//===== Hercules Script ====================================== //= Guillotine Cross Job Quest //===== By: ================================================== //= Muad_Dib //===== Current Version: ===================================== //= 1.3 //===== Compatible With: ===================================== //= Hercules //===== Description: ========================================= //= [Official Conversion] //= Job change Quest from Assassin / Assassin Cross -> Guillotine Cross. //===== Additional Comments: ================================= //= 1.0 Adapted from original script. [Euphy] //= 1.0a Added 'npcskill' command. [Euphy] //= 1.0b Moved warps to separate file. [Euphy] //= 1.1 Fixed some minor bugs. [Euphy] //= 1.2 Moved "Girl" NPC off ve_fild05. [Euphy] //= 1.3 Added missing OnMyMobDead labels. [Euphy] //============================================================ que_job01,75,96,3 script Guild Member#3rdgc01 997,{ if (job_3rd_gc == 0) { if (Class == Job_Assassin || Class == Job_Assassin_Cross || Class == Job_Baby_Assassin) { if (BaseLevel == 99) { L_Mission: mes "[Ahcart]"; mes "Finally, it's time..."; mes "Hey, what's your name?"; next; switch(select(strcharinfo(0),".....")) { case 1: mes "[Ahcart]"; mes strcharinfo(0)+"?"; mes "Got it. I'll remember your name."; mes "A master told me that you are a person with ability."; break; case 2: mes "[Ahcart]"; mes "What? You are a distrustful person."; mes "Hmm, whatever."; mes "I heard that you are a person with ability."; break; } next; mes "[Ahcart]"; mes "My duty is delivering a guild message to a capable assassin."; mes "I think that you are suitable to perform the guild's duty."; next; mes "[Ahcart]"; mes "So, would you perform this duty for us?"; mes "Of course, I'm going to offer a reward for completing your task."; next; select("What is the request?"); mes "[Ahcart]"; mes "It's unclear."; mes "I told you. It's a special task."; mes "The only thing I know is the condition to bring a person with the master's ability."; next; mes "[Ahcart]"; mes "First, one who has patience."; mes "Second, one who is quiet."; mes "Third, one who is focused."; next; mes "[Ahcart]"; mes "What do you think about what I told you?"; mes "This task means that it needs a person who can perform a task irrespective of their own will."; next; mes "[Ahcart]"; mes "It's necessary to keep this request secret."; mes "But it's also your duty not to tell anyone."; next; mes "[Ahcart]"; mes "This is all your choice."; mes "Will you help us with this request?"; next; switch(select("I'll do it.:Give me time to think.")) { case 1: mes "[Ahcart]"; mes "Ok, to Veins."; mes "I'll contact them."; mes "It's your first duty to go to Veins."; next; mes "[Ahcart]"; mes "You should be able to find it easily."; mes "Go now."; set job_3rd_gc, 3; setquest 7101; close; case 2: mes "[Ahcart]"; mes "Got it."; mes "But don't think about it for too long."; set job_3rd_gc, 2; close; } } mes "[Ahcart]"; mes "Hmm, you are my peer."; mes "I'm Ahcart. I'm from Veins."; mes "Hmm..."; next; mes "[Ahcart]"; mes "Of course, a chapter of the assassin guild is not only in Morroc. If you have a chance to go there, visit there."; mes "I think you might go there."; set job_3rd_gc, 1; close; } mes "[A man of a sharp impression]"; mes "...."; mes "What the...?"; mes "You are not an assassin."; close; } else if (job_3rd_gc == 1) { if (BaseLevel == 99) goto L_Mission; mes "[Ahcart]"; mes "If you become stronger and more skillful, then the assassin's guild will give you a special task."; mes "Go for it."; close; } else if (job_3rd_gc == 2) { mes "[Ahcart]"; mes "Have you thought about it more?"; next; switch(select("I'll do it.:I'm not ready.")) { case 1: mes "[Ahcart]"; mes "Ok, to Veins."; mes "I'll contact them."; mes "It's your first duty to go to Veins."; next; mes "[Ahcart]"; mes "You should be able to find it easily."; mes "Go now."; set job_3rd_gc, 3; setquest 7101; close; case 2: mes "[Ahcart]"; mes "You are too cautious."; mes "I get the sense that you don't want to work for us."; close; } } else if (job_3rd_gc == 3) { mes "[Ahcart]"; mes "Go to Veins and find a chapter."; mes "You can hear more details from there."; close; } else { mes "[Ahcart]"; mes "Good luck to you."; close; } } function script func_3rdgc { set .@n$, "["+strcharinfo(0)+"]"; mes .@n$; mes "Let me collect all the information..."; set .@i,0; if (checkquest(7112) == 1) { mes "Madelle saw a person who looked like a priest from Rachel late at night."; set .@i,.@i+1; } if (checkquest(7113) == 1) { mes "Crave said that there was a girl who bought lots of things day and night."; set .@i,.@i+1; } if (checkquest(7114) == 1) { mes "Trovan said that there was a guy who could be seen often but is not a hotel guest, so he is suspicious."; set .@i,.@i+1; } if (!getarg(0)) { set .@i,.@i-2; if (checkquest(7115) == 1) { mes "A peddler wears shabby clothes, but she buys fresh and expensive things every single day."; set .@i,.@i+1; } if (checkquest(7116) == 1) { mes "The old man in village said that there was a girl who showed up in same place at the same time, so maybe moved here."; set .@i,.@i+1; } } next; if (.@i == 3) { mes .@n$; mes "One day, Madelle saw a person who looked like a priest of Rachel,"; mes "and Trovan is suspicious of why that person is here."; next; mes .@n$; mes "But the reason that Trovan suspects them is..."; next; switch(select("They are unfamiliar:The residence is unclear")) { case 1: mes .@n$; mes "No, that's not the reason. The guard sees new adventurers every day."; mes "Besides, Madelle told me that it was a guy and Crave said it was a girl."; mes "I'm confused."; next; mes .@n$; mes "Let me rethink this."; set job_3rd_gc, 7; close; case 2: mes .@n$; mes "Yeah, adventurers often visit so it can't be a proper reason."; next; mes .@n$; mes "The thing Trovan suspected is that his residence is unclear. But he shows up often and buys supplies regularly."; next; mes .@n$; mes "But Crave said it was a girl."; mes "Madelle said that she witnessed a guy."; next; if (getarg(0)) { if(select("Madelle witnessed 2...:There are more than 2...") == 1) { mes .@n$; mes "Madelle said that she saw one more person in the darkness."; mes "Then is it a girl who brought the supplies?"; next; } } else select("It could be a helper."); mes .@n$; mes "Yeah. There could be one more helper."; mes "She sent a person to buy the stuff instead of herself."; mes "Or it could be a peer Madelle can't see."; next; mes .@n$; mes "Crave said that she comes here day and night to buy stuff regularly."; mes "Then I know what I have to do."; set job_3rd_gc, 8; close; } } mes .@n$; mes "Umm..."; mes "Do I need more information? I think something more is needed."; close; } job3_guil01,82,95,3 script Daora#3rdgc02 940,{ mes "[Daora]"; if (Class == Job_Assassin || Class == Job_Assassin_Cross || Class == Job_Baby_Assassin) { if (job_3rd_gc < 4) { if (Sex) { mes "Oh~ you're good-looking!"; mes "So, what do you want?"; } else { mes "Hmm, you're a girl."; mes "Ok pick up whatever you want."; } next; mes "[Daora]"; mes "I'm not sure that you already know or not, but we are selling special Morroc liquor."; mes "Which one do you want?"; next; switch(select("Tropical Sograt:Vermilion on the Beach:No thanks!:......")) { case 1: mes "[Daora]"; if (Zeny > 799) { mes "Here you are, take it."; set Zeny, Zeny - 800; getitem 12112,1; //Tropical_Sograt close; } mes "It's 800 zeny per glass of Tropical Sograt."; close; case 2: mes "[Daora]"; if (Zeny > 799) { mes "Here you are, take it."; set Zeny, Zeny - 800; getitem 12113,1; //Vermilion_The_Beach close; } mes "It's 800 zeny per glass of Vermilion on the Beach."; close; case 3: mes "[Daora]"; mes "Don't show me your nervousness!"; specialeffect2 EF_HIT1; percentheal -30,0; close; case 4: mes "[Daora]"; mes "What? Why are you looking at me like that?"; mes "Oh? You are a person of this world."; mes "Your name is..."; next; mes "["+strcharinfo(0)+"]"; mes strcharinfo(0)+"."; next; mes "[Daora]"; if (job_3rd_gc == 3) { mes "Ah~ I've heard your name before."; mes "Umm... right!"; mes "You were recommended by Ahcart."; next; mes "[Daora]"; mes "Yeah, can you find an entrance to an alley in the corner?"; mes "Go in there, then you can hear a more detailed story."; mes "Take on this special task~!"; set job_3rd_gc, 4; changequest 7101,7102; close; } mes "What, I don't know that name."; mes "Hey, I have to be in business, so can you move over?"; close; } } else if (job_3rd_gc == 4) { mes "The room in the corner. Feel free to enter it because no one enters that room anyway."; mes "Or do you need something?"; next; mes "[Daora]"; mes "Ah, I'm not selling liquir to someone who's started the special task."; next; switch(select("Not selling liquor...:I need information.:Fine then punk!")) { case 1: mes "[Daora]"; mes "Hey, you are performing a task now."; mes "And you want me to sell you booze?!"; mes "Is every assasin like you? Lazy boozers?"; close; case 2: mes "[Daora]"; mes "You dare to demand information after taking a task."; mes "You didn't meet a master yet?"; mes "As if I would just tell you because you ask!"; mes "You are childish."; close; case 3: mes "[Daora]"; mes "Don't talk to me like I'm one of your friends!"; mes "You have no right to be that way!"; specialeffect2 EF_HIT1; percentheal -30,0; close; } } else if (job_3rd_gc == 10) { mes "Oh~! good for me."; mes "Who is she?"; mes "You told her that we'll protect her?"; next; select("Yes,I did."); mes "[Daora]"; mes "Hmm, I see..."; mes "Your opinion will be important."; mes "I got it."; next; mes "[Daora]"; mes "She was so scared,"; mes "so I gave her a hot drink"; mes "and took her to a her room."; next; mes "[Daora]"; mes "Well... there is better place to keep an eye on her than this room."; next; select("No, I just protect..."); mes "[Daora]"; mes "Ah~ whatever anyway you make me work."; mes "To protect that young girl."; next; mes "[Daora]"; mes "Mayshell told me that I have to support you, so I'm not going to complain."; next; mes "[Daora]"; mes "So, don't worry."; mes "Are you supposed to be here for her?"; mes "Go ahead."; set job_3rd_gc, 11; close; } else if (job_3rd_gc == 11) { mes "She is in a room."; mes "The one in front of master's room."; mes "Can you find it?"; close; } else if (job_3rd_gc == 12) { mes "That girl..."; mes "will be sent to her home?"; mes "Don't worry about that."; next; mes "[Daora]"; mes "Mayshell and the other guys will handle it."; close; } else if (job_3rd_gc == 14) { mes "Oh, it's perfect timing."; mes "Mayshell will call you."; mes "Go to the master's room."; close; } else if (job_3rd_gc > 4 && job_3rd_gc < 18) { mes "What do you need?"; mes "We don't sell to anyone who has started the special task."; next; switch(select("....:Give me 1 glass.:Then, can you give milk?")) { case 1: mes "[Daora]"; mes "Why? Are you disappointed?"; mes "Um~"; mes "I can't let anyone on duty drink."; close; case 2: mes "[Daora]"; if (job_3rd_gc == 5) { mes "I told you that I won't sell you any."; mes "An empty glass is fine without liquor."; mes "I already told you..."; next; mes "[Daora]"; mes "I'll let you know all the information that I know."; next; mes "[Daora]"; mes "If you need to, visit me anytime and I'll serve you a drink after your task is done."; set job_3rd_gc, 6; close; } else if (job_3rd_gc == 6) { if (checkquest(7091) == 1) { mes "You hope that there will be something in the glass?"; mes "Information can't come out of empty glasses."; close; } mes "You need a glass?"; mes "Mayshell's order distracted you, so you can't understand anything."; next; mes "[Daora]"; mes "Ok, what do you want to know?"; mes "You hope that there will be something in the glass?"; next; switch(select("Ask for help.:Handle it by yourself.")) { case 1: mes "[Daora]"; mes "So, it means just killing a strange guy in the village?"; mes "Why were you in agony because of that?"; mes "Hmm... Let me see..."; next; mes "[Daora]"; mes "Then it will need legwork?"; mes "Where is the most crowded place in this village?"; mes "The pub and motel."; next; mes "[Daora]"; mes "And the guard of the village always keeps an eye on strange people."; mes "Or the old merchant is quick in visual learning."; next; mes "[Daora]"; mes "I can say that especially..."; mes "Trovan, Crave who is a trader, and Madelle in the pub are quick in visual learning."; next; mes "[Daora]"; mes "It's good information, isn't it?"; setquest 7091; next; mes "- The advice of Daora is attached to the board with quest information. -"; close; case 2: mes "[Daora]"; mes "Ok. It's great."; mes "Each word and behavior will be an important key of the events."; mes "So, look around carefully and figure it out."; next; mes "[Daora]"; mes "Something good will happen."; close; } } else if (job_3rd_gc == 7) { mes "You seem to be worried."; mes "Here, It's cold water."; mes "You think over with cold water."; next; switch(select("Figure out based on information.:Stop the stage.")) { case 1: if (checkquest(7091) == 1) set .@j,1; callfunc "func_3rdgc",.@j; close; case 2: mes "You stop the confirmation of information."; close; } } else if (job_3rd_gc == 8) { if (checkquest(7092) == 1) { mes "Wait in an alley where she usually shows up to find her, and you will be able to pursue the question."; next; mes "[Daora]"; mes "Trying wouldn't hurt."; mes "If you want to find a root, you have to find a leaf first."; mes "Work hard."; close; } mes "Did you solve it?"; mes "What will you do?"; next; switch(select("Get advice.:It's a secret.")) { case 1: mes "[Daora]"; mes "Can you let me know about an information you collected?"; next; if(select("You have a heart-to-heart talk with him.:That's impossible.") == 2) { mes "[Daora]"; mes "What, I can't support you properly?"; mes "You solve it by yourself."; close; } mes "[Daora]"; mes "Hum. Got it."; next; mes "[Daora]"; mes "There is a guy who looks like a priest and Trovan and Madelle saw him."; mes "A merchant saw a girl who buys things regularly."; next; mes "[Daora]"; mes "The main target is a guy,"; mes "but the helper is a girl."; mes "Maybe."; next; mes "[Daora]"; mes "Above all,"; mes "it's really getting to you."; next; mes "[Daora]"; mes "Then it's simple."; mes "Why don't you meet her in the place where she visits often?"; next; mes "[Daora]"; mes "It's the transience of duty."; mes "You don't know the meaning with a piece of the puzzle."; next; mes "[Daora]"; mes "They can be related people or not."; mes "Ok, I'll be very attentive to my want."; next; mes "[Daora]"; mes "Right~?"; mes "Go on a place where can look down a village well and find Melissa."; mes "That will be helpful."; next; mes "- Daora's advice is attached on the board of quest. -"; setquest 7092; close; case 2: mes "[Daora]"; mes "Umm~."; mes "Right. There is a secret"; mes "you can't tell anyone while perfoming a task."; next; mes "[Daora]"; mes "In those regards, you surpass the standards."; close; } } else if (job_3rd_gc == 9) { if (checkquest(7093) == 1) { mes "So, go to the east of village, you can see a narrow alley directed to the north."; next; mes "[Daora]"; mes "The blind alley that Melissa told means this street."; mes "You are thinking like a child."; close; } mes "Haha... how's it going?"; next; switch(select("Where is the blind alley?:It's okay.")) { case 1: mes "[Daora]"; mes "The blind alley?"; mes "Hmm... well."; mes "Is there a blind alley like our pub..."; next; mes "[Daora]"; mes "Ah, in the northeast alley"; mes "directed upside in the village,"; mes "there is no street because"; mes "the houses stand close together in that area."; next; mes "[Daora]"; mes "Around Melissa's house,"; mes "that is the blind alley"; mes "for the boy, maybe."; next; mes "[Daora]"; mes "It's very easy to find walking around the village."; setquest 7093; next; mes "- Daora's advice is attached on the board of quest. -"; close; case 2: mes "[Daora]"; mes "Ok. It's going well."; mes "Can I expect a good result?"; close; } } else if (job_3rd_gc == 13) { mes "I sent a girl named Estillda to her home."; mes "Why do we handle worthless things like it?"; next; if (checkquest(7094) == 1) { mes "[Daora]"; mes "I'm not sure if he still lives..."; mes "Anyway, he is a key artisan in Rachel,"; mes "and can recognize all kinds of keys."; next; mes "[Daora]"; mes "What? Residence?"; mes "I told you, it's Rachel."; mes "He maybe lives in comfort for the rest of his days in Rachel."; next; mes "[Daora]"; mes "Go ask inside a pub of Rachel..."; close; } mes "[Daora]"; mes "Yeah, how's it going?"; next; switch(select("It progress satisfactorily.:Show the key.")) { case 1: mes "[Daora]"; mes "My glass, you don't need it?"; next; mes "["+strcharinfo(0)+"]"; mes "Yes. I already have enough information."; mes "If that is a stuff has a long story behind it,"; mes "we have only one way."; next; mes "[Daora]"; mes "Right."; mes "If you think carefully,"; mes "you can find a way."; next; mes "[Daora]"; mes "Good luck~"; close; case 2: mes "[Daora]"; mes "What is th--"; mes "I see, that guy had this key...?"; next; mes "[Daora]"; mes "It's a symbol of shrines"; mes "and has a showy pattern."; mes "Hmm..."; next; mes "[Daora]"; mes "So, you want to know this key's use?"; mes "If you do, go to Rachel."; mes "There is a key artisan there."; next; mes "[Daora]"; mes "Now, he is retired, but he"; mes "spends his declining years in peace."; mes "You can ask him yourself."; next; mes "[Daora]"; mes "Ask what this key's use is."; setquest 7094; next; mes "- Daora's advice is attached on the quest board. -"; close; } } else if (job_3rd_gc == 15) { if (checkquest(7095) == 1) { mes "The field northwest of Veins."; mes "You can find that easily with a map."; mes "There are lots of wolves, so be careful."; close; } mes "Hey, how's Mayshell?"; mes "Can you fix an uncomfortable way of talking?"; next; mes "[Daora]"; mes "Don't pretend to be a noblewoman."; next; switch(select("I'm going to go.:Do you know a mansion around Veins?")) { case 1: mes "[Daora]"; mes "Ok."; mes "Don't be carried away by ill-advised bravery."; mes "Well... it's also hard to be killed."; close; case 2: mes "[Daora]"; mes "Yes, sure."; mes "There is a mansion between ravines."; mes "It's very gloomy."; mes "I don't understand his taste."; next; mes "[Daora]"; mes "And that mansion is built in back of a ravine..."; mes "It's always dark like the night."; next; mes "[Daora]"; mes "The location?"; mes "Well..."; mes "It's in the northwest field of Veins."; mes "You can go through a narrow road to northeast."; setquest 7095; next; mes "- Daora's advice is attached on the board of quest. -"; next; mes "[Daora]"; mes "There are lots of scary wolves in that area, be careful."; close; } } else { mes "No. It's not funny anymore."; close; } case 3: mes "[Daora]"; mes "Our milk is expensive!"; mes "Give me 500 zeny for a cup."; next; switch(select("It's ok. Give me a cup of milk.:You are a barefaced robber!")) { case 1: mes "[Daora]"; if (Zeny > 499) { mes "Here you are. Milk."; mes "Then take a rest."; set Zeny, Zeny - 500; getitem 519,1; //Milk close; } mes "I told you, it's 500 zeny."; mes "A poor man. You have only a fine figure!"; close; case 2: mes "[Daora]"; mes "An impertinent fellow!"; specialeffect2 EF_HIT1; percentheal -30,0; close; } } } else { mes "You've completed the task perfectly."; mes "What do you need now?"; mes "Do you need something else?"; next; mes "[Daora]"; mes "If you decide on a way to walk, it's time to start newly."; mes "Everyone is waiting for you."; close; } } else if (Class == Job_Guillotine_Cross || Class == Job_Guillotine_Cross_T || Class == Job_Baby_Cross) { if (Sex) { mes "Oh~ you're good-looking~!"; mes "It's worthwhile to open a pub~"; mes "I can feel fruitful labors whenever I see a guy like you~"; } else { mes "Hmm... You look as good as I did in my youth."; mes "What do you want?"; } next; switch(select("Tropical Sograt:Vermilion on the Beach:Milk")) { case 1: mes "[Daora]"; if (Zeny > 799) { mes "Here you are, take it."; set Zeny, Zeny - 800; getitem 12112,1; //Tropical_Sograt close; } mes "It's 800 zeny per 1 glass of Tropical Sograt."; close; case 2: mes "[Daora]"; if (Zeny > 799) { mes "Here you are, take it."; set Zeny, Zeny - 800; getitem 12113,1; //Vermilion_The_Beach close; } mes "[Daora]"; mes "It's 800 zeny per 1 glass of Vermilion on the Beach."; close; case 3: mes "[Daora]"; if (Sex) { mes "Uh... Umm..."; mes "It's complicated order. but I don't have any choice since you want it."; next; mes "[Daora]"; if (Zeny > 499) { mes "I feel sorry to take 500 zeny per bottle, but I have to."; mes "It's very hard to get milk in Veins."; set Zeny, Zeny - 500; getitem 519,1; //Milk close; } mes "Umm... I think I can't help you."; mes "There is no milk in Veins."; close; } else { mes "Ah, milk."; mes "Huu! Milk!"; next; mes "[Daora]"; mes "I don't have anything like that."; close; } } } else { if (Sex == 1) { mes "Oh~ you're good-looking!"; mes "So, what do you want?"; } else { mes "Hum...you're a girl."; mes "Ok pick up whatever you want."; } next; mes "[Daora]"; mes "I'm not sure that you already know or not, but we are selling special liquor of Morroc."; mes "Which one do you want?"; next; switch(select("Tropical Sograt:Vermilion the beach:No thanks!")) { case 1: mes "[Daora]"; if (Zeny > 999) { mes "Here you are, take it."; set Zeny, Zeny - 1000; getitem 12112,1; //Tropical_Sograt close; } mes "It's 1000 zeny per glass of Tropical Sograt."; close; case 2: mes "[Daora]"; if (Zeny > 999) { mes "Here you are, take it."; set Zeny, Zeny - 1000; getitem 12113,1; //Vermilion_The_Beach close; } mes "It's 1000 zeny per glass of Vermilion on the Beach."; close; case 3: mes "[Daora]"; mes "Don't show me your nervousness!"; specialeffect2 EF_HIT1; percentheal -30,0; close; } } } job3_guil01,16,20,4 script Mayshell#3rdgc03 894,{ if (!checkweight(1201,2)) { mes "- You can't continue this quest because you have too many items. -"; close; } mes "[Mayshell]"; if (job_3rd_gc == 4) { mes "You were sent here by Ahcart?"; mes "I'll give you a task without asking anymore questions."; mes "Ok, listen carefully."; next; mes "[Mayshell]"; mes "We are chasing a person trying to dissolve an organization."; mes "We got information about a guy who looks like a town leader."; next; mes "[Mayshell]"; mes "Your task is to punish him under the cover of shadow."; next; mes "[Mayshell]"; mes "Our objective shouldn't be released to anybody."; mes "Your memories should disappear in shadow."; mes "Be cautious and avoid observation."; next; select("Ok...:So the task is...?"); mes "[Mayshell]"; mes "What does he look like?"; mes "How do you recognize him?"; mes "I can't tell you."; mes "That's for you to find out."; next; mes "[Mayshell]"; mes "You will need a compass."; mes "You need a lamp and a light to see in the darkness."; next; mes "[Mayshell]"; mes "At that point, you will be able to have a drink and rest."; next; mes "[Mayshell]"; mes "Overcome the adversity."; mes "It is up to you to judge."; mes "We can't help you, so you must figure it out for yourself."; next; mes "[Mayshell]"; mes "We saw a stranger in this village, we are quite sure that he is the person who we are looking for your task."; next; mes "[Mayshell]"; mes strcharinfo(0)+"."; mes "Time is not waiting for you."; mes "Go ahead. Spill blood with the blade of a knife that stands for a stoic life."; set job_3rd_gc, 5; changequest 7102,7103; close; } else if (job_3rd_gc == 5) { mes "You already have your orders."; mes "Even though you don't have any evidence, I trust you to do a good job."; next; mes "[Mayshell]"; mes "It's a test to watch you."; mes "Let me see, "+strcharinfo(0)+"..."; mes "Go out and think about what you have to do first."; next; mes "[Mayshell]"; mes "Your task is finding a stranger."; next; mes "[Mayshell]"; mes "Go out search diligently."; mes "I'll allow you to have some water."; next; mes "[Mayshell]"; mes "Meet Daora before you start."; mes "She may be helpful to you."; close; } else if (job_3rd_gc == 14) { mes "Welcome."; mes "How was your day?"; mes "I heard about your activity."; next; mes "[Mayshell]"; mes "You found a key, right?"; mes "Huhu. I have my ways of finding out."; next; mes "[Mayshell]"; mes "Can you show me the key?"; mes "I'm going to check if"; mes "you were capable or not..."; next; select("Give a key to him."); mes "[Mayshell]"; if (countitem(6150) == 0) { mes "You didn't bring a key?"; mes "I'll be in lots of trouble."; close; } mes "I didn't expect your success without a clear target..."; mes "You are a man of greater ability than I thought."; next; mes "[Mayshell]"; mes "I think you find a target what we look for."; mes "Then you handle it after finding a key's host."; next; mes "[Mayshell]"; mes "Then it'll be over."; mes "But you have to find the key's host by yourself."; next; mes "[Mayshell]"; mes "When you find the mansion, there will be a person waiting for you."; next; mes "[Mayshell]"; mes "This is the last step."; mes "Don't make any mistakes."; delitem 6150,1; //Key_Of_The_Mansion set job_3rd_gc, 15; changequest 7108,7109; close; } else if (job_3rd_gc == 15) { mes "Ok, you have something to do?"; mes "If you are late, Renzak might get upset."; close; } else if (job_3rd_gc == 18 || job_3rd_gc == 19) { mes "I already got a report from Renzak."; if (job_3rd_gc == 18) { mes "You completed the task quickly."; mes "That's great."; } else { mes "I'm so happy to see you."; mes "But quickness is very important to us."; next; mes "[Mayshell]"; mes "You were not punctual..."; mes "At least you came back alive."; } next; set .@all_wine,0; for(set .@i,0; .@i<5; set .@i,.@i+1) if (checkquest(7091+.@i) == 1) set .@all_wine, .@all_wine+1; mes "[Mayshell]"; if (.@all_wine < 2) { mes "You did the job by yourself"; mes "even though there wasn't any"; mes "information about it, and you"; mes "collected it."; next; mes "[Mayshell]"; mes "You corresponded with all conditions"; mes "promptly and with patience."; next; mes "[Mayshell]"; if (job_3rd_gc == 18) { mes "The evaluation of your task is... [S]."; mes "[S] is for 'special'."; set .@quest,7099; } else { mes "The evaluation of your task is... [A]."; mes "If you were punctual, you would have received higher."; set .@quest,7096; } next; } else { mes "You made full use of Daora's advice."; mes "But, didn't I mention it?"; next; mes "[Mayshell]"; mes "I told you to keep it a secret..."; mes "Of course, I don't want to blame you."; next; mes "[Mayshell]"; mes "It's important not only to solve this by yourself,"; mes "but also to make an effort getting information."; next; mes "[Mayshell]"; if (.@all_wine > 3) { if (job_3rd_gc == 18) { mes "The evaluation of your task is... [B]."; set .@quest,7097; } else { mes "The evaluation of your task is... [C]."; mes "You need to act by yourself."; set .@quest,7098; } next; } else { mes "You adjusted an affair with flexible points of view."; mes "You were not dependent on the others and you used the surroundings properly."; next; mes "[Mayshell]"; mes "I like that."; if (job_3rd_gc == 18) { mes "The evaluation of your task is... [A]."; set .@quest,7096; } else { mes "The evaluation of your task is... [B]."; set .@quest,7097; } next; } } mes "[Mayshell]"; mes "You got a new qualification for completing this task."; mes "It's a shadow of our assasin as a shadow of the world..."; next; mes "[Mayshell]"; mes "I'm going to give you the qualification to be a ^4d4dffGuillotine Cross^000000."; mes "I'm not pushing you, so you can come whenever you want to visit."; next; mes "[Mayshell]"; mes "I reward you for your labor, and I'm going to give you a present."; mes "I got this one from guild, I hope it's helpful to you."; set job_3rd_gc, 20; getitem 12106,1; //Accessory_Box erasequest 7091; erasequest 7092; erasequest 7093; if (checkquest(7094) > -1) erasequest 7094; if (checkquest(7095) > -1) erasequest 7095; erasequest 7112; erasequest 7113; erasequest 7114; if (checkquest(7115) > -1) erasequest 7115; if (checkquest(7116) > -1) erasequest 7116; changequest 7111,.@quest; next; mes "[Mayshell]"; mes "I want to tell you something."; mes "I order you that ^4d4dffyou should not leave a document at all^000000, whatever it is."; next; mes "[Mayshell]"; mes "There are two types of information:"; mes "Things that can be shared and those that cannot."; next; mes "[Mayshell]"; mes "And never leave records or tell anybody about a task you completed..."; mes "for your junior who will follow your steps."; next; mes "[Mayshell]"; mes "Don't forget."; mes "And the task you did is related to Rachel, Rune-Midgard, and our assassin guild."; mes "So the others should not be known. Of course, you are included, so please forget everything."; close; } else if (job_3rd_gc == 20) { mes "You are acknowledged by the guild."; mes "Feel free to come whenever you want to become a Guillotine Cross."; next; mes "[Mayshell]"; mes "That choice means that you will have to walk a street of blood again."; next; mes "[Mayshell]"; mes "Bercasell is waiting in the room on the opposite side."; mes "Meet him."; close; } else if (job_3rd_gc > 20) { mes "Even though I gave you a qualification,"; mes "I don't want to celebrate that qualification."; next; mes "[Mayshell]"; mes "It's a way to abandon one's mind and the way of pain, of adversity."; mes "I pushed you that way."; next; mes "[Mayshell]"; mes "It's funny."; mes "We live for checking our comrades..."; mes "But it's a rule of the assasin."; next; mes "[Mayshell]"; mes "In a dark night, it's the fate of a person who is going on the shadow of the moon."; mes "I wish you to store one's mind, please..."; close; } else { mes "You are not allowed in here."; close; } } ve_in,228,108,3 script Waitress#3rdgc04 80,{ mes "[Waitress]"; if (job_3rd_gc < 6) { mes "Welcome~"; mes "Visit and take a rest~"; close; } else if (job_3rd_gc == 6) { if (checkquest(7091) == 1) { if (checkquest(7112) == 1) { mes "That's all the information that I know."; mes "After that, I can't remember anything else."; next; mes "Then can we figure it out with the information you collected?-"; next; switch(select("Do it.:Stop it.")) { case 1: callfunc "func_3rdgc",1; close; case 2: mes "You stop the confirmation of information."; close; } } else { mes "Welcome."; mes "Are you ready to order?"; next; switch(select("You are...:Your name is..?:Water, please.")) { case 1: mes "[Waitress]"; mes "What's the matter?"; mes "Are you ready to order?"; next; select("I'm looking for Madelle..."); mes "[Madelle]"; mes "Ah? Madelle? Do you know about Daora?"; mes "I'm Madelle."; mes "I think you have business because you came from Daora."; next; select("Was there a suspicious guest?"); mes "[Madelle]"; mes "A suspicious guest?"; mes "What kind of...?"; mes "Ah, well... we have had a few strangers."; next; mes "[Madelle]"; mes "We don't have lots of floating population because of the rough terrain in the village."; mes "Almost all people have been here since they were born or adventurers who are regulars."; next; mes "[Madelle]"; mes "But if they are not that kind of people..."; mes "Yes, there were strangers."; next; select("Can you tell me about them?"); mes "[Madelle]"; mes "Um... One looked like a priest from Rachel."; mes "A priest in this village..."; mes "Maybe he is a soldier, I understand."; next; mes "[Madelle]"; mes "One day, there was a guy who seemed to be exhausted and bought food."; mes "I remember him because he visited after closing a store."; next; mes "[Madelle]"; mes "I'm not sure but there was a person who was wearing a hood."; mes "He seemed be exhausted and they wanted to buy a small drink and a snack."; next; mes "[Madelle]"; mes "I haven't seen any of them since."; mes "So I don't know anymore."; setquest 7112; next; mes "- The information of Madelle is attached on the guest board."; mes "Then can we figure out what information you've collected? -"; next; switch(select("Do it.:Stop it.")) { case 1: callfunc "func_3rdgc",1; close; case 2: mes "You stop the confirmation of information."; close; } case 2: mes "[Waitress]"; mes "What? My name?"; mes "Are you hitting on me?"; mes "Don't do that."; if (Sex) mes "You are not my type."; else mes "I don't swing that way."; close; case 3: mes "[Waitress]"; mes "Do you want ice with that?"; close; } } } else { if (checkquest(7112) == 1) { mes "That's all the information that I know."; mes "I haven't seen them since."; next; mes "- I wonder if I can figure it out with the information I've collected... -"; next; switch(select("Do it.:Stop it.")) { case 1: callfunc "func_3rdgc",0; close; case 2: mes "You stop the confirmation of information."; close; } } else { mes "Welcome."; mes "Are you ready to order?"; next; switch(select("Suspicious people?:Which one is the best food?")) { case 1: mes "[Waitress]"; mes "A suspicious person?"; mes "You are a suspicious person."; close; case 2: mes "[Waitress]"; mes "Umm? well..."; mes "If you want to have a simple dish, have a meal from our fixed menu."; mes "It's 5000 zeny, Do you want it?"; next; switch(select("Yes, I'll try it.:......")) { case 1: if (Zeny > 4999) { mes "[Waitress]"; mes "Here you are, this is a meal from the fixed menu."; mes "Feel free to call me when you need."; next; switch(select("How's your business?:Do you have lots of guests?")) { case 1: mes "[Waitress]"; mes "Well... not bad."; mes "This is the only pub here so it's good."; break; case 2: mes "[Waitress]"; mes "Not that much lately."; mes "It's so-so."; break; } next; mes "[Waitress]"; mes "A business in a village can keep up with customers."; mes "Thesedays, adventurers have been visiting more often."; next; select("Any suspicious visitors?"); mes "[Waitress]"; mes "Sure, I see some everyday."; mes "I can recognize when I see their outfits."; mes "I have to memorize their characters because of business."; next; select("It's boring..."); mes "[Waitress]"; mes "Yeah sometimes."; mes "Everyday I have to talk"; mes "with same people."; mes "But..."; next; mes "[Waitress]"; mes "I'm refreshed when I see guests like you."; mes "I remember something that happened a few days ago."; next; mes "[Waitress]"; mes "When I closed the store,"; mes "he seemed be exhausted and they wanted to buy a small drink and a snack."; next; mes "[Waitress]"; mes "He was a stranger but I'm sure that he is from Rachel."; mes "He looked like a priest."; next; mes "[Waitress]"; mes "I thought that a priest came here, but it's wrong."; mes "I was starting to get scared."; next; mes "[Waitress]"; mes "I thought that I may have opened the door to a thief."; mes "Ah, sorry, I must be talking too much."; next; mes "[Waitress]"; mes "It was boring to talk with that old man..."; mes "Anyway, don't let me disturb you anymore."; mes "Bon Appetit!"; next; mes "[Waitress]"; mes "Oh by the way, my name is Madelle."; mes "I hope you remember my name."; set Zeny, Zeny - 5000; setquest 7112; next; mes "- Madelle's information is attached to a quest board. What information have I collected? -"; next; switch(select("Check information.:Cancel.")) { case 1: callfunc "func_3rdgc",0; close; case 2: mes "You stop the confirmation of information."; close; } } else { mes "[Waitress]"; mes "A meal from our menu is 5000 zeny."; mes "You have to pay."; mes "It's prepay."; close; } case 2: mes "[Waitress]"; mes "You feel annoyed."; mes "I see. I won't push you."; mes "Take a rest there."; close; } } } } } else { mes "Hi~!"; mes "We can see often each other."; next; mes "[Madelle]"; mes "A meal? Liquor?"; mes "Hoho, have a good time!"; close; } } ve_in,246,303,3 script Young Merchant#3rdgc05 930,{ if (job_3rd_gc < 6) { mes "[Young Merchant]"; mes "If you want to buy stuff, go to this person."; mes "I'm a distributor."; close; } else if (job_3rd_gc == 6) { if (checkquest(7091) == 1) { if (checkquest(7113) == 1) { mes "[Crave]"; mes "I already gave you all the information I have."; mes "I'm quick in visual learning."; mes "I can't find the other girl, only the one who matches your condition."; next; mes "Can we figure out with the information you collected?"; next; switch(select("Do it.:Stop it.")) { case 1: callfunc "func_3rdgc",1; close; case 2: mes "You stop the confirmation of information."; close; } } else { mes "[Young Merchant]"; mes "How about increasing potion in next time..."; mes "Um, do you have something to tell me?"; next; switch(select("Do you know Crave?:Give me a potion.")) { case 1: mes "[Crave]"; mes "I'm Crave, who are you...?"; //mes "You're not a usual stuff in connection.."; //FIXME: Dialogue. next; mes "[Crave]"; mes "Ah, is it about Daora?"; mes "Yes, what can I do for you?"; next; select("Did you see a stranger these past days?"); mes "[Crave]"; mes "Stranger... about Daora's business?"; mes "Ok. I understand what you are talking about."; next; mes "[Crave]"; mes "I found a new face while"; mes "watching the stores."; mes "It was a girl..."; next; mes "[Crave]"; mes "She buys food and the necessities of life regularly in the morning and afternoon."; mes "I wanted to know more about her, because she was pretty."; mes "But there is no person who knows her residence."; next; mes "[Crave]"; mes "Is it a mysterious person?"; mes "I don't know who she is, or where she lives!"; next; mes "[Crave]"; mes "I want to talk to her, but she runs away..."; mes "She must be hiding something."; setquest 7113; next; mes "- The information Crave gave is attached on the quest board."; mes "Then can we figure out with information you collected? -"; next; switch(select("Do it.:Stop it.")) { case 1: callfunc "func_3rdgc",1; close; case 2: mes "You stop the confirmation of information."; close; } case 2: mes "[Young Merchant]"; mes "I carry on a wholesale trade, not a retail trade."; mes "Buy that from a tool salesperson."; close; } } } else { if (checkquest(7113) == 1) { mes "[Crave]"; mes "I already gave you all the information I have."; mes "I'm quick in visual learning."; mes "I can't find the other girl, only the one who matches your condition."; next; mes "Can we figure out with the information you collected?"; next; switch(select("Do it.:Stop it.")) { case 1: callfunc "func_3rdgc",0; close; case 2: mes "You stop the confirmation of information."; close; } } else { mes "[Young Merchant]"; mes "What's wrong?"; mes "I'm a merchant, but not a retail merchant."; mes "If you want to buy things, go to the others."; next; switch(select("Suspicious people?:I heard that you are sharp.")) { case 1: mes "[Young Merchant]"; mes "A suspicious person?"; mes "There are lots of people who are suspicious."; next; mes "[Young Merchant]"; mes "It's that lame person that's suspicious, isn't it?"; close; case 2: mes "[Young Merchant]"; mes "Hmm? It's reasonable."; mes "I have to be quick in visual learning for living as a merchant."; next; mes "[Young Merchant]"; mes "I have to memorize the faces of people who do business with me so I can make a profit."; mes "Then I can make steady customers."; next; switch(select("I'm looking for a cousin...:End conversation.")) { case 1: mes "[Young Merchant]"; mes "Is she a beautiful blonde?"; next; switch(select("No, it's a boy.:Yes, she is.")) { case 1: mes "[Young Merchant]"; mes "Is he?"; mes "I don't know."; mes "I know only a mysterious blonde beauty."; close; case 2: mes "[Crave]"; mes "Oh, she is?"; mes "I'm Crave. If you find her later, please contact me."; next; mes "[Crave]"; mes "Don't give me a fierce scowl."; mes "I'm a man of ability."; next; select("Where did you see her?"); mes "["+strcharinfo(0)+"]"; mes "A few days have passed already."; mes "I want to find her as soon as possible."; mes "You said you saw that child? Where did you see her?"; next; mes "[Crave]"; mes "So... that's why we don't know her residence."; mes "I can understand buying food and other supplies."; next; mes "[Crave]"; mes "She always runs away without saying anything."; mes "I like her because of her mysterious atmosphere."; next; mes "[Crave]"; mes "I think that she ran away from home."; mes "She visits here to buy stuff every day and every night regularly."; next; mes "[Crave]"; mes "She may run away when she sees you."; mes "It's probably better to hide in the alley to catch her."; setquest 7113; next; mes "- Crave's information is attached to the quest board. What information have I collected? -"; next; switch(select("Check information.:Cancel.")) { case 1: callfunc "func_3rdgc",0; close; case 2: mes "You stop the confirmation of information."; close; } } case 2: mes "[Young Merchant]"; mes "Why do you change your face while I'm talking about a steady customer?"; mes "Oh, you are..."; mes "It's a sword of darkness that can't make a profit unrelated to memorizing people's faces."; close; } } } } } else { mes "[Crave]"; mes "Excuse me?"; mes "Did you find who you were looking for?"; close; } } veins,291,215,3 script Vigilante#3rdgc06 939,{ if (job_3rd_gc < 6) { mes "[Vigilante]"; mes "Do you have any inconveniences while you are traveling?"; mes "At the outskirts of the city, there are many monsters. Be careful."; close; } else if (job_3rd_gc == 6) { if (checkquest(7091) == 1) { if (checkquest(7114) == 1) { mes "[Trovan]"; mes "I already gave you all the information I have."; mes "He's the only suspicious person that's been seen."; mes "But nothing has happened yet, so I'm keeping watch."; next; mes "- What information have I collected? -"; next; switch(select("Check information.:Cancel.")) { case 1: callfunc "func_3rdgc",1; close; case 2: mes "You stop the confirmation of information."; close; } } else { mes "[Vigilante]"; mes "Hello?"; mes "Do you need help?"; next; switch(select("Do you know Trovan?:No thanks.")) { case 1: mes "[Vigilante]"; mes "Eh? I'm Trovan, a member of the vigilante corps of Veins."; mes "What's the matter?"; next; mes "[Trovan]"; mes "Ah, you were recommended by Daora."; mes "I remember all of the faces of people who live in this village."; next; mes "[Trovan]"; mes "Maybe he is a stranger."; mes "We should exclude normal adventurers."; next; mes "[Trovan]"; mes "And if Daora finds a person, he must not be a normal person."; mes "So we should exclude normal guests..."; next; mes "[Trovan]"; mes "Then we can set limits for guessing who it is."; mes "A few days ago, a priest visited this village."; mes "He covered his face with a hood, so I couldn't see him too well."; next; mes "[Trovan]"; mes "I can detect suspicious people pretty well."; mes "He might be a criminal if he were hiding his face."; next; mes "[Trovan]"; mes "Why is he suspicious?"; mes "He shows up here regularly, but he has no definite residence."; mes "And I always lose him when I try to follow him."; next; mes "[Trovan]"; mes "I can't offer any more information."; mes "I always have to guard the entrance of the village, so I can't follow him for too long."; next; mes "[Trovan]"; mes "Anyway. He is a only person who I suspect."; mes "He hasn't been caught doing anything criminal,"; mes "but he's always covering himself up."; setquest 7114; next; mes "- Trovan's information is attached to the quest board. What information have I collected? -"; next; switch(select("Check information.:Cancel.")) { case 1: callfunc "func_3rdgc",1; close; case 2: mes "You stop the confirmation of information."; close; } case 2: mes "[Trovan]"; mes "Recently, I've seen many suspicious people."; mes "I'm keeping strict watch."; close; } } } else { if (checkquest(7114) == 1) { mes "[Trovan]"; mes "I already gave you all the information I have."; mes "He's the only suspicious person that's been seen."; mes "But nothing has happened yet, so I'm keeping watch."; next; mes "- Should I figure out the information collected? -"; next; switch(select("Check the information.:Cancel.")) { case 1: callfunc "func_3rdgc",0; close; case 2: mes "You stop the confirmation of information."; close; } } else { mes "[Trovan]"; mes "I'm Trovan, a guard of Veins."; mes "What's wrong?"; next; switch(select("Is there a wanted man?:Nothing.")) { case 1: mes "[Trovan]"; mes "A wanted man?"; mes "No, what's the matter?"; next; mes "[Trovan]"; mes "Did you find any suspicious people entering this village lately?"; mes "Umm..."; next; mes "[Trovan]"; mes "Recently, there's been a man in this village wearing a hood."; mes "He is not a traveler. He bought food and slipped out of the village."; next; mes "[Trovan]"; mes "I'm wondering about his identity."; mes "I think he is related to a shrine..."; mes "Or maybe he isn't..."; next; mes "[Trovan]"; mes "There is no one else like him among the people living in this village."; mes "I wonder where he is from."; next; mes "[Trovan]"; mes "He might still be here."; mes "There are no new people except for him. I know almost all of the adventurer's faces that visit here."; mes "So that's not much news."; setquest 7114; next; mes "- Trovan's information is attached to the quest board. What information have I collected? -"; next; switch(select("Check information.:Cancel.")) { case 1: callfunc "func_3rdgc",0; close; case 2: mes "You stop the confirmation of information."; close; } case 2: mes "[Trovan]"; mes "Don't go too far away."; close; } } } } else { mes "[Trovan]"; mes "How's it going?"; close; } } veins,187,143,5 script Peddler#3rdgc07 892,{ mes "[Peddler]"; if (job_3rd_gc < 6) { mes "What a huge sandstorm."; mes "Are you ok?"; close; } else if (job_3rd_gc == 6) { if (checkquest(7091) == 1) { mes "What a huge sandstorm."; mes "Are you ok?"; close; } else { if (checkquest(7115) == 1) { mes "So, did you find that girl?"; mes "If you do, let her know that she has to come and visit me."; next; mes "- You can't get more information from the peddler. What information have I collected? -"; next; switch(select("check information.:Cancel.")) { case 1: callfunc "func_3rdgc",1; close; case 2: mes "You stop the confirmation of information."; close; } } else { mes "Hey. Hey!"; mes "I'm talking to you!"; next; switch(select("Ignore him.:Listen to the story.")) { case 1: mes "[Peddler]"; mes "You are too cold."; close; case 2: mes "[Peddler]"; mes "A pretty girl just bought food."; mes "You know that freshness is important when buying fish..."; next; mes "[Peddler]"; mes "But I gave the wrong fish to her."; mes "Recently, she bought food from my store."; mes "I can't find her, maybe she doesn't live here."; next; mes "[Peddler]"; mes "She looks shabby but she always buys expensive food."; mes "I thought that she was a maid but we don't have a mansion that can hire maids in Veins."; next; mes "[Peddler]"; mes "Kind of suspicious, isn't it?"; mes "But, I gave spoiled fish to her..."; next; mes "[Peddler]"; mes "So I have to find her and exchange the fish for a refund."; next; mes "[Peddler]"; mes "If you find her, send that message, please?"; mes "I can't miss a guest like her."; next; mes "[Peddler]"; mes "Ok, let's see..."; mes "She is blonde girl."; mes "You should be able"; mes "to find her easily."; next; mes "[Peddler]"; mes "Actually, nobody knows where she's from."; mes "You're an adventurer, so I'm asking you."; next; select("I'll send her your message.:Hmm..."); mes "["+strcharinfo(0)+"]"; mes "- Even though I don't have time to spare, the girl mentioned by the peddler is suspicious. -"; next; mes "["+strcharinfo(0)+"]"; mes "- A girl who has no clear residence and buys expensive food. I have to find out. -"; next; mes "[Peddler]"; mes "Then send my message to her, please."; mes "If I can't exchange the fish, it will spoil."; setquest 7115; next; mes "- The peddler's information is attached to the quest board. What information have I collected? -"; next; switch(select("Check information.:Cancel.")) { case 1: callfunc "func_3rdgc",0; close; case 2: mes "You stop the confirmation of information."; close; } } } } } else { mes "Did you send my message properly?"; mes "Then why she hasn't she visited here to exchange the fish?"; close; } } veins,235,126,3 script Old Man#3rdgc07 945,{ mes "[Old Man]"; if (job_3rd_gc < 6) { mes "Haha... I can remember my past when I see a young adventurer like you..."; close2; } else if (job_3rd_gc == 6) { if (checkquest(7091) == 1) { mes "Haha... I can remember my past when I see a young adventurer like you..."; close; } else { if (checkquest(7116) == 1) { mes "Thanks for talking to me."; next; mes "- I can't get anymore information from the Old Man. What information have I collected? -"; next; switch(select("Check information.:Cancel.")) { case 1: callfunc "func_3rdgc",0; close; case 2: mes "You stop the confirmation of information."; close; } } else { mes "What? What's the matter?"; mes "You want to talk with me?"; next; switch(select("Suspicious person...:You look good.")) { case 1: mes "[Old Man]"; mes "A suspicious person?"; mes "Well, Trovan may know more about her than me."; close; case 2: mes "[Old Man]"; mes "Thanks anyway."; mes "I'll just sit down here..."; next; mes "[Old Man]"; mes "I look around at people who pass by here all the time."; mes "I can find out where they're from easily by watching what they wear."; next; mes "[Old Man]"; mes "I can't forget her at all because of her funny outfit."; mes "It's not difficult to forget a person wearing a formal dress."; next; select("Then what's funny?"); mes "[Old Man]"; mes "Umm, this village is not funny anymore."; mes "I know everything~ I even found out everyone's job."; next; mes "[Old Man]"; mes "But..."; mes "Recently, a girl showed up."; mes "In the morning, she buys some food from a peddler and then disappears."; next; mes "[Old Man]"; mes "And in the afternoon she usually buys the necessities of life."; mes "A little bit at a time."; mes "And then she goes somewhere after..."; next; mes "[Old Man]"; mes "I figure that she must be preparing something."; mes "If she buys a lot of stuff, then she can be found easily."; next; mes "[Old Man]"; mes "I think she stocks up heavily on foods that help during battles."; next; mes "[Old Man]"; mes "She just recently started this routine."; mes "Is she a newcomer?"; next; mes "[Old Man]"; mes "I'm going to watch you for a while."; mes "Ah, why am I bothering you with this story?"; setquest 7116; next; mes "- The information of the Old Man is attached to the quest board. What information have I collected?"; next; switch(select("Check information.:Cancel.")) { case 1: callfunc "func_3rdgc",0; close; case 2: mes "You stop the confirmation of information."; close; } } } } } else if (job_3rd_gc == 8) { mes "You want to know something?"; mes "We have a marvelous girl in our village."; next; mes "[Old Man]"; mes "I don't know what kind of gift she has, but she knows how to find people."; next; mes "[Old Man]"; mes "If you want to find her, ask that kid."; close; } else { mes "I still don't know."; mes "I'm too old..."; close; } } veins,223,180,3 script Girl#3rdgc09 941,{ mes "[Melissa]"; if (job_3rd_gc == 8) { mes "Hi?"; mes "What?"; mes "Have you lost a friend?"; next; switch(select("Do you know something?:No...")) { case 1: mes "[Melissa]"; mes "I have a special gift that I've had my whole life."; mes "People visit me when they need to find something."; next; mes "[Melissa]"; mes "Are looking for someone?"; mes "Can you tell me about their character?"; next; switch(select("You are joking.:Let me do it.")) { case 1: mes "[Melissa]"; mes "Ha! But you'll come back to me when you need to find someone."; mes "I know everything."; close; case 2: set .@ans00, 0; mes "[Melissa]"; mes "Ok, answer my question."; mes "Is it a boy or a girl?"; next; switch(select("A boy:A girl")) { case 1: mes "[Melissa]"; mes "A boy and..."; break; case 2: mes "[Melissa]"; mes "A girl and..."; set .@ans00, .@ans00+1; break; } next; mes "[Melissa]"; mes "What is the hair color?"; next; switch(select("Dark:Red:Light yellowish:White")) { case 1: mes "[Melissa]"; mes "Dark hair color... hmm..."; mes "Dark brown or black hair..."; break; case 2: mes "[Melissa]"; mes "Light brown or dark orange... Red hair..."; break; case 3: mes "[Melissa]"; mes "Light orange to blonde hair."; set .@ans00, .@ans00+1; break; case 4: mes "[Melissa]"; mes "Gray... white... gold... silver hair..."; break; } next; mes "[Melissa]"; mes "Young or old?"; next; switch(select("Like a child.:Young.:Middle-aged.:Very old.")) { case 1: mes "[Melissa]"; mes "And a child."; break; case 2: mes "[Melissa]"; mes "A young person."; mes "Like you?"; set .@ans00, .@ans00+1; break; case 3: mes "[Melissa]"; mes "Same age as a tool salesman?"; mes "Middle-aged."; break; case 4: mes "[Melissa]"; mes "Yes, very old."; break; } next; mes "[Melissa]"; mes "Hi, "+((Sex)?"brother":"sister")+"~ Let me collect all of the information you've provided..."; next; mes "- She begins to murmur and gestures toward the sky. Her hair springs up as she says... -"; next; if (.@ans00 == 3) { mes "[Melissa]"; mes "Got it!"; mes "I know her."; mes "Her name is ^4d4dffEstillda^000000."; mes "Right?"; next; mes "[Melissa]"; mes "Why are you looking for her? Is she your friend?"; mes "She gave me candy the other day."; next; mes "[Melissa]"; mes "Umm... this girl..."; mes "will pass around"; mes "a blind alley in"; mes "about 1 hour!"; mes "Hehehe!"; erasequest 7103; setquest 7104; set job_3rd_gc, 9; next; mes "[Melissa]"; mes "She has to be who you're looking for. I'm never wrong."; mes "Tell me I did a good job!"; next; switch(select("Pat Melissa on the head.:Giver her a thumbs up sign.")) { case 1: mes "You pat Melissa on the head."; mes "She reacts like a puppy would."; next; mes "[Melissa]"; mes "Hehehe..."; mes "I'm here to help~!"; close; case 2: mes "[Melissa]"; mes "Hehehe..."; mes "I did good!"; close; } } else { mes "[Melissa]"; mes "Umm..."; mes "That person who has those characteristics is..."; next; mes "[Melissa]"; mes "Wha-...? Eww, I've never been wrong."; mes "I don't know why, but I can't see that person."; next; mes "[Melissa]"; mes "Eeeahhh! Wahhh!"; next; mes "- All I can do is soothe Melissa as she cries. I have to think about the person's characteristics again. -"; close; } } case 2: mes "[Melissa]"; mes "It's strange."; mes "In this village people are always looking for someone."; close; } } else if (job_3rd_gc == 9) { mes "Did you find her?"; mes "Say thanks to her for giving me candy the other day."; close; } else { mes "When I'm looking for people, an angel wearing black clothes gives me information."; next; mes "[Melissa]"; mes "I told Daora about this story, then she said to me not to do it again."; mes "Maybe she isn't a good angel."; close; } } veins,337,284,0 script #ghostestilla_3rdgc 139,3,3,{ end; OnTouch: if (job_3rd_gc == 9) { if ((checkquest(7104,PLAYTIME) == 1) || (checkquest(7105,PLAYTIME) == 1)) { mes ".....?"; mes "There's a sign of somebody present."; mes "You still have time."; close; } else if ((checkquest(7104,PLAYTIME) == 2) || (checkquest(7105,PLAYTIME) == 2)) { mes "The blind alley that Melissa told me about must be this street."; next; mes "There's a sign of somebody present."; mes "A blonde girl shows up!"; donpcevent "Estillda#3rdgc10::OnEnable"; next; select("Make a surprise attack."); set .@c_spec, readparam(bDex)+readparam(bAspd)+readparam(bCritical); if (.@c_spec > 209 || (!rand(2) && .@c_spec > 190 && .@c_spec < 210) || (!rand(3) && .@c_spec < 191)) { mes "You take her by the wrist trying not to let her see you."; mes "The food that she is holding falls on the floor."; next; mes "[Estillda]"; mes "Ahhhh!"; mes "Who are you?"; mes "What are you doing?"; next; if(select("Who sent you?:Who's from Rachel?") == 2) { mes "[Estillda]"; mes "I don't know! I don't have any idea. I don't know him!"; next; } mes "[Estillda]"; mes "If I buy stuff for him..."; mes "He said that he can pay for my labor and production costs."; next; mes "[Estillda]"; mes "I don't know who he is."; mes "It's true."; mes "Is he bad guy?"; next; mes "[Estillda]"; mes "Help me, please?"; mes "Help me."; mes "I'll do anything you want."; next; mes "[Estillda]"; mes "I didn't know anything about him, I don't know if he's a bad guy."; mes "I just bought some stuff... (sobbing)..."; next; mes "- Estillda is in shock because she thinks that she's in trouble. -"; next; select("Calm her down."); mes "["+strcharinfo(0)+"]"; mes "Just relax for a second."; mes "I totally understand what you're saying."; mes "You won't get into any trouble."; next; mes "["+strcharinfo(0)+"]"; mes "I'm looking for a guy who committed a crime and ran away."; mes "I have to catch him."; next; mes "["+strcharinfo(0)+"]"; mes "So who made you get those supplies?"; next; mes "["+strcharinfo(0)+"]"; mes "If you cooperate with me, I'm going to protect you until this is all done."; mes "The Assassin Guild will protect you."; next; mes "[Estillda]"; mes "You promise, right?"; mes "How can I help you?"; next; select("When are you supposed to meet?"); mes "[Estillda]"; mes "Oh, I already delivered the stuff."; mes "I'm on my way back."; next; mes "[Estillda]"; mes "Ah, these are mine."; mes "I got a lot of zeny."; next; mes "["+strcharinfo(0)+"]"; mes "Then go straight this way and pretend that nothing happened."; next; mes "- I demand that she walks as usual and tell her how to get to Daora's pub. -"; donpcevent "Estillda#3rdgc10::OnDisable"; if (checkquest(7104) > -1) erasequest 7104; if (checkquest(7105) > -1) erasequest 7105; set job_3rd_gc, 10; setquest 7106; next; mes "- The pub in the underground of Veins is the best place to keep her safe. -"; close; } else { mes "- I tried to take her by the wrist, but she already knew and ran away screaming. -"; donpcevent "Estillda#3rdgc10::OnDisable"; if (checkquest(7104) > -1) erasequest 7104; if (checkquest(7105) > -1) erasequest 7105; setquest 7105; next; mes "You couldn't catch Estillda."; close; } } else { mes "An error has occurred."; mes "Please contact the GM team to fix this situation."; close; } } end; } veins,341,287,3 script Estillda#3rdgc10 919,{ OnInit: OnDisable: disablenpc "Estillda#3rdgc10"; end; OnEnable: enablenpc "Estillda#3rdgc10"; end; } job3_guil01,79,15,1 script Estillda#3rdgc11 919,{ if (job_3rd_gc == 11) { mes "Estillda is looking around with an anxious expression on her face."; next; switch(select("Are you ok?:Intimidate her.")) { case 1: mes "[Estillda]"; mes "Yes? Yes..."; mes "I thought assassins were scary."; mes "But I don't think so..."; next; select("You don't look like you're from Veins"); mes "[Estillda]"; mes "Yes? Yes..."; mes "I'm from Rachel."; mes "I'm here to make zeny."; mes "I had a desolate life in Rachel."; next; switch(select("You came here with alone?:Had a desolate life...")) { case 1: mes "[Estillda]"; mes "No."; mes "I don't think so."; mes "I came here with a guy."; next; mes "[Estillda]"; mes "I usually come here by myself. Sometimes he checks my destination."; mes "I thought that he is an important person from some company."; next; mes "[Estillda]"; mes "But I don't know who he is."; break; case 2: mes "[Estillda]"; mes "I'm a native,"; mes "I work in his house."; mes "I think it's not bad."; mes "I just left my home..."; next; mes "[Estillda]"; mes "He said that he needed a maid and that he could pay me enough money."; break; } next; mes "[Estillda]"; mes "Actually I don't know him well."; mes "...I'll never do it."; mes "I want to go home. I miss my mommy."; next; switch(select("What can you tell me?:Tell me what you know!")) { case 1: mes "[Estillda]"; mes "Yes. Right?"; mes "I'm going to tell you everything that I know."; break; case 2: mes "[Estillda]"; mes "Sorry. I'm sorry."; mes "I'm going to do what you want..."; next; mes "["+strcharinfo(0)+"]"; mes "Your attitude is a problem."; mes "Let's take up the main subject."; break; } next; mes "[Estillda]"; mes "I usually supply food"; mes "and other life necessities."; next; mes "[Estillda]"; mes "I buy some food to eat for myself."; mes "And I buy expensive food for him everyday."; next; mes "[Estillda]"; mes "I think he is very fussy about food..."; mes "And I get money whenever I deliver food.."; next; select("Where did you sleep?"); mes "[Estillda]"; mes "Yes? Yes, around here."; mes "There is a place that soldiers stay."; mes "He wants me to stay there..."; next; select("When are you supposed to meet?"); mes "[Estillda]"; mes "In a couple of hours."; mes "At a warehouse underground in the south."; next; mes "["+strcharinfo(0)+"]"; mes "Thanks for your cooperation."; mes "Your house is in Rachel?"; mes "Estillda is your real name?"; mes "Yes, I'm going to draw his rations in Rachel."; next; mes "["+strcharinfo(0)+"]"; mes "To go back home without an accident."; set job_3rd_gc, 12; changequest 7106,7107; close; case 2: mes "[Estillda]"; mes "Yes?"; mes "Please..."; mes "Don't kill me."; next; mes "- Estillda looks scared. You need to change the subject. -"; close; } } else if (job_3rd_gc == 12) { mes "[Estillda]"; mes "We usually meet at the same place at the same time."; mes "It's in a warehouse underground in the south."; mes "Don't tell him that I told you."; close; } end; } veins,206,56,0 script #3rdgc_battleroom01 139,1,1,{ end; OnInit: set $@3rdgc_room01, 0; end; OnTouch: if (job_3rd_gc == 12) { if (checkquest(7107,PLAYTIME) == 2) { mes "This must be the place Estillda told me about."; next; switch(select("Go inside.:Observe the situation.")) { case 1: if ($@3rdgc_room01 == 0) { warp "job3_guil02",34,44; set $@3rdgc_room01, 1; } else { mes "You tried to open the door but it's locked."; mes "It doesn't show any signs of life."; next; mes "Come back here later."; } close; case 2: mes "I back up to watch the situation unfold."; close; } } else if (checkquest(7107,PLAYTIME) == 1) { mes "This must be the place Estillda told me about."; mes "I have enough time for meeting."; close; } else { mes "An error has occurred."; mes "Contact the GM team to resolve the situation."; close; } } end; } job3_guil02,34,44,0 script #3rdgc_room01_mag01 139,2,2,{ end; OnEnable: enablenpc "#3rdgc_room01_mag01"; end; OnDisable: disablenpc "#3rdgc_room01_mag01"; end; OnStop: stopnpctimer; end; OnTouch: if (job_3rd_gc == 12) { initnpctimer; donpcevent "A man with black clothes::OnEnable"; disablenpc "#3rdgc_room01_mag01"; } else { mes "You don't have to come here now."; close; warp "veins",178,62; set $@3rdgc_room01, 0; end; } end; OnTimer295000: mapannounce "job3_guil02","Dandelion: ...Ha, you are strong and sticky!",bc_map,"0xA8A8A8"; //FW_NORMAL 12 0 0 donpcevent "A man with black clothes::OnReset"; end; OnTimer296000: mapannounce "job3_guil02","The Dandelion ran away.",bc_map,"0x7b68ee"; //FW_NORMAL 12 0 0 end; OnTimer298000: mapwarp "job3_guil02","veins",186,65; end; OnTimer299000: donpcevent "Dandelion#3rdgc12::OnDisable"; donpcevent "A man with black clothes::OnDisable"; donpcevent "#3rdgc_room01_mag01::OnEnable"; end; OnTimer300000: set $@3rdgc_room01, 0; stopnpctimer; end; } job3_guil02,51,43,7 script A man with black clothes 456,4,4,{ end; OnInit: OnDisable: hideonnpc "A man with black clothes"; set .on,0; end; OnEnable: hideoffnpc "A man with black clothes"; set .on,1; end; OnReset: killmonster "job3_guil02","A man with black clothes::OnMyMobDead"; end; OnTouch: if (!.on) end; mes "[A man with black clothes]"; mes "You just arrived here."; mes "Why are you so late?"; mes "Put your stuff down."; next; select("......"); mes "[A man with black clothes]"; mes "May the goddess bless you eternally..."; npcskill "AL_BLESSING",10,0,0; next; emotion e_gasp; mes "[A man with black clothes]"; mes "Who... who are you?!"; mes "A... Assassin Guild?!"; mes "What?!"; mes "When did I give you a clue?!"; next; select("You lost your head..."); mes "["+strcharinfo(0)+"]"; mes "Is this the correct target?"; mes "Can you talk with me for a sec?"; next; mes "[A man with black clothes]"; mes "No way!!!!"; mes "You... I'll make you close your eyes forever!"; next; mes "["+strcharinfo(0)+"]"; mes "What?!"; close2; donpcevent "A man with black clothes::OnDisable"; monster "job3_guil02",51,43,"Dandelion",2031,1,"A man with black clothes::OnMyMobDead"; end; OnMyMobDead: donpcevent "#3rdgc_room01_mag01::OnStop"; donpcevent "#3rdgc_2nd_timer::OnEnable"; mapwarp "job3_guil02","job3_guil02",47,43; end; } job3_guil02,1,1,0 script #3rdgc_2nd_timer 844,{ end; OnEnable: initnpctimer; end; OnTimer1000: donpcevent "Dandelion#3rdgc12::OnEnable"; end; OnTimer60000: mapwarp "job3_guil02","veins",186,65; end; OnTimer61000: donpcevent "Dandelion#3rdgc12::OnDisable"; donpcevent "A man with black clothes::OnDisable"; donpcevent "#3rdgc_room01_mag01::OnEnable"; set $@3rdgc_room01, 0; stopnpctimer; end; } job3_guil02,49,43,5 script Dandelion#3rdgc12 457,{ if (!checkweight(1201,2)) { mes "- You can't continue this quest because you have too many items. -"; close; } if (job_3rd_gc == 12) { mes "[Dandelion]"; mes "Eyah!"; mes "You... won't find anything."; mes "Everything... is guided... by the goddess..."; mes "Keeek!"; next; mes "- He puts something in his mouth and swallows. -"; next; mes "["+strcharinfo(0)+"]"; mes "What is that?!"; mes "What do you have in your mouth...?"; mes "Why did you do that?"; next; mes "It's too late to save him."; mes "He passed away."; mes "You find a key with a fancy decoration around his neck."; set job_3rd_gc, 13; getitem 6150,1; //Key_Of_The_Mansion changequest 7107,7108; close; } else { if (job_3rd_gc == 13) { mes "There is nothing to do."; mes "Let's get out of here."; } else mes "You are shoved by an unknown force."; close2; warp "veins",178,62; end; } OnInit: OnDisable: disablenpc "Dandelion#3rdgc12"; end; OnEnable: enablenpc "Dandelion#3rdgc12"; end; } rachel,115,77,3 script Girke#3rdgc13 85,{ mes "[Girke]"; mes "Oh~ young man."; mes "I'm Girke Sara."; mes "Just call me Girke."; next; mes "- He smells like alcohol. -"; next; mes "[Girke]"; mes "You know what?"; mes "A man who is a legendary key artisan lives in our village."; mes "Hiccup~"; next; mes "[Girke]"; mes "Ah~hahahaha"; mes "My dad likes pieces of work like that."; mes "One day, he said to me."; next; mes "[Girke]"; mes "'Girke, my wish is having a key crafted from Oresa.'"; next; mes "[Girke]"; mes "But Oresa already disappeared after handing everything over to his apprentice."; mes "Finally, my dad passed away without seeing such a key..."; next; mes "[Girke]"; mes "You know."; mes "That Oresa! He lives in our town?!"; mes "Hiccup~"; next; mes "[Girke]"; mes "But he is too old..."; mes "But the artisan is..."; next; mes "[Girke]"; mes "...difficult to meet."; mes "Like my dad... He's a bit of a loner."; next; mes "[Girke]"; mes "What am I talking to you about."; mes "Are you drunken? Daddy... (sobbing)"; mes "Ah... Daddy..."; next; mes "- Girke starts to cry. -"; close; } ra_in01,175,196,3 script Oresa Rava#3rdgc13 866,{ mes "[Oresa Rava]"; if (job_3rd_gc == 13) { mes "I don't know why you are visiting me, but I'm not crafting anymore."; mes "I'm too old to craft."; next; select("Do you know this key?"); mes "[Oresa Rava]"; mes "Hmm? Umm... Give it to me."; mes "This pattern..."; mes "Where did you get this from?"; next; switch(select("I just picked it up.:I have a story...")) { case 1: mes "[Oresa Rava]"; mes "Umm? Did you just pick it up?"; mes "That's impossible."; mes "Did something happen in that house."; next; mes "[Oresa Rava]"; mes "So what will you do with this key?"; next; select("I'm going to find the owner."); mes "[Oresa Rava]"; mes "Ah~! That's why you came here to see me."; mes "I gave that key to a person who was a priest."; next; mes "[Oresa Rava]"; mes "I couldn't see my home after he became a priest, but I made a key for a celebration."; next; mes "[Oresa Rava]"; mes "It's a key to his mansion."; mes "Now I don't know where he lives."; mes "But can you visit there and send over the caretaker of the summer cottage?"; next; break; case 2: mes "[Oresa Rava]"; mes "I don't know what's going on."; mes "I gave that key to a person who was a priest."; next; mes "[Oresa Rava]"; mes "I couldn't see my home after he became a priest, but I made a key for a celebration."; next; mes "[Oresa Rava]"; mes "It's a key to his mansion."; mes "Now I don't know where he lives."; mes "But can you visit there and send over the caretaker of the summer cottage?"; next; mes "[Oresa Rava]"; mes "Actually, I can't trust you..."; mes "But you showed up with a key. It may be an act of providence."; next; select("Sure."); break; } mes "[Oresa Rava]"; mes "That mansion was..."; mes "built in a gorge of Veins."; mes "I don't know the exact location of it though."; next; select("That should be enough."); mes "[Oresa Rava]"; mes "Are you sure?"; mes "You are so kind."; mes "Send over that key."; next; mes "- Find the owner of that key soon and tell Mayshell. -"; set job_3rd_gc, 14; close; } else if (job_3rd_gc == 14) { mes "That key is of a mansion built in a gorge of Veins."; mes "I'm sure of it."; close; } else { mes "It's an old story about that artisan."; mes "Now... It's best to see my grandchild."; next; mes "[Oresa Rava]"; mes "You are laughing now, but you will understand me soon."; close; } } //Pre-RE: ve_fild05 (327,308) ve_fild02,330,384,3 script Girl#3rdgc14 466,{ if (job_3rd_gc > 14 && job_3rd_gc < 18) { mes "[Renzak]"; if (job_3rd_gc == 15) { mes "You are here."; mes "I'm Renzak."; mes "You sent here from Mayshell?"; //mes "I'm not dwelling on."; //FIXME: Dialogue. next; mes "[Renzak]"; mes "Our final target is over there."; mes "The mansion is surrounded by cliffs."; mes "You must remove the target in the mansion."; next; mes "[Renzak]"; mes "I'm going to give you 10 min."; mes "Complete your task and then wait in the backdoor of the mansion."; mes "I'll wait for you there."; } else if (job_3rd_gc == 16) { mes "You have to attain our goal and come out of the mansion's backdoor within 10 minutes."; mes "You can do it."; } else { mes "You failed."; mes "You must succeed."; next; mes "[Renzak]"; mes "You have to come out of the mansion's backdoor."; mes "I'll wait for you."; } next; switch(select("I got it.:I'll be ready.")) { case 1: if ($@3rdgc_room02 == 0) { erasequest ((job_3rd_gc == 17)?7110:7109); set job_3rd_gc, 17; setquest 7110; set $@3rdgc_room02, 1; warp "job3_guil03",22,70; } else { mes "[Renzak]"; mes "Wait a second."; mes "Just wait until it gets dark."; next; mes "[Renzak]"; mes "It'll be easy to infiltrate because it's covered by the cliff's shadow."; set job_3rd_gc, 16; } close; case 2: mes "[Renzak]"; mes "You don't have time to spare."; mes "You should prepare for action."; if (job_3rd_gc == 17) { erasequest 7110; setquest 7109; } set job_3rd_gc, 16; close; } } else if (job_3rd_gc > 18) { mes "[Renzak]"; mes "You look good."; mes "Me? I've always had the same figure."; next; mes "[Renzak]"; mes "I just wait for guys who will do what I ask."; close; } else { mes "[Shadow-faced girl]"; mes "......"; mes "This road is blocked."; mes "Go back."; close; } OnInit: set $@3rdgc_room02, 0; end; } job3_guil03,22,70,0 script #3rdgc_event01 139,3,3,{ end; OnEnable: enablenpc "#3rdgc_event01"; end; OnDisable: disablenpc "#3rdgc_event01"; end; OnStop: stopnpctimer; end; OnTouch: if (job_3rd_gc == 17) { initnpctimer; donpcevent "#3rdgc_event_master::OnEnable"; disablenpc "#3rdgc_event01"; } else { mes "You don't have to come here."; close2; warp "ve_fild02",330,379; //Pre-RE: ve_fild05 (341,303) set $@3rdgc_room02, 0; } end; OnTimer900000: mapannounce "job3_guil03","Renzak : Withdraw!",bc_map,"0xA8A8A8"; //FW_NORMAL 12 0 0 end; OnTimer901000: mapwarp "job3_guil03","ve_fild02",330,379; //Pre-RE: ve_fild05 (341,303) end; OnTimer902000: donpcevent "#3rdgc_event_master::OnReset"; stopnpctimer; end; } job3_guil03,1,4,0 script #3rdgc_event_master 844,{ end; OnEnable: donpcevent "Barbed-Wire Entanglement::OnEnable"; donpcevent "Guard Dog#dog01::OnEnable"; donpcevent "Guard Dog#dog02::OnEnable"; donpcevent "#3rdgc_sunchal_nomal::OnEnable"; donpcevent "#3rdgc_sunchal_kill01::OnEnable"; donpcevent "#3rdgc_sunchal_kill02::OnEnable"; donpcevent "#3rdgc_sunchal_kill03::OnEnable"; donpcevent "#3rdgc_gojung_kill01::OnEnable"; donpcevent "#3rdgc_gojung_kill02::OnEnable"; donpcevent "#3rdgc_gojung_kill03::OnEnable"; donpcevent "Priest from Rachel::OnEnable"; end; OnReset: donpcevent "#3rdgc_guard::OnStop"; donpcevent "#3rdgc_guardoff::OnReset"; donpcevent "#3rdgc_hide01::OnStop"; donpcevent "#3rdgc_hide02::OnStop"; donpcevent "#3rdgc_hide03::OnStop"; donpcevent "#3rdgc_sunchal_kill01::OnStop"; donpcevent "#3rdgc_sunchal_kill02::OnStop"; donpcevent "#3rdgc_sunchal_kill03::OnStop"; donpcevent "#3rdgc_gojung_kill01::OnStop"; donpcevent "#3rdgc_gojung_kill02::OnStop"; donpcevent "#3rdgc_gojung_kill03::OnStop"; donpcevent "Guard Dog#dog01::OnReset"; donpcevent "Guard Dog#dog02::OnReset"; donpcevent "#3rdgc_sunchal_nomal::OnReset"; donpcevent "#3rdgc_sunchal_kill01::OnReset"; donpcevent "#3rdgc_sunchal_kill02::OnReset"; donpcevent "#3rdgc_sunchal_kill03::OnReset"; donpcevent "#3rdgc_gojung_kill01::OnReset"; donpcevent "#3rdgc_gojung_kill02::OnReset"; donpcevent "#3rdgc_gojung_kill03::OnReset"; donpcevent "Priest from Rachel::OnReset"; donpcevent "Barbed-Wire Entanglement::OnDisable"; donpcevent "Guard Dog#dog01::OnDisable"; donpcevent "Guard Dog#dog02::OnDisable"; donpcevent "#3rdgc_gojung_kill01::OnDisable"; donpcevent "#3rdgc_gojung_kill02::OnDisable"; donpcevent "#3rdgc_gojung_kill03::OnDisable"; donpcevent "Priest from Rachel::OnDisable"; donpcevent "Renzak#3rdgc16::OnDisable"; donpcevent "#3rdgc_event01::OnEnable"; set $@3rdgc_room02, 0; end; } //Original name: Barbed-Wire Entanglements#3rdgc_door01 job3_guil03,55,79,0 script Barbed-Wire Entanglement 844,1,1,{ end; OnEnable: enablenpc "Barbed-Wire Entanglement"; end; OnDisable: disablenpc "Barbed-Wire Entanglement"; end; OnTouch: mes "There is space on the bottom of the old fence."; next; if(select("Find another way.:Climb into the space.") == 2) { mes "You climb into the narrow space."; mes "The hole is blocked with the old barbed-wire entanglements."; close2; warp "job3_guil03",57,79; disablenpc "Barbed-Wire Entanglement"; end; } close; } job3_guil03,98,46,0 script #3rdgc_hide01 139,1,4,{ end; OnStop: killmonster "job3_guil03","#3rdgc_hide01::OnMyMobDead"; stopnpctimer; end; OnTouch: mapannounce "job3_guil03","Man's voice : Umm? Is that a shadow in the window?",bc_map,"0xA8A8A8"; //FW_NORMAL 12 0 0 initnpctimer; end; OnTimer2000: monster "job3_guil03",97,49,"Guard",1985,1,"#3rdgc_hide01::OnMyMobDead"; monster "job3_guil03",98,49,"Guard",1985,1,"#3rdgc_hide01::OnMyMobDead"; monster "job3_guil03",99,49,"Guard Dog",1866,1,"#3rdgc_hide01::OnMyMobDead"; mapannounce "job3_guil03","Guards : An invader!!",bc_map,"0x7b68ee"; //FW_NORMAL 12 0 0 end; OnTimer60000: mapannounce "job3_guil03","Guards : Keep strict watch!!",bc_map,"0x7b68ee"; //FW_NORMAL 12 0 0 donpcevent "#3rdgc_guard::OnEnable"; stopnpctimer; end; OnMyMobDead: if (mobcount("job3_guil03","#3rdgc_hide01::OnMyMobDead") < 1) stopnpctimer; end; } job3_guil03,98,55,0 script #3rdgc_hide02 139,1,4,{ end; OnStop: killmonster "job3_guil03","#3rdgc_hide02::OnMyMobDead"; stopnpctimer; end; OnTouch: mapannounce "job3_guil03","Man's voice : There is something outside!",bc_map,"0xA8A8A8"; //FW_NORMAL 12 0 0 initnpctimer; end; OnTimer2000: monster "job3_guil03",97,57,"Guard",1985,1,"#3rdgc_hide02::OnMyMobDead"; monster "job3_guil03",98,57,"Guard",1985,1,"#3rdgc_hide02::OnMyMobDead"; monster "job3_guil03",99,57,"Guard Dog",1866,1,"#3rdgc_hide02::OnMyMobDead"; mapannounce "job3_guil03","Guards : An invader!!",bc_map,"0x7b68ee"; //FW_NORMAL 12 0 0 end; OnTimer60000: mapannounce "job3_guil03","Guards : Keep strict watch!!",bc_map,"0x7b68ee"; //FW_NORMAL 12 0 0 donpcevent "#3rdgc_guard::OnEnable"; stopnpctimer; end; OnMyMobDead: if (mobcount("job3_guil03","#3rdgc_hide02::OnMyMobDead") < 1) stopnpctimer; end; } job3_guil03,98,64,0 script #3rdgc_hide03 139,1,4,{ end; OnStop: killmonster "job3_guil03","#3rdgc_hide03::OnMyMobDead"; stopnpctimer; end; OnTouch: mapannounce "job3_guil03","Man's voice : What is that?",bc_map,"0xA8A8A8"; //FW_NORMAL 12 0 0 initnpctimer; end; OnTimer2000: monster "job3_guil03",97,67,"Guard",1985,1,"#3rdgc_hide03::OnMyMobDead"; monster "job3_guil03",98,67,"Guard",1985,1,"#3rdgc_hide03::OnMyMobDead"; monster "job3_guil03",99,67,"Guard Dog",1866,1,"#3rdgc_hide03::OnMyMobDead"; mapannounce "job3_guil03","Guards : An invader!!",bc_map,"0x7b68ee"; //FW_NORMAL 12 0 0 end; OnTimer60000: mapannounce "job3_guil03","Guards : Keep strict watch!!",bc_map,"0x7b68ee"; //FW_NORMAL 12 0 0 donpcevent "#3rdgc_guard::OnEnable"; stopnpctimer; end; OnMyMobDead: if (mobcount("job3_guil03","#3rdgc_hide03::OnMyMobDead") < 1) stopnpctimer; end; } job3_guil03,1,2,0 script #3rdgc_guard 844,{ end; OnEnable: initnpctimer; end; OnStop: stopnpctimer; end; OnTimer5000: mapannounce "job3_guil03","Guards : Take strict precaution outside!",bc_map,"0x7b68ee"; //FW_NORMAL 12 0 0 donpcevent "Exterior Guard#g01::OnEnable"; donpcevent "Exterior Guard#g02::OnEnable"; donpcevent "Exterior Guard#g03::OnEnable"; donpcevent "Exterior Guard#g04::OnEnable"; donpcevent "Exterior Guard#g05::OnEnable"; donpcevent "Exterior Guard#g06::OnEnable"; end; OnTimer8000: mapannounce "job3_guil03","Guards : Take strict precaution of the front gate!",bc_map,"0x7b68ee"; //FW_NORMAL 12 0 0 donpcevent "Front Gate Guard#g01::OnEnable"; donpcevent "Front Gate Guard#g03::OnEnable"; donpcevent "Front Gate Guard#g04::OnEnable"; donpcevent "Front Gate Guard#g05::OnEnable"; end; OnTimer13000: mapannounce "job3_guil03","Guards : Take strict precaution of the back gate!",bc_map,"0x7b68ee"; //FW_NORMAL 12 0 0 donpcevent "Back Gate Guard#g01::OnEnable"; donpcevent "Back Gate Guard#g03::OnEnable"; donpcevent "Back Gate Guard#g04::OnEnable"; donpcevent "Back Gate Guard#g05::OnEnable"; end; OnTimer16000: mapannounce "job3_guil03","Guards : Take strict precaution of the interior!",bc_map,"0x7b68ee"; //FW_NORMAL 12 0 0 donpcevent "Interior Guard#g01::OnEnable"; donpcevent "Interior Guard#g03::OnEnable"; donpcevent "Interior Guard#g04::OnEnable"; donpcevent "Interior Guard#g05::OnEnable"; stopnpctimer; end; } job3_guil03,1,3,0 script #3rdgc_guardoff 844,{ end; OnDisable: initnpctimer; end; OnReset: stopnpctimer; donpcevent "Front Gate Guard#g01::OnDisable"; donpcevent "Front Gate Guard#g03::OnDisable"; donpcevent "Front Gate Guard#g04::OnDisable"; donpcevent "Front Gate Guard#g05::OnDisable"; donpcevent "Back Gate Guard#g01::OnDisable"; donpcevent "Back Gate Guard#g03::OnDisable"; donpcevent "Back Gate Guard#g04::OnDisable"; donpcevent "Back Gate Guard#g05::OnDisable"; donpcevent "Interior Guard#g01::OnDisable"; donpcevent "Interior Guard#g03::OnDisable"; donpcevent "Interior Guard#g04::OnDisable"; donpcevent "Interior Guard#g05::OnDisable"; donpcevent "Exterior Guard#g01::OnDisable"; donpcevent "Exterior Guard#g02::OnDisable"; donpcevent "Exterior Guard#g03::OnDisable"; donpcevent "Exterior Guard#g04::OnDisable"; donpcevent "Exterior Guard#g05::OnDisable"; donpcevent "Exterior Guard#g06::OnDisable"; donpcevent "Front Gate Guard#g01::OnReset"; donpcevent "Back Gate Guard#g01::OnReset"; donpcevent "Interior Guard#g01::OnReset"; donpcevent "Exterior Guard#g01::OnReset"; donpcevent "Exterior Guard#g02::OnReset"; donpcevent "Exterior Guard#g03::OnReset"; donpcevent "Exterior Guard#g04::OnReset"; donpcevent "Exterior Guard#g05::OnReset"; donpcevent "Exterior Guard#g06::OnReset"; end; OnTimer1000: mapannounce "job3_guil03","Guards : Umm? I'm imagining things.",bc_map,"0x7b68ee"; //FW_NORMAL 12 0 0 end; OnTimer4000: mapannounce "job3_guil03","Guards : Let's go back.",bc_map,"0x7b68ee"; //FW_NORMAL 12 0 0 end; OnTimer5000: donpcevent "Front Gate Guard#g01::OnDisable"; donpcevent "Front Gate Guard#g03::OnDisable"; donpcevent "Front Gate Guard#g04::OnDisable"; donpcevent "Front Gate Guard#g05::OnDisable"; donpcevent "Back Gate Guard#g01::OnDisable"; donpcevent "Back Gate Guard#g03::OnDisable"; donpcevent "Back Gate Guard#g04::OnDisable"; donpcevent "Back Gate Guard#g05::OnDisable"; donpcevent "Interior Guard#g01::OnDisable"; donpcevent "Interior Guard#g03::OnDisable"; donpcevent "Interior Guard#g04::OnDisable"; donpcevent "Interior Guard#g05::OnDisable"; donpcevent "Exterior Guard#g01::OnDisable"; donpcevent "Exterior Guard#g02::OnDisable"; donpcevent "Exterior Guard#g03::OnDisable"; donpcevent "Exterior Guard#g04::OnDisable"; donpcevent "Exterior Guard#g05::OnDisable"; donpcevent "Exterior Guard#g06::OnDisable"; stopnpctimer; end; } - script #3rdgc_guard00 -1,{ end; OnInit: OnDisable: disablenpc strnpcinfo(0); end; OnEnable: enablenpc strnpcinfo(0); end; } job3_guil03,93,35,3 script Front Gate Guard#g01 456,5,5,{ end; OnInit: OnDisable: disablenpc "Front Gate Guard#g01"; end; OnEnable: enablenpc "Front Gate Guard#g01"; end; OnReset: killmonster "job3_guil03","Front Gate Guard#g01::OnMyMobDead"; end; OnTouch: disablenpc "Front Gate Guard#g01"; disablenpc "Front Gate Guard#g03"; disablenpc "Front Gate Guard#g04"; disablenpc "Front Gate Guard#g05"; monster "job3_guil03",93,37,"Guard Dog",1866,1,"Front Gate Guard#g01::OnMyMobDead"; monster "job3_guil03",93,36,"Front Gate Guard",1985,1,"Front Gate Guard#g01::OnMyMobDead"; monster "job3_guil03",93,35,"Front Gate Guard",1985,1,"Front Gate Guard#g01::OnMyMobDead"; monster "job3_guil03",93,34,"Front Gate Guard",1985,1,"Front Gate Guard#g01::OnMyMobDead"; monster "job3_guil03",93,33,"Front Gate Guard",1985,1,"Front Gate Guard#g01::OnMyMobDead"; monster "job3_guil03",93,32,"Guard Dog",1866,1,"Front Gate Guard#g01::OnMyMobDead"; end; } job3_guil03,93,36,3 duplicate(#3rdgc_guard00) Front Gate Guard#g03 456 job3_guil03,93,34,3 duplicate(#3rdgc_guard00) Front Gate Guard#g04 456 job3_guil03,93,33,3 duplicate(#3rdgc_guard00) Front Gate Guard#g05 456 job3_guil03,133,52,5 script Back Gate Guard#g01 456,5,5,{ end; OnInit: OnDisable: disablenpc "Back Gate Guard#g01"; end; OnEnable: enablenpc "Back Gate Guard#g01"; end; OnReset: killmonster "job3_guil03","Back Gate Guard#g01::OnMyMobDead"; end; OnTouch: disablenpc "Back Gate Guard#g01"; disablenpc "Back Gate Guard#g03"; disablenpc "Back Gate Guard#g04"; disablenpc "Back Gate Guard#g05"; monster "job3_guil03",133,54,"Guard Dog",1866,1,"Back Gate Guard#g01::OnMyMobDead"; monster "job3_guil03",133,53,"Back Gate Guard",1985,1,"Back Gate Guard#g01::OnMyMobDead"; monster "job3_guil03",133,52,"Back Gate Guard",1985,1,"Back Gate Guard#g01::OnMyMobDead"; monster "job3_guil03",133,51,"Back Gate Guard",1985,1,"Back Gate Guard#g01::OnMyMobDead"; monster "job3_guil03",133,50,"Back Gate Guard",1985,1,"Back Gate Guard#g01::OnMyMobDead"; monster "job3_guil03",133,49,"Guard Dog",1866,1,"Back Gate Guard#g01::OnMyMobDead"; end; } job3_guil03,133,53,5 duplicate(#3rdgc_guard00) Back Gate Guard#g03 456 job3_guil03,133,51,5 duplicate(#3rdgc_guard00) Back Gate Guard#g04 456 job3_guil03,133,50,5 duplicate(#3rdgc_guard00) Back Gate Guard#g05 456 job3_guil03,117,51,4 script Interior Guard#g01 456,5,5,{ end; OnInit: OnDisable: disablenpc "Interior Guard#g01"; end; OnEnable: enablenpc "Interior Guard#g01"; end; OnReset: killmonster "job3_guil03","Interior Guard#g01::OnMyMobDead"; end; OnTouch: disablenpc "Interior Guard#g01"; disablenpc "Interior Guard#g03"; disablenpc "Interior Guard#g04"; disablenpc "Interior Guard#g05"; monster "job3_guil03",117,53,"Guard Dog",1866,1,"Interior Guard#g01::OnMyMobDead"; monster "job3_guil03",117,52,"Interior Guard",1985,1,"Interior Guard#g01::OnMyMobDead"; monster "job3_guil03",117,51,"Interior Guard",1985,1,"Interior Guard#g01::OnMyMobDead"; monster "job3_guil03",117,50,"Interior Guard",1985,1,"Interior Guard#g01::OnMyMobDead"; monster "job3_guil03",117,49,"Interior Guard",1985,1,"Interior Guard#g01::OnMyMobDead"; monster "job3_guil03",117,48,"Guard Dog",1866,1,"Interior Guard#g01::OnMyMobDead"; end; } job3_guil03,117,52,4 duplicate(#3rdgc_guard00) Interior Guard#g03 456 job3_guil03,117,50,4 duplicate(#3rdgc_guard00) Interior Guard#g04 456 job3_guil03,117,49,4 duplicate(#3rdgc_guard00) Interior Guard#g05 456 job3_guil03,88,44,4 script Exterior Guard#g01 456,5,5,{ end; OnInit: OnDisable: disablenpc "Exterior Guard#g01"; end; OnEnable: enablenpc "Exterior Guard#g01"; end; OnReset: killmonster "job3_guil03","Exterior Guard#g01::OnMyMobDead"; end; OnTouch: mapannounce "job3_guil03","Guards : Who are you?!",bc_map,"0xA8A8A8"; //FW_NORMAL 12 0 0 disablenpc "Exterior Guard#g01"; monster "job3_guil03",88,44,"Exterior Guard",1985,1,"Exterior Guard#g01::OnMyMobDead"; monster "job3_guil03",88,43,"Exterior Guard",1985,1,"Exterior Guard#g01::OnMyMobDead"; monster "job3_guil03",88,45,"Guard Dog",1866,1,"Exterior Guard#g01::OnMyMobDead"; end; } job3_guil03,88,55,4 script Exterior Guard#g02 456,5,5,{ end; OnInit: OnDisable: disablenpc "Exterior Guard#g02"; end; OnEnable: enablenpc "Exterior Guard#g02"; end; OnReset: killmonster "job3_guil03","Exterior Guard#g02::OnMyMobDead"; end; OnTouch: mapannounce "job3_guil03","Guards : Enemy?!",bc_map,"0xA8A8A8"; //FW_NORMAL 12 0 0 disablenpc "Exterior Guard#g02"; monster "job3_guil03",88,55,"Exterior Guard",1985,1,"Exterior Guard#g02::OnMyMobDead"; monster "job3_guil03",88,54,"Exterior Guard",1985,1,"Exterior Guard#g02::OnMyMobDead"; monster "job3_guil03",88,56,"Guard Dog",1866,1,"Exterior Guard#g02::OnMyMobDead"; end; } job3_guil03,88,64,4 script Exterior Guard#g03 456,5,5,{ end; OnInit: OnDisable: disablenpc "Exterior Guard#g03"; end; OnEnable: enablenpc "Exterior Guard#g03"; end; OnReset: killmonster "job3_guil03","Exterior Guard#g03::OnMyMobDead"; end; OnTouch: mapannounce "job3_guil03","Guards : An invader, remove!",bc_map,"0xA8A8A8"; //FW_NORMAL 12 0 0 disablenpc "Exterior Guard#g03"; monster "job3_guil03",88,64,"Exterior Guard",1985,1,"Exterior Guard#g03::OnMyMobDead"; monster "job3_guil03",88,63,"Exterior Guard",1985,1,"Exterior Guard#g03::OnMyMobDead"; monster "job3_guil03",88,65,"Guard Dog",1866,1,"Exterior Guard#g03::OnMyMobDead"; end; } job3_guil03,73,62,4 script Exterior Guard#g04 456,5,5,{ end; OnInit: OnDisable: disablenpc "Exterior Guard#g04"; end; OnEnable: enablenpc "Exterior Guard#g04"; end; OnReset: killmonster "job3_guil03","Exterior Guard#g04::OnMyMobDead"; end; OnTouch: mapannounce "job3_guil03","Guards : Who are you?!",bc_map,"0xA8A8A8"; //FW_NORMAL 12 0 0 disablenpc "Exterior Guard#g04"; monster "job3_guil03",73,62,"Exterior Guard",1985,1,"Exterior Guard#g04::OnMyMobDead"; monster "job3_guil03",73,61,"Exterior Guard",1985,1,"Exterior Guard#g04::OnMyMobDead"; monster "job3_guil03",73,63,"Guard Dog",1866,1,"Exterior Guard#g04::OnMyMobDead"; end; } job3_guil03,77,51,4 script Exterior Guard#g05 456,5,5,{ end; OnInit: OnDisable: disablenpc "Exterior Guard#g05"; end; OnEnable: enablenpc "Exterior Guard#g05"; end; OnReset: killmonster "job3_guil03","Exterior Guard#g05::OnMyMobDead"; end; OnTouch: mapannounce "job3_guil03","Guards : Who are you?!",bc_map,"0xA8A8A8"; //FW_NORMAL 12 0 0 disablenpc "Exterior Guard#g05"; monster "job3_guil03",77,51,"Exterior Guards",1985,1,"Exterior Guard#g05::OnMyMobDead"; monster "job3_guil03",77,50,"Exterior Guards",1985,1,"Exterior Guard#g05::OnMyMobDead"; monster "job3_guil03",77,49,"Guard Dog",1866,1,"Exterior Guard#g05::OnMyMobDead"; end; } job3_guil03,73,34,4 script Exterior Guard#g06 456,5,5,{ end; OnInit: OnDisable: disablenpc "Exterior Guard#g06"; end; OnEnable: enablenpc "Exterior Guard#g06"; end; OnReset: killmonster "job3_guil03","Exterior Guard#g06::OnMyMobDead"; end; OnTouch: mapannounce "job3_guil03","Guard : Who are you?!",bc_map,"0xA8A8A8"; //FW_NORMAL 12 0 0 disablenpc "Exterior Guard#g06"; monster "job3_guil03",73,34,"Exterior Guards",1985,1,"Exterior Guard#g06::OnMyMobDead"; monster "job3_guil03",73,33,"Exterior guards",1985,1,"Exterior Guard#g06::OnMyMobDead"; monster "job3_guil03",73,32,"Guard Dog",1866,1,"Exterior Guard#g06::OnMyMobDead"; end; } job3_guil03,110,27,3 script Guard Dog#dog01 1866,3,1,{ end; OnEnable: enablenpc "Guard Dog#dog01"; end; OnDisable: disablenpc "Guard Dog#dog01"; end; OnReset: killmonster "job3_guil03","Guard Dog#dog01::OnMyMobDead"; end; OnTouch: mapannounce "job3_guil03","You have been detected by the guard dog.",bc_map,"0x00ff00"; //FW_NORMAL 12 0 0 disablenpc "Guard Dog#dog01"; monster "job3_guil03",110,27,"Guard Dog",1866,1,"Guard Dog#dog01::OnMyMobDead"; monster "job3_guil03",103,27,"Dog Trainer",1985,1,"Guard Dog#dog01::OnMyMobDead"; monster "job3_guil03",104,27,"Dog Trainer's Assistant",1985,1,"Guard Dog#dog01::OnMyMobDead"; monster "job3_guil03",98,27,"Guard",1985,1,"Guard Dog#dog01::OnMyMobDead"; end; } job3_guil03,119,27,3 script Guard Dog#dog02 1866,3,1,{ end; OnEnable: enablenpc "Guard Dog#dog02"; end; OnDisable: disablenpc "Guard Dog#dog02"; end; OnReset: killmonster "job3_guil03","Guard Dog#dog02::OnMyMobDead"; end; OnTouch: mapannounce "job3_guil03","You have been detected by the guard dog.",bc_map,"0x00ff00"; //FW_NORMAL 12 0 0 disablenpc "Guard Dog#dog02"; monster "job3_guil03",124,27,"Guard Dog",1866,1,"Guard Dog#dog02::OnMyMobDead"; monster "job3_guil03",126,27,"Dog Trainer",1985,1,"Guard Dog#dog02::OnMyMobDead"; monster "job3_guil03",104,27,"Trainer's Assistant",1985,1,"Guard Dog#dog02::OnMyMobDead"; monster "job3_guil03",131,27,"Guard",1985,1,"Guard Dog#dog02::OnMyMobDead"; end; } job3_guil03,2,1,0 script #3rdgc_sunchal_nomal 844,{ end; OnEnable: monster "job3_guil03",62,35,"Guard",1985,1,"#3rdgc_sunchal_nomal::OnMyMobDead"; monster "job3_guil03",108,78,"Guard",1985,1,"#3rdgc_sunchal_nomal::OnMyMobDead"; monster "job3_guil03",133,77,"Guard",1985,1,"#3rdgc_sunchal_nomal::OnMyMobDead"; monster "job3_guil03",79,69,"Guard",1985,1,"#3rdgc_sunchal_nomal::OnMyMobDead"; monster "job3_guil03",117,27,"Guard",1985,1,"#3rdgc_sunchal_nomal::OnMyMobDead"; monster "job3_guil03",62,48,"Guard",1985,1,"#3rdgc_sunchal_nomal::OnMyMobDead"; monster "job3_guil03",116,24,"Guard Dog",1866,1,"#3rdgc_sunchal_nomal::OnMyMobDead"; monster "job3_guil03",137,24,"Guard Dog",1866,1,"#3rdgc_sunchal_nomal::OnMyMobDead"; monster "job3_guil03",49,74,"Guard Dog",1866,1,"#3rdgc_sunchal_nomal::OnMyMobDead"; monster "job3_guil03",48,50,"Guard Dog",1866,1,"#3rdgc_sunchal_nomal::OnMyMobDead"; monster "job3_guil03",62,48,"Guard Dog",1866,1,"#3rdgc_sunchal_nomal::OnMyMobDead"; monster "job3_guil03",61,38,"Guard Dog",1866,1,"#3rdgc_sunchal_nomal::OnMyMobDead"; monster "job3_guil03",74,47,"Guard Dog",1866,1,"#3rdgc_sunchal_nomal::OnMyMobDead"; monster "job3_guil03",90,34,"Guard Dog",1866,1,"#3rdgc_sunchal_nomal::OnMyMobDead"; monster "job3_guil03",91,51,"Guard Dog",1866,1,"#3rdgc_sunchal_nomal::OnMyMobDead"; monster "job3_guil03",155,77,"Guard Dog",1866,1,"#3rdgc_sunchal_nomal::OnMyMobDead"; monster "job3_guil03",127,67,"Guard Dog",1866,1,"#3rdgc_sunchal_nomal::OnMyMobDead"; monster "job3_guil03",131,43,"Guard Dog",1866,1,"#3rdgc_sunchal_nomal::OnMyMobDead"; monster "job3_guil03",103,27,"Guard Dog",1866,1,"#3rdgc_sunchal_nomal::OnMyMobDead"; monster "job3_guil03",63,74,"Guard Dog",1866,1,"#3rdgc_sunchal_nomal::OnMyMobDead"; monster "job3_guil03",79,69,"Guard Dog",1866,1,"#3rdgc_sunchal_nomal::OnMyMobDead"; monster "job3_guil03",0,0,"Watch Light",1129,1,"#3rdgc_sunchal_nomal::OnMyMobDead"; monster "job3_guil03",0,0,"Watch Light",1129,1,"#3rdgc_sunchal_nomal::OnMyMobDead"; monster "job3_guil03",0,0,"Watch Light",1129,1,"#3rdgc_sunchal_nomal::OnMyMobDead"; monster "job3_guil03",0,0,"Watch Light",1129,1,"#3rdgc_sunchal_nomal::OnMyMobDead"; monster "job3_guil03",0,0,"Watch Light",1129,1,"#3rdgc_sunchal_nomal::OnMyMobDead"; end; OnReset: killmonster "job3_guil03","#3rdgc_sunchal_nomal::OnMyMobDead"; end; } job3_guil03,2,2,0 script #3rdgc_sunchal_kill01 844,{ end; OnEnable: set .@i, atoi(charat(strnpcinfo(0),20)); setarray .@x[1],74,124,103; setarray .@y[1],63, 78, 24; monster "job3_guil03",.@x[.@i],.@y[.@i],"Guard",1985,1,strnpcinfo(0)+"::OnMyMobDead"; end; OnStop: mapannounce "job3_guil03","Guard : Am I imagining things? I just heard something...",bc_map,"0xA8A8A8"; //FW_NORMAL 12 0 0 stopnpctimer; end; OnReset: killmonster "job3_guil03",strnpcinfo(0)+"::OnMyMobDead"; end; OnMyMobDead: initnpctimer; end; OnTimer3000: mapannounce "job3_guil03","Guard : Huh? What's that sound. Hey, what's going on?",bc_map,"0xA8A8A8"; //FW_NORMAL 12 0 0 end; OnTimer70000: mapannounce "job3_guil03","Guard : What's the matter?",bc_map,"0xA8A8A8"; //FW_NORMAL 12 0 0 end; OnTimer10000: mapannounce "job3_guil03","Guard : Something's wrong, take caution!",bc_map,"0x7b68ee"; //FW_NORMAL 12 0 0 donpcevent "#3rdgc_guard::OnEnable"; stopnpctimer; end; } job3_guil03,2,3,0 duplicate(#3rdgc_sunchal_kill01) #3rdgc_sunchal_kill02 844 job3_guil03,2,4,0 duplicate(#3rdgc_sunchal_kill01) #3rdgc_sunchal_kill03 844 job3_guil03,64,68,3 script #3rdgc_gojung_kill01 456,7,7,{ end; OnEnable: enablenpc strnpcinfo(0); end; OnDisable: disablenpc strnpcinfo(0); end; OnStop: mapannounce "job3_guil03","Guard : Am I imagining things? I just heard something.",bc_map,"0xA8A8A8"; //FW_NORMAL 12 0 0 stopnpctimer; end; OnReset: killmonster "job3_guil03",strnpcinfo(0)+"::OnMyMobDead"; end; OnTouch: set .@i, atoi(charat(strnpcinfo(0),19)); setarray .@x[1],64,86,83; setarray .@y[1],68,63,36; mapannounce "job3_guil03","Guard : Who are you?!",bc_map,"0x7b68ee"; //FW_NORMAL 12 0 0 disablenpc strnpcinfo(0); monster "job3_guil03",.@x[.@i],.@y[.@i],"Guard",1985,1,strnpcinfo(0)+"::OnMyMobDead"; initnpctimer; end; OnMyMobDead: stopnpctimer; end; OnTimer5000: if (strnpcinfo(0) == "#3rdgc_gojung_kill03") end; OnTimer10000: mapannounce "job3_guil03","Guard : I need support! Take caution!",bc_map,"0x7b68ee"; //FW_NORMAL 12 0 0 donpcevent "#3rdgc_guard::OnEnable"; stopnpctimer; end; } job3_guil03,86,63,1 duplicate(#3rdgc_gojung_kill01) #3rdgc_gojung_kill02 456,8,8 job3_guil03,83,36,5 duplicate(#3rdgc_gojung_kill01) #3rdgc_gojung_kill03 456,6,6 job3_guil03,88,71,0 script #3rdgc_safezone01 139,1,1,{ end; OnTouch: mes "It's a good bush to hide yourself."; donpcevent strnpcinfo(0)+"::OnTimer"; close; OnTimer: //FIXME: This is a workaround for... //var pccount_tt = GetNeighborPcNumber 2 getmapxy(.@map$,.@x,.@y,1); setarray .@x[1],.@x-2,.@x+2; setarray .@y[1],.@y-2,.@y+2; sleep 1000; for(set .@i,0; .@i<9; set .@i,.@i+1) { if (getareausers(.@map$,.@x[1],.@y[1],.@x[2],.@y[2]) < 1) end; sleep 1000; } if (getareausers(.@map$,.@x[1],.@y[1],.@x[2],.@y[2]) > 0) donpcevent "#3rdgc_guardoff::OnDisable"; end; } job3_guil03,82,45,0 duplicate(#3rdgc_safezone01) #3rdgc_safezone02 139,1,1 job3_guil03,72,53,0 duplicate(#3rdgc_safezone01) #3rdgc_safezone03 139,1,1 job3_guil03,111,51,7 script Priest from Rachel 928,{ if (!.on) end; mes "[Priest from Rachel]"; if (job_3rd_gc == 17) { mes "Are you from the Assassin Guild?"; next; mes "[Priest from Rachel]"; mes "The reason that our organization was dissolved was because of you guys."; mes "You are a thorough person?"; next; mes "[Priest from Rachel]"; mes "Because of you, you ruined everything!"; setnpcdisplay(strnpcinfo(0),2030); next; mes "[Priest from Rachel]"; mes "You want to destroy us forever!"; mes "I can't put the Goddess to shame on a dirty Odin!"; next; mes "[Priest from Rachel]"; mes "I'll never forgive you!!!"; mes "Pagan! Justice will be swift!"; donpcevent "Priest from Rachel::OnDisable"; monster "job3_guil03",111,51,"Priest from Rachel",2030,1,"Priest from Rachel::OnMyMobDead"; close; } mes "Who are you?"; mes "Get out of here."; close2; warp "ve_fild02",330,379; //Pre-RE: ve_fild05 (341,303) end; OnInit: OnDisable: set .on,0; hideonnpc "Priest from Rachel"; end; OnEnable: set .on,1; hideoffnpc "Priest from Rachel"; end; OnReset: killmonster "job3_guil03","Priest from Rachel::OnMyMobDead"; end; OnMyMobDead: donpcevent "Renzak#3rdgc16::OnEnable"; mapannounce "job3_guil03","I... I can't die in vain...",bc_map,"0xFF0000"; //FW_NORMAL 12 0 0 donpcevent "#3rdgc_event01::OnStop"; initnpctimer; end; OnTimer3000: mapannounce "job3_guil03","Renzak : Hey! Come out!",bc_map,"0x4d4dff"; //FW_NORMAL 12 0 0 end; OnTimer40000: mapannounce "job3_guil03","Renzak : Don't lag!",bc_map,"0x4d4dff"; //FW_NORMAL 12 0 0 end; OnTimer60000: mapwarp "job3_guil03","ve_fild02",330,379; //Pre-RE: ve_fild05 (341,303) end; OnTimer61000: donpcevent "#3rdgc_guard::OnStop"; donpcevent "#3rdgc_guardoff::OnReset"; donpcevent "#3rdgc_hide01::OnStop"; donpcevent "#3rdgc_hide02::OnStop"; donpcevent "#3rdgc_hide03::OnStop"; donpcevent "#3rdgc_sunchal_kill01::OnStop"; donpcevent "#3rdgc_sunchal_kill02::OnStop"; donpcevent "#3rdgc_sunchal_kill03::OnStop"; donpcevent "#3rdgc_gojung_kill01::OnStop"; donpcevent "#3rdgc_gojung_kill02::OnStop"; donpcevent "#3rdgc_gojung_kill03::OnStop"; donpcevent "Guard Dog#dog01::OnReset"; donpcevent "Guard Dog#dog02::OnReset"; donpcevent "#3rdgc_sunchal_nomal::OnReset"; donpcevent "#3rdgc_sunchal_kill01::OnReset"; donpcevent "#3rdgc_sunchal_kill02::OnReset"; donpcevent "#3rdgc_sunchal_kill03::OnReset"; donpcevent "#3rdgc_gojung_kill01::OnReset"; donpcevent "#3rdgc_gojung_kill02::OnReset"; donpcevent "#3rdgc_gojung_kill03::OnReset"; donpcevent "Priest from Rachel::OnReset"; donpcevent "Barbed-Wire Entanglement::OnDisable"; donpcevent "Guard Dog#dog01::OnDisable"; donpcevent "Guard Dog#dog02::OnDisable"; donpcevent "#3rdgc_gojung_kill01::OnDisable"; donpcevent "#3rdgc_gojung_kill02::OnDisable"; donpcevent "#3rdgc_gojung_kill03::OnDisable"; donpcevent "Priest from Rachel::OnDisable"; donpcevent "Renzak#3rdgc16::OnDisable"; end; OnTimer61500: donpcevent "#3rdgc_event01::OnEnable"; set $@3rdgc_room02, 0; stopnpctimer; end; } job3_guil03,146,70,3 script Renzak#3rdgc16 466,{ mes "[Renzak]"; if (checkquest(7110,HUNTING) == 2) { mes "My peers will come here to settle this affair."; mes "Go to Mayshell for the report."; next; mes "[Renzak]"; if (checkquest(7110,PLAYTIME) == 1) { mes "You finished quickly."; mes "Good job."; set job_3rd_gc, 18; } else { mes "I told you that you have to finish within 10 minutes."; mes "You might be exhausted."; mes "Fortunately you are ok."; set job_3rd_gc, 19; } erasequest 7110; setquest 7111; close2; warp "job3_guil01",51,50; end; } mes "Get the target!"; mes "Actually, I'm not supposed to be here. Is something wrong with you?"; close; OnInit: disablenpc "Renzak#3rdgc16"; end; OnEnable: enablenpc "Renzak#3rdgc16"; end; OnDisable: disablenpc "Renzak#3rdgc16"; end; } job3_guil01,148,53,3 script Bercasell#3rdgc16 467,{ if (!checkweight(1201,2)) { mes "- You can't continue this quest because you have too many items. -"; close; } mes "[Bercasell]"; if (Class == Job_Assassin || Class == Job_Assassin_Cross || Class == Job_Baby_Assassin) { if (job_3rd_gc == 20) { if (JobLevel > 49 && SkillPoint == 0 && BaseLevel > 98) { mes "I'm so tired..."; mes "You were sent by Mayshell?"; mes "Tell me why you came to see me."; next; switch(select("What is a Guillotine Cross?:I want to be a Guillotine Cross.:Nothing.")) { case 1: mes "[Bercasell]"; mes "....."; next; mes "[Bercasell]"; mes "So you want to know about the Guillotine Cross?"; mes "Get out!"; next; switch(select("Just tell me...:......")) { case 1: mes "[Bercasell]"; callsub L_Info; mes "[Bercasell]"; mes "It's funny that I'm talking to you like this."; mes "I want to stop you from becoming a Guillotine Cross because of your defiance."; close; case 2: mes "[Bercasell]"; mes "Yes, you don't ask questions."; mes "That's good. You are qualified. What about being a Guillotine Cross?"; mes "Do you want to be a Guillotine Cross?"; next; switch(select("Yes, change my job.:I need to think about it.")) { case 1: L_JobChange: mes "[Bercasell]"; mes "You don't regret it?"; callsub L_Info; mes "[Bercasell]"; mes "You can become a living offensive weapon."; mes "Do you really want to become a Guillotine Cross?"; next; switch(select("Yes, change my job.:I need to rethink it.")) { case 1: mes "[Bercasell]"; if (ismounting()) { mes "I cannot perform the job change."; mes "Please remove your mount and try again."; close; } else if (SkillPoint != 0) { mes "You still have unspent skill points."; mes "Please use all your skill points and try again."; close; } mes "Is your decision final?"; mes "Good."; next; mes "[Bercasell]"; mes "Now, you are an assassin, yet you are not an assassin anymore."; mes "You are in the shadows, but it's different from the other shadows."; next; mes "[Bercasell]"; mes "Your enemy is everything you can see."; mes "Don't forget yourself."; mes "A weight of the blood on your weapons."; next; mes "[Bercasell]"; mes "Ok, change your clothes to your new uniform."; mes "You are now a Guillotine Cross."; next; mes "[Bercasell]"; mes "A sword of the shadow..."; setlook 7,0; jobchange roclass(eaclass()|EAJL_THIRD); if (checkquest(7096) == 1) { set job_3rd_gc, 25; erasequest 7096; } else if (checkquest(7097) == 1) { set job_3rd_gc, 26; erasequest 7097; } else if (checkquest(7098) == 1) { set job_3rd_gc, 27; erasequest 7098; } else if (checkquest(7099) == 1) { set job_3rd_gc, 28; erasequest 7099; } getitem 2795,1; //Green_Apple_Ring getitem 5755,1; //Silent_Executer next; mes "[Bercasell]"; mes "And... these are presents to celebrate your becoming a Guillotine Cross."; close; case 2: mes "[Bercasell]"; mes "You are prudent. That's a good thing."; mes "I'll wait for the day that you decide to join us as a Guillotine Cross."; close; } case 2: mes "[Bercasell]"; mes "You are prudent. That's a good thing."; mes "I'll wait for the day that you decide to join us as a Guillotine Cross."; close; } } case 2: goto L_JobChange; case 3: mes "[Bercasell]"; mes "Don't bother me."; close; } } mes "......"; mes "What can I do for you?"; next; switch(select("I want to be a Guillotine.:Nothing.")) { case 1: mes "[Bercasell]"; mes "Do you?"; mes "What for...?"; mes "Of course, you came here with your own will..."; next; mes "[Bercasell]"; mes "Guillotine Cross is an enforcer of the Assassin Guild's laws."; mes "Can you put a dagger in the back of one of your peers?"; next; mes "[Bercasell]"; mes "You are not ready to do it yet..."; close; case 2: mes "[Bercasell]"; mes "Don't bother me."; close; } } else if (job_3rd_gc > 20) { mes "Don't pursue only strength."; mes "You'll get tired."; mes "It's no better than living."; mes "If you only seek power..."; next; mes "[Bercasell]"; mes "Someday, it'll come back to you."; mes "Well, I'm just a weapon, suppose I have no right to talk about life..."; close; } else { mes "What's going on with Daora?"; mes "Why are you in here?"; mes "Did I say you could come here?"; next; mes "[Bercasell]"; mes "Or did Mayshell send you?"; mes "Or what, are you my fan?"; mes "You found the wrong place!"; next; mes "[Bercasell]"; mes "Get out of here now!!!"; close; } } else if (Class == Job_Guillotine_Cross || Class == Job_Guillotine_Cross_T || Class == Job_Baby_Cross) { mes "Don't pursue only strength."; mes "You'll get tired."; mes "It's no better than living."; mes "If you only seek power..."; next; mes "[Bercasell]"; mes "Someday, it'll come back to you."; mes "Well, I'm just a weapon, suppose I have no right to talk about life..."; close; } mes "What?"; mes "Hey, you aren't supposed to be here!"; mes "Get out now!"; close; L_Info: mes "Guillotine Cross is an enforcer."; mes "A living offensive weapon..."; next; mes "[Bercasell]"; mes "Who is an assassin's natural enemy?"; mes "Swordman? Priest?"; mes "Wizard?"; mes "Things of evil in great abundance?"; next; mes "[Bercasell]"; mes "No, an assassin's natural enemy is other assassins."; mes "The most threatening thing to us is us."; next; mes "[Bercasell]"; mes "In the darkness of the guild, in the shadows we are the Guillotine Crosses."; mes "We maintain the law and order within the Assassin Guild."; next; mes "[Bercasell]"; mes "Sometimes we set examples for our peers, sometimes we aim swords at our members' necks in the name of the Guild."; mes "We are the Guillotine Cross, the sword of the Assassin Guild."; next; mes "[Bercasell]"; mes "We have the skill to find members who are in the darkness, and you are being way too pushy."; next; mes "[Bercasell]"; mes "We have highly advanced combat skills."; next; return; } // Warp Portals //============================================================ job3_guil01,80,77,0 script #gate_to_guil05 45,1,1,{ end; OnTouch: if (job_3rd_gc > 3) warp "job3_guil01",60,50; else { mes "[Daora]"; mes "Hey, there!"; mes "No trespassing!"; close; } end; } job3_guil01,51,55,0 script #gate_to_guil07 45,1,1,{ end; OnTouch: if (job_3rd_gc == 4 || job_3rd_gc == 14 || job_3rd_gc > 17) warp "job3_guil01",12,7; else { mes " [-----------------------------]"; mes " No trespassing without "; mes " permission. "; mes " I'm not a "; mes " generous person. "; mes " - Mayshell "; mes " [-----------------------------]"; close; } end; } job3_guil01,51,44,0 script #gate_to_guil09 45,1,1,{ end; OnTouch: if (job_3rd_gc == 11 || job_3rd_gc == 12) warp "job3_guil01",79,23; else if (job_3rd_gc > 19) warp "job3_guil01",144,57; else { mes "You don't have anything to do."; close; } end; } /* job3_guil02,1,3,0 script #GMhelper01_gc 844,{ mes "What can I do for you?"; next; input .@input; if (.@input == 1854) { set .@room01, $@3rdgc_room01; mes "I check the recent situation."; mes "The battle situation of storage: "+.@room01+""; mes "1 : In progress. 0 : Standby status."; next; switch(select("Reset a situation of storage:Stop it.")) { case 1: mes "Do you wish to reset a situation of storage?"; mes "Check the inside that there is a person or not, please."; next; switch(select("No.:Reset.")) { case 1: mes "I did nothing."; close; case 2: mes "Reset a situation of storage."; donpcevent "Dandelion#3rdgc12::OnDisable"; donpcevent "A man with black clothes::OnDisable"; donpcevent "#3rdgc_room01_mag01::OnEnable"; set $@3rdgc_room01, 0; next; mes "Complete a reset."; close; } case 2: mes "A management for mansion is in mansion."; close; } } mes "-_-."; close; } job3_guil03,1,8,0 script #GMhelper02_gc 844,{ mes "What can I do for you?"; next; input .@input; if (.@input == 1854) { set .@room02, $@3rdgc_room02; mes "Check the recent situation."; mes "The battle situation of the mansion is: "+.@room02+""; mes "1 : In progress. 0 : Standby status."; next; switch(select("Reset the mansion:Stop it.")) { case 1: mes "Do you want to reset the mansion?"; mes "With completion a rest all players of inside will be expelled."; next; switch(select("No.:Reset.")) { case 1: mes "I don't anything."; close; case 2: mes "Reset the mansion."; donpcevent "#3rdgc_guard::OnStop"; donpcevent "#3rdgc_guardoff::OnReset"; donpcevent "#3rdgc_hide01::OnStop"; donpcevent "#3rdgc_hide02::OnStop"; donpcevent "#3rdgc_hide03::OnStop"; donpcevent "#3rdgc_sunchal_kill01::OnStop"; donpcevent "#3rdgc_sunchal_kill02::OnStop"; donpcevent "#3rdgc_sunchal_kill03::OnStop"; donpcevent "#3rdgc_gojung_kill01::OnStop"; donpcevent "#3rdgc_gojung_kill02::OnStop"; donpcevent "#3rdgc_gojung_kill03::OnStop"; donpcevent "Guard Dog#dog01::OnReset"; donpcevent "Guard Dog#dog02::OnReset"; donpcevent "#3rdgc_sunchal_nomal::OnReset"; donpcevent "#3rdgc_sunchal_kill01::OnReset"; donpcevent "#3rdgc_sunchal_kill02::OnReset"; donpcevent "#3rdgc_sunchal_kill03::OnReset"; donpcevent "#3rdgc_gojung_kill01::OnReset"; donpcevent "#3rdgc_gojung_kill02::OnReset"; donpcevent "#3rdgc_gojung_kill03::OnReset"; donpcevent "Priest from Rachel::OnReset"; donpcevent "Barbed-Wire Entanglement::OnDisable"; donpcevent "Guard Dog#dog01::OnDisable"; donpcevent "Guard Dog#dog02::OnDisable"; donpcevent "#3rdgc_gojung_kill01::OnDisable"; donpcevent "#3rdgc_gojung_kill02::OnDisable"; donpcevent "#3rdgc_gojung_kill03::OnDisable"; donpcevent "Priest from Rachel::OnDisable"; donpcevent "Renzak#3rdgc16::OnDisable"; next; mes "Complete a reset of NPC inside."; mes "The global var is organized."; mes "We start to expel by force."; mes "Just put the enter button now."; donpcevent "#3rdgc_event01::OnEnable"; set $@3rdgc_room02, 0; close2; mapwarp "job3_guil03","ve_fild02",330,379; //Pre-RE: ve_fild05 (341,303) end; } case 2: mes "The management of storage is in a storage."; close; } } mes "-_-."; close; } */