//===== Hercules Script ====================================== //= Eden Group Quest - Quests NPCs //===== By: ================================================== //= L0ne_W0lf //===== Current Version: ===================================== //= 1.4b //===== Compatible With: ===================================== //= Hercules //===== Description: ========================================= //= Eden Group Headquarter NPC's. //===== Additional Comments: ================================= //= 1.0 First Version. //= 1.1 Removed unencoded comments (Korean -> Gibberish) //= Readded the GM helper NPC, commented out. //= 1.2 Some little optimization here and there. [Masao] //= 1.3 Added Instructor Ur and the new Quests which come //= alongside him. Special thanks to Chilly for the base. [Masao] //= 1.4 Partial cleaning and bug fixing. [Euphy] //= 1.4a Added 'npcskill' command. [Euphy] //= 1.4b Added 'disable_items' command. [Euphy] //============================================================ moc_para01,25,35,4 script Instructor Boya#para01 469,{ if (countitem(6219) > 0) { if (para_suv01 == 0) { mes "[Boya]"; mes "What's up?"; mes "If you have any normal missions use the bulletin board."; next; switch (select("What is your responsiblily?:Don't you have equipment?:Ignore.")) { case 1: mes "[Boya]"; mes "I give training missions to members."; mes "That's why they participate in it."; mes "If they don't want to get in trouble, it's essential."; next; mes "[Boya]"; mes "Through battle training they can improve their real experience."; mes "The members that prove themselves will even get a reward."; next; mes "[Boya]"; mes "We gave them special equipmant that we have made."; mes "These gifts are for people who are really doing their best."; next; mes "[Boya]"; mes "If you are curious, you can join."; mes "The training battle course is not very difficult."; mes "There's nothing to worry about."; next; mes "[Boya]"; mes "If you want to join, don't hesitate."; next; switch (select("Participate in the training.:Ignore.")) { case 1: mes "[Boya]"; mes "Really? You already seem ready."; mes "We have a total of 3 steps for the training."; mes "Let me see..."; next; if (BaseLevel < 12) { mes "[Boya]"; mes "Umm. You should raise your level more!"; mes "You need to be at least level 12!"; mes "I'm sorry but those are the rules."; close; } if ((BaseLevel > 11) && (BaseLevel < 20)) { mes "[Boya]"; mes "Really? You already seem ready."; mes "We have a total of 3 steps for the training."; mes "Let me see..."; next; mes "[Boya]"; mes "The first step is course A."; mes "Course A is called 'Conquer the Desert!'."; mes "It's the most proper mission for your level."; next; mes "[Boya]"; mes "^4d4dffThere is a desert town called Morroc."; mes "From there go south and then east. There is small oasis in the center of that field.^000000"; next; mes "[Boya]"; mes "If you go there, you will find a dog around the oasis."; mes "He is really mysterious and he can speak so don't be suprised."; next; mes "[Boya]"; mes "Tell the dog ^4d4dffBoya is really great.^000000"; mes "If you have any questions ask that dog."; next; mes "[Boya]"; mes "Why are you staring at me?"; mes "I had to come up with a password right?"; mes "What's wrong with that password?"; next; mes "[Boya]"; mes "Anyway, that place is not far from here so, it is a reasonable place for a beginner like you."; mes "Ok, may Freya bless you~!"; set para_suv01,1; setquest 7128; close; } if ((BaseLevel > 19) && (BaseLevel < 26)) { mes "[Boya]"; mes "I'll send you to the first step of course B."; mes "Course B is called 'Conquer the Culvert!'."; mes "It's the most proper mission for your level."; next; mes "[Boya]"; mes "You need to register to explore the culvert in Prontera at the Knight Guild."; mes "After registering there go to the western gate of Prontera. The manager of the culvert is near the entrance."; next; mes "[Boya]"; mes "Once you enter the culvert you can find a dispatched cat. Don't be surprised if he talks to you."; next; mes "[Boya]"; mes "Tell the cat ^4d4dffBoya's help is like a giant and beautiful tuna^000000."; mes "He is really mysterious and he can speak so don't be suprised."; mes "He will give you a battle target when you tell him that."; mes "If you have any questions ask the cat."; next; mes "[Boya]"; mes "Why are you staring at me like that?"; mes "It's just a password that I made up."; next; mes "[Boya]"; mes "Anyway..."; mes "That place is nor far from here so, it is a reasonable place for a beginner like you."; mes "Ok, may Freya bless you~!"; set para_suv01,6; setquest 7133; close; } if ((BaseLevel > 25) && (BaseLevel < 33)) { mes "[Boya]"; mes "Cool."; mes "Let me choose a proper place for you."; next; mes "[Boya]"; mes "I'll send you to the second step of course A."; mes "This course is called 'Conquer the Ghost Cave!'."; mes "It's the most proper mission for your level."; next; mes "[Boya]"; mes "There is a small archer village north of Payon."; mes "There is a cave on the western hill of the archer village."; next; mes "[Boya]"; mes "We have dispatched someone in front of the cave."; mes "His name is... um..."; mes "..."; next; mes "[Boya]"; mes "Anyway he is one of us so he will know me."; mes "He will give you a mission."; mes "If you have questions ask him."; next; mes "[Boya]"; mes "Why are you staring at me?"; mes "We haven't met for a long time that's why I can't remember his name!"; next; mes "[Boya]"; mes "Anyway..."; mes "That place is not far from here so, come back quickly."; mes "Ok, may Freya bless you~!"; set para_suv01,13; setquest 7138; close; } if ((BaseLevel > 32) && (BaseLevel < 40)) { mes "[Boya]"; mes "I'll send you to the 2nd step of course B."; mes "This course is called 'Conquer Anthell!'."; mes "It's the most proper mission for your level."; next; mes "[Boya]"; mes "Travel just southwest of Morroc City."; mes "There you will find a hole in the ground to a cave called Anthell."; next; mes "[Boya]"; mes "There are lots of ants in there. kk?"; mes "It is also covered in sand so be careful in there ok."; next; mes "[Boya]"; mes "That's why it's called ant hell."; mes "One of our members will be waiting there."; mes "His name is... K? M? Hmm? Anyway I can't remember."; next; mes "[Boya]"; mes "He is one of us so he will know me."; mes "He will give you a mission."; mes "If you have any questions ask him."; next; mes "[Boya]"; mes "Why are you staring at me?"; mes "We haven't met for a long time that's why I can't remember his name!"; next; mes "[Boya]"; mes "Anyway..."; mes "That place is not far from here so, come back quickly."; mes "Ok, blessing you~!!"; set para_suv01,17; setquest 7142; close; } if ((BaseLevel > 39) && (BaseLevel < 50)) { mes "[Boya]"; mes "You are on the third step of course A."; mes "This course is called 'Conquer Orc village!'."; mes "Let me see..."; next; mes "[Boya]"; mes "Go through the gate of Prontera and keep walking to the west. Orc Village is in that direction."; mes "Or you can go out through the western gate of Geffen and keep heading southeast.."; next; mes "[Boya]"; mes "Umm. Orc village has a Kafra Employee dispatched there so you could use the Kafra services.."; mes "It's up to you."; next; mes "[Boya]"; mes "One of our dispatched members is waiting in the building near the Kafra Employee."; next; mes "[Boya]"; mes "She will explain what needs to be done there."; mes "If you have any questions ask her."; next; mes "[Boya]"; mes "Ok, may Freya bless you!"; set para_suv01,24; setquest 7147; close; } if ((BaseLevel > 49) && (BaseLevel < 60)) { mes "[Boya]"; mes "You are on the third step of course B."; mes "This course is called 'Conquer Orc dungeon!'."; mes "It's the most proper mission for your level."; next; mes "[Boya]"; mes "Go through the gate of Prontera and keep walking to the west. Orc Village is in that direction."; mes "Or you can go out through the western gate of Geffen and keep heading southeast.."; next; mes "[Boya]"; mes "Umm. Orc village has a Kafra Employee dispatched there so you could use the Kafra services.."; mes "It's up to you."; next; mes "[Boya]"; mes "One of our dispatched members is waiting in the building near the Kafra Employee."; next; mes "[Boya]"; mes "She will explain what needs to be done there."; mes "If you have any questions ask her."; next; mes "[Boya]"; mes "Ok, may Freya bless you!"; set para_suv01,29; setquest 7152; close; } if (BaseLevel > 59) { mes "[Boya]"; mes "You are on the last step."; mes "This course is called 'Conquer the Ocean City!'."; mes "I don't know if it is the proper course or not, but anyway it's the last course of our training."; next; mes "[Boya]"; mes "First take a ship to to Byalan Island from Izlude!"; mes "There is an underground cave. Go in and get to the bottom floor where you will find a historic underwater city.."; next; mes "[Boya]"; mes "Although it's underwater, you can breath so don't worry."; mes "There is a dispatched trainee around the entrance of the Ocean City."; next; mes "[Boya]"; mes "Tell him that I sent you and follow his directions."; mes "Ok, may Freya bless you!"; set para_suv01,33; setquest 7156; close; } case 2: mes "[Boya]"; mes "It's all your decision."; mes "It's not my business but you should probably reconsider."; close; } case 2: mes "[Boya]"; mes "Huh?"; mes "You are so honest!"; mes "Gosh. You wanted to know something about equipment?"; next; mes "[Boya]"; mes "I have a uniform set which is free for our group members."; mes "But, I can't give it for free."; next; mes "[Boya]"; mes "We give it to great participants who do their best in the training."; next; mes "-Boya eyes you from top to bottom."; mes "Hmm... he seems to think something is wrong.-"; next; mes "[Boya]"; mes "Due to emotion."; next; select("What?!"); mes "[Boya]"; mes "So, will you join the training or not?"; mes "I look a little bit funny, actually I am really busy I was called shining Rune Knight."; mes "Make a decision, hurry."; next; switch (select("Participate in the training.:Refuse!!")) { case 1: mes "[Boya]"; mes "Really? You already seem ready."; mes "We have a total of 3 steps for the training."; mes "Let me see..."; next; if (BaseLevel < 12) { mes "[Boya]"; mes "Umm. You should raise your level more!"; mes "You need to be at least level 12!"; mes "I'm sorry but those are the rules."; close; } if ((BaseLevel > 11) && (BaseLevel < 20)) { mes "[Boya]"; mes "Really? You already seem ready."; mes "We have a total of 3 steps for the training."; mes "Let me see..."; next; mes "[Boya]"; mes "The first step is course A."; mes "Course A is called 'Conquer the Desert!'."; mes "It's the most proper mission for your level."; next; mes "[Boya]"; mes "^4d4dffThere is a desert town called Morroc."; mes "From there go south and then east. There is small oasis in the center of that field.^000000"; next; mes "[Boya]"; mes "If you go there, you will find a dog around the oasis."; mes "He is really mysterious and he can speak so don't be suprised."; next; mes "[Boya]"; mes "Tell the dog ^4d4dffBoya is really great.^000000"; mes "If you have any questions ask that dog."; next; mes "[Boya]"; mes "Why are you staring at me?"; mes "I had to come up with a password right?"; mes "What's wrong with that password?"; next; mes "[Boya]"; mes "Anyway, that place is not far from here so, it is a reasonable place for a beginner like you."; mes "Ok, may Freya bless you~!"; set para_suv01,1; setquest 7128; close; } if ((BaseLevel > 19) && (BaseLevel < 26)) { mes "[Boya]"; mes "I'll send you to the first step of course B."; mes "Course B is called 'Conquer the Culvert!'."; mes "It's the most proper mission for your level."; next; mes "[Boya]"; mes "You need to register to explore the culvert in Prontera at the Knight Guild."; mes "After registering there go to the western gate of Prontera. The manager of the culvert is near the entrance."; next; mes "[Boya]"; mes "Once you enter the culvert you can find a dispatched cat. Don't be surprised if he talks to you."; next; mes "[Boya]"; mes "Tell the cat ^4d4dffBoya's help is like a giant and beautiful tuna^000000."; mes "He is really mysterious and he can speak so don't be suprised."; mes "He will give you a battle target when you tell him that."; mes "If you have any questions ask the cat."; next; mes "[Boya]"; mes "Why are you staring at me like that?"; mes "It's just a password that I made up."; next; mes "[Boya]"; mes "Anyway..."; mes "That place is nor far from here so, it is a reasonable place for a beginner like you."; mes "Ok, may Freya bless you~!"; set para_suv01,6; setquest 7133; close; } if ((BaseLevel > 25) && (BaseLevel < 33)) { mes "[Boya]"; mes "Cool."; mes "Let me choose a proper place for you."; next; mes "[Boya]"; mes "I'll send you to the second step of course A."; mes "This course is called 'Conquer the Ghost Cave!'."; mes "It's the most proper mission for your level."; next; mes "[Boya]"; mes "There is a small archer village north of Payon."; mes "There is a cave on the western hill of the archer village."; next; mes "[Boya]"; mes "We have dispatched someone in front of the cave."; mes "His name is... um..."; mes "..."; next; mes "[Boya]"; mes "Anyway he is one of us so he will know me."; mes "He will give you a mission."; mes "If you have questions ask him."; next; mes "[Boya]"; mes "Why are you staring at me?"; mes "We haven't met for a long time that's why I can't remember his name!"; next; mes "[Boya]"; mes "Anyway..."; mes "That place is not far from here so, come back quickly."; mes "Ok, may Freya bless you~!"; set para_suv01,13; setquest 7138; close; } if ((BaseLevel > 32) && (BaseLevel < 40)) { mes "[Boya]"; mes "I'll send you to the 2nd step of course B."; mes "This course is called 'Conquer Anthell!'."; mes "It's the most proper mission for your level."; next; mes "[Boya]"; mes "Travel just southwest of Morroc City."; mes "There you will find a hole in the ground to a cave called Anthell."; next; mes "[Boya]"; mes "There are lots of ants in there. kk?"; mes "It is also covered in sand so be careful in there ok."; next; mes "[Boya]"; mes "That's why it's called ant hell."; mes "One of our members will be waiting there."; mes "His name is... K? M? Hmm? Anyway I can't remember."; next; mes "[Boya]"; mes "He is one of us so he will know me."; mes "He will give you a mission."; mes "If you have any questions ask him."; next; mes "[Boya]"; mes "Why are you staring at me?"; mes "We haven't met for a long time that's why I can't remember his name!"; next; mes "[Boya]"; mes "Anyway..."; mes "That place is not far from here so, come back quickly."; mes "Ok, blessing you~!!"; set para_suv01,17; setquest 7142; close; } if ((BaseLevel > 39) && (BaseLevel < 50)) { mes "[Boya]"; mes "You are on the third step of course A."; mes "This course is called 'Conquer Orc village!'."; mes "Let me see..."; next; mes "[Boya]"; mes "Go through the gate of Prontera and keep walking to the west. Orc Village is in that direction."; mes "Or you can go out through the western gate of Geffen and keep heading southeast.."; next; mes "[Boya]"; mes "Umm. Orc village has a Kafra Employee dispatched there so you could use the Kafra services.."; mes "It's up to you."; next; mes "[Boya]"; mes "One of our dispatched members is waiting in the building near the Kafra Employee."; next; mes "[Boya]"; mes "She will explain what needs to be done there."; mes "If you have any questions ask her."; next; mes "[Boya]"; mes "Ok, may Freya bless you!"; set para_suv01,24; setquest 7147; close; } if ((BaseLevel > 49) && (BaseLevel < 60)) { mes "[Boya]"; mes "You are on the third step of course B."; mes "This course is called 'Conquer Orc dungeon!'."; mes "It's the most proper mission for your level."; next; mes "[Boya]"; mes "Go through the gate of Prontera and keep walking to the west. Orc Village is in that direction."; mes "Or you can go out through the western gate of Geffen and keep heading southeast.."; next; mes "[Boya]"; mes "Umm. Orc village has a Kafra Employee dispatched there so you could use the Kafra services.."; mes "It's up to you."; next; mes "[Boya]"; mes "One of our dispatched members is waiting in the building near the Kafra Employee."; next; mes "[Boya]"; mes "She will explain what needs to be done there."; mes "If you have any questions ask her."; next; mes "[Boya]"; mes "Ok, may Freya bless you!"; set para_suv01,29; setquest 7152; close; } if (BaseLevel > 59) { mes "[Boya]"; mes "You are on the last step."; mes "This course is called 'Conquer the Ocean City!'."; mes "I don't know if it is the proper course or not, but anyway it's the last course of our training."; next; mes "[Boya]"; mes "First take a ship to to Byalan Island from Izlude!"; mes "There is an underground cave. Go in and get to the bottom floor where you will find a historic underwater city.."; next; mes "[Boya]"; mes "Although it's underwater, you can breath so don't worry."; mes "There is a dispatched trainee around the entrance of the Ocean City."; next; mes "[Boya]"; mes "Tell him that I sent you and follow his directions."; mes "Ok, may Freya bless you!"; set para_suv01,33; setquest 7156; close; } case 2: mes "[Boya]"; mes "You are so rude!"; specialeffect2 EF_HIT1; percentheal -50,0; next; mes "-Beats quickly and this shining Rune Knight turns invisible."; mes "It hurts too much-"; close; } case 3: mes "[Boya]"; mes "Don't bother me."; close; } } if ((para_suv01 > 0) && (para_suv01 < 5)) { mes "[Boya]"; mes "Hey, I already talked all about the training areas."; mes "I will explain again please concentrate."; next; mes "[Boya]"; mes "An oasis souteast of Morroc."; mes "There is a big dog in the center."; mes "The detailed story is written in the log, see?"; close; } if (para_suv01 == 5) { mes "[Boya]"; mes "Oh you've come back."; mes "Good job."; mes "Now you are adapting."; next; mes "[Boya]"; mes "Completed step 1."; mes "Congratulations."; mes "We will give you a uniform and some equipment."; next; mes "[Boya]"; mes "Can you see a large blue gate next to the board?"; mes "Go inside then keep walking until the end of the right passage. There is an equipment storage there."; next; mes "[Boya]"; mes "Inform the manager that I sent you. He will give you some stuff."; mes "Go go go!"; set para_suv01,11; completequest 7132; close; } if ((para_suv01 > 5) && (para_suv01 < 10)) { mes "[Boya]"; mes "The training name was 'Conquer the Culvert!."; mes "Did you explore the culvert fully?"; next; mes "[Boya]"; mes "Come back when you've completed all the courses from the local trainer."; close; } if (para_suv01 == 10) { mes "[Boya]"; mes "Oh you're back."; mes "Good job."; mes "Now you are adapting."; next; mes "[Boya]"; mes "Completed step 1."; mes "Congratulations."; mes "My team will give you a uniform and some equipment."; next; mes "[Boya]"; mes "Can you see a large blue gate next to the board?"; mes "Go inside then keep walking until the end of the right passage. There is an equipment storage there."; next; mes "[Boya]"; mes "Inform the manager that I sent you. He will give you some stuff."; mes "Go go go!"; set para_suv01,11; completequest 7137; close; } if (para_suv01 == 11) { mes "[Boya]"; mes "What are you doing?"; mes "Get the equipment from the storage manager."; mes "Our uniform is pretty awesome haha."; close; } if (para_suv01 == 12) { mes "[Boya]"; mes "Um, did you like the supplies?"; mes "I like the red hat."; mes "The red ribbon is really cute."; next; if (BaseLevel > 25) { mes "[Boya]"; mes "And you seem to."; mes "Able to take upper class, now."; mes "What about it, do you want?"; next; switch (select("No, way.:Absolutely, I will.")) { case 1: mes "[Boya]"; mes "Really?"; mes "Actually I don't care but the uniform will be changed as upper class."; close; case 2: mes "[Boya]"; mes "Cool."; mes "Let me choose a proper place for you."; next; if ((BaseLevel > 25) && (BaseLevel < 33)) { mes "[Boya]"; mes "Cool."; mes "Let me choose a proper place for you."; next; mes "[Boya]"; mes "I'll send you to the second step of course A."; mes "This course is called 'Conquer the Ghost Cave!'."; mes "It's the most proper mission for your level."; next; mes "[Boya]"; mes "There is a small archer village north of Payon."; mes "There is a cave on the western hill of the archer village."; next; mes "[Boya]"; mes "We have dispatched someone in front of the cave."; mes "His name is... um..."; mes "..."; next; mes "[Boya]"; mes "Anyway he is one of us so he will know me."; mes "He will give you a mission."; mes "If you have questions ask him."; next; mes "[Boya]"; mes "Why are you staring at me?"; mes "We haven't met for a long time that's why I can't remember his name!"; next; mes "[Boya]"; mes "Anyway..."; mes "That place is not far from here so, come back quickly."; mes "Ok, may Freya bless you~!"; set para_suv01,13; setquest 7138; close; } if ((BaseLevel > 32) && (BaseLevel < 40)) { mes "[Boya]"; mes "I'll send you to the 2nd step of course B."; mes "This course is called 'Conquer Anthell!'."; mes "It's the most proper mission for your level."; next; mes "[Boya]"; mes "Travel just southwest of Morroc City."; mes "There you will find a hole in the ground to a cave called Anthell."; next; mes "[Boya]"; mes "There are lots of ants in there. kk?"; mes "It is also covered in sand so be careful in there ok."; next; mes "[Boya]"; mes "That's why it's called ant hell."; mes "One of our members will be waiting there."; mes "His name is... K? M? Hmm? Anyway I can't remember."; next; mes "[Boya]"; mes "He is one of us so he will know me."; mes "He will give you a mission."; mes "If you have any questions ask him."; next; mes "[Boya]"; mes "Why are you staring at me?"; mes "We haven't met for a long time that's why I can't remember his name!"; next; mes "[Boya]"; mes "Anyway..."; mes "That place is not far from here so, come back quickly."; mes "Ok, blessing you~!!"; set para_suv01,17; setquest 7142; close; } if ((BaseLevel > 39) && (BaseLevel < 50)) { mes "[Boya]"; mes "You are on the third step of course A."; mes "This course is called 'Conquer Orc village!'."; mes "Let me see..."; next; mes "[Boya]"; mes "Go through the gate of Prontera and keep walking to the west. Orc Village is in that direction."; mes "Or you can go out through the western gate of Geffen and keep heading southeast.."; next; mes "[Boya]"; mes "Umm. Orc village has a Kafra Employee dispatched there so you could use the Kafra services.."; mes "It's up to you."; next; mes "[Boya]"; mes "One of our dispatched members is waiting in the building near the Kafra Employee."; next; mes "[Boya]"; mes "She will explain what needs to be done there."; mes "If you have any questions ask her."; next; mes "[Boya]"; mes "Ok, may Freya bless you!"; set para_suv01,24; setquest 7147; close; } if ((BaseLevel > 49) && (BaseLevel < 60)) { mes "[Boya]"; mes "You are on the third step of course B."; mes "This course is called 'Conquer Orc dungeon!'."; mes "It's the most proper mission for your level."; next; mes "[Boya]"; mes "Go through the gate of Prontera and keep walking to the west. Orc Village is in that direction."; mes "Or you can go out through the western gate of Geffen and keep heading southeast.."; next; mes "[Boya]"; mes "Umm. Orc village has a Kafra Employee dispatched there so you could use the Kafra services.."; mes "It's up to you."; next; mes "[Boya]"; mes "One of our dispatched members is waiting in the building near the Kafra Employee."; next; mes "[Boya]"; mes "She will explain what needs to be done there."; mes "If you have any questions ask her."; next; mes "[Boya]"; mes "Ok, may Freya bless you!"; set para_suv01,29; setquest 7152; close; } if (BaseLevel > 59) { mes "[Boya]"; mes "You are on the last step."; mes "This course is called 'Conquer the Ocean City!'."; mes "I don't know if it is the proper course or not, but anyway it's the last course of our training."; next; mes "[Boya]"; mes "First take a ship to to Byalan Island from Izlude!"; mes "There is an underground cave. Go in and get to the bottom floor where you will find a historic underwater city.."; next; mes "[Boya]"; mes "Although it's underwater, you can breath so don't worry."; mes "There is a dispatched trainee around the entrance of the Ocean City."; next; mes "[Boya]"; mes "Tell him that I sent you and follow his directions."; mes "Ok, may Freya bless you!"; set para_suv01,33; setquest 7156; close; } } } mes "[Boya]"; mes "The battle training is organized into steps."; mes "When you able to join next step come back again after leveling more."; next; mes "[Boya]"; mes "The next training step is available for those over Level 26."; mes "When you reach that level, come by again. get it?"; close; } if ((para_suv01 > 12) && (para_suv01 < 16)) { mes "[Boya]"; mes "The training area is at the north cave of Payon."; mes "A staff member is already dispatched there."; mes "Find him and follow his directions."; close; } if (para_suv01 == 16) { mes "[Boya]"; mes "You finished the second step of training."; mes "Now do you understand how this world is organized?"; next; mes "[Boya]"; mes "I will certify that you completed the training."; mes "The person in charge of equipment storage will supply you with what you need."; next; mes "[Boya]"; mes "Choose an equipment that fits your particular set of skills."; set para_suv01,22; completequest 7141; close; } if ((para_suv01 > 16) && (para_suv01 < 21)) { mes "[Boya]"; mes "The training area is southwest of Morroc."; mes "Enter the Saint Darmain Fortress to reach it directly."; next; mes "[Boya]"; mes "There's someone there named... Uh... he is waiting for you to follow his direction."; close; } if (para_suv01 == 21) { mes "[Boya]"; mes "You finished the second step of training."; mes "Now do you understand how this world is organized?"; next; mes "[Boya]"; mes "I will certify that you completed the training."; mes "The person in charge of equipment storage will supply you with what you need."; next; mes "[Boya]"; mes "The person in charge of equipment storage will supply you with what you need."; set para_suv01,22; completequest 7146; close; } if (para_suv01 == 22) { mes "[Boya]"; mes "We serve trainees with equipment and armor after passing the second step of training."; mes "Go to the storage and meet the person in charge there."; next; mes "[Boya]"; mes "To find the storage pass the blue gate next to the mission board then at the end of the hallway to the right side."; close; } if (para_suv01 == 23) { mes "[Boya]"; mes "Hey long time no see."; mes "So what's up?"; next; switch (select("I want to join training.:Nothing.")) { case 1: mes "[Boya]"; mes "Hmm... really?"; mes "Let me see... which step is good for you..."; next; if ((BaseLevel > 39) && (BaseLevel < 50)) { mes "[Boya]"; mes "You are on the third step of course A."; mes "This course is called 'Conquer Orc village!'."; mes "Let me see..."; next; mes "[Boya]"; mes "Go through the gate of Prontera and keep walking to the west. Orc Village is in that direction."; mes "Or you can go out through the western gate of Geffen and keep heading southeast.."; next; mes "[Boya]"; mes "Umm. Orc village has a Kafra Employee dispatched there so you could use the Kafra services.."; mes "It's up to you."; next; mes "[Boya]"; mes "One of our dispatched members is waiting in the building near the Kafra Employee."; next; mes "[Boya]"; mes "She will explain what needs to be done there."; mes "If you have any questions ask her."; next; mes "[Boya]"; mes "Ok, may Freya bless you!"; set para_suv01,24; setquest 7147; close; } if ((BaseLevel > 49) && (BaseLevel < 60)) { mes "[Boya]"; mes "You are on the third step of course B."; mes "This course is called 'Conquer Orc dungeon!'."; mes "It's the most proper mission for your level."; next; mes "[Boya]"; mes "Go through the gate of Prontera and keep walking to the west. Orc Village is in that direction."; mes "Or you can go out through the western gate of Geffen and keep heading southeast.."; next; mes "[Boya]"; mes "Umm. Orc village has a Kafra Employee dispatched there so you could use the Kafra services.."; mes "It's up to you."; next; mes "[Boya]"; mes "One of our dispatched members is waiting in the building near the Kafra Employee."; next; mes "[Boya]"; mes "She will explain what needs to be done there."; mes "If you have any questions ask her."; next; mes "[Boya]"; mes "Ok, may Freya bless you!"; set para_suv01,29; setquest 7152; close; } if (BaseLevel > 59) { mes "[Boya]"; mes "You are on the last step."; mes "This course is called 'Conquer the Ocean City!'."; mes "I don't know if it is the proper course or not, but anyway it's the last course of our training."; next; mes "[Boya]"; mes "First take a ship to to Byalan Island from Izlude!"; mes "There is an underground cave. Go in and get to the bottom floor where you will find a historic underwater city.."; next; mes "[Boya]"; mes "Although it's underwater, you can breath so don't worry."; mes "There is a dispatched trainee around the entrance of the Ocean City."; next; mes "[Boya]"; mes "Tell him that I sent you and follow his directions."; mes "Ok, may Freya bless you!"; set para_suv01,33; setquest 7156; close; } mes "[Boya]"; mes "Sooo sorry but to join this training You need to be at least level 40."; mes "Concentrate to become higher level then come back."; close; case 2: mes "[Boya]"; mes "Did you come to see me?"; mes "Just that? Without anything?"; mes "At could have least brought some chocolate..."; next; mes "[Boya]"; mes "Banana roll or stripe straw... anything."; mes "Oh, I don't eat snacks with cinnamon..."; close; } } if ((para_suv01 > 23) && (para_suv01 < 28)) { mes "[Boya]"; mes "Umm. Orc village has a Kafra Employee there so you can use the Kafra services."; next; mes "[Boya]"; mes "One of our dispatched members is waiting in the building near the Kafra Employee."; close; } if (para_suv01 == 28) { mes "[Boya]"; mes "Cool! You passed the third step of training."; mes "I will certify that you completed the training."; mes "The person in charge of equipment storage will supply you with some equipment."; next; mes "[Boya]"; mes "We serve trainees with equipment and armor after passing the second step of training."; mes "Go to the storage and meet the person in charge there."; next; mes "[Boya]"; mes "To find the storage pass the blue gate next to the mission board then at the end of the hallway to the right side."; set para_suv01,37; completequest 7151; close; } if ((para_suv01 > 28) && (para_suv01 < 32)) { mes "[Boya]"; mes "Umm. Orc village has a Kafra Employee there so you can use the Kafra services there."; next; mes "[Boya]"; mes "One of our dispatched members is waiting in the building near the Kafra Employee."; close; } if (para_suv01 == 32) { mes "[Boya]"; mes "Cool! You passed the third step of training."; mes "I will certify that you completed the training."; mes "The person in charge of equipment storage will supply you with some equipment."; next; mes "[Boya]"; mes "We serve trainees with equipment and armor after passing the second step of training."; mes "Go to the storage and meet the person in charge there."; next; mes "[Boya]"; mes "To find the storage pass the blue gate next to the mission board then at the end of the hallway to the right side."; set para_suv01,37; completequest 7155; close; } if ((para_suv01 > 32) && (para_suv01 < 36)) { mes "[Boya]"; mes "First take a ship toward to Bayalan from Izlude!"; mes "There is an underground cave. Go in and get to the bottom floor where you will find a historic underwater city.."; next; mes "[Boya]"; mes "There is a dispatched trainee around the entrance of the Ocean City."; close; } if (para_suv01 == 36) { mes "[Boya]"; mes "Cool! You passed the third step of training."; mes "I will certify that you completed the training."; mes "The person in charge of equipment storage will supply you with some equipment."; next; mes "[Boya]"; mes "We serve trainees with equipment and armor after passing the second step of training."; mes "Go to the storage and meet the person in charge there."; next; mes "[Boya]"; mes "To find the storage pass the blue gate next to the mission board then at the end of the hallway to the right side."; set para_suv01,37; completequest 7159; close; } if (para_suv01 == 37) { mes "[Boya]"; mes "If you finish all of the steps go and get your supplies."; mes "We offer equipment to those who complete the training."; next; mes "[Boya]"; mes "We might serve you other things."; mes "If you have any questions, ask the person in charge of the arsenal."; next; mes "[Boya]"; mes "The arsenal is past the blue gate and at the end of the right side of the passage."; close; } if (para_suv01 >= 38) { mes "[Boya]"; mes "My boss created all the courses for the training."; mes "After he manufactured the uniform and supplies he changed his mind and said that he can't give them for free."; next; mes "[Boya]"; mes "People who show their effort for my team and the world can get some supplies."; mes "That's why these courses were made."; next; mes "[Boya]"; mes "Basically we are supposed to offer these supplies for beginners"; mes "but if experts want to participate this training, we accept them."; next; mes "[Boya]"; mes "Although the uniform and equipment might be useless."; mes "participating in this training means they want to become a member of our group."; next; mes "[Boya]"; mes "Yes that's all."; mes "That's why when we decided a hat design it was really difficult."; next; mes "[Boya]"; mes "Remember this when you use the equipment."; mes "But if you decide to sell or trade them off, it is none of our concern."; close; } mes "[Boya]"; mes "What do you want?"; mes "I doubt that you need more training."; next; mes "[Boya]"; mes "There is nothing more I can teach a battle master such as yourself."; close; } mes "[Boya]"; mes "You are not in my group are you?"; mes "I don't have anything to say to outsiders."; mes "If you want something register with my group."; next; mes "[Boya]"; mes "To register with the Eden Group ask Laime Evenor next to me."; close; } moc_fild11,180,253,5 script Talking Dog#para03 972,{ if (para_suv01 == 1) { mes "[Talking Dog]"; mes "kkkkuuuuahhh."; mes "rrrrrruuuuhh."; mes "bowwow.."; next; mes "[Talking Dog]"; mes "What's up?"; mes "You are!"; mes "A member of the Eden Group."; mes "Have you come to give me a meal? I don't like drinks."; next; switch (select("Boya is really perfect.:Boya is really great.:Boya is really soft.")) { case 1: mes "[Talking Dog]"; mes "Uhh..."; mes "What are you saying."; close; case 2: mes "[Talking Dog]"; mes "Ahh... um..."; mes "Gosh, did you come here to participate in the training?"; mes "If Boya sent you then you know that it's battle training."; mes "Bow wow..."; next; mes "[Talking Dog]"; mes "If so, should I start securing this oasis more clearly?"; mes "Can you see a Condor flying?"; next; mes "[Talking Dog]"; mes "Can you scare them away for me?"; mes "So people can use this oasis safer and more comfortably."; next; mes "[Talking Dog]"; mes "We should hunt at least 10 Condors, ok?"; mes "I will sleep for a while."; mes "Krrrr woo bow..."; set para_suv01,2; changequest 7128,7129; close; case 3: mes "[Talking Dog]"; mes "Are you ok?"; mes "Haven't you seen a talking dog before?"; mes "What are you talking about?"; close; } } if (para_suv01 == 2) { if (checkquest(7129,HUNTING) == 2) { mes "[Talking Dog]"; mes "Woooohh..."; mes "Great!"; mes "I can feel my youth from you."; next; mes "[Talking Dog]"; mes "Nevermind."; mes "Let's find the next target kk!"; mes "Ok. Let's drive the Desert Wolves out of here."; next; mes "[Talking Dog]"; mes "If they grow up they will become dangerous."; mes "......"; next; mes "[Talking Dog]"; mes "Why, why are you looking at me like that?"; mes "They are wolves and I am a nice dog."; mes "But I haven't always been a dog my entire life."; next; mes "[Talking Dog]"; mes "I will show you that don't have to pity me at all."; next; mes "[Talking Dog]"; mes "They pee wherever and have no shame."; mes "Just waving their tails when they grow up and biting people without any care!"; next; mes "[Talking Dog]"; mes "You must hunt at least 10!"; mes "Exactly 10!"; mes "Go go go!"; set para_suv01,3; changequest 7129,7130; close; } mes "[Talking Dog]"; mes "First lets follow the bald and noisy bird."; mes "Yes Condors."; mes "Kill 10 Condors. It seems to easy, right?"; mes "Oh, if you are tired I will help you."; next; mes "-When the dog barked, your HP and SP recovered.-"; npcskill "AL_HEAL",10,99,60; percentheal 100,100; close; } if (para_suv01 == 3) { if (checkquest(7130,HUNTING) == 2) { mes "[Talking Dog]"; mes "You are so perfect."; next; mes "[Talking Dog]"; mes "Or not. Hehe, anyway thanks for your help."; mes "The oasis has almost been secured now."; mes "Ok, it's the last step!"; next; mes "[Talking Dog]"; mes "There's an annoying monster that hides in the sand and poisons people out of nowhere."; next; mes "[Talking Dog]"; mes "All beautiful things have some poison inside but these actually kill."; mes "Kill Scorpions which are called the poison of the desert!"; next; mes "[Talking Dog]"; mes "It's the last step so let's make it simple"; mes "Just hunt 5!"; mes "Bow wow!"; set para_suv01,4; changequest 7130,7131; close; } mes "[Talking Dog]"; mes "I don't want you to show any pity."; mes "I am dog with a golden heart."; next; mes "[Talking Dog]"; mes "After hunting the 10 Desert Wolves come back again."; mes "Oh, if you are tired I will help you."; next; mes "-When the dog barked, your HP and SP recovered.-"; npcskill "AL_HEAL",10,99,60; percentheal 100,100; close; } if (para_suv01 == 4) { if (checkquest(7131,HUNTING) == 2) { mes "[Talking Dog]"; mes "Um. Excellent."; mes "You are awesome!"; next; mes "[Talking Dog]"; mes "Thanks to your effort the oasis is secure."; mes "Don't look around!"; mes "If I say it's secure!"; mes "Uhuhuhuh aaaang!"; next; mes "[Talking Dog]"; mes "Here here here."; mes "If I dig more and more, I can find Scorpions but"; mes "this oasis will be safer for sure."; next; mes "[Talking Dog]"; mes "You can be proud and confident by yourself and do your best."; mes "You've helped a lot to make my rest comfortable."; next; mes "[Talking Dog]"; mes "You've helped to conquer the desert,"; mes "and passed the beginner training steps so I will stamp my feet."; mes "krrrrreuung. hup."; next; mes "[Talking Dog]"; mes "Go back to the Eden Group headquarters and show it to the flashy Rune Knight."; mes "Let me say again that you are great!"; mes "Hooooohooo~"; set para_suv01,5; changequest 7131,7132; close; } mes "[Talking Dog]"; mes "Let's hunt only 5 Scorpions."; mes "So we can make peace in this oasis."; next; mes "[Talking Dog]"; mes "When I take a nap they won't chew my tail any more."; mes "Due to his mistake my feet won't be hurt at all."; next; mes "[Talking Dog]"; mes "You can fight."; mes "I can rest more comfortably."; mes "Other people are going to be safer too."; next; mes "[Talking Dog]"; mes "Everyone will think fondly of the Eden Group."; mes "Oh, if you are tired I will help you."; next; mes "-When the dog barked, your HP and SP recovered.-"; npcskill "AL_HEAL",10,99,60; percentheal 100,100; close; } if (para_suv01 == 5) { mes "[Talking Dog]"; mes "kkkkkaaaaauuuunnng."; mes "oopssss kup."; next; mes "[Talking Dog]"; mes "Why are you still here?"; mes "You are done here."; mes "Hooooo bow wow."; close; } if (para_suv01 > 5) { mes "[Talking Dog]"; mes "Hey man~ What's going on?"; mes "What about the Rune Knight?"; mes "Krrrrr..."; mes "Hyuk huk..."; next; mes "[Talking Dog]"; mes "The Eden Group is cool."; mes "They're a really good group."; mes "They accepted a wandering talking dog."; mes "Take care and good luck."; close; } mes "Hey look."; mes "I'm a talking dog."; mes "Not a wolf."; mes "I wasn't a dog originally..."; next; if (countitem(6219) > 0) { mes "[Talking Dog]"; mes "Anyway are you a Eden Group member?"; mes "Oh good to see you."; mes "I am also a member of Eden Group."; mes "Take care and good luck."; close; } mes "[Talking Dog]"; mes "Why are you looking at me like that?"; mes "......"; close; } prt_sewb1,131,262,3 script Timid Cat#para04 422,{ if (para_suv01 < 6) { mes "[Timid Cat]"; mes "Meow..."; mes "Who are you meow?"; mes "Why are you here meow?"; close; } if (para_suv01 == 6) { mes "[Timid Cat]"; mes "Come on meow..."; mes "I may be standing here and talking to you like this meow but I am a still a cat meow..."; next; mes "[Timid Cat]"; mes "Dear human you are"; mes "a member of my group?"; mes "Re... really...!"; mes "Dear Boya's help is like a giant and..."; next; switch (select("Beautiful Saury:Fresh Mackerel:Beautiful Tuna")) { case 1: mes "[Timid Cat]"; mes "Big and beautiful Saury..."; mes "I am shy."; close; case 2: mes "[Timid Cat]"; mes "I want to eat mackerel."; mes "Where are the big and fresh mackerel meow?"; close; case 3: mes "[Timid Cat]"; mes "Do you know the big and beautiful tuna?"; mes "Dear Boya sent you here for sure."; mes "How do I explain this...?"; next; mes "[Timid Cat]"; mes "Did something pass under my feet just now meow?"; mes "Do you want to kill a cat."; mes "The environment here is terrible."; next; mes "[Timid Cat]"; mes "Anyway I'm doing what I was assigned to do."; mes "So hi, hello and welcome."; next; mes "[Timid Cat]"; mes "Did you come here to have a battle?"; mes "Hunt those Thief Bugs, hurry up!"; mes "Hunt at least 10!"; mes "Meooow!"; next; mes "[Timid Cat]"; mes "I really don't like those nasty crawlers..."; mes "Meow~!"; next; mes "^4d4dffThe cat was suprised by"; mes "a thief bug and froze in"; mes "place. Hunt those"; mes "Thief Bugs around here.^000000"; set para_suv01,7; changequest 7133,7134; close; } } if (para_suv01 == 7) { if (checkquest(7134,HUNTING) == 2) { mes "[Timid Cat]"; mes "Now do you understand the dirty and humid underground sewers?"; mes "Eeeh look what's next meow."; next; mes "[Timid Cat]"; mes "It's a symbol of dirt next to those Thief Bugs."; mes "Hunt some Tarou to make the sewers cleaner."; next; mes "[Timid Cat]"; mes "For our members joining this mission."; mes "Hunt 10 Tarou."; mes "Easy, ain't it?"; next; mes "[Timid Cat]"; mes "Why didn't I ask you at once? kkk..??"; mes "Umm........"; mes "Because it's just a training mission."; next; mes "[Timid Cat]"; mes "Training missions are hard and anoying."; mes "So go hurry and hunt 10 Tarou."; set para_suv01,8; changequest 7134,7135; close; } mes "[Timid Cat]"; mes "Clean the sewers. Now the first step is hunting Thief Bugs."; mes "Isn't that simple, meow?"; next; mes "[Timid Cat]"; mes "Take care to check your map so you don't get lost."; mes "It's a service meeow."; npcskill "AL_HEAL",10,99,60; percentheal 0,100; close; } if (para_suv01 == 8) { if (checkquest(7135,HUNTING) == 2) { mes "[Timid Cat]"; mes "Great job~!"; mes "How'd you get rid of those dirty bugs and Tarou. You are brave."; next; mes "[Timid Cat]"; mes "Now have courage because I'm sending you to a stronger opponent."; mes "But first in order to test your courage, hunt Familiars."; next; mes "[Timid Cat]"; mes "Familiars will bite you so be careful."; mes "They are mean."; mes "They scare me so just hunt 5 and that should be enough."; next; mes "[Timid Cat]"; mes "That will show me that you are brave."; mes "Meow~!"; next; mes "[Timid Cat]"; mes "I don't have anything..."; mes "......"; mes "What do you want meow? Familiars are waiting to fight with you, hurry up, move~!"; set para_suv01,9; changequest 7135,7136; close; } mes "[Timid Cat]"; mes "If you can't kill the Tarou you might get all kinds of dirty diseases."; mes "So be proud of yourself and do your best to kill them."; next; mes "[Timid Cat]"; mes "I will help you a little."; mes "Here, I have recovered your strengh meow.."; npcskill "AL_HEAL",10,99,60; percentheal 100,100; close; } if (para_suv01 == 9) { if (checkquest(7136,HUNTING) == 2) { mes "[Timid Cat]"; mes "You are great meow~"; mes "You killed them so quickly!"; mes "Meow..."; next; mes "[Timid Cat]"; mes "Now you are not scared of bugs and tarou at all."; mes "Thanks for participating in the Conquer the Culvert training mission."; next; mes "[Timid Cat]"; mes "Now go back to the headquarters and ask Instructor Boya to make sure he has the beautiful tuna..."; mes "I will be waiting here."; next; mes "[Timid Cat]"; mes "Do you know how to get to the Eden Group Headquarters?"; mes "Prontera is the closest city from here."; mes "Go to Prontera and find an Eden Group Teleporter."; set para_suv01,10; changequest 7136,7137; close; } mes "[Timid Cat]"; mes "Familiars are really scary."; mes "They're always flying."; next; mes "[Timid Cat]"; mes "It's the last course so cheer up."; mes "I will help you a little."; mes "Here, I have recovered your strengh meow.."; npcskill "AL_HEAL",10,99,60; percentheal 0,100; close; } if (para_suv01 >= 10) { mes "[Timid Cat]"; mes "You've completed 'Conquer the Culvert'."; mes "Go back to the Eden Group headquarters to report to Boya."; next; mes "[Timid Cat]"; mes "Boya might eat my tuna while he is waiting for you."; close; } mes "[Timid Cat]"; mes "How are you meeow?"; mes "Did you volunteer to conquer the Culvert?"; mes "You are a member of the Edgen Group for sure."; mes "You are helping to make the world a better place."; close; } pay_arche,41,136,3 script Eden Member Karl#para05 904,{ if (para_suv01 < 13) { if (countitem(6219) > 0) { mes "[Karl]"; mes "Hey, how are you?"; mes "Good to see you~"; mes "Are you going inside?"; close; } mes "[Karl]"; mes "Umm...?"; mes "You are not the one I am waiting for."; close; } if (para_suv01 == 13) { mes "[Karl]"; mes "Hello?"; mes "Since I got a report, I was waiting for you."; mes "You came here to join the training mission, right?"; next; mes "[Karl]"; mes "Have you ever entered this cave before?"; mes "I don't know if you already heard some stories in this village."; next; mes "[Karl]"; mes "There are many of dead souls that change their appearance as if they are real people and make threatening remarks."; mes "It's too bad, isn't it?"; next; mes "[Karl]"; mes "That's why we chose this place as step 2 of the battle training mission."; mes "This step is called 'Conquer Ghost Cave~'."; mes "Help people to enjoy their nights comfortably."; next; mes "[Karl]"; mes "There are many dangerous things there. Hmm..."; mes "To you the 1st floor is enough."; next; mes "[Karl]"; mes "Lets conquer the dangerous ghost cave..."; mes "Kill the bone Skeletons in there."; next; mes "[Karl]"; mes "The bones are from Skeletons."; mes "Actually Skeletons or just normal bones are all the same but..."; next; mes "[Karl]"; mes "Skeletons are one of the basic undead classes."; mes "Undead never ever. Hunt 15 undead Skeletons."; next; mes "[Karl]"; mes "If you feel like you're in danger don't hesitate to just leave."; mes "You're not worried about getting hurt are you?"; set para_suv01,14; changequest 7138,7139; close; } if (para_suv01 == 14) { if (checkquest(7139,HUNTING) == 2) { mes "[Karl]"; mes "Did you get how the undead work?"; mes "As you know undead never die so, blessing of live person it's same as curse to them."; next; mes "[Karl]"; mes "So... skills which can save people like Heal and Resurrection."; mes "Those things are really strong attacks to undead class."; next; mes "[Karl]"; mes "Anyway... that's it.."; mes "Next... I guess you already see while you were killing Skeletons."; mes "Some green things are picking up all of the stuff dropped by the dead monsters."; next; mes "[Karl]"; mes "Do you know Porings? Maybe they are related to them."; mes "They look really bad, maybe they have been eating poison or something."; next; mes "[Karl]"; mes "Ok if you're ready go and kill those Poporings."; mes "You should hunt 10 of them."; next; set para_suv01,15; changequest 7139,7140; close; } mes "[Karl]"; mes "Skeletons are basic undead."; mes "Use the Heal or Resurrection skill."; mes "If you can."; next; mes "[Karl]"; mes "Just in case I will recover all your energy."; mes "It's the last step so be careful."; npcskill "AL_HEAL",10,99,60; percentheal 100,100; close; } if (para_suv01 == 15) { if (checkquest(7140,HUNTING) == 2) { mes "[Karl]"; mes "Did you get back what the Poporing stole?"; mes "This cave is really deep and there are lots of precious things that they could have picked up."; next; mes "[Karl]"; mes "You did really great job. Excellent."; mes "The 1st floor is safer now. Thanks for helping."; next; mes "[Karl]"; mes "You've completed all of the training missions so go back to the headquarters and get approval from the flashy Rune Knight."; next; mes "[Karl]"; mes "You might get a new uniform."; mes "Haha. I will keep tabs on your progression."; set para_suv01,16; changequest 7140,7141; close; } mes "[Karl]"; mes "Poporings are stronger than you expect."; mes "If you treat them the same as a normal Poring it will get you in trouble."; next; mes "[Karl]"; mes "Just in case I will recover all your energy."; mes "It's the last step so be careful."; npcskill "AL_HEAL",10,99,60; percentheal 0,100; close; } if (para_suv01 >= 16) { mes "[Karl]"; mes "I already informed Boya at the Eden Group headquarters."; mes "If you go there he will give you a big welcome."; next; mes "[Karl]"; mes "You will get a new uniform, aren't you excited?"; mes "Hahaha.."; close; } mes "[Karl]"; mes "Killing undead?"; mes "Do your best to make the world safer."; mes "It's one of the goals of the Eden Group."; close; } anthell01,29,264,5 script Eden Member Cloud#para06 899,{ if (para_suv01 < 17) { if (countitem(6219) > 0) { mes "[Cloud]"; mes "Oops."; mes "You are a member of my group."; mes "Why did you come here, are you looking for danger?"; next; mes "[Cloud]"; mes "One of the strongest boss monsters is in here."; mes "Be careful when exploring here."; close; } mes "[Cloud ]"; mes "What are you looking at?"; mes "We are not related to each other, are we..."; close; } if (para_suv01 == 17) { mes "[Cloud]"; mes "Hello?"; mes "Why did you come here, looking for danger?"; next; switch (select("Conquer Ant Hell:Just wanted to meet you:Where am I?")) { case 1: mes "[Cloud]"; mes "Uh. Conquer Ant Hell? Did you say that?"; mes "You are a trainee."; mes "You have come to the right place."; next; mes "[Cloud]"; mes "At first I will explain about Ant Hell."; mes "Ants dug a cave in the sand and it is linked to the surface. That's Ant Hell."; next; mes "[Cloud]"; mes "Sand flowed into the hole gradually."; mes "If anyone steps on the hole they will fall into the cave through the hole in the sand.."; next; mes "[Cloud]"; mes "It's hard to survive from there."; mes "To us it seems like a normal happening so it isn't a matter of survival like to normal people."; next; mes "[Cloud]"; mes "Many kinds of ants have come to live here."; mes "There is a boss monster named Maya so you should be more cautious."; next; mes "[Cloud]"; mes "Ok let's try to hunt the weakest ant first."; mes "Pierre is the name of the weakest ant."; mes "They are just down here."; next; mes "[Cloud]"; mes "In the case of ants, they assist eachother when attacked."; mes "Be careful and kill 15 Pierre ants."; set para_suv01,18; changequest 7142,7143; close; case 2: mes "[Cloud]"; mes "......"; mes "Haha... are you joking?"; mes "You are exhausted from the extremely hot weather in the desert."; next; mes "[Cloud]"; mes "I am a busy man."; mes "One of the trainees was planning to visit me but that person still hasn't showed yet. I am getting nervous."; close; case 3: mes "[Cloud]"; mes "Where you are?"; mes "You are in Anth Hell southwest of Morroc."; mes "Morroc is the closest city, northeast of here."; close; } } if (para_suv01 == 18) { if (checkquest(7143,HUNTING) == 2) { mes "[Cloud]"; mes "Hey, what was it?"; mes "Maybe you saw an Andre when you were hunting Pierre."; next; mes "[Cloud]"; mes "Well, now let's hunt Andre aswel."; mes "Ahah the way you're looking at me, ''why didn't I ask you to do this all at once'' right?"; next; mes "[Cloud]"; mes "Ain't it more fun this way?"; mes "Hey, now your next target is 15 Andre!"; mes "You are strong so it will be fine!"; next; mes "[Cloud]"; mes "If you can't find Andre go deeper into the cave."; mes "Ah, and be careful of Maya."; set para_suv01,19; changequest 7143,7144; close; } mes "[Cloud]"; mes "What do you think of Ant Hell?"; mes "Can you stay longer?"; mes "Ok, I will recover your strengh so, keep going."; npcskill "AL_HEAL",10,99,60; percentheal 100,100; close; } if (para_suv01 == 19) { if (checkquest(7144,HUNTING) == 2) { mes "[Cloud]"; mes "Great. You seem to have killed all of the Andre."; mes "How do you think about fighting ants?"; mes "Was it good?"; next; mes "[Cloud]"; mes "Hey, cheer up."; mes "To conquer Ant Hell you have one step left."; mes "You might have guessed your next target already."; next; mes "[Cloud]"; mes "Vitata!"; mes "How can I say... He seems like honey."; mes "Pierre is a worker. Andre is a guardian and so... Vitata is like a mother."; next; mes "[Cloud]"; mes "They are really kind to kids and women but don't show any pity to ants."; mes "Hunt the Vitata who takes care of the ant eggs."; next; mes "[Cloud]"; mes "If somebody falls into Ant Hell it might be a bit safer than before."; mes "Now it's the last step so cheer up and let's kill 10 Vitata."; next; mes "[Cloud]"; mes "If you feel you're in too much danger. Just come back."; mes "I will heal you."; set para_suv01,20; changequest 7144,7145; close; } mes "[Cloud]"; mes "See, to cheer you up I will heal you until you finish the training."; mes "Chin up and cheer up."; npcskill "AL_HEAL",10,99,60; percentheal 100,100; close; } if (para_suv01 == 20) { if (checkquest(7145,HUNTING) == 2) { mes "[Cloud]"; mes "Oh... it might have been an anoying fight."; mes "You finished so fast."; next; mes "[Cloud]"; mes "Good job. Go back to the headquarters and report."; mes "You've completed the training quickly."; next; mes "[Cloud]"; mes "You will get good news."; mes "You did a really good job even under the hot weather."; set para_suv01,21; changequest 7145,7146; close; } mes "[Cloud]"; mes "See, to cheer up I will heal you until you finish the training."; mes "Chin up and cheer up."; next; mes "[Cloud]"; mes "Just Vitata, isn't that an easy opponent?"; mes "If you see Maya just run away."; npcskill "AL_HEAL",10,99,60; percentheal 100,100; close; } if (para_suv01 >= 21) { mes "[Cloud]"; mes "It's enough to say that you've conquered Ant Hell."; mes "Aren't you getting used to it here?"; next; mes "[Cloud]"; mes "Go back to the headquarters and report that you completed the mission, hurry up"; mes "you will receive good news."; mes "You will receive the Eden Group uniform aswel."; close; } mes "[Cloud]"; mes "I am really proud of the Eden Group."; mes "Does the uniform look good on me?"; mes "Haha..."; close; } in_orcs01,38,175,3 script Eden Member Hooksha 803,{ if (para_suv01 < 24) { if (countitem(6219) > 0) { mes "[Hooksha]"; mes "Unbelievable why did you come here?"; mes "Um... You are not on the third step of the training?"; mes "Yeeee~ I'm excited~"; next; mes "[Hooksha]"; mes "I am a little bored waiting for trainees. Where are they?"; close; } mes "[Hooksha]"; mes "Hello."; mes "Why did you come here?"; mes "Umm... Aaaaa..."; next; mes "[Hooksha]"; mes "Why don't you join my group?"; mes "If you have interest in joining us,"; mes "you won't regret your decision."; close; } if (para_suv01 == 24) { mes "[Hooksha]"; mes "Hello."; mes "Are you a trainee?"; mes "Yeah I can tell."; mes "So shall we begin?"; next; mes "[Hooksha]"; mes "Actually I don't like this training mission much but anyway let me explain it to you."; next; mes "[Hooksha]"; mes "As you know this is Orc Village."; mes "Orcs don't like humans."; mes "They don't try to communicate with us. When they see humans they immediately attack us."; next; mes "[Hooksha]"; mes "Sadly humans don't want to communicate with them either."; mes "So we decided to take a strong approach towards them."; mes "Actually we'd like to get rid of them all."; next; mes "[Hooksha]"; mes "We're trying to conquer Orc Village."; mes "It's the proper place to finish the beginners training mission for an adventurer like you."; next; mes "[Hooksha]"; mes "That's why we've chosen this place for this mission."; mes "Ok, we don't have a lot of time so let's begin."; mes "First let's eliminate the weakest one."; next; mes "[Hooksha]"; mes "It's better to kill them before they grow up."; mes "Hunt 10 Orc Babies."; mes "Don't pity them because when they grow up they become aggressive Orc Warriors."; next; mes "[Hooksha]"; mes "Good or bad this is how it is going to be."; mes "Even if they are babies don't hesitate."; set para_suv01,25; changequest 7147,7148; close; } if (para_suv01 == 25) { if (checkquest(7148,HUNTING) == 2) { mes "[Hooksha]"; mes "Great. Awesome."; mes "It's not very pleasant so let's move on."; next; mes "[Hooksha]"; mes "On the next step we will fight with Orc Warriors."; mes "When Orc Babies grow up they become strong Orc Warriors."; next; mes "[Hooksha]"; mes "They all are powerful warriors."; mes "When you were fighting Orc Babies, you probably have been attacked by them."; next; mes "[Hooksha]"; mes "Now it's time to hunt 10 Orc Warriors."; mes "If you are in trouble just come back here to safety."; mes "Do you understand?"; set para_suv01,26; changequest 7148,7149; close; } mes "[Hooksha]"; mes "There are Orc Warriors, Orc Ladies and Orc Babies in Orc Village."; mes "They are really aggressive."; next; mes "[Hooksha]"; mes "You look tired I will recover your health."; mes "If you are in trouble just come back here to safety."; npcskill "AL_HEAL",10,99,60; percentheal 100,100; close; } if (para_suv01 == 26) { if (checkquest(7149,HUNTING) == 2) { mes "[Hooksha]"; mes "Now you can move on to the next step."; next; mes "[Hooksha]"; mes "Exactly... now it's time to hunt Orc Ladies."; mes "If you want to conquer Orc Village completely, you should kill them before they have more Orc Babies."; next; mes "[Hooksha]"; mes "But you don't need to kill all of them."; mes "Go and hunt 10 Orc Ladies."; next; mes "[Hooksha]"; mes "You can already feel the strong power from outside..."; mes "Don't hesitate to attack them."; set para_suv01,27; changequest 7149,7150; close; } mes "[Hooksha]"; mes "You should be exhausted by now."; mes "But you still have more targets, understand."; next; mes "[Hooksha]"; mes "You look tired, I will recover your health."; mes "If you are in trouble just come back here to safety."; npcskill "AL_HEAL",10,99,60; percentheal 100,100; close; } if (para_suv01 == 27) { if (checkquest(7150,HUNTING) == 2) { mes "[Hooksha]"; mes "Great job."; mes "Now you should understand how the orc tribe works here in Orc Village."; mes "You've followed the training mission well under hot and humid circumstances."; mes "You have now completed the 'Conquer Orc Village!' training mission. Congratulations."; next; mes "[Hooksha]"; mes "Go back and report to the Eden Group headquarters."; mes "I'm sure they will have good news for you."; set para_suv01,28; changequest 7150,7151; close; } mes "[Hooksha]"; mes "Orc Lady is the last target."; mes "Cheer up~!"; next; mes "[Hooksha]"; mes "You look tired, I will recover your health."; mes "If you are in trouble just come back here to safety."; npcskill "AL_HEAL",10,99,60; percentheal 100,100; close; } if (para_suv01 == 28) { mes "[Hooksha]"; mes "You have completed the training mission."; mes "Go back to the Eden Group headquarters and report there."; close; } if (para_suv01 == 29) { mes "[Hooksha]"; mes "Have you come here to join in the training?"; mes "You look like an expert."; next; mes "[Hooksha]"; mes "This isn't a good place to talk so let's hurry."; mes "This place is linked with the dungeon of Orc Village."; next; mes "[Hooksha]"; mes "Can you see that way."; mes "There is a cave under the ground, normal orcs don't come here."; next; mes "[Hooksha]"; mes "The safest place is in here."; mes "There are many undead monsters down there."; next; mes "[Hooksha]"; mes "The undead monsters are dangerous and threatening."; mes "Don't hesitate when fighting them."; next; mes "[Hooksha]"; mes "Now hunt those undead monsters down there."; next; mes "[Hooksha]"; mes "Try to hunt 20 Orc zombies in the dungeon."; mes "They are really well organized."; next; mes "[Hooksha]"; mes "They will attack you anywhere without hesitating."; mes "May Freya bless you."; set para_suv01,30; changequest 7152,7153; close; } if (para_suv01 == 30) { if (checkquest(7153,HUNTING) == 2) { mes "[Hooksha]"; mes "It's different from what you saw in Payon, right?"; mes "Although you managed to kill the Orc Zombies, you can't be sure you are much stronger.."; next; mes "[Hooksha]"; mes "So don't go deeper into that cave or you will die for sure."; next; mes "[Hooksha]"; mes "The next target is the Orc Skeleton who was walking next to the Orc Zombies."; mes "Hunt 20 Orc Skeletons."; next; mes "[Hooksha]"; mes "It's the last step of the training mission in the Orc Dungeon."; mes "It's all up to you."; next; mes "[Hooksha]"; mes "Ok, cheer up and see you again."; mes "Hunt 20 Orc Skeletons."; set para_suv01,31; changequest 7153,7154; close; } mes "[Hooksha]"; mes "Can you stay longer?"; mes "You look tired, I will recover your health."; mes "If you are in trouble just come back here to safety."; npcskill "AL_HEAL",10,99,60; percentheal 100,100; close; } if (para_suv01 == 31) { if (checkquest(7154,HUNTING) == 2) { mes "[Hooksha]"; mes "Your training mission has been completed."; mes "Go back to the Eden Group headquarters and report."; mes "I would like to say more in detail but I'm getting so tired."; next; mes "[Hooksha]"; mes "Recently trainees have come here more and more so, I can't sleep at all."; mes "I mean not due to you."; mes "Anyway I will inform the group so go there and report."; next; set para_suv01,32; changequest 7154,7155; close; } mes "[Hooksha]"; mes "Can you stay longer?"; mes "You look tired I will recover your health."; mes "If you are in trouble just come back here to safety."; npcskill "AL_HEAL",10,99,60; percentheal 100,100; close; } if (para_suv01 == 32) { mes "[Hooksha]"; mes "Don't you have to report back to the Eden Group headquarters?"; mes "I am so tired leave me alone."; close; } if (para_suv01 > 32) { mes "[Hooksha]"; mes "Uh? What Orc? Explore the dungeon?"; mes "You are having such a hard time."; next; mes "[Hooksha]"; mes "This place is really good to take a rest because Orcs don't come here."; mes "Ho hum..."; close; } } iz_dun04,43,46,3 script Eden Member Callandiva 745,{ if (para_suv01 < 33) { if (countitem(6219) > 0) { mes "[Callandiva]"; mes "How did you get so deep in this ocean city?"; mes "Ah, that symbol is of our group."; mes "You're a trainee for sure."; next; mes "[Callandiva]"; mes "What? You aren't?"; mes "I... see... I see..."; mes "Ok... keep going."; close; } mes "[Callandiva]"; mes "Mysteriously although we're under the sea you can still breathe here."; mes "Do you know why?"; next; mes "[Callandiva]"; mes "Let's see due to the moisture my skin is so soft."; mes "My fingers and toes are not attached to each other amazing."; next; mes "[Callandiva]"; mes "I was really shocked and scared when the Eden Group dispatched me here."; mes "Now I love this environment so much."; mes "It's really calm..."; close; } if (para_suv01 == 33) { mes "[Callandiva]"; mes "How did you get so deep in this ocean city?"; mes "Ah, that symbol is of our group."; mes "You're a trainee for sure."; next; mes "[Callandiva]"; mes "Good to see you!"; mes "Alright, look down."; mes "Ancient buildings are sleeping under the water. They were actually built under the sea."; next; mes "[Callandiva]"; mes "As you know we don't have any trouble living here."; mes "But if you see over there... yes right there."; next; mes "[Callandiva]"; mes "Can you see a humanoid fish with a very threatening spear?"; mes "He is called a Merman and is a really professional warrior."; next; mes "[Callandiva]"; mes "Okay, go and hunt 15 Merman."; mes "That will be your 1st training mission here."; set para_suv01,34; changequest 7156,7157; close; } if (para_suv01 == 34) { if (checkquest(7157,HUNTING) == 2) { mes "[Callandiva]"; mes "Oh, you came back~!"; mes "What did you think of those threatening Mermans?"; mes "Actually, I thought that you would chicken out~"; next; mes "[Callandiva]"; mes "Good your next opponent will be...~"; mes "Yes, this one..."; mes "The monster that is holding a trident."; next; mes "[Callandiva]"; mes "His main abilities are magical."; mes "The monster is called Strouf!"; mes "Now, it's time to fight with a real magician!"; next; mes "[Callandiva]"; mes "Try avoiding the Mermans and hunt 10 Strouf, kill them."; set para_suv01,35; changequest 7157,7158; close; } mes "[Callandiva]"; mes "Oh are you tired?"; mes "Mermans are not easy opponents."; mes "I will help you recover so cheer up."; npcskill "AL_HEAL",10,99,60; percentheal 0,100; close; } if (para_suv01 == 35) { if (checkquest(7158,HUNTING) == 2) { mes "[Callandiva]"; mes "Did you kill all the Strouf already?"; mes "I wasn't counting that you'd make it."; mes "I have eyes on the top of my head haha."; next; mes "[Callandiva]"; mes "Of course I'm just kidding."; mes "Don't look at me like that~ it was a joke~!"; mes "Now you're feeling more at ease about this."; next; mes "[Callandiva]"; mes "Go back to the headquarters and report it.~"; mes "You will receive the last uniform from the Eden Group headquarters."; next; mes "[Callandiva]"; mes "This training mission is made for beginners."; mes "So it might be useless to you or not."; next; mes "[Callandiva]"; mes "Anyway you did great job!"; set para_suv01,36; changequest 7158,7159; close; } mes "[Callandiva]"; mes "Oh are you tired?"; mes "Strouf are not easy opponents."; mes "I can help you recover so cheer up."; npcskill "AL_HEAL",10,99,60; percentheal 100,100; close; } if (para_suv01 >= 36) { mes "[Callandiva]"; mes "I won't give help to you anymore."; mes "Go back to our headquarters and report about this training mission."; close; } mes "[Callandiva]"; mes "Mysteriously although we're under the sea you can still breathe here."; mes "Do you know why?"; next; mes "[Callandiva]"; mes "Let's see due to the moisture my skin is so soft."; mes "My fingers and toes are not attached to each other amazing."; next; mes "[Callandiva]"; mes "I was really shocked and scared when the Eden Group dispatched me here."; mes "Now I love this environment so much."; mes "It's really calm..."; close; } moc_para01,112,96,5 script Administrator Michael 967,{ mes "[Michael]"; mes "Why did you come here?"; next; switch (select("To get supplies:Where is here?:Upgrade equipment")) { case 1: if (para_suv01 == 11) { mes "[Michael]"; mes "If you've completed step 1"; mes "we can supply you with a Eden Group Hat, Uniform, Manteau and Boots."; mes "^4d4dffCheck your inventory first.^000000"; next; switch (select("Let me check my inventory:I have enough room.")) { case 1: mes "[Michael]"; mes "Make sure you have enough room for the supplies."; close; case 2: mes "[Michael]"; mes "Two of the supplies, the ^4d4dffHat and Manteau^000000,"; mes "will only be given out once."; mes "So treat them with caution and care."; next; mes "[Michael]"; mes "As for the Boots and the Uniforms, you will receive better quality ones based on your course grades."; next; mes "[Michael]"; mes "One Eden Group Hat."; mes "One Eden Group Uniform I."; mes "One pair of Eden Group Boots I."; mes "One Eden Group Manteau."; mes "A total of 4 supplies, that's all."; set para_suv01,12; set para_suv02,1; getitem 5583,1; //Para_Team_Hat1 getitem 2560,1; //Para_Team_Manteau1 getitem 2456,1; //Para_Team_Boots1 getitem 15009,1; //Para_Team_Uniform1 next; mes "[Michael]"; mes "Is that correct?"; mes "It is manufactured for beginners so they don't have the best effect but they're still cheaper than equipment in the shops."; next; mes "[Michael]"; mes "We made them especially for the Eden Group."; close; } } if (para_suv01 == 22) { mes "[Michael]"; mes "If you've completed step 2, we offer extra weapons including the basic equipment."; next; mes "[Michael]"; mes "We have chosen the proper weapon for each class."; mes "But we can't support some classes that can't join us."; next; mes "[Michael]"; mes "We can't manufacture all of the weapons in the world, don't you agree?"; next; mes "[Michael]"; mes "We will supply 1 Weapon, Shoes and Uniform so a total of three things."; mes "Also we supply extra things to consider some members who can't use some of the supplies."; next; mes "[Michael]"; mes "^4d4dffPlease check your inventory to get those items.^000000"; next; switch (select("I will make more space.:I have got enough space.")) { case 1: mes "[Michael]"; mes "Make enough space."; close; case 2: if (Class == Job_Swordman || Class == Job_Swordman_High || Class == Job_Knight || Class == Job_Crusader){ mes "[Michael]"; mes "What kind of weapon do you want?"; mes "We have one and Two-handed swords."; mes "Here are the options."; next; mes "[Michael]"; mes "Eden Slayer I: Two-handed sword. attack 162."; mes "Eden Saber I: One-handed sword. attack 147."; mes "Both are Lv. 2 and the required level is 26."; next; mes "[Michael]"; mes "They also can't be traded with other players or be refined."; next; switch (select("Eden Slayer I:Eden Sabre I")) { case 1: mes "[Michael]"; mes "You've chosen the Eden Slayer I."; mes "Additionally you'll receive the Eden Group Boots II and Uniform II."; next; if (para_suv02 == 0) { mes "[Michael]"; mes "You don't have a record of receiving any supplies"; mes "so, you'll receive the Eden Group Hat and Manteau aswell."; set para_suv01,23; set para_suv02,2; getitem 1192,1; //P_Slayer1 getitem 18514,1; //Para_Team_Hat2 getitem 2571,1; //Para_Team_Manteau2 getitem 2457,1; //Para_Team_Boots2 getitem 15010,1; //Para_Team_Uniform2 next; mes "[Michael]"; mes "Check your supplies again and look after it."; close; } mes "[Michael]"; mes "A Two-handed sword, Uniform and Boots all 3 supplies."; mes "Please check it again."; set para_suv01,23; set para_suv02,2; getitem 1192,1; //P_Slayer1 getitem 2457,1; //Para_Team_Boots2 getitem 15010,1; //Para_Team_Uniform2 next; mes "[Michael]"; mes "I hope they're useful to you."; close; case 2: mes "[Michael]"; mes "You've chosen the Eden Sabre I."; mes "Additionally you'll receive the Eden Group Boots II and Uniform II."; next; if (para_suv02 == 0) { mes "[Michael]"; mes "You don't have a record of receiving any supplies"; mes "so, you'll receive the Eden Group Hat and Manteau aswell."; set para_suv01, 23; set para_suv02, 2; getitem 13423,1; //P_Sabre1 getitem 2457,1; //Para_Team_Boots2 getitem 15010,1; //Para_Team_Uniform2 getitem 5583,1; //Para_Team_Hat getitem 2560,1; //Para_Team_Manteau next; mes "[Michael]"; mes "Check your supplies again and look after it."; close; } mes "[Michael]"; mes "A One-handed sword, Uniform and Boots all 3 supplies."; mes "Please check it again."; set para_suv01,23; set para_suv02,2; getitem 13423,1; //P_Sabre1 getitem 2457,1; //Para_Team_Boots2 getitem 15010,1; //Para_Team_Uniform2 next; mes "[Michael]"; mes "I hope they're useful to you."; mes "This is what we strive for."; close; } } if (Class == Job_Thief || Class == Job_Thief_High || Class == Job_Assassin || Class == Job_Rogue || Class == Job_Ninja || Class == Job_Novice || Class == Job_Novice_High) { mes "[Michael]"; mes "We only have 1 weapon for you."; next; mes "[Michael]"; mes "Eden Dagger I: Dagger. MATK+60, attack 124."; mes "It is Lv. 2 and the required level is 26."; next; mes "[Michael]"; mes "It also can't be traded with other players or be refined."; next; mes "[Michael]"; mes "You'll receive the Eden Dagger I."; next; mes "[Michael]"; mes "Additionally you'll receive the Eden Group Boots II and Uniform II."; next; if (para_suv02 == 0) { mes "[Michael]"; mes "You don't have a record of receiving any supplies"; mes "so, you'll receive the Eden Group Hat and Manteau aswell."; set para_suv01,23; set para_suv02,2; getitem 13050,1; //P_Dagger1 getitem 2457,1; //Para_Team_Boots2 getitem 15010,1; //Para_Team_Uniform2 getitem 5583,1; //Para_Team_Hat getitem 2560,1; //Para_Team_Manteau next; mes "[Michael]"; mes "Check your supplies again and look after it."; close; } mes "[Michael]"; mes "A Dagger, Uniform and Boots all 3 supplies."; mes "Please check it again."; set para_suv01,23; set para_suv02,2; getitem 13050,1; //P_Dagger1 getitem 2457,1; //Para_Team_Boots2 getitem 15010,1; //Para_Team_Uniform2 next; mes "[Michael]"; mes "I hope they're useful to you."; mes "This is what we strive for."; close; } if (Class == Job_Merchant || Class == Job_Merchant_High || Class == Job_Blacksmith || Class == Job_Alchemist) { mes "[Michael]"; mes "What kind of weapon do you want?"; mes "We have a mace and a One-handed sword."; mes "Here are the options."; next; mes "[Michael]"; mes "Eden Saber I: One-handed sword. attack 147."; mes "Eden Mace I: Mace. attack 142."; mes "Both are level 2 and the required level is 26."; next; mes "[Michael]"; mes "They also can't be traded with other players or be refined."; next; switch (select("Eden Sabre I:Eden Mace I")) { case 1: mes "[Michael]"; mes "You've chosen the Eden Sabre I."; mes "Additionally you'll receive the Eden Group Boots II and Uniform II."; next; if (para_suv02 == 0) { mes "[Michael]"; mes "You don't have a record of receiving any supplies"; mes "so, you'll receive the Eden Group Hat and Manteau aswell."; set para_suv01,23; set para_suv02,2; getitem 13423,1; //P_Sabre1 getitem 2457,1; //Para_Team_Boots2 getitem 15010,1; //Para_Team_Uniform2 getitem 5583,1; //Para_Team_Hat getitem 2560,1; //Para_Team_Manteau next; mes "[Michael]"; mes "Check your supplies again and look after it."; close; } mes "[Michael]"; mes "A One-handed Sword, Uniform and Boots all 3 supplies."; mes "Please check it again."; set para_suv01,23; set para_suv02,2; getitem 13423,1; //P_Sabre1 getitem 2457,1; //Para_Team_Boots2 getitem 15010,1; //Para_Team_Uniform2 next; mes "[Michael]"; mes "I hope they're useful to you."; mes "This is what we strive for."; close; case 2: mes "[Michael]"; mes "You've chosen the Eden Mace I."; mes "Additionally you'll receive the Eden Group Boots II and Uniform II."; next; if (para_suv02 == 0) { mes "[Michael]"; mes "You don't have a record of receiving any supplies"; mes "so, you'll receive the Eden Group Hat and Manteau aswell."; set para_suv01,23; set para_suv02,2; getitem 16004,1; //P_Mace1 getitem 2457,1; //Para_Team_Boots2 getitem 15010,1; //Para_Team_Uniform2 getitem 5583,1; //Para_Team_Hat getitem 2560,1; //Para_Team_Manteau next; mes "[Michael]"; mes "Check your supplies again and look after it."; close; } mes "[Michael]"; mes "A Mace, Uniform and Boots all 3 supplies."; mes "Please check it again."; set para_suv01,23; set para_suv02,2; getitem 16004,1; //P_Mace1 getitem 2457,1; //Para_Team_Boots2 getitem 15010,1; //Para_Team_Uniform2 next; mes "[Michael]"; mes "I hope they're useful to you."; close; } } if (Class == Job_Archer || Class == Job_Archer_High || Class == Job_Hunter || Class == Job_Dancer || Class == Job_Bard) { mes "[Michael]"; mes "We only have 1 weapon for you."; next; mes "[Michael]"; mes "Eden Bow I: Bow. attack 82."; mes "It is Lv. 2 and the required level is 26."; next; mes "[Michael]"; mes "It also can't be traded with other players or be refined."; next; mes "[Michael]"; mes "You'll receive the Eden Bow I."; next; mes "[Michael]"; mes "Additionally you'll receive the Eden Group Boots II and Uniform II."; next; if (para_suv02 == 0) { mes "[Michael]"; mes "You don't have a record of receiving any supplies"; mes "so, you'll receive the Eden Group Hat and Manteau aswell."; set para_suv01, 23; set para_suv02, 2; getitem 1747,1; //P_Bow1 getitem 2457,1; //Para_Team_Boots2 getitem 15010,1; //Para_Team_Uniform2 getitem 5583,1; //Para_Team_Hat getitem 2560,1; //Para_Team_Manteau next; mes "[Michael]"; mes "Check your supplies again and look after it."; close; } mes "[Michael]"; mes "A Bow, Uniform and Boots all 3 supplies."; mes "Please check it again."; set para_suv01,23; set para_suv02,2; getitem 1747,1; //P_Bow1 getitem 2457,1; //Para_Team_Boots2 getitem 15010,1; //Para_Team_Uniform2 next; mes "[Michael]"; mes "I hope they're useful to you."; close; } if (Class == Job_Acolyte || Class == Job_Acolyte_High || Class == Job_Priest || Class == Job_Monk) { mes "[Michael]"; mes "What kind of weapon do you want?"; mes "We have a mace and a staff."; mes "Here are the options."; next; mes "[Michael]"; mes "Eden Mace I: Mace. attack 142."; mes "Eden Staff I: Staff. INT+2, MATK+125, attack 60."; mes "Both are Lv. 2 and the required level is 26."; next; mes "[Michael]"; mes "They also can't be traded with other players or be refined."; next; switch (select("Eden Staff I:Eden Mace I")) { case 1: mes "[Michael]"; mes "You've chosen the Eden Staff I."; mes "Additionally you'll receive the Eden Group Boots II and Uniform II."; next; if (para_suv02 == 0) { mes "[Michael]"; mes "You don't have a record of receiving any supplies"; mes "so, you'll receive the Eden Group Hat and Manteau aswell."; set para_suv01,23; set para_suv02,2; getitem 1650,1; //P_Staff1 getitem 2457,1; //Para_Team_Boots2 getitem 15010,1; //Para_Team_Uniform2 getitem 5583,1; //Para_Team_Hat getitem 2560,1; //Para_Team_Manteau next; mes "[Michael]"; mes "Check your supplies again and look after it."; close; } mes "[Michael]"; mes "A Staff, Uniform and Boots all 3 supplies."; mes "Please check it again."; set para_suv01,23; set para_suv02,2; getitem 1650,1; //P_Staff1 getitem 2457,1; //Para_Team_Boots2 getitem 15010,1; //Para_Team_Uniform2 next; mes "[Michael]"; mes "I hope they're useful to you."; close; case 2: mes "[Michael]"; mes "You've chosen the Eden Mace I."; mes "Additionally you'll receive the Eden Group Boots II and Uniform II."; next; if (para_suv02 == 0) { mes "[Michael]"; mes "You don't have a record of receiving any supplies"; mes "so, you'll receive the Eden Group Hat and Manteau aswell."; set para_suv01,23; set para_suv02,2; getitem 16004,1; //P_Mace1 getitem 2457,1; //Para_Team_Boots2 getitem 15010,1; //Para_Team_Uniform2 getitem 5583,1; //Para_Team_Hat getitem 2560,1; //Para_Team_Manteau next; mes "[Michael]"; mes "Check your supplies again and look after it."; close; } mes "[Michael]"; mes "A Mace, Uniform and Boots all 3 supplies."; mes "Please check it again."; set para_suv01,23; set para_suv02,2; getitem 16004,1; //P_Mace1 getitem 2457,1; //Para_Team_Boots2 getitem 15010,1; //Para_Team_Uniform2 next; mes "[Michael]"; mes "I hope they're useful to you."; close; } } if (Class == Job_Mage || Class == Job_Mage_High || Class == Job_Wizard || Class == Job_Sage) { mes "[Michael]"; mes "We only have 1 weapon for you."; next; mes "[Michael]"; mes "Eden Staff I: Staff. INT+2, MATK+125, attack 60."; mes "It is Lv. 2 and the required level is 26."; next; mes "[Michael]"; mes "It also can't be traded with other players or be refined."; next; mes "[Michael]"; mes "You'll receive the Eden Staff I."; next; mes "[Michael]"; mes "Additionally you'll receive the Eden Group Boots II and Uniform II."; next; if (para_suv02 == 0) { mes "[Michael]"; mes "You don't have a record of receiving any supplies"; mes "so, you'll receive the Eden Group Hat and Manteau aswell."; set para_suv01, 23; set para_suv02, 2; getitem 1650,1; //P_Staff1 getitem 2457,1; //Para_Team_Boots2 getitem 15010,1; //Para_Team_Uniform2 getitem 5583,1; //Para_Team_Hat getitem 2560,1; //Para_Team_Manteau next; mes "[Michael]"; mes "Check your supplies again and look after it."; close; } mes "[Michael]"; mes "A Staff, Uniform and Boots all 3 supplies."; mes "Please check it again."; set para_suv01,23; set para_suv02,2; getitem 1650,1; //P_Staff1 getitem 2457,1; //Para_Team_Boots2 getitem 15010,1; //Para_Team_Uniform2 next; mes "[Michael]"; mes "I hope they're useful to you."; close; } if (Class == Job_Gunslinger) { mes "[Michael]"; mes "We only have 1 weapon for you."; next; mes "[Michael]"; mes "Eden Revolver I: Revolver. HIT-5, attack 44."; mes "It is Lv. 2 and the required level is 26."; next; mes "[Michael]"; mes "It also can't be traded with other players or be refined."; next; mes "[Michael]"; mes "You'll receive the Eden Revolver I."; next; mes "[Michael]"; mes "Additionally you'll receive the Eden Group Boots II and Uniform II."; next; if (para_suv02 == 0) { mes "[Michael]"; mes "You don't have a record of receiving any supplies"; mes "so, you'll receive the Eden Group Hat and Manteau aswell."; set para_suv01, 23; set para_suv02, 2; getitem 13112,1; //P_Revolver1 getitem 2457,1; //Para_Team_Boots2 getitem 15010,1; //Para_Team_Uniform2 getitem 5583,1; //Para_Team_Hat getitem 2560,1; //Para_Team_Manteau next; mes "[Michael]"; mes "Check your supplies again and look after it."; close; } mes "[Michael]"; mes "A Revolver, Uniform and Boots all 3 supplies."; mes "Please check it again."; set para_suv01,23; set para_suv02,2; getitem 13112,1; //P_Revolver1 getitem 2457,1; //Para_Team_Boots2 getitem 15010,1; //Para_Team_Uniform2 next; mes "[Michael]"; mes "I hope they're useful to you."; close; } mes "[Michael]"; mes "Let me see... you will receive.."; mes "the Eden Group Boots II and Uniform II."; next; if (para_suv02 == 0) { mes "[Michael]"; mes "I don't know what weapon will suit you so, you'll get a Dagger."; mes "You don't have a record of receiving any supplies"; mes "so, you'll receive the Eden Group Hat and Manteau aswell."; set para_suv01,23; set para_suv02,2; getitem 13050,1; //P_Dagger1 getitem 2457,1; //Para_Team_Boots2 getitem 15010,1; //Para_Team_Uniform2 getitem 5583,1; //Para_Team_Hat getitem 2560,1; //Para_Team_Manteau next; mes "[Michael]"; mes "Check your supplies again and look after it."; close; } mes "[Michael]"; mes "A Weapon, Uniform and Boots all 3 supplies."; mes "I don't know what weapon will suit you so, you'll get a Dagger."; mes "Please check it again."; set para_suv01,23; set para_suv02,2; getitem 13050,1; //P_Dagger1 getitem 2457,1; //Para_Team_Boots2 getitem 15010,1; //Para_Team_Uniform2 next; mes "[Michael]"; mes "I hope they're useful to you."; close; } } if (para_suv01 == 37) { mes "[Michael]"; mes "You've completed the last training course."; mes "It's time for you to receive a new weapon."; next; mes "[Michael]"; mes "We have more upgraded weapons, uniforms and boots."; mes "Ah, in case of the weapon that was made only for 1st jobs."; mes "So, I can't offer them to higher jobs."; next; mes "[Michael]"; mes "^4d4dffPlease check you inventory to get those supplies.^000000"; next; switch (select("I'll come back.:I have enough room.")) { case 1: mes "[Michael]"; mes "Make sure you have enough room."; close; case 2: if (Class == Job_Swordman || Class == Job_Swordman_High || Class == Job_Knight || Class == Job_Crusader) { mes "[Michael]"; mes "What kind of weapon do you want?"; mes "We have one and Two-handed swords."; mes "Here are the options."; next; mes "[Michael]"; mes "Eden Saber II: One-handed sword. attack 170."; mes "Eden Slayer II: Two-handed sword. attack 185."; mes "Both of them are Lv. 2 weapons and the required level is 40."; next; mes "[Michael]"; mes "They also can't be traded with other players or be refined."; next; switch (select("Eden Saber II:Eden Slayer II")) { case 1: mes "[Michael]"; mes "You've chosen the Eden Sabre II."; mes "Additionally you'll receive the Eden Group Boots III and Uniform III."; next; if (para_suv02 == 0) { mes "[Michael]"; mes "You don't have a record of receiving any supplies"; mes "so, you'll receive the Eden Group Hat and Manteau aswell."; set para_suv01, 38; set para_suv02, 3; getitem 13424,1; //P_Sabre2 getitem 2458,1; //Para_Team_Boots3 getitem 15011,1; //Para_Team_Uniform3 getitem 5583,1; //Para_Team_Hat getitem 2560,1; //Para_Team_Manteau next; mes "[Michael]"; mes "Check your supplies again and look after it."; close; } mes "[Michael]"; mes "A One-handed sword, Uniform, and Boots all 3 supplies."; mes "Please check it again."; set para_suv01,38; set para_suv02,3; getitem 13424,1; //P_Sabre2 getitem 2458,1; //Para_Team_Boots3 getitem 15011,1; //Para_Team_Uniform3 next; mes "[Michael]"; mes "I hope they're useful to you."; close; case 2: mes "[Michael]"; mes "You've chosen the Eden Slayer II."; mes "Additionally you'll receive the Eden Group Boots III and Uniform III."; next; if (para_suv02 == 0) { mes "[Michael]"; mes "You don't have a record of receiving any supplies"; mes "so, you'll receive the Eden Group Hat and Manteau aswell."; set para_suv01,38; set para_suv02,3; getitem 1193,1; //P_Slayer2 getitem 2458,1; //Para_Team_Boots3 getitem 15011,1; //Para_Team_Uniform3 getitem 5583,1; //Para_Team_Hat getitem 2560,1; //Para_Team_Manteau next; mes "[Michael]"; mes "Check your supplies again and look after it."; close; } mes "[Michael]"; mes "A Two-handed sword, Uniform, and Boots all 3 supplies."; mes "Please check it again."; set para_suv01,38; set para_suv02,3; getitem 1193,1; //P_Slayer2 getitem 2458,1; //Para_Team_Boots3 getitem 15011,1; //Para_Team_Uniform3 next; mes "[Michael]"; mes "I hope they're useful to you."; close; } } if (Class == Job_Thief || Class == Job_Thief_High || Class == Job_Assassin || Class == Job_Rogue) { mes "[Michael]"; mes "We only have 1 weapon for you."; next; mes "[Michael]"; mes "Eden Dagger II: Dagger. MATK+70, attack 158."; mes "It is Lv. 2 and the required level is 40."; next; mes "[Michael]"; mes "It also can't be traded with other players or be refined."; next; mes "[Michael]"; mes "You'll receive the Eden Dagger II."; next; mes "[Michael]"; mes "Additionally you'll receive the Eden Group Boots III and Uniform III."; next; if (para_suv02 == 0) { mes "[Michael]"; mes "You don't have a record of receiving any supplies"; mes "so, you'll receive the Eden Group Hat and Manteau aswell."; set para_suv02, 3; getitem 13051,1; //P_Dagger2 getitem 2458,1; //Para_Team_Boots3 getitem 15011,1; //Para_Team_Uniform3 getitem 5583,1; //Para_Team_Hat getitem 2560,1; //Para_Team_Manteau next; mes "[Michael]"; mes "Check your supplies again and look after it."; close; } mes "[Michael]"; mes "A Dagger, Uniform, and Boots all 3 supplies."; mes "Please check it again."; set para_suv01,38; set para_suv02,3; getitem 13051,1; //P_Dagger2 getitem 2458,1; //Para_Team_Boots3 getitem 15011,1; //Para_Team_Uniform3 next; mes "[Michael]"; mes "I hope they're useful to you."; close; } if (Class == Job_Acolyte || Class == Job_Acolyte_High || Class == Job_Priest || Class == Job_Monk) { mes "[Michael]"; mes "What kind of weapon do you want?"; mes "We have a mace and a staff."; mes "Here are the options."; next; mes "[Michael]"; mes "Eden Mace II: Mace. attack 163."; mes "Eden Staff II: Staff. INT+3, MATK+150, attack 60."; mes "Both of them are Lv. 2 weapons and the required level is 40."; next; mes "[Michael]"; mes "They also can't be traded with other players or be refined."; next; switch (select("Eden Staff II:Eden Mace II")) { case 1: mes "[Michael]"; mes "You've chosen the Eden Staff II."; mes "Additionally you'll receive the Eden Group Boots III and Uniform III."; next; if (para_suv02 == 0) { mes "[Michael]"; mes "You don't have a record of receiving any supplies"; mes "so, you'll receive the Eden Group Hat and Manteau aswell."; set para_suv01,38; set para_suv02,3; getitem 1651,1; //P_Staff2 getitem 2458,1; //Para_Team_Boots3 getitem 15011,1; //Para_Team_Uniform3 getitem 5583,1; //Para_Team_Hat getitem 2560,1; //Para_Team_Manteau next; mes "[Michael]"; mes "Check your supplies again and look after it."; close; } mes "[Michael]"; mes "A Staff, Uniform, and Boots all 3 supplies."; mes "Please check it again."; set para_suv01,38; set para_suv02,3; getitem 1651,1; //P_Staff2 getitem 2458,1; //Para_Team_Boots3 getitem 15011,1; //Para_Team_Uniform3 next; mes "[Michael]"; mes "I hope they're useful to you."; close; case 2: mes "[Michael]"; mes "You've chosen the Eden Mace II."; mes "Additionally you'll receive the Eden Group Boots III and Uniform III."; next; if (para_suv02 == 0) { mes "[Michael]"; mes "You don't have a record of receiving any supplies"; mes "so, you'll receive the Eden Group Hat and Manteau aswell."; set para_suv01,38; set para_suv02,3; getitem 16005,1; //P_Mace2 getitem 2458,1; //Para_Team_Boots3 getitem 15011,1; //Para_Team_Uniform3 getitem 5583,1; //Para_Team_Hat getitem 2560,1; //Para_Team_Manteau next; mes "[Michael]"; mes "Check your supplies again and look after it."; close; } mes "[Michael]"; mes "A Mace, Uniform, and Boots all 3 supplies."; mes "Please check it again."; set para_suv01,38; set para_suv02,3; getitem 16005,1; //P_Mace2 getitem 2458,1; //Para_Team_Boots3 getitem 15011,1; //Para_Team_Uniform3 next; mes "[Michael]"; mes "I hope they're useful to you."; close; } } if (Class == Job_Archer || Class == Job_Archer_High || Class == Job_Hunter || Class == Job_Dancer || Class == Job_Bard) { mes "[Michael]"; mes "We only have 1 weapon for you."; next; mes "[Michael]"; mes "Eden Bow II: Bow. attack 82."; mes "It is Lv. 2 and the required level is 40."; next; mes "[Michael]"; mes "It also can't be traded with other players or be refined."; next; mes "[Michael]"; mes "You'll receive the Eden Bow II."; next; mes "[Michael]"; mes "Additionally you'll receive the Eden Group Boots III and Uniform III."; next; if (para_suv02 == 0) { mes "[Michael]"; mes "You don't have a record of receiving any supplies"; mes "so, you'll receive the Eden Group Hat and Manteau aswell."; set para_suv01,38; set para_suv02,3; getitem 1748,1; //P_Bow2 getitem 2458,1; //Para_Team_Boots3 getitem 15011,1; //Para_Team_Uniform3 getitem 5583,1; //Para_Team_Hat getitem 2560,1; //Para_Team_Manteau next; mes "[Michael]"; mes "Check your supplies again and look after it."; close; } mes "[Michael]"; mes "A Bow, Uniform, and Boots all 3 supplies."; mes "Please check it again."; set para_suv01,38; set para_suv02,3; getitem 1748,1; //P_Bow2 getitem 2458,1; //Para_Team_Boots3 getitem 15011,1; //Para_Team_Uniform3 next; mes "[Michael]"; mes "I hope they're useful to you."; close; } if (Class == Job_Novice || Class == Job_Novice_High || Class == Job_SuperNovice || Class == Job_Soul_Linker || Class == Job_Ninja) { mes "[Michael]"; mes "We only have 1 weapon for you."; next; mes "[Michael]"; mes "Eden Dagger II: Dagger. MATK+70, attack 158."; mes "It is Lv. 2 and the required level is 40."; next; mes "[Michael]"; mes "It also can't be traded with other players or be refined."; next; mes "[Michael]"; mes "You'll receive the Eden Dagger II."; next; mes "[Michael]"; mes "Additionally you'll receive the Eden Group Boots III and Uniform III."; next; if (para_suv02 == 0) { mes "[Michael]"; mes "You don't have a record of receiving any supplies"; mes "so, you'll receive the Eden Group Hat and Manteau aswell."; set para_suv01,38; set para_suv02,3; getitem 13051,1; //P_Dagger2 getitem 2458,1; //Para_Team_Boots3 getitem 15011,1; //Para_Team_Uniform3 getitem 5583,1; //Para_Team_Hat getitem 2560,1; //Para_Team_Manteau next; mes "[Michael]"; mes "Check your supplies again and look after it."; close; } mes "[Michael]"; mes "A Dagger, Uniform, and Boots all 3 supplies."; mes "Please check it again."; set para_suv01, 38; set para_suv02, 3; getitem 13051,1; //P_Dagger2 getitem 2458,1; //Para_Team_Boots3 getitem 15011,1; //Para_Team_Uniform3 next; mes "[Michael]"; mes "I hope they're useful to you."; close; } if (Class == Job_Mage || Class == Job_Mage_High || Class == Job_Wizard || Class == Job_Sage) { mes "[Michael]"; mes "We only have 1 weapon for you."; next; mes "[Michael]"; mes "Eden Staff II: Staff. INT+3, MATK+155, attack 60."; mes "It is Lv. 2 and the required level is 40."; next; mes "[Michael]"; mes "It also can't be traded with other players or be refined."; next; mes "[Michael]"; mes "You'll receive the Eden Staff II."; next; mes "[Michael]"; mes "Additionally you'll receive the Eden Group Boots III and Uniform III."; next; if (para_suv02 == 0) { mes "[Michael]"; mes "You don't have a record of receiving any supplies"; mes "so, you'll receive the Eden Group Hat and Manteau aswell."; set para_suv01,38; set para_suv02,3; getitem 1651,1; //P_Staff2 getitem 2458,1; //Para_Team_Boots3 getitem 15011,1; //Para_Team_Uniform3 getitem 5583,1; //Para_Team_Hat getitem 2560,1; //Para_Team_Manteau next; mes "[Michael]"; mes "Check your supplies again and look after it."; close; } mes "[Michael]"; mes "A Staff, Uniform, and Boots all 3 supplies."; mes "Please check it again."; set para_suv01,38; set para_suv02,3; getitem 1651,1; //P_Staff2 getitem 2458,1; //Para_Team_Boots3 getitem 15011,1; //Para_Team_Uniform3 next; mes "[Michael]"; mes "I hope they're useful to you."; close; } if (Class == Job_Merchant || Class == Job_Merchant_High || Class == Job_Blacksmith || Class == Job_Alchemist) { mes "[Michael]"; mes "What kind of weapon do you want?"; mes "We have a mace and a one-handed sword."; mes "Here are the options."; next; mes "[Michael]"; mes "Eden Saber II: One-handed sword. attack 170."; mes "Eden Mace II: Mace. attack 163."; mes "Both of them are Lv. 2 weapons and the required level is 40."; next; mes "[Michael]"; mes "They also can't be traded with other players or be refined."; next; switch (select("Eden Saber II:Eden Mace II")) { case 1: mes "[Michael]"; mes "You've chosen the Eden Sabre II."; mes "Additionally you'll receive the Eden Group Boots III and Uniform III."; next; if (para_suv02 == 0) { mes "[Michael]"; mes "You don't have a record of receiving any supplies"; mes "so, you'll receive the Eden Group Hat and Manteau aswell."; set para_suv01,38; set para_suv02,3; getitem 13424,1; //P_Sabre2 getitem 2458,1; //Para_Team_Boots3 getitem 15011,1; //Para_Team_Uniform3 getitem 5583,1; //Para_Team_Hat getitem 2560,1; //Para_Team_Manteau next; mes "[Michael]"; mes "Check your supplies again and look after it."; close; } mes "[Michael]"; mes "A One-handed sword, Uniform and Boots all 3 supplies."; mes "Please check it again."; set para_suv01,38; set para_suv02,3; getitem 13424,1; //P_Sabre2 getitem 2458,1; //Para_Team_Boots3 getitem 15011,1; //Para_Team_Uniform3 next; mes "[Michael]"; mes "I hope they're useful to you."; close; case 2: mes "[Michael]"; mes "You've chosen the Eden Mace II."; mes "Additionally you'll receive the Eden Group Boots III and Uniform III."; next; if (para_suv02 == 0) { mes "[Michael]"; mes "You don't have a record of receiving any supplies"; mes "so, you'll receive the Eden Group Hat and Manteau aswell."; set para_suv01, 38; set para_suv02, 3; getitem 16005,1; //P_Mace2 getitem 2458,1; //Para_Team_Boots3 getitem 15011,1; //Para_Team_Uniform3 getitem 5583,1; //Para_Team_Hat getitem 2560,1; //Para_Team_Manteau next; mes "[Michael]"; mes "Check your supplies again and look after it."; close; } mes "[Michael]"; mes "A Mace, Uniform and Boots all 3 supplies."; mes "Please check it again."; set para_suv01,38; set para_suv02,3; getitem 16005,1; //P_Mace2 getitem 2458,1; //Para_Team_Boots3 getitem 15011,1; //Para_Team_Uniform3 next; mes "[Michael]"; mes "I hope they're useful to you."; close; } } if (Class == Job_Gunslinger) { mes "[Michael]"; mes "We only have 1 weapon for you."; next; mes "[Michael]"; mes "Eden Revolver II: Revolver. HIT-5, attack 60."; mes "It is Lv. 2 and the required level is 40."; next; mes "[Michael]"; mes "It also can't be traded with other players or be refined."; next; mes "[Michael]"; mes "You'll receive the Eden Revolver II."; next; mes "[Michael]"; mes "Additionally you'll receive the Eden Group Boots III and Uniform III."; next; if (para_suv02 == 0) { mes "[Michael]"; mes "You don't have a record of receiving any supplies"; mes "so, you'll receive the Eden Group Hat and Manteau aswell."; set para_suv01,38; set para_suv02,3; getitem 13113,1; //P_Revolver2 getitem 2458,1; //Para_Team_Boots3 getitem 15011,1; //Para_Team_Uniform3 getitem 5583,1; //Para_Team_Hat getitem 2560,1; //Para_Team_Manteau next; mes "[Michael]"; mes "Check your supplies again and look after it."; close; } mes "[Michael]"; mes "A Revolver, Uniform and Boots all 3 supplies."; mes "Please check it again."; set para_suv01,38; set para_suv02,3; getitem 13113,1; //P_Revolver2 getitem 2458,1; //Para_Team_Boots3 getitem 15011,1; //Para_Team_Uniform3 next; mes "[Michael]"; mes "I hope they're useful to you."; close; } mes "[Michael]"; mes "Let me see... you will receive.."; mes "the Eden Group Boots III and Uniform III."; next; if (para_suv02 == 0) { mes "[Michael]"; mes "You don't have a record of receiving any supplies"; mes "so, you'll receive the Eden Group Hat and Manteau aswell."; set para_suv01,38; set para_suv02,3; getitem 2458,1; //Para_Team_Boots3 getitem 15011,1; //Para_Team_Uniform3 getitem 5583,1; //Para_Team_Hat getitem 2560,1; //Para_Team_Manteau next; mes "[Michael]"; mes "Check your supplies again and look after it."; close; } mes "[Michael]"; mes "A Uniform and Boots all 2 supplies."; mes "Please check it again."; set para_suv01,38; set para_suv02,3; getitem 2458,1; //Para_Team_Boots3 getitem 15011,1; //Para_Team_Uniform3 next; mes "[Michael]"; mes "I hope they're useful to you."; close; } mes "[Michael]"; mes "Wait...I will check the record..."; mes "..."; mes "...hummmm."; next; mes "[Michael]"; mes "Sorry, but I can't find any record that you can obtain supplies."; mes "Are you sure?"; close; } case 2: mes "[Michael]"; mes "We store weapons, armor and other goods which were created by the Eden Group here."; mes "We also have a lot of special stuff."; next; mes "[Michael]"; mes "To prepare for emergencies, we hav enough equipment and supplies for an entire army."; mes "Frankly... we don't have a use for it now but in case soemthing happens like in Morroc."; next; mes "[Michael]"; mes "Just take a look around and don't touch anything."; next; mes "[Michael]"; mes "If I make a mistake, Reke will punish me."; close; case 3: mes "[Michael]"; mes "You mean upgrading equipment, right?"; mes "We can only upgrade the Eden Group Hat."; if (para_suv02 == 3) { if (countitem(5583) > 0) { disable_items; mes "[Michael]"; mes "What status bonus do you want to upgrade?"; next; switch (select("Upgrade STR:Upgrade AGI:Upgrade VIT:Upgrade INT:Upgrade DEX:Upgrade LUK:Nevermind.")) { case 1: mes "[Michael]"; mes "I see."; mes "I will ^4d4dffUpgrade STR^000000."; mes "Are you sure?"; next; switch (select("Yes I am.:No wait.")) { case 1: mes "[Michael]"; mes "I will start to upgrade."; next; mes "[Michael]"; mes "Here you are."; set para_suv02,4; delitem 5583,1; getitem2 5583, 1, 1, 0, 0, 0, 0, 0, 4701; close; case 2: mes "[Michael]"; mes "Don't you want to upgrade?"; close; } case 2: mes "[Michael]"; mes "I see."; mes "I will ^4d4dffUpgrade AGI^000000."; mes "Are you sure?"; next; switch (select("Yes I am.:No wait.")) { case 1: mes "[Michael]"; mes "I will start to upgrade."; next; mes "[Michael]"; mes "Here you are."; set para_suv02,4; delitem 5583,1; getitem2 5583, 1, 1, 0, 0, 0, 0, 0, 4731; close; case 2: mes "[Michael]"; mes "Don't you want to upgrade?"; close; } case 3: mes "[Michael]"; mes "I see."; mes "I will ^4d4dffUpgrade VIT^000000."; mes "Are you sure?"; next; switch (select("Yes I am.:No wait.")) { case 1: mes "[Michael]"; mes "I will start to upgrade."; next; mes "[Michael]"; mes "Here you are."; set para_suv02,4; delitem 5583,1; getitem2 5583, 1, 1, 0, 0, 0, 0, 0, 4741; close; case 2: mes "[Michael]"; mes "Don't you want to upgrade?"; close; } case 4: mes "[Michael]"; mes "I see."; mes "I will ^4d4dffUpgrade INT^000000."; mes "Are you sure?"; next; switch (select("Yes I am.:No wait.")) { case 1: mes "[Michael]"; mes "I will start to upgrade."; next; mes "[Michael]"; mes "Here you are."; set para_suv02,4; delitem 5583,1; getitem2 5583, 1, 1, 0, 0, 0, 0, 0, 4711; close; case 2: mes "[Michael]"; mes "Don't you want to upgrade?"; close; } case 5: mes "[Michael]"; mes "I see."; mes "I will ^4d4dffUpgrade DEX^000000."; mes "Are you sure?"; next; switch (select("Yes I am.:No wait.")) { case 1: mes "[Michael]"; mes "I will start to upgrade."; next; mes "[Michael]"; mes "Here you are."; set para_suv02, 4; delitem 5583,1; getitem2 5583, 1, 1, 0, 0, 0, 0, 0, 4721; close; case 2: mes "[Michael]"; mes "Don't you want to upgrade?"; close; } case 6: mes "[Michael]"; mes "I see."; mes "I will ^4d4dffUpgrade LUK^000000."; mes "Are you sure?"; next; switch (select("Yes I am.:No wait.")) { case 1: mes "[Michael]"; mes "I will start to upgrade."; next; mes "[Michael]"; mes "Here you are."; set para_suv02, 4; delitem 5583,1; getitem2 5583, 1, 1, 0, 0, 0, 0, 0, 4751; close; case 2: mes "[Michael]"; mes "Don't you want to upgrade?"; close; } case 7: mes "[Michael]"; mes "Why? It'll be beter than it is."; mes "Anyway, we can only offer you one Hat."; next; mes "[Michael]"; mes "What you do with it is up to you."; close; } } mes "[Michael]"; mes "First come with a Hat that you want me to upgrade."; mes "Make sure that it's in your inventory, got it?"; close; } if (para_suv02 == 4) { mes "[Michael]"; mes "Umm, didn't you upgrade this already?"; mes "According to the records"; mes ""+strcharinfo(0)+": Has already upgraded their Hat."; next; mes "[Michael]"; mes "We can only offer 1 upgrade."; mes "Sorry but I can't do it twice."; close; } mes "[Michael]"; mes "You haven't received all the supplies up to step 3."; mes "Upgrading your Hat is a special service."; next; mes "[Michael]"; mes "Sorry but I can't help you."; close; } } moc_para01,179,44,3 script Chef 820,{ mes "[Chef]"; mes "What's up?"; mes "Do you want a Meal? Or do you have other business?"; next; switch (select("Order a meal.:Talk.")) { case 1: mes "[Chef]"; mes "Choose one of the three course meals A, B or C."; mes "Do you want a explanation?"; next; switch (select("I want a explanation.:Order course meal A:Order course meal B:Order course meal C:End Conversation.")) { case 1: mes "[Chef]"; mes "Uh? what do you want to know?"; next; switch (select("About course meal A.:About course meal B.:About course meal C.:End Conversation.")) { case 1: mes "[Chef]"; mes "Course meal A is for nomal people."; mes "It has three kinds of dishes and the main is...."; mes " "; mes "-Chef is trying to point to a dish in the picture. There is a black roll.-"; next; mes "[Chef]"; mes "It's made of sea grass so, it's dry like paper."; mes "It's a roll with steamed rice, vegetables and meat inside."; mes "It seems simple but it is really good and healthy."; next; mes "[Chef]"; mes "The ingredients mix well with the spicy sauce."; mes "It is also mixed with chopped meat like sausages."; next; mes "[Chef]"; mes "It's simple and cheap so it is really popular with everyone."; mes "Just 3,000 Zeny."; mes "You will feel satisfied after eating it."; close; case 2: mes "[Chef]"; mes "Um course meal B is."; mes "I make a sauce with aromatic vegetables and meat in a soup."; next; mes "[Chef]"; mes "The meat is boiled so it is fork tender in the soup."; mes "When the soup is almost done I add noodles for the finishing touch."; next; mes "[Chef]"; mes "It's a good dish to share with your friends."; mes "It's 4,000 Zeny."; mes "It's a very fun dish to enjoy."; close; case 3: mes "[Chef]"; mes "Now for course meal C..."; mes "It's a masterpiece of meat... Legend of the meat class!"; next; mes "[Chef]"; mes "Beef, bacon,"; mes "strip loin,"; mes "rib eye roll"; mes "..."; next; mes "[Chef]"; mes "Do you need more information?"; mes "Don't worry."; mes "I use the besk oak to smoke it."; mes "Ah, it's 5,000 Zeny. Cheap isn't it? I only use the best meat so don't worry."; close; case 4: mes "[Chef]"; mes "I don't have enough time to chat with you..."; close; } case 2: mes "[Chef]"; mes "Course meal A?"; mes "Ah, Kim-dduck-soon."; mes "It's the representative meal for normal citizens."; next; if (countitem(6219) > 0) { if (Zeny > 2699) { mes "[Chef]"; mes "Hey, here you are."; mes "Enjoy your meal."; next; mes "- After eating the meal, You feel a little bit full."; mes "You've recovered some HP and SP. -"; set Zeny, Zeny - 2700; percentheal 50,0; percentheal 0,50; close; } mes "[Chef]"; mes "This meal costs 3,000 zeny but I will serve it for 2,700."; mes "Since you are a eden member you get a 10% discount so, it's 2,700 zeny."; close; } if (Zeny > 2999) { mes "[Chef]"; mes "Hey, here you are."; mes "Enjoy your meal."; next; mes "- After eating the meal, You feel a little bit full."; mes "You've recovered some HP and SP. -"; set Zeny, Zeny - 3000; percentheal 50,0; percentheal 0,50; close; } mes "[Chef]"; mes "This meal costs 3,000 zeny."; mes "How many times do I have to tell you?"; close; case 3: mes "[Chef]"; mes "Course meal B?"; mes "This food with meat and vegetables in hot soup has it's origins from nomadic life under the cold and dry nature."; next; if (countitem(6219) > 0) { if (Zeny > 3599) { mes "[Chef]"; mes "Hey, here you are."; mes "Enjoy your meal."; next; mes "- After eating the meal, You feel a little bit full."; mes "You've recovered some HP and SP. -"; set Zeny, Zeny - 3600; percentheal 75,0; percentheal 0,75; close; } mes "[Chef]"; mes "This meal costs 4,000 zeny but I will serve it for 3,600."; mes "Since you are a eden member you get a 10% discount so, it's 3,600 zeny."; close; } if (Zeny > 3999) { mes "[Chef]"; mes "Hey, here you are."; mes "Enjoy your meal."; next; mes "- After eating the meal, You feel a little bit full."; mes "You've recovered some HP and SP. -"; set Zeny, Zeny - 4000; percentheal 75,0; percentheal 0,75; close; } mes "[Chef]"; mes "This meal costs 4,000 zeny."; mes "How many times do I have to tell you?"; close; case 4: if (countitem(6219) > 0) { if (Zeny > 4499) { mes "[Chef]"; mes "Hey, here you are."; mes "Enjoy your meal."; next; mes "- The Rib Eye Roll is grilled on the oak."; mes "- After eating the meal, You feel a little bit full."; mes "You've recovered your HP and SP. -"; set Zeny, Zeny - 4500; percentheal 100,0; percentheal 0,100; close; } mes "[Chef]"; mes "This meal costs 5,000 zeny but I will serve it for 4,500."; mes "Since you are a eden member you get a 10% discount so, it's 4,500 zeny."; close; } if (Zeny > 4999) { mes "[Chef]"; mes "Hey, here you are."; mes "Enjoy your meal."; next; mes "Hey, here you are."; mes "- The Rib Eye Roll is grilled on the oak."; mes "- After eating the meal, You feel a little bit full."; mes "You've recovered your HP and SP. -"; set Zeny, Zeny - 5000; percentheal 100,0; percentheal 0,100; close; } mes "[Chef]"; mes "This meal costs 5,000 zeny."; mes "How many times do I have to tell you?"; close; case 5: mes "[Chef]"; mes "It's up to you."; close; } case 2: if (countitem(6219) > 0) { mes "[Chef]"; mes "Most jobs should be managed by yourself. So it might be difficult, right?"; mes "Actually it's harmful so they have requested continuously."; next; mes "[Chef]"; mes "Can't we all work together by helping each other out?"; mes "Anyway, you..."; next; if (para_suv01 == 0) { if (BaseLevel < 41) { mes "[Chef]"; mes "How are you?"; mes "Ah... now you don't look like a beginner."; mes "Do you want to know some good information?"; next; mes "[Chef]"; mes "The Eden Group... sometimes receives jobs."; mes "But they also manufacture armor and weapons by themselves."; next; mes "[Chef]"; mes "If you want, you can get a uniform from the Eden Group."; next; mes "[Chef]"; mes "To get it you need to complete their missions."; mes "If you have any interest, meet Instructor Boya at the desk."; close; } mes "[Chef]"; mes "You look like an expert..."; mes "umm emm.. "; mes "umm emm.. ummm.."; next; mes "[Chef]"; mes "Yes! I found a thing that you are missing!"; mes "You didn't get eden group uniform?"; next; mes "[Chef]"; mes "Hmm, it's not neccessary but if you remain with the eden group, it would be a good symbol."; next; mes "[Chef]"; mes "You can't get it easily but.."; mes "If you have an interest, ask Instructor Boya at the desk."; close; } mes "[Chef]"; mes "Sure, the uniform goes well with you."; mes "Oh, sure."; mes "The leader makes the designs these days."; next; mes "[Chef]"; mes "Ahah..especially the hat."; mes "To.. me.. the hat... um."; mes "It goes well with Laime but with Luke... I don't know.."; next; switch (select("What about the hat?:Luke?")) { case 1: mes "[Chef]"; mes "Nothing. It's so cute."; mes "I am concerned about the ribbon."; mes "But, it is essential that I wear this hat.."; next; mes "[Chef]"; mes "Hahahah I don't care."; mes "I don't care at all!"; mes "Hahaha.. aaaahahahaha... "; close; case 2: mes "[Chef]"; mes "He is a knife expert."; mes "One of our guard leaders."; mes "Who is also in charge of the security in this office."; next; mes "[Chef]"; mes "Almost everyone just hired wonders about him."; mes "But Laime and Luke are totally different."; next; mes "[Chef]"; mes "The leaders have worked together for a long time."; mes "But the leader wants to hide his past..."; next; mes "[Chef]"; mes "What I guess is... he might be a son of a rich family."; mes "Rumor is that Luke was the family guard."; mes "Laime was a servant? Wasn't she?"; mes "What do you think about my story?"; next; select("....."); mes "[Chef]"; mes "............"; mes "Ahah..hey~ even if I talked useless things don't look at me like that"; mes "but it's really true that three people established this Eden Group."; close; } } mes "[Chef]"; mes "Uh? Missions. Did you find the right place?"; mes "Also let me se... you are not one of our members. How can I give you work?"; next; mes "[Chef]"; mes "Just eat in the restaurant."; mes "We serve meals to everyone."; mes "I am pretty sure they taste great!"; close; } } moc_para01,23,35,4 script Instructor Ur 468,{ mes "[Instructor Ur]"; if (countitem(6219) > 0) { if (BaseLevel < 60) { mes "Umm. You should raise your level more!"; mes "You need to be at least level 60!"; mes "I'm sorry but those are the rules."; close; } if ((BaseLevel >= 60) && (BaseLevel < 70) && (para_suv01 < 39)) { callsub L_GiveQuest; mes "Great! I want you to go find ^0000FFRomeo in Comodo^000000."; next; set para_suv01,39; setquest 7214; mes "[Instructor Ur]"; mes "You should see him near the entrance to the ^0000FFNorth Cave in Comodo^000000."; close; } if ((para_suv01 == 39) && (romeo < 4)) { mes "What are you waiting for? Go find ^0000FFRomeo in Comodo^000000."; next; mes "[Instructor Ur]"; mes "You should see him near the entrance to the ^0000FFNorth Cave in Comodo^000000."; close; } if ((para_suv01 == 40) && (romeo == 4)) callsub L_CompleteQuest,7218,41,5; if (para_suv01 == 41) callsub L_Toren; if ((para_suv01 == 42) && (BaseLevel < 70)) callsub L_Level,70; if ((BaseLevel >= 70) && (BaseLevel < 80) && (para_suv01 < 39 || para_suv01 == 42)) { callsub L_GiveQuest; mes "Great! I want you to go find ^0000FFJohan in Glast Heim^000000."; next; set para_suv01,43; setquest 7219; mes "[Instructor Ur]"; mes "You should see him near the entrance of the ^0000FFGlast Heim Church^000000."; close; } if ((para_suv01 == 43) && (johan < 3)) { mes "What are you waiting for? Go find ^0000FFJohan in Glast Heim^000000."; next; mes "[Instructor Ur]"; mes "You should see him near the entrance of the ^0000FFGlast Heim Church^000000."; close; } if ((para_suv01 == 43) && (johan == 3)) callsub L_CompleteQuest,7222,44,7; if (para_suv01 == 44) callsub L_Toren; if ((para_suv01 == 45) && (BaseLevel < 80)) callsub L_Level,80; if ((BaseLevel >= 80) && (BaseLevel < 90) && (para_suv01 < 39 || para_suv01 == 42 || para_suv01 == 45)) { callsub L_GiveQuest; mes "Great! I want you to go find ^0000FFKiren in Einbroch^000000."; next; set para_suv01,46; setquest 7223; mes "[Instructor Ur]"; mes "You should see her near the ^0000FFSouth Enterance^000000 outside of town."; close; } if ((para_suv01 == 46) && (kiren < 3)) { mes "What are you waiting for? Go find ^0000FFKiren in Einbroch^000000."; next; mes "[Instructor Ur]"; mes "You should see her near the ^0000FFSouth Enterance^000000 outside of town."; close; } if ((para_suv01 == 46) && (kiren == 3)) callsub L_CompleteQuest,7228,47,9; if (para_suv01 == 47) callsub L_Toren; if ((para_suv01 == 48) && (BaseLevel < 90)) callsub L_Level,90; if ((BaseLevel >= 90) && (BaseLevel < 100) && (para_suv01 < 39 || para_suv01 == 42 || para_suv01 == 45 || para_suv01 == 48)) { callsub L_GiveQuest; mes "Great! I want you to go find ^0000FFNaomi in Ice Dungeon^000000."; next; set para_suv01,49; setquest 7229; mes "[Instructor Ur]"; mes "You should see her near the ^0000FFEntrance^000000 when you enter the dungeon."; close; } if ((para_suv01 == 49) && (naomi < 3)) { mes "What are you waiting for? Go find ^0000FFNaomi in Ice Dungeon^000000."; next; mes "[Instructor Ur]"; mes "You should see her near the ^0000FFEntrance^000000 when you enter the dungeon."; close; } if ((para_suv01 == 49) && (naomi == 3)) callsub L_CompleteQuest,7232,50,11; if (para_suv01 == 50) callsub L_Toren; if ((para_suv01 == 51) && (BaseLevel < 100)) callsub L_Level,100; if ((BaseLevel >= 100) && (para_suv01 < 39 || para_suv01 == 42 || para_suv01 == 45 || para_suv01 == 48 || para_suv01 == 51)) { callsub L_GiveQuest; mes "Great! I want you to go find ^0000FFMargaret in the Expedition Camp^000000."; next; set para_suv01,52; setquest 7233; mes "[Instructor Ur]"; mes "You should see her near the ^0000FFBuilding in the Center^000000 of the Expedition Camp."; close; } if ((para_suv01 == 52) && (margaret < 7)) { mes "What are you waiting for? Go find ^0000FFMargaret in the Expedition Camp^000000."; next; mes "[Instructor Ur]"; mes "You should see her near the ^0000FFBuilding in the Center^000000 of the Expedition Camp."; close; } if ((para_suv01 == 52) && (margaret == 7)) callsub L_CompleteQuest,7237,53,13; if (para_suv01 == 53) callsub L_Toren; if (para_suv01 > 53) { mes "[Instructor Ur]"; mes "I'm out of rewards to give to you. But don't worry, there are much better gears out there for you to obtain."; close; } } mes "You are not in my group are you?"; mes "I don't have anything to say to outsiders."; mes "If you want something register with my group."; next; mes "[Instructor Ur]"; mes "To register with the Eden Group ask Laime Evenor next to me."; close; L_GiveQuest: mes "You are just in time! I have a new quest for you, would you like to start it now?"; next; if(select("Yes!:No, thanks.") == 2) { mes "[Instructor Ur]"; mes "Thats too bad. I had some nice rewards I could have given to you for helping me."; close; } mes "[Instructor Ur]"; return; L_CompleteQuest: mes "Done already? Great work!"; next; set para_suv01, getarg(1); completequest getarg(0); if (para_suv02 < getarg(2)) set para_suv02, getarg(2); mes "[Instructor Ur]"; L_Toren: mes "Go to the back room and talk to ^0000FFToren and the Weapons Expert^000000 for your rewards!"; close; L_Level: mes "I'm sorry, I have no new quests available for you at this time. Come back when you are at least ^FF0000Base Level "+getarg(0)+"^000000."; close; } comodo,173,354,6 script Romeo#01 55,{ if ((para_suv01 == 39) && (romeo < 1)) { mes "[Romeo]"; mes "Ah, there you are."; next; mes "[Romeo]"; mes "Before we begin, I want to test you."; next; set romeo,1; changequest 7214,7215; mes "[Romeo]"; mes "Enter the cave and kill ^0000FF3 Stalactic Golems^000000, then return to me."; close; } if (romeo == 1) { if (checkquest(7215,HUNTING) == 2) { mes "[Romeo]"; mes "You did it? Thats all the proof I needed."; next; mes "[Romeo]"; mes "You should then have no trouble killing ^0000FF10 more Stalactic Golems^000000, right?"; next; getexp 10000,10000; set romeo,2; changequest 7215,7216; mes "[Romeo]"; mes "^0000FFMeet me at the north-east exit of the cave^000000 when you are done, I will be waiting for you outside."; close; } mes "[Romeo]"; mes "Don't give up, I'm only asking you to kill ^0000FF3 Stalactic Golems^000000."; close; } if (romeo == 2) { mes "[Romeo]"; mes "You should then have no trouble killing ^0000FF10 more Stalactic Golems^000000, right?"; next; mes "[Romeo]"; mes "After you have killed all ^0000FF10 Stalactic Golems^000000, ^0000FFmeet me at the north-east exit of the cave^000000. I will be waiting for you outside."; close; } mes "[Romeo]"; mes "The person I'm waiting for is late..."; close; } um_fild01,34,280,6 script Romeo#02 55,{ if (romeo == 2) { if (checkquest(7216,HUNTING) == 2) { mes "[Romeo]"; mes "Wow, you have arrived sooner than I expected."; next; mes "[Romeo]"; mes "There is only one more thing I need you to do for me."; next; getexp 10000,10000; set romeo,3; changequest 7216,7217; mes "[Romeo]"; mes "Bring me ^0000FF5 Shoulder Pads and 7 Sharp Leafs^000000."; close; } mes "[Romeo]"; mes "You are early, but you didn't kill ^0000FF10 Stalactic Golems^000000 like I asked you to do."; close; } if (romeo == 3) { if ((countitem(7196) >= 5) && (countitem(7100) >= 7)) { mes "[Romeo]"; mes "Your work here is done my friend."; next; delitem 7196,5; // Shoulder Pad delitem 7100,7; // Sharp Leaf getexp 10000,10000; set romeo,4; set para_suv01,40; changequest 7217,7218; mes "[Romeo]"; mes "Return to the ^33CC33Paradise Group Headquarters^000000 for your reward."; close; } mes "[Romeo]"; mes "Bring me ^0000FF5 Shoulder Pads and 7 Sharp Leafs^000000."; close; } if (romeo == 4) { mes "[Romeo]"; mes "Thank you again for all your help."; next; mes "[Romeo]"; mes "Return to the ^33CC33Paradise Group Headquarters^000000 for your reward."; close; } mes "[Romeo]"; mes "What is taking so long..."; close; } glast_01,195,131,6 script Johan 95,{ if ((para_suv01 == 43) && (johan < 1)) { mes "[Johan]"; mes "..."; next; mes "[Johan]"; mes "I don't need to explain anything to you."; next; set johan,1; changequest 7219,7220; mes "[Johan]"; mes "Go kill ^0000FF20 Wraiths^000000."; close; } if (johan == 1) { if (checkquest(7220,HUNTING) == 2) { mes "[Johan]"; mes "Good."; next; mes "[Johan]"; mes "Next I want you to kill ^0000FF10 Evil Druids^000000."; next; getexp 20000,20000; set johan,2; changequest 7220,7221; mes "[Johan]"; mes "This time kill them quickly, I don't like to wait."; close; } mes "[Johan]"; mes "... ^0000FF20 Wraiths^000000 shouldn't take this long."; close; } if (johan == 2) { if (checkquest(7221,HUNTING) == 2) { mes "[Johan]"; mes "Hmmmm, better."; next; mes "[Johan]"; mes "Ok, I'm done with you."; next; getexp 20000,20000; set johan,3; changequest 7221,7222; mes "[Johan]"; mes "Return to the ^33CC33Paradise Group Headquarters^000000 for your reward."; close; } mes "[Johan]"; mes "Hurry up, it is only ^0000FF10 Evil Druids^000000."; close; } if (johan == 3) { mes "[Johan]"; mes "Why are you still here?"; next; mes "[Johan]"; mes "Return to the ^33CC33Paradise Group Headquarters^000000 for your reward."; close; } mes "[Johan]"; mes "Go away... I'm busy."; close; } ein_fild08,172,359,4 script Kiren 989,{ if ((para_suv01 == 46) && (kiren < 1)) { mes "[Kiren]"; mes "Hey there."; next; mes "[Kiren]"; mes "You must be a member of the Paradise Group, come help me for a second."; next; set kiren,1; changequest 7223,7224; mes "[kiren]"; mes "Can you kill ^0000FF30 Porcellios^000000 for me and then return to me?"; close; } if (kiren == 1) { if (checkquest(7224,HUNTING) == 2) { mes "[Kiren]"; mes "Wow, most people spend twice as long as you did to kill those Porcellios!"; next; mes "[Kiren]"; mes "I think you need a challenge."; next; getexp 30000,30000; set kiren,2; changequest 7224,7226; setquest 7227; mes "[Kiren]"; mes "How about this: Kill ^0000FF30 Venomous and 5 Teddy Bears^000000."; close; } mes "[Kiren]"; mes "Come back to me when you have killed the ^0000FF30 Porcellios^000000."; close; } if (kiren == 2) { if ((checkquest(7226,HUNTING) == 2) && (checkquest(7227,HUNTING) == 2)) { mes "[Kiren]"; mes "Incredible, you set a new record!"; next; mes "[Kiren]"; mes "I have never seen anyone kill them all so fast, you are good at this."; next; getexp 30000,30000; set kiren,3; changequest 7226,7228; completequest 7227; mes "[Kiren]"; mes "Return to the ^33CC33Paradise Group Headquarters^000000 for your reward."; close; } mes "[Kiren]"; mes "Remember, you need to kill ^0000FF30 Venomous and 5 Teddy Bears^000000."; close; } if (kiren == 3) { mes "[Kiren]"; mes "Don't worry, nobody else has beaten your record yet."; next; mes "[Kiren]"; mes "Return to the ^33CC33Paradise Group Headquarters^000000 for your reward."; close; } mes "[Kiren]"; mes "Be careful, there are some fast monsters around here."; close; } ice_dun01,154,13,6 script Naomi 726,{ if ((para_suv01 == 49) && (naomi < 1)) { mes "[Naomi]"; mes "It is so cold in here."; next; mes "[Naomi]"; mes "I blame those annoying Siromas."; next; set naomi,1; changequest 7229,7230; mes "[Naomi]"; mes "Can you kill ^0000FF30 Siromas^000000 for me, please?"; close; } if (naomi == 1) { if (checkquest(7230,HUNTING) == 2) { mes "[Naomi]"; mes "Thank you, but there are still so many Siromas here!"; next; mes "[Naomi]"; mes "I need to make a special drink to stay warm, please help me make it."; next; getexp 40000,40000; set naomi,2; changequest 7230,7231; mes "[Naomi]"; mes "Can you kill another ^0000FF30 Siromas^000000 and bring me ^0000FF30 Ice Cubics, 1 Milk and 1 Sweet Sauce^000000?"; close; } mes "[Naomi]"; mes "Please kill ^0000FF30 Siromas^000000, I just hate them."; close; } if (naomi == 2) { if ((checkquest(7231,HUNTING) == 2) && (countitem(7066) >= 30) && (countitem(519) >= 1) && (countitem(7453) >= 1)) { mes "[Naomi]"; mes "Yay, you did it!"; next; mes "[Naomi]"; mes "I will be fine now, don't worry about me."; next; delitem 7066,30; // Ice Cubic delitem 519,1; // Milk delitem 7453,1; // Sweet Sauce getexp 40000,40000; set naomi,3; changequest 7231,7232; mes "[Naomi]"; mes "Return to the ^33CC33Paradise Group Headquarters^000000 for your reward."; close; } mes "[Naomi]"; mes "Can you kill another ^0000FF30 Siromas^000000 and bring me ^0000FF30 Ice Cubics, 1 Milk and 1 Sweet Sauce^000000?"; close; } if (naomi == 3) { mes "[Naomi]"; mes "I will be fine now, don't worry about me."; next; mes "[Naomi]"; mes "Return to the ^33CC33Paradise Group Headquarters^000000 for your reward."; close; } mes "[Naomi]"; mes "So... cold..."; close; } mid_camp,212,229,4 script Margaret 893,{ if ((para_suv01 == 52) && (margaret < 1)) { mes "[Margaret]"; mes "Oh, hello there."; next; mes "[Margaret]"; mes "I have two friends here in the New World which need your help."; next; set margaret,1; changequest 7233,7234; mes "[Margaret]"; mes "Please start by helping the ^0000FFParadise Dispatch in Manuk Field^000000."; close; } if (margaret == 1 || margaret == 2) { mes "[Margaret]"; mes "Please start by helping the ^0000FFParadise Dispatch in Manuk Field^000000."; close; } if (margaret == 3) { mes "[Margaret]"; mes "Ah good, you were able to help him."; next; set margaret,4; mes "[Margaret]"; mes "Next can you help the ^0000FFParadise Dispatch in Splendide Field^000000, please?"; close; } if (margaret == 4 || margaret == 5) { mes "[Margaret]"; mes "Next can you help the ^0000FFParadise Dispatch in Splendide Field^000000, please?"; close; } if (margaret == 6) { mes "[Margaret]"; mes "Haha, so he still wants a zoom out hack..."; next; mes "[Margaret]"; mes "Thanks for helping them, I knew you could do it."; next; set margaret,7; changequest 7234,7237; mes "[Margaret]"; mes "Return to the ^33CC33Paradise Group Headquarters^000000 for your reward."; close; } mes "[Margaret]"; mes "The New World... What a beautiful place!"; close; } man_fild01,43,234,2 script Paradise Dispatch#01 939,{ if (margaret == 1) { mes "[Paradise Dispatch]"; mes "Hey you, can you help me here?"; next; mes "[Paradise Dispatch]"; mes "The plant monsters in this area have a long ranged attack."; next; set margaret,2; changequest 7234,7235; mes "[Paradise Dispatch]"; mes "Can you please kill ^0000FF1 Nepenthes^000000 so I can go back to the camp?"; close; } if (margaret == 2) { if (checkquest(7235,HUNTING) == 2) { mes "[Paradise Dispatch]"; mes "Thanks!"; next; mes "[Paradise Dispatch]"; mes "Ok, I'm out of here."; next; getexp 50000,50000; set margaret,3; changequest 7235,7234; mes "[Paradise Dispatch]"; mes "Head back to ^0000FFMargaret^000000 and tell her thanks for me too!"; close; } mes "[Paradise Dispatch]"; mes "Can you kill ^0000FF1 Nepenthes^000000 so I can go back to the camp?"; close; } if (margaret == 3) { mes "[Paradise Dispatch]"; mes "..."; next; mes "[Paradise Dispatch]"; mes "Don't rush me, just head back to ^0000FFMargaret^000000."; close; } mes "[Paradise Dispatch]"; mes "Those Nepenthes are so scary!"; close; } spl_fild02,377,149,4 script Paradise Dispatch#02 946,{ if (margaret == 4) { mes "[Paradise Dispatch]"; mes "So Margaret sent you to help me?"; next; mes "[Paradise Dispatch]"; mes "Ok, lets get started!"; next; set margaret,5; changequest 7234,7236; mes "[Paradise Dispatch]"; mes "Kill ^0000FF5 Pinguicula^000000 and then return to me."; close; } if (margaret == 5) { if (checkquest(7236,HUNTING) == 2) { mes "[Paradise Dispatch]"; mes "You make it look so easy, but I couldn't even kill 1..."; next; mes "[Paradise Dispatch]"; mes "Now is my chance to run to Splendide!"; next; getexp 50000,50000; set margaret,6; changequest 7236,7234; mes "[Paradise Dispatch]"; mes "Head back to ^0000FFMargaret^000000, I will be ok now."; close; } mes "[Paradise Dispatch]"; mes "Kill ^0000FF5 Pinguicula^000000 and return to me."; close; } if (margaret == 6) { mes "[Paradise Dispatch]"; mes "Now, if only I had a hack for zooming out more..."; next; mes "[Paradise Dispatch]"; mes "Head back to ^0000FFMargaret^000000, I will be ok now."; close; } mes "[Paradise Dispatch]"; mes "I need a hack to zoom out more so I can see if it is safe..."; close; } moc_para01,111,83,3 script Toren 813,{ if (checkweight(1101,5) == 0) { mes "^3355FFWait a second!"; mes "Right now, you're carrying"; mes "to many things with you."; mes "Please come back after"; mes "using the Kafra Service"; mes "to store some of your items.^000000"; close; } mes "[Toren]"; mes "Hello adventurer, what can I do for you?"; next; switch(select("Where is my reward?:I want an enchantment!")) { case 1: if (para_suv02 == 5 || para_suv02 == 7 || para_suv02 == 9 || para_suv02 == 11 || para_suv02 == 13) { mes "[Toren]"; mes "You must be ^0000FF" + strcharinfo(0) + "^000000, right? Instructor Ur told me about you."; next; mes "[Toren]"; mes "Here is a set of our advanced gears for you to use, wear them proudly as a member of the ^33CC33Paradise Group^000000 and don't think about selling them to anyone else."; next; mes "[Toren]"; if (BaseClass == Job_Swordman) { mes "Swordman Class gets a choice of weapons, would you like to have a sword or a spear?"; callsub L_Select, 1197,"Slayer","Two-handed Sword, 200 Atk", //P.Slayer III 13434,"Saber","One-handed Sword, 185 Atk", //P.Saber III 1434,"Spear","One-handed, 165 Atk"; //P.Spear I } else if (BaseClass == Job_Merchant) { mes "Merchant Class gets a choice of weapons, would you like to have an axe, dagger or a sword?"; callsub L_Select, 1391,"Axe","Two-handed, 195 Atk", //P.Two-Handed Axe I 13066,"Dagger","One-handed, 165 Atk, 80 Matk", //P.Dagger III 13434,"Sword","One-handed, 185 Atk"; //P.Saber III } else if (BaseJob == Job_Assassin) { mes "Assassin Class gets a choice of weapons, would you like to have a katar, dagger or a sword?"; callsub L_Select, 1289,"Katar","Two-handed, 155 Atk", //P.Katar I 13066,"Dagger","One-handed, 165 Atk, 80 Matk", //P.Dagger III 13434,"Sword","One-handed, 185 Atk"; //P.Saber III } else if (BaseJob == Job_Rogue) { mes "Rogue Class gets a choice of weapons, would you like to have a dagger, bow or a sword?"; callsub L_Select, 13066,"Dagger","One-handed, 165 Atk, 80 Matk", //P.Dagger III 18106,"Bow","Two-handed, 140 Atk", //P.Bow III 13434,"Sword","One-handed, 185 Atk"; //P.Saber III } else if (BaseJob == Job_Thief) { mes "Thief Class gets a choice of weapons, would you like to have a dagger or a sword?"; callsub L_Select, 13066,"Dagger","One-handed, 165 Atk, 80 Matk", //P.Dagger III 13434,"Sword","One-handed, 185 Atk"; //P.Saber III } else if (BaseJob == Job_Bard) { mes "Bard Class gets a choice of weapons, would you like to have a guitar, bow or a dagger?"; callsub L_Select, 1931,"Guitar","One-handed, 125 Atk", //P.Guitar I 18106,"Bow","Two-handed, 140 Atk", //P.Bow III 13066,"Dagger","One-handed, 165 Atk, 80 Matk"; //P.Dagger III } else if (BaseJob == Job_Dancer) { mes "Dancer Class gets a choice of weapons, would you like to have a whip, bow or a dagger?"; callsub L_Select, 1986,"Whip","One-handed, 125 Atk", //P.Tail I 18106,"Bow","Two-handed, 140 Atk", //P.Bow III 13066,"Dagger","One-handed, 165 Atk, 80 Matk"; //P.Dagger III } else if (BaseClass == Job_Archer) { mes "Archer Class gets a choice of weapons, would you like to have a bow or a dagger?"; callsub L_Select, 18106,"Bow","Two-handed, 140 Atk", //P.Bow III 13066,"Dagger","One-handed, 165 Atk, 80 Matk"; //P.Dagger III } else if (BaseJob == Job_Priest) { mes "Priest Class gets a choice of weapons, would you like to have a staff, mace or a book?"; callsub L_Select, 1658,"Staff","One-handed, 60 Atk, 170 Matk, 4 Int", //P.Staff III 16014,"Mace","One-handed, 172 Atk", //P.Mace III 1583,"Book","One-handed, 135 Atk, 110 Matk"; //P.Book I } else if (BaseJob == Job_Monk) { mes "Monk Class gets a choice of weapons, would you like to have a knuckle, mace or a staff?"; callsub L_Select, 1831,"Knuckle","One-handed, 120 Atk", //P.Knuckle I 16014,"Mace","One-handed, 172 Atk", //P.Mace III 1658,"Staff","One-handed, 60 Atk, 170 Matk, 4 Int"; //P.Staff III } else if (BaseJob == Job_Acolyte) { mes "Acolyte Class gets a choice of weapons, would you like to have a staff or a mace?"; callsub L_Select, 1658,"Staff","One-handed, 60 Atk, 170 Matk, 4 Int", //P.Staff III 16014,"Mace","One-handed, 172 Atk"; //P.Mace III } else if (BaseJob == Job_Sage) { mes "Sage Class gets a choice of weapons, would you like to have a staff, book or a dagger?"; callsub L_Select, 1658,"Staff","One-handed, 60 Atk, 170 Matk, 4 Int", //P.Staff III 1583,"Book","One-handed, 135 Atk, 110 Matk", //P.Book I 13066,"Dagger","One-handed, 165 Atk, 80 Matk"; //P.Dagger III } else if (BaseClass == Job_Mage || Class == Job_Soul_Linker) { mes "Mage and Soul Linker Class gets a choice of weapons, would you like to have a staff or a dagger?"; callsub L_Select, 1658,"Staff","One-handed, 60 Atk, 170 Matk, 4 Int", //P.Staff III 13066,"Dagger","One-handed, 165 Atk, 80 Matk"; //P.Dagger III } else if (Class == Job_Ninja) { mes "Ninja Class gets a choice of weapons, would you like to have a huuma suriken or a dagger?"; callsub L_Select, 13310,"Huuma Suriken","Two-handed, 170 Atk, 50 Matk", //P.Huuma Suriken I 13066,"Dagger","One-handed, 165 Atk, 80 Matk"; //P.Dagger III } else if (Class == Job_Star_Gladiator) getitem 1583,1; //P.Book I else if (Class == Job_Gunslinger) getitem 13114,1; //P.Revolver III else if (BaseClass == Job_Novice) getitem 13066,1; //P.Dagger III getitem 18514,1; //Paradise Hat II getitem 2571,1; //Paradise Mantle II getitem 2473,1; //Paradise Boots IV getitem 15031,1; //Paradise Uniform IV set para_suv02,14; if (para_suv01 > 40) set para_suv01, para_suv01+1; if (Class == Job_Taekwon) { mes "I'm sorry, but Teakwon Class can't wear any of our weapons..."; next; } mes "See you later, and good luck on your adventures!"; close; } if (para_suv02 == 14) { setarray .@Check[0],18514,2571,2473,15031; setarray .@Item$[0],"Hat","Mantle","Boots","Uniform"; for(set .@i,0; .@i<4; set .@i,.@i+1) if (countitem(.@Check[.@i]) < 1) { mes "[Toren]"; mes "Where is the Paradise "+.@Item$[.@i]+" I gave you?"; next; mes "[Toren]"; mes "...Fine, I will sell you another one for ^FF0000250,000 Zeny^000000. Don't lose it this time."; next; if(select("Ok.:No, thanks.") == 2) { mes "[Toren]"; mes "Come back if you change your mind."; close; } if (Zeny < 250000) { mes "[Toren]"; mes "You dont have enough zeny."; close; } set Zeny, Zeny - 250000; getitem .@Check[.@i],1; mes "[Toren]"; mes "These advanced gears are not easy to make, please take better care of this one."; close; } mes "[Toren]"; mes "I already gave you the most advanced gears we have to offer."; close; } mes "[Toren]"; mes "You need to complete quests given to you by ^0000FFInstructor Ur^000000 if you want a reward."; close; case 2: if (para_suv02 < 14) { mes "[Toren]"; mes "First you need the ^0000FFAdvanced Paradise Gears^000000."; close; } if (paragearenchant < 1) { mes "[Toren]"; mes "Alright, but I'll need a few items for the enchantment process."; next; if (BaseLevel >= 90) { set paragearenchant,1; setquest 7239; mes "[Toren]"; mes "Just bring me ^0000FF20 Used Iron Plates^000000."; close; } set paragearenchant,2; setquest 7238; mes "[Toren]"; mes "Just bring me ^0000FF20 Iron Ores and 10 Irons^000000."; close; } if (paragearenchant == 1) { if (countitem(7319) >= 20) { mes "[Toren]"; mes "Thanks, that's what I needed!"; next; delitem 7319,20; // Used Iron Plate set paragearenchant,3; changequest 7239,7240; mes "[Toren]"; mes "Give me a second to prepare before I enchant your gears."; close; } mes "[Toren]"; mes "Just bring me ^0000FF20 Used Iron Plates^000000."; close; } if (paragearenchant == 2) { if ((countitem(1002) >= 20) && (countitem(998) >= 10)) { mes "[Toren]"; mes "Thanks, that's what I needed!"; next; delitem 1002,20; // Iron Ore delitem 998,10; // Iron set paragearenchant,3; changequest 7238,7240; mes "[Toren]"; mes "Give me a second to prepare before I enchant your gears."; close; } mes "[Toren]"; mes "Just bring me ^0000FF20 Iron Ores and 10 Irons^000000."; close; } if (paragearenchant == 3) { mes "[Toren]"; mes "Before we begin I would like to mention that this enchantment proccess ^FF0000can not fail^000000."; next; mes "[Toren]"; mes "I am able to add 2 enchantments at once, and if something is already enchanted I will ^FF0000re-do the current enchantments^000000 for you."; next; mes "[Toren]"; mes "Now pick which gear you would like me to enchant."; next; setarray .@Item[0],2571,2473,15031; set .@i, select("Paradise Mantle II.:Paradise Boots IV.:Paradise Uniform IV.")-1; if (countitem(.@Item[.@i]) < 1) { mes "[Toren]"; mes "Bring one and I'll enchant it."; close; } set .@paragearcount, .@Item[.@i]; mes "[Toren]"; mes "Here we go!"; close2; specialeffect2 EF_MAPPILLAR; progressbar "ffff00",4; set .@enc_paragear,rand(1,42); if (.@enc_paragear == 1) set .@addpart,4763; else if (.@enc_paragear == 2) set .@addpart,4765; else if (.@enc_paragear == 3) set .@addpart,4790; else if (.@enc_paragear == 4) set .@addpart,4794; else if (.@enc_paragear < 7) set .@addpart,4762; else if (.@enc_paragear < 9) set .@addpart,4764; else if (.@enc_paragear < 11) set .@addpart,4789; else if (.@enc_paragear < 13) set .@addpart,4793; else if (.@enc_paragear < 15) set .@addpart,4701; else if (.@enc_paragear < 17) set .@addpart,4711; else if (.@enc_paragear < 19) set .@addpart,4721; else if (.@enc_paragear < 21) set .@addpart,4731; else if (.@enc_paragear < 23) set .@addpart,4741; else if (.@enc_paragear < 25) set .@addpart,4751; else if (.@enc_paragear < 28) set .@addpart,4788; else if (.@enc_paragear < 31) set .@addpart,4792; else if (.@enc_paragear < 35) set .@addpart,4787; else if (.@enc_paragear < 39) set .@addpart,4791; else if (.@enc_paragear < 43) set .@addpart,4786; set .@enc_paragear2,4701+(10*rand(6)); delitem .@paragearcount,1; getitem2 .@paragearcount, 1, 1, 0, 0, 0, 0, .@addpart2, .@addpart; set paragearenchant,4; changequest 7240,7241; mes "[Toren]"; mes "It is finished! Come back tomorrow if you want to enchant more."; close; } if ((paragearenchant == 4) && (checkquest(7241,PLAYTIME) != 2)) { mes "[Toren]"; mes "Please come back tomorrow if you want to enchant more."; close; } if ((paragearenchant == 4) && (checkquest(7241,PLAYTIME) == 2)) { set paragearenchant,0; erasequest 7241; mes "[Toren]"; mes "Another day, another piece of equipment to enchant!"; close; } } end; L_Select: next; mes "[Toren]"; set .@menu$,""; for(set .@i,0; .@i 53) { mes "[Weapons Expert]"; mes "That is the maximum number of enchanments I can do, enjoy them."; close; } mes "[Weapons Expert]"; mes "I've already enchanted your weapon, you need to complete more quests for the next enchantment."; close; } end; L_Select: next; mes "[Weapons Expert]"; set .@menu$,""; for(set .@i,0; .@i