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//================= Hercules Script =======================================
//=       _   _                     _
//=      | | | |                   | |
//=      | |_| | ___ _ __ ___ _   _| | ___  ___
//=      |  _  |/ _ \ '__/ __| | | | |/ _ \/ __|
//=      | | | |  __/ | | (__| |_| | |  __/\__ \
//=      \_| |_/\___|_|  \___|\__,_|_|\___||___/
//================= License ===============================================
//= This file is part of Hercules.
//= http://herc.ws - http://github.com/HerculesWS/Hercules
//=
//= Copyright (C) 2012-2015  Hercules Dev Team
//= Copyright (C)  Euphy
//= Copyright (C)  Streusel
//= Copyright (C)  Kisuka
//=
//= 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 <http://www.gnu.org/licenses/>.
//=========================================================================
//= Renewal Merchant Job Quest
//================= Description ===========================================
//= Job Change to Merchant Class
//================= Current Version =======================================
//= 1.2
//=========================================================================

alberta_in,53,43,6	script	Merchant#mer	4_M_04,{
	if (Upper == 1) {
		if (Class == Job_Novice_High && (ADVJOB == Job_Whitesmith || ADVJOB == Job_Creator)) {
			mes "[Chief Mahnsoo]";
			mes "Long time no see!";
			mes "Hey, you didn't quit";
			mes "your business, did you?";
			mes "What happened?";
			next;
			mes "[Chief Mahnsoo]";
			mes "Whoa...";
			mes "You've actually been to Valhalla?! Wow, you've come a long way...";
			next;
			if (getskilllv("NV_BASIC") < 9) {
				mes "[Chief Mahnsoo]";
				mes "Hmmm...";
				mes "It seems that you're not ready to become a Merchant again. Go finish learning the Basic Novice Skills first.";
				next;
				mes "[Chief Mahnsoo]";
				mes "Don't worry, we'll always have a Merchant position open for you. Just come back when you're ready, okay?";
				close;
			}
			mes "[Chief Mahnsoo]";
			mes "I guess it's destiny that we meet like this once more. Alright. Once again, let me change you into a Merchant!";
			next;
			skill 143,0,0;
			jobchange Job_Merchant_High;
			skill 153,1,0;
			skill 154,1,0;
			skill 155,1,0;
			mes "[Chief Mahnsoo]";
			mes "Ah~ How nostalgic. Just like old times! Alright, do your best!";
			close;
		}else{
			mes "[Chief Mahnsoo]";
			mes "^333333*Sigh*^000000";
			mes "I'm so bored...";
			mes "When will I hear from my lovely Blossom?";
			close;
		}
	}
	mes "[Guildsman Mahnsoo]";
	mes "Hey, why are you here?";
	next;
	switch(select("I want to be a merchant.", "I want to know more about merchants.", "Ask him the requirements to be a merchant.", "Nothing.")) {
	case 1:
		if(BaseJob != Job_Novice) {
			mes "[Guildsman Mahnsoo]";
			if(BaseJob == Job_Merchant) {
				mes ".....? Sorry? What are you saying?";
				mes "You are already a merchant. Oh my..";
				mes "Huh?! ...Do I need to laugh right now?!";
			}else{
				mes "Ahh? Are you trying to have both ways?";
				mes "How about just giving yourself over to your original job?";
				next;
				mes "[Guildsman Mahnsoo]";
				mes "We have business ethics you know.";
			}
			close;
		}else{
			mes "[Guildsman Mahnsoo]";
			mes "Want to be a merchant? Hmm...";
			next;
			if (getskilllv("NV_BASIC") < 9) {
				mes "[Guildsman Mahnsoo]";
				mes "But if you want to be a merchant, your basic skill level must reach Level 9 or you must spend all of your skill points.";
				next;
				mes "[Guildsman Mahnsoo]";
				mes "Don't you think we need to learn some basic skills although we just deal with money?";
				close;
			}
			mes "[Guildsman Mahnsoo]";
			mes "Good, I think you're fully ready for it seeing that your basic skill level is fulfilled.";
			mes "Now I allow you to be a merchant.";
			next;
			mes "[Guildsman Mahnsoo]";
			mes "Congratulations on becoming a merchant!";
			mes "Congratulations again for being a member of the merchant guild and one of our colleagues. I expect your active participation from now on!";
			callfunc "Job_Change",Job_Merchant;
			getitem	1381,1; // N_Battle_Axe
			next;
			mes "[Guildsman Mahnsoo]";
			mes "Absolutely, we need young people who have passion to achieve our great goal for securing 20% of the worldwide currency volume. You get it? Huh?";
			mes "Well, I'm just saying... it means let's make lots of money in the end. You guys know that~";
			close;
		}
	case 2:
		mes "[Guildsman Mahnsoo]";
		mes "Merchant? To put it simply, the person who sells good and makes money is a merchant.";
		mes "Not good at fighting and doesn't have special attack/recovery skills... but a merchant can buy things at a low price and then sell them and make money.";
		next;
		mes "[Guildsman Mahnsoo]";
		mes "Well, a merchant has an ultimate skill called Mammonite which strikes an enemy with his/her money... We can equip everything except Bows, Rods, and Two-Handed Swords. But we can always sell and buy those.";
		mes "Yes... we merchants always have money on our minds, got it?";
		close;
	case 3:
		mes "[Guildsman Mahnsoo]";
		mes "To become a merchant, although just selling and receiving money is our job, you must reach at least basic skill level 9.";
		next;
		mes "[Guildsman Mahnsoo]";
		mes "Well, we used to receive a start-up fee before. Wasn't it hard to make that money?";
		mes "There were too many people who couldn't gather that money and kept crying.";
		next;
		mes "[Guildsman Mahnsoo]";
		mes "So recently, we decided to allow any Novice who wants to be a merchant become one.";
		mes "Because to be alive or not later is all up to one's ability.";
		close;
	case 4:
		close;
	}
}