From 4d8e702854729bd31e9c78c9309f584b91f6e48a Mon Sep 17 00:00:00 2001 From: L0ne_W0lf Date: Fri, 1 Jun 2007 17:24:46 +0000 Subject: * Updated NPC dialogs and cutins using Aegis 10.3 files. - Fixed error with the present checking. (Lupus beat me to committing) - Changed the reward checking to use callsub (fixed the flow of the script) - Optimized and changed the flow of things slightly. - Temporary character variables "@" are now ".@" - Fixed some indentation. - Changed item names to item IDs git-svn-id: https://rathena.svn.sourceforge.net/svnroot/rathena/trunk@10659 54d463be-8e91-2dee-dedb-b68131a5f0ec --- npc/jobs/2-2/bard.txt | 1730 +++++++++++++++++++++++++------------------------ 1 file changed, 898 insertions(+), 832 deletions(-) (limited to 'npc/jobs/2-2') diff --git a/npc/jobs/2-2/bard.txt b/npc/jobs/2-2/bard.txt index 041f051d8..ff23520ae 100644 --- a/npc/jobs/2-2/bard.txt +++ b/npc/jobs/2-2/bard.txt @@ -3,880 +3,946 @@ //===== By: ================================================== //= Muad_Dib(The Prometheus Project), Lupus, Samuray22 //===== Current Version: ===================================== -//= 2.2 +//= 2.3 //===== Compatible With: ===================================== //= eAthena Final //===== Description: ========================================= //= Bard job quest based on ASB 4.0. +//= Updated to Aegis 10.3 standard. //===== Additional Comments: ================================= -// 07/06/05 : Added 1st Version. [Muad_Dib] -// Converted to eAthena format by Dr.Evil -// Info about gifts and other info --> http://www.ragnainfo.net/forums/viewtopic.php?t=51467&start=0 -// 1.1 Optimized, changed some stuff, fixed some bugs [Lupus] -// 1.1a minor song test fix [Lupus] -// 1.2 Fixed wrong item ID, added missing commands [Lupus] -// 1.3 Updated flower sub-quest according to official [Lupus] -// 1.4 Changed priority for the gifts. Now you can win the 1st -// prize, too. Added Izidor flower [Lupus] -// 2.0 Changed numbers to constants. [Vicious] -// 2.1b Updated to the Official One. [Samuray22] -// 2.2 Fixed BUG when baby classes weren't able to get a job, -// fixed bug with final prize [Lupus] HAVE TO CHANE ALL ITEMS to numeric IDs +//= 07/06/05 : Added 1st Version. [Muad_Dib] +//= Converted to eAthena format by Dr.Evil +//= Info about gifts and other info --> http://www.ragnainfo.net/forums/viewtopic.php?t=51467&start=0 +//= 1.1 Optimized, changed some stuff, fixed some bugs [Lupus] +//= 1.1a minor song test fix [Lupus] +//= 1.2 Fixed wrong item ID, added missing commands [Lupus] +//= 1.3 Updated flower sub-quest according to official [Lupus] +//= 1.4 Changed priority for the gifts. Now you can win the 1st +//= prize, too. Added Izidor flower [Lupus] +//= 2.0 Changed numbers to constants. [Vicious] +//= 2.1b Updated to the Official One. [Samuray22] +//= 2.2 Fixed BUG when baby classes weren't able to get a job, +//= - fixed bug with final prize [Lupus] HAVE TO CHANE ALL ITEMS to numeric IDs +//= 2.3 Updated NPC dialogs and cutins using Aegis 10.3 files. [L0ne_W0lf] +//= - Fixed error with the present checking. (Lupus beat me to committing) +//= - Changed the reward checking to use callsub (fixed the flow of the script) +//= - Optimized and changed the flow of things slightly. +//= - Temporary character variables "@" are now ".@" +//= - Fixed some indentation. +//= - Changed item names to item IDs //============================================================ //=============== Ayealo ============================ -comodo,211,155,3 script Wandering Bard 741,5,5{ +comodo,226,123,5 script Wandering Bard 741,{ if(Upper == 1) { - mes "[Ayealo]"; - mes "The chosen one to be Hero was born every generation,"; - mes "but the live in this world as a wanderer,"; - mes "Has fate forgoten him"; - mes "to let him lead a normal life..."; + mes "[Lalo]"; + mes "Chosen ones who are destined to become Gods"; + mes "are so many in this era"; + mes "but they never realise their fate while alive."; + mes "They end up to become ordinary men..."; next; - mes "[Ayealo]"; - mes "Oh wind and cloud, tell this"; - mes "to those who seek for fortune."; - mes "Thou should not live this destinty..."; - mes "Thou have forgotten your destinty..."; - close; - } else if(BaseJob != Job_Archer) { + mes "[Lalo]"; + mes "Wind and Clouds, please send this message to them,"; + mes "who pursue food, clothing, shelter and wealth."; + mes "Tell them they are wasting their time..."; + mes "Tell them they forget the most important goal of the life..."; + close2; + cutin "job_bard_aiolo01",255; + end; + } + else if(BaseJob != Job_Archer) { if(BaseJob == Job_Bard) { - mes "[Ayealo]"; - mes "Hey friends! You must be good at singing or roaming?"; - mes "Have you improved your singing?"; - next; - mes "[Ayealo]"; - mes "Sure you didn't forget about spreading the latest news to every village?"; - mes "And don't forget to learn some new songs."; - next; - mes "[Ayealo]"; - mes "Don't forget to stay happy always."; - mes "Our singing is to bring happiness and pleasant to everyone."; - close; - } else if(BaseJob == Job_Novice) { - mes "[Ayealo]"; - mes "Let all the sadness"; - mes "incomplete wishes."; - mes "Is it because of the dropping of the unimportant items?"; - mes "or because there is no Old Blue Box?"; - mes "Or is that the dropping rate of the precious items not yet belongs to me?"; - next; - mes "[Ayealo]"; - mes "Oh, I'm sorry. I am composing the new songs, I do not notice it."; - mes "Do you want to listen to my songs? You want me to sing a song for you?"; - next; - mes "[Ayealo]"; - mes "Humph, I am better looking for other friends to sing a song for you."; - mes "I'll try to compose for another new song."; - close; - } else { - mes "[Ayealo]"; - mes "La-la-la, la-la-la, lovely Comodo,"; - mes "A place with all the happiness things."; - next; - mes "[Ayealo]"; - if(Sex) { - mes "Hope that you can forget all the things that happened today."; - mes "Enjoy yourself!"; - } else { - mes "Lovely lady, c'mon and have a dance!"; - } - mes "Young time will never come back."; - close; + mes "[Lalo]"; + mes "Ooh hey! How's your singing these days?"; + mes "I wonder if your voice got any better."; + next; + mes "[Lalo]"; + mes "You don't forget to spread good news in each town, right?"; + mes "And don't forget to learn new songs, too..."; + next; + mes "[Lalo]"; + mes "Never forget to have a positive attitude and the meaning of joy."; + mes "Our songs are supposed to deliver happiness and joy to everyone."; + } + else if(Class == Job_Novice) { + cutin "job_bard_aiolo01",2; + mes "[Lalo]"; + mes "The sadness that overcomes my heart.. "; + mes "It will not reside.."; + mes "Is this the reason behind my troubles,"; + mes "is this why I am weak,"; + mes "This must be why I cannot seem to forget you..."; + next; + mes "[Lalo]"; + mes "Oh, sorry. I didn't see you because I was concentrating on writing some lyrics."; + mes "Do you want to listen to my songs? Shall I sing a song for you?"; + next; + mes "[Lalo]"; + mes "Heh... try asking someone else."; + mes "I'm trying to compose a new song."; } - } else if(BARD_Q == 0) { - mes "[Ayealo]"; - if(Sex) { - mes "Hello! The joyful Archer,"; - } else { - mes "Hello! Lovely Miss Archer,"; + else { + cutin "job_bard_aiolo01",2; + mes "[Lalo]"; + mes "Lalala, lalala. Beautif ul Comodo."; + mes "Always full of happy moments~"; + next; + mes "[Lalo]"; + if (sex) { + mes "Forget about your worries~"; + mes "And enjoy everything~"; + } + else mes "Cute lady, shall we dance~"; + mes "Youth never repeats itself~"; } - mes "What's up you are looking for the Bard?"; + close2; + cutin "job_bard_aiolo01",255; + end; + } + else if(BARD_Q == 0) { + cutin "job_bard_aiolo01",2; + mes "[Lalo]"; + if (sex) mes "Hi! Delightful Archer."; + else mes "Hello! Beautif ul Archer Lady."; + mes "How can a wanderer like me help you?"; next; - switch( select( "You got a nice singing voice!", "Can you please sing a song for me?", "Nothing.")) { + switch(select("You have a nice voice.:Could you sing for me, please?:Nothing.")) { case 1: - mes "[Ayealo]"; - mes "Ha-ha-ha! Sure!"; - mes "Every time when I sang merrily, my voice will become melodious as well."; - next; - mes "[Ayealo]"; - mes "But as a Bard, voice is his everything."; - mes "Sometime voice may become husky, so must take good care about it."; - close; + mes "[Lalo]"; + mes "Hahaha! Of course!"; + mes "if you sing with a happy heart, your voice always gets better."; + next; + mes "[Lalo]"; + mes "But, to Bards your voice is your life."; + mes "Sometimes your voice will go, but you must be careful."; + break; + case 2: - mes "[Ayealo]"; - mes "Sing a song, OK"; - mes "Well, just sing a song?"; - next; - mes "[Ayealo]"; - mes "OK, what about The Sound Of a Drum On the Battlefield?"; - mes "Mmm, Em Hm"; - mes "1, 2, 3, 4-"; - next; - mes "[Ayealo]"; - mes "The hoofbeat that came from the far horizon."; - mes "The densely dust had covered up the sunset."; - mes "When thousand of eyes blinking in the night."; - mes "Similarly as holding the flaming firewood outside the castle."; - next; - mes "[Ayealo]"; - mes "I can hear the heart beating."; - mes "The blood masses in my veins."; - mes "I can feel the weight of the armor."; - mes "Here turns up the appearance of my enemy."; - next; - mes "[Ayealo]"; - mes "Louder, make it louder and clearer."; - mes "Give strength to the marching soldiers!"; - mes "Farther, go farther, shout loudly from the farther side."; - mes "Now, at this moment, or never!"; - next; - mes "[Ayealo]"; - mes "Rock the sky, liven up the earth."; - mes "Let the explosive heart beating!"; - mes "Climb the wall as trumpet blows."; - mes "Now, at this moment, or never!"; - next; - mes "[Ayealo]"; - mes "Em Hm ...It's always a nice song whenever it was sang."; - mes "Listen well, this is a nice song."; - next; - switch( select( "Yeah, you're right. It's a nice song!", "No, it's not.")) { - case 1: - mes "[Ayealo]" ; - mes "Thank you. I'm very happy if you're feeling happy with my singing."; - next; - if (Sex && JobLevel > 39) { - mes "[Ayealo]"; - mes "It's wonderful if there are more people can sing as well."; - mes "It's OK, it's not bad like this, He-he."; - set BARD_Q, 1; - close; - } else { - mes "[Ayealo]"; - mes "If you want listen to it in the future, you can invite me at any time."; - close; + mes "[Lalo]"; + mes "A song... let's see."; + mes "Ok, I got one..."; + next; + mes "[Lalo]"; + mes "I'll sing.. Drums of War."; + mes "*ehem...*cough...gag..mememememe..."; + mes "1, 2, 3, 4..."; + next; + mes "^000088The sound of horses galloping over the horizon"; + mes "The dust that covers the distant sun"; + mes "When thousands of eyes open in the night sky"; + mes "The castle's fire will burn with power.^000000"; + next; + mes "^000088I can hear.. the beating of my heart."; + mes "I can feel.. the blood rushing through my veins."; + mes ".. and the weight of my armor."; + mes "I can see.. my enemies.^000000"; + next; + mes "^000088Louder, louder louder.."; + mes "Give strength to the warriors!"; + mes "Higher, higher, higher.."; + mes "This day will never come again!^000000"; + next; + mes "^000088Shake the sky and roar through the land."; + mes "Make my heart pound again!"; + mes "Let the trumpets sound, and castle walls ring."; + mes "This moment will never come again!^000000"; + next; + mes "[Lalo]"; + mes "Hmm... that's always a good song to sing."; + mes "How was it? Don't you think it's a nice song?"; + next; + if (select("Yes, it was very nice.:No, not really...") == 1) { + mes "[Lalo]"; + mes "Thanks! if you enjoyed my song, it makes me happy, too."; + next; + if (Sex == 1 && JobLevel > 39) { + mes "[Lalo]"; + mes "It would be nice if more people went around and sang..."; + mes "Well, it's quite ok as it is now... hmmhmm."; + set BARD_Q,1; + close2; + cutin "job_bard_aiolo01",255; + end; } - case 2: - mes "[Ayealo]"; - mes "Em, am my performance declined? I must work harder."; - mes "Thank you for listening to my songs."; - close; - } + mes "[Lalo]"; + mes "if you ever want to hear my song again, just ask."; + close2; + cutin "job_bard_aiolo01",255; + end; + } + cutin "job_bard_aiolo02",2; + mes "[Lalo]"; + mes "Hmm... Did I lose my senses, I'll have to try harder."; + mes "Anyways.. Thanks for listening."; + break; + case 3: - mes "[Ayealo]"; - mes "Oh, it's impolite if do not invite the Bard to sing a song whenever you meet them."; - mes "What? That's no other ways."; - next; - mes "[Ayealo]"; - mes "Hunting is not bad, you must be contented with it."; - mes "Young time is short, it'll never come back again."; - close; + cutin "job_bard_aiolo02",2; + mes "[Lalo]"; + mes "Oy, not requesting a song when you run into a Bard isn't very polite."; + mes "Well... can't help it since you look like you're in a hurry anyways."; + next; + mes "[Lalo]"; + mes "Hunting is good... but you can't forget to relax once in a while."; + mes "Youth is short and won't come again once it passes by.."; + break; } - } else if(BARD_Q == 1) { - mes "[Ayealo]"; - mes "Hello! The joyful Archer!"; - mes "I am just a trouper, anything I can do for you?"; + close2; + cutin "job_bard_aiolo02",255; + end; + } + else if(BARD_Q == 1) { + cutin "job_bard_aiolo01",2; + mes "[Lalo]"; + mes "Hey there Archer fellow."; + mes "How can a wanderer like me help you?"; next; - switch( select( "You got a nice singing voice!", "Can you please sing a song for me?", "Nothing.")) { + switch(select("You have a nice voice.:Could you sing for me, please?:Nothing.")) { case 1: - mes "[Ayealo]"; - mes "Em Hm, this Archer also got a nice singing voice."; - mes "Do you want to sing a song?"; - next; - switch( select( "Of course!", "I am not good at singing.")) { - case 1: - mes "[Ayealo]"; - mes "Ha, you got the special individuality; you're eligible to become a Bard."; - mes "Well, I'll help you to change into a Bard."; - next; - mes "[Ayealo]"; - mes "But before this, I'll be very touching if you can give me a bouquet of flower."; - mes "The flowers aroma can makes me spirited before I am teaching you."; - next; - mes "[Ayealo]"; - mes "I don't matter what type of flower, but I hope that you can bring my desired flower."; - mes "Please don't simply buy one flower, understand?"; - set BARD_Q, 2; - close; - case 2: - mes "[Ayealo]"; - mes "Ha, petty guy,"; - mes "Don't despise yourself."; - next; - mes "[Ayealo]"; - mes "This fellow possesses those talents."; - mes "If you're changing your mind later, come and look for me." ; - close; - } + mes "[Lalo]"; + mes "Hoho, your voice is rather nice as well?"; + mes "Ever think about singing?"; + next; + if (select("Of course!:I can't quite possibly...") == 1) { + mes "[Lalo]"; + mes "Haha, nice attitude. You have to be like that to become a Bard."; + mes "I'll help you become a Bard then."; + next; + mes "[Lalo]"; + mes "But before that... do you think you can bring me a Flower?"; + mes "I need to smell the scent of a Flower to feel like teaching."; + next; + mes "[Lalo]"; + mes "It doesn't really matter which Flower, but try to bring one that I like."; + mes "And don't just buy any random Flower, ok?"; + set BARD_Q,2; + close2; + cutin "job_bard_aiolo01",255; + end; + } + mes "[Lalo]"; + mes "Haha, what a timid one."; + mes "Don't think so little of yourself."; + next; + mes "[Lalo]"; + mes "You have plenty of talent."; + mes "Come again if you change your mind."; + break; + case 2: - mes "[Ayealo]"; - mes "Mmm, hey, Mr. Archer, you're talented in singing too."; - mes "Do not just invite others to sing, it's a happy thing that you can sing for others."; - next; - mes "[Ayealo]"; - mes "Try to experience the life as a Bard, it's great!"; - mes "It's great that can sing in every village, right?"; - close; + mes "[Lalo]"; + mes "Hmm... seems like you have some singing talents?"; + mes "Don't just request songs.. singing to others is quite fun, too."; + next; + mes "[Lalo]"; + mes "Try enjoying your life as a Bard."; + mes "You go from town to town, singing to the people. Doesn't it sound great?"; + break; + case 3: - mes "[Ayealo]"; - mes "Mmm, I hope that you'll always happy no matter what happen."; - mes "Mr.Archer, you look awkward."; + mes "[Lalo]"; + mes "Hmm... I'm not sure what's what, but enjoy life."; + mes "You look too uptight."; next; - mes "[Ayealo]"; - mes "C'mon, wishing you has a joyful moment."; - close; + mes "[Lalo]"; + mes "Well then~ Have a great time~"; + break; } - } else if(BARD_Q == 2) { - mes "[Ayealo]"; - mes "Welcome! Mr.Archer."; - mes "Do you bring the flower? Let me have a look."; + close2; + cutin "job_bard_aiolo01",255; + end; + } + else if(BARD_Q == 2) { + cutin "job_bard_aiolo01",2; + mes "[Lalo]"; + mes "Welcome! Archer friend."; + mes "Did you bring a Flower? Let me see."; next; - if (countitem("Singing_Flower") > 0) { - mes "[Ayealo]"; - mes "Oh, isn't this the Singing Flower?"; - mes "The flower stored most of my memories."; - next; - delitem "Singing_Flower", 1; - mes "[Ayealo]"; - mes "My best friend, Tchaikovsky loves this flower, right?"; - mes "Where is he now? Wonder that is he still alive?"; - next; - } else if(countitem("Hinalle") > 0) { - mes "[Ayealo]"; - mes "Oh, the lovely Hinalle."; - mes "Although it's smell-less, it's a elegant and lovely flower."; - next; - delitem "Hinalle", 1; - mes "[Ayealo]"; - mes "Its leaves had giving me strength when I was fainted,"; - mes "I like this flower very much, thank you."; - next; - } else if(countitem("Aloe") > 0) { - mes "[Ayealo]"; - mes "Aloe, this flower can't be found very often."; - mes "How you got it? It's beautiful!"; - next; - delitem "Aloe", 1; - mes "[Ayealo]"; - mes "The leaves is OK too, there're other types of Aloe."; - mes "It's most beautiful when it's blossom."; - next; - } else if(countitem("Ment") > 0) { - mes "[Ayealo]"; - mes "Ment, with this flower, every difficult thing can be forgotten."; - mes "It's been such a long time I didn't see it, I am so happy!"; - next; - delitem "Ment", 1; - mes "[Ayealo]"; - mes "It can be used to make Anodyne."; - mes "What a pity. Anyway, thank you so much."; - next; - } else if(countitem("Izidor") > 0) { - mes "[Ayealo]"; - mes "Oh, isn't this Izidor?"; - mes "It's dangerous but it's a very beautiful flower."; - next; - delitem "Izidor", 1; - mes "[Ayealo]"; - mes "The fragrant purple flower is enchanted."; - mes "I like this flower very much, thank you."; - next; - } else if(countitem("Witherless_Rose") > 0) { - mes "[Ayealo]"; - mes "Oh, rose, is this Witherless Rose?"; - mes "It's a ideal gift to be given to girlfriend."; - next; - delitem "Witherless_Rose", 1; - mes "[Ayealo]"; - mes "Is it possible that a trouper like me to accept the flower like this?"; - mes "Ha, is it all right that I accept this flower?"; - next; - } else if(countitem("Frozen_Rose") > 0 ) { - mes "[Ayealo]"; - mes "Frozen Rose, this is not a flower."; - mes "But it's beautiful, a transparent rose."; - next; - delitem "Frozen_Rose", 1; - mes "[Ayealo]"; - mes "It's OK, although it's smell-less, I still consider it's a flower."; - mes "Please accept it."; - next; - } else if(countitem("Illusion_Flower") > 0) { - mes "[Ayealo]"; - mes "Isn't this the Illusion Flower?"; - mes "It's wonderful that you got this rarely-found flower."; - next; - delitem "Illusion_Flower", 1; - mes "[Ayealo]"; - mes "Thanks a lot. Ah ha, I seem like can see the Heaven."; - mes "I feel so good. I am so happy!"; - next; - } else if(countitem("Flower") > 0) { - mes "[Ayealo]"; - mes "What is this? This is not an ordinary flower."; - mes "It's OK, but it won't do."; - next; - mes "[Ayealo]"; - mes "This flower was sold by the Flower Merchant at Prontera."; - mes "Can you look for the other flowers for me?"; - close; - } else if(countitem("Bunch_Of_Flowers") > 0) { - mes "[Ayealo]"; - mes "Oh, you bring the Bunch of Flower?"; - mes "You're shouldn't bring this thing to me." ; - next; - mes "[Ayealo]"; - mes "Please pass it to the Sage that about to graduate."; - mes "It can be as gift of congratulation. Please look for the other flowers for me."; - close; - } else if(countitem("Wedding_Bouquet") > 0) { - mes "[Ayealo]"; - mes "Ah, you attended a wedding ceremony just now?"; - mes "What will a man do with a Wedding Bouquet?"; - next; - mes "[Ayealo]"; - mes "It isn't match up. Just give it to any pass by young ladies. Bersides,"; - mes "this is not the flower I want."; - close; - } else if(countitem("Fancy_Flower") > 0) { - mes "[Ayealo]"; - mes "Em, this is the Fancy Flower."; - mes "It's OK, but it won't do."; - next; - mes "[Ayealo]"; - mes "I like the beautiful and sweet smelling flowers."; - mes "I don't want to see flower on one's head."; - close; - } else if(countitem("Blossom_Of_Maneater") > 0) { - mes "[Ayealo]"; - mes "Oh, why you give me such an ugly thing?"; - mes "Do you have brain?"; - next; - mes "[Ayealo]"; - mes "It was a good try if you wanted to make me laugh." ; - mes "Can you ready with a decent flower?"; - close; - } else { - mes "[Ayealo]"; - mes "Humph? What? Nothing?"; - mes "I had stated it obviously, you must bring a flower for me."; - next; - mes "[Ayealo]"; - mes "Mmm, if you want to learn by yourself, do as you please."; - mes "Sing as you like, it's your freedom."; - close; + mes "[Lalo]"; + //Good Flowers + if (countitem(629) > 0) { + mes "Ooh! It's a Singing Flower!"; + mes "It's full of my memories..."; + next; + delitem 629,1; //Singing Flower + mes "[Lalo]"; + mes "My friend Tchaikovsky used to like it."; + mes "I wonder what he's doing now..."; + } + else if(countitem(703) > 0) { + mes "Aah... the cute Hinelle..."; + mes "It doesn't have a scent but it's a very moderate cute flower."; + next; + delitem 703,1; //Hinalle + mes "[Lalo]"; + mes "The leaves gave me strength when I used to fall."; + mes "I really like this flower, thank you."; + } + else if(countitem(704) > 0) { + mes "Aloe... This is a rare flower."; + mes "How'd you get it? Rather skilled, eh?"; + next; + delitem 704,1; //Aloe + mes "[Lalo]"; + mes "The leaves are good and Aloe Vera is delicious, too.."; + mes "but it's defnitely the most beautiful when it's a flower."; + } + else if(countitem(708) > 0) { + mes "Ment... You can forget about all your hardships with one of these."; + mes "Nice to see it in such a long time!"; + next; + delitem 708,1; //Ment + mes "[Lalo]"; + mes "I heard you can make Anodyne with it..."; + mes "But that would be a slight waste.. thanks!"; + } + else if(countitem(709) > 0) { + mes "Ooh, isn't this an Izidor?"; + mes "It's a dangerous yet beautiful flower..."; + next; + delitem 709,1; //Izidor + mes "[Lalo]"; + mes "The deep purple charms a person.. "; + mes "Thank you, I really like this flower."; + } + else if(countitem(748) > 0) { + mes "Ooh, a Witherless Rose. The strong flower that doesn't wither."; + mes "Great to give to a girlfriend."; + next; + delitem 748,1; //Witherless_Rose + mes "[Lalo]"; + mes "I wonder if it would be ok for a wanderer like me to accept it."; + mes "Haha, it should be ok.. right?"; + } + else if(countitem(749) > 0 ) { + mes "Frozen Rose... you can't really call this a flower,"; + mes "But it is still beautiful... a clear Rose."; + next; + delitem 749,1; //Frozen_Rose + mes "[Lalo]"; + mes "You can call it a flower even though it doesn't have a scent anymore."; + mes "Then I'll greatly take this."; + } + else if(countitem(710) > 0) { + mes "Oh, isn't this an Illusion Flower!?"; + mes "Wow, how did you obtain such a rare flower!!"; + next; + delitem 710,1; //Illusion_Flower + mes "[Lalo]"; + mes "Than you very much, aah... I feel like heaven is in front of my eyes."; + mes "What a wonderful feeling! I'm really happy!"; + } + //Bad Flowers + else if(countitem(712) > 0) { + cutin "job_bard_aiolo02",2; + mes "Eh? This is just a normal flower."; + mes "I like it... but it's not enough."; + next; + mes "[Lalo]"; + mes "You can get this flower from the girl in Prontera."; + mes "Please bring me a different flower."; + } + else if(countitem(744) > 0) { + mes "Oh no, you brought a Bouquet?"; + mes "You can't bring me something like this."; + next; + mes "[Lalo]"; + mes "Go give this to a graduating Sage or something."; + mes "Since it's great as that kind of gift... Bring a different flower."; + close2; + cutin "job_bard_aiolo01",255; + end; + } + else if(countitem(745) > 0) { + cutin "job_bard_aiolo02",2; + mes "Oy oy... did you go to a wedding or something?"; + mes "What do you expect a guy to do with a Wedding Bouquet?"; + next; + mes "[Lalo]"; + mes "It's not me. Go give it to a lady or something."; + mes "This isn't the type of flower I wanted."; + close2; + cutin "job_bard_aiolo02",255; + end; + } + else if(countitem(2207) > 0) { + mes "Mmm... a Fancy Flower."; + mes "It's nice... but this isn't good enough."; + next; + mes "[Lalo]"; + mes "I like flowers that have a scent and are beautiful."; + mes "I don't like fake flowers that go on top of heads."; + close2; + cutin "job_bard_aiolo01",255; + end; + } + else if(countitem(1032) > 0) { + cutin "job_bard_aiolo02",2; + mes "...Agh, why'd you bring such a hideous thing?"; + mes "Are you thinking at all?"; + next; + mes "[Lalo]"; + mes "if you were trying to be funny, it was a good attempt..."; + mes "but bring a normal flower now."; + close2; + cutin "job_bard_aiolo02",255; + end; + } + else { + cutin "job_bard_aiolo02",2; + mes "Hmm? What... you didnt' bring anything."; + mes "Didn't I ask you to bring a flower?"; + next; + mes "[Lalo]"; + mes "Well... if you want to learn on your own, then so be it."; + mes "Anyone can just go out and sing."; + close2; + cutin "job_bard_aiolo02",255; + end; } - mes "[Ayealo]"; - mes "According to the agreement, I'll help you to become a Bard."; - mes "But, friend, it's not that easy, haha."; next; - mes "[Ayealo]"; - mes "To learn to sing, you must know lots of people."; - mes "And you must know everything that happened within every village."; + cutin "job_bard_aiolo01",2; + mes "[Lalo]"; + mes "As I promised, I'll help you become a Bard."; + mes "But it's not easy my friend. Haha!"; next; - mes "[Ayealo]"; - mes "There is a speaking Snowman in a village of Luite town,"; - mes "Well, please come here again after you had got a present from that village."; + mes "[Lalo]"; + mes "It is important to get to know a lot of people to learn how to sing."; + mes "You must also keep up with all the things going on in different villages..."; next; - set BARD_Q, 3; - set xmas_npc, 1; - mes "[Ayealo]"; - mes "Be friend with the Snowman and you can get something from it."; - mes "Take in mind, talk with the villagers there."; - close; - } else if(BARD_Q == 3) { + mes "[Lalo]"; + mes "There's a talking snowman in a town called Lutie."; + mes "Go there and bring back a present."; + next; + set BARD_Q,3; + set xmas_npc,1; + mes "[Lalo]"; + mes "if you become friends with ^008800Jack Frost^000000, you will receive something."; + mes "And also talk to the townspeople while you're at it..."; + close2; + cutin "job_bard_aiolo01",255; + end; + } + else if(BARD_Q == 3) { if(xmas_npc > 10) { //this var is set in LUTIE.TXT - mes "[Ayealo]"; - mes "Have you come back? You must met with many people?"; - mes "You must learnt that what's more important than the present, right?"; - next; - } else { - set xmas_npc, 2; - mes "[Ayealo]"; - mes "Oh, you not yet become his friend?"; - mes "It was insufficient to chat immediate." ; - next; - mes "[Ayealo]"; - mes "Be friend with the Snowman and you can get something from it."; - mes "Take in mind, talk with the villagers there."; - close; - } + cutin "job_bard_aiolo01",2; + mes "[Lalo]"; + mes "How was the trip? Did you meet a lot of people?"; + mes "You should have been able to learn something more important than a gift."; + next; + mes "[Lalo]"; + mes "Then, do you want to try singing...?"; + mes "I'll sing a short melody..."; + mes "and you try after."; + next; + mes "[Lalo]"; + mes "Here I go."; + mes "Ehem *clears throat*"; + mes "1, 2, 3, 4"; + next; B_Sing: - mes "[Ayealo]"; - mes "Well, can you sing?"; - mes "I'll sing first."; - mes "Then you can sing along with me."; - next; - mes "[Ayealo]"; - mes "Let's start."; - mes "Em Hm,"; - mes "1, 2, 3, 4-"; - next; - set @bard_s, rand(1,5); - if (@bard_s == 1) { - mes "^3377FFThere was a fellow named^000000."; - mes "Invulnerable."; - mes "His name is Siegfried,"; - mes "son of the hero Siegmen,"; - mes "the fiery giant Puff,"; - mes "turned into dragon to challenge him." ; - next; - input @song$; - if(@song$ != "There was a fellow named.") { - set @w_point, 1; - } - mes "^3377FFThere was a fellow named."; - mes "Invulnerable.^000000"; - mes "His name is Siegfried,"; - mes "son of the hero Siegmen,"; - mes "the fiery giant Puff,"; - mes "turned into dragon to challenge him."; - next; - input @song$; - if( @song$ != "Invulnerable.") { - set @w_point, @w_point + 1; - } - mes "^3377FFThere was a fellow named."; - mes "Invulnerable."; - mes "His name is Siegfried,^000000"; - mes "son of the hero Siegmen,"; - mes "the fiery giant Puff,"; - mes "turned into dragon to challenge him."; - next; - input @song$; - if( @song$ != "His name is Siegfried,") { - set @w_point, @w_point + 1; - } - mes "^3377FFThere was a fellow named."; - mes "Invulnerable."; - mes "His name is Siegfried,"; - mes "son of the hero Siegmen,^000000"; - mes "the fiery giant Puff,"; - mes "turned into dragon to challenge him."; - next; - input @song$; - if( @song$ != "son of the hero Siegmen,") { - set @w_point, @w_point + 1; - } - mes "^3377FFThere was a fellow named."; - mes "Invulnerable."; - mes "His name is Siegfried,"; - mes "son of the hero Siegmen,"; - mes "the fiery giant Puff,^000000"; - mes "turned into dragon to challenge him."; - next; - input @song$; - if( @song$ != "the fiery giant Puff,") { - set @w_point, @w_point + 1; - } - mes "^3377FFThere was a fellow named."; - mes "Invulnerable."; - mes "His name is Siegfried,"; - mes "son of the hero Siegmen,"; - mes "the fiery giant Puff,"; - mes "turned into dragon to challenge him.^000000"; - next; - input @song$; - if( @song$ != "turned into dragon to challenge him.") { - set @w_point, @w_point + 1; - } - } else if(@bard_s == 2) { - mes "^3377FFA Merchant without money and equipment. ^000000"; - mes "Merchant also not afford to vending."; - mes "He never beg from others."; - mes "Selling equipment to get money."; - mes "Firstly, he sells the Red Potion."; - mes "Then he sells the Sweet Potato."; - next; - input @song$; - if( @song$ != "A Merchant without money and equipment.") { - set @w_point, @w_point + 1; - } - mes "^3377FFA Merchant without money and equipment. "; - mes "Merchant also not afford to vending.^000000"; - mes "He never beg from others."; - mes "Selling equipment to get money."; - mes "Firstly, he sells the Red Potion."; - mes "Then he sells the Sweet Potato."; - next; - input @song$; - if( @song$ != "Merchant also not afford to vending.") { - set @w_point, @w_point + 1; - } - mes "^3377FFA Merchant without money and equipment. "; - mes "Merchant also not afford to vending."; - mes "He never beg from others.^000000"; - mes "Selling equipment to get money."; - mes "Firstly, he sells the Red Potion."; - mes "Then he sells the Sweet Potato."; - next; - input @song$; - if( @song$ != "He never beg from others.") { - set @w_point, @w_point + 1; - } - mes "^3377FFA Merchant without money and equipment. "; - mes "Merchant also not afford to vending."; - mes "He never beg from others."; - mes "Selling equipment to get money.^000000"; - mes "Firstly, he sells the Red Potion."; - mes "Then he sells the Sweet Potato."; - next; - input @song$; - if( @song$ != "Selling equipment to get money.") { - set @w_point, @w_point + 1; - } - mes "^3377FFA Merchant without money and equipment. "; - mes "Merchant also not afford to vending."; - mes "He never beg from others."; - mes "Selling equipment to get money."; - mes "Firstly, he sells the Red Potion.^000000"; - mes "Then he sells the Sweet Potato."; - next; - input @song$; - if( @song$ != "Firstly, he sells the Red Potion.") { - set @w_point, @w_point + 1; - } - mes "^3377FFA Merchant without money and equipment. "; - mes "Merchant also not afford to vending."; - mes "He never beg from others."; - mes "Selling equipment to get money."; - mes "Firstly, he sells the Red Potion."; - mes "Then he sells the Sweet Potato.^000000"; - next; - input @song$; - if( @song$ != "Then he sells the Sweet Potato." ) { - set @w_point, @w_point + 1; - } - } else if(@bard_s == 3) { - mes "^3377FFAll gods will never grow old, ^000000"; - mes "This is because of goddess Idun,"; - mes "Beauty, fair, wealthy godness Idun." ; - mes "Daughter-in-law of Odin, Mrs.Braqi."; - mes "She came with a basket of apples."; - mes "Sweet apples bring luck to you."; - next; - input @song$; - if( @song$ != "All gods will never grow old," ) { - set @w_point, @w_point + 1; - } - mes "^3377FFAll gods will never grow old, "; - mes "This is because of goddess Idun,^000000"; - mes "Beauty, fair, wealthy godness Idun."; - mes "Daughter-in-law of Odin, Mrs.Braqi."; - mes "She came with a basket of apples."; - mes "Sweet apples bring luck to you."; - next; - input @song$; - if( @song$ != "This is because of goddess Idun,") { - set @w_point, @w_point + 1; - } - mes "^3377FFAll gods will never grow old, "; - mes "This is because of goddess Idun,"; - mes "Beauty, fair, wealthy godness Idun.^000000"; - mes "Daughter-in-law of Odin, Mrs.Braqi."; - mes "She came with a basket of apples."; - mes "Sweet apples bring luck to you."; - next; - input @song$; - if( @song$ != "Beauty, fair, wealthy godness Idun.") { - set @w_point, @w_point + 1; - } - mes "^3377FFAll gods will never grow old, "; - mes "This is because of goddess Idun,"; - mes "Beauty, fair, wealthy godness Idun."; - mes "Daughter-in-law of Odin, Mrs.Braqi.^000000"; - mes "She came with a basket of apples."; - mes "Sweet apples bring luck to you."; - next; - input @song$; - if( @song$ != "Daughter-in-law of Odin, Mrs.Braqi.") { - set @w_point, @w_point + 1; - } - mes "^3377FFAll gods will never grow old, "; - mes "This is because of goddess Idun,"; - mes "Beauty, fair, wealthy godness Idun."; - mes "Daughter-in-law of Odin, Mrs.Braqi."; - mes "She came with a basket of apples.^000000"; - mes "Sweet apples bring luck to you."; - next; - input @song$; - if( @song$ != "She came with a basket of apples.") { - set @w_point, @w_point + 1; - } - mes "^3377FFAll gods will never grow old, "; - mes "This is because of goddess Idun,"; - mes "Beauty, fair, wealthy godness Idun."; - mes "Daughter-in-law of Odin, Mrs.Braqi."; - mes "She came with a basket of apples."; - mes "Sweet apples bring luck to you.^000000"; - next; - input @song$; - if( @song$ != "Sweet apples bring luck to you.") { - set @w_point, @w_point + 1; - } - } else if(@bard_s == 4) { - mes "^3377FFBragi, Bragi.^000000"; - mes "Always call the Bard with this name,"; - mes "My singing is his breathe,"; - mes "My spirit is his will power,"; - mes "All Bard are his people,"; - mes "All praises will be leading to him."; - next; - input @song$; - if( @song$ != "Bragi, Bragi." ) { - set @w_point, @w_point + 1; - } - mes "^3377FFBragi, Bragi."; - mes "Always call the Bard with this name,^000000"; - mes "My singing is his breathe,"; - mes "My spirit is his will power,"; - mes "All Bard are his people,"; - mes "All praises will be leading to him."; - next; - input @song$; - if( @song$ != "Always call the Bard with this name," ) { - set @w_point, @w_point + 1; - } - mes "^3377FFBragi, Bragi."; - mes "Always call the Bard with this name,"; - mes "My singing is his breathe,^000000"; - mes "My spirit is his will power,"; - mes "All Bard are his people,"; - mes "All praises will be leading to him."; - next; - input @song$; - if( @song$ != "My singing is his breathe," ) { - set @w_point, @w_point + 1; - } - mes "^3377FFBragi, Bragi."; - mes "Always call the Bard with this name,"; - mes "My singing is his breathe,"; - mes "My spirit is his will power,^000000"; - mes "All Bard are his people,"; - mes "All praises will be leading to him."; - next; - input @song$; - if( @song$ != "My spirit is his will power," ) { - set @w_point, @w_point + 1; - } - mes "^3377FFBragi, Bragi."; - mes "Always call the Bard with this name,"; - mes "My singing is his breathe,"; - mes "My spirit is his will power,"; - mes "All Bard are his people,^000000"; - mes "All praises will be leading to him."; - next; - input @song$; - if( @song$ != "All Bard are his people," ) { - set @w_point, @w_point + 1; - } - mes "^3377FFBragi, Bragi."; - mes "Always call the Bard with this name,"; - mes "My singing is his breathe,"; - mes "My spirit is his will power,"; - mes "All Bard are his people,"; - mes "All praises will be leading to him.^000000"; - next; - input @song$; - if( @song$ != "All praises will be leading to him." ) { - set @w_point, @w_point + 1; - } - } else { - mes "^3377FFLouder, make it louder and clearer.^000000" ; - mes "Give strength to the marching soldiers."; - mes "Rock the sky, liven up the earth."; - mes "Let the explosive heart beating."; - mes "Climb the wall as trumpet blows."; - mes "Now, at this moment, or never!"; - next; - input @song$; - if( @song$ != "Louder, make it louder and clearer." ) { - set @w_point, @w_point + 1; - } - mes "^3377FFLouder, make it louder and clearer."; - mes "Give strength to the marching soldiers.^000000"; - mes "Rock the sky, liven up the earth."; - mes "Let the explosive heart beating."; - mes "Climb the wall as trumpet blows."; - mes "Now, at this moment, or never!"; - next; - input @song$; - if( @song$ != "Give strength to the marching soldiers.") { - set @w_point, @w_point + 1; - } - mes "^3377FFLouder, make it louder and clearer."; - mes "Give strength to the marching soldiers."; - mes "Rock the sky, liven up the earth.^000000"; - mes "Let the explosive heart beating."; - mes "Climb the wall as trumpet blows."; - mes "Now, at this moment, or never!"; - next; - input @song$; - if( @song$ != "Rock the sky, liven up the earth.") { - set @w_point, @w_point + 1; - } - mes "^3377FFLouder, make it louder and clearer."; - mes "Give strength to the marching soldiers."; - mes "Rock the sky, liven up the earth."; - mes "Let the explosive heart beating.^000000"; - mes "Climb the wall as trumpet blows."; - mes "Now, at this moment, or never!"; - next; - input @song$; - if( @song$ != "Let the explosive heart beating.") { - set @w_point, @w_point + 1; - } - mes "^3377FFLouder, make it louder and clearer."; - mes "Give strength to the marching soldiers."; - mes "Rock the sky, liven up the earth."; - mes "Let the explosive heart beating."; - mes "Climb the wall as trumpet blows.^000000"; - mes "Now, at this moment, or never!"; - next; - input @song$; - if( @song$ != "Climb the wall as trumpet blows.") { - set @w_point, @w_point + 1; - } - mes "^3377FFLouder, make it louder and clearer."; - mes "Give strength to the marching soldiers."; - mes "Rock the sky, liven up the earth."; - mes "Let the explosive heart beating."; - mes "Climb the wall as trumpet blows."; - mes "Now, at this moment, or never!^000000"; - next; - input @song$; - if( @song$ != "Now, at this moment, or never!") { - set @w_point, @w_point + 1; + set .@bard_s, rand(1,5); + if (.@bard_s == 1) { + mes "^3377FFThere was a man^000000"; + mes "who was said to be immortal."; + mes "His name Jichfreid,"; + mes "Son of the hero Jichmunt."; + mes "The evil giant Papner,"; + mes "Turned into a dragon and ate him."; + next; + input .@Song$; + if (.@Song$ != "There was a man") + set .@w_point,.@w_point+1; + + mes "^3377FFThere was a man"; + mes "who was said to be immortal.^000000"; + mes "His name Jichfreid,"; + mes "Son of the hero Jichmunt."; + mes "The evil giant Papner,"; + mes "Turned into a dragon and ate him."; + next; + input .@Song$; + if (.@Song$ != "who was said to be immortal.") + set .@w_point,.@w_point+1; + + mes "^3377FFThere was a man"; + mes "who was said to be immortal."; + mes "His name Jichfreid,^000000"; + mes "Son of the hero Jichmunt."; + mes "The evil giant Papner,"; + mes "Turned into a dragon and ate him."; + next; + input .@Song$; + if (.@Song$ != "His name Jichfreid,") + set .@w_point,.@w_point+1; + + mes "^3377FFThere was a man"; + mes "who was said to be immortal."; + mes "His name Jichfreid,"; + mes "Son of the hero Jichmunt.^000000"; + mes "The evil giant Papner,"; + mes "Turned into a dragon and ate him."; + next; + input .@Song$; + if (.@Song$ != "Son of the hero Jichmunt.") + set .@w_point,.@w_point+1; + + mes "^3377FFThere was a man"; + mes "who was said to be immortal."; + mes "His name Jichfreid,"; + mes "Son of the hero Jichmunt."; + mes "The evil giant Papner,^000000"; + mes "Turned into a dragon and ate him."; + next; + input .@Song$; + if (.@Song$ != "The evil giant Papner,") + set .@w_point,.@w_point+1; + + mes "^3377FFThere was a man"; + mes "who was said to be immortal."; + mes "His name Jichfreid,"; + mes "Son of the hero Jichmunt."; + mes "The evil giant Papner,"; + mes "Turned into a dragon and ate him.^000000"; + next; + input .@Song$; + if (.@Song$ != "Turned into a dragon and ate him.") + set .@w_point,.@w_point+1; + } + else if (.@bard_s == 2) { + mes "^3377FFA Merchant without money or equipment,^000000"; + mes "a Merchant that couldn't sell anything."; + mes "But he was too proud to beg."; + mes "So he gathered some money selling items."; + mes "At first he only sold Red Potions."; + mes "Some say he sold Sweet Potatoes, too."; + next; + input .@Song$; + if (.@Song$ != "A Merchant without money or equipment,") + set .@w_point,.@w_point+1; + + mes "^3377FFA Merchant without money or equipment,"; + mes "a Merchant that couldn't sell anything.^000000"; + mes "But he was too proud to beg."; + mes "So he gathered some money selling items."; + mes "At first he only sold Red Potions."; + mes "Some say he sold Sweet Potatoes, too."; + next; + input .@Song$; + if (.@Song$ != "a Merchant that couldn't sell anything.") + set .@w_point,.@w_point+1; + + mes "^3377FFA Merchant without money or equipment,"; + mes "a Merchant that couldn't sell anything."; + mes "But he was too proud to beg.^000000"; + mes "So he gathered some money selling items."; + mes "At first he only sold Red Potions."; + mes "Some say he sold Sweet Potatoes, too."; + next; + input .@Song$; + if (.@Song$ != "But he was too proud to beg.") + set .@w_point,.@w_point+1; + + mes "^3377FFA Merchant without money or equipment,"; + mes "a Merchant that couldn't sell anything."; + mes "But he was too proud to beg."; + mes "So he gathered some money selling items.^000000"; + mes "At first he only sold Red Potions."; + mes "Some say he sold Sweet Potatoes, too."; + next; + input .@Song$; + if (.@Song$ != "So he gathered some money selling items.") + set .@w_point,.@w_point+1; + + mes "^3377FFA Merchant without money or equipment,"; + mes "a Merchant that couldn't sell anything."; + mes "But he was too proud to beg."; + mes "So he gathered some money selling items."; + mes "At first he only sold Red Potions.^000000"; + mes "Some say he sold Sweet Potatoes, too."; + next; + input .@Song$; + if (.@Song$ != "At first he only sold Red Potions.") + set .@w_point,.@w_point+1; + + mes "^3377FFA Merchant without money or equipment,"; + mes "a Merchant that couldn't sell anything."; + mes "But he was too proud to beg."; + mes "So he gathered some money selling items."; + mes "At first he only sold Red Potions."; + mes "Some say he sold Sweet Potatoes, too.^000000"; + next; + input .@Song$; + if (.@Song$ != "Some say he sold Sweet Potatoes, too.") + set .@w_point,.@w_point+1; + } + else if (.@bard_s == 3) { + mes "^3377FFAll Gods never age.^000000"; + mes "The ever so Beautiful Goddess Eden,"; + mes "Beautiful and graceful Goddess Eden,"; + mes "Odin's daughter-in-law and Bragi's wife."; + mes "Her sweet apples in her basket,"; + mes "All thanks to her sweet apples."; + next; + input .@Song$; + if (.@Song$ != "All Gods never age.") + set .@w_point,.@w_point+1; + + mes "^3377FFAll Gods never age."; + mes "The ever so Beautiful Goddess Eden,^000000"; + mes "Beautiful and graceful Goddess Eden,"; + mes "Odin's daughter-in-law and Bragi's wife."; + mes "Her sweet apples in her basket,"; + mes "All thanks to her sweet apples."; + next; + input .@Song$; + if (.@Song$ != "The ever so Beautiful Goddess Eden,") + set .@w_point,.@w_point+1; + + mes "^3377FFAll Gods never age."; + mes "The ever so Beautiful Goddess Eden,"; + mes "Beautiful and graceful Goddess Eden,^000000"; + mes "Odin's daughter-in-law and Bragi's wife."; + mes "Her sweet apples in her basket,"; + mes "All thanks to her sweet apples."; + next; + input .@Song$; + if (.@Song$ != "Beautiful and graceful Goddess Eden,") + set .@w_point,.@w_point+1; + + mes "^3377FFAll Gods never age."; + mes "The ever so Beautiful Goddess Eden,"; + mes "Beautiful and graceful Goddess Eden,"; + mes "Odin's daughter-in-law and Bragi's wife.^000000"; + mes "Her sweet apples in her basket,"; + mes "All thanks to her sweet apples."; + next; + input .@Song$; + if (.@Song$ != "Odin's daughter-in-law and Bragi's wife.") + set .@w_point,.@w_point+1; + + mes "^3377FFAll Gods never age."; + mes "The ever so Beautiful Goddess Eden,"; + mes "Beautiful and graceful Goddess Eden,"; + mes "Odin's daughter-in-law and Bragi's wife."; + mes "Her sweet apples in her basket,^000000"; + mes "All thanks to her sweet apples."; + next; + input .@Song$; + if (.@Song$ != "Her sweet apples in her basket,") + set .@w_point,.@w_point+1; + + mes "^3377FFAll Gods never age."; + mes "The ever so Beautiful Goddess Eden,"; + mes "Beautiful and graceful Goddess Eden,"; + mes "Odin's daughter-in-law and Bragi's wife."; + mes "Her sweet apples in her basket,"; + mes "All thanks to her sweet apples.^000000"; + next; + input .@Song$; + if (.@Song$ != "All thanks to her sweet apples.") + set .@w_point,.@w_point+1; + } + else if (.@bard_s == 4) { + mes "^3377FFBragi, Bragi,^000000"; + mes "Forever call the poets name."; + mes "My songs are his breath,"; + mes "My mind is his will,"; + mes "All wandering poets are his people,"; + mes "And all praise shall go to him."; + next; + input .@Song$; + if (.@Song$ != "Bragi, Bragi,") + set .@w_point,.@w_point+1; + + mes "^3377FFBragi, Bragi,"; + mes "Forever call the poets name.^000000"; + mes "My songs are his breath,"; + mes "My mind is his will,"; + mes "All wandering poets are his people,"; + mes "And all praise shall go to him."; + next; + input .@Song$; + if (.@Song$ != "Forever call the poets name.") + set .@w_point,.@w_point+1; + + mes "^3377FFBragi, Bragi,"; + mes "Forever call the poets name."; + mes "My songs are his breath,^000000"; + mes "My mind is his will,"; + mes "All wandering poets are his people,"; + mes "And all praise shall go to him."; + next; + input .@Song$; + if (.@Song$ != "My songs are his breath,") + set .@w_point,.@w_point+1; + + mes "^3377FFBragi, Bragi,"; + mes "Forever call the poets name."; + mes "My songs are his breath,"; + mes "My mind is his will,^000000"; + mes "All wandering poets are his people,"; + mes "And all praise shall go to him."; + next; + input .@Song$; + if (.@Song$ != "My mind is his will,") + set .@w_point,.@w_point+1; + + mes "^3377FFBragi, Bragi,"; + mes "Forever call the poets name."; + mes "My songs are his breath,"; + mes "My mind is his will,"; + mes "All wandering poets are his people,^000000"; + mes "And all praise shall go to him."; + next; + input .@Song$; + if (.@Song$ != "All wandering poets are his people,") + set .@w_point,.@w_point+1; + + mes "^3377FFBragi, Bragi,"; + mes "Forever call the poets name."; + mes "My songs are his breath,"; + mes "My mind is his will,"; + mes "All wandering poets are his people,"; + mes "And all praise shall go to him.^000000"; + next; + input .@Song$; + if (.@Song$ != "And all praise shall go to him.") + set .@w_point,.@w_point+1; + } + else { + mes "^3377FFLouder, louder, louder.^000000"; + mes "Give strength to the warriors!"; + mes "Shake the sky and roar through the land."; + mes "Make my heart pound again!"; + mes "Let the castle walls ring."; + mes "This day will never come again!"; + next; + input .@Song$; + if (.@Song$ != "Louder, louder, louder.") + set .@w_point,.@w_point+1; + + mes "^3377FFLouder, louder, louder."; + mes "Give strength to the warriors!^000000"; + mes "Shake the sky and roar through the land."; + mes "Make my heart pound again!"; + mes "Let the castle walls ring."; + mes "This day will never come again!"; + next; + input .@Song$; + if (.@Song$ != "Give strength to the warriors!") + set .@w_point,.@w_point+1; + + mes "^3377FFLouder, louder, louder."; + mes "Give strength to the warriors!"; + mes "Shake the sky and roar through the land.^000000"; + mes "Make my heart pound again!"; + mes "Let the castle walls ring."; + mes "This day will never come again!"; + next; + input .@Song$; + if (.@Song$ != "Shake the sky and roar through the land.") + set .@w_point,.@w_point+1; + + mes "^3377FFLouder, louder, louder."; + mes "Give strength to the warriors!"; + mes "Shake the sky and roar through the land."; + mes "Make my heart pound again!^000000"; + mes "Let the castle walls ring."; + mes "This day will never come again!"; + next; + input .@Song$; + if (.@Song$ != "Make my heart pound again!") + set .@w_point,.@w_point+1; + + mes "^3377FFLouder, louder, louder."; + mes "Give strength to the warriors!"; + mes "Shake the sky and roar through the land."; + mes "Make my heart pound again!"; + mes "Let the castle walls ring.^000000"; + mes "This day will never come again!"; + next; + input .@Song$; + if (.@Song$ != "Let the castle walls ring.") + set .@w_point,.@w_point+1; + + mes "^3377FFLouder, louder, louder."; + mes "Give strength to the warriors!"; + mes "Shake the sky and roar through the land."; + mes "Make my heart pound again!"; + mes "Let the castle walls ring."; + mes "This day will never come again!^000000"; + next; + input .@Song$; + if (.@Song$ != "This day will never come again!") + set .@w_point,.@w_point+1; } + + if (.@w_point) { + cutin "job_bard_aiolo02",2; + mes "[Lalo]"; + mes "Oy, You got the lyrics wrong!"; + mes "Can't you even sing along..?"; + next; + mes "[Lalo]"; + mes "Your pronunciation is very unclear."; + mes "Do a better job next time."; + close2; + cutin "job_bard_aiolo02",255; + end; + } + mes "[Lalo]"; + mes ".........."; + next; + set BARD_Q,5; + mes "[Lalo]"; + mes "Wonderful! Finished it in one try!"; + mes "You can become a great Bard. "; + next; + mes "[Lalo]"; + mes "Mmm... So you will not become a Bard."; + mes "But I want to give you a souvenir..."; + next; + mes "[Lalo]"; + mes "Do you want to just change jobs now?"; + mes "Or do you want a present."; + next; + if (select("Just change my job please.:I'd be thankful for a present.") == 1) { +B_Change: + if(SkillPoint) { + cutin "job_bard_aiolo01",2; + mes "[Lalo]"; + mes "Ah... Everything is good, but you still have some skill points left."; + mes "Go learn the rest of the skills and come back."; + next; + mes "[Lalo]"; + mes "And I am going to give you a small present..."; + mes "So bring some trunks."; + mes "It doesn't matter what kind, as long as they are 60 of the same kind..."; + close2; + cutin "job_bard_aiolo01",255; + end; + } + callfunc "Job_Change",Job_Bard; + callfunc "F_ClearJobVar"; //clears all job variables for the current player + mes "[Lalo]"; + mes "Very well! Hope you sing happy enjoyable songs."; + mes "Live like the wind and the clouds!"; + next; + mes "[Lalo]"; + mes "See you again next time!"; + close2; + cutin "job_bard_aiolo01",255; + end; + } + mes "[Lalo]"; + mes "Hmm... very well, bring some trunks."; + mes "It doesn't matter what kind, as long as they are 60 of the same kind..."; + next; + mes "[Lalo]"; + mes "I will give you a gift once you bring them."; + mes "Have a safe trip."; + close2; + cutin "job_bard_aiolo01",255; + end; } - if( @w_point > 0) { - mes "[Ayealo]"; - mes "Hey, friend, you sang the wrong word!"; - mes "Follow me, sing it well."; - next; - mes "[Ayealo]"; - mes "Your pronunciation was quite rusty."; - mes "Please sing it better next time."; - close; - } - mes ".........."; + cutin "job_bard_aiolo01",2; + set xmas_npc,1; + mes "[Lalo]"; + mes "Eh, you still haven't become his friend?"; + mes "Talking will not be enough."; next; - set BARD_Q, 5; - mes "[Ayealo]"; - mes "It's amazing! It's not so simple at once?"; - mes "You can be a good singer to a certain extent."; + mes "[Lalo]"; + mes "if you become friends with ^008800Jack Frost^000000, you will receive something."; + mes "And talk with the village people, too..."; + close2; + cutin "job_bard_aiolo01",255; + end; + } + else if(BARD_Q == 4) { + cutin "job_bard_aiolo01",2; + mes "[Lalo]"; + mes "Hmm... this time you can do better, right?"; + mes "Let's try again, you can do it."; next; - mes "[Ayealo]"; - mes "In that case, you are a Bard from now on."; - mes "But, I would like to present a souvenir for you."; + mes "[Lalo]"; + mes "I'll sing one part..."; + mes "and you try it after."; next; - mes "[Ayealo]"; - mes "You would like to change the job directly?"; - mes "Or do you wish to receive anything?"; - next; - switch( select( "Please let me change the job directly.", "I will thank you for the souvenir.")) { - case 1: -B_Change: - if(SkillPoint != 0) { - mes "[Ayealo]"; - mes "Mmm...it's OK. You haven't mastering some of the skills, right?"; - mes "Talk to me later after you had learned all the skills."; - next; - mes "[Ayealo]"; - mes "And, I had prepared some souvenirs for you."; - mes "Can you please bring some Wooden Block?"; - mes "We're not restricted to any materials, as long as the quantities of a same type item are 60."; - close; - } - callfunc "Job_Change",Job_Bard; - callfunc "F_ClearJobVar"; //clears all job variables for the current player - mes "[Ayealo]"; - mes "Well, wish that you can sing a lot of merry songs."; - mes "Live like the wind or the cloud."; - next; - mes "[Ayealo]"; - mes "Hope to see you next time."; - close; - case 2: - mes "[Ayealo]"; - mes "Mmm, well. Please bring back some Wooden Block."; - mes "We're not restricted to any materials, as long as the quantities of a same type item are 60."; - next; - mes "[Ayealo]"; - mes "If you can bring all the materials, I'll reward you with a present."; - mes "Be careful on the road."; - close; - } - } else if(BARD_Q == 4) { - mes "[Ayealo]"; - mes "Mmm, you should follow my singing now, do you get it?"; - mes "Try it again, you can make it."; + mes "[Lalo]"; + mes "Here we go."; + mes "*Ehem*"; + mes "1, 2, 3, 4"; next; goto B_SING; - } else if(BARD_Q == 5) { - if(SkillPoint != 0) { - mes "[Ayealo]"; - mes "Mmm...it's OK. You haven't mastering some of the skills, right?"; - mes "Talk to me later after you had learned all the skills."; - next; - mes "[Ayealo]"; - mes "And, I had prepared some souvenirs for you."; - mes "Can you please bring some Wooden Block?"; - mes "We're not restricted to any materials, as long as the quantities of a same type item are 60."; - close; + } + else if(BARD_Q == 5) { + if(SkillPoint) { + cutin "job_bard_aiolo01",2; + mes "[Lalo]"; + mes "Ah... Everything is good, but you still have some skill points left."; + mes "Go learn the rest of the skills and come back."; + next; + mes "[Lalo]"; + mes "And I am going to give you a small present..."; + mes "So don't forget the trunks."; + mes "It doesn't matter what kind, as long as they are 60 of the same sort..."; + close2; + cutin "job_bard_aiolo01",255; + end; } - mes "[Ayealo]"; - mes "Its must be a tough job, I'll make use of this material to make a souvenir after you had changed the job."; - mes "Hold on please."; + if(countitem(1019) > 59) callsub S_ChangeJob,1019,1901; + else if(countitem(1068) > 59) callsub S_ChangeJob,1068,1903; + else if(countitem(1067) > 59) callsub S_ChangeJob,1067,1903; + else if(countitem(1066) > 59) { + if(JobLevel > 49) callsub S_ChangeJob,1066,1910; + else callsub S_ChangeJob,1066,1905; + } + cutin "job_bard_aiolo01",2; + mes "[Lalo]"; + mes "Mmm? Seems like you haven't prepared all trunks the yet? "; + mes "Do you want to just change jobs anyways?"; next; - mes "[Ayealo]"; - mes "^3355FFSoo-sha Soo-sha Tung-tang tung-tang^000000"; - mes "^3355FFKiwi Kiwi Pitt Pitt^000000"; + if (select("Yes, just change my job already.:No, I'll go prepare them.") == 1) goto B_Change; + cutin "job_bard_aiolo01",2; + mes "[Lalo]"; + mes "Hmm... ok, bring some ^3355FFtrunks^000000."; + mes "Doesn't matter what kind, as long as they are 60 of the same sort."; next; - if(countitem("Wooden_Block") > 59) { - delitem "Wooden_Block", 60; - getitem "Violin", 1; - } else if(countitem("Tree_Of_Archer_3") > 59) { - delitem "Tree_Of_Archer_3", 60; - getitem "Mandolin", 1; - } else if(countitem("Tree_Of_Archer_2") > 59) { - delitem "Tree_Of_Archer_2", 60; - getitem "Mandolin", 1; - } else if(countitem("Tree_Of_Archer_1") > 59) { - if(JobLevel > 49) { - delitem "Tree_Of_Archer_1", 60; - getitem "Harp_", 1; - } else { - delitem "Tree_Of_Archer_1", 60; - getitem "Lute", 1; - } - } else { - mes "[Ayealo]"; - mes "Mmm? It's better that you collect more Wooden Block."; - mes "Can I change the job now?"; - next; - menu "Please let me change the job directly.",B_Change,"It's OK, I'll come again after well prepare.",-; - mes "[Ayealo]"; - mes "Mmm, OK. Can you please bring some ^3355FF Wooden Block^000000?"; - mes "We're not restricted to any materials, as long as the quantities of a same type item are 60."; - next; - mes "[Ayealo]"; - mes "If you can bring all the materials, I'll reward you with a present."; - mes "Be careful on the road."; - close; - } + mes "[Lalo]"; + mes "I'll give you a present if you bring them."; + mes "Then see you soon."; + close2; + cutin "job_bard_aiolo01",255; + end; + } + cutin "job_bard_aiolo01",2; + mes "[Lalo]"; + mes "Whee~ whee~ whee~"; + close2; + cutin "job_bard_aiolo01",255; + end; + +S_ChangeJob: callfunc "Job_Change",Job_Bard; - callfunc "F_ClearJobVar"; //clears all job variables for the current player - mes "[Ayealo]"; - mes "C'mon, this is the souvenir. It's useful while singing."; - mes "Hope that you can sing more cheerful songs."; + callfunc "F_ClearJobVar"; + mes "[Lalo]"; + mes "Good job. I will make you a job change souvenir with this."; + mes "Wait just a moment."; next; - mes "[Ayealo]"; - mes "See you next time."; - close; - } - mes "[Ayealo]"; - mes "Em Hm..."; - close; + mes "[Lalo]"; + mes "^3355FFScrape Scrape Tang Tang^000000"; + mes "^3355FFSqueak Squeak Scratch Scratch^000000"; + delitem getarg(0),60; + getitem getarg(1),1; + next; + mes "[Lalo]"; + mes "Here you go, a souvenir. It is useful when you sing."; + mes "Hope you sing happy songs."; + next; + mes "[Lalo]"; + mes "See you next time!"; + close2; + cutin "job_bard_aiolo01",255; + end; } \ No newline at end of file -- cgit v1.2.3-60-g2f50