//===== eAthena Script ======================================= //= Bard Job Quest //===== By: ================================================== //= Muad_Dib(The Prometheus Project), Lupus, Samuray22 //===== Current Version: ===================================== //= 2.1b //===== Compatible With: ===================================== //= eAthena Final //===== Description: ========================================= //= Bard job quest based on ASB 4.0. //===== 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] //============================================================ //=============== Ayealo ============================ comodo,211,155,3 script Wandering Bard 741,5,5{ 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..."; 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(Class != Job_Archer) { if(Class == 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(Class == 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 == 1) { 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; } } else if(BARD_Q == 0) { mes "[Ayealo]"; if(Sex == 1) { mes "Hello! The joyful Archer,"; } else { mes "Hello! Lovely Miss Archer,"; } mes "What's up you are looking for the Bard?"; next; switch( select( "You got a nice singing voice!", "Can you please sing a song for me?", "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; 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 == 1 && 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; } case 2: mes "[Ayealo]"; mes "Em, am my performance declined? I must work harder."; mes "Thank you for listening to my songs."; close; } 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; } } else if(BARD_Q == 1) { mes "[Ayealo]"; mes "Hello! The joyful Archer!"; mes "I am just a trouper, anything I can do for you?"; next; switch( select( "You got a nice singing voice!", "Can you please sing a song for me?", "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; } 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; case 3: mes "[Ayealo]"; mes "Mmm, I hope that you'll always happy no matter what happen."; mes "Mr.Archer, you look awkward."; next; mes "[Ayealo]"; mes "C'mon, wishing you has a joyful moment."; close; } } else if(BARD_Q == 2) { mes "[Ayealo]"; mes "Welcome! Mr.Archer."; mes "Do you bring the flower? Let me have a look."; 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 "[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."; 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."; 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) { 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; } 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; } } 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 ".........."; 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."; 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."; 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."; 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; } 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."; next; mes "[Ayealo]"; mes "^3355FFSoo-sha Soo-sha Tung-tang tung-tang^000000"; mes "^3355FFKiwi Kiwi Pitt Pitt^000000"; 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(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; } 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."; next; mes "[Ayealo]"; mes "See you next time."; close; } mes "[Ayealo]"; mes "Em Hm..."; close; }