//================= Hercules Script ======================================= //= _ _ _ //= | | | | | | //= | |_| | ___ _ __ ___ _ _| | ___ ___ //= | _ |/ _ \ '__/ __| | | | |/ _ \/ __| //= | | | | __/ | | (__| |_| | | __/\__ \ //= \_| |_/\___|_| \___|\__,_|_|\___||___/ //================= License =============================================== //= This file is part of Hercules. //= http://herc.ws - http://github.com/HerculesWS/Hercules //= //= Copyright (C) 2012-2016 Hercules Dev Team //= Copyright (C) Capuche //= Copyright (C) Euphy //= Copyright (C) Masao //= Copyright (C) L0ne_W0lf //= //= Hercules is free software: you can redistribute it and/or modify //= it under the terms of the GNU General Public License as published by //= the Free Software Foundation, either version 3 of the License, or //= (at your option) any later version. //= //= This program is distributed in the hope that it will be useful, //= but WITHOUT ANY WARRANTY; without even the implied warranty of //= MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the //= GNU General Public License for more details. //= //= You should have received a copy of the GNU General Public License //= along with this program. If not, see . //========================================================================= //= Eden Group Quest - Quests NPCs //================= Description =========================================== //= Eden Group Headquarter NPCs. //================= Current Version ======================================= //= 2.1 //========================================================================= moc_para01,25,35,4 script Instructor Boya#para01 4_M_KNIGHT_GOLD,{ mes "[Boya]"; if (countitem(Para_Team_Mark) < 1 && countitem(Para_Team_Mark_) < 1) { 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; } if (para_suv01 == 0) { mes "What's up?"; mes "If you have any normal missions use the bulletin board."; next; switch (select("What is your responsibility?", "Don't you have equipment?", "Ignore.")) { mes "[Boya]"; case 1: 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.")) { mes "[Boya]"; case 1: callsub S_Quest1; callsub S_Quest2; callsub S_Quest3; case 2: mes "It's all your decision."; mes "It's not my business but you should probably reconsider."; close; } case 2: 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!!")) { mes "[Boya]"; case 1: callsub S_Quest1; callsub S_Quest2; callsub S_Quest3; case 2: mes "You are so rude!"; specialeffect(EF_HIT1, AREA, playerattached()); percentheal -50, 0; next; mes "-Beats quickly and this shining Rune Knight turns invisible."; mes "It hurts too much-"; close; } case 3: mes "Don't bother me."; close; } } else if (para_suv01 < 5) { 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?"; } else if (para_suv01 == 5) { 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!"; para_suv01 = 11; completequest 7132; } else if (para_suv01 < 10) { 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."; } else if (para_suv01 == 10) { 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!"; para_suv01 = 11; completequest 7137; } else if (para_suv01 == 11) { mes "What are you doing?"; mes "Get the equipment from the storage manager."; mes "Our uniform is pretty awesome haha."; } else if (para_suv01 == 12) { mes "Um, did you like the supplies?"; mes "I like the red hat."; mes "The red ribbon is really cute."; next; mes "[Boya]"; if (BaseLevel > 25) { 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.")) { mes "[Boya]"; case 1: mes "Really?"; mes "Actually I don't care but the uniform will be changed as upper class."; close; case 2: mes "Cool."; mes "Let me choose a proper place for you."; next; mes "[Boya]"; callsub S_Quest2; callsub S_Quest3; } } else { 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?"; } } else if (para_suv01 < 16) { 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."; } else if (para_suv01 == 16) { 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."; para_suv01 = 22; completequest 7141; } else if (para_suv01 < 21) { 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."; } else if (para_suv01 == 21) { 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."; para_suv01 = 22; completequest 7146; } else if (para_suv01 == 22) { 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."; } else if (para_suv01 == 23) { mes "Hey long time no see."; mes "So what's up?"; next; switch (select("I want to join training.", "Nothing.")) { mes "[Boya]"; case 1: mes "Hmm... really?"; mes "Let me see... which step is good for you..."; next; mes "[Boya]"; if (BaseLevel < 40) { 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; } callsub S_Quest3; case 2: 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; } } else if (para_suv01 < 28) { 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."; } else if (para_suv01 == 28) { 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."; para_suv01 = 37; completequest 7151; } else if (para_suv01 < 32) { 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."; } else if (para_suv01 == 32) { 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."; para_suv01 = 37; completequest 7155; } else if (para_suv01 < 36) { 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."; } else if (para_suv01 == 36) { 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."; para_suv01 = 37; completequest 7159; } else 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."; } else if (para_suv01 >= 38) { 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."; } else { 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; S_Quest1: mes "Really? You already seem ready."; mes "We have a total of 3 steps for the training."; mes "Let me see..."; next; mes "[Boya]"; if (BaseLevel < 12) { 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 < 20) { 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~!"; para_suv01 = 1; setquest 7128; close; } if (BaseLevel < 26) { 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~!"; para_suv01 = 6; setquest 7133; close; } return; S_Quest2: if (BaseLevel < 33) { 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~!"; para_suv01 = 13; setquest 7138; close; } if (BaseLevel < 40) { 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~!!"; para_suv01 = 17; setquest 7142; close; } return; S_Quest3: if (BaseLevel < 50) { 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!"; para_suv01 = 24; setquest 7147; } else if (BaseLevel < 60) { 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!"; para_suv01 = 29; setquest 7152; } else { 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!"; para_suv01 = 33; setquest 7156; } close; } moc_fild11,180,253,5 script Talking Dog#para03 4_RUS_DWOLF,{ 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..."; 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 (questprogress(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!"; 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",11,99,60; percentheal 100, 100; close; } if (para_suv01 == 3) { if (questprogress(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!"; 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",11,99,60; percentheal 100, 100; close; } if (para_suv01 == 4) { if (questprogress(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~"; 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",11,99,60; 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(Para_Team_Mark) > 0 || countitem(Para_Team_Mark_) > 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 4_M_BABYCAT,{ 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"; para_suv01 = 7; changequest 7133,7134; close; } } if (para_suv01 == 7) { if (questprogress(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."; 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",11,99,60; percentheal 100, 100; close; } if (para_suv01 == 8) { if (questprogress(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~!"; 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",11,99,60; percentheal 100, 100; close; } if (para_suv01 == 9) { if (questprogress(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."; 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",11,99,60; percentheal 100, 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 4_M_KHMAN,{ if (para_suv01 < 13) { if (countitem(Para_Team_Mark) > 0 || countitem(Para_Team_Mark_) > 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?"; para_suv01 = 14; changequest 7138,7139; close; } if (para_suv01 == 14) { if (questprogress(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; 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",11,99,60; percentheal 100, 100; close; } if (para_suv01 == 15) { if (questprogress(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."; 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",11,99,60; percentheal 100, 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 4_M_HUMAN_02,{ if (para_suv01 < 17) { if (countitem(Para_Team_Mark) > 0 || countitem(Para_Team_Mark_) > 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."; 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 (questprogress(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."; 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",11,99,60; percentheal 100, 100; close; } if (para_suv01 == 19) { if (questprogress(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."; 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",11,99,60; percentheal 100, 100; close; } if (para_suv01 == 20) { if (questprogress(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."; 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",11,99,60; 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 1_F_SIGNZISK,{ if (para_suv01 < 24) { if (countitem(Para_Team_Mark) > 0 || countitem(Para_Team_Mark_) > 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."; para_suv01 = 25; changequest 7147,7148; close; } if (para_suv01 == 25) { if (questprogress(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?"; 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",11,99,60; percentheal 100, 100; close; } if (para_suv01 == 26) { if (questprogress(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."; 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",11,99,60; percentheal 100, 100; close; } if (para_suv01 == 27) { if (questprogress(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."; 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",11,99,60; 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."; para_suv01 = 30; changequest 7152,7153; close; } if (para_suv01 == 30) { if (questprogress(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."; 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",11,99,60; percentheal 100, 100; close; } if (para_suv01 == 31) { if (questprogress(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; 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",11,99,60; 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 4_F_CRU,{ if (para_suv01 < 33) { if (countitem(Para_Team_Mark) > 0 || countitem(Para_Team_Mark_) > 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."; para_suv01 = 34; changequest 7156,7157; close; } if (para_suv01 == 34) { if (questprogress(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."; 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",11,99,60; percentheal 100, 100; close; } if (para_suv01 == 35) { if (questprogress(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!"; 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",11,99,60; 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 4_M_RUSMAN1,{ mes "[Michael]"; mes "Why did you come here?"; next; switch (select("To get supplies", "Where is here?", "Upgrade equipment")) { mes "[Michael]"; case 1: if (para_suv01 == 11) { 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; if (select("Let me check my inventory", "I have enough room.") == 1) { mes "[Michael]"; mes "Make sure you have enough room for the supplies."; close; } 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."; para_suv01 = 12; para_suv02 = 1; getitem Para_Team_Hat,1; getitem Para_Team_Manteau,1; getitem Para_Team_Boots1,1; getitem Para_Team_Uniform1,1; 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."; } else if (para_suv01 == 22) { 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; if (select("I will make more space.", "I have got enough space.") == 1) { mes "[Michael]"; mes "Make enough space."; close; } mes "[Michael]"; if (BaseClass == Job_Swordman) { callsub S_Select,"We have one and Two-handed swords", P_Slayer1,"Eden Slayer I","Two-handed sword","Attack 162","", P_Sabre1,"Eden Saber I","One-handed sword","Attack 147","This is what we strive for."; } else if (BaseClass == Job_Thief || BaseClass == Job_Ninja || BaseClass == Job_Novice) { callsub S_Select,"", P_Dagger1,"Eden Dagger I","Dagger","MATK+60, attack 124","This is what we strive for."; } else if (BaseClass == Job_Merchant) { callsub S_Select,"We have a mace and a One-handed sword", P_Sabre1,"Eden Saber I","One-handed sword","Attack 147","This is what we strive for.", P_Mace1,"Eden Mace I","Mace","Attack 142",""; } else if (BaseClass == Job_Archer) { callsub S_Select,"", P_Bow1,"Eden Bow I","Bow","Attack 82",""; } else if (BaseClass == Job_Acolyte) { callsub S_Select,"We have a mace and a staff", P_Mace1,"Eden Mace I","Mace","Attack 142","", P_Staff1,"Eden Staff I","Staff","INT+2, MATK+125, attack 60",""; } else if (BaseClass == Job_Mage) { callsub S_Select,"", P_Staff1,"Eden Staff I","Staff","INT+2, MATK+125, attack 60",""; } else if (BaseClass == Job_Gunslinger) { callsub S_Select,"", P_Revolver1,"Eden Revolver I","Revolver","HIT-5, attack 44",""; } mes "Let me see... you will receive.."; mes "the Eden Group Boots II and Uniform II."; next; mes "[Michael]"; para_suv01 = 23; getitem P_Dagger1,1; getitem Para_Team_Boots2,1; getitem Para_Team_Uniform2,1; if (para_suv02 == 0) { 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."; getitem Para_Team_Hat,1; getitem Para_Team_Manteau,1; para_suv02 = 2; next; mes "[Michael]"; mes "Check your supplies again and look after it."; close; } para_suv02 = 2; 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."; next; mes "[Michael]"; mes "I hope they're useful to you."; } else if (para_suv01 == 37) { 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; if (select("I'll come back.", "I have enough room.") == 1) { mes "[Michael]"; mes "Make sure you have enough room."; close; } mes "[Michael]"; if (BaseClass == Job_Swordman) { callsub S_Select,"We have one and Two-handed swords", P_Sabre2,"Eden Saber II","One-handed sword","Attack 170","", P_Slayer2,"Eden Slayer II","Two-handed sword","Attack 185",""; } else if (BaseClass == Job_Thief || BaseClass == Job_Novice || BaseJob == Job_Soul_Linker || BaseClass == Job_Ninja) { callsub S_Select,"", P_Dagger2,"Eden Dagger II","Dagger","MATK+70, attack 158",""; } else if (BaseClass == Job_Acolyte) { callsub S_Select,"We have a mace and a staff", P_Mace2,"Eden Mace II","Mace","Attack 163","", P_Staff2,"Eden Staff II","Staff","INT+3, MATK+150, attack 60",""; } else if (BaseClass == Job_Archer) { callsub S_Select,"", P_Bow2,"Eden Bow II","Bow","Attack 82",""; } else if (BaseClass == Job_Mage) { callsub S_Select,"", P_Staff2,"Eden Staff II","Staff","INT+3, MATK+155, attack 60",""; } else if (BaseClass == Job_Merchant) { callsub S_Select,"We have a mace and a One-handed sword", P_Sabre2,"Eden Saber II","One-handed sword","Attack 170","", P_Mace2,"Eden Mace II","Mace","Attack 163",""; } else if (BaseClass == Job_Gunslinger) { callsub S_Select,"", P_Revolver2,"Eden Revolver II","Revolver","HIT-5, attack 60",""; } mes "Let me see... you will receive.."; mes "the Eden Group Boots III and Uniform III."; next; para_suv01 = 38; getitem Para_Team_Boots3,1; getitem Para_Team_Uniform3,1; mes "[Michael]"; if (para_suv02 == 0) { mes "You don't have a record of receiving any supplies"; mes "so, you'll receive the Eden Group Hat and Manteau aswell."; para_suv02 = 3; getitem Para_Team_Hat,1; getitem Para_Team_Manteau,1; next; mes "[Michael]"; mes "Check your supplies again and look after it."; close; } para_suv02 = 3; mes "A Uniform and Boots all 2 supplies."; mes "Please check it again."; next; mes "[Michael]"; mes "I hope they're useful to you."; } else { 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 "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 "You mean upgrading equipment, right?"; mes "We can only upgrade the Eden Group Hat."; next; mes "[Michael]"; if (para_suv02 == 3) { if (countitem(Para_Team_Hat) > 0) { disable_items; 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: callsub S_Upgrade,"STR",Strength2; case 2: callsub S_Upgrade,"AGI",Agility2; case 3: callsub S_Upgrade,"VIT",Vitality2; case 4: callsub S_Upgrade,"INT",Inteligence2; case 5: callsub S_Upgrade,"DEX",Dexterity2; case 6: callsub S_Upgrade,"LUK",Luck2; 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 "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 "Umm, didn't you upgrade this already?"; mes "According to the records"; mes ""+strcharinfo(PC_NAME)+": 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 "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; } S_Upgrade: mes "[Michael]"; mes "I see."; mes "I will ^4d4dffUpgrade "+ getarg(0) +"^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."; para_suv02 = 4; delitem Para_Team_Hat,1; getitem2 5583,1,1,0,0,0,0,0,getarg(1); close; case 2: mes "[Michael]"; mes "Don't you want to upgrade?"; close; } S_Select: .@total_arg = getargcount(); if (.@total_arg < 7) mes "We only have 1 weapon for you."; else { mes "What kind of weapon do you want?"; mes getarg(0); mes "Here are the options."; } next; mes "[Michael]"; for ( .@i = 1; .@i < .@total_arg; .@i += 5 ) { .@menu$ = .@menu$ + getarg(.@i+1) + ":"; mes getarg(.@i+1)+": "+ getarg(.@i+2) +". "+ getarg(.@i+3) +"."; } if (.@total_arg < 7) mes "It is Lv. 2 and the required level is "+ (para_suv01 == 22 ? "26" : "40") +"."; else mes "Both of them are Lv. 2 weapons and the required level is "+ (para_suv01 == 22 ? "26" : "40") +"."; next; mes "[Michael]"; mes "They also can't be traded with other players or be refined."; next; if (.@total_arg < 7) { .@i = 1; mes "[Michael]"; mes "You'll receive the "+ getarg(.@i+1) +"."; next; mes "[Michael]"; } else { .@i = (select(.@menu$) -1) *5 +1; mes "[Michael]"; mes "You've chosen the "+ getarg(.@i+1) +"."; } if (para_suv01 == 22) { mes "Additionally you'll receive the Eden Group Boots II and Uniform II."; next; getitem Para_Team_Boots2,1; getitem Para_Team_Uniform2,1; para_suv01 = 23; } else { mes "Additionally you'll receive the Eden Group Boots III and Uniform III."; next; getitem Para_Team_Boots3,1; getitem Para_Team_Uniform3,1; para_suv01 = 38; } getitem getarg(.@i),1; mes "[Michael]"; if (para_suv02 == 0) { mes "You don't have a record of receiving any supplies"; mes "so, you'll receive the Eden Group Hat and Manteau aswell."; getitem Para_Team_Hat,1; getitem Para_Team_Manteau,1; if (para_suv01 == 22) para_suv02 = 2; else para_suv02 = 3; next; mes "[Michael]"; mes "Check your supplies again and look after it."; } else { if (para_suv01 == 22) para_suv02 = 2; else para_suv02 = 3; mes "A "+ getarg(.@i+2) +", Uniform and Boots all 3 supplies."; mes "Please check it again."; next; mes "[Michael]"; mes "I hope they're useful to you."; mes getarg(.@i+4); } close; } moc_para01,179,44,3 script Chef 4_M_CHNCOOK,{ 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(Para_Team_Mark) > 0 || countitem(Para_Team_Mark_) > 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. -"; Zeny = Zeny - 2700; percentheal 50, 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. -"; Zeny = Zeny - 3000; percentheal 50, 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(Para_Team_Mark) > 0 || countitem(Para_Team_Mark_) > 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. -"; Zeny = Zeny - 3600; percentheal 75, 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. -"; Zeny = Zeny - 4000; percentheal 75, 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(Para_Team_Mark) > 0 || countitem(Para_Team_Mark_) > 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. -"; Zeny = Zeny - 4500; percentheal 100, 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. -"; Zeny = Zeny - 5000; percentheal 100, 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(Para_Team_Mark) > 0 || countitem(Para_Team_Mark_) > 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_para01,23,35,5 script Instructor Ur#2nd01 4_M_KNIGHT_BLACK,{ mes "[Instructor Ur]"; if (countitem(Para_Team_Mark) < 1 && countitem(Para_Team_Mark_) < 1) { mes "Hey there!"; mes "I see you're not one of our agents?"; mes "Are you interested in joining us?"; next; mes "[Instructor Ur]"; mes "There are no fees to join!"; mes "We are brokers that send help where help is needed. More adventurers like you means more profit."; next; mes "[Instructor Ur]"; mes "If you're interested, talk to Raim."; mes "Raim's a good guy."; mes "Hahaha.."; } else if (para_2nd01 == 0) { mes "Hello?"; mes "Do you need help?"; mes "This is a general request in order to receive the next board's request."; next; if (select( "What are you doing here?", "It's nothing." ) == 2) { mes "[Instructor Ur]"; mes "I guess I have no business with you then."; close; } mes "[Instructor Ur]"; mes "Well, I'm an instructor for Eden Group."; next; mes "[Instructor Ur]"; mes "I'm here to give you missions based on your current base level."; mes "These missions are not very difficult to do."; next; mes "[Instructor Ur]"; mes "I am the senior instructor here at Eden Group."; mes "What do you say are you up for the challenge?"; next; if (select( "Not today I'm not.", "Okay, I'll try." ) == 1) { mes "[Instructor Ur]"; mes "Really?"; mes "That's so sad."; mes "When you finish these missions I will even give you a pretty decent reward."; close; } mes "[Instructor Ur]"; mes "Yeah!"; mes "Ok, let me check what mission you should get ok?"; next; mes "[Instructor Ur]"; if (BaseLevel < 60) { mes "Well... I know that you've got the heart but you're just a little too weak to help."; next; mes "[Instructor Ur]"; mes "Sorry, but your basic level should be at least 60 to help with these missions."; } else if (BaseLevel < 70) { mes "Ok, I guess you're the bare minimum level for these missions."; next; mes "[Instructor Ur]"; mes "Based on your level, I think that the Comodo area suits you."; next; mes "[Instructor Ur]"; mes "Do you know where Comodo is?"; mes "You can get there by going to Morocc and then through Pharos Lighthouse."; next; mes "[Instructor Ur]"; mes "Comodo is a small city on the coast with many caves."; next; mes "[Instructor Ur]"; mes "Look for the cave located to the north. There's someone there named Romeo."; mes "You know? As in Romeo, Romeo, wherefore art thou Romeo."; next; mes "[Instructor Ur]"; mes "Go there are get the mission from him."; mes "Well, then come back here alive when you're done!"; para_2nd01 = 1; setquest 7214; // Advanced Training at Comodo } else if (BaseLevel < 80) { mes "Let's see..."; mes "Your level would suggest that Comodo is just too easy for you."; mes "Yeah, here we go."; next; mes "[Instructor Ur]"; mes "Do you know where Glast Heim is?"; mes "If there was a tragic accident now, the capital of the Rune-Midgarts Kingdom could revert back to there."; next; mes "[Instructor Ur]"; mes "Well, if it wasn't infested with undead monsters, it would become the new capitol of Rune-Midgarts."; next; mes "[Instructor Ur]"; mes "Please, come back alive."; para_2nd01 = 7; setquest 7219; // Advanced Training at Glast Heim } else if (BaseLevel < 90) { mes "Ah, ok so for you..."; mes "Hmm where do I send you?"; next; mes "[Instructor Ur]"; mes "There an industrial city called Einbroch."; mes "You know it? It's a city covered in smog."; mes "It's a pretty gloomy city come to think of it."; next; mes "[Instructor Ur]"; mes "Anyways, go to Einbroch and find the Dispatched Instructor there. He should be in the field south of the main city."; setquest 7223; // Advanced Training in Einbroch para_2nd01 = 12; } else callsub S_Quest89100; } else if (para_2nd01 == 5) { mes "Oh, there he is."; mes "Romeo seems to be back from his field report."; next; mes "[Instructor Ur]"; mes "We have rewards for you."; mes "I'm sure Romeo gave you some items, but we brought more useful things."; next; mes "[Instructor Ur]"; mes "Do you know where the weapon storage is at?"; mes "Go out through that large blue door and walk to the end of the hallway."; mes "Ask the Blacksmith, and he will give you new equipment."; next; mes "[Instructor Ur]"; mes "And the 2nd stage training and missions start at level 70, so come back then."; mes "Don't forget, I'll be waiting for you."; para_2nd01 = 6; para_2nd02 = 1; erasequest 7218; // Report to Instructor Ur } else if (para_2nd01 == 6) { if (BaseLevel > 69) { mes "Hey, buddy~"; mes "What's going on?"; next; switch( select( "I want to start training.", "I'm just visiting." ) ) { mes "[Instructor Ur]"; case 1: mes "Hmm... You have a good form!"; mes "Let me see...."; mes "Which location would suit you...?"; next; mes "[Instructor Ur]"; if (BaseLevel < 80) { mes "Ah, this place should be good!"; mes "Do you know where Glast Heim is?"; mes "If it wasn't for that terrible accident, Glast Heim would still be"; mes "the capital of Rune Midgard, not Prontera."; next; mes "[Instructor Ur]"; mes "Anyways, that ancient castle is now full of undead monsters ."; mes "It's especially bad around the Abbey in the south."; next; mes "[Instructor Ur]"; mes "All of those undead monsters come from the underground graveyard"; mes "Well... I guess you don't have to go all the way into the graveyard..."; next; mes "[Instructor Ur]"; mes "Once you get to the Abbey you'll see our unit member stationed in front of the entrance."; mes "Follow his instructions to help clear out that area."; next; mes "[Instructor Ur]"; mes "Please come back alive."; para_2nd01 = 7; setquest 7219; // Advanced Training at Glast Heim } else if (BaseLevel < 90) callsub S_Quest7990; else callsub S_Quest89100; close; case 2: mes "Really? At your level, I think you can easily complete the top class missions.."; mes "I'll be here if you change your mind."; close; } } else { mes "2nd stage training missions start at level 70."; mes "I'll see you then."; mes "Did you pick up the necessary equipment from the storage?"; mes "Hahaha!"; } } else if (para_2nd01 == 10) { mes "Oh! You're here!"; mes "I just got a message from Johan."; mes "I think he's not telling me something, but I can't figure out what that is."; next; mes "[Instructor Ur]"; mes "Anyways, good job. I'm glad you're not hurt"; mes "The Blacksmith BK said he'll reinforce your weapon."; next; callsub S_Para2; mes "[Instructor Ur]"; mes "You know where the Blacksmith is at right??"; mes "Go out through the blue door, to the end of the hallway."; mes "BK is a great blacksmith, he'll make your weapon stronger."; mes "What are you waiting for?"; para_2nd01 = 11; // Report to Instructor Ur erasequest 7222; } else if (para_2nd01 == 11) { if (BaseLevel > 79) { mes "Ah, ever so improving "+ strcharinfo(PC_NAME) +"?"; mes "To what do I owe this pleasure?"; next; switch( select( "I came for more training.", "I'm just visiting." ) ) { mes "[Instructor Ur]"; case 1: mes "Hmm... You have a good form!"; mes "Let me see...."; next; mes "[Instructor Ur]"; if (BaseLevel < 90) callsub S_Quest7990; else callsub S_Quest89100; close; case 2: mes "Really? At your level, I think you can easily complete the top class missions.."; mes "I'll be here if you change your mind."; close; } } else { mes "3rd stage training starts at level 80."; mes "I'll see you then."; mes "Oh, if you haven't reinforced your weapon yet, go talk to BK."; } } else if (para_2nd01 == 15) { mes "Ah, you've come."; mes "I just received a message from Kiren."; mes "How was he? He didn't throw a tantrum for waking him up?"; mes "I wouldn't be surprised if he did"; next; mes "[Instructor Ur]"; mes "Anyways, good job. I'm glad you're not hurt."; mes "The Blacksmith BK said he'll reinforce your weapon."; next; callsub S_Para2; mes "[Instructor Ur]"; mes "You know where the Blacksmith is at right??"; mes "Go out through the blue door, to the end of the hallway."; mes "BK is a great blacksmith, he'll make your weapon stronger."; mes "What are you waiting for?"; erasequest 7228; // Report to Instructor Ur para_2nd01 = 16; } else if (para_2nd01 == 16) { if (BaseLevel > 89) { mes "It's nice to see you still strong!"; mes "What brings you today?"; next; if (select( "I want to continue training.", "I'm just visiting." ) == 2) { mes "[Instructor Ur]"; mes "Really? At your level, I think you can easily complete the top class missions.."; mes "I'll be here if you change your mind."; close; } mes "[Instructor Ur]"; callsub S_Quest89100; } else { mes "4th stage training starts at level 90."; mes "I'll see you then."; mes "Oh, if you haven't reinforced your weapon yet, go talk to BK."; } } else if (para_2nd01 == 20) { mes "Congratulations on completing all training stages!"; mes "That took quite a bit of time huh?"; mes "The Blacksmith BK said he'll reinforce your weapon."; next; callsub S_Para2; mes "[Instructor Ur]"; mes "You know where the Blacksmith is at right??"; mes "Go out through the blue door, to the end of the hallway."; mes "BK is a great blacksmith, he'll make your weapon stronger."; next; mes "[Instructor Ur]"; mes "Good job!"; para_2nd01 = 30; erasequest 7232; //Report to Instructor Ur } else if (para_2nd01 == 29) { mes "Congratulations on completing all training stages!"; mes "How was the Expedition? From the looks of it, it must've been pretty tough."; next; mes "[Instructor Ur]"; mes "Good job.."; mes "The Blacksmith BK said he'll reinforce your weapon."; next; callsub S_Para2; mes "[Instructor Ur]"; mes "You know where the Blacksmith is at right??"; mes "Go out through the blue door, to the end of the hallway."; mes "BK is a great blacksmith, he'll make your weapon stronger."; next; mes "[Instructor Ur]"; mes "By the way, it looked like Michael had something to tell you as well"; mes "Go talk to him, he's at the weapon storage as well."; mes "Go ahead."; para_2nd01 = 30; erasequest 7237; // Report to Instructor Ur } else if (para_2nd01 == 30) { mes "Good job."; mes "Oh, if you haven't reinforced your weapon yet, go talk to BK."; next; mes "[Instructor Ur]"; mes "Also, sometimes Michael needs help, so if you have time try to help him out."; mes "I'm sure he'll reward you for your time."; } else if (para_2nd01 < 5) callsub S_Direction,"Comodo"; else if (para_2nd01 < 10) callsub S_Direction,"Glast Heim Castle"; else if (para_2nd01 < 15) callsub S_Direction,"Einbroch"; else if (para_2nd01 < 20) callsub S_Direction,"Ice Dungeon"; else if (para_2nd01 < 29) { mes "You have to travel very far to get to the ^4d4dffRune Midgard Expedition Camp^000000!"; mes "If you want to stay there then earn your keep by doing missions. Got it?"; } close; S_Para2: if (para_2nd02 == 0) { mes "[Instructor Ur]"; mes "I just realized... this was your first mission, wasn't it?"; mes "You must not have gotten the basic equipments yet, right?"; mes "Pick them up at the weapon storage."; mes "Ask the Blacksmith Michael and he'll give you the equipment."; para_2nd02 = 1; next; } return; S_Direction: mes "So, have you been in ^4d4dff"+ getarg(0) +"^000000 yet?"; mes "Didn't I tell you to go there?"; mes "Go there first and then come back to me. Okay?"; return; S_Quest7990: mes "Hmm.. Not bad ..."; mes "You must be getting a hang of this.."; mes "Let's go with a simple mission this time"; next; mes "[Instructor Ur]"; mes "There is a industrial city called Einbroch."; mes "You've heard of it? It's a city clouded with pollution."; mes "You'll appreciate the environment here so much more after visiting that city..."; mes "We should all be thankful."; next; mes "[Instructor Ur]"; mes "Anyways, go out to the field south of Einbroch and you'll see the Dispatched Instructor."; mes "I'm sure he'll recognize you first."; mes "Don't forget to bring the Eden Group badge."; next; mes "[Instructor Ur]"; mes "The city's pollution is unbearable"; mes "But the surrounding fields are relatively clean..."; mes "This should be pretty easy for you."; para_2nd01 = 12; setquest 7223; // Advanced Training in Einbroch return; S_Quest89100: if (BaseLevel < 100) { mes "Uh-huh...."; mes "Hmm..."; mes "You seem like a cool-headed person. What do you think about the ice caves?"; next; mes "[Instructor Ur]"; mes "North of the city of Rachel is a cave filled with ice."; mes "Find the Dispatched Instructor there."; para_2nd01 = 17; setquest 7229; // Advanced Training in Ice Dungeon } else { mes "Well, well..."; mes "I don't even know where to send you now."; mes "I'm sure you are familiar with most places around here"; next; mes "[Instructor Ur]"; mes "Then, should I send you somewhere farther this time?"; mes "There is a cat hand agent here."; mes "Do you see him over there?"; next; mes "[Instructor Ur]"; mes "Through him, you can get to Ash Vacuum pretty easily ."; mes "Since there is a Expedition Camp there..."; next; mes "[Instructor Ur]"; mes "All you have to do is find the Eden Group agent there."; mes "Tell him I sent you, and he'll give you instructions."; mes "You can explore the new world"; mes "It's like a vacation isn't it?"; next; mes "[Instructor Ur]"; mes "Hahaha!"; mes ".. Maybe I'll go instead of sending you."; mes "Anyways, their names are Ma~ something... I don't know."; next; mes "[Instructor Ur]"; mes "So, the mission, once again, is finding our agent at the Midgard Expedition Camp."; mes "Isn't this the easiest mission you've ever had?"; mes "Don't forget my present when you come back~!"; para_2nd01 = 22; setquest 7233; // Advanced Training at Ash Vacuum } return; } //- 60~69 - comodo,173,354,5 script Dispatched Instructor#02 1_M_JOBTESTER,{ mes "[Romeo]"; if (para_2nd01 < 1) { mes "How are you?"; mes "Comodo has the best weather in the whole world."; mes "Even during the winter, Comodo has great weather."; next; mes "[Romeo]"; mes "Do you know why?"; mes "Comodo is surrounded by the ocean and caves."; mes "Seasonal changes don't make any difference in the temperature here."; next; mes "[Romeo]"; mes "Take it easy here."; mes "This area is a place for relaxation."; } else if (para_2nd01 == 1) { mes "How are you?"; mes "You were sent here by Instructor Ur right?"; mes "Did you come here for a quest?"; next; mes "[Romeo]"; mes "I don't know if this will fit you well"; mes "Why don't you just try it."; next; mes "[Romeo]"; mes "The thing about this cave is that, many monsters are created from stones."; mes "If you stay cautious, they shouldn't be too threatning..."; next; mes "[Romeo]"; mes "But most of them have range attacks.."; mes "And sometimes a really strong one roams around."; next; mes "[Romeo]"; mes "Well... this is the reason why you train right?"; mes "Let's try taking on one of the big monsters"; next; mes "[Romeo]"; mes "'They are called 'Stalactic Golem'."; mes "Try defeating some of them."; mes "Not too difficult, right?"; para_2nd01 = 2; erasequest 7214; setquest 7215; } else if (para_2nd01 == 2) { if (questprogress(7215,HUNTING) == 2) { mes "So, how good of an explorer are you now?"; mes "You've fought these before, so clearing this cave should be possible."; next; mes "[Romeo]"; mes "As I said before, since Komodo is a city inside a cave.."; mes "Access to the outside world is mostly done through the east entrance, but..."; next; mes "[Romeo]"; mes "Let's try going out through the north."; mes "There should be things you can hunt out there."; next; mes "[Romeo]"; mes "And instead of just walking out,"; mes "Let's kill about 10 Stalactic Golems on the way out."; next; mes "[Romeo]"; mes "So that, travelers coming from the north can safely walk through."; mes "Remember, 10 Stalactic Golems. Then come to the other side of northern part of the cave"; next; mes "[Romeo]"; mes "I'll be waiting outside."; para_2nd01 = 3; getexp 10000,10000; erasequest 7215; // Stalactic Golem Hunt setquest 7216; // More Golem Hunting } else { mes "As a test of the difficulty of this cave"; mes "Go defeat 3 Stalactic Golems."; mes "Watch out for other monsters as well."; next; mes "[Romeo]"; mes "Let me help you recover if you are tired."; npcskill "AL_HEAL",10,99,60; percentheal 0, 100; } } else if (para_2nd01 == 3) { mes "You must go through this cave to the outside."; mes "Don't forget to defeat the Stalactic Golems you run into on the way."; } else { mes "I always give the same test to the trainees that come here.."; mes "I've never seen anyone pass it so perfectly like you did."; } close; } um_fild01,34,280,5 script Instructor Romeo#2nd02 1_M_JOBTESTER,{ mes "[Romeo]"; if (para_2nd01 < 2) { mes "If you were sent from the Eden Group for training, wait for me at the town."; mes "I'm waiting for a different trainee right now."; } else if (para_2nd01 == 2) { mes "No no.. Not here."; mes "I'm waiting for a different trainee right now."; mes "Go back."; } else if (para_2nd01 == 3) { if (questprogress(7216,HUNTING) == 2) { mes "Ah, I see you didn't get lost."; mes "Your skills at defeating those Stalactic Golems were better than I expected."; mes "Just means you've improved that much."; next; mes "[Romeo]"; mes "Now look around here"; mes "We're in a dense forest now."; mes "There are Dryads and Wootans here..."; next; mes "[Romeo]"; mes "Next task is to clearing this area of monsters."; mes "Bring me the following from the monsters."; next; mes "[Romeo]"; mes "5 Wootan Fighter's Shoulderguard"; mes "7 Dryad's Sharp Leaf"; next; mes "[Romeo]"; mes "This is the last test."; mes "Good luck."; para_2nd01 = 4; erasequest 7216; // More Golem Hunting setquest 7217; // Field drops getexp 10000,10000; } else { mes "I see you didn't get lost."; mes "But you didn't defeat enough Stalactic Golems.."; mes "Go back and defeat them."; next; mes "[Romeo]"; mes "I'll help you recover if you are tired."; npcskill "AL_HEAL",10,99,60; percentheal 0, 100; } } else if (para_2nd01 == 4) { if (countitem(Shoulder_Protection) > 4 && countitem(Sharp_Leaf) > 6) { mes "You really got these by defeating the monsters?"; mes "I believe you. I want to get out of here anyways."; next; mes "[Romeo]"; mes "There are no more training tasks here."; mes "Go back and report to Ur."; delitem Shoulder_Protection,5; delitem Sharp_Leaf,7; para_2nd01 = 5; erasequest 7217; // Field drops setquest 7218; // Report to Instructor Ur getexp 10000,10000; } else { mes "Didn't I already tell you the last task?"; mes "Defeat the monsters in this forest, and bring me the items I asked for."; next; mes "[Romeo]"; mes "5 Wootan Fighter's Shoulderguard"; mes "7 Dryad's Sharp Leaf"; mes "You must bring me those to pass this test."; next; mes "[Romeo]"; mes "I'll help you recover if you are tired."; npcskill "AL_HEAL",10,99,60; percentheal 0, 100; } } else { mes "Ugh, It's way too hot here."; mes "You can leave now."; } close; } //- 70~79 - glast_01,195,131,5 script Dispatched Instructor#03 4_F_SISTER,{ mes "[Johan]"; if (para_2nd01 < 7) { mes "Ah~ So bored."; mes "You're not the one Ur sent, are you?"; mes "Oh~ That's okay."; next; mes "[Johan]"; mes "This is Glast Heim Abbey."; mes "Be careful, there are a lot of lost souls around here."; } else if (para_2nd01 == 7) { mes "Oh oh!!"; mes "You're finally here!"; mes "I asked Ur to send someone to help me here!"; next; select("What? I came for training.."); mes "[Johan]"; mes "No no, that's the same thing!"; mes "Your training mission is to help me clear out this Abbey!"; next; mes "[Johan]"; mes "Phew... It's been so tough."; mes "I can't run in by myself, but then Gargoyles attack me out here.."; mes "Hahaha..."; next; mes "[Johan]"; mes "This abbey is our responsibilty."; mes "Just like other monasteries, this one has an underground graveryad as well, but.."; next; mes "[Johan]"; mes "As you well know, this castle... is not at a normal state."; mes "I think that's causing these souls from being able to rest in peace."; next; mes "[Johan]"; mes "Let's defeat the ones around here first, since going underground may be too much for just us."; mes "I'll be testing how skilled you are as well..."; next; mes "[Johan]"; mes "First target are the Wraiths."; mes "You can tell them apart by their strange laugh."; mes "They look like demons, but we can't tell for sure..."; next; mes "[Johan]"; mes "Defeat 20 Wraiths."; mes "I'll assist you from here!"; para_2nd01 = 8; erasequest 7219; // Advanced Training at Glast Heim setquest 7220; // Wraith Hunt } else if (para_2nd01 == 8) { if (questprogress(7220,HUNTING) == 2) { mes "Oh~ You are pretty strong!"; mes "I'm so glad that someone strong like you came."; mes "I wouldn't have last long here by myself."; next; mes "[Johan]"; mes "By the way, did you see those other monsters besides the Wraiths?"; mes "They are the corrupted souls of priests."; mes "They are called 'Evil Druid' as well."; next; mes "[Johan]"; mes "Let's take care of these Evil Druids this time."; mes "10 of them."; mes "You can do it right?"; mes "I believe in you!"; para_2nd01 = 9; erasequest 7220; // Wraith Hunt setquest 7221; // Evil Druid hunt getexp 20000,20000; } else { mes "20 Wraiths!"; mes "I'll watch your back!."; mes "... Of.. Course.. I'll fight too!"; npcskill "AL_HEAL",10,99,60; percentheal 0, 100; } } else if (para_2nd01 == 9) { if (questprogress(7221,HUNTING) == 2) { mes "...Oh you're back!"; mes "(Johan Opens the door and checks)"; mes "....!"; mes "Okay!!"; next; mes "[Johan]"; mes "Thank you! I really appreciate it!"; mes "I think I can enter without any worries now!"; mes "I hope those evil souls left it alone.."; next; mes "[Johan]"; mes "Hehe, I'll put in a good word to Ur!"; mes "You're a valient and skilled exorcist!"; next; mes "[Johan]"; mes "You can go back to Eden now"; mes "I'll stay and clean up the rest, hehe"; para_2nd01 = 10; erasequest 7221; // Evil Druid hunt setquest 7222; // Report to Instructor Ur getexp 20000,20000; } else { mes "10 Evil Druids!"; mes "I'll watch your back, like last time."; mes "... Of... Course... I'll fight them too!"; npcskill "AL_HEAL",10,99,60; percentheal 0, 100; } } else if (para_2nd01 == 10) { mes "Go back and report to Ur."; mes "That Glast Heim Abbey is clear now."; mes "I need to stay and look for something... Good bye."; } else { mes "Ugh, I still haven't found the thing I lost."; mes "Hmm... I may need to wait for the next trainee before I can start looking again... Eep!"; next; mes "[Johan]"; mes "Uh... You didn't hear that did you?"; mes "Hahahahahahaha!!!"; mes "Hahahahaha!!"; } close; } //- 80~89 - ein_fild08,172,359,3 script Dispatched Instructor#04 4_M_4THPRIN1,{ mes "[Kiren]"; if (para_2nd01 < 12) { mes "What are you looking at?"; mes "You want something from me?"; mes "Mind your own business, go away.."; } else if (para_2nd01 == 12) { mes "What?"; mes "...."; mes "Hmm, Ur sent you?"; mes "Oh, that training mission thing."; next; mes "[Kiren]"; mes "You've came a long way, I won't make you do anything too tough, don't worry."; mes "The fields outside of Einbroch isn't too bad."; next; mes "[Kiren]"; mes "And monsters here usually leaves me alone, so I can nap all day."; mes "But there are some that bother me."; next; mes "[Kiren]"; mes "Do you know Porcellios are?"; mes "Ugly looking insects... They steal too.."; next; mes "[Kiren]"; mes "Let's defeat some of them as a warm up."; mes "There are plenty of them around here. 30 shouldn't be too hard right?"; next; mes "[Kiren]"; mes "I'm not holding a grudge just because they ate my lunch."; mes "I'll be resting here until you're done."; para_2nd01 = 13; erasequest 7223; // Advanced Training in Einbroch setquest 7224; // Porcellio hunting } else if (para_2nd01 == 13) { if (questprogress(7224,HUNTING) == 2) { // Porcellio hunting mes "What, You're done already?"; mes "I was just about to fall asleep... Oh well.."; mes "It can't be helped, I guess. Let's go to a different spot.."; next; mes "[Kiren]"; mes "No, what are you talking about?"; mes "Go... with you?"; mes "You can by yourself right?"; next; mes "[Kiren]"; mes "Okay, next task!"; mes "People of Einbroch say that the pollution is really bad in the north."; mes "They are worried that pollution will drift into the town."; next; mes "[Kiren]"; mes "It's probably all those factories right there..."; mes "I guess I should still look into it."; mes "The cause for the pollution... Find it and destroy it."; next; mes "[Kiren]"; mes "30 Venomous and 5 Teddy Bears."; mes "That should be good enough."; next; mes "[Kiren]"; mes "I'm sure you'll do fine without me watching."; mes "To show my support, let me give you some EXP and HP recovery."; next; mes "[Kiren]"; mes "The monsters are at the northern fields of Einbroch."; mes "Okay then, be safe."; mes "I'm going to take a nap."; para_2nd01 = 14; erasequest 7224; // Porcellio hunting setquest 7226; // Venomous hunting setquest 7227; // Teddy Bear hunting getexp 30000,30000; } else { mes "So, have you punished those Porcellio's yet?"; mes "I don't think you're done yet right?"; next; mes "[Kiren]"; mes "If you're hurt I'll heal you a bit."; } npcskill "AL_HEAL",10,99,60; percentheal 0, 100; } else if (para_2nd01 == 14) { if (questprogress(7226,HUNTING) == 2 && questprogress(7227,HUNTING) == 2) { mes "Um..."; mes "I'm getting it done."; mes "Hmm..."; mes "I'm still tired to finish..."; next; mes "[Kiren]"; mes "Good. Those monsters have been bothering the Einbroch workers."; mes "That was great.."; next; mes "[Kiren]"; mes "I have some things to report to Instructor Ur."; mes "I've been watching you closely and you've done well. Go back to Ur and deliver this report."; para_2nd01 = 15; erasequest 7226; // Venomous hunting erasequest 7227; // Teddy Bear hunting setquest 7228; // Report to Instructor Ur getexp 30000,30000; } else { mes "The monsters are at the northern fields of Einbroch."; mes "Find the Noxious..."; mes "Don't try to lie to me that you've finished hunting them."; next; mes "[Kiren]"; mes "Yeah, if this is okay?"; mes "Ugh this is difficult."; mes "I'll make you feel better though."; npcskill "AL_HEAL",10,99,60; percentheal 0, 100; } } else if (para_2nd01 == 15) { mes "What serious?"; mes "Have you made your report to Instructor Ur?"; mes "Einbroch has commissioned work out so that means more training."; } else { mes "I'm not a thief..."; mes "It's a hard living."; mes "Nor is there any real ambition."; next; mes "[Kiren]"; mes "Come practitioners?"; mes "Make things."; mes "How convenient witchinya."; mes "Heumnya. I'll sleep in one breath.."; } close; } //- 90~99 - ice_dun01,154,13,5 script Dispatched Instructor#05 4_F_JOB_BLACKSMITH,{ mes "[Naomi]"; if (para_2nd01 <= 17) { mes "It's more than that~"; mes "Now where did the time go~"; mes "I thought you said you sent me~!"; next; mes "[Naomi]"; if (para_2nd01 < 17) { mes "What is it? You'll help me. Is that right?"; mes "No, you don't have to do that."; mes "I'm waiting for someone scheduled to help me."; close; } mes "And you are?"; mes "Oh, you were sent here by Ur?"; mes "I don't know how long I've been waiting here in the snow."; next; mes "[Naomi]"; mes "This is the ice dungeon of the northern plains."; mes "Nothing like a cave that's cold the entire year."; next; mes "[Naomi]"; mes "So this is where the people of Rachel go for their ice supply."; mes "But, this area is crawling with dangerous monsters."; next; mes "[Naomi]"; mes "One of those monsters is known as a Siroma."; mes "They should be a good challenge for you."; next; mes "[Naomi]"; mes "Okay, then go in the cave and find those Siroma."; mes "It's cold in there but this job has to be done."; next; mes "[Naomi]"; mes "OH, sometimes"; mes "You be careful in there."; mes "Well, good luck~!"; para_2nd01 = 18; erasequest 7229; // Advanced Training in Ice Dungeon setquest 7230; // Siroma hunting } else if (para_2nd01 == 18) { if (questprogress(7230,HUNTING) == 2) { mes "Ah... It's over..."; mes "Good!"; mes "Your skills have been verified."; next; mes "[Naomi]"; mes "Now, what have I happened to do next."; mes "Those Siromas seem to be growing at a faster rate."; mes "As before go and hunt 30 more Siromas and bring me some materials."; next; mes "[Naomi]"; mes "And get this... Well..."; mes "Please listen carefully"; mes "30 Ice Cubic"; mes "1 Sweet Sauce"; mes "1 Milk"; next; mes "[Naomi]"; mes "I'm not just doing this for myself you know."; mes "I'm doing this for everyone."; next; mes "[Naomi]"; mes "That's the last of it anyways."; mes "So hunt those Siromas and get the materials."; mes "We understand each other?"; next; select("What about you?"); mes "[Naomi]"; mes "Me? Well of course... I'm going to stand guard here."; mes "I... I'm a busy person!"; mes "Besides this is training so who are you to ask me what about me?"; next; mes "[Naomi]"; mes "Go now!"; mes "Those Siromas are going to just get rowdier by the minute."; para_2nd01 = 19; erasequest 7230; // Siroma hunting setquest 7231; // Hunting and Gathering getexp 40000,40000; npcskill "AL_HEAL",10,99,60; percentheal 0, 100; } else { mes "The biggest stumbling block is dealing with the Siromas."; mes "Have you hunted 30 yet?"; next; mes "[Naomi]"; mes "Oh, you want help recovering your HP/SP huh?"; mes "You'll get nothing from me~!"; mes "What challenge would that be if I did that?"; } } else if (para_2nd01 == 19) { if (questprogress(7231,HUNTING) == 2 && countitem(Ice_Piece) > 29 && countitem(Sweet_Sauce) > 0 && countitem(Milk) > 0) { mes "Ohh!"; mes "You've brought everything."; mes "Okay, so just one last thing...!"; next; select("...... Look"); mes "[Naomi]"; mes "Yes, yes? Why not?"; mes "..."; mes "Oh, that's right! I'm supposed to give you something."; mes "You've done enough, I know."; next; mes "[Naomi]"; mes "I'll inform Instructor Ur."; mes "A few more stages left to go so don't worry!"; next; mes "[Naomi]"; mes "Oh and congratulations!"; mes "This is the last training stage prepared!"; next; mes "[Naomi]"; mes "I guess I should do some of this myself~"; mes "Muahaha~"; delitem Ice_Piece,30; delitem Sweet_Sauce,1; delitem Milk,1; para_2nd01 = 20; erasequest 7231; // Hunting and Gathering setquest 7232; // Report to Instructor Ur getexp 40000,40000; } else { mes "Have you finished hunting the 30 Siroma yet?"; mes "You've already done it once so this shouldn't be difficult..."; next; mes "[Naomi]"; mes "And don't forget the 30 Ice Cubic, 1 Sweet Sauce, and 1 Milk."; } } else if (para_2nd01 == 20) { mes "Were you there yet?"; mes "Other people have come and go since you've been here last."; mes "Now I don't have to get the materials myself."; next; mes "[Naomi]"; mes "Report back to Instructor Ur and report that the job is done."; mes "Don't procrastinate."; } else mes "Alas, is there anywhere where the buildup of ice caps is more than here?"; close; } mid_camp,212,229,3 script Dispatched Instructor#06 4_F_HUWOMAN,{ mes "[Margaret]"; if (para_2nd01 < 22) { mes "Oh, sorry."; mes "I don't know much about the life of an adventurer."; mes "I'm just a member of Eden Group..."; } else if (para_2nd01 == 22) { mes "The proof that you have there."; mes "You're here in paradise."; mes "Instructor Ur sent you?"; next; if (select( "Yes.", "No." ) == 2) { mes "[Margaret]"; mes "Oh, my mistake."; close; } mes "[Margaret]"; mes "How do you do?"; mes "Oh, so you're here for the training from Instructor Ur."; next; mes "[Margaret]"; mes "Ok, I'm in a bit of a situation right now so I asked Instructor Ur to use his missions to help."; next; select("A situation?"); mes "[Margaret]"; mes "Yes, "; mes "Find Mine and do what he asks you."; next; mes "[Margaret]"; mes "We dispatched him to do something and he hasn't done it yet so I'm guessing he's either chickened out or failed."; next; mes "[Margaret]"; mes "So can you find him out there in Splendide Field?"; next; mes "[Margaret]"; mes "Find him and figure out what the heck he's up to please."; para_2nd01 = 23; erasequest 7233; // Advanced Training at Ash Vacuum setquest 7234; // Margaret's favor } else if (para_2nd01 < 27) { mes "Can you find those two brothers?"; mes "Find out what's up with them."; } else if (para_2nd01 == 27) { mes "So what's up?!"; next; mes "- You tell her about Meeru and Mine. -"; next; mes "[Margaret]"; mes "Yeah? Oh what?"; mes "This is not really..."; mes "Ok I'll go deal with them."; next; mes "[Margaret]"; mes "Well, whatever the Nepenthes and Pinguicula proof has been collected."; next; mes "[Margaret]"; mes "Your training is done so go back and talk to Instructor Ur."; para_2nd01 = 29; erasequest 7234; // Margaret's favor setquest 7237; // Report to Instructor Ur } else if (para_2nd01 == 29) { mes "Well, whatever the Nepenthes and Pinguicula proof has been collected."; next; mes "[Margaret]"; mes "Your training is done so go back and talk to Instructor Ur."; } else mes "........"; close; } man_fild01,43,234,3 script Dispatched Instructor#07 4_DST_SOLDIER,{ mes "[Meeru]"; if (para_2nd01 < 23) { mes "You think I'll lose!"; mes "...?"; mes "All of them... Who're you?!"; mes "Mine is a stooge?"; mes "He sent you to watch me!?"; next; mes "[Meeru]"; mes "What? Isn't that it?"; mes "... ..."; mes "Mine didn't send you did he?"; } else if (para_2nd01 == 23) { mes "You think I'll lose!"; mes "...?"; mes "All of them... Who're you?!"; mes "Mine is a stooge?"; mes "He sent you to watch me!?"; next; mes "[Meeru]"; mes "What? Isn't that it?"; mes "... ..."; mes "Mine didn't send you did he?"; mes "So why are you here?"; next; select("Margaret sent me"); mes "[Meeru]"; mes "Ah, Margaret!"; mes "Mine and Margaret are always trying to mess with me because of my win-!"; mes "Gosh..."; next; select( "What happened?", "What do you win?" ); mes "[Meeru]"; mes "It all started with them bickering."; mes "Margaret was asked to scout for both of us. It's like what you're doing now."; next; mes "[Meeru]"; mes "Mine said that he was strong enough to defeat any monster."; mes "So I insisted that he go to either East or West of the camp and show me."; next; mes "[Meeru]"; mes "Mine made an idle threat and huffed and puffed but didn't do anything."; next; mes "[Meeru]"; mes "Basically, Margaret didn't believe him and challenged him to kill 1 Nepenthes."; next; mes "[Meeru]"; mes "So anyways now I'm charged with asking people to go and hunt 1 Nepenthes because of that bickering incident."; next; mes "[Meeru]"; mes "It's really not that difficult to hunt 1 so just go to the field East of here and kill one of them."; para_2nd01 = 24; setquest 7235; // Nepenthes Hunt } else if (para_2nd01 == 24) { if (questprogress(7235,HUNTING) == 2) { mes "Hmm yes I saw."; mes "I knew I should've asked you to hunt more than 1."; next; mes "[Meeru]"; mes "Anyways you've proven that you're stronger than Mine ever made himself out to be."; next; mes "[Meeru]"; mes "Well anyways here's a small reward."; next; mes "[Meeru]"; mes "I'll just be here making sure other people hunt the Nepenthes. I might ask them to hunt more than 1 who knows."; para_2nd01 = 25; erasequest 7235; // Nepenthes Hunt getexp 50000,50000;; } else { mes "Is hunting the Nepenthes too much for you?"; mes "You seem a bit flushed."; mes "Fine I'll heal you!"; npcskill "AL_HEAL",10,99,60; percentheal 0, 100; } } else if (para_2nd01 == 25) mes "I'll just be here making sure other people hunt the Nepenthes. I might ask them to hunt more than 1 who knows."; else { mes "Something wrong?"; mes "Did you have trouble with that Nepenthes..."; mes ".........hyuk huk."; } close; } spl_fild02,377,149,3 script Dispatched Instructor#08 4_M_DST_MASTER,{ mes "[Mine]"; if (para_2nd01 < 25) { mes "Oh cruel world."; mes "..."; mes "Way to go passing by."; mes "What a fiasco this has turned out to be"; } else if (para_2nd01 == 25) { mes "Oh cruel world..."; mes "..."; mes "Who are you?"; next; if (select( "Margaret sent me.", "Yeah I'm here..." ) == 1) { mes "[Mine]"; mes "Eh? Who!"; mes "I see. Is it that time already?"; mes "This has been difficult."; mes "I'm in a crisis here!"; } else { mes "[Mine]"; mes "Oh so you're not here by your own will eh?"; mes "So why even bother coming?"; next; mes "[Mine]"; mes "You didn't want to be here right?"; mes "Margaret sent you instead of someone else I bet."; mes "Whatever, anyway I'm in a crisis here!"; } next; mes "[Mine]"; mes "Ok I don't want to admit it but you gotta help me out here."; next; mes "[Mine]"; mes "Ok just because I was complaining doesn't mean they have to send me here!"; next; mes "[Mine]"; mes "I mean they've asked for too much of a simple person like myself."; next; mes "[Mine]"; mes "Ok here's the deal."; mes "I'm supposed to hunt those Pinguiculas. Just 5 of 'em."; mes "But you'll do that for me yeah?"; next; mes "[Mine]"; mes "I promise you I'll give you something good."; mes "Thanks."; para_2nd01 = 26; setquest 7236; // Pinguicula Hunt } else if (para_2nd01 == 26) { if (questprogress(7236,HUNTING) == 2) { mes "Excellent!"; mes "Now I can go back to the camp and..."; next; mes "[Mine]"; mes "I mean, can you tell Margaret that it's all done?"; next; mes "[Mine]"; mes "Oh don't worry she won't mind. I'll just go back to doing what I was doing. Here's your reward."; para_2nd01 = 27; erasequest 7236; // Pinguicula Hunt getexp 50000,50000;; } else { mes "Come on 5 Pinguicula."; mes "Really how did you get here then?"; next; mes "[Mine]"; mes "You're not lying about being a real adventurer are you?"; npcskill "AL_HEAL",10,99,60; percentheal 0, 100; } } else if (para_2nd01 == 27) { mes "Margaret gets everything she wants back at the camp."; mes "Don't you worry, I'm going back soon."; } else mes "........."; close; } moc_para01,111,83,3 script Blacksmith Thorn#2nd10 2_M_OLDBLSMITH,{ if (checkweight(Para_Team_Manteau2,5) == 0) { mes "- You have too many items in your inventory to continue -"; close; } mes "[Thorn]"; if (countitem(Para_Team_Mark) < 1 && countitem(Para_Team_Mark_) < 1) { mes "Hmm, are you a member of Eden Group?"; mes "You need to be one of our members to use my services."; close; } mes "What's going on?"; next; switch( select( "Strengthen Equipment", "Personal Request", "Give me new equipment." ) ) { mes "[Thorn]"; case 1: if (para_2nd01 < 6) { mes "Hmm equipment strengthening."; mes "I don't exactly do that for just anyone."; mes "The first step is at least a higher degree of training so have you done the Eden Group training yet?"; next; mes "[Thorn]"; mes "You have not awakened yet."; mes "First do the missions set forth by Instructor Ur and I'll help you strengthen your equipment."; next; mes "[Thorn]"; mes "I won't help you unless you do that first!"; } else if (para_2nd04 == 3) { mes "Strengthen your equipment eh?"; mes "I'll strengthen the new Eden Group equipment for you by giving it a random stat boost."; next; mes "[Thorn]"; mes "So what equipment do you want to enhance?"; next; switch( select( "Eden Group Manteau II", "Eden Group Armor IV", "Eden Group Boots IV" ) ) { case 1: callsub S_Enchant,Para_Team_Manteau2,"Manteau"; case 2: callsub S_Enchant,Para_Team_Armor,"Armor"; case 3: callsub S_Enchant,Para_Team_Boots4,"Boots"; } } else { mes "I will strengthen your equipment after you've done a personal request of mine."; next; mes "[Thorn]"; mes "I just want to be sure that you're worthy of using my services."; } close; case 2: if (para_2nd02 < 2) { mes "Have you started the request of Instructor Ur?"; mes "I'm lending my services to those who are worthy."; next; mes "[Thorn]"; mes "Besides, you won't have the equipment that I can enhance until you do those missions."; } else if (para_2nd04 == 0) { mes "Glad you're here."; mes "As a blacksmith I am in need of Iron materials constantly."; next; mes "[Thorn]"; mes "Of course there will be a reward eventually..."; mes "So..."; next; mes "[Thorn]"; if (BaseLevel < 80) { mes "Bring me some materials."; mes "I need 20 Iron Ore, and 10 Iron."; } else { mes "Bring me some materials."; mes "Bring 20 Used Iron Plate."; .@add = 1; } mes "It shouldn't be hard to get these can you bring them right away?"; next; switch( select( "Sure thing.", "I don't want to." ) ) { mes "[Thorn]"; case 1: mes "I appreciate it."; mes "So take your time and I'll be waiting."; para_2nd04 = 1 + .@add; setquest (7238 + .@add); // Errands for Thorn (easy/hard) close; case 2: mes "Eh...?"; mes "Guess you're too busy to help me."; close; } } else if (para_2nd04 == 1 || para_2nd04 == 2) { if (para_2nd04 == 1) { setarray .@item[0],Iron_Ore,Iron; setarray .@amount[0],20,10; setarray .@countitem[0],countitem(Iron_Ore),countitem(Iron); .@string$ = "I asked you to get 20 Iron Ore, and 10 Iron."; } else { .@item[0] = 7319; .@amount[0] = 20; .@countitem[0] = countitem(Old_Steel_Plate); .@add = 1; .@string$ = "I asked you to get 20 Used Iron Plate."; } if (.@countitem[0] >= .@amount[0] && .@countitem[1] >= .@amount[1]) { mes "Let me guess..."; mes "You've brought me the best quality materials."; mes "Good."; next; mes "[Thorn]"; mes "I can always use more Iron materials."; mes "Instead of a normal reward I'll give you an advanced equipment."; next; mes "[Thorn]"; mes "If at any time you think you have equipment that you need to strengthen come by me again."; delitem .@item[0],.@amount[0]; if (.@countitem[1]) delitem .@item[1],.@amount[1]; para_2nd04 = 3; erasequest (7238 + .@add); setquest 7240; } else { mes .@string$; mes "I'm pretty sure that it isn't that difficult to do."; } } else if (para_2nd04 == 3) { mes "Now, that's it."; mes "That's enough for today."; mes "For now, ask me to strengthen your equipment and I'll do it for you."; next; mes "[Thorn]"; mes "If you have one of these bring them to me."; mes "Eden Group Manteau II, Eden Group Armor IV, Eden Group Boots IV."; } else if (para_2nd04 == 4) { if (questprogress(7241,PLAYTIME) == 1) { mes "Come back later."; mes "You have to wait for some time first."; } else { mes "Uh-huh..."; mes "What are we going to... oh don't worry."; mes "Come to me later."; erasequest 7241; // Errands for Thorn timer para_2nd04 = 0; } } close; case 3: if (para_2nd02 < 1) { mes "I'm not permitted to do this by Instructor Ur."; mes "Don't mess with me."; } else if (para_2nd02 == 1) { mes "Okay, I'll give you equipment."; mes "I'll give you good armor and equipment that you'll be proud of."; next; mes "[Thorn]"; mes "So now, ^4d4dffmake sure that you have enough free inventory space.^000000"; next; if (select( "Let me organize my inventory.", "I have free space." ) == 1) { mes "[Thorn]"; mes "You do that."; mes "Free up your inventory so that you can get the weapons, boots, and all the other equipment."; close; } mes "[Thorn]"; if (BaseJob == Job_Knight || BaseJob == Job_Crusader) { callsub L_Select,"One-handed sword, two-handed sword or spear.", P_Slayer3,"Eden Group Slayer III","Two-handed Sword, Attack 200", P_Saber3,"Eden Group Saber III","One-handed Sword, Attack 185", P_Sphere1,"Eden Group Spear I","One-handed, Attack 165"; } else if (BaseJob == Job_Assassin) { callsub L_Select,"You have your choice of dagger or katar.", P_Dagger3,"Eden Group Dagger III","Dagger, MATK +80, ATK 165", P_Katar1,"Eden Group Katar I","Katar, ATK 155"; } else if (BaseJob == Job_Rogue || BaseClass == Job_Novice) getitem P_Dagger3,1; else if (BaseJob == Job_Alchemist || BaseJob == Job_Blacksmith) { callsub L_Select,"Your options are Mace, Saber and Axe.", P_Mace3,"Eden Group Mace III","Mace, Attack 172", P_Saber3,"Eden Group Saber III","Sword, Attack 185", P_Two_Handed_Axe1,"Eden Group Axe I","Axe, Attack 195"; } else if (BaseJob == Job_Wizard) getitem P_Staff3,1; else if (BaseJob == Job_Sage) { callsub L_Select,"", P_Staff3,"Eden Group Staff III","Staff, MATK + 170, INT +4, Attack 60", P_Dic1,"Eden Group Dictionary I","Book, MATK +100, Attack 135"; } else if (BaseJob == Job_Priest) { callsub L_Select,"", P_Staff3,"Eden Group Staff III","Staff, MATK + 170, INT +4, Attack 60", P_Dic1,"Eden Group Dictionary I","Book, MATK +100, Attack 135", P_Mace3,"Eden Group Mace III","Mace, Attack 172"; } else if (BaseJob == Job_Monk) { callsub L_Select,"", P_Knuckle1,"Eden Group Knuckles I","Knuckle, Attack 120", P_Mace3,"Eden Group Mace III","Mace, Attack 172"; } else if (BaseJob == Job_Hunter) getitem P_Bow3,1; else if (BaseJob == Job_Bard) { callsub L_Select,"", P_Bow3,"Eden Group Bow III","Bow, Attack 140", P_String_Inst1,"Eden Group Guitar I","Guitar, Attack 125"; } else if (BaseJob == Job_Dancer) { callsub L_Select,"", P_Bow3,"Eden Group Bow III","Bow, Attack 140", P_Tail1,"Eden Group Whip I","Whip, Attack 125"; } else if (BaseClass == Job_Ninja) { callsub L_Select,"", P_Dagger3,"Eden Group Dagger III","Dagger, MATK +80, ATK 165", P_Huuma_Shuriken1,"Eden Group Huuma Shuriken I","Huuma Suriken, MATK +50, ATK 170"; } else if (BaseJob == Job_Star_Gladiator) getitem P_Dic1,1; else if (BaseJob == Job_Soul_Linker) { callsub L_Select,"", P_Dagger3,"Eden Group Dagger III","Dagger, MATK +80, ATK 165", P_Staff3,"Eden Group Staff III","Staff, MATK +170, INT +4, ATK 60"; } else if (BaseClass == Job_Gunslinger) getitem P_Revolver3,1; else { mes "Hmm, you are eligible to receive equipment."; mes "Yeah I understand that."; next; mes "[Thorn]"; mes "Hmm something went wrong though. I'm not sure what..."; close; } para_2nd02 = 2; getitem Para_Team_Hat2,1; getitem Para_Team_Manteau2,1; getitem Para_Team_Boots4,1; getitem Para_Team_Armor,1; mes "Here's your equipment."; mes "I'll also give you the other gear that comes along with this set."; } else if (para_2nd02 == 2) { mes "You can strengthen the equipment that I gave you."; mes "Weapons Expert BK is at Eden Group Headquarters and he can do that for you."; next; mes "[Thorn]"; mes "So go to him and he can make your equipment stronger."; } else { mes "Have you gotten your gear yet?"; mes "I can give you the gear but I can't strengthen it for you."; next; mes "[Thorn]"; mes "Your armor can be strengthened by someone else."; mes "I wish I could but I can't."; } } close; L_Select: mes "Choose a weapon."; mes getarg(0); mes "Choose from the following."; for ( .@i = 1; .@i < getargcount(); .@i += 3 ) { .@menu$ = .@menu$ + getarg(.@i+1) + ":"; mes getarg(.@i+1)+" : "+ getarg(.@i+2); } next; .@i = (select(.@menu$) -1) *3 +1; mes "[Toren]"; getitem getarg(.@i),1; return; S_Enchant: mes "[Thorn]"; if (countitem(getarg(0)) > 0) { setarray .@bonus[1], Luck2, Mdef4, Def3, Strength2, Mdef6, Def6, Agility2, Mdef8, Def9, Dexterity2, Inteligence2, Vitality2; .@1st = .@bonus[ rand(1,12) ]; .@2nd = .@bonus[ rand(1,12) ]; mes "Eden Group "+ getarg(1) +"?"; mes "I understand."; mes "Remember the stats that are enhanced will be random."; mes "You sure you want me to enhance this?"; next; switch( select( "I changed my mind.", "Yes, enhance it." ) ) { mes "[Thorn]"; case 1: mes "You sure you don't want to enhance it?"; mes "It's your choice."; close; case 2: mes "I understand."; mes "Let's begin the enhancement."; next; specialeffect EF_REPAIRWEAPON; progressbar "ffff00",3; delitem getarg(0),1; para_2nd04 = 4; changequest 7240,7241; getitem2 getarg(0),1,1,0,0,0,0,.@1st,.@2nd; mes "[Thorn]"; mes "Ok, seems that the enhancement went well."; mes "If you don't like the result then you can come back again tomorrow."; close; } } mes "Hmm... Don't you have the "+ getarg(1) +"?"; mes "I don't think you have it with you."; close; } moc_para01,112,79,3 script Weapons Expert BK#2nd11 4_M_REPAIR,{ setarray .@wplist[0], P_Slayer3, P_Saber3, P_Dagger3, P_Katar1, P_Two_Handed_Axe1, P_Sphere1, P_Staff3, P_Mace3, P_Bow3, P_Dic1, P_String_Inst1, P_Tail1, P_Revolver3, P_Knuckle1, P_Huuma_Shuriken1; .@wplist_size = getarraysize(.@wplist); for ( .@i = 0; .@i < .@wplist_size; ++.@i ) { .@menu$ += getitemname(.@wplist[.@i]) + ":"; } mes "[BK]"; mes "What's happening?"; mes "No way?!"; next; if (select( "Enhancing weapons.", "What?" ) == 2) { mes "[BK]"; mes "Yeah?"; mes "Are you asking me what I know?"; next; select("...??"); mes "[BK]"; mes ".....????"; close; } mes "[BK]"; mes "Ah, you're here to enhance your gear."; mes "Okay, shall we?"; next; mes "[BK]"; if (para_2nd02 < 2) { mes "You have to have the equipment first in order for me to do anything."; mes "Didn't you get anything from Thorn yet?"; } else if (para_2nd02 == 2) { if (para_2nd01 < 11) { mes "Hmm, no."; mes "I don't have permission from Instructor Ur."; mes "You have to finish your training."; next; mes "[BK]"; mes "Once you do that I can help you."; mes "Until then I won't talk to you."; } else { mes "Okay, what weapon do you want to enhance?"; next; .@s = select(.@menu$) -1; mes "[BK]"; if (countitem(.@wplist[.@s]) > 0) { mes "Ok for the first reinforcement."; mes "ATK + 3% or MATK + 3%?"; mes "I'll give you the option to grant this effect on the selected gear."; next; mes "[BK]"; mes "You can't change your mind after so choose wisely."; next; if (select( "ATK +3%","MATK +3%" ) == 1) { .@string$ = "Ok, you've chosen to raise physical attack."; .@card = Atk3; } else { .@string$ = "Ok, you've chosen to raise magical attack."; .@card = Matk3; .@add = 1; } mes "[BK]"; mes .@string$; mes "Would you look at that. Your weapon will now be stronger."; para_2nd03 = 1 + .@add; next; specialeffect EF_REPAIRWEAPON; progressbar "ffff00",3; para_2nd02 = 3; delitem .@wplist[.@s],1; getitem2 .@wplist[.@s],1,1,0,0,0,0,0,.@card; mes "[BK]"; mes "Isn't it magnificent?"; mes "I know, I know, I'm pretty amazing!"; } else { mes "Are you kidding me?"; mes "You don't seem to have that weapon in your possession."; } } } else if (para_2nd02 == 3) { if (para_2nd01 < 16) { mes "Hmm, I'm not sure you're ready."; mes "All 3 steps of Instructor Ur's missions have to be completed first."; next; mes "[BK]"; mes "You get what I'm saying?"; mes "Finish the third mission from Instructor Ur."; } else { mes "Good. So you previously received an addition to Atk or Matk."; mes "For this option you can choose from Brute, Plant, Fish, Dragon, Increased Heal."; next; mes "[BK]"; mes "Once you've chosen you can't change your mind again."; mes "But your weapon will increase damage to the type of enhancement you pick."; next; mes "[BK]"; mes "Basically I will add a random monster card with the property type that you choose."; mes "Good luck!"; next; switch( select( "Brute Type", "Plant Type", "Insect Type", "Fish Type", "Dragon Type", "Increased Heal" ) ) { case 1: setarray .@arg[0],Goblin_Card,Bradium_Goram_Card,111; .@type$ = "Brute"; break; case 2: setarray .@arg[0],Scorpion_Card,Nepenthes_Card,121; .@type$ = "Plant"; break; case 3: setarray .@arg[0],Caramel_Card,Pinguicula_Card,131; .@type$ = "Insect"; break; case 4: setarray .@arg[0],Flora_Card,Naga_Card,141; .@type$ = "Fish"; break; case 5: setarray .@arg[0],Petit_Card,Egg_Of_Draco_Card,151; .@type$ = "Dragon"; break; case 6: setarray .@arg[0],Heal_Amount2,Heal_Amount2,161; } mes "[BK]"; for ( .@i = 0; .@i < 15; .@i++ ) { if (countitem(.@wplist[.@i]) > 0) { if (.@arg[0] == Heal_Amount2) mes "Good. Your weapon will now increase Heal effectiveness."; else mes "Good. Your weapon will increase attacks to "+ .@type$ +" type monsters."; next; specialeffect EF_REPAIRWEAPON; progressbar "ffff00",3; delitem .@wplist[.@i],1; para_2nd02 = 4; if (para_2nd03 == 1) { para_2nd03 = .@arg[2]; getitem2 .@wplist[.@i],1,1,0,0,0,0,.@arg[0],Atk3; } else { para_2nd03 = .@arg[2] + 100; getitem2 .@wplist[.@i],1,1,0,0,0,0,.@arg[1],Matk3; } mes "[BK]"; mes "Isn't it magnificent?"; mes "I know, I know, I'm pretty amazing!"; close; } } mes "Sorry, but it doesn't seem like you have a weapon that can be enhanced."; mes "How did this happen?"; close; } } else if (para_2nd02 == 4) { if (para_2nd01 < 30) { mes "Instructor Ur has a lot of training missions doesn't he?"; mes "There's only one more stage."; mes "Reach the final stage of training."; } else { mes "Okay, this is the last step."; mes "I will make your weapon even more enhanced."; next; mes "[BK]"; mes "The card added from the previous step will be doubled."; mes "And if you have a healing weapon it will increase it's healing efficiency."; mes "You understand?"; next; mes "[BK]"; mes "Ok what weapon did you have now?"; next; .@s = select(.@menu$) -1; mes "[BK]"; if (countitem(.@wplist[.@s]) > 0) { mes "Doubling the strength of your bonus stat."; next; specialeffect EF_REPAIRWEAPON; progressbar "ffff00",3; delitem .@wplist[.@s],1; para_2nd02 = 5; if (para_2nd03 == 111) getitem2 .@wplist[.@s],1,1,0,0,0,Goblin_Card,Goblin_Card,Atk3; else if (para_2nd03 == 121) getitem2 .@wplist[.@s],1,1,0,0,0,Scorpion_Card,Scorpion_Card,Atk3; else if (para_2nd03 == 131) getitem2 .@wplist[.@s],1,1,0,0,0,Caramel_Card,Caramel_Card,Atk3; else if (para_2nd03 == 141) getitem2 .@wplist[.@s],1,1,0,0,0,Flora_Card,Flora_Card,Atk3; else if (para_2nd03 == 151) getitem2 .@wplist[.@s],1,1,0,0,0,Petit_Card,Petit_Card,Atk3; else if (para_2nd03 == 161) getitem2 .@wplist[.@s],1,1,0,0,0,Heal_Amount2,Heal_Amount2,Atk3; else if (para_2nd03 == 211) getitem2 .@wplist[.@s],1,1,0,0,0,Bradium_Goram_Card,Bradium_Goram_Card,Matk3; else if (para_2nd03 == 221) getitem2 .@wplist[.@s],1,1,0,0,0,Nepenthes_Card,Nepenthes_Card,Matk3; else if (para_2nd03 == 231) getitem2 .@wplist[.@s],1,1,0,0,0,Pinguicula_Card,Pinguicula_Card,Matk3; else if (para_2nd03 == 241) getitem2 .@wplist[.@s],1,1,0,0,0,Naga_Card,Naga_Card,Matk3; else if (para_2nd03 == 251) getitem2 .@wplist[.@s],1,1,0,0,0,Egg_Of_Draco_Card,Egg_Of_Draco_Card,Matk3; else if (para_2nd03 == 261) getitem2 .@wplist[.@s],1,1,0,0,0,Heal_Amount2,Heal_Amount2,Matk3; mes "[BK]"; mes "Isn't it magnificent?"; mes "I know, I know, I'm pretty amazing!"; } else { mes "Hey, you think I'm joking?"; mes "Do you have the weapons or not?"; } } } else if (para_2nd02 > 4) { mes "How do you like your enhanced weapon?"; mes "Hopefully it has helped you."; next; mes "[BK]"; mes "I've given you the peak of your weapon's efficiency."; mes "Weapons aren't the only things that need strength, though, don't you agree?"; next; mes "[BK]"; mes "Come on admit it."; mes "Thorn gave inspiration and I intend on providing strong equipment, that's how to live life."; mes "Hahahaha!"; } close; } sec_in02,25,33,4 script Assistant#para_suvquest 4_M_BABYCAT,{ callfunc "F_GM_NPC"; mes "Password"; next; if (callfunc("F_GM_NPC",1854,0) == 1) { mes "Please select the variable you want to modify."; next; .@var = select("para_suv01", "para_suv02"); mes "Enter the modified value"; next; input(.@input, 0, 9999); mes "Value of para_suv0"+.@var+" has been changed to "+.@input+"."; setd "para_suv0"+.@var,.@input; close; } else { mes "......meow wee."; close; } }