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-rw-r--r--npc/Changelog.txt7
-rw-r--r--npc/jobs/1-1/acolyte.txt164
-rw-r--r--npc/jobs/2-1/assassin.txt3764
-rw-r--r--npc/jobs/2-1/blacksmith.txt2875
-rw-r--r--npc/jobs/2-1/hunter.txt2675
-rw-r--r--npc/jobs/2-1/knight.txt3977
-rw-r--r--npc/jobs/2-1/priest.txt2805
-rw-r--r--npc/jobs/2-1/wizard.txt2993
-rw-r--r--npc/quests/skills/bard_skills.txt11
9 files changed, 10815 insertions, 8456 deletions
diff --git a/npc/Changelog.txt b/npc/Changelog.txt
index 161704e40..42fac37a4 100644
--- a/npc/Changelog.txt
+++ b/npc/Changelog.txt
@@ -1,6 +1,13 @@
Date Added
======
2007/08/09
+ * Rev. 10973 2-1 Job quest update. Needs in-depth testing. [L0ne_W0lf]
+ - Because of a change of variables, players currently undergoing the job change
+ quests may find themselves in a slightly different position in the quest.
+ - This update reverts the hunter job quest timer BACK to 3 minutes.
+ * Corrected some Acolyte job quest issues.
+ - Removed Priest quest specific text from acolyte quest file.
+ * Bard Pang Voice quest was checking for the wrong variable.
* Fixed a small bug with the Sign Quest XP rewards. [SinSloth]
2007/08/07
* Removed a duplicate related to the Sign Quest. [SinSloth]
diff --git a/npc/jobs/1-1/acolyte.txt b/npc/jobs/1-1/acolyte.txt
index aa725c94d..6f6ac5c9f 100644
--- a/npc/jobs/1-1/acolyte.txt
+++ b/npc/jobs/1-1/acolyte.txt
@@ -3,7 +3,7 @@
//===== By: ==================================================
//= kobra_k88; L0ne_W0lf
//===== Current Version: =====================================
-//= 1.7
+//= 1.7a
//===== Compatible With: =====================================
//= eAthena SVN
//===== Description: =========================================
@@ -21,6 +21,7 @@
//= 1.7 Rescripted to Aegis 10.3 stadards. [L0ne_W0lf]
//= No longer uses function "F_ToHigh"
//= Proper dialog for Priest job quest is unused (for now.)
+//= 1.7a Functions now make use of proper priest quest dialog [L0ne_W0lf]
//============================================================
prt_church,184,41,4 script Cleric#aco 60,{
@@ -260,7 +261,7 @@ prt_fild03,365,255,2 script Ascetic#aco 89,{
next;
mes "[Father Rubalkabara]";
mes "Farewell.";
- close;
+ close2;
savepoint "prt_fild03",361,255;
set job_acolyte_q,6;
end;
@@ -286,41 +287,7 @@ prt_fild03,365,255,2 script Ascetic#aco 89,{
close;
}
}
- else if (BaseJob == Job_Acolyte) {
- callfunc "F_FatherRub";
- end;
- //Official Dialog is as follows, however it requires rewriting the priest quest.
- if (job_priest_q != 0) {
- if (job_priest_q == 1) {
- mes "Ah yes, so you're the young Acolyte who wishes to become a Priest.";
- next;
- mes "[Father Rubalkabara]";
- mes "I've received the message from Bishop Paul. Since you made the pilgrimage, I hope you accomplish your goal of becoming a Priest.";
- next;
- mes "[Father Rubalkabara]";
- mes "Also, if you have a chance, please visit this abbey again. It's a sacred place for our Church.";
- next;
- mes "[Father Rubalkabara]";
- mes "Well then, please head to your next destination for your pilgrimage. Be safe in your travels.";
- close2;
- savepoint "prt_fild03",361,255;
- set job_priest_q,2;
- end;
- }
- else if (job_priest_q == 2) {
- mes "Please be hurry to the next destination for your pilgrimage. I hope you become a Priest soon.";
- close;
- }
- else {
- mes "May I ask why you have returned? Please go back and continue your religious practice.";
- close;
- }
- }
- else {
- mes "I have no idea what brought you here, but please excuse me.";
- close;
- }
- }
+ else if (BaseJob == Job_Acolyte) callfunc "F_FatherRub";
else {
if (BaseJob == Job_Priest) {
mes "Greetings.";
@@ -392,62 +359,7 @@ moc_fild07,41,355,4 script Ascetic#2aco 95,{
close;
}
}
- else if (BaseJob == Job_Acolyte) {
- callfunc "F_MotherMart";
- end;
- //Official Dialog is as follows, however it requires rewriting the priest quest.
- if (job_priest_q != 0) {
- if (job_priest_q == 1) {
- mes "Hmm...";
- mes "It seems you're";
- mes "training to become";
- mes "a Priest.";
- next;
- mes "[Mother Marthilda]";
- mes "However, at this point in your pilgrimage, I am not the person that you should be visiting.";
- next;
- mes "[Mother Marthilda]";
- mes "Perhaps you should ask Bishop Paul or Sister Cecilia once again. Well, may God be with you...";
- close;
- }
- else if (job_priest_q == 2) {
- mes "Ah, are you";
- mes "a Priest trainee...?";
- mes "Welcome!";
- next;
- mes "[Mother Marthilda]";
- mes "We Priests are obliged to spread the message of God to";
- mes "the peoples of the Earth.";
- next;
- mes "[Mother Marthilda]";
- mes "After you become a Priest, your travels may take you to the Morroc Pyramids. I hope that you may release the Undead there from the evil to which they are bound.";
- next;
- mes "[Mother Marthilda]";
- mes "Well then...";
- mes "I shall pray to";
- mes "God for safety";
- mes "on your journey.";
- close;
- savepoint "moc_fild07",35,355;
- set job_priest_q,3;
- end;
- }
- else if (job_priest_q == 3) {
- mes "Please leave soon, and";
- mes "continue your training.";
- close;
- }
- else {
- mes "May I ask you the reason you came back? Please continue your training.";
- close;
- }
- }
- else {
- mes "May God";
- mes "be with you...";
- close;
- }
- }
+ else if (BaseJob == Job_Acolyte) callfunc "F_MotherMart";
else {
if (BaseJob == Job_Priest) {
mes "Hello there~";
@@ -522,71 +434,7 @@ prt_fild00,208,218,6 script Ascetic#3aco 98,{
close;
}
}
- else if (BaseJob == Job_Acolyte) {
- callfunc "F_FatherYos";
- end;
- //Official Dialog is as follows, however it requires rewriting the priest quest.
- if (job_priest_q != 0) {
- if (job_priest_q == 1) {
- mes "Hmm...";
- mes "A Priest trainee, eh?";
- next;
- mes "[Father Yosuke]";
- mes "Well, you got the wrong person. If you're supposed to meet up with me at all, it'd be later.";
- next;
- mes "[Father Yosuke]";
- mes "But that's your own fault.";
- mes "Now, go back to Church, kid.";
- close;
- }
- else if (job_priest_q == 2) {
- mes "Hmm...";
- mes "A Priest trainee, eh?";
- next;
- mes "[Father Yosuke]";
- mes "Well, you got the wrong person. If you're supposed to meet up with me at all, it'd be later.";
- next;
- mes "[Father Yosuke]";
- mes "But that's your own fault. Go back to Church.";
- close;
- }
- else if (job_priest_q == 3) {
- mes "Hmm.";
- mes "A Priest";
- mes "trainee, eh? ";
- mes "Welcome.";
- next;
- mes "[Father Yosuke]";
- mes "I won't say";
- mes "anything more.";
- mes "Just devote your";
- mes "life to God.";
- next;
- mes "[Father Yosuke]";
- mes "Now go back to church.";
- mes "Hereby, the first of";
- mes "your trials is now";
- mes "completed.";
- close2;
- savepoint "prt_fild00",206,230;
- set job_priest_q,4;
- end;
- }
- else if (job_priest_q == 4) {
- mes "I told you to go back to church.";
- mes "Or do you want to live with me here for the rest of your life...?";
- close;
- }
- else {
- mes "Just go be a Priest. This isn't a playground for kids.";
- close;
- }
- }
- else {
- mes "...Acolyte, you don't have any business with me here.";
- close;
- }
- }
+ else if (BaseJob == Job_Acolyte) callfunc "F_FatherYos";
else {
if (BaseJob == Job_Priest) {
mes "Hey...";
diff --git a/npc/jobs/2-1/assassin.txt b/npc/jobs/2-1/assassin.txt
index 8876f589e..4cb362265 100644
--- a/npc/jobs/2-1/assassin.txt
+++ b/npc/jobs/2-1/assassin.txt
@@ -3,12 +3,12 @@
//===== By: ==================================================
//= kobra_k88
//===== Current Version: =====================================
-//= 2.5
+//= 2.6
//===== Compatible With: =====================================
-//= eAthena RC4
+//= eAthena SVN
//===== Description: =========================================
-//= Based of Official RO Assassin jobchange quest. There are small
-//= differences due to gameplay issues.
+//= [Aegis Conversion]
+//= Job Change quest for Assassin class.
//===== Additional Comments: =================================
//= v1.0 Used some dialogue from the aegis Assassin script translated By: Pgro Team (OwNaGe)
//= Also converted the booby traps from the aegis script.[kobra_k88]
@@ -32,1893 +32,2233 @@
//= was still able to bypass it) [Toms]
//= 2.4 Fixed skipping of Nameless NPC [Lupus]
//= 2.5 Fixed a Rogue exploit [Lupus]
+//= 2.6 Rescripted to Aegis 10.3 standards. [L0ne_W0lf]
//============================================================
-
-
-//============================================================================//
-// Job Changer
-//****************************************************************************//
-
-in_moc_16,19,33,4 script Guildsman 55,{
- callfunc "F_BlockHigh",Job_Thief_High,"Thief High",Job_Assassin_Cross,"Assassin Cross","Assassin Huey";
-
- if(BaseJob == Job_Assassin) {
- mes "[Assassin Huey]";
- mes "Oohh, its you. You're...." + strcharinfo(0) + " right?";
- next;
- mes "[Assassin Huey]";
- mes "Too bad there's nothing to do right now. You should go train more. Bye.";
- close;
- }
- mes "[Angry looking man]";
- if(baseClass == Job_Novice){
- mes "....HEY Novice!!! GET out of here now!! I won't be held responsible if anything bad happens to you.......";
- emotion e_gasp;
- close;
- }
- if(baseClass == Job_Swordman){
- mes "....What are you doing here???";
- emotion e_what;
+in_moc_16,19,33,1 script Guildsman#asn 55,{
+ if (Upper == 1) {
+ mes "[Ferocious-looking guy]";
+ mes "Hm? You....?";
+ mes "I sense that you're different than most people...";
next;
- mes "[Angry looking man]";
- mes "Doing what you're ordered to do eh?........ You guys are nothing more than dogs that listen to their owners.............";
- emotion e_pif;
- close;
- }
- if(baseClass == Job_Mage){
- mes "...What's a mage like you doing here? You should be paying more attention to your training.....";
- emotion e_hmm;
- close;
- }
- if(baseClass == Job_Archer){
- mes "Uh.... you're one of those people with bows right? Sorry but there are no cute pets here for u to kill..........";
- emotion e_swt;
- next;
- mes "[Angry looking man]";
- mes "Wait...... You're not here to create trouble eh!!? ....LEAVE AT ONCE!!";
- emotion e_gasp;
- close;
- }
- if(baseClass == Job_Acolyte){
- mes "...Oh God's little helper..... What are you doing down in a dreadful place like this?";
- mes "Trust me, you're not going to find any salvation here........ why don't you just run along ok?........";
- emotion e_hmm;
- close;
- }
- if(baseClass == Job_Merchant){
- mes ".... What the??? Do you have any idea where you are??...... GREEDY SCAMMERS like you are not welcome here!!";
- emotion e_gg;
- close;
- }
- if(baseClass != Job_Thief || BaseJob == Job_Rogue){
- mes ".... Hmm.... although you're not an Assassin or Thief... I have to say I like your sense of style.";
+ mes "[Ferocious-looking guy]";
+ mes "I've never met anyone as intimidating as you! For some reason, I don't like you. I think you should leave!";
close;
}
-
- if(JobLevel < 40){
- mes "Hmm? What brings you here?.... I don't think I like the way you're looking at me....?!";
- emotion e_what;
- next;
- mes "[Angry looking man]";
- mes ".... Hmm.... You're not qualified yet. To become an Assassin you will have to meet our expectations.";
- next;
- mes "[Angry looking man]";
- mes "Why don't you go train some more...... You need to have a job level of at least 40 to even hope of becoming one of us....";
+ if (SkillPoint) {
+ mes "[Ferocious-looking guy]";
+ mes "You can't change your job if you have any unused skill points from the 1st job. You better go and use those up first.";
close;
}
-
- if(ASSIN_Q == 1) goto L_Failed1;
- if(ASSIN_Q == 2) goto L_Failed2;
- if(ASSIN_Q == 4) goto L_Change;
- mes ".... A Thief huh?..... And a well trained one at that, cause I can't seem to find my wallet!";
- emotion e_heh;
- next;
- mes "[Angry looking man]";
- mes "We need people like you, you know........ So how about taking the next step in the world of crime, and become an Assassin?";
- M_Menu:
- next;
- menu "You bet! I've picked my last pocket.",M_0, "What are the requirements?",M_1, "Maybe later.... I need to steal some things first.",M_2;
-
- M_0:
- mes "[Angry looking man]";
- mes "It's been a long time since we've received any Assassin candidates..... anyhow let me send you ^5533FFAssassin 'Kai'^000000.";
- mes "He'll take care of the registration process.";
- enablenpc "Assassin Kai#1";
- disablenpc "Assassin Kai#2";
- savepoint "in_moc_16", 19, 27;
- close2;
- warp "in_moc_16", 19, 76;
- end;
- M_1:
- mes "[Angry looking man]";
- mes "Requirements? Here they are....";
- mes "#1. You have to be a Thief.";
- mes "#2. Must have a job level of at least 40.";
- mes "#3. You have to past the Assassin guild tests.";
- next;
- mes "[Angry looking man]";
- mes "That's all there is too it. If you're confident in your abilities, then test will be a piece of cake.";
- goto M_Menu;
- M_2:
- mes "[Angry looking man]";
- mes "Hmm..? Ok then... so be it........";
- close;
-
-L_Failed1:
- mes "What's this? I can't believe you failed the first test.";
- mes "~Sigh~........................";
- close2;
- disablenpc "Assassin Kai#1";
- enablenpc "Assassin Kai#2";
- warp "in_moc_16", 19, 76;
- end;
-
-L_Failed2:
- mes "What are you doing out here?? Go back in and finish the second test!!";
- close2;
- warp "in_moc_16", 21, 160;
- end;
-
-L_Change:
- if (skillpoint > 0) goto L_SkPoints;
- if(countitem(1008) < 1) goto L_NoNecklace;
- mes "Ah... the Necklace of Oblivion..... that means that the Guild Master has accepted you into the Assassin clan.";
- next;
- mes "[Assassin Huey]";
- mes "Congratulations! After all of your hard work, you can finally become an Assassin!";
- emotion e_no1;
- next;
- mes "[Assassin Huey]";
- mes "Very well done, you are now offically an Assassin. Although you are free to visit us at anytime..............";
- setlook 7,0;
- callfunc "Job_Change",Job_Assassin;
- callfunc "F_ClearJobVar"; // clears all job variables for the current player
- set kaitrig, 0;
- next;
- mes "[Assassin Huey]";
- mes "Remember that you are on your own now. The shadows are your new home and your best freinds are the blades in your hands...........";
- close;
-
- L_SkPoints:
- mes "You will need to use up all of your skill points if you want to become an Assassin.";
- close;
-
- L_NoNecklace:
- mes "Hmm? You want me to promote you to the job class of Assassin? Well show me your ^5544FF'Necklace of Oblivion'^000000 then.......";
- next;
- mes "[Assassin Huey]";
- mes "You do have one don't you? Only those who have been given the 'Necklace of Oblivion' by the Guild Master have the right to become Assassins.";
- next;
- menu "Oh yeah.... It's in my other pair of Thief pants....",-, "Well... It kinda got stolen... heh....",M_Restart;
-
- mes "[Assassin Huey]";
- mes "I don't care where it is.... if you want to become an Assassin you'd better get it.";
- close;
-
- M_Restart:
- mes "[Assassin Huey]";
- mes "........................................";
- next;
- mes "[Assassin Huey]";
- mes "!!(shouts profanities at you)!!";
- next;
- mes "[Assassin Huey]";
- mes "Have fun stating ALL OVER!!";
- set ASSIN_Q, 0;
- set ASSIN_Q2, 0;
+ if (ASSIN_Q == 4) {
+ mes "[Ferocious-looking guy]";
+ mes "Oh, stop making that face. Can you really be in that much pain?";
+ next;
+ mes "[Ferocious-looking guy]";
+ mes "Wah wah wah, you're hurting, I can see that. Look, I'll restore HP and SP. Happy?";
+ percentheal 100,100;
+ next;
+ mes "[Ferocious-looking guy]";
+ mes "Is it that hard to stay alive?";
+ mes "Why don't you try harder next time? You can't force yourself too hard to become an Assassin...";
+ next;
+ if (select("I will become an Assassin no matter what!:Oh man, I gotta take a break.") == 1) {
+ mes "[Ferocious-looking guy]";
+ mes "Oh...";
+ mes "Well then,";
+ mes "go for it!";
close2;
- warp "moc_fild16", 206, 155;
+ set ASSIN_Q,0;
+ warp "in_moc_16",19,76;
end;
-}
-
-
-//============================================================================//
-// Registrar
-//****************************************************************************//
-
-// Assassin Kai: First Position =================================
-in_moc_16,21,91,4 script Assassin Kai#1 730,4,4,{
- end;
-
-OnTouch:
- mes "[Assassin Kai]";
- mes "Ummm???....";
- disablenpc "Assassin Kai#1";
- enablenpc "Assassin Kai#2";
- close;
-}
-
-// Assassin Kai: Second Position ==============================
-in_moc_16,25,90,4 script Assassin Kai#2 730,2,1,{
- if(kaitrig == 1) goto OnTouch;
- mes "[Assassin Kai]";
- mes "Come closer to me, I like to see a persons face when I'm talking to them.";
- close;
-
-OnTouch:
- set kaitrig, 1;
- mes "[Assassin Kai]";
- if(ASSIN_Q==1) goto L_Failed;
- mes "So you're an Assassin candidate.... ~sigh~.... Let me apologize for my behavior....";
- mes "You see, when someone comes near me, I can't help but hide...... it's a bad habbit really....";
- next;
- mes "[Assassin Kai]";
- mes "Anyhow, welcome. So you want to be an Assassin do you?";
- next;
- menu "Yes. ",M_Yes, "...No.",M_No;
-
- M_Yes:
- mes "[Assassin Kai]";
- mes "Okay, good. Fill out this form first. Make sure to write your name and your job level down";
- next;
- mes "(you fill out the form and hand it back)";
- next;
- mes "[AssassinKai]";
- mes "Let's see... your name is ^5533FF" +strcharinfo(0)+ "^000000... and you have a job level of "+JobLevel+"....";
+ }
+ mes "[Ferocious-looking guy]";
+ mes "Take a break? Oh alright, have it your way. When you feel like you're ready to become an Assassin, come back.";
next;
- mes "[AssassinKai]";
- if(JobLevel == 50) goto sL_HighLvl;
- mes "Well, you barely passed the job requirements but, meh, it's not important";
- mes "~mumbles~(no one has any guts anymore.... bunch of pansies......)";
- next;
- mes "[Assassin Kai]";
- mes "Hmm? What's that? Oh I was just talking to myself.... it was nothing really.......";
- mes "Anyway, let me send to to the test hall for your first test.";
- set JBLVL, 40;
+ mes "[Ferocious-looking guy]";
+ mes "You'll have to walk if you want to get back to town. Oh, and don't forget to save your spawn point, alright?";
close2;
- warp "in_moc_16", 19, 141;
+ set ASSIN_Q,0;
+ set ASSIN_Q2,0;
+ set ASSIN_Q3,0;
+ savepoint "in_moc_16",18,14;
+ warp "in_moc_16",18,14;
end;
-
- sL_HighLvl:
- mes "Wow you have a job level of 50! You've been training hard haven't you?";
- mes "The Guild Master will be pleased to see someone of your qualifications.";
- next;
- mes "[Assassin Kai]";
- mes "You first test will be with the ^5533FF'Nameless One'^000000. I'll send you too him right away.";
- set JBLVL, 50;
- close2;
- warp "in_moc_16", 19, 141;
- end;
-
- M_No:
- mes "[Assassin Kai]";
- mes "Huh?? You don't?........";
- emotion e_what;
- next;
- mes "[Assassin Kai]";
- mes "Are you trying to play games with me??";
- next;
- mes "[Assassin Kai]";
- mes "Don't you want to become an Assassin?............";
- next;
- menu "Not really....",-, "Yes, of course I do.",sM_Yes;
-
- mes "[Assassin Kai]";
- mes "....Well, if thats the case,........ GET OUT!!";
- close2;
- warp "moc_fild16", 206, 229;
- end;
- sM_Yes:
- mes "[Assassin Kai]";
- mes "...... Hmf...... Anyways......";
- next;
- goto M_Yes;
-
-L_Failed:
- mes "Ehhh? Weren't you just here a minute ago?";
- emotion e_what;
- next;
- mes "[Assassin Kai]";
- mes "What's this?..... You failed the first test?";
- next;
- mes "[Assassin Kai]";
- mes "HAHAHAHAAHAHAHAHA!!!!";
- emotion e_heh;
- next;
- mes "[Assassin Kai]";
- mes "Hehe...HAHA...~cough~..Damn.... It's been a long time since I've met a looser like you..... Ha Ha....";
- emotion e_heh;
- next;
- mes "[Assassin Kai]";
- mes "Oh...sorry for laughing in your face like this.... but it's just too funny... hahahehehe....";
- emotion e_heh;
- next;
- mes "[Assassin Kai]";
- mes "So..... do you need me to give you any hints?";
- next;
- menu "...yes ...please",-, "Stop laughing and just give me the stupid tips!.",M_1, "Shut up! I don't need your stinkin help!!",M_2;
-
- mes "[Assassin Kai]";
- mes "Hahaahhaha!!! Well at least you're honest.....";
- mes "Haha....My stomach...ouch... my stomach hurts!! You're killing me! Hahahaha!!!";
- emotion e_heh;
- next;
- mes "[Nameless One]";
- mes ".....Hahaha.";
- next;
- mes "[Assasin Kai]";
- mes "HAHAHAHA!! Nameless One, you think its funny too?";
- emotion e_heh;
+ }
+ if (BaseJob == Job_Thief && countitem(1008) == 0 && ASSIN_Q > 7) {
+ mes "[Assassin Expert 'Huey']";
+ mes "Hey, what happened...? How come you didn't bring the ^006699Necklace of Oblivion^000000? You're supposed to carry that with you, so where is it?";
next;
- mes "[Nameless One]";
- mes "Hehehe..... yes very.....";
+ mes "[Assassin Expert 'Huey']";
+ mes "You get better get that ^006699Necklace of Oblivion^000000 again before the guildmaster finds out! Hurry, and do your best to get it!";
next;
- mes "[Assassin Kai]";
- mes "Heh heh..... Oh my.....";
+ mes "[Assassin Expert 'Huey']";
+ mes "When you finally succeed in getting it, bring it to me! ^666666*Sigh...*^000000";
+ close;
+ }
+ if (BaseJob == Job_Thief && countitem(1008) > 0 && ASSIN_Q > 7) {
+ mes "[Assassin Expert 'Huey']";
+ mes "Well well well, you got it. Congratulations! But since it's been clearly scratched, I can't accept it. You'll never become an Assassin!";
next;
- mes "[Assassin Kai]";
- mes "..... so you want some pointers huh?";
+ mes "[Assassin Expert 'Huey']";
+ mes "Hahahah~! I'm just joking, don't take it seriously. But I do need to check this necklace with the guildmaster first.";
next;
- mes "[Assassin Kai]";
+ mes "[Assassin Expert 'Huey']";
mes "...";
next;
- mes "[Assassin Kai]";
- mes ".....";
- next;
- mes "[Assassin Kai]";
- mes "........";
- next;
- mes "[Assassin Kai]";
- mes "...............";
- next;
- mes "[Assassin Kai]";
- mes "......Hmmm..... Too bad. I don't feel like giving you any.";
+ mes "[Assassin Expert 'Huey']";
+ mes "...";
+ mes "......";
next;
- mes "[Assassin Kai]";
- mes "Hahaha.... I can't beleive this..... hahaha.....";
- emotion e_heh;
- close2;
- warp "in_moc_16", 19, 141;
- end;
- M_1:
- mes "[Assassin Kai]";
- mes "Hmm..... I see... Sorry about my outburst of laughter...... people make mistakes from time to time..... I understand this.";
+ delitem 1008,1; //Frozen_Heart
+ mes "[Assassin Expert 'Huey']";
+ mes "Alright!";
+ mes "You've been approved!";
next;
- mes "[Assassin Kai]";
- mes "Although I can't give you any answers to the test, I can give you some usefull information about Assassins that may help you......";
+ callfunc "Job_Change",Job_Assassin;
+ callfunc "F_ClearJobVar"; // clears all job variables for the current player
+ mes "[Assassin Expert 'Huey']";
+ mes "Now! Do your best to be a great Assassin! Travel with faith and kill with dignity. Come by anytime and pay us a visit. Once again, congratulations.";
+ close;
+ }
+ else if (countitem(1008) > 0 && BaseJob == Job_Thief && ASSIN_Q < 7) {
+ mes "[Ferocious-looking guy]";
+ mes "Eh?";
+ mes "What do you want?";
next;
- mes "[Assassin Kai]";
- mes "For an Assassin honor and pride is of the utmost importance. You cannot be an Assassin without any honor.";
- mes "....One day people will come to rely on you. Waiting for that day is an Assassin's destiny.";
+ mes "[Ferocious-looking guy]";
+ mes "I see you're carrying a ^006699Necklace of Oblivion^000000... You want to become an Assassin, don't you? Let me check it...";
next;
- mes "[Assassin Kai]";
- mes "Assassins are destined to live a solitary life. Our lifestyles make it difficult for us to get close to anyone.";
- mes "Imagine what your loved ones would think if they saw your blood stained hands.......";
+ mes "[Ferocious-looking guy]";
+ mes "...";
next;
- mes "[Assassin Kai]";
- mes "..... Without a doubt, they would be shocked and become fearfull of you.";
- mes "They would not be able to stay by your side, leaving you all alone to deal with your sins.";
+ mes "[Ferocious-looking guy]";
+ mes "...";
+ mes "......";
next;
- mes "[Assassin Kai]";
- mes "Though it is lonesome, it is still a worthy existance.";
- mes "As an Assassin you are free to do as you choose without anyone tying you down or holding you back.";
+ mes "[Ferocious-looking guy]";
+ mes "Wait a second...";
+ mes "Why you no good BASTARD! THIS IS A FAKE!";
next;
- mes "[Assassin Kai]";
- mes "This is all I have to say about Assassins...... I hope what I've said doesn't depress you?";
+ mes "[Ferocious-looking guy]";
+ mes "How dare you think of trying to trick me with a fake! Are you stupid or what!? I should kill you...";
close2;
- warp "in_moc_16", 19, 141;
+ warp "moc_fild16",206,229;
end;
- M_2:
- mes "[Assassin Kai]";
- mes "...Hmmm.....";
- next;
- mes "[Assassin Kai]";
- mes "Good. Thats the spirit! Never let anyone take away your confidence.";
- mes "Assassins must be strong minded and determined. I apologize for laughing at you earlier.";
- next;
- mes "[Assassin Kai]";
- mes "Unfortunately there are too many morons nowadays, who are not very knowledgable about thier jobs.......";
- next;
- mes "[Assassin Kai]";
- mes "How could they forget about the struggles necessary to become an Assasin??!! They are truly shameless......";
- next;
- mes "[Assassin Kai]";
- mes "So please.............";
- next;
- mes "[Assassin Kai]";
- mes "Always remember to be proud of the fact that you are an Assassin.";
- mes "Have repsect for the blood that stains your katars and daggers!!";
- next;
- menu "Ok cotcha.",-, "Uh... I'm confused.....",sM_End;
-
- mes "[Assassin Kai]";
- mes ".... Good! I'm glad you understand what I'm talking about. Here, let me give you some tips about the first test......";
+ }
+ else {
+ mes "[Ferocious-looking guy]";
+ mes "What brings you here?";
+ mes "I don't think I like the way you're looking at me... Punk.";
+ next;
+ if (BaseJob == Job_Novice) {
+ mes "[Ferocious-looking guy]";
+ mes "Hey Newbie. You should really get out of here as soon as you can. I can't guarantee your safety.";
+ close;
+ }
+ else if (BaseJob == Job_Swordman) {
+ mes "[Ferocious-looking guy]";
+ mes "What brings a man of the sword to this place? Why don't you try smashing stuff somewhere else, ya lunkhead.";
+ close;
+ }
+ else if (BaseJob == Job_Mage) {
+ mes "[Ferocious-looking guy]";
+ mes "Now what would a magic user be doing here?";
next;
- callsub sF_Quiz;
+ mes "[Ferocious-looking guy]";
+ mes "There's a library in Prontera and Juno where you're welcome, so why don't you make like a magic trick and disappear?";
+ close;
+ }
+ else if (BaseJob == Job_Archer) {
+ mes "[Ferocious-looking guy]";
+ mes "Well well well.";
+ mes "Look at that purdy bow.";
next;
- mes "[Assassin Kai]";
- mes "I've said quite a lot and I acutally feel a little bit tired now. Hopefully you will do better this time.";
- mes "Get ready, I will send you to the test hall again.";
- close2;
- warp "in_moc_16", 19, 141;
+ mes "[Ferocious-looking guy]";
+ mes "There aren't many Bowmen with the gall to even come close to this place. Well, what do you think you're doin' here?!";
close;
-
- sM_End:
- mes "[Assassin Kai]";
- mes ".... Hmf... how can you be such an idiot??? You couldn't understand what I was talking about??";
- emotion e_omg;
+ }
+ else if (BaseJob == Job_Acolyte) {
+ mes "[Ferocious-looking guy]";
+ mes "I thought something smelled funny. What's a servant of God doing in this place? You don't belong here.";
+ close;
+ }
+ else if (BaseJob == Job_Merchant) {
+ mes "[Ferocious-looking guy]";
+ mes "We don't like greedy people around these parts. You better sell your stuff somewhere else, Moneybags.";
+ close;
+ }
+ else if (BaseJob == Job_Rogue) {
+ mes "[Ferocious-looking guy]";
+ mes "You look like you don't have a care in the world. Well, I hope you enjoy your rest while you stay here. It's okay, since the Rogue and Assassin Guilds have always gotten along pretty well.";
next;
- mes "[Assassin Kai]";
- mes "Is an Assassin's honor that hard to comprehend?!";
+ mes "[Ferocious-looking guy]";
+ mes "By the way...";
+ mes "Have you ever seen";
+ mes "a girl named Markie?";
next;
- mes "[Assassin Kai]";
- mes "Grrrrr!!! You're probably going to be a moron all of your life...........";
- emotion e_an;
+ mes "[Ferocious-looking guy]";
+ mes "Markie...";
+ mes "We promised that we'd be together forever. ^666666*Sigh...*^000000 I don't even think she remembers that promise anymore. Then again, we were pretty young back then...";
+ close;
+ }
+ else if (BaseJob == Job_Assassin) {
+ mes "[Assassin Expert 'Huey']";
+ mes "Hey, I remember you~";
+ mes "Wasn't your name, umm, I remember 'cause it sounded funny to me...";
next;
- mes "[Assassin Kai]";
- mes "GET OUT! Get out of here right now!! You're not fit to become an Assassin!!!";
- emotion e_pif;
- close2;
- warp "c_tower4", 64, 76;
+ mes "[Assassin Expert 'Huey']";
+ mes ":+:" + strcharinfo(0) + ":+:, right? No wait, just "+ strcharinfo(0) +". Yeah, how's it goin'?";
+ next;
+ mes "[Assassin Expert 'Huey']";
+ mes "Unfortunately, I don't have any requests for you at this time from the guild. Just keep focusing on your training. Till then, see ya.";
close;
-
-sF_Quiz:
- if(@temp == 1) goto sL_Quiz2;
- if(@temp == 2) goto sL_Quiz3;
-
- sL_Quiz1:
- mes "[Assassin Kai]";
- mes "First of all, the skill ^554433Grimtooth^000000 can only be used with ^554433Katar^000000 type weapons. It is useless with Daggers.";
- next;
- mes "[Assassin Kai]";
- mes "Poison is a must for all assassins.";
- next;
- mes "[Assassin Kai]";
- mes "Have you used ^554433Double Attack^000000? ...It'll hit the enemy twice ^554433without using sp^000000.";
- next;
- mes "[Assassin Kai]";
- mes "^554433Red Gemstones^000000 are the only stones that Assassins use. Blue Gemstones are useless to Assassins!";
- next;
- mes "[Assassin Kai]";
- mes "Water is stronger than Fire... so that means Water is good against Fire element monsters";
- next;
- mes "[Assassin Kai]";
- mes "Water is moved by Wind, so that means ^554433Water is weak against Wind^000000.";
- next;
- mes "[Assassin Kai]";
- mes "You use ^554433Cloak only when your close to a wall^000000. You can only be 1 cell away from the wall or else you'll be seen.";
- return;
- sL_Quiz2:
- mes "[Assassin Kai]";
- mes "Some Katars have element powers";
- next;
- mes "[Assassin Kai]";
- mes "What weapon is worth buying? If you don't know, look at your hands.";
- next;
- mes "[Assassin Kai]";
- mes "Katars are weapons that are dropped by monsters in the desert. They are very useful";
- next;
- mes "[Assassin Kai]";
- mes "The Katar is one of the strongest weapons a Assassin can use.";
- next;
- mes "[Assassin Kai]";
- mes "I ^554433wouldn't want to raise a Roda Frog as pet^000000, and neither would anyone else for that matter.";
- next;
- mes "[Assassin Kai]";
- mes "^554433Fire^000000 is effective against ^554433ground type monsters^000000.";
- next;
- mes "[Assassin Kai]";
- mes "If you want to know what element your weapon is, look at its name.";
- return;
- sL_Quiz3:
- mes "[Assassin Kai]";
- mes "The ^554433Elder Willow Card adds to your intelligence^000000.";
- next;
- mes "[Assassin Kai]";
- mes "We Assassins specialize in the ability to dodge and attack. Our defense however, is very poor.";
- next;
- mes "[Assassin Kai]";
- mes "......";
- next;
- mes "[Assassin Kai]";
- mes "Dagger class weapons can be used on two hands!";
- next;
- mes "[Assassin Kai]";
- mes "I haven't been to Morroc for a long time.... not since I became a Thief anyway......";
- next;
- mes "[Assassin Kai]";
- mes "Stealing mushrooms..... what fond memories I had of those orange gooey mushrooms.....";
- next;
- mes "[Assassin Kai]";
- mes "The ^554433Baphomet Jr. Card adds 3 agility and 1 critical^000000 to your stats";
- next;
- mes "[Assassin Kai]";
- mes "We Assassins have the highest agility of all the other classes. We can get a ^5533FFmaximum of 10 extra points in agility^000000.";
- return;
+ }
+ else if (BaseJob == Job_Thief && JobLevel > 39) {
+ if (SkillPoint) {
+ mes "[Ferocious-looking guy]";
+ mes "You can't change your job if you still have unused skill points from First Job. You better use up those skill points first.";
+ close;
+ }
+ else {
+ mes "[Ferocious-looking guy]";
+ mes "Hmm...";
+ mes "A Thief...?";
+ next;
+ mes "[Ferocious-looking guy]";
+ mes "And a well-experienced Thief since I can't seem to find my wallet. We do need people like you, you know.";
+ next;
+ mes "[Ferocious-looking guy]";
+ mes "So how about taking the next step and becoming an Assassin?";
+ next;
+ switch(select("Yes. I've picked my last pocket.:What's the requirements?:Maybe later, I need to steal some things first.")) {
+ case 1:
+ mes "[Ferocious-looking guy]";
+ mes "It's been a while since I've received a guest. I'm sending";
+ mes "you to the office.";
+ close2;
+ set ASSIN_Q,0;
+ warp "in_moc_16",19,76;
+ end;;
+ case 2:
+ mes "[Ferocious-looking guy]";
+ mes "Requirements? Well, first you need to be a Thief. Second, you need to be at least Thief job level 40.";
+ next;
+ mes "[Ferocious-looking guy]";
+ mes "And third, you need to pass a test to become an Assassin. You got";
+ mes "all that? If you're sure of your ability as a Thief, you won't have to worry.";
+ close;
+ case 3:
+ mes "[Ferocious-looking guy]";
+ mes "Hmm...";
+ mes "Alright then.";
+ mes "But come back when";
+ mes "you think you're ready.";
+ close;
+ }
+ }
+ }
+ else {
+ mes "[Ferocious-looking guy]";
+ mes "Huh. You're not qualified to become an Assassin yet. There are requirements you need to meet first, you know.";
+ next;
+ mes "[Ferocious-looking guy]";
+ mes "Well, keep training. You need to be at least job level 40, got it? But if you're above job level 40, that will probably be even better.";
+ close;
+ }
+ }
}
-
-
-//============================================================================//
-// First Test
-//****************************************************************************//
-
-// Namelss One ====================================================
-in_moc_16,19,150,1 script Nameless One 139,8,6,{
-OnTouch:
- if(ASSIN_Q > 1) end;
-
- warp "in_moc_16",19,142;
- sleep2 700;
-
- if(ASSIN_Q == 1) goto L_ReTest;
- set @LISTEN, 0;
-
- mes "[Nameless One]";
- mes "Welcome, my guest. Muhahaha!!!...... There is no use in trying to find me for I am perfectly hidden!";
- mes "The ability to become totaly hidden is the TRADEMARK of a GREAT Assassin!!";
+in_moc_16,25,90,1 script Guildsman#ASN2 730,2,2,{
+ mes "[Assassin 'Khai']";
+ mes "Umm?!";
+ Emotion e_gasp;
next;
- mes "[Nameless One]";
- mes "Huh? Why don't I have a name? Muhahahahaha!!!... The better question to ask is why am I hidden.....";
- next;
- mes "[Nameless One]";
- mes "Afterall I may be trying to assassinate you!!........ Does this scare you?";
- next;
- menu "Eeek! Uh... I think I wet my pants.....",-, "Bleh! Your all talk! Come on, challenge me!",M_1;
-
- mes "[Nameless One]";
- mes "Heh.... doesn't surprise me. I could tell that you were nothing but a wimp!";
- mes "If we had met anywhere else, I would have torn you apart limb from limb.....";
- next;
- mes "[Nameless One]";
- mes "Hmf..... I don't have time for wussies..... get lost......";
- close2;
- disablenpc "Assassin Kai#1";
- enablenpc "Assassin Kai#2";
- warp "in_moc_16", 19, 76;
- end;
- M_1:
- mes "[Nameless One]";
- mes "What?.... So you think you're tough hugh?............";
- next;
- mes "[Nameless One]";
- mes "................";
- next;
- mes "[Nameless One]";
- mes "Hmf..............";
- next;
- mes "[Nameless One]";
- mes "Let me tell you something...........";
- next;
- mes "[Nameless One]";
- mes "I'm a cold blooded killer.... where ever I go, a trail of blood follows my every foot step.....";
- next;
- mes "[Nameless One]";
- mes "A true Assasin such as myself does not need to be recognized by name..... I am known only by the sharp edges of my blades.";
- next;
- mes "[Nameless One]";
- mes "It is my 'handy work' that has gotten me this far..... I have never had any remorse over any of the assignments I've taken....";
- mes "To 'eliminate' targets is what I am here to do.";
- next;
- mes "[Nameless One]";
- mes "Although you speak with confindence, understand this.........";
- next;
- mes "[Nameless One]";
- mes "Only those who are trully cold blooded and without fear, can make it as an Assassin....";
- mes "You will have to do much more than act like an arrogant fool to convince me that you are worthy of being one.........";
- next;
- mes "[Nameless One]";
- mes "Before I start the quiz, I will let you ask me some basic questions.";
- sM_Menu:
- next;
- menu "...What are the skills?",-, "...What's most important about an Assassin?",sM_1, "...Thats enough, I want to start the test.",sM_End;
+ mes "[Assassin 'Khai']";
+ mes "Come closer. I prefer to talk to people face to face. It really irritates me if I have to raise my voice, just so you can hear me.";
+ mes "I feel irritated when somebody talks to me behind my back.";
+ close;
- mes "[Nameless One]";
- mes "Yes, the skills. Skills are very useful to an Assassin. The basic skills are the masteries. I'll tell you about those first.";
+OnTouch:
+ if (ASSIN_Q2 == 4) {
+ mes "[Assassin 'Khai']";
+ mes "Ehhh?";
+ mes "Didn't you just";
+ mes "pass me a minute ago?";
+ next;
+ mes "[Assassin 'Khai']";
+ mes "Eh...?!";
+ mes "You failed?";
+ mes "Even on the";
+ mes "writing test?";
+ mes "Bwahahahahaha!";
+ next;
+ mes "[Assassin 'Khai']";
+ mes "Well...";
+ mes "It's been a long time since";
+ mes "I've met such a big failure.";
+ next;
+ mes "[Assassin 'Khai']";
+ mes "HAH!";
+ mes "Hahahahah~!";
+ mes "Oh, you're killing me....";
+ next;
+ mes "[Assassin 'Khai']";
+ mes "Sorry for laughing, but this is hilarious! Hahaha~ So do you want me to give you some hints?";
+ next;
+ switch(select("I beg you, give me hints.:Don't laugh at me! Now, give me hints!:...Shut up, I don't need your help!")) {
+ case 1:
+ mes "[Assassin 'Khai']";
+ mes "Haaahahahaha!!!";
+ mes "Well well, aren't we honest. You're not even an Assassin yet, but you're killing me, I tell you, killing me!";
next;
- mes "[Nameless One]";
- mes "First, there's ^5533FFKatar mastery^000000. Katar mastery will increases your attack damage when using a Katar.";
- mes "This skill is very helpful for Katar users.";
+ mes "[The Anonymous One]";
+ mes "Ho ho ho...";
next;
- mes "[Nameless One]";
- mes "Assassins have the ability to use two weapons at the same time. This makes them very fierce warriors.";
- mes "However using two weapons at once does have its drawbacks.....";
+ mes "[Assassin 'Khai']";
+ mes "Did you hear that Anonymous one?! 'I beg you, give me hints.' Hahahah!";
next;
- mes "[Nameless One]";
- mes "It is much more difficult to use 2 weapons at once and therefore the damage you do will be less for each hand.";
+ mes "[The Anonymous One]";
+ mes "Yes.";
+ mes "This one is quite hilarious";
+ mes "in a pathetic sort of way.";
next;
- mes "[Nameless One]";
- mes "That is why there is ^5533FF'Left hand mastery' and 'Right hand mastery'^000000.";
- mes "By mastering these skills, you will be able to regain your attack power for both hands.";
+ mes "[Assassin 'Khai']";
+ mes "Hahahahahahah!";
+ mes "Soooooo, you wanted";
+ mes "some hints, right?";
next;
- mes "[Nameless One]";
- mes "Left hand mastery can be learned when you have gained 2 levels of Right hand mastery.";
- mes "Combined with Katar mastery, you can become a very deadly Assassin indeed.";
+ mes "[Assassin 'Khai']";
+ mes "...";
next;
- mes "[Nameless One]";
- mes "^5533FF'Sonic Blow'^000000 is an extremely fast attacking skill. It will allow you to hit the enemy up to 8 times within the blink of an eye.";
+ mes "[Assassin 'Khai']";
+ mes "...";
+ mes "......";
next;
- mes "[Nameless One]";
- mes "This skill only works with a Katar. You also must have at least level 4 Katar Mastery to learn it.";
- mes "The amount of damage done by Sonic Blow depends on how much strength you have.";
+ mes "[Assassin 'Khai']";
+ mes "...";
+ mes "......";
+ mes ".........";
next;
- mes "[Nameless One]";
- mes "^5533FF'Grimtooth^000000 .... what if you could attack someone without being seen?";
- mes "The skill Grimtooth allows you to do just that. While you are cloaked you can do a long range, splash damage attack with Grimtooth.";
+ mes "[Assassin 'Khai']";
+ mes "...";
+ mes "......";
+ mes ".........";
+ mes "............";
next;
- mes "[Nameless One]";
- mes "Because of the splash damage, Grimtooth can be useful in mob situations.";
- mes "The higher the level of Grimtooth you have the farther you can attack.";
+ mes "[Assassin 'Khai']";
+ mes "...";
+ mes "......";
+ mes ".........";
+ mes "............";
+ mes "...............";
next;
- mes "[Nameless One]";
- mes "'In order to use ^5533FFCloak^000000, you must have level 2 hide.";
- mes "Cloak allows you to not only become invisible, but it allows you to move around while you are hidden as well.";
+ mes "[Assassin 'Khai']";
+ mes "Nah.";
+ mes "I changed my mind!";
+ mes "I'm not gonna give you any hints after all. Hee hee hee~";
+ close;
+ case 2:
+ mes "[Assassin 'Khai']";
+ if (sex) {
+ mes "Huh. You must have a lot of self confidence to be a Thief nowadays.";
+ next;
+ mes "[Assassin 'Khai']";
+ mes "Yeah yeah, I understand. Everyone messes up from time to time. Sorry for laughing at your mistakes.";
+ }
+ else
+ mes "Hmm. I like your attitude. You should keep your pride as a Thief. Sorry for laughing at your mistakes. I think you'll do better next time.";
next;
- mes "[Nameless One]";
- mes "You can only move when you are close to a wall though.";
+ mes "[Assassin 'Khai']";
+ mes "I'm not allowed to give you hints, I can tell you more about being an Assassin...";
next;
- mes "[Nameless One]";
- mes "'There is a technique that allows you to give a weapon the poison property. It is called ^5533FFEnchant Poison^000000.";
+ mes "[Assassin 'Khai']";
+ mes "Above all else, we value our dignity. We're Assassins, after all and people will need us.";
next;
- mes "[Nameless One]";
- mes "Once enchanted with poison, there is a chance that an enemy hit by your weapon will become poisoned.";
- mes "You will need at least level 1 Envemon to use this skill.";
+ mes "[Assassin 'Khai']";
+ mes "If people are close to you in some way, they might not understand what I'm saying. We're born to be loners due to our nature.";
next;
- mes "[Nameless One]";
- mes "^5533FF'Poison React'^000000. This skill will allow you to counter an attack made by a poison type monster.";
- mes "If you want to learn Poison React you must have at least level 3 Enchant posion.";
+ mes "[Assassin 'Khai']";
+ mes "Imagine if a lover or a friend saw the blood on your hands. There's a chance that they might not stay with you.";
next;
- mes "[Nameless One]";
- mes "^5533FF'Vemon Dust'^000000. With this skill you will be able to poison an area on the ground.";
- mes "When a monster enters the area you poisoned there is a good chance that the moster will become poisoned as well.";
+ mes "[Assassin 'Khai']";
+ mes "Sometimes it gets lonely but it's not that bad. At least I can do what I want to do, you know, and do things my way.";
next;
- mes "[Nameless One]";
- mes "The higher the level of the skill, the longer the poison stays in effect. You will need a Red Gemstone to use this skill.";
- mes "Level 5 Enchant Poison is a requirement for learning Venom Dust.";
+ mes "[Assassin 'Khai']";
+ mes "Well, that's all I can tell you for now. Does being an Assassin";
+ mes "seem depressing to you?";
+ close;
+ case 3:
+ mes "[Assassin 'Khai']";
+ mes "...Hm.";
next;
- mes "[Nameless One]";
- mes "^5533FF'Venom Splasher'^000000. Not only does this skill poison a target, but it makes the target explode splashing venom everywhere.";
+ mes "[Assassin 'Khai']";
+ mes "Right, that's the spirit. Don't ever let anyone else look down";
+ mes "on you. We're Assassins...";
next;
- mes "[Nameless One]";
- mes "A monster that is hit with Venom Splasher will only explode when it's HP is at 1/3 of maximum.";
+ mes "[Assassin 'Khai']";
+ mes "I apologize for laughing at you earlier. I want you to remember to keep that sense of pride and dignity as an Assassin.";
next;
- mes "[Nameless One]";
- mes "This is the most difficult skill to learn for an Assassin. You'll need at least level 5 Venom Dust and level 5 Poison React to learn this skill";
+ mes "[Assassin 'Khai']";
+ mes "Along with keeping your pride,";
+ mes "I want that you respect the blood that may stain your Katar or Dagger.";
next;
- mes "[Nameless One]";
- mes "Those are all of the Assassin skills.";
- set @LISTEN, @LISTEN + 1;
- goto sM_Menu;
- sM_1:
- mes "[Nameless One]";
- mes "Hmm.... well for Assassins the most important stat is Agility.";
- mes "By investing in Agility, your ability to dodge and your attack speed will increase greatly.";
+ if (select("...Got you.:...I'm confused.") == 1) {
+ mes "[Assassin 'Khai']";
+ mes "Yeah, I can trust you now. Let me give you some important tips.";
+ next;
+ switch(rand(1,3)) {
+ case 1:
+ mes "[Assassin 'Khai']";
+ mes "First of all, Grimtooth is ...A skill specifically for the Katar. Therefore, it doesn't require any skills related to Dagger weapons.";
+ next;
+ mes "[Assassin 'Khai']";
+ mes "Double attack ...Haven't you tried it? It allows you to attack an enemy twice at a time.";
+ next;
+ mes "[Assassin 'Khai']";
+ mes "Red Blood is an elemental stone, Blue Gemstone doesn't have to do the Assassin job at all!";
+ next;
+ mes "[Assassin 'Khai']";
+ mes "Have you ever seen Mages hunt Elder willow using the Cold Bolt skill? Water overpowers Fire. Water puts Fire under control, and Wind puts water under control.";
+ next;
+ mes "[Assassin 'Khai']";
+ mes "As long as you stick close to the shadows, by walls and things like that, Cloaking will hide you from sight perfectly! Unless some bastard uses a certain detecting skill, you know.";
+ next;
+ break;
+ case 2:
+ mes "[Assassin 'Khai']";
+ mes "'Sharpened Legbone of Ghoul' possesses the Undead property.";
+ next;
+ mes "[Assassin 'Khai']";
+ mes "What kind of weapon have you used so far? Damascus? Gladius? Stiletto? Or Main Gauche? What is that you're carrying now?";
+ next;
+ mes "[Assassin 'Khai']";
+ mes "It's possible to get a slotted Katar from Desert Wolf. Well, just keep that in mind. You will need this information someday.";
+ next;
+ mes "[Assassin 'Khai']";
+ mes "You can gain a slotted Jur from a buddy living in a dark and damp place under the ground. Well, I have no idea why that dude has that weapon... Maybe he needs it to dig a hole?";
+ next;
+ mes "[Assassin 'Khai']";
+ mes "And...";
+ mes "I've always wanted a frog as a pet. But it's impossible!";
+ next;
+ mes "[Assassin 'Khai']";
+ mes "As far as I know, a Goblin carrying a hammer possesses the Earth property. Keep in mind that Fire overcomes the Earth property.";
+ next;
+ mes "[Assassin 'Khai']";
+ mes "You know elemental weapons? The names of Blacksmiths are engraved on them usually...";
+ next;
+ break;
+ case 3:
+ mes "[Assassin 'Khai']";
+ mes "Sell an Elder Willow Card to a Mage as soon as you can. They are mad about the card for some reason. Doesn't it increase the INT of a character? Hmmm...";
+ next;
+ mes "[Assassin 'Khai']";
+ mes "For us, Dodge and Attack is more important than defense. Don't ever think about wearing a helm. It's heavy, uncomfortable and will even block your sight.";
+ next;
+ mes "[Assassin 'Khai']";
+ mes "'Increase Dodge' allows you to have +3% flee rate per skill lvl.";
+ next;
+ mes "[Assassin 'Khai']";
+ mes "As I have told you repeatedly: Katar class weapons (Jamadhar/Jur/Katar etc) are two-handed!";
+ next;
+ mes "[Assassin 'Khai']";
+ mes "City of desert... I miss my hometown, Morroc. I haven't been there for a long time. I feel like I became a Thief a few days ago. Time flies so fast...";
+ next;
+ mes "[Assassin 'Khai']";
+ mes "Heh. I remember my Thief quest. I was so damn nervous when I broke into the farm to get Mushrooms...";
+ next;
+ mes "[Assassin 'Khai']";
+ mes "Insects detect hiding/cloaking skills. Their feelers never fail to find targets.";
+ next;
+ mes "[Assassin 'Khai']";
+ mes "I've heard that the Baphomet Jr. Card adds +3 points to Agility and +1 point on Critical Attack...";
+ next;
+ mes "[Assassin 'Khai']";
+ mes "Yeah, we Assassins specialize in training Agility. We can gain a bonus of 10 Agility points even before mastering job level. The problem is it won't go up anymore after that, you know.";
+ next;
+ }
+ mes "[Assassin 'Khai']";
+ mes "^666666*Phew*^000000 That's all I can tell you, though that's a lot of hints. I don't doubt that I told you almost everything.";
+ next;
+ mes "[Assassin 'Khai']";
+ mes "Well then, go ask to take the test again with 'The Anonymous.'";
+ close2;
+ warp "in_moc_16",19,144;
+ end;
+ }
+ mes "[Assassin 'Khai']";
+ mes "^666666*Sigh...*^000000";
+ mes "How can you not understand the concept of dignity? You just showed some to me just now!";
next;
- mes "[Nameless One]";
- mes "Another good stat to invest in is Strength. Having good amounts of Strength with increase your attack allowing you to kill faster.";
+ mes "[Assassin 'Khai']";
+ mes "Oh, I get it. It wasn't pride you were showing, you were just being a jerk!";
next;
- mes "[Nameless One]";
- mes "This is as much as I can tell you about stats. The rest you will have to figure out through your own experimentation.";
- set @LISTEN, @LISTEN + 1;
- goto sM_Menu;
- sM_End:
- set ASSIN_Q, 1;
- if(@LISTEN > 0) goto L_Test;
- mes "[Nameless One]";
- mes "Hahaha! You're very cocky aren't you..... Don't want to listen to what I have to say eh?!";
+ mes "[Assassin 'Khai']";
+ mes "Grrrrr...";
+ mes "WARP PORTAL!";
+ close2;
+ warp "c_tower4",64,76;
+ end;
+ }
+ }
+ else {
+ mes "[Assassin 'Khai']";
+ mes "Oh, you must be an Assassin trainee. You are here to become";
+ mes "an Assassin, aren't you?";
+ next;
+ if (select("Yes, I am. :...No, I'm not.") == 1) {
+ mes "[Assassin 'Khai']";
+ mes "Okay, good. Let's fill out the application form. Please sign your name and include your job level.";
next;
- mes "[Nameless One]";
- mes "Fine then........ I want to see whether or not you can pass this test.....";
+ mes "[Assassin 'Khai']";
+ mes "Let's see.";
+ mes "Your name is";
+ mes "" + strcharinfo(0) + "...";
+ mes "Job level " + JobLevel + "...";
next;
+ if (JobLevel > 48) {
+ mes "[Assassin 'Khai']";
+ mes "Wait, Job level " + JobLevel + "?! I can see you've been training pretty hard! My bosses will like this~";
+ next;
+ mes "[Assassin 'Khai']";
+ mes "Did you finish the form? Alright, go ahead and give it to me. Give me a second and I'll transport you to the Test Hall.";
+ next;
+ mes "[Assassin 'Khai']";
+ mes "Alright then,";
+ mes "best of luck to you!";
+ close2;
+ set ASSIN_Q3,1;
+ set ASSIN_Q,1;
+ warp "in_moc_16",19,144;
+ end;
+ }
+ else if (JobLevel < 49) {
+ mes "[Assassin 'Khai']";
+ mes "Well, you passed";
+ mes "the requirements.";
+ mes "Not bad at all.";
+ next;
+ mes "[Assassin 'Khai']";
+ mes "Go ahead and give";
+ mes "me the form when you're";
+ mes "done filling it out.";
+ mes "Alright, thanks.";
+ next;
+ mes "[Assassin 'Khai']";
+ mes "I'll transport you";
+ mes "to the Test Hall.";
+ mes "Best of luck~";
+ close2;
+ set ASSIN_Q3,2;
+ set ASSIN_Q,1;
+ warp "in_moc_16",19,144;
+ end;
+ }
+ else {
+ mes "[Assassin 'Khai']";
+ mes "Who the";
+ mes "hell are you?";
+ mes "...Guards!";
+ close2;
+ warp "moc_fild16",206,229;
+ end;
+ }
+ }
+ else {
+ mes "[Assassin 'Khai']";
+ mes "Huh...?";
+ mes "What, are you trying to trick me or something? Don't you wanna be an Assassin?";
+ next;
+ if (select("No.:Yes, I want to be an Assassin.") == 1) {
+ mes "[Assassin 'Khai']";
+ mes "Eh, get outta here.";
+ mes "Stop wastin' my time...";
+ close2;
+ set ASSIN_Q,0;
+ set ASSIN_Q3,0;
+ set ASSIN_Q2,0;
+ warp "moc_fild16",206,229;
+ end;
+ }
+ mes "[Assassin 'Khai']";
+ mes "...";
+ mes "What the hell?";
+ mes "Okay, then.";
+ next;
+ mes "[Assassin 'Khai']";
+ mes "Fill out the application form with your name and job level.";
+ next;
+ set name,PcName;
+ set joblvl,JobLevel;
+ mes "[Assassin 'Khai']";
+ mes "" + strcharinfo(0) + "?";
+ mes "That's your name?";
+ mes "It sounds funny.";
+ mes "Let's see... Job Level " + JobLevel + "...";
+ next;
+ if (JobLevel > 48) {
+ mes "[Assassin 'Khai']";
+ mes "Ho? Job Level " + JobLevel + "?! You must have been training really hard. The bosses will like that for sure...";
+ next;
+ mes "[Assassin 'Khai']";
+ mes "Are you done filling out the form? Alright, give it to me so I can send you to the Test Hall. Good luck~";
+ next;
+ set ASSIN_Q3,1;
+ set ASSIN_Q,1;
+ warp "in_moc_16",19,144;
+ end;
+ }
+ else if (JobLevel < 49) {
+ mes "[Assassin 'Khai']";
+ mes "Not bad. You fulfilled our requirements. Not bad at all. Now are you done filling out the form?";
+ next;
+ mes "[Assassin 'Khai']";
+ mes "Then give me the form so that I can send you to the Test Hall, alright?";
+ mes "Good luck...";
+ next;
+ set ASSIN_Q3,2;
+ set ASSIN_Q,1;
+ warp "in_moc_16",19,144;
+ end;
+ }
+ else {
+ mes "[Assassin 'Khai']";
+ mes "How the hell did";
+ mes "you get in here?";
+ mes "Get out!";
+ close2;
+ warp "moc_fild16",206,229;
+ end;
+ }
+ }
+ }
+}
-L_Test:
- mes "[Nameless One]";
- mes "Ok, it's now time for the test. If you get more than 1 question ^FF5533wrong^000000, you wil fail the test.";
- next;
- mes "[Nameless One]";
- mes "You will not be told which answers you got right or which answers you got wrong.";
- next;
- set @temp, rand(3);
- set @score, 0;
- mes "[Nameless One]";
- mes "Alright, let us begin.....";
- next;
- if(@temp == 1) goto L_Quiz2;
- if(@temp == 2) goto L_Quiz3;
-
- L_Quiz1:
- mes "[Nameless One]";
- mes "1. What here is ^FF5533not^000000 a prerequisite of the skill Grimtooth?";
- next;
- menu "Cloak Lv 2",sM_1a, "Sonic Blow Lv 5",sM_1a, "Hide Lv 2",sM_1a, "Left hand mastery Lv 2",-;
-
- set @score, @score + 10;
- sM_1a:
-
- mes "[Nameless One]";
- mes "2. Enchant Poison makes your weapon what element?";
- next;
- menu "Poison",-, "Earth",sM_2a, "Fire",sM_2a, "Wind",sM_2a;
-
- set @score, @score + 10;
- sM_2a:
-
- mes "[Nameless One]";
- mes "3. What is the function of level 4 ^5533FFLeft^000000 Hand Mastery?";
- next;
- menu "Attack +80% ",sM_3a, "Attack +70%",-, "Attack +90%",sM_3a, "Attack +108%!!",sM_3a;
-
- set @score, @score + 10;
- sM_3a:
-
- mes "[Nameless One]";
- mes "4. What item do you need to use when you use the skill 'Venom Dust'?";
- next;
- menu "Green Gemstone",sM_4a, "Blue Gemstone",sM_4a, "Yellow Gemstone",sM_4a, "Red Gemstone",-;
-
- set @score, @score + 10;
- sM_4a:
-
- mes "[Nameless One]";
- mes "5. When you increase Enchant Poison up to level 5, what new skill will appear?";
- next;
- menu "Venom Splasher",sM_5a, "Grimtooth",sM_5a, "Sonic Blow",sM_5a, "Venom Dust",-;
-
- set @score, @score + 10;
- sM_5a:
-
- mes "[Nameless One]";
- mes "6. What skill listed below allows you to be walk around unseen?";
- next;
- menu "Hide",sM_6a, "Backslide",sM_6a, "Cloak",-, "Throw Sand",sM_6a;
-
- set @score, @score + 10;
- sM_6a:
-
- mes "[Nameless One]";
- mes "7. What is the requirement for Venom Dust?";
- next;
- menu "Enemy must be weak.",sM_7a, "Must use a red gemstone.",-, "You must have a certain amount of health.",sM_7a;
-
- set @score, @score + 10;
- sM_7a:
-
- mes "[Nameless One]";
- mes "8. What monster card listed below adds to Intelligence?";
- next;
- menu "Steel Chonchon",sM_8a, "Deviruchi",sM_8a, "Elder Willow",-, "Baphomet",sM_8a;
-
- set @score, @score + 10;
- sM_8a:
-
- mes "[Nameless One]";
- mes "9. How much sp do you use when you do a double hit using a dagger?";
- next;
- menu "15",sM_9a, "0",-, "10",sM_9a, "54",sM_9a;
-
- set @score, @score + 10;
- sM_9a:
-
- mes "[Nameless One]";
- mes "10. What is the best type of sword to use in the Bybalan dungeon?";
- next;
- menu "Sword of Piercing Wind",-, "Sword of Ice",sM_10a, "Sword of Earth",sM_10a, "Sword of Fire",sM_10a;
-
- set @score, @score + 10;
- sM_10a:
- goto L_Score;
-
- L_Quiz2:
- mes "[Nameless One]";
- mes "1. Which monster drops a slotted Katar?";
- next;
- menu "Male Thief Bug",sM_1b, "PecoPeco",sM_1b, "Desert wolf",-, "Kobold",sM_1b;
-
- set @score, @score + 10;
- sM_1b:
-
- mes "[Nameless One]";
- mes "2. What card listed below can be inserted into a Jur?";
- next;
- menu "Caramel",-, "Ghostring",sM_2b, "Baphomet Jr",sM_2b, "DoppelGanger",sM_2b;
-
- set @score, @score + 10;
- sM_2b:
-
- mes "[Nameless One]";
- mes "3. Which class can forge weapons?";
- next;
- menu "Merchant",sM_3b, "Blacksmith",-, "Thief",sM_3b, "Priest",sM_3b;
-
- set @score, @score + 10;
- sM_3b:
-
- mes "[Nameless One]";
- mes "4. Which weapon listed below isn't a Katar class weapon?";
- next;
- menu "Jur",sM_4b, "Jamadhar",sM_4b, "Infiltrator",sM_4b, "Gladius",-;
-
- set @score, @score + 10;
- sM_4b:
-
- mes "[Nameless One]";
- mes "5. In Bybalan Dungeon a large amount of monsters are of what elemental type?";
- next;
- menu "Water",-, "Fire",sM_5b, "Wind",sM_5b, "Earth",sM_5b;
-
- set @score, @score + 10;
- sM_5b:
-
- mes "[Nameless One]";
- mes "6. What monster listed below can't be tamed and turned into a cute pet?";
- next;
- menu "Poring",sM_6b, "Rhoda Frog",-, "Lunatic",sM_6b, "Poison Spore",sM_6b;
-
- set @score, @score + 10;
- sM_6b:
-
- mes "[Nameless One]";
- mes "7. Choose the monster that is weakest to fire.";
- next;
- menu "Kobold (Sword)",sM_7b, "Kobold (Mace)",sM_7b, "Kobold (Hammer)",sM_7b, "Kobold (Axe)",-;
-
- set @score, @score + 10;
- sM_7b:
-
- mes "[Nameless One]";
- mes "8. Choose the ^FF5533non^000000-elemental Katar.";
- next;
- menu "Katar of Raging Blaze",sM_8b, "Katar of Dusty Thornbush",sM_8b, "Sharpened Legbone of Ghoul",sM_8b, "Infiltrator",-;
-
- set @score, @score + 10;
- sM_8b:
-
- mes "[Nameless One]";
- mes "9. Pick out the monster that doesn't belong in the group.";
- next;
- menu "Poring",sM_9b, "Ghostring",sM_9b, "Creamy",-, "Drops",sM_9b;
-
- set @score, @score + 10;
- sM_9b:
-
- mes "[Nameless One]";
- mes "10. Choose a ^FF3355non^000000-undead monster.";
- next;
- menu "Drake",sM_10b, "Archer Skeleton",sM_10b, "Poison Spore",-, "Ancient Mummy",sM_10b;
-
- set @score, @score + 10;
- sM_10b:
- goto L_Score;
-
- L_Quiz3:
- mes "[Nameless One]";
- mes "1. What is the increased dodge rate you get when you have the 'Improve Dodge' skill at level 10?";
- next;
- menu "20",sM_1c, "30",-, "140",sM_1c, "15",sM_1c;
-
- set @score, @score + 10;
- sM_1c:
-
- mes "[Nameless One]";
- mes "2. Which monster can detect someone who is hidden/cloaked?";
- next;
- menu "Hodes",sM_2c, "Whispers",-, "Porings",sM_2c, "Munaks",sM_2c;
-
- set @score, @score + 10;
- sM_2c:
-
- mes "[Nameless One]";
- mes "3. Assassins can use dual weapons. Which set of weapons below ^5544FFcan^000000 an Assassin use?";
- next;
- menu "Jur and Mace",sM_3c, "Damascus and Claymore",sM_3c, "Damascus and Stiletto",-, "Axe and Stiletto",sM_3c;
-
- set @score, @score + 10;
- sM_3c:
-
- mes "[Nameless One]";
- mes "4. Which town do you become a Thief in?";
- next;
- menu "Prontera",sM_4c, "Lutie",sM_4c, "AldeBaren",sM_4c, "Morroc",-;
-
- set @score, @score + 10;
- sM_4c:
-
- mes "[Nameless One]";
- mes "5. Which card has ^FF3355nothing^000000 to do with ^5533FFagility^000000?";
+in_moc_16,19,154,0 script nameless_one -1,8,2,{
+OnTouch:
+ if (ASSIN_Q2 < 1) {
+ mes "[The Anonymous One]";
+ mes "Welcome, guest.";
+ mes "Mwahaha, it's useless";
+ mes "to try to find or see me...";
+ next;
+ mes "[The Anonymous One]";
+ mes "I am perfectly hidden!";
+ mes "To become undetectable can only be done by the greatest Assassins!";
+ next;
+ mes "[The Anonymous One]";
+ mes "Aren't you scared that you can't see me? I could kill you at any time and it would be so easy...";
+ next;
+ if (select("I think I crapped my pants!:You're all talk. I challenge you!") == 1) {
+ mes "[The Anonymous One]";
+ mes "Now I see that";
+ mes "you're nothing";
+ mes "but a wimp.";
+ next;
+ mes "[The Anonymous One]";
+ mes "Bwahahahahahah!";
+ mes "Stop cowering in fear!";
+ mes "It's making me laugh!";
+ close;
+ }
+ mes "[The Anonymous One]";
+ mes "So...";
+ mes "You wish for";
+ mes "a challenge?";
+ mes "From me?!";
+ next;
+ mes "[The Anonymous One]";
+ mes "A river of blood follows my every footstep. I am nameless, for the sting of my blades is all anyone needs to know.";
+ next;
+ mes "[The Anonymous One]";
+ mes "I am here to test your knowledge, as well as your capacity for heartlessness. Those are both necessary to become an Assassin.";
+ next;
+ mes "[The Anonymous One]";
+ mes "For your challenge, you must";
+ mes "answer my questions correctly. Very difficult questions that only an Assassin can answer.";
+ next;
+ mes "[The Anonymous One]";
+ mes "Although I am heartless,";
+ mes "I am not necessarily cruel. Before we proceed, is there anything you wish to know?";
+ next;
+ set ASSIN_Q2,0;
+ while(ASSIN_Q2 < 4) {
+ switch(select("...Skills?:...Stats?:Hmpf, I know it all.")) {
+ case 1:
+ mes "[The Anonymous One]";
+ mes "Skills...?";
+ mes "Although skills can have circumstantial applications, I will tell you about the basic concepts.";
+ next;
+ mes "[The Anonymous One]";
+ mes "First, ^3355FFKatar Mastery^000000. This skill increases the damage of Katar class weapons. The higher the skill level, the more damage is increased.";
+ next;
+ mes "[The Anonymous One]";
+ mes "^3355FFLeft Hand Mastery^000000 and ^3355FFRight Hand Mastery^000000. Assassins can equip different weapons in each hand when using Dagger class weapons.";
+ next;
+ mes "[The Anonymous One]";
+ mes "But it is obviously more difficult to handle 2 weapons at a time than using just one. The Left and Right Hand Mastery skills increase the damage when using two Daggers.";
+ next;
+ mes "[The Anonymous One]";
+ mes "However, if you don't want to use two Daggers, you won't need this skill. You will see how 'Left Hand Mastery' works as soon as you reach 'Right Hand Mastery' Level 2.";
+ next;
+ mes "[The Anonymous One]";
+ mes "^3355FFSonic Blow^000000 allows you to strike an enemy 8 times at once. This skill only works with Katar weapons because of the speed it requires.";
+ next;
+ mes "[The Anonymous One]";
+ mes "Of course, the damage is affected by STR and weapon damage. You'll understand how this skill works when you reach Level 4 Katar Mastery.";
+ next;
+ mes "[The Anonymous One]";
+ mes "^3355FFGrimtooth^000000 allows you to attack enemies while hiding under the ground. As you master it, you'll be able to attack foes from a distance.";
+ next;
+ mes "[The Anonymous One]";
+ mes "Since it's a ranged attack, it can be very useful when you're surrounded by enemies.";
+ next;
+ mes "[The Anonymous One]";
+ mes "Because you're required to perfectly hide yourself to use this skill, you must first learn Level 2 Cloaking before you can learn Grimtooth.";
+ next;
+ mes "[The Anonymous One]";
+ mes "To learn ^3355FFCloaking^000000, you must learn Level 2 Hiding. Then you will be able to move while hiding if you are close to a wall.";
+ next;
+ mes "[The Anonymous One]";
+ mes "The ^3355FFEnchant Poison^000000 skill allows you to enchant poison on the weapon you're using. This will temporarily give the weapon the Poison property.";
+ next;
+ mes "[The Anonymous One]";
+ mes "This will also make your attacks poison the enemy by chance. You can also use this skill to enchant the weapons of your party members...";
+ next;
+ mes "[The Anonymous One]";
+ mes "^3355FFPoison React^000000 shields the user from attacks with the Poison property, and can be used on other people as well. However, you must learn Level 3 Enchant Poison first.";
+ next;
+ mes "[The Anonymous One]";
+ mes "^3355FFVenom Dust^000000 consumes a Red Gemstone to contaminate an area with poison. The duration of contamination increases with the level of this skill.";
+ next;
+ mes "[The Anonymous One]";
+ mes "You can learn the Venom Dust skill after you learn Level 5 Enchant Poison.";
+ next;
+ mes "[The Anonymous One]";
+ mes "^3355FFVenom Splasher^000000 is a skill that, after it is used on a target, will cause it to explode when its HP is less than a certain amount after three seconds.";
+ next;
+ mes "[The Anonymous One]";
+ mes "When the target explodes, the enemies in the vicinity are also damaged. This is an essential skill for Assassins. It requires Level 5 Poison React and Level 5 Venom Dust.";
+ next;
+ mes "[The Anonymous One]";
+ mes "Now...";
+ mes "That's all I have to tell you";
+ mes "about Assassin skills.";
+ set ASSIN_Q2,1;
+ next;
+ break;
+ case 2:
+ mes "[The Anonymous One]";
+ mes "Hmm, Stats...";
+ mes "For Assassins, Agility, or AGI, is the most important stat.";
+ next;
+ mes "[The Anonymous One]";
+ mes "For the sake of assassination, STR is probably the second most important stat. But that is only my recommendation.";
+ next;
+ mes "[The Anonymous One]";
+ mes "I cannot give you better advice than that in regards to Stats. You should research and see which stats suit you, and decide what kind of Assassin you want to be.";
+ set ASSIN_Q2,2;
+ next;
+ break;
+ case 3:
+ if (ASSIN_Q2 == 0) {
+ mes "[The Anonymous One]";
+ mes "Know everything do you?!";
+ mes "I'll be the judge of that!";
+ next;
+ break;
+ }
+ set ASSIN_Q2,3;
+ }
+ }
+ mes "[The Anonymous One]";
+ mes "Hmpf. It is now time to test your knowledge. You are not allowed to miss more than one question.";
+ next;
+ mes "[The Anonymous One]";
+ mes "In other words, if you want to pass this test, you must give me 9 correct answers out of 10 questions. I won't let you know which answer you got wrong...";
+ next;
+ mes "[The Anonymous One]";
+ mes "Are you ready?";
+ mes "Prepare yourself!";
+ next;
+L_AskQuestions:
+ switch(rand(1,3)) {
+ case 1:
+ mes "[The Anonymous One]";
+ mes "1. Choose skill that is not required to learn Grimtooth.";
+ next;
+ if (select("Cloaking level 2:Sonic Blow level 5:Katar Mastery level 4:Right hand Mastery level 2") == 4)
+ set .@assassin_t,.@assassin_t+10;
+ mes "[The Anonymous One]";
+ mes "2. What property does Enchant Poison possess?";
+ next;
+ if (select("Poison:Earth:Fire:Wind") == 1)
+ set .@assassin_t,.@assassin_t+10;
+ mes "[The Anonymous One]";
+ mes "3. How does Level 4 Right Hand Mastery work?";
+ next;
+ if (select("Recover 80% of damage decrease:Recover 90% of damage decrease:Increase 90% of damage:Increase 108% of damage") == 2)
+ set .@assassin_t,.@assassin_t+10;
+ mes "[The Anonymous One]";
+ mes "4. What is the item required for using Venom Dust?";
+ next;
+ if (select("Red Blood:Blue Gemstone:Yellow Gemstone:Red Gemstone") == 4)
+ set .@assassin_t,.@assassin_t+10;
+ mes "[The Anonymous One]";
+ mes "5. Which skill can you learn when you reach Level 5 Enchant Poison?";
+ next;
+ if (select("Envenom:Sonic Blow:Venom Splasher:Venom Dust") == 4)
+ set .@assassin_t,.@assassin_t+10;
+ mes "[The Anonymous One]";
+ mes "6. Among the following skills, which allows you to walk while invisible?";
+ next;
+ if (select("Hiding:Back Slide:Cloaking:Sand Attack") == 3)
+ set .@assassin_t,.@assassin_t+10;
+ mes "[The Anonymous One]";
+ mes "7. Choose the condition that is unrelated to Venom Splasher.";
+ next;
+ if (select("Poisoned target.:Red Gemstone.:Remaing HP of Target.") == 2)
+ set .@assassin_t,.@assassin_t+10;
+ mes "[The Anonymous One]";
+ mes "8. Which monster is weak to a weapon with Vadon card (adds 20% damage on Fire property monster)?";
+ next;
+ if (select("Steel Chonchon:Deviruchi:Elder Willow:Baphomet") == 3)
+ set .@assassin_t,.@assassin_t+10;
+ mes "[The Anonymous One]";
+ mes "9. How much SP does";
+ mes "Double Attack need?";
+ next;
+ if (select("15:It's a passive skill, so SP use is 0.:It's passive skill, so SP use is 10.:54") == 2)
+ set .@assassin_t,.@assassin_t+10;
+ mes "[The Anonymous One]";
+ mes "10. What is the best elemental Main Gauche weapon for hunting in Izlude dungeon?";
+ next;
+ if (select("Wind Main Gauche:Ice Main Gauche:Earth Main Gauche:Fire Main Gauche") == 1)
+ set .@assassin_t,.@assassin_t+10;
+ break;
+ case 2:
+ mes "[The Anonymous One]";
+ mes "1. Which monster";
+ mes "drops a slotted Katar?";
+ next;
+ if (select("Thief Bug:Peco Peco:Desert Wolf:Hammer Cobolt") == 3)
+ set .@assassin_t,.@assassin_t+10;
+ mes "[The Anonymous One]";
+ mes "2. Which monster";
+ mes "drops a slotted Jur?";
+ next;
+ if (select("Martin:Desert Wolf:Marionette:Myst") == 1)
+ set .@assassin_t,.@assassin_t+10;
+ mes "[The Anonymous One]";
+ mes "3. Which class is allowed to craft elemental weapons?";
+ next;
+ if (select("Merchant:Blacksmith:Thief:Priest") == 2)
+ set .@assassin_t,.@assassin_t+10;
+ mes "[The Anonymous One]";
+ mes "4. Choose the weapon which is not in the Katar class.";
+ next;
+ if (select("Jamadhar:Jur:Katar:Gladius") == 4)
+ set .@assassin_t,.@assassin_t+10;
+ mes "[The Anonymous One]";
+ mes "5. What property do Izlude dungeon monsters posses?";
+ next;
+ if (select("Water:Fire:Wind:Earth") == 1)
+ set .@assassin_t,.@assassin_t+10;
+ mes "[The Anonymous One]";
+ mes "6. Which monster";
+ mes "cannot be a Cute Pet?";
+ next;
+ if (select("Poporing:Roda Frog:Smokie:Poison Spore") == 2)
+ set .@assassin_t,.@assassin_t+10;
+ mes "[The Anonymous One]";
+ mes "7. Choose a monster that Fire property Daggers work the best on.";
+ next;
+ if (select("Dagger Goblin:Mace Goblin:Morning Star Goblin:Hammer Goblin") == 4)
+ set .@assassin_t,.@assassin_t+10;
+ mes "[The Anonymous One]";
+ mes "8. Choose the non-elemental Katar from the following:";
+ next;
+ if (select("Katar of Raging Blaze:Katar of Dusty Thornbush:Sharpened Legbone of Ghoul:Infiltrator") == 4)
+ set .@assassin_t,.@assassin_t+10;
+ mes "[The Anonymous One]";
+ mes "9. Which is the uncommon monster?";
+ next;
+ if (select("Poring:Mastering:Ghostring:Spore") == 3)
+ set .@assassin_t,.@assassin_t+10;
+ mes "[The Anonymous One]";
+ mes "10. Choose the monster";
+ mes "that is not Undead.";
+ next;
+ if (select("Drake:Megalodon:Spore:Khalitzburg") == 3)
+ set .@assassin_t,.@assassin_t+10;
+ break;
+ case 3:
+ mes "[The Anonymous One]";
+ mes "1. Choose the correct amount of the maximum dodge rate increase from the 'Increase Dodge' skill when at level 10.";
+ next;
+ if (select("30:40:160:20") == 1)
+ set .@assassin_t,.@assassin_t+10;
+ mes "[The Anonymous One]";
+ mes "2. Choose a monster which detects hiding/cloaking Thieves and Assassins.";
+ next;
+ if (select("Worm Tail:Andre:Mummy:Soldier Skeleton") == 2)
+ set .@assassin_t,.@assassin_t+10;
+ mes "[The Anonymous One]";
+ mes "3. Choose a group of weapons that cannot be used by an Assassin at once.";
+ next;
+ if (select("Main Gaughe + Gladius:Stiletto + Main Gauche:Katar + Maingauche:Hammer + Stiletto") == 3)
+ set .@assassin_t,.@assassin_t+10;
+ mes "[The Anonymous One]";
+ mes "4. Choose the town where Thieves can change their jobs.";
+ next;
+ if (select("Prontera:Lutie:Alberta:Morocc") == 4)
+ set .@assassin_t,.@assassin_t+10;
+ mes "[The Anonymous One]";
+ mes "5. Choose a card that does not affect the AGI stat.";
+ next;
+ if (select("Baphomet Jr. card:Whisper Card:Female Thiefbug card:Male Thiefbug card") == 2)
+ set .@assassin_t,.@assassin_t+10;
+ mes "[The Anonymous One]";
+ mes "6. Choose the correct specialty of the Assassin class.";
+ next;
+ select("Excellent singing talent:Excellent reading talent:Excellent dancing talent:Excellent dodge ability");
+ set .@assassin_t,.@assassin_t+10;
+ mes "[The Anonymous One]";
+ mes "7. Choose the maximum AGI bonus an Assassin can get at job level 50.";
+ next;
+ if (select("7:8:9:10") == 4)
+ set .@assassin_t,.@assassin_t+10;
+ mes "[The Anonymous One]";
+ mes "8. Choose the item that an Assassin cannot equip.";
+ next;
+ if (select("Dagger:Helm:Boots:Brooch") == 2)
+ set .@assassin_t,.@assassin_t+10;
+ mes "[The Anonymous One]";
+ mes "9. Choose the job change item for Thief.";
+ next;
+ switch(select("Orange Gooey Mushroom:Red Gooey Mushroom:Orange Net Mushroom:Orange Hair Mushroom")) {
+ case 1:
+ set .@assassin_t,.@assassin_t+10;
+ break;
+ case 3:
+ set .@assassin_t,.@assassin_t+10;
+ break;
+ default:
+ break;
+ }
+ mes "[The Anonymous One]";
+ mes "10. Choose a card that would typically benefit an Assassin the least.";
+ next;
+ if (select("Whisper card:Elder Willow card:Soldier Skeleton card:Cobold card") == 2)
+ set .@assassin_t,.@assassin_t+10;
+ }
+ if (ASSIN_Q2 == 3) {
+ next;
+ mes "[The Anonymous One]";
+ mes "Hmpf.";
+ mes "Somehow, you";
+ mes "have shown me";
+ mes "great effort.";
+ next;
+ mes "[The Anonymous One]";
+ mes "Let's see...";
+ mes "You scored";
+ mes "" + .@assassin_t + " percent...";
+ if (.@assassin_t > 80) {
+ set ASSIN_Q2,5;
+ mes "Well done.";
+ mes "You pass.";
+ next;
+ mes "[The Anonymous One]";
+ mes "However, another test awaits you. When you go inside the next area, you will receive your instructions...";
+ close;
+ }
+ else {
+ set ASSIN_Q2,4;
+ mes "That means you fail!";
+ next;
+ mes "[The Anonymous One]";
+ mes "How could you expect to be an Assassin with this score? Keep training and come back when you're ready.";
+ next;
+ mes "[The Anonymous One]";
+ mes "I would ask 'Khai,' the one who processed your application, for advice.";
+ next;
+ mes "[The Anonymous One]";
+ mes "You may also use this code: ^880000iro.ragnarokonline.com^000000. Somehow, those words are linked to a vast body of otherworldly knowledge...";
+ close2;
+ warp "in_moc_16",19,76;
+ end;
+ }
+ }
+ else if (ASSIN_Q2 == 4) {
+ next;
+ mes "[The Anonymous One]";
+ mes "You showed";
+ mes "great effort...";
+ next;
+ mes "[The Anonymous One]";
+ mes "Let's see...";
+ mes "You scored";
+ mes "" + .@assassin_t + " points...";
+ if (.@assassin_t > 80) {
+ set ASSIN_Q2,5;
+ next;
+ mes "[The Anonymous One]";
+ mes "You didn't fail this time! But you're not done just yet. You have another test ahead of you. Once you proceed, you will be informed about your next trial.";
+ close;
+ }
+ else {
+ set ASSIN_Q2,4;
+ mes "You failed!";
+ next;
+ mes "[The Anonymous One]";
+ mes "You're too underqualified. How can you even think about becoming an Assassin?!";
+ next;
+ mes "[The Anonymous One]";
+ mes "I'm surprised that you were even able to become a Thief. Go away, and come back only when you know what the hell you're doing.";
+ next;
+ mes "[The Anonymous One]";
+ mes "Hmpf, if you really don't have a clue, I will give you a little advice.";
+ next;
+ mes "[The Anonymous One]";
+ mes "Go ask 'Khai,' the guy who takes care of your test application, maybe he will help you.";
+ next;
+ mes "[The Anonymous One]";
+ mes "You may also wish to take advantage of the ancient code, ^3355FFiro.ragnarokonline.com^000000. Supposedly, those words are linked to a vast body of otherworldly knowledge...";
+ close2;
+ warp "in_moc_16",19,76;
+ end;
+ }
+ }
+ }
+ else if (ASSIN_Q2 < 5) {
+ mes "[The Anonymous One]";
+ mes "Having problems";
+ mes "passing a simple test?";
+ mes "You should have";
+ mes "known better.";
+ next;
+ if (select("Help me, how do I pass?:I challenge you again!") == 1) {
+ mes "[The Anonymous One]";
+ mes "Well, that's a damn good question. But you're banished from the Assassin Guild, so it's no concern of mine...";
+ close2;
+ warp "moc_fild16",206,151;
+ end;
+ }
+ mes "[The Anonymous One]";
+ mes "So I see...";
+ mes "Now go, but do not fear. I will be by your side as you learn the outcome of your choice...";
next;
- menu "Baphomet Jr Card",sM_5c, "Whisper Card",-, "Male Thief Bug Card",sM_5c, "Chonchon Card",sM_5c;
-
- set @score, @score + 10;
- sM_5c:
-
- mes "[Nameless One]";
- mes "6. What makes Assassins so special?";
+ mes "[The Anonymous One]";
+ mes "Now, we shall test you once more! Keep in mind, you must answer 9 questions out of 10 correctly. Remember I am doing you a favor...";
next;
- menu "Excellent singing ability",sM_6c, "Excellent acting ability",sM_6c, "Excellent dancing ability",sM_6c, "Excellent dodging ability",-;
-
- set @score, @score + 10;
- sM_6c:
-
- mes "[Nameless One]";
- mes "7. When an Assassin reaches a ^5533FFJob level of 50^000000, what is the added bonus he/she receives to agility?";
+ mes "[The Anonymous One]";
+ mes "You must answer 9 questions out of 10 correctly. If you miss more then one question, you can never become an Assassin.";
next;
- menu "7",sM_7c, "8",sM_7c, "9",sM_7c, "10",-;
-
- set @score, @score + 10;
- sM_7c:
-
- mes "[Nameless One]";
- mes "8. What piece of equipment cannot be used by an Assassin?";
+ mes "[The Anonymous One]";
+ mes "Okay,";
+ mes "are you ready?";
+ mes "Good luck.";
next;
- menu "Sword",sM_8c, "Golden helm",-, "Dagger",sM_8c, "Jur",sM_8c;
+ goto L_AskQuestions;
+ }
+ else {
+ mes "[The Anonymous One]";
+ mes "...I will keep watching you.";
+ close;
+ }
- set @score, @score + 10;
- sM_8c:
+}
- mes "[Nameless One]";
- mes "9. When a Novice wants to become a Thief, what mushrooms does he/she need to steal?";
- next;
- menu "Orange Net Mushrooms",-, "Red Gooey Mushrooms",sM_9c, "Orange Gooey Mushrooms",-, "Hairy Orange Mushrooms",sM_9c;
+in_moc_16,21,165,2 script Standby Room#ASNTEST 725,{
+ end;
- set @score, @score + 10;
- sM_9c:
+OnInit:
+ disablenpc "Standby Room#ASNTEST";
+ waitingroom "Standby Room",10,"Standby Room#ASNTEST::OnStartArena",1;
+ end;
- mes "[Nameless One]";
- mes "10. What card listed below is useless to an Assassin?";
- next;
- menu "Ghostring Card",sM_10c, "Elder Willow Card",-, "Skeleton Soldier Card",sM_10c, "Kobold Card",sM_10c;
+OnStartArena:
+ set $@SinUsers, getareausers("in_moc_16", 60, 136, 93, 177);
+ set $@SinUsers, $@SinUsers + getareausers("in_moc_16", 64, 46, 111, 105);
+ if ($@SinUsers > 0) end; // stops the rest of the script from running if there is somebody taking the test
- set @score, @score + 10;
- sM_10c:
+ if ((getwaitingroomstate(33)) == 0) end; // stops the rest of the script from running if there is no one in the waiting room
+ killmonsterall "in_moc_16";
+ warpwaitingpc "in_moc_16", 66, 151;
+ donpcevent "Beholder#ASNTEST::OnEnable";
+ donpcevent "Keeper of the Door#ASN::OnDisable";
+ set getvariableofnpc(.DisableTraps,"Beholder#ASNTEST"),0;
+ end;
+}
-L_Score:
- mes "[Nameless One]";
- mes "Okay, let me just tally up the results.........";
- next;
- mes "[Nameless One]";
- mes "Here is your test score: ^FF5544" +@score+ "^000000/100....";
- if(@score < 90) goto L_Failed;
- mes "... Very well, you passed the quiz.";
- next;
- mes "[Nameless One]";
- mes "Wait don't get so excited yet, there's still another test... Speak to Barkadi and she'll tell you about the second test..";
- savepoint "in_moc_16", 21, 160;
- set ASSIN_Q, 2;
- close;
+in_moc_16,21,165,2 script Test Guide#ASN 725,4,4,{
+ end;
- L_Failed:
- mes "You failed the test!";
- next;
- mes "[Nameless One]";
- mes "It looks like you're underqualified.... how could you expect to become an Assassin with a score like this?";
- next;
- mes "[Nameless One]";
- mes "Since you don't seem to have an ounce of intelligence, I will give you some tips.......";
- next;
- mes "[Nameless One]";
- mes "Speak with Assassin 'Kai', he may be able to help you out. If not try to interperet this code:";
- mes "^5533FFwww.emperium.org......^000000";
- next;
- mes "[Nameless One]";
- mes "It's rumored to have come from another world...... someplace called.... the 'internet'.......";
+OnTouch:
+ if (ASSIN_Q2 < 5) {
+ mes "[Barcardi]";
+ mes "You can't take the next trial without passing the written test first. You better speak to the Anonymous One...";
close2;
- disablenpc "Assassin Kai#1";
- enablenpc "Assassin Kai#2";
- warp "in_moc_16", 19, 76;
+ warp "in_moc_16",19,76;
end;
-
-L_ReTest:
- mes "[Nameless One]";
- mes "Hmf your back..... so your still obsessed with becoming an Assassin eh?";
- next;
- mes "[Nameless One]";
- mes "If it is your true desire to become an Assassin, I'll help you out......";
- next;
- mes "[Nameless One]";
- mes "However, If you fail again.... I suggest you give up on becoming an Assassin!";
- next;
- menu "You're right, I'm not cut out for this.....",-, "I don't care! I'm not giving up!",M_Retry;
-
- mes "[Nameless One]";
- mes "~Cough~cough~... thats a good choice... Being an assassin is lonely.....";
+ }
+ if (ASSIN_Q == 1 && ASSIN_Q2 == 5) {
+ mes "[Barcardi]";
+ mes "" + strcharinfo(0) + "...";
+ mes "You passed the test..?";
next;
- mes "[Nameless One]";
- mes "Leave the assassin guild now. Go back to the town you came from!";
- close2;
- warp "moc_fild16", 206, 241;
- end;
- M_Retry:
- mes "[Nameless One]";
- mes "Alright then... I will try to help you become a lonely Assassin, hahahahah.";
+ mes "[Barcardi]";
+ mes "To be honest, I want to grant you the job change without any other condition. Too many pathetic people don't even have the basic knowledge to be Assassins...";
next;
- goto L_Test;
-}
-
-
-//============================================================================//
-// Second Test
-//****************************************************************************//
-
-//=====================================================//
-// Part 1: Eliminate the Target
-//=====================================================//
-
-// Barcardi ==============================>\\
-in_moc_16,21,165,4 script Barcardi 725,{
-
- mes "[Barcardi]";
- mes "I see that you passed the first test ^5533FF" + strcharinfo(0) + "^000000.";
- M_Menu:
- next;
- menu "What is the next test?",M_0, "I want to start the test.",M_1, "I need to go back and rest.",M_End;
-
- M_0:
mes "[Barcardi]";
- mes "Let me tell you about your next test. This test has 2 parts to it. The first part will test your ability to find and eliminate targets.";
- mes "You will need great precision and patience to pick out your targets among a group of non-targets.";
+ mes "We must keep our dignity as Assassins and be truly great! Regrettably, there are too many idiots that don't have any pride.";
next;
mes "[Barcardi]";
- mes "What you are looking for are monsters named ^5533FF'Job Change Target'^000000. Kill any other target and you will fail the test.";
- mes "You will also be timed durring the test. If you take longer than ^FF55333 minutes^000000 to accomplish your mission you will also fail.";
+ mes "All Assassins must respect the enemies they slay, the blood that they spill, and above all, maintain their sense of dignity!";
next;
mes "[Barcardi]";
- mes "Being able to identify the correct target quickly is a basic requirement of the Assassin.";
- mes "Another requirement is stealth. An Assassin should NEVER be seen!";
+ mes "Alright. This next trial will test your ability to quickly find your target.";
next;
mes "[Barcardi]";
- mes "The last portion of the test will require you to sneek past a large group of aggressive and dangerous monsters.";
- mes "Your ^5544FFhide^000000 skill will come in handy here. You will have ^FF55333 minutes^000000 to finish this part of the test as well.";
+ mes "If you're going to be an Assassin, we need to determine whether or not you can distinguish friend from foe in an instant.";
next;
mes "[Barcardi]";
- mes "If you get discovered by the monsters and are killed, or if you run out of time, you will fail the test.";
+ mes "The main goal of this test is to find and kill as many monsters named ^008800Job change target^000000 as possible.";
next;
mes "[Barcardi]";
- mes "You must pass BOTH parts of the test in order to move on to the next exam.";
- mes "If you fail one of them, you will have to start the whole test all over again.";
- goto M_Menu;
- M_1:
+ mes "You must kill at least";
+ mes "6 ^008800Job change target^000000 monsters. They're intermingled among similar looking monsters, so you need to be careful...";
+ next;
+ mes "[Barcardi]";
+ mes "If you fail, you'll have to restart this test. Go to the room above";
+ mes "me to be transported to the Test Hall.";
+ next;
mes "[Barcardi]";
- mes "Only 1 person can take the test at one time. When you are ready please enter the waiting room.";
- mes "The test will automatically start when the testing rooms are open.";
+ mes "Only one person is allowed to take the test at a time, so if anyone is taking the test, you'll have to wait until that person finishes.";
close;
- M_End:
+ }
+ else {
mes "[Barcardi]";
- mes ".... Okay, come back when you've had enough rest.....";
+ mes "Hey, don't be too hard";
+ mes "on yourself. Cheer up!";
next;
mes "[Barcardi]";
- mes "....... Oh, and don't forget to bring some courage with you loser!";
- emotion e_pif;
- next;
- warp "moc_fild16", 206, 241;
- close;
+ mes "Hmm, if you're exhausted, I'm willing to bring you back. Of course, if you leave, you'll have to take the job test over again. So what do you want to do?";
+ next;
+ if (select("Continue!:Quit the job change test for now.") == 1) {
+ mes "[Barcardi]";
+ mes "Good choice!";
+ mes "Remember, you";
+ mes "must find and kill";
+ mes "6 ^008800Job change target^000000 monsters!";
+ mes "Good luck!";
+ close;
+ }
+ mes "[Barcardi]";
+ mes "Alright...";
+ mes "I guess you";
+ mes "could use a break...";
+ close2;
+ set ASSIN_Q,0;
+ set ASSIN_Q3,0;
+ set ASSIN_Q2,0;
+ warp "in_moc_16",19,13;
+ end;
+ }
+}
-OnInit:
- waitingroom "Assasin Test Waitingroom",8,"Barcardi::OnStart",1;
- end;
-OnStart:
- set $@SinUsers, getareausers("in_moc_16", 60, 136, 93, 177);
- set $@SinUsers, $@SinUsers + getareausers("in_moc_16", 64, 46, 111, 105);
- if ($@SinUsers > 0) end; // stops the rest of the script from running if there is somebody taking the test
+in_moc_16,18,8,0 script guild_to_16 45,1,1,{
+OnTouch:
+ warp "moc_fild16",205,291;
+}
- if ((getwaitingroomstate(33)) == 0) end; // stops the rest of the script from running if there is no one in the waiting room
- killmonsterall "in_moc_16";
- warpwaitingpc "in_moc_16", 65, 150;
- donpcevent "SinTest2::OnStart";
- end;
+moc_fild16,205,296,0 script 16_to_guild 45,1,1,{
+OnTouch:
+ warp "in_moc_16",18,11;
}
-// Job Change Monsters ======================>\\
-in_moc_16,1,1,0 script SinTest2 -1,{
-OnStart:
- set $@SinMob, 6;
- disablenpc "sinWarp1";
- // Target Monsters
- monster "in_moc_16",62,161,"Job Change Target",1002,1,"SinTest2::OnMobDead";
- monster "in_moc_16",85,169,"Job Change Target",1063,1,"SinTest2::OnMobDead";
- monster "in_moc_16",88,152,"Job Change Target",1002,1,"SinTest2::OnMobDead";
- monster "in_moc_16",90,143,"Job Change Target",1113,1,"SinTest2::OnMobDead";
- monster "in_moc_16",74,167,"Job Change Target",1031,1,"SinTest2::OnMobDead";
- monster "in_moc_16",77,173,"Job Change Target",1002,1,"SinTest2::OnMobDead";
- // Decoy Monsters
- monster "in_moc_16",62,161,"Jabs change target",1063,1,"SinTest2::OnFailed";
- monster "in_moc_16",85,169,"Warrior test target",1031,1,"SinTest2::OnFailed";
- monster "in_moc_16",79,174,"Target",1113,1,"SinTest2::OnFailed";
- monster "in_moc_16",85,156,"Job quest target",1063,1,"SinTest2::OnFailed";
- monster "in_moc_16",74,171,"bouncer",1002,1,"SinTest2::OnFailed";
- monster "in_moc_16",68,173,"I got yours right here!",1113,1,"SinTest2::OnFailed";
- monster "in_moc_16",65,158,"Battle Target",1002,1,"SinTest2::OnFailed";
- monster "in_moc_16",60,158,"Soldiet Target",1113,1,"SinTest2::OnFailed";
- monster "in_moc_16",64,169,"Target",1002,1,"SinTest2::OnFailed";
- monster "in_moc_16",71,173,"Job change ready",1063,1,"SinTest2::OnFailed";
- monster "in_moc_16",77,172,"Don't hit me",1002,1,"SinTest2::OnFailed";
- monster "in_moc_16",76,172,"Target",1063,1,"SinTest2::OnFailed";
- monster "in_moc_16",75,172,"Not me",1113,1,"SinTest2::OnFailed";
- monster "in_moc_16",67,167,"Keep up the good work",1063,1,"SinTest2::OnFailed";
- monster "in_moc_16",86,170,"Job target change",1031,1,"SinTest2::OnFailed";
- monster "in_moc_16",86,171,"Target",1002,1,"SinTest2::OnFailed";
- monster "in_moc_16",86,170,"Target",1113,1,"SinTest2::OnFailed";
- monster "in_moc_16",86,173,"Hope you can become an assassin..",1063,1,"SinTest2::OnFailed";
- monster "in_moc_16",85,170,"Battle Monster",1031,1,"SinTest2::OnFailed";
- monster "in_moc_16",89,156,"Target",1002,1,"SinTest2::OnFailed";
- monster "in_moc_16",89,156,"Speed182",1113,1,"SinTest2::OnFailed";
- monster "in_moc_16",89,156,"Battle Target",1063,1,"SinTest2::OnFailed";
- monster "in_moc_16",89,156,"Battlefield Tears",1113,1,"SinTest2::OnFailed";
- monster "in_moc_16",89,156,"Job Change Tears",1031,1,"SinTest2::OnFailed";
- monster "in_moc_16",83,169,"Evil Servant",1002,1,"SinTest2::OnFailed";
- monster "in_moc_16",63,158,"Dead soul",1063,1,"SinTest2::OnFailed";
- monster "in_moc_16",63,157,"Target",1002,1,"SinTest2::OnFailed";
- monster "in_moc_16",64,159,"Battle Target",1002,1,"SinTest2::OnFailed";
- monster "in_moc_16",63,159,"Target",1063,1,"SinTest2::OnFailed";
- monster "in_moc_16",63,159,"Archer Target",1002,1,"SinTest2::OnFailed";
- monster "in_moc_16",63,159,"Swordman Target",1002,1,"SinTest2::OnFailed";
- monster "in_moc_16",83,148,"Thief Target",1002,1,"SinTest2::OnFailed";
- monster "in_moc_16",82,148,"Acolyte Target",1002,1,"SinTest2::OnFailed";
- monster "in_moc_16",84,148,"Merchant Target",1002,1,"SinTest2::OnFailed";
- set $@sinRmX1, 60;
- set $@sinRmY1, 136;
- set $@sinRmX2, 93;
- set $@sinRmY2, 177;
- set $@wrpX, 19;
- set $@wrpY, 161;
- initnpctimer;
- initnpctimer "TimerSin";
+in_moc_16,1,1,0 script Beholder#ASNTEST -1,{
+OnInit:
+ disablenpc "Beholder#ASNTEST";
end;
-OnTimer500:
- stopnpctimer;
- areaannounce "in_moc_16", 60, 136, 93, 177, "Okay the test is about to start! Remember to eliminate the monsters called 'Job Change Target'",8;
+OnEnable:
+ mapannounce "in_moc_16","lol?",bc_map;
+ enablenpc "Beholder#ASNTEST";
+ set .MyMobs,6;
+ // Target mobs
+ monster "in_moc_16",62,161,"Job change target",1002,1,"Beholder#ASNTEST::OnMyMobDead";
+ monster "in_moc_16",85,169,"Job change target",1063,1,"Beholder#ASNTEST::OnMyMobDead";
+ monster "in_moc_16",88,152,"Job change target",1002,1,"Beholder#ASNTEST::OnMyMobDead";
+ monster "in_moc_16",90,143,"Job change target",1113,1,"Beholder#ASNTEST::OnMyMobDead";
+ monster "in_moc_16",74,167,"Job change target",1031,1,"Beholder#ASNTEST::OnMyMobDead";
+ monster "in_moc_16",77,173,"Job change target",1002,1,"Beholder#ASNTEST::OnMyMobDead";
+ // Decoy mobs
+ monster "in_moc_16",62,161,"Job change creature",1063,1,"Beholder#ASNTEST::OnMyMobDead2";
+ monster "in_moc_16",85,169,"Job change creature",1031,1,"Beholder#ASNTEST::OnMyMobDead2";
+ monster "in_moc_16",79,174,"Job change creature",1113,1,"Beholder#ASNTEST::OnMyMobDead2";
+ monster "in_moc_16",85,156,"Job change creature",1063,1,"Beholder#ASNTEST::OnMyMobDead2";
+ monster "in_moc_16",74,171,"Job change monster",1002,1,"Beholder#ASNTEST::OnMyMobDead2";
+ monster "in_moc_16",68,173,"Job change dummy",1113,1,"Beholder#ASNTEST::OnMyMobDead2";
+ monster "in_moc_16",65,158,"Battle test target",1002,1,"Beholder#ASNTEST::OnMyMobDead2";
+ monster "in_moc_16",60,158,"Warrior test target",1113,1,"Beholder#ASNTEST::OnMyMobDead2";
+ monster "in_moc_16",64,169,"Job change targets",1002,1,"Beholder#ASNTEST::OnMyMobDead2";
+ monster "in_moc_16",71,173,"Jobs change target",1063,1,"Beholder#ASNTEST::OnMyMobDead2";
+ monster "in_moc_16",77,172,"Please don't hit me",1002,1,"Beholder#ASNTEST::OnMyMobDead2";
+ monster "in_moc_16",76,172,"Job change sample",1063,1,"Beholder#ASNTEST::OnMyMobDead2";
+ monster "in_moc_16",75,172,"Not me",1113,1,"Beholder#ASNTEST::OnMyMobDead2";
+ monster "in_moc_16",67,167,"I got yours right here",1063,1,"Beholder#ASNTEST::OnMyMobDead2";
+ monster "in_moc_16",86,170,"Job changes target",1031,1,"Beholder#ASNTEST::OnMyMobDead2";
+ monster "in_moc_16",86,171,"Job quest target",1002,1,"Beholder#ASNTEST::OnMyMobDead2";
+ monster "in_moc_16",85,170,"Job target change",1113,1,"Beholder#ASNTEST::OnMyMobDead2";
+ monster "in_moc_16",89,171,"Hit me",1063,1,"Beholder#ASNTEST::OnMyMobDead2";
+ monster "in_moc_16",85,170,"Battle Monster",1031,1,"Beholder#ASNTEST::OnMyMobDead2";
+ monster "in_moc_16",89,156,"Bouncer",1002,1,"Beholder#ASNTEST::OnMyMobDead2";
+ monster "in_moc_16",89,156,"Mungamorp",1113,1,"Beholder#ASNTEST::OnMyMobDead2";
+ monster "in_moc_16",89,156,"Battle test target",1063,1,"Beholder#ASNTEST::OnMyMobDead2";
+ monster "in_moc_16",89,156,"Dew of the Battle field",1113,1,"Beholder#ASNTEST::OnMyMobDead2";
+ monster "in_moc_16",89,156,"Tear of test",1031,1,"Beholder#ASNTEST::OnMyMobDead2";
+ monster "in_moc_16",83,169,"Evil Druid",1002,1,"Beholder#ASNTEST::OnMyMobDead2";
+ monster "in_moc_16",63,158,"Doppelganger",1063,1,"Beholder#ASNTEST::OnMyMobDead2";
+ monster "in_moc_16",63,157,"Job change dummy",1002,1,"Beholder#ASNTEST::OnMyMobDead2";
+ monster "in_moc_16",64,159,"Job ready dummy",1002,1,"Beholder#ASNTEST::OnMyMobDead2";
+ monster "in_moc_16",63,159,"Job change ready",1063,1,"Beholder#ASNTEST::OnMyMobDead2";
+ monster "in_moc_16",63,159,"Archer test target",1002,1,"Beholder#ASNTEST::OnMyMobDead2";
+ monster "in_moc_16",63,159,"Swordman test target",1002,1,"Beholder#ASNTEST::OnMyMobDead2";
+ monster "in_moc_16",83,148,"Thief test target",1002,1,"Beholder#ASNTEST::OnMyMobDead2";
+ monster "in_moc_16",82,148,"Acolyte test target",1002,1,"Beholder#ASNTEST::OnMyMobDead2";
+ monster "in_moc_16",84,148,"Merchant test target",1002,1,"Beholder#ASNTEST::OnMyMobDead2";
+ initnpctimer;
end;
-OnMobDead:
- set $@SinMob, $@SinMob -1;
- areaannounce "in_moc_16", 60, 136, 93, 177, "Good. You have " + $@SinMob + " targets left to eliminate.",8;
- if($@SinMob > 0) end;
- stopnpctimer "TimerSin";
+OnDisable:
killmonsterall "in_moc_16";
- enablenpc "sinWarp1";
- areaannounce "in_moc_16", 60, 136, 93, 177,"Congratulations! You passed the test! A warp has just opened. Use it to leave the test room.",8;
- addtimer 30000, "sinWarp1::OnTimer30000"; // warps player after 30 sec to move test along
- end;
-OnFailed:
- stopnpctimer "TimerSin";
- areaannounce "in_moc_16", 60, 136, 93, 177,"You failed!",8;
- addtimer 3000, "TimerSin::OnTimer188000";
+ disablenpc "Beholder#ASNTEST";
+ stopnpctimer;
end;
-}
-// Observer ===========================>\\
-in_moc_16,62,153,1 script Observer 55,{
- mes "[Observer]";
- mes "Don't mind me, I'm just here to see how well you do on your test.....";
- close;
-}
-
-// Warp ==============================>\\
-in_moc_16,87,137,0 script sinWarp1 45,2,1,{
-OnTimer30000:
- killmonsterall "in_moc_16";
- enablenpc "Thomas";
- warp "in_moc_16", 87, 102;
+OnMyMobDead:
+ set .MyMobs,.MyMobs-1;
+ if (.MyMobs < 1) {
+ mapannounce "in_moc_16","You seem to be doing quite well. Keep it up!",bc_map;
+ set ASSIN_Q,3;
+ donpcevent "timestopper#1::OnEnable";
+ donpcevent "Keeper of the Door#ASN::OnEnable";
+ donpcevent "Beholder#ASNTEST::OnDisable";
+ set .DisableTraps,1;
+ stopnpctimer;
+ }
+ else
+ mapannounce "in_moc_16","Okay, you're doing good! Hang in there, you're almost there!",bc_map;
end;
-}
-// Booby Traps ========================>\\
-in_moc_16,68,158,0 script 01_1::SinTrap 139,0,0,{
- stopnpctimer "TimerSin";
- warp "in_moc_16", 19, 161;
- killmonsterall "in_moc_16";
- donpcevent "Barcardi::OnStart";
+OnMyMobDead2:
+ mapannounce "in_moc_16",strcharinfo(0) + "! You made a mistake! I'm bringing you back!",bc_map;
+ set ASSIN_Q,2;
+ warp "in_moc_16",19,161;
+ donpcevent "Beholder#ASNTEST::OnDisable";
end;
-}
-in_moc_16,69,158,0 duplicate(SinTrap) 01_2 139,0,0
-in_moc_16,68,159,0 duplicate(SinTrap) 01_3 139,0,0
-in_moc_16,69,159,0 duplicate(SinTrap) 01_4 139,0,0
-in_moc_16,64,162,0 duplicate(SinTrap) 02_1 139,0,0
-in_moc_16,65,162,0 duplicate(SinTrap) 02_2 139,0,0
-in_moc_16,64,163,0 duplicate(SinTrap) 02_3 139,0,0
-in_moc_16,65,163,0 duplicate(SinTrap) 02_4 139,0,0
-in_moc_16,62,168,0 duplicate(SinTrap) 03_1 139,0,0
-in_moc_16,63,168,0 duplicate(SinTrap) 03_2 139,0,0
-in_moc_16,62,169,0 duplicate(SinTrap) 03_3 139,0,0
-in_moc_16,63,169,0 duplicate(SinTrap) 03_4 139,0,0
-in_moc_16,66,170,0 duplicate(SinTrap) 04_1 139,0,0
-in_moc_16,67,170,0 duplicate(SinTrap) 04_2 139,0,0
-in_moc_16,66,171,0 duplicate(SinTrap) 04_3 139,0,0
-in_moc_16,67,171,0 duplicate(SinTrap) 04_4 139,0,0
-in_moc_16,64,174,0 duplicate(SinTrap) 05_1 139,0,0
-in_moc_16,64,175,0 duplicate(SinTrap) 05_2 139,0,0
-in_moc_16,65,174,0 duplicate(SinTrap) 05_3 139,0,0
-in_moc_16,65,175,0 duplicate(SinTrap) 05_4 139,0,0
-in_moc_16,72,174,0 duplicate(SinTrap) 06_1 139,0,0
-in_moc_16,72,175,0 duplicate(SinTrap) 06_2 139,0,0
-in_moc_16,73,174,0 duplicate(SinTrap) 06_3 139,0,0
-in_moc_16,73,175,0 duplicate(SinTrap) 06_4 139,0,0
-in_moc_16,72,166,0 duplicate(SinTrap) 07_1 139,0,0
-in_moc_16,72,167,0 duplicate(SinTrap) 07_2 139,0,0
-in_moc_16,73,166,0 duplicate(SinTrap) 07_3 139,0,0
-in_moc_16,73,167,0 duplicate(SinTrap) 07_4 139,0,0
-in_moc_16,72,168,0 duplicate(SinTrap) 08_1 139,0,0
-in_moc_16,72,169,0 duplicate(SinTrap) 08_2 139,0,0
-in_moc_16,73,168,0 duplicate(SinTrap) 08_3 139,0,0
-in_moc_16,73,169,0 duplicate(SinTrap) 08_4 139,0,0
-in_moc_16,78,168,0 duplicate(SinTrap) 09_1 139,0,0
-in_moc_16,78,169,0 duplicate(SinTrap) 09_2 139,0,0
-in_moc_16,79,168,0 duplicate(SinTrap) 09_3 139,0,0
-in_moc_16,79,169,0 duplicate(SinTrap) 09_4 139,0,0
-in_moc_16,80,172,0 duplicate(SinTrap) 10_1 139,0,0
-in_moc_16,81,172,0 duplicate(SinTrap) 10_2 139,0,0
-in_moc_16,82,172,0 duplicate(SinTrap) 10_3 139,0,0
-in_moc_16,83,172,0 duplicate(SinTrap) 10_4 139,0,0
-in_moc_16,80,173,0 duplicate(SinTrap) 10_5 139,0,0
-in_moc_16,81,173,0 duplicate(SinTrap) 10_6 139,0,0
-in_moc_16,82,173,0 duplicate(SinTrap) 10_7 139,0,0
-in_moc_16,83,173,0 duplicate(SinTrap) 10_8 139,0,0
-in_moc_16,88,174,0 duplicate(SinTrap) 11_1 139,0,0
-in_moc_16,88,175,0 duplicate(SinTrap) 11_2 139,0,0
-in_moc_16,89,174,0 duplicate(SinTrap) 11_3 139,0,0
-in_moc_16,86,166,0 duplicate(SinTrap) 12_1 139,0,0
-in_moc_16,86,167,0 duplicate(SinTrap) 12_2 139,0,0
-in_moc_16,87,166,0 duplicate(SinTrap) 12_3 139,0,0
-in_moc_16,87,167,0 duplicate(SinTrap) 12_4 139,0,0
-in_moc_16,90,164,0 duplicate(SinTrap) 13_1 139,0,0
-in_moc_16,90,165,0 duplicate(SinTrap) 13_2 139,0,0
-in_moc_16,91,164,0 duplicate(SinTrap) 13_3 139,0,0
-in_moc_16,91,165,0 duplicate(SinTrap) 13_4 139,0,0
-in_moc_16,84,160,0 duplicate(SinTrap) 14_1 139,0,0
-in_moc_16,85,160,0 duplicate(SinTrap) 14_2 139,0,0
-in_moc_16,86,160,0 duplicate(SinTrap) 14_3 139,0,0
-in_moc_16,87,160,0 duplicate(SinTrap) 14_4 139,0,0
-in_moc_16,88,160,0 duplicate(SinTrap) 14_5 139,0,0
-in_moc_16,89,160,0 duplicate(SinTrap) 14_6 139,0,0
-in_moc_16,84,161,0 duplicate(SinTrap) 14_7 139,0,0
-in_moc_16,85,161,0 duplicate(SinTrap) 14_8 139,0,0
-in_moc_16,86,161,0 duplicate(SinTrap) 14_9 139,0,0
-in_moc_16,87,161,0 duplicate(SinTrap) 14_10 139,0,0
-in_moc_16,88,161,0 duplicate(SinTrap) 14_11 139,0,0
-in_moc_16,89,161,0 duplicate(SinTrap) 14_12 139,0,0
-in_moc_16,86,154,0 duplicate(SinTrap) 15_1 139,0,0
-in_moc_16,86,155,0 duplicate(SinTrap) 15_2 139,0,0
-in_moc_16,87,154,0 duplicate(SinTrap) 15_3 139,0,0
-in_moc_16,87,155,0 duplicate(SinTrap) 15_4 139,0,0
-in_moc_16,84,150,0 duplicate(SinTrap) 16_1 139,0,0
-in_moc_16,84,151,0 duplicate(SinTrap) 16_2 139,0,0
-in_moc_16,85,150,0 duplicate(SinTrap) 16_3 139,0,0
-in_moc_16,85,151,0 duplicate(SinTrap) 16_4 139,0,0
-in_moc_16,90,150,0 duplicate(SinTrap) 17_1 139,0,0
-in_moc_16,90,151,0 duplicate(SinTrap) 17_2 139,0,0
-in_moc_16,91,150,0 duplicate(SinTrap) 17_3 139,0,0
-in_moc_16,91,151,0 duplicate(SinTrap) 17_4 139,0,0
-in_moc_16,86,146,0 duplicate(SinTrap) 18_1 139,0,0
-in_moc_16,86,147,0 duplicate(SinTrap) 18_2 139,0,0
-in_moc_16,87,146,0 duplicate(SinTrap) 18_3 139,0,0
-in_moc_16,87,147,0 duplicate(SinTrap) 18_4 139,0,0
-
-
-//=========================================================//
-// Part 2: Hide and Sneak
-//=========================================================//
-
-// Thomas ===============================>\\
-in_moc_16,89,98,1 script Thomas 118,4,2,{
-OnTimer600:
- if(ASSIN_Q2 == 1) goto L_ReTest;
- mes "[Thomas]";
- mes "My name is Thomas and I am in charge of this portion of the test.";
- next;
- mes "[Thomas]";
- mes "The goal of this test is to evade and avoid the enemy. You must make it to the warp without out attracting the attention of the monsters in the room.";
- next;
- mes "[Thomas]";
- mes "You must make it through without dying. Because none of these monsters are your targets, you cannot not kill any of them.";
- mes "Use your ablitly to flee and your ability to hide to help you in this test.";
- next;
- mes "[Thomas]";
- mes "Alright.... Get ready.....";
- next;
- set ASSIN_Q2, 1;
- disablenpc "Thomas";
- donpcevent "SinTest2_2::OnStart";
- close;
-L_ReTest:
- mes "[Thomas]";
- mes "~sigh~.... I told you to use your hide skill!! Here let me heal you....";
- next;
- mes "[Thomas]";
- mes "Alright, lets try this again.........";
- percentheal 100, 100;
- next;
- disablenpc "Thomas";
- donpcevent "SinTest2_2::OnStart";
- close;
-OnTouch:
- warp "in_moc_16",87,99;
- addtimer 600, "Thomas::OnTimer600";
- end;
-}
-
-// SinTest2_2 ===============================>\\
-in_moc_16,1,1,1 script SinTest2_2 -1,{
-OnStart:
- monster "in_moc_16", 81, 77, "MUMMY", 1041,1, "SinTest2_2::OnMobDead";
- monster "in_moc_16", 83, 77, "MUMMY", 1041,1, "SinTest2_2::OnMobDead";
- monster "in_moc_16", 85, 77, "MUMMY", 1041,1, "SinTest2_2::OnMobDead";
- monster "in_moc_16", 88, 77, "MUMMY", 1041,1, "SinTest2_2::OnMobDead";
- monster "in_moc_16", 90, 77, "MUMMY", 1041,1, "SinTest2_2::OnMobDead";
- monster "in_moc_16", 78, 56, "MUMMY", 1041,1, "SinTest2_2::OnMobDead";
- monster "in_moc_16", 80, 56, "MUMMY", 1041,1, "SinTest2_2::OnMobDead";
- monster "in_moc_16", 91, 56, "MUMMY", 1041,1, "SinTest2_2::OnMobDead";
- monster "in_moc_16", 93, 56, "MUMMY", 1041,1, "SinTest2_2::OnMobDead";
- monster "in_moc_16", 95, 56, "MUMMY", 1041,1, "SinTest2_2::OnMobDead";
- monster "in_moc_16", 97, 56, "MUMMY", 1041,1, "SinTest2_2::OnMobDead";
- monster "in_moc_16", 79, 62, "Hydra", 1068,1, "SinTest2_2::OnMobDead";
- monster "in_moc_16", 76, 65, "Hydra", 1068,1, "SinTest2_2::OnMobDead";
- monster "in_moc_16", 96, 65, "Hydra", 1068,1, "SinTest2_2::OnMobDead";
- monster "in_moc_16", 99, 65, "Hydra", 1068,1, "SinTest2_2::OnMobDead";
- set $@sinRmX1, 64;
- set $@sinRmY1, 46;
- set $@sinRmX2, 111;
- set $@sinRmY2, 105;
- set $@wrpX, 87;
- set $@wrpY, 102;
- areawarp "in_moc_16", $@sinRmX1, $@sinRmY1, $@sinRmX2, $@sinRmY2, "in_moc_16", $@wrpX, $@wrpY;
- initnpctimer "TimerSin";
+OnTimer1000:
+ mapannounce "in_moc_16","Okay, let the test begin!",bc_map;
end;
-OnMobDead:
- stopnpctimer "TimerSin";
- areaannounce "in_moc_16", 64, 46, 111, 105, ". . . You engaged a target without permission! You have failed the test!",8;
- enablenpc "Thomas";
- addtimer 3000, "TimerSin::OnTimer188000";
- end;
-}
-// Warp ================================>\\
-in_moc_16,87,48,2 script sinWarp2 45,2,2,{
- mes "[Thomas]";
- mes "Good job! There's only one test left, good luck!!";
- stopnpctimer "TimerSin";
- killmonster "in_moc_16","SinTest2_2::OnMobDead";
- set ASSIN_Q, 3;
- set ASSIN_Q2, 0;
- savepoint "in_moc_16", 182, 180;
- close2;
- warp "in_moc_16", 181, 183;
- donpcevent "Barcardi::OnStart";
+OnTimer2000:
+ mapannounce "in_moc_16","As you've been told before, find and only kill monsters named 'Job change target!'",bc_map;
end;
-}
-
-//=======================================================//
-// Timer for Sin Test 2
-//=======================================================//
-in_moc_16,1,1,0 script TimerSin -1,{
OnTimer3000:
- areaannounce "in_moc_16", $@sinRmX1, $@sinRmY1, $@sinRmX2, $@sinRmY2, "I'll announce how much time you'll have left on a minute by minute basis.",8;
+ mapannounce "in_moc_16","The purpose of this test is to examine your ability to quickly distinguish enemies from other people!",bc_map;
end;
-OnTimer5000:
- areaannounce "in_moc_16", $@sinRmX1, $@sinRmY1, $@sinRmX2, $@sinRmY2, "You have 3 minutes starting now!",8;
+
+OnTimer4000:
+ mapannounce "in_moc_16","You will have 3 minutes for the test! We will inform you of every minute passed.",bc_map;
end;
-OnTimer35000:
- donpcevent "Barcardi::OnStart";
+
+OnTimer5000:
+ mapannounce "in_moc_16","Ok, now you've got exactly 3 minutes. Move! Move!",bc_map;
end;
+
OnTimer65000:
- areaannounce "in_moc_16", $@sinRmX1, $@sinRmY1, $@sinRmX2, $@sinRmY2, "You have 2 minutes left! ",8;
- donpcevent "Barcardi::OnStart";
- end;
-OnTimer95000:
- donpcevent "Barcardi::OnStart";
+ mapannounce "in_moc_16","2 minutes left. As I've told you, get the 'Job change target' monsters!",bc_map;
end;
+
OnTimer125000:
- areaannounce "in_moc_16", $@sinRmX1, $@sinRmY1, $@sinRmX2, $@sinRmY2, "1 minute left!",8;
- donpcevent "Barcardi::OnStart";
- end;
-OnTimer155000:
- areaannounce "in_moc_16", $@sinRmX1, $@sinRmY1, $@sinRmX2, $@sinRmY2, "30 seconds left!",8;
- donpcevent "Barcardi::OnStart";
+ mapannounce "in_moc_16","1 minute left.",bc_map;
end;
+
OnTimer180000:
- areaannounce "in_moc_16", $@sinRmX1, $@sinRmY1, $@sinRmX2, $@sinRmY2, "Test ending in 5 secs....",8;
+ mapannounce "in_moc_16","5 seconds left...",bc_map;
end;
+
OnTimer181000:
- areaannounce "in_moc_16", $@sinRmX1, $@sinRmY1, $@sinRmX2, $@sinRmY2, "4 seconds....",8;
+ mapannounce "in_moc_16","4 seconds left...",bc_map;
end;
+
OnTimer182000:
- areaannounce "in_moc_16", $@sinRmX1, $@sinRmY1, $@sinRmX2, $@sinRmY2, "3 seconds...",8;
+ mapannounce "in_moc_16","3 seconds left...",bc_map;
end;
+
OnTimer183000:
- areaannounce "in_moc_16", $@sinRmX1, $@sinRmY1, $@sinRmX2, $@sinRmY2, "2 seconds..",8;
+ mapannounce "in_moc_16","2 seconds left...",bc_map;
end;
+
OnTimer184000:
- areaannounce "in_moc_16", $@sinRmX1, $@sinRmY1, $@sinRmX2, $@sinRmY2, "1 second.",8;
+ mapannounce "in_moc_16","1 second left...",bc_map;
end;
+
OnTimer185000:
- areaannounce "in_moc_16", $@sinRmX1, $@sinRmY1, $@sinRmX2, $@sinRmY2, "Okay times up! You failed!",8;
+ mapannounce "in_moc_16","Time's up!",bc_map;
+ mapannounce "in_moc_16","Well, good job... If you wanted to waste your time. You'll have to try again!",bc_map;
+ //set ASSIN_Q,2;
end;
-OnTimer188000:
- stopnpctimer;
- areawarp "in_moc_16", $@sinRmX1, $@sinRmY1, $@sinRmX2, $@sinRmY2, "in_moc_16", 21, 160;
- killmonsterall "in_moc_16";
- donpcevent "Barcardi::OnStart";
+
+OnTimer187000:
+ areawarp "in_moc_16",60,136,93,177,"in_moc_16",19,161;
+ donpcevent "Beholder#ASNTEST::OnDisable";
end;
}
+in_moc_16,68,158,0 script 01_1::SinTrap -1,0,0,{
+OnTouch:
+ if (getvariableofnpc(.DisableTraps,"Beholder#ASNTEST") < 1) {
+ mapannounce "in_moc_16",strcharinfo(0) + ", you're trapped. You will be sent back.",bc_map;
+ set ASSIN_Q,2;
+ warp "in_moc_16",19,161;
+ donpcevent "Beholder#ASNTEST::OnDisable";
+ }
+ end;
+}
-//============================================================================//
-// Final Test
-//****************************************************************************//
-
-//=============================================//
-// Warp
-//=============================================//
-in_moc_16,182,169,1 script sinWarp3 45,1,1,{
- if(getareausers(("in_moc_16"),148,74,187,117) > 0) goto L_Wait;
- disablenpc "Huey#End";
- disablenpc "Kai#End";
- disablenpc "Nameless One#End";
- disablenpc "Barcardi#End";
- disablenpc "Observer#End";
- disablenpc "Thomas#End";
- warp "in_moc_16", 167, 116;
+in_moc_16,69,158,0 duplicate(SinTrap) 01_2 -1,0,0
+in_moc_16,68,159,0 duplicate(SinTrap) 01_3 -1,0,0
+in_moc_16,69,159,0 duplicate(SinTrap) 01_4 -1,0,0
+in_moc_16,64,162,0 duplicate(SinTrap) 02_1 -1,0,0
+in_moc_16,65,162,0 duplicate(SinTrap) 02_2 -1,0,0
+in_moc_16,64,163,0 duplicate(SinTrap) 02_3 -1,0,0
+in_moc_16,65,163,0 duplicate(SinTrap) 02_4 -1,0,0
+in_moc_16,62,168,0 duplicate(SinTrap) 03_1 -1,0,0
+in_moc_16,63,168,0 duplicate(SinTrap) 03_2 -1,0,0
+in_moc_16,62,169,0 duplicate(SinTrap) 03_3 -1,0,0
+in_moc_16,63,169,0 duplicate(SinTrap) 03_4 -1,0,0
+in_moc_16,66,170,0 duplicate(SinTrap) 04_1 -1,0,0
+in_moc_16,67,170,0 duplicate(SinTrap) 04_2 -1,0,0
+in_moc_16,66,171,0 duplicate(SinTrap) 04_3 -1,0,0
+in_moc_16,67,171,0 duplicate(SinTrap) 04_4 -1,0,0
+in_moc_16,64,174,0 duplicate(SinTrap) 05_1 -1,0,0
+in_moc_16,64,175,0 duplicate(SinTrap) 05_2 -1,0,0
+in_moc_16,65,174,0 duplicate(SinTrap) 05_3 -1,0,0
+in_moc_16,65,175,0 duplicate(SinTrap) 05_4 -1,0,0
+in_moc_16,72,174,0 duplicate(SinTrap) 06_1 -1,0,0
+in_moc_16,72,175,0 duplicate(SinTrap) 06_2 -1,0,0
+in_moc_16,73,174,0 duplicate(SinTrap) 06_3 -1,0,0
+in_moc_16,73,175,0 duplicate(SinTrap) 06_4 -1,0,0
+in_moc_16,72,166,0 duplicate(SinTrap) 07_1 -1,0,0
+in_moc_16,72,167,0 duplicate(SinTrap) 07_2 -1,0,0
+in_moc_16,73,166,0 duplicate(SinTrap) 07_3 -1,0,0
+in_moc_16,73,167,0 duplicate(SinTrap) 07_4 -1,0,0
+in_moc_16,72,168,0 duplicate(SinTrap) 08_1 -1,0,0
+in_moc_16,72,169,0 duplicate(SinTrap) 08_2 -1,0,0
+in_moc_16,73,168,0 duplicate(SinTrap) 08_3 -1,0,0
+in_moc_16,73,169,0 duplicate(SinTrap) 08_4 -1,0,0
+in_moc_16,78,168,0 duplicate(SinTrap) 09_1 -1,0,0
+in_moc_16,78,169,0 duplicate(SinTrap) 09_2 -1,0,0
+in_moc_16,79,168,0 duplicate(SinTrap) 09_3 -1,0,0
+in_moc_16,79,169,0 duplicate(SinTrap) 09_4 -1,0,0
+in_moc_16,80,172,0 duplicate(SinTrap) 10_1 -1,0,0
+in_moc_16,81,172,0 duplicate(SinTrap) 10_2 -1,0,0
+in_moc_16,82,172,0 duplicate(SinTrap) 10_3 -1,0,0
+in_moc_16,83,172,0 duplicate(SinTrap) 10_4 -1,0,0
+in_moc_16,80,173,0 duplicate(SinTrap) 10_5 -1,0,0
+in_moc_16,81,173,0 duplicate(SinTrap) 10_6 -1,0,0
+in_moc_16,82,173,0 duplicate(SinTrap) 10_7 -1,0,0
+in_moc_16,83,173,0 duplicate(SinTrap) 10_8 -1,0,0
+in_moc_16,88,174,0 duplicate(SinTrap) 11_1 -1,0,0
+in_moc_16,88,175,0 duplicate(SinTrap) 11_2 -1,0,0
+in_moc_16,89,174,0 duplicate(SinTrap) 11_3 -1,0,0
+in_moc_16,89,175,0 duplicate(SinTrap) 11_4 -1,0,0
+in_moc_16,86,166,0 duplicate(SinTrap) 12_1 -1,0,0
+in_moc_16,86,167,0 duplicate(SinTrap) 12_2 -1,0,0
+in_moc_16,87,166,0 duplicate(SinTrap) 12_3 -1,0,0
+in_moc_16,87,167,0 duplicate(SinTrap) 12_4 -1,0,0
+in_moc_16,90,164,0 duplicate(SinTrap) 13_1 -1,0,0
+in_moc_16,90,165,0 duplicate(SinTrap) 13_2 -1,0,0
+in_moc_16,91,164,0 duplicate(SinTrap) 13_3 -1,0,0
+in_moc_16,91,165,0 duplicate(SinTrap) 13_4 -1,0,0
+in_moc_16,84,160,0 duplicate(SinTrap) 14_1 -1,0,0
+in_moc_16,85,160,0 duplicate(SinTrap) 14_2 -1,0,0
+in_moc_16,86,160,0 duplicate(SinTrap) 14_3 -1,0,0
+in_moc_16,87,160,0 duplicate(SinTrap) 14_4 -1,0,0
+in_moc_16,88,160,0 duplicate(SinTrap) 14_5 -1,0,0
+in_moc_16,89,160,0 duplicate(SinTrap) 14_6 -1,0,0
+in_moc_16,84,161,0 duplicate(SinTrap) 14_7 -1,0,0
+in_moc_16,85,161,0 duplicate(SinTrap) 14_8 -1,0,0
+in_moc_16,86,161,0 duplicate(SinTrap) 14_9 -1,0,0
+in_moc_16,87,161,0 duplicate(SinTrap) 14_10 -1,0,0
+in_moc_16,88,161,0 duplicate(SinTrap) 14_11 -1,0,0
+in_moc_16,89,161,0 duplicate(SinTrap) 14_12 -1,0,0
+in_moc_16,86,154,0 duplicate(SinTrap) 15_1 -1,0,0
+in_moc_16,86,155,0 duplicate(SinTrap) 15_2 -1,0,0
+in_moc_16,87,154,0 duplicate(SinTrap) 15_3 -1,0,0
+in_moc_16,87,155,0 duplicate(SinTrap) 15_4 -1,0,0
+in_moc_16,84,150,0 duplicate(SinTrap) 16_1 -1,0,0
+in_moc_16,84,151,0 duplicate(SinTrap) 16_2 -1,0,0
+in_moc_16,85,150,0 duplicate(SinTrap) 16_3 -1,0,0
+in_moc_16,85,151,0 duplicate(SinTrap) 16_4 -1,0,0
+in_moc_16,90,150,0 duplicate(SinTrap) 17_1 -1,0,0
+in_moc_16,90,151,0 duplicate(SinTrap) 17_2 -1,0,0
+in_moc_16,91,150,0 duplicate(SinTrap) 17_3 -1,0,0
+in_moc_16,91,151,0 duplicate(SinTrap) 17_4 -1,0,0
+in_moc_16,86,146,0 duplicate(SinTrap) 18_1 -1,0,0
+in_moc_16,86,147,0 duplicate(SinTrap) 18_2 -1,0,0
+in_moc_16,87,146,0 duplicate(SinTrap) 18_3 -1,0,0
+in_moc_16,87,147,0 duplicate(SinTrap) 18_4 -1,0,0
+
+in_moc_16,87,137,0 script Keeper of the Door#ASN 45,2,1,{
+OnInit:
+ disablenpc "Keeper of the Door#ASN";
end;
- L_Wait:
- mes "~ a message from the Guild Master...~";
- mes "I am currently busy with another Assassin Candidate. Please wait patiently untill I am done with that person.";
- close;
+OnTouch:
+ donpcevent "Thomas#ASNTEST::OnDisable";
+ if (ASSIN_Q == 3)
+ set ASSIN_Q,3;
+ else
+ set ASSIN_Q,4;
+ warp "in_moc_16",87,102;
+ savepoint "in_moc_16",16,13;
+ end;
+
+OnEnable:
+ mapannounce "in_moc_16","The door to the next room, at coordinates 87 137, has opened.",bc_map;
+ enablenpc "Keeper of the Door#ASN";
+ end;
+
+OnDisable:
+ disablenpc "Keeper of the Door#ASN";
+}
+
+in_moc_16,3,3,0 script timestopper#1 -1,{
+OnEnable:
+ initnpctimer;
+ end;
+
+OnTimer187000:
+ donpcevent "Thomas#ASNTEST::OnDisable";
+ stopnpctimer;
+ end;
+
+OnDisable:
+ stopnpctimer;
}
-//==============================================//
-// Guild Master
-//==============================================//
+in_moc_16,89,98,1 script Thomas#ASNTEST 118,5,1,{
+ end;
-// Start Trigger ------------------------------------------------------------------
-in_moc_16,167,114,3 script guildmaster_Trig#0 139,4,0,{
- mes "[Guild Master]";
- mes "Welcome ^5533FF" + strcharinfo(0) + "^000000. This is my private room.";
+OnTouch:
+ if (ASSIN_Q == 4) {
+ mes "[Thomas]";
+ mes "Damn...! You look like you're in a lot of pain. ^666666*Sigh*^000000 Give me a second, let me try to restore your HP and SP...";
+ percentheal 100,100;
+ next;
+ mes "[Thomas]";
+ mes "It looks like you're having a tough time. You're either trying too hard, or not trying hard";
+ mes "enough, kid.";
+ next;
+ switch(select("I'm gonna try it again!:I... I quit!")) {
+ case 1:
+ mes "[Thomas]";
+ mes "Hmm. Well, okay.";
+ mes "Good luck out there.";
+ close;
+ case 2:
+ mes "[Thomas]";
+ mes "Huh...";
+ mes "Quit the test, eh? Well, I guess you don't wanna waste any more of our time.";
+ next;
+ mes "[Thomas]";
+ mes "Oh hey, don't forget to save your respawn point in town.";
+ close2;
+ mapannounce "in_moc_16",strcharinfo(0) + " got scared and quit the test...Who's Next?!",bc_map;
+ set ASSIN_Q,0;
+ set ASSIN_Q2,0;
+ set ASSIN_Q3,0;
+ savepoint "in_moc_16",18,14;
+ warp "in_moc_16",18,14;
+ end;
+ }
+ }
+ else {
+ mes "[Thomas]";
+ mes "Hey, I'm Thomas. I'm in charge of testing your use of the hiding skill. Think you're up to it?";
next;
- mes "[Guild Master]";
- mes "I am going to give you a simple test. All you have to do is come meet me.";
- mes "Of course you will have to go through a maze of invisible walls to do so.....";
+ mes "[Thomas]";
+ mes "Listen. In this test, you can't kill any monsters. Your goal is to reach 'Barcardi' at the opposite side of this room.";
next;
- mes "[Guild Master]";
- mes "Hahah... It's really not as hard as it sounds. The purpose of the maze is actually to protect the guild from intruders.";
- mes "But I decided to use it to test the determination of Assassin candidates as well.";
+ mes "[Thomas]";
+ mes "So basically, get to the other side of this room and meet 'Barcardi' without killing a single monster. Understand?";
next;
- mes "[Guild Master]";
- mes "Well enough chit chat. I look forward to meeting you at the end of the maze.";
- close;
-}
+ mes "[Thomas]";
+ mes "If you run away, get a nose bleed and pass out or something like that, I'll fail ya'. Enough talk. Let's see what you got.";
+ close2;
+ set ASSIN_Q,4;
+ }
+ donpcevent "Thomas#ASNTEST::OnTestMode";
+ end;
-// Guild Master -----------------------------------------------------------------------------
-in_moc_16,149,80,4 script Guild Master#01 106,1,1,{
+OnTestMode:
+ monster "in_moc_16",81,77,"Mummy",1041,1,"Thomas#ASNTEST::OnMyMobDead";
+ monster "in_moc_16",82,77,"Mummy",1041,1,"Thomas#ASNTEST::OnMyMobDead";
+ monster "in_moc_16",83,77,"Mummy",1041,1,"Thomas#ASNTEST::OnMyMobDead";
+ monster "in_moc_16",84,77,"Mummy",1041,1,"Thomas#ASNTEST::OnMyMobDead";
+ monster "in_moc_16",85,77,"Mummy",1041,1,"Thomas#ASNTEST::OnMyMobDead";
+ monster "in_moc_16",86,77,"Mummy",1041,1,"Thomas#ASNTEST::OnMyMobDead";
+ monster "in_moc_16",88,77,"Mummy",1041,1,"Thomas#ASNTEST::OnMyMobDead";
+ monster "in_moc_16",89,77,"Mummy",1041,1,"Thomas#ASNTEST::OnMyMobDead";
+ monster "in_moc_16",90,77,"Mummy",1041,1,"Thomas#ASNTEST::OnMyMobDead";
+ monster "in_moc_16",77,77,"Mummy",1041,1,"Thomas#ASNTEST::OnMyMobDead";
+ monster "in_moc_16",78,56,"Mummy",1041,1,"Thomas#ASNTEST::OnMyMobDead";
+ monster "in_moc_16",79,56,"Mummy",1041,1,"Thomas#ASNTEST::OnMyMobDead";
+ monster "in_moc_16",80,56,"Mummy",1041,1,"Thomas#ASNTEST::OnMyMobDead";
+ monster "in_moc_16",81,56,"Mummy",1041,1,"Thomas#ASNTEST::OnMyMobDead";
+ monster "in_moc_16",91,55,"Mummy",1041,1,"Thomas#ASNTEST::OnMyMobDead";
+ monster "in_moc_16",92,56,"Mummy",1041,1,"Thomas#ASNTEST::OnMyMobDead";
+ monster "in_moc_16",93,56,"Mummy",1041,1,"Thomas#ASNTEST::OnMyMobDead";
+ monster "in_moc_16",94,56,"Mummy",1041,1,"Thomas#ASNTEST::OnMyMobDead";
+ monster "in_moc_16",95,56,"Mummy",1041,1,"Thomas#ASNTEST::OnMyMobDead";
+ monster "in_moc_16",96,56,"Mummy",1041,1,"Thomas#ASNTEST::OnMyMobDead";
+ monster "in_moc_16",97,56,"Mummy",1041,1,"Thomas#ASNTEST::OnMyMobDead";
+ monster "in_moc_16",76,62,"Hydra",1068,1,"Thomas#ASNTEST::OnMyMobDead";
+ monster "in_moc_16",79,62,"Hydra",1068,1,"Thomas#ASNTEST::OnMyMobDead";
+ monster "in_moc_16",79,65,"Hydra",1068,1,"Thomas#ASNTEST::OnMyMobDead";
+ monster "in_moc_16",76,65,"Hydra",1068,1,"Thomas#ASNTEST::OnMyMobDead";
+ monster "in_moc_16",96,62,"Hydra",1068,1,"Thomas#ASNTEST::OnMyMobDead";
+ monster "in_moc_16",96,65,"Hydra",1068,1,"Thomas#ASNTEST::OnMyMobDead";
+ monster "in_moc_16",99,62,"Hydra",1068,1,"Thomas#ASNTEST::OnMyMobDead";
+ monster "in_moc_16",99,65,"Hydra",1068,1,"Thomas#ASNTEST::OnMyMobDead";
end;
-OnTouch:
- mes "[Guild Master]";
- mes "Ah it's nice to meet you ^5533FF" + strcharinfo(0) + "^000000. I have to apologize for making you walk through that maze.";
- mes "I saw your resume just now, you have been described as a Thief with guts!";
- next;
- mes "[Guild Master]";
- mes "We rarely find someone of your abilities and experience.";
- next;
- mes "[Guild Master]";
- mes "If you don't mind I would like to ask you a few questions. There is nothing to be nervous about.";
- mes "Just answer my questions truthfully..... if you lie, I'll kill you. That's all there is to it.";
- next;
- callsub sF_Questions1;
- next;
+OnMyMobDead:
+ mapannounce "in_moc_16","Hey, what the hell was that?! I told you: No killing monsters!",bc_map;
+ mapannounce "in_moc_16","I'm bringing you back... *Sigh...*",bc_map;
+ set ASSIN_Q,3;
+ warp "in_moc_16",87,102;
+ killmonsterall "in_moc_16";
+ end;
- mes "[Guild Master]";
- mes "Unfortunately there are nit wits who are eager to be Assassins but have not yet had enough training.";
- mes "They are a disgrace to our clan and their activities often result in very problematic situations.";
- next;
- mes "[Guild Master]";
- mes "You may end up like one of them if you are not careful. Remember... once you become an Assassin there no turning back.";
- next;
- callsub sF_Questions2;
- next;
+OnDisable:
+ killmonsterall "in_moc_16";
+ end;
+}
- mes "[Guild Master]";
- mes "It was nice talking with you. You reminded me of the good ol' days.";
- next;
- mes "[Guild Master]";
- mes ".... one second.....";
- next;
- mes "[Guild Master]";
- mes "Everyone that tested " + strcharinfo(0) + "please come to my office .";
- next;
- mes "[Guild Master]";
- mes "They will be here soon.";
- next;
- enablenpc "Huey#End";
- enablenpc "Kai#End";
- enablenpc "Nameless One#End";
- enablenpc "Barcardi#End";
- enablenpc "Observer#End";
- enablenpc "Thomas#End";
- mes "[Nameless One]";
- mes "I am here.";
- next;
- mes "[Guild Master]";
- mes "I would like to know what you think about ^5533FF" + strcharinfo(0) + "^000000 becoming an Assassin.";
- next;
- mes "[Nameless One]";
- mes "I think ^5533FF" + strcharinfo(0) + "^000000 is a decent candidate.";
- next;
- mes "[Guild Master]";
- mes "'Looks like the Nameless One more or less supports you. What are your thought Huey?";
- next;
- mes "[Huey]";
- //if( == 1) mes "...What can I say, one of the best Assassin candidates I've seen in the last few weeks.";
- //if( == 0) mes "... Although a little too mellow and gentle... sort of like a pussy cat, Hahahaha....";
- mes "I think ^5533FF" + strcharinfo(0) + "^000000 will be fine as an Assassin.";
- next;
- mes "[Huey]";
- mes "I have to get back so I will leave first.";
- next;
- mes "[Guild Master]";
- mes "Okay then, thank you Huey.";
- next;
- mes "[Guild Master]";
- mes "So... Observer, what is your opinion?";
- disablenpc "Huey#End";
- next;
- mes "[Observer]";
- mes ".... Well, not one of the better performance I've seen but ^5533FF" + strcharinfo(0) + "^000000 did pass, so I have no objections.";
- next;
- mes "[Guild Master]";
- mes "Good. It seems we are all in agreement. I myself see no problems with ^5533FF" + strcharinfo(0) + "^000000........";
- next;
- mes "[Guild Master]";
- mes "^5533FF" + strcharinfo(0) + "^000000 seems to know alot about Assassins and I don't think the solitary lifestyle will be too difficult for ^5533FF" + strcharinfo(0) + "^000000 either.";
- next;
- mes "[Guild Master]";
- mes "... I think I've said enough. Here please take this........";
- next;
- if(ASSIN_Q3 == 1) goto L_Cont1;
- if(JBLVL == 40) goto L_LowLvl;
-
- L_HighLvl:
- menu "Jur",sM_Jur, "Katar",sM_Kat, "Main Gauche",sM_Main, "Gladius",sM_Glad;
-
- sM_Jur:
- getitem 1251,1;
- goto L_Cont1;
- sM_Kat:
- getitem 1253, 1;
- goto L_Cont1;
- sM_Main:
- getitem 1208, 1;
- goto L_Cont1;
- sM_Glad:
- getitem 1220, 1;
- goto L_Cont1;
-
- L_LowLvl:
- set @temp, rand(1, 3);
- if(@temp==1) getitem 1250, 1;
- if(@temp==2) getitem 1217, 1;
- if(@temp==3) getitem 1252, 1;
-
- L_Cont1:
- set ASSIN_Q3,1;
- mes "[Guild Master]";
- mes "Now go talk to ^5533FFAssassin Huey^000000 back at the guild entrance.";
- mes "For some reason he always looks like he's ^5533FFangry^000000 about something......";
- next;
- mes "[Guild Master]";
- mes "He will be the one promoting you to the Assassin class.";
- next;
- mes "[Guild Master]";
- mes strcharinfo(0) + " has choosen the path of the Assassin. May you learn to endure the hardships that all Assassins must face.";
- getitem 1008, 1;
- next;
- mes "[Guild Master]";
- mes "Okay, everyone you can leave now. I will send you back to the entrance. Lets move......";
- set ASSIN_Q, 4;
- set ASSIN_Q2, 0;
- disablenpc "Kai#End";
- disablenpc "Nameless One#End";
- disablenpc "Barkadi#End";
- disablenpc "Observer#End";
- disablenpc "Thomas#End";
- savepoint "in_moc_16", 18, 28;
+in_moc_16,87,48,2 script Barcardi#ASN 725,2,2,{
+OnTouch:
+ donpcevent "timestopper#1::OnDisable";
+ donpcevent "Thomas#ASNTEST::OnDisable";
+ mes "[Barcardi]";
+ mes "Oh! Congratulations!";
+ mes "You may now proceed to our Guildmaster's room. Good luck!!";
close2;
- warp "in_moc_16", 18, 28;
+ set ASSIN_Q,5;
+ warp "in_moc_16",181,183;
end;
+}
+in_moc_16,182,169,0 script Maze Assistant 45,1,1,{
+OnTouch:
+ if (ASSIN_Q == 5 || ASSIN_Q == 6) {
+ warp "in_moc_16",181,183;
+ set ASSIN_Q,ASSIN_Q+1;
+ }
+ else {
+ mapannounce "in_moc_16",strcharinfo(0)+" has entered 'Guildmaster's room.'",bc_map;
+ savepoint "in_moc_16",181,183;
+ donpcevent "Guildmaster#ASN2::OnDisable";
+ warp "in_moc_16",167,113;
+ end;
+ }
+}
-sF_Questions1:
- mes "[Guild Master]";
- mes "First of all, what do you think is most important to an Assassin?";
+in_moc_16,167,110,0 script Guildmaster#ASN1 -1,3,1,{
+OnTouch:
+ savepoint "in_moc_16",167,110;
+ mes "[Guildmaster]";
+ mes "Welcome. ";
+ mes "This place is called the 'Guildmaster's room,' the deepest place in the Assassin guild.";
next;
- menu "More power.",M_1, "An Assassin's pride.",M_2, "Endless training.",M_3;
-
- M_1:
- mes "[Guild Master]";
- mes "It is true that an Assassin is stronger than a Thief.";
- mes "By becoming an Assassin you will be capable of doing things no mere Thief could dream of.";
- next;
- mes "[Guild Master]";
- mes "But, why do you want that kind of power?";
- next;
- menu "To take revenge on those who hurt me.",sM_1a, "I will use that power to become wealthy.",sM_1b,
- "To explore new places.",sM_1c;
-
- sM_1a:
- mes "[Guild Master]";
- mes "Vengence huh............ It seems that everyone has enemys these days........";
- next;
- mes "[Guild Master]";
- mes "However, vengence is fueled by emotions, and as an Assassin one cannot give into these emotions.";
- mes "An Assassin must be cold blooded... even heartless.... He/she must not let anything get in the way of the task at hand.";
- next;
- mes "[Guild Master]";
- mes "Emotions are the biggest threat to an Assassin..... they cause confusion and clutter up the mind.....";
- mes "An Assassin must always have a clear train of thought in order to be successful.";
- next;
- mes "[Guild Master]";
- mes "If you are to become an Assassin, you must find a way to control your emotions.... do not let your emotions control you.";
- return;
- sM_1b:
- mes "[Guild Master]";
- mes "Money is an important part of the world.... however it is meaningless to an Assassin.";
- mes "An Assassin's purpose is to carry out the dark, and unpleasant duties that no one else is capable of.....";
- next;
- mes "[Guild Master]";
- mes "True Assassins do no think about fame or fortune.";
- return;
- sM_1c:
- mes "[Guild Master]";
- mes "An interesting idea..... you obviously seek to learn more about the world around you.";
- mes "In knowing more about the world, you gain better insight into yourself.";
- next;
- mes "[Guild Master]";
- mes "But remember that your path will be filled with loneliness. It is a reality that all Assassins must face.";
- next;
- mes "[Guild Master]";
- mes "For those who have succeeded as Assassins, they have not only learned to except this fact.... but they have learned to embrace it.";
- return;
-
- M_2:
- mes "[Guild Master]";
- mes "Pride you say? Did another Assassin mention this to you?.....";
- next;
- mes "[Guild Master]";
- mes "Unfortunately pride without ability means nothing. Hmm... what are you trying to find or gain by becoming an Assassin?";
- next;
- mes "[Guild Master]";
- mes "Most of the people you have met in this guild are my bretheren and they have struggled and sacrifced a great deal as Assassins.";
- mes "It is beacuse they have overcome so much hardship, that they can take great pride in being Assassins.";
- next;
- mes "[Guild Master]";
- mes "You, on the other hand, have not yet faced the difficulties that Assassins do.";
- mes "What then, do you mean when you speak of 'an Assassin's pride'?";
- next;
- menu "The idea of total solitude.",sM_2a, "The ability to make easy money.",sM_2b, "They just look cool.",sM_2c;
-
- sM_2a:
- mes "[Guild Master]";
- mes "It is true that the life of an Assassin is lonesome. In a way, to be an Assassin, is to be non-existant....";
- next;
- mes "[Guild Master]";
- mes "We never make direct contact with any of our clients. The people that we do make contact with..... we kill.";
- next;
- mes "[Guild Master]";
- mes "The only people that know about Assassins are other Assassins....";
- mes "Even then..... we sheild and hide our true inner selves from each other..........";
- next;
- mes "[Guild Master]";
- mes "Even so... having comrades is better that nothing.";
- mes "I recommend you have at least one partner to back you up durring a mission.";
- return;
- sM_2b:
- mes "[Guild Master]";
- mes "Yes, money is important.";
- mes "But don't you think we assassins have much more important thing to deal with?";
- return;
- sM_2c:
- mes "[Guild Master]";
- mes "...So you just think Assassins are cool looking......... ~sigh~";
- mes "This is really sad.... Believe me when I say to you that the purpose of the Assassins is not to merely look good.....";
- next;
- mes "[Guild Master]";
- mes ".... But it is to do those dark deeds which no one wants to nor can do.";
- return;
- M_3:
- mes "[Guild Master]";
- mes "Interesting..... I see that you have already trained a great deal. I suppose that even more training couldn't hurt.....";
- next;
- mes "[Guild Master]";
- mes "Is there any specific area that you would like to improve upon?";
- next;
- menu "Techniques.",sM_3a, "More challenging targets.",sM_3b, "Mental toughness.",sM_3c;
-
- sM_3a:
- mes "[Guild Master]";
- mes "As an Assassin you will have access to many new skills. The harder you train the better you will be at using these skills.";
- next;
- mes "[Guild Master]";
- mes "To be a great Assassin you must use these skills masterfully.";
- return;
- sM_3b:
- mes "[Guild Master]";
- mes "Constantly challenging yourself is a great way to improve your abilities.";
- mes "Facing the same targets over and over again will only make you weaker.";
- next;
- mes "[Guild Master]";
- mes "Good Assassins are always finding ways to challenge themsleves.";
- return;
- sM_3c:
- mes "[Guild Master]";
- mes "This is probably the most important aspect to work on for an Assassin.";
- mes "Not only do Assassins have to be of sound body but they also have to be of sound mind.";
- next;
- mes "[Guild Master]";
- mes "It is crucial for Assassins to be mentally tough, for they are constantly under pressure.";
- mes "The type of situations Assassins are faced with on a daily basis are unimaginable to most ordinary people.";
- next;
- mes "[Guild Master]";
- mes "This is why a true Assassin is constantly training his/her mind.";
- return;
-
-sF_Questions2:
- mes "[Guild Master]";
- mes "So let me ask you this.... If you became an Assassin right now, what is the first thing you would do?";
+ mes "[Guildmaster]";
+ mes "I'm going to give you a simple test. Please find your way through this maze and come to me. It is this maze that protects our guild from intruders.";
next;
- menu "Go into battle!",M_4, "Go back to the ones waiting for me.",M_5, "Learn more about Assassins.",M_6;
-
- M_4:
- mes "[Guild Master]";
- mes "Battle.... is that all?";
- next;
- menu "I would level up quickly.",sM_4a, "I would test my new abilities.",sM_4b, "I would go explore new places.",sM_4c;
-
- sM_4a:
- mes "[Guild Master]";
- mes "Whether or not your an Assassin shouldn't change how quickly you train.";
- mes "You would gain the same experience you did as a Thief. So take it slowly okay?";
- return;
- sM_4b:
- mes "[Guild Master]";
- mes "Testing out your new found skills is good.";
- mes "I can understand the excitement you will feel when you have gained new abilities as an Assassin.";
- next;
- mes "[Guild Master]";
- mes "Just don't let that get in the way of your duites.";
- return;
- sM_4c:
- mes "[Guild Master]";
- mes "Exploration is good. Find new places and meet new people.";
- mes "You'll never know when you will meet a prospective client.";
- return;
-
- M_5:
- mes "[Guild Master]";
- mes "Someone's waitng for you?";
- next;
- menu "Yes, the people I met in this guild.",sM_5a, "A friend and partner.",sM_5b, "The love of my life.",sM_5c;
-
- sM_5a:
- mes "[Guild Master]";
- mes "Haha. I think they would be happy to know that you are thinking of them.";
- mes "No matter where you go, or what you do, you will always have a place here in this guild.";
- return;
- sM_5b:
- mes "[Guild Master]";
- mes "Good friends can be hard to find, and those that you can call a partner are even rarer.";
- mes "It's good that you have a friend that you can trust and work with.";
- return;
- sM_5c:
- mes "[Guild Master]";
- if(sex == 1) mes "Oh you have a girlfriend... then become her shadow and protect her.";
- if(sex == 0) mes "Oh you have a boyfriend... then become his shadow and protect him.";
- next;
- mes "[Guild Master]";
- mes "As an Assassin you will find it very difficult to ever meet someone else, so make sure you treasure what you have now.";
- return;
-
- M_6:
- mes "[Guild Master]";
- mes "Okay, so what is it that you would like to know?";
- next;
- menu "Where's the easiest place to train?",sM_6a, "Where do Assassins usually go to gain exp?",sM_6b,
- "How does an Assassin make money?",sM_6c;
-
- sM_6a:
- mes "[Guild Master]";
- mes "Where ever an Assassin may be, he/she must learn to adapt and survive.";
- mes "Assassins do not have the luxury of choosing where they work.";
- return;
- sM_6b:
- mes "[Guild Master]";
- mes "There are many experienced Assassins wandering the continent of Rune-Midgard. Seek them out and ask for their knowledge.";
- next;
- mes "[Guild Master]";
- mes "The best way to gain experience however, is to go out and experience the world for yourself.";
- return;
- sM_6c:
- mes "[Guild Master]";
- mes "Damit, is money that important to you? An Assassins life does not revolve around money.....";
- return;
+ mes "[Guildmaster]";
+ mes "I look forward";
+ mes "to meeting you";
+ mes "at the end of maze.";
+ close;
+OnDisable:
+ mapannounce "in_moc_16","...Next volunteer, please come in.",bc_map;
}
-
-//=============================================//
-// Maze Triggers
-//=============================================//
-in_moc_16,170,90,0 script maze_trig#1 139,0,0,{
- mes "[Guild Master]";
- mes "There's no way to walk there, try another way.";
+in_moc_16,149,80,4 script Guildmaster#ASN2 106,1,1,{
+OnTouch:
+ savepoint "morocc",100,100;
+ if (ASSIN_Q == 7 && BaseJob == Job_Thief) {
+ set ASSIN_Q,8;
+ mes "[Guildmaster]";
+ mes "Welcome.";
+ mes "I apologize for";
+ mes "making you go";
+ mes "through the maze.";
+ next;
+ mes "[Guildmaster]";
+ mes "I saw your resume just now. You're well known as a Thief with guts. Rarely do we receive potential Assassins of your stature.";
+ next;
+ mes "[Guildmaster]";
+ mes "May I ask you some questions if you don't mind? You don't have to be nervous. Just remember: if you lie, I will kill you.";
+ next;
+ mes "[Guildmaster]";
+ mes "First off, what do you think is the priority of an Assassin?";
+ next;
+ switch(select("More power.:An Assassin's pride.:Endless practice.")) {
+ case 1:
+ mes "[Guildmaster]";
+ mes "More power...";
+ mes "Yes, you may think";
+ mes "of Assassins as much";
+ mes "stronger than Thieves.";
+ next;
+ mes "[Guildmaster]";
+ mes "However, for what reason do you wish for more power? To show off? Personal revenge? For what purpose will you use this power?";
+ next;
+ mes "[Guildmaster]";
+ mes "Why do you want";
+ mes "to be stronger";
+ mes "than you are now?";
+ next;
+ switch(select("Revenge...!:Money~:I want to travel.")) {
+ case 1:
+ set ASSIN_Q,8;
+ mes "[Guildmaster]";
+ mes "Revenge...?";
+ mes "Yes, I understand. All of us hold grudges against someone else eventually.";
+ next;
+ mes "[Guildmaster]";
+ mes "However, keep in mind that we are not allowed to be emotionally attached. Carry out your duties without question. That is our way.";
+ next;
+ mes "[Guildmaster]";
+ mes "Being an Assassin means";
+ mes "to abandon the ego.";
+ next;
+ break;
+ case 2:
+ set ASSIN_Q,9;
+ mes "[Guildmaster]";
+ mes "Financial reasons...? I won't deny that we all need money to live. But being Assassin means living for a higher purpose.";
+ next;
+ mes "[Guildmaster]";
+ mes "Being an Assassin means";
+ mes "to abandon such worldly";
+ mes "attachments...";
+ next;
+ break;
+ case 3:
+ set ASSIN_Q,10;
+ mes "[Guildmaster]";
+ mes "Good idea. Traveling around the world will allow you to broaden your experiences.";
+ next;
+ mes "[Guildmaster]";
+ mes "Most of us tend to avoid gathering into groups though, but I'm sure you already caught that, yes?";
+ next;
+ mes "[Guildmaster]";
+ mes "In a way, being an Assassin is to live life in loneliness...";
+ next;
+ break;
+ }
+ break;
+ case 2:
+ mes "[Guildmaster]";
+ mes "An Assassin's pride...";
+ mes "Did other Assassins tell you that...?";
+ next;
+ mes "[Guildmaster]";
+ mes "Pride is certainly important, but pride is worth nothing if you do not have any ability.";
+ next;
+ mes "[Guildmaster]";
+ mes "Most of the Assassins you've met before me are brethren that have shared many difficult times together.";
+ next;
+ mes "[Guildmaster]";
+ mes "I can understand why their pride and dignity would be so important to them. Now, for what reason do you wish to become an Assassin?";
+ next;
+ switch(select("I like the solitude.:Making money being an Assassin.:They just look interesting.")) {
+ case 1:
+ set ASSIN_Q,11;
+ mes "[Guildmaster]";
+ mes "You got the point...";
+ mes "We are lonely. We will always be alone, even amongst each other...";
+ next;
+ mes "[Guildmaster]";
+ mes "In a way, being";
+ mes "an Assassin equals";
+ mes "nothing, I would say.";
+ next;
+ mes "[Guildmaster]";
+ mes "But, as I told you before, we have comrades. I recommend having at least one comrade to back up you when you're on a mission.";
+ next;
+ break;
+ case 2:
+ set ASSIN_Q,12;
+ mes "[Guildmaster]";
+ mes "Well, I can't deny it, we do need money to make a living. But don't you think we should pursue something even more important than money?";
+ next;
+ break;
+ case 3:
+ set ASSIN_Q,13;
+ mes "[Guildmaster]";
+ mes "Style and appearance is only superficial. It is sad that many people think this way...";
+ next;
+ mes "[Guildmaster]";
+ mes "Such disgraceful Assassins that have lost their true focus are dealt with in our own manner...";
+ next;
+ mes "[Guildmaster]";
+ mes "Don't forget...";
+ mes "Assassins don't toy around. We are not into a style or trend, and we never will be.";
+ next;
+ break;
+ }
+ break;
+ case 3:
+ mes "[Guildmaster]";
+ mes "Endless Practice...";
+ mes "I think you have what it takes. Is there a reason you want to be an Assassin?";
+ next;
+ mes "[Guildmaster]";
+ mes "Unlike the Thief class, the Assassin job doesn't allow self-indulgence. Tell me the";
+ mes "reason you train endlessly.";
+ next;
+ switch(select("To broaden my skills.:It's a goal of mine.:For spiritual improvement.")) {
+ case 1:
+ set ASSIN_Q,14;
+ mes "[Guildmaster]";
+ mes "Learning skills comes naturally with the Assassin job. But don't think of skills as the best value of your training.";
+ next;
+ mes "[Guildmaster]";
+ mes "You won't be satisfied in becoming an Assassin if you think this...";
+ next;
+ break;
+ case 2:
+ set ASSIN_Q,15;
+ mes "[Guildmaster]";
+ mes "It's a goal of yours, eh? Well, I guess you've got to have goals...";
+ next;
+ mes "[Guildmaster]";
+ mes "I once knew a person who had goals. Long ago, I met someone on assignment who wanted to keep from getting killed before becoming a level 54 knight.";
+ next;
+ mes "[Guildmaster]";
+ mes "It's to bad I had to kill him before he was level 52... ^666666*Sigh*^000000 Oh well.";
+ next;
+ mes "I'm a bit worried about you. I hope you realize that once you become an Assassin, there's no turning back...";
+ next;
+ break;
+ case 3:
+ set ASSIN_Q,16;
+ mes "[Guildmaster]";
+ mes "Good idea...";
+ mes "That is a good way to improve yourself. I've seen many people who know how to be strong physically but not in their mental state.";
+ next;
+ mes "[Guildmaster]";
+ mes "I hope you're not a hypocrite. Spiritual discipline is the best way for you to survive.";
+ next;
+ break;
+ }
+ break;
+ }
+ mes "[Guildmaster]";
+ mes "Sadly, there are some nit-wits who are eager to be Assassins even though they don't know anything...";
+ next;
+ mes "[Guildmaster]";
+ mes "They cause problems and bring us disgrace. Their activities often result in horrible situations.";
+ next;
+ mes "[Guildmaster]";
+ mes "Be careful lest you become one of them once you become an Assassin. The responsibility rests solely on your shoulders...";
+ next;
+ mes "[Guildmaster]";
+ mes "So if you could become an Assassin right now, what is the first thing you would do?";
+ next;
+ switch(select("I would go hunt right away.:There are people waiting for me.:Check how I can help as an Assassin.")) {
+ case 1:
+ mes "[Guildmaster]";
+ mes "Hunt...";
+ mes "Is that all...?";
+ next;
+ switch(select("I would level up fast.:I want to explore my Assassin skills.:I will go where I couldn't go as a Thief.")) {
+ case 1:
+ set .@assassin_sangdam,.@assassin_sangdam+10;
+ mes "[Guildmaster]";
+ mes "Don't act recklessly...";
+ mes "Being an Assassin never makes you a different person. And don't rely on chance.";
+ next;
+ break;
+ case 2:
+ set .@assassin_sangdam,.@assassin_sangdam+5;
+ mes "[Guildmaster]";
+ mes "It is good for one to examine oneself. I can understand that you will be excited by the great change in your ability.";
+ next;
+ mes "[Guildmaster]";
+ mes "In the meantime, I hope you won't forget the Assassin mentality.";
+ next;
+ break;
+ case 3:
+ mes "[Guildmaster]";
+ mes "Very well...";
+ mes "Exploring places you've never seen before. But know that being an Assassin never makes you a different person.";
+ next;
+ mes "[Guildmaster]";
+ mes "Don't force yourself too much.";
+ mes "Take your time and travel wisely.";
+ next;
+ break;
+ }
+ break;
+ case 2:
+ mes "[Guildmaster]";
+ mes "Who is waiting";
+ mes "for you, might I ask?";
+ next;
+ switch(select("My friends.:My Guildsmen.:My lover.")) {
+ case 1:
+ set .@assassin_sangdam,.@assassin_sangdam+5;
+ mes "[Guildmaster]";
+ mes "I see...";
+ mes "Appreciate them for caring about you, even when you're alone.";
+ next;
+ break;
+ case 2:
+ set .@assassin_sangdam,.@assassin_sangdam+5;
+ mes "[Guildmaster]";
+ mes "Great...";
+ mes "Comrades for whom you would die for...";
+ next;
+ mes "[Guildmaster]";
+ mes "As an Assassin, find a job that you can do for them without them knowing..";
+ next;
+ break;
+ case 3:
+ mes "[Guildmaster]";
+ mes "Haha, the needs of the body are sometimes hard to ignore. It's best to accept that part of human nature.";
+ next;
+ mes "[Guildmaster]";
+ if (sex )
+ mes "But you must never reveal to her the Assassin side of your life. No matter what it takes.";
+ else
+ mes "But you must never reveal to him the Assassin side of your life, no matter what it takes.";
+ next;
+ mes "[Guildmaster]";
+ mes "Love your beloved forever, even if you can't openly express it. Sometimes, life doesn't allow you to find true love more than once.";
+ next;
+ break;
+ }
+ break;
+ case 3:
+ mes "[Guildmaster]";
+ mes "That's most admirable. Is there anything that you would like to ask me about?";
+ next;
+ switch(select("Places where Assassins can level up...:Main goals as an Assassin.:Financial consulting.")) {
+ case 1:
+ set .@assassin_sangdam,.@assassin_sangdam+5;
+ mes "[Guildmaster]";
+ mes "It all depends on your mind. Any place could be the best to level up according to your mind state.";
+ next;
+ mes "[Guildmaster]";
+ mes "You must know how to";
+ mes "survive in any situation.";
+ next;
+ break;
+ case 2:
+ mes "[Guildmaster]";
+ mes "There are many Assassins out there. Look to them as your trainers, and ask for their opinions.";
+ next;
+ mes "[Guildmaster]";
+ mes "I hope you will become an excellent Assassin. And when you reach a certain level, you must guide newbies as your trainers have.";
+ next;
+ break;
+ case 3:
+ set .@assassin_sangdam,.@assassin_sangdam+10;
+ mes "[Guildmaster]";
+ mes "Oh my lord...";
+ mes "Are you planning to become an Assassin in order to make money?";
+ next;
+ mes "[Guildmaster]";
+ mes "People of that nature are unwelcome. If such is your goal, you may wish to reconsider your job...";
+ next;
+ break;
+ }
+ break;
+ }
+ mes "[Guildmaster]";
+ mes "It was nice to meet you. You reminded me of the good ol' days.";
+ next;
+ mes "[Guildmaster]";
+ mes "Please give me";
+ mes "one second...";
+ next;
+ set name,PcName;
+ mapannounce "in_moc_16","Those involved with the testing of " + strcharinfo(0) + ", please gather before me.",bc_map;
+ mes "[Guildmaster]";
+ mes "Those involved with the testing of " + strcharinfo(0) + ", please gather before me.";
+ next;
+ mes "[Guildmaster]";
+ mes "They will";
+ mes "be here soon.";
+ next;
+ enablenpc "[Huey]";
+ enablenpc "[Khai]";
+ enablenpc "[The Anonymous One]";
+ enablenpc "[Barcardi]";
+ enablenpc "[Beholder]";
+ enablenpc "[Thomas]";
+ enablenpc "[Gayle Maroubitz]";
+ mes "[The Anonymous One]";
+ mes "I am here.";
+ next;
+ mes "[Guildmaster]";
+ mes "I would like to listen to your opinion of " + strcharinfo(0) + " for the job change test.";
+ next;
+ mes "[The Anonymous One]";
+ mes "Ah yeah...";
+ mes "I think";
+ mes ""+ strcharinfo(0) +"";
+ mes "is decent.";
+ next;
+ mes "[Guildmaster]";
+ mes "Well...";
+ mes "The Anonymous One";
+ mes "supports you. How";
+ mes "about you, Huey?";
+ next;
+ if (ASSIN_Q3 == 1) {
+ mes "[Huey]";
+ mes "A rarity.";
+ mes "You can tell";
+ mes "by the job level.";
+ next;
+ mes "[Huey]";
+ mes "I agree with";
+ mes "the Anonymous One.";
+ }
+ else {
+ mes "[Huey]";
+ mes "Although "+ strcharinfo(0) +" looks too mellow and gentle, kind of like a pussycat, "+ strcharinfo(0) +" has the stuff.";
+ next;
+ mes "[Huey]";
+ mes "If it's alright with you, I'd like to get back to my job.";
+ next;
+ mes "[Guildmaster]";
+ mes "Yes...";
+ mes "That is all, Huey.";
+ }
+ next;
+ mes "[Guildmaster]";
+ mes "So...";
+ mes "'Beholder,' what";
+ mes "is your opinion?";
+ next;
+ donpcevent "[Huey]::OnDisable";
+ mes "[Beholder]";
+ mes "Well, I don't like the course score. But, somehow the whole test was passed. I'm okay with this person.";
+ next;
+ mes "[Guildmaster]";
+ mes "Hmm...";
+ mes "It seems we are all in agreement. Good. I don't have any problem with "+ strcharinfo(0) +" as well...";
+ next;
+ switch(ASSIN_Q) {
+ case 8:
+ mes "[Guildmaster]";
+ mes "Even though you're driven by personal revenge, I hope it will go away as you train...";
+ next;
+ break;
+ case 9:
+ mes "[Guildmaster]";
+ mes "Even though your main concern for now is being a rich, I'm sure you'll pursue something even greater...";
+ next;
+ break;
+ case 10:
+ mes "[Guildmaster]";
+ mes "Eager to travel all around the world, I hope your real identity is found in your journeys...";
+ next;
+ break;
+ case 11:
+ mes "[Guildmaster]";
+ mes "You seem to know a lot about Assassins. I don't think frustration from being alone will be difficult for you...";
+ next;
+ break;
+ case 12:
+ mes "[Guildmaster]";
+ mes "You have an idiocy about money, but I believe that you should be able to overcome it.";
+ next;
+ mes "[Guildmaster]";
+ mes "Although I do not trust you for now, I will give you a chance...";
+ next;
+ break;
+ case 13:
+ mes "[Guildmaster]";
+ mes "Even though you're enamored with Assassins superficially, I believe you will realize the real value of the Assassin job sooner or later.";
+ next;
+ break;
+ case 14:
+ mes "[Guildmaster]";
+ mes "One of the rare people who seeks better skills, I hope you will realize the importance of spiritual discipline sooner or later.";
+ next;
+ break;
+ case 15:
+ mes "[Guildmaster]";
+ mes "Sooner or later, you will find a new goal to which you can devote yourself...";
+ next;
+ break;
+ case 16:
+ mes "[Guildmaster]";
+ mes "I know some people care only about their physical training, but";
+ mes "I believe you stand out amongst them...";
+ next;
+ }
+ if (ASSIN_Q3 == 1 && BaseJob == Job_Thief && ASSIN_Q > 6 && ASSIN_Q < 17) {
+ set ASSIN_Q,17;
+ set ASSIN_Q3,2;
+ mes "[Guildmaster]";
+ mes "Well, I've said too much. Please choose a weapon as a present.";
+ next;
+ mes "[Guildmaster]";
+ mes "You can choose a Jur, Katar, Main Gauche, or a Gladius. As a master, I love them all.";
+ next;
+ switch(select("Jur:Katar:Main Gauche:Gladius")) {
+ case 1:
+ mes "[Guildmaster]";
+ mes "A Jur...";
+ mes "Good choice. There you are. I hope it will serve you well.";
+ getitem 1251,1; //Jur_
+ next;
+ case 2:
+ mes "[Guildmaster]";
+ mes "A Katar...";
+ mes "Here you are.";
+ mes "Although it's used,";
+ mes "I know it will";
+ mes "serve you well.";
+ getitem 1253,1; //Katar_
+ next;
+ case 3:
+ mes "[Guildmaster]";
+ mes "I see. You want to use both hands. Here, take your Main Gauche.";
+ getitem 1208,1; //Main_Gauche_
+ next;
+ case 4:
+ mes "[Guildmaster]";
+ mes "A Gladius...";
+ mes "It used to rule over the Assassin weapon market. Please take care of my gladius.";
+ getitem 1220,1; //Gladius_
+ next;
+ }
+ }
+ else {
+ set ASSIN_Q,17;
+ mes "[Guildmaster]";
+ mes "Well, I talked too much.";
+ mes "Please take this first.";
+ next;
+ switch(rand(1,5)) {
+ case 1:
+ getitem 1207,1; //Main_Gauche
+ break;
+ case 2:
+ getitem 1250,1; //Jur
+ break;
+ case 3:
+ getitem 1216,1; //Stiletto
+ break;
+ case 4:
+ getitem 1201,1; //Knife
+ break;
+ case 5:
+ getitem 1252,1; //Katar
+ }
+ }
+ mes "[Guildmaster]";
+ mes "Well, I am giving you a token. Please return to the Assassin expert, the Ferocious-Looking Huey, at the entrance.";
+ next;
+ mes "[Guildmaster]";
+ mes "Upon receiving this token, Huey will promote you to an Assassin.";
+ next;
+ mes "[Guildmaster]";
+ mes "You, " + strcharinfo(0) + ", have chosen to live as an Assassin. May you learn our ways and be an honorable example to others.";
+ savepoint "morocc",100,100;
+ getitem 1008,1; //Frozen_Heart
+ next;
+ mes "[Guildmaster]";
+ mes "Okay, all of you may go back to your positions. I will send you to the entrance as well. Let's move...";
+ disablenpc "[Huey]";
+ disablenpc "[Khai]";
+ disablenpc "[The Anonymous One]";
+ disablenpc "[Barcardi]";
+ disablenpc "[Beholder]";
+ disablenpc "[Thomas]";
+ disablenpc "[Gayle Maroubitz]";
+ close2;
+ warp "in_moc_16",17,19;
+ end;
+ }
+ else if (ASSIN_Q == 17) {
+ mes "[Guildmaster]";
+ mes "Umm...?";
+ mes "How come you're in here...?";
+ next;
+ mes "[Guildmaster]";
+ mes "You already finished your test. Why don't you go try to get the ^006699Necklace of Oblivion^000000 so you can change your job?";
+ close2;
+ warp "in_moc_16",17,19;
+ end;
+ }
+ else if (ASSIN_Q > 7 && ASSIN_Q < 17) {
+ set ASSIN_Q,7;
+ mes "[Guildmaster]";
+ mes "What the hell? You pressed 'Cancel' during the process. Do you want to change your job or what?";
+ next;
+ mes "[Guildmaster]";
+ mes "^666666*Sigh...*^000000";
+ mes "Ok, let's start again. If you don't listen this time, you won't leave this room alive. You got me?";
+ close;
+ }
+ else {
+ mes "[Guildmaster]";
+ mes "Umm? How come your in here?";
+ next;
+ mes "[Guildmaster]";
+ mes "You already finished your test, go give your ^006699Necklace of Oblivion^000000 to the Ferocious-looking guy so you can change your job!";
+ close2;
+ warp "in_moc_16",17,19;
+ end;
+ }
+}
+
+in_moc_16,186,81,1 script Master Assist 55,1,1,{
+ mes "[Assistent Gayle Maroubitz]";
+ mes "Sorry, but I'm not in charge of job changes. Go to the Guildmaster, as he has told you.";
close;
}
-in_moc_16,150,85,0 script maze_trig#2 139,0,0,{
- mes "[Guild Master]";
- mes ".... Getting warmer.... you're almost there.....";
+
+in_moc_16,170,90,0 script info 1 -1,{
+OnTouch:
+ mes "[Guildmaster]";
+ mes "Huh.";
+ mes "Now, that place is blocked. You might want to check the other side.";
close;
}
-in_moc_16,153,85,0 script maze_trig#3 139,0,0,{
- mes "[Guild Master]";
- mes "You can't walk there..";
- mes "Good, your almost there, keep walking.";
- mes "You have to walk in between a pole and a.....";
- mes "you got to turn a round in order to get in.";
+
+in_moc_16,153,85,0 script info 2 -1,1,1,{
+OnTouch:
+ mes "[Guildmaster]";
+ mes "You're getting warmer. You're almost there. Just, turn around a little bit.";
close;
}
-in_moc_16,160,85,0 script maze_trig#4 139,0,0,{
- mes "[Guild Master]";
- mes "There's no way to walk there, try another way.";
+
+in_moc_16,160,85,0 script info 3 -1,1,1,{
+OnTouch:
+ mes "[Guildmaster]";
+ mes "Hmm.";
+ mes "Now, that place";
+ mes "is blocked.";
close;
}
-in_moc_16,175,89,0 script maze_trig#5 139,0,0,{
- mes "[Guild Master]";
- mes "That way leads to Botogun..";
- mes "What are going to do there?";
+
+in_moc_16,175,89,0 script info 4 -1,1,1,{
+OnTouch:
+ mes "[Guildmaster]";
+ mes "Umm...";
+ mes "You're heading for my assistant. Do you still need to talk to him?";
close;
}
-in_moc_16,164,88,0 script maze_trig#6 139,0,0,{
- mes "[Guild Master]";
- mes "Good.... you're on the right track.";
+
+in_moc_16,164,88,0 script info 5 -1,{
+OnTouch:
+ mes "[Guildmaster]";
+ mes "Well done...";
+ mes "I can feel your steps near me.";
close;
}
-in_moc_16,149,95,0 script maze_trig#7 139,0,0,{
- mes "[Guild Master]";
- mes "Good, you found the path.";
+
+in_moc_16,149,95,0 script info 6 -1,1,1,{
+OnTouch:
+ mes "[Guildmaster]";
+ mes "Hm? Not bad. You're almost here.";
close;
}
-in_moc_16,180,101,0 script maze_trig#8 139,0,0,{
- mes "[Guild Master]";
- mes "... It looks like that's not that way...";
+
+in_moc_16,180,101,0 script info 7 -1,1,1,{
+OnTouch:
+ mes "[Guildmaster]";
+ mes "I don't think you're going the right way.";
close;
}
-in_moc_16,186,107,0 script maze_trig#9 139,0,0,{
- mes "[Guild Master]";
- mes "...Not that way either...";
+
+in_moc_16,186,107,0 script info 8 -1,1,1,{
+OnTouch:
+ mes "[Guildmaster]";
+ mes "No sense of direction, eh?";
close;
}
+in_moc_16,156,87,1 script [Huey] 55,{
+ end;
+
+OnInit:
+ disablenpc "[Huey]";
+ end;
+}
+
+in_moc_16,156,85,1 script [Khai] 730,{
+ end;
-//================================================//
-// Decoy Chief
-//================================================//
-in_moc_16,186,81,0 script Guild Master#02 55,{
- mes "[Guild Master Botogun]";
- mes "I'm sorry but I am not the person in charge here.";
- mes "The real Guild Chief is on the other side.";
- close;
+OnInit:
+ disablenpc "[Khai]";
+ end;
}
+in_moc_16,156,83,1 script [The Anonymous One] 106,{
+ end;
-//=================================================//
-// Guild Npcs
-//=================================================//
-in_moc_16,156,85,1 script Huey#End 55,{end;}
-in_moc_16,156,83,1 script Kai#End 730,{end;}
-in_moc_16,156,81,1 script Nameless One#End 106,{end;}
-in_moc_16,156,79,1 script Barcardi#End 725,{end;}
-in_moc_16,156,77,1 script Observer#End 55,{end;}
-in_moc_16,156,75,1 script Thomas#End 118,{end;}
-
-
-//==============================================================================
-// mapflag
-//==============================================================================
-in_moc_16 mapflag nomemo
-in_moc_16 mapflag noteleport
-in_moc_16 mapflag nosave SavePoint
-in_moc_16 mapflag nopenalty
-in_moc_16 mapflag nobranch
-in_moc_16 mapflag noexp
-in_moc_16 mapflag noloot
+OnInit:
+ disablenpc "[The Anonymous One]";
+ end;
+}
+
+in_moc_16,156,81,2 script [Barcardi] 725,{
+ end;
+
+OnInit:
+ disablenpc "[Barcardi]";
+ end;
+}
+
+in_moc_16,156,79,1 script [Beholder] 118,{
+ end;
+
+OnInit:
+ disablenpc "[Beholder]";
+ end;
+}
+
+in_moc_16,156,77,1 script [Thomas] 118,{
+ end;
+
+OnInit:
+ disablenpc "[Thomas]";
+ end;
+}
+
+in_moc_16,156,75,1 script [Gayle Maroubitz] 55,{
+ end;
+
+OnInit:
+ disablenpc "[Gayle Maroubitz]";
+ end;
+}
diff --git a/npc/jobs/2-1/blacksmith.txt b/npc/jobs/2-1/blacksmith.txt
index 2b745a7c3..f4da53f1a 100644
--- a/npc/jobs/2-1/blacksmith.txt
+++ b/npc/jobs/2-1/blacksmith.txt
@@ -7,11 +7,12 @@
//= Optimized and further edited by kobra_k88.
//= Further bugfixed and tested by Lupus
//===== Current Version: =====================================
-//= 2.2
+//= 2.3
//===== Compatible With: =====================================
-//= eAthena 1.0+
+//= eAthena SVN
//===== Description: =========================================
-//=
+//= [Aegis Conversion]
+//= Job Change quest for Blacksmith class.
//===== Additional Comments: =================================
//= Changed some npc names to the iRO names. Changed some variable
//= names and labels. Edited some text.[kobra_k88]
@@ -27,1492 +28,1540 @@
//= 2.0 Changed numbers to constants. [Vicious]
//= 2.1 Removed Duplicates [Silent]
//= 2.2 Merged Jfunc, changed job numbers to constants [Lupus]
+//= 2.3 Rescripted to Aegis 10.3 standards. [L0ne_W0lf]
//==============================================================
-
-
-//<==================================================== Blacksmith Altiregen (Job changer)==================================================>\\
-ein_in01,18,28,4 script Guildsman Altiregen 731,{
- callfunc "F_BlockHigh",Job_Merchant_High,"Merchant High",Job_Whitesmith,"White Smith","Blacksmith Altiregen";
-
- if (BaseJob == Job_Merchant) goto L_Merc;
- mes "[Blacksmith Altiregen]";
- mes "Welcome! We're the masters of the metal, blacksmiths!";
- mes "Our skills in creating weapons, in a way, is almost an art form!.";
- next;
- mes "[Blacksmith Altiregen]";
- mes "Those weapons, heh, can be sold for quite a profit as well.";
- next;
- mes "[Blacksmith Altiregen]";
-
- if (BaseJob == Job_Novice){
- if(sex){
- mes "Hmmm, you look like you wish to be a blacksmith! Sorry, but only merchants can be blacksmiths!.";
- } else {
- mes "...Hello little lady! If you wish to be a blacksmith, you have to be a merchant first!";
+ein_in01,18,28,4 script Guildsman#BLS 731,{
+ if (Upper == 1) {
+ mes "[Altiregen]";
+ mes "Hey hey. I don't have time for chit-chat, I'm a pretty busy guy. There's all these Merchants working hard to become Blacksmiths.";
+ next;
+ mes "[Altiregen]";
+ mes "Wait a minute, I think I've met you before.";
+ mes "Ummm.....";
+ next;
+ mes "[Altiregen]";
+ mes "Are you the one who broke my weapon and ran away? Or are you the one who tortured me so that I'd forge a weapon for you? Why can't I remember?";
+ next;
+ mes "[Altiregen]";
+ mes ".......";
+ mes "I can't remember who you are for the life of me. Is this deja vu?";
+ next;
+ mes "[Altiregen]";
+ mes "Argh!! This is really bugging me! But still, I can sense that there's something special about you. Oh well, whatever. Have a good day~";
+ close;
+ }
+ mes "[Altiregen]";
+ mes "Welcome!";
+ mes "We are Workers of Steel,";
+ mes "the Blacksmith Guild.";
+ next;
+ mes "[Altiregen]";
+ mes "We pour the fervor";
+ mes "and passion of our souls into";
+ mes "our craft. Our skills of melting metal into new weapons";
+ mes "and tools is truly a form of art!";
+ next;
+ if (BaseClass == Job_Novice) {
+ if (sex == 0) {
+ mes "[Altiregen]";
+ mes "Oh~";
+ mes "what a very";
+ mes "pretty lady!";
+ mes "Are you interested in";
+ mes "becoming a Blacksmith?";
+ next;
+ mes "[Altiregen]";
+ mes "First, you must become a Merchant before you can become a Blacksmith. Go to the city of Alberta to learn the Merchant trade.";
+ close;
}
close;
}
- if (baseClass == Job_Swordman){
- mes "Hello! Come here to order a sword? Sorry, but I have some paperwork to do, so I can't forge anything now.";
+ else if (BaseJob == Job_Swordman) {
+ mes "[Altiregen]";
+ mes "Oh, are you interested in having a weapon forged? I'm sorry to disappoint you, but I actually have a lot of business to attend to.";
close;
}
- if (baseClass == Job_Acolyte){
- mes "Oh! A Holy one...! Do me a favor and bless the sword I'm crafting!";
+ else if (BaseJbb == Job_Archer) {
+ mes "[Altiregen]";
+ mes "Oh...";
+ mes "There's not much we can offer you here. And you can't really help out around here unless you know how to make stuff...";
close;
}
- if (baseClass == Job_Thief){
- mes "Sorry, but this is more of a office, so there's nothing worth money. We CAN do knife forges though.";
+ else if (BaseJob == Job_Mage) {
+ mes "[Altiregen]";
+ mes "Oh? What's a magic user doing here? I'm surprised. Usually this kind of rough work is beneath you intellectual types.";
close;
}
- if (baseClass == Job_Mage){
- mes "Interested in training? Our guild cannot assist magic users is such matters.";
+ else if (BaseJob == Job_Acolyte) {
+ mes "[Altiregen]";
+ mes "Oh! Am I correct in assuming you're a member of the Clergy? Would you please bless me before you leave!";
close;
}
- if (baseClass == Job_Archer){
- mes "Hmmm, sorry, but we're not hiring anyone that isn't a merchent.";
- close;
+ else if (Class == Job_Thief) {
+ mes "[Altiregen]";
+ mes "I'm sorry...";
+ mes "But there really isn't anything for you to steal here. Well, there are the Daggers we keep in the back, but...";
+ close;
}
- if (BaseJob == Job_Blacksmith){
- mes "Hey! Been a while, running a errand for Christopher? I feel like my hammer is getting rusty after all this office work.";
+ else if (BaseJob == Job_Alchemist) {
+ mes "[Altiregen]";
+ mes "So how's the pharmacy business going on recently?";
+ mes "Well, my forging business does not seem to grow any longer.";
close;
}
- mes "Only Merchants can become Blacksmiths.";
- close;
-
-L_Merc:
- mes "[Blacksmith Altiregen]";
- if (BSMITH_Q == 1) goto L_Test1;
- if (BSMITH_Q == 2 || BSMITH_Q == 3) goto L_Test2and3;
- if (BSMITH_Q == 4) goto L_Test4;
- if (BSMITH_Q == 5) goto L_Change;
- mes "Hello fellow merchant! Are you here to apply?";
- mes "Write your name and your job level on this piece of paper.";
- next;
- menu "Apply",M_App,"What's required?",M_Req,"Not now...",M_NtNow;
-
- M_App:
- if(JobLevel < 40) goto sL_Lowlvl;
- if(JobLevel == 50) goto sL_HighLvl;
- mes "[Blacksmith Altiregen]";
- mes "Hmmm...";
- mes "Your job level is satisfactory.";
- next;
- mes "[Blacksmith Altiregen]";
- mes "Good, but we don't just accept anybody.";
- mes "We'll need to test your merchant skills and your determination.";
- next;
- mes "[Blacksmith Altiregen]";
- mes "Rustle Rustle";
- next;
- mes "[Blacksmith Altiregen]";
- mes "Hmmm, the guildsman ^5533FFGeshupenschte in Einbech^000000, is a bit short of hands.";
- mes "Go help him, that's the first test.";
- next;
- mes "[Blacksmith Altiregen]";
- mes "Have a nice trip!";
- set BSMITH_Q,1;
- set JBLVL, 40;
+ else if (BaseJob == Job_Blacksmith) {
+ mes "[Altiregen]";
+ mes "Oh! Long time no see.";
+ mes "Have you come to purchase supplies from Christopher? These days I'm stuck behind this desk. My body's itching to strike the ol' anvil.";
close;
-
- sL_Lowlvl:
- mes "[Blacksmith Altiregen]";
- mes "You need more training as a merchant. We only accept job level 40+";
- mes "As much as I want to accept you, we have regulations. Sorry, but return later.";
+ }
+ else if (BaseJob == Job_Merchant) {
+ if (SkillPoint) {
+ mes "[Altiregen]";
+ mes "You can't change to the Blacksmith Job Class without first using all your skill points. Please come back after wisely using your skill points.";
+ close;
+ }
+ if (BSMITH_Q == 0) {
+ mes "[Altiregen]";
+ mes "Why don't you stop struggling";
+ mes "to make zeny as a Merchant and";
+ mes "join the elite Blacksmith class?";
+ mes "If you're interested, fill out this application with your name";
+ mes "and Job Level.";
+ next;
+ switch(select("Fill out Application.:What are the requirements?:Um, I need to think about it.")) {
+ case 1:
+ if (SkillPoint) {
+ mes "[Altiregen]";
+ mes "You can't change to the Blacksmith Job Class without first using all your skill points. Please come back after wisely using your skill points.";
+ close;
+ }
+ else if (JobLevel > 39 && BSMITH_Q == 0) {
+ mes "[Altiregen]";
+ mes "Hmmm...";
+ mes "Looks like you";
+ mes "meet the Job Level";
+ mes "Requirement.";
+ next;
+ mes "[Altiregen]";
+ mes "You see, we don't accept just anybody into our guild. First, we only accept experienced Merchants with a true desire to become great Blacksmiths. Let's see...";
+ next;
+ mes "^3355FF*Shuffling of papers*^000000";
+ next;
+ mes "[Altiregen]";
+ mes "Hmmm...";
+ mes "One of our Blacksmiths in Einbech, ^8E6B23Geschupenschte^000000 has sent us word that he's short on help. Your first test of character will be to help him out.";
+ next;
+ set BSMITH_Q,1;
+ mes "[Altiregen]";
+ mes "Be careful";
+ mes "and good luck!";
+ close;
+ }
+ else if (JobLevel < 40) {
+ mes "[Altiregen]";
+ mes "Hmmm, it seems that you lack experience as a Merchant. We require that you are at least Job Level 40, you see.";
+ next;
+ mes "[Altiregen]";
+ mes "I feel bad turning you away after you've come so far, but rules are rules. Sorry to disappoint you, but we'll welcome you back once you're ready.";
+ close;
+ }
+ case 2:
+ mes "[Altiregen]";
+ mes "You want to know our requirements? First, you need to have Job Level 40 or higher as a Merchant. Second, you need to pass a test that will be given by the Blacksmith Guild.";
+ next;
+ mes "[Altiregen]";
+ mes "The test may consist of difficult tasks, but it's definitely not impossible. You will need to deliver certain items to different areas around the world";
+ mes "to complete the test.";
+ break;
+ case 3:
+ mes "[Altiregen]";
+ mes "Hmmm...";
+ mes "Well, I hope";
+ mes "to see you again.";
+ close;
+ }
+ }
+ else if (BSMITH_Q > 0 && BSMITH_Q < 8) {
+ mes "[Altiregen]";
+ mes "You haven't left yet?";
+ mes "Go to Alberta and find ^8E6B23Geschupenschte^000000. Finish helping him out, and when you're done, come back to me.";
+ close;
+ }
+ else if (BSMITH_Q > 8 && BSMITH_Q < 15) {
+ mes "[Altiregen]";
+ mes "Was the work you did for ^8E6B23Geschupenschte^000000 to your liking? He's known for being pretty exacting...";
close;
- sL_HighLvl:
- mes "[Blacksmith Altiregen]";
- mes "Wow! I'm impressed! You've done a lot of training there. You know what they say, with hard work comes great rewards.";
- emotion e_what;
+ }
+ else if (BSMITH_Q == 15) {
+ mes "[Altiregen]";
+ mes "Great job!!";
+ mes "You have passed";
+ mes "the first test...";
next;
- mes "[Blacksmith Altiregen]";
- mes "Well, first things first..... The guildsman ^5533FFGeshupenschte in Einbech^000000, is a bit short on help.";
- mes "Go help him, that's the first test.";
+ mes "[Altiregen]";
+ mes "Hm? You look surprised.";
+ mes "I guess you didn't know that there's more than one test. ";
+ mes "Haha, but don't worry, you are not going to travel that far.";
+ mes "Please go talk to the guildsman inside the building for more details about your next test.";
next;
- mes "[Blacksmith Altiregen]";
- mes "Have a nice trip!";
- set BSMITH_Q,1;
- set JBLVL, 50;
+ if (select("I want to change my job quickly! But...oh well.:Grrr! Enough is enough!") == 1) {
+ set BSMITH_Q,16;
+ mes "[Altiregen]";
+ mes "I'm sorry, but I'm sure you understand, right? We can't just casually accept anybody into";
+ mes "our guild!";
+ next;
+ mes "[Altiregen]";
+ mes "If we don't keep our standards,";
+ mes "we won't be able to maintain the respectability of the Blacksmith Guild!";
+ mes "We can't embarass our guild in this manner! *Ahem* Anyway, you talk to the guildsman inside the building now.";
+ close;
+ }
+ mes "[Altiregen]";
+ mes "Are you saying you're going";
+ mes "to quit the application process? That's an insult to our guild!";
+ mes "Get out of here! With that kind of attitude, you can forget becoming a member of the Blacksmith Guild!";
+ next;
+ mes "[Altiregen]";
+ mes "You have no spirit!";
+ mes "If you can't endure this, you'll never be a Blacksmith!";
close;
- M_Req:
- mes "[Blacksmith Altiregen]";
- mes "What is required?";
- mes "First, be job level 40 at least.";
- mes "And pass the test.";
- mes "That's it. The test is a bit complicated, but passable.";
- mes "The test involves delievering items and being quized on the special items of certain regions and then being tested on knowledge of blacksmiths.";
- close;
- M_NtNow:
- mes "[Blacksmith Altiregen]";
- mes "Alright, see you later.";
- close;
-
-
-L_Test1:
- mes "You didn't leave yet? I told you to go see Geshupenschte in Einbech. See you then.";
- emotion e_what;
- close;
-
-L_Test2and3:
- mes "How was the work Geshupenschte gave you? He can be a pain sometimes.";
- close;
-L_Test4:
- if (BSMITH_Q2 == 1) goto L_NotDone;
- mes "Congrats! You've passed Geshupenschte's tests!";
- next;
- mes "[Blacksmith Altiregen]";
- mes "Hmm? Heh, there is one last test you know.";
- mes "The guildsman for the last test is Mitmayer, go talk to her now.";
- next;
- menu "Cruel, but I'll go.",-,"......I don't wanna travel T_T",M_dontgo;
-
- set BSMITH_Q2, 1;
- mes "[Blacksmith Altiregen]";
- mes "I hope you do, because the blacksmith's guild doesn't like shaming it's status by hiring idiots!";
- next;
- mes "[Blacksmith Altiregen]";
- mes "If such a thing happened, I can see the guild crumbling down, sob T_T";
- mes "Well..... Go find her!";
- close;
- M_dontgo:
- mes "[Blacksmith Altiregen]";
- mes "What!? You're giving up!?!.........";
- emotion e_what;
- next;
- mes "[Blacksmith Altiregen]";
- mes "HOW DARE YOU INSULT OUR GUILD LIKE THAT!";
- mes "Leave now! Don't you dare even DREAM about becoming a blacksmith!";
- emotion e_omg;
- next;
- mes "[Blacksmith Altiregen]";
- mes "Can't endure ANYTHING can you!? How do you plan to become a blacksmith if you can't do these simple tasks!?";
- emotion e_an;
- close;
-
- L_NotDone:
- mes "Hmmm? Didn't you say you're going?";
- mes "Sorry, but you gotta pass the test.";
- close;
-
-L_Change:
- if(countitem(1005) < 1) goto L_NoHam;
- if(SkillPoint > 0) mes "You need to use up all of your skill points before I can make you a Blacksmith.";
- if(SkillPoint > 0) close;
- mes "Whoah, I can see the fire in your eyes! You've passed!!";
- mes "I'll grant you the power to work metals!";
- next;
- delitem 1005,1;
- callfunc "Job_Change",Job_Blacksmith;
- mes "[Blacksmith Altiregen]";
- mes "Don't forget! We're the artists that put beauty into metal! Don't you dare forget that!";
- next;
- mes "[Blacksmith Altiregen]";
- mes "Here's a present! Congrats on passing!";
- if(JBLVL != 50) getitem 999,5;
- if(JBLVL == 50) getitem 999,10;
- callfunc "F_ClearJobVar"; // clears all job variables for the current player
- emotion e_no1;
- close;
-
- L_NoHam:
- mes "Did you forget something? You need to show me the ^5533FFHammer of Blacksmiths^000000 to prove that you've passed all of the tests.";
- next;
- mes "[Blacksmith Altiregen]";
- mes "You DO have it..... don't you???";
- next;
- menu "Oh that thing... let me just get it out of storage...",-, "Actually I sold it for pots..... now what?",sM_What;
-
- mes "[Blacksmith Altiregen]";
- mes "....... grrrrrrr.......";
- emotion e_ag;
+ }
+ else if (BSMITH_Q == 16) {
+ mes "[Altiregen]";
+ mes "Um? Haven't you talk to the guildsman yet?";
+ mes "If you haven't, I suggest you to do so as soon as possible.";
close;
- sM_What:
- mes "[Blacksmith Altiregen]";
- mes ".......... I'll tell you what.............";
+ }
+ else if (BSMITH_Q == 17 && countitem(1005) > 0 && JobLevel > 39) {
+ mes "[Altiregen]";
+ mes "Excellent, I can tell by the twinkle in your eye that you were successful. I can now bestow upon you the gift of the smithing, the art of the Blacksmith.";
next;
- mes "[Blacksmith Altiregen]";
- mes "YOU GET TO START ALL OVER!!!!";
- set BSMITH_Q, 0;
- set BSMITH_Q2, 0;
- emotion e_pif;
- close;
+ set .@joblvl,JobLevel;
+ callfunc "Job_Change",Job_Blacksmith;
+ callfunc "F_ClearJobVar"; // clears all job variables for the current player
+ mes "[Altiregen]";
+ mes "Always remember that we are creators, and artists over metals. Be wary that you do not fall into the pitfalls of selfishness";
+ mes "and greed.";
+ next;
+ delitem 1005,1; //Hammer_Of_Blacksmith
+ mes "[Altiregen]";
+ mes "Here is a little";
+ mes "gift to mark the";
+ mes "beginning of your";
+ mes "life as a Blacksmith.";
+ mes "Congratulations!!!";
+ if (.@joblvl > 48)
+ getitem 999,30; //Steel
+ else
+ getitem 999,5; //Steel
+ close;
+ }
+ }
}
-
-//<=============================================== Geshupenschte: 1st, 2nd, 3rd Test ===================================================>\\
-ein_in01,201,27,4 script Geshupenschte 63,{
-
- if(BaseJob == Job_Merchant) goto L_merchant;
- mes "[Geshupenschte]";
- mes "Hello sir! I'm the blacksmith. Geshupenschte! Nice to meet you!";
- next;
- mes "[Geshupenschte]";
- mes "Blacksmith is such a great job!! Don't you think so? Hahahahahahah!";
- emotion e_heh;
- close;
-
-L_merchant:
- mes "[Geshupenschte]";
- if (BSMITH_Q == 1) goto L_Test1;
- if (BSMITH_Q == 2) goto L_Test2;
- if (BSMITH_Q == 3) goto L_Test3;
- if (BSMITH_Q == 4) goto L_Done;
- if (BSMITH_Q == 5) goto L_GoChange;
- mes "Hoho!! A merchant! Excellent! I was in need of some help!!";
- next;
- mes "[Geshupenschte]";
- mes "Of course.... I wouldn't want to bother someone as busy as yourself. Go on your way if you must!....";
- next;
- mes "[Geshupenschte]";
- mes "~Dum dee dum dee dum~.....I am the best.... I am a blacksmith....(singing)";
- next;
- mes "[Geshupenschte]";
- mes "What? Why are you still here?";
- emotion e_what;
- close;
-
-// Test 1-----------------------------------------------------------------
-L_Test1:
- if (BSMITH_Q2 == 1) goto L_ReTest1;
- mes "You're the one sent by the guild, right?";
- mes "Whew, the people order so many items >_> We don't have enough people to deliever.";
- next;
- mes "[Geshupenschte]";
- mes "Well, you ARE the one sent by the guild, right?";
- mes "Oh well, hopefully >_>";
- next;
- mes "[Geshupenschte]";
- mes "See, this kid a few days ago,";
- mes "he wasted SO much of our money.";
- mes "Just because I sent him on a semi complicated errand >_>";
- mes "Now, let me ask a few questions!";
- next;
- menu "Alright",M_Rdy,"Wait, let me go and get prepared",-;
-
- mes "[Geshupenschte]";
- mes "Ok, return after you're ready.";
- mes "I'll be waiting here.";
- close;
- M_Rdy:
- set @score, 0;
- set @temp, rand(2);
- if (@temp == 1) goto L_setq2;
-
- L_setq1:
- mes "[Geshupenschte]";
- mes "1. Which town and local item don't match?";
- next;
- menu "Morroc - Thief Clothes",q1,"Alberta - 2 Hand Axe",q1,"Comodo - Berserk Potion",q1,"Alberta - Swordmace",-;
-
- set @score,@score+10;
- q1:
-
- mes "[Geshupenschte]";
- mes "2. What does the smith skill Hammerfall do?";
- next;
- menu "Stun",-,"Blind",q2,"Poison",q2,"Sleep",q2;
-
- set @score,@score+10;
- q2:
-
- mes "[Geshupenschte]";
- mes "3. What is a merchant not good at?";
- next;
- menu "Opening Shops",q3,"Buying Cheap",q3,"Selling High",q3,"Running Fast",-;
-
- set @score,@score+10;
-
- q3:
-
- mes "[Geshupenschte]";
- mes "4. Where do you buy Blue Gems?";
- next;
- menu "Alberta",q4,"Morroc",q4,"Geffen",-,"Prontera",q4;
-
- set @score,@score+10;
-
- q4:
-
- mes "[Geshupenschte]";
- mes "5. Where is the Geffen Tool Shop from the tower?";
- next;
- menu "8 o'clock",-,"11 o'clock",q5,"6 o'clock",q5,"5 o'clock",q5;
-
- set @score,@score+10;
-
- q5:
-
- mes "[Geshupenschte]";
- mes "6. What weapon can't be used by merchants?";
- next;
- menu "Stiletto",q6,"Buster",q6,"Chain",q6,"Bible",-;
-
- set @score,@score+10;
-
- q6:
-
- mes "[Geshupenschte]";
- mes "7. Which has the highest def?";
- next;
- menu "Panty",q7,"Mink Coat",-,"Wooden Mail",q7,"Silk Robe",q7;
-
- set @score,@score+10;
-
- q7:
-
- mes "[Geshupenschte]";
- mes "8. How many times can you upgrade a lvl 3 weapon safely?";
- next;
- menu "+3 ",q8,"+4 ",q8,"+5 ",-,"+6 ",q8;
-
- set @score,@score+10;
- q8:
-
- mes "[Geshupenschte]";
- mes "9. What can you make with Trunks?";
- next;
- menu "Sakkat",-,"Ghost Bandana",q9,"Majestic Goat",q9,"Antlers",q9;
-
- set @score,@score+10;
- q9:
-
- mes "[Geshupenschte]";
- mes "10. What is the most important to merchants!?";
- next;
- menu "Helpfulness",-,"Honor",-,"Money",-,"Honesty",-;
-
- set @score,@score+10;
-
- if (BSMITH_Q2 == 1) goto L_result2;
- goto L_result;
-
- L_setq2:
- mes "[Geshupenschte]";
- mes "1. Which town and local item is mismatched?";
- next;
- menu "Aldebaran - Ygg Leaf",q10,"Alberta - Hammer",q10,"Comodo - Berserk Potion",q10,"Aldebaran - Hammer",-;
-
- set @score,@score+10;
- q10:
-
- mes "[Geshupenschte]";
- mes "2. How much does Jellopy sell for?";
- next;
- menu "1z",q11,"2z",q11,"3z",-,"4z",q11;
-
- set @score,@score+10;
- q11:
-
- mes "[Geshupenschte]";
- mes "3. What's necessary to make a shop?";
- next;
- menu "Must have cart",-,"Item to sell",q12,"Have weapon equiped",q12,"Wear Armor",q12;
-
- set @score,@score+10;
- q12:
-
- mes "[Geshupenschte]";
- mes "4. Where is the merchant guild located?";
- next;
- menu "Alberta",-,"Morroc",q13,"Geffen",q13,"Prontera",q13;
-
- set @score,@score+10;
- q13:
-
- mes "[Geshupenschte]";
- mes "5. Where is the Morroc Weapon Shop from the center?";
- next;
- menu "7 o'clock",q14,"11 o'clock",q14,"6 o'clock",q14,"5 o'clock",-;
-
- set @score,@score+10;
- q14:
-
- mes "[Geshupenschte]";
- mes "6. What can't a merchant equip?";
- next;
- menu "Main Gauche",q15,"Claymore",-,"Chain",q15,"2 hand axe",q15;
-
- set @score,@score+10;
- q15:
-
- mes "[Geshupenschte]";
- mes "7. What has the highest defense?";
- next;
- menu "Panty",q16,"Mink Coat",-,"Wooden Mail",q16,"Silk Robe",q16;
-
- set @score,@score+10;
- q16:
-
- mes "[Geshupenschte]";
- mes "8. How many times can you safely upgrade a lvl 4 weapon?";
- next;
- menu "+3 ",q17,"+4",-,"+5",q17,"+6",q17;
-
- set @score,@score+10;
- q17:
-
- mes "[Geshupenschte]";
- mes "9. Which monster doesn't drop iron ore?";
- next;
- menu "Chonchon",q18,"Steel Chonchon",q18,"Zerom",q18,"Anolian",-;
-
- set @score,@score+10;
- q18:
-
- mes "[Geshupenschte]";
- mes "10. What is the most important to merchants?!";
- next;
- menu "Honesty",-,"Helpfulness",-,"Money",-,"Posture",-;
-
- set @score,@score+10;
-
- if (BSMITH_Q2 == 1) goto L_result2;
- goto L_result;
-
-L_result:
- mes "[Geshupenschte]";
- mes "Good!";
- next;
- mes "[Geshupenschte]";
- mes "Lets see....your score is ^5533FF"+@score+".^000000";
- if (@score == 100) goto L_perfect;
- mes ".............";
- next;
- mes "[Geshupenschte]";
- mes "Sorry friend, I don't want to give you the job.";
- mes "You need just a bit more knowledge. Go study some more";
- set BSMITH_Q2, 1;
- close;
-
- L_perfect:
- set BSMITH_Q,2;
- set BSMITH_Q2, 0;
- mes "Perfect!";
- next;
- mes "[Geshupenschte]";
- mes "Then you definatly can do the errand!";
- mes "Are you prepared?";
- close;
-L_result2:
- mes "[Geshupenschte]";
- mes "Great!";
- next;
- mes "[Geshupenschte]";
- mes "Lets see....your score is ^5533FF"+@score+".^000000";
- if (@score > 80) goto L_pass;
- mes ".............";
- next;
- mes "[Geshupenschte]";
- mes "You've missed again!";
- mes "If you keep missing, I can't give you the job. Go study more.";
- set BSMITH_Q2, 1;
- close;
-
- L_pass:
- set BSMITH_Q,2;
- set BSMITH_Q2, 0;
- mes "You Passed!";
- next;
- mes "[Geshupenschte]";
- mes "I'll let you do the job";
- mes "Are you prepared?";
+ein_in01,201,27,3 script Guildsman#alberta 63,{
+ mes "[Geschupenschte]";
+ mes "Hello there!";
+ mes "I'm ^8E6B23Geschupenschte^000000,";
+ mes "a Blacksmith by trade.";
+ mes "Nice to meet you!";
+ next;
+ if (BaseJob == Job_Merchant) {
+ mes "[Geschupenschte]";
+ mes "Oh ho ho!";
+ mes "You're a Merchant!";
+ mes "Excellent! I was";
+ mes "in need of some help!";
+ next;
+ if (BSMITH_Q == 0) {
+ mes "[Geschupenschte]";
+ mes "But, of course,";
+ mes "I wouldn't bother you";
+ mes "if you're busy. Go along";
+ mes "your way if you must~";
+ next;
+ mes "[Geschupenschte]";
+ mes "After all...";
+ mes "I should know";
+ mes "how it's like";
+ mes "to be busy~";
+ close;
+ }
+ else if (BSMITH_Q == 1) {
+ mes "[Geschupenschte]";
+ mes "Oh ho ho!";
+ mes "You're a Merchant!";
+ mes "Excellent! I was";
+ mes "in need of some help!";
+ next;
+ mes "[Geschupenschte]";
+ mes "Am I correct in assuming you are the help sent by the Blacksmith Guild? There aren't many trustyworthy people I can hire to help me, so I'm always";
+ mes "short on help.";
+ next;
+ mes "[Geschupenschte]";
+ mes "Hmm, in any case,";
+ mes "you are the help that was sent, right? Okay, I have some work for you that must be handled";
+ mes "right away!";
+ next;
+ mes "[Geschupenschte]";
+ mes "Some time ago, I had a boy working for me who had no experience and bought the wrong supplies! It was terrible...";
+ next;
+ mes "[Geschupenschte]";
+ mes "Anyone would hate to lose money through a foolish mistake like that. However, I have a slightly more difficult job for you.";
+ next;
+ mes "[Geschupenschte]";
+ mes "However, I want to make sure that you have some basic knowledge as a Merchant. I'd like to ask you some questions, if that's okay.";
+ next;
+ if (select("Yes.:Um, can I have some time to prepare?") == 1) {
+L_AskQuestions:
+ if (rand(1)) {
+ mes "[Geschupenschte]";
+ mes "1. Which one of the following regions is matched incorrectly";
+ mes "with its specialty item?";
+ next;
+ if (select("Morroc - Thief Clothes:Alberta - Two Hand Axe:Comodo - Berserk Potion:Alberta - Swordmace") == 2)
+ set .@black_q,.@black_q+10;
+ mes "[Geschupenschte]";
+ mes "2. What status can";
+ mes "be inflicted with the";
+ mes "^8E6B23Hammer Fall^000000 skill?";
+ next;
+ if (select("Stun:Blind:Silence:Sleep") == 1)
+ set .@black_q,.@black_q+10;
+ mes "[Geschupenschte]";
+ mes "3. Which one of the following skills cannot be performed";
+ mes "by a Merchant?";
+ next;
+ if (select("Vending:Discount:Overcharge:Increase AGI") == 4)
+ set .@black_q,.@black_q+10;
+ mes "[Geschupenschte]";
+ mes "4. Where can you find a store";
+ mes "that sells Blue Gemstones?";
+ next;
+ if (select("Alberta:Morroc:Geffen:Prontera") == 3)
+ set .@black_q,.@black_q+10;
+ mes "[Geschupenschte]";
+ mes "5. Where is the";
+ mes "Tool Dealer";
+ mes "located in Geffen?";
+ next;
+ if (select("8 o'clock direction from the town square:11 o'clock direction from the town square:6 o'clock direction from the town square:5 o'clock direction from the town square") == 1)
+ set .@black_q,.@black_q+10;
+ mes "[Geschupenschte]";
+ mes "6. Which weapon";
+ mes "cannot be used";
+ mes "by a Merchant?";
+ next;
+ if (select("Stiletto:Ring Pommel Saber:Chain:Bible") == 4)
+ set .@black_q,.@black_q+10;
+ mes "[Geschupenschte]";
+ mes "7. Which one of the following";
+ mes "has the highest defense rate?";
+ next;
+ if (select("Panties:Mink Coat:Wooden Mail:Silk Robe") == 2)
+ set .@black_q,.@black_q+10;
+ mes "[Geschupenschte]";
+ mes "8. For Level 3 weapons,";
+ mes "what is the ^8E6B23Safe^000000 limit";
+ mes "for upgrading?";
+ next;
+ if (select("up to + 3:up to + 4:up to + 5:up to + 6") == 3)
+ set .@black_q,.@black_q+10;
+ mes "9. What item";
+ mes "can be made using";
+ mes "the ^8E6B23Trunks^000000 item?";
+ next;
+ if (select("Sakkat:Ghost Bandana:Majestic Goat:Antler") == 1)
+ set .@black_q,.@black_q+10;
+ mes "[Geschupenschte]";
+ mes "10. The most important";
+ mes "part of being a Merchant is...?";
+ next;
+ select("Credit:Integrity:Money:Rhetoric");
+ set .@black_q,.@black_q+10;
+ }
+ else {
+ mes "[Geschupenschte]";
+ mes "1. Among the following cities, which one is not correctly matched with its specialty?";
+ next;
+ if (select("Al De Baran - Yggdrasil Leaf:Alberta - Hammer:Comodo - Berserk Potion:Al De Baran - Hammer") == 4)
+ set .@black_q,.@black_q+10;
+ mes "[Geschupenschte]";
+ mes "2. How much Zeny";
+ mes "is one Jellopy worth?";
+ next;
+ if (select("1 Zeny:2 Zeny:3 Zeny:4 Zeny") == 3)
+ set .@black_q,.@black_q+10;
+ mes "[Geschupenschte]";
+ mes "3. What is required";
+ mes "for a Merchant to use";
+ mes "the ^8E6B23Vending^000000 Skill?";
+ next;
+ if (select("Must have a Cart.:Must have items to sell.:Must be wielding a weapon.:Must be wearing armor.") == 1)
+ set .@black_q,.@black_q+10;
+ mes "[Geschupenschte]";
+ mes "4. Where can you";
+ mes "change your Job to";
+ mes "become a Merchant?";
+ next;
+ if (select("Alberta:Morroc:Geffen:Prontera") == 1)
+ set .@black_q,.@black_q+10;
+ mes "[Geschupenschte]";
+ mes "5. Where is the";
+ mes "Weapons Dealer";
+ mes "located in Morroc?";
+ next;
+ if (select("7 o'clock from the town's center:11 o'clock from the town's center:6 o'clock from the town's center:5 o'clock from the town's center") == 4)
+ set .@black_q,.@black_q+10;
+ mes "[Geschupenschte]";
+ mes "6. What weapon";
+ mes "can a Merchant";
+ mes "not use?";
+ next;
+ if (select("Main Gauche:Claymore:Chain:Two handed Axe") == 2)
+ set .@black_q,.@black_q+10;
+ mes "[Geschupenschte]";
+ mes "7. Which one of the following";
+ mes "has the highest defense rate?";
+ next;
+ if (select("Panties:Mink Coat:Wooden Mail:Silk Robe") == 2)
+ set .@black_q,.@black_q+10;
+ mes "[Geschupenschte]";
+ mes "8. For Level 3 weapons,";
+ mes "what is the ^8E6B23Safe^000000 limit";
+ mes "for upgrading?";
+ next;
+ if (select("up to + 3:up to + 4:up to + 5:up to + 6") == 2)
+ set .@black_q,.@black_q+10;
+ mes "[Geschupenschte]";
+ mes "9. What monster does";
+ mes "NOT drop Iron Ore?";
+ next;
+ if (select("Chon Chon:Steel Chon Chon:Zerom:Anolian") == 4)
+ set .@black_q,.@black_q+10;
+ mes "[Geschupenschte]";
+ mes "10. What is most";
+ mes "important to a Merchant?";
+ next;
+ select("Rhetoric:Credit:Money:Experience");
+ set .@black_q,.@black_q+10;
+ }
+ mes "[Geschupenschte]";
+ mes "Umm. You did a good job!";
+ next;
+ mes "[Geschupenschte]";
+ mes "Let's see...your score is..." + .@black_q + " points.";
+ if (.@black_q == 100) {
+ set BSMITH_Q,3;
+ mes "Oh ho ho~";
+ mes "You'll have";
+ mes "no problem";
+ mes "with this score!";
+ next;
+ mes "[Geschupenschte]";
+ mes "I will entrust you with a job!";
+ mes "Give me a little time to make the necessary arrangements.";
+ mes "When you get back, I'll be ready!";
+ close;
+ }
+ set BSMITH_Q,2;
+ mes ".............";
+ next;
+ mes "[Geschupenschte]";
+ if (BSMITH_Q == 2) {
+ mes "How do I say this?";
+ mes "How did you fail again?!";
+ mes "If you plan to perform your duties in this manner, I can't trust you with any kind of job...";
+ close;
+ }
+ mes "Hmm...";
+ mes "It pains me to say this, but it seems you need to study a little more. You can never be";
+ mes "a Blacksmith with";
+ mes "this score!";
+ close;
+ }
+ mes "[Geschupenschte]";
+ mes "Ah, of course I don't mind if you came back a little later. Being prepared prevents disasters";
+ mes "later, after all. No harm in";
+ mes "being careful~";
+ close;
+ }
+ else if (BSMITH_Q == 2) {
+ mes "[Geschupenschte]";
+ mes "So, have you";
+ mes "studied a little";
+ mes "more this time?";
+ next;
+ mes "[Geschupenschte]";
+ mes "I admit that it's pretty unreasonable to expect anyone to get a perfect score the first time around, so I'll give you";
+ mes "a little break...";
+ next;
+ mes "[Geschupenschte]";
+ mes "You can miss";
+ mes "one problem!";
+ mes "Alright, let's start";
+ mes "with the questions~";
+ next;
+ goto L_AskQuestions;
+ }
+ else if (BSMITH_Q == 3) {
+ mes "[Geschupenschte]";
+ mes "Hmm...";
+ mes "Now, where were";
+ mes "those order request forms...";
+ next;
+ mes "^3355FF*Shuffling of Papers*";
+ mes "*Rustling of Papers*^000000";
+ next;
+ mes "[Geschupenschte]";
+ mes "Oh! Here it is!";
+ mes "This is order that";
+ mes "has been delayed";
+ mes "the most...";
+ mes "Heh heh~";
+ next;
+ mes "[Geschupenschte]";
+ mes "Well, to make";
+ mes "this you will need...";
+ next;
+ switch(rand(1,6)) {
+ //Steel, Rotten_Bandage, Blue_Gemstone, Arc_Wand
+ case 1: setarray .@items[0], 999,1, 930,1, 717,2, 1610,1, 4; break;
+ //Sparkling_Dust, Skel_Bone, Zargon, Gladius
+ case 2: setarray .@items[0], 1001,2, 932,1, 912,1, 1219,1, 5; break;
+ //Coal, Shell, Boody_Red, Tsurugi
+ case 3: setarray .@items[0], 1003,1, 935,2, 990,2, 1119,1, 6; break;
+ //Iron_Ore, Eye_Bandage, Blue_Gemstone, Arbalest
+ case 4: setarray .@items[0], 1002,1, 2212,1, 717,2, 1713,1, 7; break;
+ //Iron, Green_Herb, Animal's_Skin, Ring_Pommel_Saber
+ default: setarray .@items[0], 998,1, 511,1, 919,2, 1122,1, 8; break;
+ }
+ set BSMITH_Q,.@items[8];
+ mes "[Geschupenschte]";
+ mes "^8E6B23"+.@items[1]+" "+getitemname(.@items[0])+"^000000,";
+ mes "^8E6B23"+.@items[3]+" "+getitemname(.@items[2])+"^000000,";
+ mes "^8E6B23"+.@items[5]+" "+getitemname(.@items[4])+"^000000, and";
+ mes "^8E6B23"+.@items[7]+" "+getitemname(.@items[6])+"^000000, the kind";
+ mes "you can buy from";
+ mes "an NPC shop.";
+ next;
+ mes "[Geschupenschte]";
+ mes "Collecting these items will be your test. Coincidentally, it's also a bit of a good way for me to save money. I'll repeat what you'll need to bring back to me...";
+ next;
+ mes "[Geschupenschte]";
+ mes "^8E6B23"+.@items[1]+" "+getitemname(.@items[0])+"^000000,";
+ mes "^8E6B23"+.@items[3]+" "+getitemname(.@items[2])+"^000000,";
+ mes "^8E6B23"+.@items[5]+" "+getitemname(.@items[4])+"^000000, and";
+ mes "^8E6B23"+.@items[7]+" "+getitemname(.@items[6])+"^000000, the kind";
+ mes "you can buy from";
+ mes "an NPC shop.";
+ next;
+ mes "[Geschupenschte]";
+ mes "Okay~";
+ mes "Good luck";
+ mes "on your first job!";
+ close;
+ }
+ else if (BSMITH_Q > 3 && BSMITH_Q < 9) {
+ switch(BSMITH_Q) {
+ case 4: setarray .@items[0], 999,1, 930,1, 717,2, 1610,1, 9; break;
+ case 5: setarray .@items[0], 1001,2, 932,1, 912,1, 1219,1, 10; break;
+ case 6: setarray .@items[0], 1003,1, 935,2, 990,2, 1119,1, 11; break;
+ case 7: setarray .@items[0], 1002,1, 2212,1, 717,2, 1713,1, 12; break;
+ case 8: setarray .@items[0], 998,1, 511,1, 919,2, 1122,1, 13; break;
+ }
+ mes "[Geschupenschte]";
+ mes "Ah, you're back!";
+ mes "Did you bring";
+ mes "everything that";
+ mes "I requested?";
+ next;
+ if (countitem(.@items[0]) > .@items[1] && countitem(.@items[2]) > .@items[3] && countitem(.@items[4]) > .@items[5] && countitem(.@items[6]) > .@items[7]) {
+ mes "[Geschupenschte]";
+ mes "Wait...";
+ mes "Didn't I tell you";
+ mes "to get 3 Steel?";
+ next;
+ mes "[Geschupenschte]";
+ mes "Oh, I guess it was";
+ mes "two after all. Let's see...";
+ mes "Yeah, you got everything!";
+ mes "Now, just give me a second.";
+ next;
+ mes "[Geschupenschte]";
+ mes "Oh, you should make sure that you are not carrying ^FF0000more than one "+getitemname(.@items960)+"^000000, you should really only have an "+getitemname(.@items960)+" that you bought from an NPC shop in your inventory.";
+ next;
+ if (select("Oh, could you give me a second?:Oh, I brought what you asked for.") == 1) {
+ mes "[Geschupenschte]";
+ mes "Hmmm, it would be";
+ mes "a good idea to put the";
+ mes "rest of your items";
+ mes "in Kafra Storage.";
+ close;
+ }
+ mes "[Geschupenschte]";
+ mes "Okay.";
+ mes "Great~!!";
+ next;
+ mes "[Geschupenschte]";
+ mes "^3355FF*Clang...!*^000000";
+ next;
+ mes "[Geschupenschte]";
+ mes "^3355FF*Crash Crash!*^000000";
+ next;
+ delitem .@items[0],.@items[1];
+ delitem .@items[2],.@items[3];
+ delitem .@items[4],.@items[5];
+ delitem .@items[6],.@items[7];
+ set BSMITH_Q,.@items[8];
+ mes "[Geschupenschte]";
+ mes "Wooooo~~~";
+ mes "All done...";
+ switch(BSMITH_Q) {
+ case 4:
+ mes "Okay, now take this to ^8E6B23Baisulist^000000 in Geffen of Rune-Midgarts Kingdom. Simply deliver it and bring me the receipt.";
+ getitem 1610,1; //Arc_Wand
+ next;
+ mes "[Geschupenschte]";
+ mes "Hmm...?";
+ mes "What's that look for?";
+ mes "This is not a normal";
+ mes "Arc Wand! Look closely";
+ mes "at the handle...";
+ next;
+ mes "^3355FFThe handle reads:";
+ mes "'Super Arc Wand";
+ mes "of Geschupenschte";
+ mes "Mark 2.' It does seem";
+ mes "to have a completely";
+ mes "different feel.^000000";
+ next;
+ mes "[Geschupenschte]";
+ mes "Anyway, take this";
+ mes "to ^8E6B23Baisulist^000000 in Geffen of Rune-Midgarts Kingdom,";
+ break;
+ case 5:
+ mes "Okay, now take this to ^8E6B23Wickebine^000000 in Morroc of Rune-Midgarts Kingdom. Simply deliver it and bring me the receipt.";
+ getitem 1219,1; //Gladius
+ next;
+ mes "[Geschupenschte]";
+ mes "Hmm...?";
+ mes "What's that look for?";
+ mes "This is not a normal";
+ mes "Gladius! Look closely";
+ mes "at the handle...";
+ next;
+ mes "^3355FFThe handle reads:";
+ mes "'Super Gladius";
+ mes "of Geschupenschte";
+ mes "Mark 2.' It does seem";
+ mes "to have a completely";
+ mes "different feel.^000000";
+ next;
+ mes "[Geschupenschte]";
+ mes "Anyway, take this";
+ mes "to ^8E6B23Wickebine^000000 in Morroc of Rune-Midgarts Kingdom,";
+ break;
+ Case 6:
+ mes "Okay, now take this to ^8E6B23Krongast^000000 in Lighthalzen. Simply deliver it and bring me the receipt.";
+ getitem 1119,1; //Tsurugi
+ next;
+ mes "[Geschupenschte]";
+ mes "Hmm...?";
+ mes "What's that look for?";
+ mes "This is not a normal";
+ mes "Tsurugi! Look closely";
+ mes "at the blade...";
+ next;
+ mes "^3355FFThe blade reads:";
+ mes "'Fine-edged";
+ mes "Geschupenschte";
+ mes "Tsurugi Special.'";
+ mes "It does seem to feel";
+ mes "completely different";
+ mes "than normal Tsurugis...^000000";
+ next;
+ mes "[Geschupenschte]";
+ mes "Anyway, take this";
+ mes "to ^8E6B23Krongast^000000 in Izlude";
+ break;
+ case 7:
+ mes "Okay, now take this to ^8E6B23Talpiz^000000 in Payon of Rune-Midgarts Kingdom. Simply deliver this and bring me the receipt.";
+ getitem 1713,1; //Arbalest
+ next;
+ mes "[Geschupenschte]";
+ mes "Hmm...?";
+ mes "What's that look for?";
+ mes "This is not a normal";
+ mes "Arbalest! Look closely";
+ mes "at the bow...";
+ next;
+ mes "^3355FFThe bow reads:";
+ mes "Geschupenschte";
+ mes "Arbalest Luxury Edition.";
+ mes "It does seem more luxurious";
+ mes "than regular Arbalests.^000000";
+ next;
+ mes "[Geschupenschte]";
+ mes "Anyway, take this";
+ mes "to ^8E6B23Talpiz^000000 in Payon of Rune-Midgarts Kindgom,";
+ break;
+ case 8:
+ mes "Okay, now take this to ^8E6B23Bismarc^000000 in Hugel. Simply deliver this and bring back the receipt.";
+ getitem 1122,1; //Ring_Pommel_Saber
+ next;
+ mes "[Geschupenschte]";
+ mes "Hmm...?";
+ mes "What's that look for?";
+ mes "This is not a normal";
+ mes "Ring Pommel Saber!";
+ mes "Look closely at";
+ mes "the handle...";
+ next;
+ mes "^3355FFThe handle reads:";
+ mes "'Green Herbal";
+ mes "Ring Pommel Saber";
+ mes "of Geschupenschte";
+ mes "Mark 2.' It does seem";
+ mes "to have a completely";
+ mes "different feel.^000000";
+ next;
+ mes "[Geschupenschte]";
+ mes "The power of Green Herbs, which is imbued in this sword, can be very useful! You can save someone from slowly dying of poison by stabbing them quickly with this weapon!";
+ next;
+ mes "[Geschupenschte]";
+ mes "Anyway, take this";
+ mes "to ^8E6B23Bismarc^000000 in Hugel";
+ }
+ mes "and don't forget";
+ mes "the receipt!";
+ close;
+ }
+ else {
+ mes "[Geschupenschte]";
+ mes "You still haven't";
+ mes "brought all the items.";
+ mes "Do you need to be reminded";
+ mes "or something? Bring me...";
+ next;
+ mes "[Geschupenschte]";
+ mes "^8E6B23"+.@items[1]+" "+getitemname(.@items[0])+"^000000,";
+ mes "^8E6B23"+.@items[3]+" "+getitemname(.@items[2])+"^000000,";
+ mes "^8E6B23"+.@items[5]+" "+getitemname(.@items[4])+"^000000, and";
+ mes "^8E6B23"+.@items[7]+" "+getitemname(.@items[6])+"^000000, the kind";
+ mes "you can buy from";
+ mes "an NPC shop.";
+ next;
+ mes "[Geschupenschte]";
+ mes "Now, be sure to have";
+ mes "everything I need when";
+ mes "you come back. Remember,";
+ mes "this is a test! You can't";
+ mes "be a Blacksmith if you";
+ mes "slack off!";
+ close;
+ }
+ }
+ else if (BSMITH_Q > 8 && BSMITH_Q < 14) {
+ mes "[Geschupenschte]";
+ mes "What are you";
+ mes "still doing here?";
+ mes "Hurry and deliver";
+ mes "the package~!";
+ mes "Did you forget";
+ mes "where to go?";
+ next;
+ mes "[Geschupenschte]";
+ if (BSMITH_Q == 9) {
+ mes "In Geffen, at the";
+ mes "11 o'clock direction from the town center, you will find ^8E6B23Baisulist^000000. And don't forget the receipt.";
+ }
+ else if (BSMITH_Q == 10) {
+ mes "Find the Swordmace";
+ mes "dealer ^8E6B23Wickebine^000000 in Morroc. And don't forget the receipt.";
+ }
+ else if (BSMITH_Q == 11) {
+ mes "In Lighthalzen, 6 o'clock direction from the town center, you will find ^8E6B23Krongast^000000 near the weapon shop. And don't forget the receipt.";
+ }
+ else if (BSMITH_Q == 12) {
+ mes "In Payon, at the 5 o'clock direction from the town center, you will find ^8E6B23Talpiz^000000. And don't forget the receipt.";
+ }
+ else {
+ mes "In Hugel, at the 1 o'clock direction from the town center, you will find ^8E6B23Bismarc^000000 near the airship. And don't forget the receipt.";
+ }
+ close;
+ }
+ else if (BSMITH_Q == 14) {
+ mes "[Geschupenschte]";
+ mes "Hmmm...?";
+ mes "Have you";
+ mes "completed";
+ mes "the delivery?";
+ mes "Let's see that receipt~";
+ next;
+ if (select("Yes sir, here it is.:Receipt? I, uh, have it somewhere.") == 1) {
+ if (countitem(1073) > 0) {
+ set BSMITH_Q,15;
+ delitem 1073,1; //Merchant_Voucher_1
+ mes "[Geschupenschte]";
+ mes "Oh ho ho~";
+ mes "Great!";
+ mes "You're truly";
+ mes "a great Merchant!";
+ next;
+ mes "[Geschupenschte]";
+ mes "Good job!";
+ mes "Return to ^8E6B23Altiregen^000000 in Einbroch, the guy you first met when you applied for the Blacksmith job.";
+ next;
+ mes "[Geschupenschte]";
+ mes "I have faith that you";
+ mes "will be a great Blacksmith!";
+ close;
+ }
+ set BSMITH_Q,3;
+ mes "[Geschupenschte]";
+ mes "You mean...";
+ mes "You didn't get";
+ mes "a receipt?";
+ mes "What...?";
+ next;
+ mes "[Geschupenschte]";
+ mes "A receipt is";
+ mes "a Merchant's best friend!";
+ mes "It's necessary to your job!";
+ mes "You'll have to start your";
+ mes "test all over again!";
+ close;
+ }
+ mes "[Geschupenschte]";
+ mes "Return when you";
+ mes "find the receipt~";
+ mes "You didn't forget";
+ mes "to receive a receipt.";
+ mes "Right...?";
+ close;
+ }
+ else if (BSMITH_Q == 15) {
+ mes "[Geschupenschte]";
+ mes "Thank you";
+ mes "very much";
+ mes "your help.";
+ mes "Return to Einbroch";
+ mes "and see ^8E6B23Altiregen^000000!";
+ close;
+ }
+ mes "[Geschupenschte]";
+ mes "Hmm...?";
+ mes "You already finished";
+ mes "your test here with me!";
+ mes "And surprisingly, I don't";
+ mes "need any more help, today.";
close;
-L_ReTest1:
- mes "Ah, I see you've studied more. Don't miss any questions! Here we go!";
- next;
- goto M_Rdy;
-
-
-// Test 2-----------------------------------------------------------------
-L_Test2:
- if(BSMITH_Q2 > 0) goto L_CheckTest2;
- mes "Let's see... orders....";
- next;
- mes "[Geshupenschte]";
- mes "Ah, here it is!";
- mes "Here's the order that's almost due";
- mes "Hmmm";
- next;
- mes "[Geshupenschte]";
- mes "I need you to get me....";
- next;
- set BSMITH_Q2,rand(1,5);
- if (BSMITH_Q2 == 2) goto R_item2;
- if (BSMITH_Q2 == 3) goto R_item3;
- if (BSMITH_Q2 == 4) goto R_item4;
- if (BSMITH_Q2 == 5) goto R_item5;
-
- R_item1:
- mes "[Geshupenschte]";
- mes "^5533FF2 Steel";
- mes "1 Rotten Bandage";
- mes "2 Blue Gemstone^000000";
- mes "and ^5533FF1 Arc Wand^000000 from the store.";
- next;
- mes "[Geshupenschte]";
- mes "Hey, we're not making you bring these because we're cheap! It's a test!";
- next;
- mes "[Geshupenschte]";
- mes "^5533FF2 Steel";
- mes "1 Rotten Bandage";
- mes "2 Blue Gemstone^000000";
- mes "and ^5533FF1 Arc Wand^000000 from the store.";
- next;
- goto L_finalword;
- R_item2:
- mes "[Geshupenschte]";
- mes "^5533FF2 Star Dust";
- mes "2 Skel Bones";
- mes "1 Zargons^000000";
- mes "and ^5533FF1 Gladius^000000 from the stores.";
- next;
- mes "[Geshupenschte]";
- mes "Hey! We're not being cheap, this is a test!";
- next;
- mes "[Geshupenschte]";
- mes "I'll list them again";
- mes "^5533FF2 Star Dust";
- mes "2 Skel Bones";
- mes "1 Zargons^000000";
- mes "and ^5533FF1 Gladius^000000 from the stores.";
- next;
- goto L_finalword;
- R_item3:
- mes "[Geshupenschte]";
- mes "^5533FF2 Coals";
- mes "2 Shells";
- mes "2 Red Bloods^000000";
- mes "and ^5533FF1 Tsurugi^000000 from the stores.";
- next;
- mes "[Geshupenschte]";
- mes "Hey! We're not being cheap, this is a test!";
- next;
- mes "[Geshupenschte]";
- mes "I'll list them again";
- mes "^5533FF2 Coals";
- mes "2 Shells";
- mes "2 Red Bloods^000000";
- mes "and ^5533FF1 Tsurugi^000000 from the stores.";
- next;
- goto L_finalword;
- R_item4:
- mes "[Geshupenschte]";
- mes "^5533FF8 Iron Ores";
- mes "1 Trunk";
- mes "2 Blue Gems^000000";
- mes "And a ^5533FFArbalest^000000 from the stores.";
- next;
- mes "[Geshupenschte]";
- mes "Hey! We're not being cheap!";
- next;
- mes "[Geshupenschte]";
- mes "I'll list them again.";
- mes "^5533FF8 Iron Ores";
- mes "1 Trunk";
- mes "2 Blue Gems^000000";
- mes "And a ^5533FFArbalest^000000 from the stores.";
- next;
- goto L_finalword;
- R_item5:
- mes "[Geshupenschte]";
- mes "^5533FF8 Iron Ores";
- mes "20 Green Herbs";
- mes "2 Animal Skin^000000";
- mes "and ^5533FF1 Morning Star^000000 from the stores.";
- next;
- mes "[Geshupenschte]";
- mes "Hey! We're not being cheap! It's a test!";
- next;
- mes "[Geshupenschte]";
- mes "I'll list them again.";
- mes "^5533FF8 Iron Ores";
- mes "20 Green Herbs";
- mes "2 Animal Skin^000000";
- mes "and ^5533FF1 Morning Star^000000 from the stores.";
- next;
- L_finalword:
- mes "[Geshupenschte]";
- mes "Good luck!";
+ }
+ else {
+ mes "[Geschupenschte]";
+ mes "Being";
+ mes "a Blacksmith";
+ mes "is truly great!";
+ mes "Don't you think so?";
+ mes "Mwahahahahah!!";
close;
+ }
+}
-L_CheckTest2:
- mes "Hmm? Did you bring all the items?";
- next;
- if (BSMITH_Q2 == 2) goto L_2b;
- if (BSMITH_Q2 == 3) goto L_2c;
- if (BSMITH_Q2 == 4) goto L_2d;
- if (BSMITH_Q2 == 5) goto L_2e;
-
- L_2a:
- if(countitem(999) < 2 || countitem(930) < 1 || countitem(717) < 2 || countitem(1610) < 1) goto sL_NtEnuf1;
- mes "[Geshupenschte]";
- mes "Didn't I ask for 3 steels?";
- next;
- mes "[Geshupenschte]";
- mes "Oh yea! I did ask for 2.";
- mes "Gimme a sec.";
- delitem 999,2;
- delitem 930,1;
- delitem 717,2;
- delitem 1610,1;
- callsub sF_Make;
- mes "Deliever this to Geffen's Baisulitst and bring back the reciept.";
- getitem 1610,1;
- next;
- mes "[Geshupenschte]";
- mes "WHAT!? Nothing looks different?";
- mes "Look carefully where my hand is.";
- mes "See the emphesized groove!?";
- mes "ITS THE SUPER Geshupenschte ARC WAND MK II!!!!! XDDDDD";
- next;
- mes "[Geshupenschte]";
- mes "Feel the difference! Almost no inertia!";
- next;
- mes "[Geshupenschte]";
- mes "Now, go deliever to Baisulitst!";
+geffen,46,164,1 script Baisulist#BLS 69,{
+ if (BSMITH_Q == 9 && countitem(1610) > 0) {
+ mes "[Baisulist]";
+ mes "Oh, hello!";
+ mes "Have you come";
+ mes "to deliver my";
+ mes "Arc Wand?";
+ next;
+ mes "[Baisulist]";
+ mes "You sure this is what I ordered, right? I mean, if it's been used,";
+ mes "I don't want it.";
+ next;
+ if (select("Whoops, this is one of the items I use...:I'm sure! It's brand new!") == 1) {
+ mes "[Baisulist]";
+ mes "Well...";
+ mes "I guess I can";
+ mes "wait a little longer.";
+ mes "Please hurry with";
+ mes "my delivery~";
+ close;
+ }
+ mes "[Baisulist]";
+ mes "You're";
+ mes "absolutely sure?";
+ set BSMITH_Q,14;
+ delitem 1610,1; //Arc_Wand
+ next;
+ mes "[Baisulist]";
+ mes "Thank you so much for traveling all the way here. That Geschupenschte, please smack him for me when you meet him for being so late on this order...";
+ next;
+ mes "[Baisulist]";
+ mes "Please wait";
+ mes "a second, let";
+ mes "me give you a receipt~";
+ next;
+ getitem 1073,1; //Merchant_Voucher_1
+ mes "[Baisulist]";
+ mes "Here it is.";
+ mes "Thank you so much!";
+ mes "Oh, and good luck~";
+ mapannounce "geffen","Hey, " +strcharinfo(0)+ ", thank you so much for the delivery~",bc_map;
close;
-
- sL_NtEnuf1:
- mes "[Geshupenschte]";
- mes "You didn't bring all the items!";
- next;
- goto R_item1;
- L_2b:
- if(countitem(1001) < 2 || countitem(932) < 2 || countitem(912) < 1 || countitem(1219) < 1) goto sL_NtEnuf2;
- mes "[Geshupenschte]";
- mes "Didn't I ask for 3 Star Dusts?";
- next;
- mes "[Geshupenschte]";
- mes "Oh yea, 2, that's right.";
- mes "Okay, gimme a sec.";
- delitem 1001,2;
- delitem 932,2;
- delitem 912,1;
- delitem 1219,1;
- callsub sF_Make;
- mes "Now, take this to Morroc's Wickebine";
- getitem 1219,1;
- next;
- mes "[Geshupenschte]";
- mes "WHAT!? IT DOESN'T LOOK ANY DIFFERENT!?";
- mes "Look carefully at the blade!";
- mes "CAN YOU NOT SEE THE BEAUTIFUL MARKINGS?!";
- mes "ULTRA GLADIUS Geshupenschte Mk II!!";
- next;
- mes "[Geshupenschte]";
- mes "Isn't it so pretty ^_^";
- next;
- mes "[Geshupenschte]";
- mes "Well, go to Morroc and give it to Wickebine and bring the receipt back.";
+ }
+ else if (BSMITH_Q == 14) {
+ mes "[Baisulist]";
+ mes "Thank you";
+ mes "so much for";
+ mes "the delivery~";
close;
-
- sL_NtEnuf2:
- mes "[Geshupenschte]";
- mes "You didn't bring all the items!";
- next;
- goto R_item2;
- L_2c:
- if(countitem(1003) < 2 || countitem(935) < 2 || countitem(990) < 1 || countitem(1119) < 1) goto sL_NtEnuf3;
- mes "[Geshupenschte]";
- mes "Didn't I ask for 3 coals??";
- next;
- mes "[Geshupenschte]";
- mes "That's right, 2 coals";
- mes "Okay, wait a sec.";
- delitem 1003,2;
- delitem 935,2;
- delitem 990,1;
- delitem 1119,1;
- callsub sF_Make;
- mes "Give this to Izlude's Gromgast and bring back the receipt.";
- getitem 1119,1;
- next;
- mes "[Geshupenschte]";
- mes "WHAT!? NOTHING LOOKS DIFFERENT!?";
- mes "Look carefully at the blade!";
- mes "Look at the beautiful markings!";
- mes "ULTRA Geshupenschte TSURUGI Mk II!!!";
- next;
- mes "[Geshupenschte]";
- mes "Isn't it so pretty ^_^";
- next;
- mes "[Geshupenschte]";
- mes "Anyways, Izlude's Gromgast! Go!";
+ }
+ else {
+ mes "[Baisulist]";
+ mes "Oh...";
+ mes "It's been a while";
+ mes "since I've been";
+ mes "to Alberta.";
+ next;
+ mes "[Baisulist]";
+ mes "I ordered something";
+ mes "from there a while ago,";
+ mes "but I haven't received";
+ mes "my delivery...";
+ next;
+ mes "[Baisulist]";
+ mes "I wonder...";
+ mes "Could the Blacksmith Guild";
+ mes "be undermanned? I can't think of any other reason for them to be late...";
+ next;
+ mes "[Baisulist]";
+ mes "When will I get";
+ mes "my special Arc Wand?";
close;
+ }
+}
- sL_NtEnuf3:
- mes "[Geshupenschte]";
- mes "You didn't bring all the items!";
- next;
- goto R_item3;
-
- L_2d:
- if(countitem(1002) < 8 || countitem(1019) < 1 || countitem(717) < 2 || countitem(1713) < 1) goto sL_NtEnuf4;
- mes "[Geshupenschte]";
- mes "Didn't I ask for 30 iron ores?";
- next;
- mes "[Geshupenschte]";
- mes "Wait, 8 is right >_>";
- mes "Hmmm, wait a sec then.";
- delitem 1002,8;
- delitem 1019,1;
- delitem 717,2;
- delitem 1713,1;
- callsub sF_Make;
- mes "Deliever this to Payon's Tilpitz";
- getitem 1713,1;
- next;
- mes "[Geshupenschte]";
- mes "WHAT!? NOTHING LOOKS DIFFERENT!?";
- mes "LOOK AT THE GROOVES WHERE THE ARROWS GO!!";
- mes "LOOK HOW CUSTOMIZED IT IS!!!!!";
- mes "Geshupenschte'S MASTER ARCHER ARBALEST Mk II!!!";
- next;
- mes "[Geshupenschte]";
- mes "Look how well built the bow is!";
+morocc,27,112,4 script Wickebine#BLS 725,{
+ if (BSMITH_Q == 10 && countitem(1219) > 0) {
+ cutin "Job_Black_hucke01",2;
+ mes "[Wickebine]";
+ mes "...!";
+ mes "It's here!";
next;
- mes "[Geshupenschte]";
- mes "Well, Tilpitz in Payon, and bring the envelop.";
- close;
-
- sL_NtEnuf4:
- mes "[Geshupenschte]";
- mes "You didn't bring all the items!";
+ mes "[Wickebine]";
+ mes "This is what I ordered, right?";
+ mes "I don't want any used or old Gladius that you might have!";
+ next;
+ if (select("Whoops, not that one.:I guarantee you it is new.") == 1) {
+ cutin "Job_Black_hucke03",2;
+ mes "[Wickebine]";
+ mes "Oooh...!";
+ mes "Hurry up";
+ mes "with my Gladius~";
next;
- goto R_item4;
-
- L_2e:
- if(countitem(1002) < 8 || countitem(511) < 20 || countitem(919) < 2 || countitem(1513) < 1) goto sL_NtEnuf5;
- mes "[Geshupenschte]";
- mes "Didn't I ask for 40 ores?";
- next;
- mes "[Geshupenschte]";
- mes "Wait, 8! That's right!";
- mes "Okay, wait a sec!";
- delitem 1002,8;
- delitem 511,20;
- delitem 919,2;
- delitem 1513,1;
- callsub sF_Make;
- mes "Take this to Bismarck in Comodo and bring me the receipt.";
- getitem 1513,1;
- next;
- mes "[Geshupenschte]";
- mes "WHAT!? NOTHING LOOKS DIFFERENT!?";
- mes "Look carefully at the tips of the spikes!!";
- mes "The green herbs' antidote for poisons have been mixed in!";
- mes "ANTI POISON Geshupenschte MORNING STAR MK II!!!!!";
+ mes "- She seems to be upset. -";
+ close2;
+ cutin "Job_Black_hucke03",255;
+ end;
+ }
+ cutin "Job_Black_hucke02",2;
+ mes "[Wickebine]";
+ mes "Hah hah hah!";
+ mes "Finally! Now...";
+ mes "Let me have";
+ mes "a look!";
next;
- mes "[Geshupenschte]";
- mes "Don't you get it!? When you're poisoned, you stab yourself with it!";
- mes "The wound.....probably will get bigger! But the poison will be gone!";
+ mes "- She looks very happy. -";
next;
- mes "[Geshupenschte]";
- mes "Well, take this to Bismarck of Comodo!";
- close;
-
- sL_NtEnuf5:
- mes "[Geshupenschte]";
- mes "You didn't bring all the items!";
- next;
- goto R_item5;
-
- sF_Make:
- set BSMITH_Q, 3;
+ set BSMITH_Q,14;
+ delitem 1219,1; //Gladius
+ cutin "Job_Black_hucke01",2;
+ mes "[Wickebine]";
+ mes "Are you with the";
+ mes "Einbroch Blacksmith Guild?";
+ mes "Give this message to Geschupenschte!";
next;
- mes "[Geshupenschte]";
- mes "Grunt.......";
+ cutin "Job_Black_hucke03",2;
+ mes "[Wickebine]";
+ mes "'^660000You're late!";
+ mes "Do you know how long";
+ mes "I've been waiting?!^000000'";
next;
- mes "~clank~clonk~clank~";
+ cutin "Job_Black_hucke02",2;
+ mes "[Wickebine]";
+ mes "But, this is also";
+ mes "a masterfully crafted item.";
+ mes "Tell him I'm satisfied with the quality of the workmanship.";
next;
- mes "[Geshupenschte]";
- mes "Ergh......";
+ getitem 1073,1; //Merchant_Voucher_1
+ Emotion e_lv;
+ mes "[Wickebine]";
+ mes "Here's the receipt.";
+ mes "I think you did";
+ mes "a good job.";
+ mapannounce "morocc","Thanks for delivering, " + strcharinfo(0) + "~!",bc_map;
+ close2;
+ cutin "Job_Black_hucke02",255;
+ end;
+ }
+ else if (BSMITH_Q == 14) {
+ Emotion e_lv;
+ cutin "Job_Black_hucke02",2;
+ mes "[Wickebine]";
+ mes "Thanks for the delivery.";
+ close2;
+ cutin "Job_Black_hucke02",255;
+ end;
+ }
+ else {
+ cutin "Job_Black_hucke03",2;
+ mes "[Wickebine]";
+ mes "...";
next;
- mes "~bonk~bang~bonk~";
+ mes "[Wickemine]";
+ mes "...";
+ mes "......";
next;
- mes "[Geshupenschte]";
- mes "Whew. There we go!";
- return;
-
-
-// Test 3-----------------------------------------------------------------
-L_Test3:
- if (BSMITH_Q3 == 1) goto L_CheckTest3;
- mes "Go deliever!";
- mes "........you didn't forget.......right?";
- next;
- mes "[Geshupenschte]";
- if (BSMITH_Q2 == 2) goto L_3b;
- if (BSMITH_Q2 == 3) goto L_3c;
- if (BSMITH_Q2 == 4) goto L_3d;
- if (BSMITH_Q2 == 5) goto L_3e;
-
- L_3a:
- if (countitem(1610) < 1) goto L_LostItem;
- mes "Baisulitst should be at 11 o'clock of Geffen ";
- close;
- L_3b:
- if (countitem(1219) < 1) goto L_LostItem;
- mes "Take it to Wickebine near the Sword Mace dealer in Morroc.";
- close;
- L_3c:
- if (countitem(1119) < 1) goto L_LostItem;
- mes "Gromgast hangs out at 11 o'clock of Izlude.";
- close;
- L_3d:
- if (countitem(1713) < 1) goto L_LostItem;
- mes "Tilpitz hangs out at 5 o'clock of Payon";
- close;
- L_3e:
- if (countitem(1513) < 1) goto L_LostItem;
- mes "Bismarck is usually at 12 o'clock area of Comodo.";
- close;
-
- L_LostItem:
- mes "WHAT!!! YOU LOST THE ITEM I GAVE YOU TO DELIVER!!!!";
- emotion e_omg;
+ mes "[Wickmine]";
+ mes "They're late.";
+ mes "They're late,";
+ mes "they're late,";
+ mes "they're late~!";
next;
- mes "[Geshupenschte]";
- mes "........... Well then.... I gues you'll just have too.....";
+ mes "[Wickebine]";
+ mes "How long does it take for something to ship from Geschupenschte? Usually, the Geffen Blacksmith Guild is pretty prompt...";
next;
- mes "[Geshupenschte]";
- mes "START ALL OVER!! Now get out of my sight!!";
- set BSMITH_Q, 0;
- set BSMITH_Q2, 0;
- emotion e_ag;
- close;
-
-L_CheckTest3:
- mes "Did you deliever it?";
- mes "Lets see the receipt then!";
- next;
- menu "Here you go",-,"Wait a second.",M_Wait;
-
- if(countitem(1073) < 1) goto sL_noreceipt;
- mes "[Geshupenschte]";
- mes "Great! Very good! You're definalty a honest merchant! Go see Altiregen back in Einbroch!";
- mes "I know you'll definately pass the test!!!";
- set BSMITH_Q, 4;
- set BSMITH_Q2, 0;
- set BSMITH_Q3, 0;
- delitem 1073,1;
- close;
-
- sL_noreceipt:
- mes "[Geshupenschte]";
- mes "........You don't know where you left the receipt.........";
- next;
- mes "[Geshupenschte]";
- mes "WHAT'S THIS?! YOU LOST IT!? DId you SELL it or something!?";
- emotion e_omg;
- next;
- mes "[Geshupenschte]";
- mes "The receipt is the soul of merchants! The life line of blacksmiths!";
- mes "Guess what? You get to..... START ALL OVER!!";
- set BSMITH_Q, 0;
- set BSMITH_Q2, 0;
- set BSMITH_Q3, 0;
- emotion e_pif;
- close;
- M_Wait:
- mes "[Geshupenschte]";
- mes "Well, tell me if you find the receipt. I HOPE you got one.";
- close;
-
-L_Done:
- mes "Thanks for working for me! Now go see Altiregen!";
- close;
-
-L_GoChange:
- mes "There should be nothing you want now.........";
- mes "Maybe you're thinking of Einbroch?";
- close;
-}
-
-
-// Delivery Recipients ==================================================>\\
-// Baisulitst -----------------------------------------------------------
-geffen,46,164,4 script Baisulitst 69,{
- if (BSMITH_Q==3) goto L_Start;
-
- mes "[Baisulitst]";
- mes "Now that I think about it, it's been a while since I've been to Alberta. I'm a little upset with the service I've been getting, especially the late deliveries......";
- next;
- mes "[Baisulitst]";
- mes "I ordered something from the Geffen Blacksmith Guild but the order got transfered to a blacksmith in Alberta.....";
- next;
- mes "[Baisulitst]";
- mes "Hmmm....., I wonder when I will receive my special order ^5555FFArc Wand^000000.....";
- emotion e_hmm;
- close;
-
-L_Start:
- if(BSMITH_Q2 != 1) goto L_Wrong;
- if(countitem(1073) == 1) goto L_Done;
- if(countitem(1610) < 1) goto L_NoItem;
- mes "[Baisulitst]";
- mes "Wow! Is it finally here?!";
- mes "Thank you! I was waiting forever!";
- delitem 1610,1;
- set BSMITH_Q3, 1;
- next;
- mes "[Baisulitst]";
- mes "I ordered this from the Geffen BS Guild, but they assigned it to the smith in Alberta!";
- next;
- mes "[Baisulitst]";
- mes "Thanks for coming from so far away!";
- mes "Also, make sure to hit Geshupenschte one for me! How could anything be so late >_>";
- next;
- mes "[Baisulitst]";
- mes "Here's the receipt!";
- next;
- mes "~Scribble, Scribble~ Rip ~";
- next;
- getitem 1073,1;
- mes "[Baisulitst]";
- mes "Here you go! Good bye! Thank you for the delivery!";
- close;
-
- L_NoItem:
- mes "[Baisulitst]";
- mes "..... Hmm?.... What's this?..... You here to deliver something to me but you don't have the actual item??";
- emotion e_pif;
- L_Wrong:
- mes "[Baisulitst]";
- mes "..... Hmm?.... What's this?..... This is not what I ordered.....";
- emotion e_pif;
- L_Done:
- mes "[Baisulitst]";
- mes "Thanks again for the delivery. I really appreciate it!";
- close;
+ Emotion e_lv;
+ mes "[Wickebine]";
+ mes "Ooohh...";
+ mes "This is very";
+ mes "upsetting...";
+ close2;
+ cutin "Job_Black_hucke03",255;
+ end;
+ }
}
-// Wickebine --------------------------------------------------------------------
-morocc,27,112,4 script Wickebine 725,{
- if (BSMITH_Q == 3) goto L_Start;
-
- mes "[Wickebine]";
- mes "..........";
- mes ".....When will my order be here?";
- emotion e_hmm;
- next;
- mes "[Wickebine]";
- mes "The Geffen Blacksmith Guild and Geshupenschte are both CHRONICALLY LATE!";
- emotion e_pif;
- next;
- mes "[Wickebine]";
- mes "This is very upsetting......";
- close;
-L_Start:
- if(BSMITH_Q2 != 2) goto L_Wrong;
- if(countitem(1073) == 1) goto L_Done;
- if(countitem(1219) < 1) goto L_NoItem;
- mes "[Wickebine]";
- mes "Is it finally here!?!";
- mes "Give it!!!!";
- delitem 1219,1;
- set BSMITH_Q3, 1;
- next;
- mes "[Wickebine]";
- mes "Tell the BS guild";
- mes "and your teacher Geshupenschte!";
- next;
- mes "[Wickebine]";
- mes "You're LATE";
- mes "and I was WAITING.";
- next;
- mes "[Wickebine]";
- mes "But the item seems pretty high quality.";
- next;
- mes "(Writes something down)";
- next;
- getitem 1073,1;
- mes "[Wickebine]";
- mes "Here's the receipt and thanks for the delivery.";
- close;
-
- L_NoItem:
- mes "[Wickebine]";
- mes "Ung! You came all this way to deliver my item and you lost it??!!";
- emotion e_an;
- close;
- L_Wrong:
- mes "[Wickebine]";
- mes "I think you're supposed to deliver this somewhere else.....";
- emotion e_swt;
+lighthalzen,209,80,4 script Krongast#BLS 734,{
+ if (BSMITH_Q == 11 && countitem(1119) > 0) {
+ mes "[Krongast]";
+ mes "Ohhhhhh~";
+ mes "Is it here?";
+ mes "Very nice.";
+ mes "Let me take a look.";
+ next;
+ mes "[Krongast]";
+ mes "So you're sure this is the item";
+ mes "I ordered, right? I wouldn't want it if it's been used.";
+ next;
+ if (select("Whoops, this one is used!:It was just made, so it's new.") == 1) {
+ mes "[Krongast]";
+ mes "Hmmmmm!";
+ mes "Please deliver";
+ mes "the right sword!";
+ mes "I've been waiting";
+ mes "long enough already...";
+ close;
+ }
+ mes "[Krongast]";
+ mes "You double checked?";
+ mes "Alright then, I'll take it!";
+ next;
+ set BSMITH_Q,14;
+ delitem 1119,1; //Tsurugi
+ mes "[Krongast]";
+ mes "Oh ho...";
+ mes "This is good.";
+ mes "Much better than";
+ mes "what I expected.";
+ next;
+ mes "[Krongast]";
+ mes "With this sword...";
+ mes "My special moves will be even more powerful! I may even be able to perfect my fast attacking techniques! I love it!";
+ next;
+ mes "[Krongast]";
+ mes "Okay then.";
+ mes "Let me give";
+ mes "you a receipt.";
+ next;
+ getitem 1073,1; //Merchant_Voucher_1
+ mes "[Krongast]";
+ mes "Here is";
+ mes "your receipt.";
+ mes "Thank you for";
+ mes "your business!";
+ mapannounce "lighthalzen",strcharinfo(0)+"... Thank you for the delivery.",bc_map;
close;
- L_Done:
- mes "[Wickebine]";
+ }
+ else if (BSMITH_Q == 14) {
+ mes "[Krongast]";
mes "Thank you";
+ mes "for the delivery.";
close;
-}
-
-// Gromgast ---------------------------------------------------------------------
-izlude,69,181,4 script Gromgast 734,{
- if (BSMITH_Q == 3) goto L_Start;
-
- mes "[Gromgast]";
- mes "..........";
- mes ".....When will that sword arrive >_>";
- next;
- mes "[Gromgast]";
- mes "I need that sword for my training!";
- mes "Nooo.....I must not get rusty!";
- next;
- mes "[Gromgast]";
- mes "Noooooooo T_T......";
- close;
-
-L_Start:
- if(BSMITH_Q2 != 3) goto L_Wrong;
- if(countitem(1073) == 1) goto L_Done;
- if(countitem(1119) < 1) goto L_NoItem;
- mes "[Gromgast]";
- mes "Ahhh, it's finally here";
- mes "Let me see it.";
- delitem 1119,1;
- set BSMITH_Q3, 1;
- next;
- mes "[Gromgast]";
- mes "Nice.....";
- mes "It's better then I expected.";
- next;
- mes "[Gromgast]";
- mes "I think this sword is exactly what I need!!";
- mes "I like it!";
- next;
- mes "[Gromgast]";
- mes "Here you go.";
- next;
- mes "~scribble~rip~";
- next;
- getitem 1073,1;
- mes "[Gromgast]";
- mes "Here's the receipt! Thank you.";
- close;
-
- L_NoItem:
- mes "[Gromgast]";
- mes "Hmm... I don't understand.... where is the item I ordered???....";
- emotion e_hmm;
- L_Wrong:
- mes "[Gromgast]";
- mes "Sorry, but you've got the wrong person.";
- close;
- L_Done:
- mes "[Gromgast]";
- mes "Thanks for the delivery!";
+ }
+ else {
+ mes "[Krongast]";
+ mes "...";
+ next;
+ mes "[Krongast]";
+ mes "...";
+ mes "......";
+ next;
+ mes "[Krongast]";
+ mes "When will the sword";
+ mes "I ordered finally arrive?";
+ mes "I need to try my ultimate skill, ^2F4F4FFine Edge^000000 with it.";
+ next;
+ mes "[Krongast]";
+ mes "Ahhhhhhh!";
+ mes "I need to";
+ mes "have that sword!";
close;
+ }
}
-// Tilpitz --------------------------------------------------------------------
-payon,214,79,4 script Tilpitz 59,{
- if (BSMITH_Q == 3) goto L_Start;
-
- mes "[Tilpitz]";
- mes "When's that bow coming..........";
- mes "How long ago did I order this thing >_>";
- next;
- mes "[Tilpitz]";
- mes "There's no one that can make it execpt 'him'.........";
- mes "but, WHEN WILL IT COME >_>";
- next;
- mes "[Tilpitz]";
- mes " T_T ";
- close;
-L_Start:
- if(BSMITH_Q2 != 4) goto L_Wrong;
- if(countitem(1073) == 1) goto L_Done;
- if(countitem(1713) < 1) goto L_NoItem;
- mes "[Tilpitz]";
- mes ".......Ohhh! It's finally here!!!";
- mes "Let me see it!";
- delitem 1713,1;
- set BSMITH_Q3, 1;
- next;
- mes "[Tilpitz]";
- mes "Wow....";
- mes "Not bad......not bad at all!!";
- next;
- mes "[Tilpitz]";
- mes "Look at this curve!! It's wonderful!!";
- mes "Oh, I love this";
- next;
- mes "[Tilpitz]";
- mes "Thank you!!!";
- next;
- mes "scribble scribble rip";
- next;
- getitem 1073,1;
- mes "[Tilpitz]";
- mes "Here's the receipt! Thank you again!!!!!";
- close;
-
- L_NoItem:
- mes "[Tilpitz]";
- mes "Oooh! The delivery is here? What?..... You don't have anything???.....";
- emotion e_what;
- next;
- mes "[Tilpitz]";
- mes "Don't play bad jokes on people!";
- emotion e_ag;
+payon,214,79,4 script Talpiz#BLS 59,{
+ if (BSMITH_Q == 12 && countitem(1713) > 0) {
+ mes "[Talpiz]";
+ mes "Oh~";
+ mes "Is it finally here?";
+ mes "The package I ordered?";
+ next;
+ mes "[Talpiz]";
+ mes "Um, this is what I ordered, right? I don't want an Arbalest that's been used before.";
+ next;
+ if (select("Whoops, this is a used one.:I'm sure it's new.") == 1) {
+ mes "[Talpiz]";
+ mes "Hmmmm.";
+ mes "Please hurry";
+ mes "and bring the";
+ mes "correct item.";
+ mes "I've waited too";
+ mes "long already...";
+ close;
+ }
+ mes "[Talpiz]";
+ mes "So, you're sure?";
+ mes "Let me take a look...";
+ next;
+ set BSMITH_Q,14;
+ delitem 1713,1; //Arbalest
+ mes "[Talpiz]";
+ mes "*wheet whoo*";
+ mes "Very nice!!";
+ next;
+ mes "[Talpiz]";
+ mes "This is truly a quality made custom item. I love how there is a case for an eye patch! I really reallly love this~";
+ next;
+ mes "[Talpiz]";
+ mes "Thank you!";
+ mes "For something of this quality,";
+ mes "I can even sell it for a high price even after I've used it!";
+ next;
+ getitem 1073,1; //Merchant_Voucher_1
+ mes "[Talpiz]";
+ mes "Here!";
+ mes "Please take";
+ mes "your receipt.";
+ mes "I really appreciate";
+ mes "your hard work.";
+ mapannounce "payon","Thanks, " +strcharinfo(0)+ ", you really delivered. Everytime I look at this, I love it even more~",bc_map;
close;
- L_Wrong:
- mes "[Tilpitz]";
- mes "What's this? You have a delivery.... for someone else..... Then why not deliver it to that person instead???........";
- emotion e_swt;
+ }
+ else if (BSMITH_Q == 14) {
+ mes "[Talpiz]";
+ mes "Really,";
+ mes "I can't say it";
+ mes "enough. This is";
+ mes "top quality work~!";
close;
- L_Done:
- mes "[Tilpitz]";
- mes "More I look at it, more beautiful it gets!!! ";
+ }
+ else {
+ mes "[Talpiz]";
+ mes "Eh...";
+ mes "When will my";
+ mes "order arrive?";
+ next;
+ mes "[Talpiz]";
+ mes "A custom made Arbalest";
+ mes "with a quality case to hold your eye patches. Only one person can make something like that...";
+ next;
+ mes "[Talpiz]";
+ mes "Ahhhhhh...";
+ mes "The waiting";
+ mes "is unbearable!";
close;
+ }
}
-// Bismarck ---------------------------------------------------------------------------
-comodo,158,342,4 script Bismarck 118,{
- if (BSMITH_Q == 3) goto L_Start;
-
- mes "[Bismarck]";
- mes "......Ugh?...";
- mes ".....When's that delivery coming......";
- next;
- mes "[Bismarck]";
- mes "....the.....p...poison...... >_>....";
- mes "Ack.....";
- next;
- mes "[Bismarck]";
- mes "....Looks like... I'm....screwed.";
- close;
-
-L_Start:
- if(BSMITH_Q2 != 5) goto L_Wrong;
- if(countitem(1073) == 1) goto L_Done;
- if(countitem(1513) < 1) goto L_NoItem;
- mes "[Bismarck]";
- mes "Ugh.........finally...........";
- mes "Pant pant..........give it to me~";
- delitem 1513,1;
- set BSMITH_Q3, 1;
- next;
- mes "[Bismarck]";
- mes "Ugh....";
- mes "The green herb is in it........right?";
- next;
- mes "[Bismarck]";
- mes "I........can't move.........help me up";
- mes "....grunt.....";
- next;
- mes "- STAB! -";
- next;
- mes "[Bismarck]";
- mes "AAAAAAAAAAACCCCCCCCCKKKKKK!!!";
- next;
- mes "[Bismarck]";
- mes "whew, that works pretty well..";
- next;
- getitem 1073,1;
- mes "[Bismarck]";
- mes "Cough.... Here's the receipt..... thank you for the delivery! I guess I get to live longer......";
- close;
-
- L_NoItem:
- mes "[Bismarck]";
- mes "ARE YOU TRYING TO TOY WITH ME!!?? How.... ~cough~... could....~ung~.... you....~ack~.....";
- emotion e_omg;
+hugel,168,183,1 script Bismarc#BLS 118,{
+ if (BSMITH_Q == 13 && countitem(1122) > 0) {
+ mes "[Bismarc]";
+ mes "Sweet God...";
+ mes "Have you sent";
+ mes "an angel...?";
+ mes "Is that the Ring Pommel Saber";
+ mes "I ordered? It's my only hope...";
+ next;
+ mes "[Bismarc]";
+ mes "^666666*Huuuk*^000000 This is what I ordered, right? I needed one especially";
+ mes "made to stop this poison...";
+ next;
+ if (select("Whoops, this is my own Ring Pommel Saber.:I'm sure this is the one.") == 1) {
+ mes "[Bismarc]";
+ mes "N-Nooo...";
+ mes "Hurry...!";
+ mes "I need that";
+ mes "sword for its";
+ mes "an...ti...d-dote!";
+ next;
+ mes "^3355FFIt looks like";
+ mes "he's slowly dying...!";
+ mes "You'd better hurry.^000000";
+ close;
+ }
+ mes "[Bismarc]";
+ mes "^666666*Ghklk*^000000";
+ mes "Give it...!";
+ mes "Pleeeease!";
+ next;
+ set BSMITH_Q,14;
+ delitem 1122,1; //Ring_Pommel_Saber
+ mes "^3355FFBismarc stabs";
+ mes "himself, repeatedly,";
+ mes "with the Ring Pommel Saber";
+ mes "that has been imbued with";
+ mes "the power of Green Herbs.^000000";
+ next;
+ mes "[Bismarc]";
+ mes "^666666*Ghyklk*^000000";
+ mes "*Gasp gasp*";
+ next;
+ mes "[Bismarc]";
+ mes "Please...";
+ mes "Help me up.";
+ mes "The poison is";
+ mes "still coarsing";
+ mes "through my body...";
+ next;
+ mes "[Bismarc]";
+ mes "OwwwWWWW!!";
+ mes "IT'S BURNING!";
+ next;
+ mes "[Bismarc]";
+ mes "*Gasp Gasp*";
+ mes "*Whew* Okay,";
+ mes "I can feel the";
+ mes "antidote working now.";
+ mes "Just what I needed.";
+ next;
+ getitem 1073,1; //Merchant_Voucher_1
+ mes "[Bismarc]";
+ mes "Here is";
+ mes "your receipt.";
+ mes "T-take it...!";
+ mes "It's yours!";
+ mapannounce "hugel","Thanks, " +strcharinfo(0)+ ", for the delivery. You saved my life...",bc_map;
close;
- L_Wrong:
- mes "[Bismarck]";
- mes "I NEED AN ANTIDOTE DAMMIT!! Not this stuff ~ack~........";
- emotion e_omg;
+ }
+ else if (BSMITH_Q == 14) {
+ mes "[Bismarc]";
+ mes "Thank you.";
+ mes "You saved";
+ mes "my life...";
close;
- L_Done:
- mes "[Bismarck]";
- mes "Whew, thank you.";
+ }
+ else {
+ mes "[Bismarc]";
+ mes "^666666*Ghyklk*^000000";
+ mes "^666666*Huk Hukk*^000000";
+ mes "When will my";
+ mes "o-order arrive...?";
+ next;
+ mes "[Bismarc]";
+ mes "The poison in";
+ mes "my body... the pain...";
+ mes "excruciating... L-lord...";
+ next;
+ mes "[Bismarc]";
+ mes "When is the";
+ mes "antidote gonna";
+ mes "get here?!";
close;
+ }
}
-
-
-//<===================================================== Mitehmaeeuh: Last Test ===================================================>\\
-ein_in01,24,41,4 script Mitmayer 726,{
- if (BSMITH_Q == 4) goto L_Start;
- if (BSMITH_Q == 5) goto L_Done;
- mes "[Mitmayer]";
- mes "Whew.... the sun in Morroc is just too strong.... I guess it will gie me tougher skin... Oh well......";
- emotion e_swt2;
- next;
- mes "[Mitmayer]";
- mes "Afteralll, we Blacksmiths are used to high temperatures since we work with fire everyday!";
- next;
- mes "[Mitmayer]";
- mes "Getting nice and tan isn't so bad..... I think it gives you a healthy athletic look.";
- close;
-L_Done:
- mes "[Mitmayer]";
- mes "I told you that you've passed.";
- next;
- mes "[Mitmayer]";
- mes "Return to the guild";
- next;
- mes "[Mitmayer]";
- mes "Also, don't lose the Hammer of Blacksmiths!!";
- next;
- mes "[Mitmayer]";
- mes "Don't forget to use the skill points too!";
- close;
-L_Start:
- mes "[Mitmayer]";
- mes "Welcome! You want to be a smith?";
- mes "Okay, but know that not everyody passes.";
- next;
- mes "[Mitmayer]";
- mes "It's a quiz about how well you know metals and the blacksmith class.";
- mes "I have quite a bit to ask, so lets start";
- next;
- menu "Ok",M_Test,"Not now",-;
-
- mes "[Mitmayer]";
- mes "Okay, I'll see you then.";
+ein_in01,24,41,5 script Blacksmith Guildsman#moc 726,{
+ if (BSMITH_Q == 16) {
+ Emotion e_hmm;
+ mes "[Mitehmaeeuh]";
+ mes "Oh...so you're the one who wants to be a blacksmith?";
+ mes "Nice, heh heh.";
+ mes "As you've realized from your past tests, you won't be promoted from Merchant to Blacksmtih immediately.";
+ next;
+ mes "[Mitehmaeeuh]";
+ mes "How much do you truly understand about smithing? Are you ready for me to ask you some questions?";
+ next;
+ if (select("Yes:No, not yet~") == 1) {
+ mes "[Mitehmaeeuh]";
+ mes "Alright...";
+ mes "My test is simple.";
+ mes "I'll ask five questions.";
+ mes "If you miss too many,";
+ mes "you fail. And I won't";
+ mes "tell you what you missed.";
+ next;
+ set wizard_m2,rand(1,3);
+ set blackss_te,0;
+ mes "[Mitehmaeeuh]";
+ mes "Please listen";
+ mes "and answer carefully...";
+ next;
+ switch(rand(1,3)) {
+ case 1:
+ mes "[Mitehmaeeuh]";
+ mes "1. What ability";
+ mes "is required to learn";
+ mes "the ^8E6B23Discount^000000 skill?";
+ next;
+ if (select("Level 3 Push Cart:Item Appraisal:Level 10 Mammonite:Level 3 Enlarge Weight") == 4)
+ set .@blackss_te,.@blackss_te+20;
+ mes "[Mitehmaeeuh]";
+ mes "2. When you attack";
+ mes "with ^8E6B23Hammerfall^000000,";
+ mes "what status effect can";
+ mes "you inflict on enemies?";
+ next;
+ if (select("Stun:Blindness:Chaos:Silence") == 1)
+ set .@blackss_te,.@blackss_te+20;
+ mes "[Mitehmaeeuh]";
+ mes "3. How much Zeny is spent";
+ mes "when attacking with the";
+ mes "mastered Mammonite skill?";
+ mes "(Level 10 Mammonite)";
+ next;
+ if (select("900 Zeny:1000 Zeny:2000 Zeny:100,000 Zeny") == 2)
+ set .@blackss_te,.@blackss_te+20;
+ mes "[Mitehmaeeuh]";
+ mes "4. What is the";
+ mes "discount rate when";
+ mes "the ^8E6B23Discount^000000";
+ mes "skill is mastered?";
+ next;
+ if (select("21 % :22 % :23 % :24 % ") == 4)
+ set .@blackss_te,.@blackss_te+20;
+ mes "[Mitehmaeeuh]";
+ mes "5. What is the maximum";
+ mes "percentage that you can";
+ mes "overcharge items sold to";
+ mes "NPCs after mastering the";
+ mes "^8E6B23Overcharge^000000 skill?";
+ next;
+ if (select("21 % :22 % :23 % :24 % ") == 3)
+ set .@blackss_te,.@blackss_te+20;
+ break;
+ case 2:
+ mes "[Mitehmaeeuh]";
+ mes "1. Which of the";
+ mes "following monsters";
+ mes "drops Steel?";
+ next;
+ if (select("Zerom:Chon Chon:Skel Worker:Requiem") == 3)
+ set .@blackss_te,.@blackss_te+20;
+ mes "[Mitehmaeeuh]";
+ mes "2. Which of the following";
+ mes "stones can be made from";
+ mes "Red Bloods?";
+ next;
+ if (select("Flame Heart:Rough Wind:Great Nature:Mystic Frozen") == 1)
+ set .@blackss_te,.@blackss_te+20;
+ mes "[Mitehmaeeuh]";
+ mes "3. Which of the following";
+ mes "stones do you have the most";
+ mes "of in your Kafra Storage?";
+ next;
+ select("Wind of Verdure:Red Blood:Green Live:Crystal Blue");
+ set .@blackss_te,.@blackss_te+20;
+ mes "[Mitehmaeeuh]";
+ mes "4. In general,";
+ mes "which of the following";
+ mes "properties receives the";
+ mes "most damage from a Wind";
+ mes "attribute weapon?";
+ next;
+ if (select("Fire Property:Water Property:Earth Property:Wind Property") == 2)
+ set .@blackss_te,.@blackss_te+20;
+ mes "[Mitehmaeeuh]";
+ mes "5. How many Iron Ore";
+ mes "is required to make";
+ mes "1 Steel?";
+ next;
+ if (select("5 Iron Ore :4 Iron Ore:3 Iron Ore:6 Iron Ore") == 1)
+ set .@blackss_te,.@blackss_te+20;
+ break;
+ case 3:
+ mes "[Mitehmaeeuh]";
+ mes "1. What do you usually";
+ mes "do when you meet someone";
+ mes "randomly on the street?";
+ next;
+ switch(select("Ask them what they need.:Have a brief conversation.:Ignore them.:Give items and run away.")) {
+ case 1:
+ case 2:
+ set .@blackss_te,.@blackss_te+20;
+ break;
+ default:
+ break;
+ }
+ mes "[Mitehmaeeuh]";
+ mes "2. In what village";
+ mes "can you learn the";
+ mes "^8E6B23Crazy Uproar^000000 and";
+ mes "^8E6B23Change Cart^000000 skills?";
+ next;
+ if (select("Al De Baran:Alberta:Morroc:Izlude") == 2)
+ set .@blackss_te,.@blackss_te+20;
+ mes "[Mitehmaeeuh]";
+ mes "3. From the center of Einbroch,";
+ mes "in which direction is the Blacksmith Guild?";
+ next;
+ if (select("11 o'clock:5 o'clock:7 o'clock:12 o'clock") == 2)
+ set .@blackss_te,.@blackss_te+20;
+ mes "[Mitehmaeeuh]";
+ mes "4. In which town";
+ mes "can you find the";
+ mes "most Blacksmiths?";
+ next;
+ if (select("Prontera:Morroc:Alberta:Einbroch") == 4)
+ set .@blackss_te,.@blackss_te+20;
+ mes "[Mitehmaeeuh]";
+ mes "5. Which of the";
+ mes "following statuses";
+ mes "affect your skill";
+ mes "as a Blacksmith?";
+ next;
+ if (select("STR :DEX:AGI :VIT ") == 2)
+ set .@blackss_te,.@blackss_te+20;
+ break;
+ }
+ mes "[Mitehmaeeuh]";
+ mes "Ah...";
+ mes "You've completed";
+ mes "the quiz. Let's see...";
+ next;
+ mes "[Mitehmaeeuh]";
+ mes "You earned";
+ mes .@blackss_te +" points...";
+ if (.@blackss_te > 70) {
+ mes "Very nice!";
+ mes "Congratulations!";
+ mes "You just passed!";
+ next;
+ mes "[Mitehmaeeuh]";
+ mes "However, don't let your early success make you overconfident. A Blacksmith's life isn't a picnic. As proof that you have passed the test, I give you this Hammer of Blacksmith.";
+ set BSMITH_Q,17;
+ getitem 1005,1; //Hammer_Of_Blacksmith
+ next;
+ mes "[Mitehmaeeuh]";
+ mes "Take this Hammer";
+ mes "of Blacksmith and go back to the Einbroch Blacksmith Guild. Okay then? I wish you the best of luck!";
+ close;
+ }
+ mes "You failed! You better study up before coming back here.";
+ next;
+ mes "[Mitehmaeeuh]";
+ mes "With your knowledge, or lack thereof, you'll just end up hurting yourself holding a hammer!";
+ close;
+ }
+ mes "[Mitehmaeeuh]";
+ mes "Okay then.";
+ mes "Please prepare";
+ mes "yourself and return";
+ mes "when you are ready...";
close;
- M_Test:
- mes "[Mitmayer]";
- mes "Okay, lets start You'll fail if you don't get enough right.";
- next;
- mes "[Mitmayer]";
- mes "5 questions";
- mes "I won't tell you what's right or wrong.";
- next;
- set @score, 0;
- set @temp, rand(3);
- if (@temp == 1) goto R_Set2;
- if (@temp == 2) goto R_Set3;
-
- R_Set1:
- mes "[Mitmayer]";
- mes "1. Which skill is needed for discount?";
- next;
- menu "Pushcart Lv 3",sM_1a,"Item Appraisal",sM_1a,"Mammonite Lv 10",sM_1a,"Enlarge Weight Lv 3",-;
-
- set @score,@score+20;
- sM_1a:
-
- mes "[Mittmayer]";
- mes "2. What effect does hammerfall have?";
- next;
- menu "Stun",-,"Blind",sM_1b,"Confuse",sM_1b,"Poison",sM_1b;
-
- set @score,@score+20;
- sM_1b:
-
- mes "[Mitmayer]";
- mes "3. How much zeny is taken when Mammonite 10 is used?";
- next;
- menu "900z",sM_1c,"1,000z",-,"2,000z",sM_1c,"1,000,000z",sM_1c;
-
- set @score,@score+20;
- sM_1c:
-
- mes "[Mitmayer]";
- mes "4. How much money is saved with max discount??";
- next;
- menu "21 % ",sM_1d,"22 % ",sM_1d,"23 % ",sM_1d,"24 % ",-;
-
- set @score,@score+20;
- sM_1d:
-
- mes "[Mitmayer]";
- mes "5. How much can you earn with max overcharge?";
- next;
- menu "21 % ",sM_1e,"22 % ",sM_1e,"23 % ",sM_1e,"24 % ",-;
-
- set @score,@score+20;
- sM_1e:
- goto L_Result;
-
- R_Set2:
- mes "[Mittmayer]";
- mes "1. Which monster drops steel?";
- next;
- menu "Zerom",sM_2a,"Steel Chonchon",sM_2a,"Skel Worker",-,"Requiem",sM_2a;
-
- set @score,@score+20;
- sM_2a:
-
- mes "[Mitmayer]";
- mes "2. What can you make with Red Bloods?";
- next;
- menu "Flame Heart",-,"Rough Wind",sM_2b,"Great Nature",sM_2b,"Mystic Frozen",sM_2b;
-
- set @score,@score+20;
- sM_2b:
-
- mes "[Mitmayer]";
- mes "3. Which ore do you have the most of in storage?";
- next;
- menu "WoV",sM_2c,"Red Blood",-,"Green Live",-,"Crystal Blue",-;
-
- set @score,@score+20;
- sM_2c:
-
- mes "[Mitmayer]";
- mes "4. What kind of monsters are weak against wind weapons?";
- next;
- menu "Fire",sM_2d,"Water",-,"Earth",sM_2d,"Wind",sM_2d;
-
- set @score,@score+20;
- sM_2d:
-
- mes "[Mitmayer]";
- mes "5. How many irons are needed to make steel?";
- next;
- menu "5",-,"4",sM_2e,"3",sM_2e,"6",sM_2e;
-
- set @score,@score+20;
- sM_2e:
- goto L_Result;
-
- R_Set3:
- mes "[Mitmayer]";
- mes "1. What do you do when you find a person in distress?";
- next;
- menu "Ask what they need",-,"Talk for a bit",-,"Ignore",sM_3a,"Drop item and leave",sM_3a;
-
- set @score,@score+20;
- sM_3a:
-
- mes "[Mitmayer]";
- mes "2. Where do you learn change cart?";
+ }
+ else if (BSMITH_Q == 17) {
+ Emotion e_hmm;
+ mes "[Mitehmaeeuh]";
+ mes "Yeap, you just passed the Blacksmith job test~";
next;
- menu "Aldebaran",sM_3b,"Alberta",-,"Morroc",sM_3b,"Izlude",sM_3b;
-
- set @score,@score+20;
- sM_3b:
-
- mes "[Mitmayer]";
- mes "3. Geffen tower is the center, where is the BS guild?";
+ mes "[Mitehmaeeuh]";
+ mes "Why don't you go back to Mr.Geschupenschte?";
next;
- menu "11oclock",sM_3c,"5oclock",-,"7oclock",sM_3c,"12oclock",sM_3c;
-
- set @score,@score+20;
- sM_3c:
-
- mes "[Mitmayer]";
- mes "4. Which town has the most smiths";
+ mes "[Mitehmaeeuh]";
+ mes "Don't forget to bring the Hammer of Blacksmith with you!";
next;
- menu "Prontera",sM_3d,"Morroc",sM_3d,"Alberta",sM_3d,"Geffen",-;
-
- set @score,@score+20;
- sM_3d:
-
- mes "[Mitmayer]";
- mes "5. Which stat affect forge?";
- next;
- menu "STR",sM_3e, "DEX ",-, "AGI",sM_3e, "VIT",sM_3e;
-
- set @score,@score+20;
- sM_3e:
-
-L_Result:
- mes "[Mitmayer]";
- mes "Great work!";
- next;
- mes "[Mitmayer]";
- mes "lets see... your score is ^5533FF"+@score+"^000000 points!";
- next;
- mes "[Mitmayer]";
- if (@score > 70) goto L_Pass;
-
- mes "Failed, go study more!!";
- next;
- mes "[Mitmayer]";
- mes "It's just not enough.....";
- mes "Please return after you've studied more.";
+ mes "[Mitehmaeeuh]";
+ mes "Oh, also make sure that you have no skill point left before you change your job~";
close;
-
- L_Pass:
- mes "Great! Congrats! You pass!";
- emotion e_no1;
+ }
+ else {
+ Emotion e_hmm;
+ mes "[Mitehmaeeuh]";
+ mes "I had to deal with the heat when I was in Morroc,";
+ mes "and now I have to deal with the smog in this Einbroch!";
next;
- mes "[Mitmayer]";
- mes "You'll need to return to the guild. Here is proof that you passed the test.... the ^5533FFHammer of Blacksmiths^000000.";
- getitem 1005,1;
- set BSMITH_Q, 5;
- set BSMITH_Q2, 0;
+ mes "[Mitehmaeeuh]";
+ mes "But, I must admit that this is the perfect place for Blacksmiths because we have an abundance of crafting material supplies as well as highly developed equipment.";
next;
- mes "[Mitmayer]";
- mes "DON'T LOOSE THIS!!";
- emotion e_gasp;
+ mes "[Mitehmaeeuh]";
+ mes "We, Blacksmiths are trying our best to forge the best of the best weapons.";
next;
- mes "[Mitmayer]";
- mes "Well, good luck!!!!";
+ mes "[Mitehmaeeuh]";
+ mes "We pledge our honor on that!";
close;
+ }
}
-//=========================== NPC that tells you, that the Guild moved
-//=========================== She's there on kRO, but the current text is custom ^^
-geffen_in,110,169,4 script Guildsman#01 726,{
+geffen_in,109,170,3 script Blacksmith Guildsman#gef 726,{
mes "[Blacksmith Guildsman]";
- mes "Welcome! We're the masters of the metal, blacksmiths!";
- mes "Our skills in creating weapons, in a way, is almost an art form!.";
+ mes "Good day, are you here to visit Blacksmith Guild?";
next;
mes "[Blacksmith Guildsman]";
- mes "Our Guild was recently moved to a biger building in the steel city of Einbroch.";
- mes "If you are here to take part in your training, please go there";
+ mes "I thank you for coming this far to visit our guild. However, I regret to inform you that Blacksmith Guild has been";
+ mes "moved to ^3131FF'Einbroch' in the Schwaltzvalt Republic^000000.";
next;
- menu "What? Where? How?",-,"OK, thank you!",M_ok;
-
- mes "[Blacksmith Guildsman]";
- mes "Ah. I'm sorry. You must be unfamiliar with the new and wonderful Airship Transportation System!";
- next;
- menu "Air...what?",-,"Oh, that!",M_know;
-
mes "[Blacksmith Guildsman]";
- mes "The Airship Transportation System!";
- mes "It's realy a wonderful thing. No more relying on stupid Magic Teleports.";
- mes "The Airship is a big flying machine that will get you to your destination in no time";
+ mes "You can travel to Schwaltzvalt Republic by using the airship.";
+ mes "I can provide you a teleport service to Izlude, where you can use the airship.";
+ mes "Would you like to move to Izlude immediately?";
next;
- mes "[Blacksmith Guildsman]";
- mes "Just think about it. The blue sky and white clouds. The wind in your hair.";
- mes "How I adore that feeling!";
- next;
- menu "Um.. about that guild...",-,"She's nuts! RUN!",M_run;
-
- mes "[Blacksmith Guildsman]";
- mes "Huh? Oh right. I get carried away sometimes...";
- next;
- mes "[Blacksmith Guildsman]";
- mes "There are two Airships. One is flying from Izlude to Yuno, and the other one flys throughout the whole Shwarzwald Republic.";
- mes "Thats Yuno, Hugel, Lighthalzen and Einbroch.";
- next;
-M_know:
- mes "[Blacksmith Guildsman]";
- mes "If you wish to go to Einbroch, simply board the Airship in Izlude, get of in Yuno and take the second ship until it reaches Einbroch.";
- mes "When you reach your destination just ask one of the Guides for the Blacksmith Guild";
- next;
- mes "[Blacksmith Guildsman]";
- mes "Now I know that this may be a bit confusing. That's why our guild in association with the Kafra Corporation is serving free warps to Izlude!";
- mes "Would you like to use our services?";
- next;
- menu "Yes, please.",-,"No, thank you.",M_no;
-
- mes "[Blacksmith Guildsman]";
- mes "Have a nice trip!!";
- close2;
- warp "izlude",145,39;
- end;
-
-M_ok:
- mes "[Blacksmith Guildsman]";
- mes "Always at your service!";
- close;
-
-M_run:
- mes "[Blacksmith Guildsman]";
- mes "Huh? Hey! Where are you going?!";
- close;
-
-M_no:
- mes "[Blacksmith Guildsman]";
- mes "No? Don't tell me you're afraid of flying...";
- close;
+ switch(select("How to go to Einbroch:Yes!:No, thanks.")) {
+ case 1:
+ mes "[Blacksmith Guildsman]";
+ mes "Oops, haven't you used the airship yet?";
+ next;
+ mes "[Blacksmith Guildsman]";
+ mes "Unlike Rune-Midgarts Kingdom, Schwalitzvalt Republic has 'the airship' instead of teleport services to move between towns.";
+ next;
+ mes "[Blacksmith Guildsman]";
+ mes "In ^3131FF'Izlude'^000000, you can use ^3131FF'the international airship'^000000 which travels between ^3131FFIzlude and Juno in Schwaltzvalt Republic^000000.";
+ next;
+ mes "[Blacksmith Guildsman]";
+ mes "Take the airship, and go to Juno. Then from Juno, you need to take ^3131FFthe domestic airship^000000 to go to Einbroch.";
+ mes "Remember, you are ^3131FFnot going outside of the airport^000000 upon transit from the international to the domestic airship.";
+ next;
+ mes "[Blacksmith Guildsman]";
+ mes "It might sound complicated, but you will know once you are in the airport.";
+ mes "When you arrive in Blacksmith Guild, please send my regard to my coworkers!";
+ close;
+ case 2:
+ if (Zeny < 600) {
+ mes "[Blacksmith Guildsman]";
+ mes "Excuse me, but you do not have enough money.";
+ close;
+ }
+ set zeny,zeny-600;
+ warp "izlude",94,103;
+ end;
+ case 3:
+ mes "[Blacksmith Guildsman]";
+ mes "Please take care!";
+ close;
+ }
}
diff --git a/npc/jobs/2-1/hunter.txt b/npc/jobs/2-1/hunter.txt
index 5d4d408e1..e388068cd 100644
--- a/npc/jobs/2-1/hunter.txt
+++ b/npc/jobs/2-1/hunter.txt
@@ -5,11 +5,12 @@
//= Converted by kobra_k88
//= Further bugfixed and tested by Lupus
//===== Current Version: =====================================
-//= 2.5
+//= 2.7
//===== Compatible With: =====================================
-//= eAthena 1.0
+//= eAthena SVN
//===== Description: =========================================
-//= Hunter Job Quest converted from aegis script
+//= [Aegis Conversion]
+//= Job Change quest for Hunter class.
//===== Additional Comments: =================================
//= 0.5 Fully working.
//= 0.6 Changed global variable names to unique ones.
@@ -37,1210 +38,1718 @@
// -Changed Timers from 3 to 1 minute.
// -Changed "Job Change Monsters".
// -Thanks to ultradamage.
+//= 2.7 Rescripted to Aegis 10.3 standards. [L0ne_W0lf]
//============================================================
-//<====================================== Job Changer ========================================>\\
-hu_in01,386,374,4 script Hunter Sharon 727,{
- callfunc "F_BlockHigh",Job_Archer_High,"High Archer",Job_Sniper,"Sniper","Hunter Sharon";
+// Notices in the old Hunter Guild.
+//============================================================
+in_hunter,99,99,4 script Hunter Info#hnt::HntNotice 727,{
+ mes "============ Notice ============";
+ mes "We would like to inform that the Hunter Job Change Location";
+ mes "has been moved to ^ff0000Hugel^000000 in the Schwaltzvalt Republic.";
+ next;
+ mes "You can now use the Hugel airline, so please use the airship to visit Hugel.";
+ next;
+ mes "You will find the new Job Change Location at ^ff0000 Hugel 208 222 ^000000.";
+ next;
+ mes "^804000(You found a tiny line written at the end of the notice.)^000000";
+ mes " ";
+ mes " ";
+ mes " ";
+ mes "I, the Falcon breeder have moved out as well.";
+ close;
+}
- mes "[Hunter Sharon]";
- if(BaseJob == Job_Archer) goto L_Start;
- if(BaseJob == Job_Novice){
- mes "What's a novice like you doing here? Leave, we have nothing for you.";
- emotion e_what;
+pay_fild10,148,252,3 duplicate(HntNotice) Job Change Location Change Notice#hugel 857
+
+// Actual Job quest start
+//============================================================
+hu_in01,386,373,4 script Hunter Guildsman#hnt 727,{
+ if (Upper == 1) {
+ mes "[Hunter Sherin]";
+ mes "Oh, how have you been? It's been a long time, hasn't it?";
+ next;
+ mes "[Hunter Sherin]";
+ mes "...Wait.";
+ mes "Oops! I'm sorry, I could have sworn that we've met before. Huh. How weird.";
close;
}
- if(BaseJob == Job_Hunter){
- mes "What up! "+strcharinfo(0)+" Why did you come back? Falcon run away or something? Te hehe.";
- emotion e_heh;
+ if (BaseJob == Job_Archer && JobLevel < 40) {
+ mes "[Hunter Guildsman]";
+ mes "Eh? You haven't had enough training as an Archer yet. To become a Hunter, you must gain a certain level of experience as an Archer first.";
next;
- mes "[Hunter Sharon]";
- mes "I hope you didn't think you could get free stuff from us just because your part of our guild now......";
+ mes "[Hunter Guildsman]";
+ mes "Go out and train yourself a bit more. You'll need to be at least Job Level 40 before you'll be ready to become a Hunter. Of course, you can train more than that if you want.";
+ next;
+ mes "[Hunter Guildsman]";
+ mes "See you next time~";
close;
}
- if(baseClass == Job_Swordman){
- mes "A follower of the way of the blade! We have nothing for you here so please leave.";
+ if (SkillPoint) {
+ mes "[Hunter Sherin]";
+ mes "You can't change jobs without using all your skill points. Please use all of your skill points before applying to change jobs~";
close;
}
- if(baseClass == Job_Mage){
- mes "Hello mage type person. If you have no business here, please leave,";
+ if (BaseJob == Job_Novice) {
+ mes "[Hunter Guildsman]";
+ mes "You must be...";
+ mes "a Novice? Wow, you've got a long way ahead of you. I don't think there's much you can do here.";
close;
}
- if(baseClass == Job_Thief){
- mes "Eeep! There's nothing to steal here!! Leave us alone..... go rob an old lady or something......";
- emotion e_omg;
+ else if (BaseJob == Jo_Swordman) {
+ mes "[Hunter Guildsman]";
+ mes "You have chosen the path of the sword. I can respect the strength of your blade. Of course, from far away, you can't really afford to throw your sword at enemies, can you?";
close;
}
- if(baseClass == Job_Acolyte){
- mes "Good day, religious zealot! It's nice to meet you and all, but you have no buisiness here.";
+ else if (BaseJob == Job_Mage) {
+ mes "[Hunter Guildsman]";
+ mes "You deal with magic? It must feel great to be able to wield mystic power.";
close;
}
- if(baseClass == Job_Merchant){
- mes "Hey, how's buisiness? Perhaps if you want to sell something, go back to town.";
+ else if (BaseJob == Job_Acolyte) {
+ mes "[Hunter Guildsman]";
+ mes "Oh, a person who serves God! Nice to meet you. There aren't many people like you that visit this place~ Hehe.";
close;
}
- mes "What are YOU doing here? Did you come to do a little song and dance... ke.. keke....kekekeHahahahhaha!!!";
- emotion e_heh;
- close;
-
-L_Start:
- if(HNTR_Q == 1) goto L_Test2;
- if(HNTR_Q == 2) goto L_Test3;
- if(HNTR_Q == 3) goto L_Change;
- if(HNTR_Q2 == 1) goto L_ReTest;
- mes "Hey archer!! Hmmm....... You look like you've trained pretty hard.... I take it you're here to be a hunter!";
- next;
- menu "Of course!",M_0, "What are the requirements",M_1, "Not right now.",M_End;
-
- M_0:
- mes "[Hunter Sharon]";
- mes "Heh, I knew it. First fill out this application form.";
- next;
- mes "(you fill out the form and hand it back)";
- next;
- mes "[Hunter Sharon]";
- if(JobLevel < 40) goto sL_LowLvl;
- if(JobLevel == 50) goto sL_HighLvl;
- set JBLVL, 40;
- mes "Looks good. Let me start off by introducing myself. My name is Sharon, nice to meet you.";
- next;
- mes "[Hunter Sharon]";
- mes "Before I explain the process of becoming a Hunter, I'd like to do a short interview with you.";
- next;
- mes "[Hunter Sharon]";
- mes "Do you want to do the interview now?";
+ else if (BaseJob == Job_Merchant) {
+ mes "[Hunter Guildsman]";
+ mes "Oh...";
+ mes "How's your business coming along?";
+ close;
+ }
+ else if (BaseJob == Job_Thief) {
+ mes "[Hunter Guildsman]";
+ mes "Agh?!";
+ mes "This place doesn't have anything worth stealing or anyone worth killing!!";
+ close;
+ }
+ else if (BaseJob == Job_Dancer || BaseJob == Job_Bard) {
+ mes "[Hunter Guildsman]";
+ mes "Phew...sometimes it is really hard for being a hunter, you know...";
+ mes "So how do you like your bohemian life? Yeah, I am envious of you for having so much freedom...";
+ close;
+ }
+ else if (BaseJob == Job_Hunter) {
+ mes "[Hunter Sherin]";
+ mes "Oh~ " + strcharinfo(0) + "!!";
+ mes "Long time no see~ What brings you here? Did your Falcon run away or something?";
next;
- menu "Yeah, let's begin.",L_Test, "Nah, I'll come back in a bit.",M_End;
-
- sL_LowLvl:
- mes "Hmm... It looks like you'll need more training. To become a Hunter, you will have to have a great amount of experience.";
+ mes "[Hunter Sherin]";
+ mes "I don't really have any official notices from the guild at the moment, so I hope you didn't come here just for that...";
+ close;
+ }
+ else if (BaseJob == Job_Archer) {
+ if (SkillPoint) {
+ mes "[Hunter Sherin]";
+ mes "You can't apply to change jobs if you still have unused skill points. Use your remaining skill points first.";
+ close;
+ }
+ else if (HNTR_Q == 17 && countitem(1007) == 0) {
+ mes "[Hunter Sherin]";
+ mes "Hmm... I've been informed that you passed the test. But you don't have the necessary 'Necklace of Wisdom (Penetration)' that proves your accomplishment.";
next;
- mes "[Hunter Sharon]";
- mes "Having a ^5533FFjob level of 40^000000 is what is required of all Hunter candidates. Please continue your training and good luck.";
+ mes "[Hunter Sherin]";
+ mes "I'll let you change your job, but you must bring back a 'Necklace of Wisdom (Penetration),' no matter what it takes.";
close;
- sL_HighLvl:
- mes "Well, well now! A high level archer.... very nice! You must have trained really hard.";
- emotion e_ic;
+ }
+ else if (HNTR_Q == 17 && countitem(1007) > 0 && JobLevel > 39) {
+ mes "[Hunter Sherin]";
+ mes "Oh...?";
+ mes "You passed";
+ mes "the job test?!";
+ mes "Congratulations~!!";
next;
- mes "[Hunter Sharon]";
- mes "My name is Sharon, nice to meet you. Before I explain the process of becoming a Hunter, I'd like to do a short interview with you.";
+ mes "[Hunter Sherin]";
+ mes "Well then,";
+ mes "I will now change";
+ mes "your job to a Hunter~";
next;
- set JBLVL, 50;
- goto L_Test;
- M_1:
- mes "[Hunter Sharon]";
- mes "The requirements?";
- mes "1. Be an Archer";
- mes "2. Have a Job Level of at least 40";
- mes "3. Pass all of the tests";
+ delitem 1007,1; //Penetration
+ mes "[Hunter Sherin]";
+ mes "Tada~ Congratulations!";
+ mes "You look great as a Hunter!!";
+ set .@joblvl,joblevel;
+ callfunc "Job_Change",Job_Hunter;
+ callfunc "F_ClearJobVar"; // clears all job variables for the current player
+ next;
+ mes "[Hunter Sherin]";
+ mes "Become a noble person and become a worthy representative of our Hunter Guild. Show your love of nature as a Hunter~";
+ next;
+ mes "[Hunter Sherin]";
+ mes "And also, here is a little reward for all the effort you put in. It's from me, of course~";
+ if (.@joblvl > 49)
+ getitem 1718,1; //Hunter_Bow
+ else
+ getitem 1710,1; //CrossBow
+ close;
+ }
+ else if (JobLevel > 39 && HNTR_Q == 0) {
+ mes "[Hunter Guildsman]";
+ mes "Oh, you're an Archer! It seems as if you've trained enough as an Archer... You came here to become a Hunter, right?";
+ next;
+ switch(select("Yes. That's what I'm here for.:What are the requirements to change jobs?:....I don't want to change yet.")) {
+ case 1:
+ mes "[Hunter Guildsman]";
+ mes "Hehe~";
+ mes "I was right! Let me put you on the candidate list. Let's see~*";
+ next;
+ mes "[Hunter Guildsman]";
+ mes "Hmm... Let's start with the interview. Wait and relax a moment. No need to worry, I'll prepare everything~";
+ next;
+ mes "^3355FF*Gathers and flips through papers*^000000";
+ next;
+ mes "^3355FF*Rummage rummage*^000000";
+ next;
+ mes "[Hunter Guildsman]";
+ mes "Ah!";
+ mes "Here they are: the interview questions~ First of all, my name is 'Sherin.' Nice to meet you!";
+ next;
+ mes "[Hunter Sherin]";
+ mes "Well then,";
+ mes "shall we begin?";
+ next;
+L_AskQuestions:
+ if (select("Yes~ Let's start now.:No, I'll be back later.") == 1) {
+ mes "[Hunter Sherin]";
+ mes "Listen carefully to the scenarios I describe. When I ask a question, you choose an answer. Pretty simple, don't you think?";
+ next;
+ mes "[Hunter Sherin]";
+ mes "I just want to know how you think about life, and why you want to become a Hunter, so there's no need to be nervous.";
+ next;
+ set knight_t,0;
+ mes "[Hunter Sherin]";
+ mes "Well then,";
+ mes "let's begin.";
+ next;
+ mes "[Hunter Sherin]";
+ mes "You are an Archer, and you don't know where you should go to hunt. What do you do?";
+ next;
+ switch(select("Scream out loud asking where you should go.:Quietly ask a person passing by.:Wander around alone and search for a place.")) {
+ case 2:
+ case 3:
+ set .@hunter_t,.@hunter_t+10;
+ default:
+ break;
+ }
+ mes "[Hunter Sherin]";
+ mes "So you've decided on a place to hunt. You're going to hunt the monsters known as Hodes in the Sograt Desert.";
+ next;
+ mes "[Hunter Sherin]";
+ mes "But you are in Payon!!";
+ mes "How do you go to the desert?";
+ next;
+ switch(select("Ask a Priest to open a free warp portal.:Use the Kafra service.:Walk with a friend.")) {
+ case 2:
+ case 3:
+ set .@hunter_t,.@hunter_t+10;
+ default:
+ break;
+ }
+ mes "[Hunter Sherin]";
+ mes "There is no Priest to ask for a warp, and no friend is around to walk with you. You must use the Kafra service, but you have no Zeny!";
+ next;
+ mes "[Hunter Sherin]";
+ mes "How would you go";
+ mes "about to make the";
+ mes "Zeny that you need?";
+ next;
+ switch(select("Beg here and there.:Sell items I do not need.:Hunt at a nearby field.")) {
+ case 2:
+ case 3:
+ set .@hunter_t,.@hunter_t+10;
+ default:
+ break;
+ }
+ mes "[Hunter Sherin]";
+ mes "So you finally arrive at the Sograt Desert. But you realize that Hodes are a bit too strong for you to hunt alone.";
+ next;
+ mes "[Hunter Sherin]";
+ mes "What is your";
+ mes "solution to this";
+ mes "situation?";
+ next;
+ if (select("Attack a Hode from the top of a hill.:Go back to town.:Attack someone else's Hode.") == 2)
+ set .@hunter_t,.@hunter_t+10;
+ mes "[Hunter Sherin]";
+ mes "Let's say you were having too much trouble hunting Hodes and returned to town. Now you are out of HP and a Priest happens to be around. How would you ask for a Heal?";
+ next;
+ if (select("Would it be possible to get a Heal, please?:Heal, please.:Heal me.") == 1)
+ set .@hunter_t,.@hunter_t+10;
+ mes "[Hunter Sherin]";
+ mes "This time, you found a rare item while you were going through your inventory. You go out to sell the item, and there are many people with stores and chatrooms open.";
+ next;
+ mes "[Hunter Sherin]";
+ mes "What is the";
+ mes "best way to";
+ mes "sell your item?";
+ next;
+ switch(select("Scream out loud to everyone in sight.:Open a chatroom and wait.:Look to see if anyone already wants it.")) {
+ case 2:
+ case 3:
+ set .@hunter_t,.@hunter_t+10;
+ default:
+ break;
+ }
+ mes "[Hunter Sherin]";
+ mes "While you are waiting, someone is begging for items and Zeny. What should you do?";
+ next;
+ if (select("Give some of my items and Zeny.:Ignore and walk away.:Tell the person about a good place to hunt.") == 1)
+ set .@hunter_t,.@hunter_t+10;
+ mes "[Hunter Sherin]";
+ mes "By now, you decide to go to the Maze by yourself.";
+ next;
+ mes "[Hunter Sherin]";
+ mes "But on your way, you run";
+ mes "into someone that is lost.";
+ mes "What should you do?";
+ next;
+ switch(select("Tell them which way to go.:Guide them to their destination.:Ignore.")) {
+ case 1:
+ case 2:
+ set .@hunter_t,.@hunter_t+10;
+ default:
+ break;
+ }
+ mes "[Hunter Sherin]";
+ mes "After meeting this lost person, you decide to get back to hunting. Just then, you find that someone is attacking a boss!";
+ next;
+ mes "[Hunter Sherin]";
+ mes "What should you do?";
+ next;
+ if (select("Watch, then attack when asked for help.:Attack and see what happens.:Just go back to town.") == 1)
+ set .@hunter_t,.@hunter_t+10;
+ mes "[Hunter Sherin]";
+ mes "You are now very exhausted after your day of hunting. It's time to go back to town.";
+ next;
+ mes "[Hunter Sherin]";
+ mes "But what's this!? You find an expensive item lying on the floor! What should you do with it?";
+ next;
+ switch(select("Pick it up and keep it.:Try to find the owner.:Just walk by.")) {
+ case 2:
+ case 3:
+ set .@hunter_t,.@hunter_t+10;
+ default:
+ break;
+ }
+ mes "[Hunter Sherin]";
+ mes "Okay, this is the end of the test!";
+ next;
+ if (.@hunter_t == 100) {
+ set HNTR_Q,2;
+ mes "[Hunter Sherin]";
+ mes "Well done! Your answers show you've got the right outlook on life. You definitely have the right qualities to become a Hunter~";
+ next;
+ mes "[Hunter Sherin]";
+ mes "I'm glad to say you've passed the interview~ Now, go to that person in the corner and confirm which item is necessary for your job change test~";
+ close;
+ }
+ else if (.@hunter_t == 90) {
+ set HNTR_Q,2;
+ mes "[Hunter Sherin]";
+ mes "Well, I'm looking at your answers and your score isn't perfect. But I'll let you pass anyway. I don't know what our Guildmaster will think, though.";
+ next;
+ mes "[Hunter Sherin]";
+ mes "Just remember to always keep basic etiquette in mind. Try harder in the following tests and make me happy, okay?";
+ close;
+ }
+ set HNTR_Q,1;
+ mes "[Hunter Sherin]";
+ mes "Hmm... I don't think this'll work out. You can't become a Hunter without knowing basic etiquette.";
+ next;
+ mes "[Hunter Sherin]";
+ mes "Think about how you answered the questions one more time. In order to value nature, you must first value your relationship with others.";
+ next;
+ mes "[Hunter Sherin]";
+ mes "Then, you'll be more in tune with nature and with other people. It's this kind of harmony that makes the best Hunters.";
+ close;
+ }
+ mes "[Hunter Sherin]";
+ mes "Okay...";
+ mes "Come back";
+ mes "when you're ready~";
+ close;
+ case 2:
+ mes "[Hunter Guildsman]";
+ mes "Job change";
+ mes "requirements?";
+ mes "First...";
+ mes "You must be an Archer.";
+ next;
+ mes "[Hunter Guildsman]";
+ mes "Second...";
+ mes "You must be";
+ mes "at least Job Level 40.";
+ next;
+ mes "[Hunter Guildsman]";
+ mes "Third...";
+ mes "You must bring all of the items that will be requested by the guild. You can worry about that later.";
+ next;
+ mes "[Hunter Guildsman]";
+ mes "Fourth...";
+ mes "You've gotta pass the test administered by the guild. If you have had enough training as an Archer, you should be able to pass the test~";
+ break;
+ case 3:
+ mes "[Hunter Guildsman]";
+ mes "Okay then,";
+ mes "see you next time~";
+ close;
+ }
+ }
+ else if (JobLevel > 39 && HNTR_Q == 1) {
+ mes "[Hunter Sherin]";
+ mes "Welcome back...!";
+ mes "Well, let's start with the interview. This time, carefully think about the answers to each question.";
+ next;
+ set knight_t,0;
+ mes "[Hunter Sherin]";
+ mes "Well then,";
+ mes "let's begin.";
+ next;
+ mes "[Hunter Sherin]";
+ mes "You are an Archer, and you don't know where you should go to hunt. What do you do?";
+ next;
+ goto L_AskQuestions;
+ }
+ else if (HNTR_Q > 2 && HNTR_Q < 10) {
+ mes "[Hunter Sherin]";
+ mes "Just give the item to the Demon Hunter, the guy who's all the way to the left in this area~";
+ next;
+ mes "[Hunter Sherin]";
+ if (sex)
+ mes "If you decide to become a Hunter, promise to come visit me. I want to see you as a Hunter. You would look great!!";
+ else
+ mes "If you decide to become a Hunter, come and visit me, okay? You're pretty, but... You'd be even prettier as a Hunter. Hehe~";
+ close;
+ }
+ else if (HNTR_Q == 2) {
+ mes "[Hunter Sherin]";
+ mes "????";
+ next;
+ mes "[Hunter Sherin]";
+ mes "You weren't able to find the Demon Hunter? That guy is just to the left! Hehe~";
+ next;
+ mes "[Hunter Sherin]";
+ mes "I want to see you become a Hunter...! Waaah~ I think you'd look great, so please hurry!";
+ close;
+ }
+ mes "[Hunter Sherin]";
+ mes "Hmm, I think you're supposed to visit someone else, not me. Like our Guildmaster who's out for business, you know?";
next;
- mes "[Hunter Sharon]";
- mes "If you trained hard enough, you shouldn't have any problems becoming a Hunter.";
+ mes "[Hunter Sherin]";
+ mes "I heard he's at the Payon Central Palace... Or in the Archer Village, one of those two places. Try visiting those places and find him, okay?";
close;
+ }
+ mes "[Hunter Guildsman]";
+ mes "Eh? You haven't trained enough as an Archer. To become a Hunter, you need to gain more experience as an Archer first.";
+ next;
+ mes "[Hunter Guildsman]";
+ mes "Well then, go train some more. You must be at least Job Level 40 to be exact. Of course, you can always go higher. See you next time~";
+ close;
+}
- M_End:
- mes "[Hunter Sharon]";
- mes "Ok, I'll see you later.";
- close;
-
-
- L_ReTest:
- mes "Hmm.. what's this? So you wanna do the interview again? Very well. Hopefully you'll do better this time.";
- next;
- mes "[Hunter Sharon]";
- mes "Okay, let's start!";
- next;
- L_Test:
- set @score, 0;
- mes "[Hunter Sharon]";
- mes "I'm going to ask you some simple questions to get a feel for who you are and why you want to become a Hunter.";
- mes "Relax and answer the questions honestly and thoughtfully.";
- next;
- mes "[Hunter Sharon]";
- mes "You've been an training for a while, and now you're running out of ideas about where to go hunt. What should you do?";
- next;
- menu "Walk around screaming, 'Where should i go hunt!?'",M_1b, "Ask someone politely.",-, "Just explore.",-;
-
- set @score, @score + 10;
- M_1b:
-
- mes "[Hunter Sharon]";
- mes "Okay, so you picked your hunting spot! You plan to go to the Sograt Desert to hunt Hodes.";
- next;
- mes "[Hunter Sharon]";
- mes "But you're in Payon! How do you get to the desert?";
- next;
- menu "Go beg priests for warps",M_2b, "Kafra warp",-, "Walk there with a friend",-;
-
- set @score, @score + 10;
- M_2b:
-
- mes "[Hunter Sharon]";
- mes "There are no priests around, all your friends are busy, and you don't have enough money for a kafra warp.";
- next;
- mes "[Hunter Sharon]";
- mes "How do you get the money?";
- next;
- menu "Beg",M_3b, "Sell useless items",-, "Go hunting in a nearby field",-;
-
- set @score, @score + 10;
- M_3b:
-
- mes "[Hunter Sharon]";
- mes "You somehow get to the desert, but now you feel too weak to hunt hodes.";
+hu_in01,382,382,4 script Guild Receptionist#hnt 732,{
+ if (HNTR_Q == 2) {
+ mes "[Guild Receptionist]";
+ mes "Greetings. They call me... ^660000The Demon Hunter^000000. I am the one in charge of processing applications. Your name is ... " + strcharinfo(0) + ", correct?";
next;
- mes "[Hunter Sharon]";
- mes "What do you do now??";
+ if (select("Yes, that is correct.:Nope~~(heeheehee)") == 1) {
+L_GiveQuestItems:
+ mes "[Demon Hunter]";
+ mes "Okay. These are the items you need for the test. Since we provide all the arrows you will be using for this test, we need you to get the materials to make them.";
+ next;
+ mes "[Demon Hunter]";
+ mes "You see, we're having some financial problems. Let's see, we're short on these items...";
+ next;
+ switch(rand(1,7)) {
+ //Claw_Of_Desert_Wolf, Wooden_Block, White_Herb
+ case 1: setarray .@items[0], 7030,5, 1019,5, 509,3, 3; break;
+ //Bill_Of_Birds, Skel_Bonem Green_Herb
+ case 2: setarray .@items[0], 925,3, 932,5, 511,3, 4; break;
+ //Posionous_Canine, Animal's_Skin, Red_Herb
+ case 3: setarray .@items[0], 937,3, 919,3, 507,5, 5; break;
+ //Dokkaebi_Horn, Piece_Of_Egg_Shell, Fluff
+ case 4: setarray .@items[0], 1021,3, 7032,3, 914,10, 6; break;
+ //Shell, Worm_Peelings, Yellow_Herb
+ case 5: setarray .@items[0], 935,9, 955,9, 508,9, 7; break;
+ //Tooth_Of_Bat, Sticky_Mucus, Bear's_Foot
+ case 6: setarray .@items[0], 913,3, 938,1, 948,1, 8; break;
+ //Porcupine_Spike, Yoyo_Tailm Acorn
+ case 7: setarray .@items[0], 1027,2, 942,1, 1026,1, 9; break;
+ }
+ mes "[Demon Hunter]";
+ mes "Hmm. ^660000"+.@items[1]+" "+getitemname(.@items[0])+"^000000 to use for arrow tips. ^660000"+.@items[3]+" "+getitemname(.@items[2])+"^000000 to use here and there. And ^660000"+.@items[5]+" "+getitemname(.@items[4])+"^000000 please.";
+ set HNTR_Q,.@items[6];
+ next;
+ mes "[Demon Hunter]";
+ mes "Oh right. Our Guildmaster has gone on an official trip to the Payon Central Palace. You have to go visit him because the one that administers the test.";
+ next;
+ mes "[Demon Hunter]";
+ mes "Alright then, come back to me when you have everything ready~";
+ close;
+ }
+ mes "[Demon Hunter]";
+ mes "Hey, stop messing around.";
+ mes "Your name is " + strcharinfo(0) + ", right?";
next;
- menu "Go cliff hunting.",M_4b, "Go rest at Morroc.",-, "Start shooting the hodes that other people are attacking.",M_4b;
-
- set @score, @score + 10;
- M_4b:
-
- mes "[Hunter Sharon]";
- mes "It's too much, you can't do it. You go to Morroc.";
+ if (select("Yes...:Hehehe. I keep telling you, it's not~~") == 1) {
+ mes "[Demon Hunter]";
+ mes "Okay, then. These are the items you need for the test. Since we provide all of the necessary arrows you'll use for the test, we need you to get the materials to make them.";
+ next;
+ mes "[Demon Hunter]";
+ mes "You see, right now we're having some financial problems. Let's see, we're short on these items...";
+ next;
+ goto L_GiveQuestItems;
+ }
+ mes "[Demon Hunter]";
+ mes "Leave if you plan to trifle me your petty tricks. Do you not realize that you are toying with ^660000The Demon Hunter^000000?!'";
+ close2;
+ warp "hugel",208,223;
+ end;
+ }
+ else if (HNTR_Q >= 3 && HNTR_Q <= 9) {
+ switch(HNTR_Q) {
+ //Claw_Of_Desert_Wolf, Wooden_Block, White_Herb
+ case 3: setarray .@items[0], 7030,5, 1019,5, 509,3, 10; break;
+ //Bill_Of_Birds, Skel_Bonem Green_Herb
+ case 4: setarray .@items[0], 925,3, 932,5, 511,3, 10; break;
+ //Posionous_Canine, Animal's_Skin, Red_Herb
+ case 5: setarray .@items[0], 937,3, 919,3, 507,5, 10; break;
+ //Dokkaebi_Horn, Piece_Of_Egg_Shell, Fluff
+ case 6: setarray .@items[0], 1021,3, 7032,3, 914,10, 10; break;
+ //Shell, Worm_Peelings, Yellow_Herb
+ case 7: setarray .@items[0], 935,9, 955,9, 508,9, 11; break;
+ //Tooth_Of_Bat, Sticky_Mucus, Bear's_Foot
+ case 8: setarray .@items[0], 913,3, 938,1, 948,1, 11; break;
+ //Porcupine_Spike, Yoyo_Tailm Acorn
+ case 9: setarray .@items[0], 1027,2, 942,1, 1026,1, 11; break;
+ }
+ mes "[Demon Hunter]";
+ mes "Hmm?";
next;
- mes "[Hunter Sharon]";
- mes "By the time you return to town, you have no hp left, but you see a priest. How do you ask for a heal?";
+ if (countitem(.@items[0]) > .@items[1] && countitem(.@items[2]) > .@items[3] && countitem(.@items[4]) > .@items[5]) {
+ mes "[Demon Hunter]";
+ mes "You brought all of the necessary materials... You can get directions to the testing area from our Guildmaster who is currently in the Payon Central Palace.";
+ set HNTR_Q,.@items[6];
+ delitem .@items[0],.@items[1];
+ delitem .@items[2],.@items[3];
+ delitem .@items[4],.@items[5];
+ close;
+ }
+ mes "[Demon Hunter]";
+ mes "You don't have all";
+ mes "of the required materials...";
next;
- menu "If it's ok, can i have a heal please?",-, "Heal please.",M_5b, "heal plz",M_5b;
-
- set @score, @score + 10;
- M_5b:
-
- mes "[Hunter Sharon]";
- mes "While hunting, you find a rare item. You go to the market to sell it, and find lots of people and chat rooms.";
+ mes "[Demon Hunter]";
+ mes "The items you need are";
+ mes "^660000"+.@items[1]+" "+getitemname(.@items[0])+"^000000,";
+ mes "^660000"+.@items[3]+" "+getitemname(.@items[2])+"^000000 and";
+ mes "^660000"+.@items[5]+" "+getitemname(.@items[4])+"^000000.";
+ mes "Come back once you have";
+ mes "gathered all the items.";
+ close;
+ }
+ else if (HNTR_Q > 9 && HNTR_Q < 17) {
+ mes "[Demon Hunter]";
+ mes "Hmm? You didn't go to the Guildmaster either in Payon Central Palace or at the Archer Guild? He should be at one of the two places, so go look for him.";
+ close;
+ }
+ else if (HNTR_Q == 17) {
+ mes "[Demon Hunter]";
+ mes "Ooh. You passed the test. Congratulations~ You should go talk to Sherin now.";
+ close;
+ }
+ else {
+ mes "[Guild Receptionist]";
+ mes "If you wish to change your job to a Hunter, you must register first.";
+ close;
+ }
+}
+
+payon_in03,131,7,3 script Hunter#htnGM 59,{
+ if (HNTR_Q == 10) {
+ mes "[Hunter Guildmaster]";
+ mes "Hmpf. You must be here for the Hunter job test. Let me tell you about the testing process. What would you like to know?";
next;
- mes "[Hunter Sharon]";
- mes "What do you do to sell the item quicker?";
+ switch(select("What is the test?:What are the passing requirements?:Any warnings?:Begin test.")) {
+ case 1:
+ mes "[Hunter Guildmaster]";
+ mes "You have to hunt down certain monsters with a particular name. But you must avoid all the traps while you're at it.";
+ next;
+ mes "[Hunter Guildmaster]";
+ mes "This is to test your ability to move swiftly and locate targets in various situations.";
+ close;
+ case 2:
+ mes "[Hunter Guildmaster]";
+ mes "Within the time limit, starting in the 6 o'clock direction of the map, you must hunt the target monsters and then hit the escape switch that will appear in the center of the map.";
+ next;
+ mes "[Hunter Guildmaster]";
+ mes "You will pass if you are able to escape in the 12 o'clock direction of the map after you hit the switch.";
+ close;
+ case 3:
+ mes "[Hunter Guildmaster]";
+ mes "Hmm. Warnings... Well, if you fall into a trap, you have to start from the beginning. Also, only one person can take the test at a time.";
+ next;
+ mes "[Hunter Guildmaster]";
+ mes "I will send you to the testing place. There will be a waiting room, but if someone else is taking the test, you must wait in the chatroom.";
+ next;
+ mes "[Hunter Guildmaster]";
+ mes "If the person in front succeeds, resigns or fails, the next person waiting in the chatroom is sent to the testing area. If nobody is waiting, the test will begin as soon as you enter the chatroom.";
+ close;
+ case 4:
+ if (.@a0) {
+ mes "[Hunter Guildmaster]";
+ mes "Okay. I'll send you to the testing area right now. Don't blame me if you get lost or confused because you didn't listen to my explanation.";
+ next;
+ }
+ mes "[Hunter Guildmaster]";
+ mes "Okay. Best of luck.";
+ mes "I'll send you right now.";
+ next;
+ }
+ mes "[Hunter Guildmaster]";
+ mes "Well, then. Your arrows are probably still being made, so you can use mine to take the test.";
+ set HNTR_Q,12;
+ getitem 1751,200; //Silver_Arrow
+ close2;
+ warp "job_hunte",176,22;
+ end;
+ }
+ else if (HNTR_Q > 1 && HNTR_Q < 10) {
+ mes "[Hunter Guildmaster]";
+ mes "Mmm...?";
+ mes "What is an Archer";
+ mes "visiting me for?";
next;
- menu "Go into preexisting chat rooms and ask",M_6b, "Make your own chat room.",-, "See if anyone is buying.",-;
-
- set @score, @score + 10;
- M_6b:
-
- mes "[Hunter Sharon]";
- mes "After a while, a person starts to beg you. What do you do?";
+ mes "[Hunter Guildmaster]";
+ mes "I wasn't notified about anything in particular from the Hunter Guild. You're not trying to skip the middle part of the Hunter test, are you?";
next;
- menu "Give some items and money",M_7b, "Ignore that person",M_7b, "Tell them where to level and make money.",-;
-
- set @score, @score + 10;
- M_7b:
-
- mes "[Hunter Sharon]";
- mes "You decide to go hunting in the woods.";
+ mes "[Hunter Guildmaster]";
+ mes "Go gather the items for the test, and come back after you've visited the Hunter Guild.";
+ close;
+ }
+ else if (HNTR_Q == 11) {
+ mes "[Hunter]";
+ mes "Hmm? Can I help you? If you wish to change jobs, you should visit the person at the Archer Guild, not me.";
+ close;
+ }
+ else if (HNTR_Q > 11 && HNTR_Q < 16) {
+ mes "[Hunter Guildmaster]";
+ mes "Hmm. You're the Archer that almost gave up on changing jobs. You do have everything ready, right? Then I'll send you to take the test right away.";
next;
- mes "[Hunter Sharon]";
- mes "But you find someone who's lost. What do you do?";
+ mes "[Hunter Guildmaster]";
+ mes "If you have any";
+ mes "questions, ask now.";
next;
- menu "Give him/her directions.",-, "Personally escort him/her.",-, "Ignore that person.",M_8b;
-
- set @score, @score + 10;
- M_8b:
-
- mes "[Hunter Sharon]";
- mes "You take the person to a safe place and resume hunting. While hunting, you see someone fighting a mvp!";
+ switch(select("What is the test?:What are the passing requirements?:Any warnings?:Begin test.")) {
+ case 1:
+ mes "[Hunter Guildmaster]";
+ mes "You have to hunt down certain monsters with a particular name, but you also avoid all the traps at the same time. This is to test your ability to move swiftly and locate targets in various situations.";
+ close;
+ case 2:
+ mes "[Hunter Guildmaster]";
+ mes "Within the given time, you will start at the 6 o'clock direction of the map, hunt the target monsters, and then hit the escape switch that will appear in the center of the map.";
+ next;
+ mes "[Hunter Guildmaster]";
+ mes "You will pass if you are able to escape in the 12 o'clock direction of the map after you hit the switch.";
+ close;
+ case 3:
+ mes "[Hunter Guildmaster]";
+ mes "Hmm. Warnings... Well, if you fall into a trap, you have to start from the beginning. Also, only one person can take the test at a time.";
+ next;
+ mes "[Hunter Guildmaster]";
+ mes "I'll send you to the testing place. There is a waiting room, but if someone else is taking the test, you must wait in the chatroom.";
+ next;
+ mes "[Hunter Guildmaster]";
+ mes "If the person in front succeeds, resigns or fails, the next person waiting in the chatroom is sent to the testing area. If nobody is waiting, the test will begin as soon as you enter the chatroom.";
+ close;
+ case 4:
+ mes "[Hunter Guildmaster]";
+ mes "Okay. Good luck.";
+ mes "I'll send you right now.";
+ next;
+ }
+ mes "[Hunter Guildmaster]";
+ mes "Eh? Why won't I give you Silver Arrows? Don't expect anything when you don't bring any materials.";
next;
- mes "[Hunter Sharon]";
- mes "What do you do?";
+ mes "[Hunter Guildmaster]";
+ mes "Anyway, I believe you've prepared it yourself. Let's begin now.";
next;
- menu "Watch and attack if asked for help.",-, "Start attacking.",M_9b, "Return to town in panic.",M_9b;
-
- set @score, @score + 10;
- M_9b:
-
- mes "[Hunter Sharon]";
- mes "Now you're done hunting for the day.";
+ if (select("Okay. Let's start...:Ah, wait a sec.") == 1) {
+ mes "[Hunter Guildmaster]";
+ mes "Okay!! I hope";
+ mes "you will pass this time!";
+ close2;
+ set HNTR_Q,12;
+ warp "job_hunte",176,22;
+ end;
+ }
+ mes "[Hunter Guildmaster]";
+ mes "Then hurry and finish";
+ mes "all of your preparations.";
+ close;
+ }
+ else if (HNTR_Q == 16) {
+ mes "[Hunter Guildmaster]";
+ mes "Wow, you came back in one piece!";
+ mes "I mean, good job. I'll give you the item which proves that you have passed the test.";
+ set HNTR_Q,17;
+ savepoint "payon",104,99;
+ getitem 1007,1; //Penetration
next;
- mes "[Hunter Sharon]";
- mes "You find a rare item on the street while going back to town. What do you do?";
+ mes "[Hunter Guildmaster]";
+ mes "Okay, here it is. Now, go back to the Hunter Guild. I have some more business left to do here, but I hope you can become a Hunter soon.";
+ close;
+ }
+ else if (HNTR_Q == 17) {
+ mes "[Hunter Guildmaster]";
+ mes "I see you aren't in a hurry to become a Hunter? When I first became a Hunter, I ran around for a month wildly brandishing my bow because I was so happy. Hehe~";
next;
- menu "Finders keepers.",M_10b, "Try to find owner.",-, "Walk past it.",-;
-
- set @score, @score + 10;
- M_10b:
+ mes "[Hunter Guildmaster]";
+ mes "Now, you should go back to the Hunter Guild~";
+ close;
+ }
+ else {
+ mes "[Hunter]";
+ mes "...Can I help you?";
+ mes "I'm here for official business and am busy at the moment. If you'll excuse me...";
+ close;
+ }
+}
- L_Score:
- mes "[Hunter Sharon]";
- mes "Now we're done!!";
+payon_in02,21,31,1 script Hunter#htnGM2 59,{
+ cutin "job_huntermaster",2;
+ if (HNTR_Q == 11) {
+ mes "[Hunter Guildmaster]";
+ mes "Mmm. I see you're here for the Hunter job test. Let me explain the testing process. What would you like to know?";
next;
- if(@score < 90) goto sL_Failed;
- if(@score < 100) goto sL_90;
-
- sL_100:
- mes "[Hunter Sharon]";
- mes "Great! Based on the answers you gave, you seem to be just the type of person we're looking for.";
- emotion e_no1;
+ switch(select("What is the test?:What are the passing requirements?:Any warnings?:Begin test.")) {
+ case 1:
+ mes "[Hunter Guildmaster]";
+ mes "You have to hunt down certain monsters with a particular name, but you must avoid all of the traps here at the same time.";
next;
- mes "[Hunter Sharon]";
- mes "With your kind of additude and values, you should have no problems becoming a Hunter.";
+ mes "[Hunter Guildmaster]";
+ mes "This is to test your ability to move swiftly and locate targets in various situations.";
+ close2;
+ cutin "job_huntermaster",255;
+ end;
+ case 2:
+ mes "[Hunter Guildmaster]";
+ mes "Within the given time, you will start in the 6 o'clock direction of the map, hunt the target monsters, and hit the escape switch that will appear in the center of the map.";
next;
- mes "[Hunter Sharon]";
- goto L_Test2;
- sL_90:
- mes "[Hunter Sharon]";
- mes "You didn't do as well as I hoped, but I'll pass you.... Though I don't know what the guild master will think of you....";
+ mes "[Hunter Guildmaster]";
+ mes "You will pass if you are able to escape in the 12 o'clock direction of the map when the switch is activated.";
+ close2;
+ cutin "job_huntermaster",255;
+ end;
+ case 3:
+ mes "[Hunter Guildmaster]";
+ mes "Mmm. Warnings... Well, if you fall into a trap, you have to start the test over from the beginning. And only one person can take the test at a time.";
next;
- mes "[Hunter Sharon]";
- mes "Work hard on the next test. Make Sharon happy, okies?";
+ mes "[Hunter Guildmaster]";
+ mes "I'll send you to the testing place. There is a waiting room, but if someone else is taking the test, you must wait in the chatroom.";
next;
- mes "[Hunter Sharon]";
- goto L_Test2;
- sL_Failed:
- mes "[Hunter Sharon]";
- mes "I.......don't think I can pass you..... The way you live your life is...... well... unexecptable for a Hunter candidate.";
- emotion e_swt;
+ mes "[Hunter Guildmaster]";
+ mes "If the person currently taking the test passes or fails, the next person waiting in the chatroom is sent to the testing area. If nobody is waiting, the test will begin as soon as you enter the chatroom.";
+ close2;
+ cutin "job_huntermaster",255;
+ end;
+ case 4:
+ if (.@a0) {
+ mes "[Hunter Guildmaster]";
+ mes "...Okay. I'll send you to the testing area right now. Don't blame me if you get lost or confused because you didn't listen to the explanation.";
+ next;
+ }
+ mes "[Hunter Guildmaster]";
+ mes "Okay, best of luck.";
+ mes "I'll send you right now.";
next;
- mes "[Hunter Sharon]";
- mes "Think carefully about my questions and your answers. Working well with people is just as important as loving nature.";
- set HNTR_Q2, 1;
- close;
-
-L_Test2:
- if(HNTR_Q==0){
- set HNTR_Q, 1;
- set HNTR_Q2, 0;
- }
- mes "What you have to do next is go see ^5533FFMr. Demon Hunter^000000 behind me. He'll tell you about the second test.";
- next;
- mes "[Hunter Sharon]";
- mes "Good luck!";
- close;
-
-L_Test3:
- mes "Hmmm? The guild master? Oh, he's out right now.";
- emotion e_hmm;
- next;
- mes "[Hunter Sharon]";
- mes "If I remember correctly, he should be somewhere in Archer Village. I think he had to talk with someone in the ^5533FFArcher Guild^000000.";
- close;
-
-L_Change:
- if(skillpoint > 0) goto sL_SkPoints;
- if(countitem(1007) < 1) goto sL_NotRdy;
- mes "Huh? Did you pass the test?";
- next;
- mes "[Hunter Sharon]";
- mes "Congratulations!!";
- emotion e_no1;
- next;
- mes "[Hunter Sharon]";
- mes "Now I can change you into a Hunter!";
- next;
- mes "[Hunter Sharon]";
- mes "There you go! You look great in the hunter outfit";
-
- callfunc "Job_Change",Job_Hunter;
- emotion e_no1;
- next;
- mes "[Hunter Sharon]";
- mes "Now, for working so hard, the guild has a small reward for you.";
- if(JBLVL == 50) getitem 1718, 1;
- if(JBLVL != 50) getitem 1710, 1;
- callfunc "F_ClearJobVar"; // clears all job variables for the current player
- next;
- mes "[Hunter Sharon]";
- mes "Do all of us here a favor, act responsibly, and love and respect nature! Good luck on your journey and remember you are always welcome here!";
- next;
- close;
-
- sL_SkPoints:
- mes "You still have skill points left over. Speak with me after you've used them up.";
- close;
- sL_NotRdy:
- mes "[Hunter Sharon]";
- mes "Hmmm, I received news of your success.... But you don't seem to have the ^5533FFNecklace of Wisdom^000000 as proof.";
- emotion e_hmm;
+ }
+ mes "[Hunter Guildmaster]";
+ mes "Well, your arrows are probably still being made, so you can use mine to take the test.";
+ getitem 1751,200; //Silver_Arrow
next;
- mes "[Hunter Sharon]";
- mes "You will need the Necklace of Wisdom to become a Hunter. If you don't have it you will have to start the test over.";
+ mes "[Hunter Guildmaster]";
+ mes "Good luck.";
+ set HNTR_Q,12;
+ warp "job_hunte",176,22;
+ cutin "job_huntermaster",255;
+ end;
+ }
+ else if (HNTR_Q > 1 && HNTR_Q < 10) {
+ mes "[Hunter Guildmaster]";
+ mes "Mmm...?";
+ mes "Why is an Archer";
+ mes "visiting me?";
next;
- menu "Um... I've got it.... somewhere....",-, "Heh heh.... I must have misplaced it.....",sM_ReStart;
-
- mes "[Hunter Sharon]";
- mes "Well then go get it!";
- emotion e_an;
- close;
- sM_ReStart:
- mes "[Hunter Sharon]";
- mes "..... That's just pathetic....... Have fun re-doing the ENTIRE TEST!";
- emotion e_pif;
- set HNTR_Q, 0;
- set HNTR_Q2, 0;
- close;
-}
-
-
-//<=========================== Demon Hunter: Second Test ===============================>\\
-hu_in01,382,382,5 script Demon Hunter 732,{
- if(BaseJob == Job_Archer) goto L_Arc;
- if(BaseJob == Job_Hunter) goto L_Hnt;
-
-L_Other:
- mes "[Demon Hunter]";
- mes "They call me the Demon Hunter. What's that? You want to know why I'm called that?......";
- next;
- mes "[Demon Hunter]";
- mes "heh... heh.... heh.....";
- next;
- mes "[Demon Hunter]";
- mes "For your safety... it's best that you DON'T find out.....";
- emotion e_gg;
- close;
-
-L_Hnt:
- mes "[Demon Hunter]";
- mes "Look at you! Nice and spiffy in that Hunter's outfit. How does it feel? Good I bet. Well good luck to you.";
- emotion e_gasp;
- close;
-
-L_Arc:
- mes "[Demon Hunter]";
- if(HNTR_Q == 1 && HNTR_Q2 > 0) goto L_Check; //Fixed [Lupus]
- if(HNTR_Q == 1) goto L_Start;
- if(HNTR_Q == 2) goto L_Test3;
- if(HNTR_Q == 3) goto L_Done;
- mes "You'll have to speak with ^5533FFHunter Sharon^000000 first, if you want to become a hunter.";
- close;
-L_Start:
- mes "Hello, I'm the test examiner they call the Demon Hunter. Is ^5566FF"+strcharinfo(0)+"^000000 your name?";
- next;
- menu "Yes",M_Yes, "Uhhh.... no",M_No;
-
- M_Yes:
- mes "[Demon Hunter]";
- mes "Good. Because we make the arrows used during some of the tests, we also need the materials to make those arrows.";
+ mes "[Hunter Guildmaster]";
+ mes "I wasn't notified by the Hunter Guild about anything. You're not trying to skip the middle part of the Hunter test, are you?";
next;
- mes "[Demon Hunter]";
- mes "If you haven't noticed already, our guild is NOT as wealthy as some of the others. I mean we're in the middle of the freaking forest for pete sake....";
- emotion e_ag;
+ mes "[Hunter Guildmaster]";
+ mes "Stop by once you have gathered all the items needed for the test.";
+ close2;
+ cutin "job_huntermaster",255;
+ end;
+ }
+ else if (HNTR_Q == 10) {
+ mes "[Hunter]";
+ mes "Mmm?";
+ mes "Can I help you";
+ mes "with something?";
+ mes "Oh, you must be";
+ mes "a Hunter applicant.";
next;
- mes "[Demon Hunter]";
- mes "Ehem... Like I was saying earlier we need certain materials to make our arrows. That is where Hunter wanna be's like you come in handy.";
- mes "For this test you will have to gather the materials needed for making our arrows.";
+ mes "[Hunter]";
+ mes "If you wish to change jobs, I think you need to go visit the person at Payon Central Palace.";
+ close2;
+ cutin "job_huntermaster",255;
+ end;
+ }
+ else if (HNTR_Q > 11 && HNTR_Q < 16) {
+ mes "[Hunter Guildmaster]";
+ mes "Mmm? Aren't you the Archer who gave up last time? Now you're ready, right? Then I'll send you to the job change area right now.";
next;
- mes "[Demon Hunter]";
- mes "Let's see... the items you need to gather are.....";
+ mes "[Hunter Guildmaster]";
+ mes "If you still";
+ mes "have questions,";
+ mes "feel free to ask.";
next;
- set HNTR_Q2, rand(1,7);
- L_Repeat:
- mes "[Demon Hunter]";
- switch(HNTR_Q2){
+ switch(select("What is the test?:What are the requirements to pass the test?:Any warnings?:Begin test.")) {
case 1:
- mes "^5533FF3 Bill of Birds^000000 for arrow heads,";
- mes "^5533FF5 Skel-Bones^000000 used here and there";
- mes "and ^5533FF3 Green Herbs^000000.";
- break;
+ mes "[Hunter Guildmaster]";
+ mes "You have to hunt down certain monsters with a particular name, but you must avoid all of the traps here at the same time.";
+ next;
+ mes "[Hunter Guildmaster]";
+ mes "This is to test your ability to move swiftly and locate targets in various situations.";
+ close2;
+ cutin "job_huntermaster",255;
+ end;
case 2:
- mes "^5533FF3 Venom Canine,";
- mes "3 Animal Skins";
- mes "and 5 Red Herbs^000000.";
- break;
+ mes "[Hunter Guildmaster]";
+ mes "Within the given time, you will start in the 6 o'clock direction of the map, hunt the target monsters, and hit the escape switch that will appear in the center of the map.";
+ next;
+ mes "[Hunter Guildmaster]";
+ mes "You will pass if you are able to escape in the 12 o'clock direction of the map when the switch is activated.";
+ close2;
+ cutin "job_huntermaster",255;
+ end;
case 3:
- mes "^5533FF3 Dokebi Horns,";
- mes "3 Pieces of Egg Shell";
- mes "and 10 Feathers^000000.";
- break;
+ mes "[Hunter Guildmaster]";
+ mes "Mmm. Warnings... Well, if you fall into a trap, you have to start the test over from the beginning. And only one person can take the test at a time.";
+ next;
+ mes "[Hunter Guildmaster]";
+ mes "I'll send you to the testing place. There is a waiting room, but if someone else is taking the test, you must wait in the chatroom.";
+ next;
+ mes "[Hunter Guildmaster]";
+ mes "If the person currently taking the test passes or fails, the next person waiting in the chatroom is sent to the testing area. If nobody is waiting, the test will begin as soon as you enter the chatroom.";
+ close2;
+ cutin "job_huntermaster",255;
+ end;
case 4:
- mes "^5533FF9 Yellow Herbs,";
- mes "9 Worm Peelings";
- mes "and 9 Shells^000000.";
- break;
- case 5:
- mes "^5533FF3 Tooths of Bat,";
- mes "1 Sticky Mucus";
- mes "and 1 Bears Foot Skin^000000.";
- break;
- case 6:
- mes "^5533FF1 Yoyo Tail,";
- mes "2 Porcupine Quills";
- mes "and 1 Acorn^000000.";
- break;
- case 7:
- mes "^5533FF3 White Herbs,";
- mes "5 Trunks";
- mes "and 5 Claws of Desert Wolf^000000.";
- break;
+ mes "[Hunter Guildmaster]";
+ mes "Okay, good luck.";
+ mes "I'll send you right now...";
+ next;
}
+ mes "[Hunter Guildmaster]";
+ mes "Eh? Why don't I give you any Silver Arrows? Well, you shouldn't expect to get anything when you didn't even bring the materials.";
next;
- mes "[Demon Hunter]";
- mes "When you get all of the items return!";
- close;
-
- M_No:
- mes "[Demon Hunter]";
- mes "Stop playing around "+strcharinfo(0)+", that's your name, right?";
+ mes "[Hunter Guildmaster]";
+ mes "Well...";
+ mes "I believe";
+ mes "you're ready.";
+ mes "Let's begin.";
next;
- menu "Yes",M_Yes, "Uhhh no",sM_End;
-
- sM_End:
- mes "[Demon Hunter]";
- mes "DON'T you mess around with me! If you're gonna fool around then LEAVE!";
- emotion e_pif;
+ if (select("Yes, let's start.:Ah, wait a moment.") == 1) {
+ mes "[Hunter Guildmaster]";
+ mes "Okay!! Now...";
+ mes "Pass this time!";
close2;
- warp "hugel", 207, 222;
+ cutin "job_huntermaster",255;
+ set HNTR_Q,12;
+ warp "job_hunte",176,22;
end;
-
-L_Check:
- mes "Yes?";
- next;
- switch(HNTR_Q2){
- case 1:
- if(countitem(925)<3 || countitem(932)<5 || countitem(511)<3) goto L_Repeat;
- delitem 925, 3;
- delitem 932, 5;
- delitem 511, 3;
- break;
- case 2:
- if(countitem(937)<3 || countitem(919)<3 || countitem(507)<5) goto L_Repeat;
- delitem 937, 3;
- delitem 919, 3;
- delitem 507, 5;
- break;
- case 3:
- if(countitem(1021)<3 || countitem(7032)<3 || countitem(949)<10) goto L_Repeat;
- delitem 1021, 3;
- delitem 7032, 3;
- delitem 949, 10;
- break;
- case 4:
- if(countitem(508)<9 || countitem(955)<9 || countitem(935)<9) goto L_Repeat;
- delitem 508, 9;
- delitem 955, 9;
- delitem 935, 9;
- break;
- case 5:
- if(countitem(913)<3 || countitem(938)<1 || countitem(948)<1) goto L_Repeat;
- delitem 913, 3;
- delitem 938, 1;
- delitem 948, 1;
- break;
- case 6:
- if(countitem(942)<1 || countitem(1027)<2 || countitem(1026)<1) goto L_Repeat;
- delitem 942, 1;
- delitem 1027, 2;
- delitem 1026, 1;
- break;
- case 7:
- if(countitem(509)<3 || countitem(1019)<5 || countitem(7030)<5) goto L_Repeat;
- delitem 509, 3;
- delitem 1019, 5;
- delitem 7030, 5;
- break;
+ }
+ mes "[Hunter Guildmaster]";
+ mes "*Sigh...*";
+ mes "Come back when";
+ mes "you're done with";
+ mes "your preparations.";
+ close2;
+ cutin "job_huntermaster",255;
+ end;
}
- mes "[Demon Hunter]";
- mes "Good job. You brought all the necesarry items. Now go find the ^5533FFGuild Master^000000.";
- mes "I think he's somewhere in the ^5533FFArcher Guild^000000. He'll give you your final test. Good luck.";
- set HNTR_Q, 2;
- set HNTR_Q2, 0;
- close;
-
-L_Test3:
- mes "Huh? Can't you find the guild master? He should be in the ^5533FFArcher Guild in Archer village^000000. Go find him.";
- emotion e_hmm;
- close;
-
-L_Done:
- mes "Ah, you passed the test! Congrats, go see Sharin now.";
- close;
-}
-
-
-//<=============================== Guild Master: Last Test =================================>\\
-payon_in02,21,31,1 script Guild Master#03 59,{
- if(BaseJob == Job_Archer) goto L_Archer;
- if(BaseJob == Job_Hunter) goto L_Hnt;
-
-L_Other:
- mes "[Hunter]";
- mes "Is there something you want of me? I'm have some buisiness to take care of, so please be quiet.";
- emotion e_hmm;
- close;
-
-L_Hnt:
- mes "[Guild Master]";
- mes "Ah, it's you again, "+strcharinfo(0)+"! Good to see you're well. Me? I'm still busy as usual.";
- next;
- mes "[Guild Master]";
- mes "Well I've gota get back to work. Stay safe.";
- close;
-
-L_Archer:
- mes "[Guild Master]";
- if(HNTR_Q == 1) goto L_Test2;
- if(HNTR_Q == 2) goto L_Start;
- if(HNTR_Q == 3) goto L_Done;
- mes "You want to be a hunter bad, don't you? In my days, I worked for over a month to become a hunter, hehe.";
- next;
- mes "[Guild Master]";
- mes "If you don't have anything else I suggest you go back to the guild!";
- close;
-
-L_Start:
- if(HNTR_Q2 == 1) goto L_ReTest;
- if(HNTR_Q2 == 2) goto L_Passed;
- mes "So, you've come to take the test? I see.... well then, do you have any questions before we get started?";
- M_Menu:
- next;
- menu "What's the test about?",M_0, "Anything I should know?",M_1, "Start the test.",M_Start;
-
- M_0:
- mes "[Guild Master]";
- mes "This is a test of speed, agility, and target recogniton. You will be warped to a room full of monsters.";
- mes "You will have to ^5533FFkill 4^000000 of those monsters but not just any 4. You will need to kill the ones called, ^5533FFJob Change Monster^000000.";
- next;
- mes "[Guild Master]";
- mes "Kill the wrong one and you will fail the test. To make things even harder, we have set traps all over the room.";
- mes "Stepping on a trap will also result in failure.";
- next;
- mes "[Guild Master]";
- mes "One more important note.... You must complete the test within ^FF55333 minutes^000000.";
+ else if (HNTR_Q == 16) {
+ mes "[Hunter Guildmaster]";
+ mes "Wow. You're back in one piece!";
+ mes "I mean, good job. Well then, I'll give you the item which serves as proof that you passed the test.";
+ set HNTR_Q,17;
+ savepoint "payon",104,99;
+ getitem 1007,1; //Penetration
next;
- mes "[Guild Master]";
- mes "This will teach you the important abilities a hunter needs, mobilitiy and tracking.";
- goto M_Menu;
- M_1:
- mes "[Guild Master]";
- mes "Only one person can take the test at time. If someone is currently taking the test, just enter the chat room and wait.";
- mes "You will automatically be warped to the testing room when the other player either finishes or fails.";
- next;
- mes "[Guild Master]";
- mes "Make sure you aim carefully. There will be a lot of monsters and you don't want to hit the wrong one.";
- mes "Keeping track of the monsters' names will be very important in this test.";
+ mes "[Hunter Guildmaster]";
+ mes "Well...";
+ mes "There you go.";
+ mes "Now hurry back to the Hunter Guild, and join us~";
+ close2;
+ cutin "job_huntermaster",255;
+ end;
+ }
+ else if (HNTR_Q == 17) {
+ mes "[Hunter Guildmaster]";
+ mes "I see you're not in a hurry to become a Hunter. I was running around with joy, wildly brandishing my bow the first month I became a Hunter. Hehe~";
next;
- mes "[Guild Master]";
- mes "And ALWAYS watch your step! There are traps everywhere!";
- goto M_Menu;
- M_Start:
- if (countitem(1751) <= 5 && @HNTR_QA==0) callsub sF_GetArrows;
- mes "[Guild Master]";
- mes "Good luck, I'll send you to the test room now.";
+ mes "[Hunter Guildmaster]";
+ mes "Now hurry~";
+ mes "They're waiting";
+ mes "for you back";
+ mes "at the Hunter Guild.";
close2;
- set HNTR_Q2, 1;
- set @HNTR_QA,0;
- savepoint "payon_in02", 16, 26;
- warp "job_hunte", 176, 22;
+ cutin "job_huntermaster",255;
end;
-
- sF_GetArrows:
- mes "[Guild Master]";
- mes "This is where your hard work in the 2nd test payed off. Here are some arrows, made with the items you collected.";
- getitem 1751, 200;
- set @HNTR_QA,1;
- next;
- return;
-
-L_ReTest:
- mes "Ah, you're one of the archers that failed. Here, let me heal you wounds...";
- next;
- mes "[Guild Master]";
- mes "You're ready right?";
- percentheal 100,100;
- goto M_Menu;
-
-L_Passed:
- mes "I see you suceeded. Great job! Now I will give you the proof of your success, the ^5533FFNecklace of Wisdom^000000.";
- emotion e_no1;
- next;
- mes "[Guild Master]";
- mes "Here you go. Make sure you show this to Hunter Sharon or you WON'T be able to become a Hunter.";
- getitem 1007,1;
- next;
- mes "[Guild Master]";
- mes "Anyway, I've got some work left to do here so I'll see you later.";
- set HNTR_Q, 3;
- set HNTR_Q2, 0;
- close;
-
-L_Test2:
- mes "Yes? What would a archer want from me? The guild didn't send me a msg about you.";
- mes "Did you talk to the guild recruiters and get all the items needed? You have to get them the items first.";
- close;
-L_Done:
- mes "Hmm? What is it? Don't waste your time here, go on and become a Hunter already....";
- close;
-
+ }
+ else {
+ mes "[Hunter]";
+ mes "What do you want? I'm on an official trip and am busy at the moment. Now if you'll excuse me.";
+ close2;
+ cutin "job_huntermaster",255;
+ end;
+ }
}
-
-// Test Guide ====================================================
-job_hunte,178,32,5 script Hunter Test Guide::HntTG 107,{
-
-L_Start:
- mes "[Test Guide]";
- mes "Welcome to the Hunter's testing arena.";
- next;
- menu "Take the test.",-, "I changed my mind.",M_End;
-
- mes "[Test Guide]";
- mes "Please enter the waiting room after hearing my explaination.";
+job_hunte,178,32,1 script Guide#hnt 107,5,2,{
+OnTouch:
+ if (HNTR_Q == 12) {
+ mes "[Guide]";
+ mes "Good day. Welcome to the Hunter testing site. The test begins when you enter the next room.";
next;
- mes "[Test Guide]";
- mes "You will be warped into room with traps and monsters. Avoid the traps and kill the monsters. Once you do, a switch will appear";
+ mes "[Guide]";
+ mes "As explained before, hunt 4 or more of the monsters named ^3355FFJob change monster^000000. Upon doing so, a switch in the center of the map will then appear.";
next;
- mes "[Test Guide]";
- mes "Use the switch to open an exit out of the arena. You will have 3 minutes to complete the test.";
+ mes "[Guide]";
+ mes "When you destroy the switch, the exit will appear in the 12 o'clock direction of the map. Complete everything within the given time and escape.";
next;
- mes "[Test Guide]";
- mes "If you get knocked out, get caught in a trap, or run out of time, you will fail the test and have to start over again.";
+ mes "[Guide]";
+ mes "If you faint in the middle, fall into a trap, or go over the time limit, you'll fail. Then you must then retake the test.";
next;
- mes "[Test Guide]";
- mes "Don't worry about arrows, we'll provide them. So, if you're ready, go to the waiting room.";
+ mes "[Guide]";
+ mes "We will provide the arrows, so just make sure that you bring a bow. Well, then. Please enter when you are ready.";
+ savepoint "job_hunte",176,22;
close;
- M_End:
- mes "[Test Guide]";
- mes "Alright, I'll send you back to Payon. Hopefully I'll see you again later. Don't forget to save!";
+ }
+ else if (HNTR_Q > 12 && HNTR_Q < 16) {
+ mes "[Guide]";
+ mes "Hmm...";
+ mes "Did you mess up?";
+ mes "I'll recover some";
+ mes "of your HP and SP for now.";
+ percentheal 100,100;
+ next;
+ mes "[Guide]";
+ mes "If it's too hard, it wouldn't hurt to try again next time. Would you like to resign for now?";
+ next;
+ switch(select("Keep trying.:Resign.")) {
+ case 1:
+ mes "[Guide]";
+ mes "Okay. Do your best and become a great Hunter. Please enter the waiting room. If someone is already taking the test, you must wait until that person is done.";
+ close;
+ case 2:
+ mapannounce "job_hunte",strcharinfo(0)+ " has resigned. Next person, please enter.",bc_map;
+ mes "[Guide]";
+ mes "Very well. I'll send you to Payon. Hope to see you next time. Don't forget to save when you leave.";
+ donpcevent "Waiting Room#hnt::OnDisable";
+ close2;
+ set HNTR_Q,13;
+ savepoint "payon",104,99;
+ warp "payon_in02",21,27;
+ }
+ }
+ else if (HNTR_Q > 15) {
+ mes "[Guide]";
+ mes "You shouldn't be here. How about finding the required job change item first?";
close2;
- warp "payon_in02", 16, 26;
- end;
+ savepoint "payon",104,99;
+ warp "payon_in02",21,27;
+ }
+ end;
+}
+
+job_hunte,178,38,1 script Waiting Room#hnt 66,{
+ end;
OnInit:
- waitingroom "Hunter Test Waiting Room", 8,"HntTG::OnStart",1;
+ waitingroom "Waiting Room", 10,"Waiting Room#hnt::OnStartArena",1;
end;
-OnStart:
- set $@HntUsers, getareausers("job_hunte", 50, 64, 123, 143);
+OnStartArena:
+ set $@HntUsers, getareausers("job_hunte", 50, 64, 129, 143);
if ($@HntUsers > 0) end; // stops the rest of the script from running if there is somebody taking the test
if ((getwaitingroomstate(33)) == 0) end; // stops the rest of the script from running if there is no one in the waiting room
killmonsterall "job_hunte";
warpwaitingpc "job_hunte", 90, 67;
- donpcevent "Ev_HntRm::OnStart";
+ donpcevent "Manager#hnt::OnEnable";
+ donpcevent "Switch#hnt::OnDisable";
end;
-
}
+job_hunte,1,1,1 script Manager#hnt 66,{
+OnInit:
+ disablenpc "Manager#hnt";
+ end;
-// Ev_HntRm: Test room --------------------------------------------------------
-job_hunte,1,1,1 script Ev_HntRm -1,{
+OnEnable:
+ enablenpc "Manager#hnt";
+ set .MyMobs,6;
+ // Target Mosnters
+ monster "job_hunte",67,80,"Job Change Monster",1015,1,"Manager#hnt::OnMyMobDead";
+ monster "job_hunte",114,78,"Job Change Monster",1015,1,"Manager#hnt::OnMyMobDead";
+ monster "job_hunte",89,127,"Job Change Monster",1002,1,"Manager#hnt::OnMyMobDead";
+ monster "job_hunte",53,73,"Job Change Monster",1041,1,"Manager#hnt::OnMyMobDead";
+ monster "job_hunte",125,70,"Job Change Monster",1016,1,"Manager#hnt::OnMyMobDead";
+ monster "job_hunte",90,92,"Job Change Monster",1015,1,"Manager#hnt::OnMyMobDead";
+ initnpctimer;
+ // Decoy Monsters
+ monster "job_hunte",85,100,"Job Test Monster",1016,1,"Manager#hnt::OnMyMobDead2";
+ monster "job_hunte",72,102,"Job Test Monster",1041,1,"Manager#hnt::OnMyMobDead2";
+ monster "job_hunte",108,103,"Job Test Monster",1015,1,"Manager#hnt::OnMyMobDead2";
+ monster "job_hunte",88,127,"Job Test Monster",1002,1,"Manager#hnt::OnMyMobDead2";
+ monster "job_hunte",125,69,"Job Test Monster",1015,1,"Manager#hnt::OnMyMobDead2";
+ monster "job_hunte",77,112,"Job Tester Monster",1016,1,"Manager#hnt::OnMyMobDead2";
+ monster "job_hunte",53,106,"Job Tester Monster",1015,1,"Manager#hnt::OnMyMobDead2";
+ monster "job_hunte",53,73,"Job Tester Monster",1002,1,"Manager#hnt::OnMyMobDead2";
+ monster "job_hunte",125,70,"Job Tester Monster",1015,1,"Manager#hnt::OnMyMobDead2";
+ monster "job_hunte",90,91,"Job Tester Monster",1015,1,"Manager#hnt::OnMyMobDead2";
+ monster "job_hunte",67,80,"Hunter Change Monster",1015,1,"Manager#hnt::OnMyMobDead2";
+ monster "job_hunte",77,112,"Hunter Change Monster",1016,1,"Manager#hnt::OnMyMobDead2";
+ monster "job_hunte",53,106,"Hunter Change Monster",1015,1,"Manager#hnt::OnMyMobDead2";
+ monster "job_hunte",53,73,"Hunter Change Monster",1015,1,"Manager#hnt::OnMyMobDead2";
+ monster "job_hunte",125,70,"Hunter Change Monster",1015,1,"Manager#hnt::OnMyMobDead2";
+ monster "job_hunte",90,91,"Job Transfer Monster",1041,1,"Manager#hnt::OnMyMobDead2";
+ monster "job_hunte",85,100,"Job Transfer Monster",1002,1,"Manager#hnt::OnMyMobDead2";
+ monster "job_hunte",72,102,"Job Transfer Monster",1015,1,"Manager#hnt::OnMyMobDead2";
+ monster "job_hunte",108,103,"Job Transfer Monster",1015,1,"Manager#hnt::OnMyMobDead2";
+ monster "job_hunte",77,112,"Job Transfer Monster",1015,1,"Manager#hnt::OnMyMobDead2";
+ monster "job_hunte",112,139,"Binnie",1015,1,"Manager#hnt::OnMyMobDead2";
+ monster "job_hunte",112,139,"Darrel",1015,1,"Manager#hnt::OnMyMobDead2";
+ monster "job_hunte",112,139,"Rex",1015,1,"Manager#hnt::OnMyMobDead2";
+ monster "job_hunte",112,139,"Anselmo",1015,1,"Manager#hnt::OnMyMobDead2";
+ monster "job_hunte",90,91,"Anolian",1015,1,"Manager#hnt::OnMyMobDead2";
+ monster "job_hunte",53,73,"Monster Sample",1002,1,"Manager#hnt::OnMyMobDead2";
+ monster "job_hunte",53,106,"Not Me",1015,1,"Manager#hnt::OnMyMobDead2";
+ monster "job_hunte",77,112,"Help Me",1015,1,"Manager#hnt::OnMyMobDead2";
+ monster "job_hunte",72,102,"Do Not Hit Me",1015,1,"Manager#hnt::OnMyMobDead2";
+ monster "job_hunte",108,103,"Attack Speed 184",1015,1,"Manager#hnt::OnMyMobDead2";
+ end;
-OnStart:
- disablenpc "SwitchHnt";
- disablenpc "ExitHnt";
- set $@HntMob, 4;
- // Real Monsters
- monster "job_hunte",67,80,"Job Change Monster",1015,1,"Ev_HntRm::OnMyMobDead1";
- monster "job_hunte",114,78,"Job Change Monster",1015,1,"Ev_HntRm::OnMyMobDead1";
- monster "job_hunte",89,127,"Job Change Monster",1002,1,"Ev_HntRm::OnMyMobDead1";
- monster "job_hunte",53,73,"Job Change Monster",1041,1,"Ev_HntRm::OnMyMobDead1";
- donpcevent "Ev_HntRm2::OnStart";
- initnpctimer "TimerHnt";
+OnMyMobDead:
+ if (.MyMobs < 3) {
+ mapannounce "job_hunte","Okay, good job... Now, find the switch in the center of the map!! Be careful of the traps!!",bc_map;
+ set HNTR_Q,14;
+ donpcevent "switch#hnt::OnEnable";
+ donpcevent "Manager#hnt::OnDisable";;
+ }
+ else
+ mapannounce "job_hunte","Okay~ You're almost there!!",bc_map;
+ set .MyMobs,.MyMobs-1;
end;
-OnMyMobDead1:
- set $@HntMob, $@HntMob - 1;
- if($@HntMob != 0) end;
+OnMyMobDead2:
+ mapannounce "job_hunte",strcharinfo(0)+ "!! You made a mistake...Please try again.",bc_map;
+ set HNTR_Q,13;
+ warp "job_hunte",176,22;
+ donpcevent "Waiting Room#hnt::OnDisable";
+ donpcevent "Manager#hnt::OnDisable";;
+ end;
- stopnpctimer "TimerHnt";
+OnDisable:
+ stopnpctimer;
killmonsterall "job_hunte";
- enablenpc "SwitchHnt";
- areaannounce "job_hunte", 50, 64, 123, 143, "[Test Guide]: Great job! Go use the switch now!",8;
+ disablenpc "Manager#hnt";
end;
-}
+OnTimer1000:
+ mapannounce "job_hunte","The test shall now begin.",bc_map;
+ end;
-// Ev_HntRm2: Spawns the Decoy Monsters ----------------------------------------
-job_hunte,1,1,1 script Ev_HntRm2 -1,{
+OnTimer3000:
+ mapannounce "job_hunte","As mentioned before, only hunt the monsters labeled 'Job change monster'.",bc_map;
+ end;
-OnStart:
- // Decoy Monsters
- monster "job_hunte",85,100,"Test Monster",1016,1,"Ev_HntRm2::OnMyMobDead2";
- monster "job_hunte",72,102,"Test Monster",1041,1,"Ev_HntRm2::OnMyMobDead2";
- monster "job_hunte",108,103,"Test Monster",1015,1,"Ev_HntRm2::OnMyMobDead2";
- monster "job_hunte",88,127,"Test Monster",1002,1,"Ev_HntRm2::OnMyMobDead2";
- monster "job_hunte",125,69,"Test Monster",1015,1,"Ev_HntRm2::OnMyMobDead2";
- monster "job_hunte", 77, 112,"Test Monster",1016,1,"Ev_HntRm2::OnMyMobDead2";
- monster "job_hunte",53, 106,"Test Monster",1015,1,"Ev_HntRm2::OnMyMobDead2";
- monster "job_hunte",53, 73,"Test Monster",1002,1,"Ev_HntRm2::OnMyMobDead2";
- monster "job_hunte",125, 70,"Test Monster",1015,1,"Ev_HntRm2::OnMyMobDead2";
- monster "job_hunte",90, 91,"Test Monster",1015,1,"Ev_HntRm2::OnMyMobDead2";
- monster "job_hunte",67, 80,"Test Monster",1015,1,"Ev_HntRm2::OnMyMobDead2";
- monster "job_hunte",77, 112,"Test Monster",1016,1,"Ev_HntRm2::OnMyMobDead2";
- monster "job_hunte",53, 106,"Test Monster",1015,1,"Ev_HntRm2::OnMyMobDead2";
- monster "job_hunte",53, 73,"Test Monster",1015,1,"Ev_HntRm2::OnMyMobDead2";
- monster "job_hunte",125, 70,"Test Monster",1015,1,"Ev_HntRm2::OnMyMobDead2";
- monster "job_hunte",90, 91,"Test Monster",1041,1,"Ev_HntRm2::OnMyMobDead2";
- monster "job_hunte",85, 100,"Test Monster",1002,1,"Ev_HntRm2::OnMyMobDead2";
- monster "job_hunte",72, 102,"Test Monster",1015,1,"Ev_HntRm2::OnMyMobDead2";
- monster "job_hunte",108, 103,"Test Monster",1015,1,"Ev_HntRm2::OnMyMobDead2";
- monster "job_hunte",77, 112,"Test Monster",1015,1,"Ev_HntRm2::OnMyMobDead2";
- monster "job_hunte",112, 139,"Vinnie Paul",1015,1,"Ev_HntRm2::OnMyMobDead2";
- monster "job_hunte",112, 139,"Dimeback Darrel",1015,1,"Ev_HntRm2::OnMyMobDead2";
- monster "job_hunte",112, 139,"Rex",1015,1,"Ev_HntRm2::OnMyMobDead2";
- monster "job_hunte",112, 139,"Phillip Angelmo",1015,1,"Ev_HntRm2::OnMyMobDead2";
- monster "job_hunte",90, 91,"Anolian",1015,1,"Ev_HntRm2::OnMyMobDead2";
- monster "job_hunte",53, 73,"monster sample",1002,1,"Ev_HntRm2::OnMyMobDead2";
- monster "job_hunte",53, 106,"I'm not the one you want >_>",1015,1,"Ev_HntRm2::OnMyMobDead2";
- monster "job_hunte",77, 112,"SPARE ME~",1015,1,"Ev_HntRm2::OnMyMobDead2";
- monster "job_hunte",72, 102,"Don't hurt me!",1015,1,"Ev_HntRm2::OnMyMobDead2";
- monster "job_hunte",108, 103,"aspd 184",1015,1,"Ev_HntRm2::OnMyMobDead2";
+OnTimer5000:
+ mapannounce "job_hunte","***** Be careful of the traps when hunting. *****",bc_map;
end;
-OnMyMobDead2:
- areaannounce "job_hunte", 50, 64, 123, 143, "[Test Guide]: You killed the wrong monster! You have failed the test!",8;
- addtimer 3000, "TimerHnt::OnTimer196000";
+OnTimer7000:
+ mapannounce "job_hunte","Once you hunt 4 'Job change monster' the switch in the center will begin to operate.",bc_map;
end;
-}
-// Test Timer -----------------------------------------------------------------
-job_hunte,1,1,1 script TimerHnt -1,{
+OnTimer9000:
+ mapannounce "job_hunte","When you activate the escape switch, exit the testing area through the warp portal in the 12 o'clock direction.",bc_map;
+ end;
+OnTimer11000:
+ mapannounce "job_hunte","Everything must be completed within 3 minutes.",bc_map;
+ end;
-OnTimer500:
- areaannounce "job_hunte", 50, 64, 123, 143, "[Test Guide]: Remember, you need to kill the 'Job Change Monsters'!",8;
+OnTimer13000:
+ mapannounce "job_hunte","You will have 3 minutes from now on. You will be notified after each minute passes.",bc_map;
end;
-OnTimer4000:
- areaannounce "job_hunte", 50, 64, 123, 143, "[Test Guide]: Don't forget to AVOID the TRAPS!!!",8;
+
+OnTimer14000:
+ mapannounce "job_hunte"," ****** 3 minutes remaining. ****** ",bc_map;
end;
-OnTimer10000:
- areaannounce "job_hunte", 50, 64, 123, 143, "[Test Guide]: ******The clock will start now! 1 minute left! ****** ",8;
- donpcevent "HntTG::OnStart";
+
+OnTimer74000:
+ mapannounce "job_hunte"," ****** 2 minutes remaining. ****** ",bc_map;
end;
-OnTimer40000:
- areaannounce "job_hunte", 50, 64, 123, 143, "[Test Guide]: ****** 30 sec left! ****** ",8;
- donpcevent "HntTG::OnStart";
+
+OnTimer134000:
+ mapannounce "job_hunte"," ****** 1 minute remaining. ****** ",bc_map;
end;
-OnTimer65000:
- areaannounce "job_hunte", 50, 64, 123, 143, "[Test Guide]: 5 . . . .",8;
- donpcevent "HntTG::OnStart";
+
+OnTimer164000:
+ mapannounce "job_hunte"," ****** 30 seconds remaining. ****** ",bc_map;
end;
-OnTimer66000:
- areaannounce "job_hunte", 50, 64, 123, 143, "[Test Guide]: 4. . . .",8;
+
+OnTimer187000:
+ mapannounce "job_hunte"," Test ends in 5 seconds...",bc_map;
end;
-OnTimer67000:
- areaannounce "job_hunte", 50, 64, 123, 143, "[Test Guide]: 3. . .",8;
+
+OnTimer188000:
+ mapannounce "job_hunte"," Test ends in 4 seconds...",bc_map;
end;
-OnTimer68000:
- areaannounce "job_hunte", 50, 64, 123, 143, "[Test Guide]: 2. .",8;
+
+OnTimer189000:
+ mapannounce "job_hunte"," Test ends in 3 seconds...",bc_map;
end;
-OnTimer69000:
- areaannounce "job_hunte", 50, 64, 123, 143, "[Test Guide]: 1...",8;
+
+OnTimer191000:
+ mapannounce "job_hunte"," Test ends in 2 seconds...",bc_map;
end;
-OnTimer70000:
- areaannounce "job_hunte", 50, 64, 123, 143, "[Test Guide]: 0! ",8;
+
+OnTimer192000:
+ mapannounce "job_hunte"," Test ends in 1 second.",bc_map;
end;
-OnTimer73000:
- areaannounce "job_hunte", 50, 64, 123, 143, "[Test Guide]: You ran out of time! You can challenge again later!.",8;
+
+OnTimer193000:
+ mapannounce "job_hunte"," 0 ",bc_map;
end;
-OnTimer76000:
+
+OnTimer194000:
+ mapannounce "job_hunte"," Time's up. Please try again.",bc_map;
+ end;
+
+OnTimer195000:
+ areawarp "job_hunte",50,64,129,143,"job_hunte",176,22;
+ end;
+
+OnTimer197000:
+ donpcevent "Manager#hnt::OnDisable";
+ donpcevent "Waiting Room#hnt::OnDisable";
stopnpctimer;
- areawarp "job_hunte", 50, 64, 123, 143, "payon_in02", 16, 26;
- killmonsterall "job_hunte";
- donpcevent "HntTG::OnStart";
end;
}
-// SwitchHnt ------------------------------------------------------
-job_hunte,93,101,1 script SwitchHnt 723,{
- areaannounce "job_hunte", 50, 64, 123, 143, "[Test Guide]: *** The exit has been activated! You have 30 sec. to find the exit!! *** ",8;
- enablenpc "ExitHnt";
- addtimer 30000, "TimerHnt::OnTimer196000";
- close;
-}
+job_hunte,93,101,1 script Switch#hnt 723,1,1,{
+OnTouch:
+ mes "^3355FFThere are 3 buttons";
+ mes "on the escape switch.^000000";
+ set HNTR_Q,15;
+ next;
+ switch(select("Escape:Cancel:Re-test")) {
+ case 1:
+ mes "^3355FFThe Escape Warp Portal";
+ mes "has now been activated.^000000";
+ close2;
+ mapannounce "job_hunte"," !! Escape Warp Portal activation complete. !! ",bc_map;
+ donpcevent "exit#hnttest::OnEnable";
+ end;
+ case 2:
+ mes "^3355FFCanceling";
+ mes "Operation.^000000";
+ close2;
+ mapannounce "job_hunte"," !! Operation has been cancelled. !! ",bc_map;
+ end;
+ case 3:
+ mapannounce "job_hunte"," !! Cancellation warp activating... !! ",bc_map;
+ mes "^3355FFYou will soon be";
+ mes "returned to the";
+ mes "waiting room.^000000";
+ close2;
+ set HNTR_Q,13;
+ warp "job_hunte",176,22;
+ donpcevent "Waiting Room#hnt::OnDisable";
+ end;
+ }
-// ExitHnt -----------------------------------------------------------
-job_hunte,89,139,1 script ExitHnt 45,2,2,{
+OnDisable:
+ donpcevent "exit#hnttest::OnDisable";
+ disablenpc "Switch#hnt";
+ end;
- deltimer "TimerHnt::OnTimer196000";
- set HNTR_Q2, 2;
- warp "payon_in02", 16, 26;
- killmonsterall "job_hunte";
- donpcevent "HntTG::OnStart";
+OnEnable:
+ enablenpc "Switch#hnt";
end;
}
+job_hunte,89,139,0 script exit#hnttest 45,2,2,{
+OnInit:
+ disablenpc "exit#hnttest";
+ end;
-// Hunter Test Traps =======================================
+OnEnable:
+ enablenpc "exit#hnttest";
+ end;
-job_hunte,52,140,1 script 1-1::HntTrap 139,0,1,{
- stopnpctimer "TimerHnt";
- warp "payon_in02", 16, 26;
- killmonsterall "job_hunte";
- donpcevent "HntTG::OnStart";
+OnDisable:
+ disablenpc "exit#hnttest";
+ end;
+
+OnTouch:
+ donpcevent "Waiting Room#hnt::OnDisable";
+ set HNTR_Q,16;
+ savepoint "payon",104,99;
+ if (rand(1))
+ warp "payon_in02",21,27;
+ warp "payon_in03",128,7;
+}
+
+// Hunter Job test traps.
+//============================================================
+job_hunte,52,140,0 script 1-1::HntTrap -1,0,1,{
+OnTouch:
+ switch(rand(200)) {
+ default:
+ case 1: mapannounce "job_hunte",strcharinfo(0) + ", you have fallen into a trap. You will be returned to the starting point.",bc_map; break;
+ case 2: mapannounce "job_hunte",strcharinfo(0) + ", yes you! Go back and start over!",bc_map; break;
+ case 3: mapannounce "job_hunte",strcharinfo(0) + " has failed!...well...you will if you don't start over...",bc_map; break;
+ case 4: mapannounce "job_hunte",strcharinfo(0) + ", has failed me! Go back to where you started!",bc_map; break;
+ case 5: mapannounce "job_hunte",strcharinfo(0) + ", you have blundered into a trap. I'm sorry, but for now, YOU LOSE.",bc_map; break;
+ case 6: mapannounce "job_hunte",strcharinfo(0) + ", what are you doing!? Go back and do it again!",bc_map; break;
+ case 7: mapannounce "job_hunte",strcharinfo(0) + ", come on! You can do better then this!! Try again!",bc_map; break;
+ case 8: mapannounce "job_hunte",strcharinfo(0) + ", has fallen into a trap...again. But don't worry, you're getting better.",bc_map; break;
+ case 9: mapannounce "job_hunte",strcharinfo(0) + ", fail, fail, fail... Go back to where you started!",bc_map; break;
+ case 10: mapannounce "job_hunte",strcharinfo(0) + "... aww~ Try again! You can do it!",bc_map; break;
+ case 11: mapannounce "job_hunte",strcharinfo(0) + ", @#$%#^!@ and you wanna be a what? Hunter? Get back there!",bc_map; break;
+ case 12: mapannounce "job_hunte",strcharinfo(0) + " was defeated by the forces of evil. Don't give up, hero!",bc_map; break;
+ case 13: mapannounce "job_hunte","I put a spell on you " + strcharinfo(0) + " and now you're mine! Go start over now.",bc_map; break;
+ case 14: mapannounce "job_hunte",strcharinfo(0) + ". G'day mate, welcome to the land down under. As a present, I'll send you to the starting point...",bc_map; break;
+ case 15: mapannounce "job_hunte","That's my nest " + strcharinfo(0) + "! dont step there, squawk~ Start over.",bc_map; break;
+ case 16: mapannounce "job_hunte",strcharinfo(0) + ", another archer down. 3 more to go!",bc_map; break;
+ case 17: mapannounce "job_hunte",strcharinfo(0) + ", have you got what it takes? Then try again.",bc_map; break;
+ case 18: mapannounce "job_hunte","Alas, " + strcharinfo(0) + ", you have fallen prey to the most feared of traps. The dreaded stink bomb! Run run run awaaaaaay!",bc_map; break;
+ case 19: mapannounce "job_hunte",strcharinfo(0) + " had too much prune juice to drink today. Back to the starting point~",bc_map; break;
+ case 20: mapannounce "job_hunte","No.... " + strcharinfo(0) + ", you have fallen into a trap. You will be returned to the starting point.",bc_map; break;
+ case 21: mapannounce "job_hunte","Meow *pounce* look my kitties we'll have some" + strcharinfo(0) + "stew. Back to the starting point if you don't want to become stew!",bc_map; break;
+ case 22: mapannounce "job_hunte","Sorry " + strcharinfo(0) + ", but you've actually found a BAD secret. You will be returned to the starting point.",bc_map; break;
+ case 23: mapannounce "job_hunte",strcharinfo(0) + ", silly Archer...your tenacity is touching. But it's back to the start for you...",bc_map; break;
+ case 24: mapannounce "job_hunte",strcharinfo(0) + ", you've fallen and you can't get up. You'll be carried back to the starting point.",bc_map; break;
+ case 25: mapannounce "job_hunte","Skip a turn " + strcharinfo(0) + ", go back to start.",bc_map; break;
+ case 26: mapannounce "job_hunte",strcharinfo(0) + ", nya nya, heh heh heh. You will be returned to the starting point.",bc_map; break;
+ case 27: mapannounce "job_hunte","Practice is over " + strcharinfo(0) + ". This time show me for real.",bc_map; break;
+ case 28: mapannounce "job_hunte",strcharinfo(0) + ", this is a Poring jellopy raid...Get out! Start from the beginning if you wish to continue.",bc_map; break;
+ case 29: mapannounce "job_hunte","Disconnected from server. " + strcharinfo(0) + ", you have to start over.",bc_map; break;
+ case 30: mapannounce "job_hunte",strcharinfo(0) + ", what does this button do...oops! I'm afraid you have to start over.",bc_map; break;
+ case 31: mapannounce "job_hunte",strcharinfo(0) + ", you have entered the bonus round! Aaaand, you lost. You will be returned to the starting point.",bc_map; break;
+ case 32: mapannounce "job_hunte","Oh, no " + strcharinfo(0) + ", you've stepped on a hive of bees. You narrowly escaped, all the way back to the beginning.",bc_map; break;
+ case 33: mapannounce "job_hunte",strcharinfo(0) + ", wait wait. That's a trap! Oh wait, that's dog. . . .",bc_map; break;
+ case 34: mapannounce "job_hunte","Stop " + strcharinfo(0) + "! For stepping on that trap, I shall punish you!",bc_map; break;
+ case 35: mapannounce "job_hunte",strcharinfo(0) + ", I'll be back. . . I hope you will too.",bc_map; break;
+ case 36: mapannounce "job_hunte",strcharinfo(0) + ", Come with me if you want to live. . to the starting point.",bc_map; break;
+ case 37: mapannounce "job_hunte",strcharinfo(0) + ", my... precious! Go back to the starting point.",bc_map; break;
+ case 38: mapannounce "job_hunte","Follow the yellow brick road... No wait, " + strcharinfo(0) + "!! Not that way...Back to the starting point it is.",bc_map; break;
+ case 39: mapannounce "job_hunte",strcharinfo(0) + ", you've really go to get the hang of this 'in tune with nature' thing. Now, you're lost!",bc_map; break;
+ case 40: mapannounce "job_hunte",strcharinfo(0) + ", it's only a story...not real. But you will be returned to the starting point.",bc_map; break;
+ case 41: mapannounce "job_hunte",strcharinfo(0) + ", you have fallen into a trap. And the trap...has fallen into you. Returning you to the starting point.",bc_map; break;
+ case 42: mapannounce "job_hunte","Fear not " + strcharinfo(0) + ", for you too, shall learn the powers of the dark side. You will now be returned to the starting point.",bc_map; break;
+ case 43: mapannounce "job_hunte",strcharinfo(0) + ", fell into a trap. Quite easily too, I'm afraid. But this hero won't be beaten that easily!",bc_map; break;
+ case 44: mapannounce "job_hunte"," Tip of the day: Do not step on the traps. You will be returned to the starting point.",bc_map; break;
+ case 45: mapannounce "job_hunte",strcharinfo(0) + " fell into a trap. Once again, for clarity's sake, the name is " + strcharinfo(0) + ".",bc_map; break;
+ case 46: mapannounce "job_hunte","Oy oy, " + strcharinfo(0) + ".. I've seen blind Porings get further! Go back to the starting point.",bc_map; break;
+ case 47: mapannounce "job_hunte","MY EYES!! " + strcharinfo(0) + ", you... you.. stepped on them. Go try again...I'd cry for you if I could even shed tears...",bc_map; break;
+ case 48: mapannounce "job_hunte",strcharinfo(0) + ", where are you? Right...NOT at the place where'd you be if you passed the test.",bc_map; break;
+ case 49: mapannounce "job_hunte"," Wow, they actually paid a guy to think of these comments. " + strcharinfo(0) + ", you can go back to the starting point.",bc_map; break;
+ case 50: mapannounce "job_hunte"," My word, " + strcharinfo(0) + "! You've precariously fallen into a trap! You will be returned back to the start. Cheerio~!",bc_map; break;
+ case 51: mapannounce "job_hunte",strcharinfo(0) + ", do you have any idea where you're going? Start over *sigh*.",bc_map; break;
+ case 52: mapannounce "job_hunte",strcharinfo(0) + ", do you like green tea ice cream? No? Go back to the starting point...*hmph*",bc_map; break;
+ case 53: mapannounce "job_hunte","Oh, no.. " + strcharinfo(0) + ", are you hurt? Come now, let's go back to the starting point.",bc_map; break;
+ case 54: mapannounce "job_hunte","Hi " + strcharinfo(0) + ", how are you? Here's a present~ a free warp! Back to the starting point.",bc_map; break;
+ case 55: mapannounce "job_hunte",strcharinfo(0) + ".......... did you know that that was a trap? I hope so, otherwise, I guess you'd be pretty embarassed.",bc_map; break;
+ case 56: mapannounce "job_hunte",strcharinfo(0) + ", what do you think of the interior design? I worked very hard on it... and this lovely feature that sends you back to the starting point.",bc_map; break;
+ case 57: mapannounce "job_hunte","BOOM BAM BOOM! " + strcharinfo(0) + ", you have fallen into my trap! But I won't kill you...just...humiliate you...",bc_map; break;
+ case 58: mapannounce "job_hunte","Oh, " + strcharinfo(0) + ".. You can do better. Try again!",bc_map; break;
+ case 59: mapannounce "job_hunte","Hello, this is your local Kafra worker... " + strcharinfo(0) + ", your mommy is waiting for you at the checkout line.",bc_map; break;
+ case 60: mapannounce "job_hunte",strcharinfo(0) + ", if you do well. I'll have a nice present waiting for you... What is it? You'll see if you pass~ Go try again now!",bc_map; break;
+ case 61: mapannounce "job_hunte",strcharinfo(0) + " faaaaaaaaaaaaaaaaailed.. Hehe, just kidding. You will be returned to the starting point so try again!",bc_map; break;
+ case 62: mapannounce "job_hunte",strcharinfo(0) + ", you fell into a trap. You should watch your feet more. What? Invisible? That's baby talk! Now go try again!",bc_map; break;
+ case 63: mapannounce "job_hunte"," Sorry, " + strcharinfo(0) + ", you have fallen into a trap. But I'll be nice and send you to the starting point.",bc_map; break;
+ case 64: mapannounce "job_hunte",strcharinfo(0) + ", HAHAHAHAHAHA!!!! I can't believe you fell for that one!",bc_map; break;
+ case 65: mapannounce "job_hunte",strcharinfo(0) + ", I was just about to tell you about that one...but, I didn't? Back to start.",bc_map; break;
+ case 66: mapannounce "job_hunte",strcharinfo(0) + "...I'm sorry my friend, but you lose. But don't worry, its not like this message is broadcast or anything.",bc_map; break;
+ case 67: mapannounce "job_hunte",strcharinfo(0) + ", I'm not so sure that you qualify for this anymore... Try again and prove me wrong.",bc_map; break;
+ case 68: mapannounce "job_hunte",strcharinfo(0) + ", OW...now that's gotta hurt. Back to the start~",bc_map; break;
+ case 69: mapannounce "job_hunte",strcharinfo(0) + ", I find your lack of faith disturbing... Let's start over.",bc_map; break;
+ case 70: mapannounce "job_hunte",strcharinfo(0) + ", your eyes can deceive you. Don't trust them. Stretch out with your feelings. Try again now.",bc_map; break;
+ case 71: mapannounce "job_hunte",strcharinfo(0) + ", if you once start down the dark path, forever it will dominate your destiny. You shall be returned to the starting point.",bc_map; break;
+ case 72: mapannounce "job_hunte",strcharinfo(0) + ", size doesn't matter. But, the number of traps that caught you do. Try again and win this time!",bc_map; break;
+ case 73: mapannounce "job_hunte",strcharinfo(0) + ", try not. Do or do not. There is no try.",bc_map; break;
+ case 74: mapannounce "job_hunte",strcharinfo(0) + ", that is why you fail. Now try again!",bc_map; break;
+ case 75: mapannounce "job_hunte",strcharinfo(0) + ", look. If its made of metal and looks like it has teeth, you shouldn't put your foot in it. So simple, really...",bc_map; break;
+ case 76: mapannounce "job_hunte",strcharinfo(0) + ", you are beaten. It is useless to resist.",bc_map; break;
+ case 77: mapannounce "job_hunte",strcharinfo(0) + ", I'm looking forward to completing your training. In time you will call me Master.",bc_map; break;
+ case 78: mapannounce "job_hunte",strcharinfo(0) + ", your overconfidence is your weakness.",bc_map; break;
+ case 79: mapannounce "job_hunte",strcharinfo(0) + ", watch your step. This place can be a little rough.",bc_map; break;
+ case 80: mapannounce "job_hunte",strcharinfo(0) + ", oh I told you it was dangerous here.",bc_map; break;
+ case 81: mapannounce "job_hunte",strcharinfo(0) + ", everything is proceeding as I have foreseen.",bc_map; break;
+ case 82: mapannounce "job_hunte",strcharinfo(0) + ", you should have not come back.",bc_map; break;
+ case 83: mapannounce "job_hunte",strcharinfo(0) + ", there are alternatives to fighting. But not to losing to this test. Now try again!",bc_map; break;
+ case 84: mapannounce "job_hunte",strcharinfo(0) + ", now that's a name I haven't heard in a while...let's hope I don't hear it again~!",bc_map; break;
+ case 85: mapannounce "job_hunte",strcharinfo(0) + ", we do not train to be merciful here, mercy is for the weak!",bc_map; break;
+ case 86: mapannounce "job_hunte",strcharinfo(0) + ", defeat does not exist here, does it?!",bc_map; break;
+ case 87: mapannounce "job_hunte",strcharinfo(0) + ", concentrate. Focus your powers!",bc_map; break;
+ case 88: mapannounce "job_hunte",strcharinfo(0) + ", am I going mad, or did the word -think- escape your lips?",bc_map; break;
+ case 89: mapannounce "job_hunte",strcharinfo(0) + ", you're just stalling now.",bc_map; break;
+ case 90: mapannounce "job_hunte",strcharinfo(0) + ", life isn't always fair.",bc_map; break;
+ case 91: mapannounce "job_hunte",strcharinfo(0) + ".... Uhhh...it's not OUR fault....",bc_map; break;
+ case 92: mapannounce "job_hunte",strcharinfo(0) + ", survivability takes priority.",bc_map; break;
+ case 93: mapannounce "job_hunte",strcharinfo(0) + ", people have the strength to overcome their obstacles...everyone can.",bc_map; break;
+ case 94: mapannounce "job_hunte",strcharinfo(0) + ", there is happiness for those who accept their fate, and there is glory for those who resist their fate.",bc_map; break;
+ case 95: mapannounce "job_hunte",strcharinfo(0) + ", some things are real and some things are false. Can't you tell the difference?",bc_map; break;
+ case 96: mapannounce "job_hunte",strcharinfo(0) + ", we are having fun aren't we? Everyday here is like a dream. I really hope it's going to be like this forever.",bc_map; break;
+ case 97: mapannounce "job_hunte",strcharinfo(0) + ", I'll give you just one piece of advice... dying hurts like hell.",bc_map; break;
+ case 98: mapannounce "job_hunte",strcharinfo(0) + ", don't give up the ghost! Just be more careful...",bc_map; break;
+ case 99: mapannounce "job_hunte",strcharinfo(0) + ", death is a gift given at birth. But...these traps won't kill you, don't worry.",bc_map; break;
+ case 100: mapannounce "job_hunte",strcharinfo(0) + ", I was counting on you from the beginning. But I guess you're gonna make me wait longer...",bc_map; break;
+ case 101: mapannounce "job_hunte",strcharinfo(0) + ", always with the end comes hope and rebirth. But it's back to the beginning for you~",bc_map; break;
+ case 102: mapannounce "job_hunte",strcharinfo(0) + ", have I ever told you about the power held in a single tear? Its okay to shed one now, I know its hard...",bc_map; break;
+ case 103: mapannounce "job_hunte",strcharinfo(0) + ", happiness often sneaks in through a door you didn't know you left open. Sort of like...hidden traps!",bc_map; break;
+ case 104: mapannounce "job_hunte",strcharinfo(0) + ", ....Chii?",bc_map; break;
+ case 105: mapannounce "job_hunte",strcharinfo(0) + ", Mine! Mine! Mine! Mine!",bc_map; break;
+ case 106: mapannounce "job_hunte",strcharinfo(0) + ", it's time to duel!",bc_map; break;
+ case 107: mapannounce "job_hunte",strcharinfo(0) + ", I choose you!...wait... uagh...not you!...",bc_map; break;
+ case 108: mapannounce "job_hunte",strcharinfo(0) + ", this isn't the time to be complimenting it!",bc_map; break;
+ case 109: mapannounce "job_hunte",strcharinfo(0) + "...Oh great, what else could go wrong today?",bc_map; break;
+ case 110: mapannounce "job_hunte",strcharinfo(0) + ", don't worry, I always keep a spare. We're not running out of traps anytime soon...",bc_map; break;
+ case 111: mapannounce "job_hunte",strcharinfo(0) + ", when bad things happen, don't give up. The day will come when you will look back and laugh at them. But not today.",bc_map; break;
+ case 112: mapannounce "job_hunte",strcharinfo(0) + ", don't worry about it. We're good at fighting losing battles, remember?",bc_map; break;
+ case 113: mapannounce "job_hunte",strcharinfo(0) + ", you remember how it was like when you felt really slick? That feeling won't come back for a while...",bc_map; break;
+ case 114: mapannounce "job_hunte",strcharinfo(0) + ", you must forget about your past for the sake of your own happiness.",bc_map; break;
+ case 115: mapannounce "job_hunte",strcharinfo(0) + ", if you can fool your friends, you can fool your enemies.",bc_map; break;
+ case 116: mapannounce "job_hunte",strcharinfo(0) + ", this world is made up of love and peace!",bc_map; break;
+ case 117: mapannounce "job_hunte",strcharinfo(0) + ", if you fail, you must drink this.....*evil grin*",bc_map; break;
+ case 118: mapannounce "job_hunte",strcharinfo(0) + ", don't say we didn't warn you!",bc_map; break;
+ case 119: mapannounce "job_hunte",strcharinfo(0) + ", curiosity killed the cat. Lucky for me I'm not a cat. Oh, and um, you too of course.",bc_map; break;
+ case 120: mapannounce "job_hunte",strcharinfo(0) + ", STUDY!STUDY!STUDY!STUDY!STUDY!STUDY!STUDY!STUDY!STUDY!STUDY!",bc_map; break;
+ case 121: mapannounce "job_hunte",strcharinfo(0) + ", how you like me now? That's right, that was MY trap!",bc_map; break;
+ case 122: mapannounce "job_hunte",strcharinfo(0) + "...brilliant...just absolutely...genius. Sorry, I was talking about all these crazy traps.",bc_map; break;
+ case 123: mapannounce "job_hunte",strcharinfo(0) + ", it's time to bust out of that trap, Houdini-style! Hey, wait...come back!",bc_map; break;
+ case 124: mapannounce "job_hunte",strcharinfo(0) + ", it looks like you could really be in trouble this time...no worries, just try this again!",bc_map; break;
+ case 125: mapannounce "job_hunte",strcharinfo(0) + "...not smooth, dude. Go for it again, one more time!",bc_map; break;
+ case 126: mapannounce "job_hunte",strcharinfo(0) + ",it looks like you could really be in a pickle. Back to the starting point...",bc_map; break;
+ case 127: mapannounce "job_hunte",strcharinfo(0) + ", just think of it as Karma. Someday, you'll be setting hundreds of traps of your own...",bc_map; break;
+ case 128: mapannounce "job_hunte",strcharinfo(0) + ", bad news dude...its another trap. You'll get the hang of this, I believe in you!",bc_map; break;
+ case 129: mapannounce "job_hunte",strcharinfo(0) + ", don't give up! The world still needs you!",bc_map; break;
+ case 130: mapannounce "job_hunte",strcharinfo(0) + ", it's okay to cry. Just not too loudly.",bc_map; break;
+ case 131: mapannounce "job_hunte",strcharinfo(0) + "...oh man. It's tiring setting up all these traps. You guys have got to stop falling into them!",bc_map; break;
+ }
+ set HNTR_Q,13;
+ warp "job_hunte",176,22;
+ donpcevent "Waiting Room#hnt::OnDisable";
+ donpcevent "Manager#hnt::OnDisable";
+ end;
+}
+
+job_hunte,53,140,0 duplicate(HntTrap) 1-2 -1,0,1
+job_hunte,54,141,0 duplicate(HntTrap) 1-3 -1,0,0
+job_hunte,55,141,0 duplicate(HntTrap) 1-4 -1,0,0
+job_hunte,55,140,0 duplicate(HntTrap) 1-5 -1,0,0
+job_hunte,54,140,0 duplicate(HntTrap) 1-6 -1,0,0
+job_hunte,52,138,0 duplicate(HntTrap) 1-7 -1,0,0
+job_hunte,53,138,0 duplicate(HntTrap) 1-8 -1,0,0
+job_hunte,62,140,0 duplicate(HntTrap) 2-1 -1,0,1
+job_hunte,63,140,0 duplicate(HntTrap) 2-2 -1,0,1
+job_hunte,64,140,0 duplicate(HntTrap) 2-3 -1,0,0
+job_hunte,64,141,0 duplicate(HntTrap) 2-4 -1,0,0
+job_hunte,65,140,0 duplicate(HntTrap) 2-5 -1,0,0
+job_hunte,65,141,0 duplicate(HntTrap) 2-6 -1,0,0
+job_hunte,62,138,0 duplicate(HntTrap) 2-7 -1,0,0
+job_hunte,63,138,0 duplicate(HntTrap) 2-8 -1,0,0
+job_hunte,72,140,0 duplicate(HntTrap) 3-1 -1,0,1
+job_hunte,73,140,0 duplicate(HntTrap) 3-2 -1,0,1
+job_hunte,72,138,0 duplicate(HntTrap) 3-3 -1,0,0
+job_hunte,72,138,0 duplicate(HntTrap) 3-4 -1,0,0
+job_hunte,78,140,0 duplicate(HntTrap) 4-1 -1,0,0
+job_hunte,78,141,0 duplicate(HntTrap) 4-2 -1,0,0
+job_hunte,79,140,0 duplicate(HntTrap) 4-3 -1,0,0
+job_hunte,79,141,0 duplicate(HntTrap) 4-4 -1,0,0
+job_hunte,82,138,0 duplicate(HntTrap) 5-1 -1,0,0
+job_hunte,82,139,0 duplicate(HntTrap) 5-2 -1,0,0
+job_hunte,83,138,0 duplicate(HntTrap) 5-3 -1,0,0
+job_hunte,83,139,0 duplicate(HntTrap) 5-4 -1,0,0
+job_hunte,99,138,0 duplicate(HntTrap) 6-1 -1,1,0
+job_hunte,99,139,0 duplicate(HntTrap) 6-2 -1,1,0
+job_hunte,101,138,0 duplicate(HntTrap) 6-3 -1,0,0
+job_hunte,101,139,0 duplicate(HntTrap) 6-4 -1,0,0
+job_hunte,106,140,0 duplicate(HntTrap) 7-1 -1,0,1
+job_hunte,107,140,0 duplicate(HntTrap) 7-2 -1,0,1
+job_hunte,106,138,0 duplicate(HntTrap) 7-3 -1,0,0
+job_hunte,107,138,0 duplicate(HntTrap) 7-4 -1,0,0
+job_hunte,112,140,0 duplicate(HntTrap) 8-1 -1,0,0
+job_hunte,112,141,0 duplicate(HntTrap) 8-2 -1,0,0
+job_hunte,113,140,0 duplicate(HntTrap) 8-3 -1,0,0
+job_hunte,113,141,0 duplicate(HntTrap) 8-4 -1,0,0
+job_hunte,116,140,0 duplicate(HntTrap) 9-1 -1,0,0
+job_hunte,116,141,0 duplicate(HntTrap) 9-2 -1,0,0
+job_hunte,117,140,0 duplicate(HntTrap) 9-3 -1,0,0
+job_hunte,117,141,0 duplicate(HntTrap) 9-4 -1,0,0
+job_hunte,120,138,0 duplicate(HntTrap) 10-1 -1,0,0
+job_hunte,120,139,0 duplicate(HntTrap) 10-2 -1,0,0
+job_hunte,121,138,0 duplicate(HntTrap) 10-3 -1,0,0
+job_hunte,121,139,0 duplicate(HntTrap) 10-4 -1,0,0
+job_hunte,126,139,0 duplicate(HntTrap) 11-1 -1,0,2
+job_hunte,127,139,0 duplicate(HntTrap) 11-2 -1,0,2
+job_hunte,126,136,0 duplicate(HntTrap) 11-3 -1,0,0
+job_hunte,127,136,0 duplicate(HntTrap) 11-4 -1,0,0
+job_hunte,52,134,0 duplicate(HntTrap) 12-1 -1,0,1
+job_hunte,53,134,0 duplicate(HntTrap) 12-2 -1,0,1
+job_hunte,52,132,0 duplicate(HntTrap) 12-3 -1,0,0
+job_hunte,53,132,0 duplicate(HntTrap) 12-4 -1,0,0
+job_hunte,124,130,0 duplicate(HntTrap) 13-1 -1,0,0
+job_hunte,124,131,0 duplicate(HntTrap) 13-2 -1,0,0
+job_hunte,125,130,0 duplicate(HntTrap) 13-3 -1,0,0
+job_hunte,125,131,0 duplicate(HntTrap) 13-4 -1,0,0
+job_hunte,64,128,0 duplicate(HntTrap) 14-1 -1,0,0
+job_hunte,64,129,0 duplicate(HntTrap) 14-2 -1,0,0
+job_hunte,65,128,0 duplicate(HntTrap) 14-3 -1,0,0
+job_hunte,65,129,0 duplicate(HntTrap) 14-4 -1,0,0
+job_hunte,68,126,0 duplicate(HntTrap) 15-1 -1,0,0
+job_hunte,68,127,0 duplicate(HntTrap) 15-2 -1,0,0
+job_hunte,69,126,0 duplicate(HntTrap) 15-3 -1,0,0
+job_hunte,69,127,0 duplicate(HntTrap) 15-4 -1,0,0
+job_hunte,75,128,0 duplicate(HntTrap) 16-1 -1,1,0
+job_hunte,75,129,0 duplicate(HntTrap) 16-2 -1,1,0
+job_hunte,77,128,0 duplicate(HntTrap) 16-3 -1,0,0
+job_hunte,77,129,0 duplicate(HntTrap) 16-4 -1,0,0
+job_hunte,82,126,0 duplicate(HntTrap) 17-1 -1,0,0
+job_hunte,82,127,0 duplicate(HntTrap) 17-2 -1,0,0
+job_hunte,83,126,0 duplicate(HntTrap) 17-3 -1,0,0
+job_hunte,83,127,0 duplicate(HntTrap) 17-4 -1,0,0
+job_hunte,96,128,0 duplicate(HntTrap) 18-1 -1,0,0
+job_hunte,96,129,0 duplicate(HntTrap) 18-2 -1,0,0
+job_hunte,97,128,0 duplicate(HntTrap) 18-3 -1,0,0
+job_hunte,97,129,0 duplicate(HntTrap) 18-4 -1,0,0
+job_hunte,100,126,0 duplicate(HntTrap) 19-1 -1,0,0
+job_hunte,100,127,0 duplicate(HntTrap) 19-2 -1,0,0
+job_hunte,101,126,0 duplicate(HntTrap) 19-3 -1,0,0
+job_hunte,101,127,0 duplicate(HntTrap) 19-4 -1,0,0
+job_hunte,106,128,0 duplicate(HntTrap) 20-1 -1,0,0
+job_hunte,106,129,0 duplicate(HntTrap) 20-2 -1,0,0
+job_hunte,107,128,0 duplicate(HntTrap) 20-3 -1,0,0
+job_hunte,107,129,0 duplicate(HntTrap) 20-4 -1,0,0
+job_hunte,112,126,0 duplicate(HntTrap) 21-1 -1,0,0
+job_hunte,112,127,0 duplicate(HntTrap) 21-2 -1,0,0
+job_hunte,113,126,0 duplicate(HntTrap) 21-3 -1,0,0
+job_hunte,113,127,0 duplicate(HntTrap) 21-4 -1,0,0
+job_hunte,126,126,0 duplicate(HntTrap) 22-1 -1,0,0
+job_hunte,126,127,0 duplicate(HntTrap) 22-2 -1,0,0
+job_hunte,127,126,0 duplicate(HntTrap) 22-3 -1,0,0
+job_hunte,127,127,0 duplicate(HntTrap) 22-4 -1,0,0
+job_hunte,52,122,0 duplicate(HntTrap) 23-1 -1,0,1
+job_hunte,52,122,0 duplicate(HntTrap) 23-2 -1,0,1
+job_hunte,53,120,0 duplicate(HntTrap) 23-3 -1,1,0
+job_hunte,54,121,0 duplicate(HntTrap) 23-4 -1,0,0
+job_hunte,55,121,0 duplicate(HntTrap) 23-5 -1,0,0
+job_hunte,55,120,0 duplicate(HntTrap) 23-6 -1,0,0
+job_hunte,66,120,0 duplicate(HntTrap) 24-1 -1,0,0
+job_hunte,66,121,0 duplicate(HntTrap) 24-2 -1,0,0
+job_hunte,67,120,0 duplicate(HntTrap) 24-3 -1,0,0
+job_hunte,67,121,0 duplicate(HntTrap) 24-4 -1,0,0
+job_hunte,114,118,0 duplicate(HntTrap) 25-1 -1,0,0
+job_hunte,114,119,0 duplicate(HntTrap) 25-2 -1,0,0
+job_hunte,115,118,0 duplicate(HntTrap) 25-3 -1,0,0
+job_hunte,115,119,0 duplicate(HntTrap) 25-4 -1,0,0
+job_hunte,124,120,0 duplicate(HntTrap) 26-1 -1,0,1
+job_hunte,125,120,0 duplicate(HntTrap) 26-2 -1,0,1
+job_hunte,124,118,0 duplicate(HntTrap) 26-3 -1,0,0
+job_hunte,125,118,0 duplicate(HntTrap) 26-4 -1,0,0
+job_hunte,66,116,0 duplicate(HntTrap) 27-1 -1,0,0
+job_hunte,66,117,0 duplicate(HntTrap) 27-2 -1,0,0
+job_hunte,67,116,0 duplicate(HntTrap) 27-3 -1,0,0
+job_hunte,67,117,0 duplicate(HntTrap) 27-4 -1,0,0
+job_hunte,76,114,0 duplicate(HntTrap) 28-1 -1,0,0
+job_hunte,76,115,0 duplicate(HntTrap) 28-2 -1,0,0
+job_hunte,77,114,0 duplicate(HntTrap) 28-3 -1,0,0
+job_hunte,77,115,0 duplicate(HntTrap) 28-4 -1,0,0
+job_hunte,82,116,0 duplicate(HntTrap) 29-1 -1,0,0
+job_hunte,82,117,0 duplicate(HntTrap) 29-2 -1,0,0
+job_hunte,83,116,0 duplicate(HntTrap) 29-3 -1,0,0
+job_hunte,83,117,0 duplicate(HntTrap) 29-4 -1,0,0
+job_hunte,86,114,0 duplicate(HntTrap) 30-1 -1,0,0
+job_hunte,86,115,0 duplicate(HntTrap) 30-2 -1,0,0
+job_hunte,87,114,0 duplicate(HntTrap) 30-3 -1,0,0
+job_hunte,87,115,0 duplicate(HntTrap) 30-4 -1,0,0
+job_hunte,92,115,0 duplicate(HntTrap) 31-1 -1,1,0
+job_hunte,92,114,0 duplicate(HntTrap) 31-2 -1,1,0
+job_hunte,90,115,0 duplicate(HntTrap) 31-3 -1,0,0
+job_hunte,102,116,0 duplicate(HntTrap) 32-1 -1,0,0
+job_hunte,102,117,0 duplicate(HntTrap) 32-2 -1,0,0
+job_hunte,103,116,0 duplicate(HntTrap) 32-3 -1,0,0
+job_hunte,103,117,0 duplicate(HntTrap) 32-4 -1,0,0
+job_hunte,114,114,0 duplicate(HntTrap) 33-1 -1,0,0
+job_hunte,114,115,0 duplicate(HntTrap) 33-2 -1,0,0
+job_hunte,115,114,0 duplicate(HntTrap) 33-3 -1,0,0
+job_hunte,115,115,0 duplicate(HntTrap) 33-4 -1,0,0
+job_hunte,54,110,0 duplicate(HntTrap) 34-1 -1,0,1
+job_hunte,55,110,0 duplicate(HntTrap) 34-2 -1,0,1
+job_hunte,54,108,0 duplicate(HntTrap) 34-3 -1,0,0
+job_hunte,55,108,0 duplicate(HntTrap) 34-4 -1,0,0
+job_hunte,64,112,0 duplicate(HntTrap) 35-1 -1,0,0
+job_hunte,64,113,0 duplicate(HntTrap) 35-2 -1,0,0
+job_hunte,65,112,0 duplicate(HntTrap) 35-3 -1,0,0
+job_hunte,65,113,0 duplicate(HntTrap) 35-4 -1,0,0
+job_hunte,80,110,0 duplicate(HntTrap) 36-1 -1,0,0
+job_hunte,80,111,0 duplicate(HntTrap) 36-2 -1,0,0
+job_hunte,81,110,0 duplicate(HntTrap) 36-3 -1,0,0
+job_hunte,81,111,0 duplicate(HntTrap) 36-4 -1,0,0
+job_hunte,90,108,0 duplicate(HntTrap) 37-1 -1,0,6
+job_hunte,91,108,0 duplicate(HntTrap) 37-2 -1,0,5
+job_hunte,91,102,0 duplicate(HntTrap) 37-3 -1,0,0
+job_hunte,98,109,0 duplicate(HntTrap) 38-1 -1,0,2
+job_hunte,99,109,0 duplicate(HntTrap) 38-2 -1,0,2
+job_hunte,103,109,0 duplicate(HntTrap) 38-3 -1,3,0
+job_hunte,103,108,0 duplicate(HntTrap) 38-4 -1,3,0
+job_hunte,97,106,0 duplicate(HntTrap) 39-1 -1,2,0
+job_hunte,96,107,0 duplicate(HntTrap) 39-2 -1,1,0
+job_hunte,94,108,0 duplicate(HntTrap) 39-3 -1,0,1
+job_hunte,95,109,0 duplicate(HntTrap) 39-4 -1,0,0
+job_hunte,95,108,0 duplicate(HntTrap) 40-1 -1,0,0
+job_hunte,94,106,0 duplicate(HntTrap) 40-2 -1,0,0
+job_hunte,96,102,0 duplicate(HntTrap) 40-3 -1,0,3
+job_hunte,97,102,0 duplicate(HntTrap) 40-4 -1,0,3
+job_hunte,95,98,0 duplicate(HntTrap) 41-1 -1,2,0
+job_hunte,94,99,0 duplicate(HntTrap) 42-1 -1,1,0
+job_hunte,92,98,0 duplicate(HntTrap) 43-1 -1,0,0
+job_hunte,112,110,0 duplicate(HntTrap) 44-1 -1,0,0
+job_hunte,112,111,0 duplicate(HntTrap) 44-2 -1,0,0
+job_hunte,113,110,0 duplicate(HntTrap) 44-3 -1,0,0
+job_hunte,113,111,0 duplicate(HntTrap) 44-4 -1,0,0
+job_hunte,126,108,0 duplicate(HntTrap) 45-1 -1,0,1
+job_hunte,127,108,0 duplicate(HntTrap) 45-2 -1,0,1
+job_hunte,126,106,0 duplicate(HntTrap) 45-3 -1,0,0
+job_hunte,126,106,0 duplicate(HntTrap) 45-4 -1,0,0
+job_hunte,53,102,0 duplicate(HntTrap) 46-1 -1,1,1
+job_hunte,55,102,0 duplicate(HntTrap) 46-2 -1,0,1
+job_hunte,53,100,0 duplicate(HntTrap) 46-3 -1,1,0
+job_hunte,55,100,0 duplicate(HntTrap) 46-4 -1,0,0
+job_hunte,64,106,0 duplicate(HntTrap) 47-1 -1,0,0
+job_hunte,64,107,0 duplicate(HntTrap) 47-2 -1,0,0
+job_hunte,65,106,0 duplicate(HntTrap) 47-3 -1,0,0
+job_hunte,65,107,0 duplicate(HntTrap) 47-4 -1,0,0
+job_hunte,66,100,0 duplicate(HntTrap) 48-1 -1,0,0
+job_hunte,66,101,0 duplicate(HntTrap) 48-2 -1,0,0
+job_hunte,67,100,0 duplicate(HntTrap) 48-3 -1,0,0
+job_hunte,67,101,0 duplicate(HntTrap) 48-4 -1,0,0
+job_hunte,86,106,0 duplicate(HntTrap) 49-1 -1,0,1
+job_hunte,87,106,0 duplicate(HntTrap) 49-2 -1,0,1
+job_hunte,82,104,0 duplicate(HntTrap) 49-3 -1,5,0
+job_hunte,81,105,0 duplicate(HntTrap) 49-4 -1,4,0
+job_hunte,76,105,0 duplicate(HntTrap) 50-1 -1,0,0
+job_hunte,76,104,0 duplicate(HntTrap) 50-2 -1,0,0
+job_hunte,78,101,0 duplicate(HntTrap) 50-3 -1,0,2
+job_hunte,79,101,0 duplicate(HntTrap) 50-4 -1,0,2
+job_hunte,76,99,0 duplicate(HntTrap) 51-1 -1,1,0
+job_hunte,77,98,0 duplicate(HntTrap) 51-2 -1,2,0
+job_hunte,74,99,0 duplicate(HntTrap) 51-3 -1,0,0
+job_hunte,74,98,0 duplicate(HntTrap) 51-4 -1,0,0
+job_hunte,82,100,0 duplicate(HntTrap) 53-1 -1,0,0
+job_hunte,82,101,0 duplicate(HntTrap) 53-2 -1,0,0
+job_hunte,83,100,0 duplicate(HntTrap) 53-3 -1,0,0
+job_hunte,83,101,0 duplicate(HntTrap) 53-4 -1,0,0
+job_hunte,106,104,0 duplicate(HntTrap) 54-1 -1,0,0
+job_hunte,106,105,0 duplicate(HntTrap) 54-2 -1,0,0
+job_hunte,107,104,0 duplicate(HntTrap) 54-3 -1,0,0
+job_hunte,107,105,0 duplicate(HntTrap) 54-4 -1,0,0
+job_hunte,112,104,0 duplicate(HntTrap) 55-1 -1,0,1
+job_hunte,113,104,0 duplicate(HntTrap) 55-2 -1,0,1
+job_hunte,112,102,0 duplicate(HntTrap) 55-3 -1,0,0
+job_hunte,113,102,0 duplicate(HntTrap) 55-4 -1,0,0
+job_hunte,54,92,0 duplicate(HntTrap) 56-1 -1,0,0
+job_hunte,54,93,0 duplicate(HntTrap) 56-2 -1,0,0
+job_hunte,55,92,0 duplicate(HntTrap) 56-3 -1,0,0
+job_hunte,55,93,0 duplicate(HntTrap) 56-4 -1,0,0
+job_hunte,52,90,0 duplicate(HntTrap) 56-5 -1,0,0
+job_hunte,52,91,0 duplicate(HntTrap) 56-6 -1,0,0
+job_hunte,53,90,0 duplicate(HntTrap) 56-7 -1,0,0
+job_hunte,53,91,0 duplicate(HntTrap) 56-8 -1,0,0
+job_hunte,64,92,0 duplicate(HntTrap) 57-1 -1,0,0
+job_hunte,64,93,0 duplicate(HntTrap) 57-2 -1,0,0
+job_hunte,65,92,0 duplicate(HntTrap) 57-3 -1,0,0
+
+job_hunte,65,93,0 script 57-4::HntTrap2 -1,{
+OnTouch:
+ mapannounce "job_hunte",strcharinfo(0) + ", has failed me! Go back to where you started!",bc_map;
+ set HNTR_Q,13;
+ warp "job_hunte",176,22;
+ donpcevent "Waiting Room#hnt::OnDisable";
+ donpcevent "Manager#hnt::OnDisable";
end;
}
-job_hunte,53,140,1 duplicate(HntTrap) 1-2 139,0,1
-job_hunte,54,141,1 duplicate(HntTrap) 1-3 139,0,0
-job_hunte,55,141,1 duplicate(HntTrap) 1-4 139,0,0
-job_hunte,55,140,1 duplicate(HntTrap) 1-5 139,0,0
-job_hunte,54,140,1 duplicate(HntTrap) 1-6 139,0,0
-job_hunte,52,138,1 duplicate(HntTrap) 1-7 139,0,0
-job_hunte,53,138,1 duplicate(HntTrap) 1-8 139,0,0
-job_hunte,62,140,1 duplicate(HntTrap) 2-1 139,0,1
-job_hunte,63,140,1 duplicate(HntTrap) 2-2 139,0,1
-job_hunte,64,140,1 duplicate(HntTrap) 2-3 139,0,0
-job_hunte,64,141,1 duplicate(HntTrap) 2-4 139,0,0
-job_hunte,65,140,1 duplicate(HntTrap) 2-5 139,0,0
-job_hunte,65,141,1 duplicate(HntTrap) 2-6 139,0,0
-job_hunte,62,138,1 duplicate(HntTrap) 2-7 139,0,0
-job_hunte,63,138,1 duplicate(HntTrap) 2-8 139,0,0
-job_hunte,72,140,1 duplicate(HntTrap) 3-1 139,0,1
-job_hunte,73,140,1 duplicate(HntTrap) 3-2 139,0,1
-job_hunte,72,138,1 duplicate(HntTrap) 3-3 139,0,0
-job_hunte,72,138,1 duplicate(HntTrap) 3-4 139,0,0
-job_hunte,78,140,1 duplicate(HntTrap) 4-1 139,0,0
-job_hunte,78,141,1 duplicate(HntTrap) 4-2 139,0,0
-job_hunte,79,140,1 duplicate(HntTrap) 4-3 139,0,0
-job_hunte,79,141,1 duplicate(HntTrap) 4-4 139,0,0
-job_hunte,82,138,1 duplicate(HntTrap) 5-1 139,0,0
-job_hunte,82,139,1 duplicate(HntTrap) 5-2 139,0,0
-job_hunte,83,138,1 duplicate(HntTrap) 5-3 139,0,0
-job_hunte,83,139,1 duplicate(HntTrap) 5-4 139,0,0
-job_hunte,99,138,1 duplicate(HntTrap) 6-1 139,1,0
-job_hunte,99,139,1 duplicate(HntTrap) 6-2 139,1,0
-job_hunte,101,138,1 duplicate(HntTrap) 6-3 139,0,0
-job_hunte,101,139,1 duplicate(HntTrap) 6-4 139,0,0
-job_hunte,106,140,1 duplicate(HntTrap) 7-1 139,0,1
-job_hunte,107,140,1 duplicate(HntTrap) 7-2 139,0,1
-job_hunte,106,138,1 duplicate(HntTrap) 7-3 139,0,0
-job_hunte,107,138,1 duplicate(HntTrap) 7-4 139,0,0
-job_hunte,112,140,1 duplicate(HntTrap) 8-1 139,0,0
-job_hunte,112,141,1 duplicate(HntTrap) 8-2 139,0,0
-job_hunte,113,140,1 duplicate(HntTrap) 8-3 139,0,0
-job_hunte,113,141,1 duplicate(HntTrap) 8-4 139,0,0
-job_hunte,116,140,1 duplicate(HntTrap) 9-1 139,0,0
-job_hunte,116,141,1 duplicate(HntTrap) 9-2 139,0,0
-job_hunte,117,140,1 duplicate(HntTrap) 9-3 139,0,0
-job_hunte,117,141,1 duplicate(HntTrap) 9-4 139,0,0
-job_hunte,120,138,1 duplicate(HntTrap) 10-1 139,0,0
-job_hunte,120,139,1 duplicate(HntTrap) 10-2 139,0,0
-job_hunte,121,138,1 duplicate(HntTrap) 10-3 139,0,0
-job_hunte,121,139,1 duplicate(HntTrap) 10-4 139,0,0
-job_hunte,126,139,1 duplicate(HntTrap) 11-1 139,0,2
-job_hunte,127,139,1 duplicate(HntTrap) 11-2 139,0,2
-job_hunte,126,136,1 duplicate(HntTrap) 11-3 139,0,0
-job_hunte,127,136,1 duplicate(HntTrap) 11-4 139,0,0
-job_hunte,52,134,1 duplicate(HntTrap) 12-1 139,0,1
-job_hunte,53,134,1 duplicate(HntTrap) 12-2 139,0,1
-job_hunte,52,132,1 duplicate(HntTrap) 12-3 139,0,0
-job_hunte,53,132,1 duplicate(HntTrap) 12-4 139,0,0
-job_hunte,124,130,1 duplicate(HntTrap) 13-1 139,0,0
-job_hunte,124,131,1 duplicate(HntTrap) 13-2 139,0,0
-job_hunte,125,130,1 duplicate(HntTrap) 13-3 139,0,0
-job_hunte,125,131,1 duplicate(HntTrap) 13-4 139,0,0
-job_hunte,64,128,1 duplicate(HntTrap) 14-1 139,0,0
-job_hunte,64,129,1 duplicate(HntTrap) 14-2 139,0,0
-job_hunte,65,128,1 duplicate(HntTrap) 14-3 139,0,0
-job_hunte,65,129,1 duplicate(HntTrap) 14-4 139,0,0
-job_hunte,68,126,1 duplicate(HntTrap) 15-1 139,0,0
-job_hunte,68,127,1 duplicate(HntTrap) 15-2 139,0,0
-job_hunte,69,126,1 duplicate(HntTrap) 15-3 139,0,0
-job_hunte,69,127,1 duplicate(HntTrap) 15-4 139,0,0
-job_hunte,75,128,1 duplicate(HntTrap) 16-1 139,1,0
-job_hunte,75,129,1 duplicate(HntTrap) 16-2 139,1,0
-job_hunte,77,128,1 duplicate(HntTrap) 16-3 139,0,0
-job_hunte,77,129,1 duplicate(HntTrap) 16-4 139,0,0
-job_hunte,82,126,1 duplicate(HntTrap) 17-1 139,0,0
-job_hunte,82,127,1 duplicate(HntTrap) 17-2 139,0,0
-job_hunte,83,126,1 duplicate(HntTrap) 17-3 139,0,0
-job_hunte,83,127,1 duplicate(HntTrap) 17-4 139,0,0
-job_hunte,96,128,1 duplicate(HntTrap) 18-1 139,0,0
-job_hunte,96,129,1 duplicate(HntTrap) 18-2 139,0,0
-job_hunte,97,128,1 duplicate(HntTrap) 18-3 139,0,0
-job_hunte,97,129,1 duplicate(HntTrap) 18-4 139,0,0
-job_hunte,100,126,1 duplicate(HntTrap) 19-1 139,0,0
-job_hunte,100,127,1 duplicate(HntTrap) 19-2 139,0,0
-job_hunte,101,126,1 duplicate(HntTrap) 19-3 139,0,0
-job_hunte,101,127,1 duplicate(HntTrap) 19-4 139,0,0
-job_hunte,106,128,1 duplicate(HntTrap) 20-1 139,0,0
-job_hunte,106,129,1 duplicate(HntTrap) 20-2 139,0,0
-job_hunte,107,128,1 duplicate(HntTrap) 20-3 139,0,0
-job_hunte,107,129,1 duplicate(HntTrap) 20-4 139,0,0
-job_hunte,112,126,1 duplicate(HntTrap) 21-1 139,0,0
-job_hunte,112,127,1 duplicate(HntTrap) 21-2 139,0,0
-job_hunte,113,126,1 duplicate(HntTrap) 21-3 139,0,0
-job_hunte,113,127,1 duplicate(HntTrap) 21-4 139,0,0
-job_hunte,126,126,1 duplicate(HntTrap) 22-1 139,0,0
-job_hunte,126,127,1 duplicate(HntTrap) 22-2 139,0,0
-job_hunte,127,126,1 duplicate(HntTrap) 22-3 139,0,0
-job_hunte,127,127,1 duplicate(HntTrap) 22-4 139,0,0
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-job_hunte,52,122,1 duplicate(HntTrap) 23-2 139,0,1
-job_hunte,53,120,1 duplicate(HntTrap) 23-3 139,1,0
-job_hunte,54,121,1 duplicate(HntTrap) 23-4 139,0,0
-job_hunte,55,121,1 duplicate(HntTrap) 23-5 139,0,0
-job_hunte,55,120,1 duplicate(HntTrap) 23-6 139,0,0
-job_hunte,66,120,1 duplicate(HntTrap) 24-1 139,0,0
-job_hunte,66,121,1 duplicate(HntTrap) 24-2 139,0,0
-job_hunte,67,120,1 duplicate(HntTrap) 24-3 139,0,0
-job_hunte,67,121,1 duplicate(HntTrap) 24-4 139,0,0
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-job_hunte,114,119,1 duplicate(HntTrap) 25-2 139,0,0
-job_hunte,115,118,1 duplicate(HntTrap) 25-3 139,0,0
-job_hunte,115,119,1 duplicate(HntTrap) 25-4 139,0,0
-job_hunte,124,120,1 duplicate(HntTrap) 26-1 139,0,1
-job_hunte,125,120,1 duplicate(HntTrap) 26-2 139,0,1
-job_hunte,124,118,1 duplicate(HntTrap) 26-3 139,0,0
-job_hunte,125,118,1 duplicate(HntTrap) 26-4 139,0,0
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-job_hunte,66,117,1 duplicate(HntTrap) 27-2 139,0,0
-job_hunte,67,116,1 duplicate(HntTrap) 27-3 139,0,0
-job_hunte,67,117,1 duplicate(HntTrap) 27-4 139,0,0
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-job_hunte,76,115,1 duplicate(HntTrap) 28-2 139,0,0
-job_hunte,77,114,1 duplicate(HntTrap) 28-3 139,0,0
-job_hunte,77,115,1 duplicate(HntTrap) 28-4 139,0,0
-job_hunte,82,116,1 duplicate(HntTrap) 29-1 139,0,0
-job_hunte,82,117,1 duplicate(HntTrap) 29-2 139,0,0
-job_hunte,83,116,1 duplicate(HntTrap) 29-3 139,0,0
-job_hunte,83,117,1 duplicate(HntTrap) 29-4 139,0,0
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-job_hunte,86,115,1 duplicate(HntTrap) 30-2 139,0,0
-job_hunte,87,114,1 duplicate(HntTrap) 30-3 139,0,0
-job_hunte,87,115,1 duplicate(HntTrap) 30-4 139,0,0
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-job_hunte,92,114,1 duplicate(HntTrap) 31-2 139,1,0
-job_hunte,90,115,1 duplicate(HntTrap) 31-3 139,0,0
-job_hunte,102,116,1 duplicate(HntTrap) 32-1 139,0,0
-job_hunte,102,117,1 duplicate(HntTrap) 32-2 139,0,0
-job_hunte,103,116,1 duplicate(HntTrap) 32-3 139,0,0
-job_hunte,103,117,1 duplicate(HntTrap) 32-4 139,0,0
-job_hunte,114,114,1 duplicate(HntTrap) 33-1 139,0,0
-job_hunte,114,115,1 duplicate(HntTrap) 33-2 139,0,0
-job_hunte,115,114,1 duplicate(HntTrap) 33-3 139,0,0
-job_hunte,115,115,1 duplicate(HntTrap) 33-4 139,0,0
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-job_hunte,55,110,1 duplicate(HntTrap) 34-2 139,0,1
-job_hunte,54,108,1 duplicate(HntTrap) 34-3 139,0,0
-job_hunte,55,108,1 duplicate(HntTrap) 34-4 139,0,0
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-job_hunte,64,113,1 duplicate(HntTrap) 35-2 139,0,0
-job_hunte,65,112,1 duplicate(HntTrap) 35-3 139,0,0
-job_hunte,65,113,1 duplicate(HntTrap) 35-4 139,0,0
-job_hunte,80,110,1 duplicate(HntTrap) 36-1 139,0,0
-job_hunte,80,111,1 duplicate(HntTrap) 36-2 139,0,0
-job_hunte,81,110,1 duplicate(HntTrap) 36-3 139,0,0
-job_hunte,81,111,1 duplicate(HntTrap) 36-4 139,0,0
-job_hunte,90,108,1 duplicate(HntTrap) 37-1 139,0,6
-job_hunte,91,108,1 duplicate(HntTrap) 37-2 139,0,5
-job_hunte,91,102,1 duplicate(HntTrap) 37-3 139,0,0
-job_hunte,98,109,1 duplicate(HntTrap) 38-1 139,0,2
-job_hunte,99,109,1 duplicate(HntTrap) 38-2 139,0,2
-job_hunte,103,109,1 duplicate(HntTrap) 38-3 139,3,0
-job_hunte,103,108,1 duplicate(HntTrap) 38-4 139,3,0
-job_hunte,97,106,1 duplicate(HntTrap) 39-1 139,2,0
-job_hunte,96,107,1 duplicate(HntTrap) 39-2 139,1,0
-job_hunte,94,108,1 duplicate(HntTrap) 39-3 139,0,1
-job_hunte,95,109,1 duplicate(HntTrap) 39-4 139,0,0
-job_hunte,95,108,1 duplicate(HntTrap) 40-1 139,0,0
-job_hunte,94,106,1 duplicate(HntTrap) 40-2 139,0,0
-job_hunte,96,102,1 duplicate(HntTrap) 40-3 139,0,3
-job_hunte,97,102,1 duplicate(HntTrap) 40-4 139,0,3
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-job_hunte,94,99,1 duplicate(HntTrap) 42-1 139,1,0
-job_hunte,92,98,1 duplicate(HntTrap) 43-1 139,0,0
-job_hunte,112,110,1 duplicate(HntTrap) 44-1 139,0,0
-job_hunte,112,111,1 duplicate(HntTrap) 44-2 139,0,0
-job_hunte,113,110,1 duplicate(HntTrap) 44-3 139,0,0
-job_hunte,113,111,1 duplicate(HntTrap) 44-4 139,0,0
-job_hunte,126,108,1 duplicate(HntTrap) 45-1 139,0,1
-job_hunte,127,108,1 duplicate(HntTrap) 45-2 139,0,1
-job_hunte,126,106,1 duplicate(HntTrap) 45-3 139,0,0
-job_hunte,126,106,1 duplicate(HntTrap) 45-4 139,0,0
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-job_hunte,55,102,1 duplicate(HntTrap) 46-2 139,0,1
-job_hunte,53,100,1 duplicate(HntTrap) 46-3 139,1,0
-job_hunte,55,100,1 duplicate(HntTrap) 46-4 139,0,0
-job_hunte,64,106,1 duplicate(HntTrap) 47-1 139,0,0
-job_hunte,64,107,1 duplicate(HntTrap) 47-2 139,0,0
-job_hunte,65,106,1 duplicate(HntTrap) 47-3 139,0,0
-job_hunte,65,107,1 duplicate(HntTrap) 47-4 139,0,0
-job_hunte,66,100,1 duplicate(HntTrap) 48-1 139,0,0
-job_hunte,66,101,1 duplicate(HntTrap) 48-2 139,0,0
-job_hunte,67,100,1 duplicate(HntTrap) 48-3 139,0,0
-job_hunte,67,101,1 duplicate(HntTrap) 48-4 139,0,0
-job_hunte,86,106,1 duplicate(HntTrap) 49-1 139,0,1
-job_hunte,87,106,1 duplicate(HntTrap) 49-2 139,0,1
-job_hunte,82,104,1 duplicate(HntTrap) 49-3 139,5,0
-job_hunte,81,105,1 duplicate(HntTrap) 49-4 139,4,0
-job_hunte,76,105,1 duplicate(HntTrap) 50-1 139,0,0
-job_hunte,76,104,1 duplicate(HntTrap) 50-2 139,0,0
-job_hunte,78,101,1 duplicate(HntTrap) 50-3 139,0,2
-job_hunte,79,101,1 duplicate(HntTrap) 50-4 139,0,2
-job_hunte,76,99,1 duplicate(HntTrap) 51-1 139,1,0
-job_hunte,77,98,1 duplicate(HntTrap) 51-2 139,2,0
-job_hunte,74,99,1 duplicate(HntTrap) 51-3 139,0,0
-job_hunte,74,98,1 duplicate(HntTrap) 51-4 139,0,0
-job_hunte,82,100,1 duplicate(HntTrap) 53-1 139,0,0
-job_hunte,82,101,1 duplicate(HntTrap) 53-2 139,0,0
-job_hunte,83,100,1 duplicate(HntTrap) 53-3 139,0,0
-job_hunte,83,101,1 duplicate(HntTrap) 53-4 139,0,0
-job_hunte,106,104,1 duplicate(HntTrap) 54-1 139,0,0
-job_hunte,106,105,1 duplicate(HntTrap) 54-2 139,0,0
-job_hunte,107,104,1 duplicate(HntTrap) 54-3 139,0,0
-job_hunte,107,105,1 duplicate(HntTrap) 54-4 139,0,0
-job_hunte,112,104,1 duplicate(HntTrap) 55-1 139,0,1
-job_hunte,113,104,1 duplicate(HntTrap) 55-2 139,0,1
-job_hunte,112,102,1 duplicate(HntTrap) 55-3 139,0,0
-job_hunte,113,102,1 duplicate(HntTrap) 55-4 139,0,0
-job_hunte,54,92,1 duplicate(HntTrap) 56-1 139,0,0
-job_hunte,54,93,1 duplicate(HntTrap) 56-2 139,0,0
-job_hunte,55,92,1 duplicate(HntTrap) 56-3 139,0,0
-job_hunte,55,93,1 duplicate(HntTrap) 56-4 139,0,0
-job_hunte,52,90,1 duplicate(HntTrap) 56-5 139,0,0
-job_hunte,52,91,1 duplicate(HntTrap) 56-6 139,0,0
-job_hunte,53,90,1 duplicate(HntTrap) 56-7 139,0,0
-job_hunte,53,91,1 duplicate(HntTrap) 56-8 139,0,0
-job_hunte,64,92,1 duplicate(HntTrap) 57-1 139,0,0
-job_hunte,64,93,1 duplicate(HntTrap) 57-2 139,0,0
-job_hunte,65,92,1 duplicate(HntTrap) 57-3 139,0,0
-job_hunte,65,93,1 duplicate(HntTrap) 57-4 139,0,0
-job_hunte,76,94,1 duplicate(HntTrap) 58-1 139,0,0
-job_hunte,76,95,1 duplicate(HntTrap) 58-2 139,0,0
-job_hunte,77,94,1 duplicate(HntTrap) 58-3 139,0,0
-job_hunte,77,95,1 duplicate(HntTrap) 58-4 139,0,0
-job_hunte,78,92,1 duplicate(HntTrap) 59-1 139,0,0
-job_hunte,78,93,1 duplicate(HntTrap) 59-2 139,0,0
-job_hunte,79,92,1 duplicate(HntTrap) 59-3 139,0,0
-job_hunte,79,93,1 duplicate(HntTrap) 59-4 139,0,0
-job_hunte,86,92,1 duplicate(HntTrap) 60-1 139,0,0
-job_hunte,86,93,1 duplicate(HntTrap) 60-2 139,0,0
-job_hunte,87,92,1 duplicate(HntTrap) 60-3 139,0,0
-job_hunte,87,93,1 duplicate(HntTrap) 60-4 139,0,0
-job_hunte,90,96,1 duplicate(HntTrap) 61-1 139,0,0
-job_hunte,90,97,1 duplicate(HntTrap) 61-2 139,0,0
-job_hunte,91,96,1 duplicate(HntTrap) 61-3 139,0,0
-job_hunte,91,97,1 duplicate(HntTrap) 61-4 139,0,0
-job_hunte,99,95,1 duplicate(HntTrap) 62-1 139,1,0
-job_hunte,99,94,1 duplicate(HntTrap) 62-2 139,1,0
-job_hunte,101,94,1 duplicate(HntTrap) 62-3 139,0,1
-job_hunte,100,93,1 duplicate(HntTrap) 62-4 139,0,0
-job_hunte,100,92,1 duplicate(HntTrap) 63-1 139,0,0
-job_hunte,101,92,1 duplicate(HntTrap) 63-2 139,0,0
-job_hunte,102,98,1 duplicate(HntTrap) 64-1 139,0,0
-job_hunte,102,99,1 duplicate(HntTrap) 64-2 139,0,0
-job_hunte,103,98,1 duplicate(HntTrap) 64-3 139,0,0
-job_hunte,103,99,1 duplicate(HntTrap) 64-4 139,0,0
-job_hunte,102,90,1 duplicate(HntTrap) 65-1 139,0,0
-job_hunte,102,91,1 duplicate(HntTrap) 65-2 139,0,0
-job_hunte,103,90,1 duplicate(HntTrap) 65-3 139,0,0
-job_hunte,103,91,1 duplicate(HntTrap) 65-4 139,0,0
-job_hunte,114,96,1 duplicate(HntTrap) 66-1 139,0,0
-job_hunte,114,97,1 duplicate(HntTrap) 66-2 139,0,0
-job_hunte,115,96,1 duplicate(HntTrap) 66-3 139,0,0
-job_hunte,115,97,1 duplicate(HntTrap) 66-4 139,0,0
-job_hunte,112,90,1 duplicate(HntTrap) 67-1 139,0,0
-job_hunte,112,91,1 duplicate(HntTrap) 67-2 139,0,0
-job_hunte,113,90,1 duplicate(HntTrap) 67-3 139,0,0
-job_hunte,113,91,1 duplicate(HntTrap) 67-4 139,0,0
-job_hunte,125,97,1 duplicate(HntTrap) 68-1 139,1,0
-job_hunte,125,96,1 duplicate(HntTrap) 68-2 139,1,0
-job_hunte,127,96,1 duplicate(HntTrap) 68-3 139,0,0
-job_hunte,127,97,1 duplicate(HntTrap) 68-4 139,0,0
-job_hunte,52,86,1 duplicate(HntTrap) 69-1 139,0,0
-job_hunte,52,87,1 duplicate(HntTrap) 69-2 139,0,0
-job_hunte,53,86,1 duplicate(HntTrap) 69-3 139,0,0
-job_hunte,53,87,1 duplicate(HntTrap) 69-4 139,0,0
-job_hunte,66,88,1 duplicate(HntTrap) 70-1 139,0,0
-job_hunte,66,89,1 duplicate(HntTrap) 70-2 139,0,0
-job_hunte,67,88,1 duplicate(HntTrap) 70-3 139,0,0
-job_hunte,67,89,1 duplicate(HntTrap) 70-4 139,0,0
-job_hunte,114,84,1 duplicate(HntTrap) 71-1 139,0,0
-job_hunte,114,85,1 duplicate(HntTrap) 71-2 139,0,0
-job_hunte,115,84,1 duplicate(HntTrap) 71-3 139,0,0
-job_hunte,115,85,1 duplicate(HntTrap) 71-4 139,0,0
-job_hunte,126,86,1 duplicate(HntTrap) 72-1 139,0,0
-job_hunte,126,87,1 duplicate(HntTrap) 72-2 139,0,0
-job_hunte,127,86,1 duplicate(HntTrap) 72-3 139,0,0
-job_hunte,127,87,1 duplicate(HntTrap) 72-4 139,0,0
-job_hunte,54,80,1 duplicate(HntTrap) 73-1 139,0,1
-job_hunte,55,80,1 duplicate(HntTrap) 73-2 139,0,1
-job_hunte,55,80,1 duplicate(HntTrap) 73-3 139,0,0
-job_hunte,55,78,1 duplicate(HntTrap) 73-4 139,0,0
-job_hunte,64,82,1 duplicate(HntTrap) 74-1 139,0,1
-job_hunte,65,82,1 duplicate(HntTrap) 74-2 139,0,1
-job_hunte,64,80,1 duplicate(HntTrap) 74-3 139,0,0
-job_hunte,65,80,1 duplicate(HntTrap) 74-4 139,0,0
-job_hunte,66,78,1 duplicate(HntTrap) 75-1 139,0,0
-job_hunte,66,79,1 duplicate(HntTrap) 75-2 139,0,0
-job_hunte,67,78,1 duplicate(HntTrap) 75-3 139,0,0
-job_hunte,67,79,1 duplicate(HntTrap) 75-4 139,0,0
-job_hunte,74,78,1 duplicate(HntTrap) 76-1 139,0,0
-job_hunte,74,79,1 duplicate(HntTrap) 76-2 139,0,0
-job_hunte,75,78,1 duplicate(HntTrap) 76-3 139,0,0
-job_hunte,75,79,1 duplicate(HntTrap) 76-4 139,0,0
-job_hunte,78,80,1 duplicate(HntTrap) 77-1 139,0,0
-job_hunte,78,81,1 duplicate(HntTrap) 77-2 139,0,0
-job_hunte,79,80,1 duplicate(HntTrap) 77-3 139,0,0
-job_hunte,79,81,1 duplicate(HntTrap) 77-4 139,0,0
-job_hunte,82,78,1 duplicate(HntTrap) 78-1 139,0,0
-job_hunte,82,79,1 duplicate(HntTrap) 78-2 139,0,0
-job_hunte,83,78,1 duplicate(HntTrap) 78-3 139,0,0
-job_hunte,83,79,1 duplicate(HntTrap) 78-4 139,0,0
-job_hunte,94,78,1 duplicate(HntTrap) 79-1 139,0,0
-job_hunte,94,79,1 duplicate(HntTrap) 79-2 139,0,0
-job_hunte,95,78,1 duplicate(HntTrap) 79-3 139,0,0
-job_hunte,95,79,1 duplicate(HntTrap) 79-4 139,0,0
-job_hunte,101,80,1 duplicate(HntTrap) 80-1 139,1,0
-job_hunte,101,81,1 duplicate(HntTrap) 80-2 139,1,0
-job_hunte,103,81,1 duplicate(HntTrap) 80-3 139,0,0
-job_hunte,103,80,1 duplicate(HntTrap) 80-4 139,0,0
-job_hunte,104,78,1 duplicate(HntTrap) 81-1 139,0,0
-job_hunte,104,79,1 duplicate(HntTrap) 81-2 139,0,0
-job_hunte,105,78,1 duplicate(HntTrap) 81-3 139,0,0
-job_hunte,105,79,1 duplicate(HntTrap) 81-4 139,0,0
-job_hunte,110,78,1 duplicate(HntTrap) 82-1 139,0,0
-job_hunte,110,79,1 duplicate(HntTrap) 82-2 139,0,0
-job_hunte,111,78,1 duplicate(HntTrap) 82-3 139,0,0
-job_hunte,111,79,1 duplicate(HntTrap) 82-4 139,0,0
-job_hunte,114,80,1 duplicate(HntTrap) 83-1 139,0,0
-job_hunte,114,81,1 duplicate(HntTrap) 83-2 139,0,0
-job_hunte,115,80,1 duplicate(HntTrap) 83-3 139,0,0
-job_hunte,115,81,1 duplicate(HntTrap) 83-4 139,0,0
-job_hunte,124,78,1 duplicate(HntTrap) 84-1 139,0,0
-job_hunte,124,79,1 duplicate(HntTrap) 84-2 139,0,0
-job_hunte,125,78,1 duplicate(HntTrap) 84-3 139,0,0
-job_hunte,125,79,1 duplicate(HntTrap) 84-4 139,0,0
-job_hunte,126,82,1 duplicate(HntTrap) 85-1 139,0,0
-job_hunte,126,83,1 duplicate(HntTrap) 85-2 139,0,0
-job_hunte,127,82,1 duplicate(HntTrap) 85-3 139,0,0
-job_hunte,127,83,1 duplicate(HntTrap) 85-4 139,0,0
-job_hunte,52,68,1 duplicate(HntTrap) 86-1 139,0,1
-job_hunte,53,68,1 duplicate(HntTrap) 86-2 139,0,1
-job_hunte,52,66,1 duplicate(HntTrap) 86-3 139,0,0
-job_hunte,53,66,1 duplicate(HntTrap) 86-4 139,0,0
-job_hunte,54,70,1 duplicate(HntTrap) 87-1 139,0,1
-job_hunte,55,70,1 duplicate(HntTrap) 87-2 139,0,1
-job_hunte,54,68,1 duplicate(HntTrap) 87-3 139,0,0
-job_hunte,55,68,1 duplicate(HntTrap) 87-4 139,0,0
-job_hunte,59,66,1 duplicate(HntTrap) 88-1 139,1,0
-job_hunte,59,67,1 duplicate(HntTrap) 88-2 139,1,0
-job_hunte,61,67,1 duplicate(HntTrap) 88-3 139,0,0
-job_hunte,61,66,1 duplicate(HntTrap) 88-4 139,0,0
-job_hunte,68,68,1 duplicate(HntTrap) 89-1 139,0,1
-job_hunte,69,68,1 duplicate(HntTrap) 89-2 139,0,1
-job_hunte,68,66,1 duplicate(HntTrap) 89-3 139,0,0
-job_hunte,69,66,1 duplicate(HntTrap) 89-4 139,0,0
-job_hunte,76,66,1 duplicate(HntTrap) 90-1 139,0,0
-job_hunte,76,67,1 duplicate(HntTrap) 90-2 139,0,0
-job_hunte,77,66,1 duplicate(HntTrap) 90-3 139,0,0
-job_hunte,77,67,1 duplicate(HntTrap) 90-4 139,0,0
-job_hunte,82,68,1 duplicate(HntTrap) 91-1 139,0,0
-job_hunte,82,69,1 duplicate(HntTrap) 91-2 139,0,0
-job_hunte,83,68,1 duplicate(HntTrap) 91-3 139,0,0
-job_hunte,83,69,1 duplicate(HntTrap) 91-4 139,0,0
-job_hunte,96,66,1 duplicate(HntTrap) 92-1 139,0,0
-job_hunte,96,67,1 duplicate(HntTrap) 92-2 139,0,0
-job_hunte,97,66,1 duplicate(HntTrap) 92-3 139,0,0
-job_hunte,97,67,1 duplicate(HntTrap) 92-4 139,0,0
-job_hunte,100,68,1 duplicate(HntTrap) 93-1 139,0,0
-job_hunte,100,69,1 duplicate(HntTrap) 93-2 139,0,0
-job_hunte,101,68,1 duplicate(HntTrap) 93-3 139,0,0
-job_hunte,101,69,1 duplicate(HntTrap) 93-4 139,0,0
-job_hunte,107,66,1 duplicate(HntTrap) 94-1 139,1,0
-job_hunte,107,67,1 duplicate(HntTrap) 94-2 139,1,0
-job_hunte,109,67,1 duplicate(HntTrap) 94-3 139,0,0
-job_hunte,109,66,1 duplicate(HntTrap) 94-4 139,0,0
-job_hunte,117,69,1 duplicate(HntTrap) 95-1 139,1,0
-job_hunte,117,68,1 duplicate(HntTrap) 95-2 139,1,0
-job_hunte,119,69,1 duplicate(HntTrap) 95-3 139,0,0
-job_hunte,119,68,1 duplicate(HntTrap) 95-4 139,0,0
-job_hunte,124,66,1 duplicate(HntTrap) 96-1 139,0,0
-job_hunte,124,67,1 duplicate(HntTrap) 96-2 139,0,0
-job_hunte,125,66,1 duplicate(HntTrap) 96-3 139,0,0
-job_hunte,125,67,1 duplicate(HntTrap) 96-4 139,0,0
-job_hunte,126,70,1 duplicate(HntTrap) 97-1 139,0,0
-job_hunte,126,71,1 duplicate(HntTrap) 97-2 139,0,0
-job_hunte,127,70,1 duplicate(HntTrap) 97-3 139,0,0
-job_hunte,127,71,1 duplicate(HntTrap) 97-4 139,0,0
+job_hunte,76,94,0 duplicate(HntTrap2) 58-1 -1,0,0
+job_hunte,76,95,0 duplicate(HntTrap2) 58-2 -1,0,0
+job_hunte,77,94,0 duplicate(HntTrap2) 58-3 -1,0,0
+job_hunte,77,95,0 duplicate(HntTrap2) 58-4 -1,0,0
+job_hunte,78,92,0 duplicate(HntTrap2) 59-1 -1,0,0
+job_hunte,78,93,0 duplicate(HntTrap2) 59-2 -1,0,0
+job_hunte,79,92,0 duplicate(HntTrap2) 59-3 -1,0,0
+job_hunte,79,93,0 duplicate(HntTrap2) 59-4 -1,0,0
+job_hunte,86,92,0 duplicate(HntTrap2) 60-1 -1,0,0
+job_hunte,86,93,0 duplicate(HntTrap2) 60-2 -1,0,0
+job_hunte,87,92,0 duplicate(HntTrap2) 60-3 -1,0,0
+job_hunte,87,93,0 duplicate(HntTrap2) 60-4 -1,0,0
+job_hunte,90,96,0 duplicate(HntTrap2) 61-1 -1,0,0
+job_hunte,90,97,0 duplicate(HntTrap2) 61-2 -1,0,0
+job_hunte,91,96,0 duplicate(HntTrap2) 61-3 -1,0,0
+job_hunte,91,97,0 duplicate(HntTrap2) 61-4 -1,0,0
+job_hunte,99,95,0 duplicate(HntTrap2) 62-1 -1,1,0
+job_hunte,99,94,0 duplicate(HntTrap2) 62-2 -1,1,0
+job_hunte,101,94,0 duplicate(HntTrap2) 62-3 -1,0,1
+job_hunte,100,93,0 duplicate(HntTrap2) 62-4 -1,0,0
+job_hunte,100,92,0 duplicate(HntTrap2) 63-1 -1,0,0
+job_hunte,101,92,0 duplicate(HntTrap2) 63-2 -1,0,0
+job_hunte,102,98,0 duplicate(HntTrap2) 64-1 -1,0,0
+job_hunte,102,99,0 duplicate(HntTrap2) 64-2 -1,0,0
+job_hunte,103,98,0 duplicate(HntTrap2) 64-3 -1,0,0
+job_hunte,103,99,0 duplicate(HntTrap2) 64-4 -1,0,0
+job_hunte,102,90,0 duplicate(HntTrap2) 65-1 -1,0,0
+job_hunte,102,91,0 duplicate(HntTrap2) 65-2 -1,0,0
+job_hunte,103,90,0 duplicate(HntTrap2) 65-3 -1,0,0
+job_hunte,103,91,0 duplicate(HntTrap2) 65-4 -1,0,0
+job_hunte,114,96,0 duplicate(HntTrap2) 66-1 -1,0,0
+job_hunte,114,97,0 duplicate(HntTrap2) 66-2 -1,0,0
+job_hunte,115,96,0 duplicate(HntTrap2) 66-3 -1,0,0
+job_hunte,115,97,0 duplicate(HntTrap2) 66-4 -1,0,0
+job_hunte,112,90,0 duplicate(HntTrap2) 67-1 -1,0,0
+job_hunte,112,91,0 duplicate(HntTrap2) 67-2 -1,0,0
+job_hunte,113,90,0 duplicate(HntTrap2) 67-3 -1,0,0
+job_hunte,113,91,0 duplicate(HntTrap2) 67-4 -1,0,0
+job_hunte,125,97,0 duplicate(HntTrap2) 68-1 -1,1,0
+job_hunte,125,96,0 duplicate(HntTrap2) 68-2 -1,1,0
+job_hunte,127,96,0 duplicate(HntTrap2) 68-3 -1,0,0
+job_hunte,127,97,0 duplicate(HntTrap2) 68-4 -1,0,0
+job_hunte,52,86,0 duplicate(HntTrap2) 69-1 -1,0,0
+job_hunte,52,87,0 duplicate(HntTrap2) 69-2 -1,0,0
+job_hunte,53,86,0 duplicate(HntTrap2) 69-3 -1,0,0
+job_hunte,53,87,0 duplicate(HntTrap2) 69-4 -1,0,0
+job_hunte,66,88,0 duplicate(HntTrap2) 70-1 -1,0,0
+job_hunte,66,89,0 duplicate(HntTrap2) 70-2 -1,0,0
+job_hunte,67,88,0 duplicate(HntTrap2) 70-3 -1,0,0
+job_hunte,67,89,0 duplicate(HntTrap2) 70-4 -1,0,0
+job_hunte,114,84,0 duplicate(HntTrap2) 71-1 -1,0,0
+job_hunte,114,85,0 duplicate(HntTrap2) 71-2 -1,0,0
+job_hunte,115,84,0 duplicate(HntTrap2) 71-3 -1,0,0
+job_hunte,115,85,0 duplicate(HntTrap2) 71-4 -1,0,0
+job_hunte,126,86,0 duplicate(HntTrap2) 72-1 -1,0,0
+job_hunte,126,87,0 duplicate(HntTrap2) 72-2 -1,0,0
+job_hunte,127,86,0 duplicate(HntTrap2) 72-3 -1,0,0
+job_hunte,127,87,0 duplicate(HntTrap2) 72-4 -1,0,0
+job_hunte,54,80,0 duplicate(HntTrap2) 73-1 -1,0,1
+job_hunte,55,80,0 duplicate(HntTrap2) 73-2 -1,0,1
+job_hunte,55,80,0 duplicate(HntTrap2) 73-3 -1,0,0
+job_hunte,55,78,0 duplicate(HntTrap2) 73-4 -1,0,0
+job_hunte,64,82,0 duplicate(HntTrap2) 74-1 -1,0,1
+job_hunte,65,82,0 duplicate(HntTrap2) 74-2 -1,0,1
+job_hunte,64,80,0 duplicate(HntTrap2) 74-3 -1,0,0
+job_hunte,65,80,0 duplicate(HntTrap2) 74-4 -1,0,0
+job_hunte,66,78,0 duplicate(HntTrap2) 75-1 -1,0,0
+job_hunte,66,79,0 duplicate(HntTrap2) 75-2 -1,0,0
+job_hunte,67,78,0 duplicate(HntTrap2) 75-3 -1,0,0
+job_hunte,67,79,0 duplicate(HntTrap2) 75-4 -1,0,0
+job_hunte,74,78,0 duplicate(HntTrap2) 76-1 -1,0,0
+job_hunte,74,79,0 duplicate(HntTrap2) 76-2 -1,0,0
+job_hunte,75,78,0 duplicate(HntTrap2) 76-3 -1,0,0
+job_hunte,75,79,0 duplicate(HntTrap2) 76-4 -1,0,0
+job_hunte,78,80,0 duplicate(HntTrap2) 77-1 -1,0,0
+job_hunte,78,81,0 duplicate(HntTrap2) 77-2 -1,0,0
+job_hunte,79,80,0 duplicate(HntTrap2) 77-3 -1,0,0
+job_hunte,79,81,0 duplicate(HntTrap2) 77-4 -1,0,0
+job_hunte,82,78,0 duplicate(HntTrap2) 78-1 -1,0,0
+job_hunte,82,79,0 duplicate(HntTrap2) 78-2 -1,0,0
+job_hunte,83,78,0 duplicate(HntTrap2) 78-3 -1,0,0
+job_hunte,83,79,0 duplicate(HntTrap2) 78-4 -1,0,0
+job_hunte,94,78,0 duplicate(HntTrap2) 79-1 -1,0,0
+job_hunte,94,79,0 duplicate(HntTrap2) 79-2 -1,0,0
+job_hunte,95,78,0 duplicate(HntTrap2) 79-3 -1,0,0
+job_hunte,95,79,0 duplicate(HntTrap2) 79-4 -1,0,0
+job_hunte,101,80,0 duplicate(HntTrap2) 80-1 -1,1,0
+job_hunte,101,81,0 duplicate(HntTrap2) 80-2 -1,1,0
+job_hunte,103,81,0 duplicate(HntTrap2) 80-3 -1,0,0
+job_hunte,103,80,0 duplicate(HntTrap2) 80-4 -1,0,0
+job_hunte,104,78,0 duplicate(HntTrap2) 81-1 -1,0,0
+job_hunte,104,79,0 duplicate(HntTrap2) 81-2 -1,0,0
+job_hunte,105,78,0 duplicate(HntTrap2) 81-3 -1,0,0
+job_hunte,105,79,0 duplicate(HntTrap2) 81-4 -1,0,0
+job_hunte,110,78,0 duplicate(HntTrap2) 82-1 -1,0,0
+job_hunte,110,79,0 duplicate(HntTrap2) 82-2 -1,0,0
+job_hunte,111,78,0 duplicate(HntTrap2) 82-3 -1,0,0
+job_hunte,111,79,0 duplicate(HntTrap2) 82-4 -1,0,0
+job_hunte,114,80,0 duplicate(HntTrap2) 83-1 -1,0,0
+job_hunte,114,81,0 duplicate(HntTrap2) 83-2 -1,0,0
+job_hunte,115,80,0 duplicate(HntTrap2) 83-3 -1,0,0
+job_hunte,115,81,0 duplicate(HntTrap2) 83-4 -1,0,0
+job_hunte,124,78,0 duplicate(HntTrap2) 84-1 -1,0,0
+job_hunte,124,79,0 duplicate(HntTrap2) 84-2 -1,0,0
+job_hunte,125,78,0 duplicate(HntTrap2) 84-3 -1,0,0
+job_hunte,125,79,0 duplicate(HntTrap2) 84-4 -1,0,0
+job_hunte,126,82,0 duplicate(HntTrap2) 85-1 -1,0,0
+job_hunte,126,83,0 duplicate(HntTrap2) 85-2 -1,0,0
+job_hunte,127,82,0 duplicate(HntTrap2) 85-3 -1,0,0
+job_hunte,127,83,0 duplicate(HntTrap2) 85-4 -1,0,0
+job_hunte,52,68,0 duplicate(HntTrap2) 86-1 -1,0,1
+job_hunte,53,68,0 duplicate(HntTrap2) 86-2 -1,0,1
+job_hunte,52,66,0 duplicate(HntTrap2) 86-3 -1,0,0
+job_hunte,53,66,0 duplicate(HntTrap2) 86-4 -1,0,0
+job_hunte,54,70,0 duplicate(HntTrap2) 87-1 -1,0,1
+job_hunte,55,70,0 duplicate(HntTrap2) 87-2 -1,0,1
+job_hunte,54,68,0 duplicate(HntTrap2) 87-3 -1,0,0
+job_hunte,55,68,0 duplicate(HntTrap2) 87-4 -1,0,0
+job_hunte,59,66,0 duplicate(HntTrap2) 88-1 -1,1,0
+job_hunte,59,67,0 duplicate(HntTrap2) 88-2 -1,1,0
+job_hunte,61,67,0 duplicate(HntTrap2) 88-3 -1,0,0
+job_hunte,61,66,0 duplicate(HntTrap2) 88-4 -1,0,0
+job_hunte,68,68,0 duplicate(HntTrap2) 89-1 -1,0,1
+job_hunte,69,68,0 duplicate(HntTrap2) 89-2 -1,0,1
+job_hunte,68,66,0 duplicate(HntTrap2) 89-3 -1,0,0
+job_hunte,69,66,0 duplicate(HntTrap2) 89-4 -1,0,0
+job_hunte,76,66,0 duplicate(HntTrap2) 90-1 -1,0,0
+job_hunte,76,67,0 duplicate(HntTrap2) 90-2 -1,0,0
+job_hunte,77,66,0 duplicate(HntTrap2) 90-3 -1,0,0
+job_hunte,77,67,0 duplicate(HntTrap2) 90-4 -1,0,0
+job_hunte,82,68,0 duplicate(HntTrap2) 91-1 -1,0,0
+job_hunte,82,69,0 duplicate(HntTrap2) 91-2 -1,0,0
+job_hunte,83,68,0 duplicate(HntTrap2) 91-3 -1,0,0
+job_hunte,83,69,0 duplicate(HntTrap2) 91-4 -1,0,0
+job_hunte,96,66,0 duplicate(HntTrap2) 92-1 -1,0,0
+job_hunte,96,67,0 duplicate(HntTrap2) 92-2 -1,0,0
+job_hunte,97,66,0 duplicate(HntTrap2) 92-3 -1,0,0
+job_hunte,97,67,0 duplicate(HntTrap2) 92-4 -1,0,0
+job_hunte,100,68,0 duplicate(HntTrap2) 93-1 -1,0,0
+job_hunte,100,69,0 duplicate(HntTrap2) 93-2 -1,0,0
+job_hunte,101,68,0 duplicate(HntTrap2) 93-3 -1,0,0
+job_hunte,101,69,0 duplicate(HntTrap2) 93-4 -1,0,0
+job_hunte,107,66,0 duplicate(HntTrap2) 94-1 -1,1,0
+job_hunte,107,67,0 duplicate(HntTrap2) 94-2 -1,1,0
+job_hunte,109,67,0 duplicate(HntTrap2) 94-3 -1,0,0
+job_hunte,109,66,0 duplicate(HntTrap2) 94-4 -1,0,0
+job_hunte,117,69,0 duplicate(HntTrap2) 95-1 -1,1,0
+job_hunte,117,68,0 duplicate(HntTrap2) 95-2 -1,1,0
+job_hunte,119,69,0 duplicate(HntTrap2) 95-3 -1,0,0
+job_hunte,119,68,0 duplicate(HntTrap2) 95-4 -1,0,0
+job_hunte,124,66,0 duplicate(HntTrap2) 96-1 -1,0,0
+job_hunte,124,67,0 duplicate(HntTrap2) 96-2 -1,0,0
+job_hunte,125,66,0 duplicate(HntTrap2) 96-3 -1,0,0
+job_hunte,125,67,0 duplicate(HntTrap2) 96-4 -1,0,0
+job_hunte,126,70,0 duplicate(HntTrap2) 97-1 -1,0,0
+job_hunte,126,71,0 duplicate(HntTrap2) 97-2 -1,0,0
+job_hunte,127,70,0 duplicate(HntTrap2) 97-3 -1,0,0
+job_hunte,127,71,0 duplicate(HntTrap2) 97-4 -1,0,0
diff --git a/npc/jobs/2-1/knight.txt b/npc/jobs/2-1/knight.txt
index 343afe631..0b4df5691 100644
--- a/npc/jobs/2-1/knight.txt
+++ b/npc/jobs/2-1/knight.txt
@@ -5,12 +5,12 @@
//= Converted by kobra_k88
//= Further bugfixed and tested by Lupus
//===== Current Version: =====================================
-//= 2.1
+//= 2.2
//===== Compatible With: =====================================
-//= eAthena 1.0
+//= eAthena SVN
//===== Description: =========================================
-//= Official RO Knight job quest converted from aegis script, and my own
-//= RO screenies and play experience
+//= [Aegis Conversion]
+//= Job Change quest for Knight class.
//===== Additional Comments: =================================
//= 1.0 Fully working. Please comment out any pre-existing warps for the
//= test rooms in any other files so that the ones specified here can work.
@@ -26,1841 +26,2588 @@
//= to go. [Lupus]
//= 2.0 Changed numbers to constants. [Vicious]
//= 2.1 Merged JFunc [Lupus]
+//= 2.2 Rescripted to Aegis 10.3 standards. [L0ne_W0lf]
//============================================================
-
-
-//<------------------------------------------------------------------------------------ Chivalry Captain Herman------------------------------------------------------------------------------------------>\\
-prt_in,88,101,3 script Chivalry Captain Herman 56,{
- callfunc "F_BlockHigh",Job_Swordman_High,"Swordman High",Job_Lord_Knight,"Lord Knight","Chivalry Captain Herman";
-
- if (BaseJob == Job_Swordman && KNIGHT_Q > 0) goto L_Check;
-
- mes "[Chivalry Captain Herman]";
- mes "Good Day. This is the Prontera Chivalry, home of the famous Prontera Knights.";
-M_Menu:
- next;
- menu "I am ready for Knighthood.",M_0,"The Requirements.",M_1,"Quit.",M_End;
-
- M_0:
- mes "[Chivalry Captain Herman]";
-
- if(BaseJob != Job_Swordman){
- if(BaseJob == Job_Knight){
- mes "...(sighs)...what are you doing here WASTING my time?? GO FORTH!!, and continue protecting Rune Midgard my young Knight.";
- emotion e_pif;
+prt_in,88,101,4 script Chivalry Captain#knt 56,{
+ if (Upper == 1) {
+ mes "[Captain Herman]";
+ mes "Hm? You're... What is it about you? I've been an honorable Knight for a long time, but I cannot understand this feeling I'm getting from you...";
+ next;
+ mes "[Captain Herman]";
+ mes "May god bless your body and soul, warrior. I hope you will show your courage and protect those who are weaker than you.";
+ close;
+ }
+ if (BaseClass != Job_Swordman || BaseJob == Job_Knight) {
+ if (BaseJob == Job_Knight) {
+ mes "[Captain Herman]";
+ mes "Ah, a member of our Chivalry.";
+ mes "I hope you are living up to my expectations. We have vowed to be strong for our kingdom, even if death is upon us...";
+ close;
+ }
+ else if (BaseJob == Job_Novice) {
+ mes "[Captain Herman]";
+ mes "Welcome,";
+ mes "this is the";
+ mes "Prontera Chivalry.";
+ mes "What brings you here?";
+ next;
+ switch(select("I want to change my job to Swordman.:I want to change my job to a Knight.:Just visiting.")) {
+ case 1:
+ mes "[Captain Herman]";
+ mes "A-ha~";
+ mes "A Swordman, you say?";
+ if (sex)
+ mes "I'm sorry, lad, but you've";
+ else
+ mes "I'm sorry, lass, but you've";
+ mes "come to the wrong place!";
+ next;
+ mes "[Captain Herman]";
+ mes "This isn't the Swordsman guild, it's the Prontera Chivalry! If you wish to become a Swordman, visit the Swordman Guild located in Izlude.";
close;
- }
- if(BaseJob == Job_Novice){
- mes "Hahahaha!! You have no job experience what so ever and yet you stumble in here asking to be a knight. Hahahaha!!";
- emotion e_heh;
+ case 2:
+ mes "[Captain Herman]";
+ mes "Ah, I see that you have great ambition. But you must first become a Swordman before becoming";
+ mes "a Knight. One step at a time...";
next;
- mes "[Chivalry Captain Herman]";
- mes "You must first become a Swordsman before even thinking about becoming a Knight. Now scurry along little novice. Hahahahaha!!!";
+ mes "[Captain Herman]";
+ mes "First, visit the Swordman guild in Izlude. Then, come visit us again once you have become a well experienced Swordman.";
+ close;
+ case 3:
+ mes "[Captain Herman]";
+ mes "Aha~";
+ mes "You must have lots of free time. Why don't you go hunt some monsters instead of wandering about aimlessly?";
close;
}
- mes "I'm sorry but only Swordsmen can become Knights.";
+ }
+ else {
+ mes "[Captain Herman]";
+ mes "Welcome. We, the proud Knights of the Prontera Chivalry, will give our lives for king and country! Please enjoy your stay.";
close;
}
- mes "Well then, first fill out this application form....";
- next;
- mes "...(you fill out the form and hand it back)...";
- next;
- mes "[Chivalry Captain Herman]";
- if(JobLevel < 40){
- mes "Hmm...it looks like you have not reached Job Level 40 yet. Please come back when you do. I shall be waiting here.";
+ }
+ if (KNIGHT_Q == 0) {
+ mes "[Captain Herman]";
+ mes "Welcome, this is";
+ mes "the Prontera Chivalry.";
+ mes "What brings you here?";
+ next;
+ if (select("I want to change my job to a Knight.:Just visiting.") == 1) {
+ mes "[Captain Herman]";
+ mes "Ohh...";
+ if (sex)
+ mes "A young man who wishes";
+ else
+ mes "A young lady who wishes";
+ mes "to become a Knight!";
+ mes "Our Prontera Chivalry";
+ mes "will assist you.";
+ next;
+ mes "[Captain Herman]";
+ mes "First of all, I am the captain of the Prontera Chivalry, Herman Phon Efesirsus. I'm pleased to meet young people eager to join the Prontera Chivalry.";
+ next;
+ mes "[Captain Herman]";
+ mes "We only accept Swordmen";
+ mes "who are at least Job Level 40.";
+ mes "We cannot consider applicants that are not yet experienced enough to become Knights.";
+ next;
+ mes "[Captain Herman]";
+ mes "Once you apply, and we find";
+ mes "you eligible, we will begin the job change procedure. Would you";
+ mes "like to apply now?";
+ next;
+ if (select("Yes, I would like to apply.:I'd like to think about it please.") == 1) {
+ if (JobLevel < 40) {
+ mes "[Captain Herman]";
+ mes "Ah, you are not yet ready to become a Knight! Didn't I specifically mention the Job Level 40 requirement?";
+ next;
+ mes "[Captain Herman]";
+ mes "Of course I understand your strong desire to join us, but now is not the time. Go out and fight some more monsters. We will be here waiting.";
+ close;
+ }
+ if (SkillPoint) {
+ mes "[Captain Herman]";
+ mes "Ah...!";
+ mes "You cannot change jobs if you have unused skill points remaining. Return when you have used";
+ mes "all of your skill points.";
+ close;
+ }
+ set KNIGHT_Q,1;
+ mes "[Captain Herman]";
+ mes "Let me see...";
+ mes "Your name is";
+ mes "" + strcharinfo(0) + "...";
+ mes "Is that right?";
+ next;
+ mes "[Captain Herman]";
+ mes "Let me explain the job change procedure. You must visit a series of Knights and pass each";
+ mes "of their tests.";
+ next;
+ mes "[Captain Herman]";
+ mes "Once all the tests are completed, every Knight involved in your testing will gather and discuss your performance.";
+ next;
+ mes "[Captain Herman]";
+ mes "The Knights must unanimously approve of you before you can join the Prontera Chivalry. If only one person objects, you must";
+ mes "start over.";
+ next;
+ mes "[Captain Herman]";
+ mes "But I believe if you persist with an earnest heart, you shall be acknowledged by the Knights and ultimately recognized as a member of our Chivalry.";
+ next;
+ mes "[Captain Herman]";
+ mes "So, let's not waste any more time talking! Go and meet these Knights and begin their tests. Once you have completed all of the tests, come back to me.";
+ close;
+ }
+ mes "[Captain Herman]";
+ mes "Oh...!";
+ mes "Well, I don't want to pressure you. Take your time and think it over. Return when you are ready to";
+ mes "change jobs, for we will be waiting.";
close;
}
- mes "Impressive. You have the job qualifications to become a knight..., however you will need much more than that to actually become one.";
- next;
- mes "[Chivalry Captain Herman]";
- mes "In order to become a Knight one must posses great strength, courage, determination, and strong desire to help others.";
- next;
- mes "[Chivalry Captain Herman]";
- mes "You will have to show me that you have these attributes before I can make you a knight.";
- next;
- mes "[Chivalry Captain Herman]";
- mes "The 6 Knights you see around the room have each prepapred a unique test for would be Knights to take.";
+ mes "[Captain Herman]";
+ mes "Come to think of it, aren't you a Swordman? It looks like you've encountered many foes in battle.";
next;
- mes "[Chivalry Captain Herman]";
- mes "You must complete each one of their test and prove to me that you are truly committed to becomming a knight!";
+ mes "[Captain Herman]";
+ mes "You should consider changing jobs to a Knight. Come and talk to me if you are interested.";
next;
- mes "[Chivalry Captain Herman]";
- mes "Speak with ^0000ffSir Andrew Syloc^000000. He will give you your first test. Good luck!! I expect to see you again soon!";
- set KNIGHT_Q, 1;
- set JBLVL, 40;
+ mes "[Captain Herman]";
+ mes "Please take";
+ mes "your time in";
+ mes "looking around.";
+ mes "Good day.";
close;
-
- M_1:
- mes "[Chivalry Captain Herman]";
- mes "The first requirement for becoming a Knight is that you must be a Swordsman.";
- next;
- mes "[Chivalry Captain Herman]";
- mes "The second requirement is that you must have at least a Job Level of 40.";
- next;
- mes "[Chivalry Captain Herman]";
- mes "The last requirement is that you will need to pass 6 tests that will determine whether or not you are worthy enough to become a Knight.";
- next;
- mes "[Chivalry Captain Herman]";
- mes "These requirements may seem difficult, but the Knight class is an elite and noble job class and only the best candidates may join.";
- goto M_Menu;
-
- M_End:
+ }
+ else if (KNIGHT_Q == 1) {
+ mes "[Captain Herman]";
+ mes "Mmm?";
+ mes strcharinfo(0) + ",";
+ mes "what can I do for you?";
+ mes "Ah, you don't know";
+ mes "who to visit?";
+ next;
+ mes "[Captain Herman]";
+ mes "I believe the Knights in charge of testing have set an order in which you must visit them. I suppose it helps the testing process.";
+ next;
+ mes "[Captain Herman]";
+ mes "First, go and visit";
+ mes "Sir Andrew for your first test. Don't be too nervous, he'll explain everything once you talk to him.";
close;
-
-L_Check:
- mes "[Chivalry Captain Herman]";
- if (KNIGHT_Q == 1) mes "Please speak with ^0000ffSir Andrew Syloc^000000. He will give you your first test.";
- if (KNIGHT_Q == 2) mes "Congratulations on finishing your first test. ^0000ffSir James Syracuse^000000 will administer your ^ff0000second test^000000.";
- if (KNIGHT_Q == 3) mes "Congratulations on finishing the second test. ^0000ffSir Windsor^000000 will administer your ^ff0000third test^000000.";
- if (KNIGHT_Q == 4) mes "Congratulations on finishing the third test. ^0000ffLady Amy Beatris^000000 will administer your ^ff0000fourth test^000000.";
- if (KNIGHT_Q == 5) mes "Congratulations on finishing the fourth test. ^0000ffSir Edmund^000000 will administer your ^ff0000fifth test^000000.";
- if (KNIGHT_Q == 6) mes "Congratulations on finishing the fifth test. ^0000ffSir Grey^000000 will administer your ^ff0000sixth test^000000.";
- if (KNIGHT_Q == 7) goto L_MakeKnight;
- next;
- mes "[Chivalry Captain Herman]";
- mes "Good luck!";
- close;
-
- L_MakeKnight:
- if(SkillPoint > 0) goto sL_SKpoint;
-
- mes "Oh, ^ff0000"+strcharinfo(0)+"^000000. So you've passed Sir Grey's test?";
- mes "Let me just say that I applaud all of your hard work and your determination.";
- next;
- mes "[Chivalry Captain Herman]";
- mes "The final step to become a Knight is to receive a recommendation from all six of the Knights who tested you.";
- next;
- mes "[Chivalry Captain Herman]";
- mes "Let's start with Sir Andrew Syloc. Sir Syloc, what is your opinion of Knight candidate, ^ff0000"+strcharinfo(0)+"^000000.";
- next;
- mes "[Sir Andrew Syloc]";
- mes "Patience is a quality all Knights must have. By passing my test, ^ff0000"+strcharinfo(0)+"^000000 showed great patience and determination.";
+ }
+ else if (KNIGHT_Q == 2) {
+ mes "[Captain Herman]";
+ mes "Mmm?";
+ mes "Swordman " + strcharinfo(0) + ".";
+ mes "How are the tests?";
+ mes "It may be difficult,";
+ mes "but do your best.";
+ close;
+ }
+ else if (KNIGHT_Q == 3) {
+ mes "[Captain Herman]";
+ mes "Mmm?";
+ mes "Swordman " + strcharinfo(0) + ".";
+ mes "How are the tests?";
+ mes "It may be difficult,";
+ mes "but do your best.";
+ close;
+ }
+ else if (KNIGHT_Q == 4) {
+ mes "[Captain Herman]";
+ mes "Mmm?";
+ mes "Swordman " + strcharinfo(0) + ".";
+ mes "How are the tests?";
+ mes "Ah~ You do not know";
+ mes "who to visit next?";
+ next;
+ mes "[Captain Herman]";
+ mes "It appears that you have finished one test. Let's see. Sir Andrew, who must this Swordman visit next?";
+ next;
+ mes "[Sir Andrew]";
+ mes "I said to";
+ mes "visit Sir Siracuse.";
+ mes "Funny, I thought I told";
+ mes "you. Did I forget...?";
+ next;
+ mes "[Captain Herman]";
+ mes "Did you hear?";
+ mes "Go to Sir Siracuse and take his test. Once you complete his test, do not forget who you're supposed to visit next as well.";
+ close;
+ }
+ else if (KNIGHT_Q == 5) {
+ mes "[Captain Herman]";
+ mes "Mmm?";
+ mes "Swordman " + strcharinfo(0) + ".";
+ mes "How are the tests?";
+ mes "It may be difficult,";
+ mes "but do your best.";
+ close;
+ }
+ else if (KNIGHT_Q == 6) {
+ mes "[Captain Herman]";
+ mes "Mmm?";
+ mes "Swordman " + strcharinfo(0) + ".";
+ mes "How are the tests?";
+ mes "Ah~ You do not know";
+ mes "who to visit next?";
+ next;
+ mes "[Captain Herman]";
+ mes "Let's see...";
+ mes "You've completed two tests.";
+ mes "Sir Siracuse, who must this Swordman visit next?";
+ next;
+ mes "[Sir Siracuse]";
+ mes "Oh...!";
+ mes "Um, who was next...?";
+ mes "Right! Sir Windsor!";
+ next;
+ mes "[Captain Herman]";
+ mes "Head over to";
+ mes "Sir Windsor Benedict for your next test. Listen carefully to the Knights in charge of testing so that you don't feel lost, alright?";
+ close;
+ }
+ else if (KNIGHT_Q == 7) {
+ mes "[Captain Herman]";
+ mes "Mmm?";
+ mes "Swordman " + strcharinfo(0) + ".";
+ mes "How are the tests?";
+ mes "It may be difficult,";
+ mes "but do your best.";
+ close;
+ }
+ else if (KNIGHT_Q == 8) {
+ mes "[Captain Herman]";
+ mes "Mmm?";
+ mes "Swordman " + strcharinfo(0) + ".";
+ mes "How are the tests?";
+ mes "Ah~ You do not know";
+ mes "who to visit next?";
+ next;
+ mes "[Captain Herman]";
+ mes "Sir Windor...?";
+ mes "Who must this";
+ mes "Swordman visit";
+ mes "next?";
next;
- mes "[Sir Andrew Syloc]";
- mes "In my opinion ^ff0000"+strcharinfo(0)+"^000000 is deserving of becoming a Knight!";
+ mes "[Sir Windsor]";
+ mes "...";
next;
- mes "[Chivalry Captain Herman]";
- mes "Very good Sir Syloc. Sir James Syracuse, what say you?";
+ mes "[Sir Windsor]";
+ mes "...";
+ mes "......";
next;
- mes "[Sir James Syracuse]";
- mes "^ff0000"+strcharinfo(0)+"^000000 was albe to answer everyone of my questions correctly.";
- mes "This displays a mastery of the basic concepts of the Knight class.";
+ mes "[Sir Windsor]";
+ mes "...Amy Beatrice.";
next;
- mes "[Sir James Syracuse]";
- mes "^ff0000"+strcharinfo(0)+"^000000 has my recomendation for Knighthood!";
+ mes "[Captain Herman]";
+ mes "Ah, go and visit";
+ mes "Lady Amy and take her test. Make sure you pay attention to who you must go to for your next test.";
+ close;
+ }
+ else if (KNIGHT_Q == 9) {
+ mes "[Captain Herman]";
+ mes "Mmm?";
+ mes "Swordman " + strcharinfo(0) + ".";
+ mes "How are the tests?";
+ mes "It may be difficult,";
+ mes "but do your best.";
+ close;
+ }
+ else if (KNIGHT_Q == 10) {
+ mes "[Captain Herman]";
+ mes "Mmm?";
+ mes "Swordman " + strcharinfo(0) + ".";
+ mes "How are the tests?";
+ mes "Ah~ You do not know";
+ mes "who to visit next?";
+ next;
+ mes "[Captain Herman]";
+ mes "Let's see...";
+ mes "Lady Amy, who";
+ mes "must this Swordman";
+ mes "visit next?";
+ next;
+ mes "[Lady Amy]";
+ mes "Oh...";
+ mes "I said to visit";
+ mes "Sir Edmond!";
+ mes "Tee hee~";
+ next;
+ mes "[Captain Herman]";
+ mes "Now, go and speak";
+ mes "to Sir Edmond. He will";
+ mes "be in charge of your";
+ mes "next test.";
+ close;
+ }
+ else if (KNIGHT_Q == 11) {
+ mes "[Captain Herman]";
+ mes "Mmm?";
+ mes "Swordman " + strcharinfo(0) + ".";
+ mes "How are the tests?";
+ mes "It may be difficult,";
+ mes "but do your best.";
+ close;
+ }
+ else if (KNIGHT_Q == 12) {
+ mes "[Captain Herman]";
+ mes "Mmm?";
+ mes "Swordman " + strcharinfo(0) + ".";
+ mes "How are the tests?";
+ mes "Ah~ You do not know";
+ mes "who to visit next?";
+ next;
+ mes "[Captain Herman]";
+ mes "Don't you only have to visit one more person? The Knight in";
+ mes "charge of the final test";
+ mes "is Sir Gray Prospheiro.";
+ next;
+ mes "[Sir Edmond]";
+ mes "This world operates according";
+ mes "to the law of cause and effect.";
+ mes "All will be revealed in the end.";
+ next;
+ mes "[Captain Herman]";
+ mes "Be alert and do";
+ mes "your best, as this";
+ mes "is the last test.";
+ next;
+ mes "[Captain Herman]";
+ mes "Return to me";
+ mes "after you have";
+ mes "completed the";
+ mes "final test.";
+ close;
+ }
+ else if (KNIGHT_Q == 13) {
+ mes "[Captain Herman]";
+ mes "Finish the last test.";
+ mes "Once that is complete, all the Knights involved in your testing shall gather, and we will evaluate your performance.";
+ close;
+ }
+ else if (KNIGHT_Q == 14) {
+ if (SkillPoint) {
+ mes "[Captain Herman]";
+ mes "Oh...!";
+ mes "You cannot change jobs if you have unused skill points remaining. Return once you have distributed all your skill points.";
+ close;
+ }
+ mes "[Captain Herman]";
+ mes "Oh, have you completed all the tests? But not everyone who completes the tests can";
+ mes "become a Knight.";
next;
- mes "[Chivalry Captain Herman]";
- mes "I see Sir Syracuse. Sir Winsor what do you have to say?";
+ mes "[Captain Herman]";
+ mes "During the test we see how loyal, honorable and strong you are. We also see if you were courteous and if you know the value of modesty and reverence.";
next;
- mes "[Sir Winsor]";
- mes "..............................";
+ mes "[Captain Herman]";
+ mes "Through this process, I have also observed your actions. All seven of our opinions will be reflected in the decision of your job change.";
next;
- mes "[Sir Winsor]";
- mes "Hmphf. I have no objections.";
+ mes "[Captain Herman]";
+ mes "Then...";
+ mes "We shall listen";
+ mes "to everyone's thoughts!";
+ mes "Andrew, what do you think?";
next;
- mes "[Chivalry Captain Herman]";
- mes "Hahaha! You never waste words do you Sir Winsor. What are your thoughts Lady Amy Beatris?";
+ if (JobLevel == 50) {
+ mes "[Sir Andrew]";
+ mes "What can I say?";
+ mes "I approve!";
+ mes "Having lived as";
+ mes "a Swordsman up";
+ mes "until now";
+ mes "is enough.";
+ }
+ else {
+ mes "[Sir Andrew]";
+ mes "This one has";
+ mes "gathered items";
+ mes "that are troublesome";
+ mes "to obtain. I approve!";
+ if (sex)
+ mes "I believe he will continue to be loyal after becoming a Knight.";
+ else
+ mes "I believe she will continue to be loyal after becoming a Knight.";
+ }
next;
- mes "[Lady Amy Beatris]";
- mes "A Knight will be involved in many different kinds of situations on his/her journey.";
- mes "It is a Knight's duty to make the right decisions in dealing with these situations.";
+ mes "[Captain Herman]";
+ mes "Hmm.";
+ mes "What a nice review.";
+ mes "Siracuse, what are your thoughts?";
next;
- mes "[Lady Amy Beatris]";
- mes "^ff0000"+strcharinfo(0)+"^000000 showed good decision making in answering my questions.";
- mes "I too recomend that this candidate be Knighted!";
+ mes "[Sir Siracuse]";
+ mes "Heh, very well. Not quite what";
+ mes "I would want, but hopefully will become better in the future.";
next;
- mes "[Chivalry Captain Herman]";
- mes "Thank you Lady Beatris. How about you Sir Edmund?";
+ mes "[Sir Siracuse]";
+ mes "After becoming a Knight, you must build a good reputation through honor. Ehh... I approve.";
next;
- mes "[Sir Edmund]";
- mes "A rock is an unchanging figure that never wavers in the face of adversity.";
+ mes "[Captain Herman]";
+ mes "Okay...";
+ mes "Windsor,";
+ mes "what about you?";
next;
- mes "[Sir Edmund]";
- mes "Though mighty winds may try to knock it down and crashing waves may try to wash it away, a rock will stand solid and firm.";
+ mes "[Sir Windsor]";
+ mes "...";
next;
- mes "[Sir Edmund]";
- mes "^ff0000"+strcharinfo(0)+"^000000 showed the strength of a rock and was ever calm durring my test.";
- mes "It is my honest belief that ^ff0000"+strcharinfo(0)+"^000000 should be bestowed with Knighthood.";
+ mes "[Sir Windsor]";
+ mes "...";
+ mes "......";
next;
- mes "[Chivalry Captain Herman]";
- mes "As always Sir Edmund, a very profound observation. Well we're down to the last tester. Sir Grey, please give us your final desicion.";
+ mes "[Sir Windsor]";
+ mes "....Approved.";
+ next;
+ mes "[Captain Herman]";
+ mes "I don't think";
+ mes "he disapproves.";
+ mes "Then, let's listen";
+ mes "to Amy's opinion.";
+ next;
+ mes "[Lady Amy]";
+ if (sex) {
+ mes "Mmm~ He's so polite!";
+ mes "He'll grow to be a wonderful Knight. And he's got such cute widdle cheeeeks~ Hee hee!";
+ }
+ else {
+ mes "Mmm~ She should be great!";
+ mes "She's very courteous and also very cute, so a few more points! Heh~";
+ mes "I shouldn't be saying things like this!";
+ }
next;
- mes "[Sir Grey]";
- mes "What can I say. ^ff0000"+strcharinfo(0)+"^000000 answered my questions thoughtfully and truthfully.";
+ mes "[Captain Herman]";
+ mes "Well...";
+ mes "A strange review,";
+ mes "but I believe";
+ mes "she approves.";
+ mes "Edmond, speak";
+ mes "your mind.";
+ next;
+ mes "[Sir Edmond]";
+ if (sex) {
+ mes "He seems a little rough, but something bright shines within him. With polish and refinement, his true value will shine forth";
+ mes "as the sun.";
+ }
+ else {
+ mes "It's difficult to see, but there is a spiritual beauty within her. With polish and refinement, her true value will glow as resplendently";
+ mes "as the moon.";
+ }
next;
- mes "[Sir Grey]";
- mes "Though others may think that a Knight's strength lies within his/her sword, we Knights know that true strength lies within ones mind and heart.";
+ mes "[Captain Herman]";
+ mes "Lastly...";
+ mes "Gray. I would like";
+ mes "to hear your thoughts.";
next;
- mes "[Sir Grey]";
- if(sex==1) mes "After speaking to ^ff0000"+strcharinfo(0)+"^000000, I felt that he had this strength within him.";
- if(sex==0) mes "After speaking to ^ff0000"+strcharinfo(0)+"^000000, I felt that she had this strength within her.";
- mes "I would be happy to give ^ff0000"+strcharinfo(0)+"^000000 my recomendation to become a Knight!";
+ mes "[Gray]";
+ if (sex)
+ mes "A young gentleman coming here with the determination to become a Knight is enough...";
+ else
+ mes "A young lady coming here with the determination to become a Knight is enough...";
next;
- mes "[Chivalry Captain Herman]";
- mes "Many thanks Sir Grey, and many thanks to all of you for your time. Well it looks like it was a unanimous decision.";
+ mes "[Captain Herman]";
+ mes "Everyone";
+ mes "has approved.";
+ mes "No one has opposed.";
+ mes "Then I shall tell";
+ mes "you my opinion.";
next;
- mes "[Chivalry Captain Herman]";
- mes "The process to become a Knight is very rigorous and difficult and yet you were able to successfully make it through.";
+ mes "[Captain Herman]";
+ mes "My decision is...";
next;
- mes "[Chivalry Captain Herman]";
- mes "You have done extremely well and therefore are deserving of the honor of being called a Knight.";
+ mes "[Captain Herman]";
+ mes "I approve.";
next;
- mes "[Chivalry Captain Herman]";
- mes "^ff0000"+strcharinfo(0)+"^000000, in the name of King Tristin the 3rd, ruler of the kingdom of Run-Midgard, I hereby bestow upon thee the title of Knight!";
+ mes "[Captain Herman]";
+ mes "You may not have finished all the tests perfectly, but you have all the necessary qualities to become";
+ mes "a Knight.";
next;
callfunc "Job_Change",Job_Knight;
- if(JBLVL != 50) getitem 656, 3;
- if(JBLVL == 50) getitem 656, 7;
callfunc "F_ClearJobVar"; // clears all job variables for the current player
- mes "[Chivalry Captain Herman]";
- mes "Congratulations!! You are now a fellow Knight and protector of Rune-Midgard! Now go forth and make Rune-Midgard a better place to live!";
- emotion e_no1;
+ mes "[Captain Herman]";
+ mes "I hereby declare";
+ mes "you a member of";
+ mes "the Prontera Chivalry.";
+ mes "Protect the weak and";
+ mes "live with honor.";
+ next;
+ getitem 656,7; //Awakening_Potion
+ mes "[Captain Herman]";
+ mes "Oh...";
+ mes "We have prepared a small gift to congratulate you on your job change. Please use it when you are in battle as you honorably protect others.";
+ next;
+ mes "[Captain Herman]";
+ mes "Go forth!";
+ mes "The future of";
+ mes "Rune-Midgard";
+ mes "rests on your";
+ mes "shoulders!";
close;
-
- sL_SKpoint:
- mes "Please use up all of your skill points so that I can make you a Knight.";
- emotion e_ic;
- close;
+ }
}
-
-//<--------------------------------------------------------------------------------- Sir Andrew Syloc (1st test) ------------------------------------------------------------------------------------------>\\
-prt_in,75,107,4 script Sir Andrew Syloc 65,{
- mes "[Sir Andrew Syloc]";
- if (BaseJob == Job_Knight) goto L_Knight;
- if (BaseJob == Job_Novice) goto L_Novice;
- if (BaseJob == Job_Swordman && KNIGHT_Q == 1) goto L_Test;
- if (BaseJob == Job_Swordman && KNIGHT_Q == 2) goto L_Done;
-L_Other:
- mes "We Knights of Prontera battle for peace and freedom! We fight to ensure a prosperous future for the people of Rune-Midgard!";
- close;
-L_Novice:
- mes "Oh, its a novice. Welcome to the Prontera Chivalry!";
- next;
- mes "[Sir Andrew Syloc]";
- mes "Even though you feel weak now, I assure you that once you get your first job, you will feel confident and strong.";
- next;
- mes "[Sir Andrew Syloc]";
- mes "Just stay safe and keep out of trouble.";
- close;
-L_Knight:
- mes "Oh, your one of us, how are you doing?";
- next;
- mes "[Sir Andrew Syloc]";
- mes "It's important that you get the right equipment. It will allow you fight a lot of monsters and inturn get a lot of zeny.";
- next;
- mes "[Sir Andrew Syloc]";
- mes "You should remember though, that being a Knight isn't about amassing wealth.";
- close;
-
-
-L_Test:
- if (KNIGHT_Q2 > 0) goto L_Check;
- mes "Oh so you've come to join the Prontera Chivalry have you. Let's see, you're ^ff0000" + strcharinfo(0) + "^000000 right?";
- next;
- mes "[Sir Andrew Syloc]";
- mes "My name is Andrew Syloc and I am one of the knights in the Prontera Knight Guild.";
- next;
- mes "[Sir Andrew Syloc]";
- mes "I will be giving you the first of many tests that will determine if you have what it takes to become a Knight.";
- next;
- mes "[Sir Andrew Syloc]";
- mes "This first test is like a scavenger hunt and will test your knowledge of monsters and their locations.";
- next;
- mes "[Sir Andrew Syloc]";
- mes "This infrormation is vital for a Knight's ability to properly defend the many different towns in Rune-Midgard.";
- next;
- menu "I'm ready.",M_1, "Give me time.",M_End;
-
- M_1:
- mes "[Sir Andrew Syloc]";
- if (joblevel == 50) goto sL_Skip;
- mes "To pass this test you will need to gather:";
- set KNIGHT_Q2, rand(1,2);
- if(KNIGHT_Q2 == 1) callsub sF_R1;
- if(KNIGHT_Q2 == 2) callsub sF_R2;
- next;
- mes "[Sir Andrew Syloc]";
- mes "When you have all of those items, return here and give them to me.";
- next;
- mes "[Sir Andrew Syloc]";
- mes "Good luck and be carefull! I shall await your return.";
+prt_in,75,107,4 script Sir Andrew#knt 65,{
+ if (BaseClass != Job_Swordman || BaseJob == Job_Knight) {
+ if (BaseJob == Job_Knight) {
+ mes "[Sir Andrew]";
+ mes "You must be";
+ mes "a member of";
+ mes "the Chivalry.";
+ mes "How are you doing?";
+ next;
+ mes "[Sir Andrew]";
+ mes "You must work diligently to gather food as well as save zeny to buy equipment. Save everything you";
+ mes "find in battle, even the smallest Jellopy.";
+ next;
+ mes "[Sir Andrew]";
+ mes "But it's not good";
+ mes "to be too greedy.";
+ mes "After all, we are Knights.";
+ close;
+ }
+ else if (BaseJob == Job_Novice) {
+ mes "[Sir Andrew]";
+ mes "Hey there,";
+ mes "little Novice.";
+ mes "Welcome to the";
+ mes "Prontera Chivalry.";
+ next;
+ mes "[Sir Andrew]";
+ mes "You might that you're";
+ mes "weak right now, but someday";
+ mes "you'll become stronger.";
+ next;
+ mes "[Sir Andrew]";
+ mes "Dream of a bright future, and go look forward on the path that you choose to take.";
+ close;
+ }
+ else {
+ mes "[Sir Andrew]";
+ mes "We, the members of the";
+ mes "Prontera Chivalry, are putting our best effort in protecting peace in this world.";
+ next;
+ mes "[Sir Andrew]";
+ mes "Even during the battles we face each and every day, we dream of";
+ mes "a bright future that is to come.";
+ close;
+ }
+ }
+ if (KNIGHT_Q == 0) {
+ mes "[Sir Andrew]";
+ mes "We, the members of the";
+ mes "Prontera Chivalry, are putting our best effort in protecting peace in this world.";
+ next;
+ mes "[Sir Andrew]";
+ mes "Even during the battles we face each and every day, we dream of";
+ mes "a bright future that is to come.";
close;
-
- sF_R1:
- mes "^5533FF5 Elder Pixie's Mustache,"; //1040
- mes "5 Wings of Red Bat"; //7006
- mes "5 Orcish Vouchers"; //931
- mes "5 Moth Dust"; //1057
- mes "5 Reptile Tongues^000000"; //903
- mes "and ^5533FF5 Manes^000000."; //1028
- return;
- sF_R2:
- mes "^5533FF5 Bug Legs";
- mes "5 Heart of Mermaid";
- mes "5 Snail's Shells";
- mes "5 Clam Flesh";
- mes "5 Old Frying Pans^000000";
- mes "and ^5533FF5 Maneater Blossoms^000000.";
- return;
-
- sL_Skip:
- mes "Wait..... what's this?";
+ }
+ else if (KNIGHT_Q == 1) {
+ mes "[Sir Andrew]";
+ mes "Good day.";
+ mes "May I help you";
+ mes "with something?";
+ next;
+ if (select("I would like to take the test.:Oh, nothing.") == 1) {
+ mes "[Sir Andrew]";
+ mes "Ah...";
+ mes "You wish";
+ mes "to become a Knight.";
+ mes "Your name is";
+ mes "" + strcharinfo(0) + ",";
+ mes "correct?";
next;
mes "[Sir Andrew]";
- mes "You seem to be an increadibly strong swordsman. Yes, your strength and skill are amazing.";
+ mes "I am a Knight of";
+ mes "the Prontera Chivalry,";
+ mes "Andrew Shylock.";
+ mes "I am in charge of";
+ mes "your first test.";
next;
mes "[Sir Andrew]";
- mes "Hahaha! There's no need for you to take my test. Why don't you go onto the next one ok.";
+ mes "I will be testing your sense of loyalty. Every Knight must possess this virtue. For this exam, you will be gathering prizes from";
+ mes "the battlefield.";
+ next;
+ if (JobLevel == 50) {
+ mes "[Sir Andrew]";
+ mes "Mmm...?";
+ mes "Hold on there.";
+ mes "You look like you've";
+ mes "mastered being";
+ mes "a Swordsman.";
+ next;
+ mes "[Sir Andrew]";
+ mes "Impressive...!";
+ mes "On second thought,";
+ mes "I don't think your";
+ mes "loyalty needs to";
+ mes "be tested.";
+ next;
+ mes "[Sir Andrew]";
+ mes "Please go to my fellow Knight, Sir Siracuse, as he will give you your next test. Well done in mastering the Swordman job.";
+ set KNIGHT_Q,4;
+ close;
+ }
+ mes "[Sir Andrew]";
+ mes "Without";
+ mes "further ado,";
+ mes "let's begin!";
+ mes "Go and gather the";
+ mes "following items...";
next;
mes "[Sir Andrew]";
- mes "Speak to ^5533FFSir James Syracuse^000000. The tests you will be taking will teach you valuable life lessons, so please try hard.";
- set KNIGHT_Q, 2;
- set KNIGHT_Q2, 0;
- set JBLVL, 50;
+ switch(rand(1,2)) {
+ //Elder_Pixie's_Beard, Wing_Of_Red_Bat, Orcish_Voucher, Moth_Dust, Reptile_Tongue, Wild_Boar's_Mane
+ case 1: setarray .@items[0], 1040,5, 7006,5, 931,5, 1057,5, 903,5, 1028,5, 2; break;
+ //Short_Leg, Heart_Of_Mermaid. Blossom_Of_Maneater, Flesh_Of_Clam, Old_Frying_Pan, Snail's_Shell
+ case 2: setarray .@items[0], 1042,5, 950,5, 1032,5, 966,5, 7031,5, 946,5, 3; break;
+ }
+ set KNIGHT_Q,.@items[12];
+ mes "^236B8E"+.@items[1]+" "+getitemname(.@items[0])+"^000000,";
+ mes "^236B8E"+.@items[3]+" "+getitemname(.@items[2])+"^000000,";
+ mes "^236B8E"+.@items[5]+" "+getitemname(.@items[4])+"^000000,";
+ mes "^236B8E"+.@items[7]+" "+getitemname(.@items[6])+"^000000,";
+ mes "^236B8E"+.@items[9]+" "+getitemname(.@items[8])+"^000000 and";
+ mes "^236B8E"+.@items[11]+" "+getitemname(.@items[10])+"^000000,";
+ next;
+ mes "[Sir Andrew]";
+ mes "I shall be";
+ mes "waiting here for";
+ mes "you to bring the";
+ mes "items I've listed.";
+ mes "See you soon~";
+ }
+ else {
+ mes "[Sir Andrew]";
+ mes "Well, then...";
+ mes "Good day.";
close;
-
- M_End:
- mes "[Sir Andrew Syloc]";
- mes "Take as much time as you need. Come back when you're ready.";
+ }
+ }
+ else if (KNIGHT_Q == 2 || KNIGHT_Q == 3) {
+ mes "[Sir Andrew]";
+ mes "Welcome back~";
+ mes "Did you gather";
+ mes "all the items?";
+ mes "Let's check and see...";
+ next;
+ switch(KNIGHT_Q) {
+ //Elder_Pixie's_Beard, Wing_Of_Red_Bat, Orcish_Voucher, Moth_Dust, Reptile_Tongue, Wild_Boar's_Mane
+ case 2: setarray .@items[0], 1040,5, 7006,5, 931,5, 1057,5, 903,5, 1028,5, 0; break;
+ //Short_Leg, Heart_Of_Mermaid. Blossom_Of_Maneater, Flesh_Of_Clam, Old_Frying_Pan, Snail's_Shell
+ case 3: setarray .@items[0], 1042,5, 950,5, 1032,5, 966,5, 7031,5, 946,5, 0; break;
+ }
+ if (countitem(.@items[0]) > .@items[1] && countitem(.@items[2]) > .@items[3] && countitem(.@items[4]) > .@items[5] && countitem(.@items[6]) > .@items[7] && countitem(.@items[8]) > .@items[9] && countitem(.@items[10]) > .@items[11]) {
+ mes "[Sir Andrew]";
+ mes "Perfect! We appreciate your effort in gathering these items. Thesee will be used to support the Chivalry's finances.";
+ next;
+ delitem .@items[0],.@items[1];
+ delitem .@items[2],.@items[3];
+ delitem .@items[4],.@items[5];
+ delitem .@items[6],.@items[7];
+ delitem .@items[8],.@items[9];
+ delitem .@items[10],.@items[11];
+ set KNIGHT_Q,4;
+ mes "[Sir Andrew]";
+ mes "Please visit my fellow Knight, Sir Siracuse, and continue the tests with the dedication and loyalty you've shown to me this day.";
+ close;
+ }
+ mes "[Sir Andrew]";
+ mes "Wait, wait...";
+ mes "I think you're";
+ mes "still missing some";
+ mes "items. In case you";
+ mes "forgot, let me";
+ mes "remind you...";
+ next;
+ mes "[Sir Andrew]";
+ mes "^236B8E"+.@items[1]+" "+getitemname(.@items[0])+"^000000,";
+ mes "^236B8E"+.@items[3]+" "+getitemname(.@items[2])+"^000000,";
+ mes "^236B8E"+.@items[5]+" "+getitemname(.@items[4])+"^000000,";
+ mes "^236B8E"+.@items[7]+" "+getitemname(.@items[6])+"^000000,";
+ mes "^236B8E"+.@items[9]+" "+getitemname(.@items[8])+"^000000 and";
+ mes "^236B8E"+.@items[11]+" "+getitemname(.@items[10])+"^000000,";
+ next;
+ mes "[Sir Andrew]";
+ mes "Now, please take this test seriously and with sincerity.";
+ mes "Now, I'll be waiting for you";
+ mes "to complete this task.";
close;
-
-L_Check:
- mes "You've come back ^ff0000"+strcharinfo(0)+"^000000. Did you get all of the items I asked for?";
- next;
- if(KNIGHT_Q2 == 2) goto L_2;
-
- L_1:
- if(countitem(1040)<5 || countitem(7006)<5 || countitem(931)<5 || countitem(1057)<5 || countitem(903)<5 || countitem(1028)<5) goto L_NotDone;
- delitem 1040,5;
- delitem 7006,5;
- delitem 931,5;
- delitem 1057,5;
- delitem 903,5;
- delitem 1028,5;
- goto L_Cont;
-
- L_2:
- if(countitem(1042)<5 || countitem(950)<5 || countitem(946)<5 || countitem(966)<5 || countitem(7031)<5 || countitem(1032)<5) goto L_NotDone;
- delitem 1042,5;
- delitem 950,5;
- delitem 946,5;
- delitem 966,5;
- delitem 7031,5;
- delitem 1032,5;
-
- L_Cont:
- mes "[Sir Andrew Syloc]";
- mes "Lets see here..... 5 of this.... 5 of that.... Great! You got everything I asked for.";
- next;
- mes "[Sir Andrew Syloc]";
- mes "You have done well and have past your first test! However you shouldn't get too excited.";
- mes "There are still more challenges that you will have to overcome before you can become a knight.";
- next;
- mes "[Sir Andrew Syloc]";
-
- L_Done:
- mes "Speak to the Chivalry Captain Herman and he will inform you about your next test.";
- mes "Stay focused and give it your all ^0000ff"+strcharinfo(0)+"^000000. I know you will do well.";
- set KNIGHT_Q, 2;
- set KNIGHT_Q2, 0;
- close;
-
- L_NotDone:
- mes "[Sir Andrew Syloc]";
- mes "What? You don't have everything I asked for?";
- emotion e_swt;
- next;
- mes "[Sir Andrew Syloc]";
- mes "This is what you were SUPPOSED to collect....";
- if(KNIGHT_Q2 == 1) callsub sF_R1;
- if(KNIGHT_Q2 == 2) callsub sF_R2;
- next;
- mes "[Sir Andrew Syloc]";
- mes "Once you have ALL of those items come back and see me.";
+ }
+ else if (KNIGHT_Q == 4) {
+ mes "[Sir Andrew]";
+ mes "Did you have something you needed to ask me? You should go and take the next test. Hurry, Sir Siracuse is waiting for you~";
close;
+ }
+ else if (KNIGHT_Q == 14) {
+ mes "[Sir Andrew]";
+ mes "You must have finished all the tests. Good job! You should go see our Captain so that we can all give our evaluation.";
+ close;
+ }
+ else {
+ mes "[Sir Andrew]";
+ mes "Did you have something you needed to ask me? You should go and take your next test. Do your best.";
+ mes "I know you can do it!";
+ close;
+ }
}
-
-//<------------------------------------------------------------------------------ Sir James Syracuse (2nd Test) ----------------------------------------------------------------------------------------->\\
-prt_in,71,91,6 script Sir James Syracuse 65,{
- mes "[Sir James Syracuse]";
- if (BaseJob == Job_Knight) goto L_Knight;
- if (BaseJob == Job_Novice) goto L_Novice;
- if (BaseJob == Job_Swordman && KNIGHT_Q == 2) goto L_Test;
- if (BaseJob == Job_Swordman && KNIGHT_Q == 3) goto L_Done;
-L_Other:
- mes "Attacking and defending..... is there a way to do both at the same time?";
- mes "With a 'two-handed' weapon you have a great attack but no defense. Is there anything that can compensate for this weakness?";
- next;
- mes "[Sir James Syracuse]";
- mes "A weapon that could be used to both attack and defend would be invaluable to a Knight...... Darn!..... Where can I get such a thing??!! ";
- close;
-L_Novice:
- mes "What are you doing here novice?";
- next;
- mes "[Sir James Syracuse]";
- mes "Do you want to become a Knight? Well too bad novices can't become knights.";
- next;
- mes "[Sir James Syracuse]";
- mes "You have to be an experienced swordman in order to become a knight.";
- close;
-L_Knight:
- mes "Hey, how are you doing... the guild is fine.";
- next;
- mes "[Sir James Syracuse]";
- mes "We are still recruiting knights. I hear there's a bad knight out there ruining the good name of the Prontera Chivalry...";
- next;
- mes "[Sir James Syracuse]";
- mes "If you see him, teach him a lesson.";
- close;
-
-L_Test:
- mes "Oh, so you passed the first test ^ff0000"+strcharinfo(0)+"^000000.";
- next;
- mes "[Sir James Syracuse]";
- mes "First let me introduce myself, my name is James Syracuse. I am of course a Knight here at the Prontera Chivalry.";
- next;
- mes "[Sir James Syracuse]";
- mes "This test will be on your knowledge of Knights. You will also be asked about your opinions of Knights...";
- next;
- mes "[Sir James Syracuse]";
- mes "Don't be nervous, I'll only be asking a few simple questions.";
- next;
- menu "Let's go",M_0,"I'm not ready yet.",M_End;
-
- M_0:
- mes "[Sir James Syracuse]";
- mes "Okay lets start, please answer the questions as quickly as you can. If you get an answer wrong you will have to start the test all over again.";
- next;
-
- mes "[Sir James Syracuse]";
- //mes "Knights excel in both attack strength and defensive prowess.";
- mes "Can you tell me which of these swords is NOT a two handed sword?";
- next;
- menu "Katzbalger",sM_0a,"Bastard Sword",sM_0b,"Claymore",sM_0c,"Flamberge",sM_0d;
-
- sM_0a:
- mes "[Sir James Syracuse]";
- mes "^ff0000Wrong^000000. Katzbalger IS a two-handed sword";
- mes "How will you manage to become a knight if you don't know about the swords that Knight's use?";
+prt_in,71,91,0 script Sir Siracuse#knt 65,{
+ if (BaseClass != Job_Swordman || BaseJob == Job_Knight) {
+ if (BaseJob == Job_Knight) {
+ mes "[Sir Siracuse]";
+ mes "Hey there!";
+ mes "How are you doing?";
+ mes "The Chivalry's been";
+ mes "doing pretty well.";
next;
- mes "[Sir James Syracuse]";
- mes "You need to know the basics BEFORE you take this test!";
- close;
-
- sM_0b:
- mes "[Sir James Syracuse]";
- mes "^ff0000Wrong^000000. Bastard Sword IS a two-handed sword!";
- mes "How will you manage to become a knight if you don't know about the swords that knight's use?";
+ mes "[Sir Siracuse]";
+ mes "We've been";
+ mes "testing new members,";
+ mes "but not all of them";
+ mes "show as much promise";
+ mes "as you.";
next;
- mes "[Sir James Syracuse]";
- mes "You need to know the basics BEFORE you take this test!";
- close;
-
- sM_0c:
- mes "[Sir James Syracuse]";
- mes "^ff0000Wrong^000000. Claymore IS a two-handed sword";
- mes "How will you manage to become a knight if you don't know about the swords that knight's use?";
+ mes "[Sir Siracuse]";
+ mes "I hope these new recruits all behave themselves, and don't";
+ mes "bring shame to the Chivalry.";
next;
- mes "[Sir James Syracuse]";
- mes "You need to know the basics BEFORE you take this test!";
+ mes "[Sir Siracuse]";
+ mes "If you catch any of the new guys acting in a way unbecoming of a Knight, scold them for me please?";
close;
-
- sM_0d:
-
- mes "[Sir James Syracuse]";
- mes "Okay, let me ask you a question about Knight skills.";
- mes "What skill listed below is NOT used for attacking an opponent?";
- next;
- menu "Two-Hand Mastery Lv.5",sM_1a,"Berserk Lv.3",sM_1b,"Endure Lv.10",sM_1c,"Bash Lv.10",sM_1d;
-
- sM_1a:
- mes "[Sir James Syracuse]";
- mes "^ff0000Wrong^000000. If you don't know this then you will never master the art of combat!";
- mes "If you want to become a knight, you have to know what each skill does.";
+ }
+ else if (BaseJob == Job_Novice) {
+ mes "[Sir Siracuse]";
+ mes "Oh?";
+ mes "What is a Novice";
+ mes "doing here?";
next;
- mes "[Sir James Syracuse]";
- mes "You need to know the basics BEFORE you take this test!";
- close;
-
- sM_1b:
- mes "[Sir James Syracuse]";
- mes "^ff0000Wrong^000000. If you don't know this then you will never master the art of combat!";
- mes "If you want to become a knight, you have to know what each skill does.";
+ mes "[Sir Siracuse]";
+ mes "Are you interested in becoming a Knight? You just can't change into a Knight from a Novice, you know.";
next;
- mes "[Sir James Syracuse]";
- mes "You need to know the basics BEFORE you take this test!";
+ mes "[Sir Siracuse]";
+ mes "First, you have";
+ mes "to become a well";
+ mes "experienced Swordman";
+ mes "before you can consider";
+ mes "becoming a Knight.";
close;
-
- sM_1c:
- goto L_Cont1;
-
- sM_1d:
- mes "[Sir James Syracuse]";
- mes "^ff0000Wrong^000000. If you don't know this then you will never master the art of combat!";
- mes "If you want to become a knight, you have to know what each skill does.";
+ }
+ else {
+ mes "[Sir Siracuse]";
+ mes "Offense and defense.";
+ mes "Is there a way to have both without compromising one or the other?";
next;
- mes "[Sir James Syracuse]";
- mes "You need to know the basics BEFORE you take this test!";
- close;
-
- L_Cont1:
- mes "[Sir James Syracuse]";
- mes "Knights are different from other classes in that Knights can use spears and have special spear skills.";
- mes "What spear skill below uses the MOST sp?";
- next;
- menu "Pierce",sM_2a,"Spear Boomarang",sM_2b,"Spear Stab",sM_2c,"Riding",sM_2d;
-
- sM_2a:
- mes "[Sir James Syracuse]";
- mes "^ff0000Wrong^000000. If you don't know this, it'll be hard for you to master the Spear!";
- mes "How can you not know about this if you're trying to become a Knight? Thats just not tolerable!";
+ mes "[Sir Siracuse]";
+ mes "Two-handed weapons greatly";
+ mes "improve your offense but decrease your defenses. Is there something that can overcome this weakness?";
next;
- mes "[Sir James Syracuse]";
- mes "You need to know the basics BEFORE you take this test!";
+ mes "[Sir Siracuse]";
+ mes "A weapon or some sort";
+ mes "of technique like that";
+ mes "would help Knights greatly...";
close;
-
- sM_2b:
- mes "[Sir James Syracuse]";
- mes "^ff0000Wrong^000000. If you don't know this, it'll be hard for you to master the Spear!";
- mes "How can you not know about this if you're trying to become a Knight? Thats just not tolerable!";
+ }
+ }
+ if (KNIGHT_Q == 0) {
+ mes "[Sir Siracuse]";
+ mes "Offense and defense.";
+ mes "Is there a way to have both without compromising one or the other?";
+ next;
+ mes "[Sir Siracuse]";
+ mes "Two-handed weapons greatly";
+ mes "improve your offense but decrease your defenses. Is there something that can overcome this weakness?";
+ next;
+ mes "[Sir Siracuse]";
+ mes "A weapon or some sort";
+ mes "of technique like that";
+ mes "would help Knights greatly...";
+ close;
+ }
+ else if (KNIGHT_Q == 1) {
+ mes "[Sir Siracuse]";
+ mes "Eh?";
+ mes "Do you have";
+ mes "something to";
+ mes "ask me?";
+ next;
+ if (select("I would like to take the test to change jobs.:Oh, nothing.") == 1) {
+ mes "[Sir Siracuse]";
+ mes "Oh, to become";
+ mes "a Knight? Come to";
+ mes "think of it, aren't";
+ if (sex)
+ mes "you the guy that";
+ else
+ mes "you the girl that";
+ mes "just applied?";
next;
- mes "[Sir James Syracuse]";
- mes "You need to know the basics BEFORE you take this test!";
- close;
-
- sM_2c:
- goto L_Cont2;
-
- sM_2d:
- mes "[Sir James Syracuse]";
- mes "^ff0000Wrong^000000. If you don't know this, it'll be hard for you to master the Spear!";
- mes "How can you not know about this if you're trying to become a Knight? Thats just not tolerable!";
+ mes "[Sir Siracuse]";
+ mes "Let's see...";
+ mes "Your name was";
+ mes "" + strcharinfo(0) + ".";
next;
- mes "[Sir James Syracuse]";
- mes "You need to know the basics BEFORE you take this test!";
+ mes "[Sir Siracuse]";
+ mes "But, before you come to me, you must visit the others. The way";
+ mes "I see it, you haven't proven that you know the basics. But I'll";
+ mes "reconsider once you";
+ mes "pass the first test.";
close;
-
- L_Cont2:
- mes "[Sir James Syracuse]";
- mes "Spears can also have elemental properites.";
- mes "Which of the elements below is strongest against Dark/Undead monsters?";
- next;
- menu "Holy",sM_3a, "Wind",sM_3b, "Poison",sM_3c, "Earth",sM_3d;
-
- sM_3a:
- goto L_Cont3;
-
- sM_3b:
- mes "[Sir James Syracuse]";
- mes "^ff0000Wrong^000000. Wind is NOT that strong against undead!";
- mes "These are basic stuff and you don't it how funny?";
+ }
+ mes "[Sir Siracuse]";
+ mes "Hmmm...?";
+ mes "Alright.";
+ mes "It's just that";
+ mes "you had that";
+ mes "look on your";
+ mes "face.";
+ close;
+ }
+ else if (KNIGHT_Q == 2 || KNIGHT_Q == 3) {
+ mes "[Sir Siracuse]";
+ mes "Eh?";
+ mes "Do you have";
+ mes "something to";
+ mes "ask me?";
+ next;
+ if (select("I would like to take the test to change jobs.:Oh, nothing.") == 1) {
+ mes "[Sir Siracuse]";
+ mes "Hahaha~!";
+ mes "Aren't you supposed to be taking Andrew's test? You can't just skip that, you know! All of our tests are important.";
next;
- mes "[Sir James Syracuse]";
- mes "You need to know the basics BEFORE you take this test!";
+ mes "[Sir Siracuse]";
+ mes "Speak to Sir Andrew first.";
+ mes "My test for you will come after you've finished his test.";
close;
-
- sM_3c:
- mes "[Sir James Syracuse]";
- mes "^ff0000Wrong^000000. Poion is NOT strong against undead";
- mes "These are basic stuff and you don't it how funny";
+ }
+ mes "[Sir Siracuse]";
+ mes "Hmmm...?";
+ mes "Alright.";
+ mes "It's just that";
+ mes "you had that";
+ mes "look on your";
+ mes "face.";
+ close;
+ }
+ else if (KNIGHT_Q == 4 || KNIGHT_Q == 5) {
+ mes "[Sir Siracuse]";
+ mes "Oh?";
+ mes "Do you have";
+ mes "something to";
+ mes "ask me?";
+ next;
+ if (select("Sir Andrew sent me to take your test.:Oh, nothing.") == 1) {
+ mes "[Sir Siracuse]";
+ mes "I see, you've passed the first test. Very well, I'll make some time for you. Let me introduce myself. My name is James Siracuse.";
next;
- mes "[Sir James Syracuse]";
- mes "You need to know the basics BEFORE you take this test!";
- close;
-
- sM_3d:
- mes "[Sir James Syracuse]";
- mes "^ff0000Wrong^000000. Earth is NOT strong against undead";
+ mes "[Sir Siracuse]";
+ mes "This test will measure how much you know about Knighthood. More importantly, I want to know your thoughts about honor.";
next;
- mes "[Sir James Syracuse]";
- mes "You need to know the basics BEFORE you take this test!";
- close;
-
- L_Cont3:
- mes "[Sir James Syracuse]";
- mes "When you become a Knight you can ride a pecopeco. However your attack speed drops significantly.";
- mes "But if you learn the skill, Cavalry Mastery, your attack speed will increase again.";
- next;
- mes "[Sir James Syracuse]";
- mes "What percentage of your attack speed is regained by learning level 3 cavalry mastery?";
- next;
- menu "70%",sM_4a, "80%",sM_4b, "90%",sM_4c, "100%",sM_4d;
-
- sM_4a:
- mes "[Sir James Syracuse]";
- mes "^ff0000Wrong^000000. If you don't know this I recommend that you do not ride a peco";
+ mes "[Sir Siracuse]";
+ mes "Don't be nervous, I won't keep you too long. These will be quick questions. Plus, you still have to see the others, right?";
next;
- mes "[Sir James Syracuse]";
- mes "You need to know the basics BEFORE you take this test!";
- close;
-
- sM_4b:
- goto L_Cont4;
-
- sM_4c:
- mes "[Sir James Syracuse]";
- mes "^ff0000Wrong^000000. If you don't know this I recommend that you do not ride a peco";
+ mes "[Sir Siracuse]";
+ mes "Well then,";
+ mes "let's begin.";
+ mes "Please answer";
+ mes "promptly.";
next;
- mes "[Sir James Syracuse]";
- mes "You need to know the basics BEFORE you take this test!";
- close;
-
- sM_4d:
- mes "[Sir James Syracuse]";
- mes "^ff0000Wrong^000000. If you don't know this I recommend that you do not ride a peco";
+L_AskQuestions:
+ mes "[Sir Siracuse]";
+ mes "A Knight must possess great strength, defense, speed, and the skill to wield a Two-Handed Sword. Which of the following weapons are not affected by the Two Hand Quicken skill?";
next;
- mes "[Sir James Syracuse]";
- mes "You need to know the basics BEFORE you take this test!";
- close;
-
- L_Cont4:
- mes "[Sir James Syracuse]";
- mes "Good, looks like you know a lot about knights";
- mes "Ok. Let me ask you some more questions";
- next;
- mes "[Sir James Syracuse]";
- mes "If you run into a novice and he asks you to tank for him because he's to lazy to fight on his own, you should....";
- next;
- menu "Tell the novice a good place to train",sM_5a, "Give him some zeny",sM_5b, "Give him some weapons",sM_5c;
-
- sM_5a:
- mes "[Sir James Syracuse]";
- mes "Yes! That's a good answer. Novice's need to be independent and work hard on their own.";
- mes "This builds good character and helps them become stronger.";
+ if (select("Katana:Slayer:Broadsword:Flamberge") != 4) {
+ set KNIGHT_Q,5;
+ mes "[Sir Siracuse]";
+ mes "Wrong!";
+ mes "That's a Two-Handed Sword!";
+ mes "Are you sure you want to be a Knight? You don't even know the basics...";
+ next;
+ mes "[Sir Siracuse]";
+ mes "If you're not sure about anything, go into town and ask any Knight. You need to learn more about Knights before applying for the job!";
+ close;
+ }
+ mes "[Sir Siracuse]";
+ mes "Good, now let me ask about some skills. Which of the following is not necessary to learn Bowling Bash?";
next;
- goto L_Cont5;
-
- sM_5b:
- mes "[Sir James Syracuse]";
- mes "WHAT?? Are you Nuts? Do you think that money is everything? LEAVE NOW!";
- close;
-
- sM_5c:
- mes "[Sir James Syracuse]";
- mes "Do you think you're helping someone when you give them good weapons?";
- mes "You are basically KILLING them not helping them. LEAVE NOW!";
- close;
-
- L_Cont5:
- mes "[Sir James Syracuse]";
- mes "If you're in a party and your party gets attacked, what would you do?";
- next;
- menu "Stay in front and protect everyone.",sM_6a, "Wait until the others attack first then leech.",sM_6b,
- "Who cares, I just want the drops.",sM_6c;
-
- sM_6a:
- mes "[Sir James Syracuse]";
- mes "Yes! We Knights are important in most battles because of our strong attack and defensive skills.";
- mes "We should try our best to take the brunt of any attack and allow our party members to provide support.";
+ if (select("Two Handed Sword Mastery Lv.5:Magnum Break Lv.3:Provoke Lv.10:Bash Lv.10") != 3) {
+ set KNIGHT_Q,5;
+ mes "[Sir Siracuse]";
+ mes "Wrong!";
+ mes "You need that to learn Bowling Bash! You should learn more about the Knight class before applying for the job!";
+ close;
+ }
+ mes "[Sir Siracuse]";
+ mes "Knights can also use Spears, unlike other jobs, and have skills related to Spears as well. What skills are not necessary to learn the skill Brandish Spear?";
next;
- goto L_Cont6;
-
- sM_6b:
- mes "[Sir James Syracuse]";
- mes "...WHAT? If you do that you're going to get EVERYONE KILLED!!";
+ if (select("Pierce Lv.5:Spear Stab Lv.3:Spear Boomerang Lv.3:Peco Peco Ride Lv.1") != 3) {
+ set KNIGHT_Q,5;
+ mes "[Sir Siracuse]";
+ mes "Wrong! You need to learn that to learn Brandish Spear! How can you not know about Knights if you want to become one?";
+ next;
+ mes "[Sir Siracuse]";
+ mes "If you aren't sure about anything, go into town and ask any Knight";
+ mes "for help. Come back after you've learned more about Knights.";
+ close;
+ }
+ mes "[Sir Siracuse]";
+ mes "Some Spears also have magical attributes, just like spells. Of the following, which can attack a Nightmare, which has the Ghost attribute?";
next;
- mes "[Sir James Syracuse]";
- mes "You....LEAVE NOW! You don't have what it takes to become a Knight!";
- close;
-
- sM_6c:
- mes "[Sir James Syracuse]";
- mes "YOU THINK DROPS ARE MORE IMPORTANT THAN YOUR PARTY MEMBERS??";
+ if (select("Zephyrus:Lance:Bill Guisarme:Crescent Scythe") != 1) {
+ set KNIGHT_Q,5;
+ mes "[Sir Siracuse]";
+ mes "Wrong! You'll be doing absolutely no damage with that type of Spear! Come back after you've learned more about Knights!";
+ next;
+ mes "[Sir Siracuse]";
+ mes "If you have a question, just ask any Knight in town. This is basic knowledge for us!";
+ close;
+ }
+ mes "[Sir Siracuse]";
+ mes "When you become a Knight you can ride a Peco Peco. However, your attack speed decreases once you're mounted on a Peco Peco.";
next;
- mes "[Sir James Syracuse]";
- mes "You don't have what it takes to become a knight... LEAVE NOW!!";
- close;
-
- L_Cont6:
- mes "[Sir James Syracuse]";
- mes "And finally, the last question. What do you think is most important to a Knight?";
- next;
- menu "Honor",sM_7a, "Money",sM_7b, "The Fame",sM_7c;
-
- sM_7a:
- mes "[Sir James Syracuse]";
- mes "Yes! Absolutely correct! A Knight's pride and honor come before all else.";
- mes "You have to always remember that!";
+ mes "[Sir Siracuse]";
+ mes "But, you can counter this speed decrease as you learn the Cavalier Mastery skill. What percentage of your normal attack speed will you have after learning Level 3 Cavalier Mastery?";
next;
- mes "[Sir James Syracuse]";
- goto L_Done;
-
- sM_7b:
- mes "[Sir James Syracuse]";
- mes "You're a REALLY GREEDY PERSON!!";
+ if (select("70 % of normal attack speed:80 % of normal attack speed:90 % of normal attack speed:100 % of normal attack speed") != 2) {
+ set KNIGHT_Q,5;
+ mes "[Sir Siracuse]";
+ mes "Wrong!";
+ mes "Don't bother riding a Peco Peco if you don't know about Cavalier Mastery!";
+ next;
+ mes "[Sir Siracuse]";
+ mes "You better come back after you've learned a little more about Knights!";
+ close;
+ }
+ mes "[Sir Siracuse]";
+ mes "Good, good...";
+ mes "I'm pretty sure you know a decent amount about Knights. Now, let me ask you some personal questions about Knights.";
+ next;
+ mes "[Sir Siracuse]";
+ mes "What should you do when you run into a Novice asking for help in town?";
+ next;
+ switch(select("Tell the Novice of a reasonable hunting area.:Let the Novice fight while you take the damage.:Give the Novice a bunch of Zeny and items.")) {
+ case 1:
+ mes "[Sir Siracuse]";
+ mes "Of course, even a Novice needs to learn how to be independent. Giving good guidance to Novices is one of the best things we can do.";
+ next;
+ break;
+ case 2:
+ set KNIGHT_Q,5;
+ mes "[Sir Siracuse]";
+ mes "You have the wrong idea. Do you really believe that is helping the Novice? Give a man a fish, he will eat for a day. Teach him to fish, he will eat for a lifetime!";
+ close;
+ case 3:
+ set KNIGHT_Q,5;
+ mes "[Sir Siracuse]";
+ mes "Do you really believe that this will truly help the poor Novice? It's generous but, they will not know the true value of zeny and items until they earn it themselves.";
+ close;
+ }
+ mes "[Sir Siracuse]";
+ mes "Alright...";
+ mes "Now, how should";
+ mes "you act within";
+ mes "a party?";
+ next;
+ switch(select("Protect everyone in the front of the battle.:Gather monsters and destroy them at once.:Get as many items possible, at all cost.")) {
+ case 1:
+ mes "[Sir Siracuse]";
+ mes "That's it! Our strength and attacks are very important in a party. All Knights should engage in a battle with that mindset.";
+ next;
+ break;
+ case 2:
+ set KNIGHT_Q,5;
+ mes "[Sir Siracuse]";
+ mes "Are you crazy? Don't you realize the flaw in that kind of thinking? You can't control large mobs. What if they kill you? Who will protect the innocent?";
+ close;
+ case 3:
+ set KNIGHT_Q,5;
+ mes "[Sir Siracuse]";
+ mes "I see your greed and we will have none of it here! It seems you do not truly care for others!";
+ mes "Get lost!";
+ close;
+ }
+ mes "[Sir Siracuse]";
+ mes "Lastly...";
+ mes "what's the most";
+ mes "important value";
+ mes "a Knight must have?";
+ next;
+ switch(select("Honor:Wealth:Status")) {
+ case 1:
+ mes "[Sir Siracuse]";
+ mes "Right, above all else, Knights must be honorable! We live and die for honor! Always keep that in mind.";
+ next;
+ break;
+ case 2:
+ set KNIGHT_Q,5;
+ mes "[Sir Siracuse]";
+ mes "You're scum! You strive to become a Knight for personal wealth? Get lost! We will not accept someone like you in our Chivalry!";
+ close;
+ case 3:
+ set KNIGHT_Q,5;
+ mes "[Sir Siracuse]";
+ mes "So you're trying to become famous through the Chivalry? That's pathetic. We won't accept someone like you in our Chivalry!";
+ close;
+ }
+ set KNIGHT_Q,6;
+ mes "[Sir Siracuse]";
+ mes "Well then,";
+ mes "this is the";
+ mes "end of my test.";
next;
- mes "[Sir James Syracuse]";
- mes "Leave now!! We DON'T want your kind here!";
+ mes "[Sir Siracuse]";
+ mes "For your next";
+ mes "test, please go";
+ mes "see Sir Windsor.";
+ mes "He's very quiet,";
+ mes "but don't let that";
+ mes "get to you.";
close;
-
- sM_7c:
- mes "[Sir James Syracuse]";
- mes "Did you want to a become a knight because you desired to become FAMOUS?";
+ }
+ mes "[Sir Siracuse]";
+ mes "Hmmm...?";
+ mes "Alright.";
+ mes "It's just that";
+ mes "you had that";
+ mes "look on your";
+ mes "face.";
+ close;
+ }
+ else if (KNIGHT_Q == 5) {
+ mes "[Sir Siracuse]";
+ mes "What...";
+ mes "You again?";
+ next;
+ if (select("I wish to take the test again.:Oh, nothing.") == 1) {
+ mes "[Sir Siracuse]";
+ mes "Is that right?";
+ mes "Are you sure you're";
+ mes "prepared this time?";
+ next;
+ mes "[Sir Siracuse]";
+ mes "Alright then,";
+ mes "here we go again...";
next;
- mes "[Sir James Syracuse]";
- mes "Leave now!! We DON'T need your kind here!";
+ goto L_AskQuestions;
+ }
+ mes "[Sir Siracuse]";
+ mes "Hmmm...?";
+ mes "Alright.";
+ mes "It's just that";
+ mes "you had that";
+ mes "look on your";
+ mes "face.";
+ close;
+ }
+ else if (KNIGHT_Q == 6) {
+ mes "[Sir Siracuse]";
+ mes "Oh?";
+ mes "Do you have";
+ mes "something to";
+ mes "ask me?";
+ next;
+ if (select("I would like to take the test to change jobs.:Oh, nothing.") == 1) {
+ mes "[Sir Siracuse]";
+ mes "Hey...";
+ mes "You already took my test, didn't you? You're done here. You should go visit Sir Windsor now...";
close;
-
- L_Done:
- mes "Good job on passing the second test. Please speak with the Captain about your next test.";
- next;
- mes "[Sir James Syracuse]";
- mes "There is more to a Knight than raw strength. Duty and honor are of the utmost importance to a Knight";
- mes "Remember this and you will have no problems with the rest of the tests.";
- set KNIGHT_Q, 3;
+ }
+ mes "[Sir Siracuse]";
+ mes "Hmmm...?";
+ mes "Alright.";
+ mes "It's just that";
+ mes "you had that";
+ mes "look on your";
+ mes "face.";
close;
-
- M_End:
- mes "[Sir James Syracuse]";
- mes "I see. Take your time.";
+ }
+ else if (KNIGHT_Q == 14) {
+ mes "[Sir Siracuse]";
+ mes "Mmm...?";
+ mes "You finished";
+ mes "everyone else's";
+ mes "tests as well?";
+ next;
+ mes "[Sir Siracuse]";
+ mes "Well then,";
+ mes "go and see the";
+ mes "captain. We'll all";
+ mes "be there to evaluate";
+ mes "your performance.";
close;
-
+ }
+ else {
+ mes "[Sir Siracuse]";
+ mes "Hey again.";
+ mes "Did you need something?";
+ mes "Sorry, but I'm busy at the moment. You should go and finish the rest of your tests.";
+ close;
+ }
}
-
-//<--------------------------------------------------------------------------------- Sir Windsor (3rd Test) -------------------------------------------------------------------------------------------------->\\
-// Sir Windsor ---------------------------------------------------------
-prt_in,79,94,3 script Sir Windsor#1 733,{
- mes "[Sir Windsor]";
- if(BaseJob == Job_Knight) goto L_Knight;
- if(BaseJob == Job_Novice) goto L_Novice;
- if(BaseJob == Job_Swordman && KNIGHT_Q == 3) goto L_Test;
- if(BaseJob == Job_Swordman && KNIGHT_Q == 4) goto L_Done;
-L_Other:
- mes "..........";
- next;
- mes "[Sir Windsor]";
- mes "What're you looking at.....?";
- close;
-L_Novice:
- mes "..........";
- next;
+prt_in,79,94,4 script Sir Windsor#knt 733,{
mes "[Sir Windsor]";
- mes "Go play somewhere else......";
- close;
-L_Knight:
- mes "Don't talk to me......";
- emotion e_dots;
- close;
-
-
-L_Test:
- if(KNIGHT_Q2 == 2) goto L_Done;
- if(KNIGHT_Q2 == 1) goto sL_ReTest;
- mes ".............";
+ mes "...";
next;
mes "[Sir Windsor]";
- mes "... so you're here to take the test?";
+ mes "...";
+ mes "......";
next;
mes "[Sir Windsor]";
- mes "Follow me.....";
- next;
- set KNIGHT_Q2,1;
- savepoint "prt_in",77,96;
- warp "job_knt",89,106;
- end;
-
- sL_ReTest:
- mes ".............";
+ if (BaseClass != Job_Swordman || BaseJob == Job_Knight) {
+ if (BaseJob == Job_Knight) {
+ mes "Protect.";
+ close;
+ }
+ else if (BaseJob == Job_Novice) {
+ mes "...Go play";
+ mes "outside.";
+ close;
+ }
+ else {
+ mes "...Hmpf.";
+ close;
+ }
+ }
+ if (KNIGHT_Q == 0) {
+ mes "...What?";
+ close;
+ }
+ else if (KNIGHT_Q >= 1 && KNIGHT_Q <= 5) {
+ mes "...What?";
next;
+ if (select("I would like to take the test to change jobs.:Oh, nothing.") == 1) {
+ mes "[Sir Windsor]";
+ mes "...";
+ next;
+ mes "[Sir Windsor]";
+ mes "...";
+ mes "......";
+ next;
+ mes "[Sir Windsor]";
+ mes "...It's not my turn.";
+ close;
+ }
mes "[Sir Windsor]";
- mes "Hmf... your previous attempt was pathetic....";
- next;
+ mes "...";
+ close;
+ }
+ else if (KNIGHT_Q == 6 || KNIGHT_Q == 7) {
+ if (KNIGHT_Q == 6) {
+ set .@mes$,"Sir Siracuse sent me to you.:Oh, nothing.";
+ mes ".....What?";
+ next;
+ }
+ else
+ set .@mes$,"I want to try again!:...";
+ if (select(.@mes$) == 1) {
+ mes "[Sir Windsor]";
+ mes "...";
+ next;
+ set KNIGHT_Q,7;
+ mes "[Sir Windsor]";
+ mes "...";
+ mes "......";
+ next;
+ mes "[Sir Windsor]";
+ if (KNIGHT_Q == 6)
+ mes "...Follow me.";
+ else {
+ mes "...Fine.";
+ next;
+ mes "[Sir Windsor]";
+ mes "...This way.";
+ }
+ close2;
+ warp "job_knt",89,101;
+ end;
+ }
mes "[Sir Windsor]";
- mes "Lets go......";
- next;
- savepoint "prt_in",77,96;
- warp "job_knt",89,106;
- end;
+ mes "...";
+ close;
+ }
+ else if (KNIGHT_Q == 14) {
+ mes "...Talk to";
+ mes "the captain.";
+ close;
+ }
+ else {
+ mes "...You're";
+ mes "done here.";
+ close;
+ }
+}
-L_Done:
- mes "Hmf.......";
- next;
+// Test 2 part 1
+//==========================================================
+job_knt,89,106,4 script Knight Windsor#knt 733,{
mes "[Sir Windsor]";
- mes ".... You passed my test.";
+ mes "...";
next;
mes "[Sir Windsor]";
- mes ".... Go talk to the Chivalry Captain Herman.";
- set KNIGHT_Q2,0;
- set KNIGHT_Q,4;
- close;
-}
-
-
-// Waiting Room ---------------------------------------------------------------------------
-job_knt,89,110,4 script Sir Windsor#2::SW2 733,{
- mes "[Sir Windsor]";
- mes "..........";
+ mes "...";
+ mes "......";
next;
mes "[Sir Windsor]";
- mes ".....You have a problem?";
+ mes "...Question?";
next;
- menu "What is this test about?",M_0, "I wanna kick some moster butt!.",M_1, "I want to leave.",M_2, "Nothing.",M_End;
-
- M_0:
+ switch(select("What kind of test is this?:How do I take the test?:I'd like to leave.:No.")) {
+ case 1:
mes "[Sir Windsor]";
- mes "..........";
+ mes "...";
next;
mes "[Sir Windsor]";
- mes ".....You are going to fight monsters.";
+ mes "...";
+ mes "......";
next;
mes "[Sir Windsor]";
- mes ".....You must kill every single monster in the arena.";
+ mes "...You fight monsters.";
next;
mes "[Sir Windsor]";
- mes "..........";
+ mes "...Kill them all.";
+ next;
+ mes "[Sir Windsor]";
+ mes "...";
next;
mes "[Sir Windsor]";
- mes ".....You have to survive three levels of viscous monsters.";
+ mes "...Three stages.";
+ mes "Beat them all.";
next;
mes "[Sir Windsor]";
- mes ".....I will give you 3 minutes for each level.";
+ mes "......3 minutes";
+ mes "for each stage.";
next;
mes "[Sir Windsor]";
mes "..........";
close;
-
- M_1:
+ case 2:
mes "[Sir Windsor]";
- mes "..........";
+ mes "...";
next;
mes "[Sir Windsor]";
- mes ".....Go to the waiting room first.";
+ mes "...";
+ mes "......";
next;
mes "[Sir Windsor]";
- mes ".....The test will start soon.";
+ mes "...Go in the";
+ mes "waiting room.";
next;
mes "[Sir Windsor]";
- mes "..........";
+ mes "...Then it";
+ mes "will begin.";
next;
mes "[Sir Windsor]";
- mes ".....If someones in there, you have to wait until they are done or fail.";
+ mes "...";
next;
mes "[Sir Windsor]";
- mes ".....Once that happens, you will be automatically warped to the test room..";
+ mes "...You have to wait";
+ mes "if someone is testing.";
next;
mes "[Sir Windsor]";
- mes "..........";
+ mes "...You can go in";
+ mes "after that person.";
+ next;
+ mes "[Sir Windsor]";
+ mes "...";
close;
-
- M_2:
+ case 3:
mes "[Sir Windsor]";
- mes "..........";
+ mes "...";
next;
mes "[Sir Windsor]";
- mes ".....Leave then.";
- next;
+ mes "...";
+ mes "......";
+ close2;
warp "prt_in",80,100;
- close;
-
- M_End:
+ end;
+ case 4:
mes "[Sir Windsor]";
- mes "..........";
+ mes "...";
close;
+ }
+}
+job_knt,89,106,4 script Windsor Benedict#knt 733,{
OnInit:
- waitingroom "Knight Test Waiting Room",8,"SW2::OnStart",1;
+ disablenpc "Windsor Benedict#knt";
+ waitingroom "Waiting Room",20,"Windsor Benedict#knt::OnStartArena",1;
end;
-OnStart:
+OnStartArena:
set $@KntUsers, getareausers("job_knt", 24, 126, 63, 165); // get user count for first lvl
set $@KntUsers, $@KntUsers + getareausers("job_knt", 24, 32, 63, 71); // get user count for second lvl + first lvl
- set $@KntUsers, $@KntUsers + getareausers("job_knt", 124, 132, 163, 171); // get user count for third lvl + second lvl + first lvl
+ set $@KntUsers, $@KntUsers + getareausers("job_knt", 124, 132, 163, 171); // get user count for third lvl + second lvl + first lvl
if($@KntUsers > 0) end;
- if ((getwaitingroomstate(33)) == 0) end; // stops the rest of the script from running if there is no one in the waiting room;
- //kills off any left over monsters from other testers
- killmonster "job_knt", "KntLvl1::OnMyMobDead";
- killmonster "job_knt", "KntLvl2::OnMyMobDead";
- killmonster "job_knt", "KntLvl3::OnMyMobDead";
+ if ((getwaitingroomstate(33)) == 0) end; // stops the rest of the script from running if there is no one in the waiting room;
+ killmonsterall "job_knt";
warpwaitingpc "job_knt",43,146;
- donpcevent "KntLvl1::OnStart";
+ donpcevent "Knight1::OnEnable";
end;
}
-// First Level ---------------------------------------------------------
-job_knt,1,1,1 script KntLvl1 -1,{
-
-OnStart:
- set $@KntRm, 1;
- set $@KntMob,12;
- monster "job_knt",39,150,"Dustiness",1114,1,"KntLvl1::OnMyMobDead";
- monster "job_knt",47,150,"Dustiness",1114,1,"KntLvl1::OnMyMobDead";
- monster "job_knt",39,142,"Dustiness",1114,1,"KntLvl1::OnMyMobDead";
- monster "job_knt",47,142,"Dustiness",1114,1,"KntLvl1::OnMyMobDead";
- monster "job_knt",43,137,"Piere",1160,1,"KntLvl1::OnMyMobDead";
- monster "job_knt",43,155,"Piere",1160,1,"KntLvl1::OnMyMobDead";
- monster "job_knt",43,155,"Deniro",1105,1,"KntLvl1::OnMyMobDead";
- monster "job_knt",43,155,"Deniro",1105,1,"KntLvl1::OnMyMobDead";
- monster "job_knt",43,155,"Andre",1095,1,"KntLvl1::OnMyMobDead";
- monster "job_knt",43,137,"Andre",1095,1,"KntLvl1::OnMyMobDead";
- monster "job_knt",35,146,"Argos",1100,1,"KntLvl1::OnMyMobDead";
- monster "job_knt",52,146,"Argos",1100,1,"KntLvl1::OnMyMobDead";
- initnpctimer "TimerKnt";
+- script Knight1 -1,{
+OnInit:
+ disablenpc "Knight1";
end;
-OnMyMobDead:
- set $@KntMob, $@KntMob - 1;
- if($@KntMob > 0) end;
-
- stopnpctimer "TimerKnt";
- areaannounce "job_knt", 24, 126, 63, 165, "[Sir Windsor]: Get ready for the second level....",8;
- set $@KntMob, 0;
- addtimer 5000, "KntLvl2::OnStart";
+OnEnable:
+ enablenpc "Knight1";
+ set .MyMobs,12;
+ monster "job_knt",39,150,"Dustiness",1114,1,"Knight1::OnMyMobDead";
+ monster "job_knt",47,150,"Dustiness",1114,1,"Knight1::OnMyMobDead";
+ monster "job_knt",39,142,"Dustiness",1114,1,"Knight1::OnMyMobDead";
+ monster "job_knt",47,142,"Dustiness",1114,1,"Knight1::OnMyMobDead";
+ monster "job_knt",43,137,"Piere",1160,1,"Knight1::OnMyMobDead";
+ monster "job_knt",43,137,"Andre",1095,1,"Knight1::OnMyMobDead";
+ monster "job_knt",43,137,"Deniro",1105,1,"Knight1::OnMyMobDead";
+ monster "job_knt",43,155,"Piere",1160,1,"Knight1::OnMyMobDead";
+ monster "job_knt",43,155,"Andre",1095,1,"Knight1::OnMyMobDead";
+ monster "job_knt",43,155,"Deniro",1105,1,"Knight1::OnMyMobDead";
+ monster "job_knt",35,146,"Argos",1100,1,"Knight1::OnMyMobDead";
+ monster "job_knt",52,146,"Argos",1100,1,"Knight1::OnMyMobDead";
+ initnpctimer;
end;
-}
-
-// Second Level ---------------------------------------------------------
-job_knt,1,1,1 script KntLvl2 -1,{
-
-OnStart:
- set $@KntRm, 2;
- set $@KntMob,12;
- monster "job_knt",53,52,"Frilldora",1119,1,"KntLvl2::OnMyMobDead";
- monster "job_knt",34,52,"Frilldora",1119,1,"KntLvl2::OnMyMobDead";
- monster "job_knt",43,42,"Desert Wolf",1106,1,"KntLvl2::OnMyMobDead";
- monster "job_knt",43,62,"Desert Wolf",1106,1,"KntLvl2::OnMyMobDead";
- monster "job_knt",58,52,"Drainliar",1111,1,"KntLvl2::OnMyMobDead";
- monster "job_knt",58,52,"Drainliar",1111,1,"KntLvl2::OnMyMobDead";
- monster "job_knt",29,52,"Drainliar",1111,1,"KntLvl2::OnMyMobDead";
- monster "job_knt",29,52,"Drainliar",1111,1,"KntLvl2::OnMyMobDead";
- monster "job_knt",60,68,"Anacondaq",1030,1,"KntLvl2::OnMyMobDead";
- monster "job_knt",27,68,"Anacondaq",1030,1,"KntLvl2::OnMyMobDead";
- monster "job_knt",60,35,"Anacondaq",1030,1,"KntLvl2::OnMyMobDead";
- monster "job_knt",27,35,"Anacondaq",1030,1,"KntLvl2::OnMyMobDead";
- warp "job_knt",43,52;
- initnpctimer "TimerKnt";
+OnDisable:
+ killmonster "job_knt", "Knight1::OnMyMobDead";
+ killmonsterall "job_knt";
+ disablenpc "Knight1";
end;
OnMyMobDead:
- set $@KntMob, $@KntMob - 1;
- if($@KntMob > 0) end;
-
- stopnpctimer "TimerKnt";
- areaannounce "job_knt", 24, 32, 63, 71, "[Sir Windsor]: Get ready for the third level....",8;
- set $@KntMob, 0;
- addtimer 5000, "KntLvl3::OnStart";
+ set .MyMobs,.MyMobs-1;
+ if (.MyMobs < 1) {
+ mes "[Sir Windsor]";
+ mes "...";
+ next;
+ mes "[Sir Windsor]";
+ mes "...On to";
+ mes "the next level.";
+ close2;
+ warp "job_knt",43,52;
+ donpcevent "Knight1::OnDisable";
+ donpcevent "Knight2::OnEnable";
+ stopnpctimer;
+ }
end;
-}
-
-// Third Level ---------------------------------------------------------------
-job_knt,1,1,1 script KntLvl3 -1,{
-
-OnStart:
- set $@KntRm, 3;
- set $@KntMob,7;
- monster "job_knt",136,152,"Knife Goblin Bro",1122,1,"KntLvl3::OnMyMobDead";
- monster "job_knt",150,152,"Mace Goblin Bro",1123,1,"KntLvl3::OnMyMobDead";
- monster "job_knt",143,145,"Axe Goblin Bro",1124,1,"KntLvl3::OnMyMobDead";
- monster "job_knt",143,167,"Hammer Goblin Bro",1125,1,"KntLvl3::OnMyMobDead";
- monster "job_knt",139,167,"Club Goblin Bro",1126,1,"KntLvl3::OnMyMobDead";
- monster "job_knt",147,167,"Goblin Archer",1258,1,"KntLvl3::OnMyMobDead";
- monster "job_knt",136,158,"Steam Goblin",1280,1,"KntLvl3::OnMyMobDead";
- warp "job_knt",143,152;
- initnpctimer "TimerKnt";
+OnTimer180000:
+ donpcevent "Knight1::OnDisable";
end;
-OnMyMobDead:
- set $@KntMob, $@KntMob - 1;
- if($@KntMob > 0) end;
-
- stopnpctimer "TimerKnt";
- set KNIGHT_Q2, 2;
- areaannounce "job_knt", 124, 132, 163, 171, "[Sir Windsor]: ....... test completed.",8;
- set $@KntMob, 0;
- addtimer 7000, "TimerKnt::OnTimer184000";
+OnTimer181000:
+ areawarp "job_knt", 24, 126, 63, 165, "prt_in",80,100;
end;
-}
-
-// Timer --------------------------------------------------------------------------------
-job_knt,1,1,1 script TimerKnt -1,{
-
-OnTimer2000:
- set $@KntTime$, "You have 3 minutes...";
- donpcevent "SW2::OnStart"; //checks to see if anyone is still in the room, in case of logout or KO
- callsub AnnounceKnt;
-OnTimer32000:
- donpcevent "SW2::OnStart";
- end;
-OnTimer62000:
- set $@KntTime$, "You have 2 minutes left...";
- donpcevent "SW2::OnStart";
- callsub AnnounceKnt;
-OnTimer92000:
- donpcevent "SW2::OnStart";
- end;
-OnTimer122000:
- set $@KntTime$, "You have 1 minute left...";
- donpcevent "SW2::OnStart";
- callsub AnnounceKnt;
-OnTimer152000:
- set $@KntTime$, "You have 30 seconds left...";
- donpcevent "SW2::OnStart";
- callsub AnnounceKnt;
-OnTimer162000:
- set $@KntTime$, "You have 10 seconds left...";
- callsub AnnounceKnt;
OnTimer182000:
- set $@KntTime$, "Times up! You failed!!";
- donpcevent "SW2::OnStart";
- callsub AnnounceKnt;
-OnTimer184000:
- stopnpctimer;
- if($@KntRm==1) areawarp "job_knt", 24, 126, 63, 165, "prt_in",77,96;
- if($@KntRm==2) areawarp "job_knt", 24, 32, 63, 71, "prt_in",77,96;
- if($@KntRm==3) areawarp "job_knt", 124, 132, 163, 171, "prt_in",77,96;
- areaannounce "job_knt", 82, 98, 97, 113, "[Sir Windsor]: The testing rooms are now open.....",8;
- killmonster "job_knt", "KntLvl1::OnMyMobDead";
- killmonster "job_knt", "KntLvl2::OnMyMobDead";
- killmonster "job_knt", "KntLvl3::OnMyMobDead";
- donpcevent "SW2::OnStart";
- end;
-
-AnnounceKnt:
- if($@KntRm==1) areaannounce "job_knt", 24, 126, 63, 165, "[Sir Windsor]: "+$@KntTime$+".",8;
- if($@KntRm==2) areaannounce "job_knt", 24, 32, 63, 71, "[Sir Windsor]: "+$@KntTime$+".",8;
- if($@KntRm==3) areaannounce "job_knt", 124, 132, 163, 171, "[Sir Windsor]: "+$@KntTime$+".",8;
+ donpcevent "Windsor Benedict#knt::OnEnable";
end;
}
+// Test 2 part 2
+//==========================================================
+- script Knight2 -1,{
+OnInit:
+ disablenpc "Knight2";
+ end;
-//<------------------------------------------------------------------------------------ Lady Amy Beatris (4th Test) ---------------------------------------------------------------------------------------------->\\
-prt_in,69,107,5 script Lady Amy Beatris 728,{
- mes "[Lady Amy Beatris]";
- if (BaseJob == Job_Knight) goto L_Knight;
- if (BaseJob == Job_Novice) goto L_Novice;
- if (BaseJob == Job_Swordman && KNIGHT_Q == 4) goto L_Test;
- if (BaseJob == Job_Swordman && KNIGHT_Q == 5) mes "Speak to the Chivalry Captain Herman about your next test.";
- if (BaseJob == Job_Swordman && KNIGHT_Q == 5) close;
-L_Other:
- mes "Welcome to the Prontera Chivalry.";
- next;
- mes "[Lady Amy Beatris]";
- mes "There are only Knights here so just relax.";
- close;
-L_Novice:
- mes "Wow... A cute novice... soooo cute...";
- emotion e_lv2;
- next;
- mes "[Lady Amy Beatris]";
- mes "Do you want to become a Knight?";
- if(sex==0) mes "I bet you'll be lovely as a Knight.";
- if(sex==1) mes "I bet you'll be really handsome as a Knight.";
- next;
- mes "[Lady Amy Beatris]";
- if(sex==0) mes "If you become a Knight, come back and see me. We Lady Knights should stick together.";
- if(sex==1) mes "If you become a knight, come back and see me okay?(*winks*)";
- close;
-L_Knight:
- if(sex==1) goto L_Male;
-
- L_Female:
- mes "Oh my! Aren't you just the prettiest Knight. I love how your sword matches with your shoes.";
- emotion e_lv2;
- next;
- mes "[Lady Amy Beatris]";
- mes "Anyway, I'm glad you came back to see me. I'm always curious about how a Knight turns out.";
- mes "You look like you're doing fine so continue the good work okay? Lady Knights rule!";
- close;
-
- L_Male:
- mes "Well hello handsome. There's just something about men in armor....";
- emotion e_lv;
- next;
- mes "[Lady Amy Beatris]";
- mes "So, did you come back for some fun...?";
- next;
- menu "YOU BET!!!",M_Yes, "... um... well... err...",M_No;
-
- M_Yes:
- mes "^FF0000(SLAPP!! SMACK!! BASH!!)^000000";
- emotion e_an;
- percentheal -10,0;
- next;
- mes "[Lady Amy Beatris]";
- mes "How dare you!! Just what kind of girl do you take me for?";
- next;
- mes "[Lady Amy Beatris]";
- mes "Allways remember that a Knight's a Knight, no matter what gender they are.";
- mes "Also remember to be respectfull to women at all times!";
- emotion e_pif;
- close;
-
- M_No:
- mes "[Lady Amy Beatris]";
- mes "Teh he he. Silly, I'm just playing with you. You may be good looking, but I'm NOT that kind of girl.";
- emotion e_heh;
- next;
- mes "[Lady Amy Beatris]";
- mes "Anyway, I'm glad you came back to see me. I'm always curious about how a Knight turns out.";
- mes "You look like you're doing fine so continue the good work okay?";
- emotion e_no1;
- close;
-
-
-L_Test:
- if(KNIGHT_Q2 == 1) mes "Are you ready to take the test over?"; //for when someone retakes the test
- if(KNIGHT_Q2 == 1) goto M_Menu;
- mes "Hello. Your ^ff0000"+strcharinfo(0)+"^000000, right?";
- next;
- mes "[Lady Amy Beatris]";
- mes "My name is Amy Beatris, a Knight of the Prontera Chivalry.";
- next;
- mes "[Lady Amy Beatris]";
- mes "For your test I will be asking you some questions";
- next;
- mes "[Lady Amy Beatris]";
- mes "Please listen carefully and pick the correct answer.";
-M_Menu:
- next;
- menu "Ok. I'm ready.",M_0, "Please give me some time.",M_End;
-
- M_0:
- set @score,0;
-
- mes "[Lady Amy Beatris]";
- mes "Let's say your in Morroc and you want to recruit a party member. What would you do?";
- next;
- menu "Randomly follow someone around",sM_0a, "Make a chatroom and wait.",sM_0b, "Ask if anyone wants to party with a Knight..",sM_0c;
-
- sM_0a:
- goto L_Cont1;
-
- sM_0b:
- set @score, @score + 10;
- goto L_Cont1;
-
- sM_0c:
- set @score, @score + 10;
-
- L_Cont1:
- mes "[Lady Amy Beatris]";
- mes "You're in a party with a hunter, a priest, a wizard, a blacksmith, and an assassin.";
- mes "The six of you decide to train in the Pyramids.";
- next;
- mes "[Lady Amy Beatris]";
- mes "Your party makes it to the fourth floor of the pyramid, what will you do now?";
- next;
- menu "Scout ahead and make sure it's safe for all",sM_1a, "Go fight by yourself",sM_1b, "Stay in front of the party and move slowly",sM_1c;
-
- sM_1a:
- set @score, @score + 10;
-
- sM_1b:
- goto L_Cont2;
-
- sM_1c:
- set @score, @score + 10;
-
- L_Cont2:
- mes "[Lady Amy Beatris]";
- mes "A lame-o guy creates a mob right in front of your party and disappears. What would you do?";
- next;
- menu "Look after your partners",sM_2a, "Fight hard and help when needed",sM_2b, "Take your PecoPeco and RIDE like the WIND!",sM_2c;
-
- sM_2a:
- set @score, @score + 10;
- goto L_Cont3;
-
- sM_2b:
- set @score, @score + 10;
- goto L_Cont3;
-
- sM_2c:
-
- L_Cont3:
- mes "[Lady Amy Beatris]";
- mes "Somehow you beat the mob. Your party then journeys on and you stumble upon someone who has fainted.";
- next;
- mes "[Lady Amy Beatris]";
- mes "This guy begs you to help him, what will you do?";
- next;
- menu "Ask the priest in your party to help.",sM_3a, "Ask him how much he'll pay you if you help",sM_3b, "Ignore him.",sM_3c;
-
- sM_3a:
- set @score, @score + 10;
-
- sM_3b:
-
- sM_3c:
-
- L_Cont4:
- mes "[Lady Amy Beatris]";
- mes "You guys have to go to different places so you guys seperate yourselves into smaller groups.";
- next;
- mes "[Lady Amy Beatris]";
- mes "During your previous battles, a monster dropped a very valuable item that you picked up. What do you do with it?";
- next;
- menu "Give it to the person that deserves it the most.",sM_4a, "Pretend you don't know about it.",sM_4b, "Discuss it with the others.",sM_4c;
-
- sM_4a:
- set @score, @score + 10;
-
- sM_4b:
- goto L_Cont5;
-
- sM_4c:
- set @score, @score + 10;
-
- L_Cont5:
- mes "[Lady Amy Beatris]";
- mes "You decide to go back to Prontera and sell some of the valuble items you picked up.";
- mes "On the road, you see a lot of chatrooms.";
- next;
- mes "[Lady Amy Beatris]";
- mes "What would be the best way to sell them?";
- next;
- menu "Sell them to an NPC.",sM_5a, "Create a chatroom to advertise the items.",sM_5b, "Go around looking for someone that needs them.",sM_5c;
-
- sM_5a:
- goto L_Cont6;
-
- sM_5b:
- set @score, @score + 10;
- goto L_Cont6;
-
- sM_5c:
- set @score, @score + 10;
-
- L_Cont6:
- mes "[Lady Amy Beatris]";
- mes "Someone comes up to you and begs you for money. What would you do?";
- next;
- menu "Give him some money and items.",sM_6a, "Ignore him.",sM_6b, "Tell him a place where its suitable for him to earn money.",sM_6c;
-
- sM_6a:
-
- sM_6b:
- goto L_Cont7;
- sM_6c:
- set @score, @score + 10;
-
- L_Cont7:
- mes "[Lady Amy Beatris]";
- mes "Now your alone and training in a forest. You are happily riding a pecopeco.";
- next;
- mes "[Lady Amy Beatris]";
- mes "You run into somone who's lost. What do you do?";
- next;
- menu "Tell her where the exit is.",sM_7a, "Bring her to the exit.",sM_7b, "Give her a butterfly wing.",sM_7c;
-
- sM_7a:
- set @score, @score + 10;
- goto L_Cont8;
-
- sM_7b:
- set @score, @score + 10;
-
- sM_7c:
-
- L_Cont8:
- mes "[Lady Amy Beatris]";
- mes "You're still in the forest but now your busy fighting monsters.";
- mes "You realize that you've run out of healing items and your health is very low.";
- next;
- mes "[Lady Amy Beatris]";
- mes "Suddenly a priest appears! What would you do?";
- next;
- menu "'Give me a heal'",sM_8a, "'Would you please heal me. I'll share the drops with you.'",sM_8b, "'Dude! I need healz plz.'",sM_8c;
-
- sM_8a:
- goto L_Cont9;
-
- sM_8b:
- set @score, @score + 10;
-
- sM_8c:
-
- L_Cont9:
- mes "[Lady Amy Beatris]";
- mes "Your getting tired so you decide to head back to town.";
- next;
- mes "[Lady Amy Beatris]";
- mes "On the road back to town, you see a very valuable object. What will you do?";
- next;
- menu "Pick it up and keep it.",sM_9a, "Ask around to see if anyone dropped it.",sM_9b, "Leave it there.",sM_9c;
-
- sM_9a:
- goto L_Cont10;
-
- sM_9b:
- set @score, @score + 10;
- goto L_Cont10;
-
- sM_9c:
- set @score, @score + 10;
+OnEnable:
+ enablenpc "Knight2";
+ set .MyMobs,12;
+ monster "job_knt",53,52,"Frilldora",1119,1,"Knight2::OnMyMobDead";
+ monster "job_knt",34,52,"Frilldora",1119,1,"Knight2::OnMyMobDead";
+ monster "job_knt",43,42,"Desert Wolf",1106,1,"Knight2::OnMyMobDead";
+ monster "job_knt",43,62,"Desert Wolf",1106,1,"Knight2::OnMyMobDead";
+ monster "job_knt",58,52,"Drainliar",1111,1,"Knight2::OnMyMobDead";
+ monster "job_knt",58,52,"Drainliar",1111,1,"Knight2::OnMyMobDead";
+ monster "job_knt",29,52,"Drainliar",1111,1,"Knight2::OnMyMobDead";
+ monster "job_knt",29,52,"Drainliar",1111,1,"Knight2::OnMyMobDead";
+ monster "job_knt",60,68,"Anacondaq",1030,1,"Knight2::OnMyMobDead";
+ monster "job_knt",27,68,"Anacondaq",1030,1,"Knight2::OnMyMobDead";
+ monster "job_knt",60,35,"Anacondaq",1030,1,"Knight2::OnMyMobDead";
+ monster "job_knt",27,35,"Anacondaq",1030,1,"Knight2::OnMyMobDead";
+ initnpctimer;
+ end;
- L_Cont10:
- mes "[Lady Amy Beatris]";
- mes "Alright. I'm finished with my questions. Now that wasn't so bad was it?";
- next;
- mes "[Lady Amy Beatris]";
- mes "Okay, let me just quickly add up your score....";
- next;
- mes "[Lady Amy Beatris]";
- mes "You got a score of ^ff0000"+@score+"^000000 out of ^0000ff100^000000.";
- next;
- mes "[Lady Amy Beatris]";
- if(@score == 100) goto L_100;
- if(@score >= 80) goto L_80;
+OnDisable:
+ killmonster "job_knt", "Knight2::OnMyMobDead";
+ disablenpc "Knight2";
+ end;
- L_Failed:
- mes "I am sorry but you failed the test. I hope you will try again and do better next time.";
- next;
- mes "[Lady Amy Beatris]";
- mes "When I ask you a question please think hard about it.";
- set KNIGHT_Q2, 1; //flag for re-taking the test
- close;
+OnMyMobDead:
+ set .MyMobs,.MyMobs-1;
+ if (.MyMobs < 1) {
+ mes "[Sir Windsor]";
+ mes "...Hmm.";
+ next;;
+ mes "[Sir Windsor]";
+ mes "...One stage left.";
+ close2;
+ warp "job_knt",143,152;
+ donpcevent "Knight2::OnDisable";
+ donpcevent "Knight3::OnEnable";
+ stopnpctimer;
+ }
+ end;
- L_100:
- mes "Great job! You got a perfect score. If you keep this up, you'll become one of the best knights around.";
- mes "Speak to the Chivalry Captain Herman about your next test.";
- next;
- mes "[Lady Amy Beatris]";
- mes "Keep up the good work and pass all the tests okay?";
- set KNIGHT_Q, 5;
- set KNIGHT_Q2, 0;
- close;
- L_80:
- mes "Not bad. Not as good as had I hoped, but you did well enough to pass.";
- mes "Speak to the Chivalry Captain Herman about your next test.";
- next;
- mes "[Lady Amy Beatris]";
- mes "Good luck on the next test. I hope you'll pass and become a knight soon.";
- set KNIGHT_Q, 5;
- set KNIGHT_Q2, 0;
- close;
+OnTimer180000:
+ donpcevent "Knight2::OnDisable";
+ end;
- M_End:
- mes "[Lady Amy Beatris]";
- mes "Sure thing. See me when you're ready.";
- close;
+OnTimer181000:
+ areawarp "job_knt", 24, 32, 63, 71, "prt_in",100,100;
+ end;
+OnTimer182000:
+ donpcevent "Knight2::OnDisable";
+ donpcevent "Windsor Benedict#knt::OnEnable";
+ end;
}
+// Test 2 part 3
+//==========================================================
+- script Knight3 -1,{
+OnInit:
+ disablenpc "Knight3";
+ end;
-//<------------------------------------------------------------------------------------------- Sir Edmund (5th Test) --------------------------------------------------------------------------------------------->\\
-prt_in,70,99,5 script Sir Edmund 734,{
- mes "[Sir Edmund]";
- if (BaseJob == Job_Knight) goto L_Knight;
- if (BaseJob == Job_Swordman) goto L_Sword;
- if (BaseJob == Job_Novice) goto L_Novice;
-L_Other:
- mes "Everything in this world exists in harmony.";
- next;
- mes "[Sir Edmund]";
- mes "Living without disrupting this harmony is the only true way to live your life....";
- close;
-L_Novice:
- mes "A tree with deep roots will not be swayed by the wind.";
- next;
- mes "[Sir Edmund]";
- mes "Skills rooted in a strong foundation will one day shine their light...";
- next;
- mes "[Sir Edmund]";
- mes "You future will be decided by what you do now.... so strengthen those roots.";
- close;
-
- mes "[Sir Edmund]";
- mes "People who wants to be on the dark side will always have nightmares";
- next;
- mes "[Sir Edmund]";
- mes "If a person gets a nightmare everyday, all his dreams will be crushed...";
- close;
-
-L_Knight:
- mes "Make your heart into a river.";
- next;
- mes "[Sir Edmund]";
- mes "A river will wash out everything in its path...";
- next;
- mes "[Sir Edmund]";
- mes "As a knight you must walk your path like a flowing river.";
- close;
-
-L_Sword:
- if (KNIGHT_Q == 5) goto L_Test;
- if (KNIGHT_Q == 6) goto L_Done;
- mes "Those with ominous thoughts will only dream ominous dreams.";
- next;
- mes "[Sir Edmund]";
- mes "Having ominous dreams will result in no dreams at all....";
- close;
-L_Test:
- if(KNIGHT_Q2 == 1) goto L_ReTest;
- if(KNIGHT_Q2 == 2) goto L_Done;
- mes "Oh so its your turn to take my test.";
- mes "I hope you can pass it";
- next;
- mes "[Sir Edmund]";
- mes "My name is Edmund.";
- mes "And iam a knight in the prontera Knight Guild.";
- next;
- mes "[Sir Edmund]";
- mes "Knights are like the people that keeps justice and peace in this world...";
- mes "If you can help people and be nice, you'll be one of the best knights in this world.";
- next;
- mes "[Sir Edmund]";
- mes "Your actions can't be slow, if you decide on something, you got to do it.";
- mes "Sometimes you can be the water, Weak , but most time you got to be the wind, HARD.";
- next;
- mes "[Sir Edmund]";
- mes "You can't kill monsters because its fun.";
- mes "And sometimes you'll need time to calm down...";
- next;
- mes "[Sir Edmund]";
- mes "Okay lets start the test now.";
- next;
- warp "job_knt",143,57;
- doevent "ev_Test::OnStart";
+OnEnable:
+ enablenpc "Knight3";
+ set .MyMobs,7;
+ monster "job_knt",136,152,"Goblin",1122,1,"Knight3::OnMyMobDead";
+ monster "job_knt",150,152,"Goblin",1123,1,"Knight3::OnMyMobDead";
+ monster "job_knt",143,145,"Goblin",1124,1,"Knight3::OnMyMobDead";
+ monster "job_knt",143,167,"Goblin",1125,1,"Knight3::OnMyMobDead";
+ monster "job_knt",139,167,"Goblin",1126,1,"Knight3::OnMyMobDead";
+ monster "job_knt",147,167,"Goblin Archer",1258,1,"Knight3::OnMyMobDead";
+ monster "job_knt",136,158,"Steam Goblin",1280,1,"Knight3::OnMyMobDead";
+ initnpctimer;
end;
- L_ReTest:
- mes "Last time when you did the test you didn't try hard enough.";
- mes "A knights weapon should only be used to protect, not to bully weak monsters.";
- next;
- mes "[Sir Edmund]";
- mes "Everything in this world is equal, there shouldn't be any exceptions.";
- mes "This point shouldn't be kept just when you have tests, it should be kept when you're training in real life...";
- next;
- mes "[Sir Edmund]";
- mes "Okay now, try again.";
- next;
- warp "job_knt",143,57;
- doevent "ev_Test::OnStart";
- end;
+OnDisable:
+ killmonster "job_knt", "Knight3::OnMyMobDead";
+ disablenpc "Knight3";
+ end;
- L_Done:
- mes "You have done very well to pass my test.";
- next;
- mes "[Sir Edmund]";
- mes "Remember that true strength comes from patience and understanding.";
+OnMyMobDead:
+ set .MyMobs,.MyMobs-1;
+ if (.MyMobs < 1) {
+ mes "[Sir Windsor]";
+ mes "...";
next;
- mes "[Sir Edmund]";
- mes "When you understand the world around you, you will be able to overcome any obstacle in life.";
+ mes "[Sir Windsor]";
+ mes "...Very good.";
next;
- mes "[Sir Edmund]";
- mes "Go to the Chivalry Captain Herman and find out about your next challenge. Good luck.";
- set KNIGHT_Q2,0;
- set KNIGHT_Q,6;
- close;
-}
-
-// Test -----------------------------
-job_knt,1,1,1 script ev_Test -1,{
-
-OnStart:
- killmonster "job_knt","ev_Test::OnMyMobDead";
- monster "job_knt",141,57,"Poring",1002,1,"ev_Test::OnMyMobDead";
- monster "job_knt",145,57,"Poring",1002,1,"ev_Test::OnMyMobDead";
- monster "job_knt",143,55,"Poring",1002,1,"ev_Test::OnMyMobDead";
- monster "job_knt",143,59,"Poring",1002,1,"ev_Test::OnMyMobDead";
- monster "job_knt",141,55,"Lunatic",1063,1,"ev_Test::OnMyMobDead";
- monster "job_knt",141,59,"Lunatic",1063,1,"ev_Test::OnMyMobDead";
- monster "job_knt",145,55,"Lunatic",1063,1,"ev_Test::OnMyMobDead";
- monster "job_knt",145,59,"Lunatic",1063,1,"ev_Test::OnMyMobDead";
- monster "job_knt",139,57,"Chonchon",1011,1,"ev_Test::OnMyMobDead";
- monster "job_knt",147,57,"Chonchon",1011,1,"ev_Test::OnMyMobDead";
- monster "job_knt",143,53,"Chonchon",1011,1,"ev_Test::OnMyMobDead";
- monster "job_knt",143,61,"Chonchon",1011,1,"ev_Test::OnMyMobDead";
- monster "job_knt",130,69,"Spore",1014,1,"ev_Test::OnMyMobDead";
- monster "job_knt",157,69,"Spore",1014,1,"ev_Test::OnMyMobDead";
- monster "job_knt",130,42,"Spore",1014,1,"ev_Test::OnMyMobDead";
- monster "job_knt",157,42,"Spore",1014,1,"ev_Test::OnMyMobDead";
- monster "job_knt",165,54,"Spore",1014,1,"ev_Test::OnMyMobDead";
- monster "job_knt",165,57,"Spore",1014,1,"ev_Test::OnMyMobDead";
- monster "job_knt",122,54,"Spore",1014,1,"ev_Test::OnMyMobDead";
- monster "job_knt",122,57,"Spore",1014,1,"ev_Test::OnMyMobDead";
-
- addtimer 240000, "ev_Test::OnTimerPass";
+ mes "[Sir Windsor]";
+ mes "...Go talk to";
+ mes "Amy Beatrice now.";
+ close2;
+ set KNIGHT_Q,8;
+ warp "prt_in",80,100;
+ donpcevent "Knight3::OnDisable";
+ donpcevent "Windsor Benedict::OnEnable";
+ stopnpctimer;
+ }
end;
-OnTimerPass:
- set KNIGHT_Q2, 2;
- areaannounce "job_knt", 124, 36, 163, 75, "[Sir Edmund]: Well done.",0;
- addtimer 4000, "ev_Test::OnTimerWarp";
+OnTimer180000:
+ donpcevent "Knight3::OnDisable";
end;
-OnMyMobDead:
- set KNIGHT_Q2, 1;
- areaannounce "job_knt", 124, 36, 163, 75, "[Sir Edmund]: You are not at peace and therfore have failed my test.",0;
- deltimer "ev_Test::OnTimerPass";
- addtimer 4000, "ev_Test::OnTimerWarp";
+OnTimer181000:
+ areawarp "job_knt", 124, 132, 163, 171, "prt_in",80,100;
end;
-OnTimerWarp:
- if(KNIGHT_Q2 == 2) warp "prt_in",80,100;
- if(KNIGHT_Q2 == 1) warp "prt_fild05",353,251;
+OnTimer182000:
+ donpcevent "Windsor Benedict#knt::OnEnable";
end;
}
-
-//<------------------------------------------------------------------------------------------ Sir Grey (Final Test) ------------------------------------------------------------------------------------------------------>\\
-prt_in,87,90,3 script Sir Grey 119,{
- mes "[Sir Grey]";
- if (BaseJob == Job_Knight) goto L_Knight;
- if (BaseJob == Job_Novice) goto L_Novice;
- if (BaseJob == Job_Swordman && KNIGHT_Q == 6) goto L_Test;
- if (BaseJob == Job_Swordman && KNIGHT_Q == 7) mes "Go to Chivalry Captain Herman and allow him to bestow upon you the great honor of Knighthood.";
- if (BaseJob == Job_Swordman && KNIGHT_Q == 7) close;
-L_Other:
- mes "Use your time wisely young one......";
- next;
- mes "[Sir Grey]";
- mes "You don't want to end up regreting missed opportunities.";
- close;
-L_Novice:
- mes "Believe it or not, I was once a Novice as well.";
- next;
- mes "[Sir Grey]";
- mes "Back then, I never dreamed about being a knight.... I just wanted to become a strong person.....";
- next;
- mes "[Sir Grey]";
- mes "And somehow after all these years, I ended up becoming one. Imagine that.... Hahaha.";
- emotion e_heh;
- close;
-L_Knight:
- mes "I don't know if I can even properly describe the ^00aa00Claymore^000000, but I know this... it's the greatest weapon a Knight can wield!!";
- next;
- mes "[Sir Grey]";
- mes "Yes! The ^00aa00'Claymore'^000000!! Every knight should have one!";
- next;
- menu "Info about the Claymore ",M_Info, "Buy the Claymore",M_Buy, "End talk",M_Cancel;
-
- M_Info:
- mes "[Sir Grey]";
- mes "The Claymore is the best 2 handed sword a knight can get. Its like a knight's bestfriend.";
- next;
- mes "[Sir Grey]";
- mes "Our guild works very hard to make these beautiful Claymore swords and therefore deserves some compensation for their work.";
- next;
- mes "[Sir Grey]";
- mes "For the small fee of ^0000ff'74000 zeny'^000000 and ^0000ff'1 Steel '^000000, any Knight can get their hands on a Claymore.";
- next;
- mes "[Sir Grey]";
- mes "I'm in charge of selling them so if you would like one let me know.";
- close;
-
- M_Buy:
- if(countitem(999) < 1 || Zeny < 74000) goto L_NotEnough;
-
- mes "[Sir Grey]";
- mes "Good, you brought me the steel and have enough to cover the labor fee.";
- next;
- mes "[Sir Grey]";
- mes "Here you are! A magnificant weapon that is un-matched in quality and strength! I know you will use it well.";
- delitem 999, 1;
- set Zeny, Zeny - 74000;
- getitem 1163, 1;
+// Test 3 (Manners)
+//==========================================================
+prt_in,69,107,6 script Lady Amy#knt 728,{
+ if (BaseClass != Job_Swordman || BaseJob == Job_Knight) {
+ if (BaseJob == Job_Knight) {
+ mes "[Lady Amy]";
+ mes "Oh...!";
+ mes "I wonder, why";
+ mes "have you come";
+ mes "to visit me?";
+ next;
+ mes "[Lady Amy]";
+ mes "You're not having";
+ mes "trouble as a Knight,";
+ mes "are you? Well, I think";
+ mes "you're doing well~";
+ next;
+ mes "[Lady Amy]";
+ mes "Of course~";
+ mes "You're a member of";
+ mes "the Prontera Chivalry~";
+ close;
+ }
+ else if (BaseJob == Job_Novice) {
+ mes "[Lady Amy]";
+ mes "Aww~";
+ mes "What a cute";
+ mes "little Novice!";
+ mes "Soooooo cute!";
+ next;
+ mes "[Lady Amy]";
+ mes "Heh heh...";
+ mes "Are you interested";
+ mes "in becoming a Knight";
+ mes "later on? You'd be";
+ mes "a great Knight~";
+ next;
+ mes "[Lady Amy]";
+ mes "Remember, you're";
+ mes "going to be a Knight,";
+ mes "alright? Promise?";
+ close;
+ }
+ else {
+ mes "[Lady Amy]";
+ mes "Welcome to";
+ mes "the Prontera Chivalry~";
+ next;
+ mes "[Lady Amy]";
+ mes "We're only Knights,";
+ mes "but hope you enjoy";
+ mes "your stay here.";
+ mes "Heh heh~";
+ close;
+ }
+ }
+ if (KNIGHT_Q == 0) {
+ mes "[Lady Amy]";
+ mes "Ooh, you're";
+ mes "a Swordsman...?";
+ mes "Did you come to";
+ mes "change jobs to";
+ mes "a Knight?";
+ next;
+ mes "[Lady Amy]";
+ mes "To apply, talk";
+ mes "to the captain";
+ mes "all the way over";
+ mes "there. Hee hee~";
close;
-
- L_NotEnough:
- mes "[Sir Grey]";
- mes "I know you want a claymore but you need to bring me ^0000ff'74000 zeny'^000000 and ^0000ff'1 Steel '^000000.";
+ }
+ else if (KNIGHT_Q >= 1 && KNIGHT_Q <= 7) {
+ mes "[Lady Amy]";
+ mes "Hmmm?";
+ mes "Why did you";
+ mes "come to Amy?";
+ next;
+ if (select("I would like to take the test to change jobs.:Oh, nothing.") == 1) {
+ mes "[Lady Amy]";
+ mes "Mmm~";
+ mes "You applied to change jobs! Okay! You'll soon be a Knight with that kind of determination!";
next;
- mes "[Sir Grey]";
- mes "When you get the steel and the money, come back and see me.";
+ mes "[Lady Amy]";
+ mes "But...";
+ mes "You have to go";
+ mes "to the other Knights";
+ mes "before talking to Amy.";
+ next;
+ mes "[Lady Amy]";
+ mes "I'd love to test";
+ mes "you from the beginning,";
+ mes "but I'm not allowed to.";
+ mes "Hee hee~";
close;
-
- M_Cancel:
- mes "[Sir Grey]";
- mes "If your going to be a good knight, you'll need a claymore..";
- mes "I'll be glad to see you after your training...";
+ }
+ mes "[Lady Amy]";
+ mes "Aww~";
+ mes "Alright...";
close;
-
-L_ReTest:
- mes "I see you're back. Have you spent enough time reflecting on Knighthood?";
- mes "I hope that you are now ready for this test.";
- goto M_Menu;
-
-L_Test:
- if (KNIGHT_Q2 == 1) goto L_ReTest;
- mes "Haha, so you already finished all the other tests eh?";
- next;
- mes "[Sir Grey]";
- mes "Okay then, lets start my test. Its not any different from the other ones.";
-M_Menu:
- next;
- menu "Bring it on!",M_0, "Maybe a little later.",M_End;
-
- M_0:
- set @score,0;
- mes "[Sir Grey]";
- mes "Let me ask you a few questions.";
- next;
-
- mes "[Sir Grey]";
- mes "First, why are you so determined to become a knight?";
- next;
- menu "I want to be stronger.",sM_0, "I want to help the town.",sM_1, "Being a Swordsman sucks.",sM_2;
-
- sM_0:
- mes "[Sir Grey]";
- mes "To become stronger huh.... It's true that becoming a knight does make you stronger but....";
+ }
+ else if (KNIGHT_Q) == 8 {
+ mes "[Lady Amy]";
+ mes "Hmmm?";
+ mes "Why did you";
+ mes "come to Amy?";
+ next;
+ if (select("Sir Windsor told me to--:Oh, nothing.") == 1) {
+ mes "[Lady Amy]";
+ mes "Oh!";
+ mes "No need to say";
+ mes "anything more.";
+ mes "Welcome! It's time";
+ mes "to take Amy's test!";
next;
- mes "[Sir Grey]";
- mes "What would you do with that strength? Use it to help a town? Show it off to people? Or is there another reason?";
+ mes "[Lady Amy]";
+ mes "My name is Amy Beatrice,";
+ mes "a proud Lady Knight of the Prontera Chivalry. Amy's test will test your etiquette as a Knight~";
next;
- menu "Use it to make me rich$$.",sM_0a, "Use it to protect myself.",sM_0b, "Use it to protect other people.",sM_0c;
-
- sM_0a:
- set @score, @score + 10;
- mes "[Sir Grey]";
- mes "Money is important for a comfortable living, but a Knights strength can be used for more important things.";
- goto L_Cont1;
-
- sM_0b:
- mes "[Sir Grey]";
- mes "This is a very good idea. By first learning how to protect yourself, you will then be able to protect others.";
- mes "I admire your thought very much.";
- goto L_Cont1;
-
- sM_0c:
- mes "[Sir Grey]";
- mes "It is a great idea to help others. We Knights pride ourselves on serving the public in anyway we can.";
- goto L_Cont1;
-
- sM_1:
- mes "[Sir Grey]";
- mes "I see. You have a very strong sense of community.";
+ mes "[Lady Amy]";
+ mes "I'll tell you a story and you choose an answer whenever";
+ mes "I ask a question. Your etiquette will be judged on your answers.";
next;
- mes "[Sir Grey]";
- mes "With the power that comes with becoming Knight, what would you do to help the town?";
+ mes "[Lady Amy]";
+ mes "So listen carefully";
+ mes "and answer as if you're";
+ mes "already a Knight, okay?";
next;
- menu "Whatever the town needs me to do.",sM_1a, "I will help the town get rich.",sM_1b, "I will protect the citizens of the town.",sM_1c;
-
- sM_1a:
- mes "[Sir Grey]";
- mes "Good. A Knight should always strive to help whatever the task.";
- goto L_Cont1;
-
- sM_1b:
- set @score, @score + 10;
- mes "[Sir Grey]";
- mes "A town does need money to be prosperous, but that is not the most important thing a town needs.";
- mes "As a Knight you can provide the town with protection and other valuable services.";
- goto L_Cont1;
-
- sM_1c:
- mes "[Sir Grey]";
- mes "A very noble idea indeed. Towns people are often ill equiped to protect themselves from monsters.";
- mes "By providing them with protection, you can allow the towns people to live their lives peacefully.";
- goto L_Cont1;
-
- sM_2:
- set @score, @score + 5;
- mes "[Sir Grey]";
- mes "Hmm... that's very interesting. Most people enjoy being a Swordsman.";
+ mes "[Lady Amy]";
+ mes "Then,";
+ mes "let's begin!";
next;
- mes "[Sir Grey]";
- mes "Well, what exactly don't you like about being a Swordsman?";
+L_AskQuestions:
+ mes "[Lady Amy]";
+ mes "You are a Knight and you are looking for a party in Morroc.";
+ mes "How would you go about doing so?";
next;
- menu "The skills.",sM_2a, "Swordsman are weak.",sM_2b, "The hard work.",sM_2c;
-
- sM_2a:
- set @score, @score + 5;
- mes "[Sir Grey]";
- mes "A skill is only as good as the person who uses it. Different skills are used for different situations.";
+ switch(select("Shout out that you are looking for a party.:Open a chat room and wait.:Look for people seeking Knights.")) {
+ case 2:
+ case 3:
+ set .@knight_t,.@knight_t+10;
+ default:
+ break;
+ }
+ mes "[Lady Amy]";
+ mes "You have formed a party with equal leveled players. There's a Priest, a Wizard, a Hunter, an Assassin, and a Blacksmith...";
+ next;
+ mes "[Lady Amy]";
+ mes "The six of you decide to go hunt and have decided to go to the Pyramids.";
+ next;
+ mes "[Lady Amy]";
+ mes "You reach Level 4";
+ mes "of the Pyramids";
+ mes "with your party.";
+ mes "What should you do?";
+ next;
+ switch(select("Check out the area and plan ahead.:Gather monsters for your party members.:Lead the party slowly at the front.")) {
+ case 1:
+ case 3:
+ set .@knight_t,.@knight_t+10;
+ default:
+ break;
+ }
+ mes "[Lady Amy]";
+ mes "But some rude players came with a group of monsters and disappeared! What should you do?";
+ next;
+ if (select("Keep the monsters from reaching the party.:Defend while the party retreats.:Run away on your Peco Peco.") == 2)
+ set .@knight_t,.@knight_t+10;
+ mes "[Lady Amy]";
+ mes "Luckily, you all lived through the crisis. But as you walk, you find a person, who is not in your party, collapsed on the ground.";
+ next;
+ mes "[Lady Amy]";
+ mes "The person is asking politely for help. What should you do?";
+ next;
+ if (select("Ask your party's Priest to help.:Say you will help for Zeny.:Ignore and move on.") == 1)
+ set .@knight_t,.@knight_t+10;
+ mes "[Lady Amy]";
+ mes "You must bid farewell to your party members because you must go somewhere else.";
+ next;
+ mes "[Lady Amy]";
+ mes "But you find";
+ mes "a rare item during";
+ mes "the battle. What";
+ mes "should you do?";
+ next;
+ switch(select("Give it to who deserves it the most.:Pretend like nothing happened and keep it.:Decide with party who gets it.")) {
+ case 1:
+ case 3:
+ set .@knight_t,.@knight_t+10;
+ default:
+ break;
+ }
+ mes "[Lady Amy]";
+ mes "You end up with the item and you go to Prontera to sell it. There are many people with shops and chat rooms opened selling items.";
+ next;
+ mes "[Lady Amy]";
+ mes "What should you";
+ mes "do to sell your item?";
+ next;
+ if (select("Shout out loud to everyone.:Open a chat room and wait.:Inquire if there is anyone that is interested.") == 3)
+ set .@knight_t,.@knight_t+10;
+ mes "[Lady Amy]";
+ mes "While you are waiting,";
+ mes "someone comes and begs";
+ mes "for items and zeny.";
+ mes "What do you do?";
+ next;
+ if (select("Give them some Zeny and items.:Simply ignore them.:Give suggestions for a place to hunt.") == 3)
+ set .@knight_t,.@knight_t+10;
+ mes "[Lady Amy]";
+ mes "Now you decide to go to the Hidden Temple by yourself. You happily ride on your Peco Peco.";
+ next;
+ mes "[Lady Amy]";
+ mes "But you run into";
+ mes "someone that is lost.";
+ mes "What should you do?";
+ next;
+ switch(select("Tell the person how to reach the exit.:Lead the person to the exit.:Give a Butterfly Wing.")) {
+ case 1:
+ case 2:
+ set .@knight_t,.@knight_t+10;
+ default:
+ break;
+ }
+ mes "[Lady Amy]";
+ mes "You've been hunting for a while, and now you're low on HP!";
+ mes "It's red now, which is very dangerous.";
+ next;
+ mes "[Lady Amy]";
+ mes "Ah, then a Priest";
+ mes "happens to walk by.";
+ mes "How would you ask";
+ mes "the Priest for a Heal?";
+ next;
+ if (select("Would it be possible to get a heal please?:Can I have a heal?:Heal plz!!") == 1)
+ set .@knight_t,.@knight_t+10;
+ mes "[Lady Amy]";
+ mes "You are now very";
+ mes "exhausted and it's time";
+ mes "to go back to town.";
+ next;
+ mes "[Lady Amy]";
+ mes "You then find";
+ mes "a rare item on";
+ mes "the street.";
+ mes "What should";
+ mes "you do?";
+ next;
+ switch(select("Pick it up and keep it.:Ask around to find the owner.:Simply walk by.")) {
+ case 2:
+ case 3:
+ set .@knight_t,.@knight_t+10;
+ default:
+ break;
+ }
+ mes "[Lady Amy]";
+ mes "Okay,";
+ mes "that was the";
+ mes "end of my test!";
+ next;
+ if (.@knight_t == 100) {
+ set KNIGHT_Q,10;
+ mes "[Lady Amy]";
+ mes "Well done, that kind of mentality is needed for a Knight! For your next test, visit Sir Edmond, please~";
next;
- mes "[Sir Grey]";
- mes "If you have not figured out how to effectively use the Swordsman's skills by now, how do you expect to be able to use a Knight's skills?";
- goto L_Cont1;
-
- sM_2b:
- set @score, @score - 5;
- mes "[Sir Grey]";
- mes "What? Swordsman are the strongest of the 1st job classes. A Knight's strength is the progression of a Swordsman's strength.";
+ mes "[Lady Amy]";
+ mes "I'll have nice comments about you for the captain. Do well on the tests you have left, okay?";
+ close;
+ }
+ else if (.@knight_t == 90) {
+ set KNIGHT_Q,10;
+ mes "[Lady Amy]";
+ mes "Well, it wasn't perfect,";
+ mes "but I think you know enough";
+ mes "about etiquette to be";
+ mes "a fine Knight.";
next;
- mes "[Sir Grey]";
- mes "If you are a weak Swordsman, I can garauntee that you will be a weak Knight.";
- goto L_Cont1;
-
- sM_2c:
- set @score, @score + 5;
- mes "[Sir Grey]";
- mes "Hahaha!. If you think it gets any easier as a Knight you're sadly mistaken my friend.";
- mes "With the added skills and strength a Knight gets, comes added challenges.";
- goto L_Cont1;
-
- L_Cont1:
- next;
- mes "[Sir Grey]";
- mes "Just a reminder, when you become a Knight you will NOT be able to change back into a Swordsman.";
- next;
- mes "[Sir Grey]";
- mes "If you were to become a Knight right now, what would be the first thing you would do?";
- next;
- menu "I would go into battle.",sM_3, "Go back to the person who's waiting for me.",sM_4, "Learn more about Knights.",sM_5;
+ mes "[Lady Amy]";
+ mes "Now, it's time for you to go to Sir Edmond for your next test. Do well on the rest of your tests. You better promise~";
+ close;
+ }
+ set KNIGHT_Q,9;
+ mes "[Lady Amy]";
+ mes "Mmm...";
+ mes "To be honest, I don't think your attitude is good enough to be a Knight quite yet.";
+ next;
+ mes "[Lady Amy]";
+ mes "If you really act like that, everyone will think Knights are rude! Think about how you answered my questions and come again later.";
+ next;
+ mes "[Lady Amy]";
+ mes "If you want,";
+ mes "I'll let you";
+ mes "retake the test, okay?";
+ close;
+ }
+ mes "[Lady Amy]";
+ mes "Aww...";
+ mes "Alright~";
+ close;
+ }
+ else if (KNIGHT_Q == 9) {
+ mes "[Lady Amy]";
+ mes "Hmmm?";
+ mes "Why did you";
+ mes "come to Amy?";
+ next;
+ if (select("I would like to take the test to change jobs.:Oh, nothing.") == 1) {
+ mes "[Lady Amy]";
+ mes "Mmm~?";
+ mes "Have you learned";
+ mes "what you did wrong";
+ mes "last time? If you";
+ mes "fail again, I'm going";
+ mes "to be mad!";
+ next;
+ mes "[Lady Amy]";
+ mes "So listen carefully";
+ mes "and answer as if you";
+ mes "are a Knight.";
+ mes "Well then,";
+ mes "let's begin!";
+ next;
+ set knight_t,0;
+ mes "[Lady Amy]";
+ mes "You are a Knight and you are looking for a party in Morroc.";
+ mes "How would you go about doing so?";
+ next;
+ goto L_AskQuestions;
+ }
+ mes "[Lady Amy]";
+ mes "Aww...";
+ mes "Alright~";
+ close;
+ }
+ else if (KNIGHT_Q == 10) {
+ mes "[Lady Amy]";
+ mes "Hmmm?";
+ mes "Why did you";
+ mes "come to Amy?";
+ next;
+ mes "[Lady Amy]";
+ mes "You have to go to";
+ mes "Sir Edmond for your";
+ mes "next test, okay?";
+ close;
+ }
+ else if (KNIGHT_Q == 14) {
+ mes "[Lady Amy]";
+ mes "Wow~";
+ mes "Now it's time for";
+ mes "everyone to decide";
+ mes "on your job change!";
+ next;
+ mes "[Lady Amy]";
+ mes "Let's go talk to our";
+ mes "captain. Don't worry";
+ mes "too much. It should";
+ mes "be okay.";
+ close;
+ }
+ else {
+ mes "[Lady Amy]";
+ mes "Hmmm?";
+ mes "Why did you";
+ mes "come to Amy?";
+ next;
+ mes "[Lady Amy]";
+ mes "You still have";
+ mes "other tests to take.";
+ mes "Hurry and finish~";
+ close;
+ }
+}
- sM_3:
- mes "[Sir Grey]";
- mes "Okay... so you would battle and in doing so you would.....";
+// Test 4 (patience)
+//==========================================================
+prt_in,70,99,6 script Sir Edmond#knt 734,{
+ if (BaseClass != Job_Swordman || BaseJob == Job_Knight) {
+ if (BaseJob == Job_Knight) {
+ mes "[Sir Edmond]";
+ mes "Think of your";
+ mes "mind as if it were";
+ mes "flowing water.";
+ next;
+ mes "[Sir Edmond]";
+ mes "Flowing water";
+ mes "avoids obstacles,";
+ mes "going on its way...";
+ next;
+ mes "[Sir Edmond]";
+ mes "Knights must be";
+ mes "able to pass things,";
+ mes "like calm water, in";
+ mes "any situation.";
+ close;
+ }
+ else if (BaseJob == Job_NOvice) {
+ mes "[Sir Edmond]";
+ mes "Trees with deep roots don't sway with the wind. The fact that powerful skills must be built on strong basics is immutable...";
+ next;
+ mes "[Sir Edmond]";
+ mes "Your future";
+ mes "can even be";
+ mes "decided now...";
+ close;
+ }
+ else {
+ mes "[Sir Edmond]";
+ mes "Everything in this world exists in harmony. Living without disrupting this harmony is the right way to live...";
+ close;
+ }
+ }
+ if (KNIGHT_Q == 0) {
+ mes "[Sir Edmond]";
+ mes "Those with ominous thoughts will only dream such dreams. It's better to have no dreams at all than to have dreams of sadness and despair.";
+ close;
+ }
+ else if (KNIGHT_Q >= 1 && KNIGHT_Q <= 9) {
+ mes "[Sir Edmond]";
+ mes "What is it...";
+ mes "Wandering Swordman?";
+ next;
+ if (select("I would like to take the test to change jobs.:Oh, nothing.") == 1) {
+ mes "[Sir Edmond]";
+ mes "A seed must first be nestled";
+ mes "in the earth before the seed may sprout. Then, the sprout must grow leaves before its buds blossom into flowers...";
+ next;
+ mes "[Sir Edmond]";
+ mes "If not...";
+ mes "The flower will";
+ mes "be incomplete.";
+ next;
+ mes "[Sir Edmond]";
+ mes "Go to the others";
+ mes "first, so that you";
+ mes "may find your path...";
+ close;
+ }
+ mes "[Sir Edmond]";
+ mes "The life that you";
+ mes "want will soon be";
+ mes "before your eyes.";
+ mes "Everything will";
+ mes "come in perfect";
+ mes "order.";
+ close;
+ }
+ else if (KNIGHT_Q == 10) {
+ mes "[Sir Edmond]";
+ mes "What is it...";
+ mes "Wandering Swordman.";
+ next;
+ if (select("Lady Amy sent me.:Oh, nothing.") == 1) {
+ mes "[Sir Edmond]";
+ mes "It is now time to take my test. Please do your best, as you have done on the other tests.";
+ next;
+ mes "[Sir Edmond]";
+ mes "My name is";
+ mes "Edmond Groster.";
+ mes "I am a member of";
+ mes "the Prontera Chivalry.";
+ next;
+ mes "[Sir Edmond]";
+ mes "Knights are in the position for others to follow. Therefore, you must modestly think about the world's order and have the personality to fit the role you will play.";
+ next;
+ mes "[Sir Edmond]";
+ mes "You must not make careless decisions. Your will should bend as the reeds or be as firm as stone when the situation calls for it.";
next;
- menu "... become the strongest warrior.",sM_3a, "... find out how good I am.",sM_3b, "... go places where Swordsmen can't.",sM_3c;
+ mes "[Sir Edmond]";
+ mes "You must not kill monsters without reason and not take joy in doing so. Take this time to quietly think about this on your own...";
+ next;
+ mes "[Sir Edmond]";
+ mes "Then, we shall";
+ mes "begin the test.";
+ mes "Keep in mind";
+ mes "the quality of";
+ mes "reverence.";
+ close2;
+ set KNIGHT_Q,11;
+ warp "job_knt",143,57;
+ end;
+ }
+ mes "[Sir Edmond]";
+ mes "The life you want";
+ mes "will soon be before";
+ mes "your eyes.";
+ close;
+ }
+ else if (KNIGHT_Q == 11) {
+ mes "[Sir Edmond]";
+ mes "What is it...";
+ mes "Wandering Swordman?";
+ next;
+ if (select("I'm sorry, I didn't mean to...:Oh, nothing.") == 1) {
+ mes "[Sir Edmond]";
+ mes "You were too careless in the last test. A Knight's sword exists to protect others, not to torment weaker monsters.";
+ next;
+ mes "[Sir Edmond]";
+ mes "In a world where everything exists in harmony, you can't have humans continuously destroying without purpose. This principle applies to the real world, not to this test alone.";
+ next;
+ mes "[Sir Edmond]";
+ mes "The test";
+ mes "shall begin.";
+ mes "Show me your";
+ mes "patience...";
+ close2;
+ warp "job_knt",143,57;
+ end;
+ }
+ mes "[Sir Edmond]";
+ mes "The life that you";
+ mes "want will soon be";
+ mes "before your eyes.";
+ mes "Everything will";
+ mes "come in perfect";
+ mes "order.";
+ close;
+ }
+ else if (KNIGHT_Q == 12 || KNIGHT_Q == 13) {
+ mes "[Sir Edmond]";
+ mes "I have seen your character for myself. It is now time for you to take the last test. Go and speak";
+ mes "to Sir Gray...";
+ close;
+ }
+ else {
+ mes "[Sir Edmond]";
+ mes "Go and speak";
+ mes "to our captain.";
+ mes "The time has come";
+ mes "for all of us to";
+ mes "evaluate your";
+ mes "performance.";
+ close;
+ }
+}
- sM_3a:
- set @score, @score + 10;
- mes "[Sir Grey]";
- mes "Hold on there tiger. Don't get too eager now. You have to get the basics of Knighthood down first.";
- mes "Without it you may become the weakest warrior around.";
- goto L_Cont2;
+job_knt,1,1,1 script Timer#knt 107,{
+OnTimer300000:
+ areawarp "job_knt", 122, 36, 165, 75, "prt_in",80,100;
+ end;
- sM_3b:
- mes "[Sir Grey]";
- mes "Yes! Understanding your strengths and weaknesses is a very important aspect of being a Knight.";
- goto L_Cont2;
+OnTimer300500:
+ donpcevent "Timer#knt::OnDisable";
+ end;
- sM_3c:
- mes "[Sir Grey]";
- mes "As a Knight you will be able to train in places you couldn't as a Swordsman.";
- mes "But becarefull. If you move to fast you may find yourself in a world of trouble.";
- goto L_Cont2;
+OnTimer301500:
+ donpcevent "Timer#knt::OnEnable";
+ stopnpctimer;
+ end;
- sM_4:
- mes "[Sir Grey]";
- mes "Who's waiting for you?";
- next;
- menu "A friend.",sM_4a, "A Villager.",sM_4b, "My girlfriend/boyfriend.",sM_4c;
+OnInit:
+OnEnable:
+ enablenpc "Timer#knt";
+ monster "job_knt",141,57,"Poring",1002,1,"Timer#knt::OnMyMobDead";
+ monster "job_knt",145,57,"Poring",1002,1,"Timer#knt::OnMyMobDead";
+ monster "job_knt",143,55,"Poring",1002,1,"Timer#knt::OnMyMobDead";
+ monster "job_knt",143,59,"Poring",1002,1,"Timer#knt::OnMyMobDead";
+ monster "job_knt",141,55,"Lunatic",1063,1,"Timer#knt::OnMyMobDead";
+ monster "job_knt",141,59,"Lunatic",1063,1,"Timer#knt::OnMyMobDead";
+ monster "job_knt",145,55,"Lunatic",1063,1,"Timer#knt::OnMyMobDead";
+ monster "job_knt",145,59,"Lunatic",1063,1,"Timer#knt::OnMyMobDead";
+ monster "job_knt",139,57,"Chonchon",1011,1,"Timer#knt::OnMyMobDead";
+ monster "job_knt",147,57,"Chonchon",1011,1,"Timer#knt::OnMyMobDead";
+ monster "job_knt",143,53,"Chonchon",1011,1,"Timer#knt::OnMyMobDead";
+ monster "job_knt",143,61,"Chonchon",1011,1,"Timer#knt::OnMyMobDead";
+ //These monsters were out of bounds. Adjusted to put them in bounds.
+ monster "job_knt",165,54,"Mushroom",1182,1,"Timer#knt::OnMyMobDead";
+ monster "job_knt",165,57,"Mushroom",1182,1,"Timer#knt::OnMyMobDead";
+ monster "job_knt",122,54,"Mushroom",1182,1,"Timer#knt::OnMyMobDead";
+ monster "job_knt",122,57,"Mushroom",1182,1,"Timer#knt::OnMyMobDead";
+ initnpctimer;
+ end;
- sM_4a:
- mes "[Sir Grey]";
- mes "Yes, he/she will be happy to see you. Now you will be able to protect your freind when he/she is in danger.";
- goto L_Cont2;
+OnDisable:
+ killmonsterall "job_knt";
+ disablenpc "Timer#knt";
+ end;
- sM_4b:
- mes "[Sir Grey]";
- mes "A villager...... oh... ";
- goto L_Cont2;
+OnMyMobDead:
+ warp "prt_fild05",353,251;
+ end;
+}
- sM_4c:
- mes "[Sir Grey]";
- mes "Oh I see! Did you become a knight because of your this person?";
+// Test 5, and creates Claymores for knights
+//==========================================================
+prt_in,87,92,4 script Sir Gray#knt 119,{
+ if (BaseClass != Job_Swordman || BaseJob == Job_Knight) {
+ if (BaseJob == Job_Knight) {
+ mes "[Sir Gray]";
+ mes "The glint of light";
+ mes "that shines off this blade cannot be put into words. This is the weapon every Knight must have.";
+ next;
+ mes "[Sir Gray]";
+ mes "Yes...";
+ mes "^3355FFClaymore^000000!";
+ mes "Every Knight";
+ mes "would want one!";
+ next;
+ switch(select("About ^3355FFClaymore^000000:Buy Claymore:End Conversation")) {
+ case 1:
+ mes "[Sir Gray]";
+ mes "Claymore, one of the best among the famous swords you can attain in Rune-Midgarts's Prontera!! Its value is priceless when considered by a Knight.";
next;
- mes "[Sir Grey]";
- if(sex == 1) mes "I hope you will be able to protect her anytime and anywhere!";
- if(sex == 0) mes "I hope you will be able to protect him anytime and anywhere!";
+ mes "[Sir Gray]";
+ mes "Now, the Prontera Chivalry is making these fabulous Claymores. For Knights, they are only ^3355FF74,000^000000 Zeny.";
next;
- mes "[Sir Grey]";
- mes "Good luck to you and your loved one.";
- goto L_Cont2;
-
- sM_5:
- mes "[Sir Grey]";
- mes "What else do you want to know?";
+ mes "[Sir Gray]";
+ mes "But not only that, you need";
+ mes "1 ^3355FFSteel^000000 because of the Claymore's characteristics. If you like, I can create one for you. For the honor of the Prontera Chivalry!";
+ close;
+ case 2:
+ set .@now_weight,MaxWeight-Weight;
+ if (.@now_weight < 1800) {
+ mes "[Sir Gray]";
+ mes "Oh no...";
+ mes "It seems that you are carrying too many things. You don't have enough space for a heavy Claymore in your inventory.";
+ next;
+ mes "[Sir Gray]";
+ mes "Why don't you";
+ mes "go and organize";
+ mes "your items first.";
+ close;
+ }
+ else {
+ if (Zeny > 73999 && countitem(999) > 0 && BaseJob == Job_Swordman) {
+ mes "[Sir Gray]";
+ mes "You are ready!";
+ mes "You must know the";
+ mes "true value of";
+ mes "a Claymore!";
+ mes "I shall make";
+ mes "it right now!!";
+ next;
+ mes "[Sir Gray]";
+ mes "The basics of";
+ mes "making the Claymore";
+ mes "is easy. Watch~!";
+ next;
+ mes "^3355FF*Stir Stir*^000000";
+ mes "^3355FF*Ooncha Ooncha*^000000";
+ next;
+ mes "[Sir Gray]";
+ mes "Okay, it's ready!";
+ mes "Every Knight's pride:";
+ mes "a fine ^3355FFClaymore^000000.";
+ mes "You attained a reliable item.";
+ mes "It'll be a good companion on your adventures.";
+ delitem 999,1; //Steel
+ set zeny,zeny-74000;
+ getitem 1163,1; //Claymore
+ close;
+ }
+ mes "[Sir Gray]";
+ mes "I realize you may really want a Claymore, but I can't make it without the materials.";
+ mes "^3355FF74,000 zeny^000000 and ^3355FF1 Steel!^000000.";
+ next;
+ mes "[Sir Gray]";
+ mes "Come back when";
+ mes "you have everything";
+ mes "ready. I shall be";
+ mes "waiting...";
+ close;
+ }
+ case 3:
+ mes "[Sir Gray]";
+ mes "Any Knight should be able to wield a Claymore as if it were an extension of their body. I used to look forward to brandishing my Claymore in battle...";
+ close;
+ }
+ }
+ else if (BaseJob == Job_Novice) {
+ mes "[Sir Gray]";
+ mes "Believe it";
+ mes "or not, I was";
+ mes "once a Novice";
+ mes "as well.";
next;
- menu "The safest place for a Knight to be.",sM_5a, "A place where a knight can train.",sM_5b, "A place where a knight can earn a lot of cash.",sM_5c;
-
- sM_5a:
- set @score, @score + 5;
- mes "[Sir Grey]";
- mes "There's no place in this world thats truly safe. Especially for a Knight.";
- mes "A Knight is always expected to fight the strongest and most fearsome monsters";
- goto L_Cont2;
-
- sM_5b:
- mes "[Sir Grey]";
- mes "Ask other Knights around Rune-Midgard for advice. You're sure to get some good tips.";
- goto L_Cont2;
-
- sM_5c:
- set @score, @score + 15;
- mes "[Sir Grey]";
- mes "The role of a Knight is NOT to make lots and lots of money! A Knight has the duty to serve and protect the citizens of Rune-Midgard.";
-
- L_Cont2:
- next;
- mes "[Sir Grey]";
- mes "Well that's it. This is the end of my test and the final test in your quest to become a Knight.";
- mes "Let me now give you my decision.....";
- next;
-
- if (@score == 0) goto L_1;
- if (@score == 5) goto L_2;
- if (@score == 10) goto L_3;
-
- L_0:
- set KNIGHT_Q2, 1;
- mes "[Sir Grey]";
- mes "Although I enjoyed speaking with you today.....";
+ mes "[Sir Gray]";
+ mes "I never really planned to become a Knight, but I did decide to become a strong person. Somehow, along my journeys, I ended up joining the Prontera Chivalry. Ha ha ha!";
+ close;
+ }
+ mes "[Sir Gray]";
+ mes "Young one,";
+ mes "use your time";
+ mes "wisely.";
+ next;
+ mes "[Sir Gray]";
+ mes "No point in";
+ mes "harboring regret";
+ mes "once time has passed.";
+ close;
+ }
+ if (KNIGHT_Q == 0) {
+ mes "[Sir Gray]";
+ mes "Young one,";
+ mes "use your time";
+ mes "wisely.";
+ next;
+ mes "[Sir Gray]";
+ mes "No point in";
+ mes "harboring regret";
+ mes "once time has passed.";
+ close;
+ }
+ else if (KNIGHT_Q == 12) {
+ mes "[Sir Gray]";
+ mes "Oh...";
+ mes "A young Swordman.";
+ mes "Yes, what can";
+ mes "I do for you?";
+ next;
+ if (select("I would like to take the test to change jobs.:Oh, nothing.") == 1) {
+ mes "[Sir Gray]";
+ mes "Hoho, I see.";
+ mes "So you took";
+ mes "everyone else's";
+ mes "test?";
next;
- mes "[Sir Grey]";
- mes "I'm afraid that you are not ready for Knighthood.";
- mes "I think it would be best for you to stay a Swordman for the time being.";
+ set knight_t,0;
+ mes "[Sir Gray]";
+ mes "Then shall";
+ mes "we begin mine?";
+ mes "It's not really";
+ mes "a test though.";
next;
- mes "[Sir Grey]";
- mes "Being a Knight requires not only strength, but discipline and ethical values as well.";
- mes "A Knight has the duty to protect and help others therefore he/she must be of sound mind and body.";
+ mes "[Sir Gray]";
+ mes "Let's talk";
+ mes "casually,";
+ mes "shall we?";
next;
- mes "[Sir Grey]";
- mes "Your answers did not seem to represent the type of attributes we look for in a Knight candidate.";
+ mes "[Sir Gray]";
+ mes "First...";
+ mes "Why did you";
+ mes "decide to become";
+ mes "a Knight?";
next;
- mes "[Sir Grey]";
- mes "If you really want to become a Knight, I suggest you spend some more time contemplating the idea then come back to me.";
- close;
-
- L_1:
- set KNIGHT_Q, 7;
- set KNIGHT_Q2, 0;
- mes "[Sir Grey]";
- mes "I am glad that I got a chance to speak with someone such as yourself. You remind me of myself when i was young. Heh heh heh.";
+L_AskQuestions:
+ switch(select("To become stronger...:To help my guild...:Because I'm unsatisfied with myself right now...")) {
+ case 1:
+ mes "[Sir Gray]";
+ mes "To become stronger, you say?";
+ mes "Yes, Knights are indeed strong.";
+ mes "But why gain strength?";
+ next;
+ mes "[Sir Gray]";
+ mes "Is it to show off to others? To attain fame? Or do you have a diferent reason? What do you think is so good about gaining strength as a Knight?";
+ next;
+ switch(select("Gain wealth and fame.:I can protect myself.:I can protect others.")) {
+ case 1:
+ set .@knight_t,.@knight_t+10;
+ mes "[Sir Gray]";
+ mes "Of course, wealth and fame have their place in the world. But we as Knights must live for higher virtues.";
+ next;
+ break;
+ case 2:
+ mes "[Sir Gray]";
+ mes "Good thinking. You must first be able to protect yourself in order to protect others. To this end, you must constantly train, and never give in to laziness.";
+ next;
+ break;
+ case 3:
+ mes "[Sir Gray]";
+ mes "Ah, a wonderful idea. A Knight's strength must be used to protect the weak and defend righteousness.";
+ next;
+ mes "[Sir Gray]";
+ mes "Sadly, there are a few Knights who shame us by forgetting the ideals that should be basic to Knighthood...";
+ next;
+ break;
+ }
+ break;
+ case 2:
+ mes "[Sir Gray]";
+ mes "Ah, to help your guild, or maybe even your party. Our wise and benevolent King Tristram the 3rd gave us these golden words...";
+ next;
+ mes "[Sir Gray]";
+ mes "^8B7500Beyond the calm river, lies a dangerous waterfall. Therefore, you must always be prepared for everything...^000000";
+ next;
+ mes "[Sir Gray]";
+ mes "So how do you";
+ mes "think you can";
+ mes "help your guild?";
+ next;
+ switch(select("My guild needs me.:I can help gather funds for my guild.:I can protect my guild members.")) {
+ case 1:
+ mes "[Sir Gray]";
+ mes "Anyone, anywhere in this world,";
+ mes "has a place where they are needed. Never neglect someone in need, even if he is not a guild member.";
+ next;
+ break;
+ case 2:
+ set .@knight_t,.@knight_t+10;
+ mes "[Sir Gray]";
+ mes "Of course wealth is important.";
+ mes "But we Knights must live for higher virtues.";
+ next;
+ break;
+ case 3:
+ mes "[Sir Gray]";
+ mes "Ah, a wonderful idea. A Knight's strength must be used to protect the weak and defend righteousness.";
+ next;
+ mes "[Sir Gray]";
+ mes "Sadly, there are a few Knights who shame us by forgetting the ideals that should be basic to Knighthood...";
+ next;
+ break;
+ }
+ break;
+ case 3:
+ set .@knight_t,.@knight_t+5;
+ mes "[Sir Gray]";
+ mes "Satisfaction, you say.";
+ mes "It seems like you are";
+ mes "already a fine Swordman.";
+ mes "Is there a particular reason you wish to be a Knight?";
+ next;
+ mes "[Sir Gray]";
+ mes "I don't know about";
+ mes "Swordmen, but Knights do not allow self-indulgence. There are those so obsessed with gaining strength that they cannot control themselves.";
+ next;
+ mes "[Sir Gray]";
+ mes "So...";
+ mes "What part of yourself";
+ mes "are you not satisfied";
+ mes "with right now?";
+ next;
+ switch(select("Skills.:Goal.:Appearance.")) {
+ case 1:
+ set .@knight_t,.@knight_t+5;
+ mes "[Sir Gray]";
+ mes "Skill is something you gain with experience as a Knight. It cannot be your highest goal. Otherwise, you'll never be satisfied as a Knight.";
+ next;
+ break;
+ case 2:
+ set .@knight_t,.@knight_t-5;
+ mes "[Sir Gray]";
+ mes "I see...";
+ mes "Always having a goal is very important. You may be full of ideas upon becoming a Knight, but that may change with time.";
+ next;
+ break;
+ case 3:
+ set .@knight_t,.@knight_t+5;
+ mes "[Sir Gray]";
+ mes "Oh no...";
+ mes "What you see isn't what really counts. A Swordman may be stronger than a Knight, and even Knight may grow weak if he becomes lazy.";
+ next;
+ break;
+ }
+ break;
+ }
+ mes "[Sir Gray]";
+ mes "I understand your thoughts,";
+ mes "but there are those who wish to";
+ mes "become Knights without thinking.";
next;
- mes "[Sir Grey]";
- mes "More importantly...., CONGRATULATIONS!";
+ mes "[Sir Gray]";
+ mes "Those are the ones who instigate problems and shame the honor of Knights, bringing irreversible results.";
next;
- mes "[Sir Grey]";
- mes "You have done an exellent job to make it this far and your answers proved that you are worthy of Knighthood.";
+ mes "[Sir Gray]";
+ mes "The same goes for you as well. Once you become a Knight, you can never become a Swordman again. The duties and responsibilities of a Knight will always be with you.";
next;
- mes "[Sir Grey]";
- mes "You will make a fine Knight! Go to the Chivalry Captain Herman and allow him to bestow upon you the great honor of Knighthood.";
- close;
-
- L_2:
- set KNIGHT_Q, 7;
- set KNIGHT_Q2, 0;
- mes "[Sir Grey]";
- mes "It was nice to talk to you. As a Knight, I expect that you will expand your mind and fullfill your potential.";
+ mes "[Sir Gray]";
+ mes "If you become a Knight right away, what are you going to do first?";
next;
- mes "[Sir Grey]";
- mes "That's right. You have passed my test and are now ready to be Knighted. Congratulations!";
+ switch(select("I am going to go straight to battle.:There are those waiting for me.:I will learn more about Knights.")) {
+ case 1:
+ mes "[Sir Gray]";
+ mes "Battle...?";
+ mes "And then?";
+ next;
+ switch(select("I will grow within a short period of time.:I would like to test my ability as a Knight.:I would like to go to more challenging places.")) {
+ case 1:
+ set .@knight_t,.@knight_t+10;
+ mes "[Sir Gray]";
+ mes "Don't be in too much of a hurry to become strong. Even if you become";
+ mes "a Knight, you are still yourself.";
+ next;
+ break;
+ case 2:
+ mes "[Sir Gray]";
+ mes "Testing yourself is a good thing. It's okay to be happy about how you change, but don't forget about the true qualities of being a Knight.";
+ next;
+ break;
+ case 3:
+ mes "[Sir Gray]";
+ mes "Even if you become a Knight, you are not changing your inner self. No need to overwork yourself.";
+ mes "Relax and take things step by step.";
+ next;
+ break;
+ }
+ break;
+ case 2:
+ mes "[Sir Gray]";
+ mes "Who is";
+ mes "waiting for you?";
+ next;
+ switch(select("My friends.:My Guild members.:My Lover.")) {
+ case 1:
+ mes "[Sir Gray]";
+ mes "I see, they would share in the joy of your achievements. Don't ever lose your kind heart, and always give help to your friends.";
+ next;
+ break;
+ case 2:
+ mes "[Sir Gray]";
+ mes "Those who would share in your happiness and hardship. As a Knight, you must always protect them.";
+ next;
+ break;
+ case 3:
+ mes "[Sir Gray]";
+ mes "Oh, youth!";
+ mes "Becoming a Knight";
+ mes "for your beloved!";
+ if (sex)
+ mes "Always protect her...";
+ else
+ mes "Always protect him...";
+ mes "Even at the sacrifice";
+ mes "of your own life!";
+ next;
+ mes "[Sir Gray]";
+ mes "Also...";
+ mes "Love them forever.";
+ mes "Sincere affection";
+ mes "is hard to find.";
+ next;
+ break;
+ }
+ break;
+ case 3:
+ mes "[Sir Gray]";
+ mes "Good attitude...";
+ mes "What do you plan";
+ mes "on learning?";
+ next;
+ switch(select("Comfortable places for Knights to go...:The different paths of a Knight...:Ways to get more money as a Knight...")) {
+ case 1:
+ set .@knight_t,.@knight_t+5;
+ mes "[Sir Gray]";
+ mes "There are many places that are comfortable or uncomfortable in this world. However Knights must";
+ mes "be able to survive anywhere.";
+ next;
+ break;
+ case 2:
+ mes "[Sir Gray]";
+ mes "There are many similar Knights outside in the world. Think of them as your seniors and ask many questions.";
+ next;
+ break;
+ case 3:
+ set .@knight_t,.@knight_t+15;
+ mes "[Sir Gray]";
+ mes "Oh no. Do you hold wealth as a priority of being a Knight? We're not meant to be that way. Come again when you have thought";
+ mes "more about it...";
+ next;
+ break;
+ }
+ break;
+ }
+ mes "[Sir Gray]";
+ mes "Oh no, we've been";
+ mes "talking too much...";
+ mes "I apologize for";
+ mes "keeping you here";
+ mes "for so long.";
next;
- mes "[Sir Grey]";
- mes "Now go to Chivalry Captain Herman and allow him to bestow upon you the great honor of Knighthood.";
- close;
-
- L_3:
- set KNIGHT_Q, 7;
- set KNIGHT_Q2, 0;
- mes "[Sir Grey]";
- mes "Although I appreciate your candir in answering my questions, to be honest, I am a bit worried about what I heard.";
+ if (.@knight_t == 0) {
+ set KNIGHT_Q,14;
+ mes "[Sir Gray]";
+ mes "I enjoyed talking with you. You remind me of myself as a young recruit. Shall we talk to the captain and decide on your";
+ mes "job change?";
+ next;
+ mes "[Sir Gray]";
+ mes "Don't worry too";
+ mes "much, I have a very";
+ mes "high opinion of you.";
+ mes "Now, go~";
+ close;
+ }
+ else if (.@knight_t == 5) {
+ set KNIGHT_Q,14;
+ mes "[Sir Gray]";
+ mes "I enjoyed speaking with you. You can think about the principles of Knighthood more once you become a Knight.";
+ next;
+ mes "[Sir Gray]";
+ mes "Then, shall we go to the captain and decide on your job change? Don't worry too much. You are good enough to be a Knight!";
+ close;
+ }
+ else if (.@knight_t == 10) {
+ set KNIGHT_Q,14;
+ mes "[Sir Gray]";
+ mes "I enjoyed talking with you. Although, there were some";
+ mes "things that bothered me...";
+ next;
+ mes "[Sir Gray]";
+ mes "You should go";
+ mes "to the captain";
+ mes "so we can decide";
+ mes "on your job change.";
+ next;
+ mes "[Sir Gray]";
+ mes "Don't worry too much, coming to take my test means the others have acknowledged you as well.";
+ mes "Go now...!";
+ close;
+ }
+ else {
+ set KNIGHT_Q,13;
+ mes "[Sir Gray]";
+ mes "Conversing";
+ mes "with young ones";
+ mes "is always enjoyable...";
+ next;
+ mes "[Sir Gray]";
+ mes "But it seems as though your dream is elsewhere, or that your focus is hazy. Spend more time as a Swordman, and come back";
+ mes "to me later.";
+ next;
+ mes "[Sir Gray]";
+ mes "If you truly wish to become a Knight, you must change your outlook first. Then, we shall see.";
+ close;
+ }
+ }
+ mes "[Sir Gray]";
+ mes "Take care!";
+ close;
+ }
+ else if (KNIGHT_Q == 13) {
+ mes "[Sir Gray]";
+ mes "Ah, you again.";
+ mes "What brings you";
+ mes "to me?";
+ next;
+ if (select("I've been thinking a lot.:Oh, nothing.") == 1) {
+ mes "[Sir Gray]";
+ mes "Is that so...";
+ mes "I wonder if you";
+ mes "truly have...";
+ next;
+ mes "[Sir Gray]";
+ mes "Then...";
+ mes "Like last time,";
+ mes "I will ask again...";
next;
- mes "[Sir Grey]";
- mes "Still, you seem to have enough attributes that are consistent with what we are looking for in a Knight candidate.";
+ mes "[Sir Gray]";
+ mes "First...";
+ mes "Why did you";
+ mes "decide to become";
+ mes "a Knight?";
next;
- mes "[Sir Grey]";
- mes "I'm sure with hard work and dedication you will make a fine Knight. Congratulations! You have passed my test.";
+ goto L_AskQuestions;
+ }
+ mes "[Sir Gray]";
+ mes "Take care!";
+ mes "Health is";
+ mes "every man's";
+ mes "treasure!";
+ close;
+ }
+ else if (KNIGHT_Q == 14) {
+ mes "[Sir Gray]";
+ mes "I told you";
+ mes "to go to";
+ mes "the captain.";
+ next;
+ mes "[Sir Gray]";
+ mes "Everyone will";
+ mes "carefully make";
+ mes "their decision,";
+ mes "so go now!";
+ close;
+ }
+ else {
+ mes "[Sir Gray]";
+ mes "Oh...";
+ mes "A young Swordman.";
+ mes "What can I do for you?";
+ next;
+ if (select("I would like to take the test to change jobs.:Oh, nothing.") == 1) {
+ mes "[Sir Gray]";
+ mes "Hoho~";
+ mes "There are many";
+ mes "other younger";
+ mes "Knights in here.";
next;
- mes "[Sir Grey]";
- mes "Now go to Chivalry Captain Herman and allow him to bestow upon you the great honor of Knighthood.";
+ mes "[Sir Gray]";
+ mes "If you talk";
+ mes "to all of them,";
+ mes "I may review";
+ mes "you as well.";
close;
-
- M_End:
+ }
+ mes "[Sir Gray]";
+ mes "Take care!";
+ mes "Health is";
+ mes "every man's";
+ mes "treasure!";
close;
-}
-
-
-//==============================================================================
-// mapflag
-//==============================================================================
-job_knt mapflag nomemo
-job_knt mapflag noteleport
-job_knt mapflag nosave SavePoint
-job_knt mapflag nopenalty
-job_knt mapflag nobranch
-job_knt mapflag noexp
-job_knt mapflag noloot
+ }
+} \ No newline at end of file
diff --git a/npc/jobs/2-1/priest.txt b/npc/jobs/2-1/priest.txt
index 00c2a1808..5a4c9ab7a 100644
--- a/npc/jobs/2-1/priest.txt
+++ b/npc/jobs/2-1/priest.txt
@@ -5,11 +5,12 @@
//= Converted by: kobra_k88.
//= Further bugfixed and tested by Lupus
//===== Current Version: =====================================
-//= 2.1a
+//= 2.2
//===== Compatible With: =====================================
-//= eAthena 1.0
+//= eAthena SVN
//===== Description: =========================================
-//= Official RO Priest Quest converted from Aegis script.
+//= [Aegis Conversion]
+//= Job Change quest for Priest class.
//===== Additional Comments: =================================
//= Fully working. Changed the way Priests enter the test room to help Acos.
//= Must use this with the included Acolyte quest to work properely.
@@ -21,1416 +22,1842 @@
//= 2.0 Changed numbers to constants. [Vicious]
//= 2.1 Merged JFunc [Lupus]
//= 2.1a Fixed typo [KarLaeda]
+//= 2.2 Rescripted to Aegis 10.3 standards. [L0ne_W0lf]
//==========================================================
-
-//*********************************************************************************************************************************************************************************\\
-//============================================ Father Thomas: Job changer, Test 1 =============================================\\
-//*********************************************************************************************************************************************************************************\\
-prt_church,16,41,4 script Father Thomas 60,{
- callfunc "F_BlockHigh",Job_Acolyte_High,"Acolyte High",Job_High_Priest,"High Priest","Father Thomas";
-
- mes "[Father Thomas]";
- if(BaseJob == Job_Acolyte) goto L_Start;
- if(BaseJob == Job_Novice){
- mes "May God bless you, child. This is the Prontera Church. What are you here for?";
- next;
- menu "I want to become an Acolyte.",-, "I want to become a ^5533FFPriest^000000.",M_0b, "I'm just walking around.",M_0End;
-
- mes "[Father Thomas]";
- mes "Haha.. so you want to become an Acolyte eh? To apply to become an Acolyte, please go to the room opposite of here.";
+prt_church,16,41,4 script High Bishop#prst 60,{
+ // Uncomment the following 'if' statement to allow High Priests to assist Acolytes with the job change quest.
+ // Officially High Priests are blocked from helping by an indiscriminate check if you are a transcended character.
+ //if (Class == Job_High_Priest) set .@AllowHPAssist,1;
+ if (Upper == 1 && .@AllowHPAssist != 1) {
+ mes "[Bishop Paul]";
+ mes "Hm...?";
+ mes "Ah, I sense that you are a warrior that has been to Valhalla. You who have been reborn... We are here to look after you.";
+ next;
+ mes "[Bishop Paul]";
+ mes "Do not let evil conquer your soul. You have enough courage and power to overcome the hardest situation. May God bless you...";
close;
- M_0b:
- mes "[Father Thomas]";
- mes "Haha...in order to become a priest you must first become an Acolyte. To become an Acolyte, go to the room opposite of here.";
+ }
+ if (BaseClass != Job_Acolyte || BaseJob == Job_Priest) {
+ if (BaseJob == Job_Priest) {
+ mes "[Bishop Paul]";
+ mes "Ah...";
+ if (sex)
+ mes "It is good to see you again, Brother " + strcharinfo(0) + ". Once again, God's grace has caused our paths to cross.";
+ else
+ mes "It is good to see you once again, Sister " + strcharinfo(0) + ". The grace of God has brought you once more before me.";
+ next;
+ mes "[Bishop Paul]";
+ mes "I'm pleased to see that you are continuing to lead the children of God on the right path. Is there anything I can help you with today?";
+ next;
+ switch(select("How is your health?:I want to help this Acolyte.:Father, I need your help.")) {
+ case 1:
+ mes "[Bishop Paul]";
+ mes "Thank you for your concern. I'm doing fine and am in good health. Please give my regards to your brothers and sisters.";
+ next;
+ mes "[Bishop Paul]";
+ mes "Keep in mind that we are God's messengers on this Earth. Always remember that we must always help others.";
+ close;
+ case 2:
+ mes "[Bishop Paul]";
+ mes "Ah, that's a good idea. Helping young Acolytes should also be one of a Priest's priorities.";
+ next;
+ mes "[Bishop Paul]";
+ mes "However, there are certain things that an Acolyte must do alone. All Acolytes must complete their divine test by themselves.";
+ next;
+ mes "[Bishop Paul]";
+ mes "I hope you will assist your Acolyte friend in the second test, the spiritual training.";
+ next;
+ mes "[Bishop Paul]";
+ mes "You need to bring ^0000FF1 Rosary^000000 in order to accompany an Acolyte in spiritual training. If you have one of those, I can send you to the test area now.";
+ next;
+ mes "[Bishop Paul]";
+ mes "Do you wish to help him out during the spiritual training?";
+ next;
+ if (select("Yes, I do.:Give me a second.") == 1) {
+ if (countitem(2608) > 0) {
+ mes "[Bishop Paul]";
+ mes "I will now send you to the training place for Acolytes. Please send my regards to Brother Peter...";
+ next;
+ mes "[Bishop Paul]";
+ mes "I hope you will assist this Acolyte in becoming a Priest.";
+ close2;
+ warp "job_prist",26,178;
+ end;
+ }
+ mes "[Bishop Paul]";
+ mes "Unfortunately you didn't bring a ^0000FFRosary^000000. You need one of those in order to be in the testing area.";
+ close;
+ }
+ mes "[Bishop Paul]";
+ mes "I see, take your time. Don't forget to bring a ^0000FFRosary^000000...";
+ close;
+ case 3:
+ mes "[Bishop Paul]";
+ mes "You must be strong. Have faith, as you are loved by God. I pray the wounds of the body are healed soon...";
+ next;
+ percentheal 90,0;
+ mes "[Bishop Paul]";
+ mes "God, please look after your poor children. Help them overcome their hardships and difficulties. Refresh their spirits...";
+ next;
+ percentheal 0,90;
+ mes "[Bishop Paul]";
+ mes "I hope my invocation has eased your pain. Now please go forth and spread God's message. May God be with you...";
+ close;
+ }
+ }
+ else if (BaseClass == Job_Novice) {
+ mes "[Bishop Paul]";
+ mes "May God be";
+ if (sex)
+ mes "with you, brother.";
+ else
+ mes "with you, sister.";
+ next;
+ mes "[Bishop Paul]";
+ mes "You are in";
+ mes "the Sanctuary.";
+ mes "What brings you here?";
+ next;
+ switch(select("I want to be an Acolyte.:I want to be a Priest.:Nothing, really.")) {
+ case 1:
+ mes "[Bishop Paul]";
+ mes "Oh I see...";
+ mes "If you wish to become an Acolyte, please visit the other room.";
+ break;
+ case 2:
+ mes "[Bishop Paul]";
+ mes "Oh I see. However, you must first become an Acolyte before becoming a Priest. Please visit the other room.";
+ break;
+ case 3:
+ mes "[Bishop Paul]";
+ mes "Please make yourself at home. On Earth, nowhere is safer than this Sanctuary.";
+ break;
+ }
+ next;
+ mes "[Bishop Paul]";
+ mes "May God bless you.";
close;
- M_0End:
- mes "[Father Thomas]";
- mes "Please feel free to rest here. The church is a sanctuary for all those, who seek to escape the outside world.";
+ }
+ else {
+ mes "[Bishop Paul]";
+ mes "May God be";
+ if (sex)
+ mes "with you, brother.";
+ else
+ mes "with you, sister.";
next;
- mes "[Father Thomas]";
- mes "May God be with you in your thoughts and prayers.";
+ mes "[Bishop Paul]";
+ mes "What brings you here";
+ mes "to Prontera Sanctuary?";
+ next;
+ switch(select("Information about Priests.:Nothing.")) {
+ case 1:
+ mes "[Bishop Paul]";
+ mes "Priests have the authority to perform and administer religious rites.";
+ next;
+ mes "[Bishop Paul]";
+ mes "You must first be thoroughly disciplined as an Acolyte before you can be promoted to the position of Priest.";
+ next;
+ mes "[Bishop Paul]";
+ mes "When you reach Acolyte Job level 40, you will be able to apply for the Priest test.";
+ next;
+ mes "[Bishop Paul]";
+ mes "If you pass the test, you will be able to use more powerful skills that will be effective against Demon and Undead creatures...";
+ next;
+ mes "[Bishop Paul]";
+ mes "With all of your ability, you will play an important role in towns and dungeons.";
+ next;
+ mes "[Bishop Paul]";
+ mes "Our duty and obligation as Priests is to devote ourselves to helping others without expecting reward.";
+ next;
+ mes "[Bishop Paul]";
+ mes "As we help others, we must not expect to treat us in a similar fashion. To be a great Priest is your choice and responsibility, not anyone else's.";
+ next;
+ mes "[Bishop Paul]";
+ mes "However, those who receive should be polite. You should give an outstanding example, but you should also have your limits as a human.";
+ next;
+ mes "[Bishop Paul]";
+ mes "I hope I explained enough of the class. Why don't you go outside and talk to some of the other Priests if you want to learn more about our way of life?";
+ next;
+ break;
+ case 2:
+ mes "[Bishop Paul]";
+ mes "Please make yourself at home. Nowhere on Earth is safer than the Prontera Sanctuary.";
+ next;
+ break;
+ }
+ mes "[Bishop Paul]";
+ mes "Well...";
+ mes "May God";
+ mes "bless you.";
close;
+ }
}
- if(BaseJob == Job_Priest){
- mes "God bless you, child. You are here again because you listened to God's orders.";
- next;
- mes "[Father Thomas]";
- mes "I don't know if God's sons and daughters are going on the path of light or the path of darkness... I can only pray for the best.";
- next;
- mes "[Father Thomas]";
- mes "So why are you here today?";
+ if (PRIEST_Q == 0) {
+ mes "[Bishop Paul]";
+ mes "May God bless";
+ if (sex)
+ mes "you, Brother.";
+ else
+ mes "you, Sister.";
+ mes "What brings";
+ mes "you to me?";
next;
- menu "I just wanted to see how you were.",-, "I'm here to help the Acolytes.",M_1b, "Life is really hard... I was wondering if you could help.",M_1End;
-
- mes "[Father Thomas]";
- mes "Oh, well I'm fine thank you. Please send my regards to all of the other Priests, and Priestess.";
- next;
- mes "[Father Thomas]";
- mes "We, the ones who follow the devine path, are here for one reason.... to obey Gods orders.";
- mes "If you come across anyone who needs help, please remember to assist them in any way you can...";
- close;
- M_1b:
- mes "[Father Thomas]";
- mes "Oh...thats a great idea! Since you're a priest, you can't forget that you have to help the Acolytes when they need it.";
- emotion e_ic;
+ switch(select("I want to be a Priest.:How are you, Father?")) {
+ case 1:
+ mes "[Bishop Paul]";
+ mes "I see. So you wish to be a Priest. God will be delighted by your decision and will bless you.";
next;
- mes "[Father Thomas]";
- mes "Even so, you must be carefull not to do everyting for them. It is important that they gain their own experiences through training ";
+ mes "[Bishop Paul]";
+ mes "I am Bishop Paul Cervantes, and am in charge of the Prontera Parish.";
+ mes "I am glad to meet a person as eager and devoted to God such as yourself.";
next;
- mes "[Father Thomas]";
- mes "In order to go in and help you'll need a ^5533FFROSARY^000000.";
- mes "There will be 3 trials for the Acolyte to face, but in only 2 of them will your assistance be needed.";
+ mes "[Bishop Paul]";
+ mes "If you set your mind on becoming a Priest, you must undergo several tests. Only Acolytes who reach job level 40 are qualified for testing.";
next;
- mes "[Father Thomas]";
- mes "Are you prepared to help?";
+ mes "[Bishop Paul]";
+ mes "If you satisfy the requirements, I suggest that you apply for the Priest job first. Do you wish to apply now?";
next;
- menu "Yes, i will help them with all my might.",-, "I will come back later.",sM_1End;
-
- mes "[Father Thomas]";
- if (countitem(2608) < 1){
- mes "Hmm... it doesn't look like you have a ^5533FFROSARY^000000 with you.";
+ if (select("Yes, I do.:I need some time to think about it...") == 1) {
+ if (JobLevel < 40) {
+ mes "[Bishop Paul]";
+ mes "You are not yet qualified to be a Priest. Please go out into the world and broaden your experiences.";
next;
- mes "[Father Thomas]";
- mes "If you want to help the Acolytes, you must first get a ^5533FFROSARY^000000.";
- mes "Please come back when you have one.";
+ mes "[Bishop Paul]";
+ mes "There are still things that you must learn as an Acolyte. However, I look forward to meeting you again very soon.";
+ close;
+ }
+ if (SkillPoint) {
+ mes "[Bishop Paul]";
+ mes "You have skill points left.";
+ mes "I strongly recommend that you use all of these skill points before you apply for the Priest job change test.";
close;
}
- mes "Very well then. I will send you to an Acolyte in just a moment.";
+ set PRIEST_Q,1;
+ mes "[Bishop Paul]";
+ if (sex)
+ mes "Now I will explain the Three Trials of Priesthood. These tribulations will bring you much suffering, but I hope you can complete them, Brother " + strcharinfo(0) + ".";
+ else
+ mes "Now I will explain the Three Trials of Priesthood. These tribulations will bring you much suffering, but I hope you can complete them, Sister " + strcharinfo(0) + ".";
next;
- mes "[Father Thomas]";
- mes "I hope you will also take this opportunity to teach them what it means to be a good Priest.";
+ mes "[Bishop Paul]";
+ mes "For the First Trial, you will make a pilgrimage, and visit three acscetic Priests in a specific order.";
next;
- if((getareausers("job_prist", 8, 34, 39,109)) == 1) warp "job_prist", 24, 44;
- if((getareausers("job_prist", 160, 14, 175, 178)) == 1) warp "job_prist", 98, 40;
- if((getareausers("job_prist", 90, 34, 105,105)) == 1) warp "job_prist", 168, 17;
- mes "[Father Thomas]";
- mes "Hmm........ wait a minute..... let me check my list.... Either no one is taking the test right now, or another Priest is already helping out.";
- mes "In any case please check with me again later.";
- close;
- sM_1End:
- mes "[Father Thomas]";
- mes "Oh, alright. Just remember to bring a ^5533FFFROSARY^000000 when you come back.";
+ mes "[Bishop Paul]";
+ mes "The Second Trial will consist of spiritual training. You must resist the temptations of Demons and the Undead.";
+ next;
+ mes "[Bishop Paul]";
+ mes "In the Final Trial, you will promise your devotion to God. Your willingness to sacrifice yourself will also be questioned.";
+ next;
+ mes "[Bishop Paul]";
+ mes "Acolytes that have reached Job Level 50 will be exempt from the First Trial, the pilgrimage, as they have already demonstrated their enthusiasm and devotion.";
+ next;
+ if (JobLevel == 50) {
+ mes "[Bishop Paul]";
+ mes "I can see the great effort you have exerted to reach job level 50. You have been a loyal servant to God.";
+ next;
+ mes "[Bishop Paul]";
+ mes "Now, you may go directly go to the Second Trial: Spiritual Training. For this training, you may bring a Priest with you.";
+ next;
+ mes "[Bishop Paul]";
+ mes "I have no doubt that you will do a good job by yourself. However, it will be easier with the aid of a Brother or Sister that has already become a Priest.";
+ next;
+ set PRIEST_Q,5;
+ mes "[Bishop Paul]";
+ mes "Well, are you ready for the Spiritual Training?";
+ next;
+ if (select("I am ready.:Give me a minute.") == 1) {
+ mes "[Bishop Paul]";
+ mes "Good. I will send you to the training ground. When you get there, please speak to Brother Peter who is in charge of the training.";
+ next;
+ warp "job_prist",24,180;
+ end;
+ }
+ mes "[Bishop Paul]";
+ mes "No problem, take your time.";
+ mes "May God give you the strength to overcome your fears...";
+ close;
+ }
+ mes "[Bishop Paul]";
+ mes "Well, let me tell you the order of the ascetic Priests that you must visit for your pilgrimage.";
+ next;
+ mes "[Bishop Paul]";
+ mes "First, please visit Father";
+ mes "Rubalkabara who is Northeast";
+ mes "of the Prontera Ruins.";
+ next;
+ mes "[Bishop Paul]";
+ mes "Second, please visit Sister Mathilda. She is located in";
+ mes "an area near Morroc, Southwest of Prontera.";
+ next;
+ mes "[Bishop Paul]";
+ mes "The third Priest you must visit is Father Yosuke. He is in a field Northwest of Prontera.";
+ next;
+ mes "[Bishop Paul]";
+ mes "Well then, I wish you a safe journey. If you have any questions, please ask Sister Cecilia.";
+ next;
+ mes "[Bishop Paul]";
+ mes "When you return from your pilgrimage, I will let you know";
+ mes "of the next test.";
+ next;
+ mes "[Bishop Paul]";
+ mes "May God";
+ mes "bless you...";
close;
-
- M_1End:
- mes "[Father Thomas]";
- mes "Keep up the good work. I will ask God to ease your pain.";
+ }
+ mes "[Bishop Paul]";
+ mes "Please take your time.";
+ mes "You are always welcomed.";
+ mes "May God bless you...";
+ close;
+ case 2:
+ mes "[Bishop Paul]";
+ mes "I see...";
+ mes "I am doing fine";
+ mes "and am in good health.";
+ mes "Thank you for asking.";
+ next;
+ mes "[Bishop Paul]";
+ if (sex)
+ mes "I hope you will continue to go on your mission as God's servant, brother.";
+ else
+ mes "I hope you will continue to go on your mission as God's servant, sister.";
+ next;
+ mes "[Bishop Paul]";
+ mes "Hopefully, our paths";
+ mes "will cross again.";
+ mes "May God bless you...";
+ close;
+ }
+ }
+ else if (PRIEST_Q == 1) {
+ mes "[Bishop Paul]";
+ mes "May I ask you the reason you're still here? You didn't forget your pilgrimage, did you?";
+ next;
+ if (select("Sorry father, I need to check the order.:No no no, not at all.") == 1) {
+ mes "[Bishop Paul]";
+ mes "Ah, I see. I will let you know the order of pilgrimage again, and hope that you will have a safe journey.";
+ next;
+ mes "[Bishop Paul]";
+ mes "First, meet Father Rubalkabara. He's at the Northeast of the Prontera ruins.";
+ next;
+ mes "[Bishop Paul]";
+ mes "Then, remember to meet Sister Mathilda. She's somewhere near the town of Morroc, Southwest of Prontera.";
next;
- mes "[Father Thomas]";
- mes "God, one of your children is suffering. Please use your powers, to heal the wounds on this battered body.....";
+ mes "[Bishop Paul]";
+ mes "And lastly, please seek out Father Yosuke. He is in the a field Northwest of Prontera.";
next;
- mes "[Father Thomas]";
- mes "Please look after us, so that under any condition we will be able to think clearly and maintain our faith";
- percentheal 100,100;
+ mes "[Bishop Paul]";
+ mes "Well then, I shall pray for your safe journey. If you want more information, please ask Sister Cecilia.";
next;
- mes "[Father Thomas]";
- mes "You should be feeling better now. Please stay on the path to rightousness and may God bless you.";
+ mes "[Bishop Paul]";
+ mes "When you get back from the pilgrimage, I will let you know the next test.";
+ next;
+ mes "[Bishop Paul]";
+ mes "May God bless you...";
close;
+ }
+ mes "[Bishop Paul]";
+ mes "I see. But still, if you have any questions, you may wish to ask Sister Cecilia. She will address any of your concerns.";
+ next;
+ mes "[Bishop Paul]";
+ mes "Well then, I shall pray for your safe journey. May God bless you...";
+ close;
}
- mes "May God bless you my child.";
- next;
- mes "[Father Thomas]";
- mes "Please feel free to rest, the church is the safest place in this world.";
- next;
- mes "[Father Thomas]";
- mes "I hope God will bless you.";
- close;
-
-L_Start:
- if (PRIEST_Q == 1) goto L_Test1;
- if (PRIEST_Q == 2) goto L_Test2;
- if (PRIEST_Q == 3) goto L_Test3;
- if (PRIEST_Q == 4) goto L_Change;
- mes "God bless you, child. What brings you here?";
- next;
- menu "I want to become a priest.",M_2a, "Can you please tell me about Priests.",M_2b, "I just wanted to see how you were doing.",M_2End;
-
- M_2a:
- mes "[Father Thomas]";
- mes "Oh... so you want to become a priest? God bless you for your determination.";
+ else if (PRIEST_Q == 2) {
+ mes "[Bishop Paul]";
+ mes "I see you have returned from your meeting with Father Rubalkabara. How is he doing? I am worried about his health, since he's been there all alone... ";
next;
- mes "[Father Thomas]";
- mes "I'm Father Thomas. I'm in charge of protecting Prontera from the evil spirits that plague the lands of Rune Midgard.";
+ mes "[Bishop Paul]";
+ mes "For your next quest, you should meet Sister Mathilda. I shall be awaiting your safe return.";
+ close;
+ }
+ else if (PRIEST_Q == 3) {
+ mes "[Bishop Paul]";
+ mes "I see that you have returned from your journey to meet Sister Mathilda. She has been meditating in the hot, dry desert for a long time.";
next;
- mes "[Father Thomas]";
- mes "Please fill out this application form so that I can review your qualifications for becoming a Priest.";
+ mes "[Bishop Paul]";
+ mes "Finally, it is now time for you to meet Father Yosuke. He is doing penance somewhere around a field Northwest of Prontera. Please seek him out, and then return here to me.";
+ close;
+ }
+ else if (PRIEST_Q == 4) {
+ set PRIEST_Q,5;
+ mes "[Bishop Paul]";
+ mes "You've accomplished";
+ mes "your pilgrimage.";
+ mes "Congratulations.";
next;
- mes "(you fill out the form and hand it back)";
+ mes "[Bishop Paul]";
+ mes "Now it is time to begin your spiritual training. As I mentioned before, you may bring a Priest to help you during this training.";
next;
- mes "[Father Thomas]";
- if (JobLevel < 40) goto sL_LowLvl;
- if (JobLevel == 50) goto sL_HighLvl;
- mes "Ah, very good " + strcharinfo(0) + ". Let me now tell you about the tasks you will have to fullfill in order to become a Priest.";
+ mes "[Bishop Paul]";
+ mes "Although you cannot receive their help throughout all of the testing, they can at least help you during the spiritual training.";
next;
- mes "[Father Thomas]";
- mes "The first task will be to find and speak with 3 very wise Clerics. They are located in various parts of Rune Midgard.";
+ mes "[Bishop Paul]";
+ mes "Well, are you ready for";
+ mes "the spiritual training?";
next;
- mes "[Father Thomas]";
- mes "The second task will consist of 3 trials. In the first trial you must face the undead.";
- mes "The second trial will test your ability to resist temptation and avoid corruption. The third trial you will have to figure out for yourself.";
+ if (select("I'm ready.:Give me a minute.") == 1) {
+ mes "[Bishop Paul]";
+ mes "Good. I will send you to the training ground. When you get there, please speak to Brother Peter who is in charge of the training.";
+ next;
+ warp "job_prist",24,180;
+ end;
+ }
+ mes "[Bishop Paul]";
+ mes "No problem,";
+ mes "take your time.";
+ mes "May God grant you";
+ mes "the strength to";
+ mes "overcome your fears...";
+ close;
+ }
+ else if (PRIEST_Q == 5) {
+ mes "[Bishop Paul]";
+ mes "You seem confident about the spiritual training. Shall we begin?";
next;
- mes "[Father Thomas]";
- mes "After you finish the 2 tasks, there will be a final test with Sister Cecile. Pass it and you can become a Priest.";
+ if (select("I'm ready.:Give me a minute.") == 1) {
+ mes "[Bishop Paul]";
+ mes "Good. I will send you to the training ground. When you get there, please speak to Brother Peter who is in charge of the training.";
+ next;
+ warp "job_prist",24,180;
+ end;
+ }
+ mes "[Bishop Paul]";
+ mes "No problem,";
+ mes "take your time.";
+ mes "May God grant you";
+ mes "the strength to";
+ mes "overcome your fears...";
+ close;
+ }
+ else if (PRIEST_Q == 6) {
+ mes "[Bishop Paul]";
+ mes "You look tired and exhausted. However, you must endure even more suffering once you become a Priest.";
next;
- mes "[Father Thomas]";
- set JBLVL, 40;
- goto L_Test1;
-
- sL_LowLvl:
- mes "I'm sorry but you cannot become a Priest at this moment. You need to have a job level of at least 40.";
+ mes "[Bishop Paul]";
+ mes "Please endure these trials for the sake of your dream. Why don't you challenge the spiritual training again?";
+ next;
+ if (select("I'll try again.:Give me a minute.") == 1) {
+ mes "[Bishop Paul]";
+ mes "Good. I will send you to the training ground. Please ask for help from Brother Peter.";
next;
- mes "[Father Thomas]";
- mes "Please strengthen your faith in God by performing more good deeds.";
- mes "I hope when the time is right, you'll be back... I will be waiting for you here.";
+ warp "job_prist",24,180;
+ end;
+ }
+ mes "[Bishop Paul]";
+ mes "No problem,";
+ mes "take your time.";
+ mes "May God grant you";
+ mes "the strength to";
+ mes "overcome your fears...";
+ close;
+ }
+ else if (PRIEST_Q == 7) {
+ mes "[Bishop Paul]";
+ mes "I am glad that you've done well with the spiritual training. Congratulations. You are now qualified to be called a Priest.";
+ next;
+ mes "[Bishop Paul]";
+ mes "Now, you must go and swear your devotion to God with Sister Cecilia. Don't be nervous...";
+ next;
+ mes "[Bishop Paul]";
+ mes "Just answer honestly, and listen to the voice of God that speaks quietly in your heart.";
+ next;
+ mes "[Bishop Paul]";
+ mes "Well then...";
+ mes "I will be here";
+ mes "waiting for you.";
+ close;
+ }
+ else if (PRIEST_Q == 8) {
+ mes "[Bishop Paul]";
+ mes "Hmm? You haven't made your oath yet...? Without the conviction of an oath to God, you may be tempted by evil at anytime.";
+ next;
+ mes "[Bishop Paul]";
+ mes "You should go to sister Cecilia and promise your devotion to God. Return here with honor, and listen to the voice of God that speaks quietly in your heart.";
+ close;
+ }
+ else if (PRIEST_Q == 9) {
+ if (SkillPoint) {
+ mes "[Bishop Paul]";
+ mes "You have remaining skills points. Please use these skill points to upgrade your skills, and then return to me.";
+ close;
+ }
+ if (JobLevel == 50) {
+ mes "[Bishop Paul]";
+ mes "Congratulations, you have completed the trials required of all Priests. Let me promote you to the position of Priest right away.";
+ next;
+ mes "[Bishop Paul]";
+ mes "God, grant your power to your servant standing before you.";
+ if (sex)
+ mes "Let him send your message throughout the ends of the earth.";
+ else
+ mes "Let her send your message throughout the ends of the earth.";
+ next;
+ mes "[Bishop Paul]";
+ mes "Make this servant of yours an instrument of your miraculous works...";
+ next;
+ set .@joblvl,JobLevel;
+ callfunc "Job_Change",Job_Priest;
+ callfunc "F_ClearJobVar"; // clears all job variables for the current player
+ mes "[Bishop Paul]";
+ mes "Now you are born again as a Priest. I congratulate you, and hope you will greatly help other people for the rest of your life.";
+ next;
+ mes "[Bishop Paul]";
+ if (.@joblvl < 50) {
+ getitem 1550,1; //Book
+ mes "This book is for you. I hope it will aid you in spreading God's message on earth.";
+ }
+ else {
+ getitem 1551,1; //Bible
+ mes "In commemoration of your job change, I am giving you a bible. This will lighten your way to the path of righteousness.";
+ }
+ next;
+ mes "[Bishop Paul]";
+ mes "You've shown great effort, and have made admirable progress in your personal quest for holiness. Please lead your life as a sincere Priest...";
close;
+ }
+ }
+}
- sL_HighLvl:
- mes "Wow, your already at job lvl 50. I'm amazed at your dedication and hard work!";
- emotion e_gasp;
+prt_church,27,24,1 script Sister Cecilia 79,{
+ mes "[Sister Cecilia]";
+ if (BaseClass != Job_Acolyte || BaseJob == Job_Priest) {
+ if (BaseJob == Job_Priest) {
+ if (sex)
+ mes "May god bless you, brother. It brings my heart joy to see that you working hard to carry out the will of God.";
+ else
+ mes "May god bless you, sister. It brings my heart joy to see that you working hard to carry out the will of God.";
+ }
+ else if (Class == Job_Novice) {
+ if (sex)
+ mes "May god bless you, brother.";
+ else
+ mes "May god bless you, sister.";
+ mes "Prontera parish welcomes you.";
+ next;
+ mes "[Sister Cecilia]";
+ mes "Oh, you haven't chosen a job yet? Why don't you consider devoting your life to God?";
+ next;
+ mes "[Sister Cecilia]";
+ mes "You can lead a fulfilling life as an Acolyte, helping out other people in need.";
+ next;
+ mes "[Sister Cecilia]";
+ mes "If you're interested, please ask the Priest in the other room. You won't ever regret the choice to become an Acolyte.";
+ next;
+ mes "[Sister Cecilia]";
+ mes "When you reach Job level 40 as an Acolyte, you can be promoted to a Priest.";
next;
- mes "[Father Thomas]";
- mes "Because of this I will allow you to skip the first task. How about we start the second task instead?";
+ mes "[Sister Cecilia]";
+ mes "But please...";
+ mes "Take your time, and decide what job will be the best for you.";
+ }
+ else {
+ if (sex)
+ mes "May god bless you, brother.";
+ else
+ mes "May god bless you, sister.";
+ mes "Welcome to Prontera parish. How may I help you?";
next;
- mes "[Father Thomas]";
- mes "I believe with your power, you can overcome this task easily...";
- mes "But if you work with a Priest, i think you will learn more and do a lot better.";
+ if (select("Tell me more about Priests.:Nothing.") == 1) {
+ mes "[Sister Cecilia]";
+ mes "Messengers of God are usually known as Priests. After becoming an Acolyte, you can train with the goal of becoming a Priest.";
+ next;
+ mes "[Sister Cecilia]";
+ mes "Servants of God are prohibited to use weapons based on blades. For us, the meaning of battle with monsters is not in the killing, but in the enlightening of their souls.";
+ if (BaseJob == Job_Acolyte) {
+ next;
+ mes "[Sister Cecilia]";
+ mes "Well, it will be better that you meet Priests for yourself and speak with them. If you are ready to become a Priest, speak with Bishop Paul in this room.";
+ next;
+ mes "[Sister Cecilia]";
+ mes "I believe he can give you specific requirement information about the Priest class. Yes, I think it's a good idea.";
+ next;
+ }
+ }
+ mes "[Sister Cecilia]";
+ mes "I see. Well, feel free to relax and make yourself at home. Nowhere on earth is safer than the Prontera Sanctuary.";
next;
- mes "[Father Thomas]";
- set PRIEST_Q, 2;
- set JBLVL, 50;
- goto L_Test2;
- M_2b:
- mes "[Father Thomas]";
- mes "Priests are also followers of God. They are highly trained and are much more powerful than Acolytes.";
+ mes "[Sister Cecilia]";
+ mes "May God bless you...";
+ close;
+ }
+ }
+ if (PRIEST_Q == 0) {
+ if (sex)
+ mes "May God bless you, brother.";
+ else
+ mes "May God bless you, sister.";
+ mes "May I ask what brings you here?";
next;
- mes "[Father Thomas]";
- mes "To become a priest, you must have at least a job lvl 40. You will then have to pass a series of tests in order to prove yourself.";
+ switch(select("I wish to become a Priest.:Nothing.")) {
+ case 1:
+ mes "[Sister Cecilia]";
+ mes "I see. You've devoted yourself to God. Many Acolytes wish to become Priests to continue on their personal journey towards holiness.";
+ next;
+ mes "[Sister Cecilia]";
+ mes "Let me introduce myself. I am Cecilia Margarita, and I am in charge of part of the Priest job change process.";
+ next;
+ mes "[Sister Cecilia]";
+ mes "I've been supporting many people in becoming Priests ever since I joined the Prontera Parish. That is one of my main responsibilities.";
+ next;
+ mes "[Sister Cecilia]";
+ mes "In order to become a Priest, you must complete 3 trials. A pilgrimage, a session of spiritual training, and an oath of devotion to God.";
+ next;
+ mes "[Sister Cecilia]";
+ mes "If you wish to become a servant of God, please apply for the Priest job with Bishop Paul, and complete all 3 trials.";
+ next;
+ mes "[Sister Cecilia]";
+ mes "If you experience a problem during any of your trials, feel free to visit me. I will help you as much as I can.";
+ break;
+ case 2:
+ mes "[Sister Cecilia]";
+ mes "Make yourself at home. I insist that you recover and take a rest in this Sanctuary. May God bless you...";
+ close;
+ break;
+ }
+ }
+ else if (PRIEST_Q == 1) {
+ mes "Ah, you've started your pilgrimage. Please do your best to accomplish this first trial.";
+ next;
+ mes "[Sister Cecilia]";
+ mes "The first Priest you must meet is Father Rubalkabara. He is in the ruins Northeast of Prontera.";
next;
- mes "[Father Thomas]";
- mes "If you become a Priest, you will become very important to evey other job class.";
+ mes "[Sister Cecilia]";
+ mes "Travel one field North from Prontera, and then three fields East, and you will arrive at the ruins.";
next;
- mes "[Father Thomas]";
- mes "You must NEVER help someone for any sort of profit or self gain. To be a Priest is to be selfless.";
+ mes "[Sister Cecilia]";
+ mes "Of course, you can also head 1 field East from Prontera, then go 1 field north, and then go 2 fields East...";
next;
- mes "[Father Thomas]";
- mes "We Priest have only one objective, and that is to help others...";
+ mes "[Sister Cecilia]";
+ mes "Father Rubalkabara will be at the entrance of the Prontera Ruins. Be careful. That place is a habitat for aggressive Chocos.";
+ next;
+ mes "[Sister Cecilia]";
+ mes "After meeting Father Rubalkabara, please visit Sister Mathilda and Father Yosuke. You can check your quest progress with me if you have any questions later.";
+ next;
+ mes "[Sister Cecilia]";
+ mes "Well then, have a good journey. Please don't give up to short lived tribulations, and I hope that you accomplish your goals.";
close;
- M_2End:
- mes "[Father Thomas]";
- mes "Oh is that the case?... Well I'm fine thank you.";
- mes "Please don't forget your duties as an Acolyte, and be carefull not to stray off the path to salvation.";
+ }
+ else if (PRIEST_Q == 2) {
+ mes "Oh, you've met Father Rubalkabara. Now it's time for you to visit Sister Mathilda. She is near a town named Morroc.";
+ next;
+ mes "[Sister Cecilia]";
+ mes "She has been training her religious discipline somewhere in a field North of Morroc. If you look around that field, you will be able to find her.";
next;
- mes "[Father Thomas]";
- mes "I hope you will visit again soon, and please tell me how the other Acolytes are doing. May God be by your side...";
+ mes "[Sister Cecilia]";
+ mes "Of course, sometimes I want to devote myself to training like those other Priests, but I have my duty to assist those Acolytes applying for the Priest job.";
+ next;
+ mes "[Sister Cecilia]";
+ mes "But I believe this is God's will, and that this is the work he has intended me to do as his servant. Have a safe journey, and come back safely.";
close;
-
-
-
-L_Test1:
- if (PRIEST_Q2 == 1) goto L_NotDone1a;
- if (PRIEST_Q2 == 2) goto L_NotDone1b;
- if (PRIEST_Q2 == 3) goto L_NotDone1c;
- if (PRIEST_Q2 == 4) goto L_Done1;
- mes "Okay, let me tell you what you have to do for the first task.";
- next;
- mes "[Father Thomas]";
- mes "First you will have to find ^5533FFFather Rubalkubara^000000, he is located 1 map North and 2 maps East of Prontera, near St. Capitolina Abbey.";
- next;
- mes "[Father Thomas]";
- mes "Next you will have to find ^5533FFMother Matilda^000000. She is located somewhere 1 map North of Morroc.";
- next;
- mes "[Father Thomas]";
- mes "Last but not least, you will have to find ^5533FFFather Yosuke^000000.";
- mes "I heard that Father Yosuke is often seen on an tiny island 2 maps West and 1 map North of Prontera.";
- next;
- mes "[Father Thomas]";
- mes "Please becareful on your journey. If you have any questions you may speak with me again.";
- mes "Remeber to check back with me when you have completed the first task.";
- next;
- mes "[Father Thomas]";
- mes "May God Be with you...";
- set PRIEST_Q, 1;
- set PRIEST_Q2, 1;
- close;
-
- L_NotDone1a:
- mes "What? Why are you still here? Did you forget the first task?";
+ }
+ else if (PRIEST_Q == 3) {
+ mes "Now, the final Priest that you must meet is Father Yosuke. I've heard that he is training near a lake located Northwest of Prontera.";
next;
- menu "Yes, can you please tell me about the first task again?",sM_3a, "NO! how can I forget.",sM_3End;
-
- sM_3a:
- mes "[Father Thomas]";
- mes "Hmm... if you're having trouble with this task, I fear that you will have an even harder time with the others....";
+ mes "[Sister Cecilia]";
+ mes "From Prontera, travel one field North, and then two fields towards the West. You may also travel two fields West first, and then travel one field to the North.";
+ next;
+ mes "[Sister Cecilia]";
+ mes "Although there are still two trials awaiting you, I have faith that you will be able to accomplish your goal of becoming a Priest...";
+ close;
+ }
+ else if (PRIEST_Q == 4) {
+ mes "Welcome. You demonstrated great effort to accomplish your first trial. Now, speak to Bishop Paul so that you can begin your next trial on your path to Priesthood.";
+ next;
+ mes "[Sister Cecilia]";
+ if (sex)
+ mes "Brother "+ strcharinfo(0) +"...";
+ else
+ mes "Sister "+ strcharinfo(0) +"...";
+ mes "The spiritual training is much more difficult than the pilgrimage, but I believe in you.";
+ next;
+ mes "[Sister Cecilia]";
+ mes "I hope that you find someone who has already become a Priest to help during the spiritual training. Good luck, and have faith.";
+ close;
+ }
+ else if (PRIEST_Q == 5) {
+ mes "Oh, you haven't finished the spiritual training yet?";
+ next;
+ mes "[Sister Cecilia]";
+ mes "I cannot let you know the specific details, but as long as you believe in yourself and have faith in all that is good, you will succeed.";
+ next;
+ mes "[Sister Cecilia]";
+ mes "Please speak to Father Peter in the test hall for more details. He is a close friend of Bishop Paul and may give you some useful tips for the spiritual training.";
+ close;
+ }
+ else if (PRIEST_Q == 6) {
+ mes "Yes, I understand that you've been through a really difficult situation. However, do not give up and succumb to temptation. You must be able to resist evil to become a Priest.";
+ next;
+ mes "[Sister Cecilia]";
+ mes "If you know somebody who has already become a Priest, ask them to help you during your spiritual training.";
+ next;
+ mes "[Sister Cecilia]";
+ mes "May God give you guidance and protection. When you complete your training, please come back to me.";
+ close;
+ }
+ else if (PRIEST_Q == 7) {
+ mes "Welcome! I'm so glad to see you've come back! Now, there is one last trial left for you to complete.";
+ next;
+L_AskQuestions:
+ mes "[Sister Cecilia]";
+ if (sex)
+ mes "Brother "+ strcharinfo(0) +"...";
+ else
+ mes "Sister "+ strcharinfo(0) +"...";
+ mes "We will now begin your formal oath for the Priesthood. Make yourself comfortable, and just answer with your heart.";
+ next;
+ mes "[Sister Cecilia]";
+ if (sex)
+ mes "Brother "+ strcharinfo(0) +",";
+ else
+ mes "Sister "+ strcharinfo(0) +",";
+ mes "Are you willing";
+ mes "to give your life to God?";
+ next;
+ if (select("Yes.:No!") == 2) {
+ mes "[Sister Cecilia]";
+ mes "Aw...? How could you give me that kind of answer? I assume you're not ready to be a Priest yet...";
next;
- mes "[Father Thomas]";
- mes "Please visit ^5533FFFather Rubalkubara^000000. He is located 1 map North and 2 maps East of Prontera near St. Capitolina Abbey.";
+ set PRIEST_Q,8;
+ mes "[Sister Cecilia]";
+ mes "You should reflect a little more on the teachings of holiness and come back later. You can't be a Priest if your spirit is weak.";
close;
-
- sM_3End:
- mes "[Father Thomas]";
- mes "Oh if you have any questions, please speak with Sister Cecila near the entrance.";
+ }
+ mes "[Sister Cecilia]";
+ mes "Will you take advantage of the holy abilities given by God for selfish, destructive or greedy ends?";
+ next;
+ if (select("Yes.:No.") == 1) {
+ mes "[Sister Cecilia]";
+ mes "Aw...? God won't grant you the power of holiness if your goals aren't just and pure. Meditate on your motivations for a while, and then come back to me.";
+ next;
+ set PRIEST_Q,8;
+ mes "[Sister Cecilia]";
+ mes "Think about the qualities that make Priests people of respect. You can't be a Priest if your spirit is not in accordance with God.";
+ close;
+ }
+ mes "[Sister Cecilia]";
+ mes "Will you help aid others, even complete strangers, in battles by easing their suffering?";
+ next;
+ if (select("Yes.:No.") == 2) {
+ mes "[Sister Cecilia]";
+ mes "No, no. You've got the wrong idea. God authorizes us to use his power to support his children. You must help people in danger: it is your obligation.";
+ next;
+ set PRIEST_Q,8;
+ mes "[Sister Cecilia]";
+ mes "Go and observe the adventurers that are fighting for peace in this world. They will teach you what you must do in order to help them.";
+ close;
+ }
+ mes "[Sister Cecilia]";
+ mes "Are you willing to sacrifice yourself for the sake of others?";
+ next;
+ if (select("Yes.:No.") == 2) {
+ mes "[Sister Cecilia]";
+ mes "How can you say no...? That's one of the basic principles of Priesthood. You must value the welfare of others over your own safety.";
+ next;
+ set PRIEST_Q,8;
+ mes "[Sister Cecilia]";
+ mes "Go and think about the value of suffering and the meaning of sacrifice. When you think you understand more about helping those in need, come back to me.";
+ close;
+ }
+ mes "[Sister Cecilia]";
+ mes "Will you repeatly say the same phrase in public in order to send God's message to his children?";
+ next;
+ if (select("Yes.:No.") == 1) {
+ mes "[Sister Cecilia]";
+ mes "No no no... You've got it wrong. Even though your purpose is to spread God's message, no one will eagerly accept what you say when you spam text.";
next;
- mes "[Father Thomas]";
- mes "Please hurry and becareful on your journey. May the lord look down and smile upon you....";
+ set PRIEST_Q,8;
+ mes "[Sister Cecilia]";
+ mes "Remember...";
+ mes "You must be a moral person, and display maturity and respect to other players. This kind of attitude applies for all classes,";
+ mes "I believe.";
close;
- L_NotDone1b:
- mes "Hmmm??";
- emotion e_what;
+ }
+ mes "[Sister Cecilia]";
+ mes "Will you lure many monsters to help your party members level up?";
next;
- mes "[Father Thomas]";
- mes "Have you gone to see ^5533FFMother Marthilda^000000 yet? She can be found near Morroc in the Sogart Desert.";
- mes "Even though Morroc is far away, I know you will be able to find her.";
+ if (select("Yes.:No.") == 1) {
+ mes "[Sister Cecilia]";
+ mes "No, you won't. Luring many monsters does more harm than good. There is no exception. That behavior is totally unacceptable.";
+ next;
+ set PRIEST_Q,8;
+ mes "[Sister Cecilia]";
+ mes "Even if it looks like you are aiding your party members, such action results in bad karma. Please reflect on that for a while.";
+ close;
+ }
+ mes "[Sister Cecilia]";
+ mes "Will you follow God, no matter what it takes, even if he demands you to kill yourself?";
+ next;
+ if (select("Yes.:No.") == 2) {
+ mes "[Sister Cecilia]";
+ mes "With that spirit, you can't be a Priest. If it is God's will to sacrifice yourself for a good purpose, you must carry out God's will as his servant.";
+ next;
+ set PRIEST_Q,8;
+ mes "[Sister Cecilia]";
+ mes "Besides, God has also given Priests the resurrection power. Think about the meaning of life and death again, and then come back to me.";
+ close;
+ }
+ mes "[Sister Cecilia]";
+ if (sex)
+ mes "Brother "+ strcharinfo(0) +"...";
+ else
+ mes "Sister "+ strcharinfo(0) +"...";
+ mes "You have demonstrated your devotion to God. Will you swear to adhere to his teachings for the rest of your days?";
+ next;
+ if (select("I do.:No.") == 1) {
+ set PRIEST_Q,9;
+ mes "[Sister Cecilia]";
+ mes "Now, you have completed your oath of Priesthood and accomplished all three trials required to become a Priest.";
+ next;
+ mes "[Sister Cecilia]";
+ mes "Now go to Bishop Paul. And remember, we are all brothers and sisters in the eyes of God. Peace be with you...";
+ close;
+ }
+ mes "[Sister Cecilia]";
+ mes "...";
+ next;
+ mes "[Sister Cecilia]";
+ mes "...";
+ mes "......";
+ next;
+ set PRIEST_Q,8;
+ mes "[Sister Cecilia]";
+ mes "You've come so far...";
+ mes "Why would you want";
+ mes "to throw this all away...?";
close;
-
- L_NotDone1c:
- mes "Have you seen Mother Marthilda in Morroc? In that case you must now go see ^5533FFFather Yosuke^000000.";
- mes "He is located on tiny island 2 maps West and 1 map North of Prontera. You must go and speak with him!.";
+ }
+ else if (PRIEST_Q == 8) {
+ mes "...";
+ next;
+ mes "[Sister Cecilia]";
+ mes "Welcome back.";
+ mes "I hope that you've reflected on what you've said last time, and that you now have the attitude to become a Priest.";
+ next;
+ goto L_AskQuestions;
+ }
+ else if (PRIEST_Q == 9) {
+ mes "Congratulations.";
+ mes "You've completed all three trials required for the Priesthood. Bishop Paul is now waiting for you.";
+ next;
+ mes "[Sister Cecilia]";
+ mes "Peace be with you...";
close;
-
- L_Done1:
- mes "So you spoken with all of the Clerics? Good job, you just completed the first task.";
- next;
- mes "[Father Thomas]";
- mes "Now lets start the second task. Be prepared to face great evils.. If you want, you can ask a Priest to assist you with this test.";
- set PRIEST_Q, 2;
- set PRIEST_Q2, 0;
- next;
- mes "[Father Thomas]";
-
-L_Test2:
- if(PRIEST_Q2 == 1) goto L_ReTest2;
- if(PRIEST_Q2 == 2) goto L_Done2;
- mes "So are you ready to start the second task?";
- M_Menu:
- next;
- menu "Yes, lets start.",M_4a, "Let me get ready, i'll be back later.",M_4End;
-
- M_4a:
- mes "[Father Thomas]";
- mes "Very well. Let me send you to ^5544FFFather Peter^000000. Once there speak to him about the second task.";
- next;
- set PRIEST_Q2, 1;
- warp "job_prist", 24, 180;
- savepoint "prt_church", 16, 37;
+ }
+}
+
+// 2nd Test
+//==========================================================
+job_prist,24,187,4 script Peter S. Alberto 110,{
+ mes "[Father Peter]";
+ if (BaseJob == Job_Priest) {
+ mes "Welcome!";
+ if (sex)
+ mes "Brother "+ strcharinfo(0) +"!";
+ else
+ mes "Sister "+ strcharinfo(0) +"!";
+ mes "So good to see you again!";
+ next;
+ mes "[Father Peter]";
+ mes "Are you here to help an Acolyte friend for the spiritual training? That's great~ I think you'll do a good job.";
+ next;
+ mes "[Father Peter]";
+ mes "Remember, no matter how much you want to help this Acolyte, this is not your quest.";
+ next;
+ mes "[Father Peter]";
+ mes "You may assist and lighten your friend's burden, but you take upon this task for yourself.";
+ next;
+ mes "[Father Peter]";
+ mes "So...";
+ mes "Are you gonna help him right now?";
+ next;
+ switch(select("Yes, I am.:Give me a minute.:I changed my mind.")) {
+ case 1:
+ mes "[Father Peter]";
+ mes "Go for it! As your Acolyte enters, the test will begin. Now, I will send you to the testing area.";
+ close2;
+ warp "job_prist",24,44;
+ end;
+ case 2:
+ mes "[Father Peter]";
+ mes "Hm...?";
+ mes "What for?";
+ mes "Well, so long as you arrive in time to help your friend, it will be okay.";
+ close;
+ case 3:
+ mes "[Father Peter]";
+ mes "Oh...?";
+ mes "Then please,";
+ mes "go ahead. God bless";
+ mes "you, and take care!";
+ close2;
+ warp "prontera",234,318;
+ end;
+ }
+ }
+ if (PRIEST_Q == 5) {
+ mes "Welcome~!";
+ mes "I congratulate you";
+ mes "for passing the first trail.";
+ next;
+ mes "[Father Peter]";
+ mes "My name is";
+ mes "Peter S. Alberto.";
+ mes "How is my buddy Paul?";
+ mes "Is he doing alright";
+ mes "these days?";
+ next;
+ mes "[Father Peter]";
+ mes "Oh, I keep forgetting that he was promoted to Bishop. I think I'm supposed to call him Bishop Paul, or 'His Excellency.' Haha~";
+ next;
+ mes "[Father Peter]";
+ mes "Anyway, let me give you a brief explanation of the spiritual training. Are you familiar with what the spiritual training is for Priests?";
+ next;
+ switch(select("Yes, I do.:Sorry...")) {
+ case 1:
+ mes "[Father Peter]";
+ mes "Haha, I like you! But it never hurts to have too much information. The more well informed you are, the more easily you'll pass the test!";
+ next;
+ break;
+ case 2:
+ mes "[Father Peter]";
+ mes "Oh, no need to be sorry. I'm here to give you the information you need anyway. So, don't worry.";
+ next;
+ break;
+ }
+ mes "[Father Peter]";
+ mes "In spiritual training, you will be defeating evil creatures. Creatures of the Undead and Demons are all evil. In choosing to serve darkness, they are our enemies!";
+ next;
+ mes "[Father Peter]";
+ mes "There are too many evil creatures that roam this world against the will of God. Innocents suffer as a result of their malignance.";
+ next;
+ mes "[Father Peter]";
+ mes "We, as Priests, are obligated to exterminate all those creatures, thus spreading love and peace.";
+ next;
+ mes "[Father Peter]";
+ mes "This training will test your ability to eliminate evil. Since this trial is pretty difficult to be accomplished by yourself,";
+ mes "I recommend getting help from a Priest if you can.";
+ next;
+ mes "[Father Peter]";
+ mes "If you are close to a Priest, you'd better ask him to assist you during this trial. Now, are you ready?";
+ next;
+ switch(select("I'm ready.:Please hold on.:I want to go back.")) {
+ case 1:
+ mes "[Father Peter]";
+ mes "Now, let the spiritual training begin. It's simple. Just kill them all. Show no mercy to the creatures of darkness!";
+ next;
+ mes "[Father Peter]";
+ mes "Now...";
+ mes "Go for it!";
+ close2;
+ warp "job_prist",24,44;
+ donpcevent "Zombie_Generator#prst::OnEnable";
+ donpcevent "Peter S. Alberto::OnDisable";
+ donpcevent "Peter S. Alberto#2::OnEnable";
+ end;
+ case 2:
+ set PRIEST_Q,6;
+ mes "[Father Peter]";
+ mes "Hm? What is it you need?";
+ mes "Well, no problem. You can";
+ mes "afford to take your time.";
+ close;
+ case 3:
+ set PRIEST_Q,6;
+ mes "[Father Peter]";
+ mes "What...?";
+ mes "You wanna go back??";
+ next;
+ mes "[Father Peter]";
+ mes "I understand. I suppose you have some important reason or business that you must attend to. Come back whenever you can.";
+ close2;
+ warp "prontera",234,318;
+ end;
+ }
+ }
+ else if (PRIEST_Q == 6) {
+ mes "Are you ready this time?";
+ mes "Complete this trial quickly,";
+ mes "and become a Priest!";
+ next;
+ mes "[Father Peter]";
+ mes "Are you ready then?";
+ next;
+ switch(select("I'm ready.:Please hold on.:I want to go back.")) {
+ case 1:
+ mes "[Father Peter]";
+ mes "Now, let the spiritual training begin. For the glory of God, for peace on earth, and goodwill towards all men...";
+ next;
+ mes "[Father Peter]";
+ mes "Go...";
+ mes "Kill those";
+ mes "misbegotten creatures!";
+ close2;
+ warp "job_prist",24,44;
+ donpcevent "Zombie_Generator#prst::OnEnable";
+ donpcevent "Peter S. Alberto::OnDisable";
+ donpcevent "Peter S. Alberto#2::OnEnable";
+ end;
+ case 2:
+ mes "[Father Peter]";
+ mes "Hm? What is it you need?";
+ mes "Well, no problem. You can";
+ mes "afford to take your time.";
+ close;
+ case 3:
+ mes "[Father Peter]";
+ mes "What...?";
+ mes "You wanna go back??";
+ next;
+ mes "[Father Peter]";
+ mes "I understand. I suppose you have some important reason or business that you must attend to. Come back whenever you can.";
+ close2;
+ warp "prontera",234,318;
+ end;
+ }
+ }
+ else {
+ mes "Go back!";
+ close2;
+ warp "prontera",234,318;
end;
-
- M_4End:
- mes "[Father Thomas]";
- mes "Okay, please get ready and come back soon. I hope you will be able to make it through the trials without many problems.";
- close;
+ }
+
+OnEnable:
+ enablenpc "Peter S. Alberto";
+ end;
+
+OnDisable:
+ disablenpc "Peter S. Alberto";
+ end;
+}
- L_ReTest2:
- mes "You look really tired... but guess what, you'll be even more tired when you've become a Priest.";
- mes "Please don't give up. Do you want to try the task again?";
- goto M_Menu;
-
- L_Done2:
- mes "Great job. If have endured all of the trials and have passed the second test.";
- mes "If you can pass the last test, I trully belive that you will be one of the best Priests ever!";
- next;
- mes "[Father Thomas]";
- mes "Now, for the final test, please go speak with ^5533FFSister Cecile^000000. Once you have passed it come see me.";
- next;
- mes "[Father Thomas]";
- mes "I'll be waiting here. Good luck my child.";
- set PRIEST_Q, 3;
- set PRIEST_Q2, 0;
+job_prist,23,187,1 script Peter S. Alberto#2 110,{
+ mes "[Father Peter]";
+ if (BaseJob == Job_Priest) {
+ mes "Welcome!";
+ if (sex)
+ mes "Brother "+ strcharinfo(0) +"!";
+ else
+ mes "Sister "+ strcharinfo(0) +"!";
+ mes "So good to see you!";
+ next;
+ mes "[Father Peter]";
+ mes "Are you here to help an Acolyte friend for the spiritual training? That's great~ I think you'll do a good job.";
+ next;
+ mes "[Father Peter]";
+ mes "Well, another Acolyte is in the training ground right now. You'll need to wait a little bit longer...";
+ next;
+ mes "[Father Peter]";
+ mes "Please come back a little later. If this acolyte's done with the training, I will send you to the training area.";
+ close;
+ }
+ if (PRIEST_Q == 5) {
+ mes "Please hold on for a while. Another acolyte is in the training ground right now.";
+ next;
+ mes "[Father Peter]";
+ mes "If you want to take the test, please wait a while and talk to me again.";
close;
+ }
+ else if (PRIEST_Q == 6) {
+ mes "Please hold on for a while. Another acolyte is in the training ground right now.";
+ next;
+ mes "[Father Peter]";
+ mes "If you want to take the test, please wait a while and talk to me again.";
+ close;
+ }
+ else {
+ mes "Peace...";
+ mes "Be with you.";
+ close2;
+ warp "prontera",234,318;
+ end;
+ }
-L_Test3:
- mes "Go speak with ^5533FFSister Cecile^000000 and complete the last test.";
- next;
- mes "[Father Thomas]";
- mes "Good luck. I'll be waiting to hear the good news..";
- close;
+OnInit:
+ disablenpc "Peter S. Alberto#2";
+ end;
+OnEnable:
+ enablenpc "Peter S. Alberto#2";
+ end;
-L_Change:
- if (SkillPoint > 0) mes "Wait. You must use up your skill points in order to become a Priest.";
- if (SkillPoint > 0) close;
- mes "Congratulations! You have just completed all of the tests. I can now turn you into a Priest.";
- emotion e_no1;
- next;
- mes "[Father Thomas]";
- mes "God, please endow "+strcharinfo(0)+" with the strength and courage to fight evil and help mankind.";
- next;
- callfunc "Job_Change",Job_Priest;
- mes "[Father Thomas]";
- mes "You are now a Priest. As a Priest, you can now help a lot of people in the name of God.";
- next;
- if (JBLVL != 50) getitem 1550, 1;
- if (JBLVL == 50) getitem 1551, 1;
- callfunc "F_ClearJobVar"; // clears all job variables for the current player
- mes "[Father Thomas]";
- mes "Here, take this book as a reward for successfully completing the tests. This book will help you understand more about God.";
- next;
- mes "[Father Thomas]";
- mes "I hope you can help serve as a role model for young Acolytes all over Rune Midgard.";
- mes "Please be a good Priest and help bring peace to this world!";
- close;
+OnDisable:
+ disablenpc "Peter S. Alberto#2";
+ end;
}
+- script Zombie_Generator#prst 110,{
+OnInit:
+ disablenpc "Zombie_Generator#prst";
+ end;
-//----------------------------------------------------------------------------------------------------------------------------------------------------------\\
-// Test 1 \\
-//********************************************************************************************************************************\\
-// Function: Father Rubalkabara --------------------------------------------------------------------------
-function script F_FatherRub {
- if(PRIEST_Q == 1 && PRIEST_Q2==1) goto L_Test;
- if(PRIEST_Q==1 && PRIEST_Q2 > 1) goto L_Done;
- mes "It's good to see you again. I expect all is well? Continue on your path of helping others and serving God, and let us pray for humanities salvation.";
- close;
+OnEnable:
+ donpcevent "Zombie1_1::OnEnable";
+ donpcevent "Zombie2_1::OnEnable";
+ donpcevent "Zombie3_1::OnEnable";
+ donpcevent "Zombie4_1::OnEnable";
+ donpcevent "Zombie5_1::OnEnable";
+ initnpctimer;
+ end;
-L_Test:
- mes "Ah hello there....";
- next;
- mes "[Father Rubalkabara]";
- mes "What's this? You're here because you wish to serve God in an even greater capacity?";
- emotion e_what;
- next;
- menu "Yes, I believe Priesthood is the right path.",-, "No, not really.... just came to say hi.",M_No;
-
- mes "[Father Rubalkabara]";
- mes "Haha! Very good. We need more people like yourself in order for this world to survive the evils that haunt it.";
- emotion e_no1;
- next;
- mes "[Father Rubalkabara]";
- mes "Because of your pure heart I will give you my blessing child. Please meet with ^5533FFMother Marthilda^000000 next.";
- next;
- mes "[Father Rubalkabara]";
- mes "You can find her in the map just north of the town of Morroc. Have a safe journey and good luck on becoming a Priest.";
- set PRIEST_Q2, 2;
- close;
- M_No:
- mes "[Father Rubalkabara]";
- mes "Oh... well then... hello to you too. Although it is nice to see a servant of God such as yourself, I'm a little busy right now so if you don't mind.....";
- emotion e_swt;
- close;
+Onm1:
+ set .MyMobs,13;
+ monster "job_prist",24,52,"Theft",1015,1,"Z_C#prst::OnMyMobDead";
+ monster "job_prist",18,52,"Want of Virtue",1015,1,"Z_C#prst::OnMyMobDead";
+ monster "job_prist",30,52,"Jealousy",1015,1,"Z_C#prst::OnMyMobDead";
+ end;
-L_Done:
- mes "Please see ^5533FFMother Marthilda^000000 next. Good luck with your journey to becoming a Priest";
- close;
-}
+Onm2:
+ monster "job_prist",21,62,"Fury",1015,1,"Z_C#prst::OnMyMobDead";
+ monster "job_prist",27,62,"Envy",1015,1,"Z_C#prst::OnMyMobDead";
+ end;
-// Function: Mother Marthilda --------------------------------------------------------------------------
-function script F_MotherMart {
+Onm3:
+ monster "job_prist",24,72,"Arrogance",1015,1,"Z_C#prst::OnMyMobDead";
+ monster "job_prist",18,72,"Lewdness",1015,1,"Z_C#prst::OnMyMobDead";
+ monster "job_prist",30,72,"Sloth",1015,1,"Z_C#prst::OnMyMobDead";
+ end;
- if(PRIEST_Q==1 && PRIEST_Q2==2) goto L_Test;
- if(PRIEST_Q==1 && PRIEST_Q2 > 2) goto L_Done;
- mes "Oh my... It's been a while since I've seen you. My how you've grown. It's nice to see one of God servants continuing to improve.";
- mes "I wish you continued success child, and always remember to have faith.";
- close;
+Onm4:
+ monster "job_prist",21,82,"Gluttony",1015,1,"Z_C#prst::OnMyMobDead";
+ monster "job_prist",27,82,"Greed",1015,1,"Z_C#prst::OnMyMobDead";
+ end;
-L_Test:
- mes "Ah, you're here for the Priest test aren't you? I must say, you did a very good job in comming all this way.";
- next;
- mes "[Mother Marthilda]";
- mes "That shows that you have true faith! It is my pleasure to allow you to continue on with your test.";
- next;
- mes "[Mother Marthilda]";
- mes "You must now go see ^5533FFFather Yosuke^000000. He is 1 map North and 2 maps West of Prontera. I'm sure you will make a fine Priest!";
- set PRIEST_Q2, 3;
- close;
+Onm5:
+ monster "job_prist",24,92,"Despair",1015,1,"Z_C#prst::OnMyMobDead";
+ monster "job_prist",18,92,"Distrust",1015,1,"Z_C#prst::OnMyMobDead";
+ monster "job_prist",30,92,"Fear",1015,1,"Z_C#prst::OnMyMobDead";
+ end;
-L_Done:
- mes "To complete your task you must go find ^5533FFFather Yosuke^000000. Please be carefull and remeber to pray.";
- close;
-}
+OnDisable:
+ disablenpc "Zombie_Generator#prst";
+ killmonsterall "job_prist";
+ end;
-// Function: Father Yosuke --------------------------------------------------------------------------
-function script F_FatherYos {
+OnTimer300000:
+ areawarp "job_prist",8,34,39,109,"prontera",234,318;
+ end;
- if(PRIEST_Q==1 && PRIEST_Q2==3) goto L_Test;
- if(PRIEST_Q==1 && PRIEST_Q2==4) goto L_Done;
- mes "Just because you're a servant of God doesn't mean you can come here and bother me. Please leave...";
- close;
+OnTimer300500:
+ donpcevent "Zombie_Generator#prst::OnDisable";
+ end;
-L_Test:
- mes "Hmm...? Did you need something? Oh the Priest test..... are you sure you're up for that?";
- emotion e_what;
- next;
- mes "[Father Yosuke]";
- mes "Meh, very well. I will let you pass. Go back to the church and speak with Father Thomas. Your duty here as been fulfilled";
- set PRIEST_Q2, 4;
- close;
+OnTimer301500:
+ donpcevent "Zombie_Generator#prst::OnDisable";
+ donpcevent "Peter S. Alberto#2::OnDisable";
+ donpcevent "Peter S. Alberto::OnEnable";
+ end;
-L_Done:
- mes "Ugh? What are you still doing here...? I said to go back to the church.... I'm very busy right now....";
- emotion e_what;
- close;
+OnTimer302000:
+ stopnpctimer;
+ end;
}
+- script Z_C#prst -1,{
+ end;
-//**********************************************************************************************************************************************************************************\\
-//================================================== Father Peter: Test 2 ====================================================\\
-//**********************************************************************************************************************************************************************************\\
-job_prist,24,186,4 script Father Peter 110,{
-
-L_Start:
- mes "[Father Peter]";
- mes "God bless you!! Welcome back!";
- mes "First i want to congratulated you for passing the first level.";
- next;
- mes "[Father Peter]";
- mes "My name is Peter.";
- mes "Hows, Thomas these days?";
- next;
- mes "[Father Peter]";
- mes "Oh, so he's a father now eh? hahah...";
- mes "I think i should call him Father Thomas!";
- next;
- mes "[Father Peter]";
- mes "So you know why your here right? Your next test will be to overcome a series of trials involving the darkest of evils.";
- mes "Do you understand what this means?";
- next;
- menu "Yes, I do.",-, "No, I don't quite know it..?",M_1b;
+OnMyMobDead:
+ set getvariableofnpc(.MyMobs,"Zombie_Generator#prst"),getvariableofnpc(.MyMobs,"Zombie_Generator#prst") - 1;
+ end;
+}
+job_prist,24,44,0 script Zombie Info -1,1,1,{
+OnTouch:
+ if (BaseJob == Job_Priest) {
mes "[Father Peter]";
- mes "Wow, your' pretty smart, but i think its better for you to listen to the things i got to say.";
- mes "heheh!";
- goto L_Cont;
- M_1b:
- mes "[Father Peter]";
- mes "Oh, is that so, i think i'll need to explain it to you.";
- mes "After listening to what i have to say, i think you'll understand.";
-
- L_Cont:
- next;
- mes "[Father Peter]";
- mes "What is overcoming evil? its basically destroying it.";
- mes "What is evil? its basically devil, ghosts etc...";
- next;
- mes "[Father Peter]";
- mes "There's a lot of evil in this world.";
- mes "The evil usually tease people that prey to God.";
- next;
- mes "[Father Peter]";
- mes "We priests are supposed to get rid of all the evil!";
- mes "thats the only way we can bring peace to this world!";
- next;
- mes "[Father Peter]";
- mes "If you are trully dedicated, then these trials should not pose that great of a challenge.";
- mes "Even so, I you feel it necessary you may ask a Priest to assist you in this test.";
- next;
- mes "[Father Peter]";
- mes "Well, can we start now?";
- M_Menu:
- next;
- menu "Yes.",M_2a, "Wait a minute.",M_2b, "I want to go back to town.",M_2c;
-
- M_2a:
+ mes "When the Priest applicant enters, 5 minutes will be given to complete this trial. Proceed slowly and help your Acolyte.";
+ next;
mes "[Father Peter]";
- mes "Okay, just enter the waiting room.";
- close;
-
- M_2b:
+ mes "Enter through the warp at the end of the hall, where you will be lead to the next test hall.";
+ next;
mes "[Father Peter]";
- mes "Oh you need to get ready eh?";
- mes "No problem you can start the quest when your ready.";
+ mes "Remember...";
+ mes "This trial must be";
+ mes "completed within";
+ mes "5 minutes. Best of luck~";
close;
- M_2c:
+ }
+ else if (BaseJob == Job_Acolyte){
mes "[Father Peter]";
- mes "What? you want to go back? but you just arrived?";
- mes ".....";
+ mes "I will give you exactly 5 minutes! You must proceed slowly and eliminate the Zombies.";
next;
mes "[Father Peter]";
- mes "Maybe because its your first time thats why your scared.";
- mes "You can come back when you get more courage.";
- next;
- warp "prt_church", 16, 37;
+ mes "Slay all the zombies and go through the warp at the end of the hall. Make sure that you kill them all.";
close;
-
-OnInit:
- waitingroom "Priest Test Waiting Room",8,"Father Peter::OnStart",1;
- end;
-OnStart:
- set $@PrstUsers, getareausers("job_prist", 8, 34, 39,109);
- set $@PrstUsers, $@PrstUsers + getareausers("job_prist", 160, 14, 175, 178);
- set $@PrstUsers, $@PrstUsers + getareausers("job_prist", 90, 34, 105,105);
- if($@PrstUsers > 0) end; // stops the rest of the script from running if there is already another player taking the test
-
- if((getwaitingroomstate(33)) == 0) end; // stops the rest of the script from running if there is no one in the waiting room
- disablenpc "prst1_1"; //disables the exit warp
- disablenpc "prst2_1";
- warpwaitingpc "job_prist", 24, 44;
- killmonsterall "job_prist";
- donpcevent "PrstTest2_1::OnStart";
+ }
end;
}
-
-//----------------------------------------------------------------------------------------------------------------------------------------------------------\\
-// Test 2, Part 1: Kill the Zombies \\
-//********************************************************************************************************************************\\
-job_prist,1,1,1 script PrstTest2_1 -1,{
-
-OnStart:
- set $@PrstRm, 1; //used to determine what areawarp and areaannounce to use
- enablenpc "Zombie1_Trig";
- enablenpc "Zombie2_Trig";
- enablenpc "Zombie3_Trig";
- enablenpc "Zombie4_Trig";
- enablenpc "Zombie5_Trig";
- set $@mob, 13;
- initnpctimer;
+job_prist,24,52,0 script Zombie1_1 -1,14,1,{
+OnInit:
+ disablenpc "Zombie1_1";
end;
-OnMobDead:
- set $@mob, $@mob - 1;
- if($@mob > 0) end;
-
- enablenpc "prst1_1";
- areaannounce "job_prist",8,34,39,109,"[Father Peter]: Well done my child. Enter the warp to start the next test.",8;
- initnpctimer "prst1_1"; //starts a 30 sec timer. this will warp the player even if they don't enter the warp to keep the test going
+OnTouch:
+ if (BaseClass == Job_Acolyte || BaseJob != Job_Priest) {
+ donpcevent "Zombie_Generator#prst::Onm1";
+ donpcevent "Zombie1_1::OnDisable";
+ }
end;
-OnTimer500:
- areaannounce "job_prist",8,34,39,109,"[Father Peter]: In order to pass this trial, you will have to kill all of the zomibes that appear.",8;
- end;
-OnTimer2500:
- stopnpctimer;
- initnpctimer "TimerPrst"; // starts the 5 min test timer
- areaannounce "job_prist",8,34,39,109,"[Father Peter]: Move slowly and take your time.",8;
+OnEnable:
+ enablenpc "Zombie1_1";
end;
-}
-// These hidden warps spawn the monsters when you walk
-// First set of Zombies------------------------------------------------------------
-job_prist,23,52,1 script Zombie1_Trig 139,16,0,{
-
- monster "job_prist",24,52,"Robbery",1015,1,"PrstTest2_1::OnMobDead";
- monster "job_prist",18,52,"Evilness",1015,1,"PrstTest2_1::OnMobDead";
- monster "job_prist",30,52,"Jealousy",1015,1,"PrstTest2_1::OnMobDead";
- disablenpc "Zombie1_Trig"; //disables the npc so that it can't spawn the monsters more than once
+OnDisable:
+ disablenpc "Zombie1_1";
end;
}
-// Second set of Zombies----------------------------------------------------
-job_prist,23,62,1 script Zombie2_Trig 139,16,0,{
-
- monster "job_prist",21,62,"Anger",1015,1,"PrstTest2_1::OnMobDead";
- monster "job_prist",27,62,"Wonderness",1015,1,"PrstTest2_1::OnMobDead";
- disablenpc "Zombie2_Trig";
+job_prist,21,62,0 script Zombie2_1 -1,17,1,{
+OnInit:
+ disablenpc "Zombie2_1";
end;
-}
-
-// Third set of Zombies--------------------------------------------------------
-job_prist,23,72,1 script Zombie3_Trig 139,16,0,{
- monster "job_prist",24,72,"Cockyness",1015,1,"PrstTest2_1::OnMobDead";
- monster "job_prist",18,72,"Slutty",1015,1,"PrstTest2_1::OnMobDead";
- monster "job_prist",30,72,"Lazyness",1015,1,"PrstTest2_1::OnMobDead";
- disablenpc "Zombie3_Trig";
+OnTouch:
+ if (BaseClass == Job_Acolyte || BaseJob != Job_Priest) {
+ donpcevent "Zombie_Generator#prst::Onm2";
+ donpcevent "Zombie2_1::OnDisable";
+ }
end;
-}
-// Fourth set of Zombies--------------------------------------------------------
-job_prist,23,82,1 script Zombie4_Trig 139,16,0,{
+OnEnable:
+ enablenpc "Zombie2_1";
+ end;
- monster "job_prist",21,82,"Greed",1015,1,"PrstTest2_1::OnMobDead";
- monster "job_prist",27,82,"Greedyness",1015,1,"PrstTest2_1::OnMobDead";
- disablenpc "Zombie4_Trig";
+OnDisable:
+ disablenpc "Zombie2_1";
end;
}
-// Fifth set of Zombies ---------------------------------------------------------
-job_prist,23,92,1 script Zombie5_Trig 139,16,0,{
-
- monster "job_prist",24,92,"Faithless",1015,1,"PrstTest2_1::OnMobDead";
- monster "job_prist",18,92,"Non-believer",1015,1,"PrstTest2_1::OnMobDead";
- monster "job_prist",30,92,"Scaryness",1015,1,"PrstTest2_1::OnMobDead";
- disablenpc "Zombie5_Trig";
+job_prist,24,72,0 script Zombie3_1 -1,14,1,{
+OnInit:
+ disablenpc "Zombie3_1";
end;
-}
+OnTouch:
+ if (BaseClass == Job_Acolyte || BaseJob != Job_Priest) {
+ donpcevent "Zombie_Generator#prst::Onm3";
+ donpcevent "Zombie3_1::OnDisable";
+ }
+ end;
-// End warp for 1st part of test--------------------------------------------------------------------
-job_prist,24,109,1 script prst1_1 45,3,3,{
+OnEnable:
+ enablenpc "Zombie3_1";
+ end;
- if(BaseJob == Job_Priest) end; //If a Priest friend steps on the warp nothing happens. Need the aco to step on the warp.
-OnTimer30000:
- stopnpctimer;
- areawarp "job_prist",8,34,39,109,"job_prist",168,17;
- killmonsterall "job_prist";
- donpcevent "PrstTest2_2::OnStart";
+OnDisable:
+ disablenpc "Zombie3_1";
end;
}
-
-//----------------------------------------------------------------------------------------------------------------------------------------------------------\\
-// Test 2, Part 1: Resist Temptation \\
-//********************************************************************************************************************************\\
-job_prist,1,1,0 script PrstTest2_2 -1,{
-
-OnStart:
- enablenpc "Devi_Trig"; //enables these npc's just in case they were disabled by a previous tester
- enablenpc "Deviruchi";
- enablenpc "Doppel_Trig";
- enablenpc "Doppel";
- enablenpc "Dark_Trig";
- enablenpc "Dark Lord";
- enablenpc "Bapho_Trig";
- enablenpc "Baphomet";
- set $@PrstRm, 2;
- set $PRIEST_Q3, 0;
- initnpctimer;
+job_prist,21,82,0 script Zombie4_1 -1,17,1,{
+OnInit:
+ disablenpc "Zombie4_1";
end;
-OnCheck:
- set $PRIEST_Q3, $PRIEST_Q3 + 1; //this counter checks to see if the player spoke with each devil and answered the questions
- if($PRIEST_Q3 < 4) end;
-
- enablenpc "prst2_1";
- areaannounce "job_prist", 160, 14, 175, 178, "[Father Peter]: Excellent! You have shown great courage! Use the warp to move on to the next room.",8;
- initnpctimer "prst2_1"; //starts a 30 sec timer. this will warp the player even if they don't enter the warp to keep the test going
+OnTouch:
+ if (BaseClass == Job_Acolyte || BaseJob != Job_Priest) {
+ donpcevent "Zombie_Generator#prst::Onm4";
+ donpcevent "Zombie4_1::OnDisable";
+ }
end;
-OnTimer500:
- stopnpctimer;
- areaannounce "job_prist", 160, 14, 175, 178, "[Father Peter]: This trial will test the strength of your will and your commitment to God!",8;
+OnEnable:
+ enablenpc "Zombie4_1";
end;
+OnDisable:
+ disablenpc "Zombie4_1";
}
+job_prist,24,92,0 script Zombie5_1 -1,14,1,{
+OnInit:
+ disablenpc "Zombie5_1";
+ end;
-// Deviruchi ------------------------------------------------------------------------
-job_prist,168,45,4 script Deviruchi 738,{
+OnTouch:
+ if (BaseClass == Job_Acolyte || BaseJob != Job_Priest) {
+ donpcevent "Zombie_Generator#prst::Onm5";
+ donpcevent "Zombie5_1::OnDisable";
+ }
+ end;
-OnStart:
- if(BaseJob == Job_Acolyte) goto L_Aco;
+OnEnable:
+ enablenpc "Zombie5_1";
+ end;
-L_Priest:
- mes "[Deviruchi]";
- mes "Hey, whats priest like you doing in a place like this? go back to town. You like wasting you time here eh?";
- next;
- mes "[Deviruchi]";
- mes "I feel happy today, so i'll spare you, now go. Next time you come, I'm gonna take to you down.";
- close;
+OnDisable:
+ disablenpc "Zombie5_1";
+}
-L_Aco:
- mes "[Deviruchi]";
- mes "Hey, isn't that a acolyte? i haven't seen one in ages. Looks like you're going to become a priest soon...";
- next;
- mes "[Deviruchi]";
- mes "I can tell how sad it is to become a servant of God. I think its weird that you're here.";
- next;
- mes "[Deviruchi]";
- mes "The path your walking is going to be difficult. Isn't there better jobs you can be?";
- next;
- mes "[Deviruchi]";
- mes "Doesn't matter if its in a town, in a cave, all the people always asks you to help them. Itsn't funny that they never helped you?";
- next;
- mes "[Deviruchi]";
- mes "I'll give you an advice, you should give up now. The tests will be hard, and the path you're gonna walk will be difficult.";
- next;
- menu "Yea, I'm going to give up.",-, "Devil, Be gone NOW!.",M_1a;
+job_prist,24,109,4 script prst1_1 45,3,3,{
+OnTouch:
+ set .@mobs,getvariableofnpc(.MyMobs,"Zombie_Generator#prst");
+ if (BaseJob == Job_Priest) warp "job_prist",168,17;
+ else if (BaseClass == Job_Acolyte && .@mobs < 1) {
+ warp "job_prist",168,17;
+ donpcevent "Zombie_Generator#prst::OnDisable";
+ donpcevent "Peter S. Alberto#2::OnDisable";
+ donpcevent "Peter S. Alberto::OnEnable";
+ donpcevent "Zombie_Generator#prst::OnDisable";
+ }
+ end;
+}
+// 3rd Test
+//==========================================================
+job_prist,168,45,4 script Deviruchi#prst 1109,8,1,{
+OnTouch:
+ if (BaseJob == Job_Priest) {
mes "[Deviruchi]";
- mes "Yeap thats a good choice, you don't have to come to this place again! Since you decided to give up, i'll give you a present.";
+ mes "Whaaaaat...?";
+ mes "What are you";
+ mes "doing back here?";
next;
mes "[Deviruchi]";
- mes "I'll let you meet my friends...FOR FREE HAHAHAHAH!";
+ mes "Well, look who's the ^660000BMOC^000000 now. That's '^660000B^000000ig ^660000M^000000an ^660000O^000000n ^660000C^000000ampus,' if you didn't know. By the way, I was being sarcastic. You know, if you didn't notice.";
next;
- warp "c_tower2", 168, 33;
- end;
- M_1a:
mes "[Deviruchi]";
- mes "Oh.. I'm so scared..hahaha. Don't be like this, listen to what i have to say.";
+ mes "Are you really";
+ mes "happy being a Priest?";
+ mes "There's no possible way.";
+ next;
+ mes "[Deviruchi]";
+ mes "Alright, alright, for old time's sake, I'll let you pass me. But only this once. But I better not catch you again! This is evil turf, you hear?!";
+ close;
+ }
+ if (BaseClass == Job_Acolyte) {
+ mes "[Deviruchi]";
+ mes "Why...";
+ mes "Hello little Aco.";
next;
mes "[Deviruchi]";
- mes "If you give up now, i'll give you a nice gift. This gift is so hard to find.";
+ mes "You must be here training hard to be a Priest. Funny, I know a lot of God's servants, actually. They tell me that it's really tough serving that God guy all the time. So... So ^666666tiring^000000 and ^666666unrewarding^000000.";
next;
- cutin "¹Ì½ºÆ®·¹½ºÄ«µå.bmp",4;
mes "[Deviruchi]";
- mes "Do you think you can find a card like that? Decide now, don't regret when you become a priest...";
+ mes "I mean, people are always crying to Priests for help no matter where they are. And Priests never get anything in return...";
next;
- menu "I accept your card.",-, "Devil, Be GONE!!",sM_1a;
-
+ mes "[Deviruchi]";
+ mes "It's tragic really, how unappreciated Priests are.";
+ mes "It's so clear that any job is better. Anything at all...";
+ next;
+ mes "[Deviruchi]";
+ mes "Wouldn't life be so much easier if you weren't a Priest? And it'd be so easy. All you'd have to do is quit right now...";
+ next;
+ if (select("You're right, I quit!:Out of my sight, demon!") == 1) {
mes "[Deviruchi]";
- mes "Hahaha all the human beings are like this, good choice! Okay, let me give you this card!";
+ mes "^660000YES~!^000000 I mean...";
+ mes "Good for you!";
next;
- cutin "¹Ì½ºÆ®·¹½ºÄ«µå.bmp",255;
mes "[Deviruchi]";
- mes "Well, too bad i can't give it to you. Go look for it YOURSELF!";
+ mes "Oh...?";
+ mes "Look at the ^660000time^000000.";
+ mes "You better get going.";
next;
- warp "mjolnir_05", 200, 200;
+ mes "[Deviruchi]";
+ mes "BWAHAHAHAHAHAH!";
+ mes "GET THE JOKE!?";
+ close2;
+ warp "c_tower2",168,33;
end;
- sM_1a:
- cutin "¹Ì½ºÆ®·¹½ºÄ«µå.bmp",255;
+ }
+ mes "[Deviruchi]";
+ mes "Out of your sight?";
+ mes "I guess I'm not the";
+ mes "cutest thing you've";
+ mes "ever seen, huh?";
+ next;
+ mes "[Deviruchi]";
+ mes "But how about this...? Now, isn't this an attractive sight? A nice, shiny new card. Mint condition. Not too many people have this you know. But I happen to have soooo many, my pockets hurt.";
+ next;
+ cutin "¹Ì½ºÆ®·¹½ºÄ«µEbmp",4;
+ mes "[Deviruchi]";
+ mes "Isn't it everyone's dream to have one of these? Think about it, being a Priest can only bring you suffering...";
+ next;
+ if (select("You're right, I'll take it!:Silence!") == 1) {
mes "[Deviruchi]";
- mes "Wow, your one tough acolyte, if you keep denying you better becareful.";
- mes "I will be watching, I'll see if you can become a good priest or not.";
+ mes "Good choice!";
+ mes "This card can";
+ mes "can be yours...";
next;
+ cutin "¹Ì½ºÆ®·¹½ºÄ«µEbmp",255;
mes "[Deviruchi]";
- mes "One day, you'll regret and want to come back to me!";
- disablenpc "Devi_Trig"; //disables the trigger npc so you don't accidentally activate it again
- disablenpc "Deviruchi";
- donpcevent "PrstTest2_2::OnCheck";
- close;
+ mes "Theoretically!";
+ mes "BWAHAHAHAHAHAHAHA!";
+ mes "Go and earn it yourself!";
+ close2;
+ warp "mjolnir_05",200,200;
+ end;
+ }
+ cutin "¹Ì½ºÆ®·¹½ºÄ«µEbmp",255;
+ mes "[Deviruchi]";
+ mes "Did...";
+ mes "Did you just tell";
+ mes "me to shut up?";
+ mes "Oh my God...";
+ next;
+ mes "[Deviruchi]";
+ mes "Sorry...";
+ mes "Oh ^660000your^000000 God.";
+ mes "Fine, get going.";
+ mes "But you'll regret";
+ mes "your decision later!";
+ close;
+ }
+ end;
}
-// Doppelganger ------------------------------------------------------------------------------
-job_prist,168,80,4 script Doppelganger::Doppel 739,{
-
-OnStart:
- if(BaseJob == Job_Acolyte) goto L_Aco;
-
-L_Priest:
- mes "[Doppelganger]";
- mes "What good is it to be here?.";
- mes "Are you this bored? you're already a priest why are you here?.";
- next;
- mes "[Doppelganger]";
- mes "You don't need to help these acolytes, go home.";
- mes "You're doing something that is wasting your time, leave now.";
- close;
-L_Aco:
- mes "[Doppelganger]";
- mes "Hey, Acolyte wait, listen to what i have to say.";
- next;
- mes "[Doppelganger]";
- mes "You came here because you want to become a priest eh?";
- mes "I don't think you should become a priest.";
- next;
- mes "[Doppelganger]";
- mes "If you want, i can use my powers to let you start over again.";
- mes "You can become a novice again, and you can choose what job you want to be.";
- next;
- mes "[Doppelganger]";
- mes "Well, the job you choose depends on your level hhehe.";
- mes "Isn't this a good deal? if you want i can help you right now.";
- next;
- menu "I hope you can help me!",-, "Devil Be gone!",M_1b;
-
+job_prist,168,80,4 script Doppelganger#prst 1046,8,1,{
+OnTouch:
+ if (BaseJob == Job_Priest) {
mes "[Doppelganger]";
- mes "Yes thats a good choice.";
- mes "Let me turn you into a novice now.";
+ mes "What are you doing here? You've already made your choice, there's no going back... Priest.";
next;
mes "[Doppelganger]";
- mes "You know it takes a long time to ressurect when you DIE!!";
+ mes "Besides, this is none of your business. Whether or not this Acolyte becomes a Priest isn't up to you. Now get out of here, before I get violent.";
+ close;
+ }
+ else if (BaseClass == Job_Acolyte) {
+ mes "[Doppelganger]";
+ mes "Hold on there, Acolyte.";
+ mes "I'm not like Deviruchi,";
+ mes "so I won't mince";
+ mes "words with you.";
next;
- warp "gef_dun02", 210, 177;
- end;
- M_1b:
mes "[Doppelganger]";
- mes "I don't think you understand what i mean.";
- mes "This is one of the best things that can happen to you.";
+ mes "Now, why would you want to become a Priest? It's such a worthless, thankless job. If you want, I'll give you the chance to become a Novice. Then you can become something much better!";
next;
mes "[Doppelganger]";
- mes "You just need to tell me that you don't want to become a priest.";
- mes "If you do that, i can turn you into any job you want, you want to become a swordman like me?";
+ mes "Of course, I'll let you redistribute your stat points by your base level. Now, isn't that a sweet deal...?";
next;
- menu "I don't want to become a priest!",-, "Devil, Be GONE!",sM_1b;
-
+ if (select("Deal, Deal!:No deal... Doppelganger.") == 1) {
mes "[Doppelganger]";
- mes "good choice, you don't need to come back here anymore.";
- mes "okay, let me turn you into a novice now...";
+ mes "Good choice~";
+ mes "I shall return your";
+ mes "job to a Novice";
+ mes "as you wish.";
next;
mes "[Doppelganger]";
- mes "You know its takes a long time to ressurect when you DIE??!!";
- next;
- warp "gef_dun02", 210, 177;
- end;
- sM_1b:
+ mes "Now go!!";
+ mes "Never step into";
+ mes "the light again!";
+ close2;
+ warp "gef_dun02",210,177;
+ end;;
+ }
+ mes "[Doppelganger]";
+ mes "I don't think you understood what I just offered. Think about it again. I mean, this is your one and only chance to undo your life mistakes. I mean, becoming an Acolyte?";
+ next;
+ mes "[Doppelganger]";
+ mes "Just don't become a Priest. I won't ask you more than once. Then you can choose a better job... perhaps a Swordman like me.";
+ next;
+ if (select("I don't want to be a Priest!:I'll never listen to you!") == 1) {
mes "[Doppelganger]";
- mes "okay fine, i'll spare you today.";
+ mes "Excellent choice. Now, never return to this place. I shall return your job to Novice as you wish.";
next;
mes "[Doppelganger]";
- mes "If i see you next time, I'm gonna make you die painfully.";
- disablenpc "Doppel_Trig";
- disablenpc "Doppel";
- donpcevent "PrstTest2_2::OnCheck";
- close;
+ mes "Now go!!";
+ mes "Never step into";
+ mes "the light again!";
+ close2;
+ warp "gef_dun02",210,177;
+ end;
+ }
+ mes "[Doppelganger]";
+ mes "Hmpf. I admire";
+ mes "your determination.";
+ mes "Okay, you can pass.";
+ mes "For now.";
+ next;
+ mes "[Doppelganger]";
+ mes "But if by chance we meet again,";
+ mes "I assure you... You won't be happy at all to see me.";
+ close;
+ }
}
-// Dark Lord -------------------------------------------------------------------------------
-job_prist,168,115,4 script Dark Lord 737,{
-
-OnStart:
- if(BaseJob == Job_Acolyte) goto L_Aco;
-
-L_Priest:
- mes "[Dark Lord]";
- mes "Let you feel hatred and anger!!";
- mes "Let you feel how it feels when your friend betrays you!";
- next;
- mes "[Dark Lord]";
- mes "Stay here, and train with us and next; until you are strong enough then you can go back!";
- mes "Stay with us and learn to curse!";
- close;
-L_Aco:
- mes "[Dark Lord]";
- mes "Stop right there human!.";
- mes "Whose permission do you have to pass through here!";
- next;
- mes "[Dark Lord]";
- mes "If you want to become a priest, you can't pass through here,";
- mes "Go now, before i kill you.";
- next;
- mes "[Dark Lord]";
- mes "Even more annoying than ants you humans, leave and stop bothering me!";
- next;
- menu "I'm sorry, please spare me.",-, "Devil, Be GONE!.",M_1c;
-
+job_prist,168,115,4 script Dark Lord#prst 1272,8,1,{
+OnTouch:
+ if (BaseJob == Job_Priest) {
mes "[Dark Lord]";
- mes "Don't come here again!";
+ mes "^330033All is doom, darkness and despair! Those who love you will betray you, and all that will be left is grieving and fury!^000000";
next;
- warp "gl_church", 145, 170;
- end;
- M_1c:
mes "[Dark Lord]";
- mes "Don't try to act like a tough guy.";
- mes "I can cut u in many pieces with my pinky.";
+ mes "^330033To choose to become a servant of God is to choose eternal pain!";
+ mes "I shall personally see to that, mortal.^000000";
+ close;
+ }
+ else if (BaseClass == Job_Acolyte) {
+ mes "[Dark Lord]";
+ mes "^330033Halt, human.";
+ mes "Who has granted";
+ mes "you passage?^000000";
next;
mes "[Dark Lord]";
- mes "Before i use my dark powers on you, leave!";
+ mes "^330033You still wish to become a Priest?! Fool! Then, I shall not let you pass. Go back. Otherwise, you will not survive.^000000";
next;
- menu "Please, Spare me.",-, "Devil, BE GONE!",sM_1c;
-
+ mes "[Dark Lord]";
+ mes "^330033It would be so easy for me to snap your fragile body in twain and grind your bones to dust.";
+ mes "Now, go back mortal!^000000";
+ next;
+ if (select("I'm so sorry. Spare me!:God will protect me.") == 1) {
mes "[Dark Lord]";
- mes "Don't appear here again!";
- next;
- warp "gl_church", 145, 170;
+ mes "^330033Don't ever come back!^000000";
+ close2;
+ warp "gl_church",145,170;
end;
- sM_1c:
- mes "[Dark Lord]";
- mes "So you decided to stay eh? you pesky human, killing you will dirty my hands.";
- next;
+ }
+ mes "[Dark Lord]";
+ mes "^330033It is no use to feign strength and courage. You are completely helpless before me. Your skills are laughable, and your weapons are but mere toys compared to my power.^000000";
+ next;
+ mes "[Dark Lord]";
+ mes "^330033With just a wave of my hand, you will cease to exist. And no one will remember you. Tremble before the might of my infinite magic!^000000";
+ next;
+ if (select("I beg you, don't...!:Begone, vile fiend!") == 1) {
mes "[Dark Lord]";
- mes "If i see you again, I'm gonna kill you.";
- disablenpc "Dark_Trig";
- disablenpc "Dark Lord";
- donpcevent "PrstTest2_2::OnCheck";
- close;
+ mes "^330033Don't ever come back!^000000";
+ close2;
+ warp "gl_church",145,170;
+ end;
+ }
+ mes "[Dark Lord]";
+ mes "^330033Why...";
+ mes "Why don't you fear me?!";
+ mes "For a frail mortal, you";
+ mes "are quite annoying.^000000";
+ next;
+ mes "[Dark Lord]";
+ mes "^330033When next we meet, I will shall escort you to a realm of suffering where you shall spend years immersed in excruciating pain.";
+ mes "Mark my words...^000000";
+ close;
+ }
}
-// Baphomet -----------------------------------------------------------------------------
-job_prist,168,150,4 script Baphomet 736,{
-
-OnStart:
- if(BaseJob == Job_Acolyte) goto L_Aco;
-
-L_Priest:
- mes "[Baphomet]";
- mes "Annoying Priests...";
- next;
- mes "[Baphomet]";
- mes "I have nothing to talk to you about, leave now.";
- close;
-L_Aco:
- mes "[Baphomet]";
- mes "Hey, Human.";
- next;
- mes "[Baphomet]";
- mes "You interested in a deal?";
- next;
- mes "[Baphomet]";
- mes "I can get you all the rich and fame in this world.";
- mes "Infinite money and weapons which no humans have...";
- next;
- mes "[Baphomet]";
- mes "Also, if you want, you can always summon me.";
- mes "If you did that, everyone will be afraid of you hahahaha.";
- next;
- mes "[Baphomet]";
- mes "I think you should give up being a priest and just accept my deal.";
- mes "If you accept my deal, the world is yours.";
- next;
- menu"I give up being a priest.",-, "Devil be GONE!",M_1d;
-
+job_prist,168,150,4 script Baphomet#prst 736,8,1,{
+OnTouch:
+ if (BaseJob == Job_Priest) {
mes "[Baphomet]";
- mes "Okay, let us sign the contract...";
- mes "you will not forget this...";
- next;
+ mes "I hate";
+ mes "Priests...";
+ next;
mes "[Baphomet]";
- mes "You go find where i live.";
- mes "When your there, come and sign the contract.";
+ mes "I don't have any business with you, servant of God. Just pass through.";
+ close;
+ }
+ else if (BaseClass == Job_Acolyte) {
+ set name,PcName;
+ mes "[Baphomet]";
+ mes "Greetings.";
+ next;
+ mes "[Baphomet]";
+ mes "..."+ strcharinfo(0) +".";
+ next;
+ mes "[Baphomet]";
+ mes "Yes, human,";
+ mes "I know who you are.";
+ next;
+ mes "[Baphomet]";
+ mes "I also know that Deviruchi, Doppelganger and the Dark Lord have all failed to convince you to turn away from the Priesthood.";
+ mes "Now, I stand before";
+ mes "you to offer a deal.";
next;
- warp "glast_01", 200, 203;
- end;
- M_1d:
mes "[Baphomet]";
- mes "Okay fine, i'll leave.";
- mes "But, you won't leave that easily.";
+ mes "I can grant you any treasure you desire and infinite power at your fingertips. Powerful weapons that humans have never before seen...";
next;
mes "[Baphomet]";
- mes "I already set up a lot of evil stuff for you...";
- mes "I want to see how long you can last.";
+ mes "Mountains of zeny that you cannot possibly hope to spend in a lifetime. Though, who's to say that your lifespan should be limited? Fame, power, immortality: It can all be yours.";
next;
mes "[Baphomet]";
- mes "OKay go now.";
- disablenpc "Bapho_Trig";
- disablenpc "Baphomet";
- donpcevent "PrstTest2_2::OnCheck";
+ mes "I will be yours to summon at anytime. All other humans will dread making you their enemy. You will become the most powerful person in all of history!";
+ next;
+ mes "[Baphomet]";
+ mes "Cease this foolishness of pursuing the Priesthood. Make a contract with me. The entire world is yours for the taking.";
+ next;
+ if (select("Deal.:No, Baphomet. You lose.") == 1) {
+ mes "[Baphomet]";
+ mes "Then we shall form a contract. You won't ever regret this moment...";
+ next;
+ mes "[Baphomet]";
+ mes "Follow me.";
+ mes "We will make the";
+ mes "contract in my";
+ mes "sanctum of darkness.";
+ close2;
+ warp "glast_01",200,203;
+ end;
+ }
+ mes "[Baphomet]";
+ mes "Foolish human...";
+ mes "You have made your choice. I will leave you alone for now, then. However, your training won't be as easy as you think.";
+ next;
+ mes "[Baphomet]";
+ mes "I shall be preparing my troops for you. The day will come when I shall enjoy watching you writhe in agony as my fiends slowly devour you.";
close;
+ }
}
-
-// These hidden warps trigger the npcs when you get near them
-// Deviruchi Trigger --------------------------------------------------------------------
-job_prist,167,40,1 script Devi_Trig 139,8,0,{
-
- doevent "Deviruchi::OnStart";
+job_prist,168,180,4 script prst2_1 45,3,3,{
+OnTouch:
+ if (BaseJob == Job_Priest) warp "job_prist",98,40;
+ else if (BaseClass == Job_Acolyte) {
+ warp "job_prist",98,40;
+ donpcevent "Mummy_Generator::OnEnable";
+ }
end;
}
-// Doppleganger Trigger --------------------------------------------------------------------
-job_prist,167,77,1 script Doppel_Trig 139,8,0,{
- doevent "Doppel::OnStart";
+// 4th Test
+//==========================================================
+job_prist,1,2,1 script Mummy_Generator 110,1,1,{
+OnInit:
+ disablenpc "Mummy_Generator";
end;
-}
-// Dark Lord Trigger --------------------------------------------------------------------
-job_prist,167,112,1 script Dark_Trig 139,8,0,{
- doevent "Dark Lord::OnStart";
+OnEnable:
+ donpcevent "Mummy1_1::OnEnable";
+ donpcevent "Mummy2_1::OnEnable";
+ donpcevent "Mummy3_1::OnEnable";
end;
-}
-// Baphomet Trigger --------------------------------------------------------------------
-job_prist,167,145,1 script Bapho_Trig 139,8,0,{
- doevent "Baphomet::OnStart";
+Onm1:
+ monster "job_prist",90,55,"Khamoz",1041,1;
+ monster "job_prist",105,55,"Amocsis",1041,1;
end;
-}
+Onm2:
+ monster "job_prist",90,70,"Mentuhoteph",1041,1;
+ monster "job_prist",105,70,"Akenaten",1041,1;
+ end;
-// End warp for 2nd part of test ---------------------------------------------------------
-job_prist,168,180,0 script prst2_1 45,3,3,{
+Onm3:
+ monster "job_prist",90,85,"Mehnes",1041,1;
+ monster "job_prist",105,85,"Snepheru",1041,1;
+ end;
- if(BaseJob == Job_Priest) end; //If a Priest friend steps on the warp nothing happens. Need the Aco to step on the warp.
-OnTimer30000:
- set $@PrstRm, 3;
- set $PRIEST_Q3, 0;
- enablenpc "Mummy1_Trig"; //enables the floor triggers for the next test
- enablenpc "Mummy2_Trig";
- enablenpc "Mummy3_Trig";
- stopnpctimer;
- initnpctimer "prst3_1";
- areawarp "job_prist", 160, 14, 175, 178, "job_prist", 98, 40;
+OnDisable:
+ disablenpc "Mummy_Generator";
+ killmonsterall "job_prist";
end;
}
+job_prist,90,55,0 script Mummy1_1 -1,15,1,{
+OnInit:
+ disablenpc "Mummy1_1";
+ end;
-//----------------------------------------------------------------------------------------------------------------------------------------------------------\\
-// Test 2, Part 3: Make it to the exit \\
-//******************************************************************************************************************************* *\\
-// First set of Mummies --------------------------------------------------------
-job_prist,97,50,0 script Mummy1_Trig 139,8,1,{
-
- monster "job_prist", 93, 55, "ca", 1041,1;
- monster "job_prist", 102, 55, "ah", 1041,1;
- disablenpc "Mummy1_Trig";
+OnTouch:
+ if (BaseClass == Job_Acolyte || BaseJob != Job_Priest) {
+ donpcevent "Mummy_Generator::Onm1";
+ donpcevent "Mummy1_1::OnDisable";
+ }
end;
-}
-// Second set of Mummies --------------------------------------------------------
-job_prist,97,65,0 script Mummy2_Trig 139,8,1,{
- monster "job_prist", 93, 70, "men", 1041,1;
- monster "job_prist", 102, 70, "ahke", 1041,1;
- disablenpc "Mummy2_Trig";
+OnEnable:
+ enablenpc "Mummy1_1";
end;
-}
-// Third set of Mummies --------------------------------------------------------
-job_prist,97,80,0 script Mummy3_Trig 139,8,1,{
- monster "job_prist", 93, 85, "mea", 1041,1;
- monster "job_prist", 102, 85, "sne", 1041,1;
- disablenpc "Mummy3_Trig";
+OnDisable:
+ disablenpc "Mummy1_1";
end;
}
+job_prist,90,70,0 script Mummy2_1 -1,15,1,{
+OnInit:
+ disablenpc "Mummy2_1";
+ end;
-// End warp for 3rd part of test ----------------------------------------------
-job_prist,98,105,0 script prst3_1 45,2,2,{
+OnTouch:
+ if (BaseClass == Job_Acolyte || BaseJob != Job_Priest) {
+ donpcevent "Mummy_Generator::Onm2";
+ donpcevent "Mummy2_1::OnDisable";
+ }
+ end;
- if(BaseJob == Job_Priest) end; //If a Priest friend steps on the warp nothing happens. Need the Aco to step on the warp.
- stopnpctimer "TimerPrst";
- areawarp "job_prist", 90, 34, 105, 105, "prt_church",16, 37;
- set PRIEST_Q2, 2;
- killmonsterall "job_prist";
- donpcevent "Father Peter::OnStart";
+OnEnable:
+ enablenpc "Mummy2_1";
end;
-OnTimer500:
- stopnpctimer;
- areaannounce "job_prist", 90, 34, 105,105, "[Father Peter]: This is the last trial you must face my child. Have faith, I know you can pass it!",8;
+OnDisable:
+ disablenpc "Mummy2_1";
end;
}
-
-//----------------------------------------------------------------------------------------------------------------------------------------------------------\\
-// Timer \\
-//********************************************************************************************************************************\\
-job_prist,1,1,0 script TimerPrst -1,{
-
-OnTimer3000:
- areaannounce "job_prist",8,34,39,109,"[Father Peter]: You will have 5 minutes to pass all 3 trials starting now.",8;
- end;
-OnTimer33000:
- donpcevent "Father Peter::OnStart";
- end;
-OnTimer63000:
- set $@PrstTime$, "You have 4 minutes left!";
- donpcevent "Father Peter::OnStart";
- goto AnnouncePrst;
-OnTimer93000:
- donpcevent "Father Peter::OnStart";
- end;
-OnTimer123000:
- set $@PrstTime$, "You have 3 minutes left!";
- donpcevent "Father Peter::OnStart";
- goto AnnouncePrst;
-OnTimer153000:
- donpcevent "Father Peter::OnStart";
- end;
-OnTimer183000:
- set $@PrstTime$, "You have 2 minutes left!";
- donpcevent "Father Peter::OnStart";
- goto AnnouncePrst;
-OnTimer213000:
- donpcevent "Father Peter::OnStart";
- end;
-OnTimer243000:
- set $@PrstTime$, "You have 1 minute left!";
- donpcevent "Father Peter::OnStart";
- goto AnnouncePrst;
-OnTimer273000:
- set $@PrstTime$, "You have 30 seconds left!";
- donpcevent "Father Peter::OnStart";
- goto AnnouncePrst;
-OnTimer293000:
- set $@PrstTime$, "You have 10 seconds left!";
- goto AnnouncePrst;
+job_prist,90,85,0 script Mummy3_1 -1,15,1,{
+OnInit:
+ disablenpc "Mummy3_1";
end;
-OnTimer2970000:
- set $@PrstTime$, "You have 5 seconds left.";
- goto AnnouncePrst;
+
+OnTouch:
+ if (BaseClass == Job_Acolyte || BaseJob != Job_Priest) {
+ donpcevent "Mummy_Generator::Onm3";
+ donpcevent "Mummy3_1::OnDisable";
+ }
end;
-OnTimer302000:
- set $@PrstTime$, "Time is up. You failed the test.";
- goto AnnouncePrst;
-OnTimer306000:
- stopnpctimer;
- if($@PrstRm==1) areawarp "job_prist",8,34,39,109,"prt_church",16, 37;
- if($@PrstRm==2) areawarp "job_prist",160, 14, 175, 178,"prt_church",16, 37;
- if($@PrstRm==3) areawarp "job_prist", 90, 34, 105,105,"prt_church",16, 37;
- killmonsterall "job_prist";
- donpcevent "Father Peter::OnStart";
+
+OnEnable:
+ enablenpc "Mummy3_1";
end;
-AnnouncePrst:
- if($@PrstRm==1) areaannounce "job_prist",8,34,39,109,"[Father Peter]: "+$@PrstTime$+".",8;
- if($@PrstRm==2) areaannounce "job_prist",160, 14, 175, 178, "[Father Peter]: "+$@PrstTime$+".",8;
- if($@PrstRm==3) areaannounce "job_prist", 90, 34, 105,105, "[Father Peter]: "+$@PrstTime$+".",8;
+OnDisable:
+ disablenpc "Mummy3_1";
end;
}
+job_prist,98,105,4 script prst3_1 45,3,3,{
+OnTouch:
+ if (BaseJob == Job_Priest) {
+ warp "prt_church",15,36;
+ end;
+ }
+ else if (BaseClass == Job_Acolyte) {
+ set PRIEST_Q,7;
+ warp "prt_church",16,37;
+ donpcevent "Mummy_Generator::OnDisable";
+ }
+ end;
+}
-
-//**********************************************************************************************************************************************************************************\\
-//================================================= Sister Cecile: Test 3 =====================================================\\
-//**********************************************************************************************************************************************************************************\\
-prt_church,27,24,4 script Sister Cecile 79,{
- mes "[Sister Cecile]";
- if(BaseJob == Job_Priest) goto L_Prst;
- if(BaseJob == Job_Acolyte) goto L_Aco;
- if(BaseJob == Job_Novice) goto L_Nov;
-
-L_Other:
- mes "This is the Prontera Church, what can I help you with?";
- next;
- menu "Please tell me about priests.",-, "I'm just walking around.",M_End0;
-
- mes "[Sister Cecile]";
- mes "Priests are servants of God. They have special powers that allow them to help anyone in need of assistance.";
- next;
- mes "[Sister Cecile]";
- mes "Because they are followers of God, they cannot use swords and many other types of weapons.";
- next;
- mes "[Sister Cecile]";
- mes "Of course, if you want to know more about priests, you should speak with one personally.";
- next;
- mes "[Sister Cecile]";
- mes "Please stay here for as long as you wish. The church is a sanctuary for all those who seek it.";
- close;
- M_End0:
- mes "[Sister Cecile]";
- mes "Please Relax, wondering around can be tiring.";
+// Functions
+//==========================================================
+function script F_FatherRub {
+ if (PRIEST_Q != 0) {
+ if (PRIEST_Q == 1) {
+ mes "Ah yes, so you're the young Acolyte who wishes to become a Priest.";
+ next;
+ mes "[Father Rubalkabara]";
+ mes "I've received the message from Bishop Paul. Since you made the pilgrimage, I hope you accomplish your goal of becoming a Priest.";
+ next;
+ mes "[Father Rubalkabara]";
+ mes "Also, if you have a chance, please visit this abbey again. It's a sacred place for our Church.";
+ next;
+ mes "[Father Rubalkabara]";
+ mes "Well then, please head to your next destination for your pilgrimage. Be safe in your travels.";
+ close2;
+ savepoint "prt_fild03",361,255;
+ set PRIEST_Q,2;
+ end;
+ }
+ else if (PRIEST_Q == 2) {
+ mes "Please be hurry to the next destination for your pilgrimage. I hope you become a Priest soon.";
+ close;
+ }
+ mes "May I ask why you have returned? Please go back and continue your religious practice.";
close;
-
-L_Nov:
- mes "God bless you, my child. The Prontera Church welcomes you.";
- next;
- mes "[Sister Cecile]";
- mes "Have you choose your job yet? Do you want to be one of God's helpers?";
- mes "Becoming an Acolyte and helping people is very good thing.";
- next;
- mes "[Sister Cecile]";
- mes "If you want to become an Acolyte, speak to ^5533FFFather Mareusis^000000 in the room across the hall.";
- next;
- mes "[Sister Cecile]";
- mes "Once you've reached job level 40 as an Acolyte, you can come back here and become a Priest.";
- next;
- mes "[Sister Cecile]";
- mes "Since you are still a novice, think carefully about what job you wish to take.";
- close;
-
-L_Prst:
- if(sex == 1) mes "God bless you, brother priest.";
- if(sex == 0) mes "God bless you, sister priest.";
- mes "I wish you all the best. Keep your faith strong and remeber that God loves all, and so should you.";
+ }
+ mes "I have no idea what brought you here, but please excuse me.";
close;
+}
-L_Aco:
- if(PRIEST_Q == 1) goto L_Test1;
- if(PRIEST_Q == 2) goto L_Test2;
- if(PRIEST_Q == 3) goto L_Start;
- if(PRIEST_Q == 4) goto L_Done;
- if(sex == 1) mes "God bless you, brother.";
- if(sex == 0) mes "God bless you, sister.";
- mes "Why are you here?";
- next;
- menu "I want to become a priest.",-, "I'm just wondering around.",M_End1;
-
- mes "[Sister Cecile]";
- mes "Oh so you want to become a priest?";
- mes "A lot of acolytes want to become priests.";
- next;
- mes "[Sister Cecile]";
- mes "My name is Sister Cecile, I'm responsible for helping acolytes become priests.";
- next;
- mes "[Sister Cecile]";
- mes "Because I was born and raised here, I've seen a lot of people become Priests over the years.";
- mes "Thats why i like to help people become priests now.";
- next;
- mes "[Sister Cecile]";
- mes "In order to become a priest, you will have to fullfill 3 tasks. If you want to change your job now, you can go talk to Father Thomas,";
- next;
- mes "[Sister Cecile]";
- mes "If you encounter any problems with any of the tasks, come talk to me and I might be able to help.";
- close;
- M_End1:
- mes "[Sister Cecile]";
- mes "Please relax and take a break. The church should feel like your home.";
- close;
-
-L_Start:
- if(PRIEST_Q2 == 1) goto L_ReTest;
- mes "Good job, you successfully completed the second quest...!";
- mes "You are now really close to becoming a priest.";
- next;
- mes "[Sister Cecile]";
- if(sex==1) mes "If you want to become a priest, the last step is to answer my questions honestly.";
- if(sex==0) mes "If you want to become a priestess, the last step is to answer my questions honestly.";
- mes "Please be honest and answer my question.";
- next;
- mes "[Sister Cecile]";
- mes "Okay let me ask you some questions.";
- set PRIEST_Q2, 1;
- next;
-L_Test3:
- mes "[Sister Cecile]";
- mes "From today on, do you wish to help the God for all eternity?";
- next;
- menu "Yes.",M_2a, "No.",-;
-
- mes "[Sister Cecile]";
- mes "Why..Why would you say that?...";
- mes "I don't think your suitable to become a priest...";
- next;
- mes "[Sister Cecile]";
- mes "please come back when you really want to become a priest.";
- mes "You can't become a priest right now.";
- close;
-
- M_2a:
-
- mes "[Sister Cecile]";
- mes "Will you use God's power for your own profit?";
- next;
- menu "Yes",-, "No.",M_2b;
-
- mes "[Sister Cecile]";
- mes "No, that doesn't work, if you use God's power to do what you wish, you're just like a thief.";
- mes "How can you become a good priest if you think like that?";
- next;
- mes "[Sister Cecile]";
- mes "Please come back when you make up your mind.";
- mes "Those thoughts are the things that corrupt people.";
- close;
-
- M_2b:
-
-
- mes "[Sister Cecile]";
- mes "Will you help others in battle when they need help?";
- next;
- menu "Yes.",M_2c, "No.",-;
-
- mes "[Sister Cecile]";
- mes "Thats wrong, when someone needs help, we will do our best to help them.";
- mes "It doesn't matter who that person is, our job is to help everyone.";
- next;
- mes "[Sister Cecile]";
- mes "Go walk around.";
- mes "and you should learn something.";
- close;
- M_2c:
-
- mes "[Sister Cecile]";
- mes "Will you sacrifice yourself for others?";
- next;
- menu "Yes.",M_2d, "No.",-;
-
- mes "[Sister Cecile]";
- mes "No, thats not what God thinks.";
- mes "If we can sacrafice ourselves for something that helps the world, its worth it.";
- next;
- mes "[Sister Cecile]";
- mes "Go and think about sacraficing.";
- mes "Sacraficing is thing thats easy to say, but hard to do.";
- close;
- M_2d:
-
- mes "[Sister Cecile]";
- mes "Will you talk bad to people you meet?";
- next;
- menu "Yes.",-, "No.",M_2e;
-
- mes "[Sister Cecile]";
- mes "That is not right, priests are supposed to help people.";
- mes "If you talk bad, you don't deserver to be a priest.";
- next;
- mes "[Sister Cecile]";
- mes "even if your God's best servant.";
- mes "You don't have the right to bad-talk.";
- close;
-
- M_2e:
-
- mes "[Sister Cecile]";
- mes "Will you bring any kind of devil to help others in battle?";
- next;
- menu "Yes.",-, "No.",M_2f;
-
- mes "[Sister Cecile]";
- mes "You can't do that.";
- mes "It doesn't matter if the devil is good or bad, priests should never talk to a devil .";
- next;
- mes "[Sister Cecile]";
- mes "Even though it looks like you did a good thing, but it was a really bad thing.";
- mes "Please go think about it.";
- close;
-
- M_2f:
-
- mes "[Sister Cecile]";
- mes "If God wants to you to live or die, will you listen to him?";
- next;
- menu "Yes.",M_2g, "No.",-;
-
- mes "[Sister Cecile]";
- mes "If your like that you can't become a priest.";
- mes "If God wants you to die, you have to listen to him.";
- next;
- mes "[Sister Cecile]";
- mes "And we priest have the skill to Resurrect ourselves.";
- mes "Please go and think about what death means to you.";
- close;
- M_2g:
-
- mes "[Sister Cecile]";
- mes "I just witness what you said.";
- mes "Lastly, please promise that you'll remember the things you said today.";
- next;
- menu "I promise.",-, "No.",M_2No;
-
- mes "[Sister Cecile]";
- mes "Now, you passed all the tests.";
- mes "Please go talk to Father Thomas to become a priest.";
- next;
- mes "[Sister Cecile]";
- mes "Please remember the things you said today.";
- mes "God bless you...";
- set PRIEST_Q, 4;
- set PRIEST_Q2, 0;
- close;
-
- M_2No:
- mes "[Sister Cecile]";
- mes "..............";
- next;
- mes "[Sister Cecile]";
- mes "No not yet, your still wondering if you want to become a priest or not.";
- mes "You can't become a priest right now.";
- next;
- mes "[Sister Cecile]";
- mes "I think you should go do the self-disipline test again...";
- mes "When you're ready, come back here.";
- next;
- mes "[Sister Cecile]";
- mes "God bless you...";
+function script F_MotherMart {
+ if (PRIEST_Q != 0) {
+ if (PRIEST_Q == 1) {
+ mes "Hmm...";
+ mes "It seems you're";
+ mes "training to become";
+ mes "a Priest.";
+ next;
+ mes "[Mother Marthilda]";
+ mes "However, at this point in your pilgrimage, I am not the person that you should be visiting.";
+ next;
+ mes "[Mother Marthilda]";
+ mes "Perhaps you should ask Bishop Paul or Sister Cecilia once again. Well, may God be with you...";
+ close;
+ }
+ else if (PRIEST_Q == 2) {
+ mes "Ah, are you";
+ mes "a Priest trainee...?";
+ mes "Welcome!";
+ next;
+ mes "[Mother Marthilda]";
+ mes "We Priests are obliged to spread the message of God to";
+ mes "the peoples of the Earth.";
+ next;
+ mes "[Mother Marthilda]";
+ mes "After you become a Priest, your travels may take you to the Morroc Pyramids. I hope that you may release the Undead there from the evil to which they are bound.";
+ next;
+ mes "[Mother Marthilda]";
+ mes "Well then...";
+ mes "I shall pray to";
+ mes "God for safety";
+ mes "on your journey.";
+ close2;
+ savepoint "moc_fild07",35,355;
+ set PRIEST_Q,3;
+ end;
+ }
+ else if (PRIEST_Q == 3) {
+ mes "Please leave soon, and";
+ mes "continue your training.";
+ close;
+ }
+ mes "May I ask you the reason you came back? Please continue your training.";
close;
-
-L_ReTest:
- mes ".............";
- next;
- mes "[Sister Cecile]";
- mes "...Oh your back.";
- mes "I hope you can be honest this time.";
- next;
- mes "[Sister Cecile]";
- mes "I hope i can sense your sincere...";
- mes "Please answer me honestly.";
- next;
- mes "[Sister Cecile]";
- mes "Okay, lets start.";
- next;
- goto L_Test3;
-
-L_Test1:
- mes "Oh, so you already started the self-disipline test, good job.";
- close;
-
-L_Test2:
- if(PRIEST_Q2 == 1) goto L_Test2a;
- mes "You didn't start the second quest yet?.";
- mes "Well, i can't give u any specific details about this task.";
- next;
- mes "[Sister Cecile]";
- mes "I can only tell you to be well-prepared and to not get seduced by anything...";
- mes "You must trust in yourself in order to complete the second quest.";
- next;
- mes "[Sister Cecile]";
- mes "If you want more specific details go talk to the priest in the training ground.";
- mes "Father Thomas is a very nice person, he'll help you too.";
- close;
-
-L_Test2a:
- mes "Training is hard, but don't give up.";
- mes "You must overcome anything in order to be a good priest.";
- next;
- mes "[Sister Cecile]";
- mes "If there's experienced priest, you can ask them to help you train.";
- mes "They might be able to help you pass the first level of the second task.";
- next;
- mes "[Sister Cecile]";
- mes "God bless you...";
- mes "When you complete the second quest, come back here.";
+ }
+ mes "May God";
+ mes "be with you...";
close;
+}
-L_Done:
- mes "Congratulations on finishing the tests. Please see Father Thomas so that he can make you a Priest.";
+function script F_FatherYos {
+ if (PRIEST_Q != 0) {
+ if (PRIEST_Q == 1) {
+ mes "Hmm...";
+ mes "A Priest trainee, eh?";
+ next;
+ mes "[Father Yosuke]";
+ mes "Well, you got the wrong person. If you're supposed to meet up with me at all, it'd be later.";
+ next;
+ mes "[Father Yosuke]";
+ mes "But that's your own fault.";
+ mes "Now, go back to Church, kid.";
+ close;
+ }
+ else if (PRIEST_Q == 2) {
+ mes "Hmm...";
+ mes "A Priest trainee, eh?";
+ next;
+ mes "[Father Yosuke]";
+ mes "Well, you got the wrong person. If you're supposed to meet up with me at all, it'd be later.";
+ next;
+ mes "[Father Yosuke]";
+ mes "But that's your own fault. Go back to Church.";
+ close;
+ }
+ else if (PRIEST_Q == 3) {
+ mes "Hmm.";
+ mes "A Priest";
+ mes "trainee, eh? ";
+ mes "Welcome.";
+ next;
+ mes "[Father Yosuke]";
+ mes "I won't say";
+ mes "anything more.";
+ mes "Just devote your";
+ mes "life to God.";
+ next;
+ mes "[Father Yosuke]";
+ mes "Now go back to church.";
+ mes "Hereby, the first of";
+ mes "your trials is now";
+ mes "completed.";
+ close2;
+ savepoint "prt_fild00",206,230;
+ set PRIEST_Q,4;
+ end;
+ }
+ else if (PRIEST_Q == 4) {
+ mes "I told you to go back to church.";
+ mes "Or do you want to live with me here for the rest of your life...?";
+ close;
+ }
+ mes "Just go be a Priest. This isn't a playground for kids.";
+ close;
+ }
+ mes "...Acolyte, you don't have any business with me here.";
close;
}
-//==============================================================================
-// mapflag
-//==============================================================================
-job_prist mapflag nomemo
-job_prist mapflag noteleport
-job_prist mapflag nosave SavePoint
-job_prist mapflag nopenalty
-job_prist mapflag nobranch
-job_prist mapflag noexp
-job_prist mapflag noloot
diff --git a/npc/jobs/2-1/wizard.txt b/npc/jobs/2-1/wizard.txt
index 118ceda76..6e89dd408 100644
--- a/npc/jobs/2-1/wizard.txt
+++ b/npc/jobs/2-1/wizard.txt
@@ -4,11 +4,12 @@
//= (Aegis) Translated by yoshiki, converted by kobra_k88
//= Further bugfixed and tested by Lupus
//===== Current Version: =====================================
-//= 2.2a
+//= 2.4
//===== Compatible With: =====================================
-//= eAthena 1.0
+//= eAthena SVN
//===== Description: =========================================
-//= Wizard job quest converted from aegis script, plus my own RO screenies.
+//= [Aegis Conversion]
+//= Job Change quest for Wizard class.
//===== Additional Comments: =================================
//= 1.1 Now using the initnpctimer command, donpcevent,
//= and new waitingroom event commands. No more addtimer spamming.
@@ -26,1489 +27,1919 @@
//= 2.1 Changed numbers to constants. [Vicious]
//= 2.2 Merged back JFunc [Lupus] 2.2a Removed extra MES, added missing NEXT
//= 2.3 Bigfoot monster summon corrected [Zairik]
+//= 2.4 Rescripted to Aegis 10.3 standards. [L0ne_W0lf]
//============================================================
-
-//<=================== Some dog =========================>
-gef_tower,107,35,5 script Some Dog 81,{
- callfunc "F_BlockHigh",Job_Mage_High,"High Mage",Job_High_Wizard,"High Wizard","Dog";
- mes "[Dog]";
- if(baseJob == Job_Mage) goto L_JobMage;
- if(baseClass == Job_Mage){
- mes "Ah! High level magic users, welcome. It's always nice to see experienced magic users around here.";
- mes "Actually it's nice to see them anywhere! ~Woof!~";
+gef_tower,111,37,4 script Wizard Guildsman 70,{
+ if (Upper == 1) {
+ mes "[Catherine]";
+ mes "? Excuse me, I am wondering if we have met before...?";
+ mes "Hey~ you have changed a lot! So, what happened?";
+ next;
+ mes "[Catherine]";
+ mes "I feel you have become so much powerful, eh?";
+ mes "Congratulations and good luck with your life!";
close;
}
- if(baseClass == Job_Acolyte){
- mes "Eeek! What's a holy type person doing up here? I thought you people didn't like magic....";
- mes "You religious types are always calling it the 'dark arts'......... ooooh scary!!!...... ~grrr!~WOOF!~";
+ if (BaseClass != Job_Mage || BaseJob != Job_Wizard) {
+ if (BaseJob == Job_Wizard) {
+ mes "[Catherine]";
+ mes "Since you're already a Wizard, you don't have any more business with me...?";
+ mes "Now, excuse me.";
+ next;
+ mes "[Catherine]";
+ if (sex)
+ mes "Well, If you intended to ask me on a date... I appreciate it...hohoho.";
+ else
+ mes "Well, if you fix me up with a cute guy... I'd appreciate it...hohoho!.";
+ close;
+ }
+ else if (BaseClass == Job_Novice) {
+ mes "[Wizard Guildsman]";
+ mes "Oh my goodness, it's a novice~ ain't you the cutest little thing.";
+ mes "By the way honey, this place is for Wizards.";
+ next;
+ mes "[Wizard Guildsman]";
+ mes "If you are interested in magic,";
+ mes "Go visit the ^0000FFMage^000000 guild.";
+ }
+ else {
+ mes "[Wizard Guildsman]";
+ mes "Huh? what brings you to such a high place...?";
+ mes "If you don't have any specific business, please leave immediately.";
+ mes "This place is for Wizards, you know?";
+ }
+ next;
+ mes "[Wizard Guildsman]";
+ mes "Ok, then. Farewell.";
close;
}
- mes "Sheesh....... Why would someone who can't even cast a single spell come all the way up here???";
- next;
- mes "[Dog]";
- mes "If you're that bored, do the world a favor and climb to the top of this building from the outside, then do some acrobatics....";
- emotion e_pif;
- next;
- mes "[Dog]";
- mes "~WOOF~ Get lost! I don't have time for people like you!!";
- emotion e_go;
- close;
-
-L_JobMage:
- mes "Ah... I know what you're about to say.... You want to become a Wizard right?";
- next;
- mes "[Dog]";
- mes "Speak with Catherine. She'll help you out.";
- next;
- mes "[Dog]";
- mes "If you want to know more about the job change process for Wizards, I can be of help.";
- next;
- menu "..................",M_0, "A dog is talking to me......",M_1;
-
- M_0:
- mes "[Dog]";
- mes "~Woof~ What is it? Why are you looking at me like that?? Is this the first time you've seen a dog talk?";
- emotion e_what;
- next;
- mes "[Dog]";
- mes "~Woof~ I suppose it's not that common to see a talking dog..... ~Woof~..... Yeah, it is a rare site actually.....";
- next;
- mes "[Dog]";
- mes "~GRRRR!!~.... Hey! Stop GAWKING at me for goodness sake!! ~WOOOF~";
- emotion e_an;
+ if (WIZ_Q == 0) {
+ mes "[Wizard Guildsman]";
+ mes "Huh? What are you doing way up here...?";
+ mes "So what brings you here?";
next;
-
- L_Cont:
- mes "[Dog]";
- mes "My name is Maria Splodofska. Just call me Maria. I'm assisting candidates for the Wizard class.";
- next;
- mes "[Maria]";
- mes "~Woof~ You see, the reason I became a dog was.... I was helping my boyfriend with his experiment in preperation for his Final.";
- mes "He is studying for a Magic Degree. Well, before I knew what happened he accidentally turned me into a dog.....";
- next;
- mes "[Maria]";
- mes "~Grrrrr~ In a couple of months the chemicals should wear off and I should return to normal. Well theoretically speaking anyhow.";
- next;
- mes "[Maria]";
- mes "Uh, anyways..... where were we?";
- emotion e_hmm;
- next;
- mes "[Maria]";
- mes "Like I said before, if you want to become a Wizard you must first speak with Catherine.";
- mes "She just recently became a Wizard so she should be a great help.";
- next;
- mes "[Maria]";
- mes "I can tell you more about the job changing process, but I wouldn't want to take up anymore of your time.";
- mes "That is unless, you want me to go on about what's in store for Wizards to be?.........";
- next;
- menu "Yes, please continue.",sM_0, "No, it's ok.",sM_1, "A talking dog......",sM_2;
-
- sM_0:
- mes "[Maria]";
- mes "Ok then. Let me explain the process for becoming a Wizard to you....";
- next;
- mes "[Maria]";
- mes "There are 3 Tests in the Wizard job change process. The ^5555FF1st Test^000000 will require you to collect a number of ^FF5555magic items^000000.";
- next;
- mes "[Maria]";
- mes "Catherine will give you that test. She will ask to you collect either a variety of ^5555FFGemstones^000000, or ^5555FFElemental Ores^000000.";
+ if (select("I want to become a Wizard.:...nothing.") == 1) {
+ mes "[Wizard Guildsman]";
+ mes "I see... Well, of course you want to become a Wizard, otherwise you wouldn't have walked up all those stairs right?";
+ mes "Anyways, I would like to welcome you. I will assist you in becoming a Wizard.";
next;
- mes "[Maria]";
- mes "The ^5555FF2nd Test^000000 will be administered by the, ever gloomy Raul, in the corner over there.";
- mes "It is a multiple choice Q&A exam about the different aspects of magic.";
+ mes "[Wizard Guildsman]";
+ mes "My name is Catherine Medici. Just between me and you, I just became a Wizard too!";
+ mes "You can call me Cathy if you want. Hehehehehe~";
next;
- mes "[Maria]";
- mes "The exam will consist of 10 questions. If you miss any of those questions you will fail the exam.";
+ mes "[Catherine]";
+ mes "Many people want to become Wizards, but only the patient and strong ones will eventually accomplish their goals.";
+ mes "In order to become a Wizard, one must undergo difficult quests.";
next;
- mes "[Maria]";
- mes "Raul will also administer the ^5555FF3rd Test^000000. This is the last test and it requires that defeat a series of monsters.";
- mes "There will be three rooms each filled with monsters of a specific elemental attribute.";
+ mes "[Catherine]";
+ mes "Also only mages who have reached a job level of 40 or higher are qualified for these quests.";
+ mes "Lower level mages aren't experienced enough with magic to become Wizards...";
next;
- mes "[Maria]";
- mes "It is up to you to figure what spells work best on which monsters.";
+ mes "[Catherine]";
+ mes "Well, I will give you more information when you apply for the job.";
+ mes "So! Do you want to apply now?";
next;
- mes "[Maria]";
- mes "Well, that's all I can tell you. Go ahead and apply now.";
- close;
- sM_1:
- mes "[Maria]";
- mes "Oh, ok. Go ahead and apply and do your best.";
+ if (select("Yes, I do.:On second thought, Let me think about it.") == 1) {
+ if (JobLevel < 40) {
+ mes "[Catherine]";
+ mes "Hey hey, weren't you listening to me?";
+ mes "I told you that you need to be at least job level 40 to sign up for the quest...";
+ next;
+ mes "[Catherine]";
+ mes "No need to hurry, go experience and ponder more about the world of magic.";
+ mes "When I deem you're qualified, I will accept your application.";
+ close;
+ }
+ if (SkillPoint) {
+ mes "[Catherine]";
+ mes "Umm... You're well qualified, but you have some unused skill points left.";
+ mes "You'd better learn more skills before applying again.";
+ close;
+ }
+ mes "[Catherine]";
+ mes "Very well then, I accept your application.";
+ mes "Your name is..." + strcharinfo(0) + ", isn't it? I am not sure if I pronounced it correctly?";
+ next;
+ mes "[Catherine]";
+ mes "The Wizard job change quest is divided into 3 parts.";
+ mes "1st part, gathering magic items.";
+ mes "2nd part, a written test.";
+ mes "The last part is a practical magic test.";
+ next;
+ mes "[Catherine]";
+ mes "Among one of these tests, we exempt those who are at job level 50.";
+ mes "It is enough to prove to us the effort it will take to become a Wizard if a mage has learned that much already.";
+ next;
+ if (JobLevel == 50) {
+ mes "[Catherine]";
+ mes "Hmm, come to think of it, you're at job level 50!?";
+ mes "You must have worked very hard. Your going to become a very powerful Wizard, I can feel it in you.";
+ next;
+ mes "[Catherine]";
+ mes "Ok. You already passed the 1st test then.";
+ mes "Don't get too laid back though, there are still 2 more tests left.";
+ next;
+ mes "[Catherine]";
+ mes "Go talk to the man in the corner and he will give you the remaining exams.";
+ mes "Be careful. We have lost many Mages due to the difficulty of the exams.";
+ set WIZ_Q,3;
+ close;
+ }
+ mes "[Catherine]";
+ mes "Then, since I have your application and everything else I need, I'll give you some info about the first test.";
+ mes "You can memorize this or write it down, doesn't matter. But remember it for sure.";
+ next;
+ mes "[Catherine]";
+ mes "The first test is collecting magic items.";
+ mes "The important part is that you must gather these items on your own.";
+ next;
+ set wizard_m1,rand(1,2);
+ mes "[Catherine]";
+ mes "The items you must collect are...";
+ if (rand(1)) {
+ set WIZ_Q,1;
+ mes "^3355FFRed Gemstone^000000 10 each,";
+ mes "^3355FFBlue Gemstone^000000 10 each,";
+ mes "^3355FFYellow Gemstone^000000 10 each,";
+ }
+ else {
+ set WIZ_Q,2;
+ mes "^3355FFCrystal Blue^000000 5 each,";
+ mes "^3355FFGreen Live^000000 5 each,";
+ mes "^3355FFRed Blood^000000 5 each,";
+ mes "^3355FFWind of Verdure^000000 5 each,";
+ }
+ mes "...is it too hard? No, any would be Wizard should be able to at least get these items.";
+ next;
+ mes "[Catherine]";
+ mes "Well, good luck.";
+ mes "I'll be happily waiting. ~Hehe.";
+ close;
+ }
+ mes "[Catherine]";
+ mes "Oh, ok then, take your time.";
+ mes "Since I'll always be here, accepting applications...*sigh*...anyways! ~Hehehehe.";
close;
- sM_2:
- mes "[Maria]";
- mes "I'M NOT A DOG!!! ~ ARROOOOOOOOOWWWWW!!!! ~";
- emotion e_an;
- next;
- mes "[Maria]";
- mes "Dang it! I hope you FAIL!! Now go get lost!";
- emotion e_go;
- next;
- warp "gef_dun00",54,23;
- end;
- M_1:
- mes "[Dog]";
- mes "~WOOF~Woof~woof~ You DON'T have to state the obvious! I KNOW I'm a dog!";
- emotion e_pif;
- next;
- goto L_Cont;
-
-}
-
-
-//<=========================================== Registrar and Examiner Catherine Medichi ==============================================>\\
-gef_tower,111,37,4 script Catherine Medichi 68,{
- callfunc "F_BlockHigh",26,"High Mage",33,"High Wizard","Catherine Medichi";
-
- mes "[Catherine Medichi]";
- if(BaseJob == Job_Mage) goto L_Mage;
-
- if(BaseJob == Job_Wizard){
- mes "What do you need fellow Wizard? If it's nothing, please leave...";
- next;
- mes "[Catherine Medichi]";
- if(sex){
- mes "... Of course, if your here to ask me out... (*giggles*)....";
- } else {
- mes "If you get yourself a boyfriend, feel free to drop by and show him off. XD";
}
- emotion e_lv;
- close;
- }
- if(BaseJob == Job_Novice){
- mes "Awwww, a little novice! How cute! This place is for Wizards only though.";
- emotion e_lv2;
- next;
- mes "[Catherine Medichi]";
- mes "If you're interested in magic, the ^0000FFMagician's Guild^000000 is the place for you.";
+ mes "[Wizard Guildsman]";
+ mes "Geez, what a lame person.";
+ mes "You have no business here, hope you don't mind, now off you go!";
close;
}
- mes "Hmm? What brings you all the way up here? If you have nothing to do here, please leave.";
- mes "This place is for wizards only. =P";
- next;
- mes "[Catherine Medichi]";
- mes "Try not to fall as you go back down....";
- close;
-
-L_Mage:
- if(WIZ_Q == 2) goto L_Test2;
- if(WIZ_Q == 3) goto L_Test3;
- if(WIZ_Q == 4) goto L_Done;
- if(WIZ_Q2 > 0) goto L_Test1;
-
- mes "My name's Catherine Medichi, and I just became a Wizard. Relax, you can call me Catherine.";
- next;
- mes "[Catherine Medichi]";
- mes "What brings you all the way up here? You want to be a wizard, right?";
- next;
- menu "Of course!",M_0a, "The requirements",M_0b,"Not really",M_0End;
-
- M_0a:
- mes "[Catherine Medichi]";
- mes "Please fill out this application form first.";
- next;
- mes "(you fill out the form and hand it back)";
- next;
- if(JobLevel < 40) goto sL_JobLvl;
- if(JobLevel == 50) goto sL_Job50;
-
+ else if (WIZ_Q == 1) {
mes "[Catherine]";
- mes "Alright ^ff0000"+strcharinfo(0)+"^000000, it looks like you have everything in order.";
- next;
- mes "[Catherine Medichi]";
- mes "Now let me tell you about the test. It is divided into 3 parts.";
- mes "- The 1st part involves the collecting of a number of magical items,";
- mes "- the 2nd part is a Q&A exam,";
- mes "- and the 3rd section is our favorite, the field exam.";
- next;
- mes "[Catherine Medichi]";
- mes "People with a job lvl of 50 can skip the first test. They have already worked hard enough.";
- next;
- mes "[Catherine Medichi]";
- mes "Now for the first part of the test. This requires the gathering of a number of magic items.";
+ mes "Let me see, did you get all the items?";
+ mes "Then let's check...";
next;
- set WIZ_Q2, rand(1,2);
-
- mes "[Catherine Medichi]";
- mes "The items you need to bring are:";
- if(WIZ_Q2 == 2) goto R_2;
-
- R_1:
- mes "- 10 ^ff0000Red gemstones^000000";
- mes "- 10 ^0000ffBlue gemstones^000000";
- mes "- and 10 ^ddcc11Yellow gemstones^000000.";
- goto L_Cont0;
-
- R_2:
- mes "5 ^0000ffCrystal Blues^000000,";
- mes "5 ^009900Green Lives^000000,";
- mes "5 ^ff0000Red Bloods^000000,";
- mes "and 5 ^ddcc11Wind of Verdures^000000.";
-
- L_Cont0:
+ if (countitem(716) > 9 && countitem(717) > 9 && countitem(715) > 9) {
+ mes "[Catherine]";
+ mes "Perfect! You got all the items. I like!~";
+ mes "These items will be put to great use in our guild. ~Hehehee.";
+ next;
+ delitem 716,10; //Red_Gemstone
+ delitem 717,10; //Blue_Gemstone
+ delitem 715,10; //Yellow_Gemstone
+ set WIZ_Q,3;
+ mes "[Catherine]";
+ mes "Good for you! You passed the first test.";
+ mes "But there are still two more left, so don't get too relaxed.";
+ next;
+ mes "[Catherine]";
+ mes "Go talk to the guy in the corner for the rest of the tests.";
+ mes "It might be a bit hard, so be careful, I wouldn't want you ending up like most of the Mages that come for these exams...poor souls indeed, may they rest in peace. ~Hehehe.";
+ close;
+ }
+ mes "[Catherine]";
+ mes "Hey, what's this? Umm...I don't think you have everything yet!";
next;
- mes "[Catherine Medichi]";
- mes "This test isn't THAT hard, so get going!";
+ mes "[Catherine]";
+ mes "It might've been tough coming all the way up here, what with this altitude and all, but go back and collect the items.";
+ mes "Life's short enough as it is, so stop wasting your time and gather the items I told you before.";
next;
- mes "[Catherine Medichi]";
- mes "Good luck! I'll be waiting!";
- set WIZ_Q, 1;
+ mes "[Catherine]";
+ mes "^3355FFRed Gemstone^000000 10 each,";
+ mes "^3355FFBlue Gemstone^000000 10 each,";
+ mes "^3355FFYellow Gemstone^000000 10 each,";
+ mes "Don't forget this time, and bring all the items, ok?...";
close;
-
- sL_JobLvl:
- mes "[Catherine Medichi]";
- mes "Hey, I told you already. You have to have at least job lvl 40.";
- mes "Don't you remember me telling you that?";
- close;
-
- sL_Job50:
- mes "[Catherine Medichi]";
- mes "Wow! You're at job level 50! You must have worked really hard! I'm impressed!";
+ }
+ else if (WIZ_Q == 2) {
+ mes "[Catherine]";
+ mes "Did you get all the items?";
+ mes "Let's see... Do you have the right ones?...";
+ next;
+ if (countitem(991) > 4 && countitem(993) > 4 && countitem(990) > 4 && countitem(992) > 4) {
+ mes "[Catherine]";
+ mes "Perfect! Good job...I'm satisfied! ~Hehe";
+ mes "Our guild greatly appreciates these items and will use them wisely.";
next;
- mes "[Catherine Medichi]";
- mes "Okay, I'll record that you're job 50. You get to skip the first test, but you still got 2 left.";
+ delitem 991,5; //Crystal_Blue
+ delitem 993,5; //Yellow_Live
+ delitem 990,5; //Boody_Red
+ delitem 992,5; //Wind_Of_Verdure
+ set WIZ_Q,3;
+ mes "[Catherine]";
+ mes "Good. You've passed the first test now.";
+ mes "But you still have two more tests to go, so don't get too laid back, because it only gets harder from here. ~Hehehe";
next;
- mes "[Catherine Medichi]";
- mes "Now, talk to that man in the corner for the test. It's hard, so be careful.";
- set WIZ_Q, 2;
+ mes "[Catherine]";
+ mes "Go talk to that guy in the corner to take the rest of the tests.";
+ mes "It might be a bit hard, so be careful, I wouldn't want you ending up like most of the Mages that come for these exams...poor souls indeed, may they rest in peace. ~Hehehe.";
close;
-
- M_0b:
- mes "[Catherine Medichi]";
- mes "Even though many people want to become Wizards, only those with a job level of 40 can qualify.";
- mes "Anyone with a job level less then that wouldn't have enough magic power to become a Wizard.";
- next;
- mes "[Catherine Medichi]";
- mes "Then there is the matter of the Wizard's Test. The test is made up of 3 sections.";
- mes "Each section focuses on different asspects of Wizardry.";
+ }
+ mes "[Catherine]";
+ mes "Eh, what's this? I don't think you have everything?";
next;
- mes "[Catherine Medichi]";
- mes "Once you pass the test you'll be a Wizard just like me. Yay!";
- mes "Unfortunately a lot people have trouble with the test and never quite make it.(*sighs*)";
+ mes "[Catherine]";
+ mes "I regret that you had to go through the trouble of coming all the way up here, but go get the right items again.";
+ mes "Stop wasting your time and get the items I initially requested. For goodness sakes...This is the easiest part of the exam.";
next;
- mes "[Catherine Medichi]";
- mes "Maybe you'll have better luck.";
+ mes "[Catherine]";
+ mes "^3355FFCrystsal Blue^000000 5 each,";
+ mes "^3355FFGreen Live^000000 5 each,";
+ mes "^3355FFRed Blood^000000 5 each,";
+ mes "^3355FFWind of Verdure^000000 5 each,";
+ mes "Don't forget them this time and gather the correct ones, ok? See you soon...";
close;
-
- M_0End:
- mes "[Catherine Medichi]";
- mes "What? You came up here for nothing!?";
- emotion e_what;
+ }
+ else if (WIZ_Q == 3) {
+ mes "[Catherine]";
+ mes "What is it? You didn't go talk to the guy in the corner?";
+ mes "You can't become a Wizard by just brining the items I requested, no no, that just wont do...";
+ next;
+ mes "[Catherine]";
+ mes "You can only prove yourself Wizard material after you take the two remaining tests.";
+ mes "I'll be waiting, so go now.";
close;
-
-
- L_Test1:
- mes "Did you get all of the items? Let's see......";
+ }
+ else if (WIZ_Q == 4) {
+ mes "[Catherine]";
+ mes "*sigh*...Poor thing, what a pity.";
+ mes "How can you think of trying to become a Wizard when you can't even answer those simple questions?";
next;
- mes "[Catherine Medichi]";
- if(WIZ_Q2 == 1) goto sL_Gems;
- if(WIZ_Q2 == 2) goto sL_Ores;
-
- sL_Gems:
- if (countitem(716)<10 || countitem(717)<10 || countitem(715)<10) goto ssL_NotDone;
- mes "Great! You've brought everything! The guild will use these well.";
- next;
- delitem 716, 10;
- delitem 717, 10;
- delitem 715, 10;
- goto ssL_Done;
-
- sL_Ores:
- if (countitem(991)<4 || countitem(993)<4 || countitem(990)<4 || countitem(992)<4) goto ssL_NotDone;
- mes "Great! You've found them all! The guild will use them well.";
- next;
- delitem 991, 5;
- delitem 993, 5;
- delitem 990, 5;
- delitem 992, 5;
-
- ssL_Done:
- mes "[Catherine Medichi]";
- mes "Congrats, you passed the first test.";
- mes "Don't relax yet, you still got 2 tests left.";
- emotion e_no1;
- next;
- mes "[Catherine Medichi]";
- mes "Now talk to the man in the corner for the tests.";
- mes "It's pretty hard, so be carefull.";
- set WIZ_Q, 2;
- set WIZ_Q2, 0;
- close;
-
- ssL_NotDone:
- mes "It seems you didn't bring everything that's needed.";
- next;
- mes "[Catherine Medichi]";
- mes "It's hard work to get all the way up here so make sure you have all of the right items okay?";
- next;
- mes "[Catherine Medichi]";
- mes "You need:";
- if(WIZ_Q2 == 1) goto R_1;
- if(WIZ_Q2 == 2) goto R_2;
- close;
-
- L_Test2:
- if(WIZ_Q2 == 1)goto sL_Failed2;
- mes "Hey, did you go talk to the man? No? You can't just become a wizard by getting items.";
+ mes "[Catherine]";
+ mes "Let's see... Should I give you some hints as your senior?";
+ mes "But I'm a bit thirsty, so give me 1 Apple Juice, and we got a deal. ~Hehehe";
next;
- mes "[Catherine Medichi]";
- mes "There are 2 more tests left. I'll be waiting, so go finish them.";
- close;
-
- sL_Failed2:
- mes "Huh?? You failed the Q&A test!?";
- emotion e_what;
- next;
- mes "[Catherine Medichi]";
- mes "You want to be a wizard and you can't answer a couple of questions?? Sheesh.";
- emotion e_swt;
- next;
- mes "[Catherine Medichi]";
- mes "Well, do you want big sis to give you a hint? If you do, go buy me ^0099001 apple juice^000000. I'm a bit thirsty. =P";
- next;
- menu "Can I have a hint?",M_1a, "I can pass on my own!",M_1b;
-
- M_1a:
- if (countitem(531) < 1) goto sL_NoJuice;
- delitem 531, 1;
-
- mes "[Catherine Medichi]";
- mes "Mmmmmmmmmmmmm, apple juice. ~gulp~gulp~";
+ switch(select("Give me some hints, please.:I want to try again on my own!")) {
+ case 1:
+ if (countitem(531) > 0) {
+ delitem 531,1; //Apple_Juice
+ mes "[Catherine]";
+ mes "Yummers, Apple Juice is the best...";
+ mes "Gulp gulp gulp... Haaaaaah... ~Hehe";
next;
- mes "[Catherine Medichi]";
- mes "Thanks, I'll give you the hint now.";
+ mes "[Catherine]";
+ mes "Well then, I'll give you a hint for the second test.";
next;
- mes "[Catherine Medichi]";
- mes "The man gives you 3 major types of questions, about:";
- mes "- ^ff0000spells^000000,";
- mes "- ^ff0000monsters^000000,";
- mes "- and ^ff0000the caster^000000.";
+ mes "[Catherine]";
+ mes "He asks three types of questions.";
+ mes "Questions about Magic, Monsters...";
+ mes "and Magicians...also known as Mages.";
next;
- mes "[Catherine Medichi]";
- mes "It's up to him to pick the questions.";
+ mes "[Catherine]";
+ mes "It's up to him to decide which questions to ask.";
+ mes "*sigh*...He'd look much better if he cut his hair and shaved...";
+ mes "He always looks so grungy because he doesn't take care of himself...*sigh*...pity, he could be a regular lady killer. ~tehehehe";
next;
- mes "[Catherine Medichi]";
- mes "Ya know... if he got a hair cut and shaved, he might look cool...";
- mes "But obviously he wouln't do it....";
+ mes "[Catherine]";
+ mes "Anyways, as for the questions about magic...";
+ mes "They're usually about the spells you've learned.";
next;
- mes "[Catherine Medichi]";
- mes "Anyways, about his questions on spells, there are obviously some on spells you've learned.";
+ mes "[Catherine]";
+ mes "If it's something you haven't learned or haven't experienced, or anything like that...";
+ mes "I heard there's a nice place you can refer to that's very well organized.";
next;
- mes "[Catherine Medichi]";
- mes "There are also questions about spells you DON'T know much about, so go ask some Wizards for that info.";
+ mes "[Catherine]";
+ mes "You just have to cast the spell, you know...the one that looks like a big bold *e* symbol.";
+ mes "The magic words are... iro.ragnarokonline.com ~Or so they say!";
+ mes "Strange spell, don't you think? I don't know how to make it work myself.";
next;
- mes "[Catherine Medichi]";
- mes "There are also places out there with lots of information about spells, such as www.emperium.org.";
- mes "You can probably find other sites as well.";
+ mes "[Catherine]";
+ mes "And about the monster questions.";
+ mes "Fighting them yourself and learning is the best way to go about that.";
next;
- mes "[Catherine Medichi]";
- mes "As far as the questions on monsters go, you COULD fight them to learn about them... OR...";
+ mes "[Catherine]";
+ mes "But you know in Prontera, there is a big library.";
+ mes "You can get information about most of the monsters in that library.";
+ mes "Going there and studying a bit more would work too.";
next;
- mes "[Catherine Medichi]";
- mes "... If I remember correctly, there's a libary in Prontera that has lots of information on monsters.";
- mes "You could just go there and read about them.";
+ mes "[Catherine]";
+ mes "Last, but not least, questions about Mages.";
+ mes "This is something that most others cannot teach you...";
+ mes "Because you are a Mage.";
next;
- mes "[Catherine Medichie]";
- mes "Now, about the questions about the caster.... You're on your own for this one..";
- mes "Why? Because YOU ARE the caster!";
- next;
- mes "[Catherine Medichi]";
- mes "If you don't know anything about yourself, how would a stranger like me know?";
- next;
- mes "[Catherine Medichi]";
- mes "Well good luck! Mister Examiner is waiting!";
- close;
-
- sL_NoJuice:
- mes "[Catherine Medichi]";
- mes "Well, if you want hints, I need apple juice!. Otherwise, you're on your own =P.";
- close;
-
- M_1b:
- mes "[Catherine Medichi]";
- mes "That's right! Tests are meant to be done alone! That's definatly the way a Wizard should think!";
- next;
- mes "[Catherine Medichi]";
- mes "Good luck! Mister Examiner is waiting!";
- close;
-
- L_Test3:
- if(WIZ_Q2 == 1) goto sL_Failed3;
- mes "He he, I could hear you in there working hard on those questions.";
+ mes "[Catherine]";
+ mes "It's hard to know about others when you don't even know about yourself, right?";
+ mes "So if you get one of these questions, think about it carefully then answer.";
+ }
+ else {
+ mes "[Catherine]";
+ mes "Like I said, I'll think about it if you give me 1 Apple Juice.";
+ mes "If not... Well, you can think about it on your own. Hey I don't make the rules here i just follow em! Can't argue with this one though. ~tehehehe";
+ }
+ break;
+ case 2:
+ mes "[Catherine]";
+ mes "Yeah, you get the most satisfaction when you solve things on your own.";
+ mes "Go finish the rest of the tests with that spirit!";
+ }
+ next;
+ mes "[Catherine]";
+ mes "Well then, see you soon! *crosses fingers* dont end up like the others before you! May God rest thier souls...huh? Oh nothing! ~Hehehehe";
+ mes "Hurry, he's waiting for you!";
+ close;
+ }
+ else if (WIZ_Q == 5) {
+ mes "[Catherine]";
+ mes "Tehehehe~ I was listening all along.";
+ mes "Well done in answering all those questions. I want to give something, like a present...";
next;
- mes "[Catherine Medichi]";
- mes "Good job, only one test left! Finish that and you'll be a wizard!";
+ mes "[Catherine]";
+ mes "You still have one more test to go, right?";
+ mes "Just a bit more and you will be qualified to be a Wizard, so I'll give you the present then. ~Hehe";
next;
- mes "[Catherine Medichi]";
- mes "Good luck! The examiner's waiting!";
+ mes "[Catherine]";
+ mes "See ya, well...hopefully!";
+ mes "He's waiting for you!";
close;
-
- sL_Failed3:
- mes "Why did you come out during the test? I never thought you were that weak...";
+ }
+ else if (WIZ_Q == 6) {
+ mes "[Catherine]";
+ mes "Eh, did you leave in the middle of the test?";
+ mes "You...*sigh*...I didn't think you would do such a dishonorable thing.";
+ next;
+ mes "[Catherine]";
+ if (sex) {
+ mes "Granted you're a mage, but how could a guy be so weak?!";
+ mes "Well, at least your alive still. Go back and try harder this time. ~tehehehe";
+ }
+ else {
+ mes "Don't pretend to be weak just because you're a girl. Look at me! I did it, and so can you. You can't ask for sympathy.";
+ mes "You came all this way to become a Wizard! Now come on, you can do it!!";
next;
- if(sex==1) goto ssL_M3;
- if(sex==0) goto ssL_F3;
-
- ssL_M3:
- mes "[Catherine Medichi]";
- mes "How could a powerful mage like you get beaten so easily!! Go back in and try harder.";
- close;
-
- ssL_F3:
- mes "[Catherine Medichi]";
- mes "You can't act all weak, just because you're a girl! If you want to be a wizard, go and pass the test!";
- next;
- mes "[Catherine Medichi]";
- mes "I thought it was hard too, but it wasn't enough to make me quit! You just have to face hardship sometimes!";
- close;
-
-
- L_Done:
- if(SkillPoint > 0) mes "You need to use up all of your skill points before I can make you a Wizard.";
- if(SkillPoint > 0) close;
-
- mes "Great! You finished all of the tests! Congrats, congrats, congrats!!";
- emotion e_no1;
+ mes "[Catherine]";
+ mes "I agree that it is difficult, but not to the point of giving up.";
+ mes "You of all people should find the strength and patience to complete this test!";
+ }
next;
- mes "[Catherine Medichi]";
- mes "Ack, I'm wasting time, I better change you!";
+ mes "[Catherine]";
+ mes "So, try harder this time...";
+ mes "He's waiting!";
+ }
+ else if (WIZ_Q == 7) {
+ if (JobLevel < 40) {
+ set WIZ_Q,0;
+ mes "[Catherine]";
+ mes "Hey, what don't you get it?";
+ mes "I said you must be at least job level 40 to change your job, got it?";
+ next;
+ mes "[Catherine]";
+ mes "There is nothing to be in hurry, so why don't you take your time for studying?";
+ mes "When the time comes, I will welcome you with open arms.";
+ close;
+ }
+ if (SkillPoint) {
+ mes "[Catherine]";
+ mes "Are you done with all the tests? Oh drats, it seems like you still have some skill points left.";
+ mes "Learn some other skills with your remaining points, and then come talk to me again.";
+ close;
+ }
+ mes "[Catherine]";
+ mes "Wooooooooooooow...you finished all the tests?!";
+ mes "Congratulations, congrats, congrats! Wooopiiieeeee! ~Hehehehehehe";
+ next;
+ mes "[Catherine]";
+ mes "Well, no need to wait, I congratulate you. I hearby deem you Wizard.";
next;
callfunc "Job_Change",Job_Wizard;
callfunc "F_ClearJobVar"; // clears all job variables for the current player
-
- mes "[Catherine Medichi]";
- mes "Now you're a wizard! Act responsibly!";
- next;
- mes "[Catherine Medichi]";
- mes "Make sure when you cast a spell, you know exactly what's going to happen!";
+ mes "[Catherine]";
+ mes "Since you're a Wizard now, act like a Wizard, got it?";
+ mes "Us wizards have to be careful since we possess the ultimate power of magic.";
next;
- mes "[Catherine Medichi]";
- mes "Don't do stupid things like casting in the middle of town!";
- mes "It causes lag and magic is supposed to be used on monsters anyways!";
+ mes "[Catherine]";
+ mes "Don't go about casting spells in town for no reason, or bother others with spells that are in their own battle.";
+ mes "A Wizard's magic is meant for their own battles with monsters.";
next;
- mes "[Catherine Medichi]";
- mes "Become mightier by partying with others! Oh yea, here's a present!";
+ mes "[Catherine]";
+ mes "Go join parties with others and keep training.";
+ mes "And...oh, wait, I prepared a present for you, one sec.";
next;
- mes "[Catherine Medichi]";
- mes "(Rustle Rustle)";
+ mes "[Catherine]";
+ mes "rummage rummage...";
+ mes "shuffle shuffle...";
next;
- getitem 505, 6;
- mes "[Catherine Medichi]";
- mes "Use them wisely. It's a present from me, so you better use them all!";
+ getitem 505,6; //Blue_Potion
+ mes "[Catherine]";
+ mes "Here you go. I hope you'll make good use of it when you need it. ~tehehe";
+ mes "I gave them to you as a present, so don't go out and sell it. Use it for yourself, ok?";
next;
- mes "[Catherine Medichi]";
- mes "Well my fellow Wizard, take care and have a great life!";
+ mes "[Catherine]";
+ mes "Well, then...*sight*...live a wonderful life as a Wizard, become the strongest out there!";
close;
+ }
}
-
-//<================================================ Examiner: Raul Expagarus ==================================================>\\
-gef_tower,102,24,3 script Raul Expagarus 735,{
- mes "[Raul Expagarus]";
- if(BaseJob == Job_Mage) goto L_Mage;
- if(BaseJob == Job_Wizard) goto L_Wizard;
- if(baseClass == Job_Acolyte) goto L_Holy;
- if(BaseJob == Job_Novice) goto L_Novice;
-L_Other:
- mes "Ugh, I don't feel good....I feel like I'm trapped in ice........";
- next;
- mes "[Raul Expagarus]";
- mes "Who're you?! Leave!";
- emotion e_gasp;
- close;
-L_Novice:
- mes "What's a little kid like you doing here? Get out!!";
- emotion e_gasp;
- next;
- warp "geffen",120,110;
- close;
-L_Holy:
- mes "Leave holy ones!";
- mes "Magic is considered to be a power that is not from God.......";
- next;
- mes "[Raul Expagarus]";
- mes "Besides, I'm not feeling too good. So Leave now!";
- close;
-L_Wizard:
- mes "Cough Cough, what can I do for you? Hmmm... you're a magic user too...";
- next;
- mes "[Raul Expagarus]";
- if(sex==1) goto L_M;
- if(sex==0) goto L_F;
-
- L_M:
- mes "If you're not responsible, you might accidently learn useless spells.";
- mes "Instead of that, you might want to focus on learning spells you'll be using now.";
+gef_tower,102,24,2 script Gloomy Wizard 735,{
+ if (BaseClass != Job_Mage || BaseJob == Job_Wizard) {
+ if (BaseJob == Job_Wizard) {
+ mes "[Raulel]";
+ mes "*Cough* *cough* what do you want?";
+ mes "If you are a person that uses magic, then you need to make sure you are well informed about it.";
+ next;
+ mes "[Raulel]";
+ mes "Don't live dishonestly, or impolitely, or else one day you'll be caught in a spell you can't control, and BOOM, your dead!";
+ if (sex == 1) {
+ mes "If you don't want that to happen, then learn how to use spells properly!";
+ next;
+ mes "[Raulel]";
+ mes "You may live life crippled if you get obsessed with the love of Greater Magic. ~haha";
+ }
+ else {
+ mes "So learn how to use magic properly, or you would just be better off giving up on using magic.";
+ next;
+ mes "[Raulel]";
+ mes "If you don't want that, go hit on a guy or something! ~Hahahaha";
+ mes "If you don't pay attention to yourself, you'll be engulfed by magic one day...";
+ }
+ close;
+ }
+ else if (BaseBjob == Job_Priest) {
+ mes "[Raulel]";
+ mes "Go away, one who works for the Church!";
+ mes "Magic repels Holy power, jeez...your messing up my aura.";
+ next;
+ mes "[Raulel]";
+ mes "And plus, *cough* *cough* my health isn't all that good right now either...";
+ mes "Don't come any closer, just leave!";
+ close;
+ }
+ else if (Class == Job_Novice) {
+ mes "[Raulel]";
+ mes "Why did a little one like you come here?!";
+ mes "Get lost! ~Hahahahaha";
+ close2;
+ warp "geffen",120,110;
+ end;
+ }
+ mes "[Raulel]";
+ mes "*sneeze* *cough* Oooowww...my entire body is in pain. I feel like I'm trapped in a tub of ice water!";
next;
- mes "[Raul Expagarus]";
- mes "In a fight for love, you might become crippled hehe.";
+ mes "[Raulel]";
+ mes "What do you want? Jeez...just get lost, won't you?";
close;
-
- L_F:
- mes "If you're not responsible, you might accidently learn useless spells.";
- mes "You should learn a spell with all of your heart or not learn it at all.";
+ }
+ if (WIZ_Q == 0) {
+ mes "[Raulel]";
+ mes "*cough* *cough* *sneeze* I don't know who you are and what you do, but I don't have any business with you.";
next;
- mes "[Raul Expagarus]";
- mes "If you don't wish to study like that............... Heh, then go be a housewife.";
+ mes "[Raulel]";
+ mes "Go away! Get lost!";
close;
-
-L_Mage:
- if(WIZ_Q == 1) goto L_NotRdy;
- if(WIZ_Q == 2) goto L_Test2;
- if(WIZ_Q == 3) goto L_Test3;
- if(WIZ_Q == 4) goto L_Done;
-
- mes "Cough, I don't have any time to talk.";
+ }
+ else if (WIZ_Q == 1 || WIZ_Q == 2) {
+ mes "[Raulel]";
+ mes "Hahahaha~ You're the one that wants to become a Wizard?!";
+ next;
+ mes "[Raulel]";
+ mes "*sneeze* If you just lived as you were, all you'd have to do was hunt a little and live the easy life...";
next;
- mes "[Raul Expagarus]";
- mes "Sorry, but please leave.";
+ mes "[Raulel]";
+ mes "*Cough* *cough* Let's see how well you live as a Wizard. ~Hahahahhaha";
close;
-
- L_NotRdy:
- mes "Heh, a wizard trainee eh?!";
+ }
+ else if (WIZ_Q == 3) {
+ mes "[Raulel]";
+ mes "*Cough* *cough*...You must've passed the first test.";
+ mes "Ok, I'm the Wizard in charge of your testing from now on. My name is 'Raulel Asparagus'.";
next;
- mes "[Raul Expagarus]";
- mes "You COULD just stay as a mage and live a pretty decent life.....";
+ mes "[Raulel]";
+ mes "*sneeze* It's not too late yet, wouldn't you rather just go back to town and enjoy the peaceful life?";
next;
- mes "[Raul Expagarus]";
- mes "Then again, wizards ARE much more high class.....";
- close;
-
- L_Done:
- mes "Congratulations on finishing the final test! You have now finished all of the Wizards tests and are ready to become a Wizard!";
- emotion e_no1;
+ mes "[Raulel]";
+ mes "Hahahaha~ You don't know how dangerous it is...to deal with Greater Magic.";
next;
- mes "[Raul Expagarus]";
- mes "Go speak to Catherine to become a Wizard. But be careful! Magic is a powerfull force and can easily destroy you!!";
- close;
-
- L_Test2:
- if(WIZ_Q2 == 1) goto sL_ReTest2;
-
- mes "I see you've passed the 1st test. My name is Raul Expagarus, I'm your test examiner.";
+ if (select("I want to live as a normal Mage.:I would like to continue with the tests.") == 1) {
+ mes "[Raulel]";
+ mes "Hahaha~ *sneeze* Good choice...*cough* *cough*~";
+ mes "Best not to even dream about life as a Wizard. Graa...Greaa...*sneeze* Greater Magic wasn't meant for humans to use!";
+ next;
+ mes "[Raulel]";
+ mes "Leave the top of this tower quietly and don't ever look back.";
+ mes "Just live peacefully with the powers that you have right now.";
+ close;
+ }
+ mes "[Raulel]";
+ mes "*sneeze* Hahahaha~ Now there's a foolish one here!";
+ mes "Well then, let's see how good you are. *cough* I want to see this with my own two eyes!";
next;
- mes "[Raul Expagarus]";
- mes "It's not too late! You can still return to a peaceful life in town if you wish.";
+ mes "[Raulel]";
+ mes "*sneeze* Then let's begin the test!";
+ mes "If you don't answer them all correctly, you fail. Hahahahahahahahaha~";
next;
- mes "[Raul Expagarus]";
- mes "You probably have no clue how dangerous it is to use magic.";
+ mes "[Raulel]";
+ mes "I'll give you 10 questions so give me the right answers.";
+ mes "If you get something wrong, I won't tell you what it is!";
next;
- menu "You're right. I quit.",M_0a, "I want to take test!",M_0b;
-
- sL_ReTest2:
- mes "Hmph, you want to try again?";
+ mes "[Raulel]";
+ mes "*Cough* *cough* Then here go the questions!";
+ next;
+ switch(rand(1,3)) {
+ case 1:
+ mes "[Raulel]";
+ mes "1. Which of the following is not necessary to learn Fire Wall?";
next;
- mes "[Raul Expagarus]";
- mes "How can you hate a peaceful life so much?";
+ if (select("Fire Bolt Lv 4:Fire Ball Lv 5:Sight Lv 1:Napalm Beat Lv 4") == 4)
+ set .@wizard_t,.@wizard_t+10;
+ mes "[Raulel]";
+ mes "2. Regaurdless of it's previous attribute, What does the monster's attribute change to when you cast Frost Diver on it?";
next;
- mes "[Raul Expagarus]";
- mes "Be that way! If you miss one question, you fail! What do you say!?";
- emotion e_pif;
+ if (select("Water:Earth:Fire:Wind") == 1)
+ set .@wizard_t,.@wizard_t+10;
+ mes "[Raulel]";
+ mes "3. When you completely master Napalm Beat, what is the ratio of the increased MATK using that spell?";
next;
- menu "I want to live in peace..........",M_0a, "I want to try again.",M_0b;
-
- M_0a:
- mes "[Raul Expagarus]";
- mes "Good choice, cough cough. Being a Wizard is a difficult job, and magic is not meant to be used by mere mortals.........";
+ if (select("1.6 times:1.7 times:2 times:20 times") == 2)
+ set .@wizard_t,.@wizard_t+10;
+ mes "[Raulel]";
+ mes "4. What item do you need when casting Stone Curse?";
next;
- mes "[Raul Expagarus]";
- mes "Go down the tower and don't look back. Use the magic you have now and live a peaceful life.";
- close;
-
- M_0b:
- mes "[Raul Expagarus]";
- mes "Hmph, we'll see how GREAT you do.";
+ if (select("Red Blood:Blue Gemstone:Yellow Gemstone:Red Gemstone") == 4)
+ set .@wizard_t,.@wizard_t+10;
+ mes "[Raulel]";
+ mes "5. Which of the following is not required to master Safety Wall?";
next;
- mes "[Raul Expagarus]";
- mes "Lets start the test! If you miss one question, you're screwed! HA!";
- emotion e_gg;
+ if (select("Napalm Beat Lv 4:Soul Strike Lv 5:Increase SP Recovery Lv 6:Safety Wall Lv 7") == 3)
+ set .@wizard_t,.@wizard_t+10;
+ mes "[Raulel]";
+ mes "6. Without the INT bonus, what amount of SP is recovered every 10 seconds when you have learned Increase SP Recovery Lv 7?";
next;
- mes "[Raul Expagarus]";
- mes "10 questions, get them right! I won't tell you the correct answer for the ones you miss.";
+ if (select("14:21:28:35") == 2)
+ set .@wizard_t,.@wizard_t+10;
+ mes "[Raulel]";
+ mes "7. Using Energy Coat, when you have 50% of your SP remaining, how much SP is used when hit, and what percentage is damage reduced by?";
next;
- set @SCORE,0;
- set @temp,rand(0,2);
- if(@temp == 1) goto R_1;
- if(@temp == 2) goto R_2;
-
- //Spell Quiz
- R_0:
- mes "[Raul Expagarus]";
- mes "Cough, here are the questions!";
- next;
- mes "[Raul Expagarus]";
- mes "1. Which of the following is not";
- mes "necessary to learn Fire Wall?";
- next;
- menu "Fire Bolt Lv 4",sM0_0b, "Fire Ball Lv 5",sM0_0b, "Sight Lv 1",sM0_0b, "Napalm Beat Lv 4",sM0_0a;
-
- sM0_0a:
- set @SCORE, @SCORE + 10;
-
- sM0_0b:
-
- mes "[Raul Expagarus]";
- mes "2. Regardless of it's previous";
- mes "attribute. What does the monster's";
- mes "attribute change to when you cast";
- mes "Frost Diver on it?";
- next;
- menu "Water",sM0_1a, "Earth",sM0_1b, "Fire",sM0_1b, "Wind",sM0_1b;
-
- sM0_1a:
- set @SCORE, @SCORE + 10;
-
- sM0_1b:
-
- mes "[Raul Expagarus]";
- mes "3. When you completely master";
- mes "Napalm Beat, what is the ratio of";
- mes "the increased MATK using that";
- mes "spell?";
- next;
- menu "1.6 times",sM0_2b, "1.7 times",sM0_2a, "2 times",sM0_2b, "20 times",sM0_2b;
-
- sM0_2a:
- set @SCORE, @SCORE + 10;
-
- sM0_2b:
-
- mes "[Raul Expagarus]";
- mes "4. What item do you need when";
- mes "casting Stone Curse?";
- next;
- menu "Red Blood",sM0_3b, "Blue Gemstone",sM0_3b, "Yellow Gemstone",sM0_3b, "Red Gemstone",sM0_3a;
-
- sM0_3a:
- set @SCORE, @SCORE + 10;
-
- sM0_3b:
-
- mes "[Raul Expagarus]";
- mes "5. Which of the following is not";
- mes "required to master Safety Wall?";
- next;
- menu "Napalm Beat Lv 4",sM0_4b, "Soul Strike Lv 5",sM0_4b, "SP Recovery Lv 6",sM0_4a, "Safety Wall Lv 7",sM0_4b;
-
- sM0_4a:
- set @SCORE, @SCORE + 10;
-
- sM0_4b:
-
- mes "[Raul Expagarus]";
- mes "6. Without the INT bonus, what";
- mes "amount of SP is recovered every 10";
- mes "seconds when you have learned";
- mes "Increase SP Recovery Lv 7?";
- next;
- menu "14",sM0_5b, "21",sM0_5a, "28",sM0_5b, "35",sM0_5b;
-
- sM0_5a:
- set @SCORE, @SCORE + 10;
-
- sM0_5b:
-
- mes "[Raul Expagarus]";
- mes "7. Using Energy Coat, when you have";
- mes "50% of your SP remaining, how much";
- mes "SP is used when hit, and what";
- mes "percentage is damage reduced by?";
- next;
- menu "Damage 18% SP1.5%",sM0_6b, "Damage 18% SP2%",sM0_6a, "Damage 24% SP1.5%",sM0_6b, "Damage 24% SP2%",sM0_6b;
-
- sM0_6a:
- set @SCORE, @SCORE + 10;
-
- sM0_6b:
-
- mes "[Raul Expagarus]";
- mes "8. How much SP is consumed and how";
- mes "many times can you avoid attacks";
- mes "when using Safety Wall Lv 6?";
- next;
- menu "SP 40, 6hits",sM0_7b, "SP 35, 6hits",sM0_7b, "SP 40, 7hits",sM0_7b, "SP 35, 7hits",sM0_7a;
-
- sM0_7a:
- set @SCORE, @SCORE + 10;
-
- sM0_7b:
-
- mes "[Raul Expagarus]";
- mes "9. How much SP is needed when using";
- mes "Lv 10 Thunderstorm?";
+ if (select("Damage 18% SP1.5%:Damage 18% SP2%:Damage 24% SP1.5%:Damage 24% SP2%") == 2)
+ set .@wizard_t,.@wizard_t+10;
+ mes "[Raulel]";
+ mes "8. How much SP is consumed and how many times can you avoid attacks when using Safety Wall Lv 6?";
+ next;
+ if (select("SP 40, 6 times:SP 35, 6 times:SP 40, 7 times:SP 35, 7 times") == 3)
+ set .@wizard_t,.@wizard_t+10;
+ mes "[Raulel]";
+ mes "9. How much SP is needed when using Lv 10 Thunderstorm?";
+ next;
+ if (select("84:74:64:54") == 2)
+ set .@wizard_t,.@wizard_t+10;
+ mes "[Raulel]";
+ mes "10. Which skill is most useful training in the Byalan Dungeon?";
+ next;
+ if (select("Lightning Bolt:Fire Bolt:Cold Bolt:Sight") == 1)
+ set .@wizard_t,.@wizard_t+10;
+ break;
+ case 2:
+ mes "[Raulel]";
+ mes "1. Which monster can you obtain a slotted Guard from?";
+ next;
+ if (select("Thief Bug:PecoPeco:Pupa:Kobold (Hammer)") == 3)
+ set .@wizard_t,.@wizard_t+10;
+ mes "[Raulel]";
+ mes "2. Which of the following is the easiest monster for a low level Mage to hunt?";
+ next;
+ if (select("Flora:Giearth:Golem:Myst") == 1)
+ set .@wizard_t,.@wizard_t+10;
+ mes "[Raulel]";
+ mes "3. Which monster will not be affected by Stone Curse?";
+ next;
+ if (select("Elder Willow:Evil Druid:Magnolia:Marc") == 2)
+ set .@wizard_t,.@wizard_t+10;
+ mes "[Raulel]";
+ mes "4. When attacking a Lv 3 water attribute monster with a wind attribute weapon, what is the damage percentage?";
+ next;
+ if (select("125%:150%:175%:200%") == 4)
+ set .@wizard_t,.@wizard_t+10;
+ mes "[Raulel]";
+ mes "5. If a Baby Desert Wolf and a Familiar fought, which one would win?";
+ next;
+ if (select("Baby Desert Wolf:Familiar:Neither:I don't know") == 1)
+ set .@wizard_t,.@wizard_t+10;
+ mes "[Raulel]";
+ mes "6. Which of the following cannot be a Cute Pet?";
+ next;
+ if (select("Poporing:Roda Frog:Smokie:Poison Spore") == 2)
+ set .@wizard_t,.@wizard_t+10;
+ mes "[Raulel]";
+ mes "7. Choose the monster that is weak against a fire attribute attack.";
+ next;
+ if (select("Dagger Goblin:Mace Goblin:Morningstar Goblin:Hammer Goblin") == 4)
+ set .@wizard_t,.@wizard_t+10;
+ mes "[Raulel]";
+ mes "8. Which of the following has the highest defense?";
+ next;
+ if (select("Horn:Chonchon:Andre:Caramel") == 4)
+ set .@wizard_t,.@wizard_t+10;
+ mes "[Raulel]";
+ mes "9. Choose the monster that's of a different species.";
+ next;
+ if (select("Poring:Mastering:Ghostring:Spore") == 3)
+ set .@wizard_t,.@wizard_t+10;
+ mes "[Raulel]";
+ mes "10. Which of the following is not an Undead monster?";
+ next;
+ if (select("Drake:Megalodon:Deviace:Khalitzburg") == 3)
+ set .@wizard_t,.@wizard_t+10;
+ break;
+ case 3:
+ mes "[Raulel]";
+ mes "1. Which stat is the most important for a Mage?";
+ next;
+ if (select("INT:AGI:DEX:VIT") == 1)
+ set .@wizard_t,.@wizard_t+10;
+ mes "[Raulel]";
+ mes "2. Which attribute does not have a 'Bolt' type attack?";
+ next;
+ if (select("Water:Earth:Fire:Wind") == 2)
+ set .@wizard_t,.@wizard_t+10;
+ mes "[Raulel]";
+ mes "3. Choose the one that does not relate to a Mage.";
+ next;
+ if (select("Weak physical strength.:Attacks at a distance.:Good at selling stuff.:Magic Defense is high.") == 3)
+ set .@wizard_t,.@wizard_t+10;
+ mes "[Raulel]";
+ mes "4. Which town is the home of Mages?";
+ next;
+ if (select("Prontera:Morroc:Alberta:Geffen") == 4)
+ set .@wizard_t,.@wizard_t+10;
+ mes "[Raulel]";
+ mes "5. Which of the following cards has nothing to do with INT?";
+ next;
+ if (select("Andre Egg Card:Soldier Andre Card:Baby Desert Wolf Card:Elder Willow Card") == 2)
+ set .@wizard_t,.@wizard_t+10;
+ mes "[Raulel]";
+ mes "6. What is the Mage good at compared to other job classes?";
+ next;
+ if (select("Exceptional Vocal Ability:Exceptional Acting Ability:Exceptional Dance Skills:Exceptional Magic Skills") == 4)
+ set .@wizard_t,.@wizard_t+10;
+ mes "[Raulel]";
+ mes "7. What is the INT bonus at Job Lv 40 for a Mage?";
+ next;
+ if (select("8:7:6:5") == 4)
+ set .@wizard_t,.@wizard_t+10;
+ mes "[Raulel]";
+ mes "8. Which item can a Mage not equip?";
+ next;
+ if (select("Knife:Boys Cap:Sandle:Eye of Dullahan") == 2)
+ set .@wizard_t,.@wizard_t+10;
+ mes "[Raulel]";
+ mes "9. Which of the following is the catalyst when making the Mage test solution 3?";
+ next;
+ if (select("Blue Gemstone:Red Gemstone:Yellow Gemstone:Red Blood") == 1)
+ set .@wizard_t,.@wizard_t+10;
+ mes "[Raulel]";
+ mes "10. Which card is irrelevant to magic?";
+ next;
+ if (select("Marduk Card:Magnolia Card:Willow Card:Maya Card") == 2)
+ set .@wizard_t,.@wizard_t+10;
+ }
+ mes "[Raulel]";
+ if (WIZ_Q == 4) {
+ mes "Good job, you finished answered all the questions... Go buy yourself some potions or something if you have the Zeny. Haha...";
+ next;
+ mes "[Raulel]";
+ mes "Your score is... " + .@wizard_t + "points.....";
+ if (.@wizard_t == 100) {
+ set WIZ_Q,5;
+ mes "Hahahahahahah~ Well done, you passed the second test.";
+ mes "It wasn't done in one try like mine was, but I'll let you slide...";
next;
- menu "84",sM0_8b, "74",sM0_8a, "64",sM0_8b, "54",sM0_8b;
-
- sM0_8a:
- set @SCORE, @SCORE + 10;
-
- sM0_8b:
-
- mes "[Raul Expagarus]";
- mes "10. Which skill is most useful";
- mes "training in the Byalan Dungeon?";
+ mes "[Raulel]";
+ mes "*sneeze* Don't relax just yet, there's still the matter of the third and final test.";
+ mes "I advise you to rest a bit while the final test is prepared. Your gonna need it. Hahahahaha~";
+ close;
+ }
+ else if (.@wizard_t == 90) {
+ set WIZ_Q,5;
+ mes "Hahaha~ Since you only missed one problem, you passed the second test.";
+ mes "It wasn't done in one try like mine was, but I'll let you slide...";
next;
- menu "Lightning Bolt",sM0_9a, "Fire Bolt",sM0_9b, "Ice Bolt",sM0_9b, "Sight",sM0_9b;
-
- sM0_9a:
- set @SCORE, @SCORE + 10;
-
- sM0_9b:
- goto L_Cont0;
-
- //Monster Quiz
- R_1:
- mes "[Raul Expagarus]";
- mes "1. Which monster can you obtain a";
- mes "slotted Guard from?";
+ mes "[Raulel]";
+ mes "*sneeze* Don't relax just yet, there's still the matter of the third and final test.";
+ mes "I advise you to rest a bit while the final test is prepared. Your gonna need it. Hahahahaha~";
+ close;
+ }
+ else if (.@wizard_t == 80) {
+ set WIZ_Q,5;
+ mes "Sheez... You didn't do very well, but you passed the second test.";
+ mes "It wasn't done in one try like mine was, but I'll let you slide...";
next;
- menu "Thief Bug",sM1_0b, "Peco Peco",sM1_0b, "Pupa",sM1_0a, "Kobold (Hammer)",sM1_0b;
-
- sM1_0a:
- set @SCORE, @SCORE + 10;
-
- sM1_0b:
-
- mes "[Raul Expagarus]";
- mes "2. Which of the following is the";
- mes "easiest monster for a low level";
- mes "Mage to hunt?";
+ mes "[Raulel]";
+ mes "*sneeze* Don't relax just yet, there's still the matter of the third and final test.";
+ mes "I advise you to rest a bit while the final test is prepared. Your gonna need it. Hahahahaha~";
+ close;
+ }
+ else {
+ mes "You failed. Go study some more!";
next;
- menu "Flora",sM1_1a, "Gierth",sM1_1b, "Golem",sM1_1b, "Myst",sM1_1b;
-
- sM1_1a:
- set @SCORE, @SCORE + 10;
-
- sM1_1b:
-
- mes "[Raul Expagarus]";
- mes "3. Which monster will not be";
- mes "affected by Stone Curse?";
+ mes "[Raulel]";
+ mes "*cough* *cough* Did you really think you could become a Wizard with such a mediocre level like yours?";
+ mes "Get lost! If you were a Wizard right now, the monsters that I fight, would eat you up in no time!";
+ close;
+ }
+ }
+ mes "Hmmm...Good job, you finished answering all the questions, go buy yourself some potions or something, thats IF you have the Zeny. Hahahahahahahah~";
+ next;
+ mes "[Raulel]";
+ mes "Your score is... " + .@wizard_t + " points!";
+ if (.@wizard_t == 100) {
+ set WIZ_Q,5;
+ mes "*cough* *Cough* Well done, you passed the second test.";
+ next;
+ mes "[Raulel]";
+ mes "Hahahaha~ Don't relax just yet, there's still the third test.";
+ mes "*sneeze* I advise you to rest a bit while the final test is prepared...Hahahahah~";
+ close;
+ }
+ else if (.@wizard_t == 90) {
+ set WIZ_Q,5;
+ mes "Hahahaha~ I'll let you slide by since you only missed one problem. You passed the second test.";
+ next;
+ mes "[Raulel]";
+ mes "Hahahaha~ Don't relax just yet, there's still the third test.";
+ mes "*sneeze* I advise you to rest a bit while the final test is prepared...Hahahahah~";
+ close;
+ }
+ else {
+ set WIZ_Q,4;
+ mes "You failed. I will let you come back again...after you've learned more relating to the type of questions I've asked you.";
+ next;
+ mes "[Raulel]";
+ mes "Tisk...not enough, not enough! Did you really think you could become a Wizard with the little bit of knowledge you have?";
+ mes "Get lost! If you were a Wizard right now, the monsters I deal with would eat you up in no time!";
+ close;
+ }
+ }
+ else if (WIZ_Q == 4) {
+ mes "[Raulel]";
+ mes "Hahahaha~ Are you that desperate? *sneeze* What a pain in the arse...";
+ next;
+ mes "[Raulel]";
+ mes "Since you don't want to settle for a stable and peaceful life, I'll give you another chance...";
+ next;
+ mes "[Raulel]";
+ mes "If you miss one single question, then just give up. You wouldn't have any talent in being a Wizard! ~Hahahahaha";
+ next;
+ if (select("Because of you, I want to live as a normal Mage now.:I would like to continue with the tests.") == 1) {
+ mes "[Raulel]";
+ mes "Hahahaha~ Surprising, comming from you, that's a very wise choice...*cough* *cough*";
+ mes "If i were you, i would never, ever dream of becoming a Wizard again. Gre...Greaa...*sneeze* Greater Magic wasn't meant for humans to use.";
+ next;
+ mes "[Raulel]";
+ mes "Just leave the top of this tower quietly and never look back.";
+ mes "Live peacefully with the powers that you have right now.";
+ close;
+ }
+ mes "[Raulel]";
+ mes "Hahahahahahaha~ Now there's a foolish one right here!";
+ mes "Well then, let's see just how good you can be! *sneeze* I want to see this with my own two eyes.";
+ next;
+ mes "[Raulel]";
+ mes "Then let's begin the test!";
+ goto L_AskQuestions;
+ }
+ else if (WIZ_Q == 5) {
+ mes "[Raulel]";
+ mes "Ok, hope you got plenty of rest. Hahahahahah~";
+ mes "Then let's begin the last test.";
+ next;
+ mes "[Raulel]";
+ mes "Should I explain a little about this final test? It is difficult, I will not hide that from you...";
+ next;
+ if (select("No, it's ok, I'm ready.:I would like to listen.") == 1) {
+ mes "[Raulel]";
+ mes "What a rash person. Your the type that rushes into battle without thinking, what in the world are you doing here instead of with the Prontera Chivalry? Heck, go for it! *cough* Not my fault if you end up dying.";
+ mes "Just consider yourself a glass cannon...because the monsters are going to break you into pieces. Hahahahahahahahaha~";
+ next;
+ set WIZ_Q,6;
+ savepoint "geffen",120,107;
+ mes "[Raulel]";
+ mes "Then, as you wish. I'll send you there right now.";
+ mes "Oh, if you see a white light at the end of a tunnel, that means your pathetic cause you failed! Hahahahahah~";
+ close2;
+ warp "job_wiz",57,154;
+ end;
+ }
+ mes "[Raulel]";
+ mes "What a devoted person. Very well, I'll explain.";
+ mes "No matter how hard this last test may seem, if you do as I say, you can finish it quickly and easily.";
+ next;
+ mes "[Raulel]";
+ mes "The final test has a total of 3 parts.";
+ mes "The order is Water Room, Earth Room, Fire Room. In each room, there are monsters of that particular attribute.";
+ next;
+ mes "[Raulel]";
+ mes "You'll find out what monsters will be there once you go in. If you use attacks with the *sneeze*";
+ mes "right attribute, it shouldn't be too hard. Hahaha~";
+ next;
+ mes "[Raulel]";
+ mes "Once you defeat all the monsters within the given time in any one room...";
+ mes "you'll be moved to the next room.";
+ next;
+ mes "[Raulel]";
+ mes "After these three rooms are clear, the testing is over.";
+ mes "You will become a Wizard which is controlled by Greater Magic Powers! Know this...There is no returning to an easy life.";
+ next;
+ mes "[Raulel]";
+ mes "Hahaha~ You look frightened. You know, it's not too late to turn back and live an easy life.";
+ mes "If you want, I can send you back to town right now... What do you want to do?";
+ next;
+ if (select("Continue testing.:I want to go back because I have butterflies in my stomach.") == 1) {
+ set WIZ_Q,6;
+ savepoint "geffen",120,107;
+ mes "[Raulel]";
+ mes "You are indeed, very determined. Ok! Hahahahahaha~";
+ mes "*Cough* *cough* As you wish, we shall begin the final test!";
+ close2;
+ warp "job_wiz",57,154;
+ end;
+ }
+ set WIZ_Q,6;
+ mes "[Raulel]";
+ mes "Good thinking. This is a better choice for you. Hahahahah~";
+ mes "Go back and live a easy life, Greater Magic is a force that should not be wield by types like yourself.";
+ close2;
+ warp "geffen",120,110;
+ end;
+ }
+ else if (WIZ_Q == 6) {
+ if (WIZ_Q2 == 6) {
+ mes "[Raulel]";
+ mes "Hahahahahaha~ I've never seen anyone so...sooo...*sneeze* tenacious as you.";
+ mes "So you want to try again eh? Even though I've ridiculed you for your failures before??";
+ next;
+ mes "[Raulel]";
+ mes "Ok then, here's a proposition. Since you're probably worn out as it is, and I can clearly see the lust for Greater Magic burning in your eyes...";
+ mes "Hahahahaha~ yeah! Go bring me a ^3355FFWorn Out Scroll^000000.";
+ next;
+ set WIZ_Q2,WIZ_Q2+1;
+ mes "[Raulel]";
+ mes "If not, you can take the test again...";
+ mes "Well, I'll send you to take the test for now. Hahahaha~";
+ close2;
+ warp "job_wiz",57,154;
+ end;
+ }
+ else if (WIZ_Q2 > 6) {
+ mes "[Raulel]";
+ mes "Oh! So you're back? Hahahahaha~";
+ mes "*Cough* Cough* Do you want to take the test again? Or did you bring the ^3355FFWorn Out Scroll^000000?";
+ next;
+ if (select("Continue the test.:Worn Out Scroll...") == 1) {
+ savepoint "geffen",120,107;
+ mes "[Raulel]";
+ mes "Hahaha~ Ok, at least you have some spirit.";
+ mes "I'll send you in again, try dying once more will yah? Hahahahahahahahaha~";
+ close2;
+ warp "job_wiz",57,154;
+ end;
+ }
+ if (countitem(618) > 0) {
+ delitem 618,1; //Worn_Out_Scroll
+ mes "[Raulel]";
+ mes "Hahahahahahahaha~ *Cough* *cough* So you ended up bringing one of these eh? Good job...";
+ mes "I think I can continue my research with this...";
next;
- menu "Elder Willow",sM1_2b, "Evil Druid",sM1_2a, "Magnolia",sM1_2b, "Marc",sM1_2b;
+ set WIZ_Q2,0;
+ set WIZ_Q,7;
+ mes "[Raulel]";
+ mes "Even though your not Grade A Wizard material, I can tell your serious about wanting the Greater Magic. I'll tell Catherine that you passed. Hahahahahahahahah~";
+ mes "You went through a lot of trouble here, and that is the true purpose for us selecting Wizards. Only those who will devote themselves to the art will ever become Wizards. Good luck to you. Become much Stronger. Hahahahahaha~";
+ close;
+ }
+ }
+ mes "[Raulel]";
+ mes "*sneeze* What? You want to take the test again?";
+ mes "Geez...you already failed the battle test! Hahahahahahahaha~ So you like magic that much, eh?";
+ next;
+ mes "[Raulel]";
+ mes "Since your so weak that you can't finish this final test on your own...you need a separate test to help you out.";
+ mes "*Cough* If you can't pass the battle test, then do a good job with this one. Hahahahahahah~";
+ next;
+ mes "[Raulel]";
+ mes "Well, you better answer these problems if you plan on becoming a Wizard. Hahahahahahaha~";
+ next;
+ mes "[Raulel]";
+ mes "1. Choose the monster with a different attribute than the others.";
+ next;
+ if (select("Mantis:Cornutus:Giearth:Caramel") == 2)
+ set .@wizard_t,.@wizard_t+20;
+ mes "[Raulel]";
+ mes "2. Choose the monster that is not a looting one.";
+ next;
+ if (select("Yoyo:Magnolia:Metaller:Zerom") == 4)
+ set .@wizard_t,.@wizard_t+20;
+ mes "[Raulel]";
+ mes "3. Which of these monsters does not recognize casting?";
+ next;
+ if (select("Marina:Vitata:Scorpion:Giearth") == 1)
+ set .@wizard_t,.@wizard_t+20;
+ mes "[Raulel]";
+ mes "4. Choose the spell that would be efficient against a Marine Sphere.";
+ next;
+ if (select("Cold Bolt:Fire Bolt:Lightning Bolt:Stone Curse") == 3)
+ set .@wizard_t,.@wizard_t+20;
+ mes "[Raulel]";
+ mes "5. Choose the monster that can move.";
+ next;
+ if (select("Hydra:Madragora:Greatest General:Frilldora") == 4)
+ set .@wizard_t,.@wizard_t+20;
+ mes "[Raulel]";
+ mes "*pfft* Do it right, so I don't have to ask again.";
+ next;
+ mes "[Raulel]";
+ mes "You got " + .@wizard_t + " points.";
+ if (.@wizard_t == 100) {
+ mes "Hahahahahaha~ *Cough* *cough* If you can answer all these questions correctly, how is it you can't do well in battles??";
+ next;
+ }
+ else if (.@wizard_t == 80) {
+ mes "Eh, soso...";
+ mes "I'll let you retake the test.";
+ next;
+ }
+ else {
+ mes "You failed! Go study some more!";
+ next;
+ mes "[Raulel]";
+ mes "You lack something...*sneez*...like intelligence. That's why you keep on failing. Hahahahahahahaha~";
+ close;
+ }
+ if (select("Begin the test please.:Can I get another explanation?") == 1) {
+ mes "[Raulel]";
+ mes "Nobody is going to help you become a Wizard. Hahahahahahahaha~";
+ mes "*Cough* *cough* No point in crying after dying...";
+ next;
+ percentheal 100,100;
+ mes "[Raulel]";
+ mes "Then, as you wish. I'll send you to fight.";
+ mes "Oh! If you see some tall pearly gates and hear a booming deep voice from behind it, that means that your a failure when it comes to Magic. Hahahahahahahahaha~";
+ close2;
+ warp "job_wiz",57,154;
+ end;
+ }
+ mes "[Raulel]";
+ mes "*Cough* *cough* Then I shall explain.";
+ mes "The test may be hard, but just do as I tell you and it shouldn't be a problem.";
+ next;
+ mes "[Raulel]";
+ mes "There are 3 parts to this final test.";
+ mes "The order is...*sneez*...the Water Room, Earth Room, and then the Fire Room. Each room has monsters of that attribute in it.";
+ next;
+ mes "[Raulel]";
+ mes "You'll see what monsters they are when you enter.";
+ mes "If you use the appropriate spells against them, it shouldn't be that difficult. Hahahahahahaha~";
+ next;
+ mes "[Raulel]";
+ mes "Within the given time, if you defeat all the monsters...";
+ mes "you will be sent to the next room.";
+ next;
+ mes "[Raulel]";
+ mes "After that, the test is over.";
+ mes "You will then become a Wizard controlled by Greater Magic powers! There is no coming back to the easy life you have known thus far.";
+ next;
+ mes "[Raulel]";
+ mes "Hahahahaha~ You look frightened. It's not too late you know.";
+ mes "*Cough* *cough* You can give up and go back to town! Just forget about the Greater Magic and live a normal life. What do yah say?";
+ next;
+ if (select("Continue with the test.:I'm too scared, I would like to quit.") == 1) {
+ percentheal 100,100;
+ mes "[Raulel]";
+ mes "This time when you die, don't come back crying. Hahahahahahahahah~ *Cough *cough*";
+ mes "As you wish, let's begin the final test!";
+ close2;
+ warp "job_wiz",57,154;
+ end;
+ }
+ mes "[Raulel]";
+ mes "Comming from you, thats some darn good thinking. That's more a fit for you anyways. Hahahahahahahahaha~";
+ mes "Go back and live a quiet and peaceful life!";
+ close2;
+ warp "geffen",120,110;
+ end;
+ }
+ else if (WIZ_Q == 7) {
+ mes "[Raulel]";
+ mes "You shouldn't have any more business with me as far as I'm concerned.";
+ mes "But, since your so darned persistent, I'll let you take the test again. Hahahahaha~";
+ next;
+ mes "[Raulel]";
+ mes "Go! Go and become the Wizard you really want to be.";
+ mes "And be careful! Greater Magic will always be after you...";
+ close;
+ }
+}
- sM1_2a:
- set @SCORE, @SCORE + 10;
+job_wiz,50,165,4 script Arena Assistant 700,{
+ mes "[Arena Assistant]";
+ mes "Welcome to the Wizard Job Change Arena.";
+ mes "If you would like to take the final test, then please enter the waiting room.";
+ next;
+ mes "[Arena Assistant]";
+ mes "If someone is already taking the test, please wait.";
+ mes "All testing status will be broadcasted, and will begin as soon as the previous tester has gone through.";
+ next;
+ mes "[Arena Assistant]";
+ mes "Each person may take approximately 5 to 10 minutes.";
+ mes "If you would like to leave the arena, please log off anytime.";
+ close;
+}
- sM1_2b:
+job_wiz,50,165,4 script Waiting Room#wiz 700,{
+OnInit:
+ waitingroom "Waiting Room",20,"Waiting Room#wiz::OnStartArena",1;
+ end;
- mes "[Raul Expagarus]";
- mes "4. When attacking a Lv 3 water";
- mes "attribute monster with a wind";
- mes "attribute weapon, what is the";
- mes "damage percentage?";
- next;
- menu "125%",sM1_3b, "150%",sM1_3b, "175%",sM1_3b, "200%",sM1_3a;
+OnStartArena:
+ set $@WzUsers, getareausers("job_wiz", 98, 154, 129, 185); // get user count for first lvl
+ set $@WzUsers, $@WzUsers + getareausers("job_wiz", 100, 82, 131, 113); // get user count for second lvl + first lvl
+ set $@WzUsers, $@WzUsers + getareausers("job_wiz", 30, 82, 61, 113); // get user count for third lvl + second lvl + first lvl
+ if ($@WzUsers > 0) end;
- sM1_3a:
- set @SCORE, @SCORE + 10;
+ if ((getwaitingroomstate(33)) == 0) end; // finds out if there is anyone in the waiting room
+ killmonsterall "job_wiz";
+ warpwaitingpc "job_wiz",114,169;
+ donpcevent "Room of Water::OnEnable";
+ disablenpc "Waiting Room#wiz";
+ end;
+}
- sM1_3b:
+// Water Room (Test 2 part 1)
+//==========================================================
+job_wiz,1,1,1 script Room of Water 66,{
+OnInit:
+ disablenpc "Room of Water";
+ end;
- mes "[Raul Expagarus]";
- mes "5. If a Baby Desert Wolf and a";
- mes "Familiar fought, which one would";
- mes "win?";
- next;
- menu "Baby Desert Wolf",sM1_4a, "Familiar",sM1_4b, "Neither",sM1_4b, "I don't know",sM1_4b;
+OnEnable:
+ enablenpc "Room of Water";
+ set .MyMobs,8;
+ monster "job_wiz",109,174,"Phen",1158,1,"Room of Water::OnMyMobDead";
+ monster "job_wiz",118,174,"Clam",1074,1,"Room of Water::OnMyMobDead";
+ monster "job_wiz",109,165,"Vadon",1066,1,"Room of Water::OnMyMobDead";
+ monster "job_wiz",118,165,"Cornutus",1067,1,"Room of Water::OnMyMobDead";
+ monster "job_wiz",101,157,"Marina",1141,1,"Room of Water::OnMyMobDead";
+ monster "job_wiz",126,157,"Marin",1242,1,"Room of Water::OnMyMobDead";
+ monster "job_wiz",98,170,"Magnolia",1138,1,"Room of Water::OnMyMobDead";
+ monster "job_wiz",129,170,"Obeaune",1044,1,"Room of Water::OnMyMobDead";
+ initnpctimer;
+ end;
- sM1_4a:
- set @SCORE, @SCORE + 10;
+OnDisable:
+ killmonsterall "job_wiz";
+ disablenpc "Room of Water";
+ end;
- sM1_4b:
+OnMyMobDead:
+ set .MyMobs,.MyMobs-1;
+ if (.MyMobs < 1) {
+ set WIZ_Q2,WIZ_Q2+1;
+ mapannounce "job_wiz",strcharinfo(0)+" has succeeded in eliminating the monsters.",bc_map;
+ donpcevent "Room of Water#Door::OnEnable";
+ stopnpctimer;
+ }
+ end;
- mes "[Raul Expagarus]";
- mes "6. Which of the following cannot be";
- mes "a Cute Pet?";
- next;
- menu "Poporing",sM1_5b, "Roda Frog",sM1_5a, "Smokie",sM1_5b, "Poison Spore",sM1_5b;
+OnTimer1000:
+ mapannounce "job_wiz","Water Room; The job change test will now proceed.",bc_map;
+ end;
- sM1_5a:
- set @SCORE, @SCORE + 10;
+OnTimer2000:
+ mapannounce "job_wiz","Time limit is 3 minutes. We will now start the test.",bc_map;
+ end;
- sM1_5b:
+OnTimer3000:
+ mapannounce "job_wiz","Please eliminate all monsters within the time limit.",bc_map;
+ end;
- mes "[Raul Expagarus]";
- mes "7. Choose the monster that is weak";
- mes "against a fire attribute attack.";
- next;
- menu "Dagger Goblin",sM1_6b, "Mace Goblin",sM1_6b, "Morningstar Goblin",sM1_6b, "Hammer Goblin",sM1_6a;
+OnTimer33000:
+ mapannounce "job_wiz","2 minutes and 30 seconds remaining.",bc_map;
+ end;
- sM1_6a:
- set @SCORE, @SCORE + 10;
+OnTimer63000:
+ mapannounce "job_wiz","2 minutes remaining.",bc_map;
+ end;
- sM1_6b:
+OnTimer93000:
+ mapannounce "job_wiz","1 minute and 30 seconds remaining.",bc_map;
+ end;
- mes "[Raul Expagarus]";
- mes "8. Which of the following monsters";
- mes "has the highest defence?";
- next;
- menu "Horn",sM1_7b, "Chonchon",sM1_7b, "Andre",sM1_7b, "Caramel",sM1_7a;
+OnTimer123000:
+ mapannounce "job_wiz","1 minute remaining.",bc_map;
+ end;
- sM1_7a:
- set @SCORE, @SCORE + 10;
+OnTimer153000:
+ mapannounce "job_wiz","30 seconds remaining.",bc_map;
+ end;
- sM1_7b:
+OnTimer173000:
+ mapannounce "job_wiz","10 seconds remaining.",bc_map;
+ end;
- mes "[Raul Expagarus]";
- mes "9. Choose the monster that's a";
- mes "different species.";
- next;
- menu "Poring",sM1_8b, "Mastering",sM1_8b, "Ghostring",sM1_8a, "Spore",sM1_8b;
+OnTimer183000:
+ mapannounce "job_wiz","Time is up.",bc_map;
+ donpcevent "Room of Water::OnDisable";
+ end;
- sM1_8a:
- set @SCORE, @SCORE + 10;
+OnTimer184000:
+ donpcevent "Room of Water#Failed::OnEnable";
+ end;
- sM1_8b:
+OnTimer185000:
+ mapannounce "job_wiz","Next candidate, please enter.",bc_map;
+ end;
- mes "[Raul Expagarus]";
- mes "10. Which of the following is not";
- mes "an Undead monster?";
- next;
- menu "Drake",sM1_9b, "Megalodon",sM1_9b, "Deviace",sM1_9a, "Khalitzburg",sM1_9b;
+OnTimer186000:
+ donpcevent "Room of Water#Failed::OnDisable";
+ donpcevent "Room of Water::OnDisable";
+ donpcevent "Waiting Room#wiz::OnEnable";
+}
- sM1_9a:
- set @SCORE, @SCORE + 10;
+job_wiz,1,2,1 script Room of Water#Door 66,{
+OnInit:
+ disablenpc "Room of Water#Door";
+ end;
- sM1_9b:
- goto L_Cont0;
+OnEnable:
+ enablenpc "Room of Water#Door";
+ donpcevent "Room of Water::OnDisable";
+ set .MyMobs,5;
+ monster "job_wiz",114,169,"Marine Sphere",1142,1,"Room of Water#Door::OnMyMobDead";
+ monster "job_wiz",112,169,"Hydra",1068,1,"Room of Water#Door::OnMyMobDead";
+ monster "job_wiz",116,169,"Hydra",1068,1,"Room of Water#Door::OnMyMobDead";
+ monster "job_wiz",114,171,"Hydra",1068,1,"Room of Water#Door::OnMyMobDead";
+ monster "job_wiz",114,167,"Hydra",1068,1,"Room of Water#Door::OnMyMobDead";
+ initnpctimer;
+ end;
- //Wizard Quiz
- R_2:
- mes "[Raul Expagarus]";
- mes "1. Which stat is most important";
- mes "for a Mage?";
- next;
- menu "INT",sM2_0a, "AGI",sM2_0b, "DEX",sM2_0b, "VIT",sM2_0b;
+OnDisable:
+ killmonsterall "job_wiz";
+ disablenpc "Room of Water#Door";
+ end;
- sM2_0a:
- set @SCORE, @SCORE + 10;
+OnMyMobDead:
+ set .MyMobs,.MyMobs-1;
+ if (.MyMobs < 1) {
+ mapannounce "job_wiz",strcharinfo(0)+" has succeeded in eliminating the monsters.",bc_map;
+ warp "job_wiz",116,97;
+ percentheal 100,100;
+ donpcevent "Room of Water#Door::OnDisable";
+ donpcevent "Room of Earth::OnEnable";
+ stopnpctimer;
+ }
+ end;
- sM2_0b:
+OnTimer1000:
+ mapannounce "job_wiz","The guard monster has appeared. You have 1 minute.",bc_map;
+ end;
- mes "[Raul Expagarus]";
- mes "2. Which attribute does not have a";
- mes "'Bolt' type attack?";
- next;
- menu "Water",sM2_1b, "Earth",sM2_1a, "Fire",sM2_1b, "Wind",sM2_1b;
+OnTimer30000:
+ mapannounce "job_wiz","30 seconds remaining.",bc_map;
+ end;
- sM2_1a:
- set @SCORE, @SCORE + 10;
+OnTimer50000:
+ mapannounce "job_wiz","10 seconds remaining.",bc_map;
+ end;
- sM2_1b:
+OnTimer60000:
+ mapannounce "job_wiz","Time is up.",bc_map;
+ donpcevent "Room of Water#Door::OnDisable";
+ end;
- mes "[Raul Expagarus]";
- mes "3. Choose the one that does not";
- mes "relate to a mage.";
- next;
- menu "Weak physical strength.",sM2_2b, "Attacks at a distance.",sM2_2b, "Good at selling stuff.",sM2_2a, "Magic Defense is high.",sM2_2b;
+OnTimer61000:
+ donpcevent "Room of Water#Failed::OnEnable";
+ end;
- sM2_2a:
- set @SCORE, @SCORE + 10;
+OnTimer62000:
+ mapannounce "job_wiz","Next candidate, please enter.",bc_map;
+ end;
- sM2_2b:
+OnTimer63000:
+ donpcevent "Room of Water#Failed::OnDisable";
+ donpcevent "Room of Water#Door::OnDisable";
+ donpcevent "Waiting Room#wiz::OnEnable";
+}
- mes "[Raul Expagarus]";
- mes "4. Which town is the home of the";
- mes "Mages?";
- next;
- menu "Prontera",sM2_3b, "Morroc",sM2_3b, "Alberta",sM2_3b, "Geffen",sM2_3a;
+job_wiz,114,169,0 script Room of Water#Failed -1,16,16,{
+OnInit:
+ disablenpc "Room of Water#Failed";
+ end;
- sM2_3a:
- set @SCORE, @SCORE + 10;
+OnTouch:
+ mapannounce "job_wiz",strcharinfo(0)+" has not succeeded.",bc_map;
+ warp "geffen",120,110;
+ end;
- sM2_3b:
+OnEnable:
+ enablenpc "Room of Water#Failed";
+ end;
+}
- mes "[Raul Expagarus]";
- mes "5. Which of the following cards has?";
- mes "nothing to do with INT?";
- next;
- menu "Andre Larva Card",sM2_4b, "Soldier Andre Card",sM2_4a, "Baby Desert Wolf Card",sM2_4b, "Elder Willow Card",sM2_4b;
+// Earth Room (Test 2 part 2)
+//==========================================================
+job_wiz,1,3,1 script Room of Earth 66,{
+OnInit:
+ disablenpc "Room of Earth";
+ end;
- sM2_4a:
- set @SCORE, @SCORE + 10;
+OnEnable:
+ enablenpc "Room of Earth";
+ set .MyMobs,10;
+ monster "job_wiz",111,102,"Yoyo",1057,1,"Room of Earth::OnMyMobDead";
+ monster "job_wiz",120,102,"Deniro",1105,1,"Room of Earth::OnMyMobDead";
+ monster "job_wiz",111,102,"Caramel",1103,1,"Room of Earth::OnMyMobDead";
+ monster "job_wiz",120,102,"Hode",1127,1,"Room of Earth::OnMyMobDead";
+ monster "job_wiz",111,93,"Savage",1166,1,"Room of Earth::OnMyMobDead";
+ monster "job_wiz",120,93,"Giearth",1121,1,"Room of Earth::OnMyMobDead";
+ monster "job_wiz",107,98,"Bigfoot",1060,1,"Room of Earth::OnMyMobDead";
+ monster "job_wiz",124,98,"Orc Warrior",1023,1,"Room of Earth::OnMyMobDead";
+ monster "job_wiz",104,86,"Vitata",1176,1,"Room of Earth::OnMyMobDead";
+ monster "job_wiz",127,86,"Mantis",1139,1,"Room of Earth::OnMyMobDead";
+ initnpctimer;
+ end;
- sM2_4b:
+OnDisable:
+ killmonsterall "job_wiz";
+ disablenpc "Room of Earth";
+ end;
- mes "[Raul Expagarus]";
- mes "6. What is the Mage good at";
- mes "compared to other job classes?";
- next;
- menu "Exceptional Vocal Ability",sM2_5b, "Exceptional Acting Ability",sM2_5b, "Exceptional Dance Skills",sM2_5b, "Exceptional Magic Skills",sM2_5a;
+OnMyMobDead:
+ set .MyMobs,.MyMobs-1;
+ if (.MyMobs < 1) {
+ mapannounce "job_wiz",strcharinfo(0) + " has succeeded in eliminating the monsters.",bc_map;
+ donpcevent "Room of Earth#Door::OnEnable";
+ stopnpctimer;
+ }
+ end;
- sM2_5a:
- set @SCORE, @SCORE + 10;
+OnTimer1000:
+ mapannounce "job_wiz","Earth Room; The job change test will now proceed.",bc_map;
+ end;
- sM2_5b:
+OnTimer2000:
+ mapannounce "job_wiz","The time limit is 3 minutes.",bc_map;
+ end;
- mes "[Raul Expagarus]";
- mes "7. What is the INT bonus at Job Lv";
- mes "40 for a mage?";
- next;
- menu "8",sM2_6b, "7",sM2_6b, "6",sM2_6b, "5",sM2_6a;
+OnTimer3000:
+ mapannounce "job_wiz","Eliminate all monster within the time limit.",bc_map;
+ end;
- sM2_6a:
- set @SCORE, @SCORE + 10;
+OnTimer33000:
+ mapannounce "job_wiz","2 minutes and 30 seconds remaining.",bc_map;
+ end;
- sM2_6b:
+OnTimer63000:
+ mapannounce "job_wiz","2 minutes remaining.",bc_map;
+ end;
- mes "[Raul Expagarus]";
- mes "8. Which item can't be equipped by mages?";
- next;
- menu "Knife",sM2_7b, "Cap",sM2_7a, "Sandals",sM2_7b, "Eye of Dullahan",sM2_7b;
+OnTimer93000:
+ mapannounce "job_wiz","1 minute and 30 seconds remaining.",bc_map;
+ end;
- sM2_7a:
- set @SCORE, @SCORE + 10;
+OnTimer123000:
+ mapannounce "job_wiz","1 minute remaining.",bc_map;
+ end;
- sM2_7b:
+OnTimer153000:
+ mapannounce "job_wiz","30 seconds remaining.",bc_map;
+ end;
- mes "[Raul Expagarus]";
- mes "9. Which of the following is the";
- mes "catalyst when making the Mage test";
- mes "solution 3?";
- next;
- menu "Blue Gemstone",sM2_8a, "Red Gemstone",sM2_8b, "Yellow Gemstone",sM2_8b, "Red Blood",sM2_8b;
+OnTimer173000:
+ mapannounce "job_wiz","10 seconds remaining.",bc_map;
+ end;
- sM2_8a:
- set @SCORE, @SCORE + 10;
+OnTimer183000:
+ mapannounce "job_wiz","Time is up.",bc_map;
+ donpcevent "Room of Earth::OnDisable";
+ end;
- sM2_8b:
+OnTimer184000:
+ donpcevent "Room of Earth#Failed::OnEnable";
+ end;
- mes "[Raul Expagarus]";
- mes "10. Which card is irrelevant to";
- mes "magic?";
- next;
- menu "Marduk Card",sM2_9b, "Magnolia Card",sM2_9a, "Willow Card",sM2_9b, "Maya Card",sM2_9b;
+OnTimer185000:
+ mapannounce "job_wiz","Next candidate, please enter.",bc_map;
+ end;
- sM2_9a:
- set @SCORE, @SCORE + 10;
+OnTimer186000:
+ donpcevent "Room of Earth#Failed::OnDisable";
+ donpcevent "Room of Earth::OnDisable";
+ donpcevent "Waiting Room#wiz::OnEnable";
+}
- sM2_9b:
+job_wiz,1,4,1 script Room of Earth#Door 66,{
+OnInit:
+ disablenpc "Room of Earth#Door";
+ end;
+OnEnable:
+ enablenpc "Room of Earth#Door";
+ donpcevent "Room of Earth::OnDisable";
+ donpcevent "Room of Earth::OnDisable";
+ set .MyMobs,7;
+ monster "job_wiz",116,97,"Flora",1118,1,"Room of Earth#Door::OnMyMobDead";
+ monster "job_wiz",114,95,"Mandragora",1020,1,"Room of Earth#Door::OnMyMobDead";
+ monster "job_wiz",118,95,"Mandragora",1020,1,"Room of Earth#Door::OnMyMobDead";
+ monster "job_wiz",114,99,"Mandragora",1020,1,"Room of Earth#Door::OnMyMobDead";
+ monster "job_wiz",118,99,"Mandragora",1020,1,"Room of Earth#Door::OnMyMobDead";
+ monster "job_wiz",116,94,"Mandragora",1020,1,"Room of Earth#Door::OnMyMobDead";
+ monster "job_wiz",116,100,"Mandragora",1020,1,"Room of Earth#Door::OnMyMobDead";
+ initnpctimer;
+ end;
- L_Cont0:
- mes "[Raul Expagarus]";
- mes "Well that's the end of the test. When you get some time afterwards, go get something to eat okay.";
- next;
- mes "[Raul Expagarus]";
- mes "Anyway, here is your score: ^ff0000"+@SCORE+"^000000 points.";
- next;
- mes "[Raul Expagarus]";
- if(@SCORE == 100) goto sL_Pass100;
- if(@SCORE == 90) goto sL_Pass90;
+OnDisable:
+ killmonsterall "job_wiz";
+ disablenpc "Room of Earth#Door";
+ end;
- sL_Failed:
- set WIZ_Q2, 1;
- mes "Hmf... You failed, go study some more.";
- next;
- mes "[Raul Expagarus]";
- mes "You're a long way away. With that low of an intelligence, you have no chance of surviving as a wizard.";
- close;
+OnMyMobDead:
+ set .MyMobs,.MyMobs-1;
+ if (.MyMobs < 1) {
+ mapannounce "job_wiz",strcharinfo(0) + " has succeeded in eliminating the monster.",bc_map;
+ percentheal 100,100;
+ warp "job_wiz",46,99;
+ donpcevent "Room of Earth#Door::OnDisable";
+ donpcevent "Room of Fire::OnEnable";
+ stopnpctimer;
+ }
+ end;
- sL_Pass90:
- set WIZ_Q, 3;
- set WIZ_Q2, 0;
- mes "Hmm, you've missed one question, but I'll let you pass.";
- next;
- mes "[Raul Expagarus]";
- mes "Don't relax yet! There is still a 3rd test left. While we prepare for the next test, sit and rest a bit.";
- close;
+OnTimer1000:
+ mapannounce "job_wiz","The guard monster has appeared. You have 1 minute.",bc_map;
+ end;
- sL_Pass100:
- set WIZ_Q, 3;
- set WIZ_Q2, 0;
- mes "Wonderful! You've passed the 2nd test.";
- next;
- mes "[Raul Expagarus]";
- mes "Don't relax yet! There is still a 3rd test left. While we prepare for the next test, sit and rest a bit.";
- close;
+OnTimer30000:
+ mapannounce "job_wiz","30 seconds remaining.",bc_map;
+ end;
+OnTimer50000:
+ mapannounce "job_wiz","10 seconds remaining.",bc_map;
+ end;
- L_Test3:
- if(WIZ_Q2 == 1) goto sL_ReTest3;
- mes "Got some rest? Good. Now, let's start the last test.";
- next;
- mes "[Raul Expagarus]";
- mes "I'll make a quick explanation of the test, want to hear it?";
- next;
- menu "No thank you.",M_1a, "Please go on",M_1b;
+OnTimer60000:
+ mapannounce "job_wiz","End time.",bc_map;
+ donpcevent "Room of Earth#Door::OnDisable";
+ end;
- M_1a:
- mes "[Raul Expagarus]";
- mes "Ignorant fool! Fine, go die if you wish! Your corpse will be left as food for the monsters.";
- emotion e_omg;
- next;
- mes "[Raul Expagarus]";
- mes "I'll send you now... By the way, have fun getting slaughtered!";
- next;
- savepoint "gef_tower",106,29;
- warp "job_wiz",57,154;
- end;
+OnTimer61000:
+ donpcevent "Room of Earth#Failed::OnEnable";
+ end;
- M_1b:
- mes "[Raul Expagarus]";
- mes "Good choice. Listen carefully.";
- next;
- mes "[Raul Expagarus]";
- mes "The is a test of your ability to fight monsters of varying elemental properites.";
- mes "There will be 3 different rooms, each containing monsters of a different elemental property.";
- next;
- mes "[Raul Expagarus]";
- mes "There will be the Room of Water which will have monsters of the water property, followed by the ";
- mes "Room of Earth with earth property monsters, and finally the Room of Fire with fire property monsters.";
- next;
- mes "[Raul Expagarus]";
- mes "You will have 3 minutes for each room. You must kill all of the monsters in the room to be able to advance to the next room.";
- next;
- mes "[Raul Expagarus]";
- mes "If you use that right spells you should be able to finish the test rather easily. That's all there is to it.";
- next;
- mes "[Raul Expagarus]";
- mes "You look a little frightened.... give up now and you can return to town.....";
- next;
- menu "I have no fear! Give me the test!",sM_a, "... tooo scaaarryy... lemme go home(*sob*sob*)",sM_b;
+OnTimer62000:
+ mapannounce "job_wiz","Next candidate, please enter.",bc_map;
+ end;
- sM_a:
- mes "[Raul Expagarus]";
- mes "Kid, you have courage. We'll start right away!";
- next;
- set WIZ_Q2, 1;
- savepoint "gef_tower",106,29;
- warp "job_wiz",57,154;
- end;
+OnTimer63000:
+ donpcevent "Room of Earth#Failed::OnDisable";
+ donpcevent "Room of Earth#Door::OnDisable";
+ donpcevent "Waiting Room#wiz::OnEnable";
+}
- sM_b:
- mes "[Raul Expagarus]";
- mes "Good choice. Have a nice peaceful life!";
- warp "geffen",120,110;
- end;
+job_wiz,116,97,0 script Room of Earth#Failed -1,16,16,{
+OnInit:
+ disablenpc "Room of Earth#Failed";
+ end;
- sL_ReTest3:
- mes "You want to take the test AGAIN!? You love magic THAT much!?";
- emotion e_what;
- next;
- mes "[Raul Expagarus]";
- mes "You failed last time, so it's time for a quiz! If you don't want to take it, TOO BAD!.";
- next;
- mes "[Raul Expagarus]";
- mes "Let's start.";
- next;
- set @SCORE, 0;
+OnTouch:
+ mapannounce "job_wiz",strcharinfo(0) + " has not succeeded.",bc_map;
+ warp "geffen",120,110;
+ end;
- mes "[Raul Expagarus]";
- mes "1. Choose the monster with a";
- mes "different attribute than the";
- mes "others.";
- next;
- menu "Mantis",sM_0b, "Cornutus",sM_0a, "Giearth",sM_0b, "Caramel",sM_0b;
+OnEnable:
+ enablenpc "Room of Earth#Failed";
+ end;
- sM_0a:
- set @SCORE, @SCORE + 20;
+OnDisable:
+ disablenpc "Room of Earth#Failed";
+}
- sM_0b:
+// Fire Room (Test 2 part 3)
+//==========================================================
+job_wiz,1,5,1 script Room of Fire 66,{
+OnInit:
+ disablenpc "Room of Fire";
+ end;
- mes "[Raul Expagarus]";
- mes "2. Choose the monster that is not a";
- mes "looting one.";
- next;
- menu "Yoyo",sM_1b, "Magnolia",sM_1b, "Metaller",sM_1b, "Zerom",sM_1a;
+OnEnable:
+ enablenpc "Room of Fire";
+ set .MyMobs,8;
+ monster "job_wiz",58,110,"Zerom",1178,1,"Room of Fire::OnMyMobDead";
+ monster "job_wiz",33,110,"Goblin",1123,1,"Room of Fire::OnMyMobDead";
+ monster "job_wiz",40,103,"Scorpion",1001,1,"Room of Fire::OnMyMobDead";
+ monster "job_wiz",51,103,"Frilldora",1119,1,"Room of Fire::OnMyMobDead";
+ monster "job_wiz",40,92,"PecoPeco",1019,1,"Room of Fire::OnMyMobDead";
+ monster "job_wiz",51,92,"Elder Willow",1033,1,"Room of Fire::OnMyMobDead";
+ monster "job_wiz",37,89,"Metaller",1058,1,"Room of Fire::OnMyMobDead";
+ monster "job_wiz",54,89,"Desert Wolf",1106,1,"Room of Fire::OnMyMobDead";
+ initnpctimer;
+ end;
- sM_1a:
- set @SCORE, @SCORE + 20;
+OnDisable:
+ killmonsterall "job_wiz";
+ disablenpc "Room of Fire";
+ end;
- sM_1b:
+OnMyMobDead:
+ set .MyMobs,.MyMobs-1;
+ if (.MyMobs < 1) {
+ mapannounce "job_wiz",strcharinfo(0) + " has succeeded in eliminating the monsters.",bc_map;
+ donpcevent "Room of Fire#Door::OnEnable";
+ stopnpctimer;
+ }
+ end;
- mes "[Raul Expagarus]";
- mes "3. Which of these monsters does not";
- mes "recognize casting?";
- next;
- menu "Marina",sM_2a, "Vitata",sM_2b, "Scorpion",sM_2b, "Giearth",sM_2b;
+OnTimer1000:
+ mapannounce "job_wiz","Fire Room; The job change test shall now proceed.",bc_map;
+ end;
- sM_2a:
- set @SCORE, @SCORE + 20;
+OnTimer2000:
+ mapannounce "job_wiz","Time limit is 3 minutes. We will now start the test.",bc_map;
+ end;
- sM_2b:
+OnTimer3000:
+ mapannounce "job_wiz","Please eliminate all monsters within the time limit.",bc_map;
+ end;
- mes "[Raul Expagarus]";
- mes "4. Chose the spell that would be";
- mes "efficient against a Marine Sphere.";
- next;
- menu "Cold Bolt",sM_3b, "Fire Bolt",sM_3b, "Lightning Bolt",sM_3a, "Stone Curse",sM_3b;
+OnTimer33000:
+ mapannounce "job_wiz","2 minutes and 30 seconds remaining.",bc_map;
+ end;
- sM_3a:
- set @SCORE, @SCORE + 20;
+OnTimer63000:
+ mapannounce "job_wiz","2 minutes remaining.",bc_map;
+ end;
- sM_3b:
+OnTimer93000:
+ mapannounce "job_wiz","1 minute and 30 seconds remaining.",bc_map;
+ end;
- mes "[Raul Expagarus]";
- mes "5. Choose the monster that can";
- mes "move.";
- next;
- menu "Hydra",sM_4b, "Mandragora",sM_4b, "Greatest General",sM_4b, "Frilldora",sM_4a;
+OnTimer123000:
+ mapannounce "job_wiz","1 minute remaining.",bc_map;
+ end;
- sM_4a:
- set @SCORE, @SCORE + 20;
+OnTimer153000:
+ mapannounce "job_wiz","30 seconds remaining.",bc_map;
+ end;
- sM_4b:
+OnTimer173000:
+ mapannounce "job_wiz","10 seconds remaining.",bc_map;
+ end;
- mes "[Raul Expagarus]";
- mes "Your score is ^ff0000" +@SCORE+ "^000000 pts.";
- next;
- mes "[Raul Expagarus]";
- if (@SCORE >= 80) goto sL_Passed3;
+OnTimer183000:
+ mapannounce "job_wiz","Time is up.",bc_map;
+ donpcevent "Room of Fire::OnDisable";
+ end;
- sL_Failed3:
- mes "You Failed! Go study some more!";
- next;
- mes "[Raul Expagarus]";
- mes "You aren't fit to be a wizard, why do you think you failed!?";
- close;
+OnTimer184000:
+ donpcevent "Room of Fire#Failed::OnEnable";
+ end;
- sL_Passed3:
- if (@SCORE == 100) mes "If you're so smart, why couldn't you pass the test the first time?";
- if (@SCORE == 80) mes "Kehe, almost perfect. I'll let you try again.";
- next;
- menu "Let's start!",M_2a, "Explain the test again please.",M_1b;
+OnTimer185000:
+ mapannounce "job_wiz","Next candidate, please enter.",bc_map;
+ end;
- M_2a:
- mes "[Raul Expagarus]";
- mes "I won't help you even if you die this time. Don't come crying to me if you fail again.... hehe.";
- next;
- percentheal 100,100;
- mes "[Raul Expagarus]";
- mes "I'll send you to the arena now. Have fun getting your butt whooped!";
- next;
- savepoint "gef_tower",106,29;
- warp "job_wiz",55,156;
- end;
+OnTimer186000:
+ donpcevent "Room of Fire#Failed::OnDisable";
+ donpcevent "Room of Fire::OnDisable";
+ donpcevent "Waiting Room#wiz::OnEnable";
}
-
-//<====================================================== Test Arena ========================================================>\\
-// Test Guide ---------------------------------------------------------------------------------
-job_wiz,50,165,4 script Wizard Test Guide::WzTG 123,{
- mes "[Test Guide]";
- mes "Welcome. I will be your guide for the Wizard Test.";
- next;
- menu "I would like to take the test.",M_0, "I would like to leave.",M_1;
-
- M_0:
- mes "[Test Guide]";
- mes "As you have been told you will have 3 minutes to finish each portion of the test.";
- mes "I will periodically announce how much time you have left for each room on a minute by minute basis.";
- next;
- mes "[Test Guide]";
- mes "Please enter the 'Wizard Test Waiting Room' when you are ready to take the test.";
- mes "When the testing room is ready you will be automatically warped there and the exam will begin.";
- next;
- mes "[Test Guide]";
- mes "Good luck!";
- close;
- M_1:
- mes "[Test Guide]";
- mes "I see. I will send you back.";
- next;
- warp "gef_tower",106, 35;
- end;
-
+job_wiz,1,6,1 script Room of Fire#Door 66,{
OnInit:
- waitingroom "Wizard Test Waiting Room",8,"WzTG::OnStart",1;
+ disablenpc "Room of Fire#Door";
end;
-OnStart:
- set $@WzUsers, getareausers("job_wiz", 98, 154, 129, 185); // get user count for first lvl
- set $@WzUsers, $@WzUsers + getareausers("job_wiz", 100, 82, 131, 113); // get user count for second lvl + first lvl
- set $@WzUsers, $@WzUsers + getareausers("job_wiz", 30, 82, 61, 113); // get user count for third lvl + second lvl + first lvl
- if ($@WzUsers > 0) end;
-
- if ((getwaitingroomstate(33)) == 0) end; // finds out if there is anyone in the waiting room
- disablenpc "waterwrp"; //disables the warps
- disablenpc "waterwarpW";
- disablenpc "waterwarpN";
- disablenpc "waterwarpS";
- disablenpc "earthwrp";
- disablenpc "earthwarpW";
- disablenpc "earthwarpN";
- disablenpc "earthwarpS";
- disablenpc "firewrp";
- disablenpc "firewarpN";
- disablenpc "firewarpW";
- disablenpc "firewarpS";
- killmonsterall "job_wiz"; //makes sure there are no left over mobs from other testers
- warpwaitingpc "job_wiz",114,169;
- donpcevent "WaterRm::OnStart";
+OnEnable:
+ enablenpc "Room of Fire#Door";
+ donpcevent "Room of Fire::OnDisable";
+ set .MyMobs,3;
+ monster "job_wiz",44,99,"Greatest General",1277,1,"Room of Fire#Door::OnMyMobDead";
+ monster "job_wiz",43,99,"Horong",1129,1,"Room of Fire#Door::OnMyMobDead";
+ monster "job_wiz",45,99,"Horong",1129,1,"Room of Fire#Door::OnMyMobDead";
+ initnpctimer;
end;
-}
-
-// Room of Water -----------------------------------------------------------------------------
-job_wiz,1,1,1 script WaterRm -1,{
-OnStart:
- set $@WzRm, 1; // used to determine which map area(room) to make time announcements in
- set $@WzMOB, 8; //used as a counter for the monsters that are summoned
- monster "job_wiz",109,174,"Phen",1158,1,"WaterRm::OnMyMobDead1";
- monster "job_wiz",118,174,"Kukre",1070,1,"WaterRm::OnMyMobDead1";
- monster "job_wiz",98,170,"Kukre",1070,1,"WaterRm::OnMyMobDead1";
- monster "job_wiz",109,165,"Vadon",1066,1,"WaterRm::OnMyMobDead1";
- monster "job_wiz",118,165,"Cornutus",1067,1,"WaterRm::OnMyMobDead1";
- monster "job_wiz",101,157,"Marina",1141,1,"WaterRm::OnMyMobDead1";
- monster "job_wiz",126,157,"Marin",1242,1,"WaterRm::OnMyMobDead1";
- monster "job_wiz",129,170,"Obeaune",1044,1,"WaterRm::OnMyMobDead1";
- initnpctimer "TimerWz";
+OnDisable:
+ killmonsterall "job_wiz";
+ disablenpc "Room of Fire#Door";
end;
-OnMyMobDead1: //when a monster dies this portion of script is run
- set $@WzMOB, $@WzMOB - 1;
- if ($@WzMOB > 0) end;
-
- stopnpctimer "TimerWz";
- set $@WzMOB, 0;
- addtimer 2000, "WaterRm::OnTimer2000";
+OnMyMobDead:
+ set .MyMobs,.MyMobs-1;
+ if (.MyMobs < 1) {
+ mapannounce "job_wiz","Congratulations, " + strcharinfo(0) + ". You have passed the job change test.",bc_map;
+ set WIZ_Q,7;
+ donpcevent "Room of Fire#Door::OnDisable";
+ donpcevent "Room of Fire#Door::OnDisable";
+ donpcevent "Test Helper#wiz::OnEnable";
+ stopnpctimer;
+ }
end;
-OnTimer2000:
- set $@WzMOB, 5;
- areaannounce "job_wiz", 98, 154, 129, 185, "[Test Guide]: You must now defeat the door gaurds! Hurry!",8;
- monster "job_wiz",114,169,"Marine Sphere",1142,1,"WaterRm::OnMyMobDead2";
- monster "job_wiz",112,169,"Hydra",1068,1,"WaterRm::OnMyMobDead2";
- monster "job_wiz",116,169,"Hydra",1068,1,"WaterRm::OnMyMobDead2";
- monster "job_wiz",114,171,"Hydra",1068,1,"WaterRm::OnMyMobDead2";
- monster "job_wiz",114,167,"Hydra",1068,1,"WaterRm::OnMyMobDead2";
- setnpctimer 120000, "TimerWz";
- startnpctimer "TimerWz";
- end;
-
-OnMyMobDead2:
- set $@WzMOB, $@WzMOB - 1;
- if ($@WzMOB > 0) end;
-
- stopnpctimer "TimerWz";
- set $@WzMOB, 0;
- areaannounce "job_wiz", 98, 154, 129, 185, "[Test Guide]: Well done. You have completed the Room of Water. Get ready for the Room of Earth.",8;
- percentheal 100,100;
- enablenpc "waterwrp";
- enablenpc "waterwarpW";
- enablenpc "waterwarpN";
- enablenpc "waterwarpS";
- initnpctimer "waterwrp"; // warps the player after 30 secs even if they don't enter the warps
+OnTimer1000:
+ mapannounce "job_wiz","The guard monster has appeared. You have 2 minutes.",bc_map;
end;
-}
-// Room of Earth -----------------------------------------------------------------------------------------------
-job_wiz,1,1,1 script EarthRm -1,{
-
-OnStart:
- set $@WzRm, 2;
- set $@WzMOB, 10;
- monster "job_wiz",111,102,"Yoyo",1057,1,"EarthRm::OnMyMobDead1";
- monster "job_wiz",120,102, "Deniro",1105,1,"EarthRm::OnMyMobDead1";
- monster "job_wiz",111,102, "Caramel",1103,1,"EarthRm::OnMyMobDead1";
- monster "job_wiz",120,102,"Hode",1127,1,"EarthRm::OnMyMobDead1";
- monster "job_wiz",111,93,"Savage",1166,1,"EarthRm::OnMyMobDead1";
- monster "job_wiz",120,93,"Giearth",1121,1,"EarthRm::OnMyMobDead1";
- monster "job_wiz",107,98,"Bigfoot",1060,1,"EarthRm::OnMyMobDead1";
- monster "job_wiz",124,98,"Orc Warrior",1023,1,"EarthRm::OnMyMobDead1";
- monster "job_wiz",104,86,"Vitata",1176,1,"EarthRm::OnMyMobDead1";
- monster "job_wiz",127,86,"Mantis",1139,1,"EarthRm::OnMyMobDead1";
- initnpctimer "TimerWz";
+OnTimer30000:
+ mapannounce "job_wiz","1 minute and 30 seconds remaining.",bc_map;
end;
-OnMyMobDead1:
- set $@WzMOB, $@WzMOB - 1;
- if ($@WzMOB > 0) end;
-
- stopnpctimer "TimerWz";
- addtimer 2000, "EarthRm::OnTimer2000";
- set $@WzMOB, 0;
+OnTimer60000:
+ mapannounce "job_wiz","1 minute remaining.",bc_map;
end;
-OnTimer2000:
- set $@WzMOB, 7;
- areaannounce "job_wiz", 100, 82, 131, 113, "[Test Guide]: You now must defeat the door gaurds! Hurry!.",8;
- monster "job_wiz",116,97,"Flora",1118,1,"EarthRm::OnMyMobDead2";
- monster "job_wiz",114,95,"Mandragora",1020,1,"EarthRm::OnMyMobDead2";
- monster "job_wiz",118,95,"Mandragora",1020,1,"EarthRm::OnMyMobDead2";
- monster "job_wiz",114,99,"Mandragora",1020,1,"EarthRm::OnMyMobDead2";
- monster "job_wiz",118,99,"Mandragora",1020,1,"EarthRm::OnMyMobDead2";
- monster "job_wiz",116,94,"Mandragora",1020,1,"EarthRm::OnMyMobDead2";
- monster "job_wiz",116,100,"Mandragora",1020,1,"EarthRm::OnMyMobDead2";
- setnpctimer 120000, "TimerWz";
- startnpctimer "TimerWz";
- end;
-
-OnMyMobDead2:
- set $@WzMOB, $@WzMOB - 1;
- if ($@WzMOB > 0) end;
-
- stopnpctimer "TimerWz";
- set $@WzMOB, 0;
- areaannounce "job_wiz", 100, 82, 131, 113, "[Test Guide]: Well done. You have completed the Room of Earth. Get ready for the Room of Fire.",8;
- percentheal 100,100;
- enablenpc "earthwrp";
- enablenpc "earthwarpN";
- enablenpc "earthwarpW";
- enablenpc "earthwarpS";
- initnpctimer "earthwrp";
+OnTimer90000:
+ mapannounce "job_wiz","30 seconds remaining.",bc_map;
end;
-}
-
-// Room of Fire ------------------------------------------------------------------------------------------------------------
-job_wiz,1,1,1 script FireRm -1,{
-OnStart:
- set $@WzRm, 3;
- set $@WzMOB, 7;
- monster "job_wiz",58,110,"Zerom",1178,1,"FireRm::OnMyMobDead1";
- monster "job_wiz",33,110,"Flail Goblin",1123,1,"FireRm::OnMyMobDead1";
- monster "job_wiz",40,103,"Scorpion",1001,1,"FireRm::OnMyMobDead1";
- monster "job_wiz",51,103,"Frilldora",1119,1,"FireRm::OnMyMobDead1";
- monster "job_wiz",40,92,"Peco Peco",1019,1,"FireRm::OnMyMobDead1";
- monster "job_wiz",51,92,"Elder Willow",1033,1,"FireRm::OnMyMobDead1";
- monster "job_wiz",37,89,"Metaller",1058,1,"FireRm::OnMyMobDead1";
- initnpctimer "TimerWz";
+OnTimer110000:
+ mapannounce "job_wiz","10 seconds remaining.",bc_map;
end;
-OnMyMobDead1:
- set $@WzMOB, $@WzMOB - 1;
- if ($@WzMOB > 0) end;
-
- stopnpctimer "TimerWz";
- addtimer 2000, "FireRm::OnTimer2000";
- set $@WzMOB, 0;
+OnTimer120000:
+ mapannounce "job_wiz","Time is up.",bc_map;
+ donpcevent "Room of Fire#Door::OnDisable";
end;
-OnTimer2000:
- set $@WzMOB, 3;
- areaannounce "job_wiz", 30, 82, 61, 113, "[Test Guide]: You now must defeat the door gaurds! Hurry!.",8;
- monster "job_wiz",44,99,"Greatest General",1277,1,"FireRm::OnMyMobDead2";
- monster "job_wiz",43,99,"Horong",1129,1,"FireRm::OnMyMobDead2";
- monster "job_wiz",45,99,"Horong",1129,1,"FireRm::OnMyMobDead2";
- setnpctimer 120000, "TimerWz";
- startnpctimer "TimerWz";
- end;
-
-OnMyMobDead2:
- set $@WzMOB, $@WzMOB - 1;
- if ($@WzMOB > 0) end;
-
- stopnpctimer "TimerWz";
- set $@WzMOB, 0;
- set WIZ_Q, 4;
- set WIZ_Q2, 0;
- areaannounce "job_wiz", 30, 82, 61, 113, "[Test Guide]: Well done. You have completed the Room of Fire and the entire test.",0;
- enablenpc "firewrp";
- enablenpc "firewarpN";
- enablenpc "firewarpW";
- enablenpc "firewarpS";
- initnpctimer "firewrp";
+OnTimer121000:
+ donpcevent "Room of Fire#Failed::OnEnable";
end;
-}
+OnTimer122000:
+ mapannounce "job_wiz","Next candidate, please enter.",bc_map;
+ end;
-// Timer -----------------------------------------------------------------------------------------------
-job_wiz,1,1,1 script TimerWz -1,{
+OnTimer123000:
+ donpcevent "Room of Fire#Failed::OnDisable";
+ donpcevent "Room of Fire#Door::OnDisable";
+ donpcevent "Waiting Room#wiz::OnEnable";
+}
-OnTimer1000:
- if($@WzRm==1) areaannounce "job_wiz", 98, 154, 129, 185, "[Test Guide]: Room of Water, testing will begin.",8;
- if($@WzRm==2) areaannounce "job_wiz", 100, 82, 131, 113, "[Test Guide]: Room of Earth, testing will begin.",8;
- if($@WzRm==3) areaannounce "job_wiz", 30, 82, 61, 113, "[Test Guide]: Room of Fire, testing will begin.",8;
- end;
-OnTimer4000:
- set $@WzTime$, "You have 3 minutes to defeat all of the monsters in this room starting now!";
- donpcevent "WzTG::OnStart"; //checks to see if anyone is still in the room, in case of logout or KO
- callsub AnnounceWz;
-OnTimer34000:
- donpcevent "WzTG::OnStart";
- end;
-OnTimer64000:
- set $@WzTime$, "You have 2 minutes left!";
- donpcevent "WzTG::OnStart";
- callsub AnnounceWz;
-OnTimer94000:
- donpcevent "WzTG::OnStart";
- end;
-OnTimer124000:
- set $@WzTime$, "You have 1 minute left!";
- donpcevent "WzTG::OnStart";
- callsub AnnounceWz;
-OnTimer154000:
- set $@WzTime$, "You have 30 seconds left!";
- donpcevent "WzTG::OnStart";
- callsub AnnounceWz;
-OnTimer174000:
- set $@WzTime$, "You have 10 seconds left!";
- callsub AnnounceWz;
-OnTimer184000:
- set $@WzTime$, "Time is up. You have failed the test.";
- callsub AnnounceWz;
-OnTimer188000:
- stopnpctimer;
- if($@WzRm==1) areawarp "job_wiz", 98, 154, 129, 185, "gef_tower",106, 35;
- if($@WzRm==2) areawarp "job_wiz", 100, 82, 131, 113, "gef_tower",106, 35;
- if($@WzRm==3) areawarp "job_wiz", 30, 82, 61, 113, "gef_tower",106, 35;
- killmonsterall "job_wiz";
- donpcevent "WzTG::OnStart";
+job_wiz,46,99,0 script Room of Fire#Failed -1,16,16,{
+OnInit:
+ disablenpc "Room of Fire#Failed";
end;
-AnnounceWz:
- if($@WzRm==1) areaannounce "job_wiz", 98, 154, 129, 185, "[Test Guide]: "+$@WzTime$+".",8;
- if($@WzRm==2) areaannounce "job_wiz", 100, 82, 131, 113, "[Test Guide]: "+$@WzTime$+".",8;
- if($@WzRm==3) areaannounce "job_wiz", 30, 82, 61, 113, "[Test Guide]: "+$@WzTime$+".",8;
+OnTouch:
+ warp "geffen",120,110;
end;
-}
+OnEnable:
+ enablenpc "Room of Fire#Failed";
+ end;
-// Warps ------------------------------------------------------------------------------------------
+OnDisable:
+ disablenpc "Room of Fire#Failed";
+}
-// Water
-job_wiz,129,169,1 script waterwarpE::waterwrp 45,1,1,{
+job_wiz,1,7,1 script Test Helper#wiz 66,{
+ end;
-OnTimer30000:
- stopnpctimer "waterwrp";
- areawarp "job_wiz", 98, 154, 129, 185, "job_wiz",116,98;
- donpcevent "EarthRm::OnStart";
+OnInit:
+ disablenpc "Test Helper#wiz";
end;
-}
-job_wiz,98,169,1 duplicate(waterwrp) waterwarpW 45,1,1
-job_wiz,114,185,1 duplicate(waterwrp) waterwarpN 45,1,1
-job_wiz,114,154,1 duplicate(waterwrp) waterwarpS 45,1,1
+OnEnable:
+ initnpctimer;
+ end;
-// Earth
-job_wiz,131,98,1 script earthwarpE::earthwrp 45,1,1,{
+OnDisable:
+ disablenpc "Test Helper#wiz";
+ end;
-OnTimer30000:
- stopnpctimer "earthwrp";
- areawarp "job_wiz", 100, 82, 131, 113, "job_wiz",47,98;
- donpcevent "FireRm::OnStart";
+OnTimer2000:
+ mapannounce "job_wiz","Please return and complete the rest of the job change processes.",bc_map;
end;
-}
-job_wiz,100,98,1 duplicate(earthwrp) earthwarpW 45,1,1
-job_wiz,116,82,1 duplicate(earthwrp) earthwarpN 45,1,1
-job_wiz,116,113,1 duplicate(earthwrp) earthwarpS 45,1,1
+OnTimer4000:
+ mapannounce "job_wiz","This is the end of the test. Next candidate, please stand by.",bc_map;
+ end;
-// Fire
-job_wiz,61,97,1 script firewarpE::firewrp 45,1,1,{
+OnTimer5000:
+ areawarp "job_wiz",33,82,57,113,"gef_tower",110,30;
+ end;
-OnTimer30000:
- stopnpctimer "firewrp";
- areawarp "job_wiz", 30, 82, 61, 113, "gef_tower",106,35;
- donpcevent "WzTG::OnStart";
+OnTimer7000:
+ mapannounce "job_wiz","Next candidate, please enter.",bc_map;
end;
+
+OnTimer9000:
+ donpcevent "Test Helper#wiz::OnDisable";
+ donpcevent "Waiting Room#wiz::OnEnable";
+ stopnpctimer;
}
-job_wiz,30,97,1 duplicate(firewrp) firewarpW 45,1,1
-job_wiz,46,113,1 duplicate(firewrp) firewarpN 45,1,1
-job_wiz,46,82,1 duplicate(firewrp) firewarpS 45,1,1
-
-
-//==============================================================================
-// mapflag
-//==============================================================================
-job_wiz mapflag nomemo
-job_wiz mapflag noteleport
-job_wiz mapflag nosave SavePoint
-job_wiz mapflag nopenalty
-job_wiz mapflag nobranch
-job_wiz mapflag noexp
-job_wiz mapflag noloot
+
+gef_tower,107,36,4 script White Dog#wiz 81,{
+ if (BaseClass != Job_Mage || BaseJob != JOb_Wizard) {
+ if (BaseJob == Job_Wizard) {
+ mes "[Maria]";
+ mes "Instead of sticking around here, wouldn't it be better to go out and test how strong you've become?";
+ next;
+ mes "[Maria]";
+ mes "Don't forget that Wizards grow and improve in power each and every day.";
+ close2;
+ cutin "job_wizard_maria01",255;
+ end;
+ }
+ else if (Class == Job_Novice) {
+ mes "[Dog]";
+ mes "What? Kiddo!";
+ mes "Is a Dog talking so amusing to you?";
+ }
+ else {
+ cutin "job_wizard_maria02",2;
+ mes "[Dog]";
+ mes "Sheesh...Why would a person that can't even cast a spell a single spell come up here?";
+ mes "*Pfft* If you're that bored, do the world a favor and climb to the top of this building via the outside, then proceed to do some acrobatics if you get there.";
+ }
+ next;
+ mes "[Dog]";
+ mes "*Bark* Get lost!";
+ mes "I don't have time for people like you!";
+ close2;
+ cutin "job_wizard_maria02",255;
+ end;
+ }
+ if (WIZ_Q == 0) {
+ cutin "job_wizard_maria01",2;
+ mes "[Dog]";
+ mes "Ah...I know what you're about to say. You want to change jobs to a Wizard, right?";
+ next;
+ mes "[Dog]";
+ mes "Go talk to Catherine. She'll help you.";
+ next;
+ mes "[Dog]";
+ mes "Also, if you would like to know anything about the job change process, I can explain.";
+ next;
+ switch(select(".......:A Dog is talking to me...")) {
+ case 1:
+ mes "[Dog]";
+ mes "...*bark*...? What is it?? Why are you looking at me like that?!";
+ mes "Is it your first time seeing a Dog talk?";
+ next;
+ mes "[Dog]";
+ mes "*Bark* It's not common that you see a Dog talking I suppose. bark~";
+ mes "...Yes i suppose it is a rare site...*grrr*...Stop Gawking for goodness sakes!";
+ next;
+ mes "[Dog]";
+ mes "My name is 'Maria Splodofska'. Just call me 'Maria'.";
+ mes "I'm helping candidates that wish to become Wizards.";
+ next;
+ cutin "job_wizard_maria03",2;
+ mes "[Maria]";
+ mes "*Bark* Well, the reason I became a dog is...I was helping my boyfriend in experimenting to prepare for his Final for his Magic Degree. Well, *Grrrr* he accidentally turned me into a dog.";
+ mes "Theoretically, in a couple months the chemicals should wear off and I should be returned to normal. When exactly, I have no idea?";
+ next;
+ cutin "job_wizard_maria01",2;
+ mes "[Maria]";
+ mes "Well...it doesn't concern you anyways.";
+ mes "Now, where were we.";
+ next;
+ break;
+ case 2:
+ cutin "job_wizard_maria02",2;
+ mes "[Dog]";
+ mes "*Bark* *bark* *bark* Don't state the obvious! Alright, I know I'm a dog!";
+ next;
+ cutin "job_wizard_maria01",2;
+ mes "[Dog]";
+ mes "My name is 'Maria Splodofska'. People call me 'Maria'.";
+ mes "I'm helping little ones like you that wish to become Wizards.";
+ next;
+ cutin "job_wizard_maria03",2;
+ mes "[Dog called 'Maria']";
+ mes "The reason I became a dog is...My boyfriend that was experimenting to prepare for the Magic Degree, accidentally turned me into a dog.";
+ mes "Theoretically, in a couple months, the chemicals should wear off and I should be returned to normal. Exactly when, I have no idea?";
+ next;
+ cutin "job_wizard_maria02",2;
+ mes "[Dog called 'Maria']";
+ mes "I'm not a 'dog' called 'Maria'!! Oi!! Listen to me!!";
+ next;
+ mes "[Dog... 'Maria'...]";
+ mes "..........";
+ next;
+ mes "[Maria]";
+ mes "...*BARK* *BARK* *BARK*... I'm upset, but whatever!! You seem busy so I'll just drop it.";
+ next;
+ break;
+ }
+ cutin "job_wizard_maria01",2;
+ mes "[Maria]";
+ mes "Like I said before, to change jobs, talk to Catherine.";
+ mes "She's a new Wizard too.";
+ next;
+ mes "[Maria]";
+ mes "I can tell you more about the job change process, but I can't hold back a busy person now can I?";
+ mes "What do you think? Should I explain some about whats in store for Mages that wish to become Wizards?";
+ next;
+ switch(select("Yes, please! I would like that.:No, it's ok.:A talking dog...")) {
+ case 1:
+ cutin "job_wizard_maria01",2;
+ mes "[Maria]";
+ mes "OK, I will explain the process for you.";
+ next;
+ mes "[Maria]";
+ mes "There are three tests in the job change process.";
+ mes "The first test is collecting magic items.";
+ next;
+ mes "[Maria]";
+ mes "That one begins when you submit an application to Catherine.";
+ mes "She'll either tell you to collect all types of gemstones, or gather stones with attributes.";
+ next;
+ mes "[Maria]";
+ mes "Second test is a magic quiz,";
+ mes "The gloomy Laurel in the corner is in charge of that part.";
+ next;
+ mes "[Maria]";
+ mes "There are questions about magic, monsters, and Mages.";
+ mes "Out of the 10 questions, if you don't get them all correct, he doesn't let you pass. In other words, you fail...";
+ next;
+ mes "[Maria]";
+ mes "Oddly enough, He is in charge of the 3rd test too.";
+ mes "The third test is eliminating monsters.";
+ next;
+ mes "[Maria]";
+ mes "In each room, there are monsters of certain attributes.";
+ mes "You must attack them with the appropriate spells.";
+ next;
+ mes "[Maria]";
+ mes "Well, that's all that I can say. Go apply now.";
+ next;
+ mes "[Maria]";
+ mes "It's better to just try it yourself than to listen to my descriptions.";
+ close2;
+ cutin "job_wizard_maria01",255;
+ close2;
+ cutin "job_wizard_maria01",255;
+ warp "gef_dun00",116,102;
+ end;
+ end;
+ case 2:
+ mes "[Maria]";
+ mes "Really? Ok, then go apply and do your best.";
+ close2;
+ cutin "job_wizard_maria01",255;
+ end;
+ case 3:
+ cutin "job_wizard_maria02",2;
+ mes "[Maria]";
+ mes "I'm not a DOG!! HOOOOWWWWWWLLLLLLL~";
+ next;
+ mes "[Maria]";
+ mes "Dang it! I hope you FAIL!! Go get lost!!";
+ close2;
+ cutin "job_wizard_maria01",255;
+ warp "gef_dun00",116,102;
+ end;
+ }
+ }
+ else if (WIZ_Q == 1) {
+ cutin "job_wizard_maria01",2;
+ mes "[Maria]";
+ mes "You seem lost...";
+ mes "You've applied, and now you're looking for the items right?";
+ next;
+ mes "[Maria]";
+ mes "But since this is only the first test, don't depend on others.";
+ mes "Complete it yourself. Thats the best way.";
+ next;
+ mes "[Maria]";
+ mes "From what I've heard, you have to gather gemstones...";
+ mes "I can't help you directly, but I can give you some advice.";
+ next;
+ mes "[Maria]";
+ mes "First, to get Red Gemstones, go to Culverts in Prontera.";
+ mes "You can obtain them from the Thief Bugs and Thief Bug eggs found plentiful there.";
+ next;
+ mes "[Maria]";
+ mes "Yellow Gemstones are easy to find in the desert.";
+ mes "Condors, Picky's, and sometimes monsters like Golem's drop them.";
+ next;
+ mes "[Maria]";
+ mes "And...*woof* to get Blue Gemstones. Try going to the Byalan Dungeons.";
+ mes "Cornutus, Vadon, and monsters like Mars can drop those Gems.";
+ next;
+ mes "[Maria]";
+ mes "Of course you can get blue Gemstones at the magic shop here in town...";
+ mes "But, finding them yourself would be much more rewarding and helpful later in the test.";
+ next;
+ mes "[Maria]";
+ mes "Anyways, try your best.";
+ mes "This is the basics of being a Wizard.";
+ close2;
+ cutin "job_wizard_maria01",255;
+ end;
+ }
+ else if (WIZ_Q == 2) {
+ cutin "job_wizard_maria01",2;
+ mes "[Maria]";
+ mes "You seem lost...";
+ mes "You've applied, and now you're looking for the items right?";
+ next;
+ mes "[Maria]";
+ mes "But since this is only the first test, don't depend on others for help.";
+ mes "Complete it yourself, thats the best way.";
+ next;
+ mes "[Maria]";
+ mes "From what I've heard, you have to gather elemental stones...";
+ mes "I can't help you directly, but I can give you some advice.";
+ next;
+ mes "[Maria]";
+ mes "Well, you can find the Crystal Blue in Byalan Dungeon.";
+ mes "Cornutus, Kukre, Marina, Vadon...these monsters drop them frequently.";
+ next;
+ mes "[Maria]";
+ mes "You can get Green Live from insect type monsters.";
+ mes "Try hunting monsters like Horn, Mantis, or Vitata.";
+ next;
+ mes "[Maria]";
+ mes "Oh and *woof*, Red Blood. I heard you can get a lot of those from...";
+ mes "Elder Willows, Metallers or Scorpions found in the desert would work well too.";
+ next;
+ mes "[Maria]";
+ mes "For Wind of Verdue. Hornet, Stainer, Steel Chonchon.";
+ mes "If you try just a bit, you can get them really easily.";
+ next;
+ mes "[Maria]";
+ mes "But anyways, always try your best.";
+ mes "It's the basics of being a Wizard.";
+ close2;
+ cutin "job_wizard_maria01",255;
+ end;
+ }
+ else if (WIZ_Q == 3) {
+ cutin "job_wizard_maria01",2;
+ mes "[Maria]";
+ mes "Don't be too relieved just after the first test.";
+ mes "Try your best, as you still have two more tests to go.";
+ close2;
+ cutin "job_wizard_maria01",255;
+ end;
+ }
+ else if (WIZ_Q == 4) {
+ cutin "job_wizard_maria01",2;
+ mes "[Maria]";
+ mes "ZzzzZzzzZzzz...";
+ next;
+ cutin "job_wizard_maria02",2;
+ mes "[Maria]";
+ mes "*wimper*...Blizadris...you suck...Zzz...";
+ close2;
+ cutin "job_wizard_maria02",255;
+ end;
+ }
+ else if (WIZ_Q == 5) {
+ cutin "job_wizard_maria01",2;
+ mes "[Maria]";
+ mes "Oh, you're doing well aren't you?";
+ next;
+ mes "[Maria]";
+ mes "Well, try your best to the very end.";
+ mes "Laurel is waiting.";
+ close2;
+ cutin "job_wizard_maria01",255;
+ end;
+ }
+ else if (WIZ_Q == 6) {
+ cutin "job_wizard_maria01",2;
+ mes "[Maria]";
+ mes "*BARK*...you gave up?";
+ mes "*Sigh*...How can you become a Wizard with such a weak heart?";
+ next;
+ mes "[Maria]";
+ mes "You know that each room has monsters of the same attribute...";
+ mes "If you're a person that deals with magic, you need to know about the different spells.";
+ next;
+ mes "[Maria]";
+ mes "You also need to learn how to counter monsters that use skills.";
+ mes "Your best bet is to kill the monsters that are attacking you first.";
+ next;
+ mes "[Maria]";
+ mes "*Grrr* Anyways, continue the test.";
+ mes "Don't have a weak mind, *woof* and go back! *Bark* *Bark* Right this moment! *BARK*";
+ close2;
+ cutin "job_wizard_maria01",255;
+ end;
+ }
+ else if (WIZ_Q == 7) {
+ cutin "job_wizard_maria01",2;
+ mes "[Maria]";
+ mes "As I thought, I knew you'd be able to do it, I could smell it in yah! *Woof*";
+ mes "Now I can call you Wizard.";
+ next;
+ mes "[Maria]";
+ mes "Congratulations. Always give your best at everything, no matter what.";
+ close2;
+ cutin "job_wizard_maria01",255;
+ end;
+ }
+} \ No newline at end of file
diff --git a/npc/quests/skills/bard_skills.txt b/npc/quests/skills/bard_skills.txt
index 989458204..88efc87f0 100644
--- a/npc/quests/skills/bard_skills.txt
+++ b/npc/quests/skills/bard_skills.txt
@@ -3,7 +3,7 @@
//===== By: ==================================================
//= Lupus, Reddozen; L0ne_W0lf
//===== Current Version: =====================================
-//= 1.4
+//= 1.4a
//===== Compatible With: =====================================
//= eAthena SVN
//===== Description: =========================================
@@ -21,6 +21,7 @@
//= 1.3a Tixed an item ID typo. Thanks, 2Spiritual Kid
//= 1.3b Split into different files [DracoRPG]
//= 1.4 Rescripted to Aegis 10.3 standards. [L0ne_W0lf]
+//= 1.4a Checks the proper variable now. (bard_q -> gef_bard_q) [L0ne_W0lf]
//============================================================
prontera,174,328,3 script Young Man#bard_q1 89,3,3,{
@@ -656,10 +657,10 @@ morocc_in,169,72,7 script Spiteful-Looking Bard#skill_bard02 741,3,3,{
mes "Um...";
mes "What's so funny?";
next;
- if (bard_q == 30 || bard_q == 31) {
+ if (gef_bard_q == 30 || gef_bard_q == 31) {
mes "[Riott]";
mes "Hm? Ah! That's one of the";
- if (bard_q == 30) {
+ if (gef_bard_q == 30) {
mes "Black Seals that can only";
mes "be given by Kino Kitty. You";
mes "must be a person of great";
@@ -841,10 +842,10 @@ morocc_in,169,72,7 script Spiteful-Looking Bard#skill_bard02 741,3,3,{
mes "Um...";
mes "What's so funny?";
next;
- if (bard_q == 30 || bard_q == 31) {
+ if (gef_bard_q == 30 || gef_bard_q == 31) {
mes "[Riott]";
mes "Hm? Ah! That's one of the";
- if (bard_q == 30) {
+ if (gef_bard_q == 30) {
mes "Black Seals that can only";
mes "be given by Kino Kitty. You";
mes "must be a person of great";