//================= Hercules Script ======================================= //= _ _ _ //= | | | | | | //= | |_| | ___ _ __ ___ _ _| | ___ ___ //= | _ |/ _ \ '__/ __| | | | |/ _ \/ __| //= | | | | __/ | | (__| |_| | | __/\__ \ //= \_| |_/\___|_| \___|\__,_|_|\___||___/ //================= License =============================================== //= This file is part of Hercules. //= http://herc.ws - http://github.com/HerculesWS/Hercules //= //= Copyright (C) 2012-2015 Hercules Dev Team //= Copyright (C) Kisuka //= Copyright (C) L0ne_W0lf //= Copyright (C) Vicious //= Copyright (C) Samuray22 //= Copyright (C) Lupus //= Copyright (C) Muad_Dib(The Prometheus Project) //= //= Hercules is free software: you can redistribute it and/or modify //= it under the terms of the GNU General Public License as published by //= the Free Software Foundation, either version 3 of the License, or //= (at your option) any later version. //= //= This program is distributed in the hope that it will be useful, //= but WITHOUT ANY WARRANTY; without even the implied warranty of //= MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the //= GNU General Public License for more details. //= //= You should have received a copy of the GNU General Public License //= along with this program. If not, see . //========================================================================= //= Bard Job Quest //================= Description =========================================== //= Job quest for Bard class //================= Current Version ======================================= //= 2.6 //========================================================================= //== Ayealo ================================================ comodo,226,123,5 script Wandering Bard 2_M_BARD_ORIENT,{ if(Upper == 1) { 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 "[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 "[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 { cutin "job_bard_aiolo01",2; mes "[Lalo]"; mes "Lalala, lalala. Beautiful Comodo."; mes "Always full of happy moments~"; next; mes "[Lalo]"; if (Sex == SEX_MALE) { mes "Forget about your worries~"; mes "And enjoy everything~"; } else mes "Cute lady, shall we dance~"; mes "Youth never repeats itself~"; } close2; cutin "job_bard_aiolo01",255; end; } else if(BARD_Q == 0) { cutin "job_bard_aiolo01",2; mes "[Lalo]"; if (Sex == SEX_MALE) mes "Hi! Delightful Archer."; else mes "Hello! Beautiful Archer Lady."; mes "How can a wanderer like me help you?"; next; switch(select("You have a nice voice.", "Could you sing for me, please?", "Nothing.")) { case 1: 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 "[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 == SEX_MALE && 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."; BARD_Q = 1; setquest 3000; close2; cutin "job_bard_aiolo01",255; end; } 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: 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; } 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 have a nice voice.", "Could you sing for me, please?", "Nothing.")) { case 1: 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?"; BARD_Q = 2; changequest 3000,3001; 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 "[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 "[Lalo]"; mes "Hmm... I'm not sure what's what, but enjoy life."; mes "You look too uptight."; next; mes "[Lalo]"; mes "Well then~ Have a great time~"; break; } 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; mes "[Lalo]"; //Good Flowers if (countitem(Singing_Flower) > 0) { mes "Ooh! It's a Singing Flower!"; mes "It's full of my memories..."; next; delitem Singing_Flower,1; //Singing Flower mes "[Lalo]"; mes "My friend Tchaikovsky used to like it."; mes "I wonder what he's doing now..."; } else if(countitem(Hinalle) > 0) { mes "Aah... the cute Hinelle..."; mes "It doesn't have a scent but it's a very moderate cute flower."; next; delitem Hinalle,1; mes "[Lalo]"; mes "The leaves gave me strength when I used to fall."; mes "I really like this flower, thank you."; } else if(countitem(Aloe) > 0) { mes "Aloe... This is a rare flower."; mes "How'd you get it? Rather skilled, eh?"; next; delitem Aloe,1; 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(Ment) > 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 Ment,1; mes "[Lalo]"; mes "I heard you can make Anodyne with it..."; mes "But that would be a slight waste.. thanks!"; } else if(countitem(Izidor) > 0) { mes "Ooh, isn't this an Izidor?"; mes "It's a dangerous yet beautiful flower..."; next; delitem Izidor,1; mes "[Lalo]"; mes "The deep purple charms a person.. "; mes "Thank you, I really like this flower."; } else if(countitem(Witherless_Rose) > 0) { mes "Ooh, a Witherless Rose. The strong flower that doesn't wither."; mes "Great to give to a girlfriend."; next; delitem Witherless_Rose,1; 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(Frozen_Rose) > 0 ) { mes "Frozen Rose... you can't really call this a flower,"; mes "But it is still beautiful... a clear Rose."; next; delitem Frozen_Rose,1; 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(Illusion_Flower) > 0) { mes "Oh, isn't this an Illusion Flower!?"; mes "Wow, how did you obtain such a rare flower!!"; next; delitem Illusion_Flower,1; 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(Flower) > 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."; close2; cutin "job_bard_aiolo02",255; end; } else if(countitem(Bunch_Of_Flowers) > 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(Wedding_Bouquet) > 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(Fancy_Flower) > 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(Blossom_Of_Maneater) > 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; } next; 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 "[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; mes "[Lalo]"; mes "There's a talking snowman in a town called Lutie."; mes "Go there and bring back a present."; next; BARD_Q = 3; changequest 3001,3002; 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) || (BARD_Q <= 5)) { if (BARD_Q == 3) { if(xmas_npc > 10) { //this var is set in lutie.txt 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."; if (!questprogress(3003)) { changequest 3002,3003; } next; mes "[Lalo]"; mes "Here I go."; mes "Ehem *clears throat*"; mes "1, 2, 3, 4"; next; } else { cutin "job_bard_aiolo01",2; xmas_npc = 1; mes "[Lalo]"; mes "Eh, you still haven't become his friend?"; mes "Talking will not be enough."; next; 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 "[Lalo]"; mes "I'll sing one part..."; mes "and you try it after."; next; mes "[Lalo]"; mes "Here we go."; mes "*Ehem*"; mes "1, 2, 3, 4"; next; } if (BARD_Q != 5) { .@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") .@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.") .@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,") .@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.") .@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,") .@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.") .@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,") .@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.") .@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.") .@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.") .@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.") .@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.") .@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.") .@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,") .@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,") .@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.") .@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,") .@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.") .@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,") .@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.") .@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,") .@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,") .@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,") .@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.") .@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.") .@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!") .@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.") .@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!") .@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.") .@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!") .@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; 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; .@selection = select("Just change my job please.", "I'd be thankful for a present."); } if ((.@selection == 1) || (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 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; } else { switch(BARD_Q) { case 5: if(countitem(Wooden_Block) > 59) callsub S_ChangeJob,1019,1901; else if(countitem(Tree_Of_Archer_3) > 59) callsub S_ChangeJob,1068,1903; else if(countitem(Tree_Of_Archer_2) > 59) callsub S_ChangeJob,1067,1903; else if(countitem(Tree_Of_Archer_1) > 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; if (select("Yes, just change my job already.", "No, I'll go prepare them.") == 2) break; default: completequest 3003; 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; } } } changequest 3003,3004; 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; } cutin "job_bard_aiolo01",2; mes "[Lalo]"; mes "Whee~ whee~ whee~"; close2; cutin "job_bard_aiolo01",255; end; S_ChangeJob: completequest 3004; callfunc "Job_Change",Job_Bard; 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 "[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; }