//================= 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) L0ne_W0lf //= Copyright (C) Lupus //= Copyright (C) Jukka //= //= 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 . //========================================================================= //= Thief Mage Quest Story Mode //================= Description =========================================== //= Battle Traces from Thief and Magician training quests. //================= Current Version ======================================= //= 1.3 //========================================================================= //== Battle Traces 1 ======================================= moc_fild12,166,369,0 script Trace of Battle#1 CLEAR_NPC,{ if(BaseClass == Job_Thief){ if(tu_thief01 < 5){ mes "^3355FFYou find traces of poison"; mes "used in a battle. You sense"; mes "its potency and decide not"; mes "to get too close to it.^000000"; close; } else if(tu_thief01 == 5){ mes "^3355FFYou find traces of poison"; mes "used in a battle. A feeling"; mes "of acute dizziness overcomes"; mes "you after examining the scene.^000000"; tu_thief01 = 6; sc_start SC_POISON,60000,0; specialeffect EF_VENOMDUST2; close; } else if(tu_thief01 == 6){ mes "^3355FFYou find traces of poison"; mes "used in a battle. A feeling"; mes "of acute dizziness overcomes"; mes "you after examining the scene.^000000"; sc_start SC_POISON,60000,0; specialeffect EF_VENOMDUST2; close; } else if(tu_thief01 == 7){ mes "^3355FFYou find traces of poison"; mes "used in a battle. You sense"; mes "its potency and decide not"; mes "to get too close to it.^000000"; close; } else if(tu_thief01 == 8){ mes "^3355FFThere are traces of a battle"; mes "that seem to be leading in"; mes "different directions. From the"; mes "peculiar smell that permeates"; mes "the area, it seems that some"; mes "kind of lethal poison was used.^000000"; next; mes "^3355FFStill..."; mes "The trail of this"; mes "battle decidedly"; mes "heads southward.^000000"; tu_thief01 = 9; close; } else { mes "^3355FFYou find signs of"; mes "a heated pursuit"; mes "that head south."; close; } } if(BaseClass == Job_Mage){ if(tu_magician01 < 8){ mes "^3355FFYou find traces of poison"; mes "used in a battle. You sense"; mes "its potency and decide not"; mes "to get too close to it.^000000"; specialeffect EF_VENOMDUST2; close; } else if(tu_magician01 == 8){ mes "^3355FFThere are traces of a battle"; mes "that seem to be leading in"; mes "different directions. From the"; mes "peculiar smell that permeates"; mes "the area, it seems that some"; mes "kind of lethal poison was used.^000000"; next; mes "^3355FFStill..."; mes "The trail of this"; mes "battle decidedly"; mes "heads southward.^000000"; tu_magician01 = 9; close; } else { mes "^3355FFYou find signs of"; mes "a heated pursuit"; mes "that head south."; close; } } mes "^3355FFThere are signs that show"; mes "that some violent scuffle"; mes "might have occurred here,"; mes "but you can't tell what had"; mes "happened exactly...^000000"; close; } //== Battle Traces 2 ======================================= moc_fild12,173,215,0 script Trace of Battle#2 CLEAR_NPC,{ if(BaseClass == Job_Thief){ if(tu_thief01 < 9){ mes "^3355FFThere are signs"; mes "that many people"; mes "have traveled through"; mes "this particular area.^000000"; close; } else if(tu_thief01 == 9){ mes "^3355FFYou've found traces"; mes "of the pursuit which"; mes "continue eastward.^000000"; tu_thief01 = 10; close; } else { mes "^3355FFThese traces of"; mes "the pursuit lead"; mes "towards the east.^000000"; close; } } else if(BaseClass == Job_Mage){ if(tu_magician01 < 9){ mes "^3355FFThere are signs"; mes "that many people"; mes "have traveled through"; mes "this particular area.^000000"; close; } else if(tu_magician01 == 9){ mes "^3355FFYou've found traces"; mes "of the pursuit which"; mes "continue eastward.^000000"; tu_magician01 = 10; close; } else { mes "^3355FFThese traces of"; mes "the pursuit lead"; mes "towards the east.^000000"; close; } } mes "^3355FFThere are signs that show"; mes "that some violent scuffle"; mes "might have occurred here,"; mes "but you can't tell what had"; mes "happened exactly...^000000"; close; } //== Battle Traces 3 ======================================= moc_fild12,276,165,0 script Trace of Battle#3 CLEAR_NPC,{ if(BaseClass == Job_Thief){ if(tu_thief01 < 10){ mes "^3355FFThere are signs"; mes "that many people"; mes "have traveled through"; mes "this particular area.^000000"; close; } else if(tu_thief01 == 10){ mes "^3355FFYou examine these traces"; mes "and notice that one set of"; mes "footprints looks almost too"; mes "pronounced, as if it had been"; mes "made for somebody to find.^000000"; tu_thief01 = 11; close; } else { mes "^3355FFIt's a very"; mes "strange looking"; mes "set of footprints.^000000"; close; } } else if(BaseClass == Job_Mage){ if(tu_magician01 < 10){ mes "^3355FFThere are signs"; mes "that many people"; mes "have traveled through"; mes "this particular area.^000000"; close; } else if(tu_magician01 == 10){ mes "^3355FFYou examine these traces"; mes "and notice that one set of"; mes "footprints looks almost too"; mes "pronounced, as if it had been"; mes "made for somebody to find.^000000"; tu_magician01 = 11; close; } else { mes "^3355FFIt's a very"; mes "strange looking"; mes "set of footprints.^000000"; close; } } mes "^3355FFThese look like"; mes "traces of some kind"; mes "of pursuit or battle, but"; mes "you can't really tell for sure.^000000"; close; } //== Battle Traces 4 ======================================= moc_fild11,39,163,0 script Trace of Battle#4 CLEAR_NPC,{ if(BaseClass == Job_Thief){ if(tu_thief01 < 11){ mes "^3355FFThere are signs"; mes "that many people"; mes "have traveled through"; mes "this particular area.^000000"; close; } else if(tu_thief01 == 11){ mes "^3355FFFrom these traces,"; mes "you see that another"; mes "set of footprints has"; mes "been added. It looks like"; mes "someone } else got involved."; mes "These prints are distinctly"; mes "clearer and much smaller.^000000"; tu_thief01 = 12; close; } else { mes "^3355FFFrom these traces,"; mes "you see that another"; mes "person has gotten involved"; mes "in this heated scuffle.^000000"; close; } } else if(BaseClass == Job_Mage){ if(tu_magician01 < 11){ mes "^3355FFThere are signs"; mes "that many people"; mes "have traveled through"; mes "this particular area.^000000"; close; } else if(tu_magician01 == 11){ mes "^3355FFFrom these traces,"; mes "you see that another"; mes "set of footprints has"; mes "been added. It looks like"; mes "someone } else got involved."; mes "These prints are distinctly"; mes "clearer and much smaller.^000000"; tu_magician01 = 12; close; } else { mes "^3355FFFrom these traces,"; mes "you see that another"; mes "person has gotten involved"; mes "in this heated scuffle.^000000"; close; } } mes "^3355FFThere are signs that show"; mes "that some violent scuffle"; mes "might have occurred here,"; mes "but you can't tell what had"; mes "happened exactly...^000000"; close; } //== Battle Traces 5 ======================================= moc_fild11,205,52,0 script Trace of Battle#5 CLEAR_NPC,{ if(BaseClass == Job_Thief){ if(tu_thief01 < 12){ mes "^3355FFThere are signs"; mes "that many people"; mes "have traveled through"; mes "this particular area.^000000"; close; } else if(tu_thief01 == 12){ mes "^3355FFThe traces of the battle"; mes "now split and head towards"; mes "the north and south. However,^000000"; if(countitem(Green_Potion) == 0){ mes "^3355FFthere is a puddle of strong poison that you must neutralize before you can investigate this scene.^000000"; close; } else { mes "^3355FFthere is a puddle of strong poison that you must neutralize before you can investigate this scene.^000000"; next; mes "^3355FFFortunately, you can"; mes "temporarily nullify the"; mes "poison by using one"; mes "of your Green Potions.^000000"; next; switch(select("Use Green Potion.", "Don't use it.")){ case 1: mes "^3355FFThe poison weakens"; mes "and some of it evaporates,"; mes "revealing a piece of cloth that"; mes "was hidden in that puddle.^000000"; next; switch(select("Don't investigate.", "Investigate.")){ case 1: mes "["+strcharinfo(PC_NAME)+"]"; mes "A piece of cloth"; mes "is nothing to be"; mes "concerned about."; close; case 2: mes "["+strcharinfo(PC_NAME)+"]"; mes "Hey... There's"; mes "blood on this cloth"; mes "and some writing on"; mes "it that I can't recognize."; mes "Hopefully, this'll provide"; mes "some sort of clue to all this?"; tu_thief01 = 13; next; mes "^3355FFYou take the piece"; mes "of cloth from the puddle"; mes "of poison and keep it with you.^000000"; close; } case 2: mes "["+strcharinfo(PC_NAME)+"]"; mes "Hmm..."; mes "It'll probably be"; mes "faster if I follow this"; mes "trail, rather than stop to"; mes "investigate this scene."; close; } } } else { mes "^3355FFYou can't find"; mes "anything } else here,"; mes "aside from the traces"; mes "that split and lead both"; mes "northward and southward.^000000"; close; } } else if(BaseClass == Job_Mage){ if(tu_magician01 < 12){ mes "^3355FFThere are signs"; mes "that many people"; mes "have traveled through"; mes "this particular area.^000000"; close; } else if(tu_magician01 == 12){ mes "^3355FFThe traces of the battle"; mes "now split and head towards"; mes "the north and south. However,^000000"; if(countitem(Green_Potion) == 0){ mes "^3355FFthere is a puddle of strong poison that you must neutralize before you can investigate this scene.^000000"; close; } else { mes "^3355FFthere is a puddle of strong poison that you must neutralize before you can investigate this scene.^000000"; next; mes "^3355FFFortunately, you can"; mes "temporarily nullify the"; mes "poison by using one"; mes "of your Green Potions.^000000"; next; switch(select("Use Green Potion.", "Don't use it.")){ case 1: mes "^3355FFThe poison weakens"; mes "and some of it evaporates,"; mes "revealing a piece of cloth that"; mes "was hidden in that puddle.^000000"; next; switch(select("Don't investigate.", "Investigate.")){ case 1: mes "["+strcharinfo(PC_NAME)+"]"; mes "A piece of cloth"; mes "is nothing to be"; mes "concerned about."; close; case 2: mes "["+strcharinfo(PC_NAME)+"]"; mes "Hey... There's"; mes "blood on this cloth"; mes "and some writing on"; mes "it that I can't recognize."; mes "Hopefully, this'll provide"; mes "some sort of clue to all this?"; tu_magician01 = 13; next; mes "^3355FFYou take the piece"; mes "of cloth from the puddle"; mes "of poison and keep it with you.^000000"; close; } case 2: mes "["+strcharinfo(PC_NAME)+"]"; mes "Hmm..."; mes "It'll probably be"; mes "faster if I follow this"; mes "trail, rather than stop to"; mes "investigate this scene."; close; } } } else { mes "^3355FFYou can't find"; mes "anything } else here,"; mes "aside from the traces"; mes "that split and lead both"; mes "northward and southward.^000000"; close; } } mes "^3355FFThese look like"; mes "traces of some kind"; mes "of pursuit or battle, but"; mes "you can't really tell for sure.^000000"; close; } //== Battle Traces 6 ======================================= moc_fild11,226,235,0 script Trace of Battle#6 CLEAR_NPC,{ if(BaseClass == Job_Thief){ if(tu_thief01 < 13){ mes "^3355FFThere are signs"; mes "that many people"; mes "have traveled through"; mes "this particular area.^000000"; close; } else { mes "^3355FFThese footprints"; mes "look like they're"; mes "heading towards the"; mes "north from the south."; mes "But you can't really"; mes "be sure just yet.^000000"; close; } } else if(BaseClass == Job_Mage){ if(tu_magician01 < 13){ mes "^3355FFThere are signs"; mes "that many people"; mes "have traveled through"; mes "this particular area.^000000"; close; } else { mes "^3355FFThese footprints"; mes "look like they're"; mes "heading towards the"; mes "north from the south."; mes "But you can't really"; mes "be sure just yet.^000000"; close; } } mes "^3355FFThese look like"; mes "traces of some kind"; mes "of pursuit or battle, but"; mes "you can't really tell for sure.^000000"; close; } //== Battle Traces 7 ======================================= moc_fild11,184,342,0 script Trace of Battle#7 CLEAR_NPC,{ if(BaseClass == Job_Thief){ if(tu_thief01 < 13){ mes "^3355FFThere are signs"; mes "that many people"; mes "have traveled through"; mes "this particular area.^000000"; close; } else { mes "^3355FFThe trail here looks pretty"; mes "muddled, since it looks like"; mes "they battled here for quite a"; mes "while. But the footprints are"; mes "definitely heading south.^000000"; close; } } else if(BaseClass == Job_Mage){ if(tu_magician01 < 13){ mes "^3355FFThere are signs"; mes "that many people"; mes "have traveled through"; mes "this particular area.^000000"; close; } else { mes "^3355FFThe trail here looks pretty"; mes "muddled, since it looks like"; mes "they battled here for quite a"; mes "while. But the footprints are"; mes "definitely heading south.^000000"; close; } } mes "^3355FFThese look like"; mes "traces of some kind"; mes "of pursuit or battle, but"; mes "you can't really tell for sure.^000000"; close; } //== Battle Traces 8 ======================================= moc_fild17,213,358,0 script Trace of Battle#8 CLEAR_NPC,{ if(BaseClass == Job_Thief){ if(tu_thief01 < 13){ mes "^3355FFThere are two"; mes "distinct sets of"; mes "footprints in this"; mes "area, but they don't"; mes "hold any significance"; mes "right about now.^000000"; close; } else if(tu_thief01 == 13){ mes "^3355FFAround here, it"; mes "looks like there are"; mes "only two sets of footprints."; mes "What happened to the other"; mes "set that you found earlier?^000000"; tu_thief01 = 14; close; } else { mes "^3355FFFrom the evidence"; mes "that you've found here,"; mes "it looks like the battle"; mes "involves only two people"; mes "from this point onward.^000000"; close; } } else if(BaseClass == Job_Mage){ if(tu_magician01 < 13){ mes "^3355FFThere are two"; mes "distinct sets of"; mes "footprints in this"; mes "area, but they don't"; mes "hold any significance"; mes "right about now.^000000"; close; } else if(tu_magician01 == 13){ mes "^3355FFAround here, it"; mes "looks like there are"; mes "only two sets of footprints."; mes "What happened to the other"; mes "set that you found earlier?^000000"; tu_magician01 = 14; close; } else { mes "^3355FFFrom the evidence"; mes "that you've found here,"; mes "it looks like the battle"; mes "involves only two people"; mes "from this point onward.^000000"; close; } } mes "^3355FFThese look like"; mes "traces of some kind"; mes "of pursuit or battle, but"; mes "you can't really tell for sure.^000000"; close; } //== Battle Traces 9 ======================================= moc_fild17,228,274,0 script Trace of Battle#9 CLEAR_NPC,{ if(BaseClass == Job_Thief){ if(tu_thief01 < 14){ mes "^3355FFTraces of some"; mes "sort of battle are"; mes "scattered all over"; mes "this particular area.^000000"; close; } else if(tu_thief01 == 14){ mes "^3355FFYou follow the trail"; mes "and although traces from"; mes "the north and southeast mix"; mes "together, it looks like the battle continues towards the east."; mes "But you should check this"; mes "spot a little bit more...^000000"; tu_thief01 = 15; close; } else if(tu_thief01 == 15){ .@seek_tm = rand(1,10); if(.@seek_tm == 7){ mes "^3355FFAfter investigating this"; mes "area more thoroughly,"; mes "you find another piece of"; mes "cloth stained with blood."; mes "You decide to keep it with"; mes "you, hoping that it will"; mes "provide more clues.^000000"; tu_thief01 = 16; close; } else { mes "^3355FFYou don't find anything,"; mes "but you still can't shake"; mes "the feeling that there is"; mes "some important clue that"; mes "you have to find here. It won't hurt to keep investigating here.^000000"; close; } } else { mes "^3355FFYou better continue"; mes "following this trail"; mes "which leads westward.^000000"; close; } } else if(BaseClass == Job_Mage){ if(tu_magician01 < 14){ mes "^3355FFTraces of some"; mes "sort of battle are"; mes "scattered all over"; mes "this particular area.^000000"; close; } else if(tu_magician01 == 14){ mes "^3355FFYou follow the trail"; mes "and although traces from"; mes "the north and southeast mix"; mes "together, it looks like the battle continues towards the east."; mes "But you should check this"; mes "spot a little bit more...^000000"; tu_magician01 = 15; close; } else if(tu_magician01 == 15){ .@seek_tm1 = rand(1,10); if(.@seek_tm1 == 7){ mes "^3355FFAfter investigating this"; mes "area more thoroughly,"; mes "you find another piece of"; mes "cloth stained with blood."; mes "You decide to keep it with"; mes "you, hoping that it will"; mes "provide more clues.^000000"; tu_magician01 = 16; close; } else { mes "^3355FFYou don't find anything,"; mes "but you still can't shake"; mes "the feeling that there is"; mes "some important clue that"; mes "you have to find here. It won't hurt to keep investigating here.^000000"; close; } } else { mes "^3355FFYou better continue"; mes "following this trail"; mes "which leads westward.^000000"; close; } } mes "^3355FFThese look like"; mes "traces of some kind"; mes "of pursuit or battle, but"; mes "you can't really tell for sure.^000000"; close; } //== Battle Traces 10 ====================================== moc_fild17,34,292,0 script Trace of Battle#10 CLEAR_NPC,{ if(BaseClass == Job_Thief){ if(tu_thief01 < 16){ mes "^3355FFThere are signs"; mes "showing that a lot"; mes "of people were in"; mes "this area earlier.^000000"; close; } else if(tu_thief01 == 16){ mes "^3355FFThe lead set of footprints,"; mes "probably belonging to the one"; mes "who was being pursued, look"; mes "more erratic, as if exhaustion"; mes "and desperation were setting in. These traces lead to the west.^000000"; tu_thief01 = 17; close; } else { mes "^3355FFThe trail from"; mes "this point heads"; mes "towards the west.^000000"; close; } } else if(BaseClass == Job_Mage){ if(tu_magician01 < 16){ mes "^3355FFThere are signs"; mes "showing that a lot"; mes "of people were in"; mes "this area earlier.^000000"; close; } else if(tu_magician01 == 16){ mes "^3355FFThe lead set of footprints,"; mes "probably belonging to the one"; mes "who was being pursued, look"; mes "more erratic, as if exhaustion"; mes "and desperation were setting in. These traces lead to the west.^000000"; tu_magician01 = 17; close; } else { mes "^3355FFThe trail from"; mes "this point heads"; mes "towards the west.^000000"; close; } } mes "^3355FFThese look like"; mes "traces of some kind"; mes "of pursuit or battle, but"; mes "you can't really tell for sure.^000000"; close; } //== Battle Traces 11 ====================================== moc_fild18,346,296,0 script Trace of Battle#11 CLEAR_NPC,{ if(BaseClass == Job_Thief){ if(tu_thief01 < 17){ mes "^3355FFThere are signs"; mes "showing that a lot"; mes "of people were in"; mes "this area earlier.^000000"; close; } else if(tu_thief01 == 17){ mes "^3355FFFollowing the"; mes "trail, you see signs"; mes "that blood was spilled"; mes "in this area. It looks like"; mes "someone was injured"; mes "pretty badly around here.^000000"; tu_thief01 = 18; close; } else { mes "^3355FFSince someone involved"; mes "in this conflict was bleeding,"; mes "further traces of this pursuit"; mes "might be easier to find now.^000000"; close; } } else if(BaseClass == Job_Mage){ if(tu_magician01 < 17){ mes "^3355FFThere are signs"; mes "showing that a lot"; mes "of people were in"; mes "this area earlier.^000000"; close; } else if(tu_magician01 == 17){ mes "^3355FFFollowing the"; mes "trail, you see signs"; mes "that blood was spilled"; mes "in this area. It looks like"; mes "someone was injured"; mes "pretty badly around here.^000000"; tu_magician01 = 18; close; } else { mes "^3355FFSince someone involved"; mes "in this conflict was bleeding,"; mes "further traces of this pursuit"; mes "might be easier to find now.^000000"; close; } } mes "^3355FFThese look like"; mes "traces of some kind"; mes "of pursuit or battle, but"; mes "you can't really tell for sure.^000000"; close; } //== Battle Traces 12 ====================================== moc_fild18,309,257,0 script Trace of Battle#12 CLEAR_NPC,{ if(BaseClass == Job_Thief){ if(tu_thief01 < 18){ mes "^3355FFThere are signs"; mes "showing that a lot"; mes "of people were in"; mes "this area earlier.^000000"; close; } else if(tu_thief01 == 18){ mes "^3355FFThese traces lead"; mes "northward and it looks"; mes "like whoever is doing"; mes "the chasing is getting"; mes "much closer to his prey.^000000"; tu_thief01 = 19; close; } else { mes "^3355FFThe trail of this"; mes "pursuit now leads"; mes "towards the north.^000000"; close; } } else if(BaseClass == Job_Mage){ if(tu_magician01 < 18){ mes "^3355FFThere are signs"; mes "showing that a lot"; mes "of people were in"; mes "this area earlier.^000000"; close; } else if(tu_magician01 == 18){ mes "^3355FFThese traces lead"; mes "northward and it looks"; mes "like whoever is doing"; mes "the chasing is getting"; mes "much closer to his prey.^000000"; tu_magician01 = 19; close; } else { mes "^3355FFThe trail of this"; mes "pursuit now leads"; mes "towards the north.^000000"; close; } } mes "^3355FFThese look like"; mes "traces of some kind"; mes "of pursuit or battle, but"; mes "you can't really tell for sure.^000000"; close; } //== Battle Traces 13 ====================================== moc_fild18,177,333,0 script Trace of Battle#13 CLEAR_NPC,{ if(BaseClass == Job_Thief){ if(tu_thief01 < 19){ mes "^3355FFThere are signs"; mes "showing that a lot"; mes "of people were in"; mes "this area earlier.^000000"; close; } else if(tu_thief01 == 19){ mes "^3355FFJudging from these"; mes "traces, it looks like"; mes "even more people have"; mes "joined the battle which"; mes "now seems to be leading"; mes "in the southwest direction.^000000"; tu_thief01 = 20; close; } else { mes "^3355FFIt looks like"; mes "the battle heads"; mes "towards the southwest"; mes "from this particular point.^000000"; close; } } else if(BaseClass == Job_Mage){ if(tu_magician01 < 19){ mes "A large group of people seem to have gone by."; close; } else if(tu_magician01 == 19){ mes "^3355FFJudging from these"; mes "traces, it looks like"; mes "even more people have"; mes "joined the battle which"; mes "now seems to be leading"; mes "in the southwest direction.^000000"; tu_magician01 = 20; close; } else { mes "^3355FFIt looks like"; mes "the battle heads"; mes "towards the southwest"; mes "from this particular point.^000000"; close; } } mes "^3355FFThese look like"; mes "traces of some kind"; mes "of pursuit or battle, but"; mes "you can't really tell for sure.^000000"; close; } //== Battle Traces 14 ====================================== moc_fild18,111,303,0 script Trace of Battle#14 CLEAR_NPC,{ if(BaseClass == Job_Thief){ if(tu_thief01 < 20){ mes "^3355FFThere are signs"; mes "showing that a lot"; mes "of people were in"; mes "this area earlier.^000000"; close; } else if(tu_thief01 == 20){ mes "^3355FFIn this area, it looks"; mes "like even more people"; mes "joined in this battle and"; mes "the pursuit clearly heads"; mes "towards the south.^000000"; tu_thief01 = 21; close; } else { mes "^3355FFThe trail of"; mes "this battle heads"; mes "towards the south.^000000"; close; } } else if(BaseClass == Job_Mage){ if(tu_magician01 < 20){ mes "^3355FFThere are signs"; mes "showing that a lot"; mes "of people were in"; mes "this area earlier.^000000"; close; } else if(tu_magician01 == 20){ mes "^3355FFIn this area, it looks"; mes "like even more people"; mes "joined in this battle and"; mes "the pursuit clearly heads"; mes "towards the south.^000000"; tu_magician01 = 21; close; } else { mes "^3355FFThe trail of"; mes "this battle heads"; mes "towards the south.^000000"; close; } } mes "^3355FFThese look like"; mes "traces of some kind"; mes "of pursuit or battle, but"; mes "you can't really tell for sure.^000000"; close; } //== Battle Traces 15 ====================================== moc_fild18,109,197,0 script Trace of Battle#15 CLEAR_NPC,{ if(BaseClass == Job_Thief){ if(tu_thief01 < 21){ mes "^3355FFThere are signs"; mes "showing that a lot"; mes "of people were in"; mes "this area earlier.^000000"; close; } else if(tu_thief01 == 21){ mes "^3355FFThis area is clearly"; mes "marked with signs"; mes "of a violent battle, with"; mes "traces of poison strewn"; mes "all over the ground.^000000"; next; switch(select("Continue following the traces.", "Further investigate the area.")){ case 1: mes "^3355FFYou examine the"; mes "trail, but can't really"; mes "discern the direction"; mes "in which the battle"; mes "continues...^000000"; close; case 2: mes "^3355FFYou find a bunch of"; mes "traps that use different"; mes "kinds of poison. The ones"; mes "that have been set off are"; mes "mixed with the ones which"; mes "haven't been triggered.^000000"; tu_thief01 = 22; close; } } else if(tu_thief01 == 22){ .@trap_tm = rand(1,3); if(.@trap_tm == 3){ mes "^3355FFOne trap in particular"; mes "stands out to you more"; mes "than the rest. Perhaps"; mes "you should pour some"; mes "Green Potion on it to"; mes "neutralize it first.^000000"; next; switch(select("Pour Green Potion.", "Don't use Green Potion.")){ case 1: if(countitem(Green_Potion) < 1){ mes "^3355FFUnfortunately, you"; mes "don't have a Green"; mes "Potion that you can"; mes "use to pour on this trap...^000000"; close; } else { mes "^3355FFPouring that"; mes "Green Potion didn't"; mes "really make anything"; mes "happen. Perhaps you"; mes "should try something else.^000000"; delitem Green_Potion,1; tu_thief01 = 23; close; } case 2: mes "["+strcharinfo(PC_NAME)+"]"; mes "I guess..."; mes "I'll try investigating"; mes "this area a little more?"; close; } } else { mes "^3355FFBy sheer accident,"; mes "you set off one of"; mes "the traps in the area.^000000"; sc_start SC_POISON,60000,0; specialeffect EF_VENOMDUST2; percentheal -30,0; close; } } else if(tu_thief01 == 23){ if(countitem(Green_Herb) > 0 || countitem(Red_Gemstone) > 0){ if(countitem(Green_Herb) > 0 && countitem(Red_Gemstone) > 0){ mes "^3355FFYou try grinding"; mes "a Green Herb and"; mes "sprinkling it on the"; mes "trap and then place"; mes "a Red Gemstone on it."; mes "The gem glows and"; mes "slowly melts away...^000000"; next; mes "^3355FFAlthough you don't"; mes "fully understand the"; mes "science of using poisons"; mes "or antidotes, you managed"; mes "to successfully dismantle"; mes "the trap. Now you can safely"; mes "check what might be inside.^000000"; delitem Green_Herb,1; delitem Red_Gemstone,1; tu_thief01 = 24; close; } else if(countitem(Green_Herb) > 0){ mes "^3355FFYou should try to"; mes "dismantle this trap"; mes "by using other catalysts"; mes "related to the curing or"; mes "use of poison. You do have"; mes "a Green Herb on you, so you"; mes "try sprinkling it on the trap.^000000"; next; mes "^3355FFHowever, nothing"; mes "happens. It seems that"; mes "you need another catalyst"; mes "in addition to the Green Herb"; mes "that you have in order to"; mes "dismantle this trap.^000000"; close; } else { mes "^3355FFYou should try to"; mes "dismantle this trap"; mes "by using other catalysts"; mes "related to the curing or use"; mes "of poison. You do have a"; mes "Red Gemstone, so you grind"; mes "it and sprinkle it on the trap.^000000"; next; mes "^3355FFHowever, nothing"; mes "happens. It seems that"; mes "you need another catalyst to"; mes "use with the Red Gemstone"; mes "that you have in order to"; mes "dismantle this trap.^000000"; close; } } else { mes "^3355FFYou should try to"; mes "dismantle this trap"; mes "by using other catalysts"; mes "related to the curing or"; mes "use of poison. But what"; mes "items should you bring?^000000"; close; } } else if(tu_thief01 == 24){ mes "^3355FFInside the dismantled"; mes "trap, you find another"; mes "piece of strange cloth"; mes "that's stained with blood."; mes "You take it with you in"; mes "hopes that it provides"; mes "some kind of evidence.^000000"; tu_thief01 = 25; close; } else { mes "^3355FFYou examine the area"; mes "a little further and guess"; mes "that the battle might head"; mes "towards the south.^000000"; close; } } else if(BaseClass == Job_Mage){ if(tu_magician01 < 21){ mes "A large group of people seem to have gone by."; close; } else if(tu_magician01 == 21){ mes "^3355FFThis area is clearly"; mes "marked with signs"; mes "of a violent battle, with"; mes "traces of poison strewn"; mes "all over the ground.^000000"; next; switch(select("Continue following the traces.", "Further investigate the area.")){ case 1: mes "^3355FFYou examine the"; mes "trail, but can't really"; mes "discern the direction"; mes "in which the battle"; mes "continues...^000000"; close; case 2: mes "^3355FFYou find a bunch of"; mes "traps that use different"; mes "kinds of poison. The ones"; mes "that have been set off are"; mes "mixed with the ones which"; mes "haven't been triggered.^000000"; tu_magician01 = 22; close; } } else if(tu_magician01 == 22){ .@trap_tm = rand(1,3); if(.@trap_tm == 3){ mes "^3355FFOne trap in particular"; mes "stands out to you more"; mes "than the rest. Perhaps"; mes "you should pour some"; mes "Green Potion on it to"; mes "neutralize it first.^000000"; next; switch(select("Pour Green Potion.", "Don't use Green Potion.")){ case 1: if(countitem(Green_Potion) < 1){ mes "^3355FFUnfortunately, you"; mes "don't have a Green"; mes "Potion that you can"; mes "use to pour on this trap...^000000"; close; } else { mes "^3355FFPouring that"; mes "Green Potion didn't"; mes "really make anything"; mes "happen. Perhaps you"; mes "should try something else.^000000"; delitem Green_Potion,1; tu_magician01 = 23; close; } case 2: mes "["+strcharinfo(PC_NAME)+"]"; mes "I guess..."; mes "I'll try investigating"; mes "this area a little more?"; close; } } else { mes "^3355FFBy sheer accident,"; mes "you set off one of"; mes "the traps in the area.^000000"; sc_start SC_POISON,60000,0; specialeffect EF_VENOMDUST2; percentheal -30,0; close; } } else if(tu_magician01 == 23){ if(countitem(Green_Herb) > 0 || countitem(Red_Gemstone) > 0){ if(countitem(Green_Herb) > 0 && countitem(Red_Gemstone) > 0){ mes "^3355FFYou try grinding"; mes "a Green Herb and"; mes "sprinkling it on the"; mes "trap and then place"; mes "a Red Gemstone on it."; mes "The gem glows and"; mes "slowly melts away...^000000"; next; mes "^3355FFAlthough you don't"; mes "fully understand the"; mes "science of using poisons"; mes "or antidotes, you managed"; mes "to successfully dismantle"; mes "the trap. Now you can safely"; mes "check what might be inside.^000000"; delitem Green_Herb,1; delitem Red_Gemstone,1; tu_magician01 = 24; close; } else if(countitem(Green_Herb) > 0){ mes "^3355FFYou should try to"; mes "dismantle this trap"; mes "by using other catalysts"; mes "related to the curing or"; mes "use of poison. You do have"; mes "a Green Herb on you, so you"; mes "try sprinkling it on the trap.^000000"; next; mes "^3355FFHowever, nothing"; mes "happens. It seems that"; mes "you need another catalyst"; mes "in addition to the Green Herb"; mes "that you have in order to"; mes "dismantle this trap.^000000"; close; } else { mes "^3355FFYou should try to"; mes "dismantle this trap"; mes "by using other catalysts"; mes "related to the curing or use"; mes "of poison. You do have a"; mes "Red Gemstone, so you grind"; mes "it and sprinkle it on the trap.^000000"; next; mes "^3355FFHowever, nothing"; mes "happens. It seems that"; mes "you need another catalyst to"; mes "use with the Red Gemstone"; mes "that you have in order to"; mes "dismantle this trap.^000000"; close; } } else { mes "^3355FFYou should try to"; mes "dismantle this trap"; mes "by using other catalysts"; mes "related to the curing or"; mes "use of poison. But what"; mes "items should you bring?^000000"; close; } } else if(tu_magician01 == 24){ mes "^3355FFInside the dismantled"; mes "trap, you find another"; mes "piece of strange cloth"; mes "that's stained with blood."; mes "You take it with you in"; mes "hopes that it provides"; mes "some kind of evidence.^000000"; tu_magician01 = 25; close; } else { mes "^3355FFYou examine the area"; mes "a little further and guess"; mes "that the battle might head"; mes "towards the south.^000000"; close; } } mes "^3355FFThese look like"; mes "traces of some kind"; mes "of pursuit or battle, but"; mes "you can't really tell for sure.^000000"; close; } //== Battle Traces 16 ====================================== moc_fild18,156,96,0 script Trace of Battle#16 CLEAR_NPC,{ if(BaseClass == Job_Thief){ if(tu_thief01 < 25){ mes "^3355FFThere are signs"; mes "that a large group"; mes "of people have been in"; mes "this area for some reason.^000000"; close; } else if(tu_thief01 == 25){ mes "^3355FFThese traces lead"; mes "to the edge of the cliff."; mes "marking the end of the trail."; mes "Apparently, the one who was"; mes "being chased met his fate here.^000000"; next; mes "^3355FFThere are many footprints"; mes "leading to the edge of the"; mes "cliff and all of them leave"; mes "this scene, save for the set"; mes "of footprints that distinctly"; mes "belong to the person who"; mes "was pursued all this time...^3355FF"; next; mes "^3355FFIt looks like you've"; mes "learned all that you can"; mes "from this investigation. You"; mes "better return and report your"; mes "findings to Yierhan soon.^000000"; tu_thief01 = 26; close; } else { mes "^3355FFThis is the end"; mes "of the trail. There"; mes "aren't any more traces"; mes "of the battle left to find.^000000"; close; } } else if(BaseClass == Job_Mage){ if(tu_magician01 < 25){ mes "^3355FFThere are signs"; mes "that a large group"; mes "of people have been in"; mes "this area for some reason.^000000"; close; } else if(tu_magician01 == 25){ mes "^3355FFThese traces lead"; mes "to the edge of the cliff."; mes "marking the end of the trail."; mes "Apparently, the one who was"; mes "being chased met his fate here.^000000"; next; mes "^3355FFThere are many footprints"; mes "leading to the edge of the"; mes "cliff and all of them leave"; mes "this scene, save for the set"; mes "of footprints that distinctly"; mes "belong to the person who"; mes "was pursued all this time...^3355FF"; next; mes "^3355FFIt looks like you've"; mes "learned all that you can"; mes "from this investigation. You"; mes "better return and report your"; mes "findings to Yierhan soon.^000000"; tu_magician01 = 26; close; } else { mes "^3355FFThis is the end"; mes "of the trail. There"; mes "aren't any more traces"; mes "of the battle left to find.^000000"; close; } } mes "^3355FFThese look like"; mes "traces of some kind"; mes "of pursuit or battle, but"; mes "you can't really tell for sure.^000000"; close; }