//===== Hercules Script ====================================== //= Archer Job Quest //===== By: ================================================== //= kobra_k88; L0ne_W0lf //===== Current Version: ===================================== //= 1.9 //===== Description: ========================================= //= [Official Conversion] //= Job quest for Archer classes //===== Additional Comments: ================================= //= 1.0 Fully working. //= 1.1 Added instant job change for High Novice [Lupus] //= 1.3 Added Baby Class support [Lupus] //= 1.4 Optimised and moved first checker to Jfunc1-1 [massdriller] //= 1.5 Now saves/restores all quest skills [Lupus] //= 1.6 Merged back JFunc [Lupus] //= 1.7 Rescripted to Aegis 10.3 stadards. [L0ne_W0lf] //= Arrow reward is now equal to the type sof trunks brought. //= No longer uses function "F_ToHigh" //= 1.7a Fixed minor dialogue bug at Grade==25 [Lupus] //= 1.8 Fixed mistake in condition check. [L0ne_W0lf] //= 1.9 Added Quest Log commands. [L0ne_W0lf] //============================================================ payon_in02,64,71,4 script Archer Guildsman#archer 85,{ if (Upper == 1) { if (Class == Job_Novice_High && (ADVJOB == Job_Sniper || ADVJOB == Job_Clown || ADVJOB == Job_Gypsy)) { mes "[Archer Guildsman]"; mes "Hey, I know you."; mes "You took this test"; mes "before, didn't you?"; next; mes "[Archer Guildsman]"; mes "Ah, you must have been"; mes "to Valhalla and been reborn."; mes "Wow, that's so impressive!"; next; if (getskilllv("NV_BASIC") < 9) { mes "[Archer Guildsman]"; mes "Err..."; mes "You'd better learn all the Basic Skills first before you can become an Archer."; next; mes "[Archer Guildsman]"; mes "Alright, see you later."; close; } mes "[Archer Guildsman]"; mes "Well then. I don't"; mes "need to say anything else."; mes "I know you'll make a great Archer..."; next; skill 143,0,0; jobchange Job_Archer_high; skill 147,1,0; skill 148,1,0; mes "[Archer Guildsman]"; mes "Although there's no special"; mes "reward for you this time, I hope you understand. Take care of yourself."; close; } else { mes "[Archer Guildsman]"; mes "Oh...?"; mes "Hey, what are"; mes "you doing here...?"; next; mes "[Archer Guildsman]"; mes "I can tell that you're not cut out to be an Archer. It sort of feels like you're meant to do"; mes "something else..."; close; } } mes "[Archer Guildsman]"; mes "Good day. How may I help you?"; next; switch(select("I want to be an Archer.:I need the requirements, please.:Nothing, thanks.")) { case 1: if (BaseJob == Job_Archer) { mes "[Archer Guildsman]"; mes "You've already become an Archer..."; close; } else if (BaseJob != Job_Archer && BaseJob != Job_Novice) { mes "[Archer Guildsman]"; mes "Hmm..."; mes "You don't look much like a Novice at all..."; next; mes "[Archer Guildsman]"; mes "Anyway, whatever you are, you can't choose a job as an Archer because you have a job already."; close; } if (job_archer_q == 0) { mes "[Archer Guildsman]"; mes "Do you want to be an Archer?"; mes "If so, you need to fill out this application form."; next; if (select("Apply.:Cancel") == 1) { set job_archer_q,1; setquest 1004; mes "[Archer Guildsman]"; mes "Okay, sign here. Alright, um, I'll promote you once you meet the requirements."; next; mes "[Archer Guildsman]"; mes "If you think you've met them already, we can check that now."; mes "Are you ready?"; next; if (select("Yes, I am.:No, not yet.") == 1) { mes "[Archer Guildsman]"; mes "Alright, let me check."; next; } else { mes "[Archer Guildsman]"; mes "I understand. Be my guest if you want to look at the requirements."; close; } } mes "[Archer Guildsman]"; mes "Well, alright."; mes "See you next time."; close; } mes "[Archer Guildsman]"; mes "Are you..." + strcharinfo(0) + "?"; next; if (getskilllv("NV_BASIC") < 9) { mes "[Archer Guildsman]"; mes "Well, you're not at the right job level. Please check the requirements again."; next; mes "[Archer Guildsman]"; mes "Your job level must be at least 10, and don't forget you should learn all of the Basic Skills. Once you've done that, come back."; close; } if (job_archer_q == 1) { set .@archer_item1,countitem(1066) * 5; set .@archer_item2,countitem(1067) * 3; set .@archer_item3,countitem(1068) * 2; set .@archer_item4,countitem(1019); set .@total_archer,.@archer_item1 + .@archer_item2 + .@archer_item3 + .@archer_item4; set .@total_archer2,(((.@archer_item2 + .@archer_item3) * 2) + .@archer_item4); mes "[Archer Guildsman]"; mes "Excellent!"; mes "Now then,"; mes "let's see..."; next; mes "[Archer Guildsman]"; mes "I will appraise the value of the various types of Trunks, needed to produce a Bow, that you've brought."; next; if (countitem(1066) == 0 && countitem(1067) == 0 && countitem(1068) == 0 && countitem(1019) == 0) { mes "[Archer Guildsman]"; mes "Um..."; mes "Unfortunately you didn't bring any of the required items. There's nothing for me to appraise."; close; } mes "[Archer Guildsman]"; if (countitem(1066) != 0) mes " Grade S : " + countitem(1066) + " ea, Grade: " + .@archer_item1 + " . "; if (countitem(1067) != 0) mes " Grade A : " + countitem(1067) + " ea, Grade : " + .@archer_item2 + " . "; if (countitem(1068) != 0) mes " Grade B : " + countitem(1068) + " ea, Grade : " + .@archer_item3 + " . "; if (countitem(1019) != 0) mes " Grade C : " + countitem(1019) + " ea, Grade : " + .@archer_item4 + " . "; if (.@total_archer < 25) { mes "Total Grades: ^FF0000" + .@total_archer + "^000000 / 40"; next; mes "[Archer Guildsman]"; mes "Less than 25!? You have to get a grade of at least 25! Come on, try harder!"; close; } else { mes "Total Grades: ^0000FF" + .@total_archer + "^000000 / 40"; next; mes "[Archer Guildsman]"; if (.@total_archer > 40) { mes "Wow! More than 40!"; mes "Excellent! Congratulations!"; } else if (.@total_archer > 30) { mes "More than 30! Nice job!"; mes "Congratulations!"; } else { mes "*Sigh* Well, you just barely passed... Anyway, well done."; } } next; mes "[Archer Guildsman]"; mes "I'll transfer these Trunks to our Bow Production Department. Now that you've met the requirements, let me promote you right away!"; if (countitem(1066) != 0) delitem 1066,countitem(1066); //Tree_Of_Archer_1 if (countitem(1067) != 0) delitem 1067,countitem(1067); //Tree_Of_Archer_2 if (countitem(1068) != 0) delitem 1068,countitem(1068); //Tree_Of_Archer_3 if (countitem(1019) != 0) delitem 1019,countitem(1019); //Wooden_Block } next; callfunc "Job_Change",Job_Archer; callfunc "F_ClearJobVar"; completequest 1004; mes "[Archer Guildsman]"; mes "Congratulations!"; mes "You are now an Archer!"; next; mes "[Archer Guildsman]"; mes "Of course, we expect that you will help contribute towards the future of the Archer Guild with your efforts."; next; mes "[Archer Guildsman]"; mes "Ah, your bow has arrived from the Bow Production Department. Here, take it! It's yours~"; getitem 1702,1; //Bow_ getitem 1750,.@total_archer2; //Arrow next; mes "[Archer Guildsman]"; mes "Now, off you go. Hunt with pride, knowing you were trained by one of the best!"; close; case 2: mes "[Archer Guildsman]"; mes "I will explain the requirements for being an Archer."; if (BaseJob != Job_Novice) { if (BaseJob == Job_Archer) { next; mes "[Archer Guildsman]"; mes "But..."; mes "You're already an Archer. You should know these already..."; } else { next; mes "[Archer Guildsman]"; mes "Wait a second. You've chosen a different job already. You don't need to know this~"; } mes "So...Yeah...no real reason to tell you the requirements..."; } next; mes "[Archer Guildsman]"; mes "First of all, you have to the Job Level 9 as a Novice, and know all of the Basic Skills."; next; mes "[Archer Guildsman]"; mes "An Archer needs extremely high concentration and reflexes, so we do not accept those who have little patience."; next; mes "[Archer Guildsman]"; mes "You also have to gather ^FF0000Trunks^000000. There are 4 different types of Trunks, each of differing quality. You'll be given different grades for your Trunks, depending on their quality."; next; mes "[Archer Guildsman]"; mes "In order to become an Archer, you must receive a grade of at least ^0000FF25^000000 points out of 40. You can get Trunks from 'Willow,' the tree. Be careful, though. They can be tough monsters."; close; case 3: close; } }