//================= 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 //= //= 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 . //========================================================================= //= Guild Relay Quest //================= Description =========================================== //= Guild Relay Quest. //= Quest designed for multiple users at once. //================= Current Version ======================================= //= 1.1 //================= Variables Used ======================================== //= guildrelay_q (Max: ??) //= guildtime (Max: ??) //========================================================================= //== Floating NPCs to duplicate from. ====================== - script RelayDummy1::GuildRelay1 4_M_SAGE_A,{ .@name$ = strnpcinfo(NPC_NAME_VISIBLE); if (.@name$ == "Buzz") { .@name2$ = "Lenya"; .@name3$ = "Gealuve"; .@name4$ = "Pariz"; .@GID = getcastledata("aldeg_cas"+strnpcinfo(NPC_NAME_HIDDEN),1); } else if (.@name$ == "Jody") { .@name2$ = "Ron Haware"; .@name3$ = "Vers"; .@name4$ = "Gen Garish"; .@GID = getcastledata("gefg_cas"+strnpcinfo(NPC_NAME_HIDDEN),1); } else if (.@name$ == "Chungye") { .@name2$ = "Dosuhlji"; .@name3$ = "Yayula"; .@name4$ = "Ashin"; .@GID = getcastledata("payg_cas"+strnpcinfo(NPC_NAME_HIDDEN),1); } else if (.@name$ == "Hermod") { .@name2$ = "Atila"; .@name3$ = "Cecil"; .@name4$ = "Diligo"; .@GID = getcastledata("prtg_cas"+strnpcinfo(NPC_NAME_HIDDEN),1); } if (checkweight(Spawn,630) == 0) { mes "^3355FFWait a minute! You're"; mes "carrying too many items"; mes "right now: store some of"; mes "your extra things in Kafra"; mes "Storage, and then come back.^000000"; close; } if (.@GID == 0) { mes "^3355FFYou're not sure why, but"; mes "this guy seems to be pretty"; mes "depressed. He briefly makes"; mes "eye contact with you, but then"; mes "breaks it off. Apparently,"; mes "he wants to be left alone.^000000"; next; mes "^3355FFThere's no reason for you"; mes "to stick around an ownerless"; mes "stronghold. You may as well"; mes "head on your way.^000000"; close; } if (getcharid(CHAR_ID_GUILD) == .@GID) { if (strcharinfo(PC_NAME) == getguildmaster(.@GID)) { if (guildrelay_q == 100) { if (guildtime > 22) { if (gettime(GETTIME_HOUR) > 1 && gettime(GETTIME_HOUR) < guildtime) { mes "[" + .@name$ + "]"; mes "Oh, you're back. So did you"; mes "rest up enough? I'm sure the"; mes "other guild members are"; mes "feeling refreshed by now."; mes "From the looks of it, you're"; mes "ready for your next mission."; next; mes "[" + .@name$ + "]"; mes "The next step for"; mes "you is to take this, the"; mes "''Spirit of Trust.'' If this"; mes "guild is going to be solid,"; mes "you need to think how much"; mes "trust there is in the guild."; guildrelay_q = 8; getitem Soul_Of_Confidence,1; next; mes "[" + .@name$ + "]"; mes "Your second test will be"; mes "to give that ^4D4DFFSpirit of Trust^000000"; mes "to a sage that can manipulate"; mes "nature's attributes. In other"; mes "words, a Sage or Scholar"; mes "must carry out this task."; next; mes "[" + .@name$ + "]"; mes "The Spirit of Trust must"; mes "be delivered to ^4D4DFF" + .@name3$ + "^000000,"; mes "so don't forget to relay"; mes "that information to your"; mes "Sage or Scholar. Very well,"; mes "good luck on your journey."; close; } else { mes "[" + .@name$ + "]"; mes "Ah, did you rest we-- Oh."; mes "Why do you look so pale?"; mes "You can't accomplish great"; mes "deeds when you're overworked!"; mes "Rest. Your guild must be able"; mes "to depend on your strength."; emotion e_gasp; next; mes "[" + .@name$ + "]"; mes "Your determination and"; mes "spirit is commendable, but"; mes "have the patience to recollect"; mes "yourself when you must. I will"; mes "be waiting here, so please"; mes "come back to me later."; close; } } else if (guildtime > 22) { if (gettime(GETTIME_HOUR) > 0 && gettime(GETTIME_HOUR) < guildtime) { mes "[" + .@name$ + "]"; mes "Oh, you're back. So did you"; mes "rest up enough? I'm sure the"; mes "other guild members are"; mes "feeling refreshed by now."; mes "From the looks of it, you're"; mes "ready for your next mission."; next; mes "[" + .@name$ + "]"; mes "The next step for"; mes "you is to take this, the"; mes "''Spirit of Trust.'' If this"; mes "guild is going to be solid,"; mes "you need to think how much"; mes "trust there is in the guild."; guildrelay_q = 8; getitem Soul_Of_Confidence,1; next; mes "[" + .@name$ + "]"; mes "Your second test will be"; mes "to give that ^4D4DFFSpirit of Trust^000000"; mes "to a sage that can manipulate"; mes "nature's attributes. In other"; mes "words, a Sage or Scholar"; mes "must carry out this task."; next; mes "[" + .@name$ + "]"; mes "The Spirit of Trust must"; mes "be delivered to ^4D4DFF" + .@name3$ + "^000000,"; mes "so don't forget to relay"; mes "that information to your"; mes "Sage or Scholar. Very well,"; mes "good luck on your journey."; close; } else { mes "[" + .@name$ + "]"; mes "Ah, did you rest we-- Oh."; mes "Why do you look so pale?"; mes "You can't accomplish great"; mes "deeds when you're overworked!"; mes "Rest. Your guild must be able"; mes "to depend on your strength."; emotion e_gasp; next; mes "[" + .@name$ + "]"; mes "Your determination and"; mes "spirit is commendable, but"; mes "have the patience to recollect"; mes "yourself when you must. I will"; mes "be waiting here, so please"; mes "come back to me later."; close; } } else if (gettime(GETTIME_HOUR) - guildtime > 2) { mes "[" + .@name$ + "]"; mes "Oh, you're back. So did you"; mes "rest up enough? I'm sure the"; mes "other guild members are"; mes "feeling refreshed by now."; mes "From the looks of it, you're"; mes "ready for your next mission."; next; mes "[" + .@name$ + "]"; mes "The next step for"; mes "you is to take this, the"; mes "''Spirit of Trust.'' If this"; mes "guild is going to be solid,"; mes "you need to think how much"; mes "trust there is in the guild."; guildrelay_q = 8; getitem Soul_Of_Confidence,1; next; mes "[" + .@name$ + "]"; mes "Your second test will be"; mes "to give that ^4D4DFFSpirit of Trust^000000"; mes "to a sage that can manipulate"; mes "nature's attributes. In other"; mes "words, a Sage or Scholar"; mes "must carry out this task."; next; mes "[" + .@name$ + "]"; mes "The Spirit of Trust must"; mes "be delivered to ^4D4DFFY" + .@name3$ + "^000000,"; mes "so don't forget to relay"; mes "that information to your"; mes "Sage or Scholar. Very well,"; mes "good luck on your journey."; close; } else { mes "[" + .@name$ + "]"; mes "Ah, did you rest we-- Oh."; mes "Why do you look so pale?"; mes "You can't accomplish great"; mes "deeds when you're overworked!"; mes "Rest. Your guild must be able"; mes "to depend on your strength."; emotion e_gasp; next; mes "[" + .@name$ + "]"; mes "Your determination and"; mes "spirit is commendable, but"; mes "have the patience to recollect"; mes "yourself when you must. I will"; mes "be waiting here, so please"; mes "come back to me later."; close; } } else if (guildrelay_q == 150) { if ((guildtime > 22 && gettime(GETTIME_HOUR) > 1 && gettime(GETTIME_HOUR) < guildtime) || (guildtime > 21 && gettime(GETTIME_HOUR) > 0 && gettime(GETTIME_HOUR) < guildtime) || (gettime(GETTIME_HOUR) - guildtime > 2)) { mes "[" + .@name$ + "]"; mes "Ah, you look well rested,"; mes "master. It is now time for"; mes "you to proceed with the third"; mes "test. Let me remind you that"; mes "these spirits are incredibly"; mes "precious. Do not lose them."; next; mes "[" + .@name$ + "]"; mes "Like all the other spirits,"; mes "please keep this one safely."; mes "This is the ^4D4DFFSpirit of Peace^000000."; mes "It seems contradictive that"; mes "strongholds and might can"; mes "bring peace, but it's true."; guildrelay_q = 15; getitem Soul_Of_Peace,1; next; mes "[" + .@name$ + "]"; mes "If power isn't used to"; mes "protect the weak, then"; mes "some bully, in one form or"; mes "another, will always come"; mes "to exploit them. That is why"; mes "Tristan III built the strongholds."; next; mes "[" + .@name$ + "]"; mes "Please dispatch a Rogue"; mes "or Stalker to bring this"; mes "Spirit of Peace to ^4D4DFF" + .@name4$ + "^000000."; mes "If you don't know any Rogues"; mes "or Stalkers, then it would be"; mes "prudent for you to meet one."; next; mes "[" + .@name$ + "]"; mes "Yes, there's no substitute"; mes "for the subterfuge and intel"; mes "gathering that a Rogue can"; mes "provide. Anyway, " + .@name4$ + " will"; mes "guide you on your third test."; close; } else { mes "[" + .@name$ + "]"; mes "Ah, did you rest we-- Oh."; mes "Why do you look so pale?"; mes "You can't accomplish great"; mes "deeds when you're overworked!"; mes "Rest. Your guild must be able"; mes "to depend on your strength."; emotion e_gasp; next; mes "[" + .@name$ + "]"; mes "Your determination and"; mes "spirit is commendable, but"; mes "have the patience to recollect"; mes "yourself when you must. I will"; mes "be waiting here, so please"; mes "come back to me later."; close; } } else if (guildrelay_q == 25) { if ((guildtime > 22 && gettime(GETTIME_HOUR) > 4 && gettime(GETTIME_HOUR) < guildtime) || (guildtime > 21 && gettime(GETTIME_HOUR) > 3 && gettime(GETTIME_HOUR) < guildtime) || (guildtime > 20 && gettime(GETTIME_HOUR) > 2 && gettime(GETTIME_HOUR) < guildtime) || (guildtime > 19 && gettime(GETTIME_HOUR) > 1 && gettime(GETTIME_HOUR) < guildtime) || (guildtime > 18 && gettime(GETTIME_HOUR) > 0 && gettime(GETTIME_HOUR) < guildtime) || gettime(GETTIME_HOUR) - guildtime > 5) { mes "[" + .@name$ + "]"; mes "Ah, have you rested well,"; mes "master? Please excuse my"; mes "manners a while ago. I had"; mes "to report your trial results,"; mes "and lost my composure for a"; mes "moment. It won't happen again."; guildrelay_q = 999; close; } else { mes "..............................."; mes "..............................."; next; mes "..............................."; mes "..............................."; mes "..............................."; next; mes "[" + .@name$ + "]"; emotion e_omg; mes "Oh! M-master? Wh-when"; mes "did you...? I'm so sorry."; mes "I was busy working."; next; mes "[" + .@name$ + "]"; mes "It's only been a few days"; mes "since you finished the trials."; mes "For now, you should rest and"; mes "take care of your guild, okay?"; mes "Please come back later."; mes "I've got much to attend to..."; close; } } else if (guildrelay_q == 999) { mes "[" + .@name$ + "]"; mes "Good day, master."; mes "Is something wrong?"; mes "You look as though"; mes "something is on your mind."; next; switch(select("N-no, nothing.", "I want to take a lesson.")) { case 1: mes "[" + .@name$ + "]"; mes "Hm? That's strange."; emotion e_swt; mes "You didn't want to take"; mes "the trials again, did you?"; close; case 2: mes "[" + .@name$ + "]"; mes "I see. You know it won't"; mes "be easy, but I suppose you"; mes "are prepared. Here, take"; mes "the ^4D4DFFSpirit of Guild^000000, and"; mes "give it to your most trusted"; mes "Knight or Lord Knight."; guildrelay_q = 1; getitem Soul_Of_Guild,1; next; mes "[" + .@name$ + "]"; mes "This Knight should take"; mes "the Spirit of Guild over"; mes "to ^4D4DFF" + .@name2$ + "^000000. Good luck, and"; mes "may the gods be with you."; close; } } else if (guildrelay_q == 1) { if (countitem(Soul_Of_Guild) > 0) { mes "[" + .@name$ + "]"; mes "You still have the Spirit of"; mes "Guild I gave you? I suppose"; mes "you haven't found a Knight or"; mes "Lord Knight to which it can"; mes "be entrusted. It is imperative"; mes "that you find someone soon."; next; mes "[" + .@name$ + "]"; mes "For the sake of the guild, it"; mes "will be advantageous to have"; mes "a Knight or Lord Knight on"; mes "your side: their combat skills"; mes "can turn the tide of battles."; next; mes "[" + .@name$ + "]"; mes "When you do find a Knight,"; mes "give him the Spirit of Guild"; mes "and ask him to find " + .@name2$ + ""; mes "since he will conducting"; mes "the trial. Good luck"; mes "to you, master."; close; } else if (countitem(Soul_Of_Proceeding) > 0) { mes "[" + .@name$ + "]"; mes "Ah, is this the Spirit"; mes "of Advance? This must mean"; mes "that you completed the first"; mes "test. Keep up the good work."; mes "Hand me the spirit, and allow"; mes "me to give you your guild's reward."; delitem Soul_Of_Proceeding,1; guildtime = gettime(GETTIME_HOUR); guildrelay_q = 100; .@incen_item = rand(1,100); if ((.@incen_item > 0) && (.@incen_item < 25)) { getitem Seed_Of_Yggdrasil,20; getitem Poison_Bottle,2; } else if ((.@incen_item > 24) && (.@incen_item < 50)) { getitem Yggdrasilberry,10; getitem Poison_Bottle,2; } else if ((.@incen_item > 50) && (.@incen_item < 75)) { getitem Gift_Box,5; getitem Poison_Bottle,2; } else if ((.@incen_item > 74) && (.@incen_item < 101)) { getitem Old_Blue_Box,3; getitem Poison_Bottle,2; } next; mes "[" + .@name$ + "]"; mes "You've done well, but"; mes "there are more trials"; mes "ahead of you. For now,"; mes "you should rest before"; mes "undertaking the second test."; mes "Please come when you are ready."; close; } else { mes "[" + .@name$ + "]"; mes "If you're not busy, then"; mes "why don't you spend your"; mes "time increasing morale"; mes "among your guild members?"; mes "Perhaps some team building"; mes "exercise can be of help."; close; } } else if (guildrelay_q == 8) { if (countitem(Soul_Of_Confidence) > 0) { mes "[" + .@name$ + "]"; mes "You must be having"; mes "trouble finding " + .@name3$ + "."; mes "Make sure that you have"; mes "a Sage or Scholar friend"; mes "give that Spirit of Trust to"; mes "him once you locate him."; close; } else if (countitem(Soul_Of_Friendship) > 0) { mes "[" + .@name$ + "]"; mes "Ah, so you already completed"; mes "the test and earned the Spirit"; mes "of Friendship? Good work."; mes "You must now recognize the"; mes "value of teamwork. Please give"; mes "the Spirit of Friendship to me."; next; mes "[" + .@name$ + "]"; mes "Now, please take this"; mes "reward and share it with"; mes "your guild members. This"; mes "may come in handy in future"; mes "challenges that you will all"; mes "face together. Good work!"; delitem Soul_Of_Friendship,1; guildtime = gettime(GETTIME_HOUR); guildrelay_q = 150; .@incen_item = rand(1,100); if ((.@incen_item > 0) && (.@incen_item < 16)) { getitem Yggdrasilberry,10; getitem Gift_Box,5; getitem Poison_Bottle,3; } else if ((.@incen_item > 14) && (.@incen_item < 31)) { getitem Yggdrasilberry,10; getitem Old_Blue_Box,3; getitem Poison_Bottle,3; } else if ((.@incen_item > 29) && (.@incen_item < 46)) { getitem Yggdrasilberry,10; getitem Old_Violet_Box,3; getitem Poison_Bottle,3; } else if ((.@incen_item > 44) && (.@incen_item < 61)) { getitem Gift_Box,4; getitem Old_Blue_Box,2; getitem Poison_Bottle,3; } else if ((.@incen_item > 59) && (.@incen_item < 76)) { getitem Gift_Box,3; getitem Old_Violet_Box,2; getitem Poison_Bottle,3; } else if ((.@incen_item > 74) && (.@incen_item < 91)) { getitem Old_Blue_Box,2; getitem Old_Violet_Box,2; getitem Poison_Bottle,3; } else if ((.@incen_item > 89) && (.@incen_item < 101)) { getitem Yggdrasilberry,10; getitem Gift_Box,3; getitem Old_Blue_Box,2; getitem Old_Violet_Box,1; } next; mes "[" + .@name$ + "]"; mes "You should rest and"; mes "recuperate before you"; mes "undertake the third test."; mes "I too would benefit from"; mes "a brief respite. Please come"; mes "back to me when you are ready."; close; } else { mes "[" + .@name$ + "]"; mes "If you're not busy, then"; mes "why don't you spend your"; mes "time increasing morale"; mes "among your guild members?"; mes "Perhaps some team building"; mes "exercise can be of help."; next; mes "[" + .@name$ + "]"; mes "If it suits your fancy,"; mes "you may simply come here"; mes "and join me for a cup of tea."; close; } } else if (guildrelay_q == 15) { if (countitem(Soul_Of_Peace) > 0) { mes "[" + .@name$ + "]"; mes "You still have the"; mes "Spirit of Peace? If you"; mes "don't have any Rogues or"; mes "Stalkers in your guild, now"; mes "would be the time to recruit"; mes "them. Heed my advice..."; close; } else if (countitem(Soul_Of_Victory) > 0) { mes "[" + .@name$ + "]"; mes "I see that you've completed"; mes "the last test and received"; mes "the Spirit of Victory. Heh."; mes "Victory is the natural result"; mes "when your guild works together"; mes "in harmony as a united team."; next; mes "[" + .@name$ + "]"; mes "Congratulations on"; mes "completing all the trials."; mes "Please accept this reward,"; mes "given on the behalf of King"; mes "Tristan III, and share it with"; mes "guild. Once again, good work."; delitem Soul_Of_Victory,1; guildtime = gettime(GETTIME_HOUR); guildrelay_q = 25; .@incen_item = rand(1,100); if ((.@incen_item > 0) && (.@incen_item < 26)) { getitem Seed_Of_Yggdrasil,10; getitem Yggdrasilberry,5; getitem Gift_Box,4; } else if ((.@incen_item > 25) && (.@incen_item < 51)) { getitem Seed_Of_Yggdrasil,10; getitem Yggdrasilberry,5; getitem Old_Blue_Box,3; } else if ((.@incen_item > 50) && (.@incen_item < 76)) { getitem Seed_Of_Yggdrasil,10; getitem Old_Violet_Box,2; getitem Yggdrasilberry,5; } else if ((.@incen_item > 75) && (.@incen_item < 91)) { getitem Seed_Of_Yggdrasil,10; getitem Gift_Box,4; getitem Old_Blue_Box,2; getitem Old_Violet_Box,1; } else if ((.@incen_item > 90) && (.@incen_item < 101)) { getitem Ear_Of_Angels_Wing,1; } next; mes "[" + .@name$ + "]"; mes "You and your guild must be"; mes "quite tired now. Your rooms"; mes "are ready for you if you decide"; mes "to rest. Please visit me again"; mes "if you wish to take the trials"; mes "again. I'll see you later."; close; } else { mes "[" + .@name$ + "]"; mes "If you aren't particularly"; mes "busy, then why don't you"; mes "spend some time with your"; mes "guild members? Building"; mes "strong camaraderie never"; mes "fails to pay off. Never."; close; } } else { mes "[" + .@name$ + "]"; mes "Greetings, master."; mes "I am " + .@name$ + ", one of the four"; mes "Great Sages, and I am here"; mes "to serve you under the orders"; mes "of wise and benevolent"; mes "King Tristan III."; next; mes "[" + .@name$ + "]"; mes "We test guilds that own"; mes "strongholds, and see if they"; mes "are qualified to be considered"; mes "elite guilds. Our goal is to"; mes "train guilds to strengthen"; mes "our military forces."; next; mes "[" + .@name$ + "]"; mes "Although your guild has the"; mes "strength and courage to conquer"; mes "a stronghold, we want you to"; mes "prove that your guild has"; mes "a strong sense of justice,"; mes "honor, and compassion."; next; mes "[" + .@name$ + "]"; mes "It is up to you. Will"; mes "you take the test I have"; mes "for you? I will do my best to"; mes "help your guild grow stronger"; mes "so that you will be better"; mes "able to protect the weak."; next; switch(select("I want to take the test.", "Let me think about it.")) { case 1: mes "[" + .@name$ + "]"; mes "Is that so? In this test,"; mes "you will be given orders"; mes "and special spirits. These"; mes "spirits will only be given"; mes "once: you must not lose them."; next; mes "[" + .@name$ + "]"; mes "If you lose the spirit,"; mes "you will be judged as"; mes "irresponsible, and will be"; mes "unable to complete the tests."; mes "You must find any lost spirit to"; mes "proceed. There's no second chance."; next; mes "[" + .@name$ + "]"; mes "There are a few things you"; mes "should know. Firstly, you can"; mes "only take care of one spirit"; mes "at a time. Secondly, you need"; mes "to do the tests in order and"; mes "follow the guide's instructions."; next; mes "[" + .@name$ + "]"; mes "Thirdly, the spirit should"; mes "be given to the type of person"; mes "specified in the test. Those"; mes "are the rules. Remember them."; next; mes "[" + .@name$ + "]"; mes "Okay, this is the first"; mes "spirit that will be entrusted"; mes "to you. Make sure to give this"; mes "to a Knight or Lord Knight."; mes "The test has now officially"; mes "begun. Good luck to you."; guildrelay_q = 1; getitem Soul_Of_Guild,1; close; case 2: mes "[" + .@name$ + "]"; mes "I suppose it would be"; mes "a good idea to discuss"; mes "this with your guild before"; mes "you decide to commit to"; mes "taking the test. Feel free"; mes "free to visit me again later."; close; } } } else { if (countitem(Soul_Of_Guild) > 0) { if (BaseJob == Job_Knight) { mes "[" + .@name$ + "]"; mes "Hello," + strcharinfo(PC_NAME) + "."; mes "So you were the one chosen"; mes "by your guild master? I see."; mes "You should deliver that Spirit"; mes "of Guild over to " + .@name2$ + "."; mes "He'll instruct you further."; close; } else { mes "[" + .@name$ + "]"; mes "The Spirit of Guild is"; mes "useless unless it is in the"; mes "hands of a Knight or Lord"; mes "Knight. You should speak"; mes "to " + .@name2$ + " to learn more."; close; } } else if (countitem(Soul_Of_Courage) > 0) { if ((guildrelay_q == 88) && (BaseJob == Job_Knight)) { mes "[" + .@name$ + "]"; mes "Ah," + strcharinfo(PC_NAME) + ""; mes "Congratulations. It looks"; mes "like you did a good job."; mes "Please give the Spirit of"; mes "Charge to the next person"; mes "to continue the testing."; next; mes "[" + .@name$ + "]"; mes "" + .@name2$ + " should have"; mes "explained everything, but"; mes "if you forgot, then please"; mes "go and ask him again."; close; } else if (BaseJob == Job_Blacksmith) { mes "[" + .@name$ + "]"; mes "Hello," + strcharinfo(PC_NAME) + "."; mes "Ah, I see that you have"; mes "the Spirit of Charge."; mes "Heh heh, it's always exciting"; mes "to charge into battle, isn't"; mes "it? Well then, do your best."; close; } else { mes "[" + .@name$ + "]"; mes "That spirit won't be very"; mes "useful if it's not in the"; mes "hands of the right person."; mes "" + .@name2$ + " knows more about the"; mes "Spirit of Charge, so you should"; mes "ask him more about that spirit."; close; } } else if (countitem(Soul_Of_Partnership) > 0) { if ((guildrelay_q == 87) && (BaseJob == Job_Blacksmith)) { mes "[" + .@name$ + "]"; mes "Hello," + strcharinfo(PC_NAME) + "."; mes "I commend you on your work."; mes "Please give that spirit to"; mes "the next person so that the"; mes "testing can continue."; next; mes "[" + .@name$ + "]"; mes "" + .@name2$ + " should have"; mes "explained everything, but"; mes "if you forgot, then please"; mes "go and ask him again."; close; } else if (BaseJob == Job_Alchemist) { mes "[" + .@name$ + "]"; mes "Hello, " + strcharinfo(PC_NAME) + "."; mes "I see that you posess"; mes "the Spirit of Association."; mes "Good luck with your test."; close; } else { mes "[" + .@name$ + "]"; mes "That spirit won't be very"; mes "useful if it's not in the"; mes "hands of the right person."; mes "Talk to " + .@name2$ + " if you want"; mes "to know more about the"; mes "Spirit of Association."; close; } } else if (countitem(Soul_Of_Correspondence) > 0) { if ((guildrelay_q == 86) && (BaseJob == Job_Alchemist)) { mes "[" + .@name$ + "]"; mes "Hello," + strcharinfo(PC_NAME) + "."; mes "I commend you on your work."; mes "Please give that spirit to"; mes "the next person so that the"; mes "testing can continue."; next; mes "[" + .@name$ + "]"; mes "" + .@name2$ + " should have"; mes "explained everything, but"; mes "if you forgot, then please"; mes "go and ask him again."; close; } else if (BaseJob == Job_Hunter) { mes "[" + .@name$ + "]"; mes "Hello, " + strcharinfo(PC_NAME) + "."; mes "I see that you posess"; mes "the Spirit of Coordination."; mes "Good luck on your test."; close; } else { mes "[" + .@name$ + "]"; mes "That spirit won't be very"; mes "useful if it's not in the"; mes "hands of the right person."; mes "" + .@name2$ + " will know more about"; mes "the Spirit of Coordination"; mes "so you should consult him."; close; } } else if (countitem(Soul_Of_Proceeding) > 0) { if ((guildrelay_q == 85) && (BaseJob == Job_Hunter)) { mes "[" + .@name$ + "]"; mes "Hello, " + strcharinfo(PC_NAME) + "."; mes "Congratulations, it looks"; mes "like you finished the test."; mes "You may now give the Spirit of"; mes "Advance to your guild master."; close; } else { mes "[" + .@name$ + "]"; mes "That spirit won't be very"; mes "useful if it's not in the"; mes "hands of the right person."; mes "" + .@name2$ + " will know more about"; mes "the Spirit of Advance so"; mes "you should consult him."; close; } } else if (countitem(Soul_Of_Confidence) > 0) { if (BaseJob == Job_Sage) { mes "[" + .@name$ + "]"; mes "Hello, " + strcharinfo(PC_NAME) + "."; mes "I see that you possess"; mes "the Spirit of Trust."; mes "Good luck, and do not"; mes "fail the trust placed in"; mes "you by your guild."; close; } else { mes "[" + .@name$ + "]"; mes "That spirit won't be very"; mes "useful if it's not in the"; mes "hands of the right person."; mes "" + .@name3$ + " will know more"; mes "about the Spirit of Trust"; mes "so you should consult him."; close; } } else if (countitem(Soul_Of_Agreement) > 0) { if ((guildrelay_q == 71) && (BaseJob == Job_Sage)) { mes "[" + .@name$ + "]"; mes "Hello," + strcharinfo(PC_NAME) + "."; mes "I commend you on your work."; mes "Please give that spirit to"; mes "the next person so that the"; mes "testing can continue."; next; mes "[" + .@name$ + "]"; mes "If you don't remember"; mes "" + .@name3$ + "'s explanation,"; mes "then you might want to"; mes "go back to him and ask"; mes "him to tell you again."; close; } else if ((BaseJob == Job_Bard) || (BaseJob == Job_Dancer)) { mes "[" + .@name$ + "]"; mes "Ah, " + strcharinfo(PC_NAME) + ","; mes "I see that you have the"; mes "Spirit of Union. Always keep"; mes "in mind that the strength of"; mes "your guild is directly"; mes "related to its unity."; close; } else { mes "[" + .@name$ + "]"; mes "That spirit won't be very"; mes "useful if it's not in the"; mes "hands of the right person."; mes "" + .@name3$ + " will know more"; mes "about the Spirit of Union"; mes "so you should consult him."; close; } } else if (countitem(Soul_Of_Harmony) > 0) { if ((guildrelay_q == 72) && ((BaseJob == Job_Bard) || (BaseJob == Job_Dancer))) { mes "[" + .@name$ + "]"; mes "Hello," + strcharinfo(PC_NAME) + "."; mes "I commend you on your work."; mes "Please give that spirit to"; mes "the next person so that the"; mes "testing can continue."; next; mes "[" + .@name$ + "]"; mes "If you don't remember"; mes "" + .@name3$ + "'s explanation,"; mes "then you might want to"; mes "go back to him and ask"; mes "him to tell you again."; close; } else if (BaseJob == Job_Assassin) { mes "[" + .@name$ + "]"; mes "Ah, " + strcharinfo(PC_NAME) + ","; mes "I see that you have the Spirit"; mes "of Combination. Remember that"; mes "working in tandem, combining"; mes "your guild's skills and talents,"; mes "will realize your true potential."; close; } else { mes "[" + .@name$ + "]"; mes "That spirit won't be very"; mes "useful if it's not in the"; mes "hands of the right person."; mes "" + .@name3$ + " will know more about"; mes "the Spirit of Combination so"; mes "you should consult him."; close; } } else if (countitem(Soul_Of_Unity) > 0) { if ((guildrelay_q == 74) && (BaseJob == Job_Assassin)) { mes "[" + .@name$ + "]"; mes "Greetings, " + strcharinfo(PC_NAME) + ","; mes "did you rest well? Please"; mes "give that spirit to the next"; mes "person so that the testing"; mes "of your guild may continue."; next; mes "[" + .@name$ + "]"; mes "If you don't remember"; mes "" + .@name3$ + "'s explanation,"; mes "then you might want to"; mes "go back to him and ask"; mes "him to tell you again."; close; } else if (BaseJob == Job_Wizard) { mes "[" + .@name$ + "]"; mes "Hello, " + strcharinfo(PC_NAME) + ","; mes "I see that you've been"; mes "entrusted with the Spirit"; mes "of Solidarity. Do your best"; mes "on this test for the sake"; mes "of your guild, alright?"; close; } else { mes "[" + .@name$ + "]"; mes "That spirit won't be very"; mes "useful if it's not in the"; mes "hands of the right person."; mes "" + .@name3$ + " will know more"; mes "about the Spirit of Solidarity"; mes "so you should consult him."; close; } } else if (countitem(Soul_Of_Friendship) > 0) { if ((guildrelay_q == 75) && (BaseJob == Job_Wizard)) { mes "[" + .@name$ + "]"; mes "Ah, " + strcharinfo(PC_NAME) + ","; mes "congratulations on a job"; mes "well done. Please give the"; mes "Spirit of Friendship to your"; mes "guild master to continue"; mes "the guild testing."; close; } else { mes "[" + .@name$ + "]"; mes "That spirit won't be very"; mes "useful if it's not in the"; mes "hands of the right person."; mes "" + .@name3$ + " will know more"; mes "about the Spirit of Friendship"; mes "so you should consult him."; close; } } else if (countitem(Soul_Of_Peace) > 0) { if (BaseJob == Job_Rogue) { mes "[" + .@name$ + "]"; mes "Ah, " + strcharinfo(PC_NAME) + ","; mes "I see that you have the"; mes "Spirit of Peace. Please"; mes "do your best for the sake"; mes "of the guild, though I do not"; mes "doubt you'll pass this test."; close; } else { mes "[" + .@name$ + "]"; mes "That spirit won't be very"; mes "useful if it's not in the"; mes "hands of the right person."; mes "" + .@name4$ + " will know more"; mes "about the Spirit of Peace"; mes "so you should consult him."; close; } } else if (countitem(Soul_Of_Spirit) > 0) { if ((guildrelay_q == 95) && (BaseJob == Job_Priest)) { mes "[" + .@name$ + "]"; mes "Hello," + strcharinfo(PC_NAME) + "."; mes "I commend you on your work."; mes "Please give that spirit to"; mes "the next person so that the"; mes "testing can continue."; next; mes "[" + .@name$ + "]"; mes "If you don't remember"; mes "" + .@name4$ + "'s explanation,"; mes "then you might want to"; mes "go back to him and ask"; mes "him to tell you again."; close; } else if (BaseJob == Job_Priest) { mes "[" + .@name$ + "]"; mes "Ah, " + strcharinfo(PC_NAME) + ","; mes "please take good care of"; mes "that Spirit of Determination."; close; } else { mes "[" + .@name$ + "]"; mes "That spirit won't be very"; mes "useful if it's not in the"; mes "hands of the right person."; mes "" + .@name4$ + " will know more about"; mes "the Spirit of Determination"; mes "so you should consult him."; close; } } else if (countitem(Soul_Of_Service) > 0) { if ((guildrelay_q == 98) && (BaseJob == Job_Priest)) { mes "[" + .@name$ + "]"; mes "Hello," + strcharinfo(PC_NAME) + "."; mes "I commend you on your work."; mes "Please give that spirit to"; mes "the next person so that the"; mes "testing can continue."; next; mes "[" + .@name$ + "]"; mes "If you don't remember"; mes "" + .@name4$ + "'s explanation,"; mes "then you might want to"; mes "go back to him and ask"; mes "him to tell you again."; close; } else if (BaseJob == Job_Crusader) { mes "[" + .@name$ + "]"; mes "Ah, " + strcharinfo(PC_NAME) + ","; mes "please take good care"; mes "of that Spirit of Service."; close; } else { mes "[" + .@name$ + "]"; mes "That spirit won't be very"; mes "useful if it's not in the"; mes "hands of the right person."; mes "" + .@name4$ + " will know more about"; mes "the Spirit of Service so"; mes "you should consult him."; close; } } else if (countitem(Soul_Of_Glory) > 0) { if ((guildrelay_q == 96) && (BaseJob == Job_Crusader)) { mes "[" + .@name$ + "]"; mes "Hello," + strcharinfo(PC_NAME) + "."; mes "I commend you on your work."; mes "Please give that spirit to"; mes "the next person so that the"; mes "testing can continue."; next; mes "[" + .@name$ + "]"; mes "If you don't remember"; mes "" + .@name4$ + "'s explanation,"; mes "then you might want to"; mes "go back to him and ask"; mes "him to tell you again."; close; } else if (BaseJob == Job_Monk) { mes "[" + .@name$ + "]"; mes "Ah, " + strcharinfo(PC_NAME) + ","; mes "please take good care"; mes "of that Spirit of Glory."; close; } else { mes "[" + .@name$ + "]"; mes "That spirit won't be very"; mes "useful if it's not in the"; mes "hands of the right person."; mes "" + .@name4$ + " will know more about"; mes "the Spirit of Glory so you"; mes "should consult him."; close; } } else if (countitem(Soul_Of_Victory) > 0) { if ((guildrelay_q == 97) && (Class == Job_Monk)) { mes "[" + .@name$ + "]"; mes "Ah, " + strcharinfo(PC_NAME) + ","; mes "congratulations on a job"; mes "well done. Please give"; mes "the Spirit of Victory to your"; mes "guild master. That's it for now."; mes "Good luck to you in the future."; close; } else { mes "[" + .@name$ + "]"; mes "That spirit won't be very"; mes "useful if it's not in the"; mes "hands of the right person."; mes "" + .@name4$ + " will know more about"; mes "the Spirit of Victory so you"; mes "should consult him."; close; } } else { mes "[" + .@name$ + "]"; mes "I'm sorry, but I'm too"; mes "busy with my work to offer"; mes "you any help right now."; mes "You'll have to forgive me."; close; } } } else { if (getcharid(CHAR_ID_GUILD) == 0) { mes "[" + .@name$ + "]"; mes "You haven't joined"; mes "a guild yet? Why don't"; mes "you think about joining"; mes "one? Well, it's your decision,"; mes "but I don't think you'd regret"; mes "being part of a strong guild."; close; } else { mes "[" + .@name$ + "]"; mes "Ah, I see that you are"; mes "affiliated with a guild."; mes "Have you come here"; mes "as an invited guest?"; next; switch(select("No, not really...", "I was invited by the guild master.")) { case 1: mes "[" + .@name$ + "]"; mes "Oh, really?"; mes "That's too bad..."; mes "My apologies, but"; mes "I can't allow strangers"; mes "to simply come and go"; mes "around here. Farewell, then."; next; warp "alde_gld",186,157; close; case 2: mes "[" + .@name$ + "]"; mes "Oh, really? Ah, now"; mes "I recognize you, ^4d4dff" + strcharinfo(PC_NAME) + "^000000."; mes "Please come in, and make"; mes "yourself comfortable."; close; } } } } - script RelayDummy2::GuildRelay2 4_M_SAGE_A,{ .@name$ = strnpcinfo(NPC_NAME_VISIBLE); getmapxy(.@m$, .@x, .@x, UNITTYPE_NPC); .@GID = getcastledata(.@m$,1); if (checkweight(Knife,1) == 0) { mes "^3355FFWait a minute! You're"; mes "carrying too many items"; mes "right now: store some of"; mes "your extra things in Kafra"; mes "Storage, and then come back.^000000"; close; } if (.@GID == 0) { mes "^3355FFYou're not sure why, but"; mes "this guy seems to be pretty"; mes "depressed. He briefly makes"; mes "eye contact with you, but then"; mes "breaks it off. Apparently,"; mes "he wants to be left alone.^000000"; next; mes "^3355FFThere's no reason for you"; mes "to stick around an ownerless"; mes "stronghold. You may as well"; mes "head on your way.^000000"; close; } if (getcharid(CHAR_ID_GUILD) == .@GID) { if (strcharinfo(PC_NAME) == getguildmaster(.@GID)) { if (countitem(Soul_Of_Guild) > 0) { mes "[" + .@name$ + "]"; mes "Hm. You can't just keep"; mes "that spirit to yourself."; mes "Give it to a ^FF0000Knight^000000 or"; mes "a ^FF0000Lord Knight^000000. Hurry it up!"; mes "You need to work fast to"; mes "expand your guild."; close; } else { mes "[" + .@name$ + "]"; mes "Hm. You seem awfully"; mes "busy. Why don't you just"; mes "take a break, and relax?"; mes "It's alright to have fun"; mes "if you're feeling a lot of"; mes "pressure. Heh heh heh~"; close; } } else { if ((BaseJob == Job_Knight) && (countitem(Soul_Of_Guild) > 0)) { mes "[" + .@name$ + "]"; mes "For your first test,"; mes "I'll start you off with"; mes "something pretty simple."; mes "Just collect some items,"; mes "and bring them to me. Ah, and"; mes "your guild can help you too."; next; switch(rand(1,3)) { case 1: mes "[" + .@name$ + "]"; mes "^FF000030 Tongues^000000,"; mes "^FF000030 Dark Masks^000000, and"; mes "^FF000030 Shoulder Protectors^000000."; mes "That shouldn't be too"; mes "hard now, right?"; delitem Soul_Of_Guild,1; guildrelay_q = 2; close; case 2: mes "[" + .@name$ + "]"; mes "^FF000030 Worn Out Pages^000000,"; mes "^FF000030 Round Shells^000000, and"; mes "^FF000030 Mole Whiskers^000000."; mes "That shouldn't be too"; mes "hard now, right?"; delitem Soul_Of_Guild,1; guildrelay_q = 3; close; case 3: mes "[" + .@name$ + "]"; mes "^FF000030 Frills^000000,"; mes "^FF000030 Sharp Papers^000000, and"; mes "^FF000030 Elder Pixie's Moustaches^000000."; mes "That shouldn't be too"; mes "hard now, right?"; delitem Soul_Of_Guild,1; guildrelay_q = 89; close; } } if ((countitem(Thin_N_Long_Tongue) > 29) && (countitem(Shoulder_Protection) > 29) && (countitem(Black_Mask) > 29) && (guildrelay_q == 2)) { mes "[" + .@name$ + "]"; mes "Huh. I didn't actually"; mes "expect that you'd collect"; mes "all these items. Good job."; mes "Now, take this and give it to"; mes "a Blacksmith or Mastersmith."; mes "Your guild's pretty good..."; delitem Thin_N_Long_Tongue,30; delitem Shoulder_Protection,30; delitem Black_Mask,30; guildrelay_q = 88; getitem Soul_Of_Courage,1; close; } if ((BaseJob == Job_Knight) && (guildrelay_q == 2)) { mes "[" + .@name$ + "]"; mes "Did you forget what"; mes "to bring me? I wanted"; mes "^FF000030 Tongues^000000,"; mes "^FF000030 Dark Masks^000000, and"; mes "^FF000030 Shoulder Protectors^000000."; mes "Don't forget this time."; close; } if ((countitem(Worn_Out_Page) > 29) && (countitem(Moustache_Of_Mole) > 29) && (countitem(Round_Shell) > 29) && (guildrelay_q == 3)) { mes "[" + .@name$ + "]"; mes "Huh. I didn't actually"; mes "expect that you'd collect"; mes "all these items. Good job."; mes "Now, take this and give it to"; mes "a Blacksmith or Mastersmith."; mes "Your guild's pretty good..."; delitem Worn_Out_Page,30; delitem Moustache_Of_Mole,30; delitem Round_Shell,30; guildrelay_q = 88; getitem Soul_Of_Courage,1; close; } if ((BaseJob == Job_Knight) && (guildrelay_q == 3)) { mes "[" + .@name$ + "]"; mes "Did you forget what"; mes "to bring me? I wanted"; mes "^FF000030 Worn Out Pages^000000,"; mes "^FF000030 Round Shells^000000, and"; mes "^FF000030 Mole Whiskers^000000."; mes "Don't forget this time."; close; } if ((countitem(Fright_Paper_Blade) > 29) && (countitem(Lizard_Scruff) > 29) && (countitem(Elder_Pixies_Beard) > 29) && (guildrelay_q == 89)) { mes "[" + .@name$ + "]"; mes "Huh. I didn't actually"; mes "expect that you'd collect"; mes "all these items. Good job."; mes "Now, take this and give it to"; mes "a Blacksmith or Mastersmith."; mes "Your guild's pretty good..."; delitem Fright_Paper_Blade,30; delitem Lizard_Scruff,30; delitem Elder_Pixies_Beard,30; guildrelay_q = 88; getitem Soul_Of_Courage,1; close; } if ((BaseJob == Job_Knight) && (guildrelay_q == 89)) { mes "[" + .@name$ + "]"; mes "Did you forget what"; mes "to bring me? I wanted"; mes "^FF000030 Frills^000000,"; mes "^FF000030 Sharp Papers^000000, and"; mes "^FF000030 Elder Pixie's Moustaches^000000."; mes "Don't forget this time."; close; } if ((BaseJob == Job_Blacksmith) && (countitem(Soul_Of_Courage) > 0)) { mes "[" + .@name$ + "]"; mes "Wow, you brought the"; mes "items sooner than I had"; mes "expected. Great! Well then,"; mes "your next task for me will"; mes "be to... Wait. Wait and"; mes "kill some time. Easy, huh?"; next; mes "[" + .@name$ + "]"; mes "^FF0000just waiting.^000000"; mes "Justing wait and kill"; mes "some time. You can do"; mes "whatever you want to"; mes "do during that time."; next; mes "[" + .@name$ + "]"; mes "Come back after you've"; mes "relaxed and enjoyed yourself."; mes "We can continue the testing"; mes "when the time is right so"; mes "don't you worry about it."; delitem Soul_Of_Courage,1; guildrelay_q = 4; guildtime = gettime(GETTIME_HOUR); close; } if ((guildtime > 22) && (guildrelay_q == 4) && (BaseJob == Job_Blacksmith)) { if (gettime(GETTIME_HOUR) > 2 && gettime(GETTIME_HOUR) < guildtime) { mes "[" + .@name$ + "]"; mes "I guess enough time"; mes "has passed. You ready"; mes "to resume the testing?"; mes "Please give this to an"; mes "Alchemist or Biochemist."; mes "Your work here is done."; guildrelay_q = 87; getitem Soul_Of_Partnership,1; close; } } if ((guildtime > 21) && (guildrelay_q == 4) && (BaseJob == Job_Blacksmith)) { if (gettime(GETTIME_HOUR) > 0101 && gettime(GETTIME_HOUR) < guildtime) { // FIXME[Haru]: hour is clearly wrong mes "[" + .@name$ + "]"; mes "I guess enough time"; mes "has passed. You ready"; mes "to resume the testing?"; mes "Please give this to an"; mes "Alchemist or Biochemist."; mes "Your work here is done."; guildrelay_q = 87; getitem Soul_Of_Partnership,1; close; } } if ((guildtime > 20) && (guildrelay_q == 4) && (BaseJob == Job_Blacksmith)) { if (gettime(GETTIME_HOUR) > 0001 && gettime(GETTIME_HOUR) < guildtime) { // FIXME[Haru]: Hour is probably wrong mes "[" + .@name$ + "]"; mes "I guess enough time"; mes "has passed. You ready"; mes "to resume the testing?"; mes "Please give this to an"; mes "Alchemist or Biochemist."; mes "Your work here is done."; guildrelay_q = 87; getitem Soul_Of_Partnership,1; close; } } if (gettime(GETTIME_HOUR) - guildtime > 0300 && guildrelay_q == 4 && BaseJob == Job_Blacksmith) { // FIXME[Haru]: Hour is clearly wrong mes "[" + .@name$ + "]"; mes "I guess enough time"; mes "has passed. You ready"; mes "to resume the testing?"; mes "Please give this to an"; mes "Alchemist or Biochemist."; mes "Your work here is done."; guildrelay_q = 87; getitem Soul_Of_Partnership,1; close; } if ((guildrelay_q == 4) && (BaseJob == Job_Blacksmith)) { mes "[" + .@name$ + "]"; mes "You must be rarin'"; mes "to take on the next"; mes "test. Please be patient,"; mes "kill some time, and just"; mes "come back to me later."; close; } if ((BaseJob == Job_Alchemist) && (countitem(Soul_Of_Partnership) > 0)) { mes "[" + .@name$ + "]"; mes "Oh, you got it, eh?"; mes "You might not think this"; mes "will be so hard, but I'm"; mes "going to give you a much"; mes "different challenge now."; mes "Are you ready for it?"; next; if ((BaseLevel > 1) && (BaseLevel < 58)) { mes "[" + .@name$ + "]"; mes "Your test will be to"; mes "grow a little stronger!"; mes "You'll pass once you"; mes "gain 3 more levels."; mes "How about that, eh?"; delitem Soul_Of_Partnership,1; guildrelay_q = 5; close; } if ((BaseLevel > 57) && (BaseLevel < 76)) { mes "[" + .@name$ + "]"; mes "Your test will be to"; mes "grow a little stronger!"; mes "You'll pass once you"; mes "gain 2 more levels."; mes "How about that, eh?"; delitem Soul_Of_Partnership,1; guildrelay_q = 6; close; } if ((BaseLevel > 75) && (BaseLevel < 94)) { mes "[" + .@name$ + "]"; mes "Your test will be to"; mes "grow a little stronger!"; mes "You'll pass once you"; mes "gain 1 more level."; mes "How about that, eh?"; delitem Soul_Of_Partnership,1; guildrelay_q = 7; close; } if (BaseLevel > 93) { mes "[" + .@name$ + "]"; mes "Wait a minute. Forget it!"; mes "I was going to ask you to"; mes "raise your Base Level, but"; mes "you're tough enough as it is."; mes "Fine, fine. You pass! Give this"; mes "to a ^FF0000Hunter^000000 or ^FF0000Sniper^000000 now~"; delitem Soul_Of_Partnership,1; guildrelay_q = 86; getitem Soul_Of_Correspondence,1; close; } } if (((BaseLevel + 2) < (BaseLevel)) && (guildrelay_q == 5)) { mes "[" + .@name$ + "]"; mes "You got a little stronger,"; mes "eh? Fine, fine. You pass."; mes "Here, now take this and"; mes "give it to a ^FF0000Hunter^000000 or ^FF0000Sniper^000000"; mes "in your guild. Nice work,"; mes "and I'll see you around."; guildrelay_q = 86; getitem Soul_Of_Correspondence,1; close; } if (((BaseLevel + 1) < (BaseLevel)) && (guildrelay_q == 6)) { mes "[" + .@name$ + "]"; mes "You got a little stronger,"; mes "eh? Fine, fine. You pass."; mes "Here, now take this and"; mes "give it to a ^FF0000Hunter^000000 or ^FF0000Sniper^000000"; mes "in your guild. Nice work,"; mes "and I'll see you around."; guildrelay_q = 86; getitem Soul_Of_Correspondence,1; close; } if ((BaseLevel < (BaseLevel)) && (guildrelay_q == 7)) { mes "[" + .@name$ + "]"; mes "You got a little stronger,"; mes "eh? Fine, fine. You pass."; mes "Here, now take this and"; mes "give it to a ^FF0000Hunter^000000 or ^FF0000Sniper^000000"; mes "in your guild. Nice work,"; mes "and I'll see you around."; guildrelay_q = 86; getitem Soul_Of_Correspondence,1; close; } if ((guildrelay_q == 5) || (guildrelay_q == 6) || (guildrelay_q == 7)) { mes "[" + .@name$ + "]"; mes "You're still not strong"; mes "enough to pass this test."; mes "Hurry up, kill some monsters,"; mes "and gain some ^FF0000Base Levels^000000."; mes "You have to become stronger!"; close; } if ((BaseJob == Job_Hunter) && (countitem(Soul_Of_Correspondence) > 0)) { mes "[" + .@name$ + "]"; mes "Ah, good, you're here."; mes "Now, my request for you"; mes "is this: please donate"; mes "your Falcon for the"; mes "sake of your guild."; next; switch(select("Donate Falcon", "No way!")) { case 1: if (checkfalcon()) { mes "[" + .@name$ + "]"; mes "Great! Don't worry,"; mes "your Falcon will be safe"; mes "under our care, and will"; mes "be use to scout areas and"; mes "deliver mail. That's why"; mes "I asked you for it."; next; mes "[" + .@name$ + "]"; mes "Now, please take this"; mes "spirit, and give it to"; mes "your guild master as"; mes "soon as you can, alright?"; setfalcon; delitem Soul_Of_Correspondence,1; guildrelay_q = 85; getitem Soul_Of_Proceeding,1; close; } else { mes "[" + .@name$ + "]"; mes "I'm glad that you're"; mes "willing to part with your"; mes "Falcon, but it doesn't seem"; mes "to be with you right now."; mes "Go get one, and come back."; close; } case 2: mes "[" + .@name$ + "]"; mes "Well, I can't help it if you"; mes "really want to keep your"; mes "Falcon, but please come"; mes "back if you change your mind."; mes "I can't do anything for you"; mes "unless you cooperate."; close; } } if ((guildrelay_q == 88) && (countitem(Soul_Of_Courage) > 0)) { mes "[" + .@name$ + "]"; mes "Please give the"; mes "Spirit of Charge to"; mes "a ^FF0000Blacksmith^000000 or ^FF0000Mastersmith^000000."; mes "It won't do any good in the"; mes "hands of anybody else."; close; } if (guildrelay_q == 88) { mes "[" + .@name$ + "]"; mes "You don't have"; mes "anything to do?"; mes "Why don't you help"; mes "your guild hunt monsters?"; mes "It'll be a good chance to"; mes "show them your skills~"; close; } if ((guildrelay_q == 87) && (countitem(Soul_Of_Partnership) > 0)) { mes "[" + .@name$ + "]"; mes "Please give the"; mes "Spirit of Association to"; mes "an ^FF0000Alchemist^000000 or ^FF0000Biochemist^000000."; mes "It won't do any good in the"; mes "hands of anybody else."; close; } if (guildrelay_q == 87) { mes "[" + .@name$ + "]"; mes "Hm. Don't you have"; mes "anything to do? I suppose"; mes "it's better to be bored"; mes "than to be overwhelmed."; mes "Oh well, you'll figure"; mes "something out."; close; } if ((guildrelay_q == 86) && (countitem(Soul_Of_Correspondence) > 0)) { mes "[" + .@name$ + "]"; mes "Please give the"; mes "Spirit of Coordination"; mes "to a ^FF0000Hunter^000000 or ^FF0000Sniper^000000."; mes "It won't do any good in the"; mes "hands of anybody else."; close; } if (guildrelay_q == 86) { mes "[" + .@name$ + "]"; mes "Good work. Please"; mes "go ahead and take a rest,"; mes "and then come back to me"; mes "later. I'll have something"; mes "to give you by then."; close; } if ((guildrelay_q == 85) && (countitem(Soul_Of_Proceeding) > 0)) { mes "[" + .@name$ + "]"; mes "Please give the"; mes "Spirit of Advance"; mes "to your ^FF0000guild master^000000."; mes "It won't do any good in the"; mes "hands of anybody else."; close; } if (guildrelay_q == 85) { mes "[" + .@name$ + "]"; mes "Your falcon's been"; mes "a great help in the"; mes "guild. Hm? You already"; mes "miss it? Hahahaha!"; close; } mes "[" + .@name$ + "]"; mes "Hm? What brings you"; mes "here? I don't think we"; mes "have any business to"; mes "conduct. Am I mistaken?"; close; } } else { if (strcharinfo(PC_NAME) == getguildmaster(.@GID)) { mes "[" + .@name$ + "]"; mes "Hm? What brings you"; mes "here? Feel free to take"; mes "your time and look around"; mes "if that's what pleases you."; close; } else { mes "[" + .@name$ + "]"; mes "There isn't much to see"; mes "around here, but you're"; mes "welcome to stay and look"; mes "around here if you wish."; close; } } } - script RelayDummy3::GuildRelay3 4_M_SAGE_A,{ .@name$ = strnpcinfo(NPC_NAME_VISIBLE); getmapxy(.@m$, .@x, .@x, UNITTYPE_NPC); .@GID = getcastledata(.@m$,1); if (checkweight(Knife,1) == 0) { mes "^3355FFWait a minute! You're"; mes "carrying too many items"; mes "right now: store some of"; mes "your extra things in Kafra"; mes "Storage, and then come back.^000000"; close; } if (.@GID == 0) { mes "^3355FFThis exhausted man"; mes "notices you staring at"; mes "him, but chooses to leave"; mes "you alone. There's no one"; mes "else in this stronghold so"; mes "there's no reason to be here.^000000"; close; } if (getcharid(CHAR_ID_GUILD) == .@GID) { if (strcharinfo(PC_NAME) == getguildmaster(.@GID)) { if (countitem(Soul_Of_Confidence) > 0) { mes "[" + .@name$ + "]"; mes "Hm? What are you doing?"; mes "You're not supposed to"; mes "be the one holding onto"; mes "this soul. A Sage or a"; mes "Professor was supposed"; mes "to come here with it."; next; mes "[" + .@name$ + "]"; mes "Make sure you give"; mes "that soul you're holding"; mes "to a ^FF0000Sage^000000 or ^FF0000Professor^000000, and"; mes "then have him bring it to me."; close; } else { mes "[" + .@name$ + "]"; mes "Our business together"; mes "has concluded. If you're"; mes "not busy, why don't you try"; mes "helping out your guild? Yes,"; mes "I'm sure they'd appreciate it."; close; } } else { if ((BaseJob == Job_Sage) && (countitem(Soul_Of_Confidence) > 0)) { mes "[" + .@name$ + "]"; mes "I see that you've brought"; mes "the ^42426FSpirit of Trust^000000. Now, the"; mes "first thing I want you to do is"; mes "to build the trust between you"; mes "and your guild members."; mes "Spend time with them."; next; mes "[" + .@name$ + "]"; mes "I want you to build"; mes "up some friendly bonds"; mes "within your guild before"; mes "coming back to me. Your"; mes "guild must have solidarity"; mes "in order to be successful."; delitem Soul_Of_Confidence,1; guildrelay_q = 9; guildtime = gettime(GETTIME_HOUR); close; } if ((guildtime > 22) && (guildrelay_q == 9) && (BaseJob == Job_Sage)) { if (gettime(GETTIME_HOUR) > 2 && gettime(GETTIME_HOUR) < guildtime) { mes "[" + .@name$ + "]"; mes "So did you spend some"; mes "quality time with your"; mes "guild members, and get"; mes "a chance to really learn"; mes "who they are? You must"; mes "love your comrades."; next; mes "[" + .@name$ + "]"; mes "Now you know how"; mes "important bonding truly"; mes "is. Please give this spirit"; mes "to a ^42426FBard^000000, ^42426FMinstrel^000000, ^42426FDancer^000000,"; mes "or ^42426FGypsy^000000. Good luck to you."; guildrelay_q = 81; getitem Soul_Of_Agreement,1; close; } else { mes "[" + .@name$ + "]"; mes "Hm? Back so soon?"; mes "That hasn't been enough"; mes "time for you to really bond"; mes "with your guild members."; mes "Go back, ask them about their"; mes "dreams, passions, and goals!"; close; } } else if ((guildtime > 21) && (guildrelay_q == 9) && (BaseJob == Job_Sage)) { if (gettime(GETTIME_HOUR) > 1 && gettime(GETTIME_HOUR) < guildtime) { mes "[" + .@name$ + "]"; mes "So did you spend some"; mes "quality time with your"; mes "guild members, and get"; mes "a chance to really learn"; mes "who they are? You must"; mes "love your comrades."; next; mes "[" + .@name$ + "]"; mes "Now you know how"; mes "important bonding truly"; mes "is. Please give this spirit"; mes "to a ^42426FBard^000000, ^42426FMinstrel^000000, ^42426FDancer^000000,"; mes "or ^42426FGypsy^000000. Good luck to you."; guildrelay_q = 71; getitem Soul_Of_Agreement,1; close; } else { mes "[" + .@name$ + "]"; mes "Hm? Back so soon?"; mes "That hasn't been enough"; mes "time for you to really bond"; mes "with your guild members."; mes "Go back, ask them about their"; mes "dreams, passions, and goals!"; close; } } else if ((guildtime > 20) && (guildrelay_q == 9) && (BaseJob == Job_Sage)) { if (gettime(GETTIME_HOUR) > 0 && gettime(GETTIME_HOUR) < guildtime) { mes "[" + .@name$ + "]"; mes "So did you spend some"; mes "quality time with your"; mes "guild members, and get"; mes "a chance to really learn"; mes "who they are? You must"; mes "love your comrades."; next; mes "[" + .@name$ + "]"; mes "Now you know how"; mes "important bonding truly"; mes "is. Please give this spirit"; mes "to a ^42426FBard^000000, ^42426FMinstrel^000000, ^42426FDancer^000000,"; mes "or ^42426FGypsy^000000. Good luck to you."; guildrelay_q = 71; getitem Soul_Of_Agreement,1; close; } else { mes "[" + .@name$ + "]"; mes "Hm? Back so soon?"; mes "That hasn't been enough"; mes "time for you to really bond"; mes "with your guild members."; mes "Go back, ask them about their"; mes "dreams, passions, and goals!"; close; } } else if (gettime(GETTIME_HOUR) - guildtime > 3 && guildrelay_q == 9 && BaseJob == Job_Sage) { mes "[" + .@name$ + "]"; mes "So did you spend some"; mes "quality time with your"; mes "guild members, and get"; mes "a chance to really learn"; mes "who they are? You must"; mes "love your comrades."; next; mes "[" + .@name$ + "]"; mes "You have done"; mes "what you had to do for now."; mes "Please give it to a ^42426FBard^000000 or ^42426FClown^000000"; mes "You can also give it to ^42426FDancer^000000 or ^42426FGypsy^000000"; mes "Good luck."; guildrelay_q = 71; getitem Soul_Of_Agreement,1; close; } else if ((BaseJob == Job_Sage) && (guildrelay_q == 9)) { mes "[" + .@name$ + "]"; mes "Hm? Back so soon?"; mes "That hasn't been enough"; mes "time for you to really bond"; mes "with your guild members."; mes "Go back, ask them about their"; mes "dreams, passions, and goals!"; close; } if (((BaseJob == Job_Bard) || (BaseJob == Job_Dancer)) && (countitem(Soul_Of_Agreement) > 0)) { mes "[" + .@name$ + "]"; mes "For the sake of promoting"; mes "teamwork amongst your guild,"; mes "my test will be for you to"; mes "gather specific items for me."; next; mes "[" + .@name$ + "]"; mes "This is a difficult task"; mes "to complete alone, but it"; mes "will be much easier if you"; mes "and your guild cooperate to"; mes "get all the items. Now listen,"; mes "this is what I want you to get."; next; switch(rand(1,3)) { case 1: mes "[" + .@name$ + "]"; mes "^8C171730 Burning Hearts^000000,"; mes "^8C171730 Wolf Claws^000000, and"; mes "^8C171730 Leopard Claws^000000."; mes "You might want to write"; mes "these down so you don't"; mes "forget. Good luck to you."; delitem Soul_Of_Agreement,1; guildrelay_q = 10; break; case 2: mes "[" + .@name$ + "]"; mes "^8C171730 Soft Blades of Grass^000000,"; mes "^8C171730 Wooden Hearts^000000, and"; mes "^8C171730 Poisonous Toad Skins^000000."; mes "You might want to write"; mes "these down so you don't"; mes "forget. Good luck to you."; delitem Soul_Of_Agreement,1; guildrelay_q = 11; break; case 3: mes "[" + .@name$ + "]"; mes "^8C171730 Antelope Horns^000000,"; mes "^8C171730 Honey Pots^000000, and"; mes "^8C171730 Porcupine Quills^000000."; mes "You might want to write"; mes "these down so you don't"; mes "forget. Good luck to you."; delitem Soul_Of_Agreement,1; guildrelay_q = 80; break; } next; mes "[" + .@name$ + "]"; mes "You should be bonding"; mes "with your guild while you"; mes "gather those items I asked"; mes "you to bring. I know enough"; mes "time hasn't passed for your"; mes "guild to work together on this."; close; } if ((countitem(Burning_Heart) > 29) && (countitem(Leopard_Talon) > 29) && (countitem(Claw_Of_Wolves) > 29) && (guildrelay_q == 10)) { mes "[" + .@name$ + "]"; mes "Oh, perfect! You brought"; mes "all the items. Well then,"; mes "I guess you're ready to"; mes "take this spirit now. Please"; mes "give it to an ^42426FAssassin^000000 or an"; mes "^42426FAssassin Cross^000000. Thank you."; delitem Burning_Heart,30; delitem Leopard_Talon,30; delitem Claw_Of_Wolves,30; if (BaseJob == Job_Dancer) { guildrelay_q = 72; } else { guildrelay_q = 72; } getitem Soul_Of_Harmony,1; close; } else if ((countitem(Heart_Of_Tree) > 29) && (countitem(Soft_Leaf) > 29) && (countitem(Poison_Toads_Skin) > 29) && (guildrelay_q == 11)) { mes "[" + .@name$ + "]"; mes "Oh, perfect! You brought"; mes "all the items. Well then,"; mes "I guess you're ready to"; mes "take this spirit now. Please"; mes "give it to an ^42426FAssassin^000000 or an"; mes "^42426FAssassin Cross^000000. Thank you."; delitem Heart_Of_Tree,30; delitem Soft_Leaf,30; delitem Poison_Toads_Skin,30; if (BaseJob == Job_Dancer) { guildrelay_q = 72; } else { guildrelay_q = 72; } getitem Soul_Of_Harmony,1; close; } else if ((countitem(Goats_Horn) > 29) && (countitem(Honey_Jar) > 29) && (countitem(Porcupine_Spike) > 29) && (guildrelay_q == 80)) { mes "[" + .@name$ + "]"; mes "Oh, perfect! You brought"; mes "all the items. Well then,"; mes "I guess you're ready to"; mes "take this spirit now. Please"; mes "give it to an ^42426FAssassin^000000 or an"; mes "^42426FAssassin Cross^000000. Thank you."; delitem Goats_Horn,30; delitem Honey_Jar,30; delitem Porcupine_Spike,30; if (BaseJob == Job_Dancer) { guildrelay_q = 72; } else { guildrelay_q = 72; } getitem Soul_Of_Harmony,1; close; } else if (guildrelay_q == 10) { mes "[" + .@name$ + "]"; mes "Hm? You still haven't"; mes "gathered all the items"; mes "with your guild yet?"; mes "Let me remind you what"; mes "you need to bring me."; next; mes "[" + .@name$ + "]"; mes "^8C171730 Burning Hearts^000000,"; mes "^8C171730 Wolf Claws^000000, and"; mes "^8C171730 Leopard Claws^000000."; mes "You might want to write"; mes "these down so you don't"; mes "forget. Good luck to you."; close; } else if (guildrelay_q == 11) { mes "[" + .@name$ + "]"; mes "Hm? You still haven't"; mes "gathered all the items"; mes "with your guild yet?"; mes "Let me remind you what"; mes "you need to bring me."; next; mes "[" + .@name$ + "]"; mes "^8C171730 Soft Blades of Grass^000000,"; mes "^8C171730 Wooden Hearts^000000, and"; mes "^8C171730 Poisonous Toad Skins^000000."; mes "You might want to write"; mes "these down so you don't"; mes "forget. Good luck to you."; close; } else if (guildrelay_q == 80) { mes "[" + .@name$ + "]"; mes "Hm? You still haven't"; mes "gathered all the items"; mes "with your guild yet?"; mes "Let me remind you what"; mes "you need to bring me."; next; mes "[" + .@name$ + "]"; mes "^8C171730 Antelope Horns^000000,"; mes "^8C171730 Honey Pots^000000, and"; mes "^8C171730 Porcupine Quills^000000."; mes "You might want to write"; mes "these down so you don't"; mes "forget. Good luck to you."; close; } if ((BaseJob == Job_Assassin) && (countitem(Soul_Of_Harmony) > 0)) { mes "[" + .@name$ + "]"; mes "You brought the"; mes "Spirit of Combination?"; mes "Make sure that you give"; mes "that to a ^2F4F2FWizard^000000 or"; mes "a ^2F4F2FHigh Wizard^000000."; delitem Soul_Of_Harmony,1; guildrelay_q = 74; getitem Soul_Of_Unity,1; close; } if ((BaseJob == Job_Wizard) && (countitem(Soul_Of_Unity) > 0)) { mes "[" + .@name$ + "]"; mes "For the sake of your"; mes "guild, you must become"; mes "stronger. Sometimes"; mes "your spells will make the"; mes "difference between victory"; mes "and defeat. Remember that."; next; mes "[" + .@name$ + "]"; mes "Hey," + strcharinfo(PC_NAME) + ","; mes "if you really want to become"; mes "strong enough to protect your"; mes "guild, then you must level up."; mes "Come back to me once you've"; mes "raised your Base Level."; next; if ((BaseLevel > 0) && (BaseLevel < 61)) { mes "[" + .@name$ + "]"; mes "You will be ready"; mes "for your task after you"; mes "gain ^FF00003 Base Levels^000000."; mes "Don't despair: I know"; mes "you'll be able to reach"; mes "this goal. Good luck to you."; delitem Soul_Of_Unity,1; guildrelay_q = 12; close; } else if ((BaseLevel > 60) && (BaseLevel < 76)) { mes "[" + .@name$ + "]"; mes "You will be ready"; mes "for your task after you"; mes "gain ^FF00002 Base Levels^000000."; mes "Don't despair: I know"; mes "you'll be able to reach"; mes "this goal. Good luck to you."; delitem Soul_Of_Unity,1; guildrelay_q = 13; close; } else if ((BaseLevel > 75) && (BaseLevel < 97)) { mes "[" + .@name$ + "]"; mes "You will be ready"; mes "for your task after you"; mes "gain ^FF00001 Base Level^000000."; mes "Don't despair: I know"; mes "you'll be able to reach"; mes "this goal. Good luck to you."; delitem Soul_Of_Unity,1; guildrelay_q = 14; close; } else if (BaseLevel > 96) { mes "[" + .@name$ + "]"; mes "Hm. You're much stronger"; mes "that I expected. There's no"; mes "need for me to encourage"; mes "you to develop your strength."; mes "I admit that you are strong."; next; mes "[" + .@name$ + "]"; mes "Acknowledge the extent and"; mes "limits of your strength, but"; mes "never allow conceit to pollute"; mes "your heart. Pride will always"; mes "shackle your power if you"; mes "let it. Remember humility."; next; mes "[" + .@name$ + "]"; mes "You qualified enough"; mes "for me to trust you."; mes "Please give this spirit"; mes "to your ^FF0000Guild Master^000000."; mes "You're done for now."; delitem Soul_Of_Unity,1; guildrelay_q = 75; getitem Soul_Of_Friendship,1; close; } } if ((BaseLevel + 2) < (BaseLevel) && (guildrelay_q == 12)) { mes "[" + .@name$ + "]"; mes "I see that you've"; mes "completed the task"; mes "I have given you. It may"; mes "have been difficult, but"; mes "you'll see that I had your"; mes "guild's best interests in mind."; next; mes "[" + .@name$ + "]"; mes "You've earned my trust."; mes "Please give this spirit"; mes "to your ^FF0000Guild Master^000000."; mes "You've done well."; guildrelay_q = 75; getitem Soul_Of_Friendship,1; close; } else if ((BaseLevel + 1) < (BaseLevel) && (guildrelay_q == 13)) { mes "[" + .@name$ + "]"; mes "I see that you've"; mes "completed the task"; mes "I have given you. It may"; mes "have been difficult, but"; mes "you'll see that I had your"; mes "guild's best interests in mind."; next; mes "[" + .@name$ + "]"; mes "You've earned my trust."; mes "Please give this spirit"; mes "to your ^FF0000Guild Master^000000."; mes "You've done well."; guildrelay_q = 75; getitem Soul_Of_Friendship,1; close; } else if ((BaseLevel < BaseLevel) && (guildrelay_q == 14)) { mes "[" + .@name$ + "]"; mes "I see that you've"; mes "completed the task"; mes "I have given you. It may"; mes "have been difficult, but"; mes "you'll see that I had your"; mes "guild's best interests in mind."; next; mes "[" + .@name$ + "]"; mes "You've earned my trust."; mes "Please give this spirit"; mes "to your ^FF0000Guild Master^000000."; mes "You've done well."; guildrelay_q = 75; getitem Soul_Of_Friendship,1; close; } if ((guildrelay_q == 12) && (BaseJob == Job_Wizard)) { mes "[" + .@name$ + "]"; mes "You're not strong enough"; mes "yet for your guild to fully"; mes "rely on you in a crisis."; mes "You must level up!"; close; } else if ((guildrelay_q == 13) && (BaseJob == Job_Wizard)) { mes "[" + .@name$ + "]"; mes "You're not strong enough"; mes "yet for your guild to fully"; mes "rely on you in a crisis."; mes "You must level up!"; close; } else if ((guildrelay_q == 14) && (BaseJob == Job_Wizard)) { mes "[" + .@name$ + "]"; mes "Hmm... I don't think you've"; mes "spent enough time leveling"; mes "up yet. Keep working on it."; close; } } } else { if (strcharinfo(PC_NAME) == getguildmaster(.@GID)) { mes "[" + .@name$ + "]"; mes "Hm. You're the master"; mes "of another guild, aren't"; mes "you? I have no loyalty"; mes "towards you. Please..."; mes "Leave this place."; close; } else { mes "[" + .@name$ + "]"; mes "Hm? You have no reason"; mes "to linger in this stronghold."; mes "Please leave this place now."; close; } } if ((guildrelay_q == 71) && (countitem(Soul_Of_Agreement) > 0)) { mes "[" + .@name$ + "]"; mes "There's no need for you"; mes "to hold onto that Spirit"; mes "of Union. Please give it to"; mes "a Bard, Minstrel, Dancer"; mes "or Gypsy in your guild."; close; } else if (guildrelay_q == 71) { mes "[" + .@name$ + "]"; mes "When you improve yourself,"; mes "you'll also be strengthening"; mes "your guild. Always devote some"; mes "time for yourself and for your"; mes "team. You cannot have one"; mes "without the other."; next; mes "[" + .@name$ + "]"; mes "I suppose you really"; mes "don't have much use"; mes "for me anymore... But I'll"; mes "always offer my support."; close; } if ((guildrelay_q == 72) && (countitem(Soul_Of_Harmony) > 0)) { mes "[" + .@name$ + "]"; mes "There's no need for you"; mes "to hold onto that Spirit of"; mes "Combination. Please give"; mes "it to an Assassin or Assassin"; mes "Cross in your guild."; close; } else if (guildrelay_q == 72) { mes "[" + .@name$ + "]"; mes "Your songs bolster your"; mes "guild's morale, and will"; mes "help them stand and fight,"; mes "no matter how deseperate"; mes "the situation may seem."; mes "Your voice can make miracles."; next; mes "[" + .@name$ + "]"; mes "I suppose you really"; mes "don't have much use"; mes "for me anymore... But I'll"; mes "always offer my support."; close; } if ((guildrelay_q == 73) && (countitem(Soul_Of_Harmony) > 0)) { mes "[" + .@name$ + "]"; mes "There's no need for you"; mes "to hold onto that Spirit of"; mes "Combination. Please give"; mes "it to an Assassin or Assassin"; mes "Cross in your guild."; close; } else if (guildrelay_q == 73) { mes "[" + .@name$ + "]"; mes "Your dances bolster your"; mes "guild's morale, and will"; mes "help them stand and fight,"; mes "no matter how deseperate"; mes "the situation may seem."; mes "Your voice can make miracles."; next; mes "[" + .@name$ + "]"; mes "I suppose you really"; mes "don't have much use"; mes "for me anymore... But I'll"; mes "always offer my support."; close; } if ((guildrelay_q == 74) && (countitem(Soul_Of_Unity) > 0)) { mes "[" + .@name$ + "]"; mes "There's no need for you"; mes "to hold onto that Spirit"; mes "of Solidarity. Please give"; mes "it to a Wizard or High"; mes "Wizard in your guild."; close; } else if (guildrelay_q == 74) { mes "[" + .@name$ + "]"; mes "I suppose you really"; mes "don't have much use"; mes "for me anymore... But I'll"; mes "always offer my support."; next; mes "[" + .@name$ + "]"; mes "Know who your enemies are."; mes "If anybody opposes your guild,"; mes "you must crush them without"; mes "any hesitation. Your justice"; mes "must be meted swiftly!"; close; } if ((guildrelay_q == 75) && (countitem(Soul_Of_Friendship) > 0)) { mes "[" + .@name$ + "]"; mes "There's no need for you"; mes "to hold onto that Spirit of"; mes "Friendship. Please give"; mes "it to your Guild Master."; close; } else if (guildrelay_q == 75) { mes "[" + .@name$ + "]"; mes "I can tell that you're"; mes "always trying to help all"; mes "the members of your guild."; mes "Your loyalty will bring them"; mes "to your side in times of"; mes "joy and of tribulation."; next; mes "[" + .@name$ + "]"; mes "I suppose you really"; mes "don't have much use"; mes "for me anymore... But I'll"; mes "always offer my support."; close; } mes "[" + .@name$ + "]"; mes "We have nothing to"; mes "do with each other."; mes "Leave me be, and"; mes "just go on your way."; close; } - script GuildDummy4::GuildRelay4 4_M_SAGE_A,{ .@name$ = strnpcinfo(NPC_NAME_VISIBLE); getmapxy(.@m$, .@x, .@x, UNITTYPE_NPC); .@GID = getcastledata(.@m$,1); if (checkweight(Knife,1) == 0) { mes "^3355FFWait a minute! You're"; mes "carrying too many items"; mes "right now: store some of"; mes "your extra things in Kafra"; mes "Storage, and then come back.^000000"; close; } if (.@GID == 0) { mes "^3355FFThis exhausted man"; mes "notices you staring at"; mes "him, but chooses to leave"; mes "you alone. There's no one"; mes "else in this stronghold so"; mes "there's no reason to be here.^000000"; close; } if (getcharid(CHAR_ID_GUILD) == .@GID) { if (strcharinfo(PC_NAME) == getguildmaster(.@GID)) { if (countitem(Soul_Of_Peace) > 0) { mes "[" + .@name$ + "]"; mes "Hm? That spirit that"; mes "you've brought with you..."; mes "I'm sorry, but it's useless"; mes "for you to carry it around."; next; mes "[" + .@name$ + "]"; mes "Please give that to"; mes "a ^FF0000Rogue^000000 or ^FF0000Stalker^000000"; mes "in your guild, and then"; mes "ask him bring it to me."; close; } else { mes "[" + .@name$ + "]"; mes "Our business together"; mes "has concluded. If you're"; mes "not busy, why don't you try"; mes "helping out your guild? Yes,"; mes "I'm sure they'd appreciate it."; close; } } else { if ((BaseJob == Job_Rogue) && (countitem(Soul_Of_Peace) > 0)) { mes "[" + .@name$ + "]"; mes "So you're the one that's"; mes "been entrusted with the"; mes "Spirit of Peace? Well then..."; mes "My task for you is to ^FF0000form"; switch(rand(1,3)) { case 1: mes "a party with 6 members^000000."; mes "No more and no less."; next; mes "[" + .@name$ + "]"; mes "This is a strange test,"; mes "but if you can do this, it"; mes "will clearly demonstrate"; mes "to me that your people"; mes "skills are up to par."; delitem Soul_Of_Peace,1; guildrelay_q = 91; close; case 2: mes "a party with 8 members^000000."; mes "No more and no less."; next; mes "[" + .@name$ + "]"; mes "This is a strange test,"; mes "but if you can do this, it"; mes "will clearly demonstrate"; mes "to me that your people"; mes "skills are up to par."; delitem Soul_Of_Peace,1; guildrelay_q = 92; close; case 3: mes "a party with 10 members^000000."; mes "No more and no less."; next; mes "[" + .@name$ + "]"; mes "This is a strange test,"; mes "but if you can do this, it"; mes "will clearly demonstrate"; mes "to me that your people"; mes "skills are up to par."; delitem Soul_Of_Peace,1; guildrelay_q = 93; close; } } getpartymember(getcharid(CHAR_ID_PARTY)); .@partymembercount = $@partymembercount; .@partyleader = getpartyleader(getcharid(CHAR_ID_PARTY),2); if (guildrelay_q == 91) { if (.@partymembercount == 6) { mes "[" + .@name$ + "]"; mes "I see that you've"; mes "formed a party with"; mes "the exact number of"; mes "people that I asked. Hmm."; mes "I guess you can be trusted"; mes "to lead when you must."; next; mes "[" + .@name$ + "]"; mes "Here. I want you to take"; mes "this spirit, and then give"; mes "it to a Priest or High"; mes "Priest in your guild."; guildrelay_q = 95; getitem Soul_Of_Spirit,1; close; } else { mes "[" + .@name$ + "]"; mes "I thought I asked you to"; mes "^FF0000form a party of 6 members^000000?"; mes "No more and no less. Hmm."; mes "Come back to me after you've"; mes "finished this simple task."; close; } } if (guildrelay_q == 92) { if (.@partymembercount == 8) { mes "[" + .@name$ + "]"; mes "I see that you've"; mes "formed a party with"; mes "the exact number of"; mes "people that I asked. Hmm."; mes "I guess you can be trusted"; mes "to lead when you must."; next; mes "[" + .@name$ + "]"; mes "Here. I want you to take"; mes "this spirit, and then give"; mes "it to a Priest or High"; mes "Priest in your guild."; guildrelay_q = 95; getitem Soul_Of_Spirit,1; close; } else { mes "[" + .@name$ + "]"; mes "I thought I asked you to"; mes "^FF0000form a party of 8 members^000000?"; mes "No more and no less. Hmm."; mes "Come back to me after you've"; mes "finished this simple task."; close; } } if (guildrelay_q == 93) { if (.@partymembercount == 10) { mes "[" + .@name$ + "]"; mes "I see that you've"; mes "formed a party with"; mes "the exact number of"; mes "people that I asked. Hmm."; mes "I guess you can be trusted"; mes "to lead when you must."; next; mes "[" + .@name$ + "]"; mes "Here. I want you to take"; mes "this spirit, and then give"; mes "it to a Priest or High"; mes "Priest in your guild."; guildrelay_q = 95; getitem Soul_Of_Spirit,1; close; } else { mes "[" + .@name$ + "]"; mes "I thought I asked you to"; mes "^FF0000form a party of 10 members^000000?"; mes "No more and no less. Hmm."; mes "Come back to me after you've"; mes "finished this simple task."; close; } } if ((BaseJob == Job_Priest) && (countitem(Soul_Of_Spirit) > 0)) { mes "[" + .@name$ + "]"; mes "Good work getting the"; mes "Spirit of Determination,"; mes "but I want you to work on"; mes "getting stronger. If you"; mes "intend to protect others,"; mes "you can't afford to lose."; next; if ((BaseLevel > 1) && (BaseLevel < 61)) { mes "[" + .@name$ + "]"; mes "I want you to gain"; mes "^FF00003 Base Levels^000000 for the"; mes "sake of strengthening"; mes "yourself and your guild."; mes "This is my test for you."; next; mes "[" + .@name$ + "]"; mes "Try not to worry"; mes "over this task so much."; mes "I'm certain you can do"; mes "this. Come back to me"; mes "when you are ready."; delitem Soul_Of_Spirit,1; guildrelay_q = 18; close; } if ((BaseLevel > 60) && (BaseLevel < 76)) { mes "[" + .@name$ + "]"; mes "I want you to gain"; mes "^FF00002 Base Levels^000000 for the"; mes "sake of strengthening"; mes "yourself and your guild."; mes "This is my test for you."; next; mes "[" + .@name$ + "]"; mes "Try not to worry"; mes "over this task so much."; mes "I'm certain you can do"; mes "this. Come back to me"; mes "when you are ready."; delitem Soul_Of_Spirit,1; guildrelay_q = 19; close; } if ((BaseLevel > 75) && (BaseLevel < 97)) { mes "[" + .@name$ + "]"; mes "I want you to gain"; mes "^FF00001 Base Level^000000 for the"; mes "sake of strengthening"; mes "yourself and your guild."; mes "This is my test for you."; next; mes "[" + .@name$ + "]"; mes "Try not to worry"; mes "over this task so much."; mes "I'm certain you can do"; mes "this. Come back to me"; mes "when you are ready."; delitem Soul_Of_Spirit,1; guildrelay_q = 20; close; } if (BaseLevel > 96) { mes "[" + .@name$ + "]"; mes "Hum, You are stronger than"; mes "I was expected."; mes "You don't need any more quests"; mes "for becoming stronger."; mes "But, do not be so proud of yourself."; next; mes "[" + .@name$ + "]"; mes "Alright then..."; mes "I entrust you with"; mes "this spirit. Please be"; mes "sure to give it to a"; mes "^4D4DFFCrusader^000000 or ^4D4DFFPaladin^000000"; mes "in your guild."; delitem Soul_Of_Spirit,1; guildrelay_q = 98; getitem Soul_Of_Service,1; close; } } if (((BaseLevel + 2) < (BaseLevel)) && (guildrelay_q == 18)) { mes "[" + .@name$ + "]"; mes "Huh. I see that you've"; mes "become much stronger,"; mes "just as I asked. No wonder"; mes "your guild mates can rely"; mes "on you. Congratulations"; mes "on a job well done."; next; mes "[" + .@name$ + "]"; mes "Alright then..."; mes "I entrust you with"; mes "this spirit. Please be"; mes "sure to give it to a"; mes "^4D4DFFCrusader^000000 or ^4D4DFFPaladin^000000"; mes "in your guild."; guildrelay_q = 98; getitem Soul_Of_Service,1; close; } if (((BaseLevel + 1) < (BaseLevel)) && (guildrelay_q == 19)) { mes "[" + .@name$ + "]"; mes "Huh. I see that you've"; mes "become much stronger,"; mes "just as I asked. No wonder"; mes "your guild mates can rely"; mes "on you. Congratulations"; mes "on a job well done."; next; mes "[" + .@name$ + "]"; mes "Alright then..."; mes "I entrust you with"; mes "this spirit. Please be"; mes "sure to give it to a"; mes "^4D4DFFCrusader^000000 or ^4D4DFFPaladin^000000"; mes "in your guild."; guildrelay_q = 98; getitem Soul_Of_Service,1; close; } if ((BaseLevel < BaseLevel) && (guildrelay_q == 20)) { mes "[" + .@name$ + "]"; mes "Huh. I see that you've"; mes "become much stronger,"; mes "just as I asked. No wonder"; mes "your guild mates can rely"; mes "on you. Congratulations"; mes "on a job well done."; next; mes "[" + .@name$ + "]"; mes "Ok, take this and give to"; mes "Crusader or Paladin"; mes "who is in our guild."; mes "Good luck!"; guildrelay_q = 98; getitem Soul_Of_Service,1; close; } if ((BaseJob == Job_Crusader) && (countitem(Soul_Of_Service) > 0)) { mes "[" + .@name$ + "]"; mes "I see that you possess"; mes "the Spirit of Service. Hmm."; mes "Good job. Now, your next"; mes "task will test your patience."; mes "All you have to do is ^FF0000wait^000000."; mes "Wait until the time is right."; next; mes "[" + .@name$ + "]"; mes "I want you to spend this"; mes "time to look into yourself,"; mes "and examine your relationship"; mes "with your guild members."; mes "When you feel that the time"; mes "is right, come talk to me."; next; mes "[" + .@name$ + "]"; mes "I'm not going to tell you"; mes "when you should come back."; mes "I'll merely confirm whether"; mes "you've come early or on time."; mes "You'll need to really listen"; mes "to your feelings this time..."; delitem Soul_Of_Service,1; guildrelay_q = 21; guildtime = gettime(GETTIME_HOUR); close; } if ((guildtime > 22) && (guildrelay_q == 21) && (BaseJob == Job_Crusader)) { if (gettime(GETTIME_HOUR) > 2 && gettime(GETTIME_HOUR) < guildtime) { mes "[" + .@name$ + "]"; mes "Yes. You've come at just"; mes "the right time. Remember"; mes "that feeling in your heart,"; mes "and trust it when it comes"; mes "again. Now give this spirit to"; mes "a ^FF0000Monk^000000 or ^FF0000Champion^000000 for me..."; guildrelay_q = 96; getitem Soul_Of_Glory,1; close; } else { mes "[" + .@name$ + "]"; mes "Too early."; mes "Still too early."; mes "Have you been listening"; mes "to your heart? Listen harder."; close; } } if ((guildtime > 21) && (guildrelay_q == 21) && (BaseJob == Job_Crusader)) { if (gettime(GETTIME_HOUR) > 1 && gettime(GETTIME_HOUR) < guildtime) { mes "[" + .@name$ + "]"; mes "Yes. You've come at just"; mes "the right time. Remember"; mes "that feeling in your heart,"; mes "and trust it when it comes"; mes "again. Now give this spirit to"; mes "a ^FF0000Monk^000000 or ^FF0000Champion^000000 for me..."; guildrelay_q = 96; getitem Soul_Of_Glory,1; close; } else { mes "[" + .@name$ + "]"; mes "Too early."; mes "Still too early."; mes "Have you been listening"; mes "to your heart? Listen harder."; close; } } if ((guildtime > 20) && (guildrelay_q == 21) && (BaseJob == Job_Crusader)) { if (gettime(GETTIME_HOUR) > 0 && gettime(GETTIME_HOUR) < guildtime) { mes "[" + .@name$ + "]"; mes "Yes. You've come at just"; mes "the right time. Remember"; mes "that feeling in your heart,"; mes "and trust it when it comes"; mes "again. Now give this spirit to"; mes "a ^FF0000Monk^000000 or ^FF0000Champion^000000 for me..."; guildrelay_q = 96; getitem Soul_Of_Glory,1; close; } else { mes "[" + .@name$ + "]"; mes "Too early."; mes "Still too early."; mes "Have you been listening"; mes "to your heart? Listen harder."; close; } } if (gettime(GETTIME_HOUR) - guildtime > 3 && guildrelay_q == 21 && BaseJob == Job_Crusader) { mes "[" + .@name$ + "]"; mes "Yes. You've come at just"; mes "the right time. Remember"; mes "that feeling in your heart,"; mes "and trust it when it comes"; mes "again. Now give this spirit to"; mes "a ^FF0000Monk^000000 or ^FF0000Champion^000000 for me..."; guildrelay_q = 96; getitem Soul_Of_Glory,1; close; } if ((guildrelay_q == 21) && (BaseJob == Job_Crusader)) { mes "[" + .@name$ + "]"; mes "Not yet. Just wait"; mes "a little longer. Relax,"; mes "and come back later."; close; } if ((BaseJob == Job_Monk) && (countitem(Soul_Of_Glory) > 0)) { mes "[" + .@name$ + "]"; mes "Most of the souls have"; mes "been shared, and there is"; mes "but one thing I want to ask"; mes "you to do. Please bring me"; mes "some items. Having your friends"; mes "help you do this is acceptable."; next; switch(rand(1,3)) { case 1: mes "[" + .@name$ + "]"; mes "Please bring"; mes "^FF000030 Dokebi Horns^000000,"; mes "^FF000030 Fish Tails^000000, and"; mes "^FF000030 Celestial Robes^000000."; mes "I shall be waiting"; mes "for you right here."; delitem Soul_Of_Glory,1; guildrelay_q = 23; close; case 2: mes "[" + .@name$ + "]"; mes "Please bring"; mes "^FF000030 Rainbow Shells^000000,"; mes "^FF000030 Elastic Bands^000000, and"; mes "^FF000030 Horrendous Hairs^000000."; mes "I shall be waiting"; mes "for you right here."; delitem Soul_Of_Glory,1; guildrelay_q = 24; close; case 3: mes "[" + .@name$ + "]"; mes "Please bring"; mes "^FF000030 Worn-out Kimonos^000000,"; mes "^FF000030 Anolian Skins^000000, and"; mes "^FF000030 PecoPeco Feathers^000000."; mes "I shall be waiting"; mes "for you right here."; delitem Soul_Of_Glory,1; guildrelay_q = 94; close; } } if ((countitem(Limpid_Celestial_Robe) > 29) && (countitem(Dokkaebi_Horn) > 29) && (countitem(Fish_Tail) > 29) && (guildrelay_q == 23)) { mes "[" + .@name$ + "]"; mes "Well, well. You've"; mes "gathered those items"; mes "more quickly that I thought"; mes "you would. Good job. Now,"; mes "please give this to your ^FF0000Guild"; mes "Master^000000 as soon as you can."; delitem Limpid_Celestial_Robe,30; delitem Dokkaebi_Horn,30; delitem Fish_Tail,30; guildrelay_q = 97; getitem Soul_Of_Victory,1; close; } if ((BaseJob == Job_Monk) && (guildrelay_q == 23)) { mes "[" + .@name$ + "]"; mes "You have to give ^FF0000Transparent Celestial Robe ^00000030ea,"; mes "^FF0000Dokebi Horn ^00000030ea, ^FF0000Fish Tail ^00000030ea."; mes "You know that, right?"; mes "Good luck~"; close; } if ((countitem(Slender_Snake) > 29) && (countitem(Colorful_Shell) > 29) && (countitem(Flexible_String) > 29) && (guildrelay_q == 24)) { mes "[" + .@name$ + "]"; mes "Well, well. You've"; mes "gathered those items"; mes "more quickly that I thought"; mes "you would. Good job. Now,"; mes "please give this to your ^FF0000Guild"; mes "Master^000000 as soon as you can."; delitem Slender_Snake,30; delitem Colorful_Shell,30; delitem Flexible_String,30; guildrelay_q = 97; getitem Soul_Of_Victory,1; close; } if ((BaseJob == Job_Monk) && (guildrelay_q == 24)) { mes "[" + .@name$ + "]"; mes "Please bring"; mes "^FF000030 Rainbow Shells^000000,"; mes "^FF000030 Elastic Bands^000000, and"; mes "^FF000030 Horrendous Hairs^000000."; mes "I shall be waiting"; mes "for you right here."; close; } if ((countitem(Anolian_Skin) > 29) && (countitem(Peco_Wing_Feather) > 29) && (countitem(Old_Japaness_Clothes) > 29) && (guildrelay_q == 94)) { mes "[" + .@name$ + "]"; mes "Well, well. You've"; mes "gathered those items"; mes "more quickly that I thought"; mes "you would. Good job. Now,"; mes "please give this to your ^FF0000Guild"; mes "Master^000000 as soon as you can."; delitem Anolian_Skin,30; delitem Peco_Wing_Feather,30; delitem Old_Japaness_Clothes,30; guildrelay_q = 97; getitem Soul_Of_Victory,1; close; } if ((BaseJob == Job_Monk) && (guildrelay_q == 94)) { mes "[" + .@name$ + "]"; mes "Please bring"; mes "^FF000030 Worn-out Kimonos^000000,"; mes "^FF000030 Anolian Skins^000000, and"; mes "^FF000030 PecoPeco Feathers^000000."; mes "I shall be waiting"; mes "for you right here."; close; } if ((guildrelay_q == 95) && (countitem(Soul_Of_Spirit) > 0)) { mes "[" + .@name$ + "]"; mes "Please give the"; mes "Spirit of Determination"; mes "to a ^FF0000Priest^000000 or ^FF0000High Priest^000000."; mes "You knew that already,"; mes "didn't you? Please hurry"; mes "and deliver it soon."; close; } if (guildrelay_q == 95) { mes "[" + .@name$ + "]"; mes "For now, it would be"; mes "best for you to rest and"; mes "recoup your strength. Your"; mes "chance to help your guild"; mes "will come soon enough so"; mes "there's no need to rush."; close; } if ((guildrelay_q == 98) && (countitem(Soul_Of_Service) > 0)) { mes "[" + .@name$ + "]"; mes "Please give the"; mes "Spirit of Service to"; mes "a ^FF0000Crusader^000000 or ^FF0000Paladin^000000."; mes "You knew that already,"; mes "didn't you? Please hurry"; mes "and deliver it soon."; close; } if (guildrelay_q == 98) { mes "[" + .@name$ + "]"; mes "Hmm. You need to wait"; mes "for the right time to act."; mes "Why don't you help out"; mes "your guild in the meantime?"; close; } if ((guildrelay_q == 96) && (countitem(Soul_Of_Glory) > 0)) { mes "[" + .@name$ + "]"; mes "Please give the"; mes "Spirit of Glory to"; mes "a ^FF0000Monk^000000 or ^FF0000Champion^000000."; mes "You knew that already,"; mes "didn't you? Please hurry"; mes "and deliver it soon."; close; } if (guildrelay_q == 96) { mes "[" + .@name$ + "]"; mes "I see that you have"; mes "the potential to become"; mes "a great leader. Be sure"; mes "not to waste it, and lead"; mes "your guild as well as you can."; close; } if ((guildrelay_q == 97) && (countitem(Soul_Of_Victory) > 0)) { mes "[" + .@name$ + "]"; mes "You need to give"; mes "the ^FF0000Spirit of Victory^000000"; mes "to your Guild Master."; mes "Please make sure that"; mes "it gets delivered soon."; close; } if (guildrelay_q == 97) { mes "[" + .@name$ + "]"; mes "You're a nenown explorer,"; mes "and I see in you the potential"; mes "to accomplish even more"; mes "great things. However,"; mes "I doubt there is anything"; mes "more that you can do here."; close; } mes "[" + .@name$ + "]"; mes "Hmm. You have no business"; mes "being here. Why don't you"; mes "find something productive"; mes "to do? There is nothing"; mes "for you here, I assure you."; close; } } else { if (strcharinfo(PC_NAME) == getguildmaster(.@GID)) { mes "[" + .@name$ + "]"; mes "You might be the master"; mes "of a guild, but you and I"; mes "have nothing to do with"; mes "each other. I'm sorry."; next; mes "[" + .@name$ + "]"; mes "Then again, I suppose"; mes "you came here to see"; mes "how a real guild operates."; mes "If that's the case, you're"; mes "welcome to stay and observe."; close; } else { mes "[" + .@name$ + "]"; mes "........................."; next; mes "[" + .@name$ + "]"; mes "........................."; next; mes "[" + .@name$ + "]"; mes "What brings you here?"; mes "I don't think I've seen"; mes "you around before. Hm."; close; } } } //== Luina 1 =============================================== aldeg_cas01,51,102,5 duplicate(GuildRelay1) Buzz#01 4_M_SAGE_A,{ aldeg_cas01,75,39,3 duplicate(GuildRelay2) Lenya#01 4_M_SAGE_A,{ aldeg_cas01,200,175,3 duplicate(GuildRelay3) Gealuve#01 4_M_SAGE_A,{ aldeg_cas01,59,224,3 duplicate(GuildRelay4) Pariz#01 4_M_SAGE_A,{ //== Luina 2 =============================================== aldeg_cas02,120,51,5 duplicate(GuildRelay1) Buzz#02 4_M_SAGE_A aldeg_cas02,180,184,3 duplicate(GuildRelay2) Lenya#02 4_M_SAGE_A aldeg_cas02,62,65,3 duplicate(GuildRelay3) Gealuve#02 4_M_SAGE_A aldeg_cas02,62,201,3 duplicate(GuildRelay4) Pariz#02 4_M_SAGE_A //== Luina 3 =============================================== aldeg_cas03,70,252,5 duplicate(GuildRelay1) Buzz#03 4_M_SAGE_A aldeg_cas03,72,115,3 duplicate(GuildRelay2) Lenya#03 4_M_SAGE_A aldeg_cas03,114,119,3 duplicate(GuildRelay3) Gealuve#03 4_M_SAGE_A aldeg_cas03,188,181,3 duplicate(GuildRelay4) Pariz#03 4_M_SAGE_A //== Luina 4 =============================================== aldeg_cas04,31,116,5 duplicate(GuildRelay1) Buzz#04 4_M_SAGE_A aldeg_cas04,66,117,3 duplicate(GuildRelay2) Lenya#04 4_M_SAGE_A aldeg_cas04,24,80,3 duplicate(GuildRelay3) Gealuve#04 4_M_SAGE_A aldeg_cas04,181,97,3 duplicate(GuildRelay4) Pariz#04 4_M_SAGE_A //== Luina 5 =============================================== aldeg_cas05,31,191,5 duplicate(GuildRelay1) Buzz#05 4_M_SAGE_A aldeg_cas05,140,196,3 duplicate(GuildRelay2) Lenya#05 4_M_SAGE_A aldeg_cas05,148,224,3 duplicate(GuildRelay3) Gealuve#05 4_M_SAGE_A aldeg_cas05,165,51,3 duplicate(GuildRelay4) Pariz#05 4_M_SAGE_A //== Britoniah 1 =========================================== gefg_cas01,85,47,4 duplicate(GuildRelay1) Jody#01 4_M_SAGE_A gefg_cas01,67,83,3 duplicate(GuildRelay2) Ron Haware#01 4_M_SAGE_A gefg_cas01,184,40,3 duplicate(GuildRelay3) Vers#01 4_M_SAGE_A gefg_cas01,35,34,6 duplicate(GuildRelay4) Gen Garish#01 4_M_SAGE_A //== Britoniah 2 =========================================== gefg_cas02,15,69,4 duplicate(GuildRelay1) Jody#02 4_M_SAGE_A gefg_cas02,23,22,3 duplicate(GuildRelay2) Ron Haware#02 4_M_SAGE_A gefg_cas02,178,38,3 duplicate(GuildRelay3) Vers#02 4_M_SAGE_A gefg_cas02,18,159,5 duplicate(GuildRelay4) Gen Garish#02 4_M_SAGE_A //== Britoniah 3 =========================================== gefg_cas03,257,41,4 duplicate(GuildRelay1) Jody#03 4_M_SAGE_A gefg_cas03,110,91,3 duplicate(GuildRelay2) Ron Haware#03 4_M_SAGE_A gefg_cas03,158,57,3 duplicate(GuildRelay3) Vers#03 4_M_SAGE_A gefg_cas03,124,24,3 duplicate(GuildRelay4) Gen Garish#03 4_M_SAGE_A //== Britoniah 4 =========================================== gefg_cas04,26,73,4 duplicate(GuildRelay1) Jody#04 4_M_SAGE_A gefg_cas04,34,16,1 duplicate(GuildRelay2) Ron Haware#04 4_M_SAGE_A gefg_cas04,55,70,5 duplicate(GuildRelay3) Vers#04 4_M_SAGE_A gefg_cas04,73,38,6 duplicate(GuildRelay4) Gen Garish#04 4_M_SAGE_A //== Britoniah 5 =========================================== gefg_cas05,47,47,4 duplicate(GuildRelay1) Jody#05 4_M_SAGE_A gefg_cas05,65,28,3 duplicate(GuildRelay2) Ron Haware#05 4_M_SAGE_A gefg_cas05,87,31,3 duplicate(GuildRelay3) Vers#05 4_M_SAGE_A gefg_cas05,46,28,3 duplicate(GuildRelay4) Gen Garish#05 4_M_SAGE_A //== Greenwood Lake 1 ====================================== payg_cas01,87,35,3 duplicate(GuildRelay1) Chungye#01 1_M_MOC_LORD payg_cas01,129,29,3 duplicate(GuildRelay2) Dosuhlji#01 4_M_SAGE_A payg_cas01,13,146,5 duplicate(GuildRelay3) Yayula#01 2_M_BARD_ORIENT payg_cas01,91,49,3 duplicate(GuildRelay4) Ashin#01 1_M_ORIENT01 //== Greenwood Lake 2 ====================================== payg_cas02,34,253,3 duplicate(GuildRelay1) Chungye#02 1_M_MOC_LORD payg_cas02,77,229,3 duplicate(GuildRelay2) Dosuhlji#02 4_M_SAGE_A payg_cas02,252,287,3 duplicate(GuildRelay3) Yayula#02 2_M_BARD_ORIENT payg_cas02,289,264,3 duplicate(GuildRelay4) Ashin#02 1_M_ORIENT01 //== Greenwood Lake 3 ====================================== payg_cas03,48,265,3 duplicate(GuildRelay1) Chungye#03 1_M_MOC_LORD payg_cas03,7,265,5 duplicate(GuildRelay2) Dosuhlji#03 4_M_SAGE_A payg_cas03,16,16,5 duplicate(GuildRelay3) Yayula#03 2_M_BARD_ORIENT payg_cas03,10,266,3 duplicate(GuildRelay4) Ashin#03 1_M_ORIENT01 //== Greenwood Lake 4 ====================================== payg_cas04,24,285,3 duplicate(GuildRelay1) Chungye#04 1_M_MOC_LORD payg_cas04,21,16,3 duplicate(GuildRelay2) Dosuhlji#04 4_M_SAGE_A payg_cas04,69,270,3 duplicate(GuildRelay3) Yayula#04 2_M_BARD_ORIENT payg_cas04,18,239,3 duplicate(GuildRelay4) Ashin#04 1_M_ORIENT01 //== Greenwood Lake 5 ====================================== payg_cas05,277,271,3 duplicate(GuildRelay1) Chungye#05 1_M_MOC_LORD payg_cas05,273,15,3 duplicate(GuildRelay2) Dosuhlji#05 4_M_SAGE_A payg_cas05,283,24,3 duplicate(GuildRelay3) Yayula#05 2_M_BARD_ORIENT payg_cas05,276,287,3 duplicate(GuildRelay4) Ashin#05 1_M_ORIENT01 //== Valkyrie Realms 1 ===================================== prtg_cas01,96,205,5 duplicate(GuildRelay1) Hermod#01 4_M_SAGE_A prtg_cas01,157,117,3 duplicate(GuildRelay2) Atila#01 4_F_JOB_KNIGHT prtg_cas01,149,78,3 duplicate(GuildRelay3) Cecil#01 4_F_03 prtg_cas01,125,191,3 duplicate(GuildRelay4) Diligo#01 4_M_SAGE_A //== Valkyrie Realms 2 ===================================== prtg_cas02,73,35,5 duplicate(GuildRelay1) Hermod#02 4_M_SAGE_A prtg_cas02,43,41,5 duplicate(GuildRelay2) Atila#02 4_F_JOB_KNIGHT prtg_cas02,52,63,3 duplicate(GuildRelay3) Cecil#02 4_F_03 prtg_cas02,100,62,3 duplicate(GuildRelay4) Diligo#02 4_M_SAGE_A //== Valkyrie Realms 3 ===================================== prtg_cas03,5,68,5 duplicate(GuildRelay1) Hermod#03 4_M_SAGE_A prtg_cas03,18,109,3 duplicate(GuildRelay2) Atila#03 4_F_JOB_KNIGHT prtg_cas03,71,81,5 duplicate(GuildRelay3) Cecil#03 4_F_03 prtg_cas03,183,215,3 duplicate(GuildRelay4) Diligo#03 4_M_SAGE_A //== Valkyrie Realms 4 ===================================== prtg_cas04,39,263,3 duplicate(GuildRelay1) Hermod#04 4_M_SAGE_A prtg_cas04,259,251,3 duplicate(GuildRelay2) Atila#04 4_F_JOB_KNIGHT prtg_cas04,6,281,5 duplicate(GuildRelay3) Cecil#04 4_F_03 prtg_cas04,59,282,5 duplicate(GuildRelay4) Diligo#04 4_M_SAGE_A //== Valkyrie Realms 5 ===================================== prtg_cas05,52,70,5 duplicate(GuildRelay1) Hermod#05 4_M_SAGE_A prtg_cas05,253,91,3 duplicate(GuildRelay2) Atila#05 4_F_JOB_KNIGHT prtg_cas05,276,93,3 duplicate(GuildRelay3) Cecil#05 4_F_03 prtg_cas05,211,36,3 duplicate(GuildRelay4) Diligo#05 4_M_SAGE_A