From 0f5b174e6eff3a187fd0d10bc1f225a2907f9e49 Mon Sep 17 00:00:00 2001 From: masao87 Date: Sat, 2 Jun 2012 01:55:34 +0000 Subject: - Added Instructor Ur to Eden Quest Quests. bugreport:5742 - Added Mission Boards 86-90 and 91-99 to Eden Group. bugreport:5742 - Updated quest_db.txt to match the new Quests in the new Eden Group Quests. * Special thanks to Chilly for providing the base of the scripts! <3 - Updated Rune Knight Job change Quest for the last time to finally work as official as possible. git-svn-id: https://rathena.svn.sourceforge.net/svnroot/rathena/trunk@16213 54d463be-8e91-2dee-dedb-b68131a5f0ec --- npc/quests/eden/eden_quests.txt | 2172 ++++++++++++++++++++++++++++++++++++++- 1 file changed, 2165 insertions(+), 7 deletions(-) (limited to 'npc/quests/eden/eden_quests.txt') diff --git a/npc/quests/eden/eden_quests.txt b/npc/quests/eden/eden_quests.txt index 5b79c9f16..d9358871c 100644 --- a/npc/quests/eden/eden_quests.txt +++ b/npc/quests/eden/eden_quests.txt @@ -3,7 +3,7 @@ //===== By: ================================================== //= L0ne_W0lf //===== Current Version: ===================================== -//= 1.2 +//= 1.3 //===== Compatible With: ===================================== //= rAthena SVN //===== Description: ========================================= @@ -13,6 +13,8 @@ //= 1.1 Removed unencoded comments (Korean -> Gibberish) //= Readded the GM helper NPC, commented out. //= 1.2 Some little optimization here and there. [Masao] +//= 1.3 Added Instructor Ur and the new Quests which come +//= alongside him. Special thanks to Chilly for the base. [Masao] //============================================================ moc_para01,25,35,4 script Instructor Boya#para01 469,{ @@ -1042,7 +1044,7 @@ moc_para01,25,35,4 script Instructor Boya#para01 469,{ mes "The arsenal is past the blue gate and at the end of the right side of the passage."; close; } - if (para_suv01 == 38) { + if (para_suv01 >= 38) { mes "[Boya]"; mes "My boss created all the courses for the training."; mes "After he manufactured the uniform and supplies he changed his mind and said that he can't give them for free."; @@ -1369,7 +1371,7 @@ prt_sewb1,131,262,3 script Timid Cat#para04 422,{ mes "[Timid Cat]"; mes "Did you come here to have a battle?"; mes "Hunt those Thief Bugs, hurry up!"; - mes "Hunt atleast 10!"; + mes "Hunt at least 10!"; mes "Meooow!"; next; mes "[Timid Cat]"; @@ -1496,7 +1498,7 @@ prt_sewb1,131,262,3 script Timid Cat#para04 422,{ percentheal 0,100; close; } - if (para_suv01 == 10) { + if (para_suv01 >= 10) { mes "[Timid Cat]"; mes "You've completed 'Conquer the Culvert'."; mes "Go back to the Eden Group headquarters to report to Boya."; @@ -1639,7 +1641,7 @@ pay_arche,41,136,3 script Eden Member Karl#para05 904,{ percentheal 0,100; close; } - if (para_suv01 == 16) { + if (para_suv01 >= 16) { mes "[Karl]"; mes "I already informed Boya at the Eden Group headquarters."; mes "If you go there he will give you a big welcome."; @@ -1829,7 +1831,7 @@ anthell01,29,264,5 script Eden Member Cloud#para06 899,{ percentheal 100,100; close; } - if (para_suv01 == 21) { + if (para_suv01 >= 21) { mes "[Cloud]"; mes "It's enough to say that you've conquered Ant Hell."; mes "Aren't you getting used to it here?"; @@ -2236,7 +2238,7 @@ iz_dun04,43,46,3 script Eden Member Callandiva 745,{ percentheal 100,100; close; } - if (para_suv01 == 36) { + if (para_suv01 >= 36) { mes "[Callandiva]"; mes "I won't give help to you anymore."; mes "Go back to our headquarters and report about this training mission."; @@ -3837,6 +3839,2162 @@ moc_para01,179,44,3 script Chef 820,{ } } +moc_para01,23,35,4 script Instructor Ur 468,{ + if (countitem(6219) > 0) { + if (BaseLevel < 60) { + mes "[Instructor Ur]"; + mes "Umm. You should raise your level more!"; + mes "You need to be at least level 60!"; + mes "I'm sorry but those are the rules."; + close; + } + if ((BaseLevel >= 60) && (BaseLevel < 70) && (para_suv01 < 39)) { + mes "[Instructor Ur]"; + mes "You are just in time! I have a new quest for you, would you like to start it now?"; + next; + switch(select("Yes!:No, thanks.")) { + case 1: + mes "[Instructor Ur]"; + mes "Great! I want you to go find ^0000FFRomeo in Comodo^000000."; + next; + set para_suv01,39; + setquest 7214; + mes "[Instructor Ur]"; + mes "You should see him near the entrance to the ^0000FFNorth Cave in Comodo^000000."; + close; + case 2: + mes "[Instructor Ur]"; + mes "Thats to bad. I have some nice rewards i could have given to you for helping me."; + close; + } + } + if ((para_suv01 == 39) && (romeo < 4)) { + mes "[Instructor Ur]"; + mes "What are you waiting for? Go find ^0000FFRomeo in Comodo^000000."; + next; + mes "[Instructor Ur]"; + mes "You should see him near the entrance to the ^0000FFNorth Cave in Comodo^000000."; + close; + } + if ((para_suv01 == 40) && (romeo == 4)) { + mes "[Instructor Ur]"; + mes "Done already? Great work!"; + next; + set para_suv01,41; + completequest 7218; + if (para_suv02 < 5) { + set para_suv02,5; + } + mes "[Instructor Ur]"; + mes "Go to the back room and talk to ^0000FFToren^000000 for your reward!"; + close; + } + if (para_suv01 == 41) { + mes "[Instructor Ur]"; + mes "Go to the back room and talk to ^0000FFToren^000000 for your reward!"; + close; + } + if ((para_suv01 == 42) && (BaseLevel < 70)) { + mes "[Instructor Ur]"; + mes "I'm sorry, I have no new quests available for you at this time. Come back when you are at least ^FF0000Base Level 70^000000."; + close; + } + if ((BaseLevel >= 70) && (BaseLevel < 80) && (para_suv01 < 39 || para_suv01 == 42)) { + mes "[Instructor Ur]"; + mes "You are just in time! I have a new quest for you, would you like to start it now?"; + next; + switch(select("Yes!:No, thanks.")) { + case 1: + mes "[Instructor Ur]"; + mes "Great! I want you to go find ^0000FFJohan in Glast Heim^000000."; + next; + set para_suv01,43; + setquest 7219; + mes "[Instructor Ur]"; + mes "You should see him near the entrance of the ^0000FFGlast Heim Church^000000."; + close; + case 2: + mes "[Instructor Ur]"; + mes "Thats to bad. I have some nice rewards i could have given to you for helping me."; + close; + } + } + if ((para_suv01 == 43) && (johan < 3)) { + mes "[Instructor Ur]"; + mes "What are you waiting for? Go find ^0000FFJohan in Glast Heim^000000."; + next; + mes "[Instructor Ur]"; + mes "You should see him near the entrance of the ^0000FFGlast Heim Church^000000."; + close; + } + if ((para_suv01 == 43) && (johan == 3)) { + mes "[Instructor Ur]"; + mes "Done already? Great work!"; + next; + set para_suv01,44; + completequest 7222; + if (para_suv02 < 7) { + set para_suv02,7; + } + mes "[Instructor Ur]"; + mes "Go to the back room and talk to ^0000FFToren and the Weapons Expert^000000 for your rewards!"; + close; + } + if (para_suv01 == 44) { + mes "[Instructor Ur]"; + mes "Go to the back room and talk to ^0000FFToren^000000 for your reward!"; + close; + } + if ((para_suv01 == 45) && (BaseLevel < 80)) { + mes "[Instructor Ur]"; + mes "I'm sorry, I have no new quests available for you at this time. Come back when you are at least ^FF0000Base Level 80^000000."; + close; + } + if ((BaseLevel >= 80) && (BaseLevel < 90) && (para_suv01 < 39 || para_suv01 == 42 || para_suv01 == 45)) { + mes "[Instructor Ur]"; + mes "You are just in time! I have a new quest for you, would you like to start it now?"; + next; + switch(select("Yes!:No, thanks.")) { + case 1: + mes "[Instructor Ur]"; + mes "Great! I want you to go find ^0000FFKiren in Einbroch^000000."; + next; + set para_suv01,46; + setquest 7223; + mes "[Instructor Ur]"; + mes "You should see her near the ^0000FFSouth Enterance^000000 outside of town."; + close; + case 2: + mes "[Instructor Ur]"; + mes "Thats to bad. I have some nice rewards i could have given to you for helping me."; + close; + } + } + if ((para_suv01 == 46) && (kiren < 3)) { + mes "[Instructor Ur]"; + mes "What are you waiting for? Go find ^0000FFKiren in Einbroch^000000."; + next; + mes "[Instructor Ur]"; + mes "You should see her near the ^0000FFSouth Enterance^000000 outside of town."; + close; + } + if ((para_suv01 == 46) && (kiren == 3)) { + mes "[Instructor Ur]"; + mes "Done already? Great work!"; + next; + set para_suv01,47; + completequest 7228; + if (para_suv02 < 9) { + set para_suv02,9; + } + mes "[Instructor Ur]"; + mes "Go to the back room and talk to ^0000FFToren and the Weapons Expert^000000 for your rewards!"; + close; + } + if (para_suv01 == 47) { + mes "[Instructor Ur]"; + mes "Go to the back room and talk to ^0000FFToren^000000 for your reward!"; + close; + } + if ((para_suv01 == 48) && (BaseLevel < 90)) { + mes "[Instructor Ur]"; + mes "I'm sorry, I have no new quests available for you at this time. Come back when you are at least ^FF0000Base Level 90^000000."; + close; + } + if ((BaseLevel >= 90) && (BaseLevel < 100) && (para_suv01 < 39 || para_suv01 == 42 || para_suv01 == 45 || para_suv01 == 48)) { + mes "[Instructor Ur]"; + mes "You are just in time! I have a new quest for you, would you like to start it now?"; + next; + switch(select("Yes!:No, thanks.")) { + case 1: + mes "[Instructor Ur]"; + mes "Great! I want you to go find ^0000FFNaomi in Ice Dungeon^000000."; + next; + set para_suv01,49; + setquest 7229; + mes "[Instructor Ur]"; + mes "You should see her near the ^0000FFEnterance^000000 when you enter the dungeon."; + close; + case 2: + mes "[Instructor Ur]"; + mes "Thats to bad. I have some nice rewards i could have given to you for helping me."; + close; + } + } + if ((para_suv01 == 49) && (naomi < 3)) { + mes "[Instructor Ur]"; + mes "What are you waiting for? Go find ^0000FFNaomi in Ice Dungeon^000000."; + next; + mes "[Instructor Ur]"; + mes "You should see her near the ^0000FFEnterance^000000 when you enter the dungeon."; + close; + } + if ((para_suv01 == 49) && (naomi == 3)) { + mes "[Instructor Ur]"; + mes "Done already? Great work!"; + next; + set para_suv01,50; + completequest 7232; + if (para_suv02 < 11) { + set para_suv02,11; + } + mes "[Instructor Ur]"; + mes "Go to the back room and talk to ^0000FFToren and the Weapons Expert^000000 for your rewards!"; + close; + } + if (para_suv01 == 50) { + mes "[Instructor Ur]"; + mes "Go to the back room and talk to ^0000FFToren^000000 for your reward!"; + close; + } + if ((BaseLevel >= 100) && (para_suv01 < 39 || para_suv01 == 42 || para_suv01 == 45 || para_suv01 == 48 || para_suv01 == 51)) { + mes "[Instructor Ur]"; + mes "You are just in time! I have a new quest for you, would you like to start it now?"; + next; + switch(select("Yes!:No, thanks.")) { + case 1: + mes "[Instructor Ur]"; + mes "Great! I want you to go find ^0000FFMargaret in the Expedition Camp^000000."; + next; + set para_suv01,52; + setquest 7233; + mes "[Instructor Ur]"; + mes "You should see her near the ^0000FFBuilding in the Center^000000 of the Expedition Camp."; + close; + case 2: + mes "[Instructor Ur]"; + mes "Thats too bad. I had some nice rewards to give you."; + close; + } + } + if ((para_suv01 == 52) && (margaret < 7)) { + mes "[Instructor Ur]"; + mes "What are you waiting for? Go find ^0000FFMargaret in the Expedition Camp^000000."; + next; + mes "[Instructor Ur]"; + mes "You should see her near the ^0000FFBuilding in the Center^000000 of the Expedition Camp."; + close; + } + if ((para_suv01 == 52) && (margaret == 7)) { + mes "[Instructor Ur]"; + mes "Done already? Great work!"; + next; + set para_suv01,53; + completequest 7237; + if (para_suv02 < 13) { + set para_suv02,13; + } + mes "[Instructor Ur]"; + mes "Go to the back room and talk to ^0000FFToren and the Weapons Expert^000000 for your rewards!"; + close; + } + if (para_suv01 == 53) { + mes "[Instructor Ur]"; + mes "Go to the back room and talk to ^0000FFToren^000000 for your reward!"; + close; + } + if (para_suv01 > 53) { + mes "[Instructor Ur]"; + mes "I'm out of rewards to give to you. But don't worry, there are much better gears out there for you to obtain."; + close; + } + } + mes "[Instructor Ur]"; + mes "You are not in my group are you?"; + mes "I don't have anything to say to outsiders."; + mes "If you want something register with my group."; + next; + mes "[Instructor Ur]"; + mes "To register with the Eden Group ask Laime Evenor next to me."; + close; +} + +comodo,173,354,6 script Romeo#01 55,{ + if ((para_suv01 == 39) && (romeo < 1)) { + mes "[Romeo]"; + mes "Ah, there you are."; + next; + mes "[Romeo]"; + mes "Before we begin, I want to test you."; + next; + set romeo,1; + changequest 7214,7215; + mes "[Romeo]"; + mes "Enter the cave and kill ^0000FF3 Stalactic Golems^000000, then return to me."; + close; + } + if (romeo == 1) { + if (checkquest(7215,HUNTING) == 2) { + mes "[Romeo]"; + mes "You did it? Thats all the proof I needed."; + next; + mes "[Romeo]"; + mes "You should then have no trouble killing ^0000FF10 more Stalactic Golems^000000, right?"; + next; + getexp 10000,10000; + set romeo,2; + changequest 7215,7216; + mes "[Romeo]"; + mes "^0000FFMeet me at the north-east exit of the cave^000000 when you are done, I will be waiting for you outside."; + close; + } + mes "[Romeo]"; + mes "Don't give up, I'm only asking you to kill ^0000FF3 Stalactic Golems^000000."; + close; + } + if (romeo == 2) { + mes "[Romeo]"; + mes "You should then have no trouble killing ^0000FF10 more Stalactic Golems^000000, right?"; + next; + mes "[Romeo]"; + mes "After you have killed all ^0000FF10 Stalactic Golems^000000, ^0000FFmeet me at the north-east exit of the cave^000000. I will be waiting for you outside."; + close; + } + mes "[Romeo]"; + mes "The person I'm waiting for is late..."; + close; +} + +um_fild01,34,280,6 script Romeo#02 55,{ + if (romeo == 2) { + if (checkquest(7216,HUNTING) == 2) { + mes "[Romeo]"; + mes "Wow, you have arrived sooner than I expected."; + next; + mes "[Romeo]"; + mes "There is only one more thing I need you to do for me."; + next; + getexp 10000,10000; + set romeo,3; + changequest 7216,7217; + mes "[Romeo]"; + mes "Bring me ^0000FF5 Shoulder Pads and 7 Sharp Leafs^000000."; + close; + } + mes "[Romeo]"; + mes "You are early, but you didn't kill ^0000FF10 Stalactic Golems^000000 like I asked you to do."; + close; + } + if (romeo == 3) { + if ((countitem(7196) >= 5) && (countitem(7100) >= 7)) { + mes "[Romeo]"; + mes "Your work here is done my friend."; + next; + delitem 7196,5; // Shoulder Pad + delitem 7100,7; // Sharp Leaf + getexp 10000,10000; + set romeo,4; + changequest 7217,7218; + mes "[Romeo]"; + mes "Return to the ^33CC33Paradise Group Headquarters^000000 for your reward."; + close; + } + mes "[Romeo]"; + mes "Bring me ^0000FF5 Shoulder Pads and 7 Sharp Leafs^000000."; + close; + } + if (romeo == 4) { + mes "[Romeo]"; + mes "Thank you again for all your help."; + next; + mes "[Romeo]"; + mes "Return to the ^33CC33Paradise Group Headquarters^000000 for your reward."; + close; + } + mes "[Romeo]"; + mes "What is taking so long..."; + close; +} + +glast_01,195,131,6 script Johan 95,{ + if ((para_suv01 == 43) && (johan < 1)) { + mes "[Johan]"; + mes "..."; + next; + mes "[Johan]"; + mes "I don't need to explain anything to you."; + next; + set johan,1; + changequest 7219,7220; + mes "[Johan]"; + mes "Go kill ^0000FF20 Wraiths^000000."; + close; + } + if (johan == 1) { + if (checkquest(7220,HUNTING) == 2) { + mes "[Johan]"; + mes "Good."; + next; + mes "[Johan]"; + mes "Next I want you to kill ^0000FF10 Evil Druids^000000."; + next; + getexp 20000,20000; + set johan,2; + changequest 7220,7221; + mes "[Johan]"; + mes "This time kill them quickly, I don't like to wait."; + close; + } + mes "[Johan]"; + mes "... ^0000FF20 Wraiths^000000 shouldn't take this long."; + close; + } + if (johan == 2) { + if (checkquest(7221,HUNTING) == 2) { + mes "[Johan]"; + mes "Hmmmm, better."; + next; + mes "[Johan]"; + mes "Ok, I'm done with you."; + next; + getexp 20000,20000; + set johan,3; + changequest 7221,7222; + mes "[Johan]"; + mes "Return to the ^33CC33Paradise Group Headquarters^000000 for your reward."; + close; + } + mes "[Johan]"; + mes "Hurry up, it is only ^0000FF10 Evil Druids^000000."; + close; + } + if (johan == 3) { + mes "[Johan]"; + mes "Why are you still here?"; + next; + mes "[Johan]"; + mes "Return to the ^33CC33Paradise Group Headquarters^000000 for your reward."; + close; + } + mes "[Johan]"; + mes "Go away... I'm busy."; + close; +} + +ein_fild08,172,359,4 script Kiren 989,{ + if ((para_suv01 == 46) && (kiren < 1)) { + mes "[Kiren]"; + mes "Hey there."; + next; + mes "[Kiren]"; + mes "You must be a member of the Paradise Group, come help me for a second."; + next; + set kiren,1; + changequest 7223,7224; + mes "[kiren]"; + mes "Can you kill ^0000FF30 Porcellios^000000 for me and then return to me?"; + close; + } + if (kiren == 1) { + if (checkquest(7224,HUNTING) == 2) { + mes "[Kiren]"; + mes "Wow, most people spend twice as long as you did to kill those Porcellios!"; + next; + mes "[Kiren]"; + mes "I think you need a challenge."; + next; + getexp 30000,30000; + set kiren,2; + changequest 7224,7226; + setquest 7227; + mes "[Kiren]"; + mes "How about this: Kill ^0000FF30 Venomous and 5 Teddy Bears^000000."; + close; + } + mes "[Kiren]"; + mes "Come back to me when you have killed the ^0000FF30 Porcellios^000000."; + close; + } + if (kiren == 2) { + if ((checkquest(7226,HUNTING) == 2) && (checkquest(7227,HUNTING) == 2)) { + mes "[Kiren]"; + mes "Incredible, you set a new record!"; + next; + mes "[Kiren]"; + mes "I have never seen anyone kill them all so fast, you are good at this."; + next; + getexp 30000,30000; + set kiren,3; + changequest 7226,7228; + completequest 7227; + mes "[Kiren]"; + mes "Return to the ^33CC33Paradise Group Headquarters^000000 for your reward."; + close; + } + mes "[Kiren]"; + mes "Remember, you need to kill ^0000FF30 Venomous and 5 Teddy Bears^000000."; + close; + } + if (kiren == 3) { + mes "[Kiren]"; + mes "Don't worry, nobody else has beaten your record yet."; + next; + mes "[Kiren]"; + mes "Return to the ^33CC33Paradise Group Headquarters^000000 for your reward."; + close; + } + mes "[Kiren]"; + mes "Be careful, there are some fast monsters around here."; + close; +} + +ice_dun01,154,13,6 script Naomi 726,{ + if ((para_suv01 == 49) && (naomi < 1)) { + mes "[Naomi]"; + mes "It is so cold in here."; + next; + mes "[Naomi]"; + mes "I blame those annoying Siromas."; + next; + set naomi,1; + changequest 7229,7230; + mes "[Naomi]"; + mes "Can you kill ^0000FF30 Siromas^000000 for me, please?"; + close; + } + if (naomi == 1) { + if (checkquest(7230,HUNTING) == 2) { + mes "[Naomi]"; + mes "Thank you, but there are still so many Siromas here!"; + next; + mes "[Naomi]"; + mes "I need to make a special drink to stay warm, please help me make it."; + next; + getexp 40000,40000; + set naomi,2; + changequest 7230,7231; + mes "[Naomi]"; + mes "Can you kill another ^0000FF30 Siromas^000000 and bring me ^0000FF30 Ice Cubics, 1 Milk and 1 Sweet Sauce^000000?"; + close; + } + mes "[Naomi]"; + mes "Please kill ^0000FF30 Siromas^000000, I just hate them."; + close; + } + if (naomi == 2) { + if ((checkquest(7231,HUNTING) == 2) && (countitem(7066) >= 30) && (countitem(519) >= 1) && (countitem(7453) >= 1)) { + mes "[Naomi]"; + mes "Yay, you did it!"; + next; + mes "[Naomi]"; + mes "I will be fine now, don't worry about me."; + next; + delitem 7066,30; // Ice Cubic + delitem 519,1; // Milk + delitem 7453,1; // Sweet Sauce + getexp 40000,40000; + set naomi,3; + changequest 7231,7232; + mes "[Naomi]"; + mes "Return to the ^33CC33Paradise Group Headquarters^000000 for your reward."; + close; + } + mes "[Naomi]"; + mes "Can you kill another ^0000FF30 Siromas^000000 and bring me ^0000FF30 Ice Cubics, 1 Milk and 1 Sweet Sauce^000000?"; + close; + } + if (naomi == 3) { + mes "[Naomi]"; + mes "I will be fine now, don't worry about me."; + next; + mes "[Naomi]"; + mes "Return to the ^33CC33Paradise Group Headquarters^000000 for your reward."; + close; + } + mes "[Naomi]"; + mes "So... cold..."; + close; +} + +mid_camp,212,229,4 script Margaret 893,{ + if ((para_suv01 == 52) && (margaret < 1)) { + mes "[Margaret]"; + mes "Oh, hello there."; + next; + mes "[Margaret]"; + mes "I have two friends here in the New World which need your help."; + next; + set margaret,1; + changequest 7233,7234; + mes "[Margaret]"; + mes "Please start by helping the ^0000FFParadise Dispatch in Manuk Field^000000."; + close; + } + if (margaret == 1 || margaret == 2) { + mes "[Margaret]"; + mes "Please start by helping the ^0000FFParadise Dispatch in Manuk Field^000000."; + close; + } + if (margaret == 3) { + mes "[Margaret]"; + mes "Ah good, you were able to help him."; + next; + set margaret,4; + mes "[Margaret]"; + mes "Next can you help the ^0000FFParadise Dispatch in Splendide Field^000000, please?"; + close; + } + if (margaret == 4 || margaret == 5) { + mes "[Margaret]"; + mes "Next can you help the ^0000FFParadise Dispatch in Splendide Field^000000, please?"; + close; + } + if (margaret == 6) { + mes "[Margaret]"; + mes "Haha, so he still wants a zoom out hack..."; + next; + mes "[Margaret]"; + mes "Thanks for helping them, I knew you could do it."; + next; + set margaret,7; + changequest 7234,7237; + mes "[Margaret]"; + mes "Return to the ^33CC33Paradise Group Headquarters^000000 for your reward."; + close; + } + mes "[Margaret]"; + mes "The New World... What a beautiful place!"; + close; +} + +man_fild01,43,234,2 script Paradise Dispatch#01 939,{ + if (margaret == 1) { + mes "[Paradise Dispatch]"; + mes "Hey you, can you help me here?"; + next; + mes "[Paradise Dispatch]"; + mes "The plant monsters in this area have a long ranged attack."; + next; + set margaret,2; + changequest 7234,7235; + mes "[Paradise Dispatch]"; + mes "Can you please kill ^0000FF1 Nepenthes^000000 so I can go back to the camp?"; + close; + } + if (margaret == 2) { + if (checkquest(7235,HUNTING) == 2) { + mes "[Paradise Dispatch]"; + mes "Thanks!"; + next; + mes "[Paradise Dispatch]"; + mes "Ok, I'm out of here."; + next; + getexp 50000,50000; + set margaret,3; + changequest 7235,7234; + mes "[Paradise Dispatch]"; + mes "Head back to ^0000FFMargaret^000000 and tell her thanks for me too!"; + close; + } + mes "[Paradise Dispatch]"; + mes "Can you kill ^0000FF1 Nepenthes^000000 so I can go back to the camp?"; + close; + } + if (margaret == 3) { + mes "[Paradise Dispatch]"; + mes "..."; + next; + mes "[Paradise Dispatch]"; + mes "Don't rush me, just head back to ^0000FFMargaret^000000."; + close; + } + mes "[Paradise Dispatch]"; + mes "Those Nepenthes are so scary!"; + close; +} + +spl_fild02,377,149,4 script Paradise Dispatch#02 946,{ + if (margaret == 4) { + mes "[Paradise Dispatch]"; + mes "So Margaret sent you to help me?"; + next; + mes "[Paradise Dispatch]"; + mes "Ok, lets get started!"; + next; + set margaret,5; + changequest 7234,7236; + mes "[Paradise Dispatch]"; + mes "Kill ^0000FF5 Pinguicula^000000 and then return to me."; + close; + } + if (margaret == 5) { + if (checkquest(7236,HUNTING) == 2) { + mes "[Paradise Dispatch]"; + mes "You make it look so easy, but I couldn't even kill 1..."; + next; + mes "[Paradise Dispatch]"; + mes "Now is my chance to run to Splendide!"; + next; + getexp 50000,50000; + set margaret,6; + changequest 7236,7234; + mes "[Paradise Dispatch]"; + mes "Head back to ^0000FFMargaret^000000, I will be ok now."; + close; + } + mes "[Paradise Dispatch]"; + mes "Kill ^0000FF5 Pinguicula^000000 and return to me."; + close; + } + if (margaret == 6) { + mes "[Paradise Dispatch]"; + mes "Now, if only I had a hack for zooming out more..."; + next; + mes "[Paradise Dispatch]"; + mes "Head back to ^0000FFMargaret^000000, I will be ok now."; + close; + } + mes "[Paradise Dispatch]"; + mes "I need a hack to zoom out more so I can see if it is safe..."; + close; +} + +moc_para01,111,83,3 script Toren 813,{ + if (checkweight(1101,5) == 0) { + mes "^3355FFWait a second!"; + mes "Right now, you're carrying"; + mes "to many things with you."; + mes "Please come back after"; + mes "using the Kafra Service"; + mes "to store some of your items.^000000"; + close; + } + mes "[Toren]"; + mes "Hello adventurer, what can I do for you?"; + next; + switch(select("Where is my reward?:I want an enchantment!")) { + case 1: + if (para_suv02 == 5 || para_suv02 == 7 || para_suv02 == 9 || para_suv02 == 11 || para_suv02 == 13) { + mes "[Toren]"; + mes "You must be ^0000FF" + strcharinfo(0) + "^000000, right? Instructor Ur told me about you."; + next; + mes "[Toren]"; + mes "Here is a set of our advanced gears for you to use, wear them proudly as a member of the ^33CC33Paradise Group^000000 and don't think about selling them to anyone else."; + next; + if (BaseJob == Job_Swordman || BaseJob == Job_Knight || BaseJob == Job_Crusader || BaseJob == Job_Knight2 || BaseJob == Job_Crusader2 || Class == Job_Lord_Knight || Class == Job_Paladin || Class == Job_Lord_Knight2 || Class == Job_Paladin2) { + mes "[Toren]"; + mes "Swordman Class gets a choice of weapons, would you like to have a sword or a spear?"; + next; + mes "[Toren]"; + mes "Slayer: Two-handed Sword, 200 Atk."; + mes " "; + mes "Saber: One-handed Sword, 185 Atk."; + mes " "; + mes "Spear: One-handed, 165 Atk."; + next; + switch(select("Slayer.:Saber.:Spear.")) { + case 1: + getitem 1197,1; //P.Slayer III + break; + case 2: + getitem 13434,1; //P.Saber III + break; + case 3: + getitem 1434,1; //P.Spear I + break; + } + } + if (BaseJob == Job_Merchant || BaseJob == Job_Blacksmith || BaseJob == Job_Alchemist || Class == Job_Whitesmith || Class == Job_Creator) { + mes "[Toren]"; + mes "Merchant Class gets a choice of weapons, would you like to have a axe, dagger or a sword?"; + next; + mes "[Toren]"; + mes "Axe: Two-handed, 195 Atk."; + mes " "; + mes "Dagger: One-handed, 165 Atk, 80 Matk."; + mes " "; + mes "Sword: One-handed, 185 Atk."; + next; + switch(select("Axe.:Dagger.:Sword.")) { + case 1: + getitem 1391,1; //P.Two-Handed Axe I + break; + case 2: + getitem 13066,1; //P.Dagger III + break; + case 3: + getitem 13434,1; //P.Saber III + break; + } + } + if (BaseJob == Job_Assassin || Class == Job_Assassin_Cross) { + mes "[Toren]"; + mes "Assassin Class gets a choice of weapons, would you like to have a katar, dagger or a sword?"; + next; + mes "[Toren]"; + mes "Katar: Two-handed, 155 Atk."; + mes " "; + mes "Dagger: One-handed, 165 Atk, 80 Matk."; + mes " "; + mes "Sword: One-handed, 185 Atk."; + next; + switch(select("Katar.:Dagger.:Sword.")) { + case 1: + getitem 1289,1; //P.Katar I + break; + case 2: + getitem 13066,1; //P.Dagger III + break; + case 3: + getitem 13434,1; //P.Saber III + break; + } + } + if (BaseJob == Job_Rogue || Class == Job_Stalker) { + mes "[Toren]"; + mes "Rogue Class gets a choice of weapons, would you like to have a dagger, bow or a sword?"; + next; + mes "[Toren]"; + mes "Dagger: One-handed, 165 Atk, 80 Matk."; + mes " "; + mes "Bow: Two-handed, 140 Atk."; + mes " "; + mes "Sword: One-handed, 185 Atk."; + next; + switch(select("Dagger.:Bow.:Sword")) { + case 1: + getitem 13066,1; //P.Dagger III + break; + case 2: + getitem 18106,1; //P.Bow III + break; + case 3: + getitem 13434,1; //P.Saber III + break; + } + } + if (BaseJob == Job_Thief) { + mes "[Toren]"; + mes "Thief Class gets a choice of weapons, would you like to have a dagger or a sword?"; + next; + mes "[Toren]"; + mes "Dagger: One-handed, 165 Atk, 80 Matk."; + mes " "; + mes "Sword: One-handed, 185 Atk."; + next; + switch(select("Dagger.:Sword.")) { + case 1: + getitem 13066,1; //P.Dagger III + break; + case 2: + getitem 13434,1; //P.Saber III + break; + } + } + if (BaseJob == Job_Bard || Class == Job_Clown) { + mes "[Toren]"; + mes "Bard Class gets a choice of weapons, would you like to have a guitar, bow or a dagger?"; + next; + mes "[Toren]"; + mes "Guitar: One-handed, 125 Atk."; + mes " "; + mes "Bow: Two-handed, 140 Atk."; + mes " "; + mes "Dagger: One-handed, 165 Atk, 80 Matk."; + next; + switch(select("Guitar.:Bow.:Dagger.")) { + case 1: + getitem 1931,1; //P.Guitar I + break; + case 2: + getitem 18106,1; //P.Bow III + break; + case 3: + getitem 13066,1; //P.Dagger III + break; + } + } + if (BaseJob == Job_Dancer || Class == Job_Gypsy) { + mes "[Toren]"; + mes "Dancer Class gets a choice of weapons, would you like to have a whip, bow or a dagger?"; + next; + mes "[Toren]"; + mes "Whip: One-handed, 125 Atk."; + mes " "; + mes "Bow: Two-handed, 140 Atk."; + mes " "; + mes "Dagger: One-handed, 165 Atk, 80 Matk."; + next; + switch(select("Whip.:Bow.:Dagger.")) { + case 1: + getitem 1986,1; //P.Tail I + break; + case 2: + getitem 18106,1; //P.Bow III + break; + case 3: + getitem 13066,1; //P.Dagger III + break; + } + } + if (BaseJob == Job_Archer || BaseJob == Job_Hunter || Class == Job_Sniper) { + mes "[Toren]"; + mes "Archer Class gets a choice of weapons, would you like to have a bow or a dagger?"; + next; + mes "[Toren]"; + mes "Bow: Two-handed, 140 Atk."; + mes " "; + mes "Dagger: One-handed, 165 Atk, 80 Matk."; + next; + switch(select("Bow.:Dagger.")) { + case 1: + getitem 18106,1; //P.Bow III + break; + case 2: + getitem 13066,1; //P.Dagger III + break; + } + } + if (BaseJob == Job_Priest || Class == Job_High_Priest) { + mes "[Toren]"; + mes "Priest Class gets a choice of weapons, would you like to have a staff, mace or a book?"; + next; + mes "[Toren]"; + mes "Staff: One-handed, 60 Atk, 170 Matk, 4 Int."; + mes " "; + mes "Mace: One-handed, 172 Atk."; + mes " "; + mes "Book: One-handed, 135 Atk, Matk 110."; + next; + switch(select("Staff.:Mace.:Book.")) { + case 1: + getitem 1658,1; //P.Staff III + break; + case 2: + getitem 16014,1; //P.Mace III + break; + case 3: + getitem 1583,1; //P.Book I + break; + } + } + if (BaseJob == Job_Monk || Class == Job_Champion) { + mes "[Toren]"; + mes "Monk Class gets a choice of weapons, would you like to have a knuckle, mace or a staff?"; + next; + mes "[Toren]"; + mes "Knuckle: One-handed, 120 Atk."; + mes " "; + mes "Mace: One-handed, 172 Atk."; + mes " "; + mes "Staff: One-handed, 60 Atk, 170 Matk, 4 Int."; + next; + switch(select("Knuckle.:Mace.:Staff.")) { + case 1: + getitem 1831,1; //P.Knuckle I + break; + case 2: + getitem 16014,1; //P.Mace III + break; + case 3: + getitem 1658,1; //P.Staff III + break; + } + } + if (BaseJob == Job_Acolyte) { + mes "[Toren]"; + mes "Acolyte Class gets a choice of weapons, would you like to ave a staff or a mace?"; + next; + mes "[Toren]"; + mes "Staff: One-handed, 60 Atk, 170 Matk, 4 Int."; + mes " "; + mes "Mace: One-handed, 172 Atk."; + next; + switch(select("Staff.:Mace.")) { + case 1: + getitem 1658,1; //P.Staff III + break; + case 2: + getitem 16014,1; //P.Mace III + break; + } + } + if (BaseJob == Job_Sage || Class == Job_Professor) { + mes "[Toren]"; + mes "Sage Class gets a choice of weapons, would you like to have a staff, book or a dagger?"; + next; + mes "[Toren]"; + mes "Staff: One-handed, 60 Atk, 170 Matk, 4 Int."; + mes " "; + mes "Book: One-handed, 135 Atk, 110 Matk."; + mes " "; + mes "Dagger: One-handed, 165 Atk, Matk 80."; + next; + switch(select("Staff.:Book.:Dagger.")) { + case 1: + getitem 1658,1; //P.Staff III + break; + case 2: + getitem 1583,1; //P.Book I + break; + case 3: + getitem 13066,1; //P.Dagger III + break; + } + } + if (BaseJob == Job_Mage || BaseJob == Job_Wizard || Class == Job_High_Wizard || Class == Job_Soul_Linker) { + mes "[Toren]"; + mes "Mage and Soul Linker Class gets a choice of weapons, would you like to have a staff or a dagger?"; + next; + mes "[Toren]"; + mes "Staff: One-handed, 60 Atk, 170 Matk, 4 Int."; + mes " "; + mes "Dagger: One-handed, 165 Atk, Matk 80."; + next; + switch(select("Staff.:Dagger.")) { + case 1: + getitem 1658,1; //P.Staff III + break; + case 2: + getitem 13066,1; //P.Dagger III + break; + } + } + if (Class == Job_Ninja) { + mes "[Toren]"; + mes "Ninja Class gets a choice of weapons, would you like to have a huuma suriken or a dagger?"; + next; + mes "[Toren]"; + mes "Huuma Suriken: Two-handed, 170 Atk, 50 Matk."; + mes " "; + mes "Dagger: One-handed, 165 Atk, Matk 80."; + next; + switch(select("Huuma Suriken.:Dagger.")) { + case 1: + getitem 13310,1; //P.Huuma Suriken I + break; + case 2: + getitem 13066,1; //P.Dagger III + break; + } + } + if (Class == Job_Star_Gladiator || Class == Job_Star_Gladiator2) { + getitem 1583,1; //P.Book I + } + if (Class == Job_Gunslinger) { + getitem 13114,1; //P.Revolver III + } + if (BaseJob == Job_Novice || BaseJob == Job_SuperNovice || BaseJob == Job_SuperNovice2) { + getitem 13066,1; //P.Dagger III + } + getitem 18514,1; //Paradise Hat II + getitem 2571,1; //Paradise Mantle II + getitem 2473,1; //Paradise Boots IV + getitem 15031,1; //Paradise Uniform IV + if(para_suv02 == 5){ + set para_suv02,6; + } + if(para_suv02 == 7){ + set para_suv02,8; + } + if(para_suv02 == 9){ + set para_suv02,10; + } + if(para_suv02 == 11){ + set para_suv02,12; + } + if(para_suv02 == 13){ + set para_suv02,14; + } + if (Class == Job_Taekwon) { + mes "[Toren]"; + mes "I'm sorry, but Teakwon Class can't wear any of our weapons..."; + next; + } + mes "[Toren]"; + mes "See you later, and good luck on your adventures!"; + close; + } + if ((para_suv02 == 14) && (countitem(18514) < 1)) { + mes "[Toren]"; + mes "Where is the Paradise Hat I gave you?"; + next; + mes "[Toren]"; + mes "... Fine, I will sell you another one for ^FF0000250,000 Zeny^000000. Don't lose it this time."; + next; + switch(select("Ok.","No, thanks.")) { + case 1: + if (Zeny >= 250000) { + set Zeny, Zeny - 250000; + getitem 18514,1; //Paradise Hat II + mes "[Toren]"; + mes "These advanced gears are not easy to make, please take better care of this one."; + close; + } + mes "[Toren]"; + mes "You dont have enough zeny."; + close; + case 2: + mes "[Toren]"; + mes "Come back if you change your mind."; + close; + } + } + if ((para_suv02 == 14) && (countitem(2571) < 1)) { + mes "[Toren]"; + mes "Where is the Paradise Mantle I gave you?"; + next; + mes "[Toren]"; + mes "... Fine, I will sell you another one for ^FF0000250,000 Zeny^000000. Don't lose it this time."; + next; + switch(select("Ok.","No, thanks.")) { + case 1: + if (Zeny >= 250000) { + set Zeny, Zeny - 250000; + getitem 2571,1; //Paradise Mantle II + mes "[Toren]"; + mes "These advanced gears are not easy to make, please take better care of this one."; + close; + } + mes "[Toren]"; + mes "You dont have enough zeny."; + close; + case 2: + mes "[Toren]"; + mes "Come back if you change your mind."; + close; + } + } + if ((para_suv02 == 14) && (countitem(2473) < 1)) { + mes "[Toren]"; + mes "Where is the Paradise Boots I gave you?"; + next; + mes "[Toren]"; + mes "... Fine, I will sell you another one for ^FF0000250,000 Zeny^000000. Don't lose it this time."; + next; + switch(select("Ok.","No, thanks.")) { + case 1: + if (Zeny >= 250000) { + set Zeny, Zeny - 250000; + getitem 2473,1; //Paradise Boots IV + mes "[Toren]"; + mes "These advanced gears are not easy to make, please take better care of this one."; + close; + } + mes "[Toren]"; + mes "You dont have enough zeny."; + close; + case 2: + mes "[Toren]"; + mes "Come back if you change your mind."; + close; + } + } + if ((para_suv02 == 14) && (countitem(15031) < 1)) { + mes "[Toren]"; + mes "Where is the Paradise Uniform I gave you?"; + next; + mes "[Toren]"; + mes "... Fine, I will sell you another one for ^FF0000250,000 Zeny^000000. Don't lose it this time."; + next; + switch(select("Ok.","No, thanks.")) { + case 1: + if (Zeny >= 250000) { + set Zeny, Zeny - 250000; + getitem 15031,1; //Paradise Uniform IV + mes "[Toren]"; + mes "These advanced gears are not easy to make, please take better care of this one."; + close; + } + mes "[Toren]"; + mes "You dont have enough zeny."; + close; + case 2: + mes "[Toren]"; + mes "Come back if you change your mind."; + close; + } + } + if (para_suv02 == 14) { + mes "[Toren]"; + mes "I already gave you the most advanced gears we have to offer."; + close; + } + mes "[Toren]"; + mes "You need to complete quests given to you by ^0000FFInstructor Ur^000000 if you want a reward."; + close; + case 2: + if (para_suv02 < 14) { + mes "[Toren]"; + mes "First you need the ^0000FFAdvanced Paradise Gears^000000."; + close; + } + if (paragearenchant < 1) { + mes "[Toren]"; + mes "Alright, but I'll need a few items for the enchantment process."; + next; + if (BaseLevel >= 90) { + set paragearenchant,1; + setquest 7239; + mes "[Toren]"; + mes "Just bring me ^0000FF20 Used Iron Plates^000000."; + close; + } + set paragearenchant,2; + setquest 7238; + mes "[Toren]"; + mes "Just bring me ^0000FF20 Iron Ores and 10 Irons^000000."; + close; + } + if (paragearenchant == 1) { + if (countitem(7319) >= 20) { + mes "[Toren]"; + mes "Thanks, that's what I needed!"; + next; + delitem 7319,20; // Used Iron Plate + set paragearenchant,3; + changequest 7239,7240; + mes "[Toren]"; + mes "Give me a second to prepare before I enchant your gears."; + close; + } + mes "[Toren]"; + mes "Just bring me ^0000FF20 Used Iron Plates^000000."; + close; + } + if (paragearenchant == 2) { + if ((countitem(1002) >= 20) && (countitem(998) >= 10)) { + mes "[Toren]"; + mes "Thanks, that's what I needed!"; + next; + delitem 1002,20; // Iron Ore + delitem 998,10; // Iron + set paragearenchant,3; + changequest 7238,7240; + mes "[Toren]"; + mes "Give me a second to prepare before I enchant your gears."; + close; + } + mes "[Toren]"; + mes "Just bring me ^0000FF20 Iron Ores and 10 Irons^000000."; + close; + } + if (paragearenchant == 3) { + mes "[Toren]"; + mes "Before we begin I would like to mention that this enchantment proccess ^FF0000can not fail^000000."; + next; + mes "[Toren]"; + mes "I am able to add 2 enchantments at once, and if something is already enchanted I will ^FF0000re-do the current enchantments^000000 for you."; + next; + mes "[Toren]"; + mes "Now pick which gear you would like me to enchant."; + next; + switch(select("Paradise Mantle II.:Paradise Boots IV.:Paradise Uniform IV.")) { + case 1: + if (countitem(2571) < 1) { + mes "[Toren]"; + mes "Bring one and I'll enchant it."; + close; + } + else { + set .@paragearcount,2571; + } + break; + case 2: + if (countitem(2473) < 1) { + mes "[Toren]"; + mes "Bring one and I'll enchant it."; + close; + } + else { + set .@paragearcount,2473; + } + break; + case 3: + if (countitem(15031) < 1) { + mes "[Toren]"; + mes "Bring one and I'll enchant it."; + close; + } + else { + set .@paragearcount,15031; + } + break; + } + mes "[Toren]"; + mes "Here we go!"; + close2; + specialeffect2 EF_MAPPILLAR; + progressbar "ffff00",4; + set .@enc_paragear,rand(1,42); + if (.@enc_paragear == 1) { + set .@addpart,4763; + } + else if (.@enc_paragear == 2) { + set .@addpart,4765; + } + else if (.@enc_paragear == 3) { + set .@addpart,4790; + } + else if (.@enc_paragear == 4) { + set .@addpart,4794; + } + else if ((.@enc_paragear > 4) && (.@enc_paragear < 7)) { + set .@addpart,4762; + } + else if ((.@enc_paragear > 6) && (.@enc_paragear < 9)) { + set .@addpart,4764; + } + else if ((.@enc_paragear > 8) && (.@enc_paragear < 11)) { + set .@addpart,4789; + } + else if ((.@enc_paragear > 10) && (.@enc_paragear < 13)) { + set .@addpart,4793; + } + else if ((.@enc_paragear > 12) && (.@enc_paragear < 15)) { + set .@addpart,4701; + } + else if ((.@enc_paragear > 14) && (.@enc_paragear < 17)) { + set .@addpart,4711; + } + else if ((.@enc_paragear > 16) && (.@enc_paragear < 19)) { + set .@addpart,4721; + } + else if ((.@enc_paragear > 18) && (.@enc_paragear < 21)) { + set .@addpart,4731; + } + else if ((.@enc_paragear > 20) && (.@enc_paragear < 23)) { + set .@addpart,4741; + } + else if ((.@enc_paragear > 22) && (.@enc_paragear < 25)) { + set .@addpart,4751; + } + else if ((.@enc_paragear > 24) && (.@enc_paragear < 28)) { + set .@addpart,4788; + } + else if ((.@enc_paragear > 27) && (.@enc_paragear < 31)) { + set .@addpart,4792; + } + else if ((.@enc_paragear > 30) && (.@enc_paragear < 35)) { + set .@addpart,4787; + } + else if ((.@enc_paragear > 34) && (.@enc_paragear < 39)) { + set .@addpart,4791; + } + else if ((.@enc_paragear > 38) && (.@enc_paragear < 43)) { + set .@addpart,4786; + } + set .@enc_paragear2,rand(1,6); + if (.@enc_paragear2 == 1) { + set .@addpart2,4701; + } + else if (.@enc_paragear2 == 2) { + set .@addpart2,4711; + } + else if (.@enc_paragear2 == 3) { + set .@addpart2,4721; + } + else if (.@enc_paragear2 == 4) { + set .@addpart2,4731; + } + else if (.@enc_paragear2 == 5) { + set .@addpart2,4741; + } + else if (.@enc_paragear2 == 6) { + set .@addpart2,4751; + } + delitem .@paragearcount,1; + getitem2 .@paragearcount, 1, 1, 0, 0, 0, 0, .@addpart2, .@addpart; + set paragearenchant,4; + changequest 7240,7241; + mes "[Toren]"; + mes "It is finished! Come back tomorrow if you want to enchant more."; + close; + } + if ((paragearenchant == 4) && (checkquest(7241,PLAYTIME) != 2)) { + mes "[Toren]"; + mes "Please come back tomorrow if you want to enchant more."; + close; + } + if ((paragearenchant == 4) && (checkquest(7241,PLAYTIME) == 2)) { + set paragearenchant,0; + erasequest 7241; + mes "[Toren]"; + mes "Another day, another piece of equipment to enchant!"; + close; + } + } +} + +moc_para01,112,79,3 script Weapons Expert 851,{ + if (checkweight(1101,5) == 0) { + mes "^3355FFWait a second!"; + mes "Right now, you are carrying"; + mes "to many things with you."; + mes "Please come back after"; + mes "using the Kafra Service"; + mes "to store some of your items.^000000"; + close; + } + mes "[Weapons Expert]"; + mes "Hello adventurer, what can I do for you today?"; + next; + switch(select("Where is my reward?","I want an enchantment!")) { + case 1: + if ((para_suv02 == 14) && (countitem(1197) < 1) && (countitem(1289) < 1) && (countitem(1391) < 1) && (countitem(1434) < 1) && (countitem(1583) < 1) && (countitem(1658) < 1) && (countitem(1831) < 1) && (countitem(1931) < 1) && (countitem(1986) < 1) && (countitem(13066) < 1) && (countitem(13114) < 1) && (countitem(13310) < 1) && (countitem(13434) < 1) && (countitem(16014) < 1) && (countitem(18106) < 1)) { + mes "[Weapons Expert]"; + mes "Where is the Paradise Weapon I gave you?"; + next; + mes "[Weapons Expert]"; + mes "... Fine, I will sell you another one for ^FF0000250,000 Zeny^000000. Don't lose it this time."; + next; + switch(select("Ok.","No, thanks.")) { + case 1: + if (Zeny >= 250000) { + if (Class == Job_Taekwon) { + mes "[Weapons Expert]"; + mes "Wait... Your Class doesn't have a weapon."; + close; + } + set Zeny, Zeny - 250000; + if (BaseJob == Job_Swordman || BaseJob == Job_Knight || BaseJob == Job_Crusader || BaseJob == Job_Knight2 || BaseJob == Job_Crusader2 || Class == Job_Lord_Knight || Class == Job_Paladin || Class == Job_Lord_Knight2 || Class == Job_Paladin2) { + mes "[Weapons Expert]"; + mes "Swordman Class gets a choice of weapons, would you like to have a sword or a spear?"; + next; + mes "[Weapons Expert]"; + mes "Slayer: Two-handed Sword, 200 Atk."; + mes " "; + mes "Saber: One-handed Sword, 185 Atk."; + mes " "; + mes "Spear: One-handed, 165 Atk."; + next; + switch(select("Slayer.:Saber.:Spear.")) { + case 1: + getitem 1197,1; //P.Slayer III + break; + case 2: + getitem 13434,1; //P.Saber III + break; + case 3: + getitem 1434,1; //P.Spear I + break; + } + } + if (BaseJob == Job_Merchant || BaseJob == Job_Blacksmith || BaseJob == Job_Alchemist || Class == Job_Whitesmith || Class == Job_Creator) { + mes "[Weapons Expert]"; + mes "Merchant Class gets a choice of weapons, would you like to have an axe, dagger or a sword?"; + next; + mes "[Weapons Expert]"; + mes "Axe: Two-handed, 195 Atk."; + mes " "; + mes "Dagger: One-handed, 165 Atk, 80 Matk."; + mes " "; + mes "Sword: One-handed, 185 Atk."; + next; + switch(select("Axe.:Dagger.:Sword.")) { + case 1: + getitem 1391,1; //P.Two-Handed Axe I + break; + case 2: + getitem 13066,1; //P.Dagger III + break; + case 3: + getitem 13434,1; //P.Saber III + break; + } + } + if (BaseJob == Job_Assassin || Class == Job_Assassin_Cross) { + mes "[Weapons Expert]"; + mes "Assassin Class gets a choice of weapons, would you like to have a katar, dagger or a sword?"; + next; + mes "[Weapons Expert]"; + mes "Katar: Two-handed, 155 Atk."; + mes " "; + mes "Dagger: One-handed, 165 Atk, 80 Matk."; + mes " "; + mes "Sword: One-handed, 185 Atk."; + next; + switch(select("Katar.:Dagger.:Sword.")) { + case 1: + getitem 1289,1; //P.Katar I + break; + case 2: + getitem 13066,1; //P.Dagger III + break; + case 3: + getitem 13434,1; //P.Saber III + break; + } + } + if (BaseJob == Job_Rogue || Class == Job_Stalker) { + mes "[Weapons Expert]"; + mes "Rogue Class gets a choice of weapons, would you like to have a dagger, bow or a sword?"; + next; + mes "[Weapons Expert]"; + mes "Dagger: One-handed, 165 Atk, 80 Matk."; + mes " "; + mes "Bow: Two-handed, 140 Atk."; + mes " "; + mes "Sword: One-handed, 185 Atk."; + next; + switch(select("Dagger.:Bow.:Sword")) { + case 1: + getitem 13066,1; //P.Dagger III + break; + case 2: + getitem 18106,1; //P.Bow III + break; + case 3: + getitem 13434,1; //P.Saber III + break; + } + } + if (BaseJob == Job_Thief) { + mes "[Weapons Expert]"; + mes "Thief Class gets a choice of weapons, would you like to have a dagger or a sword?"; + next; + mes "[Weapons Expert]"; + mes "Dagger: One-handed, 165 Atk, 80 Matk."; + mes " "; + mes "Sword: One-handed, 185 Atk."; + next; + switch(select("Dagger.:Sword.")) { + case 1: + getitem 13066,1; //P.Dagger III + break; + case 2: + getitem 13434,1; //P.Saber III + break; + } + } + if (BaseJob == Job_Bard || Class == Job_Clown) { + mes "[Weapons Expert]"; + mes "Bard Class gets a choice of weapons, would you like to have a guitar, bow or a dagger?"; + next; + mes "[Weapons Expert]"; + mes "Guitar: One-handed, 125 Atk."; + mes " "; + mes "Bow: Two-handed, 140 Atk."; + mes " "; + mes "Dagger: One-handed, 165 Atk, 80 Matk."; + next; + switch(select("Guitar.:Bow.:Dagger.")) { + case 1: + getitem 1931,1; //P.Guitar I + break; + case 2: + getitem 18106,1; //P.Bow III + break; + case 3: + getitem 13066,1; //P.Dagger III + break; + } + } + if (BaseJob == Job_Dancer || Class == Job_Gypsy) { + mes "[Weapons Expert]"; + mes "Dancer Class gets a choice of weapons, would you like to have a whip, bow or a dagger?"; + next; + mes "[Weapons Expert]"; + mes "Whip: One-handed, 125 Atk."; + mes " "; + mes "Bow: Two-handed, 140 Atk."; + mes " "; + mes "Dagger: One-handed, 165 Atk, 80 Matk."; + next; + switch(select("Whip.:Bow.:Dagger.")) { + case 1: + getitem 1986,1; //P.Tail I + break; + case 2: + getitem 18106,1; //P.Bow III + break; + case 3: + getitem 13066,1; //P.Dagger III + break; + } + } + if (BaseJob == Job_Archer || BaseJob == Job_Hunter || Class == Job_Sniper) { + mes "[Weapons Expert]"; + mes "Archer Class gets a choice of weapons, would you like to have a bow or a dagger?"; + next; + mes "[Weapons Expert]"; + mes "Bow: Two-handed, 140 Atk."; + mes " "; + mes "Dagger: One-handed, 165 Atk, 80 Matk."; + next; + switch(select("Bow.:Dagger.")) { + case 1: + getitem 18106,1; //P.Bow III + break; + case 2: + getitem 13066,1; //P.Dagger III + break; + } + } + if (BaseJob == Job_Priest || Class == Job_High_Priest) { + mes "[Weapons Expert]"; + mes "Priest Class gets a choice of weapons, would you like to have a staff, mace or a book?"; + next; + mes "[Weapons Expert]"; + mes "Staff: One-handed, 60 Atk, 170 Matk, 4 Int."; + mes " "; + mes "Mace: One-handed, 172 Atk."; + mes " "; + mes "Book: One-handed, 135 Atk, Matk 110."; + next; + switch(select("Staff.:Mace.:Book.")) { + case 1: + getitem 1658,1; //P.Staff III + break; + case 2: + getitem 16014,1; //P.Mace III + break; + case 3: + getitem 1583,1; //P.Book I + break; + } + } + if (BaseJob == Job_Monk || Class == Job_Champion) { + mes "[Weapons Expert]"; + mes "Monk Class gets a choice of weapons, would you like to have a knuckle, mace or a staff?"; + next; + mes "[Weapons Expert]"; + mes "Knuckle: One-handed, 120 Atk."; + mes " "; + mes "Mace: One-handed, 172 Atk."; + mes " "; + mes "Staff: One-handed, 60 Atk, 170 Matk, 4 Int."; + next; + switch(select("Knuckle.:Mace.:Staff.")) { + case 1: + getitem 1831,1; //P.Knuckle I + break; + case 2: + getitem 16014,1; //P.Mace III + break; + case 3: + getitem 1658,1; //P.Staff III + break; + } + } + if (BaseJob == Job_Acolyte) { + mes "[Weapons Expert]"; + mes "Acolyte Class gets a choice of weapons, would you like to have a staff or a mace?"; + next; + mes "[Weapons Expert]"; + mes "Staff: One-handed, 60 Atk, 170 Matk, 4 Int."; + mes " "; + mes "Mace: One-handed, 172 Atk."; + next; + switch(select("Staff.:Mace.")) { + case 1: + getitem 1658,1; //P.Staff III + break; + case 2: + getitem 16014,1; //P.Mace III + break; + } + } + if (BaseJob == Job_Sage || Class == Job_Professor) { + mes "[Weapons Expert]"; + mes "Sage Class gets a choice of weapons, would you like to have a staff, book or a dagger?"; + next; + mes "[Weapons Expert]"; + mes "Staff: One-handed, 60 Atk, 170 Matk, 4 Int."; + mes " "; + mes "Book: One-handed, 135 Atk, 110 Matk."; + mes " "; + mes "Dagger: One-handed, 165 Atk, Matk 80."; + next; + switch(select("Staff.:Book.:Dagger.")) { + case 1: + getitem 1658,1; //P.Staff III + break; + case 2: + getitem 1583,1; //P.Book I + break; + case 3: + getitem 13066,1; //P.Dagger III + break; + } + } + if (BaseJob == Job_Mage || BaseJob == Job_Wizard || Class == Job_High_Wizard || Class == Job_Soul_Linker) { + mes "[Weapons Expert]"; + mes "Mage and Soul Linker Class gets a choice of weapons, would you like to have a staff or a dagger?"; + next; + mes "[Weapons Expert]"; + mes "Staff: One-handed, 60 Atk, 170 Matk, 4 Int."; + mes " "; + mes "Dagger: One-handed, 165 Atk, Matk 80."; + next; + switch(select("Staff.:Dagger.")) { + case 1: + getitem 1658,1; //P.Staff III + break; + case 2: + getitem 13066,1; //P.Dagger III + break; + } + } + if (Class == Job_Ninja) { + mes "[Weapons Expert]"; + mes "Ninja Class gets a choice of weapons, would you like to have a huuma suriken or a dagger?"; + next; + mes "[Weapons Expert]"; + mes "Huuma Suriken: Two-handed, 170 Atk, 50 Matk."; + mes " "; + mes "Dagger: One-handed, 165 Atk, Matk 80."; + next; + switch(select("Huuma Suriken.:Dagger.")) { + case 1: + getitem 13310,1; //P.Huuma Suriken I + break; + case 2: + getitem 13066,1; //P.Dagger III + break; + } + } + if (Class == Job_Star_Gladiator || Class == Job_Star_Gladiator2) { + getitem 1583,1; //P.Book I + } + if (Class == Job_Gunslinger) { + getitem 13114,1; //P.Revolver III + } + if (BaseJob == Job_Novice || BaseJob == Job_SuperNovice || BaseJob == Job_SuperNovice2) { + getitem 13066,1; //P.Dagger III + } + mes "[Weapons Expert]"; + mes "These weapons aren't easy to make, please take better care of this one."; + close; + } + mes "[Weapons Expert]"; + mes "You dont have enough zeny."; + close; + case 2: + mes "[Weapons Expert]"; + mes "Come back if you change your mind."; + close; + } + } + mes "[Weapons Expert]"; + mes "My reward for you is enchantments on your ^0000FFParadise Weapon^000000."; + next; + mes "[Weapons Expert]"; + mes "The number of enchantments I can give you depends on which level of ^0000FFAdvanced Paradise Quests^000000 you have completed."; + close; + case 2: + if (para_suv02 < 14) { + mes "[Weapons Expert]"; + mes "First you need the ^0000FFAdvanced Paradise Gears^000000."; + close; + } + if ((countitem(1197) < 1) && (countitem(1289) < 1) && (countitem(1391) < 1) && (countitem(1434) < 1) && (countitem(1583) < 1) && (countitem(1658) < 1) && (countitem(1831) < 1) && (countitem(1931) < 1) && (countitem(1986) < 1) && (countitem(13066) < 1) && (countitem(13114) < 1) && (countitem(13310) < 1) && (countitem(13434) < 1) && (countitem(16014) < 1) && (countitem(18106) < 1)) { + mes "[Weapons Expert]"; + mes "Did you sell your new Paradise Weapon? No enchantments for you."; + close; + } + if (para_suv01 < 44) { + mes "[Weapons Expert]"; + mes "You haven't completed enough quests for an enchantment yet."; + next; + mes "[Weapons Expert]"; + mes "Make sure to pick a weapon from Toren too."; + close; + } + if (para_suv01 == 44) { + mes "[Weapons Expert]"; + mes "It seems you have earned your first weapon enchantment."; + next; + mes "[Weapons Expert]"; + mes "There are only 2 to choose from, which one would you like?"; + next; + switch(select("Atk + 3%","Matk + 3%")) { + case 1: + set paraweaponenchant,4767; + break; + case 2: + set paraweaponenchant,4806; + break; + } + if (countitem(1197) == 1) { + set paraweaponcount,1197; + } + if (countitem(1289) == 1) { + set paraweaponcount,1289; + } + if (countitem(1391) == 1) { + set paraweaponcount,1391; + } + if (countitem(1434) == 1) { + set paraweaponcount,1434; + } + if (countitem(1583) == 1) { + set paraweaponcount,1583; + } + if (countitem(1658) == 1) { + set paraweaponcount,1658; + } + if (countitem(1831) == 1) { + set paraweaponcount,1831; + } + if (countitem(1931) == 1) { + set paraweaponcount,1931; + } + if (countitem(1986) == 1) { + set paraweaponcount,1986; + } + if (countitem(13066) == 1) { + set paraweaponcount,13066; + } + if (countitem(13114) == 1) { + set paraweaponcount,13114; + } + if (countitem(13310) == 1) { + set paraweaponcount,13310; + } + if (countitem(13434) == 1) { + set paraweaponcount,13434; + } + if (countitem(16014) == 1) { + set paraweaponcount,16014; + } + if (countitem(18106) == 1) { + set paraweaponcount,18106; + } + mes "[Weapons Expert]"; + mes "OK, gimmy a sec."; + close2; + specialeffect2 EF_MAPPILLAR; + progressbar "ffff00",4; + delitem paraweaponcount,1; + getitem2 paraweaponcount, 1, 1, 0, 0, 0, 0, 0, paraweaponenchant; + set para_suv01,45; + mes "[Weapons Expert]"; + mes "All done."; + close; + } + if (para_suv01 == 47) { + mes "[Weapons Expert]"; + mes "It seems you have earned your second weapon enchantment."; + next; + if (paraweaponenchant < 1) { + mes "[Weapons Expert]"; + mes "Before I do the second enchantment, you need to pick the first one."; + next; + mes "[Weapons Expert]"; + mes "There are only 2 to choose from, which one would you like?"; + next; + switch(select("Atk + 3%","Matk + 3%")) { + case 1: + set paraweaponenchant,4767; + break; + case 2: + set paraweaponenchant,4806; + break; + } + if (countitem(1197) == 1) { + set paraweaponcount,1197; + } + if (countitem(1289) == 1) { + set paraweaponcount,1289; + } + if (countitem(1391) == 1) { + set paraweaponcount,1391; + } + if (countitem(1434) == 1) { + set paraweaponcount,1434; + } + if (countitem(1583) == 1) { + set paraweaponcount,1583; + } + if (countitem(1658) == 1) { + set paraweaponcount,1658; + } + if (countitem(1831) == 1) { + set paraweaponcount,1831; + } + if (countitem(1931) == 1) { + set paraweaponcount,1931; + } + if (countitem(1986) == 1) { + set paraweaponcount,1986; + } + if (countitem(13066) == 1) { + set paraweaponcount,13066; + } + if (countitem(13114) == 1) { + set paraweaponcount,13114; + } + if (countitem(13310) == 1) { + set paraweaponcount,13310; + } + if (countitem(13434) == 1) { + set paraweaponcount,13434; + } + if (countitem(16014) == 1) { + set paraweaponcount,16014; + } + if (countitem(18106) == 1) { + set paraweaponcount,18106; + } + mes "[Weapons Expert]"; + mes "Gotcha, now for the second enchantment."; + next; + } + mes "[Weapons Expert]"; + mes "This one is a little different, you are given the choice of which ^0000FFRace of monsters^000000 you would like to have increased damage with."; + next; + mes "[Weapons Expert]"; + mes "You could also choose to increase your ^0000FFHealing Power^000000 too, which one would you like?"; + next; + switch(select("Animal Type","Plant Type","Insect Type","Fish Type","Dragon Type","Healing Power")) { + case 1: + if (paraweaponenchant == 4767) { + set paraweaponenchant2,4060; + } + if (paraweaponenchant == 4806) { + set paraweaponenchant2,4472; + } + break; + case 2: + if (paraweaponenchant == 4767) { + set paraweaponenchant2,4068; + } + if (paraweaponenchant == 4806) { + set paraweaponenchant2,4470; + } + break; + case 3: + if (paraweaponenchant == 4767) { + set paraweaponenchant2,4063; + } + if (paraweaponenchant == 4806) { + set paraweaponenchant2,4476; + } + break; + case 4: + if (paraweaponenchant == 4767) { + set paraweaponenchant2,4080; + } + if (paraweaponenchant == 4806) { + set paraweaponenchant2,4469; + } + break; + case 5: + if (paraweaponenchant == 4767) { + set paraweaponenchant2,4118; + } + if (paraweaponenchant == 4806) { + set paraweaponenchant2,4471; + } + break; + case 6: + set paraweaponenchant2,4805; + break; + } + mes "[Weapons Expert]"; + mes "OK, gimmy a sec."; + close2; + specialeffect2 EF_MAPPILLAR; + progressbar "ffff00",4; + delitem paraweaponcount,1; + getitem2 paraweaponcount, 1, 1, 0, 0, 0, 0, paraweaponenchant2, paraweaponenchant; + set para_suv01,48; + mes "[Weapons Expert]"; + mes "All done."; + close; + } + if (para_suv01 == 50 || para_suv01 == 53) { + mes "[Weapons Expert]"; + mes "It seems you have earned your third weapon enchantment."; + next; + if (paraweaponenchant < 1) { + mes "[Weapons Expert]"; + mes "Before I do the other enchantments, you need to pick the first one."; + next; + mes "[Weapons Expert]"; + mes "There are only 2 to choose from, which one would you like?"; + next; + switch(select("Atk + 3%","Matk + 3%")) { + case 1: + set paraweaponenchant,4767; + break; + case 2: + set paraweaponenchant,4806; + break; + } + if (countitem(1197) == 1) { + set paraweaponcount,1197; + } + if (countitem(1289) == 1) { + set paraweaponcount,1289; + } + if (countitem(1391) == 1) { + set paraweaponcount,1391; + } + if (countitem(1434) == 1) { + set paraweaponcount,1434; + } + if (countitem(1583) == 1) { + set paraweaponcount,1583; + } + if (countitem(1658) == 1) { + set paraweaponcount,1658; + } + if (countitem(1831) == 1) { + set paraweaponcount,1831; + } + if (countitem(1931) == 1) { + set paraweaponcount,1931; + } + if (countitem(1986) == 1) { + set paraweaponcount,1986; + } + if (countitem(13066) == 1) { + set paraweaponcount,13066; + } + if (countitem(13114) == 1) { + set paraweaponcount,13114; + } + if (countitem(13310) == 1) { + set paraweaponcount,13310; + } + if (countitem(13434) == 1) { + set paraweaponcount,13434; + } + if (countitem(16014) == 1) { + set paraweaponcount,16014; + } + if (countitem(18106) == 1) { + set paraweaponcount,18106; + } + mes "[Weapons Expert]"; + mes "Gotcha, on to the next one."; + next; + } + if (paraweaponenchant2 < 1) { + mes "[Weapons Expert]"; + mes "Before I do the third enchantment, you need to pick the second one."; + next; + mes "[Weapons Expert]"; + mes "This one is a little different, you are given the choice of which ^0000FFRace of monsters^000000 you would like to have increased damage with."; + next; + mes "[Weapons Expert]"; + mes "You could also choose to increase your ^0000FFHealing Power^000000 too, which one would you like?"; + next; + switch(select("Animal Type","Plant Type","Insect Type","Fish Type","Dragon Type","Healing Power")) { + case 1: + if (paraweaponenchant == 4767) { + set paraweaponenchant2,4060; + } + if (paraweaponenchant == 4806) { + set paraweaponenchant2,4472; + } + break; + case 2: + if (paraweaponenchant == 4767) { + set paraweaponenchant2,4068; + } + if (paraweaponenchant == 4806) { + set paraweaponenchant2,4470; + } + break; + case 3: + if (paraweaponenchant == 4767) { + set paraweaponenchant2,4063; + } + if (paraweaponenchant == 4806) { + set paraweaponenchant2,4476; + } + break; + case 4: + if (paraweaponenchant == 4767) { + set paraweaponenchant2,4080; + } + if (paraweaponenchant == 4806) { + set paraweaponenchant2,4469; + } + break; + case 5: + if (paraweaponenchant == 4767) { + set paraweaponenchant2,4118; + } + if (paraweaponenchant == 4806) { + set paraweaponenchant2,4471; + } + break; + case 6: + set paraweaponenchant2,4805; + break; + } + mes "[Weapons Expert]"; + mes "Gotcha, now for the third one."; + next; + } + mes "[Weapons Expert]"; + mes "The third enchantment is the same as the second one, you are given the choice of which ^0000FFRace of monsters^000000 you would like to have increased damage with."; + next; + mes "[Weapons Expert]"; + mes "You could also choose to increase your ^0000FFHealing Power^000000 too, which one would you like?"; + next; + switch(select("Animal Type","Plant Type","Insect Type","Fish Type","Dragon Type","Healing Power")) { + case 1: + if (paraweaponenchant == 4767) { + set paraweaponenchant3,4060; + } + if (paraweaponenchant == 4806) { + set paraweaponenchant3,4472; + } + break; + case 2: + if (paraweaponenchant == 4767) { + set paraweaponenchant3,4068; + } + if (paraweaponenchant == 4806) { + set paraweaponenchant3,4470; + } + break; + case 3: + if (paraweaponenchant == 4767) { + set paraweaponenchant3,4063; + } + if (paraweaponenchant == 4806) { + set paraweaponenchant3,4476; + } + break; + case 4: + if (paraweaponenchant == 4767) { + set paraweaponenchant3,4080; + } + if (paraweaponenchant == 4806) { + set paraweaponenchant3,4469; + } + break; + case 5: + if (paraweaponenchant == 4767) { + set paraweaponenchant3,4118; + } + if (paraweaponenchant == 4806) { + set paraweaponenchant3,4471; + } + break; + case 6: + set paraweaponenchant3,4805; + break; + } + mes "[Weapons Expert]"; + mes "OK, gimmy a sec."; + close2; + specialeffect2 EF_MAPPILLAR; + progressbar "ffff00",4; + delitem paraweaponcount,1; + getitem2 paraweaponcount, 1, 1, 0, 0, 0, paraweaponenchant3, paraweaponenchant2, paraweaponenchant; + set para_suv01,54; + mes "[Weapons Expert]"; + mes "All done."; + close; + } + if (para_suv01 > 53) { + mes "[Weapons Expert]"; + mes "That is the maximum number of enchanments I can do, enjoy them."; + close; + } + mes "[Weapons Expert]"; + mes "I've already enchanted your weapon, you need to complete more quests for the next enchantment."; + close; + } +} + /* sec_in02,25,33,4 script Assistant 422,{ mes "Password"; next; -- cgit v1.2.3-60-g2f50