04,0,0,0,0 monster Sock Stealing Raccoon 2379,5,5000,0,0
+ra_san05,0,0,0,0 monster Sock Stealing Raccoon 2379,5,5000,0,0
+spl_fild01,0,0,0,0 monster Sock Stealing Raccoon 2379,5,5000,0,0
+tha_t01,0,0,0,0 monster Sock Stealing Raccoon 2379,5,5000,0,0
+tha_t02,0,0,0,0 monster Sock Stealing Raccoon 2379,5,5000,0,0
+tha_t03,0,0,0,0 monster Sock Stealing Raccoon 2379,5,5000,0,0
+tha_t04,0,0,0,0 monster Sock Stealing Raccoon 2379,5,5000,0,0
+tha_t05,0,0,0,0 monster Sock Stealing Raccoon 2379,5,5000,0,0
+tha_t06,0,0,0,0 monster Sock Stealing Raccoon 2379,5,5000,0,0
+tha_t07,0,0,0,0 monster Sock Stealing Raccoon 2379,5,5000,0,0
+tha_t08,0,0,0,0 monster Sock Stealing Raccoon 2379,5,5000,0,0
+tha_t09,0,0,0,0 monster Sock Stealing Raccoon 2379,5,5000,0,0
+tha_t10,0,0,0,0 monster Sock Stealing Raccoon 2379,5,5000,0,0
+tha_t11,0,0,0,0 monster Sock Stealing Raccoon 2379,5,5000,0,0
+tha_t12,0,0,0,0 monster Sock Stealing Raccoon 2379,5,5000,0,0
+thor_v01,0,0,0,0 monster Sock Stealing Raccoon 2379,5,5000,0,0
+thor_v02,0,0,0,0 monster Sock Stealing Raccoon 2379,5,5000,0,0
+thor_v03,0,0,0,0 monster Sock Stealing Raccoon 2379,5,5000,0,0
+treasure01,0,0,0,0 monster Sock Stealing Raccoon 2379,5,5000,0,0
+treasure02,0,0,0,0 monster Sock Stealing Raccoon 2379,5,5000,0,0
+tur_dun01,0,0,0,0 monster Sock Stealing Raccoon 2379,5,5000,0,0
+tur_dun02,0,0,0,0 monster Sock Stealing Raccoon 2379,5,5000,0,0
+tur_dun03,0,0,0,0 monster Sock Stealing Raccoon 2379,5,5000,0,0
+tur_dun04,0,0,0,0 monster Sock Stealing Raccoon 2379,5,5000,0,0
+um_fild01,0,0,0,0 monster Sock Stealing Raccoon 2379,5,5000,0,0
+um_fild02,0,0,0,0 monster Sock Stealing Raccoon 2379,5,5000,0,0
+um_fild03,0,0,0,0 monster Sock Stealing Raccoon 2379,5,5000,0,0
+um_fild04,0,0,0,0 monster Sock Stealing Raccoon 2379,5,5000,0,0
+ve_fild01,0,0,0,0 monster Sock Stealing Raccoon 2379,5,5000,0,0
+ve_fild02,0,0,0,0 monster Sock Stealing Raccoon 2379,5,5000,0,0
+ve_fild03,0,0,0,0 monster Sock Stealing Raccoon 2379,5,5000,0,0
+ve_fild04,0,0,0,0 monster Sock Stealing Raccoon 2379,5,5000,0,0
+ve_fild05,0,0,0,0 monster Sock Stealing Raccoon 2379,5,5000,0,0
+ve_fild07,0,0,0,0 monster Sock Stealing Raccoon 2379,5,5000,0,0
+xmas_dun01,0,0,0,0 monster Sock Stealing Raccoon 2379,5,5000,0,0
+xmas_dun02,0,0,0,0 monster Sock Stealing Raccoon 2379,5,5000,0,0
+xmas_fild01,0,0,0,0 monster Sock Stealing Raccoon 2379,5,5000,0,0
+yuno_fild01,0,0,0,0 monster Sock Stealing Raccoon 2379,5,5000,0,0
+yuno_fild02,0,0,0,0 monster Sock Stealing Raccoon 2379,5,5000,0,0
+yuno_fild03,0,0,0,0 monster Sock Stealing Raccoon 2379,5,5000,0,0
+yuno_fild04,0,0,0,0 monster Sock Stealing Raccoon 2379,5,5000,0,0
+yuno_fild06,0,0,0,0 monster Sock Stealing Raccoon 2379,5,5000,0,0
+yuno_fild07,0,0,0,0 monster Sock Stealing Raccoon 2379,5,5000,0,0
+yuno_fild08,0,0,0,0 monster Sock Stealing Raccoon 2379,5,5000,0,0
+yuno_fild09,0,0,0,0 monster Sock Stealing Raccoon 2379,5,5000,0,0
+yuno_fild10,0,0,0,0 monster Sock Stealing Raccoon 2379,5,5000,0,0
+yuno_fild12,0,0,0,0 monster Sock Stealing Raccoon 2379,5,5000,0,0
+ecl_fild01,0,0,0,0 monster Gift Stealing Raccoon 2380,5,5000,0,0
+ecl_fild01,0,0,0,0 monster Sock Stealing Raccoon 2379,5,5000,0,0
+ecl_tdun01,0,0,0,0 monster Gift Stealing Raccoon 2380,5,5000,0,0
+ecl_tdun01,0,0,0,0 monster Sock Stealing Raccoon 2379,5,5000,0,0
+ecl_tdun02,0,0,0,0 monster Gift Stealing Raccoon 2380,5,5000,0,0
+ecl_tdun02,0,0,0,0 monster Sock Stealing Raccoon 2379,5,5000,0,0
+ecl_tdun03,0,0,0,0 monster Gift Stealing Raccoon 2380,5,5000,0,0
+ecl_tdun03,0,0,0,0 monster Sock Stealing Raccoon 2379,5,5000,0,0
+//ecl_tdun04,0,0,0,0 monster Gift Stealing Raccoon 2380,5,5000,0,0
+//ecl_tdun04,0,0,0,0 monster Sock Stealing Raccoon 2379,5,5000,0,0
+moc_prydn1,0,0,0,0 monster Gift Stealing Raccoon 2380,5,5000,0,0
+moc_prydn1,0,0,0,0 monster Sock Stealing Raccoon 2379,5,5000,0,0
+moc_prydn2,0,0,0,0 monster Gift Stealing Raccoon 2380,5,5000,0,0
+moc_prydn2,0,0,0,0 monster Sock Stealing Raccoon 2379,5,5000,0,0
+prt_fild08a,0,0,0,0 monster Gift Stealing Raccoon 2380,5,5000,0,0
+prt_fild08a,0,0,0,0 monster Sock Stealing Raccoon 2379,5,5000,0,0
+prt_fild08b,0,0,0,0 monster Gift Stealing Raccoon 2380,5,5000,0,0
+prt_fild08b,0,0,0,0 monster Sock Stealing Raccoon 2379,5,5000,0,0
+prt_fild08c,0,0,0,0 monster Gift Stealing Raccoon 2380,5,5000,0,0
+prt_fild08c,0,0,0,0 monster Sock Stealing Raccoon 2379,5,5000,0,0
+prt_fild08d,0,0,0,0 monster Gift Stealing Raccoon 2380,5,5000,0,0
+prt_fild08d,0,0,0,0 monster Sock Stealing Raccoon 2379,5,5000,0,0
+gl_chyard_,0,0,0,0 monster Gift Stealing Raccoon 2380,5,5000,0,0
+gl_chyard_,0,0,0,0 monster Sock Stealing Raccoon 2379,5,5000,0,0
+gl_cas02_,0,0,0,0 monster Gift Stealing Raccoon 2380,5,5000,0,0
+gl_cas02_,0,0,0,0 monster Sock Stealing Raccoon 2379,5,5000,0,0
diff --git a/npc/re/events/halloween_2013.txt b/npc/re/events/halloween_2013.txt
new file mode 100644
index 000000000..b3b780dd1
--- /dev/null
+++ b/npc/re/events/halloween_2013.txt
@@ -0,0 +1,1094 @@
+//===== Hercules Script ======================================
+//= Official iRO Halloween Event 2013
+//===== By: ==================================================
+//= Akkarin
+//===== Current Version: =====================================
+//= 1.2
+//===== Description: =========================================
+//= This event ran on iRO from 16th Oct to 6th Nov (3 weeks)
+//===== Additional Comments: =================================
+//= 1.0 Conversion from official script. [Akkarin]
+//= 1.1 Optimized the Script. [Dastgir]
+//= 1.2 Added Monster Spawns. [Akkarin]
+//============================================================
+
+prontera,154,136,5 script Suspicious Coffin#2013HE 4_NFCOFFIN,{
+ if (!eve_bs) {
+ mes "- The coffin seems very suspicious -";
+ next;
+ if (select("Leave it:Knock-knock.") == 1) {
+ mes "- You left though with doubt. -";
+ close;
+ }
+ mes "- tap tap tap -";
+ next;
+ mes "[???]";
+ mes "Awwww!!!";
+ mes "W......Who are you!!!";
+ next;
+ mes "- chunk -";
+ mes "- thump -";
+ next;
+ mes "[???]";
+ mes "Ouch, my head!!!";
+ next;
+ mes "[???]";
+ mes "Are you okay? Trick?";
+ next;
+ mes "[Trick]";
+ mes "I'm fine!";
+ mes "This is not a big deal!";
+ mes "Treat.";
+ next;
+ mes "[Treat]";
+ mes "Your head is pumping out strawberry jam!";
+ mes "Trick.";
+ next;
+ mes "[Trick]";
+ mes "Awwww!";
+ mes "Ugh!!!!";
+ mes "I'm gonna die!!!";
+ mes "Oh, no...!!!";
+ next;
+ mes "[Trick]";
+ mes "Koff, koff...";
+ mes "I was happy with you.....though it was short time...";
+ mes "Treat....";
+ next;
+ mes "[Trick]";
+ mes "I die.......";
+ next;
+ mes "[Treat]";
+ mes "...";
+ next;
+ mes "[Treat]";
+ mes "Trick.";
+ next;
+ mes "[Treat]";
+ mes "We never die...";
+ mes "we'd died before.";
+ next;
+ mes "[Trick]";
+ mes "Yipee, yeah, that's true!";
+ next;
+ mes "[Trick]";
+ mes "I forget everytime as I died for a long time ago.";
+ next;
+ mes "[Trick]";
+ mes "Yow!!!";
+ mes "By the way!!!!";
+ mes "We are not supposed to waste time like this!";
+ mes "Treat.";
+ next;
+ mes "[Trick]";
+ mes "We will die if we dont get back to master with ^ff9000'that'^000000...";
+ next;
+ mes "[Treat]";
+ mes "We are dead already...";
+ mes "Trick.";
+ next;
+ mes "[Treat]";
+ mes "We will be bothered by him until we lose his temper at the most.";
+ next;
+ mes "[Trick]";
+ mes "Ah... no...";
+ mes "Hurry!";
+ mes "Let's go find 'that' !";
+ mes "Treat.";
+ next;
+ mes "[Treat]";
+ mes "Now...";
+ next;
+ mes "[Trick]";
+ mes "^ff9000Ugh, awww, hik, heck!!!!!!!!^000000";
+ next;
+ mes "[Treat]";
+ mes "We gonna die with sun burn if we leave now.";
+ mes "Trick.";
+ next;
+ mes "[Trick]";
+ mes "You MUST say that much important thing in advance!!!!!!!!!";
+ next;
+ mes "[Treat]";
+ mes "This world was good only we were alive.";
+ next;
+ mes "[Trick]";
+ mes "Hey!";
+ mes "You!";
+ next;
+ mes "[Trick]";
+ mes "You are the first man made my head pump out strawberry jam.";
+ mes "Would you love... me...?";
+ next;
+ mes "- Crash! -";
+ next;
+ mes "- There is more jam coming out under the coffin. -";
+ next;
+ mes "[Treat]";
+ mes "He is little bit strange as for the jam he bleeded.";
+ mes "Trick..";
+ next;
+ mes "[Trick]";
+ mes "No, treat.";
+ mes "Now I feel very refreshed, would you put down that club??";
+ next;
+ mes "[Trick]";
+ mes "Hey you!";
+ mes "I don't blame you for making my head like this but would you help us?";
+ next;
+ mes "[Trick]";
+ mes "Don't feel pressured.";
+ mes "The strawberry thing will be recovered after few days of illness.";
+ next;
+ if (select("Help them.:Leave it.") == 2) {
+ mes "[Trick]";
+ mes "Ooops!";
+ mes "Well, then we have to go out Treat!";
+ next;
+ mes "[Treat]";
+ mes "Don't worry treat.";
+ mes "We just will be sent back to Niflheim in the worst case.";
+ close;
+ }
+ mes "[Trick]";
+ mes "haha!";
+ mes "Thanks!";
+ next;
+ select("Listen their story.");
+ mes "[Trick]";
+ mes "It is secret...";
+ mes "Well, we are dead.";
+ next;
+ mes "- Kaboom! -";
+ next;
+ mes "[Trick]";
+ mes "It hurts.";
+ mes "Treat.";
+ next;
+ mes "[Trick]";
+ mes "I will explain properly, just put that down.";
+ next;
+ callsub L_Explain;
+ eve_bs = 1;
+ setquest 11378;
+ close;
+ } else if (eve_bs == 1) {
+ callsub L_Explain;
+ close;
+ } else if (eve_bs == 2) {
+ if (questprogress(11378)) {
+ mes "[Trick]";
+ mes "^ff9000Pumpkins are any of field. Please collect organic or non-organic pumpkins for 30 people and bring them to Chef Candycon at Niflheim.^000000";
+ next;
+ mes "[Trick]";
+ mes "Organic pumpkin has more value.";
+ mes "It is three times as useful!";
+ close;
+ }
+ mes "[Trick]";
+ mes "Thanks! We won't die from sun burn!";
+ next;
+ mes "[Treat]";
+ mes "Thanks.";
+ next;
+ mes "[Trick]";
+ mes "And if you don't mind, would you please help more?";
+ mes "Pumpkin cake is still deficient.";
+ next;
+ mes "[Trick]";
+ mes "Last time when I visited there, I saw piled up pumpkin cake which was taller than castle... how much should we make more?";
+ next;
+ if (select("help them:leave it.") == 1) {
+ mes "[Trick]";
+ mes "^ff9000Pumpkins are any of field. Please collect organic or non-organic pumpkins for 30 people and bring them to Chef Candycon at Niflheim.^000000";
+ next;
+ mes "[Trick]";
+ mes "Organic pumpkin has more value.";
+ mes "It is three times as useful!";
+ setquest 11378;
+ close;
+ }
+ mes "[Trick]";
+ mes "Ooops!";
+ mes "well, then we have to go out Treat!";
+ next;
+ mes "[Treat]";
+ mes "Don't worry treat.";
+ mes "we just will be sent back to Niflheim in the worst case.";
+ close;
+ }
+ end;
+
+L_Explain:
+ mes "[Trick]";
+ mes "We are from ^ff9000'Town Of The Dead' Niflheim^000000.";
+ next;
+ mes "[Trick]";
+ mes "^ff9000The pumpkins for Halloween event on Niflheim^000000 were all disappeared.";
+ next;
+ mes "[Trick]";
+ mes "First we are preparing another cake but Sir, Hell loves pumpkin cake....... Halloween without pumpkin cake is like vampire without fang...";
+ next;
+ mes "[Trick]";
+ mes "We came to search pumpkin as our chef is too busy to do with other things,";
+ next;
+ mes "[Trick]";
+ mes "Far from searching them, we are at risk for leaving this coffin...";
+ next;
+ mes "[Trick]";
+ mes "^ff9000Pumpkins are any of field. Please collect organic or non-organic pumpkins for 30 people and bring them to Chef Candycon at Niflheim.^000000";
+ next;
+ mes "[Trick]";
+ mes "Organic pumpkin has more value.";
+ mes "It is three times as useful!";
+ return;
+}
+
+niflheim,181,173,5 script Chef Candycon#2013HE 4_M_NFDEADSWDMAN,{
+ if (eve_bs == 1) {
+ if (countitem(Organic_Pumpkin) * 3 + countitem(Inorganic_Pumpkin) >= 30) {
+ mes "[Chef Candycon]";
+ mes "Clang~Clang~!";
+ next;
+ mes "[Chef Candycon]";
+ mes "Phew... when is the end of making this cake? ...feel like eternal...";
+ next;
+ mes "[Chef Candycon]";
+ mes "Holy Mother! I will hang anyone who suggest to make pumpkin cake on tree from next time.";
+ next;
+ mes "[Chef Candycon]";
+ mes "Though Sir, Hell like this but he doesn't care what pumpkin used. He said he is good with normal but...";
+ next;
+ mes "[Chef Candycon]";
+ mes "ALWAYS saying this pumpkin is not good....only the organic is good...what the heck, are you a cook!? If you know cooking that much why don't you do it by yourself!!";
+ next;
+ mes "[Chef Candycon]";
+ mes "And never helped me for escaping pumpkins and pretend busy? UGH! tut~";
+ next;
+ mes "[Chef Candycon]";
+ mes "My lord!!!";
+ mes "Hu....Human!!";
+ mes "Hub~ (deep breath)..";
+ next;
+ mes "[Chef Candycon]";
+ mes "Li.....ving....h....u.... m....a....n....";
+ next;
+ mes "[Chef Candycon]";
+ mes "How...........do....you......come......";
+ mes "To.....town.......... of......... the dead.......";
+ mes "Ni....fl.......he...im........";
+ next;
+ mes "[Chef Candycon]";
+ mes "He....re....";
+ mes "Is.........not........";
+ mes "For..................";
+ mes "Li..ving....crea...ture.......";
+ next;
+ select("Tell him about pumpkins.");
+ mes "[Chef Candycon]";
+ mes ".....Pu...........m............ki....n.....";
+ next;
+ mes "[Chef Candycon]";
+ mes "It...has...been....";
+ mes "O.....ver....but....";
+ mes "ca...me......a...gain....";
+ next;
+ mes "[" + strcharinfo(0) + "]";
+ mes "Why don't you speak normally.";
+ next;
+ mes "[Chef Candycon]";
+ mes "......";
+ next;
+ mes "[Chef Candycon]";
+ mes "May....may I??";
+ next;
+ mes "[Chef Candycon]";
+ mes "Ah... I'm not supposed to speak like this... We also have image making issue....";
+ next;
+ mes "[Chef Candycon]";
+ mes "Speaking like this is way better to scare people...heww..however, I can't bare it as it is too stuffy.";
+ next;
+ mes "[Chef Candycon]";
+ mes "Anyway! It won't be delayed if those pumpkins didn't escape to Midgarts.";
+ next;
+ mes "[Chef Candycon]";
+ mes "Obviously, we are dead so we are pretty weak to the sun. We would be a pile of ash if we searched during daytime.";
+ next;
+ mes "[Trick]";
+ mes "Did you know?! How could you send us to search for pumpkins?!";
+ next;
+ mes "[Chef Candycon]";
+ mes "What? You can walk around after sunset. And you got wings and night vision... And what? Ultra sonic...?!!!!";
+ next;
+ mes "[Treat]";
+ mes "So I didn't leave the coffin.";
+ next;
+ mes "[Trick]";
+ mes "Ah...?!";
+ next;
+ mes "[Chef Candycon]";
+ mes "Gosh. How fortune we are for your effort, considering the process after bringing pumpkins.";
+ next;
+ select("Give pumpkins.");
+ mes "[Chef Candycon]";
+ mes "Let me see! Correct? Yeah that's it! Hold on a sec.";
+ next;
+ callsub L_GivePumpkin;
+ end;
+ }
+ /* else fall through */
+ } else if (eve_bs == 2) {
+ if (questprogress(11378)) {
+ mes "[Chef Candycon]";
+ mes "Eh! More pumpkins??";
+ mes "Heck... Seriously... How many more left?";
+ next;
+ callsub L_GivePumpkin;
+ end;
+ }
+ mes "[Chef Candycon]";
+ mes "Yo! Thanks to your delivery, baking cake day and night.";
+ mes "Laying on the tomb will not guarantee eternal sleeping. T.T ";
+ close;
+ }
+ mes "[Chef Candycon]";
+ mes "Li.....ving....h....u.... m....a....n....";
+ next;
+ mes "[Chef Candycon]";
+ mes "How...........do....you......come......";
+ mes "To.....town.......... of......... the dead.......";
+ mes "Ni....fl.......he...im........";
+ next;
+ mes "[Chef Candycon]";
+ mes "He....re....";
+ mes "Is.........not........";
+ mes "For..................";
+ mes "Li..ving....crea...ture.......";
+ close;
+
+L_GivePumpkin:
+ mes "[Chef Candycon]";
+ mes "Well, ^ff9000I need all the pumpkins^000000!";
+ mes "If we don't work fast, we will be late for the festival.";
+ next;
+ mes "^ff9000*****WARNING*****^000000";
+ mes "^ff9000You will give all of pumpkin, [ALL]!^000000";
+ mes "^ff9000Will you proceed?^000000";
+ if (select("Give all pumpkins.:Cancel") == 2) {
+ mes "[Chef Candycon]";
+ mes "Eeh~~ You have no use for those pumpkins~~";
+ close;
+ }
+ if (countitem(Organic_Pumpkin) * 3 + countitem(Inorganic_Pumpkin) < 30) {
+ mes "[Chef Candycon]";
+ mes "Ooops where is pumpkin? escaped again?";
+ mes "Oh, boy...no... you should go to get them again...";
+ close;
+ }
+ if (countitem(Inorganic_Pumpkin))
+ delitem Inorganic_Pumpkin,countitem(Inorganic_Pumpkin);
+ if (countitem(Organic_Pumpkin))
+ delitem Organic_Pumpkin,countitem(Organic_Pumpkin);
+ eve_bs = 2;
+ getitem HALLOWEEN_G_BOX,1;
+ erasequest 11378;
+ mes "[Chef Candycon]";
+ mes "Okay! Dig out the inside of pumpkin and like this~ and that~!";
+ next;
+ mes "[Chef Candycon]";
+ mes "Cool! Pumpkin has been carved just in shape? This is it for Halloween! Halloween without Jack'o lantern can't be real Halloween!";
+ next;
+ mes "[Chef Candycon]";
+ mes "Take this, it's a reward for bringing pumpkins! Open it, there might be some fun stuff...";
+ close;
+}
+
+niflheim,182,177,3 script Trick#2013HE 4_NFBAT,{
+ if (eve_bs == 1) {
+ mes "[Trick]";
+ mes "It's really fresh, outside of coffin?";
+ mes "Have you got 30 pumpkins?";
+ next;
+ mes "[Trick]";
+ mes "If you brought them all, deliver them to the chef there.";
+ close;
+ } else if (eve_bs > 1) {
+ mes "[Trick]";
+ mes "What would happen without your help?~";
+ next;
+ mes "[Treat]";
+ mes "Maybe, Sir, Hell would have grilled bat, instead of pumpkin cake.";
+ next;
+ mes "[Trick]";
+ mes "Gosh....";
+ close;
+ }
+ mes "[Trick]";
+ mes "I don't need sweets!!";
+ mes "As I will just mess up everything! wahahahaa!";
+ close;
+}
+
+niflheim,183,176,3 script Treat#2013HE 4_NFBAT,{
+ if (eve_bs == 1) {
+ mes "[Treat]";
+ mes "......";
+ close;
+ } else if (eve_bs > 1) {
+ mes "[Treat]";
+ mes "Doing good...?";
+ close;
+ }
+ mes "[Treat]";
+ mes "-Giggle-";
+ close;
+}
+
+niflheim,179,168,5 script Kentucky#2013HE 4_NFCOCK,{
+ mes "[Kentucky]";
+ mes "Ho... These seeds have really deep taste.";
+ mes "I will be able to have this kind of seeds no matter how much.";
+ close;
+}
+
+niflheim,177,166,8 script Chicken#2013HE 4_NFCOCK,{
+ mes "[Chicken]";
+ mes "Hey Kentucky!!";
+ mes "You are eating alone too much!";
+ close;
+}
+
+niflheim,198,175,5 script Wandering soul#2013HE 4_NFWISP,{
+ mes "[Wandering soul]";
+ mes "-Giggle-";
+ mes "The festival is about to begin...";
+ close;
+}
+
+niflheim,191,180,3 script Wandering soul#2013HE2 4_NFWISP,{
+ mes "[Wandering soul]";
+ mes "Living creatures can't participate in the festival of Niflheim. -giggle-";
+ close;
+}
+
+niflheim,181,181,5 script Wandering soul#2013HE3 4_NFWISP,{
+ mes "[Wandering soul]";
+ mes "The festival brought vitality to 'city of the dead'....";
+ mes "Doesn't it seem like something is wrong??";
+ close;
+}
+
+niflheim,183,162,5 script Wandering soul#2013HE4 4_NFWISP,{
+ mes "[Wandering soul]";
+ mes "Soon, the festival of souls will be here!";
+ close;
+}
+
+// Monster Spawns :: EventMonster-131022
+//============================================================
+gld_dun01_2,0,0,0,0 monster Organic Pumpkin 3202,1,5000,0,0
+gld_dun02_2,0,0,0,0 monster Organic Pumpkin 3202,1,5000,0,0
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+um_fild03,0,0,0,0 monster Organic Pumpkin 3202,1,5000,0,0
+um_fild04,0,0,0,0 monster Organic Pumpkin 3202,1,5000,0,0
+ve_fild01,0,0,0,0 monster Organic Pumpkin 3202,1,5000,0,0
+ve_fild02,0,0,0,0 monster Organic Pumpkin 3202,1,5000,0,0
+ve_fild03,0,0,0,0 monster Organic Pumpkin 3202,1,5000,0,0
+ve_fild04,0,0,0,0 monster Organic Pumpkin 3202,1,5000,0,0
+ve_fild05,0,0,0,0 monster Organic Pumpkin 3202,1,5000,0,0
+ve_fild07,0,0,0,0 monster Organic Pumpkin 3202,1,5000,0,0
+xmas_dun01,0,0,0,0 monster Organic Pumpkin 3202,1,5000,0,0
+xmas_dun02,0,0,0,0 monster Organic Pumpkin 3202,1,5000,0,0
+xmas_fild01,0,0,0,0 monster Organic Pumpkin 3202,1,5000,0,0
+yuno_fild01,0,0,0,0 monster Organic Pumpkin 3202,1,5000,0,0
+yuno_fild02,0,0,0,0 monster Organic Pumpkin 3202,1,5000,0,0
+yuno_fild03,0,0,0,0 monster Organic Pumpkin 3202,1,5000,0,0
+yuno_fild04,0,0,0,0 monster Organic Pumpkin 3202,1,5000,0,0
+yuno_fild06,0,0,0,0 monster Organic Pumpkin 3202,1,5000,0,0
+yuno_fild07,0,0,0,0 monster Organic Pumpkin 3202,1,5000,0,0
+yuno_fild08,0,0,0,0 monster Organic Pumpkin 3202,1,5000,0,0
+yuno_fild09,0,0,0,0 monster Organic Pumpkin 3202,1,5000,0,0
+yuno_fild10,0,0,0,0 monster Organic Pumpkin 3202,1,5000,0,0
+yuno_fild12,0,0,0,0 monster Organic Pumpkin 3202,1,5000,0,0
+ecl_fild01,0,0,0,0 monster Organic Pumpkin 3202,1,5000,0,0
+ecl_tdun01,0,0,0,0 monster Organic Pumpkin 3202,1,5000,0,0
+ecl_tdun02,0,0,0,0 monster Organic Pumpkin 3202,1,5000,0,0
+ecl_tdun03,0,0,0,0 monster Organic Pumpkin 3202,1,5000,0,0
+moc_prydn1,0,0,0,0 monster Organic Pumpkin 3202,1,5000,0,0
+moc_prydn2,0,0,0,0 monster Organic Pumpkin 3202,1,5000,0,0
+prt_fild08a,0,0,0,0 monster Organic Pumpkin 3202,1,5000,0,0
+prt_fild08b,0,0,0,0 monster Organic Pumpkin 3202,1,5000,0,0
+prt_fild08c,0,0,0,0 monster Organic Pumpkin 3202,1,5000,0,0
+prt_fild08d,0,0,0,0 monster Organic Pumpkin 3202,1,5000,0,0
+gl_chyard_,0,0,0,0 monster Organic Pumpkin 3202,1,5000,0,0
+gl_cas02_,0,0,0,0 monster Organic Pumpkin 3202,1,5000,0,0
+gld_dun01_2,0,0,0,0 monster Inorganic Pumpkin 3203,4,5000,0,0
+gld_dun02_2,0,0,0,0 monster Inorganic Pumpkin 3203,4,5000,0,0
+gld_dun03_2,0,0,0,0 monster Inorganic Pumpkin 3203,4,5000,0,0
+gld_dun04_2,0,0,0,0 monster Inorganic Pumpkin 3203,4,5000,0,0
+gld2_ald,0,0,0,0 monster Inorganic Pumpkin 3203,4,5000,0,0
+gld2_gef,0,0,0,0 monster Inorganic Pumpkin 3203,4,5000,0,0
+gld2_pay,0,0,0,0 monster Inorganic Pumpkin 3203,4,5000,0,0
+gld2_prt,0,0,0,0 monster Inorganic Pumpkin 3203,4,5000,0,0
+lhz_dun04,0,0,0,0 monster Inorganic Pumpkin 3203,4,5000,0,0
+iz_dun05,0,0,0,0 monster Inorganic Pumpkin 3203,4,5000,0,0
+mal_dun01,0,0,0,0 monster Inorganic Pumpkin 3203,4,5000,0,0
+dic_dun03,0,0,0,0 monster Inorganic Pumpkin 3203,4,5000,0,0
+dew_fild01,0,0,0,0 monster Inorganic Pumpkin 3203,4,5000,0,0
+dew_dun01,0,0,0,0 monster Inorganic Pumpkin 3203,4,5000,0,0
+dew_dun02,0,0,0,0 monster Inorganic Pumpkin 3203,4,5000,0,0
+mal_dun01,0,0,0,0 monster Inorganic Pumpkin 3203,4,5000,0,0
+iz_dun05,0,0,0,0 monster Inorganic Pumpkin 3203,4,5000,0,0
+man_fild01,0,0,0,0 monster Inorganic Pumpkin 3203,4,5000,0,0
+man_fild03,0,0,0,0 monster Inorganic Pumpkin 3203,4,5000,0,0
+spl_fild02,0,0,0,0 monster Inorganic Pumpkin 3203,4,5000,0,0
+spl_fild03,0,0,0,0 monster Inorganic Pumpkin 3203,4,5000,0,0
+man_fild02,0,0,0,0 monster Inorganic Pumpkin 3203,4,5000,0,0
+spl_fild01,0,0,0,0 monster Inorganic Pumpkin 3203,4,5000,0,0
+nyd_dun01,0,0,0,0 monster Inorganic Pumpkin 3203,4,5000,0,0
+bra_fild01,0,0,0,0 monster Inorganic Pumpkin 3203,4,5000,0,0
+bra_dun01,0,0,0,0 monster Inorganic Pumpkin 3203,4,5000,0,0
+bra_dun02,0,0,0,0 monster Inorganic Pumpkin 3203,4,5000,0,0
+dic_fild01,0,0,0,0 monster Inorganic Pumpkin 3203,4,5000,0,0
+dic_fild02,0,0,0,0 monster Inorganic Pumpkin 3203,4,5000,0,0
+dic_dun01,0,0,0,0 monster Inorganic Pumpkin 3203,4,5000,0,0
+dic_dun02,0,0,0,0 monster Inorganic Pumpkin 3203,4,5000,0,0
+bif_fild01,0,0,0,0 monster Inorganic Pumpkin 3203,4,5000,0,0
+bif_fild02,0,0,0,0 monster Inorganic Pumpkin 3203,4,5000,0,0
+abbey01,0,0,0,0 monster Inorganic Pumpkin 3203,4,5000,0,0
+abbey02,0,0,0,0 monster Inorganic Pumpkin 3203,4,5000,0,0
+abbey03,0,0,0,0 monster Inorganic Pumpkin 3203,4,5000,0,0
+abyss_01,0,0,0,0 monster Inorganic Pumpkin 3203,4,5000,0,0
+abyss_02,0,0,0,0 monster Inorganic Pumpkin 3203,4,5000,0,0
+abyss_03,0,0,0,0 monster Inorganic Pumpkin 3203,4,5000,0,0
+alde_dun01,0,0,0,0 monster Inorganic Pumpkin 3203,4,5000,0,0
+alde_dun02,0,0,0,0 monster Inorganic Pumpkin 3203,4,5000,0,0
+alde_dun03,0,0,0,0 monster Inorganic Pumpkin 3203,4,5000,0,0
+alde_dun04,0,0,0,0 monster Inorganic Pumpkin 3203,4,5000,0,0
+ama_dun01,0,0,0,0 monster Inorganic Pumpkin 3203,4,5000,0,0
+ama_dun02,0,0,0,0 monster Inorganic Pumpkin 3203,4,5000,0,0
+ama_dun03,0,0,0,0 monster Inorganic Pumpkin 3203,4,5000,0,0
+ama_fild01,0,0,0,0 monster Inorganic Pumpkin 3203,4,5000,0,0
+anthell01,0,0,0,0 monster Inorganic Pumpkin 3203,4,5000,0,0
+anthell02,0,0,0,0 monster Inorganic Pumpkin 3203,4,5000,0,0
+ayo_dun01,0,0,0,0 monster Inorganic Pumpkin 3203,4,5000,0,0
+ayo_dun02,0,0,0,0 monster Inorganic Pumpkin 3203,4,5000,0,0
+ayo_fild01,0,0,0,0 monster Inorganic Pumpkin 3203,4,5000,0,0
+ayo_fild02,0,0,0,0 monster Inorganic Pumpkin 3203,4,5000,0,0
+beach_dun,0,0,0,0 monster Inorganic Pumpkin 3203,4,5000,0,0
+beach_dun2,0,0,0,0 monster Inorganic Pumpkin 3203,4,5000,0,0
+beach_dun3,0,0,0,0 monster Inorganic Pumpkin 3203,4,5000,0,0
+c_tower1,0,0,0,0 monster Inorganic Pumpkin 3203,4,5000,0,0
+c_tower2,0,0,0,0 monster Inorganic Pumpkin 3203,4,5000,0,0
+c_tower3,0,0,0,0 monster Inorganic Pumpkin 3203,4,5000,0,0
+c_tower4,0,0,0,0 monster Inorganic Pumpkin 3203,4,5000,0,0
+cmd_fild01,0,0,0,0 monster Inorganic Pumpkin 3203,4,5000,0,0
+cmd_fild02,0,0,0,0 monster Inorganic Pumpkin 3203,4,5000,0,0
+cmd_fild03,0,0,0,0 monster Inorganic Pumpkin 3203,4,5000,0,0
+cmd_fild04,0,0,0,0 monster Inorganic Pumpkin 3203,4,5000,0,0
+cmd_fild06,0,0,0,0 monster Inorganic Pumpkin 3203,4,5000,0,0
+cmd_fild07,0,0,0,0 monster Inorganic Pumpkin 3203,4,5000,0,0
+cmd_fild08,0,0,0,0 monster Inorganic Pumpkin 3203,4,5000,0,0
+cmd_fild09,0,0,0,0 monster Inorganic Pumpkin 3203,4,5000,0,0
+ein_dun01,0,0,0,0 monster Inorganic Pumpkin 3203,4,5000,0,0
+ein_dun02,0,0,0,0 monster Inorganic Pumpkin 3203,4,5000,0,0
+ein_fild03,0,0,0,0 monster Inorganic Pumpkin 3203,4,5000,0,0
+ein_fild04,0,0,0,0 monster Inorganic Pumpkin 3203,4,5000,0,0
+ein_fild05,0,0,0,0 monster Inorganic Pumpkin 3203,4,5000,0,0
+ein_fild06,0,0,0,0 monster Inorganic Pumpkin 3203,4,5000,0,0
+ein_fild07,0,0,0,0 monster Inorganic Pumpkin 3203,4,5000,0,0
+ein_fild08,0,0,0,0 monster Inorganic Pumpkin 3203,4,5000,0,0
+ein_fild09,0,0,0,0 monster Inorganic Pumpkin 3203,4,5000,0,0
+gef_dun00,0,0,0,0 monster Inorganic Pumpkin 3203,4,5000,0,0
+gef_dun01,0,0,0,0 monster Inorganic Pumpkin 3203,4,5000,0,0
+gef_dun02,0,0,0,0 monster Inorganic Pumpkin 3203,4,5000,0,0
+gef_fild00,0,0,0,0 monster Inorganic Pumpkin 3203,4,5000,0,0
+gef_fild01,0,0,0,0 monster Inorganic Pumpkin 3203,4,5000,0,0
+gef_fild02,0,0,0,0 monster Inorganic Pumpkin 3203,4,5000,0,0
+gef_fild03,0,0,0,0 monster Inorganic Pumpkin 3203,4,5000,0,0
+gef_fild04,0,0,0,0 monster Inorganic Pumpkin 3203,4,5000,0,0
+gef_fild05,0,0,0,0 monster Inorganic Pumpkin 3203,4,5000,0,0
+gef_fild06,0,0,0,0 monster Inorganic Pumpkin 3203,4,5000,0,0
+gef_fild07,0,0,0,0 monster Inorganic Pumpkin 3203,4,5000,0,0
+gef_fild08,0,0,0,0 monster Inorganic Pumpkin 3203,4,5000,0,0
+gef_fild09,0,0,0,0 monster Inorganic Pumpkin 3203,4,5000,0,0
+gef_fild10,0,0,0,0 monster Inorganic Pumpkin 3203,4,5000,0,0
+gef_fild11,0,0,0,0 monster Inorganic Pumpkin 3203,4,5000,0,0
+gef_fild13,0,0,0,0 monster Inorganic Pumpkin 3203,4,5000,0,0
+gefenia01,0,0,0,0 monster Inorganic Pumpkin 3203,4,5000,0,0
+gefenia02,0,0,0,0 monster Inorganic Pumpkin 3203,4,5000,0,0
+gefenia03,0,0,0,0 monster Inorganic Pumpkin 3203,4,5000,0,0
+gefenia04,0,0,0,0 monster Inorganic Pumpkin 3203,4,5000,0,0
+gl_cas01,0,0,0,0 monster Inorganic Pumpkin 3203,4,5000,0,0
+gl_cas02,0,0,0,0 monster Inorganic Pumpkin 3203,4,5000,0,0
+gl_church,0,0,0,0 monster Inorganic Pumpkin 3203,4,5000,0,0
+gl_chyard,0,0,0,0 monster Inorganic Pumpkin 3203,4,5000,0,0
+gl_dun01,0,0,0,0 monster Inorganic Pumpkin 3203,4,5000,0,0
+gl_dun02,0,0,0,0 monster Inorganic Pumpkin 3203,4,5000,0,0
+gl_in01,0,0,0,0 monster Inorganic Pumpkin 3203,4,5000,0,0
+gl_knt01,0,0,0,0 monster Inorganic Pumpkin 3203,4,5000,0,0
+gl_knt02,0,0,0,0 monster Inorganic Pumpkin 3203,4,5000,0,0
+gl_prison,0,0,0,0 monster Inorganic Pumpkin 3203,4,5000,0,0
+gl_prison1,0,0,0,0 monster Inorganic Pumpkin 3203,4,5000,0,0
+gl_sew01,0,0,0,0 monster Inorganic Pumpkin 3203,4,5000,0,0
+gl_sew02,0,0,0,0 monster Inorganic Pumpkin 3203,4,5000,0,0
+gl_sew03,0,0,0,0 monster Inorganic Pumpkin 3203,4,5000,0,0
+gl_sew04,0,0,0,0 monster Inorganic Pumpkin 3203,4,5000,0,0
+gl_step,0,0,0,0 monster Inorganic Pumpkin 3203,4,5000,0,0
+glast_01,0,0,0,0 monster Inorganic Pumpkin 3203,4,5000,0,0
+gon_dun01,0,0,0,0 monster Inorganic Pumpkin 3203,4,5000,0,0
+gon_dun02,0,0,0,0 monster Inorganic Pumpkin 3203,4,5000,0,0
+gon_dun03,0,0,0,0 monster Inorganic Pumpkin 3203,4,5000,0,0
+gon_fild01,0,0,0,0 monster Inorganic Pumpkin 3203,4,5000,0,0
+hu_fild01,0,0,0,0 monster Inorganic Pumpkin 3203,4,5000,0,0
+hu_fild02,0,0,0,0 monster Inorganic Pumpkin 3203,4,5000,0,0
+hu_fild04,0,0,0,0 monster Inorganic Pumpkin 3203,4,5000,0,0
+hu_fild05,0,0,0,0 monster Inorganic Pumpkin 3203,4,5000,0,0
+hu_fild06,0,0,0,0 monster Inorganic Pumpkin 3203,4,5000,0,0
+ice_dun01,0,0,0,0 monster Inorganic Pumpkin 3203,4,5000,0,0
+ice_dun02,0,0,0,0 monster Inorganic Pumpkin 3203,4,5000,0,0
+ice_dun03,0,0,0,0 monster Inorganic Pumpkin 3203,4,5000,0,0
+in_sphinx1,0,0,0,0 monster Inorganic Pumpkin 3203,4,5000,0,0
+in_sphinx2,0,0,0,0 monster Inorganic Pumpkin 3203,4,5000,0,0
+in_sphinx3,0,0,0,0 monster Inorganic Pumpkin 3203,4,5000,0,0
+in_sphinx4,0,0,0,0 monster Inorganic Pumpkin 3203,4,5000,0,0
+in_sphinx5,0,0,0,0 monster Inorganic Pumpkin 3203,4,5000,0,0
+iz_dun00,0,0,0,0 monster Inorganic Pumpkin 3203,4,5000,0,0
+iz_dun01,0,0,0,0 monster Inorganic Pumpkin 3203,4,5000,0,0
+iz_dun02,0,0,0,0 monster Inorganic Pumpkin 3203,4,5000,0,0
+iz_dun03,0,0,0,0 monster Inorganic Pumpkin 3203,4,5000,0,0
+iz_dun04,0,0,0,0 monster Inorganic Pumpkin 3203,4,5000,0,0
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+juperos_01,0,0,0,0 monster Inorganic Pumpkin 3203,4,5000,0,0
+juperos_02,0,0,0,0 monster Inorganic Pumpkin 3203,4,5000,0,0
+kh_dun01,0,0,0,0 monster Inorganic Pumpkin 3203,4,5000,0,0
+kh_dun02,0,0,0,0 monster Inorganic Pumpkin 3203,4,5000,0,0
+lhz_dun01,0,0,0,0 monster Inorganic Pumpkin 3203,4,5000,0,0
+lhz_dun02,0,0,0,0 monster Inorganic Pumpkin 3203,4,5000,0,0
+lhz_dun03,0,0,0,0 monster Inorganic Pumpkin 3203,4,5000,0,0
+lhz_fild01,0,0,0,0 monster Inorganic Pumpkin 3203,4,5000,0,0
+lhz_fild02,0,0,0,0 monster Inorganic Pumpkin 3203,4,5000,0,0
+lhz_fild03,0,0,0,0 monster Inorganic Pumpkin 3203,4,5000,0,0
+lou_dun01,0,0,0,0 monster Inorganic Pumpkin 3203,4,5000,0,0
+lou_dun02,0,0,0,0 monster Inorganic Pumpkin 3203,4,5000,0,0
+lou_dun03,0,0,0,0 monster Inorganic Pumpkin 3203,4,5000,0,0
+lou_fild01,0,0,0,0 monster Inorganic Pumpkin 3203,4,5000,0,0
+mag_dun01,0,0,0,0 monster Inorganic Pumpkin 3203,4,5000,0,0
+mag_dun02,0,0,0,0 monster Inorganic Pumpkin 3203,4,5000,0,0
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+mjo_dun01,0,0,0,0 monster Inorganic Pumpkin 3203,4,5000,0,0
+mjo_dun02,0,0,0,0 monster Inorganic Pumpkin 3203,4,5000,0,0
+mjo_dun03,0,0,0,0 monster Inorganic Pumpkin 3203,4,5000,0,0
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+mjolnir_02,0,0,0,0 monster Inorganic Pumpkin 3203,4,5000,0,0
+mjolnir_03,0,0,0,0 monster Inorganic Pumpkin 3203,4,5000,0,0
+mjolnir_04,0,0,0,0 monster Inorganic Pumpkin 3203,4,5000,0,0
+mjolnir_05,0,0,0,0 monster Inorganic Pumpkin 3203,4,5000,0,0
+mjolnir_06,0,0,0,0 monster Inorganic Pumpkin 3203,4,5000,0,0
+mjolnir_07,0,0,0,0 monster Inorganic Pumpkin 3203,4,5000,0,0
+mjolnir_08,0,0,0,0 monster Inorganic Pumpkin 3203,4,5000,0,0
+mjolnir_09,0,0,0,0 monster Inorganic Pumpkin 3203,4,5000,0,0
+mjolnir_10,0,0,0,0 monster Inorganic Pumpkin 3203,4,5000,0,0
+mjolnir_11,0,0,0,0 monster Inorganic Pumpkin 3203,4,5000,0,0
+mjolnir_12,0,0,0,0 monster Inorganic Pumpkin 3203,4,5000,0,0
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+moc_fild03,0,0,0,0 monster Inorganic Pumpkin 3203,4,5000,0,0
+moc_fild04,0,0,0,0 monster Inorganic Pumpkin 3203,4,5000,0,0
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+moc_fild09,0,0,0,0 monster Inorganic Pumpkin 3203,4,5000,0,0
+moc_fild10,0,0,0,0 monster Inorganic Pumpkin 3203,4,5000,0,0
+moc_fild11,0,0,0,0 monster Inorganic Pumpkin 3203,4,5000,0,0
+moc_fild12,0,0,0,0 monster Inorganic Pumpkin 3203,4,5000,0,0
+moc_fild13,0,0,0,0 monster Inorganic Pumpkin 3203,4,5000,0,0
+moc_fild14,0,0,0,0 monster Inorganic Pumpkin 3203,4,5000,0,0
+moc_fild15,0,0,0,0 monster Inorganic Pumpkin 3203,4,5000,0,0
+moc_fild16,0,0,0,0 monster Inorganic Pumpkin 3203,4,5000,0,0
+moc_fild17,0,0,0,0 monster Inorganic Pumpkin 3203,4,5000,0,0
+moc_fild18,0,0,0,0 monster Inorganic Pumpkin 3203,4,5000,0,0
+moc_pryd01,0,0,0,0 monster Inorganic Pumpkin 3203,4,5000,0,0
+moc_pryd02,0,0,0,0 monster Inorganic Pumpkin 3203,4,5000,0,0
+moc_pryd03,0,0,0,0 monster Inorganic Pumpkin 3203,4,5000,0,0
+moc_pryd04,0,0,0,0 monster Inorganic Pumpkin 3203,4,5000,0,0
+moc_pryd05,0,0,0,0 monster Inorganic Pumpkin 3203,4,5000,0,0
+moc_pryd06,0,0,0,0 monster Inorganic Pumpkin 3203,4,5000,0,0
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+nif_fild01,0,0,0,0 monster Inorganic Pumpkin 3203,4,5000,0,0
+nif_fild02,0,0,0,0 monster Inorganic Pumpkin 3203,4,5000,0,0
+nyd_dun01,0,0,0,0 monster Inorganic Pumpkin 3203,4,5000,0,0
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+odin_tem02,0,0,0,0 monster Inorganic Pumpkin 3203,4,5000,0,0
+odin_tem03,0,0,0,0 monster Inorganic Pumpkin 3203,4,5000,0,0
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+orcsdun02,0,0,0,0 monster Inorganic Pumpkin 3203,4,5000,0,0
+pay_dun00,0,0,0,0 monster Inorganic Pumpkin 3203,4,5000,0,0
+pay_dun01,0,0,0,0 monster Inorganic Pumpkin 3203,4,5000,0,0
+pay_dun02,0,0,0,0 monster Inorganic Pumpkin 3203,4,5000,0,0
+pay_dun03,0,0,0,0 monster Inorganic Pumpkin 3203,4,5000,0,0
+pay_dun04,0,0,0,0 monster Inorganic Pumpkin 3203,4,5000,0,0
+pay_fild01,0,0,0,0 monster Inorganic Pumpkin 3203,4,5000,0,0
+pay_fild02,0,0,0,0 monster Inorganic Pumpkin 3203,4,5000,0,0
+pay_fild03,0,0,0,0 monster Inorganic Pumpkin 3203,4,5000,0,0
+pay_fild04,0,0,0,0 monster Inorganic Pumpkin 3203,4,5000,0,0
+pay_fild06,0,0,0,0 monster Inorganic Pumpkin 3203,4,5000,0,0
+pay_fild07,0,0,0,0 monster Inorganic Pumpkin 3203,4,5000,0,0
+pay_fild08,0,0,0,0 monster Inorganic Pumpkin 3203,4,5000,0,0
+pay_fild09,0,0,0,0 monster Inorganic Pumpkin 3203,4,5000,0,0
+pay_fild10,0,0,0,0 monster Inorganic Pumpkin 3203,4,5000,0,0
+prt_fild00,0,0,0,0 monster Inorganic Pumpkin 3203,4,5000,0,0
+prt_fild01,0,0,0,0 monster Inorganic Pumpkin 3203,4,5000,0,0
+prt_fild02,0,0,0,0 monster Inorganic Pumpkin 3203,4,5000,0,0
+prt_fild03,0,0,0,0 monster Inorganic Pumpkin 3203,4,5000,0,0
+prt_fild04,0,0,0,0 monster Inorganic Pumpkin 3203,4,5000,0,0
+prt_fild05,0,0,0,0 monster Inorganic Pumpkin 3203,4,5000,0,0
+prt_fild06,0,0,0,0 monster Inorganic Pumpkin 3203,4,5000,0,0
+prt_fild07,0,0,0,0 monster Inorganic Pumpkin 3203,4,5000,0,0
+prt_fild08,0,0,0,0 monster Inorganic Pumpkin 3203,4,5000,0,0
+prt_fild09,0,0,0,0 monster Inorganic Pumpkin 3203,4,5000,0,0
+prt_fild10,0,0,0,0 monster Inorganic Pumpkin 3203,4,5000,0,0
+prt_fild11,0,0,0,0 monster Inorganic Pumpkin 3203,4,5000,0,0
+prt_maze01,0,0,0,0 monster Inorganic Pumpkin 3203,4,5000,0,0
+prt_maze02,0,0,0,0 monster Inorganic Pumpkin 3203,4,5000,0,0
+prt_maze03,0,0,0,0 monster Inorganic Pumpkin 3203,4,5000,0,0
+prt_sewb1,0,0,0,0 monster Inorganic Pumpkin 3203,4,5000,0,0
+prt_sewb2,0,0,0,0 monster Inorganic Pumpkin 3203,4,5000,0,0
+prt_sewb3,0,0,0,0 monster Inorganic Pumpkin 3203,4,5000,0,0
+ra_fild01,0,0,0,0 monster Inorganic Pumpkin 3203,4,5000,0,0
+ra_fild03,0,0,0,0 monster Inorganic Pumpkin 3203,4,5000,0,0
+ra_fild04,0,0,0,0 monster Inorganic Pumpkin 3203,4,5000,0,0
+ra_fild05,0,0,0,0 monster Inorganic Pumpkin 3203,4,5000,0,0
+ra_fild06,0,0,0,0 monster Inorganic Pumpkin 3203,4,5000,0,0
+ra_fild08,0,0,0,0 monster Inorganic Pumpkin 3203,4,5000,0,0
+ra_fild12,0,0,0,0 monster Inorganic Pumpkin 3203,4,5000,0,0
+ra_san01,0,0,0,0 monster Inorganic Pumpkin 3203,4,5000,0,0
+ra_san02,0,0,0,0 monster Inorganic Pumpkin 3203,4,5000,0,0
+ra_san03,0,0,0,0 monster Inorganic Pumpkin 3203,4,5000,0,0
+ra_san04,0,0,0,0 monster Inorganic Pumpkin 3203,4,5000,0,0
+ra_san05,0,0,0,0 monster Inorganic Pumpkin 3203,4,5000,0,0
+spl_fild01,0,0,0,0 monster Inorganic Pumpkin 3203,4,5000,0,0
+tha_t01,0,0,0,0 monster Inorganic Pumpkin 3203,4,5000,0,0
+tha_t02,0,0,0,0 monster Inorganic Pumpkin 3203,4,5000,0,0
+tha_t03,0,0,0,0 monster Inorganic Pumpkin 3203,4,5000,0,0
+tha_t04,0,0,0,0 monster Inorganic Pumpkin 3203,4,5000,0,0
+tha_t05,0,0,0,0 monster Inorganic Pumpkin 3203,4,5000,0,0
+tha_t06,0,0,0,0 monster Inorganic Pumpkin 3203,4,5000,0,0
+tha_t07,0,0,0,0 monster Inorganic Pumpkin 3203,4,5000,0,0
+tha_t08,0,0,0,0 monster Inorganic Pumpkin 3203,4,5000,0,0
+tha_t09,0,0,0,0 monster Inorganic Pumpkin 3203,4,5000,0,0
+tha_t10,0,0,0,0 monster Inorganic Pumpkin 3203,4,5000,0,0
+tha_t11,0,0,0,0 monster Inorganic Pumpkin 3203,4,5000,0,0
+tha_t12,0,0,0,0 monster Inorganic Pumpkin 3203,4,5000,0,0
+thor_v01,0,0,0,0 monster Inorganic Pumpkin 3203,4,5000,0,0
+thor_v02,0,0,0,0 monster Inorganic Pumpkin 3203,4,5000,0,0
+thor_v03,0,0,0,0 monster Inorganic Pumpkin 3203,4,5000,0,0
+treasure01,0,0,0,0 monster Inorganic Pumpkin 3203,4,5000,0,0
+treasure02,0,0,0,0 monster Inorganic Pumpkin 3203,4,5000,0,0
+tur_dun01,0,0,0,0 monster Inorganic Pumpkin 3203,4,5000,0,0
+tur_dun02,0,0,0,0 monster Inorganic Pumpkin 3203,4,5000,0,0
+tur_dun03,0,0,0,0 monster Inorganic Pumpkin 3203,4,5000,0,0
+tur_dun04,0,0,0,0 monster Inorganic Pumpkin 3203,4,5000,0,0
+um_fild01,0,0,0,0 monster Inorganic Pumpkin 3203,4,5000,0,0
+um_fild02,0,0,0,0 monster Inorganic Pumpkin 3203,4,5000,0,0
+um_fild03,0,0,0,0 monster Inorganic Pumpkin 3203,4,5000,0,0
+um_fild04,0,0,0,0 monster Inorganic Pumpkin 3203,4,5000,0,0
+ve_fild01,0,0,0,0 monster Inorganic Pumpkin 3203,4,5000,0,0
+ve_fild02,0,0,0,0 monster Inorganic Pumpkin 3203,4,5000,0,0
+ve_fild03,0,0,0,0 monster Inorganic Pumpkin 3203,4,5000,0,0
+ve_fild04,0,0,0,0 monster Inorganic Pumpkin 3203,4,5000,0,0
+ve_fild05,0,0,0,0 monster Inorganic Pumpkin 3203,4,5000,0,0
+ve_fild07,0,0,0,0 monster Inorganic Pumpkin 3203,4,5000,0,0
+xmas_dun01,0,0,0,0 monster Inorganic Pumpkin 3203,4,5000,0,0
+xmas_dun02,0,0,0,0 monster Inorganic Pumpkin 3203,4,5000,0,0
+xmas_fild01,0,0,0,0 monster Inorganic Pumpkin 3203,4,5000,0,0
+yuno_fild01,0,0,0,0 monster Inorganic Pumpkin 3203,4,5000,0,0
+yuno_fild02,0,0,0,0 monster Inorganic Pumpkin 3203,4,5000,0,0
+yuno_fild03,0,0,0,0 monster Inorganic Pumpkin 3203,4,5000,0,0
+yuno_fild04,0,0,0,0 monster Inorganic Pumpkin 3203,4,5000,0,0
+yuno_fild06,0,0,0,0 monster Inorganic Pumpkin 3203,4,5000,0,0
+yuno_fild07,0,0,0,0 monster Inorganic Pumpkin 3203,4,5000,0,0
+yuno_fild08,0,0,0,0 monster Inorganic Pumpkin 3203,4,5000,0,0
+yuno_fild09,0,0,0,0 monster Inorganic Pumpkin 3203,4,5000,0,0
+yuno_fild10,0,0,0,0 monster Inorganic Pumpkin 3203,4,5000,0,0
+yuno_fild12,0,0,0,0 monster Inorganic Pumpkin 3203,4,5000,0,0
+ecl_fild01,0,0,0,0 monster Inorganic Pumpkin 3203,4,5000,0,0
+ecl_tdun01,0,0,0,0 monster Inorganic Pumpkin 3203,4,5000,0,0
+ecl_tdun02,0,0,0,0 monster Inorganic Pumpkin 3203,4,5000,0,0
+ecl_tdun03,0,0,0,0 monster Inorganic Pumpkin 3203,4,5000,0,0
+moc_prydn1,0,0,0,0 monster Inorganic Pumpkin 3203,4,5000,0,0
+moc_prydn2,0,0,0,0 monster Inorganic Pumpkin 3203,4,5000,0,0
+prt_fild08a,0,0,0,0 monster Inorganic Pumpkin 3203,4,5000,0,0
+prt_fild08b,0,0,0,0 monster Inorganic Pumpkin 3203,4,5000,0,0
+prt_fild08c,0,0,0,0 monster Inorganic Pumpkin 3203,4,5000,0,0
+prt_fild08d,0,0,0,0 monster Inorganic Pumpkin 3203,4,5000,0,0
+gl_chyard_,0,0,0,0 monster Inorganic Pumpkin 3203,4,5000,0,0
+gl_cas02_,0,0,0,0 monster Inorganic Pumpkin 3203,4,5000,0,0
diff --git a/npc/re/events/halloween_2014.txt b/npc/re/events/halloween_2014.txt
index 1a9635258..5b81a2777 100644
--- a/npc/re/events/halloween_2014.txt
+++ b/npc/re/events/halloween_2014.txt
@@ -879,7 +879,7 @@ niflheim,192,182,7 script Jack#14hal 4_JACK,{
//= Richard
//==============================================================================
niflheim,190,185,5 script Richard#14hal01 4_M_NFDEADSWDMAN,{
- if (questprogress(14457) > -1) {
+ if (questprogress(14457)) {
mes "A doll which resembles Richard.";
} else {
mes "[Richard]";
diff --git a/npc/re/guides/guides_payon.txt b/npc/re/guides/guides_payon.txt
index b363a1dba..f161dafb0 100644
--- a/npc/re/guides/guides_payon.txt
+++ b/npc/re/guides/guides_payon.txt
@@ -177,7 +177,7 @@ payon,163,64,3 script Guide#01payon::GuidePayon 4_M_PAY_SOLDIER,{
mes "[Payon Guide]";
mes "Enjoy your stay.";
close;
- cutin "pay_soldier",255;
+ cutin "",255;
end;
}
}
@@ -285,7 +285,7 @@ pay_arche,86,33,4 script Guide#05payon 4_M_PAY_SOLDIER,{
mes "[Payon Guide]";
mes "Enjoy your stay.";
close2;
- cutin "pay_soldier",255;
+ cutin "",255;
end;
}
}
diff --git a/npc/re/instances/BakonawaLake.txt b/npc/re/instances/BakonawaLake.txt
index 9cf9ea8cd..d8f88e471 100644
--- a/npc/re/instances/BakonawaLake.txt
+++ b/npc/re/instances/BakonawaLake.txt
@@ -84,7 +84,7 @@ ma_scene01,174,179,4 script Taho 4_M_DEWZATIMAN,{
mes "The party leader did not generate the dungeon yet.";
close;
} else {
- mapannounce "ma_scene01","A party memeber, "+strcharinfo(0)+" of the party "+getpartyname(.@party_id)+" is entering the dungeon, "+.@md_name$+".",bc_map,"0x00ff99"; //FW_NORMAL 12 0 0
+ mapannounce "ma_scene01","A party member, "+strcharinfo(0)+" of the party "+getpartyname(.@party_id)+" is entering the dungeon, "+.@md_name$+".",bc_map,"0x00ff99"; //FW_NORMAL 12 0 0
setquest 12278;
warp "1@ma_b",64,51;
end;
@@ -512,7 +512,7 @@ OnTimer10000:
mes "[Taho]";
mes "Are we going to try again?";
next;
- switch(select("Hold on a sec!:Of couse! We cannot stand back now!")) {
+ switch(select("Hold on a sec!:Of course! We cannot stand back now!")) {
case 1:
mes "[Taho]";
mes "AWW... I almost brought him out.";
diff --git a/npc/re/instances/OldGlastHeim.txt b/npc/re/instances/OldGlastHeim.txt
index be0d4d002..131b54eb8 100644
--- a/npc/re/instances/OldGlastHeim.txt
+++ b/npc/re/instances/OldGlastHeim.txt
@@ -3,12 +3,14 @@
//===== By: ==================================================
//= Ziu, Heris (translation)
//===== Current Version: =====================================
-//= 1.0
+//= 1.1
//===== Description: =========================================
//= Discover the history of events that took place in the
//= Glast Heim castle and how it ended up in ruins.
//===== Additional Comments: =================================
//= 1.0 First version. [Euphy]
+//= This is a custom version, and may contain bugs.
+//= 1.1 Bug fixes; removed redundant OnInstanceInit scripts.
//============================================================
1@gl_k mapflag src4instance
@@ -143,8 +145,6 @@ glast_01,204,273,6 script Hugin#ghinstance 4_M_SAGE_C,{
end;
}
OnInstanceInit:
- donpcevent instance_npcname("Varmunt#ghinstance1")+"::OnEnable";
- end;
OnDisable:
hideonnpc instance_npcname("Varmunt#ghinstance1");
end;
@@ -185,8 +185,6 @@ OnEnable:
}
close;
OnInstanceInit:
- donpcevent instance_npcname(strnpcinfo(0))+"::OnDisable";
- end;
OnDisable:
hideonnpc instance_npcname(strnpcinfo(0));
end;
@@ -283,8 +281,6 @@ OnEnable:
end;
}
OnInstanceInit:
- donpcevent instance_npcname("Heinrich#ghinstance1")+"::OnDisable";
- end;
OnDisable:
hideonnpc instance_npcname("Heinrich#ghinstance1");
end;
@@ -296,8 +292,6 @@ OnEnable:
1@gl_k,152,97,3 script Varmunt#ghinstance2 4_M_BARMUND,{
end;
OnInstanceInit:
- donpcevent instance_npcname("Varmunt#ghinstance2")+"::OnDisable";
- end;
OnDisable:
hideonnpc instance_npcname("Varmunt#ghinstance2");
end;
@@ -330,8 +324,6 @@ OnTalk7:
1@gl_k,149,97,6 script Heinrich#ghinstance2 4_M_HEINRICH,{
end;
OnInstanceInit:
- donpcevent instance_npcname("Heinrich#ghinstance2")+"::OnDisable";
- end;
OnDisable:
hideonnpc instance_npcname("Heinrich#ghinstance2");
end;
@@ -373,8 +365,6 @@ OnTalk10:
1@gl_k,149,100,6 script Heinrich#ghinstance3 4_M_HEINRICH,{
end;
OnInstanceInit:
- donpcevent instance_npcname("Heinrich#ghinstance3")+"::OnDisable";
- end;
OnDisable:
hideonnpc instance_npcname("Heinrich#ghinstance3");
end;
@@ -410,8 +400,6 @@ OnTalk8:
1@gl_k,149,89,1 script Himmelmez#ghinstance1 4_F_HIMEL,{
end;
OnInstanceInit:
- donpcevent instance_npcname("Himmelmez#ghinstance1")+"::OnDisable";
- end;
OnDisable:
hideonnpc instance_npcname("Himmelmez#ghinstance1");
end;
@@ -448,8 +436,6 @@ OnTalk8:
//============================================================
1@gl_k,0,0,0 script #talkinstance1 -1,{
OnInstanceInit:
- donpcevent instance_npcname("#talkinstance1")+"::OnDisable";
- end;
OnDisable:
disablenpc instance_npcname("#talkinstance1");
end;
@@ -705,8 +691,6 @@ OnMyMobDead:
1@gl_k,145,54,6 script .#ghinstance1 MG_KHALITZBURG,{
end;
OnInstanceInit:
- donpcevent instance_npcname(strnpcinfo(0))+"::OnDisable";
- end;
OnDisable:
hideonnpc instance_npcname(strnpcinfo(0));
end;
@@ -749,8 +733,6 @@ OnTalkK:
1@gl_k,145,59,6 script .#ghinstance3 HIDDEN_NPC,{
end;
OnInstanceInit:
- donpcevent instance_npcname(strnpcinfo(0))+"::OnDisable";
- end;
OnDisable:
hideonnpc instance_npcname(strnpcinfo(0));
end;
@@ -775,8 +757,6 @@ OnEffect1:
1@gl_k,96,80,0 script #ghinstancewarp1 WARPNPC,1,2,{
end;
OnInstanceInit:
- donpcevent instance_npcname(strnpcinfo(0))+"::OnDisable";
- end;
OnDisable:
disablenpc instance_npcname(strnpcinfo(0));
end;
@@ -819,8 +799,6 @@ OnTouch:
//============================================================
1@gl_k,0,0,0 script #ghmemorialmob01 -1,{
OnInstanceInit:
- donpcevent instance_npcname("#ghmemorialmob01")+"::OnDisable";
- end;
OnDisable:
disablenpc instance_npcname("#ghmemorialmob01");
end;
@@ -891,8 +869,6 @@ OnMyMobDead:
close;
}
OnInstanceInit:
- donpcevent instance_npcname("Aspiring Butcher#clearGH")+"::OnDisable";
- end;
OnDisable:
hideonnpc instance_npcname("Aspiring Butcher#clearGH");
end;
@@ -945,8 +921,6 @@ OnEnable:
close;
}
OnInstanceInit:
- donpcevent instance_npcname("Hollgrehenn Destroyer")+"::OnDisable";
- end;
OnDisable:
hideonnpc instance_npcname("Hollgrehenn Destroyer");
end;
@@ -957,8 +931,6 @@ OnEnable:
1@gl_k,0,0,0 script #ghmemorialmob02 -1,{
OnInstanceInit:
- donpcevent instance_npcname("#ghmemorialmob02")+"::OnDisable";
- end;
OnDisable:
disablenpc instance_npcname("#ghmemorialmob02");
end;
@@ -1006,8 +978,6 @@ OnTouch:
OnMyMobDead:
end;
OnInstanceInit:
- donpcevent instance_npcname(strnpcinfo(0))+"::OnEnable";
- end;
OnEnable:
enablenpc instance_npcname(strnpcinfo(0));
end;
@@ -1051,8 +1021,6 @@ OnDisable:
//============================================================
1@gl_k,0,0,0 script #ghmemorialmob03 -1,{
OnInstanceInit:
- donpcevent instance_npcname("#ghmemorialmob03")+"::OnDisable";
- end;
OnDisable:
disablenpc instance_npcname("#ghmemorialmob03");
end;
@@ -1092,8 +1060,6 @@ OnMyMobDead:
//============================================================
1@gl_k,0,0,0 script #ghmemorialmob04 -1,{
OnInstanceInit:
- donpcevent instance_npcname("#ghmemorialmob04")+"::OnDisable";
- end;
OnDisable:
disablenpc instance_npcname("#ghmemorialmob04");
end;
@@ -1123,8 +1089,6 @@ OnTouch:
donpcevent instance_npcname("#GHMclear3")+"::OnDisable";
end;
OnInstanceInit:
- donpcevent instance_npcname("#GHMclear3")+"::OnDisable";
- end;
OnDisable:
disablenpc instance_npcname("#GHMclear3");
end;
@@ -1140,8 +1104,6 @@ OnTimer2000:
1@gl_k,0,0,0 script #controlGH3 -1,{
OnInstanceInit:
- donpcevent instance_npcname("#controlGH3")+"::OnDisable";
- end;
OnDisable:
disablenpc instance_npcname("#controlGH3");
end;
@@ -1203,8 +1165,6 @@ OnTimer38000:
cutin "gl_heinrich1",255;
end;
OnInstanceInit:
- donpcevent instance_npcname("Heinrich#ghinstance4")+"::OnDisable";
- end;
OnDisable:
hideonnpc instance_npcname("Heinrich#ghinstance4");
end;
@@ -1230,8 +1190,6 @@ OnTalk3:
cutin "gl_himel2",255;
end;
OnInstanceInit:
- donpcevent instance_npcname("Himmelmez#ghinstance2")+"::OnDisable";
- end;
OnDisable:
hideonnpc instance_npcname("Himmelmez#ghinstance2");
end;
@@ -1278,8 +1236,6 @@ OnTalk6:
cutin "gl_barmund2",255;
end;
OnInstanceInit:
- donpcevent instance_npcname("Varmunt#ghinstance3")+"::OnDisable";
- end;
OnDisable:
hideonnpc instance_npcname("Varmunt#ghinstance3");
end;
@@ -1305,8 +1261,6 @@ OnTalk2:
cutin "gl_heinrich1",255;
end;
OnInstanceInit:
- donpcevent instance_npcname("Heinrich#ghinstance5")+"::OnDisable";
- end;
OnDisable:
hideonnpc instance_npcname("Heinrich#ghinstance5");
end;
@@ -1338,8 +1292,6 @@ OnTalk5:
cutin "gl_barmund1",255;
end;
OnInstanceInit:
- donpcevent instance_npcname("Varmunt#ghinstance4")+"::OnDisable";
- end;
OnDisable:
hideonnpc instance_npcname("Varmunt#ghinstance4");
end;
@@ -1399,28 +1351,27 @@ OnTalk17:
2@gl_k,150,67,0 script #effectGH01 HIDDEN_NPC,10,10,{
end;
OnTouch:
- specialeffect EF_BASH;
- donpcevent instance_npcname("#controlGH4")+"::OnEnable";
- donpcevent instance_npcname("#effectGH01")+"::OnDisable";
+ if (.touch) {
+ .touch = 0;
+ specialeffect EF_BASH;
+ donpcevent instance_npcname("#controlGH4")+"::OnEnable";
+ }
end;
OnEffect:
specialeffect EF_LORD;
end;
OnInstanceInit:
- donpcevent instance_npcname("#effectGH01")+"::OnDisable";
- end;
OnDisable:
disablenpc instance_npcname("#effectGH01");
end;
OnEnable:
enablenpc instance_npcname("#effectGH01");
+ set .touch,1; //Activates OnTouch Only Once.
end;
}
2@gl_k,0,0,0 script #controlGH4 -1,{
OnInstanceInit:
- donpcevent instance_npcname("#controlGH4")+"::OnDisable";
- end;
OnDisable:
disablenpc instance_npcname("#controlGH4");
end;
@@ -1442,7 +1393,6 @@ OnTimer12000:
donpcevent instance_npcname("Varmunt#ghinstance4")+"::OnTalk3";
end;
OnTimer15000:
- donpcevent instance_npcname("#effectGH01")+"::OnEnable";
donpcevent instance_npcname("#effectGH01")+"::OnEffect";
end;
OnTimer18000:
@@ -1513,8 +1463,6 @@ OnTimer70000:
2@gl_k,0,0,0 script #ghmemorialmob05 -1,{
OnInstanceInit:
- donpcevent instance_npcname("#ghmemorialmob05")+"::OnDisable";
- end;
OnDisable:
disablenpc instance_npcname("#ghmemorialmob05");
end;
@@ -1562,8 +1510,6 @@ OnMyMobDead:
2@gl_k,0,0,0 script #ghmemorialmob06 -1,{
OnInstanceInit:
- donpcevent instance_npcname("#ghmemorialmob06")+"::OnDisable";
- end;
OnDisable:
disablenpc instance_npcname("#ghmemorialmob06");
end;
@@ -1605,8 +1551,6 @@ OnTimer92000:
2@gl_k,0,0,0 script #ghmemorialmob07 -1,{
OnInstanceInit:
- donpcevent instance_npcname("#ghmemorialmob07")+"::OnDisable";
- end;
OnDisable:
disablenpc instance_npcname("#ghmemorialmob07");
end;
@@ -1628,8 +1572,6 @@ OnMyMobDead:
2@gl_k,0,0,0 script #ghmemorialmob08 -1,{
OnInstanceInit:
- donpcevent instance_npcname("#ghmemorialmob08")+"::OnDisable";
- end;
OnDisable:
disablenpc instance_npcname("#ghmemorialmob08");
end;
@@ -1676,8 +1618,6 @@ OnMyMobDead:
2@gl_k,0,0,0 script #ghmemorialmob09 -1,{
OnInstanceInit:
- donpcevent instance_npcname("#ghmemorialmob09")+"::OnDisable";
- end;
OnDisable:
disablenpc instance_npcname("#ghmemorialmob09");
end;
@@ -1699,8 +1639,6 @@ OnMyMobDead:
2@gl_k,0,0,0 script #ghmemorialmob10 -1,{
OnInstanceInit:
- donpcevent instance_npcname("#ghmemorialmob10")+"::OnDisable";
- end;
OnDisable:
disablenpc instance_npcname("#ghmemorialmob10");
end;
@@ -1720,8 +1658,6 @@ OnMyMobDead:
2@gl_k,155,250,7 script Heinrich#ghinstance6 4_M_HEINRICH,{
end;
OnInstanceInit:
- donpcevent instance_npcname("Heinrich#ghinstance6")+"::OnDisable";
- end;
OnDisable:
hideonnpc instance_npcname("Heinrich#ghinstance6");
end;
@@ -1757,8 +1693,6 @@ OnTalk6:
cutin "gl_barmund2",255;
end;
OnInstanceInit:
- donpcevent instance_npcname("Varmunt#ghinstance5")+"::OnDisable";
- end;
OnDisable:
hideonnpc instance_npcname("Varmunt#ghinstance5");
end;
@@ -1773,8 +1707,6 @@ OnTalk1:
2@gl_k,158,252,3 script Himmelmez#ghinstance4 4_F_HIMEL,4,4,{
end;
OnInstanceInit:
- donpcevent instance_npcname("Himmelmez#ghinstance4")+"::OnDisable";
- end;
OnDisable:
hideonnpc instance_npcname("Himmelmez#ghinstance4");
end;
@@ -1828,13 +1760,11 @@ OnTouch:
donpcevent instance_npcname("#controlGH6")+"::OnDisable";
end;
OnInstanceInit:
- donpcevent instance_npcname("#controlGH6")+"::OnDisable";
- end;
OnDisable:
- hideonnpc instance_npcname("#controlGH6");
+ disablenpc instance_npcname("#controlGH6");
end;
OnEnable:
- hideoffnpc instance_npcname("#controlGH6");
+ enablenpc instance_npcname("#controlGH6");
end;
}
@@ -1847,8 +1777,6 @@ OnTouch:
donpcevent instance_npcname("Himmelmez#ghinstance3")+"::OnDisable";
end;
OnInstanceInit:
- donpcevent instance_npcname("Himmelmez#ghinstance3")+"::OnDisable";
- end;
OnDisable:
disablenpc instance_npcname("Himmelmez#ghinstance3");
end;
@@ -1860,8 +1788,6 @@ OnEnable:
2@gl_k,158,255,3 script Gerhard#ghinstance1 4_LEVITATEMAN,{
end;
OnInstanceInit:
- donpcevent instance_npcname("Gerhard#ghinstance1")+"::OnDisable";
- end;
OnDisable:
hideonnpc instance_npcname("Gerhard#ghinstance1");
end;
@@ -1896,8 +1822,6 @@ OnEffect5:
2@gl_k,0,0,0 script #controlGH5 -1,{
OnInstanceInit:
- donpcevent instance_npcname("#controlGH5")+"::OnDisable";
- end;
OnDisable:
disablenpc instance_npcname("#controlGH5");
end;
@@ -2048,8 +1972,6 @@ OnTimer80000:
}
}
OnInstanceInit:
- donpcevent instance_npcname("Hugin#ghinstance1")+"::OnDisable";
- end;
OnDisable:
disablenpc instance_npcname("Hugin#ghinstance1");
end;
diff --git a/npc/re/instances/WolfchevLaboratory.txt b/npc/re/instances/WolfchevLaboratory.txt
index a4e484785..6eadd612e 100644
--- a/npc/re/instances/WolfchevLaboratory.txt
+++ b/npc/re/instances/WolfchevLaboratory.txt
@@ -448,7 +448,7 @@ lighthalzen,342,291,4 script Weird old man#Bio4Reward 4_M_EINOLD,{
switch(select(
"Show me other items.",
""+.@armor$[1]+"Giant Shield^000000",
- ""+.@armor$[2]+"Acient Book of Geffenia-Water^000000",
+ ""+.@armor$[2]+"Ancient Book of Geffenia-Water^000000",
""+.@armor$[3]+"Bible of Promise(2nd Vol.)^000000",
""+.@armor$[4]+"Salvage Cape^000000",
""+.@armor$[5]+"Assassin's Handcuffs^000000",
@@ -468,7 +468,7 @@ lighthalzen,342,291,4 script Weird old man#Bio4Reward 4_M_EINOLD,{
callsub L_Reward, Giant_Shield, 100, 50, 35;
break;
case 3:
- mes "<<Acient Book of Geffenia-Water[1]>>";
+ mes "<<Ancient Book of Geffenia-Water[1]>>";
mes "INT + 1, MDEF + 2. If Original INT point is 120, MATK + 10, MHP + 800.";
mes "When equipping with Lacryma Stick, the casting % from Storm Gust, Frost Misty and Jack frost will discount equivalent to 4 times Refine Lv.";
mes "Shield / Def 30 / Weight 100 / Required Lv 100 / Socket 1 / for Warlock";
@@ -484,13 +484,13 @@ lighthalzen,342,291,4 script Weird old man#Bio4Reward 4_M_EINOLD,{
mes "<<Salvage Cape[0]>>";
mes "Allow to use 'Cicada Skin Shed'(Lv 1). Cool time for this skill will be 30 seconds. When equiping it, SP consumption for using any skill will be doubled, When taking it off, SP - 1200.";
mes "Garment / Def 1 / Weight 40 / Required Lv 130 / Socket 0 / for Archbishop";
- callsub L_Reward, Salvage_Cape, 100, 50, 35;
+ callsub L_Reward, Salvage_Cape, 300, 300, 400;
break;
case 6:
mes "<<Assassin's Handcuffs[1]>>";
mes "MSP + 20, CRI + 3. When equipping with Krishna, ATK + 50, ATK power from 'Sonic Blow' 50% increased, FLEE - 30. When equipping with Cakram CRI + 4, Critical ATK power 40% increased, MHP - 10%.";
mes "Accessory / Def 3 / Weight 40 / Required Lv 100 / Socket 1 / for Guillotine Cross";
- callsub L_Reward, Assassin_Handcuffs, 300, 300, 400;
+ callsub L_Reward, Assassin_Handcuffs, 100, 50, 35;
break;
case 7:
mes "<<Green Operating Gown[1]>>";
@@ -499,9 +499,9 @@ lighthalzen,342,291,4 script Weird old man#Bio4Reward 4_M_EINOLD,{
callsub L_Reward, Green_Operation_Coat, 100, 50, 30;
break;
case 8:
- mes "<<Green Operating Gown[1]>>";
- mes "DEX + 1, MSP + 30. Equipping with Scalpel will let to drop 'Immortal Heart', 'Alcohol' with a certain chance when hunting Human, Animal type monsters. Refine Lv affects the drop rate.";
- mes "Armor / Def 66 / Weight 66 / Required Lv 100 / Socket 1 / for Generic";
+ mes "<<Ancient Gold Decoration>>";
+ mes "If the base Lv is 150, All State + 2. for Swordman, Merchant, Thief classes ATK + 8%, for Magician, Acolyte classes MATK + 8%, Heal Power + 7%, for Archer classes DEX + 3, Long Distance ATK power + 10%.";
+ mes "Helm / Def 7 / Location - Upper / Weight 40 / Required Lv 100 / Socket 1 / for 3rd Job Classes ";
callsub L_Reward, Ancient_Gold_Deco, 300, 300, 400;
break;
}
@@ -1693,8 +1693,10 @@ lhz_dun04,151,276,3 script Researcher#memo 4_LGTSCIENCE,{
}
.@killed_bosses = true;
for(.@quest_id = 5113; .@quest_id <= 5125; .@quest_id++) {
- if(questprogress(.@quest_id, HUNTING) != 2)
+ if(questprogress(.@quest_id, HUNTING) != 2){
.@killed_bosses = false;
+ break;
+ }
}
if (lght_duk01 < 6) {
mes "[Researcher]";
@@ -1781,13 +1783,11 @@ lhz_dun04,151,276,3 script Researcher#memo 4_LGTSCIENCE,{
close;
case 2:
.@quest_time = questprogress(5112, PLAYTIME);
- if (!.@quest_time) {
+ if (.@quest_time==1) {
mes "[Wolfchev]";
mes "I'm sorry, but it seems you still cannot enter to the laboratory yet. Will you come back later? The system is kind of tricky you know.";
close;
} else {
- //if (.@quest_time == 2)
- //recall_completequest 5112;
if (.@quest_time)
erasequest 5112;
if (!.@killed_bosses) {
@@ -1950,8 +1950,6 @@ lhz_dun04,147,279,0 script Laboratory Entrance#memo CLEAR_NPC,{
} else if (.@lhz_time == 2) {
mes "Di Rit- Di- Di- Dit-";
next;
- //if (.@lhz_time == 2)
- //recall_completequest 5112;
erasequest 5112;
mes ""+ strcharinfo(PC_NAME) +". . .";
mes "^FF0000Access denial has been deactivated.^000000";
diff --git a/npc/re/jobs/2e/kagerou_oboro.txt b/npc/re/jobs/2e/kagerou_oboro.txt
new file mode 100644
index 000000000..8c8e0bf3e
--- /dev/null
+++ b/npc/re/jobs/2e/kagerou_oboro.txt
@@ -0,0 +1,2862 @@
+//===== Hercules Script =======================================
+//= Kagerou / Oboro Job Quest
+//===== By: ==================================================
+//= (1.0) Dastgir, M45T3R
+//===== Current Version: =====================================
+//= 1.1.1
+//===== Description: =========================================
+//= [Official Conversion]
+//= Job change Quest from Ninja -> Kagerou / Oboro.
+//===== Additional Comments: =================================
+//= 1.0.0 Initial Release. [Dastgir, M45T3R]
+//= 1.1.0 Structure Clean-Up. [Euphy]
+//= 1.1.1 Updated questlog commands. [Kisuka]
+//============================================================
+
+// Starting the Quest
+//============================================================
+que_ng,28,156,0 script Start#ko HIDDEN_WARP_NPC,1,1,{
+ end;
+
+OnTouch:
+ if (BaseLevel >= 99 && JobLevel >= 70 && job_kagero == 0 && Class == Job_Ninja) {
+ mes "Secret Passage to ^25C18DNinja Guild^25C18D";
+ mes "You hear familiar voices talking to each other.";
+ next;
+ mes "[Unknown Voice A]";
+ mes "Long time, no see. How are you? How are the kids you've taken in?";
+ next;
+ mes "[Unknown Voice B]";
+ mes "I have to hand it to you. You've picked some competitive ones.";
+ next;
+ mes "[Unknown Voice A]";
+ mes "Sounds like music to my ears. Being sent to a foreign land with air pollution was bad enough, now haunted with memories of this place...";
+ next;
+ mes "[Unknown Voice A]";
+ mes "What do you think? Should we rotate now?";
+ next;
+ mes "[Unknown Voice B]";
+ mes "Haven't given up, have ya. Do you really think he'll approve?";
+ next;
+ mes "[Unknown Voice A]";
+ mes "No need to be bitter. Hey! Were any of the kids that come and go here the ones that found the ^BD0408place^BD0408?";
+ next;
+ mes "[Unknown Voice B]";
+ mes "Since finding the hidden place was also a part of the test.";
+ next;
+ mes "[Unknown Voice A]";
+ mes "You are as stubborn as the first time I met you. It's just a wall in some place...";
+ next;
+ mes "[Unknown Voice B]";
+ mes "Shssh! I think someone is eavesdropping. Hurry! Go back to the mission area.";
+ next;
+ mes "The conversation stopped abruptly. Hidden place? Wall? Part of a test? What is all this about?";
+ setquest 5131;
+ set job_kagero,1;
+ close;
+ } else if (BaseJob != Job_Ninja && job_kagero > 0) {
+ for (set .@i,5131; .@i<=5146; set .@i,.@i+1)
+ if (questprogress(.@i)) erasequest .@i;
+ set job_kagero,0;
+ }
+ end;
+}
+
+que_ng,21,76,0 script Wall with a Drawing#ko CLEAR_NPC,{
+ if (Class == Job_Oboro || Class == Job_Kagerou) {
+ mes "You should no longer use this secret passage.";
+ close;
+ } else if (job_kagero == 1 && Class == Job_Ninja) {
+ mes "You found a location that resembles the hidden place.";
+ next;
+ mes "This wall was here ever since. How come I didn't notice it before?";
+ next;
+ mes "Now that I know it's a secret passage, what do I do to get in?";
+ next;
+ if(select("Tear the drawing down.", "Touch the drawing with your hand.") == 1) {
+ mes "I can't rip it down because I don't own it.";
+ close;
+ }
+ mes "You touch the drawing with the tip of your hand and felt a sudden sensation of being pulled.";
+ close2;
+ warp "job_ko",26,111;
+ end;
+ } else if (job_kagero > 1 && Class == Job_Ninja) {
+ mes "Entrance to the ^25C18DNinja Guild^000000 hideout.";
+ next;
+ if(select("Enter.", "Do not enter.") == 2)
+ close;
+ mes "When touching the drawing, you get the feeling of being pulled...";
+ close2;
+ warp "job_ko",26,111;
+ end;
+ } else {
+ mes "There is a wall with a great drawing on it.";
+ close;
+ }
+ end;
+}
+
+job_ko,25,115,4 script Old Man#ko 4_M_KAGE_OLD,{
+ if (MaxWeight - Weight < 1000 || checkweight("Knife",1) == 0) {
+ mes "[Cougar]";
+ mes "You don't need to carry so many things.";
+ close;
+ }
+ if (BaseJob != Job_Ninja) {
+ for (set .@i,5131; .@i<=5146; set .@i,.@i+1)
+ if (questprogress(.@i)) erasequest .@i;
+ set job_kagero,0;
+ mes "[Cougar]";
+ mes "You are not in the Family of the Ninja.";
+ close2;
+ warp "amatsu",147,136;
+ end;
+ }
+ if (job_kagero == 1) {
+ cutin "job_ko03",2;
+ mes "^1A95E6An old man looking hale and hearty is sitting and gazing vacantly.^1A95E6";
+ next;
+ if(select("Ignore.", "Talk to him.") == 1) {
+ close2;
+ cutin "",255;
+ end;
+ }
+ mes "["+strcharinfo(0)+"]";
+ mes "Excuse me...";
+ next;
+ mes "^1A95E6You tried to talk to the old man but there is no response. Just when you are about to turn away...^1A95E6";
+ next;
+ mes "[Old Man]";
+ mes "At last, a customer! Hmm... and a live one, too!";
+ next;
+ select("Excuse me... where am I?");
+ mes "[Old Man]";
+ mes "^1A95E6He keeps talking and doesn't stop to answer your question.^1A95E6";
+ next;
+ mes "[Old Man]";
+ mes "There once was a quiet family living in ancient Amatsu times that is never mentioned in history books or stories.";
+ next;
+ mes "[Old Man]";
+ mes "They lived beneath shadows but always yearned for the bright sun, like a sunflower.";
+ next;
+ mes "[Old Man]";
+ mes "A family that was loyal to their lord who they served as their bright sun.";
+ next;
+ mes "[Old Man]";
+ mes "...a very trustworthy family...";
+ next;
+ mes "[Old Man]";
+ mes "....loyal to their core...";
+ next;
+ mes "[Old Man]";
+ mes "...a family of integrity...";
+ next;
+ select("What happened to them?");
+ mes "^1A95E6The old man looks at you with a melancholy face.^1A95E6";
+ next;
+ mes "[Old Man]";
+ mes "Why are you interested in a family that was abandoned by their lord and disappeared from history itself?";
+ next;
+ if(select("I'm a Ninja.", "I'm bored.") == 2) {
+ mes "[Old Man]";
+ mes "Was nice to meet you.";
+ close2;
+ warp "amatsu",147,136;
+ end;
+ }
+ cutin "job_ko02",2;
+ mes "[Old Man]";
+ mes "Ninja! There was a time when the family was called ninjas, too.";
+ next;
+ erasequest 5131;
+ setquest 5132;
+ set job_kagero,2;
+ mes "[Old Man]";
+ mes "You'll have to lend me your ear for I have so much to tell you about the family story.";
+ close2;
+ cutin "",255;
+ end;
+ } else if (job_kagero == 2) {
+ cutin "job_ko01",2;
+ mes "^1A95E6The Old Man starts the story with a very soothing tone as if he is telling his grandchild a story.^1A95E6";
+ next;
+ mes "[Old Man]";
+ mes "This goes way back to ancient times and nobody in Amatsu remembers about it.";
+ next;
+ mes "[Old Man]";
+ mes "The family worked behind the scenes and basically lived their lives for their lord.";
+ next;
+ mes "[Old Man]";
+ mes "They were very loyal doing whatever deed their lord asked for.";
+ next;
+ mes "[Old Man]";
+ mes "Ninja, the family was known as the dark family but that doesn't mean they wanted to be hidden in the darkness.";
+ next;
+ mes "[Old Man]";
+ mes "They were loyal enough to be satisfied as the lord's servants but their loyalty became the problem.";
+ next;
+ select("Problem?");
+ mes "[Old Man]";
+ mes "They are a secret organization that even the lord didn't know much about.";
+ next;
+ mes "[Old Man]";
+ mes "The few that knew about the family's existence, tried to investigate them but nobody was able to reveal their true identity.";
+ next;
+ mes "[Old Man]";
+ mes "That is why this family has grown from loyal servants to a group feared for its secrets.";
+ next;
+ mes "[Old Man]";
+ mes "The lord shunned the family and didn't call them for their service any more but they never betrayed him.";
+ next;
+ select("They were really loyal people.");
+ cutin "job_ko03",2;
+ mes "[Old Man]";
+ mes "Yes, they were. Very loyal.";
+ next;
+ erasequest 5132;
+ setquest 5133;
+ set job_kagero,3;
+ mes "^1A95E6The old man looks even more forlorn.^1A95E6";
+ close2;
+ cutin "",255;
+ end;
+ } else if (job_kagero == 3) {
+ cutin "job_ko03",2;
+ mes "[Old Man]";
+ mes "The family has been living in hiding for so long since the old days. The current lord didn't even know of their existence.";
+ next;
+ select(".........");
+ cutin "job_ko01",2;
+ mes "[Old Man]";
+ mes "I'm Guide Gion, the last of the dark ninja family.";
+ next;
+ if(select("I think your time has ended.", "I need your teaching.") == 1) {
+ cutin "job_ko04",2;
+ mes "[Guide Gion]";
+ mes "Are you an assassin to end this old man's life?";
+ next;
+ mes "[Guide Gion]";
+ mes "So that is why you've shown interest in my family. I won't give up easily.";
+ next;
+ percentheal -99,0;
+ mes "Pow!!";
+ mes "^1A95E6You lose conscience with the great impact.^000000";
+ close2;
+ warp "amatsu",147,136;
+ end;
+ }
+ cutin "job_ko02",2;
+ mes "[Guide Gion]";
+ mes "Teaching...";
+ mes "Been a long time since I last heard that word.";
+ next;
+ mes "[Guide Gion]";
+ mes "I guess this little visit was not by coincidence but a start of a connection.";
+ next;
+ mes "[Guide Gion]";
+ mes "Sorry I am not a teacher. But!";
+ next;
+ mes "[Guide Gion]";
+ mes "I can help you on the path you've chosen, the ^33CC71"+((Sex)?"Kagerou":"Oboro")+"^000000 path.";
+ next;
+ mes "^1A95E6You hear Guide Gion's voice faintly as you slip away.^1A95E6";
+ next;
+ erasequest 5133;
+ setquest 5134;
+ set job_kagero,4;
+ mes "[Guide Gion]";
+ mes "If you are prepared to follow me, Guide Gion, on the "+((Sex)?"Kagerou":"Oboro")+" path, we will meet again.";
+ close2;
+ warp "amatsu",147,136;
+ end;
+ } else if (job_kagero == 4) {
+ cutin "job_ko02",2;
+ mes "[Guide Gion]";
+ mes "I thought you were afraid of the ^33CC71path of the "+((Sex)?"Kagerou":"Oboro")+"^33CC71 and wouldn't come back.";
+ next;
+ mes "[Guide Gion]";
+ mes "But from the look of your eyes, I guess I misjudged you.";
+ next;
+ mes "[Guide Gion]";
+ mes "You will have to train your mind and body to walk steadily in the unknown world and never fall into temptation to stay on the path.";
+ next;
+ mes "[Guide Gion]";
+ mes "Our ancestors had 4 tests to train our people.";
+ next;
+ select("4 tests?");
+ cutin "job_ko01",2;
+ mes "[Guide Gion]";
+ mes "Yes, there are 4 tests.";
+ mes "My ancestors trained my people with 4 tests that involve ^087FF8knowledge^000000, ^087FF8survival^000000, ^087FF8weapons^000000, and ^087FF8battle^000000.";
+ next;
+ mes "[Guide Gion]";
+ mes "I know you are curious what these tests are. Let me explain one by one.";
+ next;
+ while(1) {
+ set .@i, select("Test of Knowledge", "Test of Survival", "Test of Weaponry", "Test of Battle");
+ set .@test, .@test | (1<<(.@i-1));
+ switch (.@i) {
+ case 1:
+ mes "[Guide Gion]";
+ mes "We need to be knowledgeable in order to assist the lord. This test is for this purpose.";
+ next;
+ mes "[Guide Gion]";
+ mes "You can pass the test if you successfully solve more than 9 out of 10 questions.";
+ next;
+ if (.@test != 15) {
+ mes "[Guide Gion]";
+ mes "The test will be easy to pass if you've been steady in your studies. Now what other test are you curious about?";
+ next;
+ }
+ break;
+ case 2:
+ mes "[Guide Gion]";
+ mes "Missions aren't always easy and safe. That is why survival instincts are vital to us.";
+ next;
+ mes "[Guide Gion]";
+ mes "My ancestors call this test the dice test. It is a test to advance forward depending on the dice results.";
+ next;
+ mes "[Guide Gion]";
+ mes "Think of it as the simple dice games people play.";
+ next;
+ mes "[Guide Gion]";
+ mes "But never let your guard down during the test because it isn't called the survival test for nothing.";
+ next;
+ mes "[Guide Gion]";
+ mes "There will be blocks that help you while there are blocks that will interrupt you.";
+ next;
+ if (.@test != 15) {
+ mes "[Guide Gion]";
+ mes "If you deal with various situations wisely, you will be able to pass the test. Now what other test are you curious about?";
+ next;
+ }
+ break;
+ case 3:
+ mes "[Guide Gion]";
+ mes "My family was famous for using unique weapons that we created.";
+ next;
+ mes "[Guide Gion]";
+ mes "You would be considered blessed if you created your own unique weapon.";
+ next;
+ mes "[Guide Gion]";
+ mes "Creating a weapon for yourself and refining it is the purpose of this test.";
+ next;
+ if (.@test != 15) {
+ mes "[Guide Gion]";
+ mes "I hope you will be blessed and find the best weapon for yourself. Now what other test are you curious about?";
+ next;
+ }
+ break;
+ case 4:
+ mes "[Guide Gion]";
+ mes "Missions are not always done alone. You will often work in teams of 2 or 3 for a common goal.";
+ next;
+ mes "[Guide Gion]";
+ mes "The battle test is only for those that pass that knowledge, survival and weapon tests. So! It is the very last test.";
+ next;
+ mes "[Guide Gion]";
+ mes "Unlike the other three tests that are done alone, you will have to compete with others in this final test.";
+ next;
+ mes "[Guide Gion]";
+ mes "There is only one target!!";
+ mes "And only the first to get to the target passes the test.";
+ next;
+ mes "[Guide Gion]";
+ mes "You'll be lucky if you have no competitors during your test.";
+ next;
+ if (.@test != 15) {
+ mes "[Guide Gion]";
+ mes "A challenge is better than explaining it a hundred times. It's the actual experience that makes you better.";
+ next;
+ }
+ break;
+ }
+ if (.@test == 15) break;
+ }
+ cutin "job_ko02",2;
+ mes "[Guide Gion]";
+ mes "Seeing is believing, so go on and take the challenge.";
+ next;
+ erasequest 5134;
+ setquest 5135;
+ set job_kagero,5;
+ mes "[Guide Gion]";
+ mes "Let's start right away after you are done with preparations.";
+ close2;
+ cutin "",255;
+ end;
+ } else if (job_kagero == 5) {
+ set .@ko_test_01, questprogress(5136);
+ set .@ko_test_02, questprogress(5137);
+ set .@ko_test_03, questprogress(5138);
+ set .@ko_test, .@ko_test_01 + .@ko_test_02 + .@ko_test_03;
+ if (.@ko_test == 0) {
+ cutin "job_ko03",2;
+ mes "[Guide Gion]";
+ mes "It's been a while.";
+ next;
+ mes "[Guide Gion]";
+ mes "Since I felt happy like this. I feel young and energetic seeing young people like you challenge themselves with a new path.";
+ next;
+ mes "[Guide Gion]";
+ mes "We're done with explaining about the tests, now should I tell you my family story?";
+ next;
+ cutin "job_ko01",2;
+ mes "[Guide Gion]";
+ mes "My family started from two warriors.";
+ next;
+ mes "[Guide Gion]";
+ mes "Kagerou, a warrior like the dancing flames of the sun.";
+ next;
+ mes "[Guide Gion]";
+ mes "Oboro, a warrior like the misty moonlight.";
+ next;
+ mes "[Guide Gion]";
+ mes "The Sun and the Moon.";
+ mes "The sunlight that lights up the world and the moonlight that lights up the night. Both were very similar but different warriors.";
+ next;
+ mes "[Guide Gion]";
+ mes "There was a time there was an enmity between both warriors.";
+ next;
+ mes "[Guide Gion]";
+ mes "But it didn't take long for them to become one as a family.";
+ next;
+ select("How did it go afterwards?");
+ cutin "job_ko02",2;
+ mes "[Guide Gion]";
+ mes "Ha ha ha. It is never fun to listen to the whole story all at once, no? Come back after passing a test and I'll continue my story.";
+ next;
+ mes "[Guide Gion]";
+ mes "Which test will you select as your first test?";
+ next;
+ callsub L_StartTest,select("Test of Knowledge", "Test of Survival", "Test of Weaponry"),1;
+ end;
+ } else if (.@ko_test == 2) {
+ cutin "job_ko01",2;
+ mes "[Guide Gion]";
+ if (.@ko_test_01 == 2) {
+ set .@menu$,":Test of Survival:Test of Weaponry";
+ mes "You've passed the Test of Knowledge.";
+ next;
+ mes "[Guide Gion]";
+ mes "My friend doesn't approve of others that easily but I guess he liked you.";
+ next;
+ } else if (.@ko_test_02 == 2) {
+ set .@menu$,"Test of Knowledge::Test of Weaponry";
+ mes "You've passed the Test of Survival.";
+ next;
+ mes "[Guide Gion]";
+ mes "Looks like you went through hell with this test.";
+ next;
+ } else if (.@ko_test_03 == 2) {
+ set .@menu$,"Test of Knowledge:Test of Survival:";
+ mes "You've passed the Test of Weaponry.";
+ next;
+ mes "[Guide Gion]";
+ mes "I wonder if Joe is satisfied with your performance.";
+ next;
+ }
+ select("Please continue with the family story.");
+ cutin "job_ko02",2;
+ mes "[Guide Gion]";
+ mes "Looks like you are pretty eager to hear more. Where did I leave off... Ah! I remember.";
+ next;
+ mes "[Guide Gion]";
+ mes "Kagerou, a warrior like the dancing flames of the sun.";
+ next;
+ mes "[Guide Gion]";
+ mes "Oboro, a warrior like the misty moonlight.";
+ next;
+ mes "[Guide Gion]";
+ mes "Both warriors weren't close at first, because personality and everything else was completely opposite of each other.";
+ next;
+ mes "[Guide Gion]";
+ mes "The first place they met was the battlefield. And you know how enemies greet each other on a battlefield.";
+ next;
+ mes "[Guide Gion]";
+ mes "They ended up injuring each other badly.";
+ next;
+ mes "[Guide Gion]";
+ mes "But what can you do? War is a war.";
+ next;
+ mes "[Guide Gion]";
+ mes "The friend you've laughed with yesterday is a foe that you have to fight with in a war today.";
+ next;
+ mes "[Guide Gion]";
+ mes "So nobody can get along with anyone during a war.";
+ next;
+ mes "[Guide Gion]";
+ mes "I'll continue the story after you pass another test.";
+ next;
+ mes "[Guide Gion]";
+ mes "Which test will you choose for the second test?";
+ next;
+ callsub L_StartTest,select(.@menu$),2;
+ end;
+ } else if (.@ko_test == 4) {
+ cutin "job_ko04",2;
+ mes "[Guide Gion]";
+ if (.@ko_test_01 == 2 && .@ko_test_02 == 2) {
+ set .@last_test,3;
+ mes "You've passed the ^339CCCTests of Knowledge and Survival^000000!";
+ } else if (.@ko_test_01 == 2 && .@ko_test_03 == 2) {
+ set .@last_test,2;
+ mes "You've passed the ^339CCCTests of Knowledge and Weaponry^000000!";
+ } else if (.@ko_test_02 == 2 && .@ko_test_03 == 2) {
+ set .@last_test,1;
+ mes "You've passed the ^339CCCTests of Survival and Weaponry^000000!";
+ }
+ next;
+ mes "[Guide Gion]";
+ mes "You are already done with two tests. Hope you've learned a lot from them.";
+ next;
+ cutin "job_ko01",2;
+ mes "[Guide Gion]";
+ mes "Shall we continue with the story?";
+ next;
+ mes "[Guide Gion]";
+ mes "Kagerou, a warrior like the dancing flames of the sun.";
+ next;
+ mes "[Guide Gion]";
+ mes "Oboro, a warrior like the misty moonlight.";
+ next;
+ mes "[Guide Gion]";
+ mes "I think I left off when the two warriors met at the battlefield as enemies.";
+ next;
+ mes "[Guide Gion]";
+ mes "The long war ended eventually but the wounds and pain of those that survived had just started.";
+ next;
+ mes "[Guide Gion]";
+ mes "So these two warriors started to embrace and heal the war wounds together and became one.";
+ next;
+ mes "[Guide Gion]";
+ mes "There is a backstory of a man appearing in front of them and winning the loyalty from both warriors.";
+ next;
+ select("Who is this man?");
+ mes "[Guide Gion]";
+ mes "There isn't much known about this man. Only a short mentioning of the two warriors pledging their allegiance.";
+ next;
+ mes "[Guide Gion]";
+ mes "Maybe current generations like me are the ancestors of the current Amatsu lord? But this is only an assumption.";
+ next;
+ mes "[Guide Gion]";
+ mes "I'm almost at the end of my family story. Come back after you've passed the third test and I will tell you the rest.";
+ next;
+ callsub L_StartTest,.@last_test,3;
+ end;
+ } else if (.@ko_test == 6) {
+ cutin "job_ko01",2;
+ mes "[Guide Gion]";
+ mes "You've gone through three tests leaving only one to pass.";
+ next;
+ mes "[Guide Gion]";
+ mes "As I've told you before, the last test is different because you have to compete against others.";
+ next;
+ select("Will you continue the story?");
+ cutin "job_ko02",2;
+ mes "[Guide Gion]";
+ mes "Ha ha ha. I will finish the story.";
+ next;
+ mes "[Guide Gion]";
+ mes "Kagerou, a warrior like the dancing flames of the sun.";
+ next;
+ mes "[Guide Gion]";
+ mes "Oboro, a warrior like the misty moonlight.";
+ next;
+ mes "[Guide Gion]";
+ mes "It is told that the man that earned the loyalty of the two warriors was a humorous person.";
+ next;
+ mes "[Guide Gion]";
+ mes "He like the jokes and conversations better than quarrels and he liked women over men.";
+ next;
+ mes "[Guide Gion]";
+ mes "Hmm... I don't know why this part of the story was kept alive all these years but this man wanted to bring these two warriors together.";
+ next;
+ mes "[Guide Gion]";
+ mes "Both warriors did travel together after the war but kept an awkward distance from each other.";
+ next;
+ mes "[Guide Gion]";
+ mes "They must have had their reasons but their lord would send them out to a difficult mission together, put them in a secret room together and all sorts of situations together.";
+ next;
+ select("Sounds like an odd person.");
+ mes "[Guide Gion]";
+ mes "Yes, he was. And his efforts didn't go in vain since the two warriors eventually got acquainted and married.";
+ next;
+ mes "[Guide Gion]";
+ mes "This is how the family started.";
+ next;
+ select("What happened after?");
+ mes "[Guide Gion]";
+ mes "Sadly, the next part of story was purposely discontinued.";
+ next;
+ mes "[Guide Gion]";
+ mes "I think it's because someone wanted us to let go of the past and move forward.";
+ next;
+ mes "[Guide Gion]";
+ mes "That's that. Now shouldn't you be preparing for the last test?";
+ next;
+ set job_kagero,6;
+ mes "[Guide Gion]";
+ mes "But you must be tired from all the tests so far. Take a rest.";
+ close2;
+ cutin "",255;
+ end;
+ } else if (.@ko_test == 1 || .@ko_test == 3 || .@ko_test == 5) {
+ cutin "job_ko04",2;
+ if (.@ko_test_01 == 1)
+ set .@test_ko$, "Knowledge";
+ else if (.@ko_test_02 == 1)
+ set .@test_ko$, "Survival";
+ else if (.@ko_test_03 == 1)
+ set .@test_ko$, "Weaponry";
+ mes "[Guide Gion]";
+ mes "Weren't you taking the Test of " + .@test_ko$ + " just now?";
+ next;
+ switch(select("I want to go back to test site.", "Ah... no.")) {
+ case 1:
+ mes "[Guide Gion]";
+ mes "The Test of " + .@test_ko$ + " site is over here.";
+ close2;
+ if (.@ko_test_01 == 1)
+ warp "job_ko",72,128;
+ else if (.@ko_test_02 == 1)
+ warp "job_ko",62,16;
+ else if (.@ko_test_03 == 1)
+ warp "job_ko",121,129;
+ end;
+ case 2:
+ mes "[Guide Gion]";
+ mes "The village is over here.";
+ close2;
+ warp "amatsu",147,136;
+ end;
+ }
+ }
+ } else if (job_kagero == 6) {
+ cutin "job_ko01",2;
+ mes "[Guide Gion]";
+ mes "You've come back already? You could have rested more. Is there a reason to hurry?";
+ next;
+ input .@inputstr$;
+ cutin "job_ko03",2;
+ mes "[Guide Gion]";
+ mes "Because of ^B24E59" + .@inputstr$ + "^000000?";
+ next;
+ mes "[Guide Gion]";
+ mes "I have to admit, I don't understand you now.";
+ next;
+ mes "[Guide Gion]";
+ mes "But since you've gone through much, I'm sure you will do good with the final test.";
+ next;
+ cutin "job_ko01",2;
+ mes "[Guide Gion]";
+ mes "Now! No more small talk. I'll let you know what the target is for the Test of Battle.";
+ next;
+ mes "[Guide Gion]";
+ mes "The target is a monster called the ^FF0000Family Secret^000000.";
+ next;
+ mes "[Guide Gion]";
+ mes "You will have to be careful because there are many similiar shaped and named monsters in test site.";
+ next;
+ mes "[Guide Gion]";
+ mes "And if you are lucky, there will be others targeting the monster.";
+ next;
+ mes "[Guide Gion]";
+ mes "May the blessings of '" + ((Sex)?"Kagerou, dancing sun":"Oboro, misty moonlight") + "' be with you.";
+ next;
+ setquest 5146;
+ set job_kagero,7;
+ mes "[Guide Gion]";
+ mes "Then let's go to the battle test field.";
+ close2;
+ switch(rand(3)) {
+ case 0: warp "job_ko",142,20; break;
+ case 1: warp "job_ko",141,80; break;
+ case 2: warp "job_ko",107,60; break;
+ }
+ end;
+ } else if (job_kagero == 7 || job_kagero == 8) {
+ cutin "job_ko03",2;
+ mes "[Guide Gion]";
+ mes "I see you are in the middle of the ^339CCCTest of Battle^000000. Will you go back to the test site?";
+ next;
+ switch(select("Go back to the test site.", "Visit the village.")) {
+ case 1:
+ mes "[Guide Gion]";
+ mes "The test site is over here.";
+ close2;
+ switch(rand(3)) {
+ case 0: warp "job_ko",142,20; break;
+ case 1: warp "job_ko",141,80; break;
+ case 2: warp "job_ko",107,60; break;
+ }
+ end;
+ case 2:
+ mes "[Guide Gion]";
+ mes "The village is over here.";
+ close2;
+ cutin "",255;
+ end;
+ }
+ } else {
+ cutin "job_ko03",2;
+ mes "[Guide Gion]";
+ mes "You should not be here. Leave!";
+ close2;
+ warp "amatsu",147,136;
+ end;
+ }
+ end;
+
+//callsub L_StartTest,<1=Knowledge,2=Survival,3=Weaponry>,<test number [1..3]>;
+L_StartTest:
+ switch (getarg(1)) {
+ case 1: set .@str$,"You are starting with the ^339CCCTest of %s^000000? "; break;
+ case 2: set .@str$,"You are taking the ^339CCCTest of %s^000000 as the second test? "; break;
+ case 3: set .@str$,"Your third test is the ^339CCCTest of %s^000000! "; break;
+ }
+ mes "[Guide Gion]";
+ switch (getarg(0)) {
+ case 1:
+ mes sprintf(.@str$ + "Then I will get to see a familiar face after so long...","Knowledge");
+ next;
+ select("Familiar face?");
+ setquest 5136;
+ mes "[Guide Gion]";
+ mes "Ha ha ha. You'll know when we get there. The Test of Knowledge is taken over here.";
+ close2;
+ warp "job_ko",72,128;
+ end;
+ case 2:
+ mes sprintf(.@str$ + "It's a lonesome test that you have to face alone.","Survival");
+ next;
+ setquest 5137;
+ mes "[Guide Gion]";
+ mes "But I believe you can handle it. The Test of Survival is taken over here.";
+ close2;
+ warp "job_ko",62,16;
+ end;
+ case 3:
+ mes sprintf(.@str$ + "I have something to give you before you go.","Weaponry");
+ next;
+ setquest 5138;
+ getitem "Iron_Ore", 5;
+ getitem "Phracon", 1;
+ mes "You receive 5 Iron Ore and 1 Phracon.";
+ next;
+ mes "[Guide Gion]";
+ mes "You will find these useful. The Test of Weaponry is taken over here.";
+ close2;
+ warp "job_ko",121,129;
+ end;
+ }
+}
+
+// Test of Knowledge
+//============================================================
+job_ko,81,124,4 script Cougar#ko 4_M_JOB_ASSASSIN,{
+ if (BaseJob != Job_Ninja) {
+ for (set .@i,5131; .@i<=5146; set .@i,.@i+1)
+ if (questprogress(.@i)) erasequest .@i;
+ set job_kagero,0;
+ mes "[Cougar]";
+ mes "Sorry, your family is not same as ours, is there something wrong?";
+ close2;
+ warp "amatsu",147,136;
+ end;
+ }
+ if (job_kagero != 5) {
+ goto L_Kick;
+ }
+ if (MaxWeight - Weight < 1000 || checkweight("Knife",1) == 0) {
+ mes "[Cougar]";
+ mes "This is a test of knowledge, so why did you bring so many things?";
+ close;
+ }
+ set .@ko_test_01, questprogress(5136);
+ set .@ko_test_01_1, questprogress(5139);
+ if (.@ko_test_01 == 1 && .@ko_test_01_1 == 0) {
+ mes "[Cougar]";
+ mes "It's been a while.";
+ next;
+ select("Aren't you...");
+ mes "[Cougar]";
+ mes "I remember you from before looking for the way of the ninja.";
+ next;
+ mes "[Cougar]";
+ mes "You've grown this strong already?";
+ next;
+ mes "[Cougar]";
+ mes "Ha ha ha-";
+ mes "A truly determined youth! I like that.";
+ next;
+ mes "[Cougar]";
+ mes "Good! The test you are about to take is the ^339CCCTest of Knowledge^000000.";
+ next;
+ mes "[Cougar]";
+ mes "I hope you haven't been lazy with your studies while focusing on getting stronger?";
+ next;
+ switch(select("Yes", "No")) {
+ case 1:
+ setquest 5139;
+ mes "[Cougar]";
+ mes "That's a relief. Let me know when you are ready to start the test.";
+ close;
+ case 2:
+ setquest 5139;
+ mes "[Cougar]";
+ mes "So you were all talk? Well, let me know when you are ready then.";
+ close;
+ }
+ } else if (.@ko_test_01 == 1 && .@ko_test_01_1 == 1) {
+ mes "[Cougar]";
+ mes "I'm ready at my end. Are you ready for the test?";
+ next;
+ if(select("Yes", "No") == 2) {
+ mes "[Cougar]";
+ mes "Well, what can I do but wait for you.";
+ close;
+ }
+ mes "[Cougar]";
+ mes "This isn't your first test, is it?";
+ next;
+ mes "[Cougar]";
+ mes "You only need to choose the correct answer to my questions.";
+ next;
+ mes "[Cougar]";
+ mes "Let's start.";
+ next;
+
+ set .@questions,10; // number of questions to ask
+
+ // shuffle array an array of questions to be asked
+ freeloop(1);
+ setarray .@n[0],
+ 1,2,3,4,5,6,7,8,9,10,11,12,13,14,15,16,17,18,19,20,21,22,23,24,25,
+ 26,27,28,29,30,31,32,33,34,35,36,37,38,39,40,41,42,43,44,45,46,47,48,49,50;
+ for (set .@i,getarraysize(.@n)-1; .@i>0; set .@i,.@i-1) {
+ set .@rand, rand(.@i);
+ set .@tmp, .@n[.@i];
+ set .@n[.@i], .@n[.@rand];
+ set .@n[.@rand], .@tmp;
+ }
+ deletearray .@n[10],getarraysize(.@n) - .@questions;
+ freeloop(0);
+
+ set @job_ko_cougar,0;
+ for (set .@i,1; .@i<=.@questions; set .@i,.@i+1) {
+ mes "[Cougar]";
+ mes (.@i < .@questions)?"Question number "+.@i+":":"Last question:";
+ switch (.@n[.@i-1]) {
+ case 1: callsub L_Question,"What is the DEX + LUK total for a Job Master?",2,"8:10:12:14"; break;
+ case 2: callsub L_Question,"What is the highest job level for a ninja?",1,"70:50:99:100"; break;
+ case 3: callsub L_Question,"How many skill points do you need to master the Throw Coins skill?",3,"25:30:35:37"; break;
+ case 4: callsub L_Question,"Which of the following is the correct number of Evasion and effect duration for Mirror Image level 10?",4,"Up to 7 and 200 seconds:Up to 5 and 220 seconds:Up to 6 and 240 seconds:Up to 5 and 240 seconds"; break;
+ case 5: callsub L_Question,"How many skill points do you need to master the Cicada Skin Shed?",1,"5:3:1:4"; break;
+ case 6: callsub L_Question,"If Dagger Throwing Practice is at 7, how much ATK is added to Shuriken attacks?",2,"18:21:27:30"; break;
+ case 7: callsub L_Question,"What is the basic attack range for Throw Shuriken?",3,"7 blocks:8 blocks:9 blocks:10 blocks"; break;
+ case 8: callsub L_Question,"What is the maximum moving range of Shadow Leap?",4,"6 blocks:7 blocks:8 blocks:9 blocks"; break;
+ case 9: callsub L_Question,"How much money is used for Throw Coins level 6?",4,"2000-8000:1000-6000:3000-8000:3000-6000"; break;
+ case 10: callsub L_Question,"What is the most important aspect of increasing ATK for the Killing Strike skill?",2,"VIT:MAXHP:INT:MAXSP"; break;
+ case 11: callsub L_Question,"What is not the effect you get after reaching the STR status?",3,"Close range attack increase:Weight limit increase:Magic attack increase:Weapon attack increase"; break;
+ case 12: callsub L_Question,"What is not the effect you get after reaching the INT status?",4,"MAXSP increase:MATK increase:Magic damage increase:Staff attack increase"; break;
+ case 13: callsub L_Question,"What is not the effect you get after reaching the DEX status?",2,"Casting time decrease:Evasion increase:Accuracy increase:Long range attack increase"; break;
+ case 14: callsub L_Question,"What is not the effect you get after reaching the AGI status?",1,"Accuracy increase:Flee increase:Attack speed increase:Delay after attack decrease"; break;
+ case 15: callsub L_Question,"What is not the effect you get after reaching the VIT status?",4,"Weapon defense increase:MAXHP increase:Magic defense increase:Attack increase"; break;
+ case 16: callsub L_Question,"What is not the effect you get after reaching the LUK status?",3,"Accuracy increase:Complete evasion increase:Magic damage decrease:Critical rate increase"; break;
+ case 17: callsub L_Question,"You need to equip a card to your shoes to enhance Killing Strike attack. Which of the following is the appropriate card to equip?",2,"Gold Acidus Card:Matyr Card:Odium of Thantos Card:Eddga Card"; break;
+ case 18: callsub L_Question,"You need a catalyst to use ninja skills. Which of the following skills does not need a catalyst?",3,"Blaze Shield:Watery Evasion:Flaming Petals:Snow Flake Draft"; break;
+ case 19: callsub L_Question,"How much does STR/INT go up when Ninja Aura level 5 is used?",2,"4:5:6:7"; break;
+ case 20: callsub L_Question,"You are hunting the Orc Warrior. Which Kunai would you use? ",1,"Heat Wave Kunai:Icicle Kunai:Fell Poison Kunai:High Wind Kunai"; break;
+ case 21: callsub L_Question,"Which village is the Ninja Guild located in?",2,"Lutie:Amatsu:Dewata:Comodo"; break;
+ case 22: callsub L_Question,"How do Ninjas get promoted?",3,"By Val Kiwi:By Randgris:None:By Valkyrie"; break;
+ case 23: callsub L_Question,"What was next to me when you first met me?",4,"A cushion:A folding screen:A flowerpot:A brazier"; break;
+ case 24: callsub L_Question,"What is the level of Dagger Throwing Practice you have to reach to learn the Killing Strike skill?",1,"7:5:6:8"; break;
+ case 25: callsub L_Question,"How many hits does a Throw Kunai give to a monster?",2,"2:3:4:5"; break;
+ case 26: callsub L_Question,"When your First Wind is at level 4, what will go with the MATK and range?",3,"MATK400, 8 blocks:MATK500, 7 blocks:MATK500, 8 blocks:MATK400, 7 blocks"; break;
+ case 27: callsub L_Question,"Which of the following skills can't you learn at Dagger Throwing Practice level 7?",4,"Throw Kunai:Throw Huuma Shuriken:Killing Strike:Throw Coins"; break;
+ case 28: callsub L_Question,"What level do you have to be in Dagger Throwing Practice in order to learn the Throw Coins skill?",4,"4:6:8:10"; break;
+ case 29: callsub L_Question,"What is the attack range for the Exploding Dragon?",3,"3*3:4*4:5*5:6*6"; break;
+ case 30: callsub L_Question,"How long is the effect time for the Watery Evasion level 7 skill?",2,"40 seconds:45 seconds:50 seconds:55 seconds"; break;
+ case 31: callsub L_Question,"What is the attack effect for Haze Slasher level 4?",1,"140%:150%:160%:170%"; break;
+ case 32: callsub L_Question,"How much power is in the Huuma Blaze Shuriken weapon?",1,"Fireball 5 , DEX-2:Fireball 5 , DEX-3:Fireball 4 , DEX-2:Fireball 4 , DEX-3"; break;
+ case 33: callsub L_Question,"How much power is in the Murasame weapon?",2,"Human attack 10%:Human critical +10:Demon attack 10%:Demon critical +10"; break;
+ case 34: callsub L_Question,"What is the maximum hit number for Blaze Shield level 10?",3,"7:8:9:10"; break;
+ case 35: callsub L_Question,"What is the property of the Lightning Jolt?",4,"Fire:Water:Ground:Wind"; break;
+ case 36: callsub L_Question,"You are creating a weapon for small monsters. What is the best card to use?",4,"Hydra Card:Minorous Card:Skel Woker Card:Desert Wolf Card"; break;
+ case 37: callsub L_Question,"You are creating a weapon for mid-sized monsters. What is the best card to use?",3,"Hydra Card:Minorous Card:Skel Woker Card:Desert Wolf Card"; break;
+ case 38: callsub L_Question,"You are creating a weapon for huge monsters. What is the best card to use?",2,"Hydra Card:Minorous Card:Skel Woker Card:Desert Wolf Card"; break;
+ case 39: callsub L_Question,"Which NPC promotes you?",1,"Valkyrie:Val Kiwi:Balp Hiri:Elephant"; break;
+ case 40: callsub L_Question,"Which catalyst do you need to use the Blaze Shield skill?",2,"Ice Stone:Flame Stone:Wind Stone:Earth Stone"; break;
+ case 41: callsub L_Question,"Which of the following is not an effect of the Watery Evasion skill?",4,"Movement speed decrease:Waterball availability:Holy Water craftability:VIT decrease"; break;
+ case 42: callsub L_Question,"Which of the following matches are incorrect for skill and property?",3,"Flaming Petals-Fire:Snow Flake Draft-Water:Freezing Spear-Ground:Lightning Jolt-Wind"; break;
+ case 43: callsub L_Question,"Which of the following is the best skill to use when attacking a ground property enemy?",2,"First Wind:Exploding Dragon:Snow Flake Draft:Wind Blade"; break;
+ case 44: callsub L_Question,"Which Ninja Mastery skill level do you need to learn the Exploding Dragon skill?",1,"10:9:8:1"; break;
+ case 45: callsub L_Question,"What is the attack range when you master Flip Tatami?",3,"5:7:3:1"; break;
+ case 46: callsub L_Question,"What weapon cannot be made by the blacksmith Khaibara?",4,"Khukri:Murasame:Hakujin:Humma Wing Shuriken"; break;
+ case 47: callsub L_Question,"Which of the following correctly matches material needed to make a Icicle Kunai?",2,"4 Nimbus Shuriken, 2 Ice Stone:8 Nimbus Shuriken, 2 Ice Stone:2 Nimbus Shuriken, 1 Ice Stone:1 Nimbus Shuriken, 2 Ice Stone"; break;
+ case 48: callsub L_Question,"Which of the following Kunai will give the most damage to the ground property monster, Porcellio?",1,"Heat Wave Kunai:Icicle Kunai:Fell Poison Kunai:High Wind Kunai"; break;
+ case 49: callsub L_Question,"Which of the following blacksmiths do not create ninja items?",2,"Khaibara:Aiku:Tetsu:Toshu"; break;
+ case 50: callsub L_Question,"What is the name of the suspicious man you can meet during the Ninja job change quest?",3,"Red Leopard Jack:Black Leopard Jack:Red Leopard Joe:Black Leopard Joe"; break;
+ default:
+ mes "[Cougar]";
+ mes "An unknown error has occurred.";
+ mes "Please contact customer service.";
+ close;
+ }
+ }
+ mes "[Cougar]";
+ mes "You're through all 10 questions. Wasn't so bad! The important part starts now.";
+ next;
+ mes "[Cougar]";
+ mes "... ... ...";
+ next;
+ if (@job_ko_cougar < 90) {
+ mes "[Cougar]";
+ mes "You fool!!";
+ mes "You couldn't even solve these?";
+ next;
+ mes "[Cougar]";
+ mes "Can't believe someone who is taking a new path can be so pathetic.";
+ next;
+ mes "[Cougar]";
+ mes "I'll give you another chance.";
+ mes "You will take the test again with new questions. Better pass it this time.";
+ } else {
+ mes "[Cougar]";
+ mes "Hmm. " + (@job_ko_cougar) + "?";
+ next;
+ mes "[Cougar]";
+ mes "Well, looks like you weren't lazy with your studies.";
+ next;
+ mes "[Cougar]";
+ mes "What? Proud of yourself for solving these questions?";
+ next;
+ mes "[Cougar]";
+ mes "You still have a long way to go and this is only a small fraction of it.";
+ next;
+ mes "[Cougar]";
+ mes "Well... I'm curious how far your strong will can take you through other tests.";
+ next;
+ completequest 5136;
+ erasequest 5139;
+ mes "[Cougar]";
+ mes "I'll let you go now so go report back to Guide Gion with your results.";
+ close2;
+ warp "job_ko",16,113;
+ end;
+ }
+ set @job_ko_cougar,0;
+ close;
+ } else if (.@ko_test_01 == 2 && .@ko_test_01_1 == 0) {
+ mes "[Cougar]";
+ mes "I'll let you go now so go report back to Guide Gion with your results.";
+ close2;
+ warp "job_ko",16,113;
+ end;
+ } else {
+ L_Kick:
+ mes "[Cougar]";
+ mes "How did you get here?";
+ next;
+ mes "[Cougar]";
+ mes "It's my duty to get rid of you.";
+ mes "^000099(He's a short, silent man.)^000000";
+ mes "This will push you back!";
+ close2;
+ warp "amatsu",147,136;
+ end;
+ }
+ end;
+
+//callsub L_Question,"<Question>",<correct answer choice>,"<Choice 1>:<Choice 2>:<Choice 3>:<Choice 4>";
+L_Question:
+ mes getarg(0);
+ next;
+ if(select(getarg(2)) == getarg(1))
+ set @job_ko_cougar, @job_ko_cougar + 10;
+ return;
+}
+
+// Test of Survival
+//============================================================
+
+// -----------------------------------------------------------
+// Functions
+// -----------------------------------------------------------
+function script F_KO_Survival_mes {
+ mes "[No. " + getarg(0) + "]";
+ mes "^1A95E6Other letters are too small to read. Let's look up close.^000000";
+ close;
+}
+
+function script F_KO_Survival_warp {
+ close2;
+ switch (getarg(0)) {
+ case 0: warp "job_ko",63,16; break;
+ case 1: warp "job_ko",54,16; break;
+ case 2: warp "job_ko",46,16; break;
+ case 3: warp "job_ko",38,16; break;
+ case 4: warp "job_ko",30,16; break;
+ case 5: warp "job_ko",22,16; break;
+ case 6: warp "job_ko",17,19; break;
+ case 7: warp "job_ko",17,27; break;
+ case 8: warp "job_ko",17,35; break;
+ case 9: warp "job_ko",17,43; break;
+ case 10: warp "job_ko",17,51; break;
+ case 11: warp "job_ko",17,60; break;
+ case 12: warp "job_ko",25,60; break;
+ case 13: warp "job_ko",33,60; break;
+ case 14: warp "job_ko",41,60; break;
+ case 15: warp "job_ko",49,60; break;
+ case 16: warp "job_ko",57,60; break;
+ case 17: warp "job_ko",62,56; break;
+ case 18: warp "job_ko",62,48; break;
+ case 19: warp "job_ko",62,40; break;
+ case 20: warp "job_ko",62,32; break;
+ case 21: warp "job_ko",62,23; break;
+ case 22: warp "job_ko",54,23; break;
+ case 23: warp "job_ko",46,23; break;
+ case 24: warp "job_ko",38,23; break;
+ case 25: warp "job_ko",30,23; break;
+ case 26: warp "job_ko",25,27; break;
+ case 27: warp "job_ko",25,35; break;
+ case 28: warp "job_ko",25,43; break;
+ case 29: warp "job_ko",25,52; break;
+ case 30: warp "job_ko",33,52; break;
+ case 31: warp "job_ko",41,52; break;
+ case 32: warp "job_ko",49,52; break;
+ case 33: warp "job_ko",54,48; break;
+ case 34: warp "job_ko",54,40; break;
+ case 35: warp "job_ko",54,31; break;
+ case 36: warp "job_ko",46,31; break;
+ case 37: warp "job_ko",38,31; break;
+ case 38: warp "job_ko",33,35; break;
+ case 39: warp "job_ko",33,44; break;
+ case 40: warp "job_ko",41,44; break;
+ }
+ end;
+}
+
+//callfunc "F_KO_Survival_dice",<location>{,<LP (default:1)>{,<0:auto-warp (default), 1:do not warp>}}
+//Return: dice value [1..6] ONLY IF arg2 = 1
+function script F_KO_Survival_dice {
+ mes "Location: " + getarg(0);
+ mes "Total LP: " + job_kagero_lp;
+ mes "To roll the dice, you need to consume " + getarg(1,1) + " ^FD0260LP^000000.";
+ next;
+ select("Roll the dice.");
+ if (job_kagero_lp < getarg(1,1)) {
+ mes "Due to insufficient ^FD0260LP^000000, you will be returned to starting position.";
+ callfunc "F_KO_Survival_warp",0;
+ end;
+ }
+ set job_kagero_lp, job_kagero_lp - getarg(1,1);
+ set .@dice, rand(1,6);
+ emotion 57 + .@dice,1;
+ mes "The dice came out as " + .@dice + ".";
+ if (getarg(2,0))
+ return .@dice;
+ else {
+ mes "Press Close to move forward " + .@dice + " blocks.";
+ callfunc "F_KO_Survival_warp", .@dice + getarg(0);
+ end;
+ }
+}
+
+//callfunc "F_KO_Survival_dice2",<location>{,<LP (default:2)>}
+function script F_KO_Survival_dice2 {
+ mes "Location: " + getarg(0);
+ mes "Total LP: " + job_kagero_lp;
+ mes "To roll the dice, you need to consume " + getarg(1,2) + " ^FD0260LP^000000.";
+ next;
+ select("Roll the first dice.");
+ if (job_kagero_lp < getarg(1,2)) {
+ mes "Due to insufficient ^FD0260LP^000000, you will be returned to starting position.";
+ callfunc "F_KO_Survival_warp",0;
+ end;
+ }
+ set job_kagero_lp, job_kagero_lp - getarg(1,2);
+ mes "< Used " + getarg(1,2) + " LP >";
+ next;
+ set @job_ko_dice1, rand(1,6);
+ emotion 57 + @job_ko_dice1,1;
+ mes "First dice result is " + @job_ko_dice1 + ". Do you want to roll the second dice?";
+ next;
+ select("Roll the second dice.");
+ set @job_ko_dice2, rand(1,6);
+ emotion 57 + @job_ko_dice2,1;
+ return;
+}
+
+//Return: 1:win, 0:draw, -1:lose
+function script F_KO_Survival_rps {
+ setarray .@rps$[1], "Scissors", "Rock", "Paper";
+ setarray .@emote[1], e_scissors, e_rock, e_paper;
+
+ mes "Rock! Paper! Scissors!";
+ next;
+ set .@pc, select("Give scissors.", "Give rock.", "Give paper.");
+ set .@npc, rand(1,3);
+ emotion .@emote[.@pc],1;
+ emotion .@emote[.@npc];
+ mes "=Game Results=";
+ mes "Machine: " + .@rps$[.@npc] + ".";
+ mes "You: " + .@rps$[.@pc] + ".";
+ next;
+ if ((.@npc == 1 && .@pc == 2) || (.@npc == 2 && .@pc == 3) || (.@npc == 3 && .@pc == 1)) {
+ mes "You Win";
+ return 1;
+ } else if (.@pc == .@npc) {
+ mes "Draw";
+ return 0;
+ } else if ((.@npc == 1 && .@pc == 3) || (.@npc == 2 && .@pc == 1) || (.@npc == 3 && .@pc == 2)) {
+ mes "You Lose";
+ return -1;
+ } else {
+ mes "An unknown error has occurred.";
+ mes "Please contact customer service.";
+ close;
+ }
+}
+
+// -----------------------------------------------------------
+// Templates
+// -----------------------------------------------------------
+- script Sight#ko_trap -1,{
+ callfunc "F_KO_Survival_mes", atoi(substr(strnpcinfo(2),3,4));
+ end;
+OnTouch:
+ mes "There are tiny letters on the sign.";
+ next;
+ switch (atoi(substr(strnpcinfo(2),3,4))) {
+ case 2: set .@id,0; break;
+ case 7: set .@id,5; break;
+ case 11: set .@id,9; break;
+ case 23: set .@id,18; break;
+ case 26: set .@id,20; break;
+ case 30: set .@id,9; break;
+ case 35: set .@id,29; break;
+ }
+ mes "This block has a trap.";
+ mes "Press Close to go back to block " + .@id + ".";
+ callfunc "F_KO_Survival_warp", .@id;
+ end;
+}
+
+- script Sight#ko_trap2 -1,{
+ callfunc "F_KO_Survival_mes", atoi(substr(strnpcinfo(2),3,4));
+ end;
+OnTouch:
+ set .@id, atoi(substr(strnpcinfo(2),3,4));
+ switch (.@id) {
+ case 10: set .@var$, "$20110808_vko01"; break;
+ case 28: set .@var$, "$20110808_vko03"; break;
+ //case 38: set .@var$, "$20110808_vko04"; break;
+ }
+ mes "There are tiny letters on the sign.";
+ next;
+ mes "If you don't want to be caught, install a trap.";
+ next;
+ if (getd(.@var$) == 0) {
+ mes "There is currently no trap installed.";
+ next;
+ mes "Do you want to use 10 ^FD0260LP^000000 to install a trap?";
+ next;
+ if(select("Install a trap.", "Roll the Dice.") == 1) {
+ if (job_kagero_lp > 9) {
+ mes "< Used 10 LP >";
+ set job_kagero_lp, job_kagero_lp - 10;
+ setd .@var$,1;
+ next;
+ mes "The trap is installed. Please roll the dice.";
+ next;
+ } else {
+ mes "< Did not use 10 LP >";
+ mes "^FD0260LP^000000 insufficient! Please roll the dice.";
+ next;
+ }
+ }
+ } else {
+ set job_kagero_lp,0;
+ setd .@var$,0;
+ mes "You are caught in the trap installed.";
+ mes "Press Close to go back to block 0.";
+ callfunc "F_KO_Survival_warp",0;
+ end;
+ }
+ callfunc "F_KO_Survival_dice",.@id;
+ end;
+}
+
+- script Sight#ko_heal -1,{
+ callfunc "F_KO_Survival_mes", atoi(substr(strnpcinfo(2),3,4));
+ end;
+OnTouch:
+ set .@id, atoi(substr(strnpcinfo(2),3,4));
+ mes "There are tiny letters on the sign.";
+ next;
+ mes "This block is blessed.";
+ mes "Life Point recovers 7 ^FD0260LP^000000.";
+ mes "Cannot exceed maximum 100 ^FD0260LP^000000.";
+ next;
+ mes "< Recovered " + ((job_kagero_lp + 7 > 100) ? "" : "7") + " LP >";
+ next;
+ set job_kagero_lp, ((job_kagero_lp + 7 > 100) ? 100 : job_kagero_lp + 7);
+ callfunc "F_KO_Survival_dice",.@id;
+ end;
+}
+
+- script Sight#ko_curse -1,{
+ callfunc "F_KO_Survival_mes", atoi(substr(strnpcinfo(2),3,4));
+ end;
+OnTouch:
+ set .@id, atoi(substr(strnpcinfo(2),3,4));
+ set .@playtime, questprogress(5141,PLAYTIME);
+ if (!.@playtime) {
+ mes "There are tiny letters on the sign.";
+ next;
+ mes "If you do not pay 5 ^FD0260LP^000000, you will be cursed and immobilized for 2 minutes.";
+ next;
+ if(select("Use 5 LP", "Do not pay.") == 1) {
+ if (job_kagero_lp > 4) {
+ set job_kagero_lp, job_kagero_lp - 5;
+ mes "<Used 5 LP>";
+ mes "You can roll the dice.";
+ next;
+ callfunc "F_KO_Survival_dice",.@id;
+ end;
+ } else {
+ mes "< Did not use 5 LP >";
+ mes "Could not withstand the curse.";
+ next;
+ }
+ }
+ setquest 5141;
+ mes "You are cursed and cannot move to any other block for 2 minutes.";
+ close;
+ } else if (.@playtime == 1) {
+ mes "You are cursed and cannot move to any other block for 2 minutes.";
+ close;
+ } else if (.@playtime == 2) {
+ mes "The immobilize curse lasted for 2 minutes and then was removed.";
+ next;
+ erasequest 5141;
+ callfunc "F_KO_Survival_dice",.@id;
+ end;
+ } else {
+ erasequest 5141;
+ mes "An unknown error has occurred.";
+ mes "Please contact customer service.";
+ close;
+ }
+}
+
+- script Sight#ko_gravity -1,{
+ callfunc "F_KO_Survival_mes", atoi(substr(strnpcinfo(2),3,4));
+ end;
+OnTouch:
+ set .@id, atoi(substr(strnpcinfo(2),3,4));
+ mes "There are tiny letters on the sign.";
+ next;
+ mes "Area cursed with 10 times the normal gravity. You will need 10 ^FD0260LP^000000 to roll the dice.";
+ next;
+ callfunc "F_KO_Survival_dice",.@id,10;
+ end;
+}
+
+// -----------------------------------------------------------
+// Blocks (00-40)
+// -----------------------------------------------------------
+
+job_ko,57,16,4 script Sight#ko_00 4_BULLETIN_BOARD2,1,1,{
+ callfunc "F_KO_Survival_mes",0;
+ end;
+OnTouch:
+ if (job_kagero != 5) {
+ mes "You should not be here.";
+ close2;
+ warp "amatsu",147,136;
+ end;
+ }
+ if (questprogress(5137) == 1 && questprogress(5140) == 0) {
+ mes "There are tiny letters on the sign.";
+ next;
+ callsub L_Description;
+ setquest 5140;
+ set job_kagero_lp,100;
+ mes "You've gained 100 Life Points (LP).";
+ next;
+ } else {
+ if (questprogress(5141,PLAYTIME) > 0)
+ erasequest 5141;
+ set job_kagero_lp,100;
+ mes "You've returned to the first block. Your LP is recovered.";
+ next;
+ callsub L_Description;
+ }
+ callfunc "F_KO_Survival_dice",0;
+ end;
+
+L_Description:
+ while (1) {
+ if(select("Read the description.", "Start the test.") == 2)
+ break;
+ mes "The Test of Survival starts from here and you use ^FD0260100 Life Points (LP)^000000 and roll dice to advance forward through the test.";
+ next;
+ mes "The whole test starts from block 0 to block 40 and each block you get can either give or take your LP.";
+ next;
+ mes "You need to have some ^FD0260LP^000000 till you get to the arrival block at the end to pass the test.";
+ next;
+ mes "But! You still pass the test if your ^FD0260LP^000000 becomes 0 when you get to the arrival block.";
+ next;
+ mes "Game instructions end here. Good luck to you.";
+ next;
+ }
+ return;
+}
+
+job_ko,49,16,4 script Sight#ko_01 4_BULLETIN_BOARD2,1,1,{
+ callfunc "F_KO_Survival_mes",1;
+ end;
+OnTouch:
+ set .@life_p, job_kagero_lp;
+ mes "There are tiny letters on the sign.";
+ next;
+ mes "You are really bad at rolling dice. How can you get a 1 from the start? You can move to block 9 if you pay up 10 LP in this block.";
+ next;
+ if(select("Use 10 LP", "Roll the dice.") == 1) {
+ if (job_kagero_lp > 9) {
+ set .@reset_p, .@life_p - 10;
+ set job_kagero_lp, .@reset_p;
+ mes "< Used 10 LP >";
+ mes "Press Close to move to block 9.";
+ callfunc "F_KO_Survival_warp",9;
+ end;
+ } else {
+ mes "< Did not use 10 LP >";
+ mes "^FD0260LP^000000 insufficient!";
+ next;
+ }
+ }
+ mes "Roll the dice.";
+ next;
+ callfunc "F_KO_Survival_dice",1;
+ end;
+}
+
+job_ko,41,16,4 duplicate(Sight#ko_trap) Sight#ko_02 4_BULLETIN_BOARD2,1,1
+
+job_ko,33,16,4 script Sight#ko_03 858,1,1,{
+ callfunc "F_KO_Survival_mes",3;
+ end;
+OnTouch:
+ mes "There are tiny letters on the sign.";
+ next;
+ mes "Used 5 LP so you will have to resist the curse passed down through generations before moving forward.";
+ next;
+ select("Use 5 LP");
+ if (job_kagero_lp > 4) {
+ mes "< Used 5 LP >";
+ set job_kagero_lp, job_kagero_lp - 5;
+ callfunc "F_KO_Survival_dice",3;
+ } else {
+ mes "< Did not use 5 LP >";
+ mes "^FD0260LP^000000 insufficient! Returning to start location.";
+ callfunc "F_KO_Survival_warp",0;
+ }
+ end;
+}
+
+job_ko,25,16,4 script Sight#ko_04 4_BULLETIN_BOARD2,1,1,{
+ callfunc "F_KO_Survival_mes",4;
+ end;
+OnTouch:
+ mes "There are tiny letters scribbled on the sign.";
+ next;
+ if ($20110808_sko01$ != "") {
+ mes "^0000FF" + $20110808_sko01$ +" was here.^000000";
+ next;
+ }
+ mes "Should I leave my name since taking the test is a special occasion?";
+ next;
+ if(select("Use 5 LP and leave your name.", "Continue to roll the dice.") == 1) {
+ if (job_kagero_lp > 4) {
+ mes "< Used 5 LP >";
+ set job_kagero_lp, job_kagero_lp - 5;
+ next;
+ set $20110808_sko01$, strcharinfo(0);
+ mes strcharinfo(0)+" was here.";
+ mes "You left your name.";
+ next;
+ } else {
+ mes "< Did not use 5 LP >";
+ mes "^FD0260LP^000000 insufficient! You can roll the dice.";
+ next;
+ }
+ }
+ callfunc "F_KO_Survival_dice",4;
+ end;
+}
+
+job_ko,17,16,4 duplicate(Sight#ko_curse) Sight#ko_05 4_BULLETIN_BOARD2,1,1
+job_ko,17,24,4 duplicate(Sight#ko_heal) Sight#ko_06 4_BULLETIN_BOARD2,1,1
+job_ko,17,32,4 duplicate(Sight#ko_trap) Sight#ko_07 4_BULLETIN_BOARD2,1,1
+
+job_ko,17,40,4 script Sight#ko_08 4_BULLETIN_BOARD2,1,1,{
+ callfunc "F_KO_Survival_mes",8;
+ end;
+OnTouch:
+ mes "There are tiny letters on the sign.";
+ next;
+ mes "Rock-paper-scissors Machine:";
+ mes "If you win, move to block 15.";
+ mes "If it is a draw, roll the dice.";
+ mes "If you lose, move to block 0.";
+ next;
+ switch (callfunc("F_KO_Survival_rps")) {
+ case 1:
+ mes "Press Close to move to block 15.";
+ callfunc "F_KO_Survival_warp",15;
+ end;
+ case 0:
+ mes "A tie, so roll the dice!";
+ next;
+ callfunc "F_KO_Survival_dice",8;
+ end;
+ case -1:
+ mes "Press Close to move to block 0.";
+ callfunc "F_KO_Survival_warp",0;
+ end;
+ }
+}
+
+job_ko,17,48,4 script Sight#ko_09 4_BULLETIN_BOARD2,1,1,{
+ callfunc "F_KO_Survival_mes",9;
+ end;
+OnTouch:
+ mes "There are tiny letters on the sign.";
+ next;
+ mes "Please proceed.";
+ next;
+ callfunc "F_KO_Survival_dice",9;
+ end;
+}
+
+job_ko,17,56,4 duplicate(Sight#ko_trap2) Sight#ko_10 4_BULLETIN_BOARD2,1,1
+job_ko,22,60,4 duplicate(Sight#ko_trap) Sight#ko_11 4_BULLETIN_BOARD2,1,1
+
+job_ko,30,60,4 script Sight#ko_12 4_BULLETIN_BOARD2,1,1,{
+ callfunc "F_KO_Survival_mes",12;
+ end;
+OnTouch:
+ mes "There are tiny letters on the sign.";
+ next;
+ mes "Rock-paper-scissors Machine:";
+ mes "If you win, move to block 20.";
+ mes "If it is a draw, roll the dice.";
+ mes "If you lose, move to block 9.";
+ next;
+ switch (callfunc("F_KO_Survival_rps")) {
+ case 1:
+ mes "Press Close to move to block 20.";
+ callfunc "F_KO_Survival_warp",20;
+ end;
+ case 0:
+ mes "A tie, so roll the dice!";
+ next;
+ callfunc "F_KO_Survival_dice",12;
+ end;
+ case -1:
+ mes "Press Close to move to block 9.";
+ callfunc "F_KO_Survival_warp",9;
+ end;
+ }
+}
+
+job_ko,38,60,4 duplicate(Sight#ko_heal) Sight#ko_13 4_BULLETIN_BOARD2,1,1
+job_ko,46,60,4 duplicate(Sight#ko_curse) Sight#ko_14 4_BULLETIN_BOARD2,1,1
+
+job_ko,54,60,4 script Sight#ko_15 4_BULLETIN_BOARD2,1,1,{
+ callfunc "F_KO_Survival_mes",15;
+ end;
+OnTouch:
+ set .@playtime, questprogress(5141,PLAYTIME);
+ if (!.@playtime) {
+ mes "There are tiny letters on the sign.";
+ next;
+ mes "You will be cursed by a powerful gravity curse that immobilizes you for 2 minutes.";
+ setquest 5141;
+ close;
+ } else if (.@playtime == 1) {
+ mes "You are cursed and cannot move to any other block for 2 minutes.";
+ close;
+ } else if (.@playtime == 2) {
+ mes "The immobilize curse lasted for 2 minutes and then was removed.";
+ next;
+ erasequest 5141;
+ callfunc "F_KO_Survival_dice",15;
+ end;
+ } else {
+ erasequest 5141;
+ mes "An unknown error has occurred.";
+ mes "Please contact customer service.";
+ close;
+ }
+}
+
+job_ko,62,60,4 script Sight#ko_16 4_BULLETIN_BOARD2,1,1,{
+ callfunc "F_KO_Survival_mes",16;
+ end;
+OnTouch:
+ mes "There are tiny letters on the sign.";
+ next;
+ mes "Consume 2 ^FD0260LP^000000 and roll the dice twice.";
+ mes "If you get the same number then you can move to block 30, if the numbers are different, consume 2 LP to roll again... until you get the same numbers.";
+ next;
+ while (1) {
+ callfunc "F_KO_Survival_dice2",16;
+ if (@job_ko_dice1 == @job_ko_dice2) break;
+ else {
+ mes "Second dice result is " + @job_ko_dice2 + ", which is not the same number.";
+ next;
+ }
+ }
+ set @job_ko_dice1,0;
+ set @job_ko_dice2,0;
+ //mes "Second dice result is " + @job_ko_dice2 + ", which is the same number. Press Close to move block 30.";
+ mes "You got the same number. Press Close to move block 30.";
+ callfunc "F_KO_Survival_warp",30;
+ end;
+}
+
+job_ko,62,51,4 duplicate(Sight#ko_gravity) Sight#ko_17 4_BULLETIN_BOARD2,1,1
+
+job_ko,62,43,4 script Sight#ko_18 4_BULLETIN_BOARD2,1,1,{
+ callfunc "F_KO_Survival_mes",18;
+ end;
+OnTouch:
+ mes "There are tiny letters on the sign.";
+ next;
+ mes "Consume 2 ^FD0260LP^000000 and roll the dice twice.";
+ next;
+ mes "If the sum of the numbers from both dice is lower than 5, move to block 30, if it higher than 5, move to block 19.";
+ next;
+ callfunc "F_KO_Survival_dice2",18;
+ mes "Second dice result is " + @job_ko_dice2 + ".";
+ next;
+ set .@dice_sum, @job_ko_dice1 + @job_ko_dice2;
+ mes @job_ko_dice1 + " + " + @job_ko_dice2 + " = " + .@dice_sum;
+ set @job_ko_dice1,0;
+ set @job_ko_dice2,0;
+ if (.@dice_sum < 5) {
+ mes "You total is lower than 5. Press Close to move to block 30.";
+ callfunc "F_KO_Survival_warp",30;
+ end;
+ } else {
+ mes "You total is larger than 5. Press Close to move to block 19.";
+ callfunc "F_KO_Survival_warp",19;
+ end;
+ }
+}
+
+job_ko,62,35,4 script Sight#ko_19 4_BULLETIN_BOARD2,1,1,{
+ callfunc "F_KO_Survival_mes",19;
+ end;
+OnTouch:
+ mes "There are tiny letters on the sign.";
+ next;
+ mes "Move forward.";
+ next;
+ callfunc "F_KO_Survival_dice",19;
+ end;
+}
+
+job_ko,62,27,4 duplicate(Sight#ko_heal) Sight#ko_20 4_BULLETIN_BOARD2,1,1
+job_ko,57,23,4 duplicate(Sight#ko_gravity) Sight#ko_21 4_BULLETIN_BOARD2,1,1
+
+job_ko,49,23,4 script Sight#ko_22 4_BULLETIN_BOARD2,1,1,{
+ callfunc "F_KO_Survival_mes",22;
+ end;
+OnTouch:
+ mes "There are tiny letters on the sign.";
+ next;
+ mes "Leave all your remaining ^FD0260LP^000000 and go back to block 0, then the next person will be redeemed.";
+ next;
+ if ($20110808_vko02 == 0) {
+ mes "Do you want to leave your ^FD0260LP^000000?";
+ mes "If you leave your ^FD0260LP^000000 then the next person for test that arrives at the block will automatically pass the test.";
+ next;
+ if(select("Leave all your LP.", "Continue to roll the dice.") == 1) {
+ set job_kagero_lp,0;
+ set $20110808_vko02,1;
+ mes "Leave all remaining ^FD0260LP^000000 here. Press Close and go back to block 0.";
+ callfunc "F_KO_Survival_warp",0;
+ end;
+ }
+ } else if ($20110808_vko02 == 1) {
+ set $20110808_vko02,0;
+ mes "Someone before you sacrificed all their ^FD0260LP^000000, so press Close and go to the last block.";
+ callfunc "F_KO_Survival_warp",40;
+ end;
+ } else {
+ mes "An unknown error has occurred.";
+ mes "Please contact customer service.";
+ close;
+ }
+ callfunc "F_KO_Survival_dice",22;
+ end;
+}
+
+job_ko,41,23,4 duplicate(Sight#ko_trap) Sight#ko_23 4_BULLETIN_BOARD2,1,1
+
+job_ko,33,23,4 script Sight#ko_24 4_BULLETIN_BOARD2,1,1,{
+ callfunc "F_KO_Survival_mes",24;
+ end;
+OnTouch:
+ mes "There are tiny letters on the sign.";
+ next;
+ mes "Consume 2 ^FD0260LP^000000 and roll the dice twice.";
+ next;
+ mes "If the sum of the numbers from both dice is larger than 8, then you can move to any block between 25 to 30. But! If the sum is below 8, you must move back to block 19.";
+ next;
+ callfunc "F_KO_Survival_dice2",24;
+ mes "Second dice result is " + @job_ko_dice2 + ".";
+ next;
+ set .@dice_sum, @job_ko_dice1 + @job_ko_dice2;
+ if (.@dice_sum > 8) {
+ mes @job_ko_dice1 + " + " + @job_ko_dice2 + " = " + .@dice_sum;
+ set @job_ko_dice1,0;
+ set @job_ko_dice2,0;
+ mes "You total is larger than 8. Please choose a block to move between blocks 25 through 30.";
+ callfunc "F_KO_Survival_warp", select("Move to block 25", "Move to block 26", "Move to block 27", "Move to block 28", "Move to block 29", "Move to block 30") + 24;
+ end;
+ } else {
+ set @job_ko_dice1,0;
+ set @job_ko_dice2,0;
+ mes "You total is lower than 8. Press Close to move to block 19.";
+ callfunc "F_KO_Survival_warp",19;
+ end;
+ }
+}
+
+job_ko,25,23,4 script Sight#ko_25 4_BULLETIN_BOARD2,1,1,{
+ callfunc "F_KO_Survival_mes",25;
+ end;
+OnTouch:
+ set .@playtime, questprogress(5141,PLAYTIME);
+ if (!.@playtime) {
+ mes "There are tiny letters on the sign.";
+ next;
+ mes "This is lame.";
+ mes "Cannot read the writing. There should be a way to read it.";
+ next;
+ switch(select("Try something.", "Do nothing.")) {
+ case 1:
+ specialeffect2 EF_TALK_FROSTJOKE;
+ mes "Tried a recent Prontera joke to do something.";
+ next;
+ setquest 5141;
+ mes "Got cursed and became immobilized for 2 minutes.";
+ close;
+ case 2:
+ if (rand(1,10) == 4) {
+ mes "Its a wise decision to do nothing.";
+ next;
+ } else {
+ mes "Nothing happened. Still need to do something.";
+ close;
+ }
+ break;
+ }
+ } else if (.@playtime == 1) {
+ mes "Cannot move because you are cursed.";
+ close;
+ } else if (.@playtime == 2) {
+ mes "The immobilize curse lasted for 2 minutes and then was removed.";
+ next;
+ erasequest 5141;
+ } else {
+ erasequest 5141;
+ mes "An unknown error has occurred.";
+ mes "Please contact customer service.";
+ close;
+ }
+ callfunc "F_KO_Survival_dice",25;
+ end;
+}
+
+job_ko,25,32,4 duplicate(Sight#ko_trap) Sight#ko_26 4_BULLETIN_BOARD2,1,1
+job_ko,25,40,4 duplicate(Sight#ko_heal) Sight#ko_27 4_BULLETIN_BOARD2,1,1
+job_ko,25,48,4 duplicate(Sight#ko_trap2) Sight#ko_28 4_BULLETIN_BOARD2,1,1
+
+job_ko,30,52,4 script Sight#ko_29 4_BULLETIN_BOARD2,1,1,{
+ callfunc "F_KO_Survival_mes",29;
+ end;
+OnTouch:
+ mes "There are tiny letters on the sign.";
+ next;
+ mes "Go forth.";
+ next;
+ callfunc "F_KO_Survival_dice",29;
+ end;
+}
+
+job_ko,38,52,4 duplicate(Sight#ko_trap) Sight#ko_30 4_BULLETIN_BOARD2,1,1
+job_ko,46,52,4 duplicate(Sight#ko_curse) Sight#ko_31 4_BULLETIN_BOARD2,1,1
+
+job_ko,54,52,4 script Sight#ko_32 4_BULLETIN_BOARD2,1,1,{
+ callfunc "F_KO_Survival_mes",32;
+ end;
+OnTouch:
+ mes "There are tiny letters on the sign.";
+ next;
+ mes "Rock-paper-scissors Machine:";
+ mes "If you win, you get to move to any block between 33 to 38; if you lose or is a draw, you have to move to block 0.";
+ next;
+ switch (callfunc("F_KO_Survival_rps")) {
+ case 1:
+ mes "Please choose a block to move between blocks 33 through 38.";
+ next;
+ callfunc "F_KO_Survival_warp", select("Move to block 33", "Move to block 34", "Move to block 35", "Move to block 36", "Move to block 37", "Move to block 38") + 32;
+ end;
+ case 0:
+ case -1:
+ mes "Press Close to move to block 0.";
+ callfunc "F_KO_Survival_warp",0;
+ end;
+ }
+}
+
+job_ko,54,43,4 script Sight#ko_33 4_BULLETIN_BOARD2,1,1,{
+ callfunc "F_KO_Survival_mes",33;
+ end;
+OnTouch:
+ mes "There are tiny letters on the sign.";
+ next;
+ mes "You can move to block 39 if you pay all points except for the last 1 ^FD0260LP^000000 to roll the dice one last time.";
+ next;
+ switch(select("Pay LP.", "Move forward a little bit at a time.")) {
+ case 1:
+ set .@sell_p, job_kagero_lp - 1;
+ set job_kagero_lp,1;
+ mes "< Used " + .@sell_p + " LP >";
+ next;
+ mes "Press Close to move to block 39.";
+ callfunc "F_KO_Survival_warp",39;
+ end;
+ case 2:
+ mes "Please roll the dice.";
+ next;
+ break;
+ }
+ callfunc "F_KO_Survival_dice",33;
+ end;
+}
+
+job_ko,54,35,4 duplicate(Sight#ko_heal) Sight#ko_34 4_BULLETIN_BOARD2,1,1
+job_ko,49,31,4 duplicate(Sight#ko_trap) Sight#ko_35 4_BULLETIN_BOARD2,1,1
+
+job_ko,41,31,4 script Sight#ko_36 4_BULLETIN_BOARD2,1,1,{
+ callfunc "F_KO_Survival_mes",36;
+ end;
+OnTouch:
+ mes "There are tiny letters on the sign.";
+ next;
+ mes "There are only 4 blocks left till the last block.";
+ next;
+ mes "Rule 1 (Normal Dice Roll)";
+ mes "You get to pass if you get 4 or above but nobody knows what will come from a dice roll.";
+ next;
+ mes "Rule 2";
+ mes "If you get 1, 2, or 3 you move right to the arrival point; if you get 4, 5, or 6 you get to choose to move to block 29.";
+ next;
+ switch(select("Try it the other way.", "Go by the rules.")) {
+ case 1:
+ //mes "The Other Way (2nd Rule)";
+ set .@dodoripo,0;
+ break;
+ case 2:
+ set .@dodoripo,1;
+ break;
+ }
+ set .@dice, callfunc("F_KO_Survival_dice",36,1,1);
+ if (.@dodoripo == 0) {
+ if (.@dice <= 3) {
+ mes "Press Close to move to the end.";
+ callfunc "F_KO_Survival_warp",40;
+ end;
+ } else {
+ mes "Press Close to move to block 29.";
+ callfunc "F_KO_Survival_warp",29;
+ end;
+ }
+ } else {
+ mes "Press Close to move to forward " + .@dice + " blocks.";
+ callfunc "F_KO_Survival_warp", ((.@dice <= 3) ? .@dice + 36 : 40);
+ end;
+ }
+}
+
+job_ko,33,31,4 script Sight#ko_37 4_BULLETIN_BOARD2,1,1,{
+ callfunc "F_KO_Survival_mes",37;
+ end;
+OnTouch:
+ mes "There are tiny letters on the sign.";
+ next;
+ mes "There are only 3 blocks left to the finish line but you can't you go so easily.";
+ next;
+ mes "If you get 1, 3, or 5, move to the arrival point; if you get 2, 4, or 6, go back to the starting point.";
+ next;
+ set .@dice, callfunc("F_KO_Survival_dice",37,1,1);
+ if (.@dice % 2) {
+ mes "Press Close to move to the last block.";
+ callfunc "F_KO_Survival_warp",40;
+ end;
+ } else {
+ mes "Press Close to move to the starting point.";
+ callfunc "F_KO_Survival_warp",0;
+ end;
+ }
+}
+
+job_ko,33,40,4 script Sight#ko_38 4_BULLETIN_BOARD2,1,1,{
+ callfunc "F_KO_Survival_mes",38;
+ end;
+OnTouch:
+ mes "There are tiny letters on the sign.";
+ next;
+ mes "Leave 1 LP and invest the remaining LP to install the trap to bring down other players!";
+ next;
+ if ($20110808_vko04 == 0) {
+ mes "There is currently no trap installed. Do you want to install a trap?";
+ next;
+ switch(select("Install a trap.", "Do not install.")) {
+ case 1:
+ set .@reset_p, job_kagero_lp - 1;
+ set job_kagero_lp,1;
+ set $20110808_vko04,1;
+ mes "< Used " + .@reset_p + " LP >";
+ next;
+ mes "The trap is installed. Please roll the dice.";
+ next;
+ break;
+ case 2:
+ mes "Did not set a trap. Please roll the dice.";
+ next;
+ break;
+ }
+ } else {
+ set $20110808_vko04,0;
+ set job_kagero_lp,0;
+ mes "You are caught in the trap installed. Press Close to go back to block 0.";
+ callfunc "F_KO_Survival_warp",0;
+ end;
+ }
+ set .@dice, callfunc("F_KO_Survival_dice",38,1,1);
+ mes "Press Close to move forward " + .@dice + " blocks.";
+ callfunc "F_KO_Survival_warp", ((.@dice == 1) ? .@dice + 38 : 40);
+ end;
+}
+
+job_ko,38,44,4 script Sight#ko_39 4_BULLETIN_BOARD2,1,1,{
+ callfunc "F_KO_Survival_mes",39;
+ end;
+OnTouch:
+ mes "There are tiny letters on the sign.";
+ next;
+ mes "Now there is only 1 block left till the end. Congratulations on all you've been through to get here.";
+ next;
+ mes "But you cannot go so easily. If you get a 3, you will go back to block 3.";
+ next;
+ set .@dice, callfunc("F_KO_Survival_dice",39,1,1);
+ if (.@dice == 3) {
+ mes "Press Close to move to the 3rd block.";
+ callfunc "F_KO_Survival_warp",3;
+ end;
+ } else {
+ mes "Press Close to move to the arrival point.";
+ callfunc "F_KO_Survival_warp",40;
+ end;
+ }
+}
+
+job_ko,46,41,4 script Sight#ko_40 4_BULLETIN_BOARD2,1,1,{
+ callfunc "F_KO_Survival_mes",40;
+ end;
+OnTouch:
+ if (job_kagero != 5) {
+ mes "You should not be here.";
+ close2;
+ warp "amatsu",147,136;
+ end;
+ }
+ if (questprogress(5137) != 1 || questprogress(5140) != 1) {
+ mes "You must be here by mistake.";
+ close2;
+ warp "amatsu",147,136;
+ end;
+ }
+ mes "There are tiny letters on the sign.";
+ next;
+ mes "To those you are preparing for a new turn...";
+ mes "Well begun is half done. However always remember it is not the end.";
+ next;
+ completequest 5137;
+ erasequest 5140;
+ if (questprogress(5141)) erasequest 5141;
+ set job_kagero_lp,0;
+ mes "Let's read all the writing on the sign.";
+ mes "You feel like you are moved to another place.";
+ close2;
+ warp "job_ko",35,113;
+ end;
+}
+
+// Test of Weaponry
+//============================================================
+job_ko,127,125,4 script Red Leopard Joe#ko 4_M_JOB_ASSASSIN,{
+ if (MaxWeight - Weight < 1000 || checkweight("Knife",1) == 0) {
+ mes "[Red Leopard Joe]";
+ mes "Go reduce your weight! This test will be too difficult otherwise...";
+ close;
+ }
+ if (BaseJob != Job_Ninja) {
+ for (set .@i,5131; .@i<=5146; set .@i,.@i+1)
+ if (questprogress(.@i)) erasequest .@i;
+ set job_kagero,0;
+ mes "[Red Leopard Joe]";
+ mes "Sorry, your family is not the same as ours, is there something wrong?";
+ close2;
+ warp "amatsu",147,136;
+ end;
+ }
+ if (job_kagero != 5) {
+ mes "[Red Leopard Joe]";
+ mes "You are not supposed to be here...";
+ mes "It's my duty to get rid of you,";
+ mes "so I'll send you back now!";
+ close2;
+ warp "amatsu",147,136;
+ end;
+ }
+ set .@ko_test_03_1, questprogress(5138);
+ set .@ko_test_03_2, questprogress(5142);
+ set .@ko_test_03_3, questprogress(5143);
+ set .@ko_test_03_4, questprogress(5144);
+ set .@ko_test_03_5, questprogress(5145);
+ if (.@ko_test_03_1 == 1 && .@ko_test_03_2 == 0 && .@ko_test_03_3 == 0 && .@ko_test_03_4 == 0 && .@ko_test_03_5 == 0) {
+ mes "[Red Leopard Joe]";
+ mes "It's been a while!";
+ next;
+ select("Long time indeed, Joe.");
+ mes "[Red Leopard Joe]";
+ mes "You aren't surprised I'm here. Did you meet ^0237FDCougar^000000 before coming here?";
+ next;
+ mes "[Red Leopard Joe]";
+ mes "Don't like it that I'm not the first one you visited but that is not important.";
+ next;
+ mes "[Red Leopard Joe]";
+ mes "Alright, " + strcharinfo(0) + "!";
+ mes "Welcome to the workshop where weapons are created for the family.";
+ next;
+ mes "[Red Leopard Joe]";
+ mes "Our family has been creating and using unique weapons to serve our secret missions since ancient times.";
+ next;
+ select("Really? At Einbroch?");
+ mes "[Red Leopard Joe]";
+ mes "Hmm? You are not as slow as I thought you were!";
+ next;
+ mes "[Red Leopard Joe]";
+ mes "Yes. Einbroch is known as an industrial city, the city of great blacksmiths create new technology.";
+ next;
+ mes "[Red Leopard Joe]";
+ mes "My mission is to analyze their technology and report back to the family.";
+ next;
+ mes "[Red Leopard Joe]";
+ mes "I spoke more than I intended to.";
+ next;
+ mes "[Red Leopard Joe]";
+ mes "Did you bring enough ^6848B7Iron Ore, Iron, Steel, Phracon, Emveretaron, Rough Oridecon, and Rough Elunium^000000?";
+ next;
+ mes "[Red Leopard Joe]";
+ mes "Let's now create a new prototype weapon.";
+ next;
+ specialeffect EF_GUIDEDATTACK,AREA,"Crafting Tools#ko_01";
+ mes "[Red Leopard Joe]";
+ mes "Feel free to use tools from here, and...";
+ next;
+ specialeffect EF_GUIDEDATTACK,AREA,"Crafting Tools#ko_02";
+ mes "[Red Leopard Joe]";
+ mes "...there...";
+ next;
+ specialeffect EF_GUIDEDATTACK,AREA,"Crafting Tools#ko_03";
+ setquest 5142;
+ mes "[Red Leopard Joe]";
+ mes "...and everywhere else. Now let's begin!!";
+ close;
+ } else if (.@ko_test_03_1 == 1 && .@ko_test_03_2 == 1 && .@ko_test_03_3 == 0 && .@ko_test_03_4 == 0 && .@ko_test_03_5 == 0) {
+ callsub L_Weapon,":";
+ end;
+ } else if (.@ko_test_03_1 == 1 && .@ko_test_03_2 == 0 && (.@ko_test_03_3 == 1 || .@ko_test_03_4 == 1) && .@ko_test_03_5 == 0) {
+ callsub L_Weapon,":Yes, I'm done.";
+ if (countitem("Ninja_Cutter")) {
+ mes "[Red Leopard Joe]";
+ mes "Hmm... Interesting... Is it a dagger in a shape of a Kunai?";
+ next;
+ mes "[Red Leopard Joe]";
+ } else if (countitem("Huuma_Job_Test")) {
+ mes "[Red Leopard Joe]";
+ mes "Hmm... Is this an Ordinary Huuma?";
+ next;
+ mes "[Red Leopard Joe]";
+ mes "Ahh, Its not an Ordinary Huuma.";
+ } else {
+ mes "[Red Leopard Joe]";
+ mes "Ahh, how is it possible? You don't have weapons? Maybe you equipped it?";
+ close;
+ }
+ mes "Very creative. I do see room for improvement but the weapon itself may come out useful after smoothing it out a bit.";
+ next;
+ mes "[Red Leopard Joe]";
+ mes "Good. I think you are ready.";
+ next;
+ mes "[Red Leopard Joe]";
+ mes "Now it's time to upgrade?";
+ mes "There are refinement tools on both sides of me. Use those to refine a weapon and come back.";
+ next;
+ mes "[Red Leopard Joe]";
+ mes "I created the refinement tools myself with great effort so you won't have any trouble using them.";
+ next;
+ setquest 5145;
+ mes "[Red Leopard Joe]";
+ mes "Ah... But just in case,";
+ mes "^FF0000be careful not to cause trouble by showing these to blacksmiths outside of here.^000000";
+ close;
+ } else if (.@ko_test_03_1 == 1 && .@ko_test_03_2 == 0 && (.@ko_test_03_3 == 1 || .@ko_test_03_4 == 1) && .@ko_test_03_5 == 1) {
+ disable_items;
+ mes "[Red Leopard Joe]";
+ mes "Did you get a successful result?";
+ next;
+ switch(select("Not yet.", "Here it is.", "Actually...")) {
+ case 1:
+ mes "[Red Leopard Joe]";
+ mes "It isn't easy to get a satisfactory result at first.";
+ close;
+ case 2:
+ break;
+ case 3:
+ mes "[Red Leopard Joe]";
+ mes "You've lost the weapon even with my warning.";
+ next;
+ mes "[Red Leopard Joe]";
+ mes "Nothing else we can do. Wait!";
+ next;
+ mes "Red Leopard Joe mumbles something and suddenly all weapons are unequipped.";
+ next;
+ nude;
+ if (countitem("Ninja_Cutter") || countitem("Huuma_Job_Test")) {
+ mes "[Red Leopard Joe]";
+ mes "What is this? You still have the prototype. Stop playing around.";
+ close;
+ }
+ mes "[Red Leopard Joe]";
+ mes "Oh! You really lost it.";
+ next;
+ setquest 5142;
+ if (questprogress(5143)) erasequest 5143;
+ if (questprogress(5144)) erasequest 5144;
+ erasequest 5145;
+ mes "[Red Leopard Joe]";
+ mes "Well! Lets try to make it again!";
+ close;
+ }
+ mes "[Red Leopard Joe]";
+ mes "Looks like you've got some results.";
+ next;
+ set .@part, EQI_HAND_R;
+ if (!getequipisequiped(.@part)) {
+ mes "[Red Leopard Joe]";
+ mes "Ahh! You have not equipped any weapons!";
+ close;
+ } else {
+ set .@equip_id, getequipid(.@part);
+ if (.@equip_id == 13074 || .@equip_id == 13312) {
+ mes "[Red Leopard Joe]";
+ mes "Is that weapon yours? Let me have a look.";
+ next;
+ } else {
+ mes "[Red Leopard Joe]";
+ mes "Are you certain it's that weapon?";
+ next;
+ mes "[Red Leopard Joe]";
+ mes "You plan to trick me with that? Again!!";
+ close;
+ }
+ }
+ mes "Joe took a thorough look at the seal.";
+ next;
+ set .@equip_refine, getequiprefinerycnt(.@part);
+ if (.@equip_refine < 7) {
+ mes "[Red Leopard Joe]";
+ mes "Are you that low?";
+ mes "I must have misjudged you. You might have been satisfied yourself but I'm not. Do it again!!";
+ close;
+ } else if (.@equip_refine > 6 && .@equip_refine < 9) {
+ mes "[Red Leopard Joe]";
+ mes "Hmm... Is this your limit?";
+ mes "You've just made it that close to passing. I will ask one more time, are you satisfied?";
+ next;
+ if(select("Yes", "No") == 2) {
+ mes "[Red Leopard Joe]";
+ mes "You're still here. Why?";
+ close;
+ }
+ mes "[Red Leopard Joe]";
+ mes "Your competence is enough.";
+ next;
+ } else if (.@equip_refine > 8 && .@equip_refine < 13) {
+ mes "[Red Leopard Joe]";
+ mes "Ah, as I expected.";
+ mes "I still believe that you will not stop here.";
+ next;
+ if(select("I want to stop.", "I want to continue.") == 2) {
+ mes "[Red Leopard Joe]";
+ mes "I will look forward for your result.";
+ close;
+ }
+ mes "[Red Leopard Joe]";
+ mes "Your competence is enough.";
+ next;
+ } else {
+ mes "[Red Leopard Joe]";
+ mes "Better than expected.";
+ next;
+ mes "[Red Leopard Joe]";
+ mes "For beginners, quite good. This test may not be significant to you, but your competence is enough.";
+ next;
+ }
+ mes "[Red Leopard Joe]";
+ mes "I can feel it.";
+ mes "I will take this weapon to give it some finishing touches.";
+ next;
+ delequip .@part;
+ erasequest 5145;
+ completequest 5138;
+ if (questprogress(5143) == 1) completequest 5143;
+ if (questprogress(5144) == 1) completequest 5144;
+ mes "[Red Leopard Joe]";
+ mes "'" + strcharinfo(0) + "'";
+ mes "Passed the weapon test!!";
+ close2;
+ enable_items;
+ end;
+ } else if (.@ko_test_03_1 == 2 && .@ko_test_03_2 == 0 && (.@ko_test_03_3 == 2 || .@ko_test_03_4 == 2) && .@ko_test_03_5 == 0) {
+ mes "[Red Leopard Joe]";
+ mes "Oh, I almost forgot.";
+ mes "Go report the test results to Gion!";
+ close2;
+ warp "job_ko",26,104;
+ end;
+ } else {
+ mes "[Red Leopard Joe]";
+ mes "You should not have come here...";
+ mes "It's my duty to get rid of you.";
+ mes "This will push you back!";
+ close2;
+ warp "amatsu",147,136;
+ end;
+ }
+ end;
+
+L_Weapon:
+ mes "[Red Leopard Joe]";
+ mes "Are you done making the prototype of the new weapons?";
+ next;
+ switch(select("Crafting tools?", "I don't have enough materials.", "How do you expect me to make a weapon?" + getarg(0))) {
+ case 1:
+ specialeffect EF_GUIDEDATTACK,AREA,"Crafting Tools#ko_01";
+ mes "[Red Leopard Joe]";
+ mes "Feel free to use tools from here, and...";
+ next;
+ specialeffect EF_GUIDEDATTACK,AREA,"Crafting Tools#ko_02";
+ mes "[Red Leopard Joe]";
+ mes "...there...";
+ next;
+ specialeffect EF_GUIDEDATTACK,AREA,"Crafting Tools#ko_03";
+ mes "[Red Leopard Joe]";
+ mes "...and everywhere else.";
+ close;
+ case 2:
+ mes "[Red Leopard Joe]";
+ mes "You haven't brought enough materials?";
+ next;
+ specialeffect EF_GUIDEDATTACK,AREA,"Drawer#ko";
+ mes "[Red Leopard Joe]";
+ mes "Then we'll have to pay a visit to the village. Try the ^FF0000drawer^000000 over there. It'll take you to the village.";
+ close;
+ case 3:
+ mes "[Red Leopard Joe]";
+ mes "Hmm... Guess I expected too much? Let me explain.";
+ next;
+ mes "[Red Leopard Joe]";
+ mes "You first have to melt the ore to use for the weapon. And the best way to get high purity metal is to melt materials that are of the same kind.";
+ next;
+ mes "[Red Leopard Joe]";
+ mes "For example, Iron Ore, Iron, and Steel are of similar property so you can get a high purity metal out of them.";
+ next;
+ mes "[Red Leopard Joe]";
+ mes "Once you've melted a high purity metal, pour it in a mold to get the shape of the weapon and then make it firm through grinding and tempering.";
+ next;
+ mes "[Red Leopard Joe]";
+ mes "By the way, you will get the best results by thoroughly rotating, grinding and tempering.";
+ next;
+ mes "[Red Leopard Joe]";
+ mes "I think this is enough to get you started, don't you think? Now go and work on that prototype!!";
+ close;
+ case 4:
+ return;
+ }
+}
+
+job_ko,117,128,0 script Drawer#ko CLEAR_NPC,{
+ mes "There is some kind of device on the drawer.";
+ next;
+ if(select("Stop.", "Try to operate it.") == 2) {
+ mes "Clank clunk clink";
+ close2;
+ warp "amatsu",147,136;
+ end;
+ }
+ close;
+}
+
+job_ko,131,124,0 script Crafting Tools#ko_01 CLEAR_NPC,{
+ if (MaxWeight - Weight < 1000 || checkweight("Knife",1) == 0) {
+ mes "Too heavy! Please reduce your weight.";
+ close;
+ }
+ if (questprogress(5138) == 1 && questprogress(5142) == 1 && questprogress(5143) == 0 && questprogress(5144) == 0 && questprogress(5145) == 0) {
+ // fall through
+ } else {
+ mes "A crafting tool.";
+ mes "Don't really need it now.";
+ close;
+ }
+ mes "Tool to create weapons.";
+ next;
+
+ // Part 1: Melting Metal
+ // Input similar materials to proceed to next step.
+ mes "First need to melt metals like iron and iron ore to use to create a weapon.";
+ next;
+ callsub L_CheckMaterials;
+ while(1) {
+ switch(select("Melt Iron Ore.", "Melt Iron.", "Melt Steel.", "Melt Phracon.", "Melt Emveretarcon.", "Melt Rough Oridecon.", "Melt Rough Elunium.", "Stop.")) {
+ case 1: set .@item,1002; set .@val1,1; break; //Iron_Ore
+ case 2: set .@item, 998; set .@val1,2; break; //Iron
+ case 3: set .@item, 999; set .@val1,3; break; //Steel
+ case 4: set .@item,1010; set .@val2,1; break; //Phracon
+ case 5: set .@item,1011; set .@val2,2; break; //Emveretarcon
+ case 6: set .@item, 756; set .@val2,3; break; //Oridecon_Stone
+ case 7: set .@item, 757; set .@val3,5; break; //Elunium_Stone
+ case 8: close;
+ }
+ if (countitem(.@item)) {
+ delitem .@item,1;
+ if (.@val1) { //Iron Ore, Iron, Steel
+ set .@ston_t01, .@ston_t01 + .@val1;
+ if (.@ston_t02 > 0)
+ set .@ston_t02, .@ston_t02 - .@val1;
+ } else if (.@val2) { //Phracon, Emveretarcon, Rough Oridecon
+ set .@ston_t02, .@ston_t02 + .@val2;
+ if (.@ston_t01 > 0)
+ set .@ston_t01, .@ston_t01 - .@val2;
+ } else if (.@val3) { //Rouch Elunium
+ if (.@ston_t01 > 0)
+ set .@ston_t01, .@ston_t01 - .@val3;
+ if (.@ston_t02 > 0)
+ set .@ston_t02, .@ston_t02 - .@val3;
+ }
+ specialeffect EF_DEMONSTRATION;
+ mes "Melted " + getitemname(.@item) + " in high temperature.";
+ next;
+ if (.@ston_t01 > 49 || .@ston_t02 > 49)
+ break;
+ } else {
+ mes "Don't have " + getitemname(.@item) + ".";
+ next;
+ }
+ callsub L_CheckMaterials;
+ mes "Which metal will be melted next?";
+ next;
+ }
+ set .@boll_01, ((.@ston_t01 > 49) ? .@ston_t01 : .@ston_t02);
+
+ // Part 2: Forging
+ // Grind and temper a weapon.
+ mes "Now the metal is melted to use for creating weapons.";
+ next;
+ mes "Next is to make the melted metal firm by pouring it into a mold. Which mold shape will you use?";
+ next;
+ switch(select("Dagger Mold", "Shuriken Mold")) {
+ case 1:
+ set .@weapon_who,0;
+ mes "Poured the melted metal into the dagger mold.";
+ break;
+ case 2:
+ set .@weapon_who,1;
+ mes "Poured the melted metal into the shuriken mold.";
+ break;
+ }
+ next;
+ progressbar "ffff00",3;
+ mes "Looks like the metal is taking shape. Now what next?";
+ next;
+ set @job_ko_forge,0;
+ set @job_ko_lastaction,0;
+ callsub L_ForgeWeapon,":";
+ while(1) {
+ mes "Now what next?";
+ next;
+ if (callsub(L_ForgeWeapon,":Final Touches") == 0)
+ break;
+ }
+ set .@boll_02, @job_ko_forge;
+ set @job_ko_forge,0;
+ set @job_ko_lastaction,0;
+
+ // Part 3: Create the Weapon
+ // Success rate based on previous two parts.
+ set .@boll_00, .@boll_01 + .@boll_02;
+ mes "Start to sharpen the tool using a whetstone for finishing touches.";
+ next;
+ progressbar "ffff00",3;
+ set .@success_pp, rand(1,100);
+ if (.@boll_00 < 100) {
+ if (.@success_pp == 77) set .@success,1;
+ } else {
+ if (.@success_pp != 44) set .@success,1;
+ }
+ if (.@success) {
+ specialeffect2 EF_PERFECTION;
+ erasequest 5142;
+ if (.@weapon_who == 0) {
+ setquest 5143;
+ getitem "Ninja_Cutter", 1;
+ } else {
+ setquest 5144;
+ getitem "Huuma_Job_Test", 1;
+ }
+ mes "The weapon was created successfully.";
+ next;
+ mes "Let's take it to Red Leopard Joe.";
+ close;
+ } else {
+ specialeffect2 EF_SUI_EXPLOSION;
+ mes "The weapon was destroyed while doing the finishing touches to it.";
+ next;
+ mes "There must have been something missed while creating the weapon. Very sad this happened but you'll have to start all over again.";
+ close;
+ }
+ end;
+
+L_CheckMaterials:
+ if (!countitem("Iron_Ore") && !countitem("Iron") && !countitem("Steel") && !countitem("Phracon") && !countitem("Emveretarcon") && !countitem("Oridecon_Stone") && !countitem("Elunium_Stone")) {
+ mes "But you do not have any more metal to melt. Let's try again after getting more metal.";
+ close;
+ }
+ return;
+
+L_ForgeWeapon:
+ set .@i, select("Grind the weapon", "Temper the weapon" + getarg(0));
+ switch (.@i) {
+ case 1:
+ specialeffect2 EF_DETOXICATION;
+ mes "Ground the weapon.";
+ break;
+ case 2:
+ specialeffect2 EF_REPAIRWEAPON;
+ mes "Tempered the weapon.";
+ break;
+ case 3:
+ return 0;
+ }
+ next;
+ if (@job_ko_lastaction == .@i)
+ set @job_ko_forge, @job_ko_forge + 1;
+ else
+ set @job_ko_forge, @job_ko_forge + 2;
+ set @job_ko_lastaction, .@i;
+ return 1;
+}
+job_ko,129,129,0 duplicate(Crafting Tools#ko_01) Crafting Tools#ko_02 CLEAR_NPC
+job_ko,116,124,0 duplicate(Crafting Tools#ko_01) Crafting Tools#ko_03 CLEAR_NPC
+
+job_ko,121,121,0 script Refinement Tools#ko_01 CLEAR_NPC,{
+ if (questprogress(5138) == 1 && questprogress(5142) == 0 && (questprogress(5143) == 1 || questprogress(5144) == 1) && questprogress(5145) == 1) {
+ disable_items;
+ } else {
+ mes "This tool helps you refine your weapons automatically. However, you won't need this just now.";
+ close;
+ }
+ mes "You turn on the refinement tool.";
+ mes "The equipment starts up with a pleasant vibration.";
+ next;
+ mes "Looks like you can use the tool right away for refinement because it holds a good deal of Elunium and Oridecon within it.";
+ next;
+ if(select("Start refining.", "Do not start refining.") == 2) {
+ mes "You turned off the tool.";
+ close;
+ }
+ set .@part, EQI_HAND_R;
+ if (!getequipisequiped(.@part)) {
+ mes "Bzzzt";
+ mes "A warning beep comes from the tool.";
+ next;
+ mes "[Red Leopard Joe]";
+ mes "This equipment does not work without an equipped item to refine.";
+ close;
+ } else {
+ set .@equip_id, getequipid(.@part);
+ if (.@equip_id == 13074 || .@equip_id == 13312) {
+ mes "Analyzing the weapon.";
+ next;
+ } else {
+ mes "[Red Leopard Joe]";
+ mes "Wait... this weapon is not a customized one.";
+ next;
+ mes "[Red Leopard Joe]";
+ mes "Why don't you refine this with those hot-headed blacksmiths out there?";
+ close;
+ }
+ }
+ if (!getequipisenableref(.@part)) {
+ mes "Bzzzt";
+ mes "A warning beep comes from the tool.";
+ next;
+ mes "[Red Leopard Joe]";
+ mes "That weapon cannot be refined. Where did you get it?";
+ close;
+ }
+ set .@equip_refine, getequiprefinerycnt(.@part);
+ if (.@equip_refine >= 20) {
+ mes "Bzzzt";
+ mes "A warning beep comes from the tool.";
+ next;
+ mes "[Red Leopard Joe]";
+ mes "This equipment is perfectly refined. Keep it for yourself!";
+ close;
+ }
+ if (getequippercentrefinery(.@part) < 100) {
+ mes "This is very well refined equipment. Do you want to continue? Refine skill decreases by 1 if refinement fails.";
+ next;
+ if(select("Continue.", "Stop.") == 2) {
+ mes "You turned off the tool.";
+ close;
+ }
+ } else {
+ mes "Starting to refine.";
+ next;
+ }
+ progressbar "ffff00",1;
+ set .@rand, rand(1,100);
+ if (.@equip_refine < 5) { // 0>5 100%
+ set .@wlevel_up,1;
+ } else if (.@equip_refine == 5) { // 5>6 40%
+ if (.@rand < 41) set .@wlevel_up,1;
+ } else if (.@equip_refine == 6) { // 6>7 30%
+ if (.@rand < 31) set .@wlevel_up,1;
+ } else if (.@equip_refine == 7) { // 7>8 20%
+ if (.@rand < 21) set .@wlevel_up,1;
+ } else if (.@equip_refine == 8) { // 8>9 10%
+ if (.@rand < 11) set .@wlevel_up,1;
+ } else if (.@equip_refine == 9) { // 9>10 5%
+ if (.@rand < 6) set .@wlevel_up,1;
+ } else { // 10>20 2%
+ if (.@rand < 3) set .@wlevel_up,1;
+ }
+ if (.@wlevel_up) {
+ successrefitem .@part;
+ mes "Succeeded in refining.";
+ mes "Turned off the refining tool.";
+ close;
+ } else {
+ downrefitem .@part;
+ mes "Failed in refining.";
+ mes "Your weapon refinement skill dropped by 1.";
+ mes "Turned off the refining tool.";
+ close;
+ }
+ end;
+}
+job_ko,127,121,0 duplicate(Refinement Tools#ko_01) Refinement Tools#ko_02 CLEAR_NPC
+
+// Test of Battle
+//============================================================
+job_ko,148,46,4 script Guide Gion#ko2 4_M_KAGE_OLD,{
+ if (MaxWeight - Weight < 2000 || checkweight("Knife",1) == 0) {
+ mes "[Guide Gion]";
+ mes "You don't need so many things now!";
+ close;
+ }
+ if (job_kagero == 7) {
+ cutin "job_ko01",2;
+ mes "[Guide Gion]";
+ mes "Looks like you haven't taken care of the target yet.";
+ next;
+ mes "[Guide Gion]";
+ mes "I'll tell you once more. The target is the ^FF0000Family Secret^000000.";
+ next;
+ mes "[Guide Gion]";
+ mes "Of course the path will be difficult, so continue searching!";
+ close2;
+ cutin "",255;
+ end;
+ } else if (job_kagero == 8) {
+ cutin "job_ko02",2;
+ mes "[Guide Gion]";
+ mes "Looks like you've taken care of the target. Hmm.";
+ next;
+ if (checkmount()) {
+ mes "[Guide Gion]";
+ mes "But please get down from your frog. Otherwise I can't continue!";
+ close2;
+ cutin "",255;
+ end;
+ }
+ if (BaseLevel < 99 || JobLevel < 70) {
+ mes "[Guide Gion]";
+ mes "How did you get weaker? Come back once you've regained your previous levels.";
+ close2;
+ cutin "",255;
+ end;
+ }
+ if (SkillPoint != 0) {
+ mes "[Guide Gion]";
+ mes "Please come back after using all your Skill Points.";
+ close2;
+ cutin "",255;
+ end;
+ }
+ mapannounce "job_ko","[Gion] Interrupting the Test of Battle.",bc_map;
+ cutin "job_ko04",2;
+ mes "[Guide Gion]";
+ mes "The Test of Battle will be put off for a while. Don't worry because this does not have affect to other tests.";
+ next;
+ mapannounce "job_ko","[Gion] My Friend " + strcharinfo(0) + " made it to " + ((Sex)?"Kagerou":"Oboro") + " Path. Congratulations!!",bc_map;
+ mes "[Guide Gion]";
+ mes "My friend " + strcharinfo(0) + " made it to " + ((Sex)?"Kagerou":"Oboro") + " Path. Congratulations!!";
+ next;
+ cutin "job_ko02",2;
+ mes "[Guide Gion]";
+ mes "It is pleasant to meet a youth that is walking through a new path.";
+ next;
+ mes "[Someone's Voice]";
+ mes "Wait for a while, Gion.";
+ next;
+ donpcevent "Cougar#ko2::OnEnable";
+ donpcevent "Red Leopard Joe#ko2::OnEnable";
+ cutin "job_ko04",2;
+ mes "[Guide Gion]";
+ mes "I'm sorry I almost forgot about you two. Do you have anything to share with " + strcharinfo(0) + "?";
+ next;
+ cutin "",255;
+ mes "[Cougar]";
+ mes "Hmm... Embarrassing... to speak so suddenly...";
+ next;
+ mes "[Cougar]";
+ mes strcharinfo(0) + ", you are now a proud member of our family. Always hold your head high and...";
+ next;
+ mes "[Cougar]";
+ mes "^777777(Gai's voice fades out.)^000000.";
+ mes "I'm sorry I strangled you when we first met.";
+ next;
+ donpcevent "Cougar#ko2::OnDisable";
+ mes "[Red Leopard Joe]";
+ mes "Puhahaha! Gai is all talk. I know I was know valuable to you than that Gai.";
+ next;
+ if (questprogress(5143) == 2) {
+ set .@item,13075; //Kurenai
+ set .@weapon$,"dagger";
+ } else {
+ set .@item,13311; //Huuma_Shadow
+ set .@weapon$,"shuriken";
+ }
+ mes "[Red Leopard Joe]";
+ mes "I did some work on the prototype " + .@weapon$ + " you made.";
+ next;
+ mes "[Red Leopard Joe]";
+ mes getitemname(.@item) + " now shines beautifully with a scarlet glow after I did the finishing touches.";
+ next;
+ mes "[Red Leopard Joe]";
+ mes "I named your weapons on my own but I know you'll like the name.";
+ next;
+ mes "[Red Leopard Joe]";
+ mes "Guide Gion, please continue.";
+ next;
+ cutin "job_ko01",2;
+ donpcevent "Red Leopard Joe#ko2::OnDisable";
+ mes "[Guide Gion]";
+ mes "I don't have much to add because Gai and Joe said it all.";
+ next;
+ mes "[Guide Gion]";
+ mes "I'm just sorry that the environment of all these tests could have been better for our later generation.";
+ next;
+ mes "[Guide Gion]";
+ mes "You only need to look forward and never turn back.";
+ next;
+ for (set .@i,5131; .@i<=5146; set .@i,.@i+1)
+ if (questprogress(.@i)) erasequest .@i;
+ set job_kagero,9;
+ getnameditem .@item,strcharinfo(0);
+ jobchange (Sex)?Job_Kagerou:Job_Oboro;
+ donpcevent "Summon Target#ko::OnEnable";
+ mes "[Guide Gion]";
+ mes "I hope the blessings of Kagerou, dancing sun and Oboro, misty moonlight will be with you on your journey ahead.";
+ close2;
+ warp "que_ng",21,71;
+ end;
+ } else if (job_kagero == 9) {
+ cutin "job_ko01",2;
+ mes "[Guide Gion]";
+ mes "I hope the blessings of Kagerou, dancing sun and Oboro, misty moonlight will be with you on your journey ahead.";
+ close2;
+ warp "que_ng",21,71;
+ end;
+ } else {
+ cutin "job_ko01",2;
+ mes "[Guide Gion]";
+ mes "You should not be here. Please leave!";
+ close2;
+ warp "amatsu",147,136;
+ end;
+ }
+}
+
+job_ko,151,47,4 script Cougar#ko2 4_M_JOB_ASSASSIN,{
+ mes "[Cougar]";
+ mes "Congratulation for choosing the road of development!";
+ close;
+OnInit:
+OnDisable:
+ disablenpc "Cougar#ko2";
+ end;
+OnEnable:
+ enablenpc "Cougar#ko2";
+ end;
+}
+
+job_ko,145,47,6 script Red Leopard Joe#ko2 4_M_JOB_ASSASSIN,{
+ mes "[Red Leopard Joe]";
+ mes "You have not found the target? Continue searching it.";
+ close;
+OnInit:
+OnDisable:
+ disablenpc "Red Leopard Joe#ko2";
+ end;
+OnEnable:
+ enablenpc "Red Leopard Joe#ko2";
+ end;
+}
+
+job_ko,1,1,4 script Summon Target#ko CLEAR_NPC,{
+ end;
+OnInit:
+OnTimer180000:
+ donpcevent "Summon Target#ko::OnEnable";
+ end;
+OnEnable:
+ stopnpctimer;
+ switch (rand(1,7)) {
+ case 1: set .@mob,1002; break;
+ case 2: set .@mob,1031; break;
+ case 3: set .@mob,1113; break;
+ case 4: set .@mob,1063; break;
+ case 5: set .@mob,1010; break;
+ case 6: set .@mob,1049; break;
+ case 7: set .@mob,1050; break;
+ }
+ areamonster "job_ko",120,30,160,70,"Family Secret",.@mob,1,"Summon Target#ko::OnMyMobDead";
+ end;
+OnDisable:
+ initnpctimer;
+ end;
+OnMyMobDead:
+ if (mobcount("job_ko","Summon Target#ko::OnMyMobDead") < 1) {
+ if (job_kagero == 7) {
+ donpcevent "Summon Target#ko::OnDisable";
+ set job_kagero,8;
+ } else
+ donpcevent "Summon Target#ko::OnEnable";
+ }
+ end;
+}
+
+job_ko,1,2,4 script Summon Fake#ko CLEAR_NPC,{
+ end;
+OnInit:
+ donpcevent "Summon Fake#ko::OnEnable";
+ end;
+OnEnable:
+ areamonster "job_ko",120,30,160,70,"Family's Legacy",1002,5,"Summon Fake#ko::OnMyMobDead";
+ areamonster "job_ko",120,30,160,70,"Kagerou's Memory",1002,5,"Summon Fake#ko::OnMyMobDead";
+ areamonster "job_ko",120,30,160,70,"Oboro's Memory",1002,5,"Summon Fake#ko::OnMyMobDead";
+ areamonster "job_ko",120,30,160,70,"Family's Mistake",1031,5,"Summon Fake#ko::OnMyMobDead";
+ areamonster "job_ko",120,30,160,70,"Oboro's Mistake",1031,5,"Summon Fake#ko::OnMyMobDead";
+ areamonster "job_ko",120,30,160,70,"Kagerou's Mistake",1031,5,"Summon Fake#ko::OnMyMobDead";
+ areamonster "job_ko",120,30,160,70,"Family's Memory",1113,5,"Summon Fake#ko::OnMyMobDead";
+ areamonster "job_ko",120,30,160,70,"Oboro's Past",1113,5,"Summon Fake#ko::OnMyMobDead";
+ areamonster "job_ko",120,30,160,70,"Kagerou's Past",1113,5,"Summon Fake#ko::OnMyMobDead";
+ areamonster "job_ko",120,30,160,70,"Family's Legacy",1063,5,"Summon Fake#ko::OnMyMobDead";
+ areamonster "job_ko",120,30,160,70,"Oboro's Legacy",1063,5,"Summon Fake#ko::OnMyMobDead";
+ areamonster "job_ko",120,30,160,70,"Kagerou's Legacy",1063,5,"Summon Fake#ko::OnMyMobDead";
+ areamonster "job_ko",120,30,160,70,"Family's Mistake",1010,5,"Summon Fake#ko::OnMyMobDead";
+ areamonster "job_ko",120,30,160,70,"Oboro's Memory",1010,5,"Summon Fake#ko::OnMyMobDead";
+ areamonster "job_ko",120,30,160,70,"Kagerou's Memory",1010,5,"Summon Fake#ko::OnMyMobDead";
+ areamonster "job_ko",120,30,160,70,"Family's Past",1049,5,"Summon Fake#ko::OnMyMobDead";
+ areamonster "job_ko",120,30,160,70,"Oboro's Mistake",1049,5,"Summon Fake#ko::OnMyMobDead";
+ areamonster "job_ko",120,30,160,70,"Kagerou's Mistake",1049,5,"Summon Fake#ko::OnMyMobDead";
+ areamonster "job_ko",120,30,160,70,"Family's Memory",1050,5,"Summon Fake#ko::OnMyMobDead";
+ areamonster "job_ko",120,30,160,70,"Oboro's Past",1050,5,"Summon Fake#ko::OnMyMobDead";
+ areamonster "job_ko",120,30,160,70,"Kagerou's Past",1050,5,"Summon Fake#ko::OnMyMobDead";
+ end;
+OnDisable:
+ killmonster "job_ko","Summon Fake#ko::OnMyMobDead";
+ end;
+OnMyMobDead:
+ if (mobcount("job_ko","Summon Fake#ko::OnMyMobDead") < 100) {
+ donpcevent "Summon Fake#ko::OnDisable";
+ donpcevent "Summon Fake#ko::OnEnable";
+ warp "job_ko",16,113;
+ }
+ end;
+}
+
+// GM Control Panel
+//============================================================
+job_ko,3,1,4 script Battle Test Control#ko 4_M_KAGE_OLD,{
+ callfunc "F_GM_NPC";
+ if (callfunc("F_GM_NPC",1854,0) == 1) {
+ mes "This is the Battle Test Control NPC.";
+ next;
+ } else {
+ mes "Incorrect password.";
+ close;
+ }
+ switch(select("Summon Target", "Summon Target Disable", "Summon Fake", "Summon Fake Disable")) {
+ case 1:
+ donpcevent "Summon Target#ko::OnEnable";
+ mes "Summon Target activated.";
+ break;
+ case 2:
+ donpcevent "Summon Target#ko::OnDisable";
+ mes "Summon Target disabled.";
+ break;
+ case 3:
+ donpcevent "Summon Fake#ko::OnEnable";
+ mes "Summon Fake activated.";
+ break;
+ case 4:
+ donpcevent "Summon Fake#ko::OnDisable";
+ mes "Summon Fake disabled.";
+ break;
+ }
+ next;
+ mes "Control has completed.";
+ close;
+}
+
+job_ko,4,1,4 script Guide#ko_helper 4_M_KAGE_OLD,{
+ callfunc "F_GM_NPC";
+ if (callfunc("F_GM_NPC",1854,0) == 1) {
+ mes "This is the Kagerou and Oboro Job Change assistant NPC.";
+ next;
+ } else {
+ mes "Incorrect password.";
+ close;
+ }
+ mes "I can solve any problems in the job change quest.";
+ next;
+ switch(select("Current Status", "Test Set", "Pre-Transfer", "Initialize")) {
+ case 1:
+ mes "Variable states (current/maximum)";
+ mes "job_kagero (" + job_kagero + "/9)";
+ mes "job_kagero_lp (" + job_kagero_lp + "/100)";
+ next;
+ mes "Quest states (current/maximum)";
+ mes "5131 (" + questprogress(5131) + "/1)";
+ mes "5132 (" + questprogress(5132) + "/1)";
+ mes "5133 (" + questprogress(5133) + "/1)";
+ mes "5134 (" + questprogress(5134) + "/1)";
+ mes "5135 (" + questprogress(5135) + "/1)";
+ mes "5136 (" + questprogress(5136) + "/2)";
+ mes "5139 (" + questprogress(5139) + "/1)";
+ mes "5137 (" + questprogress(5137) + "/2)";
+ mes "5140 (" + questprogress(5140) + "/1)";
+ mes "5141 (" + questprogress(5141,PLAYTIME) + "/1)";
+ mes "5138 (" + questprogress(5138) + "/2)";
+ mes "5142 (" + questprogress(5142) + "/1)";
+ mes "5143 (" + questprogress(5143) + "/2)";
+ mes "5144 (" + questprogress(5144) + "/2)";
+ mes "5145 (" + questprogress(5145) + "/1)";
+ mes "5146 (" + questprogress(5146) + "/1)";
+ close;
+ case 2:
+ mes "Which test do you want to set as completed?";
+ mes "Three tests must be completed before changing jobs. If you wish to reach a job change state, please select [Pre-Transfer] directly from the previous menu!";
+ next;
+ switch(select("Complete Test of Knowledge", "Complete Test of Survival", "Complete Test of Weaponry")) {
+ case 1:
+ set job_kagero,5;
+ setquest 5136;
+ completequest 5136;
+ mes "The Test of Knowledge has been set as complete. I hope you have finished your initialization.";
+ break;
+ case 2:
+ set job_kagero,5;
+ set job_kagero_lp,0;
+ setquest 5137;
+ completequest 5137;
+ mes "The Test of Survival has been set as complete. I hope you have finished your initialization.";
+ break;
+ case 3:
+ set job_kagero,5;
+ setquest 5138;
+ completequest 5138;
+ mes "The Test of Weaponry has been set as complete. I hope you have finished your initialization.";
+ break;
+ }
+ close;
+ case 3:
+ mes "I will change your quest status to Pre-Transfer, but before that...";
+ next;
+ mes "Please select a weapon.";
+ next;
+ switch(select("Dagger", "Shuriken")) {
+ case 1: set .@quest,5143; break;
+ case 2: set .@quest,5144; break;
+ }
+ setquest 5136;
+ completequest 5136;
+ setquest 5137;
+ completequest 5137;
+ setquest 5138;
+ completequest 5138;
+ setquest .@quest;
+ completequest .@quest;
+ setquest 5146;
+ set job_kagero,8;
+ mes "I've set the Pre-Transfer status. Good luck!!";
+ close;
+ case 4:
+ set job_kagero,0;
+ set job_kagero_lp,0;
+ for (set .@i,5131; .@i<=5146; set .@i,.@i+1)
+ if (questprogress(.@i)) erasequest .@i;
+ mes "The task of initialization is complete. You can confirm this through the [Current Status] option!";
+ close;
+ }
+ end;
+} \ No newline at end of file
diff --git a/npc/re/jobs/3-2/sura.txt b/npc/re/jobs/3-2/sura.txt
index 2e25a6f28..8c8905a98 100644
--- a/npc/re/jobs/3-2/sura.txt
+++ b/npc/re/jobs/3-2/sura.txt
@@ -636,10 +636,10 @@ OnTimer315000:
end;
OnTimer320000:
mapannounce "sword_2-1","I guess you're not ready to meet the master yet...",bc_map;
+ mapwarp "sword_2-1","yuno_fild07",255,178;
donpcevent "#Sura_garajjom::OnDisable";
donpcevent "Drawing Room::OnEnable";
- mapwarp "sword_2-1","yuno_fild07",255,178;
- stopnpctimer;
+ donpcevent "Buddy#Sura_Salon::OnDisable";
end;
}
diff --git a/npc/re/merchants/coin_exchange.txt b/npc/re/merchants/coin_exchange.txt
index f2ee8a506..cabd9753b 100644
--- a/npc/re/merchants/coin_exchange.txt
+++ b/npc/re/merchants/coin_exchange.txt
@@ -828,7 +828,7 @@ malangdo,150,135,5 script Roving Merchant 4_M_MERCAT1,{
// Eclage
//============================================================
-ecl_in01,66,95,3 script Armor Merchant Naphara#e::glove 4_F_FAIRYKID,{
+ecl_in01,66,95,3 script Armor Merchant Naphara#e 4_F_FAIRYKID,{
if (!checkweight(Axe,3)) {
mes "- Stop Here!! -";
mes "- You have too many items. -";
@@ -947,7 +947,7 @@ ecl_in01,64,97,5 script Slot Expert Nattuer#ecl 4_F_FAIRYKID,{
close;
}
-ecl_in01,33,98,5 script Armor Merchant Naphara#e::armor 4_M_FAIRYKID2,{
+ecl_in01,33,98,5 script Herb Merchant Plafina#e 4_M_FAIRYKID2,{
if (checkweight(Axe,1)==0) {
mes "- Stop Here!! -";
mes "- You have too many items. -";
@@ -1004,7 +1004,7 @@ ecl_in01,33,98,5 script Armor Merchant Naphara#e::armor 4_M_FAIRYKID2,{
mes "[Herb Merchant]";
mes "Thank you for your business.";
delitem Splendide_Coin,.cost[.@item]*.@buy; //Splendide_Coin
- getitem Snow_Flip,.@buy;
+ getitem .items[.@item],.@buy;
close;
OnInit:
diff --git a/npc/re/merchants/enchan_ko.txt b/npc/re/merchants/enchan_ko.txt
new file mode 100644
index 000000000..c162b4be6
--- /dev/null
+++ b/npc/re/merchants/enchan_ko.txt
@@ -0,0 +1,556 @@
+//===== Hercules Script ======================================
+//= Kagerou/Oboro Gear Enchants
+//===== By: ==================================================
+//= Euphy
+//===== Current Version: =====================================
+//= 1.0
+//===== Description: =========================================
+//= [Official Conversion]
+//= Adds enchantments to Kagerou/Oboro gear.
+//===== Additional Comments: =================================
+//= 1.0 First version. [Euphy]
+//============================================================
+
+// Main NPC :: job_ko
+//============================================================
+que_ng,75,20,3 script Artisan Tene#ko 762,{
+ disable_items;
+ mes "[Artisan Tene]";
+ mes "Hello? I'm Artisan Tene, the most respectful blacksmith of them all.";
+ next;
+ mes "[Artisan Tene]";
+ mes "How may I help you?";
+ next;
+ switch (select("Which blacksmith?:I want to add option.:I want to remove option.")) {
+ case 1: // Which blacksmith?
+ mes "[Artisan Tene]";
+ mes "Oh! Sorry, I didn't introduce myself.";
+ next;
+ mes "[Artisan Tene]";
+ mes "I can add or remove options from some weapons and armor at a small price.";
+ next;
+ mes "[Artisan Tene]";
+ mes "Oh! Do you want to know the list of weapons and armor I work on?";
+ next;
+ switch (select("Take a look at the weapon list.:Take a look at the armor list.")) {
+ case 1: // Take a look at the weapon list
+ mes "[Artisan Tene]";
+ mes "Are you interested in the weapon list?";
+ next;
+ mes "[Artisan Tene]";
+ mes "The weapons I work on are ";
+ mes "^ff0000Raksasa Dagger [1]^000000";
+ mes "^ff0000Mikatsuki[1]^000000";
+ mes "^ff0000Huuma Swirling Petal [2]^000000";
+ mes "^ff0000Huuma Fluttering Snow^000000";
+ mes "^ff0000Huuma Thunderstorm^000000";
+ break;
+ case 2: // Take a look at the armor list
+ mes "[Artisan Tene]";
+ mes "Are you interested in the armor list?";
+ next;
+ mes "[Artisan Tene]";
+ mes "The armor I work on is";
+ mes "^ff0000Wolf Armguard [1]^000000";
+ mes "^ff0000Crescent Armguard [1]^000000";
+ mes "^ff0000Ninja Scale Armor [1]^000000";
+ mes "^ff0000Tenebris Latitantes [1]^000000";
+ mes "^ff0000Special Ninja Suit [1]^000000";
+ break;
+ }
+ next;
+ mes "[Artisan Tene]";
+ mes "This is it. I'm still in practice to learn and handle more battlegear.";
+ next;
+ mes "[Artisan Tene]";
+ mes "If you'd like, I can add options to your 4th and 3rd Slots at a small cost.";
+ close;
+ case 2: // I want to add option
+ mes "[Artisan Tene]";
+ mes "Oh! You need to add an option.";
+ mes "I use the method of adding options to your 4th and 3rd slots of battlegear equipped.";
+ next;
+ mes "[Artisan Tene]";
+ mes "Since I use a stable and unique way of adding options, there are no risks of ^ff0000'Reset Refine'^000000 or ^ff0000'Losing Cards'^000000 equipped.";
+ next;
+ mes "[Artisan Tene]";
+ mes "But since the costs of materials are high, I only ask for a ^5565AA small cost^000000 for my services with the exception of the material expenses.";
+ next;
+ mes "[Artisan Tene]";
+ mes "Ha ha. I must have talked too much. Which class of equipment do you want to add an option to?";
+ next;
+ switch (select("Weapon...:Armor...")) {
+ case 1:
+ mes "[Artisan Tene]";
+ mes "So you want to add an option to your weapon. That will be ^ff0000100,000 Zeny for a 1 time service.^000000";
+ next;
+ mes "[Artisan Tene]";
+ mes "^FF0000Ah! I can add an additional option if you equip a one-handed weapon on your right hand because it is easier for me to work on.^000000";
+ next;
+ mes "[Artisan Tene]";
+ mes "Which weapon do you want to add an option to?";
+ next;
+ switch (select("Later...:Raksasa Dagger [1]:Mikatsuki [1]:Huuma Swirling Petal [2]:Huuma Fluttering Snow:Huuma Thunderstorm")) {
+ case 1:
+ mes "[Artisan Tene]";
+ mes "Changed your mind? Very well. Hope to see you later.";
+ close;
+ case 2:
+ .@equip_id = Raksasa_Dagger;
+ break;
+ case 3:
+ .@equip_id = Mikatsuki;
+ break;
+ case 4:
+ .@equip_id = Huuma_Swirling_Petal;
+ break;
+ case 5:
+ .@equip_id = Huuma_Fluttering_Snow;
+ break;
+ case 6:
+ .@equip_id = Huuma_Thunderstorm;
+ break;
+ }
+ .@part = EQI_HAND_R;
+ break;
+ case 2:
+ mes "[Artisan Tene]";
+ mes "So you want to add an option to your armor. That will be ^ff0000100,000 Zeny for a 1 time service.^000000";
+ next;
+ mes "[Artisan Tene]";
+ mes "Which armor do you want to add an option to?";
+ next;
+ switch (select("Later...:Wolf Armguard [1]:Crescent Armguard [1]:Ninja Scale Armor [1]:Tenebris Latitantes [1]:Special Ninja Suit [1]")) {
+ case 1:
+ mes "[Artisan Tene]";
+ mes "Changed your mind? Very well. Hope to see you later.";
+ close;
+ case 2:
+ .@part = EQI_HAND_L;
+ .@equip_id = Wolf_Armguard;
+ break;
+ case 3:
+ .@part = EQI_HAND_L;
+ .@equip_id = Crescent_Armguard;
+ break;
+ case 4:
+ .@part = EQI_ARMOR;
+ .@equip_id = Ninja_Scale_Armor;
+ break;
+ case 5:
+ .@part = EQI_ARMOR;
+ .@equip_id = Tenebris_Latitantes;
+ break;
+ case 6:
+ .@part = EQI_ARMOR;
+ .@equip_id = Special_Ninja_Suit_;
+ break;
+ }
+ break;
+ }
+ break;
+ case 3: // I want to remove option
+ mes "[Artisan Tene]";
+ mes "You want to remove an option from your item. You didn't like the option?";
+ next;
+ mes "[Artisan Tene]";
+ mes "Sorry but I'm not experienced enough. You've paid me for nothing.";
+ next;
+ mes "[Artisan Tene]";
+ mes "^ff0000Removing an option will be 100,000 Zeny.^000000 Which option from the list of items do you want to remove?";
+ next;
+ switch(select("Later...:Raksasa Dagger [1]:Mikatsuki [1]:Huuma Swirling Petal [2]:Huuma Fluttering Snow:Huuma Thunderstorm:Wolf Armguard [1]:Crescent Armguard [1]:Ninja Scale Armor [1]:Tenebris Latitantes [1]:Special Ninja Suit [1]")) {
+ case 1:
+ mes "[Artisan Tene]";
+ mes "Removing options is expensive, isn't it? Sorry. I will work harder in developing my skills and bring down costs as well.";
+ close;
+ case 2:
+ .@part = EQI_HAND_R;
+ .@equip_id = Raksasa_Dagger;
+ break;
+ case 3:
+ .@part = EQI_HAND_R;
+ .@equip_id = Mikatsuki;
+ break;
+ case 4:
+ .@part = EQI_HAND_R;
+ .@equip_id = Huuma_Swirling_Petal;
+ break;
+ case 5:
+ .@part = EQI_HAND_R;
+ .@equip_id = Huuma_Fluttering_Snow;
+ break;
+ case 6:
+ .@part = EQI_HAND_R;
+ .@equip_id = Huuma_Thunderstorm;
+ break;
+ case 7:
+ .@part = EQI_HAND_L;
+ .@equip_id = Wolf_Armguard;
+ break;
+ case 8:
+ .@part = EQI_HAND_L;
+ .@equip_id = Crescent_Armguard;
+ break;
+ case 9:
+ .@part = EQI_ARMOR;
+ .@equip_id = Ninja_Scale_Armor;
+ break;
+ case 10:
+ .@part = EQI_ARMOR;
+ .@equip_id = Tenebris_Latitantes;
+ break;
+ case 11:
+ .@part = EQI_ARMOR;
+ .@equip_id = Special_Ninja_Suit_;
+ break;
+ }
+ mes "[Artisan Tene]";
+ mes "You want to reset ^44B7BC" + getitemname(.@equip_id) + "^000000?";
+ next;
+ mes "[Artisan Tene]";
+ mes "The cost is the same but I do provide a service to remove only the option on the 3rd slot and leave the 4th slot as is. Are you interested?";
+ next;
+ switch (select("Reset only the 3rd Slot.:Reset all.")) {
+ case 1:
+ mes "[Artisan Tene]";
+ mes "Very well. I will reset only your 3rd slot.";
+ next;
+ .@only_3rd = true;
+ break;
+ case 2:
+ mes "[Artisan Tene]";
+ mes "Very well. I will reset all slots.";
+ next;
+ break;
+ }
+ .@remove = true;
+ break;
+ }
+ if (getequipisequiped(.@part) == 0) {
+ mes "[Artisan Tene]";
+ mes "You will have to equip all items before ^44B7BC" + getitemname(.@equip_id) + "^000000.";
+ close;
+ }
+ if (Zeny < 100000) { // Custom Translation
+ mes "[Artisan Tene]";
+ mes "I'm sorry, but you don't have enough Zeny!";
+ next;
+ mes "[Artisan Tene]";
+ mes "Our charge is very low, so please bear with me.";
+ close;
+ }
+ if (getequipid(.@part) != .@equip_id) {
+ mes "[Artisan Tene]";
+ mes "I don't think this is the equipment you requested.";
+ next;
+ mes "[Artisan Tene]";
+ mes "I cannot work on equipment other than those from my list.";
+ close;
+ }
+
+ .@equip_refine = getequiprefinerycnt(.@part);
+ setarray .@equip_card, getequipcardid(.@part,0),getequipcardid(.@part,1),getequipcardid(.@part,2),getequipcardid(.@part,3);
+
+ .@enchants = callsub(S_IsEnchanted, .@equip_card[0], .@equip_card[1], .@equip_card[2], .@equip_card[3]);
+ // Initialization
+ if (.@remove) {
+ if (!.@enchants) {
+ mes "[Artisan Tene]";
+ mes "This equipment is is not enchanted. Please check again."; //custom translation
+ close;
+ }
+ if (.@only_3rd && .@enchants < 2) {
+ mes "[Artisan Tene]";
+ mes "The third slot is is not enchanted. Please check again."; //custom translation
+ close;
+ }
+ .@equip_card[2] = 0;
+ if (!.@only_3rd)
+ .@equip_card[3] = 0;
+ progressbar "ffff00",2;
+ Zeny -= 100000;
+ delequip .@part;
+ getitem2 .@equip_id,1,1,.@equip_refine,0,.@equip_card[0],.@equip_card[1],.@equip_card[2],.@equip_card[3];
+
+ mes "[Artisan Tene]";
+ mes "Initialization complete.";
+ close;
+ }
+
+ // Enchantment
+ if (.@equip_refine <= 4) .@ko_type01 = 1;
+ else if (.@equip_refine <= 7) .@ko_type01 = 2;
+ else if (.@equip_refine <= 9) .@ko_type01 = 3;
+ else if (.@equip_refine <= 12) .@ko_type01 = 4;
+ else .@ko_type01 = 5;
+
+ //custom translations
+ .@available_slots = callsub(S_CanEnchant, .@equip_card[0], .@equip_card[1], .@equip_card[2], .@equip_card[3]);
+ if (!.@available_slots) {
+ mes "[Artisan Tene]";
+ mes "This equipment cannot be further enchanted.";
+ next;
+ mes "[Artisan Tene]";
+ mes "If you are not satisfied with the enchantments, I suggest that you initialize.";
+ close;
+ }
+ mes "[Artisan Tene]";
+ if (.@available_slots < 2)
+ mes "The fourth slot has already been enchanted. Shall I enchant the third slot as well?";
+ else
+ mes "This equipment is not currently enchanted. Shall I enchant the fourth slot?";
+ next;
+ if (select("Do it later:Do it now") == 1) {
+ mes "[Artisan Tene]";
+ mes "Very well. Hope to see you later.";
+ close;
+ }
+ mes "[Artisan Tene]";
+ if (.@available_slots < 2)
+ mes "Starting to enchant the third slot.";
+ else
+ mes "Starting to enchant the fourth slot.";
+ next;
+ if (.@available_slots >= 2) { // slot 4
+ .@r = rand(1,1000);
+ switch (.@ko_type01) {
+ case 1:
+ if (.@r <= 200) .@e_socket04 = Mdef2;
+ else if (.@r <= 350) .@e_socket04 = Mdef4;
+ else if (.@r <= 450) .@e_socket04 = Mdef6;
+ else if (.@r <= 500) .@e_socket04 = Mdef8;
+ else if (.@r <= 700) .@e_socket04 = Def3;
+ else if (.@r <= 850) .@e_socket04 = Def6;
+ else if (.@r <= 950) .@e_socket04 = Def9;
+ else .@e_socket04 = Def12;
+ .@enchant = .@e_socket04;
+ break;
+ case 2:
+ if (.@r <= 90) .@d_socket04 = Mdef2;
+ else if (.@r <= 170) .@d_socket04 = Mdef4;
+ else if (.@r <= 240) .@d_socket04 = Mdef6;
+ else if (.@r <= 300) .@d_socket04 = Mdef8;
+ else if (.@r <= 390) .@d_socket04 = Def3;
+ else if (.@r <= 470) .@d_socket04 = Def6;
+ else if (.@r <= 540) .@d_socket04 = Def9;
+ else if (.@r <= 600) .@d_socket04 = Def12;
+ else if (.@r <= 660) .@d_socket04 = Strength1;
+ else if (.@r <= 720) .@d_socket04 = Inteligence1;
+ else if (.@r <= 780) .@d_socket04 = Vitality1;
+ else if (.@r <= 840) .@d_socket04 = Dexterity1;
+ else if (.@r <= 900) .@d_socket04 = Agility1;
+ else .@d_socket04 = Luck1;
+ .@enchant = .@d_socket04;
+ break;
+ case 3:
+ if (.@r <= 90) .@c_socket04 = Strength1;
+ else if (.@r <= 180) .@c_socket04 = Inteligence1;
+ else if (.@r <= 270) .@c_socket04 = Vitality1;
+ else if (.@r <= 360) .@c_socket04 = Dexterity1;
+ else if (.@r <= 450) .@c_socket04 = Agility1;
+ else if (.@r <= 600) .@c_socket04 = Luck1;
+ else if (.@r <= 660) .@c_socket04 = Strength2;
+ else if (.@r <= 720) .@c_socket04 = Inteligence2;
+ else if (.@r <= 780) .@c_socket04 = Vitality2;
+ else if (.@r <= 840) .@c_socket04 = Dexterity2;
+ else if (.@r <= 900) .@c_socket04 = Agility2;
+ else .@c_socket04 = Luck2;
+ .@enchant = .@c_socket04;
+ break;
+ case 4:
+ if (.@r <= 70) .@b_socket04 = Strength1;
+ else if (.@r <= 140) .@b_socket04 = Inteligence1;
+ else if (.@r <= 210) .@b_socket04 = Vitality1;
+ else if (.@r <= 280) .@b_socket04 = Dexterity1;
+ else if (.@r <= 350) .@b_socket04 = Agility1;
+ else if (.@r <= 440) .@b_socket04 = Luck1;
+ else if (.@r <= 495) .@b_socket04 = Strength2;
+ else if (.@r <= 550) .@b_socket04 = Inteligence2;
+ else if (.@r <= 605) .@b_socket04 = Vitality2;
+ else if (.@r <= 660) .@b_socket04 = Dexterity2;
+ else if (.@r <= 715) .@b_socket04 = Agility2;
+ else if (.@r <= 800) .@b_socket04 = Luck2;
+ else if (.@r <= 860) .@b_socket04 = HP100;
+ else if (.@r <= 910) .@b_socket04 = HP200;
+ else if (.@r <= 950) .@b_socket04 = HP300;
+ else if (.@r <= 980) .@b_socket04 = SP50;
+ else .@b_socket04 = SP100;
+ .@enchant = .@b_socket04;
+ break;
+ case 5:
+ if (.@r <= 59) .@a_socket04 = Strength2;
+ else if (.@r <= 118) .@a_socket04 = Inteligence2;
+ else if (.@r <= 177) .@a_socket04 = Vitality2;
+ else if (.@r <= 236) .@a_socket04 = Dexterity2;
+ else if (.@r <= 295) .@a_socket04 = Agility2;
+ else if (.@r <= 354) .@a_socket04 = Luck2;
+ else if (.@r <= 413) .@a_socket04 = HP100;
+ else if (.@r <= 472) .@a_socket04 = HP200;
+ else if (.@r <= 530) .@a_socket04 = HP300;
+ else if (.@r <= 589) .@a_socket04 = SP50;
+ else if (.@r <= 648) .@a_socket04 = SP100;
+ else if (.@r <= 707) .@a_socket04 = Strength3;
+ else if (.@r <= 765) .@a_socket04 = Inteligence3;
+ else if (.@r <= 824) .@a_socket04 = Vitality3;
+ else if (.@r <= 883) .@a_socket04 = Dexterity3;
+ else if (.@r <= 942) .@a_socket04 = Agility3;
+ else .@a_socket04 = Luck3;
+ .@enchant = .@a_socket04;
+ break;
+ }
+ .@equip_card[2] = .@enchant;
+ } else if (.@available_slots == 1) { // slot 3
+ .@r = rand(1,1000);
+ switch (.@ko_type01) {
+ case 1:
+ if (.@r <= 125) .@e_socket03 = Mdef2;
+ else if (.@r <= 250) .@e_socket03 = Mdef4;
+ else if (.@r <= 375) .@e_socket03 = Mdef6;
+ else if (.@r <= 500) .@e_socket03 = Mdef8;
+ else if (.@r <= 625) .@e_socket03 = Def3;
+ else if (.@r <= 750) .@e_socket03 = Def6;
+ else if (.@r <= 875) .@e_socket03 = Def9;
+ else .@e_socket03 = Def12;
+ .@enchant = .@e_socket03;
+ break;
+ case 2:
+ if (.@r <= 100) .@d_socket03 = Mdef2;
+ else if (.@r <= 190) .@d_socket03 = Mdef4;
+ else if (.@r <= 270) .@d_socket03 = Mdef6;
+ else if (.@r <= 340) .@d_socket03 = Mdef8;
+ else if (.@r <= 440) .@d_socket03 = Def3;
+ else if (.@r <= 530) .@d_socket03 = Def6;
+ else if (.@r <= 610) .@d_socket03 = Def9;
+ else if (.@r <= 680) .@d_socket03 = Def12;
+ else if (.@r <= 720) .@d_socket03 = Strength1;
+ else if (.@r <= 760) .@d_socket03 = Inteligence1;
+ else if (.@r <= 800) .@d_socket03 = Vitality1;
+ else if (.@r <= 850) .@d_socket03 = Dexterity1;
+ else if (.@r <= 880) .@d_socket03 = Agility1;
+ else .@d_socket03 = Luck1;
+ .@enchant = .@d_socket03;
+ break;
+ case 3:
+ if (.@r <= 100) .@c_socket03 = Strength1;
+ else if (.@r <= 200) .@c_socket03 = Inteligence1;
+ else if (.@r <= 305) .@c_socket03 = Vitality1;
+ else if (.@r <= 410) .@c_socket03 = Dexterity1;
+ else if (.@r <= 500) .@c_socket03 = Agility1;
+ else if (.@r <= 700) .@c_socket03 = Luck1;
+ else if (.@r <= 750) .@c_socket03 = Strength2;
+ else if (.@r <= 780) .@c_socket03 = Inteligence2;
+ else if (.@r <= 830) .@c_socket03 = Vitality2;
+ else if (.@r <= 880) .@c_socket03 = Dexterity2;
+ else if (.@r <= 900) .@c_socket03 = Agility2;
+ else .@c_socket03 = Luck2;
+ .@enchant = .@c_socket03;
+ break;
+ case 4:
+ if (.@r <= 70) .@b_socket03 = Strength1;
+ else if (.@r <= 160) .@b_socket03 = Inteligence1;
+ else if (.@r <= 250) .@b_socket03 = Vitality1;
+ else if (.@r <= 340) .@b_socket03 = Dexterity1;
+ else if (.@r <= 400) .@b_socket03 = Agility1;
+ else if (.@r <= 500) .@b_socket03 = Luck1;
+ else if (.@r <= 540) .@b_socket03 = Strength2;
+ else if (.@r <= 580) .@b_socket03 = Inteligence2;
+ else if (.@r <= 625) .@b_socket03 = Vitality2;
+ else if (.@r <= 670) .@b_socket03 = Dexterity2;
+ else if (.@r <= 700) .@b_socket03 = Agility2;
+ else if (.@r <= 800) .@b_socket03 = Luck2;
+ else if (.@r <= 860) .@b_socket03 = HP100;
+ else if (.@r <= 900) .@b_socket03 = HP200;
+ else if (.@r <= 920) .@b_socket03 = HP300;
+ else if (.@r <= 965) .@b_socket03 = SP50;
+ else .@b_socket03 = SP100;
+ .@enchant = .@b_socket03;
+ break;
+ case 5:
+ if (.@r <= 59) .@a_socket03 = Strength2;
+ else if (.@r <= 118) .@a_socket03 = Inteligence2;
+ else if (.@r <= 177) .@a_socket03 = Vitality2;
+ else if (.@r <= 236) .@a_socket03 = Dexterity2;
+ else if (.@r <= 295) .@a_socket03 = Agility2;
+ else if (.@r <= 354) .@a_socket03 = Luck2;
+ else if (.@r <= 413) .@a_socket03 = HP100;
+ else if (.@r <= 472) .@a_socket03 = HP200;
+ else if (.@r <= 530) .@a_socket03 = HP300;
+ else if (.@r <= 589) .@a_socket03 = SP50;
+ else if (.@r <= 648) .@a_socket03 = SP100;
+ else if (.@r <= 707) .@a_socket03 = Strength3;
+ else if (.@r <= 765) .@a_socket03 = Inteligence3;
+ else if (.@r <= 824) .@a_socket03 = Vitality3;
+ else if (.@r <= 883) .@a_socket03 = Dexterity3;
+ else if (.@r <= 942) .@a_socket03 = Agility3;
+ else .@a_socket03 = Luck3;
+ .@enchant = .@a_socket03;
+ break;
+ }
+ .@equip_card[2] = .@equip_card[3];
+ .@equip_card[3] = .@enchant;
+ } else {
+ mes "[Artisan Tene]";
+ mes "An unknown error has occurred. Please contact customer service. *^_^*";
+ close;
+ }
+ progressbar "0xFFFF00",2;
+ Zeny -= 100000;
+ delequip .@part;
+
+ getitem2 .@equip_id,1,1,.@equip_refine,0,.@equip_card[0],.@equip_card[1],.@equip_card[2],.@equip_card[3];
+
+ mes "[Artisan Tene]";
+ mes "^44B7BC" + getitemname(.@equip_id) + "^000000";
+ mes "The equipment has been enchanted."; //custom translation
+ close;
+
+/**
+ * Checks if the item having the given card set is enchanted
+ *
+ * callsub(S_IsEnchanted, <card1>, <card2>, <card3>, <card4>)
+ *
+ * @param card1, card2, card3, card4: card IDs in the respective slots
+ * @return the amount of enchants ({0, 1, 2})
+ */
+S_IsEnchanted:
+ .@card1 = getarg(0);
+ .@card2 = getarg(1);
+ .@card3 = getarg(2);
+ .@card4 = getarg(3);
+ if (.@card1 == -256 || .@card1 == 254 || .@card1 == 255)
+ return 0;
+ if (.@card3 >= 4700 && .@card3 < 5000) {
+ if (.@card4 >= 4700 && .@card4 < 5000) {
+ return 2;
+ }
+ return 1;
+ }
+ return 0;
+
+/**
+ * Checks if the item can be enchanted
+ *
+ * callsub(S_CanEnchant, <card1>, <card2>, <card3>, <card4>)
+ *
+ * @param card1, card2, card3, card4: card IDs in the respective slots
+ * @return the amount of available enchant slots ({2, 1, 0})
+ */
+S_CanEnchant:
+ .@card1 = getarg(0);
+ .@card2 = getarg(1);
+ .@card3 = getarg(2);
+ .@card4 = getarg(3);
+ if (.@card1 != 0)
+ return 0;
+ if (.@card2 != 0)
+ return 0;
+ if (.@card3 != 0)
+ return 0;
+ if (.@card4 != 0) {
+ if (.@card4 < 4700 || .@card4 >= 5000)
+ return 0;
+ return 1;
+ }
+ return 2;
+}
diff --git a/npc/re/merchants/ninja_craftsman.txt b/npc/re/merchants/ninja_craftsman.txt
new file mode 100644
index 000000000..a88069e99
--- /dev/null
+++ b/npc/re/merchants/ninja_craftsman.txt
@@ -0,0 +1,351 @@
+//===== Hercules Script ======================================
+//= Ninja Weapon and Armor
+//===== By: ==================================================
+//= Dastgir
+//===== Current Version: =====================================
+//= 1.0
+//===== Description: =========================================
+//= Ninja Armor and Weapon Craftsman
+//===== Additional Comments: =================================
+//= 1.0 Official Conversion. [Dastgir]
+//============================================================
+que_ng,21,72,6 script Master Craftsman Gyo#arm 4_M_RASWORD,{
+ mes "[Gyo]";
+ mes "How would you define victory?";
+ mes "To fell the enemy...";
+ mes "However, the most important thing is...";
+ mes "Never to fall yourself!";
+ next;
+ mes "[Gyo]";
+ mes "For that, you must better protect yourself.";
+ mes "You cannot protect 'others' while you hinder your 'own' protection.";
+ next;
+ if (select("Combine armor.:End conversation.") == 2) {
+ mes "[Gyo]";
+ mes "Prudence is also an important virtue in battle.";
+ close;
+ }
+ switch (select("Wolf Armguard:Crescent Armguard:Ninja Scale Armor:Shadow King's Armor:Quit.")) {
+ case 1:
+ mes "[Gyo]";
+ mes "Wolf Armguard... One beastly piece of armor.";
+ next;
+ callsub L_Menu,Wolf_Armguard;
+ close;
+ case 2:
+ mes "[Gyo]";
+ mes "Crescent Armguard... A thing of beauty and strength... With none the lesser.";
+ next;
+ callsub L_Menu,Crescent_Armguard;
+ close;
+ case 3:
+ mes "[Gyo]";
+ mes "Ninja Scale Armor... It's said that a legendary Ninja once wore it.";
+ next;
+ callsub L_Menu,Ninja_Scale_Armor;
+ close;
+ case 4:
+ mes "[Gyo]";
+ mes "Shadow King's Armor... It was made to protect others.";
+ next;
+ callsub L_Menu,Tenebris_Latitantes;
+ close;
+ case 5:
+ mes "[Gyo]";
+ mes "Looks like you need more time to decide.";
+ close;
+ }
+
+L_Menu:
+ .@item_make = getarg(0);
+ while(1){
+ switch(select("Check Ingredients.:Check Stats.:Combine.:Quit.")){
+ case 1:
+ mes "[Gyo]";
+ mes "To make a ^ff0000"+getitemname(.@item_make)+", "+callsub(L_Ingredients,.@item_make)+".^000000";
+ if (.@item_make==Wolf_Armguard)
+ mes "Can you feel it? The throbbing of the wolf blood¡¦";
+ else if (.@item_make==Crescent_Armguard)
+ mes "A crescent as beautiful and clear as a crystal will be engraved on it.";
+ else if (.@item_make==Ninja_Scale_Armor)
+ mes "You can feel its legendary powers.";
+ else if (.@item_make==Tenebris_Latitantes)
+ mes "With the darkness it erases existence itself...";
+ break;
+ case 2:
+ mes "["+ getitemname(getarg(0)) +"]";
+ if (.@item_make == Wolf_Armguard){
+ mes "Chance to have 5 sec. of ATK +100, FLEE -50 upon melee attack.";
+ mes "Shield Type, Defense 45, Slot 1";
+ mes "Required Level 100, Ninja Type Only";
+ }
+ else if (.@item_make == Crescent_Armguard){
+ mes "Decreases post skill delay for 2% for every enhancement.";
+ mes "Shield Type, Defense 70, Slot 1";
+ mes "Required Level 100, Ninja Type Only";
+ }
+ else if (.@item_make == Ninja_Scale_Armor){
+ mes "MHP+15%, MSP-30%.";
+ mes "Armor Type, Defense 90, Slot 1";
+ mes "Required Level 100, Ninja Type Only";
+ }
+ else if (.@item_make == Tenebris_Latitantes){
+ mes "Chance to activate Lvl. 1 Illusion - Shadow when attacked by melee attacks.";
+ mes "Armor Type, Defense 60, Slot 1";
+ mes "Required Level 100, Ninja Type Only";
+ }
+ break;
+ case 3:
+ mes "[Gyo]";
+ mes "Make sure that ^ff0000you have the correct ingredients and equipment at hand.^000000";
+ mes "No use crying over it later.";
+ next;
+ if (select("Combine.:Quit.") == 2) {
+ mes "[Gyo]";
+ mes "Looks like you need more time to decide.";
+ close;
+ }
+ if (checkweight(1201,1) == 0 || (MaxWeight - Weight) < 2000) {
+ mes "- Hold on!! -";
+ mes "- You cannot receive items -";
+ mes "- because you carry too much. -";
+ mes "- Please try again -";
+ mes "- after lightening your burden. -";
+ close;
+ }
+ mes "[Gyo]";
+ switch(.@item_make){
+ case 2172: //Wolf_Armguard
+ if (countitem(Fox_Armguard) && countitem(Wolf_Blood) > 9) {
+ delitem Fox_Armguard,1; //Fox_Armguard
+ delitem Wolf_Blood,10; //Wolf_Blood
+ getitem Wolf_Armguard,1; //Wolf_Armguard
+ mes "Can you feel the wolfish instinct?";
+ mes "Wild, but beautiful¡¦";
+ }
+ else {
+ mes "You don't have enough ingredients.";
+ mes "Look again......";
+ }
+ break;
+ case 2173: //Crescent_Armguard
+ if (countitem(Fox_Armguard) && countitem(Fragment_Of_Crystal) > 99) {
+ delitem Fox_Armguard,1; //Fox_Armguard
+ delitem Fragment_Of_Crystal,100; //Fragment_Of_Crystal
+ getitem Crescent_Armguard,1; //Crescent_Armguard
+ mes "B-e-a-utiful......";
+ mes "Feel the overwhelming magic within.";
+ }
+ else {
+ mes "You don't have enough ingredients.";
+ mes "Look again......";
+ }
+ break;
+ case 15054: //Ninja_Scale_Armor
+ if (countitem(Scale_Of_Red_Dragon) > 29 && countitem(Ice_Scale) > 29 && countitem(Dark_Red_Scale) > 29) {
+ delitem Scale_Of_Red_Dragon,30; //Scale_Of_Red_Dragon
+ delitem Ice_Scale,30; //Ice_Scale
+ delitem Dark_Red_Scale,30; //Dark_Red_Scale
+ getitem Ninja_Scale_Armor,1; //Ninja_Scale_Armor
+ mes "This armor holds a legend...";
+ mes "Though I don't believe in them...";
+ }
+ else {
+ mes "You don't have enough ingredients.";
+ mes "Look again......";
+ }
+ break;
+ case 15055: //Tenebris_Latitantes
+ if (countitem(Special_Ninja_Suit_) && countitem(Piece_Of_Darkness) > 9) {
+ delitem Special_Ninja_Suit_,1; //Special_Ninja_Suit_
+ delitem Piece_Of_Darkness,10; //Piece_Of_Darkness
+ getitem Tenebris_Latitantes,1; //Tenebris_Latitantes
+ mes "How about it?";
+ mes "It looks like two sets of them, doesn't it?";
+ }
+ else {
+ mes "You don't have enough ingredients.";
+ mes "Look again......";
+ }
+ break;
+ }
+ close;
+ case 4:
+ mes "[Gyo]";
+ mes "Looks like you need more time to decide.";
+ close;
+ }
+ next;
+ }
+
+L_Ingredients:
+ switch(getarg(0)){
+ case 2172: //Wolf_Armguard
+ return "you need 1 Fox Armguard and 10 Blood of Wolf";
+ case 2173: //Crescent_Armguard
+ return "you need 1 Fox Armguard and 100 Crystal Fragments";
+ case 15054: //Ninja_Scale_Armor
+ return "you need 30 Fire Dragon Scales, 30 Ice Scales and 30 Darkred Scale Pieces";
+ case 15055: //Tenebris_Latitantes
+ return "you'll need a Special Ninja Suit with a slot and 10 Dark Pieces";
+ }
+ end;
+
+}
+
+que_ng,23,70,6 script Master Craftsman Ki#weap 4_DST_SOLDIER,{
+ mes "[Ki]";
+ mes "To attack is the best means of defense.";
+ mes "A powerful weapon will make you truly complete.";
+ next;
+ mes "[Ki]";
+ mes "Of course, it would be better to have something special at hand.";
+ next;
+ if (select("Combine weapon.:End conversation.") == 2) {
+ mes "[Ki]";
+ mes "Being too careful could sometimes be lethal.";
+ close;
+ }
+ switch (select("Raksasa Dagger:Mikatsuki:Petal Shuriken:Quit.")) {
+ case 1:
+ mes "[Ki]";
+ mes "Raksasa Dagger can only be used after plenty of training.";
+ next;
+ callsub L_Menu,Raksasa_Dagger;
+ close;
+ case 2:
+ mes "[Ki]";
+ mes "Mikatsuki... A beautiful curve like the crescent moon...";
+ mes "There aren't many who can make them.";
+ next;
+ callsub L_Menu,Mikatsuki;
+ close;
+ case 3:
+ mes "[Ki]";
+ mes "Petal Shuriken... Have you every seen petals swirl?";
+ next;
+ callsub L_Menu,Huuma_Swirling_Petal;
+ close;
+ case 4:
+ mes "[Ki]";
+ mes "Think carefully~~";
+ close;
+ }
+
+L_Menu:
+ .@item_make = getarg(0);
+ while(1){
+ switch(select("Check Ingredients.:Check Stats.:Combine.:Quit.")){
+ case 1:
+ mes "[Ki]";
+ mes "To make a ^ff0000"+getitemname(.@item_make)+", "+callsub(L_Ingredients,.@item_make)+".^000000";
+ if (.@item_make==Raksasa_Dagger)
+ mes "The garnet gives the Raksasa Dagger its unique color.";
+ else if (.@item_make==Mikatsuki)
+ mes "The opal is what gives off the translucent glow.";
+ else if (.@item_make==Huuma_Swirling_Petal)
+ mes "It may seem like too many shurikens are needed... But it is essential for the beautiful fluttering effect.";
+ break;
+ case 2:
+ mes "["+ getitemname(getarg(0)) +"]";
+ if (.@item_make == Raksasa_Dagger){
+ mes "INT+3 MATK+100.";
+ mes "Dagger Type, ATK 120, Slot 1";
+ mes "Required Level 110, Ninja Type Only";
+ }
+ else if (.@item_make == Mikatsuki){
+ mes "MATK + 120, Fluctuated Casting and SP use decreased by 5% upon skill use.";
+ mes "Dagger Type, ATK 50, Weapon Lvl. 4";
+ mes "Slot 1";
+ mes "Required Level 100, Ninja Type Only";
+ }
+ else if (.@item_make == Huuma_Swirling_Petal){
+ mes "MATK + 50, Petal Shuriken skill damage increased by 20%.";
+ mes "Shuriken Type, ATK 150";
+ mes "Weapon Lvl. 3, Slot 2";
+ mes "Required Level 110, Ninja Type Only";
+ }
+ break;
+ case 3:
+ mes "[Ki]";
+ mes "Make sure that ^ff0000you have the correct ingredients and equipment at hand.^000000";
+ mes "No use crying over it later.";
+ next;
+ if (select("Combine.:Quit.") == 2) {
+ mes "[Ki]";
+ mes "Think carefully~~";
+ close;
+ }
+ if (checkweight(1201,1) == 0 || (MaxWeight - Weight) < 2000) {
+ mes "- Hold on!! -";
+ mes "- You cannot receive items -";
+ mes "- because you carry too much. -";
+ mes "- Please try again -";
+ mes "- after lightening your burden. -";
+ close;
+ }
+ mes "[Ki]";
+ switch(.@item_make){
+ case 13076: //Raksasa_Dagger
+ if (countitem(Murasame_) && countitem(Dark_Red_Jewel)) {
+ delitem Murasame_,1; //Murasame_
+ delitem Dark_Red_Jewel,1; //Dark_Red_Jewel
+ getitem Raksasa_Dagger,1; //Raksasa_Dagger
+ mes "Oh yes...";
+ mes "It is a beautiful glow...";
+ }
+ else {
+ mes "Hmm... You do not have enough to make a Raksasa Dagger.";
+ mes "Why don't you check again?";
+ mes "Some just can't give up what they hold.";
+ }
+ break;
+ case 13078: //Mikatsuki
+ if (countitem(Hakujin_) && countitem(White_Jewel)) {
+ delitem Hakujin_,1; //Hakujin_
+ delitem White_Jewel,1; //White_Jewel
+ getitem Mikatsuki,1; //Mikatsuki
+ mes "Splendid¡¦";
+ mes "It is always mesmerizing to look upon such a beautiful weapon¡¦";
+ }
+ else {
+ mes "Hmm... You do not have enough to make a Mikatsuki.";
+ mes "Why don't you check again?";
+ mes "Some just can't give up what they hold.";
+ }
+ break;
+ case 13313: //Huuma_Swirling_Petal
+ if (countitem(Huuma_Calm_Mind) && countitem(Broken_Shuriken) > 99) {
+ delitem Huuma_Calm_Mind,1; //Huuma_Calm_Mind
+ delitem Broken_Shuriken,100; //Broken_Shuriken
+ getitem Huuma_Swirling_Petal,1; //Huuma_Swirling_Petal
+ mes "Swirling Petal!!";
+ }
+ else {
+ mes "Hmm... You do not have enough to make Petal Shurikens.";
+ mes "Why don't you check again?";
+ mes "Some just can't give up what they hold.";
+ }
+ break;
+ }
+ close;
+ case 4:
+ mes "[Ki]";
+ mes "Looks like you need more time to decide.";
+ close;
+ }
+ next;
+ }
+
+L_Ingredients:
+ switch(getarg(0)){
+ case 13076: //Raksasa_Dagger
+ return "you need 1 Murasame with 2 sockets and 1 Garnet";
+ case 13078: //Mikatsuki
+ return "you need a Hakujin with a Slot and an Opal";
+ case 13313: //Huuma_Swirling_Petal
+ return "you need one Huuma Calm Mind Shuriken and 100 Broken Shurikens";
+ }
+ end;
+
+}
diff --git a/npc/re/merchants/renters.txt b/npc/re/merchants/renters.txt
index 4bb929ac4..fbe84a7a9 100644
--- a/npc/re/merchants/renters.txt
+++ b/npc/re/merchants/renters.txt
@@ -109,6 +109,12 @@ prontera,130,213,5 script Riding Creature Master 8W_SOLDIER,{
close;
}
+geffen,100,55,3 duplicate(Riding Creature Master) Riding Creature Master#2 8W_SOLDIER
+payon,166,102,5 duplicate(Riding Creature Master) Riding Creature Master#3 8W_SOLDIER
+aldebaran,133,109,5 duplicate(Riding Creature Master) Riding Creature Master#4 8W_SOLDIER
+yuno,171,187,3 duplicate(Riding Creature Master) Riding Creature Master#5 8W_SOLDIER
+rachel,106,130,5 duplicate(Riding Creature Master) Riding Creature Master#6 8W_SOLDIER
+
// Peco removing NPC
//============================================================
prontera,125,208,5 script Peco Peco Remover 8W_SOLDIER,{
diff --git a/npc/re/merchants/shadow_refiner.txt b/npc/re/merchants/shadow_refiner.txt
new file mode 100644
index 000000000..33d23450c
--- /dev/null
+++ b/npc/re/merchants/shadow_refiner.txt
@@ -0,0 +1,155 @@
+//===== Hercules Script ======================================
+//= Shadow Refiner
+//===== By: ==================================================
+//= Dastgir
+//===== Current Version: =====================================
+//= 1.0
+//===== Description: =========================================
+//= [Aegis Conversion]
+//===== Additional Comments: =================================
+//= 1.0 First Version [Dastgir]
+//============================================================
+
+itemmall,31,76,3 script Shadow Blacksmith#nomal 4_F_JOB_BLACKSMITH,{
+ disable_items;
+ mes "[Shadow Blacksmith]";
+ mes "Do you want to refine a Shadow item?.";
+ mes "Please choose the part you want to refine.";
+ next;
+ setarray .@position$[0],"Armor","Weapon","Shield","Shoes","Earring","Pendant";
+ for (.@i=EQI_SHADOW_ARMOR; .@i<=EQI_SHADOW_ACC_L; .@i++){
+ .@menu$ = .@menu$+((getequipisequiped(.@i))?getequipname(.@i):"^8C8C8C"+.@position$[.@i-EQI_SHADOW_ARMOR]+" [Not Equipped]^000000")+":";
+ }
+ .@menu$ = .@menu$+"Refine Info";
+ .@SelectedPart = select(.@menu$)+EQI_SHADOW_ARMOR-1;
+ if (.@SelectedPart == EQI_SHADOW_ACC_L+1){ // Refine Info
+ mes "[Shadow Blacksmith]";
+ mes "Shadow item will gain extra bonus effect by the refine level, same as normal weapon/armour items.";
+ next;
+ mes "[Shadow Blacksmith]";
+ mes "Following are refining effect for each Shadow item parts.";
+ mes "Weapon: ATK, MATK + 1 increase for each +1 refine success.";
+ mes "Etc: HP + 10 increase for each +1 refine success.";
+ next;
+ mes "[Shadow Blacksmith]";
+ mes "You need Oridecon and Elunium for Shadow item refine ingredient, along with refine fee 20000 zeny.";
+ next;
+ mes "[Shadow Blacksmith]";
+ mes "When +5 or higher refining Shadow item can be destroyed, please use Enriched or HD ingredient for the refinement.";
+ close;
+ }
+ while(1){
+ mes "[Shadow Blacksmith]";
+ mes "20000 zeny will be spent as a refine fee.";
+ mes "Choose the ingredient and start refining.";
+ next;
+ .@index = 0;
+ if (.@SelectedPart != EQI_SHADOW_WEAPON)
+ .@index = 1;
+ setarray .@s_weapon1[0],Oridecon,Elunium;
+ setarray .@s_weapon2[0],Enriched_Oridecon,Enriched_Elunium;
+ setarray .@s_weapon3[0],HD_Oridecon,HD_Elunium;
+ if (countitem(.@s_weapon1[.@index]))
+ .@mate$[0] = getitemname(.@s_weapon1[.@index]);
+ else{
+ .@mate$[0] = "^8C8C8C"+ getitemname(.@s_weapon1[.@index]) +"^000000";
+ .@miss[0] = 1;
+ }
+ if (countitem(.@s_weapon2[.@index]))
+ .@mate$[1] = getitemname(.@s_weapon2[.@index]);
+ else{
+ .@mate$[1] = "^8C8C8C"+ getitemname(.@s_weapon2[.@index]) +"^000000";
+ .@miss[1] = 1;
+ }
+ if (getequiprefinerycnt(.@SelectedPart) > 6 && countitem(.@s_weapon3[.@index]))
+ .@mate$[2] = getitemname(.@s_weapon3[.@index]);
+ else {
+ .@mate$[2] = "^8C8C8C"+ getitemname(.@s_weapon3[.@index]) +"^000000";
+ .@miss[2] = 1;
+ }
+ //-----------------------------------------------------------------------------
+ .@option = select("Cancel",.@mate$[0],.@mate$[1],.@mate$[2]);
+ if (.@option == 1){
+ mes "[Shadow Blacksmith]";
+ mes "You've cancelled refining.";
+ close;
+ }
+ .@option -= 2;
+ if (.@option==2){ //HD
+ if (getequiprefinerycnt(.@SelectedPart) < 7){
+ mes "[Shadow Blacksmith]";
+ mes "HD ingredient is only possible to use for +7 or higher refine level items.";
+ close;
+ }
+ .@hoihoi = 1;
+ }
+ if (.@miss[.@option]){
+ mes "[Shadow Blacksmith]";
+ mes "You do not have proper ingredient for this refining.";
+ close;
+ }
+ .@choose = getd(".@s_weapon"+(.@option+1)+"["+ .@index +"]");
+ if (Zeny < 20000) {
+ mes "[Shadow Blacksmith]";
+ mes "You do not have enough refine fee.";
+ close;
+ }
+ if (getequiprefinerycnt(.@SelectedPart) > 9) {
+ mes "[Shadow Blacksmith]";
+ mes "Shadow item refining is only possible until +10 level.";
+ close;
+ }
+ if (!getequipisenableref(.@SelectedPart)) {
+ mes "[Shadow Blacksmith]";
+ mes "This item cannot be refined.";
+ close;
+ }
+ if (getequippercentrefinery(.@SelectedPart) < 100) {
+ mes "[Shadow Blacksmith]";
+ mes "Safety guaranteed refine limit for shadow item is until +4.";
+ if (!.@hoihoi) {
+ mes "If you try more refining, item might get broken when failed. Still want to refine?";
+ }
+ else {
+ mes "If you try more refining, item refine level might go down when failed. Still want to refine?";
+ }
+ next;
+ if (select("Proceed","Cancel") == 2) {
+ mes "[Shadow Blacksmith]";
+ mes "You've cancelled refining.";
+ close;
+ }
+ }
+ //-----------------------------------------------------------------------------
+ mes "[Shadow Blacksmith]";
+ mes "Here we go--!!!";
+ next;
+ if (Zeny < 20000) {
+ mes "[Shadow Blacksmith]";
+ mes "You do not have enough refine fee.";
+ close;
+ }
+ if (!countitem(.@choose)) {
+ mes "[Shadow Blacksmith]";
+ mes "You do not have enough "+ getitemname(.@choose) +".";
+ close;
+ }
+ delitem .@choose,1;
+ Zeny -= 20000;
+ if (getequippercentrefinery(.@SelectedPart) > rand(100) || getequippercentrefinery(.@SelectedPart) > rand(100)) {
+ successrefitem .@SelectedPart;
+ mes "[Shadow Blacksmith]";
+ mes "Refine was successful.";
+ next;
+ }
+ else {
+ if (.@hoihoi)
+ downrefitem .@SelectedPart;
+ else
+ failedrefitem .@SelectedPart;
+ mes "[Shadow Blacksmith]";
+ mes "Oh no.. Refine was failed.";
+ close;
+ }
+ }
+}
diff --git a/npc/re/merchants/shops.txt b/npc/re/merchants/shops.txt
index dcd445361..c90f89a5a 100644
--- a/npc/re/merchants/shops.txt
+++ b/npc/re/merchants/shops.txt
@@ -60,9 +60,9 @@ izlude_a,128,158,7 duplicate(Vendor from Milk Ranch#i) Vendor from Milk Ranch#a
izlude_b,128,158,7 duplicate(Vendor from Milk Ranch#i) Vendor from Milk Ranch#b 4_F_01
izlude_c,128,158,7 duplicate(Vendor from Milk Ranch#i) Vendor from Milk Ranch#c 4_F_01
izlude_d,128,158,7 duplicate(Vendor from Milk Ranch#i) Vendor from Milk Ranch#d 4_F_01
-izlude_in,72,98,4 shop Pet Groomer#iz 4_F_TELEPORTER,537:-1,643:-1,10013:-1,10014:-1,554:-1,6113:-1,6114:-1,6115:-1
+izlude_in,72,98,3 shop Pet Groomer#iz 4_F_TELEPORTER,537:-1,643:-1,10013:-1,10014:-1,554:-1,6113:-1,6114:-1,6115:-1
izlude_in,57,110,0 shop Tool Dealer#iz 1_M_01,611:-1,501:-1,502:-1,503:-1,504:-1,506:-1,645:-1,656:-1,601:-1,602:-1,1065:-1,1750:-1
-izlude_in,72,110,3 shop Trading Merchant#iz 4_M_HUMERCHANT,13200:-1,13201:-1,13202:-1,13150:-1,13102:-1,13151:-1,13154:-1,13155:-1,13163:-1,13165:-1,13168:-1
+izlude_in,72,102,3 shop Trading Merchant#iz 4_M_HUMERCHANT,13200:-1,13201:-1,13202:-1,13150:-1,13102:-1,13151:-1,13154:-1,13155:-1,13163:-1,13165:-1,13168:-1
//=======================================================
// Juno
@@ -120,3 +120,24 @@ s_atelier,17,110,1 shop Part-Timer#sc_prt 1_F_02,6123:-1,6120:-1
ra_in01,263,281,4 shop Trap Specialist#ra 1_F_01,7940:-1,12341:-1
ra_in01,257,266,4 shop Black Marketeer#ra 1_M_03,2139:-1,2800:-1,2801:-1,2802:-1,2803:-1,2804:-1,2805:-1,2806:-1,2807:-1,18000:-1,18001:-1,18002:-1,18003:-1,18004:-1,12392:-1,12393:-1,12394:-1,6145:-1,6146:-1,6147:-1,6186:-1,2808:-1
s_atelier,137,60,3 shop Part-Timer#sc_ra 1_F_GYPSY,6123:-1,6120:-1
+
+// Ninja Shops
+prontera,178,244,3 trader Amatsu Trader#nin 4_M_01,{
+OnInit:
+ sellitem Shuriken;
+ sellitem Nimbus_Shuriken;
+ sellitem Flash_Shuriken;
+ sellitem Sharp_Leaf_Shuriken;
+ sellitem Thorn_Needle_Shuriken;
+ sellitem Makibishi;
+ sellitem Arm_Guard;
+ sellitem Fox_Armguard;
+ sellitem Special_Ninja_Suit;
+ sellitem Flame_Stone;
+ sellitem Ice_Stone;
+ sellitem Wind_Stone;
+ sellitem Charm_Fire;
+ sellitem Charm_Ice;
+ sellitem Charm_Wind;
+ sellitem Charm_Earth;
+}
diff --git a/npc/re/mobs/champion.txt b/npc/re/mobs/champion.txt
new file mode 100644
index 000000000..d880fb2d4
--- /dev/null
+++ b/npc/re/mobs/champion.txt
@@ -0,0 +1,321 @@
+//===== Hercules Script ======================================
+//= Champion Monster Spawn Script
+//===== By: ==================================================
+//= nanakiwurtz
+//===== Current Version: =====================================
+//= 1.0
+//===== Additional Comments: =================================
+//= 1.0 First version
+//============================================================
+
+abbey02,0,0,0,0 monster Swift Zombie Slaughter 2603,2,300000,0
+gl_prison,0,0,0,0 monster Solid Zombie Prisoner 2604,2,300000,0
+gld_dun04,0,0,0,0 monster Zombie Master Ringleader 2605,2,300000,0
+pay_dun00,0,0,0,0 monster Furious Zombie 2606,2,300000,0
+schg_dun01,0,0,0,0 monster Elusive Zakudam 2607,2,300000,0
+prt_fild03,0,0,0,0 monster Swift Yoyo 2608,2,300000,0
+ayo_fild02,0,0,0,0 monster Solid Yoyo 2609,2,300000,0
+pay_fild06,0,0,0,0 monster Wormtail Ringleader 2610,2,300000,0
+um_fild02,0,0,0,0 monster Furious Wootan Fighter 2611,2,300000,0
+mosk_dun01,0,0,0,0 monster Elusive Wood Goblin 2612,2,300000,0
+moc_fild03,0,0,0,0 monster Swift Wolf 2613,2,300000,0
+gl_step,0,0,0,0 monster Solid Wind Ghost 2614,2,300000,0
+pay_fild01,0,0,0,0 monster Willow Ringleader 2615,2,300000,0
+um_fild04,0,0,0,0 monster Furious Wild Rose 2616,2,300000,0
+gon_dun03,0,0,0,0 monster Elusive Evil Nymph 2617,2,300000,0
+gl_sew01,0,0,0,0 monster Solid Whisper 2618,2,300000,0
+treasure_n2,0,0,0,0 monster Weak Skeleton Ringleader 2619,2,300000,0
+gl_cas02,0,0,0,0 monster Furious Wanderer 2620,2,300000,0
+gefenia04,0,0,0,0 monster Elusive Violy 2621,2,300000,0
+gefenia03,0,0,0,0 monster Swift Violy 2622,2,300000,0
+gefenia02,0,0,0,0 monster Solid Violy 2623,2,300000,0
+ein_fild04,0,0,0,0 monster Venomous Ringleader 2624,2,300000,0
+juperos_01,0,0,0,0 monster Furious Venatu 2625,2,300000,0
+mosk_dun03,0,0,0,0 monster Elusive Vavayaga 2626,2,300000,0
+ra_san01,0,0,0,0 monster Swift Vanberk 2627,2,300000,0
+iz_dun01,0,0,0,0 monster Solid Vadon 2628,2,300000,0
+ein_fild02,0,0,0,0 monster Ungoliant Ringleader 2629,2,300000,0
+bra_fild01,0,0,0,0 monster Furious Toucan 2630,2,300000,0
+ma_fild01,0,0,0,0 monster Elusive Tiyanak 2631,2,300000,0
+prt_sewb4,0,0,0,0 monster Solid Thief Bug 2632,2,300000,0
+prt_sewb3,0,0,0,0 monster Thief Bug Ringleader 2633,2,300000,0
+prt_sewb2,0,0,0,0 monster Furious Thief Bug 2634,2,300000,0
+beach_dun3,0,0,0,0 monster Elusive Thara Frog 2635,2,300000,0
+ein_fild03,0,0,0,0 monster Swift Teddy Bear 2636,2,300000,0
+man_fild03,0,0,0,0 monster Solid Tatacho 2637,2,300000,0
+mjo_dun01,0,0,0,0 monster Tarou Ringleader 2638,2,300000,0
+ayo_dun02,0,0,0,0 monster Furious Tamruan 2639,2,300000,0
+gl_sew03,0,0,0,0 monster Elusive Sting 2640,2,300000,0
+lhz_fild02,0,0,0,0 monster Swift Stem Worm 2641,2,300000,0
+moc_fild13,0,0,0,0 monster Solid Steel Chonchon 2642,2,300000,0
+ve_fild07,0,0,0,0 monster Stapo Ringleader 2643,2,300000,0
+beach_dun2,0,0,0,0 monster Furious Stalactic Golem 2644,2,300000,0
+prt_fild02,0,0,0,0 monster Elusive Stainer 2645,2,300000,0
+treasure_n1,0,0,0,0 monster Swift Spore 2646,2,300000,0
+tur_dun02,0,0,0,0 monster Solid Solider 2647,2,300000,0
+pay_dun02,0,0,0,0 monster Soldier Skeleton Ringleader 2648,2,300000,0
+pay_dun01,0,0,0,0 monster Furious Soldier Skeleton 2649,2,300000,0
+tha_t09,0,0,0,0 monster Elusive Lady Solace 2650,2,300000,0
+pay_dun03,0,0,0,0 monster Swift Sohee 2651,2,300000,0
+ice_dun02,0,0,0,0 monster Solid Snowier 2652,2,300000,0
+pay_fild02,0,0,0,0 monster Boa Ringleader 2653,2,300000,0
+ayo_fild01,0,0,0,0 monster Furious Smokie 2654,2,300000,0
+yuno_fild06,0,0,0,0 monster Elusive Sleeper 2655,2,300000,0
+yuno_fild02,0,0,0,0 monster Swift Sleeper 2656,2,300000,0
+odin_tem02,0,0,0,0 monster Solid Skogul 2657,2,300000,0
+gld2_pay,0,0,0,0 monster Skeleton General Ringleader 2658,2,300000,0
+gld_dun01_2,0,0,0,0 monster Furious Skeleton General 2659,2,300000,0
+mjo_dun03,0,0,0,0 monster Elusive Skeleton Worker 2660,2,300000,0
+ice_dun01,0,0,0,0 monster Swift Siroma 2661,2,300000,0
+mosk_fild02,0,0,0,0 monster Solid Side Winder 2662,2,300000,0
+mjolnir_03,0,0,0,0 monster Side Winder Ringleader 2663,2,300000,0
+ama_dun03,0,0,0,0 monster Furious Shinobi 2664,2,300000,0
+tha_t11,0,0,0,0 monster Elusive Mistress of Shelter 2665,2,300000,0
+hu_fild06,0,0,0,0 monster Swift Shellfish 2666,2,300000,0
+lhz_dun03,0,0,0,0 monster Solid Cecil Damon 2667,2,300000,0
+cmd_fild04,0,0,0,0 monster Sea Otter Ringleader 2668,2,300000,0
+iz_dun05,0,0,0,0 monster Furious Lamp Rey 2669,2,300000,0
+moc_fild18,0,0,0,0 monster Elusive Scorpion 2670,2,300000,0
+mjolnir_09,0,0,0,0 monster Swift Savage Babe 2671,2,300000,0
+prt_maze01,0,0,0,0 monster Solid Savage 2672,2,300000,0
+mjolnir_07,0,0,0,0 monster Savage Ringleader 2673,2,300000,0
+moc_fild16,0,0,0,0 monster Furious Sandman 2674,2,300000,0
+thor_v03,0,0,0,0 monster Elusive Salamander 2675,2,300000,0
+treasure01,0,0,0,0 monster Swift Sailor Skeleton 2676,2,300000,0
+ra_fild12,0,0,0,0 monster Solid Roween 2677,2,300000,0
+prt_fild00,0,0,0,0 monster Roda Frog Ringleader 2678,2,300000,0
+gef_fild01,0,0,0,0 monster Furious Roda Frog 2679,2,300000,0
+prt_fild07,0,0,0,0 monster Elusive Rocker 2680,2,300000,0
+tha_t01,0,0,0,0 monster Swift Rideword 2681,2,300000,0
+c_tower1,0,0,0,0 monster Solid Rideword 2682,2,300000,0
+gon_fild01,0,0,0,0 monster Dumpling Child Ringleader 2683,2,300000,0
+tha_t10,0,0,0,0 monster Furious Baroness of Retribution 2684,2,300000,0
+tha_t08,0,0,0,0 monster Elusive Baroness of Retribution 2685,2,300000,0
+tha_t07,0,0,0,0 monster Swift Baroness of Retribution 2686,2,300000,0
+in_sphinx2,0,0,0,0 monster Solid Requiem 2687,2,300000,0
+lhz_dun01,0,0,0,0 monster Remover Ringleader 2688,2,300000,0
+mal_dun01,0,0,0,0 monster Elusive Red Eruma 2689,2,300000,0
+gl_knt02,0,0,0,0 monster Swift Raydric 2690,2,300000,0
+gl_knt01,0,0,0,0 monster Solid Raydric 2691,2,300000,0
+lhz_dun02,0,0,0,0 monster Laurell Weinder Ringleader 2692,2,300000,0
+dic_dun03,0,0,0,0 monster Furious Rake Scaraba 2693,2,300000,0
+cmd_fild07,0,0,0,0 monster Elusive Raggler 2694,2,300000,0
+lhz_fild01,0,0,0,0 monster Swift Rafflesia 2695,2,300000,0
+lhz_fild01,0,0,0,0 monster Poring Ringleader 2696,2,300000,0
+lhz_fild01,0,0,0,0 monster Furious Poring 2697,2,300000,0
+lhz_fild01,0,0,0,0 monster Elusive Poring 2698,2,300000,0
+gef_fild07,0,0,0,0 monster Swift Poring 2699,2,300000,0
+ein_fild09,0,0,0,0 monster Solid Porcellio 2700,2,300000,0
+prt_maze03,0,0,0,0 monster Poporing Ringleader 2701,2,300000,0
+prt_maze02,0,0,0,0 monster Furious Poporing 2702,2,300000,0
+pay_fild04,0,0,0,0 monster Elusive Poporing 2703,2,300000,0
+ama_dun02,0,0,0,0 monster Swift Poison Toad 2704,2,300000,0
+mjolnir_06,0,0,0,0 monster Solid Poison Spore 2705,2,300000,0
+odin_tem03,0,0,0,0 monster Plasma Ringleader 2706,2,300000,0
+iz_dun00,0,0,0,0 monster Furious Plankton 2707,2,300000,0
+ein_dun01,0,0,0,0 monster Elusive Pitman 2708,2,300000,0
+bra_dun01,0,0,0,0 monster Swift Piranha 2709,2,300000,0
+spl_fild01,0,0,0,0 monster Solid Dark Pinguicula 2710,2,300000,0
+spl_fild02,0,0,0,0 monster Pinguicula Ringleader 2711,2,300000,0
+moc_fild12,0,0,0,0 monster Furious Picky 2712,2,300000,0
+iz_dun03,0,0,0,0 monster Elusive Phen 2713,2,300000,0
+gef_fild08,0,0,0,0 monster Swift Petite 2714,2,300000,0
+gef_fild06,0,0,0,0 monster Solid Petite 2715,2,300000,0
+treasure02,0,0,0,0 monster Penomena Ringleader 2716,2,300000,0
+alde_dun03,0,0,0,0 monster Furious Penomena 2717,2,300000,0
+moc_fild02,0,0,0,0 monster Elusive Peco Peco 2718,2,300000,0
+in_sphinx5,0,0,0,0 monster Swift Pasana 2719,2,300000,0
+um_fild03,0,0,0,0 monster Solid Parasite 2720,2,300000,0
+tha_t05,0,0,0,0 monster Owl Duke Ringleader 2721,2,300000,0
+gef_fild10,0,0,0,0 monster Furious Orc Warrior 2722,2,300000,0
+orcsdun01,0,0,0,0 monster Elusive Orc Zombie 2723,2,300000,0
+orcsdun02,0,0,0,0 monster Swift Orc Skeleton 2724,2,300000,0
+gef_fild03,0,0,0,0 monster Solid Orc Lady 2725,2,300000,0
+tha_t12,0,0,0,0 monster Dame of Sentinel Ringleader 2726,2,300000,0
+ein_fild05,0,0,0,0 monster Furious Noxious 2727,2,300000,0
+hu_fild05,0,0,0,0 monster Elusive Novus 2728,2,300000,0
+hu_fild04,0,0,0,0 monster Swift Novus 2729,2,300000,0
+hu_fild02,0,0,0,0 monster Solid Novus 2730,2,300000,0
+hu_fild01,0,0,0,0 monster Novus Ringleader 2731,2,300000,0
+mag_dun02,0,0,0,0 monster Furious Nightmare Terror 2732,2,300000,0
+gl_chyard_,0,0,0,0 monster Elusive Wraith Dead (Nightmare) 2733,2,300000,0
+gl_cas02_,0,0,0,0 monster Furious Wanderer (Nightmare) 2734,2,300000,0
+man_fild01,0,0,0,0 monster Solid Nephentes 2735,2,300000,0
+abbey03,0,0,0,0 monster Necromancer Ringleader 2736,2,300000,0
+xmas_dun02,0,0,0,0 monster Furious Myst Case 2737,2,300000,0
+ve_fild04,0,0,0,0 monster Elusive Muscipular 2738,2,300000,0
+moc_pryd03,0,0,0,0 monster Swift Mummy 2739,2,300000,0
+moc_pryd02,0,0,0,0 monster Solid Mummy 2740,2,300000,0
+moc_fild01,0,0,0,0 monster Muka Ringleader 2741,2,300000,0
+moc_fild22,0,0,0,0 monster Furious Incarnation of Morroc 2742,2,300000,0
+moc_fild21,0,0,0,0 monster Elusive Incarnation of Morroc 2743,2,300000,0
+moc_fild20,0,0,0,0 monster Swift Incarnation of Morroc 2744,2,300000,0
+ein_fild06,0,0,0,0 monster Solid Holden 2745,2,300000,0
+ama_dun01,0,0,0,0 monster Miyabi Doll Ringleader 2746,2,300000,0
+moc_prydn1,0,0,0,0 monster Furious Minorous 2747,2,300000,0
+moc_pryd05,0,0,0,0 monster Elusive Minorous 2748,2,300000,0
+in_sphinx4,0,0,0,0 monster Swift Minorous 2749,2,300000,0
+ein_dun02,0,0,0,0 monster Solid Mineral 2750,2,300000,0
+bif_fild01,0,0,0,0 monster Miming Ringleader 2751,2,300000,0
+moc_prydn2,0,0,0,0 monster Furious Mimic 2752,2,300000,0
+moc_pryd06,0,0,0,0 monster Elusive Mimic 2753,2,300000,0
+cmd_fild09,0,0,0,0 monster Swift Metaller 2754,2,300000,0
+ein_fild08,0,0,0,0 monster Solid Metaling 2755,2,300000,0
+ein_fild07,0,0,0,0 monster Metaling Ringleader 2756,2,300000,0
+iz_dun04,0,0,0,0 monster Furious Merman 2757,2,300000,0
+ecl_fild01,0,0,0,0 monster Elusive Menblatt 2758,2,300000,0
+beach_dun,0,0,0,0 monster Swift Medusa 2759,2,300000,0
+mjo_dun02,0,0,0,0 monster Solid Martin 2760,2,300000,0
+gl_in01,0,0,0,0 monster Marionette Ringleader 2761,2,300000,0
+xmas_fild01,0,0,0,0 monster Furious Marin 2762,2,300000,0
+in_sphinx3,0,0,0,0 monster Elusive Marduk 2763,2,300000,0
+prt_maze03,0,0,0,0 monster Swift Mantis 2764,2,300000,0
+gef_fild04,0,0,0,0 monster Solid Mandragora 2765,2,300000,0
+ma_dun01,0,0,0,0 monster Manananggal Ringleader 2766,2,300000,0
+gl_dun02,0,0,0,0 monster Furious Majoruros 2767,2,300000,0
+prt_fild09,0,0,0,0 monster Elusive Magnolia 2768,2,300000,0
+ve_fild03,0,0,0,0 monster Swift Magmaring 2769,2,300000,0
+prt_fild08,0,0,0,0 monster Solid Lunatic 2770,2,300000,0
+prt_fild01,0,0,0,0 monster Lunatic Ringleader 2771,2,300000,0
+niflheim,0,0,0,0 monster Furious Lude 2772,2,300000,0
+spl_fild03,0,0,0,0 monster Elusive Luciola Vespa 2773,2,300000,0
+nif_fild02,0,0,0,0 monster Swift Loli Ruri 2774,2,300000,0
+gon_dun02,0,0,0,0 monster Solid Enchanted Peach Tree 2775,2,300000,0
+new_1-3,0,0,0,0 monster Baby Poring Ringleader 2776,2,300000,0
+bif_fild02,0,0,0,0 monster Furious Little Fatum 2777,2,300000,0
+lou_dun01,0,0,0,0 monster Elusive Jing Guai 2778,2,300000,0
+mosk_dun02,0,0,0,0 monster Swift Les 2779,2,300000,0
+gld_dun01,0,0,0,0 monster Solid Leib Olmai 2780,2,300000,0
+ayo_dun01,0,0,0,0 monster Leaf Cat Ringleader 2781,2,300000,0
+//teg_dun02,0,0,0,0 monster [PH] ??? ?? ???? 2782,2,300000,0
+//teg_dun01,0,0,0,0 monster [PH] ??? ??? ???? 2783,2,300000,0
+ra_fild06,0,0,0,0 monster Swift Kobold Archer 2784,2,300000,0
+ra_fild05,0,0,0,0 monster Solid Kobold 2785,2,300000,0
+thor_v02,0,0,0,0 monster Knocker Ringleader 2786,2,300000,0
+mjolnir_08,0,0,0,0 monster Furious Beetle King 2787,2,300000,0
+thor_v01,0,0,0,0 monster Elusive Kasa 2788,2,300000,0
+ama_fild01,0,0,0,0 monster Swift Karakasa 2789,2,300000,0
+moc_pryd04,0,0,0,0 monster Solid Isis 2790,2,300000,0
+ra_san02,0,0,0,0 monster Isilla Ringleader 2791,2,300000,0
+gl_prison1,0,0,0,0 monster Furious Injustice 2792,2,300000,0
+lou_fild01,0,0,0,0 monster Elusive Mi Gao 2793,2,300000,0
+ice_dun03,0,0,0,0 monster Swift Ice Titan 2794,2,300000,0
+bra_dun02,0,0,0,0 monster Solid Iara 2795,2,300000,0
+lou_dun02,0,0,0,0 monster Yao Jun Ringleader 2796,2,300000,0
+gef_dun00,0,0,0,0 monster Furious Hunter Fly 2797,2,300000,0
+prt_fild05,0,0,0,0 monster Elusive Hornet 2798,2,300000,0
+dic_dun01,0,0,0,0 monster Swift Uni-horn Scaraba 2799,2,300000,0
+pay_fild09,0,0,0,0 monster Solid Horn 2800,2,300000,0
+ra_san03,0,0,0,0 monster Hodremlin Ringleader 2801,2,300000,0
+moc_fild17,0,0,0,0 monster Furious Hode 2802,2,300000,0
+ra_fild04,0,0,0,0 monster Elusive Hill Wind 2803,2,300000,0
+ra_fild03,0,0,0,0 monster Swift Hill Wind 2804,2,300000,0
+alde_dun02,0,0,0,0 monster Solid High Orc 2805,2,300000,0
+yuno_fild04,0,0,0,0 monster Harpy Ringleader 2806,2,300000,0
+yuno_fild03,0,0,0,0 monster Furious Harpy 2807,2,300000,0
+cmd_fild01,0,0,0,0 monster Elusive Grove 2808,2,300000,0
+pay_fild10,0,0,0,0 monster Swift Greatest General 2809,2,300000,0
+yuno_fild09,0,0,0,0 monster Solid Grand Peco 2810,2,300000,0
+yuno_fild08,0,0,0,0 monster Grand Peco Ringleader 2811,2,300000,0
+cmd_fild06,0,0,0,0 monster Furious Golem 2812,2,300000,0
+prt_fild11,0,0,0,0 monster Elusive Goblin 2813,2,300000,0
+gef_fild11,0,0,0,0 monster Swift Goblin 2814,2,300000,0
+yuno_fild11,0,0,0,0 monster Solid Goat 2815,2,300000,0
+yuno_fild07,0,0,0,0 monster Goat Ringleader 2816,2,300000,0
+gld2_prt,0,0,0,0 monster Furious Dark Hammer Kobold 2817,2,300000,0
+gld_dun03_2,0,0,0,0 monster Elusive Dark Hammer Kobold 2818,2,300000,0
+gld2_gef,0,0,0,0 monster Swift Dark Shadow 2819,2,300000,0
+gld_dun04_2,0,0,0,0 monster Solid Dark Shadow 2820,2,300000,0
+gld_dun02,0,0,0,0 monster Giant Hornet Ringleader 2821,2,300000,0
+nameless_n,0,0,0,0 monster Furious Ghoul 2822,2,300000,0
+gef_dun01,0,0,0,0 monster Elusive Ghoul 2823,2,300000,0
+yuno_fild12,0,0,0,0 monster Swift Geographer 2824,2,300000,0
+yuno_fild01,0,0,0,0 monster Solid Geographer 2825,2,300000,0
+glast_01,0,0,0,0 monster Gargoyle Ringleader 2826,2,300000,0
+gl_sew02,0,0,0,0 monster Furious Gargoyle 2827,2,300000,0
+ve_fild01,0,0,0,0 monster Elusive Galion 2828,2,300000,0
+cmd_fild02,0,0,0,0 monster Swift Seal 2829,2,300000,0
+tur_dun05,0,0,0,0 monster Solid Freezer 2830,2,300000,0
+tur_dun03,0,0,0,0 monster Freezer Ringleader 2831,2,300000,0
+abyss_01,0,0,0,0 monster Furious Ferus 2832,2,300000,0
+prt_sewb1,0,0,0,0 monster Elusive Familiar 2833,2,300000,0
+gefenia01,0,0,0,0 monster Swift False Angel 2834,2,300000,0
+prt_fild06,0,0,0,0 monster Solid Fabre 2835,2,300000,0
+pay_fild03,0,0,0,0 monster Fabre Ringleader 2836,2,300000,0
+mag_dun01,0,0,0,0 monster Furious Explosion 2837,2,300000,0
+gl_church,0,0,0,0 monster Elusive Evil Druid 2838,2,300000,0
+prt_fild10,0,0,0,0 monster Swift Elder Willow 2839,2,300000,0
+mjolnir_02,0,0,0,0 monster Solid Elder Willow 2840,2,300000,0
+ra_san04,0,0,0,0 monster Echio Ringleader 2841,2,300000,0
+mjolnir_12,0,0,0,0 monster Furious Dustiness 2842,2,300000,0
+um_fild01,0,0,0,0 monster Swift Dryad 2843,2,300000,0
+ve_fild02,0,0,0,0 monster Solid Drosera 2844,2,300000,0
+moc_fild07,0,0,0,0 monster Drops Ringleader 2845,2,300000,0
+mjolnir_04,0,0,0,0 monster Furious Driller 2846,2,300000,0
+in_sphinx1,0,0,0,0 monster Elusive Drainliar 2847,2,300000,0
+tur_dun01,0,0,0,0 monster Swift Dragon Tail 2848,2,300000,0
+nyd_dun01,0,0,0,0 monster Solid Draco 2849,2,300000,0
+dic_fild02,0,0,0,0 monster Dolomedes Ringleader 2850,2,300000,0
+pay_dun04,0,0,0,0 monster Furious Dokebi 2851,2,300000,0
+nif_fild01,0,0,0,0 monster Elusive Disguise 2852,2,300000,0
+jupe_core,0,0,0,0 monster Swift Dimik 2853,2,300000,0
+gef_dun02,0,0,0,0 monster Solid Deviruchi 2854,2,300000,0
+ra_fild01,0,0,0,0 monster Baby Desert Wolf Ringleader 2855,2,300000,0
+moc_fild11,0,0,0,0 monster Furious Baby Desert Wolf 2856,2,300000,0
+cmd_fild08,0,0,0,0 monster Elusive Deniro 2857,2,300000,0
+tha_t06,0,0,0,0 monster Swift Death Word 2858,2,300000,0
+tha_t04,0,0,0,0 monster Solid Death Word 2859,2,300000,0
+tha_t03,0,0,0,0 monster Death Word Ringleader 2860,2,300000,0
+gl_chyard,0,0,0,0 monster Furious Dark Priest 2861,2,300000,0
+lou_dun03,0,0,0,0 monster Elusive Zhu Po Long 2862,2,300000,0
+gef_fild05,0,0,0,0 monster Swift Creamy 2863,2,300000,0
+iz_dun02,0,0,0,0 monster Solid Cornutus 2864,2,300000,0
+xmas_dun01,0,0,0,0 monster Cookie Ringleader 2865,2,300000,0
+kh_kiehl01,0,0,0,0 monster Furious Constant 2866,2,300000,0
+dew_dun01,0,0,0,0 monster Elusive Comodo 2867,2,300000,0
+gef_fild09,0,0,0,0 monster Swift Coco 2868,2,300000,0
+gef_fild02,0,0,0,0 monster Solid Coco 2869,2,300000,0
+c_tower4,0,0,0,0 monster Clock Ringleader 2870,2,300000,0
+c_tower2,0,0,0,0 monster Furious Clock 2871,2,300000,0
+gef_fild00,0,0,0,0 monster Elusive Chonchon 2872,2,300000,0
+dic_fild01,0,0,0,0 monster Swift Centipede 2873,2,300000,0
+ecl_tdun01,0,0,0,0 monster Solid Cenere 2874,2,300000,0
+lhz_dun04,0,0,0,0 monster Celia Ringleader 2875,2,300000,0
+gld_dun03,0,0,0,0 monster Furious Caterpillar 2876,2,300000,0
+gl_cas01,0,0,0,0 monster Elusive Carat 2877,2,300000,0
+mjolnir_01,0,0,0,0 monster Swift Caramel 2878,2,300000,0
+ma_fild02,0,0,0,0 monster Solid Bungisngis 2879,2,300000,0
+odin_tem01,0,0,0,0 monster Breeze Ringleader 2880,2,300000,0
+lhz_fild03,0,0,0,0 monster Furious Breeze 2881,2,300000,0
+man_fild02,0,0,0,0 monster Elusive Bradium Golem 2882,2,300000,0
+gon_dun01,0,0,0,0 monster Swift Bloody Butterfly 2883,2,300000,0
+pay_fild07,0,0,0,0 monster Bigfoot Ringleader 2884,2,300000,0
+alde_dun04,0,0,0,0 monster Furious Bathory 2885,2,300000,0
+arug_dun01,0,0,0,0 monster Elusive Banshee Master 2886,2,300000,0
+abbey01,0,0,0,0 monster Swift Banshee 2887,2,300000,0
+dew_dun02,0,0,0,0 monster Solid Banaspaty 2888,2,300000,0
+tur_dun04,0,0,0,0 monster Assaulter Ringleader 2889,2,300000,0
+mjolnir_10,0,0,0,0 monster Furious Argos 2890,2,300000,0
+mjolnir_11,0,0,0,0 monster Elusive Argiope 2891,2,300000,0
+mjolnir_05,0,0,0,0 monster Swift Argiope 2892,2,300000,0
+gl_dun01,0,0,0,0 monster Solid Arclouze 2893,2,300000,0
+alde_dun01,0,0,0,0 monster Arclouze Ringleader 2894,2,300000,0
+juperos_02,0,0,0,0 monster Furious Apocalypse 2895,2,300000,0
+dic_dun02,0,0,0,0 monster Elusive Antler Scaraba 2896,2,300000,0
+ecl_tdun03,0,0,0,0 monster Swift Antique Book 2897,2,300000,0
+ecl_tdun02,0,0,0,0 monster Solid Antique Book 2898,2,300000,0
+gl_sew04,0,0,0,0 monster Furious Anolian 2899,2,300000,0
+gld2_ald,0,0,0,0 monster Elusive Angra Mantis 2900,2,300000,0
+gld_dun02_2,0,0,0,0 monster Swift Angra Mantis 2901,2,300000,0
+anthell02,0,0,0,0 monster Solid Andre 2902,2,300000,0
+tha_t02,0,0,0,0 monster Ancient Mimic Ringleader 2903,2,300000,0
+ra_fild08,0,0,0,0 monster Furious Anacondaq 2904,2,300000,0
+prt_fild04,0,0,0,0 monster Elusive Ambernite 2905,2,300000,0
+dew_fild01,0,0,0,0 monster Swift Rafflesia Arnoldi 2906,2,300000,0
+cmd_fild03,0,0,0,0 monster Solid Alligator 2907,2,300000,0
+kh_dun01,0,0,0,0 monster Aliza Ringleader 2908,2,300000,0
+kh_dun02,0,0,0,0 monster Furious Alicel 2909,2,300000,0
+c_tower3,0,0,0,0 monster Elusive Alarm 2910,2,300000,0
+ra_san05,0,0,0,0 monster Swift Agav 2911,2,300000,0
+abyss_03,0,0,0,0 monster Solid Acidus 2912,2,300000,0
+abyss_02,0,0,0,0 monster Acidus Ringleader 2913,2,300000,0 \ No newline at end of file
diff --git a/npc/re/other/item_merge.txt b/npc/re/other/item_merge.txt
deleted file mode 100644
index f823f5c3c..000000000
--- a/npc/re/other/item_merge.txt
+++ /dev/null
@@ -1,69 +0,0 @@
-//===== Hercules Script ======================================
-//= Mergician
-//===== By: ==================================================
-//= Euphy
-//===== Current Version: =====================================
-//= 1.0
-//===== Description: =========================================
-//= [Official Conversion]
-//= Merges items taking up multiple slots in a player's
-//= inventory.
-//===== Additional Comments: =================================
-//= 1.0 First version, currently useless/disabled.
-//============================================================
-
-prontera,146,95,3 script Mergician#pron 1_M_WIZARD,{
- if (checkweight(1301,1) == 0) {
- mes "- Wait a second !! -";
- mes "- You are carrying too many items -";
- mes "- or too much weight to proceed. -";
- mes "- Come back after -";
- mes "- arranging your inventory. -";
- close;
- }
- mes "[Mergician]";
- mes "Do you believe in the miracle of Merge god?? If so, repeat my spell loudly as I pronunce it!!!";
- mes "Merge Merge, Merrrrge!!!";
- next;
- switch(select("What is the miracle of Merge?:Merrrrge!!!!:Abandon...")) {
- case 1:
- mes "[Mergician]";
- mes "There is an order which rules the world and keeps the world to go well.";
- next;
- mes "[Mergician]";
- mes "But there has been a bad factor which totally jeopardised this rule!!";
- next;
- mes "[Mergician]";
- mes "Those things which are separated even if they are composed by the same material!!";
- next;
- mes "[Mergician]";
- mes "Have you never experienced this bad incident??";
- mes "The fact that I had ^3131FFthe same potion, but appearing more than twice in your inventory!!^000000 So unpleasant!!!";
- next;
- mes "[Mergician]";
- mes "Believe in Mergism. That is the truth.";
- mes "Then I can help you be happy and content.";
- close;
- case 2:
- mes "[Mergician]";
- mes "This is the total holy ritual to pray to the Great God, Merge! and I am borrowing the power for a while!!";
- next;
- mes "[Mergician]";
- mes "And if you eagerly want to be blessed by Merge, be humble and shout out loud! Merge Merge, Merrrrge!!!";
- next;
- switch(select("Merrrrge!:Don't follow what he says.")) {
- case 1:
-// MergeItem
- mes "[Mergician]";
- mes "Merge just heard your wish and let it be realised!";
- mes "Open your inventory to check the miracle!";
- close;
- case 2:
- mes "[Mergician]";
- mes "You jerk!!! You just broke the whole rhythm! Why can't you get my flow and follow me?! Idiot!";
- close;
- }
- case 3:
- close;
- }
-}
diff --git a/npc/re/quests/eden/100-110.txt b/npc/re/quests/eden/100-110.txt
new file mode 100644
index 000000000..486a4b6e6
--- /dev/null
+++ b/npc/re/quests/eden/100-110.txt
@@ -0,0 +1,1252 @@
+//===== Hercules Script ======================================
+//= Eden Group Quests - Mission [100-110]
+//===== By: ==================================================
+//= Capuche
+//===== Current Version: =====================================
+//= 1.1
+//===== File Encoding ========================================
+//= CP-949 (EUC-KR compatible). Do NOT read/save it as UTF-8.
+//===== Compatible With: =====================================
+//= Hercules
+//===== Description: =========================================
+//= [Official Conversion]
+//= Repeatable quests for players between BaseLevel 100 - 110.
+//===== Additional Comments: =================================
+//= 1.0 First version.
+//= 1.1 Some CleanUps. [Dastgir]
+//============================================================
+
+moc_para01,37,95,5 script Gelkah#1 4_F_GELKA,{
+ cutin "gelca01",2;
+ if (!checkweight(Knife,1) || (MaxWeight - Weight) < 5500) {
+ mes "^FF0000- Stop Here!! -";
+ mes "- You have too many items. -";
+ mes "- You cannot carry any more items. -";
+ mes "- Lighten your load and -";
+ mes "- try again. -^000000";
+ close2;
+ cutin "",255;
+ end;
+ }
+ mes "[Gelkah]";
+ if (!countitem(Para_Team_Mark)) {
+ mes "- You need to have an -";
+ mes "- ^4d4dff'Eden Group Mark'^000000 -";
+ mes "- to receive these missions. -";
+ close2;
+ }
+ else if (BaseLevel < 100) {
+ mes "You're not a mature enough adventurer. You should be at least base level 100. So basically at least a third class.";
+ next;
+ mes "[Gelkah]";
+ mes "The request is from ^FF0000somewhere else^000000 other than Rune Midgard.";
+ }
+ else if (BaseLevel < 111) {
+ if (para_100lv01 == 0) {
+ mes "Adventurers!";
+ emotion e_heh;
+ next;
+ cutin "gelca03",2;
+ mes "[Gelkah]";
+ mes "I've recently received several requests from clients that need the help of Adventurers just like yourself.";
+ next;
+ if (select( "I like requests!", "A boring quest... No thanks!" ) == 2) {
+ mes "[Gelkah]";
+ mes "You know that harder requests yield better rewards right?";
+ next;
+ }
+ mes "[Gelkah]";
+ mes "Actually, I can't just accept just any schmo off the street. My Master hates indecisive people.";
+ next;
+ if (select( "Who's your master?", "I am not indecisive!" ) == 1) {
+ cutin "gelca03",2;
+ mes "[Gelkah]";
+ mes "That person standing next to me is my master... He came back after long journey of practice.";
+ next;
+ mes "[Gelkah]";
+ mes "I understand you might wonder why a Sura wants an Archbishop as a teacher...";
+ }
+ else {
+ cutin "gelca03",2;
+ mes "[Gelkah]";
+ if (BaseLevel < 110)
+ mes "You think you're a veteran just because you've become a third class...";
+ else
+ mes "I know you're not exactly a novice but my Master thinks you're no different from one. In my opinion, You are a great adventurer!";
+ }
+ next;
+ mes "[Gelkah]";
+ mes "We need adventurers that are willing to help. Will you help us?";
+ next;
+ cutin "gelca01",2;
+ if (select( "Ok, I'll help.", "I have no interest in helping you." ) == 2) {
+ mes "[Gelkah]";
+ mes "How do you know without doing it.";
+ }
+ else {
+ mes "[Gelkah]";
+ mes "That is what an Adventurer does!";
+ next;
+ mes "[Gelkah]";
+ mes "I would like to know if you are capable of doing a request. Let me see...";
+ next;
+ mes "[Gelkah]";
+ mes "Collect 50 ^ff0000Brigan.^000000 It is a simple and complicated test.";
+ next;
+ mes "[Gelkah]";
+ mes "It is easy to find from monsters at Turtle Island or at Glastheim.";
+ next;
+ mes "[Gelkah]";
+ mes "Lets do the real request after clearing the simple one.";
+ setquest 13002;// Brigan collecting
+ para_100lv01 = 1;
+ para_100lv02 += 1;
+ }
+ }
+ else if (para_100lv01 == 1) {
+ if (countitem(Brigan) > 49) {// Brigan
+ mes "Did you bring all the Brigans I asked for?";
+ next;
+ mes "[Gelkah]";
+ mes "I do not need to count one by one. This request is for selecting the best adventurer.";
+ next;
+ mes "[Gelkah]";
+ mes "Don't be upset because Master is ultimately responsible if an Adventurer gets injured during a request.";
+ next;
+ mes "[Gelkah]";
+ mes "Master decided that adventurer's safety is important because lots of new requests are dangerous.";
+ next;
+ cutin "rote01",2;
+ mes "[Rohtert]";
+ mes "Hmm...";
+ emotion e_pif,0,"Rohtert#12";
+ next;
+ cutin "gelca01",2;
+ mes "[Gelkah]";
+ mes "I hope you didn't peek. The Assessment for your capability of standard requests is almost done.";
+ next;
+ mes "[Gelkah]";
+ mes "No time to make ^ff0000The badge of advanced Eden Group.^000000";
+ next;
+ mes "[Gelkah]";
+ mes "^ff0000Time is money novice!^000000";
+ mes "I think that's what a true master would sound like right?";
+ next;
+ mes "[Gelkah]";
+ mes strcharinfo(0) +" will make a request list for you so go talk to my Master now and show your respects.";
+ delitem Brigan,50;// Brigan
+ completequest 13002;// Brigan collecting
+ para_100lv01 = 2;
+ getitem Courtesy_Ticket,1;// Courtesy_Ticket
+ }
+ else {
+ cutin "gelca02",2;
+ mes "Haven't found 50 Brigan yet? Master says that it's such a simple task...";
+ next;
+ mes "[Gelkah]";
+ mes "Please hurry up! We need a real adventurer to perform the request.";
+ }
+ }
+ else if (para_100lv01 == 2)
+ mes "Wait a minute. I am making a request list. I just do not know which one I have to give to you. I am a good man.";
+ else if (para_100lv01 > 2) {
+ mes "The request list is ready. Do you want to start?";
+ next;
+ switch( select( "Hunting Quests", "Inquire regards", "Show Courtesy Ticket" ) ) {
+ case 1:
+ mes "[Gelkah]";
+ mes "You don't need to take all requests at once. Choose a request area that suits your particular skills. One that enables you to perform the request and enjoy the trip at the same time.";
+ next;
+ switch( select( "Glastheim related request", "Ash Vacuum related request", "Ice Dungeon related request", "Magma Dungeon related request", "Other requests" ) ) {
+ case 1:
+ mes "[Gelkah]";
+ mes "Here are the requests from the Glastheim area.";
+ next;
+ switch( select( "Carat Hunting", "Arclouse Hunting", "Anolian Hunting", "Sting Hunting", "Majoruros Hunting" ) ) {
+ case 1:
+ mes "[Gelkah]";
+ if (questprogress(13004,PLAYTIME) == 1)
+ mes "You just finished a request. It is important that you rest for a while. There will always be a requests waiting for you.";
+ else if (questprogress(13003,HUNTING) == 1) {
+ cutin "ij·µÄ«µå",3; //carat_card
+ mes "This request is to clear ^0000FF30^000000 ^FF0000Carat^000000 inside of Glastheim castle's first floor.";
+ next;
+ cutin "gelca01",2;
+ mes "[Gelkah]";
+ mes "Please inform me when you've completed the request.";
+ }
+ else if (questprogress(13003,HUNTING) == 2) {
+ mes "Visiting to scary old castle must be tough. I am sure it would be a good experience for me someday.";
+ callsub S_Quest,13003,13004,106000,148000;
+ }
+ else {
+ cutin "ij·µÄ«µå",3; //carat_card
+ mes "This request is from a merchant from Morroc who is somehow losing business from these monsters in Glastheim.";
+ next;
+ mes "[Gelkah]";
+ mes "Eden Group is aware that this is not a great reason but a request is a request. So please clear ^FF000030 Carat^000000 monsters inside of Glastheim castle.";
+ callsub S_Quest,13004,13003;
+ }
+ break;
+ case 2:
+ mes "[Gelkah]";
+ if (questprogress(13006,PLAYTIME) == 1)
+ mes "You just finished a request. Please take a rest. There will always be a request for you.";
+ else if (questprogress(13005,HUNTING) == 1) {
+ cutin "¾ÆÅ©¶ó¿ì½ºÄ«µå",3; //arclouse_card
+ mes "Please clear ^FF000022 Arclouse^000000.";
+ next;
+ cutin "gelca01",2;
+ mes "[Gelkah]";
+ mes "Please inform me when you've cleared this request.";
+ }
+ else if (questprogress(13005,HUNTING) == 2) {
+ mes "You did a great job.";
+ emotion e_no1;
+ callsub S_Quest,13005,13006,106000,148000;
+ }
+ else {
+ cutin "¾ÆÅ©¶ó¿ì½ºÄ«µå",3; //arclouse_card
+ mes "Do you know there are beans used as food here in Rune Midgard? When an Arclouse rolls, it resembles a bean.";
+ next;
+ mes "[Gelkah]";
+ mes "Eden Group Headquarters wants to investigate the Arclouse as a possible mascot.";
+ next;
+ mes "[Gelkah]";
+ mes "Please clear ^FF000022 Arclouse^000000.";
+ if (callsub( S_Quest,13006,13005 ) == 0) {
+ mes "[Gelkah]";
+ mes "That is too bad. It was an interesting request.";
+ }
+ }
+ break;
+ case 3:
+ mes "[Gelkah]";
+ if (questprogress(13008,PLAYTIME) == 1)
+ mes "You just finished a request. Adventure is important but taking a rest is important too. There will always be a request waiting for.";
+ else if (questprogress(13007,HUNTING) == 1) {
+ cutin "¾Æ³î¸®¾ÈÄ«µå",3; //anolian_card
+ mes "A monk is on a pilgrimage and seeks protection against some alligator-like creatures.";
+ next;
+ mes "[Gelkah]";
+ mes "Anyways, this request is to clear out Anolians in underground waterway to make way for a safe pilgrimage.";
+ next;
+ cutin "gelca01",2;
+ mes "[Gelkah]";
+ mes "Please inform me when you've cleared this request.";
+ }
+ else if (questprogress(13007,HUNTING) == 2) {
+ mes "You fared well with this request.";
+ callsub S_Quest,13007,13008,112000,186500;
+ }
+ else {
+ cutin "¾Æ³î¸®¾ÈÄ«µå",3; //anolian_card
+ mes "Glastheim seems to be a good sacred place not only to adventurers but also to monks. I have no idea what really attracts them there.";
+ next;
+ mes "[Gelkah]";
+ mes "A Pilgrimage from the monastery to the underground waterway is a journey. The request is to clear ^FF000030 Anolian^000000 in the Glastheim sewer for a safe pilgrimage.";
+ callsub S_Quest,13008,13007;
+ }
+ break;
+ case 4:
+ mes "[Gelkah]";
+ if (questprogress(13010,PLAYTIME) == 1)
+ mes "You just finished a request. Adventure is important but taking a rest is important too. There will always be a request waiting for.";
+ else if (questprogress(13009,HUNTING) == 1) {
+ cutin "½ºÆÃÄ«µå",3; //sting_card
+ mes "There are many Sting monsters in the underground waterway and underground cave so it will be easy to clear.";
+ next;
+ mes "[Gelkah]";
+ mes "The request is to clear ^FF000030 Sting^000000 in underground waterway and underground cave for a safe pilgrimage.";
+ next;
+ cutin "gelca01",2;
+ mes "[Gelkah]";
+ mes "Please inform me when you've cleared this request.";
+ }
+ else if (questprogress(13009,HUNTING) == 2) {
+ mes "Visiting to filthy and smelly underground must be tough. It would be a good experience for you.";
+ callsub S_Quest,13009,13010,112000,186500;
+ }
+ else {
+ cutin "½ºÆÃÄ«µå",3; //sting_card
+ mes "Have you heard about a monk's pilgrimage? There are so many Stings in the underground waterway and cave so they disturb the peaceful monks.";
+ next;
+ mes "[Gelkah]";
+ mes "Master accepted this request because he respects those monks. The request is to clear ^FF000030 Sting^000000 monsters in underground waterway for a safe pilgrimage.";
+ callsub S_Quest,13010,13009;
+ }
+ break;
+ case 5:
+ mes "[Gelkah]";
+ if (questprogress(13012,PLAYTIME) == 1)
+ mes "You just finished a request. Adventure is important but taking a rest is important too. Pilgrimage will be continued so there will be another request again.";
+ else if (questprogress(13011,HUNTING) == 1) {
+ cutin "¸ÞÀÌÀú¿ì·Î½ºÄ«µå",3; //majoruros_card
+ mes "I wonder what the reason is behind these monk pilgrimages and why they keep doing it... There must be a hidden reason.";
+ next;
+ mes "[Gelkah]";
+ mes "I used to take care of the request but I am worried. The request is to clear ^FF000030 Majoruros^000000 from the 2nd floor of the underground cave.";
+ next;
+ cutin "gelca01",2;
+ mes "[Gelkah]";
+ mes "Please inform me when you've cleared this request.";
+ }
+ else if (questprogress(13011,HUNTING) == 2) {
+ mes "Visiting for a long pilgrimage must be tiring.";
+ mes "It would be a good experience for you.";
+ callsub S_Quest,13011,13012,112000,252000;
+ }
+ else {
+ cutin "¸ÞÀÌÀú¿ì·Î½ºÄ«µå",3; //majoruros_card
+ mes "The monk's pilgrimage destination is on the 2nd floor of the Glastheim castle underground cave. It is not an easy journey but will be a good experience.";
+ next;
+ mes "[Gelkah]";
+ mes "Majoururos is not easy to hunt so be careful. The request is to clear ^FF000030 Majoruros^000000 in the underground cave second floor.";
+ callsub S_Quest,13012,13011;
+ }
+ }
+ break;
+ case 2:
+ mes "[Gelkah]";
+ mes "There are many requests coming through from the Rune Midgards Expedition.";
+ next;
+ if (select( "Hunting Quests","Trauma" ) == 1) {
+ mes "[Gelkah]";
+ if (questprogress(13014,PLAYTIME) == 1)
+ mes "You just finished a request. Adventure is important but taking a rest is important too. Please take a rest. There will always be a request for you.";
+ else if (questprogress(13013,HUNTING) == 1) {
+ cutin "ÇɱÍŧ¶óÄ«µå",3; //pinguicula_card
+ mes "Outbound space is mysterious.. Monsters are unique.";
+ next;
+ mes "[Gelkah]";
+ mes "This is an unusual request. Please clear ^FF000030 Pinguicula^000000.";
+ next;
+ cutin "gelca01",2;
+ mes "[Gelkah]";
+ mes "Please inform me when you've cleared this request.";
+ }
+ else if (questprogress(13013,HUNTING) == 2) {
+ mes "Visiting the Ash Vacuum must be tough.";
+ mes "It would be a good experience for you.";
+ callsub S_Quest,13013,13014,106000,148000;
+ }
+ else {
+ cutin "ÇɱÍŧ¶óÄ«µå",3; //pinguicula_card
+ mes "Pinguicula is one of the first monsters that adventurers encounter when they step into the Ash Vacuum. They expect us to reduce monsters around the Expedition Camp.";
+ next;
+ mes "[Gelkah]";
+ mes "It is natural to have more accidents with new monsters. It is a common request. Please clear ^FF000030 Pinguicula^000000.";
+ callsub S_Quest,13014,13013;
+ }
+ }
+ else {
+ mes "[Gelkah]";
+ if (questprogress(13016,PLAYTIME) == 1)
+ mes "You just finished a request. Adventure is important but taking a rest is important too. Please take a rest. This request is not worth working so hard.";
+ else if (questprogress(13015,HUNTING) == 1) {
+ cutin "·ç½Ã¿Ã¶óº£½ºÆÄÄ«µå",3; //luciola_vespa_card
+ mes "This is a strange request and a strange reason but we should accept it anyway.";
+ next;
+ mes "[Gelkah]";
+ mes "Please clear ^FF000030 Luciola Vespa^000000.";
+ next;
+ cutin "gelca01",2;
+ mes "[Gelkah]";
+ mes "Please inform me when you've cleared this request.";
+ }
+ else if (questprogress(13015,HUNTING) == 2) {
+ mes "It must be very tough to do such a strange request.";
+ callsub S_Quest,13015,13016,112000,186500;
+ }
+ else {
+ cutin "·ç½Ã¿Ã¶óº£½ºÆÄÄ«µå",3; //luciola_vespa_card
+ mes "This is a very personal request. It is unusual but this request is from an adventurer who is friendly with Rohtert.. It is requested by Pretty Boy. Why did he write this?";
+ next;
+ mes "[Gelkah]";
+ mes "It is too personal that he got stung by a bee when he was young. It traumatized him so he can't travel to Ash Vacuum.";
+ next;
+ mes "Gelkah is staring at Rohtert.";
+ next;
+ mes "[Gelkah]";
+ mes "This seems to be a request for increased travelers to the new world. Please clear ^FF000030 Luciola Vespa^000000.";
+ callsub S_Quest,13016,13015;
+ }
+ }
+ break;
+ case 3:
+ mes "[Gelkah]";
+ mes "There are many request near or in the Ice Dungeon in Rachel.";
+ next;
+ switch( select( "Desert Wolf Hunting", "Snowier Hunting", "Ice Titans..." ) ) {
+ case 1:
+ mes "[Gelkah]";
+ if (questprogress(13018,PLAYTIME) == 1)
+ mes "You just finished a request. Adventure is important but taking a rest is important too.";
+ else if (questprogress(13017,HUNTING) == 1) {
+ cutin "µ¥ÀúÆ®¿ïÇÁÄ«µå",3; //desert_wolf_card
+ mes "Have you read old books? That is about an adventurer who was fighting with big wolves and it ended up with a friendship. It's called Samba's with Wolves.";
+ next;
+ mes "[Gelkah]";
+ mes "A novel is a novel. Please clear ^FF000030 Desert Wolf^000000 near the entrance to the Ice dungeon in Rachel.";
+ next;
+ cutin "gelca01",2;
+ mes "[Gelkah]";
+ mes "Please inform me when you've cleared this request.";
+ }
+ else if (questprogress(13017,HUNTING) == 2) {
+ mes "Wasn't that cute?";
+ mes "It would be a good experience for you.";
+ callsub S_Quest,13017,13018,106000,148000;
+ }
+ else {
+ cutin "µ¥ÀúÆ®¿ïÇÁÄ«µå",3; //desert_wolf_card
+ mes "The Ice cave is directly north of Rachel. The problem is that the Wolves frighten tourists when they are heading to see the Ice cave.";
+ next;
+ mes "[Gelkah]";
+ mes "It would be fun if we can talk and samba with wolves! Please clear ^FF000030 Desert Wolf^000000 near Ice dungeon.";
+ callsub S_Quest,13018,13017;
+ }
+ break;
+ case 2:
+ mes "[Gelkah]";
+ if (questprogress(13020,PLAYTIME) == 1)
+ mes "You just finished a request. Adventure is important but taking a rest is important too.";
+ else if (questprogress(13019,HUNTING) == 1) {
+ cutin "½º³ëÀ̾îÄ«µå",3; //snowier_card
+ mes "Rough breath, insecure eyes, freezing cold.. It is not easy request so get yourself warm.";
+ next;
+ mes "[Gelkah]";
+ mes "Please clear ^FF000030 Snowier^000000 on the second floor of Ice dungeon.";
+ cutin "gelca01",2;
+ next;
+ mes "[Gelkah]";
+ mes "Please inform me when you've cleared this request.";
+ }
+ else if (questprogress(13019,HUNTING) == 2) {
+ mes "Visiting the freezing ice dungeon must be tough.";
+ mes "It would be a good experience for you.";
+ callsub S_Quest,13019,13020,106000,148000;
+ }
+ else {
+ cutin "½º³ëÀ̾îÄ«µå",3; //snowier_card
+ mes "People who have been to ice dungeon say there are noisy monsters disturbing their visits. Please clear them if you can put up with it.";
+ next;
+ mes "[Gelkah]";
+ mes "Please clear ^FF000030 Snowier^000000 on the second floor of Ice dungeon.";
+ callsub S_Quest,13020,13019;
+ }
+ break;
+ case 3:
+ mes "[Gelkah]";
+ if (questprogress(13022,PLAYTIME) == 1)
+ mes "You just finished a request. Adventure is important but taking a rest is important too.";
+ else if (questprogress(13021,HUNTING) == 1) {
+ cutin "¾ÆÀ̽ºÆ¼ÅºÄ«µå",3; //ice_titan_card
+ mes "Please clear ^FF000030 Ice Titan^000000 at the Ice cave.";
+ next;
+ cutin "gelca01",2;
+ mes "[Gelkah]";
+ mes "Please inform me when you've cleared this request.";
+ }
+ else if (questprogress(13021,HUNTING) == 2) {
+ mes "Visiting that cold dark cave must be tough.";
+ mes "It would be a good experience for you.";
+ callsub S_Quest,13021,13022,112000,186500;
+ }
+ else {
+ cutin "¾ÆÀ̽ºÆ¼ÅºÄ«µå",3; //ice_titan_card
+ mes "Have you been to Ice cave north of Rachel? There are monsters called as Ice Titans deep in the dungeon. Scholars want to determine if they are golems or not.";
+ next;
+ mes "[Gelkah]";
+ mes "The request is to reduce the number of them for the scholar's safety. Please clear ^FF000030 Ice Titan^000000 at the Ice cave.";
+ callsub S_Quest,13022,13021;
+ }
+ }
+ break;
+ case 4:
+ mes "[Gelkah]";
+ mes "There is a request for monster hunts in Magma Dungeon. ^DA26DAPretty girl wanderer^000000 is requesting this from Comodo.";
+ next;
+ if (select( "Nightmare Terror Hunting","Deleter Hunting" ) == 1) {
+ mes "[Gelkah]";
+ if (questprogress(13024,PLAYTIME) == 1)
+ mes "You just finished a request. Thanks for keeping memory.. but You should take a rest.";
+ else if (questprogress(13023,HUNTING) == 1) {
+ cutin "³ªÀÌÆ®¸Þ¾îÅ×·¯Ä«µå",3; //nightmare_terror_card
+ mes "The memory of a girl is important ! Please clear ^FF000030 Nightmare Terror^000000.";
+ next;
+ cutin "gelca01",2;
+ mes "[Gelkah]";
+ mes "Please inform me when you've cleared this request.";
+ }
+ else if (questprogress(13023,HUNTING) == 2) {
+ mes "Consider the memory of others. There is stil abeauty in the world. It would be a good experience for you.";
+ callsub S_Quest,13023,13024,106000,148000;
+ }
+ else {
+ cutin "³ªÀÌÆ®¸Þ¾îÅ×·¯Ä«µå",3; //nightmare_terror_card
+ mes "This request is from a client that is sad because the magma dungeon is full of monsters when she came back to return after breaking up with her lover. Apparently, she spent a lot of time with him there and wants some peace.";
+ next;
+ mes "[Gelkah]";
+ mes "The memory of a girl is important! Please clear ^FF000030 Nightmare Terror^000000.";
+ callsub S_Quest,13024,13023;
+ }
+ }
+ else {
+ mes "[Gelkah]";
+ if (questprogress(13026,PLAYTIME) == 1)
+ mes "You just finished a request. Did you take enough time to cool down? Take enough rest.";
+ else if (questprogress(13025,HUNTING) == 1) {
+ cutin "°øÁßµô¸®ÅÍÄ«µå",3; //flying_deleter_card
+ mes "A client showed a wonderful dance to a lover. One day, they were attacked from a Deleter while they are dancing in the magma dungeon.";
+ next;
+ mes "[Gelkah]";
+ mes "The attack ruined their dance and eventually their relationship because the guy blamed the girl for being attacked.";
+ next;
+ mes "[Gelkah]";
+ mes "Now she blames the Deleters so she has made this request. Please clear ^FF000030 Flying Deleter^000000.";
+ next;
+ cutin "gelca03",2;
+ mes "[Gelkah]";
+ mes "Please inform me when you've cleared this request.";
+ }
+ else if (questprogress(13025,HUNTING) == 2) {
+ cutin "gelca03",2;
+ mes "Eden Group protects love, justice and Midgard! hurrah!";
+ mes "It would be a good memory.";
+ callsub S_Quest,13025,13026,106000,148000;
+ }
+ else {
+ cutin "°øÁßµô¸®ÅÍÄ«µå",3; //flying_deleter_card
+ mes "A client showed a wonderful dance to a lover. One day, they were attacked from a Deleter while they are dancing in the magma dungeon.";
+ next;
+ mes "[Gelkah]";
+ mes "The attack ruined their dance and eventually their relationship because the guy blamed the girl for being attacked.";
+ next;
+ mes "[Gelkah]";
+ mes "Now she blames the Deleters so she has made this request. Please clear ^FF000030 Flying Deleter^000000.";
+ callsub S_Quest,13026,13025;
+ }
+ }
+ break;
+ case 5:
+ mes "[Gelkah]";
+ mes "Here is a list of other requests from all over Rune Midgard.";
+ next;
+ switch( select( "Loli Ruri Hunting - Nifflheim", "Medusa Hunting - Comodo", "Anubis Hunting - Sphinx" ) ) {
+ case 1:
+ mes "[Gelkah]";
+ if (questprogress(13041,PLAYTIME) == 1)
+ mes "I think you should rest a bit. Even adventurers need their rest right?";
+ else if (questprogress(13040,HUNTING) == 1) {
+ cutin "·Î¸®·ç¸®Ä«µå",3; //loli_ruri_card
+ mes "Eden Group is planning to send a notice that unmature adventurers are not sent to night time requests because it is too dangerous.";
+ next;
+ mes "[Gelkah]";
+ mes "I wonder why they are scheming this kind of ^FF0000nonsense^000000... makes me wonder if they even know anything about adventuring.";
+ next;
+ mes "[Gelkah]";
+ mes "We should accept this simple request before we start getting even more nonsense ones. Please clear ^FF000030 Loli Ruri^000000 in Nifflheim.";
+ next;
+ cutin "gelca02",2;
+ mes "[Gelkah]";
+ mes "Please inform me when you've cleared this request.";
+ }
+ else if (questprogress(13040,HUNTING) == 2) {
+ mes "Are you mentally wounded? I am happy that you're back safely.";
+ mes "It would be a good experience for you.";
+ callsub S_Quest,13040,13041,112000,186500;
+ }
+ else {
+ cutin "·Î¸®·ç¸®Ä«µå",3; //loli_ruri_card
+ mes "A secret society requested the protection of the Eden Group from the Loli Ruris because they believe that they have mental powers.";
+ next;
+ mes "[Gelkah]";
+ mes "They said that they would heal Eden Group adventurers who are exhausted in exchange for the request but we're not sure they'll follow through.";
+ next;
+ mes "[Gelkah]";
+ mes "We should accept the simple request anyways. Please clear ^FF000030 Loli Ruri^000000 in Nifflheim.";
+ callsub S_Quest,13041,13040;
+ }
+ break;
+ case 2:
+ mes "[Gelkah]";
+ if (questprogress(13043,PLAYTIME) == 1)
+ mes "Adventure is important but taking a rest is important too.";
+ else if (questprogress(13042,HUNTING) == 1) {
+ cutin "¸ÞµÎ»çÄ«µå",3; //medusa_card
+ mes "I do not know why master likes this kind of request. He also used to say any request is a good request for an adventurer...";
+ next;
+ mes "[Gelkah]";
+ mes "Please clear ^FF000030 Medusa^000000 in the western cave of Comodo.";
+ next;
+ cutin "gelca01",2;
+ mes "[Gelkah]";
+ mes "Please inform me when you've cleared this request.";
+ }
+ else if (questprogress(13042,HUNTING) == 2) {
+ mes "How is Comodo beach? Take a look around instead of paying too much attention to the request.";
+ mes "It will be a good experience for sure.";
+ callsub S_Quest,13042,13043,106000,148000;
+ }
+ else {
+ cutin "¸ÞµÎ»çÄ«µå",3; //medusa_card
+ mes "This is a request from a hair designer in Alberta. He wants to know if the snakes on the Medusa's head are really snakes or fancy hair...";
+ next;
+ mes "[Gelkah]";
+ mes "Obviously they're snakes but who are we to stamp on this crazy guy's dreams right?";
+ next;
+ mes "[Gelkah]";
+ mes "My master accepted this request simply because it was insane. Please clear ^FF000030 Medusa^000000 monster in the west cave of Comodo.";
+ callsub S_Quest,13043,13042;
+ }
+ break;
+ case 3:
+ mes "[Gelkah]";
+ if (questprogress(13045,PLAYTIME) == 1)
+ mes "The request from Sphinx is done. Please take a rest.";
+ else if (questprogress(13044,HUNTING) == 1) {
+ cutin "¾Æ´©ºñ½ºÄ«µå",3; //anubis_card
+ mes "I shoud investigate about the client by myself but for now please clear ^FF000020 Anubis^000000 on the 4th floor of Sphinx dungeon.";
+ next;
+ cutin "gelca01",2;
+ mes "[Gelkah]";
+ mes "Please inform me when you've cleared this request.";
+ }
+ else if (questprogress(13044,HUNTING) == 2) {
+ cutin "gelca02",2;
+ mes "Sphinx dungeon is such a maze.";
+ mes "It would be a good experience for you.";
+ callsub S_Quest,13044,13045,112000,186500;
+ }
+ else {
+ cutin "¾Æ´©ºñ½ºÄ«µå",3; //anubis_card
+ mes "An anonymous client sent a request to help clear monsters in Sphinx dungeon because adventurers hardly visit Morocc anymore. The monsters seem to be running rampant there.";
+ next;
+ mes "[Gelkah]";
+ mes "Please clear ^FF000020 Anubis^000000 on the 4th floor of Sphinx dungeon.";
+ callsub S_Quest,13045,13044;
+ }
+ }
+ }
+ break;
+ case 2:
+ mes "[Gelkah]";
+ if (para_100lv02 < 20) {
+ .@ran = rand(1,3);
+ if (.@ran == 1)
+ mes "We are so busy taking requests that need to be taken care of. It is my first time handling so much pressure.";
+ else if (.@ran == 2)
+ mes "I thought Eden Group was busy but I could not imagine it is this much. I should do more as an adventurer!";
+ else {
+ cutin "gelca02",2;
+ mes "I wish I could have a glass of fresh fruit juice...";
+ }
+ }
+ else if (para_100lv02 < 40) {
+ .@ran = rand(1,3);
+ if (.@ran == 1) {
+ cutin "gelca03",2;
+ mes "Adventurers sometimes bring special things or trophies from where they visited for a request. It is very good!";
+ }
+ else if (.@ran == 2)
+ mes "If there is something good "+ strcharinfo(0) +" I will try to give you a couple things. I am not sure if there will be enough to give because of so many adventurers.";
+ else
+ mes "Handling documents must be difficult. It's so much easier to just be out in the field.";
+ }
+ else if (para_100lv02 < 60) {
+ if (para_100lv01 > 3) {
+ .@ran = rand(1,3);
+ if (.@ran == 1)
+ mes "I will let you know if there is something good.";
+ else if (.@ran == 2)
+ mes "Are you get used to the requests? It is weird that I am guiding adventurers instead of taking requests myself.";
+ else
+ mes "It will be good if you clear one at a time after receiving all the requests from Glastheim.";
+ }
+ else {
+ cutin "gelca03",2;
+ mes "I am busy but clearing a lot of requests "+ strcharinfo(0) +" I appreciate it. Lets see. I got some good food from an adventurer that he received during a request.";
+ next;
+ mes "[Gelkah]";
+ mes "Oops I ate all? Okay just one left. Please drop by later!";
+ para_100lv01 = 4;
+ getitem Seed_Of_Yggdrasil,1;// Seed_Of_Yggdrasil
+ }
+ }
+ else if (para_100lv02 < 80) {
+ cutin "gelca03",2;
+ if (para_100lv01 > 4)
+ mes "Cheer up! "+ strcharinfo(0) +" I'm not sure if he thinks of you as his pupil. He is just out of control.";
+ else {
+ mes "There are a lot of presents coming in whenever the requests are done efficiently. Here, take this as a prize.";
+ para_100lv01 = 5;
+ getitem Yggdrasilberry,1;// Yggdrasilberry
+ }
+ }
+ else if (para_100lv02 > 100) {
+ mes "It is tough work but also fun to with master right "+ strcharinfo(0) +"?";
+ next;
+ switch( select( "I hate that hot-tempered fool.", "I want you to be the master.", "I would follow you to any battle." ) ) {
+ mes "[Gelkah]";
+ case 1:
+ mes "I understand you. I got into a fight when I first met master in Mora village.";
+ next;
+ mes "[Gelkah]";
+ mes "He was almost crying when I first met him. It was difficult to pretend to lose to him. Please keep it a secret.";
+ emotion e_heh;
+ break;
+ case 2:
+ if (Sex == 1)
+ mes "I'm not sure if I'm cut out for that job. Besides...";
+ else
+ mes "I am sorry to say this but I am the only pupil of master now and forever... He said ^FF0000I don't need an ugly female pupil^000000 but I still stick to him.";
+ break;
+ case 3:
+ cutin "gelca04",2;
+ mes "Oh no... Please don't do that. I am sorry please keep it as a secret to a master. I was careless.";
+ emotion e_shy;
+ break;
+ }
+ next;
+ cutin "gelca03",2;
+ mes "[Gelkah]";
+ if (para_100lv01 > 5)
+ mes "Good luck on the remained requests.";
+ else {
+ mes "Good luck on the remained request. ^FF0000Master says he has something to say to you.^000000";
+ para_100lv01 = 6;
+ }
+ }
+ else
+ mes "I am sorry but I am a little bit busy. Can we talk later?";
+ break;
+ case 3:
+ mes "[Gelkah]";
+ cutin "gelca03",2;
+ mes "Did you bring the Courtesy Ticket?";
+ next;
+ if (countitem(Courtesy_Ticket)) {// Courtesy_Ticket
+ if (select( "The ^FF0000Courtesy Ticket^000000?", "Exchange ticket for prizes." ) == 1) {
+ mes "[Gelkah]";
+ mes "I know it sounds childish. Right? The shape is just like the card we used to play when we were kids.";
+ next;
+ if (select( "A card? What is it?", "Uh, yeah those were fun..." ) == 1) {
+ cutin "gelca02",2;
+ mes "[Gelkah]";
+ mes "I am sorry... It must be popular only in our village. Throw, heat and let it fly it.";
+ emotion e_sry;
+ next;
+ }
+ cutin "gelca01",2;
+ mes "[Gelkah]";
+ mes "As you see, master made it himself and put his picture on it. He used to travel aroung for looking for the paper material to make the card.";
+ next;
+ cutin "gelca02",2;
+ mes "[Gelkah]";
+ mes "If they were not filed properly, the request of looking for a paper will be included to the request list.";
+ next;
+ mes "[Gelkah]";
+ mes "He is very kind even though he doesn't look like it. Master used it to give something to adventurers for their devotion.";
+ next;
+ cutin "gelca01",2;
+ mes "[Gelkah]";
+ mes "Give the story about adventure or trophy by using 1,10,20 and 30 cards.";
+ next;
+ mes "[Gelkah]";
+ mes "It will be agood experience if you listen to the story of adventurer. There are so much adventure that we heard from a master.";
+ next;
+ mes "[Gelkah]";
+ mes "If you are matured enough not to need a request Make sure that you are not allowed to use a ticket.";
+ }
+ else {
+ mes "[Gelkah]";
+ mes "How do you want to use this ticket?";
+ next;
+ if (select( "Exchange for prizes", "Listen to a story and get EXP" ) == 1) {
+ cutin "gelca03",2;
+ mes "[Gelkah]";
+ mes "You can pick a trophy in this bag. Please do not be disappointed even if you picked up something you do not want. How many do you want to exchange?";
+ next;
+ .@amount = (select( "Exchange ^FF00001^000000 Courtesy Ticket", "Exchange ^FF000010^000000 Courtesy Tickets" ) == 1) ? 1 : 10;
+ mes "[Gelkah]";
+ mes "Please give me a ticket and put your hand in a bag to pick.";
+ next;
+ if (countitem(Courtesy_Ticket) < .@amount) {// Courtesy_Ticket
+ mes "[Gelkah]";
+ mes "^FF0000Courtesy Ticket^000000 is insufficient.";
+ }
+ else {
+ mes "browsing";
+ next;
+ .@ran = rand(1,1000);
+ if (.@amount == 1) {
+ if (.@ran <= 100)
+ setarray .@item[0],Blue_Potion,2;
+ else if (.@ran <= 200)
+ setarray .@item[0],White_Slim_Potion,10;
+ else if (.@ran == 333)
+ setarray .@item[0],Old_Blue_Box,1;
+ else if (.@ran == 777)
+ setarray .@item[0],Old_Violet_Box,1;
+ else
+ setarray .@item[0],White_Slim_Potion,5;
+ }
+ else {
+ if (.@ran <= 100)
+ setarray .@item[0],Seed_Of_Yggdrasil,1;
+ else if (.@ran <= 200)
+ setarray .@item[0],White_Slim_Potion,100;
+ else if (.@ran >= 300 && .@ran <= 399)
+ setarray .@item[0],Old_Blue_Box,1;
+ else if (.@ran >= 600 && .@ran <= 650)
+ setarray .@item[0],Old_Card_Album,1;
+ else if (.@ran >= 700 && .@ran <= 800)
+ setarray .@item[0],Old_Violet_Box,1;
+ else
+ setarray .@item[0],White_Slim_Potion,60;
+ }
+ delitem Courtesy_Ticket,.@amount;
+ getitem .@item[0], .@item[1];
+ mes "You reach into the bag and grab ^0000FF"+ .@item[1] +" "+ getitemname(.@item[0]) +"^000000.";
+ next;
+ if (.@amount == 10)
+ cutin "gelca03",2;
+ mes "[Gelkah]";
+ mes "Make good use of it.";
+ }
+ }
+ else {
+ mes "[Gelkah]";
+ mes "Ok, I've got a story for you in exchange for the Courtesy Ticket.";
+ next;
+ switch( select( "Give ^FF000010^000000 Courtesy Ticket", "Give ^FF000020^000000 Courtesy Ticket", "Give ^FF000030^000000 Courtesy Ticket" ) ) {;
+ case 1:
+ mes "[Gelkah]";
+ if (countitem(Courtesy_Ticket) < 10)// Courtesy_Ticket
+ mes "You don't have enough Courtesy Tickets.";
+ else {
+ .@story = rand(1,3);
+ if (.@story == 1) {
+ cutin "gelca02",2;
+ mes "Have you seen the sunken ship near Alberta?";
+ next;
+ mes "Master Rohter and I traveled deep into the ship and battled a monster known as ^FF0000Drake^000000. That day I was determined that I would be the best adventurer.";
+ .@exp = 200000;
+ .@jexp = 148000;
+ }
+ else if (.@story == 2) {
+ cutin "gelca03",2;
+ mes "One time, master and I went to the cave west of Comodo and when we saw the Medusa monster...";
+ next;
+ mes "Oh boy the look on his face was priceless!";
+ emotion e_lv2;
+ emotion e_dots,1;
+ .@exp = 180000;
+ .@jexp = 168000;
+ }
+ else {
+ mes "I once got lost in a maze north of Prontera. I thought I was going in circles forever until I finally made it out.";
+ next;
+ mes "Rumor has it that if you get lost in that maze you'll turn into one of the monsters there.";
+ .@exp = 220000;
+ .@jexp = 128000;
+ }
+ if (JobLevel < 6)
+ .@jexp = 106000;
+ getexp .@exp,.@jexp;
+ delitem Courtesy_Ticket,10;
+ para_100lv02 += 1;
+ }
+ break;
+ case 2:
+ mes "[Gelkah]";
+ if (countitem(Courtesy_Ticket) < 20)// Courtesy_Ticket
+ mes "You don't have enough Courtesy Tickets.";
+ else {
+ .@story = rand(1,3);
+ if (.@story == 1) {
+ cutin "gelca04",2;
+ mes "Once I found a secret route to get to Jawaii... It's only for couples but some of us know how to get there still.";
+ next;
+ mes "Kind of useless to be there without a partner but oh well.";
+ emotion e_lv;
+ .@exp = 550000;
+ .@jexp = 340000;
+ }
+ else if (.@story == 2) {
+ cutin "gelca03",2;
+ mes "So one time, master was part of a guild called wing something... Chicken wing...?";
+ next;
+ mes "It was a fun guild because no one took things seriously but master got tired of their laziness so he left.";
+ .@exp = 400000;
+ .@jexp = 240000;
+ }
+ else {
+ mes "Have you been up to ^FF0000endless tower^000000? Master and I went there but only got to the 20th floor because his knee gave out while climbing...";
+ next;
+ mes "^FF0000Endless tower^000000 is somewhere in the sea. You have to find a guy named Jansor or Jans-something in Alberta and he'll sail you there.";
+ .@exp = 550000;
+ .@jexp = 290000;
+ }
+ if (JobLevel < 6)
+ .@jexp = 206000;
+ getexp .@exp, .@jexp;
+ delitem Courtesy_Ticket,20;
+ para_100lv02 += 1;
+ }
+ break;
+ case 3:
+ mes "[Gelkah]";
+ if (countitem(Courtesy_Ticket) < 30)// Courtesy_Ticket
+ mes "You don't have enough Courtesy Tickets.";
+ else {
+ .@story = rand(1,2);
+ if (.@story == 1) {
+ cutin "gelca04",2;
+ mes "Master's guild was dismissed at the Ash Vacuum because their guild master went missing after a battle with some Cornus monsters.";
+ next;
+ mes "[Gelkah]";
+ mes "Ever since then he started being mean to weaker adventurers...";
+ next;
+ mes "[Gelkah]";
+ mes "I don't think he ever saw that guild master again after that day.";
+ getexp 650000,488000;
+ }
+ else {
+ cutin "gelca03",2;
+ mes "[Gelkah]";
+ mes "Master started out as a popular support Monk at the Prontera monastery.";
+ next;
+ mes "[Gelkah]";
+ mes "But he was also regarded as a troublemaker because of his competitive nature so he left.";
+ getexp 700000,430000;
+ }
+ delitem Courtesy_Ticket,30;
+ para_100lv02 += 1;
+ }
+ break;
+ }
+ }
+ }
+ }
+ else {
+ mes "[Gelkah]";
+ mes "Please come back to me if you are received more Courtesy Tickets!";
+ }
+ }
+ }
+ }
+ else {
+ cutin "gelca03",2;
+ if (para_100lv02 > 100)
+ mes strcharinfo(0) +"! You did a good job! There are more requests but reserve them for the other adventurers.";
+ if (para_100lv02 < 101)
+ mes "I do not think you are suitable to the request I can give. Please find other adventures.";
+ callsub S_Hunting,13003,106000,148000,"Carat";// <quest id>, <job exp if joblevel < 6>, <job exp>, <quest name>
+ callsub S_Hunting,13005,106000,148000,"Arclouse";
+ callsub S_Hunting,13007,112000,186500,"Anolian";
+ callsub S_Hunting,13009,112000,186500,"Sting";
+ callsub S_Hunting,13011,112000,252000,"Majoruros";
+ callsub S_Hunting,13013,106000,148000,"Pinguicula";
+ callsub S_Hunting,13015,112000,186500,"Luciola Vespa";
+ callsub S_Hunting,13017,106000,148000,"Desert Wolf";
+ callsub S_Hunting,13019,106000,148000,"Snowier";
+ callsub S_Hunting,13021,112000,186500,"Ice Titan";
+ callsub S_Hunting,13023,106000,148000,"Nightmare Terror";
+ callsub S_Hunting,13025,106000,148000,"Flying Deleter";
+ callsub S_Hunting,13040,112000,186500,"Loli Ruri";
+ callsub S_Hunting,13042,106000,148000,"Medusa";
+ callsub S_Hunting,13044,112000,186500,"Anubis";
+ setarray .@quest_id[0],13004,13006,13008,130010,13012,13014,13016,13018,13020,13022,13024,13026,13041,13043,13045;
+ for ( .@i = 0; .@i < 15; .@i++ ) {
+ if (questprogress(.@quest_id[.@i],PLAYTIME) == 2)
+ erasequest .@quest_id[.@i];
+ }
+ }
+ close2;
+ cutin "",255;
+ end;
+S_Quest:
+ if (getarg(2,0)) {
+ getitem Courtesy_Ticket,1;// Courtesy_Ticket
+ para_100lv02 += 1;
+ if (JobLevel < 6)
+ getexp 550000,getarg(1);
+ else
+ getexp 550000,getarg(2);
+ }
+ else {
+ next;
+ cutin "gelca01",2;
+ if (select( "Accept the request.","Decline." ) == 2)
+ return 0;
+ mes "[Gelkah]";
+ mes "Please inform me when you've cleared the request.";
+ if (getarg(0) == 13012) {
+ next;
+ mes "[Gelkah]";
+ mes "The journey to the lowest floor of Glastheim is a long trip but it can be fun if you go with a party.";
+ }
+ }
+ if (questprogress(getarg(0)))
+ erasequest getarg(0);
+ setquest getarg(1);
+ return 1;
+
+S_Hunting:
+ switch( questprogress(getarg(0),HUNTING) ) {
+ case 0:
+ return;
+ case 1:
+ next;
+ mes "[Gelkah]";
+ mes "^FF0000"+ getarg(3) +" ^000000 - Quest is Under Progress.";
+ mes "Quest has been handed over to other adventurer.";
+ mes "Please Look for new Adventure";
+ break;
+ case 2:
+ next;
+ mes "[Gelkah]";
+ mes "You completed the request";
+ mes "^FF0000"+ getarg(3) +" Hunting^000000.";
+ mes "I will mark you down as having completed this request.";
+ para_100lv02 += 1;
+ if (JobLevel < 6)
+ getexp 550000,getarg(1);
+ else
+ getexp 550000,getarg(2);
+ break;
+ }
+ erasequest getarg(0);
+ return;
+}
+
+moc_para01,41,95,5 script Rohtert#12 4_M_ROTERT,{
+ mes "[Rohtert]";
+ if (!countitem(Para_Team_Mark)) {// Para_Team_Mark
+ cutin "rote01",2;
+ mes "You are not even a member of Eden Group. What are you doing here?";
+ mes "I'm only dealing with base level ^FF0000100 - 110^000000 adventurers.";
+ }
+ else {
+ cutin "rote03",2;
+ mes "......";
+ next;
+ mes "[Rohtert]";
+ if (BaseLevel < 100)
+ mes "Such a novice... go and train yourself more. What? Don't like the way I talk? Then get stronger.";
+ else if (BaseLevel > 110) {
+ mes "You are a little bit too mature of an adventurer. You have no business with me. Just leave. My business is with new third class adventurers up to level 110.";
+ if (questprogress(13047,PLAYTIME) == 2)
+ erasequest 13047;
+ if (questprogress(13049,PLAYTIME) == 2)
+ erasequest 13049;
+ if (questprogress(13048,HUNTING))
+ erasequest 13048;
+ if (questprogress(13046,HUNTING))
+ erasequest 13046;
+ }
+ else if (para_100lv01 < 2) {
+ mes "Yeah waddya want from me kid? You think I'm just gonna say ok I'll be your master and teach you everything I know?";
+ next;
+ mes "[Rohtert]";
+ mes "I'm not a charity so get lost.";
+ }
+ else if (para_100lv01 == 2) {
+ mes "You a new adventurer?";
+ next;
+ mes "[Rohtert]";
+ mes "There are so much things to do and you're wasting your time with me. Talk to Gelkah she's more chatty than I'll ever be to you.";
+ next;
+ mes "[Rohtert]";
+ mes "You seem brave enough to be a good adventurer but you're nothing but a Novice in my eyes.";
+ para_100lv01 = 3;
+ }
+ else if (para_100lv01 == 3) {
+ mes "I used to an adventurer for the Eden Group just like you but of course I was the best.";
+ next;
+ mes "[Rohtert]";
+ mes "I guess I'm retired now because my adventuring skills are just too good to compete with all you kids.";
+ }
+ else if (para_100lv01 == 4) {
+ mes "Anyway, I'm doing this a favor to the Eden Group.";
+ next;
+ mes "[Rohtert]";
+ mes "I am looking for someone who regards friendship or loyalty like a Spoon Stub.";
+ next;
+ if (select( "A Spoon what?", "You're a bad person." ) == 1) {
+ cutin "rote03",2;
+ mes "[Rohtert]";
+ mes "You know? A Spoon Stub. Zombie Prisoners drop them and they seem like they're usefull but really they're kinda worthless.";
+ next;
+ mes "[Rohtert]";
+ mes "Anyway, I guess you seem like the loyal type... sort of...";
+ }
+ else {
+ mes "[Rohtert]";
+ mes "That makes me feel weird. That is not bad but I guess I'm bad and I don't care.";
+ }
+ next;
+ cutin "rote04",2;
+ mes "[Rohtert]";
+ mes "Remember to stay brave you silly adventurer.";
+ }
+ else if (para_100lv01 == 5) {
+ cutin "rote03",2;
+ mes "Okay ! You are doing the best that you can do.";
+ next;
+ mes "[Rohtert]";
+ mes "I am afraid if you are becoming like Gelkah. She's like a lost puppy. Don't be like her. Okay?";
+ }
+ else if (para_100lv01 == 6) {
+ cutin "rote03",2;
+ mes "You busy looking all around.";
+ next;
+ mes "[Rohtert]";
+ if (questprogress(13046) == 2) {
+ if (questprogress(13047,PLAYTIME) == 1) {
+ mes "I am done with my business.";
+ mes "I am responsible for clearing documents. I hate doing this stuff.";
+ next;
+ mes "[Rohtert]";
+ mes "I guess I should talk to him one more time... Come back tomorrow!";
+ }
+ else if (questprogress(13047,PLAYTIME) == 2) {
+ mes "Oh, how long has it been?";
+ erasequest 13047;// Tendrilion Request Timer
+ }
+ else if (questprogress(13049,PLAYTIME) == 1)
+ mes "White is a paper and black is a letters. I hate public documents. But, I have to do this so I am busy for a while.";
+ else if (questprogress(13048,HUNTING) == 1)
+ mes "I know that hunting the Tens Drillion can't be too difficult for you.";
+ else if (questprogress(13048,HUNTING) == 2) {
+ cutin "rote02",2;
+ mes "Good ! You are becoming a good adventurer! Do your best!";
+ erasequest 13048;// Tendrilion Request
+ setquest 13049;// Tendrilion Request Timer
+ getexp 352000,253000;
+ }
+ else {
+ cutin "rote02",2;
+ mes "Tens Drillion I think we should teach it more lessons to show it who's boss!";
+ next;
+ if (select( "Lets give a good lesson for sure.", "I think once is enough." ) == 2) {
+ mes "[Rohtert]";
+ mes "It is fine there are still many adventurers that can do this.";
+ }
+ else {
+ cutin "rote04",2;
+ mes "[Rohtert]";
+ mes "It is not because I am coward.";
+ next;
+ mes "[Rohtert]";
+ mes "Good luck. Make sure you finish it off this time. Hah hah!";
+ if (questprogress(13049,PLAYTIME) == 2)
+ erasequest 13049;
+ setquest 13048;// Tendrilion Request
+ }
+ }
+ }
+ else if (questprogress(13046,HUNTING) == 1)
+ mes "You still there novice? If you can't handle this by yourself then ask your friends because this is not the easiest thing to do.";
+ else if (questprogress(13046,HUNTING) == 2) {
+ mes "Oh you're back safely!";
+ mes "I guess you're not a scrub like I thought you were.";
+ completequest 13046;// Tendrilion Request
+ setquest 13047;// Tendrilion Request Timer
+ getexp 352000,253000;
+ }
+ else {
+ cutin "rote04",2;
+ mes "Do you mind doing a simple errand?";
+ next;
+ if (select( "No I don't mind!", "Simple errands are for simpletons." ) == 2) {
+ mes "[Rohtert]";
+ mes "You are a strange adventurer...";
+ }
+ else {
+ mes "[Rohtert]";
+ mes "One fine windy day, I was collecting flowers in west south of the Rune Midgard Allied Forces Post to fulfill an Eden Group request.";
+ next;
+ mes "[Rohtert]";
+ mes "Then that one suddenly showed up.";
+ next;
+ select("One what?");
+ cutin "rote02",2;
+ mes "[Rohtert]";
+ mes "It was a ^FF0000Tens Drillion.^000000";
+ next;
+ cutin "gelca03",2;
+ mes "[^FF0000Gelkah^000000]";
+ mes "Oops! Its actually ^FF0000Tendrilion^000000!! Master!";
+ next;
+ cutin "rote04",2;
+ mes "[Rohtert]";
+ mes "Yeah yeah potato po-tah-toh!";
+ emotion e_pif;
+ next;
+ cutin "gelca02",2;
+ mes "[^FF0000Gelkah^000000]";
+ mes "......";
+ next;
+ cutin "rote04",2;
+ mes "[Rohtert]";
+ mes "We realized when we faced the eyes of the beast that it looked like a lion but it isn't any normal animal.";
+ emotion e_pif;
+ next;
+ mes "[Rohtert]";
+ mes "^8008F8I knew that it was kill or be killed.^000000";
+ next;
+ mes "[Rohtert]";
+ mes "Of course I beat that beast easily! It was easier than taking candy from a Poring.";
+ next;
+ mes "[Rohtert]";
+ mes "But to my surprise, the beast got back up. I was forced to beat it down 12 more times before it stayed down. This was not a normal Tens Drillion.";
+ next;
+ mes "[Rohtert]";
+ mes "I heard it is still wandering place to palce but I am kind of busy now.";
+ next;
+ mes "[Rohtert]";
+ mes "I want you to take care of it. For me it was fine to be there alone. But for you.. I recommend you to bring more adventurers.";
+ next;
+ select("You sure you did this yourself?");
+ mes "[Rohtert]";
+ mes "The fact that I am strong is more important than the number. Just go there and take the beast out.";
+ next;
+ mes "[Rohtert]";
+ mes "You'll find it west of the Rune Midgard Allied Forces Post at the Ash Vacuum.";
+ next;
+ select("I guess I have no choice.");
+ cutin "rote03",2;
+ mes "[Rohtert]";
+ mes "You still there novice? If you can not handle by yourself then ask to your friends because it is not easy one.";
+ next;
+ cutin "gelca02",2;
+ mes "[^FF0000Gelkah^000000]";
+ mes "......."+ strcharinfo(0) +" wait...";
+ next;
+ cutin "gelca01",2;
+ mes "[^FF0000Gelkah^000000]";
+ mes "If you find it don't be scared. Master did not have to fight the Tendrilion 12 times.";
+ next;
+ cutin "gelca03",2;
+ mes "[^FF0000Gelkah^000000]";
+ mes "In fact, master was so drunk he barely remembers the thing.";
+ next;
+ cutin "gelca04",2;
+ mes "[^FF0000Gelkah^000000]";
+ mes "I just left it alone because it was a little bit cute that a master was fighting with one Tendrilion. Now its becoming a problem.";
+ next;
+ cutin "gelca01",2;
+ mes "[^FF0000Gelkah^000000]";
+ mes "Please come back after clearing one Tendrilion. Oh and please keep this a secret from master.";
+ setquest 13046;// Tendrilion Request
+ }
+ }
+ }
+ }
+ close2;
+ cutin "",255;
+ end;
+}
diff --git a/npc/re/quests/eden/111-120.txt b/npc/re/quests/eden/111-120.txt
new file mode 100644
index 000000000..b8bd667f1
--- /dev/null
+++ b/npc/re/quests/eden/111-120.txt
@@ -0,0 +1,1171 @@
+//===== Hercules Script ======================================
+//= Eden Group Quests - Mission [111-120]
+//===== By: ==================================================
+//= Capuche
+//===== Current Version: =====================================
+//= 1.1
+//===== File Encoding ========================================
+//= CP-949 (EUC-KR compatible). Do NOT read/save it as UTF-8.
+//===== Compatible With: =====================================
+//= Hercules
+//===== Description: =========================================
+//= [Official Conversion]
+//= Repeatable quests for players between BaseLevel 111 - 120.
+//===== Additional Comments: =================================
+//= 1.0 First version.
+//= 1.1 Some CleanUps. [Dastgir]
+//============================================================
+
+moc_para01,17,95,5 script Mingmin#1 4_F_GENETIC,{
+ mes "[Mingmin]";
+ if (!countitem(Para_Team_Mark)) {// Para_Team_Mark
+ cutin "min02",0;
+ mes "A stranger. This place is supposed to be for Eden Group Members only.";
+ mes "I'm in need base level ^FF0000111 - 120^000000 adventurers to help my research.";
+ }
+ else if (!para_110lv01) {
+ cutin "min02",0;
+ mes "......";
+ emotion e_dot;
+ next;
+ mes "[Mingmin]";
+ mes "(Wow...)";
+ next;
+ mes "The Geneticist is muttering to herself.";
+ next;
+ mes "[Mingmin]";
+ mes "...";
+ next;
+ mes "[Mingmin]";
+ mes "......";
+ next;
+ mes "[Mingmin]";
+ mes "^0000ffA question: Art thou my servant?^000000";
+ next;
+ mes "["+ strcharinfo(0) +"]";
+ mes "(What's this lady talking about?)";
+ emotion e_dot,1;
+ next;
+ mes "[Mingmin]";
+ mes "Answer me!";
+ mes "Art thou my servant?";
+ emotion e_dot;
+ next;
+ select( "I am not.", "You be trippin'?" );
+ mes "[Mingmin]";
+ mes "Thou art not? Splendid...because I deigned that any servant of mine would have more dignity.";
+ emotion e_sigh;
+ next;
+ mes "[Mingmin]";
+ mes "Well, non-servant...What are you looking for here?";
+ next;
+ if (select( "Nothing in particular.", "Quests! Who are you?" ) == 1) {
+ mes "[Mingmin]";
+ mes "That is acceptable, I hope ye find what ye seek.";
+ emotion e_ok;
+ }
+ else {
+ mes "[Mingmin]";
+ mes "Oh me? I am ^E51BD8Busaner Mingmin^000000 and I'm researching monsters by request of the Eden Group.";
+ next;
+ mes "[Mingmin]";
+ mes "I used to collect fungus and mold alone at my mountain lab. Since then, I joined a group looking for new monsters...";
+ next;
+ mes "[Mingmin]";
+ mes "With all my experience, they actually made me a professor here at the Eden Group.";
+ next;
+ mes "[Mingmin]";
+ mes "Anyways, there is a pressing task I must complete, please excuse me for a moment.";
+ para_110lv01 = 1;
+ }
+ }
+ else if (para_110lv01 == 1) {
+ cutin "min02",0;
+ mes "^0C0CF2Pop quiz hot shot: Art thou my servant?^000000";
+ next;
+ select("No~ I'm "+ strcharinfo(0) +" remember?");
+ mes "[Mingmin]";
+ mes "Oh I have met you before, living in a house full of fungus seems to cause memory loss.";
+ emotion e_gasp;
+ next;
+ mes "[Mingmin]";
+ mes "Who were you again?";
+ emotion e_what;
+ next;
+ select("Eden Group requests and research");
+ mes "[Mingmin]";
+ mes "Ah, that I do remember.";
+ next;
+ mes "[Mingmin]";
+ mes "I am collecting information on the flora and fauna of Rune Midgard for the Eden Group.";
+ next;
+ mes "[Mingmin]";
+ mes "The intention is to scientifically catalog and itemize the dangers of the world. I do not like this idea personally.";
+ next;
+ mes "[Mingmin]";
+ mes "Theory will only take you so far in this world.";
+ next;
+ mes "[Mingmin]";
+ mes "Morever, an adventurer who travelled outside of Rune-Midgarts should be experienced enough to know themselves.";
+ next;
+ mes "[Mingmin]";
+ mes "This is ^ff0000my opinion^000000 only so do not concern thyself.";
+ next;
+ mes "[Mingmin]";
+ mes "Well, after all this talking I need to take a rest. My feet are rather tired.";
+ emotion e_yawn;
+ para_110lv01 = 2;
+ }
+ else if (para_110lv01 == 2) {
+ cutin "min02",0;
+ mes "Oh, "+ strcharinfo(0) +" its you... it is good you have ed, I was bored.";
+ next;
+ mes "[Mingmin]";
+ mes "Where was I? I just finished talking about the Eden Group's duty to protect others from danger.";
+ next;
+ mes "[Mingmin]";
+ mes "To protect more people, I think they need adventurers who have experienced things first-hand.";
+ next;
+ mes "[Mingmin]";
+ mes "So we need those brave or foolhardy enough to venture out to gather info in the field.";
+ next;
+ select("Sounds dangerous... when can I start?");
+ mes "[Mingmin]";
+ mes "Talk to me in a second and we'll get going.";
+ emotion e_yawn;
+ para_110lv01 = 3;
+ }
+ else if (para_110lv01 == 3) {
+ cutin "min02",0;
+ mes "Question "+ strcharinfo(0) +"! I was practising because new servant is coming soon.";
+ next;
+ select("Waddya mean new servant?");
+ mes "[Mingmin]";
+ mes "Oh...sorry, I meant squire...";
+ mes "I mean adventurer...";
+ emotion e_gasp;
+ next;
+ mes "[Mingmin]";
+ mes "Sorry, the fungus in my home has been getting quite rampant.";
+ next;
+ mes "[Mingmin]";
+ mes "I found Rohtert is working here when I arrived with a request from Eden Group.";
+ next;
+ if (para_100lv02 > 100) {
+ mes "[Mingmin]";
+ mes "Thou has met him prior to now? I do have a history with him.";
+ }
+ else {
+ mes "[Mingmin]";
+ mes "The guy with white hair by the entrance. You should drop by if you are interested, he is managing level 100-110 adventurers.";
+ }
+ next;
+ mes "[Mingmin]";
+ mes "Anyways, he had been working here so he knows better than me. I just came by to get advice.";
+ next;
+ mes "[Mingmin]";
+ mes "That was not that difficult so..";
+ next;
+ cutin "min01",0;
+ mes "[Mingmin]";
+ mes "Silly adventurers are going to come and ask me, ^ff0000'My queen, treat me like a naughty servant!'^000000";
+ next;
+ select("......Uh......");
+ cutin "min02",0;
+ mes "[Mingmin]";
+ mes " For some reason there aren't many people lining up to assist me yet.";
+ emotion e_dot,1;
+ next;
+ mes "[Mingmin]";
+ mes "I think it requires ^ff0000bravery^000000 to take a new request.";
+ next;
+ mes "[Mingmin]";
+ mes "Enough dilly-dallying, I want to make a contract with someone who really craves adventure.";
+ next;
+ mes "[Mingmin]";
+ mes "Maybe "+ strcharinfo(0) +" I'll let you be my servant if you are interested in doing this Eden Group request for my research.";
+ para_110lv01 = 4;
+ }
+ else if (para_110lv01 > 3) {
+ cutin "min01",0;
+ if (para_110lv01 == 5)
+ mes "Welcome! "+ strcharinfo(0) +"...";
+ else
+ mes "Hello "+ strcharinfo(0) +".";
+ next;
+ switch( select( "Request to research monsters", "Make small-talk" ) ) {
+ case 1:
+ mes "[Mingmin]";
+ if (BaseLevel < 111) {
+ cutin "min02",0;
+ mes "I think I already told you that I am looking for an adventurer with more experience for my monster research. ";
+ next;
+ mes "[Mingmin]";
+ mes "It is because this mission has very dangerous requests.";
+ next;
+ mes "[Mingmin]";
+ mes "Lets see. If you can handle all requests from rohtert standing there, then I will reconsider.";
+ next;
+ mes "[Mingmin]";
+ mes "I will reconsider if you turn to base level 111.";
+ }
+ else if (BaseLevel < 121) {
+ if (para_110lv01 == 4) {
+ cutin "min02",0;
+ mes "Oh, you want to help me with my research?";
+ next;
+ mes "She seems to be waiting for a ^FF0000special signal.^000000 What do you want to do?";
+ next;
+ while(select( "Make a heart with two hands.", "Dance around like a crazy person", "Wink at her", "Whistle at her." ) != 2) {
+ mes "[Mingmin]";
+ mes "What's that for?";
+ emotion e_hmm;
+ next;
+ mes "Hmm, she didn't go for that.";
+ next;
+ }
+ mes "[Mingmin]";
+ mes "This signal!?";
+ emotion e_flash;
+ next;
+ cutin "min01",0;
+ mes "[Mingmin]";
+ mes "^FF0000..................now?^000000";
+ emotion e_flash;
+ next;
+ select("Say nothing and nod...");
+ mes "[Mingmin]";
+ mes "......";
+ next;
+ mes "[Mingmin]";
+ mes "Question...! Art thou my servant?";
+ next;
+ select("Yes, my leige...");
+ cutin "min02",0;
+ mes "[Mingmin]";
+ mes "............";
+ next;
+ cutin "min01",0;
+ mes "[Mingmin]";
+ mes "Well, that's all settled then! Thou shalt signeth this form.";
+ next;
+ mes "[Contract]";
+ mes "A - adventurer shall not talk back to Busaner Mingmin and will not complain under any circumstance.";
+ next;
+ mes "[Contract]";
+ mes "B - adventurer shall proceed to complete the request for Busaner Mingmin as quick as humanly possible.";
+ next;
+ mes "[Contract]";
+ mes "C -This contract is terminated on the day that a request of the adventurer is completed.";
+ next;
+ cutin "min02",0;
+ mes "[Contract]";
+ mes "D - this contract shall be confidential except between the adventurer and Mingmin under ^FF0000penalty of death.^000000";
+ next;
+ mes "[Mingmin]";
+ mes "Don't worry too much. The Unions require it you know. Just sign on the line that is dotted.";
+ next;
+ if (select( "Sign the contract.", "Take time to think." ) == 2) {
+ mes "[Mingmin]";
+ mes "You can take your time....";
+ }
+ else {
+ cutin "min01",0;
+ mes "[Mingmin]";
+ mes "Did you sign it?";
+ next;
+ mes "[Mingmin]";
+ mes "............";
+ next;
+ cutin "min03",0;
+ mes "[Mingmin]";
+ mes "Haha! I feel much better now.";
+ emotion e_loud;
+ next;
+ mes "[Mingmin]";
+ mes "Thank you for accepting the strange contract. Looking forward to working with thee.";
+ next;
+ mes "[Mingmin]";
+ mes "I was careful for public requests because I have to be polite to adventurers.";
+ next;
+ mes "[Mingmin]";
+ mes "I tried to be poilte . But it just doesn't suit my personality.";
+ next;
+ cutin "min02",0;
+ mes "[Mingmin]";
+ mes "Thou shouldst be more careful...Did you notice something about the pen you signed with? There were ^FF0000orange shiitake mushroom spores^000000 on it.";
+ next;
+ mes "[Mingmin]";
+ mes "If the spores get in your bloodstream, you might grow mushrooms inside of your own body.";
+ next;
+ mes "[Mingmin]";
+ mes "It takes quite a long time so do thine best. I might give you the antidote if you do well.";
+ next;
+ cutin "min03",0;
+ mes "[Mingmin]";
+ mes "All right we became quite familiar now. So. Shall we get start to work?";
+ para_110lv01 = 5;
+ }
+ }
+ else if (para_110lv01 > 4) {
+ cutin "min01",0;
+ mes "We need some more information on the following monsters. Choose.";
+ next;
+ switch( select( "Glastheim related requests", "Thanatos tower related requests", "Ash Vacuum related requests", "Mingmin's personal request" ) ) {
+ case 1:
+ mes "[Mingmin]";
+ mes "I heard something is going on in Glastheim. Monsters are afoot.";
+ next;
+ switch( select( "Raydric Research", "Khalitzberg Research", "Wanderer Research" ) ) {
+ case 1:
+ mes "[Mingmin]";
+ if (questprogress(13068,PLAYTIME) == 1)
+ mes "Raydric's research is going well. It is better off having more samples to research.!";
+ else if (questprogress(13067,HUNTING) == 1) {
+ cutin "·¹À̵帯īµå",3; //daydric_card
+ mes "You can find Raydric in the west entrance or on the 2nd floor of Glastheim.";
+ next;
+ mes "[Mingmin]";
+ mes "I need information and document no matter what happens. Come back to me after dealing with ^FF000030 Raydric^000000's.";
+ next;
+ cutin "min01",0;
+ mes "[Mingmin]";
+ mes "The experience you learn by fighting with monsters will be a good record for the research!";
+ }
+ else if (questprogress(13067,HUNTING) == 2) {
+ cutin "min03",0;
+ mes "How do you feel dealing with tough monsters? Good documents and good experience to you as well.";
+ callsub S_Quest,13067,13068,700000,200000;
+ }
+ else {
+ cutin "·¹À̵帯īµå",3; //daydric_card
+ mes "Something is happening in Glastheim. And that clue is in Raydrics that is information I have.";
+ next;
+ mes "[Mingmin]";
+ mes "I need information and document no matter what happens. Come back to me after dealing with ^FF000030 Raydric^000000's.";
+ next;
+ cutin "min01",0;
+ if (select( "Take the request.", "Quit" ) == 1) {
+ mes "[Mingmin]";
+ mes "Please come back to me after dealing with the monsters. I need all your stories for documentation.";
+ callsub S_Quest,13068,13067;
+ }
+ }
+ break;
+ case 2:
+ mes "[Mingmin]";
+ if (questprogress(13070,PLAYTIME) == 1)
+ mes "Khalitzburg's research is going well. It is better off having more samples to research!";
+ else if (questprogress(13069,HUNTING) == 1) {
+ cutin "½ºÄ̳ªÀÌƮīµå",3; //skullknight_card
+ mes "Khalitzburg will be found in west entrance of Glastheim.";
+ next;
+ mes "[Mingmin]";
+ mes "I need information and document no matter what happens. Come back to me after dealing with ^FF000030 Khalitzburg's^000000";
+ next;
+ cutin "min01",0;
+ mes "[Mingmin]";
+ mes "The experience you learn by fighting with monsters will be a good record for the research!";
+ }
+ else if (questprogress(13069,HUNTING) == 2) {
+ cutin "min03",0;
+ mes "How do you feel of dealing with tough monsters? Good documents and good experience to you as well.";
+ callsub S_Quest,13069,13070,700000,200000;
+ }
+ else {
+ cutin "½ºÄ̳ªÀÌƮīµå",3; //skullknight_card
+ mes "Maybe Khalitzburg is linked to what is happening in glastheim so lets research it.";
+ next;
+ mes "[Mingmin]";
+ mes "I need information and document no matter what happens. Come back to me after dealing with ^FF000030 Khalitzburg's^000000";
+ next;
+ cutin "min01",0;
+ if (select( "Take the request.", "Quit" ) == 1) {
+ mes "[Mingmin]";
+ mes "Please tell me the story after dealing with them one by one. They will be important documents...";
+ callsub S_Quest,13070,13069;
+ }
+ }
+ break;
+ case 3:
+ mes "[Mingmin]";
+ if (questprogress(13072,PLAYTIME) == 1)
+ mes "Wanderer's research is going well. It is better off having more samples to research!";
+ else if (questprogress(13071,HUNTING) == 1) {
+ cutin "¹èȸÇÏ´ÂÀÚÄ«µå",3; //wander_man_card
+ mes "Wanderer will be found if you enter from the north entrance and go to big entrance in the middle of the road in Glastheim.";
+ next;
+ mes "[Mingmin]";
+ mes "I need information and documents no matter what happens. How about dealing with ^FF000030 Wanderers^000000.";
+ next;
+ cutin "min01",0;
+ mes "[Mingmin]";
+ mes "The experience you learn by fighting with monsters will be a good record for the research!";
+ }
+ else if (questprogress(13071,HUNTING) == 2) {
+ cutin "min03",0;
+ mes "How do you feel of dealing with tough monsters? Good documents and good experience to you as well.";
+ callsub S_Quest,13071,13072,700000,200000;
+ }
+ else {
+ cutin "¹èȸÇÏ´ÂÀÚÄ«µå",3; //wander_man_card
+ mes "Wanderer is the representative of Glastheim. It is dangerous but cool!";
+ next;
+ mes "[Mingmin]";
+ mes "It will be a good research. Come back after dealing with ^FF000030 Wanderers^000000.";
+ next;
+ cutin "min01",0;
+ if (select( "Take the request.", "Quit" ) == 1) {
+ mes "[Mingmin]";
+ mes "Please tell me the story after dealing with them one by one. They will be important documents...";
+ emotion e_no1;
+ callsub S_Quest,13072,13071;
+ }
+ }
+ }
+ break;
+ case 2:
+ mes "[Mingmin]";
+ mes "We need to research monsters in Thanatos tower.";
+ next;
+ switch( select( "Ancient Mimic research", "Deathword research", "Owl Baron research", "Bloody Page research" ) ) {
+ case 1:
+ mes "[Mingmin]";
+ if (questprogress(13074,PLAYTIME) == 1)
+ mes "Ancient mimic research is going well. It is better off having more samples for the research!";
+ else if (questprogress(13073,HUNTING) == 1) {
+ cutin "¿¡ÀμÇÆ®¹Ì¹Í",3; //ancient_mimic_card
+ mes "It is not far if you move from Juno or Hugel to Thanatos or Abyss lake.";
+ next;
+ mes "[Mingmin]";
+ mes "Do not complain! It will be a good experience for you!";
+ next;
+ cutin "min01",0;
+ mes "[Mingmin]";
+ mes "The experience you learn by fighting with monsters will be a good record to research!";
+ }
+ else if (questprogress(13073,HUNTING) == 2) {
+ cutin "min02",0;
+ mes "You did good work today!";
+ callsub S_Quest,13073,13074,700000,300000;
+ }
+ else {
+ cutin "¿¡ÀμÇÆ®¹Ì¹Í",3; //ancient_mimic_card
+ mes "You will see them often at thanatos tower or abyss lake. They are not generous with their drops but that is not important to finishing this request.";
+ next;
+ mes "[Mingmin]";
+ mes "I can not find any connection in two areas but they keep coming up so it is worth researching. Come back after taking care of ^FF000030 ancient mimic^000000.";
+ next;
+ cutin "min01",0;
+ if (select( "Take the request.", "Quit" ) == 1) {
+ mes "[Mingmin]";
+ mes "If you possibly get a good drop from them, you know right? Do not forget about me!";
+ emotion e_flash;
+ callsub S_Quest,13074,13073;
+ }
+ }
+ break;
+ case 2:
+ mes "[Mingmin]";
+ if (questprogress(13076,PLAYTIME) == 1)
+ mes "Deathword's research is going well. It is better off having more samples for the research!";
+ else if (questprogress(13075,HUNTING) == 1) {
+ mes "Thanatos tower will be more dangerous than you thought. You might want to organize a party before going there.";
+ next;
+ mes "[Mingmin]";
+ mes "I want to research this so take this request please!";
+ next;
+ mes "[Mingmin]";
+ mes "I will give you a reward...";
+ }
+ else if (questprogress(13075,HUNTING) == 2) {
+ cutin "min03",0;
+ mes "Thank you so much. This will be great research.";
+ callsub S_Quest,13075,13076,700000,300000;
+ }
+ else {
+ mes "That is the reason why I chose Thanatos tower to research. Do not be surprised. This one is an old book that became a monster!";
+ next;
+ mes "[Mingmin]";
+ mes "I want to research the background of those creatures. Please check ^FF000030 Deathwords^000000.";
+ next;
+ cutin "min01",0;
+ if (select( "Take the request.", "Quit" ) == 1) {
+ mes "[Mingmin]";
+ mes "Please take care of them one by one. Those books contain precious history of Rune Midgard so I want to research them.";
+ callsub S_Quest,13076,13075;
+ }
+ }
+ break;
+ case 3:
+ mes "[Mingmin]";
+ if (questprogress(13078,PLAYTIME) == 1)
+ mes "Owl Baron's research is going well. It is better off having more samples for the research!";
+ else if (questprogress(13077,HUNTING) == 1) {
+ cutin "¾Æ¿ï¹Ù·ÐÄ«µå",3; //owl_baron_card
+ mes "You can meet it if you climb the tower according to the rumors. For me, well I've never been up there.";
+ next;
+ mes "[Mingmin]";
+ mes "The guy with blue hat went to the top but I didn't bother to follow.";
+ next;
+ mes "[Mingmin]";
+ mes "Anyways, There will be enough reward for sure.";
+ cutin "min01",0;
+ }
+ else if (questprogress(13077,HUNTING) == 2) {
+ cutin "min03",0;
+ mes "Safely back!? Eden Group will be happy.";
+ callsub S_Quest,13077,13078,700000,300000;
+ }
+ else {
+ cutin "¾Æ¿ï¹Ù·ÐÄ«µå",3; //owl_baron_card
+ mes "Personally I have no interest in this monster but it was requested from the Eden Group.";
+ next;
+ mes "[Mingmin]";
+ mes "Please take care of ^FF000020 Owl Barons^000000. It will help other adventurers to explore Thanatos tower.";
+ next;
+ cutin "min01",0;
+ if (select( "Take the request.", "Quit" ) == 1) {
+ mes "[Mingmin]";
+ mes "It does not mean I am not going to research them. The more documents the better research.";
+ callsub S_Quest,13078,13077;
+ }
+ }
+ break;
+ case 4:
+ mes "[Mingmin]";
+ if (questprogress(13080,PLAYTIME) == 1) {
+ cutin "min03",0;
+ mes "I like old books! Okay I need to analyze this. Bloody Pages! Please bring more tomorrow or the day after tomorrow. Anytime!";
+ }
+ else if (questprogress(13079) == 1) {
+ if (countitem(Bloody_Page) > 19) {// Bloody_Page
+ cutin "min03",0;
+ mes "Wow. It is so curious. It is exciting!";
+ delitem Bloody_Page,20;
+ callsub S_Quest,13079,13080,700000,300000;
+ }
+ else {
+ cutin "µ¥½º¿öµå",3; //deathword_card
+ mes "3rd floor of thanatos has Deathword monsers that drop these bloody pages.";
+ next;
+ mes "[Mingmin]";
+ mes "I think if thou shalt collect 20 of these it should be enough for my research. It's barbaric, but it is a job!";
+ next;
+ mes "[Mingmin]";
+ mes "There will be enough reward for sure.";
+ cutin "min01",0;
+ }
+ }
+ else {
+ cutin "µ¥½º¿öµå",3; //deathword_card
+ mes "The fact that I decided to travel to Thanatos has the reason. Haha, I heard that I can get Bloody Pages from Deathword monsters.";
+ next;
+ mes "[Mingmin]";
+ mes "I know they're gross and bloody but just imagine the centuries of stories preserved in those pages...";
+ next;
+ mes "[Mingmin]";
+ mes "Can you please get me 20 ^FF0000Bloody Pages^000000? I will be happy if there is one useful bookshelf we can use when you bring them back.";
+ next;
+ cutin "min01",0;
+ if (select( "Take the request.", "Quit" ) == 1) {
+ mes "[Mingmin]";
+ mes "Please, I really want to research this.";
+ callsub S_Quest,13080,13079;
+ }
+ }
+ }
+ break;
+ case 3:
+ mes "[Mingmin]";
+ mes "The research for Ash Vacuum is just beginning. So there are still many thing to study!";
+ next;
+ switch( select( "Dark Pinguicula research", "Nepenthes research", "Naga research", "Centipede Larva research", "Cornus research", "We know the magic power of the horn we saw that day." ) ) {
+ case 1:
+ mes "[Mingmin]";
+ if (questprogress(13082,PLAYTIME) == 1)
+ mes "Pinguicula dark's research is ongoing. Please come back to me next time.!";
+ else if (questprogress(13081,HUNTING) == 1) {
+ cutin "ÇɱÍŧ¶ó´ÙÅ©Ä«µå",3; //pinguicula_dark_card
+ mes "I think this research is easy. They are not too dangerous from the initial reports I've received.";
+ next;
+ mes "[Mingmin]";
+ mes "It is north west from the Allied Forces Camp. It is not that far so hurry up.";
+ cutin "min01",0;
+ }
+ else if (questprogress(13081,HUNTING) == 2) {
+ cutin "min03",0;
+ mes "Good job! keep helping my research. I still have so much to do.";
+ callsub S_Quest,13081,13082,700000,180000;
+ }
+ else {
+ cutin "ÇɱÍŧ¶ó´ÙÅ©Ä«µå",3; //pinguicula_dark_card
+ mes "It is the monster living northwest of the Allied Forces Camp. I am not interested in going myself but the request was already paid for and I may as well research them.";
+ next;
+ mes "[Mingmin]";
+ mes "Hunt ^FF000030 Dark Pinguicula^000000. Battling it will provide some good research materials.";
+ next;
+ cutin "min01",0;
+ if (select( "Take the request.", "Quit" ) == 1) {
+ mes "[Mingmin]";
+ mes "Be careful and safe.";
+ callsub S_Quest,13082,13081;
+ }
+ }
+ break;
+ case 2:
+ mes "[Mingmin]";
+ if (questprogress(13084,PLAYTIME) == 1)
+ mes "Nepenthes's research is still ongoing. Please come back to me next time!";
+ else if (questprogress(13083,HUNTING) == 1) {
+ cutin "³×Ææµ¥½ºÄ«µå",3; //nepenthes_card
+ mes "It could be a simple request or tough request. Try to find friends if you are in trouble. That is adventure too!";
+ next;
+ mes "[Mingmin]";
+ mes "It is east of the Allied Forces Camp. It is not that far so hurry up.";
+ cutin "min01",0;
+ }
+ else if (questprogress(13083,HUNTING) == 2) {
+ cutin "min03",0;
+ mes "Good job! Keep assisting with my research. I still have so much to do.";
+ callsub S_Quest,13083,13084,700000,180000;
+ }
+ else {
+ cutin "³×Ææµ¥½ºÄ«µå",3; //nepenthes_card
+ mes "Do you know the monster name as mandragora? There is similar monster to the east of the expedition station. I am sure it will be related for researching monsters.";
+ next;
+ mes "[Mingmin]";
+ mes "Why don't you hunt 30 ^FF0000Nepenthes^000000? Their vines crawl up everywhere so be careful.";
+ next;
+ cutin "min01",0;
+ if (select( "Take the request.", "Quit" ) == 1) {
+ mes "[Mingmin]";
+ mes "The request like this satisfies me and the Eden Group. Be careful though.";
+ callsub S_Quest,13084,13083;
+ }
+ }
+ break;
+ case 3:
+ mes "[Mingmin]";
+ if (questprogress(13086,PLAYTIME) == 1)
+ mes "Naga's research is still ongoing. Please come back to me next time.";
+ else if (questprogress(13085,HUNTING) == 1) {
+ cutin "³ª°¡Ä«µå",3; //naga_card
+ mes "You take care of those addicted to magic powers, I have no interest.";
+ next;
+ mes "[Mingmin]";
+ mes "Please take care of 30 Naga monsters northwest of the expedition station.";
+ cutin "min01",0;
+ }
+ else if (questprogress(13085,HUNTING) == 2) {
+ cutin "min03",0;
+ mes "Good. Keep helping my research. I have too many to check out.";
+ callsub S_Quest,13085,13086,700000,180000;
+ }
+ else {
+ cutin "³ª°¡Ä«µå",3; //naga_card
+ mes "Please take care of 30 ^FF0000Naga^000000 monsters northwest of the expedition station.";
+ next;
+ mes "[Mingmin]";
+ mes "I have no interest in it but it bothers my time to research the other monsters that I actually want to study. So I want the number of them to be reduced.";
+ next;
+ cutin "min01",0;
+ if (select( "Take the request.", "Quit" ) == 1) {
+ mes "[Mingmin]";
+ mes "Please do your best. This request is also important to unlock additional research.";
+ callsub S_Quest,13086,13085;
+ }
+ }
+ break;
+ case 4:
+ mes "[Mingmin]";
+ if (questprogress(13088,PLAYTIME) == 1)
+ mes "I'm still researching the Centipede Larva. Please come and help me next time.";
+ else if (questprogress(13087,HUNTING) == 1) {
+ cutin "¼¾Æ¼Æäµ¥À¯ÃæÄ«µå",3; //centipede_larva_card
+ mes "Oh... No Lets take a deep breath. For me, I want to exterminate more than 20 for research.";
+ next;
+ emotion e_sob;
+ mes "[Mingmin]";
+ mes "Be careful. And they're east of the expedition station.";
+ cutin "min02",0;
+ }
+ else if (questprogress(13087,HUNTING) == 2) {
+ cutin "min02",0;
+ mes "Oh. Okay. You do not need to explain.";
+ emotion e_otl;
+ callsub S_Quest,13087,13088,700000,180000;
+ }
+ else {
+ cutin "¼¾Æ¼Æäµ¥À¯ÃæÄ«µå",3; //centipede_larva_card
+ mes "Yuck! It is very disgusting. Look at me. It is so creepy I wanted to survey it because I was interested in Nepenthes. But I hate bugs with lots of legs...";
+ next;
+ mes "[Mingmin]";
+ mes "Come back after 20 ^FF0000Centipede Larva^000000 are exterminated. Can you imagine how big they became? Just the thought makes my skin crawl.";
+ next;
+ cutin "min02",0;
+ if (select( "Take the request.", "Quit" ) == 1) {
+ mes "[Mingmin]";
+ mes "I'm sorry that I didn't do it myself. I'm not ashamed to admit that it's too disgusting for me.";
+ callsub S_Quest,13088,13087;
+ }
+ }
+ break;
+ case 5:
+ mes "[Mingmin]";
+ if (questprogress(13090,PLAYTIME) == 1)
+ mes "Cornus's research is still ongoing. Please research for other adventurers.";
+ else if (questprogress(13089,HUNTING) == 1) {
+ cutin "ÄÚ¸£´©½ºÄ«µå",3; //cornus_card
+ mes "I need to research those flying horse creatures so please help me out.";
+ next;
+ mes "[Mingmin]";
+ mes "Of course, It will help your adventurers too in some way I suppose.";
+ cutin "min01",0;
+ }
+ else if (questprogress(13089,HUNTING) == 2) {
+ cutin "min03",0;
+ mes "How was it ? Is that monster easy for adventurers to get?";
+ callsub S_Quest,13089,13090,700000,180000;
+ }
+ else {
+ cutin "ÄÚ¸£´©½ºÄ«µå",3; //cornus_card
+ mes "I found the monster that satisfies my research needs and helps adventurers to gain experience from the Eden Group. It is not weak or fierce monster either.";
+ next;
+ mes "[Mingmin]";
+ mes "I believe that Adventurers will handle Cornus in the future, so go out and deal with ^FF000030 Cornus^000000 so I can research that viability.";
+ next;
+ cutin "min01",0;
+ if (select( "Take the request.", "Quit" ) == 1) {
+ mes "[Mingmin]";
+ mes "This could be a revolution for Eden Group Adventurers. Be positive with this request please.";
+ callsub S_Quest,13090,13089;
+ }
+ }
+ break;
+ case 6:
+ mes "[Mingmin]";
+ if (questprogress(13092,PLAYTIME) == 1)
+ mes "I'm still researching the Mystic Horns you brought. Quite interesting. I can beat blue hat soon.";
+ else if (questprogress(13091) == 1) {
+ if (countitem(Mystic_Horn) > 19) {// Mystic_Horn
+ cutin "min03",0;
+ mes "Yes this one! It is worth doing. Thank you for taking this request.";
+ emotion e_thx;
+ delitem Mystic_Horn,20;
+ callsub S_Quest,13091,13092,700000,180000;
+ }
+ else {
+ cutin "ÄÚ¸£´©½ºÄ«µå",3; //cornus_card
+ mes "I am still researching but I hope to extract magic power from magical touched things.";
+ next;
+ mes "[Mingmin]";
+ mes "It will be useful for me and adventurers, right?";
+ cutin "min01",0;
+ }
+ }
+ else {
+ cutin "ÄÚ¸£´©½ºÄ«µå",3; //cornus_card
+ mes "This is why I accepted the request for this from Eden Group. Find 20 ^FF0000Mystic Horn^000000 from the Cornus monsters.";
+ next;
+ mes "[Mingmin]";
+ mes "I think I can use this horn for good things. It is easy to get. I will let you know later.";
+ next;
+ cutin "min01",0;
+ if (select( "Take the request.", "Quit" ) == 1) {
+ mes "[Mingmin]";
+ mes "Ye gain experience and I get research material. Good deal right? Excellent!";
+ callsub S_Quest,13092,13091;
+ }
+ }
+ }
+ break;
+ case 4:
+ mes "[Mingmin]";
+ mes "This request is for my personal research. I research for Eden Group and they support me to hire people assisting my research.";
+ next;
+ switch( select( "Ancient Mummy research", "Geffenia survey", "Juperos survey", "Fragment and Rusty Screw collecting." ) ) {
+ case 1:
+ mes "[Mingmin]";
+ if (questprogress(13094,PLAYTIME) == 1)
+ mes "Ancient Mummy's research is still ongoing.";
+ else if (questprogress(13093,HUNTING) == 1) {
+ cutin "¿¡ÀμÇÆ®¹ÌÀ̶óÄ«µå",3; //ancient_mummy_card
+ mes "If I finish researching, the first thing I'm going to do is eat a 10 year aged strawberry pudding...";
+ next;
+ mes "[Mingmin]";
+ mes "To finish my research I need you to hunt some Ancient Mummy.";
+ cutin "min01",0;
+ }
+ else if (questprogress(13093,HUNTING) == 2) {
+ cutin "min03",0;
+ mes "Did a good job. Fantastic strawberry pudding is not easy to make. Trust me. I will let thee taste it someday soon.";
+ callsub S_Quest,13093,13094,700000,200000;
+ }
+ else {
+ cutin "¿¡ÀμÇÆ®¹ÌÀ̶óÄ«µå",3; //ancient_mummy_card
+ mes "Things are supposed to go bad. Most of them but people want to keep and preserve food for a long time. ";
+ next;
+ mes "[Mingmin]";
+ mes "Have you even seen the bandage that Ancient Mummy are wound up in? They last even for centuries at a time.";
+ next;
+ mes "[Mingmin]";
+ mes "I guess it is rotten but we can make big money if this research goes well. Preservatives can make a strawberry pudding that does not go bad with time.";
+ next;
+ cutin "min01",0;
+ if (select( "Take the request.", "Quit" ) == 1) {
+ mes "[Mingmin]";
+ mes "This research is necessary so that I can make my strawberry pudding.";
+ callsub S_Quest,13094,13093;
+ }
+ }
+ break;
+ case 2:
+ mes "[Mingmin]";
+ if (questprogress(13096,PLAYTIME) == 1)
+ mes "Geffenia's research has just started. It is beginning so go slowly. Lets research.";
+ else if (questprogress(13095,HUNTING) == 1) {
+ cutin "¼­Å¥¹ö½ºÄ«µå",3; //succubus_card
+ mes "I do not expect a lot because it is very dangerous and not easy to access.";
+ next;
+ mes "[Mingmin]";
+ mes "This request is attempting to an adventurer who used to enjoy it. Simple! Fun! Worthy experience!";
+ cutin "min01",0;
+ }
+ else if (questprogress(13095,HUNTING) == 2) {
+ cutin "min03",0;
+ mes "You are more talented than I thought. If you found a tact, I will request to you for next time as well. This research is up to you.";
+ callsub S_Quest,13095,13096,700000,200000;
+ }
+ else {
+ cutin "ÀÎÅ¥¹ö½ºÄ«µå",3; //incubus_card
+ mes "This is pre-survey for precious research because Geffenia is easy to access.";
+ next;
+ mes "[Mingmin]";
+ mes "The request starts from how to find a way in. Please take a look what kind of monsters are in there. first of all, start by hunting ^FF000010^000000 Incubus, Succubus and Violy. Then lets research the details later.";
+ next;
+ cutin "min01",0;
+ if (select( "Take the request.", "Quit" ) == 1) {
+ mes "[Mingmin]";
+ mes "Try to start from Geffen fountain, if you want more information.";
+ callsub S_Quest,13096,13095;
+ }
+ }
+ break;
+ case 3:
+ mes "[Mingmin]";
+ if (questprogress(13098,PLAYTIME) == 1)
+ mes "They all look the same for me. I should research harder.";
+ else if (questprogress(13097,HUNTING) == 1) {
+ cutin "º£³ªÅõ",3; //venatu_card
+ mes "There is one more reason why many adventurers are sent to Juperos and that is my real request.";
+ next;
+ mes "[Mingmin]";
+ mes "If you go to Juperos? I wish you to take a request about ^FF0000Venatus^000000.";
+ cutin "min01",0;
+ }
+ else if (questprogress(13097,HUNTING) == 2) {
+ cutin "min03",0;
+ mes "You are not confused? I still do not know yet. What is the difference? Anyway good job.";
+ emotion e_loud;
+ callsub S_Quest,13097,13098,700000,300000;
+ }
+ else {
+ cutin "º£³ªÅõ",3; //venatu_card
+ mes "The remains of ancient, Juperos is mysterious. There are lots of ^FF0000secrets^000000. But this is yet again a simple monster research survey.";
+ next;
+ mes "[Mingmin]";
+ mes "The monster ^FF0000Venatu^000000 in juperos has 4 types of colors. Which means there are four types of monsters.";
+ next;
+ mes "[Mingmin]";
+ mes "I thought they are the same because they look the same. Is it only me? I can not distinguish. Hunt 30 of each Green, Orange and Blue ones just to be sure.";
+ next;
+ cutin "min01",0;
+ if (select( "Take the request.", "Quit" ) == 1) {
+ mes "[Mingmin]";
+ mes "It wil not be easy to be alone. But looking for a fellow for adventure is what an adventurer does.";
+ callsub S_Quest,13098,13097;
+ }
+ }
+ break;
+ case 4:
+ mes "[Mingmin]";
+ if (questprogress(13100,PLAYTIME) == 1)
+ mes "I will make anything better than you imagine.";
+ else if (questprogress(13099) == 1) {
+ if (countitem(Mystery_Piece) > 9 && countitem(Screw) > 19) {
+ cutin "min03",0;
+ mes "Thank you. You will appreciate me if my research is completed.";
+ emotion e_loud;
+ delitem Mystery_Piece,10;// Mystery_Piece
+ delitem Screw,20;// Screw
+ callsub S_Quest,13099,13100,700000,200000;
+ }
+ else {
+ cutin "º£³ªÅõ",3; //venatu_card
+ mes "You can find ^FF0000Fragment and Rusty Screw^000000 in juperos everywhere. Most of the monsters have it.";
+ next;
+ mes "[Mingmin]";
+ mes "I know it is not easy but I wish thee to take this request. Please.";
+ cutin "min01",0;
+ }
+ }
+ else {
+ cutin "º£³ªÅõ",3; //venatu_card
+ mes "Juperos is intense and mysterious. When he showed up, It seems like it is not Midgard.";
+ next;
+ mes "[Mingmin]";
+ mes "It is core research. I need to know who he is. That will be amazing. Can you bring me 10 ^FF0000Fragment^000000 and 20 ^FF0000Rusty Screw^000000?";
+ next;
+ cutin "min01",0;
+ if (select( "Take the request.", "Quit" ) == 1) {
+ mes "[Mingmin]";
+ mes "I do not know how many drops you can carry but I want as many as you can. May I ask you to bring 10 ^FF0000Fragment^000000 and 20 ^FF0000Rusty Screw^000000?";
+ callsub S_Quest,13100,13099;
+ }
+ }
+ }
+ }
+ }
+ }
+ else if (para_110lv01 < 5) {
+ mes "The request for researching monsters seem to easy for you.";
+ next;
+ mes "[Mingmin]";
+ mes "There is nothing I can do because these are the rules of the Eden Group.";
+ next;
+ mes "[Mingmin]";
+ mes "There is someone who strongly wishes you to solve your request.";
+ }
+ else {
+ cutin "min01",0;
+ mes "Contract is terminated. "+ strcharinfo(0) +" reward for completed research. ^FF0000I will delete incompleted research from your quest list.^000000";
+ para_110lv01 = 6;
+ next;
+ callsub S_Hunting,
+ 13067,200000,"Raydric",
+ 13069,200000,"Khalitzburg",
+ 13071,200000,"Wanderer",
+ 13073,300000,"Ancient Mimic",
+ 13075,300000,"Deathword",
+ 13077,300000,"Owl Baron";
+ callsub S_Gathering,13079,300000,"Bloody Page",7449,20;
+ callsub S_Hunting,
+ 13081,180000,"Dark Pinguicula",
+ 13083,180000,"Nepenthes",
+ 13085,180000,"Naga",
+ 13087,180000,"Centipede Larva",
+ 13089,180000,"Cornus";
+ callsub S_Gathering,13091,180000,"Mystic Horn",6023,20;
+ callsub S_Hunting,
+ 13093,200000,"Ancient Mummy",
+ 13095,200000,"Geffenia expedition",
+ 13097,300000,"Juperos";
+ callsub S_Gathering,13099,200000,"Fragments and Rusty Screws",7094,10,7317,20;
+ mes "[Mingmin]";
+ mes "It is a little bit inconvenient. I will read to you politely ^FF0000again^000000 in public.";
+ next;
+ mes "[Mingmin]";
+ mes "Anyway "+ strcharinfo(0) +" thank you for helping me start my research.";
+ next;
+ cutin "min03",0;
+ mes "[Mingmin]";
+ mes "Do not worry, I will treat you like a slave if we meet outside of Eden Group or if you tell anyone I was nice to you.";
+ emotion e_loud;
+ next;
+ cutin "min01",0;
+ mes "[Mingmin]";
+ mes "Just because I'm being nice now doesn't mean we're automatically friends though.";
+ }
+ break;
+ case 2:
+ if (para_110lv01 == 5)
+ mes "Do you want to know something? I am busy researching.";
+ else
+ mes "It is fine day for researching. It is always fun to talk to someone of sufficient intelligence.";
+ while(1) {
+ next;
+ switch( select( "^0000ffFriends^000000 story", "Something to research", "Orange beard gluey mushroom...", "Finish conversation" ) ) {
+ case 1:
+ mes "[Mingmin]";
+ if (para_110lv01 < 5) {
+ cutin "min02",0;
+ mes "I found a familiar face since I arrived to Eden Group with this request. ^ff0000Rohtert^000000 is the one.";
+ next;
+ mes "[Mingmin]";
+ mes "I used to join clubs that researched rare monsters. I heard it became a guild and anyway I met him there.";
+ next;
+ mes "[Mingmin]";
+ mes "I look younger but I am like his sister. There was so many things that happened in that club. However, I shouldn't go on and on about it. I might tell you later when we have time.";
+ }
+ else if (para_110lv01 == 5) {
+ cutin "min03",0;
+ mes "I found a familiar face since I arrived to Eden Group with this request. Do you see the guy ^FF0000Rohtert^000000 with white hair near the entrance?";
+ next;
+ mes "[Mingmin]";
+ mes "Now that he's grown up... well he used to follow me calling me his sister. By the way where is the blue hat guy who used to stick to him like glue. Did they have a fight?";
+ next;
+ mes "[Mingmin]";
+ mes "That blue hat guy... He used to annoy me even at the club. If I see him again I just might smack him...";
+ }
+ else {
+ cutin "min02",0;
+ mes "I used to talk to Rohtert from time to time while researching. There was a lot of things to talk about ever since I left the guild.";
+ next;
+ mes "[Mingmin]";
+ mes "I think the guild is still around since there were so many members even when I was there.";
+ next;
+ mes "[Mingmin]";
+ mes "I even heard that blue hat guy made himself a guild master. Imagine that fool being a master oh ho ho ho.";
+ }
+ continue;
+ case 2:
+ mes "[Mingmin]";
+ if (para_110lv01 < 5) {
+ cutin "min01",0;
+ mes "I research monsters. Especially their features, personality, spleens, locations and relationship with other monsters. Etc.";
+ }
+ else if (para_110lv01 == 5) {
+ cutin "min03",0;
+ mes "Researching these magic items there is more to it than just having them in your possession.";
+ next;
+ mes "[Mingmin]";
+ mes "My plan so far is like this. Extracted magic from the Mystic Horn is compressed by the Fragments and Screws. Then I will input the ancient information which was written in the Bloody Pages.";
+ next;
+ mes "[Mingmin]";
+ mes "I'm hoping to create some type of small hand-held storage device.";
+ next;
+ mes "[Mingmin]";
+ mes "I wil be rich if I complete this research! I am sure.";
+ }
+ else {
+ cutin "min01",0;
+ mes "Well do you remember my personal research I mentioned before? It is not easy even I tried to develop...";
+ next;
+ mes "[Mingmin]";
+ mes "I tried to make a magic device that you can hold in your hand.";
+ next;
+ mes "[Mingmin]";
+ mes "No. I can not give up for this. I will make it.";
+ }
+ continue;
+ case 3:
+ mes "[Mingmin]";
+ if (para_110lv01 < 5) {
+ cutin "min02",0;
+ mes "Orange mushroom? I do not know.";
+ }
+ else if (para_110lv01 == 5) {
+ cutin "min01",0;
+ mes "Do not worry. Ok, maybe worry because mushrooms could be growing in your body. I will get rid of it if you help me to research. It will be dangerous if it takes longer time.";
+ }
+ else {
+ cutin "min02",0;
+ mes "... orange shiitake gluey mushroom?";
+ next;
+ mes "[Mingmin]";
+ mes "Let me see. It might be dangerous.";
+ next;
+ mes "[Mingmin]";
+ mes "You helped me to research so let me help you! I will get rid of your mushroom spore infection.";
+ next;
+ mes "[Mingmin]";
+ mes "......";
+ next;
+ cutin "min03",0;
+ mes "[Mingmin]";
+ mes "...hee hee...";
+ emotion e_heh;
+ next;
+ mes "[Mingmin]";
+ mes "Hmmph, You are so naive. Did you believe it? Sticky.. some kind of mushroom is growing in your body? Hahaha";
+ next;
+ mes "[Mingmin]";
+ mes "It was just a joke. A little joke between friends.";
+ next;
+ mes "[Mingmin]";
+ mes "I am sorry if you are upset. You made it too easy...";
+ next;
+ emotion e_heh;
+ mes "[Mingmin]";
+ mes "You are funnier than I thought. Do not worry. That mushroom does not exist.";
+ }
+ continue;
+ case 4:
+ mes "[Mingmin]";
+ if (para_110lv01 == 5) {
+ cutin "min01",0;
+ mes "Please help me there are so many things to research.";
+ }
+ else {
+ cutin "min02",0;
+ mes "I hope you have a good time";
+ }
+ }
+ break;
+ }
+ }
+ }
+ close2;
+ cutin "",255;
+ end;
+
+S_Quest:
+ if (questprogress(getarg(0)))
+ erasequest getarg(0);
+ setquest getarg(1);
+ if (getarg(2,0))
+ getexp getarg(2),getarg(3);
+ return;
+S_Hunting:
+ .@total = getargcount();
+ for ( .@i = 0; .@i < .@total; .@i += 3 ) {
+ .@quest_id = getarg(.@i);
+ switch( questprogress(.@quest_id,HUNTING) ) {
+ case 0:
+ if (questprogress(.@quest_id+1))
+ erasequest (.@quest_id+1);
+ continue;
+ case 1:
+ mes "[Mingmin]";
+ mes "I will delete "+ getarg(.@i+2) +" research from request list.";
+ break;
+ case 2:
+ mes "[Mingmin]";
+ mes "You finished researching about "+ getarg(.@i+2) +". Thank you.";
+ getexp 700000,getarg(.@i+1);
+ break;
+
+ }
+ erasequest .@quest_id;
+ next;
+ }
+ return;
+S_Gathering:
+ if (questprogress(getarg(0))) {
+ if (getarg(5,0))
+ .@count_item2 = countitem(getarg(5));
+ mes "[Mingmin]";
+ if (countitem(getarg(3)) >= getarg(4) && .@count_item2 >= getarg(6,0)) {
+ if (.@count_item2)
+ mes "You finished researching about "+ getitemname(getarg(3)) +" and "+ getitemname(getarg(5)) +". Thank you.";
+ else
+ mes "You finished researching about "+ getitemname(getarg(3)) +". Thank you.";
+ delitem getarg(3),getarg(4);
+ if (getarg(5,0))
+ delitem getarg(5),getarg(6);
+ getexp 700000,getarg(1);
+ }
+ else {
+ if (getarg(5,0))
+ mes "I will delete "+ getitemname(getarg(3)) +" and "+ getitemname(getarg(5)) +" research from request list.";
+ else
+ mes "I will delete "+ getitemname(getarg(3)) +" research from request list.";
+ }
+ erasequest getarg(0);
+ next;
+ }
+ else if (questprogress(getarg(0)+1) > 0)
+ erasequest (getarg(0)+1);
+ return;
+}
diff --git a/npc/re/quests/eden/121-130.txt b/npc/re/quests/eden/121-130.txt
new file mode 100644
index 000000000..b57cb6ad9
--- /dev/null
+++ b/npc/re/quests/eden/121-130.txt
@@ -0,0 +1,805 @@
+//===== Hercules Script ======================================
+//= Eden Group Quests - Mission [121-130]
+//===== By: ==================================================
+//= Capuche
+//===== Current Version: =====================================
+//= 1.1
+//===== File Encoding ========================================
+//= CP-949 (EUC-KR compatible). Do NOT read/save it as UTF-8.
+//===== Compatible With: =====================================
+//= Hercules
+//===== Description: =========================================
+//= [Official Conversion]
+//= Repeatable quests for players between BaseLevel 121 - 130.
+//===== Additional Comments: =================================
+//= 1.0 First version.
+//= 1.1 Some CleanUps. [Dastgir]
+//============================================================
+
+moc_para01,44,81,3 script Melody-Jack#1 4_M_MELODY,8,8,{
+ mes "[Melody-Jack]";
+ if (!countitem(Para_Team_Mark)) {// Para_Team_Mark
+ mes "Who the hell are you? Get out of here!";
+ mes "I'm only talking to base level ^FF0000121-130^000000 adventurers.";
+ }
+ else if (!para_120lv01)
+ mes "What? do not bother me. I am busy now.";
+ else if (para_120lv01 == 1) {
+ mes "You got a request from that little girl? The small, talktive and half-naked one over there?";
+ next;
+ select("Say yes.", "Avoid answering.");
+ mes "[Melody-Jack]";
+ mes "No. I do not care It will be fine if you stepped into this room not because you are lost. I need anyone except that kind of fool.";
+ next;
+ mes "[Melody-Jack]";
+ mes "Please listen to me, I will offer you an attractive suggestion.";
+ next;
+ mes "[Melody-Jack]";
+ mes "I am ^ff0000Melody - Jack!^000000 The best man with best dagger skills.";
+ next;
+ mes "Melody-Jack swipes a dagger in your direction.";
+ next;
+ mes "[Melody-Jack]";
+ mes "I am qualified to take secret missions. And right now you're in luck.";
+ next;
+ mes "[Melody-Jack]";
+ mes "It seems that I have to lose one mission, deal and promise, I can not take it right now.";
+ next;
+ mes "[Melody-Jack]";
+ mes "Take my mission and solve the request of Aigu. I will compensate you.";
+ next;
+ mes "[Melody-Jack]";
+ mes "Our deal will be kept as a secret to Aigu. If you do not have 9 lives. Lets start.";
+ para_120lv01 = 2;
+ }
+ else if (para_120lv01 > 1) {
+ mes "......";
+ next;
+ if (select( "Show me the requests!", "Make small-talk." ) == 2) {
+ mes "[Melody-Jack]";
+ mes "What? Are you interested in me?";
+ next;
+ switch( select( "I am interested.", "About requests", "About a deal", "What is a promise?" ) ) {
+ case 1:
+ mes "[Melody-Jack]";
+ mes "Well go away. I have no interest in you.";
+ close;
+ case 2:
+ mes "[Melody-Jack]";
+ mes "I cannot stop it because of my bad credit. It drives me crazy.";
+ next;
+ mes "[Melody-Jack]";
+ mes "I am lucky to make a double contract with an adventurer like you. They are not included in our contract.";
+ close;
+ case 3:
+ mes "[Melody-Jack]";
+ mes "To be honest I don't think there is anyone worthy of trust. Trust or promises are both silly.";
+ next;
+ mes "[Melody-Jack]";
+ mes "I trust only me and my deal. Trust or promises are empty if they ar broken but if a deal is broken there is compensation or revenge.";
+ close;
+ case 4:
+ mes "[Melody-Jack]";
+ mes "Who're all of these kids?";
+ next;
+ mes "[Melody-Jack]";
+ mes "I came out for nothing but I am supposed to fulfill my duty. I don't owe anyone a thing.";
+ close;
+ }
+ }
+ mes "[Melody-Jack]";
+ if (BaseLevel < 121)
+ mes "Oh, I made a mistake. You are not the level of adventurer I am looking for. I'm looking for base level 121 to 130 adventurers.";
+ else if (BaseLevel < 131) {
+ mes "I do not like it but a deal is a deal. Please come back after clearing monsters in the places where Aigu asked to search.";
+ next;
+ switch( select( "Thanatos Tower related ", "Rachel Shrine related ", "Nameless Island related ", "Abyss Lake related " ) ) {
+ case 1:
+ mes "[Melody-Jack]";
+ mes "Thanatos tower is the most annoying place. Do not worry about your compensation. I keep my word.";
+ next;
+ switch( select( "Baroness of Retribution", "Lady Solace", "Mistress of Shelter", "Dame of Sentinel" ) ) {
+ case 1:
+ mes "[Melody-Jack]";
+ if (questprogress(13120,PLAYTIME) == 1)
+ mes "I think I finished today's performance. I cannot relax what if monsters show up suddenly.";
+ else if (questprogress(13119,HUNTING) == 1) {
+ cutin "½Å¹úÀÇ´ëÇàÀÚÄ«µå",3; //retribution_card
+ mes "I do not like that creature not because Aigu doesn't like them... How dare you? Who is punishing whom?";
+ next;
+ mes "[Melody-Jack]";
+ mes "These are some of the most dangerous creatures in the world. These creatures deserve no justice.";
+ next;
+ mes "[Melody-Jack]";
+ mes "Of course you can trust me. Because I believe in real deals. Lets sweep the creatures away.";
+ }
+ else if (questprogress(13119,HUNTING) == 2) {
+ mes "Did you clear them? So that does not bother that little boy for a day. Good job.";
+ callsub S_Quest,13119,13120,1;
+ }
+ else {
+ cutin "½Å¹úÀÇ´ëÇàÀÚÄ«µå",3; //retribution_card
+ mes "As you know, Thanatos Tower is where Aigu cares the most. It is the most dangerous place in some ways.";
+ next;
+ mes "[Melody-Jack]";
+ mes "Please clear monsters to help Aigu. Amateurs will make things messy.";
+ next;
+ if (select( "Take the request.", "Stop." ) == 1) {
+ mes "[Melody-Jack]";
+ mes "There must be a lot of them. Do not forget to keep this a secret. ";
+ callsub S_Quest,13120,13119;
+ }
+ }
+ break;
+ case 2:
+ mes "[Melody-Jack]";
+ if (questprogress(13122,PLAYTIME) == 1)
+ mes "I think I finished today's performance. I can not relax... What if monsters show up suddenly?";
+ else if (questprogress(13121,HUNTING) == 1) {
+ cutin "À§·ÎÇÏ´ÂÀÚ",3; //solace_card
+ mes "The building does not seem to be designed by human beings and a strange melody is always playing there.";
+ next;
+ mes "[Melody-Jack]";
+ mes "Do not fall into the mood of the melody because that can be your last song you hear.";
+ next;
+ mes "[Melody-Jack]";
+ mes "Remember, there is strange music as sharp as knife to kill people in the world.";
+ }
+ else if (questprogress(13121,HUNTING) == 2) {
+ mes "Have you ever heard the melody they are playing? You will have a chance if that little boy begins to play the performance again.";
+ callsub S_Quest,13121,13122,1;
+ }
+ else {
+ cutin "À§·ÎÇÏ´ÂÀÚ",3; //solace_card
+ mes "Beautiful melody. Maybe it sounds beautiful because creatures are playing.";
+ next;
+ mes "[Melody-Jack]";
+ mes "However that is another obstacle. A deal is prior to personal interest anytime. So clear Lady Solace.";
+ next;
+ if (select( "Take the request.", "Stop." ) == 1) {
+ mes "[Melody-Jack]";
+ mes "We are just keeping our end of the deal. Clear those creatures now.";
+ callsub S_Quest,13122,13121;
+ }
+ }
+ break;
+ case 3:
+ mes "[Melody-Jack]";
+ if (questprogress(13124,PLAYTIME) == 1)
+ mes "I think I finished today's performance. I can not relax... What if monsters show up suddenly?";
+ else if (questprogress(13123,HUNTING) == 1) {
+ cutin "¾È½ÄÀ»ÁÖ´ÂÀÚÄ«µå",3; //shelter_card
+ mes "Do you know an angel that turned into a monster? I do not know if it was an angel or not. But its appearance was an angel.";
+ next;
+ mes "[Melody-Jack]";
+ mes "Do not panic due to beautiful appearances regardless if it is an angel or a creature. You should do your job.";
+ next;
+ mes "[Melody-Jack]";
+ mes "Everything has its time. Maybe you requested this because that time has come.";
+ }
+ else if (questprogress(13123,HUNTING) == 2) {
+ mes "Good. Let me know if someone is looking for me. If so, I might need to change the details of the deal.";
+ callsub S_Quest,13123,13124,1;
+ }
+ else {
+ cutin "¾È½ÄÀ»ÁÖ´ÂÀÚÄ«µå",3; //shelter_card
+ mes "Do you know an angel that turned into a monster? I do not know if it was an angel or not. But its appearance was an angel.";
+ next;
+ mes "[Melody-Jack]";
+ mes "I don't care if it is a real angel or just a creature. Clear Mistress of Shelter.";
+ next;
+ if (select( "Take the request.", "Stop." ) == 1) {
+ mes "[Melody-Jack]";
+ mes "Dying flowers fall down by rain and wind. That is what you have to do.";
+ emotion e_no1;
+ callsub S_Quest,13124,13123;
+ }
+ }
+ break;
+ case 4:
+ mes "[Melody-Jack]";
+ if (questprogress(13126,PLAYTIME) == 1)
+ mes "I finished my performance for today. I can not relax what if monsters show up suddenly.";
+ else if (questprogress(13125,HUNTING) == 1) {
+ cutin "°¨½ÃÇÏ´ÂÀÚÄ«µå",3; //observation_card
+ mes "You may have felt they are watching once you stepped into the upper area of Thanatos Tower.";
+ next;
+ mes "[Melody-Jack]";
+ mes "Dame of Sentinel is not easy to handle so be sure to be ready to fight.";
+ next;
+ mes "[Melody-Jack]";
+ mes "It is a fine day to die. It will be you or them so do your best.";
+ }
+ else if (questprogress(13125,HUNTING) == 2) {
+ mes "You look fine. Maybe you are better than I thought? I did not check with my eyes though.";
+ callsub S_Quest,13125,13126,1;
+ }
+ else {
+ cutin "°¨½ÃÇÏ´ÂÀÚÄ«µå",3; //observation_card
+ mes "You will meet them if Aigu requests. The Dame of Sentinels.";
+ next;
+ mes "[Melody-Jack]";
+ mes "I wish they are cleared as well for her to request this adventure easily.";
+ next;
+ if (select( "Take the request.", "Stop." ) == 1) {
+ mes "[Melody-Jack]";
+ mes "A request for a request... Whatever.";
+ callsub S_Quest,13126,13125;
+ }
+ }
+ break;
+ }
+ break;
+ case 2:
+ mes "[Melody-Jack]";
+ mes "Aigu's adventure leads to Rachel Shrine. Okay... It is not strange if ^FF0000that human^000000 Aigu looking for is found anywhere.";
+ next;
+ switch( select( "Vanberk and Isilla", "Hodremlin", "Agav and Echio" ) ) {
+ case 1:
+ mes "[Melody-Jack]";
+ if (questprogress(13128,PLAYTIME) == 1)
+ mes "You may take a rest for a day. You cleared enough but fanatic is increased.";
+ else if (questprogress(13127,HUNTING) == 1) {
+ cutin "À̽ǶóÄ«µå",3; //isilla_card
+ mes "Someone who believes they are right are the most dangerous. This world is full of fools.";
+ next;
+ mes "[Melody-Jack]";
+ mes "Finally force others to believe what they believe. Lets clear Vanberk and Isilla.";
+ next;
+ mes "[Melody-Jack]";
+ mes "It is not my business. But this time is different. A little boy might be in a danger so lets hurry to clear these monsters.";
+ }
+ else if (questprogress(13127,HUNTING) == 2) {
+ mes "Just a day. Will be fine.";
+ callsub S_Quest,13127,13128,1;
+ }
+ else {
+ cutin "ÆǺ£¸£Å©Ä«µå",3; //vanberk_card
+ mes "Sanctuary in Rachel is prohibited to normal people from entering. You gotta know that.";
+ next;
+ mes "[Melody-Jack]";
+ mes "They think they can find a clue there but it is not a safe place. You should clear Vanberk and Isilla in advance.";
+ next;
+ if (select( "Take the request.", "Stop." ) == 1) {
+ mes "[Melody-Jack]";
+ mes "Clear all as quickly as you can.";
+ emotion e_flash;
+ callsub S_Quest,13128,13127;
+ }
+ }
+ break;
+ case 2:
+ mes "[Melody-Jack]";
+ if (questprogress(13130,PLAYTIME) == 1)
+ mes "Unknown mosters are dangerous so clear them first. I will inform you if something happens.";
+ else if (questprogress(13129,HUNTING) == 1) {
+ cutin "È£µå·½¸°Ä«µå",3; //hodremlin_card
+ mes "Cold teeth might be approaching. Its teeth are faster than your hands.";
+ next;
+ mes "[Melody-Jack]";
+ mes "Rachel sanctuary will be approaching from everywhere. You should be careful of this one.";
+ next;
+ mes "[Melody-Jack]";
+ mes "Just think of the job at hand. That will be enough.";
+ }
+ else if (questprogress(13129,HUNTING) == 2) {
+ mes "I am not that worried but are you safe? Not bitten?";
+ callsub S_Quest,13129,13130,1;
+ }
+ else {
+ cutin "È£µå·½¸°Ä«µå",3; //hodremlin_card
+ mes "Fanatics are a problem. A more serious problem is that they show up suddenly.";
+ next;
+ mes "[Melody-Jack]";
+ mes "Get rid of ^FF0000Hodremlin^000000 without any hesitation. Because they are very dangerous.";
+ next;
+ if (select( "Take the request.", "Stop." ) == 1) {
+ mes "[Melody-Jack]";
+ mes "They need faster hands than a head. I do not worry but you should be careful.";
+ callsub S_Quest,13130,13129;
+ }
+ }
+ break;
+ case 3:
+ mes "[Melody-Jack]";
+ if (questprogress(13132,PLAYTIME) == 1)
+ mes "If you can talk. There are no requests right now. Take a rest for the day.";
+ else if (questprogress(13131,HUNTING) == 1) {
+ cutin "¿¡Å°¿ÀÄ«µå",3; //echio_card
+ mes "Full of madness here. I just feel disgusting.";
+ next;
+ mes "[Melody-Jack]";
+ mes "It is my feeling but you might like it. I am sure ^FF0000Agav^000000 and ^FF0000Echio^000000 will not like you.";
+ next;
+ mes "[Melody-Jack]";
+ mes "They will run into you. Do not hesitate and keep focused on the job.";
+ }
+ else if (questprogress(13131,HUNTING) == 2) {
+ mes "Found anyone? I wouldn't worry. A promise ia a promise and a deal is a deal.";
+ callsub S_Quest,13131,13132,1;
+ }
+ else {
+ cutin "¾Æ°¡ºêÄ«µå",3; //agav_card
+ mes "It is true that it is getting more dangerous inside of Rachel sanctuary, but Aigu will not care for things we are not sure.";
+ next;
+ mes "[Melody-Jack]";
+ mes "That was not that bad. But someone needs to help? Lets clear ^FF0000Agav^000000 and ^FF0000Echio^000000 inside of Rachel Shrine.";
+ next;
+ if (select( "Take the request.", "Stop." ) == 1) {
+ mes "[Melody-Jack]";
+ mes "I cannot leave so farewell.";
+ callsub S_Quest,13132,13131;
+ }
+ }
+ break;
+ }
+ break;
+ case 3:
+ mes "[Melody-Jack]";
+ mes "Nameless Island is not known to usual adventurers. Aigu is also interested in there.";
+ next;
+ switch( select( "Ragged Zombie Hunting", "Zombie Slaughter Hunting", "Banshee Hunting" ) ) {
+ case 1:
+ mes "[Melody-Jack]";
+ if (questprogress(13134,PLAYTIME) == 1)
+ mes "Ragged Zombie is reduced. It is a good time to proceed Aigu's request for a minute.";
+ else if (questprogress(13133,HUNTING) == 1) {
+ cutin "´©´õ±âÁ»ºñÄ«µå",3; //ragged_zombie_card
+ mes "It is easy to meet everything on Nameless Island. So boring.";
+ next;
+ mes "[Melody-Jack]";
+ mes "Get rid of it and help Aigu and the other adventurers.";
+ }
+ else if (questprogress(13133,HUNTING) == 2) {
+ mes "Did you take a bath? It smells in here. But I am sure that you had a hard time with the smell.";
+ callsub S_Quest,13133,13134,1;
+ }
+ else {
+ cutin "´©´õ±âÁ»ºñÄ«µå",3; //ragged_zombie_card
+ mes "The dead come back at night. Comes back sounds strange. Lets cut the crap.";
+ next;
+ mes "[Melody-Jack]";
+ mes "Wish to clear ^FF0000Ragged Zombie^000000. It is easy because they show up everywhere.";
+ next;
+ if (select( "Take the request.", "Stop." ) == 1) {
+ mes "[Melody-Jack]";
+ mes "Take a ^FF0000bath^000000 and you won't smell anymore.";
+ callsub S_Quest,13134,13133;
+ }
+ }
+ break;
+ case 2:
+ mes "[Melody-Jack]";
+ if (questprogress(13136,PLAYTIME) == 1)
+ mes "I know the request to Nameless Island is not easy but I will be happy if you join again.";
+ else if (questprogress(13135,HUNTING) == 1) {
+ cutin "Á»ºñ½½·¯ÅÍÄ«µå",3; //zombie_slaughter_card
+ mes "It was not easy for me either to step into Nameless Island. I am not that patient.";
+ next;
+ mes "[Melody-Jack]";
+ mes "But adventurers should challenge once. ^FF0000Zombie Slaughter^000000 is worth clearing.";
+ }
+ else if (questprogress(13135,HUNTING) == 2) {
+ mes "You are quite good! You cleared them. It will take time to return.";
+ callsub S_Quest,13135,13136,1;
+ }
+ else {
+ cutin "Á»ºñ½½·¯ÅÍÄ«µå",3; //zombie_slaughter_card
+ mes "They are dangerous unlike Ragged Zombie because they swing something sharp.";
+ next;
+ mes "[Melody-Jack]";
+ mes "Please clear ^FF0000Zombie Slaughter^000000. Be careful to avoid their blades.";
+ next;
+ if (select( "Take the request.", "Stop." ) == 1) {
+ mes "[Melody-Jack]";
+ mes "You've got many things to take care of so I will hold my words. Clear them.";
+ callsub S_Quest,13136,13135;
+ }
+ }
+ break;
+ case 3:
+ mes "[Melody-Jack]";
+ if (questprogress(13138,PLAYTIME) == 1)
+ mes "Banshee is cleared. Request is solved anyway but it is not the end. It will be required again sooner or later.";
+ else if (questprogress(13137,HUNTING) == 1) {
+ cutin "¹ê½ÃÄ«µå",3; //banshee_card
+ mes "You will see there are unwelcoming things while adventuring sometimes regardless of monsters and companions.";
+ next;
+ mes "[Melody-Jack]";
+ mes "This request is like that for me. I just do not like creatures or the reason of giving this request.";
+ }
+ else if (questprogress(13137,HUNTING) == 2) {
+ mes "You must be tired. You went to that tough place beyond your capability. Do not be angry. I will reward you for that.";
+ callsub S_Quest,13137,13138,1;
+ }
+ else {
+ cutin "¹ê½ÃÄ«µå",3; //banshee_card
+ mes "Please clear ^FF0000Banshee^000000 inside of Nameless Island. Do not say no. You know it is for Aigu as well.";
+ next;
+ mes "[Melody-Jack]";
+ mes "Both Banshee and Aigu are annoying. I would not do this request but you will be different. Right?";
+ next;
+ if (select( "Take the request.", "Stop." ) == 1) {
+ mes "[Melody-Jack]";
+ mes "See? Someone needs this request. Clear ^FF0000Banshees^000000 at Nameless Island.";
+ callsub S_Quest,13138,13137;
+ }
+ }
+ break;
+ }
+ break;
+ case 4:
+ mes "[Melody-Jack]";
+ mes "Abyss Lake has requests from a little girl. Very dilligent.";
+ next;
+ if (select( "Ferus and Bewler are cleared.", "Gold and Blue Acidus are cleared." ) == 1) {
+ mes "[Melody-Jack]";
+ if (questprogress(13140,PLAYTIME) == 1)
+ mes "Green dragons and Red dragons remind me of watermelons.";
+ else if (questprogress(13139,HUNTING) == 1) {
+ cutin "·¹µåÆä·¯½ºÄ«µå",3; //ferus_card
+ mes "Abyss Lake... Do you possibly know how to get in there? You are not an adventurer with that information?";
+ next;
+ mes "[Melody-Jack]";
+ mes "Just in case I will give you a clue that a key and an entrance are going to be found around there.";
+ }
+ else if (questprogress(13139,HUNTING) == 2) {
+ mes "Did you clear all of the dragons? Take a rest for a day.";
+ callsub S_Quest,13139,13140,1;
+ }
+ else {
+ cutin "±×¸°Æä·¯½ºÄ«µå",3; //ferus__card
+ mes "Abyss Lake is full of dragons in and out. Dragons are not that special but there are so many.";
+ next;
+ mes "[Melody-Jack]";
+ mes "Which one is more dangerous between Ferus and Bewler? I do not know. Clear both of them.";
+ next;
+ if (select( "Take the request.", "Stop." ) == 1) {
+ mes "[Melody-Jack]";
+ mes "Neither green nor red are disturbing. But regardless, come back after clearing all.";
+ callsub S_Quest,13140,13139;
+ }
+ }
+ }
+ else {
+ mes "[Melody-Jack]";
+ if (questprogress(13142,PLAYTIME) == 1)
+ mes "Take a rest. We should go and subdue Acidus dragons again.";
+ else if (questprogress(13141,HUNTING) == 1) {
+ cutin "ºí·ç¾î½Ã´õ½ºÄ«µå",3; //acidus__card
+ mes "Abyss Lake is not close. But it is worth visiting.";
+ next;
+ mes "[Melody-Jack]";
+ mes "This is technically a training exercise but just pretend you are helping someone. There will be a reward.";
+ }
+ else if (questprogress(13141,HUNTING) == 2) {
+ mes "You are more of a talented adventurer than I thought. If you found a tactic, take care of it next time. This study is up to you.";
+ callsub S_Quest,13141,13142,1;
+ }
+ else {
+ cutin "°ñµå¾î½Ã´õ½º",3; //acidus_card
+ mes "There is a cave where dragons are living inside of Abyss Lake. There are so many but flying things are annoying.";
+ next;
+ mes "[Melody-Jack]";
+ mes "Subdue them as best as you can. Do not mind their colors because they are all to be cleared.";
+ next;
+ if (select( "Take the request.", "Stop." ) == 1) {
+ mes "[Melody-Jack]";
+ mes "Subdue the Gold and Blue Acidus monsters at the last level of Abyss Lake.";
+ callsub S_Quest,13142,13141;
+ }
+ }
+ }
+ break;
+ }
+ close2;
+ cutin "",255;
+ end;
+ }
+ else {
+ mes "You finished helping Aigu or did you quit? Anyways I have no more business for you. ";
+ next;
+ callsub S_Erasequest,
+ 13119,"Baroness of Retribution",
+ 13121,"Lady Solace",
+ 13123,"Mistress of Shelter",
+ 13125,"Dame of Sentinel",
+ 13127,"Vanberk and Isilla",
+ 13129,"Hodremlin",
+ 13131,"Agav and Echio",
+ 13133,"Ragged Zombie",
+ 13135,"Zombie Slaughter",
+ 13137,"Banshee",
+ 13139,"Ferus ",
+ 13141,"Acidus";
+ mes "[Melody-Jack]";
+ mes "I am not sure if you found what you are looking for... I cannot be involved anymore. Thanks.";
+ }
+ }
+ close;
+S_Quest:
+ if (questprogress(getarg(0)))
+ erasequest getarg(0);
+ setquest getarg(1);
+ if (getarg(2,0))
+ getexp 900000,200000;
+ return;
+S_Erasequest:
+ .@total = getargcount();
+ for ( .@i = 0; .@i < .@total; .@i += 2 ) {
+ .@quest_id = getarg(.@i);
+ switch( questprogress(.@quest_id,HUNTING) ) {
+ case 0:
+ if (questprogress(.@quest_id+1))
+ erasequest (.@quest_id+1);
+ continue;
+ case 1:
+ mes "[Melody-Jack]";
+ mes getarg(.@i+1) +" is cleared. No need to have more requests.";
+ break;
+ case 2:
+ mes "[Melody-Jack]";
+ mes getarg(.@i+1) +" is cleared. A deal is a deal. I need to get paid.";
+ getexp 900000,200000;
+ break;
+ }
+ erasequest .@quest_id;
+ next;
+ }
+ return;
+OnTouch:
+ if (para_120lv01 == 1) {
+ emotion e_gasp;
+ mes "[Melody-Jack]";
+ mes "Hey there! ... Wait.?";
+ close;
+ }
+ end;
+}
+
+moc_para01,17,77,5 script Aigu#1 4_F_IU,{
+ mes "[Aigu]";
+ if (!countitem(Para_Team_Mark)) {// Para_Team_Mark
+ mes "Oh, why aren't you a part of Eden Group?";
+ mes "I'm only talking to base level ^FF0000121-130^000000 adventurers.";
+ }
+ else if (!para_120lv01) {
+ cutin "igu01",2;
+ mes "Hi? A fine day like today. Can I ask for a favor? I heard that adventurers in Eden Group are nice.";
+ next;
+ if (select( "I'm not the nice kind.", "Sure, I'll help." ) == 1) {
+ cutin "igu05",2;
+ mes "[Aigu]";
+ mes "yek.. I hate.";
+ }
+ else {
+ cutin "igu03",2;
+ mes "[Aigu]";
+ mes "Really? I will introduce myself! I am the head of the ^ff0000Dandelion band Aigu.^000000";
+ next;
+ mes "[Aigu]";
+ mes "I just came back from a local performance. There is someone I wanted to meet but is missing now so I came to Eden Group for a request.";
+ next;
+ mes "[Aigu]";
+ mes "I just decided to make a request by myself because no one is in charge and everyone is busy. Thanks for the help.";
+ para_120lv01 = 1;
+ }
+ }
+ else {
+ cutin "igu01",2;
+ mes "It is nice to come back to Midgard! Very exciting as the first day.";
+ next;
+ if (select( "What is your request?", "Talk about something else." ) == 2) {
+ cutin "igu01",2;
+ mes "[Aigu]";
+ mes "Dandelion band travels all around the world and conveys healing music to people";
+ next;
+ cutin "igu02",2;
+ mes "[Aigu]";
+ mes "Actually our songs have no magic but I am sure it helps people because I am singing.";
+ }
+ else if (BaseLevel < 121) {
+ cutin "igu04",2;
+ mes "[Aigu]";
+ mes "I think it is difficult for you to get my request? For now, I think it will make more people lost. How about widening your sight by travelling?";
+ }
+ else if (BaseLevel < 131) {
+ mes "[Aigu]";
+ mes "I made a shelter for someone I am looking for and lost adventurers. I want to know which adventurer has been there.";
+ next;
+ switch( select( "Thanatos Tower search", "Rachel Sanctuary search", "Nameless Island search", "Abyss Lake search" ) ) {
+ mes "[Aigu]";
+ case 1:
+ if (questprogress(13115,PLAYTIME) == 1)
+ mes "I will ask to search again after for a while because there is hope since a trace of someone was found.";
+ else if (questprogress(13111) == 1) {
+ cutin "igu04",2;
+ mes "You know someone went there but you do not know who that is? Thank you. But let me ask you to search again tomorrow since we do not know who it is.";
+ callsub S_Quest,13111,13115,1250000,300000;
+ }
+ else if (questprogress(13107) == 1)
+ mes "You may find shelter on top of the tower. Even that shelter only has water and a bonfire.";
+ else {
+ mes "Adventurers are easily lost because of dangerous monsters and the height of thanatos tower. But it isn't impossible for some adventurers so please check for me.";
+ next;
+ if (select( "Begin to search.", "Cancel." ) == 1) {
+ mes "[Aigu]";
+ mes "Thanatos tower is north of the Schwartzvalt Republic! It is not far from Juno or Hugel.";
+ callsub S_Quest,13115,13107;// Thanatos Tower Search
+ }
+ }
+ break;
+ case 2:
+ if (questprogress(13116,PLAYTIME) == 1)
+ mes "Searching Rachel was enough. I will ask you again after a while.";
+ else if (questprogress(13112) == 1) {
+ mes "How was your trip? No special news. But it is not done yet so I will ask you to search again.";
+ callsub S_Quest,13112,13116,1000000,300000;
+ }
+ else if (questprogress(13108) == 1)
+ mes "Not able to enter the sanctuary in a usual way. It is not easy but we can find a clue at Rachel.";
+ else {
+ cutin "igu03",2;
+ mes "There is a sanctuary inside of Rachel Shrine. It is possible to get stuck there once you're inside.";
+ next;
+ mes "[Aigu]";
+ mes "Please take a look if there are any traces of lost adventurers at the southeast part of the 2nd floor in the middle zone.";
+ next;
+ if (select( "Begin the search.", "Stop." ) == 1) {
+ cutin "igu05",2;
+ mes "[Aigu]";
+ mes "I wish you safety in your search.";
+ callsub S_Quest,13116,13108;// Rachel holy ground Search
+ }
+ }
+ break;
+ case 3:
+ if (questprogress(13117,PLAYTIME) == 1)
+ mes "Searching Nameless Island will continue at another time. How about taking a rest for a while?";
+ else if (questprogress(13113) == 1) {
+ mes "Thank you! There are wandering adventurers also helping! We should continue to search anyway. Please help me next time again.";
+ callsub S_Quest,13113,13117,900000,300000;
+ }
+ else if (questprogress(13109) == 1) {
+ cutin "igu04",2;
+ mes "Maybe... hanging out and drinking with the dead. But please talk with me.";
+ }
+ else {
+ cutin "igu03",2;
+ mes "Yes, Maybe they're not able to come because they've been captured by the dead! Nameless Island will be fine! Please search Nameless Island.";
+ next;
+ if (select( "Begin the search.", "Stop." ) == 1) {
+ cutin "igu01",2;
+ mes "[Aigu]";
+ mes "I wil ask you to search the 1st underground of the monastery on Nameless Island. I cannot make you take that risk unless you volunteer.";
+ callsub S_Quest,13117,13109;// Unknown island Search
+ }
+ }
+ break;
+ case 4:
+ if (questprogress(13118,PLAYTIME) == 1)
+ mes "I will try to search Abyss Lake again after a while.";
+ else if (questprogress(13114) == 1) {
+ cutin "igu05",2;
+ mes "You came back safely but I guess there was no good result for your face. I will search more so do not disappoint! Thank you.";
+ callsub S_Quest,13114,13118,900000,200000;
+ }
+ else if (questprogress(13110) == 1) {
+ cutin "igu05",2;
+ mes "Maybe, disappointed and fallen down because a monster was not found on the ground of the lake.";
+ }
+ else {
+ mes "I suggest to search Abyss Lake precisely the cave at the middle of the lake.";
+ next;
+ mes "[Aigu]";
+ mes "Yes! The end of a good adventure needs a dragon! I've heard there is a monster on the ground of a lake.";
+ next;
+ if (select( "Begin the search.", "Stop." ) == 1) {
+ mes "[Aigu]";
+ mes "Abyss Lake is the fastest way to get to Hugel. Please visit 3rd floor of underground cave.!";
+ callsub S_Quest,13118,13110;// Abyss Lake Search
+ }
+ }
+ }
+ }
+ else {
+ cutin "igu04",2;
+ mes "[Aigu]";
+ mes "I can't give you any more search tasks right now! You need harder challenges suitable for your level.";
+ callsub S_Erasequest,
+ 13107,"Thanatos Tower",
+ 13108,"Rachel Shrine",
+ 13109,"Nameless Island",
+ 13110,"Abyss Lake";
+ callsub S_Erasequest2,
+ 13111,"Thanatos Tower",1250000,300000,
+ 13112,"Rachel Shrine",1000000,300000,
+ 13113,"Nameless Island",900000,300000,
+ 13114,"Abyss Lake",900000,200000;
+ for ( .@i = 13115; .@i <= 13118; .@i++ )
+ if (questprogress(.@i)) erasequest .@i;
+ }
+ }
+ close2;
+ cutin "",255;
+ end;
+S_Quest:
+ if (questprogress(getarg(0)))
+ erasequest getarg(0);
+ setquest getarg(1);
+ if (getarg(2,0))
+ getexp getarg(2),getarg(3);
+ return;
+S_Erasequest:
+ .@total = getargcount();
+ for ( .@i = 0; .@i < .@total; .@i += 2 ) {
+ if (questprogress(getarg(.@i))) {
+ next;
+ mes "[Aigu]";
+ mes "Oh, you've been working on "+ getarg(.@i+1) +" Adventure task. Let me clear your record, so you can work on better tasks.";
+ erasequest getarg(.@i);
+ }
+ }
+ return;
+S_Erasequest2:
+ .@total = getargcount();
+ for ( .@i = 0; .@i < .@total; .@i += 4 ) {
+ if (questprogress(getarg(.@i))) {
+ next;
+ mes "[Aigu]";
+ mes "Oh, you've already finished "+ getarg(.@i+1) +" Adventure. Thank you for helping me out with this task!.";
+ erasequest getarg(.@i);
+ getexp getarg(.@i+2),getarg(.@i+3);
+ }
+ }
+ return;
+}
+
+- script Trace of an adventurer -1,{
+ .@quest = 13106 + atoi(strnpcinfo(2));
+ .@delay = 13110 + atoi(strnpcinfo(2));
+ if (questprogress(.@quest) == 1) {
+ mes "I found traces of someone who was here but I cannot find a clue. Lets go back and report to Aigu.";
+ erasequest .@quest;
+ setquest .@delay;
+ }
+ else
+ mes "There are traces of someone being here.";
+ close;
+}
+thana_step,167,292,5 duplicate(Trace of an adventurer) Trace of an adventurer#1 4_TRACE
+ra_san05,265,69,5 duplicate(Trace of an adventurer) Trace of an adventurer#2 4_TRACE
+abbey02,155,290,5 duplicate(Trace of an adventurer) Trace of an adventurer#3 4_TRACE
+abyss_03,102,140,5 duplicate(Trace of an adventurer) Trace of an adventurer#4 4_TRACE
+
+tha_t06,126,128,3 script Suspicious Monster#1 4_DEVIRUCHI,{
+ mes "[Disguised Adventurer]";
+ mes "I am just working at this dangerous place for 5000 zeny... Are you the adventurer who got a request from Eden Group?";
+ next;
+ switch( select( "Yes","No" ) ) {
+ case 1:
+ mes "[Disguised Adventurer]";
+ if (BaseLevel < 121 || BaseLevel > 130) {
+ mes "I could see that is not you at first glance!";
+ close;
+ }
+ mes "The adventurers proceeding the request for Aigu are warped to the upper level on behalf of Aigu.";
+ next;
+ if (select( "Go up.", "Do not go up." ) == 1) {
+ mes "[Disguised Adventurer]";
+ if (questprogress(13107) != 1)
+ mes "It seems that you're currently not doing the Thanatos Tower adventure request. I'm sorry but I'm doing this for Aigu and not you.";
+ else {
+ mes "Be careful! You can not come down once you go up. For Aigu!";
+ close2;
+ warp "thana_step",69,369;
+ end;
+ }
+ }
+ close;
+ case 2:
+ mes "[Disguised Adventurer]";
+ mes "Or please pretend not to know me! I will be in a danger if you blow my cover!";
+ close;
+ }
+}
diff --git a/npc/re/quests/eden/131-140.txt b/npc/re/quests/eden/131-140.txt
new file mode 100644
index 000000000..b40c4167f
--- /dev/null
+++ b/npc/re/quests/eden/131-140.txt
@@ -0,0 +1,599 @@
+//===== Hercules Script ======================================
+//= Eden Group Quests - Mission [131-140]
+//===== By: ==================================================
+//= Capuche
+//===== Current Version: =====================================
+//= 1.1
+//===== File Encoding ========================================
+//= CP-949 (EUC-KR compatible). Do NOT read/save it as UTF-8.
+//===== Compatible With: =====================================
+//= Hercules
+//===== Description: =========================================
+//= [Official Conversion]
+//= Repeatable quests for players between BaseLevel 131 - 140.
+//===== Additional Comments: =================================
+//= 1.0 First version.
+//= 1.1 Some CleanUps. [Dastgir]
+//============================================================
+
+moc_para01,41,76,3 script Ragi#1 4_M_RAGI,{
+ cutin "ragi01",0;
+ mes "[Ragi]";
+ if (!countitem(Para_Team_Mark)) {// Para_Team_Mark
+ mes "Only adventurers from Eden Group are welcome here.";
+ mes "I'm giving requests to base level ^FF0000130-140^000000 adventurers only.";
+ }
+ else if (!para_130lv01) {
+ mes "Hi. I'm the new member of the Dandelion band Ragi. I am making songs on behalf of Aigu. Are you interested in a story?";
+ next;
+ mes "[Ragi]";
+ mes "Haha. I am sorry to request to adventurers even though I am a new.";
+ next;
+ mes "[Ragi]";
+ mes "Just take a look at the list. Can you help me if it is okay with you?";
+ para_130lv01 = 1;
+ }
+ else {
+ mes "I am collecting stories to make a song on behalf of Aigu.";
+ next;
+ if (select( "Request to collect stories", "Conversation" ) == 1) {
+ mes "[Ragi]";
+ if (BaseLevel < 131) {
+ cutin "ragi02",0;
+ mes "This is the request of Aigu but it is dangerous. You should grow up more.";
+ }
+ else if (BaseLevel < 141) {
+ mes "This song and story is about monsters. ^FF0000Tell me the story about how you felt while you were fighting with them.^000000";
+ next;
+ switch( select( "The story of the lost", "Story of devil", "Story from far away distance" ) ) {
+ case 1:
+ mes "[Ragi]";
+ mes "Lighthalzen has many stories that I'm sure are sad and lost. Their stories should not be forgotten so please tell me what you can.";
+ next;
+ switch( select( "Egnigem Cenia (Swordman Monster)",
+ "Armeyer Dinze (Merchant Monster)",
+ "Wickebine Tres (Thief Monster)",
+ "Kavach Icarus (Archer Monster)",
+ "Errende Ebecee (Acolyte Monster)",
+ "Laurell Weinder (Mage Monster)" ) ) {
+ case 1:
+ mes "[Ragi]";
+ if (questprogress(13144,PLAYTIME) == 1)
+ mes "Some adventurers tell me stories a little bit but they are not enough to make a song out of.";
+ else if (questprogress(13143,HUNTING) == 1) {
+ cutin "À̱״ÏÁª¼¼´Ï¾ÆÄ«µå",3; //ygnizem_card
+ mes "She is a sad swordman in such a far away place. What brought here there do you think?";
+ next;
+ mes "[Ragi]";
+ mes "These are very important stories to someone. I want to make a song with these stories. Please help me.";
+ cutin "ragi01",0;
+ }
+ else if (questprogress(13143,HUNTING) == 2) {
+ mes "Have you heard any new stories? Please tell me stories if you have any from your journey.";
+ callsub S_Quest,13143,13144,1100000,300000;
+ }
+ else {
+ cutin "À̱״ÏÁª¼¼´Ï¾ÆÄ«µå",3; //ygnizem_card
+ mes "A sword woman who is stronger than any swordmen. Egnigem Cenia. That is her name. I am not sure if that is her or someone else.";
+ next;
+ mes "[Ragi]";
+ mes "I can not lose her story. I really wish you to stop by.";
+ next;
+ cutin "ragi01",0;
+ if (select( "Take the request", "Quit." ) == 1) {
+ mes "[Ragi]";
+ mes "It will be more dangerous than you think. But story must be conveyed for everyone.";
+ callsub S_Quest,13144,13143;
+ }
+ }
+ break;
+ case 2:
+ mes "[Ragi]";
+ if (questprogress(13146,PLAYTIME) == 1)
+ mes "Some adventurers tell me stories a little bit but they are not enough to make a song out of.";
+ else if (questprogress(13145,HUNTING) == 1) {
+ cutin "¾Æ¸£¸¶À̾îµòÁ¦Ä«µå",3; //armaia_card
+ mes "How far could she have continued her journey? I guess she could not do it alone.";
+ next;
+ mes "[Ragi]";
+ mes "You do not wonder why that journey should have stopped?";
+ next;
+ mes "[Ragi]";
+ mes "I want to make a song with these stories. Please help me.";
+ cutin "ragi01",0;
+ }
+ else if (questprogress(13145,HUNTING) == 2) {
+ mes "Have you heard any new stories? Please tell me stories if you have any from your journey.";
+ callsub S_Quest,13145,13146,1100000,300000;
+ }
+ else {
+ cutin "¾Æ¸£¸¶À̾îµòÁ¦Ä«µå",3; //armaia_card
+ mes "A daughter of a merchant. Armeyer Dinze, she looks like a rich woman. But she looks insecure.";
+ next;
+ mes "[Ragi]";
+ mes "What made her disappear? Or for what? Please listen to her story.";
+ next;
+ cutin "ragi01",0;
+ if (select( "Take the request", "Quit." ) == 1) {
+ mes "[Ragi]";
+ mes "It will be more dangerous than you think. But the story must be conveyed.";
+ callsub S_Quest,13146,13145;
+ }
+ }
+ break;
+ case 3:
+ mes "[Ragi]";
+ if (questprogress(13148,PLAYTIME) == 1)
+ mes "Some adventurers tell me stories a little bit but they are not enough to make a song out of.";
+ else if (questprogress(13147,HUNTING) == 1) {
+ cutin "ÈÖÄɹÙÀÎÆ®¸®½ºÄ«µå",3; //whikebain_card
+ mes "What might have moved her mind? She only cared about money.";
+ next;
+ mes "[Ragi]";
+ mes "I wonder how far her heart has been reached? Please listen to her story. Please tell me.";
+ next;
+ mes "[Ragi]";
+ mes "Please make a song for us.";
+ cutin "ragi01",0;
+ }
+ else if (questprogress(13147,HUNTING) == 2) {
+ mes "Have you heard any new stories? Please tell me stories if you have any from your journey.";
+ callsub S_Quest,13147,13148,1100000,300000;
+ }
+ else {
+ cutin "ÈÖÄɹÙÀÎÆ®¸®½ºÄ«µå",3; //whikebain_card
+ mes "Nobody knows how it has started. Wickebine Tres is the name who could have found a true companion.";
+ next;
+ mes "[Ragi]";
+ mes "She was the one who only cared for money. How far has her journey continued? Please listen to her story in Lighthalzen.";
+ next;
+ cutin "ragi01",0;
+ if (select( "Take the request", "Quit." ) == 1) {
+ mes "[Ragi]";
+ mes "It will be more dangerous than you think. But the story must be conveyed.";
+ emotion e_no1;
+ callsub S_Quest,13148,13147;
+ }
+ }
+ break;
+ case 4:
+ mes "[Ragi]";
+ if (questprogress(13150,PLAYTIME) == 1)
+ mes "Some adventurers tell me stories a little bit but they are not enough to make a song out of.";
+ else if (questprogress(13149,HUNTING) == 1) {
+ cutin "Ä«¹ÙÅ©ÀÌÄ«·ç½ºÄ«µå",3; //kavac_card
+ mes "Yes. It seems that I have heard the same name from Payon. I am not sure it means the same.";
+ next;
+ mes "[Ragi]";
+ mes "Please try to find him or a bow at Lighthalzen.";
+ next;
+ mes "[Ragi]";
+ mes "Please do not forget to tell me any story you hear.";
+ cutin "ragi01",0;
+ }
+ else if (questprogress(13149,HUNTING) == 2) {
+ mes "Have you heard any new stories? Please tell me stories if you have any from your journey.";
+ callsub S_Quest,13149,13150,1100000,300000;
+ }
+ else {
+ cutin "Ä«¹ÙÅ©ÀÌÄ«·ç½ºÄ«µå",3; //kavac_card
+ mes "Kavach Icarus is the name whose hands are faster than eyes and shoots arrows swiftly.";
+ next;
+ mes "[Ragi]";
+ mes "I heard his shadow and his arrow are wandering somewhere. Please go to Lighthalzen and tell me his story.";
+ next;
+ cutin "ragi01",0;
+ if (select( "Take the request", "Quit." ) == 1) {
+ mes "[Ragi]";
+ mes "Please be careful of his arrows. You may have laid down on the cold floor before this story is finished.";
+ callsub S_Quest,13150,13149;
+ }
+ }
+ break;
+ case 5:
+ mes "[Ragi]";
+ if (questprogress(13152,PLAYTIME) == 1)
+ mes "Some adventurers tell me stories a little bit but they are not enough to make a song out of.";
+ else if (questprogress(13151,HUNTING) == 1) {
+ cutin "ÀÌ·»µå¿¡º£½ÃÄ«µå",3; //erend_card
+ mes "No matter if it was for friendship or a mission. If that journey was for someone, It would not be easy to stop the journey.";
+ next;
+ mes "[Ragi]";
+ mes "What made stopped their journey? What kind of story is in it?";
+ next;
+ mes "[Ragi]";
+ mes "Please check that story in Lighthalzen.";
+ cutin "ragi01",0;
+ }
+ else if (questprogress(13151,HUNTING) == 2) {
+ mes "Have you heard any new stories? Please tell me stories if you have any from your journey.";
+ callsub S_Quest,13151,13152,1100000,300000;
+ }
+ else {
+ cutin "ÀÌ·»µå¿¡º£½ÃÄ«µå",3; //erend_card
+ mes "Errende Ebecee is the one who started a journey to look for someone.";
+ next;
+ mes "[Ragi]";
+ mes "But I guess... His journey also might have stopped somewhere in Lighthalzen. Please listen to his story.";
+ next;
+ cutin "ragi01",0;
+ if (select( "Take the request", "Quit." ) == 1) {
+ mes "[Ragi]";
+ mes "Please be careful not get lost like these ^FF0000poor souls^000000.";
+ callsub S_Quest,13152,13151;
+ }
+ }
+ break;
+ case 6:
+ mes "[Ragi]";
+ if (questprogress(13154,PLAYTIME) == 1)
+ mes "Some adventurers tell me stories a little bit but they are not enough to make a song out of.";
+ else if (questprogress(13153,HUNTING) == 1) {
+ cutin "¶ó¿ì·¼ºá´õÄ«µå",3; //rawrel_card
+ mes "By the way. I have read a book called ^FF0000How to be a wizard^000000...";
+ next;
+ mes "[Ragi]";
+ mes "According to that book, some magic by 25 years olds can be stronger than older wizards.";
+ next;
+ mes "[Ragi]";
+ mes "What are you listening to seriously? Let's finish the request about Laurell Weinders story!";
+ cutin "ragi01",0;
+ }
+ else if (questprogress(13153,HUNTING) == 2) {
+ mes "Have you heard any new stories? Please tell me stories if you have any from your journey.";
+ callsub S_Quest,13153,13154,1100000,300000;
+ }
+ else {
+ cutin "¶ó¿ì·¼ºá´õÄ«µå",3; //rawrel_card
+ mes "Laurell Weinder, who decided to have a difficult journey to repay gratitude for some wizards deed.";
+ next;
+ mes "[Ragi]";
+ mes "But... These talented wizards could not return? Who made them? Find a clue in Lighthalzen.";
+ next;
+ cutin "ragi01",0;
+ if (select( "Take the request", "Quit." ) == 1) {
+ mes "[Ragi]";
+ mes "I like this story but be careful if you do not want to end up a story yourself.";
+ callsub S_Quest,13154,13153;
+ }
+ }
+ }
+ break;
+ case 2:
+ mes "[Ragi]";
+ mes "Do you know the story about Satan Morroc? I want to sing a song of their story even when time passes by.";
+ next;
+ switch( select( "Angel Incarnation", "Black Nightmare Incarnation", "Ghost Incarnation" ) ) {
+ mes "[Ragi]";
+ case 1:
+ if (questprogress(13156,PLAYTIME) == 1) {
+ mes "A monster from Morroc has wings like an angel. Maybe, Satan Morocc wants to be an angel?";
+ next;
+ mes "[Ragi]";
+ mes "Haha please do not mind. It is just joke of a story teller. Please give me another story next time.";
+ }
+ else if (questprogress(13155,HUNTING) == 1) {
+ mes "Appearance looks fine but inside.. I am sure they are flesh and blood!";
+ next;
+ mes "[Ragi]";
+ mes "Of course, I did not check by myself. But I am just a story teller as you see.";
+ next;
+ mes "[Ragi]";
+ mes "But it is not safe.. So be careful! Please give me more stories! Maybe I can meet Satan Morocc somewhere around here?";
+ }
+ else if (questprogress(13155,HUNTING) == 2) {
+ mes "Wow. There are so many stories coming to me! Thanks to you!";
+ callsub S_Quest,13155,13156,1100000,200000;
+ }
+ else {
+ mes "Well... This song is not about the prince of darkness, but it is taken from people who claim to have seen him.";
+ next;
+ mes "[Ragi]";
+ mes "Please help me to make a story by searching the flying Incarnations of Morocc.";
+ next;
+ if (select( "Take the request", "Quit." ) == 1) {
+ mes "[Ragi]";
+ mes "Be sure to get at least 30 Angel looking Incarnations of Morocc.";
+ emotion e_wah;
+ callsub S_Quest,13156,13155;
+ }
+ }
+ break;
+ case 2:
+ mes "[Ragi]";
+ if (questprogress(13158,PLAYTIME) == 1) {
+ mes "Story is not made yet, so I will ask next time !";
+ cutin "ragi02",0;
+ }
+ else if (questprogress(13157,HUNTING) == 1) {
+ mes "The shape is not completed but it has a very sharp tooth.";
+ next;
+ mes "[Ragi]";
+ mes "Do not you think that is going to be a very funny story?";
+ }
+ else if (questprogress(13157,HUNTING) == 2) {
+ mes "Wow. There are so many stories coming to me! Thanks to you!";
+ callsub S_Quest,13157,13158,1100000,200000;
+ }
+ else {
+ mes "I do not know if everything came out from Satan Morocc himself but things like this look horrible.";
+ next;
+ mes "[Ragi]";
+ mes "But I think there also will be a story in it. That is why those creature are made. Please look for something black and tar-like.";
+ next;
+ if (select( "Take the request", "Quit." ) == 1) {
+ mes "[Ragi]";
+ mes "Find and get rid of 30 Dark Incarnation of Morocc.";
+ callsub S_Quest,13158,13157;
+ }
+ }
+ break;
+ case 3:
+ mes "[Ragi]";
+ if (questprogress(13160,PLAYTIME) == 1)
+ mes "The creature without clothing has very weird shape. Haha do not take it seriously. I am just a story teller.";
+ else if (questprogress(13159,HUNTING) == 1) {
+ mes "This story should be spread out for weak adventurers like me! Because not everyone can be adventurer.";
+ next;
+ mes "[Ragi]";
+ mes "Maybe, adventurers have a good merit to know this kind of story. So can you please look for these creatures near Morroc?";
+ }
+ else if (questprogress(13159,HUNTING) == 2) {
+ mes "Wow. There are so many stories coming to me! Thanks to you!";
+ callsub S_Quest,13159,13160,1100000,200000;
+ }
+ else {
+ mes "This one is weird.. But he is also is an Incarnation of Morocc.";
+ next;
+ mes "[Ragi]";
+ mes "But I am curious because it looks like a ghost and attacks does not work.";
+ next;
+ if (select( "Take the request", "Quit." ) == 1) {
+ mes "[Ragi]";
+ mes "Please make a story after hunting at least 30 Ghost Incarnation of Morocc!";
+ callsub S_Quest,13160,13159;
+ }
+ }
+ }
+ break;
+ case 3:
+ mes "[Ragi]";
+ mes "I never been to Ash Vacuum but I heard there are many interesting creatures there in the Scaraba Hall.";
+ next;
+ switch( select( "Uni-Horn Scaraba Story", "Horn Scaraba Story", "Antler Scaraba Story", "Rake Horn Scaraba Story" ) ) {
+ case 1:
+ mes "[Ragi]";
+ if (questprogress(13162,PLAYTIME) == 1)
+ mes "I am making a story about Uni-Horn Scaraba. One means less than two!~ I started but it is difficult to finish. Can you help me?";
+ else if (questprogress(13161,HUNTING) == 1) {
+ cutin "½ºÄ«¶ó¹ÙÄ«µå",3; //scaraba_card
+ mes "They also have some stories right? First, I wonder about the shape of the one with one horn.";
+ next;
+ cutin "ragi01",0;
+ }
+ else if (questprogress(13161,HUNTING) == 2) {
+ mes "I wonder what Uni-Horn Scarabas think? I want to make a song. Thanks for your help!";
+ callsub S_Quest,13161,13162,1100000,200000;
+ }
+ else {
+ cutin "½ºÄ«¶ó¹ÙÄ«µå",3; //scaraba_card
+ mes "New world is full of amazing monsters. They will become a dream for children who want to be adventurers.";
+ next;
+ mes "[Ragi]";
+ mes "I want to make a song about the ^FF0000Uni-Horn Scaraba^000000!? Children will really like it.";
+ next;
+ cutin "ragi01",0;
+ if (select( "Take the request", "Quit." ) == 1) {
+ mes "[Ragi]";
+ mes "You can find them near somewhere in the east at Scaraba Hall.";
+ callsub S_Quest,13162,13161;
+ }
+ }
+ break;
+ case 2:
+ mes "[Ragi]";
+ if (questprogress(13164,PLAYTIME) == 1)
+ mes "I am making a story... Two means less than three~ I started to make a story but I can not finish. Will you help me?";
+ else if (questprogress(13163,HUNTING) == 1) {
+ cutin "½ºÄ«¶ó¹ÙÄ«µå",3; //scaraba_card
+ mes "That horn thing bothers me a little bit. What is the difference between one and two horns? Just appearance?";
+ next;
+ mes "[Ragi]";
+ mes "Maybe it is unnecessary. But curiosity is important for story tellers. Hahaha.";
+ cutin "ragi01",0;
+ }
+ else if (questprogress(13163,HUNTING) == 2) {
+ mes "You came back safely! How is it? Horn Scaraba seemed to be a fun story. You really did a good job.";
+ callsub S_Quest,13163,13164,1100000,200000;
+ }
+ else {
+ cutin "½ºÄ«¶ó¹ÙÄ«µå",3; //scaraba_card
+ mes "We talk about Horn Scaraba? There is one more we should mention.. That is Horn Scaraba!";
+ next;
+ mes "[Ragi]";
+ mes "I do no know why. I just heard from people. I need to make a song so please take a look at their world!";
+ next;
+ cutin "ragi01",0;
+ if (select( "Take the request", "Quit." ) == 1) {
+ mes "[Ragi]";
+ mes "You can find them near somewhere in the east at Scaraba Hall.";
+ callsub S_Quest,13164,13163;
+ }
+ }
+ break;
+ case 3:
+ mes "[Ragi]";
+ if (questprogress(13166,PLAYTIME) == 1)
+ mes "There seem to be more story about Antler Scaraba! Please help me if you have time.";
+ else if (questprogress(13165,HUNTING) == 1) {
+ cutin "½ºÄ«¶ó¹ÙÄ«µå",3; //scaraba_card
+ mes "There seemed to be more special Scarabas according to rumors. Stronger and more scary ones.";
+ next;
+ mes "[Ragi]";
+ mes "Do you think Antler Scaraba might be one of them?";
+ cutin "ragi01",0;
+ }
+ else if (questprogress(13165,HUNTING) == 2) {
+ mes "It must be tiring traveling long distance! Please tell me if there are more interesting stories!";
+ callsub S_Quest,13165,13166,1100000,200000;
+ }
+ else {
+ cutin "½ºÄ«¶ó¹ÙÄ«µå",3; //scaraba_card
+ mes "This one is very unique! Horns look like the one of a deer so it is called an Antler Scaraba.";
+ next;
+ mes "[Ragi]";
+ mes "Aren't you curious why it has that horn? I think it has an interesting story that people would like. Shall I ask you adventurer?";
+ next;
+ cutin "ragi01",0;
+ if (select( "Take the request", "Quit." ) == 1) {
+ mes "[Ragi]";
+ mes "Can you please find a story about Antler Scaraba? Experience yourself is the best I guess!";
+ callsub S_Quest,13166,13165;
+ }
+ }
+ break;
+ case 4:
+ mes "[Ragi]";
+ if (questprogress(13168,PLAYTIME) == 1)
+ mes "I feel like Rake Horn Scaraba has more story. Please help me if you have time.";
+ else if (questprogress(13167,HUNTING) == 1) {
+ cutin "½ºÄ«¶ó¹ÙÄ«µå",3; //scaraba_card
+ mes "Here my plan is. I am making 4 passages for each Scaraba.";
+ next;
+ mes "[Ragi]";
+ mes "Whoever listen or sing will be confused to sing a troll. It sounds fun, right?";
+ cutin "ragi01",0;
+ }
+ else if (questprogress(13167,HUNTING) == 2) {
+ mes "Thank you ! I am sure that I can make a great song.";
+ callsub S_Quest,13167,13168,1100000,200000;
+ }
+ else {
+ cutin "½ºÄ«¶ó¹ÙÄ«µå",3; //scaraba_card
+ mes "I'm starting to get confused. I am going to make a song of the Rake Horn Scarabas story.";
+ next;
+ mes "[Ragi]";
+ mes "A song begins with Uni-horn Scaraba then sing along with Rake Horn Scaraba. Will you help me?";
+ next;
+ cutin "ragi01",0;
+ if (select( "Take the request", "Quit." ) == 1) {
+ mes "[Ragi]";
+ mes "Please find a story about Rake Horn Scaraba from Scaraba Hall. Battle or experienced stories are fine.";
+ callsub S_Quest,13168,13167;
+ }
+ }
+ break;
+ }
+ }
+ }
+ else {
+ mes "Music and Stories continues to be collected. Finding Adventure is not bad been an Adventurer.";
+ next;
+ callsub S_Erasequest,
+ 13143,1,"Egnigem Cenia",
+ 13145,1,"Armeyer Dinze",
+ 13147,1,"Wickebine Tres",
+ 13149,1,"Kavach Icarus",
+ 13151,1,"Errende Ebecee",
+ 13153,1,"Laurell Weinder",
+ 13155,2,"",
+ 13157,2,"",
+ 13159,2,"",
+ 13161,3,"",
+ 13163,3,"",
+ 13165,3,"",
+ 13167,3,"";
+ mes "[Ragi]";
+ mes "[Smiling.]Goodbye... I hope, one day we will meet elsewhere.";
+ }
+ }
+ else {
+ mes "[Ragi]";
+ mes "Well, I am kind of busy doing an errand for Sir Aigu. Do you have any questions?";
+ next;
+ switch( select( "Where did you get your hair-do?", "Please sing a song for me.", "Do you have a girl friend?", "About Aigu" ) ) {
+ mes "[Ragi]";
+ case 1:
+ mes "There is a fine hair artist in Alberta. He butchered my hair with a some cooking scissors. Looks illegal.";
+ next;
+ mes "[Ragi]";
+ mes "Sometimes, hair-dos or color are strange... but I was lucky I didn't die.";
+ break;
+ case 2:
+ mes "I did not make a song as a member of band yet. Someday, I will make a great song for you!";
+ break;
+ case 3:
+ cutin "ragi03",0;
+ mes "......";
+ next;
+ cutin "ragi02",0;
+ mes "[Ragi]";
+ mes "Aigu is only on my mind. I can not think of anything else. I am fine even if it is just a one-sided love...";
+ break;
+ case 4:
+ mes "I will never forget the first day I met her. She stared at me out of all the people in Izlude port. Now I help her by doing small errands.";
+ next;
+ mes "[Ragi]";
+ mes "But alas, I think Aigu likes someone else. ^FF0000We've never met... But I hate him.^000000";
+ next;
+ mes "[Ragi]";
+ mes "But I hate myself more because I want to stay around her even if she will never see me. Haha was I too serious?";
+ next;
+ mes "[Ragi]";
+ mes "I am just a storyteller.. Any story can be made up. Most of the times it contains the truth.";
+ }
+ }
+ }
+ close2;
+ cutin "",255;
+ end;
+S_Quest:
+ if (questprogress(getarg(0)))
+ erasequest getarg(0);
+ setquest getarg(1);
+ if (getarg(2,0))
+ getexp getarg(2),getarg(3);
+ return;
+S_Erasequest:
+ .@total = getargcount();
+ for ( .@i = 0; .@i < .@total; .@i += 3 ) {
+ .@quest_id = getarg(.@i);
+ switch( questprogress(.@quest_id,HUNTING) ) {
+ case 0:
+ if (questprogress(.@quest_id+1))
+ erasequest (.@quest_id+1);
+ continue;
+ case 1:
+ mes "[Ragi]";
+ switch( getarg(.@i+1) ) {
+ case 1:
+ mes "Okay, I'll ask Someone else to finish portion of "+ getarg(.@i+2) +".";
+ break;
+ case 2:
+ mes "I'll ask someone else to take care of the rest of the Satan Morroc Incarnations, then!";
+ break;
+ case 3:
+ mes "I'll need to ask another adventurer to help with the Scaraba!";
+ }
+ break;
+ case 2:
+ mes "[Ragi]";
+ switch( getarg(.@i+1) ) {
+ case 1:
+ mes "So you've heard the story of "+ getarg(.@i+2) +", then? Thanks so much. I'll definitely write a good song.";
+ getexp 1100000,300000;
+ break;
+ case 2:
+ mes "Was the story of Satan Morroc worth putting to song? Great work!";
+ getexp 1100000,200000;
+ break;
+ case 3:
+ mes "Did you enjoy your long adventure? Tell me about it someday.";
+ getexp 1100000,200000;
+ }
+ }
+ erasequest .@quest_id;
+ next;
+ }
+ return;
+}
diff --git a/npc/re/quests/eden/eden_iro.txt b/npc/re/quests/eden/eden_iro.txt
index e60f0aedd..3236313f3 100644
--- a/npc/re/quests/eden/eden_iro.txt
+++ b/npc/re/quests/eden/eden_iro.txt
@@ -3,13 +3,14 @@
//===== By: ==================================================
//= -SkittleNugget-
//===== Current Version: =====================================
-//= 1.1
+//= 1.2
//===== Description: =========================================
//= Eden scripts custom to iRO (disabled by default).
//= You may need iRO's data.grf to view some of the items.
//===== Additional Comments: =================================
//= 1.0 First version.
//= 1.1 Edited and added more NPCs, lots of placeholders. [Euphy]
+//= 1.2 Added Mail Annex Station scripts, commented out. [Euphy]
//============================================================
// Acolyte Warper (part of other/acolyte_warp.txt)
@@ -338,7 +339,7 @@ moc_para01,50,39,4 script Eve Natalia 4_F_SITDOWN,{
// Bubble Gum & Battle Manual Exchanger
//============================================================
moc_para01,48,184,2 script Gum & Manual Exchanger 2_DROP_MACHINE,{
- if (Weight < MaxWeight / 2) {
+ if (checkweight(Knife,1) == 0 || MaxWeight - Weight < 2000) {
mes "You're carrying too many items right now.";
close;
}
@@ -409,8 +410,7 @@ L_Exchange:
close;
}
mes "[Trader Machine]";
- mes "That's a total of "+.@amount;
- mes getitemname(getarg(2))+".";
+ mes "That's a total of " + .@amount + " " + getitemname(getarg(2)) + ".";
mes "Is this correct?";
next;
if(select("Yes, give them to me!:No, wait not yet.") == 2)
@@ -427,9 +427,194 @@ L_Exchange:
close;
}
+// Merry Badger
+//============================================================
+moc_para01,13,22,4 script Merry Badger#xch 882,{
+ mes "[Merry Badger]";
+ mes "Hello there! I'm Merry Badger and I was hired to exchange the ^00CC00Eden Merit Badges^000000!";
+ next;
+ mes "[Merry Badger]";
+ mes "I can take your Merit Badges and give you some useful stuff, or I can take some of your stuff and give you some Eden Merit Badges.";
+ mes "As I get more authorization I can offer more things to trade with you, so definitely keep me in mind when visiting the Eden Group.";
+ next;
+ switch (select("Redeem Badges:Trade in FOR badges:Exchange Rates:15 Job Manuals - 1 JM Box")) {
+ case 1:
+ while (true) {
+ mes "[Merry Badger]";
+ mes "Sure thing, I have several options currently for your badges!";
+ next;
+ switch(select("This week's Special:2 EMB for 10 KVM Badge:2 EMB for 10 Bravery Medals:2 EMB for 10 Valor Medals:5 EMB for 5 Medium Life Potion:5 EMB for 5 Life Insurance:5 EMB for 5 Token of Siegfried:7 EMB for 1 Job Battle Manual:8 EMB for 1 Reset Stone:Nothing Now")){
+ case 1:
+ if (countitem(Para_Logro_Badge) < 3) {
+ mes "[Merry Badger]";
+ mes "You don't have enough ^00CC00Eden Merit Badges^000000. Let's start over!";
+ next;
+ continue;
+ }
+ mes "[Merry Badger]";
+ mes "Ok, I have a special for 3 Merit Badges. This week I'll give you ^00CC0040 Light Granule^000000, ^0066CC40 Gun Powder^000000, ^00CC003 Izidor^000000, ^0066CC10 Prickly Fruit^000000, ^00CC001 Mandragora Flowerpot^000000, and ^0066CC3 Elder Branch^000000.";
+ next;
+ if (select("Yes:No") != 1) {
+ mes "[Merry Badger]";
+ mes "I understand, let's see if you'd like something different!";
+ next;
+ continue;
+ }
+ if (countitem(Para_Logro_Badge) < 3) {
+ mes "[Merry Badger]";
+ mes "You don't have enough ^00CC00Eden Merit Badges^000000. Let's start over!";
+ next;
+ continue;
+ }
+ delitem Para_Logro_Badge,3; //Para_Logro_Badge
+ getitem Light_Granule,40; //Light_Granule
+ getitem Gun_Power,40; //Gun_Power
+ getitem Izidor,3; //Izidor
+ getitem Prickly_Fruit,10; //Prickly_Fruit
+ getitem Mandragora_Flowerpot,1; //Mandragora_Flowerpot
+ getitem Elder_Branch,3; //Elder_Branch
+ mes "[Merry Badger]";
+ mes "There you go! What else would you like?";
+ break;
+ case 2:
+ callsub L_Exchange,2,KVM_Badge,10; //KVM_Badge
+ break;
+ case 3:
+ callsub L_Exchange,2,BF_Badge1,10; //BF_Badge1
+ break;
+ case 4:
+ callsub L_Exchange,2,BF_Badge2,10; //BF_Badge2
+ break;
+ case 5:
+ callsub L_Exchange,5,Med_Life_Potion,5; //Med_Life_Potion
+ break;
+ case 6:
+ callsub L_Exchange,5,Insurance,5; //Insurance
+ break;
+ case 7:
+ callsub L_Exchange,5,Token_Of_Siegfried,5; //Token_Of_Siegfried
+ break;
+ case 8:
+ callsub L_Exchange,7,Job_Manual50,1; //Job_Manual50
+ break;
+ case 9:
+ callsub L_Exchange,8,Premium_Reset_Stone,1; //Premium_Reset_Stone
+ break;
+ case 10:
+ mes "[Merry Badger]";
+ mes "Wonderful!";
+ mes "I'll be here if you ever want to exchange for Eden Merit Badges!";
+ close;
+ }
+ next;
+ }
+ end;
+ case 2:
+ mes "[Merry Badger]";
+ mes "I have a limited selection as of right now, but here is what I can offer to get 1 Eden Merit Badge!";
+ next;
+ if (select("Etc Items:Cancel") != 1) {
+ mes "[Merry Badger]";
+ mes "Well that is OK, if you want to see what I offer just ask!";
+ close;
+ }
+ while (true) {
+ if (select("5x Old Purple Box:Nothing") != 1) {
+ mes "[Merry Badger]";
+ mes "Wonderful!";
+ mes "I'll be here if you ever want to exchange for Eden Merit Badges!";
+ close;
+ }
+ mes "[Merry Badger]";
+ if (countitem(Old_Violet_Box) < 5) {
+ mes "You don't have enough of that to get 1 Eden Merit Badge. Lets start over!";
+ } else {
+ mes "Wonderful, what else do you want?"; //custom dialogue
+ delitem Old_Violet_Box,5; //Old_Violet_Box
+ getitem Para_Logro_Badge,1; //Para_Logro_Badge
+ }
+ next;
+ }
+ end;
+ case 3:
+ mes "[Merry Badger]";
+ mes "This is what I'll give you for your ^00CC00Eden Merit Badges^000000!";
+ mes "Ok, I have a special for 3 Merit Badges. This week I'll give you ^00CC0040 Light Granule^000000, ^0066CC40 Gun Powder^000000, ^00CC003 Izidor^000000, ^0066CC10 Prickly Fruit^000000, ^00CC001 Mandragora Flowerpot^000000, and ^0066CC3 Elder Branch^000000.";
+ mes "^00CC002 Eden Merit Badges^000000 = ^0066CC10x KVM Badge^000000";
+ mes "^00CC002 Eden Merit Badges^000000 = ^0066CC10x Bravery Medals^000000";
+ mes "^00CC002 Eden Merit Badges^000000 = ^0066CC10x Valor Medals^000000";
+ mes "^00CC005 Eden Merit Badges^000000 = ^0066CC5x Medium Life Potion^000000";
+ mes "^00CC005 Eden Merit Badges^000000 = ^0066CC5x Life Insurance^000000";
+ mes "^00CC005 Eden Merit Badges^000000 = ^0066CC5x Token Of Siegfried^000000";
+ mes "^00CC007 Eden Merit Badges^000000 = ^0066CC1x Job Battle Manual^000000";
+ mes "^00CC008 Eden Merit Badges^000000 = ^0066CC1x Reset Stone^000000";
+ next;
+ mes "[Merry Badger]";
+ mes "This is what you can give me to get ^00CC001 Eden Merit Badge^000000!";
+ mes "^0066CC5x Old Purple Box^000000";
+ close;
+ case 4:
+ mes "[Merry Badger]";
+ mes "I was strong armed into giving this, but you are worth it!";
+ mes "Do you want to exchange 15 Job Manuals to get 1 Tradable box of 10 Job Manuals?";
+ mes "I know 15 does not equal 10, but boxes are expensive you know.";
+ next;
+
+ //custom dialogue below
+ if (select("Yes:No") != 1) {
+ mes "[Merry Badger]";
+ mes "Wonderful!";
+ mes "I'll be here if you ever want to exchange for Eden Merit Badges!";
+ close;
+ }
+ if (countitem(Job_Manual50) < 15) {
+ mes "[Merry Badger]";
+ mes "You don't have 15 or more Job Manuals to get 1 Box!";
+ close;
+ }
+ mes "[Merry Badger]";
+ mes "Wonderful, what else do you want?";
+ delitem Job_Manual50,15; //Job_Manual50
+ getitem Job_Manual50_Box,1; //Job_Manual50_Box
+ close;
+ }
+ end;
+
+//callsub L_Exchange,<badge cost>,<item id>,<amount>;
+L_Exchange:
+ mes "[Merry Badger]";
+ mes "Ok, I can give you ^ff0000"+getitemname(getarg(1))+"^000000 for ^0066CC"+getarg(0)+" of your Eden Merit Badge(s)^000000.";
+ mes "Do you want to?";
+ next;
+ if (select("Yes:No") != 1) {
+ mes "[Merry Badger]";
+ mes "I understand, let's see if you'd like something different!";
+ return;
+ }
+ if (countitem(Para_Logro_Badge) < getarg(0)) {
+ mes "[Merry Badger]";
+ mes "You don't have enough ^00CC00Eden Merit Badges^000000. Let's start over!";
+ return;
+ }
+ mes "[Merry Badger]";
+ mes "There you go! What else would you like?";
+ delitem Para_Logro_Badge, getarg(0); //Para_Logro_Badge
+ getitem getarg(1),getarg(2);
+ return;
+}
+
+
// Kafra Stacker
//============================================================
moc_para01,41,169,2 script Kafra Stacker#eden 4_M_ALCHE_B,{
+ if (checkweight(Knife,1) == 0 || MaxWeight - Weight < 2000) {
+ mes "- Wait a moment! -";
+ mes "- Currently you're carrying -";
+ mes "- too much weight in items. -";
+ mes "- Please come back later -";
+ mes "- after you put some into Kafra storage. -";
+ close;
+ }
mes "[Toma]";
mes "I can take your non-stacking Kafra Consumables";
mes "and make them fit neatly into stacks!";
@@ -457,6 +642,11 @@ moc_para01,41,169,2 script Kafra Stacker#eden 4_M_ALCHE_B,{
// Code Redeemer
//============================================================
moc_para01,38,162,2 script Code the Redeemer#Give1 4_M_YOUNGKNIGHT,{
+ if (checkweight(Knife,1) == 0 || MaxWeight - Weight < 2000) {
+ mes "^0000ffHold it right there!";
+ mes "You're carrying too many items and don't have enough inventory space to receive any rewards. Please make more inventory space available and come back to take this challenge.^000000";
+ close;
+ }
mes "[Code the Redeemer]";
mes "Welcome, "+strcharinfo(0)+"!";
mes "I've been expecting you.";
@@ -484,11 +674,11 @@ moc_para01,38,162,2 script Code the Redeemer#Give1 4_M_YOUNGKNIGHT,{
//============================================================
/* Due to the irregularity of iRO's databases, some of these sprites may not display properly. */
-moc_para01,32,171,4 cashshop Kafra Headgears#eden1 4_F_KAFRA3,14024:500,14098:150,17081:300,14097:500,14094:1000,14017:400,14099:300
+moc_para01,32,171,6 cashshop Kafra Headgears#eden1 4_F_KAFRA3,14024:500,14098:150,17081:300,14097:500,14094:1000,14017:400,14099:300
moc_para01,35,174,2 cashshop Kafra Dye Shop#dyes2 4_F_KAFRA4,6287:150
-moc_para01,36,170,2 cashshop Kafra Consumables#eden3 4_F_KAFRA6,13810:5,14167:400,16556:100,14111:75,14075:25,16419:30,14107:70,14104:50,14112:25,14082:30,14091:60,14088:30,14085:60,14169:40,14170:40,14172:40,14173:40,14171:40,14174:40,14159:100,14160:100,14161:100,14162:100,14163:100:14164:100,16420:1500
+moc_para01,37,170,2 cashshop Kafra Consumables#eden3 4_F_KAFRA6,13810:5,14167:400,16556:100,14111:75,14075:25,16419:30,14107:70,14104:50,14112:25,14082:30,14091:60,14088:30,14085:60,14169:40,14170:40,14172:40,14173:40,14171:40,14174:40,14159:100,14160:100,14161:100,14162:100,14163:100:14164:100,16420:1500
moc_para01,32,174,2 cashshop Kafra Rental Items#eden 4_F_KAFRA7,16683:150,16682:50,14126:250,14125:250,16430:250,14137:250,14127:250,14118:250,14119:250,14132:250,16425:250,14124:250,14133:250,14130:250,16424:250,14136:250,14122:250,16426:250,14135:250,14134:250,14138:250,16428:250,16431:250,14139:250,14131:250,16429:250,16427:250
-moc_para01,36,172,2 cashshop Kafra Costume#eden5 4_F_KAFRA8,16974:300,16972:600,16973:150,16975:150,16977:150,17014:150,17015:150
+moc_para01,37,172,2 cashshop Kafra Costume#eden5 4_F_KAFRA8,16974:300,16972:600,16973:150,16975:150,16977:150,17014:150,17015:150
moc_para01,35,168,1 cashshop Kafra Utility Shop#eden 4_F_KAFRA5,16677:25,13990:400,16396:100,16394:100,17106:500,6241:10,6240:10,6225:15,6226:15,14002:5,6294:500,7776:50,7619:30,7620:30,12208:40,14156:400,12210:40,14158:400,14042:50,14044:50,14046:50,14048:50,14114:50,14166:40,16418:500,16381:400,14165:100,14157:100,14178:100
// Duplicate NPCs
@@ -521,7 +711,7 @@ OnTimer5000:
}
// Gym Pass Trainer "Ripped Cabus" (other/gympass)
-moc_para01,33,162,4 duplicate(Ripped Cabus#GymPass) Ripped Callus#ed 4_M_HUMAN_02
+moc_para01,33,162,6 duplicate(Ripped Cabus#GymPass) Ripped Callus#ed 4_M_HUMAN_02
// RWC 2012 Enchanter "Goldenthiefberg" (events/RWC_2012.txt)
// A combination of the slotter and enchanter, currently a placeholder.
@@ -555,18 +745,6 @@ moc_para01,29,35,4 script Gramps#huntquests 4_M_LGTGRAND,{
//switch(select("Yes, I'll help.:Reward Me!:^ff0000I want to quit hunting^000000:^0000ffCan you warp me?^000000:Can you erase the timer?:What missions are you giving?:Give me Limited 3 day VIP:Tell me more about the VIP Access:No thanks, pops.")) {
}
-moc_para01,13,22,4 script Merry Badger#xch 4_F_SITDOWN,{
- mes "[Merry Badger]";
- mes "Hello there! I'm Merry Badger and I was hired to exchange the ^00CC00Eden Merit Badges^000000!";
- next;
- mes "[Merry Badger]";
- mes "I can take your Merit Badges and give you some useful stuff, or I can take some of your stuff and give you some Eden Merit Badges.";
- mes "As I get more authorization I can offer more things to trade with you, so definitely keep me in mind when visiting the Eden Group.";
- close;
- //next;
- //switch(select("Redeem Badges:Trade in FOR badges:Exchange Rates:15 Job Manuals - 1 JM Box")) {
-}
-
moc_para01,174,33,3 script Bathory#2012spirits BATHORY,{
mes "[Bathory]";
mes "Eheeheeheehee! The spotlight is on Glast Heim this week, so I'm ferrying people there for a mere 1,000z!";
@@ -596,3 +774,61 @@ moc_para01,174,33,3 script Bathory#2012spirits BATHORY,{
}
moc_para01,26,174,4 script Grandma Boxter#boxx 4_F_THAISHAMAN,{ end; }
+
+// Mail Annex Station
+//============================================================
+/* Map "auction_03" is a duplicate of "auction_02".
+
+moc_para01,30,187,4 script Mail Annex Station 2_POSTBOX,{
+ mes "[Mail Annex Station]";
+ mes "Would you like to go to the Kafra Mail Annex Station?";
+ next;
+ if (select("Yes, send me now!:No thanks.") != 1) {
+ mes "[Mail Annex Station]";
+ mes "Ok then!";
+ close;
+ }
+ mes "[Mail Annex Station]";
+ mes "Sending you to the Mail Annex Room.";
+ close2;
+ warp "auction_03",151,23;
+ end;
+}
+
+auction_03,152,16,0 warp #mail_annex_warp 1,1,moc_para01,30,184
+
+auction_03,152,42,4 script Kafra Employee#annex 4_F_KAFRA1,{
+ mes "[Kafra Employee]";
+ mes "Welcome to the Kafra's Mail Annex Station. This is now the only place to send and retrieve mail.";
+ next;
+ mes "[Kafra Employee]";
+ mes "What would you like to do?";
+ next;
+ switch(select("Access Mail:Storage:Cancel")) {
+ case 1:
+ if (Zeny < 130) {
+ mes "[Kafra Employee]";
+ mes "I am sorry, but you do not have enough money.";
+ mes "To use the mailbox service,";
+ mes "you are required to pay 130 zeny.";
+ close;
+ }
+ mes "[Kafra Employee]";
+ mes "Thank you for using the Kafra Service.";
+ Zeny -= 130;
+ close2;
+ openmail;
+ end;
+ case 2:
+ callfunc "F_KafStor",0,1200,0;
+ end;
+ case 3:
+ mes "[Kafra Employee]";
+ mes "Thank you for using the Kafra Service.";
+ close;
+ }
+}
+
+auction_03,145,47,2 shop Tool Dealer#annex 4_M_01,611:-1,501:-1,502:-1,503:-1,506:-1,504:-1,645:-1,656:-1,657:-1,601:-1,602:-1,1065:-1,911:-1,910:-1,717:-1,1092:-1,1093:-1,713:400
+
+*/
diff --git a/npc/re/quests/eden/eden_quests.txt b/npc/re/quests/eden/eden_quests.txt
index 7ad15eca6..f9030964c 100644
--- a/npc/re/quests/eden/eden_quests.txt
+++ b/npc/re/quests/eden/eden_quests.txt
@@ -3,11 +3,11 @@
//===== By: ==================================================
//= L0ne_W0lf
//===== Current Version: =====================================
-//= 1.5
+//= 2.1
//===== Description: =========================================
//= Eden Group Headquarter NPCs.
-//===== Additional Comments: =================================
-//= 1.0 First Version.
+//===== Changelogs: ==========================================
+//= 1.0 First Version. [L0ne_W0lf]
//= 1.1 Removed unencoded comments (Korean -> Gibberish)
//= Readded the GM helper NPC, commented out.
//= 1.2 Some little optimization here and there. [Masao]
@@ -17,1075 +17,592 @@
//= 1.4a Added 'npcskill' command. [Euphy]
//= 1.4b Added 'disable_items' command. [Euphy]
//= 1.5 Added GM management function. [Euphy]
+//= 1.6 Kagerou/Oboro support (Class -> BaseClass) [Euphy]
+//= 2.0 Updated Instructor Ur's quests. [Capuche]
+//= 2.1 Updated Blacksmith Thorn and Weapons Expert NPC. [Capuche]
//============================================================
moc_para01,25,35,4 script Instructor Boya#para01 4_M_KNIGHT_GOLD,{
- if (countitem(6219) > 0) {
- if (para_suv01 == 0) {
- mes "[Boya]";
- mes "What's up?";
- mes "If you have any normal missions use the bulletin board.";
- next;
- switch (select("What is your responsiblily?:Don't you have equipment?:Ignore.")) {
- case 1:
- mes "[Boya]";
- mes "I give training missions to members.";
- mes "That's why they participate in it.";
- mes "If they don't want to get in trouble, it's essential.";
- next;
- mes "[Boya]";
- mes "Through battle training they can improve their real experience.";
- mes "The members that prove themselves will even get a reward.";
- next;
- mes "[Boya]";
- mes "We gave them special equipmant that we have made.";
- mes "These gifts are for people who are really doing their best.";
- next;
- mes "[Boya]";
- mes "If you are curious, you can join.";
- mes "The training battle course is not very difficult.";
- mes "There's nothing to worry about.";
- next;
- mes "[Boya]";
- mes "If you want to join, don't hesitate.";
- next;
- switch (select("Participate in the training.:Ignore.")) {
- case 1:
- mes "[Boya]";
- mes "Really? You already seem ready.";
- mes "We have a total of 3 steps for the training.";
- mes "Let me see...";
- next;
- if (BaseLevel < 12) {
- mes "[Boya]";
- mes "Umm. You should raise your level more!";
- mes "You need to be at least level 12!";
- mes "I'm sorry but those are the rules.";
- close;
- }
- if ((BaseLevel > 11) && (BaseLevel < 20)) {
- mes "[Boya]";
- mes "Really? You already seem ready.";
- mes "We have a total of 3 steps for the training.";
- mes "Let me see...";
- next;
- mes "[Boya]";
- mes "The first step is course A.";
- mes "Course A is called 'Conquer the Desert!'.";
- mes "It's the most proper mission for your level.";
- next;
- mes "[Boya]";
- mes "^4d4dffThere is a desert town called Morroc.";
- mes "From there go south and then east. There is small oasis in the center of that field.^000000";
- next;
- mes "[Boya]";
- mes "If you go there, you will find a dog around the oasis.";
- mes "He is really mysterious and he can speak so don't be suprised.";
- next;
- mes "[Boya]";
- mes "Tell the dog ^4d4dffBoya is really great.^000000";
- mes "If you have any questions ask that dog.";
- next;
- mes "[Boya]";
- mes "Why are you staring at me?";
- mes "I had to come up with a password right?";
- mes "What's wrong with that password?";
- next;
- mes "[Boya]";
- mes "Anyway, that place is not far from here so, it is a reasonable place for a beginner like you.";
- mes "Ok, may Freya bless you~!";
- para_suv01 = 1;
- setquest 7128;
- close;
- }
- if ((BaseLevel > 19) && (BaseLevel < 26)) {
- mes "[Boya]";
- mes "I'll send you to the first step of course B.";
- mes "Course B is called 'Conquer the Culvert!'.";
- mes "It's the most proper mission for your level.";
- next;
- mes "[Boya]";
- mes "You need to register to explore the culvert in Prontera at the Knight Guild.";
- mes "After registering there go to the western gate of Prontera. The manager of the culvert is near the entrance.";
- next;
- mes "[Boya]";
- mes "Once you enter the culvert you can find a dispatched cat. Don't be surprised if he talks to you.";
- next;
- mes "[Boya]";
- mes "Tell the cat ^4d4dffBoya's help is like a giant and beautiful tuna^000000.";
- mes "He is really mysterious and he can speak so don't be suprised.";
- mes "He will give you a battle target when you tell him that.";
- mes "If you have any questions ask the cat.";
- next;
- mes "[Boya]";
- mes "Why are you staring at me like that?";
- mes "It's just a password that I made up.";
- next;
- mes "[Boya]";
- mes "Anyway...";
- mes "That place is nor far from here so, it is a reasonable place for a beginner like you.";
- mes "Ok, may Freya bless you~!";
- para_suv01 = 6;
- setquest 7133;
- close;
- }
- if ((BaseLevel > 25) && (BaseLevel < 33)) {
- mes "[Boya]";
- mes "Cool.";
- mes "Let me choose a proper place for you.";
- next;
- mes "[Boya]";
- mes "I'll send you to the second step of course A.";
- mes "This course is called 'Conquer the Ghost Cave!'.";
- mes "It's the most proper mission for your level.";
- next;
- mes "[Boya]";
- mes "There is a small archer village north of Payon.";
- mes "There is a cave on the western hill of the archer village.";
- next;
- mes "[Boya]";
- mes "We have dispatched someone in front of the cave.";
- mes "His name is... um...";
- mes "...";
- next;
- mes "[Boya]";
- mes "Anyway he is one of us so he will know me.";
- mes "He will give you a mission.";
- mes "If you have questions ask him.";
- next;
- mes "[Boya]";
- mes "Why are you staring at me?";
- mes "We haven't met for a long time that's why I can't remember his name!";
- next;
- mes "[Boya]";
- mes "Anyway...";
- mes "That place is not far from here so, come back quickly.";
- mes "Ok, may Freya bless you~!";
- para_suv01 = 13;
- setquest 7138;
- close;
- }
- if ((BaseLevel > 32) && (BaseLevel < 40)) {
- mes "[Boya]";
- mes "I'll send you to the 2nd step of course B.";
- mes "This course is called 'Conquer Anthell!'.";
- mes "It's the most proper mission for your level.";
- next;
- mes "[Boya]";
- mes "Travel just southwest of Morroc City.";
- mes "There you will find a hole in the ground to a cave called Anthell.";
- next;
- mes "[Boya]";
- mes "There are lots of ants in there. kk?";
- mes "It is also covered in sand so be careful in there ok.";
- next;
- mes "[Boya]";
- mes "That's why it's called ant hell.";
- mes "One of our members will be waiting there.";
- mes "His name is... K? M? Hmm? Anyway I can't remember.";
- next;
- mes "[Boya]";
- mes "He is one of us so he will know me.";
- mes "He will give you a mission.";
- mes "If you have any questions ask him.";
- next;
- mes "[Boya]";
- mes "Why are you staring at me?";
- mes "We haven't met for a long time that's why I can't remember his name!";
- next;
- mes "[Boya]";
- mes "Anyway...";
- mes "That place is not far from here so, come back quickly.";
- mes "Ok, blessing you~!!";
- para_suv01 = 17;
- setquest 7142;
- close;
- }
- if ((BaseLevel > 39) && (BaseLevel < 50)) {
- mes "[Boya]";
- mes "You are on the third step of course A.";
- mes "This course is called 'Conquer Orc village!'.";
- mes "Let me see...";
- next;
- mes "[Boya]";
- mes "Go through the gate of Prontera and keep walking to the west. Orc Village is in that direction.";
- mes "Or you can go out through the western gate of Geffen and keep heading southeast..";
- next;
- mes "[Boya]";
- mes "Umm. Orc village has a Kafra Employee dispatched there so you could use the Kafra services..";
- mes "It's up to you.";
- next;
- mes "[Boya]";
- mes "One of our dispatched members is waiting in the building near the Kafra Employee.";
- next;
- mes "[Boya]";
- mes "She will explain what needs to be done there.";
- mes "If you have any questions ask her.";
- next;
- mes "[Boya]";
- mes "Ok, may Freya bless you!";
- para_suv01 = 24;
- setquest 7147;
- close;
- }
- if ((BaseLevel > 49) && (BaseLevel < 60)) {
- mes "[Boya]";
- mes "You are on the third step of course B.";
- mes "This course is called 'Conquer Orc dungeon!'.";
- mes "It's the most proper mission for your level.";
- next;
- mes "[Boya]";
- mes "Go through the gate of Prontera and keep walking to the west. Orc Village is in that direction.";
- mes "Or you can go out through the western gate of Geffen and keep heading southeast..";
- next;
- mes "[Boya]";
- mes "Umm. Orc village has a Kafra Employee dispatched there so you could use the Kafra services..";
- mes "It's up to you.";
- next;
- mes "[Boya]";
- mes "One of our dispatched members is waiting in the building near the Kafra Employee.";
- next;
- mes "[Boya]";
- mes "She will explain what needs to be done there.";
- mes "If you have any questions ask her.";
- next;
- mes "[Boya]";
- mes "Ok, may Freya bless you!";
- para_suv01 = 29;
- setquest 7152;
- close;
- }
- if (BaseLevel > 59) {
- mes "[Boya]";
- mes "You are on the last step.";
- mes "This course is called 'Conquer the Ocean City!'.";
- mes "I don't know if it is the proper course or not, but anyway it's the last course of our training.";
- next;
- mes "[Boya]";
- mes "First take a ship to to Byalan Island from Izlude!";
- mes "There is an underground cave. Go in and get to the bottom floor where you will find a historic underwater city..";
- next;
- mes "[Boya]";
- mes "Although it's underwater, you can breath so don't worry.";
- mes "There is a dispatched trainee around the entrance of the Ocean City.";
- next;
- mes "[Boya]";
- mes "Tell him that I sent you and follow his directions.";
- mes "Ok, may Freya bless you!";
- para_suv01 = 33;
- setquest 7156;
- close;
- }
- case 2:
- mes "[Boya]";
- mes "It's all your decision.";
- mes "It's not my business but you should probably reconsider.";
- close;
- }
- case 2:
- mes "[Boya]";
- mes "Huh?";
- mes "You are so honest!";
- mes "Gosh. You wanted to know something about equipment?";
- next;
- mes "[Boya]";
- mes "I have a uniform set which is free for our group members.";
- mes "But, I can't give it for free.";
- next;
- mes "[Boya]";
- mes "We give it to great participants who do their best in the training.";
- next;
- mes "-Boya eyes you from top to bottom.";
- mes "Hmm... he seems to think something is wrong.-";
- next;
- mes "[Boya]";
- mes "Due to emotion.";
- next;
- select("What?!");
- mes "[Boya]";
- mes "So, will you join the training or not?";
- mes "I look a little bit funny, actually I am really busy I was called shining Rune Knight.";
- mes "Make a decision, hurry.";
- next;
- switch (select("Participate in the training.:Refuse!!")) {
- case 1:
- mes "[Boya]";
- mes "Really? You already seem ready.";
- mes "We have a total of 3 steps for the training.";
- mes "Let me see...";
- next;
- if (BaseLevel < 12) {
- mes "[Boya]";
- mes "Umm. You should raise your level more!";
- mes "You need to be at least level 12!";
- mes "I'm sorry but those are the rules.";
- close;
- }
- if ((BaseLevel > 11) && (BaseLevel < 20)) {
- mes "[Boya]";
- mes "Really? You already seem ready.";
- mes "We have a total of 3 steps for the training.";
- mes "Let me see...";
- next;
- mes "[Boya]";
- mes "The first step is course A.";
- mes "Course A is called 'Conquer the Desert!'.";
- mes "It's the most proper mission for your level.";
- next;
- mes "[Boya]";
- mes "^4d4dffThere is a desert town called Morroc.";
- mes "From there go south and then east. There is small oasis in the center of that field.^000000";
- next;
- mes "[Boya]";
- mes "If you go there, you will find a dog around the oasis.";
- mes "He is really mysterious and he can speak so don't be suprised.";
- next;
- mes "[Boya]";
- mes "Tell the dog ^4d4dffBoya is really great.^000000";
- mes "If you have any questions ask that dog.";
- next;
- mes "[Boya]";
- mes "Why are you staring at me?";
- mes "I had to come up with a password right?";
- mes "What's wrong with that password?";
- next;
- mes "[Boya]";
- mes "Anyway, that place is not far from here so, it is a reasonable place for a beginner like you.";
- mes "Ok, may Freya bless you~!";
- para_suv01 = 1;
- setquest 7128;
- close;
- }
- if ((BaseLevel > 19) && (BaseLevel < 26)) {
- mes "[Boya]";
- mes "I'll send you to the first step of course B.";
- mes "Course B is called 'Conquer the Culvert!'.";
- mes "It's the most proper mission for your level.";
- next;
- mes "[Boya]";
- mes "You need to register to explore the culvert in Prontera at the Knight Guild.";
- mes "After registering there go to the western gate of Prontera. The manager of the culvert is near the entrance.";
- next;
- mes "[Boya]";
- mes "Once you enter the culvert you can find a dispatched cat. Don't be surprised if he talks to you.";
- next;
- mes "[Boya]";
- mes "Tell the cat ^4d4dffBoya's help is like a giant and beautiful tuna^000000.";
- mes "He is really mysterious and he can speak so don't be suprised.";
- mes "He will give you a battle target when you tell him that.";
- mes "If you have any questions ask the cat.";
- next;
- mes "[Boya]";
- mes "Why are you staring at me like that?";
- mes "It's just a password that I made up.";
- next;
- mes "[Boya]";
- mes "Anyway...";
- mes "That place is nor far from here so, it is a reasonable place for a beginner like you.";
- mes "Ok, may Freya bless you~!";
- para_suv01 = 6;
- setquest 7133;
- close;
- }
- if ((BaseLevel > 25) && (BaseLevel < 33)) {
- mes "[Boya]";
- mes "Cool.";
- mes "Let me choose a proper place for you.";
- next;
- mes "[Boya]";
- mes "I'll send you to the second step of course A.";
- mes "This course is called 'Conquer the Ghost Cave!'.";
- mes "It's the most proper mission for your level.";
- next;
- mes "[Boya]";
- mes "There is a small archer village north of Payon.";
- mes "There is a cave on the western hill of the archer village.";
- next;
- mes "[Boya]";
- mes "We have dispatched someone in front of the cave.";
- mes "His name is... um...";
- mes "...";
- next;
- mes "[Boya]";
- mes "Anyway he is one of us so he will know me.";
- mes "He will give you a mission.";
- mes "If you have questions ask him.";
- next;
- mes "[Boya]";
- mes "Why are you staring at me?";
- mes "We haven't met for a long time that's why I can't remember his name!";
- next;
- mes "[Boya]";
- mes "Anyway...";
- mes "That place is not far from here so, come back quickly.";
- mes "Ok, may Freya bless you~!";
- para_suv01 = 13;
- setquest 7138;
- close;
- }
- if ((BaseLevel > 32) && (BaseLevel < 40)) {
- mes "[Boya]";
- mes "I'll send you to the 2nd step of course B.";
- mes "This course is called 'Conquer Anthell!'.";
- mes "It's the most proper mission for your level.";
- next;
- mes "[Boya]";
- mes "Travel just southwest of Morroc City.";
- mes "There you will find a hole in the ground to a cave called Anthell.";
- next;
- mes "[Boya]";
- mes "There are lots of ants in there. kk?";
- mes "It is also covered in sand so be careful in there ok.";
- next;
- mes "[Boya]";
- mes "That's why it's called ant hell.";
- mes "One of our members will be waiting there.";
- mes "His name is... K? M? Hmm? Anyway I can't remember.";
- next;
- mes "[Boya]";
- mes "He is one of us so he will know me.";
- mes "He will give you a mission.";
- mes "If you have any questions ask him.";
- next;
- mes "[Boya]";
- mes "Why are you staring at me?";
- mes "We haven't met for a long time that's why I can't remember his name!";
- next;
- mes "[Boya]";
- mes "Anyway...";
- mes "That place is not far from here so, come back quickly.";
- mes "Ok, blessing you~!!";
- para_suv01 = 17;
- setquest 7142;
- close;
- }
- if ((BaseLevel > 39) && (BaseLevel < 50)) {
- mes "[Boya]";
- mes "You are on the third step of course A.";
- mes "This course is called 'Conquer Orc village!'.";
- mes "Let me see...";
- next;
- mes "[Boya]";
- mes "Go through the gate of Prontera and keep walking to the west. Orc Village is in that direction.";
- mes "Or you can go out through the western gate of Geffen and keep heading southeast..";
- next;
- mes "[Boya]";
- mes "Umm. Orc village has a Kafra Employee dispatched there so you could use the Kafra services..";
- mes "It's up to you.";
- next;
- mes "[Boya]";
- mes "One of our dispatched members is waiting in the building near the Kafra Employee.";
- next;
- mes "[Boya]";
- mes "She will explain what needs to be done there.";
- mes "If you have any questions ask her.";
- next;
- mes "[Boya]";
- mes "Ok, may Freya bless you!";
- para_suv01 = 24;
- setquest 7147;
- close;
- }
- if ((BaseLevel > 49) && (BaseLevel < 60)) {
- mes "[Boya]";
- mes "You are on the third step of course B.";
- mes "This course is called 'Conquer Orc dungeon!'.";
- mes "It's the most proper mission for your level.";
- next;
- mes "[Boya]";
- mes "Go through the gate of Prontera and keep walking to the west. Orc Village is in that direction.";
- mes "Or you can go out through the western gate of Geffen and keep heading southeast..";
- next;
- mes "[Boya]";
- mes "Umm. Orc village has a Kafra Employee dispatched there so you could use the Kafra services..";
- mes "It's up to you.";
- next;
- mes "[Boya]";
- mes "One of our dispatched members is waiting in the building near the Kafra Employee.";
- next;
- mes "[Boya]";
- mes "She will explain what needs to be done there.";
- mes "If you have any questions ask her.";
- next;
- mes "[Boya]";
- mes "Ok, may Freya bless you!";
- para_suv01 = 29;
- setquest 7152;
- close;
- }
- if (BaseLevel > 59) {
- mes "[Boya]";
- mes "You are on the last step.";
- mes "This course is called 'Conquer the Ocean City!'.";
- mes "I don't know if it is the proper course or not, but anyway it's the last course of our training.";
- next;
- mes "[Boya]";
- mes "First take a ship to to Byalan Island from Izlude!";
- mes "There is an underground cave. Go in and get to the bottom floor where you will find a historic underwater city..";
- next;
- mes "[Boya]";
- mes "Although it's underwater, you can breath so don't worry.";
- mes "There is a dispatched trainee around the entrance of the Ocean City.";
- next;
- mes "[Boya]";
- mes "Tell him that I sent you and follow his directions.";
- mes "Ok, may Freya bless you!";
- para_suv01 = 33;
- setquest 7156;
- close;
- }
- case 2:
- mes "[Boya]";
- mes "You are so rude!";
- specialeffect2 EF_HIT1;
- percentheal -50,0;
- next;
- mes "-Beats quickly and this shining Rune Knight turns invisible.";
- mes "It hurts too much-";
- close;
- }
- case 3:
- mes "[Boya]";
- mes "Don't bother me.";
- close;
- }
- }
- if ((para_suv01 > 0) && (para_suv01 < 5)) {
- mes "[Boya]";
- mes "Hey, I already talked all about the training areas.";
- mes "I will explain again please concentrate.";
- next;
- mes "[Boya]";
- mes "An oasis souteast of Morroc.";
- mes "There is a big dog in the center.";
- mes "The detailed story is written in the log, see?";
- close;
- }
- if (para_suv01 == 5) {
- mes "[Boya]";
- mes "Oh you've come back.";
- mes "Good job.";
- mes "Now you are adapting.";
- next;
+ mes "[Boya]";
+ if (countitem(Para_Team_Mark) < 1) {
+ mes "You are not in my group are you?";
+ mes "I don't have anything to say to outsiders.";
+ mes "If you want something register with my group.";
+ next;
+ mes "[Boya]";
+ mes "To register with the Eden Group ask Laime Evenor next to me.";
+ close;
+ }
+ if (para_suv01 == 0) {
+ mes "What's up?";
+ mes "If you have any normal missions use the bulletin board.";
+ next;
+ switch (select("What is your responsibility?:Don't you have equipment?:Ignore.")) {
mes "[Boya]";
- mes "Completed step 1.";
- mes "Congratulations.";
- mes "We will give you a uniform and some equipment.";
+ case 1:
+ mes "I give training missions to members.";
+ mes "That's why they participate in it.";
+ mes "If they don't want to get in trouble, it's essential.";
next;
mes "[Boya]";
- mes "Can you see a large blue gate next to the board?";
- mes "Go inside then keep walking until the end of the right passage. There is an equipment storage there.";
+ mes "Through battle training they can improve their real experience.";
+ mes "The members that prove themselves will even get a reward.";
next;
mes "[Boya]";
- mes "Inform the manager that I sent you. He will give you some stuff.";
- mes "Go go go!";
- para_suv01 = 11;
- completequest 7132;
- close;
- }
- if ((para_suv01 > 5) && (para_suv01 < 10)) {
- mes "[Boya]";
- mes "The training name was 'Conquer the Culvert!.";
- mes "Did you explore the culvert fully?";
+ mes "We gave them special equipmant that we have made.";
+ mes "These gifts are for people who are really doing their best.";
next;
mes "[Boya]";
- mes "Come back when you've completed all the courses from the local trainer.";
- close;
- }
- if (para_suv01 == 10) {
- mes "[Boya]";
- mes "Oh you're back.";
- mes "Good job.";
- mes "Now you are adapting.";
+ mes "If you are curious, you can join.";
+ mes "The training battle course is not very difficult.";
+ mes "There's nothing to worry about.";
next;
mes "[Boya]";
- mes "Completed step 1.";
- mes "Congratulations.";
- mes "My team will give you a uniform and some equipment.";
+ mes "If you want to join, don't hesitate.";
next;
- mes "[Boya]";
- mes "Can you see a large blue gate next to the board?";
- mes "Go inside then keep walking until the end of the right passage. There is an equipment storage there.";
- next;
- mes "[Boya]";
- mes "Inform the manager that I sent you. He will give you some stuff.";
- mes "Go go go!";
- para_suv01 = 11;
- completequest 7137;
- close;
- }
- if (para_suv01 == 11) {
- mes "[Boya]";
- mes "What are you doing?";
- mes "Get the equipment from the storage manager.";
- mes "Our uniform is pretty awesome haha.";
- close;
- }
- if (para_suv01 == 12) {
- mes "[Boya]";
- mes "Um, did you like the supplies?";
- mes "I like the red hat.";
- mes "The red ribbon is really cute.";
- next;
- if (BaseLevel > 25) {
+ switch (select("Participate in the training.:Ignore.")) {
mes "[Boya]";
- mes "And you seem to.";
- mes "Able to take upper class, now.";
- mes "What about it, do you want?";
- next;
- switch (select("No, way.:Absolutely, I will.")) {
- case 1:
- mes "[Boya]";
- mes "Really?";
- mes "Actually I don't care but the uniform will be changed as upper class.";
- close;
- case 2:
- mes "[Boya]";
- mes "Cool.";
- mes "Let me choose a proper place for you.";
- next;
- if ((BaseLevel > 25) && (BaseLevel < 33)) {
- mes "[Boya]";
- mes "Cool.";
- mes "Let me choose a proper place for you.";
- next;
- mes "[Boya]";
- mes "I'll send you to the second step of course A.";
- mes "This course is called 'Conquer the Ghost Cave!'.";
- mes "It's the most proper mission for your level.";
- next;
- mes "[Boya]";
- mes "There is a small archer village north of Payon.";
- mes "There is a cave on the western hill of the archer village.";
- next;
- mes "[Boya]";
- mes "We have dispatched someone in front of the cave.";
- mes "His name is... um...";
- mes "...";
- next;
- mes "[Boya]";
- mes "Anyway he is one of us so he will know me.";
- mes "He will give you a mission.";
- mes "If you have questions ask him.";
- next;
- mes "[Boya]";
- mes "Why are you staring at me?";
- mes "We haven't met for a long time that's why I can't remember his name!";
- next;
- mes "[Boya]";
- mes "Anyway...";
- mes "That place is not far from here so, come back quickly.";
- mes "Ok, may Freya bless you~!";
- para_suv01 = 13;
- setquest 7138;
- close;
- }
- if ((BaseLevel > 32) && (BaseLevel < 40)) {
- mes "[Boya]";
- mes "I'll send you to the 2nd step of course B.";
- mes "This course is called 'Conquer Anthell!'.";
- mes "It's the most proper mission for your level.";
- next;
- mes "[Boya]";
- mes "Travel just southwest of Morroc City.";
- mes "There you will find a hole in the ground to a cave called Anthell.";
- next;
- mes "[Boya]";
- mes "There are lots of ants in there. kk?";
- mes "It is also covered in sand so be careful in there ok.";
- next;
- mes "[Boya]";
- mes "That's why it's called ant hell.";
- mes "One of our members will be waiting there.";
- mes "His name is... K? M? Hmm? Anyway I can't remember.";
- next;
- mes "[Boya]";
- mes "He is one of us so he will know me.";
- mes "He will give you a mission.";
- mes "If you have any questions ask him.";
- next;
- mes "[Boya]";
- mes "Why are you staring at me?";
- mes "We haven't met for a long time that's why I can't remember his name!";
- next;
- mes "[Boya]";
- mes "Anyway...";
- mes "That place is not far from here so, come back quickly.";
- mes "Ok, blessing you~!!";
- para_suv01 = 17;
- setquest 7142;
- close;
- }
- if ((BaseLevel > 39) && (BaseLevel < 50)) {
- mes "[Boya]";
- mes "You are on the third step of course A.";
- mes "This course is called 'Conquer Orc village!'.";
- mes "Let me see...";
- next;
- mes "[Boya]";
- mes "Go through the gate of Prontera and keep walking to the west. Orc Village is in that direction.";
- mes "Or you can go out through the western gate of Geffen and keep heading southeast..";
- next;
- mes "[Boya]";
- mes "Umm. Orc village has a Kafra Employee dispatched there so you could use the Kafra services..";
- mes "It's up to you.";
- next;
- mes "[Boya]";
- mes "One of our dispatched members is waiting in the building near the Kafra Employee.";
- next;
- mes "[Boya]";
- mes "She will explain what needs to be done there.";
- mes "If you have any questions ask her.";
- next;
- mes "[Boya]";
- mes "Ok, may Freya bless you!";
- para_suv01 = 24;
- setquest 7147;
- close;
- }
- if ((BaseLevel > 49) && (BaseLevel < 60)) {
- mes "[Boya]";
- mes "You are on the third step of course B.";
- mes "This course is called 'Conquer Orc dungeon!'.";
- mes "It's the most proper mission for your level.";
- next;
- mes "[Boya]";
- mes "Go through the gate of Prontera and keep walking to the west. Orc Village is in that direction.";
- mes "Or you can go out through the western gate of Geffen and keep heading southeast..";
- next;
- mes "[Boya]";
- mes "Umm. Orc village has a Kafra Employee dispatched there so you could use the Kafra services..";
- mes "It's up to you.";
- next;
- mes "[Boya]";
- mes "One of our dispatched members is waiting in the building near the Kafra Employee.";
- next;
- mes "[Boya]";
- mes "She will explain what needs to be done there.";
- mes "If you have any questions ask her.";
- next;
- mes "[Boya]";
- mes "Ok, may Freya bless you!";
- para_suv01 = 29;
- setquest 7152;
- close;
- }
- if (BaseLevel > 59) {
- mes "[Boya]";
- mes "You are on the last step.";
- mes "This course is called 'Conquer the Ocean City!'.";
- mes "I don't know if it is the proper course or not, but anyway it's the last course of our training.";
- next;
- mes "[Boya]";
- mes "First take a ship to to Byalan Island from Izlude!";
- mes "There is an underground cave. Go in and get to the bottom floor where you will find a historic underwater city..";
- next;
- mes "[Boya]";
- mes "Although it's underwater, you can breath so don't worry.";
- mes "There is a dispatched trainee around the entrance of the Ocean City.";
- next;
- mes "[Boya]";
- mes "Tell him that I sent you and follow his directions.";
- mes "Ok, may Freya bless you!";
- para_suv01 = 33;
- setquest 7156;
- close;
- }
- }
+ case 1:
+ callsub S_Quest1;
+ callsub S_Quest2;
+ callsub S_Quest3;
+ case 2:
+ mes "It's all your decision.";
+ mes "It's not my business but you should probably reconsider.";
+ close;
}
- mes "[Boya]";
- mes "The battle training is organized into steps.";
- mes "When you able to join next step come back again after leveling more.";
- next;
- mes "[Boya]";
- mes "The next training step is available for those over Level 26.";
- mes "When you reach that level, come by again. get it?";
- close;
- }
- if ((para_suv01 > 12) && (para_suv01 < 16)) {
- mes "[Boya]";
- mes "The training area is at the north cave of Payon.";
- mes "A staff member is already dispatched there.";
- mes "Find him and follow his directions.";
- close;
- }
- if (para_suv01 == 16) {
- mes "[Boya]";
- mes "You finished the second step of training.";
- mes "Now do you understand how this world is organized?";
+ case 2:
+ mes "Huh?";
+ mes "You are so honest!";
+ mes "Gosh. You wanted to know something about equipment?";
next;
mes "[Boya]";
- mes "I will certify that you completed the training.";
- mes "The person in charge of equipment storage will supply you with what you need.";
+ mes "I have a uniform set which is free for our group members.";
+ mes "But, I can't give it for free.";
next;
mes "[Boya]";
- mes "Choose an equipment that fits your particular set of skills.";
- para_suv01 = 22;
- completequest 7141;
- close;
- }
- if ((para_suv01 > 16) && (para_suv01 < 21)) {
- mes "[Boya]";
- mes "The training area is southwest of Morroc.";
- mes "Enter the Saint Darmain Fortress to reach it directly.";
+ mes "We give it to great participants who do their best in the training.";
next;
- mes "[Boya]";
- mes "There's someone there named... Uh... he is waiting for you to follow his direction.";
- close;
- }
- if (para_suv01 == 21) {
- mes "[Boya]";
- mes "You finished the second step of training.";
- mes "Now do you understand how this world is organized?";
+ mes "-Boya eyes you from top to bottom.";
+ mes "Hmm... he seems to think something is wrong.-";
next;
mes "[Boya]";
- mes "I will certify that you completed the training.";
- mes "The person in charge of equipment storage will supply you with what you need.";
+ mes "Due to emotion.";
next;
+ select("What?!");
mes "[Boya]";
- mes "The person in charge of equipment storage will supply you with what you need.";
- para_suv01 = 22;
- completequest 7146;
- close;
- }
- if (para_suv01 == 22) {
- mes "[Boya]";
- mes "We serve trainees with equipment and armor after passing the second step of training.";
- mes "Go to the storage and meet the person in charge there.";
+ mes "So, will you join the training or not?";
+ mes "I look a little bit funny, actually I am really busy I was called shining Rune Knight.";
+ mes "Make a decision, hurry.";
next;
- mes "[Boya]";
- mes "To find the storage pass the blue gate next to the mission board then at the end of the hallway to the right side.";
+ switch (select("Participate in the training.:Refuse!!")) {
+ mes "[Boya]";
+ case 1:
+ callsub S_Quest1;
+ callsub S_Quest2;
+ callsub S_Quest3;
+ case 2:
+ mes "You are so rude!";
+ specialeffect2 EF_HIT1;
+ percentheal -50,0;
+ next;
+ mes "-Beats quickly and this shining Rune Knight turns invisible.";
+ mes "It hurts too much-";
+ close;
+ }
+ case 3:
+ mes "Don't bother me.";
close;
}
- if (para_suv01 == 23) {
- mes "[Boya]";
- mes "Hey long time no see.";
- mes "So what's up?";
+ }
+ else if (para_suv01 < 5) {
+ mes "Hey, I already talked all about the training areas.";
+ mes "I will explain again please concentrate.";
+ next;
+ mes "[Boya]";
+ mes "An oasis souteast of Morroc.";
+ mes "There is a big dog in the center.";
+ mes "The detailed story is written in the log, see?";
+ }
+ else if (para_suv01 == 5) {
+ mes "Oh you've come back.";
+ mes "Good job.";
+ mes "Now you are adapting.";
+ next;
+ mes "[Boya]";
+ mes "Completed step 1.";
+ mes "Congratulations.";
+ mes "We will give you a uniform and some equipment.";
+ next;
+ mes "[Boya]";
+ mes "Can you see a large blue gate next to the board?";
+ mes "Go inside then keep walking until the end of the right passage. There is an equipment storage there.";
+ next;
+ mes "[Boya]";
+ mes "Inform the manager that I sent you. He will give you some stuff.";
+ mes "Go go go!";
+ para_suv01 = 11;
+ completequest 7132;
+ }
+ else if (para_suv01 < 10) {
+ mes "The training name was 'Conquer the Culvert!.";
+ mes "Did you explore the culvert fully?";
+ next;
+ mes "[Boya]";
+ mes "Come back when you've completed all the courses from the local trainer.";
+ }
+ else if (para_suv01 == 10) {
+ mes "Oh you're back.";
+ mes "Good job.";
+ mes "Now you are adapting.";
+ next;
+ mes "[Boya]";
+ mes "Completed step 1.";
+ mes "Congratulations.";
+ mes "My team will give you a uniform and some equipment.";
+ next;
+ mes "[Boya]";
+ mes "Can you see a large blue gate next to the board?";
+ mes "Go inside then keep walking until the end of the right passage. There is an equipment storage there.";
+ next;
+ mes "[Boya]";
+ mes "Inform the manager that I sent you. He will give you some stuff.";
+ mes "Go go go!";
+ para_suv01 = 11;
+ completequest 7137;
+ }
+ else if (para_suv01 == 11) {
+ mes "What are you doing?";
+ mes "Get the equipment from the storage manager.";
+ mes "Our uniform is pretty awesome haha.";
+ }
+ else if (para_suv01 == 12) {
+ mes "Um, did you like the supplies?";
+ mes "I like the red hat.";
+ mes "The red ribbon is really cute.";
+ next;
+ mes "[Boya]";
+ if (BaseLevel > 25) {
+ mes "And you seem to.";
+ mes "Able to take upper class, now.";
+ mes "What about it, do you want?";
next;
- switch (select("I want to join training.:Nothing.")) {
- case 1:
+ switch (select("No, way.:Absolutely, I will.")) {
mes "[Boya]";
- mes "Hmm... really?";
- mes "Let me see... which step is good for you...";
- next;
- if ((BaseLevel > 39) && (BaseLevel < 50)) {
- mes "[Boya]";
- mes "You are on the third step of course A.";
- mes "This course is called 'Conquer Orc village!'.";
- mes "Let me see...";
- next;
- mes "[Boya]";
- mes "Go through the gate of Prontera and keep walking to the west. Orc Village is in that direction.";
- mes "Or you can go out through the western gate of Geffen and keep heading southeast..";
- next;
- mes "[Boya]";
- mes "Umm. Orc village has a Kafra Employee dispatched there so you could use the Kafra services..";
- mes "It's up to you.";
- next;
- mes "[Boya]";
- mes "One of our dispatched members is waiting in the building near the Kafra Employee.";
- next;
- mes "[Boya]";
- mes "She will explain what needs to be done there.";
- mes "If you have any questions ask her.";
- next;
- mes "[Boya]";
- mes "Ok, may Freya bless you!";
- para_suv01 = 24;
- setquest 7147;
- close;
- }
- if ((BaseLevel > 49) && (BaseLevel < 60)) {
- mes "[Boya]";
- mes "You are on the third step of course B.";
- mes "This course is called 'Conquer Orc dungeon!'.";
- mes "It's the most proper mission for your level.";
- next;
- mes "[Boya]";
- mes "Go through the gate of Prontera and keep walking to the west. Orc Village is in that direction.";
- mes "Or you can go out through the western gate of Geffen and keep heading southeast..";
- next;
- mes "[Boya]";
- mes "Umm. Orc village has a Kafra Employee dispatched there so you could use the Kafra services..";
- mes "It's up to you.";
- next;
- mes "[Boya]";
- mes "One of our dispatched members is waiting in the building near the Kafra Employee.";
- next;
- mes "[Boya]";
- mes "She will explain what needs to be done there.";
- mes "If you have any questions ask her.";
- next;
- mes "[Boya]";
- mes "Ok, may Freya bless you!";
- para_suv01 = 29;
- setquest 7152;
- close;
- }
- if (BaseLevel > 59) {
- mes "[Boya]";
- mes "You are on the last step.";
- mes "This course is called 'Conquer the Ocean City!'.";
- mes "I don't know if it is the proper course or not, but anyway it's the last course of our training.";
- next;
- mes "[Boya]";
- mes "First take a ship to to Byalan Island from Izlude!";
- mes "There is an underground cave. Go in and get to the bottom floor where you will find a historic underwater city..";
- next;
- mes "[Boya]";
- mes "Although it's underwater, you can breath so don't worry.";
- mes "There is a dispatched trainee around the entrance of the Ocean City.";
- next;
- mes "[Boya]";
- mes "Tell him that I sent you and follow his directions.";
- mes "Ok, may Freya bless you!";
- para_suv01 = 33;
- setquest 7156;
- close;
- }
- mes "[Boya]";
- mes "Sooo sorry but to join this training You need to be at least level 40.";
- mes "Concentrate to become higher level then come back.";
+ case 1:
+ mes "Really?";
+ mes "Actually I don't care but the uniform will be changed as upper class.";
close;
case 2:
- mes "[Boya]";
- mes "Did you come to see me?";
- mes "Just that? Without anything?";
- mes "At could have least brought some chocolate...";
+ mes "Cool.";
+ mes "Let me choose a proper place for you.";
next;
mes "[Boya]";
- mes "Banana roll or stripe straw... anything.";
- mes "Oh, I don't eat snacks with cinnamon...";
- close;
+ callsub S_Quest2;
+ callsub S_Quest3;
}
}
- if ((para_suv01 > 23) && (para_suv01 < 28)) {
- mes "[Boya]";
- mes "Umm. Orc village has a Kafra Employee there so you can use the Kafra services.";
- next;
- mes "[Boya]";
- mes "One of our dispatched members is waiting in the building near the Kafra Employee.";
- close;
- }
- if (para_suv01 == 28) {
- mes "[Boya]";
- mes "Cool! You passed the third step of training.";
- mes "I will certify that you completed the training.";
- mes "The person in charge of equipment storage will supply you with some equipment.";
- next;
- mes "[Boya]";
- mes "We serve trainees with equipment and armor after passing the second step of training.";
- mes "Go to the storage and meet the person in charge there.";
- next;
- mes "[Boya]";
- mes "To find the storage pass the blue gate next to the mission board then at the end of the hallway to the right side.";
- para_suv01 = 37;
- completequest 7151;
- close;
- }
- if ((para_suv01 > 28) && (para_suv01 < 32)) {
- mes "[Boya]";
- mes "Umm. Orc village has a Kafra Employee there so you can use the Kafra services there.";
- next;
- mes "[Boya]";
- mes "One of our dispatched members is waiting in the building near the Kafra Employee.";
- close;
- }
- if (para_suv01 == 32) {
- mes "[Boya]";
- mes "Cool! You passed the third step of training.";
- mes "I will certify that you completed the training.";
- mes "The person in charge of equipment storage will supply you with some equipment.";
- next;
- mes "[Boya]";
- mes "We serve trainees with equipment and armor after passing the second step of training.";
- mes "Go to the storage and meet the person in charge there.";
- next;
- mes "[Boya]";
- mes "To find the storage pass the blue gate next to the mission board then at the end of the hallway to the right side.";
- para_suv01 = 37;
- completequest 7155;
- close;
- }
- if ((para_suv01 > 32) && (para_suv01 < 36)) {
- mes "[Boya]";
- mes "First take a ship toward to Bayalan from Izlude!";
- mes "There is an underground cave. Go in and get to the bottom floor where you will find a historic underwater city..";
- next;
- mes "[Boya]";
- mes "There is a dispatched trainee around the entrance of the Ocean City.";
- close;
- }
- if (para_suv01 == 36) {
- mes "[Boya]";
- mes "Cool! You passed the third step of training.";
- mes "I will certify that you completed the training.";
- mes "The person in charge of equipment storage will supply you with some equipment.";
- next;
- mes "[Boya]";
- mes "We serve trainees with equipment and armor after passing the second step of training.";
- mes "Go to the storage and meet the person in charge there.";
- next;
- mes "[Boya]";
- mes "To find the storage pass the blue gate next to the mission board then at the end of the hallway to the right side.";
- para_suv01 = 37;
- completequest 7159;
- close;
- }
- if (para_suv01 == 37) {
- mes "[Boya]";
- mes "If you finish all of the steps go and get your supplies.";
- mes "We offer equipment to those who complete the training.";
- next;
- mes "[Boya]";
- mes "We might serve you other things.";
- mes "If you have any questions, ask the person in charge of the arsenal.";
+ else {
+ mes "The battle training is organized into steps.";
+ mes "When you able to join next step come back again after leveling more.";
next;
mes "[Boya]";
- mes "The arsenal is past the blue gate and at the end of the right side of the passage.";
- close;
+ mes "The next training step is available for those over Level 26.";
+ mes "When you reach that level, come by again. get it?";
}
- if (para_suv01 >= 38) {
- mes "[Boya]";
- mes "My boss created all the courses for the training.";
- mes "After he manufactured the uniform and supplies he changed his mind and said that he can't give them for free.";
- next;
- mes "[Boya]";
- mes "People who show their effort for my team and the world can get some supplies.";
- mes "That's why these courses were made.";
- next;
- mes "[Boya]";
- mes "Basically we are supposed to offer these supplies for beginners";
- mes "but if experts want to participate this training, we accept them.";
- next;
+ }
+ else if (para_suv01 < 16) {
+ mes "The training area is at the north cave of Payon.";
+ mes "A staff member is already dispatched there.";
+ mes "Find him and follow his directions.";
+ }
+ else if (para_suv01 == 16) {
+ mes "You finished the second step of training.";
+ mes "Now do you understand how this world is organized?";
+ next;
+ mes "[Boya]";
+ mes "I will certify that you completed the training.";
+ mes "The person in charge of equipment storage will supply you with what you need.";
+ next;
+ mes "[Boya]";
+ mes "Choose an equipment that fits your particular set of skills.";
+ para_suv01 = 22;
+ completequest 7141;
+ }
+ else if (para_suv01 < 21) {
+ mes "The training area is southwest of Morroc.";
+ mes "Enter the Saint Darmain Fortress to reach it directly.";
+ next;
+ mes "[Boya]";
+ mes "There's someone there named... Uh... he is waiting for you to follow his direction.";
+ }
+ else if (para_suv01 == 21) {
+ mes "You finished the second step of training.";
+ mes "Now do you understand how this world is organized?";
+ next;
+ mes "[Boya]";
+ mes "I will certify that you completed the training.";
+ mes "The person in charge of equipment storage will supply you with what you need.";
+ next;
+ mes "[Boya]";
+ mes "The person in charge of equipment storage will supply you with what you need.";
+ para_suv01 = 22;
+ completequest 7146;
+ }
+ else if (para_suv01 == 22) {
+ mes "We serve trainees with equipment and armor after passing the second step of training.";
+ mes "Go to the storage and meet the person in charge there.";
+ next;
+ mes "[Boya]";
+ mes "To find the storage pass the blue gate next to the mission board then at the end of the hallway to the right side.";
+ }
+ else if (para_suv01 == 23) {
+ mes "Hey long time no see.";
+ mes "So what's up?";
+ next;
+ switch (select("I want to join training.:Nothing.")) {
mes "[Boya]";
- mes "Although the uniform and equipment might be useless.";
- mes "participating in this training means they want to become a member of our group.";
+ case 1:
+ mes "Hmm... really?";
+ mes "Let me see... which step is good for you...";
next;
mes "[Boya]";
- mes "Yes that's all.";
- mes "That's why when we decided a hat design it was really difficult.";
+ if (BaseLevel < 40) {
+ mes "Sooo sorry but to join this training You need to be at least level 40.";
+ mes "Concentrate to become higher level then come back.";
+ close;
+ }
+ callsub S_Quest3;
+ case 2:
+ mes "Did you come to see me?";
+ mes "Just that? Without anything?";
+ mes "At could have least brought some chocolate...";
next;
mes "[Boya]";
- mes "Remember this when you use the equipment.";
- mes "But if you decide to sell or trade them off, it is none of our concern.";
+ mes "Banana roll or stripe straw... anything.";
+ mes "Oh, I don't eat snacks with cinnamon...";
close;
}
+ }
+ else if (para_suv01 < 28) {
+ mes "Umm. Orc village has a Kafra Employee there so you can use the Kafra services.";
+ next;
+ mes "[Boya]";
+ mes "One of our dispatched members is waiting in the building near the Kafra Employee.";
+ }
+ else if (para_suv01 == 28) {
+ mes "Cool! You passed the third step of training.";
+ mes "I will certify that you completed the training.";
+ mes "The person in charge of equipment storage will supply you with some equipment.";
+ next;
+ mes "[Boya]";
+ mes "We serve trainees with equipment and armor after passing the second step of training.";
+ mes "Go to the storage and meet the person in charge there.";
+ next;
+ mes "[Boya]";
+ mes "To find the storage pass the blue gate next to the mission board then at the end of the hallway to the right side.";
+ para_suv01 = 37;
+ completequest 7151;
+ }
+ else if (para_suv01 < 32) {
+ mes "Umm. Orc village has a Kafra Employee there so you can use the Kafra services there.";
+ next;
+ mes "[Boya]";
+ mes "One of our dispatched members is waiting in the building near the Kafra Employee.";
+ }
+ else if (para_suv01 == 32) {
+ mes "Cool! You passed the third step of training.";
+ mes "I will certify that you completed the training.";
+ mes "The person in charge of equipment storage will supply you with some equipment.";
+ next;
+ mes "[Boya]";
+ mes "We serve trainees with equipment and armor after passing the second step of training.";
+ mes "Go to the storage and meet the person in charge there.";
+ next;
+ mes "[Boya]";
+ mes "To find the storage pass the blue gate next to the mission board then at the end of the hallway to the right side.";
+ para_suv01 = 37;
+ completequest 7155;
+ }
+ else if (para_suv01 < 36) {
+ mes "First take a ship toward to Bayalan from Izlude!";
+ mes "There is an underground cave. Go in and get to the bottom floor where you will find a historic underwater city..";
+ next;
+ mes "[Boya]";
+ mes "There is a dispatched trainee around the entrance of the Ocean City.";
+ }
+ else if (para_suv01 == 36) {
+ mes "Cool! You passed the third step of training.";
+ mes "I will certify that you completed the training.";
+ mes "The person in charge of equipment storage will supply you with some equipment.";
+ next;
+ mes "[Boya]";
+ mes "We serve trainees with equipment and armor after passing the second step of training.";
+ mes "Go to the storage and meet the person in charge there.";
+ next;
+ mes "[Boya]";
+ mes "To find the storage pass the blue gate next to the mission board then at the end of the hallway to the right side.";
+ para_suv01 = 37;
+ completequest 7159;
+ }
+ else if (para_suv01 == 37) {
+ mes "[Boya]";
+ mes "If you finish all of the steps go and get your supplies.";
+ mes "We offer equipment to those who complete the training.";
+ next;
mes "[Boya]";
+ mes "We might serve you other things.";
+ mes "If you have any questions, ask the person in charge of the arsenal.";
+ next;
+ mes "[Boya]";
+ mes "The arsenal is past the blue gate and at the end of the right side of the passage.";
+ }
+ else if (para_suv01 >= 38) {
+ mes "My boss created all the courses for the training.";
+ mes "After he manufactured the uniform and supplies he changed his mind and said that he can't give them for free.";
+ next;
+ mes "[Boya]";
+ mes "People who show their effort for my team and the world can get some supplies.";
+ mes "That's why these courses were made.";
+ next;
+ mes "[Boya]";
+ mes "Basically we are supposed to offer these supplies for beginners";
+ mes "but if experts want to participate this training, we accept them.";
+ next;
+ mes "[Boya]";
+ mes "Although the uniform and equipment might be useless.";
+ mes "participating in this training means they want to become a member of our group.";
+ next;
+ mes "[Boya]";
+ mes "Yes that's all.";
+ mes "That's why when we decided a hat design it was really difficult.";
+ next;
+ mes "[Boya]";
+ mes "Remember this when you use the equipment.";
+ mes "But if you decide to sell or trade them off, it is none of our concern.";
+ }
+ else {
mes "What do you want?";
mes "I doubt that you need more training.";
next;
mes "[Boya]";
mes "There is nothing more I can teach a battle master such as yourself.";
- close;
}
- mes "[Boya]";
- mes "You are not in my group are you?";
- mes "I don't have anything to say to outsiders.";
- mes "If you want something register with my group.";
+ close;
+S_Quest1:
+ mes "Really? You already seem ready.";
+ mes "We have a total of 3 steps for the training.";
+ mes "Let me see...";
next;
mes "[Boya]";
- mes "To register with the Eden Group ask Laime Evenor next to me.";
+ if (BaseLevel < 12) {
+ mes "Umm. You should raise your level more!";
+ mes "You need to be at least level 12!";
+ mes "I'm sorry but those are the rules.";
+ close;
+ }
+ if (BaseLevel < 20) {
+ mes "The first step is course A.";
+ mes "Course A is called 'Conquer the Desert!'.";
+ mes "It's the most proper mission for your level.";
+ next;
+ mes "[Boya]";
+ mes "^4d4dffThere is a desert town called Morroc.";
+ mes "From there go south and then east. There is small oasis in the center of that field.^000000";
+ next;
+ mes "[Boya]";
+ mes "If you go there, you will find a dog around the oasis.";
+ mes "He is really mysterious and he can speak so don't be suprised.";
+ next;
+ mes "[Boya]";
+ mes "Tell the dog ^4d4dffBoya is really great.^000000";
+ mes "If you have any questions ask that dog.";
+ next;
+ mes "[Boya]";
+ mes "Why are you staring at me?";
+ mes "I had to come up with a password right?";
+ mes "What's wrong with that password?";
+ next;
+ mes "[Boya]";
+ mes "Anyway, that place is not far from here so, it is a reasonable place for a beginner like you.";
+ mes "Ok, may Freya bless you~!";
+ para_suv01 = 1;
+ setquest 7128;
+ close;
+ }
+ if (BaseLevel < 26) {
+ mes "I'll send you to the first step of course B.";
+ mes "Course B is called 'Conquer the Culvert!'.";
+ mes "It's the most proper mission for your level.";
+ next;
+ mes "[Boya]";
+ mes "You need to register to explore the culvert in Prontera at the Knight Guild.";
+ mes "After registering there go to the western gate of Prontera. The manager of the culvert is near the entrance.";
+ next;
+ mes "[Boya]";
+ mes "Once you enter the culvert you can find a dispatched cat. Don't be surprised if he talks to you.";
+ next;
+ mes "[Boya]";
+ mes "Tell the cat ^4d4dffBoya's help is like a giant and beautiful tuna^000000.";
+ mes "He is really mysterious and he can speak so don't be suprised.";
+ mes "He will give you a battle target when you tell him that.";
+ mes "If you have any questions ask the cat.";
+ next;
+ mes "[Boya]";
+ mes "Why are you staring at me like that?";
+ mes "It's just a password that I made up.";
+ next;
+ mes "[Boya]";
+ mes "Anyway...";
+ mes "That place is nor far from here so, it is a reasonable place for a beginner like you.";
+ mes "Ok, may Freya bless you~!";
+ para_suv01 = 6;
+ setquest 7133;
+ close;
+ }
+ return;
+S_Quest2:
+ if (BaseLevel < 33) {
+ mes "Cool.";
+ mes "Let me choose a proper place for you.";
+ next;
+ mes "[Boya]";
+ mes "I'll send you to the second step of course A.";
+ mes "This course is called 'Conquer the Ghost Cave!'.";
+ mes "It's the most proper mission for your level.";
+ next;
+ mes "[Boya]";
+ mes "There is a small archer village north of Payon.";
+ mes "There is a cave on the western hill of the archer village.";
+ next;
+ mes "[Boya]";
+ mes "We have dispatched someone in front of the cave.";
+ mes "His name is... um...";
+ mes "...";
+ next;
+ mes "[Boya]";
+ mes "Anyway he is one of us so he will know me.";
+ mes "He will give you a mission.";
+ mes "If you have questions ask him.";
+ next;
+ mes "[Boya]";
+ mes "Why are you staring at me?";
+ mes "We haven't met for a long time that's why I can't remember his name!";
+ next;
+ mes "[Boya]";
+ mes "Anyway...";
+ mes "That place is not far from here so, come back quickly.";
+ mes "Ok, may Freya bless you~!";
+ para_suv01 = 13;
+ setquest 7138;
+ close;
+ }
+ if (BaseLevel < 40) {
+ mes "I'll send you to the 2nd step of course B.";
+ mes "This course is called 'Conquer Anthell!'.";
+ mes "It's the most proper mission for your level.";
+ next;
+ mes "[Boya]";
+ mes "Travel just southwest of Morroc City.";
+ mes "There you will find a hole in the ground to a cave called Anthell.";
+ next;
+ mes "[Boya]";
+ mes "There are lots of ants in there. kk?";
+ mes "It is also covered in sand so be careful in there ok.";
+ next;
+ mes "[Boya]";
+ mes "That's why it's called ant hell.";
+ mes "One of our members will be waiting there.";
+ mes "His name is... K? M? Hmm? Anyway I can't remember.";
+ next;
+ mes "[Boya]";
+ mes "He is one of us so he will know me.";
+ mes "He will give you a mission.";
+ mes "If you have any questions ask him.";
+ next;
+ mes "[Boya]";
+ mes "Why are you staring at me?";
+ mes "We haven't met for a long time that's why I can't remember his name!";
+ next;
+ mes "[Boya]";
+ mes "Anyway...";
+ mes "That place is not far from here so, come back quickly.";
+ mes "Ok, blessing you~!!";
+ para_suv01 = 17;
+ setquest 7142;
+ close;
+ }
+ return;
+S_Quest3:
+ if (BaseLevel < 50) {
+ mes "You are on the third step of course A.";
+ mes "This course is called 'Conquer Orc village!'.";
+ mes "Let me see...";
+ next;
+ mes "[Boya]";
+ mes "Go through the gate of Prontera and keep walking to the west. Orc Village is in that direction.";
+ mes "Or you can go out through the western gate of Geffen and keep heading southeast..";
+ next;
+ mes "[Boya]";
+ mes "Umm. Orc village has a Kafra Employee dispatched there so you could use the Kafra services..";
+ mes "It's up to you.";
+ next;
+ mes "[Boya]";
+ mes "One of our dispatched members is waiting in the building near the Kafra Employee.";
+ next;
+ mes "[Boya]";
+ mes "She will explain what needs to be done there.";
+ mes "If you have any questions ask her.";
+ next;
+ mes "[Boya]";
+ mes "Ok, may Freya bless you!";
+ para_suv01 = 24;
+ setquest 7147;
+ }
+ else if (BaseLevel < 60) {
+ mes "You are on the third step of course B.";
+ mes "This course is called 'Conquer Orc dungeon!'.";
+ mes "It's the most proper mission for your level.";
+ next;
+ mes "[Boya]";
+ mes "Go through the gate of Prontera and keep walking to the west. Orc Village is in that direction.";
+ mes "Or you can go out through the western gate of Geffen and keep heading southeast..";
+ next;
+ mes "[Boya]";
+ mes "Umm. Orc village has a Kafra Employee dispatched there so you could use the Kafra services..";
+ mes "It's up to you.";
+ next;
+ mes "[Boya]";
+ mes "One of our dispatched members is waiting in the building near the Kafra Employee.";
+ next;
+ mes "[Boya]";
+ mes "She will explain what needs to be done there.";
+ mes "If you have any questions ask her.";
+ next;
+ mes "[Boya]";
+ mes "Ok, may Freya bless you!";
+ para_suv01 = 29;
+ setquest 7152;
+ }
+ else {
+ mes "You are on the last step.";
+ mes "This course is called 'Conquer the Ocean City!'.";
+ mes "I don't know if it is the proper course or not, but anyway it's the last course of our training.";
+ next;
+ mes "[Boya]";
+ mes "First take a ship to to Byalan Island from Izlude!";
+ mes "There is an underground cave. Go in and get to the bottom floor where you will find a historic underwater city..";
+ next;
+ mes "[Boya]";
+ mes "Although it's underwater, you can breath so don't worry.";
+ mes "There is a dispatched trainee around the entrance of the Ocean City.";
+ next;
+ mes "[Boya]";
+ mes "Tell him that I sent you and follow his directions.";
+ mes "Ok, may Freya bless you!";
+ para_suv01 = 33;
+ setquest 7156;
+ }
close;
}
@@ -1309,7 +826,7 @@ moc_fild11,180,253,5 script Talking Dog#para03 4_RUS_DWOLF,{
mes "Not a wolf.";
mes "I wasn't a dog originally...";
next;
- if (countitem(6219) > 0) {
+ if (countitem(Para_Team_Mark) > 0) {
mes "[Talking Dog]";
mes "Anyway are you a Eden Group member?";
mes "Oh good to see you.";
@@ -1517,7 +1034,7 @@ prt_sewb1,131,262,3 script Timid Cat#para04 4_M_BABYCAT,{
pay_arche,41,136,3 script Eden Member Karl#para05 4_M_KHMAN,{
if (para_suv01 < 13) {
- if (countitem(6219) > 0) {
+ if (countitem(Para_Team_Mark) > 0) {
mes "[Karl]";
mes "Hey, how are you?";
mes "Good to see you~";
@@ -1660,7 +1177,7 @@ pay_arche,41,136,3 script Eden Member Karl#para05 4_M_KHMAN,{
anthell01,29,264,5 script Eden Member Cloud#para06 4_M_HUMAN_02,{
if (para_suv01 < 17) {
- if (countitem(6219) > 0) {
+ if (countitem(Para_Team_Mark) > 0) {
mes "[Cloud]";
mes "Oops.";
mes "You are a member of my group.";
@@ -1850,7 +1367,7 @@ anthell01,29,264,5 script Eden Member Cloud#para06 4_M_HUMAN_02,{
in_orcs01,38,175,3 script Eden Member Hooksha 1_F_SIGNZISK,{
if (para_suv01 < 24) {
- if (countitem(6219) > 0) {
+ if (countitem(Para_Team_Mark) > 0) {
mes "[Hooksha]";
mes "Unbelievable why did you come here?";
mes "Um... You are not on the third step of the training?";
@@ -2119,7 +1636,7 @@ in_orcs01,38,175,3 script Eden Member Hooksha 1_F_SIGNZISK,{
iz_dun04,43,46,3 script Eden Member Callandiva 4_F_CRU,{
if (para_suv01 < 33) {
- if (countitem(6219) > 0) {
+ if (countitem(Para_Team_Mark) > 0) {
mes "[Callandiva]";
mes "How did you get so deep in this ocean city?";
mes "Ah, that symbol is of our group.";
@@ -2262,51 +1779,47 @@ moc_para01,112,96,5 script Administrator Michael 4_M_RUSMAN1,{
mes "Why did you come here?";
next;
switch (select("To get supplies:Where is here?:Upgrade equipment")) {
+ mes "[Michael]";
case 1:
if (para_suv01 == 11) {
- mes "[Michael]";
mes "If you've completed step 1";
mes "we can supply you with a Eden Group Hat, Uniform, Manteau and Boots.";
mes "^4d4dffCheck your inventory first.^000000";
next;
- switch (select("Let me check my inventory:I have enough room.")) {
- case 1:
+ if (select("Let me check my inventory:I have enough room.") == 1) {
mes "[Michael]";
mes "Make sure you have enough room for the supplies.";
close;
- case 2:
- mes "[Michael]";
- mes "Two of the supplies, the ^4d4dffHat and Manteau^000000,";
- mes "will only be given out once.";
- mes "So treat them with caution and care.";
- next;
- mes "[Michael]";
- mes "As for the Boots and the Uniforms, you will receive better quality ones based on your course grades.";
- next;
- mes "[Michael]";
- mes "One Eden Group Hat.";
- mes "One Eden Group Uniform I.";
- mes "One pair of Eden Group Boots I.";
- mes "One Eden Group Manteau.";
- mes "A total of 4 supplies, that's all.";
- para_suv01 = 12;
- para_suv02 = 1;
- getitem 5583,1; //Para_Team_Hat1
- getitem 2560,1; //Para_Team_Manteau1
- getitem 2456,1; //Para_Team_Boots1
- getitem 15009,1; //Para_Team_Uniform1
- next;
- mes "[Michael]";
- mes "Is that correct?";
- mes "It is manufactured for beginners so they don't have the best effect but they're still cheaper than equipment in the shops.";
- next;
- mes "[Michael]";
- mes "We made them especially for the Eden Group.";
- close;
}
- }
- if (para_suv01 == 22) {
mes "[Michael]";
+ mes "Two of the supplies, the ^4d4dffHat and Manteau^000000,";
+ mes "will only be given out once.";
+ mes "So treat them with caution and care.";
+ next;
+ mes "[Michael]";
+ mes "As for the Boots and the Uniforms, you will receive better quality ones based on your course grades.";
+ next;
+ mes "[Michael]";
+ mes "One Eden Group Hat.";
+ mes "One Eden Group Uniform I.";
+ mes "One pair of Eden Group Boots I.";
+ mes "One Eden Group Manteau.";
+ mes "A total of 4 supplies, that's all.";
+ para_suv01 = 12;
+ para_suv02 = 1;
+ getitem Para_Team_Hat,1; //Para_Team_Hat1
+ getitem Para_Team_Manteau,1; //Para_Team_Manteau1
+ getitem Para_Team_Boots1,1; //Para_Team_Boots1
+ getitem Para_Team_Uniform1,1; //Para_Team_Uniform1
+ next;
+ mes "[Michael]";
+ mes "Is that correct?";
+ mes "It is manufactured for beginners so they don't have the best effect but they're still cheaper than equipment in the shops.";
+ next;
+ mes "[Michael]";
+ mes "We made them especially for the Eden Group.";
+ }
+ else if (para_suv01 == 22) {
mes "If you've completed step 2, we offer extra weapons including the basic equipment.";
next;
mes "[Michael]";
@@ -2323,486 +1836,73 @@ moc_para01,112,96,5 script Administrator Michael 4_M_RUSMAN1,{
mes "[Michael]";
mes "^4d4dffPlease check your inventory to get those items.^000000";
next;
- switch (select("I will make more space.:I have got enough space.")) {
- case 1:
+ if (select("I will make more space.:I have got enough space.") == 1) {
mes "[Michael]";
mes "Make enough space.";
close;
- case 2:
- if (Class == Job_Swordman || Class == Job_Swordman_High || Class == Job_Knight || Class == Job_Crusader) {
- mes "[Michael]";
- mes "What kind of weapon do you want?";
- mes "We have one and Two-handed swords.";
- mes "Here are the options.";
- next;
- mes "[Michael]";
- mes "Eden Slayer I: Two-handed sword. attack 162.";
- mes "Eden Saber I: One-handed sword. attack 147.";
- mes "Both are Lv. 2 and the required level is 26.";
- next;
- mes "[Michael]";
- mes "They also can't be traded with other players or be refined.";
- next;
- switch (select("Eden Slayer I:Eden Sabre I")) {
- case 1:
- mes "[Michael]";
- mes "You've chosen the Eden Slayer I.";
- mes "Additionally you'll receive the Eden Group Boots II and Uniform II.";
- next;
- if (para_suv02 == 0) {
- mes "[Michael]";
- mes "You don't have a record of receiving any supplies";
- mes "so, you'll receive the Eden Group Hat and Manteau aswell.";
- para_suv01 = 23;
- para_suv02 = 2;
- getitem 1192,1; //P_Slayer1
- getitem 18514,1; //Para_Team_Hat2
- getitem 2571,1; //Para_Team_Manteau2
- getitem 2457,1; //Para_Team_Boots2
- getitem 15010,1; //Para_Team_Uniform2
- next;
- mes "[Michael]";
- mes "Check your supplies again and look after it.";
- close;
- }
- mes "[Michael]";
- mes "A Two-handed sword, Uniform and Boots all 3 supplies.";
- mes "Please check it again.";
- para_suv01 = 23;
- para_suv02 = 2;
- getitem 1192,1; //P_Slayer1
- getitem 2457,1; //Para_Team_Boots2
- getitem 15010,1; //Para_Team_Uniform2
- next;
- mes "[Michael]";
- mes "I hope they're useful to you.";
- close;
- case 2:
- mes "[Michael]";
- mes "You've chosen the Eden Sabre I.";
- mes "Additionally you'll receive the Eden Group Boots II and Uniform II.";
- next;
- if (para_suv02 == 0) {
- mes "[Michael]";
- mes "You don't have a record of receiving any supplies";
- mes "so, you'll receive the Eden Group Hat and Manteau aswell.";
- para_suv01 = 23;
- para_suv02 = 2;
- getitem 13423,1; //P_Sabre1
- getitem 2457,1; //Para_Team_Boots2
- getitem 15010,1; //Para_Team_Uniform2
- getitem 5583,1; //Para_Team_Hat
- getitem 2560,1; //Para_Team_Manteau
- next;
- mes "[Michael]";
- mes "Check your supplies again and look after it.";
- close;
- }
- mes "[Michael]";
- mes "A One-handed sword, Uniform and Boots all 3 supplies.";
- mes "Please check it again.";
- para_suv01 = 23;
- para_suv02 = 2;
- getitem 13423,1; //P_Sabre1
- getitem 2457,1; //Para_Team_Boots2
- getitem 15010,1; //Para_Team_Uniform2
- next;
- mes "[Michael]";
- mes "I hope they're useful to you.";
- mes "This is what we strive for.";
- close;
- }
- }
- if (Class == Job_Thief || Class == Job_Thief_High || Class == Job_Assassin || Class == Job_Rogue || Class == Job_Ninja || Class == Job_Novice || Class == Job_Novice_High) {
- mes "[Michael]";
- mes "We only have 1 weapon for you.";
- next;
- mes "[Michael]";
- mes "Eden Dagger I: Dagger. MATK+60, attack 124.";
- mes "It is Lv. 2 and the required level is 26.";
- next;
- mes "[Michael]";
- mes "It also can't be traded with other players or be refined.";
- next;
- mes "[Michael]";
- mes "You'll receive the Eden Dagger I.";
- next;
- mes "[Michael]";
- mes "Additionally you'll receive the Eden Group Boots II and Uniform II.";
- next;
- if (para_suv02 == 0) {
- mes "[Michael]";
- mes "You don't have a record of receiving any supplies";
- mes "so, you'll receive the Eden Group Hat and Manteau aswell.";
- para_suv01 = 23;
- para_suv02 = 2;
- getitem 13050,1; //P_Dagger1
- getitem 2457,1; //Para_Team_Boots2
- getitem 15010,1; //Para_Team_Uniform2
- getitem 5583,1; //Para_Team_Hat
- getitem 2560,1; //Para_Team_Manteau
- next;
- mes "[Michael]";
- mes "Check your supplies again and look after it.";
- close;
- }
- mes "[Michael]";
- mes "A Dagger, Uniform and Boots all 3 supplies.";
- mes "Please check it again.";
- para_suv01 = 23;
- para_suv02 = 2;
- getitem 13050,1; //P_Dagger1
- getitem 2457,1; //Para_Team_Boots2
- getitem 15010,1; //Para_Team_Uniform2
- next;
- mes "[Michael]";
- mes "I hope they're useful to you.";
- mes "This is what we strive for.";
- close;
- }
- if (Class == Job_Merchant || Class == Job_Merchant_High || Class == Job_Blacksmith || Class == Job_Alchemist) {
- mes "[Michael]";
- mes "What kind of weapon do you want?";
- mes "We have a mace and a One-handed sword.";
- mes "Here are the options.";
- next;
- mes "[Michael]";
- mes "Eden Saber I: One-handed sword. attack 147.";
- mes "Eden Mace I: Mace. attack 142.";
- mes "Both are level 2 and the required level is 26.";
- next;
- mes "[Michael]";
- mes "They also can't be traded with other players or be refined.";
- next;
- switch (select("Eden Sabre I:Eden Mace I")) {
- case 1:
- mes "[Michael]";
- mes "You've chosen the Eden Sabre I.";
- mes "Additionally you'll receive the Eden Group Boots II and Uniform II.";
- next;
- if (para_suv02 == 0) {
- mes "[Michael]";
- mes "You don't have a record of receiving any supplies";
- mes "so, you'll receive the Eden Group Hat and Manteau aswell.";
- para_suv01 = 23;
- para_suv02 = 2;
- getitem 13423,1; //P_Sabre1
- getitem 2457,1; //Para_Team_Boots2
- getitem 15010,1; //Para_Team_Uniform2
- getitem 5583,1; //Para_Team_Hat
- getitem 2560,1; //Para_Team_Manteau
- next;
- mes "[Michael]";
- mes "Check your supplies again and look after it.";
- close;
- }
- mes "[Michael]";
- mes "A One-handed Sword, Uniform and Boots all 3 supplies.";
- mes "Please check it again.";
- para_suv01 = 23;
- para_suv02 = 2;
- getitem 13423,1; //P_Sabre1
- getitem 2457,1; //Para_Team_Boots2
- getitem 15010,1; //Para_Team_Uniform2
- next;
- mes "[Michael]";
- mes "I hope they're useful to you.";
- mes "This is what we strive for.";
- close;
- case 2:
- mes "[Michael]";
- mes "You've chosen the Eden Mace I.";
- mes "Additionally you'll receive the Eden Group Boots II and Uniform II.";
- next;
- if (para_suv02 == 0) {
- mes "[Michael]";
- mes "You don't have a record of receiving any supplies";
- mes "so, you'll receive the Eden Group Hat and Manteau aswell.";
- para_suv01 = 23;
- para_suv02 = 2;
- getitem 16004,1; //P_Mace1
- getitem 2457,1; //Para_Team_Boots2
- getitem 15010,1; //Para_Team_Uniform2
- getitem 5583,1; //Para_Team_Hat
- getitem 2560,1; //Para_Team_Manteau
- next;
- mes "[Michael]";
- mes "Check your supplies again and look after it.";
- close;
- }
- mes "[Michael]";
- mes "A Mace, Uniform and Boots all 3 supplies.";
- mes "Please check it again.";
- para_suv01 = 23;
- para_suv02 = 2;
- getitem 16004,1; //P_Mace1
- getitem 2457,1; //Para_Team_Boots2
- getitem 15010,1; //Para_Team_Uniform2
- next;
- mes "[Michael]";
- mes "I hope they're useful to you.";
- close;
- }
- }
- if (Class == Job_Archer || Class == Job_Archer_High || Class == Job_Hunter || Class == Job_Dancer || Class == Job_Bard) {
- mes "[Michael]";
- mes "We only have 1 weapon for you.";
- next;
- mes "[Michael]";
- mes "Eden Bow I: Bow. attack 82.";
- mes "It is Lv. 2 and the required level is 26.";
- next;
- mes "[Michael]";
- mes "It also can't be traded with other players or be refined.";
- next;
- mes "[Michael]";
- mes "You'll receive the Eden Bow I.";
- next;
- mes "[Michael]";
- mes "Additionally you'll receive the Eden Group Boots II and Uniform II.";
- next;
- if (para_suv02 == 0) {
- mes "[Michael]";
- mes "You don't have a record of receiving any supplies";
- mes "so, you'll receive the Eden Group Hat and Manteau aswell.";
- para_suv01 = 23;
- para_suv02 = 2;
- getitem 1747,1; //P_Bow1
- getitem 2457,1; //Para_Team_Boots2
- getitem 15010,1; //Para_Team_Uniform2
- getitem 5583,1; //Para_Team_Hat
- getitem 2560,1; //Para_Team_Manteau
- next;
- mes "[Michael]";
- mes "Check your supplies again and look after it.";
- close;
- }
- mes "[Michael]";
- mes "A Bow, Uniform and Boots all 3 supplies.";
- mes "Please check it again.";
- para_suv01 = 23;
- para_suv02 = 2;
- getitem 1747,1; //P_Bow1
- getitem 2457,1; //Para_Team_Boots2
- getitem 15010,1; //Para_Team_Uniform2
- next;
- mes "[Michael]";
- mes "I hope they're useful to you.";
- close;
- }
- if (Class == Job_Acolyte || Class == Job_Acolyte_High || Class == Job_Priest || Class == Job_Monk) {
- mes "[Michael]";
- mes "What kind of weapon do you want?";
- mes "We have a mace and a staff.";
- mes "Here are the options.";
- next;
- mes "[Michael]";
- mes "Eden Mace I: Mace. attack 142.";
- mes "Eden Staff I: Staff. INT+2, MATK+125, attack 60.";
- mes "Both are Lv. 2 and the required level is 26.";
- next;
- mes "[Michael]";
- mes "They also can't be traded with other players or be refined.";
- next;
- switch (select("Eden Staff I:Eden Mace I")) {
- case 1:
- mes "[Michael]";
- mes "You've chosen the Eden Staff I.";
- mes "Additionally you'll receive the Eden Group Boots II and Uniform II.";
- next;
- if (para_suv02 == 0) {
- mes "[Michael]";
- mes "You don't have a record of receiving any supplies";
- mes "so, you'll receive the Eden Group Hat and Manteau aswell.";
- para_suv01 = 23;
- para_suv02 = 2;
- getitem 1650,1; //P_Staff1
- getitem 2457,1; //Para_Team_Boots2
- getitem 15010,1; //Para_Team_Uniform2
- getitem 5583,1; //Para_Team_Hat
- getitem 2560,1; //Para_Team_Manteau
- next;
- mes "[Michael]";
- mes "Check your supplies again and look after it.";
- close;
- }
- mes "[Michael]";
- mes "A Staff, Uniform and Boots all 3 supplies.";
- mes "Please check it again.";
- para_suv01 = 23;
- para_suv02 = 2;
- getitem 1650,1; //P_Staff1
- getitem 2457,1; //Para_Team_Boots2
- getitem 15010,1; //Para_Team_Uniform2
- next;
- mes "[Michael]";
- mes "I hope they're useful to you.";
- close;
- case 2:
- mes "[Michael]";
- mes "You've chosen the Eden Mace I.";
- mes "Additionally you'll receive the Eden Group Boots II and Uniform II.";
- next;
- if (para_suv02 == 0) {
- mes "[Michael]";
- mes "You don't have a record of receiving any supplies";
- mes "so, you'll receive the Eden Group Hat and Manteau aswell.";
- para_suv01 = 23;
- para_suv02 = 2;
- getitem 16004,1; //P_Mace1
- getitem 2457,1; //Para_Team_Boots2
- getitem 15010,1; //Para_Team_Uniform2
- getitem 5583,1; //Para_Team_Hat
- getitem 2560,1; //Para_Team_Manteau
- next;
- mes "[Michael]";
- mes "Check your supplies again and look after it.";
- close;
- }
- mes "[Michael]";
- mes "A Mace, Uniform and Boots all 3 supplies.";
- mes "Please check it again.";
- para_suv01 = 23;
- para_suv02 = 2;
- getitem 16004,1; //P_Mace1
- getitem 2457,1; //Para_Team_Boots2
- getitem 15010,1; //Para_Team_Uniform2
- next;
- mes "[Michael]";
- mes "I hope they're useful to you.";
- close;
- }
- }
- if (Class == Job_Mage || Class == Job_Mage_High || Class == Job_Wizard || Class == Job_Sage) {
- mes "[Michael]";
- mes "We only have 1 weapon for you.";
- next;
- mes "[Michael]";
- mes "Eden Staff I: Staff. INT+2, MATK+125, attack 60.";
- mes "It is Lv. 2 and the required level is 26.";
- next;
- mes "[Michael]";
- mes "It also can't be traded with other players or be refined.";
- next;
- mes "[Michael]";
- mes "You'll receive the Eden Staff I.";
- next;
- mes "[Michael]";
- mes "Additionally you'll receive the Eden Group Boots II and Uniform II.";
- next;
- if (para_suv02 == 0) {
- mes "[Michael]";
- mes "You don't have a record of receiving any supplies";
- mes "so, you'll receive the Eden Group Hat and Manteau aswell.";
- para_suv01 = 23;
- para_suv02 = 2;
- getitem 1650,1; //P_Staff1
- getitem 2457,1; //Para_Team_Boots2
- getitem 15010,1; //Para_Team_Uniform2
- getitem 5583,1; //Para_Team_Hat
- getitem 2560,1; //Para_Team_Manteau
- next;
- mes "[Michael]";
- mes "Check your supplies again and look after it.";
- close;
- }
- mes "[Michael]";
- mes "A Staff, Uniform and Boots all 3 supplies.";
- mes "Please check it again.";
- para_suv01 = 23;
- para_suv02 = 2;
- getitem 1650,1; //P_Staff1
- getitem 2457,1; //Para_Team_Boots2
- getitem 15010,1; //Para_Team_Uniform2
- next;
- mes "[Michael]";
- mes "I hope they're useful to you.";
- close;
- }
- if (Class == Job_Gunslinger) {
- mes "[Michael]";
- mes "We only have 1 weapon for you.";
- next;
- mes "[Michael]";
- mes "Eden Revolver I: Revolver. HIT-5, attack 44.";
- mes "It is Lv. 2 and the required level is 26.";
- next;
- mes "[Michael]";
- mes "It also can't be traded with other players or be refined.";
- next;
- mes "[Michael]";
- mes "You'll receive the Eden Revolver I.";
- next;
- mes "[Michael]";
- mes "Additionally you'll receive the Eden Group Boots II and Uniform II.";
- next;
- if (para_suv02 == 0) {
- mes "[Michael]";
- mes "You don't have a record of receiving any supplies";
- mes "so, you'll receive the Eden Group Hat and Manteau aswell.";
- para_suv01 = 23;
- para_suv02 = 2;
- getitem 13112,1; //P_Revolver1
- getitem 2457,1; //Para_Team_Boots2
- getitem 15010,1; //Para_Team_Uniform2
- getitem 5583,1; //Para_Team_Hat
- getitem 2560,1; //Para_Team_Manteau
- next;
- mes "[Michael]";
- mes "Check your supplies again and look after it.";
- close;
- }
- mes "[Michael]";
- mes "A Revolver, Uniform and Boots all 3 supplies.";
- mes "Please check it again.";
- para_suv01 = 23;
- para_suv02 = 2;
- getitem 13112,1; //P_Revolver1
- getitem 2457,1; //Para_Team_Boots2
- getitem 15010,1; //Para_Team_Uniform2
- next;
- mes "[Michael]";
- mes "I hope they're useful to you.";
- close;
- }
- mes "[Michael]";
- mes "Let me see... you will receive..";
- mes "the Eden Group Boots II and Uniform II.";
- next;
- if (para_suv02 == 0) {
- mes "[Michael]";
- mes "I don't know what weapon will suit you so, you'll get a Dagger.";
- mes "You don't have a record of receiving any supplies";
- mes "so, you'll receive the Eden Group Hat and Manteau aswell.";
- para_suv01 = 23;
- para_suv02 = 2;
- getitem 13050,1; //P_Dagger1
- getitem 2457,1; //Para_Team_Boots2
- getitem 15010,1; //Para_Team_Uniform2
- getitem 5583,1; //Para_Team_Hat
- getitem 2560,1; //Para_Team_Manteau
- next;
- mes "[Michael]";
- mes "Check your supplies again and look after it.";
- close;
- }
- mes "[Michael]";
- mes "A Weapon, Uniform and Boots all 3 supplies.";
+ }
+ mes "[Michael]";
+ if (Class == Job_Swordman || Class == Job_Swordman_High || Class == Job_Knight || Class == Job_Crusader) {
+ callsub S_Select,"We have one and Two-handed swords",
+ P_Slayer1,"Eden Slayer I","Two-handed sword","Attack 162","",//P_Slayer1
+ P_Sabre1,"Eden Saber I","One-handed sword","Attack 147","This is what we strive for.";//P_Sabre1
+ }
+ if (Class == Job_Thief || Class == Job_Thief_High || Class == Job_Assassin || Class == Job_Rogue || Class == Job_Ninja || Class == Job_Novice || Class == Job_Novice_High) {
+ callsub S_Select,"",
+ P_Dagger1,"Eden Dagger I","Dagger","MATK+60, attack 124","This is what we strive for.";//P_Dagger1
+ }
+ if (Class == Job_Merchant || Class == Job_Merchant_High || Class == Job_Blacksmith || Class == Job_Alchemist) {
+ callsub S_Select,"We have a mace and a One-handed sword",
+ P_Sabre1,"Eden Saber I","One-handed sword","Attack 147","This is what we strive for.",// P_Sabre1
+ P_Mace1,"Eden Mace I","Mace","Attack 142","";// P_Mace1
+ }
+ if (Class == Job_Archer || Class == Job_Archer_High || Class == Job_Hunter || Class == Job_Dancer || Class == Job_Bard) {
+ callsub S_Select,"",
+ P_Bow1,"Eden Bow I","Bow","Attack 82","";//P_Bow1
+ }
+ if (Class == Job_Acolyte || Class == Job_Acolyte_High || Class == Job_Priest || Class == Job_Monk) {
+ callsub S_Select,"We have a mace and a staff",
+ P_Mace1,"Eden Mace I","Mace","Attack 142","", //P_Mace1
+ P_Staff1,"Eden Staff I","Staff","INT+2, MATK+125, attack 60",""; //P_Staff1
+ }
+ if (Class == Job_Mage || Class == Job_Mage_High || Class == Job_Wizard || Class == Job_Sage) {
+ callsub S_Select,"",
+ P_Staff1,"Eden Staff I","Staff","INT+2, MATK+125, attack 60","";//P_Staff1
+ }
+ if (Class == Job_Gunslinger) {
+ callsub S_Select,"",
+ P_Revolver1,"Eden Revolver I","Revolver","HIT-5, attack 44","";//P_Revolver1
+ }
+
+ mes "Let me see... you will receive..";
+ mes "the Eden Group Boots II and Uniform II.";
+ next;
+ mes "[Michael]";
+ para_suv01 = 23;
+ getitem P_Dagger1,1; //P_Dagger1
+ getitem Para_Team_Boots2,1; //Para_Team_Boots2
+ getitem Para_Team_Uniform2,1; //Para_Team_Uniform2
+ if (para_suv02 == 0) {
mes "I don't know what weapon will suit you so, you'll get a Dagger.";
- mes "Please check it again.";
- para_suv01 = 23;
+ mes "You don't have a record of receiving any supplies";
+ mes "so, you'll receive the Eden Group Hat and Manteau aswell.";
+ getitem Para_Team_Hat,1; //Para_Team_Hat
+ getitem Para_Team_Manteau,1; //Para_Team_Manteau
para_suv02 = 2;
- getitem 13050,1; //P_Dagger1
- getitem 2457,1; //Para_Team_Boots2
- getitem 15010,1; //Para_Team_Uniform2
next;
mes "[Michael]";
- mes "I hope they're useful to you.";
+ mes "Check your supplies again and look after it.";
close;
}
- }
- if (para_suv01 == 37) {
+ para_suv02 = 2;
+ mes "A Weapon, Uniform and Boots all 3 supplies.";
+ mes "I don't know what weapon will suit you so, you'll get a Dagger.";
+ mes "Please check it again.";
+ next;
mes "[Michael]";
+ mes "I hope they're useful to you.";
+ }
+ else if (para_suv01 == 37) {
mes "You've completed the last training course.";
mes "It's time for you to receive a new weapon.";
next;
@@ -2814,522 +1914,69 @@ moc_para01,112,96,5 script Administrator Michael 4_M_RUSMAN1,{
mes "[Michael]";
mes "^4d4dffPlease check you inventory to get those supplies.^000000";
next;
- switch (select("I'll come back.:I have enough room.")) {
- case 1:
+ if (select("I'll come back.:I have enough room.") == 1) {
mes "[Michael]";
mes "Make sure you have enough room.";
close;
- case 2:
- if (Class == Job_Swordman || Class == Job_Swordman_High || Class == Job_Knight || Class == Job_Crusader) {
- mes "[Michael]";
- mes "What kind of weapon do you want?";
- mes "We have one and Two-handed swords.";
- mes "Here are the options.";
- next;
- mes "[Michael]";
- mes "Eden Saber II: One-handed sword. attack 170.";
- mes "Eden Slayer II: Two-handed sword. attack 185.";
- mes "Both of them are Lv. 2 weapons and the required level is 40.";
- next;
- mes "[Michael]";
- mes "They also can't be traded with other players or be refined.";
- next;
- switch (select("Eden Saber II:Eden Slayer II")) {
- case 1:
- mes "[Michael]";
- mes "You've chosen the Eden Sabre II.";
- mes "Additionally you'll receive the Eden Group Boots III and Uniform III.";
- next;
- if (para_suv02 == 0) {
- mes "[Michael]";
- mes "You don't have a record of receiving any supplies";
- mes "so, you'll receive the Eden Group Hat and Manteau aswell.";
- para_suv01 = 38;
- para_suv02 = 3;
- getitem 13424,1; //P_Sabre2
- getitem 2458,1; //Para_Team_Boots3
- getitem 15011,1; //Para_Team_Uniform3
- getitem 5583,1; //Para_Team_Hat
- getitem 2560,1; //Para_Team_Manteau
- next;
- mes "[Michael]";
- mes "Check your supplies again and look after it.";
- close;
- }
- mes "[Michael]";
- mes "A One-handed sword, Uniform, and Boots all 3 supplies.";
- mes "Please check it again.";
- para_suv01 = 38;
- para_suv02 = 3;
- getitem 13424,1; //P_Sabre2
- getitem 2458,1; //Para_Team_Boots3
- getitem 15011,1; //Para_Team_Uniform3
- next;
- mes "[Michael]";
- mes "I hope they're useful to you.";
- close;
- case 2:
- mes "[Michael]";
- mes "You've chosen the Eden Slayer II.";
- mes "Additionally you'll receive the Eden Group Boots III and Uniform III.";
- next;
- if (para_suv02 == 0) {
- mes "[Michael]";
- mes "You don't have a record of receiving any supplies";
- mes "so, you'll receive the Eden Group Hat and Manteau aswell.";
- para_suv01 = 38;
- para_suv02 = 3;
- getitem 1193,1; //P_Slayer2
- getitem 2458,1; //Para_Team_Boots3
- getitem 15011,1; //Para_Team_Uniform3
- getitem 5583,1; //Para_Team_Hat
- getitem 2560,1; //Para_Team_Manteau
- next;
- mes "[Michael]";
- mes "Check your supplies again and look after it.";
- close;
- }
- mes "[Michael]";
- mes "A Two-handed sword, Uniform, and Boots all 3 supplies.";
- mes "Please check it again.";
- para_suv01 = 38;
- para_suv02 = 3;
- getitem 1193,1; //P_Slayer2
- getitem 2458,1; //Para_Team_Boots3
- getitem 15011,1; //Para_Team_Uniform3
- next;
- mes "[Michael]";
- mes "I hope they're useful to you.";
- close;
- }
- }
- if (Class == Job_Thief || Class == Job_Thief_High || Class == Job_Assassin || Class == Job_Rogue) {
- mes "[Michael]";
- mes "We only have 1 weapon for you.";
- next;
- mes "[Michael]";
- mes "Eden Dagger II: Dagger. MATK+70, attack 158.";
- mes "It is Lv. 2 and the required level is 40.";
- next;
- mes "[Michael]";
- mes "It also can't be traded with other players or be refined.";
- next;
- mes "[Michael]";
- mes "You'll receive the Eden Dagger II.";
- next;
- mes "[Michael]";
- mes "Additionally you'll receive the Eden Group Boots III and Uniform III.";
- next;
- if (para_suv02 == 0) {
- mes "[Michael]";
- mes "You don't have a record of receiving any supplies";
- mes "so, you'll receive the Eden Group Hat and Manteau aswell.";
- para_suv02 = 3;
- getitem 13051,1; //P_Dagger2
- getitem 2458,1; //Para_Team_Boots3
- getitem 15011,1; //Para_Team_Uniform3
- getitem 5583,1; //Para_Team_Hat
- getitem 2560,1; //Para_Team_Manteau
- next;
- mes "[Michael]";
- mes "Check your supplies again and look after it.";
- close;
- }
- mes "[Michael]";
- mes "A Dagger, Uniform, and Boots all 3 supplies.";
- mes "Please check it again.";
- para_suv01 = 38;
- para_suv02 = 3;
- getitem 13051,1; //P_Dagger2
- getitem 2458,1; //Para_Team_Boots3
- getitem 15011,1; //Para_Team_Uniform3
- next;
- mes "[Michael]";
- mes "I hope they're useful to you.";
- close;
- }
- if (Class == Job_Acolyte || Class == Job_Acolyte_High || Class == Job_Priest || Class == Job_Monk) {
- mes "[Michael]";
- mes "What kind of weapon do you want?";
- mes "We have a mace and a staff.";
- mes "Here are the options.";
- next;
- mes "[Michael]";
- mes "Eden Mace II: Mace. attack 163.";
- mes "Eden Staff II: Staff. INT+3, MATK+150, attack 60.";
- mes "Both of them are Lv. 2 weapons and the required level is 40.";
- next;
- mes "[Michael]";
- mes "They also can't be traded with other players or be refined.";
- next;
- switch (select("Eden Staff II:Eden Mace II")) {
- case 1:
- mes "[Michael]";
- mes "You've chosen the Eden Staff II.";
- mes "Additionally you'll receive the Eden Group Boots III and Uniform III.";
- next;
- if (para_suv02 == 0) {
- mes "[Michael]";
- mes "You don't have a record of receiving any supplies";
- mes "so, you'll receive the Eden Group Hat and Manteau aswell.";
- para_suv01 = 38;
- para_suv02 = 3;
- getitem 1651,1; //P_Staff2
- getitem 2458,1; //Para_Team_Boots3
- getitem 15011,1; //Para_Team_Uniform3
- getitem 5583,1; //Para_Team_Hat
- getitem 2560,1; //Para_Team_Manteau
- next;
- mes "[Michael]";
- mes "Check your supplies again and look after it.";
- close;
- }
- mes "[Michael]";
- mes "A Staff, Uniform, and Boots all 3 supplies.";
- mes "Please check it again.";
- para_suv01 = 38;
- para_suv02 = 3;
- getitem 1651,1; //P_Staff2
- getitem 2458,1; //Para_Team_Boots3
- getitem 15011,1; //Para_Team_Uniform3
- next;
- mes "[Michael]";
- mes "I hope they're useful to you.";
- close;
- case 2:
- mes "[Michael]";
- mes "You've chosen the Eden Mace II.";
- mes "Additionally you'll receive the Eden Group Boots III and Uniform III.";
- next;
- if (para_suv02 == 0) {
- mes "[Michael]";
- mes "You don't have a record of receiving any supplies";
- mes "so, you'll receive the Eden Group Hat and Manteau aswell.";
- para_suv01 = 38;
- para_suv02 = 3;
- getitem 16005,1; //P_Mace2
- getitem 2458,1; //Para_Team_Boots3
- getitem 15011,1; //Para_Team_Uniform3
- getitem 5583,1; //Para_Team_Hat
- getitem 2560,1; //Para_Team_Manteau
- next;
- mes "[Michael]";
- mes "Check your supplies again and look after it.";
- close;
- }
- mes "[Michael]";
- mes "A Mace, Uniform, and Boots all 3 supplies.";
- mes "Please check it again.";
- para_suv01 = 38;
- para_suv02 = 3;
- getitem 16005,1; //P_Mace2
- getitem 2458,1; //Para_Team_Boots3
- getitem 15011,1; //Para_Team_Uniform3
- next;
- mes "[Michael]";
- mes "I hope they're useful to you.";
- close;
- }
- }
- if (Class == Job_Archer || Class == Job_Archer_High || Class == Job_Hunter || Class == Job_Dancer || Class == Job_Bard) {
- mes "[Michael]";
- mes "We only have 1 weapon for you.";
- next;
- mes "[Michael]";
- mes "Eden Bow II: Bow. attack 82.";
- mes "It is Lv. 2 and the required level is 40.";
- next;
- mes "[Michael]";
- mes "It also can't be traded with other players or be refined.";
- next;
- mes "[Michael]";
- mes "You'll receive the Eden Bow II.";
- next;
- mes "[Michael]";
- mes "Additionally you'll receive the Eden Group Boots III and Uniform III.";
- next;
- if (para_suv02 == 0) {
- mes "[Michael]";
- mes "You don't have a record of receiving any supplies";
- mes "so, you'll receive the Eden Group Hat and Manteau aswell.";
- para_suv01 = 38;
- para_suv02 = 3;
- getitem 1748,1; //P_Bow2
- getitem 2458,1; //Para_Team_Boots3
- getitem 15011,1; //Para_Team_Uniform3
- getitem 5583,1; //Para_Team_Hat
- getitem 2560,1; //Para_Team_Manteau
- next;
- mes "[Michael]";
- mes "Check your supplies again and look after it.";
- close;
- }
- mes "[Michael]";
- mes "A Bow, Uniform, and Boots all 3 supplies.";
- mes "Please check it again.";
- para_suv01 = 38;
- para_suv02 = 3;
- getitem 1748,1; //P_Bow2
- getitem 2458,1; //Para_Team_Boots3
- getitem 15011,1; //Para_Team_Uniform3
- next;
- mes "[Michael]";
- mes "I hope they're useful to you.";
- close;
- }
- if (Class == Job_Novice || Class == Job_Novice_High || Class == Job_SuperNovice || Class == Job_Soul_Linker || Class == Job_Ninja) {
- mes "[Michael]";
- mes "We only have 1 weapon for you.";
- next;
- mes "[Michael]";
- mes "Eden Dagger II: Dagger. MATK+70, attack 158.";
- mes "It is Lv. 2 and the required level is 40.";
- next;
- mes "[Michael]";
- mes "It also can't be traded with other players or be refined.";
- next;
- mes "[Michael]";
- mes "You'll receive the Eden Dagger II.";
- next;
- mes "[Michael]";
- mes "Additionally you'll receive the Eden Group Boots III and Uniform III.";
- next;
- if (para_suv02 == 0) {
- mes "[Michael]";
- mes "You don't have a record of receiving any supplies";
- mes "so, you'll receive the Eden Group Hat and Manteau aswell.";
- para_suv01 = 38;
- para_suv02 = 3;
- getitem 13051,1; //P_Dagger2
- getitem 2458,1; //Para_Team_Boots3
- getitem 15011,1; //Para_Team_Uniform3
- getitem 5583,1; //Para_Team_Hat
- getitem 2560,1; //Para_Team_Manteau
- next;
- mes "[Michael]";
- mes "Check your supplies again and look after it.";
- close;
- }
- mes "[Michael]";
- mes "A Dagger, Uniform, and Boots all 3 supplies.";
- mes "Please check it again.";
- para_suv01 = 38;
- para_suv02 = 3;
- getitem 13051,1; //P_Dagger2
- getitem 2458,1; //Para_Team_Boots3
- getitem 15011,1; //Para_Team_Uniform3
- next;
- mes "[Michael]";
- mes "I hope they're useful to you.";
- close;
- }
- if (Class == Job_Mage || Class == Job_Mage_High || Class == Job_Wizard || Class == Job_Sage) {
- mes "[Michael]";
- mes "We only have 1 weapon for you.";
- next;
- mes "[Michael]";
- mes "Eden Staff II: Staff. INT+3, MATK+155, attack 60.";
- mes "It is Lv. 2 and the required level is 40.";
- next;
- mes "[Michael]";
- mes "It also can't be traded with other players or be refined.";
- next;
- mes "[Michael]";
- mes "You'll receive the Eden Staff II.";
- next;
- mes "[Michael]";
- mes "Additionally you'll receive the Eden Group Boots III and Uniform III.";
- next;
- if (para_suv02 == 0) {
- mes "[Michael]";
- mes "You don't have a record of receiving any supplies";
- mes "so, you'll receive the Eden Group Hat and Manteau aswell.";
- para_suv01 = 38;
- para_suv02 = 3;
- getitem 1651,1; //P_Staff2
- getitem 2458,1; //Para_Team_Boots3
- getitem 15011,1; //Para_Team_Uniform3
- getitem 5583,1; //Para_Team_Hat
- getitem 2560,1; //Para_Team_Manteau
- next;
- mes "[Michael]";
- mes "Check your supplies again and look after it.";
- close;
- }
- mes "[Michael]";
- mes "A Staff, Uniform, and Boots all 3 supplies.";
- mes "Please check it again.";
- para_suv01 = 38;
- para_suv02 = 3;
- getitem 1651,1; //P_Staff2
- getitem 2458,1; //Para_Team_Boots3
- getitem 15011,1; //Para_Team_Uniform3
- next;
- mes "[Michael]";
- mes "I hope they're useful to you.";
- close;
- }
- if (Class == Job_Merchant || Class == Job_Merchant_High || Class == Job_Blacksmith || Class == Job_Alchemist) {
- mes "[Michael]";
- mes "What kind of weapon do you want?";
- mes "We have a mace and a one-handed sword.";
- mes "Here are the options.";
- next;
- mes "[Michael]";
- mes "Eden Saber II: One-handed sword. attack 170.";
- mes "Eden Mace II: Mace. attack 163.";
- mes "Both of them are Lv. 2 weapons and the required level is 40.";
- next;
- mes "[Michael]";
- mes "They also can't be traded with other players or be refined.";
- next;
- switch (select("Eden Saber II:Eden Mace II")) {
- case 1:
- mes "[Michael]";
- mes "You've chosen the Eden Sabre II.";
- mes "Additionally you'll receive the Eden Group Boots III and Uniform III.";
- next;
- if (para_suv02 == 0) {
- mes "[Michael]";
- mes "You don't have a record of receiving any supplies";
- mes "so, you'll receive the Eden Group Hat and Manteau aswell.";
- para_suv01 = 38;
- para_suv02 = 3;
- getitem 13424,1; //P_Sabre2
- getitem 2458,1; //Para_Team_Boots3
- getitem 15011,1; //Para_Team_Uniform3
- getitem 5583,1; //Para_Team_Hat
- getitem 2560,1; //Para_Team_Manteau
- next;
- mes "[Michael]";
- mes "Check your supplies again and look after it.";
- close;
- }
- mes "[Michael]";
- mes "A One-handed sword, Uniform and Boots all 3 supplies.";
- mes "Please check it again.";
- para_suv01 = 38;
- para_suv02 = 3;
- getitem 13424,1; //P_Sabre2
- getitem 2458,1; //Para_Team_Boots3
- getitem 15011,1; //Para_Team_Uniform3
- next;
- mes "[Michael]";
- mes "I hope they're useful to you.";
- close;
- case 2:
- mes "[Michael]";
- mes "You've chosen the Eden Mace II.";
- mes "Additionally you'll receive the Eden Group Boots III and Uniform III.";
- next;
- if (para_suv02 == 0) {
- mes "[Michael]";
- mes "You don't have a record of receiving any supplies";
- mes "so, you'll receive the Eden Group Hat and Manteau aswell.";
- para_suv01 = 38;
- para_suv02 = 3;
- getitem 16005,1; //P_Mace2
- getitem 2458,1; //Para_Team_Boots3
- getitem 15011,1; //Para_Team_Uniform3
- getitem 5583,1; //Para_Team_Hat
- getitem 2560,1; //Para_Team_Manteau
- next;
- mes "[Michael]";
- mes "Check your supplies again and look after it.";
- close;
- }
- mes "[Michael]";
- mes "A Mace, Uniform and Boots all 3 supplies.";
- mes "Please check it again.";
- para_suv01 = 38;
- para_suv02 = 3;
- getitem 16005,1; //P_Mace2
- getitem 2458,1; //Para_Team_Boots3
- getitem 15011,1; //Para_Team_Uniform3
- next;
- mes "[Michael]";
- mes "I hope they're useful to you.";
- close;
- }
- }
- if (Class == Job_Gunslinger) {
- mes "[Michael]";
- mes "We only have 1 weapon for you.";
- next;
- mes "[Michael]";
- mes "Eden Revolver II: Revolver. HIT-5, attack 60.";
- mes "It is Lv. 2 and the required level is 40.";
- next;
- mes "[Michael]";
- mes "It also can't be traded with other players or be refined.";
- next;
- mes "[Michael]";
- mes "You'll receive the Eden Revolver II.";
- next;
- mes "[Michael]";
- mes "Additionally you'll receive the Eden Group Boots III and Uniform III.";
- next;
- if (para_suv02 == 0) {
- mes "[Michael]";
- mes "You don't have a record of receiving any supplies";
- mes "so, you'll receive the Eden Group Hat and Manteau aswell.";
- para_suv01 = 38;
- para_suv02 = 3;
- getitem 13113,1; //P_Revolver2
- getitem 2458,1; //Para_Team_Boots3
- getitem 15011,1; //Para_Team_Uniform3
- getitem 5583,1; //Para_Team_Hat
- getitem 2560,1; //Para_Team_Manteau
- next;
- mes "[Michael]";
- mes "Check your supplies again and look after it.";
- close;
- }
- mes "[Michael]";
- mes "A Revolver, Uniform and Boots all 3 supplies.";
- mes "Please check it again.";
- para_suv01 = 38;
- para_suv02 = 3;
- getitem 13113,1; //P_Revolver2
- getitem 2458,1; //Para_Team_Boots3
- getitem 15011,1; //Para_Team_Uniform3
- next;
- mes "[Michael]";
- mes "I hope they're useful to you.";
- close;
- }
- mes "[Michael]";
- mes "Let me see... you will receive..";
- mes "the Eden Group Boots III and Uniform III.";
- next;
- if (para_suv02 == 0) {
- mes "[Michael]";
- mes "You don't have a record of receiving any supplies";
- mes "so, you'll receive the Eden Group Hat and Manteau aswell.";
- para_suv01 = 38;
- para_suv02 = 3;
- getitem 2458,1; //Para_Team_Boots3
- getitem 15011,1; //Para_Team_Uniform3
- getitem 5583,1; //Para_Team_Hat
- getitem 2560,1; //Para_Team_Manteau
- next;
- mes "[Michael]";
- mes "Check your supplies again and look after it.";
- close;
- }
- mes "[Michael]";
- mes "A Uniform and Boots all 2 supplies.";
- mes "Please check it again.";
- para_suv01 = 38;
+ }
+ mes "[Michael]";
+ if (Class == Job_Swordman || Class == Job_Swordman_High || Class == Job_Knight || Class == Job_Crusader) {
+ callsub S_Select,"We have one and Two-handed swords",
+ P_Sabre2,"Eden Saber II","One-handed sword","Attack 170","",///P_Sabre2
+ P_Slayer2,"Eden Slayer II","Two-handed sword","Attack 185","";//P_Slayer2
+ }
+ if (Class == Job_Thief || Class == Job_Thief_High || Class == Job_Assassin || Class == Job_Rogue || Class == Job_Novice || Class == Job_Novice_High || Class == Job_SuperNovice || Class == Job_Soul_Linker || Class == Job_Ninja) {
+ callsub S_Select,"",
+ P_Dagger2,"Eden Dagger II","Dagger","MATK+70, attack 158","";//P_Dagger2
+ }
+ if (Class == Job_Acolyte || Class == Job_Acolyte_High || Class == Job_Priest || Class == Job_Monk) {
+ callsub S_Select,"We have a mace and a staff",
+ P_Mace2,"Eden Mace II","Mace","Attack 163","", //P_Mace2
+ P_Staff2,"Eden Staff II","Staff","INT+3, MATK+150, attack 60",""; //P_Staff2
+ }
+ if (Class == Job_Archer || Class == Job_Archer_High || Class == Job_Hunter || Class == Job_Dancer || Class == Job_Bard) {
+ callsub S_Select,"",
+ P_Bow2,"Eden Bow II","Bow","Attack 82","";//P_Bow2
+ }
+ if (Class == Job_Mage || Class == Job_Mage_High || Class == Job_Wizard || Class == Job_Sage) {
+ callsub S_Select,"",
+ P_Staff2,"Eden Staff II","Staff","INT+3, MATK+155, attack 60","";//P_Staff2
+ }
+ if (Class == Job_Merchant || Class == Job_Merchant_High || Class == Job_Blacksmith || Class == Job_Alchemist) {
+ callsub S_Select,"We have a mace and a One-handed sword",
+ P_Sabre2,"Eden Saber II","One-handed sword","Attack 170","",//P_Sabre2
+ P_Mace2,"Eden Mace II","Mace","Attack 163","";// P_Mace2
+ }
+ if (Class == Job_Gunslinger) {
+ callsub S_Select,"",
+ P_Revolver2,"Eden Revolver II","Revolver","HIT-5, attack 60","";//P_Revolver2
+ }
+ mes "Let me see... you will receive..";
+ mes "the Eden Group Boots III and Uniform III.";
+ next;
+ para_suv01 = 38;
+ getitem Para_Team_Boots3,1; //Para_Team_Boots3
+ getitem Para_Team_Uniform3,1; //Para_Team_Uniform3
+ mes "[Michael]";
+ if (para_suv02 == 0) {
+ mes "You don't have a record of receiving any supplies";
+ mes "so, you'll receive the Eden Group Hat and Manteau aswell.";
para_suv02 = 3;
- getitem 2458,1; //Para_Team_Boots3
- getitem 15011,1; //Para_Team_Uniform3
+ getitem Para_Team_Hat,1; //Para_Team_Hat
+ getitem Para_Team_Manteau,1; //Para_Team_Manteau
next;
mes "[Michael]";
- mes "I hope they're useful to you.";
+ mes "Check your supplies again and look after it.";
close;
}
+ para_suv02 = 3;
+ mes "A Uniform and Boots all 2 supplies.";
+ mes "Please check it again.";
+ next;
mes "[Michael]";
+ mes "I hope they're useful to you.";
+ }
+ else {
mes "Wait...I will check the record...";
mes "...";
mes "...hummmm.";
@@ -3337,10 +1984,9 @@ moc_para01,112,96,5 script Administrator Michael 4_M_RUSMAN1,{
mes "[Michael]";
mes "Sorry, but I can't find any record that you can obtain supplies.";
mes "Are you sure?";
- close;
}
+ close;
case 2:
- mes "[Michael]";
mes "We store weapons, armor and other goods which were created by the Eden Group here.";
mes "We also have a lot of special stuff.";
next;
@@ -3355,149 +2001,22 @@ moc_para01,112,96,5 script Administrator Michael 4_M_RUSMAN1,{
mes "If I make a mistake, Reke will punish me.";
close;
case 3:
- mes "[Michael]";
mes "You mean upgrading equipment, right?";
mes "We can only upgrade the Eden Group Hat.";
next;
+ mes "[Michael]";
if (para_suv02 == 3) {
- if (countitem(5583) > 0) {
+ if (countitem(Para_Team_Hat) > 0) {
disable_items;
- mes "[Michael]";
mes "What status bonus do you want to upgrade?";
next;
switch (select("Upgrade STR:Upgrade AGI:Upgrade VIT:Upgrade INT:Upgrade DEX:Upgrade LUK:Nevermind.")) {
- case 1:
- mes "[Michael]";
- mes "I see.";
- mes "I will ^4d4dffUpgrade STR^000000.";
- mes "Are you sure?";
- next;
- switch (select("Yes I am.:No wait.")) {
- case 1:
- mes "[Michael]";
- mes "I will start to upgrade.";
- next;
- mes "[Michael]";
- mes "Here you are.";
- para_suv02 = 4;
- delitem 5583,1;
- getitem2 5583, 1, 1, 0, 0, 0, 0, 0, 4701;
- close;
- case 2:
- mes "[Michael]";
- mes "Don't you want to upgrade?";
- close;
- }
- case 2:
- mes "[Michael]";
- mes "I see.";
- mes "I will ^4d4dffUpgrade AGI^000000.";
- mes "Are you sure?";
- next;
- switch (select("Yes I am.:No wait.")) {
- case 1:
- mes "[Michael]";
- mes "I will start to upgrade.";
- next;
- mes "[Michael]";
- mes "Here you are.";
- para_suv02 = 4;
- delitem 5583,1;
- getitem2 5583, 1, 1, 0, 0, 0, 0, 0, 4731;
- close;
- case 2:
- mes "[Michael]";
- mes "Don't you want to upgrade?";
- close;
- }
- case 3:
- mes "[Michael]";
- mes "I see.";
- mes "I will ^4d4dffUpgrade VIT^000000.";
- mes "Are you sure?";
- next;
- switch (select("Yes I am.:No wait.")) {
- case 1:
- mes "[Michael]";
- mes "I will start to upgrade.";
- next;
- mes "[Michael]";
- mes "Here you are.";
- para_suv02 = 4;
- delitem 5583,1;
- getitem2 5583, 1, 1, 0, 0, 0, 0, 0, 4741;
- close;
- case 2:
- mes "[Michael]";
- mes "Don't you want to upgrade?";
- close;
- }
- case 4:
- mes "[Michael]";
- mes "I see.";
- mes "I will ^4d4dffUpgrade INT^000000.";
- mes "Are you sure?";
- next;
- switch (select("Yes I am.:No wait.")) {
- case 1:
- mes "[Michael]";
- mes "I will start to upgrade.";
- next;
- mes "[Michael]";
- mes "Here you are.";
- para_suv02 = 4;
- delitem 5583,1;
- getitem2 5583, 1, 1, 0, 0, 0, 0, 0, 4711;
- close;
- case 2:
- mes "[Michael]";
- mes "Don't you want to upgrade?";
- close;
- }
- case 5:
- mes "[Michael]";
- mes "I see.";
- mes "I will ^4d4dffUpgrade DEX^000000.";
- mes "Are you sure?";
- next;
- switch (select("Yes I am.:No wait.")) {
- case 1:
- mes "[Michael]";
- mes "I will start to upgrade.";
- next;
- mes "[Michael]";
- mes "Here you are.";
- para_suv02 = 4;
- delitem 5583,1;
- getitem2 5583, 1, 1, 0, 0, 0, 0, 0, 4721;
- close;
- case 2:
- mes "[Michael]";
- mes "Don't you want to upgrade?";
- close;
- }
- case 6:
- mes "[Michael]";
- mes "I see.";
- mes "I will ^4d4dffUpgrade LUK^000000.";
- mes "Are you sure?";
- next;
- switch (select("Yes I am.:No wait.")) {
- case 1:
- mes "[Michael]";
- mes "I will start to upgrade.";
- next;
- mes "[Michael]";
- mes "Here you are.";
- para_suv02 = 4;
- delitem 5583,1;
- getitem2 5583, 1, 1, 0, 0, 0, 0, 0, 4751;
- close;
- case 2:
- mes "[Michael]";
- mes "Don't you want to upgrade?";
- close;
- }
+ case 1: callsub S_Upgrade,"STR",4701;
+ case 2: callsub S_Upgrade,"AGI",4731;
+ case 3: callsub S_Upgrade,"VIT",4741;
+ case 4: callsub S_Upgrade,"INT",4711;
+ case 5: callsub S_Upgrade,"DEX",4721;
+ case 6: callsub S_Upgrade,"LUK",4751;
case 7:
mes "[Michael]";
mes "Why? It'll be beter than it is.";
@@ -3508,13 +2027,11 @@ moc_para01,112,96,5 script Administrator Michael 4_M_RUSMAN1,{
close;
}
}
- mes "[Michael]";
mes "First come with a Hat that you want me to upgrade.";
mes "Make sure that it's in your inventory, got it?";
close;
}
if (para_suv02 == 4) {
- mes "[Michael]";
mes "Umm, didn't you upgrade this already?";
mes "According to the records";
mes ""+strcharinfo(0)+": Has already upgraded their Hat.";
@@ -3524,7 +2041,6 @@ moc_para01,112,96,5 script Administrator Michael 4_M_RUSMAN1,{
mes "Sorry but I can't do it twice.";
close;
}
- mes "[Michael]";
mes "You haven't received all the supplies up to step 3.";
mes "Upgrading your Hat is a special service.";
next;
@@ -3532,9 +2048,109 @@ moc_para01,112,96,5 script Administrator Michael 4_M_RUSMAN1,{
mes "Sorry but I can't help you.";
close;
}
+S_Upgrade:
+ mes "[Michael]";
+ mes "I see.";
+ mes "I will ^4d4dffUpgrade "+ getarg(0) +"^000000.";
+ mes "Are you sure?";
+ next;
+ switch (select("Yes I am.:No wait.")) {
+ case 1:
+ mes "[Michael]";
+ mes "I will start to upgrade.";
+ next;
+ mes "[Michael]";
+ mes "Here you are.";
+ para_suv02 = 4;
+ delitem Para_Team_Hat,1;
+ getitem2 5583,1,1,0,0,0,0,0,getarg(1);
+ close;
+ case 2:
+ mes "[Michael]";
+ mes "Don't you want to upgrade?";
+ close;
+ }
+
+S_Select:
+ .@total_arg = getargcount();
+ if (.@total_arg < 7)
+ mes "We only have 1 weapon for you.";
+ else {
+ mes "What kind of weapon do you want?";
+ mes getarg(0);
+ mes "Here are the options.";
+ }
+ next;
+ mes "[Michael]";
+ for ( .@i = 1; .@i < .@total_arg; .@i += 5 ) {
+ .@menu$ = .@menu$ + getarg(.@i+1) + ":";
+ mes getarg(.@i+1)+": "+ getarg(.@i+2) +". "+ getarg(.@i+3) +".";
+ }
+ if (.@total_arg < 7)
+ mes "It is Lv. 2 and the required level is "+ (para_suv01 == 22 ? "26" : "40") +".";
+ else
+ mes "Both of them are Lv. 2 weapons and the required level is "+ (para_suv01 == 22 ? "26" : "40") +".";
+ next;
+ mes "[Michael]";
+ mes "They also can't be traded with other players or be refined.";
+ next;
+ if (.@total_arg < 7) {
+ .@i = 1;
+ mes "[Michael]";
+ mes "You'll receive the "+ getarg(.@i+1) +".";
+ next;
+ mes "[Michael]";
+ }
+ else {
+ .@i = (select(.@menu$) -1) *5 +1;
+ mes "[Michael]";
+ mes "You've chosen the "+ getarg(.@i+1) +".";
+ }
+ if (para_suv01 == 22) {
+ mes "Additionally you'll receive the Eden Group Boots II and Uniform II.";
+ next;
+ getitem Para_Team_Boots2,1; // Para_Team_Boots2
+ getitem Para_Team_Uniform2,1;// Para_Team_Uniform2
+ para_suv01 = 23;
+ }
+ else {
+ mes "Additionally you'll receive the Eden Group Boots III and Uniform III.";
+ next;
+ getitem Para_Team_Boots3,1;// Para_Team_Boots3
+ getitem Para_Team_Uniform3,1;// Para_Team_Uniform3
+ para_suv01 = 38;
+ }
+ getitem getarg(.@i),1;
+ mes "[Michael]";
+ if (para_suv02 == 0) {
+ mes "You don't have a record of receiving any supplies";
+ mes "so, you'll receive the Eden Group Hat and Manteau aswell.";
+ getitem Para_Team_Hat2,1;// Para_Team_Hat2
+ getitem Para_Team_Manteau2,1; // Para_Team_Manteau2
+ if (para_suv01 == 22)
+ para_suv02 = 2;
+ else
+ para_suv02 = 3;
+ next;
+ mes "[Michael]";
+ mes "Check your supplies again and look after it.";
+ }
+ else {
+ if (para_suv01 == 22)
+ para_suv02 = 2;
+ else
+ para_suv02 = 3;
+ mes "A "+ getarg(.@i+2) +", Uniform and Boots all 3 supplies.";
+ mes "Please check it again.";
+ next;
+ mes "[Michael]";
+ mes "I hope they're useful to you.";
+ mes getarg(.@i+4);
+ }
+ close;
}
-moc_para01,179,44,3 script Chef 4_M_CHNCOOK,{
+moc_para01,179,44,3 script Chef 820,{
mes "[Chef]";
mes "What's up?";
mes "Do you want a Meal? Or do you have other business?";
@@ -3614,7 +2230,7 @@ moc_para01,179,44,3 script Chef 4_M_CHNCOOK,{
mes "Ah, Kim-dduck-soon.";
mes "It's the representative meal for normal citizens.";
next;
- if (countitem(6219) > 0) {
+ if (countitem(Para_Team_Mark) > 0) {
if (Zeny > 2699) {
mes "[Chef]";
mes "Hey, here you are.";
@@ -3622,7 +2238,7 @@ moc_para01,179,44,3 script Chef 4_M_CHNCOOK,{
next;
mes "- After eating the meal, You feel a little bit full.";
mes "You've recovered some HP and SP. -";
- Zeny -= 2700;
+ Zeny = Zeny - 2700;
percentheal 50,0;
percentheal 0,50;
close;
@@ -3639,7 +2255,7 @@ moc_para01,179,44,3 script Chef 4_M_CHNCOOK,{
next;
mes "- After eating the meal, You feel a little bit full.";
mes "You've recovered some HP and SP. -";
- Zeny -= 3000;
+ Zeny = Zeny - 3000;
percentheal 50,0;
percentheal 0,50;
close;
@@ -3653,7 +2269,7 @@ moc_para01,179,44,3 script Chef 4_M_CHNCOOK,{
mes "Course meal B?";
mes "This food with meat and vegetables in hot soup has it's origins from nomadic life under the cold and dry nature.";
next;
- if (countitem(6219) > 0) {
+ if (countitem(Para_Team_Mark) > 0) {
if (Zeny > 3599) {
mes "[Chef]";
mes "Hey, here you are.";
@@ -3661,7 +2277,7 @@ moc_para01,179,44,3 script Chef 4_M_CHNCOOK,{
next;
mes "- After eating the meal, You feel a little bit full.";
mes "You've recovered some HP and SP. -";
- Zeny -= 3600;
+ Zeny = Zeny - 3600;
percentheal 75,0;
percentheal 0,75;
close;
@@ -3678,7 +2294,7 @@ moc_para01,179,44,3 script Chef 4_M_CHNCOOK,{
next;
mes "- After eating the meal, You feel a little bit full.";
mes "You've recovered some HP and SP. -";
- Zeny -= 4000;
+ Zeny = Zeny - 4000;
percentheal 75,0;
percentheal 0,75;
close;
@@ -3688,7 +2304,7 @@ moc_para01,179,44,3 script Chef 4_M_CHNCOOK,{
mes "How many times do I have to tell you?";
close;
case 4:
- if (countitem(6219) > 0) {
+ if (countitem(Para_Team_Mark) > 0) {
if (Zeny > 4499) {
mes "[Chef]";
mes "Hey, here you are.";
@@ -3697,7 +2313,7 @@ moc_para01,179,44,3 script Chef 4_M_CHNCOOK,{
mes "- The Rib Eye Roll is grilled on the oak.";
mes "- After eating the meal, You feel a little bit full.";
mes "You've recovered your HP and SP. -";
- Zeny -= 4500;
+ Zeny = Zeny - 4500;
percentheal 100,0;
percentheal 0,100;
close;
@@ -3716,7 +2332,7 @@ moc_para01,179,44,3 script Chef 4_M_CHNCOOK,{
mes "- The Rib Eye Roll is grilled on the oak.";
mes "- After eating the meal, You feel a little bit full.";
mes "You've recovered your HP and SP. -";
- Zeny -= 5000;
+ Zeny = Zeny - 5000;
percentheal 100,0;
percentheal 0,100;
close;
@@ -3731,7 +2347,7 @@ moc_para01,179,44,3 script Chef 4_M_CHNCOOK,{
close;
}
case 2:
- if (countitem(6219) > 0) {
+ if (countitem(Para_Team_Mark) > 0) {
mes "[Chef]";
mes "Most jobs should be managed by yourself. So it might be difficult, right?";
mes "Actually it's harmful so they have requested continuously.";
@@ -3838,1286 +2454,1859 @@ moc_para01,179,44,3 script Chef 4_M_CHNCOOK,{
}
}
-moc_para01,23,35,4 script Instructor Ur 4_M_KNIGHT_BLACK,{
+moc_para01,23,35,5 script Instructor Ur#2nd01 4_M_KNIGHT_BLACK,{
mes "[Instructor Ur]";
- if (countitem(6219) > 0) {
- if (BaseLevel < 60) {
- mes "Umm. You should raise your level more!";
- mes "You need to be at least level 60!";
- mes "I'm sorry but those are the rules.";
+ if (countitem(Para_Team_Mark) < 1) {// Para_Team_Mark
+ mes "Hey there!";
+ mes "I see you're not one of our agents?";
+ mes "Are you interested in joining us?";
+ next;
+ mes "[Instructor Ur]";
+ mes "There are no fees to join!";
+ mes "We are brokers that send help where help is needed. More adventurers like you means more profit.";
+ next;
+ mes "[Instructor Ur]";
+ mes "If you're interested, talk to Raim.";
+ mes "Raim's a good guy.";
+ mes "Hahaha..";
+ }
+ else if (para_2nd01 == 0) {
+ mes "Hello?";
+ mes "Do you need help?";
+ mes "This is a general request in order to receive the next board's request.";
+ next;
+ if (select( "What are you doing here?", "It's nothing." ) == 2) {
+ mes "[Instructor Ur]";
+ mes "I guess I have no business with you then.";
close;
}
- if ((BaseLevel >= 60) && (BaseLevel < 70) && (para_suv01 < 39)) {
- callsub L_GiveQuest;
- mes "Great! I want you to go find ^0000FFRomeo in Comodo^000000.";
- next;
- para_suv01 = 39;
- setquest 7214;
+ mes "[Instructor Ur]";
+ mes "Well, I'm an instructor for Eden Group.";
+ next;
+ mes "[Instructor Ur]";
+ mes "I'm here to give you missions based on your current base level.";
+ mes "These missions are not very difficult to do.";
+ next;
+ mes "[Instructor Ur]";
+ mes "I am the senior instructor here at Eden Group.";
+ mes "What do you say are you up for the challenge?";
+ next;
+ if (select( "Not today I'm not.", "Okay, I'll try." ) == 1) {
mes "[Instructor Ur]";
- mes "You should see him near the entrance to the ^0000FFNorth Cave in Comodo^000000.";
+ mes "Really?";
+ mes "That's so sad.";
+ mes "When you finish these missions I will even give you a pretty decent reward.";
close;
}
- if ((para_suv01 == 39) && (romeo < 4)) {
- mes "What are you waiting for? Go find ^0000FFRomeo in Comodo^000000.";
+ mes "[Instructor Ur]";
+ mes "Yeah!";
+ mes "Ok, let me check what mission you should get ok?";
+ next;
+ mes "[Instructor Ur]";
+ if (BaseLevel < 60) {
+ mes "Well... I know that you've got the heart but you're just a little too weak to help.";
next;
mes "[Instructor Ur]";
- mes "You should see him near the entrance to the ^0000FFNorth Cave in Comodo^000000.";
- close;
+ mes "Sorry, but your basic level should be at least 60 to help with these missions.";
}
- if ((para_suv01 == 40) && (romeo == 4)) callsub L_CompleteQuest,7218,41,5;
- if (para_suv01 == 41) callsub L_Toren;
- if ((para_suv01 == 42) && (BaseLevel < 70)) callsub L_Level,70;
- if ((BaseLevel >= 70) && (BaseLevel < 80) && (para_suv01 < 39 || para_suv01 == 42)) {
- callsub L_GiveQuest;
- mes "Great! I want you to go find ^0000FFJohan in Glast Heim^000000.";
- next;
- para_suv01 = 43;
- setquest 7219;
+ else if (BaseLevel < 70) {
+ mes "Ok, I guess you're the bare minimum level for these missions.";
+ next;
mes "[Instructor Ur]";
- mes "You should see him near the entrance of the ^0000FFGlast Heim Church^000000.";
- close;
- }
- if ((para_suv01 == 43) && (johan < 3)) {
- mes "What are you waiting for? Go find ^0000FFJohan in Glast Heim^000000.";
+ mes "Based on your level, I think that the Comodo area suits you.";
next;
mes "[Instructor Ur]";
- mes "You should see him near the entrance of the ^0000FFGlast Heim Church^000000.";
- close;
- }
- if ((para_suv01 == 43) && (johan == 3)) callsub L_CompleteQuest,7222,44,7;
- if (para_suv01 == 44) callsub L_Toren;
- if ((para_suv01 == 45) && (BaseLevel < 80)) callsub L_Level,80;
- if ((BaseLevel >= 80) && (BaseLevel < 90) && (para_suv01 < 39 || para_suv01 == 42 || para_suv01 == 45)) {
- callsub L_GiveQuest;
- mes "Great! I want you to go find ^0000FFKiren in Einbroch^000000.";
- next;
- para_suv01 = 46;
- setquest 7223;
+ mes "Do you know where Comodo is?";
+ mes "You can get there by going to Morocc and then through Pharos Lighthouse.";
+ next;
mes "[Instructor Ur]";
- mes "You should see her near the ^0000FFSouth Enterance^000000 outside of town.";
- close;
- }
- if ((para_suv01 == 46) && (kiren < 3)) {
- mes "What are you waiting for? Go find ^0000FFKiren in Einbroch^000000.";
+ mes "Comodo is a small city on the coast with many caves.";
next;
mes "[Instructor Ur]";
- mes "You should see her near the ^0000FFSouth Enterance^000000 outside of town.";
- close;
- }
- if ((para_suv01 == 46) && (kiren == 3)) callsub L_CompleteQuest,7228,47,9;
- if (para_suv01 == 47) callsub L_Toren;
- if ((para_suv01 == 48) && (BaseLevel < 90)) callsub L_Level,90;
- if ((BaseLevel >= 90) && (BaseLevel < 100) && (para_suv01 < 39 || para_suv01 == 42 || para_suv01 == 45 || para_suv01 == 48)) {
- callsub L_GiveQuest;
- mes "Great! I want you to go find ^0000FFNaomi in Ice Dungeon^000000.";
- next;
- para_suv01 = 49;
- setquest 7229;
+ mes "Look for the cave located to the north. There's someone there named Romeo.";
+ mes "You know? As in Romeo, Romeo, wherefore art thou Romeo.";
+ next;
mes "[Instructor Ur]";
- mes "You should see her near the ^0000FFEntrance^000000 when you enter the dungeon.";
- close;
+ mes "Go there are get the mission from him.";
+ mes "Well, then come back here alive when you're done!";
+ para_2nd01 = 1;
+ setquest 7214;// Advanced Training at Comodo
}
- if ((para_suv01 == 49) && (naomi < 3)) {
- mes "What are you waiting for? Go find ^0000FFNaomi in Ice Dungeon^000000.";
+ else if (BaseLevel < 80) {
+ mes "Let's see...";
+ mes "Your level would suggest that Comodo is just too easy for you.";
+ mes "Yeah, here we go.";
next;
mes "[Instructor Ur]";
- mes "You should see her near the ^0000FFEntrance^000000 when you enter the dungeon.";
- close;
- }
- if ((para_suv01 == 49) && (naomi == 3)) callsub L_CompleteQuest,7232,50,11;
- if (para_suv01 == 50) callsub L_Toren;
- if ((para_suv01 == 51) && (BaseLevel < 100)) callsub L_Level,100;
- if ((BaseLevel >= 100) && (para_suv01 < 39 || para_suv01 == 42 || para_suv01 == 45 || para_suv01 == 48 || para_suv01 == 51)) {
- callsub L_GiveQuest;
- mes "Great! I want you to go find ^0000FFMargaret in the Expedition Camp^000000.";
- next;
- para_suv01 = 52;
- setquest 7233;
+ mes "Do you know where Glast Heim is?";
+ mes "If there was a tragic accident now, the capital of the Rune-Midgarts Kingdom could revert back to there.";
+ next;
mes "[Instructor Ur]";
- mes "You should see her near the ^0000FFBuilding in the Center^000000 of the Expedition Camp.";
- close;
+ mes "Well, if it wasn't infested with undead monsters, it would become the new capitol of Rune-Midgarts.";
+ next;
+ mes "[Instructor Ur]";
+ mes "Please, come back alive.";
+ para_2nd01 = 7;
+ setquest 7219;// Advanced Training at Glast Heim
}
- if ((para_suv01 == 52) && (margaret < 7)) {
- mes "What are you waiting for? Go find ^0000FFMargaret in the Expedition Camp^000000.";
+ else if (BaseLevel < 90) {
+ mes "Ah, ok so for you...";
+ mes "Hmm where do I send you?";
next;
mes "[Instructor Ur]";
- mes "You should see her near the ^0000FFBuilding in the Center^000000 of the Expedition Camp.";
- close;
+ mes "There an industrial city called Einbroch.";
+ mes "You know it? It's a city covered in smog.";
+ mes "It's a pretty gloomy city come to think of it.";
+ next;
+ mes "[Instructor Ur]";
+ mes "Anyways, go to Einbroch and find the Dispatched Instructor there. He should be in the field south of the main city.";
+ setquest 7223;// Advanced Training in Einbroch
+ para_2nd01 = 12;
+ }
+ else
+ callsub S_Quest89100;
+ }
+ else if (para_2nd01 == 5) {
+ mes "Oh, there he is.";
+ mes "Romeo seems to be back from his field report.";
+ next;
+ mes "[Instructor Ur]";
+ mes "We have rewards for you.";
+ mes "I'm sure Romeo gave you some items, but we brought more useful things.";
+ next;
+ mes "[Instructor Ur]";
+ mes "Do you know where the weapon storage is at?";
+ mes "Go out through that large blue door and walk to the end of the hallway.";
+ mes "Ask the Blacksmith, and he will give you new equipment.";
+ next;
+ mes "[Instructor Ur]";
+ mes "And the 2nd stage training and missions start at level 70, so come back then.";
+ mes "Don't forget, I'll be waiting for you.";
+ para_2nd01 = 6;
+ para_2nd02 = 1;
+ erasequest 7218;// Report to Instructor Ur
+ }
+ else if (para_2nd01 == 6) {
+ if (BaseLevel > 69) {
+ mes "Hey, buddy~";
+ mes "What's going on?";
+ next;
+ switch( select( "I want to start training.", "I'm just visiting." ) ) {
+ mes "[Instructor Ur]";
+ case 1:
+ mes "Hmm... You have a good form!";
+ mes "Let me see....";
+ mes "Which location would suit you...?";
+ next;
+ mes "[Instructor Ur]";
+ if (BaseLevel < 80) {
+ mes "Ah, this place should be good!";
+ mes "Do you know where Glast Heim is?";
+ mes "If it wasn't for that terrible accident, Glast Heim would still be";
+ mes "the capital of Rune Midgard, not Prontera.";
+ next;
+ mes "[Instructor Ur]";
+ mes "Anyways, that ancient castle is now full of undead monsters .";
+ mes "It's especially bad around the Abbey in the south.";
+ next;
+ mes "[Instructor Ur]";
+ mes "All of those undead monsters come from the underground graveyard";
+ mes "Well... I guess you don't have to go all the way into the graveyard...";
+ next;
+ mes "[Instructor Ur]";
+ mes "Once you get to the Abbey you'll see our unit member stationed in front of the entrance.";
+ mes "Follow his instructions to help clear out that area.";
+ next;
+ mes "[Instructor Ur]";
+ mes "Please come back alive.";
+ para_2nd01 = 7;
+ setquest 7219;// Advanced Training at Glast Heim
+ }
+ else if (BaseLevel < 90)
+ callsub S_Quest7990;
+ else
+ callsub S_Quest89100;
+ close;
+ case 2:
+ mes "Really? At your level, I think you can easily complete the top class missions..";
+ mes "I'll be here if you change your mind.";
+ close;
+ }
+ }
+ else {
+ mes "2nd stage training missions start at level 70.";
+ mes "I'll see you then.";
+ mes "Did you pick up the necessary equipment from the storage?";
+ mes "Hahaha!";
+ }
+ }
+ else if (para_2nd01 == 10) {
+ mes "Oh! You're here!";
+ mes "I just got a message from Johan.";
+ mes "I think he's not telling me something, but I can't figure out what that is.";
+ next;
+ mes "[Instructor Ur]";
+ mes "Anyways, good job. I'm glad you're not hurt";
+ mes "The Blacksmith BK said he'll reinforce your weapon.";
+ next;
+ callsub S_Para2;
+ mes "[Instructor Ur]";
+ mes "You know where the Blacksmith is at right??";
+ mes "Go out through the blue door, to the end of the hallway.";
+ mes "BK is a great blacksmith, he'll make your weapon stronger.";
+ mes "What are you waiting for?";
+ para_2nd01 = 11;// Report to Instructor Ur
+ erasequest 7222;
+ }
+ else if (para_2nd01 == 11) {
+ if (BaseLevel > 79) {
+ mes "Ah, ever so improving "+ strcharinfo(0) +"?";
+ mes "To what do I owe this pleasure?";
+ next;
+ switch( select( "I came for more training.", "I'm just visiting." ) ) {
+ mes "[Instructor Ur]";
+ case 1:
+ mes "Hmm... You have a good form!";
+ mes "Let me see....";
+ next;
+ mes "[Instructor Ur]";
+ if (BaseLevel < 90)
+ callsub S_Quest7990;
+ else
+ callsub S_Quest89100;
+ close;
+ case 2:
+ mes "Really? At your level, I think you can easily complete the top class missions..";
+ mes "I'll be here if you change your mind.";
+ close;
+ }
}
- if ((para_suv01 == 52) && (margaret == 7)) callsub L_CompleteQuest,7237,53,13;
- if (para_suv01 == 53) callsub L_Toren;
- if (para_suv01 > 53) {
+ else {
+ mes "3rd stage training starts at level 80.";
+ mes "I'll see you then.";
+ mes "Oh, if you haven't reinforced your weapon yet, go talk to BK.";
+ }
+ }
+ else if (para_2nd01 == 15) {
+ mes "Ah, you've come.";
+ mes "I just received a message from Kiren.";
+ mes "How was he? He didn't throw a tantrum for waking him up?";
+ mes "I wouldn't be surprised if he did";
+ next;
+ mes "[Instructor Ur]";
+ mes "Anyways, good job. I'm glad you're not hurt.";
+ mes "The Blacksmith BK said he'll reinforce your weapon.";
+ next;
+ callsub S_Para2;
+ mes "[Instructor Ur]";
+ mes "You know where the Blacksmith is at right??";
+ mes "Go out through the blue door, to the end of the hallway.";
+ mes "BK is a great blacksmith, he'll make your weapon stronger.";
+ mes "What are you waiting for?";
+ erasequest 7228;// Report to Instructor Ur
+ para_2nd01 = 16;
+ }
+ else if (para_2nd01 == 16) {
+ if (BaseLevel > 89) {
+ mes "It's nice to see you still strong!";
+ mes "What brings you today?";
+ next;
+ if (select( "I want to continue training.", "I'm just visiting." ) == 2) {
+ mes "[Instructor Ur]";
+ mes "Really? At your level, I think you can easily complete the top class missions..";
+ mes "I'll be here if you change your mind.";
+ close;
+ }
mes "[Instructor Ur]";
- mes "I'm out of rewards to give to you. But don't worry, there are much better gears out there for you to obtain.";
- close;
+ callsub S_Quest89100;
+ }
+ else {
+ mes "4th stage training starts at level 90.";
+ mes "I'll see you then.";
+ mes "Oh, if you haven't reinforced your weapon yet, go talk to BK.";
}
}
- mes "You are not in my group are you?";
- mes "I don't have anything to say to outsiders.";
- mes "If you want something register with my group.";
- next;
- mes "[Instructor Ur]";
- mes "To register with the Eden Group ask Laime Evenor next to me.";
+ else if (para_2nd01 == 20) {
+ mes "Congratulations on completing all training stages!";
+ mes "That took quite a bit of time huh?";
+ mes "The Blacksmith BK said he'll reinforce your weapon.";
+ next;
+ callsub S_Para2;
+ mes "[Instructor Ur]";
+ mes "You know where the Blacksmith is at right??";
+ mes "Go out through the blue door, to the end of the hallway.";
+ mes "BK is a great blacksmith, he'll make your weapon stronger.";
+ next;
+ mes "[Instructor Ur]";
+ mes "Good job!";
+ para_2nd01 = 30;
+ erasequest 7232;//Report to Instructor Ur
+ }
+ else if (para_2nd01 == 29) {
+ mes "Congratulations on completing all training stages!";
+ mes "How was the Expedition? From the looks of it, it must've been pretty tough.";
+ next;
+ mes "[Instructor Ur]";
+ mes "Good job..";
+ mes "The Blacksmith BK said he'll reinforce your weapon.";
+ next;
+ callsub S_Para2;
+ mes "[Instructor Ur]";
+ mes "You know where the Blacksmith is at right??";
+ mes "Go out through the blue door, to the end of the hallway.";
+ mes "BK is a great blacksmith, he'll make your weapon stronger.";
+ next;
+ mes "[Instructor Ur]";
+ mes "By the way, it looked like Michael had something to tell you as well";
+ mes "Go talk to him, he's at the weapon storage as well.";
+ mes "Go ahead.";
+ para_2nd01 = 30;
+ erasequest 7237;// Report to Instructor Ur
+ }
+ else if (para_2nd01 == 30) {
+ mes "Good job.";
+ mes "Oh, if you haven't reinforced your weapon yet, go talk to BK.";
+ next;
+ mes "[Instructor Ur]";
+ mes "Also, sometimes Michael needs help, so if you have time try to help him out.";
+ mes "I'm sure he'll reward you for your time.";
+ }
+ else if (para_2nd01 < 5)
+ callsub S_Direction,"Comodo";
+ else if (para_2nd01 < 10)
+ callsub S_Direction,"Glast Heim Castle";
+ else if (para_2nd01 < 15)
+ callsub S_Direction,"Einbroch";
+ else if (para_2nd01 < 20)
+ callsub S_Direction,"Ice Dungeon";
+ else if (para_2nd01 < 29) {
+ mes "You have to travel very far to get to the ^4d4dffRune Midgard Expedition Camp^000000!";
+ mes "If you want to stay there then earn your keep by doing missions. Got it?";
+ }
close;
-
-L_GiveQuest:
- mes "You are just in time! I have a new quest for you, would you like to start it now?";
- next;
- if(select("Yes!:No, thanks.") == 2) {
+S_Para2:
+ if (para_2nd02 == 0) {
mes "[Instructor Ur]";
- mes "Thats too bad. I had some nice rewards I could have given to you for helping me.";
- close;
+ mes "I just realized... this was your first mission, wasn't it?";
+ mes "You must not have gotten the basic equipments yet, right?";
+ mes "Pick them up at the weapon storage.";
+ mes "Ask the Blacksmith Michael and he'll give you the equipment.";
+ para_2nd02 = 1;
+ next;
}
- mes "[Instructor Ur]";
return;
-L_CompleteQuest:
- mes "Done already? Great work!";
+S_Direction:
+ mes "So, have you been in ^4d4dff"+ getarg(0) +"^000000 yet?";
+ mes "Didn't I tell you to go there?";
+ mes "Go there first and then come back to me. Okay?";
+ return;
+
+S_Quest7990:
+ mes "Hmm.. Not bad ...";
+ mes "You must be getting a hang of this..";
+ mes "Let's go with a simple mission this time";
next;
- para_suv01 = getarg(1);
- completequest getarg(0);
- if (para_suv02 < getarg(2)) para_suv02 = getarg(2);
mes "[Instructor Ur]";
-L_Toren:
- mes "Go to the back room and talk to ^0000FFToren and the Weapons Expert^000000 for your rewards!";
- close;
-L_Level:
- mes "I'm sorry, I have no new quests available for you at this time. Come back when you are at least ^FF0000Base Level "+getarg(0)+"^000000.";
- close;
+ mes "There is a industrial city called Einbroch.";
+ mes "You've heard of it? It's a city clouded with pollution.";
+ mes "You'll appreciate the environment here so much more after visiting that city...";
+ mes "We should all be thankful.";
+ next;
+ mes "[Instructor Ur]";
+ mes "Anyways, go out to the field south of Einbroch and you'll see the Dispatched Instructor.";
+ mes "I'm sure he'll recognize you first.";
+ mes "Don't forget to bring the Eden Group badge.";
+ next;
+ mes "[Instructor Ur]";
+ mes "The city's pollution is unbearable";
+ mes "But the surrounding fields are relatively clean...";
+ mes "This should be pretty easy for you.";
+ para_2nd01 = 12;
+ setquest 7223;// Advanced Training in Einbroch
+ return;
+
+S_Quest89100:
+ if (BaseLevel < 100) {
+ mes "Uh-huh....";
+ mes "Hmm...";
+ mes "You seem like a cool-headed person. What do you think about the ice caves?";
+ next;
+ mes "[Instructor Ur]";
+ mes "North of the city of Rachel is a cave filled with ice.";
+ mes "Find the Dispatched Instructor there.";
+ para_2nd01 = 17;
+ setquest 7229;// Advanced Training in Ice Dungeon
+ }
+ else {
+ mes "Well, well...";
+ mes "I don't even know where to send you now.";
+ mes "I'm sure you are familiar with most places around here";
+ next;
+ mes "[Instructor Ur]";
+ mes "Then, should I send you somewhere farther this time?";
+ mes "There is a cat hand agent here.";
+ mes "Do you see him over there?";
+ next;
+ mes "[Instructor Ur]";
+ mes "Through him, you can get to Ash Vacuum pretty easily .";
+ mes "Since there is a Expedition Camp there...";
+ next;
+ mes "[Instructor Ur]";
+ mes "All you have to do is find the Eden Group agent there.";
+ mes "Tell him I sent you, and he'll give you instructions.";
+ mes "You can explore the new world";
+ mes "It's like a vacation isn't it?";
+ next;
+ mes "[Instructor Ur]";
+ mes "Hahaha!";
+ mes ".. Maybe I'll go instead of sending you.";
+ mes "Anyways, their names are Ma~ something... I don't know.";
+ next;
+ mes "[Instructor Ur]";
+ mes "So, the mission, once again, is finding our agent at the Midgard Expedition Camp.";
+ mes "Isn't this the easiest mission you've ever had?";
+ mes "Don't forget my present when you come back~!";
+ para_2nd01 = 22;
+ setquest 7233;// Advanced Training at Ash Vacuum
+ }
+ return;
}
-comodo,173,354,6 script Romeo#01 1_M_JOBTESTER,{
- if ((para_suv01 == 39) && (romeo < 1)) {
+//--60~69
+comodo,173,354,5 script Dispatched Instructor#02 1_M_JOBTESTER,{
+ mes "[Romeo]";
+ if (para_2nd01 < 1) {
+ mes "How are you?";
+ mes "Comodo has the best weather in the whole world.";
+ mes "Even during the winter, Comodo has great weather.";
+ next;
mes "[Romeo]";
- mes "Ah, there you are.";
+ mes "Do you know why?";
+ mes "Comodo is surrounded by the ocean and caves.";
+ mes "Seasonal changes don't make any difference in the temperature here.";
next;
mes "[Romeo]";
- mes "Before we begin, I want to test you.";
+ mes "Take it easy here.";
+ mes "This area is a place for relaxation.";
+ }
+ else if (para_2nd01 == 1) {
+ mes "How are you?";
+ mes "You were sent here by Instructor Ur right?";
+ mes "Did you come here for a quest?";
next;
- romeo = 1;
- changequest 7214,7215;
mes "[Romeo]";
- mes "Enter the cave and kill ^0000FF3 Stalactic Golems^000000, then return to me.";
- close;
+ mes "I don't know if this will fit you well";
+ mes "Why don't you just try it.";
+ next;
+ mes "[Romeo]";
+ mes "The thing about this cave is that, many monsters are created from stones.";
+ mes "If you stay cautious, they shouldn't be too threatning...";
+ next;
+ mes "[Romeo]";
+ mes "But most of them have range attacks..";
+ mes "And sometimes a really strong one roams around.";
+ next;
+ mes "[Romeo]";
+ mes "Well... this is the reason why you train right?";
+ mes "Let's try taking on one of the big monsters";
+ next;
+ mes "[Romeo]";
+ mes "'They are called 'Stalactic Golem'.";
+ mes "Try defeating some of them.";
+ mes "Not too difficult, right?";
+ para_2nd01 = 2;
+ erasequest 7214;
+ setquest 7215;
}
- if (romeo == 1) {
+ else if (para_2nd01 == 2) {
if (questprogress(7215,HUNTING) == 2) {
+ mes "So, how good of an explorer are you now?";
+ mes "You've fought these before, so clearing this cave should be possible.";
+ next;
+ mes "[Romeo]";
+ mes "As I said before, since Komodo is a city inside a cave..";
+ mes "Access to the outside world is mostly done through the east entrance, but...";
+ next;
+ mes "[Romeo]";
+ mes "Let's try going out through the north.";
+ mes "There should be things you can hunt out there.";
+ next;
mes "[Romeo]";
- mes "You did it? Thats all the proof I needed.";
+ mes "And instead of just walking out,";
+ mes "Let's kill about 10 Stalactic Golems on the way out.";
next;
mes "[Romeo]";
- mes "You should then have no trouble killing ^0000FF10 more Stalactic Golems^000000, right?";
+ mes "So that, travelers coming from the north can safely walk through.";
+ mes "Remember, 10 Stalactic Golems. Then come to the other side of northern part of the cave";
next;
+ mes "[Romeo]";
+ mes "I'll be waiting outside.";
+ para_2nd01 = 3;
getexp 10000,10000;
- romeo = 2;
- changequest 7215,7216;
+ erasequest 7215;// Stalactic Golem Hunt
+ setquest 7216;// More Golem Hunting
+ }
+ else {
+ mes "As a test of the difficulty of this cave";
+ mes "Go defeat 3 Stalactic Golems.";
+ mes "Watch out for other monsters as well.";
+ next;
mes "[Romeo]";
- mes "^0000FFMeet me at the north-east exit of the cave^000000 when you are done, I will be waiting for you outside.";
- close;
+ mes "Let me help you recover if you are tired.";
+ npcskill "AL_HEAL",10,99,60;
+ percentheal 0,100;
}
- mes "[Romeo]";
- mes "Don't give up, I'm only asking you to kill ^0000FF3 Stalactic Golems^000000.";
- close;
}
- if (romeo == 2) {
- mes "[Romeo]";
- mes "You should then have no trouble killing ^0000FF10 more Stalactic Golems^000000, right?";
- next;
- mes "[Romeo]";
- mes "After you have killed all ^0000FF10 Stalactic Golems^000000, ^0000FFmeet me at the north-east exit of the cave^000000. I will be waiting for you outside.";
- close;
+ else if (para_2nd01 == 3) {
+ mes "You must go through this cave to the outside.";
+ mes "Don't forget to defeat the Stalactic Golems you run into on the way.";
+ }
+ else {
+ mes "I always give the same test to the trainees that come here..";
+ mes "I've never seen anyone pass it so perfectly like you did.";
}
- mes "[Romeo]";
- mes "The person I'm waiting for is late...";
close;
}
-um_fild01,34,280,6 script Romeo#02 1_M_JOBTESTER,{
- if (romeo == 2) {
+um_fild01,34,280,5 script Instructor Romeo#2nd02 1_M_JOBTESTER,{
+ mes "[Romeo]";
+ if (para_2nd01 < 2) {
+ mes "If you were sent from the Eden Group for training, wait for me at the town.";
+ mes "I'm waiting for a different trainee right now.";
+ }
+ else if (para_2nd01 == 2) {
+ mes "No no.. Not here.";
+ mes "I'm waiting for a different trainee right now.";
+ mes "Go back.";
+ }
+ else if (para_2nd01 == 3) {
if (questprogress(7216,HUNTING) == 2) {
+ mes "Ah, I see you didn't get lost.";
+ mes "Your skills at defeating those Stalactic Golems were better than I expected.";
+ mes "Just means you've improved that much.";
+ next;
+ mes "[Romeo]";
+ mes "Now look around here";
+ mes "We're in a dense forest now.";
+ mes "There are Dryads and Wootans here...";
+ next;
mes "[Romeo]";
- mes "Wow, you have arrived sooner than I expected.";
+ mes "Next task is to clearing this area of monsters.";
+ mes "Bring me the following from the monsters.";
next;
mes "[Romeo]";
- mes "There is only one more thing I need you to do for me.";
+ mes "5 Wootan Fighter's Shoulderguard";
+ mes "7 Dryad's Sharp Leaf";
next;
+ mes "[Romeo]";
+ mes "This is the last test.";
+ mes "Good luck.";
+ para_2nd01 = 4;
+ erasequest 7216;// More Golem Hunting
+ setquest 7217;// Field drops
getexp 10000,10000;
- romeo = 3;
- changequest 7216,7217;
+ }
+ else {
+ mes "I see you didn't get lost.";
+ mes "But you didn't defeat enough Stalactic Golems..";
+ mes "Go back and defeat them.";
+ next;
mes "[Romeo]";
- mes "Bring me ^0000FF5 Shoulder Pads and 7 Sharp Leafs^000000.";
- close;
+ mes "I'll help you recover if you are tired.";
+ npcskill "AL_HEAL",10,99,60;
+ percentheal 0,100;
}
- mes "[Romeo]";
- mes "You are early, but you didn't kill ^0000FF10 Stalactic Golems^000000 like I asked you to do.";
- close;
}
- if (romeo == 3) {
- if ((countitem(7196) >= 5) && (countitem(7100) >= 7)) {
- mes "[Romeo]";
- mes "Your work here is done my friend.";
+ else if (para_2nd01 == 4) {
+ if (countitem(Shoulder_Protection) > 4 && countitem(Sharp_Leaf) > 6) {// Shoulder_Protection, Sharp_Leaf
+ mes "You really got these by defeating the monsters?";
+ mes "I believe you. I want to get out of here anyways.";
next;
- delitem 7196,5; // Shoulder Pad
- delitem 7100,7; // Sharp Leaf
+ mes "[Romeo]";
+ mes "There are no more training tasks here.";
+ mes "Go back and report to Ur.";
+ delitem Shoulder_Protection,5;
+ delitem Sharp_Leaf,7;
+ para_2nd01 = 5;
+ erasequest 7217;// Field drops
+ setquest 7218;// Report to Instructor Ur
getexp 10000,10000;
- romeo = 4;
- para_suv01 = 40;
- changequest 7217,7218;
+ }
+ else {
+ mes "Didn't I already tell you the last task?";
+ mes "Defeat the monsters in this forest, and bring me the items I asked for.";
+ next;
mes "[Romeo]";
- mes "Return to the ^33CC33Paradise Group Headquarters^000000 for your reward.";
- close;
+ mes "5 Wootan Fighter's Shoulderguard";
+ mes "7 Dryad's Sharp Leaf";
+ mes "You must bring me those to pass this test.";
+ next;
+ mes "[Romeo]";
+ mes "I'll help you recover if you are tired.";
+ npcskill "AL_HEAL",10,99,60;
+ percentheal 0,100;
}
- mes "[Romeo]";
- mes "Bring me ^0000FF5 Shoulder Pads and 7 Sharp Leafs^000000.";
- close;
}
- if (romeo == 4) {
- mes "[Romeo]";
- mes "Thank you again for all your help.";
- next;
- mes "[Romeo]";
- mes "Return to the ^33CC33Paradise Group Headquarters^000000 for your reward.";
- close;
+ else {
+ mes "Ugh, It's way too hot here.";
+ mes "You can leave now.";
}
- mes "[Romeo]";
- mes "What is taking so long...";
close;
}
-glast_01,195,131,6 script Johan 4_F_SISTER,{
- if ((para_suv01 == 43) && (johan < 1)) {
+//--70~79
+glast_01,195,131,5 script Dispatched Instructor#03 4_F_SISTER,{
+ mes "[Johan]";
+ if (para_2nd01 < 7) {
+ mes "Ah~ So bored.";
+ mes "You're not the one Ur sent, are you?";
+ mes "Oh~ That's okay.";
+ next;
mes "[Johan]";
- mes "...";
+ mes "This is Glast Heim Abbey.";
+ mes "Be careful, there are a lot of lost souls around here.";
+ }
+ else if (para_2nd01 == 7) {
+ mes "Oh oh!!";
+ mes "You're finally here!";
+ mes "I asked Ur to send someone to help me here!";
next;
+ select("What? I came for training..");
mes "[Johan]";
- mes "I don't need to explain anything to you.";
+ mes "No no, that's the same thing!";
+ mes "Your training mission is to help me clear out this Abbey!";
next;
- johan = 1;
- changequest 7219,7220;
mes "[Johan]";
- mes "Go kill ^0000FF20 Wraiths^000000.";
- close;
+ mes "Phew... It's been so tough.";
+ mes "I can't run in by myself, but then Gargoyles attack me out here..";
+ mes "Hahaha...";
+ next;
+ mes "[Johan]";
+ mes "This abbey is our responsibilty.";
+ mes "Just like other monasteries, this one has an underground graveryad as well, but..";
+ next;
+ mes "[Johan]";
+ mes "As you well know, this castle... is not at a normal state.";
+ mes "I think that's causing these souls from being able to rest in peace.";
+ next;
+ mes "[Johan]";
+ mes "Let's defeat the ones around here first, since going underground may be too much for just us.";
+ mes "I'll be testing how skilled you are as well...";
+ next;
+ mes "[Johan]";
+ mes "First target are the Wraiths.";
+ mes "You can tell them apart by their strange laugh.";
+ mes "They look like demons, but we can't tell for sure...";
+ next;
+ mes "[Johan]";
+ mes "Defeat 20 Wraiths.";
+ mes "I'll assist you from here!";
+ para_2nd01 = 8;
+ erasequest 7219;// Advanced Training at Glast Heim
+ setquest 7220;// Wraith Hunt
}
- if (johan == 1) {
+ else if (para_2nd01 == 8) {
if (questprogress(7220,HUNTING) == 2) {
- mes "[Johan]";
- mes "Good.";
+ mes "Oh~ You are pretty strong!";
+ mes "I'm so glad that someone strong like you came.";
+ mes "I wouldn't have last long here by myself.";
next;
mes "[Johan]";
- mes "Next I want you to kill ^0000FF10 Evil Druids^000000.";
+ mes "By the way, did you see those other monsters besides the Wraiths?";
+ mes "They are the corrupted souls of priests.";
+ mes "They are called 'Evil Druid' as well.";
next;
- getexp 20000,20000;
- johan = 2;
- changequest 7220,7221;
mes "[Johan]";
- mes "This time kill them quickly, I don't like to wait.";
- close;
+ mes "Let's take care of these Evil Druids this time.";
+ mes "10 of them.";
+ mes "You can do it right?";
+ mes "I believe in you!";
+ para_2nd01 = 9;
+ erasequest 7220;// Wraith Hunt
+ setquest 7221;// Evil Druid hunt
+ getexp 20000,20000;
+ }
+ else {
+ mes "20 Wraiths!";
+ mes "I'll watch your back!.";
+ mes "... Of.. Course.. I'll fight too!";
+ npcskill "AL_HEAL",10,99,60;
+ percentheal 0,100;
}
- mes "[Johan]";
- mes "... ^0000FF20 Wraiths^000000 shouldn't take this long.";
- close;
}
- if (johan == 2) {
+ else if (para_2nd01 == 9) {
if (questprogress(7221,HUNTING) == 2) {
+ mes "...Oh you're back!";
+ mes "(Johan Opens the door and checks)";
+ mes "....!";
+ mes "Okay!!";
+ next;
mes "[Johan]";
- mes "Hmmmm, better.";
+ mes "Thank you! I really appreciate it!";
+ mes "I think I can enter without any worries now!";
+ mes "I hope those evil souls left it alone..";
next;
mes "[Johan]";
- mes "Ok, I'm done with you.";
+ mes "Hehe, I'll put in a good word to Ur!";
+ mes "You're a valient and skilled exorcist!";
next;
- getexp 20000,20000;
- johan = 3;
- changequest 7221,7222;
mes "[Johan]";
- mes "Return to the ^33CC33Paradise Group Headquarters^000000 for your reward.";
- close;
+ mes "You can go back to Eden now";
+ mes "I'll stay and clean up the rest, hehe";
+ para_2nd01 = 10;
+ erasequest 7221;// Evil Druid hunt
+ setquest 7222;// Report to Instructor Ur
+ getexp 20000,20000;
+ }
+ else {
+ mes "10 Evil Druids!";
+ mes "I'll watch your back, like last time.";
+ mes "... Of... Course... I'll fight them too!";
+ npcskill "AL_HEAL",10,99,60;
+ percentheal 0,100;
}
- mes "[Johan]";
- mes "Hurry up, it is only ^0000FF10 Evil Druids^000000.";
- close;
}
- if (johan == 3) {
- mes "[Johan]";
- mes "Why are you still here?";
+ else if (para_2nd01 == 10) {
+ mes "Go back and report to Ur.";
+ mes "That Glast Heim Abbey is clear now.";
+ mes "I need to stay and look for something... Good bye.";
+ }
+ else {
+ mes "Ugh, I still haven't found the thing I lost.";
+ mes "Hmm... I may need to wait for the next trainee before I can start looking again... Eep!";
next;
mes "[Johan]";
- mes "Return to the ^33CC33Paradise Group Headquarters^000000 for your reward.";
- close;
+ mes "Uh... You didn't hear that did you?";
+ mes "Hahahahahahaha!!!";
+ mes "Hahahahaha!!";
}
- mes "[Johan]";
- mes "Go away... I'm busy.";
close;
}
-ein_fild08,172,359,4 script Kiren 4_M_4THPRIN1,{
- if ((para_suv01 == 46) && (kiren < 1)) {
+//--80~89
+ein_fild08,172,359,3 script Dispatched Instructor#04 4_M_4THPRIN1,{
+ mes "[Kiren]";
+ if (para_2nd01 < 12) {
+ mes "What are you looking at?";
+ mes "You want something from me?";
+ mes "Mind your own business, go away..";
+ }
+ else if (para_2nd01 == 12) {
+ mes "What?";
+ mes "....";
+ mes "Hmm, Ur sent you?";
+ mes "Oh, that training mission thing.";
+ next;
mes "[Kiren]";
- mes "Hey there.";
+ mes "You've came a long way, I won't make you do anything too tough, don't worry.";
+ mes "The fields outside of Einbroch isn't too bad.";
next;
mes "[Kiren]";
- mes "You must be a member of the Paradise Group, come help me for a second.";
+ mes "And monsters here usually leaves me alone, so I can nap all day.";
+ mes "But there are some that bother me.";
next;
- kiren = 1;
- changequest 7223,7224;
- mes "[kiren]";
- mes "Can you kill ^0000FF30 Porcellios^000000 for me and then return to me?";
- close;
+ mes "[Kiren]";
+ mes "Do you know Porcellios are?";
+ mes "Ugly looking insects... They steal too..";
+ next;
+ mes "[Kiren]";
+ mes "Let's defeat some of them as a warm up.";
+ mes "There are plenty of them around here. 30 shouldn't be too hard right?";
+ next;
+ mes "[Kiren]";
+ mes "I'm not holding a grudge just because they ate my lunch.";
+ mes "I'll be resting here until you're done.";
+ para_2nd01 = 13;
+ erasequest 7223;// Advanced Training in Einbroch
+ setquest 7224;// Porcellio hunting
}
- if (kiren == 1) {
- if (questprogress(7224,HUNTING) == 2) {
+ else if (para_2nd01 == 13) {
+ if (questprogress(7224,HUNTING) == 2) {// Porcellio hunting
+ mes "What, You're done already?";
+ mes "I was just about to fall asleep... Oh well..";
+ mes "It can't be helped, I guess. Let's go to a different spot..";
+ next;
+ mes "[Kiren]";
+ mes "No, what are you talking about?";
+ mes "Go... with you?";
+ mes "You can by yourself right?";
+ next;
mes "[Kiren]";
- mes "Wow, most people spend twice as long as you did to kill those Porcellios!";
+ mes "Okay, next task!";
+ mes "People of Einbroch say that the pollution is really bad in the north.";
+ mes "They are worried that pollution will drift into the town.";
next;
mes "[Kiren]";
- mes "I think you need a challenge.";
+ mes "It's probably all those factories right there...";
+ mes "I guess I should still look into it.";
+ mes "The cause for the pollution... Find it and destroy it.";
next;
+ mes "[Kiren]";
+ mes "30 Venomous and 5 Teddy Bears.";
+ mes "That should be good enough.";
+ next;
+ mes "[Kiren]";
+ mes "I'm sure you'll do fine without me watching.";
+ mes "To show my support, let me give you some EXP and HP recovery.";
+ next;
+ mes "[Kiren]";
+ mes "The monsters are at the northern fields of Einbroch.";
+ mes "Okay then, be safe.";
+ mes "I'm going to take a nap.";
+ para_2nd01 = 14;
+ erasequest 7224;// Porcellio hunting
+ setquest 7226;// Venomous hunting
+ setquest 7227;// Teddy Bear hunting
getexp 30000,30000;
- kiren = 2;
- changequest 7224,7226;
- setquest 7227;
+ }
+ else {
+ mes "So, have you punished those Porcellio's yet?";
+ mes "I don't think you're done yet right?";
+ next;
mes "[Kiren]";
- mes "How about this: Kill ^0000FF30 Venomous and 5 Teddy Bears^000000.";
- close;
+ mes "If you're hurt I'll heal you a bit.";
}
- mes "[Kiren]";
- mes "Come back to me when you have killed the ^0000FF30 Porcellios^000000.";
- close;
+ npcskill "AL_HEAL",10,99,60;
+ percentheal 0,100;
}
- if (kiren == 2) {
- if ((questprogress(7226,HUNTING) == 2) && (questprogress(7227,HUNTING) == 2)) {
- mes "[Kiren]";
- mes "Incredible, you set a new record!";
+ else if (para_2nd01 == 14) {
+ if (questprogress(7226,HUNTING) == 2 && questprogress(7227,HUNTING) == 2) {
+ mes "Um...";
+ mes "I'm getting it done.";
+ mes "Hmm...";
+ mes "I'm still tired to finish...";
next;
mes "[Kiren]";
- mes "I have never seen anyone kill them all so fast, you are good at this.";
+ mes "Good. Those monsters have been bothering the Einbroch workers.";
+ mes "That was great..";
next;
+ mes "[Kiren]";
+ mes "I have some things to report to Instructor Ur.";
+ mes "I've been watching you closely and you've done well. Go back to Ur and deliver this report.";
+ para_2nd01 = 15;
+ erasequest 7226;// Venomous hunting
+ erasequest 7227;// Teddy Bear hunting
+ setquest 7228;// Report to Instructor Ur
getexp 30000,30000;
- kiren = 3;
- changequest 7226,7228;
- completequest 7227;
+ }
+ else {
+ mes "The monsters are at the northern fields of Einbroch.";
+ mes "Find the Noxious...";
+ mes "Don't try to lie to me that you've finished hunting them.";
+ next;
mes "[Kiren]";
- mes "Return to the ^33CC33Paradise Group Headquarters^000000 for your reward.";
- close;
+ mes "Yeah, if this is okay?";
+ mes "Ugh this is difficult.";
+ mes "I'll make you feel better though.";
+ npcskill "AL_HEAL",10,99,60;
+ percentheal 0,100;
}
- mes "[Kiren]";
- mes "Remember, you need to kill ^0000FF30 Venomous and 5 Teddy Bears^000000.";
- close;
}
- if (kiren == 3) {
- mes "[Kiren]";
- mes "Don't worry, nobody else has beaten your record yet.";
+ else if (para_2nd01 == 15) {
+ mes "What serious?";
+ mes "Have you made your report to Instructor Ur?";
+ mes "Einbroch has commissioned work out so that means more training.";
+ }
+ else {
+ mes "I'm not a thief...";
+ mes "It's a hard living.";
+ mes "Nor is there any real ambition.";
next;
mes "[Kiren]";
- mes "Return to the ^33CC33Paradise Group Headquarters^000000 for your reward.";
- close;
+ mes "Come practitioners?";
+ mes "Make things.";
+ mes "How convenient witchinya.";
+ mes "Heumnya. I'll sleep in one breath..";
}
- mes "[Kiren]";
- mes "Be careful, there are some fast monsters around here.";
close;
}
-ice_dun01,154,13,6 script Naomi 4_F_JOB_BLACKSMITH,{
- if ((para_suv01 == 49) && (naomi < 1)) {
+//--90~99
+ice_dun01,154,13,5 script Dispatched Instructor#05 4_F_JOB_BLACKSMITH,{
+ mes "[Naomi]";
+ if (para_2nd01 <= 17) {
+ mes "It's more than that~";
+ mes "Now where did the time go~";
+ mes "I thought you said you sent me~!";
+ next;
mes "[Naomi]";
- mes "It is so cold in here.";
+ if (para_2nd01 < 17) {
+ mes "What is it? You'll help me. Is that right?";
+ mes "No, you don't have to do that.";
+ mes "I'm waiting for someone scheduled to help me.";
+ close;
+ }
+ mes "And you are?";
+ mes "Oh, you were sent here by Ur?";
+ mes "I don't know how long I've been waiting here in the snow.";
next;
mes "[Naomi]";
- mes "I blame those annoying Siromas.";
+ mes "This is the ice dungeon of the northern plains.";
+ mes "Nothing like a cave that's cold the entire year.";
next;
- naomi = 1;
- changequest 7229,7230;
mes "[Naomi]";
- mes "Can you kill ^0000FF30 Siromas^000000 for me, please?";
- close;
+ mes "So this is where the people of Rachel go for their ice supply.";
+ mes "But, this area is crawling with dangerous monsters.";
+ next;
+ mes "[Naomi]";
+ mes "One of those monsters is known as a Siroma.";
+ mes "They should be a good challenge for you.";
+ next;
+ mes "[Naomi]";
+ mes "Okay, then go in the cave and find those Siroma.";
+ mes "It's cold in there but this job has to be done.";
+ next;
+ mes "[Naomi]";
+ mes "OH, sometimes";
+ mes "You be careful in there.";
+ mes "Well, good luck~!";
+ para_2nd01 = 18;
+ erasequest 7229;// Advanced Training in Ice Dungeon
+ setquest 7230;// Siroma hunting
}
- if (naomi == 1) {
+ else if (para_2nd01 == 18) {
if (questprogress(7230,HUNTING) == 2) {
+ mes "Ah... It's over...";
+ mes "Good!";
+ mes "Your skills have been verified.";
+ next;
+ mes "[Naomi]";
+ mes "Now, what have I happened to do next.";
+ mes "Those Siromas seem to be growing at a faster rate.";
+ mes "As before go and hunt 30 more Siromas and bring me some materials.";
+ next;
mes "[Naomi]";
- mes "Thank you, but there are still so many Siromas here!";
+ mes "And get this... Well...";
+ mes "Please listen carefully";
+ mes "30 Ice Cubic";
+ mes "1 Sweet Sauce";
+ mes "1 Milk";
next;
mes "[Naomi]";
- mes "I need to make a special drink to stay warm, please help me make it.";
+ mes "I'm not just doing this for myself you know.";
+ mes "I'm doing this for everyone.";
next;
+ mes "[Naomi]";
+ mes "That's the last of it anyways.";
+ mes "So hunt those Siromas and get the materials.";
+ mes "We understand each other?";
+ next;
+ select("What about you?");
+ mes "[Naomi]";
+ mes "Me? Well of course... I'm going to stand guard here.";
+ mes "I... I'm a busy person!";
+ mes "Besides this is training so who are you to ask me what about me?";
+ next;
+ mes "[Naomi]";
+ mes "Go now!";
+ mes "Those Siromas are going to just get rowdier by the minute.";
+ para_2nd01 = 19;
+ erasequest 7230;// Siroma hunting
+ setquest 7231;// Hunting and Gathering
getexp 40000,40000;
- naomi = 2;
- changequest 7230,7231;
+ npcskill "AL_HEAL",10,99,60;
+ percentheal 0,100;
+ }
+ else {
+ mes "The biggest stumbling block is dealing with the Siromas.";
+ mes "Have you hunted 30 yet?";
+ next;
mes "[Naomi]";
- mes "Can you kill another ^0000FF30 Siromas^000000 and bring me ^0000FF30 Ice Cubics, 1 Milk and 1 Sweet Sauce^000000?";
- close;
+ mes "Oh, you want help recovering your HP/SP huh?";
+ mes "You'll get nothing from me~!";
+ mes "What challenge would that be if I did that?";
}
- mes "[Naomi]";
- mes "Please kill ^0000FF30 Siromas^000000, I just hate them.";
- close;
}
- if (naomi == 2) {
- if ((questprogress(7231,HUNTING) == 2) && (countitem(7066) >= 30) && (countitem(519) >= 1) && (countitem(7453) >= 1)) {
+ else if (para_2nd01 == 19) {
+ if (questprogress(7231,HUNTING) == 2 && countitem(Ice_Piece) > 29 && countitem(Sweet_Sauce) > 0 && countitem(Milk) > 0) {// Ice_Piece, Sweet_Sauce, Milk
+ mes "Ohh!";
+ mes "You've brought everything.";
+ mes "Okay, so just one last thing...!";
+ next;
+ select("...... Look");
mes "[Naomi]";
- mes "Yay, you did it!";
+ mes "Yes, yes? Why not?";
+ mes "...";
+ mes "Oh, that's right! I'm supposed to give you something.";
+ mes "You've done enough, I know.";
next;
mes "[Naomi]";
- mes "I will be fine now, don't worry about me.";
+ mes "I'll inform Instructor Ur.";
+ mes "A few more stages left to go so don't worry!";
next;
- delitem 7066,30; // Ice Cubic
- delitem 519,1; // Milk
- delitem 7453,1; // Sweet Sauce
+ mes "[Naomi]";
+ mes "Oh and congratulations!";
+ mes "This is the last training stage prepared!";
+ next;
+ mes "[Naomi]";
+ mes "I guess I should do some of this myself~";
+ mes "Muahaha~";
+ delitem Ice_Piece,30;
+ delitem Sweet_Sauce,1;
+ delitem Milk,1;
+ para_2nd01 = 20;
+ erasequest 7231;// Hunting and Gathering
+ setquest 7232;// Report to Instructor Ur
getexp 40000,40000;
- naomi = 3;
- changequest 7231,7232;
+ }
+ else {
+ mes "Have you finished hunting the 30 Siroma yet?";
+ mes "You've already done it once so this shouldn't be difficult...";
+ next;
mes "[Naomi]";
- mes "Return to the ^33CC33Paradise Group Headquarters^000000 for your reward.";
- close;
+ mes "And don't forget the 30 Ice Cubic, 1 Sweet Sauce, and 1 Milk.";
}
- mes "[Naomi]";
- mes "Can you kill another ^0000FF30 Siromas^000000 and bring me ^0000FF30 Ice Cubics, 1 Milk and 1 Sweet Sauce^000000?";
- close;
}
- if (naomi == 3) {
- mes "[Naomi]";
- mes "I will be fine now, don't worry about me.";
+ else if (para_2nd01 == 20) {
+ mes "Were you there yet?";
+ mes "Other people have come and go since you've been here last.";
+ mes "Now I don't have to get the materials myself.";
next;
mes "[Naomi]";
- mes "Return to the ^33CC33Paradise Group Headquarters^000000 for your reward.";
- close;
+ mes "Report back to Instructor Ur and report that the job is done.";
+ mes "Don't procrastinate.";
}
- mes "[Naomi]";
- mes "So... cold...";
+ else
+ mes "Alas, is there anywhere where the buildup of ice caps is more than here?";
close;
}
-mid_camp,212,229,4 script Margaret 4_F_HUWOMAN,{
- if ((para_suv01 == 52) && (margaret < 1)) {
+mid_camp,212,229,3 script Dispatched Instructor#06 4_F_HUWOMAN,{
+ mes "[Margaret]";
+ if (para_2nd01 < 22) {
+ mes "Oh, sorry.";
+ mes "I don't know much about the life of an adventurer.";
+ mes "I'm just a member of Eden Group...";
+ }
+ else if (para_2nd01 == 22) {
+ mes "The proof that you have there.";
+ mes "You're here in paradise.";
+ mes "Instructor Ur sent you?";
+ next;
+ if (select( "Yes.", "No." ) == 2) {
+ mes "[Margaret]";
+ mes "Oh, my mistake.";
+ close;
+ }
mes "[Margaret]";
- mes "Oh, hello there.";
+ mes "How do you do?";
+ mes "Oh, so you're here for the training from Instructor Ur.";
next;
mes "[Margaret]";
- mes "I have two friends here in the New World which need your help.";
+ mes "Ok, I'm in a bit of a situation right now so I asked Instructor Ur to use his missions to help.";
next;
- margaret = 1;
- changequest 7233,7234;
+ select("A situation?");
mes "[Margaret]";
- mes "Please start by helping the ^0000FFParadise Dispatch in Manuk Field^000000.";
- close;
- }
- if (margaret == 1 || margaret == 2) {
+ mes "Yes, ";
+ mes "Find Mine and do what he asks you.";
+ next;
mes "[Margaret]";
- mes "Please start by helping the ^0000FFParadise Dispatch in Manuk Field^000000.";
- close;
- }
- if (margaret == 3) {
+ mes "We dispatched him to do something and he hasn't done it yet so I'm guessing he's either chickened out or failed.";
+ next;
mes "[Margaret]";
- mes "Ah good, you were able to help him.";
+ mes "So can you find him out there in Splendide Field?";
next;
- margaret = 4;
mes "[Margaret]";
- mes "Next can you help the ^0000FFParadise Dispatch in Splendide Field^000000, please?";
- close;
+ mes "Find him and figure out what the heck he's up to please.";
+ para_2nd01 = 23;
+ erasequest 7233;// Advanced Training at Ash Vacuum
+ setquest 7234;// Margaret's favor
}
- if (margaret == 4 || margaret == 5) {
- mes "[Margaret]";
- mes "Next can you help the ^0000FFParadise Dispatch in Splendide Field^000000, please?";
- close;
+ else if (para_2nd01 < 27) {
+ mes "Can you find those two brothers?";
+ mes "Find out what's up with them.";
}
- if (margaret == 6) {
+ else if (para_2nd01 == 27) {
+ mes "So what's up?!";
+ next;
+ mes "- You tell her about Meeru and Mine. -";
+ next;
mes "[Margaret]";
- mes "Haha, so he still wants a zoom out hack...";
+ mes "Yeah? Oh what?";
+ mes "This is not really...";
+ mes "Ok I'll go deal with them.";
next;
mes "[Margaret]";
- mes "Thanks for helping them, I knew you could do it.";
+ mes "Well, whatever the Nepenthes and Pinguicula proof has been collected.";
next;
- margaret = 7;
- changequest 7234,7237;
mes "[Margaret]";
- mes "Return to the ^33CC33Paradise Group Headquarters^000000 for your reward.";
- close;
+ mes "Your training is done so go back and talk to Instructor Ur.";
+ para_2nd01 = 29;
+ erasequest 7234;// Margaret's favor
+ setquest 7237;// Report to Instructor Ur
}
- mes "[Margaret]";
- mes "The New World... What a beautiful place!";
+ else if (para_2nd01 == 29) {
+ mes "Well, whatever the Nepenthes and Pinguicula proof has been collected.";
+ next;
+ mes "[Margaret]";
+ mes "Your training is done so go back and talk to Instructor Ur.";
+ }
+ else
+ mes "........";
close;
}
-man_fild01,43,234,2 script Paradise Dispatch#01 4_DST_SOLDIER,{
- if (margaret == 1) {
- mes "[Paradise Dispatch]";
- mes "Hey you, can you help me here?";
- next;
- mes "[Paradise Dispatch]";
- mes "The plant monsters in this area have a long ranged attack.";
- next;
- margaret = 2;
- changequest 7234,7235;
- mes "[Paradise Dispatch]";
- mes "Can you please kill ^0000FF1 Nepenthes^000000 so I can go back to the camp?";
- close;
+man_fild01,43,234,3 script Dispatched Instructor#07 4_DST_SOLDIER,{
+ mes "[Meeru]";
+ if (para_2nd01 < 23) {
+ mes "You think I'll lose!";
+ mes "...?";
+ mes "All of them... Who're you?!";
+ mes "Mine is a stooge?";
+ mes "He sent you to watch me!?";
+ next;
+ mes "[Meeru]";
+ mes "What? Isn't that it?";
+ mes "... ...";
+ mes "Mine didn't send you did he?";
}
- if (margaret == 2) {
+ else if (para_2nd01 == 23) {
+ mes "You think I'll lose!";
+ mes "...?";
+ mes "All of them... Who're you?!";
+ mes "Mine is a stooge?";
+ mes "He sent you to watch me!?";
+ next;
+ mes "[Meeru]";
+ mes "What? Isn't that it?";
+ mes "... ...";
+ mes "Mine didn't send you did he?";
+ mes "So why are you here?";
+ next;
+ select("Margaret sent me");
+ mes "[Meeru]";
+ mes "Ah, Margaret!";
+ mes "Mine and Margaret are always trying to mess with me because of my win-!";
+ mes "Gosh...";
+ next;
+ select( "What happened?", "What do you win?" );
+ mes "[Meeru]";
+ mes "It all started with them bickering.";
+ mes "Margaret was asked to scout for both of us. It's like what you're doing now.";
+ next;
+ mes "[Meeru]";
+ mes "Mine said that he was strong enough to defeat any monster.";
+ mes "So I insisted that he go to either East or West of the camp and show me.";
+ next;
+ mes "[Meeru]";
+ mes "Mine made an idle threat and huffed and puffed but didn't do anything.";
+ next;
+ mes "[Meeru]";
+ mes "Basically, Margaret didn't believe him and challenged him to kill 1 Nepenthes.";
+ next;
+ mes "[Meeru]";
+ mes "So anyways now I'm charged with asking people to go and hunt 1 Nepenthes because of that bickering incident.";
+ next;
+ mes "[Meeru]";
+ mes "It's really not that difficult to hunt 1 so just go to the field East of here and kill one of them.";
+ para_2nd01 = 24;
+ setquest 7235;// Nepenthes Hunt
+ }
+ else if (para_2nd01 == 24) {
if (questprogress(7235,HUNTING) == 2) {
- mes "[Paradise Dispatch]";
- mes "Thanks!";
+ mes "Hmm yes I saw.";
+ mes "I knew I should've asked you to hunt more than 1.";
next;
- mes "[Paradise Dispatch]";
- mes "Ok, I'm out of here.";
+ mes "[Meeru]";
+ mes "Anyways you've proven that you're stronger than Mine ever made himself out to be.";
next;
- getexp 50000,50000;
- margaret = 3;
- changequest 7235,7234;
- mes "[Paradise Dispatch]";
- mes "Head back to ^0000FFMargaret^000000 and tell her thanks for me too!";
- close;
+ mes "[Meeru]";
+ mes "Well anyways here's a small reward.";
+ next;
+ mes "[Meeru]";
+ mes "I'll just be here making sure other people hunt the Nepenthes. I might ask them to hunt more than 1 who knows.";
+ para_2nd01 = 25;
+ erasequest 7235;// Nepenthes Hunt
+ getexp 50000,50000;;
+ }
+ else {
+ mes "Is hunting the Nepenthes too much for you?";
+ mes "You seem a bit flushed.";
+ mes "Fine I'll heal you!";
+ npcskill "AL_HEAL",10,99,60;
+ percentheal 0,100;
}
- mes "[Paradise Dispatch]";
- mes "Can you kill ^0000FF1 Nepenthes^000000 so I can go back to the camp?";
- close;
}
- if (margaret == 3) {
- mes "[Paradise Dispatch]";
- mes "...";
- next;
- mes "[Paradise Dispatch]";
- mes "Don't rush me, just head back to ^0000FFMargaret^000000.";
- close;
+ else if (para_2nd01 == 25)
+ mes "I'll just be here making sure other people hunt the Nepenthes. I might ask them to hunt more than 1 who knows.";
+ else {
+ mes "Something wrong?";
+ mes "Did you have trouble with that Nepenthes...";
+ mes ".........hyuk huk.";
}
- mes "[Paradise Dispatch]";
- mes "Those Nepenthes are so scary!";
close;
}
-spl_fild02,377,149,4 script Paradise Dispatch#02 4_M_DST_MASTER,{
- if (margaret == 4) {
- mes "[Paradise Dispatch]";
- mes "So Margaret sent you to help me?";
- next;
- mes "[Paradise Dispatch]";
- mes "Ok, lets get started!";
- next;
- margaret = 5;
- changequest 7234,7236;
- mes "[Paradise Dispatch]";
- mes "Kill ^0000FF5 Pinguicula^000000 and then return to me.";
- close;
+spl_fild02,377,149,3 script Dispatched Instructor#08 4_M_DST_MASTER,{
+ mes "[Mine]";
+ if (para_2nd01 < 25) {
+ mes "Oh cruel world.";
+ mes "...";
+ mes "Way to go passing by.";
+ mes "What a fiasco this has turned out to be";
+ }
+ else if (para_2nd01 == 25) {
+ mes "Oh cruel world...";
+ mes "...";
+ mes "Who are you?";
+ next;
+ if (select( "Margaret sent me.", "Yeah I'm here..." ) == 1) {
+ mes "[Mine]";
+ mes "Eh? Who!";
+ mes "I see. Is it that time already?";
+ mes "This has been difficult.";
+ mes "I'm in a crisis here!";
+ }
+ else {
+ mes "[Mine]";
+ mes "Oh so you're not here by your own will eh?";
+ mes "So why even bother coming?";
+ next;
+ mes "[Mine]";
+ mes "You didn't want to be here right?";
+ mes "Margaret sent you instead of someone else I bet.";
+ mes "Whatever, anyway I'm in a crisis here!";
+ }
+ next;
+ mes "[Mine]";
+ mes "Ok I don't want to admit it but you gotta help me out here.";
+ next;
+ mes "[Mine]";
+ mes "Ok just because I was complaining doesn't mean they have to send me here!";
+ next;
+ mes "[Mine]";
+ mes "I mean they've asked for too much of a simple person like myself.";
+ next;
+ mes "[Mine]";
+ mes "Ok here's the deal.";
+ mes "I'm supposed to hunt those Pinguiculas. Just 5 of 'em.";
+ mes "But you'll do that for me yeah?";
+ next;
+ mes "[Mine]";
+ mes "I promise you I'll give you something good.";
+ mes "Thanks.";
+ para_2nd01 = 26;
+ setquest 7236;// Pinguicula Hunt
}
- if (margaret == 5) {
+ else if (para_2nd01 == 26) {
if (questprogress(7236,HUNTING) == 2) {
- mes "[Paradise Dispatch]";
- mes "You make it look so easy, but I couldn't even kill 1...";
+ mes "Excellent!";
+ mes "Now I can go back to the camp and...";
next;
- mes "[Paradise Dispatch]";
- mes "Now is my chance to run to Splendide!";
+ mes "[Mine]";
+ mes "I mean, can you tell Margaret that it's all done?";
next;
- getexp 50000,50000;
- margaret = 6;
- changequest 7236,7234;
- mes "[Paradise Dispatch]";
- mes "Head back to ^0000FFMargaret^000000, I will be ok now.";
- close;
+ mes "[Mine]";
+ mes "Oh don't worry she won't mind. I'll just go back to doing what I was doing. Here's your reward.";
+ para_2nd01 = 27;
+ erasequest 7236;// Pinguicula Hunt
+ getexp 50000,50000;;
+ }
+ else {
+ mes "Come on 5 Pinguicula.";
+ mes "Really how did you get here then?";
+ next;
+ mes "[Mine]";
+ mes "You're not lying about being a real adventurer are you?";
+ npcskill "AL_HEAL",10,99,60;
+ percentheal 0,100;
}
- mes "[Paradise Dispatch]";
- mes "Kill ^0000FF5 Pinguicula^000000 and return to me.";
- close;
}
- if (margaret == 6) {
- mes "[Paradise Dispatch]";
- mes "Now, if only I had a hack for zooming out more...";
- next;
- mes "[Paradise Dispatch]";
- mes "Head back to ^0000FFMargaret^000000, I will be ok now.";
- close;
+ else if (para_2nd01 == 27) {
+ mes "Margaret gets everything she wants back at the camp.";
+ mes "Don't you worry, I'm going back soon.";
}
- mes "[Paradise Dispatch]";
- mes "I need a hack to zoom out more so I can see if it is safe...";
+ else
+ mes ".........";
close;
}
-moc_para01,111,83,3 script Toren 2_M_OLDBLSMITH,{
- if (checkweight(1101,5) == 0) {
- mes "^3355FFWait a second!";
- mes "Right now, you're carrying";
- mes "to many things with you.";
- mes "Please come back after";
- mes "using the Kafra Service";
- mes "to store some of your items.^000000";
+moc_para01,111,83,3 script Blacksmith Thorn#2nd10 2_M_OLDBLSMITH,{
+ if (checkweight(Para_Team_Manteau2,5) == 0) {
+ mes "- You have too many items in your inventory to continue -";
close;
}
- mes "[Toren]";
- mes "Hello adventurer, what can I do for you?";
+ mes "[Thorn]";
+ if (countitem(Para_Team_Mark) < 1) {// Para_Team_Mark
+ mes "Hmm, are you a member of Eden Group?";
+ mes "You need to be one of our members to use my services.";
+ close;
+ }
+ mes "What's going on?";
next;
- switch(select("Where is my reward?:I want an enchantment!")) {
+ switch( select( "Strengthen Equipment", "Personal Request", "Give me new equipment." ) ) {
+ mes "[Thorn]";
case 1:
- if (para_suv02 == 5 || para_suv02 == 7 || para_suv02 == 9 || para_suv02 == 11 || para_suv02 == 13) {
- mes "[Toren]";
- mes "You must be ^0000FF" + strcharinfo(0) + "^000000, right? Instructor Ur told me about you.";
- next;
- mes "[Toren]";
- mes "Here is a set of our advanced gears for you to use, wear them proudly as a member of the ^33CC33Paradise Group^000000 and don't think about selling them to anyone else.";
- next;
- mes "[Toren]";
- if (BaseClass == Job_Swordman) {
- mes "Swordman Class gets a choice of weapons, would you like to have a sword or a spear?";
- callsub L_Select,
- 1197,"Slayer","Two-handed Sword, 200 Atk", //P.Slayer III
- 13434,"Saber","One-handed Sword, 185 Atk", //P.Saber III
- 1434,"Spear","One-handed, 165 Atk"; //P.Spear I
+ if (para_2nd01 < 6) {
+ mes "Hmm equipment strengthening.";
+ mes "I don't exactly do that for just anyone.";
+ mes "The first step is at least a higher degree of training so have you done the Eden Group training yet?";
+ next;
+ mes "[Thorn]";
+ mes "You have not awakened yet.";
+ mes "First do the missions set forth by Instructor Ur and I'll help you strengthen your equipment.";
+ next;
+ mes "[Thorn]";
+ mes "I won't help you unless you do that first!";
+ }
+ else if (para_2nd04 == 3) {
+ mes "Strengthen your equipment eh?";
+ mes "I'll strengthen the new Eden Group equipment for you by giving it a random stat boost.";
+ next;
+ mes "[Thorn]";
+ mes "So what equipment do you want to enhance?";
+ next;
+ switch( select( "Eden Group Manteau II", "Eden Group Armor IV", "Eden Group Boots IV" ) ) {
+ case 1: callsub S_Enchant,Para_Team_Manteau2,"Manteau";// Para_Team_Manteau2
+ case 2: callsub S_Enchant,Para_Team_Armor,"Armor";// Para_Team_Armor
+ case 3: callsub S_Enchant,Para_Team_Boots4,"Boots";// Para_Team_Boots4
}
- else if (BaseClass == Job_Merchant) {
- mes "Merchant Class gets a choice of weapons, would you like to have an axe, dagger or a sword?";
- callsub L_Select,
- 1391,"Axe","Two-handed, 195 Atk", //P.Two-Handed Axe I
- 13066,"Dagger","One-handed, 165 Atk, 80 Matk", //P.Dagger III
- 13434,"Sword","One-handed, 185 Atk"; //P.Saber III
+ }
+ else {
+ mes "I will strengthen your equipment after you've done a personal request of mine.";
+ next;
+ mes "[Thorn]";
+ mes "I just want to be sure that you're worthy of using my services.";
+ }
+ close;
+ case 2:
+ if (para_2nd02 < 2) {
+ mes "Have you started the request of Instructor Ur?";
+ mes "I'm lending my services to those who are worthy.";
+ next;
+ mes "[Thorn]";
+ mes "Besides, you won't have the equipment that I can enhance until you do those missions.";
+ }
+ else if (para_2nd04 == 0) {
+ mes "Glad you're here.";
+ mes "As a blacksmith I am in need of Iron materials constantly.";
+ next;
+ mes "[Thorn]";
+ mes "Of course there will be a reward eventually...";
+ mes "So...";
+ next;
+ mes "[Thorn]";
+ if (BaseLevel < 80) {
+ mes "Bring me some materials.";
+ mes "I need 20 Iron Ore, and 10 Iron.";
}
- else if (BaseJob == Job_Assassin) {
- mes "Assassin Class gets a choice of weapons, would you like to have a katar, dagger or a sword?";
- callsub L_Select,
- 1289,"Katar","Two-handed, 155 Atk", //P.Katar I
- 13066,"Dagger","One-handed, 165 Atk, 80 Matk", //P.Dagger III
- 13434,"Sword","One-handed, 185 Atk"; //P.Saber III
+ else {
+ mes "Bring me some materials.";
+ mes "Bring 20 Used Iron Plate.";
+ .@add = 1;
}
- else if (BaseJob == Job_Rogue) {
- mes "Rogue Class gets a choice of weapons, would you like to have a dagger, bow or a sword?";
- callsub L_Select,
- 13066,"Dagger","One-handed, 165 Atk, 80 Matk", //P.Dagger III
- 18106,"Bow","Two-handed, 140 Atk", //P.Bow III
- 13434,"Sword","One-handed, 185 Atk"; //P.Saber III
+ mes "It shouldn't be hard to get these can you bring them right away?";
+ next;
+ switch( select( "Sure thing.", "I don't want to." ) ) {
+ mes "[Thorn]";
+ case 1:
+ mes "I appreciate it.";
+ mes "So take your time and I'll be waiting.";
+ para_2nd04 = 1 + .@add;
+ setquest (7238 + .@add);// Errands for Thorn (easy/hard)
+ close;
+ case 2:
+ mes "Eh...?";
+ mes "Guess you're too busy to help me.";
+ close;
}
- else if (BaseJob == Job_Thief) {
- mes "Thief Class gets a choice of weapons, would you like to have a dagger or a sword?";
- callsub L_Select,
- 13066,"Dagger","One-handed, 165 Atk, 80 Matk", //P.Dagger III
- 13434,"Sword","One-handed, 185 Atk"; //P.Saber III
+ }
+ else if (para_2nd04 == 1 || para_2nd04 == 2) {
+ if (para_2nd04 == 1) {
+ setarray .@item[0],Iron_Ore,Iron;// Iron_Ore, Iron
+ setarray .@amount[0],20,10;
+ setarray .@countitem[0],countitem(Iron_Ore),countitem(Iron);
+ .@string$ = "I asked you to get 20 Iron Ore, and 10 Iron.";
}
- else if (BaseJob == Job_Bard) {
- mes "Bard Class gets a choice of weapons, would you like to have a guitar, bow or a dagger?";
- callsub L_Select,
- 1931,"Guitar","One-handed, 125 Atk", //P.Guitar I
- 18106,"Bow","Two-handed, 140 Atk", //P.Bow III
- 13066,"Dagger","One-handed, 165 Atk, 80 Matk"; //P.Dagger III
+ else {
+ .@item[0] = 7319;
+ .@amount[0] = 20;
+ .@countitem[0] = countitem(Old_Steel_Plate);
+ .@add = 1;
+ .@string$ = "I asked you to get 20 Used Iron Plate.";
}
- else if (BaseJob == Job_Dancer) {
- mes "Dancer Class gets a choice of weapons, would you like to have a whip, bow or a dagger?";
- callsub L_Select,
- 1986,"Whip","One-handed, 125 Atk", //P.Tail I
- 18106,"Bow","Two-handed, 140 Atk", //P.Bow III
- 13066,"Dagger","One-handed, 165 Atk, 80 Matk"; //P.Dagger III
+ if (.@countitem[0] >= .@amount[0] && .@countitem[1] >= .@amount[1]) {
+ mes "Let me guess...";
+ mes "You've brought me the best quality materials.";
+ mes "Good.";
+ next;
+ mes "[Thorn]";
+ mes "I can always use more Iron materials.";
+ mes "Instead of a normal reward I'll give you an advanced equipment.";
+ next;
+ mes "[Thorn]";
+ mes "If at any time you think you have equipment that you need to strengthen come by me again.";
+ delitem .@item[0],.@amount[0];
+ if (.@countitem[1])
+ delitem .@item[1],.@amount[1];
+ para_2nd04 = 3;
+ erasequest (7238 + .@add);
+ setquest 7240;
}
- else if (BaseClass == Job_Archer) {
- mes "Archer Class gets a choice of weapons, would you like to have a bow or a dagger?";
- callsub L_Select,
- 18106,"Bow","Two-handed, 140 Atk", //P.Bow III
- 13066,"Dagger","One-handed, 165 Atk, 80 Matk"; //P.Dagger III
+ else {
+ mes .@string$;
+ mes "I'm pretty sure that it isn't that difficult to do.";
}
- else if (BaseJob == Job_Priest) {
- mes "Priest Class gets a choice of weapons, would you like to have a staff, mace or a book?";
- callsub L_Select,
- 1658,"Staff","One-handed, 60 Atk, 170 Matk, 4 Int", //P.Staff III
- 16014,"Mace","One-handed, 172 Atk", //P.Mace III
- 1583,"Book","One-handed, 135 Atk, 110 Matk"; //P.Book I
+ }
+ else if (para_2nd04 == 3) {
+ mes "Now, that's it.";
+ mes "That's enough for today.";
+ mes "For now, ask me to strengthen your equipment and I'll do it for you.";
+ next;
+ mes "[Thorn]";
+ mes "If you have one of these bring them to me.";
+ mes "Eden Group Manteau II, Eden Group Armor IV, Eden Group Boots IV.";
+ }
+ else if (para_2nd04 == 4) {
+ if (questprogress(7241,PLAYTIME) == 1) {
+ mes "Come back later.";
+ mes "You have to wait for some time first.";
}
- else if (BaseJob == Job_Monk) {
- mes "Monk Class gets a choice of weapons, would you like to have a knuckle, mace or a staff?";
- callsub L_Select,
- 1831,"Knuckle","One-handed, 120 Atk", //P.Knuckle I
- 16014,"Mace","One-handed, 172 Atk", //P.Mace III
- 1658,"Staff","One-handed, 60 Atk, 170 Matk, 4 Int"; //P.Staff III
+ else {
+ mes "Uh-huh...";
+ mes "What are we going to... oh don't worry.";
+ mes "Come to me later.";
+ erasequest 7241;// Errands for Thorn timer
+ para_2nd04 = 0;
+ }
+ }
+ close;
+ case 3:
+ if (para_2nd02 < 1) {
+ mes "I'm not permitted to do this by Instructor Ur.";
+ mes "Don't mess with me.";
+ }
+ else if (para_2nd02 == 1) {
+ mes "Okay, I'll give you equipment.";
+ mes "I'll give you good armor and equipment that you'll be proud of.";
+ next;
+ mes "[Thorn]";
+ mes "So now, ^4d4dffmake sure that you have enough free inventory space.^000000";
+ next;
+ if (select( "Let me organize my inventory.", "I have free space." ) == 1) {
+ mes "[Thorn]";
+ mes "You do that.";
+ mes "Free up your inventory so that you can get the weapons, boots, and all the other equipment.";
+ close;
}
- else if (BaseJob == Job_Acolyte) {
- mes "Acolyte Class gets a choice of weapons, would you like to have a staff or a mace?";
- callsub L_Select,
- 1658,"Staff","One-handed, 60 Atk, 170 Matk, 4 Int", //P.Staff III
- 16014,"Mace","One-handed, 172 Atk"; //P.Mace III
+ mes "[Thorn]";
+ if (BaseJob == Job_Knight || BaseJob == Job_Crusader) {
+ callsub L_Select,"One-handed sword, two-handed sword or spear.",
+ P_Slayer3,"Eden Group Slayer III","Two-handed Sword, Attack 200",
+ P_Saber3,"Eden Group Saber III","One-handed Sword, Attack 185",
+ P_Sphere1,"Eden Group Spear I","One-handed, Attack 165";
}
+ else if (BaseJob == Job_Assassin) {
+ callsub L_Select,"You have your choice of dagger or katar.",
+ P_Dagger3,"Eden Group Dagger III","Dagger, MATK +80, ATK 165",
+ P_Katar1,"Eden Group Katar I","Katar, ATK 155";
+ }
+ else if (BaseJob == Job_Rogue || BaseClass == Job_Novice)
+ getitem P_Dagger3,1;// P.Dagger III
+ else if (BaseJob == Job_Alchemist || BaseJob == Job_Blacksmith) {
+ callsub L_Select,"Your options are Mace, Saber and Axe.",
+ P_Mace3,"Eden Group Mace III","Mace, Attack 172",// P_Mace3
+ P_Saber3,"Eden Group Saber III","Sword, Attack 185",//P.Saber III
+ P_Two_Handed_Axe1,"Eden Group Axe I","Axe, Attack 195"; //P.Two-Handed Axe I
+ }
+ else if (BaseJob == Job_Wizard)
+ getitem P_Staff3,1;// P.Staff III
else if (BaseJob == Job_Sage) {
- mes "Sage Class gets a choice of weapons, would you like to have a staff, book or a dagger?";
- callsub L_Select,
- 1658,"Staff","One-handed, 60 Atk, 170 Matk, 4 Int", //P.Staff III
- 1583,"Book","One-handed, 135 Atk, 110 Matk", //P.Book I
- 13066,"Dagger","One-handed, 165 Atk, 80 Matk"; //P.Dagger III
+ callsub L_Select,"",
+ P_Staff3,"Eden Group Staff III","Staff, MATK + 170, INT +4, Attack 60", //P.Staff III
+ P_Dic1,"Eden Group Dictionary I","Book, MATK +100, Attack 135"; //P.Book I
}
- else if (BaseClass == Job_Mage || Class == Job_Soul_Linker) {
- mes "Mage and Soul Linker Class gets a choice of weapons, would you like to have a staff or a dagger?";
- callsub L_Select,
- 1658,"Staff","One-handed, 60 Atk, 170 Matk, 4 Int", //P.Staff III
- 13066,"Dagger","One-handed, 165 Atk, 80 Matk"; //P.Dagger III
+ else if (BaseJob == Job_Priest) {
+ callsub L_Select,"",
+ P_Staff3,"Eden Group Staff III","Staff, MATK + 170, INT +4, Attack 60", //P.Staff III
+ P_Dic1,"Eden Group Dictionary I","Book, MATK +100, Attack 135", //P.Book I
+ P_Mace3,"Eden Group Mace III","Mace, Attack 172"; //P.Mace III
}
- else if (Class == Job_Ninja) {
- mes "Ninja Class gets a choice of weapons, would you like to have a huuma suriken or a dagger?";
- callsub L_Select,
- 13310,"Huuma Suriken","Two-handed, 170 Atk, 50 Matk", //P.Huuma Suriken I
- 13066,"Dagger","One-handed, 165 Atk, 80 Matk"; //P.Dagger III
+ else if (BaseJob == Job_Monk) {
+ callsub L_Select,"",
+ P_Knuckle1,"Eden Group Knuckles I","Knuckle, Attack 120", //P.Knuckle I
+ P_Mace3,"Eden Group Mace III","Mace, Attack 172"; //P.Mace III
}
- else if (Class == Job_Star_Gladiator) getitem 1583,1; //P.Book I
- else if (Class == Job_Gunslinger) getitem 13114,1; //P.Revolver III
- else if (BaseClass == Job_Novice) getitem 13066,1; //P.Dagger III
- getitem 18514,1; //Paradise Hat II
- getitem 2571,1; //Paradise Mantle II
- getitem 2473,1; //Paradise Boots IV
- getitem 15031,1; //Paradise Uniform IV
- para_suv02 = 14;
- if (para_suv01 > 40)
- para_suv01 += 1;
- if (Class == Job_Taekwon) {
- mes "I'm sorry, but Teakwon Class can't wear any of our weapons...";
- next;
+ else if (BaseJob == Job_Hunter)
+ getitem P_Bow3,1;// P.Bow III
+ else if (BaseJob == Job_Bard) {
+ callsub L_Select,"",
+ P_Bow3,"Eden Group Bow III","Bow, Attack 140", //P.Bow III
+ P_String_Inst1,"Eden Group Guitar I","Guitar, Attack 125"; //P.Guitar I
}
- mes "See you later, and good luck on your adventures!";
- close;
- }
- if (para_suv02 == 14) {
- setarray .@check[0],18514,2571,2473,15031;
- setarray .@item$[0],"Hat","Mantle","Boots","Uniform";
- for(.@i = 0; .@i<4; ++.@i)
- if (countitem(.@check[.@i]) < 1) {
- mes "[Toren]";
- mes "Where is the Paradise "+.@item$[.@i]+" I gave you?";
- next;
- mes "[Toren]";
- mes "...Fine, I will sell you another one for ^FF0000250,000 Zeny^000000. Don't lose it this time.";
- next;
- if(select("Ok.:No, thanks.") == 2) {
- mes "[Toren]";
- mes "Come back if you change your mind.";
- close;
- }
- if (Zeny < 250000) {
- mes "[Toren]";
- mes "You dont have enough zeny.";
- close;
- }
- Zeny -= 250000;
- getitem .@check[.@i],1;
- mes "[Toren]";
- mes "These advanced gears are not easy to make, please take better care of this one.";
- close;
- }
- mes "[Toren]";
- mes "I already gave you the most advanced gears we have to offer.";
- close;
- }
- mes "[Toren]";
- mes "You need to complete quests given to you by ^0000FFInstructor Ur^000000 if you want a reward.";
- close;
- case 2:
- if (para_suv02 < 14) {
- mes "[Toren]";
- mes "First you need the ^0000FFAdvanced Paradise Gears^000000.";
- close;
- }
- if (paragearenchant < 1) {
- mes "[Toren]";
- mes "Alright, but I'll need a few items for the enchantment process.";
- next;
- if (BaseLevel >= 90) {
- paragearenchant = 1;
- setquest 7239;
- mes "[Toren]";
- mes "Just bring me ^0000FF20 Used Iron Plates^000000.";
- close;
+ else if (BaseJob == Job_Dancer) {
+ callsub L_Select,"",
+ P_Bow3,"Eden Group Bow III","Bow, Attack 140", //P.Bow III
+ P_Tail1,"Eden Group Whip I","Whip, Attack 125"; //P.Tail I
}
- paragearenchant = 2;
- setquest 7238;
- mes "[Toren]";
- mes "Just bring me ^0000FF20 Iron Ores and 10 Irons^000000.";
- close;
- }
- if (paragearenchant == 1) {
- if (countitem(7319) >= 20) {
- mes "[Toren]";
- mes "Thanks, that's what I needed!";
- next;
- delitem 7319,20; // Used Iron Plate
- paragearenchant = 3;
- changequest 7239,7240;
- mes "[Toren]";
- mes "Give me a second to prepare before I enchant your gears.";
- close;
+ else if (Class == Job_Ninja) {
+ callsub L_Select,"",
+ P_Dagger3,"Eden Group Dagger III","Dagger, MATK +80, ATK 165", //P.Dagger III
+ P_Huuma_Shuriken1,"Eden Group Huuma Shuriken I","Huuma Suriken, MATK +50, ATK 170"; //P.Huuma Suriken I
}
- mes "[Toren]";
- mes "Just bring me ^0000FF20 Used Iron Plates^000000.";
- close;
- }
- if (paragearenchant == 2) {
- if ((countitem(1002) >= 20) && (countitem(998) >= 10)) {
- mes "[Toren]";
- mes "Thanks, that's what I needed!";
+ else if (Class == Job_Star_Gladiator)
+ getitem P_Dic1,1; //P.Book I
+ else if (Class == Job_Soul_Linker) {
+ callsub L_Select,"",
+ P_Dagger3,"Eden Group Dagger III","Dagger, MATK +80, ATK 165", //P.Dagger III
+ P_Staff3,"Eden Group Staff III","Staff, MATK +170, INT +4, ATK 60"; //P.Staff III
+ }
+ else if (Class == Job_Gunslinger)
+ getitem P_Revolver3,1; //P.Revolver III
+ else {
+ mes "Hmm, you are eligible to receive equipment.";
+ mes "Yeah I understand that.";
next;
- delitem 1002,20; // Iron Ore
- delitem 998,10; // Iron
- paragearenchant = 3;
- changequest 7238,7240;
- mes "[Toren]";
- mes "Give me a second to prepare before I enchant your gears.";
+ mes "[Thorn]";
+ mes "Hmm something went wrong though. I'm not sure what...";
close;
}
- mes "[Toren]";
- mes "Just bring me ^0000FF20 Iron Ores and 10 Irons^000000.";
- close;
+ para_2nd02 = 2;
+ getitem Para_Team_Hat2,1;// Paradise Hat II
+ getitem Para_Team_Manteau2,1;// Paradise Mantle II
+ getitem Para_Team_Boots4,1;// Paradise Boots IV
+ getitem Para_Team_Armor,1;// Paradise Uniform IV
+ mes "Here's your equipment.";
+ mes "I'll also give you the other gear that comes along with this set.";
}
- if (paragearenchant == 3) {
- mes "[Toren]";
- mes "Before we begin I would like to mention that this enchantment proccess ^FF0000can not fail^000000.";
- next;
- mes "[Toren]";
- mes "I am able to add 2 enchantments at once, and if something is already enchanted I will ^FF0000re-do the current enchantments^000000 for you.";
- next;
- mes "[Toren]";
- mes "Now pick which gear you would like me to enchant.";
+ else if (para_2nd02 == 2) {
+ mes "You can strengthen the equipment that I gave you.";
+ mes "Weapons Expert BK is at Eden Group Headquarters and he can do that for you.";
next;
- setarray .@item[0],2571,2473,15031;
- .@i = select("Paradise Mantle II.:Paradise Boots IV.:Paradise Uniform IV.")-1;
- if (countitem(.@item[.@i]) < 1) {
- mes "[Toren]";
- mes "Bring one and I'll enchant it.";
- close;
- }
- .@paragearcount = .@item[.@i];
- mes "[Toren]";
- mes "Here we go!";
- close2;
- specialeffect2 EF_MAPPILLAR;
- progressbar "ffff00",4;
- .@enc_paragear = rand(1,42);
- if (.@enc_paragear == 1) .@addpart = 4763;
- else if (.@enc_paragear == 2) .@addpart = 4765;
- else if (.@enc_paragear == 3) .@addpart = 4790;
- else if (.@enc_paragear == 4) .@addpart = 4794;
- else if (.@enc_paragear < 7) .@addpart = 4762;
- else if (.@enc_paragear < 9) .@addpart = 4764;
- else if (.@enc_paragear < 11) .@addpart = 4789;
- else if (.@enc_paragear < 13) .@addpart = 4793;
- else if (.@enc_paragear < 15) .@addpart = 4701;
- else if (.@enc_paragear < 17) .@addpart = 4711;
- else if (.@enc_paragear < 19) .@addpart = 4721;
- else if (.@enc_paragear < 21) .@addpart = 4731;
- else if (.@enc_paragear < 23) .@addpart = 4741;
- else if (.@enc_paragear < 25) .@addpart = 4751;
- else if (.@enc_paragear < 28) .@addpart = 4788;
- else if (.@enc_paragear < 31) .@addpart = 4792;
- else if (.@enc_paragear < 35) .@addpart = 4787;
- else if (.@enc_paragear < 39) .@addpart = 4791;
- else if (.@enc_paragear < 43) .@addpart = 4786;
- .@addpart2 = 4701+(10*rand(6));
- delitem .@paragearcount,1;
- getitem2 .@paragearcount, 1, 1, 0, 0, 0, 0, .@addpart2, .@addpart;
- paragearenchant = 4;
- changequest 7240,7241;
- mes "[Toren]";
- mes "It is finished! Come back tomorrow if you want to enchant more.";
- close;
- }
- if ((paragearenchant == 4) && (questprogress(7241,PLAYTIME) != 2)) {
- mes "[Toren]";
- mes "Please come back tomorrow if you want to enchant more.";
- close;
+ mes "[Thorn]";
+ mes "So go to him and he can make your equipment stronger.";
}
- if ((paragearenchant == 4) && (questprogress(7241,PLAYTIME) == 2)) {
- paragearenchant = 0;
- erasequest 7241;
- mes "[Toren]";
- mes "Another day, another piece of equipment to enchant!";
- close;
+ else {
+ mes "Have you gotten your gear yet?";
+ mes "I can give you the gear but I can't strengthen it for you.";
+ next;
+ mes "[Thorn]";
+ mes "Your armor can be strengthened by someone else.";
+ mes "I wish I could but I can't.";
}
}
- end;
+ close;
L_Select:
- next;
- mes "[Toren]";
- .@menu$ = "";
- for(.@i = 0; .@i<getargcount(); .@i += 3) {
- .@menu$ += getarg(.@i+1)+".:";
- mes getarg(.@i+1)+": "+getarg(.@i+2)+".";
- mes " ";
+ mes "Choose a weapon.";
+ mes getarg(0);
+ mes "Choose from the following.";
+ for ( .@i = 1; .@i < getargcount(); .@i += 3 ) {
+ .@menu$ = .@menu$ + getarg(.@i+1) + ":";
+ mes getarg(.@i+1)+" : "+ getarg(.@i+2);
}
next;
- .@i = select(.@menu$)-1;
- getitem getarg(.@i*3),1;
+ .@i = (select(.@menu$) -1) *3 +1;
mes "[Toren]";
+ getitem getarg(.@i),1;
return;
+S_Enchant:
+ mes "[Thorn]";
+ if (countitem(getarg(0)) > 0) {
+ setarray .@bonus[1],
+ Luck2,// Luck2
+ Mdef4,// Mdef4
+ Def3,// Def3
+ Strength2,// Strength2
+ Mdef6,// Mdef6
+ Def6,// Def6
+ Agility2,// Agility2
+ Mdef8,// Mdef8
+ Def9,// Def9
+ Dexterity2,// Dexterity2
+ Inteligence2,// Inteligence2
+ Vitality2;// Vitality2
+ .@1st = .@bonus[ rand(1,12) ];
+ .@2nd = .@bonus[ rand(1,12) ];
+ mes "Eden Group "+ getarg(1) +"?";
+ mes "I understand.";
+ mes "Remember the stats that are enhanced will be random.";
+ mes "You sure you want me to enhance this?";
+ next;
+ switch( select( "I changed my mind.", "Yes, enhance it." ) ) {
+ mes "[Thorn]";
+ case 1:
+ mes "You sure you don't want to enhance it?";
+ mes "It's your choice.";
+ close;
+ case 2:
+ mes "I understand.";
+ mes "Let's begin the enhancement.";
+ next;
+ specialeffect EF_REPAIRWEAPON;
+ progressbar "ffff00",3;
+ delitem getarg(0),1;
+ para_2nd04 = 4;
+ changequest 7240,7241;
+ getitem2 getarg(0),1,1,0,0,0,0,.@1st,.@2nd;
+ mes "[Thorn]";
+ mes "Ok, seems that the enhancement went well.";
+ mes "If you don't like the result then you can come back again tomorrow.";
+ close;
+ }
+ }
+ mes "Hmm... Don't you have the "+ getarg(1) +"?";
+ mes "I don't think you have it with you.";
+ close;
}
-moc_para01,112,79,3 script Weapons Expert 4_M_REPAIR,{
- if (checkweight(1101,5) == 0) {
- mes "^3355FFWait a second!";
- mes "Right now, you are carrying";
- mes "to many things with you.";
- mes "Please come back after";
- mes "using the Kafra Service";
- mes "to store some of your items.^000000";
+moc_para01,112,79,3 script Weapons Expert BK#2nd11 4_M_REPAIR,{
+ setarray .@wplist[0],
+ P_Slayer3, // P_Slayer3
+ P_Saber3, // P_Saber3
+ P_Dagger3, // P_Dagger3
+ P_Katar1, // P_Katar1
+ P_Two_Handed_Axe1, // P_Two_Handed_Axe1
+ P_Sphere1, // P_Spear I
+ P_Staff3, // P_Staff3
+ P_Mace3, // P_Mace3
+ P_Bow3, // P_Bow3
+ P_Dic1, // P.Book I
+ P_String_Inst1, // P_Guitar I
+ P_Tail1, // P_Tail1
+ P_Revolver3, // P_Revolver3
+ P_Knuckle1, // P_Knuckle1
+ P_Huuma_Shuriken1; // P_Huuma_Shuriken1
+ .@menu$ = "Eden Group Slayer III:" +
+ "Eden Group Saber III:" +
+ "Eden Group Dagger III:" +
+ "Eden Group Katar I:" +
+ "Eden Group Axe I:" +
+ "Eden Group Spear I:" +
+ "Eden Group Staff III:" +
+ "Eden Group Mace III:" +
+ "Eden Group Bow III:" +
+ "Eden Group Dictionary I:" +
+ "Eden Group Guitar I:" +
+ "Eden Group Whip I:" +
+ "Eden Group Revolver III:" +
+ "Eden Group Knuckles I:" +
+ "Eden Group Huuma Shuriken I";
+ mes "[BK]";
+ mes "What's happening?";
+ mes "No way?!";
+ next;
+ if (select( "Enhancing weapons.", "What?" ) == 2) {
+ mes "[BK]";
+ mes "Yeah?";
+ mes "Are you asking me what I know?";
+ next;
+ select("...??");
+ mes "[BK]";
+ mes ".....????";
close;
}
- mes "[Weapons Expert]";
- mes "Hello adventurer, what can I do for you today?";
+ mes "[BK]";
+ mes "Ah, you're here to enhance your gear.";
+ mes "Okay, shall we?";
next;
- switch(select("Where is my reward?","I want an enchantment!")) {
- case 1:
- if ((para_suv02 == 14) && (countitem(1197) < 1) && (countitem(1289) < 1) && (countitem(1391) < 1) && (countitem(1434) < 1) && (countitem(1583) < 1) && (countitem(1658) < 1) && (countitem(1831) < 1) && (countitem(1931) < 1) && (countitem(1986) < 1) && (countitem(13066) < 1) && (countitem(13114) < 1) && (countitem(13310) < 1) && (countitem(13434) < 1) && (countitem(16014) < 1) && (countitem(18106) < 1)) {
- mes "[Weapons Expert]";
- mes "Where is the Paradise Weapon I gave you?";
- next;
- mes "[Weapons Expert]";
- mes "...Fine, I will sell you another one for ^FF0000250,000 Zeny^000000. Don't lose it this time.";
- next;
- switch(select("Ok.","No, thanks.")) {
- case 1:
- mes "[Weapons Expert]";
- if (Zeny < 250000) {
- mes "You dont have enough zeny.";
- close;
- }
- if (Class == Job_Taekwon) {
- mes "Wait... Your Class doesn't have a weapon.";
- close;
- }
- Zeny -= 250000;
- if (BaseClass == Job_Swordman) {
- mes "Swordman Class gets a choice of weapons, would you like to have a sword or a spear?";
- callsub L_Select,
- 1197,"Slayer","Two-handed Sword, 200 Atk", //P.Slayer III
- 13434,"Saber","One-handed Sword, 185 Atk", //P.Saber III
- 1434,"Spear","One-handed, 165 Atk"; //P.Spear I
- }
- else if (BaseClass == Job_Merchant) {
- mes "Merchant Class gets a choice of weapons, would you like to have an axe, dagger or a sword?";
- callsub L_Select,
- 1391,"Axe","Two-handed, 195 Atk", //P.Two-Handed Axe I
- 13066,"Dagger","One-handed, 165 Atk, 80 Matk", //P.Dagger III
- 13434,"Sword","One-handed, 185 Atk"; //P.Saber III
- }
- else if (BaseJob == Job_Assassin) {
- mes "Assassin Class gets a choice of weapons, would you like to have a katar, dagger or a sword?";
- callsub L_Select,
- 1289,"Katar","Two-handed, 155 Atk", //P.Katar I
- 13066,"Dagger","One-handed, 165 Atk, 80 Matk", //P.Dagger III
- 13434,"Sword","One-handed, 185 Atk"; //P.Saber III
- }
- else if (BaseJob == Job_Rogue) {
- mes "Rogue Class gets a choice of weapons, would you like to have a dagger, bow or a sword?";
- callsub L_Select,
- 13066,"Dagger","One-handed, 165 Atk, 80 Matk", //P.Dagger III
- 18106,"Bow","Two-handed, 140 Atk", //P.Bow III
- 13434,"Sword","One-handed, 185 Atk"; //P.Saber III
- }
- else if (BaseJob == Job_Thief) {
- mes "Thief Class gets a choice of weapons, would you like to have a dagger or a sword?";
- callsub L_Select,
- 13066,"Dagger","One-handed, 165 Atk, 80 Matk", //P.Dagger III
- 13434,"Sword","One-handed, 185 Atk"; //P.Saber III
- }
- else if (BaseJob == Job_Bard) {
- mes "Bard Class gets a choice of weapons, would you like to have a guitar, bow or a dagger?";
- callsub L_Select,
- 1931,"Guitar","One-handed, 125 Atk", //P.Guitar I
- 18106,"Bow","Two-handed, 140 Atk", //P.Bow III
- 13066,"Dagger","One-handed, 165 Atk, 80 Matk"; //P.Dagger III
- }
- else if (BaseJob == Job_Dancer) {
- mes "Dancer Class gets a choice of weapons, would you like to have a whip, bow or a dagger?";
- callsub L_Select,
- 1986,"Whip","One-handed, 125 Atk", //P.Tail I
- 18106,"Bow","Two-handed, 140 Atk", //P.Bow III
- 13066,"Dagger","One-handed, 165 Atk, 80 Matk"; //P.Dagger III
- }
- else if (BaseClass == Job_Archer) {
- mes "Archer Class gets a choice of weapons, would you like to have a bow or a dagger?";
- callsub L_Select,
- 18106,"Bow","Two-handed, 140 Atk", //P.Bow III
- 13066,"Dagger","One-handed, 165 Atk, 80 Matk"; //P.Dagger III
- }
- else if (BaseJob == Job_Priest) {
- mes "Priest Class gets a choice of weapons, would you like to have a staff, mace or a book?";
- callsub L_Select,
- 1658,"Staff","One-handed, 60 Atk, 170 Matk, 4 Int", //P.Staff III
- 16014,"Mace","One-handed, 172 Atk", //P.Mace III
- 1583,"Book","One-handed, 135 Atk, 110 Matk"; //P.Book I
- }
- else if (BaseJob == Job_Monk) {
- mes "Monk Class gets a choice of weapons, would you like to have a knuckle, mace or a staff?";
- callsub L_Select,
- 1831,"Knuckle","One-handed, 120 Atk", //P.Knuckle I
- 16014,"Mace","One-handed, 172 Atk", //P.Mace III
- 1658,"Staff","One-handed, 60 Atk, 170 Matk, 4 Int"; //P.Staff III
- }
- else if (BaseJob == Job_Acolyte) {
- mes "Acolyte Class gets a choice of weapons, would you like to have a staff or a mace?";
- callsub L_Select,
- 1658,"Staff","One-handed, 60 Atk, 170 Matk, 4 Int", //P.Staff III
- 16014,"Mace","One-handed, 172 Atk"; //P.Mace III
- }
- else if (BaseJob == Job_Sage) {
- mes "Sage Class gets a choice of weapons, would you like to have a staff, book or a dagger?";
- callsub L_Select,
- 1658,"Staff","One-handed, 60 Atk, 170 Matk, 4 Int", //P.Staff III
- 1583,"Book","One-handed, 135 Atk, 110 Matk", //P.Book I
- 13066,"Dagger","One-handed, 165 Atk, 80 Matk"; //P.Dagger III
- }
- else if (BaseClass == Job_Mage || Class == Job_Soul_Linker) {
- mes "Mage and Soul Linker Class gets a choice of weapons, would you like to have a staff or a dagger?";
- callsub L_Select,
- 1658,"Staff","One-handed, 60 Atk, 170 Matk, 4 Int", //P.Staff III
- 13066,"Dagger","One-handed, 165 Atk, 80 Matk"; //P.Dagger III
+ mes "[BK]";
+ if (para_2nd02 < 2) {
+ mes "You have to have the equipment first in order for me to do anything.";
+ mes "Didn't you get anything from Thorn yet?";
+ }
+ else if (para_2nd02 == 2) {
+ if (para_2nd01 < 11) {
+ mes "Hmm, no.";
+ mes "I don't have permission from Instructor Ur.";
+ mes "You have to finish your training.";
+ next;
+ mes "[BK]";
+ mes "Once you do that I can help you.";
+ mes "Until then I won't talk to you.";
+ }
+ else {
+ mes "Okay, what weapon do you want to enhance?";
+ next;
+ .@s = select(.@menu$) -1;
+ mes "[BK]";
+ if (countitem(.@wplist[.@s]) > 0) {
+ mes "Ok for the first reinforcement.";
+ mes "ATK + 3% or MATK + 3%?";
+ mes "I'll give you the option to grant this effect on the selected gear.";
+ next;
+ mes "[BK]";
+ mes "You can't change your mind after so choose wisely.";
+ next;
+ if (select( "ATK +3%","MATK +3%" ) == 1) {
+ .@string$ = "Ok, you've chosen to raise physical attack.";
+ .@card = Atk3;
}
- else if (Class == Job_Ninja) {
- mes "Ninja Class gets a choice of weapons, would you like to have a huuma suriken or a dagger?";
- callsub L_Select,
- 13310,"Huuma Suriken","Two-handed, 170 Atk, 50 Matk", //P.Huuma Suriken I
- 13066,"Dagger","One-handed, 165 Atk, 80 Matk"; //P.Dagger III
+ else {
+ .@string$ = "Ok, you've chosen to raise magical attack.";
+ .@card = Matk3;
+ .@add = 1;
}
- else if (Class == Job_Star_Gladiator) getitem 1583,1; //P.Book I
- else if (Class == Job_Gunslinger) getitem 13114,1; //P.Revolver III
- else if (BaseClass == Job_Novice) getitem 13066,1; //P.Dagger III
- mes "These weapons aren't easy to make, please take better care of this one.";
- close;
- case 2:
- mes "[Weapons Expert]";
- mes "Come back if you change your mind.";
- close;
+ mes "[BK]";
+ mes .@string$;
+ mes "Would you look at that. Your weapon will now be stronger.";
+ para_2nd03 = 1 + .@add;
+ next;
+ specialeffect EF_REPAIRWEAPON;
+ progressbar "ffff00",3;
+ para_2nd02 = 3;
+ delitem .@wplist[.@s],1;
+ getitem2 .@wplist[.@s],1,1,0,0,0,0,0,.@card;
+ mes "[BK]";
+ mes "Isn't it magnificent?";
+ mes "I know, I know, I'm pretty amazing!";
+ }
+ else {
+ mes "Are you kidding me?";
+ mes "You don't seem to have that weapon in your possession.";
}
}
- mes "[Weapons Expert]";
- mes "My reward for you is enchantments on your ^0000FFParadise Weapon^000000.";
- next;
- mes "[Weapons Expert]";
- mes "The number of enchantments I can give you depends on which level of ^0000FFAdvanced Paradise Quests^000000 you have completed.";
- close;
- case 2:
- if (para_suv02 < 14) {
- mes "[Weapons Expert]";
- mes "First you need the ^0000FFAdvanced Paradise Gears^000000.";
- close;
- }
- if ((countitem(1197) < 1) && (countitem(1289) < 1) && (countitem(1391) < 1) && (countitem(1434) < 1) && (countitem(1583) < 1) && (countitem(1658) < 1) && (countitem(1831) < 1) && (countitem(1931) < 1) && (countitem(1986) < 1) && (countitem(13066) < 1) && (countitem(13114) < 1) && (countitem(13310) < 1) && (countitem(13434) < 1) && (countitem(16014) < 1) && (countitem(18106) < 1)) {
- mes "[Weapons Expert]";
- mes "Did you sell your new Paradise Weapon? No enchantments for you.";
- close;
+ }
+ else if (para_2nd02 == 3) {
+ if (para_2nd01 < 16) {
+ mes "Hmm, I'm not sure you're ready.";
+ mes "All 3 steps of Instructor Ur's missions have to be completed first.";
+ next;
+ mes "[BK]";
+ mes "You get what I'm saying?";
+ mes "Finish the third mission from Instructor Ur.";
}
- if (para_suv01 < 44) {
- mes "[Weapons Expert]";
- mes "You haven't completed enough quests for an enchantment yet.";
+ else {
+ mes "Good. So you previously received an addition to Atk or Matk.";
+ mes "For this option you can choose from Brute, Plant, Fish, Dragon, Increased Heal.";
next;
- mes "[Weapons Expert]";
- mes "Make sure to pick a weapon from Toren too.";
- close;
- }
- if (para_suv01 == 44) {
- mes "[Weapons Expert]";
- mes "It seems you have earned your first weapon enchantment.";
- next;
- mes "[Weapons Expert]";
- mes "There are only 2 to choose from, which one would you like?";
- next;
- if(select("Atk + 3%:Matk + 3%") == 1) paraweaponenchant = 4767;
- else paraweaponenchant = 4806;
- callsub L_GetWeapon;
- mes "[Weapons Expert]";
- mes "OK, gimmy a sec.";
- close2;
- specialeffect2 EF_MAPPILLAR;
- progressbar "ffff00",4;
- delitem paraweaponcount,1;
- getitem2 paraweaponcount, 1, 1, 0, 0, 0, 0, 0, paraweaponenchant;
- para_suv01 = 45;
- mes "[Weapons Expert]";
- mes "All done.";
- close;
- }
- if (para_suv01 == 47) {
- mes "[Weapons Expert]";
- mes "It seems you have earned your second weapon enchantment.";
+ mes "[BK]";
+ mes "Once you've chosen you can't change your mind again.";
+ mes "But your weapon will increase damage to the type of enhancement you pick.";
next;
- if (paraweaponenchant < 1) {
- mes "[Weapons Expert]";
- mes "Before I do the second enchantment, you need to pick the first one.";
- next;
- mes "[Weapons Expert]";
- mes "There are only 2 to choose from, which one would you like?";
- next;
- if(select("Atk + 3%:Matk + 3%") == 1) paraweaponenchant = 4767;
- else paraweaponenchant = 4806;
- callsub L_GetWeapon;
- mes "[Weapons Expert]";
- mes "Gotcha, now for the second enchantment.";
- next;
- }
- mes "[Weapons Expert]";
- mes "This one is a little different, you are given the choice of which ^0000FFRace of monsters^000000 you would like to have increased damage with.";
+ mes "[BK]";
+ mes "Basically I will add a random monster card with the property type that you choose.";
+ mes "Good luck!";
next;
- mes "[Weapons Expert]";
- mes "You could also choose to increase your ^0000FFHealing Power^000000 too, which one would you like?";
- next;
- switch(select("Animal Type","Plant Type","Insect Type","Fish Type","Dragon Type","Healing Power")) {
+ switch( select( "Brute Type", "Plant Type", "Insect Type", "Fish Type", "Dragon Type", "Increased Heal" ) ) {
case 1:
- if (paraweaponenchant == 4767) paraweaponenchant2 = 4060;
- if (paraweaponenchant == 4806) paraweaponenchant2 = 4472;
+ setarray .@arg[0],Goblin_Card,Bradium_Goram_Card,111;// Goblin_Card, Bradium_Goram_Card
+ .@type$ = "Brute";
break;
case 2:
- if (paraweaponenchant == 4767) paraweaponenchant2 = 4068;
- if (paraweaponenchant == 4806) paraweaponenchant2 = 4470;
+ setarray .@arg[0],Scorpion_Card,Nepenthes_Card,121;// Scorpion_Card, Nepenthes_Card
+ .@type$ = "Plant";
break;
case 3:
- if (paraweaponenchant == 4767) paraweaponenchant2 = 4063;
- if (paraweaponenchant == 4806) paraweaponenchant2 = 4476;
+ setarray .@arg[0],Caramel_Card,Pinguicula_Card,131;// Caramel_Card, Pinguicula_Card
+ .@type$ = "Insect";
break;
case 4:
- if (paraweaponenchant == 4767) paraweaponenchant2 = 4080;
- if (paraweaponenchant == 4806) paraweaponenchant2 = 4469;
+ setarray .@arg[0],Flora_Card,Naga_Card,141;// Flora_Card, Naga_Card
+ .@type$ = "Fish";
break;
case 5:
- if (paraweaponenchant == 4767) paraweaponenchant2 = 4118;
- if (paraweaponenchant == 4806) paraweaponenchant2 = 4471;
+ setarray .@arg[0],Petit_Card,Egg_Of_Draco_Card,151;// Petit_Card, Egg_Of_Draco_Card
+ .@type$ = "Dragon";
break;
case 6:
- paraweaponenchant2 = 4805;
- break;
+ setarray .@arg[0],Heal_Amount2,Heal_Amount2,161;// Heal_Amount2
+ }
+ mes "[BK]";
+ for ( .@i = 0; .@i < 15; .@i++ ) {
+ if (countitem(.@wplist[.@i]) > 0) {
+ if (.@arg[0] == Heal_Amount2)
+ mes "Good. Your weapon will now increase Heal effectiveness.";
+ else
+ mes "Good. Your weapon will increase attacks to "+ .@type$ +" type monsters.";
+ next;
+ specialeffect EF_REPAIRWEAPON;
+ progressbar "ffff00",3;
+ delitem .@wplist[.@i],1;
+ para_2nd02 = 4;
+ if (para_2nd03 == 1) {
+ para_2nd03 = .@arg[2];
+ getitem2 .@wplist[.@i],1,1,0,0,0,0,.@arg[0],Atk3;
+ }
+ else {
+ para_2nd03 = .@arg[2] + 100;
+ getitem2 .@wplist[.@i],1,1,0,0,0,0,.@arg[1],Matk3;
+ }
+ mes "[BK]";
+ mes "Isn't it magnificent?";
+ mes "I know, I know, I'm pretty amazing!";
+ close;
+ }
}
- mes "[Weapons Expert]";
- mes "OK, gimmy a sec.";
- close2;
- specialeffect2 EF_MAPPILLAR;
- progressbar "ffff00",4;
- delitem paraweaponcount,1;
- getitem2 paraweaponcount, 1, 1, 0, 0, 0, 0, paraweaponenchant2, paraweaponenchant;
- para_suv01 = 48;
- mes "[Weapons Expert]";
- mes "All done.";
+ mes "Sorry, but it doesn't seem like you have a weapon that can be enhanced.";
+ mes "How did this happen?";
close;
}
- if (para_suv01 == 50 || para_suv01 == 53) {
- mes "[Weapons Expert]";
- mes "It seems you have earned your third weapon enchantment.";
- next;
- if (paraweaponenchant < 1) {
- mes "[Weapons Expert]";
- mes "Before I do the other enchantments, you need to pick the first one.";
- next;
- mes "[Weapons Expert]";
- mes "There are only 2 to choose from, which one would you like?";
- next;
- if(select("Atk + 3%:Matk + 3%") == 1) paraweaponenchant = 4767;
- else paraweaponenchant = 4806;
- callsub L_GetWeapon;
- mes "[Weapons Expert]";
- mes "Gotcha, on to the next one.";
+ }
+ else if (para_2nd02 == 4) {
+ if (para_2nd01 < 30) {
+ mes "Instructor Ur has a lot of training missions doesn't he?";
+ mes "There's only one more stage.";
+ mes "Reach the final stage of training.";
+ }
+ else {
+ mes "Okay, this is the last step.";
+ mes "I will make your weapon even more enhanced.";
+ next;
+ mes "[BK]";
+ mes "The card added from the previous step will be doubled.";
+ mes "And if you have a healing weapon it will increase it's healing efficiency.";
+ mes "You understand?";
+ next;
+ mes "[BK]";
+ mes "Ok what weapon did you have now?";
+ next;
+ .@s = select(.@menu$) -1;
+ mes "[BK]";
+ if (countitem(.@wplist[.@s]) > 0) {
+ mes "Doubling the strength of your bonus stat.";
next;
+ specialeffect EF_REPAIRWEAPON;
+ progressbar "ffff00",3;
+ delitem .@wplist[.@s],1;
+ para_2nd02 = 5;
+ if (para_2nd03 == 111)
+ getitem2 .@wplist[.@s],1,1,0,0,0,Goblin_Card,Goblin_Card,Atk3;// Goblin_Card, Goblin_Card, Atk3
+ else if (para_2nd03 == 121)
+ getitem2 .@wplist[.@s],1,1,0,0,0,Scorpion_Card,Scorpion_Card,Atk3;// Scorpion_Card, Scorpion_Card, Atk3
+ else if (para_2nd03 == 131)
+ getitem2 .@wplist[.@s],1,1,0,0,0,Caramel_Card,Caramel_Card,Atk3;// Caramel_Card, Caramel_Card, Atk3
+ else if (para_2nd03 == 141)
+ getitem2 .@wplist[.@s],1,1,0,0,0,Flora_Card,Flora_Card,Atk3;// Flora_Card, Flora_Card, Atk3
+ else if (para_2nd03 == 151)
+ getitem2 .@wplist[.@s],1,1,0,0,0,Petit_Card,Petit_Card,Atk3;// Petit_Card, Petit_Card, Atk3
+ else if (para_2nd03 == 161)
+ getitem2 .@wplist[.@s],1,1,0,0,0,Heal_Amount2,Heal_Amount2,Atk3;// Heal_Amount2, Heal_Amount2, Atk3
+ else if (para_2nd03 == 211)
+ getitem2 .@wplist[.@s],1,1,0,0,0,Bradium_Goram_Card,Bradium_Goram_Card,Matk3;// Bradium_Goram_Card, Bradium_Goram_Card, Matk3
+ else if (para_2nd03 == 221)
+ getitem2 .@wplist[.@s],1,1,0,0,0,Nepenthes_Card,Nepenthes_Card,Matk3;// Nepenthes_Card, Nepenthes_Card, Matk3
+ else if (para_2nd03 == 231)
+ getitem2 .@wplist[.@s],1,1,0,0,0,Pinguicula_Card,Pinguicula_Card,Matk3;// Pinguicula_Card, Pinguicula_Card, Matk3
+ else if (para_2nd03 == 241)
+ getitem2 .@wplist[.@s],1,1,0,0,0,Naga_Card,Naga_Card,Matk3;// Naga_Card, Naga_Card, Matk3
+ else if (para_2nd03 == 251)
+ getitem2 .@wplist[.@s],1,1,0,0,0,Egg_Of_Draco_Card,Egg_Of_Draco_Card,Matk3;// Egg_Of_Draco_Card, Egg_Of_Draco_Card, Matk3
+ else if (para_2nd03 == 261)
+ getitem2 .@wplist[.@s],1,1,0,0,0,Heal_Amount2,Heal_Amount2,Matk3;// Heal_Amount2, Heal_Amount2, Matk3
+ mes "[BK]";
+ mes "Isn't it magnificent?";
+ mes "I know, I know, I'm pretty amazing!";
}
- if (paraweaponenchant2 < 1) {
- mes "[Weapons Expert]";
- mes "Before I do the third enchantment, you need to pick the second one.";
- next;
- mes "[Weapons Expert]";
- mes "This one is a little different, you are given the choice of which ^0000FFRace of monsters^000000 you would like to have increased damage with.";
- next;
- mes "[Weapons Expert]";
- mes "You could also choose to increase your ^0000FFHealing Power^000000 too, which one would you like?";
- next;
- switch(select("Animal Type","Plant Type","Insect Type","Fish Type","Dragon Type","Healing Power")) {
- case 1:
- if (paraweaponenchant == 4767) paraweaponenchant2 = 4060;
- if (paraweaponenchant == 4806) paraweaponenchant2 = 4472;
- break;
- case 2:
- if (paraweaponenchant == 4767) paraweaponenchant2 = 4068;
- if (paraweaponenchant == 4806) paraweaponenchant2 = 4470;
- break;
- case 3:
- if (paraweaponenchant == 4767) paraweaponenchant2 = 4063;
- if (paraweaponenchant == 4806) paraweaponenchant2 = 4476;
- break;
- case 4:
- if (paraweaponenchant == 4767) paraweaponenchant2 = 4080;
- if (paraweaponenchant == 4806) paraweaponenchant2 = 4469;
- break;
- case 5:
- if (paraweaponenchant == 4767) paraweaponenchant2 = 4118;
- if (paraweaponenchant == 4806) paraweaponenchant2 = 4471;
- break;
- case 6:
- paraweaponenchant2 = 4805;
- break;
- }
- mes "[Weapons Expert]";
- mes "Gotcha, now for the third one.";
- next;
+ else {
+ mes "Hey, you think I'm joking?";
+ mes "Do you have the weapons or not?";
}
- mes "[Weapons Expert]";
- mes "The third enchantment is the same as the second one, you are given the choice of which ^0000FFRace of monsters^000000 you would like to have increased damage with.";
- next;
- mes "[Weapons Expert]";
- mes "You could also choose to increase your ^0000FFHealing Power^000000 too, which one would you like?";
- next;
- switch(select("Animal Type","Plant Type","Insect Type","Fish Type","Dragon Type","Healing Power")) {
- case 1:
- if (paraweaponenchant == 4767) paraweaponenchant3 = 4060;
- if (paraweaponenchant == 4806) paraweaponenchant3 = 4472;
- break;
- case 2:
- if (paraweaponenchant == 4767) paraweaponenchant3 = 4068;
- if (paraweaponenchant == 4806) paraweaponenchant3 = 4470;
- break;
- case 3:
- if (paraweaponenchant == 4767) paraweaponenchant3 = 4063;
- if (paraweaponenchant == 4806) paraweaponenchant3 = 4476;
- break;
- case 4:
- if (paraweaponenchant == 4767) paraweaponenchant3 = 4080;
- if (paraweaponenchant == 4806) paraweaponenchant3 = 4469;
- break;
- case 5:
- if (paraweaponenchant == 4767) paraweaponenchant3 = 4118;
- if (paraweaponenchant == 4806) paraweaponenchant3 = 4471;
- break;
- case 6:
- paraweaponenchant3 = 4805;
- break;
- }
- mes "[Weapons Expert]";
- mes "OK, gimmy a sec.";
- close2;
- specialeffect2 EF_MAPPILLAR;
- progressbar "ffff00",4;
- delitem paraweaponcount,1;
- getitem2 paraweaponcount, 1, 1, 0, 0, 0, paraweaponenchant3, paraweaponenchant2, paraweaponenchant;
- para_suv01 = 54;
- mes "[Weapons Expert]";
- mes "All done.";
- close;
- }
- if (para_suv01 > 53) {
- mes "[Weapons Expert]";
- mes "That is the maximum number of enchanments I can do, enjoy them.";
- close;
}
- mes "[Weapons Expert]";
- mes "I've already enchanted your weapon, you need to complete more quests for the next enchantment.";
- close;
}
- end;
-L_Select:
- next;
- mes "[Weapons Expert]";
- .@menu$ = "";
- for(.@i = 0; .@i<getargcount(); .@i += 3) {
- .@menu$ += getarg(.@i+1)+".:";
- mes getarg(.@i+1)+": "+getarg(.@i+2)+".";
- mes " ";
+ else if (para_2nd02 > 4) {
+ mes "How do you like your enhanced weapon?";
+ mes "Hopefully it has helped you.";
+ next;
+ mes "[BK]";
+ mes "I've given you the peak of your weapon's efficiency.";
+ mes "Weapons aren't the only things that need strength, though, don't you agree?";
+ next;
+ mes "[BK]";
+ mes "Come on admit it.";
+ mes "Thorn gave inspiration and I intend on providing strong equipment, that's how to live life.";
+ mes "Hahahaha!";
}
- next;
- .@i = select(.@menu$)-1;
- getitem getarg(.@i*3),1;
- mes "[Weapons Expert]";
- return;
-L_GetWeapon:
- if (countitem(1197)) paraweaponcount = 1197;
- else if (countitem(1289)) paraweaponcount = 1289;
- else if (countitem(1391)) paraweaponcount = 1391;
- else if (countitem(1434)) paraweaponcount = 1434;
- else if (countitem(1583)) paraweaponcount = 1583;
- else if (countitem(1658)) paraweaponcount = 1658;
- else if (countitem(1831)) paraweaponcount = 1831;
- else if (countitem(1931)) paraweaponcount = 1931;
- else if (countitem(1986)) paraweaponcount = 1986;
- else if (countitem(13066)) paraweaponcount = 13066;
- else if (countitem(13114)) paraweaponcount = 13114;
- else if (countitem(13310)) paraweaponcount = 13310;
- else if (countitem(13434)) paraweaponcount = 13434;
- else if (countitem(16014)) paraweaponcount = 16014;
- else if (countitem(18106)) paraweaponcount = 18106;
- return;
+ close;
}
sec_in02,25,33,4 script Assistant#para_suvquest 4_M_BABYCAT,{
@@ -5127,7 +4316,7 @@ sec_in02,25,33,4 script Assistant#para_suvquest 4_M_BABYCAT,{
if (callfunc("F_GM_NPC",1854,0) == 1) {
mes "Please select the variable you want to modify.";
next;
- .@var = select("para_suv01:para_suv02");
+ .@var = select("para_suv01:para_suv02");
mes "Enter the modified value";
next;
input .@input,0,9999;
diff --git a/npc/re/quests/newgears/2012_headgears.txt b/npc/re/quests/newgears/2012_headgears.txt
new file mode 100644
index 000000000..c96c47ede
--- /dev/null
+++ b/npc/re/quests/newgears/2012_headgears.txt
@@ -0,0 +1,729 @@
+//===== Hercules Script ======================================
+//= 2012 Headgear Quests
+//===== By: ==================================================
+//= Euphy, -SkittleNugget-
+//===== Current Version: =====================================
+//= 1.0
+//===== Description: =========================================
+//= [Official Conversion]
+//= Enhance gears by synthesizing them with Energy Crystals.
+//===== Additional Comments: =================================
+//= 1.0 First version. [Euphy]
+//= Script is a little messy, could use some cleaning.
+//============================================================
+
+// Main NPC :: 2012_hat_quest
+//============================================================
+moc_para01,41,169,3 script Reno#2012hat 64,{
+ // iRO has (very) minor differences in dialogue from the original script.
+ // To use iRO's version, uncomment the line below.
+ //.@features_iRO = 1;
+
+ //custom translation - all checks below
+ if (checkweight(Axe,1) == 0 || MaxWeight - Weight < 800) {
+ mes "- Carrying too many items, cannot proceed. -";
+ close;
+ }
+
+ setarray .@type$,"lower","intermediate","advanced","highest";
+ setarray .@crystal$,"Rough","Purified","High";
+
+ // playtime checks
+ setarray .@quests,
+ // base, first, count
+ 5161, 5162, 7, // Lower
+ 5169, 5170, 4, // Intermediate
+ 5174, 5175, 8; // High
+ setarray .@crystal_quests, 5225,5226,5227;
+
+ setarray .@min_level,60,80,90,100;
+
+ // hunting quest wait time
+ for (.@i = 0; .@i < getarraysize(.@quests); .@i += 3) {
+ if (questprogress(.@quests[.@i],PLAYTIME) == 2) {
+ erasequest .@quests[.@i];
+ mes "[Reno]";
+ mes "The waiting time for a "+.@type$[.@i]+" collection quest has expired."
+ " You can now take another request.";
+ close;
+ }
+ }
+ // buff wait time
+ for (.@i = 0; .@i < getarraysize(.@crystal_quests); ++.@i) {
+ if (questprogress(.@crystal_quests[.@i],PLAYTIME) == 2) {
+ erasequest .@crystal_quests[.@i];
+ mes "[Reno]";
+ mes "The waiting time for storing "+.@crystal$[.@i]+" Energy Crystals has expired."
+ " You can now store them again.";
+ close;
+ }
+ }
+
+ // hunting quest checks
+ callsub(S_CheckHunting, 5161, 5162, 7, .@type$[0], Rough_Energy_Crystal, 10);
+ callsub(S_CheckHunting, 5169, 5170, 4, .@type$[1], Purified_Energy_Crystal, 10);
+ callsub(S_CheckHunting, 5174, 5175, 4, .@type$[2], High_Purity_Energy_Xtal, 5);
+ callsub(S_CheckHunting, 5174, 5179, 4, .@type$[3], High_Purity_Energy_Xtal, 10);
+
+ // buff checks
+ .@energy_buf00 = (getstatus(SC_QUEST_BUFF1) || getstatus(SC_QUEST_BUFF2) || getstatus(SC_QUEST_BUFF3));
+ if (!.@energy_buf00) {
+ for (.@i = 0; .@i < 3; ++.@i) {
+ if (questprogress(5222 + .@i)) {
+ .@item = Rough_Energy_Crystal + .@i;
+ .@amount = 2 + rand(3);
+ mes "[Reno]";
+ mes getitemname(.@item)+" storage is now complete.";
+ next;
+ setquest .@crystal_quests[.@i];
+ erasequest 5222 + .@i;
+ getitem .@item, .@amount;
+ mes "[Reno]";
+ mes "^0000FF"+.@amount+" "+getitemname(.@item)+"s^000000 were extracted.";
+ close;
+ }
+ }
+ }
+
+ mes "[Reno]";
+ mes "Hi? I am Reno from the Energy Crystal Research Association, or ECRA.";
+ next;
+ .@opt$ = "ECRA?"
+ ":Quest to get Energy Crystals"
+ ":Energy Crystal Buffs"
+ ":Compress Energy Crystals"
+ ":Exchange Crystals for Headgear"
+ ":Random Gear for Crystals";
+ if (.@features_iRO)
+ .@opt$ += ":See Equipment List";
+ switch (select(.@opt$)) {
+ case 1:
+ mes "[Reno]";
+ mes "ECRA is the institute that researches '^0000FFEnergy Crystals^000000' that"
+ " shall be used as an alternative energy source in the Rune Midgart"
+ " Kingdom, which suffers from a shortage of energy.";
+ next;
+ select("The reason for doing this?");
+ mes "[Reno]";
+ mes "I would like to explain that we are not trying to make an excuse to get away"
+ " from facing problem before I explain the reason. Never! So please let me"
+ " finish.";
+ next;
+ mes "[Reno]";
+ mes "The Research Team has sent me the results they found.";
+ next;
+ mes "[Reno]";
+ mes "Energy Crystals turned out to be ^0000FFgenerated inside the bodies of some"
+ " monsters^000000, and according to the research, stronger monsters"
+ " generate higher-class energy crystals in their bodies.";
+ next;
+ mes "[Reno]";
+ mes "The Research Team decided to collect Energy Crystals by giving requests to"
+ " adventurers, with appropriate rewards. That enables us to collect better"
+ " and be more ^FF0000efficient^000000.";
+ next;
+ mes "[Reno]";
+ mes "Energy Crystals, accumulated through hunting monsters by my request, shall be"
+ " used for my research. ^0000FFSome of them are planned to be returned to"
+ " adventurers.^000000";
+ next;
+ mes "[Reno]";
+ mes "Adventurers can use collected Energy Crystals for ^FF0000upgrading"
+ " equipments^000000 through me.";
+ next;
+ mes "[Reno]";
+ mes "If it works well, it seems to be good for both ECRA and adventurers.";
+ close;
+ case 2:
+ mes "[Reno]";
+ mes "The hunting quests are ranked by monster level and difficulty. The ranges are"
+ " lower, intermediate, high quests and can only be taken once per day.";
+ next;
+
+ .@opt$ = "Lower level hunting [61-80]"
+ ":Intermediate level hunting [80-99]"
+ ":High level hunting [90 and up]"
+ ":Cancel my current quest.";
+ .@choice = select(.@opt$) - 1;
+ if (.@choice < 3) {
+ if (BaseLevel < .@min_level[.@choice]) {
+ mes "[Reno]";
+ mes "I am sorry but the request for the "+.@type$[.@choice]
+ + " collection is only available for those level "
+ + .@min_level[.@choice] + " and higher. You do not seem to"
+ " be capable of carrying out this request.";
+ close;
+ }
+ if (callsub(S_CheckQuestStatus, .@quests[.@choice*3], .@quests[.@choice*3+1], .@quests[.@choice*3+2])) {
+ mes "[Reno]";
+ mes "You seem to be under the other request of "+.@type$[.@choice]
+ + " collection. If the quest seems to be too hard... how"
+ " about you ^FF0000give up on the request^000000?";
+ close;
+ }
+ if (questprogress(.@quests[.@choice*3], PLAYTIME) == 1) {
+ mes "[Reno]";
+ mes "Currently waiting for the "+.@type$[.@choice]+" collection"
+ " commission. Tasks in each collection can only be"
+ " completed once per day."; //custom translation
+ close;
+ }
+ mes "[Reno]";
+ mes "You selected to hunt a monster from the "+.@type$[.@choice]
+ + " collection. After hunting these monsters you will receive "
+ + ((.@features_iRO)?"10 ":"")+"^0000FF"+.@crystal$[.@choice]
+ + " Energy Crystals^000000 when you return to me.";
+ next;
+ mes "[Reno]";
+ mes "Please select the monster that you think you can easily hunt from the list.";
+ next;
+ switch (.@choice) {
+ case 0:
+ .@quest = select(
+ "[Lower class] Requiem",
+ "[Lower class] Bathory",
+ "[Lower class] Spring Rabbit",
+ "[Lower class] Sleeper",
+ "[Lower class] Evil Druid",
+ "[Lower class] Ground Petite",
+ "[Lower class] Clock"
+ );
+ break;
+ case 1:
+ .@quest = select(
+ "[Intermediate class] Siroma",
+ "[Intermediate class] Dark Priest",
+ "[Intermediate class] Stapo",
+ "[Intermediate class] Solider"
+ );
+ break;
+ case 2:
+ .@quest = select(
+ "[Advanced] Desert Wolf",
+ "[Advanced] Medusa",
+ "[Advanced] Pinguicula",
+ "[Advanced] Majoruros",
+ "[Highest] Raydric",
+ "[Highest] Naga",
+ "[Highest] Ancient Mummy",
+ "[Highest] Ancient Mimic"
+ );
+ if (.@quest > 4 && BaseLevel < .@min_level[3]) {
+ mes "[Reno]";
+ mes "I am sorry but the request for the most advanced"
+ " collection is only available for those level "
+ + .@min_level[3]+" and higher. You do not seem to"
+ " be capable of carrying out this request.";
+ close;
+ }
+ break;
+ }
+ setquest .@quests[.@choice*3+1] + .@quest - 1;
+ mes "[Reno]";
+ mes "The request for "+.@type$[.@choice]+" collection monsters has been"
+ " issued. Please check the details on the issued document.";
+ close;
+ }
+ // else: Cancel
+ for (.@i = 0; .@i<3; ++.@i) {
+ if (callsub(S_CheckQuestStatus, .@quests[.@i*3], .@quests[.@i*3+1], .@quests[.@i*3+2])) {
+ mes "[Reno]";
+ mes "You are currently under the request of the "
+ +.@type$[.@i]+" collection. If you give up now,"
+ " all your history will be lost. Do you really"
+ " want to give up?";
+ next;
+ if (select("Yes:No") != 1) {
+ .@erase_quest = 2;
+ continue;
+ }
+ .@erase_quest = 1;
+ for (.@quest = .@quests[.@i*3+1]; .@quest < .@quests[.@i*3+1]+.@quests[.@i*3+2]; ++.@quest) {
+ if (questprogress(.@quest))
+ erasequest .@quest;
+ }
+ }
+ }
+ switch (.@erase_quest) {
+ case 0:
+ mes "[Reno]";
+ mes "You are not under any request.";
+ case 1:
+ mes "[Reno]";
+ mes "The written request for you has been withdrawn.";
+ case 2:
+ mes "[Reno]";
+ mes "Please keep up on it.";
+ }
+ close;
+ case 3:
+ mes "[Reno]";
+ mes "Do you want to accumulate Energy Crystals inside of your body to receive a buff?";
+ next;
+ .@choice = select("Accumulating Energy Crystals?"
+ ":Accumulate Rough Energy Crystal"
+ ":Accumulate Purified Energy Crystal"
+ ":Accumulate High Energy Crystal") - 1;
+ if (!.@choice) {
+ mes "[Reno]";
+ mes "Energy Crystals are accumulated in your body when you hunt the"
+ " monsters we ask you to.";
+ next;
+ mes "[Reno]";
+ mes "Our research shows that some methods enable humans to accumulate the"
+ " energy crystals inside of the body in the form of a buff.";
+ next;
+ mes "[Reno]";
+ mes "If you spend about 3 hours, you will be able to gain a small amount"
+ " of Energy Crystals. So do you want to receive the buff?";
+ close;
+ }
+ .@quest = 5222 + .@choice;
+ .@rate = 1 + .@choice;
+ setarray .@buffs, SC_QUEST_BUFF1, SC_QUEST_BUFF2, SC_QUEST_BUFF3;
+ if (questprogress(.@crystal_quests[.@choice], PLAYTIME) == 1) {
+ mes "[Reno]";
+ mes "Were you successful? While storing other Energy Crystals will not have"
+ " much effect on your body, storing the same one may cause you harm."; //custom translation
+ close;
+ }
+ if (BaseLevel < .@min_level[.@choice]) {
+ mes "[Reno]";
+ mes "With a body like that, you can't accumulate "+.@crystal$[.@choice]
+ +" Energy Crystals. You must be level "+.@min_level[.@choice]+" or"
+ " your body will be harmed in the process."; //custom translation
+ close;
+ }
+ if (.@energy_buf00) {
+ mes "[Reno]";
+ mes "Accumulating Energy Crystal has already begun. I am sorry but it is"
+ " impossible to accumulate two different types of Energy Crystals"
+ " at a time.";
+ close;
+ }
+ if (questprogress(.@quest) > 0) {
+ erasequest .@quest;
+ mes "[Reno]";
+ mes "An error has occurred. Please forgive me for the inconvenience."; //custom translation
+ close;
+ }
+ mes "[Reno]";
+ mes "It takes 3 hours for your body to accumulate 2 to 4 "+.@crystal$[.@choice]
+ +" Energy Crystals. Do you want to start?";
+ next;
+ if (select("Cancel:Start") == 1) {
+ mes "[Reno]";
+ mes "I recommend that you try to accumulate Energy Crystal when you have time.";
+ close;
+ }
+ mes "[Reno]";
+ mes "You might feel a slight tingle.";
+ next;
+ specialeffect2 EF_BASH3D;
+ percentheal .@rate * -5,0;
+ //consumeitem ??; //Keep_Connection_[.@rate]
+ sc_start .@buffs[.@choice], 10800000, .@rate; // Atk/Matk + 5*rate (+5, +10, +15)
+ setquest .@quest;
+ mes "[Reno]";
+ mes "- Puck -";
+ next;
+ mes "[Reno]";
+ mes "Everything seems to be in order. Let's start accumulating "+.@crystal$[.@choice]
+ +" Energy Crystals. Remember to come back to me after 3 hours to get the "
+ +.@crystal$[.@choice]+" Energy Crystals.";
+ close;
+ case 4:
+ mes "[Reno]";
+ mes "Do you want to compress the Energy Crystals?";
+ next;
+ switch(select("What does compressing do?"
+ ":Compress Rough to Purified Crystal"
+ ":Compress Purified to High Crystal")) {
+ case 1:
+ mes "[Reno]";
+ mes "Are you curious about Energy Crystal compression? I can compress"
+ " lower level Energy Crystals into higher ones.";
+ next;
+ mes "[Reno]";
+ mes "Here is what I can make.";
+ mes "^FF000010 Rough Energy Crystals^000000 = ^FF00001 Purified Energy Crystal^000000";
+ mes "^FF00005 Purified Energy Crystals^000000 = ^FF00001 High Energy Crystal^000000";
+ next;
+ mes "[Reno]";
+ mes "If you need higher grade Energy Crystals, this is a good way to get"
+ " them since the lower ones are easier to get.";
+ close;
+ case 2:
+ .@crystal = Rough_Energy_Crystal;
+ .@crystal_ = Purified_Energy_Crystal;
+ .@rate = 10;
+ break;
+ case 3:
+ .@crystal = Purified_Energy_Crystal;
+ .@crystal_ = High_Purity_Energy_Xtal;
+ .@rate = 5;
+ break;
+ }
+ .@crystal_count = countitem(.@crystal);
+ .@crystal_get = .@crystal_count / .@rate;
+ mes "[Reno]";
+ mes sprintf("^FF0000%d %s^000000 = ^FF00001 %s^000000",.@rate,getitemname(.@crystal),getitemname(.@crystal_));
+ next;
+ mes "[Reno]";
+ mes sprintf("%d %ss will be compressed to %d %ss.",.@crystal_count,getitemname(.@crystal),.@crystal_get,getitemname(.@crystal_));
+ mes "Do you want to compress?";
+ next;
+ if (select("Compress:Stop") == 2) {
+ mes "[Reno]";
+ mes "Okay, please contact if you need me in the future.";
+ close;
+ }
+ while (true) {
+ //custom translation
+ if (countitem(.@crystal) < .@rate) {
+ mes "[Reno]";
+ mes "You don't have enough "+getitemname(.@crystal)+".";
+ next;
+ break;
+ }
+ delitem .@crystal,.@rate;
+ getitem .@crystal_,1;
+ .@crystal_count = countitem(.@crystal);
+ .@crystal_get = .@crystal_count / .@rate;
+ mes "[Reno]";
+ mes "The compression was very successful.";
+ mes "There are "+.@crystal_count+" Energy Crystals left, which can"
+ " compress into "+.@crystal_get+" Energy Crystals. Do you"
+ " want to continue?";
+ next;
+ if (select("Compress:Stop") == 2)
+ break;
+ }
+ mes "[Reno]";
+ mes "Compression completed.";
+ close;
+ case 5:
+ disable_items;
+ mes "[Reno]";
+ mes "Do you want to exchange Energy Crystals for equipment? Please select the type"
+ " of Energy Crystal that you wish to exchange.";
+ next;
+ switch (select("See Equipment List"
+ ":["+countitem(Rough_Energy_Crystal)+"] Rough Energy Crystal"
+ ":["+countitem(Purified_Energy_Crystal)+"] Purified Energy Crystal"
+ ":["+countitem(High_Purity_Energy_Xtal)+"] High Energy Crystal")) {
+ case 1:
+ mes "[Reno]";
+ mes "This is the brochure regarding the equipment upgrade that our Energy"
+ " Crystal research association provides. Please take a look around.";
+ close2;
+ readbook Energy_Xtal_Combi_Book,1;
+ end;
+
+ // Variable descriptions
+ // .@crystal: Energy Crystal used
+ // .@items: Array of tuples <material, showslot, cost, reward>, where:
+ // material: equipment to upgrade
+ // showslot: display slots with equipment name (-1 to disable)
+ // cost: amount of Energy Crystals needed
+ // rewards: upgraded equipment
+ case 2:
+ .@crystal = Rough_Energy_Crystal;
+ setarray .@items,
+ // Material,showslot,cost,rewards
+ Wizardry_Hat, -1, 100, Remodel_Wizardry_Hat,
+ Magician_Hat, -1, 100, Remodel_Magician_Hat,
+ Mask_Of_Fox, -1, 100, Remodel_Mask_Of_Fox,
+ Joker_Jester, -1, 100, Remodel_Joker_Jester,
+ Bunny_Band, -1, 100, Remodel_Bunny_Band,
+ Munak_Turban_, -1, 100, Remodel_Munak_Turban,
+ Bongun_Hat_, -1, 100, Remodel_Bongun_Hat,
+ Opera_Ghost_Mask, -1, 100, Remodel_Opera_Mask;
+ break;
+ case 3:
+ .@crystal = Purified_Energy_Crystal;
+ setarray .@items,
+ // Material,showslot,cost,rewards
+ Binoculars, -1, 200, Improved_Binoculars,
+ Fin_Helm, -1, 200, Improved_Fin_Helm,
+ Assassin_Mask_, -1, 200, Improved_Assassin_Mask,
+ Welding_Mask, -1, 200, Improved_Welding_Mask,
+ Safety_Ring, -1, 200, Safety_Ring_,
+ Angel's_Protection, 1, 100, Im_Angel's_Protection,
+ Angel's_Safeguard, 1, 100, Impr_Angel's_Safeguard,
+ Angel's_Arrival, 1, 100, Impr_Angel's_Arrival,
+ Angel's_Warmth, 1, 100, Impr_Angel's_Warmth,
+ Kiss_Of_Angel, 1, 100, Improved_Kiss_Of_Angel;
+ break;
+ case 4:
+ .@crystal = High_Purity_Energy_Xtal;
+ setarray .@items,
+ // Material,showslot,cost,rewards
+ Corsair, -1, 300, Enhanced_Corsair,
+ Bone_Helm_, 1, 300, Enhanced_Bone_Helm,
+ Helm_Of_Angel, -1, 300, Enhanced_Helm_Of_Angel,
+ Helm_Of_Sun, 0, 1000, Enhanced_Helm_Of_Sun,
+ Helm_Of_Sun_, 1, 100, Enhanced_Helm_Of_Sun,
+ Variant_Shoes, -1, 300, Enhanced_Variant_Shoes,
+ Ring_Of_Flame_Lord,-1, 300, Good_Ring_Of_Flame_Lord,
+ Ring_Of_Resonance, -1, 300, Good_Ring_Of_Resonance,
+ Angel's_Protection, 1, 20, Im_Angel's_Protection,
+ Angel's_Safeguard, 1, 20, Impr_Angel's_Safeguard,
+ Angel's_Arrival, 1, 20, Impr_Angel's_Arrival,
+ Angel's_Warmth, 1, 20, Impr_Angel's_Warmth,
+ Kiss_Of_Angel, 1, 20, Improved_Kiss_Of_Angel;
+ break;
+ }
+
+ mes "[Reno]";
+ mes "Please select the equipment to exchange for "+getitemname(.@crystal)+"s.";
+ next;
+ .@crystal_count = countitem(.@crystal);
+ .@opt$ = "";
+ for (.@i = 0; .@i < getarraysize(.@items); .@i += 4) {
+ .@item_name$ = getitemname(.@items[.@i]) + ((.@items[.@i+1] > -1)?"["+.@items[.@i+1]+"]":"");
+ .@opt$ += sprintf("%s (%d/%d):",.@item_name$,.@crystal_count,.@items[.@i+2]);
+ }
+ .@index = select(.@opt$) - 1;
+ .@material = .@items[.@index*4];
+ .@item_name$ = getitemname(.@material) + ((.@items[.@index*4+1] > -1)?"["+.@items[.@index*4+1]+"]":"");
+ .@cost = .@items[.@index*4+2];
+ .@reward = .@items[.@index*4+3];
+
+ //custom translations
+ if (.@material == Safety_Ring) {
+ // Special case: Safety Ring
+ if (countitem(Safety_Ring) < 1 || countitem(Ring_) < 1
+ || countitem(Earring_) < 1 || countitem(Glove_) < 1
+ || countitem(Brooch_) < 1 || countitem(Necklace_) < 1
+ || countitem(Rosary_) < 1 || countitem(.@crystal) < .@cost) {
+ mes "[Reno]";
+ mes "The materials to make a Safety Ring[1] are insufficient."
+ " Please check your inventory.";
+ close;
+ }
+ mes "[Reno]";
+ mes "Before upgrading your Safety Ring, please listen to these"
+ " ^FF0000precautions^000000.";
+ next;
+ mes "[Reno]";
+ mes "^FF0000In addition to the Safety Ring, all refinements and cards of"
+ " the required materials will also disappear.^000000";
+ next;
+ } else {
+ if (countitem(.@material) < 1 || countitem(.@crystal) < .@cost) {
+ mes "[Reno]";
+ mes "The materials are insufficient. Please check your materials.";
+ close;
+ }
+ mes "[Reno]";
+ mes "Before upgrading your equipment, please listen to these"
+ " ^FF0000precautions^000000.";
+ next;
+ mes "[Reno]";
+ mes "^FF0000When using Energy Crystals to upgrade equipment, all previous"
+ " refinements, enchantments, and cards will be lost.^000000";
+ next;
+ }
+ mes "[Reno]";
+ mes "Are you familiar with the ^FF0000precautions^000000?";
+ next;
+ if (select("I am.:No.") == 2) {
+ mes "[Reno]";
+ mes "Okay. Next time, then.";
+ close;
+ }
+ mes "[Reno]";
+ mes "Then let's begin to upgrade "+.@item_name$+".";
+ next;
+ if (countitem(.@material) < 1 || countitem(.@crystal) < .@cost) {
+ mes "[Reno]";
+ mes "The materials are insufficient. Please check your materials.";
+ close;
+ }
+ if (.@material == Safety_Ring) {
+ // Special case: Safety Ring
+ if (countitem(Safety_Ring) < 1 || countitem(Ring_) < 1
+ || countitem(Earring_) < 1 || countitem(Glove_) < 1
+ || countitem(Brooch_) < 1 || countitem(Necklace_) < 1
+ || countitem(Rosary_) < 1 || countitem(.@crystal) < .@cost) {
+ mes "[Reno]";
+ mes "The materials to make a Safety Ring[1] are insufficient."
+ " Please check your inventory.";
+ close;
+ }
+ }
+ specialeffect2 EF_REPAIRWEAPON;
+ progressbar "ffff00",2;
+ delitem .@material,1;
+ if (.@material == Safety_Ring) {
+ delitem Ring_,1;
+ delitem Earring_,1;
+ delitem Glove_,1;
+ delitem Brooch_,1;
+ delitem Necklace_,1;
+ delitem Rosary_,1;
+ }
+ delitem .@crystal,.@cost;
+ getitem .@reward,1;
+ mes "[Reno]";
+ mes "The upgrade was successful. Your Energy Crystals will help our research greatly.";
+ close;
+ case 6:
+ mes "[Reno]";
+ mes "Do you want to donate Energy Crystals to get a random new headgear?";
+ next;
+ switch (select("Donate Energy Crystals?"
+ ":Donate 300 Rough Energy Crystals."
+ ":Donate 600 Purified Energy Crystals."
+ ":Donate 900 High Energy Crystals.")) {
+ case 1:
+ mes "[Reno]";
+ mes "We are collecting Energy Crystals so that we can research more"
+ " combinations of headgears for adventurers.";
+ next;
+ mes "[Reno]";
+ mes "Thanks to the support of adventurers we can use these Energy"
+ " Crystals to further our research.";
+ next;
+ mes "[Reno]";
+ mes "So we receive a minimum of 300 Rough Energy Crystals, 600 Purified"
+ " Energy Crystals, and 900 High Energy Crystals.";
+ if (!.@features_iRO) {
+ next;
+ mes "[Reno]";
+ mes "You may feel that this is a burden, but for the sake of our"
+ " research, please continue."; //custom translation
+ close;
+ }
+ mes "For the donation, I'll give you a random new headgear.";
+ next;
+ mes "[Reno]";
+ mes "300 Rough Energy Crystals";
+ mes "- New Mage Hat";
+ mes "- New Magician Hat";
+ mes "- New Kitsune Mask";
+ mes "- New Joker Jester";
+ mes "- New Bunny Band";
+ mes "- New Munak Hat";
+ mes "- New Bongun Hat";
+ mes "- New Phantom Opera Mask";
+ next;
+ mes "[Reno]";
+ mes "600 Purified Energy Crystals";
+ mes "- Good Binoculars";
+ mes "- Good Fin Helm";
+ mes "- Good Assassin Mask";
+ mes "- Good Welding Mask";
+ mes "- Good Safety Ring";
+ mes "- Good Angelic Protection";
+ mes "- Good Angelic Guard";
+ mes "- Good Angelic Cardigan";
+ mes "- Good Angel's Reincarnation";
+ next;
+ mes "[Reno]";
+ mes "900 High Energy Crystals";
+ mes "- Enhanced Corsair";
+ mes "- Enhanced Bone Helm";
+ mes "- Enhanced Helm of Angel";
+ mes "- Enhanced Variant Shoes";
+ mes "- Enhanced Ring of Flame Lord";
+ mes "- Enhanced Ring of Resonance";
+ close;
+ case 2:
+ if (countitem(Rough_Energy_Crystal) < 300) {
+ mes "[Reno]";
+ mes "Thank for your support, but we need 300 Rough Energy Crystals.";
+ close;
+ }
+ delitem Rough_Energy_Crystal,300;
+ .@r = rand(1,17);
+ if (.@r <= 2) getitem Remodel_Wizardry_Hat,1;
+ else if (.@r <= 4) getitem Remodel_Magician_Hat,1;
+ else if (.@r <= 6) getitem Remodel_Mask_Of_Fox,1;
+ else if (.@r <= 8) getitem Remodel_Joker_Jester,1;
+ else if (.@r <= 10) getitem Remodel_Bunny_Band,1;
+ else if (.@r <= 13) getitem Remodel_Munak_Turban,1;
+ else if (.@r <= 16) getitem Remodel_Bongun_Hat,1;
+ else getitem Remodel_Opera_Mask,1;
+ break;
+ case 3:
+ if (countitem(Purified_Energy_Crystal) < 600) {
+ mes "[Reno]";
+ mes "Thank for your support, but we need 600 Purified Energy Crystals.";
+ close;
+ }
+ delitem Purified_Energy_Crystal,600;
+ .@r = rand(1,18);
+ if (.@r <= 3) getitem Improved_Binoculars,1;
+ else if (.@r <= 6) getitem Improved_Fin_Helm,1;
+ else if (.@r <= 9) getitem Improved_Assassin_Mask,1;
+ else if (.@r <= 12) getitem Improved_Welding_Mask,1;
+ else if (.@r <= 13) getitem Safety_Ring_,1;
+ else if (.@r <= 14) getitem Im_Angel's_Protection,1;
+ else if (.@r <= 15) getitem Impr_Angel's_Safeguard,1;
+ else if (.@r <= 16) getitem Impr_Angel's_Arrival,1;
+ else if (.@r <= 17) getitem Impr_Angel's_Warmth,1;
+ else getitem Improved_Kiss_Of_Angel,1;
+ break;
+ case 4:
+ if (countitem(High_Purity_Energy_Xtal) < 900) {
+ mes "[Reno]";
+ mes "Thank for your support, but we need 900 High Energy Crystals.";
+ close;
+ }
+ delitem High_Purity_Energy_Xtal,900;
+ .@r = rand(1,33);
+ if (.@r <= 10) getitem Enhanced_Corsair,1;
+ else if (.@r <= 20) getitem Enhanced_Bone_Helm,1;
+ else if (.@r <= 25) getitem Enhanced_Helm_Of_Angel,1;
+ else if (.@r <= 30) getitem Enhanced_Variant_Shoes,1;
+ else if (.@r <= 31) getitem Good_Ring_Of_Flame_Lord,1;
+ else getitem Good_Ring_Of_Resonance,1;
+ break;
+ }
+ mes "[Reno]";
+ mes "Thank you very much. The Energy Crystals you donated will be greatly helpful"
+ " for our research. This is your reward for your donation."; //custom translation
+ close;
+ case 7: // iRO only
+ mes "[Reno]";
+ mes "This is the brochure regarding the equipment upgrade that our Energy Crystal"
+ " research association provides. Please take a look around.";
+ close2;
+ readbook Energy_Xtal_Combi_Book,1;
+ end;
+ }
+ end;
+
+// callsub(S_CheckHunting, <quest index>, <start quest>, <number of quests>, "<type>", <reward id>, <reward amount>);
+S_CheckHunting:
+ .@basequest = getarg(0);
+ .@first = getarg(1);
+ .@last = .@first + getarg(2) - 1;
+ for (.@i = .@first; .@i <= .@last; ++.@i) {
+ if (questprogress(.@i, HUNTING) == 2) {
+ mes "[Reno]";
+ mes "Finished "+ getarg(3) +" collection hunting quest.";
+ next;
+ setquest .@basequest;
+ erasequest .@i;
+ getitem getarg(4), getarg(5);
+ mes "You receive "+ getarg(5) +" "+ getitemname(getarg(4)) +" as the "+ getarg(3) +" collection reward.";
+ close;
+ }
+ }
+ return;
+
+// callsub(S_CheckQuestStatus, <quest index>, <start quest>, <number of quests>
+S_CheckQuestStatus:
+ .@basequest = getarg(0);
+ .@first = getarg(1);
+ .@last = .@first + getarg(2) - 1;
+ .@status = false;
+ for (.@i = .@first; .@i <= .@last; ++.@i) {
+ if (questprogress(.@i))
+ return true;
+ }
+ return false;
+}
diff --git a/npc/re/quests/quests_eclage.txt b/npc/re/quests/quests_eclage.txt
index ab8651c92..4f85b42c8 100644
--- a/npc/re/quests/quests_eclage.txt
+++ b/npc/re/quests/quests_eclage.txt
@@ -65,7 +65,7 @@ ecl_fild01,118,311,4 script Teleport Cat No.1#1 4_M_BOSSCAT,{
end;
OnInit:
- setarray .maps$,"bif_fild02","ecl_fild01","spl_fild02","mid_camp","ma_fild02","dic_fild01"; //Map Names //2,4,8,16,32,64
+ setarray .maps$,"bif_fild02","ecl_fild01","spl_fild02","mid_camp","man_fild02","dic_fild01"; //Map Names //2,4,8,16,32,64
setarray .x,291,116,51,180,133,159; //X-Co-ordinate of Maps
setarray .y,323,309,240,247,47,264; //Y-Co-ordinates of Map
setarray .descript$,"Entrace to Mora","Near Eclage","Near Splendide","Midgard Allied Forces Post","Manuk Field","Near El Dicastes";
@@ -2791,7 +2791,7 @@ ecl_in04,226,231,4 script Du Lian#ep14_2in2 4_M_REDMAN,{
emotion e_dots,0,"Alp Ocart#ep14_2in2";
cutin "bu_alp2",2;
ep14_2_oliver = 30;
- getitem Oliver_Wolf_Hood,1; //Oliver_Wolf_Hood
+ getitem C_Oliver_Wolf_Hood,1;
completequest 11337;
close2;
cutin "",255;
@@ -2933,7 +2933,7 @@ ecl_in04,224,234,4 script Mark Esha#ep14_2in2 4_M_BLUEMAN,{
emotion e_dots,0,"Alp Ocart#ep14_2in2";
cutin "bu_alp2",2;
ep14_2_oliver = 30;
- getitem Oliver_Wolf_Hood,1; //Oliver_Wolf_Hood
+ getitem C_Oliver_Wolf_Hood,1;
completequest 11337;
close2;
cutin "",255;
@@ -3078,7 +3078,7 @@ ecl_in04,223,234,4 script Maggi Steen#ep14_2in2 4_F_PINKWOMAN,{
emotion e_dots,0,"Alp Ocart#ep14_2in2";
cutin "bu_alp2",2;
ep14_2_oliver = 30;
- getitem Oliver_Wolf_Hood,1; //Oliver_Wolf_Hood
+ getitem C_Oliver_Wolf_Hood,1;
completequest 11337;
close2;
cutin "",255;
@@ -3214,7 +3214,7 @@ ecl_in04,223,230,4 script Alp Ocart#ep14_2in2 4_M_BLACKMAN,{
emotion e_dots;
cutin "bu_alp2",2;
ep14_2_oliver = 30;
- getitem Oliver_Wolf_Hood,1; //Oliver_Wolf_Hood
+ getitem C_Oliver_Wolf_Hood,1;
completequest 11337;
close2;
cutin "",255;
@@ -18543,7 +18543,7 @@ ecl_tdun04,32,35,3 script Hisie#tlord 4_M_FARIY_HISIE,{
mes "[Hisie]";
mes "If you climbed all the way here out of curiosity, you'd better start going down now.";
mes "Professor has been under the weather nowadays.";
- close;
+ close2;
}
else if (ep14_2_mylord == 14) {
cutin "hisie01",0;
diff --git a/npc/re/quests/quests_malaya.txt b/npc/re/quests/quests_malaya.txt
index f1a60dcee..76e9a9536 100644
--- a/npc/re/quests/quests_malaya.txt
+++ b/npc/re/quests/quests_malaya.txt
@@ -5679,7 +5679,7 @@ malaya,283,265,4 script Village Chief#bako2 4_BARYO_CHIEF,{
mes "[Village Chief]";
mes "^0000FFLost Belongings^000000";
mes "are said to be carried by";
- mes "^FF0000Tiucknuc^000000 that roams Baryo Mahiwaga.";
+ mes "^FF0000Tiyanak^000000 that roams Baryo Mahiwaga.";
next;
switch(select("Do it yourself.:I'm on my way.")) {
case 1:
@@ -5690,7 +5690,7 @@ malaya,283,265,4 script Village Chief#bako2 4_BARYO_CHIEF,{
case 2:
mes "[Village Chief]";
mes "Let's start then. First,";
- mes "retrieve two ^FF0000Lost Belongings^000000 from Tiucknuc";
+ mes "retrieve two ^FF0000Lost Belongings^000000 from Tiyanak";
mes "and take them to ^0000FFMissing Person's Father^000000";
mes "for me.";
malaya_bakona2 = 1;
@@ -5699,26 +5699,26 @@ malaya,283,265,4 script Village Chief#bako2 4_BARYO_CHIEF,{
}
} else if (malaya_bakona2 == 1) {
mes "[Village Chief]";
- mes "From Tiucknuc that roams Baryo Mahiwaga Field,";
+ mes "From Tiyanak that roams Baryo Mahiwaga Field,";
mes "retrieve two ^FF0000Lost Belongings^000000";
mes "and deliver them to ^0000FFMissing Person's Father^000000";
mes "for me.";
close;
} else if (malaya_bakona2 == 2) {
mes "[Village Chief]";
- mes "Retrieve Seven ^FF0000Lost Belongings^000000 from Tiucknuc";
+ mes "Retrieve Seven ^FF0000Lost Belongings^000000 from Tiyanak";
mes "and deliver them to ^0000FFMissing Person's Friend^000000";
mes "for me.";
close;
} else if (malaya_bakona2 == 3) {
mes "[Village Chief]";
- mes "Retrieve three ^FF0000Lost Belongings^000000 from Tiucknuc";
+ mes "Retrieve three ^FF0000Lost Belongings^000000 from Tiyanak";
mes "and deliver them to ^0000FFMissing Person's Son^000000";
mes "for me.";
close;
} else if (malaya_bakona2 == 4) {
mes "[Village Chief]";
- mes "Retrieve five ^FF0000Lost Belongings^000000 from Tiucknuc";
+ mes "Retrieve five ^FF0000Lost Belongings^000000 from Tiyanak";
mes "and deliver them to ^0000FFMissing Person's Mother^000000";
mes "for me.";
close;
@@ -5925,7 +5925,7 @@ malaya,269,267,5 script Missing Person's Father 4_M_MALAYA,{
next;
mes "The man is unable to continue as he tries to hold back his tears.";
mes "Let's continue to find the lost belongings of the missing people.";
- mes "Let's retrieve them from Tiucknuc that roams Baryo Mahiwaga Field,";
+ mes "Let's retrieve them from Tiyanak that roams Baryo Mahiwaga Field,";
mes "seven ^FF0000Lost Belongings^000000";
mes "and deliver them to ^0000FFMissing Person's Friend^000000.";
delitem 6520,2; //Lost_Belongings
@@ -5939,7 +5939,7 @@ malaya,269,267,5 script Missing Person's Father 4_M_MALAYA,{
next;
mes "The man is unable to continue as he tries to hold back his tears.";
mes "Let's continue to find the lost belongings of the missing people.";
- mes "Retrieve seven ^FF0000Lost Belongings^000000 from Tiucknuc";
+ mes "Retrieve seven ^FF0000Lost Belongings^000000 from Tiyanak";
mes "and deliver them to ^0000FFMissing Person's Friend^000000.";
close;
} else {
@@ -5999,7 +5999,7 @@ L_Quest:
next;
mes "Leaving behind the crying boy,";
mes "let's continue to find the lost belongings of the missing people.";
- mes "Retrieve three ^FF0000Lost Belongings^000000 from Tiucknuc";
+ mes "Retrieve three ^FF0000Lost Belongings^000000 from Tiyanak";
mes "and deliver them to ^0000FFMissing Person's Son^000000.";
return;
}
@@ -6045,7 +6045,7 @@ L_Quest:
next;
mes "Man crying in agony.";
mes "Let's continue to find the lost belongings of the missing people.";
- mes "Retrieve five ^FF0000Lost Belongings^000000 from Tiucknuc";
+ mes "Retrieve five ^FF0000Lost Belongings^000000 from Tiyanak";
mes "and deliver them to ^0000FFMissing Person's Mother^000000.";
return;
}
diff --git a/npc/re/scripts.conf b/npc/re/scripts.conf
index 2f980265e..c4f7c23f4 100644
--- a/npc/re/scripts.conf
+++ b/npc/re/scripts.conf
@@ -19,7 +19,9 @@ npc: npc/re/cities/mora.txt
npc: npc/re/cities/yuno.txt
// --------------------------- Events ---------------------------
+//npc: npc/re/events/halloween_2013.txt
//npc: npc/re/events/halloween_2014.txt
+//npc: npc/re/events/christmas_2013.txt
// --------------------------- Guides ---------------------------
npc: npc/re/guides/navigation.txt
@@ -79,6 +81,7 @@ npc: npc/re/merchants/coin_exchange.txt
npc: npc/re/merchants/diamond.txt
npc: npc/re/merchants/enchan_mal.txt
npc: npc/re/merchants/enchan_mora.txt
+npc: npc/re/merchants/enchan_ko.txt
npc: npc/re/merchants/flute.txt
npc: npc/re/merchants/hd_refiner.txt
npc: npc/re/merchants/inn.txt
@@ -88,10 +91,11 @@ npc: npc/re/merchants/renters.txt
npc: npc/re/merchants/shops.txt
//npc: npc/re/merchants/ticket_refiner.txt
//npc: npc/re/merchants/enchan_upg.txt
+npc: npc/re/merchants/ninja_craftsman.txt
+npc: npc/re/merchants/shadow_refiner.txt
// --------------------------- Others ---------------------------
npc: npc/re/other/bulletin_boards.txt
-//npc: npc/re/other/item_merge.txt
npc: npc/re/other/mail.txt
npc: npc/re/other/mercenary_rent.txt
npc: npc/re/other/pvp.txt
@@ -108,6 +112,10 @@ npc: npc/re/quests/eden/56-70.txt
npc: npc/re/quests/eden/71-85.txt
npc: npc/re/quests/eden/86-90.txt
npc: npc/re/quests/eden/91-99.txt
+npc: npc/re/quests/eden/100-110.txt
+npc: npc/re/quests/eden/111-120.txt
+npc: npc/re/quests/eden/121-130.txt
+npc: npc/re/quests/eden/131-140.txt
npc: npc/re/quests/eden/eden_common.txt
npc: npc/re/quests/eden/eden_quests.txt
npc: npc/re/quests/eden/eden_service.txt
@@ -136,3 +144,5 @@ npc: npc/re/quests/quests_mora.txt
npc: npc/re/quests/quests_morocc.txt
npc: npc/re/quests/quests_nameless.txt
npc: npc/re/quests/quests_veins.txt
+// - New Gears --------------------------------------------------
+npc: npc/re/quests/newgears/2012_headgears.txt
diff --git a/npc/re/scripts_jobs.conf b/npc/re/scripts_jobs.conf
index 1d6e9f8f9..0bd34bd50 100644
--- a/npc/re/scripts_jobs.conf
+++ b/npc/re/scripts_jobs.conf
@@ -10,6 +10,8 @@ npc: npc/re/jobs/1-1/mage.txt
npc: npc/re/jobs/1-1/merchant.txt
npc: npc/re/jobs/1-1/swordman.txt
npc: npc/re/jobs/1-1/thief.txt
+// - 2e
+npc: npc/re/jobs/2e/kagerou_oboro.txt
// - 3-1
npc: npc/re/jobs/3-1/archbishop.txt
npc: npc/re/jobs/3-1/mechanic.txt
diff --git a/npc/re/scripts_main.conf b/npc/re/scripts_main.conf
index 28f514d19..3e0bceecc 100644
--- a/npc/re/scripts_main.conf
+++ b/npc/re/scripts_main.conf
@@ -27,7 +27,7 @@ npc: npc/other/CashShop_Functions.txt
// ------------------- Common Script Files ----------------------
import: npc/scripts.conf
-import: npc/scripts_guild.conf
+import: npc/scripts_woe.conf
import: npc/scripts_jobs.conf
import: npc/scripts_mapflags.conf
import: npc/scripts_monsters.conf
@@ -35,7 +35,7 @@ import: npc/scripts_warps.conf
// ------------------- Renewal Script Files ---------------------
import: npc/re/scripts.conf
-import: npc/re/scripts_guild.conf
+import: npc/re/scripts_woe.conf
import: npc/re/scripts_jobs.conf
import: npc/re/scripts_monsters.conf
import: npc/re/scripts_warps.conf
diff --git a/npc/re/scripts_monsters.conf b/npc/re/scripts_monsters.conf
index 913fac0c0..a05f50427 100644
--- a/npc/re/scripts_monsters.conf
+++ b/npc/re/scripts_monsters.conf
@@ -4,6 +4,7 @@
npc: npc/re/mobs/citycleaners.txt
npc: npc/re/mobs/towns.txt
+npc: npc/re/mobs/champion.txt
// -------------------------- Dungeons --------------------------
npc: npc/re/mobs/dungeons/abbey.txt
diff --git a/npc/re/scripts_guild.conf b/npc/re/scripts_woe.conf
index e5c01e436..c3a2ecccf 100644
--- a/npc/re/scripts_guild.conf
+++ b/npc/re/scripts_woe.conf
@@ -4,5 +4,5 @@
// ----------------------- War of Emperium ----------------------
// - Hall of Abyss
-npc: npc/re/guild/invest_main.txt
-npc: npc/re/guild/invest_npc.txt
+npc: npc/re/woe-fe/invest_main.txt
+npc: npc/re/woe-fe/invest_npc.txt
diff --git a/npc/re/warps/cities/eclage.txt b/npc/re/warps/cities/eclage.txt
index a9ab2e385..715e51935 100644
--- a/npc/re/warps/cities/eclage.txt
+++ b/npc/re/warps/cities/eclage.txt
@@ -17,7 +17,7 @@
ecl_fild01,207,72,0 warp fild01-1_biffild 1,1,bif_fild02,294,350
bif_fild02,292,351,0 warp biffild_fild01-1 1,1,ecl_fild01,205,76
//ecl_fild01,97,320,0 warp eclage_field0003 1,1,eclage,100,28
-eclage,98,26,0 warp eclageS_EclEnter 1,1,eclage,100,28
+eclage,98,26,0 warp eclageS_EclEnter 1,1,ecl_fild01,99,317
eclage,299,309,0 warp eclageN_in01s 1,1,ecl_in01,47,11
ecl_in01,47,8,0 warp in01s_eclageN 1,1,eclage,297,307
ecl_in01,8,67,0 warp in01w_hub1-1 1,1,ecl_hub01,38,94
diff --git a/npc/re/guild/invest_main.txt b/npc/re/woe-fe/invest_main.txt
index 9ed49ce7a..9ed49ce7a 100644
--- a/npc/re/guild/invest_main.txt
+++ b/npc/re/woe-fe/invest_main.txt
diff --git a/npc/re/guild/invest_npc.txt b/npc/re/woe-fe/invest_npc.txt
index a1d564e00..a1d564e00 100644
--- a/npc/re/guild/invest_npc.txt
+++ b/npc/re/woe-fe/invest_npc.txt